TEXT:  
   
  ISSUE #6 ◆ DECEMBER 2020
   
   
  
  85-88 Economic woes - Increase all prices by 3d20 percent. 1 in 6
   
   
    
   
   
   
   
   
    
    
  encounters in civilized areas will now be with either 1d12 beggars or
   
   
   
   
   
   
   
   
   
   
   
   
  1d20 robbers/bandits. Each subsequent roll of this item increases
   
   
   
   
   
   
   
   
   
  both prices and the frequency of encounters. 
   
  89-92 Rival adventurers - Build an NPC party roughly on par with
   
   
    
   
   
   
   
   
   
   
   
  the PCs, then give them an additional 2d6 o-level soldiers or thugs
  to beef up their numbers. If possible, some of the party members
   
   
   
   
   
   
   
   
   
   
   
   
  should be malcontents from previous adventures. Until dealt with,
   
   
   
   
   
   
   
   
   
  these jerks will now show up in 50% of future adventures to cause
  trouble. Subsequent rolls of this item results in additional rival
   
   
   
   
   
   
   
   
   
   
  parties. 
  83-95
  New
  class consciousness - Add one or more new class
   
   
   
   
   
   
   
   
   
   
   
  options for PCs that rely less on magic, such as Pat Mathis’s Pikeman
   
   
   
   
   
   
   
   
   
   
   
   
   
  and Poacher classes, or Zak S.’s Alice class from A Red & Pleasant
  Land. Reroll this item once you run out of new classes to add. 
   
  96-98 Artifacts decay - All non-potion magic items now either
  (50/50) have d12 charges remaining or a flat 20% chance of being
   
   
   
   
   
    
   
   
   
   
   
  drained of magic after each use. Wands, etc., can no longer be
   
   
   
   
   
   
   
   
   
   
   
   
  recharged. Reroll subsequent rolls of this item.
   
  99-00 End of the age of heroes - Roll 2d12. Whichever die shows a
   
   
   
   
   
   
    
   
   
   
   
    
  higher number establishes the new maximum level for all characters
  in the campaign. Anyone already over the limit must either be
   
   
   
   
   
   
   
   
   
   
   
  reduced to the limit or removed from play (50/50 chance for NPCs).
   
   
   
   
   
   
   
   
   
   
   
   
  Each subsequent roll of this item can only lower the limit, not raise
  it. 
  29 
  A Message from the Editor 
   
  Seasons greetings, fellow weirdos! 
   
  As I write this missive, Thanksgiving turkey is roasting in the oven
   
   
   
   
   
   
   
   
   
   
   
  and Mystery Science Theater 3000 is streaming on the youtubes. It’s
   
   
   
   
    
   
   
   
   
   
  the Hobgoblins episode, one of the worst post-Gremlins puppet
   
   
   
   
   
   
   
   
   
  monster flicks.
  Later I’ll play a recording of Alice’s Restaurant by
   
   
   
   
    
   
   
   
   
   
  Arlo Guthrie as I eat some pumpkin pie. 
   
  With the election 99.7% over, I feel like my nation can turn away
   
   
   
   
    
   
   
   
   
   
   
   
  from a government that can’t control the coronavirus and get back
    
   
   
   
   
   
   
   
   
   
  to a nice normal government that ignores the fact that climate
   
   
   
   
   
   
   
   
   
   
   
  change will kill us all. But before that we have the annual tradition of
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  pretending that the European settlers and indigenous people of this
   
   
   
   
   
   
   
   
   
   
  land get together for meals on the regular. 
   
  But things are going to be okay, because the brain geniuses in
   
   
   
   
   
   
   
   
   
   
   
   
  Silicon Valley have figured out yet another way to transform the last
   
   
   
   
   
   
   
   
   
   
   
   
  little dregs of our souls into profits for them. Surely that will save
   
   
   
   
   
   
   
   
   
   
   
   
   
  us! Surely the Second Coming is at hand. 
   
  The Second Coming! Hardly are those words out when a vast image
   
   
   
   
   
   
   
   
    
   
   
  out of Spiritus Mundi troubles my sight: somewhere in sands of the
   
   
   
   
   
   
   
   
   
   
   
   
  desert a shape with lion body and the head of a man, a gaze blank
    
   
   
   
   
   
   
   
    
    
   
   
  and pitiless as the sun, is moving its slow thighs, while all about it
   
   
   
   
   
   
   
   
   
   
   
   
    
  reel shadows of the indignant desert birds. 
   
  Well, I’m off to boil and mash the potatoes. 
   
   
  Jeff Rients 
  Philadelphia, Pennsylvania 
  
  Table of Contents 
   
  Art Credits 
  Cover art: Ben Crawford
  Logo design and page 21: Etienne Ménard
  Page 7: Tim “Samwise7” Harper 
  Pages 19 & 20: Fernando Garbato  
  Additional assistance: Tim “Samwise7” Harper
  1 
  Article 
  Author 
  Page 
  Rolling Attributes
  Doctor Pat Mathis
  2
  Pikemen & Poachers 
  Doctor Pat Mathis 
  5 
  Murk Elves 
  Tim “Samwise7” Harper 
  7 
  Alternate Halflings
  Tim “Samwise7” Harper
  13
  Veil of Elysium 
  Matthew Austin 
  15 
  A Magic Book 
  Fernando Garbato 
  17 
  Rawheads 
  Anthony Hernandez 
  20 
  Homebrew Cleric 
  Kristopher Carosella 
  23 
  Demon-Possessed Silver Coins
  Tuomas J. Salo
  24
  Random Campaign Advancement 
  Jeff Rients 
  26 
  60-55 Religious Zealotry - 1 in 6 encounters in civilized areas will
   
   
     
    
   
   
   
   
   
  now
  be
  with
  either
  (roll
  d6,
  1-2)
  1d12 flagellants and similar
   
   
   
   
   
   
   
   
   
   
   
  wackos, (3-4) professional witch hunters or inquisitors (d4 clergy
   
   
   
   
   
   
   
   
   
  plus 3d12 soldiers), or (5-6) rampaging mobs of 5d20. If rolled
   
   
   
   
   
   
   
   
   
   
   
  again, 50/50 chance of either increasing the encounter rate by an
   
   
   
   
   
   
   
   
   
   
   
  additional 1 in 6 or a temporary tolerance breaks out, resetting the
    
    
    
   
   
   
   
   
   
  encounter charts to normal.
   
  66-69 Magic fades. All NPC magic-users in the campaign have a
   
   
   
   
   
   
   
   
   
   
   
  50% chance of meeting a grisly fate of some sort over the next
  year. The first time this item comes up all new MUs in the game
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  must use the magic system in Vaginas are Magic/Eldritch Cock. 
  70-74 Deviltry takes to the shadows - Replace the Form chart for
   
   
   
   
   
    
   
   
   
   
  demons (as per the Summon spell) with the following: 1. Dream
   
   
   
   
   
   
   
   
   
   
   
  Form, 2-3. Flowing Colors, 3-5. Fog, 6. Lightning, 7-8. Orb of Light,
  9. Pure Energy, 10-13. Shadow, 14-16. Smoke, 17-19. Wind, 20.
   
   
   
   
   
   
   
   
   
   
  Abstract Form.  Reroll subsequent rolls of this item. 
  73-76 Plague - 1 in 6 encounters in civilized areas will now be with
   
     
    
   
   
   
   
   
   
   
   
  1d12
  plague
  wretches. 1 in 6 cities and towns are completely
   
   
   
   
   
   
   
   
   
   
   
  overwhelmed
  by
  the
  plague. 1 in 6 NPCs known to the party
  succumb. If rolled again, 50/50 chance of either increasing the
   
   
   
   
   
   
   
   
   
   
  encounter rate by an additional 1 in 6 or the plague fades, resetting
   
   
   
   
    
    
   
   
   
   
   
  the encounter charts to normal.
   
  77-80 New Trends in Armor. Chainmail and platemail are no longer
   
   
   
   
   
   
   
   
   
   
   
  available for sale, but buff coats, pikeman’s armor, full armor, etc.
  are.   Reroll subsequent rolls of this item. 
   
  81-84 Undead discorporate - All corporeal undead collapse into
  bones and rotting meat. No more zombies, vampires, etc., in the
   
   
   
   
   
   
   
   
   
   
   
  campaign. Each one has a 50% chance of surviving in a mostly
   
   
   
   
   
   
   
   
   
   
   
   
  invisible non-corporeal form at half hit dice.
  Reroll subsequent rolls
  of this item. 
   
   
   
  28 
  
  20-26 Generalized Warfare - 1 in 6 encounters in civilized areas will
   
   
     
    
   
   
   
   
   
  now be with bands of 2d20 soldiers. Any city the players wish to
   
   
   
   
   
   
   
   
   
   
   
   
  visit has a 1 in 6 chance of being besieged, ports have a 1 in 6
   
   
   
   
   
   
   
   
   
   
   
   
    
    
  chance of being blockaded, and 1 in 6 villages are burned. If rolled
   
   
   
   
    
    
   
   
   
   
   
  again, 50/50 chance of either increasing the encounter rate by an
   
   
   
   
   
   
   
   
   
   
   
  additional 1 in 6 or a temporary peace breaks out, resetting the
   
   
   
   
   
   
   
   
   
   
   
   
  encounter charts to normal.
   
  27-31 Halflings disappear - No new halfling PCs or NPCs may enter
   
   
    
   
   
   
   
   
   
   
   
  the
  campaign,
  as
  cultural
  assimilation
  and
  intermarriage
  with
  humans effectively removes them from play. Reroll subsequent rolls
   
   
   
   
   
   
   
   
   
  of this item. 
  32-40 God turns his back. Randomly select 1d20 cleric spells and
   
   
   
   
   
   
   
   
   
   
   
  cut them from the list. If an entire level of spells is removed by this
   
   
   
   
   
   
   
   
   
   
    
   
   
   
  process, also cut all spells above that level.
   
  41-45 Dwarves return to the Mother. All NPC dwarves retreat from
   
   
   
   
   
   
   
   
   
   
   
  the sunlit realms, never to be seen on the surface again. For the
  remainder of the campaign all dwarves turn to stone upon their
   
   
   
   
   
   
   
   
   
   
   
  death and crumble to rubble, as do their possessions. No new dwarf
   
   
   
   
   
   
   
   
   
   
   
   
  PCs allowed. Reroll subsequent rolls of this item.
   
  46-50 Alchemy to quackery. All new potions produced now require
   
   
   
   
   
   
   
   
   
   
  a saving throw against poison to successfully use. Failure indicates
  the drinker takes 1d6 damage. Reroll subsequent rolls of this item. 
   
  51-55
  The
  elves
  turn
  to
  the
  West.
  All
  NPC
  elves
  depart the
  campaign world. For the remainder of the campaign any elves who
   
   
   
   
   
   
   
   
   
   
   
  die fade away like Obiwan Kenobi. No new elf PCs allowed. Reroll
   
   
   
   
   
   
   
   
   
   
   
   
  subsequent rolls of this item.
   
  56-59 Age of dueling begins. Great and medium weapons are out,
   
   
   
   
   
   
   
   
   
   
   
  rapiers are in. Furthermore, 1 in 6 city encounters are now with
  some fool (fighter level d4-1) who demands to cross swords. A
   
   
   
   
   
   
   
   
   
   
   
  second roll of this item brings pistols into play as a dueling option
   
   
   
   
   
   
   
   
   
    
   
   
  (50/50 chance of rapier or pistol per duel).
  Reroll subsequent rolls
   
   
   
   
   
   
   
   
   
   
   
  of this item. 
   
  27 
  Rolling Attributes:  
  a modified roll-in-order method 
  by Doctor Pat Mathis��
  �
  I was watching the 1963 version of Jason and the Argonauts with a
   
   
   
   
   
   
   
   
   
   
   
    
  child. There is a scene where Hercules and a friend find the hidden
   
   
    
   
   
   
    
   
   
   
   
  room full of treasure beneath the Talos statue. They go in, and then
   
   
   
   
   
   
   
   
   
   
   
   
   
  suddenly, the trap springs and the door closes behind them. But
  Hercules grabs the door and wrenches it open. “Hercules is famous
  for being the strongest hero”, I explain. Then, later, when Hercules
  decides to take the “hair-pin-of-the-gods” and run off with it, Talos,
  the Bronze Colossus, chases after them. “Why is he taking it?” asked
  the child. “Hercules is NOT famous for being the smartest hero”, I
   
   
   
   
   
   
   
   
   
   
    
  explain.  
   
  The above story illustrates something about the kind of character
   
   
   
   
   
   
   
   
   
   
  Hercules is. He put all his points in Strength, and not enough in
   
   
   
   
   
   
   
   
   
   
   
   
   
  Intelligence or Constitution. (Hercules died after failing a poison
   
   
   
   
   
   
   
   
   
  save.) On the other hand, Odysseus, in spite of being the only one
   
   
   
   
   
   
   
   
   
   
   
   
  strong enough to string his bow and dexterous enough to shoot
   
   
   
   
   
   
   
   
   
   
   
  through all the axe loops, is not famous for being the strongest or
   
   
   
   
   
   
   
   
   
   
   
   
   
  most dexterous hero. He is famous for being the most intelligent
   
   
   
   
   
   
   
   
   
   
   
  hero.  
   
  When D&D first started, you had to roll your attributes in order,
   
   
   
   
   
   
   
   
   
   
   
   
  and would pick your class based on what you rolled. Holmes Basic,
   
   
   
   
   
   
   
   
   
   
   
   
  the version I started with, had you roll in order, but would let you
   
    
   
   
   
   
   
   
   
   
   
   
   
  take 2 points off certain attributes in order to add one to another.
  This would make it easier to play the Class you wanted to without
  having to roll again. Lamentations of the Flame Princess has you roll
  3d6 in order, then lets you switch one score with another.
  1st edition AD&D offers several methods of rolling up attributes. But
   
   
   
   
   
   
   
   
   
   
   
  in actual practice, the one I only ever saw was Method I: roll 4d6,
   
   
   
   
    
   
   
   
   
   
   
   
   
  keep the best 3, do this six times, and arrange them on whichever
   
   
   
   
   
   
   
   
   
   
   
   
   
  attributes the player chooses. Just before 2nd edition AD&D came
   
   
   
   
   
   
   
   
   
   
  out, I encountered a DM who gave people 78 points to distribute
    
   
   
   
   
   
   
   
   
   
   
  amongst six attributes. This could give you three 18s and three 3s.
   
   
   
   
   
   
   
   
   
   
   
   
  Later, 3rd Ed D&D had a complicated point buy system that was
   
   
   
   
   
   
   
   
   
   
   
   
  similar to the Holmes Basic system. But I never liked the 3rd ed
   
   
   
   
   
   
    
   
   
   
   
   
  version of
  point buy. I don’t like giving up 2 points to gain one. I
   
   
   
    
   
   
   
    
   
   
   
    
  2 
  
  would rather run a character with six 10s. 5th ed D&D offered 6
  pre-generated scores that you can assign as you choose. But they
  are too low and too high for my taste.  
   
  When you look at roll-in-order versus assign rolls as you choose or
   
   
   
   
   
   
   
   
   
   
   
   
  point buy. One thing becomes clear. When the player gets to choose
   
   
   
   
   
   
   
   
   
   
   
   
  where their scores go, they always make a Hercules, never an
   
   
   
   
   
   
   
   
   
   
   
  Odyseus. Fighters never let that 18 they rolled stay on Intelligence.
   
   
   
   
   
   
   
   
   
   
   
  Wizards never let that 18 stay on Strength, where it might help
   
   
   
   
   
   
   
   
   
   
   
   
  them survive the low levels or carry more equipment. And Charisma
   
   
   
   
   
   
   
   
   
   
   
  is treated as a dump attribute, unless you are playing one of the
   
   
   
   
   
   
   
   
   
   
   
   
   
  New School variants of Bard or Sorcerer.  
   
  New School players claim that without Feats, all fighters are the
   
   
   
   
   
   
   
   
   
   
   
  same. But I say, if you can pick where their high attributes go,
   
    
   
   
   
   
   
   
   
   
   
   
  everyone of a particular class puts them in the same places, making
   
    
   
   
   
   
   
   
   
   
   
  characters who all have the same strengths and weaknesses. On the
   
   
   
   
   
   
   
   
   
   
   
  other hand, when you are using a variant of roll-in-order, you might
  get a fighter with an 18 Charisma who is great at leading the troops,
  or a Thief who is a con-man type. Roll-in order allows an Odysseus
  or Casanova to appear . . . or a Gandalf. (He did a lot of fighting
  with
  that
  sword
  of
  his).
  So,
  this led me to adopt a modified
  roll-in-order method that allows you to be assured of having high
   
   
   
   
   
   
   
   
   
   
   
  scores in your main attributes, while not being able to prevent
   
   
   
   
   
   
   
   
   
   
   
  yourself from having higher scores in the attributes you don’t think
   
   
   
   
   
   
   
   
   
   
   
  are that important for your class. I initially used this for Mazes &
   
   
   
   
   
    
   
   
   
   
   
   
  Minotaurs. Here is the variation I have come up with for LotFP:  
  �
  A
  character
  has
  six
  attributes:
  one
  prime
  requisite
   
   
   
   
   
   
   
   
  (determined by his class), two favoured attributes (one
   
   
   
   
   
   
   
   
  determined by class, the other selected by the player),
  and three standard attributes. Once these choices have
   
   
   
   
   
   
   
   
  been made, the six attributes are rolled up in order. 
   
  To
  determine
  the
  score
  of
  the
  character’s
  prime
   
   
   
   
   
   
   
   
  requisite, roll 2d6 and add the highest one to 12. (Use
   
   
   
   
   
   
   
   
   
   
   
  the Prime attribute listed by class.) To determine the
   
   
   
   
   
   
   
   
   
  score of a favoured attribute, roll 3d6 and add the two
  best results to 6. (Use the second main attribute, plus
  one
  other.)
  To
  determine
  the
  score
  of
  a
  standard
   
   
   
   
   
   
   
   
   
  attribute, roll 3d6. (3 attributes, rolled in order.) 
  3 
  Random Campaign Advancement for 
  Pseudo-Historical LotFP Play
  by Jeff Rients 
   
  In three previous articles I provided charts for random advancement
   
   
   
    
   
   
   
   
   
  of PCs. The following chart is meant to advance the whole campaign,
   
   
   
   
    
   
   
   
   
   
   
  at least if we take ‘advancement’ to mean the inexorable movement
   
    
   
   
   
   
   
   
   
   
  from the time of legends to the mundane horrors of modernity.  
   
  To
  use
  this
  chart,
  start
  with
  a
  default
  LotFP
  campaign
  with
   
   
   
   
   
   
   
   
   
   
   
  demi-humans, clerics, magic-users, and such as described in Rules
  & Magic. Assume matchlock arquebuses and muskets are the only
   
   
   
   
   
   
   
   
   
   
  firearms available. No early modern armors are initially available.
   
   
   
   
   
   
   
   
   
  Each time two or more PCs advance a level in one session of play or
  5 years of campaign time pass, roll on the table below. You will need
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  to record many of the results in your notes for the campaign. 
  01-05 No event. Nothing happens. May God have mercy on your
   
   
   
   
   
   
   
   
   
   
   
  soul. 
  06-10
  Arms Race. The first time this is rolled add wheellocks
   
   
   
   
   
   
   
   
   
   
   
  (including pistols) to the available weapon list. On the second roll
   
   
   
   
   
   
   
   
   
   
   
  flintlocks become available at 2x cost. On the third roll flintlocks
  become available at 1.5x cost. On the fourth roll rifled barrels
   
   
   
   
   
   
   
   
   
   
   
  become available. Reroll subsequent rolls. 
  11-19 Fashion - The first time this item is rolled ridiculously large
   
    
   
   
   
   
   
   
   
   
   
  hats and general foppery come into vogue. Any PC wanting entrance
   
   
   
   
   
   
   
   
   
   
   
  into
  polite
  society
  must
  spend
  at
  least
  15+5d10sp
  on
  a
  new
  wardrobe.
  Each
  subsequent
  roll
  of
  this item requires a similar
   
   
   
   
   
   
   
   
   
   
  investment in the latest fashion (roll d6, 1-5), or the spending of
   
   
   
   
   
   
   
   
   
   
   
   
  only
  10sp
  as
  dull
  frocks
  and
  plain
  hats
  temporarily
  return
  to
  popularity (6).  
   
  26 
  
   
  The coins are detectable by both Detect Evil and Detect Magic. 
   
  The coins may be destroyed by any means that would destroy a
   
   
   
   
   
   
   
   
   
   
   
   
  normal silver coin. 
   
   
  25 
  �
  So let me explain my reasoning behind the required Prime and
   
   
   
   
   
   
   
   
   
   
   
  Favored attributes. Since LotFP adventures are usually set in 17th
   
   
   
   
   
   
   
   
   
   
  Earth and there are no Sorcerer or Bards, it made sense to make
   
   
   
   
   
   
   
   
   
   
   
   
   
  the Clerics the ones who are likely to have a high Charisma.  
   
  I make Fighters choose between being better at melee or missiles.
  And I make elves choose between those two or magic. I strongly
  considered making Wisdom the Favored attribute of Magi. I made
  Intelligence the Favored attribute of Dwarfs because it helps with
  Saving throws against Magic, and it helps with knowing languages. I
  made Wisdom the Favoured attribute for Halflings because it helps
   
   
   
   
   
   
   
    
  with poison saves, which are already easy for Halflings.  
   
  Keep in mind that the player does get to pick a second Favoured
   
   
   
   
   
   
   
   
   
    
   
   
  attribute. So they can roll a high score on that third one they want
   
   
   
   
    
   
   
   
   
   
   
   
   
  to roll high for. This gives players a range of 13-18 for their Prime
   
   
   
   
   
   
    
   
   
   
   
   
   
  attribute, with a mean of 16.5.
  The Favoured attributes have a
   
   
   
   
   
   
   
   
   
   
   
  range of 8-18, with a mean of 15. The remaining three attributes,
   
   
   
    
   
   
   
   
   
   
   
  rolled 3d6 in order, average 10.5, could be as low as 3 or as high
   
   
   
   
   
   
   
   
   
   
    
   
   
   
  as 18.  
   
   
  4 
  Class 
  Prime Attribute 
  Favoured Attribute 
  Cleric 
  Wis 
  Cha 
  Fighter 
  Str or Dex 
  Str or Dex or Con 
  Specialist 
  Dex 
  Int 
  Magic-User
  Int
  Dex
  Dwarf
  Con
  Int
  Elf 
  Str or Int or Dex 
  Int or Dex 
  Halfling 
  Dex 
  Wis 
  
  Pikemen & Poachers: 
  Alternative Classes for LotFP 
  by Doctor Pat Mathis 
   
  Although I am not attached to non-human races. I really like the
    
   
   
   
   
   
    
   
   
   
  Rules for Dwarves and Halflings. These are my House Rules for
   
   
   
   
   
   
   
   
   
   
   
  running them as Humans.  
  Pikeman/Musketeer Class 
  While Fighters fit well with the hero/pirate/swashbuckler archetype,
   
   
   
   
   
   
   
   
  some warriors specialise in group warfare. This class is intended as a
   
   
   
   
   
   
   
    
   
    
  replacement
  for
  the
  Dwarf
  Class.
  There
  are
  no
  0
  level
   
   
   
   
   
   
   
   
   
   
  Pikemen/Musketeers.
  They
  start as 0 level Fighters. But player
   
   
   
   
   
   
   
   
   
  characters start at 1st level. Pikemen attack, earn experience and
  make saves just like Dwarfs. They roll d12 for Hit points. (I already
  have a House Rule increasing the HD size to d8 for Clerics, d10 for
  Fighters and d12 for Dwarfs.) They get a +1 to their Constitution
  bonus. Since Pikeman units often include people from many nations,
  Pikemen have the Languages skill equal to the Dwarf’s ability in
   
   
   
   
   
   
   
   
   
   
   
  Architecture.
  The
  Pikeman’s
  Language
  ability
  only
  works
  with
   
   
   
   
   
   
   
   
  European Languages. Their Main Attribute is Constitution and their
   
   
   
   
   
   
   
   
   
  Favoured Attribute is Intelligence (see previous article).  They Come
   
   
   
   
   
   
   
   
  in two variations:  
  Default Pikemen start with a Pike and a small Melee Weapon. They
   
   
    
   
    
   
   
   
   
  can not use any other weapons until attaining 2nd level. If two or
   
   
   
   
   
   
   
   
   
   
   
   
  more Pikemen are working together in a line, they gain a +2 bonus
   
   
   
   
   
    
   
   
    
   
   
  to AC in one direction. If a group of Pikemen form a block of 9, 16,
   
   
   
   
   
    
   
   
   
    
   
   
   
   
  25, 36, 49, or 64 that can defend in all directions, but suffer a -20’
   
   
   
   
   
   
   
   
   
   
   
   
    
   
  penalty to movement with a minimum movement of 10’ per round.  
   
   
  5 
  Demon-Possessed Silver Coins 
  by Tuomas J. Salo
   
  These Spanish coins bind the demon Ah-Uncir-Dz'acab. The silver for
   
   
   
   
   
   
   
   
   
   
  these coins was obtained from a demonic idol of the Maya. The stars
  were
  right
  when
  the
  silver
  was
  re-smelted,
  and
  the
  binding
   
   
   
   
   
   
   
   
   
   
  persisted. 26 such coins survive to this day. 
  The coins seek Chaotic humans to charm in order to gather the
   
   
   
   
   
   
   
   
   
   
   
   
  surviving coins together, so that the diffuse demon may finally leave
   
   
   
   
   
   
   
   
   
   
   
  the silver and possess a powerful human instead, regaining its
  former powers. The demon fears the destruction of its vessels, for
   
   
   
   
   
   
   
   
   
   
  each coin destroyed dissipates a part of its essence into the Aether. 
  Any person bewitched by the coins will learn that there are more
   
   
   
   
   
   
   
   
   
   
   
   
  such coins to be found, and that they offer immense power when
   
   
   
   
   
   
   
   
   
   
   
   
  brought together. As many coins will be lost in the wilderness,
  underground, on the seafloor or squirreled away in the vaults of the
   
   
   
   
   
   
   
   
   
   
   
   
  rich, most of the coin-charmed will perish seeking them. The wicked
   
   
   
   
   
   
   
   
   
   
  cunning of the coins tries to fool the coin-charmed to fight over
   
   
   
   
   
   
   
   
   
   
   
   
  them, leaving only the mightiest alive. 
   
  Special 
  1 per day per person: If a Chaotic human holds such a coin in his
   
   
   
   
   
    
   
   
   
    
   
   
   
  hand, the coin may attempt to charm her as per the spell Charm
   
   
   
   
   
   
   
   
   
   
   
   
   
  Person. 
   
  1 per day per coin-charmed: The demon will tend to favour the
   
   
   
   
   
   
   
   
   
   
   
   
  coin-charmed with the most Hit Dice, independently causing a roll of
   
   
   
   
   
   
   
    
   
   
  its choice to be re-rolled twice and choosing the result most suitable
   
   
   
   
   
   
   
   
   
   
   
   
  to its plans.
   
  1 per day per coin-charmed: A coin-charmed person may flip a coin
   
   
   
   
    
   
   
   
    
   
  to answer a question that pertains directly to the location of other
  coins. 
   
  A Lawful person holding a coin will find it vaguely disturbing.
  24 
  
  themselves. These hermit clans look for antibiotic medicines to stave
   
   
   
   
   
   
   
   
   
   
  off infection, their greatest threat to daily life. Through trade or
   
   
   
   
   
   
   
   
   
   
   
  salvage they search for more cybernetics in the ruined cityscapes of
   
   
   
   
   
   
   
   
   
   
   
  the old dead world. Some take to a cause, and will aid refugees for a
   
   
   
   
   
   
    
   
   
   
   
   
    
  short
  time,
  the
  memories
  of
  their
  own
  time
  as slaves always
   
   
   
   
   
   
   
   
   
   
  dwelling on them. 
  Stat Blocks
  [Rawhead Scavenger] // Armor 14 // Move 30ft // 2 Hit Dice // 20hp
   
   
   
   
   
   
   
   
    
   
   
   
   
  // [1 Attack] Beam Pistol 1d6 +2 // Morale 6 // [Special] Psychic
   
   
   
   
   
   
   
   
    
   
   
   
  Tether
  //
  Can
  control
  mechanical
  devices
  within
  20ft.
  No
  roll
  required
  so
  long
  as
  it
  lacks
  consciousness.
  Conscious
  beings
   
   
   
   
   
   
   
   
   
  (cyborgs, etc) make a Will save 13 otherwise. // Telescopic Sight //
   
   
    
   
   
   
   
   
   
   
   
  Can see 100 ft in great detail, can see in darkness
  [Rawhead Seer] // Armor 16 // Move 30ft // 2 Hit Dice // 30hp // [1
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
  Attack] Beam Scepter 1d10 +2 // Morale 6 // [Special] Psychic
   
   
   
   
   
   
   
   
   
   
   
  Tether // Telescopic Sight // Circuit Cutter // Can overload any
  digital device for free unless a conscious being, Will save = 15
   
   
   
   
   
   
   
   
   
   
   
   
  otherwise  
  Homebrew  Cleric 
  Kristopher Carosella 
   
  After resting and praying for the proper amount of time she has
   
   
   
   
   
   
   
   
   
   
   
   
  access to all the spells on her list up to the highest level that she is
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  able to cast. Spells that may be reversed can be determined at the
   
   
   
   
   
   
   
   
   
   
   
   
   
  time of casting because she is a fucking savage… divine bougie
   
   
   
   
   
   
   
   
   
   
   
  ratchet 
   
  23 
  Musketeers start with a Musket,
  shot
  bag,
  powder
  horn,
  and
   
   
   
   
  rapier.  The
  starting Musket can
   
   
   
   
  not be rifled. They can not use
   
   
   
   
   
   
   
  any other weapons until reaching
   
   
   
   
   
  2nd level. A group of 10 or more
   
   
   
   
   
   
   
   
  Musketeers
  can coordinate their
   
   
   
   
  reloading with each one standing
   
   
   
   
   
  in front of the other in a vertical
   
   
   
   
   
    
   
  row
  so that the group can fire
   
   
   
   
   
   
   
  once per round. For every row of
   
   
   
   
   
   
   
  10 standing horizontally side by
   
   
   
   
   
  side
  with
  them,
  the
  block
  of
   
   
   
   
   
   
  Musketeers can fire another shot
   
   
   
   
   
  per round. This coordination does
   
   
   
   
   
  not work if any of the musketeers
   
    
   
   
   
   
  are using rifled muskets.
  Poacher/Frontiersman Class
  This is intended as a replacement for the Halfling Class. 0 level
  Frontiersmen can also be used for the wilderness-savvy natives of
  the
  Americas
  or
  Africa.
  Players
  start
  at
  1st
  level.
  They
  earn
   
   
   
   
   
   
   
   
   
   
   
  experience, attack, make saves and do Bushcraft as Halflings. They
   
   
   
   
   
   
   
   
   
   
  add one to their Dexterity modifier and receive a +1 bonus to AC if
   
   
   
   
   
   
   
    
   
   
   
    
  not wearing armor.  They have a 5 in 6 chance at stealth. When
   
   
   
   
   
   
   
   
   
   
   
  fighting Lions and Tigers and Bears (and other predatory creatures
   
   
   
   
   
   
   
   
   
   
  of animal intelligence as assigned by the referee) their damage dice
   
   
   
   
   
   
   
   
   
   
   
  have a number of extra sides equal to their level (i.e. increase die
    
   
   
   
   
   
   
   
   
   
   
   
  size). So, for example, a 2nd level Poacher can shoot arrows that do
   
   
   
    
   
   
   
   
   
   
   
   
  1d8 damage against Wolves.  
   
   
   
  6 
  
  Myrkálfr / Murk Elves Class 
  by Tim “Samwise7” Harper
   
  Myrkálfr
  (or
  murk
  elves)
  are
  the
   
   
   
   
   
   
  masters
  of
  stone
  and they dwell far
   
   
   
   
   
   
   
  beneath
  the
  surface
  of
  the
  world
  in
   
   
   
   
   
   
   
  places
  long
  forgotten
  or
  otherwise
   
   
   
   
   
  unexplored
  by
  humankind.
  They
  are
   
   
   
   
   
  also
  known
  as
  the
  Mörkalver.
  It
  is
   
   
   
   
   
   
   
  thought
  that
  they
  are
  an
  elf/gnome
   
   
   
   
   
   
  hybrid conjured by some ancient wizard
  but they refute that claim. Perhaps they
   
   
   
   
   
   
   
  have always been here... and wished
   
   
   
   
   
   
  they had never been found. Their myths
  talk of emerging from a hallowed deep
   
   
   
    
   
   
  sping at the dawn of time. 
  They prefer to be left alone and rarely
   
   
   
   
   
   
   
   
  interact
  with
  other
  beings,
  often
   
   
   
   
   
  greeting strangers with violence. Those
  however
  that
  choose
  a
  life
  of
   
   
   
   
   
   
  adventuring are different as they did
   
   
   
   
   
  not quite fit in with their reclusive kind.
  Those
  that
  flee
  their
  sheltered
   
   
   
   
   
  subterranean
  homelands
  are
  often
  ornery,
  mischievous,
  and
   
   
   
   
   
   
   
  reckless.
   
  Myrkálfr settlements tend to be near underground lakes and rivers.
   
   
   
   
   
   
   
   
   
   
  They revere water (elevating it as a deity) and love to immerse
  themselves in it. They use it in all manner of cultural rituals. They
   
   
   
   
   
   
   
   
   
   
   
   
   
  are known to drown those who are seriously ill or who are close to
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  death as a form of mercy killing. At times they need to be thwarted
  from giving "The Kiss of Water" as they will try to kill those who will
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  recover. 
   
  7 
  were to be their masterworks. Slaves that could feel no pain, that
   
   
   
   
   
   
   
   
   
   
   
   
  could be strained beyond the limit of mortals, bite the hand of death
   
   
   
   
   
   
   
   
   
   
   
   
   
  itself. Production started immediately and with great success. 
  In the following years more raider ships were pieced together than
   
   
   
   
   
   
   
   
   
   
   
  an
  entire
  generation
  of
  Zezgeth slaves had managed to build.
   
   
   
   
   
   
   
   
   
   
  Rawheads had a natural affinity for conjuring the spirits imprisoned
   
    
   
   
   
   
   
   
   
  within their metal casings. They could invoke power from the veins
  of their circuitry, speak in the crinkled language of their jittering
   
   
   
   
   
   
   
   
   
   
   
  tongues. In time Rawheads were even used as ambassadors to the
   
   
   
   
   
   
   
   
   
   
   
  other civilized kingdoms. They became known as skilled negotiators,
  shrewd, unflinching, and calculated. Living effigies sent to talk of the
   
   
   
   
   
   
   
   
   
   
   
  horrors their master's could inflict if they were not to see reason. It
   
   
   
   
    
   
   
   
   
   
   
   
  did not last.
  Though very few Rawheads remain in the city of Royaume today,
   
   
   
   
   
   
   
   
   
   
   
  there are those who still act as representatives for their masters.
   
   
   
   
   
   
   
   
   
   
   
  The
  majority
  have
  fled
  using
  the
  ships
  they
  built
  to
  settle
  communities
  and
  smaller
  settlements
  throughout
  Permia.
  Their
   
   
   
   
   
   
   
  expertise is sought after by many folks within the kingdoms, their
   
   
   
   
   
   
   
   
   
   
   
  heads wanted by their former masters, their own motives unclear to
  many. 
  What They Want 
  Rawheads are very much like living automatons, bathed in spiritual
  flames granting them power, and infested with cybernetics to keep
   
   
   
   
   
   
   
   
   
   
  them alive. They speak in grizzled monotones and erratic machine
   
   
   
   
   
   
   
   
   
   
  noises. Coupled with their horrid visage and standoffish nature, they
  are still seen as boogeymen to most. Many do not trust the intent of
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  a Rawhead, believing they are agents of the Zezgeth still. In some
   
   
   
   
   
   
   
   
   
   
   
   
  cases, that is true, and small outposts of ill intentioned Rawheads
  will operate in secret to carry out whatever scheme is given to them
   
   
   
   
   
   
   
   
    
   
   
   
  by their master's with sick pleasure. These duties are usually just to
   
   
   
   
   
   
   
   
   
   
   
   
  salvage
  ancient
  tech,
  though
  sometimes
  they
  hunt
  escaped
  Rawheads at their masters whim. 
  This is rare however, and for the majority of those inhabiting the
   
   
   
   
   
   
   
   
   
   
   
   
  living wastes Rawheads are neutral parties seeking only to help
  22 
  
  How They Came To Be 
  Tall, eel-headed creatures bearing dark forms vaguely befitting a
   
   
   
   
   
   
   
   
   
  human shape, the Zezgeth obsess with driving fear into the minds of
   
   
   
   
   
   
   
   
   
   
   
   
  their slaves in the belief it will breed obedience. In the depths of
   
   
   
   
   
   
   
   
   
   
   
   
   
  their ancient river city of Royaume, they sing their incantations like
   
   
   
   
   
   
   
   
   
   
   
  dark whispers hummed in funeral song to coax out and control the
   
   
   
   
   
   
   
   
   
   
   
   
  souls of machines left to rot like corpses. Relics of the old world
  laying dead at our feet, bleeding hearts stillborn onto our hands and
   
   
   
   
   
   
   
   
   
   
   
   
  eyes so as to mark us, every one of us seen as perpetrators to their
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  misery. They are helpless. They've lost to a collective will greater
  and crueler than themselves, becoming as puppets strung to the
   
   
   
   
   
   
   
   
   
   
  terrible purpose that clings to the Zezgeth. So it is with all who fall
   
   
   
   
   
   
   
    
   
   
   
   
   
  beneath their dreaded heel.
  All except the Rawheads. 
  Using their knowledge of old world technology to keep them from
   
   
   
   
   
   
   
   
   
   
   
  dying a much more merciful fate, the Zezgeth skinned the flesh of
  these failed escapees from neck to scalp. Dipped their heads in
   
   
   
   
   
   
   
   
   
   
   
  magical fires until the nerves were deadened by the flames, until
   
   
   
   
   
   
   
   
   
   
   
  their eyes burst like rotted fruit pulp to leak onto disfigured faces
  twisted
  in
  agony.
  In
  this
  state
  they
  were
  lessened,
  prone
  to
   
   
   
   
   
   
   
   
   
   
   
  sickness, but their injuries bore a pitiable strength. They could no
   
   
   
   
    
   
   
   
   
   
  longer feel pain where the skin had gone, where the fires had taken
  root inside their souls. The first Rawheads were few in number,
   
   
   
   
   
   
   
   
   
   
   
  spending the remainder of their lives cooped in the raiding ships of
   
   
   
   
   
   
   
   
   
   
   
   
  their master's, shown often to outsiders as examples of Zezgeth
  savagery. They died off quietly to infection or suicide. 
  The Zezgeth were intrigued by the results of their torture, and so,
   
   
   
   
   
   
   
   
   
   
   
   
  began expanding the process of making Rawheads to be more than
  mere punishments. They sought perfection in this evolution. Flaying
   
   
   
   
   
   
   
   
   
  bare skin from limb and torso, neck and fetid head, ripping them like
   
   
   
   
   
   
   
   
   
   
   
   
   
  pages of flesh so that new volumes could be added to their research.
  From this a new philosophy emerged; the skin was only a covering
   
    
   
   
   
   
   
   
    
   
  bound taught over the true flesh beneath it. Paths of sinew and bone
   
   
   
   
   
   
   
   
   
   
   
   
   
  the structures holding up a decrepit temple of filth unwashed in the
  purifying flames only they, the Zezgeth could gift to them. These
   
   
   
   
   
   
   
   
   
   
   
  21 
   
   
  Murk elf limbs are long, thin, and spindly but they are as tough as
  ancient roots covered in a naturally tough skin (granting a +1 armor
   
   
   
    
   
   
   
    
   
   
  class bonus). Their feet and hands are broad and strong which gives
   
   
   
   
   
   
   
   
   
   
   
   
  them a 2-in-6 climbing ability which improves at higher levels. Their
  hair is often auburn, black, or red. Their mucus dripping eyes are
   
   
   
   
   
   
   
   
   
   
   
   
  oddly large without any pupil, and they rarely blink. They also gain
   
   
   
   
   
   
   
   
   
   
   
   
  skills at a reduced rate, and have the sneak attack ability like a
  specialist does. 
   
  8 
  Lvl 
  XP 
  HP 
  Par 
  Pois 
  Brth 
  Dev 
  Mag 
  0 
  - 
  1D6 
  10 
  14 
  15 
  14 
  14 
  1
  0
  1D6
  8
  12
  13
  14
  14
  2 
  3200 
  +1D6 
  6 
  12 
  10 
  14 
  14 
  3 
  6400 
  +1D6 
  6 
  12 
  10 
  14 
  14 
  4 
  12800 
  +1D6 
  4 
  10 
  7 
  14 
  14 
  5
  25600
  +1D6
  4
  10
  7
  13
  14
  6 
  56200 
  +1D6 
  2 
  10 
  4 
  12 
  12 
  7 
  112400 
  +1D6 
  2 
  8 
  4 
  12 
  12 
  8 
  224800 
  +1D6 
  2 
  8 
  2 
  12 
  12 
  9
  449600
  +1D6
  2
  8
  2
  11
  12
  10 
  674400 
  +1 
  2 
  6 
  2 
  11 
  8 
  11 
  876720 
  +1 
  2 
  6 
  2 
  7 
  8 
  12 
  986310 
  +1 
  2 
  4 
  2 
  7 
  8 
  13
  1152000
  +1
  2
  4
  2
  7
  8
  14 
  +236800
  / lvl
  +1 
  2 
  2 
  2 
  5 
  6 
  
  Myrkálfr have an innate
   
   
   
   
  ability to destroy stone
   
   
   
   
  in
  all
  of
  its
  many
   
   
   
   
   
  shapes
  and
  varieties.
   
   
   
  While
  Dwarves
  craft
   
   
   
  exquisite tunnels murk
   
   
   
  elves
  dig
  crude
  utilitatian ones but at a
   
   
   
    
  brisk
  pace
  (they
  can
   
   
   
   
  excavate
  6
  plus
  strength modifier cubic
   
   
   
  feet of earth per hour
   
   
   
   
   
  with
  proper
  equipment). They have
   
   
   
  a +2 attack bonus to
   
   
   
   
   
  hit
  stone
  creatures
  in
  combat.
  Also,
  statues
   
   
   
  and
  stone
  creatures
   
   
   
  always take maximum
  damage when hit by a
   
   
   
   
   
  Myrkálfr. 
  Murk
  Elves have their
   
   
   
   
  own unique spell list of
   
   
   
   
   
  arcane and divine spells
  but they can only cast
   
   
   
   
   
  up to 4th level spells. 
   
   
  *Note that Myrkálfr do not get the combat maneuvers that a regular
  Elf has. 
   
   
  9 
  Rawheads 
  by Anthony Hernandez
   
   
  20 
  
  Success results in the PC gaining knowledge of the location of the
  Vault. Failure drives a PC to madness. Similarly, the page below 
  reveals the entrance to the Temple of Kali if the save is successful.
   
   
  19 
   
  Myrkálfr Spell List
   
  First Level 
  1. Bestow Elf Curse
  2. Comprehend Languages 
  3. Cure Light Wounds 
  4. Detect Magic
  5. Featherfall 
  6. Hold Portal 
  7. Identify
  8. Light 
  9. Purify Food & Drink 
  10. Spiderclimb
  11. Stone Shape (Lesser) 
  12. Transmute Rock to Mud 
  Second Level 
  1. Audible Glamour
  2. Barrier 
  3. Change Self 
  4. Delay Poison
  5. Force of Forbidment 
  6. Forget 
  7. Knock
  8. Levitate 
  9. Phantasmal Force 
  10. Silence 15' Radius
  11. Stone to Flesh (Lesser) 
  12.
  Transmute
  Rock
  to
   
   
   
  Bleeding Flesh
   
   
  Third Level 
  1. Army of One 
  2. Dispel Magic 
  3. Gaseous Form 
  4. Hold Person 
  5. Magic Vestment 
  6. Protection/Normal Missiles 
  7. Remove Curse 
  8. Speak with Dead 
  9. Strange Waters II 
  10. Telekinesis (Lesser) 
  11. Water Walk
  12. Water Breathing 
   
  Fourth Level 
  1. Airy Water (Lesser) 
  2. Charm Monster 
  3. Confusion 
  4. Creation, Minor 
  5. Cure Serious Wounds 
  6. Dig 
  7. Move Earth (Lesser) 
  8. Neutralize Poison 
  9. Protection/Normal Weapons 
  10. Spell Immunity 
  11. Wall of Ice
  12. Wall of Rock 
  Beginning Spells 
  A murk elf begins play with Read Magic and 2 of the new spells
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  found below in their spellbook.
   
  10 
  
   
  New Myrkálfr Spells
   
  AIRY WATER (LESSER)
  Myrkálfr Level 4 
  Duration: 1 Turn/level 
  Range: 0
  The caster of this spell creates a bubble of altered water in a body of
   
   
   
   
   
    
   
   
   
   
    
   
   
  water
  (or
  water-based
  medium).
  Within
  this bubble there is a
   
   
   
   
   
   
   
   
   
   
  breathable atmosphere. The bubble sinks in water; the center of the
   
   
   
   
   
   
   
   
   
   
   
  bubble is on the caster and moves with him. The area of effect is
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  either a 15' radius globe, or a 30' radius hemisphere, caster’s
   
   
   
   
   
   
   
   
   
   
   
  choice. Aquatic creatures cannot swim while in this bubble, as it is
   
   
   
   
   
   
   
   
   
    
   
  only slightly denser than air. Likewise, water breathing 
  creatures
  cannot
  breathe
  within
  the
  area
  of
  affect.
  Intelligent
   
   
   
   
   
   
   
   
   
  aquatic creatures will not enter the area of effect by mistake. 
   
  BESTOW ELF CURSE 
  Myrkálfr Level 1 
  Duration: Instantaneous
  Range: Touch
  This spell can bring about any number of unfortunate effects upon a
   
   
   
   
   
   
   
   
   
   
    
  being, determined by the caster and Referee. Some limits of effect
   
   
   
   
   
   
   
   
   
   
   
  must be enforced. Typical possibilities are limited to no more than a
  –1 penalty to saving throws or –2 to hit. These effects can have any
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  number of creative symptoms. The victim can avoid being affected
   
   
   
   
   
   
   
   
   
  by
  this
  spell
  with
  a
  successful
  saving
  throw
  versus
  Magic.
  Non-mechanical curses might be something like: bleeding from the
   
   
   
   
   
   
   
   
   
  eyes and ears, excessive hair growth, passing gas every minute,
   
   
   
   
   
   
   
   
   
   
  swelling or pain in a part of the body, vomiting blood or other
  substances, and urinating black liquid. 
   
  MOVE EARTH (LESSER)
  Myrkálfr Level 4 
  Duration: Instantaneous
  Range: 100'
  A 20' cube of loose soil can be moved per Turn within the spell’s
   
   
   
   
   
   
   
   
   
   
   
   
   
  range. Solid stone cannot be moved. 
  11 
  This book is magically sealed in such a fashion that it releases just a 
  few pages each game session, if the user so chooses.  
   
  The random pages will involve magical sketches that reveal lore, 
  such as the hidden Vault of Sul-thaang N’ruuth, as seen below. 
  The various face sketches will begin to babble and if one so chooses 
  to listen carefully while examining the sketches, they will roll a save. 
  18 
  
  Chaotic target
  Vision - The target witnesses the hell that is waiting for them in
  Tartarus. Their ears bleed from the deafening roar of howling winds
  and the screams of the damned; their eyes boil by the heat of the
  flames surrounding them; and the target is relentlessly attacked by
   
   
   
   
   
   
   
   
   
   
  succubae and other foul beasts seeking to disembowel the target
   
   
   
   
   
   
   
   
   
   
  and play with its entrails. 
   
  On a successful save, the target is able to decipher what is real and
    
   
   
   
   
   
   
   
   
    
   
   
  what is merely a vision of what awaits them on the other side of the
   
   
    
   
   
   
   
   
   
   
   
   
   
   
  veil. 
   
  On a failed save, the target screams uncontrollably as it witnesses
    
   
   
   
   
   
   
    
   
  the demonic hordes of Hell tear at its flesh.  
   
  Effect - On a successful saving throw, the target is shaken by what
    
    
   
   
   
   
    
   
   
   
  is in store for it. The target runs in fear from the Cleric for a number
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
  of rounds equal to the Cleric’s level. For the next 24-hours, the
   
   
   
   
   
   
   
   
   
   
   
   
  target has a penalty on all saving throws and attacks equal to half
  the Cleric’s level rounded down. The target automatically fails any
  skill check during this time.
  On a failed saving throw, the target cannot do anything but scream
  uncontrollably for a number of rounds equal to the Cleric’s level.
   
   
   
   
   
   
   
   
   
   
   
  During this time, the target claws and tears at itself doing d4
   
   
   
   
   
   
   
   
   
   
   
   
  damage per round. Upon waking from its living nightmare, the
   
   
   
   
   
   
   
   
   
   
  target suffers a penalty to all saving throws and attacks equal to half
   
    
   
   
   
   
   
   
   
   
   
   
  the caster level for the next 24-hours. Any skill checks automatically
   
   
   
   
   
   
   
   
   
   
   
  fail during this time period. 
   
  A Magic Book from the Manor of 
  the Exalted Interrogator 
  by Fernando Garbato
   
  The following are sample pages from The Concordant Opposition 
  of Amon Sul, a sketch book of his travels through the multiverse. 
  17 
   
  STONE SHAPE (LESSER) 
  Myrkálfr Level 1 
  Duration: Instantaneous
  Range: Touch 
  This spell can form an existing piece of stone into any shape that
   
   
   
   
   
   
   
   
   
   
   
   
   
  suits the caster’s purpose, to a total volume of 2" cubed per level.
  While it is possible to make small crude amulets, cups, dice, holy
   
   
   
   
   
   
   
   
   
   
   
   
  symbols and so forth with stone shape, fine detail is not possible. 
  STONE TO FLESH (LESSER) 
  Myrkálfr Level 2 
  Duration: Instantaneous
  Range: Touch 
  This spell returns a petrified creature to its normal state, restoring
   
   
    
   
   
   
   
   
   
   
  both
  life and goods. Only petrified creatures of human size or
  smaller, can be restored. 
   
  TELEKINESIS (LESSER)
  Myrkálfr Level 3 
  Duration: 1 Round/level 
  Range: 60'
  By concentrating on nothing else and taking no other actions, the
   
   
   
   
   
   
   
   
   
   
   
  caster can move objects or creatures by concentrating on them. A
   
   
   
   
   
   
   
   
   
    
  total of 10 pounds per caster level can be moved 10' per Round.
  Living beings can also be moved, but they are allowed a saving
   
   
   
   
   
   
   
   
   
   
   
   
  throw versus Magic to resist being moved by the spell. 
  TRANSMUTE ROCK TO BLEEDING FLESH 
  Myrkálfr Level 2 
  Duration: Permanent
  Range: 60' 
  This
  spell
  turns
  15
  square
  feet
  of
  rock
  10'
  deep
  into
  edible
   
   
   
   
   
   
   
   
   
   
   
   
  blood-soaked flesh for 1 day. To pass through this flesh it will need
  to be cut or hacked by weapons, which will reduce movement by
   
   
   
   
   
   
   
   
   
   
   
   
  50%. This flesh vaporizes 1 day after it is created, and all those who
   
   
   
    
   
     
   
   
   
   
   
  ate the transmuted flesh will be nauseated for 1D4 days (-2 penalty
   
   
   
   
   
   
   
   
   
   
   
   
  to all rolls). 
   
  12 
  
   
  TRANSMUTE ROCK TO MUD (LESSER) 
  Myrkálfr Level 1 
  Duration: Permanent 
  Range: 60' 
  This spell turns 30 square feet of rock 10' deep into mud for 1 day.
   
   
   
   
   
   
   
   
   
   
   
   
    
   
  Any beings passing through the mud have their movement reduced
  by 90%. This mud can easily be removed and is often used by
   
   
   
   
   
   
   
   
   
   
   
   
   
  Myrkálfr to aid them in tunneling through solid stone. 
  WALL OF ROCK 
  Myrkálfr Level 4 
  Duration: Permanent
  Range: 60' 
  The caster brings a rock wall into being that can be any form that
   
   
    
   
   
   
   
   
   
   
   
   
   
  the caster desires, to a maximum of 800 cubic feet. This wall is
  permanent unless otherwise destroyed or a Dispel Magic spell is cast
   
   
   
   
    
   
   
    
   
  upon it. The wall cannot be evoked so that it occupies the 
  same space as a creature or another object, and it must rest on a
  solid surface. 
   
  Thanks go to the following people who helped me make this class
  better: Andrew Knapp, Ian Christiansen, Jeff Cape, and Jeff Rients. 
   
  Alternate Halfling Class for LotFP 
  by Tim “Samwise7” Harper
  HALFLING BLOOD IS HOLY. They have been hunted and enslaved as
   
   
   
   
   
   
   
   
   
   
   
  blood donors by the other races and species of the world due to the
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  incredible healing properties their blood possesses. It is the main
  ingredient in almost every healing potion and cure that is known to
   
   
   
   
   
   
   
   
   
   
   
   
  the world. Sadistic blood farms are hidden away in remote locales to
   
   
   
   
   
   
   
   
   
   
   
   
  gather a crimson harvest.
   
  Halflings
  (of
  the
  more
  adventurous
  variety) strike out at their
   
   
   
   
   
   
   
   
   
   
  oppressors and engage in a doomed stealth war to free their drained
  brethren that rot in unhealthy blood vats. 
   
  13 
  On a failed saving throw, the target is overcome with emotion as the
  target sees what is waiting for them on the other side of the veil:
  Maybe the target sees a swift sunrise and a sea of silver glass.
   
   
   
   
   
   
   
   
   
   
   
   
   
  Maybe the target sees their loved ones, arms wide open in slow
   
   
   
   
   
   
   
   
   
   
   
   
  motion, running toward them. Maybe the target hears the music of
   
   
   
   
   
   
   
   
   
   
   
  Hans Zimmer and Lisa Gerrard playing in the background. Who
   
   
   
   
   
   
   
   
   
   
  knows? Whatever the target sees, it causes them to be overcome
   
   
   
   
   
   
   
   
   
   
   
  with profound joy. 
   
  Effect - On a successful saving throw, the target can function
   
   
   
   
   
   
   
   
   
   
   
  normally, as the target is at peace with the choices he/she made in
   
   
   
   
   
   
   
   
   
   
   
   
   
  life. For the next 24 hours, the target is affected by a Bless spell.  
   
  On a failed saving throw, the target can do nothing but weep for a
    
   
   
   
   
   
   
   
   
   
   
    
  number of rounds equal to the Cleric’s level as they are enraptured
   
   
   
   
   
   
   
   
   
   
   
   
  by what they witness. Upon waking from the dream, the target will
   
   
   
   
   
   
   
   
   
   
   
   
  have the benefit of a Bless spell for the next 24-hours. 
  Neutral target 
   
  Vision - The target suffers an immediate existential crisis as it bears
  witness to what its indecisiveness has wrought: a final destination in
  the mist shrouded plane of Limbo.
  On a successful saving throw, the target witnesses the Limbo of the
  Patriarchs: there is a light shining through the mists reminding the
   
   
    
   
   
   
   
   
   
   
  target that they have fallen just short of redemption. 
   
  On a failed saving throw, the target is overcome with grief for they
    
   
   
   
   
   
   
   
   
   
   
   
  witness nothing but mists and shadow. Salvation has been denied
   
   
   
   
   
   
   
   
   
   
  them and they are doomed to an eternity of wandering aimlessly as
   
   
   
   
   
   
   
   
   
   
   
   
  they did in life. 
   
  Effect
  -
  On
  a
  successful
  saving throw, the target falls into a
   
   
   
   
   
   
   
   
   
   
   
   
  catatonic stupor for a number of rounds equal to the Cleric’s level.
   
   
    
   
   
   
   
   
   
   
   
  While in this stupor the target can do nothing, including defending
   
   
   
   
   
   
   
   
   
   
   
  itself. The target suffers no other ill effects. 
   
  On a failed saving throw, the target falls into a catatonic stupor for a
    
   
   
   
   
   
   
    
   
   
    
  number of rounds equal to the caster’s level. While in this stupor,
   
   
   
   
   
   
   
   
   
   
   
   
  the target can do nothing, including defending itself. Upon waking,
  the target suffers a penalty to all saving throws and attacks equal to
  half the Cleric’s level rounded down. The target will automatically fail
  any skill check for the next 24-hours.
  16 
  
   
   
  “Remember what I said about people  
  seein’ a bright light before they die?
  It ain’t true.
  I can’t see a damned thing.” 
  Bill Paxton as Morgan Earp, Tombstone (1993) 
   
  New Spell: Veil of Elysium 
  (Song title by Kamelot)
  by Matthew Austin
  Cleric Level 7
  Duration: See below
  Range: 60’ radius
  Veil of Elysium is a new spell for the Cleric. The Cleric holds aloft his
  holy symbol for all to see and denounces all those within earshot for
  their sinful ways. He entreats them to look within themselves and to
   
   
   
   
   
   
   
   
   
   
   
   
  make the choice to save their souls before it is too late. Veil of
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Elysium
  only
  affects
  those
  who
  can
  see
  and
  hear the Cleric’s
   
   
   
   
   
   
   
   
   
   
   
  commandment. When cast, those targeted get a glimpse into their
   
   
   
   
   
    
   
   
   
  afterlife. Depending on their alignment, the target(s) may either be
   
   
   
   
   
   
   
   
   
   
  bolstered by the peaceful images of Elysium or be horrified by their
   
   
   
   
   
   
   
   
   
   
   
   
  soul’s destined torture in the depths of Tartarus. 
   
  This spell will affect a number of hit dice of creatures equal to twice
   
   
   
    
   
   
   
   
   
   
   
   
   
  the caster level. To determine how many creatures are affected,
   
   
   
   
   
   
   
   
   
   
  start with the creature with the highest hit dice, then move down to
   
   
   
   
   
   
   
   
   
   
   
   
   
  the lowest until all hit dice in the pool are expended. Any hit dice
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  remaining that cannot be allocated to a creature are lost. When cast
   
   
   
   
   
    
   
   
   
   
   
  each effect target must make a saving throw versus Magic. Then
   
   
   
   
   
   
   
   
   
   
   
  consult the chart below: 
  Lawful target 
   
  Vision - On a successful saving throw, the target is immediately at
  peace
  with
  their
  existence.
  The
  target
  has
  a
  transcendent
  experience of being transported away from their current mortal form
  and witness their final destination: The Elysian Fields of antiquity.
  15 
  Due
  to the tyrannical practices of the other races and species
   
   
   
   
   
   
   
   
   
   
   
  Halflings live in fear and are prone to being secretive and hide away
   
   
   
   
   
   
   
   
   
   
   
   
   
  from others. They rightly fear the outside world, but those who face
   
   
   
   
   
   
   
   
   
   
   
   
  their phobias and overcome them often become adventurers. These
   
   
   
   
   
   
   
   
   
  individuals are often seen as being ornery, insane, or wildly quirky
   
   
   
   
   
   
   
   
   
   
   
  by their brethren. 
  Halflings are very quick and agile folk, and so add one to their
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dexterity Modifier and receive a one point bonus to Armor Class
   
   
   
   
   
   
   
   
   
   
   
  when not surprised. They have an uncanny ability to be quiet and so
  begin with a 3 in 6 Stealth skill. As a result of their small size they
   
     
    
   
   
    
   
   
   
   
   
   
  cannot
  use
  large
  weapons,
  and
  must
  use
  medium
  weapons
   
   
   
   
   
   
   
   
   
  two-handed.
   
  Due to their blood Halflings naturally heal twice as much as the
   
   
   
   
   
   
   
   
   
   
   
   
  regular daily rate for hit points and ability damage. They heal at
  these rates even when badly injured or unconscious. They can heal
   
   
   
   
   
   
   
   
   
   
   
  even while in dangerous environments such as dungeons where
   
   
   
   
   
   
   
   
   
  normally that is impossible.
   
   
  *NPCs only, all Player Characters begin at Level 1
  **Constitution modifiers no longer apply. 
  14 
  Level
  XP
  HP
  Par
  Pois
  Brth
  Dev
  Mag
  Stealth
  0* 
  - 
  1d6 
  12 
  10 
  15 
  11 
  14 
  3 in 6 
  1 
  0 
  1d6 
  10 
  8 
  13 
  9 
  12 
  3 in 6 
  2 
  2000 
  +1d6 
  8 
  6 
  10 
  7 
  10 
  3 in 6 
  3
  4000
  +1d6
  8
  6
  10
  7
  10
  3 in 6
  4
  8000
  +1d6
  6
  4
  7
  5
  8
  4 in 6
  5 
  16000 
  +1d6 
  6 
  4 
  7 
  5 
  8 
  4 in 6 
  6 
  32000 
  +1d6 
  4 
  2 
  4 
  3 
  6 
  4 in 6 
  7 
  64000 
  +1d6 
  4 
  2 
  4 
  3 
  6 
  5 in 6 
  8 
  128000 
  +1d6 
  2 
  2 
  2 
  2 
  4 
  5 in 6 
  9
  256000
  +1d6
  2
  2
  2
  2
  4
  5 in 6
  10 
  +128000/lvl 
  +2** 
  2 
  2 
  2 
  2 
  4 
  6 in 6 
  
SOURCE: textdata/thevault/Lamentations of the Flame Princess/LotFP Periodicals/Flame Prïncess Cult (LotFP)/Flame Prïncess Cult 06 [booklet] (LotFP).pdf