Friday, November 15, 2024

Running a Tolkien Game that Does Not Exist

The Lord of the Rings Adventure Game is one of my favorite licensed Tolkien games. It was released in 1991, and was largely the work of long-time ICE designer Jessica Ney (credited variously as Jessica Ney and J. M. Ney in different parts of the credits). It is a "starter RPG," designed to ease new and younger players into the hobby. To this end, they stripped the game down to a super simple, super streamlined system. The eventual goal was to get these new players to eventually graduate to the "advanced" MERP products, of which there was now a significant backlog. 

A lot of modern OSR folks prefer Basic to Expert because, well, you can do more with the simpler version. Similarly, I prefer Lord of the Rings Adventure Game (curiously shortened to "LOR" in the book). There are so many rules in LOR that feel like cutting-edge OSR innovations: slot-based inventory, HP-powered spellcasting, starting equipment packages. It has an early iteration of D&D4E's skill challenges (called "action sequences" in the book). The rules were even called "Guidelines," as the author demurred from putting too much emphasis on their own intention and wanting each GM to make their own rulings (guidings not guidelines, anyone?).

LOR was supposed to be released as sort of an "adventure path" of five books, two adventures per book. However, only three made it to print.

  • (1991) Lord of the Rings Adventure Game, Dawn Comes Early (Boxed Set)
  • (1991) Darker than the Darkness
  • (1993) Over the Misty Mountains Cold

Two more sequel books were promised to be available (Before the Goblins in 1993 and Greatest of the Forests in 1994), but never reached publication. Why? Well, at the same time period, ICE was also publishing a series of choose your own adventure books called Middle-earth Quest. Tolkien Estate claimed this violated their license, since they were only allowed to publish games based on the license, not books. The fourth Middle-earth Quest book was actually recalled and destroyed en masse. Are CYOA books games or books? Regardless of the epistemological answer, ICE went bankrupt with the suit, and the LOR series was scrapped.

Let me be clear: The LOR adventures are not good. They are pure railroads. Every roll behind the screen is made to be fudged. Designed for parents to run for their children, there are no consequences. Every failed roll by the players culminates in a rescue by a named NPC like Gandalf with a finger wag telling them to get back onto the railroad.

But the writing! The writing is good! You just need to deconstruct the railroad and repurpose it into an antique iron sculpture. All the guts are worth reusing. Decouple it from the idea of faux rolls and intended outcomes, let it be an open-ended sandbox, and I think the game is absolutely worth playing.

Anyway, this weekend, I'm running a game based on my Wilderland series and the Lord of the Rings Adventure Game. It's sort of a retroclone and reinterpretation of a flawed text, in true OSR tradition. I'm calling it "LORE." 

Here is a picture of me prepping the game.


And here are the character sheets I'm handing to my players. You can download them all here, if you were interested in doing so. (The background color is on a non-printing layer, so don't worry about your ink.)











I hope my little experiment will be fun! 

Friday, November 8, 2024

Mechanics Microblogging: Lore Bids, Resolve, and Disassociated Mechanics in HIS MAJESTY THE WORM

With the dissolution of so many things I once enjoyed (Twitter, America, etc.), I'm going to try and start doing more microblogging. Too many of my previous thoughts were placed into tweets and became too ephemeral. 

Glossary

Some quick definitions of terms:

Lore Bids: In His Majesty the Worm, you can ask a question of the GM and receive as much information as the GM can tell you about a subject related to one of your motifs. This is called "bidding lore." You can bid lore 4 times per Crawl Phase.

Disassociated Mechanic: A dissociated mechanic is one which is disconnected from the game world. A player character knows that they have six pitons in their backpack. They do not know that they have 12 HP or 4 lore bids left. In a word, non-diegetic. 

What are the goals behind using disassociated mechanics like Lore?

In old-school D&D, you have to rest every sixth turn (that is, for 10 minutes out of every hour of dungeon exploration). If you fail to do so, PCs get a –1 penalty to attack and damage rolls. This is one of the ways that time pressure is put onto PCs, and one of the limited resources that incentivizes the "deeper into the dungeon for loot or retreat" loop.

This loop is something I was interested in evoking in His Majesty the Worm. And as someone who does a fair bit of hiking, it makes sense to me. Dungeon crawling would be scary, exhausting, stressful. It would fatigue both body and mind. How do you translate that feeling into the game design?

Here's my pitch: Players will feel that they are becoming weak and tired when their characters begin to lose resources. But "loss of access to powers" feels different than "takes penalties." I think penalties are less fun. There's something in our ape brain that interprets "You start your day with a +1 bonus!" vs "You must rest or take a -1 penalty" differently.

Also, beyond the simple grind of "rest 1 turn in 6" from old-school D&D, I think that giving players a choice when they use their physical abilities (Resolve) and mental abilities (Lore) feels better. Making choices is what is fun about games.

Why 4?

Well, 4 is sorta the magic number in His Majesty the Worm, isn't it? 

But more than that, I think that 4 is a nice round number that lets players translate the disassociated mechanic into something they could talk about in character because you might feel 25/50/100% exhausted. 

I think this is a lot cleaner than the way we talk about HP. 5 damage means something very different to a magic-user with 4HP vs a fighter with 36 HP. Is 5 HP a heavy wound or not? If a cleric asks how much healing you need, would you say out loud in character: "Well, if I was to gauge my life on an arbitrary scale from 1-36, I would say about 12 points of life would feel good to me right now."

If I can run 4 miles, I know that I've hit 25% of my limit after the first mile. 

If I spend 3 lore bids, I know that I'm getting fuzzy brained and can't think straight. I can use those sorts of words to describe the disassociated mechanics in an associated way. It's like using the word "bloodied" in 4E. It makes sense at a certain level.

Thursday, November 7, 2024

Questing Beast reviews HIS MAJESTY THE WORM

I expect the Venn diagram of "people who have already seen the notification that Questing Beast has a new video" and "people who read my blog" is a perfect circle, but was very excited this week that Ben gave His Majesty the Worm a review. 

(Ben, if you're reading this, thanks!)

My only regret is that he didn't spend longer talking about the questing beast monster in the book.



Tuesday, November 5, 2024

The Lady and the Unicorn (Steal this Puzzle)

At the Cluny museum, there's a gallery that displays a sequence of six tapestries called The Lady and the Unicorn.

You can see them all here.

To quote Wikipedia: "Five of the tapestries are commonly interpreted as depicting the five senses – taste, hearing, sight, smell, and touch. The sixth displays the words "À mon seul désir". The (sixth) tapestry's intended meaning is obscure."

Here is a puzzle inspired by these tapestries. 

A Sequence of Illustrations and Empty Pedestals 

A gallery. The floor is a mosaic of a noble woman with a speech bubble saying: "Bring me what I desire." 

On the walls there are five tapestries, each depicting a woman and a unicorn in various poses. In front of each tapestry is an empty pedestal.

The tapestries are:

  • A noble lady petting a unicorn, one hand on its curling horn, another stroking its mane. (Touch)
  • A noble lady eating sweetmeats. A unicorn grazes nearby. (Taste)
  • A noble lady making a garland of flowers, a unicorn nuzzles in curiously. (Smell)
  • A noble lady playing an organ, a unicorn rampant. (Hearing)
  • A noble lady gazes into a mirror, a unicorn kneels and lays its head in her lap. (Sight)

The gimmick

Each tapestry depicts one of the five senses. The puzzle is solved by placing something of high quality that can be enjoyed by that sense. For example, a bouquet of flowers or a bottle of perfume would "unlock" the smell pedestal; a work of art or a piece of jewelry would "unlock" the sight pedestal, etc.

There's not a single answer for any pedestal, but the item should be considered a "nice gift." 

If all five pedestals have appropriate offerings on them, a secret panel opens in the wall. In it is a unicorn horn lance. 
Look at this thing. You just KNOW it's magical.

Puzzles and riddles can be frustrating at the game table if they are blockers to progress. But if they offer rewards, like treasures or shortcuts, puzzles become optional, opt-in fun.

Wednesday, October 30, 2024

Words of Power for the Lord of the Rings Adventure Game

The Lord of the Rings Adventure Game is one of my favorite licensed Tolkien games. Pipedream is one of my favorite unlicensed Tolkien games.

In Pipedream, there is a very admirable system for Words of Power, where you invoke the names of not!Valar to perform some magical feat. This blog post adapts this system for Lord of the Rings Adventure Game. 

A continuation of posts that could be subtitled: "Why do I spend my time on these things?"

Words of Power

by Jian Guo

"Gilthoniel A Elbereth!"

And then his tongue was loosed and his voice cried in a language which he did not know: 

"A Elbereth Gilthoniel

o menel palan-diriel,

le nallon si di'nguruthos!

A tiro nin, Fanuilos!"


For every +1 bonus you did not assign during character creation, your character can call on the name of one of the Powers of Arda. 

Valar Auspices Invoke to:
Manwë Lord of the Breath of Arda; the winds, airs and birds are his servants Bless fulfillment of a duty
Curse an oathbreaker
Varda Elbereth Gilthoniel, Lady of the Stars; kindler of the stars Bless travel by night
Strike creatures of Shadow
Ulmo Lord of Waters, Dweller of the Deep; devises the music of waters, bays, and rivers Bless travel by water
Heal magical curses
Yavanna Queen of Earth, Giver of Fruits; responsible for all growing things Bless agriculture
Heal growing things
Aulë The Great Smith, Father of Dwarves; concerned with rock, metal, and work of craft Bless stoneworking
Curse thieves
Mandos Ruler of the Dead, the Judge, the Doomsman of the Valar; summoner of spirits of the slain, who forgets nothing Bless funerals
Compel a guilty party to confess
Strike the un-dead
Nienna Lady of Pity; acquainted with grief, and mourns for every wound that Arda has suffered Heal 1d6 Endurance or major illness
Oromë Lord of Forests; hunter of monsters and evil creatures Strike with a missile weapon
Compel hidden monsters to reveal themselves

Speaking Words of Power

When you invoke one of the words of power, make an maneuver and add your Magical bonus. The Δ is equal to how dire the situation is at hand; the Powers of Arda are not to be frivolously called upon.

In the sunlight of a Sunday morning in the Shire - Δ15

In the lonely lands and wastes - Δ11

While fighting servants of the Shadow - Δ8

In the land of Shadow - Δ6

If successful, you may choose one of the invocations of the Power that you invoked. If unsuccessful, you are fated to not receive such aid at this time. In either event, you may only invoke a word of power once per game session.

Invocations

Bless: When you Bless an activity, anyone participating in that activity can also roll a d12 whenever they would roll a maneuver. They may use the d12 result instead of their maneuver dice's result, if they wish.

Compel: When you Compel a target, they must obey your command or lose 1d6 Endurance.

Curse: When you Curse a target, they permanently lose all Endurance. This Curse can only be lifted if the invoker wills it, if the invoker is slain, or if the target receives Healing from another Valar.

Heal: When a target is Healed, they regain Endurance or are cured of a major illness, a curse, or magical affliction.

Strike: When you strike in the name of the Valar, you gain a +4 Offensive Bonus to your attack roll against the specified creature. Oromë can bless any attack with a missile weapon.

Tuesday, October 29, 2024

The Musical Minotaur Maze

Here is a puzzle for your next dungeon. I have used it before. It is fun.

There is a maze in the dungeon. It has many twists and turns, to say nothing about the zombies. Those who enter the maze become lost. If they are very lucky, they end up back at the entrance. 

Only the minotaur at the center of the maze can guide you to him. 

(The minotaur can be anything, reflavor to suit your dungeon. It can be a ghost, a pirate smuggler, or even the dungeon's echoes.)

To navigate through the maze, the players must ring a bell. The minotaur at the center will ring a bell in response to help guide them. The players can discover this information by talking to other dungeon denizens or through rumors in the City.

Optional hook: You must find a specific bell elsewhere in the dungeon, not just any bell. The ringing of the bell compels you, child! 

How to run the puzzle

When the players enter the maze, they come to a series of branching paths going left or right. If they ring their bell at this fork, they hear a returning chime: high C (an octave above middle C) for right and low C (an octave below middle C) for left. 

If the players make the right choice, they progress to another fork in the maze. If they get it wrong, they get into a fight with a zombie wandering the maze and come back to the entrance.

At first, the meaning of the tones won't be understood and the direction they choose will be random. Once they get it wrong a few times, they'll understand that sometimes they hear a high tone and a low tone, and sometimes they return to the entrance and sometimes they progress in the maze. This will let players work out the meaning of the tones.

Once they've understood the pattern, you can go through a few forking paths - right, left, left, right, right - to let the players feel they've mastered it.

Then, throw in a curve ball. The next branching path they come to can be left, right, or straight ahead. If the correct path is "straight ahead," the minotaur will ring a bell that's middle C. (Distinguishing this middle tone can be more challenging than hearing "high" vs "low.") 

Again, players can use trial and error to figure out the pattern. Once they have the complete pattern, you can handwave the dozens of series of twists and turns. They arrive at the center of the maze and meet the minotaur face to face.

Saturday, October 26, 2024

Vampire Weekend

Who gives a fuck about an Oxford comma?
Me. I do. 


His Majesty the Worm has a vampire in its Bestiary. Here are some variations on that theme to give you some variety based on age and mental illness. 

I think about vampires in roughly four main age groups:

Vampire Thrall (0-100ish years): You suck shit. All pain no gain. No powers, you explode if you go outside. Why did you do this?

Vampire Neophyte (100-500 years): Hey, I developed a power. I can't use it!!! FUCK!!!!! I'm a bat and can't turn back.

Vampire, core book (500+ years): Hey, everything's coming up Dracula!

Vampire Elder (2000+ years): Oh I got over that sunlight thing.

The truths you decide about killing vampires (His Majesty the Worm, core book, p. 283) will apply equally to all vampires in your campaign. (Probably! Unless you decide that vampires need more and more requirements for true death as they grow older.)

Vampire Thrall

Undead minion

Mike Mignola

"Sanguine temperament, great physical strength, morbidly excitable, periods of gloom, ending in some fixed idea which I cannot make out. I presume that the sanguine temperament itself and the disturbing influence end in a mentally-accomplished finish, a possibly dangerous man, probably dangerous if unselfish."

- From Dr. John Seward's journal, Dracula, Bram Stoker

Adventurers who seek quick power by undergoing the transformation to vampire are sorely disappointed. At first, it’s all pain and no gain: a young vampire is a wretched creature—they catch on fire when exposed to sunlight and can only eat blood. It takes at least a century for a vampire to manifest the least of their powers.

A vampire thrall cannot hunt as an older vampire can. At the very beginning of their life as an undead, they can't stomach anything except insect blood. Eventually, they can work their way up to vermin like birds or rats. From there, predator blood, and so on. 

These are your Renfields, your Guillermos, your Louises. Since being transformed, they are less than human. Troubled, tragic, and tortured by their very existence. They suffer all of the vampire's vulnerabilities, but have none of its strengths...except that, if killed, they tend to not stay dead.

Likes: Eating Insects and Spiders, Finding Secret Places to Sleep, Pleasing its Master 
Hates: Sunlight, Fresh Herbs, Running Water, Religious Iconography (naturally blasphemous), Mirrors

Attributes: Swords 0 | Pentacles 0 | Cups 0 | Wands 0
HD 2/0 *

* Per the vampire thrall's Blood is the Life doom, a freshly-fed thrall may have 1-4 additional points of Defense.

Notes

Breathless and Ageless. The vampire does not age or breathe. (They do have other physical processes, however. They both sleep and can be poisoned.) Unless ritually desecrated, the vampire thrall can be resurrected from death if given human blood.

Coward. The vampire thrall always plays their highest card for Initiative. 

Vulnerabilities. A vampire thrall exposed to sunlight catches on fire, suffering 1 Wound at the start of their turn until they can douse themselves. They cannot use running water for this purpose, as they cringe away from it like a dog with rabies. 

Lesser dooms

Blood is the Life. If a living creature is Knocked-out or at Death’s Door, play a lesser doom card to drink its blood. The vampire thrall gains 2 Defense.

There's no real upper limit to the amount of Defense a vampire thrall can gain in this way, although after drinking the blood of 4 creatures, they become swollen and corpulent; they can no longer Dash or Dodge. Every night, the thrall loses 1 Defense gained in this manner until they reach 0 Defense.

Call Vermin. Play a lesser doom card to summon a swarm of vermin—spiders, centipedes, and worms. The card played is the vermin's Initiative. A swarm of vermin has the stats of a HD 2/0 beast minion. If the vermin are active, the GM draws +2 Challenge cards at the beginning of a round.


Vampire Neophyte

Undead Strategist 

@HushpuppyArt

"...And immediately [Sauron] took the form of a vampire, great as a dark cloud across the moon, and he fled, dripping blood from his throat upon the trees..."

- The Silmarillion, J.R.R. Tolkien

Those learned in undead lore will tell you that lycanthropy and vampirism are the same disease. There's no difference between these two creatures, except in the romantic notions of village girls.

At this stage in their deadly de-evolution, the vampire cannot yet control the powers they begin to develop. Like everything on the timescale of eternity, the process is slow. They can attempt to use their powers only once a month, in the darkness of the new moon. Each attempt is clumsy, unskilled. Vampires at this point might attempt to shapeshift and grow their neck grotesquely long. They might form paper-thin wings along the edge of their forearms in such a way that they cannot possibly support flight. Control over these powers takes years; each year, twelve attempts at a time. 

Additionally, their bloodlust is never ending. This "adolescent" form has the hunger of a teenager going through a growth spurt. When they see blood, they're driven into a berserk state.

Use this to represent vampires that aren't tall, dark counts, but slathering monsters. 

Likes: Craves Blood, Hanging Upside Down, Crawling into Small Crevices, Nocturnal Creatures
Hates: Nosy Villagers, Fresh Herbs, Running Water, Religious Iconography (naturally blasphemous)

Attributes: Swords 3 | Pentacles 4 | Cups 1 | Wands 2


Health/Defense: 3/3


Notes

Batshape. The neophyte can fly 1 zone without spending a card any time he takes his turn or minor action. It can crawl on walls and hang from ceilings as well. If it Moves onto a wall, it can avoid the adventurers and leave the area (unless the adventurers have some way to keep up).


Breathless and Ageless. The vampire does not age or breathe. (They do have other physical processes, however. They both sleep and can be poisoned.)


Feed. If an Attack action actually Wounds a condition or talent (instead of Notching armor or a shield), the neophyte must discard any card to quickly feed on the blood drawn. This Heals them.


Once a neophyte has fed on an adventurer's blood, on their turn they may Move 2 zones towards that adventurer without spending a card.

Invulnerable. The vampire ignores all damage except from silver weapons, magic, and fire. This ability is negated by the presence of wholesome herbs (such as garlic) or sunlight.


Lesser dooms

Scream. The neophyte can let out a high pitched shriek. This is treated as a Roughhouse action that targets every character in its zone (but does not engage him with anybody). 

If the neophyte's Scream value is greater than an adventurer's Initiative, they are either Disarmed, Rooted, or Tripped (GM's discretion). They must use the Recover action to get rid of this effect. The same effect is applied to everyone who is affected.

Protean Body. Discard a lesser doom card to disengage from all adventurers. This action does not count towards the one card per turn limit.

Greater dooms

Supernatural Swiftness. The neophyte can play a greater doom card as a Dodge. If they successfully Dodge an Attack (or similar), they may choose to also disengage from all adventurers and Move 1 zone.

Tactics. Discard a greater doom card to turn a standard Challenge Action into an interrupt. This action does not count towards the one card per turn limit.


Vampire Elder

Undead Dungeon Lord

Mike Mignola

"Since dawn of time / The fate of man is that of lice / Equal as parasites"

- "Year Zero," Ghost

The vampire elder, for a time, may pretend to be a normal vampire. In this case, the vampire elder form is their "second phase" of combat.

Use this if you're adapting Ravenloft to His Majesty the Worm and need a Strahd. 

Attributes: Swords 5 | Pentacles 5 | Cups 5 | Wands 5

Likes: Blood (especially that of virgins), Rambling About Unrequited Love, Performatively Weeping Bloody Tears, Playing With Its Food, Nocturnal Predators
Hates: Sunlight, Fresh Herbs, Running Water, Religious Iconography (naturally blasphemous)

Vampire Elder tactics

  • The vampire elder is smarter than the GM. To represent this, you can take anything the GM knows out of character in character. You can hear the table talk and adjust your strategy accordingly.
  • The vampire elder focuses their attacks on a single character for 3 rounds, then retreats. If the party Camps, they attack again.
  • The vampire elder attacks the guild's sources of light with the Flare spell. The vampire elder can see in the dark.
  • The vampire elder knows when to call for reinforcements. This allows them a chance to escape as a mist.

Special rules: The blood pool

In addition to their normal hand of major arcana cards, the vampire lord has powers to steal minor arcana cards from the players. These cards are called the blood pool. The blood pool sits near the vampire lord's Initiative in a stack, face up. 

The vampire lord can play the top card of the blood pool whenever they can play a card. The suit of the card determines what action is taken.

Swords - Summon Vampire Bat.  Play the Swords card in front of the GM to represent the Initiative of a vampire bat (HD 1/0). The vampire bat is not a normal combatant, does not have its own turn, and does not add to the cards the GM draws each round. Instead, on the vampire lord's turn, each summoned vampire bat follows this sequence:
  • If the vampire bat is not in the same zone as an adventurer, it flies 1 zone towards an adventurer of the GM's choosing.
  • If the vampire bat is in the same zone as an adventurer, it attempts to latch onto them. The value of this Attack is equal to the vampire bat's Initiative. 
  • If the vampire bat is already latched onto an adventurer, the adventurer suffers a Wound.
Vampire bats attached to an adventurer are killed if successfully Attacked, but the adventurer they're latched onto takes a Wound as well. Unattached vampire bats can be Attacked, targeting their Initiative as normal. Adventurers may try to pull the bat off of them by playing a Recover action whose value is at least that of the vampire bat's Initiative.

Pentacles - Dash, Dodge, or Pull Item from their Vestments (e.g., spell components).

Cups - Mesmerize. The Cups card is played as an Attack against a target that the vampire can see. If successful, the target is Controlled—they immediately perform the commanded action. The total value for the Controlled action is equal to the value of the Cups card used to Attack.

Wands - Regeneration. The vampire lord Heals.

Cards from the blood pool cards are put into the minor arcana discard pile after used.

Notes

Aura of Gloom. On the vampire's turn, move a number of cards equal to the number of adventurers engaged with the vampire lord from the top of the minor arcana discard pile to the top of the blood pool.

Breathless and Ageless. The vampire lord does not age or breathe. (They do have other physical processes, however. They both sleep and can be poisoned.)

Celerity. The vampire lord may play two cards per turn. Their second action takes place after all minor actions have resolved.

Invulnerable. The vampire lord ignores all damage except from silver weapons, magic, and fire. Note that this ability is not negated by either herbs or sunlight.

Lesser dooms

Blood Sorcery. The vampire lord can cast spells using the rules in Appendix A. Cast spells by playing a lesser doom Speak Incantations action. Instead of discarding a greater doom card to represent Resolve, the vampire lord takes a Wound to cast a spell. They may cast a spell with extra Resolve, taking up to 4 Wounds per incantation. 

The vampire lord might have the components for the following spells secreted in their vestments: Brainfever, Control Undead, Fear, Flare, Illusion, Raise Zombie, Scry, Shroud, Stinking Cloud, Withering.

Preternatural Grace. The vampire lord may have as many Dodge cards facedown at a time as they wish. The vampire lord may decide which Dodge card to use to counter a particular Attack, and can expend multiple Dodge cards against a single Attack.

Preternatural Speed. Discard as many lesser doom cards as you wish, Moving 1 zone per card. This does not count towards the vampire lord's two card per turn limit.

Greater dooms

Mist Form. Play a greater doom card to take the shape of an intangible mist. While in mist form, physical objects pass harmlessly through the vampire. The vampire lord cannot enter their mist form if in direct sunlight.

Sanguine Kiss. If an Attack action actually Wounds a condition or talent (instead of Notching armor or a shield), the vampire lord may discard a greater doom to cause the victim to lose 1XP in addition to a Wound. That adventurer is now Marked by the vampire lord. 
  • The vampire lord can communicate telepathically with Marked adventurers from any distance. The vampire lord may choose to restore stolen XP at will, and might choose to do so if the adventurer performs certain tasks to further their goals.
  • Marked adventurers regain all lost XP if the vampire lord is defeated.

Shapeshift. The vampire lord can play a greater doom card to take the form of a giant bat, a wolf, or a swarm of rats. This is similar to the Totem spell, but is an innate power instead of sorcery.

Tenebrous Touch. Play a greater doom card to Stun an adventurer that the vampire lord can see. Put the discarded card onto the top of the blood pool. 

Special dooms

Psychic Domination. Play the Moon (XVIII) from your hand or the Fool from the blood pool. All adventurers who the vampire lord can see are Stunned. The GM collects the discarded cards and places them on top of the blood pool in any order they desire. 

(The idea of special dooms were pioneered by H. Jay Watson in their Worm Jam project. Many thanks to them for their inventiveness!)


Bonus Content: Grave Companions

Here are two creatures that are strictly unrelated to the tragic cycle of vampirism, but are often found in their company. 

Ghouls

Undead Minion

Jacen Burrows

"To what base uses we may return, Horatio. Why may not imagination trace the noble dust of Alexander till he find it stopping a bunghole?"

- Hamlet, William Shakespeare

Ghouls have human-like bodies and dog-like heads, resembling baboons somewhat. They speak eloquently with stolen voices. More on this later.

The true history of ghouls is a strange one, and little known except by scholars of obscure occult subjects. Like elves, ghouls were native residents of the Far Realms (Wastes, in all probability) who came to the Realm of Flesh and became trapped. The ghouls' stories on the subject describe being "burned by comets" when they tried to return home.

Ghouls are sapiensaprovores. Their only source of food is human flesh (preferably rotted). They prefer to harvest these bodies from graveyards ("farms," they call them), and are not by nature hateful or murderous. Conflict between humans and ghouls mostly comes from humans objecting to ghouls stealing bodies and defiling the dead. 

After a ghoul eats body, they take on the characteristics of the person they devoured. They learn things the living once knew. They can speak with the departed's voice. Parts of the dead person's personality become lodged in their head, and big personalities might subsume older or more mild ones. A ghoul might even begin to introduce themselves as "Arcturus the Uniting King" or "Francisco the Friar." 

Because graveyards share a metaphysical border with the Underworld, ghouls can travel from the Wide World to the Underworld by digging through the soil. Ghouls encountered in the Underworld might try to follow behind an guild, hoping that some trap or monster will turn them from adventurers into food. They are also happy to scavenge zombie flesh, if those creatures are encountered. 

Likes: Rotten Human Flesh, Hearing About Your Dreams, Interesting Rumors, Wants to Resolve the Unfinished Business of its Last Meal

Hates: Bright Lights (shy), Mirrors (dysmorphic)

Attributes: Swords 0 | Pentacles 0 | Cups 0 | Wands 0

HD 2/1

Notes

Burrowing. Ghouls can burrow through soft earth and mud like a mole. 

Rotting Brains. Ghouls have strange, crowded brains. They are immune to the Inspire effect. They cannot see illusions. 

Lesser dooms

Devour the Living. If a living creature is Knocked-out or at Death’s Door, play any card to devour it. This Heals 2 Wounds.

Fear. Play a lesser doom card and compare its value to the Initiative of each character in the same zone. If the ghoul does this on its turn, it adds its Wands to the total value. Adventurers it succeeds against are Displaced to an adjacent zone of the player’s choice.

If an adventurer is Rooted when they suffer this effect, they instead take a Wound and do not move.

Paralyzing Claw. If a ghoul successfully Attacks an adventurer, that adventurer is Rooted in addition to taking a Wound. Fay are immune to this ability.

Greater dooms

Paralyzing Aura. Play a greater doom card to cause all adventurers engaged with the ghoul to become Rooted. Fay are immune to this ability.

New alchemical item: Ghoul potion

When drunk, produces a euphoric effect with visual hallucinations, similar to a mushroom high. This lasts about a watch.

If, during this time, the affected adventurer eats the dead body of a sentient kith, they absorb some of the memories and personality of that person. Swap one of your motifs for one the motifs of the cannibalized corpse. You can bid lore to answer questions that they knew regarding this part of their life.

Human adventurers (but not other kiths) can sacrifice 10XP to add this as an extra motif instead of replacing one of their own motifs. They can only do this once.



Hags

Sorcerous Strategist 

Ali Hdz

"Spite! Spite alone holds me aloft!"
- Lingua Ignota

Hags are like ogres: people whose sins are so grave they manifest outwardly. In particular, hags are marked by a specific desire to sell their soul in exchange for the power to do harm. 

Selling ones soul is not a simple or tidy affair. It's not a tangible thing, and despite popular conceptions, devils are not regularly in the market. Really, a better way to phrase this is "Killing ones soul." 

Hags cut away their humanity, piece by piece, until only the hag remains. This is done through years of ritual acts of deliberate cruelty. Step by step, through ceremonial murder and cannibalism, hags kill their capacity to feel pity, feel shame, feel mercy. 

Each hag is unique. Each has some strange skill or preternatural ability. For example:

  • able to rot gold into straw by playing the fiddle
  • long, razor wire hair
  • the ability to speak to iron
  • a wooden puppet body dangling from strings of human hair, puppeted by the hag
  • the ability to hold their breath for hours, lives in a swamp
Use this as a base stat block for a generic hag and add something weird to make your NPC sing.

Likes: Rhymes and Riddles, Soups of Strange Ingredients, Babies' Fat Cheeks (potent reagents)

Hates: Candy, Cleanliness, Religious Iconography (blasphemous)

Attributes: Swords 1 | Pentacles 2 | Cups 3 | Wands 4

HD 3/3

Notes

Bloated Corpse's Defense. When a hag takes a Wound, if the GM wishes, they are automatically disengaged and Displaced to an adjacent zone by flying.

Smell Magic. The hag can smell magical effects. They can identify who is and isn’t a sorcerer by scent.

Untouched by Hot Iron. Hags are immune to any crafted or forged weapon. They are still vulnerable to natural dangers like fire, falls, and drowning. They can even be bashed by a branch or stone.

Lesser dooms

Hex. Hags can make Attacks or Roughhouse using arcane energy up to one zone away. They add their Wands attribute to these attempts on their turn. Hags are not engaged by using this ability. 

Ride the Wind. Play a lesser doom card to Move to an adjacent zone through flight.

Unnatural Sorcery. Each hag has one or two spells from Appendix A that they have mastered. They can cast these spells by Speaking Incantations. They do not require spell components or use Resolve to cast this spell.

The following spells are likely candidates for hags: Control Undead, Fleshcraft, Stinking Cloud, Withering, Gust of Wind, Totem, Woodweave, Wall of Elements, Animate Object, Scry, Shroud, Binding, Veritas, Seal Pact

Greater dooms

Counter-spell. Hags can use the Counter-spell Talent (core book, p. 82). They discard a greater doom instead of spending Resolve, when appropriate.