The Hungry Crone

Another spirit for the Warlock.

She witnessed the invention of sin, watched the stars enter the sky, saw the earth’s skin when it was liquid and light. She has commanded the adoration of empires and suffered in the servitude of hedge-witches. She is the Hungry Crone, Grandmother of All. Hers are the powers of darkness and blood, and her pact is with you. 

When she fully enters the temporal world, the Hungry Crone appears as an old woman, aged beyond reckoning but still unbent. In her right hand she carries a shepherd’s crook and in her left, a stone knife. She can fly astride the crook, and wounds caused by the knife can only be healed with magic.

Starting spell. Roll 1d4

  1. Cause Fear (reverse of Remove Fear)
  2. Cause Light Wounds (Reverse of Cure Light Wounds)
  3. Cure Light Wounds
  4. Darkness (Reverse of Light)

Example spells at higher levels are Delay Poison, Cure/Cause Disease, Bestow Curse, Neutralize/Inflict Poison, Unholy Word, or Shadow Monsters.

Major favors

  1. In a random village, a man murdered his wife and child and ran off into the night. In doing this, he violated a taboo sacred even to the bloody-minded powers of old. Find him and kill him.
  2. It has been a few millennia since the Hungry Crone had a shrine that truly pleased her. Commission one that is both within your means and to her specifications (must cost at least 25% of the silver pieces necessary to reach the next level) in a village or city.
  3. A high ranking official in the nearest major city sold his soul to the Hungry Crone for her help in killing his weak-willed superior, and now it is time to collect. 
  4. The last time the Hungry Crone walked the world of mortals, a minor demon insulted her, and now she detects his presence in a random Hex. Find it and destroy its bodily form.
  5. A scholar has unearthed the skull belonging to the Hungry Crone’s first child and placed it in a museum in the nearest major city. Steal it back and return it to the Hungry Crone.
  6. Long ago, a wizard bound the Hungry Crone as a slave. Though he is long dead, his tower is in a location 2d10 miles away. Find it and burn it down to the foundation.

i summon thee

I must confess that warlocks are (at least conceptually) my favorite DnD class. ‘orrible users of magic are pretty much the best. However, their implementation has historically been pretty lacking. I’ve also been thinking about graduated levels of success, and realized that such a thing already exists in DnD and retroclones: the reaction table.


This combines well with the idea of warlocks cutting Faustian deals with powerful beings, rather than having Something Bad happen before character creation that lets them shoot devil lasers (not that I have a problem with whizz-bang magic. It just doesn’t seem to fit). Using the reaction table gives GMs a framework for how the patron should deal with their client, rather than sitting backstage all the time. 

Warlock
A class for LotFP
HP and Saves as Cleric, XP as Fighter
Warlocks do not memorize spells like Magic-users. Instead, they forge pacts with spirits and use their power. All spirits have a domain (such as Ice or Love or Law), which dictates the kind of power and knowledge the possess. The pact is mutually beneficial; the Warlock gains access to magical knowledge and ability, while the spirit uses the Warlock to grow in power and intervene directly with mortal affairs. 

Spirits have the innate ability to answer questions about their domain; a spirit of ice instinctively knows what and who is buried in an avalanche, for example, and a spirit of fire can know what a person looked like simply by examining their ashes. Their grasp of magic is not quite as strong; they can cast any spell that pertains to their domain, but must first encounter it. Warlocks often serve this purpose and can claim spells much like the way Magic-users can inscribe them in spell books. Claiming a spell requires a ritual that takes a number of hours equal to the spell’s level, and once it is complete, the Warlock can assign it to a contracted spirit with an affiliated domain. Warlocks can claim spells of any level.

A Warlock can maintain a number of pacts equal to half level, rounded up. However, a Warlock has direct access to only one spirit at a time; if they wish to change which contracted spirit they may summon, they must complete an 8 hour ritual in a place of relative safety and reclusion. If a Warlock wants to forge a pact with a new spirit, they must find one in the course of play.

When a Warlock wants their contracted spirit to answer a question or cast a spell pertaining to its domain, they spend a turn summoning it, and the player makes a 2d6 Reaction roll with a bonus equal to half the Warlock’s level, rounded down, and a penalty equal to the spell’s level. 


At this point, the Warlock must convince the spirit to cast the spell or answer the question. How much work this takes depends on the spirit’s Reaction. If it is Cooperative, it requires nothing at all. If it is Interested, it might take a turn to cajole it into helping. If it is Annoyed, major bribes or favors might be necessary–one quarter of the silver pieces necessary to reach the Warlock’s next level (so 500 sp at level and 4,000 sp at level 4) or a session’s worth of adventuring, usually of an ethically dubious and/or legally questionable variety, to acquire an artifact, slay a rival, or perform some other dangerous task for the spirit is generally enough. Warlocks take a -1 penalty to Reaction rolls with a spirit for each favor they owe. Spirits are greedy, venal, and prideful, but they are not stupid. If a Warlock continually offers services but never performs them, the spirit will demand prices that can be paid immediately. Malicious spirits will completely enter the physical world and attack, but will often surrender before being defeated.

The HD of a spirit equals the Warlock’s level plus the highest level spell they know, and they deal d6+level damage in melee, plus any other special abilities the GM deems appropriate. Existing in the physical world is exhausting to spirits, and so they can cast each spell they know only once before needing to return to the aether to rest. Spirits will enter the physical world to fight for Warlocks, but will do so only for a major favor, regardless of Reaction, and only to complete a specific, pre-determined task. Spirits in the physical world reduced to 0 HP must rest in the aether a number of days equal to their Warlock’s level.

A level 1 Warlock begins play with a single spirit with a domain of their choice and a relevant, 1st level spell. Here’s a sample spirit:
Atri-Rathma, Entwined Divinities of Love and Spite
Begin with Charm Person and can acquire any spell that pertains to mental manipulation and domination, such as Suggestion or Forget. Can answer questions about someone’s love life, if an act was motivated by revenge, or anything pertaining to love, lust, and spite. They are fawning and flirty when in a helpful mood and sarcastic and deceptive while in a bad one.
Major Favors
  1. Help a star-crossed couple from the nearest village escape from their disapproving families and start a new life in the nearest city. There is a 50% chance the relationship is clearly headed for disaster.
  2. The constabulary force of the nearest city is about to shut down a brothel. For purposes of blackmail, Atri-Rathma wants you to plant evidence in the captain’s home that suggests he frequented the brothel himself.
  3. Help a woman from the second-nearest city murder her abusive husband, who recently humiliated her in a public affair.
  4. Acquire the Liqueur of Atri (a staggeringly powerful aphrodisiac), which is currently being guarded in the nearest temple of the stodgiest local religion, and return it to Atri-Rathma.
  5. Acquire the Liqueur of Rathma (an exquisitely deadly poison), which is curently being guarded in the nearest temple of the shadiest local religion, and return it to Atri-Rathma.
  6. Fund a wild bacchanal (must cost at least 25% of the silver pieces necessary to reach the next level) in the nearest city.

Batrabos, Grim Demon of Law
Begins with Command and can learn any spell pertaining to subjugation, imprisonment, and order. Can answer questions about legality, technicality, and jurisprudence. He is all patient patriarch when he’s helpful and BOOMING THEATRICALITY when he’s mad.
Major Favors
  1. Hunt down an escaped fugitive d6 miles from your location. There is a 50% chance he was convicted on a technicality.
  2. Kill a member of the nearest city’s constabulary, who has been accepting bribes from the biggest gang in town. 
  3. Acquire and destroy the Oneiric Needle (a powerful device of disorder), located in a cult hideout not far from the nearest village.
  4. Acquire the Hircine Lance, a weapon created from one of Batrabos’ horns, and return it to him.
  5. Clear a shrine belonging to one of Batrabos’ fallen sisters of the brigands that have taken up residence in it. It is located close to the nearest city.
  6. Fund an inquest into a decades-old cold case (must cost at least 25% of the silver pieces necessary to reach the next level) in the nearest city. 4 in 6 chance it find a culprit, and on a 1 it is someone important.

    First image is from Basic Dungeons and Dragons. Second image is from Tactics Ogre: Wheel of Fortune

    Valuables in Albion

    I’m going to be using quite a bit of Dyson’s Delves soon, so I want to alter the treasure schema some, so there is weirder stuff than the traditional pieces of electrum and golden necklaces.

    When adventurers in New Londinium stumble on a cache of commodities, roll a d6 to determine its size and quality. The d6 can explode (reroll on a 6) a number of times equal to the party’s average level, the floor of the dungeon it is on, or the level of the monster guarding it, whichever you think is most appropriate. Certain buyers will pay more than the default value, but players have to track them down.

    What’s It Worth?

    1. 250 sp 
    2. 500 sp 
    3. 750 sp 
    4. 1,000 sp 
    5. 1,500 sp 
    6. 2,000 sp 

    Once you have determined quality, a d6 twice to find out what is actually in the cache.
    1. Metallurgy: precious substances used by the smiths and artisans of Albion

    1. Hardened Flame 
    2. Clarified Water 
    3. Rare Earth 
    4. Reified Aether 
    5. Sublimated Darkness 
    6. Immortal Blood 

    2. Cosmetics: coveted by the fops and fine ladies of New Londinium

    1. Cream of Shoggoth 
    2. Spawn of Shub-Niggurath ichor 
    3. Spawn of Shub-Niggurath sap 
    4. Imp fat 
    5. Deep One bile 
    6. Refined Protoplasm 

    3. Medicaments and Prophylactics: treasured by hypochondriacs and the credulous

    1. Mummia 
    2. Brain mummia 
    3. Transylvanian decoction 
    4. tincture of Dis 
    5. angel tears 
    6. Murderer’s Last Breath 

    4. Delicacies and Confections: sought by only by gourmands with jaded palates and strong stomachs

    1. Lotus nectar (black) 
    2. dinosaur steak 
    3. Spawn of Shub-Niggurath fruit 
    4. deactivated pudding (dolm) 
    5. demon flesh 
    6. Deep One liver 

    5. Textiles and Adornments: beloved by the tailors of New Londinium’ Silken Avenue 

    1. Jungle Ant Carapace 
    2. Dinosaur Leather 
    3. Angel Feathers 
    4. Lotus Pigment 
    5. Fairy-silk 
    6. Demon Ivory 

    6. Liquor and Drugs: proprietors of New Londinium’s salons and opium dens would quite literally kill for a supply of these

    1. Soulwine (damned) 
    2. Angel Sweat 
    3. Lotus Liqueur 
    4. Powdered Shoggoth 
    5. Ichor of Gloriana 
    6. Houndsblood

      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.

      Witch 2.0

      Finally got to playtest the my LotFP-ified Warlock class in Akenia’s Spire of Asmodal. I think the core idea works, but I suspect the class as written would remove some of the need to plan carefully at lower levels and scale poorly with level. At level 1, it makes sense that for a witch to struggle to magic open a door, but at level 20, they should be able to at least try to throw around boulders. 
       
      final fantasy xiv
       Witch
       HP and experience as Cleric; saves and weapon and armor restrictions as magic-user

      All witches have a wand, which they need to cast spells. They can cast spells as many times as they wish, and casting a spell takes the same amount of time as attacking in combat. The range of a witch’s spells is equal to 20*level feet. A spell can replicate the effect of any simple weapon, tool, or mechanical object, such as a torch, grappling hook, bow and arrow, or ladder. Players must describe what a spell actually looks like.


      Witches start with a 1 in 6 chance of successfully casting any given spell, and if they fail a spell, they must wait 1 round (10 min) before they can try it again. They can allocate spell points to a spell in order to increase its odds of success. Witches start with 4 spell points, and gain 2 more every level. The list of spells is not set; players can invent them, as long as they fit the parameters for witch magic stated above. 

      The maximum number of spells a witch can have active at one time is half level, rounded up. Otherwise, spells last until dismissed. If a spell involves particularly strong resistance on the part of the target, the Witch must make a Charisma check with a bonus equal to their level.
       

      Sample Spell List

      Aegis (shield)
      Ascendance (pulley)
      Adherence (rope or chain)
      Attraction (grappling hook)
      Destruction (bow and arrow)
      Incandescence (torch)
      Inscription (marker)
      Quicken (roller skates)
      Repulsion (pole)

      If you find skill points too fussy, just use the Elf skill progression for Search as the skill for all witch spells, the way Tales of the Grotesque and Dungeonesque uses Hear Noise column for all thief abilities.

      Squamous and Noisome

      I CAN ONLY TAKE SO MANY SQUAMOUS BLOBS, CARCOSA. MAN CANNOT LIVE ON OOZE ALONE. Also, those rituals are pretty ick. Here’s replacements. I also like having fairly simple rituals because it means players can summon something on accident.


      SCION OF SUNLESS SEAS


      She stands taller than any man, and wears ruined finery. Her hair is black and her eyes are black and her teeth are black and she stands on a black barge, her ivory servants plying oars through depthless waters that were not there until she arrived.


      HD: 15

      AC: 14 (see description)

      Movement: 90” (boat only; she cannot leave it)

      Damage: d12 (touch, Save vs Paralyze or be knocked prone)

      Alignment: Chaotic


      The touch of the Scion crushes limbs and ruptures flesh as if they were exposed to the immense pressure of deep seas. The voice of the Scion is undeniable; she can cast the Cleric spell Command at will. Her barge can comfortably hold 4 additional people, but they are in reach of the Scion as well as her servants. It is not advisable to fall into the Scion’s waters; even her followers fear them.


      TO SUMMON: At sunrise, pour 20 HP worth of blood (not all necessarily from the same source) into a body of water that extends past the horizon. Wait past sunset, and she will arrive.


      TO BIND: If The Scion of Sunless Seas is ever separated from her barge, she must obey a single command of any length and complexity from the person who returns it to her.


      TO BANISH: If a silver nail inscribed with the Fifth Name of Providence is driven into the prow of her barge, the Scion will glide away, unable to return until summoned by a willing mortal.


      LORD HORATIO NELSON


      He’s still dressed in the finery they buried him in, and still wears the chains they tried to use to keep him in the ground. Nobody knows why Lord Nelson keeps on coming back, or why he’s so damn crazy, but everybody hopes he’ll just go away.


      HD: 20

      AC: 16

      Movement: 180”

      Damage: 2d6 (bite, heals amount equal to damage); 2d6 (cannon); +5 damage to French

      Alignment: Chaotic


      Lord Nelson is a vampire. He can move past obstacles and enemies by turning into a swarm of bats. He can cast Animate Dead and Animate Dead Monsters at will, but only on creatures he has killed himself. He can Charm anyone who makes eye contact with him. Lord Nelson is also completely insane. He is just as willing to command his undead servants and Charmed victims to reenact old victories in the middle of heated battle as he is to use them to depopulate entire towns. In a fight, he switches victims seemingly at random, singing bar songs all the while. Lord Nelson refers to his victims with aristocratic versions of their names, even if he has no way of knowing them.


      TO SUMMON: Burn an entire ship of the line* down to ash OR burn a piece of the HMS Victory in a marble bowl, and Lord Nelson will come scrambling as fast as he can.


      TO BIND: Lord Nelson must obey any legitimately issued royal order or decree read aloud in his presence, even if it was not written with him in mind. He has thus far avoided bondage by murdering anyone he sees with paper.


      TO BANISH: Smoke from any gunpowder recovered from the HMS Victory forces Lord Nelson to flee until the next sunrise. It also makes him very angry.
      *Is this right, Richard G?

      Pernicious Albion Character Creation

      Character creation is exactly the same as Lamentation of the Flame Princess, except that you pick a bloodline and choose from the following classes. You can assign attribute scores as you wish, but you can’t reroll attributes if the modifiers are negative.


      BLOODLINES
      All Pernicious PCs are approximately human, but there are several variations on that theme.
      1. New Londoner: You are from the city of New Londinium. Your cosmopolitan upbringing (and proximity to a slightly radioactive knowledge-goddess) has given you a talent for languages; you have +2 to your Languages skill
      2. 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 use your Bushcraft as Languages when attempting to communicate with animals.
      3. Roman: The Empire had a rich tradition of poorly conceived sorcerous experiments. It is this fact that deposited Albion into the middle of Carcosa, and it is this fact that infused the blood of all Romans with a lingering taint of undeath. You can cast Speak With Dead 1/day.
      4. 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. 
      5. Tiefling: You are descended from one of the soldiers that took part in Hell’s semisuccessful invasion attempt a century ago. You can ignite a fist-sized flame in the palm of your hand at will. You can throw it or thrust it at your enemies to deal d4 damage. It lasts for 1 turn after it leaves your hand, sheds flickering light, and otherwise acts like a regular flame. 
      6. Changeling: You are descended from a bona fide fairy. You cannot utter a lie. Any promise made to you cannot be broken, and you cannot violate any oath you swear.
      7. Nephilim: You are descended from the race of giants born when exiled angels bred with humans. You are 6 to 8 feet tall and have a +1 to your Strength modifier. 
      8. Human: you and your ancestors are (rather improbably) unwarped by the magics, radiations, and influences of Carcosa, which makes you sensitive to malign presences. You can Detect Evil at will.
      CLASSES

      Cleric of The Grigori

      1. Cleric or Druid: as Lamentations of the Flame Princess Cleric. You are a priest, druid, or prophet for one of the gods or goddesses of Albion. You have access to 3 miracles (which depend on your deity), and you can cast them without preparing.
        1. Her Majesty Gloriana: Queen of Albion, Supreme Governor of New Londinium, Sovereign Goddess of Forbidden Knowledge and Black Magicks
          father dagon. by roryrory, distributed under creative commons
        2. Father Dagon: Patron of Deep Seas and the Beasts Therein
        3. Cernunnos: Horned God of Hunt and Wild
        4. The Morrigan: Black-winged Goddess of Crows and War
        5. Desdemona: Princess-Diabolic of the Iron City of Dis and General of the Infernal Expeditionary Army
        6. The Grigori: The Watchers, The Angels-In-Exile, The Banished Council, Fathers of Giants and Artifice
      2. Magician: as Lamentations of the Flame Princess Magic-User. You start with 4 random spells in your spellbook.
        a gentleman magician
      3. Fairy-Knight: as Lamentations of the Flame Princess Elf. You have sworn yourself into service for one of the great fairies of Albion. You are skilled at both magic and combat; you start with knowledge of 2 spells (which depend on your liege) and can cast any spell you know.
        fairy-knight of rose
        1. King of Roses Red: Fair Monarch of that Land Known as Earth and All Denizens of its Surface and Interior, Liege to the Knights of Rose and Knights of the Thorn
        2. The Regent of Midnight and Noon: Seneschal of All Hours, Steward of the House of Death, Lord of the Tower at the End of the World, Liege of the Knights Chronic
        3. Morgaine: Sorceress Supreme, Mother of All Witches, Sister of All Spiders, Keeper of the Last Breath of the True King, Founder of the Dark Knights
          Morgaine
        4. Gogma, the Last and Most Splendid of the Sea Giants, Mistress of the Castle Glaces, Benefactress of the Knights Undulant
      4. Fighter: as Lamentations of the Flame Princess Fighter. 
         

        fighter veteran

      5. Paladin: XP as Magic User, HP, Saves, and Spell Progression as Cleric; Attack Bonus as Fighter. You are a warrior who has taken holy vows to fight for one of Albion’s deities.
        1. Pick a deity from the Cleric list
      6. Specialist: as LotFP Specialist
        there are so many knives in that hat
      7. Wildling: HP as Dwarf. Skills, XP, and Saves as Halfling. You have learned to survive in the strange wilderness outside the walls of New Londinium. You can withstand more punishment than any other class.
        a wildling who is totally about to save vs death

      Post-Anglican Nightmare

      I want to run a World of Dungeons city crawl. I like WoD because it is so simple; statting up and running monsters is more about thinking over how they act and what they do instead of figuring out a bunch of attributes.

      THE DISTRICT OF PARADISE
      New Londinium is the oldest, grandest, and most horrible city in the world. Its districts and wards are innumerable and ancient, and some are more wild than the gently irradiated wasteland outside its walls.
       
      Hector Lascelle is a tinpot demiurge, and he has claimed the District of Paradise as his own. Nobody lives there anymore, save for Hector and his creations, attempts at recreating the spirits and divinities of Albion from before it went sour. Some say he is building a deity deep in his workshop; others claim he is constructing an artificial Hell to match his shoddy Heaven. Regardless, the most visible fruits of Hector’s labor are the strange, squalid angels he uses to police Paradise’s border, as well as steal supplies from neighboring districts.

      Chimaerical Servitor: child-sized angel simulacrum with the body of preserved dog and the dirty grey wings of a taxidermied pigeon. Wears a cracked porcelain mask depicting a fat baby face. Carries a rhinestone-studded bow and fire gangrenous arrows made of anything it can get its little wire hands on.
      HP: 6
      Armor: None
      Damage: d6-1
      Ability: Can shriek, fly quickly if clumsily, loves to steal 

      Leaden Perdition: their enormous faces are cast masks of terrible suffering, and their giant simian hands promise terrible violence. In the chest of every Leaden Perdition is a slowly spinning wax cylinder, playing a song that un-makes, un-knits, and generally un-happens everything in earshot. Nails shiver out of boards, cloth begins to fray, and flesh slowly unwinds off of bone. This also affects the Perdition itself, though if the cylinder stops spinning or is destroyed, the construct ceases to function.

      HP: 15
      Armor: 3
      Damage: d6+2
      Ability: 10 foot tall leaden monstrosity; deals 1 damage/round to everything in earshot, armor does not defend against it; slowly damages all inanimate objects nearby 

      Brazen Herald: stooped and lanky and made of brass and leather. Wears an apparatus of ropes and hooks and springs that it uses to yank itself across the district. It possesses a thunderous voice, which it uses to report the location of interlopers to all that can hear. 

      HP: 6
      Armor: 1
      Damage: d6+1 melee/d6 ranged
      Ability: Can launch a harpoon or grappling hook at will, towards a wall, ledge, or enemy. Can try to pull struck enemies towards it, but may find itself pulled by strong or heavy targets. 

      Argent Diluvium: serpentine figure of silver wire and filigree. Generally lives in the canals and sewers of Paradise, but when it winds its way onto land, can summon a temporary flood of seawater.

      HP: 10
      Armor: 2
      Damage: d6+1
      Ability: Submerse the immediate area in 10 feet of seawater, even when it should immediately drain away. The barrier between flooded area and dry land is a gradually thickening mist of brine. 

      Golden Rapture: human skeletons wrapped with golden wire; fly overhead on peacock wings. Can create Chimaerical Servitors from nearby refuse, as well as incapacitate with false visions of Providence.

      HP: 8
      Armor: 2
      Damage: d6 (beams of golden light)
      Ability: summon Chimaerical Servitors (1 at a time); stun for 1 round target that fails Wisdom check

      but i repeat myself

      Yet another draft of the Summoner class. Not sure why it has been so hard to nail down something that I like longer than a few days. I ran a game with someone playing the previous version, and one spirit felt almost too useful, while another seemed to be mostly a liability. Also, breaking creatures down by spell level is fussy and inconsistent and makes it hard to drop into any DnDish game. I also wanted to focus more on Things Going Wrong, as well as having more guidance on how the critters actually act. Also tries to scratch an itch I had with the 4e Warlock. The patrons felt more like an excuse for shooting laser beams than big nasties with motivations of their own.

      Summoner 
      A class for LotFP
      HP and Saves as Cleric, Experience as Elf


      Summoners call forth spirits. They can only summon spirits with whom they have made a pact. Forming a pact simply requires the spirit’s acquiescence, which can be acquired through violence, deception, persuasion, or bribery. Spirits follow commands delivered verbally and in person by their Summoner to the letter, and often try to twist the words of an imprecisely delivered order, though they will do their best to conceal their ability to do so.

      The sum of the HD of all Spirits a Summoner has pacts with cannot exceed the Summoner’s level. When a Summoner gains a level, they can either raise the HD of a Spirit they already have a pact with, or leave the level open to make another pact later. Summoners start with a single 1 HD spirit.


      Summoning or dismissing a spirit takes one full round. If a spirit is reduced to 0 HP or fewer, the Summoner takes d6 damage per spirit HD, and the spirit cannot be summoned until it has positive HP. Spirits recover a number of HP equal to their level per day. They cannot regain HP any other way.


      Spirits can only cast certain spells, but gain spells per day as a Magic-User. They do not need to prepare spells to cast them; instead, they can expend a spell slot to cast any spell with a level equal to or less than the slot’s level. Any negative effects from casting a spell are visited upon the Summoner.
      All spirits have the following attributes, unless otherwise noted:

      Max HP: +d6 per level
      Attack Bonus: equal to half level
      AC: 12+half level
      Saves: 12-half level
      Damage: d12 (melee)
      Movement Speed: As running unencumbered human

      Right now I only have 2 spirits because Lamentation of the Flame Princess has a relatively small spell list (especially at higher levels), and I want to keep the spirits’ spells distinct and thematically coherent.

      RED MADAMA
      Spirit of Insanity, Compulsion, and Change

      Red Madama is a wicked butterfly demon, a spirit of air and madness. When she is called forth, the Summoner can transform into her at will, leaving behind a single set of instructions that she will follow to the letter. In order to change back or give new orders, the Summoner must succeed a Wisdom check. In combat, Red Madama and the Summoner take separate turns, and track their HP, attributes, and status effects independently, transforming back and forth without a Wisdom check as their turns arise.

      When she is acting under her own power, Red Madama is grandiloquent, arrogant, and generally insane. She is willing to place herself in terrible danger in pursuit of impractical and elaborate schemes, which may or may not align with the Summoner’s interests. Red Madama often pursues extraordinarily violent revenge against those she believes have slighted her, but will also act with destructive generosity towards those she thinks have helped her.


      Spells Known
      Generally pertain to illusion, delusion, and transformation

      I: Cause Fear, Charm Person, Command
      II: Change Self, Forget, Phantasmal Force
      III: Howl of the Moon, Phantasmal Psychedelia, Suggestion, Fly (uses butterfly wings)
      IV: Confusion, Hallucinatory Terrain, Polymorph Self
      V: Chaos, False Seeing (Reversed True Seeing),  Insect Plague (red butterflies, not locusts)
      VI: Babble (Reversed Tongues), Geas, Phantasmal Supergoria
      VII: Unholy Word, Power Word Stun, Prismatic Spray
      VIII: Antipathy/Sympathy, Demand, Mass Charm Person
      IX: Shapechange, Polymorph Any Object, Symbol, Weird Vortex


      MOTHER OF THE DEPTHS
      Spirit of Secrets, Dark Knowledge, and Deep Seas


      clothing by Iris van Herpen


      The Mother of the Depths is a hadopelagic sea-demon from beneath the bottom of the world. She manifests as a tall woman wreathed with nautiloid limbs. She can only be summoned from bodies of water with a depth greater than an inch and a diameter greater than a foot, and she cannot set foot on dry land. However, she can move instantly between any two bodies of water in line of sight of each other. She can attack any target in melee range of any body of water in line of sight.

      When she find a way around her Summoner’s orders, The Mother acquires as many specimens, artifacts, and pieces of knowledge as possible. She holds power over secrets, and so she will also try to erase little-known pieces of information to which she already has access; this includes destroying books and killing people. The Mother is patient, and will sometimes forgo taking advantage of loopholes in her Summoner’s orders in hopes that they will make the same error at a more expedient time.

      Spells Known
      Generally pertain to necromancy, darkness, and the discernment
      I: Comprehend Languages, Darkness (Reversed Light), Turn Undead
      II: Forget, Locate/Hide Object, Ray of Enfeeblement
      III: Bestow Curse, Speak With Dead, Strange Waters
      IV: Polymorph Others, Wall of Ice, Wizard Eye
      V: Airy Water, Animate Dead, True Seeing
      VI: Shades, Tongues, Legend Lore
      VII: Part Water, Control Weather, Unholy Word
      VIII: Demand, Trap the Soul, Vision
      IX: Imprisonment, Time Stop, Power Word Kill

      Crusaders of the Unknown

      Isle of the Unknown’s clerics, like its magic-users, are okay. But for Isle of the Unknowndead, I want more bloody-minded eccentricity. 

      Clerics have 1d12 levels. Their saves are 12-half level. They know one spell of each spell level they can cast. All clerics hate, in descending order (1) undead (2) non-clerics (3) non-believers. They only hate non-believers enough to work work with them under some circumstances.

      by Edwin Howland Blashfield

      This cleric’s title
       The (A) (B) of (C)
      A
      1. Glorious
      2. Resplendent
      3. Radiant
      4. Miraculous 
      5. Wrathful
      6. Beneficent
      7. Ascendant
      8. Merciful
      9. First
      10. Golden 

      B
      1. Face
      2. Crown
      3. Throne
      4. Hand
      5. Daughter
      6. Son
      7. Sword
      8. Eye
      9.  Tongue
      10. Servant

      C
      1. Heaven
      2. God
      3. the Angels
      4. the Saints
      5. the Gate
      6. the Goddess
      7. the Sun
      8. the Moon
      9. the King
      10. the Queen

      The flavor of their fervor
      Clerics with the same doctrine consider each other to be heretics of the worst sort.
      1. Cleanliness is next to deviltry.
      2. All magic (other than their own miracles) is evil, and witches must be burnt
      3. Fire is the face of God
      4. Dance and song (aside from hymns, of course) are a sign of dangerously loose morals
      5. BLOOOOOOOD
      6. The infidel should be converted, and, failing that, slain.
      7. Vow of silence
      8. Never cut any hair
      9. Clothes are a sign of weak moral character
      10. Burn incense at all times
      11. Believers must never show their face
      12. They are the Chosen One, and God speaks to them personally
      13.  The End is nigh, and must be hastened
      14. Heal the sick and care for the wounded
      15. Lies to non-believers are not sinful
      16. God loves the powerful and hates the weak
      17. Wealth is a barrier to salvation
      18. Those who tolerate evil are evil themselves
      19. The world has already ended.
      20. The Flood is coming.

      Their miracle
      1. They need neither sleep nor sustenance
      2. Fire cannot harm them
      3. None may lie in their presence
      4. Their voice sounds like a heavenly choir
      5. They cannot drown
      6. Though they never seem to walk faster than a stately amble, their overland travel speed is four times as fast as an unencumbered person walking on a road, regardless of terrain
      7. They can hurl bolts of lightning
      8. Trees, bushes, and crops yield their fruit instantly at the cleric’s will
      9. The can create golems using the language of God
      10. They can command animals

      The vestments they wear
      1. A shining suit of golden plate
      2. A flowing robe, embroidered with images of dying martyrs
      3. Leaves and drying mud, plastered onto their body
      4. A stinking cilice
      5. A towering miter, adorned with jewels
      6.  A simple, stained cassock
      7. A  tabard over a coat of chain
      8. Most of a bear
      9. Bull horn headdress
      10. the death-mask of a saint
      11. a clerical collar
      12. A halo, strapped to the back of their head
      13. A ragged cloak
      14. Filthy remains of the extravagant clothes they were wearing the moment they heard God
      15. A wimple and habit
      16. a woolen loincloth
      17. a number of diaphanous veils, obscuring their face
      18. flowing white robes and a golden sash
      19. Angels tattooed all over their body
      20. ritual scarification

      The weapons they bear
      1. A bladed crosier
      2. An actual shepherd’s crook
      3. A longsword with the image of an eye set into the hilt
      4.  A deep black (1-spear; 2-sword; 3-mace; 4-dagger) seized from a slain demon
      5. A revolver, inscribed with passages from holy writ
      6. a dagger, carved from a saint’s thighbone
      7. A massive, weighted aspergilium
      8. A coal-powered contraption that sprays gouts of super-heated holy water
      9. A spear forged from metal fallen from heaven
      10. A shining silver bow, stolen from a pagan goddess
      11. A bow and 7 heavenly arrows, (allegedly) fletched with feathers donated by an angel
      12. Frothing fury; they deal d12 damage with their teeth and bare hands
      13. The axe that executed an infamous heretic
      14. An red-bladed sword forged in the flames burning books and quenched in the blood of the faithless
      15. Nothing; they are an avowed pacifist and seek only to evangelize 
      16. A small cannon on a cart
      17. 2d10 grenados, confiscated from an alchemist
      18. a scourge, once used for self-mortification
      19. A war-fan flabellum
      20. A thurible ball-and-chain