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Sunday, July 16, 2023

Recap 3: AD&D Ice World "Ice Crabs"


Dungeon Master: Bill (running his first campaign ever)

Characters & Players:

Bolus II (Male Human Ranger) - BJ

Fern (Female Elf Ranger) - Steve

Kallik of Clan Boarfrost (Male Dwarven Druid) - Tim

Tazgah (Male Elf Wizard) - Wes

Yanni (Male Yeti Barbarian/Ranger) - George


Alvin the Archmage

*Sorry for how long it took me to type this up guys. This is the recap from June's session.*

Alvin invited the characters to visit and he permanently enchanted several of the characters' weapons. Kallik was gifted with a White Dragon Scale shield. The group also was given a stone that could summon Alvin in a dire emergency. 

The Archmage announced his full retirement from adventuring and feasted on mammoth ribs slathered with sweet & spicy sauces. 

The group decided to head toward some Ice Imps to take care of them bit on the way there they were attacked by hungry ice crabs with vorpal claws... eek! Luckily everyone kept their heads. They collected the crab parts to later devour and/or trade to Alvin.

They found the crude stone structure of the Ice Imps and faced their extraplanar Ice shards that they could spit from their mouths. They killed 8 of them and then went after some of the eerie Frostfolk next.

On the way to the Frostfolk some vicious Bugbears ambushed us. Thanks to a local storm and a Call Lightning spell, as well as the Yeti summoning 2 White Dragons... they were easily vanquished.

The group plans on wiping out the rest of the troubled areas described by Alvin in the coming weeks, they they returned to their keep called Luchien's Demise.

Tuesday, June 6, 2023

Random Fantasy Chess Piece Table (for an Alice in Wonderland RPG Campaign)



1-2 King (B)

3-4 King (W)

5-8 Queen (B)

9-12 Queen (W)

13-17 Rook, Left (B)

18-22 Rook, Right (B)

23-27 Rook, Left (W)

28-32 Rook, Right (W)

33-36 Archbishop (B)

37-40 Bishop (B)

41-44 Archbishop (W)

45-49 Bishop (W)

50-55 Knight General (B)

56-61 Knight (B)

62-67 Knight General (W)

68-73 Knight (W)

74-86 Pawn (B) [Roll 1D8 for #]

87-99 Pawn (W) [Roll 1D8 for #]

100 Pick Any or Choose ALL

I'm going to be running a Wonderland game soon and I hope to have some fun with random Chess pieces... :)

Random Chess Movement 


2 Queen

3-5 Bishop

6 Knight

7 Pawn/King 

8 Knight 

9-11 Rook

12 Queen

Sunday, June 4, 2023

Recap 2: AD&D Ice World "Rod of Orcus"


Dungeon Master: Bill (running his first campaign ever)

Characters & Players:

Bolus II (Male Human Ranger) - BJ

Fern (Female Elf Ranger) - Steve

Kallik of Clan Boarfrost (Male Dwarven Druid) - Tim

Tazgah (Male Elf Wizard) - Wes

Yanni (Male Yeti Barbarian/Ranger) - George


Alvin the Archmage, and Luchien (Evil Wizard)

The characters started out in the town of Ranier. We learned from a group of Yetis that the Evil Wizard in the North was named Luchien. They Aldo told us about 3 Frost Giants that were killing their folk and poaching their polar bears. 

Alvin gave us a chemical to dip our arrows and weapons into that ignited upon contact with blood or other liquids. Those later were a big help when the fighting began. I thought that was a neat tweak to the burning arrow idea.

On the way to the Yeti compound / settlement a White dragon was seen flying overhead with a rider on its back (Alvin). It landed in front of us before 3 smilodons / sabertooth tigers could ambush us. Kellik the druid and Tazgah the mage held them in place with spells while the others slaughtered them. We harvested the teeth and Alvin kept and preserved the meat for his "kitties."

When we arrived at the Yeti Settlement the damage done by the Giants was evident. They had taken many polar bears and their deep tracks in the snow were easy to spot. Igloos were smashed and the inhabitants were scared. We followed the tracks to the caves where they lived and attacked them at night when they were asleep. Using a lot of calories, summond mammoths, and having an enlarged Yanni the Yeti jump on them from above proved to be effective at killing them. 

Returning victorious to the town enlivened the yetis and Alvin replaced their missing polar bears by summoning swarms of bears and transforming them. In thanks they told us of Luchien and where his wizard's Keep was far to the North of where the elves live. Luchien was an exiled Elf who made a pact with Orcus.

In the town of Ranier, the Elves told us where Luchien's castle was located which was far North of their Elven settlement. He was a banished Elf for committing various Necromantic crimes. The group stayed in town for 2 days to recuperate and then they headed to go see the Evil Wizard.

Three snow leopards appeared in front of the sled the characters were riding and with arrows and a Flaming Sphere they were quickly dispatched. Alvin, traveling with us, collected their corpses to later feed his Kitties (White Dragons).

When they arrived at the Elven town of Tarathiel its tall glass towers and green decor was breathtaking. It looked like magic was heavily used to construct the buildings as well. After some exploring Kallik the Dwarf Cleric thought it was wise to check in with the local temple which happened to be devoted to the moon goddess Seldarine (moon, dreams, moon, mysteries, secrets, and travel). They learned more about Luchien's Keep which was 10 miles from town, and the characters were given some Elven guides and guards to help them remove the keep's inhabitant. They wanted the Undead scourge removed from their lands. The characters wondered why they were able to repel the magic-enhanced Undead for so long since the Evil Wizard was so close to their town. They guessed it was due to some powerful ritual or buried magical circle that surrounded the town.

Alvin (the Good Wizard) went in first to duel with Luchien and to attempt to sever his pact with the Demon Lord Orcus. The characters went in after and slaughtered a horde of skeletal zombies thanks to some spells that held most of them in place (Hold Humanoid & Web) cast by Kellik the Dwarf Cleric and Tazgah the Elven Wizard.

As the group was chopping up and burning the corpses another wave of Undead assaulted us and then suddenly they just... fell over. It seemed that Alvin had won his wizard duel because all of the energy propelling the Undead to move simply seemed to instantly run out.

Stacks of gold were found at the top of Luchien's Keep, the arcane device that had fueled the Undead was banished to another plane of existence, as well as the device needed to talk to Orcus. The group guessed that Alvin kept the Rod of Orcus... but they weren't about to ask such a high level Archmage about that fact. hehe. 

The group decided that they would make the now empty keep their new base of operations, but first they wanted to go back to town to gather their things. They reported their victory to the Elves in Tarathiel, and then back to Ranier, and to Alvin's Keep. 

Alvin talked to the Gnomes and some of them agreed to help the character's fix up the new base of operations for the group. The new name of the place was decided to be Luchien's Demise! Four Gnome guards and 2 general Gnome workers were sent North to fix up the place. Alvin paid their wages to do so ahead of time.

A feast was held in Alvin's Keep with roasted Mammoth ribs slathered in sweet sauce. Everyone ate their fill, and there was much rejoicing. 

After a few days rest the group was accompanied by Alvin to Luchien's Demise where he summoned swarms of insects that he used Alteration / Transformation spells on to turn into various livestock so that the characters could have a ready food supply, and the Gnome workers agreed that they would take care of those as well.

We ended the session at Luchien's Demise. +5,000 XP

Sunday, April 30, 2023

Recap 1: AD&D Ice World "Town of Ranier & Hardin's Rock"


Dungeon Master: Bill (running his first campaign ever)

Characters & Players:

Bolus II (Male Human Ranger) - BJ

Fern (Female Elf Ranger) - Steve

Kallik of Clan Boarfrost (Male Dwarven Druid) - Tim

Tazgah (Male Elf Wizard) - Wes

Yanni (Male Yeti Barbarian/Ranger) - George

The characters met in desperation to find work when they answered the call for adventurers. They traveled North from the Southlands (the town of Oakcrest) on Kallik's heavy-duty sled pulled by 6 oxen. They eventually pulled into the frontier town of Ranier and found Alvin's General Store. They were told to wait for Alvin many times ("He'll be here soon...) before he finally transformed & revealed himself as a tall Elven Mage.

Alvin sold the adventurers a few magic items before informing them of an Evil Wizard who had made a pact with the Demon Lord Orcus... This pact had cursed the frigid land that brought about a scourge of undead. Intelligent beings that die rise from the grave soon after if not properly dealt with by burning. 

A series of problems were mentioned to the characters but the foremost one was dealing with the supply line issues due to Orc raiding parties. The group hid in transport sleds and let the Orcs steal their goods before following them and slaughtering them with the help of town reinforcements piling out of portals in the back of the other sleds. 

Kallik the Dwarf learned by talking to a spirit of a fallen Orc about another one of their raiding camps further to the North. The Orcs would not reveal the Evil Wizard's name. It seemed they were forced into service for fear of the Demon's power coursing through the Evil Wizard's body and because he wielded Orcus' Rod of Death. A demonic artifact was also given to the Evil Wizard that causes the Undead scourge befallen the local area.

Alvin cast Reincarnation on an Orc corpse and brought him back as a Gnoll with a change of heart. He agreed to guide and help the group. Kallik nicknamed him Skippy. The Orc-turned-Gnoll didn't seem to care. As they were talking to him a Snow Fox approached Tazgah and became his familiar. He named it Folar.

The group returned with Alvin and were given free room & board at one of the guest houses near to his secure Keep. Alvin showed the group around and introduced them to his "Kitties" that were in actuality a score of White Dragons at various stages of age & development held behind a magical dome. 

After a restful night the characters were given a hot breakfast and informed about their next mission which involved Gnomes who were using magic to help them steal food, iron, yaks, and other sundry items from a Northern Dwarven settlement. 

The group headed North from Alvin's Keep and after a day's travel they arrived at the Dwarven settlement Hardin's Rock. Alvin the Wizard knew a secret way into the mines that avoided several Traps and a false door. They were introduced to the Dwarves and learned more about the magic-wielding Gnome thieves. 

The group set an ambush around the sites that the Dwarves suspected would be robbed with some magic alarms in the form of crunching snow. A few hours after nightfall the invisible Gnomes were caught in the trap when their presence was noted as they stepped on the magic snow. 

Kallik the Dwarf Druid held the Gnomes in place with a spell as Tazgah the Elf Wizard put most of them into a deep sleep. One of them was shot & killed by Bolus II the Human Ranger. After the short battle the surviving Gnomes were questioned, and they revealed the location of the Gnome settlement East of the Dwarven town. They also learned that the Evil Wizard's Keep was far North of where the Gnomes live and he comes once a week to terrify them and threaten them into his service.

Through a few Invisibility and Alter Self spells the group pretended to be the Gnome thieves returning home. The characters convinced the Gnomes to seek forgiveness with the Dwarves and to flee the shadow of the Evil Wizard and head South. Alvin guarantee the Gnomes safe passage and to help them find their path going forward. 

We ended the characters back in the town of Ranier in Alvin's General Store. 

Thursday, April 27, 2023

Fantasy Egypt & Sumer Project: D100 Egyptian Pantheon

*Last Update: 5/4/23*

I have this Fantasy Egypt campaign idea where two rival ancient kingdoms are connected by a Nile-like river. One worships my versions of Egyptian gods, while the other worships Sumerian deities. This setting is burning a hole in my DM brain. So, I'm going to be tinkering on it in the next few weeks.

I am picturing many religious temples and hierarchies of priests in both kingdoms vying for power and also working to fight the sway of heresy from across the river. I'm picturing the characters all being multiclass Clerics in the Egyptian kingdom. Dump in a bunch of khopesh swords, pyramids, and a lot of random encounters with crocodiles & desert creatures and you get the idea.

There are a lot of great older resources (Deities & Demigids, Desert of Desolation, GURPS Egypt, Legends & Lore, Valley of the Pharaohs, etc.) for this idea, and some newer ones like the Egyptian-themed Magic: the Gathering CCG sets, Egyptian Adventures - Hamunaptra, etc.

My versions of the following gods will be slightly different than the source material, and will have more of a fantastical edge to them.

I think I'm going to go with the name of Kemet & Desheret for the setting which are Egyptian names for the dark soil around the rivers and the red dirt/sand of the desert. 

1. Ahti
(Wasp-headed Hippo)
Portfolio: Chaos, Danger, Death, Destruction, Insects, Poison, Venom
51. Manduilis
(Ram-headed Hawk with Crown of Cobras)
Portfolio: Air, Glory, Light, Rams, Scalykind, Snakes, Sun
2. Aker
(Two-headed Lion)
Portfolio: Death, Earth, East, Future, Guardian, Horizon, Law, Lions, Past, Protection, Underworld, West
52. Mehen
(Snake Coiled Around the Sun)
Portfolio: Good, Protection, Scalykind, Snakes, Strength, Sun
3. Amenhotep
(Pharaoh Granted Godhood)
Portfolio: Death, Funerals, Good, Healing, Knowledge, Lore, Medicine, Repose, Sages, Scribes, Wisdom
53. Mehet-Weret
(Cow with a River Pouring Out of her Mouth)
Portfolio: Air, Cows, Good, Flood, Rivers, Sky, Water
4. Ammit / Ammut
(Crocodile-headed Lion-Hippo Hybrid)
Portfolio: Animals, Crocodiles, Hippos, Hunger, Judgement, Lions, Panthers, Truth
54. Meretseger
(Human-faced Naga)
Portfolio: Cobras, Law, Poison, Scalykind, Silence, Snakes, Venom, West
5. Amun / Amon*
(Ram-headed with a Goose on Top)
Portfolio: Creation, Foretelling, Frogs, Geese, Good, Hidden Power, Invisibility, Law, Oracles, Pharaohs, Prophecy, Rams, Secrets, Spirits
55. Meskhenet
(Woman Sitting on a Brick Giving Birth)
Portfolio: Birth, Community, Creation, Destiny, Fate, Good, Healing, Protection
6. Amunet
Portfolio: Hidden, Invisibility, Power, Secrets, Scalykind, Snakes
56. Min
(Mummy Holding a Flail)
Portfolio: Battle, Chaos, Embalming, Fertility, Mining, Repose, War
7. Anat
(Warrior Woman with Axe, Lance, & Shield)
Portfolio: Battle, Good, Loyalty, Protection, War
57. Montu
(Falcon-headed with Cobra Crown Riding a Bull)
Portfolio: Air, Battle, Courage, Destruction, Sacrifice, Sky, Suffering, War
8. Anhur / Onuris
(Arms Raised to Kill his Enemies with 4 Plumes on his Head)
Portfolio: Battle, Chaos, Hunting, Strength, Violence, War, Warrior
58. Mut
(Vulture-headed Mother)
Portfolio: Air, Birds, Birth, Death, Good, Healing, Mothers, Vultures
9. Antewy / Antiway
(Two-headed Falcon)
Portfolio: Air, Balance, Birds, Duality, Falcon, Integration, Opposites, Peace, Punishment, Reconciliation
59. Naunet / Nunet**
Portfolio: Creation, Good, Poison, Rivers, Scalykind, Snakes, Venom, Water
10. Anubis
Portfolio: Balance, Cemeteries, Death, Embalming, Judgement, Law, Magic, Mummification, Repose, Rites, Rituals, Scales, Stomach, Tombs
60. Nefertem / Nefertum
(Cat-headed with Lotus Flower Staff)
Portfolio: Cats, Creation, Earth, Flowers, Good, Nature, Plants
11. Anuket / Ankhet
(Gazelle-headed with Ostrich Feathers)
Portfolio: Animals, Desert, Hunting, Wilderness
61. Neith
(Warrior Mother Nursing a Crocodile with a Shield with Two Crossed Arrows)
Portfolio: Battle, Birth, Cloth, Creation, Crocodiles, Hunger, Mothers, Nursing, Stomach, Textiles, War, Weaving
12. Apis-Buchis-Nemur
(Bull-headed with Sun Between his Horns)
Portfolio: Bulls, Cows, Fate, Glory, Good, Justice, Law, Oracles, Sun, Vengeance, Visions
62. Nekhbet
Portfolio: Air, Birds, Good, Law, Sky, Vultures
13. Ahy / Ihy (Youth with Cobra Through his Chest)
Portfolio: Children, Dancing, Good, Music, Sound
63. Nempty
(Falcon-headed Ferryman)
Portfolio: Air, Birds, Falcons, Foolishness, Mistakes, Punishment, Rivers, Travel, Water
14. Apophis / Apep
(Netherworld Snake of Darkness)
Portfolio: Assassins, Chaos, Evil, Fire, Poison, Scalykind, Serpents, Venom
64. Neper
(Holding Grain)
Portfolio: Earth, Farming, Grain, Harvest, Plant, Seasons, Sowing
15. Apshai
(Praying Mantis)
Portfolio: Faithfulness, Farming, Insects, Plague
65. Nephthys / Nebethet*
(Crowned with a Bowl Holding a Castle in Front of a Sun)
Portfolio: Breath, Castles, Chaos, Civilization, Community, Death, Frontiers, Good, Grief, Home, Lungs, Protection, Repose, Wealth, Women
16. Astarte
(Woman with Bull's Horns Riding a Horse)
Portfolio: Battle, Beauty, Chaos, Good, War
66. Nu / Nun**
(Snake-headed and Frog-headed with Baboon Body Holding a Boat Above his Head)
Portfolio: Chaos, Destruction, Floods, Rivers, Water
17. Baal
(Warrior with a Pointed Beard Holding a Club & Spear)
Portfolio: Air, Chaos, Destruction, Sky, Storms
67. Naunet / Nunet**
Portfolio: Chaos, Destruction, Floods, Rivers, Water
18. Banebdjedet
(Ram-headed with Long Horns)
Portfolio: Air, Law, Rams, Virility, Sky
68. Nut*
(Blue-skinned with a Pot on Her Head with Stars Above her)
Portfolio: Air, Birth, Crafts, Creation, Death, Law, Light, Pottery, Repose, Sky, Stars, Wind

19. Bastet / Bast
Portfolio: Art, Cats, Chaos, Children, Destruction, Fertility, Good, Household, Joy, Love, Music, Perfume, Pregnancy, Protection, Sight, Strength, Vengeance, Vision, War
69. Opet / Ipet
(Lion-headed Hippo)
Portfolio: Contentment, Drink, Food, Hippos, Light, Lions, Nourishment, Pleasure, Pregnancy, Protection from Magic, Warmth
20. Bat
(Human with Cow Ears & Horns)
Portfolio: Community, Family, Farms, Fertility, Harvest, Love
70. Osiris*
(Green-skinned Mummy Holding Crook & Flail)
Portfolio: Air, Civilization, Death, Drought, Earth, Eternity, Farming, Fertility, Floods, Good, Grain, Harvest, Intuition, Judgement, Law, Nature, Plants, Rebirth, Repose, Underworld, Vegetation
21. Bennu
(Fiery & Heron-headed)
Portfolio: Air, Birds, Glory, Light, Rebirth, Sky, Sun
71. Ptah
(Mummy with a Staff with 4 Pillars & Ankh)
Portfolio: Crafts, Creation, Knowledge, Good, Law, Names, Nobility, Protection, Royalty, Secrets, Teleportation, Travel, True Names

22. Bes
(Dwarf Dressed in Panther Fur)
Portfolio: Entertainment, Games, Gambling, Household, Luck, Music, Protection, Trickery
72. Qadesh / Qatesh
(Standing on a Lion Holding Flowers)
Portfolio: Animals, Chaos, Flowers, Good, Lions, Night, Plants, Pleasure, Stars
23. Duamutef
(Jackal-headed Funeral Jar)
Portfolio: Cemeteries, Death, East, Embalming, Funerals, Intestines, Jackals, Mummification, Repose, Stomach
73. Qebehsenuef
(Falcon-headed Funeral Jar)
Portfolio: Cemeteries, Death, Embalming, Falcons, Funerals, Intestines, Mummification, Repose, Stars
24. Geb*
(Greenskinned & Goose-headed)
Portfolio: Animals, Air, Birds, Earth, Fertility, Geese, Nature
74. Qebhet
(Snake-headed, Filled with Stars, Holding a Bowl of Water)
Portfolio: Death, Drinking, Refreshment, Replenishment, Renewal, Souls, Spirits, Truth, Underworld, Water
25. Hapi
(Baboon-headed Funeral Jar)
Portfolio: Cemeteries, Chaos, Death, Embalming, Fertility, Flood, Good, Harvest, Lungs, Mummification, North, Plant, Repose, Rivers, Water
75. Qerh / Niau**
Portfolio: Chaos, Darkness, Evil, Frogs, Night
26. Hathor
(Human-headed Cow)
Portfolio: Alcohol, Birth, Children, Community, Cows, Dance, Fate, Fortelling, Good, Happiness, Love, Luck, Moon, Mothers, Music, Prophecy, Sky, Sun
76. Qerhet / Niaut**
Portfolio: Chaos, Emptiness, Evil, Frogs, Hollowness, Void 
27. Hatmehyt
Portfolio: Fish, Good, Lakes, Rivers, Water
77. Ra / Re
(Hawk-headed with Cobra Headress)
Portfolio: Combat, Courage, Creation, Fire, Glory, Good, Life, Light, Nobility, Pharoahs, Travel, War
28. Hedjhotep
(Holding Royal Garments and Loose Cloth)
Portfolio: Cemeteries, Clothing, Death, Embalming, Fashion, Healing, Law, Style, Tapestries, Weaving
78. Renenutet / Ernutet
(Cobra-headed Naga)
Portfolio: Children, Cobras, Good, Harvest, Mothers, Names, Protection, Secrets, Snakes, Underworld
29. Hedjwer-Babi
(Pale Baboon with Human Head)
Portfolio: Ancestors, Aggression, Baboon, Combat, Fertility, Strength, Sun, Underworld, Violence
79. Reshef / Resheph
(Centaur Wearing a White Crown with a Beard Holding a Spear)
Portfolio: Combat, Disease, Gazelles, Healing, Horses, Plague, Protection, War
30. Hehet / Hauhet**
Portfolio: Chaos, Destruction, Floods, Formlessness, Scalykind, Snakes
80. Sah / Saah
(Holding Wine and a Star)
Portfolio: Hunter Constellation, Night, Sky, Spirits, Stars, Vineyards, Wine
31. Hehu / Heh / Huh**
Portfolio: Chaos, Destruction, Flood, Formlessness, Infinity
81. Satet / Satis
(White Crown with Antelope and Gazelle Horns)
Portfolio: Archery, Flooding, Gazelles, Good, Law, Protection, River, South, Water
32. Heka
Portfolio: Chaos, Duality, Incantations, Magic, Rituals, Spells, Summoning
82. Sekhmet / Pahket
(Lion-headed with Sharp Claws)
Portfolio: Claws, Combat, Desert, Drought, Fire, Glory, Healing, Heat, Hunter, Light, Poison, Powerful, Protection, Strength, Sun, Venom, War
33. Heket
(Frog-headed with Green Skin)
Portfolio: Childbirth, Fortitude, Good, Healing, Magic, Motherhood, Protection
83. Selket / Serket / Serqet
(Human-headed Scorpion)
Portfolio: Amulets, Assassins, Elbalming, Intestines, Justice, Magic, Murder, Poison, Protection, Repose, Scorpions, Vengeance, Venom, Wrath
34. Heptet
(Snake-headed with Long Dagger)
Portfolio: Dreams, Healing, Monkeys, Protection, Nightmares, Renewal, Rest, Sleep, Snakes
84. Seshat
(Wearing a Horned Tree snd 7 Pointed Star Crown with a Panther-skin Robe and Holding a Crooked Time Staff with a Frog on Top)
Portfolio: Knowledge, Languages, Lore, Plants, Reading, Scribes, Stars, Trees, Writing
35. Herishef
Portfolio: Creation, Glory, Good, Law, Light, Rams, Sun
85. Set*
(Aardvark/Donkey-headed with Square-tipped Ears, a Canine Body, and Seepents Coiled Around his Arms)
Portfolio: Air, Assassins, Barreness, Chaos, Darkness, Death, Desert, Destruction, Drought, Evil, Infertility, Night, Pain, Poison, Storms, Strength, Suffering
36. Horus
Portfolio: Air, Falcons, Fire, Justice, Kingship, Law, Life, Mind, Nobility, Pharoahs, Righteousness, Sky, Sphinx, Vengeance 
86. Shai / Shay
(Serpent-headed Pig)
Portfolio: Birth, Chance, Chaos, Destiny, Fate, Good, Kismet, Luck, Rebirth
37. Hu
Portfolio: Authority, Creation, Lawful, Magic, Spells, Tradition
87. Shezmu / Shesmu
(Lion-headed Hawk Holding Wine with a Snake and 2 Stars Above)
Portfolio: Alcohol, Beauty, Blood, Death, Murder, Oils, Slaughter, Underworld, Violence, Wine
38. Imhotep
(Pharaoh Granted Godhood Wearing Skullcap and Holding Papyrus Scroll)
Portfolio: Artifice, Crafts, Carpentry, Fertility, Healing, Knowledge, Medicine, Sculpting, Wisdom
88. Shu*
(Lion-headed with a Feather Crown Sitting on a Throne)
Portfolio: Air, Birds, Clouds, Elementals, Emptiness, Fire, Knowledge, Lions, Lore, Sky
39. Imsety
(Human-headed Funeral Jar)
Portfolio: Cemeteries, Death, Embalming, Good, Law, Liver, Mummification, Repose, South
89. Sia / Saa
(Bleeding Eyes & Holding a Papyrus Scroll)
Portfolio: Fire, Law, Perception, Sight, Speech, Sun, Understanding, Vision, Wisdom
40. Isis*
(Pharaoh with Throne Crown)
Portfolio: Beauty, Children, Commitment, Devotion, Fertility, Good, Heart, Liver, Love, Magic, Marriage, Mothers, Nobility, Pharoahs, Protection, Rebirth, Resurrection, Rituals, Spells, Water
90. Sobek
Portfolio: Animals, Chaos, Combat, Crocodiles, Evil, Lakes, Lizards, Pharoahs, Reptiles, Rivers, Scalykind, Strength, Swamps, Violence, War, Water, Wetlands
41. Kekui / Kek**
Portfolio: Chaos, Darkness, Evil, Formlessness, Night
91. Sokar / Seker
(Falcon-headed Mummy)
Portfolio: Embalming, Death, Endurance, Glory, Good, Justice, Law, Light, Mummifacation, Repose
42. Kekuit / Keket**
Portfolio: Chaos, Destruction, Darkness, Evil, Formlessness, Secrets
92. Sopdet / Sothis
(Cow-headed with a White Crown & a Star Above)
Portfolio: Fertility, Floods, Law, Light, New Year, Night, Rain, Rivers, Sky, Stars
43. Khentamentiu
(Jackal Skeleton with a Bushy Tail)
Portfolio: Cemeteries, Death, Guards, Protection, Law, Skeletons, Tombs, Underworld, West
93. Tatenen
(Ram-headed with Blue Skin Holding a Falcon-headed Mace and Magic Staff)
Portfolio: Air, Archery, Combat, Falcons, Floods, Good, Magic, Plants, Soil, Silt, Water
44. Khepri / Kheper
Portfolio: Creation, Glory, Good, Lawful, Light, Sun
94. Taweret
(Crocodile/Lion/Hippo Hybrid)
Portfolio: Animals, Birth, Crocodiles, Fertility, Hippos, Household, Mothers, North, Rebirth, Rivers, Water
45. Kherty / Aken
(Ram-headed Ferryman Holding Bread and Standing on a Boat)
Portfolio: Boats, Bread, Death, Guide, Rams, Sleep, Souls, Spirits, Underworld
95. Tayet
(Shrouded Woman Holding a Mummy)
Portfolio: Bandages, Cemeteries, Cloth, Death, Embalming, Good, Healing, Herbs, Mummification, Repose, Weaving
46. Khnum
(Ram-headed with Pottery Wheel in his Hands)
Portfolio: Artifice, Crafts, Creation, Earth, Good, Pottery, Rams, Soil
96. Tefenet / Tefnut*
(Lion-headed Serpent)
Portfolio: Air, Destruction, Good, Law, Rain, Storms, Water, Wind
47. Khonsu
(Falcon-headed with Moon Crown)
Portfolio: Animals, Good, Light, Moon, Night 
97. Thoth
(Ibis-headed with Moondisk Crown Holding an Ankh, Sometimes a Baboon)
Portfolio: Knowledge, Law, Learning, Light, Lore, Magic, Mind, Moon, Order, Protection, Rituals, Rune, Sages, Scribes, Secrets, Spells, Teaching, Time, Wisdom, Writing
48. Maahas / Mihos
(Lion-headed with a Crown of Snakes)
Portfolio: Courage, Lions, Scalykind, Snakes, Strength, War
98. Wadjet
(Cobra Twined Around a Papyrus Stem)
Portfolio: Cobras, Embalming, Knowledge, Lore, Mummification, Pharoahs, Purification, Repose, Scalykind, Snakes
49. Ma'at
(Pharaoh with Ostrich Feather Crown) 
Portfolio: Balance, Equality, Fairness, Good, Justice, Law, Order, Righteousness, Stability, Truth
99. Wadj-Wer
(Green Long Hair and Blue-skinned Pregnant Body Filled with Water)
Portfolio: Life, Mothers, Pregnancy, Prosperity, Rivers, Salt, Sea, Water, Wealth
50. Mafdet
(Lynx with Snake in her Mouth)
Portfolio: Good, Protection (especially vs. scorpions & snakes), Snakes
100. Wepwawet
Portfolio: Death, Dogs, Guide, Hunting, Travel, Underworld, Wolves

*Ennead, **Ogdoad

Egyptian Links:

Wednesday, April 19, 2023

Recap 9: Skyrealms of Jorune RPG Campaign "Crystal Crime Time, Corastin Bar Fight, & Red Shantha"



*Ahte, Muadra Caji (played by Bill).
*Blogren, Muadra Caji (played by my son Wes).
*Bruus, Boccord Soldier (played by George).
*Titanius Englesmith, Human Explorer (played by Kris).

*Addacar (Corastin NPC), Hookbeard (Human Guide/Thief)

Ahte with the help of Hookbeard found a reputable dealer of crystals but quickly learned how expensive they were. Hookbeard (not seeming to be squeamish about committing crimes) provided some cover and a distraction so that Ahte could steal a few. Ahte botched the attempt badly... but he did get his greedy hands on 3 powerful and charged Boccrods. Hookbeard knocked out the owner and tied him up so that they could escape. 

Titanius spent a relaxing time at the research facility while his fellow adventurers were committing crimes. He learned that the Zero-Point Energy Source can now recharge a Power Cell in one week's time. The researchers hope to improve that recharge rate.

Bruus and Addacar decided to get in some of the local bar scene and Addacar convinced Bruus to meet him at a Corastin brothel. It didn't take long before Addacar was upstairs with two Corastin ladies. That left Bruus to brush up on his Corastin Culture skills... which proved to be sorely lacking. He managed to irritate the remaining bar patrons with rude egg comments. Ahte showed up and then a bar Brawl ensued. The characters fled hoping that Addacar would meet up with them later. He did, and apparently he got married! His wife barely spoke, and the characters never asked what her name was. 

Hookbeard gave everyone a quick tutorial on all things criminal and thiefy (they bumped up some larceny skills). 

After their lesson they agreed to head back to the Bronth Tonista's farm to see what was going on in the South. On the way there Blogren was kidnapped by a Shantha through a Warp that suddenly opened and closed. Ahte was able with the aid of the red crystals from the Shanthis temple to reopen the Warp so that the characters could follow after to rescue Blogren.

The characters found themselves in what they thought was some sort of chemical factory, but later it was revealed that they were in a settlement on one of Jorune's moons! There was a blend of old Earth-tec, Lamorri, and Shanthic technology present around them. The characters marveled at being able to see the whole world beneath them through a series of small windows.

As they explored the moon settlement the characters were greeted by the Thriddle Canth Lor Snoggis from their earlier travels. He was brimming with potent Isho & Lamorri power, but his Aura looked unhealthy to Ahte as if the powers were slowly ripping him apart or warring inside him. Canth revealed about the Crugar, Ramian, Shantha, & Thriddle alliance to try to destroy Ardoth and the rest of humanity's influence on Jorune. A battle broke out and Canth was effectively slaughtered despite his best efforts to kill the characters.

The Red Shantha appeared with two other Shanthas who quickly waded into the characters with violence. Their Shanthic Blades sliced and diced up the characters, but eventually they were slaughtered. Ahte was tempted to use his Lamorri powers again... but he resisted that temptation. 

Titanius got in a wicked hit on the Red Shantha that disrupted its connection to Isho (thanks to a 30 on a D30 critical hit table) and it seemed utterly under the control of Titanius. 

Further in the settlement they discovered 4 flesh-tech construct creatures with crystals for heads, wires for fingers, and Shantha corpses for bodies. They seemed to be flushed with Lamorri energy and... their blood. Titanius ordered the Red Shantha to give control over the constructs to the characters and then fall on its blade and it did so quickly without any last statement. The constructs each chose a character to follow.

Blogren was released from the medical device that had wires in his brain... Holes were left in many places from the constructs' fingers as well. Ahte and Bruus wrapped up his wounds, healed him, and plan to take his unconscious body back to Jorune. 

Lastly the group found silver-white crystals that give off light as if they were very bright lanterns. These they learned were infused with the Isho Spirits of fallen Shantha warriors.

Edit: Due to losing a vital player and gaining 2 new players we opted to wrap up this campaign and start a new one. I had a blast running a campaign in the Skyrealms of Jorune. Something I could finally scratch off my bucket list. :)

Wednesday, April 12, 2023

Recap 8: Skyrealms of Jorune RPG Campaign "Shattered Lamorri Skull"


*Ahte, Muadra Caji (played by Bill).
*Blogren, Muadra Caji (played by my son Wes).
*Bruus, Boccord Soldier (played by George).
*Titanius Englesmith, Human Explorer (played by Kris).

*Addacar (Corastin NPC), Hookbeard (Human Guide/Thief)

The characters started off in the capital city of Ardoth. They were given free room and board by the Dharsage... on the condition that they stay away from him and his royal palace.

They underwent an odd Isho transformation during their stay in their free rooms that seemed to alter their very being. The end result of that change is still unknown. 

In the morning in the common room there were rumors of Ramian shock troops and raids on human settlements, as well as Crugar attacks to the South. 

Hookbeard was recommended as a city guide and the group hired him on. Other than his greasy homeless look he had the ever-so-pleasant habit of coughing out infected masses of writhing worms. 

They were lead to Korron's Estate which had several unusual items for sale. Hookbeard got Korron to open up since his hours were very limited. The group bought rare crystals, Cleash Capsules, and a few weapons. 

Titanius bought some illegal Earth-Tec, and he was able to cut some corks and use them in some incupods to generate some reco-creatures. The most notable one was a reco-milkshake-maker. :) They spent time in the botanical gardens and bought some limilates too.

In Korron's practice yards the ancient Lamorri skull that Blogren had kept secret this whole time in his backpack was discovered by the other characters. The group destroyed it, which thereby destroyed Ahte's Lamorri Black Box of Death (which Bill was greatly disappointed by). Korron wrote an official writ stating that they were cleared of Lamorri energy so that they could once again talk to the Dharsage. 

Titanius started a foundation to study the Zero-Point Energy device that he brought North and he is very invested in learning how it works. The researchers later stated that they believed that they might learn how to recharge Power Cells with it. 

Saturday, March 4, 2023

Recap 7: Skyrealms of Jorune RPG Campaign "Slaughter Isho"



*Ahte, Muadra Caji (played by Bill).
*Blogren, Muadra Caji (played by my son Wes).
*Bruus, Boccord Soldier (played by George).
*Titanius Englesmith, Human Explorer (played by Kris).

*Addacar (Corastin NPC).


I tend to get burnout as a GM, so I told the guys that I would plan to run this campaign up to about 20ish sessions and then let someone else run a game. We have a bunch of sessions still until that point though.

The group watched as a creature comprised of mostly pure Isho energy formed on the mysterious Shanthic Leyline. As per Blogren's vision the Shanthas at both ends of the Leyline had summoned it to fight them. Eventually it materialized enough for weapons to harm it and the battle began. Titanius got to use his new Field-Ram Earth-Tec on it to good effect. The Isho Creature hurt many of the characters with odd seemingly deadly spiritual abilities.

The Slaughter Isho Lamorri power that the group just got access to (from past exposure to that Lamorri skull and tampering with Lamorri tech) was used twice and by doing so Blogren got another vision of not only the creature dying, but ALL of the Shanthas, the many birds resting on the biers in the cemetery, and all surrounding life died too. The Leyline full of Isho and Life... became a demarcation of Death. Twenty five feet to either side of the line all through the lands from the Southern Jungle to the Northern Forest were instantly slain. Bugs were seen flying over the line... and instantly dying. Later a bird likewise died instantly above the line. The land was horrendously scarred by their actions. As a GM I love to see unexpected things like that happen. The setting has been altered in a MAJOR way that I could not have foreseen.  > : )

The group eventually noticed a weird dark smudge on the green moon of Launtra... They put two and two together to realize that the ascending Lamorri Death Tech Rods must have returned to some settlement there to wreak mass destruction. It made them wonder who or what resided there, perhaps Shantha using ancient Lamorri secrets to fight humanity? Perhaps other alien species? A mystery, but whoever resided there, they seem to have been behind the attack on the nearby town of Dharmery with their floating cloud ship/structure/skyrealm thing.

The characters walked on the sides of the Death Line and eventually decided to head to another nearby town (Advan) that they suspected might also be under attack. They found it and it was being attacked by a contingent of Crugar who were hurling Lightning Blasts at a protective Isho Wall (cast by the Dharsage's Muadra Caji). They group attacked the Crugars who either seemed to be in league with the ones from the mood settlement, or just taking advantage of the now war torn kingdom. Addacar collected the Crugar pelts after they had slaughtered them quickly. 

The protective Isho Wall came down, and they met with some soldiers and... the Dharsage of Ardoth. It seems he had traveled there to inspect the goings on in the South and to relax away from the hustle and bustle of city life. As they were speaking a 2nd group of Crugars could be seen charging the town riding on Dharme lizards... The Dharsage revealed the only Warp / Gateway that led to the city of Ardoth and that all of them should travel through it and destroy it from the other side. This was accomplished right after Ahte's Black Lamorri Box of Death wiped out some of the charging horde. Unknown to the characters... destroying the Warp with Lamorri Energy also had some interesting effects. hehe.

The group was glad to be in the capital city of Ardoth where the Dharsage gave them extra marks on their Challisks for their help. Titanius got a special write stating that he could retain his Earth-Tec devices in the confines of Ardoth (instead of turning them in as usual). 

Then terrible things happened. The Lamorri energy residing in the characters seemed to desperately want to assassinate the Dharsage. It billowed out of the characters and attacked and slayed the Dharsage's Muadra Caji. The Dharsage fled to safety... or at least so he thought. The dead Caji crumbled into ashes, then formed into a shadowy figure. It pointed at the Dharsage's castle and several towers fell as the world quaked. The group was told that they would be given room and board far away from the Dharsage to keep him safe and to find out what had happened.


Friday, March 3, 2023

BRP Skyrealms of Jorune (Part 16: Lamorri Power Mutations)

                                                      (Videodrome Reference)

So this is basically just another mutation table for those unfortunate player characters who use the dangerous Lamorri Powers and get corrupted / changed by them. *Evil GM Chuckle* Most of these were revised from this great blog post:


1. Hair grows out down your spine, and out along the tops of your shoulders.

2. Tusks form and grow from your lower jaw.

3. Burst of Speed. Once per day, can double movement for 10 minutes.

4. Two of your legs now end in hooves instead of feet.

5. Crab Arm. One hand becomes a claw. 1d8 damage + damage bonus. You can't use that hand to hold tools, weapons, etc. 

6. Hole. Mysterious hole right through your forehead.

7. Extra Mouths. Gain 1d4 extra mouths on your head and neck. 

8. Leathery Hide. You have an extra 1D6 worth of armor protection with every hit.

9. Spiky Teeth. Your teeth grow long and they have serrated edges. You have a slight speech impediment now.

10. Milk. Your body produces 1 ration's worth of milk per day. It is painful if neglected for more than 3 days.

11. Bizarre Skin. Your skin flickers between two random colors.

12. Pheromones. Repels insects, 20m radius.

13. Stabbing Limb. One arm becomes a sharp point of bone. As a dagger. You can't use that limb to hold items or write.

14. Bird Wings. Vestigial. Cannot fly.

15. Unusual Genitals. Whatever you had going on down there is different and weird now...

16. Feeble Jaw. Enormous overbite.

17. Third Eye. On your forehead. +1D10 to Spot Stat.

18. Dog Face. Face of a hybrid humanoid/canine.

19. Perfect Memory. Can roll vs Intelligence/Idea to recall incredibly trivial details.

20. Skin Flaps. Like flying squirrel wings. Cannot use them to fly or even fall slowly.

21. Crown of Tentacles. 2D10 tiny tentacles grow in a ring around your head.

22. Hair Migration. All of it migrates to one side of your head in a huge weird tuft.

23. Grinding Throat. Can eat tough objects (leather, wood) and non-food items can sustain you as if they were food.

24. Finger Mouths. Every finger ends in a tiny lamprey mouth. Can eat with them.

25. Neck Pouch. Inflates, becomes big and red.

26. Second Face. On your stomach. It can see and smell but not hear or speak

27. 100 Eyes. They cover your body. You cannot be Surprised. Darkvision 30m. Spot Stat increases by +1D10.

28. Spider Gland. You can excrete 10' of rope per day.

29. Bilious Vomit. 10' cone, 1d4 damage. Requires 1 ration to recharge.

30. Strange Voice. Something has gone awry with your vocal cords...

31. Any body part chopped off combusts in 1d6 rounds dealing 2D10 fire damage to all of those in a 10m radius.

32. Tentacle Fingers. All wiggly.

33. All bodily fluids can be used as (smelly) lamp oil. 1 flask per day normally.

34. Thick Skull. -1D6 Intelligence, +1D6 Constitution. Cannot be stunned by physical attacks, and 1D6 damage reduction to any hit that hits the head.

35. Extra Lobes. +1D6 Intelligence.

36. Suckers. Your fingers end in suction cups. You can pick up anything and it is impossible for anyone to knock an item held out of your hands.

37. Chameleon Eyes. Bulge, can look in 2 directions at once. Spot Stat increases by +2D6.

39. Glow Pockets. Can glow (as a candle) at will.

40. Goat Horns. Small and pointy form on your skull. 

41. Mantis Arm. One arm gains several extra joints. Can extend to 3m long, folds up to normal size.

42. Worm Blood. Your blood is now infested with extraplanar bloodworm parasites.

43. Mimic. You can mimic all voices, music, and natural sounds.

44. No Lips. Exposed teeth and gums. Dribbly.

45. Compound Eyes. Whole bunch of little eyeballs, like a raspberry. Spot Stat increases by +1D10.

46. Colored Pupils. Pick a color.

47. Unsettling Laughter. Your laugh requires small children, hirelings, NPCs etc. to make a morale check.

48. Retractable Head. Can shrink into torso, leaving only hair exposed.

49. Resilient. Reduce all incoming physical damage by 1D10.

50. Two Necks. Attached to one head. Tricky to decapitate. Can sing in harmony with self.

51. Slime Trail. You sweat a horrible stinking ooze. -10% to Stalking/Stealth skill. Creatures with a scent ability will always be able to track you.

52. Sensitive Eyes. Cannot bear direct sunlight.

53. Swap. GM picks a mutation you currently have and replaces it with one rolled on this table.

54. Horrible Bloating. Something is wrong with your guts. Roll Constitution/Stamina every time you eat a ration or take 1 damage.

55. Foul Stench. Rotting fish and boiled hooves. -30% to Stalking/Stealth skill. Creatures with a scent ability will always be able to track you.

56. Mental Backsliding. -1D6 to Intelligence. Cannot read or write.

57. Strange Walk. You joints fire in an odd order. Reduce your Movement by 1/3rd.

58. Mute. Your tongue withers and disappears.

59. Inverted. Legs swap with arms. Movement unimpeded. Writing and delicate tasks are difficult.

60. Atrophy. One your limbs becomes withered and useless.

61. Foul Stench. You smell like burnt meat and hair. -20% to Stalking/Stealth skill. Creatures with a scent ability will always be able to track you.

62. Inside Out. Horrible. Your total Hit Points are halved. Two random Stats are reduced by -1D10.

63. At death, parasitic limbs will try to grapple nearby targets and fuse to them.

64. Grotesque. Distressingly deformed, scarred, or mangled. Agility -1D6 & Constitution -1D6, then roll again on this table. 

65. Corrupted Organs. Your guts writhe. Whenever you sustain a Major Wound, everyone in 30' must roll to resist being overcome with fear.

66. Pheromones. Insects find you very attractive. 

67. 1D100 Sores. They cover your entire body. -1D10 to Agility, Constitution, and Strength.

68. Cold Blooded. Extremely slow at low temperatures.

69. Goat Horns. Large and curled make it strenuous to hold your head up, and make balancing and other physical activities difficult (-20% penalty).

70. Gaseous Guts. Whenever you gain a Major Wound, everyone in 10m must roll Constitution/Stamina or be poisoned (1d4 damage).

71. Egg Laying. Once a week. Eggs are self-fertilized, hatch into horrible malicious mini-clones.

72. Neuter. Your genitals wither and fall off.

73. Wracked. Your body twists and deforms. -1D6 Agility, and -1D4 Constitution.

74. Duplication. Split in half. Reduce all your Stats by -1D6 and your hit points by half. Your "twin" rolls new stats and HP and has the same skills as you.

75. Evil Eye. One of your eyes becomes green and wobbly. If you die, it becomes a slime. Spot Stat is decreased by -1D10.

76. Evil Eye. One of your eyes becomes black and weeps tar-like tears. Spot Stat is decreased by -1D8. 

77. Hunchback. Agility -1D4, Strength -1D2.

78. Crown of Useless Arms. 1D6 tiny arms grow in a ring around your head.

79. Carnivore. Can only eat meat for rations. You get violently ill if you ingest other forms of food.

80. Spare Legs. Current legs divide into three. Shuffle at almost normal speed.

81. Fish Hatred. All aquatic creatures instinctively fear and/or hate you. People are immune.

82. Extra Useless Head. Identical to your current one, but mirrored, and it has a constant migraine (-10% to all skill rolls).

83. Hideous Violent Morphing. Remove all current mutations. Roll once on this table for each mutation removed.

84. Cyclops. All your eyes migrate to the center of your forehead and fuse into one. Spot Stat is decreased by -1D6. 

85. Anosmic. Your nose disappears and you completely lose your sense of smell. 

86. Tentacle Leg. Horrible and bendy, but it still works. Your movement is halved, but it can hold an item.

87. Multiple Heads. 1D6 additional heads on your neck. The size of apples. They mutter almost constantly and glare. Reduce Stalking/Stealth and Hiding by half unless the mouths can be somehow silenced.

88. When you are hit in combat take 1d6 extra damage as blood sprays out from your pores 10m in all directions.

89. Unbalanced Legs. One grows strong and thick. The other withers. Movement is halved.

90. Age +2D10 years in the course of a single day.

91. Life-Eater. Need to eat 1 living creature a day or take 1d6 damage. Vermin work.

92. Toxic Blood. Immune to poison and disease. At 0 HP or below, any hits deal 1D4 damage to attacker. Those who attempt to heal you also sustain 1D4 damage if they get your blood on them.

93. Cravings. You are hungry all the time. You consume twice as many rations as normal.

94. Skin Slough. Sections of your skin falls off every day, exposing muscles and sinew. This happens in the morning as soon as direct sunlight hits you and you take 1D4 damage.

95. Joint Reversal. All your knees and elbows now bend the other way. Those who see you move are often disturbed by it, making social situations problematic.

96. Swap. Pick a mutation you currently have and replace it with one rolled on this table.

97. Misshapen. May no longer run or ride a horse. Reduce Movement by half.

98. Sensitive Skin. Unpleasant, itchy rash from touching any form of metal, or having metal on your person anywhere or even in a backpack (-10% penalty to all skill rolls).

99. Blindness. You can only barely see light and shadows.

100. Dire Straits. Roll again twice. You get both mutations.

Sunday, February 26, 2023

Recap 6: Skyrealms of Jorune RPG Campaign "Experiments, Lamorri Domination, & Shanthic Leyline"


*Ahte, Muadra Caji (played by Bill).
*Blogren, Muadra Caji (played by my son Wes).
*Bruus, Boccord Soldier (played by George).
*Titanius Englesmith, Human Explorer (played by Kris).

*Addacar (Corastin NPC).


The group searched the ruins of Dharmery but an odd looking cloud descended from far above. It cast its shadow over the town, and the characters could make out some sort of ship or structure within its strange mists. Townsfolk were taken over by small black spheres that came from above. They acted zombie-like and seemed not to have a will of their own any longer.

In one of the ruins the group found Doctor Mathis' laboratory. There was a mechanically animated Shantha skeleton that used Earth-Tec to propel its limbs. They rescued a prisoner named Lorrit who had his eyes removed and replaced with computer wires that were directly linked to the computer systems found there. When the characters did not know the password the computer voice enacted a self-desctruct sequence. They fled, but not before finding some more Earth-Tec power cells.  

Outside again the group faced off against the mind-controlled townsfolk who seemed to be changing from the inside out. Ahte's brother was one of those controlled in this way.  The characters eventually fled as more townsfolk were being taken over. A half-sphere of energy was created around the town of Dharmery, seemingly isolating it from the world around it.

The group headed toward the own of Advan but stopped when they found a Shanthic river of energy (Leyline). Blogren, the Muadra, got a vision of Shanthas painting obelisks with blood and performing rituals at both end points of the line. One the group thinks was North, and the other far to the South, but both were in heavily wooded areas or forests (Glounda Forest and East Trinnu Jungle). One of those obelisks was in a cemetery of biers with lots of birds looking directly at Blogren in his vision.

As Blogren's vision ended a hideous monstrosity was forming on the Leyline right where the characters had crossed it. A palpable sense of fear was bubbling up inside of them before the session ended. hehe.

Today we will play our next session, and I hope to type up a summary soon. I was slacking this month.

Sunday, February 5, 2023

BRP Skyrealms of Jorune (Part 15: Lamorri Powers)


My buddy Bill Coulson has a character in my Skyrealms of Jorune campaign who was infected/corrupted by ancient Lamorri skull. These powers are a result of that as well as him dabbling with evil Lamorri tech... The idea is that each power is "free" but with every use of each power the danger to the caster of having their DNA altered increases... Most of those mutations will be vile, but I'm going to sprinkle in some good ones too on a future random table.

Lamorri Powers:

*Alter Flesh
*Destroy Cle-Eshta or Warp
*Dominate Being (Cleash, Corastin, Croid, Ramian, Skarmis, or Thriddle)
*Muadra's Bane
*Poison Isho
*Ray of Mutation
*Remove Disease & Neutralize Poison
*Shan-Theel (Dark Shantha)
*Shape Stone & Warp Metal
*Slaughter Isho

[Evids of the Shantha are resistant or immune to Lamorri powers].


Range: Touch
Mutation Chance: 1% (+1% per use).
If the touched living being fails a Con/Stamina roll then one random part of the creature changes into another living physical biological form that has the same mass. This power cannot kill, but it can make many unfortunate changes to the creature.

Area: 10 meters
Range: 30 meters
Mutation Chance: 1% (+5% per use).

Lamorri energy completely severs the magical pathway between teleporting Cle-Eshtas, gateways, portals, warps, etc. A massive expenditure of Isho is needed to reestablish the pathway.

DOMINATE BEING (Cleash, Corastin, Croid, Ramian, Scarmis, or Thriddle)
Range: 30 meters
Mutation Chance: 1% (+2% per use).

If you win a test of Intelligence vs. Intelligence on the Resistance Table you can control the actions of any Cleash, Corastin, Croid, Ramian, Scarmis, or Thriddle being through a telepathic link that you establish with the subject’s mind. You can force the subject to perform as you desire for a full day, within the limits of its abilities.

Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival. Giving a dominated creature a new command takes one action. Obviously self-destructive orders are not carried out.

Range: 100 meters
Mutation Chance: 1% (+4% per use).
If you win a test of Intelligence vs. Intelligence on the Resistance Table vs. a targeted Muadra they will have all of tgeir Isho ripped from them, and it will be infused with corrupting Lamorri energy. If they fail a Con/Stamina roll they die. Those that survive being filled with Lamorri energy will not be able to cast any Dyshas for 1D6 days.

Area: 100 meter radius centered on the caster
Mutation Chance: 1% (+2% per use).

All ambient Isho in the area is poisoned. The energy will eventually return to nornal in the area but it will take 1D4 days to do so. Beings that attempt to cast Dyshas in the area will need to try to resist the poisoned energy with an Isho/Empathy roll (albeit with a 30% penalty). If the roll succeeds they avoid the poison effect. Those that fail can't cast Dysha for 1D4 days. Two successful Moon Isho skill rolls are necessary to cast a Dysha in the area.

Range: 50 meters
Mutation Chance: 1% (+2% per use).

Those creatures who are hit with this ray and fail a Con/Stamiba roll will manifest a painful random Mutation over the course of the next 1D10 rounds. Roll on the Mutation Table.

Range: Touch
Mutation Chance: 1% (+1% per use).

One disease is removed or type of poison is neutralized in the victim that the caster touches. That creature is immune to that disease or poison from now on.

Range: 100 meters
Mutation Chance: 1% (+5% per use).
If you win a test of Intelligence vs. Intelligence on the Resistance Table vs. a targeted Shantha it will have all of its Isho ripped from it, and it will be infused with corrupting Lamorri energy. The Shantha's flesh will violently be changed. It will obey the caster even to the point of death for 1D4 days. After that the Dark Shantha will flee to follow its own twisted will.

Range: 50 meters
Mutation Chance: 1% (+1% per use).

The caster can make any type of stone change shape into any other form with the same equal mass and volume. The stone will harden into its new shape in 1D10 minutes. Any form of metal can also be warped into a new shape, but this is mostly used to turn weapons into unusable hunks of metal.

Area: 50 meter radius centered on the caster
Mutation Chance: 1% (+3% per use).

All ambient Isho in the area is destroyed. The energy will eventually return to the area but it will take 1D4 days to do so. Living beings in the area can attempt to resist having all of their Isho ripped from them if they make a successful Isho/Empathy roll.

Monday, January 16, 2023

Recap 5: Skyrealms of Jorune RPG Campaign “Lamorri Death Tech”



*Ahte, Muadra Caji (played by Bill).
*Blogren, Muadra Caji (played by my son Wes).
*Bruus, Boccord Soldier (played by George).
*Titanius Englesmith, Human Explorer (played by Kris).

*Addacar (Corastin NPC).

The group rested and relaxed a bit on Tonista’s Durlig & Hilc farm. They told the Bronth owner of the farm where an Earth-Tec Durlig planter was, and she was going to get some local people to go retrieve it. She said she would have to hire on a human as well, so that they could operate the planting device.

The characters headed off toward Ahte’s home town of Dharmery to the North-east of Tonista’s farm. While traveling there Ahte told the group about how Dharmery is ruled by a human-only nobility, and that Boccords and Muadras (as well as any other form of intelligent life) are considered second class citizens. Luxury crops like chocolate and coffee are the town’s main exports.

Bruus noticed an odd section of ground, and avoided it… only to miss another section that was a trap. He fell through the odd plant-based spider web-like fibers, and as he was tangled in it, 4 large furry creatures with sharp teeth (Harns) bit into his flesh with their diseased saliva. He struggled to get free, and tried to fend off his attackers. The group managed to levitate him out of there with a Dysha, but one of the 4 Harns sunk his teeth in deeper and held on. Luckily for Bruus Blogren (the Muadra) cast Flame Touch and yanked the last remaining Harn off of him, and hurled it into one of the other web traps (which then caught on fire). Addacar filled his belly with Harn meat, and he seemed to have no ill effects from them other than a stomach ache from eating too much.

The group cleaned out the rest of the Harns in their tunnel nests, including some humans who had their bodies reduced to disgusting egg incubators. They also freed a Thriddle who was recently captured, and just undergoing the egg implantation process. He was a member of Canth’s (the first Thriddle the characters met) failed skyrealm exploration mission. His name was Salrough, but the characters just called him Sal. Upon further exploration they found some Gems, Gemlinks, and Gemules from previous victims of the Harns. They also found some damaged armor and a few mundane weapons. Blogren collected all of the Harn teeth, but no one else took any other Harn parts.

A letter was also in the refuse that said:

Dear M.,

Experiments have gone well. Deliveries should be made in roughly two months time.


Appra (later they learned that this was Appra Dharmery, a noble of the town of Dharmery).

On the way there they saw 10 thin gray-white streaks of light that hurled downward at the downtown sections of the upcoming town on the horizon. As they approached the farming peasants were all hidden in their homes, and scared. No one knew what had happened but they weren’t taking any risks by being outdoors.

The center of town, and scattered around in 10 locations were areas of dark ash destruction. Noble houses, main buildings of wealth, and other vital locations were utterly destroyed, and all life was reduced to ashes in a 20 feet radius around these light drinking black rods buried deep in the ground. Only about a foot of each of them was visible above the ground. Titanius hit one of the rods (after Ahte told him not to) and his arm felt a horrible shock, and the Muadras looking on noticed a color shift in Titanius’ aura, to now having odd brown to it in places (a color that did not exist to their knowledge). Later they would learn that this was the color of the vile Lamorri energy that is the antithesis of Isho and life itself. Blogren levitated the rod out of the ground to reveal that it was 30 meters long. When his Dysha ended, it once again hurled itself into the ground and thereby killing another 20 foot radius of life and Isho around it, and that also hurled the characters violently away from the blast area.

As they discussed what to do, another 10 Lamorri Death Rods blasted into the town from above. Blogren started to feel an intense creeping pain, but Ahte… felt attracted to the power held within the Lamorri tech. The townsfolk mostly fled the debris, as well as Bruus, Titanius, and Blogren, but Ahte remained. He approached slowly, and grabbed hold of one of the Lamorri rods. Instantly, all of the rods hurled themselves upward out of the ground, and Ahte vanished. A huge explosion was seen high above the world where nothing was previously visible, and then a single rod hurled itself back to the ground with Ahte still holding onto it. He seemed to have sustained no damage, but his aura had a darker brown tint to it as the Lamorri energy seemed to be coursing through him. As a result of this, and Titanius’ touching the rod previously… it seems that Ahte can now control Titanius’s left arm. This of course disturbed the group, but it could possibly come in handy later (ba dum tiss). Hehe. The rod that Ahte held crumbled to ash and that ash flew into Ahte’s nose and mouth. It was guessed that Ahte perhaps will gain new powers, and perhaps lose some ability with Isho as a result. Only time will tell...