Monday, December 21, 2020

More actual play of the Kobolds' Art Exhibition

There is a new actual play of my zine The Kobolds' Art Exhibition on Seed of Worlds.

This time the group ventured in the paintings! I am so glad they did, I was hoping to see how people would handle that part of the zine. Making the paint dry and using it as a timer is clever, I like it. It is so nice to see people play with my zines. 


I wish my zines were still availlable in print but honestly I don't know how to handle them since LuLu updated. I feel like I should do a re-edition but it would take a lot of work and I prefer to spend the few creative energy I have these days to work on my current projects. I guess that I could work with a editor but I don't know how I feel about that since all my zines include contributions from other people. 

(photo from Seed of Worlds)

Thursday, November 19, 2020

Keyed Version of the Cozy Land map

I added keying numbers to the Cozy Land map.

I would like to try to write descriptions for all of them to do a mostly non-violent problems solving campaign.

Get the giant plushy print:

Tuesday, November 17, 2020

My collection of maps

I assembled all my maps into a collection on Artstation, I was surprised by how many I drew.

I have to admit that I did that because sometime I feel like my map work is a bit under appreciated/celebrated. Probably simply because I am a bit shy and that my anxiety make it difficult for me to participate to big projects and events (like cons).

(Note that you can open most of these projects to reveal additional maps.)

Anyway, enjoy. 😊

Sunday, November 15, 2020

Four Pregens / followers

I used my prompts generator for NPCs backgrounds to generate these four pregens or followers

(I decided their gender identities and sexual orientation on my own) 

(That generator is fun but it need more work) 

Monday, November 2, 2020

Folklore and characters classes

The Good Friends of Jackson Elias podcast discussed how folklore can be used to present varied and often contradictory interpretations of creatures. We often apply this to monsters and mythos entities but I thought that it could be interesting to apply this to the player characters' professions, like how The Witcher and The Mandalorian depict common folks as having all kinds of stories and rumors about their professions, some trues and some false, sometime these rumors profit the characters but sometime they also complicate their live.

You could ask each player to roll and answer up to three rumors about their character class. Their answer are not necessarily trues, but some parts could be. With a small group of players, going around the table and letting each player roll and answer a question to establish a rumor about the other players profession can also be fun. An other option is to roll and answer one question by level. 

If you don't want these rumors to apply to all fighters, cleric and magic-users, make them about a specific character guild.

When the characters explore a new location or region, modify one of their answers to create a local variant.

Folks tell stories about their... (d10)
  1. Origins (How their profession was funded? When? Where? By whom?)
  2. Purpose (What is the official or secret purpose of their profession?)
  3. Recruitment (Who do they recruit and how? What is their initiation?)
  4. Interdictions (What does their coda prevent them to do?)
  5. Obligations (What does their coda force them to do?)
  6. Abilities (What special abilities they are rumored to have)
  7. Gear (What special gear they are rumored to use?)
  8. Affiliation (What secret alliances or grudges they are rumored to have?)
  9. Payments (What they accept as payment? For which task?)
  10. Exploits (What kind of exploits they are rumored to have done? Or which historical events they participated in?) 

People tell stories about the Fighters Guild's...
  • Gear: they only use weapons of defeated foes.
  • Recruitment: they must recruit kids who survive raids or wars if they are holding a weapon when they find them.
  • Payment: you must include a copper piece that tasted blood with their payment
People tell stories about the Thieves Guild's...
  • Origins: the guild was funded by serpent men 600 years ago
  • Abilities: they drink so much poison that their blood is poisonous
  • Obligations: hang a snake skin on your belt or window and they will never rob you.
People tell stories about the Clerics Cult's...
  • Affiliation: the cult has a secret alliance with dwarfs and they will always help them if they give them a piece of hematite as it represents their alliance.
  • Origins: their prophet was petrified, each member of the cult bear a tiny piece of her petrified body.
  • Exploits: during the Iron War, the cult's prayers animated a statue that saved the city.
Now if a cleric of the cult visit a distant village, you can imagine the villagers asking the character to animate their village statue to save them from the ogre that harasses them. Or a soldier asking the character to show them the petrified fragment of their prophet to prove who they are. Or someone giving them an hematite and expecting a service in return.

Sunday, November 1, 2020


I spookyfied the OSE (Old School Essentials) Level 1 random table using some Halloween keywords. 
I rolled an Halloween flavor for each entries and I mixed the results to create Halloween themed variants of these level 1 encounters.  

Halloween flavors table (d12) 
  1. bat|vampire
  2. crow|scarecrow
  3. witch|cat
  4. ghost
  5. skeleton|zombie
  6. pumpkin|turnip|lantern
  7. owl|alien
  8. demon
  9. monstrosity
  10. candy|masked
  11. twisted tree|dead leafs 
  12. patchwork bodyparts 
  1. Acolytes of the Black Cat (cultists who use a living black cat as a holy symbol)  
  2. Scracrow Bandits (remain still until the ambush) 
  3. Balefire Beetles (greenish flames) 
  4. Bat Dwarfs (molerat like dwarfs who eat metal and use echolocation) 
  5. Vampire's Gnomes (thralls of a subterrean vampire)
  6. Skeleton headed Goblins (cackle a lot) 
  7. Shambling pile of rotting leaves (Green Slime but as a mass of decomposing leaves)
  8. Halfling's monstrosity (an hairy giant foot with eyes, who smell tobacco) 
  9. Murdered hornets (Ghosts of giant hornets ) 
  10. Twisted Roots Gecko (unded gecko with roots that grow inside them) 
  11. Dead leaves orcs (orcs who use dead leaves as camouflage cloaks)  
  12. Pumpkin Shrews (glowing shreews who live in giant pumpkins) 
  13. Kobolds disguised as (roll a d12 on this table) 
  14. Bone caged demon (tiny demon caged in a skeleton's ribcage)  
  15. Witch Snake (human headed snake, witch's familiar)  
  16. Cotton Candy Spider (colorful "tim burtonesque" spider who weave suggary webs) 
  17. Crows Sprites (sprites riding crows) 
  18. Alien Stirges (stirge faced grey humanoids who drink blood)    
  19. Bodyparts Traders (buy, sell and stiches used body parts) 
  20. Masked Wolves (wolves being controlled by weird masks) 

Saturday, October 31, 2020

Review & Actual Play of The Kobolds Art Exhibition

There is a short review and actual play of my zine The Kobolds Art Exhibition on the Seed of Worlds blog.

Reading actual plays of my zines is still the best thing in the world, I missed that kind of interacting. :) 

Sadly because of the LULU big update my zines are all currently out of print. I am thinking of moving to DriveThruRPG even if it is not ideal. I guess that it will take me some time to regroup all the files and the covers and to upload everything. I will post an update here once this is done. 

As for the kobolds capacity to survives dangerous environments, I wonder if they could weaponize their magical paintings...

If the kobolds migrate to one of your dungeons, let me know about it. Especially if your group dares to venture into one of their paintings. 

Wednesday, October 7, 2020

Tuesday, October 6, 2020

News from my Orbital Megastructure project.

If I don't post here often is because I am working hard on Orbital Megastructure, my sci-fi game "powered" by Macchiato Monsters. 

Here is the list of content, I have written a big paragraph or a random table for each entry. 
And I am plastesting two times a week! 



  • Generating a sector
  • Sector settlements (d6)
  • Sector exits (d6)
  • Sector conditions list
  • Sector conditions table (d20)
  • Generating nodes 
  • Nodes Conditions (d12)
  • Nodes Functions (d12)
  • Example of sector creation 


  • Travelling in the megastructure
  • Sector Travel Table (sector Δ) 
  • Navigation test (INT or WIS) 
  • Getting lost (d6) 
  • Alternative paths (d6) 
  • System devices (d8)
  • Camping
  • Hunting and Foraging (d12)
  • Setting camp (d12)
  • Camp encounter (d12) 
  • Why is this NPC wandering the Megastructure? (d12)
  • Fast Travel (condition Δ) 


  • Delving
  • Personal goals 
  • Node Delving Table (sector Δ) 
  • Discoveries (d12)
  • Devices (d10) 
  • Device condition (d10) 
  • Scavenging opportunity
  • Group Scavenging (d12)
  • Solo Scavenging (d12)
  • Artefacts from the past (d12)
  • Investigation opportunity 
  • Clues (d6)


  • New option: Hacking training
  • New opstion: Psionic training
  • Character Traits (d12)
  • Sexes & Genders   
  • Random sex & gender table (d12) 
  • Equipment tables
  • Food and Gear table (20 entries) 
  • Energy and valuable data table (20 entries) 
  • Melee Weapons and industrial tools (40 items) 
  • Ranged Weapons (40 items) 
  • Armor and other protective gear (40 items) 
  • More bugs! (40 items) 
  • More bots! (40 items) 
  • Psionic foci (40 items) 
  • Contact and Followers (40 items) 
  • Contact motivation (d12)
  • Followers motivation (d12)
  • Vehicles 
  • Function  (40 functions) 
  • Frame  (20 frames) 
  • Vehicles attributes
  • Vehicular combat 
  • Vehicular weapons (40 items) 


  • Generating a settlement 
  • Settlement positive features  (d12) 
  • Settlement negative features  (d12) 
  • Settlement tolerance 
  • When the settlement stability reach 0  (d12) 
  • Settlement Phase
  • Test settlement stability
  • Relationships 
  • Offering missions
  • Missions givers (d12)
  • Settlement roles (d12)
  • Goal distance
  • Getting ready
  • Trading 


  • Psionic rules
  • Psionic feedbacks table (d12) 
  • Hacking rules
  • Scouting missaps table (d12)
  • Body printing table (d12) 
  • Downtime rules (optional) 
  •  Vehicles rules  


  • Traits
  • Encounters activities 
  • Special status for encounters
  • Random Encounters (d100) 
  • Nano plagues (d10)
  • Infection rules
  • System constructs rules
  • System constructs (d10)


  • The Data Sphere 
  • The Ghost Sphere
  • The System Sphere

Saturday, September 26, 2020

Monday, September 7, 2020

Presentation of my work in progress document for Orbital Megastructure

This is my main work in progress doc for Orbital Megastructure. 
I also have one for updating my equipment tables, one for my monsters manual and one for my downtime rules.


Sunday, September 6, 2020

Generating Megastructure Sectors

How I generate megastructure sectors for my Macchiato Monsters playset 

Example of Sector Creation 

Step 1: rolling the condition and Step 2: rolling the number of nodes and drawing them.

Step 3: drawing a number of links equal to the number of nodes


Step 4: rolling the number of settlements and drawing them

Step 5: rolling the number of exits and drawing them

Step 6: roll a condition and a function for each nodes

(note: I added a “S” on the link to node H because I rolled that it was a forgotten node, this is to represent that the link is a secret path)  

  • Sector condition: imply a sector infected by a nanoplague full of infectees drones. 

  • A: imply that a clan or maybe a group of bandit live in the spacedock.

  • B: imply a holographic center that is prone to malfunctions and project weird images.

  • C: maybe the mourning commemorates the first victims of the plague.

  • D: the administration center have endured several structural damages.

  • E: the education center have been stripped down of it learning modules. 

  • F: maybe the lab is the origin of the nanoplague that run through the sector

  • G: imply a settlement build near a inhabited energy core. Who are these people and what are their relation with the settlement? 

  • H: imply a secret settlement built in a forgotten databank. A other interpretation could be that the settlers are unaware that their settlement is built on a databank. 

Tuesday, July 28, 2020

Post Humans Orbital Structures

Hey I published a set of sci-fi equipment for the RPG Machhiato Monsters:
I am super happy of it because I was able to use my patreon money to hire a other trans woman to do the layout. Also a big thanks to Brian who helped for the proofreading.  

Tuesday, July 14, 2020

Doodles City

I am revisiting a tiny zine I published a year ago, you can find the original files here.

The zine was about a surreal whimsical city where humans coexist with living doodles.
How would I game using this odd setting?

Cthulhu Dark: you could use Cthulhu Dark and as the insight of the characters raise they begin to understand that everyone and everything are drawings, they get glimpses of object in our 3d reality, they understand that they exist as multiple copies, both printed and digital. If you need menaces they are intrusions from other realities. 

Troika: well you can write custom background for native of the Doodles City or you can simply send your group of Troika characters in the city and play as usual.

Tunnels Goons: use the basic rules to play citizen of Doodles City, items must be draw on the character sheet to be use for rolls.

Show the maps to the players, when they visit a building or a location, ask them what they think the doodle represent and run with their ideas. Roll or select one or two descriptors for each keyed locations.

Saturday, June 27, 2020

The cauldron is empty

I am passing through a difficult moment inspiration wise, I feel like there is no positive future for me and this make me feel empty and creating gaming material seem meaningless. There is also the fact that I rarely have the occasion to play games and roleplaying feel too abstract for me. So I will put my blog on hold for a while, I am not deleting anything, hopefully things will change and I will eventually start roleplaying and be inspired again.

Tuesday, June 16, 2020

Dissident Whispers

I participated to Dissident Whispers, a collection of one page dungeons and adventures crafted in support of the Black Lives Matter movement. I contributed illustrations to four adventures included in the book. 

Working on that project was super fun, it felt like a big adventure design jam, the energy was diverse and amazing. 

I talk a bit about it in french here

Monday, May 25, 2020

The Sad Blue House

EDIT: E.K. Hill kindly assembled my blog post into a PDF

Sometime ago a blue skinned teenager was found naked in a field, the villagers where not certain if it was a boy or a girl but they still befriended this strange kid. The blue teenager was happy for a while but a some horrible event happened and the teenager used their divine powers to save the village. Everything changed afterward, people started to worship the teenager, to fight between themselves to get his or her favor. The teenager was afraid as this worship brought back memories of their former divinity and the teenager wanted nothing of it. One day the tension between two factions of the newly formed cult fought together and someone was gravely wounded. The blue teenager had a meltdown, they curled into a ball in the grass and screamed "NO!", their divine power fully awakened and they transformed all the villagers into walls, rooms and doors that formed a house around the teenager, cutting them from the world. The divine teenager now hide the house, scared of what they have done and of what they are, afraid to venture back into the real world.

Maybe the blue teenager was a deity that fled their pantheon, maybe because they ran away from their divine duties, a divine conflict or maybe they decided to transition, it is hard to know...

Rumors now circulate about a abandoned village and a strange house that is sad. Some adventurers dared to venture into the house and brought back some treasures or strange tales. Maybe the characters had family or friends in that village. (If you are running a one shot, maybe they were former servitor of the blue deity).

The houses of the village are now abandoned. Some of them look like their occupants suddenly vanished. One small shed have been upgraded into a small house, gifts and offerings have been deposed around it but things of value have already been looted. Not far away from that small house, near the edge of the village, there is a large and strangely shaped blue house that have human like features. This house is the transformed villagers, inside the divine teenager hide away from the world. Anyone who enter the divine house is protected from divination and scrying powers, they vanish even from the sights of divine beings.

Maybe some vagrants camp in one of the village's abandoned houses.
Random vagrants (d8)
  1. Outcast from a other village who need a quiet place.  
  2. a runaway criminal (could be dangerous or a Jean Valjean)
  3. a kid or teen who fled abusive parents from a nearby village. 
  4. d6 murder hobos who hesitate to venture inside the godchild house. 
  5. d6 bandits 
  6. d6 lepers
  7. a witch who want to be left alone (a magic user) 
  8. a former servitor of the divinity who is attracted to the area (a depowered mythical being, now they only have a few more HD that the player characters). 
Random encounter while exploring the village. (d6)
  1. vagrant (roll on the vagrants table) 
  2. abandoned cattle or pet (probably hungry or in need of affection) 
  3. scavenging small animal (raccoon, badger, coyote) 
  4. scavenging large animal (pack of wolves, bear) 
  5. foraging animal (deer, elk, moose) 
  6. flashback from the divinity (roll on the flashbackd table) 
Divine flashbacks about the village (d20) 
  1. Being found naked in the field.
  2. Learning to wear clothes.
  3. Learning to speak.
  4. Learning to do some farm work and house chores. 
  5. Petting a farm animal or a pet.
  6. Sharing a meal with some villagers.
  7. Helping the villager to upgrade the shack into a small house.
  8. Looking at a religious item and feeling uncomfortable. 
  9. Laughing with a villager and having fun.
  10. Wondering about gender or trying a different gender expression. 
  11. Listening to a villager singing or playing a musical instrument. 
  12. Doing a minor miracle while being alone and being scared of it.
  13. The village is in danger, maybe because of a fire, a plague or raiders. 
  14. Being scared and using their divine power to save the whole village. 
  15. The villagers being scared and admirative after being saved. 
  16. Receiving gifts, favors and offerings from the villagers.
  17. Being worshiped by the villagers, being deadly scared of this. 
  18. Villagers bickering and arguing about their worship
  19. Villagers asking for miracles and having different emotional reactions
  20. A mob of villagers, things are getting out of control, the pressure is immense. 

The Sad Blue House

Everything that form the house was once a villager, the floor, doors, the furniture, etc..
These items are still conscious, most of them are asleep, interacting with them usually wake them.
Their memories are clouded, most of them think that they are dreaming.

If you need to know who was that door or chair before roll a d20 on the former villagers table.

Former villagers (d20)
  1. Farmer / Laborer
  2. Midwife / Healer
  3. Miller / Masson / Carpenter
  4. Fisherman / Sailor
  5. Shepherd  
  6. Woodcutter / Hunter / Trapper
  7. Elder / Storyteller 
  8. Wife / Husband
  9. Kid
  10. Peddler 
  11. Shopkeeper
  12. Innkeeper / Serving wench
  13. Village guard 
  14. Tailor / Cobbler 
  15. Butcher / Cook
  16. Clerk / Accountant  
  17. Apiarist / Smith
  18. Brewer / Barber 
  19. Acolyte / Priest 
  20. Outcast
The Rooms
The rooms are odd, they are a bit organic and feature element from different types of rooms. Think uncanny valley but for rooms.

(01) Lying door
  • The front door is bitter and jealous, it will lie and try to lure the adventurers to room 09. 
  • This room is a mix of a pantry and a forge. 
(02) Worried door
  • The front door miss a relative or a lover transformed into a chair in room 08 or 09.
  • This room is a mix of a cloak room and a kitchen.
(03) Friendly door
  • The front door want people to go inside and to worship the blue teenager in room 11.
  • This room is a mix of a wardrobe and a child bedroom.
(04) Looted room 
  • This room is a mix of a closet and a foyer.
  • A group of scavengers left some adventuring gear here as they ran away from the house (rope, torches, bedroll, dagger, waterskin).
  • The sentient items in the room ask the character to remove that gear "they are nobody, their place is not here". If they do the fireplace poker will insist "you forgot something, this coin have no place here". Use the time they spend looking for that coin to make random encounters checks. 
  • The lost coin is a ancient copper coin worth d6 gold pieces for a collector, it bring bad luck and give a point of penalty to saving throws.  
(05) Wounded door
  • This front door have been forced open and is in pain, it beg to be repaired and locked back. 
  • Acid leak from the door's wounds, interacting with the door or passing thought it without repairing it require a saving throw to avoid a point of acid damage. 
  • The room is a mix of a tannery and a master bedroom. 
  • A stretching frame have been broken by a scavenger and is also in pain. "Why are you coming here? You will only hurt people!" 
(06) Angry mouth door
  • This front door is shaped like a mouth. It is filled with the fears of the blue deity, if someone come close it will scream "go away!" or "leave!" It will try to bite anyone who enter inflicting d8 points of damages (save for half). 
  • The room is a mix of a barn and dinner room. 
  • The items inside are also angry and can bite for d4 damages if touched. 
  • Feeding them food will occupy them as they can only masticate without swallowing. 
  • Looking for valuable items here grant +1 to value rolls.
(07) Random encounter
  • The room is a mix of a house hall and a stable
  • Four 1HD darts fetishes wait in ambush here, they will attack when the character reach the center of the room.  
  • A rocking horse (formerly a stable groom) try to warn the characters. 
(08) Grabbing hands corridor
  • A long corridor made of stones that whisper in their sleep "no I don't want to, leave me alone".
  • A sneak test enable to pass through the corridor. 
  • If noisy adventurers take a few steps in, hands will extrudes from the stones to try to grab them.
  • A sneak test enable to pass through the corridor without activating the hands. 
  • Characters must make a save against paralysis to move through the corridor, a fail push back the characters at the cost of losing d4 items. 
  • Hacking at the hands trigger strangulation attacks. A attack roll against the AC of a chain mail let the character pass through, a fail inflict d4 strangulation damage by round until a strength roll is made to break free. 
  • Trying to soothe the corridor by speaking in a soft voice is possible with a good reaction roll. 
(09) Mimic lair 
  • The room is a mix of a study and the long corridor of a inn with wooden pillars and windows that open to a stone wall. 
  • The desk chair miss the front door of room 02. 
  • On the floor lay the corpse of a murder hobo, his head and shoulders have been eaten. 
  • A small 3HD mimic have made it nest here amid the study's chests. It recently laid it eggs and it is full of coins, it contain 3d10 x100 gold coins and 3d10 mimic eggs that look like coins. 
  • The mimic wont attack as it want the adventurers to take it eggs. 
  • There is 3 other small chests in the study. If the adventurer talk with them or with other sentient items, they will say that a stranger hide among them. If this happen the mimic will play the role of a transmuted villager and will try to blame one of the other chests. 
  • The other chests contain each a random treasure (add +1 to the value roll) 
  • The mimic eggs will hatch in 2d6 days and will eat bugs and small animal until they grow larger. 
(10) Sleeping door 
  • From outside, this room look like a gigantic sleeping face. 
  • Every d6 turns the face mumble in it sleep and it is possible to sneak in through it mouth with a dexterity test. A fail mean no damage just a missed opportunity. 
  • The room is a mix of a bedroom and a humble library. 
  • The books talk about their content as if they have been rewritten by a child or a naive teenager. Opening them reveal inintelligible text. 
  • Random encounters in this room are replaced by random divinity flashbacks that turn into nightmares and inflict d8 points of damages on a failed save against spells. If someone is reduced to 0 hp they fall unconscious and gain a phobia related to the nightmare.  
(11) Happy dinner room
  • The room is a dinning room decorated with organic elements like the outside of the house. 
  • The items in this room see their transmutation as a spiritual ascension and are happy to be part of the house that shelter their newfound deity. 
  • They encourage the adventurers to eat the food put on the tables. 
  • Eating the food trigger a saving throw against transformation, on a fail the character turn into a house item, on a success they experience a positive flashback about the village and all their wounds are healed. 
  • A secret door lead to room 12: a beautiful face embedded in the wall. Gently touching the face will make the wall open like a blooming flower. 
(12) Isolation chamber
  • This room look like the interior of the shack that have been upgraded into a small house.
  • In the center lay a human sized cocoon that look like someone curled into a ball. 
  • Touching the cocoon trigger a collective flashback that take the characters to when the blue teenager was part of a pantheon. (roll on the pantheon flashback table). 
  • While in a the flashback the characters can try to talk with the divinity. Make a reaction tests modified by their roleplay. On a positive reaction the flashback move to a more positive one, on a bad reaction the flash back move toward a darker flashback. 
  • Two positive reactions out of three lead to a positive conclusion while two negative reactions lead to a negative conclusion. Neutral reactions don't matter.  
  • A positive conclusion can be the deity deciding to shed their powers to become mortal to experience the world or to go back into their pantheon to stand against it negative elements. 
  • A negative conclusion can be the divinity cursing the characters. Or turning the blue house into a giant rock that no one can ever enter. Or maybe the divinity go back to their pantheon has a bitter god overcome by negative emotions.    

Divine flashbacks about their former pantheon (d12).
These flashback may happen in mortal or divine realms.
Use them to reveal or hint at the deity former pantheon. (Or their divine transition if you decided to explore that)
  1. A act of creation related to their divine sphere of influence.
  2. Unleashing their power in act of anger or jealousy. 
  3. Being hurt physically or emotionally by a other deity. 
  4. Bestowing a gift to a mortal. 
  5. Locking or freeing a mythical creature.
  6. Flirting or laughing with a other divinity.
  7. Transforming a animal into a divine servitor.
  8. Admiring a divine item or weapon.
  9. Arguing with a other divinity. 
  10. A positive or negative memory about their divine parents.
  11. Being sad at the death of a mythical monster or a mortal. 
  12. Being disgusted by the action of a follower or a priest. 

Random encounters in the blue house (d6)
(test every 2 or 3 rounds or when the group is noisy)
  1. Patrolling 3HD fetish  
  2. Three patrolling 1HD fetishes  
  3. A 2HD fetish disguised as a ordinary item 
  4. A house item awaken to demand something or ask a question 
  5. Wildlife lost in the dungeon
  6. Random vagrant lost in the dungeon

Fetishes (HD: 1 to 3, AC as chain, ML 9)
In it sadness the blue deity created fetishes that remind them of their former servitors.
These fetishes are the only animated items in the house, they slide on the ground like magical chess pieces. They protect the house and want people to remain away from room 12.

Fetish type (d6)
  1. Petrification gaze (save vs petrification or paralyze for d3 rounds and take a damage by round) 
  2. Acid (spit acid for d6 damages save vs poison for half damage, ruin a piece of equipment)  
  3. Noxious breath (save vs poison to avoid taking a point of damage for d6 rounds) 
  4. Biting (attack for d6 damage) 
  5. Dart (spit 2 darts each round, d4 damage each) 
  6. Entangling (sprout entangling vines, save vs paralysis or get entangled taking 1 point of damage by round if moving, DEX or STR test to get free) 
Fetish attitude (d6)
  1. Sad (-1 reaction roll) 
  2. Helpful (+2 reaction roll) 
  3. Angry (-2 reaction roll) 
  4. Happy (+1 reaction roll) 
  5. Trickster (like to deceive) 
  6. Unpredictable (roll a d4 each turn) 

Random treasures
Treasures found in the blue house are physical manifestations of the emotions or memories of the villagers. For exemple, if a villager is transformed into a chest it will contain items representing his emotions, same for the items left on a table or in a drawer. These items retain their existence when taken out of the house. Touching the item for the first time or selling it can fill someone with the emotion or memory it represent.

When a characters search through a room let them find a few valuable items like these.

The item is filled with (d6):
  1. Sadness or loneliness 
  2. Love or happiness 
  3. Anger or hatred
  4. Desire or jealousy 
  5. Fears or worries
  6. a specific memory

Worth (the more precious the stronger the emotion it represent)
  1. Used or broken item worth nothing
  2. Common item worth 1d10 copper pieces
  3. Good quality item worth 1d10 silver pieces
  4. Excellent quality item worth 1d10 gold pieces
  5. Excellent quality item worth 2d10 gold pieces.
  6. Fabulous item worth 1d20 x 10 gold pieces. 

Saturday, May 23, 2020

Silver Hairs

Place these rumors around a village near a forest.
Most of them are true but some may be false.
  1. If you watch carefully you can find silvery hairs entangled in tree branches.
  2. The silver hairs fall on the ground and make things grow better.
  3. Sometimes the silver hairs make you dream if you touch them. 
  4. There is silver dust in the wind, on a windy day you can taste it in your mouth.
  5. I have seen a grey feary in the woods, it was very shy. 
  6. The silver hairs came after the night of the shooting stars. 
  7. The hairs made little Briel sick, now she have silvery eyes and is blind. 
  8. Old man Harry collect hairs to study them in his shack, he is a bit crazy. 
  9. Sansa's wife say that the hairs are from a angel who live in woods.
  10. Sansa say that the angel in the woods healed her dog.  
  11. Farmer Pete say that he received a message from the sky, he barely make sense. 
  12. People say that Noam the miller maried a grey faery, I saw his silver wedding ring. 
  13. Hunter Mika have seen a huge silver rock floating in the woods, it must be worth a lot of coins.
  14. There is a odd man at the inn, he is paying to hear stories about the hairs. 
  15. Some farms have been raided by a band of marauders. 
  16. The marauders want to capture the angel, they trapped a grey faery to use as bait. 
  17. I saw something glow in the old barn of widow Vilma. 
  18. Bradley say that the stars move at night, he is building a thing to look at the sky. 
  19. Mirel's gave birth a few day ago, Luva say that her baby have silver eyes.
  20. My niece told me that she dreamed about a silver kid, I saw one in my dreams too. 

Wednesday, May 20, 2020

Wandering Merchants

Itinerant merchants seem like a obvious interesting random encounter but we rarely see them in random tables.

Ordinary merchants are ok but fantasy or surreal ones are more intriguing.

I tried to design some with Carys. We each drew four merchants (and later Carys drew a extra one), then with help of Brian we wrote 6 items for each merchant.

You can find the resulting PDF here.

Bonus content: a itinerant merchant generator

The merchant... (d10)
  1. is a headless artificial construct or a golem
  2. is a monster wearing pretty clothes
  3. have been cursed with a animal head and can't speak humanoids languages. 
  4. wear a veil and speak softly 
  5. wear a old suit of armor and a sealed helm
  6. is a insect using mimicry to vaguely look human 
  7. is wearing baroque clothes from a other plane
  8. wear a beautiful and elaborate magical prosthesis 
  9. is a unknown humanoid specie wearing common clothes
  10. is chained to a strange familiar
and is selling... (d10)

  1. Dentures and wood noses
  2. Keys and doorknobs 
  3. Traps and whistles 
  4. Gloves and ribbons 
  5. Belts and girdles
  6. Tiny chests and boxes
  7. Optical devices
  8. Achronistic items
  9. Clockwork pets
  10. Miniature idols 
Each time the group encounter the merchant they have a unique special item to trade or sell. If you need to improvise a item, ask one player to describe something that attract their attention, then ask a other player what kind of special property the item could have. If you need more details ask a third player, etc. Take notes and tweak their answer a bit using "yes but" or "yes and". 

If you are using the merchants from the PDF roll on their items table to determine the item. This way the players can wonder what the merchant will have the next time they will encounter them.

Monday, May 18, 2020

Don't order my zines on LULU

Dont buy any of my zines on LULU. The new LULU format screw up my files and I have to remove my zines from the store but there is currently no option to do so. Don't order my zines as they will be badly printed.

Sorry, this is pretty discouraging.

Sunday, May 17, 2020

The fives blades of the dead titan

I published this in Santicore (2014). Since it is a obscure contribution made under my deadname, I wanted to share it here too. The Santicore request was to create five intelligent blades, I used the LL rules for sentient blades. 

The fives blades of the dead titan.

A long time ago a titan of divine power died. Maybe it was a god or a goddess or both, it don’t quite remember who it was or how it died. Maybe it fell through many planes just to die on our world. The titan was divine but it was also made of flesh and bones and it divine corpse attracted a ancient specie of primordial scavengers. Those primordial scavengers dismantled the titan corpse and used it organs to created strange artefacts. The scavengers civilization fell and all their artifacts were lost, except for five weapons forged out of the divine senses of the titan. Those five weapons contain the fractured consciousness of the titan and move from hand to hand, searching for it remains. But sadly nothing remain, the titan’s organs became hungry ghosts that pursue and haunt the five weapons. But maybe, something remain, maybe that the titan’s heart have been preserved and have been well hidden by the primordial scavengers as a mean to come back into this world.

The dying consciousness of the titan have been bound into the five blades made out of it five senses. The consciousness is damaged and fractured, It don’t remember who it was or from where it came, but the five blades know that they are not whole and they long to be reunited with the rest of the titan remains. Maybe to be reborn or to finally pass away.

The primordial scavengers were maybe giant necrophagous demonic flies or maybe they were dwarfs or the larval form of the elves or some other beautiful beings.

The five blades are organic and eldrich in appearance but without a wielder they simply appear as old blades, people can only perceive their true nature while touching them or when using their magical senses or abilities.

Psyche vs Willpower
The blades start with a psyche of 9 and gain 1 psyche point per use of their special powers. The blades gain 1 psyche points for each sentient sword close to them. They also gain 1 psyche point if they slay the wielder of one of the other sentient swords. Finally a blade loose 1 psyche point when their wielder die (they lose a d6 if it was a long term user). If their motivation is directly at stake, the blades gain a temporary d6 boost to their psyche.

The blades can try to take over the actions of a character for d10 rounds. When this happen, a character can make a willpower test to resist the blade influence. To make a willpower test, a character have to roll under their willpower score with a d20. The difference between the blade’s psyche and the character’s willpower modify the d20 result.

The willpower of the characters is equal to their highest mental attributes (intelligence, wisdom or charisma) plus their level. If they are under 25% of their total hit points, their willpower is halved. If something very important for the characters is at stake they also gain a temporary d6 boost to their willpower.

If a character block or avoid to use the sense associated with the blade for a least a day, this temporary remove a d6 from the psyche of the blade (if recovered, 1 point will will return by day). A permanent removal of the associated sense remove 6 points of psyche (that will return over time if the blade is abandoned).

Defense power
The effect is similar to a stinking cloud spell or worse if the blade permanently spend a psyche point. The effect stop if the wielder sheathe or drop the blade.

Daily powers
The wielder can use these powers for a total of three time by day. (It can be three uses of the same power or one use three different powers). Each blade can also magically augment their associated sense for d10 turns.

Special powers
The wielder can only use one of these powers once a day. Each use augment the psyche of the blade by one point.

Magical bonus
The blades are +1 weapons and gain additional plusses when tracking their prey (up to +4). Most of the time a prey is a single individual, but it can also be a small group of people or creatures that work closely together.

The Hound (sense of smell)
  • Communication: the Hound don’t talk, it communicate by influencing animals or by manipulating odors.
  • Defense power: the blade can punish it wielder by violently overwhelming their sense of smell.
  • Psyche : the hound is very animalistic and instinctual. You can roleplay it as a wild beast. Often predatory but sometime like a mother caring for her cubs.
  • Motivation: the hound is looking for a trail, for a odor that it remember. Once it pick it up, it will want to follow it at any cost. It will lead it wielder toward the other blades or toward things or locations that remember the titan.
  • Daily powers: use it pherhormones to grant a one point bonus to reaction. Enrage it wielder or someone it once wounded. Magically follow the trail of anyone it had wounded.
  • Special power: turn it wielder into a strange and hybrid beast (like the spell howl to the moon).
  • Magical bonus: +1 per encounter where the character is able to smell closely it prey or one of it personal items.

The Listen (sense of hearing)
  • Communication: the Listen communicate by making it wielder think they heard people or objects say something.
  • Defense power: overwhelming it wielder senses with a cacophony of voices and screams that seem to come from everything around them.
  • Psyche : the Listen is patient and stealthy. It love secrets and it want to remain unnoticed to listen on people. It can be fascinated by music or by the sound of a fly or other scavenging insects.
  • Motivation: the Listen is waiting to ear a prophecy or a secret invocation from the past. It sometime desire silence to be able to listen well. This may cause it to want to silence things permanently. If it ever hear the heartbeat of the titan’s heart, it will follow it sound at all cost.
  • Daily powers: comprehend languages, clairaudience, listen to surface thoughts.
  • Special power: silence 15 radius, detect lies.
  • Magical bonus: +1 per encounter where the character is able to listen to it prey for at least a turn without being noticed.

The Watcher (sense of sight)
  • Communication: the Watcher communicate through visions.
  • Defense power: the blade can torment it wielder with terrible visions that need to be disbelieved like a illusion spell.
  • Psyche : The Watcher is curious and inquisitive like a detective. It like to observe things and can sometime become obsessive. Once it get obsessed by something it start following it like a stalker. It can see into the past and sometime it confuse it with the present.
  • Motivation: the Watcher is looking for signs or for clues of what happened to the titan or the scavengers. It also want to watch over the other sentient blades.
  • Daily powers: read languages, read magic, ESP (sight only), augury.
  • Spell like power: invisibility, hold person (must keep gaze contact), detect illusions.
  • Magical bonus: +1 per encounter where the character is able to watch it prey for at least a turn without talking back.
The Mouth (sense of taste)
  • Communication: the Mouth can speak through the mouth of anything it had slain.
  • Defense power: the wielder tongue swell up and they start to asphyxiate.
  • Psyche : the Mouth want to taste life, it like it when it wielder talk and taste things. It also like tasting things itself by being thrust through them.
  • Motivation: the mouth want it wielder to herald the return of the titan. It want to pronounce the secret incantation that The Listen will hear. It want to pronounce the secret word that will unlock the door. 
  • Daily powers: speak language, command, detect evil, magic or alignment by tasting.
  • Special power: suggestion, read memory by eating (speak with dead), scream (blast of wind).
  • Magical bonus: +1 per encounter where the character is able to taste it prey (by licking, kissing or eating parts of a creature of the same specie).

The Hand (sense of touch)
  • Communication: the Hand communicate with body sensation, mainly through pain and pleasure.
  • Defense power: inflict pain or unbearable pleasure.
  • Psyche : the Hand is resourceful and manipulative. It like it when it wielder is close to other beings. It hate being sheathed and it like being touched. It like to change hands and don’t hesitate to get it user in trouble. But it can get quite attached to a wielder that use is sense of touch a lot.
  • Motivation: the Hand want to feel the other side, the intangible world haunted by the ghost of the titan’s organs. It want to open doors to other realms, especially the door that The Mouth want to unlock.
  • Daily powers: protection from elements, unseen servant, sleeping touch (single target).
  • Special power: charm person (touch), hold person (touch), become intangible (like gaseous form)
  • Magical bonus: +1 per encounter where the character is able to touch the skin of it prey for at least a turn.

The ghost organs
The ghosts of the titan organs are attracted to the sentient blades and will haunt the surrounding area. The ghosts are not hostile to the blades wielders but they are quite deranged and may attack them if they interfere with their haunting. Their chances of appearance is 1 on a d6 for each sentient blade present in the same area. Test for encounter when visiting a new location or when the blades spill a lot of blood. A d6 of them will appear to haunt the area or to follow the wielders.

Each blade let it wielder perceive and interact with the ghosts through it associated sense. Each blade can also harm the ghosts as a +1 weapon.

The ghosts look like giant decomposing mutating organs. They usually can’t harm people, except maybe when the barrier between the worlds is thin. But they can possess the sick organs of the living. After a d6 of days, the possessed organ will mutate and will extract itself from it victim to become a mutated organ homunculi or golem. With more time the ghosts can even possess healthy organs. Use the hit dice of the victim and improvise it stats.

The ghost world of the organs is made of the carcass of the titan mixed with element of the real world.

The ghost organ is a mix of the (d12) and the (d12): 
  1. Skeletal system
  2. Muscular system
  3. Nervous system (include the brain)
  4. Respiratory system
  5. Cardiovascular system (but the heart is never present)
  6. Digestive system
  7. Excretory system (includes the Urinary system)
  8. Endocrine system (a collection of glands that produces hormones)
  9. Lymphatic system (include the immune system)
  10. Integumentary system (skin, hair, nails, with sweat and other exocrine glands)
  11. Reproductive system
  12. Weird inhuman system