LotFP – Lay of Remy Pardue part two

Sprint 1619, Northern France. We last left our heroes in St. Omer, with one of Remy’s wives (Lucienne) and child (of another wife) they had named ‘Timmy’ casing a two story  inn where Remy was supposedly hiding out. (first part of the adventure is here).

PC’s
Aleric the Pious (cleric) – played by mouth
Fred Fucher (specialist) – played by maat
Titus Sphnchta (magic user) – played by maat the younger (the only character that speaks French in the group)

Out the first session
Jaques Van Dam (fighter) – played by steve
Richard Quigley (fighter) – played by john

Aleric, Fred and Titus made it to the inn along with the boy and Lucienne, while Jaques and Richard must have eaten something wrong earlier in the day and had to stop.  The three noticed immediately that there was a man in the doorway watching the street quite intently.  Frederic Fucher did some successful sneaking into the stables at the back of the inn and watched another man come out the back door bringing a shit bucket to the loo out back, then he staid there awhile.

Meanwhile, Titus charmed the man in the doorway and told him there was a package of money at the postal office across town and he needed to get it and bring it back to Remy, which he went off to do. Then he and Aleric snuck into the inn and heard some people playing lansquenet in an upstairs room. Along with the chatter over the cards, they overheard a conversation about some money coming in and the words: “that man is worth a lot of money.” The cleric and wizard, with the fighters lagging behind  decided to hide in the stables with Fred and discuss what to do next.

Luckily both of the fighters joined them in the stables after successful constitutionals, what with the door now unguarded and all. The decide to whack the guy in the loo, which they did, but very noisily with screaming and hacking and such. This alerted a man named Arsene who guarded the back door to the inn and would have let Hector, the man in the loo, back into the inn had he survived. Instead, he loaded his crossbow and waited. The group then barged through the front door and opened the door to the kitchen from the common room and quickly shut it, seeing Arsene there waiting by the rear door with a crossbow. Aresene, thinking it was a single man invading the inn, bowled into the common room from the kitchen and was noisily brought down by the fighters.

Knowing at this point surprise was not on their side, the group headed upstairs and posted watch on the outside back door  (Fred Fucher) and on the hallway/balcony on the second floor (Aleric).
“go through the front door to get the guy in the backdoor”

They busted into the room Remy and two of his men (Thibaud and Andriet) were waiting in, who had drawn weapons over their abandoned card game. Andriet threw a knife at them but missed, and the characters asked to parlay and Remy, trapped in a room with an unknown number of assailants outside,  decided to do so. They asked for the original map and explained that while it was rude of him to steal the possessions and money from the characters, it was a very bad mistake to steal the map that he had. After some cajoling, Remy produced the map and tossed it across the room, firing a pistol and leaping from the nearby window in the same moment– the pistol missed, but the ground didn’t, and Remy was knocked out by the fall, unlucky for him. Andriet, being a violent sort, attacked with knives, but got covered in lantern oil and then had his skull split with an axe. Thibaud decided to run, and climbed up a ladder into a loft above the room. After making sure Remy was taken care of, the fighters went up the loft and there was more parlaying with Thibaud who was just a hireling. He left them his sword and money and they let him run off into the streets of St. Omer. They noticed a well-appointed chest in the loft after he left. Could this be where Remy hid all of their stuff? Fred Fucher then opened the accidentally stolen map and noted that it was part of Africa, and Matt told the players (not the characters) that he knew what that was all about..

Meanwhile the fighters up stairs opened the well appointed chest and it did not contain anything that they had expected. A tendril of black ooze or something shot out of it into Jacques Van Dam’s mouth and pushed it’s way down his throat. As he gagged on the black mass, Richard began hacking at it with his axe, and after several blows, severed the tendril and it retracted into the chest, which snapped shut. Jacques flailed on the floor as the mass dissipated down his throat and into his stomach and bowels.

LotFP – the Lay of Remy Pardue

While Rol20 13th Age is in hiatus, I decided to bust out a LotFP adventure I have been working on and we’ve pulled a handful of sessions off.

PC’s
Aleric the Pious (cleric) – played by mouth
Fred Fucher (specialist) – played by maat
Jaques Van Dam (fighter) – played by steve
Richard Quigley (fighter) – played by john
Titus Sphnchta (magic user) – played by maat the younger (the only character that speaks French in the group)

Spring 1619, London. The adventure begins with the two fighters and the cleric being hired to find a strange cube rumored to be at a monastery in southern France by a representative of the new Lord of Manchester who wishes to gift the thing to a friend. They are given a map in a water-tight tube to the monastery, ample supplies and petty cash to spend on the way as well as a ride to the continent via a river boat that can make the crossing captained by one Remy Pardue. They were warned not to go to Paris (as the country had just been in a small civil war between the Queen of France and the heir apparent).

The group met the boat captain and his crew on the Thames the next morning. All went swimmingly until the boat was moored at Ramsgate after a day coming down the Thames. The group stayed at an inn and the next morning the boat, Remy and his crew and the map, and all of their supplies and monies were gone. They punched out the barkeep (who told them Remy was a bit sketchy) until he told them to check another, seedier, inn on the wharf for news of Remy. Just then Titus and Fred Fucher arrived with a message from the Lord of Manchester (or rather, his man), that they were given the wrong map and to send the original map back post haste. Of course, they didn’t have the original map any more…

Checking the seedy Inn (the Dried Boar), they found one of his crew, Giles Jegou, who our of guilt, could not go along with the theft and became summarily drunk instead. He told the group that they might find Remy at his mother’s house west of Saint-Omer, otherwise he had no idea where he was off to.

With help from the bartender, they got passage across the channel that day and walked to Saint Omer from the coast, not quite penniless, but certainly not in style.

Saint Omer was having a market day and the town was crowded with merchants and shoppers, even early in the morning when they arrived. After some inquiry and paying of bridge tolls, they found the farm of the Pardue’s and approached. Two of the characters waited in a flowering apple orchard overlooking the main house and the other three went straight there. They found an old woman cracking nuts on the stoop, a young woman with long black hair hanging laundry on a line (mostly diapers) and another woman with long black hair carrying a swaddled baby. The old woman was Remy’s mother and she spoke the English, though with a rougher burr native to Bristol and such unsavory places. Somewhere in the house another baby was crying.

Titus told her they had something for Remy and were trying to find him. She told them the price to find him was the same whether giving or receiving. She brought out a gaggle of children of many ages from inside and around the house and that they must pick one to take with them as their ward, since the farm was poor and there were constantly new mouths to feed as Remy brought his impregnated wives to the house with or without other by-blows.

They selected the eldest boy (11) and she told them that they could name him as well if they wanted (they named him Timmy). Then she told them that Remy had been at the house just yesterday and had gone on about finding a crew quickly and he had an opportunity that would make him rich. She said he then went to Paris and they should not have trouble finding him on the way there if they hurry (!?).

The party left the farm with the child in tow and went north to the nearest livery stable to purchase some horses. They had very little money and asked the stable master if there was anything they could do to procure some horses. With the chaos in the country those days horses were not easy to come by, and he offered them a few horses if they burned one of his competitors stables down without hurting any of the animals. After some debate, they agreed and got directions.

On the road south, near again to the Pardue farm, they came upon one of the women from the house (Lucienne), one of Remy’s ‘wives’ who told them that the old hag was lying and if they took her with them, she would tell them where Remy really was and take them there. They again reluctantly agreed (“Should we still burn the stables down?”) and Lucienne took them into Saint Omer in front of the Hotel D’Ville, a three story Inn with a brewery and stables.

RPG – my favorite books of 2017

Here’s my list of my favorite RPG books of 2017.  Not all of these came out in 2017 though!  These are books that have been at my bedside table or working desk most of the year.

How to Write Adventures that Don’t Suck

This is a great book of essays on adventure design from a lot of the greats, with short adventures to go along with each essay.  Fantastic stuff!  All GM’s should have this one.

FASERIP

This is an OGL redux of the Marvel Heroes RPG from TSR that had a LOT of expansions and material that my brother and I basically ignored after getting and playing the yellow box set a few times.  We were CHAMPIONS kids and that meant pointbuild and brokenness and combat that took forever.  Frankly I wish we had looked at TSR’s superhero game at the time a bit more OR they had the common sense to realize that kids wanted to make their own characters!  Faserip has character creation (which I would dub semi random).  Also, this shit is FREE.

We got to play FASERIP once this year (thanks to Lordlobo) and I intend to run it soon.

Veins of the Earth

This is great shit-reading.  Probably one of the best shit-reading books to come out in long time.  While the campaign itself is nothing compared to World of the Lost or Better than Any Man (it’s more of a gazetter), it has oodles of weirdness and unique ideas for your OSR, D&D5e or even 13th Age campaign.  While not a fan of the author’s writing generally (“get to the fucking point man!” is the constant comment running through my head) this is worth suffering through the rough spots.  After purchasing the lackluster Deep Carbon Observatory, I thought this guy needed an editor and he got one when publishing Veins: it really helped.  Hopefully he can tighten up his tendency to overwrite and wordiness even further for the next thing he does because the bones of it this are fantastic.  Art is great.

Silent Legions

This is older but I just picked it up this year.  It is likely an essential book in any GM’s library (like Dungeon Dozens!).   Why?  This has one of the best world building generators I’ve come across for both modern and fantasy stuff.  Not only that, it has a unique adventure builder that, while set up to work in the Early Modern to modern settings, could be used in any Fantasy Universe as well.  And this fucking guy really can write!

Runner Up:

Vagina’s are Magic!

This is the new magic system for Lamentations of the Flame Princess!  People have a lot of work to do getting all the spells in line with the new set up, and this also means the game is no longer backwards compatible with old D&D (sorta).  What’s most important is the system brings it closer in line with DCC’s (and likely the new WFRP’s) magic systems which are superior to the vancian system in oD&D and 5e).

Big Day for Gaming

Today was a big day for the nerd gaming with Free RPG day which included a new Runequest quickstart, new DCC adventure, the intentionally controversial Vaginas are Magic from lotfp and while I’m not a Pathfinder fan, there was a quickstart for STARFINDER, a new space game from Paizo.

In addition to the RPG goodness, it was the official release of the new version of Warhammer 40,000 in it’s 8th edition.

The 40K book looks incredible, as you would expect from 2017 GW. I had a short talk with Dan about the rules and they look good–it does not seem like they age of sigmared that shit up as was feared. I’m looking forward to breaking out my 1987 beakies and having a go at some point.

The Free RPG stuff Matt and I grabbed up was a trove of goodness. Swords Against Owlbears for 13th Age looks boss, the new Runequest adventure is SOLID Glorantha, though I wasn’t able to make heads or tails of the magic system after a short perusal. The DCC adventure is cool, but what’s best is that the quickstart has the character creation rules in a module format! So I won’t need to lug around the big book all the time nor pass it around the table to get all sorts of greasy hands all over it and spilled beer/bong water.

Finally there is Vagina’s are Magic. While it’s silly and fun, the important bit is the update to the LotFP magic system. It’s similar to the playtest packet that came out awhile back in that no spells have levels. In addition, spellcasters can keep casting spells but have a danger with every cast over their level each day to have a miscast, which can be horrible as you would expect from LotFP. While the spells in the book are cool, what has to happen now is that ALL the other spells in the game will need a miscast chart appended to each one. This will make the LotFP book nearly double in size with 1 page for each spell in the game (much like DCC). VAM may be just testing the water before going that far with the magic descriptions for the core lotfp spells. Looking forward to trying this out.

For me, I got a chance to run Feng Shui 2 (with a new adventure I wrote that will get posted to the blog eventually) and today I got to play FASERIP after a gap of about 30 years!

DCC magic in LotFP

This is a precursor to a couple of brewing posts about our Scenic Dunnsmouth run about a month ago.  We used the Dungeon Crawl Classics magic system along with LotFP.

First, I recommend trying this out if you don’t mind a bit more chaos in your magic to a more cartoonish, gonzo level. DCC takes the spirit of LotFP’s beloved Summon spell and applies it to everything. The system reminds me fully of Warhammer Fantasy Battle 8th edition’s magic system, which is fantastic and dangerous and explosive.

The biggest differences are:

  1. Spells don’t always work. MU’s have to roll a D20 to cast their spells and then the GM looks at a table to see what happens. It’s about 65% chance that they will work if you have a MU with an INT bonus. Without an INT bonus, you will be suffering as an MU
  2. Unless you fail bad, you keep your spell. So this disrupts Vancian magic completely
  3. You can get REAL fucked up if you fumble your spell rolls, permanent like via corruption and miscasts
  4. MU’s can spell burn their stats to increase their spell rolls. They can loose these stats permanently.
  5. Very high rolls on spell casting of some spells can destroy entire villages and TPK the party.

Good stuff:

  1. Magic users can be badass, or they could be stuck with total shit for spells. The combination of random spell rolling with the mercurial magic from DCC left one of our spellcasters with a light spell that can only be cast in broad daylight and other crap. This is part of DCC’s ‘balance through randomness’ game theory. That sorcerer’s goals will be focused on getting better spells at nearly any cost! What better motivation.
  2. Dice are your friend? My MU used DCC’s flaming hands and always rolled super high (and my character’s version of Flaming Hands caused all animals to flee in terror as well). I burned all the enemies, all the time. While awesome for the party, coming from the LotFP paradigm, the GM was displeased by this.
  3. Spellburn: MU’s can burn their stats to increase their spell rolls. This can leave them puddles of goo that have to be carried around if they burn high. I like this mechanic a lot as you can have a character that is at -2 for every statistic for a period of time. It gives the MU interesting choices before the dice are rolled.
  4. Players don’t have to look up or memorize spell effects.  They just need the name of the spell and then roll for it!

Bad Stuff:

  1. You need the HUGE DCC book handy (or PDF). I had to carry the DCC book on the plane to CO. and it was like it’s own piece of luggage. The rules are only a few pages, but the spell lists are required and take up most of the book.
  2. Clerics. Our GM was not happy about the cleric being able to heal up characters and not losing the spell. I don’t think he will allow DCC Cleric rules again. Having played straight DCC a few times since, the Cleric does get balanced out because each time a roll fails, they increase their chance of fumbling the cast and displeasing their god that gives them spellcasting ability in the first place, which can mean no more cleric…
  3. We couldn’t fit the Summon spell into the DCC paradigm, so we left it as LotFP RAW and during the sessions, and we cast it a LOT.
  4. To fully use the DCC system, you’d have to add a LUCK stat to the stat list, and we just didn’t do that. I think that would get too far away from the current LotFP rules.  You could add it, or use Wisdom, or just tell casters they can only spell burn.
  5. Other classes may feel outclassed.   The Fighters in LotFP won’t get their init bonus for level nor the deed die.  While my character rolled crazy good to destroy nearly all enemies, the fighters could still be marginalized.

Overall, we muddled through and our GM was very enthused about it until there was a Cleric in the party, then Steve was not too happy. It does spin the Gygaxian dislike of spellcasters off into the ether and you have to be cool with that.

Pocketmod character sheet for Lamentations of the Flame Princess

I put together a Lamentations of the Flame Princess pocketmod character sheet based on the Dyson Logos pocketmod for B/X D&D (and with strong influences from the Badmedo character sheet for LotFP).

You can download it here.

Encumbrance and skills

I built this out mostly because I wanted pocketmod character sheets to play with my kids and the Dyson Logos sheet (while awesome for LL and B/X) just wasn’t quite cutting it with the LotFP rules.  LotFP has no THACO, and has very unique rules for skills and encumbrance. So, this one has the pages and info needed for LotFP AND it has what most modern character sheets are sorely missing: a space to draw a character picture.

I realize that the encumbrance item page is after the ‘encumbrance level’ page, this may seem out of order to derive encumbrance, but it is more important for the encumbrance rank to be found earlier in the booklet during play.

Original Build

After reviewing online pocket mods that weren’t Dyson Logos B/X one for ideas and finding that the rest were totally function over form (especially the soul-less 5E one), I did the first layout in, gulp, MS WORD.  I don’t have indesign or photoshop handy any more, and just ended up starting in Word to see if I could do it. To give it credit, Word has gotten a lot better in the last few versions to do fairly simple layouts like this and it looks like the original lotfp sheet was built using it.  The shape tool helped a lot, as well as tons of text boxes everywhere.

After layout was done in Word, I saved as a PDF and then used the pocketmod creator to parse the 8-page PDF into a pocket mod.  If you notice, the Dyson Logos B/X sheet was laid out by hand on the pocketmod format that he himself built, doing it his way means margins are more controlled than the ones parsed out by the pocketmod program.  After many tries, I couldn’t fix the fact that the pocketmod parsing program skewed the whole layout unbearably going from a PDF to a the pocketmod format.  If you are making a pocket mod with your notes from school, the pocketmod program is great, if you are actually trying to control exact placement and margins, it’s not worth bothering with.

Second Build

I have some of friends that are pro designers and one of them (Jenica!) generously said the equivalent of —fuck let me do that shit for you– after seeing what I was doing in Word, and so she did.  The result is FAR better than my MS Word original.  I recommend this approach, but the exercise of doing it first in Word helped me really see where everything would be  on each of the new pages and whether I could fit all the things. That prototype helped the designer’s job to do the real deal.

A guy named Whidou Whadou hooked me up with a vector-based dead sign for the spell page.

Anyway, enjoy!  Now who’s going to do one for MYTHRAS?

littlemute

Broodmother Skyfortress

Haven’t even finished reading it yet so this is just a couple pictures.  Needless to say, if you are a fan of Lamentations of the Flame Princess, Moldvay B/X and/or Dungeon Crawl Classics, 2016 was an amazing year.

oh my.

 

Genconnery 2016

we are at the last real day of the con, Sunday being mop up and all that.  It’s crowded as fuck, with long lines and smells and bumping into huge backpacks.  We are staying at the Alexander which is a hike from the con, but real shi shi and has tons of room for gaming.  I made the mistake of getting new shoes before the con and my feet are fucked with blisters– so bad I have to wear flip flops for likely a week!

image

We got in a great Runequest game with a Roman legion in pre colonization North America.  I got to play the Others for a bit (should be at my house today!) and picked up Bloodborne the card game which plays ok.  Otherwise I haven’t bought much stuff, instead we’ve been eating like kings of the earth.

I ran my Lamentations of the flame princess event yesterday and it was good.  I had only one player who was pretty much half asleep the whole time who did manage to wake up and free Calcidus the bad wizard from his salt circle.  He then left the game shortly after as the other players then had to clean up that mess which nearly ended in a TPK.

We played LotFP later that day with steve, but that deserves its own write up.

Mountainous

I was off to the West for a long training and there’s been no time to really post so this is going to be a splatter of crap on the side of the bowl.

Steve and I went to the new Games Workshop (now WARHAMMER) store in Boulder to get some paints and saw a bunch of AOS crap but amidst it was the new Heroquest style Silver Tower game.  Miniatures looked great, the card board pieces that came with it are up their with Rackham’s Hybrid and Nemesis (read: good) and while not as cool looking as those, it looks to be a more playable game.  Though everything fantasy related from GW these days is really, really, really:

he-man

While out west, I didn’t get inside any headshops or smoke them tweeds as the saying goes. The thought was there, but it didn’t really count for much in the end.  I saw a place called “Starbuds” and thought that was clever and likely going to be sued soon!  I did walk through MANY clouds of THC both indoors and outdoors.  For a little while at least, I could pretend we were (collectively, instead of just Western CO) living in the better times imagined during the mid/late 90’s rather than a billionaire dominated, post citizen united, Swift boat veteran style country.

Blood Bowl is coming out.  There are pictures of people playtesting and some of the miniatures.  This is the first thing I’ve been really pumped about from GW that wasn’t a video game since Warhammer 8th Edition.  While AOS is garbage compared to the Lord of the Rings Strategy Battle game and Warhammer proper, with the announcement of a new Epic, Blood Bowl and Necromunda, things may turn around for my interest in their stuff at least.

Blood-Bowl-Human

The BB miniatures look… awful chunky.  I’m not sure I dig the look of the orks, but the humans, especially the human catchers, look great.  The dwarves I’ve seen are very very blocky, and not the drunk, bearded short-fatties we’re used to. It’s not the olde worlde style, since they blew it up and all that.  I’m VERY glad the humans aren’t Sigmarines.  That helps a lot.

For weeks now, Warhammer Total War has been out and it’s gotten good reviews. …and I am going to wait to buy it, not because it isn’t great (it’s been the fastest selling TW game to date) or buggy (reports are that it’s a cleanish release by CA, which is a ..second?), but because I want to get a new video card first and play DOOM, then dish out the cash for Warhammer TW. Plans, plans– all go to ruins when I just start up Torchlight 2 again, or Fallout 4, or Darkest Dungeon.

I started playing LISA before I went off to training.  Wow.  Some broken people are responsible for that shit.  While I haven’t gotten anywhere, I want you to share my pain.  Highly recommended.  Buy it.

lisa

Other stuff along the RPG front:

There are two new releases from Lamentations of  the Flame Princess. One is by the guy who did Dwimmmmmermmmmmount and the other is by some English bloke set during the English Civil war.  Remember that shit?  I got them in the mail and plowed through Cursed Chateau, which reminds me a bit of Castle Amber (a good thing) and started on England Upturn’d. With World of the Lost, Towers Two and these new ones, I’m going to need to run some LotFP again soon.

SLUGS is coming on Free RPG day.  Look at that purdy cover.  It even has the GENCON booth for this year.

SlugsPromo

And this is from an interview here:

The inspiration for LotFP is the basic belief that the life of an adventurer is a hellish thing that nobody sane would want – full of danger and violence with no real home, no real family, no certainty, ever. Think of the classic RPG adventure form: You’re going into some dark hole with a sinister history, fully expecting to encounter death traps and supernatural monsters and all sorts of things that want nothing more to kill you and probably eat you, and you’re doing it for some money. …
That’s LotFP.”

GRENKUTS

This weekend is TALISMAN Weekend with Keneda.  We will drink, play Tobal 2 and play a massive couple of games of Talisman with (nearly) all the expansions.  This will include the new board, which is quite a work of art and a full on deconstructionist version of the original 4E and 2E’s boards.

tm16_board

While the 4e board is good, it really needed the FF artistic touch, so here it is!

 

 

13th Age session, Interview with Raggi, other stuff

It’s been 10 months and we finally got back on Roll 20 for some 13th Age.  Unfortunately, the group was right in the middle of a dungeon, so the break between sessions sucked for everyone.   I blame this on 1) Summer 2014, 2) Runequest 6 which most of the same group played in person after summer 3) people not showing up on Thursdays on Roll20 (myself included!).  4) Me taking it too seriously and building a huge campaign area and series of prepared adventures (whether original or pulled from wherever) instead of going the lazy route, which 13th Age allows. 5) Moving.

I think it was a good getting back into the game session, but I still have problems spending player’s Icon rolls in these short 2 hour sessions, especially when they  roll well and I’ve got a bunch of 5’s there.  5’s are the hardest.

More RPG stuff to read.

Interview with Raggi and the guy that finished the new TOWERS TWO adventure after the GWAR guy died:

– Provocation is the entire purpose of fiction

Raggi always has a lot of really interesting stuff to say and ways to say it.

also an erection

As the Runequest name goes back to Chaosium and Gloratha for good, we have Design Mechanism’s new name for their BRP D100 game following the RQ6 ruleset: MYTHRAS.  While I won’t need to buy this since I have RQ6 already, I likely will.  Best thing is that any supplements based on Mythras will be RQ6 compatible, and that’s fucking awesome for you and for me.

Mythras
Mythras

What’s more, DM is coming out with Classic Fantasy, a hack of RQ for dungeon crawling old school style. Here is a preview of it.

For those playing/GMing 5e, below is an article detailing that you can stack your D20’s (like 3D20 and take the worst one or vice versa) and it works. Say someone is wounded, turning to stone, being eaten alive, etc.  you can double down on the disadvantage roll and the math doesn’t turn to shit. Overall Advantage/Disadvantage is a great mechanic that has definitely trickled into my games.

Stacked disadvantage in 5E with maths.

Lastly, the Shinobigami translation will be ready for playtesting in about a month.  This is a ‘get together for about 5 hours’ type of game like Carolina Death Crawl, so look for that on your calendars in May.