Tuesday, June 24, 2025

Walking on the Moon

We've returned to finish the Shadow Moon adventure in my Krevborna campaign. 


Characters

Willard Corn, strange old man in search of his missing dog

Heck, revenant who punches things to death

Garazi, young witch with a bird familiar

Panthalassa, a necromancer out for vengeance against a death cult

Daytona, dhampir cowboy along for the ride

Khamaat, mysterious pyromaniac mummy 


Events

The session opened with the characters gathered at the mouth of a cave on the forbidden Shadow Moon. They had just traversed a portal in the dungeons below Geldingstone to arrive here. Now, as they gazed on the alien lunar landscape, they saw that the surface of the moon was so black it would have been indistinguishable from the sky were it not for the stars. 

In the distance, they could see a Vlaak fortress surrounded by a tall fortified wall. Between the fortress and the cave was a field of black boulders. They spotted a dragon flying above them in the sky. 

The group wisely decided to use the boulders as cover to zig-zag to the gate at the wall. The were successful at avoiding the dragon's attention. However, as they approached the wall they saw that there were six gibbets on poles erected before it; each gibbet held a Fraternitie du Cadavre cultist. Panthalassa cast her burrow spell so she and Heck could move beneath the ground and come up on the other side of the wall to remove the bar that kept the gate closed. 

The first chamber they entered was a Vlaak barracks. Twelve Vlaak soldiers and two officers were sat at tables playing an esoteric game involving polyhedral dice, books, and miscellaneous papers. Khamaat was able to incinerate a bunch of them before they could even rise from their table. The rest put up more of a fight and were able to deal out a few wounds to the party. 

Two of the soldiers ran into another room. Heck and Daytona followed and found that they had removed some strange metal rods from a glass case, presumably to activate the two skull-headed iron golems standing in the room. Daytona and Heck killed them before they were able to do whatever it was they were doing.

Back in the main melee, the party turned the tide. One soldier struggled to unentangle himself from Garazi's magical chains, and it turned out he'd rather die by his own hand than face the dreaded Willard Corn. He turned his psychic blade on himself and chose death over Corn.

Beyond the automaton room, they found a door of flowing shadow. Khamaat tried tapping it with one of the metal rods, but the rod immediately disintegrated. The murals in this room told an interesting story: they depicted Vlaak in ceremonial armor and neck ruffs presenting chained humans to a throned Vlaak queen. 

In an armory chamber, the group found suits of Vlaak armor, psychic blades, a diorama depicting miniature Vlaak figures fighting eldritch abominations, and a fissure in the wall leading to a narrow tunnel. They followed the fissure tunnel and ended up in what appeared to be a small cell with an observation window set into its iron door. Luckily, the cell was unlocked so they could enter the hallway beyond.

In the hallway, they saw that there were two more cells. One held a human-looking man who had something horrific crawling under his skin. The sign under the observation window to his cell read: "CORN HYBRID #8729, NON-VIABLE." The second cell contained a teenage girl who appeared to be a hybrid of Vlaak and human. The sign beneath her observation window read "CORN HYBRID #7639 !DANGEROUS DO NOT RELEASE!" She clearly recognized Willard and made a three-fingers-down gesture that he recognized as a way to symbolize his missing three-legged dog. 

Panthalassa picked the lock to the girl's cell, and she was very relieved to be released from captivity. They quickly discovered that the girl did not speak Krevbornski; she only knew the language of the Vlaak. Willard could read Vlaak, so they began to write messages to each other to communicate. The hybrid girl's name was Yarsi and there were two important things to know about her: she loves dogs and hates the Vlaak. She joined the party from there on out.

In another room the group caught five scarlet-robed Vlaak Lord Doctors in the act of experimenting on a live human subject with their alien surgical instruments. With the doctors were three hovering automatons bristling with hypodermic needles and bone saws. Yarsi immediately proved her worth by psychically bursting the head of a Lord Doctor. The rest of the enemies were dealt with handily. 

Once their foes were disposed of, Heck took the opportunity to eat one of the Vlaak's brains and the human's brain to gain some insight into what was going on within the fortress. The human was one of the Fraternitie cultists, but unlike his fellows, who were rotting in a cave somewhere, he had escaped the Vlaak's initial massacre. As for the Vlaak, when they returned to their fortress and found it overrun with human cultists, they began to systematically hunt them down. There were still a bunch hiding in the complex, somewhere. 

They also found one of the Usher masks on the person of a dead cultist floating in a tube of yellow liquid. One mask recovered; two to go.

As they explored further, they found a chamber down a spiral ramp that was open to the air. Below the skyward opening sat an alien craft that vaguely resembled a fish made of metal and glass. Yarsi explained that they would need a key to operate it. There was another fissure in this room, and from it issued the sound of a dog barking. Willard wanted to go in to find his dog, but the passage was too narrow to admit him. Garazi send her bird familiar into the crevice and it ended up in the chamber Heck had seen in his vision after eating the cultist's brain--the chamber was piled with bodies. Unfortunately, the familiar's exploration was cut short when she was slain by the burning sword of an immense, shadowy figure wearing a twisted crown.

The group then decided that walking around without disguises was dangerous, so they outfitted themselves in Vlaak armor. This proved helpful when they blundered into a Vlaak mess hall. Thinking on his feet, Willard pointed and yelled "Willard Corn," which tricked the Vlaak into running out of the room in search of the hated and feared Willard Corn. The soldiers left behind one of the skull masks on the long dining table. Panthalassa ran in to get it--and just then the dragon swooped down into the room from an aperture in the ceiling. 

We'll find out what happens next time!

Sunday, June 22, 2025

Sonja Barbarez

Veil’s most powerful villain is Sonja Barbarez, a demoness who gathers an army at Hell’s behest. My thought with Sonja Barbarez was that the setting needed a) a major villain who is a demon and b) a major villain who is militaristic and warlike. The notion of a monstrous army sweeping out of the north, which is where Veil is located on the map, is a classic campaign framework--and Sonja Barbarez and her Storm of Malebolge will get you there if you'd like that to be the flavor of your Krevborna campaign.


Sonja Barbarez

Sonja Barbarez is a diabolic soldier serving the demon known as Legion. She has come to Veil to recruit warriors to her army, the Storm of Malebolge, a force capable of subjugating the land and unitinge it under Legion’s banner. Sonja keeps a close eye on Veil’s gangs and the most violent members of its outcast population, always looking for promising conscripts. To Sonja, “promising” means a combination of discipline, sadism, and brutality. 

Sonja has taken the ruins of a former army barracks in Veil as the Storm of Malebolge’s headquarters. Once their numbers are sufficient, they will seize Veil as their own and begin to build larger battalions—ranks Sonja hopes to swell with summoned devils and other enslaved monstrosities who will march in Legion’s name.

    • Appearance: Broad-shouldered and imposing, Sonja is demon wearing the guise of an amazonian warrior woman only a fool would trifle with. 

    • Personality: She is a conqueror who brooks no dissent, which is why her fastness is surrounded by a forest of impaled corpses.

    • Motive: She wishes to see all of Krevborna annexed by the tide of her diabolic army.

    • Flaw: Sonja would rather die in battle rather than retreat.

Tuesday, June 17, 2025

Rick Swan's The Complete Guide to Role-Playing Games

I was recently reunited with Rick Swan's The Complete Guide of Role-Playing Games. I had a copy in high school, but lost it somewhere along the way. The book's premise is simple: it's a collection of Rick Swan's reviews of the rpgs that had been published by that point in time, by which I mean 1990. Each game covered gets an entry describing what it is about, its level of complexity, and how good it is overall. 

Underneath that, though, is a fascinating snapshot of an era now long gone.

When I had a limited number of games available to me back then, based solely on what the local stores were willing to carry, the book was a revelation; it showed you just how expansive the rpg hobby was and had been since its inception. The book is full of games I would never have heard of otherwise. Who among us has ever played Swordtag? Or The Morrow Project? Or Sandman? I've met some Skyrealms of Jorune fans over the years, but Expendables? Never.

Returning to Swan's book now renders it a map of how batshit insane a lot of early rpg design really was. Check out KABAL's rules for determining your character's height:


Similar instances of madness: if you wanted to play a character of a gender opposite your own in DragonQuest, you had to roll for permission. The lowest end character type in the James Bond rpg has you spending 3000 points at character creation. Timeship apparently doesn't have rules for time travel.

If nothing else, The Complete Guide to Role-Playing Games is a good reminder that your favorite game, yes, the one you think is the new revolutionary hotness, may also disappear beneath the shifting sands of time.

Sunday, June 15, 2025

The Nightside

The Nightside is one of the additions to the revised Krevborna setting book that I'm most proud of. The idea of a dream-like realm of aestheticized horror has its appeal as a point of contrast from Krevborna's more standard Gothic atmosphere. Inspired by things like Thomas De Quincy's Confessions of an English Opium-Eater and films like Jean Rollin's Fascination and Jim Henson's Labyrinth, the Nightside offers a change of pace where you can explore the thin boundary between the real and the unreal.


The Nightside

Among other more mundane intoxicants, Veil’s sordid drug dens peddle midnight bell, a greenish-gold, magically enhanced opium that allows the user to travel to the Nightside—a phantasmagorical dream of Veil as it was in better times. 

    • When midnight bell is smoked in Veil, one’s mind leaves their body behind as an inert and insensible husk in the "real" world as their spirit is clothed in new flesh to wander and explore what the town’s residents call the Nightside. 

    • The Nightside is an endless aesthetic dream; in the Nightside’s version of Veil, it is always the height of wondrous night, the stars emit their luster in the darkened sky, the city is lit by thousands of paper lanterns, and the shining outline of the Shadow Moon presides over all. 

    • Where the real Veil is a land of poverty and deprivation, the Nightside is a world of glamour, decadent pleasures, and thrill-seeking.

    • Nothing is ordinary in the Nightside—everyone is beautiful, fashionable, and stylish. 

    • Sebastian Lee, an androgynous dandy never seen without his ornate cigarette holder, a foppish hat, and his crystalline walking stick, is the undisputed king of the Nightside’s electrifying nightlife. 

    • “Sebastian Lee” is a guise adopted by the Goblin King of the Unseelie fey.

    • Nightmarish monsters are born from the hazy smoke of burning midnight bell, which hangs in the air as a persistent miasma always fraying the edges of reality. 

    • The Nightside is entrapping; nothing but a yawning void exists beyond the forest that encircles the Nightside’s dream-like fantasy.

    • Smoking midnight bell is a vice known colloquially as “tolling the bell.”

    • Those who partake of midnight bell always eventually awaken from the Nightside’s lurid fantasia and must seek enough coin for another dose if they wish to return.

    • Few can resist the allure and mystique of Veil’s illusory echo, and those who try are wracked with the pains of withdrawal. 

    • If a mortal expires within the dream of the Nightside, their body also dies amid the squalor of its “real” iteration. 

Wednesday, June 11, 2025

PLANET MOTHERFUCKER IN PRINT

I used my own instructions (here) and printed myself a copy of PLANET MOTHERFUCKER: SATANICO PANDEMONIUM EDITION. 

It turned out great!

You know it's free, right? Check it out if you missed it.

I've seen one other person's personal copy, but I want to see ALL of them. If you do a print version of the book, I wanna see what kinda cover you knocked out for it. Send images to totgad @ gmail dot com. 

People who send in pics of their print copy might get something cool & free in their inbox in a couple months, just sayin'.

Tip jar if you want to encourage this sort of thing.

Sunday, June 8, 2025

Lycans

I've begun figuring out what a "lycan" (aka Werewolf Lite) should look like mechanically in my Savage Worlds Krevborna games. Here's what I've come up with for an ancestry that has the werewolf flavor without being as busted-for-normal-campaigns and inconvenient-to-play as the werewolf rules in the Horror Companion.


Lycans

Also known as “wolfbloods,” lycans are folk who have inherited the curse of lycanthropy in a minor, but persistent and incurable, form that sets them apart from other mortals. Lycans appear to be members of other ancestries, but their bodies possess obvious bestial traits, such as sharp teeth, yellow eyes, or hair as thick as a shaggy pelt. When angered, a lycan’s form becomes more animalistic and fierce. 


Lycans as Savage World Ancestry

Lycans can usually pass as normal humans unless they are under close scrutiny. As a limited free action, they can transform into a more bestial, wolfish state; while in this form, they gain access to their Bite and Claw ancestral abilities.

Accursed Ancestry: Lycans suffer a -1 penalty to all Spirit rolls.

Bestial Rage: The beast is always ready to spring forth and cause carnage. All lycans possess the Berserk Edge.

Bite: In their bestial forms, lycan fangs cause Str+d4 damage and may be used on grappled foes.

Bloodthirsty: Lycans never takes prisoners unless under the direct order of the person they consider the leader of their "pack." 

Claws: In their bestial forms, lycans have claws that cause Str+d6 damage and are AP 2. 

Easily Angered: Lycans subtract 2 when resisting Taunt attacks.

Heightened Sense of Smell: A keen sense of smell gives lycans +2 to Survival rolls made to track if the target has a scent and the trail is no more than a day old.

Hunted: Lycans must always be wary of monster hunters who might mistake them for full-blooded werewolves. 

Low Light Vision: Lycans ignore penalties for Dim or Dark illumination (but not Pitch Darkness).

Monstrous Weakness: Attacks made with silvered weapons deal +4 damage against Lycans.

Wednesday, June 4, 2025

Konrad Draghul and Kassidy Durango

Two NPCs in Krevborna. First up is a take on the classic "dhampir vampire hunter"--my variation is, "make him a vengeful twink." (Happy Pride Month, everyone.) And then we've got everyone's favorite boots and leather cowgirl. (Happy Pride Month, everyone.) Seriously, I've written short stories about Kassidy.


Konrad Draghul

Konrad Draghul is the bastard child of Count Magnus Draghul. Konrad was sired upon a serf in Myrkrania; he was born a dhampir. Before his mother succumbed to a disease hastened by their poverty, she told her son the secret of his heritage. Enraged that his father had abandoned them after a loveless affair with his mother—a dalliance that Count Magnus soon forgot—Konrad vowed to become the sworn enemy of all vampires.

    • Appearance: His features have a feminine cast, especially his head of unruly blonde curls, and he radiates physical prowess.

    • Personality: Despite his desire to be different from his father, he can be snide and stereotypically aristocratic.

    • Motive: The only thought that brings him joy is imagining what it will feel like when he plunges a stake into his father’s heart.

    • Flaw: A particularly handsome man can distract him from his quest—but only momentarily.


Kassidy “Deathshot” Durango

Kassidy “Deathshot” Durango hails from a long line of members of the Knights Labyrinthian; her mother, in particular, was a famed gunslinger and High Warden of Fort Gilead. The last of her line, Kassidy Durango continues the family trade of protecting pilgrims traveling the wilds and righting wrongs where she can.

    • Appearance: Kassidy is a freckled woman with long brown hair and a crooked smile.

    • Personality: Despite the bloody-mindedness with which she pursues her mission, Kassidy is quite philosophical and loves to discuss the great mysteries of life. 

    • Motive: Kassidy feels evil is likely to triumph in the world, but she feels compelled to fatalistically wage war against darkness regardless of the eventual outcome.

    • Flaw: Kassidy is plagued by an infirmity called blisterlung that sometimes causes her to be monetarily incapacitated as she coughs up blood.