Has anyone run Isle of the Unknown?

When I read it, I get the impression that the only magic the NPC magic users from the zodiac use is their special magic. So they only get that magic and no additional spells like a normal magic user.

How did you do it at your table? How did it work out?

hunggokyan wrote:

Barnacle from the Great Space Lobster

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.


I think this monster has huge potential. I like how it isn't monstrous so much as it creates a reason for people to be monstrous. That is fantastic! I expect the celestial lobster didn't fit the cosmology that James has going. At its core, this monster is awesome and coudl be used to build an adventure around. Even better, it could replace the God That Crawls under the church in the event someone destroys/defeats the crawling god.

I wrote a pretty long blog post about exactly this topic last year:

http://searching-for-magic-blog.blogspo … -game.html

I rewrite the elf class as a Diabolist, which is a lot darker and LotFP appropriate.

To play like your group wants to play, there's not really anything you need to do to fit Ravenloft into the Deluxe version of LotFP. It's even better if you download the new version of the rules with firearms. Black powder firearms pop up here and there in the Ravenloft modules and fiction. Adding that component will help you get that gothic horror vibe that makes Ravenloft so cool.

I'm not certain what would happen when casting Summon in the demiplane of dread since it's supposed to be a one-way trip in. That's your can of worms to open if you want.

The last thing I would suggest is picking up "A Red and Pleasant Land" and popping it in as a domain. The Land of Unreason, with its human population hiding in colonies under the forests, makes a brilliant domain because it is actually a contested domain that is not fully under the control of the sovereigns who fight the slow war over it.

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(2 replies, posted in LotFP Gaming Forum)

I'd like to use it as is but have a group of explorers from 1900-1915 era earth go through a gate here to search for alien technology that might give their home country the advantage in the coming/current conflict.

The party would be a group of fighters and specialists (linguists, engineers, medics, etc) and once on the other side they'd be cut off from the gate (or watch it blow up) and need to adventure through gonzo Carcosa in an effort to get back home. Casualties can be replaced with native Carcosans. Even if the whole party dies off, one by one, the goal of getting to the mythic sanctuary known as "earth" could still be a party goal since the survivors would have enough info and likely desire to continue the quest.

I'd need to alter the firearms slightly to add revolvers and bolt-action rifles but that's not a big deal and if it causes trouble it's not like their ammo will last long.

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(2 replies, posted in LotFP Gaming Forum)

I'd let someone push their opponent back towards the edge by taking the AC penalty for the Press without getting the bonus to hit since the effect is the movement rather than damage. Depending on position at the start, it would be one hit to get the position set and another to force the opponent off the ledge.

I find you get more consistent results by relating judgement calls to rules that already exist.

Cutting out all but two classes really hamstrings the game. Taking magic away from the PCs also cuts out a lot of the cool options for play.

Consider keeping Clerics but nerfing their spellcasting. Allow them to cast by reading scrolls only and give them back a weakened version of turning where it just holds the creature at bay unless there's a D result (which causes them to flee). I have a set of rules for this stuff somewhere.

You could keep wizards but make their spellcasting more ritualistic, requiring components or tools and taking one round per spell level to cast.

If you can find the old 2e D&D green "Mighty Fortress" splatbook it has some great stuff in it for a Musketeers style campaign.

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(8 replies, posted in LotFP Gaming Forum)

When I run LotFP as is I run it in a pseudo-historical Earth setting. In that I don't use any demi humans at all. I reskinned the demi-human classes. I renamed dwarfs as barbarians with Climb replacing Architecture. Halflings became Rangers with the change that they can't use any of their special abilities if more than lightly encumbered. I completely reworked the Elf as a dark, sorcerous human class with a modified spellcasting system and a progression of witch marks.

There are a few threads on this forum about converting the demi-human classes to a human only world.

If you like Lankhmar you should take it another step and use Ankh-Morpork from Terry Pratchett's Discworld series.

Encumbrance comes as much from the size and bulk of an item as it does from its weight. Strength doesn't necessarily come into play. Think about the last time you moved furniture.

Also, if you start giving bonuses for high strength you need to give penalties for low strength. That means low strength Magic Users are going to hit the encumbrance level where they can't cast spells even more quickly.

The Guardian attached to the Monolith would likely make short work of the insect god and its protectors but how those realities interact is up to you.

I think the player was short sighted. He should have commanded the monolith to expel all the passengers capable of interacting with the ghosts and the insect god. There are many strange creatures riding around in the Monolith, some of them might be quite deadly to an insect ghost.

He could always visit another reality to gather reinforcements. The Monolith will take you to any existence and time.

The Monolith is a terrible weapon and the craziest magical artifact Raggi has come up with so far.

Yes, that is correct. Dwarves have other abilities, higher hit points and amazing saving throws. They are natural dungeoneers and far more resilient than other characters. That makes up for the attack bonus which is basically the fighter's only thing. Elves have spellcasting and a host of special abilities and features that balance them out as well.

They are all martial classes so they can do the special maneuvers that can make them more effective in certain combat situations and give them more flexibility when fighting.

There is no section for oversized equipment like shields and ten-foot poles. I usually put that stuff with a note in the unencumbering equipment section so I'm not sure what a big deal it is.

I like the spell stars but I'm not sure I'm using them correctly.

Properties and investments is useful as a cue to the players that they might try that as a way to get something out of all that treasure.

Actually each day of rations takes a slot.

I usually let characters get two days out of a waterskin unless it's hot. There is usually a stream or some other water feature on the map or in the dungeon where water can be found so it can be refilled easily enough so I don't necessarily track water.

But this is why retainers and horses are so very useful.

It means Green Devil Face, issue number five. It's magazine-type thing.

You could take it a little farther to balance out the small spell list.

Give the Elf "Read Magic" as a special ability that they can use any time rather than as a spell due to their magical nature. That way they can use scrolls more easily than magic users. You could also make it possible for them to learn a spell they find on a scroll or book in addition to the spells they get when they level.

For casting you could give the Elf more flexibility. Your elf from the example above with his two first level and one second level spells would have a total of four spell levels to use in a day. So he could cast four 1st level spells or two second level or 2 and 1 as per normal. I would limit the repeat use of spells by adding an extra spell level to the cost of a spell that has been cast before that day. So the second time an elf casts "Magic Missile" it costs two spell levels instead of one.

I hope that helps.

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(6 replies, posted in LotFP Gaming Forum)

The goal of the halfling picture appears to be to make you want to play a dwarf instead. Not unlike the elf picture.

I hope the dwarf picture stays in the reprint of the rules. It makes that class.

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(0 replies, posted in LotFP Gaming Forum)

I like the way initiative works in LotFP. I find individual rolls every round give combat an extra level of unpredictability. Has anyone tried adding uncertainty by having players declare actions before rolling?

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(2 replies, posted in LotFP Gaming Forum)

There was a thread for weird MAgic items before but I can't seem to find it anymore so I'll start a new one. I have a group that wants to play some of the classic, B series adventures and since they are a bunch of new players who haven't played before I'm willing to start them out on one or two of those. The problem is the crazy magical weapon bonanza in those old adventures. Most of the weapons will be pulled and their bonus ascribed to high strength or exceptional ability on the part of the NPCs but there are also a number of monsters that can only be harmed by magic and magical weapons. I want to keep that because it makes them damn-ass scary. I might also make them susceptible to silver or cold iron as well, but I'll still need to have some magical weapons as treasure. I don't want to mess up the campaign with magical weapons that don't fit the weird the players will be facing as we move to the LotFP stuff so I've been working up some more weird magical items to sprinkle sparingly into the campaign.

I'd be interested to see what others have come up with as well. Of the ones I pasted below, only the first was created for a specific NPC.


Shadow Blade:

Popularly believed to be the creation of an ancient sect of necromancers, this small dagger always comes with a polished bone sheath that matches the handle.

The blade is made of shadow and is mostly insubstantial. The blade is very sharp and cuts through living matter with ease despite its small size. It passes through anything not living as though it isn't there which has three important effects: It ignores all AC adjustments from armour unless the armour is part of a living creature such as a dragon's scales. It does no damage to undead creatures or automatons (like golems or robots). It cannot be used to parry.

In low light a specialist/thief can use it to sneak attack/backstab on the first attack of a combat. After that everyone will be wary of the character wielding the shadow blade and will not be fooled.

Shadow Blade: Dagger, 1d4 Dmg, No AB (ignores non-living armour), No damage verse Undead/Automatons and cannot be used to Parry.


The Seven Axes of the Stormbringers:

In the dark mists of the ancient past is the story of seven great weapons crafted for seven great heroes to turn back the tide of the massing forces of evil that threatened to engulf civilization. The Axes of the Stormbringers were weapons of perfect balance with axe-blades at both ends of the handle made to fight swarms of foes.

The seven heroes used the great weapons gloriously, led the defence of their land and turned aside the tide of evil. The heroes found they could use the Axes to surround themselves in a circle of deadly steel. Even so, the heroes could not wield the terrible weapons without sometimes cutting themselves. The blood of these legendary warriors anointed the weapons in the time of their greatest struggle and this defensive ability is now granted to anyone who wields one of the seven true Axes of the Stormbringers.

Axe of the Stormbringer: +2 AC vs Melee Attacks, 1D8 Dmg vs single opponent, 2 attacks vs multiple opponents 1D6/1D6 Dmg. Anytime the wielder rolls a natural 13 for an attack roll the character takes 1D4 Dmg with no saving throw, even on a successful attack.

An axe made to look and work like an Axe of the Stormbringers does 1D8 Dmg but does not have any of the advantages of a true Axe of the Stormbringers. The wielder still takes 1D4 Dmg (no save) on a natural 13.


Lustblade:

Rare and powerful weapons, Lustblades are usually great weapons but a few swords and battleaxes have been documented. They are said to be the consecrated weapons of an ancient and long forgotten fertility deity.

These weapons of beautifully crafted bronze are inexplicably harder than steel. Unyielding and unbreakable they have outlived the goddess they were created to champion.

They bring some of the base instincts of the wielder to the fore. A non fighting character gains the ability to use the Full Attack and Press maneuvers and all characters wielding a Lustblade can no longer use the Full Defence and Parry maneuvers. In combat blood must be spilled to water the earth with life. The wielder of a Lustblade will attack more wildly but deeper than another warrior. The Strength Bonus (if applicable) is moved from the Attack Bonus to Damage.

Finally, the wielder is marked as a champion of the fertility goddess and receives +2 charisma/reaction bonus with sexually compatible creatures of the opposite sex (ie are there half-elfs and half-orcs in the campaign?) who will find the wielder compelling as a sexual partner and +1 charisma/reaction bonus with farmers (bonuses do not stack). This effect works even when not carrying the Lustblade. It works as long as no other character takes ownership of the blade – ie spills blood with it.

Lustblade: Medium or Great Bladed Weapon (sword/axe), Dmg as size (med/great), wielder can Press and Full Attack, Wielder cannot Parry or Full Defence, Str AB shifted to Dmg, Cha bonus +2 vs opposite sex.


Let me know what you think!

Technically, the intellegence score represents the education of a character so any knowledge roll can use that.

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(16 replies, posted in LotFP Gaming Forum)

Sure, I love the idea of Robert MacAdam popping up in your campaign. Your great grandfather sounds like a pretty wild character. He makes me think of another great uncle who "disappeared" into the Australian Outback. I have that in quotes because it was believed he'd only pretended to die so he could marry some Australian girl.

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(16 replies, posted in LotFP Gaming Forum)

I like the poacher with the tinker skill. He reminds me if one of my Scottish ancestors who was referred to only as "Gun Rab" by the family. He had reworked his shotgun to quickly break into two pieces so he could put the barrel down one pant leg and the stock and rear assembly down the other. He'd swagger into the woods "unarmed" and come out later with a bag of game.

Damn you James Edward Raggi the Fourth!

You have once again figured out how to get my money! Now I have to make sure I have $100 US to blow in February. The slowest time of the year for my business.

Well played.

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(8 replies, posted in LotFP Gaming Forum)

I agree with Justin. You should pick up the Grindhouse Boxed Set. There is no new edition on the horizon, James has been clear on that, and any revisions made to the hard cover will be updated in the PDF which you get anyway with the Boxed Set. So you can't lose.

The main reason to get the boxed set is the Referee's Book. A lot of the best of what the game is and can be is in that book. It is a valuable resource for making your games awesome.

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(8 replies, posted in LotFP Gaming Forum)

Whether it's "orcs" or human bandits/cultists/etc an encounter will go the same. James killed the power creep with the changes to Attack Bonus so Orcs and Goblins become viable foes at any level.

The improvements work great with "traditional" dungeon crawls and emphasize a certain style of play. Casualties will teach your players to adjust.