I have started a blog with just semi-random ideas for a more Central European-like setting (I feel the implicit setting in LotFP has more of a North Western European flavour).
http://csachticz.blogspot.com/

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(3 replies, posted in LotFP Gaming Forum)

J'adore tes illustrations. Very evokative, much better than a lot of professional art, which looks just 'dead'.

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(4 replies, posted in LotFP Gaming Forum)

Fucking brilliant.

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(3 replies, posted in LotFP Gaming Forum)

The PCs are the forces "from beyond" that the sorcerer has just summoned.

Fantastic idea.......

Another idea I've had is the PCs [somehow] arrive on Carcosa from their home world and start being revered as 'gods' by the natives. Think the cargo cults of the Pacific Islanders -- or C-3PO and the Ewoks. Obviously the natives will want their 'gods' to fight at their sides against whatever is threatening them at the moment...

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(219 replies, posted in LotFP Gaming Forum)

Hi I'm Gianni and a long-time BRP/RuneQuest/CoC fanatic. I've played a d100-ised version of Death Frost Doom last year at a con in Germany, which hooked me on LotFP. Although I'm not a big fan of the D&D system, I've definitely enjoyed all the PDFs I've purchased through the site. I'm now eagerly awaiting my first dead tree purchases.

The three adventuresses are back from a stint in the Pagan Lands situated beyond the Pale of Heathenry to the north of the estates of the Order of the Knights of Science.
After a lean year with much adventuring strain but little in terms of actual loot, they decided to travel there to procure some of the much sought-after and precious ambergris found on those pagan shores. Not exactly epic adventuring but heroines too have to eat and renew their wardrobe. Whilst returning from a fruitful session of exchanging trinkets with the natives in return for ambergris, the three adventuresses found a large wreck on the shore, which, being adventuresses, they immediately set to explore. The ship was badly damaged and her contents easily accessible yet, strangely enough, she had apparently not been visited by the natives since the sand around it was immaculate. Whilst the Flame Princess was busy collecting whatever valuables were left, the Magic-User was strongly attracted to a strange rhomboidal artefact made of the same unknown dark wood as the broken hull. By a bizarre and sudden inspiration, the Magic-User at once moved the wedges to open the wooden artefact and to reveal a tiny, blasphemous idol. The artefact must contain some kind of strife-provoking dwimmer-craft inside it, because the three adventuresses immediately started arguing about what to do with it. The cleric wanted to get rid of the devilish thing, the Flame Princess wanted to sell it to some collector of occult paraphernalia, whereas the Magic-User wanted to keep and study it. Despite the strife-provoking power of the idol, the three adventuresses managed to get to a common decision: get back to civilisation and then decide what to do with it.

This in turn caused them to start a long journey back to avoid the lands of the Knights of Science and their inquisitive eyes and ears, through hostile elvish forests, treacherous icy seas, and finally the most dangerous back alleys of the most infamous city of known civilisation.

To their horror, the three women noticed that the idol kept growing in size during their travels [unbeknownst to them it has been draining them of 1 randomly chosen characteristic point each per week, which it has added to its initial value of 3 in each attribute -- also once at least three attributes reach 10, the idol will animate and look for other victims to feed upon]

Now two of the women are disagreeing again about what to do of the idol, while the third one hopes a pint will cheer her up -- why has she been so unable to recover from the tiredness of their journey?