Monday, April 28, 2014

Incomplete notes for a light sources dungeon

Some old notes about making a dungeon focusing on light sources and biolumincescent creatures.
(This was before I knew about Patrick Stuart's underdark project)

Possible stats for light sources:
  • After a number of turns you make duration checks to see if your light source extinguish. This way you don't know exactly how many turns your light source will last. Maybe the duration check start at 5 or under on a d6 and lower by a point each turn (or each time you fail). The quality of the light source may influence the type of die you roll or the starting chance of duration. 
  • Light sources have saving throws to resist being extinguished. 
  • Light sources flicker during combat and light a random radius. 

What can diminish or extinguish your light sources?
  • Wind
  • Water/humidity
  • Dust
  • Gas
  • Melee hits
  • Dropping your light source (or falling with it)
  • Magic and supernatural effects.

Light effects:
  • The referee show the monsters numbers and hit points and can mention their stats.

Effect of light on monsters.
  • Attract or repulse them.
  • Influence their behaviors. 
  • Boost, weaken or debuff them.
  • Hurt or heal them. 
  • Activate or deactivate their special abilities. 
  • Mutate and transform them. 

Darkness effects: 
  • The referee hide his or her dice rolls and the monsters hit points and stats (and everything that you can hide). 
  • Players can't consult their map, books, etc. 
  • Augment the chances of fumble and remove the chances of critical hits. 
  • Lower the henchmen morale. 
  • If the group have completely lost their light sources: roll on a lost in darkness table. 
Flora and Fauna:
  • Light plants attract type A predators but repulse type B predators.
  • Light plants provide light for lightless plants & creatures. Become ecosystem.
  • Mobile light fruits.
  • Dark plants close when exposed to light. 
  • Fishing monsters or plants that grab light sources with roots or tendrils. 
  • Light and dark spores that react to light sources.
  • On/off bioluminescent creature. 
  • Taggers that spit bioluminescent goo. 
  • Creature that glow more as it is damaged. 
  • Creatures that split or grow when exposed to light.
  • Bioluminescent creatures that are super friendly in the dark but who turn frenzy or evil when exposed to light. 
  • Creatures that blink (like a blink dog) when exposed to light. 
  • Creature that travel/jump through light sources. And that can end up in your eyes. 
  • Magic lights that lay their eggs within artificial sources of light.
  • Light vampires that feed by draining light.
  • Glow worm wizards.

Monday, April 21, 2014

Incomplete elven campaign setup.

Some notes for a LOTFP elven campaign where all the players play elves.

Basic premise:
  • The world was dying and the elves walled themselves in mighty magical citadels (kind of like the caerns in Earthdawn). 
  • Centuries passed and the world changed. 
  • The citadels lost contact witch each others. 
  • Older elves are falling into a eternal sleep (instead of going west to retire from the world). 
  • The players characters are the first elves to ventures outside their citadel.   
  • Their goal is to find the other elven citadels to establish contact with them.
  • The lost citadels have become adventuring locations and dangerous dungeons to explore. 
The world:
  • The world renewed itself and is now mainly covered by a endless forest. 
  • Monsters and beasts have changed.
  • Great beasts play the role of dragons.  
  • Humans are the new orcs and menace the emerging races. 
  • Halflings are slaves owned by humans.
  • Dwarfs turned bad before vanishing.  
  • New races emerges to replace the old ones. 

Since we have only one character class (elf) we need something to have more character variety.
  • Each character is from a randomly rolled noble house.
  • Each character receive a background that determine their starting skills and gear. 
  • Characters gain 1 skill point at level 3, 5, 7 and 9. 
Noble houses:
  • Roll a level one spell for your house. Your house is build around this spell, the other houses can't roll, choose or learn this spell (but characters can learn it from a scroll from a adventure). 
  • Roll a signature weapon or armor for your house. You start with a elven quality item of this type. 
  • Roll a specialty skill for your house. You start with +1 in this skill.   
  • Roll a random type of hireling for your house. Your can easily hire above average hirelings of this type. 
  • Roll a random patron animal for your house. You can speak the language of your patron animal and you receive a 1 point bonus for your reaction tests with them. 
  • Roll a random attribute for your house. House members roll 4d6 (take 3 best) to determine this attribute. (not sure about this one) 
Backgrounds:
  • Roll a random background (stuff like ranger, shield maiden, healer, etc), each background give +1 in one skill and determine your starting gear. 
  • This replace rolling starting money and shopping for starting equipment. 
New characters:
  • When you create a replacement character you may choose to come from a already established house or to create a new house. (So dying bring the opportunity of creating a new house). 
New skill: Songs.
  • The songs skill start at 2 (1 +1 for being a elf). 
  • Songs work like a lore skill. Elves can sing songs to remember ancient lore about things. 
  • Elven songs are elaborate living things, you can learn something different each time you sing a song. 
  • Songs are about unique locations, events, characters, monsters, items and deity. 
  • On a success you know a song about a subject. You now get +1 to your skill each time you sing that song.
  • Songs can also be discovered and learned (like spell scrolls). 
  • Each character start with two random songs, one related to their house, one related to their background. 
New skill: healing (since there is no clerical spells).
  • The healing skill start at 2 (1 +1 for being a elf).
  • You can use your healing skill in the turn after a battle to heal a character. (you get -1 if your are trying to heal yourself). 
  • On a successful test heal 1 hp if you have no healing gear, d3 if you have bandages, d4 if you have elven bandages, d6 if you have healing herbs and d8 if you have a healing potion. 
  • On a failed test remove two step from your healing die. (d8>d6>d4>d3>1>0) 
  • Bandages, herbs and potions can be buy at the characters's citadel. (herbs and potions are quite expensive).
  • A second skill test can be made at the end of the day if the character rest for a day (in addition of any natural healing). 
Experience Points:
  • Earn XP for bringing back lost treasures of the old world. 
  • Earn XP for bringing lore about the new world.
  • Earn XP for learning new songs. 
  • Earn XP for defeating monsters as usual. 

The Lost Citadels:
  • The group start with a map with the location their citadel and 3 other citadels. 
  • The map depict the ancient world, so everything have changed. It can be fun to create contrast or link between the ancient names and what the group encounter. 
  • Each citadel is randomly generated with random tables.
  • Roll on the First elven inhabitant table.
  • Roll on the Something weird happened table.
  • Roll on the Who survived table (and check how they changed).
  • Ron on the Who or what moved in table.
  • Check if something weirder happened. 
  • Check if someone still survived this new event (and check how they changed).
  • Reroll on the Who or what moved in table. 
  • Create treasures for each group that inhabited the citadel.
  • Place clues towards new citadels and new adventuring locations. 
I also noted something about the elven seasons:
  • Winter: ivory, meditation, beautiful magic automatons. 
  • Spring: green, spreading, dryad creatures, great beasts. 
  • Summer: yellow, madness, insects & flowers. 
  • Automn: red, mourning, undead, cardinal birds. 

Friday, April 18, 2014

Pig like Orcs and Pools of Evil.

A brutish pig like orc armed with his Pig-Hammer:

                              

And some grotesques pig-orcs spawning from pools of evil. 
(naturally, liquid evil drip down below into the lower levels of the dungeon).

Tuesday, April 15, 2014

Cathedral of Tittivilla Tricephalous, Mother of the Caring Flesh.

In my instance of Vornheim, there was a cathedral dedicated to Tittivilla as the three headed mother of the caring flesh. In this aspect Tittivilla nurture all living things and the cathedral have become of refuge for abandoned and wounded humans and animals. 

The cathedral's architecture feature a lot of round or organic shapes. (Like the Gaudi Cathedral). 

The cult of the caring flesh is a cult of healing, but it also have it share of secrets and unsettling mysteries.
Some of those secrets can turn the cathedral into a dungeon. 

"Care for the Flesh and the Flesh will care for you." 

  1. Gateway: gigantic animal statues frame the main gateway. The words "Care for the Flesh and the Flesh will care for you" is engraved at the base of one of the statues. 
  2. Aisle (a pair of walkways that are parallel to the primary public spaces in the church): helped by his son, a mute stone mason is doing repair work. His face and neck have been torn out by animals bites and claws, his scars are not easy to look on. The stonemason and his son know many architectural secrets. 
  3. Ambulatory (curved aisle around the choir): some people waiting to pray at the radiating chapels sleep here. A young woman who camp there craft fertility charms. She sell her charms and pray all day for her mother. She is quite enterprening and can offer to craft (make up) adventuring charms if she understand that the PCs are adventurers. (She may join the group as a torchbearer if the group promise to cure her mother) (Her mother hate churches and don't want to come here).   
  4. Apse (the end of the building opposite the main entry): Multiple statues of martyred animals pierced by arrows and swords. Small offerings are tied to the arrows & blades. 
  5. Buttress (Large stone pier holding the roof vaults in place): the stone pier is decorated with horned and animal headed sculptures. Many birds have made their nest there. Something glint in one of the nests.  
  6. Cathedra (the healing mother chapel): the cathedra have been turned into a infirmary and into a operating room. A engraved operation table that look like altar replace the bishop chair. The floor is tainted with blood but seem to drink it after a while. A statue of Tittivilla weep healing tears when the moon is full.   
  7. Choir (the part of the church beyond the transept): the choir is decorated with images of animals singing with humans. One of the images show a strange crow-headed man singing in a sinister location. Sometime a fat painter come to paint new images. But he is often too drunk to do so and hang out it the nave. His work of late is becoming darker and tormented, he drink to forget the nightmares that inspire them. (He receive nightmare from the crow in room 37).   
  8. Nave (the primary area of public observance of the Mass): the nave is busy with animals and sick or homeless people. There is always some nuns or other followers of Tittivilla working here. 
  9. Radiating Chapels (located around the Apse of the church, accessible from the Ambulatory): 3 small chapels, each one is dedicatet to a head of Tittivilla Tricephalous. Praying 3 days at each chapels grant a minor blessing. 
  10. Transept (sometimes called the ‘Crossing’, the transept forms wings at right angles to the nave): round stained glass windows decorate the transept. Blue gynosphynx and other women-headed animals are depicted. Some are reading scriptures and others are having sex.  
  11. Cloister (a open space surrounded by covered walks): the cloister is round shaped and covered by a open dome. Plants and flowers grow wildly and many animals like to hang out here. A youth noble tightly holding a box often come there alone. The box is locked and contain the relics of his devoted sisters and her dog.   
  12. Fountains: three small fountains with donation coins in them. The animals often come to drink here. Once in a while a novice come to collect the coins. The halfling nun of room #17 steal a coin each time she pass there.  
  13. Refectory: the refectory is reserved for the nuns but some animals come there. The animals sit at the table like people. 
  14. Kitchen:  the cook is a travelling & adventuring nun who settled down for some time. She have a foreigner accent and she is very healthy and her energy is quite contagious. She is a low level cleric with a high constitution. If the party ask her to join them, she will be very tempted to go. 
  15. Nuns' cells: the simple bedroom for the nuns. The nuns are very busy, there is 1 chance on a d6 to find one in her cell. Some of the nuns are having strange nightmares that leave them angry for unknown reasons. One nun is fearing for her safety and have hidden her brother's swords in her cell (her brother is in the city guard). 
  16. The Mother Superior Room: The healing mother is a tireless and headstrong woman. She is also a talented healer. She managed to trap the crow headed demon that haunt Vornheim into a living crow hold in room #37. But she fear that the demon will be able to escape when the raven will die of old age. She hope to find the location of the Immortal Zoo of Ping Feng to move the raven there to forever trap the demon in the body of the crow. The mother superior keep a locked personal journal (with a curse of animal tongue in it). 
  17. The halfling nun's cell: this friendly halfling nun is a talented nurse and a cultist of the Crow headed demon. She is scheming to find a way to break the spell that hold her master in the room #37. She hope to find a way that would let her release her maser without releasing it beastly raging curse. (Maybe she is starting to care about the cathedral or maybe she fear she won't be able to ask a favor if her master become a savage wave of rage.) She hide a hooked dagger and a vial of poison in her cell. 
  18. Storehouses: lot of stuff, plenty of food for both humans and animals. a failed rat catcher apprentice work here. He stole a rats charming flute before being throw out of the rat catcher guild. He like to carve small wood boats and dream of leaving the city through the under river (with one of the stables nuns). He tried to craft his own rats charming flutes, but failed. 
  19. Stables: horses and some unusual riding animals rest here. 3 joyful novices nuns take care of the riding animals and often talk with them. 
  20. Towers: animal shaped towers that connect with the upper levels of the cathedral. Each tower is dedicated to a donor family who paid for the construction of the cathedral. (Each family have a patron animal).   
  21. Bridges: bridge link some of the towers and some of the upper rooms together. One bridge have a observatory alcove. The alcove is decorated with engraved birds holding roses in their beak. Recovering granary cats like to hang out here. On the ground there is a mosaic representing a bird decorated map of the city.  
  22. Library: the library is in fact a snake shelter. Snakes freely move through 3 snake readers. Transcriptions of scriptures, medicinal books, bestiary and monsters compendiums can be found here. One of the scriptures is about the unsettling aspects of the caring flesh cult. 
  23. First aid room: a secondary first aid room. One of the patient is a wounded squire who lost his job after being trampled by his master's horse. He have a good dexterity score and he is looking for a new master to serve (if he recover). One of the nun sometime have sex with the patients here.   
  24. Garden: a roof garden sheltered under a open dome. Medicinal herbs are grown here. A holy rod is locked in a alcove. The rod is made of 3 snakes that end in a crown of 3 horns tainted with animal and human blood. The rod is believe to enhance the healing proprieties of the medicinal plants.     
  25. Bath: communal baths for the nuns. The place is eerily quiet. Some recovering animals like to rest here. There is a 1 on a d6 chance that one or two nuns are bathing here. Some nuns have weird animal telltales (like small patches of animal anatomy). 
  26. Animal shelter: this area once had other functions, now animals rest here. (d6: 1 a giant snow bat, 2 a flock of puffins, 3 a lone anteater, 4 a couple of giant badgers, 5 a three legged but curious deer, 6 a tired old fighting bear.
  27. Slow animals refuge: a refuge for a abandoned slow animals. The new resident is a (d6: 1 lobster, 2 tortoise, 3 snail, 4 sloth, 5 loris, 6 blue boa constrictor). A exiled (but low born) snow elf maiden take care of the animals. She know rumors about the nobles that abandoned their slow pets. 
  28. Granary cat refuge: a old white haired woman take care of the wounded granary cats. She make cat milk potions and craft cat charms & cursed items. Each items are both charmed and cursed. Charms d10: 1 cat's senses, 2 climbing, 3 good fortune, 4 love potion, 5 danger sense, 6 cold resistance, 7 feather fall (land on your feet), 8 speak with cats, 9 fertility, 10 stealth. Curses d10: 1 cleanliness addiction, 2 sex addiction & over fertility, 3 always hungry, 4 always sleepy, 5 super nervous danger sense, 7 vomiting undead mouses, 8 cats speak, but cats hate you, 9 bad luck, 10 hard to hide cat traits.   
  29. Retired fighting dogs refuge: a middle aged ex-gladiator and his gentle sighthound-headed assistant take care of the wounded (& retired) fighting dogs. Those dogs are really badly wounded. Many won't make it. A old one eyed ex-champion dog take a liking of the group and follow them around. 
  30. Shelter for the victims of the animal's head curse: some people in Vornheim wake up with a animal head. This started with the fighting dog arena cursing the people who din't pay their debt with a dog head. But the curse have taken a life on it own and is now striking random people with random animal's head. Those cursed can't speak any human languages and are shunned by society. Some people fear that they are contagious and they are often treated like lepers. A two headed cursed victim may be willing to follow the adventurers as a henchman.   
  31. Guess rooms: some possible guess d6: 1 the trouble making adventuring brother of one of the senior nun, 2 a noble who is a follower of Tittivilla from a distant city, 3 priestess from a other Tittivilla or animal cult, 4 a knight who want to adopt one of the strange riding animals, 5 a rich man who believe he is hosting salamanders in his body, 6 a troupe of travelling entertainers whit their animals.       
  32. The wild woman's room: after the last Day of Wolves festival, the nuns have found a amnesiac wild women in the streets near the cathedral. She is not mute, but she don't like to talk with people. Her moods influence the animals around her. If she join the group, she will slowly recover memories that will lead her to the lair of Thorn, the witch who rule over wild animals (one of the three witches). 
  33. Shrine of Tittivilla Tricephalous: a impressive idol of Tittivilla Tricephalous throne in this chapel. Two well crafted chains are fixed at the base of the giant statue. Those chains serve during some rituals that bind animals and humans with the caring flesh. A staff of control animals rest in the open hands of the idol. This staff is quite powerful but also very dangerous to use and can break the mind and the body of it wielder. The staf his decorated with many animals paws and human hands holding each other. 
  34. Oracle of the caring flesh: a humble chapel that remind a natural cave hold a small divining pool. Blood dripping from the ceiling turn into the fleshy translucent oil that fill the pool. The nuns use this pool to communicate with the caring flesh here. The flesh don't speak in words. There is 1 chance on a d6 that the oracle of the caring flesh is present. She is the nun who take care of the caring flesh pool. She have fleshy translucent eyes. She is dreamy but friendly and like to talk about the mysteries of the flesh. She also take care of the pet cemetery crypt in #38. The oil in the pool grant visions and grant sometime clerical spells. It can also be drank and have the effect of a potent but very unstable potion of regeneration (you must be very desperate to try this).
  35. Bleeding house: special praying cells for the nuns having their periods. Each cell contain a different praying statue. There is 2 chances on a d6 that a nun is praying or meditating in one of the cells.
  36. Charms workshop: a small workshop were charms and scrolls of protections are crafted. The workshop contain animal components, a charm against were creatures and some random scrolls of protection in a locked tabernacle. A work in progress charm of protection is twisted in a bad way and risk of transforming some body parts of the user. There is a unfinished bird cage on the same working table. There is also a book about how flesh bodies are cages for souls, a book about warding bad spirits and a scroll about crafting a cages of virtue. There is 1 chance of a d6 that charm crafting nun is present. She is sick and is coughing dark bile, the demon traped in the crow is slowly killing her. 
  37. Warded room: situated in the upper level of the cathedral, this locked windowless room contain only three candles made of the oracle pool's oil and a brass & copper bird cage holding a large crow. The gem is quite precious (a adventure worthy treasure) but removing it will free the demon contained in the crow. If the cage is open a crow-headed man shadow wearing a hooded cape and wielding a hooked sword will escape from the crow. The shadow will then explode into a torrent of misshapen shadow crows that will flood the cathedral. The shadows possess anyone they touch and turn them into beastly frenzied murderers. As a reward for freeing it, the thankful demon will spare the PCs (or anyone one else freeing it).  
  38. Pet cemetery crypt: set under the cathedral, the pet cemetery hold the remains of the animals that the nuns fail to save. Many of them are not quite dead as their flesh still try to take care of them. Since the flesh is failing to heal the dead animals, she is quite touchy and angry, but she never leave the crypt. On a good reaction roll the flesh wont attack friendly visitors. Followers of Tittivilla get a bonus to their reaction test. A second demon container crow rest in the crypt. But this crow died and the flesh is still trying to repair it. If the demon is set free, maybe there is a way to trap the raging demonic wave in it. Also on a other note, it is possible that after some traumatic events, that the flesh want to take care of everyone (this is probably not a good thing). 
Note: the 1 chance on a d6 to encounter nuns in some locations is for the busy hours. Depending of the time or of the day you can augment the chances or make a automatic encounter.

Random encounters: 
  1. Group of nuns or a random character of the cathedral. 
  2. A lone nun.
  3. Wandering animals (size d6: 1-2 smalls, 3-5 medium, 6 large) (can be nervous because of the dark influence of the crow demon). 
  4. A cursed head victim (can be in crisis because of their condition).
  5. Spy, thief or a trouble maker (looking for something or someone). 
  6. The wild girl (she often wander around, but she can be in crisis if troubled by her memories). 
Random characters:
  1. The stonemason.
  2. The stonemason's son.
  3. The fertility charms selling girl. 
  4. The fat painter. 
  5. The young noble with his box.
  6. The trampled squire. 
  7. The sex loving nurse. 
  8. The halfling cultist nurse.
  9. The old granaries cats lady.
  10. The snow elf who take care of the slow pets.
  11. The ex-gladiator who take care of the fighting dogs.
  12. The sighthound assistant.
  13. The old one eyed fighting dog champion.
  14. The failed ratcatcher apprentice.
  15. One of the stables nuns. 
  16. A guess of the guess rooms.
  17. The two headed curse victim. 
  18. The sick charms crafting nun.
  19. The oracle of the caring flesh.  
  20. The Mother Superior.
Random encounter after the wave of shadow crows is release: 
  1. Pack of frenzied murdering nuns or a frenzied character of the cathedral.
  2. Lone & scared nun (spared by the wave). 
  3. Raging & flesh hungry animals. (size d6: 1-2 smalls, 3-5 medium, 6 large)
  4. Cursed head victim going mad and sprouting new heads.
  5. Possessed victim turned into a beaked demon with hooked claws. 
  6. Werewolf (maybe this is the possessed wild girl). 
(Note: the Cathedral is not exactly constructed like this)

Thursday, April 10, 2014

A Monster Hunters Campaign idea & setup.

This is kind of inspired by the graphic novel "The Marquis".

The idea is to run a Lamentations of the Flame Princess campaign about monster hunting in a large and decadent city.

Again this is just a bunch of ideas that I wrote down in my note book.
I never really intended to play such a campaign (but it could be interesting to try).
Maybe some parts can be salvaged for other uses.



SETUP

A decadent but "normal" city full of sins and vices.
The city is old, decadent, large and sprawling. Life is harsh, people are sick and have many vices.
But the everyday life is mundane, the supernatural is not present, well except for the monsters.
There is no half human characters, only humans and monsters.

Monsters can hide in the city.
The thing is that only those who have been hurt or abused by a monster can see the monsters.
But when you kill a monster the illusion vanish and everyone can see them for what they are.
So people know that there are monsters out there but they don't dare to speak about it.
Some think that seeing monsters is a sinful delusion that can be cured.
Some other work for the monsters.

Monster Hunters are kind of a know "profession".
Monster hunters are people who have been hurt by a monster and who are now earning a living by hunting them.
The city guard tolerate the monster hunters but they don't trust them. (So you don't always need to hide from the law, but it wise to avoid them).
Some people like their money and need their services. A few respect them and give them donations.
But like for adventurers, everyone kind of fear them for the troubles that come with them.

People invite monsters in.
Desperate people summon monsters by wishing for them. This is why people don't like to openly admit that monsters exist because people know from where they come and are ashamed of it.
Not too secret and kind of commonly know rituals can help to summon the monsters and to obtain some services. But it is the wishing that really do the work.
Sometime adventurers bring monsters hidden in the treasures they bring back in the city.
Sometime monsters simply come from below the city, but those have a hard time hiding themselves.  

Monsters have lairs.
Every monster have a lair that no one can perceive, except those that can see them.
The monster need their lair to maintain their existence.
To create and maintain their lair, the monsters need a victim or a item linked to them.
The goal is not to hunt the monsters in the streets, but to find and to destroy their lairs.
To destroy a monster lair you need to rescue their victim or to steal or break their linked object.

Monsters have family and know each others.
The monsters are networked together and know each other by fame and reputation.
Cleaver monster hunters can uncover their network to find bigger targets to hunt.
Often a monster will snitch on it bigger and nastier relatives in exchange of it life or to keep it lair.


GAME PLAY

Overall game play.
The player characters form a group of monster hunters. The referee present them a weird crime of the week. The characters investigate and try to follow the trail of the monsters. Their goal is to find their lair to rescue their victim(s) or to steal their linked object(s). Monsters will venture out of their lair to try to acquire new victims or objects and to ambushes the hunters. The players can track the monsters by following the referee's clues or by consulting their contacts network. Sometime the characters will get paid or rewarded by victims, they can also find some treasures in the monsters lairs. The player invest this money to upgrade their contact network (magic users do their usual money spend stuff).

Experience Points.
Normal low experience points rewards are awarded for fighting the monsters in the streets.
A small part of the experience points that you would normally award for treasures is divided between the victims to rescue and/or the linked objects to steal. The big final XP reward is awarded for destroying the monster lair. If the victims die (or the linked objects are broken) the lair is destroyed but you don't earn the extra XP for the rescue/stealing rewards).

So avoiding the monsters is still a viable option.

You can maybe also award some XP for finding clues without using the contact network and for finding the monster lair.

The Monsters
You can create your own monsters but you can also use monsters from monsters manuals if you remix them and link them with victims or objects.

All the monsters have those common traits:
  • People see them as normal humans, animals or objects.
  • Only people who have been wounded or been affected by their powers can see them as monsters.
  • When you kill a monster the illusion vanish. 
  • When out of their lair, monsters can be turned like undeads.
  • Monsters with no lair slowly die and loose hit points. 
  • Monsters without lairs can get refuge in other monster lairs or deep down below the city. 
Monsters are linked to their victims or to objects:
  • Monsters wished by people are usually linked with the object of desire of their summoner (often a person). But often their summoner is also their victim.  
  • Monsters brought in by adventurers are usually linked to a cursed treasure or to victims related to their ancient history. 
  • Monsters from below the city are usually linked to victims reflecting their own desires or to a ancient object from below the city.
  • Linked items can be treasures or even coins if it fit the origin of the monster.
  • Monsters often have needs and desires tied to their linked victims or items.
The Trail of Clues
The referee prepare a trail of 3 clues that lead to the monster lair.
Something like: Strange Crime > Clue 1 > Clue 2 > Clue 3 > Lair.
The PCs should be able to find a clue just by interacting with the environment.
A clue should clearly point toward the location of the next clue. 
The PCs can also consult their Contacts Network to find clues.

Note that the goal of the clues is to have steps to let the monsters react to the actions of the PCs.
So don't obfuscate them, it ok to nearly give them to the PCs. What is important is to make monsters reactions test when the PCs find a clue.

EDIT: I tried to write a clue trail example, but it not that easy to come with. So now I am thinking that maybe it would be better to to a list of 3 new linked victims or items that the monsters are going to acquire. Like each new victim or item point toward the next one and the last one point toward the lair.

Contact Network
Each hunter have a contacts network of relations, old hunters, past victims, etc.
Each character begin with a contacts skill of 1 on a d6, just like the other skills in LoTFP.
Specialists can spend points in their contacts skill. (And a streetwise can replace bushcraft, but streetwise only work for non-monster related street stuff).
Any PC can raise their contact skills by investing money in it between hunts.
The cost in standard coins to raise your contact skill is based on your class leveling XP chart.
For example if you play a fighter to raise your skill to 2, you need to spend 2000 standard coins.
You can only raise your skill once by level. (As a option you can maybe also raise other skills this way)

You can use your contact network to:
  • Find the next clue in the trail.
  • Get info or special access to a know clue location. 
  • Get info or leverage on people linked to a know clue. 
  • Get rumors on the monster weakness and abilities (you receive 3 rumors, only 1 is true). 
  • Get services, money or equipment to help you hunt the monsters. 
  • Get henchmen for a hunt. 
Each character can use his or her contact network two time during the day.
  • The first use take you the beginning of the night.
  • The second use take you late at night when the street are more dangerous. 
When someone choose to consult their contact network other characters can also test their network. This just count as one use for the group.

If the group is split between characters consulting their network and characters doing other things. Resolve the other stuff first. The consulting characters can always forfeit their network consultation to join the rest of the group.

On a fail test you don't get what you wanted, but the next group member to test his or her network skill receive a +1 bonus to his or her skill to try to accomplish the same thing. This is cumulative until someone get a successful test.

Monsters Reactions
Each time the group find a clue or get a fail test during a consultation of their contact network, the referee check if the monster react to the PCs actions. These monsters reactions or reprisals replace ordinary monster encounters.

The chance of monster reaction start at 1 on a d6. But this augment by 1 for each attempt until the referee roll a success. After a success the chances of the monster reacting reset to 1 + the number of successful reaction test made during this hunt.
(So it reset to 2 the first time, then to 3, etc... as the monster get more and more active.)

On a successful monster reaction test, consult the monsters reactions table:

d12 the monsters...
  1. investigate on the PCs and learn about a location or a relation linked to one of the PC. 
  2. trail the PCs but try to remind hidden and will run away if spotted. The next time you get this result the monsters will try to ambush the PCs at a know location or if they are spotted during the trail.  
  3. Monsters warn the PCs or make indirect intimidation (like acts of vandalism or sending a victim's body parts). The next time you get this result the monsters will physically harm the PCs as a warning. If they learned about a location linked to them, they will burn it down. If they learned about a relation they will inflict nasty physical harm. 
  4. use humans agents to try to hinder the PCs, the group get -1 to their contact network skill until they find the next clue in the trail. The next time you get this result they get -2.   
  5. augment the security at the next clue location. The group get -1 in their skill for each first skill tests they make at the location of the next clue (locks are better, people are watchful, etc). The next time you get this result the monsters set up traps at the next clue location.  
  6. bad mouth the group. The PCs get a penalty of 2 for their next reaction test (a NPC reaction test, not a Monster reactions test) (If you reroll this result the penalties cumulative until a reaction test is made). 
  7. pull strings and send the city guard to investigate on the PCs. The guards will be present at the next location. They won't arrest the PCs for no reason, but they will be a pain in the ass. The next time you get this result the guard will use false evidences to arrest the PCs. 
  8. spend some money and send human thugs against the PCs. The next time your get this result, they send more thugs or better murderers, maybe even a group of adventurers. 
  9. ask for help and receive d6 worth of new monsters HD. Each time you get this result they get 1 extra HD of help. 
  10. will be present to protect the next clue location. Their goal is to indirectly hinder the PCs or to steal or destroy the clue (but only while using stealth or special ability). The next time you get this result the monster will directly involve themselves to try to steal or to destroy the clue. 
  11. try to ambush the PCs with ranged weapons or abilities but will try to avoid hand to hand combat. The next time you get this result they will be willing to get into hand to hand combat.  
  12. try to make a new victim or to get a new item. Their first attempt will fail and will leave a new clue. Their second attempt will be successful unless the PCs are present to protect the target. In this case, play the confrontation. 
Monster activities take place in the streets or at the next clue location. 
If the monsters investigated or trailed the PCs, their next activities can also target locations or relations linked to the characters.

Once the lair is found, reactions that refer to the clues locations now refer to the monsters lair.

Once the PC steal a linked victim or item from the monster lair, depending of the rolled reaction, the monsters will try to steal back their linked victims or items instead of protecting clues locations.

Monster Lairs
Each monster or group of monsters have a lair. A monsters lair is a mini dungeon that only the monster and the hunters can perceive. The first room of the lair coexist with a mundane location, but the subsequent rooms only exist in the monster lair and don't exist for those who can't perceive the monsters.

A monsters lair have a number rooms equal to the monsters highest HD + the number of monsters inhabiting the lair (not including allies) +1d6. So six 2HD monsters have a lair of 2+6+d6 rooms.

It up to the referee to create the dungeon and to stack it. But note that many of those room can be empty. 

Once the group enter the monsters lair, as for any dungeon, the referee start checking for monsters encounters. Except for some key residents, I guess that you can consider the lair to be empty until a encounter is rolled. You can say that on a successful encounter roll, the monsters are coming back.

Monster Interrogation
Monsters often beg for mercy when they fail at a moral test. Usually they beg for their life or for the hunters to leave their lair alone. They can offer to release a linked victim or item if they have a extra one, but more often they prefer to snitch on their relatives.

When a monsters snitch on other monsters roll on the monster snitch table to see who they snitch.

The monster snitch on it:

d12
  1. bigger (+1HD)
  2. richer (+d6 rooms in the monster lair)
  3. stronger (step up the monster damage die) 
  4. smarter (clues are harder to find) (monster know more about the PCs)
  5. darker (a lot harder to turn at night) 
  6. prosperous (the lair contain 1 more monster or d6 more lesser monsters)
  7. more vicious (+1 chance of reacting, +1 to ambush)
  8. more powerful (-2 to save VS the monster special abilities, harder to turn) 
  9. more careful (+1 clue to get to it lair) (harder to ambush) (more traps in lair) 
  10. more lustful, greedy or hungry (have more linked victims or items)  
  11. well respected (well infiltrated in the human society) (don't want to blow it cover)
  12. distant and feared (live in a other town or is not yet summoned, but is coming soon) (roll a d10 two time on this table to give it two traits)
d12
  1. grand father or mother
  2. father or mother 
  3. brother or sister
  4. cousin 
  5. uncle or aunt
  6. nephew or niece 
  7. spouse
  8. spawn 
  9. neighbor (don't really know this monster, it mostly tell wild rumors) 
  10. friend
  11. rival (linked to the same kind of victims or items) 
  12. enemy (will be willing to give up a extra clue) 

Note that monsters can be of the same family and be of different "species".

A monster that snitch will reveal the first clue to that lead the lair of the monster that it snitched on. Monsters will never directly a other monster lair.

Leaving the monsters alone 
When the group fail to destroy a monster lair or decide to leave a monster lair alone the referee roll on the monster activity table to see what the monsters are doing between two hunts.

When left alone the monsters:

d12
  1. grow and get bigger (+1HD)
  2. profit and get richer (+d6 rooms in the monster lair)
  3. kill a NPC hunter and get stronger (step up the monster damage die) 
  4. learn and get smarter (learn more about the PCs) (make new monster allies) 
  5. perform dark rituals and become darker and a lot harder to turn at night) 
  6. breed and prosper (the lair contain 1 more monster or d6 more lesser monsters)
  7. cause pain and suffering and become more vicious (+1 chance of reacting, +1 to ambush)
  8. feed from their victims or items and get more powerful (learn a new special ability) 
  9. move their lair and become more careful (lair harder to find, need +1 clue) (more prepared, harder to ambush)
  10. find more victims or items and get more lustful (or greedy or hungry). 
  11. infiltrate society (have a new human role and appearance) (earn new human agents)
  12. leave the city (leave bad thing behind) (will return later with more traits) or are taken over or chased by a monster with more traits. 

Problem with hosting my images on blogger.

For some reason when I upload JPEG images with blogger the background of my images become a bit grayer than the background of my blog. 

So I started to post my images as GIF with a transparency background to avoid this. But I was told that my images have a weird digitized outline now. My computer screen contrast must make it so that I dint see the pixels. 

Anyway I will try to correct this and I will eventually try to repost everything again in JPEG to avoid the digitized outlines. 

So if some of drawing look weird because of the pixels, this is not a wanted effect. :P

UPDATE:
http://www.vtechie.com/2013/09/blogger-and-google-pictures-uploading.html
Pre-set settings: Bad Google! 

Wednesday, April 9, 2014

Worker Golem Swarm

A swarm of small worker golems have been mining stones all over the kingdom. But now they are deconstructing stone by stone whole villages and towns. No one was able to communicate with them. They simply ignore people and only become aggressive when hindered or attacked.

They seem made of clay except for their head box that seem made of basalt. Multiple eyes are carved on the surface of their head box, but it not clear if they are a sensory devices or just symbolic decorations. If their head box is removed their body cease to function and become a shapeless mass of clay. The plug part of their head box is covered in hieroglyphs of unknown origins. 



People have started to sight strange monoliths near the golems zones of activities. The function of those monoliths remain unknown, but we believe that they are some kind of storing or charging device for the head boxes. There is also rumors of a giant golem overseer that watch over the monoliths and that recuperate lost head boxes.



Other rumors claims that the worker golems are building a gigantic dungeon-like temple fill with statues and monoliths. Some say that some monoliths in the temple contain special head boxes fill with dreams and memories. Other claim that deep in the dungeon there is a alien device that can transmute material into anything, including gold. Other say that a other device can record memories and personality into special head boxes. And that the statues are in fact wondrous bodies that will serves as receptacles for the special head boxes. Madmen whisper that the golems are not building a temple, but a caern or some sort of bunker in prevision of a coming calamity or cataclysm.   

Tuesday, April 8, 2014

Relationship with your replacement character.

A table I did when I was planing to run Barrowmaze.

Roll on this table to see which of your relationship is going to venture into Barrowmaze when your current character die or vanish (this was for a Viking like setting).

Version with no crunch
(If you use the table when creating your character, roll before choosing your age) (If you use the table only when your character die, simply ignore results that don't make sense age wise).

d20

  1. Your grand father 
  2. Your grand mother 
  3. Your father
  4. Your mother 
  5. Your brother (1-3 younger, 4-6 older) 
  6. Your sister (1-3 younger, 4-6 older)
  7. You uncle or aunt
  8. Your cousin (1-3 younger, 4-6 older)  
  9. Your adolescent nephew or niece (roll gender)
  10. Your adolescent son or daughter (roll gender)
  11. Your spouse (now your widow) (same or close alignment)
  12. Your secret lover (opposed alignment)  
  13. Your former love interest (same alignment)  
  14. Your good influence friend (lawful or neutral alignment) 
  15. Your bad influence friend (chaotic alignment)
  16. Your rival (same class and/or alignment) 
  17. Your enemy (opposed alignment) 
  18. A outsider acquaintance (can be a foreigner or a half human race)  
  19. Your slave (or former owner)
  20. Your apprentice or mentor (same class of former occupation) 

Version with extra crunch
(Note that if you create your characters by rolling 3d6 strait in order, having to keep stats can be a good or a bad thing) (You transfer your inherited attributes first, then you roll the remaining ones) (+1 & -1 never raise stats above their maximum or minimum) (Attributes order always refer to the order on the character sheet, not the order of your choice).

d20

  1. Your grand father (You must keep 2 attributes of your choice. Add +1 to the first one & -1 to the second one. Inverse the +/- if opposed gender) (Add -1 in a physical attribute & +1 in a mental attribute of your choice) 
  2. Your grand mother (You must keep 2 attributes of your choice. Add +1 to the first one & -1 to the second one. Inverse the +/- if opposed gender) (Add -1 in a physical attribute & +1 in a mental attribute of your choice) 
  3. Your father (You must keep 3 attributes of your choice. Add +1 to the first one & -1 to the second or third one. Inverse the +/- if opposed gender) 
  4. Your mother (You must keep 3 attributes of your choice. Add +1 to the first one & -1 to the second or third one. Inverse the +/- if opposed gender) 
  5. Your brother (1-3 younger, 4-6 older) (If younger: keep your former character's two best attributes and place them in the position of it original two worst attributes. If older: keep your former best and second best attributes, but you can't choose two equal stats.) (Add +1 to the first one & -1 to the second one. Inverse the +/- if opposed gender)
  6. Your sister (1-3 younger, 4-6 older) (If younger: keep your former character's two best attributes and place them in the position of it original two worst attributes. If older: keep your former best and second best attributes, but you can't choose two equal stats.) (Add +1 to the first one & -1 to the second one. Inverse the +/- if opposed gender)
  7. You uncle or aunt (you must keep 1 stat of your choice, except your best one) 
  8. Your cousin (1-3 younger, 4-6 older) (you must keep 1 stat of your choice, except your best one)
  9. Your adolescent nephew or niece (Roll gender) (roll a d6 to determine one of your attribute on your character sheet, you may keep this attribute if you wish) 
  10. Your adolescent son or daughter (Roll gender) (You may keep up to 3 stats of your choice) 
  11. Your spouse (now your widow) (same or close alignment) (Balancing each other: place your new attribute scores that have a +0 bonus in the position of your former lowest attribute scores. Then place your lowest new attributes scores in the position of your former attribute scores that had a +0 bonus.) 
  12. Your secret lover (opposed alignment) (Opposites attract: place your new highest attribute scores in the position of your former lowest attribute scores) 
  13. Your former love interest (same alignment) (Too much like each other: place your new highest attribute scores in the position of your former highest attribute scores) 
  14. Your good influence friend (lawful or neutral alignment) (+1 in one of your former worst attributes and -1 in a other attribute of your choice) 
  15. Your bad influence friend (chaotic alignment) (-1 in one of your former worst attributes and +1 in a other attribute of your choice)
  16. Your rival (same class and/or alignment) (+1 in one of your former best attributes and -1 in a other attribute of your choice)
  17. Your enemy (opposed alignment) (-1 in one of your former best attributes and +1 in a other attribute of your choice) 
  18. A outsider acquaintance (can be a new foreigner class or a half human race)   
  19. Your slave or former master (your slave: +1 in your former worst attribute) (your former master: -1 in your former best attribute) (your slave start with only 1 die of starting money) (your former master start with +3 dice of starting money). (You can replace slave with servant if it fit better the setting) 
  20. Your apprentice or mentor (same class of former occupation) (Apprentice: +1 in your former best attribute) (Mentor: start with 40% of your total XP. You had surpassed your mentor. If you had less than 400 XP you mentor start with 2d4x100 XP). 
Your direct family can inherit 50% of your banked money.
Your extended family can inherit 20% of your banked money.
Your lovers can inherit a d6-1 x10% of your banked money. 
Your friends & rivals can inherit 10% of your banked money.
(The rest of the money is lost to debts and other stuff)

Wednesday, April 2, 2014

Cryptic dungeon notes

While looking through my papers this morning I found those dungeon notes, but I don't remember what they were for.
(In fact I don't quite remember writing them).


  • Quiet armadillo people work on illusions. 
  • Magnetic puzzle room: lead to canvas and illusions brushes. 
  • Dirty pool of water (used to wash the brushes) and decolored vegetation.
  • Stream that flow in the interstice between rooms. 
  • Illusion smugglers (small sized) loading a boat through a small secret door. 
  • Time burning trap mesmerising repetitive task. 
  • Communication cube, broken.
  • Dressing room, confusing clothes.
  • Second magnetic puzzle room. 
  • A big cat give +1 saving throw. 
  • Lost memory room: lost one dream. 
  • Empty corridors. 
  • Sick bay