over and over and over

Inching forward with Albion, but I need to get this out of my head.

  1. I have an incurable fixation with Final Fantasy style summons and Pokemon style monster collection
  2. I like applying existing rules to classes (Starvation rules for vampires, reaction rules for warlocks)
  3. I have been think the anime series Mononoke (not to be confused with the Miyazaki film), a show that involves a great deal of spirit-wrangling
  4. I have been reading 1e Oriental Adventures and the fact that the shugenja and wu jen are barely different from clerics and wizards annoys me. I don’t like it when classes are matters of Find+Replace, and the heavy handedness of their depiction of Asia doesn’t help.
  5. I read Flying Swordsman, and I want more thematically from the Animist than what they’re giving me.
  6. It just occurred to me that the monsters from my unsuccessful Summoner class are just fancy retainers, which Lamentations of the Flame Princess conveniently already has rules for.

Basically, when you want to hire a retainer, you have to spend a small sum of money to get the word out, the DM decides how many people show up, and then they roll 3d6 twice on this table, with various bonuses and penalties based on how attractive your offer is. The first roll is to see if they accept the job, while the second is to see what their morale is.

So the goal is to make an animist/shaman/summoner type class that is easy to learn and use as LotFP’s retainer rules, which a group is conceivably already using.

Spiritualist, a class for Lamentations of the Flame Princess

from Mononoke

HP, XP, Attack Bonus, and Saving throws as Cleric

You traffic with spirits, fairies, ghosts, revenants, grudges, and poltergeists of all sorts. Sometimes you can bind them to your will.

Spiritualists learn how to summon and bind spirits with rituals. Each ritual conjures a different kind of spirit, and an animist must learn a ritual from a teacher or text in order to perform it. Regardless, each ritual costs 100 sp×HD of the spirit it summons and takes a number of hours equal to the spirit’s HD.

When you conjure a spirit, roll 3d6 on the both columns of the Summoning table. For both rolls, you should…

  • Add half your level, rounded up
  • Add +1 for ritual component or instrument you expend in the summoning. As you grow in power, spirits demand rarer and more exotic substances and devices; each costs 10% of the total silver pieces you had to acquire to reach your current level. 
  • Add a bonus to to the roll based on Terms you are willing to accept on the spirit’s service. You might give up the ability to command a spirit to fight, for example, or only be able to use the spirit in combat against evil creatures. This is up to the DM’s discretion and the player’s creativity.
  • Subtract the spirit’s HD
  • Subtract the total number of HD of spirits you currently have bound
SUMMONING TABLE

If you roll a 10 or lower on the Result column, then the spirit enters this world to do as it pleases, which probably involves attacking you or fleeing to perform mischief elsewhere. If you roll an 11 or higher, it is bound to you and must obey your orders to the letter, though certain types of commands strain the ritual bindings you have placed on it. You can command bound spirits to inhabit objects such as knives, staves, lamps, and rings. No more than 1 spirit can inhabit a given object.

The second roll determines its Obedience score, which is a measure of the binding ritual’s power and functions similarly to Morale and Loyalty in a mortal retainer. The Referee will keep the Obedience score secret–you don’t get to know what it is.

Check a spirit’s Obedience when…

  • You command it to violate one of its Taboos or otherwise act against its nature
  • You command it to exercise one of its Talents or otherwise call upon its supernatural abilities
  • You make the spirit feel afraid humiliated, angry, or otherwise upset, either due to a command you have given it or your attitude towards it
  • You fail to bind a spirit during a summoning
  • A spirit bound to you dies.

To make an Obedience check, roll 2d6. If the result is under the spirit’s Obedience, then the ritual bindings hold and it will do as you say. If the result is higher, the spirit breaks from your control. Simple, easy commands like carrying a moderate amount of equipment, transmitting messages, or cleaning a room do not require Obedience checks.

Spiritualists can re-perform the rituals of spirits they have already summoned, in hopes of making them more obedient.

If a spirit is reduced to 0 HP, it returns to the Spirit World until called back again.

Safely releasing a spirit takes 1 Turn per HD.

If a spiritualist dies, all spirits bound to them are immediately and simultaneously released.

by Kawanabe Kyōsai
Spirits and Rituals

Spiritualists start with knowledge of two of the following:
1. Balance Spirit Ritual
2. Homunculus Ritual
3. Sylph Ritual
4. Undine Ritual
5. Salamander Ritual
6. Gnome Ritual
from Mononoke


Balance Spirit (Scale Tsukumogami)
HD: ½-10
HP: 1d8, regardless of HD 
AC: 12
Attack: None
MV: Half as fast as a human (fly and hover)
Alignment: Lawful

A spirit that takes the form of a jeweled set of scales, born from a balance used for 100 years. Incapable of both speech and violence, balance spirits can sense the disturbances that evil beings caused in the material and spiritual worlds. 

  • Talent: Lean towards the most powerful Chaotic spiritual presence within 100 ft, no matter how much it has concealed itself.
  • Talent: Spend 1 Round to create a single, perfect copy of itself. The copy has all the same abilities as the original, but the total number of balance spirits cannot exceed twice the original’s HD.

Homunculus
HD: 1
AC: 12
Attack: d4 (fist)
MV: as a human
Alignment: Neutral

A simple servitor spirit; appears as a child-sized figure of grey clay. Homunculi are good cooks, porters, messengers, and cleaners, but they are adverse to violence and not much use in a fight.

  • Taboo: Fighting or putting itself in danger

Sylph
HD: 1
AC: 12
Attack: d4 (razor ribbon)
MV: twice as fast as an unencumbered human (hover and fly)
Alignment: Neutral

Diminutive, androgynous, of avian aspect: the least spirits of air. Sylph are distracted, haughty, and obsessed with etiquette; they respond well to courtly mannerisms and are easily fooled by a sudden change in subject. They will fall in love with any prince or princess they see. Sylph hold power over wind and are about as strong as a cat.

  • Talent: 5 in 6 chance of following a scent it already knows over land
  • Talent: Creating brief gusts of wind, which cannot be stronger than the wind necessary to knock over a tent
  • Taboo: Harming a beautiful thing or person in any way; harming an artist

Undine
HD: 1
AC: 12
Attack: d6 (claws)
MV: walk as a heavily encumbered human; swim twice as fast as an unencumbered human
Alignment: Neutral

Minor spirits of water, possessing a serpentine aspect. Undine are malicious, possessive, and compulsive coquettes. They love gifts, displays of submission, and music. They delight in drowning the rude and stupid. Undine can command the flow of water and are about as strong as a child

  • Talent: Create up to a gallon of water
  • Talent: Flood a victim’s lungs with water (3 in 6 Assassinate/Sneak Attack skill; only works on air-breathing creatures submerged in water) 
  • Taboo: Creating loud or many noises; harming a musician or an instrument

Gnome
HD: 1
AC: 14
Attack: d6 (club)
MV: walk as a lightly encumbered human; climb the same speed
Alignment: Neutral

A lesser earth spirit of simian aspect. Gnomes are gluttonous, illogical, prone to enigmatic sayings.

Gnomes have a talent for working earth, and have an effective 18 Strength. They also have a great respect for artifice and engineering of all kinds and do their best not to harm man-made objects.

  • Talent: Dig, mine, quarry, and otherwise move earth twice as fast as a human and without tools
  • Taboo: Damage or put at risk craftsmanship of any sort; includes all man-made objects and devices

Salamander
HD: 1
AC: 12
Attack: d6 (bite), d8 (flame)
MV: walk as a unencumbered human; teleport between any two points joined by a contiguous fire
Alignment: Neutral

A petty fire spirit of feline aspect. Salamanders can create a sudden burst of flame the size of a small campfire within shortbow range, igniting flammable objects and dealing d8 damage to creatures (Save vs Breath to negate). Preservation, protection, and self-control are foreign to salamanders; commanding one to do anything that is not entertaining or destructive requires an Obedience check.

Idol of Truth
HD: 4
AC: 16
Attack: d8 (fists)
MV: As fast as heavily encumbered human
Alignment: Lawful

A stony spirit that appears as an animate statue. It effectively has 18 Strength, and though it can speak, it must be ordered to do and and can say nothing but the last honest statement uttered in its presence. Idols love honesty, revelation, knowledge, and obeying the law; ordering an Idol to break the law, destroy books or records, cover up evidence, or perform similarly duplicitous actions will test its Obedience.

Spirit of Salvation
HD: 10
AC: 16
Attack: d20 (sword)
MV: As fast as an unencumbered human
Alignment: Lawful

A heavenly swordsman of surpassing skill, sent by the gods to purge Earth of evil. The Spirit of Salvation is immune to spells and its attacks bypass all resistances. However, it is bound by immutable celestial laws. The Spirit of Salvation can only be commanded to attack Chaotic spirits, and only after the spiritualist has determined…

  • The evil spirit’s Form, or true shape and name
  • The evil spirit’s Reason, or deepest desire
  • The evil spirit’s Truth, or the circumstances that created it

These count as Terms, and provide a +3 bonus to the roll to determine the Spirit’s loyalty. Traditionally, spiritualists allow Spirits of Salvation to spend the time between battles inside of a sword.

God of the Earth

Need to rewrite my Albion favor tables and I’m dreading it. Messing around with Delving Deeper, a Original Dungeons and Dragons clone instead.

OK, so:

  • Type V has all these interesting(ish?) material components and then immediately handwaves most of it away with arcane focuses and what have you (though I like the idea of, say, an imprisoned wizard with a confiscated wand grubbing around for bat shit so they can break out of jail with some righteous Fireballs). 
  • I go back and forth on spell slots and spell preparation. I don’t actually don’t mind them, but explaining them to players leaves me cold.
  • Are you reading Kill Six Billion Demons? You should be reading Kill Six Billion Demons. Take a look at (link leads to medium-grade spoilers) this. The six-armed blue demon lady who is so clearly a magic-user is just loaded with stuff. A doll, a book on a chain, a mask-face, glasses, a weird popcorn bottle necklace, a pair of yellow sunglasses, a humungous bag of just stuff, plus whatever she has secreted about her person. I like that.
  • I love this encumbrance system
  • I feel exactly, perfectly neutral about wizards wearing armor, but explaining equipment restrictions is work, so I ignore them.

This all converges on wizards. So how about magic-users have no limit on the number or level of spells they can know. They can cast each spell they know once, and must rest before they can recover usage of a cast spell. Each spell requires a material component, which is not consumed in the casting. A spell’s power correlates with how burdensome and rare a component is; Magic Missile only requires a want capped with flint, while Time Stop requires a three-foot tall lead hourglass inlaid with gold. All components take up a minimum of 1 encumbrance slot. So a magic-user can wear armor, but it cuts into the number of components they can haul around. Plus they are ladened with occult accruements. 

EXAMPLES
  • Animal Growth: a head-sized mass of crystallized pituitary fluid, harvested from a cursed beast, such as a werewolf or dire animal.
  • Animate Dead: a complete human skeleton. Does not have to be in one piece; some necromancers grind it to dust and keep it in a sack, while others strap the bones to their body.
  • Charm Person: a book with fine vellum pages, bound with red silk thread. Casting the spell requires writing the name of the target (or a description of them) in the book. 
  • Comprehend Languages: a pair of glasses tinted blue with cobalt; the caster must look through them for the spell to work
  • Darkness: a black velvet hood. The magic-user momentarily pulls it over their own eyes to cast the spell.
  • Knock: a silver skeleton key, roughly the size and weight of a longsword
  • Fireball: a fire giant’s ulna (roughly the size of a quarterstaff)
  • Fly: a sack of crow feathers (about 100 birds’ worth) that insinuate themselves into the flesh of the caster when they are under the effect of the spell
  • invisibility: a cloak woven from human hair; the caster must be wearing it for the spell to work
  • Magic Missile: an oak wand capped with flint; the caster must point the wand at their target
  • Light: a fist-sized silver sigil depicting an eye; the caster must turn its gaze towards the target
  • Shield: a small actual shield of hammered tin depicting a pentacle
  • Slaying Spell: an iron bell, at least three feet tall, inscribed with open eyes and forged in a graveyard. The caster must ring it for the spell to work.
  • Sleep: a long-handled silver bell, about the size of a dagger. It must be rung for the spell to work.
  • Water Breathing: a whole fish, often mummified or suspended in formaldehyde to prevent it from rotting into uselessness 
  • Web: a giant spider (at least the size of a terrier), usually dead for the sake of convenience. 

Anywhere, here’s the skeleton of a open-air-dungeon-unless-it’s-a-point-crawl I’ll be maybe running this maybe filed down version of OD&D in.

The town of Braquefort sits at the foot of a mountain (its name is taboo). A decade ago, the Ecclesium’s holy knights succeeded in exorcising (i.e. killing) Cybele, the goddess who lived on its peak, and extirpating her cult from the town itself. However, starting a year ago, a beast has begun coming down from the mountain, seizing livestock and ripping apart anyone who stands in its way. This has been accompanied by a sudden increase in fertility–the farms are yielding an unnaturally large harvest, the surviving livestock grow to prodigious size, and the mountain itself teems with dangerous life. The Ecclesium believes that some of the Braquefort villagers have begun making sacrifices to the creature, and are willing to pay the party generously if they bring back its head.

THE MOUNTAIN
SMELLS

  • overripe fruit
  • rotting plants
  • rotting meat
  • animal musk
SIGHTS
  • haze of flies
  • swarms of bloated rabbits scrambling over the corpses of their fellows
  • tumorous fruit hanging heavy on the branch
  • handprints in solid stone, haloed with fractures

ENCOUNTERS
ENCOUNTER TABLE

1-2. Wolf (1d6)
3-4. Cougar (1d6)
5-6. Serpent (1d6)
7-8. Die-off
9. Artesse, last shaman of the mountain
10. Sacrifice-bearers (2d6)
11. Vigilant Benbraches
12. God of the Earth

THE GOD OF THE EARTH

Statistics as Hill Giant. Cannot surprise enemies.
He stands as tall as two men, filthy, naked, covered in matted hair, and when you first see him, he will be doing something appalling like grinding the hind legs off of a screaming goat with his blocky white teeth or gouging obscene pictures into stone with his fingertips. He smells, and smells bad, and it is awful and awesome in the old religious sense, a profound glandular stench that puts animals in heat and stirs plants into frantic growth.
     The God of the Earth is the orphaned son of Cybele. He is a divine feral child and cannot speak, though he instinctively understands Numen, the language of gods and spirits. The presence of his dead mother’s corpse-tree on the mountain drives him to rage and despair, though he can be appeased for a time with a meal of livestock. He will attack and consume anyone without such propitiations. His heart is a god-seed, and will sprout into a new divinity if planted and tended.

THE EARTH’S TEEMING CHILDREN
Statistics as dire wolf, cave bear, or giant snake. Can eat their HD in corpses before they choke to death.
The predators of the mountain have grown enormous and corpulent, maddened by the buzzing of insects and the reek of dead flesh and the God’s musk. They attack in numbers, and will devour defeated prey until it kills them.
When passing by a die-off, make a DC 12 Constitution save or acquire the Poisoned condition. Those afflicted can make another save at the end of every long rest to recover.
Under the God’s influence, the lesser beasts of the mountain live and die like mayflies, generations of rats and rock hares passing over the course of a week. They are born in massive litters and subsist on the endlessly growing plants and bloated fruit of the mountain. Their thousands of corpses have made fertile ground for disease and insects.

ARTESSE, LAST SHAMAN OF THE MOUNTAIN
statistics as a 5th level magic user
Artesse is an elf of the old school: lambent red eyes and filed canines, deep black tattoos delineating strange geometries, emaciated body scored with scars. He is the oldest being on the mountain, older even than the God of the Earth. He was the high priest of Cybele when she lived, and he wants nothing more than to return the mountain to the way it was under her reign. To do that, he must acquire the divine seed in the God of the Earth’s heart and use to grow a new god, this one raised under his careful tutelage rather than the wind and wolves.
     Artesse hates the Ecclesium. They killed his goddess and drove him away from his holy ground, leaving the infant God of the Earth to grow mad in its solitude. However, he is perfectly willing to negotiate with the party–he will reward them with a scroll of Speak with Animals if they provide him with the God’s heart, and is even willing to let them take the God’s head back to the Ecclesium to prove they killed him, with the understanding they will keep Artesse’s presence a secret.
     The shaman can cast Invisibility, Animate Reptiles, Plant Growth, and Create Food and Water in addition to any other spells you see fit.

SACRIFICE BEARERS
Statistics as Bandit
Villagers from Braquefort desperate enough to risk the censure of the Ecclesium and dangers of the mountain. They are armed and each carries a squirming bag. Each contains a contains goat, with which the villagers hope to appease the God of the Earth. They will be hostile to anyone they come across–as far as they know, the only other people on the mountain are servants of the Ecclesium. If they are cornered, the villagers will release their goat, attracting the attention of mountain predators or the God himself.

VIGILANT BENBRACHES
Statistics as a 5th level Fighter; wears chain and wields a longsword
Vigilant Benbraches believes in sanitation and traffic laws as much as he believes in God, and he really believes in God. Even in the warped wilds of the mountaintop, he polishes his armor, shaves daily, and cooks nutritionally complete meals for breakfast, lunch, and dinner. This may indicate a man out of his depth, but Vigilant Benbraches has survived thus far on the mountain by his talent for spectacular acts of violence. He was in the area when the God of the Earth began attacking Braquefort, and climbed the mountain to deal kill the God without waiting for further instruction from the Ecclesium. If encountered, he will be polite and helpful if the party is working for the Ecclesium, and wordlessly hostile if they are not. Should their allegiance be uncertain, he will insist on escorting them off the mountain, forcibly if necessary.
  Benbraches carries the blessed sword Galconda. None of the wounds it inflicts bleed, and the Ecclesium teaches that anyone killed by its blade are delivered unto the Heavens, redeemed in their final moments. Benbraches finds both of these characteristics pleasingly tidy.

AREAS

THE ASCENT
The most difficult to traverse part of the mountain: a 500 foot slope of scree and loose rock. Climbing checks without equipment are at disadvantage, and all climbers move half their normal rate. Failure sends the climber tumbling down the slope, taking d6 damage per 100 feet. Smart parties will lure the God of the Earth here.

THE SHAMAN’S HOUSE
A house built on the limbs of a great tree. Everything is covered with a poisonous powder, which causes anyone who comes in contact with it to hemorrhage from all orifices (DC 15 Constitution save or d6 damage/hour. Victim can make an additional save at the end of each short rest), because Artesse is not stupid and knows that the Ecclesium wants him dead.
     His actual home is underneath the tree, accessible from a small hole between the tree’s roots. It is underground, reasonably warm and dry. A locked stone casket contains a scroll of Speak with Animals. A random philtre and a lesser ester sit on a crude table. Artesse also keeps his Gallows Prophet here. It is a four-foot tall mummified corpse, proportioned like an adult, with a noose tried around its neck. If strung up on a gallows or tree, it can Detect Magic on everything in a 13 mile radius and report the results back to its owner. It can also make Arcana checks with a +5 bonus. The Ecclesium will want it burned.

THE GOD’S CAVE
70% chance the God is here when the party enters. Roll on the encounter table as normal.
 when the party enters. Filled with bones, rotting viscera, and piles of shit. Scattered beneath the mess are 10d100 copper pieces worth of jewelry, the former possessions of the God’s many victims. There are d6 Rare ingredients of the same type here, as well. Major structural damage to the back of the save will open up vents of toxic vapor, which inflict the Poisoned condition on anyone who breathes them. After d6 Rounds of direct exposure, the sufferer must make a DC 10 Constitution save or be paralyzed until removed from the gas cloud. 
     The God’s smell/influence is overpowering here; animals become hostile to their masters, and intelligence creatures must make a DC 10 Wisdom save or be frightened of the God for a round. They must make the save every round they are in the cave.

CYBELE’S TREE
50% chance the God is here when the party arrives. Roll on the encounter table as normal.
A large, dead oak on the edge of a cliff face. Everything here is dead and withered, and the animals avoid this place. If the God is here, he will be some distance from the tree, screaming, weeping, and throwing stones at it. He will not come closer unless provoked by someone near the tree.
     The tree can be safely destroyed by harvesting the Grand Poison ester inside of it. This turns the tree to dust. Otherwise, harming the tree releases sprays of poisonous ichor (all within 10 feet of the tree must make a DC 12 Dexterity save or take d6 poison damage). This ichor deals double damage to the God of the Earth.

AFTERWARDS

  • If the party kills the God of the Earth, all vegetation on and around the mountain will wither and all soil nearby will turn to dust without his influence within months. This will end Braquefort as a habitable town. The Ecclesium will reward the party and blame the blight on the God’s curse.
  • If the party destroys Cybele’s tree, the God of the Earth will become less violent. The mountain will become a verdant, wild place: still dangerous, but without the riot of telluric forces warping flora and fauna. The villagers will continue to propitiate the God, and the Ecclesium will send inquisitors to destroy the heresy, investigate the party’s failure, and kill the God of the Earth for good.
  • If the party kills the God of the Earth and gives the god-seed to Artesse (or plants it themselves), it will grow into another divinity. Artesse will raise it to be more circumspect that the God of the Earth, but it will be no friend to mankind. If the seed is planted and abandoned, it will grow into another beast like the God. If the party raises it, use your imagination. 

alchemy in midgard

Pretty much replacing magic items with player-created consumables. I like this because it gives players something to do during downtime, and introduced an element of time management–players are only going to be able to squeeze in one or two created items a day.

All alchemical processes require ester, a stable form of raw element created by alchemists. Ester types are:

Acid

Cold
Fire
Force
Lightning
Necrotic
Poison
Psychic
Radiant
Thunder
Alchemists must collect ester from the corpses of elementally aligned creatures. A creature is elementally aligned to the damage type it deals (excluding slashing, bludgeoning, and piercing damage). If a creature does not deal typed damage, it does not have any ester in its body. To harvest ester, a character must succeed a DC 15 Intelligence (Arcana) check and have one hour of uninterrupted access to the remains of an elemental creature. Tiny, Small, and Medium creatures contain 1 lesser ester; Large creatures contain greater ester, and Huge and larger creatures contain 1 grand ester. Failing a check to harvest ester destroys all the ester in the creature’s body and prevents further attempts. 

Once collected, ester can be used to create alchemical devices. Creating an device requires 8 hours of work and an Intelligence (Alchemy kit) check. A failed check means all ester used has been destroyed. In order to attempt to create a device, a character must know about it. They generally discover new devices by finding ancient schematics. Schematics depict a particular kind of device, so aspiring alchemists must learn to make lesser seals and greater seals separately, for example.

Devices
Seals
Alchemical seals are attuned with the same element as the ester used to create them. Weapons affixed with an alchemical seal deal damage of the same type as that seal. All last 1 minute before crumbling.

  • Lesser Seal: 1 lesser ester and DC 15 to make. Weapon deals typed damage and gains +1 to damage rolls.
  • Greater Seal: 1 greater ester and DC 20 to make. Weapon deals typed damage and gains +2 to damage rolls.
  • Grand Seal: 1 grand ester and DC 25 to make. Weapons deals typed damage and gains +3 to damage rolls.

Munitions
Spheres containing a volatile form of ester; detonate when thrown or otherwise broken, dealing damage of the same type as the ester used to make them. They also produce an effect pertaining to their element (Radiant munitions produce a flash of light, Acid munitions corrode metal and stone, Necrotic munitions wilt plants, and so on). Thrown munitions have a range of 20/60.

  • Lesser Munition: 1 lesser ester and DC 15 to make. The target must make a Dexterity save or take 2d6 typed damage. They take half damage on a success.
  • Greater Munition: 1 greater ester and DC 20 to make. All creatures in a 10 foot sphere around the point of impact must make a Dexterity save or take 5d6 typed damage. They take half damage on a success.
  • Grand Munition: 1 grand ester and DC 25 to make. All creatures in a 15 foot sphere around the point of impact must make a Dexterity save or take 7d6 typed damage. They take half damage on a success.

Homunculi
Elemental spirits sealed inside a glass vessel. Creating a homunculus requires 1 lesser ester of each type and DC 20 to make.

  • Homunculi cannot leave their bottles or perform any sort of physical activity; the only thing they can do is speak. They have 1 HP, 0 AC, automatically fail all Strength, Constitution, and Dexterity saving throws, and automatically succeed all Intelligence, Charisma, and Wisdom saving throws. They are loyal to the last creature to hold their bottle. 
  • When making checks to answer questions about alchemy, homunculi add twice the alchemist’s proficiency bonus at the time of their creation to the roll. 
  • When creating a homunculus, the player does not know whether or not they succeed the check; if it fails, they still create the homunculus, but it provides subtly erroneous information.

Alchemical Cannon

Martial ranged weapon with the Ammunition, heavy, loading, and two-handed properties. Range is 150/600. Requires 1 greater ester of each type and DC 25 to make. Uses esters as ammunition; the damage it deals depends on their quality:
  • Least ester: 2d4+Intelligence* typed damage
  • Greater ester: 2d6+Intelligence* typed damage
  • Grand ester: 2d8+Intelligence* typed damage

*Intelligence of the alchemist who created the cannon at the moment they created it. The wielder does not add their Dexterity modifier to cannon damage like other ranged weapons. 


Elixirs
The ultimate alchemical achievement. Requires 1 grand ester of each type and DC 30 to make. Anyone who drinks an Elixir does not age naturally or magically. 

toil and trouble

The 5e Player’s Handbook doesn’t give you a lot to go on other than “you need an Herbalism kit to make Potions of Healing”, so here’s a system for finding potion ingredients. It is loosely based off of Procedural Metapharmacology at the Retired Adventurer.

Most magic is outlawed in Midgard, so buying potions is risky, even if you know where to do it. It is far easier to make them yourself. Making a potion requires an Herbalism kit and two ingredients. There is not a set list of recipes for potions; instead, when a would-be potion maker mixes two ingredients, they roll on the appropriate table to determine what the resulting potion is. 

  • Two Common ingredients yield a Curative
  • Two Unusual ingredients yield a Prophylactic
  • Two Rare ingredients yield a Transformative
  • One Unusual and one Common ingredient yield a Poison
  • One Rare and one non-Rare ingredient yield a Philtre

Do not tell players which combinations of ingredient categories yield which types of potions. Do not tell players there are types of potions. In any case, this process reveals what what the recipe was all along; now, whenever someone wants to make that potion, they combine the same ingredients. It is possible for two sets of ingredients to produce the same potion. It is the player’s responsibility to keep track of recipes.

There are two ways to acquire potion ingredients; one is to find them in dungeons or the wilderness, and the other is to search for them. When a character searches for ingredients, they roll Wisdom (Survival).

  • If they make a DC 10 check, they acquire d6 ingredients of their choice from their list of known Common flora.
  • If they make a DC 15 check, they acquire d4 ingredients of their choice from their list of known Unusual flora or d8 Common ingredients.
  • If they make a DC 20 check, they acquire 1 ingredient of their choice from their list of known Rare flora, d6 Unusual ingredients, or d10 Common ingredients.

Searching for ingredients takes 8 hours. In order to add a plant to their known list, a character must have encountered it before, discovered it in a book, had it described to them, or succeed on an Intelligence (Nature) check to identify it based off of appearance, name, or properties.

When a drinker is tries to resist the effects of a potion, they must make a Constitution saving throw with a DC of 8+brewer’s Intelligence modifier+herbalist’s proficiency bonus in order to succeed.

Unless they are making a potion based on a recipe, characters do not know what potions do when they mix ingredients. They must drink it (or get someone else to drink it) to find out. All potions must be consumed in order to work. A potion bottle counts as an encumbering item.

This is not a complete list of ingredients. Characters can use any esoteric substance as a potion ingredient (with GM’s permission, naturally). The category of such ingredients is determined by how hard they are to acquire (fox bones would be Common ingredients, while imp bile would be Uncommon and gargoyle hearts Rare. Substances like dragon blood or balrog heart have unique properties).
Common Ingredients

  1. Amanita
  2. Amaranth
  3. Dandelion
  4. Duckweed
  5. Honeysuckle
  6. Mogwart
Unusual Ingredients

  1. Anemone
  2. Black Lily
  3. Hyacinth
  4. Lobelia
  5. Nightshade
  6. Wolfsbane
Rare Ingredients

  1. Aglaophotis
  2. Mandragora
  3. Moly
  4. Olieribos
  5. Petrichor
  6. Silphium

Curatives

DC 10 to brew
last 10 minutes
require two Common ingredients

  1. Antitoxin: advantage on saving throws against poison
  2. Autonomy: advantage on saving throws against paralysis
  3. Healing: drinker can spend a hit die
  4. Lubrication: advantage on rolls to escape grapples
  5. Ocularity: advantage on saving throws against blindness
  6. Phobophagy: advantage on saving throws against fear
  7. Sarcofaction: advantage on saving throws against petrification
  8. Sophogenesis: advantage on saving throws against charm
  9. Stimulation: advantage on saving throws against sleep
  10. Vivification: restores a character at 0 HP to 1 HP

Prophylactics
DC 15 to brew
last 1 minute
require two Unusual ingredients

  1. Cryotropaic: gain resistance to Cold damage
  2. Electrotropaic: gain resistance to Lightning damage
  3. Hierotropaic: gain resistance to Radiant damage
  4. Nootropaic: gain resistance to Psychic damage
  5. Phonotropaic: gain resistance to Thunder damage
  6. Praxotropaic: gain resistance to Force damage
  7. Pyrotropaic: gain resistance to Fire damage
  8. Terratropaic: gain resistance to Acid damage
  9. Thanatotropaic: gain resistance to Necrotic damage
  10. Venitropaic: gain resistance to Poison damage

Transformatives

DC 20 to brew
last 1 hour
require two Rare ingredients
drinker acquires the attributes of the animal, but retain their memories and personality

  1. Canis: transform into a dog
  2. Daimon: transform into a sprite
  3. Felis: transform into a cat
  4. Herpeton: transform into a frog
  5. Ichthyon: transform into a fish
  6. Ophidia: transform into a venomous snake
  7. Ornithon: transform into a raven
  8. Reptilia: transform into a crocodile
  9. Ursa: transform into a black bear
  10. Vermis: transform into a rat
Poisons
DC 15 to brew
last 1 hour
require one Unusual and one Common ingredient

  1. Adhesion*: disadvantage on checks to escape grapples 
  2. Cryohemia: gain weakness to Cold damage 
  3. Disoculation*: disadvantage on saving throws agains blindness 
  4. Edema: gain weakness to Piercing damage 
  5. Electrohemia: gain weakness to Lightning damage 
  6. Envenoming*: disadvantage on saving throws against poisons 
  7. Fatuity: disadvantage on saving throws against charm 
  8. Hemophilia: gain weakness to slashing damage 
  9. Hierohemia: gain weakness to Radiant damage 
  10. Neurasthenia*: disadvantage on saving throws against paralysis 
  11. Noohemia: gain weakness to Psychic damage 
  12. Phobia*: disadvantage on saving throws against being frightened 
  13. Phonohemia*: gain weakness to Thunder damage 
  14. Praxohemia: gain weakness to Force damage 
  15. Pyrohemia: gain weakness to Fire damage 
  16. Solidification*: disadvantage on saving throws against petrification 
  17. Soporification*: disadvantage on saving throws against sleep 
  18. Terrahemia: gain weakness to Acid damage 
  19. Thanatohemia: gain weakness to Necrotic damage 
  20. Venihemia: gain weakness to Poison damage

*these do not allow a saving throw to resist
Philtres
DC 20 to brew
last 1 hour
require 1 Rare and one non-Rare ingredient

  1. Cacoherpeton: transform into a frog and lose personality and all memories 
  2. Cataraction: blinded 
  3. Dysichthyon: transform into a fish and lose personality and all memories 
  4. Dysphidia: transform into a poisonous snake and lose personality and all memories 
  5. Dysvermis: transform into a rat and lose personality and all memories 
  6. Fixture: paralyzed 
  7. Hemotoxin: suffer 2d10 Poison damage (instantaneous) 
  8. Love: charmed by herbalist 
  9. Malacanis: transform into a mastiff and lose personality and all memories 
  10. Maladaimon: transform into a sprite and lose personality and all memories 
  11. Malafelis: transform into a cat and lose personality and all memories 
  12. Malcorax: transform into a raven and lose personality and all memories 
  13. Malareptilia: transform into a crocodile and lose personality and all memories 
  14. Malursa: transform into a black bear and lose personality and all memories 
  15. Oneiros: put to sleep 
  16. Petrification: petrified 
  17. Stupefaction: stunned 
  18. Terror: Frightened of herbalist 
  19. Venefaction: poisoned 
  20. Weakness: disadvantage on all Strength, Dexterity, and Constitution rolls

midgard

EDIT: Hvitr and Gildarthe are from Servants of the Cinder Queen, a pretty awesome adventure that will hopefully be released outside of kickstarter soon.

The Midgard Archipelago consists of four main islands, each occupied by a demigoddess. They maintained the natural order of the Archipelago, and in return the people of Midgard didn’t do anything stupid like clear-cutting the forests or hunting animals to extinction. Then the Telluric Technarchy of the dwarves came, placing each island under governorship and sealing the goddesses in engine-temples to siphon their power. This is slowly killing Midgard; every year the days grow hotter, the nights grow colder, and both grow longer, while the crops become less and less plentiful and the islands sink inch by inch into the sea. It will take at least another century before this starts to pose major problems, but the dwarves will have extracted everything of value and left by then.

The Four Great Islands are:

  • bright Alfheim, former domain of Eir, Luminous Fairy of the Heavens, and homeland of the light elves. Lady Grasp, its dwarven governess, refracts the radiance of Eir to create foul radiation that twists the flesh of living things.
  • freezing Kaldhammer, former home of Gildarthe, Demon Fairy of Fire, and homeland of the cambion. Its dwarven governor is Lord Lazuli, who uses the geothermal rage of Gildarthe to fuel his factories and workshops 
  • twilit Nidheim, erstwhile demesne of Vor, Dreaming Fairy of Darkness, and homeland of the dark elves. Its dwarven governess is the Lady of Chalcedony, who taxes the dreams of the living and the souls of the dead by channeling the goddess’ strange emanations.
  • verdant Vangr, sometime domain of Syr, Giant Fairy of Earth, and homeland of the humans. Its dwarven governess is the Corundum Prince, who distills the blood of Syr into powerful elixirs. 

You can pick any class, but unlicensed magic is outlawed in the Archipelago on pain of death. Magic-users have to be subtle if they want to live. Paladins and Clerics can worship a member of the Norse Pantheon or a non-stupid god of their own devising. Warlocks make pacts with one of the four Goddesses (Archfey = Syr, Fiend = Gildarthe, Great Old One = Vor. Eir = Any. You can also choose the Summon Pact, which I will be modifying)

Tribes of the Archipelago
No one will look twice at any of the following races:
Humans
Light Elves
Dark Elves
Cambions
Moss Giants

Strangers to the Archipelago
People may react with fear or surprise when encountering the following races:
Dragonborn
Halflings
Dwarves
The Bufondi

Do not exist
Please don’t pick these. I’ve either made an alternative or they do something annoying. If you really want to play one, we can work something out.
Gnomes
Tiefling
Half-orc
Half-elves
High Elves

Elves

Ability Score Increase: +2 Dexterity
Age: live to ~800 years
Alignment: ???
Size: Medium (4 to 5 feet tall)
Speed: 30
Languages: Common and Elvish
Fairy Ancestors: You have advantage against charm spells and magic can’t put you to sleep

Subrace: Light Elves

Ability Score Increase: +1 Wisdom
Otherworldly: You can attempt to hide when lightly obscured
Fleet: Your movement speed is 40 feet
Hunter-gatherer: You have proficiency in the Survival and Nature skills

Subrace: Dark Elves

Ability Score Increase: +1 Intelligence
Darkvision: Natural darkness does not effect your vision in any way; you can see as easily in a sunny field as a pitch black room.
Childhood Training: You are proficient with your choice of smith’s tools, alchemist’s supplies, or mason’s tools.
Old Artifice: You can cast the Mending cantrip.

Midgardian Rumors

  1. The dwarves guard the goddesses so closely because if one escaped, their devices wouldn’t work on her island anymore.
  2. Syr, the fiercest of the fairies, only fell because the dwarves weakened her with cursed poison. If somebody found a remedy and gave it to her, she could could break free.
  3. The dwarves built the Storm Golem Hvitr to keep the Fire Fairy trapped, but they aren’t bothering with repairs like they used to.
  4. It took twelve of the dwarves’ greatest wizards to bind the Dark Fairy, but six have died since the invasion and the rest are past their prime.
  5. The dwarven Technarch commanded the dragon Fafnir to return to the capital after it defeated the Heaven Fairy, but everyone knows he’ll come back to Midgard if the situation turns against the dwarves.
  6. Legend has it that the old goddess of death hid the legendary ribbon Gleipnir in the bottom of her temple before it sank into the sea.
  7. Lady Grasp of Alfheim has a vault containing the magical cloak Spakri–it refuses to work for one such as she.
  8. the Lady of Chalcedony tried to make a false goddess with the souls she stole, but it escaped and now calls itself the Fairy of All Death
  9. The dwarves have devised a new substance called “gunpowder”and claim it will revolutionize their ability to crush you pathetic rebels.
  10. The dark elf resistance has formed an alliance with their old enemy, the vampires.
  11. The dwarves executed several members of the former Kaldhammer royal family for violating their house arrest.
  12. The dwarves are offering a bounty for any artifacts recovered from the Peripheral Islands.
  13. The dwarves are offering a bounty for any artifacts recovered from people who illegally possess them.
  14. The sea devils stir in their deep trenches, unchecked by the fairies.
  15. Sailors say that the haunted Manse Macabre is once again visible on the cursed Islet of Drear.
  16. The light elves have revived the ancient practice of lycanthropy in hopes of defeating the dwarves.
  17. Missionaries have arrived from the Technarchy, eager to convert the peoples of Midgard to worship of the Creator.
  18. A High Invigilator of the Technarchy has come to Midgard to root out illicit sorcery. He claims to have devised the ultimate magic-destroying technique.
  19. Something wicked hunts on the Isle of No Gods.
  20. The emissaries of The Bufondi are appalled by the dwarves’ policies in Midgard, but cannot act directly without violating their strict neutrality.

One thing in 5e I’m not so hot about is the number of freefloating per-rest abilities. Warlock Invocations have a similar problem–they often interlock oddly with spell slots, and even the cool at-will ones seem easy to forget. Having them be twice as good and twice as rare makes things easier all-round. I’d probably halve the number of invocations gain, rounded up, and let players pick from this list, along with a few others in the book I won’t copy out.
  • Barbarous Name: When someone says your full name, you know roughly how far away they are (give or take 10% of the distance) and in which direction
  • Clever Speech: You can speak and understand Droll, the language of cunning creatures, which include foxes, crocodiles, spiders, crows, ravens, jackals, and cats of any size. 
  • Cryptomancy: When you know a creature’s deepest secret or the true name it calls itself, its saves against your spells have disadvantage
  • Dark Speech: You can speak and understand Lament, the language of lesser undead. You can speak with zombies, skeletons, ghouls, and the like.
  • Fairy Flight: When calculating maximum jump distances and heights, add double your proficiency bonus in feet and treat standing jumps as running jumps
  • Fairy Glide: When you fall, you can slow your speed to 60′ per second as a reaction. While falling in this manner, you can move half your speed horizontally on your turn. You always land on your feet and take no damage from falling. 
  • Psychometry: When you make eye contact with a creature, they must make a Wisdom save vs your spell save DC or you learn their current emotional state and any supernatural allegiances
  • Suspiratio: You can breathe in water as well as air, and you are unaffected by foul odors and poisonous gasses.
  • Witchsmith: You gain proficiency with smith’s tools if you do not have it already. You can create magical weapons, which imposes disadvantage on your proficiency roll. Such weapons deal your choice of fire, cold, radiant, necrotic, lightning, or poison damage and count as magical for purposes of breaching supernatural defenses and harming spiritual beings. Creating this weapons requires acquiring expensive and dangerous metals. 

    for what is the sun but a hell

    Felt like I was beginning to scrape the bottom of the barrel with hex descriptions, so here’s a palette (EDIT: PALATE! I MEANT PALATE!) cleanser of something tangentially related before I get back to work. 

    M E T A L vs S K I N posted this really cool vampire class, and I started thinking about how I would implement something similar. I spent a lot of time trying to fit vampires as PCs and HP and hit dice together when I realized that there are already rules for starvation and dehydration in the LotFP handbook:

    “For every 24 hours that a character goes without water, his Constitution drops by half unless he makes a save versus Poison. After three such failed saves against Poison due to a lack of water, the character will be dead. Constitution losses due to dehydration or starvation recover at twice the usual rate with rest and proper nourishment.”

    Replace “water” with “blood”, and assume “rest” involves sleeping in a coffin, and you have the foundation for some pretty easy vampire rules.


    VAMPIRE
    A class for Lamentations of the Flame Princess
    blergh!

    HP, Saves and XP as Elf (elves are basically vegetarian vampires with good PR)

    Vampires, according to vampires1, are scions of those ancient lords and ladies who claimed the marches between the Lands of the Living and the Lands of the Dead. They fought back the innumerable souls of the departed, and in doing so rejected the tyranny of death, elevating themselves above the mortals around them. 


    Vampires, according to the Crown, are to be admired for their pursuit of immortality, and executed for their affinity for proscribed magic2. The Queen applauds the acquisition and hoarding of knowledge, but brooks no threat to the integrity of her realm.
    Vampires receive a +1 bonus to their Charisma modifier and can cast spells. Vampires have the same spell slot progression as a Cleric. However, they do not learn or prepare spells–a vampire can expend a spell slot to cast any spell on the vampire list (see below) of equal or lower spell level. Vampires are also naturally stealthy. They start with a 2 in 6 Stealth skill and progress at the same rate as the Elf’s Search skill. 

    Vampires do not age, breathe, or eat food, and cannot be harmed by poison, venom, or extreme weather. To feed, a vampire must drain blood from a humanoid (human, elf, halfling, or dwarf) victim. Vampire bites reduce a victim’s maximum HP by an amount equal to their HD for every round of feeding, which returns at a rate of 1 HP per day. A vampire needs to drain HP equal to their level in blood per 24 hour period to sustain themselves. A vampire can bite successfully grappled enemies with a standard attack. Draining blood does not restore a vampire’s HP.

    If a vampire is starving, they cannot recover HP in any way until they feed.

    Anyone who is reduced to below 0 HP through blood drain must Save vs Magic or rise as undead, with their disposition to the vampire being determined with a Reaction Roll, regardless of their character in life.

    When direct sunlight touches a vampire’s bare skin, they take d12 damage per Round. PC vampires can be Turned per the Turn Undead spell.

    The normal rules for sleep deprivation apply to vampires, but they can only sleep in coffins. Vampires recover d6 HP and their expended spell slots by sleeping for at least 8 hours in a coffin. 


    VAMPIRE SPELL LIST

    1st Level

    Charm Person
    Darkness
    Feather Fall
    Spider Climb

    2nd Level

    Change Self
    Invisibility
    Suggestion
    Wall of Fog

    3rd Level

    Army of One
    Clairvoyance
    Fly
    Speak with Dead

    4th Level
    Charm Monster
    Invisibility, Improved
    Polymorph Self
    Protection from Normal Weapons

    5th Level

    Animate Dead
    Bestow Curse
    Telekinesis
    True Seeing

    6th Level

    Animate Dead Monsters
    Death Spell
    Speak with Monsters
    Suggestion, Mass

    7th Level

    Charm Person, Mass
    Control Weather
    Remote Surveillance
    Unholy Word

    1Vampires from Albion, naturally. Vampires from other lands do not possess noble blood, and engage in all sorts of eccentric behavior. The vampires of the Norge swim amongst the glaciers and sup on the cold blood of fish, while the vampires of Columbia converse with the stars from mountaintops. The lamia far to the east hide from the day in the bellies of snakes. The vampires of Carpathia are rumored to be quite mad. In the farthest south, vampires can crawl into dreams and steal what they find therein.

    2While the people of New Londinium are famous for their casual disregard for the natural order, there is still a class of spells banned to all, not because they are necessarily dangerous, but because they are the sociological equivalent of a nuclear bomb. Animate Dead isn’t something you cast if you are about to eat dinner, but spells like Change Self, Charm Person, Suggestion, and Forget tend to engender massive, baroque, and self-sustaining schemes (e.g. someone uses Suggestion to motivate a magician to cast Suggestion on other magicians, then uses Forget so they have no memory of the encounter. In the Stokesy Incident, the rebellious initiator of such a cycle fell under the magical influence of the victim of his victim’s victim, and from that point the interlocking chain of Suggestions and Charm spells becomes so convoluted that some constables still wonder if those apprehended were dupes, arrested only because someone Suggested it to the chief investigator). Therefore, the Queen’s agents destroy any copies of these spells they come across, and summarily execute anyone they find in possession of them. This is one of the reasons why vampires are persecuted so much: they can cast these spells without being encumbered with discriminatory spellbooks or scrolls. Once someone encounters a vampire, they can never truly trust their own motivations ever again.
         The Queen has a keen understanding of how effective such magic can be, because 
    though she is now Agorath, the Sovereign of Albion and the Divinity of Forbidden knowledge, she once was Nimue. When her tutor Merlin was at the height of his abilities, he retreated to the heart of his sanctum and forged a great Staff of Power. When Nimue came into her own, she used Permanency to enchant herself with Shape Change, Spell Turning, Mind Blank, and Globe of Major Invulnerability, then built a small army of Simulacra. This is why Merlin is in a tree, and she is in a palace.

    first image by Alvaro Tapia, distributed under Creative Commons
    second image from Boktai 2

    The Pernicious Atlas

    I do not like talking about things I will do, because they do not always happen, and then I feel silly. But I will have a fair amount of free time for the next year, so if I don’t have something good to show for it, I ought to be embarrassed. 

    My plan is to compile and organize and refine all my Albion stuff into The Pernicious Atlas. It will be a retroclone friendly book/pdf/publication/whatever containing:
    • a 400 hex wilderness crawl
    • setting-appropriate versions of the Warlock and Beast Child
    • a brief bestiary, including information that ties the creatures to the class features of the Warlock and Beast Child
    • a handful of spells, each interacting with hex locations in some way
    • some tables for running the faux Regency era English society of New Londinium, the setting’s main city, and all the social warfare, character/literal assassination, and rumor-mongering that implies

    Feedback is welcome, of course, but this is something I might be selling for dollars, so if helping for free bothers you, keep that in mind. 


    Anyways, here are 10 fairy-related wilderness hexes, in no particular order or geographical grouping. 

    1. In these fields of rose and thorn stands a lonely hill of stone. Deep within its dusty halls, upon the throne he claimed by right of ancient pact sits the fairy-lord of Albion: the King of Roses Red and Fair, a crown of flowers in his hair.
    2. A woman stands in a golden cage garlanded with roses. She weeps and wrenches at the bars, but she sings exquisitely and without pause. 
    3. Heartbreak, a Briton village of 30 souls, stands here. Its ruler is Pretty Tyrant, a minor fairy-noble and self-styled Earl of Heartbreak. He has extracted the obedience and adulation of the village’s inhabitants with magic, stolen their children, and disguised Heartbreak’s ruinous state of repair (the fruit of his neglectful rule) with glamour and illusion.
    4. A gallows creaks in the wind. Anyone hung from them, whether they be fairy or king or simple wretch, is dead forever, beyond the reach of magic or miracle.
    5. Orchards and verdant gardens surround the foundation of an old manor. Everything here is cursed with deathly poison (Save vs Poison or die upon eating any of the garden’s fruit, drinking water from its well, or breathing the scent of the flowers).
    6. Here hunts a fairy-hound. It savors the blood of magicians and attacks them on sight. However, it will act as the mount of anyone who subdues it, and it is sensitive to loud noises and terribly afraid of flame. FAIRY-HOUND: HD 4, AC as leather, MV Fast, d8 damage bite, Save 12
    7. A spring burbles at the base of a standing stone. Any magician who bathes in it can inscribe Speak with Dead in their spellbook. If they do so at night, d12 skeletons will rise up from the earth and attack. SKELETON: HD 1, AC as cloth, MV Medium, d6 damage weapon, Save 14
    8. An inn stands alone in the heath. The innkeeper says that the pleasure of the party’s company is payment enough, but they must ask no questions and make no demands under her roof. Should they violate her conditions, they will awaken d10 hexes away in a random direction, each with their maximum HP permanently reduced by 1. Regardless of the party’s compliance, the inn vanishes the next morning.
    9. A circle of white stones encircles a copse of ash trees. For every day that passes within the circle, an hour elapses without.
    10. A crudely hammered sword of iron lies in a field. It bears no enchantment, and in fact is utterly unremarkable, save for the fact that its wielder killed the Lady of All Nights millennia ago. All titled fairies will recognize the sword, and treat its owner as a peer. This is not always helpful.

    AMATEUR HOUR IS ANON AND AGAIN

    I have been trapped alone in a house with no car and no running buses for like three days so I started rereading Richard G’s old posts, and therefore started thinking about rpgs without levels and low magic settings and colonialism and industry and hexcrawls and Tartary, basically, and I’ve wanted to set a game in Florida for a long time and so I made this.

    FLOWERLAND: Pre-colonial horrible fantasy Florida

    • Hummingbird-people hunt giant crocodiles through the radioactive Everglades as schoolbus sized pythons slowly digest murderous robots!
    • Evil(er?) Victorian Henry Flagler digs up weapons of mass destruction from ancient bunkers to defend the insane resort towns his nepotistic underlings are building in the middle of the swamp!
    • Heavily armed holy order of missionaries and petrochemical engineers that hunts down shapeshifting crocodiles and panther demons!
    • Oil rigs awaken ink-blooded sorcerers from their millennial slumber at the bottom of a vast and cursed lagoon! 
    • Well dressed stranger perform strange surgeries on unwary travelers!
    • Soft sand, warm beaches, venomous conchs and landmines from antiquity!
    • more spiders than God can count!
    • THERE ARE MOSQUITOES IN YOUR EYES!
    • THERE ARE MOSQUITOES IN YOUR EARS!
    • THERE ARE MOSQUITOES IN YOUR MOUTH!
      THERE ARE MOSQUITOES EVERYWHERE!
    • And many more?!

    DOWNLOAD HERE TODAY

     I WANT TO RUN THIS SOON.

    Pernicious Albion 2.0 Character Creation

    You are in Albion, where the Romans never left, the pagans never died, and the aristocracy keeps their sterling silver sacrificial daggers in the cupboard next to the fine china. The city of New Londinium, the oldest, grandest, and most horrible city in the world reaches over the horizon far to the west, but you are in Greyshire, a provincial little town known only for the quality of its cheese, the restlessness of its dead, and the large number of barrows, ruins, dungeons, and oubliettes that fill the countryside around it. 

    Dame Aggorath, Chief of the Knights Squamous, has contacted you with a job offer. A recent washout has exposed tunnels beneath Rope Crown Hill, a site of ill repute several miles from town, and several scholars have vanished exploring them. Bring back a report on what is happening there (along with compelling evidence), and you will be generously remunerated.











     +












    Cast the Dice

    When you try something risky or difficult, sum 2d6 and add an attribute based on the action you’re taking. Your success is determined by the total of your dice roll.
    • A 10+ is a complete success.
    • A 7-9 is a partial success and brings about a cost or complication.
    • A 6- is a complete failure. Bad things will happens.
    Step 1: Roll Ability Scores


    Your have six attributes. For each attribute, roll 2d6.
    • On a 6-, the value is 0.
    • On a 7-9, the value is +1.
    • On a 10 or 11, the value is +2.
    •  On a 12, the value is +3.
    1. Strength (Str): Capacity for brute force, physical violence, and melee combat.
    2. Constitution (Con): Ability to withstand pain, discomfort, and physical damage.
    3. Dexterity (Dex): Aptitude for agility, grace, coordination, speed, and dodging blows in combat.
    4. Intelligence (Int): Mental acuity, memory, and ability to learn
    5. Wisdom (Wis): Perception, sanity, foresight, affinity for spirits and gods, and ability to resist the effects of magic.
    6. Charisma (Cha): Attractiveness, force of personality, and ability to be persuasive.
    Step 2: Calculate Hit Dice and HP

    You have HD equal to 1+Con+Half level. When you rest, reroll your HD to determine your maximum HP. If you rest comfortably, set a single HD to 6. If you eat a satisfying meal, set another HD to 6.

    Step 3: Pick a Skills

    Pick one of the following:

    • Burglary: disable locks and traps and pick pockets
    • Bushcraft: hunt, track, identify flora and fauna
    • Linguistics: learn languages
    • Lore: recall esoteric and forbidden knowledge
    • Medicine: revive the fallen and restore the ill
    • Repair: fix and maintain armor, tools, weapons, and devices

    Step 4: Pick a talent

    • Hawkeye: Add your level to ranged weapon damage rolls 
    • English Magic: You start with any 2 1st level spells from the MU or Cleric LotFP lists (though I am only using the general gist of the spell descriptions). You can learn any number of spells, but you must first find them. You can cast any spell you know as much as you like, but magic is dangerous and unpredictable. Rolls generally involve Int.
    • Glamour: You can change your appearance and turn into creatures who height or length is equal to or less than twice your level in feet, but particularly subtle or potent transformations may not succeed. Rolls generally involve Cha.
    • Pact: You have made a deal with one of the great gods, demons, or fairies of Albion. You can call on them to use magic pertaining to one of their domains as much as you like, but the consequences of offending them or failing to control their power is dire. You gain an additional related domain every even level. Rolls generally involve Wis.
    • Prodigy: Every level, you gain an additional skill of your choice.
    • Prowess: Add your level to melee weapon damage rolls.

    Step 5: Pick a bloodline

    • Briton: You are from one of the chieftaincies beyond the grasp of New Londinium’s rulers. Your people made pacts with the spirits of the wild long ago; you can roll Wisdom to speak with animals. 
    • Changeling: You are descended from a true fairy. You cannot lie or break promises directly. Any oaths sworn to you cannot be broken.  
    • Deep One: You are descended from one of the marine monstrosities from far beneath Albion’s seas and lakes. As you are some sort of hybrid between fish and human (the specifics of how this looks is up to you), you can move with equal speed through water and over land, and you can breathe underwater.
    • Nephilim: You are descended from the race of giants born when exiled angels bred with humans. You are 6-8 feet tall. Whenever you roll your Hit Dice, add 6 to the total.
    • New Londoner: Your exposure to the radioactive knowledge-goddess Gloriana has given you a talent for chasing gristly secrets. When you study a fallen enemy, you learn a single fact or secret about their kind. 
    • Roman: The Empire’s rich tradition of poorly conceived sorcerous experiments not only deposited ancient Britain into the middle of Carcosa, but infused all of its citizens with a lingering taint of undeath. You can cast Speak with Dead.
    • Tiefling: You are descended from one of the soldiers that took part in Hell’s semi-successful invasion attempt a century ago. You can create and throw small flames at will. 

    Step 6: Items

    You start with 6 items. You can choose a number of them equal to 1+Cha. The rest are randomly determined. You may do the random rolls before you choose.

    1. Weapons
    1. Hatchet, 1 hand, d6+1 damage
    2. Spear, 2 hands, d6+1 damage, reach range
    3. Great-axe, 2 hands, d6+2 damage
    4. Shortbow, 2 hands, d6 damage, with 10 arrows
    5. Longbow, 2 hands, d6+1 damage, with 5 arrows
    6. Rifle, 2 hands, d6+2 damage, 4 bullets, very loud
    2. Armor

    Armor weighs you down, and you can wear just 1+STR pieces at once. Each reduces damage taken by 1.

    1. Cuirass
    2. Helmet
    3. Greaves
    4. Shield, 1 hand
    5. Bracers
    6. Heavy cloak
    3. Tools
    1. Grappling hook and 10’ rope
    2. Crowbar
    3. Caltrops
    4. 10 foot pole
    5. Weighted net
    6. 50’ rope
    4. Paraphernalia
    1. 1 pound of salt
    2. A book on a random subject
    3. A horseshoe
    4. A bottled soul
    5. A dowsing rod, 1 hand, d6 damage, can detect magic and water
    6. 10 feet of silver wire
    5. Odds and Ends
    1. 1 pound lard
    2. Bag of marbles
    3. Sack with live beehive
    4. Spyglass
    5. Choice cut of meat
    6. Box of matches
    6. Dubious Goods
    1. 1d6 bombs, 3d6 damage
    2. Vial of virulent poison
    3. Flask of fire oil
    4. A glass cutter
    5. Flask of acid
    6. A collapsible knife, 1 hand, d6 damage

    Actions by Agents Unknown


    So Throne is an angel of questionable sanity and reaching ambition, the leader of a desperate host on a radiation-scoured, magic-riddled hell-planet that is partially occupied by the forces of Hell. He says he is embarking on a Project, which will transform Carcosa into Eden and restore the Grigori to the heavens. Others say his Project will turn him into a tinpot godling, while other say it will once and for all wipe out all (un)life on Carcosa, while others say his real Project is even more glorious than what he says it is, while other say there is no project at all, while…
    The main thing is that it is hard to tell who’s good, who’s bad, who’s sane, who’s in the know, and who’s lying. Reinforcing that is this handy random table, which will provide a confusing background to the party’s active interaction with angels, demons, and other factions who may or may not have a stake in the Project’s outcome.

    When the players attract the attention of angels or their enemies, there is a 50% chance of one of the following occurring sometime during a session. If the rolled event seems improbable or impossible, work it in anyway. NPCs and monsters will never acknowledge any conspiracy character or event under any circumstances. Particularly stupid NPCs might seem unsettled in their presence. The conspiracy NPCs will not appear in front of anything truly powerful, like a god or fairy-lord. Conspiracy NPCs  never interact with other NPCs or their environment, except through the party. Depending on their nature, they might show up when rolled even if previously dead or imprisoned.
     1. The Lady in Red

    She tends in to blend in with her environment—shell be dressed as an aristocrat in a high class neighborhood, as a prisoner in dungeons, as a traveler on the road—but her clothes are always red.

    1. There is no Throne. It’s really just Something Else hiding its true nature for its own inscrutable(r) purposes.
    2. You need to listen. The Others will make her do this over and over until you get it right. Await further instructions.
    3. The last person the party talked to is actually an agent of the so-called Grigori. Kill them.
    4. One of The Others’ most dangerous enemies is hunting you. He wears yellow, and he has killed before.
    5. She has broken free from the control of the Others! They are evil and the Grigori are good. You must disregard all of her previous instructions.
    6. no, no, NO. The last time you met her was her evil twin. You must ignore all her previous statements.

    2. The Man in Yellow

    He operates identically to the Lady in Red, but he is always in yellow clothes.
    1. He can hear the Angels. They don’t know he can hear them, be he can. Hear them, that is. They are planning something terrible.
    2. Don’t drink the water. It’s filled with the Angel’s poison. You’ll believe anything they tell you if you drink it.
    3. Always cover up your windows. The Angels like to watch you sleep.
    4. There is a child in black, who draws strange things. They know what’s going on, but that doesn’t mean you can trust them.
    5. There is a terrible Engine deep beneath the capital. If you destroy it, the Angels’ plans will be for naught.
    6. He violently attacks the party, saying he can see the Angels inside them.  

    3. The Child in Black

    Never says anything. Always wears a ragged black coat. Otherwise operates as the Lady in Red does. 

    1. Is standing over a chalk picture of a man and woman, both in suits. There is a stylized eye drawn above each of their heads.
    2. Is standing over a chalk picture of an angel with two faces.  One is angry, while the other is smiling.
    3. Is standing over a chalk picture of a figure seated on a throne. He has no face.
    4. Is standing over a chalk picture of a burning gate with many hands reaching out of it.
    5. Is standing over the following message, written in chalk, “THE RING HAS FOR YEARS BEEN SYMBOLIC OF ALL GYNO EDUCATE AND HYDRATE AND ESCAPE OUR ENFETTERMENT AS THE INDIGO CLOUDS RISE OVER THE ZENITH INTO THE ARCHIPELAGO OF OUR CERTAIN DREAMS AND WE WILL ESCAPE THE BOUNDLESS RIVER OF AZRAELS SACRED JEWELRY*.”
    6. Is standing over the following message, written in chalk, “THIS NEW DAY IN THE PRIMARY AGE OF SUBTERFUGE GENDER WILL BE CONFOUNDED AND SEX WILL NO LONGER BE THE HEGEMONIC SPRING OF LIFE NO LOVE IS THE BLACK DEATH THAT HAS INFECTED US TO OUR VERY CORE WE ONCE NEVER SUCCUMBED TO THE LUSH GRAYNESS OF SLEEP THE ZOAS ARE OUR ONE HOPE*.”

    4. Richard and Eleanor

    They are polite, aristocratic, slightly condescending. They offer you cigarettes with immaculately gloved hands. They are both dressed in fine suits of black silk. Their expressions are impassive, and while they always stand next to each other, they never quite touch. 

    1. “We do soappreciate your work. Will you accept a token of our esteem?” They offer the party a briefcase containing a single random angelic weapon.
    2. “Don’t bother reading that dreadful graffiti. It’s simply hellish.”
    3. “You didn’t hear it from me, but there’s an angel sniffing around. Take care. Wouldn’t want to get caught up in anything compromising, now would we?” An angel of a random Sphere is now pursuing the party as if they had stolen its weapon.
    4. During a fight or confrontation, Richard and Eleanor watch the party through a shared pair of opera glasses, preferably from a great distance or difficult to reach location. They applaud if the party does well.
    5. “Hmm. It seems they’ll let just anyone in here these days. Watch out for the riff raff” As soon as Richard and Eleanor are out of sight, a powerful demon attacks the party.
    6. “How we hate to see you struggle.” Richard and Eleanor hand the party a key. It will open the next locked door they encounter.

    5. The Grafitti

    It will appear on any flat surface. Always dripping red paint.

    1. THRONE IS SHIT
    2. FUK THE GRIGORi
    3. WE WATCHING U BUT WE ARN’T WATCHERS
    4. ANGEL’S WIL KILL U
    5. WE R GOING TO EAT UR BONES
    6. SEE YOU SOON

    6. The Pedestrians

    Random passers-by in crowds. If there are none of those, then adapt the event for humanoid monsters or animals.

    1. Make an elaborate hand-signal while making eye contact with a member of the party
    2. Say “The Watchers are watching” over and over again under their breath.
    3. For a moment, their eyes and mouth burn gold and white.
    4. Lift their hands, revealing wings tattooed onto their palms. They will not be there if you look again.
    5. Steadily staring at the party as they walk past. Their neck will rotate up to 180 degrees to facilitate this.
    6. White feathers tumble from their sleeves.