Tuesday, November 22, 2022

How to Become a Werewolf (Write-up)

The person desirous of becoming a werewolf must be in earnest and believer in the power of spirits of nature (druidic magic).

The first thing they must do is go to an uninhibited natural location like an expansive desert, a dense and secluded forest, or the top of a distant mountain, on a night when the moon is new and strong. 

On a perfectly level piece of ground, at midnight, they must make a circle of not less than 7’ in radius and, within this, another circle 3’ in radius. In the inner circle, they must kindle a fire and boil some water in an iron vessel. 

As soon as the water boils, they must throw in the following: a blue lotus bud, 3 ounces of poppy seeds, and a newly bloomed stem of henbane. 

Standing nude over the steam, they must repeat the verse of the Rite of Fanging as they smear the blood of a freshly killed animal (preferably a newborn lamb). 

They must then don a girdle made of wolfskin and drop to their knees within the outer circle as they wait for the wolf spirit to be released within them. 

If the nature spirits deem the subject worthy, the fire will burn blue and quickly die out, transforming the subject into a werewolf.

How to Become a Werewolf

 Just putting this here for later. 

I'm planning on doing a "rite-up" on this later for B/X. (See what I did there?)



Monday, August 29, 2022

Combined PD Image

Of the many things I like to do, is taking a number of separate PD images in the same style that might individually not be fantasy RPG appropriate, and then combine and retouch them to make them so. This is one I did this morning.

  



Saturday, August 6, 2022

Just a few sample pages from CC2: Creature Cache

 Just a few sample interior pages from CC2: Creature Cache.

200 new monsters based on PD pulp images statted for classic editions (OSE, B/X, BECMI, LL, etc.). Available in PDF from DriveThruRPG, and in hardback and paperback from Lulu.com. The hardback has white interior pages, and the paperback has a cream interior (nodding to the books pulp roots). Includes new animal-related spells and new psionic abilities for Basic Psionics. (236 pages)



Hardback has white interior pages.

Paperback has cream interior pages.

Friday, August 5, 2022

Now Available! In Alley & Shadow

 Links to PDF and Print Options at the bottom of post.

Part zine, part mini-splat book, In Alley & Shadow includes a trove of thieves' resources for classic/BX editions... 2 new classes (Spy, Varlet); several new d30 tables (Alias Characteristics, Thieves' Guild Names, Thieves' Guild Events, Bandit Lair Locations), 7 new cleric spells of Truth & Revelation, 9 new magic spells of Stealth and Subterfuge, an alternate house rule for Thieves' Ability to FInd/Disarm Traps, rules for Setting & Resetting Traps, detailed listings for Spy Equipment as well as Chains, Keys, Locks, and Manacles, a Detailed Look at Locks, information on Clandestine Communication (A Guide to Ciphers, Symbols, Codes, and Cants), a Basic Guide to Thieves' Guilds (including Services, Specialist Costs & Fees, Thieves' Guild Activities/Rackets, Guild Organization, and Starting a Thieves' Guild), tables with fees for Assassinations and Spy missions, a guide to Crime & Punishment in the campaign world, advice for Building Better Bandit Encounters, 7 new magic items Designed for Deceptionk, 4 new petty god Patrons of Trickery & Treachery, and a new adventure for 5–7 characters of 3rd–5th level... The Tomb of 13 Thieves.



Thursday, July 28, 2022

Coming VERY soon... In Alley & Shadow!

Here's the blurb from In Alley & Shadow, available soon in print and PDF!

Part zine, part mini-splat book, In Alley & Shadow includes a trove of thieves' resources for classic/BX editions... 2 new classes (Spy, Varlet); several new d30 tables (Alias Characteristics, Thieves' Guild Names, Thieves' Guild Events, Bandit Lair Locations), 7 new cleric spells of Truth & Revelation, 9 new magic spells of Stealth and Subterfuge, an alternate house rule for Thieves' Ability to FInd/Disarm Traps, rules for Setting & Resetting Traps, detailed listings for Spy Equipment as well as Chains, Keys, Locks, and Manacles, a Detailed Look at Locks, information on Clandestine Communication (A Guide to Ciphers, Symbols, Codes, and Cants), a Basic Guide to Thieves' Guilds (including Services, Specialist Costs & Fees, Thieves' Guild Activities/Rackets, Guild Organization, and Starting a Thieves' Guild), tables with fees for Assassinations and Spy missions, a guide to Crime & Punishment in the campaign world, advice for Building Better Bandit Encounters, 7 new magic items Designed for Deceptionk, 4 new petty god Patrons of Trickery & Treachery, and a new adventure for 5–7 characters of 3rd–5th level... The Tomb of 13 Thieves.

Wednesday, July 27, 2022

Making a Mummy (B/X Ritual)

As you can see from the costs and spellcasting level required, making a mummy is obviously something reserved for higher level players (or NPCs). 

Making a Mummy

In order for a body to be viable for the creation of a mummy (undead type), it may be no more than 24 hours dead when the mummification begins (starting with the step in which the brains are removed).

Material Requirements

The preparation of a mummy requires the following magic items,  made according the to the standard rules for clerics fabricating magic items (must be of name level or higher, costs 500 gp/week, has a 15% chance of failure), except the cleric must be a Chaotic cleric belonging to an unholy or necrotic order.

  • Mummification table/altar. Fabrication of this inscribed and blessed altar takes 4 weeks and costs 2,000 gp. A single table made be used to make any number of mummies.
  • Obsidian scalpal. This bladed functions as a +1 dagger, takes 4 weeks to manufacture, and costs 2,000 gp. The same blade made be used to make any number of mummies.
  • Mummification tools. These blessed tools (hooks, scoops, etc.), take 2 weeks to manufacture, and costs 1,000 gp. A new set is required after being used to make 10 mummies (whether successful or unsuccessful).
  • Canopic jars. Creation of each of these inscribed clay jars made in the likeness of a god takes 2 weeks and costs 1,000 gp (8 weeks and 4,000 gp total). Four new jars are required each time a new mummy is created.
  • Canopic chest. Manufacture of this inscribed wooden chest designed to hold the 4 canopic jars takes 4 weeks and costs at least 2,000 gp. The price of the canopic chest ranges upward (depending, for example, on the inclusion of gold leaf or other decorative paints and elements). A new chest is required each time a new mummy is created.
  • Incensed resin. Manufacture of a pot of this pungent incensed varnish takes 2 weeks and costs 1,000 gp. A new pot of resin is required each time a new mummy is created.
  • Unholy water. Unholy water may be purchased or prepared via the method outlined for the “Manufacture of Holy Water” (this will be a separate post; I'll try to remember to link it when it's up). The mummification ritual requires 12 vials of unholy water.
  • Saltwater bath. This water takes 1 week to prepare and costs 500 gp to make. This water is required each time a new mummy is created.
  • Blessed tub. This tub cost 500 gp and takes 1 week to prepare. The same tub made be used to make any number of mummies
  • Blessed gummed cotton cloth. This is used for wrapping the body after it is prepared. It costs 500 gp and takes 1 week to prepare. A new bundle of cloth and pot of gum is required each time a new mummy is made.
  • Other non-magical materials. The ritual also requires a number of mundane items, including palm wine, incense, and a number of sweet-smelling materials like flowers and fragrant herbs (100 gp). 

Spell Requirements

The ritual requires the use of the following spells, all of which must be cast by a cleric of at least 9th level. Additionally, because of the number of spells required by level, it is likely the cleric performing the ritual will need to have many (if not all) of them prepared ahead of time as scrolls.

  • Prayer of protection. This is a 4th level cleric spell specific to mummy-making that must be cast 4 times during the ritual by cleric performing the ritual.
  • Animate dead and raise dead. These two spells must be cast simultaneously upon the prepared body. The latter must be cast by the name-level cleric performing the ritual. The former may be cast as a 3rd level spell by a cleric of 6th level or higher. 

Preparation of the Body

The removal and preparation of the organs outlined below takes 1d4+4 hours. Furthermore, the cleric performing the ritual must have a minimum Dexterity of 13 or the ritual will fail.

To begin the ritual for mummification, the body is first laid out on the table. The spellcaster uses a hammer to chisel through the bone of the nose. The brains are then withdrawn through the nostrils using an iron hook. Any remaining bits of brain matter are then removed with a long scoop. Finally, the skull is rinsed with unholy water. The brain is then disposed of, as it is unnecessary to the preservation of the mummy’s life as undead. 

Using the sacred blade, a small incision is made along the left side of the body, and the abdominal organs are removed. Each one, save for the kidneys, are set aside. The lungs are then removed. The heart, being the core of a person, the seat of emotions and the mind, is left in the body. 

The abdominal organs and lungs must be washed with unholy water, then coated in the incensed resin, wrapped in linen strips and placed the canopic jars.  

  • The lungs are placed in a canopic jar made in the representation of Hapi, the baboon-headed god representing the north. A prayer of protection is then made to the goddess Nepthys as the accompanying hieroglyphic inscription is made upon the jar’s exterior. 
  • The stomach is placed in a canopic jar made in the representation of Duamutef, the jackal-heaed god representing the east. A prayer of protection is then made to the goddess Neith as the accompanying hieroglyphic inscription is made upon the jar’s exterior (requiring a successful attempt by the wenwet using the copy scroll/spell ability).  
  • The liver is placed in a canopic jar made in the representation of Imseti, the human-headed god representing the south. A prayer of protection is then made to the goddess Isis as the accompanying hieroglyphic inscription is made upon the jar’s exterior.
  • The intestines are then placed in a canopic jar made in the representation of Qebehsenuef, the falcon-headed god representing the wet. A prayer of protection is then made to the goddess Selket as the accompanying hieroglyphic inscription is made upon the jar’s exterior.

The four canopic jars are then placed in canopic chest. 

The empty chest cavity of the body is then rinsed with palm wine and and blessed before being filled with the incense and other sweet-smelling materials. 

The body is then steeped for 3 days in the saltwater bath. After the steeping is complete, the body is washed with purfied water, at which point it is ready for swathing. The body is then wrapped in the blessed gummed cotton cloth. 

Finally, to prepare the mummy for its undeath, two clerics must simultaneously casting upon the prepared mummy, with one cleric casting the spell animate dead, and the other casting the spell raise dead. 

The body is then laid in a tomb with the canopic chest (and jars). If the entire process has been followed correctly, and each step has succeeded as outlined, the mummy will rise to “life” (as undead) in 4d6 days from the time the ritual has been completed. 

Because the brain is removed as part of the mummification process, a mummy’s will is corrupted, resulting in its evil disposition.