Saturday, June 9, 2018

quick chargen for my jonathan strange game

Base Lamentations of the Flame Princess, using the Pernicious Pamphlet and A Red & Pleasant Land

ROLL 3D6 IN ORDER


CLASSES
class
hp
paralyze
poison
breath
device
magic
Fighter
1d6
16
16
16
15
18
Magician in Training
1d6
13
13
16
13
14
Specialist
1d6
14
16
15
14
14
Fairy Knight (as Elf)
1d6
13
12
15
13
15
Urchin (as Halfling)
1d6
10
8
13
9
12
Alice (R&PL pg 30)
1d6
13
15
14
13
13
Cleric* (PP)
1d6
14
11
16
12
15
Vampire* (PP)
1d6
14
16
15
14
14


*Unlockable class Urchin has Sleight of Hand instead of Bushcraft. Magician rolls for 4 MU spells.


STATUS
Add your modifier to reaction rolls in society
roll
mod
social class
3
-3
General criminals, hobos, and undesirables.
4-5
-2
Average servants
6-8
-1
Working poor, or successful servants.
9-12
0
The middle class. May be referred to as “Esquire”
13-15
+1
Knights and petty nobles. At this rank, you might be called “Sir” by anyone of lower rank.
16-17
+2
Earls, dukes, and other nobles. At this rank you are referred to as Lord or Lady.
18
+3
Somehow in line for a throne.


EQUIPMENT
Roll on the chart (Into the Odd pg 5), replace Arcanum with a roll on Peculiarities table
(Will prep a custom chart later)


PECULIARITIES
One use unless otherwise stated.
numbered key
roll d100 to see what # it is
mummia
PP pg 16
raven's tongue
swallow to speak to birds for a hour
fey thorn
prick hand to get protection from iron for 1 turn
dried athelas
eat to reroll hp
ghostly thread
will slice through one object like a cheese cutter
widow's tears
ingester saves vs poison or is apathetic and inactive for 1 hour
preserved rose
tear up to reroll a reaction with a nature spirit
somnulent bell
when struck all who can hear it Save vs Paralyze or fall asleep for d10 minutes. This shatters the bell
heirarch powder
toss in air to make every being that breathes it save vs magic or spend d4 rounds pointing at their ruler
umber rouge
polishes a blade impossibly sharp. next hit causes bleeding for 1 damage for 1d10 rounds
lesser seal
a minor ranked demon can be summoned once
quicksilver vial
works as a one-time mirror
black moss
ingester saves vs poison or forgets last 24 hours
ancient dust
sprinkled on an object or creature, they save vs magic or age 1000 years
grimoire
"Three Perfectible States of Being" 1-in-6 Angelology
grimoire
"Revelations of Thirty-Six Other Worlds" 1-in-6 Planes
grimoire
"A Faire Wood Withering" 1-in-6 Fairies
spell
instructions to cast "Animam Evocare"
spell
instructions to cast "Teilo's Hand"



You are all done.

Thursday, May 3, 2018

sleep spells and the honeywood


If you have ever been magically put to sleep by a wizard reading his spell out of a book, it’s likely it could be traced, by wending ways, back to when the school folks came to the honeywood.

It’s been a fair while so it wouldn’t be surprising if most anyone that wanted it had a copy by now. It weren’t always on paper, though, and perhaps the real sleep magic of the woods can never really be writ down.

THE HONEYWOOD


It stretches for a few hundred miles, up from among the foothills and slopes of the Mountains of Smoke Without Flame and down to the Iron Valley. Some say it was someone’s orchard, way back when, and though the apple and oak trees now have grown where they may there does seem to be some truth to it. Between the tangled roots there is a curious mix of masonry - and sleepers - that yet sometimes hint at a single style stretched halfway over a continent. Whoever built the place, and whatever happened to turn it wild, well, we mightn’t ever know.

Most folks avoid it these days, except sightseers or those with a thirst that can’t ever be filled in the city. The roads aren’t kept up like they could be, and the locals mostly stay put, so travelling is rough for any that try it. The towns are welcoming enough when they arrive, though, and the stills are running, so the aimless end up sticking around as often as not. They join in the harvests and the strange festivals and the drinking and sooner or later you couldn’t tell the visitors from the natives.





The ones that keep rambling onward usually end end asleep, or roasted.

Big ol’ fruitbat ogres live in the woods, eating the fruit off the trees and finding travellers in twilight with their weird screeching. Them and their little tapir-headed goblin cousins tend to leave the sleepers alone, but folks that are up are bound to piss ‘em off. They’re easy enough to sneak up on, though, so often times they’ll be found just yapping and dancing around a campfire. They always know where the nearest beehive is and show some smarts in harvesting the honey.



FRUITBAT OGRE
Stats: As Ogre
No. Appearing: 2-4 plus 1-6 tapir goblins
Encountered:
1. Getting drunk off fermented fruit caught in the roots 2. Roasting fish over a fire 3. Dancing around an altar to Herne 4. Sitting back with snouts stuck in a honeycomb 5. Stalking a couple of mushroom foragers 6. Swooping out of the trees at you!


THE SLEEPERS
Everyone in the towns is quite content for the most part - the funny ones always end up learning a lesson or heading out. The woods have a way of showing folks how they ought to be satisfied. Anyone complaining that their wives nag too much or wishing that they had never been born inevitably find themselves becoming rather drowsy the next time they are out amongst the trees. They take a lie down between a couple of handy roots and the next thing they know it’s been a few dozen years. They might take a bit to come to their senses but the moral lesson of the whole ordeal always seems to leave them wiser. Of course, some folks take longer than other. You never know what kind of age a sleeper might’ve come from.
Some say on occasion the sleepers will then wake up back in their own time, wiser for their “dream” but wary it was real. If that’s true the sleep magic of the trees is something that’d get the attention of anyone hoping to get a message to the past - and indeed that rumor has already begun to spread. Some desperate souls search the trees for a sleeper with silver hair, looking for one as would pass on a word to a younger version of themself or some other such thing. It’s an iffy thing, since all kind of folk are out there and there’s the bats and dream eating goblins to avoid. They might get lucky though.

Awakening from among the roots is:
1. An old mushroom hunter, his beard to his belly and his granddaughter full grown
2. A prince, his attendants all overgrown and his castle frozen in time
3. A heartbroken heiress, her hair down to her ankles and her estate grown massively
4. A centurion, his pitted armor unrecognizable and his language unintelligible
5. A reptile woman, coated in amber (or honey) and her phase rod barely radioactive
6. A student of Jormund School, his books rotten and the snake ‘round his arm dried out

THE SCHOOL
Folks with book learning came to the wood, years ago. They’d heard about the slumbering in the woods, and with strange divining and calculations they took to cracking how such a thing was done. They brought their books and their pet serpents and carpetbags out of the northlands and threw up buildings around sleepers to measure and test them. It took time, and they lost a few here and there, but eventually a couple o’ wizard women figured it out enough to write it down. They called it Sleep, and took it home and sold it to every mage, scholar, and insomniac from here to the Glassy Mountains.

The two women came back, though. See they’d heard the stories and knew the forest had more secrets to tell about magic.

Jaki - dressed in cobras. Imperious and aloof. 5HD Wizard, knows standard Jormund spells plus Falling Through Your Clothes (All your attire ends up bunched around your ankles, save or phase partway into the ground. 2nd level spell)

Yssica Numbers - a very thick northern accent. Friendly but painfully awkward. 6HD Mathmancer, can cast identify Lamentations-style (and has the materials to do so)


SEE ALSO
Paladins of the Fall, Fire on the Velvet Horizon
Chromatic Soup Vol 2
Magic the Gathering Lorwyn Art
Angry Orchard Cider
Washington Irving stories (and film adaptations)
Over the Garden Wall

Wednesday, March 7, 2018

How To Forge A Magic Weapon (for a zealous vendetta)





Follow the normal costs etc for magic item creation in whatever system you’re using, but tack this on for a dramatic scene? Use it however you want, I don’t know.
You will need to track down METAL, FUEL and a liquid for the TEMPER - there is probably some quest you can do to obtain each of them
It is a difficult task as well, so you will need mental DISCIPLINE and physical EFFORT

Ripped from Moby Dick


METAL

You need something to forge. If you are on a quest your GM should probably come up with something metallic that is significant to the target.
Examples:
1 - gold from the crown to kill the usurper
2 - green metal from the meteorite to take down the alien ubermensch
3 - cursed bronze from a sarcophagus
4 - beating iron from a golem’s heart
5 - ancient helm of the vampire slayer to kill him again
6 - the gathered nail-stubbs of race horses

For dramatic purposes you should intone the history or context of the metal as you bring it to the forge, and maybe make an oath on it or something. Then it is time to test DISCIPLINE.
Smithing is a difficult task both in mind and body. DISCIPLINE is a mental stat (INT, WIS, or CHA) that you now test as part of the planning process. Pick one, and describe why it is apt to the task - imagining the desired form or considering the logistics, etc. This should be a roll under test, or if you are a roll-high kind of fellow it’s a DC 15. On a success you proceed as usual, but failure increases your chances of failure later but it will come back to haunt you.


FUEL

While you actually need to make a fire before anything else this seems like a good spot, dramatically. But anyway you need something to burn (usually it’s coal or charcoal because it’s hard to get sufficient heat from other materials but this is a fantasy game and something with dramatic and mythic significance burns hotter than any coal. This isn’t mentioned in Moby Dick but is nevertheless an important step).

Examples:
1 - Heartwood of a grandfather treant
2 - Staff of the archmage/druid
3 - Stuffed doll possessed by restless dead
4 - Anthracite from Khazad Dum
5 - Splinters of the wreck of your old ship
6 - Melted bones of murderers

As the fires get hot you should most certainly say “by the fires of the burning eye of Los” or what have you. The metal can now be worked and it is time to weld and shape the pieces. This tests EFFORT.

This is a physical stat (STR, DEX, CON) and you can pick one you are good at but must describe why it is an appropriate choice - why you need to be strong, quick, or gritty as you hammer the metal or work it in the forge. Test in the same way as DISCIPLINE, but instead you roll under half/ the DC is 20. If you failed the first test, roll twice now and take the worse result.

>Failure here means you messed it up enough that you either start over and pay half the cost again or you have a totally mundane version of the weapon or you have your magic weapon with some suitable drawback (basically a cursed item).

If you are happy with what you got it needs to be heated once more and given a final quenching. For this you need some liquid.

TEMPER

Examples:
1 - Viscera of a mythic beast
2 - Meltwater from the holy mountain
3 - Wine of the Elf nobles
4 - Gel from a living ooze
5 - Sewage from a Hill Giant steading
6 - Blood of three pagans
It would be good to prepare some sort of blessing or curse (in Latin if possible, with explicitly dark content to show your growing monomania with vengeance) and you can give it a cool name now if you wish.
After that, all that’s left is to kill the whale.


Tuesday, February 27, 2018

white elves





“They dared to pass into the bitterest North; and finding no other way they endured at last the terror of the Helcaraxë and the cruel hills of ice. Few of the deeds of the Noldor thereafter surpassed that desperate crossing in hardihood or woe. There Elenwë the wife of Turgon was lost, and many others perished also; and it was with a lessened host that Fingolfin set foot at last upon the Outer Lands.” -The Silmarillion

“But with whom was he grieved forty years? was it not with them that had sinned, whose carcasses fell in the wilderness? And to whom sware he that they should not enter into his rest, but to them that believed not?” -Hebrews 3:17







They never finished crossing.

Under the Doom of Mandos, driven by a warmonger who had already abandoned them, the elves made their way across the sea over the Grinding Ice - but something stopped them. Whether the fear of death or the shame of leaving, they wander the wastes now. It seemed like their ejection from Eden, but perhaps this is their generation-long sojourn in the Negev - though who knows how many long centuries it has been? Their pride has soured and turned cruel.

They entomb their dead and wait and wander; they despair and they hope for some divine resurrection, since elves cannot be raised by magic this side of the sea. They hate those who can, and never again speak the name of g-d.



These guys are found among the glaciers in the Arctic, or the himalayas. You could use these for Nornrik Elves too.





ENCOUNTERS


Stats: As Elf

Number appearing: 2d4

Activity 
  1. Sitting near a traveller dying of exposure, watching.
  2. Burning a human church or shrine, tossing in holy symbols and vestments.
  3. Marching solemnly a circuit between tombs, masked and silent. Re-casting gentle repose.
  4. Carrying a crystal ark between two, filled with human hearts.
  5. Seeking adoption for an elf-child, that they might live far from the ice.
  6. Wandering aimlessly, will not admit that they are quite lost.
Half of them are wielding 
  1. Ice daggers. Shatter with first attack; on a successful hit save vs paralysis.
  2. Ragged broadswords. On a successful hit save vs magic or cannot receive divine healing. Indefinite duration, must be lifted as a curse.
  3. Carcerating Spike. As a spear. On a crit freeze in time 1d6 hours (disappear for the duration).
  4. Starlit saber. Save vs magic on a successful hit or twinkle brightly for 1d8 rounds (as faerie fire).
  5. Dulling chime. Successful hit causes silence for one round.
  6. Ungoliant Lash. On minimum damage entangles for a round.


Their leader is 
  1. wearing flowing ice, or is it glass?
  2. riding a sled like a wheelchair, can command at will.
  3. cloaked in a tapestry, symbol of blasphemy, creates zone where divine magic cannot function.
  4. a heretical optimist, goes on and on about the warm land of plenty that awaits them.
  5. guardian of an ornate cairn (both landmark and tomb)
  6. wearing a monstrous war mask (Save vs Fear)

White elves in battle will target clerics, paladins, or anyone clearly professing their faith over all others. Atheists, however, receive only bitter contempt.