Posts Tagged ‘Call of Cthulhu’

24
Aug

1 Spell 3 Systems: Decompose

   Posted by: Kevin    in 1 Spell N systems, rpg

The cultist grabbed a handful of the strange yellow-gray dust and cast it into the air above the body of Sir Reginold of Larksley. To the horror of those still in the right frame of mind, the body immediately decomposed into a pile of greenish bones and a purplish stain. As the wave of a nauseatingly lurid stench befitting weeks of decay assailed his nostrils, Baxter fought to control the contents of his stomach.

Decompose* (reversible as Gentle Repose in D&D)

KORE

Spell: Decompose (X) – This spell immediately decomposes the remains of a dead creature or erodes an inanimate object.

Dungeons and Dragons (D&D d20 SRD Format)

Necromancy
Level: Clr 2, Sor/Wiz 3
Components: V, S, M
Casting time: 1 standard action
Range: Touch
Target: Corpse touched
Duration: One day/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You decompose the remains of a dead creature so that they immediately decay. The spell also works on severed body parts and the like.

Arcane Material Component: A handful of dust.

Call of Cthulhu (CoC)

Voodoo Spell – By throwing specially prepared ash or dust (most likely a reference to Goofer Dust) into the wind, or allowing a handful to pass through one’s hand and reciting the passage in Genesis 3:19, “In the sweat of thy face shalt thou eat bread, till thou return unto the ground; for out of it wast thou taken: for dust thou art, and unto dust shalt thou return,” the caster immediately decays a single corpse or severed body part. Casting this spell costs 2 MP and 1d4 sanity points. Witnessing the effect of this spell costs 1d2 sanity point.

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24
Aug

1 Spell 3 Systems: Hasted Decomposition

   Posted by: Kevin    in 1 Spell N systems, rpg

As the zombie shambled about the grounds below the tower, Thomas realized the divine power his goddess had granted could save them again. Summoning his faith he strode to the bottom level of the turret, preparing to step into harm’s way. His faith rewarded, time would be his minion once again. Soon the zombie would know the oblivion of dust once more.

Hasted Decomposition* (reversible as Slow Decay)

KORE

Spell: Hasted Decomposition (X) – This spell accelerates the speed at which the remains of a dead creature decays or an inanimate object is eroded.

Dungeons and Dragons (D&D d20 SRD Format)

Necromancy
Level: Clr 1, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Corpse touched
Duration: One day/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You accelerate decomposition on the remains of a dead creature so that they decay at a multiple of the normal rate. Doing so effectively decreases the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell count as multiples against the time limit.
The spell also works on severed body parts and the like.

The multiple of the normal decay rate is equivalent to the level of the spell caster. (i.e. At 5th level, a corpse decays at 5 times the normal rate.)

Arcane Material Component: A small bit of ash or dust passed through one’s hands.

Call of Cthulhu (CoC)

Voodoo Spell – By throwing specially prepared ash or dust (most likely a reference to Goofer Dust) into the wind, or allowing a handful to pass through one’s hand and reciting the ancient phrase, “Ashes to ashes, dust to dust,” the caster accelerates the decay rate of a single corpse or severed body part. Casting this spell costs 1 MP and 1d2 sanity points. Witnessing the effect of this spell costs 1 sanity point.

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16
Aug

Deride the system in a sentence

   Posted by: Kevin    in Review, Setting, rpg

There’s been a lot of horror on this blog of late and I thought it time to counter the terrors with some comedy. In that light I submit a list made to make you laugh.

Disclaimer: This post made of 100% Total tongue in cheek. I am not, I repeat NOT, trying to annoy anyone with this post. I’m just having fun.

If you want to have fun with me today on this, after I get the ball rolling, feel free to jump in. Remember though, only a sentence and this is a family-friendly site.

B/X Dungeons & Dragons:
Kill them and take their stuff for nerds, geeks and dweebs version 1.0.

Advanced Dungeons & Dragons:
Advanced kill them and take their stuff because nerds, geeks and dweebs like a lot of rules.

2E Advanced Dungeons & Dragons:
TSR takes your stuff while killing your back as you lug all those sourcebooks to the game because apparently you’ll just keep buying anything they publish.

3E and 3.5E Dungeons & Dragons:
Killing them and taking their stuff in a crunchy, training wheels applied setting where obstacles are now challenge-rated for your safety.

4E Dungeons & Dragons:
I already labeled this one. Though I caught a lot of flack for it, I still stand by my opinion. Only now I’d add “with training wheels.”

Rifts:
Now that’s some crazy messed up $#&!

Warhammer:
Pffh, Rifts ain’t that crazy… now this is crazy done with style!

Travellar:
Where else can your character die before playing the game?

Call of Cthulhu:
Avoiding death while going hopelessly insane… for fun.

Delta Green:
Avoiding death while going hopelessly insane; the Will Smith / Tommy Lee Jones version.

Cyberpunk:
The uncool trying to avoid death with style while going hopelessly, and inhumanly chrome.

Top Secret:
All the cool spy stuff minus Bond equals meh.

James Bond 007:
You might be In Her Majesty’s Secret Service, but you’re no Bond and she’s not that easy.

Star Wars:
Because every guy wants to be Han and wants every girl to dress like Leia in a metal bikini.

X-Files:
Because every guy secretly wants to punch Mulder in the nose and return to the pilot where Dana takes her shirt… oh yea, family friendly.

Shadowrun:
Move your books, I need more room on the table for the dice.

Paranoia:
Because TPK shouldn’t just be a tool of the GM.

Vampire: The Masquerade:
Your girlfriend’s attempt to get you to game in the angst-laden, Gothic-inspired world of Anne Rice, only you’re still not Brad Pitt.

Werewolf: The Apocalypse:
Furries for those who want to include the angst of playing in a Gothic-inspired Anne Rice novel of Vampire: The Masquerade.

Mage: The Ascension:
Because your DM thinks Conan could kick Gandalf’s ass and he so totally won’t listen to reason… now with Gothic angsty elements to lure in the chicks!

Boot Hill:
Gaming in the romantic old west with nothing remotely romantic or western to weigh you down.

DC Heroes and Marvel Superheroes:
Because who wouldn’t want to re-live their childhood fantasies without the stigma of your friends seeing you running around in your underpants with a bedspread as a cape?

Earthdawn:
Post-apocalyptic D&D for those too lazy to create their own post-apoc setting with D&D rules.

GangBusters:
Because playing a mobster in the 80′s would lead to some jerk wanting to play a Yakuza.

Ravenloft:
The horror that results in blending the Gothic-inspired realms and tropes of an Anne Rice novel with the kill them and take their stuff mechanics and settings of D&D trying to pass itself off as horror in a module-turned-campaign setting attempt to bilk you out of more money in classic 2E AD&D fashion.

That’s a mouthful, but it’s still a single sentence – KO

Al-Qadim:
Let’s pretend you’re Alladin and I’m an all-powerful genie helping you save the kingdom from an evil sorcerer.

Spelljammer:
Because these Sci Fi games are cutting into TSR’s bottom line and they’ve proven you’ll buy anything they publish.

Dark Sun:
Because even Evil DMs need some help coming up with new and unique ways to TPK.*

Yep, I just used TPK as a verb. Deal with it or I’ll make some rocks fall. – KO

Exalted:
Seriously, stop trying to fool us and just admit that you bought it for the cover art!

Panty Explosion:
’nuff said.

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13
Aug

1 Spell 4 Systems: Terrain of Terror

   Posted by: Kevin    in 1 Spell N systems, rpg

Next up in our Trilogy of Terror is the spell Terrain of Terror… fear for your sanity as your worst nightmares are made manifest!

“The spell is an outrage! An abomination!” yelled Kalek as he slammed his fist on the table. “I refuse to teach it to you or to anyone. Perhaps its knowledge will die with me. We can hope.”

I was silent before him for a time. My Master was known for these outbursts, but this was far from ordinary. After a time he let out a long sigh.

“You still don’t understand do you?” He asked. “The magic doesn’t just make the area look like something different, it makes it different. How can I explain it to you?”

“Perhaps if you were to show me…” I began.

“Are you deaf boy?” He screamed. “I shall do nothing of the sort! The magic won’t kill you. It’ll do worse than that.”

“Perhaps if you were to show me…” I repeated and hastily raised a hand to inticate that he should hear me out. “If you were to show me through the eyes of one who has used cast it.”

At this I pointed to the three skulls on his top shelf. My Master’s Master and his Master Before him. And what I always believed to be either a trophy skull, a failed experiment, an artifact, or perhaps that of a familliar.

Kalek considered it for a moment. I knew immediately that the ingeneousness of my solution had won the argument. I also knew that if I focused my memory hard enough I would possibly remember the spell. I suspected that my Master didn’t know that I was able to adjsut the timeframe of the memories. Quietly he retrieved the misshapen skull and pressed it into my hands.

“This was the first Master,” he began. “The Demon-Child of the Lady of Shadows and the Great Dread Lord of the Pits of Sorrow. Before he was struck down by the gods for imparting this forbidden lore upon mankind, He taught my Master’s Master what I shall show you now.”

Reverently my Master placed the skull back and brought forth that of his Master’s Master. He spoke the words, commanded that the spirits come forth and counseled with them for a time. In my impatience I amused myself with torturing a small imp I had summoned many days ago. The creature glared balefully at me, but I cared little. I was about to learn the greatest secret known to my Master. Then I wuold kill him as I would this imp.

My Master returned and placed the skull in my hands. It was warm and heavy and hummed with silent power. I closed my eyes and drank of the memories. Ageless and sweet like honeyed meade they tasted. But hinted with the bitterness of revenge and fear.

The visions that swam before my eyes were strange and murky at first and I knew in an isntant that this was a memory most ancient indeed. In the vision I watched as the Demon-Child Master instructed this memory in the requirements of the magic. I silently witnessed the motions, heard on the winds the arcane words of power and felt the very Universe lurch and heave as if being torn asunder. Whether I retched or simply remembered it via proxy I cannot say.

All about me screams of torment and fear pierced the skies of this memory. I peered at my friends… err the friends of this memory…

Toblek the Mighty was curled on the floor in torment. He clutched his helmet tighter and tighter to his head. Blood seeped from within.

Catara the Mistress of the Dark screamed as she plunged her needle-like daggers into her own eyes repeatedly. But it was apparent from her reactions taht she still witness something hideous before her.

The Dwarven Brothers Gil’Tara and Del’Gara repeatedly struck each other with their mgiht hammers. Both bore a look of fear and horror and hatred that proved they did not recognize the other. Each was berserk beyond reason, both would be dead soon.

Slowly, almost imperceptively at first, the vision before me changed. The skies melted away and the floor became a writing mass of leeches. I screamed… No! The memory screamed. The memory needed to flee, needed to run! The terror had come, it had seeped into this world! Where would we hide? We must die!

For a moment the vision returned to the previous memory. The Demon-Child held the memories hands tight and spoke soothing words of encouragement.

“It was the magic,” he said. “Only the magic. But be warned no mere illusion is this.”

“Master?” The memory asked.

“The change is real. Summoned from your deepest fears. Each who witnesses the magic finds their nightmares made manifest. I show you this knowledge and sustain you as a boon. Now I command that you teach it to men that they shall see the glory of the one you call Lord of Nightmares.”

The vision began to change again, swirling fast and growing. This vision was no longer merely a vision. The terror had come, bridged the gap of memory.

The imp prodded and tortured me as it began to evicerate me. Unwilling to let me die it kept me alive through dark magics.

“What shall we do to you today?” It asked as it fingered a strange wicked instrument. “Perhaps we should remove your skin.”

My screams echoed into the void as flesh was exposed…

Kalek watched his young apprentice recoil in horror and scream as the magic, so strong that it crossed even the barrier of memory, altered the boy’s reality. What horrors this apprentice was experiencing he could only shudder to consider. Like all those before him who witnessed the spell, this boy would need to be destroyed. Kalek turned away in horror.

From the darkness the Demon-Child emerged and glanced about curiously. “Why did the magic not affect you my pet?” He asked.

“Because,” Kalek struggled to find the words. A sudden knock on the door made him jump and brought him back from the brink. Before moving to the door he spoke a deadly incantation and his apprentice disappeared in a flash of sulferous smoke. The smell of burnt pork filled the workshop.

Kalek stepped to the door and began to open it. He hesitated briefly as he turned and addressed the darkness in the corner. “Because it did my Master. This is my worst fear.” He said as he greeted his eager new apprentice.

Terrain of Terror

KORE

Terrain of Terror (X) – Upon completing this incantation, the caster alters the reality of everyone present including themselves. The deepest fears of those who witness the spell are made manifest. These fears are no simple illusions, they are reality for the witnesses. How reality can be forced to manifest in so strange a way is as baffling as how the spell makes it possible for reality to be so different in a relatively small area.

Dungeons & Dragons (D&D d20 SRD Format)

Transmutation
Level: Sor/Wiz 9, Chaos 9
Components: V,S
Casting Time: 10 minutes
Range: Long (400 ft. + 40 ft./level)
Area: 60-ft.-radius sphere centered on the caster
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes

Terrain of Terror is a terrible spell usually offered by creatures of chaos as a means of torturing victims. This spell alters the reality of everyone in the area of effect. The deepest fears of those who witness the spell are made manifest. These fears are no simple illusions, they are reality for the witnesses. How reality can be forced to manifest in so strange a way is as baffling as how the spell makes it possible for reality to be so different in a relatively small area.

Call of Cthulhu

Alters the reality of everyone in a 60 ft. radius sphere area of effect. The deepest fears of those who witness the spell are made manifest. These fears are no simple illusions, they are reality for the witnesses. How reality can be forced to manifest in so strange a way is as baffling as how the spell makes it possible for reality to be so different in a relatively small area. Casting the spell requires summoning a vision of Nyarlathotep, the Crawling Chaos, to entreat into altering the reality and summoning up the deepest nightmares of those present. Though The Crawling Chaos is always willing to do so, the act requires 5 MP and costs 1d6 sanity to perform. Each round an individual spends in the area of effect they lose 1d3 sanity points and must make an Idea check or remain another round.

d6 Star Wars Force Power

Control, Sense and Alter Power
Control Difficulty: Hard.
Sense Difficulty: Hard.
Alter Difficulty: Target’s Control roll.
Required Powers: Alter Environment, Force Horror, Force Illusion.
Warning: A character who uses this power immediately gains a Dark Side point.
Effect: Causes the target to see his or her environment as their more nightmarish fears. The affected reacts to the nightmare only and will usually attempt to kill themselves to free themselves from the terrors they witness.

I leave you now so that I might prepare the last of our vignettes in today’s Trilogy of Terror!

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12
Aug

Mythos Tome: Eruditio de Sodalitas des Occultus Aranea

   Posted by: Kevin    in Fiction, rpg

A bonus post born of the Ol’ Cob’s Webs work of fiction. Like all good Mythos stuff, this blends some fiction wtih reality and history. Blurring the lines is a well practiced art in Lovecraftean inspired works.- KO

The spidery work Eruditio de Sodalitas des Occultus Aranea (transliterated as Mysteries of the Secret Society of the Hidden Web.)

The text was reputed to have been written when an infestation of spiders accidentally ran through some spilled ink and wandered across several reams of parchment. Though coerced to recant under great phsical duress, the scribe who witnessed the strange birth of the occult book did not recount this fabulous tale even to the death. He claimed that when we discovered the manuscript, the long exposure to the ink had killed all but a few remaining spiders. These bloated and dying creatures were presumably finishing the last of the occult lore.

Originally the manuscript was never bound, even when copied, the pages usually consisted of parchment or sackcloth roughly tied together with mean strips of rope. Only later copies saw the spidery script transferred to large bound tomes of various shape and makeup. Occultus Aranea (the shortened name given by the Catholic Church to identify the book) was never mass printed, making the book difficult to identify and detect since it was always transcribed a single copy at a time and the layout of the new copy would almost certainly not resemble the previous.

According to the Catholic Church, the original copy of this occult text was burned beyond repair in the Great Fire of London and the last remaining copies of which were known to be destroyed during the Great Chicago Fire though some may lie in the dusty libraries of rare book collectors. The Papacy has declared the work heretical and, though it is considered irretrievable and lost to antiquity by all scholars, has never removed the text from their list of banned books since its inclusion in 1666 at the decree of Pope Alexander VII.

The Catholic Church’s own documents indicate that this text did contain references to a great spider-like god secretly worshipped by the degenerate Cob Hermitage in central Europe. The official response from church officials is that all members of the Cob Hermitage were killed as heretics in the late 1500s. However, rumors persist (and the presence of the text first in London, and then in Chicago would seem to confirm) that members of this secret society did indeed survive to finally make their way to the Americas to found the Old Towne of Cobham.

The Towne of Cobham was located in Virginia in the County of Surry on the James River, and at the mouth of Gray’s Creek. On the opposite side of the river was Jamestown, on the opposite side of the creek was Swann’s Point. So completely, however, is the Towne of Cobham a thing of the past that comparatively few people now living have ever heard of it, and fewer still know where it was located. This old town site should not be confused with the place about two miles down the river now call “Cobham.” A warf was built there in the early 1900s and named “Cobham Warf.” There is nothing left of the warf now, however, but some piling. After it was abandoned, “Warf” was dropped from the name and the site became known as “Cobham.” Thus the old name has been carried about two miles down the river.

William Cob, last descendant of the original colonists and founders of Cobham was a wealthy businessman in Chicago during the years preceeding the Great Chicago Fire. He would often spend the fall in the Towne of Cobham but was delayed in leaving Chicago because of a issue with some figurine shipments from overseas. He would never again visit his namesake however, for by strange coincidence, immediately following the great conflagration in Chicago, residents of the Towne of Cobham fell ill to a terrible disease. The entire town was quarantined and surrounded by the local militia. There were no survivors and the disease was never fully identified. The entire Towne of Cobham was set fire and burned to the ground. William Cob lost everything in both fires and drifted out of history.

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11
Aug

1 Spell 3 Systems: Ol’ Cob’s Webs

   Posted by: Kevin    in 1 Spell N systems, rpg

This post is part two of a three part series. This spell Ol’ Cob’s Webs and the creatures it summons inspired by the fictional horror story of the same name. Creature description and statistics to follow in a later post. – KO

This terrible spell is taught from individual to individual as it is was only known to be contained in the spidery work Eruditio de Sodalitas des Occultus Aranea (transliterated as Mysteries of the Secret Society of the Hidden Web.) The original copy of this occult text was burned beyond repair in the Great Fire of London and the last remaining copies of which were known to be destroyed during the Great Chicago Fire though some may lie in the dusty libraries of rare book collectors. The Papacy has declared the work heretical and, though it is considered irretrievable and lost to antiquity by all scholars, has never removed the text from their list of banned books since its inclusion in 1666 at the decree of Pope Alexander VII.

Ol’ Cob’s Webs

KORE

Spell: Ol’ Cob’s Webs (X) – Ol’ Cob’s Webs conjures creatures from the stuff of nightmares to guard an object or objects. These creatures manifest as cobwebs when docile and as spidery hand-like creatures that grasp a thief when defending the object of their task. The creature summoned is immortal, has immense strength, and is nearly immobile once activated. These creatures never act against their summoner but are dispelled if the caster is killed.

Call of Cthulhu (CoC)

By entreating Atlach-Nacha in a ritual of sacrifice where the caster’s own blood and body is offered freely to a thousand invited spiders, creatures of the web are summoned forth to guard an object or objects. These nightmarish creatures manifest as cobwebs when docile and as spidery hand-like creatures that grasp a thief when defending the object of their task. Once grasped, the creature awaits commands from the summoner as to their next course of action. These actions can be one of the following: Release or Feed (Continue to hold may be considered a command but is in fact the result of no command given yet.) Casting Ol’ Cob’s Webs costs the summoner 1 MP and 1 sanity point to perform the ritual and 1d2 sanity points per creature called to guard an object.

Dungeons and Dragons (D&D d20 SRD Format)

Conjuration (Summoning)
Level: Sor/Wiz 3, Spider 2
Components: V, S, F
Casting Time: 1 round
Range: Touch
Effect: 1 object
Duration: Permanent
Saving Throw: None
Spell Resistance: No

The caster focuses on an object to guard and at the completion of the spell it is covered with cobwebs; Ol’ Cob’s Webs. These cobwebs will transform into guardian spider-like hands that grasp and detain anyone trying to touch the guarded object. This spell is a favorite of the Drow who oftentimes will use it to create traps for unwary creatures in the Underdark. Lolth, it is rumored, approves of this use so long as the creature captured is consumed as it is seen to be an extension of spinning a web to catch a meal.

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9
Aug

1 Spell 3 Systems: Spiderfall

   Posted by: Kevin    in 1 Spell N systems, rpg

Mealdor opened the scroll and began to read the spidery script. The dark elven priestess who they defeated had tried to do the same before the rogue’s arrow pierced her heart through. As he finished the incantation, a snowflake-like chill covered the area. Slowly, as if gently gliding down from far, far above, small spiders began to repel down on their silken strands. The night sky was dark and Maeldor knew no spiders wafted on wings above them. The magic had worked!

As the spiders struck a solid object, they bit and disappeared; melting into small spots of goo and gore but leaving a nasty welt on any uncovered flesh. The leader of the bandits, who was obviously skilled in the arcane arts, found it impossible to cast any spells. And those caught out in the open immediately turned, fleeing through the multitudes of spidery strands that now stretched upwards into the night sky.

Mealdor had saved the party, but from the looks of the myriad of bites on his friends’ bodies, not to mention their need to round up their horses, he wondered now if casting the strange spell had been a wise course of action.

Spiderfall

KORE

Spell: Spiderfall (X) – By casting this spell, small spiders begin to fall from either the ceiling or from high in the sky. These small arachnids, though destroyed when they touch something solid, leave behind a silken strand, a small bit of goo, and the welt from a bite if the spider touches unprotected flesh. Due to the confusing and annoying nature of the spell’s manifestation, anyone caught in the area of a spiderfall is subject to a modifier to perform any actions.

Call of Cthulhu (CoC)

By calling upon Atlach-Nacha, the caster of this spell opens a small doorway allowing the Great Old One’s children to come through. These small spiders appear to fall from the sky on their silken strands. Once they contact something solid, they are returned to the great web. However, should they contact unprotected flesh, they will perform a single bite first, then be returned. Anyone caught within the strands of webbing will be panicked, those bitten repeatedly risk a loss of 1d2 sanity. The caster must expend 1 MP per 10′ radius of the spell and looses 1d3 sanity points by opening his mind to the Great Spider god.

Failing to provide Atlach-Nacha’s children with an appropriate meal (e.g. invoking the summons with no living target within the area of the spell) may cause the caster to lose favor with the Great Old One.

Dungeons and Dragons (D&D d20 SRD Format)

Conjuration (Summoning)
Level: Sor/Wiz 2, Spider 2
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 10′radius/level
Duration: Concentration + 2 rounds
Saving Throw: Fortitude Negates for 1 round
Spell Resistance: Yes

Small spiders fall from above, biting creatures as they scurry away. Each round, creatures caught within the area of effect must make a Fortitude save or suffer the following penalties: -1 To Hit, -1 to Saving Throws, -2 to Concentration checks, -1 to all other skill checks.

This spell does not function underwater.

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26
Jul

1 Spell 3 Systems: Rain of Brains

   Posted by: Kevin    in 1 Spell N systems, rpg

This had to be what his grandfather had warned him about. But Baxter was undeterred by the old man’s pleas for caution. How now he wished it were not so.

Baxter watched in horror as the strange beings began to writhe and sway outside the cabin window to some unheard music. Throwing what he assumed were their hands skyward the air was split with the sounds of a thousand screams. Baxter tried to run but found himself transfixed by the abhorrent ritual playing out before his eyes. He tried to close his eyes but found that too was beyond his control. Suddenly sounds, strange words and vocalizations,  began to emanate within the small cabin, no longer finding their sole domain in the darkness outside the sturdy walls. Terror gripped Baxter as he realized those sounds were coming from his own mouth; words long forgotten to mortal man… words best unknown and unspoken. How he knew the sounds to make was curious, but Baxter knew he would never know the answer to this question.

The lead figure in the circle of beasts stood and the sounds rose to a frenzied crescendo. Even Baxter’s tongue, compelled by some ancient evil, tripped over itself to keep time with those performing the ritual outside. Beyond all hope of sanity now, he knew some terrible ending would soon come to fruition once the leader stopped.

Quietly at first, then with greater frequency and force, small objects no larger than a overripe melon began to fall from the darkness of the sky. As they struck the ground and the roof of the cabin, they made a distinct and audible squishy plop. Baxter squinted and struggled to focus on the objects but soon wished he hadn’t; for falling from the night skies were thousands of brains.

Baxter’s stomach lurched and heaved as the creatures outside began their sickening feast…

The ritual spell Rain of Brains is a terrible sight to behold. Fortunate for the sanity of mortal men, the incantation is lost in antiquity. Only certain ancient and evil books of forbidden knowledge such as the Necronomicon, the Book of Dyzan, and the Astromundi Chronicles even contain small portions of the blasphemous spell. However, though unconfirmed, the Sargonne Prophecies are reputed to contain a full copy of the horrible magic.

KORE

Ritual Magic: Rain of Brains (X) – By successfully completing this ritual, the caster causes to fall from the night sky numerous animal brains. The brains will usually be similar to those creatures indigenous to the area where the ritual is performed. This ritual can only be successfully performed at night under a clear sky.

Call of Cthulhu (CoC)

The Rain of Brains is a dangerous ritual to perform as it often fails and kills all those participating as often as it succeeds. Upon completion of this spell, the caster must make a POW check. Success indicates that for each MP expended, 1d100 brains fall from the skies and the caster looses 1d6 sanity while participants loose 1d3 sanity. However, if the caster fails his POW check, the brain of each participant is removed from their cranium and deposited at their feet. Without fail, this kills the caster and the participants immediately.

Dungeons and Dragons (D&D d20 SRD Format)

Illithid Spell-like ritual
Level: N/A
Components: V, S
Casting Time: 1 hour
Range: Close (25 ft.)
Duration: 1 round

Upon completion of the ritual, 1d100 brains per participant fall from the sky. The size and origin of the brains is random and uncontrollable. Whether the magic of the ritual creates the brains or if they are trans-located by means of the spell is unknown.

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6
Jul

The ol’ Bait and Switch

   Posted by: Kevin    in Musings, rpg

So I’m looking for some insight from a player’s perspective. Here’s the (completely hypothetical) situation:

Let’s say you are invited to play a rpg. For the purpose of our discussion let’s presume that game is Top Secret.

Somewhere along the way you realize you’re no longer really playing TS:SI, but instead have been shifted into an actual game of Call of Cthulhu a la Delta Green or X-Files. The games listed don’t really matter; maybe the reverse is true, you start with a gritty CoC game only to find yourselves playing a light-hearted scenario of Those Meddling Kids.

Because each of these games brings with it a specific feel to the situations faced by the characters, when the change occurs and is finally realized, as a player, what would your response to a classic Bait and Switch be?

Assuming the following to be true:

  • The reason for the switch is either in the hands of the GM for some plot purpose, or is the outgrowth of the player’s interaction with the scenario.
  • The shift doesn’t negate any previous history either in the game world or for any specific character.
  • The reason for the shift from one genre to another is completely at least somewhat plausible; perhaps a stretch, but not requiring a complete “A wizard did it.” explanation.

Let’s break it down a bit further with some additional questions:

  • What if you knew the game was a “one-off” session? What if the game was the premise for a long standing campaign?
  • What if the GM planned to shift the game from one rpg to another all along? What if the shift was a natural conclusion of how the player’s reacted to the setting?
  • What if the game you initially thought you were playing wasn’t your cup of tea? What if the game you found yourself now playing wasn’t something you would have agreed to play had you known this was the GM’s plan from the start?
  • What if the game feel was a significant shift? What if the shift was more subtle?

How might you, as a player, respond to such a tactic and why? And finally, if you’d be amenable to such a ploy, what advice would you give a GM on how to make the shift more palatable to players in general?

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15
Apr

Convergence Dawns Spring 2010

   Posted by: Kevin    in Card Game, Convergence, Setting

Well, according to the timer on the right it’s here; Spring Convergence 2010 is upon us. I’m just typing this in while my printer spits out a few more copies of some things I want to take to the gaming get-together. After this I’ll be Colorado-bound to play in Mark’s Homebrew game and Keeper my very first Call of Cthulhu game.

Current plans are to meet up with Luke in Northern Denver and then caravan to Mark’s place. Wheels and Randi should be getting there well before us so that part’s addressed. From there we’ll gather provisions and then all travel together into the high country for some gaming.

Here’s to hoping I can convince the guys to play a game of Mad Scientist so I can see how the card game fares among a group of five.

More importantly here’s hoping we don’t get snowed in… I’ll keep you posted after the fact since tech is taking a vacation this weekend and we’re headed to the hinterlands.

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