Human, werewolves, werebears, wererats,
wereravens Note: Lycanthropes are a playable race in
People can be become lycanthropes by
either being bitten or by being born from a lycanthrope mother. Once
a lycanthope, there is no going back although there is many legends
of a cure. Lyhanthropes are secretive, keeping to their own kind and
have an almost druid level of respect for nature. Considered
unnatural by almost everyone, it is only nature that has accepted
them for their animal spirits.
Druids and fey of the forest do not
consider lycanthropes unnatural, instead treating them as kindred
animal spirits trapped in a human body, even coming to their aid when
needed. Because of the forest’s open respect for them and being the
only true home, the lycanthropes fiercely guard the pines, killing
anyone showing the woods disrespect.
The lycanthropes will attack on sight
anyone damaging the woods or trying to build on the land but will
allow for travel and hunting if done with respect.
Lycanthropes of different sub-types
often do not get along, fighting for territory and only tolerate
sub-types of their kind, often prefering to stay with only their
immediate tribe. They tend to be extremely cautious and paranoid,
similar to a wild animal and rarely shows interest in dealing with
other people unless they have to or the person has something they
Some lycanthropes do leave the forest
to adventure, but it is usually to kill undead and vampires as the
undead are natural enemies of nature. A lycanthrope will in rare
cases even tolerate an undead companion if they are on the same goal,
killing something more powerful, preventing destruction of the
forest, or aiding in a quest. However, once the undead’s usefulness
has been fulfilled, the lycanthropes always makes sure they are the
next thing to be destroyed.
The powers below are only active when a
person transforms into a lycanthrope.
Regenerate all wounds at a rate of 1
hit point an hour per level Get plus 2 STR and plus 2 CON Receive
plus 5 hit points at first level Have 1 DR/silver per 4
levels Receives 2 attacks with claws at base attack score for D6
damage plus STR modifier A lycanthrope can sacrifice both their
claw attacks for one bite dealing D6 damage plus STR modifier.
However, once a lycanthrope successfully bites, their mouth is
considered clamped on the victim and deals an automatic D6 plus
damage plus STR modifier every round unless an opponent beats them in
a strength score to become free.
In addition, each sub-type of
lycanthropes receives additional abilities below:
Receive plus 2 DEX and minus 1 STR and
Add receive plus 5 to all sense related
Receive an extra plus 1 to CON and STR
Immunity to disease and poison due to
their carrion nature
Can fly equal to their CON in rounds
Lycanthropes can transform at will
except when frenzied. Whenever a lycanthrope is injured or in angered
state, they must roll a will save based on the damage or effects,
with a failed roll resulting in a frenzy. A human, if frenzied will transform
immediately. A lycanthrope cannot transform into a human while
frenzied. The frenzy lasts a number of rounds
equal to the lycanthrope’s CON as a human.
A lycanthrope gets a bonus or penalty
to the save depending on the situation: If undead, save increases
by 4 If a known enemy, save increases by 2 If another
lycanthrope but not their sub-type, the save decreases by 2
if another lycanthrope of there type
save decrease by 4 If a friend, save decreases by 2 If a fey,
save decreases by 2 Note: The bonus and penalties
are stackable, so an undead known enemy would by an extra 6 to the
difficulty of the will save, while a lycanthrope friend of their
sub-type would decrease the difficulty by 6.
To the north of the vampire nations is
the thick pines forest known as the Lycanthrope Forest or the Beast
Woods. This region is thick with dark pine forests. In some places so
thick, the sun cannot shine through the canopy - similar to a jungle.
There are only small villages formed
from tribes of werewovles,werebears,wererats and wereravens. The
villages are spread out all over the forest in isolated group who
rarely have contact with others of their own kind and almost never
with anyone else, prefering instead to stay hidden.
Each tribe builds small tents or huts
out of their own particular animalism. Although in many cultures it
would be seen as perverse or bizarre to build with the skins of your
race, to the lycanthropes it is a sign of respect and to gain the
protection of the falling spirits. Lycanthropes honor their dead by
eatign their meat in a cannibalistic practice to consume the spirits
of their ancestors, but also to share the strenght of the fallen with
the entire tribe. These practices to outsiders seem macabre and
it’s one of the many reasons the lycanthropes stay hidden.
Each tribe wears the skins of their
fallen. It is not uncommon to come across a lycanthrope who is
wearing clothing and jewelry made form the dead of their parents,
grandparents, uncles and aunts. While macabre, the lycanthropes
believe the deceased stay with them and give them their strength.
In fact, the more relatives and friends
you wear the stronger and more protected a lycanthrope is believed to
be - “the entirety of my tribe fights with me today”
Because of this damaging or
disrespecting a lycanthrope’s clothing is considered extremly
disrespectful. Lycanthropes take great care of their clothing and
jewelry and will not let their furs becomes needlessly ruined lest
their ancestors spirits stop protecting them. This is the reason why
things like fire becomes extremely frightening. A lycanthrope can
always stitch a tear, but cannot repair a ruined garment.
The lycanthropes do not pray to a God
but instead give homage to the woods and the mother spirits. To them
the forest is known as the moon pine den -their home. Lycanthropes
will often pray at night to effigies of a human with a rat, bear,
wolf or raven carved on its chest. It is always only one animal and
never more. The person is symbolic of their ancestor spirits
combining with the animal spirit of the wood, becoming the mother
It is believed the mother spirits, one
for each sub-type, were 4 sisters who were birthed by the marriage of
the moon and the trees, humankind did not know nature, so nature
merged with man.
These effigies are painted on huts and
built outside settlements and considered sacred by all lycanthropes.
Any outsider who damages or disrespects an image of a mother spirit,
even by accident, is met with swift and often lethal violence.
Each sub-type has its own
The wolf mother spirit is about the
hunt, food and agility. The bear mother spirit is about battle,
protecting one’s territory and strength. The rat mother spirit is
about survival and community due to a rat’s nature to coexist with
other specials and thrive. The raven mother spirit is about the
afterlife mixing with the spirits of the air.
The lycanthropes have no need for trade
instead getting all they require from the woods. Gold has almost no
value for lycanthropes in the forest, instead they exist on a system
of batter and favors.
Those who do leave the forest will use
gold but prefer to batter and do favors in exchange for what they
need whenever possible.
This is a perverted race of half-human
and half-demon. They appear in their lycanthrope form as reddish imps
with double sized heads and giant dripping maws. Born from the demons
of the north, these are humans possessed by demons through
rituals. Like lycanthropes, they can transform at will into their
demon forms. They have all the basic rules of a lycanthrope plus the
abilities below: An additional 5 extra hit points at first
level. When in demon form, they can use their bite attack plus
their claw attacks in the same round. Starting at 3rd
level, a weredemon’s claws begin to secrete poison with a save
equaling the class level plus dealing D6 plus class level in
damage. Weredemons are always evil and always controlled by the
demon inside of them as if dominate monster is always cast on them.
Most of the time the person can do as
they wish and may even appear normal but are always subject to the
demon’s whims. If the demon is more sadist, the person may never have
control of their actions again, being forced to carve chunks out
their skins, eat insects and even attack loved ones. Each demon
has its own agenda, some to kill, some to influence evil on others,
and still yet more may want to band with undead or villains, helping
evil succeed wherever they may find it. Because of this weredemons
can be found anywhere at any station, a legion of Manchurian
candidates waiting to be unleashed.
It’s time to present on what I’ve been working on the past 5 months. In my final semester I wrote my own Pen-&-Paper-Roleplay “Frostlauf”. Adventurers need a thick coat and even thicker shoes, it’s an arctic fantasy setting with snowy mountains and dark caves to explore!
It was one hell of a work. World building, writing rules and game mechanics, writing a first campaign, test playing and making the entire book from scratch within 1 ½ months taught me a valuable lesson in time management. It’s far away from being perfect but I am nevertheless happy to have a physical copy of my brain child in my hands.
This book is not even my thesis but rather the foundation for what I’ve been working on the two months after: A concept art book with illustrations for this Pen-&-Paper-Roleplay. I am going to share the pieces with you very soon.
Lots of stuff happend (of mostly troublesome nature, I really had some bad karma going on) but also some good news: I was accepted for the master degree course and will soon work on exciting subjects with an emphasis on creating information graphics and instructional design stuff for your future learning pleasure. :)
So! I hope you’ll like what you’ll see very soon and thank you for sticking with me an my art in the past and in the future, I really appreciate your support (and I will always stalk every single reblog for your tags, hah!) You guys are awesome!
What you need to know: an elemental
wizard living in an abandoned bath house has become mind controlled
by a parasitic psyker, mold growing on her/his brain. This occurred
during experimentation with acid mold/fungus or is a fluke
occurrence. The psychic mold wants to destroy all life except
mold/fungus and is forcing the wizard to unleash acidic mold/fungus
onto towns and ecosystems eating everything away till there is only
Premise: Acidic mold/fungus is growing
on buildings/tree/vegetation, slowly dissolving the structure/plants
till destruction or death occurs. It has become rampant and is
spreading to neighboring towns through mold spores carried by the
wind. The players can even come across dead wildlife layered in mold,
their guts eaten away by acid. Recently, it has even begun
infecting people, their skin turns green and rots away as acid
dissolves their bones.
Note: this is an acid disease that deals 1
damage a day at first, then progresses dealing more damage in shorter
increments of time - 2 damage a day, 5 damage an hour, 10 damage a
min, etc. It needs cure disease to cure.
Locals are desperate for
answers and will pay everything they can if someone can find the
source of this outbreak and put it to an end. This is a good chance
to offer that magic item or information the players really want or
For added fun, you also have the ground
water contaminated with acid, making it deadly to drink, giving the
players only days to solve the problem before they die of thirst.
For additional challenge, you can have
a ranger/druid order coming to burn everything to the ground and even
kill the people to stop this acid mold from spreading, forcing
players to both hold off druids and rangers while finding the source
of the acid mold at the same time.
1 - in the middle of a lake/pond, a
gray marble building rests atop a hill of green mold and mushroom
A – lake/pond is acidic, dealing X D6
acid damage to anyone who enters.
There is an illusion of gold/glowing
weapon at the bottom of the pond, placed there as a trap
B - hillside is layered in mostly
harmless acid mold that eats away at the players boots slowly, but
does little else
The acid mushroom patches spit acid,
give the clusters a set of hit points and one spit attack for X D6
C - bathhouse is built of dissolving
gray marble, eaten away by layers of green acid mold. However, it is
sill structurally sound, nor is there any holes in the walls.
D - a marble walkway leads through rows
of marble pillars and statues (local hero/legend of the past/god),
they are caked in acid mold and already half-dissolved.
The front door is only scarps of
dissolved iron with a blanket of mold covering the entrance.
If any player touches the mold, they
take X D6 acid damage on touch and contract the acid disease.
2 - gray marble room contains 4 baths
built into the floor. The floors and walls are layered in green
A - acid/mold fills the tubs. If
players touch the contents, they receive X D6 acid damage and
contract the acid disease
B - the acidic mold on the floor is
much stronger than the mold outside. It eats players’ boots on
contact in one round. Note: if players touch the acid, they
receive X D6 acid damage and contract the acid disease. This forces
the players to find a solution to cross the floor.
C - the front door is only scarps of
dissolved iron with a blanket of mold covering the entrance. If any player touches the mold, they
take X D6 acid damage on touch and contract the acid disease.
3 - gray marble room. In the center of
the chamber stands a gray marble stature of a human woman in a dress
with four faces, one facing each direction. There is no noticeable
exit to the chamber.
A - when players enter the room, the
statue spits acids from all four faces in a spray/cone attack
The acid dissolves 1 mundane item –
clothing/backpack/weapon, etc for any player that gets hit and also
receives X D6 acid damage
Once the players enter, the statue
continues to spray every X rounds till the players leave- It draws
from the pond outside and is virtually endless. The walls are acid
resistent, similar to a wall of force.
B - one of the walls will slide open if
a players tries to find secret doors or pry it open. This will lead
to room 4 Note: for added difficulty, you can
have walls and floor layered in acidic mold as per room 2
4 - gray marble room with an iron door
leading out. Basins are cut into the floor filled with acid. Large
green tinted jars with glass toppers rest at the bottom.
A - basins are filled with acid,
dealing X D6 acid damage upon touch
B - the jars are so tinted, they cannot
be seen into and therefor must be opened
The contents inside contain the
wizard’s treaures: coins/potions/scroll/magic items/etc
C - the door is locked and need to
either be brute forced through or unlocked.
5 - a corridor of gray stone ends in a
thick iron door with a small funnel jutting out from the center.
There is a cupboard cut into the walls to the left of the door with 5
jars of acid on each of 2-5 shelves.
A - the door is at least a meter thick
and 1000s of kilograms, making it almost impossible to open by brute
strength. The players must pour the acids into the funnel from
weakest to strongest or reverse to open the door
B - the jars containing acid can be
color coded for ease: blue/green/yellow/orange/red, or all the same
if you want to increase difficulty
There should be several sets so if the
players screw up, they have several backup chances.
This puzzle should force the players to
test the acid on equipment or themselves to find the strength of
each. Note: the acid damage should be around
d6 blue, 2d6 green, 3d6 yellow, 4d6 orange, 5d6 red For added
difficulty. you can have walls and floor layered in acidic mold as
per room 2
6 - a gray stone chamber with shelves
and tables adorned in bottles of colored liquid, clay pots of mold
and fungus and other various tools. In the back, a naked humanoid
covered head to toe in green glowing fungus works tirelessly pouring
liquid from bottles into the clay pots and only stops once the
players step inside, and becomes aggressive. The creature is a human
wizard of any level you deem fair, but also has a few upgraded
abilities form the psyker mold. Mundane weapons melt upon her/his
flesh as the acids eats it away instantly. All elemental spells
now do acid damage, lighting bolt equals acid bolt, fire ball equals
acid ball The wizard gets an acid vomit attack every 3 rounds,
spraying the room in acid. It deals X D6 acid damage equal to half
the dice of the wizards level plus dissolves up to 2 mundane items
and infects the players with the acid disease.
Note: for added difficulty you can have
a few acid mushroom patches growing in the room that spit acid or
release acidic choking spores, dealing acid damage and stunning the
player for a round.
When the wizard dies, he bursts in a
radius, spraying all the players in acid, dealing X D6 acid damage,
destroying 1 mundane item and infecting the players with the acid
A - the potions found in this chamber
can be magically useful as per potion chart or only regents for
alchemy, its your choice.
End: the acid begins to dilute over
time and without the psychic mold, the spores soon dies, no longer
spreading. All infected parties with the acid disease sill need cure
disease to be healed, however.
If you want to increase difficulty, you
can have the acid still remain, forcing the players to find a way to
Maybe the psychic mold isn’t dead or the last of
its kind and is in fact spreading, becoming a parasite to more
people, turning them into acid mold zombies.
Maybe the magically
engineered mold mutates to more powerful versions or increases in
potency, turning the entire ecosystem into a stew of acid.
the druid/ranger order isn’t satisfied the threat is being dealt with
and starts burning and killing the infected.
Regardless, have fun and hope to see
you again soon.
Every city is considered a city state
with a few towns and dozens of villages under the city’s rule. There
are dozens of city states within Krin. Each settlement within a city
state will have an effigy built of bleached bone to one of the liches
in Gakleer. Note: Gakleer will be an upcoming post.
The Krin build with a brown stone
spotted with black splotches - these stones, nicknamed wart rock due
to their similarities to warted skin, are dug up from one of the many
quarries in the plains. Buildings are often decorated with black and
brown banners with the likeness of one of the Gakleer liches - more
on this in Religion.
Carved into the rock over every door
and window to every building is a skull depicted with eyes - it is a
symbol that represents death, always watches and both a reminder
everyone finds their end and those that do die, still watch.
Inside most buildings there is a small
alter with hallowed out clay skulls with eyes. Inside are the ashes
of the deceased, a place of resting for the dead. The people of Krin
believe this keeps their ancestors close so when they themselves die,
they will be met by their loved ones.
The people of Krin wear black and brown
clothing made of wool from the grazing sheep herds out in the plains.
Each person will carry a necklace or bracelet with a small skull with
eyes cut from wart stone. This jewelry is usually handmade as to make
a connection to the spirits and will hold religious value.
Each person may also carry a pendent,
sash or armband with the likeness of one of the Gakleer liches. This
is more because of law than by choice as each lord of every city
state wants their people to show absolute devotion to their patron
lich - more on this in Government and Religion
In addition to the skull and the lich
pendants, some citizens of Krin carry around shrunken heads, these
are often the deceased whose heads have been taken before cremation
and shrunk using the magic spell shrink and permanence. The cost of
the spells alone are enough to make the shrunken heads rare which in
turns makes then highly valuable and sought after. Considered an even
luckier keepsake than the skulls, merchants and nobles will buy
shrunken heads off the market and wear them off their belt or hang
them above their doors to keep evil spirits at bay. Because of the
value, the black market will often steal and trade shrunken heads and
even hire bandits and wizards to attack travelers or the homeless
taking their heads.
There is no law against the practice,
although some places in Krin do consider it murder. It is, however,
frowned upon as the victim was not willing and therefore the spirit
inside the head would remain hostile instead of friendly. This causes
confusion in legitimate shrunken heads and fakes. Note:
The fakes are real heads they just don’t contain the proactive
spirits. Note 2: A shrunken head can act as a protection
from evil or ghosts when worn, while a fake may harbor a curse or
cause the wrath of a ghost.
The people of Krin worship death, not
in the macabre way but as a token of where they will end up when they
die, believing this world is but a moment and one’s true place is in
death, the afterlife is sacred and even looked forward to.
Ghosts are not feared and considered
even good, proof the afterlife continues after death. The krin
respect death as a reward for life.
Despite the Krin’s view of death,
taking ones life is frowned upon and even considered blasphemous.
Life is a trial, it is their spirit’s chance to see who they are and
earn the rewards on the other side. Murder cuts that trial short and
robs a spirit of its potential reward. Because of this the Krin often
try to live as long as possible, earning more and more rewards
The Krin do not gain rewards in the
afterlife for good and evil, they gain them for being alive. The
longer they can endure the stronger there spirit and the more reign
they will have in the afterlife. In addition to their basic beliefs,
the people of Krin also worship the liches of Gakleer as the supreme
rulers of death and therefore the keepers of all their ancestors.
Seen as guardians between worlds, the
lcihes are both the equivalent of angels and Gods. They have been to
the other side and returned, keeping the doors open, allowing spirits
to pass between realms.
The country is broken up into dozens of
city sates, each loyal to one lich of Gakleer.
The city states are loosely under the
banner of a king, but that power is superficial and usually held by
the eldest noble, the one who will have the most influence in the
afterlife. The reason for such a fraction of state is each lich is
believed to hold their own kingdoms and powers in the afterlife and
will reward only those loyal to their name and closing the door to
The Krin battle, trying to coerce each
city state to follow one banner each trying to make their lich the
sole ruler of the afterlife. This has caused countless battles on the
plains as each city states strives to be the sole power.
The main export of Krin is metal ore
and stone from their quarries along with shipments of wheat form
their farms. The Krin import weapons and armor for their never-ending
feuds and battle.
The city states of Krin are locked in a
never-ending cycle of bloodshed trying to promote their lich as the
one true God of the afterlife, all the others demons send from the
abyss to trick the spirits. The liches know this happens and fuel the
hostiles with lies and deceits. The liches are not Gods nor are they
keepers of the afterlife, they are liches fueled by bloodshed and
keeping the people of Krin locked in combat, their fuel never ends.
Each lich will promote themselves to
one of the city states, creating lies and controversies about the
other liches, claiming all the other liches are corrupt or liars and
have no real power or even worse, keeping all the spirit rewards for
Similar to the varied religions who
believe in the same God fight over subtle differences, so do the
Krin, each believing everyone else’s lich is false and only theirs is
The Ghost Field
The never-ending battles over hundreds
of years have stained the plains red. That blood has tainted the
ground and now spirits are drawn to the areas in uncountable numbers.
Sometimes they travel in groups attacking whomever they came across,
sometimes entire legions reenact whole battles over and over again.
The Lich Tributes
Eahc city state offers their most
beautiful daughters and sons to the liches of Gakleer as tributes.
Although not required nor believed to effect the lich’s powers, the
nobles believe it will help them gain favor and therefore more
rewards in the afterlife.
These tributes are often picked from
birth and trained to be submissive and obedient, then when they reach
adulthood are sent to Gakleer to serve, promoting the noble’s name.
Entire family lines went extinct as nobles in their greed for more
power and influence have sent all their children.
Rarely do their children come back and
most are believed to be servants in the lich’s halls, but in fact
most are killed as sacrifice to fuel the lich’s lust for blood.
This one was a fun card, one earlier in the process when I felt pretty at liberty to indulge the whole thing and get lost in crafting this really particular expression in the Maid’s face. It remains a favorite.
So it's Yoosung day??? Maybe can you do a Yoosung reacting to an MC forcing him to get off the computer for once and play some pen and paper roleplaying games (like Dungeons and Dragons or smth). It's a little headcanon I like to think about lolol. Thanks!
the Note: I have never played DnD (I am a bad nerd orz)
- At first he’s so confused by it. Rolling to figure out damage? Attacks? Basic moves?
- You would probably have to slowly show it to him through the ways of funny podcasts/online videos. Maybe a few sites for DnD beginners.
- Since it’s something you’re interested in, he may privately take a few days to study up on it himself. You deal with his LOLOL binges, and if this is something you can do together, he wants to at least try it out for you!
- Once the two of you work out the awkwardness of a first game, he loves it! It’s a nice alternative for when LOLOL is updating, or if the two of you are too lazy to go out for date night!
- He’s probably the type to try and fully flesh out his character, even drawing rough scribbles to show you what the armor is like, if he can’t explain it through words
- Never, ever, lets Seven play with you guys again. The one and only time you guys allowed him to play, the plot was so convoluted and he basically, in short terms, absolutely fucked everything up
- You guys definitely scratch that from your timeline for the game.
- Be assured though, if the two of you have characters that are basically yourselves, he is going to try and flirt with yours and start a relationship with yours. It’s cheesy and silly, but he’s trying to make it cute.
- (Probabbblyyy would try to get some art commissioned of your characters!)
A pirate ship of phantom pirates is
sailing through the clouds over land instead of water looking for
adventurers to attack and steal their treasure.
Note: this is for any DM who wants to
do a short pirate or sea adventure but the campaign makes this option
How it began:
In front of an incoming storm, a pirate
ship with black tattered sails rides the clouds like oceans waves and
descends towards the players. When only a few meters above the
ground, ropes sling over the side of the ship and skeletons dressed
as pirates slide down.
The skeletons have the stats of undead
but can have added levels for challenge.
Most of the pirates are armed with
clubs, swords and axes but a few have special attacks: Anchors:
a small anchor the size of a rock is hooked to a chain. The skeleton
swings this weapon overhead and throws it at a player. If the player
is hit, they must roll a save or become anchored to the ground as if
under the effects of a hold spell. Peg leg morning stars: a large
spiked ball is attacked to an iron peg leg. The skeleton kicks the
spiked ball into a player’s face dealing 2 D6 damage plus 1 CON loss.
This represents the player’s body being crushed by a giant iron ball. Hooks: a large 30 centimeter
serrated rusty hook is attatched to a skeleton’s arm. If a player is
hit by a hook, they suffer 1 D6 damage plus 2 damage a round from
bleeding for D6 rounds only prevented by bandaging or a healing
Note: After the battle, the ropes can
be climbed up to board the ship.
The deck is typical of a galley except
the floor is covered in oil and pitch. One hatch in the center of the
ship leads below deck and a door near the back of the ship leads to
the captain’s quarters. Near the back of the ship is the ship’s wheel
locked into place with a rusty iron chain. A 3 meter plank extends
outwards from the center of the deck over the air. A monkey can be
seen with a key around its neck sitting atop the crow’s nest.
-A- Once the players all board
the ship, it begins to move flying into the storm heaving side to
side as the wheel bangs against the chain. The thick rolling clouds
pound against the side of the ship like ocean waves and a heavy rain
pours over the deck. Note 1: While the ship is out
of control, each player loses D6 DEX as they try to keep their
footing on the deck. The loss represents the player’s focus on
keeping stable rather than rolling a check each round. This effect is
similar to writing or tying a knot in a moving vehicle, should a
player argue their case.
This loss of DEX will effect a player’s
armor class, climbing rolls, lock picking and any DEX based abilities
Every 10 minutes the players are unable
to take control of the ship, they lose another DEX point. Once any
player reaches 0, they fall off the ship unless they are strapped in
or held by another player. Note 2: The players will regain
full dexterity the moment they are on stable ground.
-B- Any player attempting to
catch the monkey must first roll a climb check to reach the crow’s
Once in arm’s reach of the monkey, the
player and monkey have a DEX roll-off. If the player does not win,
the monkey leaps away, climbs higher or dodges. If the player wins
the roll-off, they can make one attempt to grab the monkey or the key
with an attack roll. Note 1: Each round the players
must roll climb to keep from failing off the rigging, regardless if
moving or not. This represents the players being tossed about by the
storm or their attempts at holding while chasing the monkey. Note
The key around the monkey unlocks the chain to the
ship’s wheel. Note 3:
The monkey stats can come right out of the book or be
increased for added difficulty.
door to the captain’s quarters is locked but can be picked or brute
forced to open. Note 1: The door is trapped and once
opened, a clay pot of greek fire falls to the floor from the other
side igniting the entire deck in flames.
The effects lasts X rounds till the
rain puts out the fire.
Any player on the deck receives D6 fire
damage a round till the fires are extinguished. Note 2:
The fire does not burn the wood or sails as they are both technically
ghostly and unaffected.
-D- The hatch to below deck is
magically sealed and can only be opened with a captain’s key.
-E- The ship’s wheel is locked
into place with rusty chain.
The lock to the chain is magically
locked and only opens with the monkey key.
The chains and the wood it’s bolted to
is magical and cannot be destroyed or cut by normal means. If a
player insists on destroying the wood or chain, allow them to deal 1
damage a turn with magic weapons and 1 damage per dice for magic
spells, but give the wood or chains dozens of hit points. Describe
their first few attempts as leaving only dings and dents. Note
1: Once the chain is removed, any player can take the wheel
and stir the ship. To regain control of the ship, a player
must roll a DEX check, the challenge is based on how far out of
control the ship has become at this point. If a player succeeds, the
ship no longer heaves violently and the players regain their full
DEX. Note 2: The wheel will not let player descend
or ascend. To go back to the ground or leave the storm, the players
must fight the captain first.
-F- Any player who walks the
plank and jumps off gains flying as per the spell for X rounds.
This spells only effects each player
once. Note 1: Any player who is flying regains full
DEX as they are unaffected by the ship’s movements. Note 2:
This is a Peter Pan reference for when he walked the plank and flew
above the water.
A shelf of books is built behind a
large wooden table of charts, navigation equipment and one empty
bottle. Near the edge of the table is a globe, or any world shape,
with a red parrot perched on top and near the back wall is a simple
bed and chest.
-A- The shelf of books contains
stories of pirates and tales of the ocean. Note:
they can be worth a few coins or worth nothing at all.
-B- The charts on the table
consist of several ocean maps and a few Xs dotting some islands. Note
1: The Xs can represent places of buried treasure, dungeons
or ruins luring players to their next adventure. Note 2: If
any player with navigation charts a course using the ink and quill
pen, the paper will burn away and in its place a scroll or scrolls of
the players choosing will be revealed - the scrolls were disguised as
maps and the ink magically used for scribing spells, so when a player
charted a course, they unknowingly created a spell by mistake.
-C- The chest is locked and
needs to be picked or brute forced to open.
The chest is trapped with poison
needles dealing stat damage.
The chest is empty. This is a red
The globe, if broken, contains a silver key. Note:
The key does nothing and is only a red herring.
The parrot keeps repeating over and over, “The world only
knows where the captain’s key is hidden.” Note 1:
If any player feeds the parrot a cracker, it transforms into a genie
and the empty bottle on the table transform into a lamp. The genie
states, “This ship is cursed. Any who board the vessel are
transformed into a cliché pirate crew till replaced by someone
else.” The genie will assume since it is free, the players are
now cursed, but in truth has no idea. The genie knows little else of
the crew or ship as once it was brought aboard, it turned into a
parrot. The genies homeland can be from anywhere fitting and from
any time point you desire as this ship could have been in flight for
100s of years. It may not even be of this world or plain should you
choose Note 2: The genie in return for its freedom
will grant the party one wish before departing. After the wish is
granted, the genie and the lamp disappear in a wink of white light.
-F- The sexton if broken apart
will reveal a small slender brass key. Note: This is
the captain’s key and used to open the hatch on the deck.
–THE SKY KRAKEN–
At a random point in flight, a giant
Kraken that surfs the storm attacks the ship. It latches onto the bow
and swings its tentacles, attacking the players. Instead of the
players having to fight off an entire kraken, they should only do
battle with the 8-12 tentacles. Each tentacle will have a set of hit
points and one attack. Each time a player is hit by an attack, it
deals 2 D8 damage and requires one roll on the chart below:
51-75: The player gets caught on the
suckers of the tentacle. Next round, while the player can still
attack as normal, they are automatically hit as they are pounded
against the boat. The player must then roll on the chart and add 10
to the roll. If the player rolls below 40, it is assumed they have
fallen off the suckers and can act as normal next round.
The player is caught in the tentacle suckers and tossed overboard. A
player can roll a climb check to hang onto the tentacle, but is
auto-hit next round and adds 20 to their next roll on the
96-100: The player is caught in the tentacle suckers
and eaten whole. The player can either die outright or suffer 2 D6
damage from being digested as they fight their way out.
The sky kraken releases the ship and
flies away once all its tentacles have been destroyed.
The hatch opens to a set of wooden
stairs leading into a hall. The players are assaulted with the smell
of mead, sweat and powder.
At the foot of the stairs is a long
hallway. As the players walk the corridor, sounds of the cannon fire
and yelling come from beyond the walls emanate. The hall then opens
into a room with several doors.
-A- One door leads to the crew
The other doors open to a small chamber thick with smoke. A
cannon head peaks through the smoke with the sound of burning fuse.
Any players standing in front of the
door must roll a save or be hit by the cannon blast for X D10 damage
and lose X points of CON as their body is crushed by a cannon
ball. Note 1: The CON can be restored with rest or
healing. Note 2: The room is only
large enough for the cannon and contains no visible way for it to be
loaded and fired.
Several glowing blue pirate phantoms
laugh and drink while playing music and rolling dice. They are
sitting on several sacks of potatoes near a few barrels of mead.
-A- The pirates are friendly and
insist the players share a drink and play some dice.
They share tales of time aboard the
ship and have grown quite fond of the raiding. Technically they are
required to trade places with the players and go free, but are
willing to stay in the players stead on two conditions: 1- The
players out-drink the pirates. Each round players roll a CON check
starting at 2, but the challenge is rising by 2 each round. Failing a
CON check results in D6 CON loss. Any player who reaches 0 will pass
out and be out of the game. 2 - The players win a game of dice
against the pirates.
Players each put in up to 100 gold,
then each round roll an INT/WIS or gaming check starting at 2, but
the challenge is rising by 2 each round. Failing a check results in 2
D6 gold lost. Any player who reaches 0 will be out of the game.
If the players fail any challenge, they
will receive no experience for this encounter. The pirates will then
still offer to stray in their stead but at a steep price. This should
require 25% or more of the players’ wealth.
Once the players either win both
challenges or pay off the pirates, they fade away and a door appears.
-B- The door leads to the
The door opens to a chamber of chests
overflowing with gold coins, jewelry and magic weapons. Upon a throne
sits an ethereal pirate captain. He will look similar to Blackbeard
or another cliché type.
-A- The captain greets the
players and engages in idle chitchat, even sharing tales of plunder
and conquest. With each attack his fortune grows more massive.
The captain has no intention of
attacking the players, noting their strength of surviving this far
and even offers to land the ship.
At this point the players have two
options: to leave or to attack.
-B- If they players leave, they
let a villain escape and suffer all the consequences that implies.
If they attack, the captain has the
stats of a ghost plus several character levels. Note:
the treasure can be entirely real or part of the ship’s illusion or
even large amounts of fool’s gold. Tailor it as needed for your
Once the captain dies, the curse of the
ship fades. All the remaining pirates transform back to the people
and races they once were, including the monkey outside. The ship will
then land as the storm dissipates and breaks apart into dust, leaving
only the treasure, or does it?
Maybe the ship crashes to
the ground and the pirates are not released, instead they are cursed
to remain undead forever and attack the players in hatred. Maybe
one of the players becomes the captain instead and the cycle starts
again forcing the players to find a way to end the curse. Maybe
the ships returns home to some far off place before turning to dust.
I’m pleased to be able to officially share some of the cards for the Bluebeard’s Bride Tarot of Servants, which I had the privilege to work on from February to the end of July of this year for Magpie Games. What better card to start with than The Fool?
For the uninitiated, Bluebeard’s Bride is a pen and paper roleplaying game of feminine gothic horror created by three amazing designers; Sarah Richardson, Whitney ‘Strix’ Beltran, and my art director for the deck, Marissa Kelly. It’s an inversion of the Bluebeard fairy tale in which the players all play different aspects of the titular Bride as she navigates Bluebeard’s manor and pieces together the sort of fellow he is (which is uniformly unpleasant). Sarah was actually kind enough to run the game for some friends of mine and I and it was one of the most unique and terrifying experiences I’ve had in a roleplaying game thus far, and I honestly feel that this is a game that deserves to be examined in the hobby for years to come, so it was an honor to get to work on it!
You can read more about the game here and there is more to come soon, friends.