Showing posts with label Lamentations of the Flame Princess. Show all posts
Showing posts with label Lamentations of the Flame Princess. Show all posts

Wednesday, November 12, 2025

[Actual Play] The World of Tomorrow, Session 12: I’m going deeper underground / there’s too much panic in this town

Back to dungeoneering!

 

  • Psamtek, the psionic Grey pilot (Halfling 4)
  • Keteus, the dark prophet or something (Magic-User 4 with Space Age Sorcery spells)
  • Ugazum, the gladiator (Fighter 3)
  • Phireus, priest of the Mountain Mother (Cleric 4)
  • + Rex, riverboat captain (Fighter 3, NPC follower)

 

The party waited for the next anti-light phase, then moved out. Rex led them up the south ziggurat. They just barely avoided a Black Sun paladin patrol and reached the top platform. Here, nestled between a bricolage of latter-era habitats, they found a large round concrete platform and a small concrete building (which looked like the creepy abandoned building where Demi Moore picks up her doses in The Substance). They forced the door, cleaned out some rubble, then forced another door (its code lock without power) and found an elevator. This too was without power, so they opened a hatch in its floor, climbed down and managed to reach the ladder in the side of the shaft.

The descent was LONG, at least 500’. At one point, they disturbed a flock of small flying creatures, and Ugazum fell off the ladder. Keteus saved him with a Wand of Flying (they had picked this up back in the Spire of Iron & Crystal, an ivory wind with wings carved into it, they thought it might be for flight, but weren’t sure…).


At the bottom of the shaft, they dropped into a concrete-walled complex. In the first room, they flipped a switch and restored auxiliary power (small red lights along the corridors and door keypads online), but decided not to bring on full power just yet.

They explored the west-bound corridor and ran into a closed door marked “Workshop”. They tried 1312 (ACAB!) at the keypad to no effect.

They turned around and took the stairs at the intersection. At the upper level, the north-bound corridor was closed off with yellow-black “Danger!” tape, so they went east to another door.

They examined the keypad to see if any of the buttons were particularly worn: yes, 1, 2 and 4.

[For the keypads, I generated the codes by rolling 4d10, one for each digit. For this door, I rolled 1412 :D So I handwaved it that if they put in 1312 again, it would be close enough]

They entered the room, a storage area for tools, equipment, spare parts, etc. The north wall of the place had caved in, opening into a moldy underground tunnel.

Psamtek picked up some weird psychic vibrations from one of the crates. He managed to commune with a hive-mind. They opened the crate and found a formicarium with psionic ants! They decided to leave them be for now and marched into the moldy tunnel.

Wednesday, November 5, 2025

[Actual Play] The World of Tomorrow, Session 11: Seriously, who needs a SIXTH ziggurat?

We’re back in the World of Tomorrow, baby! Can’t stop the science fantasying. 

  • Psamtek, the psionic Grey pilot (Halfling 4)
  • Keteus, the dark prophet or something (Magic-User 4 with Space Age Sorcery spells)
  • Ugazum, the gladiator (Fighter 3)
  • Phireus, priest of the Mountain Mother (Cleric 4)

So, back in Cryopolis (proud city of the five ziggurats, sixth under construction), the party found a lot had changed in their absence.

Investigating their storage container, they found that it was entered through a ventilation shaft, by a clawed creature.

They found a place to stable the Stegosaurus for a month.

They spent some downtime identifying magic items: Ugazum’s ring-mail shirt (with electric circuits) has actually bonded to his body, but at least it provides ample protection and DOUBLE healing rate. The crystal tablets found in the dragon cave have genetic sequences encoded on them, which can be fed into a machine to cause targeted beneficial mutations.

More Moebius! Because OF COURSE.

Next, they went to the market to find replacement armor for Psamtek (we blamed the loss of the previous armor on the draconic acid breath, but, turns out, it was lost in a battle with skeletons – stop blaming the dragons for everything!!). Luckily, the market had a shop with kids’ size flak jackets (which says a lot about the state of this world). While getting Psamtek’s measurements, the armorer was ready to engage in some light banter: rumor has it that Zalter made a pact with the Black Sun Cult, and convinced the cultists to get rid of his rival, Ayesha.

Ugazum was still in debt to Zalter, the zombiemancer crime-lord, so the party went over to Zalter’s HQ at the north ziggurat. Only Ugazum and Psamtek were let in (and only because Ugazum said Psamtek is his servant/weapon-bearer). They were led to Zalter’s office to meet the big man himself. And he is big indeed, and not just a man, but also a giant toad thing. Ugazum paid up the 100 sp. Zalter proved to be quite well-informed, and kept asking weirdly pointed questions about Ugazum’s recent exploits, where he is staying in town, and especially whether he works for anybody in particular.

At Zalter’s place, they saw one of Ayesha’s men – turned into a mindless zombie drone…

After leaving, the party suspected that Zalter will surely have them followed.

So, instead of going back to their storage/home, they went to a fancy hotel and got themselves two rooms. On the rooftop terrace, they chatted with incense-trader Ipy of the Purple Sea, who shared some tasty “Turkish delights” and more rumors. He also shared info on the two main caravan routes (the North and the West). When asked about any places with constant thick fog covering a caldera (this had been shown to them in a vision, as the hiding place of the arch-enemy of the god-computer ETERNAL 6000). Ipy ventured that this might be in the dangerous volcanic mountains to the north-west.

Later, to shake off any potential tails, the party used ropes to climb off this rooftop, instead of exiting through the main door.

And they went back to their storage container.

Here, a mysterious figure was waiting for them: Rex, river barge captain, one of Ayesha’s trusted men (see Session 3). Rex told them that most of the gang was captured and imprisoned – they are likely to be sacrificed to the Black Sun during the next great constellation. Ayesha evaded capture and is on the run. Earlier, she had told Rex about an underground tunnel system under the city, and that in case of shit going down, that would be the place for the gang to reconvene.

The party agreed to go and explore these tunnels.

To be continued!

Tuesday, September 16, 2025

[Actual Play] The World of Tomorrow, Sessions 4 – uh, like, 10?

I’m hopelessly behind on session reports for our science fantasy campaign, The World of Tomorrow! The thing is, we played two more online sessions, then we met up, holed up in our summer house for four days, and PLAYED A LOT OF D&D. A LOT. “Sessions” flowed into each other. So here’s a non-comprehensive re-cap of where the campaign’s at right now.

Session 4 was still online.

The party delved into the Salt-Encrusted Shrine of the Immortal Wave Cult (AKA Dank Cave of the Immoral Weed Gang), a cool little dungeon I wrote. They explored the main hall, caught a glimpse of a red glowing idol, encountered a giant crab, then met with the local cultists, decided NOT to join the cult just yet. They explored the complex, deciphered some reliefs, found the magical Seaweed Orb, then a secret door too, which gave them access to a hidden room. In this chamber, they found the high priest of the cult, dormant in a stasis pod. With a countdown timer set to about 60 years or so. They also gained access to the main temple. And they found a way to lower themselves into the idol chamber: gathered most of the loose treasure, but shied away from grabbing the large crystal from inside the idol. They fled the complex and went back to the city of Cryopolis.

Session 5 was for downtime and city crawling. They managed to hide some of the loot from their boss and divvied up the rest. Then they gathered some rumors. And rented a storage container for their stuff. They went to the Fighting Pits and gambled, winning some money on the gladiator fights. But their main reason to go there was to hire one of the gladiators. So that they have more muscle. They hired Ugazum the Fighter. Then, back at the Atomic Kitten, they got a new quest from their crime boss Ayesha. To go and find a weird dungeon complex in the Thunder Mountains. She assigned a guide and a porter with a pack Stegosaurus to them.

Ultimately, we ended up generating two more player characters: the gladiator and the guide.

So now the party consists of

  • Psamtek, the psionic Grey pilot (Halfling 3)
  • Keteus, the dark prophet or something (Magic-User 3 with Space Age Sorcery spells)
  • Ugazum, the gladiator (Fighter 2)
  • Phireus, priest of the Mountain Mother (Cleric 2)

 

Then we had all those long sessions of live play. IT IS SO GOOD TO PLAY D&D FACE-TO-FACE WITH YOUR FRIENDS. Ugh!

 

So, the party of four plus the Stego and the porter went on a big wilderness track through the labyrinthine canyons of Thunder Mountain. There were dangerous pits, undead dragonflies, etc. Then they reached a valley with tour giant crystal eggs.

Cue THE SPIRE OF IRON AND CRYSTAL by Matt Finch.



Saturday, July 5, 2025

[Actual Play] The World of Tomorrow, Session 3: Exploring Cryopolis

We continued our science fantasy game. Session 1 was a dungeon crawl, session 2 was a trek through the wilderness, so it is only fair for session 3 to concentrate upon hanging out in the big city!

The characters are:

Psamtek, the psionic Grey pilot (Halfling 3)

Keteus, the dark prophet or something (Magic-User 3 with Space Age Sorcery spells)

Soundtrack: "Nuits de Printemps Avec Abdou El Omari" by Abdou El Omari


At the end of the last session, they reached, via ferry, Cryopolis, the city of the five black ziggurats. Their entry point was at the docks near the southern ziggurat. So instantly they were plunged into the bustling cosmopolitan atmosphere of the harbor quarter. As this was just the beginning of the light phase, there were a lot of dock workers carrying stuff, loading barges, merchants disembarking, etc.

The other passengers of the ferry (the zombies and the school field trip) all headed north towards the center of the city.

Keteus and Psamtek decided to hang out here a bit, find a place to stay, pick up some rumors, maybe find a job to earn money.

The architecture of the area proved to be quite eclectic. The main feature, the black three-tiered ziggurat, had clearly been built during an earlier period and was now covered with newer buildings: shacks, towers… So the levels of the ziggurat became like city streets. The river partially flows under the ziggurat.

Moebius... Why, what did you expect?

They headed towards the local watering hole, the Atomic Kitten tavern. Which is a two-storey metal building: Psamtek identified it as the repurposed habitation module of an ancient generation ship.

The Atomic Kitten at this time was rather underpopulated, as most of its patrons were busy at the docks. So Keteus and Psamtek ordered some drinks (Keteus can drink through his mouth, Psamtek has suckers on their fingers to suck up liquids from a sponge).

They chatted with the bartender and expressed a wish to get some sort of a job. The bartender took them up to the second floor to introduce them to his boss. He knocked at an inconspicuous door.

Psamtek managed to overhear a door opening and closing in that room. However, once in the room, they couldn’t see any other exit, so they surmised that there must be a secret passage here somewhere.

They met AYISHA, an older lady with rust-red hair and creepy fangs. Turns out, she is the boss of the whole harbor area.

Wednesday, July 2, 2025

[Actual Play] The World of Tomorrow, Session 2

The science fantasy campaign continues! (see the session 1 write-up here)

 

The characters are:

Psamtek, the psionic Grey pilot (Halfling 3)

Keteus, the dark prophet or something (Magic-User 3 with Space Age Sorcery spells)

 

After exiting the sanctuary of ETERNAL-6000, the duo took some time to examine the World around them, using the binoculars pilfered from the stocks of the sanctuary.

Off in the far-far distance, they noted a floating isle, a large chunk of earth with mountains and perhaps ruins on top of it. It seemed to move on its own volition.

They tried to scout out the way down to the city, but that was not easy. They did get a better understanding of the valley below, though: a river flows through it from east to west, empties into the sea. The city stands on the river and is made up of five large ziggurats/step pyramids: one in the middle, four on each corner.

After this reconnaissance, the party started their descent. Pretty soon they got lost between the rocks and in the narrow canyons.

After some time, they reached a larger flat area with an interesting feature: a GIANT SKULL embedded in the cliff-face! Small offerings (flowers, cups, simple pieces of jewelry) had been lain out before the skull on a stone platform.

Psamtek threw up a grappling hook and climbed up to the left eye socket. Beyond, they saw a small grotto with a pool of water inside. They climbed in and noticed many inscriptions carved into the inside of the skull. Keteus joined them and read the inscriptions: most of them were vows and prayers to the MOUNTAIN MOTHER. They didn’t touch any of the offerings and continued the way down the mountain.

They were still quite lost, and couldn’t find a way directly down towards the city. However, this off-the-beaten-path journey led them to another interesting discovery.

They noticed the sounds of metal against rock and soon reached an open-air quarry. The workforce was about 30 people, who chipped away tirelessly at the black basalt. The chunks of stone were then collected by a giant robotic walker and loaded onto a double-tracked vehicle… PULLED BY GIANT QUADREPEDAL LIZARDS! These brontosauri had some sort of mechanisms attached to their heads, probably for control.

Dinotopia!


Psamtek and Keteus descended into the quarry.

The workers didn’t seem to notice them. The robotic vehicle, however, turned towards them, opened its back hatch. A large, tattooed, four-armed person got out from inside.

Wednesday, June 18, 2025

[Actual Play] The World of Tomorrow, Session 1

I ran a game yesterday for my best friends. Hopefully the start of a casual campaign?

The pitch was dead simple:

“moebius jodorowsky tangerine nightmare oranssi mutant pazuzu heavy metal barsoom carcosa acid police surf”


Moebius, duhh


I asked them in advance to create a 3rd level LotFP character each: just the stats, class, skills and hp. No name or concept. They rolled up a Magic-User and a Halfling.

At the start of the session, the characters were woken up from a long formless darkness by a distant, glitchy voice. The voice told them that “there has been an accident… but your personality, memories and body will soon be re-integrated… please watch these short promotional videos and signal if you see anything you recognize as your own memory…”

In the memory fragments, the Magic-User saw themselves:

  1. Hurriedly grabbing everything from a library with crystal books, storing all the treasure in a vault (and remembering how to open it again!); then emerging to the surface only to see the ideal city swallowed by the ocean
  2. Putting on a mask and conducting human sacrifice on top of a black pyramid; only for the gift of the dark gods to be stolen by an interloper
  3. Performing elaborate magic tricks on a stage in a 1920s theater, feeding off of the adoration of the audience; getting sawn into two halves, but emerging again from behind the curtains, while the mutilated body was carted off-stage.

The Halfling saw themselves:

  1. Riding through an ice age wasteland atop a woolly mammoth, controlling the beast with their mind; then a small flying lizard landed (hunting hawk style) on their outstretched left hand
  2. Piloting a spaceship, exiting hyperspace, crashlanding on a blue planet (remembering the place of the crash!); only to be taken captive, probed, interrogated by men in white coats; then blowing up their brains with psionic powers
  3. Crawling through underground tunnels, in total darkness, but seeing everything perfectly, breaking through to a large hall of the sewers, and knowing that the dwellers of the depth will rise again and they are to be their leader.

The Magic-User picked the sacrificial priest option and became KETEUS, a mummified sorcerer. With spells from Space Age Sorcery. The Halfling picked the Roswell option and became PSAMTEK, the psionic pilot. With psi powers cobbled together from various sources (Carcosa, LotFP, Realms of Crawling Chaos).

Thus Keteus and Psamtek emerged from their cryo-pods and found themselves in a depressing concrete room. There were old decorations hanging from the ceilings and walls, little festive flags, and a sign that read “WELCOME TO THE WORLD OF TOMORROW!!”, with a couple of letters already faded.

One other cyro-pod contained a dead body… And a fourth cryo-pod’s glass top was broken, with clawmarks on the inside of the pod.

Wednesday, November 30, 2022

Simple Folk Magic system

A simple magic system for "cunning folk" type casters. I've used it as a feature of bucolic Halflings and in pseudo-historical settings.

These little spells (rhyming verbal incantations) either replicate a low-level Cleric or Magic-User spell or achieve a small desired effect (Referee’s discretion).

Cleric spells: Bless, Command, Cure Light Wounds, Protection from Evil, Purify Food & Drink, Remove Fear, Sanctuary, Delay Poison, Heroism, Resist Cold
Magic-User spells: Faerie Fire, Feather Fall, Light, Mending, Unseen Servant

The maximum number of attempts (successful or failed) each day is equal to the character’s level (or one, in the case of unlevelled NPCs). The chance of success increases as the character progresses in level:

Level Chance of success
0*            1-in-6
1-2           2-in-6
3-4           3-in-6
5-6           4-in-6
7-8           5-in-6
9+    automatic success

Spells can be cast as a group effort. Each member of the group must be of the cunning folk. Add up the levels of all participants (treat level-0 as a "half" for this purpose), and use the total to define the chance of success.

An attempt can also be expanded to gain “advantage” on an attack roll or a saving throw (roll 2d20 and take the higher result). This works automatically, but has to be declared before the roll is made.



Thursday, November 17, 2022

Quick Equipment Packs

There are many like this, but this one is mine...


Basic equipment, write it all down:

Backpack, Belt Pouch, Sack, Blanket, Rope, Dagger, 3x Rations, 3x Torches or Lantern with Flask of Oil, Flint & Tinder

 

Outfit and extra funds, pick one option:

Fancy Clothes and 100 coins

Leather Armor and 60 coins

Chain Armor and 20 coins

 

Armaments, pick either a Melee Weapon & Shield, or a Melee Weapon & Ranged Weapon:

Melee Weapons

Ranged Weapons

Spear

3x Throwing Weapons

Sword

Sling, with 20 Bullets

Battle Axe, Hammer or Mace

Bow, Quiver with 20 Arrows

Staff

Crossbow, Quiver with 20 Bolts

Polearm

Flintlock Pistol, with 12 Loads

Great Weapon

Musket, with 12 Loads

 

Extra equipment pack, pick one option:

Explorer

Trickster

Scholar

Grappling hook

Specialist Tools

3x Glass Vials

Crowbar

Hand Mirror

Scroll case

5x Iron Spikes

Glue

Paper, quill, ink

Flask of Oil

Caltrops

Magnifying Glass  or Spiritual Symbol 

 


Friday, April 22, 2022

You are on time! 4 x 1d6 rewards for reliable players [LotFP/OSR]

In our group, we have a tradition of rewarding reliable players with a small in-game bonus. So if you are there for the start of the (online) session, you get to roll on a random table! We love random tables. (Also, if you are late, you roll on a random table to see why your character was not present in the beginning)

I wrote this table for my LotFP games:

 

Fighter

Magic-User

Cleric

Specialist

1

A classic! You find a loaded musket.

You find a quickly decaying scroll (lasts only this session) of a random level 1 Magic-User spell.

You find a quickly decaying scroll (lasts only this session) of a random level 1 Cleric spell.

A rope you own is extended by 20’.

2

You can ignore three fumbles this session.

You find d4 x 100sp worth of manuscripts/books for your research library.

The first time you use cure light wounds or bless this session, it gives the maximum possible points.

The damage of the first attack that hits you is reduced to 1 point (or zero if it would be 1).

3

You sharpen or oil your main weapon, bump up the damage die by one for this session.

An omen! Roll d20 and record the result. Once during this session, you can substitute any d20 roll anybody (player or Referee) makes with this number.

Once during this session, the Voice in your head warns you about a danger (like a trap or hidden enemy), just in time to retreat or shout to your companions

Once during this session, you can automatically pass a saving throw (declare before rolling).

4

Once during this session, you can do maximum damage on an attack that hits (after the hit is confirmed).

On miscast, you can take the following result: you grow an extra finger (only once, declare before the Referee rolls the effect).

Your organization sends an intern to you for this session. Treat as a free Linkboy.

Once during this session, you can roll a skill check on a d4 instead of a d6 (declare before rolling).

5

Once during this session, you can hit any foe automatically (declare before rolling).

You can memorize one extra spell this session.

Your holy symbol glows and emits light as a candle for this session.

Pick a skill, it counts as 1 pip better for the duration of this session.

6

If you fall unconscious, you return to 1 hp in d4 rounds (only once).

You can temporarily enchant a weapon – it counts as magical for the duration of the session.

Once during this session, you can fall asleep and see a prophetic dream (as augury).

Your main light source increases its radius by 50% for this session. Fuel usage remains unchanged.


* "You find a musket" is a result that is always present on our other Referee's charts, so it has become a running joke in our group.



Tuesday, March 1, 2022

Lamentable Blades: swashbuckling combat house rules for LotFP/OSR games

This is a set of house rules for swashbuckling combat, dueling and mustache-twirling. Based on LotFP, but usable with any similar OSR game or B/X clone like Old School Essentials or whichever you prefer. Main features: Armor Class is replaced by a Defense Class based on the character's Hit die type, because swashbuckling characters rarely wear heavy armor or armor at all. If you are not happy about your Defense class or Initiative, you can reverse them as an action. There is a reaction-like Repost available & quick-and-easy rules for wrestling

Basically I wanted to do a mash-up of LotFP and Flashing Blades: add some attack options, but without bogging down combat.

Read the rules in this post or grab the free/PWYW PDF over at itch.io!


Buccaneers #19


LAMENTABLE BLADES

House rules for Lamentations of the Flame Princess. For 17th-18th century dueling, swashbuckling and moustache-twirling.

Stats

Initiative = d6 + Dexterity modifier, rolled individually at the beginning of combat (but an action can be used to invert it)

Attack bonus = base attack bonus (according to class and character level) + attribute modifier (based on weapon type: Strength or Dexterity)

Defense class [replaces Armor class] = 10 + Dexterity modifier + the character’s Hit die (Fighter d8, Cleric/Specialist d6, Magic-User d4), rolled at the beginning of combat (but an action can be used to invert it)

Combat

At the beginning of combat, everybody involved rolls individual Initiative and Defense class.

Actions/Maneuvers

At the beginning of each round, declare actions in reverse initiative order. One can also declare whether they are taking an aggressive or defensive stance.

If unsatisfied with the Initiative or Defense class rolled at the beginning of combat, there are two options:

Improving Initiative

The character forfeits all other actions and attacks, and concentrates on acting earlier in the next round. Invert the character’s Initiative roll (if the character rolled 1 on the d6, it becomes a 6, 2 becomes a 5, 3 becomes a 4). During this round, the character is assumed to have taken a defensive stance. The new Initiative activates on the next round.

Improving Defense class

The character forfeits all other actions and attacks, and tries to regain balance, gain a foothold, cover their rear, etc. Invert the character’s Defense class roll (if the character rolled 1 on a d6, it becomes a 6, 2 becomes a 5, 3 becomes a 4, etc., depending on the Hit die). During this round, the character is assumed to have taken a defensive stance. The new Defense class activates on the next round.

Attacks

The combat roll is a d20 plus the character’s Attack bonus and any modifiers (from chosen tactic, situational advantage or disadvantage, encumbrance).

Combat modifiers

 

Situation

Attack bonus

Defense class

 

Notes

Charge/Momentum

 

(…swinging on a chandelier, jumping down from a balcony…)

+2

-2

Successful attack causes damage and knocks down the enemy for 1 round. Unsuccessful attack causes the attacker to lose balance instead. Levelled characters can save against Paralyzation.

Aggressive stance

+2

-4

-

Defensive stance

-4

+2

-

Off-hand parry weapon

*

+1

Additional +1 on disarming attempts

Off-hand offensive weapon

*

0

Roll damage for both weapons, take higher result

Armor worn

-1

-1

-1 damage to wearer

 

Simple attack

Make a combat roll. If the result is equal to or greater than the target’s Defense class, the attack hits and does damage. Damage is defined by the weapon used and adjusted if the target is wearing armor.

Multiple attacks

This type of attack is only available if a levelled character is facing off against two or more “mooks” (0-level enemies). Instead of making a single one, the character gets a number of combat rolls equal to their level. Each such maneuver (simple attacks or disarms) must be directed against a different enemy, and each attack is made as if the attacker was level 1.

Riposte

The target of an unsuccessful attack might follow up with a riposte. Only one riposte can be made in one round. It is rolled either as a simple attack or a disarming maneuver. An additional +1 bonus applies if the original attack was half or less than half of the target’s defense class. Ripostes don’t have to be declared.

Disarm

Make a combat roll. If the result is equal to or greater than the target’s defense class, the disarming maneuver is successful. An off-hand parrying weapon grants +1 on the disarming attempt.

Stun

Make a combat roll. If the result is equal to or greater than the target’s defense class, the target is stunned and cannot act for a number of rounds (1 round for unarmed attacks and bladed weapons; a number of rounds equal to the damage rolled for blunt weapons). However, only a flat 1 damage is dealt to hit points. Levelled characters can save against Paralyzation to avoid getting stunned.

Facing multiple foes

Defense class is unadjusted if the number of “mooks” is equal to or less than the target character’s level (or group of characters combined level). Otherwise, there is a -1 penalty for each attacker over this number. When levelled characters or monstrous creatures attack, total their levels or hit dice and compare with the target.

Unarmed combat

Punch/Kick

As a simple attack, does 1d2 damage plus Strength modifier. Can be used to stun an enemy or attack multiple enemies.

Wrestling/Overbearing

Everybody involved in the brawl rolls all their Hit dice and adds their Strength modifiers; totals are compared; higher wins. The next round the struggle continues, however the last round’s losers subtract one from their effective hit dice. If any of the sides has no Hit dice left, they are completely subdued.

Being equipped with a net, rope, man-catcher or anything similar grants an additional die on the roll.

 

House rules to use in conjecture with Lamentations of the Flame Princess: Rules & Magic. This product is an independent production by Tamás Kisbali/Eldritch Fields and is not affiliated with Lamentations of the Flame Princess. Lamentations of the Flame Princess is a registered trademark owned by James Edward Raggi IV.

Art taken from Buccaneers #19 (Jan. 1950), now in the Public Domain.


Thursday, February 24, 2022

1d10 more carousing mishaps for city-based campaigns

 Ten more carousing mishaps! Can be combined with the Three Musketeers table or used in any fantasy or historical fantasy urbane campaign.

  1. During your night-time escapades, you discover a shortcut leading through the hidden alleys, rooftops, dark sewers. Once this session, you can lead the party through this shortcut to any place in the city, ten times faster than it would take normally. However, each member of the party must roll a d6. The character who rolls highest takes that much damage from an unforeseen attack or mishap along the way.
  2. First, you just talk to a stranger in a bar. A mysterious stranger with a mesmerizing gaze. Next thing you know, their fangs sink into your neck. Luckily, the assailant flees before sucking you dry. You take d6 damage from blood loss. Any time you encounter a vampire, there is a 1-in-6 chance (cumulative, if you roll this mishap more than once) it is this particular fiend.
  3. You turn a corner and witness a masked man stabbing a foreign sailor to the death. The killer looks at you, then drops a pouch on the ground and says, in a hoarse voice: “You’ve seen nothing”. He then leaps over a wall and disappears into the night. The pouch contains 200 sp.
  4. A fortune teller reveals a source of imminent danger. Roll d6: 1 blades, 2 fire, 3 poison, 4 height, 5 water, 6 black magic. This session, the first time you are threatened by the type of danger rolled, you automatically fail your save or automatically get hit, and take double damage.
  5. You are drawn to games of chance this night. Both you and the Referee must roll 2d6, higher roll wins. If you win, you get half your carousing money back. If you lose, you must spend double for this carousing attempt. The amount of experience points gained does not change.
  6. You befriend the owner of a drinking establishment (perhaps you healed their favorite parrot or saved their son’s ass is a brawl). The next time you go carousing, you get a 100 sp discount. The amount of experience points gained does not change.
  7. Your body is a temple and you should be more careful what you drink! You wake up with a terrible hangover and a strong acidic aftertaste. Once during this session, you can regurgitate the contents of your stomach (10’ cone, 2d6 damage, save against Breath Weapons for half).
  8. A random item belonging to you is stolen, but soon you rediscover it – hanging from a place at least 100’ high (like a tower or a flagpole).
  9. The place you party at has extremely loud music (out-of-tune experimental bagpipe drone orchestra?). Your hearing is ruined for this session. You are surprised on 3-in-6 and fail all checks or saves depending on sound.
  10. A tasteless remark earns you the ire of a stranger. At the worst possible time during this session, this person shows up and hinders you in some very annoying way (embarrasses you during an important meeting, trips or tackles you during a fight, casts an appearance-changing spell, sicks a pack of stray dogs on you, etc.).


Sunday, January 30, 2022

1d10 carousing mishaps for Three Musketeers campaigns

Our LotFP campaign is moving to Paris, to play Terror in the Streets. We're gonna play as D'Artagnan and the Musketeers! Our Referee, as per usual, crowdsourced a carousing mishaps table from us, these are my 10 entries:

  1. You and your carousing mates go on a wild carriage ride. Save against Paralyze to see if you can hang onto the speeding vehicle. If you fall, take d6 damage. If you stay on, the coachman is so impressed, you get a free day of service (access to a four-wheeled coach with two horses for a full day).
  2. You save a young boy or girl from trouble. Turns out, they are a junior member of the thieves’ guild and owe you a minor favor: this can be some information, or stealing a small thing for you. You can always find the person hanging out around the Cour des miracles.
  3. Referee’s eyes only! Somebody plays a trick on the character. The character’s weapon is replaced by a poor-quality copy. It breaks on the first attempt to use it in a fight.
  4. You get into a fight with the Cardinal’s Men: it’s a good ol’ brawl, with improvised weapons. The fight ends in a draw, but you get to keep your improvised weapon, roll d6: 1 leg of lamb (1 tasty ration), 2 leg of chair, ornately carved (club with d6 damage or worth 10 sp), 3 mop or broom, 4 silver tray (usable as small buckler or worth 50 sp), 5 chain that used to hold a chandelier, 10’ long, 6 bottle of wine, miraculously not broken during the scuffle (magic item, bottle made out of unbreakable glass).
  5. You get into a fight with the Cardinal’s Men. You challenge their leader to a duel. Roll d6, the fight is: 1 to the death, 2-4 to the first blood, 5-6 to disarming. You are too drunk to gauge your opponent’s skill, but they might be lower or higher level than you. If you back out, you are a coward and Reactions to you are at -2 in this city. If you agree, roll initiative and fight (Fighter [carousing character’s level+2-d4]).
  6. You get into a fight with the Cardinal’s Men and fall into a trough. Everybody laughs at you, news spread quickly. You and your whole group gets -1 on Reaction rolls this session.
  7. You get into a fight with the Cardinal’s Men (of course). No blood is shed, but they slice up all your fancy clothes. You go back home and change into your second set of clothes (if you have one), and on the way back you get into a fight with a rival Musketeer (you both have your eyes on the same beautiful lady/handsome lad). No blood is shed, but your clothes are ruined AGAIN. Next you borrow a shirt from a comrade, but get into a scuffle with a trash racoon, and the animal tears the shirt into pieces. THIS IS A CURSE. THIS SESSION IF YOU PUT ON CLOTHES, THEY TEAR OR BECOME USELESS PRETTY SOON.
  8. You reach a transcendental state of drunkenness and break down the walls of reality. The god Bacchus appears to you, and accepts you into his entourage. Your character gains some traits of a maenad or a satyr. Maenads have long flowing hair (cannot be cut), an insane stare, and can cast Charm Person 1/day. Satyrs have hooves, pointy ears, small horns, lots of hair, +2 on Saves against Poison. Both of these types can just about pass as a human with the aid of disguise, but sober people make Reaction rolls at a -2 when encountering them.
  9. You learn that a prominent noblewoman or nobleman has no lovers at all, is not engaged in any conspiracy or scheme, and has absolutely nothing to hide. How is this even possible? French nobles are obliged to have secrets and take part in court intrigue. This person is probably an alien from another planet, who tries to blend in and look inconspicuous. If you sneak into this person’s mansion, roll a d6: on 1-3, you find a piece of alien technology, on 4-6, you are beaten up by guards and take d6 damage.
  10. You wake up wearing a very fancy hat. It has three gilded ostrich feathers in it, each worth a 100 sp.
Source




Friday, December 31, 2021

1d12 carousing mishaps for pirate campaigns

Happy new year, everybody, carouse responsibly!

Here's a table of 12 carousing mishaps I wrote up for the current naval/pirate themed leg of our LotFP campaign. We are doing Curse of the Emerald Sea. Our Referee "crowdsourced" the carousing table, so each of us players wrote a bunch of entries. These are mine:

  1. You wake up with a treasure map tattooed on your body. Roll d6 for location: 1 buttcheek, 2 forehead, 3 shoulder blade, 4 back of the head, 5 “tramp stamp”, 6 chest. The Referee secretly rolls two d6’s. The first d6 shows if the place is marked correctly on the map (1-2 yes, 3-6 no). The second d6 defines the treasure (1 pirate booty, 2 ancient prehistoric artifact, 3 time-capsule from the future, 4-6 already taken).
  2. You are now wanted by the Royal Navy. Your portrait (50% chance it actually looks like you) is plastered on walls in all ports, inns, even some villages. Trouble with the authority, but “street cred” with anti-establishment types.
  3. You become lovers with a mermaid or merman. At the start of every session, save vs Paralyzation or you are -1 to hit (naval sex is exhausting). If you fall into the sea, there is a 5-in-6 chance your lover saves you from drowning.
  4. You gamble with the Devil. Both you and the Referee roll 2d6. Lower number wins. If you lose, the Devil collects your soul upon your death (you are marked as the Devil’s own while alive, -2 on Reaction from children, sensitives and animals). If you win, you get a gold-plated violin. If the Devil rolls snake-eyes, he takes your soul instantly and leaves you a soulless zombie. If you roll snake-eyes, the Devil is bound to serve you for one day at a time you summon him.
  5. You befriend a pack of rats. They warn you if the ship you are on is about to sink. On the flipside, you now always smell of rat piss.
  6. Take a card from the Deck of Weird Things. Before reading it, designate a PC or NPC as the receiver of the card’s effect. You cannot receive it yourself.
  7. One of your body parts gets stuck in a giant clam, you cannot get it out until the end of the session. Roll d6: 1 right hand, 2 left hand, 3 right leg, 4 left leg, 5 nose, 6 [redacted].
  8. You take part in a coconut throwing contest. Make a series of ranged attack rolls. The first roll is against AC 12, then AC 14, 16, 18… Keep going as long as you hit, and count the hits. At the end, you gain 100 sp for every hit. However, if you miss the first round (vs AC 12), you are ridiculed and unable to use ranged attacks this session.
  9. You get a terrible “hangover”. Which actually means that you wake up hanging over an active volcano or a tribe’s cooking fire. Save vs Paralyze to break free, on a failure take d8 damage.
  10. You anger the gods. There is a terrible thunderstorm, lasting d4 days.
  11. You fall in love with a beautiful person. Turns out, it’s a ship’s figurehead. The love is still real and now you want to steal the statue from its place.
  12. You are challenged to a duel over something absolutely stupid (like preferring rum and coke over rum and gunpowder). Roll d6, the fight is: 1 to the death, 2-4 to the first blood, 5-6 to disarming. You are too drunk to gauge your opponent’s skill, but they might be lower or higher level than you. If you refuse, you are a coward and Reactions to you are at -2 in this town. If you agree, roll initiative and fight the challenger (Fighter [carousing character’s level+2-d4], AC 14).


Friday, November 5, 2021

[Review] A Groats-Worth of Grotesques - a baroque bestiary

Linkhttps://www.drivethrurpg.com/product/357543/A-Groatsworth-of-Grotesques

Full disclosure: I bought this in PDF when it came out, because it’s a historical bestiary and it looked right up my alley! Then at some point the author got in touch with me and offered me a free copy. I told him I already had the PDF, and he was cool enough to send me a complementary physical book! Thank you, G. Edward Patterson III, good sir.

So, here’s an overview/review of this thing!

A Groats-Worth of Grotesques, by G. Edward Patterson III (2021) sets out to bring the fantastic world of baroque bestiaries to the gaming table.

Overall, it contains some 120 grotesques. Each gets an illustration or two (curated from period sources), a description, and a simple stat block (HD, AC as equivalent to armor type, speed “as human” or “as horse” or something similar, brief description of attacks). The descriptions are in a flavorful, baroque style, whimsical, and often give hints on how to use these creatures in-game. There are notes on the margins (in italics, but, luckily, in “printed font”, none of that unreadable “pseudo-handwriting” nonsense).

There are classics as old as ages (Catoblepas! Leviathan! Wildmen!). There are weird creatures, based on partial descriptions or illustrations, supplemented by the author’s whimsical fantasies. Some are “imported” creatures, for example the Haunted Umbrella (at least I think it is an adaptation of the kasa obake). There are “natural” but exotic beasts (Ostriches, Elephants). The “common” beasts like Cats and Dog are given some little twists, as the author retells superstitions of legends connected to them.

There are also a couple of NPCs: Clerics, Fighters, Magi and Rogues. These entries are great, as each class gets a handful of flavorful “subtypes”. The Fighters also stand in as ruffians, for example the Damned Crew are carousing, rapier-wielding bastards. The Chartumim subtype of Magi are “reasoners or disputers upon difficult points in philosophy who have become enchanters and conjurers”, and often serve as advisors to local nobles. There is a baker’s dozen of Rogues. This is VERY GOOD stuff! Instant story seeds & hooks and great for that historical flavor.

The physical book is softcover print-on-demand, pretty easy to use, especially how each monsters gets a separate spread. My only minor complaint is that the digital version is a 600+ megabyte unoptimized PDF – but at least this way you get good quality images and can delight in every cut of the historical engravings.

Overall, I think this book strikes the perfect balance between being an atmospheric and authentic in-setting text, while maintaining actual gameability and content you can utilize when running your campaign.

If you run Lamentations of the Flame Princess – pick this up. If you need some classic (as in “going back to antiquity”) beasts and some weird, interesting monsters for your OSR game – pick this up. It is a delight and a good source of inspiration.

Link: https://www.drivethrurpg.com/product/357543/A-Groatsworth-of-Grotesques

It's $4.99 for the PDF, so, I guess, that's the exchange rate of a groat? Anyway, these Grotesques are definitely worth a groat.