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A Sack And A Knife


Hey, so recently I ran a couple of playtest sessions of STEAL THE EYES OF YASHOGGHUH online (it was great, highlights at the end) and to speed things up we used starting equipment packs that I’ve used a few times before.

 

While we were playing Brendan S asked if I’d published them and since he brought up how useful equipment packs are for streamlining character generation, here’s the packs I’ve been letting people choose randomly – three Sword-Whores, three Adepts/Specialists/Thieves, and three WIZARDS.

 

There are a couple of “healing potions” in there that mention making saves. If you fail you randomly mutate, or in the case of The Bottled Nectar of the House of Honey and Salt:

  • Both fail – Your body loses all integrity and slops and expands in a flowing pile of the Velvet Blessing/Saintsblood.

  • Only CON fail – The flesh of a random body part shifts and groans beneath the skin. Make another CON check each Turn – Until you succeed, make a WIS check every time you exert yourself, if you fail the body part becomes Saintsblood.

There’s also some drugs. For me drugs work like this:

Effects last until you FAIL the associated Ability check, made each Turn.

If you roll a 1 or a 20 on a check you’re addicted.

While addicted, whenever not under the influence of the drug you suffer all of its normal negative effects as well as its withdrawal effects, and all checks involving the associated Ability Score are Doomed (checks that would already be Doomed are Double Doomed).

After each full day without the drug, make the associated Ability check to recover from addiction.

Quick, easy, smooth.

Doomed means you roll twice and take the worst. Yes that’s the same as Disadvantage. No there is no replacement for Advantage.

 

ANYWAY HERE’S THE EQUIPMENT

Read the rest…


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Arts & Crafts: Morbidly Encumbered edition


My players love them some arts & crafts, when I give them little map pieces to put together they all get a little bit more giddy and conspiratorial (like with Sleeping Place of the Feathered Swine or STEAL THE EYES OF YASHOGGHUH! which they are playing through right now).

But we were playing a week or so ago and they were divvying out stolen jewellery and codpieces and swapping equipment with each other before descending beneath a swamp and all I could think was “godddd I wish they could just pull things off their sheets and hand them to each other instead of all this erasing/re-writing bullshit”.

And then I realised why not? WHY NOT?? Why am I using ratty lined tables that are continually being scrawled over like an ambitionless mouthbreather? WE HAVE THE TECHNOLOGY. WE HAVE BLUE-TAC.

 

So I whipped these up before our next game, with a page of the character sheet devoted to worn equipment, and a separate backpack (drawn by Rose forever ago) for the rest:

 

And suddenly they were actually paying attention to what they were carrying and moving things around and watching how close they were to being over-encumbered and I DIDN’T HAVE TO DO ANYTHING TO PROMPT IT.

Really they’ve never understood encumbrance rules properly but make it a bit more tangible and suddenly everything becomes clear and actually a bit fun what?

 

So hell yes, this is my encumbrance/inventory system now, it makes things so much easier to track, gives heaps of extra room for little details/rules/sweet illustrations, and also means I can do fun things like physically take things away from people when they get stolen or dropped or turned into spiders.

I feel dumb that it never occurred to me before.

 

Jeff Russell was lamenting about not being able to do this in online games and I ran off at the mouth about using Pinterest for it, which is actually a super good idea.

If everyone playing makes a Pinterest board containing a pinned picture for each piece of their equipment and then shares it with the other people playing, they can then move items around/be given stuff/drop stuff/whatever.

  • Want to give another player an item? Share the pin with them then delete it from your board.
  • Want to write down rules or little notes for that magic item you just got? You can type a message on the pin.
  • Are you the DM and you’ve got a bunch of items hidden away in this room? Collect a pin that fits each of them before the game then share them with your players as they find them.
  • Pinterest is more relevant to D&D than I even realised.

 

Here’s the new character sheet, click here and it’ll take you to a folder with separate files for the character sheet, the item cards, the backpacks, and the satchels and pouches (print everything except the item cards double-sided, they’re sized for A4 printing on machines that add a 5mm margin):

 

The dice are on there because I bought Emma the most metal set I could find and she now carries them around in her purse but she doesn’t know which one to grab to make Malatesta cut someone in half.

 

My encumbrance rules have changed a little to go with this so they now work like this:

  • Items you’re wearing can be grabbed and used at-will (they’re the ones that get stuck to your character sheet).
  • You have 5 slots for items you’re holding or simply want to protect better; these can’t be damaged or dropped unless you roll a natural 1 when defending in contested melee. If that happens roll a d10 to see which item is affected and check Breakage.
    When you’re actually holding any of these items in your hands move them to the 2 slots on the front of the sheet (but that doesn’t free up the ones you moved them from).
    [INTERLUDE: Breakage is just new wording for Quality from the Notches rules, it just made more sense on the whole, and now EVERYTHING has a Breakage value. Most Breakage values are between 1-5, and everything other than a weapon will use a d8 for its check (weapons use their damage die); if you roll the Breakage value or less, it breaks, otherwise it’s fine unless you roll the maximum value of the dice in which case you drop it. Weapons and armour take a Notch instead of breaking.
    Most items will have a Breakage chance of 3, non-intricate metal items would be 1 or 2, vanity mirrors and oil flasks would be 5.]
  • You have 5 slots for loose items, each taking up two numbers from 2-11.
  • You have 5 slots specifically for armour and nothing else, numbered 12-16. Medium armour takes up 2 slots, heavy armour takes up 3.
    I’ve started ruling that additional pieces of armour like helmets or gauntlets or Sabatons of Shame don’t increase AC, but you can sacrifice them to make an attack against you re-roll its damage (so if a successful attack against you just rolled 8 damage and you know that’s high enough to cut off a limb you can say “oh shit I headbutt the blade” and destroy your helmet and hope like hell the damage roll is lower this time).
    If you run out of armour slots and want to wear more pieces they can go in loose items.
  • When a successful attack roll against you matches the number of a filled loose item or armour slot (with contested melee a successful attack roll can be quite low), check Breakage for the item.
  • You can buy satchels or pouches to hold multiple items on a loose or held item slot. That means you can carry more shit and protect more things on those lower numbers, but if the pouch gets hit and fails its Breakage check everything falls out and you need to check Breakage for all of them.
    Satchels can carry 4 items, Small Pouches can carry 2, and some items (like the fabulous wig that Rose’s drag queen specialist Muffin McTavish is currently sporting) can store extra items inside themselves already.
  • You can carry as many small insignificant items in one slot as you can write on the item card.
  • When you’re wearing equipment the only items that stack are money (300 coins or small gems), ammunition (20 arrows/bolts/shot balls, 10 sling bullets), and small things like iron spikes or powder apostles (5 each). Every oil flask takes up a slot.
    When it’s in your backpack you can stack smaller things like oil flasks up to 3 per slot.

My other encumbrance rules work pretty much the same as before but with some different conditions that apply to encumbrance levels (Movement Dice explained below):

  • If you’re only carrying worn equipment your Movement Dice is d8, and you can roll twice and take the best for physical checks like climbing or jumping out of the way of giant rolling balls of gore.
  • When wearing a backpack you can carry a number of Dead Weight items up to your Strength or Constitution score, whichever is higher.
    Your Movement Dice is now d6, you roll once for physical checks, but can discard your backpack to re-roll (so if you’re hanging above a pit full of angry fishrats and fail your climbing check, you can shrug off your backpack and hope really hard that you don’t fail the re-roll and fall after it).
  • You can carry more than that up to a total of your Strength + Constitution and be Overweight.
    Your Movement Dice is now d4, you have to roll twice and take the worst for physical checks, but can discard your backpack to re-roll.
  • If you carry any more than that you’re Morbidly Encumbered, which is the same as being Overweight except that you have to roll twice and take the worst for ALL physical rolls including attacks and movement checks.

 

MOVEMENT DICE

 

Rolled for chases or when contested speed is otherwise an issue (like when you and the cultist look each other in the eyes and dash towards the slime-spewing altar).

  • Whoever rolls highest wins. In a one-on-one situation I’d rule that if your Movement Dice is the same but you’re wearing less armour than your opponent you can add your Dexterity modifier.
  • In a chase use the lowest Movement Dice of the group unless you bail on each other; on a lost roll decrease your dice size, on a win increase your dice size, and the chase ends when someone loses on a d4 or wins on a d20.
  • During a chase any ranged attacks suffer a penalty equal to your opponent’s Movement Dice.
  • If you’re being chased and your opponent rolls a 1 on any dice you can try to do something to lose them (so in a city something like jumping onto a roof or into an alley or a random doorway or spilling a cart in front of them), and if you win the next check it works and the chase is over.
    If you’re chasing and your opponent rolls a 1 on any dice you can try to do something to stop them (like yelling at Old Bob who’s always standing in front of the Bloated Cuttlefish to grab them), and if you win the next check it works and the chase is over.

The lowest Movement Dice of the group can also be used for random encounter checks, because if you’re Overweight you’re shuffling and jangling around like an idiot, as opposed to the guy padding around with nothing but a sack and a knife like an agile agile cat.

 

When crossing an area is difficult/dangerous/time is of the essence (like a room full of angry sludge crabs or something), you could also set the room a total movement number that the group has to reach before they cross it, and every Movement Dice roll takes a Round (so the Morbidly Encumbered idiot on a d4 Movement Dice is probably going to get nipped by a lot more crabs than the previously mentioned sack and knife guy on a d8 Movement Dice).

I haven’t tested that but it seems sound in theory?

 

And then hey that feeds in nicely to..

 

 

EXHAUSTION

  • After strenuous activity roll your current Movement Dice.
    On a 1, drop to the next encumbrance level until you rest for a Turn.
  • When removing your pack roll your current Movement Dice.
    On a 1, remain on the same encumbrance level until you rest for a Turn.

So after scaling a 50′ wall carrying Dead Weight there’s a chance you’re going to feel Overweight until you’ve had a little rest, and if you’ve been waddling around Morbidly Encumbered all “it’s okay if a monster shows up I’ll just drop my bag”, there’s a chance that when you drop it you’re not going to feel any more refreshed and suddenly regret your life decisions.

 

Apart from that there’s a bunch of other rules changes/tweaks on there so..

 

 

WEAPON TAGS

 

Rather than keeping each weapon type with its own special rules I changed it to weapon tags so they can get stuck all around.

  • ADAPT: if you miss an attack, you can use a Parry to try again. [mostly swords, Parries are normally used to re-roll a failed defence, which you can do a number of times equal to your Fast AB bonus (Dexterity modifier + AB) per combat]
  • TRAUMA: +2 to-hit vs. Medium or Heavy armour, successful hit reduces Heavy armour by 1. [mostly maces and hammers]
  • FLESHRIPPER: two damage dice vs. Light armour or less. [mostly axes]
  • REACH: automatically attack first and do double damage against Bum Rushes. [spears and polearms]
  • HEFTY: roll twice for damage and take the best while wielding with two hands. [mostly melee weapons that do d8 or more damage]
  • LASH: ignore shields, can choose to attack weapon, disarming on 4 or more damage. On any miss roll under your AC or hit yourself. [mostly flails and whips]
  • SHANK: can make contested d20 + Hard or Fast AB to grapple after hit, automatically hitting Flesh in subsequent rounds until they kick you off. [mostly knives]
  • ARMOUR PIERCING: reduces AC to 12 + Dex modifier. [firearms]
  • HORRENDOUS: keep re-rolling odd damage dice. [trying this out for arquebus/rifles to give a reason for giving up 2 slots to lug one around instead of a pistol]
  • BURST: anyone in range has to roll equal to or less than their DB (Dexterity modifier + armour bonuses) on a d12 or take damage.

Off-sheet I’ve been playing around with ranged weapons a bit to give them more obvious benefits/trade-offs.

  • LONGBOW: takes up 2 slots, d6 damage + Strength modifier. [Uses Hard AB (Strength modifier + AB), all other ranged weapons use Fast AB (Dexterity modifier + AB)]
  • SHORT BOW: d6 damage.
  • SLING: 2d4 damage.
  • LIGHT CROSSBOW: d6 damage, 1 Round to load, uses Trauma tag.
  • HEAVY CROSSBOW: takes up 2 slots, d10 damage, 2 Rounds to load, uses Trauma tag.
  • PISTOL: d8 damage, can’t reload under pressure, uses Armour Piercing tag.
  • ARQUEBUS/RIFLE: takes up 2 slots, d8 damage, can’t reload under pressure, uses Armour Piercing and Horrendous tags.
  • BLUNDERBUSS: d6 damage, uses Burst tag.

 

SHIELDS

 

When you get hit by a ranged weapon it bypasses Grit and goes straight to Flesh (the hit points where you really get hurt), so shields should be kind of a big deal.

Small shields give +2AC, large shields give +4AC but unless you’re a Fighter you can’t pair one with a melee weapon unless your Strength is at least twice as much as the weapon’s damage.

(Contested melee means that even with an extra +4 defence you’re far from unhittable.)

Using a shield is like dual-wielding weapons, so each Round choose between the AC bonus, or making an extra d4 damage bash attack.

If you make an extra attack split your AB between the two.

(Two attacks while dual-wielding usually incurs a penalty equal to the lower damage of the two weapons, but not with shields.)

 

 

MONEY

 

300 coins or small gems can be carried in an encumbrance slot (large gems count for 30).

Other than that you can give money to the Merchant Priests who are smugly present in every major city and sometimes in places you wouldn’t expect and always know how much credit you currently hold with them.

If you’re buying something and want to use your credit you can either find a Merchant Priest to oversee the transaction or leave a blood-sealed slip of paper with the shopkeep to cash in later.

Of course if you signed it for more than you’re worth the Merchant Priests will find you where you sleep and croon about ethics in the dark.

RATIONS

 

Buying/tracking rations exact to the day is boring and I am having none of it.

Instead of that I’m using Ration Dice – d4, d6, d8, d10, d12, and d20.

[Similar to what I do for torches, inspired by the cascading dice ammunition rules by Intwischa (sadly no longer in existence, but the page is currently available via the Internet Archive)]

You can only have one of each and they’re purchased in increments from lowest to highest.

Each one takes up an encumbrance slot, and costs twice as much as its dice size in silver pieces.

THIS IS FOR THE WHOLE GROUP NO MATTER HOW MANY OF YOU THERE ARE.

Each day try to roll 4 or higher on your largest Ration Dice. If you fail, that Ration Dice is gone because you’re fat.

If you also have animals you have to roll 6 or higher.

 

 

SPECIALIST TOOLS

 

By LotFP rules if a Specialist fails to pick a lock they can’t try again until they gain a level because they’re not good enough, which feels… dumb?

Specialists can now try as many times as they want, but after the first try, they have to check their tools for Breakage after every failure.

 

 

BOOKS

 

Inspired by Reynaldo’s BREAK!! updates, books now come with a rating 2-6, and can be used in place of your own skill rating to make checks to do with that subject if you’ve got the time.

(e.g. there’s this big pulsating sac thing in the corner and you’d like to know what it is but your Naturalis skill is only 1 in 6, however you’ve got this big Creepy Crawlies book with a 3 in 6 chance…)

Successful skill checks using books also count towards trying to increase skills when you level up (when you level up, if you’ve successfully used a skill try to roll under your number of successes on a number of d6 equal to your current skill level, if you succeed you gain another skill point).

 

 

SAVING THROWS

 

Are GONE. That kind of consistent steady improvement just didn’t really jive with what my game is about.

Instead, everything is done with Ability checks now.

A normal check needs to roll equal or less than your score.

A hard check needs to roll equal or less than half your score.

If it’s something easy you wouldn’t be making a check.

 

Ability Scores in my game are pretty malleable, since they can be decreased by nasty stabbings, mushroom infections, turning into a drugfiend with opiate fluids… So when you level up you can try to increase a number of scores equal to the level you just reached.

Roll 3d6 and if it’s higher than your current score, increase it by 1.

 

 

I’ve also got this idea for gaining levels (because gold for xp has never tasted right to me) where to level up you need to tell AMAZING BUT TRUE STORIES about your exploits in major cities or places where you can make a name for yourself (number of stories equal to the level you’re trying to reach).

Which is a nice built-in incentive to seek out completely bizarre shit apart from just “there might be gold there”, as well as more social interaction/climbing.

I’ll probably do up rules for the chances of stories being accepted/appreciated in different places (town square, dive bar, high tea), along with potential consequences for those places (rabid admirers/rivals, being overheard by the relatives of people you’re bragging about stealing from/murdering, job offers, gaining more and more elaborate titles), which means leveling up also feeds into more game fodder and makes reminiscing about fun sessions an actual mechanic of the game itself.

Which I think is pretty great.

Wait where was I…

 

 

Oh yeah, having item cards and blue-tac for your inventory is excellent and you should try it.

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38 comments



In Cörpathium


Whhh okay, deep breath, this is going to be a big one.

M. John Harrison’s Viriconium was one of the big inspirations that brought Cörpathium into existence, and one of the things that I loved most about those stories was that the city was never the same; places move, facts shift, but it remains Viriconium. So that’s something that I wanted for mine, a city that could be destroyed and brought back without just hitting a reset button, and is why my magic mishap and city encounter tables are so gleefully full of potentially world shattering stuff: I’ve never been worried about having to start again, it’s fun if everything gets torn down.

But at the same time, I’m not writing fiction here, I’m writing things that need to be used. Actually throwing everything out and starting from scratch would be an insane thing and a huge waste of my time.

So, my answer was to write up twenty potential boroughs, a method for randomly generating the entire city with a dice drop, and conditional variations based on what boroughs end up existing and which dice generated them.

First you take a 7 dice set and 5 other d20’s in your hands (or more if you like go nuts) and drop them in front of you, trying to keep them reasonably close together.

Each dice represents a different borough. Their position doesn’t necessarily show the physical layout of the city, just how the boroughs relate to one another.

You take the points of the shape on the top of each dice (well, just the points for the d4, and for the d10’s pretend they have a triangle on top), and if that leads to another dice, those boroughs are accessible to each other, which ends up looking like this:

Now the numbers on each dice relate to a different borough on the table below. Go through the 7 dice set first, beginning with the d20, then move to the highest number of the other d20’s. If you get a duplicate number, replace it with the next lowest number not already taken by a smaller dice, and if all the lower numbers are already taken, roll on the Additional Undefined Boroughs tables.

(Clicking any of the borough names will take you to its full description further down the page.)

ResultBoroughs
1Artist's Quarter
2The Rookery of Van Möldus
3Temple District
4The Twin Nests:
Plateau of Plague, Plateau of Time
5The Sporous Apiary
6Lilacs
7The Wheel of Gold
8Von Goethe Gardens
9The Crystal Ponds
10Flesh Market
11The Sulphurous Spires
(of the Serpent)
12The Library Eternal
13The Old Folk
14The Sprawling Tower
15Plague Zone
16The Black Web
17The Blood-Red Palace of the Godless
18The Demiurge Pit, Crater of Life
19The Device
20Manifestation of the Monolith in the Dark

There are also some constants regarding Cörpathium:

Constants
The Fogwalk
Replaces the dice nearest to the bottom. The Corpusmilch canal (and Möldenghast Blvd either side of it) then flows through to the furthest dice.
The Emerald Pit
Replaces the additional d20 nearest to the centre of the group. Roll on the Additional Undefined Boroughs tables for its surroundings.
The Howling Spire of Time
If the Twin Nests do not exist, place the Howling Spire of Time in whichever borough you see fit.
Chance of Deicidium per Borough
POOR boroughs have a 1 in 6 chance.
MIDDLING boroughs have a 4 in 6 chance.
RICH boroughs have a 5 in 6 chance.
Guilds for Everything
If there's one thing Cörpathians love, it's organisations.
The Candle-Makers Guild, Seamstress Union, The Baker's Cooperative, the Rag and Bone Guild, Order of Lost Letters. Numerous guilds for everything.
Chances are that no matter who you talk to, they're part of some kind of sect, no matter how small.

So then things look like this:

Cörpathium’s government and law enforcement depends on what boroughs actually ended up existing in this iteration of the city, so you start at the top of these tables and pick the first one that applies:

Conditionals: Government
(select the first that applies)
Conditionals: Order
(select the first that applies)
If there is no Temple District, but the Blood-Red Palace of the Godless exists, Cörpathium is ruled by the Godless and the Childlike Oracle, the Lamb, Eater of Eternity.If the Blood-Red Palace of the Godless exists every single borough will have a Deicidium, and the Godless are responsible for the order and protection of Cörpathium.
If there is no Temple District, or the Blood-Red Palace of the Godless, but The Old Folk exist, Cörpathium is ruled by that which crawled up from the Emerald Pit so long ago, and the Old Folk live.If Cörpathium is ruled by the vast thing that crawled up from the Emerald Pit, Cörpathium is guarded by the Order of a Thousand Eyes. Replace the Deicidiums with Watch Houses and re-roll for each borough that doesn't have one.
If there is no Temple District, or the Blood-Red Palace of the Godless, but there is a Manifestation of the Monolith in the Dark, it is no manifestation, Cörpathium is ruled by the Monolith and those that speak for it.If Cörpathium is ruled by the Monolith in the Dark, Cörpathium is watched over by the Silent Ones. Remove any Deicidiums, the Silent Ones have no home, they simply are.
If there is no Temple District, Blood-Red Palace of the Godless, or the Wheel of Gold, the Haugroten trading family own all of the Fogwalk and hold a constant seat within the Corvuscult, as well as appointing a trio of Haugroten Sons to watch over each borough.If there are no more than three Deicidiums and the Corvuscult are in power, the city guard is made up of the private mercenary armies of the Corvuscult families, the Whoredens. Remove any Deicidiums and place a Whore Den near each Corvuscult Family's home.
Otherwise Cörpathium is ruled by the Corvuscult.Otherwise Cörpathium is guarded by the Godless.

Which in this case means that Cörpathium is ruled by the Corvuscult and guarded by the Godless.

The Emerald Pit (in the centre there) still needs to be in an actual borough, which is where the Additional Undefined Boroughs tables come in:

d6Additional Undefined Boroughs
1Poor.
2Poor.
3Middling.
4Middling.
5Rich.
6Rich.
d12Name: Poord12General Environment: Poor
1The Warren1Infested with fungus and an unnaturally large amount of insects. At least there's something to eat.
2Swinehaven2Ramshackle buildings overgrown with plantlife.
3Crone Spawn Commons3Oily, sludgy slum, terrific brewhouses.
4Black Rose Hill4Enormous kludge idols to strange gods are erected in the streets, on rooftops, in the middle of public houses.
5Corpsewallow5Built around an open sewer, algae-covered stone hewn steps leading down. Easy access to Cörpathium's subterranean for the Kanalsknecht, easy access to Cörpathium for things that live below.
6Red Rookery6Inhabited below the streets in the sewers and tunnels and carven halls, the lavish buildings above abandoned to superstition.
(roll on Rich tables for the borough above)
7The Drowning Mass7A single monumental swaying tower continually built upwards from scavenged scrap, erected in the midst of another borough.
8The Scales8The pages of religious texts and pamphlets plaster the walls.
9Bladderrot Downs9Carrion birds wait patiently on cracked tile rooftops, the people throw birdseed about them as they walk to no avail.
10Syringa Vulgaris10Thick layers of soot coat every visible surface, communal fires are kept burning in the streets near alley entrances.
11Roach Bottom11The buildings are well-kept but the people are anaemic, a blue-and-white walled mansion of turrets and balconies looms in the centre of it all.
12The Pit12Leeches. The people walk around with giant fucking leeches gorging on their blood, letting them grow big and fat enough to cook like some kind of nightmare blood sausage. On the plus side all this leech treatment means they're all surprisingly healthy, if a bit light-headed.
d12Name: Middlingd12General Environment: Middling
1The Flower Bed1The door of every building is carved with a mass of tiny figures and the people walk mice on leashes of string.
2Bloodvessel2Fruit vines grow up the faces of buildings, bats are everywhere, heavy round seeds underfoot are the foremost cause of injury and guano is scraped from the streets.
3Liberius Waltz3An abnormal amount of lanterns both on the street and hanging from building walls, lamplighters work in packs here.
4Blackmark4Aqueducts bring water to an excessive number of overflowing fountains, the streets are constantly flooded.
5Crowsfoot5Brightly-coloured pennons hang from the balconies of every house, inked with various poems, some like wards of protection, some regarding potently vapid nonsense.
6White Walls6The streets are paved with several layers of skulls, their brainpan supporting foot traffic, supposedly covering something more concerning below.
7Littledeath Point7The walls are plated with thin pressed sheets of bronze depicting battles that never happened, great romances that never were, fables taken deathly seriously.
8The Festival8Shambling buildings leaning out over the streets to drape silks and lanterns over the heads of those below, waiting for the next celebration to begin.
9Blackfriar's9The entire borough subscribes to a sect that forbids cleaning of any kind or severity, but the craftsmen are some of the best in the city.
10The Gallows10The buildings are tall and stern and spiked as if previously used for some dastardly purpose, inhabited now by gaily dressed dandies and sighing madams.
11Tenderloins11Soft pink curtains hang in every window, beautiful terrace houses huddle close and hide the activity in the alleys behind, an enormous marble statue depicts a young woman willingly offering her thigh while a starveling dog chews on it.
12The Bowery12The ground is sour, like a marshy mangrove mud flats type deal. The entire borough is built on one big stilted platform over the top of it. You can see crabs and breeding insects through the gaps.
d12Name: Richd12General Environment: Rich
1Dulwich Hill1The buildings are all painted in solid pastel shades, hand-lettered black script above the doors proclaiming the owner or purpose.
2Weaver's Cross2Every roof is a spire, it's like a patch of needles threatening the sky.
3Báthory3The cobblestones are carved like the beautiful faces of youth, scrubbed daily to shine by hump-backed cleaners.
4Yellowbrick Court4Clean white walls enscrawled with symbols in living green moss, constantly trimmed and watered.
5Moonpond Waltz5Houses raised up amongst an absurd walled-in zoo, the occupants accompanied by a small entourage of armoured handlers wielding mancatchers and padded tower shields whenever they wish to go for a stroll.
6The Old Rat Ward6Monumental houses of dark stone arranged in the sign of the Yellow Queen, dedicated to pursuit of her knowledge and happiness.
7The Spiral Rise7The walls are all coated with dripping pink wax, like a thousand candles had been lit around the parapets and allowed to burn down.
8Copperpin Peak8Rich red droplets of blood always seem haphazardly splashed about on the streets, porcelain-pale and just as smooth, but if the sombre polished-wood faces of the houses have a tale to tell their lips are tightly sealed.
9Blue Points9Every house has a goat on a running chain, allowing them a good 10ft reign around the front of the building. They're like a status symbol, would you look at the horns on that.
10Willowood10The entire borough is like one big theatre, the sets are absurd, everyone acts as if they were auditioning for a part with exaggerated melodramatic flair, don't block.
11Dartmoor11All of the major buildings are ceramic, curiously shaped, decorated by images of unseen flora, with vulgar yellow stone staircases that spiral down into the earth.
12Featherwort Downs12Birds in cages line the streets, hanging from balconies and street lamps, attached to doors and trained to sing a certain song when a visitor shakes them.

Which I roll on and get a poor borough, The Drowning Mass: Inhabited below the streets in the sewers and tunnels and carven halls, the lavish buildings above abandoned to superstition.

Which means I need to roll a rich borough to go on top of it and get Báthory: The cobblestones are carved like the beautiful faces of youth, scrubbed daily to shine by hump-backed cleaners.

Which is awesome.

And a great city needs great entrances, so here’s a few that can be put around anywhere that makes sense (well except for The Tributary which should be put at the opposite end to the Fogwalk so that it can be next to the Corpusmilch as it enters the city):

Entrances
The Tributary
An expanse of open-palmed beckoning arms, their perfect marble skin marred by patches of crustose red lichen, reaching out around a gaping entranceway astride the Corpusmilch river.
Entrance requires a gift or action dependant on the cycle of the moon. Nothing may pass through the Tributary during the full moon.
The Common Gate
Six severed goat heads hang from the walls along the gateway, hung with wooden charms. A low keening crawls from their throats and their nostrils flow with a lurid pink mucus when something unnatural moves in their presence.
The heads need to be prepared and replaced weekly as they rot.
Fishwall Gullet
Gaping fish-like lips emerging from the wall, hewn from the same stone, carved within like a cavernous throat, an inviting tongue lolled out, waiting to swallow you whole.
Attended by the Fishwives, it's best to treat them kind or you may find the mouth on the other side reluctant to open, the way behind you closing.
The Oracle Gate
The undying head of a little girl sits in an iron cage suspended from a lantern post, limp red hair hanging now almost to the ground.
Each group of travellers leaving by her gate must ask a question or curse their own journey. Roll a d6.
1-3 she answers your question true
4-6 she spouts prophecy unavoidable
Each group of travellers entering by her gate must answer a question of her own, and if they do not know, must seek out the answer before the moon's next phase.
Lie to the little girl and face the laughing living light which spills from her mouth.

Which after I think maybe half an hour including messing around in Photoshop, gives you a city that looks like this:

The actual dice that generated each borough also determines another variation, which you’ll find in the Dice Variance tables below. I’m not going to list all of the ones I got here, but among other things it did result in a huge flesh giant being under construction, and the in-vogue religion being Yoon-Quiun, most hated enemy of Roy’s snake worshipping Mystic, which I think is pretty funny.

Anyway here are the full borough descriptions. Really most of these could be used as cities all by themselves, they don’t have to be in Cörpathium. In fact after generating the city above for our current game, one of the first things I did was decide that the the Sulphurous Spires wrapped around the Demiurge Pit would be a whole other city to visit.

The Additional Undefined Boroughs could also be used for extra neighbourhoods outside the main walls or to pop up unexpectedly if you travel down an unfamiliar path or whatever you want.

Really, I’m incredibly happy with this, it feels like nose to tail cooking in RPG form and I love it.

Make your own Cörpathium.

Read the rest…


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Finding Your Rules Unsupervised, Makin’ Them Do Weird Shit


So I’ve been putting together a new version of my character sheet to fit with rules that have changed and things I’ve noticed in play.

 

Click below for the four page fold-over pdf.

Cörpathium Character Sheet v2

Basic changes apart from obvious things covered in the House of Rules:

  • Ranged weapon distances got kicked off the sheet, because needing to shoot someone far away and know the precise distance hasn’t really come up, and when it does I’ll just say “aw, it’s pretty far, you can do it but you’ll take -2 to the roll”, or “no, they’re hella far away”.
  • The girls pretty quickly collected various different pieces of armour that they put on, and I’d like to acknowledge that. The main armour class still stays as Light/Medium/Heavy, but I added a section on the back where they can list the individual pieces and their Quality rating, added the numbers 1-5 under Defence for them to circle the Qualities that apply to their armour, and when they roll that number or less on their Defence roll it will damage that particular piece of armour first. I’d probably say that each additional piece of armour (like gauntlets, helmet, sabatons, etc.) adds 1/2 a point of AC, so you need two for +1AC, additional pieces can’t raise your AC by more than +2, and they don’t affect Heavy armour.
  • I replaced Sneak Attack with a Quick Death. Sneak Attack always felt weird to me, sitting in there with the other skills but you don’t actually use it like a skill, it just adds a damage multiplier when you attack from surprise. So, a Quick Death does work like a skill. When you sneak up on someone or you’re grappling, if you make a successful Quick Death roll you’ll outright kill anything up to 2HD, and if they have more than 2HD it will add a damage multiplier equal to your skill level if you then successfully attack them. So it’s like learning the best way to cut something if you can get close enough.
    If you fail when attacking from surprise, you can still make a normal attack but they don’t take any AC penalty.

 

And then I got to the encumbrance section with all the different movement rates listed and holy shit is it unnecessary, players don’t need to see that, and so I wanted to get rid of them but couldn’t think of what else to put with the encumbrance description.

Then I had the idea, for movement dice.

 

 

MOVEMENT DICE

 

Roll it for chases or when contested speed is otherwise an issue (like when you and the cultist look each other in the eyes and dash towards the slime-spewing altar).

  • An unencumbered human is d8. Encumbered is d6, Heavily encumbered is d4. Cheetahs are d100.
  • Whoever rolls highest wins. In a one-on-one situation I’d probably apply -1 for Medium armour or -2 for Heavy armour.
  • In a pursuit use the lowest Movement Dice of the group, and you could either resolve it as a one-off roll, or have a lost roll decrease your dice size, a win increase your dice size, and the pursuit ends when someone loses on a d4 or wins on a d20.

[By LotFP rules chases are contested d20 + 10% of your movement rate, which is still pretty easy, but I think this is easier and has much more obvious consequences for the amount of shit on your back.]

 

The lowest Movement Dice of the group is also used for random encounter checks, because if you’re heavily encumbered you’re shuffling and jangling around like an idiot, rather than the guy padding around with nothing but a sack and a knife like an agile agile cat.

 

I’m sure I’ve read something similar to the random encounter check recently but I cannot, for the life of me, remember where.

 

 

And then I looked at the light tracker with its boring-arse checkboxes, and realised that I hated it and changed it to something else.

 

 

LIGHT CHECKS

 

Instead of a set time limit, light sources use a decreasing dice check.

  • Torches start at d8, Candles at d10, and Lanterns at d20.
  • When you’re asked to make a light check (so each Turn or what have you), you try to roll in the upper half of the dice, though there might be modifiers if it’s wet or windy.
  • If you fail it drops down to the next dice for the next check.
  • If you roll a 1 or fail on a d4 it goes out or you burn yourself and drop it.
  • If you have to make a light check because of something threatening to extinguish the flame, if you fail it goes out.

Jeff Russell reminded me that this is really similar to this ammunition tracker, which I’d clearly forgotten about but not.

I’m still not sold on using it for ammunition since I tend to run attacks as one roll one swing/shot and abstracting the ammunition feels wrong, but for something like fire, which can vary depending on conditions and quality, it seems just about perfect.

I think it’s a nice easy way to make light tracking interesting and maybe a little bit fun. Each Turn you don’t mark off a box, you roll to see what state your torch is in, and you don’t look down and see three empty boxes and think “okay I’ve got half an hour before I have to light another”, you look down and see that your torch is on a d4 and think “aw shit it’s all spluttery and stuff there’s a good chance it will go out the next time it matters, I should get another one ready”.

 

[Edit: After discussing it more with Jeff and James Young, we figured that using a target number is a lot better, and the best target number is 4. So, regardless of the dice you’re on you need to roll 4 or higher or you drop to the next dice. This also makes it easy to vary the required roll based on the situation, i.e. “It’s raining from nowhere, the ceiling seems to be screaming at you, roll 6 or higher or your torches all go out!”]

Save


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Welcome to Scenic Whereverthefuck, if you lived here, you’d be caught up in drama by now.


In my short, sharp review of Scenic Dunnsmouth at the end of the last post, I listed what I felt were its shortfalls when I was running it, chief of which was the lack of inter-NPC relationships.

Well instead of crying about it, what I did was start working on my own town generator using a set-up method inspired by Scenic Dunnsmouth, and it’s done now.

What you do is this:

  • Roll 20d6, 1d4, and a couple of d12‘s if you feel like it (I threw them in for flavour as an afterthought, like a final dash of paprika). Either do it on a big piece of paper or take a photo that you can pretty-up using a future box.
  • Remove any d6 that has a result lower than the d4, so that you end up with something like below (click on the pictures to make them bigger and better).

[Edit: Originally the idea of removing d6‘s lower than the d4 was to vary the size of the town, but I think a better use of it would be to vary how many groups have a Common Curiosity, to lower the chance of having an overwhelming amount of things going on at the same time. So, roll 10 + d10 d6‘s, and that’s the variable town size. Then, re-roll each lot of d6‘s with a result equal to or higher than the d4 and look up the result on the Common Curiosity table.]

  • Each d6 is somebody’s house!
  • Mark where all of the dice landed, then re-roll each lot of d6‘s that have the same number and look up the result on the Common Curiosity table below.
  • Re-roll the d4 on the table corresponding to its number for the most significant/interesting feature of the town. The group that matches its original number is the most closely associated with it.
  • Look up the result of the d12‘s on the Other Features of Interest table.
  • Then roll on Who’s In Charge Here? to find out who’s in charge here.

Re-roll d6'sCommon Curiosity
1Ostracised from the community, more than happy to help ruin the plans of others for good or bad.
2Were once caught in a compromising position with a well-bred member of large livestock. It brings everyone else great joy to ensure they never live it down.
3Have a surprisingly large assortment of goods for trade or sale.
4Incredibly friendly, attempting to summon an earth-shaking terror using an underground shrine they found, need help recovering the innocuous missing pieces.
5Fervent devotees to a known religion.
6Protectors of an ancient and terrible secret.
7Cannibals.
8Members of the same bloodline.
9Addicted to a strange and wonderful new drug they have discovered.
10Under the influence of a sentient plant growing in the area, its form depends on the number of homes affected:
1-2 Discoloured patches on the skin, small hidden sprouts.
3-5 Root clusters in the darkness at the back of their throats, speaking for them, a fledgling mother plant beginning to grow in the area.
6+ A large, established plant, protected by those given over more wholly to its symbiosis.
11Insect cult. If six or more homes are affected, a shrine containing a physical manifestation of their worship exists in the area.
12Aggressive/distrustful towards outsiders.
13Dress like demons and prance around burning pyres when the moon is full.
14Militant nudists.
15Share a psychic connection to one another that allows them to simultaneously experience everything that happens to each individual member, and grants them terrifying powers of the mind when their number exceeds fourteen.
16Extremely welcoming towards outsiders.
17Enthusiastic practitioners of a strange pastime.
18Speak in a dialect not used for centuries.
19Organic body-horror replacements from a fallen star in the hills. They smell of thyme and their flesh is all-too pliable.
20Will attempt to burn Magic-Users and Clerics like witches.
21Capture children of all ages as offering to the toad beast in the woods for the protection of the town. The sacrifices sleep curled within amber pus-filled holes in the hardened skin of its belly until they emerge as misshapen and fantastic children of the fae.
The rest of the town is oblivious.
22Their windows are dark and they do not answer their doors.
23Share a competitive rivalry over something quaint.
(Hunting, baking, growing large vegetables, needlework, gardening, offering sacrifices to their abhorrent god, etc.)
24Are afflicted by a terrible, undocumented ailment.
25Wash their dead in the creek and bury them beneath the silt, returning in a week's time to retrieve their bare, yellowed bones.
26Form the militia of the Blue Palm, adept in the use of paralytic poisons derived from local flowers.
27Incredibly eager to marry-off/apprentice their sons and daughters, will go to great lengths to prove the superiority of their children over their neighbour's.
28Summoned a melting pyramid-headed lady of unspeakable lust and terror as a plaything and instead became her emotional puppets. She can't hurt them but is trying damned hard to make them hurt themselves, she can't leave this plane of existence until they are all dead. She resides in secret at the home nearest to the centre of the group and she hates it here.
29Esoteric horticultural society, with a 3 in 6 chance of having access to any rare plant you care to mention and a high likelihood of losing their minds over any specimens of your own you'd like to share.
30+Recently welcomed the offspring of their god into the womb of a blushing bride on her wedding night, we're all terribly proud.

Read the rest…


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Random Acts of Kindness


Let’s talk about random generators.

 

First of All +Joshua Macy made an excellent little Chrome extension called Roll M that allows you to roll on anything that looks like a table within your browser.

Now, while rolling on tables is neat and all, the thing that makes me really excited about it is that it also works with groups of images.

 

I’ve already talked about how easy it is to make visual encounter boards with Pinterest. Well now let’s blow those socks off.

First download Roll M. The link was back up there hurry up.

Yes, you will need Chrome.

Now head over to this Pandaemonium board I made full of art and miniatures. I’ll probably add more later shut up I’ve been busy. These are the things your players are going to start running into because fuck it.

 

Roberto-Ferri-Le-delizie-infrante-olio-su-tela

 

Okay now click on the icon Roll M put on your toolbar (that’d be the white square with five orange dots) and then move your mouse cursor over the Pinterest board.

Notice how it highlights things in blue? It’s showing you the areas you can select for rolling! What you want to do is get it to highlight in a wrapper around all the images, so just move your cursor into the margin between a few images… and click.

 

INSTANT VISUAL ENCOUNTER RESULT.

 

And unlike my d20 Ostentatious Fashions board I didn’t even need to number them! So useful. Image too small? That’s okay just click on it.

 

 

For Another Thing +Benjamin Eisenhofer told me about a little program called Inspiration Pad Pro (there are dodgy-looking blue links to download the free desktop version, it’s fine trust me).

While it requires a little bit of learning on your part, if you can get your head around the process you’ll be able to build and save tables that you can run through the program to generate random results, even putting in conditional sub-tables (if result is “You Grow a New Dealy” generate “Oh God Where?!” etc.) if that takes your fancy.

 

 

And now for the mewling thing that has been keeping me up all night, every night.

 

 

After having made a couple of automated random generators of my own, and thinking about Brendan’s wish for an easy way to automate things, I decided to make a random generator template.

It is called Choose Your Own Generator.

With this generator you can input your own entries for up to 7 tables and generate random results right there on the webpage without ever having to touch a scrap of code, even choosing the display of the results and how many you generate at once.

 

Well Paolo Greco, being an amazing man, wrote a little javascript bookmarklet that he could run on the page in order to collect the data from the tables and turn them into a link that generates a pop-up result every time you click it.

So I turned that into a button on the page, so that you don’t have to get your soft hands soiled with javascript.

And then I modified it to also pick up the display option.

And then, as wonderful as this was by itself, I wanted more.

 

So I started teaching myself how to use databases and got three-quarters deep into a working archive page before I was talking to Paolo and he advised me that he actually deals with databases for a living, and graciously oversaw the final stages of what I had begun.

 

So what does this mean for you? It means The Seventh Order of the Random Generator, a public archive of bookmarklet random generator links created and submitted through Choose Your Own Generator.

 

It means a bevy of random generator links that aside from being used on the archive page, can be DRAGGED TO YOUR BOOKMARK BAR AND KEPT FOREVER, that can be COPIED AND TURNED INTO BLOG POST LINKS. The code is entirely contained in the link, once you have it, you don’t even need to be connected to the internet to use it, it just pops-up from whatever page it was run from.

 

So enjoy, make some freaking generators already.

 

I need some sleep.


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Three’s a Crowd


Sometimes you suddenly need a big group of NPCs, like when you stumble into a brewhouse or swagger into a brothel or a cult abducts you or you accidentally start a gang war. And it’s a lot more fun to say “the big fat one-armed man takes another swing at you with his one arm” than “this scribbled note that says 3hp attacks you again”.

 

So I made a sped-up version of the NPC Birthing Sacs, complete with names and hit points for when you stab/chat them up, and an editable text box for each one so you can make notes right onto the webpage. Like the Birthing Sacs, the descriptions require some interpretation on your part; I might add more specific character quirks later but for now it’s all sparks.

 

You can play with this sexy new toy right here, and you’ll find permanent links for both it and the automated Birthing Sacs in the Library and sidebar.

 

 

What’s that? What sidebar? If you click the triangle it slides out a secret panel, didn’t you know that?


2 comments



Victim de Fashion


Some people are much more fancy than others, and when your players meet them you don’t want to be caught with your pants down saying, “um, they’re wearing like, a big, hat..”

So tables.

 

d20Ostentatious Fashions
1A thousand pearl-drop spiders, trying to cocoon them, repairing tears as they walk.
2The lengthy feathers of one hundred birds plucked during their mating dance, splayed out in absurd plumes of colour from all the best parts.
3A hanging gorget of lorica plumata, flimsy golden scales dangling over the naked breast, filmy silk underwear covering their modesty, leggings and loose sleeves sewn from the hides of Dividing Leopard Worms, venom milked from the (majority of the) defensive hairs for safety.
4A brass monkey cage strapped to their back, extending above their head, anchored by an elaborately embroidered corset. The monkey has honey-coloured fur and void-black eyes, shrieking at you with a crimson void of a mouth. Monkey spit and shit stains their shoulders and they seem not to care.
5Overlapping copper plates like a flower blooming up around their chest, face powdered with dabs of orange spices like an explosive spray of pollen.
6An intricate set of leg armour carved from dark wood, with shingled shins and sickeningly colourful fungus growing from the backs of their thighs, bobbing fruiting bodies dusting spores in their wake as they walk.
7Constrictive bands of silver polished to blinding, prickling with long randomly jutting spikes that necessitate dramatically raised arms and tiptoeing in a constant pose of ballet absurdity.
8A floor-length black loincloth and naked skin dripped with malleable lava flows of resinous wax, the shimmering carapaces of entombed beetles and spiders visible through the translucent surface like veins of amber.
9Deep purple robes open to expose flashes of naked skin, their oversized length smeared with muck and trailing silver chains leashed to a trio of albino monkeys with crimson script dyed in bands around their fur.
10An eight-arch crown covered in vivid living fungus, probably crawling with insects, body draped in an apron of gold-dusted hanging lichen.
11Prodigious weight held within a beaten copper plackart, absurdly round, plates of powdered breast jutting over its girth like balconies of naked flesh. Severely tapered legs sprout from the glittering ball covered in gauzy white ruched fabric, laced at intervals to form tiers of billowing pouches.
12Night-dark fabric stitched together with exposed golden thread, weeping purple fruits impaled upon a collar of iron spikes extending above their head in a storm cloud of buzzing insects.
13Half mask of horns, horns on the eyes horns on the temples horns horns horns. Lips painted lifeblood red and limbs wrapped all about with rich red velvet string, pale flesh bulging between the lines.
14All puffed pantaloons and slashed sleeves, ruffled and pouchy in fabrics cut and dyed in resemblance of a cacophonous bouquet, a placid black bone china mask obscuring their face.
15Ochre-painted naked skin but for a collar bearing five vertical spikes that support a black veil draped over their head.
16The remains of two boars sewn into a kind of shawl, their rearing heads mounted on the shoulders, grotesque open tusked maws like screaming epaulettes, the outer foreleg of each sewn into a sleeve, their spines joining together, fused with thread, tails dangling salaciously about the wearer's glittering posterior, bedecked in a gown of clingy gold chainmail.
17An elaborately decorated bustle sprouting from their hips, overlapping organic spiralled layers of silk making it look like an absurd voluptuous cocoon. And it is, carefully chosen so as to hatch a swarm of butterflies at the perfect moment of the night for maximum visual effect.
18A big boofy bell-skirted dress made entirely of glass, it has to be lowered over her head by a team of sweating steady-handed attendants. The refraction of the angled glass means you never really get a good look at her tits, the moment you think you see a nipple it jumps six inches to the left.
19Luscious bunched wrappings of fabric in violet hues around their legs and hips, framing a ceramic paunch of a belly plate, bone white and hanging over their groin, full of holes like a pot belly hive.
20They kneel upon a small podium carried on the backs of two long-haired goats, wearing a girdle of hair that obscures their legs and tumbles down the goat's sides, fusing them together.
Gold-dipped goat hooves line the lower back of their tight-stitched black leather bodysuit, each successive row showing more trembling leg up to their shoulder blades.
They pout red lips and ring sulky bells hanging from the goat's curved horns as they pass you by.

 

“But Logan, what about cults, gangs, and social clubs, sometimes they dress alike!”

 

Got you covered.

 

 

d20Cabalistic Aesthetics
1Little finger removed from left hand and kept in a velvet-lined box where no one will ever find it.
2Big puffed shoulders, one of them much larger, a tumour of coiled fabric. Sleek clinging moist drapery.
3Esoteric symbology tattooed in black around their jawline and up to their lower lip, a solid black circle on their throat.
4The whites of their eyes dyed a startling shade of violet, skin vigilantly powdered deathly pale.
5Neck and throat painted bronze, stopping severely at the jawline.
6Eyelids are painted metallic black and bear an inverted white triangle.
7Sleek muscled limbs and a belly hanging in cellulite neglect. It's almost impressive in its absurdity.
8A stubby off-white candle attached to the back of their hand by a mess of melted wax, lit at times appointed by their inscrutable religion.
9An elaborate plaster chest-piece hanging from their neck, baroque floral sculpting like a painting's frame.
10Ritual scarification of a flower opening in the centre of their chest.
11Left arm dyed blue with the distilled pigment of the crushed petals of the lotus.
[Stolen from one of my favourite little details in Vornheim]
12Bottom lip split in the middle and cauterised to leave an ever-drooling gully of perfect pink flesh.
13Eyelid removed from right eye, carrying a small glass jar of water with a brush attached to the lid to moisten their exposed eyeball.
14A small orange bird attached to their left shoulder by a golden chain, singing coded messages to each other.
15Oil of vitriol burned into the nape of their neck in a perfect bare hand print, fuck knows who did it, the hand prints are all the same.
16They all have a stocky little black dog strapped to their chest, like a baby harness, it hangs there with its legs sticking out, limp paws hanging, staring at you through a porcelain doll mask, a low humming growl resonating from its ribcage.
17Hands dip-died red past the wrist, nails tapered and lacquered black, copious amounts of white fabric.
18Golden needles like quills bristling from the back of their necks.
19A large sickly green poison dart frog, crawling over their face, attached to a delicate brass chain threaded between their ears, forehead, and nose by a circlet around its foot.
20Fields of tiny oil-black mushrooms grow from the inner sides of their arms, constantly held slightly aloft from their body so as not to damage them, looking eery as fuck.

 

And hey, if you prefer visual aids over words, you can roll on this d20 Pinterest board I made instead.

 

RUBENS, Pieter Pauwel (b. 1577, Siegen, d. 1640, Antwerpen) Portrait of Maria Serra Pallavicino 1606

 

Speaking of, Pinterest seems like a remarkably overlooked game tool, especially if you’re playing online.

 

Starting a new campaign or introducing new players and want to quickly convey the feel you’re going for? Throw a bunch of inspiration pictures on a Pinterest board and send everyone a link. Jeff Russell’s a sharp one so he’s already doing that here.

 

Prefer visual encounter tables to written ones? Number a board like I did with the fashions, and if you do want to know their stats or make other notes about them, you can put that shit in the image description below it!

 

The only real drawback of Pinterest is that you can’t reorder the images, and just when you think you’ve ordered them by adding them in sequence, it shows them in different orders at different resolutions. But pfft, whatever.

 

For your convenience there’s a whole lot more fashion compiled here, as well as a board more specifically tailored to Weavers of the Dark Arts.

 

Special fashion assistant thanks to my lady Rose with her fecund imagination and good looks.


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