Showing posts with label occult. Show all posts
Showing posts with label occult. Show all posts

Monday, June 28, 2021

Demons & Diabolists: alternative Magic-User class and infernal entities for weird historical settings

I expanded the demonic True Name generator. Now you can roll domains of power, spells, and unique physical manifestations for the entities! And I wrote up a Diabolist class (for LotFP) that calls up and binds such demons (they basically act as the spellbook of the summoner).

The project is loosely based on The Lesser Key of Solomon, but instead of the high-level Dukes and Marquises of the demon kingdom it concentrates on the "footsoldiers" and "officers", the ones that a diabolist has a chance to summon AND control. I tried to strike a balance between evocative historical flavor and playability.

Download the PDF

(Prints as a nice little 8-page booklet)






Wednesday, June 23, 2021

True Name Generator


Here's a random generator of infernal True Names™, for weird/occult historical games!

Also available as an Inspiration Pad Pro file.

Update: now also available as a Perchance online generator, thanks, Redwood!

Structure of the name (d20):

1-6

Two syllables

7-12

Three syllables

13

Four syllables

14

Five syllables

15

One syllable, followed by a syllable repeated twice

16

The same syllable repeated twice, followed by another

17

Two syllables, then the first syllable repeated

18-19

The same syllable repeated twice

20

The same syllable repeated three times

* insert apostrophes, hyphens, sanity-shattering glyphs as needed

Roll for each syllable (d5 for column, d100 for row)

 

1

2

3

4

5

1-4

Abd

Akl

Ab

Ar

Aaa

5-8

Bux

Blu

Bak

Bo

Ba

9-12

Cax

Cri

Cul

Ci

Cx

13-16

Dup

Dro

Dit

De

Dor

17-20

En

Exl

Eg

Ex

Es

21-24

Fer

Fri

For

Fuv

Fxu

25-28

Gik

Gho

Gul

Gi

Gee

29-32

Hab

Hni

Hax

Hed

Hnaa

33-36

Id

Ixl

Ip

Ix

Ibb

37-40

Ju

Jed

Jur

Ja

Jah

41-44

Kep

Kfu

Kax

Ko

Kna

45-48

Luc

Lhg

Lun

La

Ll

49-52

Mef

Mla

Mor

Mid

Maa

53-56

Na

Ndo

Ne

Nux

Nbu

57-60

Ox

Okk

Ob

Oph

Oo

61-64

Pul

Psi

Paq

Pox

Pla

65-68

Rip

Rer

Rum

Ro

Rxo

69-72

Sat

Sla

Seb

Su

Sin

73-76

Ten

Tfo

Tax

Ti

Tu

77-80

Unk

Ukl

Ur

Uq

Uu

81-84

Vox

Vru

Vif

Ved

Vop

85-88

Wih

Wun

Wer

Wa

Wur

89-92

Xal

Xro

Xin

Xa

Xx

93-96

Yoq

Yed

Yuk

Yi

Yad

97-100

Zex

Zox

Zap

Za

Zz


And here's twenty of them:

Abab

Aklpox

Arzox

Babaved

Frinuxmef

Hedhed

Hnihnihni

Kaxnejed

Kepwerhax

Lungul

Oxarzex

Psipsimor

Tisla

Uklox

Uqabab

Uqartidromid

Wurbaakl

Xalculnaculna

Xando

Zoxdepox


Abracadabra, suckers! Let's get goetic!

Wednesday, July 8, 2020

Miscast tables: now in a single PDF!

I compiled my miscast effects into a PDF! It's an 8-page booklet, and I think I did an okay job with the layout, too, so if you print it out, each table occupies a single page or a single spread.

or

Get it from my itch.io page (free/PWYW)


6x6 miscast effects for
- Metamagic
- Teleportation/dislocation/polymorph type spells
- Illusion and invisibility spells
- Mind altering spells, charms, telepathy
- Elemental-, energy- and nature-based spells
- Necromancy and life-force altering spells

I turned mine into a little saddle-stitched thing. Feels good.


Monday, March 9, 2020

ALCHEMY! A system for weird experiments


An alchemy system, written for this month's RPG Blog Carnival!

The following tables present a subsystem for alchemy in OSR games, taking LotFP as the base (so, all prices are in silver standard – if your game uses gold standard, just replace “sp” with “gp”). For Laboratories, see LotFP: Rules & Magic, p. 82-83.
The system is intentionally convoluted and baroque. Like any good old alchemy, it is untested, volatile, and unpredictable! Use it as written, or just steal ideas from it, as usual! Have fun!


Sunday, December 22, 2019

[Secret Santicorn!!] All Aboard the Terrible Dogfish!

For this year's Secret Santicorn, Deus on the OSR discord server requested "a pirate ship, stocked with treasure, captained by something supernatural"

Without further ado...

(click to download as .pdf)

a weird pirate adventure with a supernatural captain and treasure... Have fun! Happy holidays!



Sunday, December 8, 2019

[Dungeon] 30-minute dungeon: The Golem Master's Workshop

The Golem Master, creator of pricey artificial servants, hasn’t been seen around for some time. His house stands dark and silent. Dare you enter?
The 30-minute dungeon is a great exercise. The format was created by Trystin, and she has recently posted an update, so now the format includes randomized prompts as guidelines.

My first attempt went overtime, but in the end turned into a pretty neat ancient Mesopotamia-themed dungeon. This new dungeon I wrote in around 35 minutes, then spent some more time re-drawing the map and formatting the content into a one-page dungeon pdf. Enjoy!

Download as one-page dungeon!







Background: The Golem Master, creator of pricey artificial servants, hasn’t been seen around for some time. His house stands dark and silent. Dare you enter?

1 – Foyer
A ledger with records of the Golem Master’s dealings. The balance is positive. The last transactions are from about 2 weeks ago: “Medium all-around servant, sold to Herr Gรผntz, for 3000 silver”, “Shipment of raw clay, for new personal project, 500 silver”.

2 – Corridor with mud streaks
Dry mud streaks leading to Area 4, as if something big and dirty was dragged there.
The windows towards the street are boarded up.

3 – Office, overtaken by animated body parts
3d8 animated clay hands (HD 0, AC as unarmored, Move as unencumbered, 1 attack: 1 damage) jump off the shelves, climb forth from under furniture, attack any intruder.
Treasure: 450 silver in the locked desk drawer.

4 – Storage room with injured golem
The mound of clay in the corner is actually a golem – a tall, muscular man, with his legs torn off. His name is Jakov. He tells the story of the Golem Master experimenting with the creation of two “golem brothers”, and how his brother Boax went mad, killed the Master and mutilated him. Boax either left or is hiding somewhere in the house.

5 – Golem showcase and hiding place of Boax
Statues set up on a small podium – the Golem Master’s showcase. Three full-sized clay statues depicting one man and two women. If the players have visited Area 4, they recognize the male statue as being from the same mold as Jakov. Four clay statues of 3’ tall wingless gargoyles.
The statue of the man is Boax, the murderous golem. He will wait until the players go down the spiral stairs and then shut the trapdoor and move the heavy podium over it.
If found, confronted or attacked, Boax defends himself, and also commands the four gargoyles.
Boax, the murderous golem: HD 4, AC as chain, Move as unencumbered, Morale unbreakable, 2 attacks: terracotta punch (1d8 damage)
4 clay gargoyles: HD 2, AC as leather, Move as unencumbered, Morale average, 1 attack: claw (1d4 damage)

6 – Bedroom & Kitchenette
Under the bed, there is a scroll of hold monster.

7 – Dark cellar room with clay pits
Strong smell of wet clay and mud. Creaky floorboards. Trap: When crossing the room, each character has a 1-in-6 chance to fall through the old floorboards and into the deep clay pits. If much noise is made, 1d4 clay abominations from Area 8 rush in to investigate.

8 – Workshop, the hiding place of the Golem Master
The Golem Master wasn’t killed, but hid here, half-mad from his injuries. As his final defense, he created 4 small abominations from whatever lumps of clay he had around.
The door to Area 9 has a “Do not touch my things!” sign.
Golem Master: Magic-User 3, AC as unarmored, unable to move, 1 attack: desperate biting (1d2-1 damage)
4 clay abominations: HD 1, AC as leather, Move as unencumbered, Morale average

9 – Vault with trapped entrance
Trap: poison needle (Save or Die) in the doorknob.
Treasure: 1500 silver in clay jars, masterfully executed figurine molds worth 1000 silver.

10 – Ritual area
A complete golem body lays on a marble slab. A codex and ritual implements are laying nearby – everything is ready to bring this golem to life. The golem is massive. If brought to life, there is a 50-50 chance of it being either an obedient servant or going on a murderous rampage through town.
Quantum Golem: HD 8, AC as chain, Move as unencumbered, Morale unbreakable, 2 attacks: terracotta punch (1d8 damage)



Working notes:

30-minute dungeon, includes:
3 Empty Rooms
3 Combat Encounters
2 Traps
1 NPC
1 Special/Weird Thing

3 Empty rooms:
Something that tells the characters about the dungeon’s history
Something useful to the characters
Something that points the characters to an NPC

Special Room:
Something that can result in great reward or terrible disaster

NPC:
A victim

3 Combat encounters:
Horde of weak opponents
A weak opponent and their guards
A tough opponent and his underlings

Trap:
Something that will kill the characters
Something that will trap the characters