A Quick Update

Saw my first wild weasel yesterday. Looked to be a Washington Long-tail – beautiful cinnamon color, short tip on a very long tail, and almost no countershading.

Other than that I’ve spent the last three days repairing and prepping garb for the reenacting season. Pics later, although I have a bunch of WiP stuff up on my tumblr.
(Making a “new” hat, a camp knife, and a shirt, as well as repairing a pair of pants. Other projects to follow)

Still hashing out that NPC generator, trying to create a memorable system that rolls fast enough to make something at the table. Got it down to four throws, but I think I may be able to cut it down to two or three (and one, if you need someone right now).

For the nonce, however, I’m off to a family reunion in Oregon, and will be away until at least Tuesday. Remember to hoist a glass for the fallen on Monday, and maybe tell a few stories for Granddad…

“The Forgotten”, Session 5 (Actual Play, LotFP)

Had an entertaining, if startlingly combat-free, session this week. Brother #3 (the good Doctor) managed to get a real weekend off for the first time in a while, and brought his fiancee. She’s never played, but was interested. One of the other players couldn’t make it (due to work), so she got to be hung-over all session.

As an aside:
I’m not sure if the Savage class is mechanically more attractive than the others, if it fills a particular evocative need, or if I just wrote it well, but for some reason around a third of my players in the three campaigns and one-shot sessions I’ve run have taken them (the rest are basically Specialists – there are a total of 3 Fighters and one Cleric out of over 20 characters rolled).

Anyway, brother’s fiancee set about hammering out a Savage of her own – a Polynesian shark-cultist, lost in a storm during his rite of passage, and wandering the seas as a navigator looking for home.

Andrew Wyeth - "Gust of Wind" from "The Black Arrow"

YAR HAR FIDDLE DEE DEE~!

Where we left off:
Last session, Elizabeth discovered and purchased her father’s cabin boy in a slave market, deliberately concealing her reason by claiming him as an, ahem, “lady’s companion”. She quietly questioned him in the cabin about her father’s ship’s fate. He’d been thrown overboard from the Crow’s nest during a strangely-colored storm, and saved by a hunk of planking. The Corsairs picked him up and sold him out of Morocco, and he knew no more.

During the interview, the lookout and one of the PCs spotted a lion made of hellfire stalking along the coast towards the ship; they immediately weighed anchor and bailed for the Canaries. Three days out, they overtook a battle-in-progress between a Portugese carvel and a Corsair dhow. It was not going well for the merchants, who had been dismasted. There was a short argument amongst the crew about which flag to run up before they engaged, but eventually “French” won out. The Wind of Avarice‘s crew successfully sunk the pirate dhow, but blew up one of their own swivel guns with a misfire (mortally wounding a crew-man). The pirates had just enough momentum and position to ram and board; most of the Corsairs made it onto the carvel’s deck. The PCs closed and counter-boarded, sweping the pirates from her decks. Several misfires and an extremely successful Physic roll later, they recovered a half-dozen each of guns and blades, plus 8 prisoners, and saved two of their own crew as well as a mortally-wounded Portugese. For charity’s sake, they escorted the limping carvel back into her last port-of-call (their own destination as well), pulling in in the late afternoon.

The island’s governor begged off thanking the party and paying the bounty for the corsairs they had captured, citing “important business”. The Berbers were hauled off into the dock to await trial, and our “heroes” prepared to go get unrighteously pissed. Meanwhile, Sailing-master Michel set about finding materials for repairing the Wind‘s burst seams and mild hull damage from its repeated ramming adventures, and paying the ship’s tunnage taxes.

This session:
Conceding to the general mood, I fired up my Alestorm station on Pandora, because we’re well out of the territory for Berber music.
Also, apparently Alestorm has decided that they should do some Dimmu Borgir on the side (fast forward to 4:10 for the abrupt whiplash into full-on Swedish Death mode, then at 6:20 they’re back in Scottish Pirate, and shift off to power metal in the ~6:40 range..)

As we began play, Hernando’s player was slightly crestfallen when I pointed out that they hadn’t actually committed any acts of piracy per se – just sex trafficking, slave trading, smuggling, murder, fraud, grand larceny, sales by defraud, tampering with the fabric of Reality, more murder, providing aid and comfort to a fugitive, probable accessory to regicide, incitement to riot, arson, mayhem and maiming, torture, desecration, and espionage.
In five fucking sessions, I might add.
On the bright side, they don’t have any active governmental death-warrants yet, so there’s that.

Anywho, the party immediately decided to split up, which would have been a bad idea if my random encounter dice hadn’t had other ideas. Seriously, 12 rolls and no encounters? What the shit.

• Doctor Byron: CAROUSING TIME! He burned over 400sp, making a contact with the local “crimelord” and acquiring a dose each of purple, white, and crimson lotus, a bottle of something resembling habu-sake but with a frog inside, and a vial containing a sticky neon-orange oil (a curare extract). He was instructed not to take any of them in combination, and “don’t make any plans” for the day he used the frog-booze. He also picked up a useful rumor: there’s a pirate base somewhere to the North, and they should stay outa them waters if they don’t want a fight.
He passed out drunk in the rafters of the inn, there to stay the night.

• Hernando: Has been feeling increasingly itchy since he read a certain book during the Forgive Us run. He unpacked the Black Eagle, determined to use a combination of threats and a crowbar to extract magical knowledge from it (Bonus points for roleplaying a fighter with a tragically low Wisdom, I suppose). Unfortunately, after a badly-failed saving throw, he passed out; dreaming of a great black eagle with the face of a man ripping at the top of his skull, he took a couple points of Wisdom damage. Waking up, he wrapped it in an iron band, roped onto the steering-anchor, and hucked it into the harbor. This is clearly going to go well for him..
He awoke covered in fur, and spent most of the morning shaving.

• Brygytte: Got tanked, got into a pit-fight alongside Ol’ Roy, and won. Down 3 HP, up 300sp (mostly in jewelry and small coin). She came back to the ship shortly thereafter: during the fight, she’d heard rumors of mysterious stranglings each night in the town. All were known “trouble-makers”, but no-one on a ship or outside the town’s walls had been taken. No-one was sure who the culprit was, though all and sundry believed that deviltry was afoot *gesture to avert the Evil Eye*.

• Elizabeth: Tapped one of the remaining whiskey-tuns, leaving with a cask of whiskey, and bought a chicken. She asked one of the local urchins to take her to the “most respected grandmother” in town, but the urchin (blowing his reaction roll) decided to take her to the most-feared grandmother – Mama Odie’ – before fleeing. Mama was currently preparing to cast a divination for a strapping young Polynesian man; Elizabeth hailed him in (almost) his native tongue, and asked after his business. They chatted briefly while the houdoun did her thang, coming up with the prophecy “Travel with this woman, and you shall find your long-sought home“.
Elizabeth then made offerings to Mama for guidance; one set of boxcars later (given her CHR and gift modifiers, it was more like a 15..), and after providing the priestess with a “thing of him” – E’s father’s diary – she began casting the ritual again.

Seek the Violet sky.
Offer the sky a fish, and a bird to the sea.
Lay eyes on no man
for a night and a day.
The place you seek you soon shall see

The business transacted, Mama Odie proceeded to get roaring drunk, offering Elizabeth an interestingly-filgreed skull, which she claimed was a trapped spell (a scroll of Palsied Affect). Elizabeth returned home at a “seemly” hour, and slept the sleep of the non-damned.

• Two sailors disappeared during the night.

Re-united in the morning (well, other than Byron’s drunk rafter-sleeping ass), the PCs discussed their next course of action. Hernando, Brygitte, and the silent Polynesian grabbed a few samples of the furniture they’d jacked from the thieves’ guild in Tangiers, looking to sell it off at the sugar plantation outside town. On the way, Byron noticed that the workers appeared to be restive – bunching into small groups, working very slowly, and talking amongst themselves a bit much.
After being rudely rebuffed by the butler (“We don’t accept *sniff* peddlers here, sirs”), they managed to hail the young bounder in charge from the yard. Following another very positive reaction, he offered to buy their furniture and whiskey, and sell them un-processed cane at a very favorable rate – provided these charming adventurers gave him their tales. Cue in-character exposition to get brother’s fiancee up to speed… “Alonso”, the given name of the young master, seemed particularly interested in their harrowing and almost completely false account of their escape from  Marseilles (which also omitted their wizardly encounters in that city, and the other magic items they’d acquired).
Byron recognized the gentleman as being an agent of the Queen of France, in this Portugese port, and offered to discuss “personal matters” with him in French. After the PCs alerted him to the brewing unrest, he requested that they take a letter to his “associate” Bernardo Larriva, in a small tower on the northwest of the town.
Brygitte and the Polynesian returned to the ship to organize a working-party, quietly preparing the ship for action under cover of unloading the cargo.

Bernardo turned out to be a ferrety, whispering man with sharp white streaks in his red hair and many dueling scars – including a ragged slash across his throat. He accepted the letter and informed the PCs that they’d “know when he needed them”. He also passed a successful Sleight of Hand roll…

The night passed rather uneventfully, though one of the lookouts sighted three black sails coming from the Northeast, which slipped around a headland in the early morning.

Items of business:
• The governor is probably butthurt about several minor diplomatic insults.
• Slave revolts gonna slave revolt.
• The ship’s crew is perilously short of extra hands, and she still needs to finish her repairs before leaving “civilization” (such as it is).

GM tracking info. Feel free to disregard.
Price index:
Rum, other alcohol up 20%. Food down 10%. Luxury clothing down 12%. Luxury furniture up 10+%. Others as Rural or rolled as necessary.

Ship’s armory (not including PC weaponry):
2 swivel guns, 8 breeches (requires 10 shots’ worth of powder per shot)
1 light cannon, with 20 balls (requires 25 shots’ worth of powder per shot)
3 linstocks
9 50-shot casks of gunpowder, plus 30 shot’s worth in an opened cask
Four-stone-and-five of lead
10 match-lock calivers and muskets (all loaded and prepped)
2 flintlock pistols
100 feet of match-cord

Current haul/cargo status:
~50gp worth of silk clothing, packed in chests (2500 silver shillings) (smuggling hold)
20t of unprocessed sugar-cane (20 gp/1000sp)
1t of grain and biscuit (1gp/50sp)
1 tapped tun of fine whiskey (smuggling hold)
1 untapped Tun of rum
4 bottles of good French wine (sent as a “tip” by “Alonso”)

1 curious eikon of Solomon, adorned in Arabic characters.
1 magic bird, who is apparently a giant asshole.
1 sheaf of extremely incriminating blackmail papers on assorted Tangierines
1 sheaf of accounting records for the Tangierine theives’ guild.
3 charts of assorted clarity and value; one appears to be a treasure map pointing to a location to the NW of the island they’re currently docked at.

Coffers:
70 pieces of gold (3500 sp)

Crew (current, reflecting casualties and roster changes):
Captain Hernando Velasques
Doctor Wm. Byron
Quartermistress Lady Elizabeth
Sailing-Master Michel St.-Jourdain (NPC, 2nd-level Specialist with 5d in Sailing-craft, 3d in Languages)
L’t. of Marines Brygitte Benoit (Henchman)
Cabin Boys Ol’ Roy and William Holt (official position: Catamite to ship’s quartermistress)
Marines – 1 1st-level Specialist, 1 1st-level Savage (both currently unnamed ><)
Sailors – 19 able-bodied, 3 wounded.
Civilians – Malika bint-Gifar (wife of Hernando, NPC, 0-level Specialist or is she?)

A Sample Mage, using my generator from earlier (LotFP, NPCs, Spoilers)

Spoilers for my players under the jump. Plz to go away, thank you.

Beardsley-peacockskirt

So, this is one of the mages I made for last week’s session, using that generator from the last post plus some of the other stuff I’m working on..
(more…)

Tables for Creating Low-Level Wizards & Other Fools who Would Tamper With the Skeins of Fate (LotFP/D&D).

Harry Clarke - The Snow Queen

Harry Clarke – The Snow Queen

In addition to my generators on Last Gasp (Wizardly Schools and First level Spells for LotFP wizards), I’ve been working on a full NPC speed-generator for mages, to go with a more general NPC supplement I’m writing. I used it last week for generating a couple towns and their conflicting magical populations. I’m retaining copyright on this one, mostly because I’m hoping to publish – but with a creative-commons attribution non-commercial license if ya want to use it.

Here’s the current draft document:
So, if you don’t know if this town is the kind of place that attracts Reality Warpers, roll on the first table. If you already know who’s there, or you’re just generating an NPC, skip the first table. If you don’t know their level, roll 1d6 at the end, adding mentor/school modifiers

———————————
Is there a wizard?
  (Roll 1d8, +2 if in a thaumocracy, +1 if inside a city (5000+ citizens). Note that these modifiers are cumulative. In a large city, roll once  for each major ward or district)
———————————

  1. No
  2. No
  3. Hedge-mage/shaman/goodwife of power
  4. Hedge-mage &c.
  5. A Magic-user
  6. A Magic-user
  7. A Wizard (see “Seclusium of Orphone” and “Isle of the Unknown” for more information on the distinction between Wizards and Magic-users. Loosely, “Magic-users” use magic, “Wizards” ARE magic)
  8. Several of them (1d3 to 1d6, at your discretion)

———————————
Are they part of a cabal?
———————————

  1. Yes. Several of them. Someone’s going to be in trouble soon… (roll twice on the table, taking both results. Keep rolling if you keep getting ones..)
  2. Yes, and the cabal has powerful rivals; they’re in an active turf war
  3. A secular secret society, not limited to Magi
  4. Yes, and it’s (roll 1d6): 1-3 – riven by internal conflict, 4-6 – stable – for now. Magi being what they are, of course, they’re still jockeying quietly for advantage.
  5. Yes, and this mage is in charge (+1 level, may have missions for or claims upon a PC mage)
  6. No, but they have a rival with whom they are as friendly as wizards get.
  7. No, and they have a rival who’s a powerful enemy
  8. No, and they’ve pissed off a cabal or society
  9. No, and they’re at war with another independent
  10. No, and they were cast out of one
  11. No, and they’re in a position of public power (secular or religious)
  12. No, and they’re hiding from one (other than the Church)

———————————
How did they learn their skills?

———————————
(Roll 1d10 for Magi in rural or heavily chaos-tainted areas, roll 1d20 for cities or larger, add +1 if there’s a major thaumocracy or city in the area. Roll 1d6+2 for Wizards.)

  1. Raised in a local tradition (themed spell list, little ambition, but unlikely to be set afire. Roll 1d6 – on a 1-4, ignore the “why aren’t they on fire” table, and treat as “locals approve” )
  2. Local Tradition (as 1, above)
  3. They’re self-taught (all spells rolled randomly, seeks magical information and knowledge more aggressively, lower a level)
  4. Self-taught, (As 3, above. If a wizard, he was created by an Item of Power)
  5. Pacts and Infernal contracts (Must bargain a thing of supernatural value to learn further spells. Constantly looking for ways to pay that don’t hurt themselves.)
  6. Feyblooded (no iron in their home, despises gulls, gets a +2 on all rolls to learn spells, but can’t roll again. Ever.)
  7. Possessed (Uses demonic abilities, cannot learn new spells. Turning has a chance of removing the demon)
  8. Plasmically conceived (Learns spells instinctively; cut research times in half, but gains no benefit from a library.)
  9. They had a mentor (roll on the Mentor table, gains some free magical nexus or trinket as a gift)
  10. As 9, above
  11. They killed their mentor (roll on mentor table, gains 1d3 nexii/trinkets, add a level)
  12. Their mentor was killed by a rival (gains an enemy)
  13. They escaped their mentor (may be hunted – roll on Relationship table)
  14. They mentor another wizard (+2 levels. Roll another wizard, skipping this table, of level 1d3; roll for the student on “mentor” and “mentor relationship” tables)
  15. As 14, above
  16. Poached from their mentor by another wizard or school
  17. Tutored in a school or cabal, and they were expelled
  18. School/Cabal, still in tutelage (-1d3 levels)
  19. School/Cabal, still in tutelage (-1d3 levels)
  20. School/Cabal, graduate
  21. School/Cabal, graduate
  22. Yes, and they’re in charge (+1d3 levels)

———————————
Mentor sub-table
———————————

  1. Mentor was kind, but incompetent (-1 level, minor magical trinket or tool)
  2. Mentor was kind and competent (+1 level, minor trinket/tool)
  3. Mentor grew bored and cast them out (-1 level)
  4. Mentor was ruthless and cruel, but competent (+1 level, gain a spell of cursing)
  5. Mentor was ruthless and cruel, but incompetent (-1 level)
  6. Still under tutelage (-1 level)
  7. Actively plotting to kill or usurp mentor. May attempt to enlist PC aid.
  8. Tried to kill, but failed (Under a curse, seeking to lift)

———————————
Relationship with mentor?
———————————

  1. Respect, genuine
  2. Respect, grudging
  3. Raw hatred
  4. Subtle hatred
  5. Resentment
  6. Fear (even if he’s dead. ESPECIALLY if he’s dead)
  7. Lovers, or similar physical/metaphysical desires. (Roll again on the table to find the mentor’s opinion on the matter..)
  8. Fondness
  9. Condescension
  10. Apathy
  11. Curiosity (“where are they?”, “are there secrets they didn’t teach me?”, etc.)
  12. Mentor or student is unwillingly enspelled (Roll 1d6: 1-4 – student, 5-6, mentor)

———————————
Why isn’t the mage on fire?

———————————
(In a Thaumocracy, roll 1d12 – this is how they’re maintaining their own power against their rivals.)

  1. Political favors/blackmail (to include providing black magic services, enchantments, or implicating the “patron” in their own crimes)
  2. Stealth and concealment of powers
  3. Vulgar displays of power (raw fear. This wizard probably isn’t long for the Mortal Coil)
  4. Subtle displays of power (targeted curses, illusionary omens, &c)
  5. Has ensorcelled locals (strategic charm spells, keeps them under threat of a death-curse, etc)
  6. Has ensorcelled major official or patron
  7. Wizard is laying low, hiding from a warrant, rival, or lynch mob in a nearby place
  8. Kills all inquisitors and challengers, subtly
  9. Kills inquisitors and challengers, extremely unsubtly
  10. Powerful magical defenses (Sanctum, magical traps, summoned creatures, extradimensional bolthole, etc.)
  11. Powerful mundane defenses (Bodyguards, army, traps, fortified home)
  12. Political power (Wizard uses an official position as cover, or is shielded by a powerful patron)
  13. Owns or provides an indispensable service (widespread blackmail, providing protection against a greater threat than himself)
  14. Stealth and concealment of powers
  15. Locals know there’s a wizard, and they’re trying to find him (Adventure hook!)
  16. Locals don’t care, government cares (this can change rather abruptly depending on the wizard’s behavior or omens, plagues &c.)
  17. Locals disapprove, government doesn’t give a damn  – and is suppressing witch-hunts (Locals may attempt to hire PCs to assassinate)
  18. Local citizens are down with witchcraft, government does not approve (Locals will be actively obstructive)
  19. Citizens and government approve of witchcraft (Possibly on the way to a thaumocracy?)
  20. Lies (roll again on this table)