Monday 1 November 2021

Hungerling lake

A small dungeon in the Underdark for low-level characters using a Dyson Logos map. The big challenge here is not alerting the horde of hungry carnivores that some edible adventurers have entered their dungeon.You can download it from here. It's my entry for the Itch.io Dyson Logos Jam, which is all about grabbing one of Dyson's free commercial maps and stocking it with creatures and treasures.

How does Dyson keep pumping out top-tier dungeon maps every couple of days? He's some kind of prodigy. The Bruce Lee of map-making.

Speaking of Itch.io, I've made copies of anything from my blog that looks useful on an Itch page of my own. Download 'em, print 'em, scatter them on the floor and roll around in 'em. No charge.

Browsing the RPG authors on Itch, it seems like everyone's got a game or several, but there's considerably less in terms of adventures and add-on material. Maybe that's a useful area to focus.

Saturday 16 October 2021

Black science

Mention black magic and what comes to mind is curses, necromancy, blood sacrifice, summoning demons, making pacts with Things From Beyond. All of this is obviously bad and wrong. You can immediately recognise that magic is black because there's never any positive outcome from, eg., raising the dead. A curse is a nefarious thing, even if you're cursing for a good reason. 

I'd like to create a concept of black science. Not just science conducted by illicit means, but science that poisons its goals, offends the gods (if they exist) and generally gets the scientist chased out of town by a pitchfork-wielding mob. Which might turn out to be nothing more than magic with added blinkenlights, but if that's the case then so be it.

Science is often considered to be equal but opposite to magic, particularly in RPGs. If you're talking about black science, you're talking about:
  • Re-animation
  • Opening portals to the hell dimension
  • Mind control
  • Mutating victims
  • Harvesting organs/fluids
  • Killer robots
  • Blowing up the moon. (Too specific?)
  • Draining energy from intelligent beings
  • Planarianism (learning by extracting the brain of someone who knows what you want to know)
  • Altering history
  • Biowar/chemwar
  • Bargaining with evil aliens
(Note: Since assembling this list I've been informed that it's only black science if you don't know what you're doing. If you know exactly what you're doing, it's black engineering.)

There's obviously some cross-over here. You could imagine a guy in a labcoat and butcher's apron trading threats with a guy in a purple robe and butcher's apron over the top of a freshly filled grave. Elizabeth Bathory took blood from her servants to stay young, Alexander Bogdanov took blood from his students. In DC's old Captain Marvel comics, one of the villains was Dr Sivana, who could speak a scientific formula that allowed him to walk through walls.

What does a black scientist want?

Money, power, revenge, respect... the usual gamut. He may also be motivated by a pure but reckless curiosity about things that mankind were obviously Not Meant To Know. A willingness to sacrifice others in pursuit of forbidden knowledge is a given. You don't make a megalomania omelette without breaking a few egos. Black scientists aren't necessarily mad, but they have an intensity that smaller minds can't match.
 

Signs and portents

 
Evidence that there's black science going on should leak out in the form of mass headaches, deformed animal births, mass bird deaths. A hint that someone's messing with radiation and/or ultrasonics. Power drains? Stepford people? MIBs? Mysterious lights at night?

Stepfords could be people who've thrown their ambitions in with the scientist ("Dr Deathbringer is a respected member of our community! His portal to the vampire dimension will bring industry and business back to this town!") or actual smiling zombies ("Dr Deathbringer knows what's right. We should do as he says. Dr Deathbringer knows what's right. We should --"). In the latter case, they could turn into rage zombies if something takes them outside the parameters of their programming.

I like the idea that black science inadvertently summons or even creates Men in Black. Maybe they're observers from elsewhere. Maybe antibodies in a universal immune system. Always enigmatic. Sometimes working for the scientist, sometimes opposing him.
 

Witch marks

 
Lab coats, jacob's ladders, and cackling laughter are a bit on the nose, aren't they? So maybe we don't use those. Wild hair and a tendency to rant is fair game, though. Poor social skills. A general lack of patience for ignorant outsiders.

Question: is this just a reskinned magician? Mmm, possibly. Better question: what kind of game do I intend this for? Probably not off-the-shelf fantasy. Something pulpy? Something post-WWII-cold-war-red-scare-stranger-danger-ish.

Saturday 25 September 2021

The Why of Strongholds

It's a hazardous undertaking for civilisation to expand into wilderness. There are wild animals, monsters to contend with, hostile people who were there ahead of you, and other expanding kingdoms closing in. Everyone feels better knowing there are thick stone or wooden walls nearby they can shelter behind when they need to.

This stronghold protects a:

  1. A ferry or bridge
  2. A forest
  3. A trade road
  4. A border route
  5. A mountain pass
  6. A temple

An advantage is:

  1. An underground stream below the castle.
  2. Extensive cellars, cool and dry. 
  3. Good farming land nearby.
  4. Vantage points overseeing all approaches.
  5. Old-growth trees for timber.
  6. Protected from weather by a rock outcropping.

A problem is: 

  1. Crumbling masonry.
  2. Too small for the numbers it needs to shelter during a siege.
  3. Top floors of the keep were destroyed by fire.
  4. An infestation of vermin.
  5. The building is cursed.
  6. The lord is deathly ill.

Money raised by: 

  1.  Charging a fee to passing merchants.
  2. Taxing the local community.
  3. Operating a silver mine.
  4. A provision of the king.
  5. Contributions from wealthy landowners.
  6. Pillaging locals and kidnapping for ransom.

A historical fact is:

  1. A previous lord was killed in a mutiny.
  2. A previous siege was broken by attackers catapulting diseased corpses over the walls. 
  3. Troops here won a famous victory against enemy forces.
  4. The current lord's family were murdered by a witch he insulted.
  5. A demon was imprisoned in the dungeon for many years.
  6. The stronghold was used to test a new magical weapon. It failed.

An outside threat is:

  1. Bandits making hit-and-run raids on locals.
  2. Monsters preying on isolated people.
  3. Enemy forces just across the border.
  4. Seasonal weather will soon make the terrain impassable.
  5. A plague is spreading through the area.
  6. Raging fires.

An inside threat is:

  1. A tunnel from the outside has been dug into the cellars. 
  2. The priest is a secret member of a heretical sect.
  3. The farrier is an enemy agent prepared to poison the horses.
  4. Most of the stored grain has been stolen.
  5. The guards' discipline is lax.
  6. The lord is mad.

Saturday 18 September 2021

Cultist collector

A B/X compatible monster inspired by this image. Which might actually be intended for an RPG sourcebook, the artist has done work for Pathfinder. It's probably intended to be a cultist who is a collector, but I choose to read it as a collector of cultists. Bits of cultists, anyway.

The Collector is a summonable intelligent undead creature typically used by cult leaders to punish followers. It loves to hunt and inspire fear in its prey, so it turns the killing into a chase drawn out over hours or days. When the prey is too exhausted to run any further, the Collector will saw their hands off to keep. Then it torments them with its spears until they die.

When first summoned, the Collector is just a cloud of mist. In that form, it can inflict nightmares on a sleeping victim, gradually using their fear to manifest itself in a physical form. From that point it can take mist form at will and uses it for fast travel. In a chase, the prey finds the Collector manifesting ahead of them when they run in any direction other than the one the Collector wants. If the prey loses their fear of the Collector, it has only its stored reserve of fear to call on. When that's used up, it can no longer manifest physically.

The Collector enjoys its job, and even while bound will usually respond to summonings to see if there's another hunt to be had after this one.

AC 9 [13], HD 5 (23HP), Att 1 x spear (1d6), THAC0 12 [+5], MV 120' (40'/100' in mist form), SV 10 11 12 13 14 (F5), ML 8, AL Chaotic, XP 550, TT - (1d4-1 magic items)

Specials:

Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).

Holy undead: Cannot be turned by someone of the same religion as the summoner.

Mist form: The Collector can transform into mist or back as a standard action.

Saturday 11 September 2021

The Why of Ghosts

Is no-one making horror movies about ghosts at the moment? We've had a glut of vampires, zombies and demonic nuns, but I can't remember the last time I watched a good ghost movie. Or a bad one for that matter.

This ghost appears as (1d6):

  1. A soldier
  2. A bride
  3. A child
  4. An old woman
  5. A knight
  6. A hooded figure

It haunts (1d6):

  1. A family home 
  2. A castle or stronghold
  3. A manor house
  4. A market
  5. A crossroads
  6. A bridge

It died of (1d6):

  1. War
  2. Disease
  3. Murder
  4. An accident
  5. A curse
  6. Neglect

A sign of its presence is (1d6):

  1. An eerie cold
  2. Animals show fear
  3. All present feel the same intense emotion
  4. Insects and all manner of vermin appear
  5. Blood or water dripping
  6. Faint sounds of conflict

It has the power to (1d6):

  1. Hurl objects
  2.  Snuff out light sources
  3. Steal warmth
  4. Curse items to break
  5. Start fires
  6. Walk through walls

And also the power to (1d6):

  1. Confuse the mind 
  2. Appear as a living being
  3. Make friends appear to be enemies
  4. Possess people
  5. Read minds
  6. make people see their fears

Its unfinished business is (1d6):

  1. Revenge
  2. A message to a loved one
  3. An unfulfilled promise
  4. Atonement for a crime
  5. Guarding something that was important in life
  6. Proper funeral rites

Monday 6 September 2021

Library bestiary part 2 - Marginalia

Part 2 of the cursed library bestiary. Find part 1 here.

Marginalia

The art of decorating manuscript margins with educational, comical or topical images is called illumination. The curse brings these illuminated images to life in parts of the library that don't get much foot traffic. Most aren't hostile, but they can be noisy if roused and in the library's deep places, noise will attract worse things than Marginalia.

Drolleries 

Drolleries are the standard illumination images - rabbits holding swords, knights riding snails, armoured men with fish on their heads. In the library they're fully-formed beings, but all have a faint parchment-like quality about them. When they move, it's often with the sound of a page turning.

Frequently-encountered drolleries include:

The Snail knight, who rides a giant snail mount. He may challenge the party to a test of honour, hinting that he has vital knowledge that he can only share with fellow cavaliers. The truth is, he only knows the history of a single isolated war.

AC 3 [16] + special (see end of section), HD 4 (18 HP), ATT 1 x lance (1d6), THACO 17 [+2], MV 120' (40'), SV 12 13 14 15 16 (F1) ML 8, AL Lawful, XP 175, NA 1 (1), TT None

The Fish knight, who has two brass fish on the side of his helmet. He immediately pledges his undying loyalty to the party and swears to fight and die for the success of their quest. He absolutely will not enter combat, but does loot the body of anyone killed and then try to escape.

AC 3 [16] + special (see end of section), HD 5 (23 HP), ATT 1 x sword (1d8), THACO 17 [+2], MV 120' (40'), SV 12 13 14 15 16 (F1) ML 8, AL Lawful, XP 425, NA 1 (1), TT None

Armed rabbits, who team up against any armed person they come across. They use clever strategy and acrobatics and form a serious threat. Even so, they usually make a disciplined retreat before they can do any significant harm. The retreat is via a path through traps they set earlier.

AC 8 [11] + special (see end of section), HD 1-3 (5-14 HP), ATT 1 x weapon, THACO 19 [0], MV 120' (40'), SV 12 13 14 15 16 (F1-3) ML 8, AL Neutral, XP 16/26/41, NA 1d4 (1d4), TT None

Suffering saints, who may be sick, injured, starved, tortured or in pieces. They call to the party to pray with them, but resist any efforts to help them. Their suffering is a personal sacrifice to their god. Drama queens, every single one of them.

AC 8 [11] + special (see end of section), HD 5 (18 HP), ATT -, THACO 17 [+2], MV -, SV 9 10 12 14 12 (C5) ML 8, AL Lawful, XP 0, NA 1 (1), TT None

The Dying king, who was too stubborn to listen to prophets and saints, and is now paying the price. Like the Suffering Saints, he resists assistance. His only purpose now is to warn others not to make his mistake. The crime he describes is so mild or obscure that it makes the whole ordeal ridiculous.

AC 5 [14] + special (see end of section), HD 6 (27 HP), ATT -, THACO 17 [+2], MV -, SV 10 11 12 13 14 (F6) ML 8, AL Lawful, XP 0, NA 1 (1), TT None

Badly-drawn animals, who mill around making the sort of noises only someone who had never seen one in the flesh would expect. Not hostile, but may panic and run in any direction if spooked.

AC 8 [11] + special (see below), HD 1/2 (4/9 HP), ATT 1 x butt (1d4), THACO 19 [0], MV 120' (40'), SV 12 13 14 15 16 (F1) ML 5, AL Neutral, XP 16/28, NA 1d3 (1d3), TT None 

Specials: All drolleries are immune to piercing or bludgeoning damage and take double damage from fire. Anything taken from a drollery turns to paper in a few seconds.

Historia 

Historia are images of actual figures from history: saints, kings, heretical bishops, even a few scientists. They can be found doing the things the people they represent could be expected to do in a library. Reading books, giving dry lectures, ordering troops to reinforce the northern border against invaders.

Historia always know where in the library their book is, and what it contains.

Stats: Apply five levels of whatever class is appropriate for the character. Treasure type L (illuminated manuscripts were occasionally decorated with gold leaf and crushed gemstones).

Specials: Historia  have the same specials as Drolleries (see above).

Parodia 

Parodia are similar to Historia, but these images were created to mock their subjects. They may be cross-eyed, have enormous warts on their faces, and wear expressions of bucolic stupidity. They know nothing useful and spend their time performing ridiculous acts. Like Historia, they're not much threat in a fight, but Parodia love to prank people by tripping them on stairs, slamming doors on them, pushing items down from high places, etc.

Stats: As for Historia.

Rubrics

Rubrics are also similar to Historia, but have a faint pink hue to them. They're blood drinkers and the more they drink, the darker their shade and the greater their power. A fully crimson Rubric is a creature to be wary of. They make no use of stealth and repeatedly shout an obscure phrase as a battle cry.

AC 8 [11], HD 2 (9 HP), ATT 1 x weapon or bite (1d6, see specials), THACO 19 [0], MV 120' (40'), SV 12 13 14 15 16 (F2) ML 8, AL Chaotic, XP 26, NA 1d3 (1d3), TT None

Specials: 

Attack improvement: For each 10 points of HP damage done by bite attacks, the Rubric gains +2 to attacks and -2 to Save targets. 

Damage: Rubrics are immune to piercing or bludgeoning damage and take double damage from fire. Anything taken from a rubric turns to paper in a few seconds.

Grotesques

Grotesques are simply faces. Blocky and panel-shaped, wrapped in hair or leaves and ivy. They possess and animate furniture.  Someone who sits without looking may be bucked off a chair, or have their gear scattered by a spooked table. In groups, Grotesques will act like herd animals - the larger ones may attack to protect the smaller ones, who retreat in panic.

Basic chair

AC 8 [11], HD 2 (9 HP), ATT 1 x bite or kick (1d4), THACO 19 [0], MV 120' (40'), SV 12 13 14 15 16 (F2) ML 6, AL Neutral, XP 20, NA 2d6 (2d6), TT None

Wingback chair

AC 8 [11], HD 3 (14 HP), ATT 1 x bite or kick (1d4), THACO 19 [0], MV 120' (40'), SV 12 13 14 15 16 (F3) ML 6, AL Neutral, XP 35, NA 1d4 (1d4), TT None

Stool

AC 8 [11], HD 1 (5 HP), ATT 1 x bite or kick (1d4), THACO 19 [0], MV 120' (40'), SV 12 13 14 15 16 (F3) ML 6, AL Neutral, XP 10, NA 1 (1d2), TT None 

Desk

AC 8 [11], HD 5 (23 HP), ATT 1 x bite or kick (1d6), THACO 17 [+2], MV 120' (40'), SV 10 11 12 13 14 (F5) ML 6, AL Neutral, XP 175, NA 1 (1d4), TT None 

Table

AC 8 [11], HD 4 (14 HP), ATT 1 x bite or kick (1d4), THACO 17 [+2], MV 120' (40'), SV 10 11 12 13 14 (F4) ML 6, AL Neutral, XP 75, NA 1d2 (1d6), TT None 

Podium

AC 8 [11], HD 2 (9 HP), ATT 1 x bite or kick (1d4), THACO 19 [0], MV 120' (40'), SV 12 13 14 15 16 (F2) ML 6, AL Neutral, XP 20, NA 1 (1d2), TT None

Saturday 28 August 2021

B/X compatible monster: Figthing

The One Page Game Jam has ended, and the entries are available for browsing.

They're a fun bunch of games, but some are a challenge to read. There are handwritten documents, background images that don't contrast the text enough, and in some cases a complete indifference to spelling. One game had a section of 'figthing rules'. To my disappointment, it wasn't rules for things made of figs, it was the combat system. So here's a hostile thing made of figs, for which you might also need some figthing fighting rules.

Figthing

A 7' golem molded from bruised and overripe figs. It squelches as it moves, and carries a buzzing cloud of wasps with it. They crawl on and inside it and form a second threat for an adventuring party to handle. Figthings form (super-) naturally in abandoned fig groves under the influence of awakened wasp nests. They stand in the shadows of trees where they won't dry out, immobile until the wasps detect intruders. Then they attack. A figthing is typically active for two to three weeks before fermentation and rot force its wasps to move on and it loses its animating force.

AC 8[11], HD 4 (18 HP), ATT 1 x fist (1d6) + special (see below), THACO 17 [+2], MV 120' (40'), SV 10 11 12 13 14 (F4) ML 12, AL Neutral, XP 225, NA 1d4 (1d4), TT None

Specials:

Mundane damage immunity: Can only be harmed by magical attacks.

Splatter: Every second round as a free action the figthing can hurl a wad of sticky fruit pulp. If it hits, the target will be swarmed by wasps for automatic damage of 1HP per round and -2 to any action until they take a full round to scrape it off.

Asphyxiate: The figthing can pass up a normal attack to grab an opponent in an adjacent square. STR vs STR to resist. If it succeeds, it will attempt to shove the gripped creature into itself to smother in sticky pulp. Drowning rules apply.

Edible: Each person who joins the attempt can gather 1d4+2 rations of fruit pulp. It spoils in three days unless preserved. A resourceful adventurer would make jam.

Tuesday 24 August 2021

One page game: 30 Minutes Or Less

Deliver pizza in a wild future New York populated by humans, aliens, robots, clones and Brian. Fresh and on time or the driver dies!

I've been on a one-page-game kick lately, and so have a lot of other people thanks to the Itch.io One Page Game Jam. It's a fun design challenge - squeeze all the necessary rules clearly onto one page and use any leftover space to hint at a setting.

 I aim for very specific scenarios, because it doesn't pay to generalise - a million other people have already invented D20 with three attributes and no classes, races, or feats. 

In this game you play a team of rough, tough pizza delivery specialists. When an order comes in, you load up and set out to cross as many bizarre environmental zones as might be in between you and the customer. You're on an inflexible time limit, because the pizza box will only dispense the antidote to the poison you've been injected with if you're at the delivery address in 30 minutes or less. Get it here.


Sunday 30 May 2021

One page game: Goblins on a Stick

You're the smallest goblins in the tribe, and getting picked on is a way of life. Currently you're all nailed to a plank by your ears. You'd like to get free, but keep getting distracted. And those other pesky goblins on the plank keep interfering.

Grab it here.

Saturday 24 April 2021

B/X monster: the undomesticated flying carpet

I don't know what the lizard's doing there
A Brief Treatise on the Habits and Habitat of the Undomesticated Flying Carpet. It's been a miserable wet week here, and I feel like some unmitigated nonsense is called for.

The wild flying carpet is both smaller and faster than its domestic cousin, not having been bred for carrying human passengers. It also has a much more wild temperament. Some captured specimens have been quite vicious. Males can be recognised by their bold geometrical patterns, while females tend towards Turkish patterns in muted colours. Younger carpets will be a paisley or tartan before their patterns fully grow in.

You can find the undomesticated carpet roosting on the arid side of mountain ranges, where the males build nests by assembling rings of small rocks and tangling them together with loose threads. Females are attracted by the strength and lack of fray in those threads. A male with a tidy weave will make a good mate.

Wild carpets are almost entirely carnivorous and don't have the appetite for Turkish delight their domestic counterparts display. They typically prey on lambs and young goats, by sweeping them up and dropping them from a height so the animals are stunned and can't resist being flown back to the carpet's lair to be devoured. When prey is scarce they range further afield and although they prefer to avoid settlements, there are reports of them targeting children up to about six years old as prey.

When threatened they prefer to run rather than fight, but will defend their nests with swoop-and-slash tactics. Males and females both have tassels they can use to grip small rocks and flint shards as weapons.

Armour Class 4 [15]
Hit Dice 4 (12hp)
Attacks 1 × slash (1d6)
THAC0 14 [+5]
Movement 30’ (10’) inching / 480’ (160’) flying
Saving Throws D13 W14 P13 B16 S14 (4)
Morale 8 (12 in lair)
Alignment Neutral
XP 75
Number Appearing 1 (1d2)
Treasure Type I

Sunday 18 April 2021

One page RPG: Tension


There are ideas and mechanics I've been noodling around with for years and never found a home for. This week I threw them all into one game and called it good. It's like... a game gumbo.

Tension is a game of hunting ghosts. Once you start, you're committed because ghosts can hunt you too. The pressure keeps rising until you're finished or until you're finished.

Get it here.

Saturday 10 April 2021

The Infamous Blackie Powells

Blackie Powells is a pirate who committed a series of daring but inexplicable crimes. He kidnapped a theatre troupe. He burned a logging camp. He smashed a dam. He was the puzzle and the laughing stock of the kingdom until his master plan came together and he made off with a good portion of the royal treasury.

"He kidnapped the actors so he could dress his men in their town guard costumes... he burned out the loggers so the river would be choked with logs and the ferry couldn't operate.. he smashed the dam to lower the water level and expose the old ford. It's genius!"

That was a generation ago. Blackie's reputation has grown and grown because since that time, people have been blaming their failures on him. No, I didn't fall asleep and let the flock wander off -- Blackie took them! Of course I made all the pots you ordered -- but I watched Blackie himself throw them all down the well! Blackie held me at knifepoint just to let the loaves overcook!

What crime did Blackie commit here (2d12)?

  1. Stole
  2. Burned
  3. Seduced
  4. Painted
  5. Undermined
  6. Disguised
  7. Forged
  8. Pickpocketed
  9. Delayed
  10. Framed
  11. Drugged
  12. Rebuilt
  1. A noble's daughter
  2. A herd of cows
  3. A farmer's cart
  4. A blacksmith
  5. A barn
  6. A boat
  7. A fisherman's wife
  8. A stone keep
  9. A town guard
  10. A flock of crows
  11. A cabinet
  12. A stables
In order to (2d12):
  1. Hide
  2. Impersonate
  3. Replace
  4. Steal
  5. Destroy
  6. Surprise
  7. Rob
  8. Trick
  9. Abduct
  10. Antagonise
  11. Redirect
  12. Corrupt
  1. A magistrate
  2. A guard troop
  3. A wealthy merchant
  4. A baker's wife
  5. A trade guild
  6. A church
  7. The baron's children
  8. A widow
  9. A bardic trio
  10. A hunting party
  11. A tax collector
  12. A royal herald

The truth, if the characters manage to discover it, is a bit different. Blackie Powells retired and lived a quiet life after his big heist. Now he's an old man in a house too big for him, being gently bullied by his three adult daughters. They won't let him have strong drink, or red meat or salty cheese! They want him to drink spring water and eat leafy greens and walk outside in the sunshine for an hour every day! In fact, if the characters can help with his scheme to get away from them, he'll give them a share of the remaining gold. He just needs them to commit a small list of inexplicable minor crimes...

Tuesday 6 April 2021

One Page Game: Troubleshooters

Every cyberpunk game I've played has been gear porn. The main interaction with the ruleset has been counting up the bonuses provided by gear, cyberware and drugs for specific tasks. Troubleshooters is more or less written to be a game that ignores everything else in favour of counting bonuses.

Because when the cop cars are burning, bullets are flying and you hear choppers closing in, you really want to know if you can put a hole in the durak with the smart sight using the garbage truck as cover before he puts one in you, ya prav, druz'ya?

Get it here.


 

Monday 8 February 2021

The Why of You

You're a(n)...

  1. Strong-limbed champion
  2. Agile sneak
  3. Delver into mysteries
  4. Compassionate believer
  5. Keen-eyed nature lover
  6. Skilled crafter

Raised by...

  1. Loving parents
  2. Disinterested relatives
  3. A cruel master
  4. A troupe of travellers
  5. Despised outsiders
  6. Yourself, mostly

Who suffered...

  1. Poverty
  2. Illness
  3. Oppression
  4. A natural disaster
  5. A personal betrayal
  6. Singing out of key

Which caused...

  1. The loss of loved one(s)
  2. Shame and banishment
  3. A sudden reduction in circumstances
  4. Back-breaking labour
  5. Madness
  6. A loss of personal confidence

And led you to...

  1. Take revenge
  2. Turn your back on your people
  3. Commit crimes
  4. Throw yourself into your studies
  5. Search for a personal truth to live by
  6. Rely on yourself alone

Which caused...

  1. The community to change its ways
  2. Your loved ones to change how they feel about you
  3. Sudden attention on you from an unexpected source
  4. Condemnation
  5. Praise
  6. An unexpected self-discovery

And now you...

  1. Protect the weak
  2. Work only for your own benefit
  3. Live as a rootless wanderer
  4. Fight evil
  5. Minister to others
  6. Follow a cause

Because...

  1. You're reminded of yourself.
  2. You believe in something more.
  3. It satisfies a need you don't understand.
  4. You want to achieve something great.
  5. You need to repay a debt.
  6. It's the best way to live!

Sunday 31 January 2021

The Why of Caravans

Not that sort of caravan.

This caravan is coming from:

  1. The provinces
  2. A farming community
  3. A mining town
  4. A fishing village
  5. The coast
  6. A neighbouring country

And headed for:

  1. A market town
  2. A temple
  3. An outpost
  4. The capital
  5. The border
  6. A ship

Bearing:

  1. Tools
  2. Candles and lamp oil
  3. Medicines
  4. Textiles
  5. Furs
  6. Tribute from vassal states

Most of the travellers are:

  1. Traders
  2. Pilgrims
  3. Settlers
  4. Armed guards
  5. Guides
  6. Porters and animal handlers

But there are also a few:

  1. Healers
  2. Mercenaries
  3. Scholars
  4. Priests
  5. Entertainers
  6. Mysterious travellers

They are:

  1. Friendly
  2. Nervous
  3. Suspicious
  4. Hostile
  5. Hurried
  6. Secretive

A danger they faced along the way was:

  1. Bandits
  2. Bad weather
  3. Poor leadership
  4. Got lost
  5. Difficult terrain
  6. Internal strife

And before they reach their destination they expect:

  1. Disease
  2. Low supplies
  3. Hostile locals
  4. Toll roads and heavy taxation
  5. Supernatural threats
  6.  Difficult navigation

Saturday 23 January 2021

What if we kicked Cthulhu's arse? - part 2

Part 2: The bad stuff.

Read part one of this article here.

Ithaqua

The world is freezing. Ithaqua is spreading his influence from the poles, extending great sheets of ice down across North America and up through Australia. The seas are beginning to ice over. Greenland and Siberia are uninhabitable. Scandinavia is gone. Maybe Ithaqua is taking revenge for Cthulhu, maybe he just sees an opportunity to take over now that we're enforcing Cthulhu's sleep.

It isn't normal cold. The UN has tried to reverse the cooling by launching giant orbital mirrors to collect more sunlight, and pumping heat-retaining chemicals into the atmosphere. They made no difference. Every year the ice walls eat away another hundred kilometres of arable land.

November

The most immediate threat to the world is the people given the job of protecting it. Stolid and unimaginative as they are, November agents get repeatedly exposed to influences the human mind isn't built to tolerate. Counselling, drugs, working in pairs and in some cases specialised forms of brain surgery aren't always enough to keep them stable. Some go independent, striking out on their own to fight the mythos without government backing or approved methods. Some go rogue and sell their skills to organised crime. Some go mad and turn cultist. Those are the most dangerous, using their knowledge and contacts to threaten the world instead of protecting it.

Cults

Despite November's suppression of mythos knowledge it leaks out, corroding human sanity wherever it comes in contact. Cults tend to fall into two distinct patterns. The first spring up when the right kind of mind reads the wrong kind of book and begins actively recruiting followers. Extremist, hysterical, violent, they burn out after a few months - destroyed by the authorities. The other sort of cult forms when someone with a plan begins searching out mythos knowledge. Patient and calculating, they often spread for years before November even becomes aware of them. These cults are more dangerous by far, because they're patient and work towards a goal without distraction. The leaders have made a cynical choice to gamble the fate of the whole species for personal gain.

Deep Ones/Shoggoths

With Cthulhu neutralised, the Deep Ones have broken into opposing factions. They worship Dagon, who is an avatar* of Cthulhu. One faction wants to restore Cthulhu, as their god's god. Another wants to elevate Dagon to take his place. The third (and currently largest) faction wants to keep the status quo, using human breeding stock to revitalise their race. The human hybrids make up the largest percentage of the zealot factions, and are far more active.

So far no one faction wants to break with the others and go it alone, so there's a veneer of unity. In secret, all three are taking action to further their own goals. Both zealot factions want access to the human accumulation of mythos knowledge, and with shoggoths at their command they're a formidable force. After losing several archive buildings, it became necessary to shift the others into low Earth orbit. The authorities don't want open war with the Deep Ones if it can be avoided, but the shifting balance of power between their factions makes negotiation difficult.

Ghroth

Ghroth has changed course and is now heading directly for Earth. What it intends to do when it gets  here is anyone's guess. Even if it does nothing and simply passes through the solar system, the results will be catastrophic. The passage of a planet-sized creature will disrupt planetary orbits and cause hurricanes, tidal waves and volcanic eruptions the likes of which the world has never seen before. Its speed isn't consistent, so estimates on its arrival vary between five and 20 years.

S'glhuo

The beings of the plain of sound need very precisely-modulated matching sounds on this side of the dimensional divide to cross over, but it turns out the cracking of splitting ice sheets is close enough. They've been able to cross over on their own in the colder regions, and travel south by sticking to the hospitable areas of Earth's sound-scape.

What they want from us is the human vocal apparatus. Jaw, teeth, tongue, lips, some of the throat lining, vocal cords and a lung. Their technology can remove the organs without killing the 'donor'. So far all the victims have been displaced refugees without much in the way of documentation or community, so November investigation has been hampered.

What to do with this?

My first idea would be to run a slightly more optimistic Call of Cthulhu game. You, the characters, are probably going to die horribly but the human race isn't necessarily doomed.

Or if grimdark is the mood for the game, it might be fun to say that the human race has been extraordinarily lucky for half a century but now it's over and the Great Old Ones are pissed at us.

* My personal interpretation. Your Mythos May Vary.