Via my play-by-post campaign, we had a short Red & Pleasant Land Campaign.

1. Intro: PC's have been tasked to find the _Malleus Deus_, an ancient evil book. The know it is somewhere within the Heart Queen's Palace, however their team leader dies in the Carpathian Mountains of dysentery.

2. The PCs enter the Once Palace, and immediately encounter a talking boar, who leads them to an Orb Loc. There, an old woman tells them about the dangers of vampires. Then she has a non-lethal seizure.

3.The PCs explore the Once Palace. The get about 2 squares in before encountering a mysterious vampire queen who shanghais them into delivering a letter to The Red Bride Tizala.

4. The PCs follow an extremely slow footman to Poenari Palace, where they quickly encounter a Red Rook and his coterie of Pawns. After some failed fast-talk there is a combat which ends in a total party kill.


(67 replies, posted in LotFP Gaming Forum)



The team enters after some hesitation. The lightning bolts that strike the outside of the tower are imposing.

Inside, it's more comfortable. A foyer and dining room. Some old wine in a cabinet.

One PC, Jonah, drinks some of this wine. It's spoiled, and Jonah gets sick...

Under the dining room is a storage room full of human bones. And next to it is a gruesome laboratory. The laboratory has a strange, magic elevator.

The elevator leads down to a treasure room. A puzzle involving forcefield and levers protects the treasure. The PCs fail to solve the puzzle. They leave this room.

The elevator takes them up. There they find the wizard. He is trapped in a salt ring in his own bedroom. He wants them to brush the salt aside.

Our heroes are hesitant, and soon the wizard loses his patience. However, inside the salt circle, the magus is impotent. Even his spells cannot penetrate the barrier.

So, the PCs snag a nearby gem (worth 5,000sp!) and, deeming this a good load, leave.

Jonah, however is worse by the minute, and has to be dragged back to the Inn. He worsens, seizes, and dies... a terribly spoiled wine.


(67 replies, posted in LotFP Gaming Forum)


Friends asked me to run a squicky horror one shot. I look at the shelves. Death Frost Doom? Not enough squick. The Monolith Beyond Space and Time?- fare for campaigns. Death Love Doom occurs to me sometime later.

THE PARTY ENTERS THE HOUSE, EASILY KILLS SOME MONSTER/VICTIMS: the nanny and the fetus/mother. Finding a baby with an implanted clock, they throw a sheet over it, which causes the clock to start spinning. All the dead monsters resurrect. They break the clock (and baby). The monsters fall back to death.

GRANDMA WITH PRUNING SHEARS shows up. She hacks one PC's head clean off! In a sustained battle, they grab her with a mancatcher and sprinkle holy water on her.... it digs into her like acid... she dies.

Upstairs, the GRANDMA's granddaughter hangs from the ceiling, bodily mutilated into a chandelier. A rescue is mounted... and interrupted by a howling man with a monstrous cock. The PCs flee the site, with hardly any loot at all.

Everyone says, good job Pete with the horror!


(42 replies, posted in LotFP Gaming Forum)

Gregorius21778 wrote:

That was a CLEVER way of entering this special kind of "Pariah of the Veins" that I will not name here further! To bad that it ended this way, but a fitting end for a short VotE-campaign for sure.

Will your journeys in the Veins (as a GM) end here once again? Or will a new group seek out adventure?

I've got no plans to DM for the forseeable future, we're going to play Gloomhaven for a while smile


(42 replies, posted in LotFP Gaming Forum)


the PCs (only 3) learn of a nearby dungeon: a volcanic hall with a lava flow that dissolves souls. Those that seek to avoid hell go there. It is protected, however by undead monks who impose an unspecified levy.

First the adventurers have to kill the Cave Bear and harvest its Bone Plates for Anti-Fire Armor. A trap is made; a dangling flashlight.

The cave bear attacks! It bats the flashlight. The PCs attack! Gunshots ring out.

The bear is wounded, but alive and deadly... it mauls one PC. The others flee (now only two).

The PCs set up a similar ambush and this time blind the bear with mace. That's does the trick. They butcher the bear for armor, which takes a few days. Then they set off to get their souls dissolved.

They arrive at a large hole in the ground. The air around them is molten, the ground semi-soft. The ropes are fried during their rappel. At the bottom, the soft walls are sculpted as if by a million rough hands. Impressionistic cities and alien landscapes.

They traverse into a dark molten hall. Whispering encircles them. 12 jewlery-laden monks appear. Slashed mouths, sloughed white skin, ash scratchings instead of eyes. It is mutually discovered that the monks speak Infernal. They harass the PCs for payment.

One PC offers up the other PC as tribute. The players are boyfriends-- a betrayal! Much clamour starts. We eat pizza and I describe how the monk-ghouls eat the betrayed and then sacrifice the betrayer. The betrayed's destiny is hell and the betrayer's is oblivion.


(42 replies, posted in LotFP Gaming Forum)

1 dead child = 2000 sp/lumes, that's a good value


(42 replies, posted in LotFP Gaming Forum)

Good session.

The knotsmen are back to reclaim their slaves: the PCs. However a shot from the cop gun scares the slavers away.

Given some free time, the PCs peruse their new magical library. The Magic-User learns 3 new spells. Then they start getting hungry.

They travel to a nearby fishing village-- the copkiller PC's home. There they gamble, trade stories for slices of the village eunuch's skin.

A decision is made, and in the quiet hours the PCs rob and kidnap one villager, handcuffing him and knocking him out with a police baton. On their way out a child sees them; this child is Magic Missle'd to death.

The villagers rouse. The child's body presents a tempting value. The copkiller PC can choose between getting away without being seen or grabbing the tiny corpse. He chooses to the corpse, and blinds the witnesses with his flashlight.

In the instant of the flashlight's glare, the PC sees a multitude of new detail in his former village, and as much as well in his blinded former fellows. The PCs leave and are unfollowed.

The trip back to base is harassed by first, ignimbrite mites whom the copkiller PC maces, and then second, by Psychomycosis Megaspores. The Megaspores get the surprise but the PCs abandon their handcuffed captive and get away.

Following this, they make it back to base, with a child's fresh corpse.


I wish the Psychomycosis Megaspores text stated how you get the spores off your head. Without that I floundered and came up with a too-easy method: succeed on a grapple check.

Our copkiller player knows how to argue and successfully debated that ignimbrite mites are vulnerable to mace.

The veins cannibalism/lumes economy is on brilliant display in this campaign.

The way I interpret LOTFP's chase rules:
On your iniative you can run away. If someone chases you, you do the d20+speed/10 roll off. If you win, you get away in unfamiliar territory. If you lose, they get a surprise round and then reroll iniative.

I keep forgetting iniative is determined by light, and in general I often forget the immediate threat of darkness, although I well remember the draining lumes.

Finally, veins definitely needs rules for preserving corpses with salt or similar.


(42 replies, posted in LotFP Gaming Forum)

rlly happy about this session

most of the group cancelled at last minute so I just came over to play video games

eventually we said fuck it lets play with 1 player only

The PC agrees to cut off his ear and sell it to cultists for information

He's using his sword for surgery... as he begins cutting I call in the Rapture, who quickly takes control. The Rapture pulls the sword out of the wound and begins to attack.

It swings at the watching hungry cultists. It hits and kills. The other PCs join the battle.

Soon the cultists are all dead. The Rapture leaves. The PCs have the run of the cultist's church.

Inside they find a deactivated magic portal. The Magic-User PC reactivates it. It leads to 1970's Chicago.

One PC goes thru the portal. We play out a week of homelessness, then a cop knocks out one of the PC's eyes. The PC slays the cop with his sword.

Looting the corpse, the PC picks up the cop's gun, bullets, flashlight, mace etc. Then he heads back to the portal. He makes it back thru the portal which deactivates.

Okay so now the PC has gun + bullets + flashlight, not to mention modern clothes, in the veins. We end the session there, a half hour of play.


(42 replies, posted in LotFP Gaming Forum)

had a good veins session
used my hexmap system worked pretty well
a decent amount of accounting with lumes and referring to the map and map key
keeping track of lumes and hunger really helped instill a sense of urgency in the game
like, I have 50 lumes left, I can do 25 hours round trip travel
I need to find a solution in a very small amount of time
That's kind of the gamefeel that the veins was originally designed for
They found a fishing village. The village had a chained eunuch. No one spoke the same language, so we did extended pantomime which worked pretty well, we have some strong roleplayers in this group
all in all... great stakes... challenge... and instadeath: one player got two javelins to the chest in a surprise round
the cultists wait on the rooftops with javelins.


(42 replies, posted in LotFP Gaming Forum)

tonight's game ended with unusual violence. we had to kick one player out of the group permanently. the cause of this I think had little to do with the role playing game text.

one player got drunk and angry, and shoulted "fuck off" at the top of his lungs in the face of another player. this, part of a pattern of drunken behavior... we kicked him out and good riddance.

no one was harmed. this is the guy who threatened me with a knife a couple weeks ago.

anyway the game: PCs are the slaves of knotsmen.  They have nothing but the sharp rocks they use to mine coal for their masters.

Immediately the party mugs their guard and steals the lantern. The knotsmen guard tho seemingly can't be killed in combat as supernatural luck intervenes.  The PCs flee deeper into the mine.

Then I ask the players to elect a guide... they refuse. I bring up that their lantern is running out of fuel. They decide to mine more coal for their lamp.

An interesting play interaction: per hour, they mined 1 lume if they pass a wisdom test. Proceeding thus they recieved 3 lumes after 2 hours of digging, netting a 1 lume profit for their burning lantern. I point out that they are covered in coal dust from slave-mining and they recieve 1d20 lumes each. 

Session ends here.

Gregorius21778 wrote:
peterwebb wrote:

C'ren rolls well and she snags a Throbbing-Striped Snake Demon that can cast Time Stop. Fantastic. She sets it loose on the city and soon the entire populace is under her control.

How did that happened? Was C´ren able to achieve a "greater margin" on the Domination roll?

greater margin, not massive margin. this due to the high volume of sacrifice and thaumurgic circles

Ok, so pc's wanna summon a demon in the land of the dead:

to get sacrifices they set up a tent that says "free food", and the scam works bc everyone in the land of the dead wasn't doing much anyway.

C'ren rolls well and she snags a Throbbing-Striped Snake Demon that can cast Time Stop. Fantastic. She sets it loose on the city and soon the entire populace is under her control.

C'ren now has a army of Dead People. She comes to terms with Vecna; they agree to take over much of the world together. They gather the rest of Vecna's body parts pretty quickly (using demons and necromancy) and Vecna reassumes command. The Dead/Undead Army is now at full strength!

We elide a lot but essentially the player characters are now military leaders, close confidants of Vecna. For their first mission C'ren elects to return to the Veins of the Earth. Vecna declines to come but will teleport the party to the only known entry to the Veins: the Deep Carbon Observatory.

Supplies are drawn up, a skeletal force recruited to carry most of the load, and four/five Teleports later the party ends up back in Carrowmore. The villagers there are all creepy and talking about Grandma, but we move on...

Back up at the dam some salamander people have a little village that the party quickly massacres. Then the descent begins... They head into the Observatory and quickly find the enormous near-infinite chain which descends thru the abyss to the Veins. It's a week's climb down the chain, for which they have packed... They begin to climb.

An enormous white hand emerges from the dark and grabs the chain. C'ren sends her demon but the hand shakes the timesnake off; it falls into the abyss. The giant climbs onto the chain.

Things are not going well. The skeletons hold the giant off briefly while the party rappels down the chain. Erika the Magic-User is not quick and gets grabbed and is pulped.

C'ren is left alone scrambling down the endless chain. Skeletal forces falling screaming past her. Soon the chain vibrates and she can feel the giant on its approach. She casts Magic Missile as a last resort but it does little and the giant eats her alive.

general notes: time stop demon launched everyone into domain play... then they planned a new expedition, set out on it, and were tpk'd...  all in one session preddy good... ... all the characters respawn in the Land of the Dead.  we're gonna take a break for a while and play a Top Secret campaign


(3 replies, posted in LotFP Gaming Forum)

How often do the PC in your games bite the dust?

when I first started playing LOTFP we were having 1-4 player deaths per session; Better than Any Man was lethal, Maze of the Blue Medusa was lethal, Deep Carbon Observatory, pretty bad... At one point in DCO we had two total party kills one after the other. When we got into Veins of the Earth players got their footing a bit but eventually bit the dust after a few months.

How do your players stomach it?
It's often a real uncomfortable feeling in the room, but over time, I've found a play group that can stomach it.

How do you insert replacement PC?

There's no one answer. Sometimes it's like, here's your homeless friend, sometimes it's the hirelings, sometimes I just say "this person shows up"

Which level do you let them start with?

Level 1, although there's been exceptions... in the Maze of the Blue Medusa we progressively leveled up the party every TPK, so they eventually were 8th level by the time they beat the maze... in the new campaign they can bring back old characters who may be level 4 or whatever


A horribly racist statue is unveiled in the center of the city of the dead. Well C'ren has issues with this so she revs up her chainsaw and takes on 12 purple hooded people who put up the statue. She kills a few and then dies to their daggers.

She dies, she gets to ask God three questions, then she comes back to life... In the middle of the city of the dead, next to the statue. Hey, those purple hooded people she killed are back too! The combat continues...


Meanwhile Allan Spallan the Skeleton is searching for Vecna's Ribs along the coast. Howyaver Black Knights have appeared at regular intervals along the beach; placed there by a local undead warlord name of Izzank. Allan has to go and get an appointment in the Necropolis if he wants permission to beachcomb...

Some conversation is had between Allan and Vecna's head... apparently all skeletons are driven to commit evil and it is only by Vecna's grace that they remain civilized at all... Vecna lost all his body parts in a card game with "the police"... sounds fake but ok...

C'ren and gang give up the combat over the racist statue. God has told C'ren that the most amount of gold locally is in Vecna's Necropolis, so they decide to explore the city's sewers where a secret passage into the Necropolis can be found.

In the sewers: a live rat or two, a chest of drawers full of valuable clothes, a horrible clanking animate pile of iron gates, a slippery and ghost-filled path down to the Hollow City, and finally, the child gang who rules the sewers. The kids, staying beyond the party's light, agree to guide the party to the Necropolis's secret entrance for some coin.


Up above, Allan the Skeleton is permitted into the Necropolis by its undead guards. The Necropolis is a sprawling city made of green glass, the headquarters of Vecna's undead forces. Allan waits a few days to get an appointment with a clerk to talk about beach-combing rights but is ultimately turned down; Allan cant reveal his mission, since Vecna's head wants to keep a low profile... Allan leaves, to go meet up with the rest of the party...


The sewer children lead C'ren and co over to a crack in a sewer wall which leads to the necropolis. Through the crack in the wall the party can hear a guard patrolling. They call the guard over and have a pretty awkward exchange; eventually the guard's superiors are summoned. There's some noncombat with C'ren holding up her chainsaw in the crack and a bunch of skeletons yelling. Eventually the party leaves.

They meet up with Allan Spallan and come back to the sewer/necropolis crack and negotiate with Vecna's head. Vecna wants to keep a low profile but he's willing to command a few guards if that's what the party needs. All of the guard skeletons of the Necropolis love Vecna so they gleefully go get a bag of gold for the party-- 10,000gp. (we're on the gp standard, not the sp standard -ed) Vecna also retrieves his shins leg bones and feet which were stored in the Necropolis, so he's now a little walking skull with legs. Problem solved, no need to go in the dungeon at-all.

Everyone goes up a level from the gold-getting.

PLAY NOTES: you can tell there was a pretty big swerve at the end. Sometimes LOTFP feels like the players trying a bunch of wacky stuff until they hit on something. I'm having trouble roleplaying Vecna seriously, he's pretty jovial for a Lich.

Troika's influence DEFINITELY still being felt in this game, lots of uhh easy changes in fortune, cosmic strangeness. Also VEINS OF THE EARTH is influencing the game, helping me put together the sewer tunnels, the starvation, I'm using my d100 list of veins interstices to get into/out of the sewers, plus C'ren's experience seems immediately applicable.

Chet is playing Allan Spallan the Skeleton. Chet is having an interesting time because he's carrying around a talking head which he must obey absolutely. Chet loves to roleplay with strange rules so this I think tickles him pretty good.

probably the coolest thing was that C'ren of the Veins was ahead of the game. she had already been in a starving city, and she already knew the best thing to do is just go ahead and chop people up. that's what we call "player experience" as well as "character experience"

A city of starving people seems to be recurrent in my games. ok so the party is trying to cross a desert.

On the journey:
-A skeleton carrying the head of his master Vecna
-a vampire with her unholywater-soaked parasol.
-John's wizard.

The desert: the Now-Drained Sea of the Dead.

They make if four days in the desert, lost half the time. A strange creature appears over a hill. A moving blob of blood. It means to chase them.

The bag of blood (ironically) slays the vampire. Then it chases and kills John's wizard. John's wizard should have prepared Magic Missle instead of Shield, we all chide.

The party's skeleton played dead and survived. The vampire turned into a chess piece for a while but got better. They, two, continue the journey.

A dwarf joins the party. The vampire wants to drink the dwarf's blood; she's getting really hungry. The dwarf declines.

A few days of travel pass. They make a detour around a encampment of undead soldiers. The vampire is starting to get really hungry. She is going to go insane with bloodlust. To spare violence the dwarf offers her blood. The vampire unable to stop sucks all the blood out of the dwarf who turns into a vampire.

There's two vampire PCs now. Trouble is, they have at least 6 days more of travel left, and they're outta blood. The skeleton who doesn't need to eat or drink or sleep is o.k. Actually none of them need to sleep so they walk day and night, the two vamps crowded under a parasol.

Time passes, no blood is found, so the vampires go insane. They're stored in a sack, transformed into writhing swarms of scorpions. The skeleton carries the sack, alone in the drained undead sea.

Eventually the skeleton makes it to the foetal shores of the Land of the Dead. John's wizard, Dead, is there to greet him. There they start looking for Vecna's ribs....... they search among crags of aborted bones.

*     *      *

Searching the foetal beach, John's wizard finds one of Vecna's Ribs. He hides it from the skeleton. Then the wizard finds another rib, so he flees to the nearby City of the Dead.

In the City of the Dead:

most of the starving people still have their dignity,
but some don't.
People speak in fervid tones of a general movement,
but they are without hope.
Most of the proper priests identify it as purgatory.

No one has food, I have a d100 city encounters table. There's competing funerals (for the Dead who hope to die again, properly), hand grenades on sale, spies. The competing funerals turn into a general brawl. C'ren, our wizard of the Veins Campaign (dedicated readers will recognize her from Tales of Insanity vol 3554: … y-reports/), shows up to the brawl. She chops some people up with her chainsaw; she bites a chunk off an arm. That's food right there.

Anyway so the skeleton spends a week searching the beach for Vecna's bones and finds some. C'ren and John's Wizard and the dwarf decide to go into the nearby Necropolis, Vecna's dungeon of despair.


We had a rule where since it's the City of the Dead anyone could bring back any dead character. Thus C'ren is, canonically, back. Dying means you lose 1 CON permanently and end up in the City of the Dead. It's like in "Wristcutters".

The blood demon was rolled randomly (using ranaman's lotfp summon spell generator-ed) so it's a genuine irony.

I'm having the time of my life. Lots of "power levers", like when the vampire drained the dwarf she got a level of Dwarf, but she ran out of blood and went insane. Power levers = mechanics that can change your fortune. LOTFP is a good battleground for these and it was like vampirism vs. desert.

Most of this was done with skill checks/ time tracking / random encounter tables. Like finding a way thru the desert? Everyone make a bushcraft check, anyone succeed? No, you only get a half day's of progress. Then I roll to see if I get a 1, if I do it's a random encounter. I get a 3, so no encounter, so next day, mark off a ration, everyone roll bushcraft... it's a 12 day journey.

(even ruling that they all get to roll bushcraft is generous, shoulda made them elect someone...)

That being said for the skeleton's players it was a bit of a strain, rolling d6s over and over again, waiting to progress. Then again they were probably bored because they weren't starving.

WE START A NEW CAMPAIGN... two players, "Chet" and "Harley".

"Chet" plays an anointed skeleton, intelligent and innately loyal to Vecna. Vecna however is nowhere to be found and his undead army is in civil war.

"Harley" plays an Alice named "Alice" from "a red and pleasant land".

The setting: the unled army of Vecna has recently been freed from The Land of the Dead by the draining of the Dead Sea. They are now invading the continent south of the Sea, which appears to be the Once Palace, a strange ornate endless city spread across a lattice of rivers like a checkerboard.

Chet, a member of the undead army, is assigned to find a lost artifact in the checkerboard territory of the Once Palace. He meets and joins forces with Harley; they decide to abandon the mission and go "hunt vampries".

They quickly find a vampire in a nearby square. Alice willingly submits and is quickly turned into a Red Pawn. The vampire commands Alice to kill the skeleton!

A short combat ensues and Chet dives out a window into a nearby river; he escapes. A vampire search ensues; the skeleton escapes to an Orb Loc, a hidden village of humans. --a friendly deer led him there.

Meanwhile, Alice sells at market some now-useless supplies, like rations, and hunts and drains a random human victim.

Chet is recruited by some human villagers to go on an adventure; apparently a valuable artifact is nearby. A curious talking kitten joins the party en route. They arrive at the site but are confronted by Alice, who has tracked Chet. Alice proposes that Chet help her kill the humans and use their skin to fashion a disguise for the skeleton. Chet agrees; Alice rolls a double 20 and cuts off one of the villager's heads.

The 2 other villagers run away and the PCs disguise Chet with some skin strips. In the basement of this building, another cat is found, and there's some cat drama. Ignoring the cat fight, the PCs find a shiny rock, which turns out to be an animated skull.

The animated skull is Vecna's skull! It commands Chet to kill Alice! Another combat ensues... Alice runs away with the skull.

Alice, threatening the skull with destruction, cuts a deal; if she gives the skull to Chet, the skull will call Chet off. The deal is made and the party's reunited. However, the skull has plans... Vecna's body will be reunited!

notes on play: lotfp once again excelled in producing short, decisive combats. players managed to survive and run away in legit ways. it seems like there's a series of power hierachies, both PCs at this point are answerable to different authorities; Vecna's skull and Alice's vampire master.

Running AR&PL geography was best done by eliding over almost all details of travel; I did explain that vampires cant cross open water, they use weird shortcuts through the strange architecture instead, or tunnels. Chet was blown along by the current for a while, washed up on some strange rocks, was taken by a deer to an orb loc.


(67 replies, posted in LotFP Gaming Forum)

ok ran death frost doom for my dnd group on an off week

they snuck past Zeke, made their way thru the graveyard, checked out the cabin's big book, found the trapdoor, went down, ended up in the chapel. H's character grabs the dagger, is cursed, whatever. D with the help of his goblin friends starts dissembling a big copper door in order to tow it through the trapdoor and down the mountain.

O plays the organ, they and R make their save vs. death when yellow mold sprays out. Then there's the matter of the tooth-door. Eventually D summons a wolf and knocks out one of its teeth and drops it in the basin. This opens the door.

They raid one of the crypts, grab the manual of flesh golemry, grab the translating eyepiece, make it near the singing plant-thing. At this point, the begin battle with the singing plant thing. However, D casts "wind wall" to effectively end the combat; D defends all monsters as a character trait.

After this point O casts "gaseous form" and descends into the pit the plant creature emergeth from. Well I warn them that there's a powerful intake and outake of air blowing out through the pit and that'll effect their ability to traverse it, but I'm a softie and it comes to nothing. D manages to dissemble the copper door and get it out of the cabin. Everyone else gets bored and leaves.

Gaseous O descends all the way down into the giant's nose. She walks around, finds some booger-ruins. A little while later she stumbles upon the city of Vornheim. We elide the action a little; she talks to some locals and arranges for travel back to her home base. I say "after many adventures and travails you end up back home", the cool part is its implied that she has to take a boat from inside the giant and that like works somehow? and O jumps in and talks about a romance with a cabin-boy (actually a cabin-girl in disguise) to fill out the genre feel here.

Anyway back in civilization D is building a flesh golem out of summoned deer and wolves. After C, a dragonborn, shocks the golem with lightning to give it life 19 spectres and wraiths attack and kill D before he can do anything. that's all she wrote


(42 replies, posted in LotFP Gaming Forum)

Aw greg I'll probably use the system with some other ppl sometime!


(42 replies, posted in LotFP Gaming Forum)


ok so: c'ren and her cult and the local warlord Izumi and the other PC's and Izumi's last few men are all hiding out in a bar. Their former base, a nearby inn, has been raided by the mushroom kingdom's holy guards/ kannushi (priests).

C'ren decides to storm the Inn and reclaim it! She sends 13 of her cultists, some of Izumi's men, her demon, and herself. This party easily slaughters the contingent of 7 holy guards and 3 Kannushi at the Inn. Soon after the battle, however, the local Daimyos surround the Inn with their forces. In addition, there's a host of Kannushi present.

What follows: C'ren tries to convince the crowd to join her, she has infinite food, but the Kannushi cast Enthrall and control the crowd. Baba, a PC, fires a bolt at a priest and a battle ensues: many cultists die, and one of Izumi's lieutenants, but ultimately C'ren and her demon kill a Kannushi and drive off the aggressors.

There is some peace as both sides regroup. Baba sneaks out with a bag of troll meat, gets caught by some Holy Guards. He bribes them with half the troll meat. Then he meets up with some Miko (servants of the priest) friends of his and gives them the rest of the troll meat. This all in an attempt to disrupt the sleep of the priests by giving their servants infectious meat.

Anyway, after some sleep, C'ren disbands the cult. Izumi and his lieutenants flee the city. C'ren and the PCs disguise themselves as meat merchants and hide their electric demon in a cart. As they leave the Inn they're detained by some holy guards. C'ren sends her demon into battle and flees with the PC's. They find an empty house, oh wait there's an old man in it, they kill him.

They make a plan: raid the jail to recover Papi + his confiscated treasure. They charge towards the jail, which is the barracks of the holy guards! Their demon meets up halfway there. As they approach they see 8 holy guards with spears, 5 with crossbows, and some kannushi are guarding near the front of the barracks... so the PC's run in the barrack's back entrance.

Inside the barracks, there's Papi in a cell. C'ren chainsaws the lock and Baba blockades the front door with a table. Papi says, the money isn't here probably. Then the holy guards burst in through the front door! C'ren casts magic missle, killing a guard, but the other guards swarm in. They seem magically protected, as the demon can't apprach them! They all stab C'ren- she dies. Her demon goes wild! Everyone else flees.

we agree to end the campaign and switch to a different roleplaying system, namely Troika!


(42 replies, posted in LotFP Gaming Forum)

basically c'ren and gang are in the mushroom city doing scams. There's some business about selling a 50,000sp statue of a woman doing anatomical impossibilities. No merchant will pay more than 10sp for the statue.  C'ren casts "charm person" on a merchant. The charmed merchant pays 50,000sp for the statue.

C'ren is running a cult. After some experimentation she figures out that her infinite source of food is the best lure (she has a troll tooth that constantly generates edible troll). She gets 30+ recruits this way, she has some plan to assault the mushroom city’s priesthood by massing her own militia.

Izumi, the warlord who is hosting C’ren, isn’t happy about any of her plans, but feels increasingly like he’s committed to her course of action. Things get out of hand when Baba and Papi, (papi is john’s new character) are arrested when trying to buy magical supplies. Baba and Papi are held under suspicion of connection with the sale of a cursed statue.

The session now consists of Papi getting interrogated by clerics who can cast “Detect Lies”. C’ren to rescue Babi conocts a plan to frame the dead lieutenant who they killed last session; this scheme involves a the lieutenant’s dead body, a  local bartender, magic missle, and a confessionary “bartender’s journal” that C’ren scribbles at the crime scene from torn pages of her spellbook. Ultimately the plan is a dud.

Babi, to his captors, reveals the location of the Inn where C’ren + cult are staying; subsequently there’s a confrontation between C’ren’s demons and the investigating priests in the street outside the inn. In the confusion caused by the battle C’ren + cult escape and go to the framed bartender’s now disused bar. Izumi shows up-- things have gone from bad to worse with him, considering that there is now absolutely no doubt in the local priesthood’s mind that Izumi actually is harboring a demonic magacian despite pretending to kill one about a week earlier.

Izumi, on the verge of straight up really killing C’ren, instead folds to C’ren’s suggestion: Izumi should hide out with C’ren at this bar until a better plan arrives. Izumi knows that it’s too late to do anything else but play the cards the sorcerer’s given him so


it was hot and I had a tallboy going so … not my best dming. Things have started to go for shit as C’ren’s plans and maybe unwise use of arcane magic have stirred up a lot of trouble. Particularly John’s characters keep getting thrown under the bus.

Running a priesthood of abut 100 clerics, and an inquisition they’re doing into the PCs, is an issue. Basically difficult to “play it fair”, thinking I’ll roll a d6 and on a 1-4 the investigation proceeds on a 5 or 6 the fuck up and delay somehow


(42 replies, posted in LotFP Gaming Forum)

C'ren and (now reduced) gang make it to the mushroom kingdom (after navigating a magma ferry staffed by a giant wurm). The mushroom kingdom is: a giant conical cavern, with a huge mushroom in the center. There's a stalacite palace where the ruling Mushogun lives, and priests live in the mushroom.

The Mushogun is crazy, and has a laser cannon that he uses indiscriminately, and can only be reached via a "laser ladder" which he deploys, only to talk to priests. The city itself is controlled by contested Daimyos, of which the mushogun was once one.

The PCs are introduced to this information, and to R.'s new character (an ex-priest) Baba, at an Inn. They are then informed that the local Daimyo's bandits have surrounded the Inn. C'ren sends out her lightning demon to deal with them.

The lightning demon scares the bandits away. The Innkeeper informs them of an issue; arcane magic and demons are forbidden by the local clerics, so the appearance of the lightning demon will be an issue. C'ren hides the demon and goes out to collect materials to summon another demon (for some reason).

Out and about, C'ren and crew, with their flaming green sword, draw a crowd, and thereafter, the local Daimyo approaches. He invites C'ren to drink sake. In a bar, C'ren aand the Daiymo, who's name is Izumi, strike a deal: Izumi will pretend to kill C'ren and her demon and hide them in the Inn if C'ren gives Izumi her magic green flaming sword. There's a backend to the deal-- C'ren and Izumi will work to install Izumi into the Mushogen throne.

Hence there is a faked battle at the Inn between C'ren and Izumi's forces, C'ren is fake-executed. Thereafter the PCs have a private locked room at the Inn as the base of their operations. C'ren attempts to summon more demons; the first, a deadly spider, only lasts two rounds before disappearing again. The second, an amobea, gains a permanent contract with C'ren, to serve her for life. C'ren spent ~20,000 sp in her summoning efforts.

This is basically the whole session; there's a side-scheme wherein Baba plans to incriminate Izumi to another local warlord by charming one of Izumi's lieutenants into killing a local casino owner; that goes nowhere.


(42 replies, posted in LotFP Gaming Forum)

c'ren and gang wander forth into a large cavern full of tall buildings. A man approaches, clapping slowly. "Well well well. What do we have here?" He's got a cigar in his mouth, and he wants to bring the party in on a heist. His plan: to lure and board the Civilopede, and escape via a "portal painting". His name is Gavin.

(For those who don't know, the Civilopede is a huge centipede that collects art and stores it on its back. It has great taste.)

The party says yes, they make preparations, specifically C'ren prepares 4 feather falls to make the boarding easier. Gavin and his team unveil a large pile of stolen art, and waft it with large paper fans. They climb the tall buildings and wait.

13 hours pass. Then things begin to rumble, there's some noise, finally huge bright headlight eyes erupt into the cavern. The Civilopede cometh. As it runs benath them the pc's jump, C'ren mass-casts feather fall, they land among some tents. Immediately a Canonite, a yellow art bug, asks them an art question. Nobody, the specialist, steals some canonite sweat and rubs it on her friends, they blend it and the art bugs stop harassing them.

All around them are piles and piles of priceless art. There's some question as to what to do; they try to cheese the Ynn invocation from earlier-- they get a painting of a garden and chalk that up with a door and a garden wall and write "Ynn, By Way of The Physical Plane" with chalk on the painting but no magic happens.

An art curator, also aboard the Civilopede, approaches, asks some questions. The PCs pretend to be performers, like, they do an Abbot and Costello routine. The art curator goes away. The Civilopede reaches around and pulls a figure from its back; it's Gavin, who's eaten alive.

The PCs go find Gavin's survivng friends, who join the party. Apparently Gavin got eaten because he was cutting a painting out of its frame. There's some effort to find an organizing principle to the art; there's been generations of labelling attempts. Beehive discerns a sorting method: by geological era of origin.

They head to the butt end of the Civilopede; they run into 4-5 Curators. The Curators aren't happy about boarders, and after an art argument between C'ren and the head Curator, like, C'ren's trying to claim that the Curators are in an ivory tower and that the adventurers are down to earth (her argument doesn't fly), the Curators send up a messenger towards the Civilopede's head, omniously enough.

The adventurers head to the butt end, where they make the decision to camp. However, minutes later, the Civilopede begins to reach around again, and figuring they should jump, they do. They grab some prehistoric art before jumping. Jon's character dies on the fall, everyone else survives; they're in a strange tunnel. They recoup. They set out to follow the tracks the Civilopede left to try to make it back to where they boarded... so they can use their map again.

Travel happens; there's some encounters. The first is with a half-broken tank filled up with Panic Attack Jacks. They defeat this relatively easily and score the tank; no one suffers Rapture. Next up Beehive incites a bunch of predatory floating red lanterns; they have to abandon the tank to flee. Finally, on the 6th day of travel, another Still-Tor man drops from the ceiling, this is also easily killed.

They make it back to the big cavern with tall buildings. One of Gavin's survivors is there; he joins up. They plan a route to the Mushroom Kingdom; they decide to take the shortcut, which is a long, long squeeze of a tunnel.

The squeeze tunnel requires laying down, all the time. Or sometimes sidling. They travel for five days this way. On the sixth day, Beehive suffers Rapture; in his head, he faces an old man with a sharp knife. The Rapture wins, and Beehive begins destroying his carried treasure, and then grabs C'ren's pack. C'ren shoots Beehive with a magic missle, killing him. C'ren then suffers Rapture herself, mentally facing a mirror image of C'ren, who also has a chainsaw. The rapture wins again.

When C'ren wakes up she has chainsawed Jon's new character to death and is facing combat from some of her allies. They stand down after communication; that's the end of the session, two dead PC's.


(42 replies, posted in LotFP Gaming Forum)

c'ren and gang try to detach the jetpacks from their jetpack couch but fail. They set out from the mall after getting directions. Half a day later they're in a tunnel. Strangely something appears: a stone heron's leg blocking their path. It wasn't there a second ago. The claws of the leg bite the ground. It's wide enough they can't get past it.

Up above, the ceiling has moved away. It's now very far off. Something is dropping from above- a silver sketch like a human. The PCs turns around. The way back is also blocked by a stone leg.

The thing from the ceiling drops. It has formed its shape: it looks like a naked C'ren, screaming, silver, full of silver hooks. The PCs attack it as it drops, air bubbles spilling out of its mouth. The Thing grabs C'ren, the silver hooks bite into C'ren's skin. Then the PCs kill it with their swords and it slumps dead onto C'ren. The heron legs are gone and the ceiling is now normal. C'ren carefully pulls the hooks out.

Further on, they come to an intersection. There's an open tomb intersecting their path. The tomb has a sarcophogus, and some carvings of fish. There's a door at the end.

They investigate, open the sarcophogus, a skeleton tries to grab {John's character} but John smashes it's head. Through the door at the end of the tomb is another, shittier tomb, with another door at the end.

They open the newest door; there's another, yet shittier, tomb with another door. An infinite tunnel of tombs. The tombs descend and rise in quality (some are just catacombs, others ornate vaults) as you go. The carved motifs of the tombs flip around like fashion trends: fishes, butterflies, crosses, and many other symbols, all taking stage briefly in the ornamentation of the walls ceilings and sarcophogai, and then leaving, only to reemerge later.

The party treks the tombs for a while, makes camp, continues, makes camp, thru 1,000s of tombs. On the third day knots and ropes become the crypts' dominant themes; there's carved ropes hanging dessicated skeletons and stone knots everywhere on the walls. Then fetus carvings become vogue, fetus coffins etc. Then knots come back, along with fetuses; and the fetus/knot decorations seem like a powerhouse, tomb after tomb is just fetus/knot carvings like crazy, until eventually there's even a real rope with a real knot in it hanging from one crypt's wall.

C'ren pulls on the rope, it feels "meaty". Then they reverse direction and decide to loot all the tombs they passed. We have to abstract this; there's some scenes with traps going off incl. a battle with 4 skeletons but eventually {John's character} has accumulated some small wealth of 1,000sp.

They go back to the intersection and leave the tombs behind. Following their original path they eventually end up at a dead end with a small, wooden shack present. {John's character} searches for traps, and finds none, so C'ren chainsaws it open. In the shack are a bunch of ancient wooden crates with sticks of clay. Clear liquid pools at the crate's bottoms.

Ppl deduce this is dynamite/nitroglycerin, they head back "half a mile" and send Sparky the invulnerable lightning demon up to set off the xplosives. Boom, then they go back: a new path opened past all the rubble.

The rubble path opens up into the tunnel of infinite tombs, but at this advanced point the tombs are now completely overrun with (real, not carved) ropes with knots. The PC's begin to travel the rope-laden tunnel like it's a thick jungle. Then C'ren says, let's just chainsaw through it, and begins cutting the ropes.

Out of some of the chainsawed knots falls fetuses, most dead, but several scurry away. PPl don't some to be bothered by this so they continue, chainsawing a path.

A little further in and many released fetuses later some different kinds of ropes start crowding the tunnel. Glowing tubes like christmas lights hung from the ceiling. Everything also starts smelling like home- your mother's breah, sunny windows, running with friends, etc. Untroubled, the PC's continue.

The smell of home must be some drug, as people's eyes begin to jitter. C'ren has it worse- she's losing hp, dex, and intelligence. And she hears a chomping sound close by. They press on, thru the ropes. But it's getting bad. So they turn back and run away from the home-lights.

They run for a bit. But their way back is now blocked; they see figures crowding the hall hustling towards them. Teenagers, adults, hunched over naked people, carrying chainsaw-facimiles, muttering neutral milk hotel lyrics. They've got like 20hp each. They begin combat, but it seems unwinnable. They flee back towards the home-lights.

Diving through the uncut ropes and scrambling the PCs successfully flee the naked teen/adults. They're much further down the tunnel, in the belly of the strungup homelights zone. C'ren is trembling quite badly almost dead. Something has climbed on Willy the Cleric and he's losing int/dex/hp too.

Searching C'ren for the chomping noise source {Jon's character} finds an armlength catiplliar has chewed a circular trail thru C'ren's skin. The monster resembles a string of black roses with beads of evaporating liquid on top. They all grapple it and throw it away; it flees. In short order Willy the Cleric is also freed.

They make haste further down the tunnel, eventually get out of the homelights/ropes stuff back into more tomb-patterns, and then the tombs cut out and its just a mine. {Jon's character} collapses a support behind them to block the way back. They camp 7 days to heal.


(23 replies, posted in LotFP Gaming Forum)

Thanks, just saw this! I think I will roll on your table next time I want to generate a group of travelers; the flavor and quests are good and provide the feel of an underground society that I've been looking for.