Wednesday, December 28, 2022

The Doubly Silent Ones with Their Outside Shadows

Knifey Dude Doubly Silent Cultist badguy
What I saw about me none else saw; and I grew doubly silent and aloof lest I be thought mad. Dogs had a fear of me, for they felt the outside shadow which never left my side...
by H. P. Lovecraft

Doubly-Silent One
No. Enc.: 1
Alignment: Neutral
Movement
Armor Class: 7 (As Leather)
Hit Dice: 2 (Advance as Dual-Class Spell-caster/Thieves)
Attacks: 1 (Weapon or Spell)
Damage: 1d4 or by Weapon or Spell
Save: T2
Morale: 5

Special: -4 penalty to Reaction Rolls with all dogs and guard animals. Apply both INT and DEX bonuses to Thief abilities. Make No noise when they move. While Skulking (before any attack/interaction) they can seamlessly blend into shadows. Once they attack or interact in any capacity, they must actively make an effort to Hide in Shadows (as a Thief), but can only do so if they no longer cast spells or seek to attack. Cannot use verbal means of casting spells - their gestural approach requires twice as long to cast than normal means. Darkness-related spells heal them at a rate of 1hp regained per level of caster. Light-based spells prevent them from healing during time of exposure. 

Furtive and skulking, those who become Doubly-Silent eschew normal modes of speech as too vulgar and inexact for their arcane needs. Unable to use verbal means of spell-casting, they rely instead upon a more deliberate and gestural approach to their spells, which takes twice as long to cast any given spell than usual, which is why they often prefer to focus on rituals and rites over the more immediate spells employed by adventurers.

They are notorious for keeping elaborately detailed journals, notebooks and spellbooks filled with all manner of esoteric trivia and cultic gibberish. These books are difficult to read, at best, and often require use of Comprehend Languages or similar spells to wade through their dense, purple prose and idiosyncratic nonsense. Doing so runs a risk of incurring madness or being cursed to require twice as long to read anything ever again, including scrolls or one's own grimoire. Any spells gained from these sources require twice as long to transcribe and can only be cast silently, meaning they take twice as long to cast as well. Each such spell transferred into an adventurer's spellbooks (or to scrolls) incurs a cumulative 30% chance of drawing the attention of an Outside Shadow that will begin to follow that character, patiently waiting for an opportunity to make them into a fresh host.



Outside Shadow
No. Enc.: 1
Alignment: Neutral (Evil)
Movement: 60' (20') Can climb like a spider.
Armor Class: 7 (as studded leather)
Hit Dice: 2 (Can 'heal' by draining the hit points of their Caller or Master, so long as the Caller/Master is sleeping)
Attacks: 1
Damage: 1d4, or Special
Save: T1
Morale: 10 (Gains +1 for each hit point sacrificed to them by their Caller or Master)

Special: Will do nearly anything to avoid bright light. Can adhere to nearly any material surface that is not Blessed. These unholy things delight in reaching into the mind of their chosen victim and sowing confusion and madness. They can also forgo gaining more hit points and instead develop spell slots and copy/memorize the spells their host, Caller or Master has prepared or known, with a cumulative 20% chance that the spell will be lost to both for each level of the spell concerned.
Take 1d4 from Holy Water or if touched by a Holy Symbol. If destroyed, they can attempt to 'resurface' through the foolish one who Called them or attempted to make them a servant.

Clingy, occult parasites that that freely climb and gambol about on any surface, so long as it is dimly lit or in the dark. Slow, weak and frail things, at least at first, these are not the usual Shadows one might have encountered before. These creatures bond with someone foolish enough to serve as their host, or who acts as their Caller via an occult ritual best not discussed in the open, or they will feign loyalty to a supposed Master for so long as this spell-caster allows the Outside Shadow to slowly feed upon their vitality while the Master sleeps (starting with 1-2 hit points a night). Over time the Shadow grows more greedy and begins to drain 1 more point each night, allowing them to gain a bonus of one permanent hit point for every 10 hit points drained from a willing host, Caller, or Master.




Source: Right out of the quote above from HPL's The Book.

Belated Wrap-Up for April 2018 Blog Carnival

RPG Blog Alliance Logo

 So, funny thing happened on the way through 2018. I injured my back and did not get back to the blog until November. The other post for April was already in the queue and on a timer. The chronic pain was definitely getting the best of me around then. So was the brain-fog that goes with it. These are not excuses. This is what was going on. I also slipped-up and somehow did not post the wrap-up post for the RPG Blog Carnival for April 2018 that we hosted. I honestly thought I had set up that post and that it had gone up...but nope. No sign of the thing. Aside from being embarrassing, this just will not do at all. I'm feeling a lot better and part of getting back into the grog-bloggery means fixing a few broken things and addressing some weird lapses and gaps like this one. So, if you'll pardon me, I will now post the wrap-up once and for all. I do apologize for the delay. If I could have avoided it, I would have.

The Carnival had the theme of Journals, Grimoires & Spellbooks. You can go check out the Original post if you like, but really, I think it would be better to click over to the various contributors and see what they wrote for this somewhat delayed/incomplete Carnival.


Mind Weave Role-Playing Platform was the first to  contribute a post concerning The Servant's Journal, an unsanctioned record of the day-to-day dealings of a Gnomish servant's master that might not always be quite so flattering.

Vance over at Leicester's Ramble not only posted a set of very interesting Lost Tomes, they've done a whole series of posts concerning Lost Tomes that is well worth reading.

Loot the Room did have a couple of posts regarding a Manual of Mystical Monikers and/or a Tome of Naming, but I cannot locate the posts any longer. That's a shame, as they were quite excellent, back when this was all fresh and such.

Reckoning of the Dead posted an intriguing account of a sinister grimoire known as Touch Me Not that is perfect for Cthulhu-ish games and possibly others.

Tim B. over at The Other Side blog posted about Building an Arcane Library. His table for sorting out the Quality of an Arcane Library's contents is super-compact yet loaded with utility. Great stuff.

Mind Weave Role-Playing Platform wound everything up with another very cool post, this time providing a Brief List of Tomes that could easily find their way into nearly any campaign, game or session.


So there it is, finally. Again, I apologize for having dropped the ball on wrapping-up this Carnival. It was not intentional. I'm doing a lot better now and looking forward to 2023.



Everything you might want to know about the RPG Blog Carnival is available all in one place. You can also browse through the Archives of Past Carnivals and check to see what's coming next.

The RPG Blog Carnival needs Hosts for 2023. Consider signing-up if you're interested. 

Friday, December 16, 2022

#Dungeon23 Challenge for 2023

Dungeon 23 logo

Dungeon23 Logo designed by Lone Archivist and generously made available for free through the CC BY 4.0 licenses.

"Megadungeon for 2023. 12 levels. 365 rooms. One room a day. Keep it all in a journal"

Sean McCoy posted a few days ago about writing up a megadungeon - by hand, in a notebook, journal, or planner - one room a day for the entirety of 2023. His post at Win Conditions (his substack newsletter) goes into more details. His original Prompt List is available separately. There are quite a few other bloggers posting tons of links to resources of every sort and kind imaginable, so just search on "Dungeon23," or use the hashtag #Dungeon23 and you'll find plenty to keep you occupied.

What I'll be doing (or at least attempting) is creating one room a day, every day for 2023. By hand. All messy, imprecise and whatever. This is perfect for a daily practice for one hour each day, or something like that. I may scan it all in later and clean things up, add some bits and pieces after the fact, but the primary focus is to design one good room per day for the year and see where this process takes things. I really like the idea that this megadungeon, or series of littler dungeons, will be developing organically through daily practice.

With luck (and Perseverance) I will end up with 365 rooms (maybe more). Sean recommends breaking things up into 7-room sections by week to keep things manageable. He is also collecting each month's rooms into a level, so there'll be 12 levels. Sounds pretty decent. I may or may not do that. I don't know yet.

I am planning right now to only post once a week as to my progress, maybe more often, maybe not. I'm approaching this as a fun daily exercise/experiment sort of thing, not a tedious task that gets in the way of other projects, and I do have a lot of backlogged stuff I want to work on in the coming year. But starting my day with an hour in the morning doodling and writing about a fresh, new dungeon of some sort that even I don't really know anything about -- yet -- well, that sounds excellent to me.

My copy of The Worldbuilder's Notebook from Swordfish Islands just arrived yesterday, so I'm all set and ready to go...but I am going to hold off on things until closer to the First of the Year. Like Sean said:

Don't overthink it. Don't make a grand plan, sit down each day and focus on writing a good dungeon room.

That, to me, sounds like an excellent way to start out the New Year.

Friday, July 8, 2022

Petty Gods is Back in Print!

 



The Hardcover edition of Petty Gods is available at Lulu once again. You can find it Here.

This was one of the last projects we were able to participate in before health issues derailed everything for us. We're very proud to have contributed to this massive tome of minor deities ranging from the modestly benign to the outrageously grotesque and all manner of things in-between. Richard did an amazing job putting this all together and making it available. Please do check out his work at New Big Dragon and his blog Save Vs Dragon.

Friday, September 13, 2019

Twelve Re-Imagined Treasures...

Better late than never, right?
Well...maybe.
In the course of refreshing the blog here and getting things set up for the near future, I noticed Glaucus' Reimagining the Dragon Jam over at Itch.io. It sounded like a fun challenge. Basically, you took the name of one of the items from an old issue of Dragon magazine and re-imagined it as a fresh new item without looking back at the original. There was even a handy random generator at Perchance to help find suitably evocative names to re-imagine. So I used the generator to put together a set of twelve names of items to re-imagine for the jam. I set myself a time limit and went down the list and wrote up a dozen new items based upon those names. I went back and spell-checked the text. Then I pulled it all into a pdf and added a spot illustration and slapped together a cover. Then it sat. And sat.
I got busy on other projects and lost track of the deadline for the jam...
...and well, yeah...I missed the deadline for the jam.
Hopefully that's not too big a deal.
It was a fun challenge and a good, micro-project to help me get back into the swing of things.
So if you are at all interested, the Twelve Items thingy is over at Itch.io: https://garrisonjames.itch.io/twelve-treasures

Now, on to other things...

Monday, August 26, 2019

Treatise of the Three Spheres (Grimoires of Wermspittle)




Appearance
The cover is composed of three heavily-hinged cast-iron panels with a thick Bruthem-Leather interior-lining. A sculpted lock in the form of a grotesquely leering pseudo-satyr bars access to the Treatise by any impudent would-be perusers incapable of overcoming a simple Lock spell.

It is rumored that the lock attempts to bite anyone attempting to open the Treatise by any other means, or if their attempt to overcome the Lock spell fails. It is rumored that the thing's bite might be poisonous, vampiric or both...or something worse.

The entire Treatise weighs just over 800 pounds and is roughly 1' by 3/4' by 11" thick. It has 150 hit-points, is immune to acid, fire and most forms of corrosion, and it permanently radiates a Triple-Shadow.

[Treatise of the Three Spheres; Level 6, INT 17, EGO 21, AC 3, HP 150,  ---]

Known Risks
Heavy, awkward and has a tendency to increase in encumbrance over time when carried about. Initiative is reduced by -1, Encumbrance is doubled and/or Movement is halved, and all healing takes twice as long as normal for anyone involved in transporting the Treatise. This effect is well documented, so few who are in the know ever attempt to move the Treatise and most scholars will insist on studying it right where it was found, which can often lead to all manner of headaches and trouble for those involved in keeping said scholars safe and undisturbed.

Despite being extremely troublesome to move, the Treatise has a tendency to disappear from wherever it has been located after 1d4 days despite any and every effort to anchor it or keep in from shifting to a new location.


Suspected Rewards
The Treatise is the only known/recorded source for the means to gain access (Attunement or otherwise) to a set of three Otherplanar Regions listed as Allrakallim, Ruttillon, and Vattej. No one is quite sure if these are distinct Planes unto themselves, or sub-regions of some obscure plane(s), or something else like perhaps some sort of nested or linked set or Demiplanes.

Anyone able to settle the academic disputes and scholarly conjecture surrounding this rare tome might find themselves faced with quite a good deal of acclaim and recognition within those rarefied circles that ponder and obsess over such matters...and no doubt gain a few enemies as well since providing definitive facts often tend to explode pet theories and can derail careers built upon opinion and conjecture based solely on second-hand accounts...


Notes
The Treatise is completely impervious to all known forms of Divination and all Location Determining spells...as are anyone directly involved in the study of the text for as long as they keep reading.

So far no one authority agrees as to what language(s) were used in the transcribing of this Treatise. Few have ever been able to get very far in studying the thing without recourse to one or more spells.

The first actual spell encountered in the Treatise appears to be some sort of Summoning that draws the attention of 3d6 Thysanurians for some reason...and failure to decipher/translate this spell seems to prevent would-be readers progressing any further. Successfully copying the spell is a complicated and time-consuming process that more often than not takes longer than the time allowed, for this reason some impatient academics have resorted to simply casting the summons and hoping their hired mercenaries and defenders can handle the onslaught of Thysanurians while they attempt to delve deeper into the mysteries of this cryptic Treatise. So far most such attempts for which there are any surviving records seem to have failed for one reason or another...



Friday, August 23, 2019

Oculent (Wermspittle)


"The individual has always had to struggle to keep from being overwhelmed by the tribe. If you try it, you will be lonely often, and sometimes frightened. But no price is too high to pay for the privilege of owning yourself."
Friedrich Nietzsche

Oculent
No. Enc.: 1d3 (1d6)
Alignment: Neutral (Cruel Tendencies...)
Movement: 90' (Float/Guided Levitation)
Armor Class: 6 (Scalemail)
Hit Dice: 1d4+2 (Some individuals advance as spellcasters)
Attacks: 1 (Area Effect or Ranged with a focus on one target)
Damage: 1d4 or by effect/spell
Save: F4 Except No Save versus magical Fear effects.
Morale: 10 (Extremely susceptible to magical Fear...)

Special: Cast Detect Magic, Read MagicDetect Invisibility and Telekinesis* at will. Oculent communicate via a limited form of telepathy**. Must succeed on a Save to learn each new spell gained if advancing in level as a spellcaster (failure means loss of spell). They also require double the usual XP to progress in any spellcasting class (Except Cleric). Most Oculents will not or cannot cast Dispel Magic

* Oculent Telekinesis is limited to 1/2 pound per HD/Level.
** Oculent Telepathy limited to 10' range and requires a written language known to both parties. They cannot communicate with illiterates...

Oculents will sometimes offer to serve as a Servant/Hireling, Familiar or even Companion Creature, depending upon Reaction Roll, how they are approached/treated, terms offered, any spells used etc.

Rugose and vaguely angular in outline, the Oculent are smallish beings (averaging 1' in diameter per every 3 HD/Levels) with a pronounced innate ability for Detecting and Reading Magic which leads many of them to become spellcasters of one sort or another, but never Clerics.

Oculent tend to be shy and retiring sorts, scholarly introverts who delight in poring over old scrolls, ancient tomes and paging through musty grimoires in the pursuit of magical lore and the chance to attempt to learn another spell, ritual or formula. Unfortunately for them, the Oculent tend to struggle in truly comprehending the things they read oh so easily; despite being capable of clearly reading nearly any magical text, they require a great deal of contemplation, study and practice to learn even the most basic children's cantrip. It is for this reason that some Oculents swallow their pride and take up the responsibilities of an acolyte, disciple or even familiar, depending on the egocentric demands and proclivities of whomever they deem a suitable master, mentor or teacher.

Oculent are ambitious yet patient sorts. Some have lingered in magical service to their 'masters' for decades, serving in placid silence, never revealing the full extent of their abilities or knowledge (or opinions), and unobtrusively learning all they can no matter how minor, worthless or deprecated it might be for their 'masters.'

Not especially brave nor entirely forthright in their dealings, the Oculent are often disregarded as weak, cowardly and nearly useless creatures best suited for use as Familiar (granting their masters the ability to Detect/Read Magic at will and sometimes other abilities determined by negotiation), or as a disciple that pretty much just turns pages on command or who oversees the cataloging and indexing one's scroll collection.

Despite lacking any limbs and having poor depth perception, Oculents hear extremely well and are fairly quick studies when it comes to learning written languages...they just struggle with the process of mastering and imprinting spells upon their weirdly structured brains. One wonders just what might transpire were the Oculent to ever begin to develop their own unique form of spellcasting instead of continuing to struggle with the approaches and canonical corpus everyone else takes for granted...


Any Oculent who learns Comprehend Languages is not long for anyone else's service...



Thursday, August 22, 2019

Spell: Confound Flesh

Confound Flesh
Level: 5
Duration: 1 day per level of caster
Range: 30'

In an instant, everything in contact with the victim's flesh is commingled into a single organism. Clothes, armor, weapons, backpack contents; all of it is integrated into a mad, screaming mess. All potions caught within this spell's area of effect are subject to miscability effects, all rations are considered either wasted or consumed, all wine/water is lost. However all spell-books remain unaffected as stipulated by a nested codicil within the structure of the spell itself.

On a successful Save, the duration is halved and the victim reverts back to normal at the end of the spell with only a few minor lingering after-effects. A failed Save results in the victim becoming so integrated with their gear that they become an amalgam-creature and are no longer able to qualify as anything other than a Grotesk.

Monday, November 19, 2018

Crabclopse


This was originally intended to get posted for Swords & Wizardry Appreciation Day, but got lost in the Drafts folder. Better late than never...


Crabclopse
Hit Dice: 5
Armor Class: 4 [15]
Attacks: 1 Weapon (Pincer-Club) 3d4 or 1 Slam 1d10
Saving Throw: 12
Special: Immune to Charm, Immune to Non-magical Poisons
Move: 9 (walking or swimming)
Alignment: N (30% are Chaotic Evil)
Challenge Level/XP: 6/400

Crabclopses are Lesser Cyclopses relegated to the rocky coasts of various desolate islands by their kin for some ancient transgression that none of them will talk about willingly. They hunt Giant and Gargantuan Crabs as well as Crabmen, feasting upon their flesh and crafting their distinctive armor from their chitinous outer shells.




Which version of the Crabclopse (above) do you prefer?
Swords & Wizardry (Complete) Free Download or better yet go buy a copy at Frog God Games, There's also a handy online SRD for S&W.