1

(5 replies, posted in LotFP Gaming Forum)

Crunk Posby wrote:

Right now, you have to make them up.

However, whenever the new Rules & Magic book is released, I'm pretty sure they will be provided.  Not sure if there are any plans to provide them earlier, or if there will be community involvement (as likely a number of people will be making up their own miscast tables between now and the time of the new rules book release).

If you can get your hands on one of the playtest documents, you can get the new version of "Cure Light Wounds."

I did not realize they were the same as the playtest packet!

2

(5 replies, posted in LotFP Gaming Forum)

Vag is magic's update to the magic system sets up spell descriptions differently than the core book.

Are we going to see miscast tables for all the old spells or do we make them up?

3

(7 replies, posted in LotFP Gaming Forum)

Mathiaspohto wrote:

Thank you littlemute from the email. Looks nice and going to be useful smile

No problem!

4

(7 replies, posted in LotFP Gaming Forum)

Seems to be working fine, was it a 404 or 405 error?

I produced a character sheet in pocketmod format.

Blog post about it:
http://mraaktagon.com/pocketmod-charact … e-princess

Link to it:
http://www.mraaktagon.com/Files/lotfp-pocketmod.pdf

If you have feedback on the layout, order of fields/boxes on pages (or page order itself) and all that stuff post it.

I haven't been here for a long time.  Hello everyone!

JimLotFP wrote:

Just starting a topic here so I have someplace to direct people who want to share.

Here's one I did but didn't submit as it was too gamma world/Numenera-y:

Targeted Nano Load

This will be found within a corpse of some kind and will adhere and be absorbed into any human that gets within a few inches. It's original design was to move from various hosts, keeping them alive in the process, to it's target and assassinate based on the target's genetic code.  This set of nano machines is in error as their original target is long since dead and they simply moves from host to host.

Upon infection, the character gains 18 constitution and heals 1 HP per round, regardless of the severity of injuries. Injuries healed have a hexagonal lattice across the flesh upon close inspection. However, when 25 HP have been healed in this manner, the nanobots run out of material unless the character eats quantities of silicon dioxide (they won't know this but may have compulsion to do so on account of the machines, they will never consciously know--just have a compulsion to eat dirt of some kind, loam, quartz). The healed areas, overtime, begin to break down if there is no ingestion of quartz.  The character cannot heal normally ever again.

7

(1 replies, posted in LotFP Gaming Forum)

Found this track and though it would work well for in person or Roll20 mood music for DEATH FROST DOOM (after the.. you know), CARCOSA or various other sessions.

https://soundcloud.com/dwaallicht/the-wanderer


Dwaallicht is Wisp/ Ried Dunn.  He was on Rephlex (Aphex Twin's label) and put out some amazing stuff that's more IDM, but his soundcloud stuff is mostly horror inspired.

Why? You guessed it: no LotFP adventure!  What's more, no DCC or any OSR modules of note (Castles and Crusades was the only one I saw and I don't even know what that is).  DCC had a nice GM screen, and Goodman had a 5th Edition module (but it was for 12th level !?) but other than that it was not an ideal day for free...

9

(6 replies, posted in LotFP Gaming Forum)

God that Crawls can work as they will be hunted by the Church after-- and what better place to run than northern Germany (for Better than Any Man) and the Quelong.  The thing about Death Frost Doom is that you want them to care a little bit for the village down in the valley, so you  might want to have a non-weird adventure there leading up to it (like finding a child in the woods and having everything turn out just great before the hammer comes down).

Russel Brown in "Elusive Legends" talks about an 'inciting incident' that moves the players from their normal life to the adventuring life.  Many of the LoTFP adventures will start this off right, even The Pale Lady, Fuck for Satan or The Idea from Space.  If FORGIVE US was 1st level, that would be another great starter, but it's for 4th level (who makes it to 4th in LoTFP?).

The only three I would not start with would be Carcosa, Red and Pleasant Land and maybe not Quelong.  Those are places to get to though.

10

(7 replies, posted in LotFP Gaming Forum)

Alexi wrote:

What are you fine folks using for Lamentations miniatures?  I'm about to paint up some Warlord Games guys.
https://fbcdn-sphotos-e-a.akamaihd.net/ … JpIjoidCJ9

You can also look at the old Citadel line for Warhammer Fantasy Roleplay, many of those fit quite well.  Mordheim figures can work (the human gang sprues are incredible for building a group of adventurers) but they get BIG compared to the 28MM guys from earlier GW and Pyke and Shotte stuff from Warlord.  Wargames Foundry has TONS of suitable minis.  Check this line out: http://www.wargamesfoundry.com/our-rang … shbucklers

11

(5 replies, posted in LotFP Gaming Forum)

cryion wrote:
littlemute wrote:

Just saw this on Drivethru RPG?  No hype?  Print version?  I bought it instantly (pour supuesto).

your impressions, please, kind sir!

Read it last night.  It's short, something you could whip out in an evening and play most of the way through I think (which is all the time I usually ever have).  It reminds me of a DCC adventure in terms of length.  What level is it for? I can't tell from the book but seems like 1-3 or possibly any.

Spoiler part
>>>>>>

It's in the vein of 'Ecclesiastical adventures' where the patron is someone from the Church (like potentially God the Crawls and Dunnsmouth-- if they are there to check on the missing priest).  This could be the start of an adventuring career where the characters are 'fixers' for the church.  that's just my take in an underlying theme I'm seeing in the LoTFP stuffs.

It has a very evil elf, horrifying rabbits and children in very grave danger, so the characters are in a heroic situation if they want to risk it, and the potential to be very non-heroic if they want reward instead. My players are XP/Gold greedy which the system reinforces so while the kids would be nice to save, better to save gold for themselves (which is why Deep Carbon Observatory just won't work for my group since their characters, fiends and hyenas all, likely would simply laugh at all the people drowning...).  The main trap in the module is worth the 5$ alone, which I won't spoil.  You want to know why the lord of plagues and fevers chose this guy's magic item to demolish publicly, it's because he came up with one for this adventure that is quite awesome.

12

(5 replies, posted in LotFP Gaming Forum)

Just saw this on Drivethru RPG?  No hype?  Print version?  I bought it instantly (pour supuesto).

13

(2 replies, posted in LotFP Gaming Forum)

Yeah, Blanche is a titan. I need to pick up Dreadfleet one of these days (maybe just the book) just for his art in there.

Lepus wrote:

How do you guys handle this?

Howdy.  I would have all in between adventures be NON- magical, non weird, with no monsters at all.  These are there for the contrast and to show the players that they are, in fact, incredibly special in the game world since they can level up (and have) and almost everyone else is a zero level human.

I played a lot of Warhammer Fantasy Roleplay and we had awesome times with the few non-fantasy adventures like "with a little help from my friends" which is a straight save the kid from kidnappers set in some horrible neighborhood in some horrible WFRP city.  No skaven or the later obligatory CHAOS!!!!! at all.  This can easily be converted to Lamentations.  You'll need to give them some XP for doing stuff rather than just getting gold, but there's some stuff here and there in the Lamentations adventures that do that for reference.

Nobless Oblige is another non-monster/fantasy adventure for WFRP (just have the mutants be some non-northern european ethnicity or non catholic/protestant religion and you are gold) that you could look at for ideas for some good in between stuff.

If you intersperse with non-fantasy stuff, when they get to the weird or supernatural-- tear the shit out of them remorselessly.  No quarter.  In the adventures they have the most to gain (levels, gold, magic items) so it should have the most risk.  I've only had a TPK in the God that Crawls and that's because my players were stubborn and drunk.

15

(2 replies, posted in LotFP Gaming Forum)

http://ironsleet.com/2015/01/18/john-bl … oo-forest/

This is a session report for Thulian Echoes, but I made it difficult for myself and converted it to Runequest 6 since this is a pretty awesome sword and sandal style adventure and I wanted to see if it could be done.  I didn't have a campaign going so it was all new characters and I had to bring in a bit of back story before they got the diary of the journey to the island.  I set the original adventurers in 1605 London as non-liveried members of the Mercers guild (read-- street thugs).  There were four players, one huge brute (as big and strong as physically possible to build within the rules) and the rest were little sneaky types.

I add some mechanical/system notes within the [] for anyone interested in the conversion.  It wasn't too difficult but it's an extensive system for skills where LoTFP is super tight. Character building in general was a beast compared to LotFP.

So here we go, this was with some of the drunken louts that I ran God that Crawls with and posted here awhile back. Thankfully we all didn't start drunk and they didn't yell at me this time that I was "NOT AN IRON GM" so my GM career must be looking up right? for now at least? This has spoilers (but not much)

After a rainy late summer day, after the rain cleared and the sun came out over London our ‘heroes’ were out and about looking for trouble.  Given the conflicts between the Drapers and Mercers guilds coming upon a lost group of Drapers stomping through the muddy streets seemingly lost was a gift.  After harrying them through the streets, our heroes boxed them into a back alley so they had to turn and fight.  There were four draper thugs escorting an old man who wore the livery of the Drapers-- he was a petrified non-combatant.  After some shouting in bad English accents, the two groups joined battle and after just a few rounds, all the drapers were slaughtered (rapier impale and severed leg were the highlights).  [The Drapers were set as underlings-- about 47% attack skill with a variety of weapons-- the most challenging being a dude with a short spear since he couldn't be attacked until the attackers were able to get within close range.  I wanted to get the players used to the combat first and foremost. I fudged a single roll of the weakest of drapers who had a two handed hammer that someone tried to parry with a dagger which would have ended with the character's head caved in-- chalking it up to lack of system knowledge that they didn't try to evade instead. Dodging around and parrying is covered completely in RQ by your combat skill percentage and evading is a different skill where you throw yourself to the ground prone to avoid attacks, traps vases thrown at you by rudely-swived whores, et al.]

After dispatching the drapers (except for the liveried guy) the thugs found the diary on the old man, took him to their man in the Mercers, Richard Trower to sort out his ransom.  Who was the old man taking it the book too?  Who found it in the first place? Questions Questions. They gave Trower the book along with the old man, and he gave them some coin for their trouble after a discussion about compensation and ransom of the geezer and sent them on their way to go out and party.

Week goes by and Trower calls them to his place via his catamite, Edward.  They show up and Trower looks pale and tells them they have to meet one of the Mercer grandees at his stately home.

They make it across London and are escorted into the home by the butler, given some drinks and told to sit in an opulent den filled with odd astrological stuff. 

An elderly John Dee (himself) comes in and asks them what they know of the book and what the old man said to them.  He then tells them this is deadly serious business.  That the book involves the theft of a great deal of silver by a Greek after the siege of Jerusalem by Titus.  The silver was stowed on an island in the north sea, somewhere north of ireland.  He then begins to read the book and translate from the Latin.

From the characters in the diary, the players selected the Gladiator, the Ex-legionnaire, the Sorcerer and the Pict and they hit the shore of the island with the vigiles (spear throwing NPCs).

[I had to make all these pre-gens/NPC's in RQ6 which was fairly time consuming but fun. The Sorcerer was the most difficult because from the RQ magic toolkit, you have to create a set of spells that are available to the sorcerer's 'school' of magic-- that stuff isn't defined for you.  The main thing he had was a magic missile type spell [Wrack] and a bunch of cantrips, the combat focused characters were surprisingly fast to build but trying to get the difference between a 5th and 3rd level fighter (the gladiator and legionnaire was a bit tough since RQ has no levels.  I completely ignored character 'passion' rules as that's not the style of game I want to run.]

The two fisherman, the Rabbi, the Engineer (the characters they didn't choose to play) and two of the vigiles were sent to set up camp.  They noticed a large statue jutting out of the water to of DAGON (Id’ed by the rabbi via an ancient lore skill roll).

Exploring the interior of the island, they shortly came to the chasm/drawbridge entrance and with the engineer’s help (who they went back and got), they cross the chasm and burned the drawbridge over the course of a day (giving the LAIR IS BREACHED tag).

On entry they pulled back the curtain and found the room with the statues.  the PICT and Gladiator climbed up to the balcony, finding the silk curtain and bowl.  The Legionnaire went right through the door below the balcony and the statues woke up and attacked, four at first and all twelve after a few rounds.

[I used the base minotaur stats from the main RQ book sans armour, but hits doing half damage from non crushing weapons, they swung at 67% or so, and were not pushovers so I really did not have high hopes for the characters surviving...but they did]

Combat was the rest of the session.  One vigiles was killed outright (impaled on a spear and left to bleed out in a corner). The ex Legionnaire went down with a wound to his leg, but stayed in the fight behind his shield (armor helps a lot in RQ).  The Gladiator took a similar wound and was put out of the fight.  The sorcerer blasted the statues 4-5 times doing damage to almost all of them, but not enough to take any out.  Everyone else was doing half damage.   Eventually the sorcery ran away and the Pict and the downed legionnaire were able to amazingly finish off the remainder of the statues, despite the half damage they took from their weapons.

This was a massive, too massive battle to try to deal with as a new GM with new players. 6 on 12 turned into likely the longest recorded fight in Runequest 6 history at seven full rounds (usually fights are done in 2-4 from my short experience). That said, it probably went real time wise about as long as this fight would have been in LotFP since the statues were 3HD and there were 12 of the fuckers.  It was quite fun though as the players weren't too worried about getting slaughtered.  They had some very lucky rolls (criticals are huge in a fight and they got several during the battle) disarming and tripping the statues to the ground.

Denouement to the fight, the Gladiator did first aid on his leg so he didn't bleed out, as did the Ex-legionnaire. Everyone else had scratches and cuts but were still alive, with the sorcerer running to the beach for help.  The two fighters were effectively out of the game at this point with wounds until healed up (which would be days to weeks) and it was getting late and people were burbling drunk so that was the end of our first session.  I didn't dole out XP for the pre-gens (what would be the point?) but gave 2 'rolls' to the original characters even though most of the session they were just sitting and listening.

[XP is a bit different in RQ--giving out XP rolls per session like WFRP rather than via gold and monsters killed-- this will be odd because this dungeon is filled with silver that may not have much meaning for the characters since the drive for coin for XP isn't there. I'll have to see how it goes]

I'm going to post all my conversions of traps and monsters somewhere once these guys run through the whole thing.

17

(5 replies, posted in LotFP Gaming Forum)

It's a critical part of the game, and LOTFP makes it so easy and great.  This system dictates behavior-- most fighters with plate and shield know that when they get into a fight they MUST win because there is no escape from most enemies by running. Once they commit, that's it.    The rest of the party may load up on stuff but it's all about who is the slowest runner as to who gets eaten first.  Wizards and Specialists may stay as light as possible for the sole reason of being able to run away the fastest.  It's not only critical for choices in play, but party dynamics as well.  Fighters are nearly always 'all in' in my experience so can demand more loot or other special privileges if they survive...

With a few tweaks, you could run any LoTFP using Pathfinder but, the key thing in the few sessions I've run and played of Lamentations is that the player's characters SUCCUMB to the bad weird stuff.  In Pathfinder, player characters, by design, are not supposed to succumb to anything permanently. I imagine running Death Frost Doom and having the players not care about the horde of undead, assuming that they can "take it, no problem."  Pathfinder players are not going to accept their characters dying or having limbs ripped off, blinded, turned inside out, getting insta-cancer, or any of the other insane succumberies common in the LoTFP stuff-- and the Pathfinder system supports that style of gameplay, so there's a big mental shift there.

19

(7 replies, posted in LotFP Gaming Forum)

Huzzah!!!  I'd go more for the emotional maiming rather than physical.

20

(7 replies, posted in LotFP Gaming Forum)

Lord Inar wrote:
littlemute wrote:

killing off the players

Freudian slip?

I don't follow.

21

(2 replies, posted in LotFP Gaming Forum)

DO IT. It's a HOT MESS these days-- nothing like the Milwaukee days, nor the first years in Indy-- there were shocking amounts of people this year, they are building FOUR new hotels just for that convention.  Any LoTFP game will sell out within seconds of the event sign ups:  All Runequest 6, DCC, 13th Age events were booked full in less than a minute.

Here's a link to a post on a camping excursion where we played Horror on the Hill using the LoTFP rules. It went quite well:

http://mraaktagon.com/courage-mongoloid

As an aside, at Gencon there were no LoTFP games @_@.
I saw two other people with LoTFP shirts, one with Alice and the other one with the red haired lady herself.  One dude was running a game and had the Carcosa book open!   He was running Traveller where the PC's had crashed on Carcosa.  That's cooking with gas.  The other dude was just walking around being cool.

We hung around the Dungeon Crawl Classics booth (I picked up the random creature generator on paper which is awesome).  The games of DCC (both the tournament game with people entering and leaving when they were killed and the Michael Curtis game) were totally sold out and slammed, even with the tournament being a walk up, we were not able to get in after 2-3 hours of waiting.

So, even with D&D 5 out (and being not bad) and Pathfinder everywhere (where you had to wait in line to go into their booth this year...) and 13th Age of course kicking both their asses, I think there is a definite and solid desire for the OSR stuff among the 35+ set.

Needless to say, someone needs to run a game next year!

Legion wrote:

Apparently there was a contest to identify the three-eyed, tentacled, haloed statuette on the table in the header image for this forum.
What were the results of that contest?

It's a suppository.

"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."

this smells like victory to me.

Yuritau wrote:
littlemute wrote:

For me, I don't want to negotiate stuff in combat with my players in OD&D.  I want the rules sparkling fucking clear so we can get done with it and move on as soon as possible.  If I want all the negotiation I will bust out FATE or Feng Shui or (gulp) Exalted.  It seems like this is a grey area open to interpretation.  After playing the GW Lord of the Rings Strategy Battle Game, which allows spearmen adjacent to a fighter in melee to add +1 to the melee fighter's attack die, I'm good with the press from behind-- especially if other opponents use it against the party.

That said:
Can you press during a charge?

I always felt that the desire for absolute rules for all situations is what drove the evolution from OD&D to modern editions.

Sure, but there's a baseline of rules that are in the game that need to be clear.  Press, Charge, Defense, grappling, second rank attacks aren't really a resounding amount of rules for combat. You can cover just about everything else with a +2/-2.