Showing posts with label RPG Blog Carnival. Show all posts
Showing posts with label RPG Blog Carnival. Show all posts

Thursday, December 29, 2022

No Dice: RPG Blog Carnival (December, 2023)

 

RPG Blog Carnival Logo
The Theme for this Month's RPG Blog Carnival is No Dice and it is being hosted by Rising Phoenix Games. Link: https://www.risingphoenixgames.com/blog/no-dice-rpg-blog-carnival-dec-2022/
If you're interested in participating, it's super easy; just post something pertinent to the month's topic and leave a comment with a link to the post over at Rising Phoenix Game's blog.  At the end of the month the host will write a round-up post for the moth and include links back to all the participants. Any questions? Just click over to the RPG Blog Carnival Home Page for all the details, including how you can sign-up to host one of the monthly carnivals at your blog!

No Dice: Diceless Games

I remember the Amber RPG from back in the Nineties. That was one of the first, practically only Diceless RPGs I had either heard about or had a chance to look over. I was, and remain, a big fan of Roger Zelazny's Amber stories, especially the classic first series. But somehow I never really got into this particular game. Getting my established game-groups to try out new rules was worse than pulling teeth more often than not. So I let the Amber RPG pass me by at the time. But the idea, the notion that you could play an RPG without dice stuck with me, as heretical as it sounds to so many (like myself) who got their start with D&D and all the other dice-rolling games.

Over on Itch.io I have compiled a collection of Diceless Options that has more than 30 entries now, many of which are PWYW or free. Over on Indy Press Revolution I did a search and found a handful of results, some of which sounded interesting. At DrivethruRPG I did another search and there appears to be a lot of diceless options there. I was especially interested in Rococo Space Ninjas, which sounded quite fun, as well as Square Dungeon and Diceless Dungeons, all three of which I picked up. I also noticed that Precis has Active Exploits Diceless Roleplaying available for free, so I grabbed that as well.

Clearly I am not going to have the time needed to try out these games before the end of this month's Carnival, but I am looking forward to reading through these rules-sets and seeing what ideas they spark. Of the lot, Square Dungeon is the smallest (a simple pamphlet), but looks like a fairly elegant and robust system aimed at facilitating a role playing game for very young players. That is so cool. There just are not enough such games available. Active Exploits is 161 pages and is a Serious RPG System. That's one that I'll have to make time to read over later. I expect to post an update regarding Diceless Games in the next month or so, depending on how much Dungeon 23 takes over my writing time...

Something that I have had the chance to examine more closely and actually try out a bit, and that is not only Diceless, but incredibly versatile and usable in just about any game is Obsidian Serpent Games' RPG Inspiration Cards that are available via Gamecrafter. Back in 2012 John Till, of the Everwayan  and FATEsf Blogs, served as a guest blogger here at Hereticwerks and posted a really nice, in-depth interview with Chad from Obsidian Serpent Games and they delved into some of the details about the RPG Inspiration Cards. Definitely, go check out the interview and see what they have to say about this truly incredible resource for RPGs. John also has a series of posts at The Everwayan about using the RPG Inspiration Cards in Everway that provides a really good introduction to how one might actually use these cards in a game. Highly recommended.


No Dice: Old School Alternatives to Dice-Mechanics
While it seems a bit weird and contrary even to try to not use dice in an RPG session, especially when so many of us have become accustomed to rolling handfuls of dice, or still use the old Exploding Dice Mechanic from EPT, or play games with Dice Pools...sometimes setting aside the little plastic polyhedrons can lead to some rather interesting results.

Ever since the Seventies and first getting into OD&D, I've had players who preferred to pick from a list rather than roll for starting gear, for example. Since that often times sped things up, I was happy to accommodate them in that regard. 

Likewise instead of arbitrarily using dice rolls to distribute treasure found, I started having the players negotiate amongst themselves, sometimes even doing a sort of private auction between them, in order to divvy-up the loot. The more successful groups tended to draft a contract or compact amongst themselves that spelled-out just how things were to be distributed amongst the survivors and dependents of the group. One group in particular even began to sell shares to the local aristocrats and nobles in order to get the funding needed to go after some of the more notorious and difficult dungeons or treasure hoards. 

This approach worked pretty well, most times. Fighters were able to get weapons or armor without bothering with things they clearly were never going to be able to use, and the spell-casters were able to grab-up all the tomes, scrolls, wands and what-not that they really had the best chance of figuring out or putting to use...and of course the Thief PCs would always try to snag a few scrolls--ostensibly on behalf of their uncle, some hitherto unnamed sibling, or mysterious patron, since they were careful not to reveal that they were Thieves to the rest of the party (they received an XP bonus for not being detected). It was fun to see how long they could go before someone worked out that they were a Thief and not just working for an uncle who was a rich merchant or some obscure scholar who had them under contract to discover and turn over occult books or whatever to them for research. Not every Thief character chose to keep their class a secret back then, but it did have a certain appeal. 

Greed can make stupid decisions sound almost reasonable at times. One player gave up a massive pile of gold and weapons in order to get one magic tome that they already knew they could not read, just because they suspected it was a Manual of Puissant Skill at Arms, but one that had been written in a cypher or dead language that another player--a Thief pretending to be working for a scholar based in a distant Citystate--assured him repeatedly it was, all the time telling the spell-casters (in private, of course) that it was an incredibly ancient grimoire of powerful spells thousands of years old and thus nearly priceless. He had them bidding against each other while he acted as a trusted, disinterested third party (despite his stated interest in acquiring the book, but on behalf of his uncle, of course). It was quite a lot of fun...until the Thief over-stepped and tried to rope-in a local Cleric by claiming the book might well be a priceless artifact of their faith. That got ugly, violent and quite entertaining very quickly. Suffice to say the Thief skedaddled in the middle of the night and steered clear of his former adventuring companions from then on. The party pooled their money to hire an Assassin to track the Thief down. They received detailed reports on a regular basis from various ports of call where the Thief had allegedly been spotted for over a year. Then nothing. Huh. Funny how that worked out.

Another Diceless approach to things that I tried during the OD&D+DMG1 phase was to have spell-casters/Magic-Users pick their starting spell(s) instead of randomly rolling them. They also had the option of using their Research Class Skill to track down lore and clues concerning specific spells and types of spells and thus they could adventure into places where they stood a better chance of finding spells they were most interested in acquiring. Likewise when it came time for level advancement and the training necessary to make the transition to the next level, they could spend some time, and of course invest a little gold, in locating a suitable person or organization to train them in specific techniques, skills, spells, or whatnot. Instead of assigning a score to roll over to gain the information, I set a minimum price. Once they had spent enough time or money, they gained access to the information. This worked pretty well. I used something similar for the Fighters and Rangers, etc. Thieves were a special case and money might open a few doors or make things a little easier, but they needed to prove themselves, commit daring heists or participate in various schemes, scams and shenanigans being carried out by other members of their gang, guild or organization. They needed a good reputation, and that was built through actual play. It meant less dice getting rolled, at least in these instances, but resulted in a good bit of depth, and a lot of plot hooks and adventuring opportunities. And it was fun.

Okay. Enough about Ye Olden Times.
I've got some fresh new stuff to go read over...

Sunday, April 1, 2018

RPG Blog Carnival: April 2018 Kick-Off

The Theme for this Month's RPG Blog Carnival is Journals, Grimoires and Spell-Books and we're hosting it right here at Hereticwerks. You can find out all the details about the RPG Blog Carnival and RPG Blog Carnival Archive by clicking over at the always excellent Of Dice and Dragons blog (well worth a visit!). The RPG Blog Carnival has been going on for years now (since 2008) and the Archive is a virtual treasure trove of great ideas and advice from quite a range of contributors.

If you're interested in participating, it's super easy; just post something pertinent to the month's topic and leave a comment below with a link to the post and at the end of the month the host (this month that's us) will write a round-up post for the moth and include links back to all the participants. Any questions? Just ask in the comments below or click over to the RPG Blog Carnival Home Page for all the details, including how you can sign-up to host one of the monthly carnivals at your blog!

Journals, Grimoires & Spell-Books

A 'Journal' could be a daily newspaper (including tabloids and scandal sheets), a periodical dealing with matters of current interest such as a magazine or an academic journal; a record of daily experiences, personal reflections, ideas or observations such as a diary; a record of transactions as in book-keeping, politics or gambling; or it might take the form of a journalist's notebook, a naturalist's sketchbook, the log book of a ship, or the daily records of an expedition into some previously unexplored region of time and space. There's a lot of leeway as to what counts as a journal so here are a few examples to consider:

Dracula by Bram Stoker
One of the best examples of a journal in fiction that you are likely to find, and that's just the beginning. Dracula is an Epistolary Novel containing newspaper excerpts, diary entries, letters, telegrams, log entries, doctor's notes--everything you could ever want in terms of inspirational examples for creating your own journals and whatnot and it's still a great book. Read it.

The Diary of Alonzo Typer.
One of the more infamous examples of how a doomed investigator into things probably best left alone manages to somehow scrawl details of his demise into his journal even as he is dragged away into the darkness by massive, inhuman paws in a manner reminiscent of the Caves of Caerbannog scene in Monty Python and the Holy Grail. Completely demolishes any lingering tension or suspense and effectively kills the horror aspect of the story mostly because the author just wouldn't shut up. Delete the last sentence and you leave it hanging as a mystery of sorts...less of a farce.

Spurious Crypto-Diaries?
Rear Admiral Richard E. Byrd was a truly great explorer who reached both the North and South Poles at a time few could have made such a claim. Byrd's actual career and accomplishments are plenty inspirational enough, but if you want to delve into conspiracies, hollow earth theory and ufos...then you might want to do a Google Search for "Secret Diary of Richard Byrd" and enjoy your journey down the rabbit hole...

Historical Journals
Townsend's offers quite a bit more than just cookbooks and youtube videos, including a selection of reprinted historical journals that are absolutely fascinating reading. The 18th Century Journals site provides access to loads of digitized examples of historical journals from (you guessed it) the 18th Century. Appleton's Journal as published in the 19th century and their archives are online for one and all. The US National Library of Medicine offers a lot of rare books, herbals, brochures, pamphlets, and more...much of it digitized and easily searchable. Just click on the Early Manuscripts and see how far that takes you. If that's not enough there's the Sixteenth Century Journal,
Wikipedia has an extensive list of Historical Journals if you want to dig deeper into this sort of thing...and there's also a nice listing of 19th Century British Periodicals to consider.

The Diary of Anne Frank
Very serious stuff. A young girl and her family hide from the Nazis for two years before dying of typhus in a concentration camp. Grim, heart-breaking and written in a child's voice that is more chilling and disturbing than any made-up horror story. If this is a bit too real, then there is a list of Fictional Diaries at Wikipedia to help you find something a bit more to your taste.

One of the Greatest Travelogues?
The Travels of Marco Polo remains a real classic and a great resource for developing a campaign based upon exploration and all sorts of politics, skullduggery, and adventure opportunities that come with traveling into the heart of a great empire on a 'trading mission.' There are quite a lot of Traveler's Accounts worth investigating if you're at all interested in this sort of thing. Some of the strangest monsters you're likely to encounter in RPGs such as the Arimaspians derive from old traveler's tales, so it can be quite entertaining to go digging around in these sorts of resources.

So that barely scratches the surface of just the Journals part of the topic...but it feels like a pretty fair start on things. Later this week we'll have more on Grimoires and another follow-up on Spell-books, including some examples and details of how we handle these things in Wermspittle and beyond.

What sort of Journals or Grimoires do you use in your games or campaigns? How do you handle Spell-Books?

Friday, October 31, 2014

Six Altogether Ooksome Things


The theme for this month's  RPG Blog Carnival is Things That Go Bump in the Night, so here are six unsubtle prowlers from Wermspittle...


  1. Relish Tray Jambertan. A defrocked monk from a burned-out monastery (he denies any culpability in the arson), Jambertan wears a smooth ivory death mask that was carved in the likeness of his defunct order's Master. His heavy fur-trimmed habit drips blood from around the collar, just below the mask and he leaves a faint trail of quickly evaporating ectoplasmic slime behind him everywhere he goes. His also wears a pair of mis-matched children's mittens all the time, both of them filthy and crusted with blood and disgusting bits of rotting flesh. He carries an ornate silver relish tray and continually asks everyone he meets if they've seen the sign for a traveling galvanic extravaganza that visited Wermspittle over three hundred years ago...

    Relish Tray Jambertan (unique) [Abdead Servant of the Cerulean Sign; AL C, MV 120' (40'), AC 5/14, HD 4*, #AT 1, DG 1d4 (relish tray) or 1d4+2 (flensing knife), SV F4, ML 6, Special: Any blue object presented forcefully causes Jambertan to re-roll his Initiative and Morale; Immune to Charm or Sleep, All non-galvanic weapons only do half damage, Regains 1 hit point for every 4 hit points of living flesh he can consume from still-living victims, can be Turned as an 8 HD monster (those who specifically oppose Phantoms treat him as 4HD); Jambertan can acquire 1d4 random spells if given enough time alone with a dead spell-caster so he can cut-out grisly little gobbets from their brain and by consuming them. This would be a bad idea. Please don't feed the weirdo.]

  2. Fingers Calhoun. A severed thieve's hand that didn't quite work out as a hand of glory. Reeking of foul rites and worse hygiene, this gangrenous thing flutters about like a far too soft spider in all the most disconcerting ways...

    Abdead Hand (unique) [AL Evil, MV 60' (20'), AC 7/12, HD 4, #AT 1, DG 1d4, SV F2, ML 7, Special: Gets one chance to sucker punch one victim per encounter (+4 to hit, double damage: Anyone that has met the thing before is immune), Upon losing more than 50% of its hit points the hand will make an obscene necromantic gesture that will call forth the rest of the dead thief's mutilated cadaver to fight for it. If the hand is destroyed the shambling cadaver is rendered defunct.If the hand escapes, it will regain hit points at the rate of 1 point per full night spent in a defiled or unhallowed graveyard or crypt.]

    Calhoun's Cadaver [AL C, MV 120' (40'), AC 7/12, HD 6, #AT 1, DG 1d4+2 (serrated short-sword), SV F2, Special: Can be Turned as an 8 HD monster during first 4 rounds, then decreases to 7 HD for next 4 rounds, then 6HD the next four, and so on until reaching 0HD at which point the cadaver collapses into a grotesque mess and slowly dribbles and drips back into the darksome interstitial realm the hand called it from originally. The HD value for Turning purposes is completely separate from the things actual HD/hit points. If the cadaver is reduced to 0-hp, it collapses back into oblivion as though successfully Turned. The serrated short-sword it carries is cursed so that all forms of normal healing inflict half damage on the wielder and all damage sustained is tallied until such time as it equals double their normal hit points, at which point they must make a Save or become Abdead for 1 hour each night. The damage tally continues, and each time they reach double their hit points in accumulated damage, they must Save to avoid adding another hour to their nocturnal Abdead state.]

  3. Hans Gretarm. Tall, morose and extremely calloused over three-quarters of his asymmetrically-distorted body, Hans was held-back from going into town by his parents who believed in the patent cures of a charlatan posing as a travelling side-show priest. He barely survived puberty, suffering terrible deformities as the result of the lingering things in the soil of the Low-Lands. Finally, after throttling the preening potion peddler, Hans was sent off to the city. He desperately wishes to have a friend. He'd do anything for a friend...

    Hans Gretarrm (unique) [Huge, Unfortunate Adolescent; AL N, MV 90' (30'), AC 4, HD 3, #AT 2, DG 2d4/2d4 (fists) or by weapon (+3 STR bonus), SV F3, ML 12 (fearless), Special: Hans ignores the first 2 points of all melee attacks due to the heavy callousing of his skin; He gets a second re-roll on all failed Saves; and he regenerates 1 hit point per hour unless wounded with salt, acid or spells. He requires twice the normal amount of time to recover from damage inflicted by spells. He also gains a +2 to hit and +4 to damage bonus against all priests, peddlers and all purveyors of patent medicines. A good surgeon might be able to help him with some of the worst of his deformities, but for the most part he was kept down on the farm too long and there's little that can be really done for him, other than to prescribe some laudanum or other pain-killer. If someone does manage to befriend this huge boy, he will be loyal unto death.]

  4. zZooglik. They only speak Zirsk, an obscure language few in this place know, but that is the least of their problems. She is completely covered in a glossy coat of luxurious golden hair that they can manipulate like a shimmering aura of prehensile tendrils that extends across a 12' radius and can lift up to 10 pounds. zZooglik was summoned from the bower-tower of her ancestors by some unwary apprentice who meant to call up a minor demon. zZooglik wants to go home before she delivers her babies in this bad-bad place...

    zZooglik (unique) [Rapunzik; AL C, MV 180' (60'), AC 4, HD 2, #AT 1, DG 1d4 (braided hair-whip) or 1d6+1 (glass scimitar), SV F4, ML 12 (fearless), Special: Commands all vines/thorns in a 30' radius (including Red Weeds); Imbue with Fertility/Sterility on touch three times per day; all curative spells cast by her cause small tendrils and shoots to grow out of the repaired flesh (Save or slowly transform into a demi-plant hybrid); Has spell-casting abilities of a 4th level Cleric/Druid with focus on healing and living things (plants). ]

  5. Pask. Sharp-dressed and immaculately groomed, Pask's manners are impeccable, which is quite an accomplishment for a Strange-Pig wearing a man-suit...

    Outer-Pask (unique) [Man-Suit Flesh-Construct; AL C, MV 180' (60'), AC 6/13, HD 3, #AT 1, DG 1d4 (Glove-slap) or 1d4+4 (+2 pig-bonded sword-cane), SV F2, ML 3 (squealing coward), Special: Monocle over left-eye gives Pask ability to Spot Hidden/Detect Secret Doors/Discern Ley-lines/Detect Magic; Pask's sword-cane will attack all non-porcine-types who attempt to wield it and will never willingly serve whomever kills Pask (they are most excellent friends); the Man-suit cannot function apart from Pask.]

    Inner-Pask (unique) [Strange-Pig; AL C, MV 120' (60'), AC 9/10, HD 3, #AT 1, DG 1d4 (bite) or by weapon, SV F2, ML 3 (squealing coward), Special: Pask takes no damage until the man-suit is completely destroyed first; Once per week Pask must wallow and gorge on filth or suffer a loss of 1 HD; It requires two weeks and over a hundred pounds of fresh meat and leather to construct a new man-suit during which time Pask must not be disturbed. He has hired the same group of street-kids to watch over his basement shop the last couple of times this was necessary...they are getting suspicious...and greedy. Pask is a great fan of trains and the Unterrail especially, collecting every bit of ephemera related to such things as he can get his piggy hands on. Pask recently met and became infatuated with a torch-singer who has made him re-examine his motivations and his life; he is seriously considering dropping his one-pig vendetta against the Butchers...]

  6. Tidlin Mur. She's either a ratty-haired hag, a svelte songstress from one of the smoky dives along the High and Dry Wharf where the airships used to moor, or something else...something very hungry...

    Tidlin Mur (unique) [Arachnoganger; AL C, MV 180' (60'), AC 8/11, HD 4, #AT 2, DG 1d4 (hair-pins) or 1d4+2 (needle-knife) or strangulation (silk garrotte: +4 to hit by surprise, Save or suffer 1d4 temporary CON loss; upon reaching zero-CON the victim is rendered paralyzed in a death-like coma for 1 hour and is incapable of physically defending themselves), SV F6, ML 9 (will attempt to parley before fleeing), Special: Immune to Charm or Illusion spells; uses ESP at will; Can shapechange into hag-form, temptress-form, or spiderish-form only when unobserved; if killed she will rise within 1d4 hours in one of the other remaining forms and no longer be able to assume the former shape. She can only digest blood, and prefers to arrange things so that the local authorities suspect nosferatu-types and vampire-cultists, which has attracted the notice and enmity of certain parties. She has fallen in love with Pask, but does not know the truth about him yet...when she does, things might get messy...]


This month's RPG blog Carnival is being hosted by the Of Dice and Dragons, so go click over to their blog and check out what other horrid things people have been posting as part of this festival of frightfulness.

Everything you might want to know about the RPG Blog Carnival is available all in one place, including How to ParticipateHow to Sign-Up to Host a Carnival, as well as some handy advice for How to Host a Carnival if your topic gets accepted. You can also browse through the Archives of Past Carnivals and check to see what's coming next.

The RPG Blog Carnival is sponsored and supported by the RPG Blog Alliance. You can find out more about the RPGBA by clicking these links:

The RPGBA site
The RPGBA FAQ

Thursday, July 31, 2014

July 2014 RPG Blog Carnival Wrap-Up


It's nearly Midnight, but instead of turning into a pumpkin or whatever, here's the Wrap-Up Post for the July 2014 RPG Blog Carnival.

The theme this month was Invasive Species. We had nine excellent entries, not counting our own contributions; two of which were by Leicester. Thanks to all of you who participated in this month's RPG Blog Carnival. It was quite a lot of fun to read all the very well written and thought provoking entries.



Leicester's Ramble gave us four minor amphibious horrors that have shown up in the kingdom recently. The Rage Salamander, Thunder Frogs and Pustule Toads are bad enough, then you get the Bleeding Caecillian...ouch!

The Githyanki Diaspora blog provided a means of customizing a Githyanki Invasion using 6d6 to suit your campaign. The Githyanki are one of the truly classic Invasive Species to come out of gaming, and this is a fun set of tables just begging to be used.

The MindWeave Role-Playing Platform featured the Tulkem, a reptilian invasive species that aggressively take over territory by expanding swampland and flooding-out their neighbors and competitors.

Tower of the Archmage released their first issue of their brand-new RPG-zine The Archmage's Octavo and this inaugural issue happens to feature an invasive species! It's a free pdf, so you've got nothing to lose by checking it out, and besides it's really good stuff. There's also a map by Dyson Logos in this issue, so you know it has a great map to go with the new monster, and did I mention there are rules for handling Carousing as Magical Research for Wizards? Go Get it.

Leicester's Ramble featured a fun bit of flash fiction as a second-helping of invasive species goodness. It reminded me a bit of the old Twilight Zone and Outer Limits stories, in a good way. I'm still hoping to read another new installment of Farthing and Tig!

Over at the World Builder Blog they were Preparing for the Invasion and featured the half-devil/half-aberrant Morchia and the mind-controlling parasitic Mystauk, both statted-up for the new 5th Edition rules. Both are excellent monsters and worth taking a look at and could be converted over to another edition fairly easily.

Tales of a GM blog told us all about an intriguing invasive species...a giant albino leech that served a player character as an animal companion! I enjoyed this post a great deal as it would fit right in with Wermspittle in a heart-beat.

Eric's Gaming Pulse took on the task of presenting humanity as an invasive species in space. He raises some interesting points and postulates a setting where more highly advanced aliens hire-on humans as their preferred interstellar workforce since humans require less intensive life support systems than other species. There's some real magic to this premise and you really need to read his post if you're at all interested in a fun scifi twist on the invasive species premise.

Porky delivered a very sparse but effective set of rules for adding financiers into the mix at the table in The Rule of the Jungle and the Self-Invasive Species. It reminded me a little bit of Sir A.C. Doyle's The Lost World and similar stories along those lines where there is always someone with money getting involved, the rich investor who backs an expedition only to force their way on board and try to run things...this is another very well thought-out post well worth your time to read it over and consider how it might fit into your game.


As for ourselves, we posted about the Black Zones, a few Aquatic Terrors for Gus L., Six Nasty Things from the Black Zones, Sickly Yellow Phantoms, Killing Frost, our Third Sewer Encounter table, the Fleshwrought Servitors of Varug, a set of paper minis for the Rilligong, a set of paper minis including several very invasive species such as the Yelg Froth, Bugs, Stompers and there was a picture of a Mucoid included in the photo of our work-space that we posted for Jack. We also did a new robot T-shirt, but those 'bots aren't particularly invasive, so never mind that.

Thanks again to everyone who participated in this month's RPG Blog Carnival!
Next Month's Theme is: Devious Dungeons and the Host will be: Mindweave Role-Playing.



Everything you might want to know about the RPG Blog Carnival is available all in one place, including How to ParticipateHow to Sign-Up to Host a Carnival, as well as some handy advice for How to Host a Carnival if your topic gets accepted. You can also browse through the Archives of Past Carnivals and check to see what's coming next.

The RPG Blog Carnival is sponsored and supported by the RPG Blog Alliance. You can find out more about the RPGBA by clicking these links:

The RPGBA site
The RPGBA FAQ

Saturday, July 5, 2014

Six Things That Walk That Ought To Crawl...


Great holes secretly are digged where earth’s pores ought to suffice, and things have learnt to walk that ought to crawl...
The Festival
H. P. Lovecraft


Everyone knows that those who walk into one of the Black Zones don't always come back out again. Many of these places are not only cordoned-off, they often are surrounded by mounds of blackened and blasted bones where gibbering idiots squat who lack the will or the ability to go any farther and who can never really go back either. They are like stunted, botched larval forms of something that will never be...

Those that do return from these strange places are often changed in horrific ways. Some have suffered terrible injuries or are strangely debilitated, others come back prematurely aged or grotesquely disfigured, still others are never quite themselves ever again. Sanity is a fluid, ephemeral quality that tends to evaporate all too readily in these spaces, and one's identity can be damaged, modified, even replaced by the things encountered on the shattered fringes of life and death. But there are other things that come out from the Black Zones...things like these...



  1. It lopes from out of the flickering shadows. Wrapped in soiled and tattered rags...then you realize it isn't alone...

    Raggedy Things (2d4/4d6) [AL C, MV 120' (40'), AC 6[13], HD 3, #AT 2, DG 1d4/1d4, SV F2, ML 12 (mindless), Special: Has a 50% chance to resist Charm or Sleep spells. All slashing/piercing damage is reduced by 50%, blunt weapons do normal damage, all magical weapons actually heal it by 1 hit point. Fire and spells do double normal damage, but also affect a 10' radius around the Raggedy Thing. These things tend to mob one victim at a time.] It's just a bunch of rags...

  2. Click. Clack. Scritch. Something wicked, possibly hoofed, is coming this way...what is that? Furniture?!?

    Vicious Credenza (1) [AL C, MV 90' (30'), AC 4[15], HD 4, #AT 1, DG 3d6, SV F4, ML 12 (Vicious), Special: It slams its victims into the ground and then attempts to crush them into a bloody pulp. It can attack up to three opponents simultaneously, if they are grouped close together. Once it knocks an opponent down it will settle on top of them, gaining a +4 bonus to hit for double damage if it is allowed to remain in place. It requires a combined STR of 26 to overturn the thing, but if it is overturned, it is immobilized for 1d4 hours.] Note: A Vicious Credenza usually contains a mix of trash and loot similar to a typical chest or trunk.

  3. You hear glass breaking. There it is again. And again. It's getting closer...

    Shatterglass Swarm (1) [AL C, MV 90' (30'), AC 6[13], HD 3 to 7, #AT 1, DG 1d6, SV F3 to 7, ML 12 (Implacable), Special: Unaffected by mind influencing effects like Charm, Sleep or visual illusions, sees invisible, light-based attacks do half-damage and have a 30% chance to reflect back at the attacker.] It is a serpentine mass of broken glass shards from one or more mirrors and windows. It slithers towards you leaving a trail of fine grit and needle-sharp bits of glass behind it. The thing tries to bite chunks out of its victims, but lacking any sort of internal digestive system, it leaves the bloody pieces of flesh lying all over the place...

  4. Six Skulls. They appear to be fused together somehow. Moving towards you. As they pass out of the shadows you can see that the skulls are lodged within some sort of translucent slime...

    Skull-bearing Clear-Slime (1d4) [AL C, MV 120' (40'), AC 48[11], HD 6, #AT 1d6*, DG 1d4 per bite, SV F5, ML 12 (Insane), Special: Immune to acid, Charm or Sleep spells. Clerics can Turn/Destroy them as 9HD creatures. The Clear-Slime causes anything affected by it to suffer 2d4 damage per round when exposed to sunlight, requiring a Cure Disease/Remove Curse to eliminate the effect. *The Skulls float freely within the Clear-Slime, but are one unit and can only bring one or two mouths to bear on any one opponent, unless it can somehow squeeze in-between multiple targets. Each attack after the first one incurs a cumulative -1 penalty To Hit, so the sixth skull rarely succeeds, which is a source of some frustration to it...]

  5. Skinless and shameless she strides from out of the Black Zone with a writhing spinal-column staff in her hands, her eyes replaced with bitter iron orbs...and her legs are swirling masses of chittering, snapping undead insect husks...

    Sheedra Miskaan (1) [AL C, MV 120' (40'), AC 7[12], HD 5, #AT 1, DG 1d6 or by spell, SV MU5, ML 10, Special: Sheedra regenerates 1 hit point per every 6 points of non-magical damage inflicted on her. She casts the following spells once per day: Animate Necrotic Tissue, Appreciation of True WeirdnessAssault of Chaos, Black Touch, Breathless and Unexplainable Dread, Cerebral Conception, Ectoplasmic Wall, Literary Incandescence, Malign Thought Emanation, Umbral Maiming, and Vistas of Unplumbed Space. She can be Turned/Destroyed as a 10HD creature.] Sheedra has come far for a once disgraced mercenary with no aptitude for sorcery. Her pact with certain Insectile Horrors she encountered within the Black Zone has changed everything...

  6. The soft sounds of someone crying echo from within the darkness. At first you might be inclined to ignore the sounds. You've probably heard plenty of not-so-clever things try to lure the unwary into the shadows with such a ploy. But there's something different about this...

    Weeping Shadow (1d4) [AL N, MV 90' (30'), AC 7[12], HD 3, #AT 1, DG 1d4 (Special), SV F1, ML 4, Special: A very minor shadow, it is not fully undead, nor is it truly alive either; it is stuck in-between. This thing has a 30% chance to resist Charm or Sleep spells. It drains 1 point of STR on any attack roll of 18 or better To Hit, the drain persists for 1d4 hours. Anyone reduced to zero STR in this manner is left in a coma for 3d6 weeks during which time magical healing has no effect on them, after which they recover normally, but suffer a permanent loss of 1 STR point and have a permanent -1 penalty on all Saves against undead/necromantic effects.] It is elusive, seeking to run away and will only attack if cornered...


Not only is this something of an Invasive Species post, it plays off of a quote used by Moebius Adventures in kicking off last month's RPG Blog Carnival as well...so it's a sort of Lovecraftian two-fer...

Tuesday, July 1, 2014

July RPG Blog Carnival: Invasive Species


The Theme for this Month's RPG Blog Carnival is Invasive Species and it is being hosted right here at Hereticwerks. Through the month of July we will be presenting a few posts that feature a variety of Invasive Species and we'd love to see what you have to say on the subject. Have you introduced some sort of invasive species into your game or campaign? How did it go? Have any pointers or advice for how to handle invasive species in a particular game, setting or genre?

Whatever genre you like, however gritty or glittery you prefer your games or fiction, there's all sorts of ways you could address the theme of Invasive Species. Below we've provided a few questions, examples and possible suggestions to help you get started.

Please leave a comment below with a link to your post and we'll be sure to include it in the end-of-month summary/Wrap-Up post.



Last month's RPG Blog Carnival was hosted by Moebius Adventures and featured quite a few different answers to the question: "What's In The Hole?" Be sure to check out the Wrap-Up Post for last month's Carnival to discover a host of thing that might be waiting for your characters in that otherwise innocuous looking hole over there. There were some really great entries last month, so be sure to take a look at the Wrap-Up Post at Moebius Adventures when you get a chance!


Invasive Species

What are some of your favorite invasive species from books, comics, web-comics, or graphic novels?
We're big fans of The War of the Worlds. And we'd definitely classify M. P. Shiel's Purple Clouds as pernicious invasive species, even if they are mostly billowing toxic vapors with a bad attitude. The Daleks from Doctor Who and the the Eddorians from Doc Smith's Lensmen series are another two great examples of invasive species from classic science fiction.


What is your favorite invasive species from the movies or TV?
We're big fans of The War of the Worlds, Invaders From Mars, The Invasion of the Body Snatchers, The Day of the Triffids, Critters, Gremlins, The Blob, Godzilla, and lots of classic sci-fi and fantasy movies. The aliens who show up in the Twilight Zone episode To Serve Man are one of the best examples of a really sneaky invasive species--they get humanity to voluntarily board their cattle-carrier ships. The xenomorph from Alien remains one of the all-time classic movie monsters and it is truly an invasive species in every sense of the term. Zombies are often treated as though they were an invasive species, especially in the movies and on TV...would you consider zombies to be an invasive species? If you have strong feelings either way, what are some reasons/examples you could point out? What are some of your favorite movies that portray invaders from beyond and how has this influenced your game?


Do you have a favorite invasive species that was featured in a game or campaign setting?
Anyone who has played through Expedition to the Barrier Peaks can list off several classic examples of invasive species that have gone on to take their place in later editions of D&D such as the Vegepygmies and the awesome Froghemoth. It's a classic mash-up of fantasy and sci-fi. Stephen Colbert fondly remembers this module, and so do quite a lot of other old school gamers. Some of us even had a character survive this adventure.

Going back to Supplement Three: Eldritch Wizardry, the Mind Flayers were first introduced into D&D as invaders from the Underworld while a host of other invasive species such as Brain Moles, Cerebral Parasites and a host of demons were also brought into the game. Is there a classic or new monster that you feel is the ultimate invasive species?


Here are a few more questions to help give you some ideas:

  • Did Owlbears take over the local forest? If so, what are your characters going to do about it?
  • Are dragons native to your game-world, or are they invaders from somewhere else?
  • Could the deities active in a fantasy milieu actually be invaders from another realm?
  • Are the undead actually invaders from beyond the veil of death?
  • Would you consider Mr. Lovecraft's various alien beings truly invasive if they preceded humanity be eons? What happens when the Mi-Go invade? John Snead might know...
  • How do you handle demons and possession in your game? They pretty much define 'invasive.'
  • What happens when a group of player characters introduce the equivalent of rabbits into Australia?
  • Have you created a great alien space invader to menace your Pulp Sci-Fi campaign?
  • Do you have some advice on how to handle the proliferation of unnatural horrors or terrible monstrosities that have been unleashed upon an unsuspecting world by irresponsible wizards?
  • What if a super villain succeeded in unleashing an unstoppable army of cybernetic-alien-zombie-wombat-chickens that took over the world and wouldn't let if go?
  • Do you have ideas of how humanity might cope with a far superior civilization--might we be viewed as an invasive species?
  • Do you have some version of jumping carp, zebra mussels, buck thorn, gypsy moths, or something similar encroaching upon the frontiers of the player character's domains? How would a wizard deal with a swarm of locusts before it destroyed all the crops? Can your paladin halt the depredations of those moths infesting the fabric mills before your liege goes bankrupt?
  • Has someone stirred-up a dragon-turtle that has now started terrorizing the near-by lake-towns? did they accidentally move the thing's eggs, or was it done deliberately as a form of sabotage?
  • What sort of invasive species might be proliferating deep within the darkest recesses of the WorldNet? Are they rogue AI, disembodied spirits, damaged algorithms or something else entirely?


Not all invaders need to come from outer space, dead ruins beneath the ocean waves, or someplace exotic; some might just be people from another continent or perhaps from a different time...
While one of your own ancestors wouldn't normally be considered to be an entirely different species, the weird transformations that Joseph Curwen underwent in order to gain power and knowledge as a wizard made him enough different from his unsuspecting descendant Charles Dexter Ward to count as far as we're concerned. We also would classify John Carter from Edgar Rice Burrough's classic Barsoom series as an example of a heroic invasive species; what do you think? The astronauts who crash-land on The Planet of the Apes find themselves in the role of being an invasive species. Morbius was an invasive species of one as he pilfered the secrets of the Krell in Forbidden Planet...just as you could make a case for Alice being an invasive species in Through the Looking Glass, or the Pevensies in Narnia, and even Flash Gordon is something of an invasive species during his adventures on Mongo. If you wanted, you could probably make a case for Captain James T. Kirk being something of an invasive species unto himself since it seemed like he might well have single-handedly produced more human-alien hybrids than any dozen secret underground government labs. Sometimes we are the invaders...which opens the door to taking a look at various examples of invasions that our own species has perpetrated against itself such as the Conquistadors in South America (or was it Tamoachan?), the various colonial powers in Africa & Asia, and a host of examples from history, military history, or alternate history.

So, what are some of your personal favorite invasive species?
How have you handled invasive species in your game?
We'd love to hear about it...



Everything you might want to know about the RPG Blog Carnival is available all in one place, including How to ParticipateHow to Sign-Up to Host a Carnival, as well as some handy advice for How to Host a Carnival if your topic gets accepted. You can also browse through the Archives of Past Carnivals and check to see what's coming next.

The RPG Blog Carnival is sponsored and supported by the RPG Blog Alliance. You can find out more about the RPGBA by clicking these links:

The RPGBA site
The RPGBA FAQ

Friday, June 6, 2014

What's In The Hole? (RPG Blog Carnival for June, 2014)

The Theme for this Month's RPG Blog Carnival is What's In The Hole? and it is being hosted by Moebius Adventures. The Kick-Off Post for getting things started is right there at the Moebius Adventures blog. This is a great question. One rife with possibilities for all sorts of gaming goodness. So let's take a look at what might be down there...if you were to discover some sort of previously unexplored/undocumented hole in Wermspittle...

What's In The Hole?
  1. A Section of the Street of the First Shell has collapsed. It may have been a gas-leak. It could have been a long buried and long dormant unexploded mine or aerial bomb (see: UXB Table) that finally went off. Maybe it was unlicensed tunneling by rat-things or something else. The Strand is always blaming minor disasters like this on werms. The Street Patrol is deputizing a dozen stout 'volunteers' to perform a preliminary inspection of the hole left in the middle of the street. They don't want to risk any of their engineers or specialists unless they have to...

    Initial Situation: The hole extends down past 300' deep. The sides of the hole are sloping, tumbling masses of fractured and displaced cobblestones that have a tendency to slide when disturbed. Getting down without causing the stones to fall down upon your heads, possibly burying your team, is a real concern. The Street Patrol has complete confidence in your ability to get past this simple obstacle.

    Going Deeper: This hole leads down into a closed-off section of an old Unterrail line that hasn't been disturbed in close to three hundred years. The tunnel is not noted on any of the current maps, leading some to suspect that it might have been deliberately stricken from the record. The tunnel contains a pocket of Soporific Aether covering the floor to a depth of about four feet deep. Anyone mucking about in the tunnel will be exposed to the heavier-than-air vapors and fall into a profound, deep slumber. They'll be completely unharmed, unless someone collapses the hole. After the first few explorers fail to respond, the Street Patrol will be forced to decide whether to close-off the hole as a hazard to navigation, or to keep sending down more 'volunteers.'


  2. An unlicensed cess-pit in the basement of a mostly abandoned building has suddenly drained away over night. The Landlord is livid with rage and suspects one of his rivals of having sabotaged his cess-pit, or maybe they've stolen his shit. His low-level flunkies are looking into that aspect of the matter. He wants to hire-on a few stout souls to go take a look at how his cess-pit was drained. He has a few reasonably-repaired sets of armored waders that no longer bear any Sewer Militia markings or tags that he can loan to your crew if you can agree on how much this is going to cost him...

    First: For obvious reasons, this all has to remain hush-hush. Your crew's discretion must be vouched for before the Landlord will approach you with the offer. Snitching to the Sewer Militia is an option, of course, but it will draw the ire of the Landlord who has some connections among the Unterkorps and elsewhere they can call upon to make life difficult for anyone who tries to rat him out.

    Second: The hole at the bottom of the cess-pit appears to have been made by something digging into the pit from below. A twisty, foul-smelling burrow-sort of tunnel slopes down into the fetid darkness. All the surfaces of this tunnel are rounded, organic looking, and the floor rises and falls in random undulations as far as can be seen by torches, lanterns or whatever light-source is being used.

    Third: Less than a hundred feet down, the tunnel is filled with the contraband sewage. Under the surface of the reeking stuff is a dead Reservoir Werm that is blocking the tunnel. It dug into the cess-pit by mistake, was forced back down its tunnel by the cascade of nastiness and drowned here where it got lodged in a sharp bend in the passage. Attempting to move the carcass could result in the thing sliding loose and continuing to slide down even farther along the tunnel, carried along on a torrent of filth...


  3. There's a hole in the middle of the basement floor of the old Filby House. A group of street-urchins who took refuge in the basement last night discovered the hole and desperately want to know what's down there, but they cannot manage to lift some sort of grating that blocks their access. They want your help. They are willing to negotiate a split of the proceeds, as they are certain that there is some sort of treasure down there...

    On First Glance: Someone dug out a well-like shaft in the old basement and placed a heavy grate over it. The yellow metal grating is pink with corrosion and has fallen away in two spots, so it can easily be removed. In fact the urchins who discovered the thing already have removed some of the bolts and made your task very simple indeed: lift the grating (it weighs six hundred pounds), and go take a look.

    What's Down There: There is some sort of yellowish lump down there. About twenty feet down. There are rungs of yellow metal sunk into the side of the hole leading down, so climbing is fairly easy. The lump is a fossilized Philosophic Mold. It might be of some interest or value to a collector of oddities, or to one of the scholars at the Academy who specialize in molds of various sorts. Getting the thing removed and transported without breaking it or releasing residual toxic-spores is going to be a challenge, as it nearly fills the bottom of the hole and weighs several hundred pounds and is extremely brittle. It will be practically worthless if broken-up into poisonous debris by mis-handling. Getting it out of the hole and delivered to a buyer might draw the attention of the Sewer Militia who will swoop in and try to seize the thing by force if they catch wind of it, as it constitutes a clear and present danger, as they see things.


  4. A hole in the wall. It's dark in there, but with a little light you can see that there's something shiny just a little ways back. Maybe it's someone's secret stash...

    There are (1d4) items from the Sewer Salvage Table in there, mingled with a bunch of rotten rags, old burlap sacks, a tar-soaked length of rope and three finger bones.

    There's also a small clutch of Gunpowder Grubs covered-up by the rags. They are mostly dried-out and will explode for 3d4 damage per grub if exposed to fire, sparks or excess pressure.


  5. There's a hole in that bucket you just found. It's tagged with a red clover-leaf and looks to be something left behind by some Jelly-Hunter or someone like that. It could be a sample of some kind. There are people who pay for that sort of thing...

    Disturbing the Bucket: A captured Gobbling Grout (small specimen of a Type I), has just about eroded its way through the cheap non-zinc-coated pail.

    Gobbling Grout (Type I) [Small Attack Spackle, AL C, MV 6' (2'), AC 6, HD 2, #AT 1, DG 1d4, SV MU 4, ML 8, Special: Usual mode of attack is to suffocate sleeping victims they catch unawares. This one has been locked-away in a pail for weeks, so it is starved and more ferocious than usual, but even so, it's still about as scary as a lump of regurgitated oatmeal, unless someone is really stupid or careless...]


  6. Not just any hole. That's a Pest Hole! Run!

    What's the Big Deal: A Pest Hole is a Weak Point that opens into a location completely over-run by vermin. These things are mentioned by Foragers in tones of dread reserved for the worst horrors imaginable. Meddling with one of these things can lead to a near endless stream of vermin pouring across the Weak Point's threshold, a disaster that only the most insane cultist would even contemplate setting into motion.

    If the Unthinkable Proves to be Inevitable: Should some character manage to stir things up, you could start with the Swarms Table, or try your luck with the Those Aren't Rats in the Walls Table, or maybe you'd prefer to try-out the Those Aren't Werms Table over at Dungeon of Signs. We have a few more tables of vermin-things coming along shortly, but those are all good resources to get you started. On the bright side, this might be a good time to try out Idravon's Fumigatory Vengance...


What's In the Hole?

Next Month's Blog Carnival will be hosted here at Hereticwerks.
The Theme is going to be: Invasive Species...

Everything you might want to know about the RPG Blog Carnival is available all in one place, including How to ParticipateHow to Sign-Up to Host a Carnival, as well as some handy advice for How to Host a Carnival if your topic gets accepted. You can also browse through the Archives of Past Carnivals and check to see what's coming next.

The RPG Blog Carnival is sponsored and supported by the RPG Blog Alliance. You can find out more about the RPGBA by clicking these links:

The RPGBA site
The RPGBA FAQ