It is a marine type campaign setting with the same weird aesthetic LotFP goes for.  I get the vibe of old lighthouses and ships mixed with squids and barnacles growing on everything.  Like if all of society looked like the bottom side of the pier.  Of course this is only my guess as it hasn't been released yet.

So I came across a kickstarter today that is not being published by LotFP but uses its rules base etc. … s?ref=recs

Anyone come across any other LotFP 3rd party products for funding?

I'm not affiliated with the KS, I just figured some of you would want to know about it, as I know I sure want to know about compatible products.

JimLotFP wrote:


* Witch-Hunter: Because thinking of the accompanying illustrations the Fighter has to go to Alice because she's the murderous one. The Flame Princess was originally designated as a Specialist but that doesn't seem right since she was conceived as a Solomon Kane type character. So there's the Witch-Hunter, with the concept being a kinda fightey character whose main thing is being magic-resistant.

(I had the "Inquisitor" idea but that's conceptually really close to the Witch-Hunter, just with magical vs non-magical focus, so doing both sounds stupid - "The Inquisitor is just like the Witch-Hunter but less exciting!")

* Conquistador, basically the explorer-type. ("Explorer" itself being dishwater-dull as a name - legacy naming is useful because everyone recognizes it and little explanation is needed, but if you're adding something, don't let it fade into the background... Buccaneer might work?). Basically a fightey outdoorsey type, or a non-magical Ranger type ("Ranger" as a name being really being the wrong tone for the game).

My problems with those conceptually... yes, the art will be all "1600s western European-focused" in the main rulebooks. It's what excites me and what I think of in my game. Buuuttt, "Fighter" "Magic-User" "Specialist" are themselves universally applicable. If you want your campaign to be Aztec-based, Ottoman-based, Mughal-based, Edo-based, Tokugawa-based, Ming-based, whatever, then those three classes are still applicable. "The ass-kicker, the mystic, the misc. skills."

Not so much "Witch-Hunter" or "Conquistador/Buccaneer".

I wouldn't worry about a witch-hunter being non-portable to other cultural settings.  Just as a fighter can be an armor clad knight, swashbuckling bravo, or Indian brave.  The idea behind witch-hunter can span other cultures.  Just as magic-users warp reality and bring extra-dimensional creatures into the world, it would make sense that the witch-hunter (in whatever cultural form) is a reality anchor point that rejects those alien incursions.  If for no other reason I think this makes for a nice "replacement" for the cleric as the "anti-magic user" 

The conquistador I have a bit of trouble thinking of how mechanically they would be different from another class.  But I blame my lack of ability to read your mind for this.  If it can stand out from the other classes than I would say go for it. (again culturally this can be adapted, that is up to the individual GM that wants to run a different setting anyway)


(18 replies, posted in LotFP Gaming Forum)

Normally I find players grousing about their characters getting maimed.  The two exceptions being playing Hackmaster and LotFP.  For LotFP I incorporated maiming as an alternative to death (-4 HP).   0 was still unconscious (which is bad enough most times).  If character death occurs, I let them make a Save vs death.  If successful, they are just maimed but still out of the fight until they are healed to 1 hp.  I haven't found a good clean table for LotFP (though I'll look into WFRP thanks to the comments above!) so at this point let the players pick how they are maimed as long as it makes sense.  The best part is no one complains because at least their character isn't dead.

Ithian Alchemist

Appearance:  The Ithian Alchemist looks like a gigantic floating nose approximately two feet wide and three feet tall.  It hovers approximately three feet off the ground.  From each nostril of this nose hang down five two foot long thin tentacle like appendages with three fingers on each end.  From the portion of the nose that would normally be attached to a human face there is a cluster of black eyes between which protrude short antennae. 
Ithian Alchemist:  Armor 12, 2 Hit Dice, 12hp, 10 tentacle attacks 1d2, morale 6.

Spells: Summon once a day (As Lamentations of the Flame Princes Rules and Magic Book, page 134). The Ithian Alchemist always succeeds in its save verses magic for this spell, and summons 1d6 copies of the monster it summons.

The Alchemist’s first order of business is to create a portal.  This portal serves as a one way door into another realm.  It then creates its lab.  The Alchemist uses its lab to turn useless metals such as silver and gold in to precious materials such as aluminum and lead and then transport them back to its home realm through the portal.  The alchemist’s lab is worth 600 sp in spell research to a spellcaster if ransacked, of if used in place, reduces the research time for spells by 1d6 days. The lab is completely incapable of reversing the process though, and any attempt to create a spell to that effect fails and wastes the research value.

The Ithian Alchemist can convert 750 of sp worth of material a day at its laboratory.

Mushroom Spider

Appearance.  A black shiny mushroom cap with eight sharp legs spaced equally around the body. A small orifice on the center of the underside.  No head or eyes.

Armor 16, Move 90’ 1 Hit Dice, 4hp, leg stab 1hp, morale 4.  On a natural attack roll of 15 or higher the Mushroom Spider attacks with its spine and, if the attack is successful the victim must make a save verses paralysis.  If successful a red welt forms, If unsuccessful they are rendered unconscious for one day and impregnated with a Mushroom Spider egg.

Those impregnated with a mushroom spider egg have their reproductive matter replaced with that of the mushroom spider.  Any future gestational period will appear to be normal (though if checked there is no heartbeat).  Upon birth the offspring will be 2d10 full grown mushroom spiders.  This change is permanent and all future offspring birthed by this parent will have the same result.  The infected parent will do everything within its power to protect its offspring.  The other parent will of course, be horrified.
While the Mushroom Spider is neither a mushroom nor a spider this fact has very little value to anyone encountering it.

Possibility Thief

Appearance:  The watcher has the body of a baby owl with downy feathers, instead of a beak it has the face of a Persian cat.  It also has the forearms of a cat with 8 toes on each paw.

Possibility Thief:  Armor 14, Move Flight 480’, 4 Hit Dice, 21hp, claw 1d6, morale 7.

For each successful attack against a sentient being, the Possibility Thief fixes a choice in the future that the victim will make. 1d10 to determine the effect of the result of the fixed decision.  The affected character may not advance in level until that pre-determined choice is made. The more drastic the effect of the choice the more power the possibility thief gains, so the effect is always quite drastic.  The affected character knows their fate after the attack occurs, but no particulars are revealed.  At the Referee’s discretion, the required event may occur due to the character’s choice to try to avoid making the decision.  For every possibility stolen, the Possibility Thief gains a one time +2 to a roll of its choice, to be spent at its discretion.  This bonus may also be transferred to another being. 

1: Retires from adventuring/career
2: Marries/Divorces
3: Changes alignment
4: Murders a friend
5: Sells or otherwise relinquishes their most valuable item
6: Commits a crime
7: Converts religion
8: Must train next level in a class not currently had
9: Commits suicide
10: Player to the affected player’s left chooses an event

Uncle Silas and the Daemon Swine

Uncle Silas

Appearance:  Uncle Silas is a thin man with sunken eyes, bad teeth, long stringy hair that is balding on the top, and greasy unkempt beard.   Picture Riff-Raff from The Rocky Horror Picture Show as a 16th century peasant with a beard.

First Level Magic-User, Armor 12, Move 120’, 1 Hit Dice, 5hp, axe 1d6, morale 7.
Spells: Read Magic

The Daemon Swine

Appearance:  A gigantic Sow, the size of an elephant with two crippled, tiny forelegs the size of a normal pigs.  The body is misshapen with overly developed muscles in some places, and malformed bones in others.  The pigs face has great curved tusks and malformed teeth that do not fit into its mouth properly and cut its own mouth when chewing leaving it a bloody mess.  Vestigial leathery bat-like wings stick out of the pigs back.

Armor 16, Move 80’, 4 Hit Dice, 47hp, bite 1d6, Crush -2 to attack 1d10 when rolling over something.


Uncle Silas is a swine heard that lives alone up in the forested hills far from town.  A few years ago while following his prize truffle swine, it lead him to a dark cave.  Inside the cave was an orange crystal the size of an ostrich egg.  The crystal spoke to Silas’ mind and imbued him with the knowledge to conduct a ritual to summon the intelligence form the crystal into a human sacrifice that would allow it to take its true terrible form.  It demanded that he bring a new host body for it, promising riches and power for success and punishment for failure.  Every town person he met, he was overwhelmed by the crystal to bring them the cave and sacrifice them.  Silas tried to resist, but over time the crystal wore down his resistance, not letting him sleep or focus on any task.  He became a hermit staying far from the town to avoid people for their own sake.  Eventually his mind snapped.  Unable to resist he brought his prize truffle swine to the cave and conducted the ritual. 
With a pig instead of a human as the host the spell went wrong.  The crystal’s intelligence had prepared the ritual specifically for a human form and the swine’s body warped in unexpected and horrible ways.  The intelligence is now trapped unable to communicate anymore.  The pig’s physical brain matter is too limiting to cast any spells the intelligence is capable of.  The swine has grown to gargantuan size, but is horribly malformed and pushes its face through the dirt as it moves.  The daemon pig is limited in that the last vestige of the pig remembers Silas as its master and so it will not attack him.  Towards anything else the Daemon Swine is hateful and destructive.  Upon Silas’s death there will be nothing to restrain the Daemon Swine to the forested hills.  Upon the Daemon Swine’s death the intelligence will be released back to the orange crystal.

Barnacle from the Great Space Lobster

Appearance.  A large barnacle 6 feet in diameter, pock marked from small asteroid impacts, and scorched black from the fall through the atmosphere

Armor 19, Move 30’, 10 Hit Dice, 50hp, attack none, morale 12.

The Great Space Lobster happened to scrape off this barnacle and other parasites as it traveled past the Earth. While many of the smaller ones burned up through the atmosphere, The Barnacle fell to Earth as a meteorite.  It will seek out cool dark places, it does not require oxygen to survive. 

For every sentient creature eaten by the barnacle all land within a 5 mile radius become extremely fertile, and ore mined from it is very pure for one month.  The Barnacle poses very little threat in and of itself, as it is slow moving and has no appreciable means of attack.  As soon as someone finds out that dropping a body down the well/cave/etc. where the barnacle resides increases the quality of the land though, they may quickly prove to be a threat.


(4 replies, posted in LotFP Gaming Forum)



(4 replies, posted in LotFP Gaming Forum)

Thanks for the clarification.  It was being listed as a LotFP setting in the email so I was a bit confused.


(4 replies, posted in LotFP Gaming Forum)

I can't believe DriveThruRPG beat James to tell me about something(!).  I got a message about the .pdf availability of No Salvation for Witches and Obscene Serpent Religion.  I had been tracking the NSFW crowdfunding, but this is the first I've heard about OSR.  Is this something from another crowd funding that is just now being released? I checked the LotFP store and OSR wasn't there.  Will there be a hardcopy available?  Or did I just miss out on something that was put out a while ago.

He was still a cleric, the only change was his spell list.  Most of the other players thought this was pretty awesome. (You can wear full plate AND cast fireball!) He asked if the process could be reversed.  I told him it was completely possible, though this would have to be done by decisions in game. (Like the wish at the end of the adventure, though I didn't give him the spoiler).


(5 replies, posted in LotFP Gaming Forum)

The best effect I've seen for protecting yourself as a wizard is not broadcasting yourself as a wizard.  A specialist doesn't go around town advertising that they are a pick-pocket and burglar because they want people to not notice them doing what they do!  Similarly a wizard should really play being a mundane "fill in the blank" until they have the right opportunity to bring a spell to the ready.  After all, what is the difference between a crazy old codger that mumbles gibberish and speaks with his hands and someone casting a spell?  You don't really know until the purple ray shoots out and turns your friend into a frog!

You might also want to check out the LotFP three brides adventure.  The first adventure is exactly what you are looking for, the second could be "non-magical" if you substitute dwarves (which are pretty much never seen anyway) for a hill tribe.  So at this point you can think of the third adventure (with supernatural) as a bonus!

I started a campaign with a warning - the game would be grim, dirty, horrific, and most likely with a high death toll.  Players came anyway.  We started off with the "Keep on the Boarderlands".  Next they opted to follow the hook to find some missing hobbits.  Enter Lamentations of a Gingerbread Princess. 

Things went pretty smoothly according to the module.  In the forest they fought some bandits and then encountered the three witches.  The fighter/cleric of the party opted to take them up on the offer to expunge the "horrific" source of his power and replace it with something else.  He went for this hook line and sinker.  Upon finding that he now had arcane spells the player almost had a stroke (doubly so because we were playing AD&D 2nd ed rules he had to cast "find familiar").  Battling the teddy bears he was further frustrated that his mace wasn't doing damage to the boneless little nightmares.  After battling the teddys we called it a night.  Before the next session the player said that his character was unplayable and wanted to retire him AND quit the campaign as it was causing him deep emotional stress.

They ended up getting out of the world by accidentally killing the little girl (testing the wand of rainbows while pointing it at her)

Once we completed the quest other characters decided to take an in game break to think about their life choices.

I would like to note that despite the twisted nature of the module NO CHARACTERS DIED.  Yet it affected the players far more than the 4 character deaths they had previously. 

It is always sad to loose someone at the table, though at the same time it was an artistic win for having something so successfully disturb.


(7 replies, posted in LotFP Gaming Forum)

I think the line of Carcosa brand coffee beans are a bit off topic for what the intent of this thread.


(1 replies, posted in LotFP Webstore Forum)

From the take my money please department.

Like a strange fungus from beyond LotFP products have grown on me.  I bought quite a few of the products as .pdf from the webstore, and now wish I had gotten the hard copy.  Is it possible to get the cost of the .pdf as credit to buying the hard copy/pdf from the webstore?


(14 replies, posted in LotFP Gaming Forum)

Just an idea: instead of being abducted for their organs (which begs the question-why are they still alive?) What about being captured for being in an alien menagerie.  All the horrific things done could be justified as some sort of tagging/health assessment (even vivisection-we kill one to understand and keep the others alive).  Plus you can have all sorts of other weird alien creatures in separate cells/rooms that the adventurers can crash into and fight/rescue them.  All the while still having the dog men overloards of the flying zoo-pyramid.


(10 replies, posted in LotFP Gaming Forum)

I love the book.  Mostly because it does something a lot of other roleplaying books don't do and that is make me think.  If you extrapolate the thoughts presented in the book to other areas it makes sense as a world building tool.  The book focuses basically on the construction of a wizards tower, but play that out to how does that affect the nearest civilization?  Use the same construction theory for a dungeon (even your trope monster filled one).  Who built it? Why was it built? What was its purpose?  Of course it may just be that I got the right product at the right time as I was thinking about a lot of these questions while building a campaign.  Honestly, if I hadn't spent the money on the .pdf already I'd go back and buy the hardcover.

The source I got this from:

As much as I would love to take credit for this, I'm just transcribing the following from something I found on 4chan, but I think it is great materal for any LotFP game.

Time to share some nightmarish horror stories with y'all /tg/. I'm no writefag, so forgive me if this isn't really up to shnuff, I'm not trying to produce literature here, just relay events. I started putting this old tale into writing during the Tall-Man thread. That was like... Six hours ago, I was interrupted by a few episodes of Monk.

Our DM is an artsy type, but not in an interesting way. He likes verisimilitude more than useful information. He's like the Tolkien of Dms. We've often badgered him about his style of running things. He likes making worlds, and then turning us loose in them. We happen to prefer adventure modules, and whatnot. So after a particularly harsh heckling (which I regret,) he offers to run us something very special, in the mode that we seem to prefer. We agree, though I fully expect some more of his mediocre twattle.

So, we start out in this shitty little town in his world's analogue to dark age Germany. It's gray, wet, there's a lot of mud, everyone is dirt poor, all the peasants are insular and taciturn around foreigners. We groan several times as we begin... But learn that we're actually on our way through. On our way to... Persia-Rome or something, on a mission to recover some sort of artifact. The guy sending us gives us rations, supplies, and what he called “Karthaki marching powder,” which we understood to be a joke expy of cocaine. A good start.

Well, we head out, and pass through some sort of black forest, and then a dreary swamp with incredibly dense fog, where he has us seriously make eight spot and listen checks. Every once in a while pausing for like three minutes at a time, and asking if we had any more modifiers to add. As usual, his descriptions of the surrounding area is incredibly articulate, sometimes bordering on the poetic. It had been corny most of the time, but this time it worked... Because this time it wasn't just hollow detail. There were things to notice. Cryptic but alluring hints towards the nature of... Something. We didn't know what it was, there was no hint towards what it was we were supposed to be learning about, only that there was something. Something fast, something slick, something twisting and limp, but taut and strong that was... Pursuing. Not us, but chasing something, something that, a moment later, took on its traits.

I can't even begin to describe it. We actually forgot for a moment that we were supposed to be playing. We were hypnotized. He shook us out of it, all of a sudden, with orcs, that cartwheeled and spun out of the swamp, dragging moisture from the air back into the swamp as they emerged, dragging gore from the ground back into their bodies into closing wounds as they did, losing pallor and glazed expression to take on the green vibrance of life, and psychically drawing weapons to them from the ground and brackish water. We killed them, throwing them back into the water directly from whence they came, and re-opened their wounds for them.

We were pretty sure that was it, after that. We met some weird folk after that, like an elf who refused to walk on the wet stone of the road through the swamp, to the point of laying down two squares of wood to walk upon as he went, and talking entirely in paradox. Eventually, we took the wooden planks away from him, and broke them when he tried to take them back. If he kept walking so slowly, he'd get his ass killed by zombie orcs, right? The mook just sat down and started crying after that, but we kept going.
Sounds like pretty standard faire, doesn't it? Oh, we thought so too. We complimented the DM at the end of the session, for a job well done. He had really gotten us with those zombie orcs. Really creepy. Heheheheh... Oh, but it only got worse there from there.

We arrived... in a village. A little village, on the outskirts of the country we were supposed to be entering.
Do you remember the bit about how good he was at describing shit? Well he brought us to tears here. It was the most beautiful thing I'd ever heard put into words before. He described the most idyllic and wonderful place imaginable. It was a golden town, full of vibrant life and surrounded by flowing wheat. The people came up and greeted us, welcoming us to their little town. All the men were friendly and offered us lodging and hospitality, and all the women were long-braided and beautiful, with ample bosoms and wide eyes...

Every home had a bronze symbol of the sun with a grinning face on it nailed to the door, and every street corner had women twirling slowly on the spot, dancing in the joy of the daytime, and the people all moved in rhythm, taking long steps every two or three seconds of walking, sidestepping as they spoke. Very musical people, too, they were always humming.
It was good stuff, so we figured we'd stay around for a while, to check everything out. We go to the inn, and get ourselves some rooms. We chat up the townsfolk, and we learn that the town is called Kar-Tordek. I think this is a laugh, and decide that I'm in this town for the bitches, so I convince three of the women to sleep with me (they are, of course, a promiscuous people whose religion revolves around how awesome strangers are. Go figure.)

So, the rest of the crew follows suit, and we all wake up surrounded by tits. We head out into the street, and... start noticing things. For one thing, the same women are dancing on the same street corners. Everybody greets us by name with elaborate greetings. Nobody just says “hi.” Nobody just says “good morning.” They say “May the light of the lord of light shine on you.” or “Welcome to the dawn of His glorious day.” It doesn't take us long to realize that the DM is talking entirely in rhythm with the music that's playing in the background. He had been since the first moment. The townsfolk were all speaking in meter. Dee-duh dee-duh dee-duh dee-duh dee-duh, like a heartbeat. We start freaking out, because we KNEW that something was wrong with this fucking place, somewhere in the back of our minds we knew that there had to be. We're all over that shit in a heartbeat, we start asking questions.

The local lord is a sorcerer, but all of the damn lords in this place are sorcerers.
The gray marshes that we passed through are terrifying places that nobody likes traveling through. Well no shit.
The primary crop is gravewheat, which only grows on ground watered with human blood. Sounds like a good crop to be pl-OH WAIT. YEAH.
So the cleric starts detecting evil. EVERYTHING shows up. Everything. The dirt? Evil. The people? Evil. The houses? Evil. The DM asks for a spot check, which he's been doing for a while now, though we hadn't really given it much thought after the first thirty times.

For once, he sits up straight, and all of a sudden says “you notice that the man speaking to you has no eyes. None of them do.”

There is a full ten seconds of silence, before he adds, “they never did.” He then begins to elaborate upon what else they did and didn't have. The list was elaborate, and traumatizing. The end result, boneless, toothless, eyeless, with long rubbery limbs and gray flesh. What we had mistaken for braids on the women had been long, blackened tongues. Tongues, he said, that we had grown rather accustomed to during the night there. We start freaking out about halfway through that last bit.
I smash the one we're talking to's face in with a morningstar. The sorcerer turns around and lights the little gang of “women” that had been following us on fire. Some of them, covered in ragged cloaks of human skin attack, some begin flailing about like lunatics, screeching and cackling and talking backwards. Instead of attacking, they would rub up against us, shuddering and slivering and boneless, moving into our way when we tried to flee, and taking our blows like they were nothing, until we had hewn them to bits.
It was sick, and unnerving, and it didn't make any sense, but we fucking killed them all. We fucking killed them all. Every single one of them, we cleared that village out one goddamn building at a time, killing their lipless horrors and the little sharp-toothed ones that gnawed at our ankles and jumped out of dark corners, and the ones that grabbed our legs, and the ones that would throw themselves at us while others flanked around or ran off, to ambush us later. We killed them all, and ended the threat.

One time I took drugs while playing D&D 4 ed and I got scared.

But we knew what the root of the problem was. It was the wheat. The gravewheat. It must've been corrupting the people with foul necromancy. So we painted warnings on the buildings, left notes for anybody who might have come, warned them of what would happen if they ate the stuff. And then we lit the fields on fire, and left. The DM ended our third session there, and congratulated us on a job well done. The next session, though, he showed up with a Dark Heresy book. We had been wanting to play that for a long time, and he said he had brought character sheets and everything, and we had all had our fill of horror. Gruesome death was one thing, but that stuff was just... surreal. Too much. So, we purged some heretics from then on. Didn't take one look back at D&D for a few months.

Then, we came back. Not to the same campaign, nobody mentioned it again. The DM had us roll up characters, and had us start out in the same little town we began in before. We're all a bit worried, but he raises our spirits by informing us that it is fall. It had been spring when we had departed last time. It wasn't just a start-over, it was something different. Good stuff. We get almost the precise same starting equipment as the first group from almost the exact same quest-giving priest. We don't get the marching powder though, which was good, it had struck me as a bit goofy anyway.
So... we're going on our merry little way down the swamp road. We don't run into any orcs, which is good, but we do find... An elf. With broken legs. The emaciated, starved corpse of an elf with broken legs. Clearly orc work. We proceed, and get what amounts to the single darkest moment in the entire history of my gaming life. We find the town.

Burned black. Scorched Earth. The surrounding fields are little more than ashes and soot worn down by fall rain into a slurry. The sky is dark, it is dusk, but we proceed through the early evening with torches, and investigate the town. It is the scene... Of unspeakable carnage. A hundred people killed like animals. Weaponless men, hewn down as they tried to defend their families, women butchered as they attempted to clear the escapes of their children. Infants, trapped in corners and run through, monks wearing the white robes of pacifists, who had clearly tried to grapple and pin down their assailants, beaten down and split open with repeated, unnecessary, horrible mutilating strikes.
And the buildings. The buildings were covered with writings, in blood, gibberings and the frothing babble of madmen, rhyming rhythmic mournful furious meanderings that made no sense, but read clearly nonetheless, for they all had something in common.
Like one long, grand verse, they were written in iambic pentameter.


(8 replies, posted in LotFP Gaming Forum)

Thanks for the advice.  I'm waiting with bated breath for the GM book and the adventures with it.


(8 replies, posted in LotFP Gaming Forum)

Ok, my curiosity is piqued.   LOTFPs facebook page shared a review of "an adventure"

While I understand the first rule of fight club is don't talk about fight club, as a game master I'm really interested in checking this adventure out.  As I can't afford to buy one of everything at noble knight, can anyone point to a title to buy?


(7 replies, posted in LotFP Gaming Forum)

If you think about it, try to hit two people with one water balloon.