Friday 22 October 2021

LotFP style weird magic spell

 A bit of time ago few friendly people got together to brew spells based on music track titles much in the vein of the two spell supplements written for Lamentations, each of them offered small number of tracks from which everyone randomised one to act as a spell prompt.
This is what I got:

"Seven Diadems of Stillborn Bones - performed by Winter Lantern"

Not all spells and rituals are easy and convenient, the power often being derived from the difficulties the caster needs to go through and the amount of effort invested into completing the evocation. Furthermore rituals and evocations are most often performed and concocted based on one's desires rather than from a purely utilitarian angle.
This spell is no different.

Seven Diadems of Stillborn Bones

A tale of midwifes, magic that lead to the burning of the stillborn in regions where it is common for rulers to have several consorts, this ritual might have first been conceived as a grief-striken attempt to regain what was lost via an unorthodox combination of differing rites.

The name of the ritual is directly derived from the involvent of the magi performing it slowly gathering up bones of stillborn or miscarried babies, enough to craft seven small circlets fit for a newborn's head.
The magi is then to fashion the seven diadems out of the remains, whispering pleas and reassuring words to them as they weave the frail bones together. 
On the seventh night since the crafting of the diadems, they are to be washed clean much in the same way a newborn baby would be and then wrapped in warm cloths to be stored away in a small cradle specifically made for them.

The cradled bundle of circlets is then to be sung lullabies to and looked after for seven more days, and at the end of the seventh day the magi will hear a baby's cry from the cradle.
The baby will in time grow up just as any other normal child would, but will never quite be, nor understand what it is to be, human. They will speak of lost relatives like they had met them and will know of people that have very clearly lived in the past like they are acquintances.

This spell must be cast three times for the ritual to take effect. Once during the crafting of the diadems, once while washing them clean, and once mixed in to the lullabies sung to the cradled bundle. Any possible mistakes or accidents with the ritual are only discovered once the bundle is unwrapped on the seventh day when the magi hears the cry of a newborn from the cradle.

Miscasts
  1. Writhing fleshy mass that only remotely resembles a fetus trashes around underneath the wrappings, ready to assault and run away from the magi when they go to inspect the results of the ritual. It will return to haunt the PC for the rest of their life as it slowly grows into a full-fledged monster.
  2. The magi was the final piece of the ritual, still missing. Their soul is sucked out of their body and moves to inhabit the newborn baby bundled up in the cradle as their old body slumps to the ground.
  3. As the magi goes to inspect the cradle, it feels like a horse kicking it's way out from inside their chest as several pairs of their rib bones suddenly go missing. After meaty crunching from the cradle as the magi lays on the floor wrecked in pain, a newborn baby with striking similiarity to them begins their bubbly laughter while suckling on one of the magi's rib bones. The PC is reduced down to 1hp and they lose [level]d4 max hp as what was missing from the ritual is forcibly taken from them to supplement it's completion.
  4. There is no baby in the cradle, what instead is unwrapped are the diadems. Fused and with strands of flesh and skin grown around them with a tiny beating heart sitting inside the tangle of stretched out skin.
  5. There is something wrong with the baby and it will only live up to the age of three. Extracting whatever knowledge they hold from beyond the grave could prove difficult before their death.
  6. The magi forms a mother-like bond to the newborn baby, and will not do anything that might cause harm to come unto their new child. They will provide for the child and raise them as their own, overlooking any strangeness that anyone might point in the child.
Cradle carved in boxwood
 from the Industrial arts of the Nineteenth Century (1851-1853)
 by Sir Matthew Digby wyatt (1820-1877)


Friday 15 October 2021

Forgive Us - A greentext adventure report

Forgive Us
-
Module and art by Kelvin Green
 I was going to write a proper story-like report on all that me and my players went through playing this module, but I am a lazy person and have now been looking at the notes I have of the game that I'm supposed to write that based on and boy am I feeling extra lazy.
I thusly present to you, Forgive Us in greentext:

For bit of background info, the party consisted of four level three PCs and we played the adventure with vanilla LotFP rules without any additional homebrew tacked on. Starting equipments were randomised using the wonderful table from dismastersden.blogspot.com.
The group members were:
Amarthia Ravenghast - lvl.3 Dwarven bountyhunter
Grogorious (the Blessed) - lvl.3 Cleric bountyhunter
Reginald Nuward - lvl.3 Magic-User and the owner of the group's mule Greginald
William Rowley - lvl.3 Specialist and a former disgraced comic actor

This motley crew had caught wind of a public secret whispered about in Norwich, a hideout of the city's most prominent gang had seen nobody going in or coming out of it for the last week or so and decided to investigate.
The following is a rough sequence of events of that investigation, a play by play deconstuction of what they went through and maybe told stories about later in their lives when druken well enough to admit their own defeat. (I recommend finding at the very least a map of the module in order to follow along as this is again written with the assumption of the reader being already somewhat familiar with the module).

>Cased the buildings, looking in from where they could.

>Went in from butcher's shop.

>Ran into a mutated dog.

>Few rounds of missing, dwarf got licked.

>Cast sleep, murdered the dog.

>Open door to courtyard, there are several hungry non-mutated dogs.

>Push their donkey in there, after a bit of donkey screaming and dogs yelping the donkey had beaten a dog to death with other two covering in fear by the gate.

>Assessed their options, decided to levitate a guy on top of warehouse with a rope.

>Rope lowered, another person climbed up and they went in from a hatch on the roof.

>Inside a hanged person dangling from a walkway on second level of the warehouse.

>Cut the rope, body fell on boxes.

>Open the warehouse courtyard door from inside, was locked with chains from the inside.

>Climb the boxes, found key on corpse.

>Head into the scribe next.

>Strewn papers, people have obviously left in a hurry.

>Upstairs a big library in bedroom, a safe with very difficult lock on it.

>Spend blessing to open the lock, find floorplans, some coins and big metal key.

>Go to tavern next, door locked.

>Check the big metal key on all doors in the courtyard, way too big for any houses.

>Fits into the gate lock but does not turn.

>Use the key found on the corpse to open tavern door.

>It opens inside and is barricaded.

>Spend two hours dismantling the door.

>Step in, there are few short and sharp sounds of wood cracking and splintering upstairs.

>Go down to cellar, find spoiling food and weird black goo.

>Go back up from cellar, hear footsteps coming down stairs from second floor.

>Set few barrels in place of the now-removed courtyard door, bows drawn on the other side as orders are barked inside the tavern and footsteps approach a door.

>Robed man pushes door open, sees the party and calls back inside the tavern that he's found people.

>Tries to disarm the situation "no need for violence gentlemen".

>Spanish guy with a tan steps through the door, pushes robed man aside and demands to know what the PCs are doing and who they are.

>Orders them to leave, asks if they have seen a stone carving, escorts the party out with his own party the way the mercenaries had come in from.

>PCs want back in, circle back to the butchers shop.

>Stealthily looking to the courtyard from butcher's back door, the robed guy is trying to fight their donkey moving from where it's laying down to no success.

>Robed guy gives up, party watches as the mercenaries go to check out the warehouse.

>Specialist sneaks close in hopes of ambushing them, sees spaniard and rotting fellow overlooking zweihander-man and robed guy stacking boxes to make stairs up to the body.

>Decides to lunge for the Spaniard, but robed guy sees this and starts yelling and pointing at him.

>Misses, spaniard spinning around and giving him a hefty stab gracing off of his chest.

>Combat ensues, magic missile is cast to stop what is suspected to be a magic spell from robed guy.

>Zweihander-man runs for his sword.

>Arrows fired, dwarf runs to take frontline but gets overwhelmed by the walking corpse and charging zweihander that is hacking down both the dwarf and the corpse with single cleave.

>Spaniard charges in on the remaining two, robed guy casts fairie fire on entire PC party.

>Dwarf kicked away from the warehouse entrance against a nearby cart, robed guy takes this opporturnity to sink rapier through his thigh.

>Spaniard offers chance to surrender, PCs agree.

>Dwarf with arm almost hacked off and limping due to pierced thigh. Loses consciousness a few times on the way to hospital.

>After his admittance to the hospital, he was never seen again.

>Day later mutated monsters started to spill out onto the streets of Norwich, leaving the city in shambles.