Tag Archives: Lotfp Wf Rpg

Bring on the Ordinary: Post Your Mundane Requests Here

It’s been quiet around here, thanks to some gainful employment that fries my brain on a daily business. On the good side, I’ve been playing 1e fairly regularly and am helping wrangle submissions to this year’s Secret Santicore. I gotta hand it to Jez, Secret Santicore is a real crown jewel in the DIY/OSR community.

I did write one encounter for someone’s personal use (and thus didn’t blog it) and it was an unusual one for me in that there was no magic. Just the woods, an archer and a road. I purposely avoided anything fantastic as a key element of the encounter and I was quite pleased with the results.

Being one of Santicore’s helper elves also showed me where people’s minds are in terms of what they want from their D&D and I have to say this year will be pretty gonzo. With DCC and Carcosa coming out, I’m not surprised people are in a gonzo state of mind. I’m not immune–I read and want to play in DCC and appreciated Carcosa and I damn sure expect some top-notch stuff from the 2012 Santicore.

But then I’ve been playing 1e AD&D as a fighter with the New York Red Box crew. A dumb one–a pregen in a rules-as-written campaign using a Judges Guild module. And our magic user is reluctant to cast his spells, so in a lot of ways, there’s hardly any magic in this game. And I kind of like being a simple fighter.

And then I saw 13 Assassins. There has GOT to be some sort of kick-ass adventure there. And if this doesn’t make you want to break out Oriental Adventures or Legend of the Five Rings or Ruins and Ronin, you are a fool.

And then today I get my package from Sir Raggi, which had The God That Crawls and The Magnificent Joop Van Ooms, both of which are set on EARTH (thank you) and one in my favorite foreign city, Amsterdam. The God that Crawls scratches that shambling doom sort of itch, as its name should tell you. I expect I’ll give it a try. Joop does me a real solid with a wharf encounter table with only the tiniest bit of magic or the weird and more than 40 encounters that could really have happened in 1615 Amsterdam.

To make this short story long, I’m in the mood for the non-magical.  I don’t mind that most of the OSR is running solidly toward the gonzo, but I think I’m going to spend some time working out a table of brigand encounters and a dictionary of con games to run on your players. Low, low magic stuff that can be used every day and which should make your gonzo stuff stand out.

Keeping what I said above in mind, I’m going to take requests again. If you want some sort of material that is low or non-magic for your campaign, post something in the comments below. As I did last year with “Bring It”, I’ll get to it when I can, which might mean you’ll get it this year.

How is everyone doing, by the way?

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Last Minute LotFP Bonus from Creeping Doom

Anyone who sponsored grab bag or higher on any of the LotFP Summer adventures can contact me directly through twitter or this item and request one thing. A table (up to 20), a monster, a god/religion, encounter or monster. I’ll email something back to you directly and will not publish it unless you ask. It will be your secret thing to use in your game only.

This has NOTHING to do with James Raggi or LotFP. This is a side incentive. Don’t bug him about it.

Rules:

You must contact me before labor day, September 2, 2012. I need your email address, which campaign you funded and what name you used. If you were anonymous, I’d need to see your indiegogo recept (with privacy info removed).

You can request one thing only. Don’t give me a choice. If you want a specific monster, say “Please give me your idea of an owlbear” or whatever. It will be for LotFP, B/X, or Labyrinth Lord rules. Specify if applicable.

Don’t complain if you get it Christmas morning. My schedule is not my own.

There’s like 2 hours left.

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Initiate Paladin Spell Revised

I’ve significantly altered the Initiate Paladin spell I posted earlier this week.  I’ve altered that version and also posted it below.

  • Any PC who is not chaotic can be initiated (this is, again the LotFP version which pits Law vs Chaos as Gods vs. Magic). They do have to belong to the deity’s faith, but they do not have to change their alignment if it’s neutral.
  • Paladins do not need to remain chaste or refrain from evil acts provided those restrictions are not placed on him by the god or the initiating cleric. Of course, there should be plenty of taboos just to add flavor tot he situation, but we can leave those up to each DM and player.
  • Unfortunately, I didn’t get to do my last round of revision before the post published. I hope this spell is interesting to you. I have reposted it below.

Initiate Paladin

Cleric Level 5

Duration: See below

Range: 0

Bestows paladinhood, and an attendant quest, on a follower of the cleric’s faith. This spell may be cast on any classed or non-classed character who is not aligned with chaos or arcane magic in any way (magic-users and elves are therefore excluded). The paladin retains all the skills and abilities of his current race and class, but has some additional benefits and restrictions placed on him.

Paladinhood comes with a difficult quest that must be followed tenaciously until completed. Any delay of more than a week reduces the paladin’s level by 1 per day until he or she corrects course and pursues the quest, although it is permissible to pursue the quest indirectly in some cases. Recouping from injuries does not count as sidetracking, nor does performing other duties for the cleric.

The cleric who casts this spell has vouched for the paladin’s worthiness in the eyes of the deity. Failure of the paladin, barring death in its pursuit, reflects on the cleric’s reputation and standing in the congregation and church hierarchy. The GM should consider a number of consequences for the paladin failing, disgracing the faith, etc. and only tell the player a few of them. Examples could include a quest of penance, loss of spells, etc.

The spell ends immediately on completion of the quest.

Requirements and Restrictions

The paladin must be or become a follower of the cleric’s faith and must faithfully follow the rules of that faith in order to retain the benefits of the spell. This includes such things as observing holy days, dietary restrictions, etc.

The paladin must follow the directions and instructions of the casting cleric or the god directly. If someone higher in church hierarchy gives a conflicting order, the paladin must refuse.

The paladin must conspicuously wear the symbol of his faith on his or her garb, unless sent on a quest requiring undercover work. In that case, some symbol (tattoo, jewelry) must be secretly worn.

The paladin cannot forsake or repudiate his deity while a paladin. Doing so means instant immolation and death.

The paladin must give away all treasure aside from armor, shield, weapons, holy books and survival gear. If a paladin needs material goods in order to accomplish the quest, this does not countermand that.

This last rule may be revoked on a case by case basis depending on the quest’s requirements. All money and other treasure earned by the paladin must go to the church or the truly needy.

A paladin may not use arcane magic items of any sort.

Alternate rules:

  • After a third stint as a paladin is completed, the character is a permanent paladin with no specific quest.
  • While a paladin, the character does not level in his/her original class but levels as a cleric starting at 0 XP, gaining hit points and additional cleric spells beginning at level 2. If the level in the character’s main class is equalled, the PC must choose whether to become a permanent paladin. At that point, they would need to change their alignment to lawful if necessary and never level in their original class, but as a cleric. They would keep all the skills and abilities of their previous class.

Benefits

+2 HP/level at the time the spell is cast.

Once per day, a paladin may cast the following cleric spells:

Detect Evil (Chaos)

Sanctuary (on self only)

Bless (on self only, 8 points to add to rolls as per the LoTFP version of this spell)

Cure Light Wounds

Turn Undead (in LotFP this is a spell. In other B/X type games, make this an ability as a cleric has but useable once per day)

Once per week, a paladin may cast Cure Disease and Dispel Magic.

The cleric may consult with the GM to determine alternative spells to add or substitute for these, depending on the nature and domain of the deity.

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New Cleric Spell: Initiate Paladin

After reading an excellent post on prestige classes on Will B.’s blog A Wizard’s Kiss, I was inspired to create a paladin non-class by creating a clerical spell that bestows paladin benefits on PC who already have a class. Paladinhood is granted to any non-chaotic, and comes with restrictions as well as benefits. Obviously you want to tailor this to your own campaign, but as a starting point, this feels good. In LotFP, elves and magic users are excluded from paladinhood because they are required to be chaotic. Adjust as you need to for your game.

This is designed for LotFP Grindhouse Edition (free rules here), but can easily be used for Labyrinth Lord, B/X D&D and other OSR fantasy games.

 

Initiate Paladin

Cleric Level 5

Duration: See below

Range: 0

Bestows paladinhood, and an attendant quest, on a follower of the cleric’s faith. This spell may be cast on any classed or non-classed character who is not aligned with chaos or arcane magic in any way (magic-users and elves are therefore excluded). The paladin retains all the skills and abilities of his current race and class, but has some additional benefits and restrictions placed on him.

Paladinhood comes with a difficult quest that must be followed tenaciously until completed. Any delay of more than a week reduces the paladin’s level by 1 per day until he or she corrects course and pursues the quest, although it is permissible to pursue the quest indirectly in some cases. Recouping from injuries does not count as sidetracking, nor does performing other duties for the cleric.

The cleric who casts this spell has vouched for the paladin’s worthiness in the eyes of the deity. Failure of the paladin, barring death in its pursuit, reflects on the cleric’s reputation and standing in the congregation and church hierarchy. The GM should consider a number of consequences for the paladin failing, disgracing the faith, etc. and only tell the player a few of them. Examples could include a quest of penance, loss of spells, etc.

The spell ends immediately on completion of the quest.

Requirements and Restrictions

The paladin must be or become a follower of the cleric’s faith and must faithfully follow the rules of that faith in order to retain the benefits of the spell. This includes such things as observing holy days, dietary restrictions, etc.

The paladin must follow the directions and instructions of the casting cleric or the god directly. If someone higher in church hierarchy gives a conflicting order, the paladin must refuse.

The paladin must conspicuously wear the symbol of his faith on his or her garb, unless sent on a quest requiring undercover work. In that case, some symbol (tattoo, jewelry) must be secretly worn.

The paladin cannot forsake or repudiate his deity while a paladin. Doing so means instant immolation and death.

The paladin must give away all treasure aside from armor, shield, weapons, holy books and survival gear. If a paladin needs material goods in order to accomplish the quest, this does not countermand that.

This last rule may be revoked on a case by case basis depending on the quest’s requirements. All money and other treasure earned by the paladin must go to the church or the truly needy.

A paladin may not use arcane magic items of any sort.

Alternate rules:

  • After a third stint as a paladin is completed, the character is a permanent paladin with no specific quest.
  • While a paladin, the character does not level in his/her original class but levels as a cleric starting at 0 XP, gaining hit points and additional cleric spells beginning at level 2. If the level in the character’s main class is equalled, the PC must choose whether to become a permanent paladin. At that point, they would need to change their alignment to lawful if necessary and never level in their original class, but as a cleric. They would keep all the skills and abilities of their previous class.

Benefits

+2 HP/level at the time the spell is cast.

Once per day, a paladin may cast the following cleric spells:

Detect Evil (Chaos)

Sanctuary (on self only)

Bless (on self only, 8 points to add to rolls as per the LoTFP version of this spell)

Cure Light Wounds

Turn Undead (in LotFP this is a spell. In other B/X type games, make this an ability as a cleric has but useable once per day)

Once per week, a paladin may cast Cure Disease and Dispel Magic.

The cleric may consult with the GM to determine alternative spells to add or substitute for these, depending on the nature and domain of the deity.

—–

One thing I wanted to avoid by default is “Oh, crap, a Paladin is in the party, no killing things, no stealing…”  So the restrictions on alignment/morality are that you must live by the code of the god in whose name you are deputized. So if there’s already a militant vegan lawful good cleric in the party who initiates a paladin, everyone is in theory either OK with that sort of character or they’ve figured out how to live with it. Also notice there is no alignment restriction except no chaotic characters.* So a thief who is made a paladin by Hera’s cleric is a paladin who must do as honors Hera and doesn’t necessarily need to turn in thieves or rebuke someone for killing an elderly orc. Although one could argue that this problem is half the fun of having a paladin in the party, in which case feel free to have a paladin of a very strict moralistic god!

 

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LotFP and B/X Cleric Option: Defender of the Faith

Last month I posted some ideas for conversions, shrine building, etc. as a way to give clerics more to do than heal and turn undead. Here I’ve done a bit of revising and present a cleric option that can be swapped in for regular clerics, offered as an option. Some of it is mechanical, some is flavor and all of it can be tinkered with. This cleric class is based on the LotFP Grindhouse rules (free rules pdf available here), but easily applies to any B/X or AD&D game.

Defender of the Faith

The Defender of the Faith is based on the cleric found in your system’s rulebook. You will find a high charisma score nearly as helpful as high wisdom.

You were once a pious monk or seminary student until your prayers started manifesting as minor miracles. You were immediately assigned to a new order where you trained in warfare, interrogation and oratory. You learned the signs and the heresies of the heathen faiths. Now, as initiated cleric of your order, you are sent into the world to maintain proper order and devotion in the Church, for as it is in the faith, so it is in the world.

Add one point to any of these skills on your character sheet to reflect your training: preaching, interrogation, cryptography, command.

Holy Warrior

You attack at +2 to hit when fighting clerics, soldiers or other enemies who represent any other faith, provided the conflict is about faith. There is no bonus for merely attacking those who are non-believers. Your GM will let you know when this applies.

Congregational Support

In addition to any abilities you have as a cleric in the system you play in, you can call on resources in any community where there is a congregation:

Sanctuary

When visiting a community with a church, abbey or cathedral you may request lodging on church grounds for up to one week for youself and a small party of companions (provided none of them are obviously prohibited by the rules of your faith).

Offering Plate

Provided the head clergy of the congregation is not a higher level Cleric (or PC-class Priest) OR if the head clergy grants permission, you may call on the local congregation for monetary support. To do this, you must deliver a sermon, perform a ceremony, give a teaching or other service in front of the congregation. You make a roll vs your preaching skill plus your Charisma modifier and your Wisdom modifier.*

If you pass the check, you get the full amount on the table below. If you fail the check, you get half.  If there is a critical fail, you get nothing and may not attempt this again in this or the four nearest communities for two months (and do so at a -2 penalty per critical failure in the region).

Community Economic Level Offering
Very Poor 1d6 x CHA/2**
Poor 1d6 x CHA**
Middle Class 1d10 x CHA
Rich d20 x CHA
Filthy Rich d100 x CHA

*If you are not using LOtFP, make an ability check (or similar roll depending on your game) vs. Charisma with your WISDOM modifier added. I say make a charisma check as this is the more important skill in this situation.

**at least half the offering will be in livestock, food or other non-monetary form.

Faithful Servants

You may recruit (your level + d4) hirelings of first level skill who will serve you for up to a week without pay and without a share of treasure. At the end of that week, roll vs. your command skill level to have them stay another week (up to two weeks). If they have been treated well, they may be kept on as regular hirelings provided this does not exceed your hireling limits.

Witch Hunt

If there is a clear emergency involving matters of faith, you can raise a mob. First, you must make a successful skill roll vs. preaching or command, adding your charisma modifiers. You will identify in your speech who the target of the mob is, what they must do (don’t expect them to not injure or kill the target) and what doctrinal reason you have for condemning them (it need to be that logical).

If you succeed, you may raise up a mob of (d10+CHA score) 0-level fighters armed with farm implements, tools and the ocassional longsword (10% of mob). If you fail, your mob will be half that size. If the local head clergy publicly endorses you in this, add 1d10 to the number in the mob. If the local clergy publicly disagrees, the size of the mob is reduced by half (so a failed skill check plus local clergy opposition means 1/4 size).

This mob will obey your commands even at the peril of their own lives. They are fanatically in your service until you die, the target of the mob dies, or the mob is somehow convinced you are tricking them (example: they see  you show mercy to the target, catch you behaving in a way antithetical to your faith, etc.). A mob will die out ofter three hours if the target is not encountered.

The Fine Print

You are married to the church and as such you must remain celibate. As far as the faithful are concerned, you are a pious and rightious holy man, who will be treated with the utmost respect by the faithful. When no one is looking, you are expected to do whatever is necessary to carry out your orders. You may be called on to kill, lead an army, extract confessions from the wicked and other less palatable duties.

Your GM will have you keep track of a faith influence number, which determines the likelihood of finding a temple or chapel in remote areas or foreign cities. Be sure to keep this on your character sheet.

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LotFP Illusionist Class: Please Help Me Kick the Tires

Illusionist as Specialist, not Magic User

My version of the Illusionist has more in common with the LotFP Specialist than the Magic User.

As you might know, LotFP uses the d6 for various skills incuding the usual thief skills. Every skill begins at 1 and can go up to 6. The player rolls under his skill level to succeed a skill check, and if he has a 6 in a skill, fails only if he rolls a six and then rolls a six on a second roll. One of the skills, backstab, works differently–as a damage multiplier for successful backstabs.

Specialists start with 4 points at first level to alot to the various adventuring skills on his list in any way he likes and gets two more points per level thereafter. I was thinking that an Illusionist should have a similar mechanic.

The Illusionist Class

As an Illusionist, you have access to magical, but not spell based, ‘phantasms’ that you create and maintain with your magically expanded mind. A phantasm can simulate anything you want at any time, but it effects only one sense on one target per the illusionist’s level. A phantasm is a part of an overall illusion, although when you have only one it is the whole illusion. A phantasm could be the roar of a dragon in one round and the smell of a medusa the next. At first, you’ll have to be creative, but as you gain levels and get additional phantasms, you can create a very convincing illusion.

You start at level one with only one phantasm with four skill points in it. As your first phantasm, it can effect any one of the five traditional senses (see, hear, taste, touch, smell) at a time. So as a rookie, you can effect one target at a time and you succeed on a roll of 1-4 on 1d6.

How you, a first level illusionist, creates an illusion with your one phantasm

You describe the phantasm–which sense it effects, how you are familiar with the subject of this phantasm and how the target might react. What you are going for. Describe it in a table-appropriate amount of detail (remember this isn’t about hogging the spotlight or slowing the game down). You character must concentrate all during this process, which means he cannot be walking a tightrope simultaneously or take an arrow to his knee. Those break the illusion just as it would do to any mage. Then roll, hopefully a 1-4 on 1d6.

A roll of a 5 is failure–the phantasm just fizzles. That target’s brain just didn’t like what you were telling it and from now on forever, that target gets a saving throw vs. magic against your illusions. These saving throws may get GM-determined bonuses when the illusionist tries to create something unrealistic, surreal or otherwise weird to the subject. A roll of 6 means the target will always get that saving throw AND the phantasm backfires in some way that works to the illusionist’s disadvantage. (Players: be sure to note failures and backfires and which target you were after so the GM doesn’t have to.)

If the phantasm is at skill level 6, then just like any LotFP skill it only fails on a rolled 6 followed by a second rolled 6. In this case the phantasm backfires in a big way.

Loss of concentration

When the illusionist takes damage from any attack or otherwise has his concentration broken it will take him one action to restablish concentration, during which no phantasm manifests and during which he must not be hit again. He cannot even parry, although he can hide behind something if he doesn’t need to move faster than walking speed to do so.

Who is this? What’s your operating number?

If the illusion is extremely out of place given the situation, or the illusionist fudges things he doesn’t know (like what a cockatrice looks like) the GM can give the target a saving throw with appropriate modifiers.

Phantasmal Farce?

So with these limitations, why wouldn’t you just be a magic user with the *phantasmal force* spell? First, because your illusions are skill checks, so they would work well against high HD monsters that would easily pass a saving throw against a puny magic user’s *phantasmal force* spell. Second, the illusionist can keep this up all day because there are no spell slots.

Play Example

Phlegm’s party is attacked by four wolves and a dire wolf. His companions are focused on the dire wolf, so he decides to create a phantasm that smells like a female wolf in heat. Since he knows what this smells like (having previously established with the GM that he spent his formative years making hunting parfums) he should create a convincing smell phantasm. Because he is not yet to the level where he can effect multiple targets, he has to choose one wolf to fool.

He picks one and the GM flips a coin for wolf gender–it’s male but he doesn’t tell Phlegm. Phlegm’s player tells his GM that the phantasmal scent will seem to be coming from the dire wolf and rolls his skill check vs 4. He rolls a 2–a success! The he-wolf now thinks its boss dire wolf is in heat (which is weird, it thinks, because he thought the boss was male). He is now trying to mate with the dire wolf, who the GM rules is distracted fights at -1 to hit. One of Phlegm’s companions takes out this turgid wolf later in the round.

In round 2, Phlegm tries the same phantasm on a second wolf and rolls a 5 on his skill check. A 5 means the phantasm doesn’t manifest and now the wolf gets a saving throw even when Phlegm passes his skill check. Phlegm notes this on his scratch paper.

In round three, Phlegm tries again to fool the second wolf and rolls a 6–a backfire! The wolf thinks the scent of a she-wolf in heat is coming from Phlegm! The wolf attacks our hero and hits! Phlegm will not be able to use any phantasms while he restablishes concentration next round.

In round four, the wolf misses and Phlegm spends the round getting his concentration back. Next round, Phlegm decides to make himself look like a large snake. He rolls a 1 for his skill check. Because the wolf wasn’t fooled by the heat scent before, Phlegm’s player dutifully reminds the GM that the wolf gets a saving throw. The GM decides that because the illusionist turning into a giant snake suddenly is not a natural part of the wolf’s experience, it gets a +1 bonus to its saving throw. It rolls a 3 which fails anyway and the wolf is fooled!

It has never seen such a large snake but knows that a snake is trouble, decides to attack someone else this round. It looks around. Everyone else on Team Wolf is dead, so the GM makes a morale check, which the wolf fails. He runs off, unsure of what just happened.

Advancement

When you reach a new level, you get two points and your phantasms effect 1 target per your level.
The points can be spent on:

  • Improving the level of an existing phantasm or on creating an additional one or both. When you improve a phantasm, you choose what of the remaining senses you want to add to its repetiore. If it’s already at 5 then there’s no choice: you already have the five senses, now you add thought.
  • Getting a new phantasm. When you spend a point on a new one, you have to choose one sense for its range. And its at level one. But you can spend more points on it if you have them now or when you level up again. Hey remember how your first phantasm got all five senses at level 4? Well that was a bonus for daring to be an illusionist. From now on, one point, one sense added to a phantasm’s range.

Leveling Example:

You have reached level two! Your phantasms can now effect two targets at once. You decide to alot one point to your first phantasm so that it will be at level 5. You spend your other point to create another phantasm at level 1. You get to choose ONE sense that it can fool and you choose sound. You can add sound to the orc illusion! *You just need to roll a 1 on 1d6 to add that sound to the picture.*

“Wait!” says a reader I just made up. “That kind of sucks.”

Ok, well then how about this: When combining phantasms into a complex illusion, when the first phantasm succeeds, you get to add one to the level of another for its roll. If you succeeded in creating the visual orc phantasm, you treat the orc sound phantasm as if it were skill level 2 for as long as you are combining them. A 1/3 chance is way better than 1/6!

If you have three phantasms and the first two succeed, you can treat the third phantasm as if it were two levels higher. Because if it looks like a duck AND quacks like a duck, the target will expect it to smell like a duck. But if you roll a 6 on that last one, it still fails and it still backfires and the target is gonna get a saving throw against the whole dang thing! Eff a duck!

If you use the phantasms as separate things, there’s no bonus.

Play Example 2

Phlegm reaches level 2 and puts his two points into a second phantasm, choosing sound and smell. So he has his initial phantasm at level 4 and it can effect any one of the five usual senses. His second one is at level 2 and it can back up the first with sound fx or smell.

He then creates a beautiful elf maiden to lure away a bank guard. He uses the first phantasm to create her appearance (rolls a 3 and succeeds). He then uses the second one to make her smell of rose parfum, which on its own has a 2 in 6 chance of succeeding, but since the image worked he gets a bonus of +1. He rolls a 4, which still fails, but doesn’t backfire. So the guard doesn’t smell anything but he is still drawn away by the beautiful elf maiden he sees. Phlegm tries something different the next round with phantasm 2: he makes her laugh at his dumb joke. He still gets the +1 bonus for having a working phantasm going, so he needs to roll under a 3. He rolls a 1. Because the rose smell thing didn’t work before, the guard will get a saving throw. The GM rules that the guard has a -1 penalty to his roll because the guard expects her to laugh and he thinks he’s funny. The GM rolls a 19 and the guard makes his save!

GM: “The guard tries to touch her hand but it passes through her. He knows something is wrong and runs back to his post!”

Phlegm’s Player: “Ah rats. Well, the not-real elf maiden laughs and tousels her hair at him just as…”
Another Player: “I, Bilbao, the party’s halfling prince drives a dagger into the guard’s spine.”
The illusion allowed Bilbao to get in position.

On Inception
You can put a simple thought into a target’s mind, which they will think is their own idea, but they will not necessarily believe it. Phlegm is level 4 and has been captured. He is tied up by the Warmaidens of Hel. He could try to make the leader and three of her aides think “Let him go.” One of them might say “We could let him go…” The leader might even say “Hey I was just thinking that we could see if he leads us back to his friends.” But if Phelgm tried to incept “Make sweet sweet love to Phlegm, serve him some stew and then let him go,” the GM would have to say, “Dude, first of all that’s three different thoughts. Secondly, you really need to find a girlfriend.”

Now I welcome everyone’s feedback on any of this, but I especially want some thoughts on:

  • Should a phantasm that works on a person continue to work on that person in subsequent rounds without checking again?
  • Is this too complicated? What would you take out to streamline it?
  • Is this too powerful? What limits would you impose on the size and power of illusions? Would illusory damage work the same as phantasmal force (target gets a save when hit and if successful is not fooled at all)?
  • I was thinking fake catching someone on fire (visual plus tactile phantasms plus the illusionist needs to know how that feels) would only create subdual damage but then again, once you’re subdued you are pretty much as good as dead.
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Last Day for Flame Princess Hardcovers

Today is the last day for the LotFP crowdfunding drive. This is to fund publication of the player’s rules and the magic book as a single hardcover.

This is my favorite of the retroclones/remixes of the old school rules. And at $30, it’s possibly cheaper and definitely higher quality than what Kinko’s can make from a PDF.

I do hope that eventually Raggi will publish this and the referee book as hardcovers and keep them in print, but I know nothing of the economics of publishing.

Sorry to publish two nags in a row about this, but I want to make sure everyone who might enjoy this game gets the chance to get the hardcover.

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Reminder: Flame Princess Hardcover ‘Starter

I for one would not pass up the opportunity to have the Player’s Rules  /  Magic Book in a hardcover format. Nor should you. This is my favorite of the variations on the old rules.

http://www.indiegogo.com/lotfphardcover

It’d be good if my readers (both of you and you too, Mom) would sign up so we could get at least one bonus adventure out of it…

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Rethinking Zombies: Skaarsport Zombies

Here’s the zombies I used in my minicon a few weeks back. I used LotFP Grindhouse and Vornheim. These undead were loose in a very large city and the players were all returning veterans of overseas wars at about fifth level.

The important bits:

  • As they age, they fall apart. They lose one or more body parts every few days. This sort of calculation is of course impractical when you have 40 of them coming at you, but if it’s just 3-5 it’s just a few quick rolls (table at bottom of post). So I’d run a mb of zombies as half-max HP zombies until one is targeted or steps up to attack on its own. Then I’d do a few rolls.
  • These zombies heads explode if they are ‘headshot.’ I think I allowed head targeting with a -3 penalty to hit per 10 feet away. Natural 20′s were always headshots.
  • At zero HP, these zombies regenerate HP to all damage unless a remove curse has been cast. Only damage caused by healing spells, fire or headshots could not regenerate. Cure disease would turn the zombie into a still corpse.

Fresh human zombie:

Move: normal human but +1 to encumbrance

AC 12 unless armored

(This is LOTFP AC, since I used LOTFP. 12 is normal human. Lower is worse.)

HP 10

Attack as FTR 3

Damage = 1d6 or weapon

Regenerates +1 HP/round unless burned or healed. Even if ‘killed’.

If the head is destroyed, an explosion of brain pressure causes 1d4 to all adjacent creatures.

Might be blind or deaf depending on body condition.

Curing wounds > Max HP points returns them to normal corpse. (no revive)

Cure disease automatically returns them to corpse state.

Remove curse means they do not revive after 0 HP.

Communicates with others via screams, morse code taps. Communication limited to simple information like ‘fresh meat here’ or ‘run! fire!’.

2+ days old

Same as above except:

+1 disability

Melee and Missile AC 9

8 HP

+1 encumbrance

Less rational, less likely to work as team, loses track of what it is doing and wanders off aimlessly (fails on 1d6)

 

4+ days old

+1 disability

Melee and Missile AC 7

Can no longer climb.

6 HP

+2 encumbrance

Less rational (1-2 on d6)

 

Week old +

+1 disability (3 total) at 1 week and +1 per week thereafter

Melee and Missile AC 6

Attack does 1d4

4 HP

Less rational (1-3 on d6)

Adjustments: per 100 lbs of human, age slower by half.

 

Zombie Disability Chart

Roll Disabled
1 Eyes
2 Ears
3 Mouth
4 Nose
5 Left Arm
6 Right Arm
7 Left Leg
8 Right Leg

 

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The Joys of Sandboxing

So the idea what simple: a zombie invasion of a city powered by the Vornheim supplement. Today I had four hours for players to be in my sandbox.

There are no specific goals, but a number of options and ways the players could effect things if they chose to and played well. Several escape opportunities. And of course there is always DOOM! I was prepared for a few likely options: a drawn out survival scenario, an investigation into the nature of the undead and even delving into the bowels of a giant.

They went with option D, which was to look to Thor’s cathedral for answers. I had to make up the details for the endgame, which needed some sort of challenge and mystery but which had to play out in about 20 minutes or so. I was lucky that circumstances made it possible to present a mystery ending and leave the party to an uncertain fate in a city clearly burning to ashes.

Luckily, I had quality players who, if they didn’t get on the same page regarding goals, at least were not fools. They soon got the LotFP is a game where combat is to be avoided when not necessary. Some would clearly have wanted to fight more, but in the end, a four hour minicon game is not going to give everyone what they want. At least, not until I am a much better GM.

I’m going to release some of the monsters and set pieces here on the blog over the next week and get things going. In going back and rereading old pieces, I felt proud of a few of them and remembered how much this blog stretches my imagination, muck like GMing ‘on the fly’ did today.

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