Wormskin No. 1 (Autumn 2015)
Author: Norman & Gorgonmilk
System: Labyrinth Lord (or similar)
PDF/Print: $3.00 / $5.75
It has been a solid three months since I last posted anything. Nonetheless, I have been busy on a number of projects, both gaming related and otherwise. It is shaping up to be a good year.
Before Wormskin was released I remember +The Real-ish Greg Gorgonmilk posting some compelling WIP shots of the cover and interior maps. That, combined with the professed tone and inspiration of the work — folklore and the fairy tale — sustained my curiosity. Consequently, when it was released recently as a print-on-demand product I decided to purchase the first issue of the zine.
The back cover of Wormskin ostensibly claims to explore:
"...the mythic forest called Dolmenwood, a setting for use with B/X campaigns or similar tabletop systems. Each issue will look at various elements of this eldritch realm situated on the leafy verges of Faerie, where austere Drunes rub elbows with weird elf-lords and talking beasts, where witches wander skyclad and armed with sinister magicks to bind the spirits of hapless adventurers. Be wary."
While in a very abstract sense this is true, much of the 41 pages are dedicated to two new race-as-classes (Moss Dwarf and Grimalkin), detailing thirty variety of fungi within Dolmenwood, and presenting a new monster. There is a two-page map of the area, but it scarcely describes anything canonical of the actual setting — "Drunes", "weird elf-lords", or indeed anything much about the kingdoms or environs within the setting. Personally I would like to see more of the pages of future issues dedicated to exploring this very thing.
With that quibble confessed let me tell you about the things that Wormskin does well. While the text may not explicitly say a whole lot about the setting of Dolmenwood it does imply a lot through the articles within the zine. Overall I appreciated the mood; it fits well with the assumptions of my own campaign world, and there was enough within its 41 pages that I can borrow or transplant to the gaming table.
The zine is attractively presented; Gorgonmilk (I presume) has managed to curate the content in an attractive and legible manner. The (public domain?) illustrations fit the theme of Dolmenwood and +Matthew Adams provides a number of pieces, quintessential of his offbeat and slightly creepy style. Andrew Walter is credited with a coloured piece of the moss dwarf which I really enjoyed. The whole work is latticed with small decorative flourishes, like pictures of 'shrooms and the occult-inspired title page.
The contents provide a reasonable bang for buck. The moss dwarf is an interesting class; I am unsure whether they would be better suited as an NPC (indeed, the "Moss Dwarf NPCs" table is rather inspired), but I can also imagine them being fun to play in a wilderness campaign. The Grimalkin class is imaginative too. It seems to draw upon a similar mythological antecedence to my own Werecat class, but fits within the implied assumptions of the Dolmenwood campaign very tidily.
The section on fungi is an entertaining and practical addition because detailing specific flora is something I frequently overlook in my own milieux. Providing a wide selection of edible, poisonous, and psychotropic mushrooms adds a compelling layer of realism and richness to any world, and I will probably use this section more or less verbatim at the table. Within these three articles the reader catches glimpses of Dolmenwood: witches, woodsmen, poisoners, "demi-fey", "dank woods", and a relationship with the ephemeral Otherworld. As noted previously, this is something I would like to have seen developed more explicitly, or most certainly in future issues.
In sum, Wormskin is worth the money. Whether you are picking up the PDF or a physical copy, there will probably be something of interest if you enjoy new rules and a zine whose setting is seeped primarily in folklore and fable.
Showing posts with label Labyrinth Lord. Show all posts
Showing posts with label Labyrinth Lord. Show all posts
Sunday, 24 January 2016
Tuesday, 22 September 2015
OD&D Cacozealot Class
A new class: the Cacozealot. This class was written for OD&D, however it is entirely useable with Labyrinth Lord, or Swords & Wizardry (Moldvay etc.). If you are using Swords & Wizardry's ascending armour class system, simply deduct 1 from the listen armour class values. For example, 11 would be 10. Simple.
This class was developed when one of my players wanted to play a winged demonic fey. He linked me to the 3.5 fey'ri (mixture of elven and demon). He liked the idea of a monkish character also. With these as a guideline I developed the Cacozealot. This class has many Arnesonian (is that right?) features, taken from the Blackmoor supplement. In addition, they have the dark twist of growing leathery wings, claws, or a barbed tail, as their devotion to the fiends of the underworld grows to fruition.
Hope you enjoy.
Note: this has not been playtested yet, so any feedback you have would be valuable. I have considered bumping up the hit dice, but have not made up my mind.
Cacozealot
The putrid blood of the underworld courses
through the veins of the Cacozealot. They are offspring, devotees, and
dervishes of demons, imps, and other unwholesome beings. Initially, the
Cacozealot is weak, but over time their minds and bodies become warped through
their chaotic dabbling. Some grow claws, fangs, barbed tails, and even wings.
Whether this is genetically endowed, or whether the disciple gains these powers
through meticulous dark devotion, depends on the zealot. It is not uncommon for
the Cacozealot to be a “half-blood”, born of a malignant spirit’s interference
with humanity.
Prime
Requisite: Wisdom.
Alignment: Chaotic.
Fighting,
Hit Dice, & Saves: The Cacozealot
fights and saves as a Cleric of the same level. They progress in hit dice as a
Magic-user.
Bonus
Experience Points: A Cacozealot
with 13+ wisdom receives a 5% bonus to any experience points earned, while those
with 15 or above receive a 10% bonus to any experience points earned.
Equipment
& Armour: Cacozealots cannot use
armour and shields. They may use any weapon. Many choose to fight unarmed
however, as they possess an unnatural strength and speed as they gain levels.
During character creation Cacozealots
may subtract 2 points of charisma or 1 point of intelligence in exchange for
adding 1 extra point to their raw wisdom score. This may be repeated as many
times as desired but these lowered scores must not drop below 9.
Experience:
The following table illustrates the
experience point progression for each level.
Level
|
Title
|
Experience
Points*
|
Unarmed
Damage**
|
Damage
Reduction
|
Armour
Class
|
Speed
|
1
|
Deviant
|
0
|
1d4
|
1
|
9
(11)
|
12”
(40’)
|
2
|
Scourge
|
2,500
|
1d6
|
8
(12)
|
||
3
|
Fiend
|
5,000
|
1d8
|
2
|
7
(13)
|
|
4
|
Demonkin
|
10,000
|
2d4
|
6
(14)
|
15”
(50’)
|
|
5
|
Demonologist
|
25,000
|
1d10
|
3
|
5
(15)
|
|
6
|
Infernalist
|
50,000
|
1d12
|
4
(16)
|
||
7
|
Demonmancer
|
100,000
|
2d6
|
4
|
3
(17)
|
18”
(60’)
|
8
|
Low
Cacozealot
|
200,000
|
3d4
|
2
(18)
|
||
9
|
Cacozealot
|
300,000
|
2d8
|
5
|
||
10
|
High Cacozealot
|
450,000
|
2d10
|
21”
(80’)
|
* Each additional level above 10
requires an additional 150,000 xp.
** If playing 3lbbs, use the extra
damage rule under “Demonhide” as a replacement for unarmed damage.
Abilities:
Unarmed
Damage: The Cacozealot is a weakling, yet over
time they may grow very powerful as their soul becomes increasingly corrupted
and warped. The table above indicates the damage a Cacozealot will deal if they
are using no weapons. “Unarmed” can mean hands, knees, elbows, headbutts, etc.
Additionally, if the Cacozealot rolls 18-20 on an unarmed attack roll
(unmodified) they have a 50% chance of stunning their victim for 1d4 rounds. If
a 20 is rolled on an attack dice (unmodified), there is a 25% chance of killing
the victim outright.
Demonhide
(Damage Reduction & Armour Class): The
Cacozealot’s skin appears sickly and deformed. It may thicken like the hide of
a reptile or beast, and they have a preternatural ability to avoid blows. When
damage is dealt to the Cacozealot some is absorbed by their grotesque skin, and
by the unwholesome fortune of their bloodline. Optionally, if a weapon is being
employed (rather than going unarmed), the Cacozealot receives their Damage
Reduction in the form of bonus damage (on a successful hit). For example, a 3rd
level Cacozealot (Fiend) would receive a +2 damage bonus on a successful hit.
Skills
Chart:
Cacozealots have a preternatural
ability to move silently and avoid detection. These abilities are resolved by
rolling 1d6. Success is indicated when the number on the dice equals, or is
less than, the number listed on the chart below.
Levels
|
Move
Silently
|
Hide
in Shadows
|
1-3
|
1
|
1
|
4-6
|
2
|
2
|
7-9
|
4
|
3
|
10+
|
6
|
5
|
Bodily
Corruption: At 5th level
the Cacozealot’s body becomes even more depraved and mutilated. Roll 1d6 on the
table below:
1d6
Result
|
Corruption
|
Effect
|
1-2
|
Claws
|
+1
bonus to unarmed damage.
|
3-4
|
Barbed
Tail
|
Tail
whip deals 1d6 damage.
|
5-6
|
Leathery
Wings
|
Cacozealot
can
fly.
|
This corruption can be disguised at
the whim of the Cacozealot. Only a 10% chance exists for being detected,
although magical spells can bypass this deception entirely.
Speed:
The Cacozealot is supernaturally fast.
Their speed increases as they become more powerful. Winged Cacozealots can fly
at their listed movement speed.
Saturday, 1 August 2015
Sandboxing (A Work In Progress)
I've decided to compile a growing collection of tables into one booklet. The purpose: to assist with an upcoming hexcrawl/megadungeon/sandbox campaign I'm working on. Maybe other people will enjoy them too. I've already published three of these to my blog, but I've attempted to tidy them up somewhat in a slightly more professional manner.
The booklet is aptly entitled "Sandboxing". I will continue to add new tables to the booklet, as I create them. It will be available exclusively (for the moment) from my downloads page. If it grows to a publishable size, I may look at making a print-on-demand version available. If you like it, keep checking back. This is a long-term project, and I have two other projects of much higher priority, but I do hope to keep plugging away at it over the next year or two.
Get it directly from HERE or check out my downloads page.
Sunday, 19 July 2015
Hoard of Zĕmian Goodness - Hydra Cooperative
Not very long ago I wrote two reviews, appraising the work of +Chris Kutalik. The first was of the sprawling and chaotic Slumbering Ursine Dunes. The second review was of the excellent Fever-Dreaming Marlinko; a city supplement.
Since reviewing both works I have had the utmost pleasure of playing in one of Chris' "Misty Isles" playtests, as well as receiving an at-cost physical copy of both FDM and SUD.
Firstly, Chris' games are awesome. In the last year or so I have become quite bored of being a player. I get far more pleasure from creating and running games. The short game I had with Chris gave me faith in the simple pleasures of creating a character, and exploring crazy spheres. It was zany, it was imaginative, it was all the things I aspire to in my own games. Moreover, the experience gave me additional insights and contexts to Chris' works. On their own I initially found them to be disorientating at times — primarily due to a lack of geographic map within the work, and some in-jokes within the work itself. Since playing in one of this games, however, I understand the world and the references a lot more.
Likewise, I enjoyed the PDF copies of FDM and SUD, but having the physical products is another level. Both are around A5 size, with FDM being slightly bigger (as you can see in the photo above). They are attractively presented, and a joy to flick through. I have just started a city adventure with my current players, so I imagine FDM will be a constant at-the-table guide. In my opinion, the merits of this work are in its toolkit applicability rather than being a highly detailed and self-contained setting. It is the latter of course, but I find the work to be a great source of inspiration, rather a biblical dictum.
Do yourself a huge favour and pick up a copy of both. If I had to recommend only one, I would still go with Fever-Dreaming Marlinko. It is psychedelic and odd, but very versatile. And did I mention it was fun to flick through?
Since reviewing both works I have had the utmost pleasure of playing in one of Chris' "Misty Isles" playtests, as well as receiving an at-cost physical copy of both FDM and SUD.
Firstly, Chris' games are awesome. In the last year or so I have become quite bored of being a player. I get far more pleasure from creating and running games. The short game I had with Chris gave me faith in the simple pleasures of creating a character, and exploring crazy spheres. It was zany, it was imaginative, it was all the things I aspire to in my own games. Moreover, the experience gave me additional insights and contexts to Chris' works. On their own I initially found them to be disorientating at times — primarily due to a lack of geographic map within the work, and some in-jokes within the work itself. Since playing in one of this games, however, I understand the world and the references a lot more.
Likewise, I enjoyed the PDF copies of FDM and SUD, but having the physical products is another level. Both are around A5 size, with FDM being slightly bigger (as you can see in the photo above). They are attractively presented, and a joy to flick through. I have just started a city adventure with my current players, so I imagine FDM will be a constant at-the-table guide. In my opinion, the merits of this work are in its toolkit applicability rather than being a highly detailed and self-contained setting. It is the latter of course, but I find the work to be a great source of inspiration, rather a biblical dictum.
Do yourself a huge favour and pick up a copy of both. If I had to recommend only one, I would still go with Fever-Dreaming Marlinko. It is psychedelic and odd, but very versatile. And did I mention it was fun to flick through?
Saturday, 27 June 2015
NPC Toolkit Tables
Over the next few months I'll be working on a booklet (that may turn into a book) of NPC-related tables. Of course, this may even expand into something bigger. I already have some ideas of where this whole project could progress, but I am fundamentally interested in creating a set of useful tools that can be used in-game to quickly generate ideas.
My tables follow a d100 design thus far - because the more ideas the merrier right? Other tables may not follow this progression, but for now they will. I released my "Dispositions" table earlier this week, but I have added another two to the complement:
1. NPC Appearance Table
2. NPC Professions Table
Both can be found under the "Downloads" tab on my blog. I will hopefully make time to update and add to these tables over the coming weeks and months, eventually providing a whole package of tables.
Happy gaming!
My tables follow a d100 design thus far - because the more ideas the merrier right? Other tables may not follow this progression, but for now they will. I released my "Dispositions" table earlier this week, but I have added another two to the complement:
1. NPC Appearance Table
2. NPC Professions Table
Both can be found under the "Downloads" tab on my blog. I will hopefully make time to update and add to these tables over the coming weeks and months, eventually providing a whole package of tables.
Happy gaming!
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