Play updates in Northport

As my play by post Dungeon Fantasy game is closing on 70k posts at this point, I thought an update might not be a bad idea.

Currently I have about 11 threads running. There has been some upset lately, as one player with his fingers in most threads just bounced, and deleted all of his character sheets as he went, So that I don’t even have the ability to run them as NPC’s.

The Black Tower.

This is a continuation of several years of play, where a mixed group of characters (several of whom have changed hands repeatedly) signed on with a caravan heading to a place called Al Menir – (yes, very Ein Arris influenced) as a means of getting close to an area where a forbidden tower was supposed to be, although nearly impossible to get to, thanks to a ring of banes with permanent Avoidance cast on them. The long combat with bandits on the first leg of the journey was a near disaster, because the party had been split and took months of RL time to get back together. Gareth, he party’s fire mage, originally rescued from the People of the Pit, has been, like many of that player’s characters, one inclined to burn everything, and ask questions of the dead after. Gorgath the Ogre quit after this, as did Sorsha the shadow elf sorcerous thief. By the time the group got to Al Menir, we had lost Shroud, our other thief’s player to a deployment, and the party leader (built as a knight with allies) to a family emergency.

The group forfeited any actual time exploring Al Menir and headed back to an area they thought the tower might be, adding on a Druid who dropped off the map, and returning with Gorgath, who then quit the game again after problems with Gareth. Gorgath’s magic resistance had been vital in getting to the tower (and his strength in getting through the front door), and entrance by the others was only possible because the tree holding one of the warding stones had fallen after being struck by lightning. They found the remains of an artificer who had starved to death on the grounds because the warding system kept him from escaping. He had a number of detailed drawings of traps, including one of a room that would fill with water and clockwork fish that would latch on to you until you could no longer float to the top and hit the reset valve.

Once inside, and after pointlessly getting into fights with golems that mostly would not bother you unless you tried to hurt them or destroy property, the met a new player – given the difficulty of someone following them in, they decided to play a flesh golem. We worked out stats based on those in Horror and Magic, with the addition of healing by energy absorption, and independent body parts. This was demonstrated by another flesh golem who had been trying to serve essential water and hand their cloaks in the closet but was butchered, and dragged his pieces down to a room with a combination lock that led to a larger room with a glyph. I had originally published this Trick-Trap in a collaborative dungeon for Blueholme called Return of the Blue Baron . So Safwan, the golem was pressed upon by the party to give them a tour of the tower, despite him having ever been in something like 8 rooms, but off they went, top to bottom. Copping a scene from Dwimmermount, I had them run into a crew of Astral Reavers (Githyanki) which I had statted up six years ago. Surprisingly, only a few of the party failed their saves vs psionics, but they tossed most of the loot into the astral plane, or left it behind.

Fleeing to find the master of the tower’s secret spell library (hidden from Safwan by a pentagram spell) they ran into an area with three choices to pass: a carpeted hallway Safwan has never had an issue walking down, a checkered hallway with poison darts, or the above mentioned drowning pool trap. They fought to go into the water trap, when most are wearing heavy armor and none can swim. I reminded them (play takes months and things get forgotten) that they had diagrams of this deathtrap and that there was no way to bypass it without a thorough soaking. It hurts my head sometimes. They decided to go down the poison dart hall in the end.

Damned if you Do

This group of players consisting of Oly the Thief, Ardenas Barehand the monk with a little spellcasting, Aoife the leprechaun Druid with a penchant for turning people into fish, Benny Morales the dungeon Saint of Hermes, Mancini the Guild fixer and his allies Norman the fighter and Kalima the four armed celestial demonslayer, has been rounding up (Friday the 13th the series style) the people who made purchases from the now destroyed shop of Johan Faustus, or at least those who didn’t pay cash.

So far they have found a little boy who got a red rubber ball in exchange for pulling his sister’s hair every time she prayed, a fountain cleaner who could cast silence on people in return for defiling holy water fonts, a gambler who sold his soul in exchange for never being able to lose a game of cards, and are now about to confront a weak bully who is tired of being pushed around and sold his soul to gain power.

Tavern part 3

This thread is for a group of sub-juniors (originally 75pt characters) who had been accompanied into the undercroft of a plague ridden inn to hunt giant rats… Aine the Leprechaun mage who creates animals, Sparky the fire mage, Throg the spearman, and Adolus Hack the cutpurse are the remaining members of this crew, who have bartered with goblins, killed zombies and rats, and run afoul of an Angry Wight who is trying to raise an army of undead. They had been accompanied by the family who owned the inn, but those slightly overpowered folk are busy repairing the upper works of the place.

In addition to selling bits and pieces of undead flesh to Harbash Vinculo, the guild Rot Worm wrangler, and an active plague zombie to the undead obsessed sage Bertrand, they have gone to seek advice from the guild Necromancers. Selan is the chief of these, tied up in negotiations about whether or not partially resurrected (or critically successful create zombie results) like Cavil the Wayfallen is a person or not, or has Social Stigma:Dead and is guild property. I had one of the siteadmins play through part of that years ago back on Play by Web, and the other Necromancer, Dagon, and his two mummified servants that spoke only in consonants (disturbing voice disad) were characters played in my game then… must have been 2002, so twenty years ago! In any case, the party wants to hire them, because Undead cannot have their energy drained…

The Gardens of Summer

This is a crew of dwarven holy warriors, a vindictive celestial priest of Helios, a bouda demon sniffer, and a now NPC’d pixie martial artist, using the Janus gate on temple hill to explore the demiplanes of the four seasons, in search of an incursion of Demons. After wiping out an eldritch/demon cult, they tracked some of the escaping demons to a room with a pointing statue of the two faced god of portals, and found that if they rotated him to point at an archway, a portal would form. They had already explored Autumn, which was lifted from the parody module Castle Greyhawk, met some witches of the Pumpkin Spice Tradition and confronted several demons, before heading to Spring, where they met Persephone, and dealt with a lion headed rolling Baur Demon and several explosive doomchildren. They entered Summer, which is where the Seelie Court holds sway. Unfortunately, they have taken a lot of advice from faerie creatures, whether from the very good fellow Robin, from talking fish in fountains, or from hares riding toroises and fleeing giant racing snails (taken from the “Quest for the Blank Claveringi” by Patricia Highsmith, and from various medieval marginalia, to a rhyming nymph in the tower of the Erl King.

Again, there is ever the problem of asking the wrong questions, and basing things on a humancentric world view – I am in the summerlands, therefore the residents of a tower inside a garden maze are the people who can help me find demons. Perhaps talking fish are not the ideal sources of direction… or did they give a clue by suggesting what to avoid?

Trading with Trolls

Our merry crew of would be merchants, after descending and delivering vegetables, wood and pork to the Trollfolk of the Eastern Reaches, decided to follow the path through the deep underground that the trolls fleeing the great massacre of the Western Reaches had taken. Christine (known more often as Marie, thanks to an evil-twin disadvantage) the blue haired fire witch left a lasting impression of the trollfolk, and one has taken to scalping blue haired elves and thinks they may have gotten her. In any case, only a few escaped her, including the Trollwife Ulo, Rafik the archer, and a number of children and elderly trolls that made their way to the eastern reaches by following an ancient and hazardous path.

On the way west, the group, led by Rushagorn Brodakin, the orcish merchant, and the Deepguard halberdier Darg Wharten, along with Strong Clair, Grohm ‘Tahl the orcish warrior, a few other trolls like Hrunting, (brother to Sventlana, and brother in law to troll-friend Johan), Syvanus the f/mu/t wood elf, Grimaldi the necromantic warrior, and Jendrich the wild mage/ warrior avoided a Living Pit by vreating earth into its gullet, fought their way across the back of a giant sleeping beast who was covered with pits full of eel like creatures… the more they killed, the more riled up the beast became. Then past a lair of fire slorn, and carefully (and magically, with a lot of move earth) past a hallway full of giant stone statues believed to be golems , where they dealt with a skull spirit projector and undead gargoyles, like were first seen at Flax’s library when the trolls were first encountered… and there they met flax. Inspired by the plated mage from Stonehell and from a Mayfair Games supplement I no longer recall the name of that had a wizard inside an iron golem body (at normal human size) … Flax, the apprentice of Abarax, is a ridiculous opponent, but so far, he hasn’t been opposing anyone. To the best of their knowledge, he is a wizard who knows several colleges and is in the body of an Orichalcum golem, and carries a staff and a sword made of meteoric iron.

They made it past that point, rediscovered the old troll warrens, and proceeded west until they were nearly overcome with the stench of a giant dire rotworm that was attacking the tower of the hobgoblin ropemaker’s guild. This construct extends deep into the depths of the dungeons below Northport, but is kept separate by drawbridges. The team beat the Bhole back (it had been released by from the bone gate and had crushed the Ymid’s skiff ages before) and entered the Hobgoblin tower to trade, as had been their aim. Negotiations were bumpy, as almost none of the characters had any sort of social skill, and the Hobs still had hard feelings about orcs after the jugger related riots a while back.

I smell Silver

The Junior House group, originally all 125 pt henchthings with their own 62 point hirelings, and now somewhere around 150points, are trying to follow Jocelyn the mage’s seek earth (silver) spell. Present are also Jareth the cultist of the Elder Gods, Nodwin the priest of Vejovis, Clarence the torchbearer, Charlene the guard, Brodak the orc warrior, and the archers Mellarill and Mario Crowfoot. They are somewher down on the third level, having recently avoided a gelatinous cube, and dealt with the smugglers in service to the underworld figure known as the Plummer. They used salt pork and blindfolds to get past a puddle full of leaping leeches, and parleyed with a flame lord before deciding against tangling with it, but have been exploring the underworks of the old baths, which they presume to have been a dumping ground for plague dead years ago. So far they have been triangulating around what they feel is a sizeable pile of silver.

Vampires, Vampires!

After defeating the beast of Veroigne, and being paid off by Baron Pequenaud for their efforts, the group consisting of Hannatti the swashbuckler, Aethul the ranger, Kirpich the earth priest, Balir the Dwarf warrior have made a concentrated assault on the vampires dwelling in the abandoned tower not far from where they killed the Beast. A general failure to recognize some of their own lore (hey we need seeds can you give us some that your kid is playing with in the corner of the basement, that same kid that is afraid to go out in the sunlight?) and a bit of over purchasing based on incomplete lore – silvered weapons do what against vamps? – finish decapitations of the staked, that is for sure, but no extra damage…

Against the Baron

My mixed Wuxia group, again suffering losses from that one guy who left and took his toys with him, now consists of Chou-Zen Mou, an elder infused wizard, with Gui Ma, a similarly infused horse, Ales, a Shevnian fighter mage with an enemy, Kichiro, a wandering ranger, Shashi Jin, a priest of the harvest, together with the Merry Men of Veroigne and the knights Ser James and his husband Percival. Long backstory ofn those two, previously played by another lost player; James had been heir to Veroigne, but refused a political marriage instead of a love match, which left his sister Lorraine inheriting and merging their barony with that of Marcel Pequenad because Veroigne was short on serfs due to the predations of the plague and the various megafauna like the Beast, and Pequenaud had people to work the land… or he did until they fled to Northport and joined the temple of Vejovis with Nodwin. This group had previously dealt with a number of yokai that the Sahudese villagers could not properly confront without their genealogies – no names, no ancestral spirits. The Omo, Sakemoko, who had sent these stalwarts on escort duty to retrieve the rice harvest, also dispatched his agent to the homeland to retrieve copies of the ancestral names.

Among the Dragonmen

Christine the Firemage, her Golem Chris, her priestess of Helios, Emma, Jednesa the ogress, and the two whip weilding Frog Sisters, along with Masugatan and his follower Valerie went on an expedition to find the Guardian of the eternal flame, from whom Christine might learn pyromancy, since so many augers and diviners in Northport had been killed by a cult hoping to hide their activity. They had originally travelled with the gnome Alchemist McNealy, who was left to figure out how a rival alchemist had discovered how to turn lead into gold before dying. Much of the formulary was destroyed by Christine, whose puritanical views could not tolerate the marginalia in the book. They had dealt with invisible Trigers and then fell onto a group of Dragonmen, waylaying them before they realized they might be involved with the flame temple.

After a march to find the superior officers of the remaining dragonmen, they joined with them and are currently in battle with an organize force of Gnolls.

After the Battle

Accepting a contract to eliminate a group of mageguild inquisitors enroute to determine who poisoned the local mageguildsman who was investigating the Alchemist-sage Emmet who concocted a cheaper version of Paut that did not need that ingredients sold by the guild, and also involved some that were stolen from the guild back in 2013 when I started this game (Vilgar had a barrel that was holding more than its natural volume for the Alchemist) Reanna Dreaganthe thief, Dne Utare the air infuzed lightning wizard, Alice Abernathy the priestess of Vejovis, Aegis the veteran archer, and Dilandua the shadow elf assassin rode south toward St. Remy to intercept the guild patrol. Along the way they liberated the troll who was chained to the bridge, and released to wreak his revenge. A long battle with the guild troops ensued, with a duststorm from Dne being pivotal after Dilandua nearly got fried with a fireball, and they rescued Virgilio Holfeld, a mana enhancing mage who was shackled and bridled with meteoric iron to prevent him from casting, while allowing the guildfolk to use his power.

A great deal of loot was acquired, including spellbooks and documents, but principally armor and weapons (a run of the mill spellbook goes for about $400, but a suit of brigandine costs $5000 more), all in need of some counter engraving of searchable seals.

Dilandua brought the documents, including an ivory document case to Twilight house, where Sorsha the Thief and her cousin Mischa the cabinet maker broke the seals and opened the books. The books are written in Latin, a language used by both the guild and the Triunist Church.

That is our current update on all 10 threads!

The OSE Characters, GURPSified

As is my perennial obsession, I converted the OSE characters mentioned here into GURPS DF , using both this conversion of mine for low level characters, and Peter Dell’Orto’s DF 15: Henchmen.

Lance:

100 points for a level 2 fighter

ST13/17 [50] DX 11 [20] IQ 10 [0] HT 12 [20]

HP 13 per 10 will 10 fp 12

T/s 1d+2/3d-1 Basic Lift 34lbs

BS 7.0 [5] Basic Move 6.0 Dodge 10

Parry: 10 Block: 10  DR 6 plate and chain

Damage with light club (1d+3 crush/3d crush)

               With polearm 1d+6 imp/3d+4 cut, becomes unready

[15] combat reflexes +1 to active defenses and recovery from stunning

[-] Striking ST+4 (accounted for)

[-4] unattractive 

[-5] sense of duty:Adventuring companions

[-10]code of honor:soldier’s 

[-5] overconfidence 

[-5] hamfisted 1

[-5] callousness 

[-5] stubborn

[-1]obnoxiously loud drunk

Q: grunts loudly when lifting things, prefers head shots, always wants an armor upgrade,

     Spiderweb tattoo, greedy

Leveling up (25)would be high pain tolerance [10], hp +2 [4] primary weapons +8 pts, 3 more points to other weapons)

Skills:

Brawling [2] 12

Wrestling [1] 10

Knife [2] 12

broadsword [8] 13

Shield [2] 12

Polearm [4] 12

Axe/mace [4] 12

Armory, melee weapons [1] 9

Sling[2] 10

Carousing [1] 10*

Forced entry [1] 11

Intimidation  [1] 11*

Abbyee

125 pt initiate

ST 10 [0]; DX 11 [20]; IQ 13 [60]; HT 11 [10].

Damage 1d-2/1d; BL 20 lbs.;

 HP: 10 [0]; Will 13 [0]; Per 13 [0]; FP 11 [0]; 

Basic Speed 5.00 [-10]; Basic Move 5 [0].

Dodge 8 Block 9 Damage Resistance: 3 light mail

Damage with light mace  (1d+2)

Advantages:

[20] Power Investiture 2

[24] Turning undead

[5] resistant to Evil supernatural powers +3

[1] Good with spiders

Disadvantages:

[-10] Honesty

[-5] Sense of duty, adventuring companions

[-10] Sense of duty co-religionists

[-15] greed

Quirks:tbd

Skills:

Theology [2] 12

Religious Ritual [2] 13

Esoteric Healing [2] 12

Hidden Lore: Undead [2] 13

Axe/Mace [8] 13

Shield [2] 12

First Aid [1] 13

Interrogation [1] 12

Detect lies [1] 11

Diagnosis [1] 11

Exorcism [12 12

Scrounging [1] 12

Search [1] 12

Stealth [1] 10

Climbing [1] 10

Spells:

Purify food [1] 13

Protection from evil [2] 14

Minor healing [2] 14

Aria Silverwind

125 points

ST: 10 ​[10] DX: 12​ [20] IQ: 12​ [40] HT: 10​ [0]

Thrust/Swing Damage: 1d-2/1d Basic Lift: 24 lbs.

HP: 10 [0] Will: 11 [0] Per: 12 [5] FP: 10 [0]

Basic Speed: 5.50 [0] Basic Move: 6 [0] Dodge: 9 [0] Block 9 Parry 9

Advantages:

[20] Wood Elf (ST-1, DX+1, Basic Move+1, Attractive appearance, Forest Guardian 2 (+2 to Bow, Camouflage, FastDraw (Arrow), Stealth, Survival Woodlands) Magery 0, Sense of Duty to Nature, elven gear is 10% cheaper)

[10] magery 1

[5] Magic Bolt (does 1d-3, ignores armor)

[5] Night Vision 5

Disadvantages:

[-5] Sense of duty: Adventuring Companions

[-5] Overconfident

[-10] Honesty

[-10] impulsive

Quirks:

 Curious,Wary, Truthful

Skills

Bow at DX+3 [4]15^,

Camouflage (E) IQ+2 [1]13^,

Fast Draw (Arrow) (E) DX+2 [1]14^,

Stealth at DX+1 [1]13^ 

Survival (woodlands) (A) Per+1 [1]12^

Shield [1] 12

Shortsword [4] 13

Tracking [1] 12

Meditation [2] 10

Search [2] 12

spells:

Foolishness [1] 11, Daze [1] 11, Sleep [1] 11, Mass Sleep [1] 11

Drucila

ST: 9​ [-10]; DX: 11 ​ [20]; IQ: 12​ [40]; HT: 10​ [0].

Thrust/Swing: 1d-2/1d-1; Basic Lift 16 lbs.

HP 9 [0]; Will 12 [0]; Per 10 [10]; FP 13 [9]

Basic Speed 5.25 [0]; Basic Move 5 [0] Dodge 8 Parry 9

Damage with dagger is 1d-3 impale

Advantages:

[35] Magery 3

Disadvantages:

[-5] sense of duty: Adventuring companions

[-15]Weirdness magnet

[-10] Low Pain Threshold

Quirks:

Skills:

Thaumatology [4] 14

Occultism [4] 13

Hazardous materials, Magical [4] 13

Hidden Lore: Magic Items [1] 11

                      Undead [1] 11

                      Magical Writing [1] 11

Natural Philosophy [1] 10

Meditation [1] 10

Knife [4] 13

Throw Knife [1] 11

First Aid [1] 12

Throwing [1] 9

Spells:

Sense Evil [1] 11

Protection from Evil [4] 14

Lend Energy [1] 11

Recover Energy [8] 15

Who knows what the future holds?

In Northport, practically nobody.  Several years ago (or just over 2 weeks game time) a band of evil cultists murdered everyone with any type of oracular or divinatory ability in order to cloak their planned summonings and actions.

Among the casualties were the Oracle of Eos, a nymph upon whom one not cast one’s eyes or you would be unable to ask a question, slain by cultists who had put their eyes out just to perform this act of infernal devotion, and the one Sahudese who had a copy of the Classic of Changes. Dozens of divination devices were captured and destroyed, a whole expedition was mounted to reclaim one of them, that involved the slaying of a summoned demon and subsequent sale of its gear.

So who does this leave?

Ludlow has recently acquired a functional pack of tarot cards, and has learned cartomancy, but it has led to Christine Bjorn, a mountain elf fire wizard with a golem (bought with points for cash, not as an ally) heading south to learn Pyromancy from the members of a dragon cult. Christine was one of the earlier PC’s in my game, and had a number of oddball disadvantages, including coitophobia and Evil Twin. The Evil Twin turned out to be a Bard named Marie who left a scattering of blue haired half elves known as the Sons of Marie, who were looking for their mother… Recently one of the two survivors of her massacre of trolls by her, an archer, took out Marie… looks like Christine will need to change Evil Twin to Enemy!

Meanwhile, available now on drivethru are these two collections of stock art:

Goblinoids can be got for $4.99

and Evil Things for half that amount.

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It came from the 90’s

Recently, my DF game intersected with a theme from a  GURPS Horror game I ran for a few years. We had played a lot of 1920’s, using CoC sourcebooks but GURPS rules, and we also played a contemporary game.  The characters included an albino taxi driver and roadie who became a were python, an FBI agent, an illegal Irish building contractor, a dilettante millionaire, a used car salesman, and an agent of the Shop,  (the Office of Scientific Investigation, from Firestarter).  They dealt with things like a giant silverfish in the NYC subway tunnels, punk werewolves on angel dust, vampires (the millionaire eventually became one, and carried on along with a ghoul from the 1920’s game when we played a Horror/Cyberpunk game later on), but the major plot, drawn from an assortment of Settings books, like GURPS Cabal, came from ‘Investigative Journalist’ Maury Terry’s book about a conspiracy of drug dealers posing as serial killers and the intersect between the hallucinogen and snuff industries in the 1970’s, called The Ultimate Evil.

Our mixed bag of heroes started hunting someone they called The Visine Thief, and eventually called Lidless, who they thought was a serial killer.  He was killing a lot of people, and robbing Duane Reade’s of cases of artificial tears. A low level villian with a fridged girlfriend (Yes, a horrible trope. Thirty years ago, I was a horribly unaware person) who he had had to watch killed with his eyelids sliced off, he was hunting members of his former organization.  Terry had gathered the threads of his grand conspiracy from random clippings and interviews with Son of Sam, who he was convinced was a murderer, even a multiple murderer, but also a member of a psuedo satanic cult of drug dealers who coerced the members into murders which they filmed, and held power over by threats to kill their families. The proposed modus operandi of this group was to kill drug dealers who were holding out, and then off a bunch of people that looked like them so that the well funded narcotics squad wasn’t assigned the case, but that the understaffed and minimally experienced serial killer division was handed the work.  Multiple killers using the same gun further confounded things.

This conspiracy theory was tangled up with the suggestion that the Tate killings were related to the LSD trade, and that later traffic in ecstasy was handled by the same batch of goons, who lured members into their covens with drugs, then revealed the “truth” of a triumvirate of Yahweh, Lucifer, and Satan, which was itself a front for the drug and snuff film business.  Just wacky enough to support a kitchen sink of supernatural enemies entangled in a web of vice and death. It made for a good game.

How does any of this drift into Dungeon Fantasy? I have been making the primary enemies in the city/upper works of the megadungeon cultists of the elder gods masquerading as a demonic pleasure cult, and also a fertility cult tangled up with succubi.  Their attempts at parleying had them quoting talking points about autonomy and free will from the Satanic Church.

The posse of demon hunters accompanied by Kalima the four armed Celestial demon slayer and Benny Morales, a Dungeon Saint of Hermes, started combing through the brazen alley, an area where religious articles are made for devotion, but often by non-believers. There they encountered Aloysius the Undamned, an infernal friar of the One Holy Triunist Church, who has been Forgiven. While the Slayer wanted him dead, and caused a smoking wound with the tip of her Demon Slaying Spear, the others put him to the question and realized that he was actually good.  They also got a whiff of the above cult, when he described some heretics who indulged heavily in sacramental intoxicants.

Why do I have so many demon cults creeping about? It might be that I need non-undead opponents who can be freely dispatched, since so many of the commonly monstrous races are player character options, and are mostly just living their lives and not planning human massacres.

In this I have been ahead of WoTC’s disclaimer about the content of some of the seventies-eighties era games, with gender based ability score caps, and inclusion of proposals for clearing land and intimidating humanoids that were taken straight out of King Leopold’s playbook, and quoting Chivington’s “nits make lice” justification for genocide. The founding fathers of our games, while appreciate their combined creation of our hobby, were nowhere near as nice a bunch of guys as they thought themselves to be, and if you have fun playing through B2, it is something you need to keep in mind, just as you need to be aware of the content of Lovecraft’s personal letters and the name of his cat if you going to read his fiction.  Racism is an insidious thing, and is interlaced throughout the tropes of our cultural history. This doesn’t mean you need to burn books, but it does mean that you need to be a conscious consumer, or you will risk integrating some of that quiet content into your worldview. Know that it is there, and you have more choices.

Hellwalkers- Archaierai for DF

Recently, while exploring the Autumn gate from tge gates of the four seasons found in the temple of Janus, a group of holy warriors and a celestial cleric, along with a reluctant Bouda warrior, fought an import from the Fiend folio, an Archaierai, or as I renamed them,  Hellwalkers

Here are the stats I gave them:

SM +4, only legs attackable without missiles
St 30 dx 12 iq 11 ht 13
Hp 30 per 12 will 12 fp 16
Bs 6 mv 9 dodge 12 (-4)
DR on legs: 6 DR on body :2

Leg HP 15
Tongue HP 12

Hard to kill 2
Fragile, unnatural

I jury tolerance,  no neck
Injury resistant to non silver/magical weapons
Unkillable (tongue must be cut out to kill it)

Body vulnerable to crushing, +1D
Immune to met hazzards, resistant to fire/electricity
Bloodlust, bully, sadism, bad temper
Imperturbable, unfazeable, lifebane

Demon:truly evil, affected by banish and pentagram
Vulnerable to holy+1d
Claw 15 damage 3d impaling
Bite 15 damage: 3d cutting plus swallow on 6 or less
Sonic shriek 1fp, 15, does cone 10yds×4yds 3d sonic damage
When 3 legs are cut down, it belches out toxic smoke:
This is actually a toxifier demon!!!
Cutting its tongue usually has to be done in this cloud!
They are known to have 16+1 gemstones in their gizzards;
Their feathers can be used to enchant fans that cause air jet damage to diffuse beings like toxifiers

 

 

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Groty i Giganci and a farewell to the Ymid

I recently discovered another gaming product that used a great deal of my artwork, the Polish language Groty i Giganci written by Simon Piecha, and based on Swords & Wizardry Whitebox.

There is also a supplement available from the same source, also loaded with my artwork, called Osteria. I wish I could read them , the books are beautifully done.

Meanwhile, after several years of play by post gaming in my DFRPG game Northport over on rpol.net, the juniors group have finally said farewell to the Ymid. The Ymid was a creation of GarrisonJames, over at the blog Hereticwerks. After very loosely assisting in the destruction of a demonic shop, (the Ymid, being an elder thing, is both curious and indifferent to their cause, but did help convert one of the PC’s into a Cultist of the Elder Gods, armed with gate spells that helped them shut down the shop).

They had just helped the Ymid rebuild his floating skiff, which had been crushed by a dhole exiting the gate from the Vale of Pnath… The skiff was powered by a lead acid battery that stimulated four pig hearts to circulate a gallon of flying porions through a series of bladders and arteries built into the frame of the skiff, and the outer ring had millions of cockroach wings under it to provide both a creepy hum, and some ability for steering.

They had paid for the flying potions by selling a Yr-go to an alchemist (the monocular fungal creation had grown from an eye snatched from one of the Vejovian cultists the group’s priest had following them around, leaving Pierre the One Eyed victim to strange visions and dreams), along with a chunk of bile covered gold the Yhad given them from a dead gods gallbladder it used as a purse.

I even had them rescue the Ymid from a giant spiderweb, just like in Clatterdelve, and at the same time, one of the PC’s got a giant spider familiar.

Starica Babicka and more Warlockery

hag ss

My crew of feybloods who are busy fighting a group of armband wearing racial supremacists (because I am far from apolitical) recently had made a side trip into a swamp to meet a hag. They did so because of a critical failure on Faerie Lore, but got a little information about the workings of the Winter Court.

Surprise, the Summer Court is deeply into the lives of mortals (Most Feybloods exist for a reason) but the Winter Court is only disinterested in them. Mortals scarcely matter to most of those fey. However, a faction that is offended by the “Dilution of pure fey bloodlines” is involved in glamouring small minded humans to act antagonistically against those different from themselves.  If it were true in our world, a circle of iron could put an end to racism, but here we are, in a world where we cannot blame otherworldly creatures for our own expressions of hatred.

Here is the local ruler of the swamps east of Northport, Starica (Strega) Babicka, assorted Folk tales of Baba Yaga, and a bit of Dolmenwood, as filtered through GURPS: Fairie, Lloyd Alexander and Charle De Lint.

 

Starica Babicka

Hag fairie, strong 

ST:16 [60] DX: 13 [60] IQ: 14 [80] HT:13 [30]

HP: 16 [0] Per: 14/16 [0] Will [14] FP:13*25

Bs: 7.5 MV: 7 Dodge:11 Oar Parry:12

DR: 2 SM +1 (0)

Oar (16) 2d+4 cutting or crushing.

Claw (15) 1d+2 crushing

Bite (15) 1d-1 cutting;can unhinge jaw and swallow SM-2 or smaller on a critical success.

 

Advantages:

Winter court rank 2 [10] Differential smell [15]

Acute sense of smell+2 [4],  Enhanced magic resistance +4 [20]

Magery 4 [45] Energy reserve +12 [36] Terror(switcheable) [33]

Injury Tolerance (except to meteoric iron, magical weapons and fire) [30]

Hard to kill +2 [4] Hard to Subdue +2 [4] DR 2 [6]

 

Disadvantages:

Code of honor, fae [-10] cannot harm innocents [-10] Jealous [-10]

Stubborn [-5] Odious Personal Habit: eats sentients (only bad children) [-15]

Vulnerable to meteoric iron (1d) [-10]

 Quirks:

easily offended, suspicious, Likes riddles,Avoids full sunlight,

fond of frogs as food (they test their bravery by seeing how long they can stay in reach of her), 

SKILLS:

Staff 16 [12]

Polearm 16 [12]

Brawling 15 [4]

Wrestling 15 [8]

Area knowledge, swamp 15 [4]

Current events, faerie court 14 [1]

Savoir faire, faerie court 14* [1]

Hidden Lore, Faeries 17 [12]

Naturalist 18 [20]

Survival, wetlands -15 [2]

Natural Philosophy 18 [20]

Thaumatology 18 [8]

Alchemy 16 [16]

Herb lore 16 [12]]

Occultism 16 [8]

Dungeon butcher 16 [8]

Fishing 14 [1]

Boating 15 [8]

Cooking 16 [8]

 

Spells:

All at 16:  Alarm, nightingale, mystic mist, the entire plant college; much of the Animal college (communication spells),seek, shape, create +3 more in all four elements, most food and illusion spells, 

All at 20:  Curse, perfect illusion, illusion disguise, dispell magic, missile shield, magelock, create object, mystic mark, recover energy, Sense life, sense foes, resist fire.

 

She travels in a leather corracle that she can sling over her shoulder(it changes size from a yard to three yards wide, is waterproof,  fireproof, has DR 10 and self repairs),

and uses a carved oar (dragonbone staff/poleaxe) With which she has 16 skill and gives her 10 fp as a power item.

 

Now the cluster of 125 point characters would have been no match for her if she had been angry, but they placated her with honeycomb found with a Survival roll and a meat pie purchased in the market, even with the handful of hazelnuts that granted beast speech…

warlockery

Meanwhile, Ruby Fire Games has put out  a bunch of supplements for Warlock! that are all full of my artwork, and have some wicked good ideas on handling corruption from spellcasting (all magic in Warlock comes from pacts with demons) and has rules for elves, dwarves, and halflings and cool things like a Hand of Glory.

You can get a look at the main book for warlock here.

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Gaming in a time of plague

I work in a major New York hospital, and things are pretty horrible for a lot of people. My family was very lucky with our brush with this thing, generally very light cases, although my wife and eldest had worse versions of it than I did. I used my time in quarantine to finish writing up a game, and my return to work has humbled me in the face of the monumental task that nurses have caring for these critically ill patients. I am grateful for my health, for even breathing.

The game I wrote is an Odysseys and Overlords version of an adventureI have mentioned previously, set in my home campaign, in the city of Northport.

I have been working on this setting for about 18 years in different versions of GURPS, and because I am not Douglas Cole, and do not have a license for GURPS material, I am releasing it in a system with an OGL. One of the primary conceits, as mentioned previously came from one of my favorite Dragon Magazines, number 138. This had to do with a campaign set in a post plague world, which for me gave a twist on the borderlands idea; it is not the colonial border of human lands and an inhabited land to be conquered, but the edge of the remnant of a semi-collapsed civilization, adjacent to places depopulated by fatal sickness, and chock full of under maintained ruins, still full of treasure, where the remaining inhabitants are beset by banditry and an unchecked level of monstrous incursions.

When I wrote a lot of Northport, I designed a dungeon under a city that was full of mass graves of plague victims that had become undead due to improper burial, I had not conceived of the reality of the same thing (minus the undead) happening now, to patients I knew and had worked with. The concept hits me a lot harder, and fills me with sadness.

The idea of a rat borne plague has featured in the other gaming products I have written; in both Beneath the Fallen Tower, and in Northport, it spread because available adventurers were doing mercenary work in local wars, and no one was left to chase the rats out of an innkeeper’s cellar.

Meanwhile, as the need to engage social distancing to save our lives prohibits actual tabletop play, my preferred method of gaming, play by post, works as well as it ever has, although there is a hell of a lot less downtime at work to post.

It fells awkward having the pretend issues of my game suddenly become relevant in real life; gaming is supposed to be an escape.

Be safe out there people.

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Tiger King

Like most of you, I spent some of quarantine watching stories on netflix that were so sensational that they bordered on fiction… here are some somewhat fictional versions of those larger than life characters.

As a disclaimer, a relative of mine once owned a roadside attraction in Florida, featuring retired circus animals

Joe Exotic

ST 9 DX 11 IQ 12 HT 12

Adv:

10 Ally group (workers)

5 Ally Partner

5 versatile

10 Animal Empathy

20 a wealth of Tigers

10 Charisma+2

Dis:

-4 Unattractive

-10 Struggling

-5 Overconfident

-5 obsession: Carole Baskin

-10 Miserly

-5 Selfish

-10 Enemy: Carole Baskin

Q

flamboyant, with tattoos and piercings;

likes to blow shit up; jealous of attention;

substance abuse; bad leg

Skills

Animal handling 14

Vetrinary 12

First Aid 12

Psychology tigers 12

Physiology tigers 10

Performance 13

Singing 13

Leadership 11

Politics 10

Propaganda 10

Sex Appeal 12

Fast talk 14

Carousing 12

Guns: pistol 13

Semi auto 12

Demolition 13

Driving 10

Drive ATV 11

Carole Baskin

ST 10 DX 11 IQ 13 HT 11

Adv:

8 beautiful

50 Millionaire

5 Ally:Peta

10 Ally group

5 Higher Purpose: Save the Tigers

20 wealth of tigers

10 reputation+2 as friend to Animals

Dis

-5 obsession: Joe Exotic

-5 enemy: Joe Exotic

-20 Secret (murderer)

-5 overconfidence

-10 sense of duty to animals in captivity

Q

-petty, cheap, wears flower garland,

loves to ride her bike on the grounds,

wears animal prints

Sklls:

Animal handling 12

Psychology tigers 12

Public speaking 14

Acting 13

Politics 12

Performance 11

Leadership 12

Propaganda 15

Sex appeal 14

Forensics 12

bicycle 12

Doc Antle

ST 11 DX 11 IQ 13 HT 11

Adv:

4 Attractive

15 Charisma+3

Will+1

30 very wealthy

20 wealth of tigers and other exotics

5 flexible

10 rep+2 as excellent animal handler

10 ally group

10 animal empathy

Dis:

-15 Lecherous

-20 megalomania

-5 professional code of honor

-5 disciplines of faith

-5 sense of duty to his animals

-pony tail, considers himself a spiritual leader,

controlling, extravagant,has all his women get

breast implants

Skills:

Performance 13

Sex appeal 16

Public speaking 15

Leadership 15

Intimidation 16

Psychology 12

animal handling 18

Veterinary 14

Physiology great cats 12

Breath control 14

Meditation 15

Sexual arts 12

Philosophy 12

Riding, Elephant 12

Mario

ST 11 DX 12 IQ 12 HT 12

Adv:

10 abundance of animals

10 animal Empathy

10 charisma+2

10 comfortable

Dis:

-5 social stigma: criminal

-5 callous

-5 Overconfident

-5 loves tigers

-10 bad temper

-10 bully

-5 pirate’s code of honor

-5 Reputation as brutal drug trafficker

Q -truthful

Skills:

Smuggling 13

Streetwise 14

Pharmacy 13

Intimidation 16

Guns 12

Knife 12

Brawling 12

Wrestling 11

Forensics 10

Fast talk 12

Sex appeal 13

carousing 14

Animal Handling 15

Vetrinary 12

Demons and Patrons in Basic Era Games

I am working on converting both my adventure Beneath the Fallen Tower and the Redoubt of Hades from GURPS (because I don’t have a license) to BFRPG (in particul;ar my publisher’s variant Odysseys and Overlords) and OSE.  BFRPG is very easy to pick up; it was designed as a quick and cheap starter game that anyone could immediately pick up and play. Old School Essentials is an elegant and accurate re-framing of B/X D&D. A circumstance I have discovered is that while my games feature a lot of summonable creatures, infernal, celestial, and elder entities, BX has no such thing.

Literally, in addition to the menagerie a couple of the druids are porting in, the Necromancers accompanied by the spirits of their ancestors, and the earth priest with his pet elemental, there is a character with elder thing power investiture from an otherworldly sorcerer that keeps rolling insanely good reaction rolls, a wildly talented bureaucrat who summoned a celestial demonslayer, and another player who has a hellhound, demonic servant,  and ‘Spirtitual adviser’. It is a lot.

Neither old school game system has any spells for summoning,  which makes things less of a headache for the DM, and generally kept these editions from triggering Satanic Panic responses, but they do have devices for summoning elementals and both djinn and efreet. Therefore, I propose items for summoning other extradimensional entities, perhaps graded for the HD of what they summon, 1d12 HD, with lemures, larvae, or manes at the low end, and a demon lordling at the high end, and an extra chance for getting something higher level.

   Brazier of Extraplanar Summoning

brazier

This iron or bronze brazier, incised with runes and chased with enamels or silver inlay , is inscribed with the name of a being from a nearby dimension. Any item of this type is good for summoning that singular being, for a period of up to one hour, and can be used no more than 6 times per owner.  For any given brazier, roll 1d12, and on a roll of 12, roll an additional d8. The total number rolled is the HD of the creature that can be  summoned by performing a ritual with the brazier as the central feature, involving candles and diagrams on the floor. The creature summoned may be of any alignment, and this can be determined by random die roll.  The summonee must perform a service for the summoner, but may make a save vs spells (minus the summoner’s wisdom bonus, if any) to resist. Braziers are worth 1000 GP per HD summonable.

Now, you can find game stats for any sort of extradimensional being in most advanced rulebooks, and in a variety of blogs ( such as Hereticwerks  where I got the Ymid from), but if you want to keep B/X formatting, I can recommend New Big Dragon’s Fifty Fiends (available on Drivethrurpg for only a buck!)

And for that matter, you can get a bunch of neat pictures of demons from me too!

(Or from Jeremy Hart )

And now that demons are in play, what about patrons? DCC did this excellently, but here I have

20 answers to the question: What does your warlock’s patron want in exchange for power?

1 to spread chaos! Go out there and blow shit up!

2 to be entertained.  They are bored, and find your actions interesting…until they don’t.

3 to be amused. They find the supplicant ridiculous, even pathetic. 

4 to annoy a rival, by showing them up with their own fancy minions.

5 to annoy a rival, by encouraging the destruction of their (equally) nefarious plan.

6 to spread their own influence; use of their powers tags an area with their signature,  the entity with the most tags wins something, as if our world was a boardgame to them.

7 to manifest themselves in our world; the more their power is used, the greater their ability to enter our plane.

8 to void excess energy that is causing them etheric indigestion. 

9 to silence your yapping. You are annoying, but not yet worth the bother of destroying.

10 to alleviate the irritation of the sense of debt; the entity cannot tolerate supplication without response; it itches.

11 to appease their sense of vanity. They desire worship.

12 to appease their curiosity. Whatever will the minion do with a little power.

13 to appease their hunger. Blood and Souls!

14 to appease their hunger. Only creatures empowered by and flavored like them can fulfill their hideous appetites

15 to appease their unnatural lust. Only creatures empowered and flavored like them can fulfill their hideous appetites.

16 to better observe our plane. Buying a pair of eyes is cheaper than actually manifesting.

17 to relieve their aching loneliness. Being immortal makes it hard to keep friends.

18 to pay a gambling debt. The being is making the pact because of an unfortunate forfeiture on a wager.

19 to pay back a favor. The summoning and binding spells are vestiges of an ancient promise made to someone who liberated the being from imprisonment, and then forgot that they were still active.

20 to be left alone. Power is cast out to deflect contact.

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