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The Dry-Rotted Archives of 2015

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.

Save


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GOBBOS


Goblins all have an abnormal capacity for regeneration. Not enough to notice on the spot; they’re not going to stand in front of you swinging their intestines around until their stomach seals shut, but given a little time they can bounce back from most anything.

They don’t always heal right though. They’re like walking talking cancers. They reproduce by budding.

Sometimes before a wound closes up completely, a bulbous growth sprouts and keeps expanding and forming bits until a half-grown lumpy goblin drops off within a week, full-grown within a month.

 

It’s why they’re so fucking joyous about violence, it’s sex for them.

A goblin wearing armour is like someone wearing a condom: most of the fun while avoiding the reproductive consequences.

 

Some goblins are just a little too fertile, once they start budding they don’t stop, they swell up over time into an awful bloated self-important goblin mountain of flesh, forever sprouting crops of new goblins.

Goblin colonies un/lucky enough to get a Broodmother usually find themselves all wearing armour, either through enthusiasm for the Broodmother or from constant nagging and berating.

Sometimes goblins go sterile, their regenerating flesh out of control, sped up, growing into big warped crooked hulking things. Then they’re called trolls. Now you’ll notice their regeneration on the spot: about d8hp per Round’s worth of reconstituting viscera.

Mild brain damage tends to make them a bit deranged, not as smart as goblins, but if anything they lose some of their unbridled lust for violence: it’s not sex anymore.

Fire will wound them permanently, or at least until they can scrape out the seared flesh. If you kill them but don’t burn them they’ll regenerate in body but not in mind, with all of the strength and none of the capacity for reason, just a frenzied regenerating meat wagon with a desire to tear things in half.

 

Goblins learn fast but not well; when a goblin gets interested in magic it’s the worst.

They kind of know how to make armour. They kind of know how to make weapons. Everything is just super shitty looking. It’d be pretty funny if they weren’t stabbing you to death.

 

Most of them have a lifespan of about a year, Broodmothers are practically immortal until a frustrated goblin stabs them in the back, but trolls will only last a month or two before their bodies eat themselves.

If you could somehow isolate a colony without a Broodmother, with nothing to fight, it would die out within the year. They tend not to hurt themselves, it’s like public masturbation, frowned upon.

 

 

So fighting is goblin sex, a war is like an orgy, a lot of the time they probably don’t even have any ill-feeling towards you, this is all just really fun for them.

Combined with their short lifespans, it also tends to make them fairly impressively reckless.

It’s not uncommon to see:

  • Trolls wearing baskets full of spike-armoured goblins on their backs, shooting them out of misshapen hand-held iron cannons coughing black smoke.
  • Goblins sliding around inside herded slimes, eventually trying to squelch their way out before their bodies dissolve completely.
    Whether it’s because of their regeneration or just the way they taste, they can last at least an hour inside slimes and puddings before being wholly digested.
  • Rickety wooden spiked deathwheels and murderballs full of dizzy bruised driver teams plowing towards you, ready to be thrown everywhere amongst the shrapnel when they crash.
  • Half-grown goblins armed with knives and tiny flails strapped to the end of pikes, charged around by teams of goblin pikemen.
  • Goblins riding on makeshift platforms attached to armoured braindead rampaging trolls, trying not to get plucked off and eaten.
  • Piles of goblins launched through the air by cracking bending catapults.
  • Goblins holding onto half-wild pigs by fistfuls of hair and skin, trying to direct them by food dangling from the ends of their spears.
  • Cage flails full of spiders or burning pitch swung around by goblins that can barely handle the whirling weight.
  • Pig-drawn chariots with spring-loaded floors rigged to launch the charioteers forward if the wheels stop turning.
  • Goblin alchemists running around jangling with clicking ticking grenades full of altered expanding trollflesh and god knows what else.
  • Trolls leading knife-wielding goblins by chains attached to cages around their heads or torsos, swinging them around like gobbo flails.

 

If they worship anything it’s probably something they call Nurgleskop, a thing of pale orange and pink flesh like a misshapen warped monolith rising out of of a bulbous mound still clinging to its sides. It lies in a cavern open to the sky within the Marrowmorne Mountains, people don’t go there, there are rumours:

  1. The black woods around it are full of witches sick of the taste and feel of goblin flesh, they yearn for something new.
  2. Beneath the Nurgleskop is a sleeping boy who fell into the cavern and dreamt the goblins into existence.
  3. The abandoned villages dotted around it weren’t sacked by the goblins, the people living there went into the woods to become the goblins.
  4. The earth is so saturated by goblin filth that if you return home with a clump of dirt clinging to your boots, it will sprout a goblin overnight to knife you in your sleep.
  5. You can only find your way to the Nurgleskop if a goblin leads you. If you’ve made it there without one you can be sure one of your companions is a goblin/goblins in disguise.
  6. The bellies of the fat, uneasy birds of the Marrowmorne woods are full of gold coins, stamped with the face of an ancient king.
  7. The Nurgleskop is an egg fallen from the stars.
  8. Licking the sweaty dew from the Nurgleskop is the fountain of youth.
  9. An entire race of people laid down to die in the Marrowmorne Mountains, shifting themselves beneath the earth, and the Nurgleskop is nothing more than the fruiting body of a mycelium mass that has been feeding and growing on their remains over the centuries.
  10. The black river flowing out of the Marrowmorne stems from a great wound split in the mountainside, tainted lifeblood spilling from its ruby heart.
  11. When the moon is full over the Marrowmorne the goblins become beautiful young girls who run out into the night to tempt the unwary back into the woods.
  12. There is a black church hidden in the woods inhabited by an old man who will not die. Forbidden tomes and terrible artefacts are locked in the vaults below, protected from the world.

 

On the other hand some goblins practically worship filth, wallowing around in the worst shit they can find because it makes them heal completely wrong and they think it’s funny, twitching humps and extra arms and exploding stomachs and fingers that are far too long. Expelling toxic gas from various orifices and melding themselves to trolls and budding goblins that are little more than balls with tails and teeth.

While they’re around you should be playing this album on repeat.

 

Goblins goblins goblins.


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PETTY GODS // MASTURBATING GOATS


The revised and expanded edition of Petty Gods is now available, so here are a few of the entries I wrote for it back before this site even existed.

(I mainly just want to show off bigger versions of Rose’s illustrations because they’re excellent. Everything but the goat is hers.)

 

 

 

The Divine Worm, Mother of the Stillborn

 

 

Symbol: An x-ray style depiction of an earthworm holding multiple foetuses along the length of its body.

Talisman: A gold piece stamped with a newborn’s face, eroded by tears.

Alignment: Neutral

Movement: N/A

Armor Class: 9

Hit Points (Hit Dice): Randomly determined (Roll d20 HD)

Attacks: Special

Damage: Special

Save: As Fighter of level equal to HD rolled.

Morale: 12

Hoard Class: 8,888gp, d% will melt the moment they’re taken into sunlight.

XP: 2x amount of stillborns spilt from the Divine Worm’s amniotic sac.

 

The Divine Worm, patron Mother of Miscarried and Stillborn Children, invoked by grieving families, worshipped by others for reasons that are their own.

A coin is cast bearing an image of the child and melted in a boiling pot in offering to the Divine Worm, beseeching her to carry the child in the beyond.

 

Manifestations of the Divine Worm are sometimes found in fragrant caverns below sites of plague or infanticide.

In form the Worm’s body is like that of a giant hairless and eyeless mole, lined with damp axolotl legs and a toadlike mouth. Pendulous breasts appear almost at random on its flanks and legs and a swollen amniotic sac sprouts over its lower back and hindquarters, within the sac you can see neither flesh nor bone, it sinks forever. Floating calmly amidst the rotten amber fluid are more infants and foetuses than you can count.

The Worm sits atop a gleaming pile of gold coins, swaying lichen and moss hangs from the cavern roof above it.

 

The Worm never attacks, never defends itself. It sits there with its mouth open, hundreds of infantile heads emerging and weeping in chorus even as you hack into its flesh, the sound is almost soothing. Every round save vs. Poison or suckle from one of its breasts. The sac squelches and heaves as you drink its amber nectar. You age d6 years of life unlived.

 

If the worm is killed its sac will burst, spilling 253 stillborns per HD about your feet, there are so many more than you imagined.

 

 

 

The Lady of Tasks Forgotten

 

Symbol: A bottle filled with the faces of dying ants and locusts pressed against the glass.

Talisman: N/A. Most of the time her adherents aren’t even aware they’re adhering.

Alignment: Chaotic

Movement: 120′ (40′)

Armor Class: 9

Hit Points (Hit Dice): 16hp (2 HD)

Attacks: Special

Damage: Special

Save: M20

Morale: 12

Hoard Class: See final paragraph.

XP: 1,000. 546,000 if you’re the one to kill her.

 

You settle in and try to block out the din of the tavern, contemplating your next step, weighing the options.

A tankard slides beneath your nose, the frothing ale spills slightly onto your hand.

There’s nothing extraordinary about the waifish woman who put it there, she’s pale and without a curve, or is she terribly obese under that dress? You’re too preoccupied to really notice.

She smiles pleasantly but emptily, “You look worried about something, burdened, why don’t you tell me what’s bothering you so much.”

And you do.

You tell her everything, every twist every turn, you tell her everything there is to know about what you’re trying to achieve. And you do feel better for it. You feel fantastic, purged and light, and someone has left a full tankard of ale here on the table for you. Wait, what is this place?

 

The Lady of Tasks Forgotten can be called on by those who have lost their way, those that feel there was something important they were meant to do but can no longer recall. The elixir they prepare probably shouldn’t be consumed under normal circumstances, distilled liquor and locusts flavoured with datura, poured into a flask with live winter ants, already kept in the flask for days and belly-deep in secreted poison.

If they survive drinking this concoction they will remember the task without fail, but it is rarely their own, and they will never understand that it never was. The Lady has many tasks to remember.

 

You could likely kill the Lady quite easily if you desired, but how would you know her?

If you find a way to summon and bind her, her flesh softly broils and churns, melting in places while expanding in others, forming impossible beauty then rotting like a bed sore. She looks on you with such sympathy, you have so many troubles.

Every round that you are near her in this state you will forget something, save vs. Magic for it to be something unimportant.

Use the table below for important things or pick something the character will really miss.

 

I'm sure I'm forgetting something..
2d6
2You forget why you're here, who you are, you don't know who these people are, or this thing floating in front of you, you want to go home, you don't know where it is. You'll only find out if you kill her.
3-5Correct use of your weapon eludes you, -4 to hit with melee/ranged weapons depending on what you were using from now on.
6-8You lose all memory of a random companion. Everyone else seems to know them, she must have done something to their minds, you should kill this imposter before they can do any harm.
9-11You can no longer speak in a common tongue, you understand it when others speak it, but you're oblivious to the fact that you're replying to them in another language entirely.
12You lose all memory of the flora and fauna of the world you live in, everything is strange or terrifying. The first time you see a swamp will be interesting.

She has no gold to steal, no relics, and whoever kills her will absorb every task she still held, convinced beyond question that the tasks are their own, crippled by overwhelming responsibility.

 

 

 

The Turquoise Idol of Communion

 

 

Name: Turquoise Idol of Communion

Symbol: Imagine the purest light and assurance, it looks like that.

Talisman: A rough stone cylindrical idol, carved with intricate scrolling symbols.

Alignment: Lawful

Movement: 180′ (60′)

Armor Class: 9

Hit Points (Hit Dice): 10hp (1 HD +1 per being absorbed)

Attacks: Special

Damage: Special

Save: As Fighter of level equal to HD, immune to all Magic.

Morale: 12

Hoard Class: 500 river-polished pebbles of turquoise inside its belly per HD.

XP: 4,000 per HD at the moment of its untimely demise.

 

They hand you a piece of broken stone, the outside is timeworn and dark, graven with symbols, while the alluring turquoise surface within glistens like an adhesive.

They speak of four joining pieces that were lost, they say that if you reconstruct the idol it is told to strengthen your mortal shell, to unite you with a greater power.

 

The inner surface of the idol is dry to your touch but when you join it with another piece you find yourself unable to force them apart. Every piece amplifies the stench of the swamp wafting from it.

You find and join the final piece and place it before you, ready to receive its power. A wet blue skin seeps from the fine cracks on its surface, smothering it and expanding as a toad in the shape of a man, with five hanging arms protruding from its body. Its skin glistens and it wishes to join with you.

 

The only attack it will make is a wrestling check, either by leaping at you or with its 10′ tongue. The moment it takes hold you can feel your skin incorporating into its body, sucking you in. Take a -2 penalty to your rolls every round, taking damage equal to your penalty if you manage to escape, and incorporating into the toad completely if you haven’t escaped after 3 rounds. With its increased mass the toad gains a HD, sprouts another arm and a further bonus to wrestling checks, and its tongue grows another 5′.

If you hit the toad in melee your weapon sticks in its flesh, make a Strength check next round to get it back. The toad will try to grab anyone that comes near enough, or with its tongue if no one is already in its mouth, but won’t move until it has finished incorporating those already joined to it.

 

You will never completely remove its flesh from anything it touched.

 

 

 

The Moss-Worn Goat

 

Name: The Moss-Worn Goat, bearer of Sterility

Symbol: The head of a goat crying tears of sperm.

Talisman: A carven wood phallus, left to grow moss and fungus.

Alignment: Neutral

Movement: 120′ (40′)

Armor Class: 5

Hit Points (Hit Dice): 46hp (7 HD)

Attacks: N/A

Damage: N/A

Save: M22

Morale: 8

Hoard Class: That depends on how long you keep him around.

XP: 4,000

 

The Moss-Worn Goat can be called upon to dry up the seed of men seeking it or those whom they wish to inflict it upon.

Offerings of gold are left in the damp parts of the woods with a phallus carved from a discarded branch, hidden by rotting hollow logs. Some desire temporary affliction, but unless they save vs. Magic they are permanently sterilised.

 

The Goat himself will be found in a dark hovel of a cavern, sweating amidst lichen and mounded monoliths of dirt, sprawled on the floor, moaning mournfully in a reverberating howl.

Below the huge malformed head and horns of a goat his body is human, and the whole time you watch him he never stops masturbating, shuddering intermittently with spasms that force enormous single golden sperm to spurt from his cock onto an already squirming pile, creaking like bending metal.

 

If you attack him he doesn’t know how to defend himself, he doesn’t understand, and he doesn’t stop masturbating. Eventually he will try to flee, leaving a golden trail of creaking sperm as his crooked body stumbles away.

 

 

 

Deiphagous Maggot

 

Name: Deiphagous Maggot

Alignment: As the god it currently serves. It’s nothing if not helpful.

Movement: 120′ (40′)

Armor Class: 9

Hit Points (Hit Dice): 24hp (4 HD)

Attacks: Wrap, d4 needle patches

Damage: 3d4, d4 each

Save: M23

Morale: 8

Hoard: Find a wondrous item table and roll on it.

XP: 1,200

 

The bloated body of the maggot squirms through the air, contracting and expanding towards you, several feet from the ground in deliberate, hypnotic movements.

It draws itself up like a snake, a patch of glistening needles extend from beneath the rear of its body, supporting it before you.

Mouths cover the underside of its body, one speaks for every emotion, there are many mouths. Eyes filled with broiling red fog are held within them, winking out and opening elsewhere as each begins to speak.

It is not the nature of the maggot to harm the god it serves, but when it dies the maggot will swim amongst its flesh, supping on the decay of divinity. Of course the maggot hungers, but the longer a god lives, the more fervently it is worshipped, the sweeter its flesh. You see its conundrum.

It feels you’re here to spoil the meal it is cultivating.

 

Static physical barriers mean nothing to the maggot, it slides in and out of them like reality, be careful not to fall into a hole that isn’t there. Sharp swinging metal is harder to account for.

In combat the maggot will try to wrap itself around you with gnawing mouths and squirm away in one fluid motion, leaving you like a ringbarked tree.

If caught or cornered its skin bursts with patches of bristling needles.

 

The maggot’s digestion is slow, if it is killed there is a 50% chance of its ruptured belly releasing the power of a god it has fed on. Have you killed a god lately? That one. Otherwise roll or flip to a random godling in this book and inflict their wrath.

 

 

 

Shed Godling Skin Suit

 

Some godlings grow as their following does, sloughing off their old skin to make way for a glorious new facade.

The translucent leather stitched into this full-body suit still responds to praise and worship, either of its wearer or of the godling who shed it.

The skin will allow one use of an ability of the godling it came from within a period of time equal to hours you spend in ritual worship beforehand.

Pick a god, roll or flip to one randomly in this book, or use whatever horrible thing these abilities came from. Roll randomly or worship twice as long if you want to pick.

1. Swollen pustular mounds swell from the neck of the suit, allowing you to expel boiling black bile as a 6′ ranged attach or a 90° spray within 3′, bypassing armour and dealing 2d6 damage. If you can bite someone you may vomit directly into their bloodstream. Save or Die.

2. If someone makes a successful melee attack against you, you can allow their weapon and arm to pass through your body, trapping them. The arm will need to be cut away, but whatever is left on the suit will be absorbed soon enough.

3. You leech the life out of anything organic within 6′, regaining d6hp. Roll under Constitution or secrete it back out in noisome streams.

4. You regurgitate d4 phlegm-coloured tiny men. Lose 1hp for each tiny man and roll for their loyalty. Every round you want them to do something roll loyalty, you may need to think of incentives. The only way you can regain those hit points is by swallowing the tiny men.

The skin’s AC 8 improves by 1 for every person that worships the wearer like a disciple, as the skin flushes with life and moves in a distracting, unnatural way.

If you gain 14 followers you will fuse with the skin, becoming a malformed bastard demigod. You will not like it.


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I Think I’m Getting Really Good at Nipples You Guys


Here’s some recent commission work for Robin Zink, which I think is going to be tattooed on his lady friend’s legs because she’s a goddamn winner.

 

The old hag Baba Yaga:

 

Her Chicken House:

 

And a close-up of the weathervane because I love it:

 


6 comments



Bird God Gets Triple Head


More illustration work for Pernicious Albion, the ancient war witch, dissipated divinity, majordomo of the House of Death; The Morrigan.

 


10 comments