Issue #4 October 2020
Issue #4 October 2020
Issue #4 October 2020
What I mean is that this is the month for finally trying to recruit
some new players for that one shot you’ve been meaning to run.
Any gore and witchery in the game then becomes part of the
Halloween festivities, you see. In fact, you should probably put this
issue down and go start organizing that session! Don’t worry, we’ll
be waiting for you until then.
Stay weird!
Jeff Rients
Last seen somewhere in Pennsylvania
Table of Contents
Art Credits
Cover art: Ben Crawford
Logo design: Etienne Ménard
Page 5: Gordon Johnson from Pixabay
Page 11: Tim “Samwise7” Harper
Page 14: Stacey Sanderson
Page 23: Joel Clapp
Inside back cover: Oberholster Venita from Pixabay
Additional assistance: Tim “Samwise7” Harper
Random Table: Location Tension
by Stefan “The Moth”
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5. Strong gust of wind makes the The party stumbles upon a
torchlight dance vigorously, as small, long extinguished
if it will die any moment. campfire, dozens of teeth found
among the ashes.
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11. As soon as anyone makes any A butchered corpse of an
kind of noise, the room comes animal is strewn across the
alive as swarms of cockroaches ground, the head spiked on a
scuttle about and run away. nearby branch.
13. The ground rumbles and The party finds itself in the
shakes, dust dancing in the middle of numerous footprints
room, as if caused by a on the ground. Too many to
powerful, but brief, count and vastly overwhelming.
earthquake.
14. The whole room is covered Small dolls made out of twigs
with bloody imprints of small adorn an entire grove of trees.
hands.
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18. You went too far into the Random player is bitten by
clutches of darkness. Save or some kind of insect, supposed
suffer uncontrollable to be carrying a deadly poison.
nyctophobia. Your torchlight In reality, it is harmless.
must not die, otherwise it will
be the end of you.
19. There's no air and no way of These woods are dark and full
getting out of this hellhole. of horrors. Save or suffer
Save or start hyperventilating, uncontrollable nyctophobia,
until you eventually pass out. grasping any kind of nearby
source of light. If the light
perishes, it will be the death of
you.
5
The Inquisition Party
by Mark Hess
Deuteronomy 18:10–12: "No one shall be found among you who makes a
son or daughter pass through fire, who practices divination, or is a
soothsayer, or an augur, or a sorcerer, or one that casts spells, or
who consults ghosts or spirits, or who seeks oracles from the dead.
For whoever does these things is abhorrent to the Lord".
1 Samuel 28: Saul "hath cut off those that have familiar spirits, and the
wizards, out of the land".
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Padre Niccolo Giuliani: Armor 14, Move 120, Level 3 Cleric, 12hp,
attack +4, Shortsword 1d6, Flintlock 1d8, Morale 10.
Leather armor, robes, crucifix, witchfinder kit.
Spells: Bless, Command, Cure Light Wounds.
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Trosteg Mæltromal {Dwarven ‘Storm Hammer’}
by Matthew J. Griffin
Four-times-Forged on request by the Last and Twelfth
Bridge-warden Graynalž o’ the Tower, this DWARVEN relic was used
in the failed defense of the black stone bridge-fortress of Bannon
Alwyck. The fortress presently lingers half-buried beneath earth and
magicks, spanning a collapsed canyon and a river reduced to an
occluded, tepid trickle. The weapon dwells somewhere beneath the
sealed halls of the fortress.
Some DWARVEN factions bemoan its finding, wishing that both the
weapon and it’s lineage lapse into the lore and legend of their fading
race. Others desire it to be found; a provincial instrument
necessary for remembrance and rebirth. SPECIALISTS desire it, for
the tales of its {obvious} formative power, and its re-sell value
{approx. 70-105,000sp}
When the top of the head of the hammer is struck downward to the
earth, the wielder causes a tremor 5’ wide by 50’ long in a straight
line. All opponents under level 8 fall prone and suffer 1d6 points of
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damage. All opponents level 8 and above are allowed a saving
throw versus Magical Device. Success means any effect is avoided.
On a mělée hit versus the wielder, the opponent takes 3d6 damage.
The wielder suffers one point of damage from the concussive force
exuded from the weapon.
When the proper command word is spoken the jewel ignites and--for
1 round per level of the wielder--the weapon will cause an additional
1d6 points of fire damage. The hammerflame is unaffected by
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natural causes: i.e. the fire will burn underwater, and withstand the
winds of a hurricane.
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Sometimes sin-eaters acquire memories and temporary abilities
from those they devour (1-in-6 chance to start; results are left up to
the referee). They often file and sharpen their ever-growing teeth
which grant them a savage bite attack which increases in
effectiveness at higher levels. Their bite is an extra attack that can
be used in addition to other normal attacks, so a sin-eater could
swing with a weapon and attempt to bite a foe in the same round.
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Sin-Eater Abilities & Saving Throws
Bite Abilities
Lvl Skills Paralyze Poison Breath Device Magic
dmg Memories
0 1d2 - - 10 10 16 14 16
1 1d2 2 1-in-6 8 8 16 12 15
2 1d4 +1 1-in-6 8 6 16 12 15
3 1d4 +1 1-in-6 8 6 16 12 15
4 1d6 +1 1-in-6 6 4 16 10 15
5 1d6 +1 2-in-6 6 4 16 10 12
6 1d8 +1 2-in-6 6 2 14 10 12
7 1d8 +1 2-in-6 4 2 14 8 12
8 1d10 +1 3-in-6 4 2 14 8 12
9 1d10 +1 3-in-6 4 2 14 8 9
10 2d6 +1 4-in-6 2 2 12 6 9
11 2d6 +1 4-in-6 2 2 12 6 9
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Because it presents an interesting risk/reward gamble or venus fly
trap kind of situation to the players. Of course, for this to work, the
good and bad thing must not cancel each other out or be mutually
exclusive, because that makes possibility #3 a "nothing happens"
situation, and in a game, you never want nothing to happen.
That's why I'm a fan of the Playtest saving throw mechanic from the
last page of James Edward Raggi IV’s Eldritch Cock, which uses
pools of D6s, is super easy to learn and has threefold results:
However, old habits die hard, so here's a method for achieving the
same results on a d20 roll without having to change anyone's throw
numbers, which has the added benefit of easing conversion and
backwards compatibility:
This can also be used to interpret risky casting if using the Weird
Magic System (see Eldritch Cock o
r Vaginas are Magic), etc:
Armor 15, Move 90', 6 Hit Dice, 27hp, bite 1d8 damage, Morale 10,
attributes modified with a roll on the Form table (below).
Roll once each on the tables below to modify the Valac Fooltrap's stats,
and to determine its disposition and character. Provide it with one item
from the Enigmatic Valuable Item table (FOTH‑0001) or choose
something of your own to act as a lure.
Form
1. Fangs ‑ bite is save vs. poison or die
2. Fat / Bloated ‑ add 2d8 hitpoints
3. Huge maw ‑ bite does 1d12 damage
4. Plated ‑ armour is 18, move is 60'
5. Spines ‑ extra attack secondary target each round for 1d3 damage
6. Wiry ‑ armour is 16, +1 to attack rolls
Friends of the Hammer ‑ Art: Stacey Sanderson, Text: John Anthony
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Havenrift
by Craig “Lord Mhor” Dixon
Havenrift is built into the sides of a river gorge, with the king's
castle on one side and an elaborate fortified bridge over the top that
spans the gorge and connects the wealthier citizens near the top of
the hive-like side depicted above. Even the wealthiest on this side
are of less status than those across the gorge. The opposite side is
greatly restricted to the noblest families, their live-in servants, and
the extensive direct holdings of the king. People who go over the
bridge during the day are compelled to cross back over each night
unless they are being hosted by the king, noble families, or the
military.
The river is the main mode of travel for the impoverished masses,
raw materials received from upriver, trade goods being sent
downriver, and adventurers attempting to escape the wrath of the
wealthy that they have recently pillaged or outraged. The roads
leading from the upper settlement across the plains are the main
pathways for nobles, armies, merchant caravans with expensive
goods traveling overland, and adventurers in good standing fated to
die horribly in dungeons lurking under distant mountains or forests.
Gravity being what it is, sewage flows predictably from the top to
the bottom, which is inhabited by the cockroach people. They are
only tolerated because they are vital to the economy. The cockroach
people breed their giant cockroaches in large caves accessed
through the lowest tunnels. These lower caves are generally avoided
by all others, since the chance of being devoured is very high. These
caves flood when the river rises, but not entirely, so giant
cockroaches are often swimming around in them with cockroach
people sheltering on their carapaces. With sudden floods, cockroach
people caught away from their caves are compelled to scurry
desperately up the side of the gorge or hop on their giant swimming
cockroaches to quickly escape by evacuating downstream. Those
who fail are simply drowned in the raging waters.
Perhaps this is a possible origin story for the dreaded Duvan'Ku and
their unspeakable sorcerous empire? The "Dead Sign" might have
first evolved in the dank subterranean caves within which the secret
cannibalistic rituals and iron-clad undead skeletons of the cockroach
people were developed.
The plebeians near the bottom of Havenrift can get to the top by
climbing, but they are regularly challenged or harassed by the militia
and private security forces of the wealthy if they can't quickly prove
that they're on a mission for someone more important than their
inferior status might indicate. Bribes work well, and are often used
by agents of the cockroach people for pursuing their various
schemes against the established hierarchy. Cockroach people are
never directly permitted above the bottom levels. They must pay a
toll to go to any levels above the maximum flood level of the river,
and are simply not tolerated for any reason more than three levels
above this point. Their hate for the "Uppers" is unbounded, but they
carefully hide this to further their dreams of freedom in an upcoming
rebellion and takeover.
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There is some terraced farming and gardening in the ravine itself,
where sufficient sunlight is available, but it is not enough to feed the
population. Extensive mushroom farming occurs in tunnels dug into
the back of the ravine. Tunnel collapses are unusual but far from
non-existent, so there is always some sort of ongoing chaos in the
darkness under the surface behind the facade of civilization.
Enjoy!
Nicolaus Hunnius
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Early Modern Random Advancement
Classes, Part III: The Magic-User
by Jeff Rients
This chart is based upon the random advancement system pioneered
by Zak S., but modified to fit Early Modern play using the 3-class
“Playtest Notes” from pages 52-53 of James Raggi’s Eldritch Cock.
To use this chart, build first level PCs as described in Eldritch Cock.
Each time a Magic-User advances a level they receive class benefits
in the form of two d100 rolls on the chart below and nothing else.
01 You gain nothing. Do not reroll. The gods hate you.
38-40 You gain an additional hit die. Reroll all hit dice. Keep the
total as your new max hit points if it is higher than your previous
max.
41-45 You learn how to use a new spell, determined randomly from
the entirety of the campaign spell list.
46-48 You gain +1 Intelligence. If your Int is already 18, you get
nothing.
49-51 Cheap Trickery: Once per session you can make your eyes
glow, smoke come out your ears, or some other purely cosmetic
nonsense. This may spook peasants and other domesticated
animals. Rerolls grant additional uses per day.
52-54 You learn how to read and write a language of your choice,
living or extinct. You must make an Int roll every time you attempt
to speak the language in order to understand/be understood.
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58-60 Apprentice: You gain a 0-level wannabe magic-user as a
follower. They can cast one spell you teach them, once per day, but
it is automatically risky (i.e. they must roll miscast every time). If
they survive 3 adventures by your side they are advanced to first
level.
61-63 Flesh Burner: You may cast one extra spell a day, but doing
so inflicts 1d6 internal heat damage on yourself. Subsequent rolls of
this item increase the number of times per day that you may hurt
yourself for more raw power.
64-66 Spell Inverter: You know how some spells can be reversed?
You can attempt that with any spell, but it is a risky proposition (i.e.
you must roll miscast every time). Reroll subsequent rolls of this
item.
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67-69 Spell Mastery: Randomly select among the spells you know.
That spell is now +2 on your save to cast it under risky
circumstances. Subsequent rolls of this item must be applied to
different spells.
80-82 Just Sign Here: You make a pact with some sort of Terrible
Entity. You may make two additional rolls on this table immediately
and every time you level up hereafter you get three rolls rather than
two, so long as you keep your new master happy. Reroll subsequent
rolls of this item.
83-85 Glyphs of Power: You gain a new random spell, but you can
only cast it in the form of a scroll you make.
86-88 You gain +1 skill point, but no skill can be improved beyond
level 4.
87-89 Lotus Powder Fiend: You gain a new random spell, but to
cast it requires that you take a dose of an exotic mind-altering drug
that costs 3d20sp per dose (reroll price each time you need to score
some dope). Furthermore, there is a non-cumulative 1% chance it
ruins your health per use (to the tune of a permanent one point loss
from a random ability score) and a cumulative 1% chance you get
addicted to a daily dose of the stuff. Once addicted, you can’t cast
any spells without your daily fix.
90-92 You discover the formula for creating some terrible magic
item beyond the usual scrolls, wands, and potions MU’s tend to
dabble in. The referee will determine the item and its powers, as
well as the 3 horrible/exotic ingredients you must acquire for its
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construction. Cost and time of the final enchantment will be similar
to making a wand or staff.
97-98 Spell Blender: Once per day you can cast two spells
simultaneously for a combined or hybrid effect. This a risky
proposition (i.e. you must roll miscast every time). Reroll
subsequent rolls of this item.
Malevolent Moppet
Magic-User Level 1
Duration: until destroyed
Range: 0
This spell allows you to create a magical doll of any humanoid. To
create this doll you must have 100sp in materials plus blood, hair,
flesh, etc. of the target, and a full uninterrupted day in a lab to
connect the target with the doll. After you have created the doll you
can use pins and needles to stab the doll which is inflicted on the
target, each needle does 1d4 damage and a different effect for each
location:
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● Eyes: blinded for 1+1d4 rounds
● Arms: -4 penalty to attack rolls for 1+1d4 rounds
● Chest or Back: extra 1d4 damage
● Legs: move at half speed for 1+1d4 rounds The target gets
a save versus Magic every time they are stabbed with a
needle. On a success they avoid the effects and only take
1d4 damage.
If the doll is completely destroyed (chopped up, burned, etc.) all
effects on the target end, otherwise the connection is permanent.
Demon Trap
Magic-User Level 2
Duration: See below
Range: 0
The Demon Trap is a sigil imbued with magical power meant to trap
demons or entities from beyond. In order to create this sigil you
need 1 liter of blood from a virgin, and 500sp worth of special herbs
and ingredients, and spend 1d6 turns to draw it and imbue it with
magical energy, the trap is a 5ft square.
This trap will be able to hold and contain any demon summoned
into or moving over or under it, if they have less HD than the
caster’s level, there is no save. While inside the trap the entity
can't use any abilities or attack. The trap is permanent unless
someone breaks the sigil from outside.
If the entity is equal to or higher than the caster’s level, they get
to make a save versus Magic. If the demon’s save is successful,
the trap is immediately broken and the entity attacks the caster
in a fit of rage.
“I got this, guys! I’m pretty sure this scroll will unleash a fireball.
Just give me a second to remember how to pronounce this word-“
-Kalvin Jacobson, self-proclaimed arcane explorer moments before
he killed his entire party.
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HAPPY
HALLOWEEN!