Showing posts with label no salvation for witches. Show all posts
Showing posts with label no salvation for witches. Show all posts

Wednesday, September 9, 2020

Play Report: No Salvation For Witches! [LotFP]

The kickoff to my (currently online) Labyrinth Lord game based around the City-State of the World Emperor was last Halloween, when I ran an ostensible one-shot for my regulars and some of their friends who had never gamed before. 

I wrote this report up for all of them to read, and may as well share it with you folks here. Now that we're making progress in this campaign, you can expect other fun material forthwith. 

I also included what I thought would be a fun campaign kickoff, combined with NSFW - the adventure idea at the back of Kelvin Green's Forgive Us, called "Death And Taxes." Mixing these adventures together went pretty well, and of course I had to add in some of my own ideas as well. Later play reports will show that the PCs, in classic fashion, have not pursued ANY of the leads discovered in this session.


*****

NO SALVATION FOR WITCHES


1st Meadowlark, 4433

Characters

Aladar IX, half-elf M-U 1
Tullius Jr, human fighter 1
Lothos the Undesirable, elf 1
Eric Withakay, human cleric 1
Avala, human elementalist 1
Two-Faced Humphrey, human spy 1


Funeral For a Friend

The characters met at the funeral of James Blake, an old army buddy who died under mysterious circumstances. They assembled to pay their respects on the way to Drydale Priory where longstanding rumours suggested heretical activities and/or valuable treasure.

A neighbouring farmer was the only other attendee. He was confused that Bishop Gray hadn't sent at least a junior priest to officiate and worried about Blake's missing 11-year old daughter Deotina. He also mentioned a group of tax collectors had been asking questions, and asked the group to find out anything they could. A search of Blake's home turned up little except his old Legion gear and a scrap of paper torn from his diary about the taxmen. There were signs someone had packed and left in a hurry.

At the caravanserai, the party found human bodies everywhere killed and mutilated in the most horrible ways. The only two people left alive were a terrified, useless traveler named Arrerand and the concussed woman Naniela, who was beyond his power to help. She mumbled and raved about "red lights in the sky... the dancing woman with skin of diamonds" and clutched her bleeding head wound. Eric healed her injury and she became more lucid. The two helpless travelers were interrogated about the tax collectors and recent events but didn't know much. The party sent them on their way.

The priory itself was unreachable, covered by an impassable dome of lambent red light. Leaving it for the moment, the group proceeded to Drydale for clues and found the citizens in the middle of a witch trial! Leading the event was a thin, intense man named Kynnakon. Four women had already been killed and a fifth cried upon the scaffold, pleading for mercy. At the back of the village, a strange glow similar to the red dome could be seen.

Thinking quickly, Eric stepped in and engaged the man in a discussion about witches and their verification. As a man of the cloth his words carried weight on these matters and he convinced the crowd to disperse. Without his mob, Kynnakon was less confident. He released the "witch" Mertysa to the party's care and told them a strange story: six women had passed through towards the priory a few days ago armed and armoured, dressed in strange clothes. Since then all their livestock had died and they blamed witchcraft.

Lothos circled around the village to investigate the red glow. A small red sphere floated at head height, softly glowing. While the townsfolk were distracted he took it in his cloak and rejoined the group, who departed before the crowd's temper could change again. Returning to the priory, the small red sphere crumbled into dust, sympathetically bringing down the giant glowing dome and allowing entry. Unluckily for the elf, the sphere destroyed a few of his possessions as it vanished from the world - including his spellbook!



Inside The Priory

The party entered the grounds, avoiding the church for now. Searching the outbuildings revealed a succession of horrors - women giving birth to mutated children, a man and woman fused together while still alive and a puddle of fast-moving scarlet bile.

Outside the baths, they were greeted by an imposing figure - Sir Karavon, a knight in gleaming white plate mail. He demanded to know their business and claimed to serve the cause of Mistress Orelia. After all his tough talk, battle was inevitable. Lothos sustained a terrible blow from Karavon's greatsword but the group felled him together and stripped the body.

The group had had enough of these horrors. They barricaded the infirmary full of aberrant children and set the roof on fire. While they were debating their next move, Kynnakon arrived on the scene leading a small torch-and-pitchfork mob. The group took up ambush positions, Tullius Jr slipped inside incognito as Sir Karavon while Eric addressed the mob, whipping them into a witch-hunting frenzy.

Inside the church was a whirl of activity: dozens of peasant women dancing in a mad frenzy guarded by five heavily armed foreign women, overseen by two robed & hooded men and an ice-pale Avalonian sorceress in a red sash. Orelia called out to "Sir Karavon," asking the knight for a report. Tullius Jr indicated the angry mob outside and mobilized the warrior-women to battle, remaining indoors at Orelia's side in case of emergency.

Battle was joined in front of the church! The Five Bishops (as they called themselves) guarded the door in a wedge formation, bravely meeting the mob's charge. What they weren't prepared for was the party's vicious ambush: Humphrey ran up behind one for a backstab while Aladar and Lothos peppered them from a safe distance. The Bishops couldn't withstand this assault for long and began a fighting retreat into the church. This turned out to be a mistake, as the mob charged in and held the door open! Things began to happen very quickly. Tullius Jr showed his true colours when he struck Orelia by surprise with his greatsword, nearly killing her in one strike. Retaliation with her magic wand did not have its intended effect. Two-Faced Humphrey ran around to the back and climbed up to a window for a surprise attack. Eric began smashing windows which allowed Lothos, Aladar and Avala to take up firing positions.

In a deft use of magic, Aladar used his Unseen Servant to snatch Orelia's magic wand right from her hand before she could use it again. Tullius' greatsword finished her off after that. With magical support from Avala's earth elementine, a diving attack by Humphrey and a magical grasping fist from Aladar, the two robed figures were destroyed and revealed to be only the flayed skins of men animated by Orelia's witchcraft.

With all opponents defeated, the mob began dragging the dancers off the platform and the party felt the beginnings of a tremor run through the building. Thinking quickly they fled the scene just in time for the church to come crashing down in a blaze of light and magic, killing or wounding all inside! The rubble began to burn, but Eric and Humphrey dragged over a tub of water from the baths, buying everyone time to sift the wreckage, rescue a few townsfolk and recover some valuables and the mysterious book they originally sought.


Exhumation

The smoky priory grounds were visited by a new group - the much-talked-about tax collectors! Their leader was a turbaned Viridian named Irmugar, sent by the Padishah to investigate rumours that Blake had stolen or unreported wealth. They seemed not to know he was dead. The party convinced the taxmen to take the peasant survivors back to Drydale - Irmugar indicated Tullius Jr and agreed the situation was well in hand with a "Knight of the Cockatrice" present. But something else he said got the group thinking...

The adventure ended where it began with the party exhuming James Blake by torchlight. Inside his coffin with his body was a locked oak box. Prying it open revealed a battered knife in an old scabbard, a locket containing a single golden hair, Blake's diary and a strange leatherbound book called The Great Devourer.

Eric meanwhile was perusing the blackened tome he had found in the rubble and touched its faded pages with his bloodstained hands. They blossomed into fresh crimson runes and symbols, while words formed in Imperial: "Greetings. Whom do I have the pleasure of addressing?"


ENEMIES DEFEATED

Charles & Gwendolin
the scarlet bile
Sir Karavon
"The Five Bishops"
Orelia Woolcott
2 animated skin guardians


TREASURE

Sir Karavon's white plate mail & greatsword (Tullius Jr.)
Assorted armour, weapons and ammunition from the Bishops (various)
Orelia's ivory-tipped magic wand (Aladar IX) and red sash (Tullius Jr.)
A mysterious blackened tome (Eric)
Blake's diary (Aladar IX)
The Great Devourer (Lothos)
Locket with a golden hair (Eric)

Silver drinking horn, carved with runes and studded with garnets, slightly scuffed (640 sp)
A silver-gilt radiated brooch ringed with amethysts (1200 sp)
Solid-gold decorative phallus (800 sp)

Treasure value: 2640 sp
Each character gets 440 sp and 490 xp


*****

Don't worry - more Land's End material is in progress. Honestly the biggest obstacle to my blogging is that I'm gaming more often than I'm used to! It's a great problem to have, but one I was unfamiliar with before now.

Saturday, December 15, 2018

Random Monster Generator Shootout Round 2 - Hyper Diabolism Edition!!!

'SUP blogland? The first random monster generator shootout was a ton of fun. With help from the comments section (pretty cool feeling to get those - thanks!), I dug around my books and pdfs to find some more. I found more than I bargained for... a lot more. Hide your game books from Pastor Steve and cancel your Something Awful forum account: this round is all about LotFP and DEMON SUMMONING!


*****

Lamentations of the Flame Princess: Rules & Magic
Summon spell

by James Edward Raggi III
from Lamentations of the Flame Princess
buy print or get the free pdf

Let's kick things off with another entry from last round's defending champion, James Raggi! Last time, the RECG took the title away from Michael Raston's Level 1 Creature Generator, although it was a tougher call than I let on at the time. Now we're going to the source and looking at the demon-summoning spell in LotFP: Grindhouse Edition.

Summoning Rules: Pretty fucking complicated for a first-level spell! The caster chooses what HD of monster to aim for when casting the spell. Make a saving throw vs. magic to hit your target. Make a 'domination roll' against the creature to see if it comes under your control. The margin of victory in this opposed roll affects the degree of control or lack thereof. This can be modified by using expensive materials to create a thaumaturgic circle and offering helpless living sacrifices (classic fantasy stuff, FINALLY!). If these rolls are failed terribly the creature goes berserk, or you might have to roll on a table of even worse consequences.

Another cool thing about this system is the 'form' table. If you fail your original saving throw, the creature has a much larger number of possible forms, each more demented than the last. This spell can have DIRE consequences for failure. Special forms include 'anti-matter,' and 'collective unconscious desire for suicide.' Heavy! The way you generate special abilities and limbs is a bit odd, generating a target number and then trying to roll under it, and there is theoretically no limit to the number of abilities/appendages a creature could have.


SAMPLE MONSTER - "John Carpenter Ant"

Because creature HD depends on caster level (you can try for HD up to 2x your level, plus modifiers), we'll use a hypothetical 3rd level wizard who has roped a few idiots in as unwitting human sacrifices. I make my rolls and summon a 7-HD creature:

HD: 7
AC: 14
Attacks: 1
Damage: d6
Speed: 120'

Shape: Insectoid
Appendages: 1 - Necrotic Proboscis
Powers: 1 - Impregnates (victims hit must save vs. poison or carry a thing)

AAAAIIIIEEEEEEE!!!!! This is one of the less-deranged things you can roll on this table, and I definitely wouldn't want to meet it in a dark fucking alley.

How Many Rolls? Minimum 8 I think. Maximum is theoretically infinite.
Would I use this in the middle of a session? Only if I had to. I find it hard to follow. Things are out of order, rules and the corresponding tables are in different places so I have to keep flipping back and forth. Surprisingly difficult to navigate given the rules themselves are only a few pages. This could really have benefited from some streamlining or a flowchart or something.
Variety and Reusability? Plenty. Raggi doesn't disappoint. I especially like the 'appendages' table which makes great use of almost poetic adjectives to create an image in the reader's brain, instead of technical descriptions. This whole thing is like a condensed version of the RECG in a way, and can generate monsters with a similar feel.


*****


PS: MASSIVE LIGHTNING-ROUND BONUS POINTS to Saker for doing his own version of the Summon spell, with a helpful step-by-step guide! Even fucking more bonus points to Angus Warman for automating it. Now you can generate a monster in seconds when one of your players springs the damned spell on you unawares.


*****

A Red & Pleasant Land
The Guests

by Zak Smith
from LotFP
Buy the Print and pdf

Oh, y'all forgot about this one huh? I didn't. When this book came out, I was enthralled by the Guests. A believable, flavourful take on AD&D demons seen through the unique setting of Voivodja. Crammed with classic Zak-isms, these guys are no joke.

Summoning Rules: A short, punchy list of 5 requirements: an hour of preparation, a banquet including a living sacrifice, a host creature to possess (nice!), a formal poetic greeting and contracts for the guest to sign (this being Voivodja and all). Zak usually likes to keep things simple and moving fast, relying on the DM to fill in the details. This is fine for me, and has enough flavour to keep me interested without being annoying.

There are several broad types of Guests: The Unholy (agents of temptation), The Implacable (agents of destruction), The Unwelcome (agents of disruption) and The Uncreated (agents of madness). Each one has a separate series of percentage rolls for its attributes, looks, number of special abilities, etc. While The Unholy are human-shaped with chances of wings, horns, tails etc, The Uncreated are hybrids of a random object and a random animal. Then everyone rolls on two common tables: Attributes and Powers (fairly obvious).


SAMPLE MONSTER - 'Raisin-Wheel of Madness'

Implacable - Agent of Destruction
Human as base creature
Purple in colour

HD: 4 (HP: 33)
Speed: 1/2 human
Armor: plate+shield+2
Int: 12
Attacks: +5/+2 to hit, d20 damage each

Attributes - withered, 2 limbs in wrong places, 3 tentacles
Other Powers - Confusion 20' radius for d4 rounds, causes one enemy attack/spell per round to strike a target of its choosing, guest can single out a target and attack at +2 until slain - if successful it gains d4 HD
Purposes - bring disease, destroy powerful holy object

Wow. I was afraid this monster would be lame (it failed all the % rolls in the Implacable category, leaving just a plain human body). The attribute and powers tables totally rescued it! A withered purple man with one arm & leg swapped so he gimps & flops around on his mismatched limbs & tentacles is suitably gross and otherworldly. The special abilities really carry the day here, and are actually the perfect fit for a monster that seem like a weak physical threat: everybody goes crazy while it flip-flops, and the one dude who passed his save and tries to strike it ends up stabbing his confused friends anyway. Magic!

How Many Rolls? Minimum 14 I think. Could be more than 20 if you roll lots of attributes.
Would I use this in the middle of a session? Yes. Almost everything is condensed on to one page. Slam down a handful of d%s and you're almost all done. Flip to the next few pages for attributes and powers.
Variety and Reusability? Tons. Having different types of demons who all draw from the same attributes chart in varying proportions is a great idea. If the PCs got familiar with the four different types they could develop at least a vague idea of what they're up against while still leaving plenty of room to be surprised.

PS: some of the powers are fucking nasty. PCs use caution!

*****

No Salvation for Witches
The Tract of Teratology

by Rafael Chandler
from LotFP
Is the print version sold out? get the pdf

NSFW is a bad-ass adventure set in 1620s England. I won't do a review/treatment of the adventure itself, but it is a creative and well-written horror escapade. If you're familiar with vintage LotFP adventures or Chandler's particular style, you have an inkling of what's going on here. I have it in pdf and wish I had pulled the trigger on a print copy when I had the chance.

Anyway, the last few pages of the adventure detail a book called the Tract of Teratology containing a ritual for summoning an otherworldly entity. The idea is there are countless Tracts in the world, each with completely different contents. Whether you use that idea, or just crib the monster generation tables is up to you. Let's see how it works.

Summoning Rules: Two tables that fit on a single page, some preamble. Roll for your ritual type (various grim & bloody sacrificial rites) and special components required (pieces of the victim, herbs, gems, whatever).

Every roll on the Tract's tables follows the same format: percentile dice + character level & INT modifier of every participant in the ritual. Simple and straightforward, easy to remember, while stats & planning can still influence the outcome. Great mechanic!


SAMPLE MONSTER - "Fruitopede"

Let's say my wizard is 5th level now, with three new apprentices whose stupidity cancels out my INT bonus, leaving us with a net modifier of +8%. Even this is an oversimplification, as the performance of the ritual (well-done or poorly) can modify your monster results too. We'll have to assume there were no screwups for the sake of argument:

Ritual - poisoning
Components - 200sp bar of silver, the victim's kidneys

HP: 6d8
Damage: 1d4+2
AC: 16
Move: 120'
Attacks: 4
Morale: 12
Summon duration: 1 day, then entity liquefies and seeps into the ground

Attributes - Segmented worm long as a man covered in violet scales, segmented tail w/barbed stinger (+2 damage), smells of orange rind, neutral attitude to caster
Abilities (3) - Random 4th-level MU spell, random 5th-level MU spell, random 7th-level MU spell
Compulsion - follow a stranger home and murder everyone who lives there, except the one who was followed. It must commit the act and the caster must help or lose a point of DEX every day for 1d6 days.

Ugh, well Chandler rarely pulls his punches. What these tables lack in variety, they make up for in nastiness. The 'body' and 'appendages' tables are the meat & potatoes here. Most entries are distinctive and flavourful but with only the two tables the possibilities for weird & unexpected combinations are kept to a minimum.

How Many Rolls? Exactly 19. Plus random MU spells if you get that result (and you will).
Would I use this in the middle of a session? For sure! The charts are straightforward and all use a d%, there is no cross-referencing. It's very easy to use, except for rolling up random MU spells I'd have to develop a method in advance.
Variety and Reusability? Low-Middling. 'Body' and 'appendages' each have about 50 entries, so repeats can happen but the same combination will be rare. The special abilities are sorely lacking though. Random MU spells, immunity to [x], or a flat mechanical bonus? My balls.

I wonder if we shouldn't expect too much from these tables, appearing in the back of an unrelated adventure as they do. But the Guests pack way more variety and juice into less space, so all excuses must fall on deaf ears! Not sure I'd use this to actually generate a monster for the PCs to fight, but it does well at its intended function.


Conclusion

The LotFP "house round" has been a tough one. Summon has classic Raggi juice but isn't very user-friendly. The Tract is clearly and cleanly laid out, but gives fairly basic results. I have to hand it to Zak - the Guests are imaginative, descriptive and flavourful. If you're generating your monsters in advance like with any other random monster generator, I'd give this round to him.

But at the last minute I saw how this hack, modification and automation of the Summon spell changes the game. For demon-summoning in the middle of a session it does exactly what you need. I have to give the title to the 3-man squad of Raggi, Saker and Angus for this OSR-style team-up! Now go click the button and generate your own monsters!!!!


*****

Now I'm pretty hungover today, so time to watch TV or something dumb for a while. I'll leave you with this (actually, 'necrotic proboscis' would be a good grindcore band name too):