pen and paper roleplay

The Lycanthrope Forest

Setting

Mordeadus - homebrew

Country

There are no countries in this region

Race

Human, werewolves, werebears, wererats, wereravens
Note: Lycanthropes are a playable race in this setting.

Lychanthropes

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 need.

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.

Lycanthropy as build

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:

Werewolves

Receive plus 2 DEX and minus 1 STR and CON

Add receive plus 5 to all sense related skills

Werebears

Receive an extra plus 1 to CON and STR

Wererats

Immunity to disease and poison due to their carrion nature

Wereravens

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.

Terrain

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.

Settlements

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.

Architecture Style

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.

Clothing Style

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.

Religion

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 spirit.

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 sub-traits:

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.

Economy

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.

Issues

Weredemons

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!

Acid Bathhouse

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 goo.

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 need.

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 patches.

  • 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 acid damage.

  • 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 acidic mold.

  • 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 disease.

  • 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 neutralize it.

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.

Maybe 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.

Krin

Setting

Mordeadus - homebrew

Country

Krin

Terrain

Mostly flat, open plain with few hills.

Settlements

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.

Architecture Style

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.

Clothing Style

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.

Religion

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.

Government

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 all others.

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.

Economy

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.

Issues

WAR

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 themselves.

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 right.

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.

troybolton1989  asked:

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!)

Phantasmal Pirates

What you need to know:

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 inconvenient.

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 spell.

Note: After the battle, the ropes can be climbed up to board the ship.


–SHIP DECK–

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 or skills.
  • 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 nest.
  • 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 2: 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.
  • -C- The 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.

–CAPTAIN’S QUARTERS–

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 herring.
  • -D- The globe, if broken, contains a silver key.
    Note: The key does nothing and is only a red herring.
  • -E- 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:

  • 1-50: Nothing happens.
  • 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.
  • 76-95: 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 chart.
  • 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.


–BELOW DECK–

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.


–CANNON HALLS–

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 quarters.
  • -B- 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.

–CREW QUARTERS–

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 captain.

–THE CAPTAIN–

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 player’s level.

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.

Either way, have fun and hope to see you again.

Another year, another Tarot~

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.