Mottokrosh Machinations
Mainstream-adjacent roleplaying games, resources, apps, and blog posts, like the acclaimed Hypertellurians - science fantasy adventure in the future of old
2024-03-16T20:49:13Z
https://mottokrosh.com/
Frank Reding
shout@mottokrosh.com
Compelling Arena Fights
2024-03-16T20:49:13Z
https://mottokrosh.com/posts/2024/03/compelling-arena-fights/
<p>A staple of stories and games, yet all too often: dry. Use the following tables and tools to create memorable arena fights and set pieces, with fun, dynamic scenery, and delightfully deadly surprises.</p>
<frayed-aside>
<strong><em>This article first appeared in <a href="https://www.themerrymushmen.com/product/knock-3-tmm/">issue 3</a> of the excellent KNOCK! magazine, by <a href="https://www.themerrymushmen.com/">The Merry Mushmen</a>, along a plethora of other fantastic OSR articles. <a href="https://www.themerrymushmen.com/shop-tmm/">Go check it, and other issues, out!</a></em></strong>
</frayed-aside>
<h2 id="opponents-(d4)" tabindex="-1">Opponents (d4)</h2>
<ol>
<li><strong>Would-be gladiators.</strong> Really just prisoners, trying to live to fight another day, or the other way around. 2d6 of them, poorly armed, and sorely untrained.</li>
<li><strong>Executioners.</strong> A former adventuring party that decided gladiatorial murder is easier and just as fun. 2d4+1 very skilled, bloodthirsty, well equipped killers. Their only weakness is playing to the audience.</li>
<li><strong>Monsters.</strong> Some more dangerous than others; all entertaining.
<ol>
<li><strong>2d8 goblins</strong> with their legs tied to one another. They were told their opponents would be too, but they take the extra challenge in good stride.</li>
<li>Hysterical prisoners with an <strong>enraged dire rhino</strong> armored in chain. Among them perhaps a friendly NPC or two. Maybe in formal attire, from that wedding or coronation that the characters were invited to but couldn’t attend because they were forced to fight in this arena.</li>
<li><strong>Wererat king.</strong> Seven glorious wererat leaders captured from opposing thieves’ guilds, their tails surgically joined. They want to kill each other at least as much as the characters.</li>
<li><strong>2d6 mummies</strong> wrapped together into a ball of ancient hatred and poisonous claws. One of them frees itself every d3 rounds.</li>
<li><strong>Bound marilith.</strong> Can this six-armed demon free herself in time? Yes. She slips her first two wrists out of their bonds as soon as the first character closes, and the rest at dramatically appropriate times.</li>
<li><strong>Demilich inside a treasure chest mimic.</strong> The latter boasts about its treasure loudly as soon as its disguise is revealed, while the former enjoys its symbiotic vacation.</li>
<li><strong>Howling ettin</strong> with one foot nailed to the arena floor, with a really deep spike to go through all that dirt and sand. Well, one head is howling, the other has no feeling in the afflicted leg, so it does what it likes and does best: singing countertenor arias. The ettin wields an oversized goedendag, and a passionate countenance, respectively.</li>
<li><strong>1d4+1 giant spiders</strong> greased with rendered boar fat. Any given round, for each spider there is a 50% chance that it will light up from an errant spark, doubling its danger while halving its longevity.</li>
</ol>
</li>
<li><strong>No one.</strong> The characters are expected to fight each other, and the wizard with the wand of disintegration hovering above the arena makes it abundantly clear by turning a friendly NPC to ashes. They weren’t pit fighter material anyway.</li>
</ol>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2024/03/compelling-arena-fights/woman-warrior.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2024/03/compelling-arena-fights/woman-warrior.jpg-320.jpeg" width="320" height="480" alt="Medieval warrior woman with sword and shield, and big hair." loading="lazy" decoding="async" /></a></figure>
<h2 id="goal-of-the-match-(d6)" tabindex="-1">Goal of the Match (d6)</h2>
<ol>
<li><strong>Win the fight.</strong> All opponents defeated. Yielding acceptable.</li>
<li><strong>Total obliteration.</strong> Be the last person or party standing. No opponent left alive.</li>
<li><strong>First blood.</strong> First character or creature at or below half hit points means their team loses.</li>
<li><strong>Capture the gem.</strong> Placed behind the enemy, or on them (especially if it’s monster like the dire rhino).</li>
<li><strong>Reach the finish line.</strong> Simply get from your starting point to the finish, via the dangers, distractions, and creatures wanting to stop you.</li>
<li><strong>Endurance.</strong> Survive 1d4+1 rounds against half that number of waves of opponents.</li>
</ol>
<h2 id="gladiatorator-(5d6)" tabindex="-1">Gladiatorator (5d6)</h2>
<table>
<thead>
<tr>
<th>#</th>
<th>Person</th>
<th>Wearing</th>
<th>Wielding</th>
<th>Excelling at</th>
<th>Sucking at</th>
</tr>
</thead>
<tbody>
<tr>
<td>1</td>
<td>Battle-hardened warrior</td>
<td>blood-stained chainmail over sturdy leathers</td>
<td>spear and net (with lightning conducting metal bullets to weigh it down)</td>
<td>playing to the crowd</td>
<td>peripheral vision</td>
</tr>
<tr>
<td>2</td>
<td>Terrified prisoner</td>
<td>floor-length tunic and a battered breastplate</td>
<td>oversized battle hammer</td>
<td>looking harmless</td>
<td>patience</td>
</tr>
<tr>
<td>3</td>
<td>Alien insectoid</td>
<td>exotic full plate armor</td>
<td>man-catcher and flash bombs</td>
<td>intimidation</td>
<td>following a plan</td>
</tr>
<tr>
<td>4</td>
<td>Noble risen to the occasion</td>
<td>beautiful, expensive garments</td>
<td>magical rapier and buckler</td>
<td>strategy</td>
<td>compassion (pauses to deliver killing blows)</td>
</tr>
<tr>
<td>5</td>
<td>Ogre-blood infused experiment</td>
<td>torn scraps of clothing, half a chain shirt</td>
<td>powerful muscles and whatever heavy is lying around</td>
<td>brute force</td>
<td>tactics</td>
</tr>
<tr>
<td>6</td>
<td>Mul (half-dwarf)</td>
<td>hardened, boiled leather armor</td>
<td>notched greataxe</td>
<td>surprise attacks</td>
<td>insight</td>
</tr>
</tbody>
</table>
<h2 id="complications-(d10)" tabindex="-1">Complications (d10)</h2>
<ol>
<li><strong>Flailing mannequins.</strong> Several large, armored mannequins with terrifying flails are positioned about the arena, each surrounded by obvious yet seemingly unavoidable pressure plates. Stepping on one, predictably, sends the mannequin spinning and flailing. But each plate has a 2-in-6 chance of activating 1d3 random mannequins instead.</li>
<li><strong>Human fence.</strong> The middle of the arena, or a spot with a treasure, is blocked by a fence. Except it’s chained up humans and some fat pylons. Perhaps there is even a crocodile infested moat on either side of the fence, and a ramp that might just give enough air to a strong runner to jump it. Will the characters stop for a rescue, treat it like any other fence, or even power through?
<ul>
<li>Pick a beloved NPC or character to form part of the fence to raise the stakes. <em>Don’t think that a chained up character has nothing to do! In OSR-style play, they have their mind, their slippery fingers, and above all their player’s ingenuity. Constraints—well, restraints here—can boost the creative juices.</em></li>
</ul>
</li>
<li><strong>Boonful prisoners.</strong> Tied to poles about the arena. Their mouths are obviously stuffed with spell scrolls or potions. Get to them before the prisoners' drool ruins them! Beware of prisoners accidentally crushing the sneaky stinking cloud or cloudkill potion.
<ul>
<li>As with the human fence, tie a character to one of the poles. Gag them with a <em>locust plague potion</em>, and make them roll not to break the glass.</li>
</ul>
</li>
<li><strong>Upright, coffin-like wardrobes.</strong> Spread about on mounds on fresh earth. Inside:
<ol>
<li>chainmal poncho (quick to don)</li>
<li>skeleton with skull crushed by spiked flail</li>
<li>mermaid style leather dress with straps and studs and high heeled boots</li>
<li>crazed, diseased monkey</li>
<li>smotheringly screaming, gagged prisoner infected with sewer plague, desperate to cough</li>
<li>freshly risen vampire, imprinting on whomever opens the wardrobe first</li>
<li>spear sickle on a bed of super flammable dry wheat</li>
<li>mirror that reflects an angelic version of the viewer, and that reveals a powerful (but unhealthily codependent) bloodthirsty sword behind it, if shattered</li>
</ol>
</li>
<li><strong>Giant nail platforms.</strong> One foot diameter discs on tall, thin, viciously barbed poles. Easy enough to climb if you're wearing good gauntlets or don't mind slashed hands. The rest of the arena appears (and is) soaked in oil. The platforms are paired, and act like seesaws: so climbing one will make it sink and raise another. Some platforms have torches on them and are unpaired. (1 unpaired platform with torch for every 2 paired ones without.)</li>
<li><strong>Black pyramid.</strong> A steep, basalt pyramid bisects the arena, no way around. Atop it, a withered, black mummy on a basalt throne, surround by four bowls on pillars. Climbing halfway up tips the bowls, which pours their liquid (super glue, rust monster antennae juice, acid giving off poisonous fumes, cool looking dry ice) down the steps. The mummy is impaled by an ornate, golden scimitar. Removing it reanimates the powerful mummy, who will cause havoc. But now you have a magic scimitar that deals double damage against ruling tyrants and ignores their armor. <figure class="float-right"><a href="https://mottokrosh.com/posts/2024/03/compelling-arena-fights/angry-gladiator.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2024/03/compelling-arena-fights/angry-gladiator.jpg-320.jpeg" width="320" height="433" alt="Muscled and helmed gladiator flexing and being angry while covered in blood." loading="lazy" decoding="async" /></a></figure></li>
<li><strong>Spiked pit traps.</strong> They’re classics for a reason. Some are obvious, but others are practically invisible.
<ol>
<li>An obvious pit. The tips of the spears at its bottom are still shiny and happily reflect any sunlight or hope.</li>
<li>Well concealed pit. Only detectable by experts in such matters, before it’s too late. Still harbors a corpse, but it’s content to be dead.</li>
<li>Concealed pit with some use. If you survive the fall and the spears, you might find one of: spiked hammer still grasped by gnome hand, experimental personal catapult (one shot), lightly magical but stubby dagger, corpse with gown made from many surprisingly durable layers.</li>
<li>Pit with fanfare. If you survive the fall into this concealed pit, you’ll encounter an equally trapped (and with an impaled leg) member of the opposing side’s guards, who recognizes you and is your greatest fan.</li>
</ol>
</li>
<li><strong>Guarded treasure.</strong> Thin posts are staked into the ground, atop each a magnificent weapon that would definitely give you the upper hand. The snag: a manticore is leashed to each post.
<ol>
<li><em>Vibro-glaive.</em> Double the damage, double the carnage. Anoint in the blood of the innocent each day for continued function. 1-in-6 chance of jamming after each use.</li>
<li><em>Melancholiator.</em> A thin sword with a blade of sullen souls fragments. Ignores armor but inflicts debilitating, doleful sorrow instead of damage.</li>
<li><em>Flail of Tears.</em> Its swings are accompanied by the mournful cries of imprisoned angels. Ethical outlook determines whether this is soul crushing or invigorating.</li>
<li><em>Caber Bolts (2d10)</em>. Regular-sized bolts that violently intumesce to caber size when launched. Fire the lot for a quick palisade.</li>
</ol>
</li>
<li><strong>Tower of woe.</strong> Multiple levels (4+) that need to be scaled on this round structure, while a score of goblins belt the contestants with stones, loud crackers, balls of glue and spit, or whooping powder. They also have heat-seeking arrows if you happen to be a flying spoil-sport. Winner is whoever gets to the golden egg in the harpies' nest at the top. Two angry harpies on 2-meter chains guard it. Levels include:
<ol>
<li><em>Warm-up with basic handholds.</em> Difficult but not impossible to climb.</li>
<li><em>Trapped.</em> As above, but 2-in-6 handholds are upholstered with gecko paw skin which adheres to anything.</li>
<li><em>People fence.</em> Prisoners, NPCs, and maybe a PC, are chained along the level. Easy enough to climb if you don’t mind the protestations or screams of those affected by your weight on their bonds or face.</li>
<li><em>Hidden Weal or Woe.</em> Numerous handholds on this level. For each climb action there is a 3-in-6 chance of grabbing one that comes off and reveals an arm’s width cavity behind, containing:
<ol>
<li><em>Nothing.</em> Really.</li>
<li><em>A pot of universal glue.</em> Tool or weapon?</li>
<li><em>A whistle.</em> It’s loud and superlatively shrill.</li>
<li><em>A single random card from a deck of many things.</em> It takes effect immediately when picked up.</li>
<li><em>A flawless ruby.</em> When touched it activates a manacle trapping the arm.</li>
<li><em>A golden cup with the symbol of a glowing and floating sword.</em> When touched, a blade capable of severing unarmored hands appears.</li>
<li><em>Squished goblin.</em> It’s mightily livid, but also hurts from its cramped predicament.</li>
<li><em>A rare albino osquip.</em> With teeth like shovels.</li>
</ol>
</li>
<li><em>Blades masquerading as handholds.</em> They’re a little rusty and dirty, so you probably won’t notice the danger until the first person without metal or magical gloves tries to hoist their weight up on one and suffers the lacerating consequences.</li>
<li><em>The aquarium.</em> Each climb action has a 3-in-6 chance of tearing out the handhold, which acted as a kind of plug. The first couple just spew water, but after the third, the pressure blows a ring around the tower and the full volume of water comes gushing down at once, sending all but the hardiest to tumble. They find themselves on the bottom, soaked, and covered in:
<ol>
<li><em>A squirming fulmination eel.</em> Arcing lightning between it and the nearest pieces of metal.</li>
<li><em>A handful of hungry rust monster tadpoles.</em> They gotta eat to grow up.</li>
<li><em>A couple of undead piranha.</em> Similarly dangerous to live ones.</li>
<li><em>The flopping remains of a half-eaten fulmination eel.</em> Zombie piranhas had their fill.</li>
</ol>
</li>
</ol>
</li>
<li><strong>Perfidious perfumier’s playground.</strong> Quick-release gas bombs littering the arena like a minefield, tucked away in other structures, or hidden in seemingly discarded weapons or armor for an extra surprise.
<ol>
<li><em>Airsplosion.</em> Blows you 2d6 meters into the air.</li>
<li><em>Blue paint.</em> Bright and very hard to wash out.</li>
<li><em>Skunk effluvium.</em> Might stop other gladiators from voluntarily approaching you.</li>
<li><em>Cupid’s instant summons.</em> The next person that smells you develops a powerful crush on you (saves are boring).</li>
<li><em>Jelly legs.</em> Your legs stop working for 1d6 rounds, then you have irritating pins and needles for another 1d6.</li>
<li><em>Noumena nullifier.</em> You become insubstantial for 1d6 rounds, unable to physically interact with anything, including air to make sound.</li>
<li><em>Heavy water.</em> Soaks you with an odorless, translucent liquid that’s twice as heavy as water. Movement is impaired unless you get naked.</li>
<li><em>Garroting Gary.</em> A monstrous, choking poison that requires two successful saves to shake.</li>
<li><em>Frog fountain.</em> For the next 1d6 rounds you cough up colorful frogs.</li>
<li><em>Avant-garde fragrance.</em> Roll again twice and combine the effects.</li>
</ol>
</li>
</ol>
Pirate Borg: Heist the Black Flag
2023-12-27T18:01:49Z
https://mottokrosh.com/posts/2023/12/pirate-borg-heist-the-black-flag/
<p>Hot on the heel of the <a href="https://mottokrosh.com/posts/2023/12/pirate-borg-play-report-and-adventure/">previous Pirate Borg play report</a> (and free one-shot adventure!) comes another round. We're only half-way through this adventure, so I won't be posting the full adventure just yet to avoid spoilers for my players. But while it's fresh in our minds, here is a recap of the first session of "Heist the Black Flag!", by none other than <a href="https://christianeichhorn.itch.io/">Christian Eichhorn</a> himself:</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2023/12/pirate-borg-heist-the-black-flag/pirate-borg-heist_ship.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2023/12/pirate-borg-heist-the-black-flag/pirate-borg-heist_ship.jpg-320.jpeg" width="320" height="320" alt="A big old two-master backed by a very cloudy sky." loading="lazy" decoding="async" /></a></figure>
<p>Four aspiring pirates, whose names I completely forgot<sup class="footnote-ref"><a href="https://mottokrosh.com/posts/2023/12/pirate-borg-heist-the-black-flag/#fn1" id="fnref1">[1]</a></sup>, met with a grubby informant, whose name I likewise forgot, in a picturesque Caribbean town. As you might have guessed, I have forgotten the town's name as well<sup class="footnote-ref"><a href="https://mottokrosh.com/posts/2023/12/pirate-borg-heist-the-black-flag/#fn2" id="fnref2">[2]</a></sup>. In any case, the informant presented us with a quest that was easy to understand yet hard to pull off. Departing with our mighty armada (two worm-infested rowing boats), we were supposed to board an English treasure fleet to steal their booty, including a legendary undead cannon. The deck was stacked against us, but we knew how to even the odds: a forceful inheritance after an unfortunate death. Demanding a parlay with a local pirate captain, mayhap named the Lady of Bones (but the name eludes me<sup class="footnote-ref"><a href="https://mottokrosh.com/posts/2023/12/pirate-borg-heist-the-black-flag/#fn3" id="fnref3">[3]</a></sup>), we hoped to acquire a strong ship with a cutthroat crew. As the gods willed it, while utterly failing to convince her of our prowess and wit, the tavern's rotten roof simply collapsed. Grabbing the crushed captain's dress as disguise<sup class="footnote-ref"><a href="https://mottokrosh.com/posts/2023/12/pirate-borg-heist-the-black-flag/#fn4" id="fnref4">[4]</a></sup>, we planned to bamboozle the crew and take the ship. As it turns out, the crew was skeletons all the way down, with the only living human on board being an imprisoned poet<sup class="footnote-ref"><a href="https://mottokrosh.com/posts/2023/12/pirate-borg-heist-the-black-flag/#fn5" id="fnref5">[5]</a></sup>.</p>
<p>After a few comically poor attempts at subjugating the skeleton crew, which were ultimately successful, we set off to attack the English without a plan but much trust in our uncanny luck. So far, the gods were on our side, and surely they wouldn't dare betray us now. Alas, a small hiccup arrived in the form of the Bone Lady's mangled ghost, who decided to haunt us during the night. Suffice it to say, we were not on speaking terms. The surprise wore off fast, considering that she was neither the only ghost on board (being haunted by the nagging ghost of my dead mother myself) nor was she far from being the only undead among the crew (dozens of skeletons plus one vampire). The creature quickly re-deadened, we set our eyes on the prize: the abominable English and their treasure. To be continued...</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2023/12/pirate-borg-heist-the-black-flag/fated-notebook.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2023/12/pirate-borg-heist-the-black-flag/fated-notebook.jpg-832.jpeg" width="832" height="624" alt="Old, open notebook with soft leather cover. The first page shows a drawn pirate flag." loading="lazy" decoding="async" /><figcaption>The source of truth for the adventure.</figcaption></a></figure>
<p><em>Frank // Mottokrosh again:</em> The rest of the adventure has yet to play out. I'll do another post with the adventure outline later, for anyone who wants to run it, or a similar heist on the seas scenario.</p>
<hr class="footnotes-sep" />
<section class="footnotes">
<ol class="footnotes-list">
<li id="fn1" class="footnote-item"><p>One-Eyed Ed, cultist, er, zealot of The Dark One; Chumbucket the Sorcerer, with Carl the three-legged dog; Flintlock Bill of the swashbuckling persuasion; and Genevieve "Liquid Lunch" Gurdy, a well dressed drunken lush afflicted with a spot of vampirism. <a href="https://mottokrosh.com/posts/2023/12/pirate-borg-heist-the-black-flag/#fnref1" class="footnote-backref">↩︎</a></p>
</li>
<li id="fn2" class="footnote-item"><p>Tortuga! <a href="https://mottokrosh.com/posts/2023/12/pirate-borg-heist-the-black-flag/#fnref2" class="footnote-backref">↩︎</a></p>
</li>
<li id="fn3" class="footnote-item"><p>Catherine "Bones" Bonnet, captain of the brigantine "Widow's Revenge". <a href="https://mottokrosh.com/posts/2023/12/pirate-borg-heist-the-black-flag/#fnref3" class="footnote-backref">↩︎</a></p>
</li>
<li id="fn4" class="footnote-item"><p>To be fair, it was a very stand-out dress, made of the bones of the men she'd killed. <a href="https://mottokrosh.com/posts/2023/12/pirate-borg-heist-the-black-flag/#fnref4" class="footnote-backref">↩︎</a></p>
</li>
<li id="fn5" class="footnote-item"><p>Self-proclaimed poet. A love-sick youth, whose girlfriend was co-kidnapped with her mother the governor for political reasons and is currently on the British flagship, being taken back to the old world. <a href="https://mottokrosh.com/posts/2023/12/pirate-borg-heist-the-black-flag/#fnref5" class="footnote-backref">↩︎</a></p>
</li>
</ol>
</section>
Pirate Borg Play Report and Adventure
2023-12-21T20:03:01Z
https://mottokrosh.com/posts/2023/12/pirate-borg-play-report-and-adventure/
<p>To those who know me (Frank // Mottokrosh), it is no secret that I am currently obsessed with <a href="https://www.limithron.com/pirateborg">Pirate Borg</a>. Naturally I am a fan of rules-light but flavorful systems (hello, <em>devil's luck</em>), but there is just something about the Dark Caribbean setting, and perhaps a whole lot about <a href="https://patreon.com/limithron">Luke Stratton, a.k.a. Limithron</a>'s art and graphic design that has wholly grabbed me.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2023/12/pirate-borg-play-report-and-adventure/pirate-borg-adventure-featured.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2023/12/pirate-borg-play-report-and-adventure/pirate-borg-adventure-featured.jpg-640.jpeg" width="640" height="640" alt="" loading="lazy" decoding="async" /></a></figure>
<h2 id="too-many-adventures%3F-never!" tabindex="-1">Too many adventures? Never!</h2>
<p>Besides my regular, virtual games—one of which includes Pirate Borg—I also have a more adhoc, in-person game running here in Berlin. It started as a mini-campaign, with the excellent <a href="https://shop.limithron.com/products/buried-in-the-bahamas">Buried in the Bahamas</a>, thinking I'd get a few good sessions out of it. But from there things escalated. My one party of semi-regular players exploded into three parties, and <em>Buried in the Bahamas</em> went widely off-script. Which, to be fair, I love.</p>
<p>Continuing that storyline with the "A" group, I set out to write two further adventures, both flashbacks, as groups "B" and "C" all had at least one character from the <em>canonical</em> party. This is an overview of the first adventure, and a brief play report of it, and, who knows, perhaps you want to use it for your own one-shot.</p>
<aside>
<h3>Flashback characters</h3>
<p>"My character is in a flashback, but they're alive in the game's <em>present</em>, so they can't die!" Or so the novice might proclaim.</p>
<p>Aside from perfect continuity hopefully never getting in the way of fun, in Pirate Borg especially, there are some obvious ways to handle this.</p>
<p>The classic is the twin, or the offspring. Perhaps seeking to avenge their dead sibling or ancestor in the present storyline. But in Pirate Borg you also have the Haunted Souls—revenants, a supposedly dead character returning as a zombie, ghost, or even a vampire. The latter especially is a cool reveal in the present story!</p>
</aside>
<h2 id="that-one-time-in-deadman's-key" tabindex="-1">That One Time in Deadman's Key</h2>
<h3 id="setup" tabindex="-1">Setup</h3>
<p>The characters are part of the crew of the <em>Tarantula</em>, run by the cruel <strong>Captain Bloodwhip</strong> (before the events of <em>Buried in the Bahamas</em>), laying in anchor near the coast of an island with a ruined, overgrown village, ostensibly hiding considerable loot. But it's rumored to be haunted, so Captain Bloodwhip sends the player characters off with a rowboat first, to check it out, and bring back phat treasure. Or else.</p>
<p>As the party pulls the dinghy onto the beach and perhaps begins hiding it in the underbrush (under the watchful eyes of a flock of seagulls), their vision becomes groggy, their movements and speech slurred, and before long they all lose consciousness (hang on to that eyeroll for a moment, please).</p>
<p>When they finally come to, it is dusk, and they are tied individually to posts that were once load-bearing corner pieces of a large shack, now overgrown and ruined. Their weapons and bulky items lie in a heap nearby, behind a small ruined wall. At their feet (also tied), rests a small wooden bowl each, and in one case also a wicked, curved knife.</p>
<p>Between them is a cultist with piercing yellow eyes in purple, velvet robes, putting what appear to be the finishing touches to a complex magical circle, carved into the stone and earth, grooves filled with colorful salts. His color pots are nearby and include several rare pigments, like deep purple and vivid blue. A myriad of pages bursting with esoteric scribbles lie chaotically nearby. The cultist's pack with further supplies, and some random treasure (including at least one ancient relic and one arcane ritual) rests in a corner.</p>
<p>The male-presenting cultist mutters something about the blood moon drawing ever nearer, and that the ritual must be ready in time.</p>
<p>Tell characters with some SPIRIT that they recognize the spell that caused them to pass out it. It is known as "Deus ex Plotina". Sometimes also as "Please buy into the premise for this one-shot", or "I'm only doing this because it's a one-shot, I would never remove agency or railroad like this in a campaign, I promise!".</p>
<h3 id="the-cultist" tabindex="-1">The Cultist</h3>
<p><strong>Obed Bloodletter</strong> (no relation to Captain Bloodwhip, unless you want there to be) has spent most of their life collecting the information that led them to this moment, this ritual. At its climax (ushered in by tracing the final symbols with the blood of several victims under the blood moon), a small island rises from the sea off the coast. It contains one of several ancient temples to THE DEITY (a cthonic entity worshipped by the earliest humans) that were built in ages past. Entering it will grant Obed the wisdom of the elder ones, the true and unfiltered truth at the core of the universe.</p>
<p>Obed is focused, to the point of obsession, so close to their goal. Their life-long dedication to the unknowable DEITY has not left them untouched: Instead of turning around, they flip their long hair over their face, revealing a differently gendered version in the other direction (with the same yellow eyes). It is unclear what happens with the joints in their body when they suddenly change direction like this.</p>
<p>Aside from a second knife (the one used to carve the grooves of the magic circle) they don't carry anything around with them—their stuff being in their pack nearby—but they're all too happy to engage the characters, give grandiloquent exposition, or occasionally wander off to ponder something, retrieve something, or generally leave them alone for a moment. Or to gag a mouthy character.</p>
<p>As an eldritch sage, Obed knows a spell or two, such as a lightning blast to scorch nosy birds or admonish rebellious characters.</p>
<h3 id="development-%26-events" tabindex="-1">Development & Events</h3>
<p>If the characters do nothing, Obed will eventually slit their throats, collect some of their blood, mix it with some paints, finish the circle at the right time, and summon forth the island. They will then either swim to it, or use a conveniently stashed rowboat, and disappear inside. What happens next is up to you, but of course we don't want it to come to this during the one-shot.</p>
<p>Instead, here are just some ideas for how the characters might want to deal with the situation.</p>
<ul>
<li><strong>Convincing Obed to let them go.</strong> This will realistically only work if the characters can produce replacement victims in the short time until the blood moon. But since Obed is not picky about who the victims are, you never know.</li>
<li><strong>Survive the bloodletting.</strong> Obed only needs about a pint of blood from each victim, they're just not bothered about stopping the bleeding afterwards. But they could be convinced to do so, should the topic come up.</li>
<li><strong>Break or wriggle out of the ropes.</strong> This should be extremely hard, but not impossible (DR 18 maybe). Each character is tied with 3 coils, one around the hands, one around the body, and one around the legs and feet. And woe to a character if Obed notices.</li>
<li><strong>Cutting the ropes.</strong> While Obed devested the characters of obvious weapons and items, perhaps one of them had a hidden blade? Or perhaps they somehow manage to grab the knife at the feet of one of them, or the one Obed is holding or has tucked in their belt. But as above, if Obed notices he will punish the character (tie them up differently or harder, give them an itch, set some rats on them, ...).</li>
<li><strong>Use the surroundings.</strong> The post they're tied to is old and part of ruins. Perhaps the ropes can be rubbed against them (and set alight by the friction! :D). Or perhaps the post itself could be pulled out or knocked over. Perhaps the wildlife could be attracted and cause a distraction. Perhaps nearby zombies could be aggro'ed and slash across the ropes (with the hope of doing more damage to the rope than the character).</li>
</ul>
<p>And if the situation doesn't progress by itself, consider the following intrusions:</p>
<ul>
<li><strong>The "Grog Barrel" zombie.</strong> Suddenly heard by one of the characters, as it's swaying, burping, or gently releasing gas behind them, somewhat obliviously. Ready to bilge-vomit.</li>
<li><strong>The itch.</strong> Somewhere tough to reach. Mind you, most everywhere is tough to reach when you're tied to a post.</li>
<li><strong>The cockatoo or toucan.</strong> Perhaps initially attracted by a character's plight. Perhaps even helpful at first. But easy to anger. Beware of the toucan nemesis—it's watching you, while it sharpens its beak on a branch, or mimics the "I'm watching you" sign with its wing.</li>
<li><strong>The undead horde.</strong> The village ruins have earned their "haunted" moniker. Not by ghosts, though, but by zombies. It's got to be pretty terrifying to suddenly hear the roar of a group of 7 <strong>bilge rats</strong> and a couple of <strong>deck ghouls</strong> storming in, as you're completely tied up.</li>
</ul>
<h3 id="aftermath%2C-or%3A-just-when-you-think-it's-finally-over" tabindex="-1">Aftermath, or: Just when you think it's finally over</h3>
<p>However hilariously the ritual situation has been dealt with, and some looting has finally taken place, it's time to return to the Tarantula. But upon returning to the stashed dinghy, the party find it upturned, and commandeered by a flock of feisty <strong>scavenging seagulls</strong>, trigger happy (beak happy?) and reluctant to give it up. Handle with caution. Perhaps the new toucan nemesis has put them up to this, and watching proceedings from afar, with a "this isn't over" look, should the characters triumph over them.</p>
<p>Finally back on the Tarantula? Captain Bloodwhip demands each character to present the best loot they're retrieved. Whomever Bloodwhip deems the least impressive will be punished...</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2023/12/pirate-borg-play-report-and-adventure/pregens.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2023/12/pirate-borg-play-report-and-adventure/pregens.jpg-832.jpeg" width="832" height="452" alt="Several pre-generated Pirate Borg characters and their sheets, each with a portrait" loading="lazy" decoding="async" /><figcaption>A selection of pregens.</figcaption></a></figure>
<h2 id="how-it-went-at-the-table" tabindex="-1">How it Went at the Table</h2>
<h3 id="initial-reaction" tabindex="-1">Initial Reaction</h3>
<p>My players didn't initially appear too shocked, nor too eager to engage with the cultist. In fact, when they heard them mutter about the ritual they generously offered to help. Unfortunately for them, it was largely their blood the cultist was interested in.</p>
<p>The cast of characters included <strong>Beddy "Elizabeth" the Hen</strong>, a jaded swashbuckler who'd been the bridesmaid too many times, so she struts around in a bridal gown and sword accessory; <strong>Norfolcke "Face" Jr</strong>, a very pretty boy but oh so stupid, <strong>Willa "The Queen" Wraith</strong>, an extremely wizened buccan cook who talks to her dice, and <strong>Pertwee "Allhair" Bangers</strong>, a, hm, preternaturally lucky devil with crazy hair.</p>
<h3 id="engaging-obed" tabindex="-1">Engaging Obed</h3>
<p>Things got heated early on when Beddy the Hen decided to try and spit into one of Obed's color pots, and rolled extremely well (a trend that would continue until, alas, the final act). "Do you have any idea how hard that color is to come by?!", they exclaimed before stuffing a gag into Beddy's mouth, retrieving the sole replacement pot from their pack, and cautiously placing it a supposedly safe distance away.</p>
<p>Norfolcke "The Face" Jr, a man of unchallenged intellect, convinced that the blood moon is produced by the gods spilling their wine, developed an inch on their leg. A fact that would come up later, under circumstances I don't quite recall, except for Norfolcke being in a position to ask a favor of Obed, and, naturally, instead of asking for release, asking for, well, a release another sort. "What?! Well, where on the leg. You know, whatever, there. <scratch, scratch>"</p>
<p>Willa Wraith had hidden her cheater's dice in her, self-proclaimed, saggy boobs, and tried to wriggle them upwards to her mouth, for results we sadly would never know due her player's bad rolls. Even talking to them and cajoling them didn't help.</p>
<p>Many more shenanigans ensued. Of particular note:</p>
<ul>
<li>At some point Beddy managed to free her hands and lose her gag. She lured Obed close enough to steal their knife, and be lippy enough to get gagged a second time (Gag 2: Muffled Harder).</li>
<li>Willa attracted a kakadu and got it to fly over to the party's pile of items. Further, precise instructions as to what to do with what sadly failed, and eventually attractor and attractee fell out.</li>
<li>Norfolcke got bilge-vomitted on after attracting the attention of a nearby loitering "Grog Barrel" zombie. It didn't cure his itch.</li>
<li>Despite his best efforts, Pertwee utterly failed to break the ropes that bound him.</li>
</ul>
<p>In the end it all kicked off when Beddy stabbed an unsuspecting Obed in their mouth with the stolen knife when they were close. The ensuing back and forth between stabby Beddy, enraged and lightning throwing Obed, the rest of the characters desperately trying to free themselves (and partly succeeding), was both chaotic and tense. At one point Willa, who had managed to free both her hands and her body, tried to release her feet by letting herself fall to the ground. Alas the rolls would have none of it, and the poor veteran instead almost broke her legs, resulting in some exquisitely hilarious roleplaying by her player Anna.</p>
<p>Willa, whose hit points were meager to begin with needed all the help she could get, and thankfully she received it in the form of Pertwee and Norfolcke, and her own buccan jerky to keep her alive. Meanwhile Beddy eventually put an end to Obed and their eldritch machinations.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2023/12/pirate-borg-play-report-and-adventure/party.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2023/12/pirate-borg-play-report-and-adventure/party.jpg-832.jpeg" width="832" height="513" alt="Frank, Tina, Jason, Christina, and Kara, at the table" loading="lazy" decoding="async" /><figcaption>Shot from a previous Pirate Borg session, because I forgot to take a picture of this one. At least Kara on the far right was in this one, playing Beddy the Hen., </figcaption></a></figure>
<h3 id="the-great-escape" tabindex="-1">The Great Escape</h3>
<p>Now, before embarking on the return journey, our intrepid Beddy was very tempted by this supposed wisdom of the ages. So much so that she spilled some of her own blood to complete the ritual. Nothing happened though, as it required the blood of all of them, but they didn't manage to decipher that from the random pages that lay strewn about.</p>
<p>Thusly confronted, well, casually ignored by that anti-climax they decided to loot Obed and the immediate surroundings and return back to the ship. By their rowboat, of course, they encountered the scavenging seagulls.</p>
<p>Willa opened with a round from her musket, blowing one of the seven seagulls ("Jeff") from this to another reality. While this was valiant and brave, it came with dangerous consequences as three of the remaining six immediately charged her and her already extremely modest hit point pool.</p>
<p>What ensued was a riotous comedy of errors and bad rolls, climaxing in one of the birds digging around the chest of a now very dead Beddy the Hen, carelessly tossing organs left and right, while the boys desparately tried to fend off the nasty critters from Willa. Just when they thought all was finally over, the last of the gulls slowly poked its head out of Beddy's chest, eyeing up Willa with murderous intent.</p>
<p>The final shot was from the point of view of the Tarantula, where a crew member saw a waif-like pirate run across the beach chased by a bird.</p>
<aside>
<h3>The Curious Case of Beddy</h3>
<p>So, the thing we touched on in the previous aside is exactly what happened. Beddy the Hen was the one character from the present storyline that was present in this flashback and also the one character that died. So what's next for her?</p>
<p>Well, to be honest, we haven't decided. I will have a talk with her player before the next session in the current timeline, and we'll decide whether she's a twin, a shapeshifter, another kind of imposter, or perhaps a newly fledged vampire, somehat endebted to (or resentful of) her "savior".</p>
</aside>
<h3 id="presenting-the-loot" tabindex="-1">Presenting the Loot</h3>
<p>While the characters might have forgotten about needing to impress their captain with fancy loot, the latter certainly hadn't. And while Bloodletter wasn't impressed with the corpse of Beddy, he did appreciate the piercing yellow gem-like eyes of Obed (there were 4!). And since neither Norfolcke nor Pertwee had anything of note to present, he decreed that they should walk the plank. And that's where we finished the session.</p>
<h2 id="final-thoughts" tabindex="-1">Final Thoughts</h2>
<p>While it started a little carefully, as expected, as players and their characters tested the reality of their situation, it soon descended into riproaring fun, with plenty of tension and absurdity. Just how I like it. I loved the session, and while it's the sort of adventure that requires plenty of improvisation and pacing from the GM, I thought it was worthwhile to share it. Let me know what you think!</p>
<p><em>This blog post is an independent production by Mottokrosh Machinations. It is not affiliated with Limithron LLC. It is published under the PIRATE BORG Third Party License. PIRATE BORG is ©2022 Limithron LLC.</em></p>
Dragonmeet 2023
2023-12-10T15:34:14Z
https://mottokrosh.com/posts/2023/12/dragonmeet-2023/
<p>Last week a small contingent of Machinators made it to <a href="https://www.dragonmeet.co.uk/">Dragonmeet 2023</a> in London, armed with stacks of our regular machinations, our still shiny <a href="https://mottokrosh.com/machinations/capes-and-cloaks/">Capes and Cloaks and Cowls and a Parks</a>, and a preview printing for the upcoming <a href="https://mottokrosh.com/machinations/the-eternal-grind-cafe/">The Eternal Grind Café</a>, which proved to be most popular!</p>
<h2 id="setup" tabindex="-1">Setup</h2>
<p>Because of space constraints (Frank flying in from Berlin) we didn't have our usual array of banners, posters, and plaques. But we did have a big background banner, and one standing banner courtesy of Zach from <a href="https://soulmuppet-store.co.uk/">SoulMuppet Publishing</a> who'd been storing it for us since the UK Games Expo—thanks Zach! We bought a new frame for the background banner, which worked out pretty nicely actually.</p>
<p>Here are a few shots of our stand, at various stages of setup.</p>
<div class="gallery undefined"><ol><li><figure class=""><a href="https://mottokrosh.com/posts/2023/12/dragonmeet-2023/01-setup-01.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2023/12/dragonmeet-2023/01-setup-01.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2023/12/dragonmeet-2023/01-setup-02.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2023/12/dragonmeet-2023/01-setup-02.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2023/12/dragonmeet-2023/01-setup-03.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2023/12/dragonmeet-2023/01-setup-03.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li></ol></div>
<h2 id="author-signing" tabindex="-1">Author Signing</h2>
<p>Our upcoming machination <a href="https://mottokrosh.com/machinations/the-eternal-grind-cafe/">The Eternal Grind Café</a> was penned by Olga Patijn, and will be her first published RPG (though likely not the last)! Olga and her partner traveled from the Netherlands for the con, and she was excited to sign the book for several customers, something I (Frank/Mottokrosh) always struggle with as I'm never quite sure what to write. 😅</p>
<div class="gallery undefined"><ol><li><figure class=""><a href="https://mottokrosh.com/posts/2023/12/dragonmeet-2023/02-booksigning-01.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2023/12/dragonmeet-2023/02-booksigning-01.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2023/12/dragonmeet-2023/02-booksigning-02.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2023/12/dragonmeet-2023/02-booksigning-02.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li></ol></div>
<p>The book is not quite finished yet, but I wanted to have something for the show, so I printed a run of preview copies, which are unedited, missing a few pieces of art, and will get some more graphic design treatment, but are perfectly playable. And anyone who purchased the preview copy will get the finished zine posted to them free of charge.</p>
<h2 id="interlude" tabindex="-1">Interlude</h2>
<p>With just the two of us manning the stall ("manning" used intentionally here, being as we're both old men), we didn't have too much time individually to explore the con, which was a shame. We each had a quick run-through of both trader halls and the awesome stuff on display, whether books, accessories, art, or more. Sadly we missed all the events, podcasts, seminars, and games.</p>
<p>But it was great spotting some of my books out in the wild!</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2023/12/dragonmeet-2023/03-in-the-wild.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2023/12/dragonmeet-2023/03-in-the-wild.jpg-832.jpeg" width="832" height="624" alt="A shot of a trader's shelf, with a copy of Solemn Scriptures of the Battle Nuns of the Mercyful Sepulcher" loading="lazy" decoding="async" /></a></figure>
<h2 id="con-life" tabindex="-1">Con Life</h2>
<p>Another thing I neglected to do was take decent photos. I suppose we were busy pitching our books to customers. But here are a couple of shots of us at our stall at least.</p>
<div class="gallery undefined"><ol><li><figure class=""><a href="https://mottokrosh.com/posts/2023/12/dragonmeet-2023/04-conlife-01.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2023/12/dragonmeet-2023/04-conlife-01.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2023/12/dragonmeet-2023/04-conlife-02.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2023/12/dragonmeet-2023/04-conlife-02.jpg-372.jpeg" width="372" height="209" alt="" loading="lazy" decoding="async" /></a></figure></li></ol></div>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2023/12/dragonmeet-2023/05-cosplay.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2023/12/dragonmeet-2023/05-cosplay.jpg-832.jpeg" width="832" height="624" alt="Customers at our stall, including two women in elfin/deer looks." loading="lazy" decoding="async" /><figcaption>Digging the elfin/deer looks.</figcaption></a></figure>
<p>One of the great things of RPG cons is that you get to chat with your fellow creators. And of course it's extra fun and humbling if self-said creators introduce themselves to us! Among all the great people we met, we also finally met Eric Nieudan of the <a href="https://www.themerrymushmen.com/">Merry Mushmen</a> in person, which was a treat.</p>
<h2 id="evening-party-town" tabindex="-1">Evening Party Town</h2>
<p>Having finally packed everything away again after a hectic day (and a long one, if my aching body was to be believed), we got ready to hit the town. Except, as mentioned before, we are old and we were knackered, so we hung out in the hotel instead. This was awesome though, as we got time to wax lyrical with <a href="https://patternrecogeditions.com/">our French publisher</a> friends Jean-Christophe and Jack, as well as meeting acclaimed artist and all around nice guy <a href="http://www.andrewwalter.co.uk/">Andrew Walter</a>.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2023/12/dragonmeet-2023/07-evening.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2023/12/dragonmeet-2023/07-evening.jpg-832.jpeg" width="832" height="624" alt="Frank, Jean-Christophe, Andrew, hotel staff photo-bombing us, David, and Jack around a table in the hotel." loading="lazy" decoding="async" /><figcaption>Frank, Jean-Christophe, Andrew, hotel staff photo-bombing us, David, and Jack around a table in the hotel.</figcaption></a></figure>
<h2 id="a-final-puzzle" tabindex="-1">A Final Puzzle</h2>
<p>One of the things I miss from the UK, following my move to Germany, is relatively modern banking, and accepting cards like everywhere. So it was with some head-scratching that I noted that all the bars in the hotel were card-only, yet they printed out every till receipt, stapled the printed card reader receipts to them, and tucked them away. I struggle to think of a sillier cash-less bar, or a less efficient one.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2023/12/dragonmeet-2023/06-wtf.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2023/12/dragonmeet-2023/06-wtf.jpg-832.jpeg" width="832" height="624" alt="Loads of receipts stuffed into glasses." loading="lazy" decoding="async" /></a></figure>
<p>Anyway, Dragonmeet 2023 was great fun, though not exactly a resounding financial success. One message is clear though: you folks want brand new books! 😄</p>
System Crashers Come to Eld Swinton
2023-05-16T19:47:52Z
https://mottokrosh.com/posts/2023/05/system-crashers-come-to-eld-swinton/
<p>In this mystery adventure the <a href="https://mottokrosh.com/posts/2023/03/free-rpg-system-crashers/">System Crashers</a> travel to a small but affluent hamlet in the Barony of Swine, either for personal reasons, for a job, or both. While coming face to face with many facets of societal injustice, the Crashers may uncover a two thousand year old secret at the heart of the faith of the land, tangle with ignorance, prejudice, and a dangerous cult.</p>
<figure class="align-center mt-2"><a href="https://mottokrosh.com/posts/2023/05/system-crashers-come-to-eld-swinton/spoilers-ahead.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2023/05/system-crashers-come-to-eld-swinton/spoilers-ahead.jpg-832.jpeg" width="832" height="548" alt="" loading="lazy" decoding="async" /></a></figure>
<aside>
<h3>Credits</h3>
<p><strong>Writing & Graphic Design:</strong> Frank "Mottokrosh" Reding</p>
<p><strong>Cartography:</strong> <a href="https://www.patreon.com/ways_unseen" target="_blank">Ways Unseen</a></p>
<p><strong>Art:</strong> Baron's nose by Karen Reding, everything else by Adobe Stock, Freepik, and public domain</p>
<h3>Changelog</h3>
<p>- 2023/05/20: Fixed several typos.</p>
</aside>
<h2 id="background" tabindex="-1">Background</h2>
<p>A couple of millennia ago the worship of the wild, free, and egalitarian goddess Hestia flourished in the land. But a group of wily generals hatched a plan to gain power and supremacy that would dramatically change the course of society.</p>
<p>They would stage and proliferate a second incarnation of the deity, but make it meek, malleable, and male, so that its followers might be easy to subjugate, and so that men would be seen as the dominant sex. Henceforth, the deity was to be known as Hestitan, god of hearth and family, and the first incarnation decried as a violent god, its worship forbidden and heretical. This worked so well that no one alive today so much as questions it.</p>
<p>No one, except one of the generals; one who fails to die, who lives to this day—though his body is wracked by old age—and who questions the wisdom of it all, with the comfortable power of hindsight.</p>
<p>This general, Albrecht Swine, rules the sprawling environs as baron, and has in his time taken many lovers and wives, and sired many offspring. His latest wife, Baroness Elsa Swine, is—unbeknownst to him—one of the leaders of a secret Cult of the First, with misinformed designs to bring back the First.</p>
<p>For you see, every seven years the cult chooses a young woman as a sacrifice, to hasten the First’s return. The locals believe it’s what brings the hamlet its wealth. The baron abhors the practice, and would try and put an end to it… were he not so engulfed in shapeshifting into a hog and running away from the world’s problems.</p>
<blockquote class="large">
<p>See the <a href="https://mottokrosh.com/posts/2023/05/system-crashers-come-to-eld-swinton/#appendix">Appendix</a> for details on <em>Hestitan</em> and the <em>Cult of the First</em>.</p>
</blockquote>
<h2 id="adventure-hooks" tabindex="-1">Adventure Hooks</h2>
<ol>
<li>A character with the <em>Forgive those who wronged them</em>, <em>Exonerate them</em>, or <em>Rewrite their history</em> catharses has learned that the Barony of Swine (specifically the baron’s vast collection, or the church’s scriptorium) holds the salient records to what happened.</li>
<li>Baron Swine or Widow Willa has called the characters here to stop the tributes to the First once and for all.</li>
<li>A character has had recurring dreams of a lute-playing and singing young woman surrounded by hogs and in need of help. The Barony of Swine is the only one that fits the bill nearby.</li>
</ol>
<h2 id="part-1%3A-the-journey" tabindex="-1">Part 1: The Journey</h2>
<p><em>The journey to the hamlet sets up the general geography of the land, allows time for the characters to interact with one another and other characters, and has a possible encounter that allows for familiarizing with the game system.</em></p>
<p>The characters are traveling to Eld Swinton via carriage. Besides them, a single other traveler is in the coach: Astaroth, who is both intimidated and a little excited to be surrounding by women, and he smells opportunity.</p>
<h3 id="astaroth" tabindex="-1">Astaroth</h3>
<p>A young man, in dark robes, with dark hair, dark eyes, and pale skin. Accidentally imbued with minor prestidigitation powers by a sorceress as a child—not enough for true wizardly power, but enough to be shunned by society, and thus eventually driven to own the outsider aesthetic and play on people’s fear of him (however misplaced).</p>
<ul>
<li><strong>POWER.</strong> Astaroth’s one true magic comes courtesy of a black kerchief that reverses gravity above it in a 1m wide and 30m tall cylinder. With his innate prestidigitation he can influence objects and people in this beam a little. Unwilling folks get to roll against his influence, but are likely powerless against the gravity reversal itself.</li>
<li><strong>EQUIPMENT.</strong> He carries an old physician’s case full of questionable healing tonics and operating implements, as well as a selection of restraints.</li>
<li><strong>HOOK.</strong> Astaroth has learned that Eld Swinton is in the throes of a cult of the First and sacrifices young women. Publicly, he’s there to put a stop to it, as is expected of powerful wizards. Secretly, he’s aroused by the idea (a little ashamedly), and seeks to join the cult. He’s considering luring and kidnapping one of the System Crashers, and offering them to the cult.</li>
</ul>
<h3 id="the-coaching-house" tabindex="-1">The Coaching House</h3>
<p>The coach arrives after dark to the Dry Nymph coaching house, due to a delay caused by badly maintained roads. The coaching house is an hour’s walk from the hamlet. The carriage driver strongly encourages the characters to spend the night here and travel the rest in the morning. Says the forest is a dangerous place after dark, what with the wild boars and the wild zealots. But he won’t stop them (”I’m not your dad.”).</p>
<ul>
<li>He’s not local, but he heard rumors about a rogue sect hiding in these forests, worshipping the forbidden First Incarnation of Hestitan.</li>
</ul>
<p>At some point during dinner in the coach house, the Leshy attacks.</p>
<ul>
<li>If the party decided not to stop at the coaching house, they encounter the Leshy’s children on their way to the hamlet.</li>
</ul>
<h3 id="leshy-coach-house-attack" tabindex="-1">Leshy Coach House Attack</h3>
<p><strong>The Leshy</strong> is an ancient god of the forest, remembered by few, worshipped by even fewer. He is incensed at the presence and rites of the Cult of the First, but makes no distinction between cultists, bystanders, or indeed visitors.</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2023/05/system-crashers-come-to-eld-swinton/leshy.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2023/05/system-crashers-come-to-eld-swinton/leshy.jpg-320.jpeg" width="320" height="270" alt="Leshy, ancient spirit of the forest, bearded, mossy man" loading="lazy" decoding="async" /></a></figure>
<p>He changes his size to large and breaks through the wall of the coach house and attacks indiscriminately, flinging people, furniture, and hot fireplace irons about. He will call humans ungrateful unbelievers while fighting. If defeated, he turns into a boar and runs away.</p>
<blockquote>
<p><strong>LESHY (D1)</strong></p>
<p>May inflict the following conditions:</p>
<ol>
<li><strong>Impaled.</strong> Pierced by hot iron poker, and pinned to wall. If removed, change the condition to <em>bleeding</em>.</li>
<li><strong>Broken bone.</strong> Hit by tumbling masonry. Roll for afflicted bone: 1) tibia, 2) femur, 3) patella, 4) humerus, 5) clavicle, 6) rib.</li>
<li><strong>Cut.</strong> Injured by flung furniture.</li>
<li><strong>Painful bruise.</strong> Punched, kicked, or shoved.</li>
</ol>
</blockquote>
<blockquote class="large">
<p>See the <a href="https://mottokrosh.com/posts/2023/05/system-crashers-come-to-eld-swinton/#appendix">Appendix</a> for an example of play on how this encounter might play out.</p>
</blockquote>
<p>Anyone running away will be greeted by the invisible <strong>leshonki</strong>, the Leshy’s children, who have surrounded the place. They use ventriloquy to lure runners off the path and into <strong>enraged wild boars</strong>, by mimicking folks in need or monster sounds. They can’t be attacked directly, and their lures have no mechanical effect. It’s up to the players to decide whether or not to investigate screams for help in the forest; since a bunch of guests have likely just run out, it seems plausible. If anyone is injured by a boar, they hear mischievous giggling from the leshonki.</p>
<blockquote>
<p><strong>ENRAGED BOAR</strong></p>
<ol>
<li><strong>Pierced and bleeding.</strong> Direct hit by the boar’s tusk.</li>
<li><strong>Ravaged flesh.</strong> Flung about by the boar.</li>
</ol>
</blockquote>
<p>Should anyone make it as far as back to the swamps, they will encounter <strong>Lesovikha</strong>, the Leshy’s wife. She is a trickster, luring people into the dangerous swamp.</p>
<blockquote>
<p><strong>LESOVIKHA (D2)</strong></p>
<ol>
<li><strong>Sprained ankle.</strong> Stuck in mud while trying to walk.</li>
<li><strong>Sinking.</strong> Stuck in the swamp, and slowly disappearing. Automatically becomes <em>drowned</em> if no one helps.</li>
</ol>
</blockquote>
<h2 id="part-2%3A-the-hamlet-of-eld-swinton" tabindex="-1">Part 2: The Hamlet of Eld Swinton</h2>
<figure class="align-center mt-2"><a href="https://mottokrosh.com/posts/2023/05/system-crashers-come-to-eld-swinton/eld-swinton-map.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2023/05/system-crashers-come-to-eld-swinton/eld-swinton-map.jpg-832.jpeg" width="832" height="1092" alt="Map of the Eld Swinton Hamlet" loading="lazy" decoding="async" /><figcaption>Surface l.t.r: Hog pen with shelter, Baron’s House, Garrison, Church, Well, Tavern.</figcaption></a></figure>
<p>Eld Swinton is the seat of the small but affluent Barony of Swine, ruled over by Baron and Baroness Swine. It’s surrounded by thick forests for a few kilometers, and beyond that, marshland.</p>
<p>Its wealth comes from a thriving hog farm run by the Baron himself, and several farms, including the burgeoning Maddigan farm.</p>
<h3 id="hog-pen-and-shelter" tabindex="-1">Hog Pen and Shelter</h3>
<p>In the corner shelter of the pungent hog pen lie two secrets: a hidden door to the <em>escape tunnels</em>, and a cache with the baron’s ritual book and implements, outlining the spell to shapeshift into a hog.</p>
<ul>
<li><strong>EVENT.</strong> If the characters go sleuthing in the shelter, a local with a grudge or prejudice might lock them in and set it on fire.</li>
<li><strong>TREASURE.</strong> A grimoire containing a ritual to turn oneself, or a willing or helpless other, into a stocky hog until the next sunrise. The process takes 10 minutes and several arcane implements, all of which are stashed here with the tome.</li>
</ul>
<h3 id="house-swine%E2%80%99s-house" tabindex="-1">House Swine’s House</h3>
<p>Inconspicuous from the outside, the Swine house is crammed with valuable trinkets and art pieces, ranging from antiquity to now. A statue on the upper landing of an anthropomorphic pig in a suit is the baron’s pride and the baroness’ embarrassment. Unlike more traditional hearths, weapons hang over the fireplace here.</p>
<p>Guests of the hamlet might be afforded one of two rooms in the mansion, children’s bedrooms long since empty (they date back over thirty years, a fact that’s deducible from the fashion and books).</p>
<p>It has all the usual mansion rooms, plus:</p>
<ul>
<li><strong>PLOT.</strong> A secret locked cellar room, where the couple keep the half-fay daughter <em>Tasha</em>. When she’s not going mad, she spends her time playing the lute and singing, which could be heard from outside the mansion.</li>
<li><strong>CLUE.</strong> The library holds a large chest with all the barony and town records. Perhaps a character’s execution was performed in the barony, and the accounts of what happened are kept here?</li>
<li><strong>CLUE.</strong> Hidden in a secret compartment of the pig statue are the 2000 year old plans to reinvent independent and equality preaching Hestia into patriarchal and docile Hestitan.</li>
<li><strong>TREASURE.</strong> Many valuables whose absence will be easily noticed, the weapons over the fireplace, legal documents.</li>
</ul>
<h4 id="baron-albrecht-swine" tabindex="-1">Baron Albrecht Swine</h4>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2023/05/system-crashers-come-to-eld-swinton/baron-swine.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2023/05/system-crashers-come-to-eld-swinton/baron-swine.jpg-320.jpeg" width="320" height="480" alt="Pasty old man in expensive but old clothes wearing a golden pig's nose" loading="lazy" decoding="async" /></a></figure>
<p>The corpulent, undying ruler of the hamlet. His nose having long rotted away, he wears a golden pig nose. Together with a wig, heavy make-up, and expensive but very old clothes, he strikes an unnerving, imposing figure. Since he has no real need to breathe, he often forgets to for a period of time, only to then mid-sentence push stale air out of his lungs in a dreadful rasp.</p>
<ul>
<li><strong>PLOT.</strong> Part of a group of generals, who, in ages past, invented the second incarnation of the hitherto wild and independent goddess, reimagining her as a meek, humble, family <em>man</em>; even inventing and martyring a prophet. Nowadays, he looks at society and questions this decision. Were he less apathetic about contemporary human life, he might even do something about it.</li>
<li><strong>TREASURE.</strong> The baron is rich, with wealth amassed over two millennia. Moreover, he has seduced many a woman with lavish gifts (and fear of antagonizing the most powerful man around, a fact he’s somewhat oblivious to).</li>
<li><strong>CLUE.</strong> Knows a ritual to shape-change into a hog. One day he’ll not change back.</li>
<li><strong>HOOK.</strong> The sacrificial tribute is the only thing that enrages the baron. He refuses to give tribute this time. He wants to know how the worshippers of the First get into town and steal the sacrificial victim from the well, once the townsfolk have placed her there.</li>
</ul>
<h4 id="baroness-elsa-swine" tabindex="-1">Baroness Elsa Swine</h4>
<figure class="float-left"><a href="https://mottokrosh.com/posts/2023/05/system-crashers-come-to-eld-swinton/elsa.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2023/05/system-crashers-come-to-eld-swinton/elsa.jpg-320.jpeg" width="320" height="448" alt="Beautiful woman in long blue dress" loading="lazy" decoding="async" /></a></figure>
<p>Elsa enjoys her position more than she enjoys her much older husband (even by his assumed age). She wears a valuable, blue dress, and values etiquette and lady-like behavior in public. She is the baron’s wife of 10 years, and doesn’t know (or care) about the baron’s immortality and rituals.</p>
<ul>
<li><strong>PLOT.</strong> Elsa is secretly one of the leaders of the Cult of the First. Having pieced together information about the First from scraps and left-overs after all records of them were purged and declared heretical, Elsa knows that the First valued gender equality and diversity, but still incorrectly believes them to identify as male, and value female sacrifices.</li>
<li><strong>HOOK.</strong> A tribute from the hamlet is perfectly fine, but a visiting stranger becoming the sacrifice is even better. As one of the cult’s leaders, she has a big say on whom the cult will paint the sacrificial mark (see <a href="https://mottokrosh.com/posts/2023/05/system-crashers-come-to-eld-swinton/#events"><em>Events</em></a>).</li>
</ul>
<h4 id="tasha-swine" tabindex="-1">Tasha Swine</h4>
<p>The offspring of the baron and the wood fairy Dorielle, teenage Tasha has large, sparkling amber irises that identify her as <em>other</em>. Mortified of the world finding out about the baron’s indiscretion, let alone one with an unnatural being, Elsa convinced Albrecht to keep her locked up in a purpose-built secret room, saying that it’s for her own protection against a hostile world.</p>
<p>Tasha has short bouts of lucidity in between long episodes of mania.</p>
<ul>
<li><strong>POWER.</strong> Her singing and lute-playing can entrance a listener, but it only really works the first time, and in intimate surroundings.</li>
<li><strong>CLUE.</strong> She has acute hearing, and thus knows a lot of going-ons in town, though not the bigger picture.</li>
<li><strong>HOOK.</strong> She knows of her real mother, Dorielle, and desperately wants to be with her.</li>
</ul>
<h3 id="church-of-hestitan" tabindex="-1">Church of Hestitan</h3>
<p>A warm, cozy temple, dominated by an ever-burning hearth (through labor, not magic) in the middle, surrounded by fur-covered pews, and ringed by beautifully carved statues of perfect families and family life.</p>
<ul>
<li><strong>CLUE.</strong> The sacristy is a mess of books and scrolls about the history of the religion of the Second, especially its early parts. Leaning lopsided on a heap of books on a desk is a painting of the baron from over 2,000 years ago.</li>
<li><strong>CLUE.</strong> In the same sacristy is an ancient book on faiths, which, among other religions, touches on Hestia and what she stood for. As such, this would be considered a heretical text.</li>
<li><strong>CLUE.</strong> The scriptorium holds a copy of each letter ever written and sent from here. Of note, a recent letter by a worried Pastor Guillem to an infamous group of mercenaries, the Yellowcaps, to come protect them against the heretic worshippers of the First who are due to come take a new tribute. (Also see <a href="https://mottokrosh.com/posts/2023/05/system-crashers-come-to-eld-swinton/#events"><em>Events</em></a> below.)</li>
</ul>
<h4 id="pastor-guillem-of-hornselby" tabindex="-1">Pastor Guillem of Hornselby</h4>
<p>A young man who’s recently taken on the mantle of local spiritual leader, after the sudden death of his father from an enraged wild boar. He’s handsome, humble, and tries to do the right thing, but is horribly conflicted about the scripture and its gender roles.</p>
<ul>
<li><strong>PLOT.</strong> Unbeknownst to all, it wasn’t a wild boar at all, but one of the baron’s hogs who’d been secretly fed an experimental growth potion by Farmer Maddigan.</li>
<li><strong>HOOK.</strong> Guillem found a painting of his father as a young boy with the baron, who hasn’t aged a day, and wonders what that is all about.</li>
<li><strong>CLUE.</strong> Has found an ancient scripture that refers to Hestia, and struggles with this.</li>
</ul>
<h3 id="eld-swinton-garrison" tabindex="-1">Eld Swinton Garrison</h3>
<p>A two-story tower, with the main quarters and entrance on the upper floor. That floor has an observation corridor that rings a couple of sleeping rooms, a training room, a chill-out corner, and a locked, modest armory. The ground floor holds provisions, a pretty secure cell the key for which is carried by the current unpleasant shift leader.</p>
<p>The place is run by burly, sexist guards. The one female guard is referred to as “one of the boys”, by the others guards, as they don’t consider her attractive.</p>
<ul>
<li><strong>TREASURE.</strong> A mace made of reddish metal, a sturdy buckler with a dragon motif, a couple of swords with raven-headed pommels, d6 spears, d4 reeking smoke bombs, a secret stash of fermented hog’s milk. A selection of tools and furniture for public punishment or humiliation.</li>
<li><strong>HOOK.</strong> The cell has an interesting occupant: 1) a discovered cultist awaiting lynching—they’ve bitten off their own tongue, 2) Asteroth, who was interrupted trying to kidnap someone, 3) the queen of a nearby barbarian tribe, whom the baron suspected of worship of the First, but has since pretty much forgotten about, 4) Tasha Swine, who managed to escape her own cell at night, but was caught by guards, who obviously don’t know her, and plan to torment what appears to be a fae creature to them.</li>
</ul>
<h3 id="well" tabindex="-1">Well</h3>
<p>The noteworthy fact about the well is that it’s used for the sacrificial tributes for cult. They’re bound and lowered into the well and left hanging, and by morning they’re gone. This is achieved through a hidden door leading to the secret complex under the tavern.</p>
<ul>
<li><strong>CLUE.</strong> A nearby, villager drunkenly mansplains the procedure, and how it will be followed by another seven years of prosperity.</li>
<li><strong>TREASURE.</strong> At one point a cultist lost their horned skull mask down the well, and it’s grown ever more fiercesome in the moss and water.</li>
</ul>
<h3 id="hog%E2%80%99s-hoof" tabindex="-1">Hog’s Hoof</h3>
<p>The barony’s only drinking hole besides the coach house. Taverner Swill is quick to order his overworked, underpaid, and harassed serving girls around, to serve fermented hog’s milk to customers, especially vaguely affluent out-of-town ones, even if they’re all women.</p>
<ul>
<li><strong>PLOT.</strong> Any of the named villagers can be often be met here, especially baron, Farmer Maddigan, Widow Willa, Astaroth, or perhaps a cultist sneaking into the secret tunnels.</li>
<li><strong>CLUE.</strong> Swill is blissfully ignorant of the secret tunnels beyond the cellar that have access to the well, as well as a decked out secret meeting place for the cult. One of the serving girls, Juliet, is a cultist and facilitates entry either via the kitchen door or under the pretense to take a patron to a private spot for sex work.</li>
</ul>
<h4 id="taverner-henno-swill" tabindex="-1">Taverner Henno Swill</h4>
<p>What could have been a handsome face is undone by a constant, lopsided smirk on this ultra-conservative barkeep. With a dirty towel over his shoulder, he’s always eager to slander his patrons, or sweat his serving girls.</p>
<p>He is utterly unaware of the secret door to the cult hideout in his cellar, and thinks his macho demeanor will endear him to women.</p>
<ul>
<li><strong>HOOK.</strong> Wants the Widows gone from the tavern (”old spinsters constantly hanging around is bad for business”).</li>
</ul>
<h4 id="widow-willa" tabindex="-1">Widow Willa</h4>
<p>An older woman who keeps to hers and herself. In her youth, she was a nun in the nearby Monastery of the Heart and Hearth, until she was chosen by the cult as tribute. She was saved at the last minute, not by a divine act, but an accident. The cult, undecided on whether it was a sign, have let her be so far, regardless.</p>
<p>She is part of the Widows, a trio of older ladies, largely shunned, who spend most days in a corner of the tavern, chatting, playing games, drinking. If asked about the means of her sacrifice, roll a random <em>Death</em>, or pick the one from the character doing the asking.</p>
<ul>
<li><strong>HOOK.</strong> She wants an end to the cult, and whatever secret tunnels they employ found.</li>
</ul>
<h4 id="farmer-maddigan" tabindex="-1">Farmer Maddigan</h4>
<p>Unremarkable growing up, Maddigan came to be possessed by the demon Orobas, when the latter escaped the body of the tribute it had consensually inhabited as she was being sacrificed to the First (seven years ago). Now time has turned back for him, he is ruggedly handsome, despite his blood-shot eyes, and is revolutionizing wetlands and marsh farming to great financial gain.</p>
<p>He makes friends and deals easily, and despite the odd jealousy, is very well liked and touted as a local success story. Still single, though. He’s keen on disparaging all faiths, and people thereof.</p>
<ul>
<li><strong>HOOK.</strong> Maddigan is looking for a suitable wife, though not someone from this backward burgh. He can offer an abundance of worldly goods, satisfy physical needs and desires, but that’s where his talents (and those of Orobas) end.</li>
</ul>
<h3 id="escape-tunnels" tabindex="-1">Escape Tunnels</h3>
<p>The baron is a cautious immortal man, and he founded the hamlet at this location because of a natural underground river. He had entrances and passages excavated, but lately has not kept their existences as secret as he perhaps should have: his wife Elsa discovered them and she has divulged them to the rest of the cult.</p>
<ul>
<li><strong>TRAP.</strong> The bottom of the stairs have pit traps. Four meters down is a loosely attached net, which, if disturbed, rings alarm bells in the baron’s study. They can take one or two light-weight people who don’t squirm too much, before breaking and dropping their charges onto the spikes a further 4 meters below.</li>
</ul>
<blockquote>
<p><strong>SPIKED PIT TRAP (D1)</strong></p>
<ol>
<li><strong>Bruised.</strong> Grazed and cut from the fall and the spikes.</li>
<li><strong>Impaled.</strong> Immobilized on a spike. If someone freed, turns to <em>bleeding</em>.</li>
</ol>
</blockquote>
<ul>
<li><strong>EVENT.</strong> A group of aggressive, know-it-all were-eels from the marshes have discovered the passages and are exploring them, and they don’t care for witnesses. Perhaps they’ve gone through the treasures stashed in the boat and throw liquid metal dye concoctions (see <em>Treasure</em> below).</li>
</ul>
<blockquote>
<p><strong>WERE-EEL</strong></p>
<ol>
<li><strong>Stunned.</strong> Electrically convulsing for a few moments, then <em>burnt</em>.</li>
<li><strong>Bleeding.</strong> A nasty wound from a lightning jolt.</li>
<li><strong>Infected.</strong> Slashed by claws or gnashed by teeth, beginning a slow transformation into a were-eel.</li>
</ol>
</blockquote>
<ul>
<li><strong>TREASURE.</strong> Stashed in the emergency escape rowing boat is a small but valuable cache of items. Among some iron rations, disguises, and blankets, are several ampules filled with tears of Dorielle and Tasha, respectively, including notes on preparing the magical dyes, and a few ready-made concoctions.
<ol>
<li>The tears of Dorielle, when mixed with certain dyes makes an outfit shiny like liquid gold, if they were happy tears, or silver if not.</li>
<li>Similarly her daughter Tasha’s tears can turn an outfit to liquid petrol, and theoretically to bronze were she to ever shed happy tears.</li>
</ol>
</li>
</ul>
<h3 id="events" tabindex="-1">Events</h3>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2023/05/system-crashers-come-to-eld-swinton/woman-in-stocks.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2023/05/system-crashers-come-to-eld-swinton/woman-in-stocks.jpg-320.jpeg" width="320" height="210" alt="Close-up of woman locked in pillory, hanging her head" loading="lazy" decoding="async" /></a></figure>
<p>Use the following events when it makes sense in the characters’ investigation. The cult marking the victim is the crucial one that moves the plot along.</p>
<ol>
<li>The pastor gets chatty in the pub about his findings, to anyone who will listen. Widow Willa is particularly interested, whereas Taverner Swill wants him removed.</li>
<li>The guards have discovered a cultist among the villagers, and instead of interrogating them, they’re joining in with the lynch mob mentality. Choose a character’s particularly gruesome <em>death</em>, and have the mob execute the same. The cultists are fanatics and will not easily reveal anything, even under pain of death. They might be more amenable to people sharing their views though.</li>
<li>If one or more of the characters have been behaving in an unladylike fashion, or partaking in actions unbecoming of a lady, word might reach Baroness Elsa, who orders them to an afternoon in stocks in public as penance.</li>
<li>Farmer Maddigan strides into town or into the tavern, with a couple of young, doting and smitten women on his arms. He takes to one of the characters, and asks them out, with the goal of a union, for which he’s willing to make a generous deal.</li>
<li>A group of mercenaries, the Yellowcaps, arrive in town. About a dozen in number, including a couple of carts and several horses, they loudly proclaim to have come to rid the town of its wicked customs. In truth, they’re robbers and looters, hoping for easy prey.</li>
<li>The baron is nowhere to be found, it’s as if he’s disappeared into thin air. A thorough search might yield his clothes being munched on by one of his hogs, and a torn grimoire in the hog pen hinting at a shapeshifting ritual. Or a new hog that’s not accounted for: the baron cast the ritual for a last time, and finally it’s permanent.</li>
<li>Dorielle has whipped up a contingent of forest creatures into attacking the hamlet, to wreak her revenge, and so that she might rescue her daughter. The attackers include boars, mischievous leshonki, barbarian twins turned were-bears, and a demon-possessed rabbit.</li>
<li>The cult comes into town, either in daylight in large numbers, wearing horned masks, or unseen at night. They mark a young woman with the sign. The townsfolk, superstitious and riled up into a mob by the fiercesome looking cultists, drag her to the well (the next morning, if the cultists came at night), tie her up, and lower her in. Even the guards will stop anyone from interfering.</li>
</ol>
<h2 id="conclusion" tabindex="-1">Conclusion</h2>
<p>This adventure concludes naturally when the characters have completed whatever goal has brought them here, or began driving their exploration of the hamlet. Additionally, they may uncover and put a stop to a faith to a made up version of a deity, changing the religious and social landscape of the lands forever.</p>
<h2 id="appendix" tabindex="-1">Appendix</h2>
<h3 id="the-god-hestitan" tabindex="-1">The God Hestitan</h3>
<p>Central to the adventure is the worship of the god Hestitan. He is depicted wildly different depending on age of scripture.</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2023/05/system-crashers-come-to-eld-swinton/hestitan-symbol.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2023/05/system-crashers-come-to-eld-swinton/hestitan-symbol.jpg-320.jpeg" width="320" height="453" alt="Stylized symbol of a hearth and a family" loading="lazy" decoding="async" /></a></figure>
<p>Hestitan the First is described as a wild and violent god, lord of fire, and his worshippers dangerous and impossible to control. In truth, the First was a <em>she</em>: Hestia, who stood fiercely for family, hearth, and gender equality.</p>
<p>Roughly two thousand years ago a group of generals (including the now immortal Baron Swine) concocted the brilliant plan to re-invent the goddess into a much more docile, and thus controllable, one, together with a martyred prophet and all. It worked, and eventually the idea of the First Incarnation became heretical.</p>
<p>The new Hestitan, sometimes referred to as the Second Incarnation, is the god of hearth and family. He stands for patriarchal gender roles and values that have become dominant and ingrained for two millennia. His symbol is a heteronormative family behind a burning hearth/brazier, or a stylized version thereof.</p>
<p>Worship of the First is forbidden, but clusters remain in the wild, and cults operate in secret.</p>
<h3 id="the-cult-of-the-first" tabindex="-1">The Cult of the First</h3>
<p>A female-led group who have assembled just enough information about the First to believe he was an egalitarian god, who did not put one gender above another. Furthermore, their pieced together information from old, forbidden, and incomplete books, scrolls, and letters, leads them to believe that a sacrifice in the form of a fair maiden every seven years will strengthen the resolve of the First, so that he will eventually throw off the shackles of the Second Incarnation, and return to his former self, who values all people equally. The cultists do not relish the sacrificial act, but see it as imperative for the greater good.</p>
<p>Of course they have a few crucial details wrong: the First was a <em>she</em>, Hestia, and if anything, the sacrifice of men would be more effective. But perhaps even more importantly is that the goddess’ power has waned because the worship has been reduced to tiny pockets, as the people devote themselves to a made up deity—Hestitan—instead.</p>
<p>For the purposes of this adventure, Baroness Elsa Swine is the cult’s figurehead, and they have a secret meeting place in clandestine tunnels under the tavern.</p>
<h3 id="eld-swinton-environs" tabindex="-1">Eld Swinton Environs</h3>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2023/05/system-crashers-come-to-eld-swinton/dorielle.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2023/05/system-crashers-come-to-eld-swinton/dorielle.jpg-320.jpeg" width="320" height="413" alt="Flying, winged fairy in a long white dress" loading="lazy" decoding="async" /></a></figure>
<p>The map shows the center of the hamlet, but more farms and homesteads surround it, dotted through the woods that ring barony’s center. The woods are plentiful with flora and fauna, and it their darker corners things older than the cults of the First still lie, like the forest spirit Leshy and its children. Characters traveling here might encounter enraged boars, playful spirits, or the fairy Dorielle.</p>
<p>Beyond the woods and vast marshlands, seemingly desolate except for the road to Eld Swinton and beyond. The Leshy’s wife Lesovikha lives here, as well as the odd witch recluse, or tribe of were-eels.</p>
<h4 id="dorielle" tabindex="-1">Dorielle</h4>
<p>Drawn into this world from the Faerie by her love for Anemone the dryad, who long since died to greedy over-logging. Dorielle’s wings were injured when she tried to defend Anemone, and she can no longer truly fly. She looks young and sweet, but she is very old and wise but bitter.</p>
<ul>
<li><strong>TREASURE.</strong> She knows the secret to making dye that makes clothing shine like liquid metal.</li>
<li><strong>HOOK.</strong> Beyond being with her daughter, Dorielle wants nothing more than to properly fly again. Given the right push, she could then finally fly back into Faerie.</li>
</ul>
<h3 id="example-of-play" tabindex="-1">Example of Play</h3>
<p>Here is how the Leshy encounter might play out, with a GM and four players.</p>
<p><strong>GM:</strong> Your dinner is interrupted by the noise of tumbling stones and breaking timbers, as a large, enraged man literally bursts through the coaching house’s wall, sending furniture flying and patrons scrambling. His long, wild hair and beard are green like the forest, his shoulders and back covered in moss. He’s shouting about ungrateful unbelievers in a dry, gravely tone.</p>
<p><strong>GM:</strong> You get the sense that he will throw furniture and debris about, punch and kick, and possibly even hurl hot iron pokers from the fireplace. Livid as he is, you are well past any negotiation stages.</p>
<p><strong>GM:</strong> Please describe in general terms, how each of your characters approach the situation, what kind of actions that might perform, and what instrument power or powers, or equipment they might use. You’ll each roll, and the result will dictate the outcome of the whole encounter (unless we get partial successes, and continue fighting).</p>
<p><strong>The Book:</strong> I have the <em>book of names,</em> and know this creature’s true name. I will attempt to address it over the din of the fight and berate it for what it is doing, or insinuate that it is bringing shame to its legacy through its violent actions. While I appreciate that I can’t argue with it during this fight, I’m hoping to distract it at least, and give it pause, allowing others to shine, and the other guests to flee.</p>
<p><strong>GM:</strong> Indeed, Book, you know that this being is called The Leshy, and ancient spirit or minor god of the forest, largely forgotten.</p>
<p><strong>The Devil:</strong> I will help with evacuating the staff and guests and getting them to safety. I will employ my fascination power to get them to focus on me and my instructions, taking advantage of the creature’s distraction from its name being called out.</p>
<p><strong>The Eight of Swords:</strong> Now, I don’t have any blades with me, but it strikes me that these hot pokers being flung about and some of the larger splinters from the timbers are awfully similar to swords. Maybe some of the other patrons even carry daggers or rapiers. And I’m sure that some of the cutlery qualifies. Either way, I’ll choose the most dangerous looking blade-like-thing and sing to it, making it fly and spin at my command. I’m going full offensive on this thing.</p>
<p><strong>The Heart:</strong> I want to help The Eight fight the creature. Since my character’s death is beheaded, I will offer up my <em>speed</em> death die to her roll, signifying the swiftness with which blades can move and cut.</p>
<p><strong>GM:</strong> Great, let’s all prepare to roll then. Now, the Leshy is difficulty 1, which means you’ll need to subtract 1 die from your dice pools. That also means you have to add a death die for any hope of success, unless someone else has already added one for you, like in the case of Heart adding to Eight.</p>
<p><strong>Book:</strong> I was burnt at the stake in my original incarnation, and I have a <em>screams</em> death die, which I’ll add, since I’m screaming at the creature. So, base d12, plus death die d12, minus 1 for difficulty—one die. Uh oh, I rolled a 2.</p>
<p><strong>GM:</strong> That is a failure, and you take a condition. <em>[Rolls on the Leshy conditions.]</em> You got a painful bruise. The Leshy lashed out at you, flinging you to the ground, winding you. Mark down “painful bruise” as condition, and remember that a condition acts like a extra level of difficulty on rolls, until healed.</p>
<p><strong>Book:</strong> Ouch.</p>
<p><strong>Devil:</strong> I was crucified, and my death dice are <em>pain</em>, <em>exhibition</em>, and <em>endurance</em>. I’m not sure that any apply to this situation, so I guess I automatically lose?</p>
<p><strong>Heart:</strong> <em>Exhibition</em> might work! You want to be seen and heard by the guest you’re trying to coral out, don’t you?</p>
<p><strong>GM:</strong> Yes, <em>exhibition</em> is definitely appropriate here.</p>
<p><strong>Devil:</strong> Alright then, single die for as well after difficulty then… I got a 6, oh dear! I’m not doing great either!</p>
<p><strong>GM:</strong> Indeed. <em>[Rolls for Leshy condition.]</em> Unfortunately you are directly hit by a searing hot iron poker that comes flying through the air. It pierces your shoulder and impales you against one of the massive pillars in the common room here. Mark the <em>impaled</em> condition. Once freed, it turns into the <em>bleeding</em> condition instead.</p>
<p><strong>Eight:</strong> Time to end this! I add my <em>weight</em> death die, and Heart’s <em>speed</em> death die. Minus difficulty I’m left with two dice. A 7 and a 10, that’s a success!</p>
<p><strong>GM:</strong> Excellent, and also lucky! Had you failed, both you and Heart would have taken a condition, since she aided you with her die. Your dancing blade repeatedly cuts at the enraged creature, fast and deep, and before long you wear him down. He turns into a greenish boar, and flees back into the forest from whence he came. Two of you are injured, but you have saved the day!</p>
Spell Com-pun-dium
2023-03-26T18:15:17Z
https://mottokrosh.com/posts/2023/03/spell-com-pun-dium/
<p>Are your current spells too wordy? Does their description not match your first impression of them? Do you like word play? Then you're in for treat in this guest post by <strong>David Fuller</strong>, where he reinvents popular spells for the modern magic-user.</p>
<p><strong>Animal Friendship.</strong> Enchants the target to want to be "friends" with all the animals.</p>
<p><strong>Blink.</strong> Compels the target to blink, even if their eyes are closed. A favourite of medusa sorceresses.</p>
<p><strong>Charm Person.</strong> Transmutes a person into a jewellery charm, so you can carry them around and remember their screaming faces.</p>
<p><strong>Cloudkill.</strong> Clears the skies of clouds, in an instant cloud burst of rain.</p>
<p><strong>Colour Spray.</strong> The target instantly suffers explosive rainbow vomitting.</p>
<p><strong>Cone of Cold.</strong> Summons ice cream.</p>
<p><strong>Control Whether.</strong> Forces a target faced with a binary decision to pick the option of your choice.</p>
<p><strong>Counter Spell.</strong> Summons a worktop.</p>
<p><strong>Cure Wounds.</strong> Transmutes wounds into bacon, which is hard to heal without reversing this curse. Also delicious.</p>
<p><strong>Cymbal.</strong> Best cast after a snare spell.</p>
<p><strong>Eye Dentify.</strong> Pushes in the target's eyeballs. May cause ocular ruptures and permanent blindness.</p>
<p><strong>Day Light.</strong> A light spell that only works in the daytime.</p>
<p><strong>Death Ward.</strong> Curses an entire urban zone to have a higher mortality rate.</p>
<p><strong>Feather Fall.</strong> All the feathers fall off the target creature.</p>
<p><strong>Find Familiar.</strong> Locate things you know really well.</p>
<p><strong>Fire Ball.</strong> Catapults spherical objects.</p>
<p><strong>Freedom of Movement.</strong> Conjures appropriate travel documents.</p>
<p><strong>Gaseous Form.</strong> Evaporates paperwork.</p>
<p><strong>Hold Person.</strong> Compels the target to hug someone.</p>
<p><strong>Leg End Lore.</strong> Palm reading for feet.</p>
<p><strong>Lightening Bolt.</strong> Magically enchants a bolt so that if placed in a container makes the contents weigh less.</p>
<p><strong>Mirror Image.</strong> Projects your image into a mirror you have seen.</p>
<p><strong>Raise Dead.</strong> Levitates corpses, undead or otherwise.</p>
<p><strong>Remove Curse.</strong> Deletes a curse word from the target’s mind.</p>
<p><strong>Rope Trick.</strong> Consenting adults only.</p>
<p><strong>Scatter.</strong> The target instantly suffers explosive diarrhoea.</p>
<p><strong>See Invisibility.</strong> The target’s eyes are opened to all things. ALL THINGS. Galvanic radiation, psychic waves, sound, heat, the motion of the air, everything. Closing their eyes offers no mercy as they now also see every blood vessel and bacterium of their eyelids. The overwhelming, overlapping sensory input renders them effectively blind and drives them insane.</p>
<p><strong>Shape Change.</strong> Transmutes coins to the local currency.</p>
<p><strong>Shatter.</strong> See Scatter.</p>
<p><strong>Spike Growth.</strong> Causes pustules to intoxicate the afflicted.</p>
<p><strong>Thunder Clap.</strong> Curses the target with a really loud STI.</p>
<p><strong>Tongues.</strong> The target's tongue keeps duplicating.</p>
<p><strong>Tree Stride.</strong> Enchants a tree to uproot and walk about.</p>
<p><strong>Unseen Servant.</strong> Invisibility that only works on the staff.</p>
<p><strong>Viscous Mockery.</strong> Delvers an insult dripping in more than sarcasm.</p>
<p><strong>Wall of Fire.</strong> Conjures an invisible vertical field that causes all firearms and crossbows to go off when they pass through.</p>
<p><strong>Wind Walk.</strong> Allow the caster to discreetly exit the area before the smell of their silent but deadly is noticed.</p>
<p><strong>Word of Recall.</strong> Curses the target to remember that embarrassing thing they did 10 years ago, that everyone else has forgotten about, every time they hear the trigger word.</p>
Free RPG: System Crashers
2023-03-08T19:22:43Z
https://mottokrosh.com/posts/2023/03/free-rpg-system-crashers/
<p><em>A group of women fight back against a fantasy medieval society that systemically wrongs them.</em></p>
<p>You were murdered in a previous life. Until you reach your personal catharsis, you will not escape the circle of reincarnation. But you possess and <s>have mastered</s><sup class="footnote-ref"><a href="https://mottokrosh.com/posts/2023/03/free-rpg-system-crashers/#fn1" id="fnref1">[1]</a></sup> command a powerful instrument, and you have found others like you. Together you rage against the abominable machine.</p>
<aside>
<h3>Changelog</h3>
<p>- 2023/04/07: New character art (from licensed stock art), including on downloadable character sheets.</p>
<p>- 2023/04/02: Reworked death, catharsis and the core mechanic, added catharsis powers, updated deaths, catharses, and some wording.</p>
<p>- 2023/03/15: Added a fifth power to each of the instruments, to cement them further in the game's themes.</p>
<p>- 2023/03/11: Changed wording around catharsis assignments, added further questions to FAQ, added tags to post.</p>
</aside>
<blockquote class="large">
<p><strong>Content Warning:</strong> Due to its very nature, the game inevitably deals with the themes of misogyny, sexism, and ignorance. How deeply your group wishes to engage with these depends on the tone you choose; we provide three suggestions below. It also means that the GM will be portraying characters who embody these themes, but you don’t need to feel too bad for them, since these characters will soon get what’s coming to them.</p>
<p>The game also deals with death, and its myriad horrid medieval fantasy manifestations. Yet its echo both drives and empowers the player characters and guides them towards catharsis.</p>
<p><strong>Work in Progress:</strong> This game is a work in progress, and nothing is set in stone. It is currently being playtested.</p>
</blockquote>
<figure class="align-center mt-2"><a href="https://mottokrosh.com/posts/2023/03/free-rpg-system-crashers/logo-distressed.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2023/03/free-rpg-system-crashers/logo-distressed.jpg-832.jpeg" width="832" height="504" alt="System Crashers Logo, splintered stark letters pierced by a sword" loading="lazy" decoding="async" /></a></figure>
<h2 id="tone" tabindex="-1">Tone</h2>
<p>Choose one:</p>
<ul>
<li><strong>Just for fun.</strong> Our trauma is personal—we’re in it for the action and the loot.</li>
<li><strong>Like a medieval A-Team.</strong> You find and help others stuck in systemic injustice.</li>
<li><strong>Dismantle society.</strong> There is no redemption, a clean slate is the only option.</li>
</ul>
<h2 id="characters" tabindex="-1">Characters</h2>
<h3 id="your-instrument" tabindex="-1">Your Instrument</h3>
<p>Pick a unique occult instrument, then choose one of its powers. You unlock more powers through advancement. When a companion achieves your catharsis, your catharsis power is unlocked.</p>
<h4 id="the-book" tabindex="-1">The Book</h4>
<p><em>A curious and ornate anthology, full of secrets.</em></p>
<ul>
<li>The Book of Names. You know everyone’s true name.</li>
<li>The Book of Cautionary Tales. You are perceived as the subject of a cautionary tale to people when they meet you for the very first time.</li>
<li>The Book of Light. You have dominion over existing light.</li>
<li>The Book of Paranormal Romance. Everyone comes with strings attached. You know the dark secret of romanceable others.</li>
<li>The Syllabus of the Human Condition. Knows whether another’s ignorance is wilful, and thus hard to change, or nurtured, awaiting only reasoning and proof.</li>
<li><strong>Catharsis:</strong> For any given book, there is an equal chance that you have already read and memorized its contents, or that your book’s index lists relatively precisely where it is.</li>
</ul>
<h4 id="the-dagger" tabindex="-1">The Dagger</h4>
<p><em>Painted yellow, inscribed with magical names and sigils in violet.</em><sup class="footnote-ref"><a href="https://mottokrosh.com/posts/2023/03/free-rpg-system-crashers/#fn2" id="fnref2">[2]</a></sup></p>
<ul>
<li>Control air in subtle but very precise ways.</li>
<li>Roll to evacuate air from lungs of touched creature, if applicable.</li>
<li>Compress air to form strong winds, roll to stop average sized creatures from approaching you.</li>
<li>Form air into sudden gust, launching you and friends a long distance, or roll to launch group of creatures.</li>
<li>Break through the glass ceiling. You may bet any number of your death dice to rolls.</li>
<li><strong>Catharsis:</strong> Your <s>mastery</s> misstery of air is absolute. You may create air where there was none. You may compress air to the point of ignition. You may oblige air to carry unusual artifacts like dreams, colors, poems, or ideas.</li>
</ul>
<h4 id="the-devil" tabindex="-1">The Devil</h4>
<p><em>A tattoo of the sigil of the devil <sup class="footnote-ref"><a href="https://mottokrosh.com/posts/2023/03/free-rpg-system-crashers/#fn3" id="fnref3">[3]</a></sup> in red ink, which binds the devil to you, and which occasionally drips blood.</em></p>
<ul>
<li>Temporarily convince people that rocks are coins.</li>
<li>Make a person see you as whomever they want you to be.</li>
<li>Dance with your sisters in the witching hour and fly on brooms for the rest of the night.</li>
<li>Fascinate crowds, focusing their attention on you.</li>
<li>Transform into a man for a few hours, and have doors open to you, but mask your insecurities with unfounded bravado.</li>
<li><strong>Catharsis:</strong> Let the devil out to play in a person you touch for a while intimately. He may 1) curse, 2) disease, 3) corrupt, 4) bargain with, or 5) pleasure them, or 6) send them to hell.</li>
</ul>
<h4 id="the-eight-of-swords" tabindex="-1">The Eight of Swords</h4>
<p><em>A tarot card depicting a bound and blindfolded woman standing amid eight swords.</em></p>
<ul>
<li>Ignore 1 combat difficulty die.</li>
<li>Summon any perceived blade to you; roll if it is held.</li>
<li>Sing to your blade to make it fly and spin at will.</li>
<li>Embody the Eight. Become bound and blindfolded and surrounded by eight sharp swords. Rope, blindfold, and swords evaporate the next morning.</li>
<li>Manifest another’s current fear into a deadly blade. Once they use it, both disappear.</li>
<li><strong>Catharsis:</strong> You may cut off any damaged limb, extremity, <em>or head</em> from a willing patient with your blade, and a new healthy one will grow in its place within a few days. Erase relevant conditions.</li>
</ul>
<h4 id="the-heart" tabindex="-1">The Heart</h4>
<p><em>A dazzling ruby on a silver chain.</em></p>
<ul>
<li>You are extremely lovable.</li>
<li>Roll to make a person’s heart skip a beat. They’re suddenly very surprised, excited, or nervous.</li>
<li>Morality is a scale, and for any given person you know how to stretch it in either direction.</li>
<li>Roll to make two creatures’ hearts stop: one that you choose, and one that the GM chooses that you can’t see right now.</li>
<li>Kiss another, and gift them a dream that will open their eyes to their prejudices.</li>
<li><strong>Catharsis:</strong> Kiss thyself or another and gift them a second heart in a physical location of their choosing (within or beyond their body). Unless both stop, the person cannot truly die, recuperating from the loss of one back to full health within a few days (and erasing relevant conditions). At your discretion, it could be a <em>dark</em> heart.</li>
</ul>
<h4 id="the-wand" tabindex="-1">The Wand</h4>
<p><em>A thirty centimeter rod of your making and design.</em></p>
<ul>
<li>Advance or rewind any object or plant along its expected timeline. Roll if it is equipped or if your action is likely to cause harm.</li>
<li>Make a person experience a startling déja-vu.</li>
<li>Make an unattended object disappear in a puff of smoke.</li>
<li>Time is an illusion. Make a person do something much faster or slower than usual, roll if they’re unwilling.</li>
<li>Draw greed and lust of power from another by shaping it into a greasy, black goblin that attacks immediately and is as powerful as the drives it represents.</li>
<li><strong>Catharsis:</strong> Carefully trace a door on a solid surface with your wand, and open a temporary portal to anywhere you know. Else rush it, and all who pass will emerge with the “skin and clothes torn and ripped” condition. Roll if it is a metaphysical destination.</li>
</ul>
<h3 id="your-death" tabindex="-1">Your Death</h3>
<p>You were murdered or lynched in a horrible way. Draw or roll a death. Choose three words that represent insights or teachings from this death. These become your death dice, and you may bet a single one on a roll, provided you can explain how the word it represents helps.</p>
<p>Your death started a loop of reincarnations, where, more often than not, you relive it. You know you can only escape this endless cycle by achieving your personal catharsis, but its nature is known to one of your companions, and it is up to them to realize it for you.</p>
<p>Fill in the relevant details of your death using the suggestions provided, or make up your own:</p>
<p>I was _____ (death: see below) for _____ (reason). My accuser was _____ (accuser), and the sentence was handed down by _____ (judge), and carried out by _____ (executioner).</p>
<h4 id="deaths" tabindex="-1">Deaths</h4>
<ol>
<li><strong>Hanged.</strong> Rope, Dangle, Air, Wait, Drop, Heavy.</li>
<li><strong>Beheaded.</strong> Sharp, Speed, Eyes, Sword, Block, Wood.</li>
<li><strong>Burnt at the stake.</strong> Fire, Spectacle, Screams, Chains, Curse, Sorcery.</li>
<li><strong>Crucified.</strong> Pain, Exhibition, Endurance, Solitude, Iron, Air.</li>
<li><strong>Chased off a cliff by angry mob.</strong> Falling, Fear, Running, Desperate, Heights, Mob.</li>
<li><strong>Stoned to death.</strong> Anger, Crowd, Slow, Throwing, Stone, Pleading.</li>
<li><strong>Impaled.</strong> Spear, Battle, Blood, Puppet, Fear, Stuck.</li>
<li><strong>Flayed.</strong> Anguish, Muscle, Bleeding, Sharp, Time, Tied.</li>
<li><strong>Drowned.</strong> Water, Breath, Calm, Rope, Cage, Weight.</li>
<li><strong>Beaten by lynch mob.</strong> Wrath, Weak, Accusation, Mania, Clubs, Long.</li>
<li><strong>Committed to asylum.</strong> Patience, Prison, Derangement, Routine, Powerless, Hysteria.</li>
<li><strong>Stabbed on sacrificial altar.</strong> Sacrifice, Immobilized, Dagger, Blood, Cold.</li>
</ol>
<h4 id="details" tabindex="-1">Details</h4>
<p><strong>Reason:</strong> heresy / witchcraft / infidelity / murder / theft / insubordination / indecency / hysteria.<br />
<strong>Accuser:</strong> a neighbor / my husband / a witch-finder / a child / my mother / a jealous friend.<br />
<strong>Judge:</strong> the town elder / the local loudmouth / a passing magistrate / the baron / a zealous priest.<br />
<strong>Executioner:</strong> an angry mob / a hired executioner / a soldier / a general / a surprise volunteer.</p>
<h3 id="the-catharsis" tabindex="-1">The Catharsis</h3>
<p>Draw or roll a catharsis and pick another companion at random, such that every player has the catharsis of another. This catharsis, once completed, will release this companion from the endless cycle of reliving their death, and grant them their catharsis power.</p>
<p>In the event that your character dies fulfilling the catharsis, rejoin the party as a new Instrument, with the number of previously unlocked powers plus one. The catharsis that applied to your previous character now applies to this one.</p>
<p>Each catharsis has a number of steps that need to be completed in a logical order.</p>
<h4 id="catharses" tabindex="-1">Catharses</h4>
<ol>
<li><strong>Die their death.</strong>
<ol>
<li>Learn of their death.</li>
<li>Die in the same way.</li>
</ol>
</li>
<li><strong>Forgive those who wronged them.</strong>
<ol>
<li>Learn of their death.</li>
<li>Find the identity of the accuser.</li>
<li>Find the identity of the judge.</li>
<li>Convince your companion to forgive them.</li>
<li>Let it be known that the accuser and judge are forgiven.</li>
</ol>
</li>
<li><strong>Avenge their death.</strong>
<ol>
<li>Learn of their death.</li>
<li>Find the identity of the accuser.</li>
<li>Find the identity of the judge or the executioner.</li>
<li>Kill both of them. In the likely event that they are long dead, kill two equally vile people in similar positions.</li>
</ol>
</li>
<li><strong>Exonerate them.</strong>
<ol>
<li>Learn of their death.</li>
<li>Find records or stories about the event.</li>
<li>Disprove the accusation. In the likely event that it happened in ages past, place the proof in an official location and spread the word.</li>
</ol>
</li>
<li><strong>Rewrite their history.</strong>
<ol>
<li>Learn of their death.</li>
<li>Find records or stories about the event.</li>
<li>Replace or rewrite those records, correct a relevant, influential story-teller.</li>
</ol>
</li>
<li><strong>Help them escape to hell.</strong>
<ol>
<li>Locate a means to enter hell alive.</li>
<li>Devise a way to hide there, or strike a bargain with one of the ruling denizens there, or, as a last resort, convince your companion to accept the torment there in lieu of the endless cycle. At least until you can come up with a better plan.</li>
</ol>
</li>
<li><strong>Preempt their death.</strong>
<ol>
<li>Learn of their death, so you may devise a different one.</li>
<li>Convince your companion to die young at your hand, denying fate, thus breaking the cycle.</li>
</ol>
</li>
<li><strong>Change their identity.</strong>
<ol>
<li>Find a way to permanently and significantly alter their appearance, or identity in the eyes of history.</li>
</ol>
</li>
<li><strong>Black magic.</strong>
<ol>
<li>Discover occult literature.</li>
<li>Acquire a suitable victim.</li>
<li>Perform a blood rite where you sacrifice the victim and placate the fates.</li>
</ol>
</li>
<li><strong>Celebrate them.</strong>
<ol>
<li>Devise a momentous bacchanalian revelry.</li>
<li>Make it all about them.</li>
<li>Celebrate until dawn.</li>
</ol>
</li>
</ol>
<h3 id="your-belongings" tabindex="-1">Your Belongings</h3>
<p>You are of humble origin, and have few possessions. <strong>This is the lack of silver spoon in your mouth at birth.</strong> You have an outfit, your instrument, and any two reasonable items of your choice. A modest pouch of silver coins, for example.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2023/03/free-rpg-system-crashers/woman-with-candles.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2023/03/free-rpg-system-crashers/woman-with-candles.jpg-832.jpeg" width="832" height="624" alt="A young woman in a beautiful gown, holding a candelabra, wandering through a mystical forest." loading="lazy" decoding="async" /></a></figure>
<h2 id="mechanics" tabindex="-1">Mechanics</h2>
<p>When a challenge has an uncertain and meaningful outcome, the GM may ask you to roll. Any such roll is an abstraction for the whole challenge (this is most visible when the challenge is a fight). You roll one or more d12s, and take the best as your result. If the challenge is particularly difficult, it might subtract one or more dice.</p>
<ul>
<li>Start with 1d12</li>
<li>Bet an appropriate d12 death die, if you wish—it may become spent</li>
<li><strong>This is the glass ceiling</strong></li>
<li>You companions may help you break through it, by betting an appropriate d12 death die each, if they wish, and increase your chances, at the risk of sharing any conditions resulting from the roll, and potentially having to mark the die as spent</li>
<li>Subtract a number of dice if the challenge is particularly difficult (the GM will inform you of this; a difficulty 1 challenge, for example, subtracts one die)</li>
<li>Subtract a die for each condition you currently have</li>
<li>If none are left, the challenge is impossible to overcome</li>
<li>Take the best result</li>
<li><strong>1–4: Setback.</strong> All death dice bet in the roll are spent. You cannot try again, you have to circumvent or flee the challenge, and take a condition. The challenge, or enemy, dictates the condition.
<ul>
<li>In combat: You are defeated, take a condition.</li>
</ul>
</li>
<li><strong>5–8: Effort.</strong> All death dice used in the roll are spent. You may retry, if relevant.
<ul>
<li>In combat: Stale-mate. Take a condition, and flee or fight again.</li>
</ul>
</li>
<li><strong>9–12: Success.</strong> Additionally, recharge one spent death die, either one of yours or one of a character that participated in the roll.
<ul>
<li>In combat: You are victorious, the enemy flees, submits, or dies.</li>
</ul>
</li>
</ul>
<h3 id="conditions-and-recovery" tabindex="-1">Conditions and Recovery</h3>
<p>Conditions are inflicted by failed challenges, and each challenge, monster, or enemy comes with its own list of conditions it might inflict. They may be physical, mental, or other.</p>
<ul>
<li><em><strong>Each condition subtracts a die from all rolls.</strong></em>
<ul>
<li>Soon this means you need to stick together to overcome challenges.</li>
<li>Conditions require appropriate, sensible treatment and time to remove.</li>
</ul>
</li>
</ul>
<p>Spent death dice recover in one of two ways:</p>
<ul>
<li>A success on a challenge roll recover any one dice for one character who participated.</li>
<li>A good night’s sleep restore’s one spent death die.</li>
</ul>
<h3 id="more-about-challenges" tabindex="-1">More about Challenges</h3>
<p>The roll is an abstraction for a whole scene. Thus you generally have only one roll per character per challenge or fight, less if some of the characters help others by providing dice.</p>
<ul>
<li>The GM describes the intent and likely actions, outcomes, and conditions. The in-game explanation for this is slight prescience on the part of the characters due to their reincarnations.
<ul>
<li>E.g. Minotaur breaks through the door, will smash beams, gore, and throw folks about</li>
</ul>
</li>
<li>The players describe the general type of actions their characters will take, including helping someone else by offering them a death die.
<ul>
<li>E.g. Distract to allow <em>Eight of Swords</em> to shine, run and hide, use fire from chandeliers with <em>Rope</em> death dice.</li>
</ul>
</li>
<li>All player characters involved in the scene roll, even those who are trying to stay out of it, if that in itself is not a given.
<ul>
<li>E.g. Trying to flee or hide from an opponent requires a roll too. Being far away from the challenge does not.</li>
</ul>
</li>
</ul>
<h3 id="advancement" tabindex="-1">Advancement</h3>
<p>The first time you take a condition in a session, you gain an advancement, and may pick a new instrument power. <strong>Learning from pain, has ever been an early lesson.</strong></p>
<h2 id="downloads" tabindex="-1">Downloads</h2>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2023/03/free-rpg-system-crashers/stack-of-character-sheets.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2023/03/free-rpg-system-crashers/stack-of-character-sheets.jpg-832.jpeg" width="832" height="587" alt="A mockup of a stack of System Crashers sheets." loading="lazy" decoding="async" /></a></figure>
<ul>
<li><a href="https://mottokrosh.com/posts/2023/03/free-rpg-system-crashers/SystemCrashersCharacterSheets.zip">Character sheets</a></li>
<li><a href="https://mottokrosh.com/posts/2023/03/free-rpg-system-crashers/SystemCrashersCards.zip">Death & catharsis cards</a></li>
</ul>
<h2 id="faq" tabindex="-1">FAQ</h2>
<h3 id="where-is-the-starter-adventure%3F-what-am-i-supposed-to-do-with-this-without-a-starter-adventure%3F!" tabindex="-1">Where is the starter adventure? What am I supposed to do with this without a starter adventure?!</h3>
<p>A 4–5 session starter adventure is <s>coming soon</s> now available, and <s>will be</s> is equally free. <s>It's being playtested right now!</s> <a href="https://mottokrosh.com/posts/2023/05/system-crashers-come-to-eld-swinton/">Check it out here!</a></p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2023/03/free-rpg-system-crashers/system-crashers-playtest.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2023/03/free-rpg-system-crashers/system-crashers-playtest.jpg-832.jpeg" width="832" height="624" alt="Cari, Tina, Anna, and Frank playtesting the adventure" loading="lazy" decoding="async" /><figcaption>Cari, Tina, Anna, and Frank - not quite all of our playtesters</figcaption></a></figure>
<h3 id="will-this-game-and-adventure-become-available-as-a-printed-book-and%2For-pdf%3F" tabindex="-1">Will this game and adventure become available as a printed book and/or PDF?</h3>
<p>Yes, no, maybe, probably, we'll see. But I don't have any timescale on this, as we're concentrating on finishing the <a href="https://mottokrosh.com/posts/2022/12/seasonal-surprise-new-hypertellurians-powers-and-a-new-character-sheet/">Fantastology</a> at the moment.</p>
<h3 id="what-inspired-this%3F" tabindex="-1">What inspired this?</h3>
<p>This came from an awesome game of <a href="https://storybrewersroleplaying.com/good-society/?v=3a52f3c22ed6">Good Society</a> I played with Jana, who's also playtesting this. I love how Good Society characters are made up of sheets that fit together and how they have a randomly picked, secret desire. Combined this made for really fun and surprising characters that I would not have otherwise chosen. Also, it was fun playing a scoundrel because it was foisted on me, so it was totally not my fault.</p>
<p>System Crashers is my version of emergent characters. So far it's a lot of fun.</p>
<h3 id="what-do-i-do-with-the-%22embody-the-eight%22-power%3F" tabindex="-1">What do I do with the "Embody the Eight" Power?</h3>
<p>You might consider it a fancy "summon a bunch of swords and rope" spell. But that's just a starting point: go wild with your ideas.</p>
<hr class="footnotes-sep" />
<section class="footnotes">
<ol class="footnotes-list">
<li id="fn1" class="footnote-item"><p>Gendered language. <a href="https://mottokrosh.com/posts/2023/03/free-rpg-system-crashers/#fnref1" class="footnote-backref">↩︎</a></p>
</li>
<li id="fn2" class="footnote-item"><p><a href="https://en.wikipedia.org/wiki/Air_(classical_element)#Modern_reception">The classical element of air, represented by a dagger.</a> <a href="https://mottokrosh.com/posts/2023/03/free-rpg-system-crashers/#fnref2" class="footnote-backref">↩︎</a></p>
</li>
<li id="fn3" class="footnote-item"><p>See Grimorium Verum. <a href="https://mottokrosh.com/posts/2023/03/free-rpg-system-crashers/#fnref3" class="footnote-backref">↩︎</a></p>
</li>
</ol>
</section>
Seasonal Surprise: New Hypertellurians Powers and a new Character Sheet
2022-12-20T19:29:19Z
https://mottokrosh.com/posts/2022/12/seasonal-surprise-new-hypertellurians-powers-and-a-new-character-sheet/
<p>Before the turning of the year, I thought I'd talk about what's in store for Mottokrosh Machinations in the new year, and spice things up with a public playtest of new powers for Hypertellurians, as well as a brand new character sheet.</p>
<h2 id="a-new-book" tabindex="-1">A new book</h2>
<p>Our main ambition for next year is to release a book tentatively entitled the <em>Hypertellurians Fantastology</em>. This will be a meaty tome that collects—and updates—our current print-on-demand adventures and supplements, as well as containing a slew of brand-new adventures and powers. Here is what the contents look like so far:</p>
<ul>
<li><em>A Bride for Dracula</em>, remastered, new art</li>
<li><em>Brutal Imperilment in the Bag of Infinite Holding</em>, remastered</li>
<li><em>Heart of the Atom Isa, remastered</em>, additional art</li>
<li><em>Solemn Scriptures of the Battle Nuns of the Mercyful Sepulcher</em>, remastered</li>
<li><em>Pilgrimage to Golana</em>, a brand new campaign narrative, by <a href="https://www.chaosium.com/jason-durall/">Jason Durall</a></li>
<li><em>Who Will Save Anvil and Manvil?! SM Edition</em>, a brand new adventure by Frank Reding</li>
<li>40+ new powers, both archetype and cosm</li>
<li>New drives, each with its own starting equipment of course</li>
<li>6 new pre-generated, unconventional characters, fully illustrated</li>
<li>A new one-page character sheet</li>
<li>A gorgeous wrap-around cover by <a href="https://twitter.com/an_ka_mo">Anna Katarina Molla</a></li>
</ul>
<p>This will be a luxurious, premium hardcover, offset-print with plenty of trimmings; together with the Hypertellurians core book, it will provide gaming material for years. All remastered adventures will feature stats for Hypertellurians, and depending on how it goes we might yet squeeze more material in.</p>
<p>We don't have a release date for the book yet—while the new adventures and materials are largely playtested and written, they need to be edited and laid out, and the other adventures still need work too. Then the whole thing needs to be laid out. But we're very excited about this new book, and had a lot of fun playtesting its content.</p>
<h2 id="powers-playtest" tabindex="-1">Powers playtest</h2>
<p>To tide you over until the release of the Fantastology (Phantastology?), we are offering the new powers up for public playtesting. Use them in your games, or skim them, and let us know how it went, or what you think!</p>
<p><a href="https://mottokrosh.notion.site/New-Powers-0688dc3d004b4645b22d954be45bc7e3">Check out the new powers</a></p>
<p>The link above takes you to a Notion page with the powers. Note that they are utterly unedited, definitely still work-in-progress, and in parts unfinished. But there is also plenty to use right away, as we have done in recent playtests.</p>
<h3 id="feedback" tabindex="-1">Feedback</h3>
<p>To give us comments, criticism, or suggestions on the new powers, please join our <a href="https://mottokrosh.com/discord">Discord</a> and hop into the #powers channel!</p>
<h2 id="new-character-sheet" tabindex="-1">New character sheet</h2>
<p>One of my tiny, personal gripes with the current character sheet has been the small and oddly-shaped field for portraits. Since we have commissioned so much character art over the years (and continue to do so), I feel the space on the sheet has not been doing the art adequate justice. But rather than tweak the sheet to fix that, I've decided to overhaul it from scratch. Besides the now tarot-card shaped portrait space, the second focus has been on visually indicating the damage overflow, and how it relates to trauma. Let me know in the Discord if I succeeded!</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2022/12/seasonal-surprise-new-hypertellurians-powers-and-a-new-character-sheet/Hypertellurians-CharacterSheet-v4.pdf"><img src="https://mottokrosh.com/posts/2022/12/seasonal-surprise-new-hypertellurians-powers-and-a-new-character-sheet/hypertellurians-sheet-inline.jpg-1200.jpeg" width="1200" height="900" alt="" loading="lazy" decoding="async" /></a></figure>
<p>Additionally, this sheet has just 1 page. The second page from the original sheet, while useful in longer campaigns, was rarely used in shorter and one-shot games, except to reference the wondrous actions, so I've put those on the new sheet as well.</p>
<p><a href="https://mottokrosh.com/posts/2022/12/seasonal-surprise-new-hypertellurians-powers-and-a-new-character-sheet/Hypertellurians-CharacterSheet-v4.pdf">Download the new Hypertellurians character sheet</a></p>
<p><a href="https://mottokrosh.notion.site/New-Powers-0688dc3d004b4645b22d954be45bc7e3">Playtest the new powers</a></p>
<p><a href="https://mottokrosh.com/discord">Leave feedback on our Discord server</a></p>
Customizable Fantasy Vehicles for Hypertellurians and Other RPGs
2022-10-12T18:16:22Z
https://mottokrosh.com/posts/2022/10/customizable-fantasy-vehicles-for-hypertellurians-and-other-rpgs/
<p>Vehicles don't seem to come up that often in fantasy RPGs, but I've always had a soft spot for them; vehicles and portable fortresses of some kind—essentially anything that provides some protection (and comfort) to the characters and that can come with them on adventures.</p>
<p>Over the years I've injected them into many of my personal campaigns: I've had a giant bird with a tent on its back that was larger (much larger) on the inside, with a special dispensation for crossing its threshold with a <a href="https://roll20.net/compendium/dnd5e/Bag%20of%20Holding#content">bag of holding</a>. I've had an armored carriage drawn by powerful <a href="https://en.wikipedia.org/wiki/Markhor">markhor</a> called the Dwarven Enhanced Trade and Assault Vehicle—or D.E.T.A.V. for short. More recently, I added a vehicle called the Tactical Ordnance Mobile Battle Shrine (T.O.M.B.S.) to a book, <a href="https://mottokrosh.com/machinations/solemn-scriptures/">Solemn Scriptures of the Battle Nuns of the Mercyful Sepulcher</a>.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2022/10/customizable-fantasy-vehicles-for-hypertellurians-and-other-rpgs/detav.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2022/10/customizable-fantasy-vehicles-for-hypertellurians-and-other-rpgs/detav.jpg-1200.jpeg" width="1200" height="697" alt="Dwarven Enhanced Trade and Assault Vehicle early sketch by Mottokrosh." loading="lazy" decoding="async" /><figcaption>Dwarven Enhanced Trade and Assault Vehicle early sketch by Mottokrosh.</figcaption></a></figure>
<p>And there are some examples of vehicles in the wider RPG world, like the infernal war machines from the D&D adventure <a href="https://www.dndbeyond.com/sources/bgdia">Baldur's Gate: Descent Into Avernus</a>, and of course the space-faring ships play a big part in <a href="https://www.dndbeyond.com/sources/sais">Spelljammer</a>. But I'd like to concentrate on the humble carriage, and present a customizable and expandable version for your <a href="https://mottokrosh.com/machinations/hypertellurians/">Hypertellurians</a> (or other) games without resorting exclusively to magic.</p>
<h2 id="forms" tabindex="-1">Forms</h2>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2022/10/customizable-fantasy-vehicles-for-hypertellurians-and-other-rpgs/vehicle.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2022/10/customizable-fantasy-vehicles-for-hypertellurians-and-other-rpgs/vehicle.jpg-320.jpeg" width="320" height="258" alt="Fantasy vehicle artist impression." loading="lazy" decoding="async" /><figcaption>Fantasy vehicle artist impression.</figcaption></a></figure>
<p>For the sake of this system, all vehicles have a number of slots, which can be filled with modules. Each module occupies one or more slots, and while some of them might be basic necessities (like propulsion), others are more... indulgent.</p>
<p>Starting vehicles may not have all their slots filled. Similarly, vehicles encountered during the adventure, or found as treasure, might have some slots empty or their containing modules broken.</p>
<p><strong>Note:</strong> A vehicle requires at least a quarter of its slots to be spent on <a href="https://mottokrosh.com/posts/2022/10/customizable-fantasy-vehicles-for-hypertellurians-and-other-rpgs/#locomotion-%26-propulsion">locomotion & propulsion</a>, unless hazardous magics are involved.</p>
<h3 id="example-forms" tabindex="-1">Example Forms</h3>
<p><strong>Modest Carriage.</strong> 8 slots, like a basic driver bench (2), some storage (2), wheels (1), and horse-drawn (3).</p>
<p><strong>Commodious Carriage.</strong> 16 slots. Perhaps cozy padded pew (3), metal reinforced wheels (2), steam oven fueled by potions of demonic essence (3), wood covering (2), storage and more.</p>
<p><strong>Mastodonic Carriage.</strong> 32 slots. Probably weird chain tracks (4), decadent chaise-longues (4), magically powered (4), with a lot of creature comforts.</p>
<h2 id="modules" tabindex="-1">Modules</h2>
<p>These can come in the most basic to the most opulent or decadent versions. Each entry comes with several examples, and how many slots they might occupy. If purchasing in-game, set pricing or bartering terms accordingly.</p>
<p>The number of slots doesn't inherently fully equate to the amount of space a given module takes up, but also to how advanced, pricey, or rare it might be. Neither does the number of slots a vehicle has necessarily determine its dimensions: perhaps the bed is under the floorboards, the chairs are on chains and can be pulled up, or just maybe it's a little bigger on the inside.</p>
<p>What follows is a series of recommended types of modules to choose from, and a few examples of each, and how many slots they might occupy. Like most things Hypertellurians, these are but starting points. Any given entry isn't necessarily better than the next, so they are not strictly sequential.</p>
<h3 id="basics" tabindex="-1">Basics</h3>
<ol>
<li><strong>Driver bench.</strong> <em>An adequate seat or couple of seats for 2 people.</em> Hardwood bottom percher (2), cozy padded bank (3), decadent twin chaise-longues (4).</li>
<li><strong>Storage.</strong> <em>We all have our baggage.</em> Standard drawn carriage size (2), wide and vital (4), none more spacious (6).</li>
<li><strong>A light in the dark.</strong> <em>See where we went there?</em> Basic lantern (1), all around illumination (2), concentrated beam to burn all bushes (3).</li>
</ol>
<h3 id="armor" tabindex="-1">Armor</h3>
<ol>
<li><strong>Fabric.</strong> <em>Armor against the element maybe. If they're mild.</em> Covering a small wagon (1), all around a mid-size vehicle (2), patchwork across a wide load (3).</li>
<li><strong>Wood.</strong> <em>Now we're talking, or starting to.</em> Standard carriage (2), large beast (3).</li>
<li><strong>Metal.</strong> <em>Heavy but secure.</em> Metal banding on hardwood (3), all around iron plates (4).</li>
<li><strong>Beast hide.</strong> <em>Fantastic value for money, if you can source it.</em> Rhino hide as light armor (2), mastodon hide as medium armor (3), demon hide as medium armor but self-repairing with fresh blood (4).</li>
<li><strong>Bones.</strong> <em>Wrapped in the skeleton of some dead beast.</em> A few skulls and femurs that might frighten simple minds (1), veritably wrapped in the full skeleton of some rare megafauna (2).</li>
</ol>
<h3 id="locomotion-%26-propulsion" tabindex="-1">Locomotion & Propulsion</h3>
<ol>
<li><strong>Wheels.</strong> <em>A classic.</em> Wooden disks (1), Metal reinforced wheels (2), steel plowers (3).</li>
<li><strong>Chain tracks.</strong> <em>All terrain goodness.</em> Iron chain tracks (2), hooked tracks (3), grabbing frenzied fingernailed hands on belt (4).</li>
<li><strong>Animal drawn.</strong> <em>Reliable, sturdy. Generally.</em> Pack animal (2), horse (3), exotic beast (4).</li>
<li><strong>Steam powered.</strong> <em>Almost like magic.</em> Modest pressure tank with wood stove and bucket of logs (3), armored pressure tank with boost valves, hungry coal oven, and shovel (5).</li>
<li><strong>Muscle powered.</strong> <em>Elbow grease not provided.</em> Twin wooden shafts for pulling (1), full pole kit with neck yokes and 4 burly men (3, need feeding, rest, and grooming), gaggle of undead skeletons and rattly chains (4, indefatigable), six-pack of ghostly bound and gagged brides (6, haunting).</li>
<li><strong>Demonic.</strong> <em>Subjugate fiends at own risk.</em> Steam oven fueled by potions of demonic essence (3), broadly reliable possession of full vehicle with control spell and hovering (4).</li>
<li><strong>Cosmic tap.</strong> <em>Power from elsewhere.</em> A tiny rift to another cosm, funneled and transformed into a working engine that almost certainly won't have any side effects (6).</li>
<li><strong>Expanded means of locomotion.</strong> <em>Going beyond solid ground.</em> Single burst of incredible speed before recharging (2), fall from heights, maybe even glide a little (3), amphibian ambitions assured (3), on and below the waves (4), dire mole-like digging through earth and rock (6).</li>
<li><strong>Magical.</strong> <em>A wizard did it.</em> Exhausting spell that requires concentration (2), "it just works" (4), esoteric technology so advanced it feels like magic, hovers, and can fly short distances (6).</li>
</ol>
<h3 id="quality-of-life" tabindex="-1">Quality of Life</h3>
<ol>
<li><strong>Bedroom.</strong> <em>A comfy place to nap.</em> Single (1), double (2), monarch sized (3). All with relevant, cozy bedding and night light, though (1) more for satin sheets.</li>
<li><strong>Bathroom.</strong> <em>For calls of nature, gussying, and hygiene/maintenance.</em> Hole serving as latrine (1), lavatory and sink with large jug of water (2), partitioned toilet, brass bath with shower head, running water with tank, scented candles, gramophone with record of Ballerina Cosmonautica, glass of Domaine Leroy Richebourg Grand Cru (8).</li>
<li><strong>Library.</strong> <em>Food for thought.</em> Cupboard of books and journals (1), tall shelf with cozy reading nook and lantern (3), alexandrian dimension tamed into vehicle corner (8).</li>
<li><strong>Music.</strong> <em>Food for the soul.</em> Fashionable lute with stand, once played by semi-famous bard (1), outside platform for courageous or foolhardy minstrel (1), upright piano or harpsichord with bench (2), church organ lifted from the Order of the Mercyful Sepulcher, with powerful pipes running all the way to the outside of the vehicle (4).</li>
<li><strong>Bar.</strong> <em>We are here to drink your beer, and steal your rum at the point of a ray-gun.</em> A couple of choice kegs (1),candle-lit, mirror-backed shelf of distinguished liquors with automaton bartender (3).</li>
<li><strong>Heating.</strong> <em>For those who like it hot and don't have a steam engine.</em> Fireplace with lintel for bric-a-brac (1), roaring hearth with two high-backed chairs (2), technomancy climate control unit (4).</li>
<li><strong>Kitchenette.</strong> <em>Finally, actual food.</em> Basic larder and a tin opener (1), modest, stocked pantry and oven (2), tiered cool room (chilling, freezing) and kitchen (4).</li>
<li><strong>Lounge.</strong> <em>A place to hang.</em> Fancy sofa chair, foot rest, and brandy side table (1), a couple of damask-patterned sofas or chaise-longues around a coffee table with a conversation piece book or statue (3).</li>
<li><strong>Museum.</strong> <em>For cataloguing important finds or displaying trophies.</em> Multi-tiered glass display case (1), stuffed heads with edifying plaques mounted on walls (1), walk-in vault with trapped and alarmed glass cases on pedestals (4).</li>
<li><strong>Ritual circle.</strong> <em>Life is magic.</em> Semi-permanent drawing or carving on floor that requires occasional touching up and moving stuff out of the way before use (2), dedicated occult alcove with black candles, a generous supply of salt, and a handy and mystical looking book plinth (3).</li>
<li><strong>Weapon rack.</strong> <em>When storing them in a heap just won't do anymore.</em> Wall mounted brackets for easy grabbing and a modicum of organization (1), lit closet that passes for a wall when shut (2).</li>
<li><strong>Dungeon.</strong> <em>Safe transportation and/or storage.</em> Set of manacles and a sturdy ring in the ceiling (1), load-bearing post and a few coils of rope (1), brightly lit brig with glass walls (4), that limited edition cover of "Die Folterkammer des Vampirs" blu-ray (6).</li>
<li><strong>Dressing.</strong> <em>Up or down.</em> Vintage wardrobe with mirror (1), intimate boudoir with barely opaque folding screen, suggestive lighting, and a chaise-longue to drape hosiery over (3), walk-in closet with dedicated shoe racks, jewelry trays, and complimentary selection of eau de toilettes (4).</li>
<li><strong>Cleaning.</strong> <em>Of the DIY or fancy varieties.</em> Cupboard with the bare essentials, half-empty bottles, and a broom two sweeps away from retirement (1), automated cleaning unit, compact and eager to tidy, scrub, or wax off (2).</li>
<li><strong>Carpentry.</strong> <em>Verily, more of a multi-purpose arrangement.</em> Large table for woodwork, butchery, surgery, or autopsies, with tooled up drawers for all these things (2).</li>
<li><strong>Spirituality.</strong> <em>It comes in different forms for different people.</em> Locker with pin-up etchings, rubbings, or drawings (1), well groomed personal shrine with quality idol and paraphernalia (2), lockable sound-proof chamber for private worship with all the trimmings (3).</li>
<li><strong>Well-being.</strong> <em>And well-staying, and getting-well-again.</em> Dusty first aid suitcase under a seat (1), self help book bloated by dog ears (1), serviceable, well stocked infirmary or sickbay (3), reputable sanatorium with brain-in-a-jar physician and automaton orderlies (5).</li>
<li><strong>Flag.</strong> <em>So you know who's who.</em> Tatty, sun-bleached flag (1), epic battle standard possessed of a <em>rallying cry</em> spell (3).</li>
</ol>
<h3 id="magic" tabindex="-1">Magic</h3>
<ol>
<li><strong>Storage.</strong> <em>What to do with your vehicle when it's not in use.</em> Folds in on itself until it is the size of a suitcase (3), dispatchable to another dimension with a very slim chance of being discovered by ne'er-do-wells there (3).</li>
<li><strong>Camouflage.</strong> <em>But let's face it, most of the time you want to show this beauty off.</em> Chameleon-spirit bound to vehicle (2), honest to earth activatable invisibility (4), same but with unseen servants hastily sweeping away the tire tracks (5).</li>
<li><strong>Ultracosmic engine.</strong> <em>This cosm isn't big enough for the two of us.</em> The heart of the Atom Isa (8).</li>
<li><strong>Phase.</strong> <em>Commonly accepted laws of physics are so gauche.</em> Expend remaining energy to phase through a wall (3), reliable phasing through bard-powered string theory (6).</li>
</ol>
<h3 id="combat" tabindex="-1">Combat</h3>
<ol>
<li><strong>Classic siege weaponry.</strong> <em>Or at least inspired by it.</em> Heavy crossbow mounted on turret (2), iron bolt/fence post ballista (3), twin retractable trebuchets with flammable pitch balls (6).</li>
<li><strong>Melee.</strong> <em>Functional ornaments.</em> Decent size cow catcher (1), spiked wheels (1), haphazard arrangement of spears, some dangling with enemy banner scraps, or enemy scraps (2), cvlt black metal spikes all over (3).</li>
<li><strong>Explosives</strong>. <em>Gunpowder-tastic.</em> Experimental ice moon grenade launcher (1), joystick-controlled figurehead flame thrower (2), man-o-war set of cannons (4).</li>
<li><strong>Concentrated Light.</strong> <em>Prepare for illumination.</em> Extra bright focused torch beam (1), turret mounted ray emitter (2), devastating array of directed energy weaponry requiring an awful lot of power (4).</li>
<li><strong>Hunting equipment.</strong> <em>Non-lethal pursuit and and capture.</em> Body-mounted rack of man-catchers (1), series of bear traps on long chains dragging behind the vehicle (2), precision medium range net launcher (3), indiscriminate sleep gas bomb launcher (3).</li>
<li><strong>Lancing equipment.</strong> <em>Piercing is where it's at.</em> Winch with lots of rope and a poor excuse for lack of lancing (1), winch with plenty of rope and a three-pronged grappling hook that'll pierce flesh like it's butter (2), full blown harpoon system "Ishmael 2000" (3).</li>
</ol>
<aside>
<h3>What about Rocket?</h3>
<p>The Ultranaut archetype has a major power called <a href="https://mottokrosh.com/machinations/hypertellurians/ebook/#rocket">Rocket</a> that bestows a vehicle of the same name to a character, with ultracosmic capabilities. Does this article make that power obsolete?</p>
<p>Not quite, there are differences. For one, the power guarantees a flying vehicle—something that even with the system in this article is difficult to achieve. Furthermore, this system is designed for vehicles from humble to grand, and accessible immediately.</p>
<p>In many ways the system presented here is a more granular version of that power. Check with your players if they had their sights on the Rocket power, and if so, discuss this system with them prior to introducing it.</p>
</aside>
<h2 id="vehicular-advances" tabindex="-1">Vehicular Advances</h2>
<p>Given that slots only tangentially refer to vehicle size, the more slots, the more impressive the vehicle. How then would characters improve a vehicle beyond spending in-character money—something that is not incredibly well defined in a cosm hopping game?</p>
<p>You might introduce the following optional advances, filling slots with modules when it makes sense in the story. Unlike regular advances, which are personal, these ones need to be agreed upon by the whole party, i.e. each character would forego a personal minor advance in exchange for the party vehicle gaining 4 slots.</p>
<ul>
<li><strong>Collective Minor Advance.</strong> Gain 4 extra slots for your vehicle.</li>
<li><strong>Collective Medium Advance.</strong> Gain 12 extra slots for your vehicle.</li>
<li><strong>Collective Major Advance.</strong> Gain 20 extra slots for your vehicle.</li>
</ul>
<h2 id="example-vehicles" tabindex="-1">Example Vehicles</h2>
<figure class="float-left"><a href="https://mottokrosh.com/posts/2022/10/customizable-fantasy-vehicles-for-hypertellurians-and-other-rpgs/featured-vehicle.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2022/10/customizable-fantasy-vehicles-for-hypertellurians-and-other-rpgs/featured-vehicle.jpg-320.jpeg" width="320" height="320" alt="Fantasy vehicle artist impression." loading="lazy" decoding="async" /><figcaption>Fantasy vehicle artist impression.</figcaption></a></figure>
<h3 id="the-%22more-than-meets-the-eye%22-cart" tabindex="-1">The "More than meets the eye" cart</h3>
<p>A good quality horse drawn cart to the untrained eye, possessed of hidden mysteries. For one, the horse is a single capra beast (3), mighty and majestic. The cart's driver bench (3) may look spartan but its wood is forgiving and remains comfortable over long journeys. In the back, the cart is covered by a fabric tarp—none but the most trained eyes notice it to be ultra-resilient mastodon hide (3, medium armor).</p>
<p>At the tug of a lever, the spears shoot from the wheels (2 + 1), transforming this humble-looking cart into a mobile guillotine, while the back actually sports a comfortable bed (1), a couple of choice kegs (1), and even some emergency rations (1).</p>
<h3 id="killian's-%22road-to-retirement%22" tabindex="-1">Killian's "Road to retirement"</h3>
<aside>
<h3>New Wondrous Action</h3>
<p><strong>Discover Vehicular Capacity:</strong> You have discovered extra space for modules on your vehicles. Perhaps it was always there, behind the drinks cabinet, perhaps it's a rogue dimension that snuck in. Or maybe you're doing an A-Team style montage and buffing your carriage up. Spend up to 6 Wonder, and gain the same number of slots.</p>
</aside>
<p>This vehicle—and in some ways this whole article—is inspired by a particular skin for a particular vehicle in the casual game <a href="https://fingersoft.com/games/hill-climb-racing-2/">Hill Climb Racing 2</a>, which showed a racing truck with giving the impression of a two story vehicle. This is my fantasy version thereof.</p>
<p>The top level, decadent twin sofa chairs for pilots, backed by a slightly raised chaise-longue (4); behind that a welcome bathroom with toilet, shower, and modest selection of eau de toilettes and clean towels (3).</p>
<p>The lower, main level, a cozy lounge around a coffee table with a selection of cross-dimensionally banned books for being either too suggestive, abstract, or both, the sofas on chains, retractable (3), flanked by a modest history and cheap romantic fiction library with built-in reading nook (3), a perfunctory dungeon by way of manacles on the ceiling (1) doubling for kinky times, and a recessed pantry and oven (2). A couple of kegs and a choice selection of other essential waters and liquors bookend the lounge (2).</p>
<p>The whole thing runs on metal reinforced wheels (2) with backups (2), wrapped by metal-banded wood (3), powered by a spell requiring considerable exertion from an enthusiastic-optional volunteer (2).</p>
<h2 id="taking-this-further" tabindex="-1">Taking This Further</h2>
<p>What is next for this system? It could be ported to other types of vehicles, flying ones, or ones that are more like howdahs on beasts. Of course, the tables could be expanded with further options. Perhaps a random generator app would be useful.</p>
<p>More than anything though, we'd like to know if you think this is fun. Let us know in the comments below, or on <a href="https://mottokrosh.com/discord">Discord</a>. Perhaps you've created some awesome vehicles in your game using this system—if so, we want to know about it!</p>
Essen Spiel Recap
2022-10-11T21:00:00Z
https://mottokrosh.com/posts/2022/10/essen-spiel-recap/
<p>At the time of writing, the Mottokrosh Machinations team has returned from <a href="https://www.spiel-messe.com/en/">Internationale Spieltage</a>, or Essen Spiel, or Spiel, as it's more often known. Possibly the biggest boardgame convention in the world, with six massive halls stuffed with the latest and greatest. Among them a smattering of tabletop RPG publishers too, including us, for the first time.</p>
<p>We met friends, made some new ones, ran a great many demo games, sold a bunch of books, and hopefully turned a whole load of people onto <a href="https://mottokrosh.com/machinations/hypertellurians/">Hypertellurians</a> and the rest of our catalogue (including the new and gorgeous <a href="https://mottokrosh.com/machinations/capes-and-cloaks/">Capes and Cloaks and Cowls and a Park</a>).</p>
<h2 id="stand-up" tabindex="-1">Stand Up</h2>
<p>For reasons™️, we arrived by public transport, schlepping all but two pieces of luggage that we sent ahead, by ourselves. Bit of a mistake that, as it turned out. But you live and learn, and we were determined to put up a beautiful stand. Here it is, from zero to go-time.</p>
<div class="gallery undefined"><ol><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/01-IMG_3269.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/01-IMG_3269.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/01-IMG_3270.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/01-IMG_3270.jpeg-372.jpeg" width="372" height="209" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/01-IMG_3271.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/01-IMG_3271.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/01-IMG_3272.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/01-IMG_3272.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/01-IMG_3273.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/01-IMG_3273.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/01-IMG_3278.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/01-IMG_3278.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/01-IMG_3279.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/01-IMG_3279.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/01-IMG_3281.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/01-IMG_3281.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li></ol></div>
<h2 id="con-life" tabindex="-1">Con Life</h2>
<p>As the doors opened at 10:00 each morning, a crowd a people stormed in, knowing exactly where to dash, presumably for a hotly contested spot in a demo game, or wares in limited quantities.</p>
<p>This appeared not so common for roleplayers, who sauntered around, passive Perception checks at the ready. For our own crew, it was a mixture of gentle strolling to take in the sights, sounds, and smells, and frantic zipping between folks to get back to the stand before break's end.</p>
<p>Among the hardcore visitors with trolleys, suitcases, and <a href="https://www.bollerwagen.com/">Bollerwagen</a> for games, were the more laid back ones with one or two bags straight from the vendors, but also a number of awesome cos plays.</p>
<div class="gallery undefined"><ol><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3286.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3286.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3290.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3290.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3291.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3291.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3292.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3292.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3301.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3301.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3303.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3303.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3306.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3306.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3308.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3308.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3309.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3309.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3318.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3318.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3319.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3319.jpeg-372.jpeg" width="372" height="496" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3327.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3327.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3330.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3330.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3332.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3332.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3333.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3333.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a 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href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3345.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3345.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3347.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3347.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3349.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3349.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3351.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/02-IMG_3351.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li></ol></div>
<h2 id="night-life" tabindex="-1">Night Life</h2>
<p>Work hard, play hard, they say. They don't mention wait forever with a huge crowd to get onto a tiny U-Bahn train, or desperately try to find a restaurant with free spaces during con weekend, or the hotel bar running out of beer on tap, but there you go.</p>
<p>Nevertheless we had some great food (excepting the place that served me fries with some stuff on it instead of the ordered poutine I had been mouthwatering about), played games, met folks, and generally had fun. Of particular note was <a href="https://www.the-ash.com/restaurants/essen">The ASH</a>, a steakhouse with a range of vegetarian options to put many other eateries to shame. Also, fantastic steak.</p>
<div class="gallery undefined"><ol><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/03-IMG_3283.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/03-IMG_3283.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/03-IMG_3294.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/03-IMG_3294.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/03-IMG_3312.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/03-IMG_3312.jpeg-372.jpeg" width="372" height="496" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/03-IMG_3322.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/03-IMG_3322.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/03-IMG_3339.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/03-IMG_3339.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/03-IMG_3342.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/03-IMG_3342.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/03-IMG_3352.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/03-IMG_3352.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/03-IMG_3353.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/03-IMG_3353.jpeg-372.jpeg" width="372" height="496" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/03-IMG_3354.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/03-IMG_3354.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/03-IMG_3358.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/03-IMG_3358.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/03-IMG_3359.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/10/essen-spiel-recap/03-IMG_3359.jpeg-372.jpeg" width="372" height="827" alt="" loading="lazy" decoding="async" /></a></figure></li></ol></div>
<h2 id="room-for-improvement" tabindex="-1">Room for Improvement</h2>
<p>Had it not been for the very expensive stand packages (plus a couple of <em>mandatory</em> add-ons), travel and accommodation costs, I would go so far as to say Essen Spiel 2022 had been fiscally successful. As it stands though, we will have to see how much of it works out as a longer investment into brand awareness and repeat customers.</p>
<details id="rant" class="changelog">
<summary>Rant about exhibitor experience (skip to spare high blood pressure)</summary>
<p><span style="display: block; padding-top: 1rem;"></span>But frankly the real annoyance was simply the draconian organizer/exhibitor experience. It's not enough that signing up as exhibitor is a case of filling in a PDF, each communication or interaction thereafter was different from the last:</p>
<ul>
<li>Let them know about your new releases by filling in a spreadsheet. Yeah, not a Google spreadsheet, or something universal and online like that, no, an Excel file that you had to fill, rename, and email back. And hope that whatever software you have to open it doesn't mess it up too much—the assumption here being that everyone is on Windows and owns the Office suite.</li>
<li>Receive a stack of papers in the post with "all" the exhibitor information, including your stand number handscribbled on (yay, deciphering hastily scrawled numbers and letters), and a photocopied map with your stand manually highlighted. Thankfully some third parties do great maps so you have a chance of putting together a half-decent graphic to use for advertising. The whole thing is filled with legalese, and sorely lacking in actual information (nothing about WiFi, lots of regulation about handing rubbish to a particular service firm at the end with not a speck on how or where to find them, and so forth).</li>
<li>Receive emails on how to get staff and customer passes (customer passes? never explained, but from what I gather they're discounted entry tickets an exhibitor might use, somehow), which is a URL that leads to a CSV file with the codes. You then visit a separate website to redeem them. Here I briefly got my hopes up that there was in fact an online exhibitor portal, but no, it was purely for this one activity.</li>
<li>Sleuth for information about stand furniture from the "exhibitor pack", to be directed to a website that has, and I kid you not, an enormous PDF with forms for each piece or set you might want to rent. Yes, a PDF form, and not a short one. Also, extremely high prices, and not enough of the basic wooden tables you actually need to go around.</li>
<li>Desperately try and find information about WiFi, discover a note on a website that says the password is on your access pass, discover that this is not so, and eventually find out that you're supposed to go to a service office somewhere (perhaps not so daunting if this isn't your first Spiel), and of course pay extra for WiFi access. For one device. Presumably per day. Unclear, we just continued to hotspot.</li>
</ul>
<p>One last point, not so much related to antiquated modes of communication, and an apparent contest to see how many different ones they could get in there, was the utter lack of consideration that exhibitors might want to arrive by taxi, like we did, since we had arrived to the city by public transport. So much so, that we were turned away and forbidden to approach the halls for a simple drop-off, and had to lug our massive bags a huge distance (at least until a sympathetic fellow exhibitor with a large trolley gave us a helping hand towards the end).</p>
<p>As someone who lives in Germany, I am not terribly surprised by this state of affairs, and I do understand that the convention is largely geared towards board games companies, who have different logistical hurdles to RPG publishers, but it is disappointing nevertheless. I dearly wish that the organizers would drag the exhibitor experience into the 21st century, with a simple, but all-encompassing online portal, with registration, payment, furniture ordering, information, decent maps, direct support, and yes, "free" Wifi for exhibitors goshdarnit.</p>
</details>
<h2 id="the-future" tabindex="-1">The Future</h2>
<p>Will we be back? Quite possibly. At least we know a lot more about what to expect. And despite my big rant above (hey organizers, I've been making websites and apps for 30 years or so, I can't do it for you, but I can consult), we had a great time, and made a bunch of sales. I particularly enjoyed the demo games. And the custom brewed beers for <a href="https://www.byrgames.be/en/tbbr-game/">The Belgian Beer Race</a>. 😅</p>
<p>Beyond Essen though, we've got our sights set on more conventions too, perhaps not this year. We're unlikely to return to the UK ones for now, great as they are, as it's incredibly difficult and expensive to actually <em>legally</em> sell there (and get your books over) as a foreigner. Brexit is the poisoned gift that keeps on poisoning.</p>
<p>And beyond conventions, we have a lot of fresh irons in the fire. Look for a future post for more on those!</p>
Impressions from the Kickstarter Wrap-Up Event
2022-02-27T19:19:49Z
https://mottokrosh.com/posts/2022/02/impressions-from-the-kickstarter-wrap-up-event/
<p>This weekend we had a little get-together in honor of the <a href="https://www.kickstarter.com/projects/mottokrosh/capes-and-cloaks-and-cowls-and-a-park">Capes and Cloaks and Cowls and a Park Kickstarter</a> campaign having finished. The event was held at <a href="https://alltheproblemsinthisworld.com/">All the Problems in This World</a>, an awesome RPG and comics store in Kreuzberg, Berlin. We had sparkling wine, beer, and a bespoke cake that featured the book cover in exquisite (and delicious) detail. Moreover we brought posters, pamphlet adventures, and other, small freebies, for curious passers-by.</p>
<p>With all that's going on in the world right now, we didn't feel comfortable with calling the event a celebration, but at the same time we felt it important to mark the occasion. We had a lot of the playtesters of the book turn up, as well as some friends, and of course some store clients. On account of being spread all over the globe, we didn't have co-authors Katie, Diogo, or any of the other excellent folk involved, but perhaps we'll all meet up at a convention at some point.</p>
<div class="gallery undefined"><ol><li><figure class=""><a href="https://mottokrosh.com/posts/2022/02/impressions-from-the-kickstarter-wrap-up-event/cccp-ks-event-01.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/02/impressions-from-the-kickstarter-wrap-up-event/cccp-ks-event-01.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/02/impressions-from-the-kickstarter-wrap-up-event/cccp-ks-event-02.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/02/impressions-from-the-kickstarter-wrap-up-event/cccp-ks-event-02.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/02/impressions-from-the-kickstarter-wrap-up-event/cccp-ks-event-03.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/02/impressions-from-the-kickstarter-wrap-up-event/cccp-ks-event-03.jpg-372.jpeg" width="372" height="496" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/02/impressions-from-the-kickstarter-wrap-up-event/cccp-ks-event-04.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/02/impressions-from-the-kickstarter-wrap-up-event/cccp-ks-event-04.jpg-372.jpeg" width="372" height="496" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/02/impressions-from-the-kickstarter-wrap-up-event/cccp-ks-event-05.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/02/impressions-from-the-kickstarter-wrap-up-event/cccp-ks-event-05.jpg-372.jpeg" width="372" height="496" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/02/impressions-from-the-kickstarter-wrap-up-event/cccp-ks-event-06.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/02/impressions-from-the-kickstarter-wrap-up-event/cccp-ks-event-06.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/02/impressions-from-the-kickstarter-wrap-up-event/cccp-ks-event-07.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/02/impressions-from-the-kickstarter-wrap-up-event/cccp-ks-event-07.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2022/02/impressions-from-the-kickstarter-wrap-up-event/cccp-ks-event-08.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2022/02/impressions-from-the-kickstarter-wrap-up-event/cccp-ks-event-08.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li></ol></div>
<p>The Kickstarter finished at 124% funded, with 157 backers, with 3 unlocked stretch goals (we squeezed in the last one, because it was so close), which is excellent.</p>
<p>Now that the weekend is over, however, it's back to reviewing the notes from the editors, to try and get the files for the book done as soon as possible, and get them off to the printer's.</p>
<h2 id="site-news" tabindex="-1">Site News</h2>
<p>On a completely unrelated note, you might have noticed that this website now finally has a search functionality! It's in alpha, so expect a few hiccups, but we hope to have them ironed out soon.</p>
All that is New
2022-01-25T20:00:00Z
https://mottokrosh.com/posts/2022/01/all-that-is-new/
<p>Coinciding with the launch of the <a href="https://www.kickstarter.com/projects/mottokrosh/capes-and-cloaks-and-cowls-and-a-park">Capes and Cloaks and Cowls and a Park Kickstarter</a> is the grand website update! A long time in the making, this update changes the plumbing from the ground up and comes with a brand new design.</p>
<p>We've been very busy here at Mottokrosh Machinations lately; finishing a big, fancy book, setting up a Kickstarter and all that comes with it, and redoing the website from scratch. Undoubtedly there are still some rough edges with the site, and we ask you to bear with us as we smooth them out over the next days and weeks. We're aware of a bunch of them, but if you spot any, don't hesitate to <a href="https://mottokrosh.com/contact">contact us</a>. For example, post comments and table of contents will be re-appearing soon, as will post sidebars.</p>
<h2 id="why-a-complete-rewrite%3F" tabindex="-1">Why a complete rewrite?</h2>
<p>I don't want to go into too many technical details, but the old setup made it harder than it should have been to add new content. Blog posts were just about ok, but new books and apps were painful. This solves that.</p>
<p>Additionally, while we loved the look of the old site, it had been the same for many years, so it was definitely time for a fresh coat of paint! (And walls, and foundations, in this case.)</p>
<h2 id="what-else-is-new%3F" tabindex="-1">What else is new?</h2>
<p>We've probably mentioned this a couple of places already, but it doesn't hurt to do it again just in case:</p>
<figure class="align-center"><a href="https://www.kickstarter.com/projects/mottokrosh/capes-and-cloaks-and-cowls-and-a-park"><img src="https://mottokrosh.com/posts/2022/01/all-that-is-new/CCCP-Mockups-Square.jpg-800.jpeg" width="800" height="800" alt="Ad for Capes and Cloaks and Cowls and a Park" loading="lazy" decoding="async" /></a></figure>
Capes and Cloaks and Cowls and a Park coming to Kickstarter
2022-01-02T09:18:28Z
https://mottokrosh.com/posts/2022/01/capes-and-cloaks-coming-to-kickstarter/
<p><strong>Jan 26th update:</strong> <a href="https://www.kickstarter.com/projects/mottokrosh/capes-and-cloaks-and-cowls-and-a-park">The Kickstarter is now live!</a></p>
<p>I'm delighted to tell you about Mottokrosh Machinations' upcoming book, <em>Capes and Cloaks and Cowls and a Park</em>. It's a system neutral, self-contained adventure setting, perfect for <a href="https://mottokrosh.com/machinations/hypertellurians">Hypertellurians</a> or other fantasy games. For the first time, we're hoping to launch the book through Kickstarter, scheduled for late January.</p>
<p><a href="https://www.kickstarter.com/projects/mottokrosh/capes-and-cloaks-and-cowls-and-a-park">Check out the Pre-Launch page, and register to be notified of the launch!</a></p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2022/01/capes-and-cloaks-coming-to-kickstarter/book-mockup.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2022/01/capes-and-cloaks-coming-to-kickstarter/book-mockup.jpg-800.jpeg" width="800" height="533" alt="Book mockup." loading="lazy" decoding="async" /><figcaption>Book mockup.</figcaption></a></figure>
<h2 id="story" tabindex="-1">Story</h2>
<p>Riblerim the Unsure, Master Diviner, created a wondrous and whimsical theme park in an ultradimensional realm in his cloak. He filled it with staff and actors, and soon also seamstresses and tailors, who had all been accused of and persecuted for sorcery. Their magical inclinations turned out true, but that's neither here nor there, the important part is that Riblerim gave them refuge in his new realm.</p>
<p>And then he promptly disappeared, by now some fifty years ago, leaving the eldritch flora and fauna to evolve unchecked, the ensorceling costumiers to vie for power, and the complex magical threads from which the realm was woven, to... unravel.</p>
<p>Now Cambros, an awakened, ancient war machine turned fashionista, has decided it is time to assemble a group of specialists to search every corner of the realm for its creator, and bring back peace and stability.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2022/01/capes-and-cloaks-coming-to-kickstarter/KickstarterSpread-01.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2022/01/capes-and-cloaks-coming-to-kickstarter/KickstarterSpread-01.jpg-800.jpeg" width="800" height="567" alt="Book spread showing Mustafo the sentient automaton tailor." loading="lazy" decoding="async" /><figcaption>Book spread showing Mustafo the sentient automaton tailor.</figcaption></a></figure>
<h2 id="about" tabindex="-1">About</h2>
<p><em>Capes and Cloaks and Cowls and a Park</em> is a sandbox setting, with several themed islands floating in a golden sky, connected by a winding monoriver (think monorail, but with cute boats instead) and Giant Flying Galapagos Turtles.</p>
<p>Each island contains 3 or more adventure sites, including 5 ones with intricate isometric maps by <a href="https://oldskull-publishing.com/">Diogo Nogueira</a>. The islands are home to one or more enchanting couturiers who have risen to power and put their mark on their slice of the ultradimensional pie.</p>
<p>But beyond the witchy dressmakers and remaining actors (or their descendants), the islands are full of weird and wonderful creatures and plants, some fun, some dangerous, all marvelous.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2022/01/capes-and-cloaks-coming-to-kickstarter/KickstarterSpread-02.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2022/01/capes-and-cloaks-coming-to-kickstarter/KickstarterSpread-02.jpg-800.jpeg" width="800" height="567" alt="Book spread showing the island of Avalon." loading="lazy" decoding="async" /><figcaption>Book spread showing the island of Avalon.</figcaption></a></figure>
<h2 id="garments-and-treasures" tabindex="-1">Garments and Treasures</h2>
<p>With a title like <em>Capes and Cloaks and Cowls and a Park</em>, it is no surprise that the book is stuffed with astounding items of clothing. As well as concise but evocative descriptions, and beautiful illustrations by <a href="https://katiewakelin.artstation.com/">Katie Wakelin</a>, the garments have tags, giving them game-able properties, whether they're magical or not.</p>
<p>Of course no Mottokrosh Machinations book would be complete without a list of wonderful treasures, and for this one we have assembled a list of 100 of them, all relevant to Riblerim's miraculous realm or its inhabitants. The first 10 are <em>grand treasures</em> that could easily be the subject of individual adventures alone.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2022/01/capes-and-cloaks-coming-to-kickstarter/KickstarterSpread-07.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2022/01/capes-and-cloaks-coming-to-kickstarter/KickstarterSpread-07.jpg-800.jpeg" width="800" height="567" alt="Book spread showing several of the marvelous garments included." loading="lazy" decoding="async" /><figcaption>Book spread showing several of the marvelous garments included.</figcaption></a></figure>
<h2 id="kickstarter" tabindex="-1">Kickstarter</h2>
<p>The book is illustrated, written and laid out, and currently undergoing editing. Our printer is ready to go as soon as we hand them the final files.</p>
<p>We are running a <a href="https://www.kickstarter.com/projects/mottokrosh/capes-and-cloaks-and-cowls-and-a-park">crowd funding campaign</a> to recoup some of the cost that has already gone into the book, and pay additional folks for work like editing, statblock creation, and perhaps even a stretch goal adventure site or two.</p>
<p>This is our first Kickstarter, so we are somewhat nervous, and hope that you might help us spread the word of it far and wide. Together we can make an awesome book (playtesters' words) even better!</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2022/01/capes-and-cloaks-coming-to-kickstarter/KickstarterSpread-04.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2022/01/capes-and-cloaks-coming-to-kickstarter/KickstarterSpread-04.jpg-800.jpeg" width="800" height="567" alt="Book spread showing the Museum of Divination map from the Island of Special Interests." loading="lazy" decoding="async" /><figcaption>Book spread showing the Museum of Divination map from the Island of Special Interests.</figcaption></a></figure>
<h2 id="next" tabindex="-1">Next</h2>
<p>Stay tuned for the Kickstarter launch later this month, and in future updates we'll go deeper into some of the islands, their landmarks, and people!</p>
<div style="clear: both; max-width: 540px; margin: auto;" id="ks-link-2">
<p><a href="https://www.kickstarter.com/projects/mottokrosh/capes-and-cloaks-and-cowls-and-a-park" class="btn btn-large">Check out the Pre-Launch page, and register to be notified of the launch!</a></p>
</div>
Useful Ultracosmic Critters
2021-02-13T18:00:00Z
https://mottokrosh.com/posts/2021/02/useful-ultracosmic-critters/
<p>In a science fantasy adventure game like Hypertellurians there is an emphasis on wondrous discoveries and unexpected, epic actions and consequences. But that doesn't mean that every single opponent you have to overcome is crazier than the next. Sometimes, the Games Machinator just needs the stats for a farmer with a vibro-pitchfork, or a malignity of yak leather goblins.</p>
<p>While the core book correctly points out that "Detailed statistics for opponents is far less important in Hypertellurians than giving them memorable behaviors. Most of the time, level, and a descriptive sentence or two, is plenty to adequately run interactions with an NPC, or a fight with a monster," it's still work for the GM to make those up on the fly. So here are stats for uncommon versions of some common monster types.</p>
<p>All illustrations created by and copyright <a href="https://www.artstation.com/henrietteboldt">Henriette Boldt</a>, and used under license. PDFs at <a href="https://mottokrosh.com/posts/2021/02/useful-ultracosmic-critters/#uuc-pdfs">the bottom</a>.</p>
<h2 id="humans-with-weapons" tabindex="-1">Humans with weapons</h2>
<p>A lot of the humans and humanoids get the full NPC statblock treatment (such as it is), but a few bullet points about how they kick butt is sometimes plenty. Use the statblock below for dangerous humanoids with dangerous implements and attitudes.</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2021/02/useful-ultracosmic-critters/GothPrincess.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2021/02/useful-ultracosmic-critters/GothPrincess.jpg-320.jpeg" width="320" height="435" alt="A goth princess." loading="lazy" decoding="async" /><figcaption>Time to let the hair down.</figcaption></a></figure>
<h3 id="goth-princess" tabindex="-1">Goth Princess</h3>
<p><em>The prim, royal function is finally over and now it's time to let the hair down. White princess gown, torn to reveal a leg in torn fishnet stockings and knee-high high-heeled boots. Big hair, black make-up, and a spiky halberd on the side.</em></p>
<p><strong>LVL</strong> 1; <strong>hp</strong> 3; <strong>Defense</strong> 13; <strong>Armor</strong> 0; <strong>Attack</strong> +1.</p>
<ul>
<li>High heeled kick and pin (1d4; Brawn 9 check or deal damage to free)</li>
<li>Halberd ham carve (1d10, <em>long</em>)</li>
<li>Eye lash flutter (decent chance of convincing others of your innocence, even next to fresh murder)</li>
</ul>
<h2 id="small-but-vicious-critters" tabindex="-1">Small but vicious critters</h2>
<p>Goblins, kobolds, deranged anthropomorphic badgers—you know the type.</p>
<figure class="float-left"><a href="https://mottokrosh.com/posts/2021/02/useful-ultracosmic-critters/RedcapWrecker.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2021/02/useful-ultracosmic-critters/RedcapWrecker.jpg-320.jpeg" width="320" height="226" alt="A dangerous gnome." loading="lazy" decoding="async" /><figcaption>I've a gift for you that's the hammer.</figcaption></a></figure>
<h3 id="redcap-wrecker" tabindex="-1">Redcap Wrecker</h3>
<p><em>Vicious gnome-like creature with a wild white hoarding beard, a blood-soaked wooly hat, and big, metal boots that look far more dangerous that the hammer it wields.</em></p>
<p><strong>LVL</strong> 2; <strong>hp</strong> 6; <strong>Defense</strong> 10; <strong>Armor</strong> 1; <strong>Attack</strong> +2.</p>
<ul>
<li>Boot stomp (1d6, <em>blunt</em>, <em>backswing</em>)</li>
<li>Terrifying, evil shenanigans, like pulling soaked hat over target's head</li>
<li>Surprise possession of dangerous, experimental item</li>
</ul>
<h2 id="the-walking-dead" tabindex="-1">The walking dead</h2>
<p>Use for any low-level, physical undead. Weak, but aggressive, and often relentless.</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2021/02/useful-ultracosmic-critters/StopMotionSkeleton.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2021/02/useful-ultracosmic-critters/StopMotionSkeleton.jpg-320.jpeg" width="320" height="383" alt="Skeleton in a jumper." loading="lazy" decoding="async" /><figcaption>Not meaning to knit pick but...</figcaption></a></figure>
<h3 id="stop-motion-skeleton" tabindex="-1">Stop-motion Skeleton</h3>
<p><em>The classic re-animated skeleton. In a roll-neck cozy jumper dress, wielding big knitting needles.</em></p>
<p><strong>LVL</strong> 1; <strong>hp</strong> 3; <strong>Defense</strong> 11; <strong>Armor</strong> 0; <strong>Attack</strong> +4.</p>
<ul>
<li>Stabbedy stab stab (1d6, <em>armor-piercing</em>)</li>
<li>Back from the dead, again (50% to return with 1 hp when downed)</li>
<li>Lurch to unlife in surprise attack from apparently just being a corpse (3d6)</li>
</ul>
<h2 id="big-beasties" tabindex="-1">Big beasties</h2>
<p>In Hypertellurians a creature's danger should be obviously telegraphed to the players. A small thing should probably be frail, while a big thing should be tough. Here's a statblock that should work for most such big beasts.</p>
<figure class="float-left"><a href="https://mottokrosh.com/posts/2021/02/useful-ultracosmic-critters/MoonBear.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2021/02/useful-ultracosmic-critters/MoonBear.jpg-320.jpeg" width="320" height="226" alt="Bear with tentacles instead of tongue." loading="lazy" decoding="async" /><figcaption>Tongues. Too many tongues.</figcaption></a></figure>
<h3 id="moon-bear" tabindex="-1">Moon Bear</h3>
<p><em>Almost like a normal bear, but with vague spiral-like patterns in its fur. And from its open mouth emerges a cluster of probing tentacles instead of a tongue. So only a bit like a normal bear.</em></p>
<p><strong>LVL</strong> 5; <strong>hp</strong> 20; <strong>Defense</strong> 9; <strong>Armor</strong> 2 (<em>attached</em>); <strong>Attack</strong> +5.</p>
<ul>
<li>Claw, claw, bite (1d10, <em>brutal</em>, <em>spread</em>)</li>
<li>Immobilize, for reasons (Mind 11, free action)</li>
<li>Light up spirals in multi-hued lights and bend or push nearby flora</li>
</ul>
<h2 id="automaton" tabindex="-1">Automaton</h2>
<p>At this level most creatures should probably be unique, but you can nevertheless reskin this block to other danger automatons.</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2021/02/useful-ultracosmic-critters/AnubisAutomation.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2021/02/useful-ultracosmic-critters/AnubisAutomation.jpg-320.jpeg" width="320" height="483" alt="Anubis automaton." loading="lazy" decoding="async" /><figcaption>I fly like a shark on fire.</figcaption></a></figure>
<h3 id="unstoppable-anubis-automaton" tabindex="-1">Unstoppable Anubis Automaton</h3>
<p><em>Semi-futuristic jackal-headed black armor assassin bot, with a wicked glaive.</em></p>
<p><strong>LVL</strong> 8; <strong>hp</strong> 24; <strong>Defense</strong> 12; <strong>Armor</strong> 2 (<em>attached</em>, <em>magic</em>, <em>reflecting</em>); <strong>Attack</strong> +8.</p>
<ul>
<li>Unstoppable machine of war, no distractions, no feelings</li>
<li>Phase through walls</li>
<li>Soar through space and time like a fire bullet (effective, not graceful)</li>
<li>Produce glaive from armor reconfiguration and proceed to sow suffering through slicing or shooting (1d12, <em>backswing</em>, <em>forceful</em>, <em>long</em>, <em>magic</em>)</li>
</ul>
<p>That's it for this post; we hope these statblocks will make the life of the GM even easier. In Hypertellurians it's all about the strange, the wondrous, and the fun. And you don't want to interrupt that with looking up rules or calculating bonuses.</p>
<div style="clear: both; max-width: 540px; margin: auto;" id="uuc-pdfs">
<p><a href="https://mottokrosh.com/posts/2021/02/useful-ultracosmic-critters/UsefulUltracosmicCritters-v1.1.pdf" class="btn btn-large">Download Useful Ultracosmic Critters PDF</a></p>
<p><a href="https://mottokrosh.com/posts/2021/02/useful-ultracosmic-critters/UsefulUltracosmicCrittersBW-v1.1.pdf" class="btn btn-large">Download Useful Ultracosmic Critters PDF (Black & White)</a></p>
</div>
Mundane is the New Magical
2021-01-16T16:30:13Z
https://mottokrosh.com/posts/2021/01/mundane-is-the-new-magical/
<p>How do you decide whether a found piece of loot makes it onto your character's inventory sheet? At early levels it might depend on its monetary worth, so you might end up carting around all the leather armors and shortswords of the brigands you just slew. But at later levels, more often than not, it depends on whether it is magical or not, and even then whether the bonus the items grants is better than that of a similar item you already own.</p>
<p>Here at Mottokrosh Machinations we think that is boring. And moreover, if a magical item is reduced to a number—or to casting a formulaic spell once a day—it is not really magical at all.</p>
<p>What we have are two problems. One, items are judged by their sell value or whether they're numerically better than a previous one. Two, over time, mundane items are displaced by their magical counterparts, and the inventories get flooded with so-called magic items. Any item that isn't magical won't even warrant a second glance from the characters, no matter how flavorful.</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2021/01/mundane-is-the-new-magical/Lepidopterix.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2021/01/mundane-is-the-new-magical/Lepidopterix.jpg-320.jpeg" width="320" height="320" alt="Vestige of the Lepidopteric Genetrix." loading="lazy" decoding="async" /><figcaption>Vestige of the Lepidopteric Genetrix</figcaption></a></figure>
<h2 id="what-if-all-items-were-potentially-useful%3F" tabindex="-1">What if all items were potentially useful?</h2>
<p>What if an item were judged by its story potential, regardless of whether it was semantically magical or not? Wouldn't it be great if everything you found, irrespective of your character's level, could be a new, fun option to create great situations at the table?</p>
<p>We've been thinking about this a lot, and have been experimenting with several ideas around this in our home games, playtests, and <a href="https://mottokrosh.com/machinations/">publications</a>. And it boils down to two things: adjectives and tags.</p>
<p>Any item can be brought alive by one or two adjectives, and these adjectives can open up new possibilities. Take, for example, this item:</p>
<blockquote>
<p>Broken <strong>pocket watch</strong> with slightly cracked glass, on an astonishingly long chain.</p>
</blockquote>
<p>Of particular note here are the adverb plus adjective collocations "slightly cracked" and "astonishingly long". They denote possibilities without codifying them in rules. Instead they are meant to inspire the player to creativity. And it doesn't have to be extraordinary.</p>
<p>In a <a href="https://mbcast.co/69">seasonal game of Hypertellurians</a> with podcasting legends <a href="https://twitter.com/_Boganova_">Liam</a> and <a href="https://twitter.com/9littlebees">Matt</a> from <a href="https://mbcast.co/">Mud & Blood</a>, Liam's character had this very item, and one of the party nuns had fallen down a hole. Liam asked if perhaps the chain of his character's watch were long enough to reach down to her. Of course it was, since otherwise it would hardly be astonishingly long!</p>
<p>Similarly, one might imagine that slightly cracked glass (or any glass for that matter) could be broken into shards with very sharp cutting edges. Subtle ones at that, from something as delicate as a pocket watch.</p>
<p>This is what we mean when we say:</p>
<h2 id="natural-language-rules" tabindex="-1">Natural Language Rules</h2>
<figure class="float-left"><a href="https://mottokrosh.com/posts/2021/01/mundane-is-the-new-magical/ForgottenFocusCape.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2021/01/mundane-is-the-new-magical/ForgottenFocusCape.jpg-320.jpeg" width="320" height="320" alt="Forgotten Focus of the Enlightened Conclave of Ocultists." loading="lazy" decoding="async" /><figcaption>Forgotten Focus of the Enlightened Conclave of Ocultists</figcaption></a></figure>
<p>It's one of the principles of Hypertellurians, but we certainly didn't invent it. In fact, the early RPGs were generally pretty rules light, and ad-hoc adjudication based on what made sense was expected of the GM. More recently, luminary and <em>enfant sauvage</em> <a href="https://www.wizardthieffighter.com/2018/natural-language-roleplaying-games/">Luka Rejec explained it well in his blog post</a>.</p>
<p>That's the first pillar of exciting but otherwise seemingly mundane items. It doesn't always have to make perfect sense. How long is astonishingly long? At what point does it stretch suspension of disbelief? That's for your group to decide. But the important point is that the item is pregnant with possibility and applicability.</p>
<p>A simple <em>wooden spoon</em> will never make it onto a character's sheet, but an <em>exceptionally bendy wooden spoon that whips back into shape like the limbs of a crossbow</em> is a condiment thrower/catapult in the making.</p>
<p>We admit: coming up with these adjectives, after you used "surprising", "mysterious", and "astonishing" a few times is no easy feat. That's where the next part comes in:</p>
<h2 id="codified-qualities-with-tags" tabindex="-1">Codified qualities with <em>tags</em></h2>
<p>You might call them properties, qualities, tags, or by any other name, but they boil down to this: small, discrete pieces of rules that you can attach to items (but also the effects of powers, spells, and other things, but for our purpose we concentrate on items).</p>
<p>Once again this is nothing new, of course. <a href="https://rowanrookanddecard.com/product-category/game-systems/resistance/spire/">Heart-pounding game of oppressive authority fighting <em>Spire</em></a> uses weapon tags like "extreme range", "piercing", and "point-blank". <a href="https://paizo.com/pathfinder">Pathfinder</a> has damage types like "bleed", "poison", and "elemental". <a href="https://dungeon-world.com/">Dungeon World</a> has equipment tags like "awkward", "dangerous", and "slow".</p>
<p>Tags are great because they lend character to an item with but one or two words, and they're backed by rules where necessary. So let's take these tags and apply them generously to otherwise mundane items.</p>
<p>Here is a non-magical weapon as an example:</p>
<blockquote>
<p><strong>Manticore Mace.</strong> Looks like a fat, spiky scorpion tail with much more momentum than grace (light, brutal, unreliable).</p>
</blockquote>
<p>It's a flavorful mace for sure, but it also has that interesting detail about momentum. How to use that? Perhaps it's great for smashing things, or maybe it's adept at being thrown, or just maybe you can get away with swinging it wildly to make that otherwise impossible jump? On top of that its tags declare it to be a <em>light</em> weapon (depending on your rule system that might mean being able to use DEX instead of STR to attack), <em>brutal</em> (some damage bonus), and <em>unreliable</em> (fun stuff happens if you miss).</p>
<figure class="full-width"><a href="https://mottokrosh.com/posts/2021/01/mundane-is-the-new-magical/RipSnippet1600.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2021/01/mundane-is-the-new-magical/RipSnippet1600.jpg-800.jpeg" width="800" height="240" alt="Extract of the cloak that contains Riblerim's Interesting Place." loading="lazy" decoding="async" /><figcaption>Extract of the cloak that contains Riblerim's Interesting Place.</figcaption></a></figure>
<h2 id="let's-make-clothes-magically-mundane" tabindex="-1">Let's make clothes magically mundane</h2>
<p>I mentioned in a podcast a while back that it was my goal to make every item your character finds potentially useful. To put my money where my mouth is, I naturally decided to write a book about cloaks, capes, and cowls.</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2021/01/mundane-is-the-new-magical/TowerCloak.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2021/01/mundane-is-the-new-magical/TowerCloak.jpg-320.jpeg" width="320" height="320" alt="Tower Cloak." loading="lazy" decoding="async" /><figcaption>Tower Cloak</figcaption></a></figure>
<p>Even in my hubris I realized that a product that niche, in an already niche section of the RPG world would be a hard sell, so I thought about tacking on an adventure. Well, things got a little out of hand, and now said book is in the works as a self-contained setting with numerous adventure locations in a realm of witchy couturiers.</p>
<p>The creative team consists of <a href="https://katiewakelin.artstation.com/">Katie Wakelin</a> (art), <a href="https://oldskull-publishing.com/">Diogo Nogueira</a> (maps & dungeons), and <a href="https://twitter.com/Mottokrosh">myself</a> (writing), and I couldn't be more excited about it. And it's our first book properly dedicated to a slice of useful items, whether magical or not, which just so happen to be heavily fashion themed.</p>
<p>It's tentatively called <strong><em>Capes and Cloaks and Cowls and a Park</em></strong>. Yes, it takes place in a wizard's theme park. Which is inside a cloak. And since I've told you this much, I should probably also mention CLAMRIMS: <em>Costumiers with Latent Arcane Magicks Refuge Initiative & Motivation Scheme</em>. You see, the park's creator decided to use it as a refuge for seamstresses and tailors, who were (correctly) persecuted for being witches in his land. And then he vanished, and things got... complicated.</p>
<p>But that's another story, let's look at some of the new tags that this book introduces. Please note that all of this is work in progress, and might well change before publication. (It's been in playtest for a while now, but even after that editors will have a go at it.) And while we're at it, enjoy some sneak peeks of the art from the book, all by Katie, dotted throughout this post.</p>
<table>
<thead>
<tr>
<th>Tag</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>Balm</td>
<td>Soothes and calms nerves and emotions.</td>
</tr>
<tr>
<td>Gallium</td>
<td>Soft, tough, silvery liquid metal weave that hardens in the cold.</td>
</tr>
<tr>
<td>Impermeable</td>
<td>Liquid cannot pass through it.</td>
</tr>
<tr>
<td>Lithe</td>
<td>So unencumbering that is does not require an equipment slot.</td>
</tr>
<tr>
<td>Repellent</td>
<td>Entities of the specified nature do not willingly approach closer than a short distance, and if they're reasonably light gravity can't generally make them either.</td>
</tr>
<tr>
<td>Rigidulous</td>
<td>Only moves with force, not with momentum.</td>
</tr>
<tr>
<td>Sharded</td>
<td>Made of painstakingly connected or mounted hard pieces, like steel, mother of pearl, or obsidian. Functions as the armor indicated, but only takes half the usual slots, and looks killer.</td>
</tr>
<tr>
<td>Uniform</td>
<td>Forms or is part of a uniform, a recognizable outfit of a defined group, for good or ill.</td>
</tr>
</tbody>
</table>
<p>That's a small selection of tags that do not necessarily imply being magical, and yet open up any number of uses, not to mention the coolness factor of simply picturing a garment with them in your mind.</p>
<h2 id="improving-the-game" tabindex="-1">Improving the game</h2>
<p>It's all about having more fun at the table ("table" being a metaphor for video chat meeting, more often than not these days), and incidentally our focus for this blog here too.</p>
<p>We're super excited about <em>Capes and Cloaks and Cowls and a Park</em>, and we're planning on bringing it to a Kickstarter near you (we've plans for a tasty and tactile physical book) before summer.</p>
<p>What about your games? Which items get the most traction with your players?</p>
Riddarnisse—A Seasonal Mausritter Hack
2020-12-06T11:50:21Z
https://mottokrosh.com/posts/2020/12/riddarnisse-a-seasonal-mausritter-hack/
<figure class="float-right"><a href="https://mottokrosh.com/posts/2020/12/riddarnisse-a-seasonal-mausritter-hack/Riddarnisse2000x2000.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/12/riddarnisse-a-seasonal-mausritter-hack/Riddarnisse2000x2000.jpg-320.jpeg" width="320" height="320" alt="Illustration of two elves." loading="lazy" decoding="async" /><figcaption>Doodled by Mottokrosh, with thanks to various elves' costumes for sale.</figcaption></a></figure>
<p>Welcome to Riddarnisse ("knight elf"), the utterly unofficial <a href="https://gamesomnivorous.com/product/minimalist-rpgs/mausritter-boxed-set/">Mausritter</a> hack where you play Santa's little elves, in a <em>North Pole, Inc.</em> factory where all is not well this year. This hack re-skins some of Mausritter's tables, and adds a cute horror adventure, perfect for the holidays.</p>
<h2 id="swords-and-pointy-ears-role-play" tabindex="-1">Swords-and-pointy-ears role-play</h2>
<p>To create your Riddarnisse, follow the standard Mausritter procedure, but replace the relevant tables with the following ones.</p>
<h3 id="look-(replaces-%22coat%22)" tabindex="-1">Look (replaces "Coat")</h3>
<p>Roll d6 each for Outfit, Colors, and Pattern, or choose your favorites.</p>
<table>
<thead>
<tr>
<th>d6</th>
<th>Outfit</th>
<th>Colors</th>
<th>Pattern</th>
</tr>
</thead>
<tbody>
<tr>
<td>1</td>
<td>Dungarees</td>
<td>Black, white, red</td>
<td>Separate</td>
</tr>
<tr>
<td>2</td>
<td>Bow tie, shirt, vest, shorts</td>
<td>Green, red</td>
<td>Striped</td>
</tr>
<tr>
<td>3</td>
<td>Princess gown</td>
<td>Purple, pink</td>
<td>Chequered</td>
</tr>
<tr>
<td>4</td>
<td>Coat & tails, frilly shirt, top hat</td>
<td>Blue, yellow</td>
<td>Polka dots</td>
</tr>
<tr>
<td>5</td>
<td>Mermaid dress</td>
<td>Black, gold</td>
<td>Leopard print</td>
</tr>
<tr>
<td>6</td>
<td>Hot pants</td>
<td>White, red</td>
<td>Flower print</td>
</tr>
</tbody>
</table>
<h3 id="physical-detail" tabindex="-1">Physical detail</h3>
<p>Roll once or twice, or pick.</p>
<table>
<thead>
<tr>
<th>d66</th>
<th>Details</th>
<th>d66</th>
<th>Details</th>
</tr>
</thead>
<tbody>
<tr>
<td>11</td>
<td>Fit body</td>
<td>41</td>
<td>Smell of flowers</td>
</tr>
<tr>
<td>12</td>
<td>Corpulent body</td>
<td>42</td>
<td>Dreadlocks</td>
</tr>
<tr>
<td>13</td>
<td>Muscled body</td>
<td>43</td>
<td>Tattooed body</td>
</tr>
<tr>
<td>14</td>
<td>Willowy body</td>
<td>44</td>
<td>Undersized gossamer wings</td>
</tr>
<tr>
<td>15</td>
<td>Tiny body</td>
<td>45</td>
<td>Long limbs</td>
</tr>
<tr>
<td>16</td>
<td>Relatively tall body</td>
<td>46</td>
<td>Full lips</td>
</tr>
<tr>
<td>21</td>
<td>War paint</td>
<td>51</td>
<td>Night black eyes</td>
</tr>
<tr>
<td>22</td>
<td>Long curly locks</td>
<td>52</td>
<td>Glowing silver eyes</td>
</tr>
<tr>
<td>23</td>
<td>Frizzy hair</td>
<td>53</td>
<td>Blood red eyes</td>
</tr>
<tr>
<td>24</td>
<td>Straight long hair</td>
<td>54</td>
<td>Wise eyes</td>
</tr>
<tr>
<td>25</td>
<td>Emo hair</td>
<td>55</td>
<td>Sharp eyes</td>
</tr>
<tr>
<td>26</td>
<td>Pigtails</td>
<td>56</td>
<td>Luminous eyes</td>
</tr>
<tr>
<td>31</td>
<td>Pointy teeth</td>
<td>61</td>
<td>Small pointy ears</td>
</tr>
<tr>
<td>32</td>
<td>Unibrow</td>
<td>62</td>
<td>Long pointy ears</td>
</tr>
<tr>
<td>33</td>
<td>Beautiful face</td>
<td>63</td>
<td>Dainty curly horns</td>
</tr>
<tr>
<td>34</td>
<td>Round face</td>
<td>64</td>
<td>Manicured claws</td>
</tr>
<tr>
<td>35</td>
<td>Delicate face</td>
<td>65</td>
<td>Large feet</td>
</tr>
<tr>
<td>36</td>
<td>Elongated face</td>
<td>66</td>
<td>Very sharp teeth</td>
</tr>
</tbody>
</table>
<h3 id="jobs-%26-squirreled-away-items-(replaces-%22backgrounds%22)" tabindex="-1">Jobs & squirreled away items (replaces "Backgrounds")</h3>
<p>This is your current job at the North Pole, Inc. toy making facility.</p>
<table>
<thead>
<tr>
<th>HP</th>
<th>Pips</th>
<th>Job</th>
<th>Item A</th>
<th>Item B</th>
</tr>
</thead>
<tbody>
<tr>
<td>1</td>
<td>1</td>
<td>Focus group member</td>
<td>Spell: Magic missile</td>
<td>Lead coat (Heavy armor)</td>
</tr>
<tr>
<td>1</td>
<td>2</td>
<td>Baker</td>
<td>Shield & jerkin (Light armor)</td>
<td>Bread knife (Light, d6)</td>
</tr>
<tr>
<td>1</td>
<td>3</td>
<td>Supply runner</td>
<td>Spell: Animate toy</td>
<td>Bottle of wine</td>
</tr>
<tr>
<td>1</td>
<td>4</td>
<td>Sugar Plum fairy handmaiden</td>
<td>Spell: Heal</td>
<td>Comb</td>
</tr>
<tr>
<td>1</td>
<td>5</td>
<td>Clothier</td>
<td>Shield & jerkin (Light armour)</td>
<td>Shears</td>
</tr>
<tr>
<td>1</td>
<td>6</td>
<td>Focus group grotto jailer</td>
<td>Poking stick (Heavy, d10)</td>
<td>Flask of coffee</td>
</tr>
<tr>
<td>2</td>
<td>1</td>
<td>First aider</td>
<td>Spell: Restore</td>
<td>Mending tape</td>
</tr>
<tr>
<td>2</td>
<td>2</td>
<td>Pixieherd</td>
<td>Hireling: Enslaved pixie</td>
<td>Pole, 6"</td>
</tr>
<tr>
<td>2</td>
<td>3</td>
<td>Eggnog mixer</td>
<td>Hireling: Drunken torchbearer</td>
<td>Basket of eggs</td>
</tr>
<tr>
<td>2</td>
<td>4</td>
<td>Fishernisse</td>
<td>Net</td>
<td>Ice hole saw (Medium, d6/d8)</td>
</tr>
<tr>
<td>2</td>
<td>5</td>
<td>Thresher tender</td>
<td>Hammer (Medium, d6/d8)</td>
<td>Metal file</td>
</tr>
<tr>
<td>2</td>
<td>6</td>
<td>Wire wrangler</td>
<td>Wire, spool</td>
<td>Electric lantern</td>
</tr>
<tr>
<td>3</td>
<td>1</td>
<td>Woodcutter</td>
<td>Axe (Medium, d6/d8)</td>
<td>Twine, roll</td>
</tr>
<tr>
<td>3</td>
<td>2</td>
<td>R&D/Bat cultist</td>
<td>Spell: Darkness</td>
<td>Bag of bat teeth</td>
</tr>
<tr>
<td>3</td>
<td>3</td>
<td>Basic building blocks miner</td>
<td>Pickaxe (Medium, d6/d8)</td>
<td>Lantern</td>
</tr>
<tr>
<td>3</td>
<td>4</td>
<td>Trash collector</td>
<td>Trashhook (Heavy, d10)</td>
<td>Mirror</td>
</tr>
<tr>
<td>3</td>
<td>5</td>
<td>Inventory keeper</td>
<td>Ink & quill</td>
<td>Step ladder</td>
</tr>
<tr>
<td>3</td>
<td>6</td>
<td>Transporter</td>
<td>Hireling: Pack rat</td>
<td>20p IOU from another nisse for services rendered</td>
</tr>
<tr>
<td>4</td>
<td>1</td>
<td>Frozen river rafter</td>
<td>Hammer (Medium, d6/d8)</td>
<td>Wooden spikes</td>
</tr>
<tr>
<td>4</td>
<td>2</td>
<td>Reindeer groomer</td>
<td>Harness and twine</td>
<td>Soap</td>
</tr>
<tr>
<td>4</td>
<td>3</td>
<td>Black-legged Kittiwake rider</td>
<td>Fishhook</td>
<td>Goggles</td>
</tr>
<tr>
<td>4</td>
<td>4</td>
<td>Assembly line worker</td>
<td>Metal file</td>
<td>Bag of basic building blocks</td>
</tr>
<tr>
<td>4</td>
<td>5</td>
<td>Pixie hunter</td>
<td>Chain, 6"</td>
<td>Spear (Heavy, d10)</td>
</tr>
<tr>
<td>4</td>
<td>6</td>
<td>Chef</td>
<td>Dried mushroom (as rations)</td>
<td>Cookpots</td>
</tr>
<tr>
<td>5</td>
<td>1</td>
<td>Stable nisse</td>
<td>Shovel</td>
<td>Bucket of dried flowers</td>
</tr>
<tr>
<td>5</td>
<td>2</td>
<td>Mine cart maintainer</td>
<td>Bottle of oil</td>
<td>Hammer (Medium, d6/d8)</td>
</tr>
<tr>
<td>5</td>
<td>3</td>
<td>Inventor</td>
<td>Block of cheese</td>
<td>Glue</td>
</tr>
<tr>
<td>5</td>
<td>4</td>
<td>Trail maintainer</td>
<td>Tent</td>
<td>Treasure map, dubious</td>
</tr>
<tr>
<td>5</td>
<td>5</td>
<td>Fairy dust farmer</td>
<td>Spear (Heavy, d10)</td>
<td>Hair tousler</td>
</tr>
<tr>
<td>5</td>
<td>6</td>
<td>Message runner</td>
<td>Bedroll</td>
<td>Documents, sealed</td>
</tr>
<tr>
<td>6</td>
<td>1</td>
<td>Executives’ troubadour</td>
<td>Musical instrument</td>
<td>Disguise kit</td>
</tr>
<tr>
<td>6</td>
<td>2</td>
<td>Quality inspector</td>
<td>Set of scales</td>
<td>Magnifying glass</td>
</tr>
<tr>
<td>6</td>
<td>3</td>
<td>Sap tapper</td>
<td>Bucket</td>
<td>Wooden spikes</td>
</tr>
<tr>
<td>6</td>
<td>4</td>
<td>Painter</td>
<td>Jar of red and green striped paint</td>
<td>Fine brush</td>
</tr>
<tr>
<td>6</td>
<td>5</td>
<td>Gift wrapper</td>
<td>Ribbon, spool</td>
<td>Scissors</td>
</tr>
<tr>
<td>6</td>
<td>6</td>
<td>Executive distributor</td>
<td>Book of names</td>
<td>Perfume</td>
</tr>
</tbody>
</table>
<h3 id="spell-replacements" tabindex="-1">Spell replacements</h3>
<p>Replace the following Mausritter spells with these Riddarnisse ones.</p>
<table>
<thead>
<tr>
<th>2d8</th>
<th>Spell</th>
<th>Effect</th>
<th>Recharge</th>
</tr>
</thead>
<tbody>
<tr>
<td>8</td>
<td>Animate toy (replaces "Be understood")</td>
<td>Animate and command [DICE] small wooden toys for [DICE] turns.</td>
<td>Restore a broken toy to pristine condition.</td>
</tr>
<tr>
<td>9</td>
<td>Ghost polar bear pup (replaces "Ghost beetle")</td>
<td>Create an illusory polar bear pup that can carry 6 inventory slots for [DICE] x 6 Turns.</td>
<td>Bury near a den for three nights.</td>
</tr>
<tr>
<td>16</td>
<td>Mistletoe (replaces "Catnip")</td>
<td>Turn sprig into an irresistible kissing compulsion. Lasts [DICE] Turns.</td>
<td>Give another a gift they truly desire.</td>
</tr>
</tbody>
</table>
<p>This is everything that concerns players. What follows is a full seasonal adventure, for the GM's eyes alone. Do not venture further into this cold night, unless you'll be running the scenario!</p>
<h2 id="all-is-not-well-at-north-pole%2C-inc." tabindex="-1">All is not well at North Pole, Inc.</h2>
<p>The nissar have been making toys at North Pole, Inc. under the benevolent guidance of CEO Mr Claus and CFO Mrs Claus, for centuries. But this year something has changed. The CEO smells of brimstone, the CFO has grown horns. The working hours have increased dramatically, but both the pay and the play have been reduced. The nissar have reached the end of the line, and it's time to stand up to this tyranny and put an end to it!</p>
<p>In this adventure, the players are the oppressed nissar, plotting and taking up arms, to become the titular Riddernissar!</p>
<details style="margin-top: 2rem;">
<summary class="btn btn-large" style="justify-content: flex-start">Reveal adventure</summary>
<h3 id="what-the-characters-know" tabindex="-1">What the characters know</h3>
<ul>
<li>The general layout of the factory and the surrounding lands and landmarks.</li>
<li>That they cannot take on the executives without a plan, help, and weapons or spells that give them an edge.</li>
<li>That they'll have to prepare and gather these under the cover of darkness, outside of their daily shifts, to avoid suspicion.</li>
<li>That the executives have changed, become evil, in the last few weeks or so.</li>
<li>That Mr and Mrs Claus have a longstanding agreement with the Sugar Plum Fairy and the Gingerbread Witch.</li>
</ul>
<h3 id="locations" tabindex="-1">Locations</h3>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2020/12/riddarnisse-a-seasonal-mausritter-hack/RiddarnisseMap.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/12/riddarnisse-a-seasonal-mausritter-hack/RiddarnisseMap.jpg-800.jpeg" width="800" height="800" alt="Map of the North Pole, Inc. area." loading="lazy" decoding="async" /><figcaption>Map of the North Pole, Inc. area.</figcaption></a></figure>
<h4 id="factory" tabindex="-1">Factory</h4>
<p>Where the magic happens. In the form of sweatshop labor, with blood, sweat, and tears. The whole place is human-sized, but with tiny stairs, tools, and other furniture for the workers. It's lit—poorly—by torches and candles, smells of fear and exhaustion, and the only sounds are the sighs and cries of the workers.</p>
<ul>
<li><strong>Assembly line.</strong> A long table with a manually operated conveyor belt, where the majority of elves work, assembling toys.</li>
<li><strong>Painting & finishes.</strong> Once assembled, the toys are painted here. Many jars of paint, and brushes of all sizes can be found here.</li>
<li><strong>Inspection.</strong> Once assembled, all toys undergo a quality assurance test. Toys that fail are carted back to the start of the assembly line.</li>
<li><strong>Wrapping station.</strong> Accepted toys are packaged and wrapped here.</li>
<li><strong>Kitchen & mess hall.</strong> Even overworked sweatshop slaves need to eat. The chef is overworked like everyone else, and the overseers demand all the best food at any rate.</li>
<li><strong>Office.</strong> Set on a mezzanine, it is here that distribution and general logistics are managed. Working in this office is the fanciest job that an elf could hope to strive for.</li>
</ul>
<p><strong>Treasure:</strong> Numerous jars of paint, a myriad of brushes, glue, files, shears, wrapping paper, magnifying glass, finished and unfinished toys.</p>
<p><strong>Denizens.</strong> Unswervingly loyal and surprisingly well armed hobgoblin overseers.</p>
<h4 id="barracks" tabindex="-1">Barracks</h4>
<p>Cramped bunk beds are stacked precariously, 2–3 meters high, with rickety stairs between them. Each "tower" stack has a shared combination lockbox at the bottom, and 1 human-sized candle between them. There are 7 rooms of 6 towers each, arranged in a snowflake pattern.</p>
<p>The outside door is locked and barred at night, and none of the small, frosted windows open. There are rumors of a skylight, but the only way to reach the attic would be to fly.</p>
<p>In recent weeks, Mrs Claus, hunched and cloaked, and reeking of perfume, has occasionally entered in the middle of the night and dragged 1 or 2 elves out, never to be seen again.</p>
<p><strong>Treasure:</strong> Each lockbox has 1 or 2 special items found in the mines, or otherwise squirreled away.</p>
<h4 id="stables" tabindex="-1">Stables</h4>
<p>Home to both the reindeer and the Claus sleigh. Only the executives carry the key to start up the sleigh, but the stables are otherwise unlocked. Include bales of hay, plenty of fresh water, and questionable decorations.</p>
<p><strong>Treasure:</strong> A cracked mold of the sleigh key, from an escape attempt decades before when a similar possession occurred. A reindeer cloak pin, passing as a spear (Heavy, 1d10).</p>
<p><strong>Denizens:</strong> 8 reindeer—Dasher, Dancer, Prancer, Vixen, Comet, Cupid, Donder, and Blitzen. They are: 1) docile, 2) unmoved, 3) uncaring, 4) peckish, 5) a little impatient, 6) flat out irate, 7) hungry for chocolate, 8) livid and baying for blood ("hangry").</p>
<h4 id="mines-of-basic-building-blocks" tabindex="-1">Mines of basic building blocks</h4>
<p>The secret is that most wooden toys aren't carved or made, but assembled from basic building blocks found in North Pole, Inc.'s mine. Toy soldier limbs, doll parts, pieces of automobiles, and much more are mined here, and brought to the assembly fine.</p>
<p>Every once in a while a finished item is found; not always a toy, but always marvelous. These are immediately locked away in special, dedicated trunks by the overseers.</p>
<p><strong>Trap:</strong> The lockboxes for the special items are trapped to dissuade sticky fingers. Ironically with glue.</p>
<p><strong>Denizens.</strong> 1 cruel hobgoblin overseer per group of 6 miners. With a lantern, a whip, and a whistle.</p>
<h4 id="pixie-farms" tabindex="-1">Pixie farms</h4>
<p>A network of underground caves are filled with fields where helpless pixies are tied to sticks and staked into the ground, to harvest their fairy dust.</p>
<p>Fairy dust is generated much faster when pixies are happy, but since they're loathe to part with it, patience, dedicated tools, and an automated thresher are the next best thing.</p>
<p>The fairy dust is a crucial ingredient in <em>Mission: Yuletide</em>, as it sends people to sleep and slows time for the sleepers.</p>
<p><strong>Treasure:</strong> Whatever fairy dust can be coaxed out of the pixies or wrenched from Betsie.</p>
<p><strong>Denizens.</strong> Betsie, the automated thresher whirls and clangs, and goes from docile industrial scale pixie hair tousling and sweeping up of resulting fairy dust, to murderous rampage in the twitch of an elven ear.</p>
<h4 id="focus-group-grotto" tabindex="-1">Focus group grotto</h4>
<p>It's no good mining, assembling, and painting toys if no one likes them. In the hills just beyond the frozen forest lies a grotto where a representative selection of children are kept in cages hanging from the cavern roof, ready to be brought out for testing new merchandise.</p>
<p><strong>Treasure:</strong> One of the caged kids stashed away a small sling that's big but manageable to a nisse—Oversized sling (Heavy ranged, d8).</p>
<p><strong>Denizens.</strong> Horned, lolling-tongued, cloven-hoved, birch-cane wielding Krampus is just dropping in with a new batch of focus group volunteers, neatly heaped in the basket on his back.</p>
<h4 id="forest" tabindex="-1">Forest</h4>
<ul>
<li><strong>Frozen river.</strong> This time of year, the river is completely frozen. Last year, the elves would ice skate and frolic. This year, they've no time for such unproductive behavior.</li>
<li><strong>Frozen waterfall.</strong> A little up the frozen river is the multi-stepped frozen waterfall. Hardly an obstacle for humans like the Clauses, it's whispered about in wonder and fear among the elves, for within its icy falls the shape of a narwhal is clearly visible.</li>
<li><strong>Gingerbread house.</strong> This wondrous place is the home of its namesake witch, the daughter of a fearsome, old crone. <em>Avantgardia</em>, while calculating and business orientated, is more open to discussion and compromise than her mother ever was. Nevertheless, she is very powerful, and much taller than an elf. Her cooperation is crucial to <em>Mission: Yuletide</em>, as it's her magics that make the Claus sleigh fly. She is as of yet unaware of the Clauses being possessed by demons.</li>
</ul>
<p><strong>Denizens.</strong> Despite its remoteness, the frozen forest is full of dangerous life. Arctic foxes are on the prowl, snowy owls keep watch, wild reindeer graze the clearings, all of them under the oversight of <em>Avantgardia</em>, the gingerbread witch. Lastly, gingerbread men and women are her loyal spies and soldiers.</p>
<h4 id="enchanted-garden" tabindex="-1">Enchanted garden</h4>
<p>Also known as the Land of Sweets. Home to candy-maker and violinist <em>Sterla, the Sugar Plum Fairy</em>, who rules over the garden. She supplies sweets to the factory, under an ancient agreement, beneficial to both parties. She is also unaware of the recent possession of the Clauses, but loyal to them in any case.</p>
<p><strong>Treasure:</strong> <em>The Enormous Hoop Skirt of Mother Gigogne.</em> When worn by a human, or a creature of similar size and physiology, as many creatures as can physically fit underneath it can be displaced into a cozy, worm extraplanar space, for up to 6 turns. They can be called back at will.</p>
<p><strong>Denizens:</strong> Sterla is protected by her Cavalier, and her small army of Nutcracker toy soldiers. Mother Gigogne is protected by her children, the Polichinelles.</p>
<h4 id="executive-cottage" tabindex="-1">Executive cottage</h4>
<p>The personal lodgings of Mr and Mrs Claus lie at the top of the frozen waterfall, in the shape of an innocent, bucolic cottage, crowned by icicles, surrounded by hobgoblin guards. But all is not well inside. Both Clauses have been possessed by demons keen on spreading a massive plague via the toys created and distributed by North Pole, Inc. on Yuletide.</p>
<p>Worse yet, the demon that possessed Mrs Claus has managed to fully manifest in this world, and keeps Mrs Claus a prisoner in the cellar.</p>
<ul>
<li><strong>Living room.</strong> Furniture and decorations are strewn about and broken as if a tornado had passed through. A bookshelf lies toppled over, most of its contents mere ashes in the fireplace.</li>
<li><strong>Bedroom.</strong> The bed is destroyed, its remains pushed to the sides, to make room for a large, occult circle that has been carved into the wooden floor. Candles surround the circle, though they're no longer lit, since the summoning was completed weeks ago. A dark grimoire lies open in the circle.</li>
<li><strong>Cellar.</strong> A black, cramped space full of load-bearing posts, bereft of light and sound but for the faint moans of Mrs Claus, gagged and tied to one of the posts since her demon escaped fully into this world. She is ringed by an invisible magic circle that alerts the Mrs Claus demon as soon as anyone steps into it, as well as unleashes arcs of lightning all over it.</li>
</ul>
<p><strong>Trap:</strong> See <em>Cellar</em>.</p>
<p><strong>Treasure:</strong> Candles of various sizes, the dark grimoire of summoning evil for questionable empirical gain plus 2 random spells, 2 sleigh keys.</p>
<p><strong>Denizens:</strong> Hobgoblin guards surround the cottage. Demon-possessed Mr Claus, demon that used to possess Mrs Claus, bound Mrs Claus.</p>
<h3 id="special-items" tabindex="-1">Special items</h3>
<p>These are items found naturally in the area, discovered in the mines, carried on a person, or stashed away from prying eyes.</p>
<table>
<thead>
<tr>
<th>D66</th>
<th>Item</th>
</tr>
</thead>
<tbody>
<tr>
<td>11</td>
<td><strong>Sharpened candy cane.</strong> Hook things with one end and spear them with the other (Heavy, d10).</td>
</tr>
<tr>
<td>12</td>
<td><strong>Candle helmet.</strong> As Light Armor and Torch combined.</td>
</tr>
<tr>
<td>13</td>
<td><strong>Striped tights.</strong> Red and white, extra elastic.</td>
</tr>
<tr>
<td>14</td>
<td><strong>Pip purse.</strong> With 50 pips, 3 tiny sugar cubes, and half an acorn.</td>
</tr>
<tr>
<td>15</td>
<td><strong>Spell: Knock.</strong> Rune on obsidian tablet.</td>
</tr>
<tr>
<td>16</td>
<td><strong>Wooden whistle.</strong> Mimic bird calls.</td>
</tr>
<tr>
<td>21</td>
<td><strong>Magical miniature rocking horse.</strong> Ride around at twice the speed of ramblers.</td>
</tr>
<tr>
<td>22</td>
<td><strong>Doll armor.</strong> A pretty, Victorian doll, but hollow and articulate. As Heavy Armor.</td>
</tr>
<tr>
<td>23</td>
<td><strong>Tree bauble.</strong> Fragile, and filled with glitter.</td>
</tr>
<tr>
<td>24</td>
<td><strong>Spell: Ghost polar bear pup.</strong> Rune on a wooden toy soldier leg.</td>
</tr>
<tr>
<td>25</td>
<td><strong>Silk ribbon.</strong> On a spindle.</td>
</tr>
<tr>
<td>26</td>
<td><strong>Yuletide cracker.</strong> Explosive (Light ranged, d6, group of targets).</td>
</tr>
<tr>
<td>31</td>
<td><strong>Mini mince pie.</strong> Mass produced, yet delicious.</td>
</tr>
<tr>
<td>32</td>
<td><strong>Magic sack of coal.</strong> Can dispense endless amounts of small bits of coal. Slowly.</td>
</tr>
<tr>
<td>33</td>
<td><strong>Clothes peg.</strong> Pretty big for an elf.</td>
</tr>
<tr>
<td>34</td>
<td><strong>Spell: Mistletoe.</strong> Rune on obsidian tablet.</td>
</tr>
<tr>
<td>35</td>
<td><strong>3 chestnuts of roasting.</strong> Fiery explosion when thrown (Heavy ranged, d8, one group).</td>
</tr>
<tr>
<td>36</td>
<td><strong>Mug of hot eggnog.</strong> Can fit two elves.</td>
</tr>
<tr>
<td>41</td>
<td><strong>Peanut brittle sword.</strong> One attack (Medium, d8 + sticky) then breaks into tasty pieces.</td>
</tr>
<tr>
<td>42</td>
<td><strong>Scrap of the naughty list.</strong> “Exerasbatus”, demon truename. Summon, command, live with the consequences.</td>
</tr>
<tr>
<td>43</td>
<td><strong>Tinsel rope.</strong> Long, knotted. Always knotted.</td>
</tr>
<tr>
<td>44</td>
<td><strong>Sugar shirt and shield.</strong> As Light Armor, but shatters after preventing a total of 6 damage.</td>
</tr>
<tr>
<td>45</td>
<td><strong>Trident of Winter’s Agony.</strong> A silver dessert fork turned weapon (Medium, d6/d8).</td>
</tr>
<tr>
<td>46</td>
<td><strong>Ugly sweater.</strong> Elf-sized, warm.</td>
</tr>
<tr>
<td>51</td>
<td><strong>Small, inter-lockable blocks.</strong> A handful. Dangerous like caltrops.</td>
</tr>
<tr>
<td>52</td>
<td><strong>Silent night boots.</strong> Super padded, super quiet.</td>
</tr>
<tr>
<td>53</td>
<td><strong>Toy soldier’s sabre.</strong> +1 Armor to people you lead while wielded.</td>
</tr>
<tr>
<td>54</td>
<td><strong>Silver sewing needle.</strong> On critical damage, clear all usage dots from one of your non-spell items.</td>
</tr>
<tr>
<td>55</td>
<td><strong>Huge bottle of fine brandy.</strong> 4 slots, 500p.</td>
</tr>
<tr>
<td>56</td>
<td><strong>Disguise kit.</strong> Including 2 wigs.</td>
</tr>
<tr>
<td>61</td>
<td><strong>Wrapping paper.</strong> Garish. Big roll.</td>
</tr>
<tr>
<td>62</td>
<td><strong>Yule log.</strong> Feeds a whole family.</td>
</tr>
<tr>
<td>63</td>
<td><strong>Spell: Grow.</strong> Rune carved obsidian tablet.</td>
</tr>
<tr>
<td>64</td>
<td><strong>Fractured tea cup and saucer.</strong> With straps, as Heavy Armor.</td>
</tr>
<tr>
<td>65</td>
<td><strong>Fairy twine.</strong> Makes pixies more docile when bound with it.</td>
</tr>
<tr>
<td>66</td>
<td><strong>Piercer pine cone.</strong> Rounded, with sharpened edges. As Heavy Weapon when rolled over targets.</td>
</tr>
</tbody>
</table>
</details>
<h2 id="special-thanks" tabindex="-1">Special thanks</h2>
<p>My thanks go of course first and foremost to <a href="https://twitter.com/isaacwilliams">Isaac Williams</a>, <a href="https://losing-games.itch.io/">Losing Games</a>, and <a href="https://gamesomnivorous.com/">Games Omnivorous</a> for making Mausritter such an addictive, cute game. My thanks also go to the modern RPG scene, which is not afraid of hacking games to create their own fun. My thanks go to my regular Thursday roleplaying group, who are about to be subjected to all of this. And finally, my thanks go to the fine people of the <a href="https://discord.gg/bMZw8G3">Mörk Borg Discord</a>, who helped me come up with a grammatically correct name for this hack.</p>
Witches in a Well Audiobook
2020-10-31T12:49:21Z
https://mottokrosh.com/posts/2020/10/witches-in-well-audio/
<p>Last Halloween, I posted a spruced up version of <a href="https://200wordrpg.github.io/2019/rpg/2019/10/04/Witchesinawell.html">my entry to the 200 word RPG challenge</a>, Witches in a Well. Play as a witch stuck in a well, and get ready to hurtle through the Ultracosm, and to create spells to escape your predicament. Works best with 3 to 4 players.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2020/10/witches-in-well-audio/WitchesInAWell-v1.0.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/10/witches-in-well-audio/WitchesInAWell-v1.0.jpg-800.jpeg" width="800" height="563" alt="The full Witches in a Well game in an image." loading="lazy" decoding="async" /><figcaption>Illustration by Karen Reding.</figcaption></a></figure>
<p>For the full text, check out <a href="https://mottokrosh.com/posts/2019/10/witches-in-a-well/">last year's post</a>. But if you'd like the audio version of this game, check this reading by Hypertellurians cover artist Anna Molla, who surely has a career in audiobooks waiting for her!</p>
<figure>
<figcaption>Anna Molla reads Witches in a Well:</figcaption>
<audio style="display: block; margin: auto" controls="" src="https://mottokrosh.com/posts/2020/10/witches-in-well-audio/Anna_Molla_Reads_Witches_in_a_Well.mp3">
Your browser does not support the
<code>audio</code> element.
</audio>
</figure>
<h2 id="halloween-sale" tabindex="-1">Halloween Sale</h2>
<p><a href="https://shop.mottokrosh.com/discount/HALLOWEEN">Grab €6,66 off Hypertellurians</a> this Halloween weekend!</p>
Post Release Round-Up
2020-08-30T16:05:38Z
https://mottokrosh.com/posts/2020/08/post-release-round-up/
<p>It's been a big two weeks for Mottokrosh Machinations. We started with the launch of the new <a href="https://mottokrosh.com/machinations/hypertellurians/">Hypertellurians (M)Anvil Edition</a> (want to know why it's called that—check out the Q&A videos later) at <a href="https://www.ukgamesexpo.co.uk/content/news/virtually-expo/">Virtually Expo</a>, this year's online replacement for the UK Games Expo, where we had been regulars for the least few years.</p>
<p>We'd assembled an awesome crew of people once again, tarted up our virtual stall up to eleven, hung out in virtual chat and on Discord all weekend, and organized a whole bunch of events. Between Anna, Kara, and myself, we ran a dozen or so live demos, Kara ran a full session of <em>A Bride for Dracula</em>, we did two Q&A live streams, and of course, three 1-hour Actual Plays with Very Special Guests from the roleplaying industry.</p>
<p>All in all, it had been an awful lot of work to pull all of that off between such a small team of people, but we did it, and we had an awful lot of fun, especially with our special guests on the Actual Play streams.</p>
<p>We welcomed a lot of new <a href="https://mottokrosh.com/discord">fans on the Discord</a>—we hope you stay around and have fun!</p>
<p>Busy bees that we were, we kind of forgot to take pictures during the online convention, so I had to resort to screenshots from the various live streams that we did. Here are a few impressions.</p>
<div class="gallery undefined"><ol><li><figure class=""><a href="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-01.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-01.jpg-372.jpeg" width="372" height="208" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-02.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-02.jpg-372.jpeg" width="372" height="208" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-03.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-03.jpg-372.jpeg" width="372" height="208" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-04.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-04.jpg-372.jpeg" width="372" height="208" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-05.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-05.jpg-372.jpeg" width="372" height="208" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-06.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-06.jpg-372.jpeg" width="372" height="193" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-07.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-07.jpg-372.jpeg" width="372" height="193" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-08.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-08.jpg-372.jpeg" width="372" height="193" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-09.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-09.jpg-372.jpeg" width="372" height="208" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-10.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-10.jpg-372.jpeg" width="372" height="208" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-11.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-11.jpg-372.jpeg" width="372" height="208" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-12.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-12.jpg-372.jpeg" width="372" height="208" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-13.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-13.jpg-372.jpeg" width="372" height="208" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-14.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/stream-screenshot-14.jpg-372.jpeg" width="372" height="208" alt="" loading="lazy" decoding="async" /></a></figure></li></ol></div>
<p>Our guests included game designers <strong>Mattias Johnsson Haake</strong> (<a href="https://frialigan.se/en/games/symbaroum/">Symbaroum</a>, <a href="https://frialigan.se/en/startpage/">Free League</a>), <strong>Pelle Nilsson</strong> (<a href="https://morkborg.com/">Mörk Borg</a>), <strong>Johan Nohr</strong> (<a href="https://morkborg.com/">Mörk Borg</a>), illustrators and artists <a href="https://twitter.com/an_ka_mo">Anna Katarina Molla</a> (<a href="https://mottokrosh.com/machinations/hypertellurians/">Hypertellurians</a>), <a href="https://www.artstation.com/katiewakelin">Katie Wakelin</a> (<a href="https://mottokrosh.com/machinations/hypertellurians/">Hypertellurians</a>), and <a href="https://spiritwandererx.deviantart.com/">Karen Reding</a> (<a href="https://mottokrosh.com/machinations/hypertellurians/">Hypertellurians</a>), and game designer and publisher <strong>Zachary Cox</strong> (<a href="https://www.soulmuppet.co.uk/products">Best Left Buried</a>, <a href="https://www.soulmuppet.co.uk/">SoulMuppet Publishing</a>), and of course game designer and editor <strong>Jason Durall</strong> (<a href="https://www.modiphius.com/conan-rpg-product-line.html">Conan</a>, <a href="https://www.chaosium.com/">Chaosium</a>). Our friend, podcaster and game designer <strong>Matt Kay</strong> (<a href="https://mbcast.co/">Mud & Blood</a>, <a href="http://mattkay.games/">Matt Kay Games</a>) sadly had to step back last minute due to technical issues (*<em>shakes fist at technology in general</em>*), but was impersonated brilliantly by our intrepid crew member <strong>Tina Reuther</strong>, who took cues from Matt on a back channel.</p>
<p>We'd hoped to chill out after a busy weekend like that, but since we'd just opened <a href="https://shop.mottokrosh.com/">our own web store</a> to sell Hypertellurians (M)Anvil Edition, we had an awful lot of parcels to prepare and ship, which took us the next two days easily.</p>
<p>Since then, the book is available on several other stores, and we cannot wait until Exalted Funeral receive our box, so our North American fans can get copies without paying a fortune on postage costs.</p>
<ul>
<li>For our <strong>UK customers:</strong> check out the <a href="https://gumroad.com/soulmuppet">SoulMuppet Publishing webstore</a></li>
<li>For our <strong>German and European customers:</strong> check out <a href="https://www.sphaerenmeisters-spiele.de/epages/15455106.sf/de_DE/?ObjectPath=/Shops/15455106/Products/MMH001">Sphärenmeisters Spiele</a> and <a href="https://www.citycomics.eu/shop/mottokrosh-machinations-hypertellurians">City Comics</a></li>
<li>For our <strong>North American customers:</strong> keep an eye on <a href="https://www.exaltedfuneral.com/">Exalted Funeral</a>, the books should arrive any day now</li>
</ul>
<p>After all that excitement, we decided on extremely short notice to have a release party, largely focused around chilling out, having a beer, and generally celebrating and having a good, but relaxed, time. This time we remembered to take photos:</p>
<div class="gallery undefined"><ol><li><figure class=""><a href="https://mottokrosh.com/posts/2020/08/post-release-round-up/releaseparty-1.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/releaseparty-1.jpg-372.jpeg" width="372" height="495" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/08/post-release-round-up/releaseparty-10.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/releaseparty-10.jpg-372.jpeg" width="372" height="204" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/08/post-release-round-up/releaseparty-11.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/releaseparty-11.jpg-372.jpeg" width="372" height="496" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/08/post-release-round-up/releaseparty-12.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/releaseparty-12.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/08/post-release-round-up/releaseparty-2.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/releaseparty-2.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/08/post-release-round-up/releaseparty-3.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/releaseparty-3.jpg-372.jpeg" width="372" height="241" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/08/post-release-round-up/releaseparty-4.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/releaseparty-4.jpg-372.jpeg" width="372" height="364" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/08/post-release-round-up/releaseparty-5.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/releaseparty-5.jpg-372.jpeg" width="372" height="432" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/08/post-release-round-up/releaseparty-6.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/releaseparty-6.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/08/post-release-round-up/releaseparty-7.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/releaseparty-7.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/08/post-release-round-up/releaseparty-8.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/releaseparty-8.jpg-372.jpeg" width="372" height="240" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/08/post-release-round-up/releaseparty-9.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/releaseparty-9.jpg-372.jpeg" width="372" height="239" alt="" loading="lazy" decoding="async" /></a></figure></li></ol></div>
<h2 id="the-crew" tabindex="-1">The Crew</h2>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2020/08/post-release-round-up/VirtuallyExpoCrew.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/VirtuallyExpoCrew.jpg-800.jpeg" width="800" height="200" alt="Graphic of the people who helped at the convention" loading="lazy" decoding="async" /></a></figure>
<p>At this point, I'd also like to extend a huge <em>thank you</em> to the people who've helped with the convention. The Mottokrosh Machinations Crew for Virtually Expo was Anna Molla, David Fuller, Kara Payne, Karen Reding, and Tina Reuther. I couldn't have done it without you.</p>
<p>It's fantastic when people not only play test games with you, connive spells and items, or hand you amazing illustrations, but also stick around afterwards to present it to the world.</p>
<h2 id="handbook-of-heroes-does-hypertellurians" tabindex="-1">Handbook of Heroes does Hypertellurians</h2>
<p>I'm a huge fan of the RPG webcomic <a href="https://www.handbookofheroes.com/">Handbook of Heroes</a> (and their private boudoir wing, <a href="https://www.patreon.com/laurelshelleyreuss/posts">Handbook of Erotic Heroes</a>, available to Patreons), so when I was thinking about promoting the Hypertellurians launch, I immediately thought of approaching them about a collaboration—and "collaboration" is a big word in this case since they did all the work—and they were not only gracious enough to agree, but they delivered in spades. Their scripts (Colin) and art (Laurel) were amazing, and the three comics they produced couldn't be more <em>Hypertellurians</em>. Be sure to check out their <a href="https://www.handbookofheroes.com/archives/comic">huge and hilarious catalogue</a>.</p>
<figure class="align-center"><a href="https://www.handbookofheroes.com/archives/comic/hypertellurians-part-1-3-science-fiction"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/HH519.jpg-678.jpeg" width="678" height="616" alt="If you’re going to swim in the aetheric sea, you’ll need a spacesuit. And if you’re very daring, you’ll opt for a two-piece." loading="lazy" decoding="async" /><figcaption>If you’re going to swim in the aetheric sea, you’ll need a spacesuit. And if you’re very daring, you’ll opt for a two-piece.</figcaption></a></figure>
<p>That's right, you're not keeping your air <em>in</em> with the helmets, you're keeping the aether <em>out</em>!</p>
<figure class="align-center"><a href="https://www.handbookofheroes.com/archives/comic/hypertellurians-part-2-3-technobabble"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/HH520.jpg-678.jpeg" width="678" height="616" alt="That giant robot monster may be crushing Professor Toro’s body, but Manvil is crushing his spirit. " loading="lazy" decoding="async" /><figcaption>That giant robot monster may be crushing Professor Toro’s body, but Manvil is crushing his spirit.</figcaption></a></figure>
<p>If that's Manvil, then Anvil can't be far away. Probably fighting <em>causality</em> on a dare from Learned Minotaur.</p>
<figure class="align-center"><a href="https://www.handbookofheroes.com/archives/comic/hypertellurians-part-3-chewing-the-scenery"><img src="https://mottokrosh.com/posts/2020/08/post-release-round-up/HH521.jpg-678.jpeg" width="678" height="616" alt="To be fair, most people who go through customs wind up wanting to crush some dudes." loading="lazy" decoding="async" /><figcaption>To be fair, most people who go through customs wind up wanting to crush some dudes.</figcaption></a></figure>
<p>I'll admit it, I gave Argencia the <a href="https://mottokrosh.com/posts/2019/07/heart-of-the-atom-isa/#argencia-the-silver-sorceress">Emergency Exit</a> power, so she would never have to die at the hands of heroes. The world needs B-Movie villains.</p>
<h2 id="catch-up-on-virtually-expo" tabindex="-1">Catch up on Virtually Expo</h2>
<p>Check out the recordings of our live streams from the convention.</p>
<div class="embed-container" style="margin: 2rem 0"><iframe src="https://www.youtube.com/embed/cWTAbZjLwuk" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen=""></iframe></div>
<div class="embed-container" style="margin: 2rem 0"><iframe src="https://www.youtube.com/embed/urLab3zx6f4" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen=""></iframe></div>
<div class="embed-container" style="margin: 2rem 0"><iframe src="https://www.youtube.com/embed/CVvZBgSIt-I" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen=""></iframe></div>
<div class="embed-container" style="margin: 2rem 0"><iframe src="https://www.youtube.com/embed/D6akZeoWXoE" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen=""></iframe></div>
<div class="embed-container" style="margin: 2rem 0"><iframe src="https://www.youtube.com/embed/DbEFvxDhNO4" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen=""></iframe></div>
<h2 id="what's-next%3F" tabindex="-1">What's Next?</h2>
<p>We'll be busy shipping your orders while the going's hot. We've also got some more marketing to do, influencers to contact, press releases to write, that sort of stuff. If you know of someone or somewhere in particular you think would enjoy Hypertellurians, please <a href="mailto:shout@mottokrosh.com">let us know</a>. We're a tiny team, and producing the game has been taking up all of our concentration, so promotion has unfortunately been missing out somewhat on occasion.</p>
<p>But we're far from resting on our laurels. German and Spanish versions of Hypertellurians are in the works—expect us to make noise about those when their crowdfunding or sales launch—we've got a bunch of unfinished adventures waiting to be polished and made presentable, and oh, yes, I've got a new source-/adventure book percolating in my brain tentatively called <em>Capes, Cloaks, Cowls, and Oh My!</em> —it's going to be seriously <em>niche</em>!</p>
<p>But more than anything, work continues in earnest now on Woaden, a game that takes a slightly different approach than Hypertellurians, but still focuses on fun, accessibility, ease of use, and longevity. More on that in the upcoming months. In the meantime, come and <a href="https://mottokrosh.com/discord">chat with us on Discord</a>!</p>
The Hypertellurians (M)Anvil Edition has Launched
2020-08-20T17:06:40Z
https://mottokrosh.com/posts/2020/08/the-manvil-edition-has-launched/
<p>The day has come that we unleash the revised and expanded edition of Hypertellurians onto the world. Rather than repeat much of what we've already said in our <a href="https://mottokrosh.com/posts/2020/07/exciting-announcements/#hypertellurians-m-anvil-edition">earlier announcement</a>, including what's new and what's changed in the new edition, I invite to check out <a href="https://mottokrosh.com/machinations/hypertellurians/">the machinations page</a>, or even <a href="https://shop.mottokrosh.com/products/hypertellurians-manvil-edition">the store page</a> directly.</p>
<p>For the first time, we will fulfill orders directly from our HQ in Berlin. While we can in theory send parcels world-wide, you can save big on postage by buying from a partner of ours that is geographically closer to you. At the moment that is <a href="https://gumroad.com/soulmuppet">SoulMuppet Publishing in the UK</a>, and—once the boxes have finally arrived—<a href="https://www.exaltedfuneral.com/">Exalted Funeral in the US</a>.</p>
<p>While stocks lasts, each order from our store will include a <em>free pamphlet adventure</em> and a <em>free bookmark</em> (yes, on top of the gorgeous ribbon bookmark already in the book).</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2020/08/the-manvil-edition-has-launched/BookmarkOfItems.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/08/the-manvil-edition-has-launched/BookmarkOfItems.jpg-800.jpeg" width="800" height="1086" alt="Picture of both sides of the bookmark." loading="lazy" decoding="async" /></a></figure>
<p>That's it, catch us at <a href="https://www.ukgamesexpo.co.uk/virtually-expo/">Virtually Expo</a>, or check out the <a href="https://mottokrosh.com/machinations/hypertellurians/">new Hypertellurians</a>!</p>
<h2 id="events-at-virtually-expo" tabindex="-1">Events at Virtually Expo</h2>
<ul>
<li><a href="https://www.ukgamesexpo.co.uk/events/?query=hypertellurians+actual+play&time=0&time=1440&category=19&tickets_remaining=0">Actual Play with Very Special Guests</a></li>
<li><a href="https://www.ukgamesexpo.co.uk/events/?query=hypertellurians&time=0&time=1440&category=14&tickets_remaining=0">Live demos</a></li>
<li><a href="https://www.ukgamesexpo.co.uk/events/?query=AMA+with+mottokrosh&time=0&time=1440&category=19&tickets_remaining=0">AMAs with Us</a></li>
<li><a href="https://www.ukgamesexpo.co.uk/events/RPG6591-a-bride-for-dracula-a-hypertellurians-one-shot-no-rpg-experience-needed/">Play <em>A Bride for Dracula</em> with GM Kara</a></li>
</ul>
Marvelous Voyage to the Viridian Moon
2020-08-20T12:52:01Z
https://mottokrosh.com/posts/2020/08/marvelous-voyage-to-the-viridian-moon/
<figure class="align-center"><a href="https://mottokrosh.com/posts/2020/08/marvelous-voyage-to-the-viridian-moon/MarvelousVoyagePoster.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/08/marvelous-voyage-to-the-viridian-moon/MarvelousVoyagePoster.jpg-800.jpeg" width="800" height="1135" alt="Poster advertising the expedition." loading="lazy" decoding="async" /></a></figure>
<h2 id="introduction" tabindex="-1">Introduction</h2>
<p>An aether-faring adventure on an experimental craft to explore the wonders and mysteries of a nearby moon. The player characters join as passengers or crew, or a mixture thereof. While the adventure follows a planned trajectory, there are many events that can drastically alter the journey.</p>
<aside class="full">
<p>This is the art-light version of the starting adventure from the <a href="https://mottokrosh.com/machinations/hypertellurians/">Hypertellurians (M)Anvil Edition</a> book. The book includes many more illustrations, including portraits for the main characters, and easy to reference spreads with relevant map parts to really minimize the need for page flipping at the table.</p>
</aside>
<h2 id="background" tabindex="-1">Background</h2>
<p>Lady Mathesia Fogg is a bright, young woman of means, who dreams big. She has studied many disciplines, and has become a powerful sorceress. But now she has her sights set on that blue-green circle in the sky, the Viridian Moon. She seeks to discover its secrets, and to do so she has designed a craft capable of reaching it. In style.</p>
<p>The adventure begins shortly after all cargo has been safely stowed away, and all crew and passengers have embarked on this craft, the Vernilus.</p>
<h2 id="setup" tabindex="-1">Setup</h2>
<p>The players should choose their character’s role aboard the craft. Below are the options, and the sort of things that would be expected from someone in that role.</p>
<ul>
<li><strong>Passenger.</strong> Lounge about, explore, relax, experiment, attempt to enter off-limits areas.</li>
<li><strong>Stevedore.</strong> Load and unload cargo, perform ship maintenance, take care of the balloons.</li>
<li><strong>Security.</strong> Patrol the ship regularly, keep passengers out of off-limits areas. Probably a cushy job.</li>
<li><strong>Staff.</strong> Cook, clean, wait on the passengers.</li>
<li><strong>Officer.</strong> Pilot, check course and gauges, defer to Lady Fogg, explain why the craft cannot go any faster.</li>
<li><strong>Musician.</strong> Play piano in the lounge, be a part of the ballroom string quartet, continue playing in case the Vernilus sinks.</li>
</ul>
<h2 id="tips-for-running-the-adventure" tabindex="-1">Tips for Running the Adventure</h2>
<p>This adventure involves many characters, many rooms with potential hooks, and therefore it might seem like a tall order on the GM. Instead of trying to cram all possible items, events, and persons into the game, present them like a buffet to the players, and see which ones stick. Perhaps they have to share a cabin with another passenger, sit with prominent passengers or crew at the dinner table, or run into them through one of the many random events.</p>
<p>Before long you’ll have a handful of passengers or crew your players interact with the most, and that’s great. Concentrate on these, and let the others fade into the background.</p>
<p>The same is true for any items (random or otherwise) that the players find. There are many strange and powerful ones dotted throughout the adventure, any number of which can spark adventures of their own. Expand on the ones the players are most interested in.</p>
<p>The goal of this introductory adventure is to wet the player characters’ appetites for all the wonder this and other cosms have to offer, and to familiarize them with the Hypertellurians loop of discovering cool things and gaining Wonder, and then spending that Wonder to do more marvelous things. Reinforce the drive towards exploration through the ship’s crew, especially Lady Fogg herself.</p>
<p>By the end of the adventure, the characters likely have access to an ultracosmic portal. From there on in, all the cosms in existence will be their oyster!</p>
<h2 id="dramatis-personae" tabindex="-1">Dramatis Personae</h2>
<h3 id="lady-mathesia-fogg" tabindex="-1">Lady Mathesia Fogg</h3>
<p><em>The mastermind behind the expedition. She designed the Vernilus and plotted the course. Prone to carrying screwdrivers and pencils in her hair.</em></p>
<p><strong>Lvl</strong> 5; <strong>Brawn</strong> 8, <strong>Agility</strong> 11, <strong>Mind</strong> 14; <strong>hp</strong> 15; <strong>Defense</strong> 11; <strong>Armor</strong> 0; <strong>Attack</strong> +5<br />
<strong>Strengths</strong>: Build marvelous contraptions, save life by unconventional means, gravity based magic.<br />
<strong>Weaknesses</strong>: Hopeless romantic and idealist, poor upper body strength.<br />
<strong>Drive</strong>: Explore the Viridian Moon, the cosm, and beyond!<br />
<strong>Secret</strong>: Mathesia misses her late mother so. She has tried to rebuild her, but without access to any of the originals parts, only to middling success. The immobile torso and head of Mother 2.0 is hidden in a cupboard in the <em>vitalasium</em> (20), where it’s attached to (and a drain on) the ship’s power via many cables.<br />
<strong>Equipment</strong>: Elegant and expensive outfit with paduasoy skirt, pencils and screwdrivers and other tools used as hair-sticks, the Agravic Grimoire (see below), assortment of jewelry parts to preserve life mechanically, hidden pockets with loose coins.</p>
<aside>
<h3>The Agravic Grimoire</h3>
<p>A heavy-looking tome attached to a belt, not to carry it but to keep it from floating away. Contains avant-garde treatises on gravity and gravitational pull, and the following spells.</p>
<p><strong>Unshackle Geotaxis.</strong> Temporarily removes gravity’s sway on one or more entities. Leaves the caster in a weakened and helpless state, for a duration of 1 minute (for 1 affected person) to 1 day (for a Vernilus-sized ship).</p>
<p><strong>Centrobaric Drop.</strong> As an action, the caster takes 1 Mind damage, and moves the center of gravity of a target within short range to floor level, keeping them pinned until they succeed at a Brawn check against the caster’s Mind.</p>
</aside>
<h3 id="captain-anselmo" tabindex="-1">Captain Anselmo</h3>
<p><em>A one-eyed iguana man, and seasoned sailor, Captain Anselmo is a person of few words, but under his roll neck jumper and lizard skin beats a pair of caring hearts. He’s known Mathesia since she was a little girl, and is a father figure to her.</em></p>
<p><strong>Lvl</strong> 6; <strong>Brawn</strong> 13, <strong>Agility</strong> 9, <strong>Mind</strong> 11; <strong>hp</strong> 18; <strong>Defense</strong> 9; <strong>Armor</strong> 1 (attached); <strong>Attack</strong> +6
<strong>Strengths</strong>: Physical brawn, navigation, making hard decisions under pressure.
<strong>Weaknesses</strong>: Terrible depth perception, close to retirement, gammy leg.
<strong>Drive</strong>: To see this mission through, and bring everyone safely back. The safety of his charges is paramount to Anselmo.
<strong>Secret</strong>: In his younger days, Anselmo fell to the wiles of a wail of sirens. It’s all a bit of a blur, but he disappeared for several weeks until discovered on a remote island, raving about alien mermaids that took to the skies after they were done with him. He worries there are hyperterrestial iguana/siren offspring out in the cosm somewhere.
<strong>Equipment</strong>: Warm and snug captain’s outfit together with hat, trusty pocket knife (1d4; light, fated), aether gas lantern (it holds sentimental value), walking stick with a silvered octopus head.</p>
<h3 id="salena-mallick" tabindex="-1">Salena Mallick</h3>
<p><em>Ace aviatrix, First Officer to Captain Anselmo, and Head of Security at the same time. She’s a slight woman, easily underestimated, and she’s not above exploiting that. She takes her posting very seriously.</em></p>
<p><strong>Lvl</strong> 5; <strong>Brawn</strong> 10, <strong>Agility</strong> 13, <strong>Mind</strong> 12; <strong>hp</strong> 20; <strong>Defense</strong> 16; <strong>Armor</strong> 0; <strong>Attack</strong> +5<br />
<strong>Strengths</strong>: Extremely athletic, steady hands and steady mind, pilot anything.<br />
<strong>Weaknesses</strong>: Trouble asserting herself through anything other than violence, hopeless at escapology.<br />
<strong>Drive</strong>: To discover and pilot something even more awe-inspiring than the Vernilus. And faster.<br />
<strong>Secret</strong>: Salena is a spy for an opposed, conquer-happy power known only as the Florid Fist. Her role is to evaluate the Viridian Moon for resources and strategic importance, and immediately report in, if deemed valuable.<br />
<strong>Equipment</strong>: Elaborate anarkali dress, many hidden throwing knives (1d4; light, precise), ring of x-ray vision.</p>
<h3 id="magnus-dent" tabindex="-1">Magnus Dent</h3>
<p><em>Loyal assistant to Lady Fogg, who crushed on her hard before his accident. Mathesia was able to save his vital organs only, which now reside separately in bubbling jars, connected via synthetic nerve tissue. He speaks via a crude voice synthesizer that’s hooked up his brain jar.</em></p>
<p><strong>Lvl</strong> 3; <strong>Brawn</strong> 10, <strong>Agility</strong> —, <strong>Mind</strong> 12; <strong>hp</strong> 9; <strong>Defense</strong> 0; <strong>Armor</strong> 2; <strong>Attack</strong> +3<br />
<strong>Strengths</strong>: Deduction, listening, recalling information.<br />
<strong>Weaknesses</strong>: Immobile, intimately exposed, emotionally and morally impaired.<br />
<strong>Drive</strong>: Regain a moving body. Any moving body. Flesh and blood would be nice, but a mechanical one will do.<br />
<strong>Secret</strong>: He’s hooked up to the ship’s power and other systems, and enjoys limited control over them.<br />
<strong>Equipment</strong>: Due to his condition, Magnus doesn’t have any equipment.</p>
<h3 id="miscellaneous-passengers" tabindex="-1">Miscellaneous Passengers</h3>
<ul>
<li><strong>Amberly Jule</strong> is a <strong>mermaid</strong> with iridescent scales. When she doesn’t swim about in her bespoke tank in the lounge, she is pushed around in her wheelchair by one of her two mute servants. She loves jewels (and trapped things in them, like her servants’ voices), and hopes to discover new ones on the moon.</li>
<li><strong>Genevieve Gallas</strong> is the <strong>Mother Superior</strong> of her chapter in the Order of the Mercyful Sepulcher. Her habit is made of satin, and she wears a regal crown. She has managed to smuggle her wicked mace onboard. This journey is a means of atonement for unspoken failures for her. She will invariably be the first to throw herself into danger.
<ul>
<li>Her luggage includes several tomes of great import to the Order, one of which contains the <em>Swap Constitution</em> spell.</li>
<li>For more information about Genevieve Gallas, see <a href="https://mottokrosh.com/mm0005">Solemn Scriptures of the Battle Nuns of the Mercyful Sepulcher</a>.</li>
</ul>
</li>
<li><strong>Argencia, the Silver Sorceress</strong> with the Power to <em>Crush Men</em>. All allure, all in silver. Surrounded by deferential, well dressed goblin servants. She knows the Viridian Moon holds an ultracosmic portal, and she wants full control over it.
<ul>
<li>For more information about Argencia, see <a href="https://mottokrosh.com/mm0004">Heart of the Atom Isa</a>.</li>
</ul>
</li>
<li><strong>Duchess</strong> used to be the favorite pet poodle of a fussy queen, before escaping into a magical realm and transforming into a <strong>poodle man</strong>. He established himself as the leader of a guild of thugs and thieves in that realm, and now seeks to expand his network off-world.
<ul>
<li>For more information on Duchess, see <a href="https://mottokrosh.com/mm0002">Brutal Imperilment in the Bag of Infinite Holding</a>.</li>
</ul>
</li>
<li><strong>Galaxia</strong> and <strong>Firella</strong> are <strong>stowaway ultranauts</strong>, philanthropes, and adventurers. They couldn’t pass up the expedition, but have a <em>complicated</em> relationship with the Fogg family, and thought it unlikely they’d be allowed on board via the official channels. They seek to see all the wonders the Ultracosm has to offer.</li>
</ul>
<h3 id="miscellaneous-crew" tabindex="-1">Miscellaneous Crew</h3>
<ul>
<li><strong>Little Taski.</strong> Precocious young girl with a huge, trusting smile, and remarkably sticky fingers. She ostensibly works in the kitchen, when she’s not exploring the ship, discovering secret routes around it, or purloining possessions.</li>
<li><strong>Doctor Stevenson</strong> is the ship’s physician and a close friend of the Fogg estate. Mild-mannered, with a subtle stutter and a persistent shake in his left hand, both of which disappear for a while after he takes a dose of his daily vitamin concoction. Stevenson has recently been trialling a new serum that was supposed to return some of the strength lost to aging back him. Instead however, <strong>the serum transforms him</strong> into a strong, cunning, and malicious female version of himself for a few hours. He has no recollection of this transformation, but suspects the serum to be faulty. It is also highly addictive.</li>
<li>Another friend to the Fogg family, <strong>Professor Byronnax</strong> is an experimental <strong>biologist and anthropologist</strong>, and a master of both seduction and lewd verses. Although genuinely interested in the effects of the aether and the proximity of the Viridian Moon to his plants, he is so very easily distracted.</li>
</ul>
<h2 id="possible-timeline" tabindex="-1">Possible Timeline</h2>
<h3 id="lift-off" tabindex="-1">Lift-off</h3>
<p>After cargo, crew, and passengers have boarded, all hatches are battened, and the Vernilus takes off. As it rises to the edge of the atmosphere—about 40km up—and the pressure drops, the balloons expand. This takes about 2 hours.</p>
<ul>
<li><strong>Curtailed to the lounge.</strong> All passengers are to congregate in the lounge for this part, where they can observe through the windows.</li>
</ul>
<h3 id="escaping-earth%E2%80%99s-pull" tabindex="-1">Escaping Earth’s Pull</h3>
<p>Now it’s time to best gravity and ascend into the aether. To do this, Lady Mathesia Fogg casts her <em>unshackles geotaxis</em> spell from the observatory. Thereafter the captain will vent the gas of all 4 balloons in a concentrated burst, which will propel the Ventilus on its 400 000 km long journey to the Viridian Moon. This journey will take about 4 days.</p>
<ul>
<li><strong>Fogg collapses.</strong> Casting the spell on an object of this size leaves Lady Fogg predictably exhausted and helpless. A crew member is to carry her to her room and tend to her for a day or so to let her regain her strength.</li>
<li><strong>The balloons are retracted.</strong> The teamsters are charged with donning aether suits, exiting the ship, and packing away the balloons.</li>
<li><strong>Captain Anselmo is in charge.</strong> While First Officer <strong>Salena</strong> focuses on navigation and engineering, the captain runs the sedate day-to-day affairs on the ship.</li>
<li><strong>A typical day for passengers.</strong> Breakfast, lunch, and dinner are all served in the dining room. Dinner is considered a black tie event, during which a string quartet plays on the stage. In the afternoon, a piano player plays in the lounge. The passengers can explore or relax in the lounge (where the bar is always open).</li>
<li><strong>Science is happening.</strong> While the passengers relax, and the crew go about their business, <strong>Professor Byronnax</strong> is tending to his plants, or checking the menagerie. Unless he’s been distracted by a pretty or handsome guest. Once Lady Fogg has recovered she will also be performing experiments or calculations, mostly in private.</li>
<li><strong>Random events.</strong> See the <em>Random Events on the Vernilus</em> table.</li>
</ul>
<h3 id="alien-incursion" tabindex="-1">Alien Incursion</h3>
<p>A day or so before the Vernilus enters orbit around the moon, it is attacked by aliens bent on acquiring new fleshy and mechanical captives. Their ship resembles a giant, armor-plated squid that “swims” awkwardly through the aether, before eventually attaching to the Vernilus and boarding it. See <a href="https://mottokrosh.com/posts/2020/08/marvelous-voyage-to-the-viridian-moon/#boarded-by-aliens">Boarded by Aliens</a> for details.</p>
<h3 id="away-team-to-the-moon" tabindex="-1">Away-Team to the Moon</h3>
<p>Once the Vernilus has safely settled into a stationary orbit around the Viridian Moon, it’s time to assemble the away team in the observatory and prime the lander.</p>
<ul>
<li>The team can consist of anyone plus Lady Fogg. It’s up to you whether the characters want to accompany her, or perhaps be sent in the second lander as a rescue mission, when she does not return.</li>
<li>The lander is a sphere of glass and metal, attached to the Vernilus by a long and sturdy cable, which will be used to retract it.</li>
<li>It is supposed to land on the slope of the volcano.</li>
<li>Yes, the native <strong>Skolrom</strong> will attempt to climb the cable, battling the inhospitable aether conditions through sheer determination.</li>
<li>The lander is supposed to be retracted with the away-team after 24 hours.</li>
</ul>
<h3 id="moon-exploration" tabindex="-1">Moon Exploration</h3>
<p>This part can play out in a variety of ways, depending on who and how has traveled down to the moon’s surface.</p>
<ul>
<li>It should include an encounter with the Skolrom, or the aftermath of one of their rituals.</li>
<li>It should also result in the discovery of the ultracosmic portal.</li>
</ul>
<h3 id="return-journey" tabindex="-1">Return Journey</h3>
<p>By now the characters should have had a lot of excitement and Wonder, but the final steps of the journey is for the lander to be retracted, and for the Vernilus to return home. But there is of course the mysterious portal…</p>
<h2 id="the-vernilus" tabindex="-1">The Vernilus</h2>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2020/08/marvelous-voyage-to-the-viridian-moon/TheVernilusSide.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/08/marvelous-voyage-to-the-viridian-moon/TheVernilusSide.jpg-800.jpeg" width="800" height="1000" alt="Side map of the aether craft Vernilus." loading="lazy" decoding="async" /></a></figure>
<p>Lady Fogg’s aether-faring craft is an experimental zeppelin type structure, with two detachable landers connected by a long shaft.</p>
<aside>
<h3>Aether</h3>
<p>Mathesia Fogg calls space “the aether”. Most people don’t call it anything. Perhaps “the void”, or “out there”. The aether is more forgiving than space as we know it. Yes, it’s very cold, even freezing, and there is very little air, and sounds are muted. There is no gravity.</p>
<p>But beyond that, the aether is still a place for adventure, so we’re saying yes to holding your breath for a short aether jaunt, and don’t worry about radiation either, unless it comes from some sort of emitter. If that’s too forgiving for your game, then do as with anything else here: switch it up to suit your style.</p>
</aside>
<h3 id="from-the-outside" tabindex="-1">From the Outside</h3>
<p>An impressive vehicle, all gleaming silver that’s broken up only by the three rows of windows along its hull. It looks to be inspired by insectoids, almost alien. The lower levels have slightly curving ramps and retractable landing gear.</p>
<p>Four massive balloons attach along a connecting middle shaft; they’re filled with a special gas that’s lighter than air. The balloons expand the higher the Vernilus soars.</p>
<h3 id="on-the-inside" tabindex="-1">On the Inside</h3>
<p>The inside furnishings resemble a luxury manor house. Wood panelling up to waist height, then all button-backed padded leather. Rich carpets, experimental gas lanterns in sconces, and wooden furniture.</p>
<p>It would be easy to forget that one is in a flying craft rather than a ritzy club in the most fashionable part of town. The expedition and discoveries are not all Lady Fogg wants the passengers to remember about this expedition.</p>
<h2 id="vernilus-locations" tabindex="-1">Vernilus Locations</h2>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2020/08/marvelous-voyage-to-the-viridian-moon/TheVernilusMap.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/08/marvelous-voyage-to-the-viridian-moon/TheVernilusMap.jpg-800.jpeg" width="800" height="567" alt="Top down map of the inside of the Vernilus." loading="lazy" decoding="async" /></a></figure>
<p>The location descriptions all follow the same format. First, a general sense of the place. What sounds there are, or what it smells like. Then a bullet point list of important items or people, or goings-on. The sort of stuff you’d notice from a quick look around. These points then have more information that might only be gleaned from interacting with it, or at least a closer look. Finally, all relevant statistics or ancillary information is given.</p>
<h3 id="1.-lounge" tabindex="-1">1. Lounge</h3>
<p><em>Grand, stylish, luxurious. Soft sounds of piano music, the murmur of people mingling and talking.</em></p>
<ul>
<li>Floor slightly recessed, a few <strong>steps</strong> lead down to it.</li>
<li>At any time, <strong>various guests</strong> mill about here, often gazing out at the aether in awe through the <strong>wide windows</strong>.</li>
<li>A fully stocked <strong>bar</strong>, and a couple of <strong>waiters</strong>.</li>
<li>A grand <strong>piano</strong>, played masterfully by one of the ship’s musicians during what counts for daytime hours.</li>
<li>A large <strong>glass cylinder</strong> with metal bindings, filled with water that bubbles softly in a few spots.
<ul>
<li>Used by Amberly Jule, the mermaid.</li>
<li>It has an opening at the top.</li>
</ul>
</li>
<li>Plush chairs, sofas, stools, and low tables for drinks.</li>
<li>A dart board.</li>
</ul>
<h3 id="2.-spiral-staircases" tabindex="-1">2. Spiral Staircases</h3>
<p><em>Wrought iron, noisy when heels clank on them.</em></p>
<ul>
<li>They run from the lower through the main, all the way to the top level.</li>
<li>The top levels have a small landing, with a <strong>door</strong>. A <strong>purple light</strong> shines above them.
<ul>
<li>The top level doors are generally locked and restricted to purple access.</li>
</ul>
</li>
</ul>
<h3 id="3.-passenger-quarters" tabindex="-1">3. Passenger Quarters</h3>
<p><em>A little cramped, private. Lockable from both sides.</em></p>
<ul>
<li>Two <strong>bunk beds</strong> per cabin, plus a <strong>wardrobe</strong> with a full length <strong>mirror</strong>.</li>
<li>Wide <strong>bowl</strong> and a <strong>decanter</strong> of water, a piece of <strong>soap</strong>, and <strong>towels</strong>, on a narrow table.
<ul>
<li>The decanter is refilled daily, and the towels replaced.</li>
</ul>
</li>
<li>A <strong>writing desk</strong> with lockable drawers.
<ul>
<li>Contains ink and quill, and sheaths of paper.</li>
</ul>
</li>
<li>A <strong>window</strong> to the outside, with heavy curtains in front of it.</li>
</ul>
<h3 id="4.-bathrooms" tabindex="-1">4. Bathrooms</h3>
<p><em>Candle lighting, sweet smell of flowers, warm steam.</em></p>
<ul>
<li>A copper <strong>bathtub</strong>, filled with warm water, petals lazily floating atop it.
<ul>
<li>Kept warm by hot steam pipes running to and along the tub.</li>
</ul>
</li>
<li>Marble <strong>toilet</strong>, behind a beautifully painted folding divider.</li>
<li><strong>Shelves</strong> with soft <strong>towels</strong> and toiletries.</li>
<li>A <strong>bell</strong> on a string to call for an attendant.</li>
</ul>
<p>The first bathroom a character enters contains a <strong>scented sponge</strong>. When touched, it releases a <strong>cloud of spores</strong>. These spores automatically make anyone who inhales them or gets them into their system fascinated by and <strong>attracted to Argencia</strong>. When they subsequently see Argencia they must make a Mind 15 check or instantly develop a high school crush on her. If at any point they go 1 day without seeing her, all effects wear off.</p>
<h3 id="5.-gallery" tabindex="-1">5. Gallery</h3>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2020/08/marvelous-voyage-to-the-viridian-moon/PortraitAnvilAndManvil.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/08/marvelous-voyage-to-the-viridian-moon/PortraitAnvilAndManvil.jpg-320.jpeg" width="320" height="438" alt="Portrait of Anvil and Manvil." loading="lazy" decoding="async" /></a></figure>
<p><em>Sense of being watched. Often a busy throughway.</em></p>
<ul>
<li>A dozen large <strong>portraits</strong> on the walls. All in ornate, gilded <strong>frames</strong>. Including:
<ul>
<li>A life-size painting of two extremely muscled men, likely twins. A plaque read “<strong>Anvil and Manvil</strong>—Heroes of Sonnos”. The word “heroes” is scratched out and “gods” is scratched into the frame instead.</li>
<li>A picture of <strong>Lady Fogg</strong> when she was a little girl, standing next to her proud father, an academic or sage of sorts. She is proudly presenting a crude but cute automaton.
<ul>
<li>The name “Trigonometron” is embossed on the automaton. This is the password for the secret ritual room in <em>Mathesia’s quarters</em> (19).</li>
</ul>
</li>
</ul>
</li>
</ul>
<h3 id="6.-library" tabindex="-1">6. Library</h3>
<p><em>Smell of dusty tomes, quiet.</em></p>
<ul>
<li>All walls are <strong>shelves</strong>.</li>
<li>Many of them filled with leather-bound <strong>books</strong>, but there is room for plenty more.
<ul>
<li>Adventure fiction, expedition documentaries, some on natural sciences, including <em>How to Avoid Huge Ships</em>, <em>An Hour of Red: Digest Edition</em>, <em>Flashman & Flashwoman: A Match Made in a Hurry</em>, <em>Cannibalism for Master Masticators</em>, and <em>How to Protect Your Bedroom Against the Fey and Remove their Charms</em>.</li>
</ul>
</li>
<li>High back <strong>sofa chairs</strong>, little table with candle next to each.</li>
</ul>
<p>The last person leaving notices a <strong>book falling off a shelf</strong>, opening on a page with a heraldic tree. Touching any of the shields or names in the illustration imparts a brief memory from the lord of lady mentioned.</p>
<h3 id="7.-observatory" tabindex="-1">7. Observatory</h3>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2020/08/marvelous-voyage-to-the-viridian-moon/ObservatoryMap.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/08/marvelous-voyage-to-the-viridian-moon/ObservatoryMap.jpg-320.jpeg" width="320" height="320" alt="Side view of the observatory." loading="lazy" decoding="async" /></a></figure>
<p><em>Quiet but the slightest sound echoes, feeling of serenity.</em></p>
<ul>
<li>Dominated by a large <strong>sphere of glass</strong>, metal, and rivets. The <strong>bottom hemisphere</strong> is set into the <strong>floor</strong> and provides an expansive view of the aether.
<ul>
<li>Metal <strong>stairs</strong> descend to its bottom.</li>
<li>A <strong>control panel</strong> of levers, crystals, and valves is bolted onto the floor, next to a padded <strong>piloting chair</strong>.</li>
</ul>
</li>
<li>The <strong>top hemisphere</strong> hangs from the <strong>ceiling</strong> via a chain mechanism.
<ul>
<li>It contains a circular <strong>door</strong> and several padded <strong>passenger seats</strong>, arrayed on metal rafters.</li>
<li>When both hemisphere are combined, they form the <strong>primary lander</strong>, the craft that will descend to the moon’s surface, and later hoisted back up, via a <strong>heavy tether</strong> to the Vernilus proper.</li>
</ul>
</li>
<li><strong>Speaker tube</strong> for communication with the <em>bridge</em> (18).</li>
<li>Cordoned off round <strong>staircase</strong> to the <em>secondary lander</em> (25).
<ul>
<li>Leads through the long <em>connecting shaft</em> (24).</li>
</ul>
</li>
</ul>
<h3 id="8.-menagerie" tabindex="-1">8. Menagerie</h3>
<p><em>Small animal noises: chittering, squawking, flapping, chewing. Disagreeable, raw odors. Aura of danger, from the unusual beasts on display.</em></p>
<ul>
<li>The walls on both sides are <strong>lined with cages</strong>, stacked too high in many places.</li>
<li><strong>Professor Byronnax</strong> brought them along to <strong>study</strong> the aether’s effects on them.</li>
<li>Animals include: purple lotus mice, an albino raven, several snakes and a stunted couatl, an aggressive Sumatran rat monkey, and even a tiny, wild mold hog called <strong>Hogley Hogglestein III</strong>.</li>
<li>The star is a fat <strong>cockatrice</strong>, a hideous chicken-like fowl whose bite slowly turns you to stone.
<ul>
<li>It’s <strong>blindfolded</strong> to help it sleep, but don’t discourage characters from thinking that it’s the bird’s gaze that is petrifying and that the hood is to protect against this, it’s huge fun.</li>
</ul>
</li>
</ul>
<h3 id="9.-botanicum" tabindex="-1">9. Botanicum</h3>
<p><em>Fresh but moist air, occasional rustle of leaves, vivid colors, veritable assault of exotic smells.</em></p>
<ul>
<li>Filled with all manner of <strong>plants</strong> and <strong>flowers</strong>.</li>
<li>Large <strong>work table</strong> in the middle, <strong>locked cupboard</strong> along the wall.
<ul>
<li><strong>Byronnax</strong> has the key, but the lock is not great. <strong>Salena</strong> made him promise to lock it up when he’s not there, as it contains a variety of <strong>sharp, gardening implements</strong>.</li>
</ul>
</li>
<li>Most are pretty but mundane flowers, but some of them are more <strong>unusual</strong>:
<ul>
<li><strong>Yellow bonny adelaster</strong>: its pollen produces uncontrollable sneezing, even in automatons,</li>
<li><strong>Amaranthine abbess</strong>: eat this flower to extend your life by a day but make your death doubly worse,</li>
<li><strong>Grandiloquent gilliver</strong>: ingesting its extract inflicts antho- or florimania.</li>
</ul>
</li>
<li>One of the plants is a phasmatodea <strong>nesting ground</strong>. Disturb at your leisure, if you enjoy being swarmed by vengeful, ghostly stick insects.</li>
</ul>
<h3 id="10.-sanatuary" tabindex="-1">10. Sanatuary</h3>
<p><em>Chemical, disinfectant smell. Brightly lit.</em></p>
<ul>
<li>Several <strong>sick beds</strong> along the wall.</li>
<li>Long <strong>table</strong> and <strong>shelves</strong> with chemical reagents, burners, and flasks, and distillation in progress along another wall.
<ul>
<li>Also a <em>diffractometer</em>, for learning the properties of a crystal.</li>
</ul>
</li>
<li>Several <strong>potions</strong> arrayed on a tray on that table:
<ul>
<li><strong>Aerostatium</strong>: makes you lighter than air and gives you a high pitched voice for a scene,</li>
<li><strong>Acetaminophen</strong>: numbs pain—immune to <em>excruciating</em> and <em>brutal</em> and gain +5 Brawn buffer for a day,</li>
<li><strong>Mermaid serum</strong>: 1 dose gives you a mermaid tail and gills for 1 scene, any more doses render the transformation permanent.</li>
</ul>
</li>
<li>An upright <strong>trunk</strong> stands in the corner, battered from age but sturdy.
<ul>
<li>It’s safely <strong>locked</strong> (Agility 15 to pick with tools), Doctor Stevenson has the key.</li>
<li>Inside are many little flasks of chemical compounds, confusingly labelled.</li>
<li>A row of flasks are labelled “<strong>Serum No. 9</strong>”—there are at least 20 of them. A single dose increases one’s abilities by 1d4 for 1 scene. Repeated usage creates addiction and a split personality that is both violent and malicious.</li>
</ul>
</li>
</ul>
<h3 id="11.-grand-ballroom" tabindex="-1">11. Grand Ballroom</h3>
<p><em>Opulence, luxury, scented candles. Dulcet tones of a dedicated string quartet. Delicious smells of exquisite fare at most any time of day.</em></p>
<ul>
<li><strong>Musicians</strong> play on a raised <strong>stage</strong> during the main meals.</li>
<li>Round <strong>tables</strong> and <strong>chairs</strong> are spread throughout the room during meals, at other times they are moved to the side to make room for <strong>dancing</strong>.</li>
<li>Polite <strong>ushers</strong> see to your every need, and remark on any sub-standard outfits (but won’t press the issue beyond sneers).</li>
<li>Beautiful <strong>statues</strong> ring the room.
<ul>
<li>Though they’re made of alabaster and marble, their superb craftsmanship makes the drapery and folds portrayed on them look so very real.</li>
<li>They’re hollow on the inside, and filled with a gas that’s lighter than air to reduce their overall downward drag on the craft. If the secret compartments to their interior are discovered and opened, the gas will quickly escape and give everyone within a short distance comically high voices for a few moments. Roll on <em>Random Finds</em> to see what’s inside.</li>
</ul>
</li>
</ul>
<h3 id="12.-kitchen" tabindex="-1">12. Kitchen</h3>
<p><em>Exotic spices, competing food smells, hectic staff, bubbling of many pots on the go at once.</em></p>
<ul>
<li>Many <strong>cooking appliances</strong>.
<ul>
<li>Stoves, ovens, grills.</li>
<li>Gas powered.</li>
</ul>
</li>
<li>Cute little <strong>colibri</strong> and <strong>dragonfly automatons</strong> flit about, carrying spice racks and specialized cooking implements.
<ul>
<li>They dash to anyone calling their individual name.</li>
<li>The colibri carry the spice racks and are called Delphinae, Thalassinus, Cyanotus, Coruscans, and Serrirostris.</li>
<li>The dragonflies carry utensils like basters, tenderizers, and corers, and have names like Odonata, Anisoptera, and Petaluridae.</li>
</ul>
</li>
<li>The <strong>pots</strong>, <strong>pans</strong>, and <strong>fires</strong> are large in here.</li>
</ul>
<h3 id="13.-pantry-%26-laundry-room" tabindex="-1">13. Pantry & Laundry Room</h3>
<p><em>Smells of freshly washed clothes, generally quiet, few staff.</em></p>
<ul>
<li>During the day, staff only come in occasionally to pick up foodstuffs. At night, the clothes are being washed.</li>
<li>Half of the room is dedicated to <strong>washing</strong>, the other half is all <strong>shelves</strong>.
<ul>
<li>Fully stocked with any number of fancy spices, dried fruit and meats, cheeses, jam jars, coffee, teas, and conserves.</li>
</ul>
</li>
<li>The <strong>door</strong> to the observatory is <strong>locked</strong>.</li>
<li>Many passenger and staff <strong>clothes</strong> can be found here, either in a pile, or washed and folded.
<ul>
<li>A basket near the pile contains items left in the clothes that were discovered in time.</li>
</ul>
</li>
<li>An expertly carved <strong>wooden relief</strong> of a comically large wagon with dozens of doors adorns one wall.
<ul>
<li>The little doors can each be opened and contain a tiny compartment behind them.</li>
<li>Contents (1d12): chocolate or sweet treat (1–6), brass ring (7), silver ring (8), gold ring (9), bent key in the shape of an octopus (10), lockpick fishing hook (11), red ring that can only be moved while touched with a silken gloved hand (12).</li>
</ul>
</li>
</ul>
<h3 id="14.-engineering" tabindex="-1">14. Engineering</h3>
<p><em>Hot and stuffy, steamed up surfaces, many valves, hisses of steam or gas bursts escaping, crew checking gauges and adjusting dials.</em></p>
<ul>
<li>Complex array of <strong>valves</strong>, <strong>gauges</strong>, <strong>levers</strong>, <strong>buttons</strong>, and <strong>dials</strong>.
<ul>
<li>Labelled, but with abbreviated terms unknown to laymen. (Eg. ASI, VSI, AI, HI, TC.)</li>
<li>All instruments found in the bridge are duplicated here, plus additional more low-level ones.</li>
</ul>
</li>
<li>Gramophone-like <strong>speakers</strong> on two walls.
<ul>
<li>Bi-directional speaker array to the bridge and back.</li>
</ul>
</li>
<li>Star <strong>charts</strong>, very crude moon <strong>maps</strong>, Vernilus <strong>blueprints</strong> are tacked to the walls.
<ul>
<li>The blueprints are a flipchart, with each page showing different elements like the gas pipes, mechanical shafts, or other parts pertaining to the running of the ship.</li>
</ul>
</li>
</ul>
<h3 id="15.-floating-armory" tabindex="-1">15. Floating Armory</h3>
<p><em>Still, safe, secure.</em></p>
<ul>
<li>4 tall, metal and hardwood <strong>chests</strong> stand along the walls, <strong>chained</strong> and <strong>padlocked</strong>.
<ul>
<li>The chains are attached to heavy duty metal rings in the walls.</li>
<li>As well as the padlocks, the chests are locked themselves.</li>
<li><strong>3 people</strong> carry the keys: <strong>Mathesia</strong>, <strong>Anselmo</strong>, and <strong>Salena</strong>.</li>
<li>An assortment of arms are contained within, for emergencies and unforeseen (or perhaps all too foreseen) circumstances. <strong>Arms</strong> <strong>and armament</strong> like:
<ul>
<li>Axes, daggers, and crossbows,</li>
<li>A bone spear dyed red. The runes along its haft translate to "<strong>Violance</strong>" (medium weapon; 1d6 damage; brutal, long, magic, throwing). The wielder's wounds are partially healed whenever they initiate violence.</li>
<li>A <strong>vibro glaive</strong> (heavy weapon; 1d8 damage; force, long, magic) that ignores non-magical armor, and randomly produces an ear-splitting hum once per day at a terrible time.</li>
<li>A <strong>helmet</strong> whose visor prominently features an oversized mouth with fanged lips. This mouth is always hungry, licking its lips or salivating at the thought of eating someone else’s face. No one knows where the mouth goes, and it’s an acquired experience.</li>
<li>A <strong>bracelet</strong> that can emit a floating and buzzing <strong>shield</strong> of hard light once per session for a scene.</li>
<li>A long-hafted <strong>morning star</strong> (medium weapon; 1d6 damage; backswing, ranged on demand) whose head can be shot off at a target up to a short distance away. It remains attached by a chain. Resetting it is a tedious task.</li>
<li>A jar labelled “<strong>earth tones</strong>”. Each time it’s opened a different one escapes, up to 6. They all sound woody, or earthy, and produce surprising effects: cover a close area in thick mud (1), bark an order that gives an ally another immediate action (2), keep the closest enemy occupied with coughing up fresh earth for 1d4 rounds (3), offer everyone flowers—way too many flowers (4), turn everyone nearby’s blood permanently ochre (5), gift you an ossified piece of bark home to an ancient yet reasonable lich dryad (6).</li>
</ul>
</li>
</ul>
</li>
<li>Any <strong>weapons brought on board</strong> by passengers or crew <strong>will be locked up</strong> in a chest during the voyage.
<ul>
<li>Unless successfully smuggled on, naturally.</li>
</ul>
</li>
</ul>
<h3 id="16.-brig" tabindex="-1">16. Brig</h3>
<p><em>Empty of life (probably, maybe), seemingly redundant, nevertheless a little scary.</em></p>
<ul>
<li><strong>3 cells</strong> with iron bars, 1 for something large, 2 for people-sized people.
<ul>
<li>Each also contains chains and manacles.</li>
<li>One contains an <strong>old skeleton</strong> in a beautiful <strong>gown</strong>, for show. Once an incarcerated mermaid pirate queen, it’s now brittle, and the tail bones will break off if disturbed (maybe it has a tail fin pattern suspiciously identical to Amberly). She was <strong>Amberly’s</strong> <strong>ancestor</strong>, a fact that she would seek to hide lest it ruin her good name.</li>
<li>The chains, manacles, and the skeleton were bought cheaply from a dungeon only recently discovered and renovated into a boutique guest house near Lady Fogg’s hometown.</li>
<li>They use pins instead of keys, which need hammering in (and out).</li>
</ul>
</li>
<li>A small <strong>anvil</strong> and a hammer.</li>
</ul>
<h3 id="17.-crew-quarters" tabindex="-1">17. Crew Quarters</h3>
<p><em>Cramped but congenial. Musky.</em></p>
<ul>
<li><strong>4 bunk beds</strong> per room, 1 lockable <strong>trunk</strong> each.</li>
<li>Table, mirror, bowl, and water.</li>
<li>An obvious crew member <strong>possession</strong> of interest, probably lying on a bed.
<ul>
<li>A fish bowl aether helmet. Its backpack tank has built-in thrusters, unlike the provided ones from storage.</li>
<li>A book entitled “Wailers”, on banshees.</li>
<li>An oblique make-shift shrine to an inscrutable deity, or entity, or person?</li>
</ul>
</li>
</ul>
<h3 id="18.-bridge" tabindex="-1">18. Bridge</h3>
<p><em>Pulsating lights in different colors, occasional bleeps, sense of serenity.</em></p>
<ul>
<li>Several <strong>crew</strong> working here at all hours.</li>
<li>Many <strong>consoles</strong>, with lights and gauges, levers and wheels.
<ul>
<li>Most aspects of the ship’s <strong>steering</strong> and <strong>operation</strong> (e.g. lighting) can be controlled here.</li>
<li>Some low-level functions (e.g. heating) require sending orders to <em>engineering</em> (14) however.</li>
</ul>
</li>
<li>An array of two-way <strong>speaking tubes</strong>, labelled by the room they’re connected to.</li>
<li>Wide view of the aether, through one <strong>large curving window</strong>.</li>
<li>An <strong>escape hatch</strong> leading into the top-level <em>crawlspace</em> (22).</li>
</ul>
<h3 id="19.-lady-fogg%E2%80%99s-quarters" tabindex="-1">19. Lady Fogg’s Quarters</h3>
<p><em>Sweet smell of flowers, plush carpets, beautiful paintings, somewhat disorderly.</em></p>
<ul>
<li><em><strong>Antechamber (A).</strong></em> Sofas, big rug. Creaky door to study.</li>
<li><em><strong>Study (B).</strong></em> Desk, shelves, maps, blueprints, writing and trigonometry implements.</li>
<li><em><strong>Bedroom (C ).</strong></em> Large <strong>bed</strong> (unmade), free-standing copper <strong>bathtub</strong>, small bed table with water bowl and decanter, large <strong>armoire</strong>.
<ul>
<li>The armoire is full of clothes, from ruddy leather dungarees, to minimalistic aether suits, to gorgeous gowns. It’s a very <strong>sturdy</strong> piece of furniture, requiring considerable force to break.</li>
<li>In the back of the armoire is a <strong>secret door</strong> to the ritual room. It looks like a faintly glowing mystical seal in pink. Touch it and your eyes light up pink, and a vision of Mathesia appears in your mind, asking for the password. Speak correctly (“Trigonometron”) and a panel opens, allowing passage. Speak incorrectly, and the vision screams in your head for 3d6 Mind damage and alerts the real Mathesia.</li>
</ul>
</li>
<li><em><strong>Ritual room (D).</strong></em> A complex <strong>magical circle</strong> is drawn on the floor in chalk, and circled in salt. A trapdoor leads into the top-level <em>crawlspace</em> (22). Several shelves with books and scrolls on mathematical, astronomical, and <strong>ultradimensional treatises</strong>.
<ul>
<li>They describe reality’s building blocks as infinitesimally small vibrating membranes, and magic and sorcery as the means of manipulating their vibrations via incredibly difficult and precise formulae.</li>
<li>Among them are also 1d4+1 random spell tomes.</li>
<li><strong>Mathesia</strong> uses the magic circle for limited remote viewing and seeing underlying connections and truths between astral bodies.</li>
</ul>
</li>
</ul>
<h3 id="20.-vitalasium" tabindex="-1">20. Vitalasium</h3>
<p><em>Bubbling, tubes, cables, strong pickle-like odor, the sense that things are very wrong in here.</em></p>
<ul>
<li>Array of <strong>interconnected jars of bubbling liquids</strong> on tables, each <strong>containing a tellurian organ</strong>, like a heart, liver, kidney, spleen, stomach and bowels, and brain.
<ul>
<li>This is what is left of <strong>Magnus Dent</strong>, after the <em>accident</em>, and after Lady Fogg did what she could to save his life.</li>
<li>The <strong>brain</strong> one has a light-up <strong>grill</strong> attached to it, which allows Magnus to <strong>speak</strong>, in a neutral, synthetic voice.</li>
<li>Magnus still <strong>loves Mathesia</strong> very much.</li>
<li>He is <strong>connected to the ship’s systems</strong>, and has slowly learned to <strong>exert control</strong> over them. As this ability grows, so does his desire to take it over. To keep Mathesia safe, of course.</li>
</ul>
</li>
<li>A <strong>tall cupboard</strong> stands to the side. Many tubes and cables go from it into the walls.
<ul>
<li>Gauges on it give the indication that <strong>it draws power</strong>—a fair amount of power—from the ship.</li>
<li>Inside is a reasonably life-like <strong>torso and head</strong> of a <strong>sleeping tellurian woman</strong>, bearing more than a passing resemblance to Mathesia, albeit slightly older.</li>
<li>This is <strong>Mother 2.0</strong>, Lady Fogg’s ongoing attempt to build a new mother.</li>
<li>Cables and tubes go from the torso into the cupboard.</li>
<li><strong>If woken</strong>, she is confused, and quickly panicked, and <strong>will overload</strong> in a shower of sparks if not immediately powered down. This will immediately alert Mathesia.</li>
</ul>
</li>
</ul>
<h3 id="21.-captain-and-officer-quarters" tabindex="-1">21. Captain and Officer Quarters</h3>
<p><em>Prim, proper, orderly, a sense of invading an important person’s private space.</em></p>
<ul>
<li><em><strong>Captain’s quarters (A).</strong></em> Hammock, exotic memorabilia from many voyages, small stack of adventure books, big book that’s the <strong>captain’s log</strong>.
<ul>
<li>The log details the goings-on on the ship as they have happened so far. Of note:
<ul>
<li>A comment about <strong>Doctor Stevenson’s erratic behaviour</strong> with regards to the shake in his hand and his stuttering, which seem to come and go.</li>
<li>Admiration for <strong>Lady Fogg</strong> and this expedition.</li>
<li>Reference to an encounter in his youth with <strong>alien mermaids</strong> or sirens that took to the sky after they were done with him, and the idle worry about discovering siren/iguano offspring in the aether or on the moon.</li>
</ul>
</li>
</ul>
</li>
<li><em><strong>Salena’s quarters (B).</strong></em> Lots of <strong>drapes</strong>, colors, and scented candles. Several small <strong>shrines</strong> to bizarre icons or deities, many of which look dangerous.
<ul>
<li>One of the icons, a many-armed woman with a snake’s tail for legs wielding deadly weapons, has a <strong>hidden hollow compartment</strong>. It contains a fist-sized and shaped <strong>ruby</strong> that allows telepathic communication with Salena’s handler from the Florid Fist secret group, a man known only as <strong>Forward</strong>.</li>
<li>A <strong>selection of</strong> <strong>weapons</strong> are hidden throughout her room, including a kirpan (a form of ornate dagger, light weapon; 14d damage; fated, throwing), a trishul (a triple bladed spear, medium weapon; 1d6 damage; long, parry), and a bow and arrow.</li>
<li>Salena is also an avid reader, and <strong>several books</strong> are tucked away under her bed: adventure books featuring female pilots and captains (blimps, boats, and diving engines), books about self-defence and hiding weapons about your person, and a couple of romance novels.</li>
</ul>
</li>
</ul>
<h3 id="22.-crawlspace" tabindex="-1">22. Crawlspace</h3>
<p><em>Cramped, scaffolding beams, thin air, muted sounds,</em> <em>loose</em> <em>gravity.</em></p>
<ul>
<li>Only meant for <strong>crew access</strong>, and even then only for maintenance.</li>
<li>The top-level crawlspace connects to all <strong>4 hatches</strong> in the top level, and the lower-level one has trapdoors in the ceiling to connect to the <em>lounge</em> (1), <em>grand ballroom</em> (11), <em>engineering</em> (14), and the <em>botanicum</em> (9).</li>
<li><strong>Low ceilings</strong> due to the curvature of the craft.</li>
<li>Much of the space is taken up by the thick, <strong>heavy tethers</strong> to the landers—see <em>observatory</em> (7) and <em>secondary lander</em> (25).</li>
</ul>
<h3 id="23.-cargo-hold" tabindex="-1">23. Cargo Hold</h3>
<p><em>Filled with crates and barrels. Gives the sense that the voyage is well prepared.</em></p>
<ul>
<li>All <strong>4 cargo holds</strong> have several <strong>features in common</strong>: a large <strong>ramp</strong>—the primary means of egress (also for aether-walks), a metal spiral <strong>staircase</strong> to the main level, a silver rocket <strong>life-boat</strong> for up to 16 people, trunk with 4 <strong>aether suits</strong>, crates with mundane and specialized <strong>tools</strong>, boxes of <strong>supplies</strong> (including food and blankets), and smaller tanks of <strong>gases</strong> and <strong>oxygen</strong>. All have <strong>trapdoors</strong> in the ceiling for accessing the <em>crawlspace</em> (22).</li>
<li><em><strong>Hold A.</strong></em> Large tank of compressed air and large tank of compressed gases for ship lighting and heating. Huge barrel of water.</li>
<li><em><strong>Hold B.</strong></em> Large crate with the <strong>power suit</strong> ****(see page 132), and another large crate (with subtle breathing holes) containing the stowaways <strong>Galaxia</strong> and <strong>Firella</strong>.</li>
<li><em><strong>Hold C.</strong></em> Huge barrel of water.</li>
<li><em><strong>Hold D.</strong></em> Large tanks of compressed air and gases.</li>
</ul>
<h3 id="24.-connecting-shaft" tabindex="-1">24. Connecting Shaft</h3>
<p><em>Very quiet, weightlessness, very little air.</em></p>
<ul>
<li><strong>Stairs</strong> and metal <strong>rungs</strong> to pull oneself along in <strong>near zero gravity</strong>.</li>
<li>Many smaller <strong>windows</strong> to the aether outside.</li>
<li>Heavy <strong>tether</strong> runs through the middle, from the <em>secondary lander</em> (25) to the <em>crawlspace</em> (22).</li>
</ul>
<h3 id="25.-secondary-lander" tabindex="-1">25. Secondary Lander</h3>
<p><em>Silence, distant, feeling of being cut off from the rest of the Vernilus.</em></p>
<ul>
<li><strong>Identical to the primary lander</strong> in looks and function, a sphere of glass, metal, and rivets.</li>
<li>A <strong>backup vehicle</strong> in case of issues with the primary one.</li>
</ul>
<h2 id="random-events-on-the-vernilus" tabindex="-1">Random Events on the Vernilus</h2>
<p>During the 4 day journey is an excellent time to throw in one or more events, such as the ones below, especially if the characters seem a little rudderless, or to foreshadow things to come. It’s also a good opportunity to get to know the other characters on the ship, and to form relationships with them, so that it’s more impactful if something happens to them, during the alien incursion for example.</p>
<table>
<thead>
<tr>
<th><strong>d12</strong></th>
<th><strong>Event</strong></th>
</tr>
</thead>
<tbody>
<tr>
<td>1</td>
<td><strong>Theft.</strong> Doctor Stevenson’s alter ego—Edwina—snuck around undetected, breached an off-limits door, and stole something from the room beyond. His puzzled regular self finds it in his room.</td>
</tr>
<tr>
<td>2</td>
<td><strong>Assault.</strong> Edwina enters another passenger’s room, but is interrupted in her larceny by the occupant, and a noisy fight ensues. Unless anyone intervenes quickly, the passenger is knocked out, injured but alive.</td>
</tr>
<tr>
<td>3</td>
<td><strong>Exterior damage.</strong> Part of the plating has buckled and dislodged itself under pressure and needs fixing before it develops an air leak. Crew in regular aether suits fail to repair it, it requires a volunteer to do it in Lady Fogg’s experimental <strong>Power Suit</strong> (introduces the existence of the suit, so it’s an option in the alien boarding later).</td>
</tr>
<tr>
<td>4</td>
<td><strong>Alien vanguard.</strong> As exterior damage above, but the plating was damaged by an alien scout, the same yellow nano-bot soup, but in a six-legged metal dog like form.<br /><br /><em><strong>Alien Proto-Vanguard</strong></em><br /><strong>Lvl</strong> 3; <strong>H****p</strong> 9; <strong>Defense</strong> 10; <strong>Armor</strong> 3 (attached) <strong>Attack</strong> +5;<br />● <strong>Devastating bite.</strong> Rip up metal plating, or deal 3d6 damage.</td>
</tr>
<tr>
<td>5</td>
<td><strong>Aether delirium.</strong> An infectious affliction starts to manifest itself among the people of the Vernilus. The first signs are subtle, but unless it’s dealt with, it could drive someone to attempt to escape in a lifeboat.</td>
</tr>
<tr>
<td>6</td>
<td><strong>Cockatrice carnage!</strong> The diminutive but petrifying beast has escaped its cage and room and is on the loose in the ship. Its bite, not its gaze, turns people to stone, who remembers such details in a panic? Blindfolded passengers and crew stumble about, hoping for a brave soul to recapture it.</td>
</tr>
<tr>
<td>7</td>
<td><strong>Stowaways discovered.</strong> <strong>Galaxia</strong> and <strong>Firella</strong>, 2 ultranaut adventurers, leave the confines of the crate they smuggled themselves onto the ship in, but give their presence away through noise or bad luck. What should be done with them?</td>
</tr>
<tr>
<td>8</td>
<td><strong>Ghost in the walls.</strong> Little Taski can get practically anywhere on the ship by squeezing through the gaps behind the wall paneling. Perhaps she pretends to be a ghostly whisper from the beyond, who can only find rest if offered a specific treasured possession of one of the characters.</td>
</tr>
<tr>
<td>9</td>
<td><strong>Dent takes over.</strong> The network of organs in jars formerly known as Magnus Dent catches a whiff of hubris and tries to take over vital functions on the craft. It starts harmless enough with doors opening all of a sudden, but could get out of control.</td>
</tr>
<tr>
<td>10</td>
<td><strong>Masked ball.</strong> One of the passengers has decided that this evening there should be a masked ball. Did anyone bring a suitable mask? Perhaps something can be scrounged from the cargo or the off-limits areas of the craft.</td>
</tr>
<tr>
<td>11</td>
<td><strong>Paint me like one of your Frennen girls!</strong> Argencia is looking for a painter to create a stunning portrait and spend a lot of private time with.</td>
</tr>
<tr>
<td>12</td>
<td><strong>Mutiny.</strong> Several crew members or passengers vehemently disagree with how a particular situation was handled—for example the stowaways, the aether delirium, or the alien vanguard. Two camps form, and the tension rises. Regular services, like dinners, cease, and a bitter ship-wide standoff begins.</td>
</tr>
</tbody>
</table>
<h3 id="power-suit" tabindex="-1">Power Suit</h3>
<p>A large, metal suit of tank-like armor (3 points armor, without the <em>exhausting</em> tag). Designed to perform repairs in hostile environments, but it just so happens that the built-in tools are equally effective as weapons. The suit is powered by compressed gas canisters, of which it carries 12. Some of the suit’s actions include:</p>
<ul>
<li>Basic movement and circulating breathable air, and being airtight: 1 canister/scene (or 10 minutes)</li>
<li>Welding something, or melting something/someone up to a short distance away: 1 canister, 1 action, 1d10 brutal damage</li>
<li>Breaking, kicking, or punching things is already included in the basic movement cost.</li>
<li>Venting a canister for thrust</li>
</ul>
<h3 id="aether-delirium" tabindex="-1">Aether Delirium</h3>
<p>A pernicious condition transmitted through touch. It affects all sentient creatures alike, organic or not. The incubation period is a few hours, at which point stage 1 manifests itself in the sufferer. Each day they must make a Mind 13 check. Success means the condition improves to a lower stage, failure means it worsens to a higher stage (up to stage 3).</p>
<table>
<thead>
<tr>
<th><strong>Stage</strong></th>
<th><strong>Symptons</strong></th>
</tr>
</thead>
<tbody>
<tr>
<td>0</td>
<td>None. You are cured.</td>
</tr>
<tr>
<td>1</td>
<td>The feeling that your skin (or outer material) hangs loose, and threatens to fall off. A mild obsession with prodding it, binding it up, and checking yourself in the mirror. You desire to hide this condition from your fellows.</td>
</tr>
<tr>
<td>2</td>
<td>You believe that everyone is staring at you, giving you judging, perhaps pitying looks, and you hate them for it. You are convinced that your skin will fall off unless you bind it fully and tightly. You become withdrawn, or at least always keep your distance, lest you infect someone else with your shameful condition.</td>
</tr>
<tr>
<td>3</td>
<td>You believe—and indeed it appears that way to you—that everything you touch melts away, including your friends. You know your condition is incurable, so the only way to keep others safe is to get as far away from them as possible. Off the Vernilus, for a start!</td>
</tr>
</tbody>
</table>
<h2 id="random-finds-on-the-vernilus" tabindex="-1">Random Finds on the Vernilus</h2>
<p>Use when characters are searching and you need more than the location or character description provides.
D66: Roll two d6s and read them in order, or whenever it seems fun!</p>
<table>
<thead>
<tr>
<th><strong>d66</strong></th>
<th><strong>Find</strong></th>
</tr>
</thead>
<tbody>
<tr>
<td>11</td>
<td><strong>Crumpled love letter.</strong> From one Dr Givings to one Annie. Enquiring about her “hysteria symptoms”, and suggesting he’d have new experimental treatments to try out on her. Annie was part of the Vernilus’ construction crew.</td>
</tr>
<tr>
<td>12</td>
<td><strong>Book of salacious poetry.</strong> Part of a stash of one of the passengers, who doesn’t want this sort of stuff found in their cabin, so they hide it about the ship.</td>
</tr>
<tr>
<td>13</td>
<td><strong>Absinthe Supérieure.</strong> “La fée verte en espace.” An illegal alcoholic beverage, known for its potency and mind altering properties.</td>
</tr>
<tr>
<td>14</td>
<td><strong>Professor Globulon.</strong> Escapee pet of one of the passengers. In actuality, the vile, everliving sorcerer Ipku Aya polymorphed into a parakeet by a powerful witch.</td>
</tr>
<tr>
<td>15</td>
<td><strong>Evidence of tryst.</strong> A recognizable piece of clothing or uniform from one of the passengers or crew, where it doesn’t belong.</td>
</tr>
<tr>
<td>16</td>
<td><strong>Porcelain mask.</strong> A very life-like face, painted and glazed. Evidence of scratches, perhaps from a delicate mechanism, on the inside.</td>
</tr>
<tr>
<td>21</td>
<td><strong>Warranty.</strong> Certifying the aether suit 1900 to be fit for post-atmospheric pressures.</td>
</tr>
<tr>
<td>22</td>
<td><strong>Operation manual.</strong> Handwritten collection of sheafs about an experimental power suit, filled with warnings and limits.</td>
</tr>
<tr>
<td>23</td>
<td><strong>Haunted musical box.</strong> With small dancing bride dolls. If anyone hums along to its melody, the ghosts of the dancing brides manifest. If interrupted, they attack, otherwise they disappear after the song.</td>
</tr>
<tr>
<td>24</td>
<td><strong>Flower petal.</strong> It’s a rich plum, like one of the plants in the botanicum.</td>
</tr>
<tr>
<td>25</td>
<td><strong>Parakeet guano.</strong> Strangely, with a hint of sulphur and an air of menace.</td>
</tr>
<tr>
<td>26</td>
<td><strong>Springed launcher.</strong> Can-sized object that launches violently into the air when tapped on the top.</td>
</tr>
<tr>
<td>31</td>
<td><strong>Soap.</strong> Worn, but “D + G”, surrounded by a heart carved in it can be still be made out.</td>
</tr>
<tr>
<td>32</td>
<td><strong>Discarded alcohol.</strong> A half-empty bottle of tongue-numb. Despite its name, it numbs any body part it touches. Will however make tongue or a limb fall off if overindulged in.</td>
</tr>
<tr>
<td>33</td>
<td><strong>Bottled volume.</strong> Creates volume when uncorked, but the label doesn’t specify whether it’s physical or auditory.</td>
</tr>
<tr>
<td>34</td>
<td><strong>Bloodied chalk.</strong> A piece of dropped chalk, with bloodied fingerprint smudges.</td>
</tr>
<tr>
<td>35</td>
<td><strong>Hosiery.</strong> A single, lacy leg. Probably evidence of hanky panky aboard the ship.</td>
</tr>
<tr>
<td>36</td>
<td><strong>Escaped hamster.</strong> Sadly dead. A long slit along its body makes it look like flowers have burst out.</td>
</tr>
<tr>
<td>41</td>
<td><strong>Unexpected possession.</strong> An item from one of the characters, which was definitely left in their room. Nicked and dropped by <strong>Taski</strong>.</td>
</tr>
<tr>
<td>42</td>
<td><strong>Manacles.</strong> Tasseled and covered in velvet that smells like another passenger’s perfume. The key hangs off them.</td>
</tr>
<tr>
<td>43</td>
<td><strong>Charged candelabra.</strong> Audibly hums. Galvanic shock on touch.</td>
</tr>
<tr>
<td>44</td>
<td><strong>Apple-sized skull.</strong> Shows a star field in its shadows. Can help navigation in the aether.</td>
</tr>
<tr>
<td>45</td>
<td><strong>Triptych with stylized paintings.</strong> One shows a sea of clouds, bedecked with frolicking angels, all whites and silks and drapes. Another depicts a crowded hellscape full of torture, suffering, and wicked demons. The last one is black and featureless. They are labelled “Welkin”, “Tanacles”, and “Sheol” respectively. Touching a pane and speaking its name transports you into real, live version of it, until you speak its name again. In Sheol, the shadowy dead linger, consumed by hate for the living.</td>
</tr>
<tr>
<td>46</td>
<td><strong>Simulacrum of the puck.</strong> A small statuette of a grinning demon. On touch, take 1d4 damage to a random ability and roll once on the following table. A book in the library lists the antidotes to these curses/charms, though not always accurately.<br /><br />1. Gain the head of an ass, until led to water<br />2. Your gender changes, until you bathe naked under a full moon<br />3. New hair style, length, and color<br />4. Left foot grows 50% larger, until rubbed for an hour<br />5. Outfit transforms into a baroque frock, until powdered with scented starch<br />6. Tongue or similar extension doubles in length, until you lick a third nipple</td>
</tr>
<tr>
<td>51</td>
<td><strong>Silver earrings.</strong> Shaped like a stylized representation of an atom, with a glowing electron coursing around it. The wearer can listen in to conversations taking place up to a long distance away. They belong to <strong>Argencia</strong>.</td>
</tr>
<tr>
<td>52</td>
<td><strong>Discarded stethoscope.</strong> With bloody fingerprints. Poorly hidden by <strong>Doctor Stevenson</strong> in a panic, after he saw the blood.</td>
</tr>
<tr>
<td>53</td>
<td><strong>Poisoned lipstick.</strong> In an expensive gold and jade tube. Once applied, it makes the first person you kiss debilitatingly ill and lose their hair over the course of a day. Unless you lick your lips, or forget to rub it off after at most half an hour.</td>
</tr>
<tr>
<td>54</td>
<td><strong>Enhanced opera gloves.</strong> Made from luxurious golden silk. Lick the palm while worn and they will suck in all your clothes and equipment and cover you in a skin-tight, silky-smooth zentai suit. Shake head violently to return to normal.</td>
</tr>
<tr>
<td>55</td>
<td><strong>Mummified phegnomenonolgist.</strong> About 15cm tall. On display in a glass box for a thousand years, just awoken by the box dropping and breaking. Will only believe things they can experience with their (remaining) senses.</td>
</tr>
<tr>
<td>56</td>
<td><strong>Blonde postiche.</strong> Paired with matching merkin. Carelessly discarded.</td>
</tr>
<tr>
<td>61</td>
<td><strong>Vaporary tin.</strong> Collection of herbs for a steam bath. Said to mollify the uterus, to assuage colical passions, and other dolors caused in the belly regions.</td>
</tr>
<tr>
<td>62</td>
<td><strong>Lady Fogg’s shuftiscope.</strong> An invasive medical instrument used to test a patient for colon related quandaries, but the practical applications are endless.</td>
</tr>
<tr>
<td>63</td>
<td><strong>Portable odophone.</strong> Silvered contraption that converts scents to musical notes. Several scales of harmonious odors are etched into it for quick reference.</td>
</tr>
<tr>
<td>64</td>
<td><strong>Mermaid scales.</strong> If fashioned into jewelry, it imparts a certain amount of charm and allure, and a longing for the sea.</td>
</tr>
<tr>
<td>65</td>
<td><strong>Desiccated ear of Magnus Dent.</strong> Attached to a wood, brass, and crystal contraption in a hand-sized cartridge. 50% chance of brief communication with <strong>Magnus Dent</strong> over a long distance.</td>
</tr>
<tr>
<td>66</td>
<td><strong>Elephant gown.</strong> On the outside this is a sensuous, alluring, and figure hugging deep red gown. On the inside, it’s made from the tough but pliable, alchemically treated hide of a rare proboscidean specimen. It counts as medium armor (concealable, reflective).</td>
</tr>
</tbody>
</table>
<h2 id="boarded-by-aliens" tabindex="-1">Boarded by Aliens</h2>
<aside>
<h3>Alien Proto-Soldier</h3>
<p><em>Tall and squat humanoid shape in what looks to be airtight full plate armor of an indeterminate period top to bottom, wielding a dangerous looking lance that is attached to a strange backpack via thick, malleable tubes. It’s stoically silent always.</em></p>
<p><strong>LVL</strong> 5; <strong>hp</strong> 15; <strong>Defense</strong> 10; <strong>Armor</strong> 3 (attached, magic, reflecting); <strong>Attack</strong> +8.</p>
<ul>
<li><strong>Galvanic Lance.</strong> Disintegrates 1) head, 2), arm, 3) torso, 4) leg, 5) hand, or 6) foot, on a hit, in the hands of an Alien Proto-Soldier. Otherwise 1d10 (heavy) and disintegration on critical success.</li>
<li><strong>Possess and animate.</strong> Anything that can fit about 30 liters of nano bot soup and not leak it too much.</li>
<li><strong>Six arms.</strong> Do many things at once. Like shooting, punching, and strangling, for example.</li>
</ul>
</aside>
<p>At some point during the voyage, which up until now might have been relatively peaceful, perhaps peppered with some internal struggle, an alien craft attaches to the Vernilus, and powerful, aggressive aliens board the ship.</p>
<ul>
<li>The <strong>aliens look like 6-armed knights</strong> fully encased in armor. These alien proto-soldiers are <strong>lesser servant soldiers</strong>. In fact they are but a <strong>gloopy, yellow soup of nano bots</strong> that animates and controls suitable containers it fits in.</li>
<li>Their <strong>galvanic lances disintegrate body parts</strong>, but they use them sparingly—certainly to frighten into submission—as <strong>they’re after captives</strong>.</li>
<li>It should be made very clear, from a quick disintegration demonstration, that the <strong>characters are likely no match for them in a direct confrontation</strong>, and that they’ll need cunning and guile to escape this situation.
<ul>
<li>Encourage the use of the secret wall tunnels (perhaps led by <strong>Taski</strong>) and whatever else assets (such as the <strong>Power Suit</strong>) the Vernilus has to offer.</li>
</ul>
</li>
<li>The aliens round up their <strong>captives</strong>, manacle them and march them into <strong>fleshy cells</strong> on their ship that expand and contract like a heart chamber. Instead of metal bars for doors, the cells have thin but vicious <strong>fangs</strong>.</li>
<li>The interior of the alien ship is <strong>part organic and part metal</strong>. Rooms resemble bladders, and corridors are akin to a trachea. Soft, <strong>pulsating lights</strong> illuminate the ship throughout in pink and yellow hues. Yellow veins form a transport network that takes the nano bot soup from nutrient-rich sacs and pools to well maintained armor suits. It smells faintly of fresh fish. This odor intensifies and worsens to signal alarm.</li>
<li>It is ok for the aliens to make off with some or all characters, player or otherwise. If they don’t manage to pull off a hare-brained escape stunt on their own, the moon’s <strong>Megaprimatus shoots</strong> and badly damages <strong>the ship</strong>, forcing it to <strong>crashland near the volcano</strong> at any rate.</li>
<li>The Vernilus’s <strong>course remains set</strong> for the Viridian Moon, but it might have been nudged off slightly, requiring someone with some skill and know-how to pilot it. This could be extra fun if the relevant crew were among those taken.</li>
</ul>
<h2 id="the-viridian-moon" tabindex="-1">The Viridian Moon</h2>
<p>So named for the <strong>blue-green coloration</strong> of the majority of its plant life, even when viewed from afar. Leaves here are thick and leathery, possessing many mind and body altering qualities if prepared in the correct way. Buds and flowers and <strong>bulbous and colorful</strong>, ready to burst into clouds of choking spores as well as spontaneous vocalizations.</p>
<p>It is a hot place, pregnant with volcanic activity. What <strong>little air</strong> there is (enough for a tellurian, hyper or other, though the air’s scarcity limits prolonged physical exertion) tastes of sulfur and of burnt eggs. <strong>Dissonant drums</strong> are forever heard hither or tither, as the native moon savages—the <strong>Skolrom</strong>—perform this or that unsavory ritual. An air of feral danger permeates this untamed place.</p>
<h3 id="natives" tabindex="-1">Natives</h3>
<p>Many tribes of savage humanoids sit along the middle of the moon’s food chain. Notable for our purposes are the 3-gendered <strong>Skolrom</strong>, a hunched and hirsute folk, with crude—but just as deadly—weapons and a penchant for freakish fetishes. They huddle in stone houses carved into the walls of the volcano’s crater by unknown, older hands.</p>
<ul>
<li>The Skolrom are extremely <strong>superstitious</strong>, and forever placating gods and spirits, especially with sacrifices.</li>
<li>They don’t speak, but communicate through their <strong>grunts and gestures</strong>.</li>
<li>Above all they <strong>worship Megaprimatus</strong>, the volcano spirit, and consider tellurian offerings to it the most holy of <strong>rituals</strong>.</li>
</ul>
<h3 id="the-volcano" tabindex="-1">The Volcano</h3>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2020/08/marvelous-voyage-to-the-viridian-moon/ViridianMoonVolcano.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/08/marvelous-voyage-to-the-viridian-moon/ViridianMoonVolcano.jpg-800.jpeg" width="800" height="568" alt="Cut-away of the volcano on the Viridian Moon." loading="lazy" decoding="async" /></a></figure>
<p>An active volcano juts out of the viridian jungle that surrounds it like an ocean. Along the crater’s rim the ululations of fauna below sound distant, replaced by the bubbling of the lava and the occasional sputter and hiss of fiery rocks and steam.</p>
<ul>
<li>Dangerous, winding <strong>paths</strong> lead down on 2 sides of the volcano.</li>
<li>On the westernmost of these is the <strong>crashed, smoldering space craft</strong> of the aliens, brought low by a hell beam from Megaprimatus. Aliens and any captives survived or died, as makes for the better story.</li>
<li>On the easternmost is a <strong>giant dinosaur foot shaped indentation</strong> in the volcano slope into which the <em>Vernilus lander</em> possibly set down.
<ul>
<li>Both sites feature an <strong>entrance</strong> to a series of passages that lead <strong>into the crater</strong> (see the following page). At the entrance of each is a crude totem of stacked, cubic blocks of rock.</li>
</ul>
</li>
<li>Inside the crater, the walls have been carved into <strong>3 concentric layers</strong>, each 10 meters further down than the next. They’re connected by ramps.</li>
<li>On each such level there are <strong>blocky dwellings</strong> carved into the crater walls. Two of them are connected to the passages down the volcano. All of this construction predates and is beyond the skill of the savage Skolrom.
<ul>
<li>One dwelling contains a <strong>makeshift shrine to an ultranaut pilot</strong> who was stranded here several generations ago, and built Megaprimatus from the remains of her crashed aethercraft. Her dusty (but intact) <strong>ultrasuit</strong>, with a sickle on a black background patch, forms part of the shrine.</li>
</ul>
</li>
<li>On the lowermost layer, a <strong>platform</strong> perches precariously over the edge. Two totemic stone <strong>columns</strong> stand on it, sporting metal rings and many, deep scratches. It is here that the Skolrom tie their unfortunate sacrifices.</li>
<li>The savages call their god with repetitive <strong>drumming and chanting</strong>.
<ul>
<li>If the narrative allows for it, now would be a good time to have a <strong>known and loved character</strong> form the unfortunate bound, <strong>sacrificial victim</strong>, with the natives drumming, chanting, and <strong>calling their god Megaprimatus</strong>.</li>
</ul>
</li>
</ul>
<h3 id="volcano-passages" tabindex="-1">Volcano Passages</h3>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2020/08/marvelous-voyage-to-the-viridian-moon/ViridianMoonVolcanoPassages.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/08/marvelous-voyage-to-the-viridian-moon/ViridianMoonVolcanoPassages.jpg-320.jpeg" width="320" height="544" alt="Map of the volcano passages." loading="lazy" decoding="async" /></a></figure>
<p>Both sides of the volcano have dried out magma flows through 3 chambers, from the slope through to the stone-carved dwellings in the crater. Use the map below for whichever one the party might venture in (and re-use and mix up as necessary in the unlikely event they explore both).</p>
<h4 id="general-features" tabindex="-1">General features</h4>
<p>All 3 chambers share some of the same features.</p>
<ul>
<li><strong>Smooth walls</strong> of black stone.</li>
<li><strong>Dim light</strong> from scattered flickering candle-sized fires that come from a local fruit with an oily center. The natives halve them and set them alight; they burn slowly and produce a sweet scent.</li>
<li>Hardened and <strong>cooled lava</strong> flows and pools. They’re still warm to the touch, and thinnest in the middle, where they <strong>might break</strong> under dramatic pressure.</li>
</ul>
<h4 id="entrance" tabindex="-1">Entrance</h4>
<ul>
<li><strong>Totemic columns</strong>, made from stacked, crudely cubic stones.</li>
<li><strong>Side tunnel, stiflingly hot.</strong> Breeding ground for the cheliceratae. In their fledgeling state they look like fist-sized balls of black fur. 3d6 of them.</li>
</ul>
<aside>
<h3>Fledgeling Chelicerata</h3>
<p><strong>Lvl</strong> 1; <strong>hp</strong> 3; <strong>Defense</strong> 13; <strong>Armor</strong> 0; <strong>Attack</strong> +6.<br />
● <strong>Leaping hug with too many tiny legs.</strong> Up to short distance, 1d4 damage (ongoing—until forcibly pried off)</p>
</aside>
<h4 id="lower-chamber" tabindex="-1">Lower chamber</h4>
<ul>
<li><strong>Solidified lava fall</strong>, 6m tall, to a round, 1m diameter opening to the middle chamber.</li>
</ul>
<h4 id="middle-chamber" tabindex="-1">Middle chamber</h4>
<p><em>Thick, moist mist, the scattered flickering lights barely visible, drifts and disturbances in the mist suggests you’re not alone.</em></p>
<ul>
<li>The mist fills the whole chamber, and <strong>prolonged exposure causes eye watering</strong>. The mist appears to turn all liquids red, so affected persons appear to be crying tears of blood.</li>
<li><strong>4 mature cheliceratae</strong> dash through the room, balls of black fur that are actually just way to many spidery legs, attached to a core muscle. They ignore the Skolrom who rear them.</li>
<li><strong>2 sneaky Skolrom</strong> hide in the mists like ninjas. If the opportunity presents themselves they’ll capture a person and take them away to be a sacrifice for Megaprimatus. The Skolrom smear cheliceratae blood on their eyes, which lets them see through the mist.</li>
<li>A character might stumble across the <strong>Spare Face of the Finder</strong>. It’s a perfect match of whoever stumbled across it. Left by itself it hardens into a clay-like substance, but once touched it reverts to a supple, living version (or whatever the face of the finder is made of). Sure, the finder probably has a face already, but now they have a spare!</li>
</ul>
<h4 id="top-chamber" tabindex="-1">Top chamber</h4>
<p><em>Murmurs, grunts, and screeches of the Skolrom. Wooden sticks drumming on stone. Air of danger and menace.</em></p>
<ul>
<li>A <strong>score of Skolrom</strong> is spread throughout the room, a couple near the entrance to the lava fall, the rest on the raised escarpments, platforms, and hanging bridges.
<ul>
<li>Though threatening, and great in number, they don’t intend to attack <em>en masse</em>. Instead, their drumming, if not stopped early, will awake the <strong>lava worm hydra</strong>!</li>
</ul>
</li>
<li>The top platform appears to have a mouth in the wall. In fact it’s the <strong>Mouth of Nefertiti,</strong> the last remaining part of a magical statue, melted in with the rock wall (but it can be chiseled out). Depending on the method of kissing the mouth, it will trickle milk, honey, or water for a minute.</li>
<li><strong>Bouncy rope bridges</strong> connect the higher platforms. Opposed Agility checks to trampoline people off at a short distance.</li>
</ul>
<aside class="full">
<h3>Lava Worm Hydra!</h3>
<p><em>Like a giant worm made of hardened lava chunks with liquid lava veins. Oh, and with 9 heads.</em></p>
<p><strong>Lvl</strong> 7; <strong>hp</strong> 21; <strong>Defense</strong> 9; <strong>Armor</strong> 3 (attached); <strong>Attack</strong> +7.</p>
<ul>
<li><strong>Many heads for many actions.</strong> Take both a fast and a regular turn.</li>
<li><strong>Shake heads, fling lava.</strong> Fast action. All close targets, or 1d6 targets within short distance. 3d6 fire damage, Agility 13 for half.</li>
<li><strong>Head slams.</strong> 2 close targets, 1d10 (brutal) damage.</li>
<li><strong>Beheaded magnetism.</strong> A cut off worm head becomes a lump of magnetic ferrous rock instantly attracted and sticking to the cavern walls. Person who did the beheading: Agility 13 or 1d8 (ongoing) damage and/while stuck to the wall.</li>
</ul>
</aside>
<h3 id="megaprimatus-deus" tabindex="-1">Megaprimatus Deus</h3>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2020/08/marvelous-voyage-to-the-viridian-moon/MegaprimatusDeus.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/08/marvelous-voyage-to-the-viridian-moon/MegaprimatusDeus.jpg-800.jpeg" width="800" height="540" alt="Lady Fogg is an unwilling offering to the monster." loading="lazy" decoding="async" /></a></figure>
<p>Resembling an enormous primate made of dark metal and obsidian, Megaprimatus is as a god to the Skolrom. His countenance is ferocious and terrifying. His belly is alight with the lava that powers him, and smoke vents through his growling visage. His grating movements send shivers throughout the volcano.</p>
<ul>
<li>After emerging from his cave he <strong>grows</strong> from his already impressive 6m <strong>to</strong> a frightening <strong>60m tall</strong> among an aura of chromatic aberration and aggravating susurration.</li>
<li>He <strong>doesn’t speak</strong>, he just follows his programming, which is beating his chest in menacing metallic clangs, crushing any obvious threats to the <strong>Skolrom</strong>, collecting his offering, and leaving, to place them into the ultracosmic portal in his cave.</li>
<li>In his chest is a bladed iris that he can open to release a <strong>hellish beam</strong> that devastates anything in its path, for vast distances. This is how he brought down the alien craft.</li>
<li>He can also reverse its power source, for an <strong>irresistibly magnetic attraction</strong>.</li>
<li>Megaprimatus has no stats—he simply <strong>crushes anything</strong> in his path. But he does have weaknesses that can bring him low:
<ul>
<li><strong>Lava</strong> can melt him—canny characters might notice him avoiding it and standing on rocks instead.</li>
<li>His metal parts can <strong>rust</strong>, you know, eventually.</li>
<li>The phrase “<strong>klaatu barada nikto</strong>” spoken aloud shuts him down.</li>
<li>He can be avoided, distracted, or snuck around.</li>
</ul>
</li>
<li><strong>Megaprimatus’ cave</strong> is a natural rift in the crater wall.
<ul>
<li>Inside are various <strong>remains of an ancient aether craft</strong> with a flag depicting a sickle on a black backdrop. Together with rocks and decomposed vegetable offerings from the <strong>Skolrom</strong>, this form a sort of nest for the automaton.</li>
<li>A tall <strong>metallic booth</strong> with a single door, and many tubes and cables going to and from it and pieces of improvised machinery, is in fact an <strong>ultracosmic portal</strong> leading to the Ultranaut’s home cosm upon activation (read: whatever setting or adventures you want to go on next).</li>
<li><strong>Other treasures</strong> in the cave include: an <strong>abandoned belt buckle of powerful magnetic attraction</strong> (once per session attract 1) precipitation, 2) lightning, 3) your nemesis, 4) a parliament of ravens or similarly cunning avians, 5) illegal treasure, or 6) a person of your choice, at random for 1 scene), several small <strong>metallic food containers</strong> a mere few hundred years past their “best by” dates, and a <strong>survival knife</strong> with a built-in towel that can double as a flag (sickle on black on one side, white on the other).</li>
<li>The stranded Ultranaut built him and the portal from the damaged remains of her aether craft. <strong>He was to be her guardian</strong> while she explored the moon in search of new power sources, which she eventually found. And although she finished the portal, she never got to use it herself, brought low as she was by angry natives. Now Megaprimatus mindlessly sends sacrificial victims back in her stead.</li>
</ul>
</li>
</ul>
<h2 id="concluding-the-adventure" tabindex="-1">Concluding the Adventure</h2>
<p>The goal of this introductory scenario, beyond wild and enjoyable experiences, is to give new characters a taste of traveling through the Ultracosm, via the portal in the cave of Megaprimatus. Perhaps end the session with describing tantalizing glimpses of what awaits the characters in this new cosm. Perhaps add a cliff hanger. And if you’d like the characters to keep the means of ultracosmic travel, simply say they emerge out of ostensibly the same booth in their destination, and allow them to take it with them (if they build a raft or wheels for it).</p>
<p>And if this adventure didn’t go anything like the <strong>Possible Timeline</strong>, and the characters didn’t find the portal, or never made it to the moon: that’s fine! Wherever you choose to go from here, above all have fun.</p>
Exciting Announcements
2020-07-24T09:19:31Z
https://mottokrosh.com/posts/2020/07/exciting-announcements/
<p>If it seems like it's been quiet here at Mottokrosh Machinations HQ, then that's only because we have been busy cooking up big things. Feast your eyes on:</p>
<ul>
<li><a href="https://mottokrosh.com/posts/2020/07/exciting-announcements/#hypertellurians-m-anvil-edition">A revised and expanded edition of Hypertellurians.</a></li>
<li><a href="https://mottokrosh.com/posts/2020/07/exciting-announcements/#virtually-expo">We're going to the Virtually Expo.</a></li>
<li><a href="https://mottokrosh.com/posts/2020/07/exciting-announcements/#free-rpg-day">In honor of Free RPG Day, we give away a pamphlet adventure PDF.</a></li>
<li><a href="https://mottokrosh.com/posts/2020/07/exciting-announcements/#but-wait-there-s-more">And more!</a></li>
</ul>
<h2 id="hypertellurians-(m)anvil-edition" tabindex="-1">Hypertellurians (M)Anvil Edition</h2>
<p>Yes, it's true, a revised version is coming. We're not calling it a new edition, or anything quite as dramatic, because the rules haven't changed. But unlike the original version, which was print-on-demand, this one is done as an offset print run, on gorgeous paper, complete with bookmark ribbon, endpapers with handy references, and a fancy cover with spot gloss varnish.</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2020/07/exciting-announcements/manvil-spreads1.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/07/exciting-announcements/manvil-spreads1.jpg-320.jpeg" width="320" height="227" alt="A sample spread from the revised Hypertellurians edition." loading="lazy" decoding="async" /><figcaption>New Beast and Ultranaut by Karen Reding.</figcaption></a></figure>
<h3 id="what's-changed%3F" tabindex="-1">What's changed?</h3>
<ul>
<li>We added a big and brand new <strong>starting adventure</strong>, called <em>Marvelous Voyage to the Viridian Moon</em>, where you play crew and/or passengers on an experimental aethercraft on its inaugural mission of exploration. It's full of art and maps, random tables, quirky characters, and laid out with the greatest care for usability and ease of reference at the table.</li>
<li>The original edition had a mix of original and stock art. In this version we've replaced even more of the stock art with <strong>brand new, original art</strong>, and crammed some more in besides.</li>
<li>The format of the book has changed from 6"×9" to <strong>A5</strong> to bring it in line with our other books. This also means we've redone the layout, again with the greatest care to keep relevant information logically together.</li>
<li>We fixed some typos, rephrased a few unclear sentences, and expanded the trauma lists.</li>
<li>We have added an <strong>extra character sheet</strong>, designed by <a href="https://twitter.com/skullfungus">Karl Stjernberg, a.k.a. Skullfungus</a>.</li>
</ul>
<h3 id="what-hasn't-changed%3F" tabindex="-1">What hasn't changed?</h3>
<ul>
<li>The rules, characters, and powers are the same as before. (Actually, we added 2 new major cosm powers, and a new spell. We just can't help ourselves.)</li>
<li>It's just as easy to get started fast, and keep engaged over a long period of time.</li>
</ul>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2020/07/exciting-announcements/manvil-spreads2.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/07/exciting-announcements/manvil-spreads2.jpg-320.jpeg" width="320" height="227" alt="A sample spread from the revised Hypertellurians edition." loading="lazy" decoding="async" /><figcaption>New Revenant by Scapefiend.</figcaption></a></figure>
<h3 id="when-can-i-get-it%3F" tabindex="-1">When can I get it?</h3>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2020/07/exciting-announcements/manvil-spreads3.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/07/exciting-announcements/manvil-spreads3.jpg-320.jpeg" width="320" height="227" alt="A sample spread from the revised Hypertellurians edition." loading="lazy" decoding="async" /><figcaption>New Royals by Katie Wakelin and Karen Reding.</figcaption></a></figure>
<p>The files are at the printer's, and it is our hope to have the books in time for <a href="https://www.ukgamesexpo.co.uk/virtually-expo/">Virtually Expo</a> towards the end of August. We will then release the hardcovers and the PDFs at the same time.</p>
<p>The PDF has also had some extra love. It is even better hyperlinked for quick navigation, and we have added nested bookmarks.</p>
<p>When the new edition comes out, the print-on-demand version will no longer be available at <a href="https://www.drivethrurpg.com/browse/pub/13816/Mottokrosh-Machinations">DriveThruRPG</a>. Instead you will be able to purchase the hardcover version directly on this site. All PDFs and our other POD books will continue to be available at DriveThruRPG.</p>
<h3 id="what-if-i-already-own-the-original-version%3F" tabindex="-1">What if I already own the original version?</h3>
<p>First of all, good for you, and our deepest thanks! We wouldn't have been able to invest in this fancy new version if it hadn't been for the support, enthusiasm, and reviews from all of our current customers and fans!</p>
<p>You will receive the PDF of the new version for free (if you don't hear from us about this, it might be that we don't have your permission to email you, in which case please <a href="https://mottokrosh.com/#bottom">contact us</a>), and the option to buy the new hardcover at a discount, so you can also enjoy the new adventure in all its printed glory.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2020/07/exciting-announcements/manvil-spreads4.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/07/exciting-announcements/manvil-spreads4.jpg-320.jpeg" width="320" height="227" alt="A sample spread from the revised Hypertellurians edition." loading="lazy" decoding="async" /><figcaption>Scene from the new Adventure. Art by Beto Lima.</figcaption></a></figure>
<h3 id="(m)anvil-edition%3F" tabindex="-1">(M)Anvil Edition?</h3>
<p>This edition is named in honor of recurring characters from our canon, the grandiose and demi-god-like barbarian brothers Anvil and Manvil. If you look closely, you can find them in many of our products.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2020/07/exciting-announcements/manvil-spreads5.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/07/exciting-announcements/manvil-spreads5.jpg-320.jpeg" width="320" height="227" alt="A sample spread from the revised Hypertellurians edition." loading="lazy" decoding="async" /><figcaption>New Ultranaut by Katie Wakelin.</figcaption></a></figure>
<h2 id="virtually-expo" tabindex="-1">Virtually Expo</h2>
<p>Like many conventions, gigs, and other events, this year's UK Games Expo had to be canceled, but instead we will have the first <a href="https://www.ukgamesexpo.co.uk/virtually-expo/">Virtually Expo</a>, organized by the same people, and we will be there (virtually).</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2020/07/exciting-announcements/virtually-expo.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/07/exciting-announcements/virtually-expo.jpg-800.jpeg" width="800" height="398" alt="Ad for Mottokrosh Machinations' stand at Virtually Expo." loading="lazy" decoding="async" /></a></figure>
<p>Mottokrosh Machinations will have a stall in the virtual trade hall, and on top of our full program, we will be there live on video to chat with you all throughout the convention. Here are some of the things you can expect from us:</p>
<ul>
<li>Chat to us live face-to-face via Virtually Expo's built-in <strong>video chat</strong>.</li>
<li><strong>Write to us</strong> via text and emoji in our <a href="https://mottokrosh.com/discord">Discord</a>.</li>
<li>Watch <strong>daily 1-hour games of Hypertellurians with celebrities</strong> from the industry, including writers and artists. Stay tuned for more announcements about this!</li>
<li>We will have several slots a day for short, <strong>live demos</strong> of our games. You can sign up via the expo's <a href="https://www.ukgamesexpo.co.uk/events/?category=14">events pages</a>.</li>
<li>We will have two <strong>Q&A sessions</strong>. Send us your messages in advance via <a href="https://mottokrosh.com/discord">Discord</a>!</li>
<li>All of our books will have a short introduction video on our virtual stall, for an experience as close to leafing through the physical books while a crew member tells you about them that we could make.</li>
<li>One of our GMs will run a <strong>full 4-hour game of Hypertellurians</strong>. Sign up quickly before it sells out.</li>
<li>And I wouldn't be surprised if we had some <strong>special offers</strong> too!</li>
</ul>
<h2 id="free-rpg-day" tabindex="-1">Free RPG Day</h2>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2020/07/exciting-announcements/faulty-tors.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/07/exciting-announcements/faulty-tors.jpg-320.jpeg" width="320" height="240" alt="Ad for pamphlet adventure Bewilderment and Panic in the Land of Faulty Tors." loading="lazy" decoding="async" /></a></figure>
<p>Saturday, 25th July is <a href="https://www.freerpgday.com/">Free RPG Day</a>. That means friendly local gaming stores across the world will give away special quickstarts, adventures, or other promo materials from a variety of publishers.</p>
<p>We didn't manage to get anything done in time to be added to those packs, but we didn't want you to miss out, so we have finished a short but fun generative adventure we playtested recently, and we will be giving the PDF of it away for free.</p>
<p>It's called <em>Bewilderment and Panic in the Land of Faulty Tors</em>, and if you follow us on social media, you might have already seen previews of it. Come back here on July 25th or check our DriveThruRPG page to collect it!</p>
<p><strong>Update:</strong> You can now <a href="https://www.drivethrurpg.com/product/321610/Bewilderment-and-Panic-in-the-Land-of-Faulty-Tors">download it from DriveThruRPG</a>.</p>
<h2 id="but-wait%2C-there's-more" tabindex="-1">But wait, there's more</h2>
<h3 id="woaden" tabindex="-1">Woaden</h3>
<p>Woaden, a new game we're developing is still moving ahead at a steady pace, and we have had awesome new art in for it, and we have started another collaboration with an artist for it. I can't wait to show some of it, it's going to look amazing, but you'll have to be patient a little longer for that.</p>
<h3 id="ultracosmic-%C3%BCberbrew" tabindex="-1">Ultracosmic Überbrew</h3>
<p>Our games are released under a creative commons license, which means you are free to hack away at them, even reprint the texts in part or whole, as long as you give attribution, but it doesn't cover our art, including our logo.</p>
<p>We wanted to give you a way to show your love for Hypertellurians though, and to do that we will soon introduce a compatibility program called <em>Ultracosmic Überbrew</em>. Participation will mean you get a special logo you can put on your products and they will be listed on a dedicated page here. But more on that soon.</p>
<hr />
<p>That's it for now, but come back tomorrow (assuming you're reading this on the very day it went live :D) for your free adventure pamphlet! And if you'd like to keep in touch, join our <a href="https://mottokrosh.com/discord">Discord</a> or <a href="https://mottokrosh.com/newsletter">newsletter</a>.</p>
Electric Bungeonland
2020-05-20T16:00:00Z
https://mottokrosh.com/posts/2020/05/electric-bungeonland/
<h3 id="or%3A-let's-mash-up-electric-bastionland-with-the-bungeon." tabindex="-1">Or: Let's mash up Electric Bastionland with The Bungeon.</h3>
<p>Weekends in lockdown has afforded me the opportunity to try out a lot more different games than usual. My weekly sessions are generally longer campaigns (a few months at least), but with everyone being homebound lately, it's been relatively easy to put together one-shots on Saturdays.</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2020/05/electric-bungeonland/ElectricBungeonlandCover.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/05/electric-bungeonland/ElectricBungeonlandCover.jpg-320.jpeg" width="320" height="320" alt="Visual mashup of Electric Bastionland and the Bungeon." loading="lazy" decoding="async" /></a></figure>
<p>I've run games of <a href="https://mottokrosh.com/machinations/hypertellurians/">Hypertellurians</a> (playtesting a new adventure), overseen hexcrawls in deepest Sarkash in <a href="https://morkborg.com/">Mörk Borg</a>, helped guide player characters through the treacherous floors in the Blancmange & Thistle (via <a href="https://www.troikarpg.com/">Troika!</a>), and just now, finished an interesting games mashup.</p>
<p>Not too long ago I received the <a href="https://nightyeast.com/">Night Yeast</a> zine, and it's a thing of beauty. Tactile, with a certain roughness, beautiful anarchic design, and full of compact but grand ideas. Right on the back is a dungeon by <a href="https://twitter.com/skullfungus">Karl Stjernber</a>g called the Bungeon, and—you guessed it—it's all about baked goods.</p>
<p>Shortely thereafter my copy of <a href="http://www.bastionland.com/">Electric Bastionland</a> arrived too, a system and setting, but most of all, a collection of 100 failed careers (what you might equate to classed in other games). These immediately looked like so much fun. Electric Bastionland has very simple mechanics, so you can really focus on the ideas and the story, which I've found paramount for my one-shot games.</p>
<p>So when it came to choosing a new game to run, I thought about mashing up the two: take the system of Electric Bastionland, transpose it to a medieval fantasy setting (this involved only very small tweaks, and skipping one failed career because I was too lazy to adapt it), use the Bungeon as the adventure location, and dress the whole thing up in a framing story made largely from puns.</p>
<p><em>I should note that the text below contains spoilers for the Bungeon!</em></p>
<figure class="full-width"><a href="https://mottokrosh.com/posts/2020/05/electric-bungeonland/RoguesGallery.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/05/electric-bungeonland/RoguesGallery.jpg-800.jpeg" width="800" height="316" alt="The cast of the game posing on Zoom." loading="lazy" decoding="async" /></a></figure>
<p>Thus, it came to pass that our characters were all down on their luck, out of a job, and saddled with life-changing debts. Luckily, the local sensational restaurant, the Breadnought Bakery & Bistro, and its famous proprietor, the Gastrognome (thanks <a href="https://www.wizardthieffighter.com/">Luka Rejec</a>), was looking for a group of foolhardy heroes with nothing to lose, and was willing to pay enough to cover everyone's debts and even leave some to start a new life.</p>
<p>You see, although his establishment is famed in the region, it's no reason for the Gastrognome to rest on his laurels (delicious though they may be). Like other bakeries, he refers to "Powder Piegella's Precious Puddings", the standard in the industry, but moreso, he has determined that Piegella's recipes imply the existence of an ur-recipe upon which all of her glorious pastries are based. Not only that, but in her hubris she's even hidden clues to the whereabouts of this recipe within her book.</p>
<p>And now the Gastrognome has deciphered them.</p>
<p>Immediately he dispatched his sous-chef Stasia, along with two bakery bouncers, to retrieve it, but they did not return. So now it falls to the heroes to try and retrieve the recipe (and its 5 ingredients). Oh yes, and maybe also the sous-chef, if they happen to stumble upon her.</p>
<p>To improve the heroes' chances, the Gastrognome was willing to provide transport (an old mule, a cranky donkey with a cart just big enough for a <em>Good Dog</em>, and, yes, a bull), a bun-derbluss with a basket of calcified bun-pellets, and up to 3 spell scrolls. For the latter, I had just the other day received the PDF for a stretch goal in the <a href="https://www.kickstarter.com/projects/gawain/deep-carbon-observatory-remastered">Deep Carbon Observatory Remastered</a> Kickstarter campaign: a supplement of spells called <a href="https://www.drivethrurpg.com/product/313715/FEAST-OF-BUKAKO">Feast of Bukako</a>. And what a feast it is. The spells therein are so much fun. I determined them randomly and came up with a spell that summoned a whale (and let anyone standing in its mouth breathe underwater), one that made a talisman glow (the <em>Good Dog</em> character in this case) and pulled the caster towards the sun, locked in a flying struggle for the duration, and one that lets the caster fuse an object to where their hand should be.</p>
<p>I'd decided the fate of the sous-chef Stasia and her bouncers already. One bouncer triggered a trap at the entrance to the Bungeon: an explosion of flour, filling his lungs, and leaving his outline amid the flour splash on the door. The characters discovered his body in a hastily assembled cairn outside the structure, the stones displaying white flour handprints.</p>
<p>The second bouncer, I'd decided had lost his leg to the snoozing oven, before falling into the pit trap with the sharpened breadsticks, while Stasia herself had been baked into the Loathing Loaf and had been trying to eat her way out for a day already, by the time the characters arrived. Also, I made the Loaf very erudite, merely a day old, questioning its existence and creation, and complaining of "stomach" aches, on account of the baked in Stasia.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2020/05/electric-bungeonland/Map.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/05/electric-bungeonland/Map.jpg-800.jpeg" width="800" height="506" alt="The map of the Bungeon." loading="lazy" decoding="async" /></a></figure>
<p>In the end we'd had so much fun. The Electric Bastionland rules really stayed out of the way. The failed careers had just enough meat on them to keep the characters interesting for the adventure, and the random spells added a lot of opportunity to every decision. Our party consisted of a <em>Good Dog</em> (yes, a dog, smart but still a dog), a <em>failed critic</em> (now in hiding), a <em>gutter minder</em> with a lizard people obsession, and a <em>farm saboteur</em> with a flame thrower (alchemical).</p>
<p>I rolled the damage dice as listed in the Bungeon, which made everything particularly deadly for Electric Bastionland characters, but I also let them regain 1d6 ability/hit points for hugging the <em>Good Dog</em> (once per day). No character died, though many came extremely close.</p>
<p>The whole setup worked really well. I'm very much looking forward to what game/adventure/framing device combination I can run next!</p>
Interview with Pelle Nilsson and Johan Nohr
2020-03-21T10:00:00Z
https://mottokrosh.com/posts/2020/03/interview-with-pelle-nilsson-and-johan-nohr/
<p>The Mörk Borg release party in early March was a great event, where I got to meet a lot of awesome people. Among them of course the creators of the aforementioned book. They were gracious enough to let me do a short interview with them, in the middle of the festivities. 🍻</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2020/03/interview-with-pelle-nilsson-and-johan-nohr/mb-books.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/03/interview-with-pelle-nilsson-and-johan-nohr/mb-books.jpg-800.jpeg" width="800" height="554" alt="Limited and regular edition of the book." loading="lazy" decoding="async" /></a></figure>
<p><strong>Mottokrosh: Please introduce yourselves and tell us a bit about how people may know you.</strong></p>
<p>Pelle: I’m Pelle Nilsson, I wrote the game <a href="https://morkborg.com/">Mörk Borg</a>, and I’ve also made some other RPGs, like the Swedish <a href="https://www.sfbok.se/produkt/barkhaxan-190720">Barkhäxan</a>, a horror game that we’ll maybe translate into English some other time. But right now it’s Mörk Borg 100%.</p>
<p>Johan: And I am Johan Nohr, I have done the graphic design and artwork of Mörk Borg, and I was also the graphic designer for <a href="https://frialigan.se/en/games/symbaroum/">Symbaroum</a>, and I have worked with <a href="https://frialigan.se/en/games/mutant-year-zero/">Mutant Year Zero</a>, <a href="https://www.modiphius.net/collections/vampire-the-masquerade">Vampire: the Masquerade</a>, stuff like that.</p>
<p><strong>Mottokrosh: So, Mörk Borg release party—there are a ton of people here! Naturally, the book has had an amazing reaction. It’s interesting to hear you talk onstage about how in Sweden people have been lukewarm to it, but internationally, everyone’s been “this is amazing!”. But overall, how do you feel about the reaction towards your book?</strong></p>
<p>Pelle: I’m very happy about it. I’ve been writing lots of other books, which are not RPGs, like poetry and such. With what’s happened with Mörk Borg, I got my low self-esteem buckets filled with good energy, so to speak. I’m very happy about the reaction. Extremely happy.</p>
<p>Johan: I think it’s unreal, actually. Like I said onstage, some people make games to be big in a way, we didn’t make this game to become big. If Free League makes a game, for example, they anticipate how many people will like it. We never did. We just made it in our basement, basically. We just made a game that we thought was cool, and then people liked it all over.</p>
<p><strong>Mottokrosh: It’s not been made to sell?</strong></p>
<p>Johan: No, we haven’t made a cent from it.</p>
<p>Pelle: We don’t care about those kinds of things, like money or stuff like that. We just made zines, and that became a book. What happened after that is a fantastic bonus.</p>
<p>Johan: Definitely, it’s amazing.</p>
<p>Pelle: But I’m still the same!</p>
<p>Johan: You haven’t turned rockstar! (<em>*laughter*</em>)</p>
<p><strong>Mottokrosh: I’m seeing this more and more in the indie/OSR scene, where people are more interested in bringing an artistic value rather than a capitalistic one to a product. Did you think about that when you made it, or was that just what happened?</strong></p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2020/03/interview-with-pelle-nilsson-and-johan-nohr/johan-and-pelle.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/03/interview-with-pelle-nilsson-and-johan-nohr/johan-and-pelle.jpg-320.jpeg" width="320" height="184" alt="Portrait of the creators." loading="lazy" decoding="async" /></a></figure>
<p>Pelle: We just wanted to make something without limits. I wrote the text without limits. Johan made art without limits, and we combined it in a symbiotic way, and we didn’t care about whether it was cool, or whether it would be successful. We just did what we wanted to do.</p>
<p>Johan: In a lot of other projects that I’ve been involved with, there has been a set “you have to have 230 pages”. We didn’t have that, we just said let’s fill this thing with as much art as we can. I don’t care about the page numbers. We just do what we do, whether it’s 40 pages or 100 pages. I don’t care. Just do every spread the way we wanted, and fuck it, let the print cost be as it may. I mean, we have silver foiling on the inside, because we could. We didn’t earn money on this, we spent every cent on production.</p>
<p>Pelle: The Kickstarter was 980% successful. Everything went into making the book better.</p>
<p>Johan: And also—maybe this is the beer talking now, be careful here, Nohr—I have an understanding now after running this KS that a lot of RPG producers do get some money out of it, because we could do [a basic version of] this book without problems. If they do ones with less artwork in it, and still charge the same…</p>
<p><strong>Mottokrosh: People have started to cotton on to that now. I come across a lot of Kickstarters where I think they look pretty shit.</strong></p>
<p>Pelle: And they still charge 40 euros for it. We did €25 and people said it was cheap.</p>
<p>Johan: That’s more than we needed to make the print for the book itself.</p>
<p>Pelle: For us it’s more important that people enjoy the game. And that we can have parties like this, and have a good time together.</p>
<p>Johan: One goal that I had during this was that if one group plays this game, then that’s good.</p>
<p><strong>Mottokrosh: (<em>*laughter*</em>) Well, there’s one group just next to us, right here, right now.</strong></p>
<p>Johan: Yeah. We made it! That’s all I need.</p>
<p>Pelle: The only thing—we don’t have enough haters. (<em>*laughter*</em>) It’s a rules light, very easy game to play, but for lots of people it’s also complicated because of our artistic approach, and because we don’t explain everything in detail. We don’t explain what an RPG is.</p>
<p><strong>Mottokrosh: Interestingly, there’s a game from the 90s, called <a href="https://en.wikipedia.org/wiki/Hol_(role-playing_game)">Human Occupied Landfill</a>…</strong></p>
<p>Johan: We’ve been compared a lot to that!</p>
<p><strong>Mottokrosh: It starts with “A roleplaying game is… oh fuck it, you know this shit.” (<em>*laughter*</em>)</strong></p>
<p>Pelle: I’ve been skipping the “What is an RPG” part in books for 25 years.</p>
<figure class="float-left"><a href="https://mottokrosh.com/posts/2020/03/interview-with-pelle-nilsson-and-johan-nohr/armor-spread.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/03/interview-with-pelle-nilsson-and-johan-nohr/armor-spread.jpg-320.jpeg" width="320" height="221" alt="Pages from the book." loading="lazy" decoding="async" /></a></figure>
<p><strong>Mottokrosh: What is an RPG to you? What is the most important part to you when you sit down with people, or online, to play a game?</strong></p>
<p>Pelle: For me it’s very important that you can meet together, discover things together, explore things together, without making too many rolls, with social interactions. You might make some dice rolls to see if you’re dead, or something like that. But not a dice roll every 2 minutes or so.</p>
<p>Johan: When we sit down to play Mörk Borg we laugh our asses off, all the time. We don’t take it seriously for one second.</p>
<p>Pelle: I have to mention that I wrote the game, but I haven’t tried the game yet. I haven’t played it. But it seems like lots of people enjoy it.</p>
<p>Johan: I have done playtests with my groups.</p>
<p>Pelle: Yes, lots of other people have playtested it!</p>
<p>What I knew though is that these rules that I wrote, they cannot fail, they’re very easy and uncomplicated. Roll a d20, add your ability value, and hit the difficulty rating or above. <em>I</em> didn’t need to playtest that.</p>
<p>The most complicated rule is the armor rule. Minus a die off the damage (d2, d4, or d6).</p>
<p><em><Interlude with <a href="https://twitter.com/skullfungus">Skullfungus</a> appearing and my last question totally derailing several times.></em></p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2020/03/interview-with-pelle-nilsson-and-johan-nohr/weapons-spread.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/03/interview-with-pelle-nilsson-and-johan-nohr/weapons-spread.jpg-800.jpeg" width="800" height="568" alt="Pages from the book." loading="lazy" decoding="async" /></a></figure>
<p><strong>Mottokrosh: What’s next for Mörk Borg?</strong></p>
<p>Pelle: We have lots of stuff on our hard discs, but it’s secret!</p>
<p><strong>Mottokrosh: I need something saucy and sexy for my blog. What can you tell me?</strong></p>
<p>Pelle: I can tell you this—</p>
<p>Johan: Be careful though!</p>
<p>Pelle: It’s very easy to write for the game, and very easy to grasp the rules. We have this Mörk Borgs Cult, as we call it. They have written a lot of stuff, and want to honor that. That’s it.</p>
<p>Johan: We want to make something.</p>
<p>Pelle: Yeah, we want to make something out of that.</p>
<p>Johan: We can say that, and also that we can’t stop doing stuff. More will come.</p>
<p>Pelle: It’s impossible not to think about Mörk Borg. There will be more material!</p>
Interview with Dan Algstrand
2020-03-14T16:20:06Z
https://mottokrosh.com/posts/2020/03/interview-with-dan-algstrand/
<p>Just before joining the Mörk Borg release party in Stockholm earlier this March, I had the pleasure to meet Dan Algstrand, a.k.a. Norse Dork, who graciously took it upon himself to be my guide not just around our corner of the city, but also through the Swedish RPG scene in general. Later that evening, I managed to corner him for a few questions. I quoted him already in <a href="https://mottokrosh.com/posts/2020/03/mork-borg-and-the-stockholm-kartell/">my writeup of the release party</a>, but here is the interview transcript in full.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2020/03/interview-with-dan-algstrand/KultSpread1.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/03/interview-with-dan-algstrand/KultSpread1.jpg-800.jpeg" width="800" height="456" alt="A sample spread from the Kult RPG." loading="lazy" decoding="async" /></a></figure>
<p><strong>Mottokrosh: Let's start by introducing yourself a little, what you’ve worked on, and perhaps what you’re most proud of.</strong></p>
<p>Rumor has it that I’ve worked on every Swedish RPG ever. This is not true. But I like that rumor, so I will not deny it. It was 20 years ago that I worked on my first RPG, the 6th edition of <a href="https://en.wikipedia.org/wiki/Drakar_och_Demoner">Drakar och Demoner</a> (Dragons and Demons). The very first edition was just a Swedish translation of <a href="https://www.drivethrurpg.com/product/128323/Magic-World">Magic World for Basic Roleplaying</a> from <a href="https://www.chaosium.com/">Chaosium</a>, back in 1982. And then in 2000, I did the graphic design for the 6th edition of that game.</p>
<p><strong>Mottokrosh: So do you know the Chaosium people quite well?</strong></p>
<p>No, I haven’t met a single one of them, but I’ve made friends with most of the people in the Swedish RPG scene for the last 20 years, for one reason or another, and some of them want me to design or lay out their games. As long as I get paid I’m happy to do that. <em>*laughter*</em></p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2020/03/interview-with-dan-algstrand/KultSpread2.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/03/interview-with-dan-algstrand/KultSpread2.jpg-320.jpeg" width="320" height="240" alt="Another sample spread from the Kult RPG." loading="lazy" decoding="async" /></a></figure>
<p><strong>Mottokrosh: Capitalism aside, you have done the graphic design for the new edition of Kult - Divinity Lost, which looks absolutely amazing, and when it came out it set a new standard for what games could look like. How did that come about?</strong></p>
<p>Well, first of all, I had a really, really good creative director in <a href="https://sv.wikipedia.org/wiki/Petter_Nallo">Petter Nallo</a>, who is with <a href="https://helmgast.se/">Helmgast</a>, the publisher. He had a very clear idea of what he wanted the game to look like. So he provided me with a lot of reference art that I could like at, and then I googled a lot of orthodox iconography, and asked myself how can I introduce this into the layout?</p>
<p>I also looked at the first edition of Kult, because I wanted to incorporate some of that stuff, and the main color scheme is black and red and white, and that’s straight from the original.</p>
<p><strong>Mottokrosh: That’s a good color scheme to work with.</strong></p>
<p>Yeah, the Nazis thought so as well (<em>*laughter*</em>) but it’s actually the strongest color scheme you can have. Bright red, black, and white. It’s got the biggest contrast between all three colors.</p>
<p><strong>Mottokrosh: Did you also lay out the bible version of Kult, and was it a pain it the ass to do?</strong></p>
<p>No, the bible edition was a walk in the park, compared to the other books! Because in the other books there is no single text block that is rectangular. Everything is wonky. But in the bible edition everything is rectangular, and there is only text. So it’s a bit like typesetting a novel. It’s pretty easy.</p>
<p>But there is a new bible edition coming out soon.</p>
<figure class="float-left"><a href="https://mottokrosh.com/posts/2020/03/interview-with-dan-algstrand/DanAlgstrand.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/03/interview-with-dan-algstrand/DanAlgstrand.jpg-320.jpeg" width="320" height="320" alt="A picture of Dan with the Kult books." loading="lazy" decoding="async" /><figcaption>Photo: Ylva Bergman.</figcaption></a></figure>
<p><strong>Mottokrosh: New one? You heard it here first, folks!</strong></p>
<p>Yeah, with a better index, and it’s going to be printed in two colors. Red and black, on white paper.</p>
<p><strong>Mottokrosh: Wait, two colors <em>and</em> black? Luxury! This may be a loaded question, but aren’t indexes the worst to make?</strong></p>
<p>They are, they are! They take forever, and if you make an excellent index, no one will thank you or commend you for it, but if you make a crap index, people will hate you forever.</p>
<p><strong>Mottokrosh: You’ve done a bunch of stuff for <a href="https://frialigan.se/en/startpage/">Free League</a>, and you’re working on the new <a href="https://www.kickstarter.com/projects/1192053011/vaesen-nordic-horror-roleplaying">Vaesen RPG</a>. What’s been your approach when it comes to the layout for that?</strong></p>
<p>First of all I’d like to say that for everything I’ve made so far for Free League, <a href="https://frialigan.se/en/authors/christian-granath/">Christian Granath</a> is the graphic designer. I am just the layout guy. He is responsible for the main look of everything, and I just put stuff in the right places.</p>
<p>With Vaesen I’ve got a bit more leeway. He made a few example spreads for me to look at, and I got to tweak them to my liking. When it comes to Vaesen, I’d say Christian and me are equally responsible for how it looks, but most of all it will look amazing because of <a href="https://johan-egerkrans.blogspot.com/">Johan Egerkrans</a>’s fantastic illustrations. I’ve been wanting to do something with Johan for years, so this is like a dream come true. He’s an amazing artist and I just want to do a layout to highlight his amazing artwork.</p>
<p><strong>Mottokrosh: Do you have a project that you’ve been wanting to get out there, but for whatever reason haven’t been able to yet?</strong></p>
<p>I do. I’ve been wanting for ages for there to be an awesome, easy to pickup, sword and sorcery game, Conan-style. But everyone who decides to make a Conan game… it just gets bloated (<em>*laughter*</em>). Too many pages, too many checks, too many rules.</p>
<p><strong>Mottokrosh: So are you working on it?</strong></p>
<p>I am. In my drawer I have a halfway finished, really rules light, swords and sorcery Conan game. But since I'm acquainted with the guy who owns the license for Conan…</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2020/03/interview-with-dan-algstrand/KultSpread3.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/03/interview-with-dan-algstrand/KultSpread3.jpg-320.jpeg" width="320" height="240" alt="Final sample spread from the Kult RPG." loading="lazy" decoding="async" /></a></figure>
<p><strong>Mottokrosh: Isn’t Conan in the public domain?</strong></p>
<p>Not everything. But if I only used what Howard wrote, and not mention Conan, I would be safe. But I don’t want to piss off Fredrik <em>[the license holder]</em>!</p>
<p><strong>Mottokrosh: So in your version, at what point—if at all—do you introduce the famous “What is best in life?” quote?</strong></p>
<p>I think that would be on the title page.</p>
<p>Johan Nohr (<em>*walks in*</em>): Not sooner? (<em>*laughter*</em>)</p>
<p><strong>Mottokrosh: Yeah, come on, why are you holding back? (<em>*laughter*</em>) On a personal note, I just want to add that it’s been so fantastic coming to Sweden and not only being greeted by lots of friendly people, but literally being guided, being told “meet me at the pub and I’ll introduce you to people and stuff”. It’s been fantastic.</strong></p>
<p>It’s what I would wish to happen to me if I were in your position.</p>
Mörk Borg and the Stockholm Kartell
2020-03-08T16:45:23Z
https://mottokrosh.com/posts/2020/03/mork-borg-and-the-stockholm-kartell/
<p>When I read that the creators of artpunk game <a href="https://morkborg.com/">Mörk Borg</a> would have a release party in Stockholm, I decided that I would join. It's one of my favorite games recently released, certainly one the most gorgeous ones, and its production values are through the roof (glow-in-the-dark spine, silver foil inside, different kinds of paper, ...). Plus, I wanted to meet the people behind the book. What I hadn't foreseen was the sheer number of awesome, friendly, and diverse people I would get to know.</p>
<figure class="full-width"><a href="https://mottokrosh.com/posts/2020/03/mork-borg-and-the-stockholm-kartell/the-books.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/03/mork-borg-and-the-stockholm-kartell/the-books.jpg-1200.jpeg" width="1200" height="656" alt="Both editions of the Mörk Borg books." loading="lazy" decoding="async" /></a></figure>
<p>When I mentioned on the Mörk Borg Discord server that I would come over for the party from Berlin, I was immediately met with enthusiasm, and later at the venue, I was introduced as the "guest of honor", which was very silly but at the same time quite flattering.</p>
<p>Before I could worry about finding my way around and fitting in, Dan Algstrand from <a href="https://www.stockholmkartell.com/">Stockholm Kartell</a>, himself a prolific graphic designer and layout artist (cf. <a href="https://kultdivinitylost.com/">Kult - Divinity Lost</a>), offered to meet me at a pub for a drink beforehand. When I thanked him for that in person, he simply said "It’s what I would wish to happen to me if I were in your position." Well, indeed.</p>
<p>On my way to said pub, I quite randomly passed the Free League office. Bumping into an actual office or shop for an RPG company, by accident, is quite an achievement statistically, but in Stockholm it's apparently the done thing.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2020/03/mork-borg-and-the-stockholm-kartell/free-league-office.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/03/mork-borg-and-the-stockholm-kartell/free-league-office.jpg-800.jpeg" width="800" height="371" alt="Shop window of the Free League office." loading="lazy" decoding="async" /></a></figure>
<p>We chatted for a while before heading over to the venue that had been booked for the party, complete with a stage decorated with sculptures from a group of artists called To Decay, and the Mörk Borg logo blazing in the background. Immediately he introduced me to Pelle Nilsson, the author, several other Stockholm Kartell members, and shortly after, Johan Nohr, the graphic artist.</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2020/03/mork-borg-and-the-stockholm-kartell/sculptures.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/03/mork-borg-and-the-stockholm-kartell/sculptures.jpg-320.jpeg" width="320" height="240" alt="No ordinary stage." loading="lazy" decoding="async" /></a></figure>
<p>Before I knew it I was speaking with a dozen other people, was handed a <a href="https://www.facebook.com/NightYeast/">Night Yeast</a> sticker by the legendary Karl Stjernberg (a.k.a. <a href="https://twitter.com/skullfungus">Skullfungus</a>), an awesome zine named Profane Oath packed with illustrations, by Ambika (a.k.a. <a href="https://www.instagram.com/sendrinon/">Sendrinon</a>), and an exclusive Mörk Borg pamphlet adventure. Wow.</p>
<p>At one point at the bar, a chap pointed at the <a href="https://mottokrosh.com/machinations/hypertellurians">Hypertellurians</a> patch on my bag and let me know I had good taste. He audibly gasped when I told him I was its creator—now this I had not anticipated in Stockholm! It's lovely to see my little game gain some traction over there too.</p>
<p>In fact, several people knew me as a author and publisher, yet many more didn't, but seemed very enthusiastic when I showed them some of the books I'd brought along, and invariably praised the look of Hypertellurians. I had been more than a little nervous about that, with graphic design giants like Johan and Dan around.</p>
<p>Free League's Martin came over to say hello, as he recognized me from the <a href="https://mbcast.co/">Mud & Blood</a> Discord, where I also hang.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2020/03/mork-borg-and-the-stockholm-kartell/gang.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/03/mork-borg-and-the-stockholm-kartell/gang.jpg-800.jpeg" width="800" height="600" alt="Karl, Ambika, and others." loading="lazy" decoding="async" /></a></figure>
<p>After a couple of beers, we were treated to an interview with Johan and Pelle onstage, who managed to captivate the audience with their entertaining tales of the origin and process of creating Mörk Borg.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2020/03/mork-borg-and-the-stockholm-kartell/onstage.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/03/mork-borg-and-the-stockholm-kartell/onstage.jpg-800.jpeg" width="800" height="600" alt="Johan and Pelle being interviewed." loading="lazy" decoding="async" /></a></figure>
<p>In the midst of the party, between chatting and drinking, a group of people even managed to cram in an actual game of Mörk Borg. Johan told me that his ambition with the book was that at least one group played, and even here they did. "Yeah. We made it! That’s all I need," he said.</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2020/03/mork-borg-and-the-stockholm-kartell/gaming.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/03/mork-borg-and-the-stockholm-kartell/gaming.jpg-320.jpeg" width="320" height="240" alt="Gamers gaming, having fun." loading="lazy" decoding="async" /></a></figure>
<p>Pelle joked: "The only thing—we don’t have enough haters. It’s a rules light, very easy game to play, but for lots of people it’s also complicated because of our artistic approach, and because we don’t explain everything in detail. We don’t explain what an RPG is." This reminded me of that part in the 1994 game <a href="https://en.wikipedia.org/wiki/Hol_(role-playing_game)">Human Occupied Landfill</a> (HöL), which stops itself mid-sentence and just concedes that you already know. "We’ve been compared a lot to that!" interjects Johan, whereas Pelle confessed: "I’ve been skipping the <em>What is an RPG</em> part in books for 25 years."</p>
<p>No release party is complete without an official offering to the powers of fire. (Apparently? Maybe?) And so it was that before we left the original venue for additional pastures, a copy of the book was put to the torch among sparklers, and a ritualistic reading of the Prophecy of Verhu in Swedish.</p>
<figure class="float-left"><a href="https://mottokrosh.com/posts/2020/03/mork-borg-and-the-stockholm-kartell/creators.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/03/mork-borg-and-the-stockholm-kartell/creators.jpg-320.jpeg" width="320" height="239" alt="Pelle, Johan, and the limited edition of the book." loading="lazy" decoding="async" /></a></figure>
<p>Eventually I had to call it a night, a little sad and very tired, but also very glad that I got to meet and hang with so many awesome people. If I didn't mention everyone in here by name it's definitely not because of the beer and fuzziness. (It probably is.)</p>
<p>I returned from the release party with the exclusive adventure pamphlet, a sticker, a zine, an elusive special edition of Mörk Borg, and the genuine impression that the Swedish RPG scene is honest, welcoming, and brilliant. And I managed to cram in a little bit of sightseeing the next day too.</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2020/03/mork-borg-and-the-stockholm-kartell/swag.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/03/mork-borg-and-the-stockholm-kartell/swag.jpg-320.jpeg" width="320" height="240" alt="Swag from the event." loading="lazy" decoding="async" /></a></figure>
<p>—</p>
<p>I took additional pictures, including more touristy ones, all of which can be seen on <a href="https://www.facebook.com/mottokrosh/media_set?set=a.10159639901214768&type=3">my Facebook page</a> for those so inclined.</p>
<p>But perhaps more excitingly, I also had the chance to interview both <a href="https://www.instagram.com/algstrand/?hl=en">Dan Algstrand</a>, and Pelle Nilsson and Johan Nohr. I will post the full interviews soon.</p>
<p>There are also <a href="http://release.morkborg.com/">official event photos</a>.</p>
Looming Machinations
2020-02-22T14:08:25Z
https://mottokrosh.com/posts/2020/02/looming-machinations/
<p>It may appear that things have been a little quiet here at Mottokrosh Machinations HQ, but nothing could be further from the truth. In the dark depths of the Mottokrosh mind a plethora of pursuits have been progressing. So I thought it was about high time to give you a little bit of a sneak peek.</p>
<h2 id="hypertellurians" tabindex="-1">Hypertellurians</h2>
<p>We're working on a revised edition of our flagship product, with two goals: to further improve ease of comprehension and utility at the table, and to add a starting adventure. A lot of excellent people have been looking closely at the book in the scant year since its release, and we want to incorporate their suggestions.</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2020/02/looming-machinations/LoomingMachinations1.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/02/looming-machinations/LoomingMachinations1.jpg-320.jpeg" width="320" height="320" alt="Illustration of Captain Anselmo" loading="lazy" decoding="async" /><figcaption>Art by Beto Lima</figcaption></a></figure>
<h3 id="improvements" tabindex="-1">Improvements</h3>
<p>First off, let me reassure you that there will be no rules changes in this new edition. Instead, we will fix a few things that could have been clearer, move a few things around so they make more sense in a straight read-through of the book, and expand on a few pieces that are currently overly terse. Not by a lot, but just enough to easily explain how to run things the Hypertellurians way.</p>
<h3 id="starting-adventure" tabindex="-1">Starting adventure</h3>
<p>One of the questions we heard multiple times was why didn't we include a starting adventure directly in the core book? When it was released we had two adventures out, one of them also available directly here on the website. I'd hoped that would be enough, and I could get away without one in the book. Plus, a big part of the system is its ability to run existing modules from other systems on the fly.</p>
<p>But I underestimated the demand for an adventure that exemplified the tone of the game. And the convenience of having a full scenario together with the rules, all in one handy tome.</p>
<p>Naturally, we could have repackaged one of the existing adventures in the new edition. Heart of the Atom Isa is an especially good example of the tone that our game aims for. But where's the fun in that? So I set out to write a brand new one.</p>
<figure class="float-left"><a href="https://mottokrosh.com/posts/2020/02/looming-machinations/LoomingMachinations2.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/02/looming-machinations/LoomingMachinations2.jpg-320.jpeg" width="320" height="320" alt="Illustration of Expedition Leader Mathesisa Fogg" loading="lazy" decoding="async" /><figcaption>Art by Beto Lima</figcaption></a></figure>
<p>The new adventure is called <em>Marvelous Voyage to the Viridian Moon</em>, and it is a bit of an homage to Jules Verne's fantastical stories, perhaps with a little bit of King Kong thrown in too. All with our trademark bizarre and interesting characters and random finds. And all designed to be extra easy to run and reference at the table.</p>
<p>The adventure is mostly written, and it's currently being play-tested. Art has been commissioned and has started to come in too—see the cropped sneak peek pieces accompanying this post.</p>
<h3 id="when-and-where%3F" tabindex="-1">When and where?</h3>
<p>The new edition will be a luxury product, printed on extra nice paper, with all the trimmings. We can't confirm anything yet, but we'd love to have it ready in time for UK Games Expo, but make absolutely no guarantees on that front. :D</p>
<p>One thing we do promise however, is that all existing owners of the current edition will get a PDF of the new edition for free. Additionally we're looking into offering an "upgrade" from the current edition to the new one at cost. More on this as we have it.</p>
<h2 id="conventions" tabindex="-1">Conventions</h2>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2020/02/looming-machinations/LoomingMachinations3.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/02/looming-machinations/LoomingMachinations3.jpg-320.jpeg" width="320" height="320" alt="Illustration of Little Taski" loading="lazy" decoding="async" /><figcaption>Art by Beto Lima</figcaption></a></figure>
<p>We're aiming to exhibit at several more cons this year. Already booked are UK Games Expo at the end of May, and we have several others on the radar. Possible appearances might include Essen, The Kraken, RopeCon, and Dragonmeet, but more news on these to follow.</p>
<h2 id="woaden" tabindex="-1">Woaden</h2>
<p>And what about Hypertellurian's spiritual successor Woaden? Have you forgotten all about it? Far from it! Although we've made a renewed push with Hypertellurians, Woaden is still being chipped away at in the background. The erstwhile conditions have morphed into trauma and stress (and many trauma entries have been written), a first adventure has been play-tested, and several awesome pieces of art have come it. But I'm keeping those for upcoming <a href="https://mottokrosh.com/tags/woaden/">Writing Woaden</a> articles. :P</p>
<p>The plan for Woaden is still to keep developing it and writing about it on the blog, with the aim to release a quickstart later this year. In the meantime though, our sights are set on making our science fantasy RPG the best it can possibly be!</p>
<p>Comments, questions? <a href="https://twitter.com/mottokrosh">Hit me up on Twitter</a> or in the form below.</p>
Hypertellurians meets Quetzel
2020-01-25T10:00:00Z
https://mottokrosh.com/posts/2020/01/hypertellurians-meets-quetzel/
<p>Kia ora koutou! My name's <a href="https://twitter.com/_Boganova_">Liam</a> and I'm here to take over the blog for a day.</p>
<p>I recently got to have my first experience running <a href="https://mottokrosh.com/machinations/hypertellurians/">Hypertellurians</a> in an epic 7 hour game on New Year's Eve. I mentioned it to Frank and he invited me here to tell you all about it. So here we are.</p>
<p>But this story doesn't start on New Year's Eve, but rather several months beforehand. I first got a copy of Hypertellurians from Frank to look at. I read it and quickly fell in love with it. I committed to play it, and then promptly didn’t, due to life commitments, other new shiny games, etc. But the worm was planted within my mind.</p>
<p>Fast forward a couple months and my partner tells me one of her good friends is coming over to New Zealand in summer, is interested in RPGs and has never been a player. Asks if I would like to run a game for him and his partner. Ever the well behaved partner I agreed in hope of brownie points to exchange for her doing the housework.</p>
<p>I start thinking about what to run for this game. I learn that our future guest had only played D&D 5e. Now, a bit of info about me; I dislike D&D. A lot. So much so I have a podcast where we talk about RPGs that aren’t D&D. There is just something about the ultra-heroic, middle of the road genericness of its fantasy that puts me off. But the GM's job is to facilitate a good time for their players, so my likes and dislikes come second. Still, I devise a survey for our two guests to fill out to find out exactly what sort of game they want to experience, ranging from wacky through to horrific. The results come back: Basically D&D style high fantasy. I needed to put down all my dark and grim games and find something to run fantasy with. Or swallow my pride and learn how to run D&D.</p>
<p>Around this same time, <a href="http://mbcast.co/">my podcast</a> came to r<a href="http://mbcast.co/70">eview Hypertellurians</a>. Frank even <a href="http://mbcast.co/69">ran a game for us</a>, <a href="http://mbcast.co/68">we interviewed him</a> and talked about it, reviewed it and, <em>spoilers</em>, loved it. It was great. The rules didn’t get in the way, and let you play more or less whatever you want. They put the players front and centre in a way that not all games necessarily do. I loved Wonder, I loved how the game focuses on defining characters through equipment and powers instead of stat lines. I had to run this game.</p>
<p>The worm in my head was screaming at me. So I set out to take Hypertellurians and use it for D&D-like fantasy.</p>
<p>At this point I had a few weeks left. So I made some characters as pregens. I dunno if Frank will include them with this post so I'll summarise <em>[He will. See bottom of article.—Frank]</em>. I made one of each archetype. For the Alien I made your typical edge lord elf mage. The Beast was a man cursed to be a minotaur. The Construct was an angel on sabbatical, inhabiting a statue of itself. The Revenant was a drowned spirit of a forlorn bride. The Royal was an exiled dwarven lord seeking to settle old grudges. But my favourite was the Ultranaut; Eli the everchosen, a young man born on a patch of four leaf clovers under a full moon who carried around a sceptre he had pulled from a stone. He was very lucky, destined for great things, but otherwise a naive young man making his way through life.</p>
<p>So I had my characters. There would be four players so the six would comfortably cover it. Now I needed an adventure. I was quite busy so didn't have time to write one myself. So I started digging through my collection looking for something new that was high fantasy and epic enough for the D&D fans, but of a flavour I could stomach.</p>
<p>I found it in <a href="https://frialigan.se/en/store/?product_id=2295185604656">The Spire of Quetzel</a>. It’s an adventure written by Patrick Stuart for <a href="https://frialigan.se/en/games/forbidden-lands/">Forbidden Lands</a>. It ticked all of the boxes, so I set about very quickly converting what little mechanically needed converting to Hypertellurians. I was good to go.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2020/01/hypertellurians-meets-quetzel/HyperQuetzelLove.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/01/hypertellurians-meets-quetzel/HyperQuetzelLove.jpg-800.jpeg" width="800" height="600" alt="Spire of Quetzel and Hypertellurians books in a heart shape." loading="lazy" decoding="async" /><figcaption>Quetzel ❤️ Hypertellurians</figcaption></a></figure>
<p>On the day, we got together. My four players chose the minotaur (Olgen the oxen), the Revenant (The ivory lover), the Royal (Helga the Honourable), and the guest of honour naturally went with our Ultranaut, Eli the Everchosen. I explained how the rules worked, dished out snacks, and we sat down for our planned 5 hour game and finished 7 hours later.</p>
<p>A fun time was had by all. The adventure proved to be a hit, and the game worked well for a quick pick up game that rewarded player ingenuity. It was an amazing experience and has me wanting more Hypertellurians. The only issue I ran into was when a creature is coming out of cover to attack the party. The initiative order means the players have no choice but to receive the charge before acting. While I don’t mind this personally, it was mentioned by the players as annoying, so in future I think I would not place an enemy into initiative order until they are actively sighted by players. But a small easy fix that only experience with the game could highlight as an issue to me.</p>
<aside>
<h3>Ambushes</h3>
<p>I handle this one of several ways. If it's defintely more interesting to have the party be surprised, and they've made no reasonable attempts at being attentive or on the lookout for trouble, I'll give the enemies a free ambush action (i.e. move a short distance, and get one attack in) before launching into regular rounds.</p>
<p>However, use this sparingly, perhaps even only once. Naturally, after one ambush the party would be on high alert anyway.</p>
<p>If both sides are equally prepared and qualified, I might do a simple 50/50 dice-roll to see if the party is surprised.</p>
<p>For subsequent ambushes, or for parties who are specifically on the lookout, I would describe the enemies jumping out of cover, and then ask if anything would like to act fast (i.e. take a fast turn). Those who do, get their 1 action for the fast turn, and then the ambushers get their ambush actions (as above; yes, it's a bit like a charge wondrous action but for free; it's ok, they're enemies and they'll die soon), and then we'll do regular turns.</p>
<p>—Frank.</p>
</aside>
<p>I absolutely recommend Spire of Quetzel for any system, but especially Hypertellurians. It just fits. To explain why, I’ll break down the adventure below. But warning, <em>here be spoilers</em>! If you are a player that may run into this module one way I’m about to spoil the shit out of it for you.</p>
<h2 id="play-report" tabindex="-1">Play Report</h2>
<p>The game started with the party being approached in a dream by a strange shimmering masked figure, informing them of a tower nearby in which the body of a demon queen lay, needing to be destroyed. The shadowy figure gave the party a list of items they needed to gather and said it would meet them at her corpse. The party accepted (phew!) and we were on!</p>
<p>They headed north and found a strange needle-like iridescent tower that was hazy and hard to focus on. Around it, all plant life grew as if leaning away from it and the ground hummed with vibration. Its front door was made from silver with a giant eye etched into it. Much Wonder was given. They went through and were confronted with a room full of mummified bodies twisted and torn across the floor, spiral stairs leading up, and two giant bird-like monsters. These creatures spoke like two elderly scholars happy for the new company, but whose body language suggested they were ready for action and violence any time someone neared the stairs. At first the party explored the room, more or less ignoring these strange bird demon things, but after some time they learned that these beings contained the bound spirits of two mages forced to guard the stairs who desperately wanted Quetzel destroyed. They had to see an invitation to let the party pass or they were bound to attack. After massively overthinking it, the party went outside, wrote their own invitations and presented them. Glad to see someone was on their way to take on their slave master, the birds quickly accepted the obviously fake invite and let the party up the long staircase. Puzzle one solved!</p>
<p>After a long climb the party emerged in a large ruined town, with a dim opal coloured sky. Ash blew through the streets and the bricks were blood red. Strange wolf-like creatures stalked the shadows, occasionally seen licking the blood bricks, and the party constantly had this feeling of seeing figures on the edge of their vision that they could never actually look at. They could make out two standing structures nearby. Another tower, and a gothic looking mansion overrun by vines and plants. They headed to the tower.</p>
<p>Along the way the party stopped and one of them found a silver knife; one of the objects they were tasked with gathering! But in the process they got separated from the others and the wolf things attacked. Our first combat broke out, and our party made short work of the wolves with human faces. But not before Helga got a nasty bite that grew infected. Yep, <em>that</em> kind of infection.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2020/01/hypertellurians-meets-quetzel/ReptileBirds.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/01/hypertellurians-meets-quetzel/ReptileBirds.jpg-800.jpeg" width="800" height="543" alt="Spread from the Quetzel book with reptile birds." loading="lazy" decoding="async" /></a></figure>
<p>Inside the tower, behind a silver door with an eye etched on it, was a mirror maze. With the ground obscured by a layer of frozen blood. But not cold frozen. In this tower time itself freezes until something living passes through nearby, so everything would be still until the party got close, and then suddenly spring into motion only to freeze again as the party passed. Soon they started to find the bodies. People left frozen the moment after death, in the air mid fall, clutching at neck wounds. On top of this the party had a feeling of being followed. They pushed on and soon found the centre of the maze. Here, a young half elf girl worked away on a glass forge. Molten glass would spring to life as she neared, and moved it to a crucible that would spark as she neared. Wonder! What they didn't know was that the girl was Quetzel's fear personified, so as soon as she saw the party, armed and covered in blood, she fled for her life calling for her “tigers”. The party found themselves attacked by perfect glass sculptures of tigers emerging from the maze, hard to see in the constant mirror reflections. It was an epic fight full of floating frozen glass splinters and brutal fights. Wonder was had. The girl was soon caught and a key retrieved from her neck, as well as a strange enchanted necklace with instructions on it that after another 15 minutes of overthinking was finally solved.</p>
<p>The party left the maze and approached the garden house through the ruined city. What they found was a large greenhouse full of plants and large buzzing bees. Inside, near some hives they find an old wizened woman. Unknown to them this woman was the empathy and consciousness of Quetzel embodied. There was another eye laden silver door. The party asked to go through. Not trusting the party, believing them to be on the way to kill Quetzel and thus her and her “sister”, she put them to a test. She would let them through the door if they drank nectar; the most powerful poison known to mankind. If they did and survive, their purity was proven and she would unlock the door. Eli volunteered and luckily he is lucky. Barely, he stayed standing. She opened the door and let them enter. Unfortunately for her, Olgen the Oxen had noticed she was wearing a silver ring, which the stranger from the dream had requested they gather. When the woman turned her back, Olgen cut her down like a true murder hobo. They stole the ring and fled the garden through the door as lizards emerged from the bushes to attack the party.</p>
<p>The party emerged on a sailing ship, flying high above storm clouds and crewed by a terracotta crew, as lightning flashed all around. So much Wonder. The crew ignored them, and there was no obvious way onto the flying ship, until they realised that there was a chain hanging from the “engine”, and at the end of this chain was another silver door etched with an eye. Around the captain's neck was a silver key. The crew quickly tried the ring they had murdered to obtain, and learned that it turns the wearer into whatever bird most closely resembled them. It had to be removed by another to turn back. But onto the task at hand. Predictably a fight broke out, with the crewmen trying to push the characters off the flying boat. The door was being used as a lightning rod to power the ship, and as it got winched up the ship started to lose altitude. But the party was able to get it up and unlocked with the liberated key in quick time.</p>
<p>The party walked out into a room, whose ceiling was made of shimmering iridescent galaxies. In the centre of the room, on a throne of obsidian was the mummified remains of Quetzel, chest torn open exposing her obsidian heart. So the party was here, with the gathered items before the body of Quetzel. Ivory stepped forward, and reached for her heart. On touching the heart she found herself staring up at her own smiling self pulling the obsidian heart from her chest.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2020/01/hypertellurians-meets-quetzel/QuetzelMap.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/01/hypertellurians-meets-quetzel/QuetzelMap.jpg-800.jpeg" width="800" height="535" alt="Spread from the Quetzel book showing the adventure map." loading="lazy" decoding="async" /></a></figure>
<p>The party never figured out that the stranger in the dream was Quetzel herself, luring the gullible party in a vain quest to kill her. She waited for them to arrive with a fresh body, as her required items turned on the party in her trap. The necklace's ornament grew into a giant silver bird and attacked, the silver feather blade from the ruins flew through the air attacking the party and the ring started crawling like a worm looking to force itself onto someone's finger and turn them into a bird. All while the party attacks the mummified body that now contains their friend.</p>
<p>It was an epic encounter. Quetzel's magic was powerful, reversing gravity and doing all sorts of other crazy things. She was pushed back into her old body; Ivory was later turned into a chicken while desperately opening Quetzel's spell tome. It was tense, it was fun. But soon Quetzel's body was broken, the fatal blow coming from a critical hit as the now chicken Ivory scratched at her remaining eye. The trap items grew tame and dropped to the floor. The party collected its bounty, including the obsidian heart and left. Olgen took the heart, still believing that they would one day find the stranger from the dream and permanently kill Quetzel. Quetzel had the last laugh.</p>
<p>We were now 2 hours over our planned time, so we called it quits. I provided an epilogue to summarise the future of all the characters. That night, after leaving the tower, abandoning all within to carry on their slave-like existence till the heart was destroyed, Olgen stood and walked off into the darkness. Quetzel, whose body was destroyed, was still conscious within the heart and Olgen's mighty minotaur form made a perfect shell for her to start a new reign of terror. The party carried on without Olgen, selling the various retrieved goods. Including the book. This meant the chicken curse lasted on Ivory for many years, until one day she popped back to her former self, as someone realised destroying the book was the only way to undo the spell. Helga vanished one day, not to be seen again, though rumours of a stunted wolf-like creature with a person's face were heard around the lands. Eli the Everchosen, well his story is still ongoing, and somewhere out there he is meeting his destiny.</p>
<p>The Spire of Quetzel is a great adventure. I cannot recommend it enough. Its magical jumping through dimensions and planes is naturally suited to Hypertellurians and has so many obvious Wonder inducing moments. I absolutely recommend you play it, be it in Hypertellurians, Forbidden Lands or your fantasy game of choice. It’s amazing and really made for a special New Year's Day.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2020/01/hypertellurians-meets-quetzel/HypertelluriansQuetzelPregens.zip"><img src="https://mottokrosh.com/posts/2020/01/hypertellurians-meets-quetzel/HypertelluriansQuetzelPregens.jpg-320.jpeg" width="320" height="210" alt="Pregenerated characters." loading="lazy" decoding="async" /><figcaption>Liam's pregenerated characters</figcaption></a></figure>
<p>—</p>
<p><small>Elements of the pictures for this article are from <a href="https://www.freepik.com/free-photos-vectors/background">Freepik/Rawpixel</a>.</small></p>
<p><em>Have your own play report? Want to suggest other adventures that might be perfect companions for Hypertellurians? Let us know!</em></p>
The People Behind the Archetypes
2020-01-18T12:28:39Z
https://mottokrosh.com/posts/2020/01/the-people-behind-the-archetypes/
<p>The first pieces of commissioned artwork for <a href="https://mottokrosh.com/machinations/hypertellurians/">Hypertellurians—</a>back in its infancy—were the twelve interpretations of the game's six archetypes: Alien, Beast, Construct, Revenant, Royal, and Ultranaut. <a href="https://spiritwandererx.deviantart.com/">Karen Reding</a> was drafted in, and over the course of a few months painted the portraits, basing them on our gaming friends. Sometimes they represented actual playtest characters that these fine folk played, other times the concepts were made up.</p>
<p>It had long been the plan to take pictures of the folk, with their portraits from the books, but somehow the task had always slipped through the cracks.</p>
<div class="gallery undefined"><ol><li><figure class=""><a href="https://mottokrosh.com/posts/2020/01/the-people-behind-the-archetypes/Peeps-.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/01/the-people-behind-the-archetypes/Peeps-.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/01/the-people-behind-the-archetypes/Peeps-Caroline.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/01/the-people-behind-the-archetypes/Peeps-Caroline.jpg-372.jpeg" width="372" height="255" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/01/the-people-behind-the-archetypes/Peeps-Chris.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/01/the-people-behind-the-archetypes/Peeps-Chris.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/01/the-people-behind-the-archetypes/Peeps-Dave.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/01/the-people-behind-the-archetypes/Peeps-Dave.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/01/the-people-behind-the-archetypes/Peeps-Fan.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/01/the-people-behind-the-archetypes/Peeps-Fan.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/01/the-people-behind-the-archetypes/Peeps-Frank.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/01/the-people-behind-the-archetypes/Peeps-Frank.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/01/the-people-behind-the-archetypes/Peeps-James.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/01/the-people-behind-the-archetypes/Peeps-James.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/01/the-people-behind-the-archetypes/Peeps-Jon.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/01/the-people-behind-the-archetypes/Peeps-Jon.jpg-372.jpeg" width="372" height="278" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/01/the-people-behind-the-archetypes/Peeps-Kara.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/01/the-people-behind-the-archetypes/Peeps-Kara.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/01/the-people-behind-the-archetypes/Peeps-Karen.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/01/the-people-behind-the-archetypes/Peeps-Karen.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2020/01/the-people-behind-the-archetypes/Peeps-Nadia.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2020/01/the-people-behind-the-archetypes/Peeps-Nadia.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li></ol></div>
<p><em>Update 25th January 2020: Added Dave and Kara.</em><br />
<em>Update 28th January 2020: Added Fan.</em><br />
<em>Update 4th March 2020: Added Caroline.</em></p>
Writing Woaden, Part 1: Exploration Rules
2020-01-04T11:00:00Z
https://mottokrosh.com/posts/2020/01/writing-woaden-part-1-exploration-rules/
<p>Welcome to the first part in a new series, where we look at the design of an RPG we have been working on for the last few months. The game is called <em>Woaden</em>, after the woad plant, used to make blue dye and paint, back in the olden days. It’s the spiritual successor to <a href="https://mottokrosh.com/machinations/hypertellurians/">Hypertellurians</a>, and while it retains some of the elements of that game, it’s going into a different direction.</p>
<p>One of the design goals of Woaden is a unified mechanic to handle 4 types of challenges: exploration, social interactions, combat, and downtime. In a later installment we’ll talk about the core mechanic, but for now, let’s look at exploration.</p>
<p><strong>Warning:</strong> The contents of the <em>Writing Woaden</em> series are playtest materials, and likely, nay, expected, to change before the release of the finished game. The purpose of the articles is to give you an insight into the design process behind it, and to present chunks of the rules that can be useful on their own, and let you add these chunks to your existing game systems.</p>
<h2 id="exploration" tabindex="-1">Exploration</h2>
<p>Travel through unknown and dangerous lands is a staple of fantasy stories, but it is an aspect often hand-waved away, or reduced to a single random encounters roll in many games. Others, like <a href="https://www.cubicle7games.com/our-games/the-one-ring/">The One Ring</a> and <a href="https://frialigan.se/en/games/forbidden-lands/">Forbidden Lands</a>, rightly dedicate a full section of their rules to exploration, and demonstrate that it can be an exciting part of the game as a whole.</p>
<p>One of the design goals of Woaden is to give you the tools for quick yet meaningful resolutions to game mechanics. This way you get to choose whether to play out a journey as its own adventure, or to simulate it—or parts of it—with a handful of rolls.</p>
<figure class="align-middle"><a href="https://mottokrosh.com/posts/2020/01/writing-woaden-part-1-exploration-rules/vehicle1.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/01/writing-woaden-part-1-exploration-rules/vehicle1.jpg-800.jpeg" width="800" height="429" alt="Man in horse drawn carriage." loading="lazy" decoding="async" /></a></figure>
<h2 id="stakes%2C-or%3A-risk-and-reward" tabindex="-1">Stakes, or: Risk and Reward</h2>
<p>Whenever players are presented with choices in a game, it’s important that they are aware of the stakes of their choices. Is one option more dangerous but more likely to result in rewards? Do we opt for the safer option because our resources are running low? In other words, a player choice is not a choice at all unless they have an idea of the likely outcomes.</p>
<p>This doesn’t take away from the danger or the surprises. After all, knowing the stakes means knowing the likelihood of an outcome, not its certainty. A bad or lucky roll will still swing the story one way or another, but the players were aware of this risk when they made the choice, retaining agency over their character’s actions.</p>
<h2 id="abstracting-travel" tabindex="-1">Abstracting Travel</h2>
<p>In Woaden, exploration is the catch-all term for travel from one location to another, be that from one city to the next, or from one hex into another on a map. For any given journey, there are different roles that characters can, and should, fulfill. The precise roles vary from journey to journey, but can be broken into 12 general categories.</p>
<p>Before a journey, the GM lays out the relevant roles for it, and the players decide which one of them their character will tackle. The players may want to swap a role here or there, but some essentials, like Pathfinding, will likely need to be fulfilled to give a chance of success. Similarly, some roles may be fulfilled by non-player characters.</p>
<p>Once the required roles have been defined, and the characters assigned to them, each player makes a check for their character’s role, using a relevant ability score or skill. In Woaden there are 3 possible outcomes from a check: failure, partial success, and success, plus critical successes or failures. The roles below outline the suggested results for these outcomes. Use them as inspiration, mix them up, and invent new ones too.</p>
<p>If your game system doesn’t handle partial successes, consider a partial success to be a result that falls within a range of the target number for success. For example, in D&D you might have a difficulty rating of 12 for a check. You might rule that as long as the check result falls within 3 points of either side of that difficulty rating, it’s a partial success, and if it beats it by more than 3 it’s a full success.</p>
<h2 id="conditions" tabindex="-1">Conditions</h2>
<p>Several of the outcomes from exploration checks impart one or more conditions on characters. A future article in this series will deal with conditions in more detail, but for now suffice it to say that in Woaden a character can stand to acquire a small number of conditions (generally between 2 and 4) before these start to actually affect them—the equivalent of taking hit point damage up to that point.</p>
<p>Once they do though, the character suffers effects appropriate to the condition, and must work towards removing it, lest they ultimately perish from it. Additionally, most conditions escalate once a character is affected by more than one instance of them.</p>
<figure class="align-middle"><a href="https://mottokrosh.com/posts/2020/01/writing-woaden-part-1-exploration-rules/vehicle2.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/01/writing-woaden-part-1-exploration-rules/vehicle2.jpg-800.jpeg" width="800" height="376" alt="Floating balloon vehicle." loading="lazy" decoding="async" /></a></figure>
<h2 id="journeys" tabindex="-1">Journeys</h2>
<p>A journey is defined as traveling from one point to another, assuming these points are spread out by a large enough distance to warrant a check. Similarly, only journeys where the outcome is uncertain, or where their failure would be interesting, should be rolled for. The exact timeframe for the journey does not matter overly, after all we are abstracting it.</p>
<h2 id="procedure" tabindex="-1">Procedure</h2>
<ol>
<li>The GM outlines the risks of a given journey, and the roles that need to be fulfilled, based on the type of journey. Unfulfilled roles automatically resolve to the failure outcome.</li>
<li>Every character takes up 1 role. If multiple characters perform the same role, 1 player rolls the check, with an extra die for each additional character.</li>
<li>Roll for each role, and resolve the outcomes in any order. All outcomes apply, even if the journey is forced to come to a halt early. Working backwards from success to failures usually works best.</li>
</ol>
<h2 id="roles" tabindex="-1">Roles</h2>
<h3 id="pathfinding" tabindex="-1">Pathfinding</h3>
<p>Unless the way to the destination is clear and unobstructed, a party will need someone to navigate. This covers both scouting for clear passage and reading charts or maps.</p>
<table>
<thead>
<tr>
<th><strong>Result</strong></th>
<th><strong>Outcome</strong></th>
</tr>
</thead>
<tbody>
<tr>
<td>Pronounced Failure</td>
<td><strong>Stuck.</strong> This way is impassible, the party needs to go another way, starting a fresh journey.</td>
</tr>
<tr>
<td>Failure</td>
<td><strong>Lost.</strong> Your arrival is severely delayed.</td>
</tr>
<tr>
<td>Partial Success</td>
<td><strong>Rough going.</strong> A random piece of equipment breaks, or several are worn down.</td>
</tr>
<tr>
<td>Success</td>
<td><strong>As planned.</strong> Everything went according to plan.</td>
</tr>
<tr>
<td>Exceptional Success</td>
<td><strong>Shortcut.</strong> You arrive sooner than expected.</td>
</tr>
</tbody>
</table>
<h3 id="food" tabindex="-1">Food</h3>
<p>Even a well provisioned party is likely to deal with spoilt rations, fouled water, or overzealous raccoons at some point, and therefore hunting, gathering, and looking for sources of fresh water is recommended.</p>
<table>
<thead>
<tr>
<th><strong>Result</strong></th>
<th><strong>Outcome</strong></th>
</tr>
</thead>
<tbody>
<tr>
<td>Pronounced Failure</td>
<td><strong>Barren.</strong> No food or water found, plus loss of existing provisions. All characters gain 1d4 <em>hungry</em> conditions.</td>
</tr>
<tr>
<td>Failure</td>
<td><strong>Dangerous game or bad food.</strong> 1 character gains 1d4 <em>injured</em> or <em>poisoned</em> conditions.</td>
</tr>
<tr>
<td>Partial Success</td>
<td><strong>Provisions depleted.</strong> You need to restock for further or return journeys.</td>
</tr>
<tr>
<td>Success</td>
<td><strong>Well fed.</strong> You arrive with full bellies and thirst slaked.</td>
</tr>
<tr>
<td>Exceptional Success</td>
<td><strong>Abundance.</strong> You have provisions to sell (maybe a fat boar) or take on continued journeys.</td>
</tr>
</tbody>
</table>
<h3 id="shelter" tabindex="-1">Shelter</h3>
<p>This category covers camping, but also shelter from the elements during the journey.</p>
<table>
<thead>
<tr>
<th><strong>Result</strong></th>
<th><strong>Outcome</strong></th>
</tr>
</thead>
<tbody>
<tr>
<td>Pronounced Failure</td>
<td><strong>Completely inadequate protection.</strong> All characters gain 1d4 <em>cold</em> or <em>diseased</em> conditions.</td>
</tr>
<tr>
<td>Failure</td>
<td><strong>Incomplete shelter.</strong> 1 character gains 1d4 <em>cold</em> or <em>diseased</em> conditions.</td>
</tr>
<tr>
<td>Partial Success</td>
<td><strong>Damaged equipment.</strong> The characters are fine, but a piece of gear got ruined.</td>
</tr>
<tr>
<td>Success</td>
<td><strong>Competent shelter.</strong> Everyone unharmed by the elements.</td>
</tr>
<tr>
<td>Exceptional Success</td>
<td><strong>Heightened spirits.</strong> The party gets a bonus on their next endeavor.</td>
</tr>
</tbody>
</table>
<h3 id="protection" tabindex="-1">Protection</h3>
<p>Wild beasts, dangerous monsters, brigands, and ambushes are all well known dangers on the road. The character with this role keeps and organizes watches and safeguards the party.</p>
<table>
<thead>
<tr>
<th><strong>Result</strong></th>
<th><strong>Outcome</strong></th>
</tr>
</thead>
<tbody>
<tr>
<td>Pronounced Failure</td>
<td><strong>Deadly ambush.</strong> 1 character must roll for trauma.</td>
</tr>
<tr>
<td>Failure</td>
<td><strong>Unexpected mauling.</strong> All characters gain 1d4 <em>injured</em> conditions.</td>
</tr>
<tr>
<td>Partial Success</td>
<td><strong>Just a scratch.</strong> 1 character gains 1d4 <em>injured</em> conditions, or their armor gets ruined.</td>
</tr>
<tr>
<td>Success</td>
<td><strong>No trouble.</strong> All threats dealt with.</td>
</tr>
<tr>
<td>Exceptional Success</td>
<td><strong>Valuable haul.</strong> A wanted person or beast defeated.</td>
</tr>
</tbody>
</table>
<h3 id="resting" tabindex="-1">Resting</h3>
<p>Given the opportunity, such as in a wagon, or on a cart, taking some well deserved rest can be just as vital for future adventure than a more active role.</p>
<table>
<thead>
<tr>
<th><strong>Result</strong></th>
<th><strong>Outcome</strong></th>
</tr>
</thead>
<tbody>
<tr>
<td>Pronounced Failure</td>
<td><strong>Calamitous rest.</strong> You hurt yourself and gain 1d4 <em>injured</em> conditions or accidentally break a piece of equipment.</td>
</tr>
<tr>
<td>Failure</td>
<td><strong>Inadequate rest.</strong> Nothing gained from resting.</td>
</tr>
<tr>
<td>Partial Success</td>
<td><strong>Better than nothing.</strong> You gain half the usual effects from resting.</td>
</tr>
<tr>
<td>Success</td>
<td><strong>Well rested.</strong> Gain all the usual effects.</td>
</tr>
<tr>
<td>Exceptional Success</td>
<td><strong>Glorious rest.</strong> Gain an extra bonus from resting.</td>
</tr>
</tbody>
</table>
<h3 id="negotiating-passage" tabindex="-1">Negotiating Passage</h3>
<p>This role is about sweet-talking officials or other representatives, and procuring and providing the correct paperwork or bribes. Use this when crossing borders in populated areas.</p>
<table>
<thead>
<tr>
<th><strong>Result</strong></th>
<th><strong>Outcome</strong></th>
</tr>
</thead>
<tbody>
<tr>
<td>Pronounced Failure</td>
<td><strong>Arrested.</strong> The party is overpowered and thrown into the nearest jail or dungeon cell.</td>
</tr>
<tr>
<td>Failure</td>
<td><strong>Stuck.</strong> Your passage is refused, you must choose a new route and start a fresh journey.</td>
</tr>
<tr>
<td>Partial Success</td>
<td><strong>Costly.</strong> Passage is granted but at a considerable cost, or 1 character gains 1d4 <em>embarrassed</em> conditions.</td>
</tr>
<tr>
<td>Success</td>
<td><strong>Smooth passage.</strong> No problems at any checkpoints.</td>
</tr>
<tr>
<td>Exceptional Success</td>
<td><strong>New ally.</strong> The party has made a new ally on their journey.</td>
</tr>
</tbody>
</table>
<h3 id="maintenance" tabindex="-1">Maintenance</h3>
<p>If you’re traveling on horseback, or via vehicles, your mounts will need looking after, feeding, and potentially servicing.</p>
<table>
<thead>
<tr>
<th><strong>Result</strong></th>
<th><strong>Outcome</strong></th>
</tr>
</thead>
<tbody>
<tr>
<td>Pronounced Failure</td>
<td><strong>Culling.</strong> Half of your mounts or vehicles died or got damaged beyond repair.</td>
</tr>
<tr>
<td>Failure</td>
<td><strong>Overworked.</strong> 1 of your mounts or vehicles is lost.</td>
</tr>
<tr>
<td>Partial Success</td>
<td><strong>Damaged.</strong> 1 of your mounts or vehicles is damaged.</td>
</tr>
<tr>
<td>Success</td>
<td><strong>Easy ride.</strong> No losses or damage.</td>
</tr>
<tr>
<td>Exceptional Success</td>
<td><strong>Unlocked potential.</strong> A hidden reservoir of strength or cunning upgrade gives you a bonus on your next journey.</td>
</tr>
</tbody>
</table>
<h3 id="sneaking" tabindex="-1">Sneaking</h3>
<p>Sometimes it’s imperative that your journey be done in secret. The person taking on this role coordinates the party’s movement and stealth.</p>
<table>
<thead>
<tr>
<th><strong>Result</strong></th>
<th><strong>Outcome</strong></th>
</tr>
</thead>
<tbody>
<tr>
<td>Pronounced Failure</td>
<td><strong>Discovered and alarm raised.</strong> All characters captured, or all characters gain 1d4 <em>injured</em> conditions and process is halted and a new journey must be attempted.</td>
</tr>
<tr>
<td>Failure</td>
<td><strong>Discovered.</strong> 1 character gains 1d4 <em>injured</em> conditions as a result of fighting with sentries.</td>
</tr>
<tr>
<td>Partial Success</td>
<td><strong>Spotted but not reported.</strong> 1 character forced to leave a piece of equipment behind as distraction.</td>
</tr>
<tr>
<td>Success</td>
<td><strong>Slipped by.</strong> You successfully evaded discovery.</td>
</tr>
<tr>
<td>Exceptional Success</td>
<td><strong>You were never here.</strong> There is no sign of your passing and you can do this journey again and succeed automatically.</td>
</tr>
</tbody>
</table>
<h3 id="tracking" tabindex="-1">Tracking</h3>
<p>Whether beast or man, sometimes you need to follow tracks or other clues to track something or someone down. You can also use this when chasing someone.</p>
<table>
<thead>
<tr>
<th><strong>Result</strong></th>
<th><strong>Outcome</strong></th>
</tr>
</thead>
<tbody>
<tr>
<td>Pronounced Failure</td>
<td><strong>Invisible.</strong> Your quarry has escaped without a trace, and there is no chance of picking up the trail again.</td>
</tr>
<tr>
<td>Failure</td>
<td><strong>Evaded.</strong> At some point you lost the trail, and you will have to try anew on a fresh journey.</td>
</tr>
<tr>
<td>Partial Success</td>
<td><strong>Exhausting chase.</strong> You track your quarry but all characters gain 1d4 <em>fatigued</em> conditions.</td>
</tr>
<tr>
<td>Success</td>
<td><strong>Warm trail.</strong> You successfully track your quarry.</td>
</tr>
<tr>
<td>Exceptional Success</td>
<td><strong>Fast tracking.</strong> You caught up with your quarry at the earliest possible opportunity.</td>
</tr>
</tbody>
</table>
<h3 id="covering-tracks" tabindex="-1">Covering Tracks</h3>
<p>When you are not the hunter, you might be the hunted. In this scenario covering your tracks may be the difference between escape and capture.</p>
<table>
<thead>
<tr>
<th><strong>Result</strong></th>
<th><strong>Outcome</strong></th>
</tr>
</thead>
<tbody>
<tr>
<td>Pronounced Failure</td>
<td><strong>Captured.</strong> Whoever or whatever was after you has discovered and overpowered the party.</td>
</tr>
<tr>
<td>Failure</td>
<td><strong>Forced to fight way out.</strong> All characters gain 1d4+1 <em>injured</em> conditions.</td>
</tr>
<tr>
<td>Partial Success</td>
<td><strong>Run-in with trouble.</strong> 1 character gains 1d4 <em>embarrassed</em> or <em>injured</em> conditions.</td>
</tr>
<tr>
<td>Success</td>
<td><strong>Clean escape.</strong> No one was able to track you down.</td>
</tr>
<tr>
<td>Exceptional Success</td>
<td><strong>False trail.</strong> You manage to utterly lead your pursuers by their noses.</td>
</tr>
</tbody>
</table>
<h3 id="searching-for-traps" tabindex="-1">Searching for Traps</h3>
<p>In some environments it might be prudent to have a dedicated person constantly on the lookout for traps.</p>
<table>
<thead>
<tr>
<th><strong>Result</strong></th>
<th><strong>Outcome</strong></th>
</tr>
</thead>
<tbody>
<tr>
<td>Pronounced Failure</td>
<td><strong>Tragic trigger.</strong> 1 character rolls twice for trauma and chooses 1 result.</td>
</tr>
<tr>
<td>Failure</td>
<td><strong>Accidental trigger.</strong> 1 character gains 1d4 <em>injured</em> and 1d4 <em>sprained</em> conditions.</td>
</tr>
<tr>
<td>Partial Success</td>
<td><strong>Narrow escape.</strong> 1 character gains 1d4 <em>injured</em> conditions, or 1 piece of equipment of your choice is lost.</td>
</tr>
<tr>
<td>Success</td>
<td><strong>Everything avoided.</strong> You complete the journey without triggering a trap.</td>
</tr>
<tr>
<td>Exceptional Success</td>
<td><strong>Avoided and improved.</strong> You not only circumvent all traps but also make them deadlier or harder to detect for the next group.</td>
</tr>
</tbody>
</table>
<h3 id="marvelous-means-of-movement" tabindex="-1">Marvelous Means of Movement</h3>
<p>In a fantasy environment, conventional means like walking or riding aren’t necessarily the only means of travel. Use this role if it seems more appropriate than <em>Maintenance</em>, such as if the party’s wizard is teleporting everyone, or using eldritch portals.</p>
<table>
<thead>
<tr>
<th><strong>Result</strong></th>
<th><strong>Outcome</strong></th>
</tr>
</thead>
<tbody>
<tr>
<td>Pronounced Failure</td>
<td><strong>Teleportation accident.</strong> 1 character is melded with an insect on a molecular level, or the party emerges in a random location in the Ultracosm.</td>
</tr>
<tr>
<td>Failure</td>
<td><strong>Minor arcane mishap.</strong> If you have an appropriate random table roll once on it, otherwise gain 1d4 <em>disoriented</em> and 1d4 <em>injured</em> conditions.</td>
</tr>
<tr>
<td>Partial Success</td>
<td><strong>By the skin of your teeth.</strong> You gain 1d4 <em>disoriented</em> conditions and cannot concentrate until rested.</td>
</tr>
<tr>
<td>Success</td>
<td><strong>Splendid.</strong> Everything worked and it was awesome.</td>
</tr>
<tr>
<td>Exceptional Success</td>
<td><strong>Timely travel.</strong> You arrive 1 minute before you departed.</td>
</tr>
</tbody>
</table>
<h2 id="example" tabindex="-1">Example</h2>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2020/01/writing-woaden-part-1-exploration-rules/vehicle3.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2020/01/writing-woaden-part-1-exploration-rules/vehicle3.jpg-320.jpeg" width="320" height="226" alt="Carriage capable of carrying lots of passengers." loading="lazy" decoding="async" /></a></figure>
<p>A party of 4 characters mean to travel to a far away city, and the GM describes the 2 most obvious ways to reach it: the shorter route through the unchartered forest, or the longer route via the roads. For the former the characters are expected to travel on foot, and the GM explains that the following roles would need filling: Pathfinding, Food, Shelter, and Protection.</p>
<p>For the journey via the roads, the characters could use horses, or a carriage or wagon. Pathfinding would not be required, as the way is obvious. Additionally, as there are many inns along the way, Food would not be problem. On the other hand, the roads cross county borders. The roles to fulfill for this journey would be: Shelter, Protection, Negotiating Passage, and Maintenance.</p>
<p>One of the players suggests they might use the <em>fold space</em> spell their character has recently acquired to make the trip in several teleporting jumps instead. This would be the fastest route indeed, and wouldn’t require Shelter, Maintenance, or Negotiating Passage. Between the players and GM they decide this journey’s roles would be: Marvelous Means of Movement, Protection, and Pathfinding (to ensure they’re teleporting the right way). One of them could even choose Rest.</p>
<p>The party ultimately decides against the latter, as the penalties for failing on the Marvelous Means of Movement check are harsh, and go with the roads. The characters take on one of the roles each and make their checks. Shelter and Maintenance get a success, Protection a partial success, but Negotiating Passage gets a failure. The successes essentially have no effect, the partial success in Protection means one of the characters has to take 1d4 <em>injured</em> conditions—the players put it down to an altercation with a customs officer—but the failure in Negotiating Passage means the party is denied a border crossing, bringing this journey to an end.</p>
<p>The characters still need to reach the city though, so the players decide to try the riskier method after all, via the <em>fold space</em> spell. They divvy up the roles for this new journey and roll anew.</p>
<h2 id="closing-thoughts" tabindex="-1">Closing Thoughts</h2>
<p>You may find some of the extreme results too disrupting for your game. If that’s the case, simply ignore them, and restrict results to failure, partial success, and success.</p>
<p>Not all roles have the same range of consequences. Some have much harsher effects on failure than others, so it’s your responsibility as GM to describe the possible outcomes accurately enough that players can make informed decisions about the risks their characters are willing to take, and where to focus their resources.</p>
<p>By the same token, the difficulty of a journey can be adjusted by the number of roles that need fulfilling. Each role represents a challenge with a chance for failure, and fewer roles means the players can double up on some of them and increase the odds in their favor. Be careful about increasing the number of roles beyond the number of characters as that means one or more automatic failures, unless hired hands are taken on. For longer trips this might make sense though.</p>
<p>The rules as written assume exploration as a party, and a solo journey would automatically yield failure in all empty roles. This isn’t necessarily realistic, and a variant of the rules for solo travel, where 1 character can attempt to fulfill multiple roles at reduced chances of success, is currently in development.</p>
<p>Finally, it might be interesting to attempt the same abstraction for a dungeon delve, perhaps similar to the <a href="https://twitter.com/GauntletRPG/status/1089946161161617408">labyrinth move</a> popular in many <em>Powered by the Apocalypse</em> circles. This hasn’t been playtested yet though, but I would be interested in hearing your thoughts on this, and the exploration rules in general!</p>
<p><em>Want to be notified about all things Woaden? <a href="https://mottokrosh.com/posts/2020/01/writing-woaden-part-1-exploration-rules/#bottom">Sign up to our newsletter</a> to get all the biggest news directly in your inbox!</em></p>
Yuletide Haunting of T.O.M.B.S.
2019-12-25T18:00:00Z
https://mottokrosh.com/posts/2019/12/yuletide-haunting-of-tombs/
<p>I was very excited when the excellent <a href="http://mbcast.co/">Mud & Blood podcast</a> asked me to run <a href="http://mbcast.co/69">a one-shot Actual Play</a> for them of <a href="https://mottokrosh.com/machinations/hypertellurians/">Hypertellurians</a>. Because it was to be released on Christmas, they asked if I could make it seasonally themed.</p>
<p>After running a whole bunch of Christmas themed adventures over the years, it starts to get tricky to come up with new spins on elves as demons or Krampus as the the big bad. So I decided to take a slightly different approach and take one of the adventure seeds from our recent book, <a href="https://mottokrosh.com/machinations/solemn-scriptures/">Solemn Scriptures of the Battle Nuns of the Mercyful Sepulcher</a>, and give it a seasonal spin by making yuletide the background for the various stops the characters might make on their adventure.</p>
<p>Here is the spread from the book with the full adventure seed.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2019/12/yuletide-haunting-of-tombs/HauntingOfTOMBS.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/12/yuletide-haunting-of-tombs/HauntingOfTOMBS.jpg-800.jpeg" width="800" height="567" alt="Haunting of Tombs adventure seed spread." loading="lazy" decoding="async" /></a></figure>
<p>In this somewhat light-hearted adventure, the party are chasing part of their vehicle, which has become possessed—in this case by a yuletide spirit—and gone off on a tour of the Ultracosm to bring cheer and happiness to the needy of the worlds. However the spirit lacks any kind of moral of societal framework to do this in, and chaos, hilarity, and tense battles ensue.</p>
<h2 id="yuletide-edition-notes" tabindex="-1">Yuletide edition notes</h2>
<p>Here are my notes for adapting the seed from the book to a seasonal one-shot. Note that they are pretty rough, and in some cases just mnemonics, like "a south Germanish town", meaning rural, bucolic, with timber strutted buildings.</p>
<h3 id="overview" tabindex="-1">Overview</h3>
<ul>
<li>Order on a mission to bring alms and yuletide joy to the less fortunate</li>
<li>During a routine pre-mission blessing ritual, a yule spirit slips into this cosm and inhabits part of TOMBS, which takes off and goes on a (misguided) ultracosmic travel loop</li>
<li>The spirit is called <strong>Zodraz</strong></li>
<li>Its jumps can be tracked from the remainder of TOMBS using its instruments to scan for residual aetheric disturbance patterns from the ultracosmic engine</li>
<li>The remainder TOMBS has a secondary ultracosmic jump engine</li>
<li>TOMBS is powered by the penitents in the oubliettes (perhaps a rival coven who failed their yuletide mission)</li>
</ul>
<h3 id="stop-1%E2%80%94yuletime-town-under-siege" tabindex="-1">Stop 1—Yuletime town under siege</h3>
<ul>
<li>Late 19th century south Germanish town (Appenweier), yule time</li>
<li>War zone, centered around life-size manger/crib display in town center
<ul>
<li>Trenches, rich and poor huddled in them with pitch forks, torches, the odd saber or rifle</li>
<li>No children (they've all been taken by Zodraz)</li>
<li>Fires, snow, smell of burned lifestock</li>
</ul>
</li>
<li>Animated wooden toy soldiers (Frenchish) run amock, organized in companies, with tiny rifles and bayonettes
<ul>
<li>HD 1, hp 2, dmg 1d4 (armor counts 1 less)</li>
</ul>
</li>
<li>Aether readings strongest in crib, so it must be approached to get a good reading
<ul>
<li>Crib has "desecrated" straw man statue of Krampus</li>
</ul>
</li>
<li>PCs arrival: TOMBS crashes into trench</li>
<li>Shortly thereafter, parachute attack from squadron of toy soldiers</li>
<li><strong>Townfolk names:</strong> Franz, Johann, Josef, Leopold, Anna, Maria, Elizabeth</li>
<li><strong>Soldier names:</strong> Jean, Louis, Pierre, Marcel, Henri, Louise, Yvonne, Madelaine, Josephine</li>
</ul>
<h3 id="stop-2%E2%80%94vampire-castle-beleaguered-by-kids" tabindex="-1">Stop 2—Vampire castle beleaguered by kids</h3>
<ul>
<li>Gothic castle à la Dracula, belonging to <strong>Neculai Tepes</strong>, and his wife <strong>Julietta</strong>, who calls him Voivode</li>
<li>Overrun by the kids taken from the Germanish town
<ul>
<li>Front door open, letting elements in</li>
<li>Intermittent laughter from groups kids running past in distant room</li>
<li>Furniture in chaos, expensive, ancient curtains all cut up</li>
</ul>
</li>
<li>Kids dressed in makeshift uniforms from curtains</li>
<li>Library, some kids playing "burn the witch" on pile of books ("I'm not a witch, I'm well read!")</li>
<li>Triplets, speak in one super creepy voice ("Mother doesn't like strangers walking into her house unannounced")</li>
<li>Neculai tries to intimidate intruders by climbing up wall (huge, red robe), but falls off; he's too fat on blood
<ul>
<li>Can't take it anymore, the noise, the screaming</li>
<li>Begs to be taken along</li>
<li>Explodes in massive shower of blood if pricked</li>
</ul>
</li>
</ul>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2019/12/yuletide-haunting-of-tombs/YuleTombs.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/12/yuletide-haunting-of-tombs/YuleTombs.jpg-320.jpeg" width="320" height="320" alt="Tactical Mobile Battle Shrine." loading="lazy" decoding="async" /><figcaption>Art by Anna Molla</figcaption></a></figure>
### Stop 3—Lepers
<ul>
<li>A colony of exiled folk ravaged by a wasting disease</li>
<li>When Zodraz appears here it dumps a fresh selection of amputated limbs</li>
<li>Upon the PCs arrival it has done just that, and the poor diseased folk are idly picking through the macabre pile
<ul>
<li>A selection of rings and bracelets still attached to amputated limbs</li>
</ul>
</li>
<li>Lamenting the fact that they cannot replace their wasted away limbs with these ones, and decrying it as a sick joke</li>
</ul>
<h3 id="stop-4%E2%80%94ritualistic-amputation-aftermath" tabindex="-1">Stop 4—Ritualistic amputation aftermath</h3>
<ul>
<li>A site prepared for quasireligious rites in a forest clearing</li>
<li>A toppled stone monolith is covered in blood from sacrificial limb amputations
<ul>
<li>A wickedly sharp sacrificial knife, still seeping fresh blood</li>
</ul>
</li>
<li>Zodraz has recently passed, demanding its regular tribute, and the cultists are just heading back to their villages, a little lighter, but still high on adrenaline</li>
</ul>
<h3 id="stop-5%E2%80%94animal-overabundance" tabindex="-1">Stop 5—Animal overabundance</h3>
<ul>
<li>The tiny settlement of Hoarden has fallen on hard times</li>
<li>Its salt mines have dried up, and vital travel routes with supplies have broken down due to nearby border disputes</li>
<li>But the people of Hoarden are no longer starving: Zodraz appears regularly and gifts them livestock. So much livestock. The place is overrun by it now, and it’s become a real problem.</li>
</ul>
<h3 id="stop-6%E2%80%94lunar-farm" tabindex="-1">Stop 6—Lunar farm</h3>
<ul>
<li>In the red lunar duchy of Ilvarness, the space cows are disappearing without a trace</li>
<li>The locals suspect alien abduction</li>
<li>A huddle of <strong>rabid space cows</strong>, frothing at the mouths. Perhaps accompanied by several <strong>moon calves</strong>.</li>
</ul>
<h3 id="stop-7%E2%80%94mai-tais-at-the-beach-(australian-christmas)" tabindex="-1">Stop 7—Mai tais at the beach (Australian Christmas)</h3>
<ul>
<li>On this, Zodraz’s seventh stop in his pan-cosmic loop travels, he rests</li>
<li>On a deserted white beach, sipping mai tais
<ul>
<li>In the background, Carols by Candlelight</li>
<li>A selection of beach wear completely unsuited to a sentience haunting part of a mobile battle shrine</li>
<li>And an embarrassment of ready prepared cocktails</li>
</ul>
</li>
</ul>
<h2 id="closing-thoughts" tabindex="-1">Closing thoughts</h2>
<p>If you have heard the Actual Play you'll notice that we never got around to stops 3 to 6, which is roughly what I expected. It meant that the joke of "and on the seventh day he rested" was wasted, but on the other hand a multiple scenes adventure like this is great for a one-shot, as it's easy to drop scenes as time constraints demand.</p>
<p>So there you have it, a full outline for a seasonal adventure, silly as anything. If you end up running it, let me know how it went! And if you need a Christmas bazaar for your players, check out <a href="https://mottokrosh.com/posts/2018/12/hoozier-babgottles-seasonal-stock/">Hoozier Babgottle's Seasonal Wares</a>.</p>
Atom Isa Accelerated
2019-12-09T11:56:54Z
https://mottokrosh.com/posts/2019/12/atom-isa-accelerated/
<p>At conventions we like to run very short demos—30 to 45 minutes—of <a href="https://mottokrosh.com/machinations/hypertellurians/">Hypertellurians</a> on our stand to give passersby a taste of the system, and the types of games you might play with it. Here is the reference sheet we used for our <a href="https://www.dragonmeet.co.uk/">Dragonmeet</a> demos. It's a mashup from the recently released <a href="https://mottokrosh.com/machinations/heart-of-the-atom-isa/">Heart of the Atom Isa</a> adventure, combining several of that scenario's scenes, items, and people into one chase scene.</p>
<figure class="align-middle"><a href="https://mottokrosh.com/posts/2019/12/atom-isa-accelerated/AtomIsaAccelerated.pdf"><img src="https://mottokrosh.com/posts/2019/12/atom-isa-accelerated/AtomIsaAccelerated.jpg-800.jpeg" width="800" height="565" alt="Picture of the Atom Isa Accelerated document." loading="lazy" decoding="async" /><figcaption>Tap image to download the PDF</figcaption></a></figure>
<p>The <a href="https://mottokrosh.com/machinations/heart-of-the-atom-isa/#pregens">pre-generated characters</a> that go with it can be downloaded on the full adventure's product page.</p>
<p>The color-coded highlighting in the document is as follows: pink highlights refer to powers, yellow highlights to equipment, and green ones to creatures or people.</p>
Dragonmeet was a Blast
2019-12-02T14:54:19Z
https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/
<p>Our first time exhibiting at <a href="https://www.dragonmeet.co.uk/">Dragonmeet</a> 2019 in London was a blast. In comparison to <a href="https://www.ukgamesexpo.co.uk/">UK Games Expo</a> it's a smaller, but also more focused experience, since everything happens in one day. But what a day it was. My awesome convention crew were explaining, describing, running, setting up or down, selling, and generally looking after me all day, and I couldn't have done it without them. In the end we sold out of <a href="https://mottokrosh.com/machinations/hypertellurians/">Hypertellurians</a>, something we're both proud and deeply ashamed of. Next time we'll be sure to bring even more copies!</p>
<p>Our newest sourcebook, <a href="https://mottokrosh.com/machinations/solemn-scriptures/">Solemn Scriptures of the Battle Nuns of the Mercyful Sepulcher</a>, also disappeared like hot cakes, and our latest adventure, <a href="https://mottokrosh.com/machinations/heart-of-the-atom-isa/">Heart of the Atom Isa</a>, turned more than a few heads with its crustacean based critters and lairs.</p>
<p>While we recuperate from the experience, and before we move on to our next big thing (<a href="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/#bottom">subscribe to our newsletter</a> or <a href="https://mottokrosh.com/discord">join us on Discord</a> to hear about it first), I leave you with a few pictures from the event, which is largely me schmoozing up to famous game designers and such.</p>
<div class="gallery undefined"><ol><li><figure class=""><a href="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-5997.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-5997.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6001.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6001.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6003.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6003.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6006.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6006.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6007.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6007.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6009.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6009.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6011.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6011.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6015.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6015.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6016.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6016.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6019.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6019.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6022.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6022.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6025.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6025.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6026.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6026.jpeg-372.jpeg" width="372" height="494" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6029.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6029.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6034.jpeg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/12/dragonmeet-was-a-blast/IMG-6034.jpeg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li></ol></div>
Upcoming Book Previews and Dragonmeet
2019-11-06T19:15:35Z
https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/
<p>Mottokrosh Machinations has two upcoming books, both to be launched at <a href="https://www.dragonmeet.co.uk/">Dragonmeet</a>, where we will be with a stall and a small crew, including artist Anna Molla, editor David Fuller, and GM Kara Payne.</p>
<p>Jump directly to a section below, or read on.</p>
<ul>
<li><a href="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/#solemn-scriptures-of-the-battle-nuns-of-the-mercyful-sepulcher">New sourcebook: Solemn Scriptures of the Battle Nuns of the Mercyful Sepulcher</a></li>
<li><a href="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/#heart-of-the-atom-isa">New short adventure: Heart of the Atom Isa</a></li>
<li><a href="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/#dragonmeet-2019">Dragonmeet 2019</a></li>
</ul>
<h2 id="solemn-scriptures-of-the-battle-nuns-of-the-mercyful-sepulcher" tabindex="-1">Solemn Scriptures of the Battle Nuns of the Mercyful Sepulcher</h2>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/SolemnScripturesCover.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/SolemnScripturesCover.jpg-320.jpeg" width="320" height="453" alt="Cover of the Battle Nuns book." loading="lazy" decoding="async" /></a></figure>
<p>This is our big new book, clocking in at 72 pages, many strange words, and loads of illustrations.</p>
<p>First and foremost this is a system neutral book about spells and rituals, but with stats for both Hypertellurians and D&D (should work in most editions, but especially 5e). But these aren't any old spells.</p>
<p>No, this book presents and discusses ten occult or divine (or both, it's a sliding and meandering scale verily) tomes. Each tome contains enlightening, scary, vile, secret, benevolent, heretical, pious, or powerful material, including one or more spells or rituals.</p>
<p>These books often have extracts to read to your players, and rumors about the books themselves, how to use or abuse them, and what secrets they may contain. Use this to foreshadow their entrance, or to make them the very object of quests.</p>
<p>The spells themselves are not your average paragraph of text telling you how much damage to roll and what color the damage is. Instead, we're talking powerful incantations with often elaborate requirements, and uncertain results. Many of the spells span multiple pages, with large tables. Like the spell <em>And lo, the angels were among us</em>, from the <em>Metarrhythmisis beatae</em> scrolls, which summons angels/demons into willing hosts and imparts powers and mutations onto them, with possible side effects.</p>
<p>Feast your eyes upon these preview pages.</p>
<div class="gallery gallery-1"><ol><li><figure class=""><a href="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/SolemnScripturesSpread-04-05.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/SolemnScripturesSpread-04-05.jpg-372.jpeg" width="372" height="263" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/SolemnScripturesSpread-24-25.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/SolemnScripturesSpread-24-25.jpg-372.jpeg" width="372" height="263" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/SolemnScripturesSpread-30-31.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/SolemnScripturesSpread-30-31.jpg-372.jpeg" width="372" height="263" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/SolemnScripturesSpread-34-35.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/SolemnScripturesSpread-34-35.jpg-372.jpeg" width="372" height="263" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/SolemnScripturesSpread-44-45.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/SolemnScripturesSpread-44-45.jpg-372.jpeg" width="372" height="263" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/SolemnScripturesSpread-50-51.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/SolemnScripturesSpread-50-51.jpg-372.jpeg" width="372" height="263" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/SolemnScripturesSpread-54-55.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/SolemnScripturesSpread-54-55.jpg-372.jpeg" width="372" height="263" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/SolemnScripturesSpread-68-69.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/SolemnScripturesSpread-68-69.jpg-372.jpeg" width="372" height="263" alt="" loading="lazy" decoding="async" /></a></figure></li></ol></div>
<p>But as you can see from those spreads, the book is not just about tomes. It also details the Order of the Mercyful Sepulcher, and importantly, how to create your own. It explains that what mortals have classified as angels and devils is just their minds' inability to comprehend the real—considerably more muddled—truth behind those enigmatic entities beyond our comprehension.</p>
<p>Oh, and it includes a bunch of tools of the battle nun trade, like <em>hallowed hand grenades</em>, <em>bad habits</em>, and the <em>Tactical Ordnance Mobile Battle Shrine</em> (T.O.M.B.S.) and how to customize it with your very own mechanical choir or metal gargoyle projectile launcher. Rounding off the book is a small selection of illustrated character concepts, ready to dive into an Order of the Mercyful Sepulcher party.</p>
<h2 id="heart-of-the-atom-isa" tabindex="-1">Heart of the Atom Isa</h2>
<p>Yes, this is the <a href="https://mottokrosh.com/posts/2019/07/heart-of-the-atom-isa/">adventure we published online here</a> a little while back, but we spruced it up, polished it, included the full market stands and inventory, and had the whole thing illustrated by Berlin artist extraordinaire <a href="https://www.instagram.com/anndrawsthings/">Anna Roschker</a>.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/AtomIsaBanner-16x9.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/AtomIsaBanner-16x9.jpg-800.jpeg" width="800" height="450" alt="Collage of Heart of the Atom Isa illustrations." loading="lazy" decoding="async" /></a></figure>
<p><em>Heart of the Atom Isa</em> is a system neutral adventure that can be played in 1 or 2 sessions. Its resources and characters however can easily be integrated into ongoing campaigns.</p>
<p>The party is stranded on the wastes of the planet Sonnos, the part of their silver rocket that enables transcosmic travel, stolen. Having identified the thief as arch-villainess Argencia, the Silver Sorceress with the power to Crush Men, they track her down, chase her through space, and possibly confront her in her lair, on the ice moon of Kalt.</p>
<p>All while dodging tremendostaceans, humanohulks, moon bears, and ice blue goblins with daedalic wings and questionable, experimental bombs. Among other things.</p>
<p>Take a peek.</p>
<div class="gallery gallery-2"><ol><li><figure class=""><a href="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/AtomIsaSpread-08-09.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/AtomIsaSpread-08-09.jpg-372.jpeg" width="372" height="263" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/AtomIsaSpread-12-13.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/AtomIsaSpread-12-13.jpg-372.jpeg" width="372" height="263" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/AtomIsaSpread-16-17.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/AtomIsaSpread-16-17.jpg-372.jpeg" width="372" height="263" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/AtomIsaSpread-22-23.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/AtomIsaSpread-22-23.jpg-372.jpeg" width="372" height="263" alt="" loading="lazy" decoding="async" /></a></figure></li></ol></div>
<h2 id="dragonmeet-2019" tabindex="-1">Dragonmeet 2019</h2>
<p>For those unfamiliar with this steadily rising con, it takes place yearly in London, runs for one day, and crams as many publishers, designers, artists, traders, and fans into one convention hotel as it can, and is organized by prolific publisher <a href="https://www.modiphius.com/">Modiphius</a>.</p>
<p>The Mottokrosh Machination crew will be there with a stall selling the two new books previewed above, as well as our flagship RPG <a href="https://mottokrosh.com/machinations/hypertellurians">Hypertellurians</a>, and our other two adventure modules.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/TheConCrew.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/TheConCrew.jpg-800.jpeg" width="800" height="495" alt="The Con Crew." loading="lazy" decoding="async" /><figcaption>L-R, editor David, artist Anna, GM Kara.</figcaption></a></figure>
<p>As well as flogging books and exchanging creepy spell ideas with innocent bystanders, we'll be running short 30–45 minutes demo games of Hypertellurians, with material from our new books. We're running these <strong>every hour on the hour</strong>, so just drop by and rest your feet for a while, and get a taste of this weird and whacky game.</p>
<p>Naturally we'll be doing some great deals on book bundles, and we definitely encourage you to flip through the books on display and smell them, if that's your thing.</p>
<p>We look forward to seeing you there! Oh, and we haven't got plans for the evening yet, so come suggest a game or two. We're also around still on Sunday afternoon for a while.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/dragonmeet-flyer.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/11/upcoming-book-previews-and-dragonmeet/dragonmeet-flyer.jpg-800.jpeg" width="800" height="533" alt="Flyer for Dragonmeet 2019." loading="lazy" decoding="async" /></a></figure>
<p>And while you're in the trade halls, don't forget to drop by our fellow Berliners from <a href="https://necroticgnome.com/">Necrotic Gnome</a>, and all the other great publishers!</p>
Witches in a Well
2019-10-31T11:34:45Z
https://mottokrosh.com/posts/2019/10/witches-in-a-well/
<p>Just in time for Halloween, I present a spruced up version of <a href="https://200wordrpg.github.io/2019/rpg/2019/10/04/Witchesinawell.html">my entry to the 200 word RPG challenge</a>. Here is a rhyming game especially suited to parties. Grab a pen and some paper, get into character as a witch stuck in a well, and get ready to hurtle through the Ultracosm, and to create spells to escape your predicament. Works best with 3 to 4 players.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2019/10/witches-in-a-well/WitchesInAWell-v1.0.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/10/witches-in-a-well/WitchesInAWell-v1.0.jpg-800.jpeg" width="800" height="563" alt="The full Witches in a Well game in an image." loading="lazy" decoding="async" /><figcaption>Illustration by Karen Reding.</figcaption></a></figure>
<p>Here is the text by itself too.</p>
<h2 id="witches-in-a-well" tabindex="-1">Witches in a Well</h2>
<p>You are witches in a well, hurtling through space and time, escaping said place by creating a spell with a suitable rhyme.</p>
<p>Each round you arrive at a location, which, in your desperation, each witch describes with a word, until everyone's been heard.</p>
<p>Now each witch wagers an appropriate possession, maybe a piece of their garment as concession, to sacrifice for the spell to decamp their cell.</p>
<p>One starts at random, attempting a rhyme, with all of these words, in but one minute's time.</p>
<p>Should the witch fail, you all have to bail, and try again on the next rotation.</p>
<p>Describe again this new location, once more wager an oblation, then it is the next witch's vocation to attempt the spell to save you from the well.</p>
<p>When the locations bested equals the number of witches, however divested, the spell is complete, the hurtling rested, and the witches freed.</p>
<p>If personal affairs become dangerously scarce, and you run out of witchy wares, you're stuck in these nightmares, and sheer out of luck.</p>
<h2 id="sexy-l.a.r.p.-version" tabindex="-1">Sexy L.A.R.P. version</h2>
<p>As above, but all players come dressed as witches and must remove the item they’re wagering.</p>
<h2 id="artist's-impression" tabindex="-1">Artist's impression</h2>
<p>And here is Karen's illustration that accompanies the game.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2019/10/witches-in-a-well/wiaw-illo.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/10/witches-in-a-well/wiaw-illo.jpg-728.jpeg" width="728" height="780" alt="Three witches in a well." loading="lazy" decoding="async" /><figcaption>Illustration by Karen Reding.</figcaption></a></figure>
<h2 id="recommendation" tabindex="-1">Recommendation</h2>
<p>And as it's Halloween, I would be amiss not to point you towards our own gothic horror comedy one-shot adventure, <a href="https://mottokrosh.com/publications/a-bride-for-dracula">A Bride for Dracula</a>.</p>
Dark Ocultist's Gambit
2019-08-17T13:00:00Z
https://mottokrosh.com/posts/2019/08/dark-ocultists-gambit/
<p>The other week I cobbled together a quick one-shot scenario to demo <a href="https://mottokrosh.com/hypertellurians">Hypertellurians</a> to a few friends in a gaming pub. Parts of it were nabbed from another, longer adventure I'm working on, and have been playtesting a bit, and the other part is very <a href="https://en.wikipedia.org/wiki/Takeshi%27s_Castle">Takeshi's Castle</a>.</p>
<p>You might have seen it floating around on <a href="https://twitter.com/Mottokrosh/status/1161560844020396032">Twitter</a> or <a href="https://www.instagram.com/p/B1Hs3ZNIXoI/">Instagram</a> already, but here it is again in full, as well as in a <a href="https://mottokrosh.com/posts/2019/08/dark-ocultists-gambit/DarkOcultistA4-v2.pdf">PDF edition.</a> The PDF contains the adventure square as well as the 3 individual rooms by themselves, so you can print and use them directly at the table.</p>
<figure class="align-middle"><a href="https://mottokrosh.com/posts/2019/08/dark-ocultists-gambit/DarkOcultistSquare-v2-min.png" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/08/dark-ocultists-gambit/DarkOcultistSquare-v2-min.png-800.jpeg" width="800" height="800" alt="A one-shot adventure in an image." loading="lazy" decoding="async" /></a></figure>
<a href="https://mottokrosh.com/posts/2019/08/dark-ocultists-gambit/DarkOcultistA4-v2.pdf" class="btn btn-large">
<span>Download PDF</span>
</a>
Heart of the Atom Isa
2019-07-24T18:00:00Z
https://mottokrosh.com/posts/2019/07/heart-of-the-atom-isa/
<p>A one-shot adventure on—and around—a desert planet, for use with Hypertellurians, or any modern or old-school fantasy game. Featuring Argencia, the Silver Sorceress, moon goblins with daedalic wings and questionable bombs, habitable tremendostaceans, and a space market like no other.</p>
<p>The adventure is in three parts, and it'll be up to the Games Machinator to move the players from one part to the next. The text indicates options on how to naturally and frictionlessly accomplish this. In playtests it has never been an obstacle.</p>
<h2 id="the-premise" tabindex="-1">The Premise</h2>
<figure class="float-left"><a href="https://mottokrosh.com/posts/2019/07/heart-of-the-atom-isa/Argencia.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/07/heart-of-the-atom-isa/Argencia.jpg-320.jpeg" width="320" height="409" alt="Illustration of Argencia." loading="lazy" decoding="async" /><figcaption>Argencia, as modeled from an old sci-fi movie.</figcaption></a></figure>
<p>The party is a group of Ultracosmic explorers, discovering the wonders of the multiverse via their silver bullet rocket, the <strong>Atom Isa</strong>. Recently they arrived on the sandy planet of <strong>Sonnos</strong>, and while they were out adventuring, the "heart" of Atom Isa, the part that makes Ultracosmic travel possible, was stolen.</p>
<p>Before our adventure begins, the characters have learned that the villainous thief is none other than the feared Silver Sorceress, <strong>Argencia</strong>, who has the power to Crush Men. Furthermore, they have learned that Argencia lives or hides amongst the nomadic tribe of <strong>Zelteens</strong>, who live and travel on gargantuan hermit crab like beings, known as <strong>Tremendostaceans</strong>.</p>
<h3 id="adventure-overview" tabindex="-1">Adventure Overview</h3>
<ul>
<li>The PCs observe the Zelteen convoy as it heads towards a narrow canyon. They must decide whether to approach or continue to lie in wait.</li>
<li>The Zelteen set up camp and a market before the canyon. The market attracts visitors and has many wondrous things on offer.</li>
<li>At some point during the market, the massive conical shell of one of the Tremendostaceans splits of from the gargantocrab carrying it, amid roaring fire, and takes to the sky. Argencia is fleeing!</li>
<li>The characters chase her in their own rocket (or via other means), as she heads for the ice moon of <strong>Kalt</strong>.</li>
<li>While Argencia likely lands safely on Kalt, the Atom Isa crash-lands at the bottom of a cliff, putting a dangerous obstacle between the characters and the sorceress.</li>
<li>While overcoming the cliffs, the characters are harried by daedalic winged ice moon goblins with their experimental bombs, and possibly enraged moon bears.</li>
<li>Exploring Argencia's lair finally puts them toe-to-tow with the villainous thief, and gives the characters the chance to win back the heart of the Atom Isa.</li>
</ul>
<h3 id="the-atom-isa" tabindex="-1">The Atom Isa</h3>
<p>For this one-shot the Atom Isa is envisaged as a silver, bullet shaped, rocket spaceship, with plush interiors in warm colors. Perhaps some lava lamps. You may wish to use the <a href="https://mottokrosh.com/posts/2018/04/hypertellurians/#rocket">Ultranaut <em>Rocket</em> major power</a> from <a href="https://mottokrosh.com/machinations/hypertellurians">Hypertellurians</a>, and let the players pick 2—3 qualities from that list, or make up some of their own.</p>
<p>The salient point is that the <a href="https://en.wikipedia.org/wiki/MacGuffin">MacGuffin</a> that allows the rocket to jump between universes has been stolen. It's also part of the main power source of the ship, so while planetary and interplanetary travel still works, it's bumpier and less reliable (see <a href="https://mottokrosh.com/posts/2019/07/heart-of-the-atom-isa/#race-to-the-moon">Race to the Moon</a>) than before.</p>
<h3 id="key-points" tabindex="-1">Key Points</h3>
<ul>
<li>The characters are a group of Ultracosmic explorers.</li>
<li>They are stranded on the desert planet of Sonnos because the "heart" of their rocket ship, the Atom Isa, has been stolen.</li>
<li>They have figured out that the thief is Argencia, the Silver Sorceress, who has the power to Crush Men.</li>
<li>They have tracked her down to the nomadic Zelteen.</li>
</ul>
<h2 id="nomadic-tremendostacean-procession" tabindex="-1">Nomadic Tremendostacean Procession</h2>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2019/07/heart-of-the-atom-isa/Tremendostacean.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/07/heart-of-the-atom-isa/Tremendostacean.jpg-320.jpeg" width="320" height="453" alt="A giant hermit crab thing with houses on it." loading="lazy" decoding="async" /><figcaption>A tremendous tremendostacean.</figcaption></a></figure>
<p>The Zelteen are a nomadic, desert dwelling people, known as traders of exceptional goods. They live atop gargantuan hermit crab like creatures called Tremendostaceans. These docile, enormous crabs, carry conical shells, festooned with wooden shacks, walkways, and colorful banners denoting clans within the Zelteen. Rope bridges connect various levels of the shell with neighboring Tremendostaceans, as they move slowly and in unison across the sandy wastes of Sonnos.</p>
<p>The tribes have outriders that ride Macrostaceans, giant lobster like creatures; these outriders functions both as scouts and guards. They carry long spears sporting clan banners. On a leash of chain, they furthermore guide impossibly muscular <strong>Humanohulks</strong>, whose heads are encased in metal buckets. While so endarkened they are docile, but the Zelteen guards can open their head buckets, at which point the hulks go berserk and destroy anything that doesn't carry a Zelteen banner. The guards do this only in dire emergencies, on account of the invariably sizable collateral damage.</p>
<p>While the Zelteen convoy is made up predominantly of Zelteen traders, artisans, outriders, and such, many traders of far flung origins accompany them, to sell their own exotic wares. Perhaps even other characters the party has had run-ins with before.</p>
<h3 id="market-day" tabindex="-1">Market Day</h3>
<p>The Zelteen are headed towards a narrow canyon, but they set up shop with their famous market at the canyon's entrance, where they quickly attract traveling customers. They're planning to stay for a few days, but in practice Argencia's lift-off (see <a href="https://mottokrosh.com/posts/2019/07/heart-of-the-atom-isa/#race-to-the-moon">Race to the Moon</a>) will cut the market short.</p>
<p>In the meantime though, the characters—assuming they approached peacefully—should have the opportunity to explore to the market, barter for some of the exotic wares, and possibly engage in an unexpected event or two.</p>
<p>Use the data from <a href="https://mottokrosh.com/posts/2018/03/a-day-in-the-markets-of-helix/">A Day in the Market of Helix</a> to represent the market, substituting the city of Helix for the camp of the Zelteen.</p>
<h3 id="possible-market-events" tabindex="-1">Possible Market Events</h3>
<p>Spice up the shopping and bartering with these events as needed. See the market article linked above for details on the people and creatures involved.</p>
<ol>
<li><strong>Lomarc</strong> walks past the characters and makes an off-hand, dismissive mark about a character's outfit.</li>
<li>A person bumps into a character. They're covered in magnolia paint top to bottom, and were sent flying by a massive punch as they were testing <strong>Magnis</strong>'s Undercoat paint.</li>
<li>A <strong>warchicken</strong> is on the loose, birdmaster <strong>Effluvion</strong> chasing after it, and shouting at people to stop it.</li>
<li>A Zelteen is blind drunk on Piglin muck, and can't stop laughing.</li>
<li>A goatfolk pilgrim—as erudite as the next of them— has stumbled onto the market and is aghast at <strong>Nanny Nontyvia</strong> selling their religious texts. Especially since her editions are so out of date.</li>
<li>One of Argencia's moon goblin (they're icy blue) henchfolk is caught steeling a can of Magwoo paint.</li>
</ol>
<h3 id="key-points-1" tabindex="-1">Key Points</h3>
<ul>
<li>A convoy of nomadic traders called the Zelteen are traveling across the sandy wastes.</li>
<li>They live atop Tremendostaceans: gigantic hermit crab like creatures with huge conical shells, festooned in huts and bridges.</li>
<li>They stop in front of a narrow canyon and set up market.</li>
<li>They are peaceful unless provoked.</li>
<li>They know Argencia, and that she booked passage in one of the Tremendostaceans, but they don't easily give up this information. They do not know that she's transformed it into her personal rocket lair.</li>
<li>Argencia's lair is in one of the Tremendostaceans, and at some point her henchmen cut the ropebridges to the other beasts, sending Zelteen tumbling, and the shell part takes off into the sky.</li>
</ul>
<h2 id="race-to-the-moon" tabindex="-1">Race to the Moon</h2>
<p>This part of the adventure starts as the screams of tumbling Zelteen are heard from one of the gargantuan pack beasts: a dozen or so moon goblins are cutting all the ropes and rope bridges to other Tremendostaceans. A huge fire erupts from under the massive shell, burning the crab creature to a crisp and launching the whole structure into the sky, on a trajectory to the ice moon Kalt.</p>
<aside>
<h3>But: Space?</h3>
<p>For the sake of the action, and the nature of the game, this author recommends not to worry about the things we know about space nowadays, like vacuum, temparature, silence, and such.</p>
<p>Instead, any characters clinging to the outside of any rocket ships might have trouble breathing without a helmet, or feel cold, as the drama demands.</p>
<p>Should the players have trouble suspending their disbelief about this, consider referring to space as "the aether" instead.</p>
</aside>
<p>If the characters have not found out yet that the sorceress resides within this particular shell, have other Zelteen scream "Argencia has murdered those people, and now she's flying away!", or something along those lines, or else, have the banner atop the shell be replaced with one that is obviously hers, or maybe even have her step out at the top of the shell and gloat as it takes off (in a suitable glass bowl space helmet, naturally).</p>
<p>Either way, the characters should attempt to chase her. The most obvious route would be via their own rocket ship, the Atom Isa, but any method will do—even shooting grappling hooks at Argencia's shell rocket. If necessary, remind the players that she's got their ship's heart, and they can't let her get away.</p>
<h3 id="crash-landing" tabindex="-1">Crash Landing</h3>
<p>The characters should have a hard time stopping Argencia's rocket from landing on the ice moon. Their own rocket—sans heart—should be unreliable and difficult to stear, and ideally crash land at the bottom of a tall ice cliff below the sorceress' landing site.</p>
<p>Here are some ways to accomplish that, but as always, don't force it. The characters boarding her ship while it's escaping makes for a great story too, and additionally, is a good way cut a part of the adventure if time is running low.</p>
<ol>
<li>Questionable piloting, with failed piloting checks, or the lack of a pilot.</li>
<li>Attack by a giant, translucent space squid.</li>
<li>Navigational systems burning up in atmospheric entry.</li>
<li>A character getting a coffee from the rocket ship's bar drains power to the engine.</li>
</ol>
<h3 id="wrong-end-of-the-cliff" tabindex="-1">Wrong End of the Cliff</h3>
<p>However it happened, the character's rocket ship should now have crash landing at the bottom of a tall icy cliff, perhaps stuck in the ice upside down and antenna first. For extra fun, have the crash disturb a bunch of <strong>moon bears</strong>, who now congregate around the ship, eager for meaty vengeance.</p>
<p>Allow the players to come up with interesting ways to get to the top of the cliff. Failed climbing rolls and such shouldn't be lethal, despite the distance fallen. Instead, have them land on a surprised bear, giving them a second chance, or land in the water and be soaked and shivering.</p>
<p>However they attempt to ascend, unless it's instant, they will be harried by a dozen or so <strong>ice moon goblin henchmen</strong>, with experimental daedalic wings, and even more experimental bombs. Bombs with exploding effects such as:</p>
<table>
<thead>
<tr>
<th style="text-align:center">#</th>
<th>Effect</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:center">1</td>
<td>Sneezing</td>
</tr>
<tr>
<td style="text-align:center">2</td>
<td>Snoozing</td>
</tr>
<tr>
<td style="text-align:center">3</td>
<td>Sticky</td>
</tr>
<tr>
<td style="text-align:center">4</td>
<td>Fiery (melting the ground, and refreezing almost instantly, possibly leaving a character's feet trapped)</td>
</tr>
<tr>
<td style="text-align:center">5</td>
<td>Angry ice moon wasps</td>
</tr>
<tr>
<td style="text-align:center">6</td>
<td>Lovely scent, reminiscent of a spring bouquet</td>
</tr>
<tr>
<td style="text-align:center">7</td>
<td>Premature explosion</td>
</tr>
<tr>
<td style="text-align:center">8</td>
<td>Dud (1d4 blunt damage)</td>
</tr>
<tr>
<td style="text-align:center">9</td>
<td>Acid</td>
</tr>
<tr>
<td style="text-align:center">10</td>
<td>Near-instantly freezing water</td>
</tr>
</tbody>
</table>
<h3 id="key-points-2" tabindex="-1">Key Points</h3>
<ul>
<li>Argencia's Tremendostacean shell rocket ship and lair takes to the skies breathing fire, on a trajectory to ice moon Kalt.</li>
<li>The characters chase after her in their own rocket, the Atom Isa.</li>
<li>Argencia lands softly on the moon, while the characters crash land at the bottom of a tall ice cliff, beset by moon bears.</li>
<li>As the characters climb the cliff, they are harried by ice moon goblin henchmen with daedalic wings and experimental bombs.</li>
</ul>
<h2 id="within-argencia's-dominion" tabindex="-1">Within Argencia's Dominion</h2>
<p>Argencia's lair is inside a huge conical shell, with spiraling levels that are tall and wide at the bottom, and shorter and narrower at the top. Doors to the outside are barred from the inside, but not terribly strong, and sometimes left open by a pair of goblin guards running out.</p>
<p>The place is lit by soft glowing red and purple orbs. Towards the bottom, the light is sparse, the rooms and corridors hard and angular, and it's generally quiet. As one heads to the top, the architecture and surfaces become softer, the light brighter, and the quiet is pierced by occasional beeps and bloops.</p>
<p>There are generally one or two passages from a room, with pictorial signs indicating what comes next. A character who can read pictorial languages (such as hieroglyphs) can have a go at interpreting these.</p>
<p>These are the types of rooms in the lair, use them as makes for the most dramatic exploration:</p>
<table>
<thead>
<tr>
<th style="text-align:center">#</th>
<th>Room Type</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:center">1</td>
<td><strong>Goblin quarters:</strong> filthy, smelly, lewd drawings, 2 snoozing goblins.</td>
</tr>
<tr>
<td style="text-align:center">2</td>
<td><strong>Goblin bomb lab:</strong> unfinished experimental bombs (as above), 1 or 2 crazy goblin scientists.</td>
</tr>
<tr>
<td style="text-align:center">3</td>
<td><strong>Goblin Da Vinci lab:</strong> where all the inventing happens, blueprints, half-finished wing constructions.</td>
</tr>
<tr>
<td style="text-align:center">4</td>
<td><strong>Various mundane</strong> store rooms, kitchens, toilets.</td>
</tr>
<tr>
<td style="text-align:center">5</td>
<td><strong>Elaborate steam baths:</strong> series of scented baths of varying temperatures, 1 or 2 easily terrified <strong>toy boys or women</strong> lounging.</td>
</tr>
<tr>
<td style="text-align:center">6</td>
<td><strong>Engine room:</strong> tiny cosmos in a hovering globe; energy comes from bright star in the middle.</td>
</tr>
</tbody>
</table>
<h3 id="the-staff" tabindex="-1">The Staff</h3>
<aside>
<h3>Vibro Spear</h3>
<p>Medium weapon, 1d6 damage (excruciating, long, magic, throwing, unreliable).</p>
<p>This spear ignores all armor, including magic armor.</p>
</aside>
<p>Besides Argencia herself, two types of people occupy the lair: her toy boys and women, and her ice moon goblin henchmen. The former are tellurians and humanoids of exceptional build and beauty, well muscled, well oiled, and clad in skimpy and strappy leather gear. While they look like they're strong and could fight, they are cowardly, and only here to look good and please their sorcerous mistress.</p>
<p>The goblins are the real danger, not for their stature or individual power, but for their experimental bombs and other inventions, and of course their sheer numbers. There are at least 2 dozen in Argencia's employ, and they are madly loyal.</p>
<p>The goblin captain carries a vibro spear.</p>
<h3 id="the-apex-trinity" tabindex="-1">The Apex Trinity</h3>
<p>The topmost room in the Silver Sorceress' lair is made up of 3 parts:</p>
<table>
<thead>
<tr>
<th style="text-align:center">#</th>
<th>Apex Trinity</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:center">1</td>
<td><strong>The Helm:</strong> rocket ship operations, bleepy lights and giant computers.</td>
</tr>
<tr>
<td style="text-align:center">2</td>
<td><strong>The Lounge:</strong> Argencia's chaise-longe, all pillows, lava lamps, and toy boys.</td>
</tr>
<tr>
<td style="text-align:center">3</td>
<td><strong>The Mind Room:</strong> comfortable sofa where a full face helmet rests. It has many tubes attached to head-sized metal cylinders that line shelves around the walls. Each contains a harvested alien brain. The wearer of the helmet can experience anything the brains previously have, and even combine and mix experiences, for the ultimate sensory and extra-sensory adventure.</td>
</tr>
</tbody>
</table>
<h3 id="argencia%2C-the-silver-sorceress" tabindex="-1">Argencia, the Silver Sorceress</h3>
<p>Argencia is a sexy villainess straight from a sci-fi B-movie of old, all allure, and all in silver. She prefers seducing and bargaining over fighting, though she's not averse to <em>Crush Men</em> from a distance while her goblin henchmen wail on intruders with their surprising weapons. Additionally, she has set the heart of Atom Isa, in gem form, into her staff, which altogether gives her the following powers:</p>
<ul>
<li><strong>Crush Men:</strong> target must succeed at opposed Mind check, or have sense of self stripped way, grovel, and submit utterly to caster, for 1 scene (or permanent if affected 3 times in a row); humanoids identifying as male only.</li>
<li><strong>Tug at Heartstrings:</strong> opposed Agility check, or target is pulled a long distance towards the caster, stunned by emotion for 1 round.</li>
<li><strong>Protect Me!:</strong> designated toy boy or woman, or crushed man, throws itself into harm's way for you, once per round, free action.</li>
<li><strong>Experience This:</strong> touched target takes 3d6 Mind damage as it lives the combined experiences from several brains in the Mind machine.</li>
<li><strong>Emergency Eject:</strong> transport self, or creature(s) touched, into random location in the Ultracosm, at a cost of 1d6 Mind per creature.</li>
</ul>
<p>Argencia desires power and to be desired, and will attempt to flee if things look dire for her.</p>
<h2 id="other-characters" tabindex="-1">Other Characters</h2>
<p>Use the persons below as pregenerated characters to get started quickly with the adventure, or as NPCs in the market of the Zeldeen, as necessary.</p>
<figure class="full-width"><a href="https://mottokrosh.com/posts/2019/07/heart-of-the-atom-isa/Crew_Of_The_Atom_ISA.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/07/heart-of-the-atom-isa/Crew_Of_The_Atom_ISA.jpg-800.jpeg" width="800" height="281" alt="Illustrations of four characters." loading="lazy" decoding="async" /><figcaption>Garmotte original mashup, Khepri likeness from a painting I found on the internet and have since lost, Neferteri and Philomena characters directly lifted from the amazing [Steampunk-Handbuch für Monsterjäger](https://www.lysandrabooks.de/produkt/steampunk-handbuch-fuer-monsterjaeger/) with love, and sketched here. Poorly.</figcaption></a></figure>
<a href="https://mottokrosh.com/posts/2019/07/heart-of-the-atom-isa/HeartOfTheAtomIsaCharacters.zip" class="btn btn-large pregen-download">
<span>Download pregenerated Hypertellurians character sheets</span>
</a>
<h3 id="garmotte%2C-alien" tabindex="-1">Garmotte, Alien</h3>
<p><em>You are a formless blob of translucent organs with glowing, green arteries, squished into a vaguely human-shaped sausage casing. Topped off with a fez and a linen suit.</em></p>
<p><strong>Drive:</strong> Arcane knowledge. Magic is everywhere and it is your heart’s desire to study and command it, whether it’s for altruistic reasons or not.<br />
<strong>Strengths:</strong> Level Playing Field, Phase, Acid Blood, Sleep Spores, Bioluminescent.<br />
<strong>Weakness:</strong> The casing that houses your form is prone to punctures, randomly spraying your acid blood about.<br />
<strong>Equipment:</strong> Linen suit, fez, leather satchel, three-fingered monkey paw of cursed luck (opposed Mind check to syphon luck for a 1 scene), expensive watch, spelltome: <em>summon minor sirocco demon</em> for 1 scene (opposed Mind to command it)</p>
<h3 id="khepri-the-rising-sun" tabindex="-1">Khepri-The-Rising-Sun</h3>
<p><em>Veteran beetle-man general. Some years ago you got cut off from your hive, now you’re trying to come to terms with the comparative silence in your mind.</em></p>
<p><strong>Drive:</strong> You look for meaning in a life without the hive. For now, you have dedicated yourself to protecting Lady Dashwood and her companions.<br />
<strong>Strengths:</strong> Grace, Rallying Speech, Lead the Charge, Breadth of Ages (warfare strategy), Hard Knocks (melee).<br />
<strong>Weakness:</strong> You are conditioned to think in groups rather than individuals. You make decisions that favor the many.<br />
<strong>Equipment:</strong> Chitinous carapace (heavy armor, attached, comfortable), handy second pair of arms (attached), claws on every limb (light weapon; 1d4 damage, ongoing), glaive (heavy weapon; 1d8 damage, forceful, long, exhausting), necklace of service “medals”.</p>
<h3 id="neferteri" tabindex="-1">Neferteri</h3>
<p><em>Your name means “the gorgeous one”, but perhaps that refers more to the time before you were an embalmed and mummified corpse that walks.</em></p>
<p><strong>Drive:</strong> Wealth. Everything and everyone has a price, and you aim to be wealthy enough to acquire whatever your heart desires, whether it be for comfort or influence.<br />
<strong>Strengths:</strong> Drawn (greed), Unliving, Pestilent, Profane Semblance of Life, Unholy Sustenance.<br />
<strong>Weakness:</strong> Flammable.
Phobia of large, open spaces.<br />
<strong>Equipment:</strong> Biomechanical carburator bowel and air conditioning unit (+5 Brawn buffer), all the linen straps anyone could possibly desire, 500 gold pieces worth of ancient jewelry, friends in expensive places throughout the Ultracosm, whom you can occasionally call upon for favors.</p>
<h3 id="philomena-dashwood" tabindex="-1">Philomena Dashwood</h3>
<p><em>You are a young explorer, adventurer, archeologist, and philanthroper, heiress to the Dashwood estate. You do your adventuring in style, with panache, and with a smile.</em></p>
<p><strong>Drive:</strong> Exploration. The Ultracosm is nothing short of miraculous and unpredictable, and exploring it is the one true path in life. Broadening one’s horizons is best achieved through experiencing the untold wonders the worlds have to offer.<br />
<strong>Strengths:</strong> Favored, Know Things, Ray Emitter, The Stars are Right, Wonders Never Cease.<br />
<strong>Weakness:</strong> Trouble magnet. If there’s ever a question about who falls into the trap or who gets kidnapped, it’s always you. But you generally get away with it!<br />
<strong>Equipment:</strong> Stiff corset and victorian gown with all the acoutrements (light armor), eldritch compass that always points to the nearest source of Wonder, 15 gold coins in cash, and a chequebook that rarely gets accepted out and about, spyglass with multiple zoom levels (medium weapon in a bind; 1d6 damage, blunt, fragile, parry), the journal of explorer Hypathia Dashwood (perhaps the source of your Know Things power), hand-held ray emitter (light weapon; 1d6 damage; magic, ranged).</p>
<h2 id="where's-my-pdf%2Fsoftcover%3F" tabindex="-1">Where's my PDF/softcover?</h2>
<p>We're working on a slightly expanded, fully laid out version, with brand new art by a master artist, unlike the amateur scribbles from myself here. :) Keep an eye out for it.</p>
Victorious UK Games Expo Machinations
2019-06-12T11:37:41Z
https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/
<p>Last week a team of four went to the annual <a href="https://www.ukgamesexpo.co.uk/">UK Games Exp</a>o in Birmingham to represent Mottokrosh Machinations, and present the barely week old <a href="https://www.drivethrurpg.com/product/274032/Hypertellurians?src=blog-ukge2019">Hypertellurians hardcover</a> to the world. The crew consisted of cover artist <a href="https://twitter.com/An_Ka_Mo">Anna</a>, playtesters Dave and Kara, and myself. Over 3 days we told intrigued or downright enthusiastic attendees about Hypertellurians, and the 2 adventures Mottokrosh Machinations has published so far. The reaction has been beyond my wildest dreams.</p>
<figure class="align-middle"><a href="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/__ukge2019-day2.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/__ukge2019-day2.jpg-800.jpeg" width="800" height="600" alt="Kara, Dave, and Anna, at the Mottokrosh Machinations stand." loading="lazy" decoding="async" /><figcaption>The crew getting ready for day 2 of the expo.</figcaption></a></figure>
<p>As a first time exhibitor it was a bit of a gamble as to how many books we should bring, and how many we might expect to sell. I'd enquired about numbers from other publishers beforehand, and did some off-the-back-of-an-envelope calculations, but ultimately it was still only a guess. My worry was that we'd either brought way too many or too few books. But as it happened, we hit the sweet spot: out of roughly 160 books total, we brought back only 7!</p>
<h2 id="bestsellers" tabindex="-1">Bestsellers</h2>
<p>But let's rewind a bit. Anna, Kara, and I arrived to the venue from Berlin, where we met Dave, who'd already arrived a little earlier by train from Norwich. Putting up the stand didn't take terribly long, so we grabbed a taxi to our hotel, which was 10 minutes north of the <a href="http://www.thenec.co.uk/">NEC</a>, the expo's giant venue. It was a lovely, quaint hotel, with decent food and drink (but a terrible disco on Friday nights).</p>
<p>The next day, as we arrived back at our stall to open up, we learned that <em>Hypertellurians</em> had become a copper bestseller at <a href="https://www.drivethrurpg.com/browse/pub/13816/Mottokrosh-Machinations">DriveThruRPG</a>, where it had gone on sale barely a week beforehand! Seizing the marketing opportunity, Anna and Kara immediately drew and lettered a relevant sign to put on the stall! (At the time of this writing, <em>Brutal Imperilment in the Bag of Infinite Holding</em> is also a copper bestseller, while <em>Hypertellurians</em> is already well on its way to silver; of course none of those numbers count the expo sales.)</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/__ukge2019-demo.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/__ukge2019-demo.jpg-320.jpeg" width="320" height="240" alt="Kara running a demo game." loading="lazy" decoding="async" /><figcaption>Kara demoing for new Hypertellurians, including [Matt Kay](http://mattkay.games/) from [Mud & Blood podcast](http://mbcast.co).</figcaption></a></figure>
<h2 id="social-media-wins" tabindex="-1">Social media wins</h2>
<p>Hypertellurians gained a fair bit of <a href="https://twitter.com/search?q=hypertellurians">traction on Twitter</a> during the expo, as many people had <a href="https://twitter.com/_Boganova_/status/1134782058956378112">really</a> <a href="https://twitter.com/spookshow71/status/1134500058018095106">nice</a> <a href="https://twitter.com/Asako_Soh/status/1135163161886302210">things</a> <a href="https://twitter.com/CullopGeoffrey/status/1132323819555840001">to say</a> <a href="https://twitter.com/JellyMuppet/status/1109393927600332801">about</a> <a href="https://twitter.com/richgreen01/status/1135814566498189312">it</a>, which felt amazing for all involved. You all have our deepest thanks for that!</p>
<p>The demo games we ran about the expo were a hit and a hoot too. Using 6 quirky pregenerated characters, a party could go on a 45 minute thrill ride through one or two of the "bags" from <a href="https://mottokrosh.com/publications/brutal-imperilment">Brutal Imperilment in the Bag of Infinite Holding</a>.</p>
<p>We advertised that the demo games would run every hour on the day, and for the most part they did—we only had the occasional hour without a demo, usually around lunchtime. Our avid testers included gaming veterans as well as RPG virgins, young and old, and we all had a blast.</p>
<h2 id="meetings-and-machinations" tabindex="-1">Meetings and machinations</h2>
<p>It wasn't all sales and demos of course—we took regular turns to wander the halls and quickly redistribute any money we might have made, to other creators. There were so many amazing games on display, and such a huge variety too; it gets harder every year to keep up with all the awesome. What a problem to have!</p>
<p>During trade hall hours, I got to chat to <a href="http://enworld.org/">ENworld</a>'s fearless leader <a href="https://twitter.com/Morrus">Morrus</a>, the giants from <a href="https://rowanrookanddecard.com/">Rowan, Rook and Decard</a>, Chris, Grant, and Mary (for scale), peerless master of fantasy horror, <a href="https://www.soulmuppet.co.uk/">Best Left Buried's Zachary Cox</a>, <a href="https://www.modiphius.net/collections/john-carter-of-mars">John Carter of Mars</a> author Benn Graybeaton, <a href="https://9littlebees.com/nordsaga/">Nordsaga</a> and <a href="http://mbcast.co/">Mud & Blood</a>'s <a href="https://twitter.com/9littlebees">Matt Kay</a>, <a href="https://www.lotfp.com/">Lamentations of the Flame Princess</a>'s James Raggi (briefly) and former community manager Julia, and many more extremely talented people of all walks of life. I also got to meet up with some old friends, and Hypertellurians fans like <a href="https://twitter.com/cintain">Cintain</a>, which was excellent.</p>
<p>In the evenings I bumped into a few more notables, such as DCC judges and authors <a href="https://oldschoolgaming.tumblr.com/">Bruce Cunnington</a> and Brendan LaSalle, and made some new friends at the unofficial official Hearty Dice Friends bar meetup. There were many more people I wanted to talk to (Paizo's Erik Mona walked past our stall twice, but I never had the chance to grab him) but didn't manage to, so that'll have to wait for another con!</p>
<h2 id="gallery" tabindex="-1">Gallery</h2>
<p>Here are some random impressions from the expo, or the journey there and back.</p>
<div class="gallery undefined"><ol><li><figure class=""><a href="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-01.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-01.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-02.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-02.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-03.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-03.jpg-372.jpeg" width="372" height="496" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-05.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-05.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-06.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-06.jpg-372.jpeg" width="372" height="496" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-07.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-07.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-08.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-08.jpg-372.jpeg" width="372" height="278" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-09.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-09.jpg-372.jpeg" width="372" height="409" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-10.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-10.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-11.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-11.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-13.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-13.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-14.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-14.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-16.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-16.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-17.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-17.jpg-372.jpeg" width="372" height="278" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-19.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-19.jpg-372.jpeg" width="372" height="259" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-20.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-20.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-21.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/ukge2019-21.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li></ol></div>
<p>Yep, that's me and <a href="https://twitter.com/gshowitt">Grant Howitt</a> buddying up, and with Matt Kay in front of the viking village, on the way to his viking themed game, <a href="https://9littlebees.com/nordsaga/">Nordsaga</a>. And Wotan Games had a bus! How do you compete with that? Hm, raypunk rocket next time maybe.</p>
<h2 id="nordsaga" tabindex="-1">Nordsaga</h2>
<p>This was the one game I actually got to play in the whole con, although I did manage to game a whole bunch, thanks to the <em>Hypertellurians</em> demos. Matt has been working on this alternative history setting for a little while now, and recently ported it over to <a href="https://frialigan.se/en/startpage/">Free League</a>'s <a href="https://frialigan.se/en/games/forbidden-lands/">Forbidden Lands</a> system, with a few tweaks here and there.</p>
<p>I was very impressed with the game's many and varied races, something that can easily be missing from viking themed games. Our group of players put together a motley bunch of characters that felt like a real fantasy party. The magic system was excellent: powerful and dangerous, using runes, blood, and galdrs. In another word, fun. The adventure itself really sold the settings and acted as a good taster for the kinds of challenges to expect in a game of Nordsaga. Can't wait for the finished game!</p>
<figure class="full-width"><a href="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/__ukge2019-haul.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/__ukge2019-haul.jpg-800.jpeg" width="800" height="600" alt="All the books and games I bought at the expo." loading="lazy" decoding="async" /><figcaption>Personal expo haul.</figcaption></a></figure>
<p>You might be thinking that there are some items missing from that haul that were on sale at the expo and I should have totally picked up. And you'd be right, except that in those cases I probably owned the books already, like the mighty <a href="https://www.melsonia.com/troika-rpg-3-c.asp">Troika! Numinous Edition</a>, <a href="https://www.drivethrurpg.com/product/255088/The-Black-Hack-Second-Edition">Black Hack 2E</a>, or various Free League offerings.</p>
<h2 id="what's-next%3F" tabindex="-1">What's next?</h2>
<p>Soon we'll be announcing the winner of our convention character concept contest (quadruple alliteration!); keep an eye on <a href="https://twitter.com/mottokrosh">my Twitter</a> for that.</p>
<p>There are a few more things brewing here at Mottokrosh Machinations HQ too: an early playtest for a new adventure has highlighted a couple of problems and a lot of fun, so some revisions need to be made there, and I'm about to commission art for a new sourcebook. More on that later.</p>
<p>There is a potential piece of very exciting news too, but it's too early to get into yet!</p>
<h2 id="join-us-on-discord" tabindex="-1">Join us on Discord</h2>
<figure class="align-center"><a href="https://mottokrosh.com/discord"><img src="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/__mm-discord.jpg-800.jpeg" width="800" height="320" alt="Discord ad." loading="lazy" decoding="async" /></a></figure>
<p>Yep, we created a <a href="https://mottokrosh.com/discord">Discord server</a> for chatting about all things Mottokrosh Machinations. Newsletters are a little quaint, Twitter works better for bite-sized bits, and I do most of my RPG socializing on Discord already anyway. Click the image above for an invite to the server.</p>
<h2 id="one-last-picture" tabindex="-1">One last picture</h2>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/__ukge2019-return.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/06/victorious-ukge-machinations/__ukge2019-return.jpg-800.jpeg" width="800" height="600" alt="The crew in the train back." loading="lazy" decoding="async" /></a></figure>
<p>Our return journey from UK Games Expo was not without its hurdles (delays, luggage woes, cancellations, giant queues of angry people), but in the end we snagged seats in a first class train compartment for the last leg of the trip, which made us happy.</p>
<p>Until next time!</p>
Hypertellurians Preview and UK Games Expo
2019-05-05T15:00:15Z
https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/
<p>If you're reading this, you've likely heard about Mottokrosh Machinations's roleplaying game Hypertellurians. You might even have read or played it—after all it's <a href="https://mottokrosh.com/hypertellurians/">online in its full form</a> right on this site. But very soon, it will also be available in PDF and hardcover form, on DriveThruRPG, and in person at <a href="https://www.ukgamesexpo.co.uk/">UK Games Expo</a> 2019. So what's new or different in that version, compared to the online HTML version?</p>
<p>A few things! First of all, it has a ton more art. It features original art by Karen, Anna, and Olga, plus Patreon art by Dean Spencer and Enmanuel Lema Martinez, plus public domain art from old pulp magazines, "magically" enhanced from their tiny original sizes, plus additional royalty free vintage drawings.</p>
<figure class="full-width"><a href="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/chapter5.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/chapter5.jpg-800.jpeg" width="800" height="408" alt="A chapter spread with a pulpy warrior woman." loading="lazy" decoding="async" /></a></figure>
<h2 id="art" tabindex="-1">Art</h2>
<p>Let's have a look at some of it. You've already seen the awesome cover, but here is a piece by the same artist, showing a couple of warriors taking a well deserved snooze.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/warrior-couple.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/warrior-couple.jpg-800.jpeg" width="800" height="530" alt="Two female warriors cuddling and sleeping." loading="lazy" decoding="async" /></a></figure>
<p>A good chunk of Hypertellurians is the vast number of powers your characters can have. Here is an Alien for example, in the middle of using its <em>Phase</em> power to step through walls, as envisioned by Olga Protska.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/phasing-alien.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/phasing-alien.jpg-800.jpeg" width="800" height="432" alt="Alien creature phasing through a wall." loading="lazy" decoding="async" /></a></figure>
<p>Of course the art has to show the types of characters you can play in this game. Now, considering the variety of concepts that the system can accommodate, that's easier said than done. Still, here is a Beast, in the middle of shapeshifting, by Dean Spencer.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/shifting-beast.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/shifting-beast.jpg-800.jpeg" width="800" height="524" alt="Wereleopard mid transformation." loading="lazy" decoding="async" /></a></figure>
<p>I don't believe there are more than a dozen pages without either an illustration or some graphical flourish in this tome. Speaking of flourishes...</p>
<h2 id="graphic-design" tabindex="-1">Graphic design</h2>
<p>In order to make the book as useful as possible during play, special care has been given to the information design during the layout. Where possible, information that belongs together is seen together on the same spread. A clear and comprehensive table of contents (also on one spread, of course) leads you to the right information quickly. Annotations and examples explain the core concepts.</p>
<p>But you don't have to take my word for it—let's just have a look at some sample spreads.</p>
<div class="gallery gallery-1"><ol><li><figure class=""><a href="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/HypertelluriansSpread-32-33_Construct.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/HypertelluriansSpread-32-33_Construct.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/HypertelluriansSpread-36-37_Revenant.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/HypertelluriansSpread-36-37_Revenant.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/HypertelluriansSpread-4-5_TOC.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/HypertelluriansSpread-4-5_TOC.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/HypertelluriansSpread-42-43_Royal.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/HypertelluriansSpread-42-43_Royal.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/HypertelluriansSpread-6-7_KeyPrinciples.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/HypertelluriansSpread-6-7_KeyPrinciples.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/HypertelluriansSpread-62-63_HowTo.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/HypertelluriansSpread-62-63_HowTo.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/HypertelluriansSpread-68-69_Trauma.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/HypertelluriansSpread-68-69_Trauma.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/HypertelluriansSpread-78-79_TipsForPlayers.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/HypertelluriansSpread-78-79_TipsForPlayers.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/HypertelluriansSpread-84-85_SampleMonsters.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/HypertelluriansSpread-84-85_SampleMonsters.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/HypertelluriansSpread-94-95_TipsForGMsIntro.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/HypertelluriansSpread-94-95_TipsForGMsIntro.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li></ol></div>
<h2 id="new-material" tabindex="-1">New material</h2>
<p>Hypertellurians, as a game, has been online on this website almost since its inception. Just recently it's been updated with the latest content from the upcoming book, making it the final version.</p>
<p>As well as incorporating the previously separate GM section, the game now contains tips on both being a better GM and a better player. After all, it's a group game, and everyone can do their part.</p>
<p>And while the final rules don't contain a full bestiary or complete grimoire of spells, they do contain sample monsters and NPCs, easy rules for making your own, and a few handfuls of spells and items. Maybe like a demi-grimoire. A deminoire? Importantly, they're all cool.</p>
<h2 id="accessibility" tabindex="-1">Accessibility</h2>
<p>A graphic heavy book like this might raise some concerns about legibility. It is no secret that some people prefer plain white backgrounds to make reading, and perhaps printing, easier. To address those concerns, and at the same time indulge my obsession with paper textures and cramming as many illustrations in as possible, I refer to the game's <a href="http://creativecommons.org/licenses/by-sa/4.0/">creative commons</a> license. The online version of the game, which contains the same text, has all the accessible benefits you might expect from a website, to make it easy for screen readers to read it, or to simply enlarge the font for the vision-impaired.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/playtesters.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/playtesters.jpg-800.jpeg" width="800" height="415" alt="Post game photo of playtesters." loading="lazy" decoding="async" /><figcaption>Left to right: Kara, Frank, Anna, Olga.</figcaption></a></figure>
<h2 id="uk-games-expo" tabindex="-1">UK Games Expo</h2>
<p>That's right, Mottokrosh Machination is exhibiting in Birmingham at this iconic gaming convention at the end of May. We're stall 1-196 in hall 1 at the NEC—pretty much in the northwest corner. Here's what you can expect at our stand:</p>
<ul>
<li><strong>Demo games!</strong> We'll be running 45 minute demo games of Brutal Imperilment in the Bag of Infinite Holding with the Hypertellurians rules. Every hour on the hour. Come by with friends or by yourself.</li>
<li><strong>Books!</strong> Of course we'll have our shiny new Hypertellurians 102-page hardcover books for sale (barring a catastrophe), fresh off the presses. On top of that both the <a href="https://mottokrosh.com/publications/brutal-imperilment">Brutal Imperilment in the Bag of Infinite Holding</a> and <a href="https://mottokrosh.com/publications/a-bride-for-dracula">A Bride for Dracula</a> softcovers will be on sale.</li>
<li><strong>Bundle!</strong> We'll have some sort of bundle if you want it all, at a discount of course.</li>
<li><strong>Competition!</strong> We'll outline the details of the competition soon (keep an eye on my Twitter), but the top prize will be an original drawing of your player character by cover artist Anna!</li>
<li><strong>Meet & greet!</strong> As well as myself, cover artist Anna Katarina Molla, core playtester and contributor David Fuller, and playtester and albino Shetland pony centaur player extraordinaire Kara Payne will be there, happy to chat, take pics, run games, and sell books. (Use hashtag #Hypertellurians if you take pics of us at the con!)</li>
<li><strong>After hours!</strong> We're massive gamers, so we'll be around gaming outside trade hall hours all over the place. Who needs sleep, at UK Games Expo?</li>
</ul>
<h2 id="what's-next%3F" tabindex="-1">What's next?</h2>
<p>What, the physical release not enough for you? Blimey. Well, how about a Mottokrosh Machinations community, where you can discuss, praise, or rip our games apart? More on that soon!</p>
<p>I'll leave you with this sweet couple of Ultranauts, as painted by Karen Reding.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/ultranauts.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/ultranauts.jpg-800.jpeg" width="800" height="491" alt="Two sharp ultranauts." loading="lazy" decoding="async" /></a></figure>
<p>Actually, I lied. Here's one last drawing, lovingly entitled "Fuck 'em up, honey", from Anna.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/goodbyes.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/05/hypertellurians-preview-and-uk-games-expo/goodbyes.jpg-800.jpeg" width="800" height="536" alt="Two people saying goodbye." loading="lazy" decoding="async" /></a></figure>
Forty Real Medieval Professions
2019-05-01T20:00:00Z
https://mottokrosh.com/posts/2019/05/forty-real-medieval-professions/
<p>Are you a GM looking for some bizarre sounding—but totally real—medieval professions? Maybe you're a player looking for an interesting background or story for your character? Fear not, I've got you. I present for your delectation, a plethora of obscure and odd jobs of old.</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2019/05/forty-real-medieval-professions/octo-balloon.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/05/forty-real-medieval-professions/octo-balloon.jpg-320.jpeg" width="320" height="320" alt="Illustration of an octopus/balloon gestalt." loading="lazy" decoding="async" /></a></figure>
<table>
<thead>
<tr>
<th style="text-align:center">#</th>
<th>Profession</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:center">1</td>
<td>Ackerman</td>
</tr>
<tr>
<td style="text-align:center">2</td>
<td>Hayward</td>
</tr>
<tr>
<td style="text-align:center">3</td>
<td>Ostler</td>
</tr>
<tr>
<td style="text-align:center">4</td>
<td>Woolcomber</td>
</tr>
<tr>
<td style="text-align:center">5</td>
<td>Climmer</td>
</tr>
<tr>
<td style="text-align:center">6</td>
<td>Fewterer</td>
</tr>
<tr>
<td style="text-align:center">7</td>
<td>Parker</td>
</tr>
<tr>
<td style="text-align:center">8</td>
<td>Sperviter</td>
</tr>
<tr>
<td style="text-align:center">9</td>
<td>Oyster raker</td>
</tr>
<tr>
<td style="text-align:center">10</td>
<td>Furrier</td>
</tr>
<tr>
<td style="text-align:center">11</td>
<td>Bottelier</td>
</tr>
<tr>
<td style="text-align:center">12</td>
<td>Currier</td>
</tr>
<tr>
<td style="text-align:center">13</td>
<td>Malemaker</td>
</tr>
<tr>
<td style="text-align:center">14</td>
<td>Vaginarius</td>
</tr>
<tr>
<td style="text-align:center">15</td>
<td>Goldbeater</td>
</tr>
<tr>
<td style="text-align:center">16</td>
<td>Arkwright</td>
</tr>
<tr>
<td style="text-align:center">17</td>
<td>Besom maker</td>
</tr>
<tr>
<td style="text-align:center">18</td>
<td>Diamantaire</td>
</tr>
<tr>
<td style="text-align:center">19</td>
<td>Horner</td>
</tr>
<tr>
<td style="text-align:center">20</td>
<td>Rectifier</td>
</tr>
<tr>
<td style="text-align:center">21</td>
<td>Tapicer</td>
</tr>
<tr>
<td style="text-align:center">22</td>
<td>Tasseler</td>
</tr>
<tr>
<td style="text-align:center">23</td>
<td>Boothaler</td>
</tr>
<tr>
<td style="text-align:center">24</td>
<td>Bawd</td>
</tr>
<tr>
<td style="text-align:center">25</td>
<td>Stewsman</td>
</tr>
<tr>
<td style="text-align:center">26</td>
<td>Nakerer</td>
</tr>
<tr>
<td style="text-align:center">27</td>
<td>Catchpole</td>
</tr>
<tr>
<td style="text-align:center">28</td>
<td>Pissprophet</td>
</tr>
<tr>
<td style="text-align:center">29</td>
<td>Acater</td>
</tr>
<tr>
<td style="text-align:center">30</td>
<td>Colporteur</td>
</tr>
<tr>
<td style="text-align:center">31</td>
<td>Eggler</td>
</tr>
<tr>
<td style="text-align:center">32</td>
<td>Hetheleder</td>
</tr>
<tr>
<td style="text-align:center">33</td>
<td>Weirkeeper</td>
</tr>
<tr>
<td style="text-align:center">34</td>
<td>Unguentary</td>
</tr>
<tr>
<td style="text-align:center">35</td>
<td>Ostiary</td>
</tr>
<tr>
<td style="text-align:center">36</td>
<td>Bagger</td>
</tr>
<tr>
<td style="text-align:center">37</td>
<td>Coistsell</td>
</tr>
<tr>
<td style="text-align:center">38</td>
<td>Legerdemainist</td>
</tr>
<tr>
<td style="text-align:center">39</td>
<td>Sin-eater</td>
</tr>
<tr>
<td style="text-align:center">40</td>
<td>Userer</td>
</tr>
<tr>
<td style="text-align:center">.wide</td>
<td></td>
</tr>
</tbody>
</table>
<p>Why stop at professions? There are some excellent classes in there. Step aside, boring fighter and wizard, here come the Coistsell and the Nakerer!</p>
Playtest Wrap
2019-03-15T20:00:00Z
https://mottokrosh.com/posts/2019/03/playtest-wrap/
<p>Last night, my group and I finished our year-long (give or take) playtest of the <a href="https://mottokrosh.com/hypertellurians">Hypertellurians RPG</a>. We started it when the rules were just a jumble of notes, went through three major revisions, and countless minor ones, and finished with what we now consider "v1.0".</p>
<p>While this main playtest went on, I ran a bunch of one-shots with different people, and with different experience levels when it comes to roleplaying games. At some point, one of my players took over the GM reins for an adventure, so I could get a feeling for what the game is like from the other side of the table. All in all, we stretched, bent, and broke the rules, and put them in front of as many people as possible.</p>
<p>Let me tell you a bit about how the playtest campaign played out, and then what I learned from the whole excercise that still needs addressing in the rules as they stand.</p>
<figure class="full-width"><a href="https://mottokrosh.com/posts/2019/03/playtest-wrap/playtest-wrap-1.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/03/playtest-wrap/playtest-wrap-1.jpg-800.jpeg" width="800" height="450" alt="A selection of RPG books used in the playtest." loading="lazy" decoding="async" /><figcaption>Some of the RPG books and modules I used over the course of the playtest.</figcaption></a></figure>
<h2 id="from-ultracosm-to-endocosm-(and-beyond)" tabindex="-1">From Ultracosm to Endocosm (and Beyond)</h2>
<p>The premise of the campaign was that the characters had all been rescued from their individual prisons by a mysterious figure known as the Emerald Emissary. In return, they worked for him and recovered seemingly random items from all over the Ultracosm. Soon it became clear that the Emerald Emissary was less than benign, and it came to an altercation that ultimately led to the creation of a miniature, self-contained universe (called the Endocosm) that had the PCs, and other characters, trapped.</p>
<p>As they explored this realm, which featured callback fragments to many previous game worlds that we'd played in together as a group, they ultimately discovered how to escape. When they did, it transpired that their whole world, and possibly the whole Ultracosm, had been the creation of the Emerald Emissary, who, in reality was an angelic youth of sorts, and everything they knew had simply been an elaborate science project.</p>
<p>Only, they had managed to leave their fictional reality (and fictional selves) and become real beings, in the Emissary's reality.</p>
<p>It was a satisying conclusion to a campaign that saw the characters traverse all of the adventures seen in the picture above, plus several of my own devising.</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2019/03/playtest-wrap/playtest-wrap-3.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/03/playtest-wrap/playtest-wrap-3.jpg-320.jpeg" width="320" height="255" alt="Scented candle from Gametee." loading="lazy" decoding="async" /><figcaption>[Gametee](https://gametee.co.uk) make amazing luxurious gaming accessories, like this candle.</figcaption></a></figure>
<h2 id="lessons-learned" tabindex="-1">Lessons Learned</h2>
<ol>
<li>The game does what it sets out to do: allow the use of a vast array of tonally different adventures and settings, while keeping a cohesive tone of its own.</li>
<li>Character power gets hard to judge after the second (definitely the third) major advance. That's ok: in regular play, I expect the campaigns not to go over that often, if ever.</li>
<li>The mechanics work. Advancement being tied to Wonder spent, works. The powers and wondrous actions work.</li>
<li>My players still think that fighting and killing most things is the only path, regardless of how heavy I telegraph the danger. This comes from years of D&D and Pathfinder, I expect. I didn't run into this with newer players.</li>
<li>In fights or situations that are going badly, my players like to try and convince me that the enemies will surely kill them if they try to run away, and use that as justification to fight to their deaths. This is puzzling to me, especially when I've spent the last few rounds hinting strongly, nay, telling them outright that the answer might not be on their character sheet.</li>
<li>The ritual "Summon Barbas, Son of Corson, King of the West" was never cast, but it is now canon in every game we'll ever play until it has been.</li>
<li>The campaign has been fantastically fun, with the players engineering the craziest of situations.</li>
<li>The rules, as they are on the website as of this writing, talk about combat too much, and not enough about other dangers and interactions. Some re-organization will go a long way towards fixing that, since this game's focus is less on combat than, say, D&D.</li>
<li>New games with great ideas have come out since we started creating this one, and I am resisting the temptation of doing another full revision of Hypertellurians in light of them. Otherwise the game will never come out.</li>
<li>I can't wait to have Hypertellurians ready in physical book form, with all the layout and art.</li>
</ol>
<h2 id="release" tabindex="-1">Release</h2>
<p>Our second advanture, <a href="https://mottokrosh.com/publications/brutal-imperilment/">Brutal Imperilment in the Bag of Infinite Holding</a>, is done and I'm waiting for the print proofs, so between now and UK Games Expo the focus is on getting Hypertellurians finished. The current text needs some adjustements, the GM section needs revising and combining with the core, and a handful of sections need to be added (like spells, items, and other characters). This will happen over the next few weeks, and at the same time I will start on the layout. I'll be doing my very best to make it a gorgeous book you'll proudly display on your shelves!</p>
Bags of Fun: New Adventure Preview
2019-03-03T16:00:00Z
https://mottokrosh.com/posts/2019/03/bags-of-fun-new-adventure-preview/
<p>Mottokrosh Machinations will soon release its second adventure module, designed for Hypertellurians as well as any old or modern fantasy adventure game. It’s an exploration heavy scenario, with many wild and wonderful locations.</p>
<h2 id="whence-the-idea%3F" tabindex="-1">Whence the idea?</h2>
<p>In Hypertellurians a character has a number of inventory slots equal to their Brawn score. They may use a bag, which takes up 2 of these slots, but has 5 slots’ worth of space—however, retrieving an item from the bag takes an action, whereas from your standard, “at the ready” inventory slots, it does not.</p>
<p>Players being players, the question of bags within bags naturally came up among my playtesters. In traditional D&D, mixing up magical items with extradimensional spaces usually results in explosions. This is fun, but we thought we could do one better, by making nested Hypertellurians magic bags (they would have to be magic, a normal bag in a normal bag is just that) possible in theory, and requiring more and more actions to retrieve items from, the deeper it was placed.</p>
<p>And from that silly idea <em>Brutal Imperilment in the Bag of Infinite Holding</em> was born. An adventure that required the party to enter into an interconnected network of magical bags. Add in a simple premise—the queen has lost possessions and court staff (and her favorite poddle “Duchess”) down the bags—and <em>voilà</em>.</p>
<figure class="full-width"><a href="https://mottokrosh.com/posts/2019/03/bags-of-fun-new-adventure-preview/bibih-magazine-mockup.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/03/bags-of-fun-new-adventure-preview/bibih-magazine-mockup.jpg-800.jpeg" width="800" height="452" alt="Mockup of the physical book" loading="lazy" decoding="async" /><figcaption>Twigs not included in the physical books.</figcaption></a></figure>
<h2 id="what%E2%80%99s-in-a-bag%3F" tabindex="-1">What’s in a bag?</h2>
<p>The next question was, “how do we make bags exciting adventure locations?" Even if they’re bigger on the inside? Well, that was easy enough: a wizard did it. And by “it” I mean a crazy landscape of mini setpieces complete with its own ecosystem of native “things” that have evolved inside it since its creation. Plus hapless recent additions in the form of scared royal servants, and lost and divided adventurers.</p>
<p>As it turns out, coming up with gonzo mini locations for magical bags comes naturally to this author. And thus, we ended up with things like:</p>
<ul>
<li><strong>Redcap mangrove.</strong> Marshy, with a cluster of twisted trees in the middle. The biggest of them have doors nestled in their roots. Some have an exit, others angry redcaps, strangely contorted into the cramped space behind the doors, seemingly in the middle of a private ritual.</li>
<li><strong>Floating forest and lizardfolk den.</strong> Dozens of jungle trees float along the uneven ceiling. Vines connect them and dangle to half-way down the sandy cave floor, where a tribe of superstitious lizardfolk cannibals are in the process of cooking a previous adventuring group. Exit(s) in the chieftain’s daughter's tent, amid her favorite souvenirs.</li>
<li><strong>The harshest mistress.</strong> An endlessly grey sea ravaged by powerful storms, and the various sailing ships and galleons caught in it (one of which is manned by doomed, ghostly sailors), all of which frantically attempt to escape the many deadly maelstroms, at the bottom of which are the exit(s).</li>
</ul>
<h2 id="presentation" tabindex="-1">Presentation</h2>
<p>Rather than mapping out a single path through bags within bags, or putting down fixed locations, we decided to follow a more toolkit approach, by providing several pages of tables with these locations. Together with some simple advice on how to create a map and how to roll up random locations from these tables (and providing a sample, ready to use map, of course), the spelunking enthusiastic GM is ready to go in no time.</p>
<div class="gallery undefined"><ol><li><figure class=""><a href="https://mottokrosh.com/posts/2019/03/bags-of-fun-new-adventure-preview/spreads-10_11.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/03/bags-of-fun-new-adventure-preview/spreads-10_11.jpg-372.jpeg" width="372" height="263" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/03/bags-of-fun-new-adventure-preview/spreads-16_17.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/03/bags-of-fun-new-adventure-preview/spreads-16_17.jpg-372.jpeg" width="372" height="263" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/03/bags-of-fun-new-adventure-preview/spreads-22_23.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/03/bags-of-fun-new-adventure-preview/spreads-22_23.jpg-372.jpeg" width="372" height="263" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2019/03/bags-of-fun-new-adventure-preview/spreads-8_9.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2019/03/bags-of-fun-new-adventure-preview/spreads-8_9.jpg-372.jpeg" width="372" height="263" alt="" loading="lazy" decoding="async" /></a></figure></li></ol></div>
<p>Locations aren’t everything; what about the loot? We’ve got you covered there too, with a table of 50 random finds, from the mundane but thematically appropriate, to powerful spells, and weird magic items. For example:</p>
<ul>
<li>A comically large codpiece, made from leather and velvet. It has a small, hidden pocket with a folded piece of paper, upon which a lewd poem of little literary merit is scribed.</li>
<li>A badly burnt forearm, the wrist pierced by a large, crude nail. With careful observation, the spell tattooed on it can still be deciphered. It calls upon the caster to tattoo the words upon their own arm. They then pierce their wrist with a nail used to crucify a person, and scream and point at a target, who suffers crippling agony as their insides are filled with dozens of nails, facsimiles of the one the caster used.</li>
<li>Several small, wittled dolls clad in adorable fabrics. They were a present to the queen when she was very young by a traveling soothsayer. When they believe no one is looking the dolls sometimes have tea parties, or concerned discussions about the industrial growth society.</li>
<li>A dead dove in a battered bird cage. Blood leads from the cage to the nearest bag. The dove has a tiny scrollcase attached to one of its legs, wherein is a curled up piece of paper, which proclaims that whosoever consumes the dove whole will be granted a wish, in exchange for their arms for a year and a day.</li>
</ul>
<h2 id="character-driven" tabindex="-1">Character driven</h2>
<p>In our playtests, the ability to choose from premade characters, or use the same (or remaining, unpicked) characters as NPCs, has been well received. As a result, here we include 7 premade character concepts, including the queen herself, with gorgeous illustrations by Alysa Avery. While the book itself only contains the basic attributes for these (but all their traits and quirks), fully statted versions will be separately downloadable for multiple systems. Currently D&D 5e and Hypertellurians are planned, more may follow.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2019/03/bags-of-fun-new-adventure-preview/bibih-character-montage.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/03/bags-of-fun-new-adventure-preview/bibih-character-montage.jpg-800.jpeg" width="800" height="534" alt="The 7 pregenerated and illustrated characters." loading="lazy" decoding="async" /><figcaption>Sweet character sketches by Alysa Avery. Plus one of mine thrown in.</figcaption></a></figure>
<h2 id="when" tabindex="-1">When</h2>
<p>The adventure is written, illustrated, and laid out, and is currently in editing. Unlike with <a href="https://mottokrosh.com/abridefordracula">A Bride for Dracula</a>, we’re hoping to launch both the digital PDF and the print-on-demand physical version at the same time. It takes a little time to get these things approved, and to receive proofs (and to make adjustments and go for another round, should there be a problem with the first proofs). All in all, we should be looking at a few weeks at the most. Fingers crossed.</p>
<p><strong>Update, March 22nd:</strong> <a href="https://www.drivethrurpg.com/product/268244/Brutal-Imperilment-in-the-Bag-of-Infinite-Holding?src=preview_page">It's now out!</a></p>
<h2 id="what%E2%80%99s-next%3F" tabindex="-1">What’s next?</h2>
<p>Once this adventure is out the door, so to speak, we’re all hands on deck to bring Hypertellurians into book form. That requires a little bit of extra writing, a few more illustrations, and a whole lot of laying out and editing. Our hard deadline for the printed books for this is the <a href="https://www.ukgamesexpo.co.uk/">UK Games Expo</a> at the end of May. Oh yeah, did I mention that Mottokrosh Machinations will be exhibiting at this year’s UK Games Expo, with all 3 books (A Bride for Dracula, Brutal Imperilment in the Bag of Infinite Holding, and Hypertellurians; barring catastrophes)? How cool is that?</p>
Games I Am Looking At Currently
2019-01-07T08:00:00Z
https://mottokrosh.com/posts/2019/01/games-i-am-looking-at-currently/
<p>As the new year starts trotting along, I thought it would be interesting to have a quick look at the games that are currently on my radar for one reason or another.</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2019/01/games-i-am-looking-at-currently/FrankKult.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/01/games-i-am-looking-at-currently/FrankKult.jpg-320.jpeg" width="320" height="240" alt="Frank with the book Kult: Divinity Lost." loading="lazy" decoding="async" /><figcaption>Getting my Kult on.</figcaption></a></figure>
<h2 id="game-day" tabindex="-1">Game Day</h2>
<p>We had a New Year's Eve gaming party at our house, and managed to cram a little over 20 people into our Berlin flat. With the main table, sofa area, and spare room, we generally had 3 games on the go at once. I played <a href="https://ospreypublishing.com/high-society">High Society</a>, <a href="http://keymastergames.com/campycreatures/">Campy Creatures</a>, <a href="https://rowanrookanddecard.com/product/honey-heist/">Honey Heist</a>, and ran <a href="https://mottokrosh.com/hypertellurians">Hypertellurians</a> (a playtest of an upcoming adventure I'll publish soon), and—finally—<a href="https://store.penny-arcade.com/products/thornwatch-eyrewood-adventures">Thornwatch</a>.</p>
<p>The latter took a little bit of setup and going through the rules time, as it was everyone's first go at it, mine included. But once we played a handful of rounds, it all clicked into place, and I'm really looking forward to playing it some more; this time dedicating a whole afternoon or evening to it. Mike Krahulik and Jerry Holkins' <a href="http://eyrewoodadventures.com/">Eyrewood</a> caught my eye from the first time it made its appearance on <a href="https://www.penny-arcade.com/">Penny Arcade</a>: it's such a flavorful and immersive setting, even before you add the fantastic art.</p>
<p>It was also my first time finally playing the famous Honey Heist. There's just something deeply satisfying about the combination of bearing and heisting. Our characters ultimately had mixed success. Let's see if we can get the gang back together for HoneyCon 2019!</p>
<h2 id="computerized-enjoyment" tabindex="-1">Computerized Enjoyment</h2>
<p>On the video game side of things I'm currently immersed in <a href="https://www.shadowofwar.com/">Middle Earth: Shadow of War</a>. Ever since taking the plunge and replacing my sickly old PC a few months ago, I've been trying to push the limits of the new setup with AAA games. I'm happy to report that it hasn't broken a sweat yet, so I'm hopeful I'll get some serious mileage out of the machine. Frankly, I also don't game that much on the PC. But I am enjoying Shadow of War a lot, even if its story rubs a lot of Middle Earth fans up the wrong way. I can totally sympathize with those points, but for my purpose I also happily overlook them and jump around in silly ways and kill orcs.</p>
<p>Most of my video gaming in recent years has been, and continues to be on mobile and tablet. Short bouts and matches that I can start and finish whenever and wherever I have 5–10 minutes to spare. Although I seem to be having a bit of a break from <a href="https://playhearthstone.com/">Hearthstone</a>, its app icon remains within reach, just in case. My current go to game is <a href="https://www.heroacademy2.com/">Hero Academy 2</a>, and has been for some months. I'm also toying with <a href="https://www.warhammerchampions.com/">Warhammer Champions: Age of Sigmar</a>. For being yet another game in the Collectible Card Game genre, it introduces a whole bunch of new things to the tried and tested formula. Furthermore, it exists as both a physical and digital game, and you can import your physical cards into the mobile version by scanning them. Neat.</p>
<h2 id="collectible-card-game-quibble" tabindex="-1">Collectible Card Game Quibble</h2>
<p>I'd like to take a moment though to quibble about the one stumbling block all CCGs seem to have in common. When you start one, a tutorial with a ready-made deck walks you through the principles of the game. You'll likely unlock a card or two, and the tutorial will instruct you to replace an existing one in your deck because it's better. By the end of the tutorial you've unlocked a whole bunch of new cards, and you're now expected to play against real life opponents.</p>
<p>However, your starting deck is woefully inadequate to compete, and you don't know all the cards or strategies in the game to know enough to build a decent deck given your current collection. The most likely scenario is that you'll lose many times over with your pre-made starting deck until you've either got enough experience to make your own, or unlocked enough cards to build a deck from an online "recipe."</p>
<p>It's that gap between the starting deck and your own, competitive deck that I'd like games to try and bridge. Hearthstone tries, by offering a selection of decks when you create a new one, but you likely don't have all the cards for them. Perhaps that's on purpose, to entice you to spend more money for a chance to unlock the right cards.</p>
<p>Anyway, with the aside finished, let's talk roleplaying games.</p>
<h2 id="pen-and-paper" tabindex="-1">Pen and Paper</h2>
<p>On Thursdays, I run my ongoing Hypertellurians playtest. We're very much in the final chapter for that. I'll give a bit more of an update on that below. When that game's finished, we'll be returning to <a href="https://dnd.wizards.com/">D&D 5th edition</a>, for the first time in a while; a friend of mine will be running <a href="https://dnd.wizards.com/products/tabletop-games/rpg-products/dragonheist">Waterdeep: Dragon Heist</a>, and I am looking forward to seeing what kind of shenanigans our undoubtedly quirky characters will get up to.</p>
<p>At the same time I am little apprehensive about returning to a system that is quite as structured and rigorous as D&D 5E. Don't get me wrong—when it came out, it was a desperately needed breath of fresh air after the stale 4th edition. While we gave 4E a solid chance, ultimately the insanely long combats, unbearably boring graphic design of all its books, and characters who all played the same give or take a lick of paint, wore us out on it. 5E made D&D exciting again by addressing all those points and more.</p>
<p>However, we have been playing a number of systems recently with far more free form rules or powers or spells, where player creatively added as much, if not more, to the effects than the rules as written. OSR systems like <a href="https://www.drivethrurpg.com/product/250888/Knave">Knave</a> or <a href="https://www.facebook.com/TheBlackHackRPG/">The Black Hack</a>, story systems like <a href="http://mightyatom.blogspot.com/2012/06/world-of-dungeons.html">World of Dungeons</a>, and systems inbetween like my own <a href="https://mottokrosh.com/hypertellurians">Hypertellurians</a> all forced us to expand on the written word, rather than stringently play within it. It will be interesting to see if and how that experience colors our return to modern D&D. I, for one, hope for wild and wonderful interpretation of classic spells, and approaches to challenges beyond the stats on our characters sheets.</p>
<p>On Mondays we're about to return to Cthulhu, having finished an arc of the classic and famed <a href="https://rpggeek.com/rpgseries/281/enemy-within-campaign">Enemy Within</a> campaign for <a href="http://cubicle7.co.uk/our-games/warhammer-fantasy-roleplay/">Warhammer Fantasy Roleplay</a>. We played using the second edition, and while there's a lot of flavor in that setting, and some nice ideas in the rules (I mean we all love careers in theory), I remain solidly unconvinced by the system. Tiny, largely inconsequential character advances (unless perhaps you were lucky enough to roll a spellcasting starting career), make for very tedious character development. I decided to throw myself into the story of my character instead, and while that's always a nice thing, it would also be nice for the rules to back that up.</p>
<p>I would love to return to that campaign again, but perhaps giving the latest 4th edition of the WFRP rules a try, or maybe even <a href="https://grimandperilous.com/">Zweihänder</a>, or heck, go crazy and try it with <a href="https://schwalbentertainment.com/shadow-of-the-demon-lord/">Shadow of the Demon Lord</a>!</p>
<figure class="float-left"><a href="https://mottokrosh.com/posts/2019/01/games-i-am-looking-at-currently/FrankCthulhuHack.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/01/games-i-am-looking-at-currently/FrankCthulhuHack.jpg-320.jpeg" width="320" height="431" alt="Frank reading the Cuthulhu Hack book, while Cthulhu himself rises in the background." loading="lazy" decoding="async" /><figcaption>Getting ready to save the world.</figcaption></a></figure>
<p>Meanwhile though, it's Cthulhu time. Early last year we also finished <a href="https://www.chaosium.com/masks/">Masks of Nyarlathotep</a> (I spelled that right the first time, without looking it up!), using <a href="https://www.chaosium.com/call-of-cthulhu-rpg/">Call of Cthulhu</a> rules. I have the same criticism regarding character advancement here as I did for WFRP 2E. All those tiny percentage increases are tedious and pretty much irrelevant in the face of cosmic horror, so why bother? Indeed, our GM seems to feel similarly about it, so for our upcoming game we're going to give <a href="http://www.justcrunch.com/the-cthulhu-hack/">The Cthulhu Hack</a> a go. I'm excited to see how that plays out!</p>
<p>Every other week or so, I play in a <a href="http://drivethrurpg.com/product/211910/Mageblade-Zero">Mageblade</a> game. We're exploring Luka Rejec's super cool <a href="https://www.wizardthieffighter.com/ultraviolet-grasslands/">Ultraviolet Grasslands</a>, using <a href="http://lostpages.co.uk/">Paolo Greco</a>'s rulesystem. What's especially great about the latter is that on top of the magic disciplines from that book, the ones from <a href="https://www.drivethrurpg.com/product/145647/Wonder--Wickedness">Wonder & Wickedness</a>, and <a href="https://www.drivethrurpg.com/product/211911/Marvels--Malisons">Marvels & Malisons</a> slot right in. In honor of Luka's love of Blue Öyster Cult, my first character was called Buck Dharma. He died from an incinerating beam of light from a gargantuan guardian statue he turned to flesh. Good times.</p>
<p>On my radar, but with no concrete plans yet are <a href="https://rowanrookanddecard.com/product/spire-rpg/">Spire</a>, <a href="https://schwalbentertainment.com/shadow-of-the-demon-lord/">Shadow of the Demon Lord</a>, and <a href="https://www.modiphius.net/collections/kult">Kult: Divinity Lost</a>. Rowan, Rook and Decard's Spire is a game about revolutionary drow fighting against the cruel and aloof high elves that displaced them from their ancestral home. I've played and run it before, but I'd really like to return to it, now that there are so many great scenarios out to choose from (and some more to land shortly).</p>
<p>Rob Schwalb's Shadow of the Demon Lord didn't grab me during its inaugural Kickstarter, partly because of the generic name, and partly because of the bizarre cover art of the core book. What it should have said on the cover was "You'll really like these rules, Frank!", but I guess that might have been a little too specific. But it's true: the mechanics of SotDL are not just solid, they're inventive (Hypertellurian's initiative system is totally <s>knicked</s> inspired by it), and look great fun. Plus, who doesn't love tons of spell disciplines? So I'm all about the Demon Lord and his titular shadow now.</p>
<p>After hearing a lot of great stuff about it in recent months, not least the interview with Rob Schwalb on the excellent <a href="https://mbcast.co/">Mud & Blood</a> podcast, and the following review episode, I bought the book, and have been reading it excitedly. I also bought the book for all my players as a Christmas gift, so I think that signals my intentions <em>vis-à-vis</em> demon hierarchies and their sun blocking qualities. Perhaps we'll do a small campaign of that once Dragonheist is finished.</p>
<p>Why the hesitation? Well, because Kult: Divinity Lost. Here's another game that I didn't pay proper attention to when it was first announced. For someone who's played a ton of Vampire: the Masquerade back in the day, it might surprise you to hear that I'm generally not so excited by games set in the modern day.</p>
<p>But after hearing more about Kult (again on the Mud & Blood podcast—see their interview with the creators, and review episodes), the fact that it's published by Modiphius, comes from the seemingly endlessly creative Swedish roleplaying industry, looks absolutely top notch, and deals with gnostic mysticism, I am properly hooked. Mud & Blood describe it as <em>The Matrix</em> meets <em>Constantine</em>, set in the world of <em>Hellraiser</em>.</p>
<p>Yeah, I'd like to play that.</p>
<p>And then on the very other end of the spectrum with have <a href="https://necrotic-gnome-productions.blogspot.com/">Necrotic Gnome</a>'s [B/X Essentials](B/X Essentials) (probably to be renamed in a future release). I've already been massively enjoying the company's Dolmenwood setting, and sprinkled it liberally into my Hypertellurians playtest game, but I've yet to properly return to the original D&D rules it represents. Going back through the gorgeous <a href="https://www.drivethrurpg.com/product/199081/Black-Pudding-1">Black Pudding</a> zines, and their somewhat gonzo but so adorably illustrated additional classes, has got me hooked, and if I'm going to go full old-school, what better way than with the original rules, re-arranged and re-collected for clarity and utility, like B/X Essentials does?</p>
<h2 id="what-else-has-been-catching-my-eye%3F" tabindex="-1">What else has been catching my eye?</h2>
<p>Well, I'm always down for some <a href="http://goodman-games.com/dungeon-crawl-classics-rpg/">Dungeon Crawl Classics</a>, but here's a system that I thinks works better for a campaign than for one-shots. Its rules require a bit of an investment, but it's one that I believe pays of in the course of the adventures. Besides all the excellent modules, the Purple Planet boxset on my bookshelf keeps grabbing my eye.</p>
<p>I picked up <a href="http://goodman-games.com/dungeon-crawl-classics-rpg/">Mutant Year Zero</a> after hearing Matt Kay talk about it, but I've not read it yet. Again, post-apocalyptic settings aren't generally up my alley, but the tone and mechanics of this seem neat, and it doesn't hurt to read it. Also, it's from Sweden's Free League, so it's probably excellent.</p>
<p>Speaking of <a href="http://frialigan.se/en/startpage/">Free League</a> (now that Järnringen has merged with them), Symbaroum is another game I wouldn't mind returning to. I've got most of the hardcovers—and of course wrote the reference app <a href="https://mottokrosh.com/apps/symbook/">Symbook</a> for it—though I would probably introduce a few houserules, especially regarding armor and robustness.</p>
<p>The <a href="https://www.modiphius.net/collections/forbidden-lands">Forbidden Lands</a> boxset caught my eye too of course (our MageBlade GM owns it and it does look shiny and super fun), but I was too late on that bandwagen and currently it's all sold out.</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2019/01/games-i-am-looking-at-currently/KarenVampire.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2019/01/games-i-am-looking-at-currently/KarenVampire.jpg-320.jpeg" width="320" height="426" alt="Karen reading the Vampire core book on the sofa." loading="lazy" decoding="async" /><figcaption>"Does this class as paranormal romance?"</figcaption></a></figure>
<p>The new 5th edition of <a href="https://www.modiphius.net/collections/vampire-the-masquerade">Vampire: the Masquerade</a> looks great, and the great Kenneth Hite worked on it, so I expect it packs some serious chops, but I haven't quite finished the book yet. After some controversy, and the renewed dissolution of White Wolf, the game is now in Modiphius's extremely capable hands, so I expect all things Vampire to get right back on track.</p>
<p>And while we're with Modiphius, I should mention that I sprang for the full digital complement of the <a href="https://www.modiphius.net/collections/conan">Conan</a> game they kickstarted a while ago. Those books keep on coming in; I don't even know how they write so many of them! But they look great, the mechanics look interesting, and of course I do love me some pulpy Robert E. Howard action! As of yet though, I haven't managed to find a slot in the agenda for it.</p>
<p><a href="https://site.pelgranepress.com/index.php/eyes-of-the-stone-thief/">Eyes of the Stone Thief</a>, 13th Age's megadungeon keeps whispering to me to use it in a game.</p>
<p>I have a million <a href="https://www.lotfp.com/">Lamentations of the Flame Princess</a> books, but then I already use those in pretty much all of my games to one extent or other. Sometimes directly (I plonked Deathfrost Doom into my heavily modded D&D 5E game a while back), and sometimes I just gut bits and pieces (like all the time for spells and beasts for Hypertellurians).</p>
<p>Hey, what about Pathfinder 2? I don't know, I look at those three pages of character sheet with all the fields crammed in, and my brain just shuts off. We'll see.</p>
<h2 id="in-the-works" tabindex="-1">In the Works</h2>
<p>I'm waiting on the proof for the physical copy of <a href="https://www.drivethrurpg.com/product/256689/A-Bride-for-Dracula">A Bride for Dracula</a>, the first stand-alone book I published under the moniker Mottokrosh Machinations. I have a feeling I mucked something up with the page order, but we'll see. Once that's sorted, and on sale (you can of course pick up the PDF already), my next adventure will go into layout: <em>Brutal Peril in the Bag of Infinite Holding</em>. Like the one before, it's a small adventure suitable for all D&D-like games, old and modern.</p>
<p>As for Hypertellurians, we're fast approaching both the end of the official playtest and version 1 of the rules. I've got one more section to write for players, revisit the GM section, add in sample spells and magic items, and then it's off to the editor. Round about the same time layout will start.</p>
<p>Regarding my existing apps, I've got some urgent changes to do on the Pathfinder Online Character Sheet, as the Google authentication API it's using will be shut down when Google+ shuts down in March. I'd also like to make some minor updates on both Symbook and Spire Companion, but time is oh so limited.</p>
<p>The bigger app still in the works though, is a brand-new online character sheet app, designed not only to eventually replace the existing PF1 one, but to be useable for any number of systems. In fact I'm testing it with a Hypertellurians character sheet at the moment, which has uncovered a couple of critical bugs that need fixing before a possible alpha or beta launch.</p>
<p>So, I think that's about it for me. What games have you got lined up or which games have caught your eye?</p>
d100 Interesting Outdoor Encounter Features
2018-12-27T11:00:00Z
https://mottokrosh.com/posts/2018/12/interesting-outdoor-encounter-features/
<p>With the <a href="https://www.blog.google/technology/safety-security/expediting-changes-google-plus/">demise of Google+</a>, hitherto harboring a great RPG community, many groups are trying to find a new home on the great old internet. A fair few are flocking to <a href="https://mewe.com/">MeWe</a> (you can <a href="https://mottokrosh.com/posts/2018/12/interesting-outdoor-encounter-features/www.mewe.com/i/mottokrosh">find me there</a> too), still others are clinging on to Google+ until its last breath. But gaming chat service <a href="https://discordapp.com/">Discord</a> has also seen a huge uptake. One such new server is for <a href="https://www.drivethrurpg.com/browse/pub/9599/DIY-RPG-Productions">DIY RPG Productions</a>, which includes a channel entitled #gygaxian-democracy-d100s.</p>
<p>In this channel, one proposes a topic, and before you know it, an array of creative folks have assembled a hundred entries for it, ready to inject spice and variety into your game. Once 100 entries have been reached, someone proposes a new topic, with an entry or two, and the cycle restarts.</p>
<p>Recently, the topic "Interesting Outdoor Encounter Features," was proposed by <a href="https://www.wizardthieffighter.com/">Luka Rejec</a>, and for this I joined a host of contributers in rapidly creating a slew of weird and wonderful entries, from the frightening to the bizarre, the exciting to the baffling.</p>
<p>Although all the entries for all topics generated are currently being collected and saved in a document for posterity, I was moved to create a fancy PDF for this particular series, to distribute it to the wider gaming world. <a href="https://mottokrosh.com/posts/2018/12/interesting-outdoor-encounter-features/d100-Interesting-Outdoor-Encounter-Features_v1.pdf">Dowload the d100 Interesting Outdoor Encounter Features here</a>, or scroll down for just the text.</p>
<figure class="full-width"><a href="https://mottokrosh.com/posts/2018/12/interesting-outdoor-encounter-features/d100-Interesting-Outdoor-Encounter-Features_v1.pdf"><img src="https://mottokrosh.com/posts/2018/12/interesting-outdoor-encounter-features/pdf-pages.jpg-800.jpeg" width="800" height="141" alt="The pages from the PDF." loading="lazy" decoding="async" /><figcaption>Top down view of the PDF. Touch to download.</figcaption></a></figure>
<h2 id="d100-spices" tabindex="-1">d100 Spices</h2>
<ol>
<li>
<p>The grass is sharp as knives. Please wear shoes.</p>
</li>
<li>
<p>All the animals can talk. Though not many have anything interesting to say.</p>
</li>
<li>
<p>Every night, the animals polymorph into a slightly bigger but otherwise mundane animal.</p>
</li>
<li>
<p>The grass is sharp as knives and 1-2 meters tall. Please wear stilts.</p>
</li>
<li>
<p>Everything is blown glass.</p>
</li>
<li>
<p>The wind here likes to carry whispered words across many miles, while drowning shouts.</p>
</li>
<li>
<p>Here, the full moon has a face. You can ask it things, but it will give you the answers to the wrong questions.</p>
</li>
<li>
<p>Thick pollen coats everything, making tracking as easy as in snow. It also sticks to anyone who passes through, marking them, and occasionally causes sneezing attacks.</p>
</li>
<li>
<p>The silence is heavy and ponderous, like suffocating glue. A living creature that makes any noise takes a point of damage per sound or syllable.</p>
</li>
<li>
<p>Under every hollow, in every nook and cranny, goblins lurk.</p>
</li>
<li>
<p>The trees here grow in rows, straight as arrows, with identically placed branches. Damage to one is replicated to every other in a rippling wave, which reverses and sweeps back to the original tree, leaving no trace.</p>
</li>
<li>
<p>The Moon just died, so rocks are falling from the sky.</p>
</li>
<li>
<p>The pools, ponds, and mists of the area refract the light differently for each onlooker, and thus everyone sees them in different colors.</p>
</li>
<li>
<p>Every sound made becomes a living thing for a brief period of time, flitting hither and tither, always away from its source. The louder the sound, the bigger its animate form, the harsher the sound, the scarier its manifestation.</p>
</li>
<li>
<p>The geyser is actually a permanent <em>reverse gravity</em> spell over an underground river, flickering on and off. Watch out.</p>
</li>
<li>
<p>The forest is criss-crossed with near invisible silver strings, sharp as a guillotine. Were someone able to make sense of them and trace them to a source, they would arrive at the heart of the forest, where the members of a coven of witches take turns being enveloped in the strings, perfectly aware of anything that occurs within their bounds. At the remote ends, the strings pierce the ground, attached to slumbering wights. The witches yank them out of the ground to attack trespassers.</p>
</li>
<li>
<p>Softly glowing and pulsating bio-pods grow along the trunks of the trees. What is in them, and why are some so much bigger than others?</p>
</li>
<li>
<p>The people of the salt lakes ride giant gerridae, or water striders, from island to island.</p>
</li>
<li>
<p>The air is thick as water here.</p>
</li>
<li>
<p>The waters here have a strong sense of aesthetics, and refuse to flow down unattractive river beds, remain in ugly lakes, or be contained in poor quality cups.</p>
</li>
<li>
<p>The razor sharp grass has been mowed. When the wind picks up, the shards make it pretty hard to breathe.</p>
</li>
<li>
<p>A large dome fashioned of iron ribbons with a giant magnifying glass at the top. (It’s like a giant gazebo or open air temple.) On sunny days the glass focuses the light into a burning point, which slowly passes over the ground beneath the dome. A cult has adopted this place as their temple and conducts sacrifices here.</p>
</li>
<li>
<p>Fetid stinking marsh with weird fungal stepping “stones" on the water surface. They are like puff balls and can explosively rupture, infecting those near them with spores.</p>
</li>
<li>
<p>Hovering boulder. Can be pushed, and is quite nasty when it picks up speed.</p>
</li>
<li>
<p>Rope ladder tumbles down from a cloud overhead.</p>
</li>
<li>
<p>Trees fall over like dominos when pushed.</p>
</li>
<li>
<p>Rotten pond burps giant, methane soap bubbles, which float about at chest height.</p>
</li>
<li>
<p>Gravel beds filled with giant zombie leeches. The necrotized creatures are individually weak and about 50cm long each, but en masse they are deadly.</p>
</li>
<li>
<p>A hermit is constructing a city here, for nobody in particular. They get very upset if any of the (shoddy) buildings are damaged.</p>
</li>
<li>
<p>A fence of shark-like teeth and iron rails is capable of moving like a snake because it is haunted by an ancient ghost. The triangular teeth are 2-meters high and razor sharp. It abhors violence and will seek to enclose and isolate anyone who starts a fight. It will change its tactics if others attack the one enclosed. Its goal is to stop the fighting.</p>
</li>
<li>
<p>Sentient lode-stone, the size of a house, in the middle of a barren clearing, rusted bits of wreckage in a circle at its base like a fallen crown. Some of these bits are probably valuable. It can sense metal within the clearing, which is the limit of its range, and it can activate or deactivate its magnetism at will. It is a trickster, and greedy. Currently the magnetism is off.</p>
</li>
<li>
<p>Basalt cliffs terraced like a giant's staircase. Mineral rich water oozes from the cracks and blooms with slippery algae.</p>
</li>
<li>
<p>A dead cedar—50 meters high, 3 around, and rooted firmly in granite—houses a multi-species flock of corvids with a hive mind, and a treasury of precious things. They are collectively capable of speech, mimicry, and throwing their voices. They like shiny things, and sowing chaos in humanoids. When two groups encounter one another in their realm, they will try to pit them against one another.</p>
</li>
<li>
<p>Quicksand dunes flow like ocean waves.</p>
</li>
<li>
<p>Dogflowers, hairy, howling, and biting, drip and drool everywhere.</p>
</li>
<li>
<p>Your shadow comes alive and goes on its own adventure in this area, returning some time later, or perhaps, not at all...</p>
</li>
<li>
<p>Cats here can talk, and they never lie.</p>
</li>
<li>
<p>Rain falls up, as do tears or any similar droplets.</p>
</li>
<li>
<p>The trees drop wet globes of overripe fruit when disturbed, attracting swarms of yellow-jackets and flies.</p>
</li>
<li>
<p>Gopher holes everywhere filled with poisonous snakes.</p>
</li>
<li>
<p>Sharp sounds may trigger an avalanche.</p>
</li>
<li>
<p>Many of those tree trunks are actually the legs of a herd of elephantine beasts camouflaged, sleeping, prone to stampedes.</p>
</li>
<li>
<p>Encounter is being scryed upon by ___.</p>
</li>
<li>
<p>Flowers release an intoxicating scent that acts like a love potion.</p>
</li>
<li>
<p>Vines sprout and grow rapidly in response to blood falling on the ground.</p>
</li>
<li>
<p>This location is enchanted, so that all birds are able to remember and reenact encounters witnessed in their lifetimes. They put on shows like actors in plays, instead of singing and chirping.</p>
</li>
<li>
<p>A gelatinous sphere (like a gelatinous cube) attempts to roll away from a giant, hungry dung beetle (immune to its effects). The beetle and the ball of goo are indiscriminate about what else they gather up.</p>
</li>
<li>
<p>Basalt column, 3 meters high, supporting a sundial. The gnomen is a beautiful woman turned to stone by ___.</p>
</li>
<li>
<p>Ruin open to the sky and encircled by columns of precariously balanced stones, some fallen.</p>
</li>
<li>
<p>A sacrifice zone filled with piles of offal dropped by cloud giants.</p>
</li>
<li>
<p>Pool of delusion grants wishes that are only real within its extents.</p>
</li>
<li>
<p>Invisible nets, sticky like spider webs left here and forgotten by a giant hunter.</p>
</li>
<li>
<p>A field of fallen tree trunks stacked upon one another in a jumble, with gaps inbetween, occasionally shifting under your weight.</p>
</li>
<li>
<p>Constant winds and a cult sculpted this volcanic outcrop over the years into a flute that makes a cacophony unless played by many persons. The cacophony drives people mad.</p>
</li>
<li>
<p>Caustic vapors fill a volcanic depression. Tangled mats of vegetation thrive on the vapors and float about on them like islands.</p>
</li>
<li>
<p>Crystal growths on the rocks gather light all day from the sun and glow at night. Breaking them off releases the energy like a fireball.</p>
</li>
<li>
<p>The trees, when awakened, enjoy tossing people around like balls in a game of catch.</p>
</li>
<li>
<p>A path of dead vegetation leads to a giant snail inside an invulnerable snail shell. It is currently too dry, and waiting for it to rain.</p>
</li>
<li>
<p>These ants get everywhere and itch worse than poison ivy.</p>
</li>
<li>
<p>All living things native to this area live and grow and die 10 times faster than outsiders, and are likewise not interested in them.</p>
</li>
<li>
<p>Two large boulders, 100 meters apart with identical 1 meter diameter holes in perfect alignment with one another, are portals into a shared, out of phase, space between them. Only one side of each hole, the outer face of each boulder, passes into the out of phase space. Anyone in the out of phase space can see and hear what is going on in the real space, but can not interact with it and is invisible to everyone in real space, unless seen through the hole in the boulder.</p>
</li>
<li>
<p>Apparently tilled earth ready for planting will actually swallow a person up to their waist if they stop walking, and hold them for harvest by ___.</p>
</li>
<li>
<p>Rusty metal cylinder like the bottom section of a dead rocket or a grain silo, just sitting here apparently forgotten, and serving as an unnatural seasonal pond or cistern, elevated 5 meters above the adjacent field. The phosphorous, rich bird shit is caked up at the bottom. It is just as hard to climb in, as it is to climb out.</p>
</li>
<li>
<p>Cowhide grows like an endless dermatic tumour on the ground, thickening and folding in and over itself. Leather miners come to the region, strip-cutting the top layers while fighting off giant ticks and predatory lice.</p>
</li>
<li>
<p>Everything around here is edible.</p>
</li>
<li>
<p>Pushing a specific knot on a specific tree reveals an underground lair used for some nefarious purpose.</p>
</li>
<li>
<p>All the weeds here are snakes, all the snakes have petrifying venom. Fortunately their fangs are not very long or sturdy.</p>
</li>
<li>
<p>All the trees are chained to the ground. If you unchain one, it floats away.</p>
</li>
<li>
<p>Everything around here is poison (ingestion or injection).</p>
</li>
<li>
<p>Some of the hills are artificial and flimsy, and will collapse if you push them hard enough. The river is blue. Not reflecting the sky-blue. It's blue when you put it in a glass.</p>
</li>
<li>
<p>Ghost fiddler, if you don't make a save you can't stop dancing. Otherwise harmless.</p>
</li>
<li>
<p>Airkelp forest—with swirling, soft algae growing vertiginously into the sky, lifted by dank vegetal balloons. Intelligent magpies live there, hunting mouse-sized land shrimp.</p>
</li>
<li>
<p>Acidic soil under layer of rubbery grass. Acid earthworms of bovine proportions erupt from the soil when it rains.</p>
</li>
<li>
<p>There's a small pond and some underbrush and some trees. It's calm. Maybe a little too calm.</p>
</li>
<li>
<p>The hill is a gargantuan plastic pancreas covered in dirt and trees. It’s quite confusing.</p>
</li>
<li>
<p>A dense carpet of tall, fleshy but sturdy tendrils, each 10 to 20 cm in diameter. Walking across them is a balancing act, but woe to those who slip between them. Who knows how deep it goes and what lives on the carpet floor. Rumors: 1) dire lice, 2) mites, 3) two-dimensional angry aliens, 4) glue slimes.</p>
</li>
<li>
<p>When you step on the moss, a low grunt is heard in the distance. It gets progressively angrier the more the moss is trampled on, and there's like moss everywhere. Uh oh.</p>
</li>
<li>
<p>Almost every other tree has a small animal tied to its trunk with twine. The cadavers are all tied upside down, and they've been drained of blood.</p>
</li>
<li>
<p>The clear, greenish lake is only a few feet deep, and its floor is all marble. Large, colorful lily pads cover much of it, home to warring pixie cults. A single massive, marble statue of a human queen lies toppled in the middle.</p>
</li>
<li>
<p>A slow moving herd of oxen-like beasts as far as the eye can see. A whole village has been built across their backs, with bridges and towers, ever moving where the herd goes.</p>
</li>
<li>
<p>Looks like an ordinary forest. 2m below the topsoil, sea water. Straight down. Sterile, as far as you can tell. There's nothing alive down there... at least, nothing you've seen.</p>
</li>
<li>
<p>A lush, verdant forest in the hills. But you're 3 cm tall in comparison.</p>
</li>
<li>
<p>No the grass isn't moving, those are land-eels, and for them it's mating season all the time.</p>
</li>
<li>
<p>This immaculate patio is paved in 1 meter square stones, each weighing half the weight of a person. Beneath the stones are very deep shafts to a refuse pit. They magically, and at random, phase out if anything substantial rests on them for more than a second, dropping what is on top into the shaft.</p>
</li>
<li>
<p>Landmines.</p>
</li>
<li>
<p>A herd of headless sheep with exceptionally puffy wool is loose and wanders through the encounter like a pack of blind cotton balls.</p>
</li>
<li>
<p>A savage tribe of halflings who use dagger grass as weapons. They spend most of their lives on stilts, as do their abodes. As well as elaborate masks, their warriors wear skirts of dagger grass, which they use to bloody effect in their derwish-like battle dances.</p>
</li>
<li>
<p>The rain hurts. Copper pieces fall from the sky. A pack of beggars appears. They have been chasing this rain cloud for days. Some are starving.</p>
</li>
<li>
<p>An immortal, invulnerable, and mostly ineffectual bureaucrat appears with red tape and attempts to tie up all participants of the encounter with it, citing some infraction or other.</p>
</li>
<li>
<p>The pine trees of this forest drop needles like lawn darts.</p>
</li>
<li>
<p>Invisible squirrels cause mischief.</p>
</li>
<li>
<p>Plant life spontaneously combusts to reproduce.</p>
</li>
<li>
<p>Rose fog bank causes drunkenness.</p>
</li>
<li>
<p>The roads and trails in this area deliberately mislead, changing course, branching into dead-ends, and looping back upon themselves.</p>
</li>
<li>
<p>Flash floods.</p>
</li>
<li>
<p>Flash flood of poisonous, tiny frogs.</p>
</li>
<li>
<p>Lonely bramble of roses eager to snare passersby, and the current encounter is entangled in it.</p>
</li>
<li>
<p>Dark willow hides everything under it in shadow.</p>
</li>
<li>
<p>The location is marked with an “X" made by flower petals arranged obsessively by the encountered creature.</p>
</li>
<li>
<p>Sand trap with a giant worm at the bottom, mouth open.</p>
</li>
</ol>
<h2 id="credits" tabindex="-1">Credits</h2>
<table>
<thead>
<tr>
<th>Author</th>
<th>Contributed Entries</th>
</tr>
</thead>
<tbody>
<tr>
<td><a href="https://houseofthemagus.com/">Aaron Parr</a></td>
<td>22, 23, 24, 25, 27, 30–34, 39–63, 84, 86, 88–100</td>
</tr>
<tr>
<td><a href="https://alongslideintodespair.blogspot.com/">Angus King (Spiraxo)</a></td>
<td>6, 11, 20, 37</td>
</tr>
<tr>
<td><a href="http://meanderingbanter.blogspot.com/">Angus Warman (Spwack)</a></td>
<td>2, 5, 7, 10, 26, 36, 70, 81, 85</td>
</tr>
<tr>
<td>Chris Wilson</td>
<td>3</td>
</tr>
<tr>
<td><a href="https://mottokrosh.com/">Frank Reding (Mottokrosh)</a></td>
<td>4, 13–19, 68, 76–80, 82, 87</td>
</tr>
<tr>
<td><a href="https://whimsicalmountain.blogspot.com/">Gorinich</a></td>
<td>71</td>
</tr>
<tr>
<td><a href="https://benignbrownbeast.blogspot.com/">Ian McDougall (iemcd)</a></td>
<td>8, 29, 38, 65, 69</td>
</tr>
<tr>
<td><a href="https://www.wizardthieffighter.com/">Luka Rejec (Luka)</a></td>
<td>1, 9, 28, 35, 64, 67, 72, 73, 75</td>
</tr>
<tr>
<td>Matze</td>
<td>12</td>
</tr>
<tr>
<td><a href="http://www.paperclypse.com/">Shawn Kilburn (Paperclypse)</a></td>
<td>21, 66, 74</td>
</tr>
<tr>
<td><a href="https://foreignplanets.blogspot.com/">Rook</a></td>
<td>83</td>
</tr>
</tbody>
</table>
Hoozier Babgottle's Seasonal Stock
2018-12-14T15:00:00Z
https://mottokrosh.com/posts/2018/12/hoozier-babgottles-seasonal-stock/
<p>Hoozier Babgottle is a traveling goblin of advanced taste and decorum. With his everchanging assortment of oddities and trinkets, he travels the world, come snow or storm, in his tiny hot air balloon, made from a sewn-up hog skin and copper bathtub.</p>
<p>He's back in your neck of the woods with his current seasonal inventory. Marvel at his mulled whine and knitted jumpers!</p>
<figure class=""><a href="https://mottokrosh.com/posts/2018/12/hoozier-babgottles-seasonal-stock/float-right"><img src="https://mottokrosh.com/posts/2018/12/hoozier-babgottles-seasonal-stock/hoozier.jpg-320.jpeg" width="320" height="365" alt="Artist impression of the goblin merchant" loading="lazy" decoding="async" /><figcaption>Goblin by <a href="http://fav.me/dasxbz2" target="_blank">ScandinavianLullaby</a></figcaption></a></figure>
<h2 id="tipples" tabindex="-1">Tipples</h2>
<ul>
<li><strong>Spirit of Giving.</strong> A fortified beverage that puts all imbibers in an extraordinary generous mood. 15 gp per bottle.</li>
<li><strong>Ghosts of Highwinter Past.</strong> A greenish liquor with a herbal nose, said to shift the mind of the drinker out of phase with the natural world, allowing him or her to see beyond, and be seen from the beyond. 50 gp per dose. 3 available.</li>
<li><strong>Pine Juice.</strong> Guaranteed to evoke longing and melancholia. 5 gp per bottle.</li>
<li><strong>Mulled Whine.</strong> As far as tongue-loosening alcoholic drinks go, this one is rather considered. It gets old after a while though. 2 gp per bottle.</li>
</ul>
<h2 id="confitery" tabindex="-1">Confitery</h2>
<ul>
<li><strong>Coal Cake Castles.</strong> Made primarily from black sugar, and intricately carved to resemble famous castles, including the First Philléain Palace, and the Sceptered Seat of Talassin. Highly flammable both on the way in and on the way out. 7 gp a piece.</li>
<li><strong>Hunter's Charms.</strong> A strong, breaded cheese that leaves a distinctive and acquired odor when crushed or eaten. It seems to attract animals, but not much else. 4 gp a piece.</li>
<li><strong>Make-a-Cake.</strong> All the ingredients to quickly assemble a delicious treat guaranteed to stun and impress. Not necessarily in that order. 5 gp per set.</li>
<li><strong>Bag of Colored Beans.</strong> Priceless, traded for a number of favors equal to the number of magical beans. Only red and green ones left.</li>
<li><strong>Extreme Shortcake.</strong> A little on the dry side, frankly. Perhaps more importantly though, it temporarily shrinks the consumer. Like, way too far. 200 gp.</li>
</ul>
<h2 id="power-words" tabindex="-1">Power Words</h2>
<p>Hoozier won't sell these. Instead they'll have to be traded for a word of equal import from the character. Should the player ever utter the traded word at the gaming table, his character's use of the bought power word vanishes immediately.</p>
<ul>
<li><strong>Cheer.</strong> Everyone should make merry in the holiday seasons.</li>
<li><strong>Snow.</strong> Instant white gratification.</li>
<li><strong>Gobble.</strong> Probably like eating, but faster and messier.</li>
<li><strong>Cane.</strong> Sugar, candy, Krampus? You decide!</li>
<li><strong>Stable.</strong> Is the stable stable?</li>
<li><strong>Trust.</strong> The greatest gift of all. Only traded for other powerful words.</li>
</ul>
<h2 id="literature" tabindex="-1">Literature</h2>
<ul>
<li><strong>Percodon’s Compiled Lectures on Thermic Reactions.</strong> Contains the formulae for fiery brandy cake, alchemist’s frost and frosting, and mistletoe tindertwigs. 2,000 gp.</li>
<li><strong>Petrach's Thaumaturgical Plethorium's Winter Catalogue.</strong> The fabled artifact collector Petrach disappeared a long time ago under mysterious circumstances of course, along with his awe-inspiring collection of magical curio. This volume details some of his more festive items, with their origins and detailed inner workings. A skilled artificer might be able to recreate some from these notes. It also has some nice illustrations. 1,000 gp.</li>
<li><strong>My Life as a Little Helper.</strong> Who could have guessed that when little Maddy ran away from home, she'd don the elves' habit and apply at the grotto? Well, Maddy's not so little anymore, and these memoirs of hers are really rather revealing of a culture of exploitation and even torture, in the name of winter cheer. 50 gp.</li>
</ul>
<h2 id="elegant-attire" tabindex="-1">Elegant Attire</h2>
<ul>
<li><strong>Queen of Abhilasha.</strong> A slinky, golden dress with a long trail, as seen worn by the founder of Talassin in ancient depictions of her. A daring outfit, sure to draw attention, and to hold it. Will win "best outfit" at any festive gathering. 1200 gp, unique.</li>
<li><strong>Traditional Talassin Jutti.</strong> Colorful leather slippers with the toes (male) or the heel (female) curled up. Fashionable. 10 - 25 gp per pair.</li>
<li><strong>Knitted Highwinter Jumper.</strong> Warm and woolly, with "classic" winter patterns. Perfect for the festive season, for some measure of perfect. 5 gp per jumper.</li>
</ul>
<h2 id="miscellany" tabindex="-1">Miscellany</h2>
<ul>
<li><strong>Highwinter Sack.</strong> A large, sturdy sack that fits more it seems, is easy to carry, and often overlooked. A favorite with parents to hide gifts in---for some reason the kids never think to look in them. Only authentic when made from Talassian hemp. 150 gp per sack.</li>
<li><strong>Festive Ribbon.</strong> Decorative, yet strong, with an uncanny ability to ensnare the object of your desires. The crimson color comes from the blood of Erinyes, or so they say. 500 gp per 10 yard spool.</li>
<li><strong>Party Poppers.</strong> Pretty but dangerous (as <em>color spray</em>). 50 gp or 150 gp (large, 2nd level caster). 3 regular, 2 large available.</li>
<li><strong>Armless crackers.</strong> At first thought to have been a typographical mistake, but later confirmed to be a literal mistake. They make a bang though. 10 gp.</li>
<li><strong>Mistletoe Bow.</strong> Never seems to run out of ammunition, but only works in the festive season. Fires 2 mistletoe arrows at once, on 2 targets that are close together, who must then kiss. 1,075 gp.</li>
</ul>
Curse of Strahd Game Notebook
2018-11-04T14:01:39Z
https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/
<p>A couple of years ago I got to play the <a href="http://dnd.wizards.com/products/tabletop-games/rpg-products/curse-strahd">Curse of Strahd</a> campaign with my weekly group, and I enjoyed it immensely. On the rare occasions I get to play instead of run, I usually immediately reach for some sort of online character sheet. For D&D5, we have the excellent <a href="https://www.dndbeyond.com/">D&D Beyond</a>, for example, and I have since used that for other games. But for this haunting game in the demi-plane of Barovia I decided to go old-school, and use no digital tools whatsoever. The result is a scrappy notebook full of scribbles, scribblings, handouts, and illustrations.</p>
<p>I believe my first exposure to Strahd and his shenanigans was back in the early nineties. This would have been the AD&D 2nd edition's <a href="https://www.amazon.com/Ravenloft-Campaign-Setting-Fantasy-Roleplaying/dp/1560769424">Ravenloft boxset</a>, if I'm not mistaken. My group of friends and I decided to explore this eponymous castle over a series of sessions spanning New Year's Eve and Day. We were entranced by the isometric maps of castle Ravenloft.</p>
<p>When Wizards of the Coast announced the Curse of Strahd book, with an expanded region to adventure in, I was quite excited, and having played through it now, I must say that it didn't disappoint. We also played through its prequel, <a href="https://media.wizards.com/2016/downloads/DND/Curse%20of%20Strahd%20Introductory%20Adventure.pdf">Death House</a>, and yes, we did try and go through the walls and were overrun by rat swarms. I played a creepy halfling wizard with an albino raven familiar. And by the end of the adventure he had become a were-raven himself, which was pretty awesome.</p>
<p>As I was cleaning up my shelves the other week, I came across my journal from the game, and flicked through it. It was a great reminder of a great campaign, so I thought I'd share some snaps of it here. Who knows, perhaps it'll inspire you to create a campaign journal of your own!</p>
<div class="gallery gallery-1"><ol><li><figure class=""><a href="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3407.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3407.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3408.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3408.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3409.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3409.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3410.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3410.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3411.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3411.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3412.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3412.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3413.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3413.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3414.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3414.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3415.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3415.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3416.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3416.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3417.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3417.jpg-372.jpeg" width="372" height="496" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3419.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3419.jpg-372.jpeg" width="372" height="496" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3421.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3421.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3422.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3422.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3423.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3423.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3424.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3424.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3425.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3425.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3426.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3426.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3427.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3427.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3428.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3428.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3429.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/1-IMG_3429.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li></ol></div>
<p>I tried to recapture the magic of the Curse of Strahd notebook in my next game. Once gain, I took scissors to the official character sheet (printed out with a parchment style texture background, of course), and re-arranged it into a landscape version to fit the journal.</p>
<p>For this game, my character was based directly off some cosplay images I had come across online (I forgot where---my apologies), so I included these images directly in the book. Now, this was a homebrew campaign, and there were no handouts with illustrations, which meant the journal was made up mostly of text, which was a bit of a shame. GMs, if you see a player of yours keep a game notebook, throw some handouts their way to give it more of that scrapbook look! :)</p>
<div class="gallery gallery-2"><ol><li><figure class=""><a href="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/2-IMG_3430.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/2-IMG_3430.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/2-IMG_3431.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/2-IMG_3431.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/2-IMG_3432.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/2-IMG_3432.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/2-IMG_3433.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/2-IMG_3433.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li></ol></div>
<p>Quite recently I started playing in a <a href="https://www.drivethrurpg.com/product/241606/The-Ultraviolet-Grasslands--Free-Introduction">UVG</a>/<a href="https://www.drivethrurpg.com/product/211910/Mageblade-Zero">MageBlade</a> <a href="https://campaignwiki.org/wiki/UltravioletMageblade/Through_the_Lime_Nomad_Steppe">game</a>, and decided to return to a notebook for it. It's early days yet, but it'll be interesting to see how it turns out.</p>
<div class="gallery gallery-3"><ol><li><figure class=""><a href="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/3-IMG_3434.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/3-IMG_3434.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/3-IMG_3435.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/11/curse-of-strahd-game-notebook/3-IMG_3435.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li></ol></div>
<p>Made gaming notebooks of your own? I'd like to see them!</p>
A Bride for Dracula
2018-10-14T09:00:00Z
https://mottokrosh.com/posts/2018/10/a-bride-for-dracula/
<p>"A Bride for Dracula" is a silly, but hopefully fun, system neutral scenario designed to be played in one session. Dracula is looking for a new partner to join him for eternity---though talk of eternity is cheap, as we'll see. You play the hopeful contestants, and associated characters, traveling to his castle to vie for the prize.</p>
<p><strong>Mar 1st 2019 Update: <a href="https://www.drivethrurpg.com/product/256689/A-Bride-for-Dracula?src=Blog">Now also available as print-on-demand booklet, with additional art!</a></strong></p>
<p><strong>Oct 25th 2018 Update: <a href="https://www.drivethrurpg.com/product/256689/A-Bride-for-Dracula?src=Blog">Now also available as PDF, with additional art!</a></strong></p>
<p>My thanks go to my intrepid playtesters Karen, Heydon, and Fan. We had a marvellous Sunday morning together with an absinthe breakfast before running through the scenario. Please note that I would rate the adventure at PG16, easily adapted for a younger audience by omitting or altering a few scenes.</p>
<aside>
<h3>Disclaimer</h3>
<p>This adventure deals with extremely worn out tropes and archetypes. The author in no way endorses discrimination based on gender, upbringing, or whether or not you're a brain in a jar or just a talking animal trying to make a living.</p>
</aside>
<h2 id="the-setup" tabindex="-1">The Setup</h2>
<p>The scenario starts <em>in medias res</em>, with the characters on their way to the festivities, all together in a carriage. Until the characters arrive at the final venue, the events are quite linear, but this helps get the game and the action going quickly. Describe the characters traveling at high speeds through the looming Carpathian mountains, through dark, oppressing forests, and narrow cliff-hugging paths. Each contestant must bring a gift for Dracula. Tell the players this early on so they have time to think one up.</p>
<h2 id="tone" tabindex="-1">Tone</h2>
<p>The author recommends that you keep the descriptions of the scenes, buildings, and weather serious and threathening, but use levity and hyperbole when in comes to the looks and behaviour of people. Explicity point out suspicious things about them. This help hang the comedy on the personas, while keeping the environment threatening.</p>
<h2 id="overview" tabindex="-1">Overview</h2>
<p>Here is how the session might go. The characters travel to the venue, via a couple of detours, and encounter grim portents on the road. At the venue they meet Renfield, the master of ceremonies, and the rival contestants. They have a chance to look around, and possibly sabotage their rivals' chances. Dracula finally arrives. The contest consists of three rounds: dancing, biting, and Q&A. A variety of complications is likely to occur during or between rounds. Finally, Dracula makes a decision. Or a runner.</p>
<h2 id="contestants" tabindex="-1">Contestants</h2>
<p>Encourage players to create characters that are potential brides, or at least have a vested interest in seeing a fellow player's character win. For a running start, you may also pick from these pre-generated characters and stat them in the system of your choice. Don't be afraid to give them outlandish powers or items. Use two or three of the characters that didn't get picked as rival contestants, who arrive separately (except for John).</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2018/10/a-bride-for-dracula/JohnMina.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/10/a-bride-for-dracula/JohnMina.jpg-320.jpeg" width="320" height="362" alt="Illustration of a transvestite carriage driver." loading="lazy" decoding="async" /><figcaption>Definitely John. A man's man. Just look at the mustache.</figcaption></a></figure>
<ul>
<li><strong>Queen Ursula Andress of the Pale Hills.</strong> You are the absolute ruler of a sizeable kingdom, an elegant, powerful woman of stature and presence. But even though your power is considerable, you desire more. You are ineligible for the bride contest (Dracula likes them young), but you are here to support your daughter in any way you can.
<ul>
<li><strong>Secret:</strong> You're much more into bathing in the blood of female virgins, than men, even Dracula. Still, with him on your arm, your power would definitely be grander. You don't want to openly compete with your adopted daughter, but if he chose you regardless, she would surely understand that you couldn't say no.</li>
<li><strong>Goal:</strong> Win the heart of Dracula, contest or not. Or blackmail him.</li>
<li><strong>Fear:</strong> Lack of hygiene.</li>
<li><strong>Good at:</strong> Beguiling, deducing.</li>
<li><strong>Bad at:</strong> Crafting.</li>
</ul>
</li>
<li><strong>Princess Naomi Andress of the Pale Hills.</strong> You are the adopted daughter of Queen Ursula, and in prime marrying age. Olive-skinned, with shiny, long hair, and smart to boot, you are generally paraded around and cooed over at royal functions.
<ul>
<li><strong>Secret:</strong> Under your princess gown you wear torn fishnet stockings, a short, crushed velvet dress, and tall, leather boots. You are a goth. And you're waiting for the right moment to rip off that prim princess dress and show Dracula. If you're to be with him, he'll have to see and accept the true you.</li>
<li><strong>Goal:</strong> Be Dracula's first goth (not gothic) bride.</li>
<li><strong>Fear:</strong> Rejection.</li>
<li><strong>Good at:</strong> Eavesdropping, stealing.</li>
<li><strong>Bad at:</strong> Dancing.</li>
</ul>
</li>
<li><strong>Sturmbannführerinn Brigitte von Taubenstein, Brain Thereof.</strong> You are the still living brain of a Nazi femme fatale who experimented with occult rituals. Your brain floats within a greenish liquid of your own devising, which feeds it and keeps it alive. It's inside a glass jar that sits atop a metal automaton figure, draped in long robes. Strange tubes extend from the jar to the body, allowing you to speak in a tinny voice. Every word you utter lights up the brain liquid.
<ul>
<li><strong>Secret:</strong> Yeah, the Nazi femme fatale part above is the secret really. You pretend to be but a humble milk or chamber maid, with decidedly mixed results.</li>
<li><strong>Goal:</strong> Conquer the world, by adding Dracula's power to your own.</li>
<li><strong>Fear:</strong> The horror you unleashed in a past ritual could turn up at any time.</li>
<li><strong>Good at:</strong> Breaking, dancing.</li>
<li><strong>Bad at:</strong> Deceiving.</li>
</ul>
</li>
<li><strong>John the Carriage Driver.</strong> Suspiciously effeminate, yet a real man's man, with a manly mustache, and curvy---I mean manly---hips. You've only signed up for this job relatively recently.
<ul>
<li><strong>Secret:</strong> You are Mina Harker in disguise, and a surprise contestant. You are totally smitten with Dracula, and you'd never let him go!</li>
<li><strong>Goal:</strong> Drive Dracula mad with love when he first lays eyes on you when you reveal yourself as a woman.</li>
<li><strong>Fear:</strong> That something is not perfect.</li>
<li><strong>Good at:</strong> Glowing, clinging.</li>
<li><strong>Bad at:</strong> Reasoning, letting go.</li>
</ul>
</li>
<li><strong>Elsa Van Elseling.</strong> You are clad in a simple dress that's seen better days, with a leather waistcoat, and you are perpetually carrying a bag that definitely holds no stakes or holy water. Also, you're definitely not Van Helsing Senior's daughter. Nope.
<ul>
<li><strong>Secret:</strong> You are definitely Van Helsing Senior's daughter.</li>
<li><strong>Goal:</strong> To avenge your father in some fashion, involving an elaborate death for Dracula.</li>
<li><strong>Fear:</strong> Blood.</li>
<li><strong>Good at:</strong> Staking, acrobatics.</li>
<li><strong>Bad at:</strong> Flirting.</li>
</ul>
</li>
<li><strong>Yvonna Fackelot.</strong> You are a literal succubus from the most coveted parts of hell, sent here by your demon master or mistress to ensnare Dracula in a web of love and lust. Scorching crimson skin covers your perfect body, while your glowing yellow eyes match your claw-like fingernails. You have a retinue of servants handing you new dresses throughout the proceedings, since your body heat slowly and suggestively smoulders them to ash.
<ul>
<li><strong>Secret:</strong> Yvonna has no need for secrets.</li>
<li><strong>Goal:</strong> Lord your obvious physical superiority over the other candidates and guests, until Dracula inevitably chooses you.</li>
<li><strong>Fear:</strong> You know no fear.</li>
<li><strong>Good at:</strong> Dominating, everything.</li>
<li><strong>Bad at:</strong> Algebra.</li>
</ul>
</li>
</ul>
<h2 id="the-journey" tabindex="-1">The Journey</h2>
<p>There are a few encounters along the way, before the characters reach their destination.</p>
<ol>
<li><strong>Howling wolf.</strong> The character hear a wolf's bone chilling howl from up ahead. A huge white wolf blocks the road. If they approach, the howl turns into a man's cough, and the man apologizes about his voice---he's literally got a frog in his throat. And he's in pain because he's got a splinter in his paw. If the characters help, they might get the werewolf's help in return later. In his human form, Englund is an older man with a bushy white beard and hair. He'll be among the guests at Dracula's event.</li>
<li><strong>The first note.</strong> The approach to Dracula's castle is over a needle-thin, vertigo inducing bridge, barely wide enough for the carriage. The crossing is harrowing, but the carriage doesn't fall off, otherwise the adventure would be over. Nailed to the giant entrance doors to the extremely gothic castle is a note: <em>"Dear guests. We regret to inform you that the contest has been relocated to the church, due to a rodent problem. ---The Dracula Estate."</em></li>
<li><strong>Burnt-out pyre and second note.</strong> The church is a little ways outside of the village, standing on its own as the sole pillar of light in this dark valley. Except it's really more of a convent or monastery, with tall, thick walls and high-set, slender windows. On a hill in the vicinity are the charred remnants of a huge bonfire, a badly burnt post in the middle reminding the characters of the power of superstition and the single-mindedness of mobs. Nailed to the forbidding entrance door is a note: <em>"Dear guests. We regret to inform you that the contest has been relocated to the mayor's mansion in the village, due to Dracula's vampire spawn exploding as soon as they crossed the threshold into our holy grounds. ---The Mother Superior."</em></li>
<li><strong>The gibbet.</strong> A cage swings lazily from a crooked pole, next to the road to the village. The gibbet contains a decomposing corpse; a handful of crows sadly bickering over the slim pickings.</li>
</ol>
<h2 id="the-mayor's-mansion" tabindex="-1">The Mayor's Mansion</h2>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2018/10/a-bride-for-dracula/Bride_1.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/10/a-bride-for-dracula/Bride_1.jpg-320.jpeg" width="320" height="494" alt="Illustration of a possible bride." loading="lazy" decoding="async" /><figcaption>A real princess.</figcaption></a></figure>
<p>The village is a small collection of terrified houses huddling together for shelter against the darkness and malevolence that inhabits the surrounding hills and valleys. Of interest for this scenario is really only the mayor's mansion, a three story half-timbered house throwing its corpulent shadow onto the village square. You can't miss it, the whole village is heading to it.</p>
<p>Greeting contestants and guests alike at the door is Renfield, a stout, dark-skinned man with judging eyes, an expensive suit, and round spectacles. Renfield takes prospective brides' gift for Dracula, and sets it aside in a dedicated room, before accompanying them down the corridor into the main hall, where he loudly announces the contestant by full title and name.</p>
<h3 id="mansion-rooms" tabindex="-1">Mansion Rooms</h3>
<ol>
<li><strong>Main corridor.</strong> Leading from the entrance to the main hall. It has bathrooms, the gift room, and a cloak room branching off it.</li>
<li><strong>Main hall.</strong> A large, lavishly decorated, and well lit room. A dance floor bisects it, with tables and chairs filling one end, and a small stage with a musical string quartett, and another small stage with an empty wooden throne at the other end. A broad staircase circles half the room before arriving at a landing that overlooks it. Several doors lead to adjacent rooms, standing open, with a servant posted at each. All servants sport impeccable livery but their eyes are somewhat glazed over.</li>
<li><strong>Teeth room.</strong> A set of fake ivory fangs with a name plaque for each contestant is stored here, split among two glass display cases. These are to be used in the biting round of the contest, and ready to be sabotaged. Though regardless of what happens to Yvonna's set, she will just use her own, real fangs for that round, if she's an NPC.</li>
<li><strong>Dancing partners room.</strong> Standing completely still here are the male dance partners for the contestants, for the second round of the contest. Half of them are glazed-eyed, dominated youths from the village, the other half are ornate automatons made of metal and wood. If you wish, throw a flesh golem in. As before, each one is pre-allocated and has a relevant name plaque.</li>
<li><strong>Mayor's sex room.</strong> Located either in the attic or deep in the cellar, this room has a large bed, a wooden pony, and two human sized bird cages. One of them contains a woman with a <em>papier-mâché</em> bird beak, a feathered cloak, and not much else. The mayor and the Mother Superior are likely to be found here---see <a href="https://mottokrosh.com/posts/2018/10/a-bride-for-dracula/#complications">Complications</a> below.</li>
<li><strong>Other rooms.</strong> Fill the place with additional rooms as necessary. To keep the action focused this author has found it best not to bother with a map for the place, and simply say "yes" when the players ask whether the mansion has such and such room.</li>
</ol>
<h2 id="schedule-of-events" tabindex="-1">Schedule of Events</h2>
<p>Barring any unforeseen circumstances, this is the order of events as Renfield envisages it. After some initial mingling, where guests and contestants may get to know one another, the three rounds of the contest are as follows. Naturally, things are likely to go horribly wrong. For one, Dracula has trouble getting into the mansion---see complication 1.</p>
<ol>
<li><strong>Dancing.</strong> The contestants are paired up with their dominated or automaton partners and set loose to impress the count. Handle this with whatever rolls are appropriate for your ruleset, taking consideration of what it says the characters are good or bad at. And don't forget any sabotage that may already have taken place, obviously.</li>
<li><strong>Biting.</strong> With the fake ivory fangs, each contestant gets to choose a male or female "volunteer", and show off the blood-sucking technique they would employ were they to be made Dracula's bride immortal. Best handled through roleplaying, with rolling only for extreme stunts where the outcome is dubious.</li>
<li><strong>Questions and answers.</strong> The contestants sit next to the stage with Dracula's throne. He pulls out his index cards, and asks away, directing his questions either at individual applicants or the whole group. Here are some sample questions.
<ol>
<li>This first one should be directed at an NPC contestant like Elsa or Mina. "Caprese salad or meatballs?" To which they reply "meatballs." Of course Dracula assumes Swedish meatballs, which are heavy in garlic, and accuses the contestant of wanting to kill him! He has the contestant dragged away, kicking and screaming.</li>
<li>"Where would you take me on honeymoon?"</li>
<li>"If you could steal any historical figure's dress for the wedding, whose would it be? And how would you steal it?"</li>
<li>"If you had to pit two candidates or guests against each other in a duel to the death, who would it be? And who would win, and why?"</li>
<li>"What new source of blood would you recommend, for our eternity together?" (This is an excellent time for complication 5.)</li>
</ol>
</li>
</ol>
<p>After the last round, Dracula retires to tally up the scores, and announce the winner upon his return.</p>
<h2 id="complications" tabindex="-1">Complications</h2>
<p>Apart from the first one, these complications fit well between official contest rounds.</p>
<ol>
<li><strong>Delayed entrance.</strong> Dracula cannot enter the building without being explicitly invited by the mayor, who is not in the main hall. He is in his sex room, bent over the wooden pony, being flogged by the Mother Superior.</li>
<li><strong>Working conditions.</strong> An altercation breaks out between the dancing bear and his handler. The bear claims they can't work under these conditions and storms out.</li>
<li><strong>Tainted blood.</strong> A guest cries out that the wine contains blood! "Only a single drop per glass!" exclaims Dracula. "I have no idea how that got in there." Yvonna drinks it as a matter of course, and licks the glass for good measure. Will the other contestands dare to still drink it?</li>
<li><strong>Elsa Van Elseling makes her move.</strong> Whether torn and bloodied after being dragged away from the Q&A, or simply because an opportunity presented itself, Elsa reveals her true nature to the surprise of no one, and attempts to assassinate Dracula.</li>
<li><strong>The ex.</strong> Dracula's previous bride has managed to claw herself out of the grave she was buried in. Who was in charge of burying her, and why didn't they do a good job?</li>
<li><strong>The horror.</strong> The horror Sturmbannführerinn Brigitte von Taubenstein unleashed in a past ritual turns up and seeks bloody revenge. Use this complication if Brigitte is a player character.</li>
</ol>
<h2 id="concluding-the-adventure" tabindex="-1">Concluding the Adventure</h2>
<p>Feel free to mark down notches when one of the player characters does well in impressing Dracula throughout the evening. Ultimately though, in good OSR fashion, there's no predetermined ending for the adventure, since there is simply no way to predict the players' actions. Here are but a few suggestions of how it might go.</p>
<ul>
<li>Dracula is appalled with all the choices presented to him. He tries to abscond. Perhaps with the Mother Superior.</li>
<li>Dracula selects someone other than Yvonna. Naturally, the succubus goes off the hinges and tries to murder everyone. Good if your party is salivating for a fight.</li>
<li>The brain in a jar character is powered by summoned and captured demons. She enacts her ritual for this, ensnaring the demon within Dracula, absorbing it and becoming invincible. Meanwhile, the physical form of Dracula, now without any evil in him, roams the countryside, ashamed of his deeds.</li>
<li>It was all a ploy, and the characters (or one of them) were only really here to kill Dracula.</li>
</ul>
<p>Did I miss an opportunity for another obvious punt at a gothic trope? Let me know. I love gothic literature dearly, and my lampooning thereof comes from a place of love and respect. Now go, and have a spooky Halloween!</p>
Interview with Grant Howitt and Chris Taylor
2018-10-09T10:00:00Z
https://mottokrosh.com/posts/2018/10/interview-with-grant-howitt-and-chris-taylor/
<p>Including an exclusive sneak peek from the upcoming Spire supplement Strata.</p>
<p><strong>Update 16th October:</strong> The <a href="https://www.kickstarter.com/projects/gshowitt/strata-a-spire-rpg-sourcebook">Strata Kickstarter</a> is now live!</p>
<p>At UK Games Expo 2018 I managed to drag Chris Taylor and Grant Howitt away from their perpetually busy table for a few moments to chat to me about barbecue tours of the American south, celebrity roleplayers, making D&D satanic again, and of course their magnum Opus, Jason Statham's Big Vacation. Even though they did sell out of physical copies of that before I could get my hand on one. Oh, I think this game called Spire was mentioned too.</p>
<figure class="full-width"><a href="https://mottokrosh.com/posts/2018/10/interview-with-grant-howitt-and-chris-taylor/spire-triptych.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/10/interview-with-grant-howitt-and-chris-taylor/spire-triptych.jpg-1600.jpeg" width="1600" height="900" alt="Three pictures from the Spire RPG." loading="lazy" decoding="async" /><figcaption>Spire art by [Adrian Stone](http://www.stoneadrian.com).</figcaption></a></figure>
<p><strong>Mottokrosh: I‘m here with Grant Howard and Chris Taylor from Rowan, Rook and Decard. Thank you very much for joining me. Let‘s start with the easy stuff. I know you‘ve travelled a lot. You were in England and then you were in Australia.</strong></p>
<p>Grant: And New York.</p>
<p><strong>Mottokrosh: And now back here?</strong></p>
<p>Grant: For a while yes.</p>
<p><strong>Mottokrosh: Is it the same for you?</strong></p>
<p>Chris: I spent long periods of time visiting Grant in those locations, but it‘s Grant that travels.</p>
<p><strong>Mottokrosh: So why all the travelling?</strong></p>
<p>Grant: So my partner Mary.</p>
<p><strong>Mottokrosh: Yes, who I‘ve just met.</strong></p>
<p>Grant: She works for the Guardian, and she is very good at what she does, so they basically parachuted her around the world. She went to set up the Guardian Australia, she founded that as part of a team, and then she was flown in to support Guardian US in New York, where we were supposed to be for two years, but then they changed editors and head editor so now they‘ve brought us back to England a year and a half early, along with all of our massive American furniture we‘d bought. And now we‘ve been in London since then.</p>
<p>Chris: But it‘s been great as it gave me a chance to go to Australia, and America, and all round the world.</p>
<p>Grant: We got to do a barbecue tour of the American South.</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2018/10/interview-with-grant-howitt-and-chris-taylor/ChrisMaryGrant.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/10/interview-with-grant-howitt-and-chris-taylor/ChrisMaryGrant.jpg-320.jpeg" width="320" height="426" alt="Chris, Mary, and Grant on their UK Games Expo table." loading="lazy" decoding="async" /><figcaption>Their 'relaxed' faces.</figcaption></a></figure>
<p><strong>Mottokrosh: A barbecue tour? That sounds fun.</strong></p>
<p>Chris: We went explicitly for barbecue.</p>
<p>Grant: We drove a 1000 miles for ribs.</p>
<p>Grant: I say we---my boy Chris can drive.</p>
<p>Chris: I drove a 1000 miles for ribs.</p>
<p>Grant: I can‘t drive.</p>
<p><strong>Mottokrosh: So did you go to any of those, what do they call them, trailer barbecues?</strong></p>
<p>Grant: Yeah.</p>
<p><strong>Mottokrosh: What is the term for them? I forget.</strong></p>
<p>Chris: I don‘t know, but it was delicious.</p>
<p>Grant: The first one we went to, it was in Huston, wasn‘t it?</p>
<p>Chris: It was in Austin. Yeah, no, it was in Huston as we landed. No, it was Austin.</p>
<p>Grant: Yeah, the first one was in Austin which we went to, and we had I think the best ribs of my life. Just in a trailer next to a motorway.</p>
<p>Chris: And then we drove essentially from Texas to New Orleans, and then straight up to Memphis.</p>
<p><strong>Mottokrosh: That feels like a long way.</strong></p>
<p>Chris: It‘s an extremely long way. It‘s a good deal longer than England.</p>
<p>Grant: Yeah.</p>
<p><strong>Mottokrosh: This segways immensely nicely into my next question, which is far more local. Because you guys have a history with the city of Norwich in some way?</strong></p>
<p>Chris and Grant: Yes.</p>
<p>Chris: That‘s where we went to university.</p>
<p><strong>Mottokrosh: What year? If you don‘t mind me asking, sorry.</strong></p>
<p>Grant: That’s alright. We started 2005 and graduated in 2008.</p>
<p><strong>Mottokrosh: I graduated there in 2000, so that‘s why I asked. Were you in Games Soc as well?</strong></p>
<p>Grant and Chris: Yep. It‘s still there.</p>
<p>Grant: I was President, and Games Officer.</p>
<p><strong>Mottokrosh: I was Comms Officer I think for many years, and Pub Crawl Officer for a while.</strong></p>
<p>Chris: It‘s an important position.</p>
<p>Grant: Mary and I were joint Pub Crawl Officers, we loved that. The main reason why I was in power and Chris was in power, was so we could run a LARP without anyone stopping us. In the congregation hall.</p>
<p><strong>Mottokrosh: Are there still the Sunday LARPs?</strong></p>
<p>Grant: Yeah, we used to go on the Sunday LARPs as well.</p>
<figure class="float-left"><a href="https://mottokrosh.com/posts/2018/10/interview-with-grant-howitt-and-chris-taylor/goblin-quest.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/10/interview-with-grant-howitt-and-chris-taylor/goblin-quest.jpg-320.jpeg" width="320" height="320" alt="A spread from the Goblin Quest book." loading="lazy" decoding="async" /><figcaption>Goblin riding a shark. Ok.</figcaption></a></figure>
<p><strong>Mottokrosh: So, you‘ve got these one page games that you do every month. Do you ever worry that you‘re going to run out of ideas?</strong></p>
<p>Grant: Every month.</p>
<p>All: <em>Laughter.</em></p>
<p>Grant: Every month we worry that we‘re going to run out of ideas. Some months we do.</p>
<p><strong>Mottokrosh: What do you do about it?</strong></p>
<p>Chris: Occasionally we ask Twitter; that‘s how <a href="https://rowanrookanddecard.com/product/jason-stathams-big-vacation/">Jason Statham‘s Big Vacation</a> came about.</p>
<p>Grant: I‘m going to say it is our masterpiece. Our magnum opus.</p>
<p><strong>Mottokrosh: It hasn‘t got quite the same traction yet as Honey Heist, but I think it‘s going to get there. Have you tried reaching out to Jason Statham himself? Or his estate?</strong></p>
<p>Chris: We‘re really worried he‘s going to go‚ "What is this? I don‘t like this."</p>
<p>Grant: I‘m really worried he‘s going to go "I'll fucking cut you, slag," and kind of emerge from the sand and kill me. I‘m really worried.</p>
<p><strong>Mottokrosh: He‘s more of a kung fu person I think. It‘s probably going to be bare hands if anything.</strong></p>
<p>Grant: He‘ll probably kick me to death with his big powerful legs.</p>
<p>Chris: Yeah.</p>
<p><strong>Mottokrosh: There are more and more celebrities who are admitting to liking D&D and stuff like that. And obviously my man Vin Diesel. I don‘t know why I said "my man" there at all! I guess he‘s on the poster on the wall, or used to be on the wall of a friend of mine, but that‘s as close as we get. Sorry.</strong></p>
<p>Grant: That‘s fine.</p>
<p><strong>Mottokrosh: What was my question? Did I?</strong></p>
<p>Grant: Something about celebrities playing D&D?</p>
<p><strong>Mottokrosh: Yeah. Because nowadays it‘s not so gauche anymore as celebrities to come out as it were, "I am a gamer."</strong></p>
<p>Chris: There‘s still an element of that though. Like they have to admit that they‘re a gamer rather than just being a gamer. Which is a bit weird. But it is nice.</p>
<p>Grant: It‘s nice to have. I‘d love to play with Stephen Colbert. He seems like a good person.</p>
<p>Chris: He seems like a good egg.</p>
<p>Grant: A good egg, yeah. I liked him when he had the beard. He looked good there.</p>
<p>Chris: And there‘s things like <a href="https://critrole.com/">Critical Role</a> and that sort of stuff that‘s doing wonders for the profile.</p>
<p><strong>Mottokrosh: Well, right. Because we have the <a href="https://www.polygon.com/2018/7/9/17549808/actual-play-critical-role-adventure-zone-kickstarter-graphic-novel">actual plays</a> everywhere now, and role playing games haven‘t been any more popular ever than they are now. They‘re everywhere, even if it‘s just people watching them or whatnots. But one thing I see is: we have completely lost that element of being satanic and dangerous.</strong></p>
<p>Chris: Sadly.</p>
<p><strong>Mottokrosh: What can we do to get that back?</strong></p>
<p>Chris: <em>Laughter</em>.</p>
<p>Grant: There‘s murders. A drowning would be good.</p>
<p>Chris: Educational fires.</p>
<p>Grant: Yes, some fires.</p>
<p>Grant: I think things like <a href="http://www.lotfp.com/">Lamentations of the Flame Princess</a> and stuff like that, are sort of trying to sort of veer towards the sexy edge of it.</p>
<p><strong>Mottokrosh: I‘m not sure you can consider <em>everything</em> they do as "sexy."</strong></p>
<p>Grant: Not everything, but I think when I read the books and I want to read that sort of thing, it reminds me of the old school, sort of like "Oh, this is kind of dangerous."</p>
<p><strong>Mottokrosh: Have you read "<a href="https://www.drivethrurpg.com/product/242322/Fish-Fuckers">Fish Fuckers</a>?"</strong></p>
<p>Grant: I‘m aware of "Fish Fuckers." I really like his <em>other</em> work. <em>Laughter.</em></p>
<p><strong>Mottokrosh: Kelvin Green. I haven‘t read it yet, I‘ve only thumbed through it. It looks amazing, as always.</strong></p>
<p>Grant: He seems to know his shit. I‘m very impressed by his work.</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2018/10/interview-with-grant-howitt-and-chris-taylor/dark-dungeons.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/10/interview-with-grant-howitt-and-chris-taylor/dark-dungeons.jpg-320.jpeg" width="320" height="520" alt="Collage of Jack Chick's Dark Dungeons comic panels." loading="lazy" decoding="async" /><figcaption>The real D&D.</figcaption></a></figure>
<p><strong>Mottokrosh: Oh, but talking about satanic stuff, are you aware of the <a href="https://www.chick.com/reading/tracts/0046/0046_01.asp">comic from back in the day by Jack Chick</a>?</strong></p>
<p>Grant: Yeah, yeah. I got one of these. "I don‘t want to be Debbie anymore, I want to be Elfstar." Sorry, other way around.</p>
<p><strong>Mottokrosh: Have you seen <a href="https://en.wikipedia.org/wiki/Dark_Dungeons_(film)">the movie</a>?</strong></p>
<p>Grant: Yeah, no sorry, I‘ve seen JonTron’s take down of the movie. Back before JonTron was very problematic.</p>
<p>Chris: Yeah.</p>
<p>Grant: If you don‘t know who JonTron is, don‘t worry.</p>
<p>Chris: Somebody on YouTube. Did a review of it.</p>
<p>Grant: A regressively funny racist.</p>
<p><strong>Mottokrosh: Okay. Because there‘s the movie, it‘s only like 40 minutes and it‘s pretty funny. But they also released recently a behind the scenes, or a <a href="http://www.darkdungeonsthemovie.com/">making of</a>, which is also of course a complete satire. And it‘s fantastic. If you haven‘t seen that yet…</strong></p>
<p>Grant: It‘s worth a try.</p>
<p><strong>Mottokrosh: <em>Laughter</em>.</strong></p>
<p>Grant: I‘d like to try and work more on putting secret spells and messages into roleplay games, I think we can do a lot with that.</p>
<p>Chris: Yeah, like an <a href="https://en.wikipedia.org/wiki/Alternate_reality_game">ARG</a>.</p>
<p>Grant: Yeah, like an ARG, but real magic.</p>
<p><strong>Mottokrosh: Yeah, like back in the day you had like Judas Priest apparently putting backwards messages into their records.</strong></p>
<p>Chris: Like that, but every seventh word in an RPG, you know?</p>
<p>Grant: Read an RPG backwards, a portal will open, Bob‘s your uncle…</p>
<p>Chris: Cosmic power.</p>
<p>Grant: Satan‘s your uncle.</p>
<p><strong>Mottokrosh: That answers a question I was going to have.</strong></p>
<p>Grant: What?</p>
<p><strong>Mottokrosh: Do you ever feel like there isn‘t enough in the book format and you want to try something else outside of that format? But I guess we‘ve got there with the goat sacrificing and stuff, right?</strong></p>
<p>Chris: There is stuff that we‘ve---I say we---that Grant‘s done that, like with one of his one-pagers, <a href="https://www.patreon.com/posts/streets-of-17554484">Streets of Karazun</a>, which is a foldable booklet.</p>
<p>Grant: Yeah.</p>
<p>Chris: Everything else is a single page. And this reveals stuff as you go through the adventure.</p>
<p>Grant: We‘ve got a game on a t-shirt, we have <a href="https://rowanrookanddecard.com/product/honey-heist/">Honey Heist</a> on a t-shirt, the world's first wearable RPG. We‘re at the forefront of wearable technology and want to get it on the record.</p>
<p><strong>Mottokrosh: So a person looking at you can read it, right?</strong></p>
<p>Grant: Yes, except the GM section, which is upside down.</p>
<p><strong>Mottokrosh: Ah. Well that‘s cunning.</strong></p>
<p>Grant: It‘s pretty special.</p>
<p>Grant: I think we should try and push the envelope with what games can be and do, and through the one page stuff we‘re trying to---well, I'm literally pushing envelopes, as it were. I think right there, there‘s a lot of room from outside of the big arse tome, with serif fonts in it, and like "Here are 300 spells."</p>
<p>Chris: We‘ve got that! We need more!</p>
<p>Grant: So I‘m interested to see what we can do in a different formats, in different, like what we can do with technology, what we can do with live. Obviously you [looks at Mottokrosh] program <a href="https://mottokrosh.com/apps/">apps</a> yourself, I think one of the things which you [looks at Chris] have been interested in doing is using apps in some way, or like voice chat to separate out communication between players for our games. So only one person can see the monster, and that sort of thing, and we‘re very interested in that.</p>
<p><strong>Mottokrosh: That sounds like it would work quite well over an online game, like Roll20.</strong></p>
<p>Grant: Yeah, I mean, for me I really like face to face stuff, and playing together. So having something where people can use their phones, considering everyone has a computer in their pocket now, so some way we can use that that‘d be very interesting. But we can‘t program for shit.</p>
<p><strong>Mottokrosh: That can be resolved I‘m sure. If only you knew someone who made apps or something like that.</strong></p>
<p>Grant and Chris: <em>Laughter.</em></p>
<p><strong>Mottokrosh: Do you ever use the <a href="https://mottokrosh.com/apps/spire-companion/">Spire Companion app</a>?</strong></p>
<p>Grant: I haven‘t run Spire in quite a while.</p>
<p>Chris: I used it during my playtesting.</p>
<p><strong>Mottokrosh: Alright, cool.</strong></p>
<p>Grant: And then you got the players to use it.</p>
<p>Chris: Yeah. And then they all now use it in their games separately.</p>
<p>Grant: So yeah.</p>
<p>Chris: But honestly we have so little time to actually play games.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2018/10/interview-with-grant-howitt-and-chris-taylor/azurite.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/10/interview-with-grant-howitt-and-chris-taylor/azurite.jpg-800.jpeg" width="800" height="1035" alt="Adrian Stone's Azurite illustration." loading="lazy" decoding="async" /><figcaption>Azurites can bargain away even stress.</figcaption></a></figure>
<p><strong>Mottokrosh: Well, we should talk about <a href="https://rowanrookanddecard.com/game-system/spire/">Spire</a> briefly then, although I don‘t think there‘s much that we can talk about that isn‘t already covered in the podcasts that you‘ve done or the recently released directors‘ commentary. Which I haven‘t had the chance to listen to yet because…</strong></p>
<p>Grant: It‘s 8 hours, man! It‘s too long.</p>
<p>Chris: <em>Laughter.</em> You don‘t have to, it‘s fine. It‘s not a requirement.</p>
<p><strong>Mottokrosh: Well, I‘ve downloaded it all, but apparently one of them is mixed up, so I‘m going to wait until the podcasts come out, because then my app downloads it for me in the right way and in the right format as I‘m lazy.</strong></p>
<p>Grant: Sounds very civilized.</p>
<p><strong>Mottokrosh: <em>Laughter.</em> Do you have any more plans for supplements beyond the campaign frames, because you‘ve done a bunch of those now and they‘re fantastic.</strong></p>
<p>Grant: Yeah, <a href="https://rowanrookanddecard.com/product/kings-of-silver-a-spire-adventure/">Kings of Silver</a>.</p>
<p><strong>Mottokrosh: Kings of Silver just released.</strong></p>
<p>Chris: We‘re working on---essentially the end of the setting of the book is divided up by the domains. So it‘s academia, order, etc. We‘re doing essentially a book for each domain. The one we‘re doing at the moment is high society, so it deals with Amaranth, Silver Quarter, Ivory Row and the higher echolons of the place. So it‘s got some things like drow noble houses and their interactions in it.</p>
<p>Grant: One thing that I'm really weary about doing is just writing fluff. So rather than having, "these are the ladies of the drow noble houses," you get a paragraph about each, and then if you play a drow from a noble house, you get a specific class power, which you upgrade into.</p>
<p><strong>Mottokrosh: Nice.</strong></p>
<p>Grant: So it‘s like, the Issen Knights don‘t use armour but they‘re better with swords, and the Grindle Bound have a special charm which halves damage from bullets.</p>
<figure class="float-left"><a href="https://mottokrosh.com/posts/2018/10/interview-with-grant-howitt-and-chris-taylor/spire.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/10/interview-with-grant-howitt-and-chris-taylor/spire.jpg-320.jpeg" width="320" height="320" alt="Spread from the Spire book." loading="lazy" decoding="async" /><figcaption>Heart of the Spire---no touchy.</figcaption></a></figure>
<p><strong>Mottokrosh: Both of which of course are mentioned in Kings of Silver, or feature heavily in Kings of Silver. I had a follow up question immediately, and I‘ve completely forgotten it. Terrible!</strong></p>
<p><strong>Ah yes, I really liked that in Blood and Dust, even in the very early Kickstarter where you had, you talked about different factions, and then just gave some names and some traits for them, so you could very quickly put them together like that.</strong></p>
<p>Chris: Yeah. That‘s mainly because we don‘t want people to feel as if we‘re telling them the world. Everything is rumours. That‘s why if you look at, "Why is Spire here?" There‘s 13 responses to that question.</p>
<p>Grant: Someone asked me, "Why is Spire here?" and I said, "You want the real canon answer? Do you want to tell everybody?"---"Yes!"---"I don't know. It‘s made up."</p>
<p>Chris: It‘s very true. It‘s great. But we‘re trying to do that with everything, with all the follow ups so nobody feels… If you‘re playing, like, Pathfinder, and you don‘t know what‘s in a certain wood, you‘re kind of left out if the other players know.</p>
<p><strong>Mottokrosh: Yes, yeah. You have the canon lore.</strong></p>
<p>Chris: In Spire that‘s completely impossible as nothing's true. Everything is a lie.</p>
<p>Grant: We were really inspired by <a href="http://www.atlas-games.com/unknownarmies/">Unknown Armies</a> and that, especially the second edition of Unknown Armies which had at the start of every chapter "Things you hear on the street," and we both loved those. So we wanted to try and make adventures that focused around rumor and hearsay, and "Here are some ideas, go!" Because we don‘t really run pre-published adventures. We‘re not really huge fans of them.</p>
<p>Chris: I love <em>reading</em> pre-published adventures, I love taking the scenes out of it.</p>
<p>Grant: Yeah.</p>
<p>Chris: But, I‘ve never run one from start to finish.</p>
<p><strong>Mottokrosh: Do you find that the people who publish the adventure just assume too much about what players are going to do and the moment they don‘t do the right thing, trying to reference these things is incredible hard.</strong></p>
<p>Chris: Yeah, it‘s so difficult. Especially in the more complicated games, and longer campaigns, where you‘ve got to be referencing certain sections of the adventure every time.</p>
<p><strong>Mottokrosh: Yeah.</strong></p>
<p>Chris: Whereas in something like Spire, you just go, "Well, what do <em>you</em> think?"</p>
<p>Grant: Yeah. "What‘s there?"---"I dunno."</p>
<p><strong>Mottokrosh: "What <em>sounds</em> cool?"</strong></p>
<p>Chris: "What‘s going on here?"</p>
<p><strong>Mottokrosh: <em>Laughter.</em> Yeah. That‘s very much the <a href="http://apocalypse-world.com/">Apocalypse World</a>, the <a href="https://en.wikipedia.org/wiki/Powered_by_the_Apocalypse">Powered by the Apocalypse</a> approach: "You tell me."</strong></p>
<p>Grant: Do not plan. You‘re not allowed to plan.</p>
<p><strong>Mottokrosh: <em>Laughter.</em> Yeah. Not <em>allowed</em> to plan. Cool. So we talked briefly about the different sort of formats but is there anything you would like to try out that you can‘t for whatever reason? Beyond maybe the programming thing? Or any other formats that you‘ve thought of, or ideas that you‘ve had and gone "That's monstrously expensive," or "The world just isn‘t ready yet?"</strong></p>
<p>Grant: We‘ve got some stuff in the pipeline, like experiments that we‘re doing. I‘ve written most of---I've written <em>half</em> of a war game---based in Spire, and I‘m interested in seeing what happens. But honestly---</p>
<p><strong>Mottokrosh: Does it involve mech suits?</strong></p>
<p>Grant: It does not involve mech suits. Chris banned mech suits from Spire.</p>
<p>Chris: Yeah. They‘re not allowed in Spire.</p>
<p>Grant: Expressely. I mean honestly in my first draft, humans had like crow style mech suits and powered armour and Chris was like "No, you can‘t have them," and I respect that. Someone’s got to keep me in check.</p>
<p><strong>Mottokrosh: We do have demonic infused machines from the gnolls, right? From back in the wars.</strong></p>
<p>Chris: But crucially that‘s not <em>in</em> Spire.</p>
<p>Grant: Yeah, that‘s not <em>in</em> Spire.</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2018/10/interview-with-grant-howitt-and-chris-taylor/rrd-products.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/10/interview-with-grant-howitt-and-chris-taylor/rrd-products.jpg-320.jpeg" width="320" height="320" alt="Spire map, Spire book, and Goblin Quest book." loading="lazy" decoding="async" /><figcaption>Serious to silly. Or vice-versa.</figcaption></a></figure>
<p><strong>Mottokrosh: Spire <em>adjacent</em>.</strong></p>
<p>Grant: I think I wrote that war game, and then I walked around [the UK Expo trade halls] and bought one today, and I think I‘m going to stop.</p>
<p><strong>Mottokrosh: There are a <em>handful</em> of war games out there.</strong></p>
<p>Grant: Yeah, there‘s a shit ton of war games and war board games. That‘s the thing, I‘m kind of like, if I write a board game, or a war game I‘ll have to get it immaculate and incredibly right the first time, otherwise it‘s a waste of money. So I think I‘m going to try to do it as an exercise and see what I can learn, but not really hope to publish it in any way.</p>
<p><strong>Mottokrosh: Because you would also have to get miniatures done and right, and they would have to look amazing.</strong></p>
<p>Grant: We're toying with card models with standees. One of the ideas we had was that you‘d level up a character you‘d played and you‘d get different pictures of them. Which would have different equipment and stuff on them. But it‘s just, "Maybe we should just focus on what we‘re good at, huh?"</p>
<p>Chris: Yeah. I mean we fill a really nice niche in the RPG world.</p>
<p>Grant: Yes.</p>
<p>Chris: And I don‘t think we can fill that same niche in a war or board game world.</p>
<p>Grant: There's not enough of us to spread around the niches.</p>
<p><strong>Mottokrosh: Yeah.</strong></p>
<p>Grant: Honestly, we‘re really happy with the way things are going. We have a business, which is successful. That‘s nearly paying us both a living wage, which is "Yes!" Which is nice. We‘re doing pretty well out of it, and we hope to carry on doing well. And Spire's got an incredible groundswell of support and people are talking about it and playing it. People have been coming up to the stall and saying things like "Oh yeah, I heard two people talking about this, can I have it please?"</p>
<p>Chris: Or rather wonderfully, people looking at it and I'm going "Oh, do you want to have a look?"---"Oh no, I already own it."</p>
<p>All: <em>Laughter.</em></p>
<p>Grant: "I just wanted to come and smell it…"</p>
<p>Grant: So yeah, we‘re going to stick with Spire and we‘re going to keep spreading the world. Maybe set some games in other parts of its world.</p>
<p>Chris: Yeah.</p>
<p>Grant: That we are interested in. Like games about humans hunting monsters, or a war with the gnolls. Or whatever the fuck it is the high elves do in the North.</p>
<p>Chris: The idea is to stay focused on Spire, with side projects elsewhere.</p>
<p>Grant: Yeah.</p>
<p>Chris: Rather than drop this, and pick up another thing. Definitely not doing that.</p>
<p>Grant: I think we can carry on writing rules, carry on writing setting and maybe make people’s experiences richer.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2018/10/interview-with-grant-howitt-and-chris-taylor/bears.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/10/interview-with-grant-howitt-and-chris-taylor/bears.jpg-480.jpeg" width="480" height="429" alt="Four criminal bears." loading="lazy" decoding="async" /><figcaption>Honey Heist crew by [Isabel Silva](https://twitter.com/IsabelKSilva/status/928916026875453440).</figcaption></a></figure>
<p><strong>Mottokrosh: You have just released the Resistance Toolkit, which describes the underlying ruleset for Spire, and how you can use it to create your own resistance based games. Is that description accurate? What pushed you to do this?</strong></p>
<p>Chris: It’s accurate. We sort of started thinking of other games that would really work with the resistance system. We wanted to support Spire and wouldn’t have time to do both so thought it best we let other people do it.</p>
<p>Grant: There’s a lot to explore there, and we can’t really afford to focus on stuff that isn’t Spire right now. Hopefully we can see what kind of things other people do with it, so when it comes to whatever our next game is, we can adapt the system in some weird and interesting ways.</p>
<p><strong>Mottokrosh: You call it a toolkit, because there is still a fair amount of work involved to use it to power a game. This is especially true when it comes to advances, which, from a player perspective, is the <em>shiny</em> of Spire for characters. But of course in Spire they are hugely tied to the setting—which makes them so evocative. What is your advice for resistance GMs in creating their own advances?</strong></p>
<p>Chris: Think carefully about what you want the advances to achieve and keep it closely tied to the core concept of your setting. If you keep making too few advances for a class think carefully whether it's best as a shorter extra advance. Your core classes are where everything is going to shine—make sure their abilities grab a player and make better stories.</p>
<p>Grant: Honestly, we don’t have a formula for it, or anything—with a game as loose and narrative-focused as Spire, we can’t hope to balance anything with tremendous accuracy. When we wrote the abilities, we kept it vague until we got a feel for it, and then went back and updated old abilities to make sure everything fits together. It’s an art, not a science.</p>
<p><strong>Mottokrosh: Finally, you’re about to launch a Kickstarter for the first hardcover supplement for Spire. It’s called Strata, and features a bunch of adventures and setting goodness. What’s particularly notable is its expanded cadre of authors. What made you reach out to outside authors for this book?</strong></p>
<p>Grant: We don’t have time to do all the writing! If we want room to experiment with different projects, we can’t spend all of our work hours writing a sourcebook then getting it through Kickstarter. Taking the adventures written by other folks and working them into the High and Low Society theme of the book really added some weight to it, and I think people are really going to be inspired by what’s on offer. They’ve all added their own spin to Spire—something which we want every group who runs it to do—and it’s been incredible to see them imagine stories based in our world.</p>
<p>Chris: There’s too much Spire for just us to cover. Because the setting is so vague and implied rather than concrete—the dozen of so possible origins of Spire in the core book, for example—we can easily let other creative types put their diverse viewpoints into the setting and make it all the richer.</p>
<p><strong>Mottokrosh: Thank you very much, Chris and Grant! And here to leave you is an exclusive art sneak peek from the upcoming Strata book, by artist extraordinaire Adrian Stone, depicting noble-born lineages of drow who can access special advances.</strong></p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2018/10/interview-with-grant-howitt-and-chris-taylor/VALWA.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/10/interview-with-grant-howitt-and-chris-taylor/VALWA.jpg-800.jpeg" width="800" height="1035" alt="Illustration of three drow noble lineages." loading="lazy" decoding="async" /><figcaption>Representatives of the houses of Yssen, Valwa and Duval.</figcaption></a></figure>
<p><strong>Update 16th October:</strong> The <a href="https://www.kickstarter.com/projects/gshowitt/strata-a-spire-rpg-sourcebook">Strata Kickstarter</a> is now live!</p>
Lucia de Castillo Visits Drigbolton
2018-09-03T18:00:00Z
https://mottokrosh.com/posts/2018/09/lucia-de-castillo-visits-drigbolton/
<p>In which I examine a surprise mashup of Gavin Norman and Greg Gorgonmilk’s <a href="https://www.drivethrurpg.com/product/207631/The-Weird-That-Befell-Drigbolton">The Weird That Befell Drigbolton</a>, and Kiel Chenier’s <a href="https://www.drivethrurpg.com/product/199571/Blood-in-the-Chocolate">Blood in the Chocolate</a>.</p>
<h3 id="here-be-spoilers" tabindex="-1">Here Be Spoilers</h3>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2018/09/lucia-de-castillo-visits-drigbolton/covers.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/09/lucia-de-castillo-visits-drigbolton/covers.jpg-800.jpeg" width="800" height="527" alt="Parts of the Blood in the Chocolate and The Weird that Befell Drigbolton covers." loading="lazy" decoding="async" /><figcaption>Cozying up.</figcaption></a></figure>
<p>My weekly Thursday game is currently play testing <a href="https://mottokrosh.com/hypertellurians/">Hypertellurians</a>, and recently they crash landed their stolen transdimensional ship—which they hot-wired via a <em>Power Word: Launch</em> spell—in Dolmenwood. Specifically on top of the tiny, hand-drawn cart of a star metal prospector.</p>
<p>The poor prospector insisted the party travel together with him to the nearest magistrate to arbitrate damages. Naturally, the party insisted that—if anything—his cart might have damaged their (galleon-sized) ship!</p>
<figure class="full-width"><a href="https://mottokrosh.com/posts/2018/09/lucia-de-castillo-visits-drigbolton/fountain.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/09/lucia-de-castillo-visits-drigbolton/fountain.jpg-800.jpeg" width="800" height="449" alt="Garden scene where the statues have come to life." loading="lazy" decoding="async" /><figcaption>The spiralstar concrescence takes full responsibility for the cavorting statues.</figcaption></a></figure>
<p>And so it came to pass that the party was thrown headlong into the wild, psychedelic embraces of the module <em>The Weird That Befell Drigbolton</em>. What I love about that module, aside from its gorgeous and crazy art, and the ever-present Dolmenwood fairytale mystique, is the open ended nature of the adventure itself. Here we have an unusual situation—a ritual summoning of a star demon brings the literal star to earth—and it just escalates in weirdness as time goes by. There is no win condition to the module <em>per se</em>, it just is.</p>
<p>Frankly, as long as the PCs have a reason to stick around, and possibly investigate, it’s a great setup, as it lets the personal and party stories run wild.</p>
<figure class="full-width"><a href="https://mottokrosh.com/posts/2018/09/lucia-de-castillo-visits-drigbolton/choc-feast.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/09/lucia-de-castillo-visits-drigbolton/choc-feast.jpg-800.jpeg" width="800" height="450" alt="Chocolate feasting guests suffer consequences." loading="lazy" decoding="async" /><figcaption>Now these are remarkable reactions to chocolates.</figcaption></a></figure>
<p>Now, I’ve been itching to run <em>Blood in the Chocolate</em> since it came out. It won me over by (again) the excellent art, and the hilarious chocolate based diseases. It’s also the module that taught me how chocolate is made, and what’s up in 17th century Netherlands.</p>
<h3 id="vile%2C-villainous-villainess" tabindex="-1">Vile, Villainous Villainess</h3>
<p>When I was reading the module, my only worry was that its main villain, Lucia de Castillo—who is so perfectly fleshed out—wouldn’t get enough screen time besides an inevitable final confrontation. Easy, I thought, we have a tool for this and it’s called foreshadowing.</p>
<p>So I had the party encounter Lucia briefly in the hub of their transdimensonal activities, the Root of Worlds, and then again here in Drigbolton, at the barn dance.</p>
<figure class="full-width"><a href="https://mottokrosh.com/posts/2018/09/lucia-de-castillo-visits-drigbolton/poor-godfried.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/09/lucia-de-castillo-visits-drigbolton/poor-godfried.jpg-800.jpeg" width="800" height="450" alt="Godfried being attacked by the pantry monster." loading="lazy" decoding="async" /><figcaption>Harangued by the pantry monster. Poor Godfried.</figcaption></a></figure>
<p>Incidentally, I needed to introduce a new player character in the session, a vampire of sorts, so I decided that Lucia had employed him as a “date” for the barn dance, to look less suspicious (a tenuous plan, but luckily the villagers were all hyped up on jelly juice.) The “manna from heaven” was in fact why she was here in the first place. Having heard about it, and given the ability to breach worlds by another NPC, she decided she needed some for her chocolates. And rather than risking the wilds of Dolmenwood to get some, being a distraction at the dance while her pygmies siphoned some off from the copper tub, seemed like a much safer endeavour.</p>
<h3 id="keep-calm-and-shoot-the-hostages" tabindex="-1">Keep Calm and Shoot the Hostages</h3>
<p>Naturally this all went sideways when the PCs got involved, and Lucia was forced to speed things up by holding the barn-goers hostage, proclaiming that no one would be hurt if they did as she said, moments before shooting the nearest villager in the head to underline her point. (Or the irony of her point?)</p>
<p>Some werewolf frenzying and blow darts later, and the barn dance summarily transformed into a massacre, Lucia was forced to flee, the pygmies were eradicated (even the huge mosquito-like insect they’d brought along for fun), and the PCs were running to and hiding in the caves north of Drigbolton from a mob that had formed.</p>
<p>Just a regular Thursday then.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2018/09/lucia-de-castillo-visits-drigbolton/lucia-ht-stats.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/09/lucia-de-castillo-visits-drigbolton/lucia-ht-stats.jpg-800.jpeg" width="800" height="450" alt="Hypertellurians stats for Lucia." loading="lazy" decoding="async" /><figcaption>My quick stat conversions of some of the Blood in the Chocolate personae to Hypertellurians.</figcaption></a></figure>
<p>So there you have it, my Drigbolton/Chocolate mashup, with plenty further opportunities for adventure in either locale, especially a trip to Lucia’s factory itself. An example of the fun and craziness that can emerge from relatively open-ended adventure modules, versus more traditional dungeon crawls.</p>
<p>If you haven’t checked out <a href="https://www.drivethrurpg.com/product/199571/Blood-in-the-Chocolate">Blood in the Chocolate</a> (why does my predictive text always suggest “cholesterol” first?) or <a href="https://www.drivethrurpg.com/product/207631/The-Weird-That-Befell-Drigbolton">The Weird That Befell Drigbolton</a> yet, I can only highly recommend both.</p>
Interview with Inspiring Games
2018-08-27T18:00:00Z
https://mottokrosh.com/posts/2018/08/interview-with-inspiring-games/
<p><a href="https://www.inspiringgames.com/">Inspiring Games</a> is the company behind <a href="https://www.inspiringgames.com/legends-untold/">Legends Untold</a>, a cooperative adventure game with the speed of a card game, minimal setup, zero downtime, yet the depth of an RPG. Kevin and Hugh are the masterminds behind it, and were kind enough to talk to me about it and their upcoming game, Lord of the Horde, at the recent UK Games Expo. In a hotel bar. Late at night.</p>
<p>Hugh and I go way to back to LARPing and other gaming activities back in our university days (I did say <em>way</em> back.) I pledged to the <a href="https://www.kickstarter.com/projects/505428038/legends-untold-as-deep-as-an-rpg-as-fast-as-a-card">Legends Untold Kickstarter</a>, and helped demo the games a couple of times at conventions such as <a href="https://www.dragonmeet.co.uk/">Dragonmeet</a> and <a href="https://www.ukgamesexpo.co.uk/">UK Games Expo</a>, but each time the game had evolved dramatically.</p>
<figure class="full-width"><a href="https://mottokrosh.com/posts/2018/08/interview-with-inspiring-games/crone.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/08/interview-with-inspiring-games/crone.jpg-800.jpeg" width="800" height="492" alt="Crone with lantern." loading="lazy" decoding="async" /><figcaption>The eye of the tiger.</figcaption></a></figure>
<p><strong>Mottokrosh: I am here with Kevin and Hugh from Inspiring Games—thanks very much for talking to me. It seems like a name that should have been taken already. How did you find it, how come it wasn’t taken?</strong></p>
<p>Hugh: I can’t remember.</p>
<p>Kevin: We spent forever coming up with a name. And I think the running joke was why don’t we just have Something Adjective Games? ‘Cause we tried everything around that word. And the original one we were going to go with was actually Urgency Games.</p>
<p>Hugh: It was one Kevin liked, but I was against.</p>
<p>Kevin: But then everyone pointed out that it makes you feel like I want to go for a pee.</p>
<p><strong>Mottokrosh: Ah yeah, I understand.</strong></p>
<p>Kevin: Joking apart, basically what we were advised to do was go and find some website, find a domain name you can nab, and take the name from there. And to be frank, the best one we could find was Inspiring Games.</p>
<p><strong>Mottokrosh: And InspiringGames.com is the website, great. Wow. Alright. So, I believe, if I remember correctly—because this was a while ago—in the kickstarter you said something that you wanted to make a game that was for the modern gamer, who doesn’t necessarily have as much time anymore as they did during their university days.</strong></p>
<p>Hugh: That is what Kev said.</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2018/08/interview-with-inspiring-games/card-ceiling-crush.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/08/interview-with-inspiring-games/card-ceiling-crush.jpg-320.jpeg" width="320" height="452" alt="Ceiling Crush trap card." loading="lazy" decoding="async" /><figcaption>A trap card.</figcaption></a></figure>
<p>Kevin: Yeah that is what I said yes.</p>
<p><strong>Mottokrosh: Is that true?</strong></p>
<p>Kevin: 50% of it was designed for that.</p>
<p>Hugh: I just like designing games, Kev had an idea for a game and that’s what we went with. For our first game we tried to do an in depth and detailed dungeon crawl as Kev had some ideas behind that and we just built it from there.</p>
<p><strong>Mottokrosh: Okay.</strong></p>
<p>Kevin: So it seemed. Though it’s a very much a joint baby, Legends Untold. I worked with Hugh and we started off with an idea of "wouldn’t it be cool to do an RPG lite", the original working name was R0 - RPG Lite, and after we played it, Hugh and I both thought there were some legs behind this and it was a lot of fun. And then we had a construct of what worked and that gave us what we needed to do, and then added more depth into it until we got to a point of where we had to say, “That’s enough!” “We’re there!”. And I still pushed a little beyond that boundary.</p>
<p>Hugh: So Kev has a vast number of ideas of how we can build into the game, and my job is mostly to find out what ones actually work within the game, and worked within the game without having a thousand counters, or a big pile of dice. The idea behind it was, what game can we fit into about 110 cards? So the basis was what game can we build for those kind of cards for our first game, which would be the most cost effective way of building the game if those kind of decks of cards, what can we do within that?</p>
<p><strong>Mottokrosh: Yep. Okay, so you had some physical or financial constraints there, and you had that initial idea of a roleplay-like, but that would be quite quick to run. Do you think from that focus, it went there all the way? Or because as you said, you kept on adding stuff, is it still...</strong></p>
<p>Hugh: The idea very much at the start, was let’s have a game for people who don’t have much time. Who want to run a roleplaying game but therefore want to play a game for about an hour. On their own or with a few friends, ‘cause there’s never enough Dungeon Masters around to run this kind of game, so what can they find to play a game in about an hour? So we kind of deconstructed that backwards. So, you know, if a dungeon is going to have 6-7 rooms in it, then each room has to be done in about 5 or 10 minutes, if you’re going to play through 6 rooms in about an hour. We worked our way backwards from “if this is what we’re trying to do, then what can we do in the time?”</p>
<p>Kevin: And we’re still true to that today. In fact I was giving that very speech that Hugh’s just given. It’s the Ikea concept of "they start from the packaging," and we started from those, I think I said, 9 rooms, 5 minutes per room, 45 minutes. And this is why one combat takes 1 minute roughly.</p>
<p>Hugh: 2 minutes.</p>
<p>Kevin: OK, 2 minutes.</p>
<p><strong>Mottokrosh: Depends, I think, on whether there is range units as well.</strong></p>
<p>All: Yeah, yeah.</p>
<p>Kevin: Super quick though.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2018/08/interview-with-inspiring-games/legends-untold-promo.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/08/interview-with-inspiring-games/legends-untold-promo.jpg-800.jpeg" width="800" height="565" alt="Collage of Legends Untold characters." loading="lazy" decoding="async" /><figcaption>Legends Untold promo.</figcaption></a></figure>
<p><strong>Mottokrosh: So as the game evolved, because there has been many iterations from what I gather—I’ve played several of them—did you find there was some emergent behaviour coming out that you hadn’t really foreseen in the beginning?</strong></p>
<p>Kevin: Hugh’s always been very true to “this is the design, this is how it should work” and rightly so. He challenges me with “Okay do we really need to add this?” and then we have a debate about it and try to explain why it would be cool to include for the backers, and to be fair, Hugh usually figures out a way to doing it without having to add so much to the game usually.</p>
<p>Hugh: I like to build a little bit more on what we have, rather than to cram in more mechanics. Like I said, we already have mechanics that do most of this. A good example of that was the shield mechanic, prescribed for the apprentice. As Kev wanted the shield to do more, it reduces your modifiers to hit. That would be a very boring way of using shields.</p>
<p><strong>Mottokrosh: Yeah.</strong></p>
<p>Hugh: So Kev is into his history, he knows very much how Viking shields work, Celtic shields work, how Roman shields work. How they all work differently. So he wanted a mechanic where there’s “oh you have fatigue points” and they use the shields and gain fatigue points. I pointed out that you already have that. You have talents which you exhaust, and when that tends to exhaust you have nothing more to do, so a shield now would now allow you to exhaust your other talents to do stuff with. So reusing the mechanics that were there, building things into that, for me that is what I like to do the best. To make it the most efficient and smooth running as possible. Use what we already have.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2018/08/interview-with-inspiring-games/ukge-stall-back.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/08/interview-with-inspiring-games/ukge-stall-back.jpg-800.jpeg" width="800" height="466" alt="The back of the UKGE stall." loading="lazy" decoding="async" /><figcaption>The back of the UKGE stall.</figcaption></a></figure>
<p><strong>Mottokrosh: That sounds great. So moving away a little bit from the mechanics of it, you’ve got a lot of lore around that as well.</strong></p>
<p>Hugh: I’m pointing at Kev here.</p>
<p>Kevin: Yeah it’s, it’s mostly my baby. I do very much encourage Hugh to get involved and Hugh does come up with some cool ideas about the Brethren, the dwarves, who, in Mor Nadar are the dominant race. Hugh came up with the whole idea of Brethren martial arts. Would it be cool if he had a kind of, we call it “Brethren fu”, a dwarf martial art fight thing? And that was then developed into something much bigger.</p>
<p><strong>Mottokrosh: So the Brethren are the dwarves?</strong></p>
<p>Kevin: Yeah the Brethren are the dwarves and these are the aged, venerable race who as a conceit, actually speak contemporary British English, it’s very handy.</p>
<p><strong>Mottokrosh: <em>Laughter</em>.</strong></p>
<p>Kevin: And that is how we get away with explaining everything in game in contemporary British English.</p>
<p><strong>Mottokrosh: Right.</strong></p>
<p>Hugh: And the Brethren were like the lore keepers. They tell the stories that we’ve written so therefore they were in English.</p>
<p><strong>Mottokrosh: Ah okay, that’s nice.</strong></p>
<p>Kevin: So that’s why we’re okay to try to pimp our second game a little bit on your interview. Lord of the Horde, the next part of course...</p>
<p><strong>Mottokrosh: I was going to get to that in a moment!</strong></p>
<p>Kevin: It’s all about the orcs.</p>
<p><strong>Mottokrosh: That seems kind of hard on the dwarves though, Lord of the Horde. With <em>hordes</em> of orcs just trying to…</strong></p>
<p>Kevin: Well it’s no guarantee the orcs win though, right, in the current game?</p>
<p><strong>Mottokrosh: No, there’s a lot of infighting and that.</strong></p>
<p>Hugh: There was a change early on. On, like, what are orcs? Can we make the orcs different from your typical dwarves? Can we made the orcs different orcs? Can we make the orcs shorter, and stouter and have beards and pale skin? But then they’re really dwarves now and not orcs. So we can make them different, but we can’t make them too different without them losing their typical fantasy stereotype.</p>
<p><strong>Mottokrosh: Yeah. So, but the dwarves are called the Brethren. So does this mean there are no female dwarves?</strong></p>
<p>Kevin: Not at all, it’s just we wanted to give us a cool way of making it feel that there is a much more mystique and uniqueness to the world, but also a certain familiarity. For example the elves: you’ll notice in our game they’re actually called the “Newcomers” because, literally, they have just arrived.</p>
<p><strong>Mottokrosh: Ah, I was wondering who the Newcomers were, I was wondering whether that was a short cut. Like someone’s invading, we don’t care, they’re just The Newcomers.</strong></p>
<p>Kevin: You’re right, because they’ve only just figured out what—people have only just figured out who they were five years ago in Legends Untold, and that’s The Newcomers. But we’ve got a different take on it.</p>
<p><strong>Mottokrosh: And the orcs?</strong></p>
<p>So the orcs will be a venerable race, and they, pretty much like the dwarves really, they’re dying out and there aren’t very many of them left, in Legends Untold. But in Lord of the Horde they are very much the dominant race, 4000 years prior to that. The Newcomers, are the guys that have just come onto the scene, they are our equivalent of, we take a mixture of, for your readers, Norman knights, Samurai and elves. Bang that all together, they become bigger than humans, add on chainmail...</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2018/08/interview-with-inspiring-games/newcomer.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/08/interview-with-inspiring-games/newcomer.jpg-320.jpeg" width="320" height="395" alt="Elf on war beast." loading="lazy" decoding="async" /><figcaption>Newcomer concept art.</figcaption></a></figure>
<p><strong>Mottokrosh: Have you got any art for those of them in there?</strong></p>
<p>Hugh: We have Newcomer knights in the Sewer set. They have magic and heavy armor.</p>
<p>Kevin: That’s actually a good example of how Hugh and I work together. Because it was something that we didn’t have to add into the game, yeah, and quite often we will go, "we like that idea, but is it too much?" But when I ran it past Hugh, we actually felt that we can do that fairly easily, and we’re giving the backers something really cool for the game as well.</p>
<p><strong>Mottokrosh: Yeah, and talking about the art, I must say that the art is amazing and it’s gone through various iterations as well. You’ve even replaced art that you’d already commissioned in places.</strong></p>
<p>Hugh: So when we were at the UK Games Expo 2016 the art looked pretty terrible, it's what we could cobble together on the cheap.</p>
<p>Kevin: With Kevin’s graphic design.</p>
<p>Hugh: Yeah with Kevin’s graphic design. We were told, the game is great, but the art looks terrible and you’ll never sell this on Kickstarter. So we put lots of money—and by "we," I mean mostly Kevin—put lots of his money into finding the art basically to get it to Kickstarter. Good enough for Kickstarter people to say "yes, we like the idea, and it looks really pretty." And then we took, because we did well on Kickstarter, we took a lot of that money and re-invested it in making the art looking fantastic. Because, you know, in the end you want something that looks really good.</p>
<p><strong>Mottokrosh: What was your process for like finding the artists? Was it people you already knew, or…</strong></p>
<p>Kevin: So no, no. I was asking other publishers that I know, other indie publishers. And Hugh’s right, the reason we did it is that everyone said you’ve got a cool game, but if you want to have a chance at retail, you have to get the best art.</p>
<p><strong>Mottokrosh: It’s true. It’s quite amazing, because Kickstarter is now like, like a shop. At first it was like, if there’s a game on there, I’m going to back it. Now it’s like if you want your game to stand out, you have to visually stand out to begin with.</strong></p>
<p>Kevin: So the artists we used, although we advertised, there’s a page we used that anyone can use if they’re interested, it’s called <a href="http://www.conceptart.org/">ConceptArt.org</a>. Which is kind of like DeviantArt for professionals. Because with DeviantArt, we’ve got a couple of artists from there, but it’s very easy to get frustrated.</p>
<p><strong>Mottokrosh: It is, it’s like a huge sea of...</strong></p>
<p>Kevin: You get a lot of applications of, and you’ll say...</p>
<p><strong>Mottokrosh: Huge range of skill there.</strong></p>
<p>Kevin: Yeah. So ConceptArt.org have professionals on there who will send you their portfolios, from illustrators to support, and we got a portfolio of a dozen artists. I was actually being asked this very question today and had another artist approach me. So I’ve just said "send me your portfolio and we’ll have a look". Because what we do is, we put them into different areas. We have character artists, for the characters for Legends Untold and Lord of the Horde. We have scenery artists for sets for Lord of the Horde and the location cards for Legends Untold, and we have small assets artists for weapons.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2018/08/interview-with-inspiring-games/ukge-stall-busy.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/08/interview-with-inspiring-games/ukge-stall-busy.jpg-800.jpeg" width="800" height="502" alt="Shot of the UKGE stall while many demos are going on." loading="lazy" decoding="async" /><figcaption>The UKGE stall was busy with demos for the whole show.</figcaption></a></figure>
<p><strong>Mottokrosh: Let’s go back quickly to the lore thing and talk about the names. We briefly touched on Brethren. Which erm, which is a <em>word</em>. But you have a lot of names like the Sax, the Celti. Both of which seem like shortening of existing things. You also have things like the Gnimshka, Dun Mordhain and things like that. Where do all those names come from? Are they basically just based on real life languages?</strong></p>
<p>Kevin: They come out of my head, well that’s probably what Hugh’s thinking. But there is a science behind it. In that, unless the word is the in the native tongue, such as Dun Mordhain, which is effectively almost gaelic for “city on the big hill,” a lot of the Celti words are in gaelic. But we don’t always choose Scottish gaelic, we choose any <a href="https://en.wikipedia.org/wiki/Celtic_languages">celtic language</a>. Sometimes it’ll be a Manx word or a Breton word, and we also put in the English equivalent. Remembering that the English equivalent is the Brethren okay? So the English equivalent for the biggest mountain over to the East, in Legends Untold is Evermist. And the Celti word for it is Aes Nu. Which is I think from memory a mixture of Manx and Cornish. It’s just what we do.</p>
<p><strong>Mottokrosh: <em>Laughter</em>.</strong></p>
<p>Kevin: So we do not claim to be J. R. R. Tolkien in any way.</p>
<p><strong>Mottokrosh: I mean one of the things about this—to have these slight variations— is it’s easy to associate in your head as well.</strong></p>
<p>Kevin: And you know what, the reasons for coming up with these words for the Celti and so forth is partly because they are meant to be a construct of several civilizations together. So the Celti themselves are meant to be half Gaul from ancient Rome and also part Celt and Scot and Pict together. So a constructive name. But the Brethren like to add on the end of a foreign name. That’s why you have the Celti and so forth.</p>
<p>Hugh: Having names like the Sax and the Celti gives you something to hang onto so you don’t…—It gives you indications that it’s <em>like</em> this, but slightly different.</p>
<p>Kevin: It’s Saxon<em>ish</em>. If that makes sense.</p>
<p><strong>Mottokrosh: Saxon<em>ish</em>. Cool.</strong></p>
<p>Kevin: So on the big map, for Lord of the Horde we show off a lot more of the other cultures from four thousand years ago. These are the embryonic main future cultures. So you have Ta-Akhet, which is the Land of the Horizon to the north of Aegypt, which is Egypt. And you have the Pelasgi, which is the forerunner of ancient Greece. And various other places. In fact we had some Greek visitors round today who knew the game and they wanted to see the map. And when I showed them all, they got what I’d done. They totally got it. They said “Oh that’s Crete isn’t it?” I said “Yeah, that’s Crete.”</p>
<p><strong>Mottokrosh: So since you’ve already got this big map of these various locations and Legends Untold is centered around Dun Mordhain, and you’ve got Lord Of The Horde, your upcoming one centered around a location that I don’t know the name of...</strong></p>
<p>Kevin: The Brethren Realms.</p>
<p>Hugh: The Brethren Realms.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2018/08/interview-with-inspiring-games/the-warm-lands.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/08/interview-with-inspiring-games/the-warm-lands.jpg-800.jpeg" width="800" height="515" alt="Map of the Warm Lands." loading="lazy" decoding="async" /><figcaption>The Warm Lands.</figcaption></a></figure>
<p><strong>Mottokrosh: I was going to say something related to the Brethrens. Are you planning on placing games in a variety of places? Is that the big master plan? Cover all of your map in games?</strong></p>
<p>Hugh: Yes.</p>
<p><strong>Mottokrosh: Yes!</strong></p>
<p>Hugh: And yes, and in different games though. You know, Legends Untold is a cooperative adventure game, Lord Of The Horde is a card based battle game. Where you compete for dominance over the other orcish tribes. We have other ideas to go along, with the Brethren and their first steps into the world, what they did to expand… There are lots of ideas for very different games in a variety of different places but all of which enhance the overall idea of the world.</p>
<p><strong>Mottokrosh: Nice.</strong></p>
<p>Kevin: So you could have a Legends of the Newcomers for example, Legends of the Gnimshka, and Legends of the Brethern etc.</p>
<p><strong>Mottokrosh: And are you planning on releasing these games on Kickstarter? Or in other ways? Do you even have plans for that yet?</strong></p>
<p>Hugh: We have many ideas. Wouldn’t go so far as to say they’re plans, but ideas perhaps, that’s all. It’s the time and the money, and there’s only a couple of us and that’s about it.</p>
<figure class="float-left"><a href="https://mottokrosh.com/posts/2018/08/interview-with-inspiring-games/lord-of-the-horde-promo.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/08/interview-with-inspiring-games/lord-of-the-horde-promo.jpg-320.jpeg" width="320" height="452" alt="Blue orc brandishing spear." loading="lazy" decoding="async" /><figcaption>Lord of the Horde promo.</figcaption></a></figure>
<p><strong>Mottokrosh: But Lord of the Horde is the next one—are you planning on Kickstarting that?</strong></p>
<p>Kevin: We’re hoping to do that next year, but first comes another Legends Untold expansion: A Step Into Darkness. Lord of the Horde is Hugh’s baby—most of my input has been world building, and the lore and the art direction, rather than the actual mechanics of the game. That’s Hugh’s baby very much.</p>
<p>Hugh: Lord Of The Horde started with orcs vs humans and it was quite different. Then it turned into "can we do it with dwarves?" Orcs vs dwarves? And then it was "well, it would be good if we had more orcs." We started with four or five orcs types and we ended up with twenty-two.</p>
<p><strong>Mottokrosh: I want to end on a completely different question. Are they any other upcoming games, Kickstarter or otherwise, that you guys are particularly looking forward to?</strong></p>
<p>Kevin: That’s a good question. For me I’m particularly looking forward to a game called <a href="https://www.kickstarter.com/projects/playway/uboot-a-ww2-survival-sandbox">UBoat</a>, which is a submarine based cooperative game. Where you get to effectively manage the submarine, and you’ve got to manage the sanity of the group. I’ll be honest, I’m particularly interested in this because our plan is to ultimately launch a game where you guys cooperatively man a titan. That’s it basically.</p>
<p><strong>Mottokrosh: And what about you, Hugh?</strong></p>
<p>Hugh: The only game I’m looking forward to at the moment is <a href="https://www.beastsofwar.com/warhammer-40k/adeptus-titanicus-unboxed-forge-world/">Adeptus Titanicus</a>. Mostly because I like the old school epic stuff. But that’s mainly not coming out for awhile. But for very different reasons again.</p>
<p><strong>Mottokrosh: Thank you very much guys. And all the best with Inspiring Games.</strong></p>
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Lost Spells of Thrad the Creepomancer
2018-07-30T07:34:48Z
https://mottokrosh.com/posts/2018/07/lost-spells-of-thrad-the-creepomancer/
<figure class="float-right"><a href="https://mottokrosh.com/posts/2018/07/lost-spells-of-thrad-the-creepomancer/thrad-and-amazon.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/07/lost-spells-of-thrad-the-creepomancer/thrad-and-amazon.jpg-320.jpeg" width="320" height="452" alt="Hulking giant and lithe amazon." loading="lazy" decoding="async" /><figcaption>"Thrad", by <a href="https://www.patreon.com/Lema000/overview" target="blank">Enmanuel "Lema" Martinez</a>.</figcaption></a></figure>
<p>Now, Thrad wasn't the type of person that would spring to mind when you heard the term "wizard." In fact, he never used that word himself. He wasn't a man of many words, at any rate.</p>
<p>Born into a reclusive, wild tribe, in the depths of the jungle, he was a giant even for his kind. From a young age, he honed his muscles and soon became the strongest of them all. When he came of age, he was voted "most likely to bring about the end of colonization."</p>
<p>But it was about the same time he decided that wasn't the life for him. He grunted, pulled up his loincloth, and set out into the wilds, not to be seen again for another 7 years.</p>
<p>During that time, the legends of Thrad the Mighty waned, and new kinds of legend emerged, those of the Thrad the Creepy. You see, somehow, he learned, contracted, or otherwise became possessed of magic. But it was magic of the creepy kind.</p>
<p>Here are some of the very rare spells that have resurfaced since his time.</p>
<h2 id="rare-tomes-of-thrad" tabindex="-1">Rare Tomes of Thrad</h2>
<h3 id="tome-of-thrad's-alarming-articulations" tabindex="-1">Tome of Thrad's Alarming Articulations</h3>
<p>A remarkably supple tome, easy to lay flat, or flip open at any page. It takes up 1 inventory slot. Hold it in both hands, as you read the incantations, and flip the required pages and quarter-pages. When you're done—it takes about a minute—invest a number of Brawn points of your choosing. These invested points lower your current score and modifier for the duration of the spell, and return immediately when you choose to dismiss it, or when it dismisses automatically at the end of the scene.</p>
<p>For each point invested, your primary manipulation limbs (arms, generally) grow an extra segment, with appropriate joints. Think of it like sticking an extra forearm inbetween the current one and your hand. So, for 2 "locked" Brawn points, you get an extra 2 segments on each arm, so your hands can touch your shoulders, while forming squares.</p>
<aside id="system-conversion">
<h3>In other systems</h3>
<p>In modern D&D, you could think of investing/locking Brawn points as reducing your current and maximum Strength or Constitution by the same number of points.</p>
<p>In a pinch, for most OSR systems, you could also simply inflict 1 or 2 points of damage per segment.</p>
<p>An opposed Mind test can easily be replaced by a Wisdom or Intelligence saving throw by the target, and I would replace the 1d6 Brawn damage to keep the spell going by 1d6 hit point damage (in modern D&D, a little less perhaps in deadlier systems), to simulate the bodily investment in it.
</p></aside>
<p>That's some creepy stuff right there. What are the applications? Endless! How about reaching into tiny places while gaining extra articulation? Maybe it's just about the extra length? Extra centrifugal power when swinging them. Carrying weird things. Hugging weird things. Castings alien magics. Brilliant brachiation. You tell me!</p>
<h3 id="tome-of-thrad's-mammalian-head-transposition" tabindex="-1">Tome of Thrad's Mammalian Head Transposition</h3>
<p>Despite the tome's title, this spell in fact works on all animals whose head is roughly the same size as yours.</p>
<p>This hirsute book takes up 1 inventory slot, and is pleasingly soft to the touch. Speak its phrases as an action, in the vicinity of an animal of average beastial intelligence that you can see. If the animal can speak, or is otherwise highly intelligent, you need to succeed at an opposed Mind test.</p>
<p>When the spell is successfully cast, your head and that of the animal trade places, giving you full control of the animal's body. If the body is super weird, or this is your first time, it may take some time to get used to it. The animal's head, meanwhile, is in charge of your body, so, you know, consider that in advance.</p>
<p>The transposition lasts for a scene by default. You can extend it by an extra 8 hours or so for 1d6 Brawn damage, as often as you like, in theory. But you might not want an animal in charge of your body for too long.</p>
<h2 id="what's-new-with-mottokrosh%3F" tabindex="-1">What's New With Mottokrosh?</h2>
<p>It's been a little quiet on the blog this last month. For the most part, that's been because I was so busy with <a href="https://mottokrosh.com/hypertellurians/">Hypertellurians</a>—just look at that <a href="https://mottokrosh.com/hypertellurians/changelog/">changelog</a>! :)</p>
<p>Unfortunately, I also had a bit of an accident a week ago, which leaves me running at minimal capacity for a little while yet. I'm on the mend now, and I was keen to put a little post out at least, but it has pushed back my remaining planned interviews from the UK Games Expo somewhat.</p>
<p>I hope you enjoy those two of Thrad's spells in the meantime.</p>
Interview with James Edward Raggi IV
2018-06-25T11:00:00Z
https://mottokrosh.com/posts/2018/06/interview-with-james-raggi-iv/
<p>I had the opportunity to sit down with <a href="http://www.lotfp.com/">Lamentations of the Flame Princess</a> publisher extraordinaire, James Raggi, at this year's <a href="http://www.ukgamesexpo.co.uk/">UK Games Expo</a>. We chatted about <a href="http://www.freerpgday.com/">Free RPG Day</a>, historical settings, and what's next for an outfit that has put out the highest production value gaming books for the last few years.</p>
<p>All illustrations are copyright Lamentations of the Flame Princess, and used with permission. All photos were swiped from various social media, by photographers of mysterious identity, but I thank them for the contribution.</p>
<figure class="full-width mb2"><a href="https://mottokrosh.com/posts/2018/06/interview-with-james-raggi-iv/julia-behind-ukge-stall.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/06/interview-with-james-raggi-iv/julia-behind-ukge-stall.jpg-800.jpeg" width="800" height="450" alt="Woman behind convention stall with lots of books." loading="lazy" decoding="async" /><figcaption>Con partner Julia at the start of UK Games Expo 2018</figcaption></a></figure>
<p><strong>Mottokrosh: I don't know if you've been asked before, but where does the name come from, Lamentations of the Flame Princess?</strong></p>
<p>James: Oh god, this is the creepy thing. Back in the 90s I started a metal zine. And I used the name Lamentations of the Flame Princess. I needed a name that would fit into the more melodic, progressive thing that I was into, that european Opeth, My Dying Bride, poetic, flowery, bla bla, kind of stuff. So something to differentiate it from all the brutal, death metal zines and black metal stuff that was popular at the time.</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2018/06/interview-with-james-raggi-iv/desperate-courage.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/06/interview-with-james-raggi-iv/desperate-courage.jpg-320.jpeg" width="320" height="453" alt="Woman fighting desperately against unseen assailant." loading="lazy" decoding="async" /><figcaption>It's in front of you!</figcaption></a></figure>
<p>But as far as, why that name, back in the early days of the world wide web, where a band could link to a web page of every fan they had that had a website. One of them was a Finnish girl. I'd never seen anyone dressed in period clothing and do their own photoshoot kind of thing, and oh my god, long red hair, period clothing, out in the woods and stuff, and yeah, that's where the name comes from.</p>
<p><strong>That's great, and "Lamentations" because that's kind of like...</strong></p>
<p>Yeah, the kind of stuff I'm into has always been more doomy than happy, you know. Had I been more into the happy, power metal side of things, it probably would have been the <em>Trials of the Flame Princess</em>, or <em>Victory of the Flame Princess</em>.</p>
<p><strong>So you've been putting out, by now, an awful lot of games. Do you play any yourself? Do you get time?</strong></p>
<p>Well, I've got my home campaign; it's Lamentations. The thing is, I live in Finland, but I've never really learned Finnish, so it's difficult for me to go to someone else's game, and go "hey, everyone speak my language!" But in my home game I can say, yeah, it's my home game...</p>
<p><strong>…so it's going to be in English, damn it.</strong></p>
<p>Yeah.</p>
<figure class="align-center mb2"><a href="https://mottokrosh.com/posts/2018/06/interview-with-james-raggi-iv/catalog-cover-uk-games-expo-2018-by-yannick-bouchard.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/06/interview-with-james-raggi-iv/catalog-cover-uk-games-expo-2018-by-yannick-bouchard.jpg-800.jpeg" width="800" height="573" alt="Riff on Blue Oyster Cult album cover." loading="lazy" decoding="async" /><figcaption>UKGE 2018 catalog cover by Yannick Bouchard</figcaption></a></figure>
<p><strong>So you play Lamentations with English speaking players. Do you have anything on your shelf that you'd really like to try, but can't, for whatever reason?</strong></p>
<p>It's difficult, because I wouldn't want to be the one running it. I would want someone else to run it, for the same reason I never get to play anything. What would I like to play? Something, … more light hearted games. What are the ones out there…?</p>
<p><strong><a href="http://www.melsonia.com/product/fever-swamp">Fever Swamp</a>!</strong></p>
<p>Heh—like <a href="http://www.mongoosepublishing.com/rpgs/paranoia.html">Paranoia</a>. I'd like to play something like Paranoia.</p>
<figure class="float-left"><a href="https://mottokrosh.com/posts/2018/06/interview-with-james-raggi-iv/james-and-julia-ukge.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/06/interview-with-james-raggi-iv/james-and-julia-ukge.jpg-320.jpeg" width="320" height="426" alt="James and Julia at UKGE." loading="lazy" decoding="async" /><figcaption>Hard at selling.</figcaption></a></figure>
<p><strong>I've played the new edition of Paranoia, it's quite funny. I think there are more in jokes than I get. I know that Grant said he was trying to get rid of those, but I think there's still a bunch of them.</strong></p>
<p>Yeah, well Paranoia gone serious doesn't sound right at all, does it?</p>
<p><strong>Well, no. Obviously it's full of jokes but if you don't know the first edition you might not get them all.</strong></p>
<p>Yeah, and things like simply superhero games. I would love to be playing in an old school <a href="https://www.drivethrurpg.com/product/177913/Faserip?">Faserip</a> game, you know the Marvel superheroes game.</p>
<p><strong>And you're not into playing over Roll20 or something like that?</strong></p>
<p>No, god, no. No, 'cause it never works exactly right. There's always one person whose webcam isn't working, so you've got four people you're talking to in real time, and one person that's got like a fish eye cog. It's just like so artificial, and it's so easy to just flip over to another window and not realize what's going on. I like face to face, actual real people. If I'm going to be on the computer, I'm going to be playing a computer game.</p>
<p><strong>Yeah, so if you're doing a lot of face to face stuff, is there anything you've wanted to do—because you've got very tactile and amazing looking books—is there something you've wanted to produce, like that isn't a book format or something, that you're really interested in?</strong></p>
<p>Something that's not a book format?</p>
<p><strong>Yes, so you've got the book format down. Ever thought, "oh if only I could do—I don't know—a box set", but that's pretty pedestrian as well, "if only I could… something crazy, new..."</strong></p>
<p>Yeah, there's certain interactive things, oh god, it's going to kill me… the woman that's done the world of Greyhawk, the really detailed maps. <em>[—we were thinking of <a href="http://ghmaps.net/">Anna B Meyer</a>, aren't brains great, ed.]</em></p>
<p><strong>Deven Rue?</strong></p>
<p>No, but that rings a bell. But getting her to do 17th century, first Europe, and then world maps, that level of detail, really make an interactive atlas. Because I've hired some people and I've got like historical supplements that are in the pipeline that'll be coming out hopefully sooner than later. And having a really comprehensive atlas to go with that, that people could use online, that would be great. But again that is a level of research that I don't have the capacity for, nor the time, but to get something like that… You see it all the time: here's the Roman empire trade routes, and there's one going around now detailing all the medieval trade routes, but something for my time period that I like the most, why can't that exist?</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2018/06/interview-with-james-raggi-iv/barely-escaped.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/06/interview-with-james-raggi-iv/barely-escaped.jpg-800.jpeg" width="800" height="449" alt="Heavily injured adventurers leave dungeon triumphantly." loading="lazy" decoding="async" /><figcaption>Worth it.</figcaption></a></figure>
<p><strong>I don't know, but I listen to the <em>Ken and Robin talk about stuff</em>, and they were talking about an atlas recently that was full of random maps. Don't know what periods it covers...</strong></p>
<p>Yeah, and the whole period of the 1630s there's a lot of stuff on the thirty years war that's out there, but as far as, you know, if I was doing the Elizabethan times: hundreds and hundreds of books. You can recreate what was life like back then, but move to the 1630s and there is a lot less. And for some reason I like <em>that</em> time period, because it's a time of political upheaval within England but it hasn't turned into a war yet. The thirty year war is going on, but not everywhere at once. And there's so many different things, and there's something about the 17th century—as far as I can tell it's the <em>shittiest</em> time to ever have been alive as a human being.</p>
<p>I mean, no matter how horrible things have gotten in the 20th century, there was always somewhere where it wasn't horrible. But the 17th century: everywhere was just awful. You know, if it wasn't the plague, then it was religious violence, or, you know, colonization and then suppression. I mean there was nowhere you could go where life was stable at that point because it was just total societal churn worldwide.</p>
<p>Which is perfect for a horror game!</p>
<p><strong>You talk about research, you would want it to be as close to reality as we know it. You wouldn't be happy with just making stuff up?</strong></p>
<p>Right, because…</p>
<p><strong>Because you might imagine people looking at these books 30 years from now and say "that's what happened, this is the best resource we've got." Well, a hundred years from now maybe.</strong></p>
<p>Maybe for Greyhawk or the Forgotten Realms, or however many made up worlds, Middle Earth, Westeros, … there's so much detail. For all these fake worlds, people are very comfortable running a game in, and there are so many resources available, for all of these different fake places. But you say, "ah, I want to do something on earth", Call of Cthulhu, Trail of Cthulhu, the mid 20s and 30s, people don't seem to have a problem with that, but you move backwards in time a little, to, say, the 17th century, everyone gets paralyzed. They don't know anything about it.</p>
<p><strong>I think that's it. They don't have that in their mind so much.</strong></p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2018/06/interview-with-james-raggi-iv/james-and-zak.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/06/interview-with-james-raggi-iv/james-and-zak.jpg-320.jpeg" width="320" height="426" alt="James and Zak at GenCon." loading="lazy" decoding="async" /><figcaption>James and award winning author and artist Zak Smith.</figcaption></a></figure>
<p>So my idea is to treat real world earth as a roleplaying setting. If people can be made to be comfortable with the Forgotten Realms, they can be made comfortable with earth. And the reason I would want them to be historically accurate, and that's what I mean by historical: no magic, no weird 17th century, but the books actually as 17th century earth. People can have their own weirdness, that's not a problem. The problem is the actual "how's life in this time, as it was?" I prefer the approach of, like, Lovecraft. His stuff happened in the real world, but all the weirdness is kind of at the edges. As opposed to, here's Europe, and the dwarves really live in the Norwegian mountains...</p>
<p><strong>Talking about dwarves, and how you want it to be in the real world—currently in the rulebook you do have dwarves and elves, don't you? And clerics and stuff.</strong></p>
<p>Realistically, a lot of people don't follow my wishes for settings, and how to runs things, so to make it cross-compatible, that's why that stuff's there.</p>
<p><strong>Right, and you're not planning a new edition where you just gloss through that?</strong></p>
<p>At some point, yes, but everything is so slow, but there's some playtest rules in this year's Free RPG Day book. Eldritch Cock, yes. But actually putting those rules into a new rulebook, that's still years in the future. I just printed another edition of this current rulebook; thousands of copies, and sent them to distribution, so this current ruleset is still going to be around for quite some time still.</p>
<p><strong>Talking about the Free RPG Day one, so we've had, relatively inoffensive <em>Better than Any Man</em>, ...</strong></p>
<p>Even that, people freaked out about.</p>
<p><strong>Well ok, if you read it. The title's pretty fine. If you read it, or flicked through it, then fair enough. Then we had <em>Vaginas are Magic!</em>, which is awesome, I love it. Now we've got <em>Eldritch Cock</em>, which is coming out soon.</strong> <em>[—it's out now, ed.]</em></p>
<p>We had <em>Slügs</em>, and <em>The Doom-Cave of the Crystal-Headed Children</em>.</p>
<p><strong>Oh yeah, can't forget <em>Slügs</em>! So what's next? What's after <em>Eldritch Cock</em>, where do you go from there?</strong></p>
<p>Well, I was hoping to dial it back, and hoping that some of the historical stuff was ready to come out, so I can do something historical for Free RPG Day. We'll see how that works out!</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2018/06/interview-with-james-raggi-iv/post-gym-disco-james.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/06/interview-with-james-raggi-iv/post-gym-disco-james.jpg-800.jpeg" width="800" height="448" alt="James presenting Eldritch Cock." loading="lazy" decoding="async" /><figcaption>Straight to the disco, after the gym.</figcaption></a></figure>
<p><strong>Do you remember—this is not so related to the interview—I think it might have been at Essen, when I presented you with the <em>Eldritch Cock</em> fan art that my wife did; were you ever tempted to use it anywhere?</strong></p>
<p>Oh yeah, that... well, it was funny, but I don't know...</p>
<p><strong>Yeah, fair enough...</strong></p>
<p>No, whenever I do open calls for materials, monsters or magic items, everyone just sends me penis stuff, and on the one hand I see why, on the other hand, come on guys, can we also have more normal weird stuff?</p>
<p><strong>Yes, when you actually read the stuff, there's immensive craziness in there, you know, there is nudity and gore, and everything like that, but these are incredibly clever books.</strong></p>
<p>That's the intent, anyway. You know, something like <em>Fish Fuckers</em>, it's an attention grabber, but there's an actual, solid adventure in there. Same with <em>Towers Two</em>, ...</p>
<p><strong>Yes, <em>Towers Two</em> is crazy as.</strong></p>
<p>It's crazy as, it's got the most insane, profane things, but it works as a roleplaying supplement, a mini sandbox with things to do, and players can make a difference. It's not just a bunch of crap with a penis on it.</p>
<p>We've <em>quality</em> penis.</p>
<p><strong>I heard a rumor—just moving away from the penises briefly—that you might be in talks with acquiring the rights to reprint <em>Maze of the Blue Medusa</em>, is that true?</strong></p>
<p>Yeah, I was talking to the publisher, Satyr Press, about that. Problem is, I got very quickly swamped with things, that all started to get backed up. That—how do I say that—that project I had originally passed on in the first place, because that was Patrick and Zak, they were doing a lot of stuff with more standard D&D tropes, and playing with those more, and I'm trying to leave that out of my stuff, but after that sold out, and everyone thought I'd published that anyway, I thought "why not, that seems like a sure bet as far as making some money, and I don't have to do any work now." But when things started getting backed up, you know the thing that would be just for the money, that's the one that's got to go to the end of the line.</p>
<p><strong>Nice.</strong></p>
<p>I'm not saying it will never happen, and there were talks, but I'm so far behind on the thing, on my things, to do it right, I would have to give it my full attention for a period of time, and right now there's just so many things that need my attention first.</p>
<figure class="float-left"><a href="https://mottokrosh.com/posts/2018/06/interview-with-james-raggi-iv/vam-advert.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/06/interview-with-james-raggi-iv/vam-advert.jpg-320.jpeg" width="320" height="483" alt="Advert for Vaginas are Magic!" loading="lazy" decoding="async" /><figcaption>Magical stuff</figcaption></a></figure>
<p><strong>So then I just have one last question: are you writing any more stuff personally? I know you've got the <em>Random Esoteric Creature Generator</em>, which is an anniversary reprint, and it's been a while since <em>Dead Frost Doom</em>.</strong> <em>[—of course James also wrote all the latest Free RPG Day books, ed.]</em></p>
<p>Yeah, what I've got, there's the perpetually late, forever… referee book. And again, the stuff that happened this spring got so crazy. I was really hoping to show up at RopeCon and GenCon this year with at least the full draft, that I can plomp down in front of people, and say "the production stuff, you know, we're still doing that, but look, the content's there." I'm still hoping to get that done, unless this is going to be another schedule failure when this goes out. But yeah, that really clogs everything else, because I can't really be releasing full other books. I mean things like, <em>Vaginas are Magic!</em> and <em>Eldritch Cock</em>, those are piecemeal. It's basically twenty pages of writing, but individual "here's one spell, here's another spell".</p>
<p><strong>But you've also designed another whole new magic system for Lamentations for it.</strong></p>
<p>That's just a write-up of the system I've been doing in my home game for years though, so I didn't invent that for that.</p>
<p>So, it's very easy to just do things piecemeal, but as far… I've got a whole bunch of adventures outlined that I want to do but I can't do them before the referee book is out, and that's a bit maddening, and that has to get done, and that's a big albatross around my neck. I cannot wait to get that done, and never do it again, print ten thousand copies of it, and just, you know, have half of them sitting in a warehouse for eternity, but at least I don't have to do this shit anymore, and, hehe, get onto the other stuff.</p>
<p><strong>Mottokrosh: Well, thank you very much for taking the time to talk to me. I, for one, am very much looking forward to my copy of Eldritch Cock, and I wish you all the best of the rest of the… conventation! That's the word, that's where we are!</strong> <em>[—I since got it of course, <a href="https://mottokrosh.com/posts/2018/06/eldritch-cock-review-next-gen-free-rpg-day-book/">here's my review of it</a>, ed.]</em></p>
<p>James: Thank you very much.</p>
Eldritch Cock Review - A Next-Gen Free RPG Day Book
2018-06-16T09:22:52Z
https://mottokrosh.com/posts/2018/06/eldritch-cock-review-next-gen-free-rpg-day-book/
<p>Today, June 16th, is international <a href="http://www.freerpgday.com/">Free RPG Day</a>, conceived to bring people into their friendly local game shops with the promise of free stuff, and the goal of creating new or recurring customers for both the stores and the publishers. Quick-start rules and taster adventures are very popular for this. One introduces potential new players to a system, whereas the other caters both to existing players of the game, while at the same time introducing the world to new ones. Other publishers take this opportunity to create something fun that can be a little outside of their regular lines, like Paizo does with the by now obligatory "<a href="http://paizo.com/search?what=products&q=we+be+goblins">We Be Goblins</a>" series of Free RPG Day adventures.</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2018/06/eldritch-cock-review-next-gen-free-rpg-day-book/__lotfp-free-rpg-day-books.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/06/eldritch-cock-review-next-gen-free-rpg-day-book/__lotfp-free-rpg-day-books.jpg-320.jpeg" width="320" height="240" alt="The covers of the 3 most recent Free RPG Day books from LotFP" loading="lazy" decoding="async" /></a></figure>
<p>In each case the freebies are generally relatively short, and many of them re-use existing art and layouts, which makes perfect sense, since they're given away for free. Not so for <a href="http://www.lotfp.com/">Lamentations of the Flame Princess</a>. As publisher James Edward Raggi IV writes in his introduction to last year's offering, <a href="http://www.lotfp.com/store/index.php?route=product/product&product_id=234">Vaginas are Magic!</a>, "The goal is to get people more excited for it, more hyped for it, more excited to go to their local game store to pick up a copy." Enter: Eldritch Cock, a 48 page, full color, hardcover book of spells.</p>
<h2 id="the-title" tabindex="-1">The Title</h2>
<figure class="float-left"><a href="https://mottokrosh.com/posts/2018/06/eldritch-cock-review-next-gen-free-rpg-day-book/__post-gym-disco-cock.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/06/eldritch-cock-review-next-gen-free-rpg-day-book/__post-gym-disco-cock.jpg-320.jpeg" width="320" height="240" alt="Naked, wet Mottokrosh holding Eldritch Cock." loading="lazy" decoding="async" /></a></figure>
<p>After the success of Vaginas are Magic!—a spell book for characters able to be impregnated and carry a child to term (alien nuns, et al)—the next logical step was a book for the other sex. And the introduction had already mentioned it: Eldritch Cock.</p>
<p>Of course it was meant as a joke. But ultimately the demand became such that James caved in to peer pressure and went full steam ahead with it.</p>
<h2 id="the-content" tabindex="-1">The Content</h2>
<p>Now, fans of Lamentations content will know that this publisher is not one to shy away from human and inhuman bodies and all their organs, in and out. But the iconic adventurers gracing the covers, and often pages, are all female, and James explains that he didn't exactly look forward to exclusively writing about—let alone comissioning art for—penises. So what we get instead is a lavish book of magic inspired by song titles from metal bands, like Reverend Bizarre, Necros Christos, Black Sabbath, Paradise Lost, and more.</p>
<p>The meat of the book—yes, I too get to make the odd dick joke—is twenty-two spells, each more inventive and weirder than the next. Spell names include "Arguments Against Design", "Chewing Through The Membranes of Time and Space", and my favorite, "The Planet That Once Used To Absorb Flesh In Order To Achieve Divinity And Immortality (Suffocated To The Flesh That It Desired)." Each spell includes description and effects as well as a dedicated Miscast table that expands a generic one.</p>
<figure class="full-width mb2"><a href="https://mottokrosh.com/posts/2018/06/eldritch-cock-review-next-gen-free-rpg-day-book/__books.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/06/eldritch-cock-review-next-gen-free-rpg-day-book/__books.jpg-800.jpeg" width="800" height="400" alt="Naked couple holding books in front of their genitalia." loading="lazy" decoding="async" /></a></figure>
<p>On top of the spells we get a reminder of the new Weird Magic System first introduced in Vagines are Magic!, a levelless system with risky casting, where certain situations (such as casting more spells than your regular allotment, reading from a spellbook not written in your own hand, or when casting a spell for the first time) force you to make a saving throw or roll on the Miscast table.</p>
<p>Of course we also get a short one page description of this book and Lamentations of the Flame Princess as a whole, and an introduction from James Raggi himself, who, as well as being the publisher, is also the author of the book. There is furthermore a thank you page listing the people who, like myself ("Frank Reding"), preordered the book and thus helped fund it for the masses.</p>
<p>At the end of the book is a pullout with a very special magic item, which I won't spoil here for you. And finally, we get two pages of playtest notes of rules that are currently being considered for a potential next edition, although James makes it very clear that such a thing—if it happens—is a long way away still.</p>
<h2 id="the-production-values" tabindex="-1">The Production Values</h2>
<p>In a word: insane. As mentioned already, this is a 48 page hardcover, but not only that, each spell has a full page, full color illustration, painted by incredible artists like Yannick Bouchard, Rosi Kämpe (who did all the interior art for Vaginas are Magic!), Eric Lofgren, Rich Longmore, Ian Maclean, Jan Pospíšil, and Claudio Pozas. Graphic design is once again by regular InDesign wizard Jez Gordon, and features pleasant plum and pink hues, standing nicely in contrast to some of the crazier paintings.</p>
<div class="gallery undefined"><ol><li><figure class=""><a href="https://mottokrosh.com/posts/2018/06/eldritch-cock-review-next-gen-free-rpg-day-book/eldritch-cock-spread-1.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/06/eldritch-cock-review-next-gen-free-rpg-day-book/eldritch-cock-spread-1.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/06/eldritch-cock-review-next-gen-free-rpg-day-book/eldritch-cock-spread-2.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/06/eldritch-cock-review-next-gen-free-rpg-day-book/eldritch-cock-spread-2.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/06/eldritch-cock-review-next-gen-free-rpg-day-book/eldritch-cock-spread-3.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/06/eldritch-cock-review-next-gen-free-rpg-day-book/eldritch-cock-spread-3.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/06/eldritch-cock-review-next-gen-free-rpg-day-book/eldritch-cock-spread-4.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/06/eldritch-cock-review-next-gen-free-rpg-day-book/eldritch-cock-spread-4.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li></ol></div>
<p>It is no exaggeration to say that this book is more beautiful than a great many flagship RPG releases, let alone publications that are given away for free.</p>
<h2 id="conclusion" tabindex="-1">Conclusion</h2>
<p>Lamentations of the Flame Princess produces material for a niche group of enthusiasts, with its no holds barred, uncensored, and honest approach to weird fantasy roleplaying. This is of course in stark contrast to the big name publishers, who target their material at the widest possible audience. By necessity this results in more toned down stuff, very unlikely to offend. But here we have wild stuff. Free stuff, and not (just) in the way that it costs nothing, but in that it is unshackled from social or political constraints. It is simply great and creative gaming material, designed purely to engender fun at the gaming table (or screen).</p>
<p>If you happen to be a fan of this approach to roleplaying material already, then this book hits the jackpot for you. And if you're just discovering this freshly: welcome to a world of unbounded creativity.</p>
<p>I cannot wait to see what James comes up with for next year.</p>
UK Games Expo 2018 Unwinding
2018-06-06T17:54:24Z
https://mottokrosh.com/posts/2018/06/uk-games-expo-unwinding/
<p>Last weekend I attended the <a href="http://www.ukgamesexpo.co.uk/">UK Games Expo</a> in Birmingham, in part to help my friends at <a href="https://www.inspiringgames.com/">Inspiring Games</a> demo their games <a href="https://www.inspiringgames.com/legends-untold/">Legends Untold</a> and <a href="https://www.inspiringgames.com/lord-of-the-horde/">Lord of the Horde</a>, and, of course, in part for my very own delectation. Since it pretty much coincided with the launch of my RPG <a href="https://mottokrosh.com/hypertellurians/">Hypertellurians</a>, I decided to print up some flyers about it and this blog, and hand those out too:</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2018/06/uk-games-expo-unwinding/__flyer-two-sides.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/06/uk-games-expo-unwinding/__flyer-two-sides.jpg-800.jpeg" width="800" height="557" alt="Two sides of a flyer" loading="lazy" decoding="async" /></a></figure>
<p>Travel to and from Birmingham was fraught with airplane delays and even one cancellation, but the trip as a whole was immensely enjoyable. On top of running back to back demos of Legends Untold, I ran around the trade halls throwing money at traders in exchange for the latest and greatest in their RPG arsenals, boardgames, or accessories, bumped into some old friends, and made new ones.</p>
<p>I managed to squeeze in a Pathfinder 2 playtest game, which, truth be told, was a little underwhelming. Since I've been following the blogs from <a href="http://paizo.com/">Paizo</a> about PF2, I had already seen everything they showed, and there were no suprises left, not even some new pieces of art. The scenario—if you can call it that—they had us play consisted pretty much of one very generic fight. There was nothing inherently bad about anything they demoed, and to someone who had not read the preview blogs it might have been interesting, but I believe they missed a trick in not catering to the learned fan, eager to see something new for their troubles.</p>
<p>Along my zigs and zags through the stalls, I bumped into <a href="https://plus.google.com/107914451403154825752">Peter Regan</a> of The Black Hack fame, and Mattias Johnsson from <a href="https://plus.google.com/+SymbaroumTeam">Team Järnringen</a>, makers of Symbaroum.</p>
<p>And on my precious breaks from demoing I took the opportunity to interview <a href="https://plus.google.com/112262093672917983853">James Raggi</a> from <a href="http://www.lotfp.com/RPG/">Lamentations of the Flame Princess</a>, <a href="https://twitter.com/gshowitt">Grant Howitt</a> and <a href="https://twitter.com/TheMaddigan">Chris Taylor</a> from <a href="https://rowanrookanddecard.com/">Rowan, Rook, and Decard</a>, and Hugh Ducker and Kevin Young from <a href="https://www.inspiringgames.com/">Inspiring Games</a>. I talked to James about the origins of the LotFP name, gossiped with Grant and Chris about the Norwich university games club, and with Hugh and Kevin about the art of their games, and much more. I will post these interviews over the next few weeks, as I get around to transcribing them.</p>
<p>Did I mention that I bought stuff? Here's my loot:</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2018/06/uk-games-expo-unwinding/__loot.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/06/uk-games-expo-unwinding/__loot.jpg-800.jpeg" width="800" height="600" alt="Table full of books and games" loading="lazy" decoding="async" /></a></figure>
<p>A special shout-out goes to <a href="https://gametee.co.uk/">Gametee</a> and their beautiful and beautifully crafted game accessories and items. I had a hard time limiting my shopping at their stall.</p>
<p>I was so busy the whole time that I hardly took any photos. I grabbed a few of our stall, and on the last day I snapped a couple of awesome cosplayers, and the cosplayers demo.</p>
<div class="gallery undefined"><ol><li><figure class=""><a href="https://mottokrosh.com/posts/2018/06/uk-games-expo-unwinding/mottokrosh-com-ukge2018-01.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/06/uk-games-expo-unwinding/mottokrosh-com-ukge2018-01.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/06/uk-games-expo-unwinding/mottokrosh-com-ukge2018-02.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/06/uk-games-expo-unwinding/mottokrosh-com-ukge2018-02.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/06/uk-games-expo-unwinding/mottokrosh-com-ukge2018-03.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/06/uk-games-expo-unwinding/mottokrosh-com-ukge2018-03.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/06/uk-games-expo-unwinding/mottokrosh-com-ukge2018-04.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/06/uk-games-expo-unwinding/mottokrosh-com-ukge2018-04.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/06/uk-games-expo-unwinding/mottokrosh-com-ukge2018-05.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/06/uk-games-expo-unwinding/mottokrosh-com-ukge2018-05.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/06/uk-games-expo-unwinding/mottokrosh-com-ukge2018-06.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/06/uk-games-expo-unwinding/mottokrosh-com-ukge2018-06.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/06/uk-games-expo-unwinding/mottokrosh-com-ukge2018-07.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/06/uk-games-expo-unwinding/mottokrosh-com-ukge2018-07.jpg-372.jpeg" width="372" height="496" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/06/uk-games-expo-unwinding/mottokrosh-com-ukge2018-08.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/06/uk-games-expo-unwinding/mottokrosh-com-ukge2018-08.jpg-372.jpeg" width="372" height="496" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/06/uk-games-expo-unwinding/mottokrosh-com-ukge2018-09.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/06/uk-games-expo-unwinding/mottokrosh-com-ukge2018-09.jpg-372.jpeg" width="372" height="278" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/06/uk-games-expo-unwinding/mottokrosh-com-ukge2018-10.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/06/uk-games-expo-unwinding/mottokrosh-com-ukge2018-10.jpg-372.jpeg" width="372" height="278" alt="" loading="lazy" decoding="async" /></a></figure></li></ol></div>
<p>Time flies when you're having fun, and that's doubly true at a games convention. I will do my best to be back next year—and perhaps I'll even get to talk to all the other amazing OSR people who were there but I missed. I might also attend Dragonmeet in London towards the end of the year, and we'll see what cons near me pique my interest.</p>
<p>But for now it's back to Hypertellurians: those pregens won't illustrate themselves. Plus I've got a few new powers to add too.</p>
Hypertellurians is live
2018-05-30T18:06:18Z
https://mottokrosh.com/posts/2018/06/hypertellurians-is-live/
<p>The time has come, and my "swords and sandals" meets "raypunk" RPG is live. Read about its <a href="https://mottokrosh.com/posts/2018/04/introducing-hypertellurians/">inception</a>, or <a href="https://mottokrosh.com/hypertellurians/">jump right in</a>.</p>
<p>It comes in 3 parts: the <a href="https://mottokrosh.com/posts/2018/04/hypertellurians/">core rules</a> is the big daddy and contains the rules and more powers than you can shake a stick at; the <a href="https://mottokrosh.com/posts/2018/04/hypertellurians/#running-the-game">GM's 101</a> is a short piece on how to make the most out of running Hypertellurians, and finally the <a href="https://mottokrosh.com/machinations/hypertellurians/#changelog">changelog</a> details, well, changes to the document. Since Hypertellurians is by virtue of its nature as a website a living, evolving game, this will make it easy to see what's new at any given point.</p>
<h2 id="what's-next%3F" tabindex="-1">What's Next?</h2>
<ul>
<li><strong>Even more powers.</strong> You can't have too many of these, and I've got a bunch in the pipeline.</li>
<li><strong>More art.</strong> At least two more main archetype pieces are in the works, and I've got a bunch of other art that needs slotting into the document.</li>
<li><strong>More graphic design.</strong> It's a bit rough around the edges at the moment, but it will be made prettier and more organised as time goes by.</li>
<li><strong>Nicer character sheet.</strong> After I'm fairly certain that the game is stable, I will make a much nicer character sheet.</li>
<li><strong>Pre-gens.</strong> So you can hit the ground running, as well as get an idea for the different wild character concepts you can realize with the system.</li>
<li><strong>Print to PDF.</strong> I know many of you like having RPG books as PDFs, so I will continue to improve the website's print styles, so that the core rules will neatly transform into a well laid out document when you print it (to PDF or paper.)</li>
<li><strong>More game material via the blog.</strong> It's been a little thin on the blog lately, but that's because it's been all hands on the game. Now that it's out, we can return to more blog posts, Hypertellurians related or otherwise.</li>
</ul>
<figure class="full-width"><a href="https://mottokrosh.com/posts/2018/06/hypertellurians-is-live/castle.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/06/hypertellurians-is-live/castle.jpg-800.jpeg" width="800" height="480" alt="Hilly landscape with castle" loading="lazy" decoding="async" /><figcaption>'Castle' by Enmanuel Lema Martinez</figcaption></a></figure>
<h2 id="feedback" tabindex="-1">Feedback</h2>
<p>I want it. Tell me what works and what doesn't. Tell me crazy stories. Leave a comment at the bottom here or in the rules, or hit me up via any of the channels in the footer.</p>
Hypertellurians
2018-04-30T09:00:00Z
https://mottokrosh.com/posts/2018/04/hypertellurians/
<div style="border-image: url(/images/pulp-image-border.jpg) 32 fill round; border-width: 2rem; border-style: solid; color: #bbaf8f; font-size: 1.1rem; font-weight: bold; text-align: center;">This version has been superceded by a <a href="https://mottokrosh.com/hypertellurians/ebook">revised and expanded edition</a>!</div>
<p>Hypertellurians is an easy to pick up roleplaying game that is fast and simple to play, while providing plenty of depth for engaging character development and story.</p>
<p>The players portray the Hypertellurians: adventuring the length and breadth of the Ultracosm, in retro science fantasy style. Take control of one of six archetypes, and choose or create a unique concept by layering on fun, inventive, and story-driving powers.</p>
<p><strong>Read on for the online version, or <a href="https://www.drivethrurpg.com/product/274032/Hypertellurians">pick the game up in hardcover or PDF</a> formats.</strong></p>
<p>Try Hypertellurians if you like:</p>
<ul>
<li>fast and daring gameplay,</li>
<li>quick character generation,</li>
<li>compelling character powers,</li>
<li>natural language rules,</li>
<li>and science fantasy adventures in the future of old!</li>
</ul>
<p>Hypertellurians is a stand-alone roleplaying game system, but it is compatible enough with most old and modern fantasy adventure games for the GM to convert modules from those systems on the fly.</p>
<p>Enjoy this lavishly illustrated game, redolent with adventure, and play as cursed shapeshifter, the walking dead, a pilot from a different time, a galvanic war machine, a bratty princess, an excitable half pony, an alien color, or so much more.</p>
<aside class="credits">
<p><strong>Writing and layout:</strong><br />
Frank "Mottokrosh" Reding</p>
<p><strong>Contributions:</strong><br />
David Fuller, James Mapp</p>
<p><strong>Editing and proofreading:</strong><br />
Chris Coleman, Karen Reding, Harald Wagener</p>
<p><strong>Core playtesting:</strong><br />
Jonathan Broadley, Chris "The Slaad" Coleman, David Fuller, Neal Knowles, James Mapp.</p>
<p><strong>Cover art:</strong><br />
<a href="https://an-ka-mo.tumblr.com/">Anna Katarina Molla</a></p>
<p><strong>Interior art:</strong><br />
<a href="https://an-ka-mo.tumblr.com/">Anna Katarina Molla</a>, Olga Protska, <a href="https://spiritwandererx.deviantart.com/">Karen Reding</a></p>
<p><strong>Interior Patreon art:</strong><br />
<a href="https://www.patreon.com/Lema000/overview">Enmanuel Lema Martinez</a>, <a href="https://www.patreon.com/deanspencerart/overview">Dean Spencer</a></p>
<p><strong><a href="https://commons.wikimedia.org/wiki/Category:Golden_Age_comics_creators">Public domain art</a>:</strong><br />
Allan Anderson, Norman Saunders, et al</p>
<p><strong>Additional playtesting:</strong><br />
John Boudewijn, Daniel, Senáin Ó Garnéir, Mario Mohr, Anna Katarina Molla, Kamil Pa, Kara Payne, Karen Reding, Harald Wagener</p>
<p><strong>Archetype portrait models:</strong><br />
Core playtesters, with gaming friends Hannah Coleman, Nadia Jones, Ramzy Khalas, Kara Langford, Caroline Pierce, Fan Zhang</p>
<p>Inspired by all the great games from the writers, artists, publishers, blogs, podcasts, and communities current and past from the immensely creative RPG scene. See appendix N for more.</p>
<p><em>The text of this game is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License, except for the art, which is copyright Enmanuel Lema Martinez, Anna Katarina Molla, Olga Protska, Karen Reding, and Dean Spencer respectively.</em></p>
</aside>
<h2 id="key-principles" tabindex="-1">Key principles</h2>
<h3 id="easy-and-fast-rules" tabindex="-1">Easy and fast rules</h3>
<p>The core mechanic of Hypertellurians is straightforward and applies anytime the outcome of an action is unclear, or where failure would lead to interesting consequences.</p>
<h3 id="deep-and-meaningful-character-options" tabindex="-1">Deep and meaningful character options</h3>
<p>The game is simple to play, with a plethora of options for players to create and develop their characters.</p>
<h3 id="link-adventures-of-all-types" tabindex="-1">Link adventures of all types</h3>
<p>Hypertellurians is perfect for stringing together adventures of different types and tones in one campaign. The characters have the means and a reason to travel the length, breadth, and yes, depth of the Ultracosm—all the infinite worlds, planes, dimensions, universes, and timelines you can imagine.</p>
<h3 id="swords-and-sandals-meets-ray-punk" tabindex="-1">Swords and sandals meets ray punk</h3>
<p>In older science fiction, you often fight sword-wielding monsters in desert landscapes, while cruising in your levitating sand ships. These are the worlds of Hypertellurians.</p>
<h3 id="natural-language-rules" tabindex="-1">Natural language rules</h3>
<p>Many aspects of the game are intentionally left open to interpretation. Decide together what makes for the best experience.</p>
<h3 id="drive-the-narrative" tabindex="-1">Drive the narrative</h3>
<p>Go with the most interesting option. No rolls where failure would avoid the adventure (a.k.a perception rolls).</p>
<h3 id="equipment-is-key" tabindex="-1">Equipment is key</h3>
<p>The characters will pick up any number of useful, marvelous, and magic items during their adventures. Many of these are very powerful or have impressive effects. The character's nature is determined in large part by the equipment they carry, and with limited inventory slots, it's important to manage it well.</p>
<h3 id="magic-for-all-who-dare" tabindex="-1">Magic for all who dare</h3>
<p>Spells and rituals exist largely in the form of spell tomes. Such a tome occupies 1 inventory slot and contains 1 single spell (exceptions exist of course). Anyone who wields the tome and can read it out aloud can cast this spell.</p>
<h2 id="player-characters" tabindex="-1">Player characters</h2>
<p>As a Hypertellurian, your character is a creature of unusual ability, and usually of equally unusual origin and nature as well. To begin playing, choose an archetype and a concept, and you're good to go. Each archetype comes with a selection of existing concepts to get you started right away. If you prefer, you can of course create your own from scratch, or swap out individual elements from a concept.</p>
<h3 id="anatomy-of-a-character" tabindex="-1">Anatomy of a character</h3>
<p>Other than the archetype, there are three main parts that make up your character.</p>
<h4 id="statistics" tabindex="-1">Statistics</h4>
<p>These include your character's 3 abilities (Brawn, Agility, and Mind), affinities and buffers in any of these, Defense, Drive, and Weakness.</p>
<h4 id="powers" tabindex="-1">Powers</h4>
<p>These include the 2 starting powers you get from your archetype, up to 3 minor powers you gain from your concept's starting advances, and any powers from advances you acquire throughout the game.</p>
<h4 id="equipment" tabindex="-1">Equipment</h4>
<p>You have a number of equipment slots equal to your Brawn score. All items in these slots are quick and easy to reach. If you carry more than that you're encumbered—the GM will decide what that means in any given scene</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2018/04/hypertellurians/lady-with-panther.jpg" data-lightbox="" data-gallery=""><svg preserveAspectRatio="xMinYMin" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" viewBox="0 0 320 391" aria-labelledby="lady-with-panther.jpg-320.jpeg-title" role="img">
<title id="lady-with-panther.jpg-320.jpeg-title">Lady with a panther in a tree.</title>
<defs>
<mask id="#lady-with-panther.jpg-320.jpeg-mask">
<image width="320" height="391" xlink:href="/posts/2018/04/hypertellurians/lady-with-panther-mask.jpg"></image>
</mask>
</defs>
<g mask="url(##lady-with-panther.jpg-320.jpeg-mask)">
<image width="320" height="391" xlink:href="/posts/2018/04/hypertellurians/lady-with-panther.jpg-320.jpeg"></image>
</g>
</svg></a></figure>
<h3 id="standard-character-generation" tabindex="-1">Standard character generation</h3>
<ol>
<li>Choose an archetype.</li>
<li>Choose a concept from that archetype.</li>
<li>Give your character a name.</li>
</ol>
<h3 id="create-a-character-from-scratch" tabindex="-1">Create a character from scratch</h3>
<p>If you'd rather invent a whole concept of your own, use these guidelines. Picking an existing concept is the fastest way to start, but experienced players may wish to have more control over the various aspects of their character. In this case the procedure is as follows.</p>
<ol>
<li>Choose an archetype.
<ol>
<li>Note down the starting archetype powers.</li>
</ol>
</li>
<li>Determine your ability scores, via one of the following methods. Derive the modifier for each by subtracting 10 from the score.
a. <strong>Quick.</strong> Assign the values 9, 10, 13 to the abilities as desired.
b. <strong>Default.</strong> Distribute 32 points between the abilities, with a minimum of 8 and maximum of 13 in each.
c. <strong>Risky.</strong> Roll 1d6+1d4+4 for each ability. In order, if you’re feeling particularly frisky.</li>
<li>Assign a 1-point affinity to an ability of your choosing.</li>
<li>Choose an additional 3 <a href="https://mottokrosh.com/posts/2018/04/hypertellurians/#minor-advance">minor advances</a>.</li>
<li>Choose a <a href="https://mottokrosh.com/posts/2018/04/hypertellurians/#drives">Drive</a>. Each Drive gives a starting item.</li>
<li>Choose a Weakness, whether rational or irrational. This is a roleplaying cue, and a signal to the GM about the sorts of trouble you'd enjoy your character getting into.</li>
<li>Add a set of clothing (1 slot), a coin purse with 50 gold coins (1 slot), and 1 or 2 items relevant to your character, to be agreed upon with the GM.</li>
<li>Name your character.</li>
</ol>
<h3 id="drives" tabindex="-1">Drives</h3>
<p>What motivates your character, what is their moral core, and what pushes them onward in the face of mortal danger? This is your character's Drive. Each Drive comes with roleplaying hints and and a relevant starting item. Of course you can add your own Drives, using the list below for inspiration.</p>
<p>Naturally, anything can happen in a roleplaying game, and it's perfectly reasonable for your character's Drive to change during play. In that case simply adopt the new Drive, but don't automatically gain the starting item.</p>
<h4 id="arcane-knowledge" tabindex="-1">Arcane knowledge</h4>
<p>Magic is everywhere and it is your heart's desire to study and command it, whether it's for altruistic reasons or not. You start with a random spell tome and a wizard-like weapon, like a dagger or staff, or the jawbone of a lion.</p>
<h4 id="enlightenment" tabindex="-1">Enlightenment</h4>
<p>Wisdom, understanding, and compassion are at the heart of the human condition, and achieving them is the highest goal. You start with a book of aphorisms, at least one of which is generally relevant and useful to a given situation once per session.</p>
<h4 id="exploration" tabindex="-1">Exploration</h4>
<p>The Ultracosm is nothing short of miraculous and unpredictable, and exploring it is the one true path in life. Broadening one's horizons is best achieved through experiencing the untold wonders the worlds have to offer. You start with an eldritch compass that always points to the nearest source of Wonder.</p>
<h4 id="faith" tabindex="-1">Faith</h4>
<p>You trust in a power greater than yourself, and share its goals. You might live by a strict belief system, and although your actions may not always live up to its ideals, you accept its punishments and rewards in this or another life. You start with a holy or unholy relic that grants a random spell, like a spell tome, and a book detailing the faith's philosophy.</p>
<h4 id="forbidden-knowledge" tabindex="-1">Forbidden knowledge</h4>
<p>Just as the Ultracosm is full of wonders, so it is full of powerful, dark, occult knowledge, if one knows where to look. Such power always comes with a terrible price, either for you or others, but you know that it is worth it. You start with a random dark spell tome and a minor mutation, such as webbed toes, goat eyes, or ectrodactyly.</p>
<h4 id="justice" tabindex="-1">Justice</h4>
<p>All tellurians are innately born with a sense of right and wrong, but many are conditioned via their surroundings or upbringings to develop this sense one way or another. You are possessed of a pure sense of justice, and it guides you in all things. You start with a brutal or excruciating weapon to punish the wicked, and a bag of alms for the poor and innocent.</p>
<h4 id="loyalty" tabindex="-1">Loyalty</h4>
<p>One can never tell what the Ultracosm throws at you, but that doesn't mean that you stand alone. Unwavering loyalty to your companions, friends, family, or superiors is the only thing between order and total chaos. You start with a many-pocketed coat that—once per session—has exactly what you need to give a companion in need a second chance out of a pickle.</p>
<h4 id="power" tabindex="-1">Power</h4>
<p>There are two types of people in the Ultracosm: those who give orders and those who take them or suffer under them. Never (again?) will you be the latter. Power is everything, and only those who possess it can choose to use it for good or ill. You start with an outfit or implement befitting your station that gives you +3 to an ability score of your choosing once per session, for 1 scene.</p>
<h4 id="revenge" tabindex="-1">Revenge</h4>
<p>You were grievously wronged and have made it your life's work to seek your wrong-doer and make them suffer for it. Revenge is a bright and dangerous flame that keeps you warm when others give up. You start with a memento of your wrong-doer, and, if applicable, their victim. Once per session, when you fail a save that would compromise your revenge, clutch the memento and succeed at the save instead.</p>
<h4 id="wealth" tabindex="-1">Wealth</h4>
<p>Everything and everyone has a price, and you aim to be wealthy enough to acquire whatever your heart desires, whether it be for comfort or influence. You start with an extra 500 gp, and friends in expensive places throughout the Ultracosm, whom you might be able to occasionally call upon for favors.</p>
<h3 id="advancement" tabindex="-1">Advancement</h3>
<p>In Hypertellurians characters gain advancements for Wonder <em>spent</em>. Wonder is a currency shared by the player characters, discovered during adventures, and spent for performing wondrous actions. At the end of each session, look at the total Wonder spent. Each character gains one (or possibly more) advance, based on the total number spent, as summarized on the table below. The table repeats every 100 Wonder, so once you reach 110, use the 10 row, etc.</p>
<p>Remember that Wonder is communal, so the numbers refer to totals. In other words, it doesn't matter who spends it. Just keep track of total Wonder gained, and total Wonder spent.</p>
<table>
<thead>
<tr>
<th>Wonder spent</th>
<th>Advances gained</th>
</tr>
</thead>
<tbody>
<tr>
<td>10</td>
<td>Minor</td>
</tr>
<tr>
<td>20</td>
<td>Medium</td>
</tr>
<tr>
<td>30</td>
<td>Minor</td>
</tr>
<tr>
<td>40</td>
<td>Minor</td>
</tr>
<tr>
<td>50</td>
<td>Medium</td>
</tr>
<tr>
<td>60</td>
<td>Minor</td>
</tr>
<tr>
<td>70</td>
<td>Minor</td>
</tr>
<tr>
<td>80</td>
<td>Medium</td>
</tr>
<tr>
<td>90</td>
<td>Minor</td>
</tr>
<tr>
<td>100</td>
<td>Major</td>
</tr>
<tr>
<td>.advancement-table</td>
<td></td>
</tr>
</tbody>
</table>
<h4 id="advances" tabindex="-1">Advances</h4>
<p>Whenever a character gains an advance they can pick one of the following, depending on the advance gained.</p>
<h5 id="minor-advance" tabindex="-1">Minor advance</h5>
<ol>
<li>Raise an ability score that is currently 12 or lower by 1 point.</li>
<li>Gain a 1 point affinity on an ability where you currently do not have one.</li>
<li>Gain a 2 point Brawn, Agility, or Mind buffer, or increase your existing buffer in that ability by 2.</li>
<li>Gain a new minor archetype power.</li>
<li>Gain a new minor cosm power.</li>
</ol>
<h5 id="medium-advance" tabindex="-1">Medium advance</h5>
<ol>
<li>Raise an ability score that is currently 14 or lower by 1 point.</li>
<li>Raise an existing 1 point affinity to a 2 point affinity.</li>
<li>Gain a 4 point Brawn, Agility, or Mind buffer, or increase your existing buffer in that ability by 4.</li>
<li>Gain a new medium archetype power.</li>
<li>Gain a new medium cosm power.</li>
</ol>
<h5 id="major-advance" tabindex="-1">Major advance</h5>
<ol>
<li>Raise an ability score that is currently 17 or lower by 1 point.</li>
<li>Raise an existing 2 point affinity to a 3 point affinity.</li>
<li>Gain a 8 point Brawn, Agility, or Mind buffer, or increase your existing buffer in that ability by 8.</li>
<li>Gain a new major archetype power.</li>
<li>Gain a new major cosm power.</li>
</ol>
<h4 id="level-equivalents" tabindex="-1">Level equivalents</h4>
<p>If you need to convert your character's power into the level equivalent, for example to convert a spell from another game, simply divide the total Wonder spent by 10. A character with 80 points spent, would therefore be roughly akin to an 8th level character. This assumes a level progression that goes up to 20.</p>
<h2 id="archetypes" tabindex="-1">Archetypes</h2>
<h3 id="the-alien" tabindex="-1">The Alien</h3>
<figure class="full-width"><a href="https://mottokrosh.com/posts/2018/04/hypertellurians/Aliens.jpg" data-lightbox="" data-gallery=""><svg preserveAspectRatio="xMinYMin" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" viewBox="0 0 800 491" aria-labelledby="Aliens.jpg-800.jpeg-title" role="img">
<title id="Aliens.jpg-800.jpeg-title">Illustration of two of countless possible Alien character concepts</title>
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</svg><figcaption>'Aliens' by Karen Reding</figcaption></a></figure>
<p>You are a creature from another planet or another world, with highly unusual physiology. Maybe you look vaguely human, or maybe your appearance immediately sets you apart. Your abilities and mores are unlike anything the creatures of this world have ever seen.</p>
<p>The powers of the Alien focus on manipulating matter and interacting with the empirical world in interesting ways.</p>
<h4 id="concepts" tabindex="-1">Concepts</h4>
<h5 id="aquatic-creature" tabindex="-1">Aquatic creature</h5>
<p>Aquatic being in search of a new habitable planet for species. Its own ocean world is dying.</p>
<p><strong>Abilities:</strong> Brawn 10, Agility 13, Mind 9. 1-point affinity in Agility.<br />
<strong>Drive:</strong> Exploration.<br />
<strong>Weakness:</strong> Shrivels and dies if not regularly submerged in water.<br />
<strong>Advances:</strong> Minor cosm power—<em>Bioluminescent</em>, Medium cosm power*—<em>Deep Lungs</em>, Minor cosm power—<em>Well Adjusted</em> (water).
<strong>Equipment:</strong> Aquarium suit (1 slot, light armor, glows softly on demand), folding trident (1 slot, medium weapon, 1d6 damage, long), seashell pouch with pearls worth 100 gp (1 slot), handheld suitability scanner (1 slot).</p>
<ul>
<li>Normally a medium power is out of the reach of a starting character, but we’re making an exception here because it’s perfect for the concept.</li>
</ul>
<h5 id="manifested-ai" tabindex="-1">Manifested AI</h5>
<p>Permanent manifestation of AI librarian. Like a humanoid shape pressing itself into a rubber sheet, but in 3 dimensions, and the sheet is the physical world.</p>
<p><strong>Abilities:</strong> Brawn 9, Agility 10, Mind 13. 1-point affinity in Brawn.<br />
<strong>Drive:</strong> Loyalty.<br />
<strong>Weakness:</strong> Lack of empirical experience has made you sheepish and shy.<br />
<strong>Advances:</strong> Minor cosm power—<em>Breadth of Ages</em>, Minor cosm power—<em>Color Out of Space</em>, Minor archetype power—<em>Probe</em>.<br />
<strong>Equipment:</strong> Voluminous hooded robes of blending in most of the time (1 slot), tome of index (1 slot, medium spell, 1d4 Mind damage to cast, 50% chance of knowing where to find something), universal credit chip (1 slot, vast credit limit, rarely accepted).</p>
<h5 id="promethean" tabindex="-1">Promethean</h5>
<p>Accidental survivor of unfathomably ancient triad; sacrificial progenitors of the human species. Returned to assess if the thusly flawed creation experiment is worth completing.</p>
<p><strong>Abilities:</strong> Brawn 10, Agility 9, Mind 13. 1-point affinity in Mind.<br />
<strong>Drive:</strong> Enlightenment.<br />
<strong>Weakness:</strong> Considers life only in cold, rational numbers.<br />
<strong>Advances:</strong> Minor archetype power—<em>Acid Blood</em> (incompatible, nay hostile, on a molecular level), Minor archetype power—<em>Spore Communication</em>, Minor archetype power—<em>Zap</em>.<br />
<strong>Equipment:</strong> Ancient looking robes (1 slot), crystalline body (2 slots, medium armor), memory bank (1 slot, recalls knowledge of eons past), 50 gp of precious stones, ominous staff (1 slot, medium weapon, 1d6 damage, long, parry).</p>
<h4 id="starting-powers" tabindex="-1">Starting powers</h4>
<h5 id="level-playing-field" tabindex="-1">Level Playing Field</h5>
<p>Literally, to an extent. You can lower or raise small, natural landscapes, such as small hills, ponds, or even parts of an incline. You do this by reducing the space between atoms forming the structure, by magic, or by whatever means is appropriate to your character.</p>
<p>As an action, with a successful Mind check, you can affect a structure within a short distance. The difficulty of the check ranges from 5 to 20, depending on the material. The GM will tell you before you use the power.</p>
<p>You take Mind damage equal to the largest of the height/depth or width dimension of the affected landscape in meters. For example, to flatten a hill that is 3 meters high and 5 meters wide, you would need to succeed at an Mind check, and take 5 points of Mind damage.</p>
<p>If you fail the Mind check, the affected landscape will instead alter in interesting ways.</p>
<h5 id="phase" tabindex="-1">Phase</h5>
<p>By expanding the density of your body’s molecules (or some other voodoo or magic), you can co-inhabit the same space as other matter for short periods of time. This allows you to walk through walls, or to stay still but essentially become insubstantial. For each 1 meter that you travel out of phase, you take 1 point of Mind damage. Alternatively, you may remain insubstantial and immobile for 1 round (approximately 6 seconds) per point of Mind damage.</p>
<p>If you become insubstantial for shorter times or smaller distances, you will still take 1 point of Mind damage.</p>
<h4 id="minor-powers" tabindex="-1">Minor powers</h4>
<h5 id="acid-blood" tabindex="-1">Acid Blood</h5>
<p>Your blood is an extremely potent acid, capable of corroding almost any substance on contact with alarming speed. It is pressurized within your body, and thus spurts out violently when you are wounded. This deals 1d4 acid damage to a close attacker, unless they succeed at an opposed Agility check.</p>
<p>You may choose to wound yourself in order to drip acid onto surfaces. The amount required—and Brawn damage this inflicts on you—varies with the size of the surface you are attempting to corrode.</p>
<h5 id="manifest-the-bifrost" tabindex="-1">Manifest the Bifrost</h5>
<p>An impossible thin, rainbow hued surface emanates out in front of you, at a rate of 20m per minute. Surprisingly, this bridge can take almost any load, so long as it is carefully applied and suitably distributed. Thus, a group of people slowly walking over it is fine, but even dropping a spoon on it will cause it to shatter. The bridge can be made as long as desired, but it must start and end on a solid surface, and you must have a good idea of the end point. It's always 1 meter wide.</p>
<h5 id="probe" tabindex="-1">Probe</h5>
<p>You insert your feelers into an unconscious or helpless target, or else place your fleshy sensors on their head, or whatever the cool aliens do these days to probe into the minds of others. You immediately see flashes of recent memories. You can try and probe deeper and access specific memories, but doing so hurts the target and strains yourself. Take 1d4 Mind damage and inflict 1d6 psychic damage on the target for each specific memory you seek to access, then make an opposed Mind check. If you succeed you see and hear the memory as the target remembers it.</p>
<h5 id="sleep-spores" tabindex="-1">Sleep Spores</h5>
<p>You send a trail of soporific spores toward a target within a short distance. As an action, make an opposed Mind check. If you succeed, the target falls into a light slumber, for the duration of the scene, or until woken.</p>
<p>If the target is larger than a human, or otherwise seriously weird, you make the check at disadvantage.</p>
<h5 id="spore-communication" tabindex="-1">Spore Communication</h5>
<p>As an action, and at a cost of 1 Brawn damage, you exude a trail of near-invisible spores towards a creature within a short distance. You can communicate feelings and basic concepts or assertions through the spore network. This works both ways, and lasts for a scene.</p>
<h5 id="zap" tabindex="-1">Zap</h5>
<p>Choose an extremity. It counts as a natural weapon that can emit an arc of corrupted or condensed space, as a ranged attack, at a target up to a short distance away. It deals 1d6 psychic damage.</p>
<h4 id="medium-powers" tabindex="-1">Medium powers</h4>
<h5 id="displace" tabindex="-1">Displace</h5>
<p>In a process that takes about a minute, you may fold an object you can hold in one hand into a higher dimension. This reduces your Mind score by 1. You may repeat the process for other objects, each time spending the required time, and reducing your Mind score by 1.</p>
<p>As an action, you may reach into this dimension to recover one of the displaced objects, regardless of your physical location, at which point your Mind score recovers 1 point.</p>
<h5 id="inclusive-phase" tabindex="-1">Inclusive Phase</h5>
<p>With great effort, you can use your <em>Phase</em> power along with all the willing creatures you touch. The Mind damage you take—per meter or minute—is equal to the number of creatures that you're including plus 1 (for yourself).</p>
<h5 id="mimic" tabindex="-1">Mimic</h5>
<p>With a few minutes' concentration and some physical discomfort, you can take on the semblance of another humanoid species, provided their number of limbs and such roughly match yours. At the same time you also rearrange your inner organs to mimic their oral communication ones. The semblance is not perfect; you're unlikely to pass as a specific person, and the masquerade doesn't hold up to close scrutiny, but you can easily fit into a crowd.</p>
<h5 id="procreate" tabindex="-1">Procreate</h5>
<p>Do whatever you think makes sense for your species to create, fertilize, and produce some form of egg. Then stash it away somewhere safe. The egg (though not necessarily the progeny it contains) automatically has the <em>Acid Blood</em> power, but it is otherwise helpless and can be destroyed with reasonable force.</p>
<p>Should some disaster befall you and whisk you out of this world or mortal realm, your egg hatches, and a mini you emerges, hungry and confused, but with all your memories and powers. It grows to full size within a week. At that point you may procreate anew, but not before.</p>
<h5 id="spitting-cobra" tabindex="-1">Spitting Cobra</h5>
<p>Your saliva is toxic to most lifeforms, and has a paralytic effect on them. You can coalesce some of it and spit it at an enemy up to a short distance away. This inflicts 1d4 Brawn damage to you, and takes an action. Make a ranged attack. If you succeed, they are blinded and immobilized until they succeed at an opposed Agility check, which they can attempt at the end of each turn.</p>
<h4 id="major-powers" tabindex="-1">Major powers</h4>
<h5 id="one-with-the-spores" tabindex="-1">One With The Spores</h5>
<p>You can disperse into a cloud of near-invisible spores that fills an area up to a short distance in diameter. You are fully aware of everything that happens within it, and can choose any one point within it as the origin of any of your powers.</p>
<p>If you posses <em>Spore Communication</em>, using it is now free, and includes all creatures within the area, though you may exclude any. If you possess <em>Sleep Spores</em>, they also affect all creatures you wish, within the area, and you have advantage on the check.</p>
<p>Only magical effects can harm you in this form, but even then the attacker has to become aware of you first.</p>
<h5 id="xenomorph" tabindex="-1">Xenomorph</h5>
<p>You are a near perfect killing and survival machine. Your body heat matches the ambient temperature, and you are odorless. You can run across walls and ceilings as easily as floors. You see perfectly via a form of galvanic impulses, even in total darkness, and can spot lifeforms through walls up to a short distance away. Your Brawn bonus is doubled for attacks, and if applicable because of other powers, also for damage.</p>
<p>You lose the ability to speak, except through any spores or spells. Your primary drive becomes the propagation of your species and the ultimate destruction of all lifeforms that could pose a threat to them.</p>
<h3 id="the-beast" tabindex="-1">The Beast</h3>
<figure class="full-width"><a href="https://mottokrosh.com/posts/2018/04/hypertellurians/Beasts.jpg" data-lightbox="" data-gallery=""><svg preserveAspectRatio="xMinYMin" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" viewBox="0 0 800 491" aria-labelledby="Beasts.jpg-800.jpeg-title" role="img">
<title id="Beasts.jpg-800.jpeg-title">Illustration of two of countless possible Beast character concepts</title>
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</svg><figcaption>'Beasts' by Karen Reding</figcaption></a></figure>
<p>You are the embodiment of the human beast, the monster at the heart of cautionary children’s and adults’ tales alike. This archetype encompasses all humanoids with bestial features, origins, or tendencies; whether they are permanently on display, or emerge only periodically.</p>
<p>Perhaps you are the leader of the most vicious gnoll pack that ever stalked the deserts, the original werewolf, the only orc to ever complete all 6 semesters at the Whitewater Abjuratorium, or a cursed empress, half woman, half goat.</p>
<p>The powers of Beast focus on fast movement, spirits, and rage.</p>
<h4 id="concepts-1" tabindex="-1">Concepts</h4>
<h5 id="shapeshifter" tabindex="-1">Shapeshifter</h5>
<p>Unremarkable bailiff by day, werewolf or shapeshifting druid by night. Exposed and chased out of town. Survived daring escape through the king's forest.</p>
<p><strong>Abilities:</strong> Brawn 10, Agility 13, Mind 9. 1-point affinity in Brawn.<br />
<strong>Drive:</strong> Revenge.<br />
<strong>Weakness:</strong> Fear of pitchforks, torches, and mobs.<br />
<strong>Advances:</strong> Minor archetype power—<em>Sensefull</em> (smell). Minor cosm power—<em>Terrible Curse</em> (silver, sanctity), Minor archetype power—<em>Terrify</em>.<br />
<strong>Equipment:</strong> Loose merchant class outfit (1 slot, respectable), truncheon (1 slot, light weapon, 1d4 damage, blunt), fully notarized letter of office (1 slot), satchel with collected dues (1 slot, 150 gp).</p>
<h5 id="gnoll-madam" tabindex="-1">Gnoll madam</h5>
<p>Humble origins as a brood mother, but perseverance and stubbornness, combined with entrepreneurial spirit eventually led to running a successful brothel. Until the incident.</p>
<p><strong>Abilities:</strong> Brawn 9, Agility 12, Mind 11. 1-point affinity in Agility.<br />
<strong>Drive:</strong> Wealth.<br />
<strong>Weakness:</strong> Easily offended.<br />
<strong>Advances:</strong> Minor cosm power—<em>A Midnight Dreary</em>, Minor archetype power—<em>Fall with Grace</em>, Minor archetype power—<em>Sensefull</em> (smell opportunities).<br />
<strong>Equipment:</strong> Luxurious lingerie under sheer dress (1 slot), knuckle duster (1 slot, light weapon, 1d2 damage, brutal), pretty but fake jewelry (1 slot), little black book of contacts (1 slot, both former clients and prostitutes).</p>
<h5 id="learned-centaur" tabindex="-1">Learned centaur</h5>
<p>Wild half-stallion turned classical actor, turned student of natural philosophy. Secret penchant for the dark arts.</p>
<p><strong>Abilities:</strong> Brawn 11, Agility 9, Mind 12. 1-point affinity in Mind.<br />
<strong>Drive:</strong> Forbidden knowledge.<br />
<strong>Weakness:</strong> Easily distracted and fascinated by art, beauty, and untamed nature.<br />
<strong>Advances:</strong> Minor cosm power—<em>Amateur Surgery</em>, Minor cosm power—<em>Different Down There</em>, Minor cosm power—<em>Tellurian of Unusual Size</em> (large).<br />
<strong>Equipment:</strong> Stylish coat and tails, matching hat (1 slot, so many pockets), wand of telekinesis (1 slot, works on books only), gold pouch with 50 gp (1 slot), monocle of minute studying (1 slot), book of explicit drawings (1 slot).</p>
<h4 id="starting-powers-1" tabindex="-1">Starting powers</h4>
<h5 id="feral-mind" tabindex="-1">Feral Mind</h5>
<p>Let’s face it, at heart you’re an animal, with animalistic tendencies and desires, despite your best efforts to dress yourself up in humanity. This can range from specialized cleaning rituals to extreme sniffing, or improbable contortions. Sometimes, however, it can feel great to let the inner animal off the leash and just go full frenzy.</p>
<p>Going berserk is a free action that can be done once per session, at which point any damage to your Brawn and Agility is wiped away, though you take 1d4 Mind damage. This state of primal rage lasts for a scene, and when it’s over you have great difficulty remembering what happened during it. While feral, your thoughts can generally be summarised as: fight, flight, or mate. All your attacks deal an extra 1d6 damage. Occasionally you may also have trouble separating friend from foe.</p>
<h5 id="natural-born-killer" tabindex="-1">Natural Born Killer</h5>
<p>Nature, evolution, or perhaps dark magick, has gifted you with a natural weapon. Choose an option below, or agree something similar with your GM.</p>
<ul>
<li>A light weapon, such as vicious claws (1d6 damage; attached)</li>
<li>A medium weapon, such as a maw of dangerous teeth (1d8 damage; attached)</li>
<li>A heavy weapon, such as a massive tail (1d8 damage; attached, blunt)</li>
</ul>
<h4 id="minor-powers-1" tabindex="-1">Minor powers</h4>
<h5 id="fall-with-grace" tabindex="-1">Fall with Grace</h5>
<p>Whenever you fall, you can orient yourself to land on your feet, so long as you're conscious and physically able to do so. Not only does it look cool, you also only take half damage from the fall, if it was a short distance or less.</p>
<h5 id="feral-and-furious" tabindex="-1">Feral and Furious</h5>
<p>While in a <em>Feral Mind</em> rage, all your attacks deal an additional 1d8 damage instead of 1d6.</p>
<h5 id="funneled-feral-mind" tabindex="-1">Funneled Feral Mind</h5>
<p>During your rage, you retain a certain amount of focus, and almost never mistake friend for foe.</p>
<h5 id="killer-evolved" tabindex="-1">Killer Evolved</h5>
<p>One of your natural weapons' damage die increases by 1 step; from d6 to d8, or from d8 to d10. This can be taken multiple times, each time for a different natural weapon.</p>
<h5 id="killer-limbs" tabindex="-1">Killer Limbs</h5>
<p>You can add an additional weapon, as per <em>Natural Born Killer</em>. This can be taken multiple times, within reason.</p>
<h5 id="sensefull" tabindex="-1">Sensefull</h5>
<p>One of your basic senses is heightened, or you gain an extraordinary sense, like echolocation. While this heightened sense is overall beneficial, it can also sometimes be a liability, such as heightened hearing in a clamorous environment.</p>
<h5 id="terrify" tabindex="-1">Terrify</h5>
<p>By reaching deep into the beast within you, you can let out a terrifying roar that shakes all that can hear it, and strikes fear into the hearts of those also witnessing it. As an action, roll 1d4. You take that much Mind damage, as do all who hear you. Additionally, those who can also see you must make a Mind check against your Brawn or lose their next 1d4+1 actions to cowering or running away.</p>
<p>You can protect companions from both effects by demonstrating your power to them in advance; henceforth they will be immune to it for as long as you wish.</p>
<h4 id="medium-powers-1" tabindex="-1">Medium powers</h4>
<h5 id="exploit-terminal-velocity" tabindex="-1">Exploit Terminal Velocity</h5>
<p>If you fall such that you reach terminal velocity, you can use your <em>Fall with Grace</em> power to reduce the falling damage to a flat 1d6. Perhaps you do it by increasing your wind resistance, or by calling upon air spirits.</p>
<h5 id="fast-and-furious" tabindex="-1">Fast and Furious</h5>
<p>Your speed is unparalleled, and unless there is a good reason, you can almost certainly outrun other creatures of a similar size and physiology to you. In combat, you may move a long distance as a single action, if you take 1d4 Agility damage.</p>
<h5 id="host-a-spirit" tabindex="-1">Host a Spirit</h5>
<p>The worlds of the Ultracosm are awash with liminal life, effluviant energies, and more. You just call them spirits. Spend a minute meditating, to coax a nearby spirit into your body, for a scene. This inflicts 1d4 Agility damage, as the spirit attempts to acclimatise to your body.</p>
<p>While so merged, you gain glimpses of the spirit's memory or recent experiences, and vice-versa, though you cannot communicate with each other in the traditional sense. You gain an additional power, depending on the nature of the spirit, according to the GM's discretion (unless you can make an excellent case for a specific one), such as:</p>
<ul>
<li>extra strength (double your Brawn modifier),</li>
<li>farsight,</li>
<li>strong olfactory, or other, sense.</li>
</ul>
<h5 id="huffing-and-puffing" tabindex="-1">Huffing and Puffing</h5>
<p>Your monstrous bellow is enough to flatten small structures, and send close enemies flying. As an action, take 1d4 Brawn damage, and make an opposed Brawn check with each close enemy or structure (the GM will set the difficulty of structures) you wish to affect.</p>
<p>A successful check against an enemy sends them flying back a short distance, deals them 2d6 damage, and generally leaves them prone. Affected structures crumble and fall down.</p>
<h4 id="major-powers-1" tabindex="-1">Major powers</h4>
<h5 id="metamorphosis" tabindex="-1">Metamorphosis</h5>
<p>When you take this advance, you shrug off your current form, enter a state of chrysalis for a period of a few days, and emerge a different, improved beast. As a result, you choose a new Beast concept, and you may replace any of your advances with new ones of the same level (except for this one, of course), and you may distribute 4 points among your abilities.</p>
<p>You may take this advance multiple times, each time emerging as a new Beast form.</p>
<h5 id="perfect-rage" tabindex="-1">Perfect Rage</h5>
<p>You may enter your <em>Feral Mind</em> rage once per scene instead of session, taking no Mind damage, and retain full control during it, as well as memory afterwards.</p>
<h5 id="spirit-walker" tabindex="-1">Spirit Walker</h5>
<p>You can walk with the spirits, in the places between worlds. For 1d6 Mind damage, you can, as an action, enter another plane of existence for a scene, before reappearing where you started. For an additional 1d4 Brawn damage, you may retain a sensory link to your plane of origin, and also re-appear anywhere you wish within sight.</p>
<h3 id="the-construct" tabindex="-1">The Construct</h3>
<figure class="full-width"><a href="https://mottokrosh.com/posts/2018/04/hypertellurians/Constructs.jpg" data-lightbox="" data-gallery=""><svg preserveAspectRatio="xMinYMin" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" viewBox="0 0 800 491" aria-labelledby="Constructs.jpg-800.jpeg-title" role="img">
<title id="Constructs.jpg-800.jpeg-title">Illustration of two of countless possible Construct character concepts</title>
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</svg><figcaption>'Constructs' by Karen Reding</figcaption></a></figure>
<p>You are not made from flesh and bones; or if you are, the flesh is synthetic and sutured together, and the bones are metal. Or maybe you’re the world’s first perfect android, indistinguishable on the outside from live humans. Perhaps you are the most vicious and successful golem from a world in perpetual war.</p>
<p>The powers of the Construct focus what powers it, and how it can use that energy in different ways, as well as recording and relaying back events.</p>
<h4 id="concepts-2" tabindex="-1">Concepts</h4>
<h5 id="clockwork-doctor" tabindex="-1">Clockwork doctor</h5>
<p>Created as a foot soldier for a forgotten war. Sole survivor of an attack on their aethercraft, which left them orbiting a desolate world. Took up experimenting on corpses of the fleshy crew members to pass the time.</p>
<p><strong>Abilities:</strong> Brawn 12, Agility 9, Mind 11. 1-point affinity in Mind.<br />
<strong>Drive:</strong> Arcane knowledge.<br />
<strong>Weakness:</strong> Grinding noises only kept in check by oiling.<br />
<strong>Advances:</strong> Minor cosm power—<em>Amateur Surgery</em>, Minor cosm power—<em>At Arm’s Dibranchiate Length</em> (multi-jointed arms), Minor archetype power—<em>Insight</em>.<br />
<strong>Equipment:</strong> Bronze exoskeleton (2 slots, medium armor, attached), detachable rotary saw for hand (1 slot, medium weapon, 1d8 damage), bag of spare parts (2 slots), well stocked physician's bag (1 slot).</p>
<h5 id="flesh-golem-poet" tabindex="-1">Flesh golem poet</h5>
<p>Unholy creation, assembled by a desperate soul, in a misguided attempt to replace their true love. Long spiral into depression after many failed suicide attempts, until discovery of art as nourishment for body and flesh.</p>
<p><strong>Abilities:</strong> Brawn 13, Agility 9, Mind 10. 1-point affinity in Brawn.<br />
<strong>Drive:</strong> Justice.<br />
<strong>Weakness:</strong> Inferiority complex, bouts of violence.<br />
<strong>Advances:</strong> Minor archetype power—<em>Improved Batteries</em>, Minor cosm power—<em>Indefatigable</em>, Minor archetype power—<em>Kinship</em>.<br />
<strong>Equipment:</strong> Body as weapon (2 slots, medium armor, attached; medium weapon, 1d6 damage, attached, blunt), sturdy dark outfit with long mantle and high collar (1 slot), ink and quill and parchments (1 slot), book of spectral poetry (1 slot), stolen chronometer (1 slot, worth 50 gp, or more if repaired).</p>
<h5 id="perfect-android" tabindex="-1">Perfect android</h5>
<p>Someone somewhere, somewhen created the prototype for the perfect android. Indistinguishable from their biological counterpart in all but the tiniest details, flawless in mind and body—except for the incurable Drive.</p>
<p><strong>Abilities:</strong> Brawn 11, Agility 11, Mind 11. 1-point affinity in Agility.<br />
<strong>Drive:</strong> Power.<br />
<strong>Weakness:</strong> Temperamental—roll 1d4 at the start of each session or scene for your temperament. 1 - sanguine, 2 - choleric, 3 - melancholic, 4 - phlegmatic.<br />
<strong>Advances:</strong> Minor archetype power—<em>Capture the Moment,</em> Minor cosm power—<em>Hard Knocks</em> (melee), Minor archetype power—<em>Lifelike</em>.<br />
<strong>Equipment:</strong> Perfect body (1 slot, light armor, attached; rapid cosmetic repairing), perfect mind (1 slot, attached; recall pithy quote for any situation), perfect soul (1 slot, attached; exceptionally charming, lover not fighter), internal storage (2 slots, attached, acts as concealed 5-slot bag), sharp suit (1 slot).</p>
<h4 id="starting-powers-2" tabindex="-1">Starting powers</h4>
<h5 id="battery-powered" tabindex="-1">Battery Powered</h5>
<p>You're different from the average meatbag. You don't eat, you are energized by your internal batteries (or energy source), whatever shape they may take. You don't sleep, but you power down to recharge—a night's recharging brings your batteries back to normal. You don't breathe, but use atmospheric ventilation. And you don't tire, provided your batteries have charge left.</p>
<p>Your batteries can store charges equal to half your Brawn score, rounded down. Use up 1 charge to:</p>
<ul>
<li>eschew a regular recharging power down session for the night,</li>
<li>close down the hatches and stop ventilation for a few hours,</li>
<li>as an action, reduce your Brawn damage by 1.</li>
</ul>
<p>If you run out of charges, you power down. If the GM feels generous or other players particularly ingenious, they can maybe jury rig something together to power you for a brief period of time.</p>
<h5 id="sudden-discharge" tabindex="-1">Sudden Discharge</h5>
<p>By accumulating and focussing your energy, you can release a galvanic burst at a close creature. For each action spent accumulating, your discharge pool gains 1d6. If your accumulation actions are spaced out by more than 1 other action, or you choose not to discharge after all, the gathered energy harmlessly redistributes across your body. On the other hand, if you take any trauma in a round you spent accumulating, the energy dissipates uncontrollably, dealing your discharge pool in damage to yourself and everyone close.</p>
<p>At any point after collecting at least 1 die in your discharge pool, you can unleash its crippling power at one or more close targets, as a free action. Make an Agility check against their defense; if you miss, the energy might do interesting things to the scenery. The accumulated dice can be spread across valid targets or concentrated on one. For each action spent accumulating, you take 1 point of Brawn damage at the moment of discharge.</p>
<p>For example: You spent 3 actions accumulating, spaced out with one movement action in between each. The last move action puts you right next to 3 opponents, and you unleash the discharge, deciding to deal 1d6 damage to each of them. You take 3 points of Brawn damage. You could have instead decided to deal 3d6 damage to one opponent, or 2d6 to one and 1d6 to another.</p>
<h4 id="minor-powers-2" tabindex="-1">Minor powers</h4>
<h5 id="capture-the-moment" tabindex="-1">Capture the Moment</h5>
<p>For 1 battery charge, you can save a moment—a blink of an eye—in your internal memory and in perpetuity perfectly recall everything you saw, including any text that was in your field of vision, such as a page of a book, or scrawlings on a wall.</p>
<h5 id="improved-batteries" tabindex="-1">Improved Batteries</h5>
<p>The amount of charges you can store increases by 2, up to a maximum of your Brawn score. You can take this advance multiple times.</p>
<h5 id="insight" tabindex="-1">Insight</h5>
<p>Your sight is special, and lets you see things other people can’t. Perhaps your eyes are pure technomancy, or possessed of a mysterious magic. Either way, the spectrum of light that they recognize is enhanced, which among other things means that sometimes you perceive things that were perhaps not meant to be glimpsed. Additionally, you see clearly twice the distance of regular humans, and need far less light to move about confidently in the dim.</p>
<h5 id="kinship" tabindex="-1">Kinship</h5>
<p>You have an innate connection to other constructed entities you touch. You can feel if they're happy or sad, and you can either assume the same feeling yourself, or copy your current feeling onto them.</p>
<h5 id="lifelike" tabindex="-1">Lifelike</h5>
<p>You can generally pass as a Tellurian. Only special scrutiny will reveal your Construct nature.</p>
<h5 id="loaded" tabindex="-1">Loaded</h5>
<p>Instead of accumulating galvanic energy for a <em>Sudden Discharge</em>, you can load your skin with it, making you highly dangerous to touch. As an action, chose a number of battery charges to invest. For each charge invested a creature touching you (directly, or with a metal object) takes 1d4 damage. You stay loaded for a scene.</p>
<h5 id="part-of-the-whole" tabindex="-1">Part of the Whole</h5>
<p>Mutability is key to survival. In the spirit of this adage, you can detach one of your limbs—such as a forearm—as an action and send it off on a mission. While detached, your Brawn score is reduced by 3: this is the amount of damage the limb can take before breaking down. The limb also breaks down if it's ever more than a long distance away from you. Once reattached, your Brawn is restored by 3, minus any damage the limb has suffered in the meantime.</p>
<p>If you close your eyes and concentrate, you can see and hear through the limb, albeit in a fuzzy, distorted kind of way. The limb crawls, rolls, or slides, but slowly. It takes 2 actions for it to move a short distance, unless, you know, it's rolling downhill, or falling.</p>
<h5 id="piercing-insight" tabindex="-1">Piercing Insight</h5>
<p>Your <em>Insight</em> allows you to see through 1cm of metal, 10 cm of stone, per action and battery charge spent. Adjust distances for other materials accordingly.</p>
<h5 id="shaky-projection" tabindex="-1">Shaky Projection</h5>
<p>You can project a saved moment or scene from your internal memory into the world in the form of a shaky, monochromatic, semi-translucent hologram or eldritch light picture. You can project it at a close distance, but it always clearly emanates from you. This costs 1 battery charge for a still moment, or 2 charges for a scene with sound and movement.</p>
<h4 id="medium-powers-2" tabindex="-1">Medium powers</h4>
<h5 id="blaze-of-glory" tabindex="-1">Blaze of Glory</h5>
<p>Desperate times require heroic, desperate measures. If your batteries are at most at half capacity, you can blow all of your charges in one action and supercharge. For the rest of the scene, your Brawn score counts as double. This likely makes you extremely dangerous, and much more resistant to physical damage.</p>
<p>At the end of the scene, it’s reckoning time. The good news is that any Brawn damage you took over and above your regular score does not suddenly carry over to Agility, but any trauma incurred remains. It’s time to check your reserves. Make a target 10 Mind check. If you succeed, you manage to somehow find yourself with 1 charge left; explain how. If you fail, you power down.</p>
<h5 id="illusionary-loop" tabindex="-1">Illusionary Loop</h5>
<p>Like <em>Shaky Projection</em>, but the projection looks real for all intents and purposes, unless the witness or witnesses have a valid reason to disbelieve it. Furthermore, it no longer visibly emanates from you.</p>
<p>For an extra battery charge, you can project up to a short distance away, to a spot you can see.</p>
<h5 id="save-the-scene" tabindex="-1">Save the Scene</h5>
<p>For 2 battery charges, you can commit both visual and auditory elements of a whole scene (up to a minute or so) to internal memory, for perpetuity.</p>
<h5 id="sudden-ranged-discharge" tabindex="-1">Sudden Ranged Discharge</h5>
<p>Your <em>Sudden Discharge</em> power increases its range from "close distance" to "short distance."</p>
<h5 id="unexpected-part-of-the-whole" tabindex="-1">Unexpected Part of the Whole</h5>
<p>Instead of manually detaching a limb via your <em>Part of the Whole</em> power, you can now shoot it off, though it stays connected via a chain or other rope-like thing, like a strand of spider silk. Treat it like a ranged attack. It deals 1d6 damage, and has the <em>knockback</em> and <em>ranged</em> weapon tags, and optionally <em>blunt</em>. You can reel it back in as an action, as long as nothing bad happened to the chain in the meantime, of course.</p>
<p>You might of course find other uses for a limb on a chain. I'm sure the fingers could form a hook or something before you fire your forearm off, for example.</p>
<h5 id="violent-part-of-the-whole" tabindex="-1">Violent Part of the Whole</h5>
<p>Your <em>Unexpected Part of the Whole</em> does 1d8 damage and gains the <em>brutal</em> tag.</p>
<h4 id="major-powers-2" tabindex="-1">Major powers</h4>
<h5 id="discharge-lethality" tabindex="-1">Discharge Lethality</h5>
<p>Your <em>Sudden Discharge</em> power, and <em>Sudden Ranged Discharge</em> if you possess it, is now likely lethal to all but the hardiest of creatures (or sceneries.) The discharge die type increases to d12, and you can accumulate 2d12 per action spent charging. The Brawn damage remains 1 per accumulation action.</p>
<h5 id="kantian-manifestation" tabindex="-1">Kantian Manifestation</h5>
<p>As an action, you can manifest a semi-solid illusion, up to a short distance to a place you can see. The illusion must be comprised of elements you have saved in your internal memory, but those elements can be added, subtracted, and multiplied. For example, if you had saved memories of horses and vampires, you could add them to create a vampire centaur illusion.</p>
<p>The illusion acts in a repeating loop defined at the moment of manifestation, unless you spend an action to control it, at which point it can do anything, or say anything you would like it to, so long as it adheres to the addition, subtraction, multiplication rules above.</p>
<p>The power costs 1 battery charge per 2 cubic meters and lasts for a scene.</p>
<h3 id="the-revenant" tabindex="-1">The Revenant</h3>
<figure class="full-width"><a href="https://mottokrosh.com/posts/2018/04/hypertellurians/Revenants.jpg" data-lightbox="" data-gallery=""><svg preserveAspectRatio="xMinYMin" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" viewBox="0 0 800 491" aria-labelledby="Revenants.jpg-800.jpeg-title" role="img">
<title id="Revenants.jpg-800.jpeg-title">Illustration of two of countless possible Revenant character concepts</title>
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<p>You died, but it didn’t stick. Maybe you died from the plague but have inexplicably returned from the grave to eat your loved ones, or maybe you are so ancient as to not even remember your previous life. The first vampire, or the feared and powerful lich perhaps? Either way, what remains of your body is dead flesh, probably slowly decaying.</p>
<p>The powers of the Revenant focus around undeath, the undead, and horror.</p>
<h4 id="concepts-3" tabindex="-1">Concepts</h4>
<h5 id="aristocratic-vampire" tabindex="-1">Aristocratic vampire</h5>
<p>Leaving the crumbling castle of caustic memories for the distractions of the New World.</p>
<p><strong>Abilities:</strong> Brawn 10, Agility 13, Mind 9. 1-point affinity in Brawn.<br />
<strong>Drive:</strong> Power.<br />
<strong>Weakness:</strong> Compulsion to count tiny, spilled objects.<br />
<strong>Advances:</strong> Minor cosm power—<em>Byronic</em>, Minor archetype power—<em>Death Becomes You</em>, Minor cosm power—<em>Terrible Curse</em> (fire, sunlight).<br />
<strong>Equipment:</strong> Dated noble's outfit (1 slot; lends itself to blending into shadows), jewelry worth 200gp (1 slot), family sword (1 slot, medium, 1d8), locket with portrait of dead spouse (1 slot; 50/50 chance of inducing rage or melancholy), loyal undead wolf (1 slot).</p>
<h5 id="drowned-undead" tabindex="-1">Drowned undead</h5>
<p>Former smuggler or sailor, returned from the depths of the sea for a purpose unknown.</p>
<p><strong>Abilities:</strong> Brawn 13, Agility 10, Mind 9. 1-point affinity in Brawn.<br />
<strong>Drive:</strong> Faith.<br />
<strong>Weakness:</strong> Fear of running water.<br />
<strong>Advances:</strong> Minor cosm power—<em>Indefatigable</em>, Minor cosm power—<em>Magnificent Mucus Membrane</em>, Minor archetype power—<em>Unholy Sustenance</em>.<br />
<strong>Equipment:</strong> Permanently wet sailor's outfit (1 slot), pouch with 50gp worth of pieces of eight (1 slot), cutlass (1 slot, medium, 1d6, on-going), sack of illicit goods (1 slot), waterlogged book of erotic poetry (1 slot, saucy).</p>
<h5 id="skeletal-guard" tabindex="-1">Skeletal guard</h5>
<p>Animated skeleton warrior, long abandoned and forgotten by its creator, finally but tentatively leaving its post in the crypt.</p>
<p><strong>Abilities:</strong> Brawn 12, Agility 11, Mind 9. 1-point affinity in Brawn.<br />
<strong>Drive:</strong> Faith.<br />
<strong>Weakness:</strong> Bones held together by unknown magicks, less reliable in their old age.<br />
<strong>Advances:</strong> Minor archetype power—<em>Ghul Touch</em>, Minor cosm power—<em>Hard Knocks</em> (ranged), Minor archetype power—<em>Pestilent</em>.<br />
<strong>Equipment:</strong> Scraps of armor (2 slots, medium armor, 2 points), spear (1 slot, medium weapon, 1d6, long, throwing), shield with long forgotten crest (2 slots, medium shield), sack of bones from old collapsed colleagues and random trinkets (2 slots; 25% chance of containing any given tiny, mundane knickknack).</p>
<h4 id="starting-powers-3" tabindex="-1">Starting powers</h4>
<h5 id="drawn" tabindex="-1">Drawn</h5>
<p>You are drawn to a negative emotion like despair, fear, or greed, or a concept like innocence, or heroism. Choose one. You can sense it in your general surroundings, and you can sense when you are getting closer, though you cannot pinpoint it until you see the source. You are powerfully attracted to the emotion and wish nothing more than to relieve the source of it, though you have no special means to do this.</p>
<h5 id="unliving" tabindex="-1">Unliving</h5>
<p>You do not eat, breathe, or sleep (though you can fall unconscious). Depending on the state of your body and organs, you may or may not be able to even attempt it. Similarly, you feel no pain—and unless you still possess skin, you feel no physical sensations at all. Furthermore, you are immune to damage from exhaustion. You simply never tire.</p>
<p>On the other hand, this lack of sleep takes its toll mentally, over time. You are far more likely to develop obsessions and phobias, and very old unliving have generally picked up several already. You start with 1 additional weakness, like a fear, irrational or otherwise.</p>
<h4 id="minor-powers-3" tabindex="-1">Minor powers</h4>
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</svg><figcaption>By Enmanuel Lema Martinez</figcaption></a></figure>
<h5 id="death-becomes-you" tabindex="-1">Death Becomes You</h5>
<p>Unlike most Revenants, whose physical form slowly decays and just generally goes all gross, you are, and forever remain, astonishingly beautiful. On the outside at least. Nothing can mar your perfect visage either, it always reverts to its beauty.</p>
<h5 id="desecrate" tabindex="-1">Desecrate</h5>
<p>You know a ritual that bathes an area up to the size of a house in an unholy aura. Enacting the ritual requires you to spend time there. Within the aura you heal 1 point of damage each round, and once per session you may automatically succeed at a check of your choice.</p>
<h5 id="ghul-touch" tabindex="-1">Ghul Touch</h5>
<p>Once per session, if you succeed at an Agility check against the target's defense, you paralyze them with fear for the remainder of the scene—providing they can sensibly be frightened by you.</p>
<h5 id="pestilent" tabindex="-1">Pestilent</h5>
<p>You may exude a cloud or a glob of pestilence or pure darkness from your decaying body over a close target. With a successful Agility check against their defense, you deal 2d6 poison or psychic damage (choose once). It also deals 1d4 Brawn damage to yourself as you vomit up or exhale precious bodily fluids, gases, or essence.</p>
<h5 id="pestilence-expanded" tabindex="-1">Pestilence Expanded</h5>
<p>If you are determined to empty your physical vessel of its toxin, you can deal 2d6 damage to all close enemies with your <em>Pestilent</em> power, instead of just one, at a cost of 1d6 Brawn damage to yourself. Once you do this, you may not do it again for the remainder of the scene.</p>
<h5 id="profane-semblance-of-life" tabindex="-1">Profane Semblance of Life</h5>
<p>You temporarily instill life back into an small entity, no larger than a goat, or a shrubbery. It takes an action, you must touch the entity, and you take 1d4 Brawn damage. It then lurches to a brief—one scene—replica of life, replete with hideous, ungodly pain and wailing or bleating (if physically possible), before returning to death. Again, if physically possible, you might briefly question the entity.</p>
<h5 id="projectile-pestilence" tabindex="-1">Projectile Pestilence</h5>
<p>You can focus your <em>Pestilent</em> power to affect 1 target up to a short distance away.</p>
<h5 id="the-thing-at-the-doorstep" tabindex="-1">The Thing at the Doorstep</h5>
<p>Innately charming, or perhaps quietly intimidating—either way, your requests are hard to resist. Once you are inside a dwelling, the owner or people in charge, find it difficult to refuse any reasonable request of yours. Free food? You got it! A round of drinks for you and your friends? Coming right up! "Won't you please let me off with a warning this time, captain? — Oh ok, but just this once!"</p>
<p>The catch? Well, you can't enter unless invited by them.</p>
<h5 id="unholy-sustenance" tabindex="-1">Unholy Sustenance</h5>
<p>The mere touch of the targets of your <em>Drawn</em> power is exhilarating, but it is the special quality you're drawn to in them that you seek above all else. Specifically, you seek to remove and consume it.</p>
<p>If they are willing, or unable to resist, you may draw it from them as an action. This immediately heals all your Brawn damage, and gives you the equivalent of a 3-point magical armor for the rest of the scene.</p>
<h4 id="medium-powers-3" tabindex="-1">Medium powers</h4>
<h5 id="disassemble" tabindex="-1">Disassemble</h5>
<p>You can disassemble yourself, be disassembled, into your components parts, and reassemble, or be reassembled, at a later date. Either way the process takes about a minute, and is fairly disconcerting to watch.</p>
<p>Taking 1d6 Mind damage, you disassemble into a swarm of small, harmless climbing or flying creatures instead. They cannot fight but do not provoke attacks of opportunity either. They are immune to all but magical damage. If they take any, you immediately reassemble. For each 10 minutes in swarm form, you take another 1d6 Mind damage.</p>
<h5 id="gift-unlife" tabindex="-1">Gift Unlife</h5>
<p>Taking some of the dark force that anchors your dead body to this realm, and whispering dark blasphemies, you instill an ephemeral mockery of life into the corpse of another creature, up to the size of a human.</p>
<p>You can do this once per session, for the duration of 1 scene, at a cost of 1d6 Brawn damage to yourself.</p>
<p>The corpse lurches back to a grotesque facsimile of life, with jagged movements, and unnerving sounds. It follows your every command, to the best of its unthinking abilities. The GM will have the stats for the unholy creature.</p>
<h5 id="mesmerize" tabindex="-1">Mesmerize</h5>
<p>You can enthrall a close creature who has no reason to think of you as a threat. If you succeed at an opposed Mind check, they are beguiled for the rest of the scene, and will do anything for you that they would not consider suicidal or directly against their beliefs. If the target does not find you at least the slightest bit attractive, your check is at disadvantage.</p>
<h5 id="the-quick-and-the-dead" tabindex="-1">The Quick and the Dead</h5>
<p>Death calls you, and you can answer. You are always aware when people in your general vicinity (let's say up to 100 meters)—whether you see them or not—are at death's door, as well as when they terminally lay off their mortal coil.</p>
<p>Should you wish, you may instantly appear near such a dying or just deceased person. So long as it is hauntingly creepy or freaky for you to do so, and you stomach 1d4 Agility damage. Whether you then help them along into the afterlife, or pull them back from the precipice (if you have the means) is of course up to you.</p>
<h5 id="whelming-gaze" tabindex="-1">Whelming Gaze</h5>
<p>The subjects of your <em>Drawn</em> power are struck with immobilizing fear the moment you lock eyes with them. Even attempting to break this condition requires you to touch or harm the target, at which point they can make an opposed Mind check. If successful, the condition is broken, and they are immune to the gaze for the rest of the scene. Even if unsuccessful, the attempt to break the fear inflicts 1d6 psychic damage.</p>
<p>You can usually only lock eyes with one entity at a time.</p>
<h4 id="major-powers-3" tabindex="-1">Major powers</h4>
<h5 id="ghost" tabindex="-1">Ghost</h5>
<p>You are insubstantial, translucent, and nothing from the mortal realm can touch you (nor you it), except perhaps the most dedicated magics. You float, though never more than a few meters of the ground. You can become perfectly invisible and soundless. Your voices carries back into the mortal realm in a haunting, distorted and distant sounding way.</p>
<p>If you wish, you can manifest in a quasi physical form for a scene, to manipulate objects. This is strenuous though, and inflicts 1d4 Mind damage.</p>
<p>When you first become a ghost, and subsequently after manifesting, all the gear you wear or carry turns ghostly too. And while you can't hit things unless you manifest, your mind bullets and other whatnots of course continue to function.</p>
<h5 id="indomitable" tabindex="-1">Indomitable</h5>
<p>Your perseverance is such that as long as even a sliver of your body remains, you may grow a full body back, skin, hair and all, though it will start decaying again as normal. This process takes anywhere from a day (to regrow a limb) to a week (to regrow from a knuckle bone to full body.)</p>
<p>Some revenants take to keeping a piece of them hidden, should calamity befall their regular body.</p>
<h5 id="pestilence-incarnate" tabindex="-1">Pestilence Incarnate</h5>
<p>You are permanently surrounded by an aura of pestilence. Plants shrivel within this visibly foul cloud, and objects age unnaturally fast, becoming brittle. All unprepared close creatures roll with disadvantage within it. You may suppress the aura for a scene, at a cost of 1d4 Brawn to you.</p>
<p>Furthermore, all your other pestilent powers deal double damage, and their cost to you is reduced by 1 die type (1d4 becomes 1).</p>
<h3 id="the-royal" tabindex="-1">The Royal</h3>
<figure class="full-width"><a href="https://mottokrosh.com/posts/2018/04/hypertellurians/Royals.jpg" data-lightbox="" data-gallery=""><svg preserveAspectRatio="xMinYMin" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" viewBox="0 0 800 491" aria-labelledby="Royals.jpg-800.jpeg-title" role="img">
<title id="Royals.jpg-800.jpeg-title">Illustration of two of countless possible Royal character concepts</title>
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</svg><figcaption>'Royals' by Karen Reding</figcaption></a></figure>
<p>The Royal archetype represents individuals in places of power. Sometimes hereditary, sometimes acquired through other means. The Royal is usually well educated in etiquette, the arts of warfare, their people's history, and other subjects oft reserved for the wealthy.</p>
<p>You are the disgraced conqueror king, the most beautiful princess in all the lands, the warmongering general of the greatest army that ever lived, or perhaps the emperor's bastard daughter in hiding. You are used to dealing with people, and you have a lordly presence.</p>
<p>The powers of the Royal focus around the might and responsibilities of nobility, restoration, and enabling others.</p>
<h4 id="concepts-4" tabindex="-1">Concepts</h4>
<h5 id="exiled-queen" tabindex="-1">Exiled queen</h5>
<p>Tried and sentenced for a grisly crime (unjustly?) after a lengthy, peaceful rule. Saved moments before the execution, and whisked into exile for safety.</p>
<p><strong>Abilities:</strong> Brawn 9, Agility 10, Mind 13. 1-point affinity in Mind.<br />
<strong>Drive:</strong> Revenge.<br />
<strong>Weakness:</strong> Unable to let go of luxuries and style.<br />
<strong>Advances:</strong> Minor archetype power—<em>Bestow Favor</em>, Minor archetype power—<em>Cunning Idea</em>, Minor archetype power—<em>Silken Sway</em>.<br />
<strong>Equipment:</strong> Sumptuous gown with corset and boots marred by the years in the dungeon (1 slot, light armor; still looks impressive), stolen silver glaive (1 slot, heavy weapon, exhausting, forceful, long), ruby necklace (1 slot; 100 gp), ancient family signet ring (1 slot; crest possibly recognizable).</p>
<h5 id="genie-without-a-lamp" tabindex="-1">Genie without a lamp</h5>
<p>Timeless and magical in nature, former adviser to elemental kings and queens.</p>
<p><strong>Abilities:</strong> Brawn 9, Agility 11, Mind 12. 1-point affinity in Mind.<br />
<strong>Drive:</strong> Arcane knowledge.<br />
<strong>Weakness:</strong> Fear of imprisonment.<br />
<strong>Advances:</strong> Minor cosm power—<em>Different Down There</em>, Minor archetype power—<em>Spoken Like You Mean It</em>, Minor cosm power—<em>Vox Furore Dei</em>.<br />
<strong>Equipment:</strong> Brightly-colored hooded robes of looking swish (1 slot), curved ceremonial dagger (1 slot, light weapon, 1d4 damage), heart of Vox Dei Magnus (1 slot, attached; as the medium power, but costs are double).</p>
<h5 id="veteran-warlord" tabindex="-1">Veteran warlord</h5>
<p>Mercenary warrior of great renown of many famous battles throughout the Ultracosm. Called upon by the ultra rich or wealthy when failure is not an option. Until failure happened.</p>
<p><strong>Abilities:</strong> Brawn 12, Agility 9, Mind 11. 1-point affinity in Brawn.<br />
<strong>Drive:</strong> Loyalty.<br />
<strong>Weakness:</strong> Post traumatic stress disorder.<br />
<strong>Advances:</strong> Minor cosm power—<em>Hard Knocks</em> (melee), Minor archetype power—<em>Lead the Charge</em>, Minor archetype power—<em>Signature Weapon</em> (warhammer).<br />
<strong>Equipment:</strong> Intimidating half-plate armor (2 slots, medium armor, spiked), warhammer (1 slot, medium weapon, 1d6 damage, backswing, blunt), demon-faced shield (2 slots, medium shield, deflecting), pouch with 50 gp (1 slot), ledger of names (1 slot; employers, armies, battles, and men lost).</p>
<h4 id="starting-powers-4" tabindex="-1">Starting powers</h4>
<h5 id="grace" tabindex="-1">Grace</h5>
<p>Your training has made moving and behaving with perfect grace and poise second nature, and your clothing will never hinder you. This often leaves a favorable impression on the people you meet, and it also means your movement never provokes attacks of opportunity, including from long weapons.</p>
<h5 id="rallying-speech" tabindex="-1">Rallying Speech</h5>
<p>By appealing to the virtue of your mission, your companions’ heroic defiance of all odds, or the myriad wonders experienced, you lift everyone’s morale. Once per session, your party gains 4 Wonder points, and all allies who heard the speech, including yourself, heal 3d4 damage. This takes at least 2 actions.</p>
<h4 id="minor-powers-4" tabindex="-1">Minor powers</h4>
<h5 id="bestow-favor" tabindex="-1">Bestow Favor</h5>
<p>Once per session, you may ask your suitor or target to undertake a voluntary contract and perform a task on your behalf.</p>
<p>The nature of this task can vary widely, but might include protecting you from harm, putting themselves between you and the monster, retrieving that beautiful flower from the top of that windy cliff, and so on. In return, you bestow your favor upon them, sometimes symbolized further by a kiss or a token, say, a scarf. If that weren’t enough already, this favor immediately heals the target of Nd6 damage (spread between abilities as the target wishes), where N is the total Mind damage you take for your selflessness.</p>
<p>Should the target fail to complete the task this session, they take Nd6 Mind damage.</p>
<h5 id="bulwark-i" tabindex="-1">Bulwark I</h5>
<p>You had access to martial training beyond the reach of most people, and learned how to make the most of protective gear. Light armor absorbs 2 points of damage for you, instead of 1.</p>
<h5 id="cunning-idea" tabindex="-1">Cunning Idea</h5>
<p>You shout a quick piece of strategic advice to an ally. Forego one of your actions, and give an immediate action to an ally who can see, hear, and understand you.</p>
<h5 id="lead-the-charge" tabindex="-1">Lead the Charge</h5>
<p>If you perform the <em>charge</em> wondrous action, your close allies can do the same on their next turn for the price of 1 Wonder, instead of the normal 2.</p>
<h5 id="melt-hearts" tabindex="-1">Melt Hearts</h5>
<p>You are just so darn charming or pretty that you can win people over by giving a passionate heartfelt speech. Most people will join your cause (or maybe believe they’ve fallen in love with you) if it’s reasonable, but particularly stubborn, or hostile people will require a successful opposed Mind check. The speech takes a few minutes, requires an audience of course, your presence, and that the audience understand you. Because it’s an exhausting task even for you, such a speech does you 1 Brawn damage.</p>
<p>An audience thusly won over will stay with you, and work towards the advertised cause, for a scene.</p>
<h5 id="satin-lover" tabindex="-1">Satin Lover</h5>
<p>Whenever you are clad in a significant amount of satin, you are brimming with confidence. This makes you especially hard to intimidate, frighten, or put down.</p>
<h5 id="signature-weapon" tabindex="-1">Signature Weapon</h5>
<p>Choose a single, noble type of weapon. You were trained with that weapon by the most cunning instructors in your realm. When fighting with your signature weapon, you add your Mind bonus to all damage you deal with it.</p>
<h5 id="silken-sway" tabindex="-1">Silken Sway</h5>
<p>Your words of encouragement sway an ally to greater chances of success. An ally who can hear and understand you may add 1d4 to the result of their next d20 check, provided the check is made the same scene. This action is taxing for you however, inflicting 1 Brawn damage to you.</p>
<h5 id="spoken-like-you-mean-it" tabindex="-1">Spoken Like You Mean It</h5>
<p>Your <em>Rallying Speech</em> heals an extra 1d4 damage. This advance may be taken up to 3 times.</p>
<h4 id="medium-powers-4" tabindex="-1">Medium powers</h4>
<h5 id="brutal-break" tabindex="-1">Brutal Break</h5>
<p>If you posses the <em>Heartbreaker</em> power, its psychic damage increases to 2d8.</p>
<h5 id="bulwark-ii" tabindex="-1">Bulwark II</h5>
<p>Your training with medium armors is unmatched, and these pieces of equipment absorb 3 points of damage for you, instead of 2.</p>
<h5 id="fateful-decision" tabindex="-1">Fateful Decision</h5>
<p>Sometimes it falls to you to choose the lesser of two evils, and to order a course of action, knowing it will have dire consequences later. Once per session, you may choose an ally and give them advice or an order. That ally automatically succeeds at their current task, but their action will create a complication that will come back to haunt the party later—ideally the next session.</p>
<h5 id="forward-thinking-strategist" tabindex="-1">Forward-Thinking Strategist</h5>
<p>Whether it's affairs of the state, the heart, or war, it's all about strategy, and you know never to go into a conflict unprepared.</p>
<p>At the beginning of the session, roll 3d20 and note their results. At any point during the session you may replace a result of any d20 roll with one of the noted results. Then cross that result out from your noted ones.</p>
<h5 id="heartbreaker" tabindex="-1">Heartbreaker</h5>
<p>You can really pour your heart into a speech and take things to a more literal level. You speak a heart wrenching phrase as an action. This strenuous activity does you 1d6 Brawn damage, and breaks a little bit of the hearts of any close enemies who can hear, understand, and see you. They all take 1d8 psychic damage, while you might consider making a swift exit.</p>
<h5 id="noblesse-oblige" tabindex="-1">Noblesse Oblige</h5>
<p>You royal status grants your privileges, but also responsibilities. As you fulfill the image the public has of a noble in your position, you gain one of the following merits of your choice for the duration of the scene: +2 defense, +2 armor, +1d4 damage, or +2 to 1 ability score. If you continue to act accordingly, you may continue to choose—and stack—merits, up to a maximum of 4 choices total.</p>
<h4 id="major-powers-4" tabindex="-1">Major powers</h4>
<h5 id="bulwark-iii" tabindex="-1">Bulwark III</h5>
<p>You trained since childhood with the finest plate and ceremonial armors. All heavy armors absorb 4 damage for you, instead of 3, and lose the <em>exhausting</em> tag.</p>
<h5 id="enchanted" tabindex="-1">Enchanted</h5>
<p>You become magic. All your attacks have the <em>magic</em> tag. Further, you possess true love's kiss, or the magic touch. When all other means fail, perhaps you are the key. For example, you can break magical curses, if you succeed at a Mind check against the curse's creator or a GM-set difficulty. Each attempt inflicts 1d6 Mind damage to you.</p>
<p>A person who's curse was thusly lifted by you, is—at your discretion—extremely likely to:</p>
<ul>
<li>fall in love with you,</li>
<li>declare that they owe you a life debt,</li>
<li>swear unwavering fealty to you.</li>
</ul>
<h5 id="terrible-midas-touch" tabindex="-1">Terrible Midas Touch</h5>
<p>Every discrete thing you touch, up to the size of a human, turns to gold. A rose becomes gold almost immediately; a life-size statue takes 1 minute.</p>
<p>If you wish to touch unwilling creatures, you must make a melee attack roll against them. Should this succeed, they must make a Brawn test against your Mind at the beginning of their next turn. If they fail it, they are reduced to 1 action and regular turns, and fully become gold after 1 minute. Else, if they succeed, they are reduced to 1 action and regular turns for the scene, but escape the curse with but their skin having taken on a golden sheen.</p>
<p>Wearing gloves may avoid the golden touch, assuming they are of good quality, and not worn thin. Nothing protects without fail.</p>
<p>You may rid yourself of this power by finding the river Pactolus and washing your hands in it. At that point anything you turned gold reverts if you submerge it in this river.</p>
<h5 id="the-quest" tabindex="-1">The Quest</h5>
<p>Charge an ally or your party with a quest, divine or otherwise, or arrange a scene together with the GM that imparts a quest upon you and your party. The objective must be achievable within the next 2 to 3 sessions. Until the quest has been completed, or abandoned, each player rolls their first check in a scene with advantage, so long as the scene furthers their quest.</p>
<p>Design a treasure together with the GM, which can be found at the quest's apex, with a reasonable chance of success. That is, it is likely guarded by enemies or traps, but it must be achievable.</p>
<p>Only one quest may be active at a given time, and only one quest may be undertaken per adventure, by a given party or ally.</p>
<h3 id="the-ultranaut" tabindex="-1">The Ultranaut</h3>
<figure class="full-width"><a href="https://mottokrosh.com/posts/2018/04/hypertellurians/Ultranauts.jpg" data-lightbox="" data-gallery=""><svg preserveAspectRatio="xMinYMin" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" viewBox="0 0 800 491" aria-labelledby="Ultranauts.jpg-800.jpeg-title" role="img">
<title id="Ultranauts.jpg-800.jpeg-title">Illustrations of two of countless possible Ultranaut character concepts</title>
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</svg><figcaption>'Ultranauts' by Karen Reding</figcaption></a></figure>
<p>You are out of time or place, come from far away, with different knowledge and equipment. Perhaps you are the astronaut who piloted the experimental spacecraft that got sucked into a wormhole, got flung into the far future of another world, and crash-landed on the Purple Planet. Perhaps you are your nation’s secret mad professor, tasked with fusing the magicks of John Dee with science.</p>
<p>Your powers focus on wonder, knowledge, and dangerous remnants of your origin.</p>
<h4 id="concepts-5" tabindex="-1">Concepts</h4>
<h5 id="space-pilot" tabindex="-1">Space pilot</h5>
<p>Experienced astronaut who flew an experimental spacecraft through a wormhole and stranded in the far reaches of the Ultracosm.</p>
<p><strong>Abilities:</strong> Brawn 11, Agility 9, Mind 12. 1-point affinity in Brawn.<br />
<strong>Drive:</strong> Justice.<br />
<strong>Weakness:</strong> Must always play the hero.<br />
<strong>Advances:</strong> Minor archetype power—<em>Beloved</em>, Minor archetype power—<em>Ray Emitter</em>, Minor archetype power—<em>Wonders Never Cease</em>.<br />
<strong>Equipment:</strong> Temperature controlled space suit (1 slot, light armor), nozzled container of pressurized and condensed vapor (2 slots), loin cloth or mini skirt of showing off abs (1 slot), picture of family or friends left behind (1 slot).</p>
<h5 id="occult-totalitarian-femme-fatale" tabindex="-1">Occult totalitarian femme fatale</h5>
<p>Loyal researcher and enforcer for a powerful tyrant, with a penchant for the occult. Combined the technomancy of the time with a forbidden summoning ritual, and got flung through time, space, and cosmoses.</p>
<p><strong>Abilities:</strong> Brawn 9, Agility 11, Mind 12. 1-point affinity in Agility.<br />
<strong>Drive:</strong> Forbidden knowledge.<br />
<strong>Weakness:</strong> Cruel, allergies to common foods.<br />
<strong>Advances:</strong> Minor cosm power—<em>Breadth of Ages</em>, Minor archetype power—<em>Improved Ray Emitter</em>, Minor archetype power—<em>Ray Emitter</em>.<br />
<strong>Equipment:</strong> Sleek and sexy uniform (1 slot, easily ripped), riding crop (1 slot, light weapon, 1d2 damage, excruciating), purse with 50 gp and lipstick (1 slot), half-decoded grimoire of demon summoning (1 slot).</p>
<h5 id="magical-girl" tabindex="-1">Magical girl</h5>
<p>Average teenage school girl with a magical awakening in a scene of stress and danger. Ray emitter as crystal in forehead band.</p>
<p><strong>Abilities:</strong> Brawn 9, Agility 13, Mind 10. 1-point affinity in Mind.<br />
<strong>Drive:</strong> Exploration.<br />
<strong>Weakness:</strong> Always believes in the best of everyone.<br />
<strong>Advances:</strong> Minor archetype power—<em>Beloved</em>, Minor cosm power—<em>Hasty Hands</em>, Minor archetype power—<em>Ray Emitter</em>.<br />
<strong>Equipment:</strong> Stylish school uniform (1 slot; makes you look innocent), cute handbag with 50 gp and hair accessories (1 slot), collapsible bo staff (1 slot, medium weapon, 1d6 damage, long parry), seemingly endless ribbon (1 slot).</p>
<h4 id="starting-powers-5" tabindex="-1">Starting powers</h4>
<h5 id="favored" tabindex="-1">Favored</h5>
<p>You are the protagonist of the story, and the world does revolve around you, to a point. While you are far from invincible, the villains tend to explain that little bit more of their dastardly plan to you than strictly necessary. The traps you encounter give you that extra chance at avoidance, and you’ve never seen a prison from which you could not escape. And when calamity tragically does befall you, you be sure to remind the GM about your favored status.</p>
<h5 id="know-things" tabindex="-1">Know Things</h5>
<p>From your training and education, you are versed in history, science (pseudo- or otherwise), and engineering, and perhaps the occult. Once per session you may ask the GM a question about the current situation, and the answer will provide with you with a definite advantage, though not necessarily the knowledge or direct means to enact it. Drinking optional.</p>
<h4 id="minor-powers-5" tabindex="-1">Minor powers</h4>
<h5 id="beloved" tabindex="-1">Beloved</h5>
<p>You have a knack for befriending people. When encountering new people or civilizations, they have a tendency to be friendlier to you and your allies than they might be to other outsiders.</p>
<p>Remind the GM about this when necessary, but don't pout if a tribe of cannibals throws you in a storage camp rather than eat you outright, like they might have done to non-beloved characters.</p>
<p>Alternatively, you may take the <em>Intimidating</em> version of this power, where new people are always somewhat afraid and cowed by you.</p>
<h5 id="improved-ray-emitter" tabindex="-1">Improved Ray Emitter</h5>
<p>Provided you have a <em>Ray Emitter</em>, it gains the <em>brutal</em> and <em>destructive</em> tags.</p>
<h5 id="ray-emitter" tabindex="-1">Ray Emitter</h5>
<p>You possess an advanced, hand-held ray emitter, a very dangerous weapon (light weapon; 1d6; magic, ranged). Perhaps it was standard issue where you came from, perhaps you acquired it through other means. This ray emitter is keyed to you in some way (perhaps locked to your DNA), and will not work for other people.</p>
<p>If you lose it, you can cobble together a new one from spare parts you might have, but it will definitely be bulkier than the original.</p>
<h5 id="rock-it" tabindex="-1">Rock It</h5>
<p>Your <em>Ultrasuit</em> has a set of tiny rockets that can propel you about to some extent, when you've turned your gravitational pull way down. If you use this thrust for any length of time though, or in a concentrated burst, they'll run themselves dry and will need recharging (overnight, or otherwise.)</p>
<h5 id="the-stars-are-right" tabindex="-1">The Stars Are Right</h5>
<p>That planetary alignment the cultists are waiting for? It's now! That cosmological event that only happens once a millenium? It's today! That time when the god star Ariella descended from the heavens? It's happening again!</p>
<p>All sorts can be achieved when the stars are right. Just not too often. Like maybe, once an adventure. Unless your story is really good.</p>
<h5 id="ultrasuit" tabindex="-1">Ultrasuit</h5>
<p>You possess an advanced suit from your homeworld or timeline. While it doesn't protect you against attacks, it does to some extent shield you from inclement atmospheric influences. It also allows you to adjust your gravitational exertion, making you either light as a feather, or heavy as an anvil.</p>
<p>Most important of all though, it shows off your great physique or curves, and is super swish. Probably shiny or stripey too.</p>
<h5 id="wonders-never-cease" tabindex="-1">Wonders Never Cease</h5>
<p>It's one thing experiencing the wonders of the Ultracosm, but it's yet another experiencing them in your presence. Whenever your party gains Wonder, add 1 to the Wonder gained.</p>
<h4 id="medium-powers-5" tabindex="-1">Medium powers</h4>
<h5 id="discover-wonder" tabindex="-1">Discover Wonder</h5>
<p>You have a sixth sense for spotting the wonders of the Ultracosm. Once per session, describe such a wonder at a relevant juncture of the adventure. It should be within sight, accessible, but not without danger. Gain Wonder relevant to how fitting your description is for the tone of the current world.</p>
<h5 id="obliterator" tabindex="-1">Obliterator</h5>
<p>Your <em>ray emitter</em>'s damage increases to 1d8, and it gains an alternate fire mode, which deals 1d6 damage with the <em>spread</em> tag.</p>
<h5 id="solve-it-with-science" tabindex="-1">Solve It With Science</h5>
<p>Once per session, when confronted with a problem outside of combat, explain to the GM and the party how you solve it with pseudo-science or technobabble, with nothing but your knowledge and available resources. If you manage to do so while staying within the tone of retro futurism and science fantasy, without referencing real-world physics and terms, and it is entertaining enough, it automatically succeeds.</p>
<h5 id="take-me-to-your-leader" tabindex="-1">Take Me to Your Leader</h5>
<p>Once per session. They cannot refuse unless it's truly impossible for them to take you, or, like, they don't have a leader.</p>
<h4 id="major-powers-5" tabindex="-1">Major powers</h4>
<h5 id="coda" tabindex="-1">Coda</h5>
<p>You have finally accomplished what seemed impossible, and successfully discovered, assembled, or otherwise enacted an opportunity for you to return to your home world and/or your own timeline.</p>
<p>You have a choice to make: take the once-in-a-lifetime opportunity, or eschew it forever and remain here and retire with your lover or lovers. Either way, it is the end of the story for this character, but it is a glorious one.</p>
<p>If you return home, the next character you create starts with an extra 4 ability points, 2 extra minor advances, and 1 extra medium advance.</p>
<p>If you remain but retire, your party members are so moved and invigorated by your example, that they may immediately raise 2 stats of their choice by 1 point (above and beyond any limits), and the party gains 10 Wonder.</p>
<h5 id="rocket" tabindex="-1">Rocket</h5>
<p>You build a rocket, or some sort of space/aether craft. It's probably the culmination of years of research, work, and adventure, but it's finally done. This ship can easily fit your whole party and then some. It's strong enough to withstand any atmospheric, void, or aetheric conditions you can throw at it. And those are manifold, because—and explain by what means—it can travel beyond worlds, throughout the Ultracosm. All you have to do is pick up some relevant fuel or power on occasion.</p>
<p>On top of all that, the vehicle has 3 of the following properties, and you may add more as minor advances:</p>
<ul>
<li>can shrink to the size of a small treasure chest,</li>
<li>is heavily armored,</li>
<li>has a mounted obliterator level ray emitter,</li>
<li>can become invisible,</li>
<li>can be controlled remotely.</li>
</ul>
<h2 id="cosm-powers" tabindex="-1">Cosm powers</h2>
<p>Anything that is not an archetype specific power is a cosm power. These are open to all characters, regardless of archetype, when they are entitled to a relevant advance (including the 3 free minor advances for new characters).</p>
<p>Some of the powers may at first glance seem weird to take later in a character's career. For example, Different Down There, states that a character has something else instead of legs. Hypertellurians is a game that likes to do away with many limitations, so if a player would like to take that advance later in their adventuring career, the GM and player are encouraged to work together to create a story that makes this plausible. How about some loss of limbs combined with amateur surgery or mysticisms, for instance?</p>
<p>Unless a power specifies otherwise, it can only be taken once.</p>
<h3 id="minor" tabindex="-1">Minor</h3>
<h4 id="a-midnight-dreary" tabindex="-1">A Midnight Dreary</h4>
<p><em>Been wronged? Tired of only being able to get your own back in person? Well then do we have something for you: curses! We have three, tried and tested plans to suit your needs! Dramatically curse a target that can see and understand you, and chose an option below:</em></p>
<ul>
<li>The target has recurrent nightmares in which you play a part (like reminding them to repent). They don't get a good night's rest and find it hard to concentrate during the day.</li>
<li>The target forgets a mundane skill (how to drink without making a mess, or how to tie their shoelaces) and cannot relearn it no matter how hard they try.</li>
<li>The target gains a harmless, irrational fear, like crying babies, or spoons.</li>
</ul>
<p>How to break the curse? Love's true kiss? Add a fun clause in during the cursing. Oh, and hey, you'll need to succeed at an opposed Mind check against the target, and take 1d4 Mind damage yourself. Cursing doesn't come easy or cheap.</p>
<h4 id="amateur-surgery" tabindex="-1">Amateur Surgery</h4>
<p>You make do with what you've got in difficult situations. It may not be pretty, but it might mean the difference between life and death. Remove physical trauma with time, some equipment, and a successful Mind roll against a difficulty based on the trauma, determined by the GM.</p>
<h4 id="at-arm's-dibranchiate-length" tabindex="-1">At Arm's Dibranchiate Length</h4>
<p>Arms with hands, and hands with opposable thumbs, that's what it's all about, right? Not for you: long, curling, prehensile tentacles, possessed of facile finesse, are your arms. Or maybe just one arm, if you can't quite give up hands completely. If you wish, you can have a technomancy or body horror version instead.</p>
<h4 id="bioluminescent" tabindex="-1">Bioluminescent</h4>
<p>You can emit a soft glow, comparable to a torch, at will.</p>
<h4 id="breadth-of-ages" tabindex="-1">Breadth of Ages</h4>
<p>You are possessed of vast skill. Perhaps your unnaturally long life has seen governments fall, heroes pass into legend, or mountains getting washed into the sea. Perhaps a parasitical conscience fragment is lodged in your mind. Or maybe your spine is fused with a half functioning AI crystal.</p>
<p>Become an expert on a topic of your choosing, and the weakness that you are unhealthily obsessed with it.</p>
<h4 id="byronic" tabindex="-1">Byronic</h4>
<p>You are dark and mysterious, perhaps moody. You are of course handsome or beautiful, what with that rugged chin or those piercing eyes. Also you are deep, and often come up with very profound observations. Many people find these qualities irresistible, and as such, if it’s even remotely feasible, you can rustle up a group of sycophants or groupies who would do almost anything to be near you, touch you, or smell you. Or get a lock of your hair.</p>
<h4 id="color-out-of-space" tabindex="-1">Color Out of Space</h4>
<p>Your skin, or outermost membrane, can change color, pattern, and texture, in a most chameleonic fashion, and near perfectly match your surroundings. It takes a few minutes and 1 point of Brawn damage. Oh, but your gear doesn't change with you. Better get used to ambushing in the buff.</p>
<h4 id="different-down-there" tabindex="-1">Different Down There</h4>
<p>You know how, when most most people look down, they see their two legs? With you, not so much. Perhaps it’s the lower body of a mountain goat, an enormous snake, or heck, a spider. It makes you fast and stable. And either great at climbing, or not so much (looking at you, horse; but you’re extra fast). You have advantage on checks suited to your mutant propulsion system.</p>
<h4 id="forked-tongue" tabindex="-1">Forked Tongue</h4>
<p>Your literally forked tongue allows to say two things at once. Beyond exceptional innuendo, you can potentially speak two languages at once, or even speak two spells at once. In the latter case you need to be able to cast at least one of them without its spell tome—if you've learned it, for example—as the tongue does not give you the ability to juggle multiple mammoth magic tomes at the same time.</p>
<h4 id="hard-knocks" tabindex="-1">Hard Knocks</h4>
<p>Your swings, powers, or projectiles hit harder than average. Choose one of the following.</p>
<ul>
<li>Add half your positive Brawn modifier to melee damage, rounded up.</li>
<li>Add half your positive Brawn modifier to thrown damage, rounded up.</li>
<li>Add half your positive Agility modifier to ranged damage, rounded up.</li>
<li>Add half your positive Brawn or Agility modifier (use whichever ability you rolled to attack) to melee damage with light weapons, rounded up.</li>
<li>Add half your positive Mind modifier to damage from your powers (such as <em>Pestilence</em> or <em>Zap</em>), rounded up.</li>
<li>Add half your positive Mind modifier to the damage of all spells and rituals that you cast, rounded up.</li>
</ul>
<p>This power can be taken multiple times, each time for a different choice.</p>
<h4 id="hasty-hands" tabindex="-1">Hasty Hands</h4>
<p>You can move your hands so fast it’s like a blur. Pocketing unattended objects can only be detected by the most alert of observers. Additionally, you may make two attacks with a light weapon as a single combat action; however, this is straining, so if you do so and miss with either attack, you take 1d4 Agility damage. You are also fidgety.</p>
<h4 id="indefatigable" tabindex="-1">Indefatigable</h4>
<p>You are tough to weary with heavy armor or weapons, rambling poetry, or mind numbingly dull tasks. When you miss in combat in heavy armor, or with a heavy weapon, the damage you take is reduced from 1d4 to 1 Brawn, respectively.</p>
<h4 id="magnificent-mucus-membrane" tabindex="-1">Magnificent Mucus Membrane</h4>
<p>Decide whether you’re permanently slimy, or excrete it on demand. Either way it covers all of your skin, and comes in multiple hues. The membrane makes you extremely slippery, for good or for ill. Once per session you can bottle up some of the mucus. It has different effects on different species when consumed. Roll on the following table the first time a new species tries it. Henceforth the result will always apply to them.</p>
<ul>
<li><strong>Revitalize:</strong> Restore 1d8+1 ability points</li>
<li><strong>Moment of Time:</strong> Gain an extra 2 combat actions this regular turn</li>
<li><strong>Curious:</strong> Attract stinging insects and ghosts until thoroughly digested</li>
<li><strong>Toxic:</strong> Do nothing but vomit uncontrollably for 2d10 minutes</li>
</ul>
<h4 id="mighty-launch" tabindex="-1">Mighty Launch</h4>
<p>You can launch a great charge or jump in one action, up to your Agility in meters horizontally, or half that vertically, at a cost of 1 Agility and 1 Brawn. In combat, you can jump or charge a long distance in one action.</p>
<p>Perhaps it’s your superhuman thighs or weird alien physiology, or even your technomancy boots. Either way, if you so wish, you can make an attack or a shove at the end of the charge, as your next action.</p>
<p>If it’s an attack, deal an extra 1d4 damage, and unless the target somehow shrugs that off, or is way bigger than you, they also fall prone. If it’s a shove, do an opposed Brawn check with advantage. If you succeed, you shove them back a dramatically appropriate distance, and unless they’re super sturdy, they also fall prone.</p>
<h4 id="murder-of-crows" tabindex="-1">Murder of Crows</h4>
<p>You have a super creepy but extremely loyal, little bird friend. The bird almost seems to be able to read your mind. It doesn't do much, besides creeping people out, unless you feed it an eyeball. Once per session, after being thusly fed, the bird gathers a large group of similarly creepy avians. Enough to cover your vicinity in shadows, make a hell of a racket, and scare the shit out of people.</p>
<h4 id="phalanx-fighting" tabindex="-1">Phalanx Fighting</h4>
<p>Chose another character. You have trained with them extensively, or share some other bond. When you both use a shield in combat, each shield's defense bonus is doubled, as long as you're close to one another.</p>
<p>You can take this advance multiple times, picking another character each time. The shield's defense bonus is doubled for all involved.</p>
<p>Should your bonded character die, it will take a sensible amount of time to bond with another.</p>
<h4 id="sidekick" tabindex="-1">Sidekick</h4>
<p>You have a mystical or technocratical sidekick that you can summon to you as an action once per session. Maybe the sidekick is a holographic projection from your chronometer, or maybe it’s the ghost of your deceased paige. Perhaps it’s a pile of bones you carry around and animate, or perhaps it’s a floating sphere detaching from the back of your neck. Either way, it sticks around for the scene, and provides advantage on all of your checks. It can also perform a desired task (such as fetching something, or infiltrating and unlocking something).</p>
<h4 id="study-i" tabindex="-1">Study I</h4>
<p>Learn a minor spell or ritual that you have discovered, so that you may henceforth use it without its tome. This can be taken multiple times.</p>
<h4 id="tellurian-of-unusual-size" tabindex="-1">Tellurian of Unusual Size</h4>
<p>You are either exceptionally small or intimidatingly large or tall; way beyond the expected margin for your species. Not smaller than 30 cm or larger than 3 meters (tall or as diameter) though. Apart from the usual benefits and drawbacks this might bring, if you happen to possess natural weapons, and go big, they do damage of a die type higher than normal.</p>
<p>For some unknown reason, once out of their sight, many people tend to forget you exist, and more often than not, written accounts detailing you and your actions lose credibility quickly.</p>
<h4 id="terrible-curse" tabindex="-1">Terrible Curse</h4>
<p>Your existence is a burden and you wouldn’t wish it upon anyone. To outsiders your powers look glamorous but you know them to be a crippling curse. They just don’t understand.</p>
<p>Choose two things from the following list that you are especially vulnerable to: silver, fire, sunlight, water, sanctity, iron. Weapons made of this substance always deal maximum damage to you. Continued exposure to it deals 1d8 damage per minute. In either case it’s extremely painful and you avoid it as much as you can.</p>
<p>The curse has made you supernaturally tough though: at the beginning of each scene, you heal 1d8 Brawn and Agility damage. Anytime you take damage from one of your vulnerabilities, this regeneration is suspended for 1 hour.</p>
<h4 id="vox-furore-dei" tabindex="-1">Vox Furore Dei</h4>
<p>Your voice possesses a divine or otherworldly might, and it can compel reality. With but a thunderous word you lash out at an enemy and lacerate them, up to a long distance away, so long as they can hear you. Make an opposed Mind check. If you succeed, take 1 Mind damage to inflict 1d4 psychic damage, and—if it makes sense for their size and physiology—they drop to their knees.</p>
<h4 id="well-adjusted" tabindex="-1">Well Adjusted</h4>
<p>You’re a product of your environment. Choose one, on the more extreme end, like scorching deserts, mountainous colds, or the void of space, or such. Its natural conditions don’t affect you like it does non-natives. You’ll still wear a coat on the mountain, but you don’t get winded from the thin air. Similarly, you might minimize exposed skin in deserts, but you remain mentally and emotionally stable, and don’t immediately hallucinate when you need to ration your water.</p>
<p>Being at home in such environments means you’re often uncomfortable in other ones.</p>
<h3 id="medium" tabindex="-1">Medium</h3>
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<h4 id="biomechanical-surgery" tabindex="-1">Biomechanical Surgery</h4>
<p>With a little time and the right components, you can combine technomancy with sinew and bones.</p>
<h4 id="bargain" tabindex="-1">Bargain</h4>
<p>Naturally glib, you can talk your way out of almost anything, even physical damage. Once per scene when you would take damage, instead lose gold or treasure of at least the damage times 10 in value. Explain how you’re managing this feat.</p>
<h4 id="breath-of-the-mud-people" tabindex="-1">Breath of the Mud People</h4>
<p>You can soften a patch of stone or rock, or other natural mineral, turning it into a yielding, muddy area. It takes an action to do so, and it costs 1 point of Brawn per 1 meter diameter sphere you wish to affect. It stays soft for a scene, and then slowly returns to its natural state.</p>
<h4 id="deep-lungs" tabindex="-1">Deep Lungs</h4>
<p>You can hold your breath a hell of a long time, like earth whales, or deep sea pearl divers from Organtsa Minor. But more than that, the capacity of your lungs is so astonishing that inhaling the sorts of toxins that might lay a regular person flat, has only a much diminished effect on you (think ¼ damage, or sleepy instead of asleep). It’s simply too diluted in those cavernous organs of yours (actual size of organs not affected).</p>
<p>If you can hold whatever you’ve inhaled in, you’re free to breathe it out at a later date onto close targets.</p>
<p>Finally, your yodeling skills are profound.</p>
<h4 id="divorced-from-gravity" tabindex="-1">Divorced from Gravity</h4>
<p>You are not married to gravity like regular people. You are equally at home on any surface whether it be a floor, wall or ceiling. Although you are still paying maintenance, so you don’t float.</p>
<h4 id="harder-knocks" tabindex="-1">Harder Knocks</h4>
<p>Your <em>Hard Knocks</em> improve. Choose one for which you already have <em>Hard Knocks</em>.</p>
<ul>
<li>Add your full Brawn modifier to melee damage.</li>
<li>Add your full Brawn modifier to thrown damage.</li>
<li>Add your full Agility modifier to ranged damage.</li>
<li>Add your full Brawn or Agility modifier (use whichever ability you rolled to attack) to melee damage with light weapons.</li>
<li>Add your full Mind modifier to damage from your powers (such as <em>Pestilence</em> or <em>Zap</em>.)</li>
<li>Add your full Mind modifier to the damage of all spells and rituals that you cast.</li>
</ul>
<p>This power can be taken multiple times, each time for a different choice.</p>
<h4 id="hastier-hands" tabindex="-1">Hastier Hands</h4>
<p>You can use your <em>Hasty Hands</em> power without taking Agility damage.</p>
<h4 id="life-of-the-party" tabindex="-1">Life of the Party</h4>
<p>You are the life and the life force of your party. They would be lost without you, but they probably don’t even realize it. Once per session, when an ally you can see would receive physical trauma, you can instead take 1d6 Mind damage, and gain 2 Wonder.</p>
<p>Additionally, also once per session, when an ally you can see would receive critical trauma, you may opt to instead take 3d6 Mind damage, and immediately heal them back up to a minimum of 1 point in each ability score. It’s a miracle, but they must never know it was you.</p>
<h4 id="mightier-launch" tabindex="-1">Mightier Launch</h4>
<p>Performing an attack or a shove at the end of your <em>Mighty Launch</em> powered jump is now a free action. If you critically succeed at it, gain 1 Wonder.</p>
<h4 id="scribe-spellbook" tabindex="-1">Scribe Spellbook</h4>
<p>You have completed your spellbook, and managed to transfer a number of minor spells or rituals from their respective tomes into a single one of your making. Choose a number of minor spell or ritual tomes you own to transcribe up to your Mind modifier plus 2. This newly crafted spellbook only takes up a single inventory slot. Because it is a condensed version of spells from other sources, written in a very personal script, you are the only one capable of using it for spellcasting.</p>
<p>This advance can be taken multiple times, each time creating a new book.</p>
<h4 id="study-ii" tabindex="-1">Study II</h4>
<p>Learn a medium spell or ritual that you have discovered, so that you may henceforth use it without its tome. This can be taken multiple times.</p>
<h4 id="syphon" tabindex="-1">Syphon</h4>
<p>Mystical and mysterious energies constantly run throughout the entire Ultracosm and you are somehow tapped into them. You understand that nothing is gained and nothing is ever lost, it is merely shifted from somewhere to elsewhere. Except, you can intercept it and use it for your own gain.</p>
<p>As an action, spend 1 or more Brawn to heal 1d6 ability points per Brawn spent on a target you touch. As you do so, plants shrivel and die, objects age and become brittle. The area affected is vaguely relative to the amount healed.</p>
<h4 id="vox-dei-magnus" tabindex="-1">Vox Dei Magnus</h4>
<p>With a greater investment of your own spirit, you can alter small details about the world around you with your <em>Vox Furore Dei</em> power. That door over there? Look again, it’s unlocked after all, or maybe its hinges are brittle. That potion bottle? You must be mistaken, it’s still full. This power takes an action and costs Mind damage pertinent to the size of the change you’re trying to affect (1d4 for a refill, 1d12 for a repaired bridge, as examples.)</p>
<p>It is rumored that the divinity within you could be unleashed, perhaps leading to apotheosis?</p>
<h3 id="major" tabindex="-1">Major</h3>
<h4 id="hardest-knocks" tabindex="-1">Hardest Knocks</h4>
<p>Your <em>Harder Knocks</em> improve. Choose one for which you already have <em>Harder Knocks</em>.</p>
<ul>
<li>Add double your Brawn modifier to melee damage.</li>
<li>Add double your Brawn modifier to thrown damage.</li>
<li>Add double your Agility modifier to ranged damage.</li>
<li>Add double your Brawn or Agility modifier (use whichever ability you rolled to attack) to melee damage with light weapons.</li>
<li>Add double your Mind modifier to damage from your powers (such as <em>Pestilence</em> or <em>Zap</em>.)</li>
<li>Add double your Mind modifier to the damage of all spells and rituals that you cast.</li>
</ul>
<p>This power can be taken multiple times, each time for a different choice.</p>
<h4 id="study-iii" tabindex="-1">Study III</h4>
<p>Learn a major power or ritual that you have discovered, so that you may henceforth use it without its tome. This can be taken multiple times.</p>
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<h2 id="playing-the-game" tabindex="-1">Playing the game</h2>
<h3 id="core-resolution-mechanic" tabindex="-1">Core resolution mechanic</h3>
<p>Your character has 3 abilities: Brawn, Agility, and Mind (BAM). Brawn represents your physical toughness, your endurance, and your strength. Agility refers to your speed, your precision, and your dexterity. Mind is your cunning, force of will, and education. These abilities have a score, which is a value generally between 5 and 15. From their score, a modifier is derived, which is equal to the score minus 10. For example, a character with a Brawn score of 13 has a Brawn modifier of +3, while a character with a Mind score of 8 has a Mind modifier of -2.</p>
<p>When a situation calls for a check, you roll a d20 and add the relevant ability's modifier. If your result is equal to or higher than the target number, you succeed. The target number is set by the GM, and depends on the difficulty of the task you're trying to achieve. In the case of combat, where you're trying to hit an opponent, the target number is equal to the opponent's Defense score, which is their Agility score plus any applicable modifiers, such as from a shield, protective magics, or impediments.</p>
<p>If the text calls for an <em>opposed</em> check, the target number is equal to the target's relevant ability score.</p>
<h3 id="advantage-and-disadvantage" tabindex="-1">Advantage and disadvantage</h3>
<p>These are the main ways to change the odds on your checks. If you have advantage on a check, you roll 2d20 and take the best result, and if you have disadvantage you roll 2d20 and take the worst result. There are a variety of ways to gain advantage or suffer disadvantage, as described below.</p>
<h3 id="affinities" tabindex="-1">Affinities</h3>
<p>As an exceptional character, you are resistant to certain types of damage. This is represented by a 1, 2, or 3 point affinity in one or more abilities. Whenever you take damage to an ability you have an affinity for—regardless of source—first reduce the damage by the value of your affinity before applying it to the ability.</p>
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<h3 id="wonder" tabindex="-1">Wonder</h3>
<p>Hypertellurians is a game about exploring the endless worlds of the Ultracosm. These places are filled with awe-inspiring places, creatures and vistas. When the characters encounter such things, they gain Wonder commensurate to the phenomenon discovered. This communal pool of Wonder can then be used to perform wondrous actions that no normal person would be able to do.</p>
<p>Wonder spent is also the means by which characters advance in power; see <a href="https://mottokrosh.com/posts/2018/04/hypertellurians/#advancement">Advancement</a> above.</p>
<p>Wondrous actions cost Wonder, and whenever a player wants to make use of them they require unanimous consent from the other players. In return, they can achieve results regular actions cannot, and can make a great difference in fast turns especially.</p>
<h4 id="wondrous-combat-actions" tabindex="-1">Wondrous combat actions</h4>
<ul>
<li><strong>Brutal blow.</strong> Your attack gains the <em>brutal</em> tag. If it already had it, it instead deals an extra 1d4 damage. [2 Wonder]</li>
<li><strong>Called shot.</strong> Target a specific location for appropriate, extra effect, as determined by the GM. [2 Wonder]</li>
<li><strong>Charge.</strong> Move a short distance and attack. If the attack hits, deal an extra 1d4 points of damage. [2 Wonder]</li>
<li><strong>Sprint.</strong> Move a long distance. [2 Wonder]</li>
</ul>
<h4 id="wondrous-general-actions" tabindex="-1">Wondrous general actions</h4>
<ul>
<li><strong>Manifest memory.</strong> Reach through the Ultracosm and physically manifest a relevant, experienced memory for 1 scene. The specific effects are determined by the manifestation, but should be wildly beneficial. [6 Wonder]</li>
<li><strong>Marvelous adaptation.</strong> Draw upon the raw potential of the Ultracosm. Become an expert on a topic of your choice for a scene. [3 Wonder]</li>
<li><strong>Push fate.</strong> Re-roll a roll you have just made. If the original roll was made with advantage, re-roll with advantage too. If it was made with disadvantage, re-roll <em>without</em> disadvantage. The Ultracosm remembers your actions, and if the re-roll alters the original outcome, it will add a complication into your future. [6 Wonder]</li>
<li><strong>Recall memory.</strong> Remember and recount an extraordinary experience. Roll with advantage on the next action, which is executed as part of this one. [3 Wonder]</li>
</ul>
<h3 id="critical-successes-and-failures" tabindex="-1">Critical successes and failures</h3>
<p>When a d20 roll comes up with a natural 1, the attempted action automatically fails, and can engender further, unforeseen consequences. However, a natural 20 is always an automatic success. In combat it means your attack deals <em>maximum damage</em>, and outside of combat a critical success can mean extra reward or effect.</p>
<h3 id="distance-and-positioning" tabindex="-1">Distance and positioning</h3>
<p>Hypertellurians uses 3 rough units of distance: close, short, and long. People and things are close if they can be reached in a handful of steps. A short distance requires a combat action to traverse. Outside of combat it’s probably around 10 meters. A long distance requires 2 combat actions to cover. Anything beyond that is specified numerically.</p>
<p>In combat, it's easy to track positioning in terms of relative distance in those categories.</p>
<h3 id="combat" tabindex="-1">Combat</h3>
<p>Combat is generally initiated by the action of a player or enemy character. Thereafter, combat is executed in rounds.</p>
<h4 id="combat-rounds" tabindex="-1">Combat rounds</h4>
<p>A combat round is made up of 3 parts: fast turns, regular turns, and the end of the round. A character can decide to either take a fast or regular turn, and this decision is made anew each round. A character taking a fast turn can use 1 action only, whereas a character taking a regular turn gets to use 2 actions. Taking a fast turn is also referred to as “acting fast”.</p>
<p>Player characters who wish to take a fast turn go first, in any order they agree among them. If there is disagreement, the character with the highest Agility score goes first. Then, once all players taking a fast turn have acted, enemies who wish to take a fast turn act.</p>
<p>Next, all remaining player characters take their regular turns—with their full 2 actions—in any order, and finally the remaining enemies—if any—take their regular turns.</p>
<p>Then it's the end of the round, and a new one begins.</p>
<p>Fast turns are great candidates for wondrous actions, since they let you act before the enemy.</p>
<p>Trivial things like talking, drawing a weapon, opening an unlocked door, don't cost any actions. They can be done as part of the turn for free, within reason.</p>
<table>
<thead>
<tr>
<th>#</th>
<th>Order</th>
</tr>
</thead>
<tbody>
<tr>
<td>1</td>
<td>Player characters who act fast take 1 action each</td>
</tr>
<tr>
<td>2</td>
<td>Enemies acting fast take 1 action each</td>
</tr>
<tr>
<td>3</td>
<td>Player characters taking a regular turn take 2 actions each</td>
</tr>
<tr>
<td>4</td>
<td>Enemies taking a regular turn take 2 actions each</td>
</tr>
<tr>
<td>5</td>
<td>End of the round</td>
</tr>
</tbody>
</table>
<h4 id="regular-actions" tabindex="-1">Regular actions</h4>
<ul>
<li>Make an attack with a weapon</li>
<li>Move a short distance</li>
<li>Disengage without provoking an attack of opportunity</li>
<li>Retrieve and drink a potion</li>
<li>Perform a special maneuver</li>
<li>Use a power with an activation time of 1 action</li>
<li>Stand up from prone</li>
</ul>
<p>The above list is not exhaustive, nor are your character’s powers and weapons a restrictive set of actions! Improvise! Be creative! This is a roleplaying game, and the only limit is your imagination (and the GM’s fair and impartial rulings).</p>
<p>Don’t forget to use the terrain to your advantage. Engineer hazardous situations for your foes. Strip them of their assets and powers. Control the battlefield and emerge victorious!</p>
<p>Unlike in some RPGs, you don't gain experience points for defeating enemies, so it's a perfectly sensible tactic to try and avoid combat, circumvent enemies, or at the very least never engage in combat without having swayed the odds in your favor. Strive for advantage.</p>
<h4 id="attack-rolls" tabindex="-1">Attack rolls</h4>
<p>An attack roll is simply a type of opposed roll. Your target number is your opponent's Defense value. For melee attacks, add your Brawn modifier, for ranged ones your Agility modifier.</p>
<p>For attacks with light weapons, you can choose between your Brawn or Agility modifier. Attack powers will specify which ability to use.</p>
<h4 id="defense" tabindex="-1">Defense</h4>
<p>The Defense value is equal to the Agility score, plus any bonuses from shields, spells or powers.</p>
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<h4 id="attacks-of-opportunity" tabindex="-1">Attacks of opportunity</h4>
<p>The following actions provoke attacks of opportunity. An attack of opportunity is a single melee attack.</p>
<ul>
<li>Moving away from an armed, close combatant</li>
<li>Moving past a close combatant</li>
<li>Standing up from prone</li>
<li>Any other action that leaves the character particularly vulnerable</li>
<li>Moving into a flanking position <strong>gives</strong> you an attack of opportunity</li>
</ul>
<h4 id="cleaving" tabindex="-1">Cleaving</h4>
<p>When an opponent’s hit points reach 0 but your attack would do additional damage, that damage carries over to a close opponent of your choice whom you could also have hit with your attack roll. For example, if you fight a cluster of three nearby thugs with identical statistics, each with 5 hp, and you successfully hit the first for a whopping 12 damage, you would kill your target, deal the remaining 7 to the second thug, and because that was also enough to kill him, the third one would take the remaining 2 damage.</p>
<h3 id="social-conflict" tabindex="-1">Social conflict</h3>
<p>Not all conflicts are solved through combat or running away. Sometimes the pen (or the oratory prowess) is mightier than the sword. A compelling roleplaying moment and a successful opposed Mind check can inflict Mind damage to an opponent, as their resolution, and perhaps their very world view, starts to falter. It would not be unreasonable for a particularly cutting argument to even inflict mental trauma. All within reason, of course.</p>
<h3 id="damage%2C-death%2C-and-dying" tabindex="-1">Damage, death, and dying</h3>
<p>Damage is recorded against abilities. Whenever an ability takes damage, first subtract the value of any affinity on that ability from the damage taken. When the damage to an ability equals or exceeds the ability's score plus any buffer points, roll for trauma. For Brawn or Agility, roll on the <a href="https://mottokrosh.com/posts/2018/04/hypertellurians/#physical-trauma">Physical trauma</a> table; for Mind, on the <a href="https://mottokrosh.com/posts/2018/04/hypertellurians/#mental-trauma">Mental trauma</a> one. When the damage equals or exceeds a <strong>second</strong> ability score plus any buffer, roll on the <a href="https://mottokrosh.com/posts/2018/04/hypertellurians/#critical-trauma">Critical trauma</a> table instead.</p>
<p>Ability modifiers are always derived from the ability's score, and are unaffected by any damage the ability might currently have.</p>
<p>Damage rolls over from one ability to the next, in this order: Brawn → Agility → Mind → Brawn → … That means, for example, that any damage on Mind that exceeds your Mind score (plus Buffer) carries over to Brawn. When damage carries over in this way, any affinity on the ability it carries over onto does not apply—the affinity was already subtracted on the targeted ability.</p>
<h4 id="damage-types" tabindex="-1">Damage types</h4>
<p>The most common type of damage is physical, which affects a character’s Brawn first, and an opponent’s hit points. Psychic damage affects a character’s Mind, and an opponent’s hit points, but their regular protections (like armor) are likely useless against it.</p>
<p>There are other types of damage, such as poison, acid, fire, and many more. These may or may not affect protections or have additional effects—do what makes sense, e.g. acid eats through metal (slowly) and a poisonous cloud cares nothing for armor (unless the armor happens to be airtight).</p>
<p>Beyond the mundane damage types above, you will also encounter magic damage. Unlike mundane damage, magic damage overcomes any protections (such as armor), unless these protections are magical themselves.</p>
<p>Magical defenses might furthermore protect against psychic damage, whereas mundane ones will definitely not.</p>
<h4 id="reducing-damage" tabindex="-1">Reducing damage</h4>
<p>The damage that the GM announces may not be the final amount that you mark against your character’s ability or abilities. There are multiple ways to reduce the damage:</p>
<ul>
<li><strong>Armored:</strong> subtract the value of the armor from the damage</li>
<li><strong>Relevant Affinity:</strong> subtract the value of the affinity from the damage</li>
<li><strong>Power:</strong> You may have a power or spell that can reduce damage</li>
</ul>
<p>For physical damage, an armored combatant can subtract the value of the armor from the damage taken, before they consider any affinity. The GM should rule when armor applies and when not. For example, it should apply when falling into a spiked pit, but it does not protect when engulfed in flames.</p>
<h4 id="damage-buffers" tabindex="-1">Damage buffers</h4>
<p>These are extra points in a given ability above and beyond its score that can take damage without triggering trauma. You can gain these buffers through advances or powers.</p>
<p>For example, a character with a Brawn of 13 and a brawn buffer of 2, only rolls for trauma once they hit 15 Brawn damage, instead of 13. Buffers get replenished just like regular damage (see Healing.)</p>
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<h3 id="healing" tabindex="-1">Healing</h3>
<p>A good night’s rest, or the equivalent, quiet down-time removes all ability damage, though not necessarily the effects of trauma. Furthermore, many powers, spells, rituals, and items in the game affect your character’s health.</p>
<p>When you receive healing, you can, in general, decide how to spread it among the damage to your abilities. When you do so, it's advantageous to spread it in such a way as to take you furthest away from trauma.</p>
<h3 id="trauma" tabindex="-1">Trauma</h3>
<h4 id="physical-trauma" tabindex="-1">Physical trauma</h4>
<ol>
<li><strong>Knocked out.</strong> Fall unconscious until healed or the end of the current scene.</li>
<li><strong>Immobilized.</strong> Your primary locomotive functions have been compromised. You likely fall prone, and you are unable to take any move actions until all your ability damage has healed.</li>
<li><strong>Badly injured.</strong> Until all of your Brawn and Agility damage is healed, you have disadvantage on all checks.</li>
<li><strong>Disarmed.</strong> A weapon you were holding flies out of your hand and lands a short distance away, behind the enemy line, or in a random direction. If you weren’t holding a weapon, another possession goes flying instead.</li>
<li><strong>Numbed.</strong> One of your extremities—such as a hand or an ear—goes numb for a scene.</li>
<li><strong>Gash.</strong> You receive a deep open wound, which has a 50% chance of contracting an interesting disease, and needs quick medical attention, or that chance rises to 100%.</li>
<li><strong>Tired.</strong> Until you have a good night’s rest, you cannot use any heavy weapons, or perform any particularly tiring activities.</li>
<li><strong>Bruised.</strong> You've taken a knocking and it shows.</li>
</ol>
<h4 id="mental-trauma" tabindex="-1">Mental trauma</h4>
<ol>
<li><strong>Knocked out.</strong> Fall unconscious until healed or the end of the current scene.</li>
<li><strong>Confused.</strong> Attack an ally who recently confused, angered, or fed you, on your next turn.</li>
<li><strong>Stunned.</strong> You are utterly perplexed, and your opponents may disengage without provoking attacks of opportunity. You cannot take any actions. At the end of each round, you may attempt a Mind check to end this trauma.</li>
<li><strong>Panicked.</strong> You can’t take this. You do your best to escape this scene and will take no further part in it.</li>
<li><strong>Convinced.</strong> One of your core beliefs has been challenged, and you're temporarily accepting its inverse.</li>
<li><strong>Shaken.</strong> You can’t focus on what you’re doing. For the remainder of the scene or the next 10 minutes, you cannot activate any powers that cost you Mind damage to use.</li>
<li><strong>Vexed.</strong> You are angry and fight with fury more than cunning. For the rest of the scene or the next 10 minutes, you cannot use any positive weapon or armor tags.</li>
<li><strong>Embarrassed.</strong> Something out of character has occurred—explain what. It leaves you annoyed with yourself for a time.</li>
</ol>
<h4 id="critical-trauma" tabindex="-1">Critical trauma</h4>
<ol>
<li><strong>Death.</strong> The end.</li>
<li><strong>Irrevocably fatal injury.</strong> Death after dramatic delay.</li>
<li><strong>Badly maimed.</strong> Loss of 2 major limbs, or 1 major and 2 minor limbs. Unconsciousness. Or: <strong>Psychotic.</strong> Gain life-altering insanity.</li>
<li><strong>Crippled forevermore.</strong> Brawn and Agility are capped at 13. Or: <strong>Afflicted.</strong> Mind is capped at 13.</li>
<li><strong>False alarm?</strong> Death, but returned to life after terrible bargain with deity or demon.</li>
<li><strong>Close one.</strong> Loss of 2 minor limbs. Screaming. Or gurgling, if one of the limbs was the tongue.</li>
</ol>
<h2 id="equipment-%26-inventory" tabindex="-1">Equipment & inventory</h2>
<p>Hypertellurians uses slots to abstract away how much a character can carry. <strong>A character has inventory slots equal to their Brawn score</strong>, and most items cost 1 inventory slot to carry. Particularly small items can often be combined into 1 slot, given a pouch or pocket—see the aside about bags, and use your judgement. Heavy or bulky items, such as heavy armor, may take up multiple slots.</p>
<h3 id="encumbrance" tabindex="-1">Encumbrance</h3>
<aside id="inventory-packs">
<h3>Bags, backpacks, and pouches</h3>
<p>What respectable Hypertellurian wants to run around with a bulky backpack, or drag large sacks? That's what subordinates, pack animals, and magic items are for!</p>
<p>Using any kind of bag means that stowing or retrieving an item from it requires an action. Other items in your inventory are freely accessible.</p>
<p><strong>Beltpouch or deep pocket.</strong> 1 slot. Fits up to 5 potion sized items.</p><p>
</p><p><strong>Sack with shoulder straps, or backpack.</strong> 2 slots. Fits up to 5 slots' worth of items.</p>
</aside>
<p>The inventory slots represent the items a character can comfortably carry on their person. Carrying more than that is certainly possible, but then they're encumbered, which makes them slow and easy to tire—adjudicate the exact effects of this sensibly in any given situation.</p>
<p>The player is encouraged to plan their character's inventory before an adventure, and leave unnecessary items in a safe place. If the character expects to find lots of loot, it might behoove them to hire henchmen for carrying stuff, or a pack mule/entity.</p>
<h3 id="tags" tabindex="-1">Tags</h3>
<p>Items like weapons and armor, but also potentially spells and powers, are characterized by tags. These tags confer a special rule upon the item.</p>
<h3 id="weapons" tabindex="-1">Weapons</h3>
<p>All weapons fit into one of 3 categories.</p>
<ul>
<li><strong>Light weapons:</strong> 1 attack per combat action, with—optionally—Agility instead of Brawn for melee attacks.</li>
<li><strong>Medium weapons:</strong> 1 attack per combat action.</li>
<li><strong>Heavy weapons:</strong> 1 attack per combat action. Exhausting.</li>
</ul>
<h3 id="armor-%26-shields" tabindex="-1">Armor & shields</h3>
<p>Armor reduces the damage taken from physical attacks by the value specified. It stacks with Brawn and Agility affinities, but it does not protect against damage to Mind.</p>
<p>Shields, on the other hand, give a bonus to your defense score, making you harder to it.</p>
<ul>
<li><strong>Light armor:</strong> 1-point damage reduction, 1 slot.</li>
<li><strong>Medium armor:</strong> 2-point damage reduction, 2 slots.</li>
<li><strong>Heavy armor:</strong> 3-point damage reduction. Exhausting. 3 slots.</li>
<li><strong>Light shield:</strong> +1 bonus to defense. 1 slot.</li>
<li><strong>Medium shield:</strong> +2 bonus to defense. 2 slots.</li>
<li><strong>Heavy shield:</strong> +3 bonus to defense. 4 slots.</li>
</ul>
<h3 id="weapon-tags" tabindex="-1">Weapon tags</h3>
<ul>
<li><strong>Armor piercing:</strong> Ignore non-magical armors.</li>
<li><strong>Attached:</strong> Cannot be disarmed by regular means.</li>
<li><strong>Backswing:</strong> When you miss with this weapon, gain advantage on the next attack roll this round.</li>
<li><strong>Blunt:</strong> Opponent’s armor counts as 1 point lower.</li>
<li><strong>Brutal:</strong> Roll for damage twice, take the best result.</li>
<li><strong>Destructive:</strong> On a critical success, renders opponent’s non-magical shield or armor (defender’s choice) useless for the remainder of the scene.</li>
<li><strong>Excruciating:</strong> If the attack deals damage, the target loses one of their actions to pain next turn.</li>
<li><strong>Exhausting:</strong> Take 1d4 Brawn damage when you miss with this weapon.</li>
<li><strong>Fated:</strong> On a miss, still deal half your attack ability modifier in damage (rounded up, minimum 1)</li>
<li><strong>Forceful:</strong> Add an extra damage die each additional time you attack with this weapon in this round. Resets to its starting damage die at the end of the round.</li>
<li><strong>Long:</strong> Whenever an opponent moves to engage you, you get a free attack of opportunity against them, unless they also wield a long weapon.</li>
<li><strong>Knockback:</strong> On a critical hit, knock the target prone or a back a short distance (your choice), if it makes physical sense.</li>
<li><strong>Magic:</strong> This weapon ignores non-magical armors, and can affect entities that cannot be harmed by mundane effects.</li>
<li><strong>One-shot:</strong> Once used, this weapon is destroyed.</li>
<li><strong>Ongoing:</strong> Take 1 damage (ignoring affinities) at the beginning of each round, until healed or bandaged.</li>
<li><strong>Parry:</strong> Use an action to gain +5 to your defense score until the beginning of your next turn.</li>
<li><strong>Precise:</strong> +1 to your attack roll.</li>
<li><strong>Ranged:</strong> This weapon can be used to shoot at a target a short or long distance away.</li>
<li><strong>Reload:</strong> Once used, an action must be spent to reload it before it can be used again.</li>
<li><strong>Spread:</strong> This weapon’s damage affects all targets close to the point of impact.</li>
<li><strong>Throwing:</strong> Can be used both as melee or ranged weapon, up to a short distance.</li>
<li><strong>Unreliable:</strong> When you miss with an attack with this weapon, it cannot be used for the remainder of the combat.</li>
</ul>
<h3 id="armor-tags" tabindex="-1">Armor tags</h3>
<ul>
<li><strong>Attached:</strong> Super hard to take off safely.</li>
<li><strong>Bulky:</strong> Light or medium armor only—is exhausting like heavy armor.</li>
<li><strong>Comfortable:</strong> Heavy armor only—does not cause exhaustion.</li>
<li><strong>Concealable</strong>: Can be worn under regular clothing.</li>
<li><strong>Deflecting:</strong> When the damage from an attack or power would be reduced to 0 because of the armor, optionally transfer the original damage onto a close target instead.</li>
<li><strong>Exhausting:</strong> Take 1d4 Brawn damage when one of your melee attacks misses.</li>
<li><strong>Fragile:</strong> Once it has prevented 1 or more points of damage, this armor cannot be used anymore for the remainder of the combat.</li>
<li><strong>Magic:</strong> Reduces damage from magic sources.</li>
<li><strong>Noisy:</strong> This armor is particularly noisy.</li>
<li><strong>Reflecting:</strong> When the damage from an attack or power would be reduced to 0 because of the armor, optionally transfer the original damage back onto the attacker instead.</li>
<li><strong>Spiked:</strong> Can be used as a medium weapon that deals 1d6 damage. Automatically damages bare-fisted attackers and the like.</li>
</ul>
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<h3 id="sample-weapons" tabindex="-1">Sample weapons</h3>
<h4 id="light" tabindex="-1">Light</h4>
<ul>
<li><strong>Black powder pistol:</strong> 1d8 (light, destructive, ranged, reload, unreliable)</li>
<li><strong>Dagger:</strong> 1d4 (light, throwing)</li>
<li><strong>Flash bomb:</strong> 1d4 psychic (light, one-shot, spread, throwing)</li>
<li><strong>Needles of Thanic:</strong> 1 (light, magic, excruciating, ongoing, one-shot, throwing)</li>
<li><strong>Rapier/Sword cane:</strong> 1d6 (light, medium, precise)</li>
<li><strong>Scorpion-tail-mounted Eye of Nofre-Neter:</strong> 1d4 psychic (light, magic, ranged, spread, unreliable)</li>
<li><strong>Stiletto:</strong> 1d4 (light, armor piercing)</li>
<li><strong>Wet fire:</strong> 1d4 (light, armour piercing, throwing, one-shot, ongoing)</li>
<li><strong>Whip:</strong> 1d2 (light, excruciating, long)</li>
</ul>
<h4 id="medium-1" tabindex="-1">Medium</h4>
<ul>
<li><strong>Bo staff:</strong> 1d6 (medium, long, parry)</li>
<li><strong>Crossbow:</strong> 1d8 (medium, armor piercing, brutal, precise, reload)</li>
<li><strong>Flail:</strong> 1d6 (medium, backswing)</li>
<li><strong>Longbow:</strong> 1d8 (medium, armor piercing)</li>
<li><strong>Longsword:</strong> 1d8 (medium)</li>
<li><strong>Spear:</strong> 1d6 (medium, long, throwing)</li>
<li><strong>Warhammer:</strong> 1d6 (medium, backswing, blunt)</li>
</ul>
<h4 id="heavy" tabindex="-1">Heavy</h4>
<ul>
<li><strong>Glaive:</strong> 1d8 (heavy, forceful, long)</li>
<li><strong>Greatmaul:</strong> 1d10 (heavy, backswing, knockback)</li>
<li><strong>Greatsword:</strong> 1d12 (heavy)</li>
<li><strong>Halberd:</strong> 1d10 (heavy, long)</li>
<li><strong>Spiked maul:</strong> 1d10 (heavy, backswing, brutal)</li>
</ul>
<aside id="exhaustion-aside">
<h3>Exhaustion</h3>
<p>Both heavy weapons and heavy armor are tiring to fight with or in, and they can, over the course of a combat, sap an attacker’s Brawn, and are therefore perhaps best reserved for advanced, sturdy characters.</p>
<p>When a character in heavy armor attacks and misses, they take 1d4 damage to Brawn. When a character attacking with a heavy weapon misses, they also take 1d4 damage to Brawn. A heavily armored character attacking and missing with a heavy weapon will therefore take 2d4 damage to Brawn from exhaustion.</p>
</aside>
<h2 id="tips-for-players" tabindex="-1">Tips for players</h2>
<p>It is not the GM's duty to make a game fun, but rather it is the duty of all players and the GM together to make it fun. Here are some tips gathered over time to facilitate that. Some are more specific to this game, but most of them apply to all roleplaying games.</p>
<ul>
<li><strong>Adventure drive.</strong> Give your character a reason to go on adventures and risk their life. If you would like to play a sedentary tulip farmer, Hypertellurians is probably not the game for you. In this game, the Drive characteristic is designed for just this purpose.</li>
<li><strong>Setting and tone buy-in.</strong> Everything about your character should support the setting and tone of the game, from their name, to their behavior. If you play a horror game, your character should be able to be frightened, for example, and have a name appropriate to the setting. In a Hypertellurians game, use language that you might have found in pulp magazines of the mid 20th century. Say ray emitter instead of laser, automaton or auto-ambulaton instead of robot, and aether ship instead of space cruiser.</li>
<li><strong>Support other players' character concepts.</strong> To make a game immersive, a GM should play towards the strengths of a character's concept—by not making them roll unnecessarily for actions that they should excel at, for example. As a player, you can do much the same to support a concept. It's as simple as turning to the character that represents an area of expertise for help, instead of trying to do it all alone. Ask your mage when it comes to ancient writing, tell your suave people expert how sharp they look today, interact seriously with the character roleplaying loss. This doesn't take away from the game's fun, but truly adds to it.</li>
<li><strong>Playing the leader.</strong> Not every group needs one, but some players enjoy taking on a leading role. That doesn't mean they should hog the spotlight. On the contrary, a good leader delegates and defers to the trusted experts they have surrounded themself with, i.e. the other characters in the party. When you're the leader, always ask advice from the character who is the domain expert for a given situation. Together with the previous tip, this makes for solid and engaging narratives.</li>
<li><strong>Failure is fun.</strong> The GM should only make you roll when failure is interesting. Therefore it drives the story along by definition. Don't think in terms setbacks, but in terms of unexpected complications, probably opening doors to new wonders.</li>
<li><strong>Signal intent.</strong> Because a roleplaying game is a cooperative exercise, it's also down to you to let your GM know about the kinds of situations you enjoy, and the kinds of trouble you'd enjoy getting your character into. Use your weakness characteristic to help with this!</li>
<li><strong>The answer may not be on the character sheet.</strong> Your character is more than the sum of the values from their character sheet, and the sheet should not be treated like an exclusive menu of actions your character can perform. Use it as inspiration, of course, but also look to the environment, to NPCs, to creative use of your powers, and not least to your own ingenuity. Don't be afraid to find new, unorthodox uses for your equipment or your powers. The rules use natural language as much as possible for this very reason.</li>
<li><strong>Don't ask for permission, or character knowledge.</strong> If you ask whether your character is able to do something, notice something, or know something, you are setting your GM up to make you roll for the answer. Instead, assume ability, permission, or knowledge where it would be appropriate for your character. Your GM will tell you if you overreach.</li>
<li><strong>Violence may not be the answer.</strong> When you run around with swords, photic axes, and eldritch spell tomes, it's tempting to think of every encounter as a battle to win. And while some certainly will be, don't be shy about circumventing danger, or returning to it later, or engineering a peaceful solution. Or tipping off the town guard.</li>
<li><strong>Take actions and risks.</strong> Don't wait for adventure to come to you, and while formulating a cunning plan of action can be fun, don't spend too long on it, lest a player <a href="https://en.wikipedia.org/wiki/Leeroy_Jenkins">Leeroy Jenkins</a> it. Trust that the GM will make the consequences of your actions interesting, one way or another.</li>
<li><strong>Focus.</strong> Give the game your attention, not your phone (unless you're looking up a power, perhaps). It is a disservice to the GM and the other players to busy yourself with such distractions. If the game is not fun for you, talk about it together, and see how that can be resolved.</li>
<li><strong>Talk to one another.</strong> Talk about what works and what doesn't in a game, whether any subjects were broached that made someone uncomfortable, whether anyone was made made to feel unwelcome, or anything really. Remember that this is a game, and everyone is here to have fun. The first point of call for any issue should always be to talk it out, out of character.</li>
</ul>
<h2 id="running-the-game" tabindex="-1">Running the game</h2>
<h3 id="general-conventions" tabindex="-1">General conventions</h3>
<h4 id="player-creativity" tabindex="-1">Player creativity</h4>
<p>Combat should generally not be the default option, and characters heading into a fight without a clear advantage should expect a hard time. Encourage player creativity.</p>
<h4 id="adjudicate-sensibly" tabindex="-1">Adjudicate Sensibly</h4>
<p>This game’s aim is not to provide rules for every possible situation. When something comes into question, simply go with what makes the most sense. Try and remain consistent with your rulings, but at the same time, don’t be afraid to go back and change something if you discover problems with it later.</p>
<h4 id="round-down" tabindex="-1">Round Down</h4>
<p>Unless directly told otherwise, always round down.</p>
<h4 id="rolling-dice" tabindex="-1">Rolling Dice</h4>
<p>Who rolls the damage or healing dice, and all at once or individually? Totally your call. Powers generally don’t state the specifics for these things, so use whatever works best for everyone.</p>
<h3 id="wonder-%26-advancement" tabindex="-1">Wonder & advancement</h3>
<p>Wonder is at the heart of the game; wondrous actions let the player characters achieve extraordinary feats, and instantly shift situations and scenes in very different directions. When all hope seems lost, a character might be saved by a clever Manifest Memory wondrous action.</p>
<p>With this in mind, the dangers you can throw at the characters can be wilder than in more traditional fantasy adventure games. It also means that there is no precise way (or desire) to balance encounters against party level.</p>
<p>However, because of this, and because Wonder is tied to character advancement, there are three things the GM should keep in mind:</p>
<ol>
<li><strong>Hand out Wonder regularly.</strong> Describe the amazing locations, creatures, and actions, the characters come across, and underline the situation by handing out appropriate amounts of Wonder. Don't be afraid to award Wonder for cool or funny player interactions either.</li>
<li><strong>The Recall Memory wondrous action gives advantage on a check.</strong> And advantage is the prime method for increasing a character’s odds of success, so the player will strive for it often, and that’s ok.</li>
<li><strong>Aim for around 10 points of Wonder per session.</strong> Every 10 Wonder spent gives the players an advance for their character, and getting an advance at the end of each session is particularly satisfying. Handing out 2–3 Wonder for discovering a new creature, or 4–7 for an awesome location works well, but you'll soon get a rhythm for what works best for your game.</li>
</ol>
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<h3 id="rewards" tabindex="-1">Rewards</h3>
<p>With a slotted inventory system, the amount of slots a reward takes up determines how valuable it is, on top of any other intrinsic value. Coins and gems can go into a single “coin pouch” slot within reason, for example. Armor and weapons add up quickly. And for a wizardly character, their collection of spell tomes might soon strain against the low number of slots due to their likely unfavored Brawn score. Therefore a spell tome containing more than one spell is a much greater treasure. The same is true of any item that might award additional slots, such as a bag of holding. However, such items should probably be avoided, in favor of carts, or henchmen, the more traditional methods of dealing with loot. When slot management is trivialized, it becomes a chore rather than a fun subsystem that encourages meaningful loot choices and quick potion quaffing.</p>
<p>Think of the inventory slots system also as a preparation step before the adventure, where the player determines what their character brings along and what they leave at home.</p>
<p>Gold and gems remain a viable reward, even in a game spanning multiple worlds of varying cultures and technological advancements. But in order to retain value, you should introduce either an easy means converting the various denominations into local currencies, or have your merchants accept all of them. Or you might use a trading hub, perhaps in your framing device’s base of operations, for example.</p>
<h3 id="creating-non-player-characters-and-monsters" tabindex="-1">Creating non player characters and monsters</h3>
<p>The health of a player character is determined by the damage to their 3 ability scores, and any trauma they have accumulated. For NPCs and monsters on the other hand, such detailed bookkeeping is unnecessary. Instead, consider all actors other than the player characters to have a pool of hit points. When it reaches 0, they die. Psychic damage targets hit points too, but automatically bypasses armor.</p>
<p>Having detailed statistics for an opponent or NPC is far less important in Hypertellurians than giving them memorable behavior. Most of the time, hit dice, and a descriptive sentence or two, is plenty to adequately run interactions with an NPC, or a fight with a monster. Similarly, the Hypertellurian archetypes are for player characters only—other creatures and people encountered do not necessarily fit into these neat categorizations.</p>
<p>If you would like to write out an adversary in more detail, consider the following sample NPCs and monsters as a suggested statblock, but you are of course encouraged to use whatever works best for your game.</p>
<h3 id="sample-npcs" tabindex="-1">Sample NPCs</h3>
<h4 id="plays-with-time" tabindex="-1">Plays-With-Time</h4>
<p><em>Woke up after dying and burnt their decaying flesh off until but a skeleton—missing a digit—remained, so that they might finally be whomever they like.</em></p>
<p><strong>HD</strong> 3; <strong>hp</strong> 9; <strong>Defense</strong> 10; <strong>Armor</strong> 4; <strong>Attack</strong> +3. <em>[Use this modifier for all types of rolls. It's generally equal to the HD. If the person is much better at one thing than another, add the modifier for that here too.]</em><br />
<strong>Strength:</strong> Unnerving, plant-and-resolve-shriveling gaze; untiring. <em>[Play this as you will. If in doubt call for an opposed check of sorts.]</em><br />
<strong>Weakness:</strong> Abhors small, furry animals. <em>[Roleplaying or story cue.]</em><br />
<strong>Drive:</strong> Explore, experience, be whatever I want to be. <em>[This informs the NPC's plans and goals.]</em><br />
<strong>Secret:</strong> Plays-With-Time was cursed with undeath. So long as their digit remains buried in an unhallowed grave, they can never truly die. <em>[Adventure seed.]</em><br />
<strong>Equipment:</strong> Nun's habit (Mother Superior Yvania), priest frock (Monseigneur Petraud), glaive (heavy weapon, 1d8 damage, exhausting, forceful, long), ancient chain shirt (medium armor, concealable).</p>
<h4 id="countess-elizabeth-bathory" tabindex="-1">Countess Elizabeth Bathory</h4>
<p><em>With power comes privilege, and that privilege was to bathe in the blood of virgins, prolonging life, and improving skin and spirit.</em></p>
<p><strong>HD</strong> 5; <strong>hp</strong> 15; <strong>Defense</strong> 13; <strong>Armor</strong> 1; <strong>Attack</strong> +5.<br />
<strong>Strength:</strong> Admonishing, bewitching, and manipulating people. Outliving enemies.<br />
<strong>Weakness:</strong> Hunted by her former, much abused vassals, who finally overthrew her.<br />
<strong>Drive:</strong> Find a new place to rule and satisfy carnal indulgences.<br />
<strong>Secret:</strong> Access to a huge network of safe houses, cultivated over many years, all stocked with fineries, a copper bathtub, and servants willing to fight and die for her. But she would give it all up for true immortality.<br />
<strong>Equipment:</strong> Gem-studded whale-bone corset (light armor), expensive crimson gown and shoes, 4 vials of virgin blood, folding razor (light weapon, 1d4 damage, ongoing).</p>
<h4 id="jona-thorne%2C-barkeep" tabindex="-1">Jona Thorne, barkeep</h4>
<p><em>Impressive sideburns, a snazzy waistcoat, mace-like forearms, and wit as sharp as shark's teeth are the bare minimum to make it in the tavern trade.</em></p>
<p><strong>HD</strong> 1; <strong>hp</strong> 3; <strong>Defense</strong> 11; <strong>Armor</strong> 0; <strong>Attack</strong> +1.<br />
<strong>Strength:</strong> Spinning yarns, polishing glasses to a shine, remembering details about people, personal grooming.<br />
<strong>Weakness:</strong> Slow reflexes, and far fewer true friends than he'd like.<br />
<strong>Drive:</strong> Continue growing tavern patronage by any means, such as pretending to be a former warrior and mercenary, and retire early and rich.<br />
<strong>Secret:</strong> Jona would do anything for gold, and has insinuated himself into two morally opposite cults or tax unions at once.<br />
<strong>Equipment:</strong> Tavern, battleaxe that allegedly slew the giant Thrimir (medium weapon, 1d8 damage, backswing).</p>
<h3 id="sample-monsters" tabindex="-1">Sample monsters</h3>
<h4 id="vile-skin-of-king-balaam-balan" tabindex="-1">Vile Skin of King Balaam Balan</h4>
<p>A dry, shriveled husk with patches of coarse hair, easily mistaken for a collection of animal skin shreds. Anything it rests on ages at 10 times the normal rate. It is utterly indestructible, but otherwise inert in this form. However, the last person to touch it is visited by twisted dreams for 8 days in a row.</p>
<p>The dreams feature either a three-headed king with flaming eyes and the tail of a serpent, or a ram-headed woman riding a bear. Each promises perfect answers on things past, present or future, and the gift of invisibility, if the dreamer flays their own skin and replaces it with this one.</p>
<ul>
<li><strong>Resisting:</strong> Requires a Mind 12 save each night and accumulating 4 or more successes before the 8 days are over. <em>[Mind 12 is just shorthand for a Mind check with a target number of 12.]</em></li>
<li><strong>Flaying:</strong> A hideous procedure over several hours imparting the Badly Injured trauma until the new skin is donned.</li>
<li><strong>Donning:</strong> Once shouldered, the skin becomes whole and transforms the wearer into the avatar of Balaam.</li>
<li><strong>Removing:</strong> Traditional methods include immersing in holy water for a day or killing the wearer. Make up your own too.</li>
</ul>
<p><strong><em>Avatar of Balaam.</em></strong> <strong>HD</strong> 10; <strong>hp</strong> 40; <strong>Defense</strong> 9; <strong>Armor</strong> 3 (magical); <strong>Attack</strong> +10.</p>
<ul>
<li>Bull-headed gore attack (1d8 damage, brutal, destructive, magic)</li>
<li>Voice of man: declare doom (Mind 15 save, or suffer 3d6 psychic damage from immediately fulfilled prophecy)</li>
<li>Voice of woman: forge bond (heal willing creature of 1d8+10 damage and you become their closest friend for 1 scene)</li>
<li>Legerity of the ram (climb absolutely anything)</li>
<li>Become invisible</li>
<li>Brilliance and wit (as Mind 18)</li>
<li>Summon bear</li>
</ul>
<h4 id="creature-from-the-lagoon" tabindex="-1">Creature from the Lagoon</h4>
<p><em>Humanoid amphibian monstrosity bent on destroying the people from whose rage it was created.</em></p>
<p><strong>HD</strong> 2; <strong>hp</strong> 6; <strong>Defense</strong> 11; <strong>Armor</strong> 1 (attached); <strong>Attack</strong> +2 (advantage against creators).</p>
<ul>
<li>Elicit screams of terror (Mind 12 save or be stunned, screaming for 1 round; on first sight only)</li>
<li>Powerful claws (1d6 damage, excruciating)</li>
<li>Fast and agile swimmer</li>
</ul>
<h4 id="focalor" tabindex="-1">Focalor</h4>
<p><em>A demon in the form of a man, with a griffin's wings, flying through the void of the aether, or hunting in the winds of desert planets.</em></p>
<p><strong>HD</strong> 4; <strong>hp</strong> 12; <strong>Defense</strong> 12; <strong>Armor</strong> 2 (attached, spiked); <strong>Attack</strong> +8. <em>[This creature is fairly weak, but its attacks are terrifyingly powerful.]</em></p>
<ul>
<li>Drown with sand (or similar; 1d6 damage, armor-piercing, ongoing, Brawn 14 save to stop ongoing)</li>
<li>Sink ship (up to galleon, automatic, over 10 minutes unless interrupted)</li>
<li>Wings of a griffin (fly fast and perfectly, at least long distance in 1 action)</li>
<li>Command winds and the sea</li>
</ul>
<h3 id="creating-spells-and-rituals" tabindex="-1">Creating spells and rituals</h3>
<p>In Hypertellurians, spells come in the form of spell tomes, where 1 tome generally contains 1 spell, and takes up 1 inventory slot. All characters can use spell tomes, provided they are capable and willing to pay the casting costs associated with the spells. While all spells are different, many involve the caster taking Mind damage as part of the casting. Casting a spell requires wielding the spell tome in question, or else, having learned the spell via one of the <a href="https://mottokrosh.com/posts/2018/04/hypertellurians/#study-i">Study</a> powers.</p>
<p>To create a new spell, consider the following points.</p>
<ul>
<li><strong>Spell or ritual?</strong> A spell is generally quick to cast, and will inflict ability damage, whereas a ritual takes a longer time, might involve multiple people, and often costs above and beyond ability damage.</li>
<li><strong>Minor, medium, or major?</strong> The difference here is in the casting cost, and the extent to which the spell or ritual changes the world around the caster. There is no restriction or requirement on the caster with regards to spell categorization, save their willingness (and ability) to pay the casting cost. A rough guideline might be as follows:
<ul>
<li><em>Minor spell or ritual:</em> 1d4 ability damage to cast; temporary, contained effect.</li>
<li><em>Medium spell or ritual:</em> 1d6 ability damage to cast; temporary effect over a larger area, or long-lasting effect over a contained area.</li>
<li><em>Major spell or ritual:</em> 1d8 ability damage or more to cast; wildly powerful effect, possibly changing a large area irrevocably.</li>
</ul>
</li>
<li><strong>Spell utility.</strong> A Hypertellurians character is likely to have a limited repertoire of spells, since they take up inventory space. As such, each spell should be interesting and useful in a variety of ways. Avoid spells that simply deal damage—there are weapons (magical or otherwise) for that already. Instead, allow for a generous amount of interpretation of the spell effects.</li>
</ul>
<h3 id="sample-spells-and-rituals" tabindex="-1">Sample spells and rituals</h3>
<h4 id="circle-of-protection-(medium-spell)" tabindex="-1">Circle of Protection (medium spell)</h4>
<p>Supernatural creatures of hit dice less than or equal to the caster’s Mind score may not cross the circle boundary. A number of people equal to the caster's Mind score may shelter within the circle. The circle must be immobile and drawn prior to casting as an action, with chalk or salt. Keeping the circle active costs 1 Mind damage and one concentration action per round.</p>
<h4 id="clandestine-cache-(medium-ritual)" tabindex="-1">Clandestine Cache (medium ritual)</h4>
<p>This spell enchants an object to make it especially difficult to locate with anything but mundane senses. Spells and sensors alike typically cannot locate the item at all, but it would be plain to see by anyone simply looking at it. The spell persists until the item is touched or moved. However, items can be stashed on a vehicle and remain hidden unless its position on the vehicle is changed.</p>
<p>It takes 1 hour to cast the ritual, and lasts for 1 week. It inflicts 1d6 Agility damage on the caster or casters.</p>
<h4 id="curse-of-torment-(medium-spell%2C-1d6-mind)" tabindex="-1">Curse of Torment (medium spell, 1d6 Mind)</h4>
<p>Casting this spell lays a curse on a target within short range. For the duration of the spell all damage the target takes gains the <a href="https://mottokrosh.com/posts/2018/04/hypertellurians/#weapon-tags">excruciating</a> tag. Each time the target loses an action because of this spell they may make an opposed Mind check to end the curse.</p>
<h4 id="customary-countenance-(minor-spell%2C-1d4-mind%2C-1-scene)" tabindex="-1">Customary Countenance (minor spell, 1d4 Mind, 1 scene)</h4>
<p>This spell covers the caster and their possessions in an illusion that makes them look like a typical, even stereotypical, example of the disguise they are adopting. Whilst they cannot look like a specific individual, they do look so typical that they often pass without notice if their behavior is appropriate. The details of the illusion are very much determined by the collective perception of the locality the spell is cast in.</p>
<h4 id="enumerate-(minor-spell)" tabindex="-1">Enumerate (minor spell)</h4>
<p>Take 1 Mind damage to cast this spell as 1 action. You instantly know the count of the number of stated things in a given area that you can see. The stated thing must be one word and the given area must be unambiguous lest the spell fail.</p>
<h4 id="fold-space-(medium-spell)" tabindex="-1">Fold Space (medium spell)</h4>
<p>If you succeed at a target 10 Mind check, you can, as an action, teleport to an open space you can see within 2d6 meters per d4 Mind damage you elect to take. On a critical failure, something interesting happens to you while you spend the action outside regular spacetime, before re-emerging where you started.</p>
<h4 id="geisticulation-(minor-spell%2C-1d4-agility)" tabindex="-1">Geisticulation (minor spell, 1d4 Agility)</h4>
<p>Move unattended objects within long range as if a poltergeist were animating them. The casting of this spell involves very bold and obvious arm movements. Go on as long as you concentrate and gesticulate (1 action per round), but it is imprecise and any sort of attack with it will be at disadvantage. Critical fails will furthermore be suitably interesting.</p>
<h4 id="lightning-trap-(medium-spell)" tabindex="-1">Lightning Trap (medium spell)</h4>
<p>You can cast this spell as a reaction, and take 1d4+1 Mind damage. A damaging area of effect spell is halted as soon as it's cast. A fireball is frozen in the earliest stages of explosion, when it is the size of an egg. A lightning bolt is just a neon light frozen down the hallway. This stasis lasts as long as the caster doesn't move at all, beyond blinking and breathing.</p>
<h4 id="light-legion-(major-spell%2C-1d10%2B1-mind-damage%2C-1-scene)" tabindex="-1">Light Legion (major spell, 1d10+1 Mind damage, 1 scene)</h4>
<p>Steal the sun’s native people to serve you or fight for you; if the sun has no natives in this cosm, the spell turns the sun’s light into shining golden warriors. Either way, this extinguishes the sun for the duration.</p>
<h4 id="mind-muscle-(1-slot%2C-medium-spell%2C-1-scene)" tabindex="-1">Mind Muscle (1 slot, medium spell, 1 scene)</h4>
<p>Reduce your Mind score by up to 5 points, and increase both your Brawn and Agility by the same amount. At the end of the scene, make a target 10 Mind check. Failure: take 1d10 Mind damage, then your Mind score returns to normal. Success: your Mind score returns to normal.</p>
<h4 id="mouse-time-(medium-spell%2C-1-scene)" tabindex="-1">Mouse Time (medium spell, 1 scene)</h4>
<p>Hold a mouse in your hands. As an action, if you succeed at an opposed Mind check, you take 1d4 Mind damage, and you shrink to mouse size, and the mouse grows to your size. This spell also works on things that are merely mouse-sized.</p>
<h4 id="pass-without-thought-(minor-spell%2C-1d4-agility%2C-1-scene)" tabindex="-1">Pass without Thought (minor spell, 1d4 Agility, 1 scene)</h4>
<p>This spell makes the caster invisible as long as they do nothing to draw attention to themselves and end each turn in close proximity to another individual. Thus they could join a guard patrol and follow them into a castle but could not walk across the drawbridge alone. This spell cannot be cast whilst being observed by anyone seeking the character.</p>
<h4 id="reverie-reveal-(medium-ritual)" tabindex="-1">Reverie Reveal (medium ritual)</h4>
<p>This ritual allows you to enter the dreams of another creature. Spend an hour brewing a special sleeping concoction. This costs 100 gold pieces in materials, and requires a little something from the target sleeper, such as a strand of hair, or a nail clipping.</p>
<p>Drink the concoction and fall asleep, and enter their dreams when they next snooze. While there you may remain hidden at the edges to learn about what occupies their mind, or interact with them, perhaps even implanting suggestions. At your discretion, you may frighten them and cause them to jolt awake suddenly.</p>
<p>When you wake after this ritual, your ability scores are not healed as they normally would.</p>
<h4 id="scuttle-(minor-spell%2C-1d4-agility%2C-1-scene)" tabindex="-1">Scuttle (minor spell, 1d4 Agility, 1 scene)</h4>
<p>Your clothes and hair animate to carry you. You can move at full speed in any orientation, and you can freely rotate as you move. For instance, you could run while standing on your head, holding a torch, and turning counterclockwise. You can lie on your side and, while flipping end over end, move backwards. This effect does not allow you to climb up walls, but you can climb ladders or rope at twice your usual speed.</p>
<h4 id="stretch-passage-(medium-spell)" tabindex="-1">Stretch Passage (medium spell)</h4>
<p>Pick a point you can see in a passage or hallway. The passage stretches out from that point becoming longer and non-Euclidean. It effectively becomes 10 meters longer for every d4 points of Mind damage you’re willing to take.</p>
<h4 id="stir-the-air-(minor-spell%2C-1-mind%2C-1-scene)" tabindex="-1">Stir the Air (minor spell, 1 Mind, 1 scene)</h4>
<p>Cast as an action on a close, willing target that you can see. You create a light breeze in a 2 meter radius sphere centered on the target, which moves with them. The breeze clears away odors and dust, scatters lightweight objects such as papers, extinguishes candles, and causes larger flames to flicker and dance. The target also gets a +2 bonus to their Defense score for the duration.</p>
<h4 id="summon-barbas%2C-son-of-corson%2C-king-of-the-west-(major-ritual)" tabindex="-1">Summon Barbas, Son of Corson, King of the West (major ritual)</h4>
<p>This occult ritual takes 8 hours to complete, requires the blood sacrifice of a living creature, and a secret hitherto never spoken out aloud. It inflicts 4d4 Mind damage, which can be split among any active and willing participants. Make a Mind check with a target number befitting the value of the sacrifice and the secret as judged by the GM. On a success you summon Barbas, who appears in the guise of a great lion, though at your request may change shape into a man. He answers truly on hidden or secret things, causes and heals diseases, teaches mechanical arts, and changes men into other shapes.</p>
<h4 id="swap-constitution-(medium-spell)" tabindex="-1">Swap Constitution (medium spell)</h4>
<p>If you succeed at an opposed Mind check, you can swap the damage to your abilities with that of another creature you can see. The total damage you currently suffer disappears and is applied to the target, in order of Brawn, Agility, Mind, or directly to their hit points, as appropriate. Any damage they suffered is simultaneously applied to your abilities, again in the same order.</p>
<h4 id="synapse-split-(minor-spell)" tabindex="-1">Synapse Split (minor spell)</h4>
<p>Punish a target you see, up to a long distance away, with a potentially deadly attack that deals them 1d4+1 psychic damage per 1d4 Mind damage you elect to take. Somewhere in the Ultracosm, someone immediately experiences a <em>déja-vu</em>. But the chances of that being a mighty sorcerer now coming to get you are very small, I'm sure.</p>
<h4 id="turn-around%2C-bright-eyes-(minor-spell)" tabindex="-1">Turn Around, Bright Eyes (minor spell)</h4>
<p>If you succeed on an opposed Mind check against a target within a short distance, they are instantaneously turned around in the opposite direction, without breaking any momentum. You take Mind damage based on the target's size and velocity, e.g. 1d4 for a sleeping cat, 1d10 for a tellurian running at full speed.</p>
<h3 id="creating-mundane-and-magic-items" tabindex="-1">Creating mundane and magic items</h3>
<p>In a game such as this one, where inventory space comes at a premium, every item counts, and therefore every item should be interesting and open the game to exciting stories each time it is used. Whether the item is "magic" in the traditional sense of roleplaying games is less important, but the item should be "magical" in the sense of compelling, and unusual, and loaded with story potential.</p>
<h3 id="sample-mundane-and-magic-items" tabindex="-1">Sample mundane and magic items</h3>
<h4 id="abacus-of-arit-mahr-theek" tabindex="-1">Abacus of Arit Mahr Theek</h4>
<p>A calculation engine and advanced thinking machine that helps enormously with all manner of calculations. Also used to speed up repetitive cognitive processes and dreary bureaucracy.</p>
<h4 id="force-field-feldspar" tabindex="-1">Force Field Feldspar</h4>
<p>Small, polished gemstone set into a belt buckle, amulet, or ring. Gives a warm, fuzzy feeling while worn, and has the following powers. You may substitute battery charges with 1d4+1 Brawn damage to yourself per charge.</p>
<ul>
<li><strong>Small Shield:</strong> Use 1 action and spend 1 battery charge to activate a shimmering force field around you, giving you +2 Defense for 1 scene.</li>
<li><strong>Big Shield:</strong> Use 2 actions and spend 2 battery charges to activate a shimmering force field around you, giving you +5 Defense for 1 scene.</li>
<li><strong>Extend Shield:</strong> Use 1 action and spend 1 battery charge to grow an active field into a 2m diameter sphere, allowing others to benefit from it.</li>
<li><strong>Exploding Shield:</strong> Use a free action and spend any number of battery charges to make it explode outward for 1d4+1 lightning damage per charge on all close things.</li>
</ul>
<h4 id="ring-of-x-ray-vision" tabindex="-1">Ring of X-ray Vision</h4>
<p>Allows you to see through flesh and other soft materials at will, and sometimes at random, desired or not. A limited amount of depth control can be exerted, though frankly it won’t let you diagnose third liver failure unless you’re an expert on Hanarungian physiology and mating rituals, for example.</p>
<h4 id="the-sinister-spoon" tabindex="-1">The Sinister Spoon</h4>
<p>A wooden spoon with an ornately carved handle and three powers. Firstly, when used to stir a cauldron, whatever it’s brewing is more potent: ambiguous stews taste better and are more nutritious, potions and poisons are more efficacious, water is purified. Secondly, it allows the user to taste any liquid without harm and immediately determines its qualities. This could be anything from poison to lava. Lastly, the spoon simply cannot be harmed by any liquid. However, the first two powers only work if the spoon is held in the left hand, and simple divinations to determine the properties of the spoon may not reveal this.</p>
<h4 id="the-redolent-relatus-ruby" tabindex="-1">The Redolent Relatus Ruby</h4>
<p>An enormous, multi-faceted ruby, which has been the envy of kings and paupers alike. It has traveled through the Ultracosm and collected so many stories, and will continue to collect more. The problem is: the stories wish to escape, and sometimes they do. Stories like...</p>
<ol>
<li>The sultan of Abullah's fourth wife was a tiger in wizard's skin, and he knew it.</li>
<li>Maginas Morrowstorm enters a new cosm whenever he dies, but his corpse is left behind.</li>
<li>Jule Asimah is the only person never to break under Queen Katarih's interrogators, due to being from a race of entities existing simultaneously across all cosms.</li>
<li>Young farmer Kamille tricked the tax collector with apples painted gold and got away with it.</li>
<li>All royals are stars and come from the heavens. Eventually they have to return, or else, convince someone else to go in their stead.</li>
<li>The Redolent Relatus Ruby once replaced the eye of the dragon Soyuz, but like all dragons it turned to stone when it accidentally ate a non-virgin sacrifice.</li>
</ol>
<h4 id="staff-of-secrets-(medium-weapon%3B-1d6-damage%3B-long%2C-magic%2C-parry)" tabindex="-1">Staff of Secrets (medium weapon; 1d6 damage; long, magic, parry)</h4>
<p>Black wood. Starts straight, but becomes more gnarled each time a secret is whispered into it.</p>
<ul>
<li>Action. 1 Mind. Opposed Mind check. Success: Know what an observed creature—whose language you understand—desires or fears (your choice) most right now.</li>
<li>Action. Whisper a secret into the staff to let another secret loose, which causes discord among an observed couple or group of people, who can understand your language, over the course of a scene. 1 in 6 chance of unforeseen consequences (violence, repressed love coming to the fore, etc.)</li>
</ul>
<p>If the staff is ever broken, it explodes in a burst of realization, dealing 3d6 psychic damage to everyone within a short distance.</p>
<h4 id="super-comfy-boots" tabindex="-1">Super Comfy Boots</h4>
<p>Sometimes something just fits like a second skin, and you can't imagine being without it. It's like that with these boots. Whenever you get into a situation where exceedingly good boots could even remotely help, remind the GM of this, and things will improve for you.</p>
<p>But it goes beyond unimaginable comfort—though they really have that—and they look the part as well. That a pair of boots be this stylish and this comfortable at once is almost unfair.</p>
<p>Somewhere in the Ultracosm there is a spirit of justice of some sort, whose sole job it is to hunt down and eliminate these unfair imbalances, with wild prejudice. They're coming for you and your boots, but luckily they've got a bunch of stops to make beforehand.</p>
<h4 id="telemann-telescopic-sabre-(light-weapon%3B-1d4-psychic-damage%3B-attached%2C-magic)" tabindex="-1">Telemann Telescopic Sabre (light weapon; 1d4 psychic damage; attached, magic)</h4>
<p>Extending blade, built-in or as a bracelet, which vibrates with complex hyper-rhythms, attacking an enemy's superior temporal gyrus and lateral sulcus directly. Deaf creatures are immune. Wielder often finds themselves humming experimental, baroque tunes.</p>
<h4 id="withered-heart" tabindex="-1">Withered Heart</h4>
<p>This desiccated heart still beats once an hour. Anyone holding it knows of its inherent malefic power and hears its dark whispers. When placed on the ground, it desecrates the area around it until it is moved. This allows a Revenant to activate their desecrate power without a ritual if they remain adjacent to it.</p>
<p>If you happen to hold it when it beats, you sometimes get flash of a black, desolate landscape dotted with the unfulfilled desires of fallen clergymen, and a horrifying tugging.</p>
<h4 id="woolgather-homing-necklace" tabindex="-1">Woolgather Homing Necklace</h4>
<p>This necklace, if worn when you fall asleep, is with you in your dreams. When you wake, you do so at the current, physical location of the necklace, even if it was since moved.</p>
<p>If you use the <a href="https://mottokrosh.com/posts/2018/04/hypertellurians/#reverie-reveal">Reverie Reveal</a> spell, and convince the other dreamer to wear it, they will instead wake at the necklace's current, physical location.</p>
<h3 id="creating-campaigns" tabindex="-1">Creating campaigns</h3>
<p>One thing all Hypertellurians games should have in common is a means and a reason of crossing between worlds, of traveling from one dimension of the Ultracosm to another. This can become the overarching framing device for your campaign, and the individual adventures in the various worlds can be sourced from any number of existing games from your RPG library, from freely available adventures, or, of course, your own imagination.</p>
<p>Here’s a handy table of framing devices to get your creative juices flowing.</p>
<table>
<thead>
<tr>
<th>#</th>
<th>The characters are...</th>
<th>traveling the Ultracosm to...</th>
<th>via...</th>
</tr>
</thead>
<tbody>
<tr>
<td>1</td>
<td>escaped prisoners</td>
<td>collect magic items for their benefactor who broke them out of their various prisons</td>
<td>portals in the benefactor's demesne, the Root of Worlds</td>
</tr>
<tr>
<td>2</td>
<td>members of the Battle Sisters of the Merciful Sepulchre</td>
<td>spread the holy word</td>
<td>the ritually powered, Mobile Battle Shrine</td>
</tr>
<tr>
<td>3</td>
<td>mercenaries</td>
<td>rid it of evil in whatever form it comes</td>
<td>ancient, wrist-mounted artifacts that only work when brought together</td>
</tr>
<tr>
<td>4</td>
<td>perpetual students of a wizard school</td>
<td>unlock the secrets of existence</td>
<td>powerful rituals</td>
</tr>
<tr>
<td>5</td>
<td>exiles from different worlds</td>
<td>test their mettle</td>
<td>a tome detailing the weak spots in the fabric of space and time between dimensions</td>
</tr>
<tr>
<td>6</td>
<td>a group of poets, epicureans, and bon-vivants</td>
<td>sample each single one of its delights</td>
<td>an incomprehensible but marvelous metal sphere, portaling them seemingly at random</td>
</tr>
<tr>
<td>7</td>
<td>identical souls, but from different worlds or times</td>
<td>escape the relentless evil that follows them</td>
<td>predetermined ultracosmic breaches</td>
</tr>
<tr>
<td>8</td>
<td>slaves</td>
<td>satisfy their owner's whims</td>
<td>astral projection</td>
</tr>
<tr>
<td>9</td>
<td>evil overlords</td>
<td>expand their empire</td>
<td>a fortress of steel and spikes powered by the lamentations of its prisoners</td>
</tr>
<tr>
<td>10</td>
<td>spoilt princes and princesses</td>
<td>win a dare</td>
<td>their father's purloined magical carriage</td>
</tr>
<tr>
<td>.numbered</td>
<td></td>
<td></td>
<td></td>
</tr>
</tbody>
</table>
<h3 id="conversions" tabindex="-1">Conversions</h3>
<p>Hypertellurians is easy to run with existing modules from all sorts of roleplaying games. Using the guidelines from the previous sections, you should be able to convert NPCs, monsters, spells, and items on the fly. Consider these additional suggestions.</p>
<ul>
<li>You can center monster conversions around their hit dice (HD). Use the HD as their attack bonus, and set their hit points (HP) to their HD times 3 (or 4 if they're supposed to be particularly tough). Give them 1–3 points of armor if appropriate, and a Defense between 8 (slow, big, or otherwise easy to hit) and 13 (tiny, fast, or otherwise exceptionally agile). Turn any signature abilities they have into an equivalent power.</li>
<li>NPCs and monsters don't take damage from using their powers or spells. They're generally not around long enough to worry about that sort of thing.</li>
<li>Many games feature an over-abundance of damaging spells. See if taking their name more literally might make them more interesting, or if you can add some conditions to it. At the same time take away any unnecessary restrictions, but add an element of unpredictability. For example, <em>lighting bolt</em> requiring two separate conductive (by a fantasy understanding of conductive) surfaces to arc between, and wildly arcing out if possible.</li>
<li>Lean towards interesting, somewhat open-ended spell effects rather than simple numerical damage dealers.</li>
<li>The story is far more important than the statistics. If the players trust you to be on their side, they will trust you with unbalanced encounters, NPCs, items, and spells, because they know failure will make the story more, not less, interesting.</li>
</ul>
<h2 id="tips-for-gms" tabindex="-1">Tips for GMs</h2>
<p>What follows is a collection of tips assembled over years of roleplaying, over countless playtesting sessions for Hypertellurians, and from numerous blogs posts, social media entries, and podcasts, distilled into a small, non-exhaustive table.</p>
<ul>
<li><strong>Be a fan of the players and their characters.</strong> Yes, it's your job to make life difficult and interesting for the characters. You want them to succeed in general, but you also want them to work for it. Be enthusiastic about their successes and plans, and understanding of their disappointments.</li>
<li><strong>Use the right language.</strong> Hypertellurians is billed as "science fantasy in the future of old", "swords and sandals meets raypunk", and "swords, sorcery, and rayguns". That means it's important that you keep a consistent tone, by referring to things in the way they were in the stories in the old pulp magazines, and in retro-futurism. Avoid modern names for technology at all costs, and use weird synonyms instead, and don't be afraid to make words up (looking at you, Ultranaut, Ultracosm, and hey, Hypertellurians).</li>
<li><strong>Hand out Wonder.</strong> Wonder is already covered in its own section above, but it bears repeating since it is essential to the Hypertellurians experience.</li>
<li><strong>Keep up the narrative.</strong> Don’t wait too long for your characters to figure out cryptic clues. If you don’t want to reveal the answer to a mystery directly, keep up the pace by throwing in an unexpected complication instead. Pacing is important; you don’t have to string action after action, but when you see your players getting distracted from the game, throw them a curveball. Putting the characters into dangerous positions is your job, just make sure they’re fair and can result in exciting character rewards or development and fun at the table.</li>
<li><strong>Don't hide the adventure.</strong> Having the players roll to see if they spot the adventure sucks (death to Perception checks). Just tell your characters what they see and keep quiet about things that should surprise them. The only time to ask for a roll is if they’re explicitly searching for something that is actively trying to remain hidden. And even then, ask yourself if it would derail the fun if the thing stayed hidden. If yes, don’t roll, just have the most observant character—or the player who has interacted least so far in the session—spot it.</li>
<li><strong>Fail forward.</strong> Don’t stop your adventure in its tracks because of a failed roll. Add an extra complication instead. If you do this right, your players will actually look forward to failing rolls. For example: Your characters are running towards an aether ship that’s about to launch, and you ask for Agility checks to jump onboard in time. One of them fails the roll. Instead of leaving them stranded, they make the jump but one of the pursuers manages to grab onto their ankle, and now they have company. Or else, leave the character stranded but show how they’re taken captive by the pursuers, so the party comes back later. And when they do, perhaps they discover that the captive character has in fact become the new king of their erstwhile pursuers. An easy way to remember to fail forward, is to say “let’s see how well you do” when asking for a roll, instead of “let’s see if you succeed”.</li>
<li><strong>Say yes.</strong> Nothing is more disheartening to a player than telling them their character can’t attempt (!) to do something. Ask yourself why you’d want to stop them from doing something. Are they trying to powergame, cheat, or take the fun from other players? If not, let them do it. And even if it’s something you think their character shouldn’t be able to do, or should have consequences, remember the two amazing aces up your sleeves: “Yes, and…” and “Yes, but.”</li>
<li><strong>Know your players and their characters, and make everything about them.</strong> Weave their back- or origin stories into your adventures, and have mysteries be related to them or their friends or families, or the items they have looted so far. Give a starting character a mysterious heirloom item and make it central to one of the adventure. Cycle your character focus so that no player feels left out. Know their character’s powers and engineer situations where those powers can become useful. Only you know whether your players prefer fights, roleplaying discussions with NPCs, or solving mysteries. Create scenes that satisfy as many of these as possible. And create scenes that are fun for you too!</li>
<li><strong>Delight in emergent gameplay.</strong> Sure, you might have come up with an amazing plot twist, an intricate web of intrigue, or an amazing adventure location. And for some reason, the game has evolved into a different direction. This is great, and it means the players are engaged. Don't worry about your lovingly sculpted mind creations—you can re-use those later.</li>
<li><strong>Be informative.</strong> You don't have to give players precise odds or exact outcomes for all rolls, but they should be aware of the range of possible outcomes—especially for failure—so that they may make informed decisions for their characters.</li>
<li><strong>Ask questions.</strong> The nature of roleplaying games means that you cannot prepare for all eventualities. If you find yourself stuck, turn the question onto the players instead. Lace the question with a hint, a core idea, and let the players flesh out the answer. Let's say they open a door to a room where your hastily scribbled notes only say "bridge over lava". Ask the players this: "Beyond the rickety rope bridge over the lava, your characters are immediately aware of the extreme danger this room presents. What additional elements make it so dangerous?" Asking questions is fantastic all-round tool whenever you need more detail, or a more personal answer. Ask either the group as a whole, or individual players in turn.</li>
<li><strong>Delegate roles sometimes.</strong> There may be times when you need a bit of breathing space. Perhaps you're already roleplaying two NPCs, and the characters engage a third. In such cases, you might want to ask players about how one or more of the NPCs might react to the given question or situation, or even get one of them to temporarily roleplay an NPC. The same is true when the story focuses on one of the characters for a bit. Instead of the other players twiddling their thumbs, have them join in in the form of NPCs, monsters, or environment details (who wants to play the mischievous geyser?).</li>
<li><strong>Watch player planning carefully.</strong> You’ve set out a goal and your players have taken the bait, and are setting out to plan how to achieve it. An hour later, they’re still discussing the pros and cons on their various strategies. Sound familiar? Avoid bringing the game to a standstill, or your atmosphere dissipate by <em>unnecessarily long</em> or involved planning. Interject phrases like “you’ll never know until you try," or "go and see,” and “from your past experience, you think you’re up to this.” If necessary, force a decision onto a likely character: “Your Royal has never let you down with these kinds of strategic decisions, you should follow her lead.” And if all else fails, liven things up by throwing in a random encounter or complication.</li>
</ul>
<h2 id="appendix-n%E2%80%94inspiration" tabindex="-1">Appendix N—Inspiration</h2>
<p>This game was created out of the author’s desire to create a campaign where the players would visit vastly different worlds, as exemplified by diverse adventure modules from his vast collection. When the search for an applicable game system to use across these divergent modules failed to come up with a amenable option, it was time to create his own. Or perhaps it was an itch that this long-time GM needed to scratch at any rate.</p>
<p>So when it become time to start, what better way than to steal all his favorite bits from his favorite systems? With that in mind, this game would not exist without these excellent games and their authors that have preceded it, as well as the countless incredible blog and Google+/Discord/MeWe posts this awesome hobby has sired. In utterly no particular order:</p>
<ul>
<li>Dungeons & Dragons, in all its incarnations</li>
<li>Dungeon Crawl Classics</li>
<li>Lamentations of the Flame Princess</li>
<li>The Black Hack</li>
<li>13th Age</li>
<li>Numenera</li>
<li>Spire</li>
<li>Bluebeard’s Bride</li>
<li>Pathfinder</li>
<li>Shadow of the Demon Lord</li>
<li>Dungeon World and other PbtA games</li>
<li>Knave</li>
<li>Forbidden Lands</li>
<li>Troika!</li>
<li>Ultraviolet Grasslands</li>
</ul>
<p>The tone of the game has been heavily influenced by these artists, movies, and stories:</p>
<ul>
<li>Frank Frazetta</li>
<li>Roger Dean</li>
<li>Clyde Caldwell</li>
<li>Julie Bell & Boris Vallejo</li>
<li>Philippe Caza</li>
<li>Norman Saunders</li>
<li>Allan Anderson</li>
<li>Conan, the Barbarian</li>
<li>Barbarella</li>
<li>Buck Rogers</li>
<li>John Carter of Mars</li>
<li>Ayreon</li>
<li>Devin Townsend</li>
</ul>
<p>For visual inspiration, consider the author’s ever evolving <a href="https://www.pinterest.de/mottokrosh/hypertellurians/">Pinterest board</a>.</p>
<p>Lastly, the game has had tremendous input and invaluable playtesting from my long-standing gaming group, consisting of David Fuller, Jonathan Broadley, Chris Coleman, James Mapp, and Neal Knowles, and tireless support from my wife Karen.</p>
Introducing Hypertellurians
2018-04-21T09:09:45Z
https://mottokrosh.com/posts/2018/04/introducing-hypertellurians/
<aside class="mb2">June 1st update: the <a href="https://mottokrosh.com/hypertellurians/">game is now live</a>!</aside>
<p>Like many games masters, judges, referees, or whatever you like to call them, I have many more adventures and adventure ideas than I'll—sadly—ever be able to run. I've collected amazing one-shots, fabulous books, exciting PDFs, intriguing blog posts and much more, all spanning a variety of settings, themes, and tones.</p>
<p>I had this idea percolating inside my head of a campaign that would span many worlds, where the characters would travel through dimensions and planes of existence. I would use this as the big excuse to string together a whole bunch of these adventures, and it wouldn't matter if they varied radically in tone, or in the technological development of their inhabitants—in fact, it would be expected, since the characters crossed worlds!</p>
<p>I needed three things: a reason for the party to risk their lives in these crazy locations, a means to travel between all of them, and, hardest of all, a game system to run it in.</p>
<p>I thought about this long and hard. The game we were about to finish was <a href="https://www.modiphius.net/products/symbaroum-core-book-print-and-pdf">Symbaroum</a>, an excellent dark fantasy romp through an oppressing, ancient forest. A "roll under" system, where the character powers are tightly tied to the tone of the setting. I liked a lot of the mechanics, but many of them wouldn't work for a gonzo worlds-spanning game.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2018/04/introducing-hypertellurians/karen-painting.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/04/introducing-hypertellurians/karen-painting.jpg-800.jpeg" width="800" height="600" alt="Karen painting original Hypertellurians art" loading="lazy" decoding="async" /><figcaption>Karen forced to paint for me.</figcaption></a></figure>
<p>Before Symbaroum, we played a lengthier homebrew campaign called Verdant Reaches. We used a modified version of 5th edition <a href="http://dnd.wizards.com/">D&D</a> for this, mainly when it came to magic. I was aiming for a world where magic was raw, rare, and mysterious. I gave each magic-using class their own spin on magic, with some pseudo-scientific explanations, changed up a bunch of spells, and struck others that really didn't fit.</p>
<p>This worked in the beginning, but became harder and harder as the characters levelled up and gained new abilities and spells. Each of these had to be examined in light of the whole; made harder by D&D's widespread availability of magic, across most classes, too.</p>
<p>I made a final mistake in this campaign: a black swan, a world shattering event, that unravelled magic as everyone knew it. It was my hope that this would give us a new baseline to create new magic, invented and developed by the characters. This might have worked for a very story-driven group of players. It worked less so for my group, who were used to outlined character options and a solid reference for planning character progression. I should have anticipated this, having gamed with this group for a very long time.</p>
<p>I thought about much more cut down systems, like <a href="https://squarehex.myshopify.com/collections/role-playing-games/black-hack">The Black Hack</a>, <a href="http://www.lotfp.com/RPG/">Lamentations of the Flame Princess</a>, and other OSR favourites. But they all had the same problem as above: few and somewhat vague character progression options, something that was just too important for my players. I'm a huge fan of rules-light systems like The Black Hack, or <a href="https://www.patreon.com/posts/breakers-world-6842364">Breakers</a>, for one-shot games. But in order to maintain the interest of my players over the long term, we need exciting and varied character options, and plenty of them. I thought of <a href="http://rowanrookanddecard.com/spire-rpg/">Spire</a> and its awesome character classes and advances, but they are inextricably tied to its setting (a great boon for Spire!)</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2018/04/introducing-hypertellurians/ultranaut-dragged-off.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/04/introducing-hypertellurians/ultranaut-dragged-off.jpg-320.jpeg" width="320" height="332" alt="Ultranaut dragged off by space vixens" loading="lazy" decoding="async" /><figcaption>Ultranaut dragged off by space vixens.</figcaption></a></figure>
<p>More systems went through my mind: <a href="http://numenera.com/">Numenera</a>, or perhaps better yet, <a href="http://thestrangerpg.com/">The Strange</a>. But ultimately I couldn't shake the thought: "Why not, after an eon of gaming, finally create a system of my own?" After all, I knew what I wanted in a system in order to bring the fun my way, and even more importantly, I knew what my players wanted in a game system in order to remain engaged.</p>
<h2 id="initial-criteria" tabindex="-1">Initial criteria</h2>
<p>So I had some requirements that the system would need to fulfill:</p>
<ul>
<li>it had to work with existing OSR and system-neutral adventures with on-the-fly conversion,</li>
<li>it would furthermore ideally work with D&D, <a href="http://site.pelgranepress.com/index.php/13th-age-core-book/">13th Age</a>, and other, "bigger" systems too,</li>
<li>it needed a solid and intuitive core mechanic,</li>
<li>it had to support a variety of approaches to magic,</li>
<li>it needed to let me make judgement calls instead of have rules for every possible interaction,</li>
<li>it had to provide a plethora of starting character options and progression options.</li>
</ul>
<p>With those goals in mind I set out to cannibalize all my favourite parts of all the systems I've played, to see how I could mash them together into something new.</p>
<h2 id="on-the-feet-of-giants" tabindex="-1">On the feet of giants</h2>
<p>As you've already guessed, none of this would have come to pass, had I not this vast line of amazing pioneers and game designers go before me. And beyond printed material, many ideas came—or were lifted wholesale—from blog posts, social media discussions, podcasts, in person conversations, and much more. When I publish the system, I will attempt to credit as many sources I looted from as I can remember, but please accept my apologies in advance for those I may miss.</p>
<h2 id="overall-tone" tabindex="-1">Overall tone</h2>
<p>Even though the game will span countless worlds—dubbed the "Ultracosm"—I still needed a general focus. For this I settled on retro futurism and science fantasy, especially from sci-fi magazines of the early 19th century (like Planet Stories, Amazing Stories, et al), but also heavily influenced by the paintings of <a href="http://frankfrazetta.net/">Frazetta</a>, <a href="https://www.borisjulie.com/">the Vallejos</a>, <a href="http://www.bdebookcaza.com/en/">Caza</a>, and <a href="https://clydecaldwell.com/">Caldwell</a>. I put together a <a href="https://www.pinterest.de/mottokrosh/hypertellurians/">Pinterest board</a> with images that capture the tone I'm going for.</p>
<p>As I'm writing the rules and the character powers, I'm paying particular attention to the language used, in order to remain true to this tone. I never use modern words or words that are too loaded in meaning with reference to modern science fiction. Everything should sound more like science fiction and fantasy as envisaged in those publications of old. This helps switching from a medieval world, to one with floating sandships and emitters, with little to no friction and cognitive dissonance. Numenera talks about this too, in the introduction to its world.</p>
<h2 id="iterative-process" tabindex="-1">Iterative process</h2>
<figure class="float-left"><a href="https://mottokrosh.com/posts/2018/04/introducing-hypertellurians/watchful-orc-eyes.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/04/introducing-hypertellurians/watchful-orc-eyes.jpg-320.jpeg" width="320" height="226" alt="Orc close-up" loading="lazy" decoding="async" /><figcaption>He's watching you.</figcaption></a></figure>
<p>Since writing the first draft, we've playtested, adjusted, rewritten, and playtested again for many months. I'm currently on the 3rd major rewrite of the system, based on everything we learned. During each iteration, we noted what worked and what didn't, which powers were clearly too good, and which types of powers were lacking. We experimented with multiple core mechanics, each time focusing on streamlining without sacrifcing depth.</p>
<p>It's my hope that this 3rd revision will be in a publishable state. We have a simple d20 roll with (generally) one modifier, where every ability point counts. There are 3 abilities: Brawn, Agility, and Mind. The target for each roll is the opponent's ability score, or the task's difficulty. Advantage and disadvantage are lifted directly from 5th edition D&D. The round system borrows heavily from <a href="http://schwalbentertainment.com/shadow-of-the-demon-lord/">Shadow of the Demon Lord</a>.</p>
<h2 id="unique-selling-point" tabindex="-1">Unique selling point</h2>
<p>So far so good, and all of that is relatively standard fare that could have and probably has already been bashed together by many a homebrew system. But this game has two strengths beyond that: the huge number of character powers and advances, and its <em>Sense of Wonder</em> mechanic.</p>
<p>Having a simple and flexible core rule is of course vital, but it doesn't by itself set the game apart from others, nor does it bring anything unique to the game to the table. In Spire, the character classes and advances are steeped in the lore and tone of the setting. But in a game that spans worlds, this doesn't easily work. So by eliminating the specific content of the worlds characters might visit, I took a step back, and realized that exploration and discovery is an even greater aspect of this game than in even in most.</p>
<p>This felt good: making discoveries themselves an integral part of the mechanics. Enter the <em>Sense of Wonder</em> pool. As characters make discoveries, they gain points in this pool, which is shared among the party. During combat or other situations where the outcome is unsure, and therefore one or more rolls are required, the players have the option of wondrous actions, on top of standard ones. These cost Wonder points, and thus their use requires consent from the other players. But in return they can achieve truly, well, wondrous things. This in turn reinforces the heroic, unlikely, and perhaps even a little <em>gonzo</em>, tone of the game.</p>
<p>The Wonder pool also incentivises exploration, and thus travel between worlds (read: all those adventures from your shelf you want to run).</p>
<p>There is much more to this, but it's all explained in the core rules, so let's talk about something else next.</p>
<h2 id="the-name-of-the-game" tabindex="-1">The name of the game</h2>
<p>Yes, the game is called Hypertellurians, implying better than average humans. In fact, the choice of characters goes some way beyond what we might normally think as human. Instead of classes and races, the game has 6 archetypes, which, together with its array of free-choice starting powers, allows for creating a huge number of character concepts.</p>
<figure class="full-width"><a href="https://mottokrosh.com/posts/2018/04/introducing-hypertellurians/hypertellurians-medley.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/04/introducing-hypertellurians/hypertellurians-medley.jpg-800.jpeg" width="800" height="211" alt="Five fantasy portraits" loading="lazy" decoding="async" /><figcaption>Five archetype concepts by [Karen Reding](https://spiritwandererx.deviantart.com), based on my regular group.</figcaption></a></figure>
<p>The archetypes are: the Royal (deposed queen, scheming general, or maybe a magical princess), the Beast (were-leopard, orc, or maybe a mermaid), the Construct (android, juggernaut, golem), the Alien (gas cloud, idea from space, tall and thin thing), the Revenant (vampire, skeleton, creature that should not be), and the Ultranaut (experimental spacecraft astronaut flung through black hole, totalitarian femme fatale occultist).</p>
<p>The archetypes all have their own signature starting powers. Then we have general starting powers like Byronic, Deep Lungs, Different Down There, Sidekick, Tellurian of Unusual Size, and Terrible Curse, to name just a few, that you get to choose from. Finally, each archetype has a set of minor, medium, and major advances, plus generic advances to choose from too.</p>
<h2 id="when%3F" tabindex="-1">When?</h2>
<p>Very soon. I'm finishing up the general starting powers at the moment, and then I'll have a go at the inventory. Finally, I'll throw together a character sheet. I'll probably release it at about the same time as my group starts playtesting this latest iteration.</p>
<h2 id="format" tabindex="-1">Format</h2>
<p>Initially, I will be releasing Hypertellurians on this blog, in its own section, with original, and public domain art, and solid graphic design. It'll be a living document for a while, as playtesting notes come in, things are tweaked, and perhaps advances added.</p>
<p>I'm a big fan of web pages for reading and referencing game mechanics, especially if they are designed for the game itself rather than more generic. Having multiple tabs open for different parts of the rules is handy, for example. That said, I'm aware that many people might prefer a PDF they can stick with all their other electronic gaming books. I might investigate a print stylesheet at first that'll let you print to PDF without screwing up the graphic design. As for down the road, we'll have to see.</p>
<p>That's it for now. If you made it this far, congratulations, and my sincerest thanks for your interest in my little hobby project! I will update this page with more information on the game as it evolves, and in the meantime you can look forward to probably another handful of preview or support posts about the game soon.</p>
<figure class="align-center borderless"><a href="https://mottokrosh.com/posts/2018/04/introducing-hypertellurians/heart-logo.png" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/04/introducing-hypertellurians/heart-logo.png-320.jpeg" width="320" height="320" alt="Black heart logo" loading="lazy" decoding="async" /></a></figure>
Pathfinder Character Sheet App Survey Results
2018-04-02T08:41:03Z
https://mottokrosh.com/posts/2018/04/pathfinder-character-sheet-app-survey-results/
<p><em><strong>Let me start off by saying, yes, I am working on a brandnew version of my character sheet app, with plans to support Pathfinder 2E, and possibly more.</strong></em></p>
<p>The other week <a href="https://mottokrosh.com/posts/2018/03/online-character-sheet-for-pathfinder-survey/">I reached out</a> to users of my <a href="http://charactersheet.co.uk/">Online Character Sheet for Pathfinder</a>, to find out a bit more about how they use the app, and what they think is most important. While I haven't personally played Pathfinder in some time now, the <a href="http://paizo.com/pathfinderplaytest">announcement for a 2nd edition</a> has me excited. Coupled with a recent deluge of support when I briefly considered shutting my character sheet app down, I have been mulling over how I might make a brand-new app that addressed some of the issues plaguing my maintaining the first one.</p>
<p>In order to make informed decisions, this feedback was crucial for me. Whereas I had thoughts (many thoughts) about how to make a new version of the app more sustainable, and more accessible, none of those would be useful if they took away the very things that made the current app so popular.</p>
<p>Let's look at some of the points that came out of the survey, and then we can look at what that means for a future character sheet app (or apps!).</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2018/04/pathfinder-character-sheet-app-survey-results/girl-doodle.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/04/pathfinder-character-sheet-app-survey-results/girl-doodle.jpg-320.jpeg" width="320" height="368" alt="Lineart" loading="lazy" decoding="async" /><figcaption>Tiny, fast doodle of mine</figcaption></a></figure>
<h2 id="lessons-from-the-survey" tabindex="-1">Lessons from the Survey</h2>
<p>I got around 70 responses to the survey directly, plus some indirect comments and mentions. That's not a huge sample group, but we can definitely see some trends.</p>
<h3 id="how-do-you-feel-about-a-2nd-edition-for-pathfinder%3F" tabindex="-1">How do you feel about a 2nd edition for Pathfinder?</h3>
<p>Pretty stoked was the overwhelming consensus.</p>
<h3 id="how-many-devices-do-you-regularly-use-the-sheet-app-on%3F" tabindex="-1">How many devices do you regularly use the Sheet app on?</h3>
<p>The majority used it on 2, about a quarter on 1. From the comments, some people managed it on a laptop, and then used it on a tablet at the table.</p>
<h3 id="do-you-use-the-sheet-app-on-a-phone%3F" tabindex="-1">Do you use the Sheet app on a phone?</h3>
<p>Here I should have been clearer. Some people assumed I was referring to a non-existant iOS or Android app—no, I'm using the term "app" to refer to the web app. Currently, it's totally non-responsive, and as such a right pain to use on a small device. Still, about half of the respondents said they used it on a mobile.</p>
<h3 id="rate-the-following-features-based-on-importance" tabindex="-1">Rate the following features based on importance</h3>
<p>I asked about automatic cross-device syncing, built-in spell database, and responsiveness (i.e. working across all devices). Unsurprisingly, every one of these features was vital. :)</p>
<h3 id="how-would-you-feel-if-you-had-to-import%2Fexport-sheets-manually-across-devices-instead-of-them-syncing-automatically%2C-if-the-app-made-it-very-easy-for-you-to-do-so%3F" tabindex="-1">How would you feel if you had to import/export sheets manually across devices instead of them syncing automatically, if the app made it very easy for you to do so?</h3>
<p>Perhaps I should have asked this one before the previous one. My aim was clear: establish how important having authentication and a database really was. These two things add considerable complexity to the project. If I could just store character sheets directly on the device they were created on, I could lose that complexity and make my life easier (and cheaper).</p>
<p>Unfortunately for me, that seems not to be the case. While some people remarked that they might actually prefer that over automatic syncing, the vast majority were pretty lukewarm about the idea. Ah well, good to know!</p>
<h3 id="survey-comments" tabindex="-1">Survey comments</h3>
<p>I got some amazing comments, some of them a little too personal to share here. But I also got some questions, which I cannot reply to in the anonymous survey, but I'll touch on some of them in my plans below.</p>
<figure class="align-center mb3"><a href="https://mottokrosh.com/posts/2018/04/pathfinder-character-sheet-app-survey-results/survey.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/04/pathfinder-character-sheet-app-survey-results/survey.jpg-800.jpeg" width="800" height="533" alt="Fuzzy screenshot of some charts" loading="lazy" decoding="async" /></a></figure>
<h2 id="the-next-incarnation-of-the-app" tabindex="-1">The Next Incarnation of the App</h2>
<p>It's become clear from the survey that cross-device syncing is just too handy a feature to give up. At the same time, many people would love for the app to work in an area without connectivity. Whereas I need to minimize the complexity of the app, both for development and maintenance purposes, since my time is limited.</p>
<p><em>And yes, the app will be open-source, just like the current one, so if you have technical skills you will be able to contribute. However, from experience, there are very few people who actually do, so my point above still stands.</em></p>
<p>It then comes down to finding a balance between the above. With that in mind, here are some of the guiding princinples and features I plan to forge ahead with:</p>
<ul>
<li><strong>Milestone 1:</strong>
<ul>
<li>Static site, all pure HTML/CSS/JS (Vue)</li>
<li>Minimal setup</li>
<li>Hosted on Netlify to make use of their Functions and Identity services</li>
<li>Connect to a simple document storage database via Lambda functions</li>
<li>Fully responsive, for a great experience on all devices</li>
<li>Sheets hosted in the cloud, syncing across devices</li>
<li>Share functionality, with statblock, and possible other versions (e.g. for pasting into forums)</li>
<li>Tentatively plan to support multiple character sheets and systems</li>
<li>Make it easy for the community to create compatible sheets for editing and for sharing</li>
</ul>
</li>
<li><strong>Milestone 2:</strong>
<ul>
<li>Option to download sheets to a device for use offline, and later re-upload them (no merging of different versions, so you'll be responsible for making sure to keep the right one)</li>
</ul>
</li>
</ul>
<p>That's about it at the moment. A lot of it is still in the very early stages, but it helps me to have a clear idea.</p>
<h3 id="what's-the-current-status%3F" tabindex="-1">What's the current status?</h3>
<p>Right now, I'm evaluating DBaaSs (database as a service-s). I've locked down the build tools and framework, the hosting, and the authentication. My hope is to have this base layer finished in the next couple of weeks, which will provide a solid groundwork to build on. At that point, I'll also make the code repository public and open-source.</p>
<p>Then I'll experiment with ways to integrate intuitive and easy-to-use responsive templating. I don't know yet which RPG system I'll start with. I might start with a smaller one, as a proof of concept, as PF1 sheets are pretty hefty.</p>
<h3 id="what-can-go-wrong%3F" tabindex="-1">What can go wrong?</h3>
<p>The biggest danger is that I'll lose enthusiasm somewhere along the road. This could happen because technologies don't work out as easily as I'd hoped, or maybe if PF2 lost my interest. But this is why I'm trying to make this groundwork fairly generic, so that I can apply it to any character sheet for any shiny new system that might grab my attention.</p>
<p>And of course, you can always help by contributing code, or by <a href="https://ko-fi.com/mottokrosh">buying me a Ko-fi</a>. Every little does truly help.</p>
<h3 id="any-comments-so-far%3F" tabindex="-1">Any comments so far?</h3>
<p>I'm happy to answer all questions. Once I've got the public repository sorted out we will have an official place for feature requests. In the meantime, please use the comments below!</p>
Interview with Gamer and Model Caroline Pierce
2018-03-30T13:00:00Z
https://mottokrosh.com/posts/2018/03/interview-with-gamer-and-model-caroline-pierce/
<p>"Professional alternative model, actress, latex aficionado, dork, avid RPG gamer, bookworm, crazy cat lady, music lover, soup maker, polyhedral dice addict." — that's how <a href="https://twitter.com/Caroline_Pierce">Caroline Pierce's twitter</a> introduction reads, and I think it covers most bases!</p>
<p>I've had the pleasure of working with Caroline several times over the years, and I was very happy when she agreed to an interview for my little blog.</p>
<p>How did I find out about her role-playing hobby, you ask? Let me tell you: when she came into my lounge (see the image below, although I have moved since), she immediately said: "Wow, that's a lot of miniatures!" The term "miniatures" is quite specific, so that caught my attention, as I didn't think people outside the hobby would reach for that first, and so we got talking.</p>
<p>Unfortunately, I've not gotten to game with Caroline yet, though several things we shot involved RPGs as framing devices or setups.</p>
<p>All photos on this page are © Frank Reding.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2018/03/interview-with-gamer-and-model-caroline-pierce/caroline-pierce-03.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/03/interview-with-gamer-and-model-caroline-pierce/caroline-pierce-03.jpg-800.jpeg" width="800" height="533" alt="Caroline holding a black dragon miniature" loading="lazy" decoding="async" /><figcaption>Well hello there, I couldn't help but notice your black dragon.</figcaption></a></figure>
<p>Without further ado:</p>
<p><strong>Let’s open with a classic. How did you get into roleplaying? What entity or experience sunk its claws into you and dragged you kicking and screaming—or perhaps excitedly—into the hobby?</strong></p>
<p><em>I don't entirely remember. I've always had an active imagination, a love for the fantasy genre, enjoyed story telling and role playing (meaning acting and performing) in general, so when the news of the "evil" D&D hit the news in the early 80s it struck a chord with me and I knew I NEEDED that game, not knowing much more than that. I still have my D&D red box from 1986 or so. I didn't get to actually play a game until I was a teenager.</em></p>
<figure class="float-left"><a href="https://mottokrosh.com/posts/2018/03/interview-with-gamer-and-model-caroline-pierce/caroline-pierce-01.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/03/interview-with-gamer-and-model-caroline-pierce/caroline-pierce-01.jpg-120.jpeg" width="120" height="633" alt="Caroline Pierce" loading="lazy" decoding="async" /></a></figure>
<p><strong>How often do you play, and what are you currently playing?</strong></p>
<p><em>I'm lucky enough to belong to two regular game groups in my home town.</em></p>
<p><em>One game group is a bi-weekly game dedicated to Shadowrun 3e. I've been with that group for 8 years now, and it's still as fun as ever. In the time I've been with them, we're on our 7th team I think? Some character groups lasted longer than others, and some we played out so we retired those characters and started fresh.</em></p>
<p><em>My other game group is weekly and it varies what we play, depending on who's around to GM. I've been with them for 18 years or so. Right now we're playing Deadlands Hell on Earth (original system, not d20), but we've run the gamut of games from Pathfinder, Call of Cthulhu, Faded Suns, Conan, Arduin, and on and on....</em></p>
<p><em>Occasionally when I travel my timing is right so I get to game with friends or acquaintances local to where I'm at.</em></p>
<p><strong>Are you more often the player or the games mistress? Which do you prefer?</strong></p>
<p><em>I am always a player, never a GM. I travel a lot so I'm not in town enough to run anything more than a one shot or a short game.</em></p>
<p><em>I really want to run the re-release of the Orient Express set for Call of Cthulhu, but that's a long game and my schedule hasn't allowed for it.</em></p>
<p><strong>What kind of player are you? Quiet, calculating, bashful, direct? Do you find yourself returning to a particular concept or class when you roll up a new character?</strong></p>
<p><em>I'm a calculated player for the most part, the type that makes notes to remind of questions to ask when I'm playing the Face in Shadowrun or what spells I need to cast in WHFRPG. I'm not a rules lawyer, far from it, I'm a "I'm here to hang out with my friends and have fun telling stories" kind of player. Sometimes I have moments of inspiration and come up with great ideas, other times I'm brain dead and can't think of anything for a scenario.</em></p>
<p><em>I'm also the kind of player that is perfectly happy to random roll for my character. Random roll race, class, etc. I just want to play, I don't care what it is.</em></p>
<p><em>That said, I do have a penchant for thieves/rogue types.</em></p>
<p><strong>What is it about rogues characters that attracts you? Is there a hidden rapscallion side to you that you like to play out? Or is more about the sneaking?</strong></p>
<p><em>I think it’s because it lets me be a mix of a utility character and a damage character. They tend to be well rounded in abilities, and offer game play that can be very class specific, like sneaking and backstabbing.</em></p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2018/03/interview-with-gamer-and-model-caroline-pierce/caroline-pierce-02.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/03/interview-with-gamer-and-model-caroline-pierce/caroline-pierce-02.jpg-320.jpeg" width="320" height="530" alt="Caroline Pierce in satin" loading="lazy" decoding="async" /></a></figure>
<p><strong>What game can’t you wait to play again? Was it something about the game itself that hooked you—rules or setting, perhaps—or was it more the people you played with?</strong></p>
<p><em>I adore the game system for Deadlands! Using playing cards and poker chips is such a fun system, and I love the setting. I've played Weird West more than Wasted West. My weekly game group is currently playing it and I look forward to it every week!</em></p>
<p><em>I also love Call of Cthulhu. I adore Lovecraft and the whole idea of the mind-bending reality of the game and the mythos of the Elder Gods. I've mostly played in the 1920's setting, but played a few games of Atomic Age and Modern Age. I would love to try the other eras.</em></p>
<p><em>I would love to try playing Paranoia again sometime when I'm not mentally and physically exhausted from a grueling travel schedule, haha!</em></p>
<p><strong>You told me some time ago that the goddess Titivilla was your contribution to Zak Smith’s Vornheim. What’s the story behind that, how did that come to be? And what is she about?</strong></p>
<p><em>Ha! Yes, that is my contribution. I used to play D&D with that group when I went to LA (I don't travel there much lately so sadly it's been a long time since I've had that pleasure).</em></p>
<p><em>Most of the players in that group had characters like half tieflings and magic users and thieves… so I made a very generic human fighter named Smashy. She needed a deity to follow so I made up Titivilla. Quite honestly it's my juvenile sense of humor making a name that contained the word "tit" in it. I don't recollect what she represented, probably protecting women or something, since the entire party was women. I found my character sheets for her but not my notes on Titivilla.</em></p>
<p><strong>When we last filmed together we used roleplaying games as the framing device for our story. Do you think there are other crossovers with RPGs waiting to be explored?</strong></p>
<p><em>I'm sure there are. RPG story elements work in photos and videos of many genres!</em></p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2018/03/interview-with-gamer-and-model-caroline-pierce/caroline-pierce-06.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/03/interview-with-gamer-and-model-caroline-pierce/caroline-pierce-06.jpg-800.jpeg" width="800" height="418" alt="Caroline" loading="lazy" decoding="async" /></a></figure>
<p><strong>Roleplaying has had a huge resurgence in recent years, not least due to “actual plays”, i.e. streaming of live games, having become such a phenomenon. Think about your Critical Roles, your Sirens of the Realms, and of course your own I Hit It With My Axe. What’s your take on this? Why do you think they’re so popular, especially with newer generations?</strong></p>
<p><em>I'm happy to hear it has! I don't really pay all that much attention to what the trends are. Over the years I've met more and more people that are involved in RPG games (both playing and part of the creation) but I attributed that to simply being active in my hobby and the awesomeness of the internet connecting people and bringing them together.</em></p>
<p><em>I suppose the resurgence may very well be to the prevalence of videos games, and the desire for gamers to play fun things, but wanting to connect with people in a way that video games don't do. I'm in no way bashing video games, I quite enjoy the camaraderie of MMOs, but my favorite way to socialize is playing an RPG.</em></p>
<p><strong>Have you encountered any games you’d love to try but for whatever reason haven’t been able to yet?</strong></p>
<p><em>Oooh, just about every game that I haven't gotten to play of course!</em></p>
<p><em>I play tested Numenara, but haven't gotten to play an actual game of it outside that, which I'd love to do.</em></p>
<p><em>My friend Kevin Kulp wrote an RPG called <a href="http://site.pelgranepress.com/index.php/category/products/timewatch/">Timewatch</a> that I haven't had a chance to play yet.</em></p>
<p><strong>Tell me about the Numenera playtest. As far as I’m aware there wasn’t a public playtest for it—how did you come by that?</strong></p>
<p><em>I think I saw the call for play testers through the Kickstarter updates. I applied for it, the game group got accepted, we signed NDAs and got sent the files for the play test materials.</em></p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2018/03/interview-with-gamer-and-model-caroline-pierce/caroline-pierce-04.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/03/interview-with-gamer-and-model-caroline-pierce/caroline-pierce-04.jpg-320.jpeg" width="320" height="480" alt="Caroline tied and led" loading="lazy" decoding="async" /></a></figure>
<p><strong>You and your companions are in an inn. The inn is on fire. Because of the dragon. What do you do?</strong></p>
<p><em>HA! Depends on the game group. One of my game groups… well, the one guy will take the distraction of the fire and dragon to kill the guy in the inn he's been wanting to off, the other guy will go loot the cash box, another guy will start saving people and act heroic but not because he means well but because he sees opportunity to be rewarded, and I'm probably saving the animals in the barn (because I'm still so ME when I play haha!)</em></p>
<p><em>The other game group, the cleric starts ushering people to safety, the paladin heads out to fight the dragon despite probably not being equipped to deal with it, the ranger does that insane dice rolls she does and kills the damned thing in one fell swoop with a crit that shouldn't be possible (she did that to a dragon in Pathfinder), the fighter realizes he's better suited for putting out the fire than fighting so he does that, and I'm the sneaky thief that's liberating peoples' valuables that they left behind and then going to save the animals in the barn haha!</em></p>
<p>That's it for this interview, and thank you again to Caroline! If you have any other questions, let me know in the comments, and I'll do my best to hunt down some answers. I hope to have more interviews coming up in the future!</p>
Spell Chain: Kaleidolace
2018-03-25T11:00:00Z
https://mottokrosh.com/posts/2018/03/spell-chain-kaleidolace/
<h2 id="spell-chains" tabindex="-1">Spell Chains</h2>
<p>Think of spell chains as thematically linked spells of increasing power levels. You might assign them spell levels such as 1st, 3rd, and 5th, or whatever suits your game. These use the low, medium, major power classification of my homebrew game Hypertellurians, but I also include some notes on how to use the spells in <a href="http://goodman-games.com/dungeon-crawl-classics-rpg/">Dungeon Crawl Classics</a>, or <a href="https://www.lotfp.com/">Lamentations of the Flame Princess</a>. Converting to a Vancian or mana-based system should be a cinch.</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2018/03/spell-chain-kaleidolace/kaleidolace1.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/03/spell-chain-kaleidolace/kaleidolace1.jpg-800.jpeg" width="800" height="400" alt="Priestess with light tendrils emanating from her hands" loading="lazy" decoding="async" /><figcaption>Photobash by myself with [Meltys-stock](https://meltys-stock.deviantart.com/art/Priestess-of-Gehinnom-13-259505782)</figcaption></a></figure>
<h2 id="kaleidolace" tabindex="-1">Kaleidolace</h2>
<p>This is the art of growing color patterns and ribbons, first on skin, and later in three dimensional space around the caster. They can be used to mark, restrain, and even create. A caster with a particularly artistic leaning will no doubt come up with other ingenious uses.</p>
<h3 id="i.-growing-colors" tabindex="-1">I. Growing Colors</h3>
<p>In the palm of your hand, 4 twines start expanding in a color and symmetrical pattern of your choosing. As an action, and at a cost of 1 Mind, they grow by approximately 10cm. If you grasp a person or object, the pattern may continue to grow onto them.</p>
<p>The pattern lasts until you lose interest in it, or until the next day. If someone attempts to wash it off (which will fail, unless they, say, sear the skin canvas away with acid), you become aware of it, like a mild headache that gets stronger the closer you get to the act.</p>
<h3 id="ii.-flying-colors" tabindex="-1">II. Flying Colors</h3>
<p>At this level of expertise you can let the strands fly from your hand into three-dimensonal space. They turn into silk or satin ribbons as they whirl out at a growth rate of 1m per action and a cost of 1 Mind. The 4 ribbons expand in the cardinal directions in a symmetrical pattern of your choosing. They could for example wrap around the calves of 4 people surrounding you, or continue far and wide into the wilds, or form a egg-shaped mesh around you.</p>
<p>Optionally, you may focus all 4 strands in one direction, on one object or person, instead, and grow them asymetrically. This is more taxing mentally, and costs 1d4 Mind per action, but potentially allows you to restrain a person's major limbs, or create beautiful works of art.</p>
<p>Either way, the ribbons are extensions of you, and you feel them and what happens to them. They have the same consistency as satin and are up to 5cm wide. They remain anchored to your hand, until you lose interest or are forcibly moved. You may move yourself at the rate of growth, if you so wish. When detached from their anchor, the ribbons fall and turn to hardended, cracked paint.</p>
<h3 id="iii.-living-colors" tabindex="-1">III. Living Colors</h3>
<p>At this extraordinary level of mastery, you can command 8 ribbons at a time, and they no longer grow statically but remain as living, prehensile entities. As an action and for 1 Mind, you can both symmetrically grow and move the ribbons by 1m. As per Flying Colors, you can instead grow and move them asymmetrically as an action at a cost of 1d6 Mind. Unlike Flying Colors, they no longer have to focus on one target in this fashion. Indeed your surroundings can become a veritable explosion of prehensile tendrils. The ribbons now have the consistency of leather.</p>
<p>If you wish, you can weave the tendrils into permanent shapes. When you do this, the ribbons become rigid (comparable to wood) when you detach your hand, the anchor.</p>
<div style="width: 100%; height: 50px; background-image: url(lace-pattern.png); background-repeat: repeat-x; background-size: 277px 50px; margin: 3rem 0 4rem 0;"></div>
<h2 id="optional-rule%3A-variable-strength" tabindex="-1">Optional Rule: Variable Strength</h2>
<p>If you'd like to make the spells a little more unpredictable, or use it for systems where spells have no levels, consider requiring a Mind roll and compare the result against the table below. For comparison, in Hypertellurians, a proficient caster might have an average of +5 on that roll.</p>
<table>
<thead>
<tr>
<th>d20</th>
<th>Effect</th>
</tr>
</thead>
<tbody>
<tr>
<td>1</td>
<td>Miscast.</td>
</tr>
<tr>
<td>2–10</td>
<td>The spell fails.</td>
</tr>
<tr>
<td>11–15</td>
<td>4 ribbons, 10cm/action growth, symmetrical patterns.</td>
</tr>
<tr>
<td>16–19</td>
<td>6 ribbons, 50cm/action growth, symmetrical patterns or targeted asymmetrical forms.</td>
</tr>
<tr>
<td>20–24</td>
<td>8 ribbons, 1m/action growth, symmetrical patterns or asymmetrical forms.</td>
</tr>
<tr>
<td>25+</td>
<td>10 ribbons, 2m/action growth, fully living and prehensile.</td>
</tr>
</tbody>
</table>
<h3 id="the-fleeting-muse" tabindex="-1">The Fleeting Muse</h3>
<p>Kaleidolace is a spell relying heavily on the creativity of the caster, and unfortunately the muse does not always heed the artist's pleas. How about a handful of ways to enourage the muse?</p>
<table>
<thead>
<tr>
<th>#</th>
<th>Encouragement</th>
</tr>
</thead>
<tbody>
<tr>
<td>1</td>
<td><strong>Psychotropic enhancement.</strong> The rare polyplip mushrooms expand one's mind when consumed dried, and confer +2 on the caster roll, at a cost of -1 Agility and a tendency to to engage in philosophical babble for a couple of hours.</td>
</tr>
<tr>
<td>2</td>
<td><strong>Nostalgic drinking.</strong> A mug of <em><a href="https://bardicchef.tumblr.com/post/171789240084/d100-carousing-table-lucky-brew-full-size-image">Pining Pear Brandy</a></em> will set you back 2 silver, wax lyrical about all the things you can't have, but give you a +1 on the roll.</td>
</tr>
<tr>
<td>3</td>
<td><strong>Proactive drinking.</strong> The <em><a href="https://bardicchef.tumblr.com/post/171789240084/d100-carousing-table-lucky-brew-full-size-image">Covetous Crème Rum</a></em> is nicer than it sounds. You'll need several, but for the rest of the night, you'll roll at +3, and be pretty inebriated.</td>
</tr>
<tr>
<td>4</td>
<td><strong>All the feels.</strong> Emotional breakdowns are a bitch, but the good thing about rock bottom is that the only direction is up. But while down there, roll with +2.</td>
</tr>
<tr>
<td>5</td>
<td><strong>That glow.</strong> Enjoy the elated feeling you have in the morning after a particularly amorously successful night, and roll with +2.</td>
</tr>
<tr>
<td>6</td>
<td><strong>A good book.</strong> Be inspired by your betters, and roll with +1.</td>
</tr>
</tbody>
</table>
<div style="width: 100%; height: 50px; background-image: url(lace-pattern.png); background-repeat: repeat-x; background-size: 277px 50px; margin: 3rem 0 4rem 0;"></div>
<h2 id="optional-variant%3A-kaleidolace-as-a-curse" tabindex="-1">Optional Variant: Kaleidolace as a Curse</h2>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2018/03/spell-chain-kaleidolace/kaleidolace2.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/03/spell-chain-kaleidolace/kaleidolace2.jpg-320.jpeg" width="320" height="478" alt="Priestess with light tendrils emanating from her hands" loading="lazy" decoding="async" /></a></figure>
<p>Instead of a useful and pretty spell, you could use it as a curse instead. In this scenario, an affected creature would have the 4 sickly green lines emanating from a location of the GM's choice—perhaps an eye—and spiral out in symmetrical patterns, at an ever increasing rate of growth. Allow a save to avoid contraction.</p>
<p>If they are unable to remove the curse, the creature will eventually be covered utterly, rendering their skin hard and brittle like dried paint, at which point it will easily fall off, exposing the soft, vulnerable organs underneath, which have also taken on a glaucous hue. Needless to say, this will lead to a painful death if left untreated.</p>
<p>But the curse doesn't stop there. While it runs its course, the afflicated is highly contagious: any surface or person they touch for any length of time runs the risk of contracting the curse, as the pattern spills over onto them.</p>
<p>Additionally, once the afflicated has been fully covered in patterns, the curse seeks new targets and starts sprouting out into three-dimensional space in beautiful, lethal patterns that turn to brittle paint patterns on the floor if the cursed creature moves and thus breaks them off.</p>
<h2 id="using-kaleidolace-in-your-game" tabindex="-1">Using Kaleidolace in your Game</h2>
<p>In systems like <a href="http://goodman-games.com/dungeon-crawl-classics-rpg/">Dungeon Crawl Classics,</a> or the magic variant from <a href="https://www.lotfp.com/">Lamentations of the Flame Princess</a>'s <a href="http://www.lotfp.com/store/index.php?route=product/product&product_id=234">Vaginas are Magic</a> (and the upcoming Eldrich Cock too, I believe) spells have no levels, and are all available to a caster who can discover and learn them. Instead, the power level of the spell is determinded by a caster check.</p>
<p>For these systems, use the "Variable Strength" table above, and adapt the result ranges to match the usual ranges. For DCC, for example, the above 25+ result should probably occur at a 40+.</p>
<h3 id="lotfp-variant" tabindex="-1">LotFP Variant</h3>
<p>Satin ribbons flying from your palm is nice and all, but if you need something a little grimier, consider making it a network of pulsating veins instead, erupting from the caster's upturned hand. And instead of turning to paint, they turn to coalesced black blood.</p>
<p>Enjoyed <em>Kaleidolace</em>? Let me know in the comments.</p>
ANSI Art from the Days of Yore
2018-03-18T10:54:33Z
https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/
<p>Back in the early 90s, a few friends and I decided to start what was then labelled an "art group." This was a digital collective out to create ANSI and ASCII artwork for the computer communication medium of the day: <a href="https://en.wikipedia.org/wiki/Bulletin_board_system">bulletin board systems</a>. A BBS was kind of like a website, but you dialled directly into it (its address being a phone number), and all it could serve you was text, with a hint a color.</p>
<p>This format was colloquially known as <a href="https://en.wikipedia.org/wiki/Windows_code_page">ANSI</a> (although that technically refers to the character set, but stay with me), and is a plain text file with so-called escape codes that describe background and foreground colors. You have 256 characters to work with, although 32 of those are things like line-break, so it's actually fewer than that. Here's the lot:</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/__IC7231.png" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/__IC7231.png-427.jpeg" width="427" height="609" alt="256 character codes" loading="lazy" decoding="async" /></a></figure>
<p>Color-wise you had 8 background colors, and 16 foreground colors. This set of restrictions actually made for an interesting challenge. And, you know, a decent download experience on your <s>slow-ass</s> 9600 baud modem.</p>
<p>When you dialled into a BBS, you would generally be presented with a pretty functional page of menu options, where you could do things like read news, browse some files, and maybe chat with the sysop—the system operator. Here's what they might have looked like:</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/__bbs1.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/__bbs1.jpg-530.jpeg" width="530" height="274" alt="A typical BBS menu" loading="lazy" decoding="async" /></a></figure>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/__bbs2.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/__bbs2.jpg-557.jpeg" width="557" height="271" alt="A typical BBS menu" loading="lazy" decoding="async" /></a></figure>
<p>Well that's pretty boring, and all around the world kids thought they could do better, and they did. Here's one of the many I came up with:</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-MATRX.ANS.png" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-MATRX.ANS.png-640.jpeg" width="640" height="384" alt="A BBS menu concept of mine" loading="lazy" decoding="async" /></a></figure>
<p>Worldwide, art groups sprang up to take this limited medium and elevate it, play with it, mix it up, and create amazing things. Some of the biggest were <a href="https://en.wikipedia.org/wiki/ACiD_Productions">ACiD</a> and <a href="https://en.wikipedia.org/wiki/ICE_Advertisements">iCE</a>. These guys and gals came up with some mindblowing stuff.</p>
<p>My friends and I, clever (and Luxembourgian) as we were, came up with Black Maiden as a name. Despite the rumour that the name was a mashup of popular bands we liked (Black Sabbath, Iron Maiden), it was actually inspired by a clipart outline of a black angel. That didn't make it any better. Still, over the years, <a href="http://www.blackmaiden.de/">Black Maiden</a> grew from a trio of friends into an international group of friends of some repute. We branched into the <a href="https://en.wikipedia.org/wiki/Demoscene">demo scene</a>, went to competitions, and won some. We even launched <a href="https://www.evoke.eu/">our own demo party</a> in Germany. And as I'm researching for this article I find out it's still active and about to have its 20th anniversary party. Man.</p>
<p>So here I am, about 25 years later, and I thought it time to collect some my ANSI and ASCII (like ANSI but sans color) art together. Please bear in mind that when I created these, I was a juvenile git with delusions of grandeur, and a loose grasp on the English language, so please ignore much of the drivel that accompanies this stuff.</p>
<p>Oh, and I went under the handle of VOiCE back then.</p>
<div class="gallery undefined"><ol><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-AI.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-AI.ANS.png-372.jpeg" width="372" height="353" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-ANIME.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-ANIME.ANS.png-372.jpeg" width="372" height="1069" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-ASC3.ASC.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-ASC3.ASC.png-372.jpeg" width="372" height="920" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-ASCII.ASC.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-ASCII.ASC.png-372.jpeg" width="372" height="288" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-ATLAN.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-ATLAN.ANS.png-372.jpeg" width="372" height="148" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-AXT.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-AXT.ANS.png-372.jpeg" width="372" height="213" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-BABE.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-BABE.ANS.png-372.jpeg" width="372" height="2213" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-BM1.ASC.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-BM1.ASC.png-372.jpeg" width="372" height="204" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-BMLGO.ASC.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-BMLGO.ASC.png-372.jpeg" width="372" height="83" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-BMP.ASC.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-BMP.ASC.png-372.jpeg" width="372" height="139" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-BRAIN.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-BRAIN.ANS.png-372.jpeg" width="372" height="204" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-BRAIN.ASC.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-BRAIN.ASC.png-372.jpeg" width="372" height="83" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-BRAIN2.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-BRAIN2.ANS.png-372.jpeg" width="372" height="539" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-CLST2.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-CLST2.ANS.png-372.jpeg" width="372" height="502" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-CLST2.ASC.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-CLST2.ASC.png-372.jpeg" width="372" height="1711" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-CLUST.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-CLUST.ANS.png-372.jpeg" width="372" height="1134" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-CLUST.ASC.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-CLUST.ASC.png-372.jpeg" width="372" height="1320" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-CLUST2.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-CLUST2.ANS.png-372.jpeg" width="372" height="1804" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-COLLY.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-COLLY.ANS.png-372.jpeg" width="372" height="771" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-COMX.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-COMX.ANS.png-372.jpeg" width="372" height="734" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-CSC1.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-CSC1.ANS.png-372.jpeg" width="372" height="260" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-DMAD.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-DMAD.ANS.png-372.jpeg" width="372" height="874" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-DMSEL.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-DMSEL.ANS.png-372.jpeg" width="372" height="1739" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-DNGER.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-DNGER.ANS.png-372.jpeg" width="372" height="1757" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-DPZ.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-DPZ.ANS.png-372.jpeg" width="372" height="204" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-DRAC.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-DRAC.ANS.png-372.jpeg" width="372" height="995" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-ELF.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-ELF.ANS.png-372.jpeg" width="372" height="381" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-EYES.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-EYES.ANS.png-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-FBK2.ASC.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-FBK2.ASC.png-372.jpeg" width="372" height="186" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-LADYD.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-LADYD.ANS.png-372.jpeg" width="372" height="1422" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-LOGOS.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-LOGOS.ANS.png-372.jpeg" width="372" height="1497" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-LOGOS.ASC.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-LOGOS.ASC.png-372.jpeg" width="372" height="1711" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-LOGOS2.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-LOGOS2.ANS.png-372.jpeg" width="372" height="372" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-M.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-M.ANS.png-372.jpeg" width="372" height="1292" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-MATRX.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-MATRX.ANS.png-372.jpeg" width="372" height="223" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-MENUS.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-MENUS.ANS.png-372.jpeg" width="372" height="734" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-MOON.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-MOON.ANS.png-372.jpeg" width="372" height="1915" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-NTR.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-NTR.ANS.png-372.jpeg" width="372" height="325" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-RONNY.ASC.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-RONNY.ASC.png-372.jpeg" width="372" height="55" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-SHI.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-SHI.ANS.png-372.jpeg" width="372" height="1125" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-THEAT.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-THEAT.ANS.png-372.jpeg" width="372" height="604" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-US-DP.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-US-DP.ANS.png-372.jpeg" width="372" height="1860" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-US-GAS.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-US-GAS.ANS.png-372.jpeg" width="372" height="753" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-WARP.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-WARP.ANS.png-372.jpeg" width="372" height="372" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-WASTE.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-WASTE.ANS.png-372.jpeg" width="372" height="213" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-WASTE.ASC.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-WASTE.ASC.png-372.jpeg" width="372" height="139" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-XMOSS.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-XMOSS.ANS.png-372.jpeg" width="372" height="706" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-ZENL.ANS.png" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/03/ansi-art-from-the-days-of-yore/VC-ZENL.ANS.png-372.jpeg" width="372" height="223" alt="" loading="lazy" decoding="async" /></a></figure></li></ol></div>
<p>I hope you enjoyed this little trip down my memory lane. Let me know in the comments.</p>
Online Character Sheet for Pathfinder Survey
2018-03-11T17:00:00Z
https://mottokrosh.com/posts/2018/03/online-character-sheet-for-pathfinder-survey/
<p>As you've probably heard by now, Paizo have <a href="http://paizo.com/pathfinderplaytest">officially announced the 2nd edition</a> of the immensely popular Pathfinder game. As with the 1st edition, there will be a massive open playtest, and all playtest material (including a massive 400 page fully laid out and illustrated hardcover) will become available on 2nd of August.</p>
<p>I, for one, am pretty interested in the direction the game seems to be taking, from what they've revealed so far. While I played Pathfinder for many years, there's no denying that it's a complex system, made worse by the sheer volume of options, especially feats with their micro-adjustments or ever-more conditional modifiers. It's difficult to get into, and making a high-level character is a dreaded chore rather than something exciting. Your mileage may vary, but I like that they seem to be taking careful notice of the many ways roleplaying game design has evolved over the years, and are looking for fun in depth of characters and stories rather than in volumes of subsystems.</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2018/03/online-character-sheet-for-pathfinder-survey/three-goblin-tattoos.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/03/online-character-sheet-for-pathfinder-survey/three-goblin-tattoos.jpg-320.jpeg" width="320" height="320" alt="Three gamers with goblin tattoos" loading="lazy" decoding="async" /><figcaption>Chris, Kara, and I with our Golarian goblin tattoos</figcaption></a></figure>
<p>It's no secret that all the apps I've written so far came to be because I wanted them to exist for a game I discovered and was passionate about. So while I haven't played Pathfinder in quite some time, I can see myself getting swept up by 2nd ed mania, and by extension, the drive to create a 2nd ed compatible character sheet app.</p>
<p>However, before I dive headlong into such an endeavour, I have to step back and evaluate the project through a lens of realism and the dreaded time management gremlin.</p>
<p>When I wrote the original app all these years ago, I had considerably more time on my hand, so if I am to undertake a new app, I need to learn from the past and focus on what's most important to people. With that in mind, I've created a very small survey, and I'd be grateful—if you are a user of my current Pathfinder character sheet app—if you could fill it in and circulate it among any other users you know.</p>
<h2 id="the-survey" tabindex="-1">The survey</h2>
<iframe src="https://docs.google.com/forms/d/e/1FAIpQLSdkAMX-PNR0PVokDC4nzsLhpJrQFtOk0L-R5v6K-lJIV-eecw/viewform?embedded=true" width="100%" height="600" frameborder="0" marginheight="0" marginwidth="0" style="margin-bottom: 2rem;">Loading...</iframe>
<h2 id="what's-the-deal-with-the-manual-import%2Fexport-question%3F" tabindex="-1">What's the deal with the manual import/export question?</h2>
<p>If you look at <a href="https://mottokrosh.com/apps/spire-companion/">my Spire app</a> you'll notice that there's no registration or login, and no questions of saving, yet your data is always there. It's simple, I'm storing it all in your browser's so-called local storage. This is a safe place that only the app that wrote it can access. And because it's only on your device, I can safe that only you (and whoever else you might have given access to your device) can access it.</p>
<p>In constrast to this is the current Sheet app experience, where you must log in with a Google or GitHub account, and all the data is stored in a massive central database and accessed from whichever device you have logged on. This is a considerably more complex setup to create and maintain.</p>
<p>None of it is very difficult, but it does require much more coding, and it also requires a backend server and database server (or service). All of which cost money to run. Without it, I can host the app on a free hosting service (the absolutely awesome <a href="https://www.netlify.com/">Netlify</a>), and get coding straight to the core of the app. And the only feature you're missing out on is automatic syncing of sheets across devices.</p>
<h2 id="what-alternative-are-you-proposing%3F" tabindex="-1">What alternative are you proposing?</h2>
<p>An export button that saves all your data in a file that you can store in your favorite cloud storage, like Dropbox, iCloud, Google Drive, etc. And an import button that reads said file and immediately brings your local data up to date. And it would warn you if you tried to import a file that had older data than the one already on your device.</p>
<p>So your data would still be portable (because you'd keep it your cloud), so can you can switch devices. But if you switch devices a lot, it's an extra 2 steps, minus 1 step for login. But it saves me an awful lot of time and complexity and makes it that much more likely that such an app would happen.</p>
<h2 id="phew" tabindex="-1">Phew</h2>
<p>You made it this far, so you deserve a pretty picture. Please share this article and survey with other people who might be interested in a new version of my character sheet app for Pathfinder 2nd edition!</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2018/03/online-character-sheet-for-pathfinder-survey/occult-sacrifice.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/03/online-character-sheet-for-pathfinder-survey/occult-sacrifice.jpg-800.jpeg" width="800" height="697" alt="Cultists wrestling their sacrifice to the ground" loading="lazy" decoding="async" /></a></figure>
A Day in the Markets of Helix
2018-03-08T17:00:00Z
https://mottokrosh.com/posts/2018/03/a-day-in-the-markets-of-helix/
<p>The people of Helix are benevolent, wise, and technologically advanced. But the inhospitable wastes, crags, and hills surrounding their domed city are home to any number of strange creatures, like the savage piglin, the strangely erudite goatfolk, and the reclusive sorcerers and sorceresses. Further afield, other clusters of humanity cling onto half-forgotten luxuries and evaporating wealth, on their dying planet, Sonnos. Sonnos, the place that all but the smallest of gods have abandoned.</p>
<p>As a place of general enlightenment, the markets of Helix eschew monetary values. Instead, all trade is conducted through bartering, largely one for one object exchanges, but sometimes also favors.</p>
<h2 id="impressions" tabindex="-1">Impressions</h2>
<p>These are the sorts of things you might see upon walking the markets.</p>
<table>
<thead>
<tr>
<th style="text-align:center">#</th>
<th>Scene</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:center">1</td>
<td>A group of Labaster officials arguing over which paint to use on their dining room, all of which look indistinguishable to your eyes.</td>
</tr>
<tr>
<td style="text-align:center">2</td>
<td>A flower shop sells bouquets of writhing plants with mouths. The planst are intelligent and friendly, but desperately want to be eaten.</td>
</tr>
<tr>
<td style="text-align:center">3</td>
<td>A huckster is selling moods. If you buy joy, he tells you a joke, if you go for fear, he yells "Boo" very loudly. You may be able to get your money back.</td>
</tr>
<tr>
<td style="text-align:center">4</td>
<td>Fortune tellers grabbing your hands and seeing dire portents that they will tell you how to avoid---for a fee.</td>
</tr>
<tr>
<td style="text-align:center">5</td>
<td>A woman wrinkles her nose at a piece of scorched flesh on a stick that's being offered to her by a one-eyes man. "Them piglin's harpy grief, but none's making demon kebab like 'em."</td>
</tr>
</tbody>
</table>
<figure class="align-center mt3"><a href="https://mottokrosh.com/posts/2018/03/a-day-in-the-markets-of-helix/market.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/03/a-day-in-the-markets-of-helix/market.jpg-800.jpeg" width="800" height="400" alt="Market scene" loading="lazy" decoding="async" /><figcaption>Market by [Michael Allrich](https://onlychasing-safety.deviantart.com/art/Market-689084077)</figcaption></a></figure>
<h2 id="magnis%2C-the-paint-seller" tabindex="-1">Magnis, the Paint Seller</h2>
<p>His colorful turban sets him apart from the market crowd.</p>
<table>
<thead>
<tr>
<th style="text-align:center">#</th>
<th>Item</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:center">1</td>
<td><strong>Warpaint</strong>. Slap on the faces of a sizeable posse and someone <em>will</em> inevitably declare war on them.</td>
</tr>
<tr>
<td style="text-align:center">2</td>
<td><strong>Undercoat</strong>. Paint all over the body for a protective layer equal to light armor, for a few hours or until washed off.</td>
</tr>
<tr>
<td style="text-align:center">3</td>
<td><strong>Paintranks.</strong> Thick, putty-like paint you press into wounds to seal them up.</td>
</tr>
<tr>
<td style="text-align:center">4</td>
<td><strong>Tartanite.</strong> Comes out as tartan patterns. No two tubs create the same pattern.</td>
</tr>
<tr>
<td style="text-align:center">5</td>
<td><strong>Galaxine.</strong> Mirror paint.</td>
</tr>
<tr>
<td style="text-align:center">6</td>
<td><strong>Magwoo.</strong> This pigment has an eerie tendency to attract sorcerers to whatever it's painted on.</td>
</tr>
<tr>
<td style="text-align:center">7</td>
<td><strong>Piercer.</strong> Lets you paint functional holes onto things. Only the very end of a tube left.</td>
</tr>
<tr>
<td style="text-align:center">8</td>
<td><strong>Nutridye.</strong> Edible paint, to make your insides as beautiful as your outsides.</td>
</tr>
<tr>
<td style="text-align:center">9</td>
<td><strong>Stain stealer.</strong> Parasitic paint that steals the color from whatever you dip into it.</td>
</tr>
<tr>
<td style="text-align:center">10</td>
<td><strong>Spry cover.</strong> Living paint, just a dab'll do ya, and it'll grow all over the wall. <em>(Warning: Paint may migrate during the rainy season)</em></td>
</tr>
</tbody>
</table>
<h2 id="effluvion%2C-birdmaster-%26-purveyor-of-fabulous-fauna" tabindex="-1">Effluvion, Birdmaster & Purveyor of Fabulous Fauna</h2>
<p>Given his garish outfits, Effluvion could almost pass for a piece of fabulous fauna himself.</p>
<table>
<thead>
<tr>
<th style="text-align:center">#</th>
<th>Creature</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:center">1</td>
<td><strong>Terror bird youngling.</strong> Recently hatched. Unless kept in captivity, will grow into one of the terrifying pterodactyl-like demon birds terrorizing the wastes.</td>
</tr>
<tr>
<td style="text-align:center">2</td>
<td><strong>Warchicken.</strong> Featherless, flightless bird, bred for its plain but nutritious meat, and its suprising combat prowess in broods.</td>
</tr>
<tr>
<td style="text-align:center">3</td>
<td><strong>Birdcrime.</strong> Less an animal itself but rather a repugnant amalgam of avifauna excreta that has acquired a form a basic sentience and modest locomotion. Sorcerers speculate it's due to the exposure to the moon winds. Nasty stuff though.</td>
</tr>
<tr>
<td style="text-align:center">4</td>
<td><strong>Nestly everberate.</strong> Strangely beautiful svelte-necked mammal, like a dog cat.</td>
</tr>
</tbody>
</table>
<h2 id="taque's-emporium-for-explorers-and-fortune-hunters" tabindex="-1">Taque's Emporium for Explorers and Fortune Hunters</h2>
<p>Don't let her youthful looks fool you—no one knows their explorer's gear like Taque.</p>
<table>
<thead>
<tr>
<th style="text-align:center">1</th>
<th>Item</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:center">1</td>
<td><strong>Basic breathing bowl helmet.</strong> All glass, with a comfortable neck seal, and attached air tank.</td>
</tr>
<tr>
<td style="text-align:center">2</td>
<td><strong>Advanced breathing bowl helmet.</strong> With active filter instead of air tank. Charged by atmospheric muons.</td>
</tr>
<tr>
<td style="text-align:center">3</td>
<td><strong>Ultimate breathing bowl helmet.</strong> As the advanced model, but additionally comes with propellant backpack, for short bursts of ballistic or vertical jumps.</td>
</tr>
<tr>
<td style="text-align:center">4</td>
<td><strong>Wastes racer.</strong> This decommisioned vehicle resembles a wheeled canoe with a gossamer sail, and was lovingly restored by Taque herself. Up to 4 people can comfortably speed on the moon winds.</td>
</tr>
<tr>
<td style="text-align:center">5</td>
<td><strong>Labaster travel syringe.</strong> Injects compressed, slow-release, vital humors to survive the inhospitable atmosphere of the wastes.</td>
</tr>
<tr>
<td style="text-align:center">6</td>
<td><strong>Corelian strider.</strong> Tall, slender mount, capable of fast travel through the wastes and hills.</td>
</tr>
</tbody>
</table>
<h2 id="lomarc's-fashionistas-of-tomorrow" tabindex="-1">Lomarc's Fashionistas of Tomorrow</h2>
<p>Yes, he sets up shop in the markets, but he is frequented by the city's elite.</p>
<table>
<thead>
<tr>
<th style="text-align:center">#</th>
<th>Item</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:center">1</td>
<td><strong>Anvil original.</strong> Replica corelian loincloth, as seen worn by the barbarian hero Anvil. Sandy brown.</td>
</tr>
<tr>
<td style="text-align:center">2</td>
<td><strong>Manvil original.</strong> Replica corelian loincloth, as seen worn by the barbarian hero Manvil. Rocky brown/gray.</td>
</tr>
<tr>
<td style="text-align:center">3</td>
<td><strong>Pilgrim's pride.</strong> Rough, magnolia toga, in the style of the goatfolk pilgrims. With hidden pockets for small, religious fetishes.</td>
</tr>
<tr>
<td style="text-align:center">4</td>
<td><strong>Helix second skin.</strong> Figure-hugging onesies, in multiple styles, with or without knee-high, high-heeled boots. Offers excellent atmospheric protection, and shrinks to fit.</td>
</tr>
<tr>
<td style="text-align:center">5</td>
<td><strong>Piglin horde furs.</strong> Risqué ensemble in the style of the beasts of the wastes, re-invented for the modern thinker.</td>
</tr>
<tr>
<td style="text-align:center">6</td>
<td><strong>Necrokecks.</strong> Trousers made from the flesh of the demon bird. Believed to bring great wealth to the wearer.</td>
</tr>
<tr>
<td style="text-align:center">7</td>
<td><strong>Feathered cloak.</strong> Assembled from freshly plucked harpy feathers, these cloaks are both stylish, warm, and a status symbol.</td>
</tr>
<tr>
<td style="text-align:center">8</td>
<td><strong>Extra teeth.</strong> In different shapes and sizes. It's not entirely clear how that isn't anything but a bad idea.</td>
</tr>
<tr>
<td style="text-align:center">9</td>
<td><strong>Liquid silver.</strong> Pour over a body and shape into the desired accoutrement, let dry, and marvel at the flowing, silver garment you've created. Exquisite.</td>
</tr>
</tbody>
</table>
<h2 id="telleranne's-spirits-of-sonnos" tabindex="-1">Telleranne's Spirits of Sonnos</h2>
<p>There are a great many beings of distinct ancentries on Sonnos, but most of them have one thing in common: they make and drink booze. Telleranne has the largest collection in stock. Your liver quivers in anticipation.</p>
<table>
<thead>
<tr>
<th style="text-align:center">#</th>
<th>Drink</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:center">1</td>
<td><strong>Tarag arkhi.</strong> Highly alcoholic spirit, made and consumed by the goatfolk. Milky white, with lumps.</td>
</tr>
<tr>
<td style="text-align:center">2</td>
<td><strong>Helix air.</strong> Light, gaseous drink.</td>
</tr>
<tr>
<td style="text-align:center">3</td>
<td><strong>Piglin muck.</strong> As bad as it sounds and looks, but it kicks the strongest punch on Sonnos.</td>
</tr>
<tr>
<td style="text-align:center">4</td>
<td><strong>Orphone's kiss number 1.</strong> If this drink doesn't clear your mind and opens you up to new possibilities, nothing will.</td>
</tr>
<tr>
<td style="text-align:center">5</td>
<td><strong>Orphone's kiss number 2.</strong> The sweetest of all spirits. It's not good for you, but you just can't stay mad.</td>
</tr>
<tr>
<td style="text-align:center">6</td>
<td><strong>Spirit of (M)anvil.</strong> Claims to be impotable by all but the strongest of constitutions, but is in actuality rather sweet.</td>
</tr>
<tr>
<td style="text-align:center">7</td>
<td><strong>Labaster wine.</strong> Very fine and excquisite. The people of Labaster hate to see anyone other than them trade or consume it.</td>
</tr>
<tr>
<td style="text-align:center">8</td>
<td><strong>Moonshine.</strong> Honeyed both in taste and looks, this slightly phosphorescent drink is sold in small vials hanging in multiples on leather strings.</td>
</tr>
</tbody>
</table>
<h2 id="nanny-nontyvia's-reclaimed-relics" tabindex="-1">Nanny Nontyvia's Reclaimed Relics</h2>
<p>Since most people will tell you that the gods have abandoned Sonnos, religion isn't common here. Yet that was not always the case, any many strange relics from older times remain, their use not always clear. And the goatfolk are staunch beings of faith. Nanny Nontyvia curates an interesting set, and adds showmanship to the mercantile endeavour by dressing in a scary, dark habit at all times.</p>
<table>
<thead>
<tr>
<th style="text-align:center">#</th>
<th>Relic</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:center">1</td>
<td><strong>Relic-shards of the AI saints.</strong> Since the death of the gods of Sonnos, some people are trying to create their own higher beings. Relic-shards are imbued with such synthetically crafted deities, offering guidance and advice on a varity of subjects (depending on the shard), albeit in a cryptic yet soothing manner. Currently available: gluttony, ecstacy, fast travel, reflection, and light.</td>
</tr>
<tr>
<td style="text-align:center">2</td>
<td><strong>War of the roses.</strong> Goatfolk tradition. Thorny rose vines that are wrapped around your limbs. Wild beasts and attackers beware! Leaves and stuff stick to you easily, but you smell nice.</td>
</tr>
<tr>
<td style="text-align:center">3</td>
<td><strong>Suffer pulpit of the salt preachers.</strong> Imposing, though just about light enough to strap to, and carry on, a strong person's back; as used by the church of the brack in the days of yore. Rough, sun-bleached wood.</td>
</tr>
<tr>
<td style="text-align:center">4</td>
<td><strong>The little things.</strong> Goatfolk religious text about spotting and worshipping the overlooked, small gods that hide in the less seen corners of Sonnos. Travel edition.</td>
</tr>
</tbody>
</table>
<h2 id="empusa's-word-for-word" tabindex="-1">Empusa's Word for Word</h2>
<p>Her days of travelling the wastes long behind her, Empusa now trades in words of power. A word so acquired requires giving up one in return, such that is physically impossible for the seller to utter it, for the agreed upon duration of the trade.</p>
<p>Empusa's moon-scorched skin is regularly draped in Lomarc's latest creations, though always accentuated with her brass boots. She avoids walking when dealing with new customers, to hide her limp.</p>
<table>
<thead>
<tr>
<th style="text-align:center">#</th>
<th>Power word</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:center">1</td>
<td>Bless</td>
</tr>
<tr>
<td style="text-align:center">2</td>
<td>Run</td>
</tr>
<tr>
<td style="text-align:center">3</td>
<td>Feel</td>
</tr>
<tr>
<td style="text-align:center">4</td>
<td>Taste</td>
</tr>
<tr>
<td style="text-align:center">5</td>
<td>Launch</td>
</tr>
<tr>
<td style="text-align:center">6</td>
<td>Hang</td>
</tr>
</tbody>
</table>
<p>Other words may be available for very special customers. The word giving up in return must be commensurate in importance to the one sought. She will never trade more than one word at a time per customer.</p>
<h2 id="putarr's-punic-plethora" tabindex="-1">Putarr's Punic Plethora</h2>
<p>The only piglin merchant in the market, and one of singularly advanced age at that—at least for piglin—Putarr sells an arrayment of discarded, lost, or otherwise acquired arms and other gear of the Helix Guard. Some of it is experimental and its usage unclear, but most of it has been patched to work without Guard bonding. Putarr is a gifted tinkerer, but with these technologies there are no guarantees outside of official Guard usage.</p>
<table>
<thead>
<tr>
<th style="text-align:center">#</th>
<th>Item</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:center">1</td>
<td><strong>Restored partizan.</strong> Tall bladed, polearm as carried by the royal guard. The blade is fashioned from moon silver, and the haft from wood of the Senghi tree, making it light and durable. It can shoot a deadly and precise ray of light over long distances, though its operation is somewhat unreliable.</td>
</tr>
<tr>
<td style="text-align:center">2</td>
<td><strong>Palm burst emitter.</strong> Slender, silver wire envelops hand and secures a gem in the palm that can shoot a powerful burst. Lucky dip from a box of them. Half of them don't work at all, and the other half only have 1 or 2 shots left in them, but there's no way to know without trying.</td>
</tr>
</tbody>
</table>
<p>And that's only for today.</p>
What to Spend Your Hard Earned Gold On
2018-03-03T18:00:00Z
https://mottokrosh.com/posts/2018/03/what-to-spend-your-hard-earned-gold-on/
<figure class="float-right"><a href="https://mottokrosh.com/posts/2018/03/what-to-spend-your-hard-earned-gold-on/dubious-treasure.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/03/what-to-spend-your-hard-earned-gold-on/dubious-treasure.jpg-320.jpeg" width="320" height="382" alt="Magical genie offers plate of gems to wary woman" loading="lazy" decoding="async" /><figcaption>Don't look the gift genie in the mouth</figcaption></a></figure>
<p><em>Other than booze and non-denominational professional pleasure workers, of course.</em></p>
<p>So you've returned from your latest adventure, laden to the brink with treasure, loot, and uncountable masterwork weapons from your fallen enemies. Only, you suddenly realize that your grimdark fantasy campaign setting doesn't have magic item shops! Oh no! If you can't spend your gold on boring but solid attribute-increasing items, or exchange your +1 longsword for a +2 one, what do you do with all that cash? Does it even still hold value?</p>
<p>I had to face that question in one of my games, so I came up with more or less the following table, doctored here to be slightly more generically useful than tied to the setting it was written for. Enjoy 25 ways to gainfully<sup>1</sup> invest your treasure.</p>
<p><sup>1</sup><em>No guarantee of gainful investment.</em></p>
<table>
<thead>
<tr>
<th>#</th>
<th>Gold Sink</th>
</tr>
</thead>
<tbody>
<tr>
<td>1</td>
<td><strong>Affect the world.</strong> Drain a swamp, construct a bridge, build a road. Make life easier and better for your homebase.</td>
</tr>
<tr>
<td>2</td>
<td><strong>Upkeep.</strong> Live your non-adventuring life in style. Maybe your GM will speed up your recovery if you hang out in luxurious and clean surroundings.</td>
</tr>
<tr>
<td>3</td>
<td><strong>Proficiencies.</strong> Learn a new tool, skill, or language. Be good at more stuff.</td>
</tr>
<tr>
<td>4</td>
<td><strong>Consumables.</strong> Get your curing tonics from the local herbalists’ guild, and stock up on some of that blessed water. Try all the temples and shrines---their gods might have different interpretations of "blessed."</td>
</tr>
<tr>
<td>5</td>
<td><strong>Improve equipment.</strong> Sharpen, strengthen, or add functionality to your war stuff.</td>
</tr>
<tr>
<td>6</td>
<td><strong>Poisons.</strong> Get your poisons from the local herbalist’s guild. Wait, weren't we just there for tonics?</td>
</tr>
<tr>
<td>7</td>
<td><strong>Morale.</strong> Live a comfy lifestyle, and argue that it should give you a bonus of some sort on your next outing.</td>
</tr>
<tr>
<td>8</td>
<td><strong>Information.</strong> Pay for remote or local research, news, rumours. Knowing is half the battle.</td>
</tr>
<tr>
<td>9</td>
<td><strong>Bribes.</strong> Get special favours in your favorite watering hole. Get your hands on the blessed water before anyone else. Get some alone time with the evil, spellwise villain you've imprisoned.</td>
</tr>
<tr>
<td>10</td>
<td><strong>Construction.</strong> Improve your personal quarters, or help the town. How about a defensive wall, or even a moat?</td>
</tr>
<tr>
<td>11</td>
<td><strong>Vehicles.</strong> Purchase or build vehicles. Nothing says powerful wizard like a floating palanquin, or international orc of mystery like a rhino-mounted howdah.</td>
</tr>
<tr>
<td>12</td>
<td><strong>Startup.</strong> Start a new business. Just be careful about competition. Especially in the plants industry.</td>
</tr>
<tr>
<td>13</td>
<td><strong>Clearing.</strong> Clear and maintain explored areas for easier travel. Get to the adventure faster! Tame that nature!</td>
</tr>
<tr>
<td>14</td>
<td><strong>Taxes.</strong> Pay taxes, or tithes, or the local protection racket, if you know what's good for you.</td>
</tr>
<tr>
<td>15</td>
<td><strong>Protection.</strong> Ensure the safety of yourself, your business, or your town. Or hire some thugs and sell "protection." Two sides to every coin!</td>
</tr>
<tr>
<td>16</td>
<td><strong>Followers.</strong> You’re hiring. Someone's gotta clean that camp, polish your arrows, and string your lutes.</td>
</tr>
<tr>
<td>17</td>
<td><strong>Livestock.</strong> Maybe your goose will lay golden eggs.</td>
</tr>
<tr>
<td>18</td>
<td><strong>Pets.</strong> Not just for seasonal holidays. If they're furry they can keep you warm on those cold nights, or be an emergency meal that carries itself. Plus, they probably have a better perception bonus than you do.</td>
</tr>
<tr>
<td>19</td>
<td><strong>Presents.</strong> Buy something for your mum, or your party cleric, or the opera singer that can get you the nice seats. Or switch the stick for the carrot with your goblin labourers. Stay sweet with their union.</td>
</tr>
<tr>
<td>20</td>
<td><strong>Special services.</strong> Purchase services from the Highwater Theorem Academy, or else the local temple of whatever god or goddess of sex your GM crammed into the setting.</td>
</tr>
<tr>
<td>21</td>
<td><strong>Experimentation.</strong> Attempt to create new eldritch formulae for rituals or pancakes.</td>
</tr>
<tr>
<td>22</td>
<td><strong>Training.</strong> Get the premium levelling experience with bonuses by training with masters of their arts.</td>
</tr>
<tr>
<td>23</td>
<td><strong>Focused training.</strong> Attempt to improve your weaknesses. It's worth a shot. Evade the one-dimensional character stereotype by increasing your dump stat.</td>
</tr>
<tr>
<td>24</td>
<td><strong>Self-publish.</strong> Become a famous rockstar by finally getting your memoirs and/or lyrical masterpieces out to the masses. What do you mean they're mostly illiterate?</td>
</tr>
<tr>
<td>25</td>
<td><strong>Party.</strong> Or party like it’s <em>[insert relevant date and date format for your setting here]</em>!</td>
</tr>
</tbody>
</table>
<div class="image-credit"><span>Image credit:</span>Public domain art from [Wikimedia Commons](https://commons.wikimedia.org/wiki/Main_Page), lovingly restored and remastered by myself.</div>
The Art of Karen Reding
2018-02-25T13:20:19Z
https://mottokrosh.com/posts/2018/02/the-art-of-karen-reding/
<p>My wife Karen loves painting, so I don't feel so bad when I occasionally ask her to do a painting for me. She works with traditional media, which I can only assume has nothing to do with with me being too cheap to buy a modern tablet and stylus.</p>
<p>Here is a selection of paintings she's done for me over the years.</p>
<div class="gallery undefined"><ol><li><figure class=""><a href="https://mottokrosh.com/posts/2018/02/the-art-of-karen-reding/karen-bucklebunt.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/02/the-art-of-karen-reding/karen-bucklebunt.jpg-372.jpeg" width="372" height="476" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/02/the-art-of-karen-reding/karen-drow-dayana.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/02/the-art-of-karen-reding/karen-drow-dayana.jpg-372.jpeg" width="372" height="661" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/02/the-art-of-karen-reding/karen-happy-sailoress.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/02/the-art-of-karen-reding/karen-happy-sailoress.jpg-372.jpeg" width="372" height="461" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/02/the-art-of-karen-reding/karen-stone-thief.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/02/the-art-of-karen-reding/karen-stone-thief.jpg-372.jpeg" width="372" height="443" alt="" loading="lazy" decoding="async" /></a></figure></li></ol></div>
<p>The painting of the satyr and the dryad was originally conceived for a Pathfinder adventure I wrote with a friend of mine, but ultimately never got released, so I repurposed the image for the Sidhe Woods Grove proof of concept app I made. The handsome satyr's called Bucklebunt, and his pose involved some interesting balancing on my part for reference.</p>
<p>The sultry lady in red was painted as cover and easter egg for the Spire companion app, after a picture of model <a href="https://www.instagram.com/dayanacrunk/">Dayana Crunk</a>. I added in the textures and background. The original currently hangs on the wall in our lounge.</p>
<p>I love Karen's take on the happy sailoress straddling that mast. This is a slight re-interpretation of <a href="http://www.gilelvgren.com/">Gil Elvgren's</a> original, for a cabaret night promotion.</p>
<p>Finally, the stone thief painting is also a cover for an unreleased game I was working on. Sadly it didn't pan out quite as I'd hoped, so I trashed the game, but I'll use the picture for something else instead in future.</p>
<p>For more of Karen't art check out her <a href="https://spiritwandererx.deviantart.com/">DeviantArt portfolio</a>. She's up for commissions!</p>
That Time I Tried Drawing on a Surface Pro
2018-02-18T17:26:52Z
https://mottokrosh.com/posts/2018/02/that-time-i-tried-drawing-on-a-surface-pro/
<p>A couple of years ago I managed to get my hands on a Microsoft Surface Pro 4 for a weekend. Now, I'd already <a href="https://www.penny-arcade.com/news/post/2014/04/12/my-microsoft-surface-commercial">heard good things about the Surface</a> for drawing, and the device did not disappoint. Hovering the stylus a few centimeters above the tablet and seeing a reticle indicating <a href="https://www.merriam-webster.com/words-at-play/when-to-use-it%27s-vs-its">its</a> position is awesome.</p>
<p>When I was a kid, I would draw a lot. Together with a close friend we'd devise and draw whole comic books, hugely influenced by whatever anime we were watching at the time (nod of the head to <a href="https://myanimelist.net/anime/1254/Saint_Seiya">Knights of the Zodiac</a>, among others). We'd also make up giant boardgames---but that's for another post.</p>
<p>When I started my professional career it was as a web designer, with a focus on illustration. Sadly, I haven't properly drawn in ages since then (I'm officially a web <em>developer</em> now), which is why you get something like this when I'm finally let loose on a tablet with a stylus:</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2018/02/that-time-i-tried-drawing-on-a-surface-pro/gorge.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/02/that-time-i-tried-drawing-on-a-surface-pro/gorge.jpg-800.jpeg" width="800" height="490" alt="Attempted drawing of a stony gorge" loading="lazy" decoding="async" /><figcaption>Drawing stone is hard!</figcaption></a></figure>
<p>And then I thought I'd try my hand at a player handout, of a sideways cut-away view of a cave they were about to explore:</p>
<figure class="align-center"><a href="https://mottokrosh.com/posts/2018/02/that-time-i-tried-drawing-on-a-surface-pro/cave.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/02/that-time-i-tried-drawing-on-a-surface-pro/cave.jpg-800.jpeg" width="800" height="490" alt="Attempted drawing of a cave" loading="lazy" decoding="async" /><figcaption>It's almost like drawing takes practice!</figcaption></a></figure>
<p>Bad drawings aside, I had huge fun with the Surface Pro. The only niggle I ran into was apps. Since I only had the weekend, I wasn't going to shell out for a full version of a painting program, so the ones I tried were generally limited in some way. The one I used above had a fixed resolution for example, so what you see there is the biggest size image I could paint.</p>
<p>Perhaps next time the drawing bug strikes I might drool over an iPad Pro with a Pencil or somesuch. Until then there's always paper, a pencil, and scanning.</p>
Blast from the Past
2018-02-18T16:55:26Z
https://mottokrosh.com/posts/2018/02/blast-from-the-past/
<figure class="align-center"><a href="https://mottokrosh.com/posts/2018/02/blast-from-the-past/munch-scrapbook-2018.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/02/blast-from-the-past/munch-scrapbook-2018.jpg-800.jpeg" width="800" height="600" alt="Collection of tickets and flyers from a cabaret night" loading="lazy" decoding="async" /></a></figure>
<p>A friend sent me this snap yesterday from a scrapbook at their local <a href="https://en.wikipedia.org/wiki/Munch_(BDSM)">munch</a>, featuring a selection of entry tickets from a <a href="http://www.achtung-cabaret.co.uk/">burlesque and fetish cabaret</a> night I used to co-run a long time ago.</p>
<p>The nights were a lot of work to put together and advertise, but gosh, they were a lot of fun.</p>
Hoozier Babgottle's Stock
2018-02-12T16:26:41Z
https://mottokrosh.com/posts/2018/02/hoozier-babgottles-stock/
<p>Hoozier Babgottle is a travelling goblin of advanced taste and decorum. With his everchanging assortment of oddities and trinkets, he travels the world in his tiny hot air balloon, made from a sewn-up hog skin and copper bathtub.</p>
<p>As per the law of the land, he would of course never sell any weapons. But it's not his fault if curious adventurers stumble across his small but perfectly formed selection of very personal armaments.</p>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2018/02/hoozier-babgottles-stock/goblin-merchant.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/02/hoozier-babgottles-stock/goblin-merchant.jpg-320.jpeg" width="320" height="384" alt="Artist impression of the goblin merchant" loading="lazy" decoding="async" /></a></figure>
<p>Here is his current stock. Exciting stuff!</p>
<h2 id="fineries" tabindex="-1">Fineries</h2>
<ul>
<li><strong>Southern Linen Trousers and Shirts.</strong> They keep warm and cool, and are very comfortable. 5 sp a piece.</li>
<li><strong>Black and Blue Striped Pantaloons.</strong> The blue colour is laced with goldcloud worm thread, and lights up with half the strength of a torch at night, if exposed to at least 6 hours of sunlight beforehand. 15 gp.</li>
<li><strong>Green Velveteen Waistcoat.</strong> It’s not only very soft to the touch, it repels all sorts of insects. Perfect for the travelling gentleman. 5 gp.</li>
</ul>
<h2 id="fine-wine" tabindex="-1">Fine Wine</h2>
<ul>
<li><strong>Artemis Artemisia.</strong> A greenish wine inspired by elfin tales. Very strong, full of herbs. Drink diluted with spring water lest ye suffer from hallucinations. 7 gp per bottle.</li>
<li><strong>Lech Liquor.</strong> Overwhelmed by unwanted attention at court? Can’t keep the soldiers out from under your skirt? Lech liquor instantly makes you repulsive to the opposite sex. And, well, most anyone. 3 gp per bottle.</li>
<li><strong>Gabo’s Glamour.</strong> This fine wine on the other hand encourages outrageous flirtation, stimulates the libido, and makes you a better, if salacious, conversationalist. 8 gp per bottle.</li>
<li><strong>Sapphic Gold.</strong> We don’t know why, but this nectar, said to originate from Marquise de Toutehomme’s vineyards, pushes everyone into scandalous experimentation. 10 gp per bottle.</li>
</ul>
<h2 id="draperies" tabindex="-1">Draperies</h2>
<ul>
<li><strong>Southern Linen.</strong> In multiple colours. 5 sp per yard, 10 yards available.</li>
<li><strong>Queen’s Satin.</strong> The most luxurious purple silk weave. Evokes awe in all onlookers. 5 gp per yard, 5 yards available.</li>
<li><strong>Riverbaron Brocade.</strong> The turquoise embroidery on this green base fabric shimmers like running water. Its extraordinary ability to soak up moisture has yet to be put to solid use. 3 gp per yard, 2 yards available.</li>
<li><strong>Ob-adder Scales.</strong> This pitch black fabric, made out of rare ob-adders, resists all moisture, while encouraging air flow. Perfect for cloaks! 6gp per yard, 12 yards available.</li>
<li><strong>Bonewidow Weave.</strong> Spun by countless bone widow spiders, this supremely light fabric is nevertheless as tough as linen. It’s popular as gossamer substitute among the very affluent on Midsummer reveries. It is so light that it is said that were one to make a gown with enough of it, one would lift into the air. Sadly, no one has ever gathered enough of it to prove this fanciful story. 50 gp per yard, 3 yards available.</li>
</ul>
<h2 id="armaments" tabindex="-1">Armaments</h2>
<ul>
<li><strong>The Tri-Poker.</strong> This ordinary looking spear has a hidden lever in its haft. Yanking it (as a bonus action) causes two backwards pointing blades to spring up from the tip. They never see it coming! 30 gp.</li>
<li><strong>Flint Dagger.</strong> Originally conceived for theatre, this jagged, dark blade shoots sparks when connecting with rough materials, sometimes enough to ignite nearby inflammables. 4 gp.</li>
<li><strong>The Cuckolder.</strong> One of the boots in this exquisite lady’s pair in innocent white, has a concealed spring-loaded stiletto (as dagger, cannot be thrown) that can be released by clicking the heels together (bonus action). 18 gp.</li>
<li><strong>The Champion’s Blade.</strong> This magic longsword grants +1 to attack and damage. The wielder is immune to being frightened, and the first attack against an enemy gains advantage. As an action, the wielder can speak the blade’s command word---<em>Roségard’s Vigil</em>---and gain 3 temporary hit points at the start of each of its turns, for 1 minute, at which point any remaining temporary hit points disappear. This power can be used again after a short rest. This blade is not for sale. Instead, an interested party has to best the previous wielder in single (non-fatal) combat. If they do so, they may wield the blade for the duration of one quest, after which they must become its champion until bested by a new interested party, travelling with Hoozier. The current champion is a young man named Theodore Valesse (statistics as noble, but fully visored), who won the contest for the blade, and quested after his kidnapped newly-wed bride. Unfortunately it was a staged, mock kidnapping, but Theodore, unaware of this, nearly slew one of the masked complicitors. Cousin Jotiel lives, but lost a knee.</li>
</ul>
<h2 id="trinkets" tabindex="-1">Trinkets</h2>
<ul>
<li><strong>“Baronesses, or Green Gowns & Tongue Tiffs.”</strong> Shockingly salacious prose under the nom de plume of <em>Fabien Vabien</em>. Guaranteed to steam up the driest larder. Perfect with a bottle or two of Gabo’s Glamour and/or Sapphic Gold. 2 gp.</li>
<li><strong>Wolfwhistle.</strong> This enamelled wooden whistle doesn’t work. 2 sp.</li>
<li><strong>Travelling Roaster.</strong> A fire resistant spit poker that folds from its impressive 5 feet, down to a single foot. 1 gp.</li>
<li><strong>Glorymask.</strong> These finely crafted masks cover the whole face, safe for the mouth. They are usually made to resemble gawping devils of sorts, though some resemble real people. Hoozier will only admit to owning one in the likeness of Queen Amélya if pressed. 2 gp per devil or human shaped one, 27 gp for the queen one.</li>
</ul>
<div class="image-credit"><span>Image credit:</span><a href="https://www.deviantart.com/art/Galdra-ITSURG-Goblin-Merchant-159288352">Goblin Merchant</a></div>
Map: Frontier Falls
2018-02-12T11:52:59Z
https://mottokrosh.com/posts/2018/02/map-frontier-falls/
<figure class="mb2"><a href="https://mottokrosh.com/posts/2018/02/map-frontier-falls/MAP_Frontier_Falls_Map_Keyed.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/02/map-frontier-falls/MAP_Frontier_Falls_Map_Keyed.jpg-800.jpeg" width="800" height="581" alt="Map of Frontier Falls" loading="lazy" decoding="async" /></a></figure>
<p>Here's a map I drew for the starting town of a wildnerness exploration campaign in a homebrew setting called <a href="https://mottokrosh.com/tags/verdant-reaches">Verdant Reaches</a>. The name of the inn---Axe & Thistle---is of course a nod to the article that inspired the setting, <a href="http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/">Grand Experiments: West Marches</a>.</p>
<p>We played in that setting, with several breaks where we tried out other games, for almost 2 years, with modded 5th edition D&D rules. This worked pretty well to begin with, but started to become troublesome at higher levels due to our version of magic.</p>
<p>I'm looking forward to revisiting that setting at some point, as I wrote a lot of adventure sites and exploration tables for it---all of which I'm planning to share here in due course.</p>
Spell Chain: Dementalism
2018-02-12T10:00:00Z
https://mottokrosh.com/posts/2018/02/spell-chain-dementalism/
<h2 id="spell-chains" tabindex="-1">Spell chains</h2>
<figure class="float-right"><a href="https://mottokrosh.com/posts/2018/02/spell-chain-dementalism/dementalism.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/02/spell-chain-dementalism/dementalism.jpg-320.jpeg" width="320" height="239" alt="Floating female face over old mask" loading="lazy" decoding="async" /></a></figure>
<p>Think of spell chains as thematically linked spells of increasing power levels. You might assign them spell levels such as 1st, 3rd, and 5th, or whatever suits your game. The spells in this series are largely system-neutral, but should be easily adaptable to any ruleset.</p>
<p>This first one is based on word-play, which is objectively the best spell naming convention. I'm sure I read the word "dementalism" somewhere (perhaps an album title?) but I can't remember where, but it immediately called out for thusly named spells. This one's from my homebrew game in development, <em>Hypertellurians</em>.</p>
<p>Remember kids, use dementalism responsibly.</p>
<h2 id="dementalism" tabindex="-1">Dementalism</h2>
<p>This school of magic focuses on being out of one's mind for a time, allowing the caster to clandestinely spy on far away locations or people.</p>
<h3 id="i.-prime-precept" tabindex="-1">I. Prime precept</h3>
<p>If you have mastered this level of the spell chain, you can cast your mind into a head-like inanimate object you touch. It must be an item that looks like, and is approximately the size of, a human head. Statues and paintings work particularly well.</p>
<p>When you cast the spell, your body falls into a comatose state and your mind inhabits the object. You see, hear, smell, and feel as if the object were your actual head, though you cannot move it in any way---so your vision is restricted to the direction the object is pointing.</p>
<p>You can keep this up for as long as you can concentrate, or until your actual body suffers harm. Aside from the initial touch, there is thereafter no limit to the distance your body can be from your mind.</p>
<h3 id="ii.-improved-insight" tabindex="-1">II. Improved insight</h3>
<p>This spell functions like the prime precept, but it allows you to cast your mind into a living person you touch. Wether or not they notice you doing this depends on how sneaky you are at both the execution, and afterwards at hiding your mind from theirs.</p>
<p>The more active your thinking, the greater the chance of them becoming aware of not being alone in their head. At first, they might develop the feeling of being watched, but if you're not careful your thoughts can mingle with theirs, and among other things, give you away.</p>
<h3 id="iii.-advanced-aesthetics" tabindex="-1">III. Advanced aesthetics</h3>
<p>Like the improved insight version before it, this mightier version of the spell improves on it in two ways.</p>
<ol>
<li>Your body is no longer comatose while it is in effect. You certainly still need to concentrate, and you will appear distracted, but you have enough mastery to both control your physical form, and hide your mind inside your target.</li>
<li>You may use the inhabited person or object as the origin of any spell you cast.</li>
</ol>
<p>Needless to say, only the most powerful of spellcasters have ever mastered this mighty version.</p>
<div class="image-credit"><span>Image credit:</span><a href="https://amethystdreams1987.deviantart.com/art/Fire-14-126689681">AmethystDreams1987</a><a href="https://amethystdreams1987.deviantart.com/art/Mask-90720240">stock</a></div>
LARP and Eldritch Etchings
2018-02-08T14:10:00Z
https://mottokrosh.com/posts/2018/02/larp-and-eldritch-etchings/
<p>We live in Berlin these days, but my wife and I returned to our previous haunts in Norwich, England, recently to visit friends and family, and to sort through some left-over stuff of ours that we had abandoned in our hasty exodus last year.</p>
<p>It's a bit like a lootbox of travelling down memory lane. In this case we found a bushel of "etchings." You see, many years ago, at one of the regular LARPs we used to attend, we went around and peddled smut: "quality" etchings of drow matriarchs in compromising and humiliating situations.</p>
<p>Of course this was a family friendly LARP, so when word of our dodgy and illicit dealings reached the referees, they pulled us aside immediately to check out our dirty drawings. Needless to say, they burst out laughing when they saw them and sent us on our merry ways.</p>
<p>We branched out eventually from drow matriarchs (the most dangerous PCs in the LARP) in bondage, to lovely bearded women dwarves, hunks of scribbled humans, and more.</p>
<p>Here's what I found left in an old LARP costume container. And if you think they're quite poor, you'd be right, because all of the good stuff sold then and there!</p>
<div class="gallery undefined"><ol><li><figure class=""><a href="https://mottokrosh.com/posts/2018/02/larp-and-eldritch-etchings/etchings%20-%201.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/02/larp-and-eldritch-etchings/etchings%20-%201.jpg-372.jpeg" width="372" height="496" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/02/larp-and-eldritch-etchings/etchings%20-%2010.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/02/larp-and-eldritch-etchings/etchings%20-%2010.jpg-372.jpeg" width="372" height="496" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/02/larp-and-eldritch-etchings/etchings%20-%2011.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/02/larp-and-eldritch-etchings/etchings%20-%2011.jpg-372.jpeg" width="372" height="496" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/02/larp-and-eldritch-etchings/etchings%20-%2012.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/02/larp-and-eldritch-etchings/etchings%20-%2012.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/02/larp-and-eldritch-etchings/etchings%20-%202.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/02/larp-and-eldritch-etchings/etchings%20-%202.jpg-372.jpeg" width="372" height="496" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/02/larp-and-eldritch-etchings/etchings%20-%203.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/02/larp-and-eldritch-etchings/etchings%20-%203.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/02/larp-and-eldritch-etchings/etchings%20-%204.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/02/larp-and-eldritch-etchings/etchings%20-%204.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/02/larp-and-eldritch-etchings/etchings%20-%205.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/02/larp-and-eldritch-etchings/etchings%20-%205.jpg-372.jpeg" width="372" height="496" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/02/larp-and-eldritch-etchings/etchings%20-%206.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/02/larp-and-eldritch-etchings/etchings%20-%206.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/02/larp-and-eldritch-etchings/etchings%20-%207.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/02/larp-and-eldritch-etchings/etchings%20-%207.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/02/larp-and-eldritch-etchings/etchings%20-%208.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/02/larp-and-eldritch-etchings/etchings%20-%208.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li><li><figure class=""><a href="https://mottokrosh.com/posts/2018/02/larp-and-eldritch-etchings/etchings%20-%209.jpg" data-lightbox="" data-gallery="gallery"><img src="https://mottokrosh.com/posts/2018/02/larp-and-eldritch-etchings/etchings%20-%209.jpg-372.jpeg" width="372" height="279" alt="" loading="lazy" decoding="async" /></a></figure></li></ol></div>
<p>PS. The LARP was called the Heartland Games---a sort of medieval olympics, and my group won 3rd place that year. They gave me a lovely certificate, despite spelling my character's name wrong.</p>
<p>PPS. Yes, that's a tattoo of a Pathfinder goblin on my arm. I called him Swagger the Dragon. He's proudly wearing the skin of a kobold he's defeated as a suit. A mate of ours randomly declared in a pub some time ago that we (meaning our roleplaying group) should all get goblin tattoos. We all thought that was a splendid idea.</p>
<p>In the morning 3 of us still thought it was a splendid idea, and so we went ahead. We had all played Pathfinder for many years, and even though we don't really use that ruleset anymore these days, we still very much love the world and the design the people at Paizo have created. Both Pathfinder and roleplaying in general has been a huge influence on our lives, so marking it with the iconic goblins of Golarion seemed apt. I will get some photos of all of our gobin tattoos for a future post.</p>
Ten Unusual Adventure Ideas
2018-02-07T14:00:00Z
https://mottokrosh.com/posts/2018/02/ten-unusual-adventure-ideas/
<figure class="float-right"><a href="https://mottokrosh.com/posts/2018/02/ten-unusual-adventure-ideas/fantasy.jpg" data-lightbox="" data-gallery=""><img src="https://mottokrosh.com/posts/2018/02/ten-unusual-adventure-ideas/fantasy.jpg-320.jpeg" width="320" height="180" alt="Random fantasy scene" loading="lazy" decoding="async" /><figcaption>Miscellaneous fantasy scene</figcaption></a></figure>
<p>I love reading through random tables for inspiration, as well as having tables to hand when I GM. As long as the content is properly interesting and relevant, and goes beyond 1d6 rats (look, why aren't they 1d6 rats that escaped from a mad professor's lab and have all sorts of needles, gears and cogs stuck in them, plus their brains are exposed under tiny glass bowls?).</p>
<p>Tables can be a great way to make exploration really exciting and unpredictable. For my sandbox wilderness game, I created a bunch of tables of encounters (both creatures and landsmarks) for different sections of the vast unexplored territories. When I rolled a landmark, I scribbled it down on my GM map, and it became a permanent fixture. Large swathes of land were never explored during the game, but that was fine, because (with a handful of exceptions) all my locations were used up in the areas the players did explore.</p>
<p><a href="https://www.drivethrurpg.com/product/198726/Hubris-A-World-of-Visceral-Adventure?">Hubris, a World of Visceral Adventure</a> does a great job of this too. Each territory of Hubris comes with an introduction, tables for locations and encounters, the main ones of which are detailed further.</p>
<p>So chances are I'll be posting in bunch of tables, starting with this one: ten random adventure seeds.</p>
<table>
<thead>
<tr>
<th>d10</th>
<th>Adventure Ideas</th>
</tr>
</thead>
<tbody>
<tr>
<td>1</td>
<td><strong>Monster at Work.</strong> A tribe use a captured remorhaz as heat source. But some ill has befallen the tribe's powerful guardians, and now they fear the creature might escape and slay them. The PCs need to a) slay the beast, b) rescue/help the guardians or c) train the tribe to handle its dangerous heat source. Variants on the above might include otyugh garbage eaters, xorn, bulette or ankheg tunneliers, or a mephit ice factory.</td>
</tr>
<tr>
<td>2</td>
<td><strong>The Spoiled Princess.</strong> A princess needs rescuing from the centre of a labyrinth, but then refuses to walk, and insists on being carried all the way back to safety. Naturally, the PCs promised her father they wouldn't lay a hand on her and bring her back anon. Jazz it up by swapping genders or race. An uppety gnoll princess in a pretty dress sounds fun.</td>
</tr>
<tr>
<td>3</td>
<td><strong>The Invincible Golem.</strong> A creature that seems impossible to beat relentlessly chases (slowly) after the PCs, through barriers magical and mundane. They run away as they attempt to learn about its vulnerabilities. Play up the creature's might by having it effortlessly slay the PCs' powerful NPC mentor or quest giver right at the start.</td>
</tr>
<tr>
<td>4</td>
<td><strong>Execution.</strong> The local queen, beloved mentor and ally of the PCs, is to be executed for alleged treason, with her remains utterly destroyed to prevent divine resurrection (if that's a thing in your game, if not, just out of spite). The PCs' only hope is for the clandestine completion of the ritual during visiting hours to turn her into a lich. They race after the components for the dangerous ritual, before attempting to perform it in secret. Optional follow-up: The resulting power goes to the queen's head and the lich becomes a threat.</td>
</tr>
<tr>
<td>5</td>
<td><strong>Post for All.</strong> The king wants to establish an efficient postal system across neighbouring and far-reaching nations. The PCs are sent out to establish postal routes and offices and ensure that they are safe.</td>
</tr>
<tr>
<td>6</td>
<td><strong>For the Win.</strong> An eccentric monarch is on his deathbed, but has no heir. He organises a life-sized chess battle, where each figure is comprised of a small team. When two figures meet, they are transported to a pocket plane (from ordinary small forest, to dangerous trap-laden corridors) to fight. Complication: sabotage! The monarch's long-time adviser plots against the party.</td>
</tr>
<tr>
<td>7</td>
<td><strong>The Tax Collector.</strong> The taxc ollector of Oerik is looking for guards to accompany him on his perilous journeys to collect the tax for the kingdom's coffers. The catch? Oerik is a nation of ogres, hags, orcs and worse, and they're not known for welcoming the tax collector with open arms. Variant: Oerik is ruled by a caste of necromancers, and every 50 years the tax they collect is one soul per homestead.</td>
</tr>
<tr>
<td>8</td>
<td><strong>Only the Best Will Do.</strong> The Voldrith family is old, distinguished and rich. For their daughter's wedding, the generous parents order an aurora silk dress made. There's only one snag - aurora silk is produced by a particularly vicious type of spider lairing in the forbidden forest. Variant: the silk comes from the spit of giant clams.</td>
</tr>
<tr>
<td>9</td>
<td><strong>The Point Being.</strong> The PCs wake up on a flat-topped stone spire, with no memory on how they got there. Visibility is limited to 50 feet in any direction before a dull, gray mist fills the view. To work out how to get off the spire, the PCs must puzzle together clues from their individual backgrounds. Development: The PCs are not in fact on spire so tall it reaches into the clouds. The ground is actually mere feet outside the field of vision, but a zone of silence surrounds the bottom of it, so that any dropped object is never heard hitting the ground.</td>
</tr>
<tr>
<td>10</td>
<td><strong>Deadly Games.</strong> In the affluent but morally ambiguous nation of Katarcki a new, literally deadly, passtime is making the rounds. Public spectacles where volunteers fight to the death, die gruesome deaths in horrifically inventive traps, or get tortured to death, bring in huge crowds, with a group of clerics bringing these volunteers back to life to live and die another time. The clerics' services are costly, but these deathsports are so popular that the gold is simply rolling in. In order to infiltrate these grim proceedings, the PCs will have to volunteer too, and die one or more horrible deaths to put an end to them.</td>
</tr>
</tbody>
</table>