Mirrorfin There is a lineage of fish that remember the time long ago when some of their kind left the waters and became creatures of the land. These animals have changed in their own way, and wish to stride the land just as their ancient brethren did. They await vulnerable creatures, preferably those with intelligence equal to their own, and crave most strongly of all to experience the lives of humanoids. Should they be lucky enough, they will take their form and even their identity while the original creature is left to drown. The Mirrorfin will fill their place until their magic is broken, when they will return to the waters and repeat the cycle once again. Armor 14(fish) 12(humanoid), swim 100′ walk 80' , 2 Hit Dice, 10hp, no attack (fish) attack as unarmed or weapon (humanoid), Morale 10. Gazing at a Mirrorfin causes creatures to be entranced by the glint of their scales. The following round, the Mirrorfin will attempt to lock eyes with the creature, which must make a save ver…

Review: Tower of the Stargazer by James Edward Raggi IV/Spells That Are Fucking Metal: The Butcher's Bargain

<a href="">Animals As Leaders by Animals As Leaders</a>
Science-Wizards would probably listen to prog metal.
Spoilers: if you intend to play in this module, avoid this review

Tower of the Stargazer, written by James Edward Raggi IV, the publisher of Lamentations of the Flame Princess himself, is an adventure intended to serve as an introduction to old-school style gaming. The tone is somewhat more grounded than a lot of other LotFP adventures, featuring astronomy and real-world technology alongside magic. It offers a dangerous, lightning-blasted tower for players to explore, filled with all kinds of traps, puzzles and hazards, with only a few opportunities for combat. The adventure punishes rash decisions harshly, but holds great rewards for thorough and clever adventurers. When I ran it, it ended in a total party kill. Thanks …

Session Report: Murderhobos? More Like Suicidehobos

Campaign Date: August 21, 1630 CE
Location: The outskirts of Scarborough, the surrounding countryside and the Barrow of the Old King
Cast: Hernando de Pieza (Nic's Fighter), Roda (Ross's Halfling), Mystery (Bill's Specialist), Peter the True XXVII (Peter's Fighter), Carjek, "Mind of Light" (Anders's Magic-User), Bemuk (Brady's Dwarf), Hans (Chance's Specialist), and Kelvin Roseman, a very disturbing animal trainer hireling.

After facing exile from Scarborough, where both the Ref and the party had thought they would be spending the foreseeable future enjoying lucrative questing opportunities, the party discussed their options.

Before setting out Hernando attempted to gain entry to the town, hoping to pick up the custom shield he had commissioned. Nic had been absent the session prior, was completely aghast at the party's ridiculous fuckup, and thought perhaps he could convince the guardsmen of his relative innocence. Unfortunately he rolled poorl…

Bloodrot Sparrow

Bloodrot Sparrow
Among the forests and hills flock birds of rich earthen colors; innocuous, similar to brown sparrows or finches. They flit deftly about, gorging on insects or hiding within branches until they spot better prey. If warm-blooded and unaware creatures venture nearby, they seek to hide their nature until they are able to peck and claw at their flesh, implanting spores of a foul, necrotic fungus. Once their prey is filled with their deadly filth they will follow their quarry until the spores do their work and bring them down. They will lurk on the periphery, disassembling their birdlike forms to assume the shapes of moss or flowers, nearly indistinguishable from the real thing, awaiting their feast.

Bloodrot Sparrow Armor 14, Move 80′, 0 Hit Dice, 3hp, Peck 1d4 damage, Morale 5. An attack dealing 3 or more damage forces a save versus Poison or be infected with spores.  Those infected suffer wasting of the flesh over a number of days equal to the total damage dealt to them. V…


Under the rules of my Combat skill, Fighters gain unique combat options as they advance. Each time they gain a level of the skill, the Ref and the player collaborate to customize a maneuver that will be for that character only, reflecting their talents and combat experience. I gave several examples in the original post, but here are some more to help Referees flesh out NPC Fighters or roll on if a player would rather progress randomly.

Details such as range and other variables have been intentionally omitted and are up to the Ref to determine based on any relevant factors such as distance, level, skill level, hit dice, or other circumstances. As combat is a major component of RPGs, it is advised that effects have a short duration, have limited or situational application, and do not adversely affect the actions of other PCs or rob enemies of actions in order to preserve player agency and the challenging elements of combat.

This table will be added to periodically, and readers are welc…

Session Report: How to Have Your Pie and Get Away With Murder Too

Campaign Date: August 20, 1630 CE
Location: The city of Scarborough and the surrounding countryside
Cast: Hernando de Pieza (Nic's Fighter), Roda (Ross's Halfling), Mystery (Bill's Specialist), Peter the True XXVII (Peter's Fighter), Carjek, "Mind of Light" (Anders's Magic-User), Bemuk (Brady's Dwarf), Ferdinand (Chance's Magic-User), and a few thus far nameless hirelings.

This post is part 2 of an interlude between adventures. Part 1 is here .

After their fairly detailed investigation into the cause of the young girl Elyse's coma, the group set about trying to find some kind of solution. Many ideas were proposed at first, but the group settled rather quickly on the idea that they should find a way to get her out to a secluded area in which they would be free to cast a spell without fear of discovery. The spell they had in mind was Storming Through Red Clouds and Holocaustwinds. This sounded to the Referee, as it might to most reasonable people,…

You, Whom I Have Always Hated: Dwarves and the Divine

I more or less made a solemn promise to always make gameable posts. Then I was challenged by my good friend Beloch Shrike over at to post some pointless GM wank. Something useless, but fun for me.

I wrote recently that dwarves are atheistic, scientific, and opposed to the idea of magic. Why? They live in a world of magic. Even if the principles of science oppose those of magic and the gods, to doubt them would itself be unscientific, as they can be observed.

No, dwarves know it exists.

Dwarves originated from magic. In the times when ice covered the earth, the first intelligent, manlike creatures emerged, the giantfolk. From the giants came the gods, formed somehow in the layers of the impenetrable glaciers. From the gods came man, crafted from the wood of the first tree. From the bodies of  giants came the land, the oceans, the sky. From their blood  came dwarves, the maggots that came to feast upon the corpse the gods had left.

The dwarves know that they have p…