1

(4 replies, posted in LotFP Gaming Forum)

Well, THAT's what I'd call taking things a bit too litterally. tongue

2

(4 replies, posted in LotFP Gaming Forum)

Well, I don't read Tales of the Grotesque and Dungeonesque, and the links in the thread you linked to don't work anymore. Now you make me wonder about that joke... wink

3

(4 replies, posted in LotFP Gaming Forum)

I really like what you did with it!

The idea that people could just use this spell for whatever high-level effect would best fit their campaign had crossed my mind, but I thought I'd ask in  case there was an error in my book.

4

(4 replies, posted in LotFP Gaming Forum)

Among the 9th level Magic-user spells (in the latest version of the rules) is something called Lost Dweomer, but that spell has no description anywhere. So uh, what is it?

The Spores of a Fallen Star

Ten years ago, an asteroid fell about a mile away from a small backwater village. This “fallen star”, as
the peasants called it, bore spores of an alien fungus, which survived the crash. Soon, a strange
mushroom of a greenish purple color started growing where the asteroid had landed. At first, the
villagers did not notice the mushroom's appearance, but over the years, it grew to gigantic proportions,
until it became visible from the village's fields. By and large, the peasants were wary of the alien
mushroom and, suspecting witchcraft was to blame for its growth, dared not approach it, but a few
curious, brave or foolish ones went close enough to see it. By their accounts, it had now grown to a
height of over ten feet, and smelled of a sweet yet unknown odor. Herbalists and other scholars came to
the village to examine the fungus every now and then, but none could identify it. Indeed, there were no
others of its kind on our world. All of them agreed that the mushroom was harmless, but there was one
thing they never guessed.

The mushroom's roots had grown far and wide underneath the earth, and last year, they reached the
village's fields. The roots contaminated the land under which they had spread. All food grown on the
blighted land infected the adult males with a peculiar disease. The sick would not suffer any symptoms
at all, and would not even notice they were ill in any way, until they conceived a child. Indeed, within a
year after their birth, the body of the diseased men's offspring would dissolve into a sentient, flesheating,
greenish purple ooze. Quite a few of these abominations appeared throughout the village in the
last several weeks, driving their parents to despair and insanity, and the population at large to panick
and violence, until most of the people left their cursed village, never to return. Only the poorest of the
poor remained, having nowhere to go, to fend off the ooze creatures coming out of the fallen star's
crater after nightfall. Some of the remaining women are pregnant, and nobody knows what to do about
them, let alone that the men among them are to blame. They correctly suspect the alien mushroom is
the cause of their village's woes, but those who tried to destroy it never came back...

Any adult male who eats food grown on the contaminated fields must make a saving throw versus
Poison or contract the disease described above. Sick characters will not know that they are sick, and iff
asked, will insist that they are feeling fine. Any child they conceive next will become an ooze creature
1d6+6 months after their birth. The mushroom itself is just that, a huge, ten foot tall greenish purple
mushroom. It is immune to all damage from cold- or fire-based attacks, as well as blunt weapons such
as maces, clubs and hammers. All other attacks will cause damage as normal. Once a day, usually after
suffering damage, it will blow a cloud of spores upon all characters within melee range, who will be
forced to make a saving throw versus Poison to avoid breathing the spores (characters who cover their
mouth and nose in advance are safe and do not need to roll). Those who breathe the spores will be
forced to defend the mushroom, going as far as fighting to the death to protect it from destruction.
Victims can make another saving throw if their comrades restrain and try to reason with them. The
mushroom is a Chaotic entity, and reacts to magic and holy water accordingly.

The ooze creatures share the same immunities and weaknesses as the mushroom, but they do not blow
spore clouds when damaged. They are also Chaotic entities, and react to magic and holy water in the
same ways as the mushroom. During the day, they gather around the mushroom, and prowl the village
at night in search of prey.

The Alien Mushroom: Armor 15, Move 0', 6 Hit Dice, 20hp, Morale 12, Alignment Chaotic. Spore
cloud once a day, 10' radius. Infect land, 1 mile radius. Immune to blunt weapons and cold- or firebased
attacks. 500xp.

The Ooze Creatures (3d10): Armor 15, Move 60', 2 Hit Dice, 10hp, digestive secretion 1d6, Morale 6,
Alignment Chaotic. Immune to blunt weapons and cold- or fire-based attacks. 50xp each

(Posting this kinda late. I thought I did, but I guess I never got around to it tongue )

Thanks for your good advice!

I especially like your first suggestion. I'll try to fit something like this in my next game.

My players and I haven't played any kind  of D&D in about two decades, although we played lots of other roleplaying games since then. We started a semi-regular LotFP campaign a while ago, and while the players enjoy the campaign itself (that is, the story that unfolds as we play), they're getting frustrated by a few aspects of the game. I'd like to address their complaints, but I'm so rusty with this kind of RPG that I thought I'd ask for some advice here. Let's see where things are going badly.

1) "The fights are too tough!"
-To be fair, I made one adventure way too hard and only found out through actual play, but this is skewing their whole perception of the game. Part of the problem is that, while they know about the retainer rules, they never think about hiring retainers. At the end of the last game, I had a band of mercenaries show up and offer their help. I'm hoping that by the end of the next session, the players will see the difference it can make, but I want them to understand that this is a standard part of the game, not a special favor or a one-of-a-kind event. How would you encourage players to hire retainers when they need it?

2) "There's no treasure!" or "There are no hints anywhere!"
-Or rather, they don't always search carefully enough and they end up missing a lot of hidden stuff. Obviously, this can happen all the time in every game, so it's nobody's fault. To be fair, in hindsight, I might have been a bit too subtle about some hidden stuff. However, they seem to expect me to tell them to roll a die, or "make a spot check", whenever they come near secret doors or concealed treasure, instead of asking more questions or taking the time to explore. How would you encourage players to explore more carefully, apart from "penalizing" them for not doing it?

3) "Level progression is too slow!"
-This is tied to the "fights are too tough" complaint. Since we started playing, two players have reached level 2, three are pretty close, and the last is playing an Elf, so she's a little less than halfway there. However, they've had it up to here with the whole level 1 thing, they don't think their characters are tough enough, and they're getting very frustrated about this. I'd like to "dedramatize" the situation, but I'm wary of simply showering them with XP. I offered the Elf player to choose a different class, because she didn't realize just how high the level threshold is for Elves. For the rest, I'm worried that if I give out too much at level 1, they'll expect unrealisitic amounts at higher levels. How would you handle complaints  about level progression?

Thanks in advance for your insights! smile

8

(5 replies, posted in LotFP Gaming Forum)

Thanks for the insights, folks! smile

With regards to fantastic elements, for what it's worth, I think I'll be going for a sort of compromise. On one hand, I think AD&D as a rules set doesn't fit Ravenloft as well as LotFP does. Monsters in Ravenloft are usually supposed to be rare, one-of-a-kind occurences, and magic is not something most people would trust, to say the least. Even magic items are supposed to be rarer than in your usual D&D game world. (I'm looking at you, Forgotten Realms!) This is why I think LotFP is a great fit. On the other hand, my play group wanted a "classic" D&D experience, meaning that early modern Europe wasn't quite what they were looking for.

Fortunately for them, there is one domain with a "generic fantasy kingdom" theme and this is where I'll start my campaign. The original Ravenloft boxed set - the "Black Box", not to be confused with the I6: Ravenloft module - features some pockets of goblins and kobolds (but no more: no orcs, ogres or the rest of the usual menagerie). I might make use of those at some point, but that's not where the campaign will focus. The players decided to play a group of rebels plotting to overthrow the domain's evil sorcerer-king, so there's a lot of political machinations to be expected, and the baddies will be less "green-skinned savages" and more "the local soldiery". All this to say I'll probably strike a balance between all-out, no holds barred fantasy and a pure historical setting.

With regards to monsters specifically, I'm thinking of copying the Monster Manual's stat blocks when appropriate. However, it occurred to me that I could simply make up, say, some sort of undead, but never actually identify them as "vampires" or "ghouls" or whatever. Maybe the locals will tell the PCs about a vampire haunting the ruins in the woods, or maybe the players will conclude that the monster they're hunting is a vampire, but I, as referee, don't even have to decide if the monster really is a vampire, an unspecified kind of undead monster that the locals call a vampire, or something even worse. I wonder what my players would say if they found out their 1st level characters were facing a (secretly 2-HD) vampire...

@Crunk Posby:
The version I have is the "Deluxe" edition. The adventures included were Tower of the Stargazer, which I will probably plug somewhere at some point, and Weird New World, which I doubt will really fit the campaign. Oh, and thanks for the module suggestions! I don't usually use modules (I must have used two in the last twenty years) but I'll check them out just to get a better feel of James Raggi's vision. It should be lots of fun! smile

@Storapan:
To be honest, apart from the few domains for which it's actually stated in the text, I'm not sure at all what game world most of the domains come from. Most of them have a "late medieval or early Renaissance Europe" feel to them, and I always assumed they were "lost" parts of the real world (or maybe a close enough fictitious world) that were swallowed by the Mists. All this to say that my default assumption is pretty close to your suggestion! big_smile As for Fear and Horror rules, I'm of two minds on this. I like the idea of Fear/Horror checks, or Call of Cthulhu's Sanity rules, because it reinforces the idea that characters don't react to the game's fiction in the same way as the players. However, these rules only work if players are willing to play along. If they don't, the whole thing falls apart. I kinda like the idea of Morale checks for NPCs and letting players decide how their characters react, if only as a compromise.

9

(5 replies, posted in LotFP Gaming Forum)

Hello,

As I mentioned in the introductions thread, I'm planning an LotFP campaign set in the Ravenloft game world. My plan is to adapt the world to LotFP, not the reverse. I was wondering if anyone here has tried this before? Was the result worth the effort? Are there any difficulties to be expected? Any insights people would like to share?

Thanks in advance!

10

(216 replies, posted in LotFP Gaming Forum)

Hi!

My name is Mathieu (or you can just say Matthew, if you don't speak French), I'm 35 years old and I live in Montreal, Quebec, Canada. I got into roleplaying games when I was 12 years old, with the second edition of AD&D. My group and I switched to other games (mostly HârnMaster, Call of Cthulhu, and World of Darkness games) when I was 15, and we haven't played anything related to Dungeons & Dragons ever since...

Until recently. A friend of mine told me: "you know what would be fun? Dungeons & Dragons!" Since I didn't have any campaigns in the works at the time, I just said "why the hell not?" and started writing stuff. I still have the old Ravenloft black box and decided to set the campaign in that world. The idea was to have a simple horror game (what I do best, really) using the old AD&D 2nd edition rules.

Now, my local game store has had a copy of the LotFP deluxe edition for years. Every time I went there, I'd have a brief look at it, tell myself I should buy it one day, and then put it back on the shelf. Well, that day came a little over a week ago, and I have absolutely no regrets! Even better, the box is part of the first printing, making me one of the 610 lucky few... 4 years late. smile

I've decided to use the LotFP rules for my Ravenloft campaign, and started looking around the internet to learn more about this cool little game. One thing led to another, and now I'm writing an intro on this forum. wink

Talk to you soon!