Sunday, September 23, 2018

The Forest of Fences

There's a forest between a marsh and a mountain that has no trees, only fences. The fences grow like trees do, but they aren't always made of wood.

Wooden pickets, chain linked, bamboo stalks, barbed and rusted, wrought iron, hedge rows, electrified - to name some. The further in you go the more hostile they get. You'll start with the orderly fences of good neighbors. You'll end with electrified barbed wire thickets.

They tend to curve you back towards the way you came. Walking deeper constantly corrals you -  a russian doll of parabolas to discourage and entrap. Kill zones everywhere.

The Forest was meant to keep soldiers out. It is an artificial barrier - a minefield - meant for deterrence more than entrapment. When the end of the War came there was nobody to dismantle it. In the following millennia it began to attract things which didn't want to be found.

A little fey-girl tends the forest. Looks around 5 years old, hopelessly tangled hair and innumerable cuts on her arms and legs. She saw this forest conceived and born from the madness of War, and is small enough to squeeze into the cracks. She might help you, if you can prove you're not a monster. This isn't easy. You look just like one.

A juggernaut-beast of fire and metal sleeps in the thickest brush, silent as the dead. With a horrible cataclysmic screeching it comes to live, trampling the most dangerous of fences with a rolling thunder. It is utterly misanthropic, attacking indiscriminately with steel and fire. There is soft flesh to rend, though one must pierce the thick metal shell. It laughs a distant laugh, like a mad man trapped below the ground.

Some fences live. They move and shift, to confuse and entrap. They spring upon intruders with sudden ferocity like mouse traps, to break the spine and crush the viscera. They'll isolate a person, trap them in an cyst, and misdirect or shred. Unlike fences will never work together, though, even in their dislike for people. They get stranger the deeper you go.

There are relics in the Forest, products of ancient mechanized superscience. One may find them buried in tucked-away spaces less comforting than coffins: guns, flamethrowers, chemical weapons, periscopes, gas masks, mortars, metal detectors, steel helmets, entrenching tools, grenades, waterproof tarps.

These things fetch a modest fortune. Woodsmen sometimes go to the edges of the fence forest to harvest scrap wood and metal and find them under loose rocks, buried half-deep in bone meal.

How do you deal with mile after mile of fences?

Well, I suppose you could break them down. You could climb them, or find a crack or imperfection where the fence goes over a large rock. You could burn the ones made of wood. You could make a series of bridges across the fence tops with long planks, though these will be impermanent in the shifting maze. Sometimes you can find a way around - though not often. Some fences are worse than others at shooing out invaders. Sometimes there's a door.

Wednesday, September 19, 2018

Clerical Domains

Clerics seem extraneous in most games I've played. It seems more often than not people play them to fill out the role in the party for tanky support guy, or a stockier wizard.

And this doesn't really feel satisfying to me. I feel it needs something more distinct.

I think what can best define Clerics is that they are a go-between, a middle man. They are a medium between People and that which is inaccessible to them. This can encompass everything from history to the divine to the un-explainable to science.

The Cleric, more so than other classes, is defined by how they interact with other people. This is also what differentiates them from other magical ilk - say, an ascetic, or a wizard, who don't need (or want) to mediate their knowledge for the advancement of others.

After all, what's the difference between a Cleric who doesn't share their talents, and a Wizard? Spell selection? Armor and weapons? How they acquire their magic? The first two are subjective on the game system, and usually there's enough overlap to muddy the waters. The third one happens "off screen" and has virtually no impact on play.

My point is that there should be a more concrete distinction.

To that end...

Divine Domains are how the gods of the campaign interface with the world. Clerical Domains are how the Cleric interfaces society with the unknowable, the complex, or the divine.

Clerical Domains should be more important for play than Divine Domains, because Clerical Domains describe how the Cleric interacts with NPCs and the other Players.

Divine Domains are great and all, but they don't really tell you what your cleric does, only what their god lords over. So here's a table for what your cleric does.

I wanted to make this a d12 or d20 table, but failed. Some of these domains can be endlessly split or combined, but I said 'fuck it' and stopped worrying halfway through making it.

What Is Your Cleric All About?
(Clerical Domains)

Clerical Domain
The Cleric Mediates Between People And...
Cleric Examples
1. Judgement
Proper Morality
Judgin' stuff
Asshole Paladin
2. Divination
The Not-Present, Not-Here.
Augury, scrying, foresight
3. Diplomacy
Other People
Mediating, negotiating
Neutral Arbiter
Heretical Turncoat
4. Conversion
The Virtues of Orthodoxy
Coercion, persuasion
Fallen Paladin
Alignment Jockey
5. Purification
Their Disgust
Being clean and making others so
Heretic Purger
Mr. Clean
6. Oathkeeping
Their Logical Lack of Trust
Upholding and remembering oaths and oathbreakers
Friendship-Is-Legally-Binding Cleric
7. Scholarship
Other People Across Space and Time
Record keeping, cataloging, library diving
Library Navigator

8. Ritual
Knowing and utilizing rituals
Secret Society Leader
9. Communication
The Unfamiliar
Talking to ghosts, animals, rocks.
Speaks With Literally Everything Cleric
10. Politics
Rhetoric, propaganda
Religious leader
11. Pilgrimage
Spatially-Bonded Holiness
Knowing the way and the journey
12. Funerals
Interment of corpses, cremations, funerals
13. Initiation
The Community
Initiation rituals, education
Hazer Cleric
14. Bureaucracy
The Endless Machinations of Man
Record keeping, loophole engineering
Spirit Lawyer
Divine Tax Man


To facilitate this role of the Cleric as a medium between the unknowable and the layfolk (all non-Clerics, essentially), I think the best procedure is to subtly encourage in-character dialogue between the Cleric and everyone else. Some ideas to do this without being heavy-handed:

Secret DM Communication
This is why I think secret communication between the DM and the Cleric player is critical. When everyone at the table has access to what the Cleric knows (usually by the DM telling the results of the Cleric's doings in front of the whole table) it shortcuts the interaction between the Cleric and the other players. This translation of information is valuable to the Cleric's role as medium.

This can be applied to all classes, of course, but I feel it's more important for clerics than others.

More than the other domains, I feel like this is where the Cleric shines best, especially in OSR games with a high PC drop rate. Taking care of the recently dead is a responsibility best done with a focused light at the table. It can have a functional impact on play, too. Like:

  • Character who had a proper funeral don't rise as undead the next full moon.
  • Those who witnessed a death are physically stained until they reconcile with it by purification.
  • Funerals are great for networking with NPCs.

Monday, September 10, 2018

The War of Naps

A war campaign idea, or perhaps a 0 Level Funnel.


The Lightning War was appropriately named - the whole affair lasted only a month, resulted in the highest number of casualties-by-electrical-burn for any war to date, and utterly crushed the larger nation of Mieir for a generation.

It was a preemptive surprise attack the likes of which the world had never seen. The wizard armies of Yumen had every advantage bestowed to Magic Users: scrying, teleportation, lethal evocation magic, secure communications, conjured supplies, flight.

The armies of Mieir had nothing: their wizards were too few and too obvious. They all fell within the first hours of the War. Their logistics and communications were inferior, their clerical portents were too vague. They were doomed from the start.


Despite the terrible loss the people of Meier are resilient. They have been planning and plotting. Guerrilla warfare has been the game for thirty years. The initial assault from Yumen was ineffective, and now the time has come for a hasty organized counterattack. The New Army of Mieir is on the move.

As the armies of Mieir and Yumen then danced around the countryside, each vying for a better strategic position, the generals of the New Army came up with a bold strategy. A critical observation was made: the armies of Meier could get inadequate sleep during combat operations and still be (nominally) functional. The armies of Yumen could not.

Their wizards needed 8 hours of uninterrupted, continuous rest in order to recuperate their spells. Without this, they would need to subsist on the spells they'd prepared during their last full rest. If their sleep remained partial no new spells could be mustered.

So the strategy of sleep attrition began. It would be a war of tempo, of quick naps and great sacrifice. Enter the players.


This campaign is about denying a continuous 8 hours of rest to the wizard army. 

The parameters are thus:
  1. The Wizard Army is outnumbered about 3 to 1.
  2. Their troops are vastly superior. Fireball-level magic is plentiful enough.
  3. The Wizard Army is trying to get rest.
  4. The Players need to prevent this at all costs.
  5. What disturbs rest is considered generously.
  6. OSR Problem Design applies: no easy outs for either side (anti-magic items, use of beholders, mass teleportation to safety, impenetrable magic barriers, etc.)
Each party of sleep-saboteurs can have multiple attempts at disrupting the enemy camp. If done as a 0-Level Funnel, then each party probably only has one. XP could be awarded based on how many Magic-Users disrupted of sleep, and how many spells were used against you.

Example Ways to Disrupt the Wizard Camp
  1. Loud explosion by camp
  2. Setting the camp on fire
  3. Setting the brush on fire and wafting smoke at them
  4. Feign a mass attack
  5. Feign a mass attack, then a mass retreat, then another mass attack
  6. Infiltrate the camp, shake people awake
  7. Firing concealed artillery their way
  8. Spreading plague (Cure Disease costs spells)
  9. Tainting the water/food supply (Create Food/Water costs spells, as does Neutralize Poison)
  10. Herd a stampede into camp
  11. Cause an earthquake
  12. Steal all the pillows
  13. Wave after wave of my own men
  14. Give them way too much caffeine
  15. Give them stimulant drugs (wizards love drugs)
  16. Mass trumpet sounds from afar
  17. Stink bomb
  18. Seduce the wizards
  19. Create a haunting
  20. Shoot arrows while hidden from cover into random tents

For Yumen, it's probably best to try and be reactive with their defenses, so the same thing doesn't work twice. If they set the camp on fire then the wizards fireproof their stuff. If you give them drugs then they get wise to the act.

Thursday, September 6, 2018

The Clerics of Clause

About a year ago I ran an impromptu one-shot using the introductory adventure for Anomalous Subsurface Environment. One of the players wanted to be a cleric. In ASE clerics worship these ominous satellite AI overlord deities, and the setting explicitly says that you can pick any god from any pantheon that ever existed to be your deity.

My friend was cloistered Catholic, so while browsing the list of various pagan deities, and seeing the obvious discomfort on his face, I told him that he can pick anything ever. Narnia, Tolkien, anything.

He decided he wanted to be a cleric of Santa Claus.

And this was the best cleric religion.

He decided that this meant he would go around gifting presents to the needy, making offerings to Santa Claus of cookies and other sweet things, and smashing dudes on the naughty list in the face.

Freakin'. Awesome. I was 110% on board. Best cleric ever.


So now, a year from that date, having completely bailed on my blog post about how clerics feel extraneous and unnecessary in most campaigns, I will write about the Church of the Clause, inspired by the Best Cleric Ever.

Clerics of Clause

Domains: Gift Giving, Good Cheer, Cultural Appropriation

Tell me this dude ain't the most cleric-y cleric you've ever seen.

Everybody generally tolerates the Clerics of Clause (there are those of open hostility). The Clerics are rather annoying, quite possibly utterly blasphemous, but at least they always show up with presents and booze.

The entire function of the Clerics is to show up on other clerics holidays and then misappropriate it to make it about Good Cheer. The good Clerics of Clause are generally courteous and give gifts when they show up uninvited. The bad ones are raucous and drunk. Neither group actually cares what the real holiday is about - they're just here to spread the Cheer!

Clerics of Clause are expected to give gifts wherever they go. It's why most people are generally helpful towards them. Children tend to either be ecstatic or completely terrified.

The other function of the Clerics is to appropriate elements from each Holiday they show up at, to incorporate it into their own Fraken-Holiday.

The Holiday

Once a year comes the Holiday of the Clerics of Clause. It is a wonderful/horrific amalgam of other holidays. Bring an evergreen inside, roast some chestnuts over a fire, perform a bloody sacrifice to Tiamat, whisper the name of Claus into the ashes of a forsaken treaty... then presents! Yay!

Also unleashing cans o' whoop ass.
By yy6242

As a GLOG Class

Because there's a first time for everything, I'm gonna make a GLOG Class for this!

Starting Equipment: A white-furred red coat. Red pants. A big belt. A sack. 2 Liters of Booze. A mace. The List. Pen.
Starting Skills: Religion

A - Instant Wrapping, The List
B - Good Cheer
C - Sneak
D- Religious Misappropriation

Instant Wrapping
In 1d4 Rounds you may wrap up any object in your possession. It takes 1d4 Rounds to unwrap.

The List
Every Cleric of Clause has their own personal Naughty/Nice List. It takes a minute to write someone's name down on it, and can only be done after witnessing a naughty or nice act. When you do so, that person gets a -1 penalty (Naughty) or +1 bonus (Nice) to all Saves as long as it's there. Some justification must be given, or Clause himself (the DM) will strike the name from The List.

Good Cheer
You may spend one Round to bolster your allies with good cheer! You and your allies gain advantage against Fear, Poison, and Paralysis for 2d4 Rounds.

+2 to Stealth. Double the bonus if you're climbing. Double it again if you're using the ability altruistically.

Religious Misappropriation
Whenever you witness an act of magic for some religious purpose, you may copy and repeat that ability once, at your convenience, provided it is done with general good cheer!

Sunday, September 2, 2018

Leviathan: Silence from the South

Since I'm rather slow at getting material out there, particularly onto my blog, I've decided to start writing up the adventure for Leviathan: the dungeon of Strange Language, State, and Natural State of Man.

Starting with the Introduction.


At the junction of the rivers Foxrun and Whiterock lies the sleepy town of Lome. It's seldom mentioned, except by travelers, for its soft-worded poets and honeyed carrots. Its most celebrated feature is having produced several famous Statesmen, who spent their childhoods there.

A messenger came from Lome on the edge of death. Without horse, having run the whole distance to the capital without stop. Before dying of exhaustion he told three listeners that by some sorcery every single person in Lome is dead, down to the very last. Their corpses were piled up in the town square - an eclipsing monument of terror 5000 souls high. Atop it sat a dead man, sword and crosier crossed upon his chest.

Scotmund Childless was one of those listeners. A political strategist, a fixer, and a captain, Scotmund grew up in Lome. He knows something important when he hears it. He's putting all of his plans on hold.

He'll need some help.


There are three groups who got the messenger's word and are headed to Lome:

Scotmund Childless and his Soulsells,
Dyr Nightengale di Vandri and her Destined,
Abla "Red" and the Redbeard Company.

Each of them is a potential avenue to hook the party into Lome.

If they're in good with the State, then Scotmund is the contact.
If they hang out with weirdos and cultists, Byu will bring them in.
Otherwise, the Redbeard Company is hiring freelancers.

Scotmund Childless, Dog of the State

Oiled black hair. Smells of clover. Never smiles. His gambeson bears the Queen's colors - red and blue diamonds. Carries a very long rapier and a sword breaker.

They call him "The Third Fox", but never to his face. His loyalty to the Queen and the State is infamous - he hung he own brother for treason.

He wants expendable assets to to use in Lome, but he'll never say that. He's keeping the details close to the chest, and has his own (correct) suspicions about the massacre.

Bring the player-characters to a secret meeting. He'll want to plan everything meticulously.

Scotmund's Plan:
1. Get to Lome discreetly.
2. Set up a base of operations somewhere secure and advantageous.
3. Find the cause of the massacre.
4. Assess potential threats, act accordingly.
5. Wait for reinforcements to establish order.

And overall, act opportunistically.

He comes with 5 skilled Soulsells: men who, by debt or misfortune, sold their souls to the Queen. They are incorruptible and utterly loyal to Scotmund. They wear smooth, featureless pale masks that, when studied closely, reflect the events that landed them in debt.

Scotmund is a Level 6 Specialist/Thief.
Sword Breaker - Missed melee attacks against him trigger save vs. Paralyzation or disarmament.
Pass Without Trace 2/day.

AC As Plate  HD 4   HP 24
1d12 Greatsword/Crossbow
Evasion - Takes half damage from area attacks.
Mask of White Debt - Those who look upon their masks have a 1 in 6 chance of failing their next rest. Those with outstanding debts who look upon the masks Save vs. Magic or are paralyzed until the mask breaks line-of-sight.


Dyr Nightengale di Vandri, Wealthy Occultist

A short elf, tangled hair hidden under a grey hood. Whites of both eyes hemorrhaged over with blood. She says "It's fine... A manageable condition." She'll never say what that condition is. Her voice is worn silk brushing over the face.

She likes to watch people sleep and dream. She'll ask first, of course. She's not a monster.

Hung up on anciently outdated protocols. She'll frequently ask permission for things in which one typically does not need it. "It would enthrall me if I could breath in your presence."; "May I glance errantly at your shoes?"; "Pardon me if I recall a memory at this moment."

Her auguries were clear: a magic has been witnessed in Lome that hasn't ruled in a hundred generations. This magic must be hers, and hers alone. But Woe to her if she tries to obtain it by herself. She needs patsies.

Dyr's Plan
1. Get to Lome discreetly
2. Settle in to the most magically significant building available (a library, a church, a grand mausoleum)
3. Perform various auguries while the patsies investigate the town
4. Get the magic, don't share it
5. Wipe evidence of being here (burn down the town)
6. Get out

Over all, get the magic at all costs.

She comes with a host a six agile Destined from House Vandri - cutthroat elven "children" who have yet to prove themselves. Though they appear 10-12 years old by human years, they've seen 30-40 winters, and more than one War each. Their prepubescence offers them a magical protection unique to their people.

Dyr is a Level 5 Magic User.
Psychic Reflector - Immune to mind reading.
Betrayal Auguries - Can detect when betrayal is immediately imminent.

House Vandri Destined
AC As Chain+Shield (High Dex) HD 2 HP 11
1d6/1d6 Swords or Throwing Knives
Spells: Spider Climb, Darkness 1/day
Scarring Rebuke - Damaging a Destined provokes a Blood Curse. Affects you and everyone within earshot of the same race as you. Effect depends on highest Attribute:

Strength: Any damage done is copied back onto you
Dexterity: Age 10 years
Constitution: Allergic to all food and fermented food
Intelligence: Cannot remember any names
Wisdom: Cannot look upon an Elf (includes Destined)
Charisma: Everyone will treat you as an irresponsible child

The Blood Curse can be augured by any cleric. To cure it, the Destined who was wronged must forgive you and make an offering of blood worth at least 1HP on your behalf to appease the gods. Alternatively, a number of Remove Curses equal to the damage done.


Abla "Red", Captain of the Redbeard Company

Six foot, four inch, long-limbed, pipe to match her height. Perpetually surrounded in a haze when indoors. Freckles and Mensur scars. Looks noticeably older in the sunlight.  Talks like an aristocrat-general.

Everyone in the Company calls her "Red", she'd prefer if you called her by her birth name: Abla. You need to earn the right to call her "Red". If you mess up someone will remind you.

She made her money capturing wealthy knights during battles and ransoming them back to their families. Took that money and made The Redbeard Company. This is also how she met her husband, an giant man with a big red beard, occasionally heard yelling incomprehensibly at people in a thick foreign accent.

She leads a company of 200 soldiers with banners of a Red Beard. They aren't salaried. Either they need work, or they need to make their own work. Abla is good at managing that.

She is a schmoozer through and through. When meeting with her, roll on the Have You Met... table below.

The Redbeard Company is headed to fill up the power vacuum in Lome. They're "hiring" freelancers. Abla wants to meet each one personally.

Rules of the Operation:
1. You aren't a part of the Redbeard Company.
2. Law enforcement is the Company's domain.
3. The Company gets a 25% cut of anything you loot.
4. Otherwise, the Company will leave you alone.
5. You tell Abla everything that's going on in Lome.

Abla's Plan
1. Set up camp on the outskirts of Lome
2. Send scouts to recon the town
3. Surround the town.
4. March in at the head of the Company
5. Loot the entire city. Take everything from the current squatters and looters. Burn the corpse pile.
6. Set up a base in the building where the most powerful person of the city lived or ruled.
7. Send the loot away. Leave a "peacekeeping" contingent behind to extort newcomers.

Abla "Red" is a level 6 Fighter.
Her Husband Arnold is a level 5 Fighter.
Duelist - +3 AC against one melee opponent.

Redbeard Company Mercenary
AC As Chain  HDHP 10
1d10 Poleaxe or Longbow

Have You Met...

  1. Heironimous Bort? Apparently he invented a new kind of torture. What did you call it, Bort? Visceral Psychosomatic Autokinesis?
  2. My husband Arnold? Oh! That reminds me... Dear! Would you kindly take care of the hostages? Their families shortchanged us on the ransom.
  3. Sir Roland? Apparently he split a man and his horse clean in half at the Battle of No Ghost Land.
  4. Lord Ginax? He owns the largest butcherbird flock in the land, among other illustrious things. (To the Lord) Would you care for some more wine, Charles?
  5. This silly fellow? Caught him drinking in town during his guard shift. How many beatings is that worth do you think? Five?
  6. Ajax? I didn't think orcs got this big, but I guess they can still surprise me time to time.
  7. Our mutual friend here? (Someone previously encountered) Apparently he saw fit to taunt some of my men on the highway. Haven't decided what to make of them yet.
  8. The Earl of Yeomer? He tried to run me through at the Battle of his namesake. I'm not sure his family will ever be able to pay the interest on his ransom...

Friday, August 24, 2018

The Goldsoul Mines v1.0

After being incredibly lazy for about three weeks with posting for this blog, I've finished compiled version 1.0 of the Goldsoul Mines. This includes Parts 1 through 4 all in one document, some additional updates, as well as an Introduction and Supplementary Materials.

Link between the pics!

Mary Clough Gold Mine, NV. Pics from here

The Goldsoul Mines v1.0


So, now that you've read it, or at least glanced at it, I would greatly appreciate any criticisms or suggestions for how to improve the module. By no means feel obligated to answer every question, just the ones that really stick out to you.

Some things I'm particularly concerned with:

Is it written evocatively?
Is it written concisely?
Does it give you any inspiration?

How's the readability?
It is easy to find information you need?
What sort of notes would you need to make to actually run it?
Is it easy to understand the map?

Is the formatting tolerable? (I'm not a layout guy, so my bar's pretty low for this one.)
How desperately does this need art? Is it necessary, or do the words suffice?

What else would be useful or desired for this module?

Wednesday, August 1, 2018

Infinity Hotel Playable Characters

Doing work on Wizard City has given me insight that it is the only campaign setting I can think about in which the Infinity Hotel would not be completely inappropriate.

More stuff on the Infinity Hotel can be found under The Index.

Anyways, this is a post from a while ago that I meant to do.

These are the pregen characters for the Infinity Hotel.

It's worth noting that any moderately clever person can probably find out a way to ruthlessly exploit these skills. That is the entire point. Figuring out loopholes to grant infinite wishes, callously disregarding the Laws of Nature and Physics, forming a logic tesseract to convince the Paradox Archangle that perpetual motion machines are totally normal, etc.

Herc Blooddeth - Psychonaut Barbarian

What we get when we crank the Barbarian up to 21. He is a meat machine of destruction, an Unstoppable Force. So apt at breaking things that he can break THE VERY LAWS OF NATURE.


Juggernaut - Herc may break any mundane object.

Smash the 4th Wall - Herc may break the 4th wall at will, utilizing any metagame knowledge he desires. Once per session he may look at the GM's notes/maps for up to 30 seconds.

Reality Shatter - Player proclaims: "I break the Law of ______"
(Examples: Gravity, Thermodynamics, Murphey's, Dramatic Irony, etc.)

Psychonaut - Player proclaims: "I break ______'s sense of ______"
(Example: I break the sword-hydra's sense of esteem.)

Dalra Godkiller - World's Least Known Assassin

She killed the God of Knowledge so that nobody would remember who she is. The only truly anonymous person in the world. She still carries the head of the God she slew, and it whispers truths through pale blood-drained lips.


Head of the God of Knowledge - Dalra may ask the severed god-head in her bag any question of lore. It will answer truthfully. Also performs the Augury spell.

Godkiller Poison - There is exactly one dose. It will kill literally anyone. But only exactly one literally anything.

Bag of Everything - From this modest bag any mundane item may be obtained, provided it is less than 10kg. So... not quite Everything.

Tom Groom - The Reincarnate

Every time Tom Groom dies he just reincarnates as somebody else. This is not infrequently a frustrating thing for all parties involved, but Tom Groom tends to keep a good attitude about it.


Reincarnate - Whenever Tom Groom dies, he just reincarnates back into the scene as something else. Retains all memories, abilities, etc.

Greater Awaken - He can grant sentient life to any object. This is not always the best thing. Said object is fully capable of talking, conversing, thoroughly enjoying and/or despairing at the the meaningless of its existence.

Speak With All - A spell which allows Tom Groom to speak with anything capable of speech.

Galstad - Space Wizard

The epitome of asshole wizards. A Wizard so wizardly that he puts all other wizards to shame! Absolutely no moral compunctions whatsoever.


Magical Savant - Galstad is so well versed in magic that he can cast any spell he has ever seen, including those from the Five Schools of Mancy.

Wand of Translocation - This wand allows Galstad to do one of three things, at will:
1) Switch heads with any single target.
2) Prick someone, then wither and die as his new body grows out of them.
3) Switch physical positions with the target.

"I don't know who that is, but I know where they shit." - Galstad knows the present location(s) of anyone whose name he knows.

Eramus, Lord of Hell

A Paladin so righteous that he went to hell, beat up an army of demons, usurped Hell's Throne, and now rules it for the forces of Law.


Lord of Hell - Eramus, being the custodian of Hell, may summon a handful of demons for whatever purpose he desires. They will obey out of fear.

Bulwark of the Paladin - Eramus is immune to any damage from any Evil character.

Accusation - Eramus may convert any object of his accusations into whatever Alignment that he thinks they are. A reason must be provided for this decision. (Note: It doesn't need to be a great reason.)

The Plutonium Fist

Basically a super-saiyan who can blow up everything within a few miles at a whim, along with himself. Much angry screaming required.


Plutonium Fists - In addition to his fist attacks causing radiation damage, if he smashes them together there is a 1 in 4 chance it'll cause a nuclear explosion, wiping out every single thing within 3 miles, with very few exceptions.

Preemptive Retaliation - In any given scenario, The Plutonium Fist may retroactively act first in initiative. Typically this involves a punch to the face.

You Call That An Attack? - If you manage to survive an attack or assault, or be unaffected by a spell, you can unleash an attack of twice the power right back at sender. Attack mirrors the style and type of the incoming assault. (i.e. if you take an energy blast, you give an energy blast. If you receive a rhetorical assault, you'd better give a rhetorical assault.)


The Crawling Chaos. That one. The Hotel might be literally infinite, but there is only one Deep Dark and only one Nyarlathotep.

Prerequisites for playing Nyarlathotep: The person playing it needs to know more about Nyarlathotep than you do. This may be impossible. There are no limitations or given abilities. The player must draw upon the lore. If ever you suspect that they are not playing Nyarlathotep enough like Nyarlathotep, you may usurp their control.

Level 1 Thief with 2 HP

We call this one the "Hard Mode". No abilities, assets, or powers. You are a level 1 Thief with 2HP. Good luck!