Tuesday, 17 December 2013

LotFP House Rules

Following my purchase of the Lamentations of the Flame Princess Weird Fantasy RPG (reviewed here), I have of course been thinking about what kind of game I would run with it at some point.

The main idea that's popped into my head is to run some games in the Wormwood campaign setting that Greg Gorgonmilk and I are working on (and which is planned for publication at some point). Wormwood is still in development, so its final form is still in flux, but it's shaping up to be a creepy, quirky, pseudo early modern period fairytale setting, which seems perfect for some LotFP-style adventures!

Like any DM worth his salt, I have thus -- as first order of the day! -- been thinking up some house rule tweaks to emphasize the desired tone.

Towit:

More Skills
The LotFP skills system is just begging to be expanded with a few setting-specific additions. I'm thinking about:
  • Medicine: identify herbs, minor healing capability.
  • Arcane dabbling: use wands & scrolls. Chance of things going badly wrong if the skill roll fails.*
  • Sense magic: spend one turn to detect whether a single object, creature or 10' square area is enchanted.
  • Appraisal: accurately value treasures.
  • Lore: know stuff about history or legend.
  • (Maybe) Performance: influence people by making beautiful music, telling gripping tales, dancing like a sylph, etc.
(The latter two were inspired by Beedo's post about an LotFP bard / skald.)

* Note that all characters would thus have a 1 in 6 chance of being able to read the magic words on a scroll and unleash the arcane energies locked within. For your average adventurer this would, of course, be highly risky though, and probably only a last resort.

Class Cuts?
I would run the setting human-only, so that cuts out the dwarf, elf and halfling classes. Aside from that, I've got this thing about stripping down classes to their bare essentials, and the flexible simplicity of the skill system sort of encourages this.

A couple of further ideas I've been considering:
  1. Remove the specialist class and simply give all characters a certain number of skill points per level. That way, a fighter could have a sideline in sneakiness or a magic-user could dabble in bushcraft.
  2. Remove the cleric class and replace divine magic / favour with a "piety" skill. I don't yet have a clear picture of exactly how this would work, but I'm envisaging some kind of system where characters can pray at shrines in order to receive blessings from saints or deities, which could then be used like spells.
Putting both of those together, one would end up with only two classes: Fighter and Magic-User. I'm not sure if I'd go that far, but it's an interesting idea to think about.

Sunday, 8 December 2013

The Complete Vivimancer: Layout Complete!

Just a quick update on the progress with The Complete Vivimancer. This weekend I've been very busy (and productive, thankfully) applying the changes suggested by the editor (Tim Snider of the Savage Afterworld -- many thanks Tim!) and finalising the layout of the book.

As much as I'd like to, I'm obviously not in a position yet to share the fruits of my labour with you, gentle reader, but I must say I'm very pleased with how things are shaping up. I feel the layout in this book is a real step up from what I did before for Theorems & Thaumaturgy.

So now it's off to Cadanse for illustration. I'll keep you posted!

Monday, 11 November 2013

Underworld Lore: Dungeon Disappearances Table

You know how sometimes you're in the middle of a dungeon delve when the end of a session comes? And you know how sometimes, try as you might, you can't arrange for all the same players to come to the next session?

What's a self-respecting DM to do in that situation? Simply let the other players run the now directionless character, like this guy? (Not recommended.)

Why no! Any self-respecting DM would simply roll on the following table to determine the fate of the playerless PC!

(All effects are temporary, restoring the PC to his normal state upon the errant player's return.)

Character's Temporary Fate
1. Disappears in some freak act of teleportation.
2. Turns to stone. 50% chance real stone, 50% chance fake polystyrene stone.
3. Miniaturized.
4. Turns into a figment – cannot interact with anything, cannot pass through solid objects.
5. Kidnapped by: 1. shadows, 2. demons, 3. imps, 4. rats, 5. angels, 6. a murder of crows, 7. ghosts, 8. reptile-men cultists, 9. ex-girlfriend, 10. chaotic evil gnome vivisectionists, 11. giant subterranean lagomorph, 12. random deity.
6. Absorbed into the ground, wall or ceiling.
7. Falls into a faint and cannot be roused.
8. Character is turned into a frog by pixies. Another character must carry them for the entire session.
9. The character turns out to be a doppleganger. The real character is back at the tavern tied up and naked in the storeroom.
10. The character turns out to be a doppleganger. The real character is held by monsters somewhere in the dungeon!
11. The character was a hallucination of the other others and wasn't with them in the first place.
12. Character and all equipment is transformed into a pink mule, complete with (empty) saddle bags.
13. Turned into a gold coin that has fallen into the treasure when no one was looking.
14. Abducted by scientists, via a time travel/teleportation device and subjected to annoying, tedious and ill-informed questions about "the past," then finally returned to his own time.
15. Kidnapped by Glasya, daughter of Asmodeus, who needed a last minute date for a swanky party in Nessus.
16. As 15, but it's an intime soiree and the PC gets to sit at a dinner table with the Big Man himself.
17. PC falls into a rupture in time-space and is immediately deposited at the time and place, most convenient for the DM.
18. PC is abducted by aliens, probed, then returned.
19. The gods decided to put mankind on trial. Guess who got to appear and testify for the whole of humanity.
20. PC is whisked away to a dimension where they are fed midnight tomatoes by beautiful women, lying on a chaise longue.
21. Character transformed into an incredibly lifelike tattoo on one of the other PCs.
22. Character disappears and is replaced by a sheet of paper covered in stats describing their abilities and equipment.
23. The PC becomes morose and depressed, and fades into the background, all but forgotten by his party and everything around them.
24. Dragged into a chasm by skeletal hands which erupt from the walls or floor.
25. Turned into a guard dog with same number of hit points as character in normal state. If spellcaster, can only cast single-finger somatic cantrips using tail.
26. Character disappears and is replaced with life-size parchment cutout illustration of the character.
27. Turned into a turnip and placed in the cook's supply bag.
28. Transmogrified into eight year old boy in short pants dragging stuffed tiger, both of whom refuse to speak with the party.
29. Turned into inanimate statue melded to floor. Any attempt to chip away at statue will result in appropriate damage to character's feet next game session.
30. Turns out the character was never with the group to begin with--it was all a dream.
31. Turns into a hat. Hat may be worn by another party member and provide an appropriate AC bonus equal to one third the character's normal AC (round up).
32. Accidentally frozen in magical ice by Wixard the Wise, absent-minded professor of dungeon physics, who was experimenting with spell sending using a scrying crystal and hit the character by mistake (he thought the area was deserted and was aiming for some nondescript feature of the room).
33. Turns into a deep crimson Blood Shadow and oozes into the nearest shadows...
34. Character spins wildly and disappears into an opening into the floor that just suddenly appeared. Above the where the opening appeared is now a glowing sign that states "Insert 1 Silver Piece to Resume Play."
35. The character is replaced by an indestructable, balloon sculpture of him or herself.
36. Teleported to a far off dungeon to play patty-cake with Dungie...
37. Melts into a puddle of bio-flesh and seeps down the cracks of the dungeon.
38. PC is replaced by a Dark Stalker/Dark Creeper - whichever fits the bill better.
39. The character turns to a fine mist and is sucked into a bottle that was conveniently nearby.
40. Is smote by a lightning bolt out of the blue - all that remains is a scorch mark.
41. Suddenly doused by water, dissolves into a puddle of slime. What a world, what a world!
42. Flies up, up and away (through the ceiling/roof if necessary).
43. Everyone finally notices the goatee - this is actually the evil alternate dimension version of the character, who must be fought or chased off. The real version is drinking back at the pub.
44. Left behind when the party moved on from their camp, still sleeping, exhausted from adventuring so much.
45. Was called away by family or friends to do whatever the player missed to game for - wedding, funeral, a party he thought would be more fun, a date, etc.
46. Sipped from a fountain that made him fall asleep.
47. Accidentally gazed into a full Mirror of Opposition, freeing some scrub who was in the cell he entered. Next time he plays it'll be because a goblin looked in and took his place or something.
48. Imprisoned by a weird cult that (1) did experiments on him, (2) gave him a sweet face tattoo, (3) indoctrinated him, (4) fed and clothed him.
49. Swallowed by a dungeon best and carried around for some time until he was ejected out the other end as inedible.
50. Last thing he heard was that you guys were going back to town. You didn't go back to town? Then why did you tell him you were going back to town? ... Ohh, I get it. You guys found a good Fighter item and you don't want me to have it. I see how it is.
51. A bout of Dungeon Diarrhea came upon him so quickly and powerfully that he was forced to flee to the nearest latrine.
52. He noticed a goblin with a trench coat, "hey buddy, wanna buy a magic ring?" but got jumped by goblins when he split off from the party.
53. Was just strolling along in the back not paying attention, took a wrong turn, found himself alone in the dungeon.
54. Saw something shiny, stopped to pry it out of the wall. By the time he found out it was just a silver piece someone jammed in there everyone else had moved on.
55. Sat down on a big mushroom to take a break and the spores drove him mad, forcing him to do everything he had just done backwards until he got back into the sunlight.
56. Just having a bad day, sick and tired of dungeon rot and hard floors, decided to go back to town and sleep in a real bed for once. Screw you guys! Screw this dungeon!
57: Primadonna isn't getting what he wants, refuses to participate, storms back to town. I'll be in my trailer!
58. Found a baby monster and is struck by sudden maternal instincts, needs to go back to town and buy a crib, paint the second bedroom, etc.
59. Shoes have finally worn all the way through. You didn't know he needs special shoes? This is gonna take a while, if you need me I'll be at the cobbler patiently explaining what he's doing wrong with my order.
60. Back strain! Hauling all those unsecured, heavy loads of gold has finally taken its toll. This is going to take a few days of physical therapy, he's got to file the worker's compensation paperwork, get some ice on it, etc.
61. Oh got I can't take any more rats, squirmy things, crawly things, chittering things, JUST ENOUGH! I can deal with the monsters we kill and they just lay there but you can't squish all the little spiders and worms and they're just EVERYWHERE down here! Need a spa day to wash up and relax, get his gear dry-cleaned, maybe get a face peel.
62. Argument with magic sword causing friction with party members who can't hear the sword's side of the conversation. It's like listening to someone scream into a cell phone. Everyone agrees it's best if he just goes back to town for the day to cool off.
63. Turns out he was actually three halflings in a trench coat. Where is the real Jimmy?
64. Can't stop talking about his 30th level Accountant in Papers & Paychecks. Whole group unanimously votes to send him back to town for the day.
65. Keeps trying to share his lunch with everyone, but it's nothing but olives, tapenade, olive oil, etc. People become suspicious and bonk him over the helmet, revealing that he's been replaced by a clever Olive Slime. The real Jimmy is passed out at the entrance, will wake for the next adventure.
66. Stays in town because he's worried about his paladin horse / familiar / adventure animal / war dog who is real sick and might not pull through (spoiler: it was just really bad gas).
67: Can't focus on adventuring because he's halfway through a novel and he wants to finish it before anybody spoils the ending (spoiler: the vampire is exposed to sunlight and instead of sparkling dies a horrible blood-gargling death).
68: Bored with dungeon, unwilling to continue, call me when you find something good.
69: When you all waded through that flooded tunnel and counted everyone who came out, Jimmy wasn't among the group. And he's not in the tunnel. Guess he went the wrong way.
70: Spending too much time obsessing over having an accurate map. Bunch of blood smudged it in the last fight and now "it's ruined" and he has to go back to town and start over. Rest of the part grabs the map and continue without him.
71. Recently stuck on a philosophizing kick. One moment he's saying "what if we're not actually even here, guys" and the next moment there's nothing left of him but the echoes of his last words. Maybe he'll show up sometime later.
72. Stands frozen in place. Monsters ignore him. He somehow keeps up with the party. Begins moving and talking again like nothing happened when the player returns.
73. Some goblins beguiled the party into selling him. Then the money turned out to be transmuted cave fisher feces! "We'll get those goblins!" you cry as the charm wears off.
74. In the hustle and bustle of all the party members, hirelings, henchmen, cohorts, followers, itinerant townsfolk, and the ever-present menagerie of horses, mules, magical panthers, tamed watch-leopards, war dogs, civet cats, postal owls, pseudo-dragons, and caged canaries - Jimmy has simply been misplaced. His spot in the marching order was mistakenly taken up by that moronic lad from the village and nobody noticed the complete lack of contribution.
75. A sudden collapse sends dirt, rocks and strange yellow crystals crashing through the party. One crystal, bigger than a man, smashes straight into the target and smashes him straight through into the Yellow Hells. He will find his own way back through a mirror in good time, but will need a helping hand to step through the mirror back into the Prime.
76. Gets paranoia about the horses getting stolen. Leaves to protect them from thieves (no matter wether the party has horses or not or how well protected they are).
77. Character is hiding out in the harem of the Ogre King disguised as one of his wives. Has d8+1 days before his or her turn in the kingly bed.
78. Character caught in the web of an she-ettin, has d8+1 days being fed pulped insect guts before procreation followed by being eaten.
79. Character returns with hazy recollection of being 'companion to the Champignon Eternal', a moody albino myconid sorceror-fighter who roams the planes of the multiverse with a vampiric rune shroomfork battling the forces of entropy and truffle pigs. Character's pockets are stuffed with savoury black truffles with 3d6 gp, or add +1 to all rolls for a day after eating.
80. Aethermorph slips; character redirected into gap between tiles.
81. Stumbles, falls on own weapon; hidden by embarrassed patron.
82. He's still there - look! Right there! Why can't anyone see him..?
83. Jumped by member of adventurer self-help group and reformed.
84. Implausibly coloured beverage renders character sheet unusable.
85. The party know, but speak not of it; even to each other.
86. Led party into trap as agreed; slips out for reward or bumped off.
87. Sees an oddly long hair on exposed body part; pulls it, unravels.
88. Cut down accidentally or otherwise by nearest member of party.
89. Cuts down nearest member of party first; assumes new identity.
90. They fell down a pit. It's only 12-15 feet deep, but tapers tighter as it goes down, like a funnel, and they are stuck. If anyone cares to check, you might hear them complaining, grumbling, even yelling in the distance. Going back is an option of course. But that's precisely what this trap is meant to accomplish. If anyone does go back to help retrieve the prodigal party member, there are several other, similar pits arranged all around the central one, each one now activated to capture those who come back for their fallen comrade. The pit-builders lurk overhead, securely ensconced within twisty shafts and niches artfully obscured with hanging lichen, cracked bas reliefs and other bits of carefully cemented debris and bric-a-brac. They'll be coming along to check on their dinner, eventually.
91. They appear to be petrified. Actually the figure resembling the missing person is a clever forgery and the result of a minor reworking of a Passwall spell that has safely tucked them away within the nearest wall, leaving a character-shaped mass of stone in their place. The spell is still experimental, and a bit unstable. It could collapse at any minute, throwing the victim in a randomly determined direction, possibly deeper into the wall, maybe into another open space, or perhaps back where they first went missing.
92. Accidentally stung by a blue-striped Delve Urchin they didn't notice in passing. Now they sleep blissfully unaware of everything, completely unharmed, totally unaware, just sleeping.
93. They are trapped within a wall mural, locked into a 2-dimensional form and unable to escape the painted walls of this demented domain until they find a way through the flat maze.
94. They have been swallowed by a floor mosaic. You could see them down there, if you'd care to take a look. they are still alive, but stuck behind the mosaic. They appear to be slowly sinking. Living matter can push down through the mosaic in an attempt to reach the fallen party member, but anyone resting upon the mosaic directly runs the risk of sinking into it as well. When any living thing is removed from the mosaic, it comes out in fragments. Just like passing through a grater or a mosaic-shaped mesh. Perhaps there's some way to go all the way through the mosaic? Or do you pull them up, heal them, pull some more, heal again, and continue the process for however long it will take--at great personal risk, pain and cost of spells/potions?
95. Precentennial tension: proximity of 100 produces existential shearing.
96. Spontaneous combustion: Character leaves an egg, from wich he will be born anew the next gaming session his player can attend, gear and all.
97. Ate a bad pork rind; took sick to bedroll.
98. Sliced artery whilst trimming beard; off seeking medical help. Party cleric(s) refused to heal because, really, who trims their beard?
99. Stumbled upon flail snail mating ritual and was so absorbed lost track of time.
100. Off churning the buttermilk, if you know what I mean.

Contributions so far from: Garrison James, rorschachhamster, Porky, Dyson Logos, 1d30, Art Braune, Greg Gorgonmilk, Matt Schmeer, Gavin Norman, Tedankhamen, Hamel™, Tim Shorts, James Smith, Raskolnik, Simon Forster. Continued from this old post.

Let's get this up to a round 30... 50... 100... whatever, and it shall be submitted to a future issue of that esteemed orifice of dungeon wisdom, Underworld Lore. I have the gorgon-master's word on it.

Sunday, 10 November 2013

Open Call For Content: Vivimancer Supplement

Here's an idea that's been brewing in my mind for a while, since a couple of people separately made similar suggestions to me...

Would anyone be interested in submitting material inspired by the vivimancer class (see Theorems & Thaumaturgy) for a compilation?

I thought it might be fun to gather some supplemental material for the class together from the minds of various people. If enough contributions were made, I'd add some material of my own, edit it together and lay it out as a free PDF for people to download.

The sort of things I'm thinking of:
  • Descriptions of important NPC vivimancers; or guilds, colleges or associations of such.
  • New vivimantic magic items.
  • New monsters created by vivimancers' research.
  • Wizards' lairs or other short adventures featuring vivimancers and/or their creations.
  • Any illustrations on the theme.
Note that I'm not so much thinking of new spells... with the upcoming release of The Complete Vivimancer, I think I have that covered for now ;)

Edit: I completely forgot to mention: the supplement will be released under the OGL and the Labyrinth Lord compatibility license. Feel free to write stuff in other formats, as long as it's easy for me to convert to LL.

Edit again: I don't have any strict deadline in mind for this, but was thinking of getting submissions gathered by January(ish), say, to commence editing & layout then.

Thursday, 31 October 2013

The Complete Vivimancer: Update

Just a quick update to say that the first proofreading round on The Complete Vivimancer is now complete!

I have a few alterations to make to the text, based on the proofreaders' feedback, and when that's done I'll be sending the book off to the editor. Layout looks like it might be a month or so away, which means that I'm looking pretty well on schedule for a winter release.

Many thanks to Noah Stevens, Art Braune and Sándor Gebei for their invaluable assistance and advice!

Sunday, 6 October 2013

The Complete Vivimancer: Finished Draft!

For those who are following the progress of my new book: good news! I have just put the finishing touches on the draft.

This means that the writing is basically finished. The text is now going to start its (hopefully not too perilous) journey through the land of proofreading, via the forest of editing, with the eventual goal of reaching the mountains of layout and the palace of pristine perfection which is known to mortal men as "lulu.com".

At this stage we have:
  • 83 pages, A5/digest size (including 2 pages OGL).
  • Over 130 new* spells.
  • 40 new magic items.
  • 2 appendices (psionic powers & mutations).
  • Guidelines for laboratory construction and the keeping of experimental subjects.

* New spells as compared to those in the standard Labyrinth Lord rule books. Compared to Theorems & Thaumaturgy, I think I have about 70 new spells.

Friday, 4 October 2013

Brave the Labyrinth: Issue 2 Out Now!

Issue 2 of Pete Spahn's Labyrinth Lord fanzine "Brave the Labyrinth" is available now! You can get it as pay-what-you-want PDF or in print.

My contribution to this issue is the arch-illusionist Neem the Inscrutable, master of mirror magic. The article includes 5 new spells and 4 new magic items of his creation.

Go get it!

Saturday, 28 September 2013

The Complete Vivimancer: Sneak Peek Spell List

At long, long last, I think I can say that the spells in The Complete Vivimancer are, well, complete!

As a small celebratory gesture, here's the list in its fullness. For details of what all these spells actually do, you will of course have to hold out until the book is published. Such is life.

(No idea how to make a nice column layout for this in a blog post, so you'll just have to make do with an inconveniently long list.)

1st level
1. Bind familiar
2. Blood rupture
3. Bonewarp
4. Creeping homunculus
5. Detect poison
6. Echo location
7. Edibility (reversible)
8. Elasticity
9. Entangle
10. Flesh pocket
11. Flesh shape
12. Hormone control
13. Hyperolfaction
14. Jump
15. Meld flesh
16. Muscle control
17. Mutate breed
18. Natural weaponry
19. Ooze
20. Pheromone surge
21. Read magic
22. Reptilian metabolism
23. Scentlessness
24. Skein
25. Skin transformation
26. Sleep
27. Speak with animals
28. Spider climb
29. Spore cloud
30. Vitality surge

2nd level
1. Accelerated healing
2. Accelerated immune system
3. Accelerated metabolism
4. Adapt appendage
5. Arcane sight
6. Clone plant or animal
7. Decay (reversible)
8. Drone
9. Enlarge breed (reversible)
10. Face absorption
11. Fungal growth
12. Infravision
13. Insect messenger
14. Instinct
15. Leeching touch
16. Life energy protection
17. Nauseating stench
18. Neural surge (reversible)
19. Pair bonding
20. Polyvorousness
21. Psionic surge
22. Spider skein
23. Staunch blood flow
24. Symbiotic familiar
25. Transparency
26. Venom
27. Water breathing
28. Warp wood
29. Web
30. Web walk

3rd level
1. Absorb equipment
2. Accelerated reproduction
3. Anthropomorphism (reversible)
4. Appendage growth
5. Cannibalize
6. Cannibal rage
7. Carapace
8. Divide body
9. Feign death
10. Fly
11. Gelatinous transformation
12. Genetic location
13. Hibernate
14. Insect swarm
15. Leech blast
16. Mutagen
17. Natural weaponry, improved
18. Neural encoding
19. Neutralize poison
20. Overgrow (reversible)
21. Paralysis
22. Repel vermin
23. Revert biology
24. Spying homunculus
25. Synaptic trigger
26. Vats of creation

4th level
1. Animate vegetation or fungus
2. Chimera I
3. Clone monster
4. Detach (reversible)
5. Fungal zombie
6. Hive mind
7. Hive sight
8. Immunity to disease
9. Insanity
10. Mind slave
11. Plant metabolism
12. Plant symbiosis
13. Polymorph others
14. Polymorph self
15. Slime blast
16. Speak with plants and fungus
17. Spore blast
18. Swarm transformation
19. Wall of ooze
20. Weltmark

5th level
1. Animal growth
2. Anti-plant shell
3. Devolution
4. Divide mind
5. Immunity to poison
6. Nature's secrets
7. Psionic awakening
8. Regeneration
9. Transfer pregnancy
10. Vats of regeneration
11. Venomous blood
12. Wall of thorns

6th level
1. Anti-animal shell
2. Charm plants and fungus
3. Chimera II
4. Flesh blast
5. Impregnate
6. Life cycle
7. Organ transference
8. Repel wood
9. Synaptic reprogramming
10. Transformative pupation
11. Vats of reincarnation
12. Virus

7th level
1. Genetic memory
2. Genetic spell encoding
3. Infestation
4. Instant adaptation
5. Mind mask
6. Parasitic implantation
7. Regeneration, greater
8. Replicate life-form
9. Spark of life
10. Vats of creation, greater
11. Wall of claws
12. Xenogamy

8th level
1. Chimera III
2. Clone
3. Explosive growth
4. Genetic conduit
5. Genetic resequencing
6. Mass devolution
7. Neural absorption
8. Organ transference, greater
9. Regenerative pupation
10. Shape change
11. Stabilize mutation
12. Survival of the fittest

9th level
1. Artificial intelligence
2. Cannibal holocaust
3. Clone self
4. Creeping doom
5. Dispersed mind
6. Extraordinary regeneration
7. Extinction
8. Genesis
9. Immortality
10. Mutagenic zone
11. Progeny
12. Temporal stasis

I do actually have a few more spells which I'd like to fit in there to fill out the third level list to a round 30 as well, but I'm getting excruciatingly close to the 88 page limit which I have set myself (which also happens to be the maximum number of pages in a lulu A5 saddle-stitched book), so thought it better to hold off for now until the magic items section is finished and I know if I've got any space to play with!

ps. The eagle-eyed vivimancer fanatic may notice that some spells have been renamed, moved, even removed when compared to the spell list in Theorems & Thaumaturgy. You are correct. I've taken this as an opportunity, with hindsight, to tweak a few bits and pieces in the spells.

Saturday, 21 September 2013

Looking for Conceptual Proofreaders!

As I mentioned in my previous post, my new book The Complete Vivimancer is nearing completion. Before launching into the layout / publishing stage though, I'd like to get some other eyes over it, to check its integrity. Now, at this point I'm mainly talking about D&D stuff:
  • Spells too high / low level?
  • Under / over powered?
  • Mechanical oversights?
  • "What about if someone tried this?"
That sort of thing. Of course if any grammar errors are spotted along the way that's cool, but that's not the main thrust of what I'm thinking here. I just want to get some other D&D players to look at it and see if it all makes sense and seems consistent.

If anyone's interested in helping out in this way, I can offer the following:
  1. Your name in the credits.
  2. A free copy of the final PDF.
Contact me via any means possible! I would suggest a comment on this post, a message on google+ or an email (see sidebar).

Sunday, 8 September 2013

Announcement: The Complete Vivimancer

As observant readers of this blog may have noticed, I've had something vivimantic brewing. The process of genetic resequencing is far enough along now that I'm ready to announce what I've been up to.

The Complete Vivimancer
  • The ultimate guide* to magic of mutation, flesh warping, neural manipulation and genetic meddling.
  • Includes all vivimancer spells from Theorems & Thaumaturgy, plus about 70 entirely new vivimancer spells, including laboratory procedures for breeding, mutating and cloning life-forms.
  • All vivimancer spells from the Labyrinth Lord Advanced Edition Companion reproduced, for convenient all-in-one reference.
  • Guidelines for setting up a laboratory and running experiments.
  • A multitude of new vivimantic magic items.
  • A5/digest size, for use at the table.
  • Fully illustrated.
  • 100% Open Gaming Content.

Coming late 2013! (PDF & print-on-demand)

* perhaps more accurately, my ultimate guide ;)

Sunday, 18 August 2013

Impressions: LotFP Rules & Magic Hardcover

I recently received a copy of the Rules & Magic hardcover of James Raggi's Weird Fantasy RPG. I'd skimmed through the free (art-free) PDF version in the past, but, obviously, now owning it as a physical book, I wanted to give it a proper read through. I'm sure almost everyone reading this is already familiar with this rule book, so this won't be an in-depth review. I did however want to write a little something about it, and point out a few things which stood out to me, and my overall impressions. I've only completely read the rules section of the book so far (the magic section still awaits), but I did read it in its completeness, "cover to cover", without skipping over any bits like "oh yeah, whatever, I know how to roll ability scores".

Bullet list ahoy:
  • I really like this rules set. It strikes a delicious balance between cleaving to tradition and adding its own little twists. A lot of the twists added are in line with my own philosophy and taste. I could definitely envisage running a campaign using these rules.
  • It was fun to actually sit down and read an RPG rule book straight through. I seldom buy new rule books. I'm a massive proponent of Labyrinth Lord / Basic D&D, which I know like the back of my hand, so only ever skip around in the books to look things up.
  • The prose is written in a style which is at once very clear and very atmospheric. A job well done. I would guess this is at least in part due to the fact that this text has gone through several (2? 3?) editions by this stage.
  • Having said that, I did notice a couple of editing / proof-reading errors. (One unfortunately in the first couple of pages, which set me on edge a bit.)
  • The firearms appendix at the back is super useful. A lot of research has obviously gone into it, but it presents game rules which seem easy to use, without getting too bogged down in historical realism. I would definitely allow firearms if I were to run a game with these rules.
  • The art is of a very high quality, and does a lot to convey the kind of atmosphere James is trying to promote. There are a lot of black & white pieces scattered around, which have a nice slightly sketchy quality to them, with some pleasant use of thick black lines. In the middle there are a bunch of gorgeous colour plates, most of which I'd seen before -- I guess from following James on G+. I must say though, I was very surprised to find them all clumped together in the middle of the book. This struck me as odd, but I can only assume it was due to some technical reason as part of the printing process. I'd been expecting them to be distributed through the text, like the colour plates in the AD&D 2nd edition books were.
  • The one picture I didn't like is the one of the elf -- too silly.
  • The book itself, it goes almost without saying, is also of very high quality. I'm really glad I waited for a hardcover version of this to come out.
As an addendum, I also read the important bits of the Open Game License. You know, those 2 pages of tiny text at the back of most OSR stuff. I was delighted to discover the following:
Open Content: All text not specified as Product Identity.
Product Identity: All images, graphics, layout design and the LotFP and Lamentations of the Flame Princess names.
So that means that the entire text, apart from the use of the words "LotFP" and "Lamentations of the Flame Princess" is Open Game Content, and can thus be used in other OGL products (or used as a basis for house-ruled versions of the game). Kudos to James!

Wednesday, 14 August 2013

Link: The Book of Miscellaneous Spells

Via a google+ post by Peter Fröhlich, I just came across the marvellous looking Book of Miscellaneous Spells.

I've only had a quick skim through it, but it looks like there's some really nice stuff in there. Apart from the different approach of not presenting new classes, it reminds me a lot of my own Theorems & Thaumaturgy. Especially in the way the book's development is described in the introduction:
"This supplement started life on June 19, 2011 as a spell posted in the Workshop Thread on the Dragonsfoot Forums. The first spell posted was Lighten Load (not my best work, but I've included it from a sense of sentimentality). I would probably never have taken the next step, pulling together a compilation, if winemaker81 (Bryan) hadn't put the concept in front of me. In many ways, he deserves a lot, if not most, of the credit for this. I had no idea at that time that a single spell was going to lead to the crafting of over 150 spells."
Compare that to what I wrote in my introduction:
"...the seeds of this project were planted several years ago, when I'd just started playing old-school D&D again, in the form of AD&D 2nd edition. I began writing some spells to fill out two of my favourite schools of magic: necromancy and dimensionalism. Shortly afterwards I discovered the unstoppable explosion of creativity that is the Old School Revival / Renaissance and began to share some of my creations. The positive feedback I received from the community inspired me to write more, and more, and more spells... and now here you are with this book."
 Definitely worth checking out!

Sunday, 11 August 2013

New Vivimancer Spell: Nature's Secrets

A little taster of what I've been working on recently.

This spell is basically a mixture of the druidic commune with nature and the magic-user's contact other plane, with some vivimantic flavour and twists.


Nature's Secrets
Level: 5th
Duration: See below
Range: ½ mile radius per level

This spell grants the vivimancer the ability to interpret information from the subtle whisperings of plants, fungi and creeping creatures of the undergrowth. The spell may be used in two ways, as follows.

Firstly, the caster may gain mundane knowledge of the area within range. One fact per caster level may be gained, from among the  following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of powerful unnatural creatures, or even the general state of the natural setting. It takes 1 turn to cast this version of the spell.

Alternatively, the caster may delve deeply into the alien intelligence of the natural world in order to receive advice and information on any subject. The vivimancer may ask as many questions as he wishes, and will receive answers in the form of riddles or cryptic statements with a 75% chance of containing hints at the truth – the vast and subtle intelligence of the natural world is so radically different to human intelligence that straightforward answers can never be obtained. Each question asked in this way carries with it a risk of insanity, as the caster opens himself to the inhuman mind of nature. A saving throw versus spells is required, with failure causing the caster to be afflicted with a form of insanity lasting for 1d4 weeks. The saving throw is penalized by -1 per question asked beyond the first. This process takes one hour per question asked.

It is known that some vivimancers drive themselves into a state of permanent insanity through seeking deep knowledge of the universe in this manner.

Sunday, 4 August 2013

Ix -- The Metamorphs of Hul Nostra

Hul Nostra, city of metamorphs (see Ix campaign map).

This city's proximity to the mutoid wastes has caused a variety of unusual human-variants to arise. These make up approximately 30% of the population.


Pandrogynes: Sex changes on a periodic cycle, usually over the course of a year. Male -> hermaphrodite -> female -> sexless -> cycle restarts. If a pandrogyne becomes pregnant during its hermaphrodite or female phases, the sexual cycle pauses until the child is born.

Bimorphs: Have two distinct forms, usually both the same sex. Change between forms is voluntary but takes 1d4 days. Drugs exist which can accelerate this transformation.

Monoforms: Beings whose bodies adapts to match that of those around them, over a period of several weeks. Monoforms living in mixed company attain a kind of in-between or average state of those around them. Settlements consisting purely of monoforms are made up of identical individuals, and are sometimes mistaken for clones. When in the company of a single individual, a monoform can eventually achieve an exact mimicry.

Phagomorphs: Those who take on the appearance and characteristics of the beings they consume, by genetic absorption. Phagomorphs typically die young, as they develop non-human physiology which is unable to support their bodies. However rumours tell of specially trained (and carefully nourished) sects of phagomorphs engineered to exhibit powerful animalistic traits.

Changelings: An extremely rare form of metamorph -- one which can change its form at will. True changelings are valued for their talent as spies and assassins. Changelings are unable to reproduce, and thus cannot be deliberately bred.

Monday, 22 July 2013

Introverts and Extroverts in Gaming

Well, this is going to be something of a first for me: a post relating to a sociological / psychological aspect of gaming. Not a topic which I normally have much insight into, or even much interest in generally, but this just occurred to me and I realised that it's something I've actually never seen explicitly discussed before, so would be very interested to hear other people's input.

For the sake of discussion, let's say there are three (very broad) types of people: introverts, extroverts, and people who are either somewhere in the middle or who can switch / go both ways.

I am the classic introvert. Quietly spoken, often blending into the background in groups unless specifically involved, preferring small intimate situations to big open ones, and so forth. (This is a personality trait for which I've inwardly criticised myself for much of my life, and have only in recent years come to accept as both normal and ok, but that's another topic...)

My gaming group also tends (I would say) towards the introverted end of the spectrum. My regular group has a mix of introverted and "in the middle" people, but no one whom I would immediately and unreservedly describe as an extrovert.

Thinking about other people I've played RPGs with over the years, I can see a strong pattern: I favour other players who are on the introverted end of the spectrum. Indeed, the fellow gamers whom I've gotten on least well with over the years were all strong extroverts.

Of course, as I am almost always on the DM's side of the screen, the fact that my group is on my preferred end of the intro/extroversion spectrum is likely no coincidence -- I've probably selected such players in order to form a group to my tastes.


Noticing this pattern and preference is the first interesting thing.

The second thing, however, is the (to me) somewhat radical idea that there must almost certainly be gaming groups out there which are composed of people on the extroverted end of the spectrum! It's really something I've never given any thought to.

So what I'm now really interested to hear is what other people think about this. To me the typical role-player is the quiet / nerdy type, but I know there are extrovert role-players out there -- I've met them! To what proportion and in which combinations they exist is something I find quite fascinating.

Saturday, 13 July 2013

Spell Layout 2

Following on from the discussion around yesterday's post, and the very helpful feedback people here and on Google+ gave, I've been playing around with possible page layouts again.

Here's what I've come up with. An A5 single-column layout, but with a kind of side-bar sort of thing. I like it a lot.


Any further thoughts or feedback?

Thursday, 11 July 2013

Spell Layout -- Thoughts?

As part of a new super secret (not any more ;) project I'm working on, I've been fiddling around with possible page layouts for spell listings. (See... though my posting here has dropped off a bit lately, I am far from idle.)

I've come down to two fundamental possibilities, and I'm not sure which is best. So I thought I'd post examples up here to see if anyone has any thoughts.

Note that both these example layouts are rough. You need to ignore things like paragraphs wrapping over columns -- that stuff will be sorted out when I get to the layout stage of the document for real. For now it's just playing.

The first possible layout for a spell list is the traditional 2-column layout on an A4 / letter size page.


The alternative layout which I've had in mind is a single column, A5 / digest size page. I like digest size books a lot, so wanted to experiment with this format.

As you can see, the 2-column layout actually fits more text in the same amount of space, due to more efficient paragraph wrapping and less margins overall, I presume. You may also notice that I've gone for the traditional spell listing by level here. One advantage of this, in terms of layout and page usage, is that I don't need to specify what level every single spell is -- a nice side-effect.

Another small point of interest is the way I've put the Duration and Range on a single line. I'm not totally sold on this, but thought I'd give it a go.

So, what do you think? Any feedback / advice would be most welcome!

Tuesday, 2 July 2013

Brave the Labyrinth -- Issue 1 Out Now!

Just a heads up that the first issue of Pete Spahn's Labyrinth Lord fanzine Brave the Labyrinth is out now! It's available in print or pay-what-you-want PDF at RPGNow.

Contained within is a submission from myself including 6 new vivimancer spells. If you liked what you saw in Theorems & Thaumaturgy, get on over to RPGNow for a refresher dose of flesh warping!

ps. Actually, I'd recommend that players in my Labyrinth Lord campaign who happen to read this don't look at the article with the new spells, as it might spoil some surprises down the line.

Saturday, 1 June 2013

Wild Magic -- Take III

As a DM I am renowned for my love of randomness and for my love of tables, so it's no surprise that I'm very much enamoured with the idea of a class of magic-user whose enchantments lack the technical reliability of the standard D&D spells.

The topic of wild magic is something I've mused on several times before, but which I've never really reached a very satisfying conclusion with.

I started work a while back on a new concept for a wild magic-user class, but forgot to post it. So here we go.

The basic concept I had in mind is that wild magic would, purely from a game rules point of view, work identically to the normal, time-honoured magic-user class. A set list of spells, of which a fixed number may be memorized by a wizard, the quantity depending on his level. No random tables of spell effects, no wild surges, etc. The standard D&D rules for Vancian magic are simple, elegant and (relatively) fast in-play, all features which wild magic systems, with their frequent profusion of random tables, often threaten to quash.

So without random tables or wild surges where then does the wildness come into play? My idea was that the nature of the spells themselves would provoke wildness and chaos. So these spells often wouldn't be valued  for their practical application, but rather for their ability to alter existing situations by introducing a random or unexpected element.

My guideline is that the randomness of these spells should not be purely of the "it might be good or bad" variety -- for example a spell which deals damage to a random target within range (caster or allies included). Spells like that aren't fun to cast. It's just Russian roulette, and if the "bad" result comes up the caster feels like he's wasted one of his precious spell slots.

Instead, wild spells should focus on effects which throw unpredictable curve balls into the game.

Here are a few ideas along these kind of lines.

I'm very interested to hear anyone's thoughts on this idea, and if you think it sounds like a feasible and fun approach.

Existential Instability
Level: 2
Duration: 1d6 rounds, +1 per level
Range: 60'

A targeted object begins to randomly fluctuate in and out of existence. The affected object must be within range, visible to the caster, and have no dimension larger than 1' per caster level. If the target is in the possession of another creature, the owner may make a save versus spells to resist the instability.
At the beginning of each combat round, the Labyrinth Lord should roll a die. If the die comes up odd, the target disappears; if the die comes up even, the target exists as normal.
Doors, walls, weapons, suits of armour, magic items, etc are all viable targets for this spell.

Juggling
Level: 1
Duration: Instant
Range: 30'

This spell causes the objects held in the hands of all creatures within range to take on a life of their own, leap into the air, and fly into the hands of someone else in the affected area.
For each held item, the target may make a saving throw versus spells to keep hold of it. If the save fails, the Labyrinth Lord should randomly determine to whom the objects flies. The receiver automatically catches the item.
Wise casters make sure to stow away any important items before casting this spell.

Mood Modifier
Level: 1
Duration: Instant
Range: 30'

All intelligent creatures within range are affected by a sudden change of mood. The following chart can be used to determine what mood strikes. If the randomly selected mood is too close in character to the prevailing mood before the spell was cast, the Labyrinth Lord may allow a re-roll.
Creatures of higher than 4HD (or 4th level) are allowed a saving throw to resist the spell's effects.

Mood modifier, result
1d10 Mood
1 Anger
2 Conviviality
3 Fear
4 Boredom
5 Lust
6 Earnestness
7 Whimsy
8 Ecstasy
9 Aggression
10 Capriciousness

Tuesday, 21 May 2013

Brave the Labyrinth Fanzine Accepting Submissions

Just spreading the word that Pete Spahn's new fanzine for Labyrinth Lord, "Brave the Labyrinth", is looking for submissions by the end of May.

See here for the details.

I've submitted a description of an arch-mage, his henchmen, a special magic item he owns, and some unique spells in his repertoire.

Monday, 20 May 2013

Tear, City of God -- Finished Hex Map

Here is the (initial) finished version of the hex map of the City of Tear -- Seat of the Empire. The city will form the foundation of the Dying Sun campaign.

As you can see, there are still many many empty hexes. So far I've only marked on the most important features of the city, the landmarks which are known to anyone who lives there. As the campaign progresses I'll no doubt add lesser known features that the PCs come across.


Places of Note in the City of Tear

The Plateau of Radiance
The Great Hayyem Tree (1006) – The mighty tree which shades the imperial city and brings forth life from the barrenness of the desert. The holy waters of lake Jzan well around the base of the Hayyem.
The Floating Palace of Radiance (1007) – Built upon the pristine waters welling at the Hayyem's base. Here dwells Zyklor, God Emperor.
The Arch-Hierophant's Palace (0909) – On the west bank of the River of Tears, upon the imperial plateau.
The High Temple of Zyklor (1109) – Administrative centre of the Templars, on east bank of the river upon the imperial plateau.
Cliff Fortresses (0805, 1004, 1205) – An army of countless strength is maintained in these three fortresses dug into the cliffs at the north edge of the plateau of radiance.

The Military Quarter
Here lie the training centres, garrisons and military academies of the Templars.
The Garrison (1310) – This vast and forbidding fortress stands on a hill at the base of the Plateau of Radiance, looming over the city.
City Grain Stores (1211) – For use in times of famine or strife, the Templars keep a stockpile of grain in these large sandstone buildings.

The Silent Quarter
This district of Templar necropolises and libraries lies nestled between the western wall and the cliffs of the Plateau of Radiance. A few residences are also found here, of a few selected upper-class citizens who are close to the Templar administration.
The Tomb of the Faithful (0707) – A private temple where the remains of Templars for many generations past are interred.
The Inner Temple (0708) – The fortified library and records bureau of the Templars. It is rumoured that records on every citizen of Tear are kept here.

The Break
A semi-derelict city district, where the lowest of the low dwell in abject poverty.
The Chasm of Skulls (0508) – In the midst of a ruined plaza yawns a wide pit lined with skulls. The chasm is of unknown antiquity and origin, and most sane folk avoid it entirely. A spiral stairway descends into the depths, and rumours speak of a cult dwelling in these ancient catacombs who can revive the dead.

The Floating World
A district dedicated to the whims and fancies of the richest inhabitants of the city.
House of the Serpent (1608) – A walled palace where the city's elite indulge in unknown pleasures in the exotic glades, gardens, spires and halls of the mysterious Serpent Mistress.

The Flak District
Populated mostly by workers in the city's steel mines, this grim and crumbling district also has a strong military and Templar presence.
The Jade Asylum (1808) – In addition to the “treatment” of the critically insane, this forbidding, monolithic fortress is rumoured to also be used as a prison for political dissidents. The name of this awful place is presumed to be ironic.

Shale
A city quarter with wide thoroughfares and a profusion of inns, taverns and entertainments. The long desert road from the Gardens of Zinn enters the city here.
The Plaza of Silks (1912) – A busy and vibrant square, surrounded by inns on all sides, and filled with musicians, entertainers and spectacles of all sorts. A wide road leads from the plaza to the East Gate, leading into the merchants' district.

The Imperial District
The River of Tears (1008 to 1117) – The holy river cascades from the Plateau of Radiance into the upper city, eventually flowing to meet the Water Ziggurat. Hundreds of streams and canals branch off from the river, and flow into the city's subterranean water system.
The Chapel of Pristine Mercy (0912) – Located at the base of the Plateau of Radiance. Primary temple and convent of the Sisters of Mercy.
Imperial Arena (1313) – Hosts gladiatorial battles – the city's most popular form of entertainment, frequented by poor and rich alike.
The Water Ziggurat (1117) – Holiest temple in the city, central barracks of the Templars. Great prison complexes lie beneath the pyramid.
The Watching Tower (1216) – A tall windowless monolith which stands close to the Water Ziggurat (1117). Psionicists sense a strange watching presence in its impenetrable interior.
The Bridge of Thieves (1113) – An ancient, elaborate and crumbling bridge crossing the River of Tears. Condemned prisoners are hung from high pylons here to die in the scorching sun.
The Prophets' Bridge (1015) – A wide bridge on which sermons are held by zealous templars. It is said that the mortar of the bridge was made from the bones of those who died in the service of Zyklor.

The District of Sighs
A middle-class residential and entertainment quarter.
The House of Om-Li (0610) – The most famed inn of the city. Well-to-do travellers and merchants favour this sprawling complex above all others.

The Gardens District
The Sedant Glades (0812) – A large meditative garden and woodland maintained by the Sisters of Mercy.
The Pools of Pandarme (0813) – A meandering series of pools, canals, tea houses and inns, owned by a conglomerate of merchants.

The District of Wells
East of the River of Tears and the imperial district, an old quarter of the city filled with wells and fountains. This is primarily a middle-class residential district.
Emerald Baths (1415) – Public bath houses with natural hot springs.

The District of Flame
So-called because of the traditional profusion of candle and incense makers in this part of the city, as well as a large number of votary shrines. The shrines here lack the ecstatic fervour of those found in the Shrines District proper, catering instead to the refined tastes of the middle-classes.
House Amber (1614) – The headquarters of this noble house, whose main interest is in the trade of jewellery, precious stones and fabrics. The complex is extravagantly decorative, with spires, domes and high bridges around a central garden.
The Palace of Oord the Magnificent (1515) – Arguably the city's most famed sorcerer (though, as many who are in the know claim, far from its most learned), Oord the Magnificent makes his home in this opulent palace of white marble. The arch-sorcerer specialises in the breeding of new animals for their beauty, and finds custom with many upper-class individuals who desire to purchase his wondrous creations.

The Merchants' District
Headquarters of the Slavers' Guild (1511) – The slavers' fortress, formed of black basalt and carved with cathedralesque intricacy, bewildering spires and turrets.
The Slave Markets (1513) – East of the arena, and south of the slavers' guild headquarters. Slaves of all races and specialities can be bought here.

The Forge District
Where specialists in metalworking and glass-blowing live and work.
House Pharm (0514) – Seat of the powerful guild house which operates metal refineries and the steel mines to the north-east of the city.

The Guild District
The Hall of Records (0715) – An opulent building constructed of ancient violet marble. Houses the libraries and administrative offices of the Templars and the guild houses.
Guild Hall Prime (0815) – Contains the meeting space where the most powerful guild houses (called the “noble” houses) meet with the Templars to decide matters of city management.

The Enclave
Draagij's Emporium (0718) – Sells genetically tailored plants and animals to the rich for exorbitant prices. The laboratories of Draagij are staffed by the sorcerers of House Mexc.
House Mexc (0818) – Base of this powerful noble house which governs much of the agriculture surrounding the city. Many sorcerers are known to be in their employ. It is rumoured that the sorcerers of House Mexc may be dabbling in the forbidden arts of the genetic manipulation of humans.

The Oil District
A strange mixture of the rich and the destitute, this district is where the product of the oil fields to the north-west of the city comes for processing and sale.
House Merlock (0311) – The oil barons' fortified home.
Hades (0312) – Smoking towers full of oil, soot, and flame. The refineries are powered by the slave labour of House Merlock.

The Ash District
Where the filth of the oil refineries to the north and the forges to the east congeals. A highly undesirable residential area where crime is high and life is short.
The Worm Vats (0412) – A hive of tall towers and deep pits where various insects, worms and maggots are bred.

The Lanterns Quarter
This lower class district is a dangerous maze of streets, filled with taverns and entertainment of a seedy nature.
Red Square (0316) – All tastes are catered for in the brothels and pleasure taverns surrounding this notorious square.

The Mud District
Home to a variety of industrial activities, the streets and air of this quarter are filled with red dust. Many lower-class workers also live in this district.
The Dag-Orm Brickyards (0219) – Principle brick manufactury of the city.

The Silk District
A quarter dominated by luxurious trade establishments, artisanal workshops and especially silk-workers.
The Worm Glades (1616) – Gardens owned by the silk merchants. The trees here are grown as fodder for the silk worms.
The Towers of Haam-Om (1517) – Principle silk manufactury of the city, these tall towers, decorated with fluttering banners, house the worms and their precious cocoons.

The Artisans' District
The Spice Markets (1619) – Spices, exotic plants, incense, perfumes and drugs are all found here.

The Stable District
A working-class residential district interspersed with stabling facilities for a variety of beasts of burden. The stables are used primarily for the care of merchants' beasts, after their long treks through the desert.
The Ixilot Yards (1919) – A fenced series of large yards and enclosures where the greatest of domesticated animals are tended. The bellowing calls of the ixilots can be heard throughout the district.

The Bards' Quarter
One of the busiest quarters of the city, this riot of tall, archaic mud-brick buildings houses a multitude of taverns and inns. They are renowned for the quality of the musicians and story-tellers who frequent them.
The House of Scribes (1915) – A tall building of many galleries surrounding a central plaza. A small fee allows entrance to the building, where poets, sages, prophets and story-tellers gather to speak to the crowds.

The Canals District
The Walled Gardens of Phantalme (0518) – Luxurious retreat for the moneyed. The gardens are said to contain plants and animals of fabulous exoticness.
The Pagoda of Masks (0619) – Infamous and exclusive pleasure palace. Guests are required to remain masked at all times.

The Scholars' District
The Manse of Lazd the Abstruse (0419) – The streets around the great sage and sorcerer's abode have taken on something of his silent and mysterious character. Lazd's birds, arrayed with rainbow hued feathers fly freely here.

The Lizard District
On the edge of the city, this district specialises in the breeding, taming and slaughter of lizards of all kinds.
The Race Arena (0521) – Screaming crowds gather here daily to watch semi-combative races of moik and ork riders.

The Blood Quarter
The Blood Ziggurat (0522) – Where sacrifices of animals and slaves are made to the great God Zyklor.
Slaughter Square (0423) – Blood runs through the gutters of this square, where stalls sell the carcasses of freshly slaughtered animals. The establishments in the streets around the square specialise in salting, curing and smoking meats.
The Beast Markets (0524) – Located just south of the Ziggurat of Blood. In addition to sacrificial goats, a wide range of domesticated and wild lizards can be found for sale here.

The Pyre District
The Towers of Ash (0820) – The oil fires of this crematorium spew streams of smoke and ash into the sky 24 hours a day. This is the lowest-class form of death rite. Run by the mysterious Brotherhood of Ash – a sub-sect of the Templars.
The House of Ash (0721) – Alms house and hospital also run by the Brotherhood of Ash.

The Sorcerers' District
The Black Plaza (1022) – The desert road passes through the gate of the sphinxes and leads directly into this wide flag-stoned square. An unnatural shade hangs over the plaza, making it a pleasant spot for relaxation, despite its slightly unnerving atmosphere. At night the plaza is shunned by all sensible folk. Rumours tell of abductions and dark cults.
The Catacombs (1122) – This eerily named residential district contains a jumble of decaying houses built atop one another. Some do indeed dwell here in a level of subterranean habitation.
The Imperial Academy of Sorcerers (0923 & 1123) – Twin towers of staggering height and forbidding aspect, standing aside the ancient Lunar Stair.
The Lunar Stair and the Gate of the Sphinxes (1023) – The gargantuan ancient southern gate of the city. Carved from dark red stone, and weathered by millennia of sand and wind.

The Commerce District
The Grain Markets (1121) – Just north of the Gate of the Sphinxes.

The Old City
Square of the Ooms (1421) – Five ancient 30' tall stone statues of humanoids with animal heads stand in this square. They are known as the Ooms and are regarded as overseers of the city district. It is said that one day the Ooms will fall, and this will prophecy the final destruction of Tear.

The Shrines District
A run-down quarter of the city, where a proliferation of shamanistic cults, religious sects, seers and prophets gather.
The Nectar Ziggurat (1521) – Place of worship and training complex for the legendary Concubines of God.
Chal-Ni Oasis (1522) – Ecstatic cult based around a series of healing pools and springs. Run by the “Baron”Bagwan Abramah.
The Houses of Bone (1722) – Tall, twin buildings with an arched alley between them. Houses the remains of the city's wealthier dead in its crypts and vaults.
The Wall of Shadows (1423 to 1922) – Partly ringing the city's south-eastern edge, this ancient wall is made of the same stone as the Lunar Stair. Upon its surface can be seen blasted outlines of giant, spined monstrosities.

Tuesday, 14 May 2013

Psychedelic Fantasies: The Fungus that Came to Blackeswell -- Review

From the moment I heard  about Geoffrey McKinney's Psychedelic Fantasies line, before the first module had been released, I knew it was a good thing, and my kind of thing.

Cheap but solidly produced modules. A short format for ease of digestion and use at the table. A focus on unrestrained imagination, as opposed to "the standard D&D tropes".

Now we have the third module in the series: THE FUNGUS THAT CAME TO BLACKESWELL.

Full disclosure: the module is written by my friend and Berlin RPG cohort Yves Geens. I guess that makes me totally biased. I do feel though that if the module was crap I'd say so. It's not. And of course Geoffrey wouldn't have published it if it was :)

Now to the reviewing part.

I received the module in the post last night, and read through it in one sitting (the advantage of the short format). I've not run it yet, but am very much inspired to do so, having read it.

The short overview of what's going on in this module is: a subterranean village famed for its odd inhabitants (a wizard and an inventor) and its unusual riches (Blackeswell pearls) is overrun by a hostile fungal infestation from the nearby Fungal Jungle. The village and its inhabitants are decimated.

(Note that, although Blackeswell is described as being a subterranean settlement, this has little impact on the adventure. It could be easily placed in an above-ground setting such as a forest, swamp or mountains.)


The main theme of the module, from my reading, is one of despair. There's an almost Raggiesque atmosphere present. Although there are none of the player-screwing-over moments or twists which we know and love(?) from the pen of Mr JER the 4th, the fate of the villagers of Blackeswell is unremittingly tragic and gruesome. I seem to recall there is one single house in the village whose inhabitants have survived with their lives and sanity (seemingly) intact. As for the rest, a twisted variety of fates has met them. Many are simply reduced to pools of gore, their only memorial being the now-futile shop signs advertising their now-ruined wares.

Good stuff. This could be the kind of module where PCs come in hoping to make a quick buck, but end up getting embroiled in trying to work out what on earth befell the village, and what can be done to stop it spreading or happening again elsewhere.

This is one interesting point about the module -- the reason why what has happened has happened is not (unless I've missed something) explicitly revealed. There are hints, and a locus or point of emanation can be discovered, but from my reading it was not clear what exactly caused the fungal infestation in Blackeswell. I'm not totally sure if this is intended or not, but it's something to bear in mind. Referees wanting to work this module into a campaign would be advised to give this topic some preparatory thought, as players will inevitably begin to wonder about what's happened in the village and try to find out what caused it.

In terms of the encounters in the module, each house contains something different. There are plenty of weird fungal horrors to fight or (in many cases more wisely) avoid, some nice treasures to be dug out from the clutches of the ever-present mycelial growths, and some interesting NPC encounters (a few villagers are still alive, and another adventuring party is holed up).

The main theme is (obviously) fungal monsters, which appear in pleasing variety. There are also elements of dimensional magic and sci-fi robotics, which lend a gonzo sub-tone to the module. Personally I'm a big fan of fantasy / sci-fi mash-ups, but strangely I felt that I would actually tone down the gonzo elements when running this adventure. I felt like I would place the focus more on this being a horror adventure, which the wackier elements could detract from. This isn't meant as a criticism -- the sci-fi elements are really well done -- just an aspect of taste as to how I would imagine running this module myself.


All in all, an excellent adventure with a deliciously weird and creepy tone. I am very much looking forward to running it! Highly recommended.

Saturday, 11 May 2013

Vivimancer -- Scent Spells

In my Ix / Dying Sun campaign, there are two types of magic-user: defilers and preservers. Anyone who's familiar with Dark Sun knows the score, although I have altered the exact effects of defiling magic in my setting (as obliquely mentioned here).

Initially when conceiving the campaign, I had the idea that it'd be great to use completely non-standard spell lists, in order to further increase the originality (as compared to "standard D&D") of the setting. My mind immediately jumped to Theorems & Thaumaturgy, and the idea that defilers are necromancers and preservers are vivimancers. Further development led me gradually away from this idea -- now shamans (a class of cleric) possess some necromantic abilities, and magic-users of both types are vivimancers, unearthing the ancient genetic magic of the long-dead sorcerer kings.

Inevitably, I decided that there also needs to be some setting-specific spells added to the standard vivimancer list. I'm doing these in the "tomes" tradition of Theorems & Thaumaturgy, on the basis of sets of spells created by high-level sorcerers over the course of their careers.

The PC magic-users' master is a character called Ohl Deezu, whom I have determined is a specialist in magic involving scent. Here are a few low level spells in his repertoire, which are open to PCs.

Hyperolfaction
Level: 1
Range: Touch
Duration: 1 turn per level

The target's senses of smell and taste are enhanced by an order of magnitude, enabling the detection of subtle scents beyond the normal human range of perception. While under the spell's effects, the target is able to perform various feats of perception similar to those which highly trained dogs are capable of in the real world:
  • The target can follow fresh scent tracks unfailingly. Tracks which are older than an hour require a successful WIS roll on 1d20, with a -1 penalty per hour since the tracks were made.
  • If the target is familiar with the scent of an individual, its presence in rooms or on objects can be identified unmistakably. Scents older than one hour require a WIS roll, as above.
  • If the target has knowledge of poisons, botanical extracts or the like, his chance to identify the presence of unusual compounds is doubled.
The spell has a single downside: the target's sense of smell is so enhanced that he automatically fails any saving throws against scent-based attacks (such as a troglodyte's stench).

Pheromone Surge
Level: 1
Range: 30'
Duration: 1d6 hours + 1 per level

Targeted against a single creature within range, this spell causes a wave of magically produced pheromones to assail the target, provoking an overwhelming sexual attraction. The target may make a saving throw versus poison to avoid the effects. If the save fails, the attraction lasts for the duration of the spell. Essentially, for this period, the caster becomes irresistibly attractive in the eyes of the target, who will do anything they can to get up close and intimate with the caster.

The spell is ineffective against targets who would not normally regard the caster as a potential mate. It thus has no effect on creatures of inappropriate species or sexual orientation.

Scentlessness
Level: 1
Range: Touch
Duration: 1 turn per level

The target's body and all items on its person are shielded by a magical anti-scent mask, making the target completely undetectable to the olfactory senses of others. As the target is rendered completely scentless, even creatures with incredibly powerful olfactory capability (such as those under the effects of hyperolfaction) cannot detect the target.

Monday, 6 May 2013

Domesticated Animals of Ix

I've written before that cats, goats and rats are the only mammals on Ix, apart from humans. All other animals are of the reptile, bird or insect families. It thus makes sense that humans would have domesticated some of these creatures for various purposes. Here are a few such beasts.


Ixilots
Gargantuan 25' long tortoise-like reptiles bred for their might and stubbornness. Ixilots are commonly found at the head of large caravans, as they can pull tremendous loads. Their shells are ringed with barbed tusks, and they bear two curved horns on their foreheads -- Ixilots are a formidable force in battle, despite their slowness.

Ixilots are a purely domesticated animal, without any extant wild relatives. The downside of the use of Ixilots as beasts of burden is their appetite for huge quantities of plant matter and water -- caravans using them have to be well stocked.


Like other animals of the tortoise family, Ixilots have the unusual capacity to enter a deep hibernation sleep. If placed in cool and complete darkness they enter this dormant state after several days, and can thence remain asleep for a span of some years without food or water.


Skanks
The domesticated lizards are bred from wild relatives which hunt the desert in packs. They have been bred into many forms, and are used for many purposes, from guards to pets. Typically skanks are in the region of 4' long, but larger and smaller species exist. They are intelligent and can be trained easily to perform a variety of tricks or functions.

The wild skank possesses a musk gland which can exude a stench sickening to other creatures. The skanks use this gland defensively if cornered. Most domesticated breeds have had the musk gland selectively bred out over millennia.


Scarabs
Giant burrowing beetles 20' long with iridescent black shells, these insects are sometimes used for pulling caravans. They are almost as strong as ixilots, and require less food and water, but are more difficult to train, being especially unintelligent and single-minded. The only way to control scarabs is by the use of certain special scents.

The raising of scarabs is a specialised and complicated art, as their maggot form is so large and voracious, and requires darkness and large quantities of dung and ash to gestate in.


Orks
Domesticated from a species of predatory flightless desert bird, these creatures are used as mounts. They are renowned for their running speed and their resilience to dehydration. Orks have a heavy, horny beak which can inflict vicious wounds. They are aggressive by nature, and have to be well trained in order to be safely used by humans.


Gajji Grubs
Gajji are a vicious species of giant beetle with horrible slicing mandibles. In captivity only very few are allowed to reach the mature form -- and those purely for the purpose of breeding. The 2' long grubs are valued for their succulent pink flesh.

Moiks
These 9' tall lizards are bred for their running speed and endurance. They stand on two legs, with small clawed fore-limbs. Their necks are long and flexible, with a sleek head.

Thursday, 2 May 2013

Tear, City of God -- Hex Map

In preparation for my Dying Sun campaign, I wanted to create a map of the capital city which the PCs will be based in. In the past, when creating city maps, I've always gone for plain paper and free-hand drawing. This time, however, I got the urge to do it as a hex map. I feel like this is a good level of scale for a city. There's no way I'm ever going to get down to the level of mapping out every single street and building, but it's nice to be able to mark on different types of district or specific landmarks. This can be achieved nicely with different hex symbols -- some representing individual important/large buildings, and some representing the general type of building or function in an area.

Another nice thing about doing it as a hex map is that, potentially, the way is open to run some sessions using the standard hex-crawl rules as PCs explore the city, with random encounter tables for the different districts. I don't intend the campaign to be focussed on this type of play, but it's certainly nice to have the option, and it sounds like it'd be fun.

I also very much enjoy drawing hex maps and love the hex-crawl format. I especially find it fun coming up with the little symbols, which is a totally fresh challenge with a city hex map, as none of the standard "mountains / plains / swamp" symbols really apply.

Here are the hex descriptions for the places which are marked on the map so far. It's pretty sparse at the moment, but enough to give some flavour.

Places of note in the City of Tear, seat of the Empire.
Listed by district.

The Plateau of Radiance
The Great Hayyem Tree (1006) – The mighty tree which shades the imperial city and brings forth life from the barrenness of the desert. The holy waters of lake Jzan well around the base of the Hayyem.
The Floating Palace of Radiance (1007) – Built upon the pristine waters welling at the Hayyem's base. Here dwells Zyklor, God Emperor.
The Arch-Hierophant's Palace (0909) – On the west bank of the River of Tears, upon the imperial plateau.
The High Temple of Zyklor (1109) – Administrative centre of the Templars, on east bank of the river upon the imperial plateau.
Cliff Fortresses (0805, 1004, 1205) – An army of countless strength is maintained in these three fortresses dug into the cliffs at the north edge of the plateau of radiance.

The Imperial District
The River of Tears (1008 to 1117) – The holy river cascades from the Plateau of Radiance into the upper city, eventually flowing to meet the Water Ziggurat. Hundreds of streams and canals branch off from the river, and flow into the city's subterranean water system.
The Chapel of Pristine Mercy (0912) – Located at the base of the Plateau of Radiance. Primary temple and convent of the Sisters of Mercy.
Imperial Arena (1313) – Hosts gladiatorial battles – the city's most popular form of entertainment, frequented by poor and rich alike.
The Water Ziggurat (1117) – Holiest temple in the city, central barracks of the Templars. Great prison complexes lie beneath the pyramid.
The Watching Tower (1216) – A tall windowless monolith which stands close to the Water Ziggurat (1117). Psionicists sense a strange watching presence in its impenetrable interior.
The Bridge of Thieves (1113) – An ancient, elaborate and crumbling bridge crossing the River of Tears. Condemned prisoners are hung from high pylons here to die in the scorching sun.
The Prophets' Bridge (1015) – A wide bridge on which sermons are held by zealous templars. It is said that the mortar of the bridge was made from the bones of those who died in the service of Zyklor.

The Gardens District
The Sedant Glades (0812) – A large meditative garden and woodland maintained by the Sisters of Mercy.
The Pools of Pandarme (0813) – A meandering series of pools, canals, tea houses and inns, owned by a conglomerate of merchants.

The District of Wells
East of the River of Tears and the imperial district, an old quarter of the city filled with wells and fountains.

The Merchants' District
Headquarters of the Slavers' Guild (1511) – The slavers' fortress, formed of black basalt and carved with cathedralesque intricacy, bewildering spires and turrets.
The Slave Markets (1513) – East of the arena, and south of the slavers' guild headquarters. Slaves of all races and specialities can be bought here.

The Forge District
Where specialists in metalworking and glass-blowing live and work.

The Ash District
Where the filth of the oil refineries to the north and the forges to the east congeals. A highly undesirable residential area where crime is high and life is short.
The Worm Vats (0412) – A hive of tall towers and deep pits where various insects, worms and maggots are bred.

The Artisans' District
The Spice Markets (1619) – Spices, exotic plants, incense, perfumes and drugs are all found here.

The Canals District
The Walled Gardens of Phantalme (0518) – Luxurious retreat for the moneyed. The gardens are said to contain plants and animals of fabulous exoticness.
The Pagoda of Masks (0619) – Infamous and exclusive pleasure palace. Guests are required to remain masked at all times.

The Scholars' District
The Manse of Lazd the Abstruse (0419) – The streets around the great sage and sorcerer's abode have taken on something of his silent and mysterious character. Lazd's birds, arrayed with rainbow hued feathers fly freely here.

The Blood District
The Blood Ziggurat (0522) – Where sacrifices of animals and slaves are made to the great God Zyklor.
The Beast Markets (0524) – Located just south of the Ziggurat of Blood. In addition to sacrificial goats, a wide range of domesticated and wild lizards can be found for sale here.

The Sorcerers' District
The Black Plaza (1022) – The desert road passes through the gate of the sphinxes (1023) and leads directly into this wide flag-stoned square. An unnatural shade hangs over the plaza, making it a pleasant spot for relaxation, despite its slightly unnerving atmosphere. At night the plaza is shunned by all sensible folk. Rumours tell of abductions and dark cults.
The Catacombs (1122) – This eerily named residential district contains a jumble of decaying houses built atop one another. Some do indeed dwell here in a level of subterranean habitation.
The Imperial Academy of Sorcerers (0923 & 1123) – Twin towers of staggering height and forbidding aspect, standing aside the ancient Lunar Stair.
The Lunar Stair and the Gate of the Sphinxes (1023) – The gargantuan ancient southern gate of the city. Carved from dark red stone, and weathered by millennia of sand and wind.

The Commerce District
The Grain Markets (1121) – Just north of the Gate of the Sphinxes.

The Shrines District
A run-down quarter of the city, where a proliferation of shamanistic cults, religious sects, seers and prophets gather.
The Nectar Ziggurat (1521) – Place of worship and training complex for the legendary Concubines of God.
The Houses of Bone (1722) – Tall, twin buildings with an arched alley between them. Houses the remains of the city's wealthier dead in its crypts and vaults.
The Wall of Shadows (1423 to 1922) – Partly ringing the city's south-eastern edge, this ancient wall is made of the same stone as the Lunar Stair. Upon its surface can be seen blasted outlines of giant, spined monstrosities.

Wednesday, 1 May 2013

Laybrinths of Madness -- Free PDF

Over the last month I've been working on a little side project which I have named Labyrinths of Madness. The name gives a hint as to what it is: a set of guidelines / house rules for running Lovecraftian games of horror and investigation using the familiar and well-loved Labyrinth Lord or B/X rules foundation.

As I say, it's only guidelines, and doesn't form a complete game or campaign setting. I reckon it's enough to get going with though, if anyone finds the idea of running such a game interesting.

Get it here FREE!

Friday, 5 April 2013

Any Artists Interested in a Creative Collaboration?

Not sure if anything will come of this, but I thought I'd put the idea out there...

Over the last couple of years, in addition to running my regular D&D games, I've discovered a growing interest in the creative process of writing and laying out supplements. Stuff like Theorems & Thaumaturgy, and the booklets I've produced for my upcoming Dying Sun campaign. I see this almost as a separate hobby. Rough hand-written notes are of course sufficient for most practical gaming needs, but (I guess like many people in the OSR scene) I've also found a lot of pleasure in making things "proper", and ending up with a nice-looking physical artefact to use in play and to potentially share with others.

Theorems & Thaumaturgy, for instance, could have just been a scruffy document on my hard drive and a scattered series of blog posts -- well, that's how it started out. But I think the collaboration with Kelvin & Cadanse (the illustrators), and Alex & Jim (proofreading / editing), and then the work of laying it out properly as a book, really paid off. I'm very proud of the end result, and had a lot of fun doing it!

So I'd like to do more stuff like this. (Albeit probably on a smaller scale than Th&Th... I'm thinking 16 to 32 page booklet sized projects.)

The trouble is, I'm not an artist. I unfortunately let my drawing skills drop off when I was about 13, and don't currently have the time or inclination to start learning again. One can, of course, simply use images grabbed off the internet -- which is what I did for the Ix booklets. Something produced in that way can't be legally shared with others though, as it's stuffed full of totally copyrighted images.

So what I had in mind was that it'd be really cool to find a creative partner. Someone who's into drawing pictures of weird D&D stuff, but not necessarily into writing (as I'm into writing but not drawing). (I have a great admiration for people like Richard LeBlanc and Gus L who can write and draw awesome stuff!)

Anyone who reads this blog has an idea about the kind of stuff I'm into writing, and Theorems & Thaumaturgy and Within the Radiant Dome (my module for Geof McKinney's Psychedelic Fantasies line) give a good idea of how my more polished stuff (i.e. more polished than a bunch of randomly meandering blog posts) looks. That should give an idea of the kind of flavour of material I'm talking about.

More concretely, some projects I've got in the works at the moment, which could be manifested into proper booklets, include:
  • Dying Sun setting guide (split into separate player's and DM's booklets).
  • Psionics supplement for Labyrinth Lord. (This is already written, but is awaiting some serious play-testing when I start running my Dying Sun games.)
  • A rough draft currently entitled "Labyrinth Weirdness"... a collection of additional races, classes, equipment, rules etc to add some strange, gonzo, esoteric elements to Labyrinth Lord campaigns.
  • Various short modules.
Also, inevitably, some more collections of spells, in the vein of Theorems & Thaumaturgy will most likely emerge from my mind at some point.

I know the "normal" way this works is that a writer/publisher who's working on a book pays artists as freelancers. But as I'm not really intending this as a "business", I just can't imagine getting into the world of paying professional artists big chunks of money to illustrate stuff. It's a hobby, and I don't want to get involved in big outlays and needing to sell X copies to recoup costs, and so on. (Not to say that's a bad thing... it's just not my thing.) That's also not to say that I wouldn't consider selling nicely produced materials for profit (naturally, shared with a potential collaborator), but rather that I want to keep this on the small scale, pocket money outlays/earnings level, rather than having to think about hundreds or thousands of $€£ expenditures.

So, is there anyone out there who finds this kind of collaboration a cool idea? If so, get in touch! (Either leave a message here, email me at the address in the sidebar on the right, or send me a PM on google+.)

Sunday, 31 March 2013

Theorems & Thaumaturgy: Free PDF Now on Lulu

I'm sure everyone who's interested has already got a copy, but just for the record I've moved the PDF hosting of Theorems & Thaumaturgy onto lulu as well (it was hosted separately before, as I couldn't work out how to make a free PDF product on lulu... I just worked it out).

You can get hardcover, softcover and free PDF editions of the book here.

Friday, 29 March 2013

Ix: Vivimantic Lenses


In my forthcoming Ix campaign, the only type of magic-user is the vivimancer from Theorems & Thaumaturgy. They are characters who are attempting to piece together the lost arts of the ancient sorcerer kings, who were masters of biological magic and genetic science.

In this setting, all enchanted items created by magic-users are of biological origin, typically being crafted from specially bred plants or animals. (As I previously discussed, all clerical magic items will be created by a process of spirit binding... I hope magic items in this setting will be unusual and flavourful!)

For a bit of flavour, here are some example items.

Vivimantic Lenses
Optic lenses harvested from the eyes of vat-crafted chimera, these items are found in wide variety, from marble-sized to cyclopean. Looking through these lenses, or allowing light to pass through them, activates arcane powers. Lenses may occasionally be found set in rings, crowns or pieces of jewellery.

Like all vivimantic items, the magic imbued in lenses allows them to retain some of the features of living organisms.

Lens of Sublime Refraction
Fist-sized lenses of a milky hue, covered in a warm oily liquid, these lenses gather and refract light from atypical angles. Looking through the lens, and aligning it correctly, the viewer is able to see around corners and through small holes. The maximum range of vision using this lens is 60'.

Lens of Transparent Revelation
These clear, 1' diameter lenses scintillate with rainbow hues which ripple across the surface. They are extracted from octopoid monstrosities which can only be grown in large vat-pools. Looking through this lens, the internals of solid objects are revealed, allowing their form to be studied. Objects larger than 2' cannot be fully penetrated by this lens' sight.

Lens of Subtle Sight
This lens redirects any light which hits its surface into the optic nerve of one who holds it. The lens must be in direct contact with the user's flesh in order to function. Lenses of subtle sight are typically palm-sized and of an azure hue, flecked with brown. Every time a lens of subtle sight is used, there is a 1 in 6 chance of it permanently embedding itself in the flesh of the user.

Lens of Biological Detection
Always found in pairs, these small green lenses must be placed over the eyes. They reveal the world wreathed in a green mist, with biological organisms haloed in yellow. The capability of the lenses is such that the outlines of organisms are visible even through inorganic matter up to 1' thick.

If looking through one lens only, with the second eye uncovered, the viewer's brain is bombarded with strobing energies – a save versus spells is required to prevent insanity lasting 1d4 days.

Lens of the Sub-World
A tiny black lens no larger than a fingernail, this object has the power to reveal biological matter on the smallest scale. Vivimancers trained in its use are thus able to study samples of living tissue in order to identify species or to diagnose disease.