Total Pageviews

Sunday, October 18, 2020

Tekumel Art: Demonic Doodles from The Book of Ebon Bindings

These doodles are all based off of M. A. R. Barker's illustrations or off of that art style found in The Book of Ebon Bingings. It is a book all about summoning dark entities in the Tekumel / Empire of the Petal Throne RPG setting.

1.


2.


3.


4.



5.



6.



7.


8.



9.


10.


11.


12.



Friday, October 9, 2020

The Wayward Scrounger / Gutter Cook: a LotFP Class

THESE INDUSTRIOUS FOLK CAN FIND FOOD IN THE STRANGEST OF PLACES. Even in the depths of the earth, buried in a refuse pile, behind an old grave, or under a corpse... Wayward scroungers or "gutter cooks" have a knack of finding edible food that others would never eat. They know ancient techniques on how to prepare such normally disgusting food in ways that won't make their compatriots vomit violently. It might not taste like the soup at the local inn but it will keep the characters alive to see another day. They might WANT to die after eating these prepared meals however... 

These vagabonds rarely stay in any one place for long. Their wanderlust serves them well as adventurers for hire. They tend to take assignments that will introduce them to new places and bygone backwater towns few have ever heard of. They often collect new recipes and cooking techniques from new cultures in recipe books.


With the use of ancient lore passed down from parent to child gutter cooks have tricked herbs to grow right on their own skin in small patches. They begin play with 1D4 herb patches on their skin from the random table below. Each patch has 1D6 doses of herb that regrow in one week once harvested. They can grow one additional patch on their skin at each new character level (roll randomly for the type of herb that grows in the new patch).

Those who eat food that a Gutter Cook prepares have a +2 bonus to any saving throw rolled that day vs. anything they eat. The food they prepare is treated as if a Purify Food & Drink spell was cast on it. These improvisational cooks can also deal +1 extra damage per character level to all forms of fungi and plants with a successful attack. They get +1 to all dice rolls (attack, damage, etc.) when they are hunting or gathering/scrounging for food.

Wayward scroungers are at home in natural areas and start with a 2 in 6 chance to use Bushcraft. They can track creatures in the wilderness with a base 5 in 6 chance and in dungeon environments with a 3 in 6 chance. This chance is reduced by 1 for each day that has passed since the creature left its mark there. It is also reduced by one for each hour of rain since the creature passed that way in wilderness areas. Obvious trails left by bleeding creatures, herds of animals, or large groups of people should automatically be successful.

Thanks go to Dyson Logos for finding the public domain image that I used in this post.


LvlXPHPParPoisBrthDevMag BushcraftHerb
Patch
101D414141112122 in 6+1
21800+1D414141112122 in 6+1
33600+1D414141112123 in 6+1
47200+1D414141112123 in 6+1
514400+1D41212910103 in 6+1
628800+1D41212910103 in 6+1
757600+1D41212910104 in 6+1
8115200+1D41212910104 in 6+1
9230400+1D410107884 in 6+1
10345600+110107884 in 6+1
11449280+110107885 in 6+1
12561600+110107885 in 6+1
13673920+1883445 in 6+1
14786240+1883445 in 6+1
15898555+1883446 in 6+1
161010875+1883446 in 6+1
171123195+1662446 in 6+1
181235515+1662446 in 6+1
191347835+1662446 in 6+1
20+112320
/lvl
+1
/lvl
662446 in 6+1

1D20 Roll
Herbs
1
Verusktorild / She of the Crimson Eye – When you grind the stem into a powder it can be blown into the eyes of your target to daze and partially blind them for 1D2 rounds.
2
Lorenbannysy / Bloodroot Broth – If you mix a few drops of blood into the crushed roots of this plant it will produce heat for 1D6 hours equal to that of smoldering coals.
3
Enisghatora / Purple Limb – The leaves of this plant when chewed to a pulp are toxic. If this substance is smeared onto a blade and enters through a wound the area near the wound will swell drastically causing intense pain and then the affected flesh will turn a dark purple.
4
Serechtonalde / Garland's Berry – A creature that eats the fruit of this plant will not take any violent action unless they are attacked.
5
Ormagetasechight / Vurnon's Cauldron – If you mix the buds of this plant with sand it will produce a noxious substance that reeks horribly for 1D6 days.
6
Agetontiaundler / Spit of the Widow – Chewing and spitting the leaves of this plant in to the face of a dying thing will keep them from crossing over to the other side into death until natural or magical healing can be used on them.
7
Deltherdentonem / Pangs of the Dog – If you dehydrate the flower petals of this plant they can be ingested to get rid of hunger for 1D12 hours. If used for a week however the creature or person will no longer be able to digest food correctly and will start to die no matter how much food is ingested.
8
Rynhonbanunty / Milk of the Infant – Sucking out the milk from the stem and drinking it provides energy for staying awake for 1D4 days. After its effects wear off the person that drank it will fall into a deep coma that lasts 1D2 days.
9
Yerestenthkinon / Girnin's Giggling Root – Eating the roots of this plant will heal injuries (1D4 hit points plus 1 point of any stat damage). A side-effect of this herb is that the creature or person that ate it will giggle uncontrollably for 1D6 minutes.
10
Dynuskuntinga / He of the Still Form – If you grind the flower petals of this plant and mix it in a drink it will paralyze the person that drinks it for 1D6 minutes.
11
Undildgarserage / Eyes of the Sleeper – Someone that is in a deep slumber (natural or magical) that smells this pungent fruit will instantly awaken.
12
Ansayarhat / Cold's Demise – When the entire plant is sprinkled with the ground up leaves of the Yerestenthkinon plant (see above) it will produce a short-lived fire. The fumes are said to be beneficial for getting over minor sicknesses too.
13
Serackuskhon / Marlae's Bruise – A wrap made out of the entire plant will heal 1D10 hit points worth of damage that were caused by blunt weapons.
14
Achesselmaro / Bug Wall - If you lie these plants on the ground end to end around a campsite or around a dwelling all insects will not cross it.  It can also be used as a way to scare of larger more violent insects from attacking you, or to bind insectoid demons in a circle.
15
Tonelminaorusk / Bindings of the Martyr – Bleeding can be stopped by cutting a section of this plants' leaf and placing it over a wound caused by a slashing weapon (treat as a binded wound). If the patient engages in any fighting or athletic maneuvers before the injury is healed the wound will tear open again.
16
Bangharakiaril / Death of the Leech – If the juice of this plants' berries is slightly heated and imbibed it will reduce fevers and kill any parasites in or on the patient.
17
Nalechingnygar / Savage Mask – By tying all of the long tubers from one of these plants into your hair you can gain the trust of one animal. It is up to the referee's discretion as to what that animal does for you, or if they become a temporary ally.
18
Seringildageia / Orange Dream – If you place and hold the buds of this plant in your mouth you can spit out an orange substance. This substance produces hallucinogenic dreams if it is drizzled into someone's eyes.
19
Emechpolon / Hollistor's Pollen – If the pollen is painstakingly collected it can be sniffed to give the inhaler a burst of speed and an increase in movement (double movement for 1D6 rounds).
20
Issangeldir / Amalthea's Lizard Skin – If the entire large plant is ingested (roughly the same as a large meal) the creature or person that ate it will have their skin toughen much like scales or natural armor (+1 AC for 1D2 days).



Thanks go to Dyson Logos for posting the public domain image I used.

Friday, September 18, 2020

The Null Monk: A LotFP Class


NULL MONKS ARE THE BANE OF MAGIC. From birth they begin the slow process of covering every inch of their skin with anti-magic symbology. This ritual scarring and their elaborate tattoos helps to protect them from spells and to combat the everpresent use of arcane magic. Their visage can be a bit intimidating at first due to the marks on their face.


The Order of the Reposeful Void teaches their adherents to meditate several times throughout the day. They teach the concept of being in nature to observe it but to wall themselves off from its chaotic energies. Many of their thought exercises during meditation are about visualising energy absorbing stones being built into defensive walls. They also devote time contemplating that even magic will come to nought ere the end. They teach that magic will fade and join with the nothingness in the void. Entropy reigns.


Those who follow the Null Path have a resistance to magic that starts at 2% and increases at higher levels. This ability kicks in whenever a spell targets them. If the player rolls that percentage or less on D100 the spell fizzles out and has no effect. They also get a +2 saving throw bonus when touching cursed, intelligent, and/or malign magic items.


These monks can counter spells that are being cast a number of times per day based upon their level. If a spell is being cast and the Null Monk wants to counter it the caster of the spell then needs to make a saving throw vs. magic. If their saving throw fails the spell being cast instantly fizzles.


Null monks train with a variety of weapons and also learn how to use improvised weapons effectively (they ignore any negative modifiers to use such items). 

LevelXPHPParPoisBrthDevMagCntr Spl Mag Res
0*-1D6161616101000%
101D61414158812%
22100+1D614
14156614%
34200+1D61414156627%
48400+1D612121344210%
516800+1D612121344313%
633600+1D612121322317%
767200+1D61010922421%
8134400+1D61010922425%
9268800+1D61010922529%
10402000+1D688722534%
11534660+1D688722639%
12668325+1D688722644%
13801990+266522749%
14935655+266522754%
151069320+266522860%
16+89110 /lvl+244322+1+6%

Optional: Spells that are countered and fizzle could affect the nearby area in harmless ways as if the chaotic energies are converted into something else. The colors of things can change, it could rain pebbles, feathers, or blossoms, insects and worms could crawl from the earth and writhe, birds could begin chirping oddly, patterns could form from leaves on the ground, etc.

Optional: If a GM/referee thinks that the magic resistance percentages are too low or if they think the number of counterspells given is too low they should increase them.

Thanks go to the following people who helped tweak this class: Dianli Zhang, Hxppy Thxughts, John Rudd, Johnny Normal, John Rudd, Ian Borchardt, and Michael Moceri.

Art is public domain and the symbols were designed by me.





Thursday, September 17, 2020

Dwarven Sapper: Alternate Dwarf LotFP Class




THE DWARVEN PEOPLE STRUGGLE AGAINST THEIR ENEMIES WITH NO HOPE. They expect to die off before the end of the world due to their culture's gloomy prophecies. They continue to fight because it would seem strange for them to do otherwise. Stubbornly they refuse to quit. 

Dwarven sappers have often been the difference between defeat and victory on the battlefield. They bring outer city walls down, dig beneath defensive structures, set up earthen pit trap ambushes, and find secret ways into places that others could never find. 

Sappers often sign up with foreign armies, sell their skills as mercenaries, or aid risky subterranean adventures. They are often eccentric, quirky, and slightly odd as a general rule. They use normal Dwarf saving throw numbers except for Breath which uses the better Halfling numbers. They have 1D8 hit dice.

These dwarves sometimes get vertigo when they are above ground. When on the surface any time a natural 1 is rolled on a D20 they are affected by vertigo for 1D6 rounds and suffer a -2 penalty to all dice rolls. When beneath the ground ignore this flaw. 

Dwarven sappers start with the following 2 in 6 skills: Architecture, Climb, Search, and Tinker and they increase at higher levels. The can excavate at twice the normal rate (LotFP page 33). They often join causes to thwart their enemies. They recieve +1 to attack and damage rolls vs. one type of "enemy." They are also only surprised on 1 in 6 (due to their heightened paranoid senses).

Note: This class does NOT use the fighter special combat moves, recieves no Con modifier bonus, and gets no encumbrance advantage as per the normal Dwarf class.

LevelXPHPParPoisBrthDevMagDwarf Skills
0*-1D612101511142 in 6
101D8108139122 in 6
22200+1D8108109122 in 6
34400+1D8108109123 in 6
48800+1D88677103 in 6
517600+1D88677103 in 6
635200+1D88647104 in 6
770400+1D8644584 in 6
8140800+1D8642585 in 6
9281600+1D8642585 in 6
10422400+2422366 in 6
11563200+2422366 in 6
12+140800/lvl+2222246 in 6

*NPCs only, all Player Characters begin at Level 1.

Optional: Sappers can create simple black powder mining charges that are similar to the fire bomb information found in the LotFP firearms section. They are designed to deal damage to structures but they deal 2D8 damage to everything in a 15' radius (half damage with a successful Breath saving throw).

The art is public domain.


Friday, September 11, 2020

Alternate Halfling Class for LotFP

Here is my modified Halfling Class for Lamentations of the Flame Princess. It was originally designed for the Bahalt Bahalt setting but I tweaked it so that it can be more versatile.


HALFLING BLOOD IS HOLY. They have been hunted and enslaved as blood donors by the other races and species of the world due to the incredible healing properties their blood possesses. It is the main ingredient in almost every healing potion and cure that is known to the world. Sadistic blood farms are hidden away in remote locales to gather a crimson harvest.

Halflings (of the more adventurous variety) strike out at their oppressors and engage in a doomed stealth war to free their drained brethren that rot in unhealthy blood vats.

Due to the tyrannical practices of the other races and species Halflings live in fear and are prone to being secretive and hide away from others. They rightly fear the outside world, but those who face their phobias and overcome them often become adventurers. These individuals are often seen as being ornery, insane, or wildly quirky by their brethren.

Halflings are very quick and agile folk, and so add one to their Dexterity Modifier and receive a one point bonus to Armor Class when not surprised. They have an uncanny ability to be quiet and so begin with a 3 in 6 Stealth skill. As a result of their small size they cannot use large weapons, and must use medium weapons two-handed.

Due to their blood Halflings naturally heal twice as much as the regular daily rate for hit points and ability damage. They heal at these rates even when badly injured or unconscious. They can heal even while in dangerous environments such as dungeons where normally that is impossible.

LevelXPHPParPoisBrthDevMagStealth
0*-1D612101511143 in 6
101D6108139123 in 6
22000+1D686107103 in 6
34000+1D686107103 in 6
48000+1D6647584 in 6
516000+1D6647584 in 6
632000+1D6424364 in 6
764000+1D6424365 in 6
8128000+1D6222245 in 6
9256000+1D6222245 in 6
10+128000
/ lvl
+2**222246 in 6

*NPCs only, all Player Characters begin at Level 1
**Constitution modifiers no longer apply.

The art is public domain.

Friday, August 28, 2020

You Got a Job on the Garbage Barge! OSR Adventure


You Got a job on the Garbage Barge looks like OSR gold. I'll have to add it to my wishlist. I hope it is a bit like Metamorphosis Alpha but with more of a fantasy theme of course.


The idea of a massive slowly sinking barge / dungeon / thing is very evocative to me. I've been wanting to run a sci-fantasy X-Com style game for awhile with the main theme being Landlubbers vs. Aquatic Creatures.


So if you got some change jangling in your pocket check it out.


https://amandalee.itch.io/you-got-a-job-on-the-garbage-barge





Thursday, August 20, 2020

Skeleton Parasite / Possessed Flesh LotFP Class


WEAK-WILLED HOSTS ARE AN OPEN INVITATION TO US. Parasitic skeletons are said to have been created by a necromantic ritual gone awry. A small group of necromancers fell prey to their own devious machinations and their minds were trapped within spell-wrought bones. These bones thirsted for living hosts, and the trail of withered corpses from that need are littered through history in a meandering path of destruction.

The unfortunate hosts of these malign bones only last a short while (1D12 days) before their life energy is completely devoured and the enslaved flesh dies. The pale cracked parasite can only survive for 6 turns without a host before their lingering magical energy ceases to be and their bones crumble into a pile of dust; utterly destroyed.

If the unwitting host is in close range and fails a saving throw vs. paralyze the arcane-infested parasitic organism sinks in its bony fingers, grasps the spine, and then rips out the host's entire skeletal structure through the bleeding wound. The parasite then crawls in the bloody exit wound like it's a new set of clothes, before sealing up the injury. The whole process of "melding" with a host takes a full turn as the nervous system and other bodily connections join with the new skeleton. The horrendously scarred back of a host in the shape of shredded skin flaps are a tell-tell sign of bodily possession.

Parasitic bone structure can tear free of a used up host in one full round, but they can only do this if they have one hit point or more. If they are reduced to negative hit points they are trapped within the host and are destroyed along with the flesh if they are not healed before they get to -3 hit points. Those that witness a skeleton emerging this way are often traumatized.

Intelligent creatures can tell that they are "not quite right" with a roll of 2-in-6. Parasitic skeletons also have a -2 penalty to reaction rolls when they are in a host because of how unnatural they are.

In regards to healing, if your parasitic character is in a host they will heal normally but if the naked skeleton is out of a body then only the reverse of healing spells work on the bony creature. With a GM's permission damaged or broken bones can be replaced or repaired with new bones from victims the character has slain. Holy water hurts them because they are undead (even if they are wearing a living meat suit).

They can use all forms of armor, but weapons that they wield deal one dice-step less of damage. For example, a longsword would only deal 1D6 of damage instead of 1D8. The parasite has a difficult time manipulating the flesh puppet with it's spliced nerve connections. Their fists can be used as if they were a medium sized melee weapon and they deal 1D4 damage. 

Bludgeoning weapons deal full damage to them, but edged and sharp weapons deal only half damage. They are immune to sleep effects. Turn Undead affects the character as if they were an Undead of the same HD as their character level.

LevelXPHPParPoisBrthDevMag
0-1D6*1710171518
101D8*158161316
22800+1D8*156161316
35600+1D8*156161316
411200+1D8*134141114
522400+1D8*134141114
644800+1D8*132141114
789600+1D8*11210912
8179200+1D8*11210912
9358400+1D8*11210912
10537600+2*928710
11715000+2*928710
12893750+2*928710
13+ 180000
/lvl
+2*72658

*Constitution modifiers do not affect a parasitic skeleton's hit point total.

Thanks go to: Jeff Cape, Ignacio Bergkamp, and Shawn Urban for their feedback and suggestions on how to improve this class.