Monthly Archives: December 2010

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Best of the Creeping Doom Part 2

When I started this little project, it was meant only to entertain me. It seems to have entertained a few others. I certainly didn’t expect any sort of audience and I never would have guessed that my most popular articles would be about clerics and halflings.

Let me tell you about the Old School....

The most popular post by a wide margin has been my review of the Lamentations of the Flame Princess Weird Fantasy Role Playing boxed set. There has been constant interest in that review since I wrote it. I take it as a sign of interest in what OSR and especially what James Raggi is doing that people are still getting here via googling his game. Looking back at it now, it’s really not a very good review. It was rushed and I’ll admit there was a desire to be one of the first reviews out there. Looking at the boxed set now, I’m still impressed. The “princess box” will be my ruleset of choice when I next DM.

While the LotFP review is still the most looked-at and most googled post, the biggest one-day post was my piece on hobb -er halflings. I wanted to make the hobbits into the nightmare that some people see immigrants to be. In this case, they do take over wherever they settle and the thought of legions of halflings with spears or pikes amuses me to no end. This was a throwaway piece when I started writing it, but in the campaign world in my head, they might be one of the most important features.

Another popular post was a simple idea: mages will become liches after a certain age or level. This seemed to be popular with the folks who hang out at reddit’s rpg community. I’m far from done with mages.

I rarely play clerics, but I seem to have posted more about clerics and their gods than any other subject and as a topic, they are the most popular. The most popular post in this series concerned a goddess of despair that is empowered by the harm her followers do.

Before I wrap up this meta talk, I want to recommend two sites to you that I am sure I do not need to. If you are reading this, you are surely reading them. If not, you should be. First is Ancient Vaults and Eldritch Secrets. Bat puts out a new item, spell, monster or whatnot every day. Holidays and blizzard days too. Each entry is a quality piece and begins with a short setup with a recurring cast of characters. The man has a work ethic and he’s done this enough to get really good at it. You’re my role model, Bat. Now when are you going to publish?

The other site, Swords and Dorkery also needs no introduction. Mike’s presence here as a recurring commenter gave me the first notions that there was anyone visiting this site more than once and for that I must thank him.  He participates more actively in the blogging community and has gathered some of his best materials into downloadable files.

To wrap up the navel gazing…

So far, the blog is still dong what I wanted it to do: get me to sit, stretch my imagination and write RPG material for later use. That some people have found it worth reading and perhaps used something in their games is very gratifying. I hope I can keep my personal goal in mind and not get distracted by the number of readers or page views I get. This next year, I hope to post more often, even when extremely busy as I have been this fall.

I wish everyone a great 2011 and I hope we all get in as much gaming as you want.

Happy New Year!

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Best of the Creeping Doom Part 1

The last two posts of 2010 will be my favorite posts and your favorite posts. This isn’t a popular blog by most any standard, and most of you have started reading or subscribed in the last few months. I’ll point to my favorites and hopefully you’ll enjoy those as well.

Rethinking the Ettin and its companion post with some examples was fun to write. I think the possibilities for this sort of creature are endless and if I could use one in every adventure, I would.  Zak S. even used the basic idea for a session.

Junkie Medusa is something I wrote when I was reading through my boxed set of the Lamentations of the Flame Princess Weird Fantasy RPG. This is the third part of the Rethinking Medusa series. Looking back at it now, I am even more determined to work her into an adventure.

My first series of posts on monsters, the Hydrae posts, remains a favorite. I will definitely make the Lernean Hydra and some of its former heads a powerful agent in a campaign world.

My first attempt at creating a setting involved mashing up the Norse Mythos with the Medieval Church. It’s still clumsy and needs detail, but I’m short on time to research and update it until late spring. Still, I used it as part of my background for running Death Frost Doom and it seemed to work pretty well. That setting is also a favorite.

How could you not pick this as your favorite?

My all-time favorite post to date remains the Create Familiar spell. With a face like that, it’s a shoo-in.

So, navel gazing halfway done.

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Mages Crave the Taste of Brains

Milaran had climbed as far as he could go, knowing he was surrounded by Tullully’s men. He’d cast nearly every magic in his head, but the price on it was too high.

Tullully would have that head and eat the brains inside, gaining his power (very little) and his knowledge of the art (likewise, he decided, in light of his circumstances). It was how Tullully maintained control of the wagons, how he ensured his place at the top. Any dead kin or foe’s head was delivered to Tulully and the patriarch helped himself to any spells remaining in their sweetbreads.

It was Milaran’s own mistake that got him here. He had let it slip that there was a scroll he’d seen while abroad in Skaarsport. Someone talked and now his great uncle wanted the spell. And he’d likely get it too.

Milaran reached into his pocket and pulled out a pink, hairless thing shaped vaguely like a cat. It was a familiar he’d grown from his body weeks before. It couldn’t help him now, so he tossed it as far as he could, letting gravity carry it down the mountain. With any luck, it would bear witness to his last great moment.

The men were working their way up the slopes. He pushed them out of his thoughts and repeatedly recited the new spell he’d learned, taking care to replace certain pronouns. He went over the new formula over and over until it replaced what had been there. It was during his seventy-seventh recitation that an axe fell.

Tullally ate Milaran’s brains straight out of the skull, which had been opened from above, set on a special table and decorated with paint and jewels. The family had been assembled and the charges. No one had objected, of course. All new knowledge was to be shared with the head of the clan, and he would show them Milaran’s crime as soon as he’s finished eating his brains.

Tullally could taste the places where old family spells had resided in the boy’s brain: How to make a ball of magic, How mold one’s flesh into a small companion, The first spell that taught the language of magic. These were all familiar flavors that Tullally himself had taught countless boys in the camp.

After much poking and prodding with his spoon, Tullally found a new taste on the right side, near the front. It was clearly of a very different lineage of the magic. In food terms, it tasted as different from the rest of this brain as oysters differ from a white bean. It was salty to taste and rubbery in texture. His spoon scooped again and he had it–a spell not known in the east of the continent, perhaps not cast anywhere in many millenia.

The boy’s last spell, the treasure he’d secretly learned in the north.

Not four feet from him, watching from between folds of the tent, was a small, pinkish creature, vaguely shaped like a cat.

After scraping in the last bite of that lobe, Tullally stood and proceeded out of the tent and into the open, away from the camp toward the nearby pond. The family followed, anxious to see that their leader had gained. Tullally felt the words rise from his gut, like strong whisky riding a belch. The first syllable was an ‘esss…’ sound, which he held as long as he could for dramatic effect. Then he moved through the syllables, recognizing very little of it.

The last syllable left his lips, a reflexive first-person pronoun. It had all built up to that last syllable, but by the time he’d said it, there was no turning back or changing.

Immediately, his bones began to liquefy into a sticky mess, not unlike tar. His body fell over without any support and he rolled out of his clothes. He was a pinkish something, covered in hair. What became of Tullally rolled with slope of the ground, down toward the pond and slid into the water. The family slowly approached, trying to see down in the water.

Tullally still lives as a formless thing in the water. He must drag himself onto land and struggle to get his mouth facing upward in order to cast a spell. He is a level 12 mage and knows 21 spells, including Turn One’s Own Bones to Jelly a level four spell and a unique gift from his kinsman.

I don’t usually indulge in fiction when I post ideas. For some reason this one seemed to demand it, even though I don’t have the knack for narrative writing.

I should acknowledge Harlan Ellison’s short story I Have No Mouth and I Must Scream as inspiration for the final form Tullally takes, even though he clearly has a mouth.

I am indebted to someone from the OSR, perhaps Zak S., maybe James Raggi IV, maybe some other OSR superstar, for the idea that mage brains contain spells that can be turned into potions or other edible magics. I did some searching but couldn’t find it. If someone knows who came up with that (in the context of D&D) please post a comment! Thanks.

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Bathilda’s Buns Will Possess You

Bathilda the baker, a woman in her fifties, has wild dreams of making love to a demon at night. He spoke to her and told her of a skull buried under a stump in the forest. She seduced a woodsman to fell the tree and dig up the skull. As he climbed out of the pit, the woodsman tripped on a root and fell back, landing on the skull and piercing his heart on its single horn.

She puts the skull in with the coals of her oven when she bakes her bread. Each roll has a small spirit in it, capable of possessing someone who eats it, provided they eat it hot and fresh (the spirit rides the steam).

Bathilda spent a considerable amount of her small savings to rent a small place near her market stall, so the bread is hot and fresh. She has even started to serve goat stew (at a loss) to go with the fresh bread, encouraging her customers to eat it right there.

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Man-Eating Wizard Roads

A “man-eating road” is descended from the wizard roads of old. When magic was at its peak in millennia past, a wizard could cast a spell creating a loop of road that took him and his entourage quickly over rocky or inhospitable terrain, towards water and, food and shelter, and away from harm.

While the wizards of old and their spells are long gone, these roads lived on without a master, reverting to their chaotic natures in the absence of a strong guiding hand. They sustain themselves on the meat, bones, magic and life forces of creatures that die while on them. They have taken to purposely attaching themselves to real roads, matching their stones or dirt, forking off in a new direction or lying in wait at the end of the road, extending off into the distance, around a bend or into the woods.

They range in length from 200 yards to several miles long. Like a möbius strip, they have no beginning or end, and as they lead a party away from the main road, they must detach themselves in order to create the road ahead.

These roads can be found out. A scout that leads the last member of a party by the length of the road will see the road extending into the terrain as trees and rocks part for the road’s head. If the road sees this about to happen it will try to dispatch the scout as quickly as possible, resorting to loose rock and trees if necessary.

Wizard Roads have 20 HD, the AC of an unarmored man and attack as 4, 8 or 12 HD monster when using trees and rocks. If the road is stretched to its full length by spreading the party along its length, the head and tail take double damage to cutting attacks. At this point, wizard roads usually try to negotiate.

They can understand any language, having existed long enough to hear them all. They can communicate by making letters appear in the dirt or scratches on the cobblestones. They will follow the letter but not the spirit of any deal they make, so they must be parlayed with as if they were genies.

I should acknowledge Danny the Street, an inspiration for this idea. He appeared in the excellent Doom Patrol comic and was created by Grant Morrison and Brendan McCarthy.

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Crazy Video Game-Style Boss Battles

I’m the last guy who’s looking to make D&D more like a video game, but every once in awhile, it can be fun to throw in something nostalgic.

Here’s a table for creating ridiculous boss battles, inspired partly by the Zelda series of video games. Have the party battle your big bad, be he wizard, lich or whatnot. When the final blow is struck, everything goes quiet. The foe laughs, dispenses some cryptic last words and then transforms into something else.

Decide on a new HP level, AC and attack level. Then roll 1d12 three times to get a form, an attack and a weakness. The weakness is either apparent because of the monster’s aura or after some experimentation.  There should be some vulnerable moment after the monster attacks where the party can really exploit the weakness.

Rinse and repeat as long as it’s still fun! Please keep it as ridiculous as possible.

Roll 1d12FormSpecial AttackWeakness
1Spider or InsectFireballs (or, Iceballs, Lightning Balls, etc.)Blunt Missile Weapons
2Farm AnimalSonic Shriek (50% chance to paralyze)Arrows
3Gigeresque MonsterPounce or ChargeElemental based attack (1d4, earth, air, fire, water). Has Aura of the opposite element of its weakness.
4Demon FormTentaclesBlunt Melee Weapons
5BatDeath RaysSound-based Attacks
6Giant Elemental (Roll 1d4 - earth, air, fire, water) then roll again for shape of elemental.Breath WeaponIllusions
7SnakeFloor Smash Send Seismic WavesSoft Spot on Body
8Flower with Giant EyeQuillsEnvironmental Effect (Sunlight, Water, Lava, Vegetation)
9Giant CatEnergy DrainBlind
10Ghostly Version of Previous FormBiteEnraged After Hit, -2 on All Attacks
11Larger Version of Previous Form, but cracking part from massive power contained withinLightningAny Explosive or AOE Damage
12Dragon (Breath Weapon + 1 other special attack)Projectile WeaponsCalled Shot Damage

[update: changed a few words. I need to stop writing posts so late.]

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Chess-Crazy Trolls and the Apocalypse

Long ago, when the great civilizations whose ruins you now delve were still great civilizations, there was a wizard who dreamed of controlling the world. Unsurprisingly, he also had an interest in game design. One night he dreamt of a game that was properly designed in harmony with cosmic semiotics and universal proportionality which would sieze control of the minds of millions.

After years of development and experimentation, he created a marvelous game that immediately captured the fancy of the educated and leisure classes of his native empire. As the creator of this game, he was highly regarded and awarded many honorific titles and even a place in the nobility. But this fame and fortune was not enough.

Knowing there was some missing element, he reached out to the stars for an answer, communing with intelligences on distant worlds, who usually gave him incomprehensible or useless answers. Eventually, he reached a mind that not only understood the plan, but had practical advice.

The wizard was to make another piece, designed according to the alien mind’s exacting specifications, and bring it to a specific island in a wide sea during the lunar eclipse of the winter solstice. The alien would at the same moment cast a spell aimed at the wizard’s planet in that exact location. The combined magic of the two mages would create a new game piece that would completely beguile all who played with it.

It worked. The wizard and the alien mind created the equivalent of a magical thought virus (to use a modern concept as analogy). Any who played the game with that piece or a copy of it would become hopelessly addicted to the game, gradually losing ambition, hope or even the desire to do basic work. Eventually, the infected forgot to eat.

Since every player would enthusiastically tell anyone nearby of this new obsession, the virus spread far and wide quickly and with predictable results; within two years, the six largest civilizations on the planet had died out. Isolated pockets of humans and demi-humans who were never exposed to the game due to language barriers or location, and those who by quirk of genetics were immune to the game, survived and repopulated the planet over the course of the next few millennia.

Which brings us to the trolls. The trolls were eventually overrun by this game, but because they regenerate their health despite injury or starvation, they never die from the virus directly. They are still obsessed with the game all these many generations later. Trolls who are not enslaved only occassionally leave their lairs to kill, eat or terrorize a village. They spend most of their days with their companions or captive humanoids playing “zjezz” as it’s called in Trollspeak.

This explains a few things I’ve wondered about trolls, such ass why they keep to themselves, why they are so grouchy when interrupted by adventurers and why they never took over the planet.

Today’s people have inherited immunity to the game, although if someone were to alter the spell slightly, who knows what might happen…

And the wizard? He’s been on the moon these millennia past, playing his game with the similarly obsessed King of the Moon.

Notes: You can use real chess, some variant on it (google chess variants for many options using standard chess pieces) or some other board game.
This isn’t the first chess-inspired post I’ve done.

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Adventure Hook 1: Run for Your Life

Let’s steal an idea from Mithridates. Your party is from a single area or perhaps a single race, or at the least has some sort of affiliation with a kingdom. They are visiting an outlying province, neighbor or what you might call a frenemy nation.

Unbeknownst to the party, war is about to break out. The local ruler has decided to initiate formal hostilities by killing every single person from the party’s country/race/whatever just after sundown. You can begin that afternoon, giving the party a head start, or you can begin en medias res as they are running from the local goons/assassins/army. They have to find shelter, food and supplies on their own and fight their way back to friendly territory. They might even want to help some fellow refugees on the way.

Since my semester ended and winter break began, I’ve been listening to a lot of the excellent podcast The History of Rome, learning something I have always wanted to learn but not had the time to. This is where I first heard of Mithridates doing just this, killing every Roman or Roman-friendly foreigner in Pontus and getting his neighbors throughout Asia Minor to do it too (which sort of guaranteed he wasn’t in this alone).

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The High Karmic Cost of Cure Light Wounds

Clerics shouldn’t just be healing anyone, or if they do, they should be extracting a pound of flesh, karmically speaking, from those whose beliefs or alignment are significantly different.

Let’s say, for example, that in the campaign, the gods are completely real and they are at odds with one another or with similarly powerful demons or devils. Why would a priest of Zeus heal a prominent follower of Hades without extracting a price? Do the gods send the energy to the cleric at the time of healing? Or do they give it to them to do as they see fit and then decide whether to keep sending those energies during the night’s meditations?

There may be a few gods in your world that believe in healing everyone, or the possibility of redemption at any moment, even the last. But for the most part, I think there are some interesting situations or house rules that could come up when a priest needs to heal or especially resurrect a non-believer, heretic, heathen or enemy.

Here are some options that come to mind:

The simplest, of course, is to not care when it comes to healing within the party. I like this because the last thing you want is the cleric lording it over the others, “Ahamite the Smug does not regrow the sword arms of those who have not donated a million gold talents to him, payable to his loyal servant, Brother Dick.” But when NPC’s are healing, it’s entirely appropriate and a good plot hook to set a price, be it gold, a quest or some specific vow or service. At the least, the patient should vow to never desecrate or blaspheme the god who is providing the help.

Or you could allow the cleric to exact certain demands, pre-approved by the DM, when the first opportunity to heal arises and have that apply throughout the adventure.

Another way to do this would be to keep tally of every ten HP healed by any god’s cleric and translate that into a karmic debt to the god specifically, with whom the patient must bargain at some later date. Ten HP might mean a week of service or contemplation. Fifty points might mean a major favor, such as escorting a monk or protecting a valuable relic. A hundred HP? Consider conversion! Or at the least, the PC should become intimately familiar with the faith and speak openly about how much she admires the wisdom of the Aardvark god.

The further apart the two faiths are, the more likely some sort of conflict or even alignment change will come into play.

When two clerics of different faiths are involved, one as healer and one as patient, it might be up to the players and DM to decide whether the healing would be given, whether it would work and what sort of effect it might have on the relationship between both clerics and their gods.

Whatever you decide, the consequences of breaking an oath or quest or a betrayal of that god should immediately result in the loss of all HP ever healed, limb regrown or perhaps even life given. It might also include some time in the afterlife of that god, atoning.

It can be as complicated and difficult as you decide it to be as long as it is interesting and adds something to the game. Obviously there is a lot of potential to add not-fun to the game. But clearly, if you were talking about a polytheistic fantasy world with gods of various alignments, this sort of thing would naturally come up.

The last way is, of course, to make no definite statement on whether the gods exist, and decide that the spells work because the gods see things we cannot (or it just works because there is no Loki vs. Thor, just two cults taking power from the plane of energy).

I’d love to hear your ideas, by the way.

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Kings Become Gods

Ripped from the history books! An empire where the royal family ascends to godhood upon death.

Pick a kingdom or empire or city-state. When a member of the ruling family dies, he or she might be elevated to godhood by the current ruler (or a later ruler). Even poor, unpopular or cruel members can be added to the pantheon. All that is required is a proper funeral and statue in the family temple (or an individual temple). Until the empire falls, the deceased is a minor deity who can grant spells, plot and intrigue with an extended family and hope to influence his or her legacy. Treat them as minor gods, or have them attach to an existing god as a semi-avatar of a traditional god (Livia-Hera, for example).

Those not elevated become ghosts, haunting their old palaces and sometimes visiting the common folk. Those whose remains are shamed (their remains dumped in in the river, for example) become demons or specters who sow discord among the people.

Be sure to read some Roman history when drawing up your pantheon. Or watch I, Claudius. This idea would work well in an urban campaign.

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