Monday, April 30, 2018

Crepuscular #1: Sanctum of the Snail--NOW ON SALE!

The first issue of my new adventure-zine for Dungeon Crawl Classics is finally here! 


Creupuscular is a zine dedicated to Dungeon Crawl Classics and includes new adventures, patrons, spells, magic items, and other gamable content. Issue #1 is a 48-page comic-sized book, written and illustrated by me, Josh Burnett. The inaugural issue features a new 0-level funnel adventure, Sanctum of the Snail.

It was a fairly pleasant trip until the storm hit. Your ship sank, and now you and the other survivors--peasants, pilgrims, and gongfarmers--are stuck on this jagged spire in the middle of the ocean. The storm rages all around you while monsters crawl out of the sea. It looks like the only way off this rock is down through that weird door. Who will live and who will die in this 0-level funnel adventure?

This issue also includes:
  • Sanctum of the Snail: a 0-level funnel adventure!
  • Blorgamorg, the Chthonic Snail: a new patron, complete with spells!
  • New magic items!
  • The adventures of Moonblossom & Chance!
  • 30 NPC henchmen for hire!

I've very excited to release this zine, and I hope you all enjoy it, too.

Crepuscular #1 is available in PDF from DriveThruRPG
You can get the print version HERE. My initial print run was pretty small (I already put in a second), so act fast!

You can also see a quick video preview of the book below.

Friday, March 16, 2018

Silent Legions: Room Service! (Session Report)


The Khamsa Society headed off to Centralia to hunt down Kevin Branch, wannabe cultist. Vinnie’s player was sick, so he stayed home and minded the store, literally. (As a pawn-broker, Vinnie Morg is the only PC with an actual day job.)

The PCs for this session:
  • Bernadette "Bunny" Kennedy (Tough/Bodyguard)--A former circus strong woman who turned to occult investigation "just like the old gypsy lady said." 
  • Abigail Spencer (Tough/Reporter)--Former YouTube star and ghost hunter. 
  • Lucian Stone (Scholar/Programmer)--A hacker who lives and breathes the occult sites of the Deep Web. An occult Alex Jones. 

 Centralia is a town of 16,000 about an hour south of Seattle. It’s coal industry has not recovered from the (fictional) mine collapse a year ago that killed 50 people. It has growing business in light industry and tourism, but unemployment remains high. As the PCs pull into town, Centralia is experiencing unusually heavy snowfall.

Clever hacking and research has traced Kevin to the Brown Roof Motor Lodge, a run-down motel that's cheap and doesn’t ask a lot of questions. It’s a pretty crummy place full of societal unfortunates. Bunny pretends to be Kevin’s sister and fast talks the desk manager into telling them her where Kevin’s room is. 

Lucian disables the security cameras while Abigail knocks on Kevin’s door. “Room service!” she calls. Of course, a motel like this doesn’t have room service, and Abigail clearly meant “housekeeping,” but what’s done is done. Kevin opens the door, holding a large gun mere inches from Abigail’s face. “Did Chase send you? I’m not going back!”

Thankfully, Bunny is unusually eloquent this session. “Ashley sent us! She’s worried about you. Chase is dead!” she says. This revelation softens Kevin up a bit, but he’s still cautious. He makes the PCs all show him their inner arm, to prove they don’t bear the Bleak Sigil of The House of Broken Glass. Convinced they aren’t cultists, Kevin lets the PCs into his room.

Kevin’s clearly been living rough. He has a duffel bag full of clothes and a new burner phone. He’s growing out his beard and he shaved his head, burning all the hair. “So they can’t use it to work magic on me. “

The investigators are totally open with Kevin, telling him all about the events at the Old Penderghast House—how Ashley is safe, all the others are dead, and Chase’s plans to open the Way were thwarted.

In return, Kevin tell them everything he knows about the cult:
  • Kevin met Chase and Amber about a year ago at a concert. He got Kevin and some other peopleinto the occult, telling them that it was the path to some “real truths.”
  • Chase answered to some other people—powerful, moneyed people, not shlubs like us. Chase wanted these peoples’ respect. This cult is called The Rite of The Gray Truth.
  • Chase stole a book from somewhere in Yakima. He was going to use the info found in the book to bind Penderghast’s Walker Between and gain prestige with the cult.
  • Kevin had been dating Ashley for about three months, and Chase never liked her. When Kevin found out Chase was going to sacrifice her (along with Logan and Mackenzie), it was too much for Kevin. He decided to get out of town and get away from the cult.
  • Before he left town, he went to Chase’s apartment, stole the book, and bugged out of town.

“Chase’s bosses, they were on to something big. Chase wanted to be a part of it!”

Kevin shows the investigators the book, pulling it out of a large duffel bag. The book is the size of a couch cushion, and almost 600 years old. Lucian and Abigail recognize it as The Rheinholdt Manuscript. This is an infamous book among magical circles. Supposedly it’s the memoirs of an immortal creature known only as “Rheinholdt,” alternately referred to in the text as a vampire, a sorcerer, or a wight. It is considered one of the greatest books of occult history and lore. It is also said to be dreadfully cursed. Still, any cult or occultist would gladly kill to possess it. Kevin gladly hands it over to the PCs.

It’s at that moment that the investigators hear someone shouting outside.  “Kevin! Come out Kevin!”

"Dagh-Othyg-Zoag!"
Outside, the PCs spot a large black SUV in the parking lot with no plates. The snow has only gotten heavier. Four figures in long black coats stare up at the hotel. Three wear balaclavas, one wears a strange mask like a blank mirror (“like Cobra Commander!”) with an electronically distorted voice. (These are Cult Gunmen assets from the Rite of Grey Truth’s cult sheet.)

“Oh shit! They found me!” Kevin panics. Lucian and Abigail immediately tip over the bed mattress and use it to black the window. There’s no back exit, so Bunny heads to the bathroom and begins to smash a hole through the wall with a crowbar, to make a path to the adjoining hotel room.

Lucian and Abigail hear a horrible noise outside--arcane chanting followed by strangled gurgling and the sound of tearing meat. A few moments later, some hideous thing of raw muscle and ropey tendons breaks through the window and claws its way through the mattress.

Some Hideous Thing of Raw Muscle and Ropey Tendons
(Stalker, Ravenous)
Ascending AC: 13
HD: 4; hp: 25
Morale:  9
Save: 12+
Skill: +3
Move: 50’
Madness: 1d10
Attacks: Claws x2 (+5 to hit, 1d8 damage)
Special: If both claw attacks hit a single target, that target must make an Evasion Save. If the save fails, the monster bites their head off.

About that time, Bunny has busted tough the wall, disrupting a naked old couple, who are not happy to see the strongwoman and have a shotgun to prove it. “ISIS! They’re here!” Bunny shouts.

“I always knew it would come to this,” says the naked old man, pulling on his MAGA hat and letting Bunny through as he prepares to defend the hotel himself.

Back in Kevin’s room, Lucian lobs on of his pre-made Molotov cocktails at the monster, setting it, the mattress, and the whole room on fire.  This buys Lucian, Abigail, and Kevin enough time to follow Bunny through her self-made escape route (which I totally failed to call a Bunny Hole.)

The entire hotel  building is well and truly on fire at this point, and the party separates on the balcony, trying to draw the cult gunmen apart. Hotel residents are running all over the place in a panic. Lucian runs towards one set of stairs, trying to make it to the parking lot and is cut off by a gunman running around the corner. Lucian, brave brave Lucian, lobs another Molotov at the cultist, putting a nice wall of fire between them, then leaps over the balcony railing, hoping for the best.

The scrawny hacker bounces off the hood of a car and rolls to the ground, hurt but alive. He tries to scrabble to cover behind the car. Unfortunately, the cult gunman sees him and opens fire. Lucian is hit and goes down bad.

On the other side of the hotel, Bunny, Abigail, and Kevin are running for their car. Another gunman rounds the corner but Abigail quickly puts him down with her own gun. (Abigail’s player: “After a year of D&D and swords, it’s kind of fun just to blast a guy with a Glock!”) It’s clearly self-defense, so no Madness this time around!

Bunny and Abigail spot the leader of the gunmen, the guy with the mirror mask. He’s carrying an AR-15 like he knows how to use it. Panicked hotel residents are still running around everywhere, and the gunman calmly rifle-butts them in the skulls as he bears down on Kevin. He doesn’t seem to notice the PCs. Suddenly the hideous thing of raw muscle and ropey tendons leaps from the top of the building and pins Kevin to the ground. It makes a noise like the cracking of a hundred knuckles in  a metal closet before tearing Kevin’s neck out.

The cult gunmen and their pet monster seem focused on Kevin, the PCs didn’t really like the boy that much, so Bunny and Abigail get in their car and burn rubber. They slow down enough to grab the unconscious Lucian and head for the hospital.

In Abigail’s car, Bunny is barely able to stabilize Lucian before they get to the hospital. Abigail opts to stay in the hospital parking lot while Bunny checks their friend into the ER. Sadly, Lucian’s wounds are too severe, and he’s not going to pull through. While Bunny waits inside through the night, Abigail spots a familiar and ominous black SUV drive by the hospital, slowing down as it passes her car before speeding away. The snow finally stops, as though the SUV is talking the weather with them.

The failed recovery rolls for Lucian indicated that he will die in three weeks. Rather than wait that long, Lucian’s player rolled up a new character right now. Lucian remains comatose, awaiting his inevitable demise.

The investigators return to Seattle to plot their next move and meet up with Glen Gerhardt (Scholar/Programmer), an associate of Lucian’s and another gray-hat hacktivist. The team decides to check out Chase’s apartment, where Kevin stole the (already stolen) Rhienholdt Manuscript. Chase lived at the Three Pines Apartment Complex with three roommates. It’s the kind of cheap, cruddy  apartments that caters to students and low-income 20-somethings (I’ve lived in several myself).

As the investigators approach Chase’s apartment around noon, they see that the door is open—busted in, actually. Bunny creeps up to take a listen. She can smell blood and death inside and hears two or three people shuffling around, as well as the sound of someone chopping meat.

“Hank,” says a voice inside, “what are you doing in there?”
“Shoot, Geeezer,” says another voice. “It’s good meat, I ain’t gonna’ let it go to waste.”

Yeah, the PCs don’t want to deal with that, so they beat it back outside and drive across the street to the laundromat.

“Why don’t we just call the police on this one?”  asks Bunny. Everyine pauses to think. “Yeah, why don’t we?”  The investigators call the police and leave an anonymous tip about a murder. Then they hunker down, turn on their police band radio, watch and wait.

After a few minutes, a cop car pulls into the apartment parking lot, and two officers enter the complex. Over the radio, the PCs hear the police discover the dead bodies of a couple of young people, the the sounds of gunfire! Moments later, two people run out of the complex carrying a third person between them. The two are a man and a woman in Mossy Oak camo and wearing ballistic vests. Both carry big knives, pistols, and the woman is limping. Between them, they carry another man, similarly dressed. He’s clearly been shot. They dump him into the back of their pick-up and peel out of the parking lot. The PCs follow them, using Abigail’s careful pursuit driving skills. (A sticker on the back of the truck reads “The only thing that can stop a bad man with a gun is an even badder man with a gun.”)

The truck quickly heads east out of town. Glen does some quick research on his smartphone and finds out the truck is registered in Yakima, exactly the direction they are travelling. Next week we pick up in Yakima.

A lot of action, a little levity, and not a lot of madness this session. Cultists are a lot easier to deal with that spatially-distorted haunted houses and occult beasts. The relatively mundane cultists were easier for me to make interesting than I thought. The move and counter-move semi-plot of different factions and NPCs harkened back to a lot of the World of Darkness games I used to run all those years ago. As for using real-life cities as settings, Wikipedia and tourist sites give me just enough bits of flavor that I can make the places feel believable while still having enough room to add some fictional weirdness. This campaign is starting to come together!









Sunday, March 11, 2018

Silent Legions: Cult Actions


I ran an extended Stars Without Number a few years ago, but I never used the faction rules very much. My players caused enough trouble, combined with my own metaplot ideas, that they weren’t really necessary. When I started my current Silent Legions game, though, I was dedicated to giving the cult rules a fair spin.

I haven’t found any examples of the Cult Turn on the internet (not surprising, given the general dearth of SL session reports), so I thought I’d go through my Cult Turns here on the blog. This Cult Turn takes place during the 2-3 weeks of downtime after the Khamsa Society burned down the Old Penderghast House.  This is the first Cult Turn of the campaign, so there’s not a lot of action just yet, mostly the different factions setting up for future endeavors.

Right now, there are four factions of interest in the Washington region. Not all of them are on the PCs’ radar yet.

The Cults
  • Rite of the Gray Truth: A cult based in Seattle dedicated to Dagh-Othyg-Zoag and the House of Broken Glass. It’s a technologically saavy group, that includes many rich and powerful people among its membership. (Muscle: 2, Sorcery: 4, Influence: 5)
  • The Garibaldi Syndicate: A crime syndicate, also in Seattle, that moved in after the feds busted the Colacurcio family. They’ve been pretty subtle so far, and have only just started to experiment with occult assets. (Muscle: 5, Sorcery: 2, Influence: 4)
  • Blood Message of the Shadowed Fellowship: A cult based in Yakima dedicated to K’Thoth-IƤ, the Hungering Dark. This is a cannibal death-cult based out of a trailer park with a couple of survivalist militia camps at their command. (Muscle: 4, Sorcery: 5, Influence: 2)
  • Circle of the Dreaming Mother: A cult based in the ghost town of Millstone dedicated to Hothiaiq, the goddess of dreams, memory, and telepathy, and Dagh-Othyg-Zoag’s consort. While not antagonistic towards the Rite of Gray Truth, the Circle isn't really allied with them either. Currently they are responsible for the production of distribution of the drug “black sugar” that is infecting Seattle and other cities. (Muscle: 1, Sorcery: 3, Influence: 2)


Drawing Power
Seattle is a Power: 4 location, but since the Rite of Gray Truth and the Garibaldi Syndicate both have strongholds there, the factions can only draw 2 power from it. Right away we have a conflict set up between the two most powerful cults. They both want that power!
  • Gray Truth draws 5 power from its various sources and has a total upkeep of 4, for a net gain of 1 power.
  • The Syndicate draws 4 power from its resources and has 3 upkeep, also giving it net gain of 1 power.
  • Blood Message draws 5 power and only has an upkeep of 1. It also doesn’t have to share its power with anyone. The cult nets 4 power.
  • The Dreaming Mother is smaller than the other three cults. It only draws 2 power, and also has an upkeep of 2. The cult's total power gain is 0.


Cult Actions
This is the first Cult Turn of the campaign, so everyone’s assets are hidden at the start of the turn.

For this first turn, I’m not rolling initiative. I’m going to have each cult take their action in the order of how entangled they currently are with the PCs’ actions. I’ll have the cults roll off initiative in future turns.

Rite of the Gray Truth
They want to find out who’s competing with them for power in Seattle, so they take the Investigate Location action in that city. Gray Truth and the Syndicate roll Influence vs Influence, and Gray Truth wins. All of the Syndicate’s assets in Seattle (which is most of them) lose their “hidden” status.

To spin this into the campaign’s fiction, I have a news report come out in the local papers. Investigative reporter Kim Frost (an NPC connected on my list of actors for the Rite of Gray Trurth), has confirmed that a new crime syndicate has moved into the city. Local businessman and land developer Donatello Garibaldi is rumored to have several unsavory connections to the local police. Reports of graft and corruption abound.

They do not have the spare power to use for the free Create Asset or Improve Stronghold action.

Garibaldi Syndicate
They also want to find out who’s leeching Seattle’s power, so they take the Investigate Location action. Unfortunately for them, they also lose the Influence vs Influence roll, so the Gray Truth’s assets remain hidden. If the PC’s draw too much attention with their occult investigations, maybe the Syndicate will approach them and make a deal with them to look into the rival faction.

They do not have the spare power to use for the free Create Asset or Improve Stronghold action.

Blood Message of the Shadowed Fellowship
They’re setting pretty right now, as the only occult power in Yakima. They decide to lay low and build their power base before stretching their tendrils elsewhere. The take the Serve Cause action and gain another 2 power (6 total) as they perform their unspeakable ghoul orgies.

For their free Imrprove Stronghold action, the cult spends 4 power to increase one of their stronghold from level 1 to level 2. What was once a simple hunting lodge (over an old Indian burial ground) has now become a fortified survivalist compound.

Circle of the Dreaming Mother
The smallest faction is hurting for power, so they take the Serve Cause action. They gain 1 power as cult psychonauts ply the realms of nightmare and harvest black sugar from alien spider-wasps.

They do not have the spare power to use for the free Create Asset or Improve Stronghold action.

Aftermath
That’s where things stand for now. Like I said, it’s mostly just quiet set-up this round. The second Cult Turn should be coming up shortly with more action. I expect the Gray Truth will make a strike at the Syndicate, while the Syndicate desperately tries to hide its assets. Already we have some drama unfolding between some of the factions. My goal now is to suck the PCs into the mix.

Sunday, March 4, 2018

Burning Down the House (Silent Legions Session Report)

Our latest Silent Legions session was short, but our brave investigators wrapped up the Old Penderghast House case and started making plans for their next phase of investigations.

The Khamsa Society: 

  • Bernadette "Bunny" Kennedy (Tough/Bodyguard)--A former circus strong woman who turned to occult investigation "just like the old gypsy lady said." 
  • Abigail Spencer (Tough/Reporter)--Former YouTube star and ghost hunter. 
  • Lucian Stone (Scholar/Programmer)--A hacker who lives and breathes the occult sites of the Deep Web. An occult Alex Jones. 
  • Vinne Morg (Investigator/Business Owner)--A pawn broker who had to leave Atlanta after he sold the wrong piece of weird jewelry and attracted unwanted attention from mysterious forces. 
When we had last seen them, the PCs had just escaped the brass insects from Ligeia’s tomb Kelpiot and re-entered the house through the weird alien clock. They heard thumping footsteps upstairs and the heavy thud of something rolling down the nearby stairs. Reluctantly they looked, just in time to see Officer Park’s severed head roll down the stairs and come resting at their feet. Vinne was the only one brave enough to look up the stairs, while the rest of the team ran off through the back hallway to the kitchen and the cellar door. At the top of the stairs stood a horrible co-mingling of Logan and Mackenzie, their flesh run together like molten wax. The horrid thing walked clumsily on three legs. One arm ended in an iron fireplace poker. The other, elongated, double-elbowed arm ended in Mackenzie’s ruined head, her snapping jaw full of broken teeth. The thing’s horrid bruised flesh crisscrossed in glowing black-light veins. Vinnie ran to join his friends. (“Oh shit, guys. The monsters are Voltron-ing!”)

Horrible Comingled Thing 
AC: 11 (as unarmored human)
HD: 4 (24 hp)
Attacks: Poker: +3 (1d6+1) and Bite +3 (1d4)
Skill: +1
Save: 13+
Move: 20’
Madness: 1d8
Special: Immune to slaughtering damage

The team went down the basement and braced the door as best as they could. Thankfully the HCT is slow and clumsy, so they were safe for now. The alien key they found in Ligeia’s coffin opened the blue metal door quite easily, and the team descended into a sub-basement carved from the native stone.

In this new chamber, they beheld the strangest sight yet. A slab of obsidian the size of a large door stood against one wall. A cone of silver light shone through a paper-thin crack in the slab, filling much of the rest of the chamber. Inside the cone of light, caught in an area of slowed-time, Chase the cultist kneeled in a thaumaturgical pentagram, a sacrificial dagger of green glass frozen mid-stroke over the bound and gagged form of Ashley, the girl they were sent here to rescue. Bunny immediately leapt (ha!) into the cone of light to tray and tackle Chase, but she too was frozen in the cone of slowed time.

Careful investigation, some occult rolls, referencing The Hidden Abscess, and the use of some Expertise allowed the others to discover some things:

  • The vector-line image of a robed and wrapped figure would occasionally flicker in and out of view in front of the slab. (This was the not-quite-yet-summoned Walker Between).
  • Inside the cone of light, time wasn’t exactly frozen, but was very, very slow.
  • The obsidian slab marks a Way into some sort of Kelipot.
  • Chase was performing some sort of summoning or opening ritual. This ritual was supposed to involve two sorcerers. By trying to perform it with just one, something went wrong. The Way was only partially open, and its leaking energies warped time inside the cone of light.
  • Using poles or ropes, they can push things around inside the cone of light, but the time dilation means that the things they move around move at hyper-increased velocity in relation to other objects inside the cone.


With clever use of ropes and sticks, the team manages to pull Bunny out. She only breaks a couple of ribs (I only rolled 3 on my 2d6 of unfortunate physics damage). They them lasso Chase’s dagger and pull it into his face, which explodes his head and disrupts the ritual. The Way seals back shut, and Ashley is saved.

Vinnie takes the traumatized Ashley outside to the car while the rest of the team set the house on fire 
(the ultimate goal of any horror game). Ashley is frantic and emotionally scarred, but Vinnie manages to calm her down by getting her sister on the phone and using some minor gas-lighting.

The teams hears police sirens in the distance (Officer Park has been missed), so they all decide to bug out. The house was condemned a long time ago, so the city decides to let the building burn.

The investigation of the Old Penderghast House is closed. Ashley has been saved, relatively safe and sound. The team has about two weeks of downtime. Lucian uses most of this time to study the spells found in The Hidden Abscess. Ashley’s sister Christine (the PCs’ friend who started this whole investigation) makes her way to Seattle, and decides to stay in town while Ashley recovers. Ashley is worried about Kevin, her recently-ex boyfriend who was supposed to be at the Old Penderghast House but never showed up. He’s fallen off the grid, and there’s no trace of him. Vinnie’s “Leading Whispers” ability reveals that Kevin was a newbie member of Chase’s cult. Finding him could give them valuable information about this cult and their activities.

Some critical rolls on research and computers manage to track Kevin’s cell phone to a hotel in Centralia, about an hour south of Seattle. The investigators have their next target. 

Saturday, February 24, 2018

The Old Penderghast House, Part 2 (Silent Legions Session Report)



Our brave, doomed investigators continued exploring the Old Pendergast House in our Silent Legions game. This time around we got our first case of delirium, as well as our first PC death. Now that’s a proper horror game!

The Investigators:
  • Bernadette "Bunny" Kennedy (Tough/Bodyguard)--A former circus strong woman who turned to occult investigation "just like the old gypsy lady said."
  • Veronica Richardson (Socialite/Artist)--She's been having dreams about obsidian mountains under a red sky full of black stars, tentacles, and milky blind eyes.
  • Lucian Stone (Scholar/Programmer)--A hacker who lives and breathes the occult sites of the Deep Web. An occult Alex Jones.
  • Vinne Morg (Investigator/Business Owner)--A pawn broker who had to leave Atlanta after he sold the wrong piece of weird jewelry and attracted unwanted attention from mysterious forces. 


The Highlights:

The PCs find an old black and white TV on a rolly cart. It’s screen flickers with static, even though the cord isn’t plugged in, and the house has no electricity besides. Fiddling with the antennas, the image becomes clear—a super-massive black hole in the heart of interstellar space. A subsonic thrumming grows louder as a crystalline mass appears in the center of the black hole. Vinnie and Veronica’s eyes and ears begin to bleed, and Vinnie shoots the TV.

The noise attract the Logan-Thing. The panicked PCs all hide in the closet and wait for him to shuffle away, anxiously clutching their limited weaponry. It was a high-point in my GM career. 

Bunny finds the missing Ashley’s cellphone in the closet. Looking at her text messages, they discover that the girl just broke up with her weird boyfriend Kevin after he refused to show up for the party in the haunted house. He apparently skipped town and warned Ashley to get away from Amber and Chase. Ashley clearly didn’t take his advice. There’s also glitchy video of the sinister Chase using some incantation to pass through the alien metal door in the basement.

They find the remains of a burned journal in a fireplace. Scraps indicate that Penderghast buried his wife Ligeia somewhere on the property after her death. It also mentions that he and his wife trapped some eldritch creature in a prison Kelipot—some creature that serves The House of Broken Glass.

A skinless woman (Amber?) appears in a mirror. She grabs Vinnie and pulls him half-way through. Behind the mirror, he sees the horrible liquid-silver energy grid that forms the underlying foundation of the illusion we call reality. At the center of it all spins a crystalline mass that radiates contempt and hatred. Vinnie’s friends manage to pull him out of the mirror and shatter it. This ordeal costs him a ton of Madness, and the poor bastard develops an uncontrollable (if understandable) phobia against reflective surfaces.

They find a secret closet in the old study and discover an ancient book, L’abces Chache (The Hidden Abscess), that describes the nature of Kelipah and contains a couple of spells. They also find a blood-stained clay disk, The Talisman of the Stable Threshold, which they can use to counter the impossible geometry of the house.  

All this time, Lucian has been posting photos and questions about the Old Penderghast House and the House of Broken Glass on occult conspiracy message boards. Someone called Anonymous Black has been deleting his posts followed by vague threats. A user on another forum, Occult_Warrior_17, warns them not to mess with “The House of Broken Glass” which the players eventually discover doesn’t refer to this house, but is actually the name of an alien pantheon of dead gods.

Poor dead Veronica.
After dealing with more impossible geometry, the investigators encounter the Logan-Thing again. The monster is unstoppable. Bunny is beaten unconscious and Veronica is killed. (This was mostly due to simple bad luck on the players’ dice rolls. The Logan Thing only has 3 hit dice and his AC was the equivalent of a man in leather armor. All the PCs had weapons; they just could manage to roll anything higher than a 6.)

Lucian and Vinne drag their friends away from Logan, and Lucian uses the Talisman to stabilize the house’s geometry and put some distance between them and the monster. With dead and bloodied friends, they decide to get out of the house and lick their wounds.

After a day in the hospital, Veroinca’s replacement shows up. It’s Abigail Spencer, aka Occult_Warrior_17 from the internet! Abigail (Tough/Reporter) is a You Tube ghost hunter who’s tangled with the House of Broken Glass before when the rest of her ghost-hunting team was killed while filming in an abandoned asylum near Spokane. It’s clear that these people in Seattle need her help.

After resting up, the PCs go to the gun store and get some better weapons. They get a free MAGA hat with their purchase, but no one decides to wear it.

Back at the Old Penderghast House, Bunny climbs the porch to get directly to the attic window. In the attic she finds an old trunk full of Penderghast’s old adventuring gear:  pistol, bullet-proof vest, and MREs from the 1990s. She also finds a painting of Penderghast and Ligeia standing in front of the alien clock. Bunny makes note of the time on the clock face and heads back out the window.

That’s when the cop (Officer Park) drives by and asks what the investigators are doing standing around the abandoned house with a bunch of shotguns. The PCs panic and run into the house. Officer Park fires at them, misses, and follows them inside. They manage to lose him in the impossible geometry, and avoid a Scooby-Doo chase scene.

At the alien clock, they match the five clock hands to the time shown on the painting. A secret door opens in the clock, leading to a small kelipot that serves as (wait for it) the Tomb of Ligeia. It’s a pleasant place with vaulted stone ceilings, a grassy floor, and air that smells like honey. Tiny brass and stained glass insects flitter through the air. Ligeia’s pink marble coffin sits in the center of the chamber. Opening the coffin, they find the well preserved body of Ligeia holding a key made of the same blue alien metal as the door in the basement. Vinnie takes the key, and the brass-and-glass insects begin swarming and stinging. The PCs scamper out of the Kelipot and back to the house as the passageway closes behind them.

They’re back in the house. That’s when they hear a scream and a series of heavy thuds. Officer Park’s head rolls down the stairs into the foyer. The PCs hear the thump-drag of the Logan-Thing’s footsteps, and the session ended.

The game has gotten off to a good start so far. We’re playing again this weekend, and I’m confident the team will wrap up their investigation of the Penderghast Place next session, then move on to following up on all the hooks I’ve scattered through the adventure.



Friday, February 23, 2018

The Flumph for Toon [Flumph Friday February]


Toon is a game I was obsessed with in the mid-90s but couldn’t find anyone who wanted to play it with me. I actually got to play it a couple of times a couple of years ago, and had some fun with it. Even as a relatively lite game, it’s perhaps a tad too numbery for wacky cartoon hi-jinx. Still pretty fun, even is there’s diminishing returns on the supplements.

Anyway, here’s the blog mascot statted out for Toon.

(I am rapidly running out of RPGs for this thing...)

"Hey eveyone, it's me Bernie the Flumph!"
Bernie the Flumph
Description: A rubbery yellow jellyfish-like alien with googly eyes on the ends of long, wibbly stalks. He has a voice like Emo Phillips and carries a multitude of dice, pencils, and other sundries tucked up in his tentacles.

Beliefs & Goals: To make sure everyone’s having a chill time while avoiding anything like actual work.

Hit Points: 9

Muscle: 2
Break Down Door: 2
Climb: 2
Fight: 4
Pick Up Heavy Thing: 2
Throw: 3

Zip: 3
Dodge: 7
Drive Vehicle: 3
Fire Gun: 4
Jump: 6
Ride: 3
Run: 6
Swim: 3

Smarts: 4
Hide/Spot Hidden: 6
Identify Dangerous Thing: 4
Read: 5
Resist Fast-Talk: 6
See/Hear/Smell: 4
Set/Disarm Trap: 6
Track/Cover Track: 4

Chutzpah: 5
Fast-Talk:  8
Pass/Detect Shoddy Goods: 8
Sleight of Hand: 5
Sneak: 5

Shticks:
Tentacle mass of many things (5)


x

Tuesday, February 20, 2018

Running DCC at BASHcon 2018


I ran a 0-level funnel adventure for Dungeon Crawl Classics at BASHcon at the University of
Toledo on February 17, 2018. I’ve been running games at conventions since the mid-90s, but I haven’t run a game at BASHcon in 5 years. This was the first DCC game I’ve run at a convention, as well as the first non-QAGS con game I’ve run in many years.
I wrote my own adventure to run, ”Sanctum of the Snail.” This here was the burb:
You’re no hero! You were on a ship with several travelers--peasants, pilgrims, and gong farmers--when the storm hit. The ship sank, and now you and the other survivors are stuck on this jagged spire in the middle of the ocean. The storm rages all around you while monsters crawl out of the sea. It looks like the only way off this rock is down through that weird door. Who will live and who will die in this 0-level funnel adventure?
Toledo is a Pathfinder-heavy town, so I wasn’t sure how many players I’d get. Thankfully, I had a full table, perhaps a little too full. I’ll get the bad parts out of the way right here. I botched my player/PC numbers. I normally top out my con games at 6 players. I’ve learned through hard experience that if I have more than that then individual players don’t get enough screen time. Pacing bogs down, and players get bored. But I was so happy that I had players, that when the last guy to buy a ticket asked if I could let his two daughters also I play, I said “certainly!” That could have been manageable, but I still let everyone play 4 characters. Thirty-two zeroes are a lot of PCs to go thru, and there were times when combat became a slog. Next time I’ll crunch the numbers better.
But that was really the only real sticking point, and overall the game went very smooth. Out of the eight players, three were new to RPGs, one guy was an RPG vet but had never heard of DCC, two owned DCC but never got to play it, and two had played DCC a couple of times. A good mix of familiarity levels.
The game started with the zeroes marooned on a small stone spur in the middle of the sea, under attack from a pack Sharkboys that quickly killed a couple of their numbers. After dispatching the monsters, the PC made their way through an ancient, water-proof door into the tunnels below, hoping to avoid the rising tide. Down in the ancient complex they made their way down a long dark stairwell, overcame a jumping puzzle, and encountered Blorgamorg, the Chthonic Snail. This ancient power of Neutrality bade the party to destroy his wayward minion, Salykari. This sorceress had turned her heart to Chaos and dared to make her home in this Neutral dungeon, on her former master’s very doorstep.
Making their way down a slimy slide tunnel, the party discovered the body of a giant turtle on the shores of mutagenic lakes. The players were appropriately disgusted as their characters were assaulted by giant tapeworms, much to this Judge’s satisfaction. One of the PCs made a swell helmet out of the giant turtle’s skull.
Later the characters solved a riddle that revealed a secret cache of ancient weapons, which they used to great effect fighting a couple of bands of Chaos Man-Slugs. Finally, the PCs made their way to the final chamber, where they handily defeated Salykari and her demonic minions.
At the end of things, one player lost all their zeroes, one still had all four, and most were down to two. Not the brutal blood-fest I could have hoped for, but still a solid four hours of fun.
BASHcon had a rough couple of years, but things ran pretty smoothly this year, with good engagement from the coordinators. After abandoning the con for several years, this year was a test-run, and I was pleased enough that I will be back next year to run more DCC. I hope the convention’s number start to climb again.
As a side note, I was delighted to discover that one of the new vendors this year carried a lot of DCC and OSR stuff. He got most of my money this year, as I picked up Atomic Overlord, Blades Against Death, Croaking Fane, and Fever-Dreaming Marlinko. A good haul!


Friday, February 16, 2018

The Flumph for Barbarians of Lemuria [Flumph Friday February]

Barbarians of Lemuria is one of my favorite fantasy RPGs (in fact, probably my absolute favorite for loincloth & broadsword S&S) that, sadly, I've only had a chance to play a handful of times. 

So here's a Lemurian Flumph...


Flumph
Flumphs are strange alien creatures that came down from the stars 1000 years ago, escaping some nameless evil from the Outer Dark. Flumphs resemble floating leather jellyfish with a multitude of tentacles and two black eyes on long stalks.

Flumphs live deep in the Kasht Swamp, keeping to their weird spherical temples of bronze and glass where they quietly worship alien gods.  Flumphs are mostly benign, but wary of strangers. To those brave enough to tread the swamps and find their temples and savvy enough to befriend them, Flumphs can provide a wealth of insight into forbidden lore and alien science.

Creature size: Small

Normally Found: Kasht Swamp

Attributes
Strength: -1
Agility: 0
Mind: 3
 Appeal: 1

Combat Abilities
Initiative: 0
Melee: 0
Ranged: 1
Defense: 2

Careers
Priest: 1
Alchemist: 1
Magician: 1
Scribe: 1

Lifeblood: 9

Vitriolic Squirt
Attack +1
Damage: d6+ special
Targets hit by the Flumph’s vitriolic squirt must make a Strength roll. Failure means they gain the flaw Blinded for 30 minutes, unless otherwise cured.


Friday, February 9, 2018

Flumph for Tunnels & Trolls 7th Edition [Flumph Friday February]

Flumph Friday continues! I can’t believe it took me three years to stat out the Flumph for Tunnels & Trolls.

Flumph

Monster Rating: 30 (typically found on dungeon level 1)
Combat Dice: 4d6+15
Special Damage: 2/Blindness – The flumph causes blindness with a squirt of noxious chemicals.
Special Abilities: Fly Me – The flumph can fly on jets of air.
I Gotcher Back, Buddy! – The flumph can heal 1 CON per turn.


Flumphs resemble rubbery yellow jellyfish with friendly eyes on long stalks. They float through the air on natural air jets and speak in wispy sing-song voices. These benign creatures typically make their lairs in the upper levels of dungeons where they act as guides and support services for friendly delvers. 

Friday, February 2, 2018

The Flumph for Nightlife?! [Flumph Friday February]


It’s February, and it’s Friday. That means it’s that most wonderful time of the year again. It’s Flumph Friday!

This year, I’m kicking things off by adapting the Flumph to one of my favorite games ever, Nightlife.

Flumf
Needs more crosshatching!
STR: 10                 PER: 30
DEX: 15                ATT: 5
FIT: 20                  LUCK: 20
INT: 25                  HTH: 3
WILL: 30              SP: 40

Max Humanity: 60
Humanity Damage Modifier: +1/1 per 10

Edges: Drain (life force), Flight, Healing, Shunting, Telepathy
Flaws: Substance Vulnerability (fire, double damage), Horrifying Appearance, Special (Clumsy on the ground, ¼ normal movement)
Skills: City Knowledge, Medicine, Parking, Scavenging, Survival
Faction: Neutral

Description: Flumfs originally hail from the Wormholes. They were driven out of their subterranean homelands due to territorial wars between the Suckers and Nasty Muthas. Flumfs first appeared in New York in the 1930s and established small communities where they operated as healers, guides, and cleaners for other Kin.
Flumfs possess flat, rugose bodies mounted atop a central tentacular mass. They move by using their Flight edge, and are very clumsy on the ground. Despite their generally benevolent demeanors, the Flumfs’ utterly alien appearance and Wormhole origin make them are largely distrusted by other Kin.


Former Friday Flumphs
Carcosa
Fate Accelerated

Wednesday, January 31, 2018

Gray Philosopher for 5th Edition

One of my favorite monsters from Cyclopedia-era D&D Creature Catalog is the Gray Philosopher. I never got a chance to use it back in the day, but I had an opportunity to include one in my recent 5th Edition game. It was pretty fun to adapt to the new edition. 



A gray philosopher is the undead spirit of an evil cleric who died with some important philosophical deliberation yet unresolved in his or her mind. In its undead state, this creature does nothing but ponder these weighty matters.

The gray philosopher appears as a seated, smoke-colored, insubstantial figure swathed in robes. It always seems deep in thought. Flying through the air surrounding the philosopher are a number of tiny, luminous, wispy creatures known as malices. They have vaguely human faces, gaping maws, and spindly, clawed hands. These vindictive creatures are actually the philosopher’s evil thoughts, which have taken on substance and a will of their own.

The gray philosopher cannot be turned by a cleric but has no attack of its own; it will not defend itself. Unlike the philosopher, malices constantly search for victims on which to vent their petty but eternal spite. Malices do not stray more than 120 feet from their philosopher but may pass through the narrowest of openings in their ceaseless flight. A malice normally attacks until destroyed or turned. However, all these creatures vanish instantly if their philosopher is destroyed.



Gray Philosopher
Medium Undead, Neutral Evil
AC: 13 (Natural Armor)
HP: 156 (24d8+48)
Speed: 0’


STR: 8 (-1), DEX: 10 (+0), CON: 14 (+2), INT: 18 (+4), WIS: 20 (+5), CHA: 16 (+3)
Saves: Wisdom +7
Skills: Insight +7
Damage Immunities: Cold; Necrotic; Poison; Bludgeoning, Piercing, And Slashing from nonmagical weapons.
Condition Immunities: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: Darkvision 120 ft., Passive Perception: 15
Languages: Understands all languages it knew in life, but does not speak
Challenge: 4 (1,100 xp)


Ethereal Sight: The Gray Philosopher can see 120 ft. into the Ethereal Plane when it is on The Material Plane, and vice versa.


Death Epiphany: When the Gray Philosopher falls to 0hp, it looks up with an expression of malicious enlightenment on its face, then vanishes with a lingering shriek of evil delight. All creatures within 60’ who hear this horrifying sound must make a DC: 15 Wisdom save or take 6d8 psychic damage and become frightened until they finish a long rest. On a successful saving throw a creature only takes half damage and is not frightened.


Magic Resistance: The Gray Philosopher has advantage on saving throws against Spells and other magical effects.


Turn Immunity: The Gray Philosopher is immune to the Turn Undead ability.


ACTIONS
Spawn Malice: The Gray Philosopher creates 1d4 Malices for every Malice that was killed in the previous round. A malice appears in an empty space within 60’ of the Gray Philosopher and acts on its own initiative. When first encountered, a Gray Philosopher will be accompanied by 6d4 Malices.

Malice
Tiny Undead, Neutral Evil
AC: 13
HP: 14 (4d4+4)
Speed: Fly 60’


STR: 4 (-3), DEX: 16 (+3), CON: 12 (+1), INT: 10 (+0), WIS: 16 (+3), CHA: 14 (+2)
Saves: Dexterity +5, Wisdom +5
Skills: Perception +5
Damage Immunities: Cold; Necrotic; Poison; Bludgeoning, Piercing, And Slashing from nonmagical weapons.
Condition Immunities: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: Darkvision 120 ft., Passive Perception: 15
Languages: Understands all languages the Gray Philosopher knew in life, but cannot speak
Challenge: ¼ (50xp)


Incorporeal Movement: The wraith can move through other creatures and Objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.


Turn Resistance: The lich has advantage on saving throws against any effect that turns Undead.


Actions
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) necrotic damage. In addition, a neutral aligned creature bit by a Malice takes an additional 3 (1d6) psychic damage, while a good aligned creature takes an additional 7 (2d6) psychic damage.