Faux Pas

I have a new book out. It costs a measly $4, and includes a free audio recording of me reading the adventure out loud. You should definitely buy it.

The first symptom is a popping sound from the belly. It can
happen at anytime, and the afflicted never feel it coming.
They’ll be having a friendly chat one moment, then pop, and
now they’re trying to kill people.

Thus begins Faux Pas, the first in a series of adventures from HOCUS publishing. It’s also the first piece of writing I’ve asked anyone to pay for after 7 years of making free tabletop resources.

In addition to my writing, Faux Pas features the art of Anxy P., and layout from no less a figure than Christian Kessler (of Fever Swamp fame). I also got a lot of help throughout the process from Jarrett Crader (editor of numerous LotFP publications), and OSR luminary Evey Lockhart.

What is Faux Pas?

A system neutral adventure. The players discover a town beset by a mysterious illness with symptoms worse than death. It breeds violence, madness, and mutation. It turns people into things that are no longer themselves.

The Inquisitor General has been warned. He’s on his way here. When he arrives he’ll burn every building to the ground and torture everyone living until they confess to the devil worship that obviously brought this evil into the world.

Will the players discover what’s really going on, and how to stop it, before the Inquisitor arrives? Or will they just loot the place and run away?

What’s the deal with this audio recording?

I imagine ya’ll are familiar with Blogs on Tape? It’s a podcast where I record myself reading OSR blog posts, audio-book style. It allows people to engage with the hobby while they’re exercising, cooking, commuting, or vision impaired.

For the release of Faux Pas, I produced a full-on 30+ minute recording of myself reading the module from start to finish. It’s provided to anyone who purchases the module at no extra cost. For real, we decided we were going to sell this thing for $4 before the idea of throwing in a free recording ever occurred to me.

I’m interested to see how people feel about this. I’d like to do it for future HOCUS releases as well. Which brings us to the next point…

What is HOCUS?

To be honest, we’ve spent the last six months arguing about what HOCUS is, and I don’t know if any of us really understand what we’re doing.

We know we want to focus on pushing out small adventures. Stuff that is as pleasurable to read as it is to run. Rules light role playing for everyone. We’re all OSR people looking to move past the limitations of what it means to be “OSR.”

To quote our founder: “Who the fuck is Gary Gygax?”

How many of these images are there?

A lot. It had been awhile since I goofed around with editing images, and I kinda went overboard.

Plus, it always annoys me when I’m scrolling around on Google+ and I see the same post 10 different times spread across multiple communities. I get that spamming communities is just the unfortunate reality of what it takes to get peoples attention when you’re trying to make a few dollars. But, when I did it myself I hoped it would be perceived as less annoying if each post had its own unique image.

What about those of us who backed the Patreon campaign?

As soon as I’m done writing up this post, I’m going to send a free download link to everyone who supported the Patreon campaign; regardless how much or how long they pledged for. I appreciate your support so much, and I’m glad that I’m finally able to give you a little something back, even the campaign is over now.

Have you written a review of Faux Pas?

This is so in my wheelhouse that I doubt Nick Whelan’s existence. This is clearly some form of tulpa who produces exactly what I always wanted: the kind of thing I’d write, but that I didn’t write and so is a complete surprise to me. I would use this to kick off a campaign. I could see this very efficiently ending a campaign. I would use this in a hex crawl or I would use this as a complication for something a player wants to accomplish.

Daniel Dean

Short, pithy and punchy. Straight to the point. There is creepy weird shit happening and its about to get worse. No essays on the last century of local history, politics or religion – just stuff that is instantly interesting and fun.

Michael Raston

Broke: boxed text
Woke: audiobook read by adventure’s writer

Iacopo Maffi

All of this — the font size, the PDF bookmarks, the font styles — comes together to make possibly the most immediately readable RPG product I’ve seen in a long time. A single glance at a page can give you everything you need to run an entire encounter, no page-flipping or ctrl-f’ing required.

-David Shugars

Faux Pas is DOPE AF! I think my favorite niche-within-niche rpg stuff is like “weird art-house but table ready body horror and madness adventure zine” The writing and art provoke that quesy feeling that I fucking love. the addition of an audio track is gold.

NMEAST

The townsfolk are colorful enough that I could picture myself using the village several times through the course of a campaign, and have the events of the module occur during a second or third visit.

Spencer Kelty

Offhand mentions of the practices of the ancient cult and the Creature that Lurks on Mars are the right kind of flavor-that-probably-won’t-come-into-play: short and evocative. Same with God-most-Censorious.

Dan D

Let me know, and I’ll link to it on this post. Same goes for any play reports using the module.

Anyway, that’s all the images I have, so stop reading my super cool blog and go buy my super cool book!

d100 Gobbobilities

With thanks to Justin Stewart of Dragons Gonna Drag for donating his time to proofread this post.

Even in rules-light D&D, players are expected to do a lot of bookkeeping. Tracking skills, spells, and other silly stuff can be tedious, which is why Gobbos exist. Gobbos have no use for books, or for keeping them. Gobbos have no levels, and thus gain no experience. Gobbos do not understand the value of money, and so collect no share of treasure. Think of Gobbos as hyperactive 6 year olds with a slightly greater capacity for murder.

The basic Gobbo has only two numbers to write down: their saving throw is 12. This works for every kind of save, and will never improve. Their armor rating is whatever your system’s base armor rating is. In LotFP, that’s also 12. Gobbos can’t wear any armor. If someone tries to put armor on them, they’ll complain about how heavy or itchy it is, and eventually squirm out of it when no one is looking, leaving bits and pieces of it everywhere.

When attacking, gobbos roll 1d20 without modification, and deal 1d6 damage regardless of the weapon they choose to wield. Exceptions might be made if the gobbos attempt to operate some kind of heavy artillery.

Gobbos have no hit points. Instead, when a gobbo gets hit, roll a d6. If the number rolled is greater than the amount of damage directed at them, they shrug the injury off. The damage is not recorded, it simply bounces off them. If they roll equal to or less than the incoming damage, their feelings are hurt. They will begin to cry, and are uselessly inconsolable until the next session.

If a gobbo falls into a bottomless pit, disintegrates, gets gobbled up by a monster, or is otherwise physically separated from the party, they’ll be gone until the next session. When they come back, they’ll have all sorts of stories about the adventures they went on.

Given their fragility and general ineffectiveness, players may play more than one gobbo simultaneously. Somewhere between 2 and 5 is probably the most fun. Given their general lack of combat effectiveness, there’s no need for every gobbo to act each round unless the player really wants them to. Just assume they’re in the background goofing off.

Each gobbo also has a single special ability, rolled on the table below.

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  1. Has a slightly fishy appearance. Able to breathe underwater, and swim like a mer-gobbo.
  2. Every real-time hour, the gobbo may ask god one dumb question. God is listening, and will answer honestly. However, they answer through the gobbo’s own mouth, in the gobbo’s own voice, so it really just sounds like the gobbo is talking to themselves.
  3. By expressing affection, the gobbo can cause a plant to grow and become healthy. By expressing hatred, the plant will wither and die. The process takes a few minutes. The gobbo cannot control the way in which the plant grows or dies, though other outside means may be employed.
  4. Able to talk to plants. Plants are very honest, but also rude. The gobbo tends to get in a lot of angry shouting arguments with them.
  5. Able to talk to animals. Animals have an animal understanding of the world around them. The gobbo frequently becomes frustrated at dealing with such stupid creatures.
  6. Able to talk to rocks. Rocks have very limited perception of the world around them, and are sooooooo boring to talk to. Ugh!
  7. Sneaky little bastard has the second best stealth skill possible in your game system. (5-in-6 for LotFP)
  8. Attacks with a +8 to their roll, and deals 1d8 damage. That counts regardless of whether they’re using a real weapon or not.
  9. Each night, while sleepwalking, they make grenades. The gobbo has no idea how to make grenades while they’re awake, but they carry around a sack of the things with a d6 exhaustion die. (Each time a grenade is pulled out, roll a d6. If a 1 is rolled, there’s only one grenade left). The grenades deal 2d6 damage in a 5′ radius. No attack roll needed, but targets may make a saving throw versus Breath for half damage.
  10. When attacking from hiding, the gobbo gets a +10 to their attack roll, and multiplies their damage by 5.
  11. Roll a first level clerical spell from the table of your choice, whether or not you allow clerics in your game. The gobbo gains that spell as a natural ability, usable at-will for non-healing spells, or once-per-day if the spell heals something.
  12. Roll a first level magic user spell. The gobbo gains that spell as a natural ability.
  13. When they bite someone, it’s damn near impossible to get them off until they want to be gotten off. No attack roll needed, however the victim may make a saving throw versus paralyzation to avoid. While latched on, the gobbo may hinder any action their victim wishes to take, so long as their victim isn’t super huge or anything. This won’t really work on a godzilla. If their victim is fleeing, the gobbo can remain attached as long as they want, then return next session to tell the party where the person got off to.
  14. Instead of rolling a d6 when the gobbo is hit in combat, roll a d12 + 2.
  15. Runs really fast. Like, heckin’ fast. 10 times as fast as normal characters. No joke.
  16. Their feet are both buoyant, and covered in hardy callouses! They can walk on water, on lava, on acid, on basically any liquid no matter how harmful it would normally be.
  17. Has flaps of skin which allow it to glide down from high places. Or, if there’s enough wind, to fly like a kite.
  18. Cannot be bound. Any bond they are placed in, they can slip out of whenever they wish. It doesn’t matter how impossibly secure their prison is, they will break the laws of physics if need be.
  19. Able to squeeze themselves through any opening, so long as a normal human could fit their pinky finger into it.
  20. Has a seemingly infinite supply of rubber bands and paper airplanes, and is shockingly accurate aim with them.
  21. A particular talent for throwing things. Anything this gobbo can heft, they can throw with nigh-perfect accuracy, up to 30′. (More if they can get up above their target and throw down at it.) To hit an unmoving, man-sized target, roll an attack roll against an armor rating of 5. Modify up or down for smaller or larger targets. Moving targets use whatever their normal armor rating would be, minus 2.
  22. Completely immune to falling damage. Always land on their feet.
  23. For whatever reason, their antics come off as charming. Anytime the party makes a social roll, the gobbo can do some goofy shit to lend them a bonus to that roll.
  24. Instead of having a saving throw of 12, this gobbo has a saving throw of 5. Again, this is good no matter what saving throw is called for.
  25. Completely immune to magic of any kind.
  26. Has a weird knack for tripping people. Whoever they decide to trip must make a saving throw versus paralyzation or fall prone. If the gobbo comes up with something clever, they might even be able to attempt tripping multiple people at once this way.
  27. Can teleport at will to anywhere within their light of sight, leaving a puff of smoke and a “BUMF!” sound behind them.
  28. Can choose to emit any color of light they want from their eyes, at any intensity they desire. Good for creating spooky eyes in the dark, looking for hidden ink, illuminating a room, or even blinding foes.
  29. Has corrosive drool, which quickly rotted away all of their teeth. By gumming on just about anything for a minute or so, they can reduce it to unrecognizable slag.
  30. Able to transform themselves into a bat at will. They tell people their dad was a vampire.
  31. They’re crazy good at eavesdropping. If they’re not supposed to hear something (such as some monsters plotting their doom behind a door), they’ll hear it from a mile away.
  32. Kids are naturally drawn to them. Any kid this gobbo meets will become fast friends, with a whole series of weird games and inside jokes. This even extends to newborn babies, which the gobbo has an uncanny ability to understand.
  33. Parents are naturally drawn to them. Anyone with a child will have their paternal instincts kicked into overdrive by the sight of this gobbo. They’ll want to make sure this lil’ guy is fed and clothed and feels happy and safe.
  34. The gobbo has an uncanny knack for stupid stunts. The more terrible consequences will result from failure, the better. Once the stunt has been described (after a few “make it dumber!” demands from the referee), roll a d6. There’s a 4-in-6 chance the stunt succeeds. On failure, the gobbo injures themselves to the point of crying inconsolably until the next session.
  35. Knows just what to say to turn two people against one another. Any lie told about a person who is not present has a 4-in-6 chance of being believed. If the lie fails, the Gobbo feels chagrined enough that the player must wait 1 real-time hour before they attempt this trick again.
  36. The gobbo’s boogers are sticky. Like, aerospace-grade adhesive. Only the gobbo’s own skin oils are capable of touching one of its boogers without getting stuck.
  37. A long mop of greasy hair grows from the gobbo’s scalp. By wringing the hair out, the gobbo can produce a pungent lubricant that is slippery as hell, and difficult to wash away.
  38. With a twist and a backwards jump, the gobbo is able to instantaneously shed its skin, leaving a translucent statue of itself behind in whatever pose they desire. The skin quickly dries out and becomes rigid enough to support twice the gobbo’s body weight.
  39. Skin is puckered with unnaturally large pores. At will, their body acts like a sponge, absorbing any liquid they’re immersed in. Later, this can be excreted by the gobbo in a single splash from all their pores at once, or in a stream from one of their body’s orifices. Careful not to absorb too much, or you won’t be able to move!
  40. Able to climb any surface, like a spider.
  41. Can burrow through the earth like a mole, with the same movement speed it would have moving on foot. Also works for excavating large spaces at a rate of 10′ cubed per turn.
  42. Forgeries this gobbo makes will fool the first person who examines them, but never anyone else. They’re made with crayons and spit, so it’s a mystery why they fool anyone at all.
  43. The nose of a bloodhound. They can parse smells better than any human, extracting a surprising amount of information just from sniffing the air.
  44. Able to take magic into their body, and redirect it back out again. They have a 3-in-6 chance of success if they want to reflect it back towards the caster, 2-in-6 if they want to direct it elsewhere. On failure, they’re affected by it normally. Ability only works if they know they’re the target of a spell.
  45. This gobbo is a bit of a blank slate. It just follows its companions around, going along with what the other gobbos want. If it is directed to bite someone, that person’s body will go limp, and their mind will be placed in this gobbo’s body. Only willing or immobilized characters can be bitten in this way. The player of the gobbo, and the player of whomever the gobbo bit, must work together to decide what that the new combined character does. The bit character can return to their own body at any time by biting it again.
  46. Snot bubble hot air balloons allow this gobbo to float up into the air and fly around on the breeze.
  47. Dead creatures will obey a single command given by this gobbo. To the gobbo, it seems totally natural and not creepy at all that dead people do favors for him. What is neh-kro-macy?
  48. Has a mighty sneeze attack. On a successful attack, the targeted enemy within 15′ is pushed back 10′, and must make a saving throw versus poison to avoid getting sick. Sick characters spend a few minutes sneezing, a few minutes vomiting, and a few minutes shivering in the fetal position uncontrollably. The whole disease runs its course in about 10 minutes.
  49. Has the stinkiest poops of all. There is no quicker way to clear a room than to put one of this gobbo’s poops in it. No one with a sense of smell can willingly be within smelling distance of this poop. The gobbo only poops once per game day, and after 24 hrs its poops dry out and lose all smelliness. Making jenkems with this gobbo’s poop will FUCK YOU UP.
  50. Has phenomenal artistic talent. Painting, sculpture, music, film, as-yet uninvented media, they have an uncanny knack for just about everything.
  51. A perfect catcher. They can catch anything, without fail. They can catch bullets, intercepting 1 projectile each round. Objects too large for the gobbo to reasonably hold may cause some issue, though they can still technically be caught.
  52. Once per real-time hour, this gobbo can go rummaging in any heap of detritus nearby, and emerge with something useful. The referee is the final arbiter on what is discovered, but everyone at the table is encouraged to make suggestions. It will never be a unique item (such as the key to a door the players wish to bypass), or will it ever be a particularly valuable item. Just something that would help the party at this particular moment.
  53. A weird, lucky, savant. This gobbo has a modest chance to succeed with every skill in the game. (Using LotFP, a modest chance would be 2-in-6).
  54. Able to vomit up a yellowish cement-like substance on command. Enough to form a 2′ by 2′ square in 1 minute.
  55. Has a completely encyclopedic knowledge of bugs. If it’s even vaguely bug related, this Gobbo will have some kind of useful info to share.
  56. Has a completely encyclopedic knowledge of fungus and slime. If it’s even vaguely fungus or slime related, this Gobbo will have some kind of useful info to share.
  57. Has a completely encyclopedic knowledge of pop culture. If it’s even vaguely related to pop culture, this Gobbo will have some kind of useful info to share.
  58. Has an incredible ability to ride things. Any action which can reasonably be described as “riding,” or as an element of riding has a 5-in-6 chance of success.
  59. They’re so good at playing pretend that they create minor illusions of whatever they’re imagining. They must be able to catch the attention of the people they wish to fool, but anything they describe happening will appear to happen: sight, sound, and smell.
  60. Plays a scary version of peek-a-boo. The gobbo picks a person or thing to play with, then covers their eyes. Their target must make a saving throw versus magic. On a failed throw, it will cease to exist for as long as the gobbo keeps its eyes covered with both hands.
  61. The gobbo has a bottomless belly pouch. Like a kangaroo, except they don’t keep babies in there. They keep their junk. The gobbo will only hold on to items which are their own personal property. They won’t carry things for the rest of the party.
  62. Hard headed enough that a good bash can knock in just about any normal door. Heck, give the gobbo 3 minutes and they’ll smash a hole in a stone wall for you.
  63. The gobbo has a superb sense of direction. They always know, even if it seems impossible, what the shortest route to the exit is. They’ll never lead down any dead ends, though they may get sidetracked and lead the party to something only they think would be fun.
  64. When playing hide and seek, there is no better hider than this. One moment you’re looking right at them, then you blink, and suddenly they’re gone. The gobbo must specify where they’re hiding, and it must be within a the same room or at least nearby, but for all intents and purposes they are able to teleport themselves into hiding.
  65. Has an enduring love for playing dress up. Give them a pile of junk and 10 minutes, and they’ll have everyone they know outfitted with a dapper new disguise fit to fool their own mothers.
  66. A skilled whistler, to the point that they annoy everyone with their high-pitched tweeting. If they really try, they can actually perform a sonic attack with their whistling, shattering any glass, ceramic, or crystal within 30′ that they aim their lips at. May require a to-hit roll for particularly small, obscured, or moving targets.
  67. Good at picking pockets, performing magic tricks, wrestling stuff out of people’s hands, and otherwise being digitally dexterous. In LotFP terms, they have a 6-in-6 for Sleight of Hand.
  68. Has a knack for getting doors open or getting machines to work. Essentially a 6-in-6 for Tinkering.
  69. Is absolutely delicious. Any creature with the intent to eat living meat will be instantly attracted to the succulent smells of this gobbo. Even those not normally inclined to such acts may be tempted. Once eaten, the imbiber must make a saving throw versus poison or get food poisoning. They’ll have no time to do anything other than poop their guts out for the next 24 hours. Miraculously, no matter how much they chewed, the gobbo will emerge fully re-formed within a few hours at the most.
  70. Able to vomit voluminously on command. After they vomit, everyone who sees them must make a saving throw versus poison, or they will also barf.
  71. Restorative drool, which can seal up wounds and mend broken limbs. Able to produce enough drool to restore 10 hit points each day.
  72. Has a perfect memory. They’re able to quote anything they’ve heard, without error, in an exact imitation of the voices they heard it in. Moreover, they’re able to draw, with exquisite detail, anything they’ve ever seen. These skills only apply when recalling something. They have no particular talent for voices or for art otherwise.
  73. Nobody throws a tantrum like this goblin. When something is taken from them, or they are denied something they want, they’re able to go absolutely BERSERK. 20 strength! 25 strength! 100 strength! Immune to damage! Punch for 3d12 damage! The state lasts for 1 minute, and can only occur once per session. Be warned: the gobbo’s rage will be directed towards whoever took from them / denied them, so don’t go activating their rage and hoping they’ll turn it against your foes.
  74. Farts lightning bolts which deal 6d6 damage in a 60′ line straight out from their butt. Only has a 1-in-6 chance of being able to fart on command. 2 in 6 if they’ve consumed some bubbly beverage recently.
  75. Has an intuitive understanding of modern technology, enabling them to use it with ease, even if they don’t know how to tie their shoe. Works with whatever technology is “modern” in your setting. Gobbo will refer to anyone who can’t keep up with their technical know-how as a “Grandpa.”
  76. By concentrating and straining really super hard, this gobbo’s body becomes mysteriously heavier, and heavier, and heavier. After about 10 minutes they can get to a max weight of a few tons without any change in their size or shape. No complicated actions may be performed while heavy. Popping back to normal weight is instantaneous when the gobbo stops concentrating.
  77. The gobbo’s farts make such hilarious sounds that everyone who can hear them must make a saving throw versus Magic or be consumed with laughter. -1 to their save if they’re close enough to smell it too. Victims may attempt a new save each round to regain control of themselves, with a cumulative +3 each round.
  78. Anything that relies on pure dumb luck is double-weighted in this gobbo’s favor. For example, if the gobbo calls a coin flip in the air, it has a 75% chance of landing on the side they called. This works only for diegetic randomness like gambling, not for meta game randomness like attack rolls or skill checks.
  79. Once per session this gobbo may declare that someone is lying, and it will be true. If necessary, the referee must bend reality to accommodate the fact of this lie. If they really, really, really want to, the referee may tell the gobbo that they are wrong, and that this person was not lying. However, the gobbo will now be able to use their ability twice this session.
  80. By yelling stuff like “Stop being dumb!” and “Just do it!” the Gobbo has a mysterious ability to actually make people better at whatever they’re doing. Not enough to add any bonuses to rolls, but enough to make failure a little less bad than it would normally be. (None the less, if you fail, the gobbo will probably lambast you for not listening to them when they told you to do it right.) Giving this sort of “encouragement” precludes any other action being taken by the gobbo. (They cannot attack the same round, or “encourage” two people at once).
  81. If the gobbo shouts “GO AWAY! I HATE YOU!” at someone, then that person must make a saving throw. On failure, they must go away, knowing they are hated. The gobbo may only emotionally manipulate one person at a time.
  82. This gobbo carries around hand puppets of various styles. For whatever reason, these puppets are perceived to be real people by anyone who sees the gobbo manipulate them. Not specific real people, mind you. The gobbo cannot make someone believe the puppet is their mother. However, any words said by the puppets, or actions taken by them, will be perceived as the actions of a living individual.
  83. By rubbing its grubby face on stuff, the gobbo can leave an imprint of its face. The gobbo is able to see, smell, hear, and speak through this face. Until a face is erased, the gobbo cannot stop receiving sensory information from it, which is annoying. Leaving more than a few faces out in the world will give the gobbo a serious headache.
  84. Has a big ol’ horn. It’s a foot long, rigid, with a needle-sharp tip and one knife-like edge. At will, the gobbo can retract the horn into its body, and cause it to pop back out anywhere it likes. It can have a horn sprouting from its forehead, or its stomach, its left butt cheek, or from in between two of its toes.
  85. Able to collapse into a puddle of slime, oozing around, moving only across level surfaces or downhill. It takes about 10 minutes to reform.
  86. With innocent-sounding questions and doe eyed looks, this gobbo can force a target to make a saving throw against shame. On failure, the victim must reconsider their behavior, or at least work much harder to hide it. Works only if the target is doing something the average person wouldn’t want a child to know about.
  87. Whenever they want, the gobbo can grow big big BIG! Fifteen feet tall, with speed and power to match! For every minute the gobbo spends being big, they must spend an hour sleeping immediately after to recover their energy.
  88. Through the use of the mighty Double Dog Dare, this gobbo can force people to make a save versus Magic, or obey the gobbo’s command. If they make their save, they may dare the gobbo to do something, which the gobbo must do. No save.
  89. Is a very good goalie. Crazy good. If this gobbo decides they don’t want someone to get past them, they basically function as a 10′ by 10′ invisible wall. Nobody will expect them to be as capable a blocker as they are.
  90. With a parting of their hands, the gobbo can part just about anything as if they were Moses or some junk. Water, bushes, crowds, walls, etc. Every 30 seconds, the gobbo must roll a saving throw to avoid getting distracted. If they get distracted, whatever they parted will collapse.
  91. An endless supply of teeth. Each one yanked out will be replaced by another within a half hour. Teeth can be spit out like bullets, left on the ground like caltrops, and probably used in all sorts of other horrible ways.
  92. When the gobbo yawns, the response is more than contagious. Everyone nearby (including friends) must make a saving throw or fall asleep. The yawning gobbo themselves doesn’t get a save. They always fall asleep, and they’re a heavy gosh dang sleeper.
  93. This gobbo is a tattle tale. They have a sort of divination which allows them to know one bad thing that a person has done. This works only once per person, PC or NPC alike.
  94. Any part of their body can be detached. Though separate from the body, it will communicate sensation, and act according to the gobbo’s thoughts as normal. Detached bits must be recovered and snapped back into place, they cannot grow back.
  95. This gobbo is a picky eater. If they can fit an object in their mouth, they’ll instantly know everything that is wrong with it. Whether it’s cursed, poisoned, whether some evil dude had it once, or wants to claim it, everything. This ability cannot be used to divine any nice information.
  96. Through relentless teasing, this gobbo can force an enemy to focus entirely on them during combat. There is no save against this unless the foe has a strong reason to ignore the gobbo’s taunts, such as a commander shouting at them.
  97. Any trick the player describes which can feasibly be performed without hands has a 4-in-6 chance of success. The gobbo will probably shout at members of the party to look at them while they do whatever they’re doing, and will always boast that they’re not using their hands. Note that picking locks or wielding weapons with one’s feet is not considered “feasible” for the purposes of this ability.
  98. By climbing on top of something, the gobbo instantly makes the floor around whatever they’re standing on as hot as lava. The effect moves along with the gobbo as they climb across chairs and tables to avoid falling in, so that they’re always at risk of falling in. If the gobbo intentionally jumps down, the effect ends.
  99. A gosh danged savant when it comes to setting up practical jokes and home-alone style traps. So long as they have the most important elements, they can set up even the most complex of Rube-Goldbergian contraptions in the space of a minute. Minor elements, like pulleys and bits of string, have a way of simply being around when this gobbo has need of them.
  100. Of all gobbos, this one is the undisputed master of “I’m not touching you.” This gobbo never touches anything it doesn’t wanna touch. Pressure plates? Not happening. Complicated laser grid? No problem. If they want to, they can even walk with their feet an inch off the floor, or swim with a thin layer of air between the water and their skin. They still gotta breathe and be warm, though, so they gotta touch the air.

Example of Play for Running Traps Without a Search Check

My ORWA players recently invaded the sanctum of a villain known for their love of elaborate traps. I figured I’d share a transcription of their interactions with those traps. Hopefully it will be a useful tool for folks who aren’t clear on how this sort of play is done.

Trap #1: Acid Bucket

“You enter the building through the hole you blew in the wall. You’re in a T-shaped hallway with an elevator to your right, and a number of doors straight ahead. The blast is obviously going to draw attention, but there is no one in sight for the moment.”

“We make a beeline for the closest door. What does it look like?”

“Solid wood, lever-style knob, opens into the hallway.”

“I stand to the side of the door, and push down on knob with the Inanimate Carbon Rod.”

“It turns downwards, as you would expect a normal knob to do.”

“I pull the door open just slightly. Only enough so I can peek through the gap with one eye.”

“You see a cord crossing the gap. It’s attached to the door, and goes up somewhere ought of sight.”

“Can I tell what part of the door it is attached to.”

“It seems to be attached just above the knob.”

“You said the door opens out into the hallway, right? So the hinges are on this side?”

“Yes.”

“I remove the hinges.”

“Easily done, though at this point your examinations and tinkering has taken some time. Roll an encounter check.”

“Got a five”

“It seems that, despite the explosion, no one is rushing to see what happened. At least, no one you’ve detected. So, you’ve got the hinges off the door, what do you do now?”

“I’d like to open the door just slightly on the hinge side. Enough to stick my spear through the gap and cut the string.”

“The string is cut. Now what?”

“I’ll open the door enough for us to walk through.”

“Alright–“

“But I’m standing off to the side!!!”

“Hah, okay. You get the door open. Nothing happens.”

“Let’s get everybody out of the open first. C’mon guys, through the door! Can I see what the string was attached to?”

“There’s a steel bucket mounted on a pivot above the door. The string was attached to a latch holding the bucket upright.”

[Later, the players would use this acid bucket to defeat the first wave of enemies who came after them.]

[The bucket had an extendable sluice grate on it, which ensured maximum acid coverage on anyone standing near the door.]

Trap #2: Don’t Touch My Documents

“The room is full of office-style filing cabinets, 5 drawers tall, each standing a few feet apart from the others.”

“I open one to see what sort of documents are kept here.”

“When you pull on the handle, instead of opening the drawer, it simply slides out like a pull switch. You, the cabinet, and a 3′ by 3′ section of floor all drop down six feet, and bars snap into place above your head. Additionally, you hear five clicking sounds as each of the filing cabinet’s drawers lock.”

“Oh…it’s that kinda dungeon.”

[To get the drawers open, the handle would first need to be turned so it was vertical. In fairness, the players were warned that this dude was almost fetishistic about trapping everything.]

[The player later escaped when another character literally sold their soul for a wish to get them out. Kinda drastic I think, but I like the moxie.]

Trap #3: Missing the Heavy Key

“You’ve reached the area where the slaves you want to rescue are being held. They’re divided between two rooms behind barred doors.”

“Barred how?”

“The doors themselves are like others you’ve seen: wooden, lever handle, open out into the hallway. On either side of these doors, though, are metal hooks built into the wall. There’s a metal beam resting on the hooks, blocking the door from being opened.”

“I ask the guard we took prisoner how they got into these rooms.”

“He says that whenever he was sent into one of these rooms, he was given two heavy metal blocks, and instructed to slid them in place as he removed the bar from across the door. He was told that it was very important the hooks always have a consistent amount of weight on them.”

“What happens if they don’t?”

“He doesn’t know. Remember, he’s only been working here 2 months. They only told him what he needed to do his job.”

“Ugh, fine. Ya know what? We don’t have time for this. I cast Cone of Cold on the door. Would that freeze the mechanism?”

“Assuming the trap works mechanically, yes. The mechanism would be frozen.”

“I remove the bar.”

“How are you going to do that? It’s stuck to the hooks by the same ice that’s freezing the mechanism.”

“Can I yank it off?”

“You probably could, though doing so would also have a chance to activate the mechanism you were trying to freeze.”

“Uhm…oh, ya know what? I still have my old blowtorch with me. I’ll use the heat from that to melt the ice on the beam, then remove it.”

“Alright, you do that. The beam is removed, the door is unblocked, and no trap is activated. This won’t last forever, though. The ice in the gears is already starting to melt with the heat from your blowtorch, so I’ll be rolling every so often to see if the trap activates.”

“Okay, I open the door. Is the baby Lamataur in here?”

“No, but the 12 other slaves in here are super happy about being rescued.”

“Yeah, okay, whatever. Now we need to get the other door open, it’s the same, right?”

“Yes.”

“I don’t have another Cone of Cold, though, so we can’t do that again. Ummm…what sort of building is this?”

“It seems like it was probably an office building before the apocalypse.”
“What are the walls made of?”

“Sheetrock, covered with torn wallpaper.”

“Oh, sweet, I take my knife and hack open the wall next to the hooks on that second door.”

“Okay, but that’s going to take a little while unless you have a better tool than a knife. You okay with an encounter check?”

“Umm…yeah, okay. Gotta do it. I’ll roll the check….a 3.”

“Fortunately for you, that’s no longer an encounter after you defeated that previous group of guards. You manage to saw open the wall.”

“Can someone else do the same thing on the other side while I do this?”

“Sure.”

“Okay, so what do we see?”

“It’s hard to get a good look. The hook is definitely attached to a lever, which holds a wheel in place, which is attached to a chain that goes down further into the wall than you can see.”

“I’ll try to jam my knife in to keep the chain from moving, can I do that?”

“Yeah, sure.”

“Okay, let’s do it on both sides, then pull the bar off the door and open it.”

“You hear some squeaking as the chains strain against your knives, but the jam holds. Nothing happens. Inside the room you immediately spot the baby Lamataur.”

“Sweet! Time to get out of here.”

[Incidentally, had they activated the trap, a small trap door would have opened in the floor, and a crystal ball would have been launched out by a spring. Everyone would have to make a saving throw versus Magic to avoid becoming mesmerized by the thing, which would issue a command to “go into the cell and sit quietly until someone comes to get you.”]

Miscreated Creatures: Armored Boys

Teething is uncomfortable for human children. Bits of bone slowly erupt through soft mouthflesh. Armored Boys endure their own “teething,” when plates of bone press their way out from beneath the skin all over their body. Eventually, they’ll be covered from neck to toe in a suit of natural armor, but that protection must first be earned by long, painful weeks. So you can imagine how insulting it is for them to see some soft-skinned human walking around steel plates they did not earn.

Armored Boys haven’t developed much of a language yet, communicating with one another mostly by hand gestures, and low throat-howling that is intensely unpleasant to human ears. They stand about 3’ tall.

Armor 19, Move 120’(40’), 1 Hit Die (4hp), Claws 1d6, Morale 9

Intelligence as Cave Men, 3d6 Appearing

  • Reaction to Armor: If Armored Boys see someone wearing any type of armor made from segmented plates, they will focus all of their aggresssion on that target without regard for other dangers. As a single mass, they will tackle the offending character(s), and assuming they succeed, will remove 1d4 points from the character’s armor rating, until that character is completely unarmored.
  • Jaw Strength: It would be trivial for an Armored Boy to split a spear or bone in half with a single snap of their jaws. It’s too awkward to properly bring to bear in combat most of the time, but they commonly use their bite to chop down small trees to make tools.

Armored Boys do not sleep. They draw energy from the darkness much the same way a tree can draw energy from the light. They are subterranean nomads, plodding through the endless caverns and passages that form the veins of the earth. They only venture to the surface if they’ve gone too long without meat. Prey is more plentiful there, but the harsh light of the moon and stars is exhausting to them, and the sun is absolutely unbearable.

The creatures reproduce asexually, budding tiny fetuses behind their armor plates. When the eye of the creature that lurks on Mars turns towards earth, these shake free. If the Armored Boy notices, it will wrap the fledgeling in a mash of meat and blood, hide it anywhere that is convenient, then move on. Within six weeks the little one will be grown enough to sniff out other fledgelings and form a new cast. The spawn are born with all their parent’s knowledge, and the new cast will begin to hunt immediately. Their plates will grow in over the course of the next three months.

Plates can be harvested from dead Armor Boys, melted down, and reforged like it were a metal. While it is no stronger than steel, its colorful, swirling “tie dyed” pattern makes it highly prized for its aesthetics.

A Response to My Post About Spotlight

Recently I wrote a post deconstructing the idea of Spotlight in tabletop games, and why I don’t like it. Red over at the blog “Blood, Death, Satan, and Metal” has written a direct response to my post which I think is worth reading. Please check it out if you’re interested in the subject.

I think our disagreement is largely semantic, in part because my original point is semantic. I dislike terms such as “spotlight” and “cinematic” (another word Red uses in his post) because of their obvious thespian roots. My perception is that most people regard thespians as “doing it right” when it comes to tabletop games This annoys, and I think it is harmful for reasons I’ve discussed at length elsewhere, so I push back against the intrusion of their language into my spaces. It is entirely possible that I am being silly and stubborn in doing so.

In particular, Red’s post is worth checking out because he played in my ORWA campaign for many years. He has a unique position from which to criticize me: that of having actually endured the application of my philosophies first hand. Moreover, he and I made a game together last year which may (Satan willing) someday finally get released. So, in addition to enduring me as a referee, he also had to battle his way through multiple arguments with me over what would be included in that book.

I have nothing more to say. Red is good people. Read his post.
 

LotFP Class: Warlock

People act as though making deals with devils is so damned dangerous. Devils are an embodiment of cosmic law. They’re constitutionally incapable of breaking their word. So long as you don’t agree to something stupid, you’re fine. Making deals with demons is a whole other thing. It takes a particularly self destructive kind of crazy to become a warlock.

Warlocks use the same experience track as the elf, with the saves and hit dice of a magic user.

Becoming a warlock requires the ritual breaking of a sacred oath: the dissolution of a marriage, stealing from one’s host, etcetera. Once this ritual is complete the supplicant may never again bind themselves by their word. If a warlock keeps an oath against their best interests they will not only lose their powers, but must make a saving throw or die. This does not mean a warlock can never make or keep agreements, merely that they can never consider those agreements binding. If a farmer offers 10 coins to rescue their child, the Warlock may do so. However, if the ogre makes a counter offer of 15 coins to let them eat the child in peace, the Warlock should take that deal.

In exchange for making themselves  an embodiment of treachery warlocks receive three demonic boons: the Baleful Whisper the service of a Warlockin, and the ability to bestow Breefs & Feckets.

By giving voice to their many hatreds, warlocks can create a breeze of cursed air called a Baleful Whisper. This functions like a ranged attack with increments of 20’/50’/80′. Only unsuspecting targets, those which could be sneak attacked, are vulnerable. On a successful hit the target takes 1d6 damage. This increases to 2d6 at level 3, with an additional d6 on every third level thereafter.

Warlockin are minor demons that take the form of ugly, 18-inch tall humans. Against their will they are bound to obey the warlock in all things. They are hostile creatures who will attempt to subvert their master’s will whenever possible. Instructions must be phrased clearly, and even then the creature is liable to “forget” certain aspects of their orders if left unsupervised.

Warlockin share their master’s saving throws, and have 1 hit point for each level of the warlock they serve. Due to their size and agility their armor rating is equivalent to plate and shield. In most respects a warlockin has all the abilities and limitations you would imagine an 18 inch person would have, with a single exception the player rolls during character creation:

  1. Wings, and the ability to fly with them.
  2. At will, their touch can set fire to anything flammable.
  3. Able to impersonate any voice they hear with perfect accuracy.
  4. Can turn invisible at will.
  5. Able to communicate telepathically, though they cannot pull any information from a person’s mind that is not intentionally directed towards them.
  6. They have perfect dark vision.
  7. Can create illusions at will. Images only, no sound or touch, and covering no more than a 10 foot square area. The illusion must be actively maintained and controlled while it exists.
  8. Despite their diminutive size, they have the strength of an average adult human. Their size relative to the world should still be taken into account.
  9. Able to poison any food by licking it.
  10. Whenever their master wills it, the warlockin’s vitality can be sapped away. Hit points extracted from the warlockin may be used to heal the warlock themselves, or anyone they are touching when they use this power.
  11. By burrowing into the body of an animal, the warlockin is able to control it. This only works on creatures large enough for the warlockin to fit inside of.
  12. By blowing a kiss, the warlockin can inflict a sour disposition on a person, putting them in a foul mood for a few hours. A saving throw versus magic resists.

Warlockin cannot die. If they are reduced to 0 hit points, their body is completely destroyed in some suitably dramatic fashion. Perhaps they disintegrate and blow away in the wind, or burst into flames, or collapse into a puddle of slime. Whatever feels right to the referee in the moment. D6 hours after they are destroyed, the warlockin will emerge, fully restored, from their master’s body. The means by which they emerge is entirely up to the warlockin, and is often used as a means of getting back at their master for allowing them to die. They may emerge through vomit, painful excretions, or even by bursting through the skin in a bloody gory mess. The process requires 10 minutes, and cannot be delayed by the warlock. When it happens, it happens. Fortunately, any damage suffered during the warlockin’s rebirth will quickly heal itself within that same time.

Warlocks do not cast spells. Instead they bestow Feckets on themselves, and Breefs on their foes. Unlike spells these magics may be employed both stealthily and instantaneously. They require no preparation, no spoken words, and only the most subtle gestures. In combat using them is a free action, though only a single attempt may be made each round. The downside is that only one fecket or breef may be active at a time. Bestowing a new one causes any previously bestowed magic to unravel.

At character creation the player chooses whether to start off knowing a fecket or a breef, then rolls on the appropriate table. Each time they gain a level they learn a new magic by rolling on alternating tables. So: if the player opts to roll a breef at first level, they will roll a fecket at second level, and all even-numbered levels thereafter, while breefs will be learned at odd-numbered levels.

Breefs
Bestowed upon foes to weaken and befuddle them. The warlock may target a number of foes equal to their level, so long as all their targets are within their field of view simultaneously. A successful saving throw versus Magic resists the effect.

  1. Tanglefoot Targets become prone to tripping. Any time they move more than 5′ in a round, there is a 4-in-6 chance they fall prone. If they move more than half their movement speed, the chance is 5-in-6.
  2. Noodlelimbs Targets’ strength is reduced to the equivalent of a 7 year old child. Anything which would be difficult to push or lift or carry becomes completely impossible for them. They also suffer a -3 on melee attacks.
  3. Sloppymouth Causes words to be flubbed to the point of incomprehensibility. Makes spellcasting very difficult.
  4. DitzyWitzy Targets forget their motivation for whatever their current goal is. If they are searching, they will forget what they’re looking for. If they’re attacking, they’ll forget what brought them to that point. It doesn’t necessarily mean they’ll stop, though.
  5. Passionbound Emotions become difficult or impossible to suppress. If the target is angry, they will become violent; if they are frightened they will flee; if they are sad they will weep, and so forth.
  6. Fumblehands There is a 1-in-6 chance that the target will drop anything they’re carrying each increment of the current timescale. (In combat, rounds; in exploration, turns; etc). This chance is modified up for any activity the target undertakes which is not standing still and focusing on holding the item. Walking with it shifts the chance up to 2-in-6, running to 3-in-6, climbing or acting to 4-in-6, etc.
  7. Cowardheart The target becomes easily intimidated by anything that seems threatening. They may flee, or cower, or bargain, according to their disposition.
  8. Blindwander The victim loses any sense of direction. If they walk into a dungeon room that only has a single other door, unless the doors look dramatically different, they will not be able to tell which of the two they came in through.
  9. Recallnot Victims will not remember anything that happens while under this effect. They retain their ability to think and act normally, but later they’ll discover a gap in their recollections.
  10. Obeisance It will seem impossible to disobey any authority which appears legitimate to the victim. If there is a sign which reads “keep off the grass,” then the grass cannot be walked on. A police badge doesn’t become a magic talisman that allows them to be mind controlled, however. They must really believe the person with the badge is an officer, and that the officer is acting within their legal authority.
  11. Thundersubtle The affected thump around wherever they walk, muttering out loud about whatever is going through their mind. They’re bad at lying, sneaking, or generally doing anything without telegraphing it to everyone around them.
  12. Friendfaced The victim is predisposed to like the warlock. They’ll generally interpret the warlock’s behavior positively, though only within reason. Treat it like running into a guy wearing a T-shirt of your favorite obscure band that nobody else likes.

Feckets

  1. Farstride Each step the warlock takes covers a vast swath of ground. It takes about 10 minutes to walk 6 miles, which can be fairly disorienting. You never quite stop where you want to. Roll 1d6 – 1 to determine how many miles from your desired stopping point your are. Dangerous to attempt indoors.
  2. Greatmight The warlock gains incredible physical strength, enabling them to lift castle gates or toss their foes about like fukkin’ Conan. For melee combat purposes, treat as max strength.
  3. Airstroke Enables the warlock to swim through the air as though it were water. It is not a particularly fast process, but does allow the warlock to position themselves wherever they like in vertical space.
  4. Blankspace The warlock becomes a magical void. Spells cannot affect them, and any magic items they touch cannot be activated.
  5. Noticemenot The warlock becomes more difficult to notice. In addition to being simply better at stealth and sleight of hand checks (bonus of 3, up to max skill), people will just find their attention drifting away from the warlock. Other things will just seem more important.
  6. Feelingfine While active the warlock will not get any hungrier, thirstier, or sleepier than they already are. Furthermore, they do not need to breathe, and will feel comfortable in both extreme heat and extreme cold, so long as the temperatures are within a range that some natural animal could live in. Tardigrades don’t count.
  7. Falseface The warlock is able to modify their appearance however they like, so long as they still appear to be a human of roughly the same size.
  8. Venomteeth The warlock gains a poisonous bite, causing sleep or death as they prefer. Note that biting people is generally not an easy thing to do.
  9. Luckyloo While active, the warlock gains a +3 to all of their saving throws.
  10. Locoscient While active, the warlock’s senses are heightened. Their mind is able to process visual information more rapidly, such that if they were looking for a particular person in a crowd, a single glance would be sufficient to pick them out. They can smell and hear with the acuity of a dog, detect vibrations like a blind guy in a bad kung fu movie, and taste the way wine snobs pretend to.
  11. Bething The warlock merges with any inanimate object large enough to contain them (even if they would not typically fit into its shape). Stuff like trees, walls, statues, etc. While merged, they retain access to their senses.
  12. Unphysicality The warlock becomes incorporeal. Their appearance does not change (they do not become transluscent), but they cannot interact with the physical world. Whenever an object passes through them, or they pass through an object, it makes a loud “b’zorp” sound.


This is a photograph of my old whiteboards. I’d guess it was taken between October 24th and October 26th of 2011. If you look at the to-do list on the upper board, one line reads: “Warlock upgrade for Pathfinder + WoW ‘Lock. They can be the same project.” So, in October of 2011 I’d already been thinking about writing a Warlock class long enough to decide I wanted to merge it with another project.

You may be thinking the class described above doesn’t justify 7 years of buildup. Which…yeah, duh. When you leave something on the back burner for too long, it burns. The right time to do this was in 2011, but sometimes projects fall the wayside. Unlike most of the stuff I never got around to in 2011, however, the desire to make a warlock class has stuck with me.

I was 17 in 2004 when WotC published “Complete Arcane.” Amidst all the typical splatbook junk was a new class that appealed to me: the Warlock. I named mine Zalekios, and he would eventually become my longest running D&D character. A record which stands to this day. The Zalekios campaign inspired many of my early D&D tinkerings.

In 2007 my friends tricked me into playing World of Warcraft. I rolled a human warlock named Sentaigresk. Playing this character would lead to me doing the first serious writing of my life, which in turn got me my first paid writing gig. It’s also while playing Sentai that I met the lady I’m getting married to later this year.

The choices were made trivially at the time: just a D&D character, just a video game class. Now I’m 30 and a ton of my personal history is tied up with warlocks of one flavor or another. In 2011 all I wanted was to update the 3.5 class so I could convince Zalekios’ referee to switch to Pathfinder. I did all sorts of research into folklore, which is where terms like “breef,” “fecket,” and “warlockin” come from.

Unfortunately, in 2011 I was writing 5 blog posts a week, and I was rushing to put them together in the hours between work and sleep. There wasn’t room for a project as large as creating a Pathfinder class. By the time I could handle that sort of project, the Zalekios campaign was long dead.

I recently set myself the task of clearing out some of the older stuff in my drafts folder, and the oldest post by far was this one. Almost nothing of my original work remains, but I’m glad to finally get my version of the Warlock out there. Or at least, some version of my version.

Blogging is fun.

Framing the Problem: Rotating Leaders and Spotlights

We’ve been experimenting with a rotating leader system in my Wednesday game. It’s a simple method for ensuring every player’s interests are addressed during play. The whole idea could be communicated in about a paragraph, but like any idea it exists in the shadow of other ideas which preceded it. Ergo, to make its utility clear, I’ll need to show how it differs from existing methods of dividing the spotlight. That will beg the question “why does Nick hate the concept of ‘spotlight’ so much?”, which begs the further question “what is ‘spotlight?'”

Let’s begin at the beginning.

In some TTRPG circles, a player is said to be “in the spotlight” when their character is the primary focus of attention. It doesn’t mean they’re the only one saying or doing anything, merely that they’re saying and doing the most interesting things right now. To use a very D&D-ish example: in a tavern brawl, the thief and magic user may participate, but the fighter will probably have the spotlight. Ostensibly, this is what everyone at the table wants. Being in the spotlight is fun, being out is less fun.

The term was created so that attention could be discussed as a commodity; with the goal of parceling it out fairly amongst all participants. This is both a mechanical concern (“Do this class’s abilities offer an equivalent number of spotlight opportunities to other classes?”) and a social concern for the group to adjudicate at the table. (“Sue has been in the spotlight a lot tonight. We should give Anne some time in the spotlight soon.”) The platonic ideal would be for everyone at the table to spend an equal amount of time describing themselves doing awesome stuff while the rest of the group plays supporting roles as they wait their turn.

At first glance, spotlight may seem to be a useful concept. A game of D&D is basically a conversation with 4+ participants. Like any conversation, only one person can have the whole group’s attention at a time. Everyone wants a chance to play, thus it makes sense to think of the group’s attention as a resource that needs to be managed. So…what’s my fuckin’ problem?

The Spotlight methodology harms the game in at least two ways. First, it discourages a comfortable atmosphere by seeking to control the social aspect of the game. Second, it alters the game’s focus to the point where I would say you’re not even playing the same game anymore.

To expound on my first point first: D&D is a party. It’s a bunch of people getting together to socialize and have a good time. Presumably, the people involved mostly like one another. As with any party, it’s a mess of socialization with an ebb and flow all its own. It’s flexible, responsive. The natural movements of the game are a beautiful thing.

Sometimes people will step on one another’s toes, but if you’re not playing with assholes, folks will generally try to be respectful of one another. If you are playing with assholes, you have deeper problems than any rule can fix. This attempt to use rules to protect oneself from the scary variable of “other people” is a consistent feature of some TTRPG circles, and I find it baffling. My parents kept my locked in the house for most of my primary education and intentionally sabotaged my childhood friendships. How is it I developed better social skills than…anyone?

Worse yet, the form chosen for this regulated socialization is one of the worst types of conversation that exist: the “waiting my turn” conversation. Everyone half-listening to each other, searching for their chance to interject. On the scale of enjoyable human contact, it ranks just barely above “listening to someone who appears to be willfully oblivious to all the hints you’re dropping that you need to leave.”

None of this is to say that groups concerned about sharing the spotlight will be awkward by necessity. People don’t forget how to be people because of badly written game advice, but that’s not an excuse for accepting bad advice uncritically. Nor is it the real issue. The far more substantive problem with spotlight thinking is the second one: altering the game’s focus.

D&D is a game about solving problems. The referee puts obstacles in the players’ path, and the players attempt to overcome those obstacles. Problem solving isn’t the only source of fun, but it is the primary source.

Attempting to ensure every character gets an equal share of the spotlight is incompatible with with that focus. If Maria is on a hot streak and does a great job coming up with solutions for every problem, she ought to be congratulated for her clever thinking, not chastised for hogging the spotlight. That’s what I mean when I say it shifts the focus of the game. It becomes about the characters, rather than the problems those characters tackle. It becomes a story game.

Which isn’t wrong. I have no beef with thespian games or the people who play them, BUT using the concepts of those games to understand D&D will produce bad results. Like trying to drive a nail with a screwdriver: it’s the wrong tool for the job.

I also don’t mean to say the referee shouldn’t be concerned if someone is being left out of the game. We should trust the group to be accommodating of one another, but the referee is the last line of defense to ensure everyone gets heard. I often tell my louder players to shut up so I can hear what my softer spoken players are trying to tell me.

Which brings us, finally, to the rotating leader thing that prompted this whole post. I’ve discussed before that as a campaign matures, it changes. At low levels, the referee can say “there’s adventure to the West of here,” and the players will all respond “Let’s go west!” Once the players have settled into the world the decision of where to go next stops being so simple. They’ve been around the block a few times and developed their own interests in the world along the way.  Lindsey wants to rid the world of slavery, Red wants to steal a giant robot, and Cathy wants to add a pool to the party’s stronghold.

As a rule, players are good about deciding what to do amongst themselves, but over time there’s a regression to the mean. Nobody ever gets to pursue the weird niche quest hooks that only they are interested in. After awhile that can really bum a person out.

A group of five people is never going to order a pizza covered in anchovies. The one person in the group who loves anchovies probably won’t even advocate for them, because they know it’s a weird niche thing that other people won’t like. At some point, though, that one person is going to think “Fuck, I haven’t had anchovies in like…five fuckin’ years. I’m just going to order a pizza and eat it all myself.” Except this is an analogy and it’s actually about D&D and you can’t play D&D all by yourself.

To combat this issue, I suggested to my group that anytime the question of what to do next arises, one player be designated to have the final say. Everyone is free to discuss and argue the issue as they normally would, but in the end that one player gets to decide what problem the party tackles next. The group then spends however many sessions it takes to reach a satisfactory conclusion to that pursuit, after which a new player becomes leader and decides on the party’s next goal.

It’s worth noting that aside from picking the group’s goal, the leader has no other explicit authority. They’re the final word on what the party does, not how the party does it. That said, they often serve as a kind of de facto party leader for the duration of the pursuit they chose, which is a nice side benefit. Also, would you believe this post took two agonizing days to sort together? I feel kinda pathetic about that.

The Duchy of the Damned Dancing Duke – Row F

Hex F-1: Ser Chalres, a knight who served in the court of the Duke’s father. He’s only 4 years older than the duke himself. His serious minded devotion to duty endeared him to the old duke, who regarded him as a better son than the one he had been cursed with. For his part, Ser Chalres was devoted to the old duke, and has struggled to remain loyal to his mentor’s son. The current duke resents Ser Charles, and has sent him on endless mundane “Quests,” which has caused the knight to gradually fall into a deep malaise.

After completing his most recent task (to enumerate the ducks on all the ponds in the duchy), he just…didn’t return to the duke’s court. He carries a ledger on which his final count is completed, and he cares for it dutifully, but rides aimlessly. Afraid to return to the Duke, or to return to his home. Occasionally, when the Duke’s men run into him, they bully him with all the class of a guy wearing a letterman jacket in an ‘80s movie. He insists to them that he’s still working on the count.

Ser Charles is contemplating suicide, but does not want to go to hell. Nor does he want to betray his lord by seeking peace with the papacy.

Hex F-2: Some ruins sit between hills, nestled in a little valley and nearly overgrown with grass. Almost nothing here is left but the foundations. The only thing that is intact is a marble tiled floor, patterned with many colors.

Far beneath this floor is a creature. It would appear bestial to us, but it is an older and wiser creature than all of mankind. A creature in whose mind lives entire worlds of lesser consciousness, all serving the greater whole.

This creature does not hate or love us anymore than we love or hate a bumblebee or a parrot. Once, it amused itself by making itself our god, but we bored it.

One thing it does enjoy is a dance it taught us in times too old to be called ancient. A thing of cosmic humor beyond our understanding. To us it’s just an incredibly complex ritual. If performed properly on this dance floor, the creature will grant a wish. If performed improperly, it will brush us aside in annoyance. Those subject to this must make a save versus Magic. On failure, they are sent flying miles into the sky. When they land, half of their body will have been crushed flat. If they succeed, they fly just high enough and are crushed enough to reduce you to 1 hit point.

Hex F-3: On the hill is a fine manse of noble quality. This was the duke’s country home, but is now surrounded by tangled bushes of razorwire. The duke’s men, with spotlights shining from open mouths,m wander the grounds at night.

Here is where the duchess Maria Josehpine—the Duke’s wife—is held. She & Rodrigo were married X years ago, at the insistence of the previous duke. They never got along well, but as a devout catholic, she submitted to her husband…at least until devotion to her husband would have required her to deny her god. She would not, and so she is here. Kept in a gilded cage, away from her priest, her sacraments. Forced to attend a satanic mass each day.

She is never given the opportunity to be a martyr; she is merely forced into a life that makes her wish for death. Fed the poorest food, housed in the poorest accommodations, treated with nothing but cruelty. Yet always beside these tribulations is the offer of an easier, damning path. Sumptuously prepared human meat is offered alongside her barley gruel. The cold stone cell she sleeps in is within sight of the warm feather bed that could be hers if only she fornicate with the men and women who wait for her there. Always a child is present for her beatings, and all she need do is give the order to have her punishment taken out on the child instead.

Maria holds firm her faith, but no human’s strength is infinite.

Hex F-4: The party comes across a group of 23 men equipped with shovels. They’re standing around a hole & one has a map clutched tightly in his hand. In the hole they’ve uncovered an old Roman treasure cache, including:

  • A statue of Terminus
  • A statue of Antoninus
  • A statue of Hadrian
  • A chest with 5,000 danerii, worth 3,462 modern silver pieces.
  • 10 Gladius
  • 10 Sets of legionary armor.
  • A crate of bronzeworks. Nice cups, jewelry, etc.

Their eyes got a little bigger than their heads, and now that they’re standing around their treasure haul they realize they really don’t know what to do next. How to move it? How to defend it? How do they turn it into cash they can use? They’ve got no wagon, no weapons, nobody to sell it to. They’re amenable to sharing the loot with someone who can help them defend, transport, and fence their discovery. They’re good folk, and will prefer to split 30/70, but can be negotiated down to a 50/50 split.

However, they’re not going to let anyone cheat them. They’ve got daggers and shovels, and they probably have numbers over the party. They will fight to protect this treasure if any foreign vagabonds try to take their hard won loot. (They don’t want to kill people, though).

Hex F-5: A trading port town, currently under naval blockade by a small fleet of Papist ships. There are four boats on the docks which arrived some time ago to drop off their goods, and pick up new ones. Unfortunately they’re unable to leave due to the blockade, and unable to return to shore because by the laws of the devils their business is done.

The folks on the ships are close to death. They’re clinging to their religion, but angry that the papist fleet would leave them to die like this. Each evening the devils lay out large banquets on the docks to tempt the sailors into defecting. It would take only a nudge to make that happen.

Hex F-6: A young man is struggling in the water, and will clearly drown if he is not helped quickly. This is William the bastard, future duke of another Duchy on the coast. He says he passed out on a couch after a night of drinking with his men, and woke (still on the couch) in the middle of the sea, out of sight of the shore. He was planning to wait until sunrise, then try to spot shore and paddle that way with his arms. But his couch was capsized in the current, and he lost sight of it. He’s been trying to tread water and swim towards shore, but it is far, and he grows tired.

On being rescued, he will swear an oath unto god never to set foot in the water again, and will hold to that oath unless the PCs convince him otherwise. He is susceptible to sleights directed towards his honor.

Hex F-7: A man in a small boat, weighed down with a heavier load than it should be carrying. he’s anchored in a precise spot marked by a buoy. He throws buckets of dirt into the water. When his boat is empty, he will return to the land and load it up with more dirt. Each cartload must come from a different acre of the duchy.

The unfortunate man accepted a contract working a farm from a devil. He’s not as skilled at manipulating contracts as the duke, and now he’s got to make the farmland himself by dumping dirt directly into the water. He’s deeply depressed, but there’s not much he can do. It seems the devils are taking particular pleasure in what horrid contracts they can assert, as a sort of displaced vengeance against the Duke.

Closing Note: Thanks for reading this series of weird hex posts. I’m glad to finally have them out in the wild.

These were the first draft for a project that grew wildly out of control until it was a complete friggin’ book. The writing for the book is done, and we’re just waiting on art, editing, and layout before we figure out how to best get the thing into your hands. Look forward to it!

The Duchy of the Damned Dancing Duke – Row E

Hex E-1: This is the highest peak in the area, pretty cold. The players find a cave. The first chamber, shallow, holds a hibernating bear. Beyond the bear, however, is a steep passage covered in ice. It will require a climbing check to descend safely. About 70% of the way down the cavern opens up into a larger chamber. There is no safe place to stand in this chamber, and it is both dark and covered in ice, but if the players take the time to look around they will discover the most beautiful cave paintings on the wall. About 2/3rds of which describe the sort of hunter/gatherer life that we now associate with prehistoric man. The remainder of which show records of war, brutality, and fear of an unknown and unstoppable calamity from above.

As the shaft reaches its bottom, it suddenly opens out, with a final 30’ drop to the frozen ground below. There is no way to climb down this without a secured rope of some kind.

Within this chamber are the Ur-Men. 173 men, women, and children frozen solid. Huddled together for long lost warmth. They are huge, burly, hairy things. They are the men who came before men. Better, in many ways. No less clever than us, they are only less studied than we are. And a great deal more powerful. Even a child of 7 or 10 might have as much as 2 or 4 hit dice. The adults range from 7 to 12 each.

The frost here is deep, and will not melt without interference. If they are thawed, they will be revived fully within only a few days. Their recuperative abilities are well beyond those of humans. It is unlikely that any means of complex communication can be found, but the referee should know: they are the Peoples of the Red Hills. They retreated here to escape what they believe was “The God of Cold, consuming the heavens as he descended with ice and fire.” They are not unnecessarily violent, but they are territorial, and believe in the fundamental truth that might makes right. They will never subject themselves to the tiny, weak modern humans. No matter how impressive their science and magic have made them.

The Ur-Men are also prolific breeders. Their women bear young in litters of 4-8, and all take the work of creating and raising children as a grave duty that must be pursued with vigor. In as little as a generation, these unfrozen peoples could become a small nation, ready to sack the modern world and draw it back into an era of darkness.

Hex E-2: Vedast the mountain man. Roll 1d6: on a 1 the players stumble onto Vedast’s humble home, otherwise they meet him out about the mountain. Perhaps he is cooking a meal, fishing, hunting, wrestling with a bear, chopping down a tree, gathering clay to make some pots, weaving a basket, or whatever else a man of the mountain might do. Vedast is capable, and he does it all.

He’s a large man, nearly 7’, with shoulders broad enough to dwarf two smaller men. He wears the skins and furs of animals he hunted himself, and carries equipment for whatever task he’s currently pursuing—most of which he also made himself. Vedast has lived in the mountains most of his life, and until recently he only came down to make his biannual trips to the nearest church to receive the holy sacraments. Since the devils came, and the practice of the Christian faith was banned, he has remained on his mountain, spending a great deal of time in prayer for his soul, and the souls of his countreymen who have fallen beneath the wretched influence of the Duke.

Vedast is devout in his faith, with the complete sincerity of a saint. He stays away from the devil’s affairs, and suggests that you do as well. Nothing good can come from being among them.

Vedast is an expert in anything within this hex, and both of the contiguous mountain hexes (E1 & D3). He’s been everywhere, and seen everything, even if he won’t tell you all that he knows. He prefers to keep his distance from anything unnatural. He also has a 4-in-6 chance of being aware of anything in the hexes adjacent to his mountains.

Vedast and Jay the Blue are aware of one another, and Jay is quite fond of the gruff, simple, and kindhearted Vedast. Vedast, in turn, holds some affection for Jay in his heart of hearts, but also regards him as a simonist and a sinner. In times past, the two would occasionally share a quiet smoke, or a meal around the campfire. Jay respectfully chooses not to exercise magic of any kind within sight of the mountains, though he does have brief exchanges with birds. (A practice Vedast is not uncomfortable with, as he himself often speaks with the animals. Though for him, they do not speak back).

Unfortunately, since the devils came, Vedast has become hyper-vigilant about the purity of his soul, and has cut all contact with Jay. Something which makes both of them very sad.

Vedast has a trio of dogs named Alexander, Maximus, and Barrigan. He has names for every significant creature on the mountains, and a cordial relationship with each.

Hex E-3: An odd mound of tangled plants, with a glint of dull metal visible through it. If the overgrowth is cleared away, there is a front loading cannon beneath. 9’ long, with a 6” barrel. One of the wooden wheels broken, while the whole rest of the wooden structure has become rotted and brittle. It’ll fly apart dangerously if the weapon is fired in this condition. There are no gunpowder or balls nearby.

If loaded properly, the cannon will deal 3d6 SHP of damage on a successful hit. Attack rolls take a -10 penalty if attempting to target individual people. When attacking structures, each miss grants a cumulative +2 to hit to subsequent shots against the same target, as you’re able to narrow in your shot.

Hex E-4: A desk by the side of an idyllic little pond, where an obese man with a pimply face and unkempt hair juggles scraps of balled up paper next to a writing desk. If he notices someone approach he will drop the balls in embarrassment and busy himself with quill and ink. If the intruders speak to him, he will bluster about how rude they are for interrupting his very busy creative process. He insists he is a writer, but if asked to share his work, he will make excuses. He’s never been able to finish anything, he claims, because of his constant interruptions and the excessive demands on his time. The stacks of paper around him are filled with incomplete To Do lists.

Hex E-5: There is a field of deep, overgrown grass. When a path of movement cuts through the grass, the unusually long and complex roots pulse, and the movement is indicated on a map within the small hut at the center of the field.

The hut has two doors, one to the right, and one to the left. The door on the left is locked. The door on the right leads into the false hut, which appears just as it should. A small wooden space with windows, the map of the surrounding area on a table at the center, a few supplies, and a guard with a key to the left door.

When the left door is opened, it reveals the true interior. A hellchamber of red stone, much larger on the inside than the hut is on the outside. The multi-tiered chamber contains three regiments of devils, all drilling together in preparation for war. Near the back is a large summoning circle where diabolists summon ever more devils to join these ranks.

This place is not hell, nor is it earth. It is a place between the two, placed as closely to earth as can possibly be managed. It is a struggle, moving from one world to another. It takes time and energy. Here, the hard work of summoning an army of devils can be done in advance of any need to deploy them on earth. And when they are needed, all it will require is walking out the door. This is the staging area, the buffer of the diabolic invasion that will come at the earliest opportunity.

Hex E-6: A dank little swamp. Roughly 200’-300’ across at its widest points. Bit of a clearing, bushy plants growing next to murky pools of standing water. A haven for small buzzing things, and the slightly larger slimy things that eat them.

On hot days, when the swamp gas is thick in the air, a feathered beast appears. You and I would recognize it as a dinosaur. Specifically, a Hadrosaur. The creatures corpse rests deep beneath the swamp, and the heat in this region only recently rose high enough for its decomposing vapors to rise to the surface.

The creature is not intelligent as we think of it, but it is aware enough to be angry. Angry that it is alone, and that it is trapped in this swamp. Angry that it has not been able to mate.

If it can mate with a female of your group by merging with her, then 4 months later she will birth an egg, which will hatch into a child of the creature. She may then opt either to pass the spirit on to another, or immediately become pregnant again.

Hex E-7: A large barrel—a Hogshead size—floating in the water. Once fished out, players will notice a mark branded into the top of the barrel. Any well traveled player will at least be able to recognize that it’s a mark of Venetian origins, while players with greater familiarity with the seat trade may be able to track it to a particular merchant house. Regardless of where it came from, it’s here now, without anyone to claim it.

The barrel is full of black pepper. 470 pounds of it, to be exact. At a common rate of roughly 18 silver per pound, this is quite the find! A valuable sell at nearly any port the party may call in at.

A young man named Stiles received 15 lashes for knocking the barrel overboard in the night, and was dismissed from his post without pay at the nearest port. His anger over this injustice has been left to fester, and he’s become obsessed with finding the barrel. He figured it will show up in some port eventually, and so he picked one at random and spends his days watching the docks. Because Stiles is kinda stupid. But lady luck sometimes takes pity on the stupid and the determined, and so there is a fully 1 in 6 chance that Stiles just happens to be waiting in whatever port the players try to unload the pepper into.

The Duchy of the Damned Dancing Duke – Row D

Hex D-1: The party stumbles on a suspicious older gentlemen named Firmin, who is perhaps in his late 50s. He acts nervously, and will try to excuse himself from any social encounters quickly. He is covered in dirt, and carries a shovel. Players who examine him will notice blood mixed with the dirt.

The man lives in a nearby village, and is a serial murderer. Each new moon (when God’s eye is closed), he kills someone. Usually a child. If Firmin is caught, and believes any chance of escape is lost to him, he will reveal that he is proud of what he has done. He will offer to show the players the graves of 53 people. If the players examine the bodies there, they may find that each has a gold coin, worth 50 silver pieces, in their mouth.

Firmin assures you that there are more bodies, and he will tell you how to find 53 more of them, if you leave him unmolested for 2 years. The others (and there truly are many) are clustered in groups of 53 (which is the true number of the beast, Firmin will explain. 666 was a ruse to throw people off the scent.) (This is not true. He’s nuts.)

How he gets all of this gold is unclear, but he never seems to have any unless he’s burying somebody. In truth, he is wearing pants of human skin purchased from Hette the flesh cobbler. A gold coin appears in the scrotum each time he kills an innocent. Maximum of one coin per moon cycle.

Hex D -2: Jay the Blue wanders here. He’s an older man with blue robes, a black & white hat of soft down, large pauldrons of meticulously groomed feathers, and a hanging chestpiece of small black bird beaks, arranged like scale mail.

Jay is a very sane man, often taken for a complete nutter. He is a friend to brids, is always accompanied by some, and calls every bird he encounters by name. He often has extended, complex conversations with them.

In point of fact; any bird which comes within 100’ of him develops distinct, intelligent personalities. They speak a bird language that only Jay speaks. He is open about this reality, but there is no way for anyone to verify that.

Jay’s Pauldrons are magic items that grow out into wings, on which he can fly at will. His beak mail is magic armor which attracts all projectiles. He takes 1d3 damage from them regardless of their potency (assuming they hit him).

High in the air is a massive sparrow, on whose back is an expansive palatial estate on which Jay lives. He flies up and down using his magic pauldrons, but if they are taken from him he can just call his sparrow friend down.

Jay the Blue’s spells are all bird themed, and his spellbook is kept in a nest, protected by an eagle who flies it to him any time he calls for it.

Hex D-3: A tribe of mountain women who wear treated bark armor on their arms and legs resides here. Their large, muscular breasts are never covered. Most also carry a bow, a quiver of arrows, and a flint blade whose length rests somewhere between a long dagger and a short sword. By flexing their mighty tits, they can spray streams of acidic milk with pinpoint accuracy, dealing 2d4 damage. Their acid attack receives a +4 to hit.

The tribe is not very territorial, as they have only the vaguest sense of land being “owned.” They welcome outsiders, but expect outsiders to work. Few outsiders can keep up with their rigorous labors. Men may be invited to participate in “The Work of the Night,” which they refer to as “Searching for a Baby.” These women are always open to pregnancy, which is a shorter and much less painful process for them than for most women. However, even here, only the rarest outsiders will be able to keep up with their vigorous pace. They often expect to spend the whole of the night completing the act a dozen times or more. And no outsiders can really match the physical standards set by these women’s usual partners, the speardick men.

Contrary to what one might think, there is nothing peculiar about the genetics of these women. Their powerful physical characteristics and easy childbearing are the result of their lifestyles and their unique regional diet. Any women living with them for more than a few months would begin to develop these traits.

Hex D-4: A stone bridge of demonic origins, crossing the river. At both ends a person must pass through the gaping mouth of a demon in order to set foot on the bridge, and along both sides are stone railings made to look like licking flames. For every character who crosses the bridge, there is a 1 in 6 chance (repeated each time they cross) that the center of the bridge will open up and drop them into a shallow hellpit, filled with the red-boned arms of diabolic skeletons. The character must make a successful climb check to escape this hole, as the arms will fight against any attempt he makes to escape. Each round they tear away a chunk of the characters soul. Roll 1d6 to determine an ability score, and the character loses 1 point from that score. This continues until the character escapes. If the opening the character fell into is ever examined, the characters will note that it resembles a crude depiction of a vagina.

One week after the character falls in, the hole will open again, giving birth to a creature that looks a little bit like the character who fell in, and a whole lot like a devil. This devil has double the devoured character’s hit dice, and for each ability point that was devoured, the devil has a power that is appropriate to the type of point. For example, if a point of Intelligence was devoured, the devil might have some spells or psionic talents. For a point of Constitition, the devil’s hit dice might be a better die type.

In order to become a whole creature, the devil must find and devour its parent. It will attempt to do this with all cleverness, preferring to stalk its parent and attack while they are alone if possible. If the devil is slain, and if the parent eats their diabolic child, then they will regain their lost ability points. Further, for each ability point regained, there is a 20% chance that the character gets 2 points back instead of just 1.

Note that if a character in the middle of the party’s marching order triggers this trap, and the rest of the party does not want to risk themselves, then the party may find themselves separated by a river. The water here is particularly deep and swift. Carrying any amount of supplies across would be impossible without some cleverness on the player’s part. Finding an easier crossing would require the players to travel quite a ways, and risk a second encounter check.

Hex D-5: A village operating under a confluence of laws which makes gay marriage mandatory. Anyone over 16 entering the village must promptly be either married to someone of the same sex, or put to death. The only exception is if there is no one of the same gender available for them to marry, in which case they are free to remain unwed until such a person becomes available. There is currently one unmarried man and one unmarried womn in the village, they are very much in love with one another.

Hex D-6: Atop a hill are the blackened stones of an abandoned structure. It looks like the fire happened some years ago now, and the scattered arrows you can still find here and there suggest the burning was an intentional act of aggression. However, the weaponry shows none of the improvements made since the coming of the devils. It likely predates their appearance.

The grounds of this old cloister are not lavish. It was a small place for men of god to get away from the world. A chapel, a garden, a dormitory, a dining hall, and a small study. Anything of value has already been carted off. The place is desolate, and the players must explore its empty, burned out chambers one by one if they wish to find the one thing of value here.

It is in the study that the fires were the most intense. There is a pyre here, on which books are piled. Those books are black and charred. Most fall to pieces if you pick them up. There is nothing left here to burn.

Save one.

Deep in the pile is a book that is completely untouched. The binding is a brightly colorful depiction of dancing peoples during festival time.

This is a book of dance. It depicts a floor with multicolored tiles in a taemple. It shows a great beast sleeping beneath. It describes a complex dance. If performed correctly, the beast will grant one wish (and only ever one wish) to the dancer. If performed incorrectly, it will consume them. Learning the dance from this book creates the dance skill. It costs no money to train the dance skill, only time. (same amount of time required by the skill training.)

Hex D-7: In these woods is a clearing where the ground is soft, and the scent is sickly sweet. Pungent with fermentation. A rainbow of appetizing-colored mushrooms sprout all throughout the clearing, and 4’ beneath the surface are 16 children.

16 children. Each 16 seasons old. Each with 16 punctures in their bellies. Each left hanging to drain for 16 days, then buried 16 palms beneath the earth.

1. Sky blue with cloudy white speckles. Makes you so thirsty you could drink a pond dry in a single turn.

2. Violet with a gradient swirl. Grows you 2’ taller.

3. Dull yellow with red speckles. You piss fire. The stream deals 2d6 @ 10’ up to 3 times a day. More if you encumber yourself with enough water to drink constantly. Fire pee burns and is deeply unpleasant.

4. White with a pale blue latticework running through it. Makes your teeth wiggle themselves out of your gums, forming tiny tooth-sized men. They will never return to your mouth, but they will follow you. Each is bound to perform 1 task for you. Once it is complete, they are free, and will be on their way with a polite thank you for giving birth to them.

5. White with gold speckles. Save versus Paralyzation or turn into a statue of fool’s gold.

6. Turns your skin a verdent shade of magenta. You convulse and vomit chunks of iron from your body until you die.

7. Your eyes become a swirling vortex. You have tiny black holes instead of eyes. You see nothing, but once per day can attempt to compress one foe into a singularity. They get a save versus Magic. On a fail, they die, and you gain health equal to their HD.

8. The next time the player uses any profanity, the referee determines the object of their profanity. (“Fuck this!” begs the question, what is “this?”). Once the subject is determined, a fireball goes off centered on that location. 6D6 damage. The player doesn’t get to know about this, and will be in trouble if they make it a habit of saying “fuck me.”

If the children beneath the mushrooms are discovered and given propar burials, they will grant a wish to each of their rescuers who did not eat any mushrooms.