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mellonbread
Dec 20, 2017
ESOTERIC ENTERPRISES PART 1: OVERVIEW

Hey FATAL and Friends. With the fate of the forums up in the air, there's no better time to start a new review. So let’s read Esoteric Enterprises!



Esoteric Enterprises is an urban fantasy dungeon crawler, released by Dying Stylishly Games in late 2019. There was a draft floating around several months before that just had the chargen rules, but this is the complete package.

The setting is an Unknown Armies or World of Darkness style occult underground. Wizards and magical creatures exist, but they live in the sewers and cast spells using garbage. You’re a homeless supernatural criminal, here to get rich or die trying.

The rules are a hack of a game called Lamentations of the Flame Princess, which is a hack of one of the super early D&D editions. It’s a perfectly serviceable “retroclone” and also a huge can of worms I’m not opening right now. Esoteric Enterprises makes a handful of cool changes, a handful of dumb ones, and a lot that just awkwardly crowbar the Lamentations mechanics into a new setting.

Why do I continue to play this game, and why am I posting about it? The mechanics range from mediocre to bad, but the game’s world creation system is its killer app. The rules for generating and populating the occult underground make it worth sifting through the busted rules. After a couple sessions of play the game really comes alive.

I’ve run about 20 session of Esoteric Enterprises, so I’ll be interspersing descriptions of the book with how they actually work out during play.

PRESENTATION
I’m using the PDF copy of the book I got off drivethroughrpg. There was also physical book that sold out pretty quickly. I hear the hardcover is pretty good. There are still a couple copies on the UK storefront that I actually considered buying, but I can’t justify dropping fifty dollars AND paying international shipping for a game I already have digitally.

There isn’t much art to look at, and most of it is public domain photos or artfully fair-used images from other media properties. This is a shame, because there are a couple places in the book where a couple instructive illustrations would actually have been really helpful, and could have been easily generated by the author using nothing but a cell phone camera. On the plus side, the lack of relevant images makes editing these posts a lot easier.




I'd credit these if the book had annotations for them

The book has proofreading problems that affect the usability. Words are spelled using the American spelling in one place and the Commonwealth spelling in another (mold vs mould) making it difficult to ctrl-f for things like monster stat blocks or spells. Tables are always referenced in the text by table number rather than page number, which is annoying for both a physical book and a PDF.

INTRODUCTION
The game gives us this descriptive text to tell us what it's about.

Esoteric Enterprises, Pages 4 and 5 posted:

This is a world much like our own. The nations and cities of the familiar world are all there. The mundane apparatus of modern society – Walmart, the police, hospitals, Google, churches, and the rest – do their normal jobs. Billions of people live their mundane lives just like anybody in the real world.

It is also, however, a world with startling differences to the familiar, for those who know where to look. Beneath the veneer of mundanity, there are far stranger and more frightening things. In suburban basements, secretive cults worship old, alien gods, offering sacrifices of spilled blood and burned banknotes. Strange creatures live in the sewers and catacombs and subway tunnels, things that look human at first glance but behave in profoundly odd ways and display weird and unnatural powers. Driven men and women conduct research into the occult, unlocking the forbidden powers of the arcane and hiding their experimentation from the authorities. University libraries contain books kept under lock and key, so that only the most trusted scholars are allowed to study them, for fear of releasing things humanity is better off ignorant of. In the penthouse apartments of business-district tower blocks, the wealthy traffic in things best left alone to scrape whatever advantage they can over their rivals.

In this world, the supernatural is frighteningly real. It is an old and unpredictable force, a harbinger of madness and death and widespread destruction. Magic corrupts and inhuman beings prey upon humanity.

The mundane authorities are well aware of this. Considering the massive damage that can be done by a magical mishap, how could they not be? Knowledge of the supernatural is suppressed, trading in magical supplies proscribed, and esoteric organisations frequently investigated and prosecuted. Most law enforcement agencies deal with occult crimes at least tangentially, and many have entire departments dedicated to keeping the supernatural under control.

The Occult Underground
Of course, banning the occult doesn’t mean it goes away, just that it is practiced in secret. The occult underground is a loose network of cultists, magicians, criminals and monsters. Away from the eyes of the law, they meet to trade information, settle disputes and pursue their various goals. Many members of the underground don’t practice magic themselves, seeing the dangers as outweighing the benefits, but are willing to aid and abet those who do, so long as they get paid.

The underground is active and thriving, but it’s far from united. Rather, all manner of rival gangs, covens and conspiracies are forced into the same space and squabble among themselves for resources and influence. Gang wars are common, with rival groups competing to hold territory, secure sources of income and increase their prestige. Often, these wars turn bloody, with spells and bullets being used to solve disputes with sudden brutality.

Whilst most members of the underground are a mix of common criminals and hedge-magicians, there are other, stranger powers active. Many gangs function as cults, revering some strange entity. Sometimes this is a distant deity who responds only with vague gifts and omens, but at other times the focus of their reverence is very real. Aboleths, ancient vampires, cunning paradox beasts and the surreal nobility of the fae are all known to establish cults of worshippers.
Other factions in the underground take a form that is less pious but no less odd. Packs of undead predators, courts of fairies, and semi-sentient viruses all form their own power blocks in the underground. Where the motives of a gang of criminals are easily understood - money, power and so on - these beings’ goals can be far more bizarre.

The Undercity
Beneath most cities, there is an undercity. A mess of sewers, catacombs, bricked up basements, subway tunnels, caverns, burrows, mines, bunkers, and more, all jumbled together in one tangled mass. The undercity is as old as the city is, often dating back to medieval times or before.

These places are inhabited. Vagrants and fugitives often drift down here, where the eyes of mundane society can’t reach them. They are safe from the law and the disapproval of regular folks, if vulnerable to stranger things. Likewise, criminals (occult and mundane) frequently use the undercity to hide their activity; frequently the underground markets are literally underground. The inhabitants leech electricity from the mains above them, building semi-permanent structures that become their homes and meeting places. Without the influence of the law, territory is jealously guarded, and neutral ground to meet on becomes a tense, if busy, place.

The undercity is inhabited by more than just humans. All manner of supernatural beings make their way down here. Subterranean races of morlocks and mole-people and svartalfr are not uncommon, beings whose natural inclination is to burrow. Other monsters who can’t safely live on the surface, such as the most inhuman vampires or unnatural looking golems, likewise inhabit these places in relative anonymity. These beings mix and mingle with the regular humans down here, their weirdness diminished by their weird surroundings.

There are much worse things down here, too. Places in the undercity where explorers vanish without trace or where brutally dismembered corpses mark the boundaries. Old and alien beings dwell in the depths, things that crawled up from beneath the earth rather than coming down from the surface. Magic pools in the deep places of the world, creating strange and dangerous environments and spawning bizarre creatures which should not be able to live, yet do.

Sometimes, the more civilized inhabitants of the place coexist uneasily with these things, or send them regular tributes to keep them from rampaging. Sometimes, a silent war rages under the city streets between the dispossessed and the truly unnatural. Sometimes, the alien things win, and the undercity becomes a much nastier place to live.

The PCs
PCs are assumed to be a small gang active in the occult underground. They aren’t particularly powerful – at least not initially – and are likely to be doing jobs for more influential members in return for cash and favours.

An employer might have the gang do all manner of weird and borderline illegal things. They might be asked to raid a bank, museum or library to retrieve some useful occult item. They might be asked to assassinate the employer’s rivals, or to clean up evidence of their misdeeds. Frequently, they’re tasked with exploring the undercity, making contact with the things that exist down there or bringing back treasure that languishes in the dark beneath the city.

These jobs are often unseemly, but they bring the gang money, prestige and experience; over time, the more jobs they complete, the more power they will accrue until they are one of the movers and shakers of the occult underground themselves.
I promise I won't post any more filibusters like that directly from the text, but I think it's a good description. More about setting the tone than belaboring the players with lore and backstory.

Following this, we get the usual “what is an RPG” section that I’m not going to reproduce, along with a player advice section that reproduces a lot of “what is OSR” primers you can find on the internet. Don’t start fights you don’t think you can win, you’ll die if you’re not careful, you’ll die if you’re unlucky, use your brain, the world isn’t fair, etc.

Then it’s off to character creation. See you there in part two!

mellonbread fucked around with this message at 05:13 on Jun 28, 2020

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mellonbread
Dec 20, 2017
ESOTERIC ENTERPRISES PART 2: CHARGEN


Chargen begins with random rolling ability scores. 3D6 in order for Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. Then you apply your ability score modifiers using a table. Like most D20 games, you use these modifiers for everything, and only occasionally glance at the ability scores themselves. So far this could be any grog D&D game.

The fashion now is to include some safety mechanism so you don’t end up with a character who’s totally useless. Esoteric Enterprises lets the player “invert” their ability scores by subtracting 21 from each and taking the absolute value. This makes your good scores bad and vice versa, so if you’ve got more bad scores than good, inverting is a good idea.

Next you choose your class. Since this is old time D&D, you’re encouraged to choose a class that fits with the random ability scores the game gave you. This game does some stuff with the skill system that makes choosing a class that fits your stats more important than in other retroclones. More on that in a second.

After this you roll Flesh and Grit, based on the class you chose. You might get anywhere between a D4 and a D10 of each. Flesh and Grit are a good design and we’ll talk about them once we get out of chargen.

Next you copy down your saving throws. There’s five, all reskinned versions of the ones from Lamentations. Stunning, Poison, Hazards, Machines and Magic. Saves are D20 roll-over the value on your sheet, but the game also modifies them based on your ability scores.

Then your skills. They all start at “1 in 6”, unless you’ve got a special class ability that sets them to a different value. Again, straight out of Lamentations, but there are a lot more skills, AND they’re modified by your ability score modifiers.
  • Athletics is modified by STR
  • Charm is CHA
  • Contacts is CHA
  • Driving is DEX
  • Forensics is WIS
  • Medicine is INT
  • Perception is WIS
  • Stealth is DEX
  • Technology is INT
  • Translation is INT
  • Vandalism is STR
You might notice that it’s possible to start with a skill at 0 out of 6 due to an ability score modifier. For some classes, it’s also possible to start with 6 in 6. I’m queuing up a lot of ominous “we’ll discuss that later”s and this is probably the biggest one.

Now starting equipment. You get five items, plus or minus your INT modifier, plus any class bonuses. In a genre of games that prizes fast and simple character creation, equipment selection has always been the biggest pain in the rear end. Shopping through huge gear lists and price sheets, which the players are usually seeing for the first time. Starting equipment packages are an obvious antidote, and Esoteric Enterprises doesn’t have them. It at least dispenses with starting money and just asks the player to choose a flat number of items, while ensuring that no more than a certain number have the “rare” tag.

In addition to physical items, you can also use your starting allotment to buy “social advantages” that give you always-on perks, like access to a safehouse or laboratory. These can’t be bought outside chargen, so like Eclipse Phase 1e there’s a tiny incentive to eschew physical items and load up on positive reputation modifiers.

There are actually a couple other steps you have to take care of, but they’re not in the character creation section of the book.



CLASSES
Let’s talk about the classes. I’m going to include a little editorializing with each one, based on how I’ve seen them shake out in play.

BODYGUARDS
Bodyguards are a combat class with decent saves, a bonus to Perception (most people start with none), big hit dice and a free CON bonus. They can carry twice as many items as everyone else (this is a LOT more important than you might think). They also get the ability to use “combat maneuvers” without taking any penalties, in essence giving them free positive modifiers during combat. The only downside is that they don’t actually have the ability to bodyguard people. The NPC bodyguard stat block includes the ability to step in front of an attack directed at an ally, but the player version of the class gets no such ability.

By the author’s own admission, Bodyguards are a reskinned Dwarf from Lamentations. They have the same slightly-slower-than-a-fighter XP advancement rate, requiring 2,200 points to reach Level 2.

Bodyguards are awesome. Play a bodyguard.

CRIMINALS
Criminals get 6 skill points to spend how they please, plus 4 more each level afterward. Esoteric Enterprises has an extremely punishing skill system, and the ability to reliably succeed at a couple important things should not be discounted. If you’ve got even a small positive modifier to something like CHA or INT, those 6 points can buy a skill up to 6 in 6 - an almost guaranteed chance of success.

Criminals also get two extra starting items, but they MUST be taken from the “adventuring gear” list.

Criminals are ok. Personally I think they should have made the skill system not-bullshit, rather than having one class that was good at anything.



DOCTORS
Doctors get free points of healing that can be applied to a patient’s Flesh points (which are harder to recover than Grit). They start the game with 5 out of 6 medicine, meaning if you have a +1 INT modifier you can start with 6 in 6. They also get the “experimental medicine” ability, meaning they can use body parts taken from dungeon monsters to upgrade their allies via grafts and surgery.

Having a Doctor makes a MASSIVE difference in the trajectory of the average group. First of all because half the results on the game’s death and dismemberment table include a “bleeding out” condition that’s fatal if not immediately treated with a Medicine roll. Second, because those results also include a bunch of permanent injuries that make your already-garbage character borderline useless. Injuries the doctor can rewrite out of existence in their lab. Finally, because they can give you special powers from the creatures you kill. The experimental medicine system is explained later but barely covered in any detail. Aside from a Medicine roll and a saving throw the book just tells the DM to wing it.

EXPLORERS
Explorers are movement machines. They start with 5 Athletics and 3 Stealth, allowing them to zip around the dungeon with relative ease compared to their 1 Athletics 1 Stealth brethren. They also get a free boost to DEX and AC, making them even harder to pin down. The downside is that they treat any weapon as one die-size smaller than it actually is when rolling for damage. It’s fluffed as the Explorer being a pacifist and unaccustomed to violence, but in reality it’s because the Explorer is a reskinned Halfling from D&D.

The explorer is a weird inclusion and a little redundant. You can already make a guy with 5 Athletics and 3 Stealth at chargen by taking a Criminal and buying those skills, and you don’t get a penalty to weapons. AND the Explorer takes more XP to level up than the Criminal.



MERCENARY
Take a Bodyguard, make the saves worse, take away the CON and perception bonuses, remove the ability to carry more items, but give them +1 to hit and a couple extra items that MUST Be taken from the weapons and armor list.

Yes, mercenaries get +1 to hit every level, and yes they’re the only class in the game that does. Considering how often you actually level and how much +1 to hit is worth, I’d stick with the bodyguard.

MYSTICS
Charisma based casters who can cast a small number of spells a potentially infinite number of times, but must beseech a patron deity every time they do. How do they beseech that deity? By rolling Charm. What’s their base Charm? 1 in 6, same as everyone else. What happens if they fail the Charm roll? They have to roll on a miscast table to find out. But hey, once you reach level three, your Charm goes up to 2 IN 6! Wow!

Mystics suck. They have a miniscule chance to cast spells because the game doesn’t give them a bonus to the thing they HAVE TO ROLL in order to do so. The miscast table ranges from “you don’t cast the spell” to “you don’t cast the spell and something bad happens to you”. I understand what they were going for here - a combination of warlock and wild-magic sorcerer that has all kinds of wacky cascading magical effects. But guess what? When death is a single round away, a 2 in 6 chance to cast the spell you need to survive isn’t an exciting opportunity for emergent gameplay, it’s a giant gently caress-you.

They have the ability to “bless” other characters by giving them a prepackaged spell for use at a later time. What happens when the other character casts the spell? THEY have to roll Charm, and then the mystic rolls again on a DIFFERENT miscast table, even if the spell actually succeeds (it won’t).

Don’t play a mystic.



OCCULTIST
Your bog standard vancian caster, and better than the Mystic in basically every way. You’ve got your tiny spell list to start, but you can add more at chargen by buying tomes with your starting equipment. You have a small number of spell slots, but you can cast any spell you want from your spellbook without memorization, as many times as you want, as long as you spend a dungeon turn (10 minutes) doing so.

You can even cast spells above your level, requiring a save and risking a roll on an admittedly much more dangerous miscast table than the Mystic one.

The one downside to occultists is that once they’re out of chargen in-the-wild, they have to make a Translation roll to copy new spells into their spellbook, or get boned by ANOTHER miscast table. What’s their translation skill? 1 in 6. Even they aren’t immune to the awful skill system.

Occultists are better than mystics in just about every way. If you want to cast spells, play an occultist.

SPOOK
The “monster” class. Choose a supernatural origin, then choose special powers from that origin’s theme. You’ve got garbage skills and mediocre saves, but your origin and the power you choose give you a suite of special strengths, weaknesses, and abilities. Be a goblin who erases people’s memories, or a vampire who climbs on walls, or a machine-man who ambushes people and slashes their throats.

The Spook powers aren't listed in chagen. They're in a separate section of the book, like the magic user spells, and we'll cover them in another post.

There are a lot of borderline-useless abilities and some pretty good ones. So far I haven’t seen anyone make a really broken character. So far the “fey” origin package has been most popular with my players. Overall Spooks are fun, and a good way to salvage a character whose ability scores are uninspiring even after inversion.



That's all the classes the game has to offer. After that comes the gear list.

EQUIPMENT
The equipment list isn’t huge, but I’ll stick to the high points anyway.

To start, the game offers a spread of weapons. Hand weapons offer increasing damage in exchange for increasing encumbrance and decreasing concealability. Firearms offer a similar gradation. Pistols don’t take up an inventory slot, shotguns do high damage up close, and automatic rifles let you take the “covering fire” action. You’ve also got grenades and flamethrowers, which let you make an area attack without rolling to-hit.

Unlike a lot of games, the tradeoff between weight and the benefits an item gives you is actually meaningful in EE. You don’t have many inventory slots, and encumbrance is actually simple and well integrated into the game, rather than being a pain in the rear end or irrelevant afterthought. Most players end up rocking pistols and light hand weapons if they want space for treasure.

Armor similarly runs the gamut from light to heavy, with increasing protectivity along the way. The leather jacket doesn’t fill a slot, the flak vest takes one slot, and the riot armor increases your encumbrance by a whole level. Don’t take the riot armor unless you’re a bodyguard.

Adventuring gear. You’ve got flashlights, night vision goggles, smart phones, smoke grenades, door spikes, etc. Some of the items have defined mechanical uses, like boosting skills. Some of them just have a text description. It’s not always clear what they do in-game, like the difference between a first aid kit and surgeon’s tools - neither of which have any effect on your Medicine skill, apparently. The most essential items are a light source of some kind, climbing gear and a gas mask. The dungeon is dark, full of holes filled with horrible things, and full of spores, gas and corrosive fumes.

Then there’s a list of grimoires that Occultists can buy, to expand their starting spell list. I’m going to include this as a screencap, since I like it.



Lots of flavor, but notice that the spells aren’t listed by rank. The player has to open the game’s spell list to see what they can actually use at level one.

After this, a list of “esoteric equipment”. Weapon modifiers like blessed bullets and silver plating, to deal bonus damage to different types of underworld creatures. Stuff to increase your saves when casting different types of dangerous magic. A holy symbol, required for the mystic to cast spells, which is NOT MENTIONED anywhere in their class description.

A few vehicles. This depends on how much of the game you play on the surface, versus how much time you spend underground. In the first campaign I ran, almost nobody had a car. They took the bus and awkwardly stuffed their weapons in duffel bags when they needed to get around town above ground. One time they caused an outbreak of bubonic plague on the transit system.

Finally, social advantages.



A lot of these interact with the game’s “resource level” mechanics. This isn’t explained in the character creation chapter, but in brief, wealth is abstracted based on experience level, which is used to calculate your ability to acquire gear.

HOW DO I PLAY AS...
This section lists different character archetypes the players might be interested in, and then how to create them using the game’s mechanics. I don’t know how effective the whole thing is when your attributes are randomly generated. Some of it definitely feels like a kludge, using the system to create stuff it isn’t really good at representing. Some examples of the advice given.

Esoteric Enterprises, Pages 30 to 31 posted:

...Drug Dealer?
Probably a criminal. The Contacts skill is paramount, and Medicine and Forensics probably want to have some points too. Charisma should be high, as the social advantage ‘dealer’ can reflect the profit a drug dealer’s trade makes. Alternatively, a doctor also works, for a character who produces rather than merely distributing drugs; in this case, social backgrounds are similarly important.

...Elf, Nymph, Sidhe or Siren?
A spook with the Fairy origin. Unnatural Beauty, Mimic, Mesmerizing Gaze, and Mental Communication are appropriate powers, and Charisma probably wants to be high.

...Femme Fatale?
Any class works, but charm is your most important skill for this. Criminals can bump their social skills quite well. Alternatively, a mystic gets steady improvements to their Charm skill, so they can work well - particularly if they get access to spells such as Command and Gease. The key to this concept is in how she’s played; rely on high charisma and seduction to get others to do what you want.

...Meddling Kid?
Playing children younger than about 15 is likely to cause problems, as younger children don’t have the independence to really take part in the occult underground. Don’t do it unless the group’s concept is odd enough that child PCs make sense. Most kids will be members of the explorer class, since they’re involved with the underground out of teenage rebellion and excitement than the pursuit of profit or arcane power. Criminals might be kids from particularly rough backgrounds. It’s possible that a kid with an unfortunate connection to occult forces might be a mystic as well; The Black Goat makes a fun patron for teenagers so incredibly goth that they’ve ended up meddling in forces they can’t control.
Children under about 10 should really only be encountered as NPCs, either innocent victims of the occult, or creepy-rear end kids with blank eyes and knives.

...Swarm of Vermin Hidden In Human Skin?
A spook, with the Living origin. Detach Body Parts, Venom, Fluid Form, Web, and Animal Speech are appropriate powers.

...Troll, Jotun or Ogre?
A spook with the Fairy origin. Trackless, Bite Attack, Unnatural Strength, Hoard, and Resilience are good powers, and high Strength and Constitution help.

...Vagrant?
This is best represented with the Explorer class. You’ll probably want low charisma, since a vagrant is less likely to be taken seriously. Equipment should probably not have anything expensive, and the ‘off the grid’ social advantage reflects the lack of a fixed address well.

...Wandering Soul of a Coma Patient?
A Spook, with the ghostly origin. Any powers work well for this sort of character. Should they wake up from their coma, then they should probably be re-statted as first level human character, although their knowledge will carry over.

This section is far from perfect, but “here’s how you mechanically do X to create Y” is good advice, and more books should include it.

TABLES TO FLESH OUT PCS
A set of tables to roll interesting character details. You’ve got
  • Social class
  • Relationship with the player character on your left
  • First contact with the occult
  • Tragic flaw
  • Criminal record
  • How an occultist learned magic
  • Forms taken by holy symbols
  • Why a variant human spook is so weird
  • Dreams that spawned a fairy spook
  • Favored weapons
  • What killed a undead spook
  • Why a mundane character is involved with the occult
This is all fluff but it’s a nice touch. If you’re going through a lot of characters, it’s nice to quickly sprinkle some flavor on them before sending them into the underworld.

EXAMPLE CHARACTER
Let’s put together a character and see how all this fits together.

First, we roll 3D6 six times. I did this at my desk and got an 11, an 8, an 11, a 17, a 16 and a 13.

STR 11, DEX 8, CON 11, INT 17, WIS 16, CHA 13
Our modifiers are, respectively, 0, -1, 0, +2, +2, +1

I’ll be honest, this is a lot better than I was expecting. No need to flip these results, we’re doing quite well overall.

With all that intelligence, let’s make an Occultist

We’ve got a D4 of Flesh and a D4 of grit. I rolled again at my desk and got 4 Flesh and 3 Grit. Again, we’re ahead of the curve.

We save versus Stunning on a 13+, versus Hazards on a 13+, Poison on a 16+, Machines on a 13+, and magic on a 14+. Remember also that when we actually roll these, they’ll be modified by an ability score modifier.

Next we fill in our skills. They all start at 1, but get modified by ability scores.
  • Athletics is STR so starts at 1
  • Charm is CHA so starts at 2
  • Contacts is CHA so starts at 2
  • Driving is DEX so starts at 0
  • Forensics is WIS so starts at 3
  • Medicine is INT so starts at 3
  • Perception is WIS so starts at 3
  • Stealth is DEX so starts at 0
  • Technology is INT so starts at 3
  • Translation is INT so starts at 3
  • Vandalism is STR so starts at 1
Not bad, so long as we never have to be quiet. There are spells for that, right?

Speaking of spells, we start with a single one, randomly determined from the first level list. We’ll cover the spell list in full over a later post, but right now a D20 roll of 12 gets us… Light. Not a show stopper, but nice to have in the back pocket.

We have a +2 INT modifier, so we start with seven items instead of the usual five.

I’m thinking
  • Machete (D8 damage, Light)
  • Leather Armor (12 AC, Light)
  • Flashlight (Light)
  • Gas Mask
  • The Grimoire Galdrabók by Natan Lindqvis (gives us access to the life saving spell Cure Wounds, plus Neutralise Poison and Cure Disease)
  • A Ritual Mask (light, gives us bonuses to saves when casting spells beyond our level)
  • A Safe House from the social advantages table
Our Occultist is good with people, good with books, and awful with their hands. I’m thinking they’d keep Cure Wounds memorized in their one spell slot for emergency healing, and the other spells would stay in the book to be cast as-needed using a ten minute turn.

Just for fun, let’s give our Occultist some personality using the random roll tables. A roll of 3 for Social Class gets us skilled working class, a 4 for How the Occultist Learned Magic gets us Experimentation whilst taking like, so many drugs, man, a 4 for our tragic flaw is Overly curious about things best left unknown, and our criminal record roll of 8 is Worship of an interdicted inhuman being.

So our wizard is an acid head who accidentally plugged into the dreaming mind of a minor deity through abuse of strange chemicals. This was a positive experience and she continued doing it until she got caught (for the first time) by the MIBs. She will try anything once and if I had known this is the kind of character I was working on, I’d probably have picked a different spellbook. Something with more mushrooms and astral projection in it.

OVERALL
How do I feel about character creation in Esoteric Enterprises? Full disclosure, I’ve run the game for a few months, but never actually experienced it as a player.

Logistically, it’s in an annoying place: just barely too complicated to do quickly at the table, but it also doesn’t offer much customization outside a couple of the classes. Retro games have always annoyed me with their huge tables of saving throws and unnecessarily detailed equipment purchase lists, and Esoteric Enterprises manages to offend even more by requiring the players to factor their ability score modifiers into both their saves AND skills. I had a player describe it as “the worst possible combination of OSR and 5E” and I agree.

There are some redundancies among the classes. Bodyguard and Mercenary are almost identical, and the Explorer is just a specific build for a Criminal. The Mystic is distinct from the Occultist, but also sucks and nobody should play them.

In spite of all that, it works. It’s hacked together and I’ve further muddied the waters by houseruling the poo poo out of it in my own game, but it’s functional and even fun to make characters with.

We’ll be covering other stuff in future segments that interacts with the character creation mechanics, but that’s it for now. See you in part three, when we dig into the base rules.

Falconier111 posted:

Looking forward to world creation and praying for random roll tables, since the .pdfs where those two combine usually end up in a sale for me.
There will be random tables for world creation in abundance, but they'll be a bit delayed in arriving. I forgot just how much content there is to chew through before we get to the section where we generate the underworld.

mellonbread
Dec 20, 2017
ESOTERIC ENTERPRISES PART 3: BASE RULES

I assure you, they’re quite base.

This section starts by explaining some of the stuff that just landed on your character sheet in the last chapter.

First, your ability scores.

Esoteric Enterprises, Page 34 posted:

You have six attributes; strength, dexterity, constitution, intelligence, wisdom, and charisma. Each attribute starts with a rating between 3 and 18, with 3 being barely functional (3 dexterity is hardly able to move), and 18 being the peak of mortal capability. Attributes may fall below this value, or rise higher, based on events in play.

Each attribute has an associated modifier that goes with it, depending on its value (listed in Table 1). An attributes modifier is used when you need to take into account roughly how good that attribute is, without needing its precise value (just whether it’s much better or worse than normal).

Strength is for being muscular, buff, herculean, and mighty. You apply your strength modifier to all rolls to hit in melee combat; all damage rolls in melee combat; and all athletics and vandalism skill rolls.

Dexterity is for being nippy, stealthy, coordinated and precise. You apply your dexterity modifier to your Armour Class; to rolls to hit with ranged weapons; to your saving throws against hazards; and to all stealth and driving skill rolls.

Constitution is for being tough and resilient. You apply your constitution modifier to your initial Flesh and Grit points; to the number of Grit points you gain each level until level 9; and to your saves against Stunning and Poison.

Intelligence is for smarts, knowledge and logic. You apply your intelligence modifier to medicine, technology and translation skill rolls, and to your Saves against Machines.

Wisdom is for awareness and intuition. You apply your wisdom modifier to forensics and perception skill rolls; and to saves against magic

Charisma is for being sexy, strong willed and charming. You apply your charisma modifier to charm and contacts skill rolls; and to the reaction rolls for potentially hostile NPCs.
This is great stuff, but shouldn’t it have been in the character creation section? Close enough, I guess.

FLESH AND GRIT
You know how people debate whether HP in RPGs is “meat points” vs “not getting hit points”? Flesh is meat points and Grit is not getting hit points. Most damage targets your Grit first. When you run out of Grit, the damage rolls over to Flesh. When you run out of that, you start taking Horrible Wounds. Grit recovers quickly, as long as you have a single point of it you can get the whole pile back with just a ten minute rest. Flesh is slower to heal. You can recover it with magical healing or medical care from a doctor, but absent that it returns at a rate between one and three per day, depending on the conditions you find yourself in.

Remember when I said the game made some positive changes from Lamentations? This is one of them. Good mechanic.

TIME
Going to let the game take point on this one, because this is important distinction.

Esoteric Enterprises, Page 34 posted:

During combat, time is measured in combat rounds, each lasting six seconds. During exploration over the course of the day, time is measured in exploration turns, each ten minutes long.
In combat, taking a single action (attacking, casting a spell, and so on) uses up the entire round. It is assumed that the round represents a full six seconds of activity, and the attack roll (or whatever is done) represents the outcome of that. You can still talk as well as acting in a combat round, but don’t have time to say that much.
Similarly, outside of combat during exploration most tasks will take a turn. Things which might take up a full ten-minute turn include; searching an area, healing Flesh points using medicine, repairing equipment, picking a lock, accessing computer files, taking a trap apart, building gear from improvised parts and so on. A turn gives you a ‘slot’ to do one thing in that will keep you busy. You can still divert your attention somewhat - being able to talk and maybe move as you work - but you can’t multitask.
Rounds vs Turns. Important distinction. This is something a lot of grog D&D games have, an exploration turn or dungeon turn that breaks up the game into discrete chunks of dungeoneering activity. There’s a lot of debate about how long such a turn should REALLY be, based on some arguments about how people interpreted the action economy in the ultra old school D&D books. Ten minutes a turn is realistically a bit over the top for most dungeon activities, but it’s become the de facto standard for this genre of game.

Rounds vs turns. Remember it!

DOING THINGS
Where the game explains its core mechanics. We start with an admonition to not use dice rolls for anything and everything, reserving them only for cases where the result is both uncertain and interesting. Wherever possible, let the players get away with things by coming up with clever plans and describing their actions in a way that makes sense given the situation, rather than having to roll every time.

I broadly agree with these instructions. Keep them in mind when you see how the game uses its own systems later.

Now on to the mechanics themselves.



SKILLS
Skills are rolled on a D6 versus a static target number equal to the skill value of the character attempting them. If you’ve got a 2 in 6 in Athletics, you succeed if you roll a 1 or 2. If you’ve got a 0 in 6 in a skill, you roll 2D6 and have to get 1 on both. If you’ve got a 6 in 6 in a skill, you roll 2D6 and can only fail if you roll 6 on both.

This means that the average character will have a truly miserable chance to do anything that requires a skill roll. That’s fine if the rules let you find alternate solutions, right? Right....

Anyway, you’ve got these skills here:
  • Athletics is used for moving around the world while under duress, such as climbing, jumping, swimming, and running away from danger. Remember that last one.
  • Charm is your persuade skill. You use it to make people do what you want, and get a bonus on your reaction rolls in random encounters.
  • Contacts is who you know. You use it to get information, find work, and locate items you want to purchase.
  • Driving is the ability to drive a motor vehicle. I think I saw a player character roll drive once in twenty sessions. But they wished they’d had points in it!
  • Forensics is the survival or tracking or whatever skill from Lamentations, reskinned for the modern era. I don’t think I’ve ever seen a character use it.
  • Medicine is the ability to stop people from bleeding to death. It’s important, and you should have a doctor on your team. Because if you roll it and fail, you make the problem worse.
  • Perception is an interesting one. The game admonishes you not to use it for just giving players basic descriptions of the world around them, which should be given out for free. You use it for stuff like avoiding ambushes and noticing traps. It’s used when checking for surprise in random encounters.
  • Stealth is a skill you use to avoid detection and set up sneak attacks.
  • Technology is chiefly used for hacking/subverting computer systems, but generally covers any machine with moving parts.
  • Translation is what you use to understand languages, but also to identify magic spells and move them from one spellbook to another.
  • Vandalism is what you use to break things, like doors.
The average character has a 1 in 6 chance to do all this stuff. That’s fine if you can find creative ways to get around rolling. It’s less fine when you have to interact with a subsystem that explicitly requires a skill roll. And you’re going to have to interact with a subsystem that explicitly requires a skill roll sooner or later. The game is going to tell you explicitly to roll your 1 in 6 chance of Athletics for a wide variety of dungeon navigating, monster escaping tasks. It’s not going to make the players come up with a clever solution to avoid rolling their 1 in 6 chance, it’s going to make them cowardly and uninteresting. I’ve seen it happen. Too many games confuse making the player characters fragile with making them weak. You don’t need to make the characters pathetic and fail everything in order to make the game dangerous and high stakes.

The book doesn’t instruct you on whether characters are all supposed to be making their own skill rolls, or whether you’re supposed to take the highest, lowest, etc. There are cases where it’s obvious, like Drive is the person driving the car. Does everyone in a room get a Perception test to notice something? Does everyone need to roll Stealth to hide? There are examples that get addressed later on a case-by-case basis, but no general rule.

SAVING THROWS
Ah, saving throws. Roll a D20 and get over the number on your sheet for the thing the DM tells you to save against. The numbers get lower as you level up. Let’s let the game explain what each of the saves do.

Esoteric Enterprises, Page 37 posted:

Saves against stunning are used to resist things that prevent the character from being able to act due to overwhelming stimulus. Electric shocks, extreme cold, crippling pain, and sudden terror are good examples of the sort of thing that a Save vs Stunning might resist. They are modified by Constitution.
Saves against poison are used when a hazardous substance enters the character‘s body. This covers bites by venomous animals, wounds becoming infected, eating unsafe food, contracting illnesses, parasitic infections and similar problems. They are modified by Constitution.
Saves against hazards are used against most sources of physical injury; flames, explosions, cave-ins, and so forth. They are modified by Dexterity.
Saves against machines avoid dangers springing from man-made contraptions. Typically, they avoid booby traps, cctv cameras, alarms and other security devices designed to harm, deter, record or capture the characters. They are modified by Intelligence
Saves against magic are used against any supernatural effects, including spells, the abilities of magical beings and other weirdness. This is a catch-all that covers most supernatural threats not covered by other saves. They are modified by Wisdom.
I do not like this. I think 5E actually handled saves the best out of any D&D edition, by dispensing with special categories and making all saves explicitly linked to your ability scores. Then this game comes along, and has all the obscure saving throw categories from the old grog editions reskinned, but then those are modified by your ability scores, but then TWO of them are modified by the same ability.

ATTRIBUTE ROLLS
What?

Esoteric Enterprises, Page 37 posted:

Attribute rolls are a catch-all system for when an action comes down to chance but isn‘t covered by a skill roll, a save, or attacking. Using the attribute which most fits the task in hand, roll a d20; if the result is equal to or less than the attribute, the task succeeds.
Okay…

ATTACK ROLLS
Roll a D20 and add your STR modifier for hand to hand fighting, or your DEX modifier for ranged attacks. If you get equal or better than the target’s armor class (AC) you hit and deal damage. Easy.

Let’s stop for a second and count the different resolution mechanics we’ve just been taught.

How do I…
  • Test a Skill?: Roll a D6 and try to get equal or under your skill rating, plus or minus any modifiers.
  • Make a Saving Throw?: Roll a D20 and add whatever ability score modifier is associated with the save, and try to get equal to or over the number listed on your character sheet
  • Attack?: Roll a D20 and add either your STR modifier if attacking with a melee weapon, or your DEX modifier if attacking with a ranged weapon
  • Make an Ability Score Check?: Roll a D20 and try to get equal to or under your ability score.

Four different systems. Some of them roll-over, some roll-under. Game designers, please, don’t do this! Modern incarnations of the D20 system are far from perfect, but there’s a certain appeal to using the same die-plus-modifier-versus-target-number system for everything.

Alright, enough kvetching (for now), here’s something I actually like.

ENCUMBRANCE
This section starts with a descriptive text taken straight out of Lamentations.

Esoteric Enterprises, Page 38 posted:

Ideally, players would calculate the weight of all gear they carry and compare this to a weight limit to determine how much they can carry. In practice, nobody ever does this, so a simplified system is offered.
One of the reasons people liked Lamentations originally was its simplified encumbrance system, which was based on counting how many slots worth of items you carried, rather than pounds and ounces. Esoteric Enterprises makes things even more bare bones, and the results are actually quite good.

Punitive? Yes, absolutely. But it forces actual tradeoffs between better items that weigh more, and stuff that weighs less but gets the job done. The skill penalties mean your already garbage athletics and stealth are going to be nonexistent at the first encumbrance level. Which is overly strict, but those means nobody has to worry about those movement rates on the left. Which don’t really have any effect on gameplay because the dungeons the game’s generator creates aren’t built using a consistent ground scale anyway.

Could this system be further fine tuned? Yes, absolutely. But I’ve been consistently surprised at how seriously the players take it, and how well they self police (because I’m sure as hell not auditing their inventories).

GAINING EXPERIENCE
How do I stop being a fragile Level 1 shitkid with a 5 in 6 chance to trip over my own dick? By leveling up. How do I level up? By collecting experience points. How do I collect experience points? By getting paid, son. 1 XP for 1 dollar, or whatever the base unit of currency is in your country. The game uses treasure-for-XP, which a lot of games in this genre do. You’re a criminal and you’re here to get paid, everything else is ancillary. XP is divided equally among the party, which is a natural balancing mechanism as old as D&D itself. The fewer people you bring, the tougher things will be, but the bigger your share.

The XP advancement tables for the classes are copied from Lamentations, which are taken from some version of basic D&D. The difference is that the original game combined these advancement tables with extremely generous treasure tables. Esoteric Enterprises is much stingier, but still uses the same XP numbers. The result is advancement is absolutely glacial by rules-as-written. I think this might be deliberate, since a lot of grog gamers think the first level experience is the best part of the game. Which might be true, but then why have the huge tables of levels nobody will ever reach? I think it comes down to the mechanical part of the game not really being a huge focus for the author. Just port it over from Lamentations and call it good. We’ve got random tables to fill out, dammit!

I like the treasure for XP model. It reinforces the game’s themes and takes the focus off killing things (though the game has a robust body looting system). The downside is that, combined with the game’s lethality, the players will pass on things that look dangerous and not immediately profitable. Which is smart, but not always a ton of fun.

HORRIBLE WOUNDS
OSR type games will now generally replace death at 0 HP with a death and dismemberment result at 0 HP. You look at the table and see what awful thing happened to your character. Stops you from getting oneshot by the first monster, applies more interesting consequences than just “make a new character” and encourages you to stop adventuring when you get into the danger zone.



Esoteric Enterprises has six horrible wounds tables for you to roll on when you get to 0 Flesh, based on the type of damage that did the deed. There’s ballistics, ripping, bludgeoning, burning, shocking and poisoning tables. All full of results ranging from temporary to permanent injury, to delayed death, to guaranteed delayed death, to instant death.

How do the tables work in practice? They’re a mixed bag, with a couple problems that prevent them from living up to their full potential.

First of all, take a look at this line here for how to use the table

Esoteric Enterprises, Page 41 posted:

When damage reduces you to 0 flesh or less, or you take any damage when you already had no flesh, look at the exact amount of damage dealt and get a result from the list below. It doesn't matter how far 'into the negatives' you are, just look at the result of the dice.
Why is this a problem? Say you’ve got 4 flesh and 5 grit, and a monster hits you fro 10 damage. 10 damage reduces you to 0 HP, so you look at the result for 10, because that’s the number showing on the dice. Result 10 is instant death. The death and dismemberment table didn’t actually stop you from getting oneshot, because any damage sufficient to remove all your HP in one hit is also high enough for an instant kill. The horrible wounds tables only provide non-death results when you get brought down by chip damage.

Second, maybe a third of the table results inflict the “bleeding out” condition. What does this mean?

Esoteric Enterprises, Page 41 posted:

A character who starts bleeding out can survive for as many rounds as they have hit-dice, adjusted by their Constitution modifier. For example, a first level character (who therefore has two hit dice) with +2 constitution bleeds to death in 4 rounds.
A character can attempt a Medicine roll to staunch the bleeding. This takes a round, and if successful slows the bleed to a rate of turns rather than rounds. If failed, then the character loses additional blood as the medic interferes with them; they have one less round of bleed time every time a medic fails to staunch their bleeding.
A character can also attempt to properly treat the bleeding of a character bleeding at a rate of turns. Doing so is more involved, so takes a full turn. If successful, the patient stops bleeding entirely. If failed, then the patient’s bleeding is again accelerated by a full turn.
Medicine starts at 1 in 6, and you need to succeed twice to remove the bleeding out condition. That means that unless you have either a Doctor on the team, or someone with the Cure Wounds spell (which can be used to remove Bleeding Out), it’s almost guaranteed to be fatal. That means that all the other flavor around any permanent injury that inflicts bleeding is basically irrelevant, since it’s either a guaranteed kill (because you don’t have a Doctor) or a temporary inconvenience (because you do have a Doctor and they can cure whatever crippling injury you got)

I like the horrible wounds tables. I think they’re both flavorful and an interesting way to soften the impact of rolling a character with like 3 total HP. But these two problems stop them living up to their full potential.

ACTIVITIES AND PROBLEMS
I’ll throw this section in since we can breeze through most of it and hit the highlights.

Characters take no penalties for ageing until they reach 80, then everything except Charisma is halved.

Ability score damage can be healed by anything that heals Flesh, though the player must choose to forego the Flesh healing in exchange for recovering the same number of ability score points. There’s also stuff that can permanently reduce your scores.

Items break whenever the DM feels it makes sense, but the most likely circumstance is when the character rolls a critical failure while trying to do something. It’s more likely for equipment to be damaged than to break, with further damage causing it to stop working. We’ll meet some monsters, dungeon hazards and magic later that also damage equipment.

Cave ins deal 2D6 damage and may require a Save vs Hazards to avoid being trapped in the rubble.

Climbing difficult things takes an Athletics roll. Something I didn’t notice when I first read this section is that you actually get a second Athletics roll to avoid falling if you fail the first, softening the blow somewhat.

Disguise is usually a matter of having the right costume and acting like you belong there. You only have to roll Charm under close inspection or when entering a secure area.

Locked doors can be opened by picking them or forcing them open. Interestingly, Technology is the lockpicking skill in Esoteric Enterprises, rather than Stealth. Forcing a door open uses Vandalism, with bonuses depending on the method applied. If you try to Vandalize a door and fail, you can only try again with a higher Vandalism score, or with tools that do more damage (upgrading from your hands to a crowbar, and from a crowbar to a breaching charge).

Electricity deals between 1 and 3D6 damage, and if you fail a Save vs Stunning you get stuck to the source of the damage and shocked again next round, and so on.

Falling deals 1D6 damage for every 10 feet. This was higher in my head, but I think I’m confusing it with the falling rules for Delta Green (which are some of the deadliest rules in the game, next to car accidents)

Taking fire damage requires a Save vs Hazards. Failure means you catch fire, and have to make another Save to avoid the fire getting worse, increasing from a D4 up to a D8 per turn.

You’re supposed to roll for breakage every three hours to see if the batteries in the flashlights go out, reflecting how grog games always want you to track torches in the dungeon. If you get stuck in complete darkness with no way to see, you get a -3 penalty to all your D20 rolls, a -1 penalty to all your skills, and you essentially treat all failures as critical failures. There’s a lot of debate in OSR games about what actually happens when you run out of light, whether you have to painstakingly narrate the players feeling their way along the walls, whether you just kill them instantly (eaten by a grue). I think this numeric penalty is a good compromise, since it strongly discourages adventuring in the dark without being a total pain in the rear end to adjudicate.

Hacking computers takes a Technology roll. The book encourages the DM to call for additional Technology rolls for different steps of the process. This is what the Alexandrian calls “rolling for failure” - when the guy with the already-obscure skill has to keep rolling it and rolling it because the DM considers each step of the task worthy of its own mechanical interaction, until they inevitably fail. On the other hand, the only people attempting to hack anything will probably be 6 in 6 Technology criminals, who have a 35/36 chance of success.

The game has no sanity system, damage to the integrity of the mind is reflected by damage to the mental ability scores, which may be recoverable or permanent.

There’s a paragraph about what happens if a character gets permanently transformed, such as by a magical disease like lycanthropy or vampirism. If you get transformed into an unintelligent animal, game over. If you become something intelligent, you change your character class to Spook and gain whatever powers and traits the thing you transformed into has.

Narcotics inflict temporary penalties to your mental ability scores, and you risk getting addicted if you regularly use them and fail a Save vs Poison. Why would you use narcotics? Painkillers instantly restore one hit die of grit per dose, and hallucinogens give you a +3 to your Save vs Magic. Later we’ll encounter some magical drugs that have more interesting properties.

Poison and Disease do bad things when you fail a Save vs Poison, getting progressively worse on failed saves and going away after you make enough successful ones. We’ll encounter some interesting diseases later on when we hit the DM section.

Swimming is easy unless you’re heavily encumbered or in rough waters, then you need to make an Athletics test. Fail that, and you need to make another Athletics test with a penalty. The penalties get progressively worse. You get CON/2 rounds of air in your lungs before you start taking D6 damage to flesh per-round from drowning.

Torture inflicts temporary CHA damage, with the victim breaking and “answering” the question once they hit 0. Weird that they use Charisma as the attribute that resists interrogation, rather than Wisdom, which is the “willpower” stat everywhere else in the game.

The book tells us that finding traps is an exercise in critical thinking and smart play, rather than rolling dice. A nice thought, except the rules text has already told us Perception is for locating traps, and will later give us an example of play where it’s used for locating traps. Disarming traps is done with the Technology skill, or by obvious stuff like ripping the power cable out of a gun turret.



What’s my overall read on the rules in Esoteric Enterprises? There are too many skills, too many saving throw categories, too many different resolution mechanics, and too much stuff just ported over from Lamentations. The game tells you to use your brain instead of your character sheet, then sets up a million special cases where you have to roll a specific skill to accomplish something. It can’t decide if it wants to be Basic D&D or World of Darkness.

When I finish the review, I’ll go into the way I run the game, and the changes I’ve made to mitigate these problems.

Join me next time, when we take a look at combat and downtime, along with whatever else I can fit in the post.

mellonbread
Dec 20, 2017
ESOTERIC ENTERPRISES PART 4: ENCOUNTERS, COMBAT, DOWNTIME AND MEDICAL EXPERIMENTS

In 2020, I posted this: four. My most accomplished review yet.

COMBAT AND ENCOUNTERS
Remember when I said last post that whether everyone rolls skills or just one person is decided on a case by case basis throughout the book?

Esoteric Enterprises, Page 52 posted:

These rules refer to a party leader whose stats are used for various checks. This character will typically be the one coordinating their team-mates actions or else the one at the front of the marching order. It does not imply that the leader has any authority over the other PCs, merely that they’re taking point.
Monster and NPC groups will likely have a leader; typically the most powerful or influential of their number.

SURPRISE
The first thing to do when an encounter happens (random encounters and when/why they happen will be covered later) is check for surprise. The DM rolls Perception once for each side, using whichever character in the group’s skill is highest. If one side succeeds and the other fails, the winner detects the loser but the loser doesn’t detect the winner. The winner can decide if they want to avoid the encounter, hide, set an ambush, etc. If both sides succeed, they both become aware of the others’ presence. If they both fail, they run into each other and are both surprised.

Since the game’s base perception score for both players and NPCs is 1 in 6, expect a lot of people to run into each other unexpectedly. Welcome to the Occult Underworld.

There’s a paragraph on engagement distances. If you surprise the other guy, you have a chance to choose the engagement range, or creep closer using Stealth. If you both run into each other, the engagement distance is randomly determined if you’re above ground, or in the same room if you’re underground.

REACTION ROLLS
If it’s not immediately obvious how a group of NPCs you encounter would feel about the players, or what they would do, the DM rolls a D6 and adds/subtracts the party leader’s Charisma modifier. If the players are aware of the encounter and consciously trying to make a good impression, someone can make a Charm roll to add a positive modifier to the roll.

I like reaction rolls. I think they’re a good design and people misunderstand what they’re for. They exist so that every random encounter doesn’t immediately result in a gunfight, and the players don’t automatically get wiped when they encounter 2D6 elite cultists with machine guns or whatever.

However, most games either use a larger die, or use 2D6 or something to generate the reaction roll. And they usually have a wider range of results than just hostile/unsure/friendly (though often the more granular results boil down to the same thing). Using a D6 means that if someone has good Charisma and a good charm score, it can be impossible to fail a reaction roll. That doesn’t mean you never get into fights, the reaction roll is only supposed to be used if it’s not obvious how the NPCs feel about the players. What I found is that reaction rolls were important early in the campaign, when the group was running into all the factions for the first time. They fell out of use later on, when they’d made friends and enemies in the underworld.

Still, a use for your 6 in 6 Charm criminal. Make friends with all the creepy animals and gross wizards in the basement.

INITIATIVE
But let’s say the reaction roll went badly, or the dungeon dogs were hungry, or you started shooting before the death knight opened its mouth.

The game uses group initiative, so roll a D6 and add the party leader’s DEX mod. Note that this makes the selection of the party leader an interesting choice, since both their DEX and CHA modifiers are used to determine outcomes for the party. Whoever rolled higher - the players or the monsters - goes first. Then the other side goes.

I don’t like group initiative. It usually makes the first round of combat a curb stomp, which some people think is a feature but I don’t find very interesting. It also creates a specific out-of-character problem where I ask “ok did everyone go?”, hear no responses, and then start to narrate what the monsters do, only to have a player shout “WAIT! I haven’t gone yet”. Repeat depending on how many players weren’t listening.

THINGS THAT CAN BE DONE IN A ROUND
Combat is pretty simple. The action economy lets you move and do something, draw an item and do something, or just do something. Attacking is a D20+Modifiers roll versus the target’s armor class.

In addition to the basic attack action, the game gives you a suite of combat maneuvers to choose from, which trade penalties for bonuses.

Esoteric Enterprises, Page 54 posted:

Go for the Kill
As above, make an attack roll. When going for the kill, you take a -2 penalty to your attack roll, and a -2 penalty to your Armour Class. If your attack hits, you deal 2 points more damage.

Fight Defensively
As above, make an attack roll. When fighting defensively, you get +2 to your Armour Class until your action on the next round. However, you also take a -2 penalty to your attack rolls for the round.
You can only fight defensively in a melee.

Fight Recklessly
As above, make an attack roll. When fighting recklessly, you get +2 to your attack roll. However, you also take a -2 penalty to your Armour Class until your action on the next round.
You can only fight recklessly in a melee.

Aim
If you spend a full round aiming a ranged weapon, then an attack you make with it next round gets +4 to your attack roll. You take a -2 penalty to your Armour Class until your action on the next round.
The Mercenary and Bodyguard classes get to ignore the penalties, meaning they can and should use a combat maneuver every time they attack.

There’s an action called covering fire, where you hold your action, but make a ranged attack against any target who moves in the open on their turn. You can target as many enemies in this fashion as you have hit-dice, so 2 for first level characters. Normally you need an automatic rifle to do covering fire, but Bodyguards and Mercenaries can do it with any firearm.

Blast attacks don’t require a roll-to-hit, everyone in the radius just makes a Save vs Hazards to avoid damage. This makes grenades and flamethrowers a great choice for characters with garbage attributes.

Wrestling is a quick and easy opposed D20+STR test, with some assorted modifiers for special circumstances. The winner can immobilize the loser or disarm them. If multiple people wrestle one person, roll for all of them and take the highest roll against the target’s one roll, applying a +1 per person. Wrestling rules because it ignores AC. Don’t bother trying to hit an armored target with your weapon, grapple them and kill them once they’re immobilized and helpless. Just like in real life.

COMPLICATIONS IN COMBAT
If you roll a 1 when using a firearm, it’s out of ammunition. You can’t use it again unless you have spare ammunition in your inventory. A lot of games have narrative ammunition rules and I think that’s a good shift, away from counting bullets.

Cover gives either +3 or +6 versus ranged attacks, depending on how protective it is. This means that gunfights between two sides in cover get bogged down in ineffectual shooting pretty quickly. I’ve had this happen in-game and I consider it a feature rather than a bug. Don’t try to shoot someone behind cover, that’s what grenades are for.

Shooting into melee gives you a -3 to your roll to hit. This encourages everyone to carry a hand-weapon so that they aren’t totally useless when the fighting gets close up.

Finally, a very important rule that I’m going to bold: If you hit someone with a surprise attack, either from a failed Perception roll or from Stealth, the damage you deal ignores Grit and goes straight to Flesh.

Why is this an important rule? Humans in Esoteric Enterprises never get more than a single die of Flesh. That means that an ambush is usually instantly lethal for the players, or for any human enemies they fight, no matter how powerful they are. On the other hand, there are also enemies that are all Flesh and no Grit, like Flesh Hulks and Shoggoths, which are totally pointless to ambush.

Every player character in the game is a single failed Perception roll away from instant death. This is what I meant when I said earlier that the game is disingenuous, when it insists that you’re not supposed to be rolling skills all the time.



MORALE
When NPCs take a beating, they roll morale. They do this when they lose half their numbers, or when a single tough NPC is reduced to half HP. They also might check morale when something scary they’re not used to happens, like when cavemen hear a gunshot for the first time, or when normal people see dangerous magic. Some things never check morale, like zombies or golems.

A morale check is a D6, plus the party leader’s Charisma modifier.

Again, this is the kind of thing most games in the genre do with 2D6. If the player leading the party has a +2 Charisma modifier, it’s impossible for the enemy to pass morale.

Player characters never have to check morale, it’s up to them if they want to keep fighting hopeless battles.

FLEEING AND PURSUIT
When someone wants to run away, you transition from the combat rules to the pursuit rules.

First, everyone in hand to hand combat with a fleeing character gets a free attack against them. Then the actual pursuit begins. In the game’s own words, the first step is to eyeball whether one side is obviously faster than the other, making the pursuit a foregone conclusion. This would be a good use for those movement speeds we saw on the encumbrance table in the last section. Except for one problem: none of the NPCs or monsters in the book have movement speeds listed. So what happens when neither side has an obvious advantage? You make an Athletics roll. You roll your 1 in 6 chance to get away, and the other guy rolls his 1 in 6 (most NPCs don’t have an Athletics score) chance to catch you. This makes running away a comedy of errors, as one side stumbles and trips running away and the other side stumbles and trips trying to catch them.

I do not like the pursuit rules. The free attack and the D6 roll versus your lovely Athletics score mean running away is a great way to get attacked over and over and fail to escape. This annoys me because the game’s player advice section specifically tells you to run away when a fight looks unwinnable. If standing and fighting requires a die roll, and running away requires an even less likely die roll, the players are going to stand and fight.

(And note that this is yet another case where the game demands that you roll your lovely skill, which you were supposed to find a galaxy brain solution and avoid rolling)

The funny thing is that this section is significantly dumbed down from the Lamentations rules, which had a robust system based on movement speed and the players enacting capers in order to fool or inconvenience their pursuers and get away.



DOWNTIME
Downtime is used for two main purposes: recovering HP and shopping for items. Spellcasters might also use it to scribe scrolls or do other magical stuff, and Doctors might use it to do weird science.

RESOURCES
Every character in Esoteric Enterprises has a Resource Level. By default, that’s equal to the character’s level. Social traits bought at chargen can increase the resource level further, and Spooks don’t get additional resources from leveling up.

This… seems like something that should have been included in the chargen section.

Anyway, the dollar amounts are a shorthand for what/how much stuff you can buy before you have to worry about impacting your budget. The game uses an abstracted wealth system, rather than counting dollars and cents. None of the items in the gear list have prices. If the players get a huge haul from a job, they might get a temporary boost to their resources score, but that’s it.

I like abstracted wealth systems, most of the time. In this case, I think it was the wrong choice. We’re already counting dollars and cents for XP purposes, counting them for spending purposes isn’t a profound hardship. And I have another beef with how you actually use your resource level to acquire items.

BUYING THINGS
This section starts off by admonishing you that you don’t need game mechanics to buy basic stuff like food, or the internet connection in your house. Cool. Then we get into the mechanics for actually purchasing items. If you want to buy something, you first need to make a Contacts roll in order to find someone selling it. If you pass the Contacts roll, you then roll a D10 versus your resources level to see if you can afford it, trying to roll equal or lower.

First of all, we’ve added yet ANOTHER resolution mechanic to the pile, D10 roll under. Couldn’t we just have had resource levels stop at 6?

Second, how likely is the average first level character to be able to buy something? 1 in 6 in contacts times 1 in 10 in resources. A 1.7% chance to buy an item. Any item at all, be it a gas mask, a handful of caltrops, an automatic rifle, a grimoire or a pair of gloves.

But wait.

Esoteric Enterprises, Page 57 posted:

With even a low Resources score, mundane equipment like spray-paint, cable-ties and so on can be purchased as well.
Does that mean you don’t have to roll for stuff on the adventuring gear table? What does “mundane equipment” mean? This seems like an awesome place to have a consistent terminology, like a tag “mundane item” to put on things the players don’t need to make a resources roll for.

The gear list does not have a tag “mundane item”.

Thematically, I think I understand why the author set up the rules this way. You’re a hobo wizard who spends every spare nickel on cheap wine and magical child support payments. You’re lucky if you can scrape up enough money for a hotel stay, let alone a book of spells.

In practice, these mechanics are extremely discouraging for the players. They risk their lives for money in the occult underworld, then the game tells them they don’t actually have the ability to spend that money on items. Until they hit level 2, all the cash they collected is worth jack poo poo after it becomes XP.

You can also make Contacts and Resources rolls to find information, get clandestine medical treatment to cure horrible wounds, or get favors done. All with the same stellar chance of success as purchasing a pack of cigarettes. Unless that counts as a mundane item? There’s no way to be sure.



Whatever. Time to talk about a good mechanic.

MEDICAL EXPERIMENTS
This is the Doctor class’ other special ability. They can do two types of experimental medicine: Trivial and Risky. Either way, it takes a day of downtime and access to a laboratory, making that a good social advantage to pick if you roll a Doctor.

Trivial medicine is mostly used to treat poison, disease, and the long term effects of horrible wounds. It takes a Medicine roll, meaning a doctor with a +1 INT modifier has a 35/36 chance to succeed. There’s a throwaway line about how you can transplant body parts, but a given body part harvested from a corpse has a random chance of being compatible with any given person. Which leads to doctors obsessively collecting body parts to maximize the likelihood of a match.

But you didn’t become a doctor to reattach normal human limbs. You became a doctor so you could give people night vision by harvesting a fairy prince’s corneas, or acid spit by cutting up a dungeon dragon’s digestive glands. Risky medicine uses a Save vs Machines to determine whether the crazy procedure you’re undertaking succeeds, fails, or succeeds with horrible side effects. The Doctor’s save vs machines is pretty good, and is further improved by a good INT score, but there’s still a chance of repercussions here. The book is light on details about how exactly this should all work, but provides a list of sample consequences for failure.

Esoteric Enterprises, Page 59 posted:

• Organs being grafted in fail to take hold, and rapidly turn gangrenous. The area where the graft was going becomes useless; inconvenient for a leg, but potentially lethal (Save vs Poison or die, perhaps) when it’s the chest cavity or brain.
• The patient becomes horrifically allergic to some common substance; exposure to it in even trace amounts deals d6 damage to them each round. Possible allergies include iron, car-exhaust fumes, alcohol, paper, sunlight, human sweat, plastic, cotton or tap-water.
• The patient must consume some unusual substance to stay alive; each day that they don’t, permanently reduce their maximum flesh by 1. Example substances include human blood, cerebrospinal fluids, powerful immunosuppressant drugs, naptha or stem cells.
• The patient becomes highly contagious with some weird disease, although they themselves are immune. Those making physical contact must Save vs Poison or contract it. A typical wasting disease requires saves twice per day, dealing d8 damage to constitution on a failed save. Alternately, page 128 details of all manner of far nastier and weirder sicknesses.
• The patient becomes functionally undead, only kept alive through the weird science of the doctor. They are immune to poison, disease and so on, cannot be healed by Medicine rolls, and take double damage from holy things.
• Damage to the patient’s body results in them suffering the effects of a Horrible Wound, as detailed on page 42-47. Choose one that’s appropriate, for example a mangled tongue for experiments grafting things into the patient’s throat.
• A clone rapidly matures into something horribly dangerous and hostile to the doctor. The stats for Paradox Beasts might be appropriate.
• Body-parts discarded by the doctor cling to life, and become dangerous monsters in their own right. The stats for various undead beings (such as half-zombies or crawling hands) might be appropriate.
• There is an outbreak of some horrible disease accidentally engineered by the doctor. Numerous civilians nearby contract it within the day, and those in contact with them must Save vs Poison or contract it too. A typical flash-warping virus requires saves every hour. On a failed save, the victim takes d6 damage to Dexterity and Charisma; upon death, their flesh transforms into a 1HD paradox beast. Alternately, page 128 contains many other example diseases.
• The new body a brain is placed into is not fully under control, and sometimes tries to rid itself of the alien mind trying to puppet it (Save vs Stunning whenever the patient has a chance to remove their brain while leaving the body intact, or they try to follow through).
I like the experimental medicine section a lot. It gives the doctor an interesting minigame to play instead of just being a healbot, and it makes every creature the players face a potential source of new powers, if they slice pieces off and graft them to themselves. It could use a little more guidance than just a couple examples and a paragraph telling the DM to wing it, but it’s still one of the most fun subsystems in the game.

Highlights from experimental medicine in my first campaign:
  • Doctor Cobb replacing his arm with a slime mold, which he programmed to assume complex biological shapes by keeping it in a constant state of barely sated hunger, occasionally feeding it dungeon meat to keep it from devouring him.
  • Johan the Occultist, held captive in the sewer chamber of the Leviathan cult, stripped of all his equipment, escaping by casting Time Stop using the enormous paradox crab claw grafted to his third arm, running naked out of the sewers and back to the surface before the acolytes caught up with him.
  • Devin the Riot Bard using the magical drake wings he bought from a gang of juvenile delinquents to fly up to the roof of a massive cistern, out of reach of an aboleth’s tentacles.


Glad I could end this segment on a high note. Next post, we’ll go over the special powers available to the Spook class. Yup, we’re still working our way through chargen options. See you there.

mellonbread fucked around with this message at 23:42 on Sep 23, 2021

mellonbread
Dec 20, 2017
ESOTERIC ENTERPRISES PART 5: SPOOKS & THEIR POWERS


It’s not a chapter about archaic racial slurs and CIA agents. It’s a list of supernatural origins and special powers for the game's monster character class.



At first level, a Spook gets a supernatural origin that gives them a set of special strengths and weaknesses. Then they get a single monstrous power. This powers may be randomly rolled, or selected by the player. Each power is tagged with a few “themes”. Each time the Spook levels up, they gain a new power, but the power chosen must share at least one theme with at least one of their existing powers.

ORIGINS
There are eight origins to choose from. Each comes with a D10 table of example powers for that origin, but the rules say you can combine any power with any origin if the DM is cool with it.

Human Variant
You get a free feat at first level.

Wait no, poo poo, gently caress.

You’re a human with a weird bloodline, strange mutation or other source of innate power. You get no special strengths or weaknesses, your base hit die is lowered to a D4 (the normal Spook gets a D6 HD) and your resources level increases normally as you level, like every other class.

Construct
You’re an artificial being. You might be a robot, a golem or some other animate object. You’re immune to poison and disease, don’t need to eat or breathe, don’t take damage from cold, and can’t bleed out. But you also can’t heal Flesh points via Medicine, and you always fail saves vs mind controlling effects because you were built to obey commands.

Fairies
You’re a magical creature created from the dreams of humanity. Maybe nice dreams, but probably not. You’re immune to poison and disease, don’t need to eat or drink, but take double damage from cold iron.

The Ghostly
You’re a ghost. You can’t interact with physical objects, except magic ones, or by using magic. You know infomorphs in Eclipse Phase? It’s like that. Not great. I’ve never seen anyone play a ghost.

The Living
“subterranean morlocks, aquatic piscine undines, yeti, bigfoot, animals living among humans in disguise or one of any number of similar creatures” with “no special rules traits”. Not sure why this is a category. Maybe so you could roll on a D8 instead of a D7 for your origin?

Minerals
Rock people from deep beneath the earth’s surface. Immune to poison, cold, suffocation disease and bleeding. Take double damage from electricity, which damages the delicate crystal matrices of their silicon brains. Move as though they were one encumbrance level slower than they actually are.

Plants
Dryads, fungus people, swamp things, etc. Immune to bleeding and suffocation, and produce enough oxygen for one other person. Take double damage from fire.

The Undead
Zombies, revanents, ghouls, vampires, etc. Immune to suffocation, cold, poison and disease. Take double damage from Holy or Blessed weapons. Can’t recover HP from Medicine, can’t recover more than 1 Flesh at a time from any source.

I like most of these origins. If this wasn’t a grog race-as-class game, I’d want these to be templates any class could take - like a Mineral Mercenary or a Ghoul Mystic.



MONSTROUS POWERS
There are a lot of these, so I’m going to hit the ones that seem most interesting, and skip over predictable stuff like talking to animals or breathing underwater.

Achilles Heel
Take half damage from normal sources, but bonus damage versus one specific thing.

Ambush Surgeon
If your attack deals damage to Flesh through a sneak attack, the target takes extra damage and begins Bleeding Out. See how THEY like it.

Animal Shape
You can transform into an animal and back whenever you want.

Animate Body Parts
Animate chunks of bodies, up to the size of a human arm. You can animate an infinite amount as long as you maintain your concentration.

Blood Drinking
Feed on living targets to restore your HP and make them Bleed Out

Creature of the Night
Get bonuses to all your rolls in darkness, and penalties in the light. I think this would have worked better as an origin package, since it’s a bit of a double edged sword.

Deepen Shadows
Boost the entire team’s Stealth by 1

Detach Body Parts
Rip pieces of yourself off, control them remotely and reattach them.

Face Thief
Take on the physical appearance of anyone you’ve touched.

Flesh Sculptor
THE FLESH IS FLUID! IT CAN BE CHANGED, RESHAPED, REMADE! Also, it gives you a +2 to Medicine.

Fluid Form
Change your shape, fit into any space water can fit through, wrestle slightly better.

Gullet Storage
You’re a pelican. Hope it was worth taking this as your one power.

Haunter
Heal every time you scare someone, and give enemies a penalty to morale.

Healing Stigmata
Heal other people by transferring the damage to yourself. You can do the same with horrible wounds. Wonder how long you last doing that.

Hoard
Your resources level increases normally instead of staying at 1. You know, like if you took the human origin. I’m including this to show how lame some of these “powers” are.

Hypnotism
Reprogram people to do what you want with a long conversation and a Charm roll.

Imbue Power
Temporarily give something/something else one of your Spook powers. Don’t take this at level 1, obviously.

Immune to…
There’s one of these for fire and one for electricity.

Inhuman Beauty
Get +1 to Charm and reaction rolls. I’m including this to show how lame some of these “powers” are.

Intoxicating Blood
Like hypnotism, but you feed people your blood to activate it.

Leech Vitality
Inflict the Fatigued condition when you deal damage to an enemy’s Flesh. Fatigued is one of those things that sucks for a player character but means nothing to an NPC, since it governs healing grit from sleeping.

Mad Insight
Boosts Forensics and Translation, and lets you use the Visual Calculus skill from Disco Elysium. Would be great if this game was a murder mystery game, instead of a murder… game.

Magical Prodigy
+1 to your chance to read scrolls and activate blessings given by Mystics. You still can’t cast spells yourself.

Memory Worm
Erase yourself from the memory of people who encounter you.

Poltergeist
Lets a ghost interact with the physical world.

Putrefy
Destroy living tissue through necrosis. Deals constant damage to grappled targets.

Rusting Touch
You’re a rust monster. You can delete people’s items by hitting them.

Shadow Tentacle
You can create a tentacle that slaps people around and manipulates objects. It has 1 HP and dies if anyone shines light on it.

Silent
Gives bonuses to stealth when sound is a factor, as opposed to the one that just gives straight bonuses to stealth.

Smell Magic
Detect magic, but with your nose.

Vanish
Turn invisible. Only gives a +2 to Stealth, putting it roughly on par with the other abilities that also do that.

War Form
Turn into something that does more damage than your regular form, but lacks fine dexterity and the power of speech.

Webs
You can shoot webs.



How do I feel about the Spook abilities? I think most of them are useless, or at best not enough to build a character around. I skipped a lot that just give you a breath attack or claws or teeth or other stuff that’s mechanically less useful than just carrying a gun. There are a few that could be super interesting, and a whole lot that might be cool if you combine them. By rules as written, you’re going to be level one for a long, long time. Better pick something good at first level.

I’ve had a few Spook characters in my two campaigns of Esoteric Enterprises, and only a couple who ever made it past level one. Not because the rest died in droves, it's an open table and a lot of people only ever do one session. Both of my successful Spooks took the fairy origin package. One took memory worm and some movement powers, the other took ambush surgeon and a couple stealth abilities. Both were fun characters who contributed a lot to the group.

Up next: Spellcasting, Miscasting, basic Cults and the Spell List (if I can fit it all in the same post!)

PurpleXVI posted:

I wish more games accounted for players being able to "lead" others at an action, like, say, Stealth, because having only one guy good at sneaking tends to mean that sneaking is almost always out unless you want to split the party a lot. Having some sort of explicit mechanics for leading/instructing others and thus letting them borrow your skill check(perhaps at an appropriate penalty) would be good, maybe even have it be something you could invest in being better at.
Agree completely, but remember that in this type of grog game, Stealth being a solo activity that one character does ahead of the group is considered a feature, not a bug. There are a lot of reasons for this, but a lot of it comes down to something called "role protection". Simply put, this is the belief that if you let the stealth character make all the other characters stealthy, it removes what's special and unique about the stealth character. Same with a fightsman making the group better at fighting, etc.

(I do think having the stealthiest character scout ahead is an interesting solution to the possibility of an ambush. By having a picket who detects encounters before they detect you, the players can potentially negate the number one source of instant death in the game)

PurpleXVI posted:

Also, sometimes giving everyone a check at a thing makes it incredibly hard to gauge the probabilities. Like, I can effortlessly tell what the odds are of one guy rolling a D20 vs TN 15. But when four people are making the roll simultaneously and they all have somewhat different TN's, it's hard to adjust said TN's appropriately. On the other hand, if you go too hard on the "just the best guy rolls," then you end up with a situation where the more min/maxed party members are LITERALLY the only ones allowed to do things, and everyone else is just there for flavour text.
Ah, but the skill system here is D6 roll under, meaning the difficulties are static. If you want to gauge the group's chance of success, just multiply the fractions together. If we have a group with 5, 2, 1, 1 and 1 stealth, we multiply 5/6 by 2/6, 1/6, 1/6 and 1/6. Thus, there's a 10/7776 (or 5/3888) chance everyone in the group succeeds. Couldn't be simpler!

In all seriousness, I think this also comes back to role protection as a design goal. Specific characters being good at specific things that everyone else isn't allowed to do is considered acceptable and even desirable by the people who write this genre of game.

(Except then, the spell list includes stuff that lets magic users stomp all over other class' niches. Maybe it's not role protection at all, maybe the skill system is something else the designer just ported over from Lamentations and called good)

When I run the game (I'll post my houserules and link play reports and so on at the end) I'm a lot more generous with the skills than the book recommends. I don't find it exciting when players immediately discount things as an option because they think they'll immediately fail.

mellonbread
Dec 20, 2017
ESOTERIC ENTERPRISES PART 6: MAGIC


In this section, we’ll cover the basic spellcasting rules, specific rules for Occultists and Mystics, cults, and miscast tables.



GENERAL SPELLCASTING
This section is pretty slim. There’s a paragraph about how writing scrolls uses magical reagents that have to be randomly determined, a paragraph about identifying spells other people cast (just eyeball it), and an admonishment that characters who aren’t Occultists or Mystics can’t cast spells, only activate blessings and read scrolls (with a Translation roll, so good luck with that).



OCCULTIST SPELLCASTING
This section starts with a refresher on the basic concept of casting a spell from a spell slot, but also mentions that you can fill a spell slot with a higher level spell than the spell slot (eg put a level 3 spell in a level 1 slot) if you’re prepared to roll a Save vs Magic and risk rolling on a deadly miscast table.

If an Occultist finds a spellbook in the wild, they can transcribe the spells from that book into their own personal grimoire for memorization/casting. Doing so requires a Translation roll, and if you fail that there’s a deadly miscast table. Do you see a trend here? Transcribing the spell also takes downtime and magical reagents, which are randomly determined on a deadly miscast table harmless table of magical reagents.

Occultists can cast spells experimentally. Casting experimentally lets you do things like reverse a spell’s effect (enlarge becomes shrink, hold portal becomes knock, etc), change a spell’s area of effect, change the targeting conditions, affect the spell’s range, etc. When you cast experimentally, you roll a Save vs Magic. What happens if you fail? Can you say “deadly miscast table”?

We get a more detailed description of how creating scrolls (prepackaged, single use spells) works. It takes a random magical reagent for each level of the spell being scribed to the scroll.

There are also rules for creating entirely new spells. These essentially combine the rules for casting experimentally with the rules for transcribing new spells to your spellbook. Two rolls, two deadly miscast tables.

So with all these deadly miscast tables floating around, why did I say in the character creation chapter that the Occultist was better than the Mystic in every way? Because the Occultist only rolls for miscast spells if they go outside the window of stuff they can reliably do without rolling. The Mystic can’t do ANYTHING without rolling.



MYSTIC SPELLS
Mystics get a set spell list determined by what god they worship - either randomly generated by rolling spells during chargen, or chosen from a list of premade gods that appears later in the book. They can’t learn new spells from spellbooks, only by leveling up and getting more from their deity.

Mystics don’t use spell slots. They can access their entire inventory of spells at any time as many times as they want. But each time they try to cast a spell, they have to roll Charm. If they succeed, the spell goes off. If not, they roll on a miscast table to see what happens instead. The base charm is 1/6 and the Mystic doesn’t get a bonus to it.

Mystics can also cast experimentally, which suggests that maybe the experimental casting rules should have gone under the general spellcasting rules explanation rather than the Occultist rules explanation.

But hey, are you tired of rolling your Charm skill and failing to cast any spells? Do you want to give someone else the ability to roll their Charm skill and fail to cast spells?

Esoteric Enterprises, Page 74 posted:

When the rite is completed, the mystic chooses a spell which their patron has granted them. The recipient of the blessing gains the ability to cast this spell once as if they were a mystic, requiring a successful Charm skill roll to do so. They do not need a holy symbol to do this. They cannot use experimental magic when casting in this way; the spell is cast exactly as normal.
When the blessing’s recipient attempts to cast the spell, they do not need to roll for The Fickle Whims Of The Divine if they fail. However, regardless of if the spell passes or fails, the mystic must roll on table 49 (The Cost of Holiness). If there are requirements before the spell can be cast, then the mystic needs to complete these before the subject of the blessing can use the spell. The mystic is aware that the subject has attempted to use their blessing, and both the mystic and the recipient know what they must do.
Wow! So not only does the other player get to roll their lovely 1 in 6 Charm, but I get a miscast effect even if they succeed!

I am angry. ANGRY ABOUT MYSTICS. Let’s digress for a second into the next section of the Mystic rules, which is actually pretty cool and flavorful, and I’d like a lot if it wasn’t married to a class that sucked.



CULTS
Mystics worship mysterious patrons that give them magic powers, right? So here are a handful of pre-built gods to choose from, if you don’t want to make your own or roll randomly. Each comes with a spell list, which replaces the first spell of each level you get (so you get one predetermined level 1 spell and roll for the other, then when you get your first level 2 spell it’s predetermined, etc).

Non Mystics can choose to worship the same god as a Mystic in their party. This gives them a bonus to Charm rolls when activating blessings from that god’s followers, but renders them unable to use blessings from other gods. I’ve never seen a player cast a blessing, but it’s a nice touch from a flavor perspective.

So what are our choices for gods?

Esoteric Enterprises, Page 75 posted:

Anassa
The spider-queen. She who spins her webs across the earth, nudging and guiding humanity towards their destiny. The mistress of arachnids, the greatest schemer, the swarm-who-rules-the-dark. Her cultists are everywhere, their goals inscrutable and their actions subtle and inexplicable.

The Black Goat
Moloch, Pan, Baphomet, Shub Niggurath, Baal. The wild, savage thing in the dark forests, whose cultists have terrified the church for millennia. Patron of wild things and madness, who presides over black masses and blood-soaked, howling rites beneath the moon.

Dis Pater
Hades, Saturn, Orcus, Nergaal, Anubis and Pluto. The sepulchral lord of the underworld. The king of Sheol. His worshippers tend to the dead, watching over places where the departed rest and turning thanatropic energies against those who would defy mortality.

Ithaqua
The white silence, the great wendigo. Hungry beast of the arctic. Ithaqua is the undeniable sovereign of the frozen north. He is winter personified, its harsh and relentless grasp embodied in a huge, emaciated form that stalks the wilderness. Its worshippers can be said less to revere it and more to appease it, offering sacrifice so that it might turn its attention elsewhere.

The Leviathan
The ancient beast of the deep ocean, lord of the Aboleths and Krakens. The tentacle, piscine dreamer who shall one day rise to flood the world. The creator of the undines, the sculptor of the flesh of Innesmouth, who dreamed into being Mother Hydra and who’s nightmares spawned Charybdis. It’s cultists dwell in the dark and the damp, hoping to share in their patron’s world-altering slumber and dream a new world into being.

Saint Judas Thaddeus
The patron saint of lost causes and desperation. Frequently confused with the betrayer, Judas Iscariot, Judas Thaddeus is a figure venerated as a bringer of hope to the hopeless. He is the saint who intervenes when all seems lost and disaster imminent. His followers work to raise up the downtrodden, and cast down the mighty and untouchable.

The Void
The empty, hungry space that lies between stars and atoms, ever devouring, the antithesis of matter and light.
Cultists of the void worship negation and oblivion. They are not well trusted.

Vor Glaurung
The incarnate majesty of light, the rainbow that dances. A sentience composed of fractally refracting light waves, an illusion created by the minds of its cultists. The bringer of the truth that reality is less than a lie, merely an agreed-upon consensus, with no inherent meaning. The image is not the thing, but Vor Glaurung is entirely image with no substance.
Very evocative, though there’s a bit too many inscrutable schemes and unknowable alien entities, leaving the player with little idea how to actually portray a worshipper of the god. I think most people are going to choose based on the spell list (Leviathan and Judas are the two obvious winners, with Cure Wounds and Sleep respectively) and worry about theming later.

But I promised you deadly miscast tables, so let’s see some deadly miscast tables!



MISCAST TABLES
There are a lot of these. One for each type of spellcasting failure, and one cascading table that the other tables can send you to. They all use a D20. I’m going to give you three of them verbatim, because I think an undiluted dose of this book’s peculiar flavor will show you why I keep complaining about it, but also why it’s interesting enough to write up in the first place.

First, the Fragility of mortal Minds. You roll on this one when the Occultist fails a Save vs Magic while casting a spell that’s too high for the spell slot it was memorized in

The Fragility of Mortal Minds posted:

1 Pressure builds in the magician’s cranium. They take d6 damage to Flesh. If this drops them to 0, their skull explodes, killing them and dealing another d6 damage to those nearby as shards of skull hit them (a Save vs Hazards negates this damage).

2 The spell is a dud. Nothing happens, and the memorized spell is wasted.

3 The spell doesn’t want to be used, and the magic squirms in place rather than being cast. Nothing happens yet, but the memorized spell is not used up and the magician can try to cast it again.

4 For the next turn, whenever anybody nearby speaks, the words come out of their mouths as colourful floating bubbles that hang in the air. When a bubble is popped, the words are released all at once. The same applies to any cast spells.

5 The magic burns out uselessly. Nothing happens, and the memorized spell is wasted. If the magician has any other spells memorized, then another memorized spell of the magician’s choice is lost as well.

6 Everybody and everything nearby suddenly ages by 3d6 years. Roll for breakage for any items not safely packed away.

7 The magician catches a glimpse of a fixed point in the future, but has no idea what the glimpse means or how it might come to pass. The magician picks a dice of any size and rolls it, recording the result. Thereafter, they can – after seeing the result – choose to replace the result of any dice roll (for dice of that size) with the recorded result. They get to do this once, and then the prophecy has fulfilled itself.

8 Characters’ madness starts to shape reality to match it. For every insanity, delusion, or similar that a character has picked up (including restrictions placed on a mystic), they can improve an attribute of their choice by 1. Characters that are insane for no mechanical reason (merely due to interesting role-playing) can get a point to spend in the same way, at the GM’s whim.

9 The magician gains a halo of dripping blood, rusty iron, flame, writing, burnished gold, or flowers (randomly determine which) that hangs above their head. It’s there for the next turn, hour, day or lifetime (randomly determine which).

10 Insects and vermin creep from the surroundings, forming a ring around the magician and watching them in rapt attention.

11 The magician’s chest rips open, splitting along the sternum and splaying out like the pages of a book. The magician takes damage to their flesh equal to the rank of the spell. Among the viscera and organs, membranes have written upon them all the spells the magician has memorized at the point their chest opens. Their innards can be read like a spellbook; opening them up deals d6 damage to their flesh if they’re alive when it happens.

12 The magician’s mind fails to withstand the pressure of the magic, and their personality is warped as a result. Their dreams are troubled by visions of the deep past, when ancestral humans dug up ancient relics from beneath the polar ice cap, unleashing the power of magic on the world. They gain double XP for recovering treasure that is magically powerful or significant, but no XP for mundane treasure. If the magician already suffers from this madness, then it will spread to another person present as well.

13 The magician’s mind fails to withstand the pressure of the magic, resulting in cracks that let in alien memories. They dream of the ancient civilization of serpent folk, in whose subterranean cities vast numbers of Morlock slaves had their hearts ripped out and offered as sacrifice to the serpents’ alien gods. They become obsessed with the power of these terrible beings. The magician gains no XP for treasure that was found above ground, but double XP for treasure found underground. If the magician already suffers from this madness, then it will spread to another person present as well.

14 The magician’s mind fails to withstand the pressure of magic, and they suffer horribly as a result. They believe themselves cursed, fated to suffer some grim death. They cannot gain XP unless they have suffered damage to their flesh (that wasn’t self-inflicted) that has not yet healed. If the magician already suffers from this madness, then it will spread to another person present as well.

15 The magician’s mind fails to withstand the pressure of magic, and the void starts to seep into them. If they are ever in absolute darkness (the kind only found underground), they start bleeding out immediately, blood dripping from their nose as the void coils around their brain. If the magician already suffers from this affliction, then it will spread to another person present as well.

16 The magician’s mind fails to withstand the pressure of magic, and their psyche is altered as a result. They become a compulsive killer, collecting little talismans of meat and bone from their victims. For every enemy they kill who posed some threat to them, they may take a trophy. If they do, they get 50 XP per hit dice of that enemy. If the magician already suffers from this madness, then it will spread to another person present as well.

17 Everybody nearby sees a sudden glimpse of one of the following, permanently improving one of their attributes by d4 but reducing their maximum flesh and grit by 1 each. A realm of pulsating flesh and sinew (strength improves), the multiple dimensions of time flowing parallel to our own time-stream (dexterity improves), the peaceful gardens of dead souls in the spirit world (constitution improves), a crowd of eager post-human beings from the distant future who gibber prophesies (intelligence improves), the infinite cosmic cycle of the universe as one beautiful machine (wisdom improves) or the lost serpent-folk kingdoms, glistening with the blood of live sacrifices and filled with exotic, opulent treasures (charisma improves). Randomly determine which for each person.

18 Somebody random nearby is host to an ophidian sage: their eye pops neatly out. From the space behind it, a sinuous red serpent appears, asking those present what they wish to know in a lilting voice. It answers each question as honestly as it can. It knows only what the party might know themselves, if they were playing at peak efficiency and picked up on every dropped hint. It knows all the secrets that they didn’t notice, and how the choices they didn’t take would probably play out. The snake is polite, if a little condescending. Every question it answers deals 1 damage to the host. Once no more questions are asked of it, it slithers back into the host’s skull, replacing the eye behind it. Once somebody has hosted the snake, they never will again.

19 The magician realises that hidden beings are constantly watching them and judging their actions. When they die, the fate of their soul depends on these beings’ judgement. When they die, the magician must make a Save vs Magic. They improve their save by 5 if they generally behaved virtuously in life, and it is five points worse if they generally behaved wickedly; the GM chooses which modifier to apply. If the save is passed, the magician is judged favourably; when that player rolls their next character’s attributes, they treat all 5s as 6s. If they fail, the magician’s soul is condemned; when that player rolls their next character’s attributes, they treat all 6s as 5s. If this result is rolled again, the problem passes onto another PC nearby as well.

20 Something goes badly wrong: roll on table 51 (And Hell Shall Follow).

The Fickle Whims of the Divine, for when the Mystic fails their Charm roll to cast a spell. If you are an Mystic you will roll on this table almost every time you cast a spell, so pay attention.

The Fickle Whims of the Divine posted:

1 The patron demands a sacrifice of blood; d4 flesh points either from the Mystic or other willing supplicants. The blood does not need to be drawn out all at once. When the sacrifice has been offered, the spell will take effect.

2 The patron demands a sacrifice of a particular animal. The animal will always be one in some way significant to the patron’s nature. The patron will always demand the same animal sacrifice. When the sacrifice has been offered, the spell will take effect.

3 The patron demands a sacrifice of a full thousand dollars of cash, burned. When the sacrifice has been offered, the spell will take effect.

4 The patron demands that the mystic destroy either a magical item or else a shrine or idol of a rival being. When this has been done, the spell will take effect.

5 The patron demands the sacrifice of either an eye, tooth, tongue or finger taken from a Human victim. When the sacrifice has been offered, the spell will take effect.

6 The patron requires adulation. After a total of 2d6 rounds have been spent singing the patron’s praises, the spell will take effect.

7 The patron requires an idol of it be made; an image representing it will be burned into the mystics mind. When an idol has been made and consecrated, the spell will take effect. The mystic can cast no other spells until this is done.

8 The patron requires a show of faith from the mystic; they must travel to some nearby site appropriate to the patron‘s nature, such as a mountain-peak, deep cave or temple, and remain there in meditation for a full day. When this is done, the spell will take effect. The mystic can cast no other spells until this is done.

9 The patron places a restriction upon the mystic. From now on, some activity antithetical to their patron’s nature is forbidden. Should the mystic perform such an act, they immediately take d12 damage from a bolt of lightning from the sky, sudden bleeding from the eyes, or similar. The spell does not take effect.

10 The patron requires a daily ceremony from the mystic. Either at sunrise, midday, sunset or midnight, the mystic must perform some small rite of thanks to their patron. Failure to do so will result in the mystic losing the ability to cast spells at all for a full day, and d4 damage. If this result is rolled a further time, the penalty for missing this supplication increases by a day and a dice-size. The spell does not take effect.

11 The patron requires a ceremony from the mystic every time they would perform some everyday activity such as eating, sleeping, preparing food or dressing. Failure to do so will result in the mystic losing the ability to cast spells at all for a full day, and d4 damage. If this result is rolled a further time, the penalty for missing this supplication increases by a day and a dice-size. The spell does not take effect.

12 The patron requires daily sacrifice. Roll a d6 on this table to determine what is required. Each day, either at sunrise, midday, sunset or midnight, the mystic must offer this sacrifice. Failure to do so will result in the mystic losing the ability to cast spells at all for a full day. If this result is rolled a further time, the penalty for missing this supplication increases by a day. The spell takes effect normally.

13 The mystic is required to spread their patron’s image. Each day, they must put a temporary shrine, icon, relic, holy symbol or other devotional symbol of their patron somewhere it will be found by mundane civilians. Failure to do so will result in the mystic losing the ability to cast spells at all for a full day. If this result is rolled a further time, the penalty for missing this supplication increases by a day. The spell takes effect normally.

14 The mystic is forbidden from using some weapon or technique in combat (such as surprise attacks, guns, edged weapons, unarmed combat, sparing defeated enemies, using spells, or similar). Should they break this prohibition, they immediate start bleeding out and contract Wound Infestation as their patron punishes them for breaking the prohibition. If this result is rolled a further time, the mystic acquires an additional prohibition in combat. The spell takes effect normally.

15 A mark or likeness of the patron is permanently burnt into the mystic’s flesh somewhere prominent, appearing as a scar or birthmark. The spell does not take effect.

16 The patron decides to mould their mystic’s capabilities. The mystic loses a point from a randomly chosen attribute, and gains a point of another random attribute. The spell does not take effect.

17 The patron decides to grant their mystic new gifts. The mystic forgets the spell they just tried to cast, which does not take effect, and instead learns a new random spell of the same level.

18 The mystic is knocked unconscious for d4 rounds, during which they experience strange hallucinatory visions of their patron. When they awaken, the spell takes effect, and roll on table 44 (The Fragility Of Mortal Minds) for the resulting psychic fallout.

19 The spell has no effect, and the mystic cannot use that spell again for the remainder of the day as the patron grows irritated with them. They can, however, use any other spell normally. The mystic also suffers psychic backlash as their patron’s favour is withdrawn; roll on table 44 (The Fragility Of Mortal Minds)

20 The spell takes effect normally. For 2d6 rounds, the mystic is filled with the their patron’s power, and may show signs such as glowing eyes, feet not touching the ground as they walk, a coating of frost, and so forth. During this time, they must cast a spell they know each round, without needing a Charm skill roll. However, their mortal body is not suited to such exertion, and each spell they cast in this way deals a point of damage to their flesh when the power finally leaves them.

And finally, the table you roll on when you roll badly on the other tables: And Hell Shall Follow.

And Hell Shall Follow posted:

1 A channel to the hungering Void between the stars opens up at the magicians feet. It’s an empty hole, black and sucking in everything. Save vs Hazards to avoid falling in. Everybody within ten feet loses a point of flesh every round. Everybody within one hundred feet loses a point of flesh every turn. Everybody within a thousand feet loses a point of flesh every day. The Void is there forever now. The area will start to spawn Paradox Beasts. Cultists of the Void start making pilgrimages to the area.

2 Everybody present realises... Something. In a last ditch-effort to preserve its integrity, reality erases the knowledge from their minds before they can act on it. Everybody gains an appropriate insanity, and must re-roll their Intelligence, Wisdom and Charisma scores. It doesn’t entirely work, however. There are things outside the physical world, and they want the knowledge locked in the characters’ heads. Everywhere they pass, hauntings will spring up as these beings reach towards them.

3 All corpses nearby are resurrected as undead creatures. For a single round, they will be busy resurrecting, but from that point on they will single-mindedly try to eradicate all living beings. Reasonably intact parts of corpses (heads, limbs or organs) similarly resurrect, but probably can’t do much beyond flop about.

4 An Aboleth awakens from strange aeons of death-torpor in the depths of the earth, its attention drawn to those present. It blames them for waking it, and will methodically hunt them down one by one and kill them before returning to dormancy.

5 Mathematics unravels slightly. For every item a character has, they get an extra one of that item. They lose a point of dexterity and intelligence; all the angles are wrong now, the numbers don’t add up. They can tell things are wrong. Nobody else notices.

6 The magician’s personality is erased as some intelligence from another plane of existence takes up residence behind the magician’s eyes. It is a level 15 Mystic, and it has Big Plans for this dimension.

7 The area becomes slightly radioactive. Plants that grow here will be physically distorted, and animals are likely to be chimeras. People born after a pregnancy where too much time was spent here are likely to be mutated and become Spooks. Sleeping in the area puts a person at risk of radiation sickness (Save vs Poison to avoid). Radiation sickness is a disease with incubation time 1 week, saves every week and permanently reducing a random attribute by 1 for each failed save. It cannot be recovered from for as long as the victim remains near the source of radiation.

8 Everybody nearby must make a Save against Magic; those who fail immediately fall asleep and dream of the empire of serpent-folk in the distant past. Their visions cause them to permanently lose a point of constitution and charisma, and to gain exactly enough XP to reach their next level. Their skin takes on a scaly sheen.

9 Purifying fire sweeps in to wipe away whatever is starting to go wrong here. 5d6 damage, save vs Hazards for half.

10 Flesh nearby re-knits itself into strange new shapes. Everybody re-rolls their Constitution score on 3d6. For those that rolled doubles: On 1s, they are rendered lame, halving their movement speeds. On 2s, they lose the use of one hand. On 3s, their skin is thin and fragile, -2 AC On 4s, they become hideously ugly, -1 to all reaction rolls. On 5s, they lose an eye, taking -1 to skill rolls and -3 to rolls on a d20 that rely on vision. On 6s, they are physically frail, -3 Flesh, down to a minimum of 1. For those that rolled triples: On 1s, they grow an extra arm, and can carry an extra thing in combat. On 2s, their legs are supple and fast, double their movement speed. On 3s, their fingers grow long and sharp, letting them deal d6 damage with unarmed attacks. On 4s, their body is protected by a shell of keratin, +2 AC. On 5s, they’re hefty and solid, +3 flesh. On 6s, they’re a true monster; +1 to all physical attribute modifiers and they also get all the other results for rolling triples. Regardless of the outcome, everybody is obviously mutated from now own.

11 The magician’s head explodes. 2d10 damage to their flesh, d10 damage to everybody nearby. No saves.

12 The magician’s skin shift slightly. Each night, when they sleep, an apple emerges from their navel on a thin, sinewy cord. If eaten, it creates a state of delirium; each apple is a dose of a narcotic, that applies a -2 penalty to Dexterity and Intelligence modifiers. The delirium lasts for a turn. Whilst delirious, the eater improves their Save vs Magic by 5.

13 Blood rains from the sky or ceiling, thick, sticky and with chunks of wet meat and gristle in it. The downpour is torrential, and leaves the area slick and wet. It stinks of death. Each round, save vs stunning to avoid spending your action retching.

14 A memetic virus infects the mind of somebody present. Treat it as a disease, but using Saves vs Stunning rather than Poison. The incubation time is one turn, and saves are taken each turn thereafter. For each failed save, the sufferer babbles fractally dense nonsense, taking d4 damage to their Intelligence. Everybody hearing it must make a Save vs Stunning or be infected by the meme-virus too.

15 Everybody’s belly churns and bulges. The impressions of limbs and mandibles press through their skin. There are Paradox Beasts growing in them. They can slice the belly open and pull the paradox beasts out (2d6 damage to flesh, or d6 if the surgeon doing the work passes a Medicine skill roll). Otherwise, the beast will rip it’s way out anyway in 2d4 rounds, birthing itself in a welter of blood and tainted amniotic fluids, and dealing 2d6 damage to flesh as it exits. Each paradox beast has as many hit-dice as it spent gestating in the host’s flesh.

16 D6+2 ropy grey tendrils, as thick as a human arm and twenty feet long, burst from the ground. They grapple living things (starting with the tastiest-smelling) with a strength of 18, dragging them closes to the churning maw at their centre. Each tendril has AC 14, 5 flesh, and saves of 12+. Anything thrust into the maw takes d6 damage to intelligence each round their there as the maw feeds on their mental energies, leaving them a drooling husk. For each person killed by the intelligence damage, another tendril emerges.

17 The magician vomits a glut of blood and bits of lung and throat-lining. In the gore, there are squirming creatures, like a mixture of crab and spider and toad. There’s d6+1 of them, and each is a 1-hit-dice paradox beast.

18 Ants, maggots and other tiny vermin start to follow the magician for the next thirteen days. They have a trail of the things behind them, like a wedding dress dragging along the floor, and if they try to squash or insecticide them more emerge to take their place.

19 Somewhere in the depths of the earth, an engine of the Serpent-Folk stirs. It senses an anomaly, and is coming to investigate.

20 The world warps itself to conform with the desires of those present. Everybody gets to pick one:
• They add d4 to an attribute of their choice.
• Their Resources improves by d4.
• They learn an extra spell of their choice (it appears in their spellbook for Magicians) if a spellcaster.
• They learn an extra Monstrous Power of their choice, even if not a Spook.
• A dead person they care about returns from the grave, undead and possibly rather decayed and very confused, but otherwise fine.
The gift comes at cost: all their XP totals to gain new levels are doubled from now on.

There are four other tables I’m not reproducing here, each with twenty more possible results (all including one that sends you to the Hell Shall Follow table).
  • What Has Your Hubris Wrought? For use when the Occultist fails their save vs Magic to cast experimentally. Similar to Mortal Minds.
  • Matters Beyond Your Ken, for when a non-spellcaster fails a Translation roll to read a scroll. Minor weirdness with a few permanent catastrophic results mixed in.
  • Translation Accidents, for when the Occultist fails their Translation roll to get spells out of another caster’s spellbook. Similar to Matters Beyond Your Ken.
  • The Cost of Holiness table, for when someone ELSE tries to use one of the Mystic’s blessings and fails. Also if they succeed, but what are the odds of that? About 1 in 6. This one’s basically a milder version of the Fickle Whims table.
Whew! That’s a lot of miscast tables!

What do I think of them? They’re flavorful and some of them inflict interesting consequences for dangerous activities, while others end the game for the whole group because you had the temerity to read from a scroll, or cast a spell as a Mystic. All of the tables are too complex, too verbose, and there are too drat many of them. This isn’t a terrible thing, it’s not like you constantly have to reference this section of the book. Besides the Fickle Whims of the Divine, you’ll be rolling on them pretty rarely, meaning the more outlandish results are unlikely to come up.

The reason why the Mystic table is so awful in practice is that most of the results gate you from being able to cast the spell until you do something inane and time consuming. So you can cast a spell after spending a turn doing some nonsense, but wait: so can the Occultist, by spending a turn casting a spell from their spellbook without memorization! I think you could fix this pretty easily by having the spell go off, and THEN charging the mystic the toll afterwards as penance.

We’ll cover the spell list itself next post, which will finish off the player section of the book entirely.

mellonbread
Dec 20, 2017
ESOTERIC ENTERPRISES PART 7: SPELL LIST


The Esoteric Enterprises spell list is a mixture of Basic D&D standbys, spells from Basic awkwardly hacked into a present-day setting, and new spells. There’s a single spell list for both Mystics and Occultists, no Cleric/Magic User divide. There are twenty spells at each level from 1 to 4, and twelve spells at each level from 5 to 8.

I’m going to cover the highlights of this list since there are lots and lots of spells, and their descriptions aren’t as interesting as the big miscast tables in the last post. The game has all the spells you’d expect from a D&D clone. Invisibility, Fireball, Hold Portal, you get the picture.




RANK 1

Bleeding Curse
Cut yourself for D4 damage, and a target within line of sight begins bleeding out. This is confusing because it uses the term “bleeding out” but the term bleeding out already has a specific meaning in the rules - instant death in rounds equal to HD plus con modifier. This spell specifically doesn’t do that. Instead, the target loses 1 point of HP from flesh per round. Which is small damage but actually pretty powerful, because human opponents never get more than a single die of flesh.

Cure Wounds
There’s no cleric spell list so this one’s just in the pile with everything else. Heals D6 damage to Flesh. Doesn’t restore Grit, but you can restore Grit by resting ten minutes anyway. Rather than go up if you cast it in a higher level spell slot, the HP healed increases by 1 per level of the caster. Expect a lot of spells to work this way.

Freeze the Very Air
Create objects from the moisture in the air. Takes longer in hot conditions, like the guy from the Incredibles. Doesn’t say how large the object can be - if you could make a bridge or a wall. Either way, whatever you make is brittle and has a 1 in 6 chance to break if handled roughly.

Sleep
Roll 2D8, that’s how many hit-dice worth of creatures can be affected with a single casting. They make a Save vs Magic or fall asleep. Then you run away, or you sneak up and bash their brains out. Loud noise or rough handling wakes them up, so be careful. This is a classic for a reason, and widely considered the most powerful Level 1 spell in Basic.

Turn Away Undead
A Cleric-specific ability converted to a general use magic spell. Roll D6 and add your caster level. That many hit-dice worth of undead beings fail morale and flee. Sentient undead get a Save vs Stunning to resist.

RANK 2

Guess Password
Gives you a 50% chance to guess someone’s password. After three failed attempts, you’re locked out. Remember a couple posts ago, when I said that some spells in the spell list were just duplicates of other people’s skills? This one is Technology. Why is this Level 2?

Erase Data
Creates an intelligent electromagnetic pulse that removes information from digital storage media. Yet another Level 2 spell that just duplicates the function of the Technology skill.

Know Guilt
Lets you know what someone feels bad about. Another ability that would be great if this was an investigative game. Potentially lends itself to creative uses I can’t think of right now. Doesn’t work on beings that have no shame.

Techspeak
Interrogate machines by giving them a magic mouth, forcing them to answer questions accurately about anything they know. Sentient machines get a save to avoid revealing their secrets. A reskin of the Level 1 spell Bookspeak, which does the same for books.

Waking Dreams
Removes the target’s need for sleep. Not that useful in its own right, but it also makes the target automatically fail saves vs mind control or illusions. And Waking Dreams itself can’t be saved against, making it a good debuff to apply to a hostile target before zapping them with something else.



RANK 3

Become the Sanctum
Designate an area in which the caster will never again require food, water, or air. Subsequent castings let the caster spy on anything occurring within the sanctum by astrally projecting. Strikes me as a bit useless, unless you also give the sanctum some protection against detection/penetration against hostile NPCs. Then it would be a cool way to set up a base of operations in the underworld.

Flay
Instantly deal D12 damage to a single target’s Flesh. Plus an additional target per caster level. Remember that the average human has between 1 and 10 Flesh. A powerful and very scary spell.

Howl of the Moon
Paint the target with animal blood to make them into a killing machine Slightly increases their Athletics, Perception, to-hit and damage. Overall a thematically interesting spell that’s pretty underwhelming for Level 3.

Octopus Flesh
Turn your bones into rubber. Gives you 6 in 6 Athletics to slither around, and a +1 to Wrestling. Again, cool, but not really Rank 3 material.

Senescence
Ages the target with no saving throw. The kind of thing that really sucks to get hit with as a player, and has almost no mechanical impact when you use it on an NPC.



RANK 4

Dopethrone
Get high, ignore negative modifiers from drugs, see into the future far enough to ignore the consequences of stupid mistakes by retroactively deciding not to do them.

Host the Ophidian Sage
Summon a little snake creature inside your body and feed it blood in exchange for information. “ It answers questions truthfully, but its knowledge is limited. It knows everything the PCs would know if they picked up on every clue, and always drew exactly the correct conclusions”

Parasitic Infestation
Fills the target’s body with gross bugs. Like Bleeding Curse, but deals D4 damage to Flesh per round instead of 1. Save Against Poison to negate the damage each turn.

Remote Operation
Operate a machine or piece of technology remotely. You know, like the Technology skill elts you do.

Spoof Identity
Assume the online and legal identity of a chosen victim. Again, this is what the Technology skill is supposed to do. Except this time it’s a Rank 4 Spell. Rank 4! A spell you get at Level 7!

RANK 5
This level is almost entirely D&D spells

RANK 6
Same



RANK 7

Animate Artwork
Draw something and then bring it to life, giving it the stats of the genuine article. Or worse than the real thing, if you don’t take your time to draw it right. Or you could just animate someone else’s painting.

Flatten
Sweetie, it’s time for your Rank 7 Wizard flattening. It turns you two dimensional, allowing you to slide under doors. It also triples the damage you take from physical attacks. Essentially it’s like mist form, but worse in every way.

Paradoxical Revelation
Speak a great secret of the universe that banishes anything not native to the material world, nukes low HD beings out of existence and paralyzes higher level ones.

Remote Surveillance
Enchant an item that lets you see through the eyes and senses of anyone who carries it. We’re at Rank 7, and we’re still using magic spells to do what the Technology skill did at level 1.

Sculpt Flesh
You know all that experimental medicine stuff that the Doctor does at first level? You get a spell that does that. At Rank 7.

RANK 8

Anti-Technological Shell
Create a temporary area of effect where anything more complex than bronze age technology doesn’t work.

Call Down the Void
Deal massive Charisma damage to everything in an area of effect by opening a portal to another world. Anything reduced to 0 Charisma is deleted from existence. Anything that survives is reduced to a soulless husk. The blast area is rendered hostile to life and deals continuing damage to anyone who remains inside it.

Mind Blank
Makes your mind completely invisible to detection and control, from both magical and technological means.

Time Stop
Stop time for everyone else, giving yourself a few seconds to do whatever you want while they stand there totally defenseless and unaware. This is a D&D standby, I call it out here because there are a LOT of NPCs and monsters we’ll run into later who have it in their back pocket.

Zombie Plague
You know that example consequence of failing experimental medicine, like the Doctor does at level 1? Here’s a highest-rank-in-the-game spell that also does that.



What’s my overall read on the Esoteric Enterprises spell list? Most of the additions it makes are just… not that interesting. They’re either duplicates of things other classes can already do with their skills, or they’re seriously underpowered given their level requirements. There’s not much here that really captures the grimy weirdness of something like Unknown Armies’ postmodern magic.

There are a few exceptions to this. Bleeding Curse and Parasitic Infestation are cool because they deal small amounts of damage, but do so directly to Flesh, making them extremely dangerous. Dopethrone is great, and Flay is absolutely terrifying. But for the most part, the spells the players really want are the ones from the D&D list. Cure Wounds, Sleep, Invisibility, Silence, Fireball.

So what’s the good news? We’re finished with the player facing rules. The next section is all DM facing, and it’s where I gradually stop saying “this is bad” and start saying “this is why I keep coming back to this game”.

90s Cringe Rock posted:

Esoteric Enterprises has a lot of issues, but it's got so much heart I can't not overlook them. Oh god Emmy put that away there's blood everywhere where did you even get it, etc.
Don't I know it. It's the Scrubs of RPGs - I tell people I hate it, but I've seen every episode multiple times.

PurpleXVI posted:

What is it with these Modern Occult games and making spellcasting as dogshit useless as possible? It A) completely undermines the idea that arcane threats are a danger and B) it makes it completely unrewarding for the players to engage with the subsystem at all.

Nessus posted:

I would probably blame mindless aping of Mage: the Ascension and Unknown Armies. However, as flawed as those games may be, their magic systems being difficult had a reason, it wasn't just hard like a basic subject at a Catholic university.

I also suppose there's some kind of realism situation here; "if magic was easy, the world wouldn't be recognizable!"

Falconier111 posted:

Also, the allure of over-the-top crit failure tables means OSR devs often look for opportunities to shove them in, and a miscast table has great potential for cartoonish results given how heavily they associate magic with overwhelming, potentially game-breaking power (see: DnD wizards). Realism helps them justify it.
I respect what the game is trying to do here. It's like pushed rolls in Call of Cthulhu, or Devil's Bargains in Blades in the Dark - you accept risk in order to increase your chances of success. Which is usually more interesting and more fun than just being told "no you can't do it".

The trouble is that most of the mystic miscasts are "no you can't do it".

The Occultist miscasts remind me of Discworld. Magic can "do anything", but if you use it for more than pushing the lunch trolley, you tear open a portal to the Dungeon Dimensions that does 20D6 damage to everyone in the Unseen University.

mellonbread
Dec 20, 2017
Love that cover, very Kill Six Billion Demons.

Interested to see how it shakes out mechanically. I'm a bit concerned that PBTA might be in the same place now that the D20 system was 15, 20 years ago - the default engine you drop into your game when you don't want to come up with your own mechanics. Not that every game needs to reinvent the wheel.

mellonbread
Dec 20, 2017
ESOTERIC ENTERPRISES PART 8: RUNNING THE GAME


I’ve been very hard on Esoteric Enterprises up to this point, because I don’t think the game’s mechanics live up to what it’s trying to accomplish. The DM section (everything from this point onward) is where we turn the corner into things that make this book good. The procedural rules for running the game range from acceptable to great. And once we get to the actual content, that’s where the real magic happens.

In this section, we’ll cover the game’s basic DM advice, rules for NPCs and Monsters (though not the bestiary), Reputation Mechanics, Exploring the Undercity, Encounters, and Rumors & Events.

AN INTRODUCTION TO RUNNING RPGS
This section begins by outlining the basic steps to get your game up and running. You use the underworld creation rules (which we haven’t encountered yet) to generate the megadungeon under the city where your game takes place, some factions to populate it, and some story hooks that let the players insert themselves into the action.

Next comes a short essay on the role of the DM in Esoteric Enterprises. It doubles as a little primer on what grog D&D is supposed to be about, minus the edition war horseshit you usually get in these conversations.
  • Don’t run the game with a predetermined outcome in mind, respect both the players’ choices and the outcome of the dice
  • Ensure that the players have enough information to make meaningful decisions
  • Don’t pull your punches, but make sure danger is obvious enough that getting into trouble is a meaningful choice
  • Don’t make the players roll dice for every irrelevant thing. Don’t make them roll dice if they use their imagination and come up with a good plan
  • Ask players how their character does things, instead of automatically assuming they do it wrong and punishing them for it
I think this is good advice for a game like this, though I don’t think that the mechanics set up in the previous chapters always deliver it.

RUNNING COMBAT
The three takeaways from this section of the advice are
  • Combat is not balanced. If you get in a fight there’s a good chance you’ll die.
  • The reaction roll table is there to remind the DM that not every encounter results in combat, in fact most probably won’t unless the players initiate it.
  • The NPCs aren’t going to fight to the death without a very good reason. That means they’ll break and run rather than standing around and dying, but also that won’t necessarily pursue fleeing players to the ends of the earth.
I also like this section. There’s also a short tactics section on how to use the covering fire action in a gunfight - basically the Esoteric Enterprises version of find/fix/flank/finish. Then there’s a reminder that wrestling is great, especially if you outnumber your opponent. Words to live by.



TRAPS AND ENVIRONMENTAL HAZARDS
The underworld is a dangerous place. It’s full of bullshit that makes it difficult and hazardous to navigate, and that’s before people start setting up traps. But if exploring it were easy, it wouldn’t be any fun.

Traps should be placed in important areas, such as the entrance to an underworld complex or an area where valuables are kept. The fun part isn’t rolling to find a trap, or rolling to disarm it. The DM should be giving out clues that something’s not right, allowing the players to use deductive reasoning to locate, avoid or disable it.

I also agree with this advice, but I wish the book was more consistent about applying it. There’s an example of play in the introduction to RPGs section where a character needed a Perception test to spot a tripwire. And the deliberate placement of traps kind of goes out the window once you get to the random dungeon generation tables, which obviously can’t arrange the traps and entrances according to a grand philosophy of game design. There will still be traps in individual rooms that hold valuables, but it’ll be more slapshod than the text implies here.

Here’s one paragraph that caught my attention:

Esoteric Enterprises, Page 107 posted:

Once your players are experienced with traps, you can start subverting things to mess with their expectations. A classic example is a pressure plate that sets off a trap a few feet back, to get the smartass with the ten-foot-pole. Really, though, you only want to do this sort of thing once your players have proved that they’re good at spotting and dealing with traps. Before then, it will seem arbitrary and unfair.
This type of difficulty scaling to player skill is something the book discourages elsewhere - you’re supposed to be creating a simulated world, not spinning encounters specifically to beat your players.

CAMPAIGNS AND EMERGENT NARRATIVES
We get another page of advice on running games in the long run, and how the game world should respond to the actions of the players. Just about every example of play I’ve seen on the internet of Esoteric Enterprises has been a oneshot, where the players gen characters and do a single mission. I think this is a real shame. The best part of this game is how the world comes to life over repeat sessions, and how the players discover more of the underworld through exploration.



TONE
There’s an essay on what kind of game this is supposed to be. It’s supposed to be gritty and weird, and then there’s a paragraph or two about what “weirdness” means. I like the tone of Esoteric Enterprises, with its Unknown Armies style occult underground combined with wacky fantasy elements played completely straight. Yeah, we’ve got Morlocks and Fairies and Rock People. What are you going to do about it?

There’s a couple paragraphs about knowing when to ease up on something, if it’s making your players genuinely uncomfortable or upset. And if it’s something that’s core to your campaign, you might just need to play something else. Better to find a new game than play one that makes people miserable.

Then there’s a page on how to bring new characters into the game when the old ones die. A lot of OSR books demand that you start every new character at level 1. This one gives instructions for how to create higher level starting characters (take a level 1 character and level them up), with a caveat that you probably don’t need to do this. I think the author underestimated the survivability difference between someone with 3 flesh and 6 grit and someone with 4 flesh and 10 grit.

NPC AND MONSTER STATISTICS
No, we’re not at the bestiary yet. These are general instructions for creating NPC stat blocks.

Monsters and NPCs don’t get a full spread of 6 attributes, they just get specific ones called out when they’re higher or lower than average. Everything else is assumed to be 10.

The base monster hit die is a D6 for both Flesh and Grit, though some monsters might have a different one.

The game’s base unarmed AC is 10 (I should have mentioned this earlier, I think ti’s a good change from Lamentations) and goes up in proportion to how tough or agile a creature is.

Rather than five saving throws, monsters use a single value for all saves. This is immediately followed by a table showing monsters with two different values for saves, Natural and Unnatural. When we actually get to the monster stat blocks in the back of the book, they only save. So the two save table was either copied from another book, or leftover from an earlier stage of the game’s development.



Skills are assumed to be 1 in 6, unless otherwise stated. This is important, because it means that as lovely as your characters’ stealth, perception and athletics is, the other guy is rolling at the same base rating. In the land of the clumsy, oblivious and slow, the 3 in 6 man is king.

REPUTATION AND UNWANTED ATTENTION
Now we’re getting into what makes the game tick!

Esoteric Enterprises has a faction creation system that we’ll cover in a future chapter, and a system to track how all the factions feel about the player characters.

Esoteric Enterprises, Page 112[/quote posted:

The party’s reputation score for each faction is calculated as follows.
• It starts out at a base of 0.
• If the party have, overall, behaved hostilely towards the faction, subtract their level from the reputation score; in the likely event that different PCs have reached different levels, use the highest level in the party.
• If the party have not acted hostilely towards the faction, add their level to the reputation score; in the likely event that different PCs have reached different levels, use the highest level in the party.
• If the party have a reputation for untrustworthiness, subtract 3 from their reputation score.
• Every time violence breaks out between the party and the faction in question, subtract one from their reputation score.
• Every time the party complete a job on behalf of the faction, add one or more (depending on the importance of the job) to their reputation score.
• Every time the party completes a job that directly attacks the faction’s interests, subtract one from their reputation score.
What do these numbers actually mean for how a faction feels about you?



One thing you’ll notice if you crunch the numbers is that it takes a while to get a faction to really care about anything you do. If a group of level 1 players takes a job to kill members of a faction, that’s 1 for “acted hostilely”, 1 for “violence breaks out” and 1 for “completes a job that directly attacks the faction’s interests”. That’s a total of -3, which is still “uninterested”. You may have shot up our safehouse and killed one of our lieutenants, but eh, fuggedaboutit.

I’m not sure if this is a bug or a feature. It seems silly, but it also addresses a real problem that games with reputation systems have: the first job or the first encounter or whatever permanently locks you into being hostile or friendly with specific factions, basically predetermining the rest of the game for you. By blunting the impact of a single job, the game slows down the snowball effect and leaves more options open for the players.

You want a table that snowballs like crazy?

LEGAL ATTENTION SCORES
Inevitably, your psychotic behavior will attract the attention of the authorities. How much attention? There’s a table for that too.

Esoteric Enterprises, Page 113 posted:

It starts out at a base of 0.
• Every time they do something blatantly illegal above ground, it is increased by 1.
• Every time they cast magic above ground, it is increased by 1.
• Every time they kill a person with legally recognised citizenship (so, not animals, inhuman spooks or similar), it increases by 1 if underground, or 3 if over-ground.
• Every time they commit a publicly visible crime (such as a bank robbery), it increases by 3.
• Every time they attack, use magic against or attempt to directly subvert law enforcement, it increases by 5.
• Each day spent lying low to avoid legal attention lowers the score by 1.
• Concerted efforts to obscure the party’s identity or involvement with the underworld lowers the score by 1.
Legal Attention Score can never fall below half the highest value it’s reached (IE if you get Legal Attention 12, you can’t ever reduce it below 6).
Bolding mine. I dig the distinction between killing people in the undercity and killing them on the surface.

What do all these numbers mean in practice?



Unless your players are trying very hard not to make waves, law enforcement interest is going to continually ratchet up over the course of the campaign. And that means your chance of running into these captains of industry goes up.



The die size you use for this table is determined by how much legal heat you’ve drawn down. The high end results are really nasty.

One thing I would have liked here is an acknowledgement that the NPCs you run into are also thinking about this table. Criminals and cultists are people like anyone else, and the risk of discovery is just as serious for them as it is for you. Magical creatures don’t fear the police like normal people do, but they’ve got the Men in Black to worry about.

Oh yeah, there are Men in Black in Esoteric Enterprises. They’re like Delta Green or MAJESTIC 12 or whatever. We’ll talk about them when we get into the bestiary, but in brief they’re here to stop you from violating the masquerade.



EXPLORING THE UNDERCITY
We start this section with an explanation of what the undercity is: a megadungeon made up of interconnected nodes, each node made of up of interconnected rooms, al linked to the surface via dungeon entrances embedded in mundane areas, the accessing of which could be an adventure in its own right.

There’s a little descriptive text about rooms and what they might have in them. Monsters, treasure, traps, miscellaneous flavor details, or nothing at all. Empty rooms are important because they add breathing room that makes exploration more interesting. If every chamber is packed with danger, then which-way-to-go stops being a meaningful choice.

There’s a couple sentences explaining the difference between keyed and wandering monsters. The term “keyed” is a leftover from the old days when dungeon maps had a numeric key that explained what was in each room on the map image. In this case, it’s a generic term for an NPC or monster that lives in a specific room. Wandering monsters are monsters that come from random encounters.

Esoteric Enterprises, Page 114 posted:

These represent the inhabitants of the undercity who might be exploring themselves, or attracted by the commotion made by the PCs. When wandering monsters might show up, roll a d6. On a roll of 1, something encounters the PCs. If the PCs have been noisy, left signs of their passing or otherwise advertised their presence, something instead shows up on a roll of 1 or 2. If the PCs are intentionally trying to draw attention - leaving bait, making loud tempting noises, etc - then an encounter arrives on 1 to 3. A roll for wandering monsters is made at the following points:
• Every third exploration turn.
• Whenever the PCs cause a commotion by, for example, firing guns or battering a door down.
• Whenever the PCs enter a busy or heavily populated area.
Unlike monsters tied to a location, these monsters are drawn from a general pool of monsters inhabiting the whole undercity. Pick an appropriate table on page 182-183 and roll on it for what shows up.
When an encounter is rolled that has been encountered before (and not been wiped out or otherwise neutralised), there’s a chance that it’s the same lot as before. Roll a d6. A roll of 1 means that the encounter is the same as before. If multiple separate groups of the same type have been encountered, then on a 1 it’s the first group, on a 2 the second, and so on.
Wandering monsters are great. Why? Because they’re a much more interesting method of exerting time pressure on the players than food, torches, etc. They achieve the same design goal without enforcing tedious resource management. You shouldn’t hurry up and do something because you’re worried about running out of snickers bars. You should hurry up and do something because a caveman sorcerer could come into the room, get scared by your flashlight and throw a fireball at you. And yeah, most random encounters don’t automatically lead to fights. But when we get to the tables in a few posts, you’ll see why that’s a risk you really don’t want to take.

RUNNING HEISTS
Oh yeah, there’s heists. You’re a criminal, and not all the crimes you commit will be committed in the underworld. This section lays out basic procedures for playing out heists. Surveillance, plan, execution, complications. Then there’s a set of example challenges you’ll likely encounter on different types of heist. They start with a gas station robbery, mob bosses, wizards, museums and banks, then proceed all the way up to breaking someone out of a Men in Black facility. Then there’s a little table of police response times for when you gently caress up and the alarm is raised.

I still prefer the Blades in the Dark method of running heists, where you start at the most fun part and do all the planning retroactively using your character’s special powers. But I also get how that type of fiction-first approach wouldn’t work in a grog game.



RUMORS AND EVENTS
This here is the good poo poo. Every in-game week, you’ roll a couple D8s on the Underworld Events table to see what’s happening in your city. That will direct you to another table of random events. Maybe it targets a character in your group, maybe it’s a citywide event. Then there’s a final table for where the players are and what they’re doing when it happens. Put that all together, and you’re ready to go.

This is something the game will do a lot from this point onward: use a group of tables as a seed for adventures. This is a tradition that goes back all the way to the earliest D&D books, the original Traveller, etc. Throw down some world creation rules and a few plot elements, and let the DM come up with the rest.










I don’t use these tables religiously. I’m in my second campaign now, and I find it’s most useful at the beginning of the game, when the wheels haven’t been set in motion yet. Once you’re a couple sessions in, the factions will be bouncing off each other and the players enough that you don’t always need a random generator. I still use table 66 because it sets the scene when events in the underworld boil over and spill out into the characters’ lives in unexpected ways. I like all these tables though. Sometimes, your faction and map generator is going to spit out a result that doesn’t have any immediate obvious hooks. This chapter is a superb “what now”.

Coming up next: Hazards and Treasures of the Undercity, a section I'm really looking forward to.

Leraika posted:

I'm reminded of the cast/miscast in Ctech, where it's 'you cast a spell to make people heal slightly faster' versus 'you miscast to rip a screaming tear in the world and your entire party dies instantly'.

gently caress cthulhutech!

BinaryDoubts posted:

I was curious to see how Silent Legions, another modern-day occult-horror OSR game handled spellcasting when compared to the multifarious ways it can go wrong in Esoteric Enterprises. The short answer is, being a wizard is a lot nicer in Silent Legions. Although it's harder to acquire magic than in Esoteric Enterprises (you can't start with it, and have to learn spells or traditions from trainers/grimoires, with a skill roll needed), the worst thing that can happen is the spell failing. You can even cast spells or use disciplines that are at your level or lower without having to roll - it just costs Expertise (a recharging pool of points all characters have access to) or Madness if you can't afford it.

There's actually a lot of overlap between Legions and Enterprises, right down to the needless five-saves system and multiple different kinds of rolls (d20 over, d20 under, and 2d6, in the case of Legions).
So in Silent Legions, the OSR Call of Cthulhu, magic is friendly and functional. While in Esoteric Enterprises, the OSR World of Darkness, magic is incredibly dangerous and rarely helpful. Gotta love it.

mellonbread
Dec 20, 2017

Falconier111 posted:

An OSR game that prioritizes player comfort? :psyduck: It’s probably just my limited experience in the genre, but most of the OSR stuff I’ve encountered either ignores that concept or tries to spin it as challenging players on multiple levels. Isn’t that the sort of thing Lamentations gets accused of disregarding?
In brief: the author is super woke and strongly dislikes the other OSR grogs (though not as much as she hates the 5E grogs).

I'm not going into this in the text of the review because I want to stick to the book and its contents as an artifact, without pulling in lots of twitter or blog posts. But if you're interested in Cavegirl's position on RPG safety tools, try this article.

mellonbread
Dec 20, 2017

Falconier111 posted:

I need magical girl (and equivalent) character concepts STAT.

I see a big hairy guy on the cover of the book. How about Carl Brutananadilewski.

WHAT HAPPENED TO MY FREAKIN' STAR WAND?

(I have only the vaguest idea what a magical girl is and would not be offering this if the situation weren't so dire)

mellonbread
Dec 20, 2017
ESOTERIC ENTERPRISES PART 9: HAZARDS OF THE UNDERCITY

The real Esoteric Enterprises start here.

In the spell list section, I complained that the spell list wasn’t particularly interesting because it was mostly D&D content, plus a few hasty reskins. This section is the antithesis of that. (almost) everything here oozes flavor and hammers home that you’re crawling around in the trash beneath the city.

HAZARDS OF THE UNDERCITY
Welcome to the Occult Underground, motherfucker. We’ve got:
  • Lava: Many areas of the undercity are geothermally active. Does massive contact damage and probably sets you on fire.
  • Radiation Fields: Long term exposure to radiation from radon gas, buried nuclear fuel and ancient magic residue causes radiation sickness on a failed Save vs Poison, dealing damage to random attributes until the character recovers.
  • Doors: Open them with Technology or Vandalism.
  • Tight Squeezes: Get stuck wriggling through narrow passages, scrape your skin and break your bones trying to wriggle out backwards. Continually roll Athletics to escape!
Not weird enough for you?

How about…

GASSES
Remember when I said every character one hundred percent needs a gas mask? Turns out, the undercity is full of…
  • Flammable Gas: Colorless, but definitely not odorless, this gas explodes when you bring a flame into the room. Fire attacks deal double damage in a cloud of flammable gas. You can burn off the gas with a controlled demolition and pass safely, but it refills after a ten minute exploration turn.
  • The Coiling Fog of the Worms: This sweet-smelling yellow cloud of vapor liquifies the flesh if inhaled, replacing it with glistening amber worms that quickly leave the host’s body and crawl away. When the worms gather in large numbers, a new cloud of gas forms.
  • Black Smog Belchers: These calcified stone chimneys spew a corrosive ash that deals damage over time and corrodes equipment into uselessness. It takes a ten minute turn before the HP damage starts, which is good because the smoke eats right through gas mask filters.
  • Polluting Cloud: Whether from rotting garbage or industrial runoff, this cloud of gas is just foul. It inflicts the Fatigued condition, impairing Grit recovery, and increases both damage taken and equipment breakage chance by 1 each.
  • Cambrian Vapours: A seething cloud of magical mutagens. Anyone who takes Flesh damage in this gas must Save vs Magic or develop a mutation. What kind of mutation? I don’t know, because the book doesn’t say. It’s got random tables for everything, except mutations. If you die in the cloud and pass a Save vs Stunning, you get resurrected as a Level 1 Spook with a random powerset.
  • Calcifying Miasma: A heavier than air gas that painfully solidifies the skin into a layer of limestone. Wading in it up to your ankles chafes and irritates, wading up to your neck does permanent DEX damage, and going in over your head kills you by super-asbestosing your lungs unless you’re wearing a gas mask.
I like the gasses. They’re disgusting and weird enough to be interesting, but not so much that they feel out of place in a gritty urban-fantasy undercity. Mechanically, most of them can be negated by wearing a gas mask. I almost wish the game had some kind of tradeoff for wearing PPE, so that it wasn’t quite so easy to just mask up. I guess the one inventory slot the mask takes is a penalty in itself, and less fussy to keep track of than something like a penalty to the players’ already lovely Perception scores.

Speaking of things that can be defeated by gas masks:

SPORES
These are fungus monsters in the bestiary later, but this section covers the fungi that act as environmental hazards.
  • The Lambent Corpse-mushroom: The fruiting bodies of this fungus grow in tall stalks with bioluminescent caps. Inhaling the spores deals progressive Wisdom damage, until new fungal stalks burst forth from their body like boils, leaving their corpse standing upright “like ivy holding up a rotten tree-trunk.”
  • Glittering Dust: These glittering spores are ejected into the air by “unassuming” white mycelium coating the walls and floor. They deal progressive Wisdom damage as the victim is assaulted by progressively more intense geometric hallucinations, until their mind is erased and they are subsumed by the fungal mass. Eating the fungus deals Wisdom damage but temporarily boosts your rolls to cast spells.
  • Sleeping Puffballs: These puffballs coat the ground in carpets, which explode into spores if you step on them. The spores knock you unconscious for a round, which releases more puffballs, which knock you out for another round, etc until the “dust” has settled. Carnivorous monsters sometimes lurk outside the area of effect and wait for prey to fall asleep. Though you have to wonder if they don’t accidentally set the puffballs off and pass out, which lures another monster…
Again, thematically pretty cool, but a bit lackluster mechanically. They all have the potential to delete your character on inhalation, and the book specifically says they do nothing if you’re wearing a mask.

Good thing the next item on our agenda couldn’t care less about gas masks.

SLIMES
This section covers slimes that aren’t motile enough to be considered monsters. Did you know that the term “slime mold” refers to a wide variety of taxonomically unrelated single celled creatures, which can join together to form complex biological structures in times of great food scarcity? What if I told you that the food was you?
  • Creeping Red Rot: This ruddy red slime covers surfaces in a thin film, waiting for someone to touch it. On contact it deals massive damage with digestive enzymes and begins to spread over the victim, growing larger and dealing additional damage until it kills the victim or someone rinses it off with water.
  • Hungry Muck: This sludge looks like any other slurry of compost or rotting organic matter in the undercity, but with more bones in it. Long term exposure - like wading through it to get across a room - deals damage until the target loses a point of Flesh. A victim thus infected must eat food constantly or lose CON until they die of starvation, and are subsumed into the muck.
  • Spite Pool: These giant amoebas look like pools of clear water, with only the occasional organelle visible. Stepping in one deals big damage as the victim’s foot is rapidly dissolved and digested.
  • Burning Spit: This iridescent living liquid drips from the ceiling onto unprepared victims any time someone makes a noise, dealing contact damage as it burns them.
  • Green Slime: The classic. Rapidly dissolves anything meaty it touches, growing in size and dealing more damage, dissolving MORE organic matter and growing progressively larger.
I love these stuipid slimes. It really feels like there’s a whole dungeon ecology at work here. Probably my favorite hazard.

WATER
This section starts off with a reminder that you’re underground beneath a city. Storm drains and sewers mean that rain above ground means flooding underground, and some tunnels might instantaneously become dangerous if the weather shifts. This will come up later when we examine the types of passage that connect dungeon nodes built using the underworld creation rules.

In addition to flooding tunnels, there are several types of spicy water to be aware of in the underworld.
  • Sump: A submerged underground tunnel. You get CON/2 rounds of air before you start drowning, so this is a place where your movement speed actually matters, because some sumps are up to 200 feet long.
  • Waterfall: Deals 3D6 damage if you get swept over it, and requires an Athletics test to swim to the surface once you go over. I’ve noticed OSR games have a tendency to throw out damage values like 3D6 and then add some further effect that getting hit has, when the damage alone is usually enough to kill a character full stop. 3D6 is an average of 11 damage, which is more HP than most characters have and an instant kill on all the horrible wounds tables.
  • Rapids & Whirlpools: There are some rules here about being sucked under if you fail an Athletics test, but also some descriptive text about using Drive to pilot a boat through them. Boats don’t really appear anywhere else in the rules.
  • Echoing Azure Depths: Finally, some proper magical water. This crystalline blue pool will connect you psychically to the mind of another being in another universe, who just fell into that universe’s equivalent of the pool you just fell into. If you want, you can ask them questions about the secrets of the cosmos, like “which way is up” and “how do I get out of this loving pool?” Except that if you fail a Save vs Magic, you don’t ask that last question, because you never want to leave. Hope you brought a friend with a boat hook or something.
  • Liquid Limestone: This substance forms pools on the dungeon floor that look like a thick chemical ooze. Anything porous, especially flesh, that touches it is calcified into stone. When used on living beings, this deals damage and permanently raises both encumbrance and raises AC. When I first introduced this in a dungeon room, the players bottled and aerosolized it to make turbo-asbestos grenades that caused suffocation in a few rounds by hardening the lungs.
  • Necrotic Rivers: A red-tinged river that deals damage to Flesh and fills empty Occultist spell slots with necromantic spells for free. Animates corpses tossed into it. Necrotic rivers are cool.
  • Acid Pool: The D&D classic. The rules say gloves and boots don’t protect against it, I guess nobody in the Esoteric Enterprises universe can read a safety data sheet when picking out their PPE.
I like the water hazards. The game inserts them in pools throughout the dungeon generator, so you get plenty of mileage out of them.

SICKNESS
Were the slime and mushrooms not gross enough for you? This is where things get really nasty.
  • Alkaline Sweats: You sweat acid, destroying worn and carried equipment and burning people who touch you.
  • Barnacles: Barnacles grow painfully from your skin, dealing damage, increasing AC and increasing encumbrance.
  • White Blindness: Like the kind rabbits get, but for people. Blinds and deals damage for the duration of the disease.
  • Bone Spurs: A bone growth disorder causes the patient’s skeleton to warp and twist, dealing big STR and DEX damage.
  • Rococo Tissue Fronds: The victim’s body rapidly peels itself apart into meaty fronds, dealing continuous Flesh damage.
  • Scintillating Luminescence: The victim’s sweat begins to glow, and they take progressive damage to Wisdom.
  • Blood Pearls: Blood wells up and clots beneath the fingernails, dealing DEX damage and ruining the patient’s fingers. The text describes it as “a mess of blood and splintered chitin” which I assume is a typo for keratin.
  • Iridescent Pus: Your mouth seeps with pus, dealing INT and WIS damage.
  • Scorching Fever: Your fever runs so hot you take constant fire damage.
  • Endless Vomit: You puke until you die.
  • Wasting: You starve no matter how much you eat or drink.
  • Lycanthropy: You take Charisma damage until you hit 0 CHA, then restore your Charisma to base and reroll your character as a Level 1 spook with were-creature powers based on what bit you.
  • Mycelid Infestation: A fungus that saps DEX and INT until the victim dies, then resurrects as a mycelid, basically a cordyceps zombie. No, you can’t play as a mycelid.
  • The Black Death: Yersina pestis. You swell up and take permanent Flesh damage until the infection runs its course.
  • Radiation Sickness: Covered earlier in the section on radiation hazards.
  • Memetic Virus: An infectious infohazard. Deals damage to a mental ability score as the victim’s mind is rewritten, alters perception and behavior, and halves XP gain. Carried by creatures called Dero - paranoid cavemen obsessed with conspiracies who we’ll meet in the faction list later.
The disease list is a mixed bag. They’re all cool and disgusting, but they suffer from the same problem I mentioned earlier about damage values in OSR games. A lot of them kill you before you begin to feel the more interesting symptoms. Rococo Tissue Fronds deal D4 damage directly to Flesh per round, meaning they can kill your character in literal seconds.

Diseases are yet another reason you bring a Doctor into the underworld with you.

CURSES
Like diseases, but magic. Inflicted by defiling things you shouldn’t touch, stealing things you’re not meant to have, and upsetting underworld creatures with magic powers. Can be removed by the Remove Curse spell, or by reversing whatever bad thing you did.
  • Thief-Marks: A description of your crime appears on your forehead as a big brand.
  • Confessing Brand: Like thief marks, but you’re compelled to explain how you got it if anyone asks you.
  • Karmic Retribution: The next character you create treats all 6s as 1s when rolling for attributes.
  • Divine Judgement The next character you create starts with 1 Grit and 1 Flesh.
  • Ill Fortune: Your resources level is reduced to 1, and the DM picks you whenever a random victim is called for.
  • Unsettling Aura: -1 to reaction rolls
  • Fine Things Turn To Ashes: You lose interest in a category of treasure and no longer gain XP for it.
  • Blight: Lose 5 from STR, CON and DEX
  • Senility: Lose 5 from INT, WIS and CHA
  • Poverty: Your resources value is set to 0
  • Recursive Nightmares: The victim gains no benefits from sleeping. Not sure if this means they get exhaustion penalties forever, or just can’t recover HP from it.
The chargen affecting curses are neat, though I have no idea how they work out in practice. Punishing or rewarding a player rather than a character is certainly an interesting twist.



DANGEROUS CONSTRUCTION
More environmental hazards, this time manmade. Watch out for…
  • Steam Clouds: These clouds of superheated water fill vast sections of the underworld, dealing small amounts of damage over time, obscuring visibility and inflicting the fatigued condition, which inhibits HP recovery.
  • Loose Wiring: Deals damage with a risk of paralyzing the target and dealing continual damage on subsequent turns.
  • Electrified Puddles: A hazard formed by the intersection of loose wiring and water. Mechanically identical to Loose Wiring.
  • Steam Bursts: Pipes that deal a small amount of damage to anyone who damages the loose fittings by bumping into them.
This is far from the most exciting collection of hazards, but it works as a contrast to the crazier stuff.

TRAPS
Deliberately placed dungeon hazards. We’ve kvetched about perception tests and pontificated about the philosophy enough in previous posts, so let’s jump right in.
  • Bear Traps: Deals damage and roots the victim to the spot.
  • Sprung Spikes: Makes an attack roll against the target’s AC, rather than requiring a save. Can potentially impale multiple people if it deals damage to the first victim’s Flesh.
  • Gun Turret: Also makes attack rolls vs AC. Targeting software is crude, based on motion, pressure plates or lasers. The kind of thing you could make yourself with an arduino, some servos and a rifle.
  • Land Mine:Blows up everyone in its AOE for D12 damage, or half on a “save vs devices”. Probably what Saves vs Hazards were called during development.
  • Pit Trap: The old standby. Save vs Hazards or fall in.
This section is a little bland. There are a lot of cool hazards that you could incorporate into manmade traps, like a bucket of dangerous water over a door, or a mister that sprays gas and spores. Hell, there isn’t even a cave-in trap, and cave-ins show up all over the place in the dungeon generator.

RAILWAY LINES
Some of the connectors the Underworld Creation table spits out are subway lines. Subway lines are dangerous, with trains coming through every 10 minutes and niches to hide from them every 200 feet. At normal exploration speed, you aren’t going to make it, but if you dash at exploration speed you just might survive. Dual track subways are a little easier to fit down, since you can leap aside onto the alternate track if you’re paying attention (and there’s no train coming the other way). Getting hit by a train deals 3D10 damage on impact, and an additional D10 damage per round from being pushed/flattened/dragged by the train.

Don’t walk along subway tracks. Just remove them from your dungeon travel calculus entirely, except as a neat place to lure NPCs and kill them, by running into the safety alcoves and then not letting them in when they chase you.



This section was a lot of fun. I'll to cover the treasure tables in the next post, since this is longer than I expected and I want to give them enough room to breathe on their own.

mellonbread fucked around with this message at 23:14 on Jun 30, 2020

mellonbread
Dec 20, 2017
ESOTERIC ENTERPRISES PART 10: TREASURE

I’m naht lootin!

The reason why you’re in the undercity is to get paid. There are no big piles of GP, SP and assorted gems in Esoteric Enterprises, outside a couple entries in cursed tombs and fairy enclaves that we might cover later. The treasure tables are filled with specific entries like “Holy relics from a saint ($500)” and “Propaganda for terrorist organisations ($100)”.

This treasure is distributed in three forms: rooms that are generated with a specific prewritten treasure, rooms that tell you to to roll on a specific table, and generic tables.

We’ll cover the generic tables first, since they’re apt to send you to a specific table.

LOOTING BODIES AND ROOMS
Esoteric Enterprises has a D100 table for looting rooms, and a D100 table for looting bodies. Each of these has three categories to roll under: Civilian, Criminal and Occult.

The room looting table is used for rooms that don’t mention a specific treasure table when they’re generated. There’s a 35% chance to find 1 to 35 dollars in loose money, a 25% chance to be sent to one of the other treasure tables, and a 40% chance to find a random trinket. The random trinket changes based on whether the room is Respectable, Criminal or Underworld, but is probably useless. Rubber bands, matches, a used pregnancy test. Lots of personality, at least.

The body looting table is used when you kill humanoid or intelligent foes that carry items on their person. Each roll has a 25% chance to turn up 1 to 25 dollars in cash, a 20% chance to turn up a smart phone worth 100 dollars, a 19% chance of credit and debit cards worth 100 dollars, and a 36% chance of a random trinket. Like the room looting table, the body looting table trinkets are broken out into three lists depending on if the stiff was Respectable, a Criminal or an Occult Weirdo. And like the room looting table, most of the trinkets are useless crap, with a few useful or valuable items mixed in. The body looting table can’t send you to one of the better tables.

TREASURE TABLES
Esoteric Enterprises has four specific treasure tables, all rolled on a D30.

Treasure in the Undercity
The treasure table you get sent to most often. Antiques and oddities, like religious paintings or ornate dueling pistols. Value ranges from 100 to 1,500 dollars. Small chance of magic weapons.

Contraband
The criminal treasure table. Illegal stuff. Firearms, drugs, pornography, counterfit money, stolen credit cards. Entries range in value from 100 to a maximum of 4,800 dollars. This table can send you to the Random Narcotics table.

Occult Treasure
Like the Treasure in the Undercity table, but more weird, mysterious and gross. Vampire teeth, candles made of human fat, dangerous monster eggs, scrolls with random spells, footage of the Men In Black. Entries range in value from 100 to 1000 dollars. This table can send you to the Magic Weapons, Magic Items, or Random Grimoire tables.

Things to Burgle
Normal items you’d find if you robbed a house. Computers, appliances, wedding rings, alcohol. Entries range in value from 1 to 800 dollars.

Something missing from all the treasure tables is whether the items on them are encumbering or not. Often it’s easy to determine. Pistols and smart phones aren’t encumbering when bought from the gear list, so they’re not going to weigh you down when you take them off a body. A gaming PC or a gilded skull is obviously going to take up a slot. But what about something in-between, like a tablet computer? A ring doesn’t encumber you, but does a whole jewelry box? In a game where you have five slots before you start taking penalties, this stuff matters!

MAGIC WEAPONS
Magic weapons are created using 3D20. The first die determines the weapon’s to-hit and damage bonuses, the second die determines what kind of weapon it is, and the third D20 determines its additional special properties.

The bonuses range from +0 to +5 hit and damage, but the highest rated ones all have some special property, like “+5 to hit and damage versus entirely subterranean creatures” or “vs the forces of law and order”

The weapons are a mix of modern equipment like shotguns and archaisms like two handed swords and axes. I would have liked a few more contemporary items on here - a magic stop sign or sock full of pennies or something. A magic billhook is fine if you find it in an ancient crypt under the city, I guess.

The special properties have your usual D&D standbys. Talks and wants you to kill people, deals fire or electric damage, you get the picture. Then there are also some results which use unique Esoteric Enterprises mechanics. The “mutilator” result always inflicts a horrible wound on hit in addition to damage, meaning it can end fights with a single blow. Then there’s the “slaughterer” which gives you a single attack roll when you die, and if that attack roll kills something, you come back to life. I had a player with a slaughtering sledgehammer who deliberately made his last stand in the most trash filled alleyway he could find, so that when he died, he was able to smash the biggest rat within arm’s reach and survive.

Let’s make a couple example magic weapons.

First result of 3D20 is 5, 5, 3. That creates a crossbow ith +1 to hit, and an extra D6 fire damage. Sounds familiar. The text says “can be suppressed” and I’m not sure if that means the damage can be resisted, or if you can put a silencer on the weapon.

Next roll gives us 8, 2, 4. That gives us a rifle with +2 chance to hit and an extra D6 electric damage on hit. I think Cap’n Nemo had one of these. It can also “be suppressed” according to the special power description.

Final roll is 20, 19, 19. That’s a two handed sword that gives +5 to hit and damage, but only versus armed opponents. It also makes combat totally silent, with neither the user or the target making any noise.

MAGIC ITEMS
Magic items are also generated using 3D20. This gets you a use-case for the item, the form the item takes, and the type of magic the item does.

The use-case ranges from single-use, limited charges, always-on, activates-automatically in relevant circumstances, permanent transformation, etc.

The form the magic item takes can be anything from clothing and jewelry to a set of tools, to a prosthetic limb, to a camera or mask. There’s an entry for “ammunition” which overlaps a little with magic weapons.

The types of magic suggest what the item might do when the activation conditions are met. They aren’t very descriptive, just words like “time”, “electricity”, “emotional manipulation”, etc. It’s up to the DM to spin it into a mechanical effect.

Let’s make some magic items.

First try gives us a 17, 15 and 7. A lantern with a personality that activates its emotional manipulation powers of its own accord. Two possibilities here. First is that it uses its powers to cast Suggestion (which modifies the target’s beliefs to make them more favorable) to protect the person carrying it. Second is that it uses its powers of Suggestion to protect itself.

Trying again gives us 15, 3, 5. Glasses whose powers of violence are triggered by a particular misfortune, one time and one time only. I’m thinking they activate in a truly desperate combat situation, shooting out a Cyclops-style eye beam for massive damage and disintegrating.

Third result is 8, 7 and 15. A mask with 14 charges left of time powers, activated on use. Probably just pick a time-based spell from the spell list and toss it on there to be activated at-will. Activate the mask to get a single round of Haste - basically one extra action or attack per charge.

Inevitably, you’re going to get an item that doesn’t have an obvious mechanical effect that the DM can just gin up out of nowhere. That’s the price of a random generator. If all else fails, roll again or pick something from the prebaked items list.

GRIMOIRES
Sometimes, you find tomes in the underworld. Unless you’re in a cult center where the choice of holy book is obvious, you roll a D100 on the Random Grimoire table to see what’s on offer. There’s a 2% chance for each of the grimoires from the gear list to show up (total chance of 52% for a chargen purchaseable grimoire), and a 48% chance of something you can’t buy on the open market.

Results 69 through 100 on the table teach you spells, but also have other effects. For example
  • The Cthäat Aquadingen gives you Aquatic and Fluid Form by aligning you with alchemical water
  • The Eltdown Shards not only teach you Animate Dead, but let you cast it on fossils
  • The Catalogue of the Stygian Library makes the reader instinctively aware of all books in the same building as them
Some of the books give you options to reroll your character based on their contents.
  • The Green Book, a Girl’s Diary lets you join the cult of the Black Goat, turning you into a mystic and letting you keep your XP. It also has spells, which is stupid because mystics can’t learn spells from spellbooks. Dreams from the House of Thorns lets you do the same thing for the Idea of Thorns, and the Testimony of Vorm the Parasite-God for Vorm the Parasite-God.
  • Games of Troy Town lets you reroll as a Spook with the fairy origin, keeping your current XP.
Some of the books are traps.
  • On the Sending out of the Soul turns you into a ghost on a failed Save vs Magic.
  • Dero Conspiracies infects you with Dero madness
  • Engines of the Gods lets you “rip reality apart” but actually just rolls on the And Hell Shall Follow miscast table.
There aren’t any rules for creating your own grimoires. Not that it’s difficult, just toss some spells in there and steal an appropriate title from another work of fiction.

NARCOTICS
Sweet, sweet drugs. You’ve got your cocaine, your ecstasy, your krokadil (which inflicts permanent instead of temporary ability score penalties), bunch of painkillers, standard stuff.

Then you’ve got your magic drugs. These inflict your usual spread of temporary attribute penalties, but have more interesting effects.
  • Dust lets you interact with ghosts and other intangible beings like they were solid
  • Elf-Wine boosts your Charm to 5 in 6, making it beloved of mystics and grifters, but also doubles the damage you take from iron weapons
  • Lotus Petals let you reroll your choice of INT, WIS or CHA, but you must keep the new result forever. Good for shoring up a particularly lovely ability score.
  • Soma doubles XP gain while high, but you automatically fail saves vs mind altering magic.
  • Vitae makes you immune to the bleeding out condition, and gives you the Blood Drinker monstrous power.

SPECIFIC MAGIC ITEMS
Prebaked magic items. If this was a roguelike, we’d call these “unrandarts” - un-randomly generated artifacts.

There are a handful that are just straight out of D&D, like the necklace of fireballs (throw fireballs, or set the whole thing off like a grenade belt) and the aeon stones (lets you set up “contingency” spells to activate on a specific trigger) and the decanter of endles water (lets you wake up Ignus). The rest of the entries are new, and much more interesting. The ones that caught my eye:

Animating Spike
Drive it through the brain of a corpse and bring it to life as an obedient undead slave.

Artificial Womb
Leftover serpent-man tech. Clones any flesh inserted into the input hopper and creates a fetus based on its DNA. Can create chimerical monstrosities and shoggoths by blending different samples.

Burned Coat
A burned and melted red pleather coat. Makes you immune to fire damage (though not smoke inhalation).

Flesh Stealer
Hit people with it to reduce their Flesh and increase yours by an equivalent amount, shrinking them and making yourself larger in the process.

Glitch Cassettes
Playing these tapes causes a random miscast event from the And Hell Shall Follow table.

Hand of Glory
The hand of a hanged man, dipped in wax and used as a candle. Puts people to sleep and keeps them that way until the flame goes out.

Hubcaps of Speed
Magic hubcaps that can be attached to any wheeled vehicle, doubling its maximum speed. Guessing this was inspired by the magic chariot wheels that nobody ever finds in The God That Crawls.

Named Bullet
Bonus to-hit and damage versus whoever’s name is written on it, and kills them instantly on a failed Save vs Magic. Can be found pre-inscribed, or rarely, with the name field empty, waiting to be filled in.

Panoply of the Ophidian Champion
Serpent man armor. Grants 10 AC, increases encumbrance by 1 level, and can be further activated to temporarily grant the wearer serpent powers: bonus HP and double their usual number of actions per round.

Martian Lamp
Lets you talk to a martian in order to gain occult knowledge. Requires too many Translation and Charm rolls to actually be useful. Knock the lamp over while it’s lit and you get a miscast effect from And Hell Shall Follow. Nice to see the magic items follow the spellcasting rules’ trend of “useless when used correctly, nuclear bomb when misused”.

Shape-changer’s Bane
Deals double damage vs shapeshifters and forces them to assume their natural form.

The Subtle Knife
Severs limbs when it deals damage to Flesh. Casts the spell Rip Portal on a successful Vandalism roll.

Warrants of Protection
An ancient document that grants you protection from a specific category of magical being. Unfortunately, you need to roll Translation every round in order to use this protection. A bit like inscribing Elbereth to ward off monsters in Nethack, except worse in every way.



And that’s it for the treasure tables. Next post, we’ll be diving into the book’s killer app: the Underworld Creation rules. I’ll generate a sample megadungeon, and then let the thread choose which sections we do a more in-depth look at.

mellonbread
Dec 20, 2017
ESOTERIC ENTERPRISES PART 11: ROLLING UP THE UNDERCITY

Post Theme

This is it, the moment I’ve been waiting for. We’re going to generate the goddamned Occult Underworld. As in, I’m going to generate an example undercity. I’ll talk at the end about the merits and flaws of the system as-written, and how I altered it once I had a better feel for the game.

Take it away, book!

Esoteric Enterprises, Page 148 posted:

To create the undercity, take a piece of paper, roughly A3 sized (or two A pages next to one another). The top of the page is ‘north’, the left ‘east’ and so on. This roughly corresponds to positions on the surface. Then take a big handful of dice – of all different sizes and types, the more variety and weird dice in there the better – and drop them onto this page so that they scatter randomly across the page.
Where each dice lands will be a complex of its own in the undercity. This is a site of some significance, with multiple rooms and passages and its own unique features. Record where each dice landed, what size it was (IE the number of faces) and what number it rolled. Put a ring around the dice and draw a line to link it to its neighbours in a rough network.
I’m using two each of the following: D4, D6, D8, D10, D12, D10 with the tens place, D20. Also a single coin.




I tried to take these in direct sunlight, but the weather wasn't being cooperative. Right click view image if you're having trouble reading them

Esoteric Enterprises, Page 148 posted:

The lines between each complex is a long connecting tunnel. Look at the size of dice at each end of the tunnel, and check the table below to determine what form this tunnel takes. For the purposes of this table, treat dice with an unusual number of sides as d8s…

...The scale for the map is roughly 1 inch representing half a kilometre on the ground.


That’s… a lot of sewers.

Esoteric Enterprises, Page 148 posted:

Each dice itself is a complex. To determine which type, look up the number rolled on the table below. Most complexes will need to have their specific details rolled up when the party encounters them...

...The rough depth of each complex can be determined by the colour of the dice that rolled it: the darker the dice in question, the deeper underground it is.


I’ve annotated the complexes for future reference. We’ve got:
1: Entrance
2: Reliquary
3: Cult Stronghold
4: Derelict Subway
5: Church Crypt
6: Morlock Lair
7: Shoggoth Lair
8: Cult Stronghold
9: Underworld Frontier
10: Gang Stronghold
11: Sewer Cluster
12: Cistern
13: Derelict Subway Station
14: Entrance
15: Cult Stronghold

Esoteric Enterprises, Page 148 posted:

Finally, work out how many complexes have an entrance from the surface. If the result is less than 4, drop enough markers (such as coins) onto the map to bring the number up to 4. Each marker represents an entrance.
This is a bit difficult to interpret because some of the complexes have a chance to spawn additional entrances to the surface, meaning the potential number of entrances could already be greater than four. However, the book says later that we shouldn’t bother generating the complexes until the players visit them. So I’ll interpret this as us only having two entrances for now. I’ll toss two coins on the map and make two more.



This kind of bones our numbering system, but whatever. Two more entrances at 16 and 17.

We need to know what kind of entrances to the surface our undercity has.

Esoteric Enterprises, Page 150 posted:

Rather than an entire complex, this is one simple chamber accessed from the surface in some way. How you get to the entrance chamber is determined by the dice that rolled it
Our entrance at 1 is a storm drain outflow into a river. 14 is a door in an underground parking garage. 16 is the basement of a lovely housing project. 17 is a hatch under an underground nightclub.

What’s my big issue with the map creation system? The tunnels between the complexes. There are a wide variety of sewer tunnels, storm drains and other infrastructure connecting these complexes, and they are all boring as gently caress. According to the ground scale, these tunnels go on for kilometers, meaning that traversing them at the movement speeds given in the encumbrance section is going to take hours. And with random encounters rolled every half hour, that means a virtual guarantee of an encounter in a tunnel. And that means running into monsters, NPCs, etc in the most tactically uninteresting terrain possible: a straight line, which stretches out for literal miles. After a few sessions of this, I got tired of it and just eliminated the giant rear end tunnels. Dungeon complexes connect directly to other dungeon complexes through doors, short passages or knocked down walls. If that robs the players of the thrilling experience of hiking through a historic storm drain, so be it.

After this, the book lists tables for all the actual underworld complexes that go in our map nodes. We’ll let those simmer for now. It’s time to populate our underworld with factions.

THE SOCIAL UNDERWORLD
Creating factions and determining how they feel about one another uses the same system as the map: toss dice on a page, draw lines between them. We’ll use 2 each of D4s, D6s, D8s, D10s, D12s and D20s for this.



Esoteric Enterprises, Page 172 posted:

Each dice represents a single power in the occult underworld; an organisation or particularly powerful entity. The number rolled determines what the power is, as listed on table 126.
A line between two powers indicates that they are currently interacting in some way. Depending on the factions the power at each end belongs to, the relationship will vary.
Dice sizes are used to determine the relationships between different powers. Each dice size represents a particular faction, so all powers rolled on the same size dice are part of the same faction and thus friendly with one another. The exception to this is d20s; all results on a d20 are fiercely independent and not part of a greater alliance.
To determine the specific relationship between two powers, look up the dice at each end on table 125.
I’ll save you the crunching through tables and just show you the finished result.



Esoteric Enterprises, Page 172 posted:

Once you’ve mapped out the different factions and powers, you’ll want to do a little creative work to pull this together into a distinct picture. Look at the commonalities between different members of a faction to work out what probably unites them. Perhaps one power is a strong leader that has united them, or they’re brought together for practical purposes, or they share an ideology. Similarly, look at the powers at each end of a line, and the relationship between them; the exact nature of their relationship can be determined.
Yeah no kidding it takes “a little creative work”. This relationship map is a little too complex to just pick up and play. It works great in bite sized chunks though. The players encounter a faction in the undercity, the faction is fighting X or complaining about Y, or maybe you notice a dude who doesn’t fit in because he’s a spy from Z, etc.

Esoteric Enterprises, Page 172 posted:

Lastly, drop a final marker (a coin perhaps) into the middle of the page. Link it to a few neighbouring powers. The marker represents the PCs group as the campaign begins. They start out very familiar with those powers they’re linked to, although the relationship between them is neutral. Events once the game begins will probably alter this relationship as things progress.


The players begin the game knowing an Avatar Cult, a Street Gang, and some Vampires. Class act.

Esoteric Enterprises, Page 172 posted:

You’ll find that the undercity likely has a few locations such as ‘cult strongholds’, ‘surgeon’s laboratories’ and ‘gang strongholds’ that obviously have residents. Pick an appropriate power from those active in the underworld to occupy these locations (IE some sort of cult in a cult stronghold, etc). If no suitable power exists (no morlock packs to occupy a morlock lair, for example), then the residents can be assumed not to be active participants in the underworld’s politics, and instead keep to themselves.
This right here is a problem. There are some obvious opportunities to place people in the dungeon. We’ve got a couple cult strongholds and a gang stronghold up for grabs. Problem is, we’ve got more gangs and cults than we have gang and cult strongholds. We’ve got experimental ritualists and smugglers and tainted bloodlines on our faction list, with nowhere in the underworld to put them. We’ve got a vampire brood, and there’s an entry for a vampire nest on the dungeon complexes table, but I didn’t roll one. Do I add one in? Put them somewhere else? Or do I put some of these people on the surface? The Corrupt Business is probably up there, right? I find this to be a serious usability problem with the faction creation rules. In practice I end up just hand-picking factions rather than rolling, based on what I can actually place in the dungeon, potentially modifying or adding complexes. What are you actually supposed to do here? No idea.

Oh, the rules say a faction that appears in the dungeon map but not the social underworld map are isolationists. So our morlock lair complex is occupied by some isolationist morlocks.

But what’s my big issue with both the faction generator and the map generator?

DUPLICATE RESULTS
If you use a mix of low and high numbered dice, your results are going to be weighted toward the lower numbers, since the high die sizes can roll low values, but the low value dice can’t roll high values. That means your underworld will have lots of cult strongholds, sewer clusters, and too many loving bomb shelters to count. Seriously, my first undercity had enough bomb shelters that I got sick of it after the players found the second one, and surreptitiously changed all the remaining shelters they hadn’t visited to more interesting results. You’ll only see a handful of the higher numbered table results. Which is a shame, because those are some of the coolest entries. Notice we didn’t get any Fairy Grottoes or Lithic Embassies in our underworld. Hell, there are 8 results that can only be rolled on a D10 with the tens place.

Fortunately, there’s an easy fix for this: only use higher numbered dice when creating the underworld map. Yes, you rob yourself of the fascinating variety of sewer tunnels the different die results can generate, but that’s a price I’m willing to pay for a more exciting undercity. Granted, you might view the weighting toward the more mundane results as a feature, especially if you’re trying not to use all the content in the book on your first campaign. But I say bring on the good poo poo first. You never know how many sessions you’re going to get out of a game, start with the fun stuff!

(There are individual complexes that use the propensity for duplicates in interesting ways, by having the low level results be common empty rooms and the high numbers be interesting stuff, thereby ensuring that there’s a diversity of alternate routes through the area, around all the monsters and hazards)

CREATING THE SURFACE
I lied, there are no rules for creating the surface. The only details that imply anything about the surface world are the dungeon entrances. I think the game assumes you’re going to use a real-life city you’re familiar with, and throw the underworld beneath that. That’s what all the examples of play I’ve seen on the internet do. I think this is a missed opportunity. There are a lot of entries on the random event table that strongly imply the surface world is supposed to reflect events in the underworld. It would have been great to have even a little bit of advice for assigning gang territory, above-ground hideouts for factions, etc.

So I drew my own surface map to go along with the underworld we’re building.



The dungeon entrances are delineated by those big “down” arrows. There are a couple locations which roughly match up to their underworld counterparts. The church is over the crypt and the cemetery is over the reliquary. The two abandoned subway stations have closed up surface counterparts. The waste outflow pipe from the storm drain implies a river, so I tossed one in there as well.

TIME TO CHOOSE
Complex generation is how the individual dungeon areas within the underworld are created, and is best illustrated with an example. So I’m polling the thread.

DO YOU WANT TO SEE
  • A Reliquary
  • A Cult Stronghold
  • A Church Crypt
  • An Underworld Frontier
  • A Gang Stronghold
  • A Sewer Cluster
(Morlock Lairs, Shoggoth Lairs, Derelict Subways and Cisterns use abbreviated versions of the complex generation rules that don’t really illustrate how the game works)

Similarly, the underworld factions each have their own section in the back of the book that explains who they are, what they’re up to, and how to fill out their numbers.

DO YOU WANT TO KNOW MORE ABOUT
  • A Street Gang
  • A Minor Cult
  • An Avatar Cult
  • Experimental Ritualists
  • A Corrupt Business
  • Smugglers
  • A Vampire Brood
  • A Tainted Bloodline
  • A Morlock Pack
Reply with what you’re interested in. I’ll do a couple factions and a couple complexes.

Night10194 posted:

A 2-handed sword of massive bonuses but only against someone else arrayed for battle is a pretty sweet magic item idea.
I had a player in my first campaign find a weapon that only worked against armed enemies. I was never sure if it should work against monsters that fought with teeth, claws etc, and usually ended up deciding on a case by case basis.

Leraika posted:

Subtle Knife seems to be a reference to the book of the same name.
Given the book’s love of obnoxious miscast tables, I’m surprised there isn’t some world ending consequence for cutting too many holes in the universe and letting all the quantum dust drain out. Should deal damage to specters and other incorporeal creatures too.

mellonbread fucked around with this message at 02:31 on Jul 2, 2020

mellonbread
Dec 20, 2017
ESOTERIC ENTERPRISES PART 12: COMPLEXES, CULTS, AND OCCULT BLOODLINES


In our last post, we created the big underworld map and some factions for The Spit, our imaginary Esoteric Enterprises city. Now we’ll look at the generation process for some individual dungeon complexes that make up the larger map, and get an in-depth look at a couple factions.

We’ll handle the complexes first.

COMPLEX CREATION

Esoteric Enterprises, Page 150 posted:

There’s a simple method for creating a randomly generated underground complex map for player characters to explore.
First take a large sheet of blank paper that will form the basis of the map. Then, take a handful of dice – it doesn’t matter which type, so long as there‘s a variety there – and drop them onto the map. Where each dice lands will be a room, with the number rolled determining what’s in there. More common features have lower numbers, so more dice can potentially roll them.
Circle the dice, and note down in the circle the number rolled, and what size dice rolled it. Each type of complex has a table that determines what sort of room each dice-roll represents. Some chambers have additional details, determined by the size of the dice that rolled them.
The relative depth of different chambers can be determined using the color of the dice that rolled them: darker dice represent chambers deeper underground.
Once this is done, connect each chamber to one or more nearby chambers with a line for the passageways. The nature of the passageway depends on the type of complex. The slope of the passage depends on the difference in dice color; the passage will be flat if they are the same color, and very steep in they are dramatically different.
Lastly, each chamber will be connected to others by larger routes. Look up how many tunnels connect to the complex on your map of the overall undercity: draw a line for each one leading from an appropriate chamber in the complex off the paper.
Bolding mine. I call out that sentence because it’s sometimes true, and sometimes produces results that are a bit silly.

We’ll make two complexes to demonstrate how the rules work.

Underworld Frontier

Falconier111 posted:

The hell is an Underworld Frontier?
It’s never defined in game, but the Underworld Frontier (or Underground Frontier, as the game sometimes calls it) is an area where the mundane meets the magical. Its walls are scrawled with graffiti and summoning signs. It’s got all the hazards, from slimes to fungus to traps, and a chance of underworld monsters and treasure.

Our underworld frontier is map location 9 on the big dungeon map.

We’ll use 2 each of D4s, D6s, D8s, D10s, D12s and D20s for this, along with a single coin to make the chambers.



Like with the big underworld map, the passages between the rooms in the Underworld Frontier are determined by the size of the dice on either side.

Esoteric Enterprises, Page 159 posted:

The connecting tunnels in this sort of complex vary wildly. By default, a tunnel between rooms is a now-dry sewer tunnel, four feet in diameter. Look at the dice-size of the chamber at either end for variations on this.
• If there’s a d6 at either end of the tunnel, the tunnel is instead narrow enough to force a slow squeeze. A d6 at both ends makes this squeeze tight enough to be dangerous.
• If there’s a d8 at one end of the tunnel, the ceiling is 5 feet high, enough to walk without stooping.
• If there’s a d10 at one end, the tunnel is tall enough to walk easily. If there’s a d10 at both ends, then there’s a raised walkway.
• If there’s a d12 at one end of the tunnel, then the tunnel is tall enough to walk easily, and lit by lightbulbs in the ceiling.
• If there’s a d20 at either end, the tunnel is flooded halfway full. If there’s a d20 at both ends, then the tunnel is totally flooded with no breathable air at all.
Applied to our underworld frontier, the result looks like this



Now I’ll add the chambers from the big table, corresponding to the numbers rolled on the dice.



I’ll post the descriptions from the table here.

Esoteric Enterprises, Page 159, Table 98 posted:

1: Empty save for ankle-deep water. Also look up the dice size on the table below for appearance…

2: Empty save for gang-related graffiti proclaiming some faction’s dominance over this turf; drop a dice onto your faction map for who’s tried to claim this space. Also, check the dice size on the table below for appearance…

4: Heavily booby-trapped but otherwise empty. Check the dice size on the table below for the chamber’s appearance…

5: Corpses impaled on spikes or hung from the ceiling on hooks. Check the dice size on the table below for the chamber’s appearance…

6: The room is heavily barricaded with detritus, rubble, furniture etc. Also check the dice size on the table below for the chamber’s appear-ances…

8: The lair of a dangerous sedentary monster like a giant cave barnacle or mimic. Littered with detritus and bits of corpse from the monster’s meals…

Other: Corpses littered about the room are in fact some sort of undead monster that will territorially defend their makeshift grave
The references to the “table below for the appearance” are to a separate table, which uses the die size to generate some descriptive text for each room. Most are just flavor, some have a mechanical effect.

Esoteric Enterprises Page 159, Table 99 posted:

D4: Dead fish scattered about.
D6: Littered with barbed wire.
D8: Very angry grafitti scrawled on the wall.
D10: Carved from the living rock.
D12: Remains of an old hobo camp in one corner.
D20: CCTV camera watching the room.
Other: Ceiling 4ft high.
I’m not adding these to the map because it’s already a bit cluttered and you wouldn’t be able to read it anyway, but some of them do have gameplay implications. The CCTV cameras might be used by city infrastructure workers, law enforcement, or whatever faction laid claim to the area by scrawling that graffiti in the room numbered 2. The hobo camp implies a roll on the room looting table (though so do the rooms packed with random debris). The “other” entry being 4 feet high is funny, because it means that the undead creature playing dead encounter can only happen in a 4 foot high room.

Finally, we need to add passages to the other dungeon areas. Our Underworld Frontier connects to the abandoned subway station to the North, the gang stronghold to the East, and the underground parking garage to the Southeast.



So, how did we do? I definitely see the logic in where the trapped rooms ended up - surrounding the entrance to the gang stronghold on the East side of the map, and the path into the area from the South. We can revisit our faction map and figure out whose graffiti that is, or just assign it to the gang that lives to the Southeast. Same with the impaled bodies, though I don’t know that a criminal gang would be dumb enough to dump their kills three rooms away from their own doorstep.

What could be improved? Well to put it simply, this Underworld Frontier is boring. By using a mix of dice, we didn’t get higher than an 8 on any die. We missed out on several much more interesting chambers.

Esoteric Enterprises, Page 159, Table 98 posted:

14: Infested with some sort of fast-growing fungus or slime. A line of harsh chemicals painted in a ring across the wall, floor and ceiling of each entrance provides a barrier the slime can’t grow across, but if this line is broken, the fungus will be able to spread, taking over other rooms in a matter of days.

15: Circles, hexagrams and sigils carved into the floor, scorch-marks on the ceiling. Something horrible (perhaps a paradox beast of some sort) was once summoned here, and blood spilled on the floor will attract it back.

16: Concealed behind an obvious boobytrap (maybe a beartrap or gun turret) lies a chache of treasure. Roll on tables 73 and 75 (treasure in the undercity and occult treasure) a few times for what’s there.
I made a big deal about how important empty rooms were a while back, how they aid pacing and add more options for the players to move around. But the weighting runs the risk of creating an uninteresting result. And it’s not like the lower level results are things that would logically be more common.

Esoteric Enterprises, Page 159, Table 98 posted:

3: Two sets of corpses , from two different factions, dead from the outbreak of violence between them. Roll on table 77 (I loot the bodies) a few times for what’s on them, and check the dice-size on the table below for the room’s appearance
That’s result number 3, something you can roll on any of the standard polyhedral dice. A pile of bodies dead in a shootout! You could have a whole frontier of them!

This is a bit harder to fix than the underworld creation section, because in this case you do lose something if you go to all D20s. The passages connecting the rooms are much more interesting on the micro scale of a single dungeon node, rather than the miles of identical sewers the overword map produces. Similarly, the chamber descriptors also rely on the size of the die that generated the room, and they matter for gameplay as well. You could always dice for the passages and room properties, but then you’re rolling a bunch more dice to get the same result.

Let’s make another complex, and see if the rules-as-written don’t treat us better this time.

Reliquaries

Falconier111 posted:

I'd like to see how you make a Reliquary an entire complex.
Same as everything else: by filling it with monsters, traps and treasure.

I’ll use the same dice as last time. There are complexes in the book that have results from 30 to 00, requiring a D10 with a tens place, but not this one. Since I did the procedure step by step for the last complex, I’m going to skip documenting each stage and show you the finished map that our rules generated. Here are the corridor and chamber descriptors we’ll be working with.

Esoteric Enterprises, Page 171 posted:

The corridors in reliquaries are sturdy, skilfully constructed tunnels lined with brick or stone. Each is five feet wide, seven feet high with an arched roof. There are sconces every twenty yards or so to hold a torch or candle, but these are unlit when the PCs enter the complex.
All doors in the complex are closed when the PCs first encounter them. For each door, check the dice-size of the chamber at the other end of the tunnel for how it’s secured.
• If it’s a d20, then there’s a dense metal portcullis that needs to be slowly, loudly hauled up to get past.
• If there’s a d12, then there’s a thick iron door, locked and barred from within, that will be very difficult to break down.
• If there’s a d10 or d8, then there’s a standard wooden door, locked.
• Any other dice means the door is unlocked.

Esoteric Enterprises, Page 171, Table 124 posted:

D4: Bare brick
D6: Brick reinforced with iron bands
D8: Religious frescos
D10: Lit by hundreds of candles
D12: Stacked with old furniture.
D20: Warding sigils engraved into bare stone
Other: Covered in cobwebs.



What’s going on in our reliquary?

Esoteric Enterprises, Page 171, Table 123 posted:

1: Totally empty, save for dust…

2: Crates containing rare goods - cloth, spices etc, that have since crumbled and faded away…

3: In display cabinets, ceremonial vestments and jewellery worth $1000…

4: In a glass case, a portion of a saint’s body (a finger, eyeball, jawbone etc). Worth $1000 to a collector…

5: A glass case containing some sort of treasure (roll on tables 73 or 75 for what). The case protected by a cunning hidden trap…

6: Seemingly empty, each entrance/exit guarded by a vicious hidden trap…

7: A stone plinth displaying some odd treasure (roll on table 73 or 75 for what).

9: A weapon-rack displaying a handful of mundane weapons and, in the most prominent position, a magic weapon.

12: Some dangerous monster, perhaps a shoggoth, chimera, or angry fossil, is kept in this room. All the entrances are tightly locked and barred from the outside to prevent it escaping.

19: A shelf of forbidden texts, each chained to the bookshelf. Mundane books worth $700 to collectors, and then a handful of Grimoires (roll on table 81for which).

Other: Some sort of tempting treasure on a plinth in the centre of the room. The whole room is a single death-trap, with the treasure as bait. If it’s moved, the doors swing shut, lock, and seal the room water-tight. The room then begins to fill with water at a rate of 2 feet a round, result-ing in drowning if nothing is done.
One of our entrances from the Church Crypt is blocked by a locked room with a dangerous monster. The other requires negotiating passage through the Morlock Lair. The Reliquary’s lower die values are strongly weighted toward treasure, some of it protected by traps. It’s more dangerous than it looks, because all those portculli and locked doors have to be slowly and painfully opened. That takes time and makes noise, meaning more wandering monster rolls and an increased chance of an encounter.

(I promise when we get to the bestiary, we’ll go over cave barnacles and shoggoths and angry fossils and all these other underworld inhabitants)

Misc Thoughts on Complex Creation
Despite all the rocks I just threw at them, I like the complex creation rules. I respect the attempt to use a single “overloaded” die to generate both a single room, a descriptive text for that room, and the passages leading out of that room. Compared to something like Castle Gargantua (a dungeon generator with a different philosophy that I might review some other time), the result is a lot faster to put together at the table, requiring a third as many die rolls. But, the Castle Gargantua results are much more evocative.

The complexes will take some manual fine-tuning if you want them to make sense. It’s easy to end up with a cult stronghold where all the checkpoints and traps are stuck in a corner, with all the treasure stored by the entrance. You can easily end up with a route through a complex completely blocked by a room with an impassible hazard. While this can set up some cool metroidvania style “come back with fire immunity to pass through” interactions, you might also be stuck wondering how the smugglers get to the black market through the room filled with instant death spores.

I’ll go over this in more detail when we get to the bestiary, but in brief: the game has different random encounter tables for different dungeon areas. Encounters in ruins, encounters in sewers, flooded places, holy places, abandoned infrastructure, the list goes on. You roll on whichever one is the most appropriate for the area you’re in.

One thing the rules don’t tell you is how to populate dungeon areas that are owned by a specific faction. We have a gang stronghold on our map, how many gangsters from the gang go in the gang stronghold? All of them? Half? How do I distribute them throughout the rooms?

In my home games, one thing I did when I got rid of the endless sewer tunnels between complexes is I switched over from one passage between complexes to two. A connecting line on the big underworld map means that there are two chambers in that complex that lead to the other complex, rather than one.

The other way I cheat is to just set duplicate values to something else if I don’t like them. Obviously I didn’t do that with either of our examples.

Keep in mind that we’ve barely scratched the surface of all the possible dungeon areas in EE. There are 29 different complex templates, although a few of those are variations on other (ex Shoggoth Lairs, Lich Sanctums and Morlock Pits are made from the same template as Underworld Frontiers, Sewer Clusters or Buried Ruins)


EXAMPLE FACTIONS
Enough shoggoths and sewers, let’s flesh out some of the factions who live in the Spit. The book has a list of faction types, some descriptive text for each, and some dice to roll to see how many of each NPC type there are in the faction. Sometimes they have a table or generator for additional information, like what powers a vampire has, or what God a cult worships.

Speaking of cults...

Avatar Cults

Falconier111 posted:

I'd love to see what an Avatar Cult is

LeSquide posted:

I'd also like to see an Avatar cult!
An Avatar Cult is a cult that worships an avatar of their god, who exists in the physical world. The avatar is one of the cult’s “associated NPCs” with bonus HP, bonus INT and WIS, the power of speech (if the cult’s associated NPC doesn’t have that already) and the spellcasting abilities of a High Priest.

We’ll cover this in the bestiary in more detail, but to summarize: cults in Esoteric Enterprises are generated using a random roll table laid over a generic template. The table has 30 Gods, each with associated aspects, associated NPCs or monsters, and a spell list that the NPC cultists gain access to as they increase in power. So in order to make our Avatar Cult, we first have to figure out what God they worship.

A single D30 gets us a result of 13. That’s The Idea of Thorns, God/Goddess(?) of Plants, wounds, insanity, the green world, and the fall of civilization.

First, let’s pick the avatar. The list says “various plant-monsters/Murder Children”. I’m going to skip ahead to the plant bestiary and make it an intelligent Shambling Mound, because Swamp Thing is cool. An 18 INT murder child would also be kind of cool, like Alia Atreides as a druid. But on the other hand, Swamp Thing!

The rest of the cult is stratified by rank. Higher ranked cultists have bigger HP pools, better saves, and access to more spells.

Esoteric Enterprises, Page 176 posted:

There are only d6 each of Cult Novices, Lay Cultists and Cult Fanatics. However, there are a full 2d10 each of Inner Circle Initiates, as well as d6 each of the cult’s associated NPCs, and Magisters.
I’ll roll the dice for the cult now.

2 Cult Novices
1 Lay Cultist
6 Cult Fanatics
15(!) Inner Circle Initiates
6 Associated NPCs
4 Magisters

I’m going to say the Associated NPCs are Murder Children - stealthy, amoral, knife wielding kids from the “Occult Weirdos” section of the bestiary. Maybe the avatar had them all specially created as potential messiahs, like in that weird Constantine/Swamp Thing crossover.

(Something we’ll see later in the bestiary is that there’s a massive power gap between some of the cults’ associated NPCs. The Dionysis cult’s associated NPCs are assorted crackheads. The Leviathan cult’s associated NPC is a loving aboleth)

If I was prepping this for use at the table, I’d copy down the cultist templates and fill in their spells from the Idea of Thorns list. The Magisters get Command, Speak with Animals, Silence, Howl of the Moon, Awaken Plants, Create Illusion. The ranks leading up to that get pieces of the list, with everyone being able to cast Command. NPC cultist spellcasting uses a variant of the mystic spellcasting rules that we’ll get into when we hit the monster manual, but a room full of people casting Command at you is a force to be reckoned with.

Revisiting our social underworld map from last week, the Avatar Cult is engaged in all-out war with one street gang, controls another, and is being slowly infiltrated by spies from a local corrupt business, who probably views their insane insights and magic powers as a precursor to a marketable product. They’ve got a good relationship with another minor cult, but they rarely interact.

I like this result. It wasn’t hard to take the random generators and come up with some narrative backing for the dice results.

Let’s see if the tainted bloodline keeps it up.

Tainted Bloodline

Falconier111 posted:

I'm also curious about how the game treats Tainted Bloodlines.
A Tainted Bloodline is a big happy monster family, descended from a pair of monstrous beings whose children interbreed with mundane humanity to create successively weaker generations of superpowered children.

To determine the nature of our Tainted Bloodline, we roll a D20, which tells us both the elders, and what monstrous creatures their descendents resemble. A 9 gives us two Death Knights, and their descendents, which have the powers of Vengeful Wights.

Death Knights are intelligent, plate-armored skeletons who wander around the undercity looking for quests and challenges. If you engage one in hand to hand combat, you both become immune to damage from anyone else until the duel is over. Death Knights rule. How do they reproduce? Absolutely no idea.

A Vengeful Wight is an intelligent undead animated by a burning desire to avenge its own death. Aside from the usual undead immunities and weaknesses it doesn’t really have any special properties, other than healing HP every time it scares someone. The trick to getting away from these guys is to climb to a high place and pull the ladder up behind you. Everyone knows wight men can’t jump.

So our tainted bloodline has a pair of Death Knights, and 3D6 of their first generation descendents, Vengeful Wights. The rules text mentions that the “pure blood” monster people might not actually have the full stat block of the associated creature, but some abilities copied over. I think Vengeful Wights are plain vanilla enough that there’s really nothing to strip-out, so let’s just use their statline as-is. Maybe give them guns like normal people, instead of improvised bludgeons.

In addition to the progenitors and inner circle, the corrupt bloodline also has 4D10 of of thugs and normal people, created by the dilution of their monstrous heritage through interbreeding with mundane humanity. Again, not sure how that works with Wights.

Our total is
2 Death Knights
9 Vengeful Wights
13 Thugs
14 Useless Civilians

A bloodline of undead beings, motivated by honor, chivalry and revenge. Sounds like someone sinned against their ancestors some time in the ancient past, and they’ve been searching for vengeance ever since. Kind of like House Montressor, with the snake biting the dude stepping on it and the motto “NO ONE WOUNDS ME WITH IMPUNITY”

Who are they trying to get revenge on? Our faction table says they’re currently fighting the Corrupt Business in the streets, so the company is probably owned by a descendent of the bloodline’s original enemy. Or stole an ancestral magic item, or refuses to give back their estate, or something.

I’ll admit the logistics of this one are a bit fuzzy, but I still like it.


UP NEXT
In the next post, we’ll dig into the random encounter tables and the game’s NPC list and bestiary. This is going to be another content rich section that will probably take a few posts to get through, even just hitting the highlights. We haven’t explored any of my favorite factions in the game, because neither of them showed up when we created our underworld. Thankfully, they’ll show up in monster manual. Their dungeon areas are also some of the coolest in the game, so maybe we’ll talk about those too when the time comes.


Nemo2342 posted:

So far, it feels like you would need to rip out and/or modify so much of Esoteric Empires that I don't know that much of the original would remain.

BinaryDoubts posted:

My feeling is that I'd just rip out most of the random tables and use them with Silent Legions, which, while not exciting, is at least functional. Plus combining the dungeon generation with the Cthulhu generation (from Silent Legions) could result in some interesting results.

e: I keep posting about it, so gently caress it, Silent Legions F&F starting tomorrow. Get a nice lil compare + constrast going.
When we get to the end of the review, we’ll talk more about the houserules I’ve employed to make the game more playable/easier to run.

Looking forward to hearing more about Silent Legions. I had a couple players bring it up in contrast to EE, but I don’t think they themselves had ever actually read it.

Xiahou Dun posted:

...why is East on the left, against how all actual maps in the West work?

Speleothing posted:

That was my first thought, too.

Midjack posted:

I'm betting typo since e and w are adjacent on most English keyboards and both words will pass a spell check and brain out to lunch level of proofreading.
It’s a typo. The book is full of them, you just haven’t seen it because I haven't’ been quoting much. It’s one of the less annoying mistakes too, since it’s obvious and easy to just ignore. The more irritating ones are the alternate spellings of words (gease vs geas, mould vs mold, underworld vs underground) that make ctrl-fing through the book a real pain.

mellonbread
Dec 20, 2017
Into the Odd is a neat game. I don't love it, but I think it's a step in the right direction from the D20 system. Half the ability scores, no ability score modifiers. I don't love the combat system, but I at least appreciate the effort to streamline all the tedious rolling-to-hit. Trouble is that once every attack automatically deals damage, any action that doesn't deal damage is a waste of a precious opportunity to end the fight sooner - which ends up undermining all the creativity and player innovation and so on that the game tries to foster. I played a little Agents of ODD, a hack for running the game in the BPRD, SCP or Delta Green settings. I think it had a rule that when multiple characters or NPCs attacked the same target, only the highest damage roll counted - maybe an attempt to mitigate this problem.

The other issue I remember is that advancement is primarily through finding magic items. Which is fun because it means you have more options without necessarily just becoming more powerful. But also means progression depends entirely on the DM continually thinking up wacky artifacts that aren't boring but don't totally break the game.

mellonbread
Dec 20, 2017
Archimedes "Arch" Brabrand, lawyer with a gun

mellonbread
Dec 20, 2017

BinaryDoubts posted:

The final section (before we hit the actual rules) reminds the reader to focus on making “characters that work”: no lone wolves, no traitors, and no characters who display an “obstinate refusal to learn” the truth of the occult world (especially when they are joining a campaign in progress).
I appreciate this. Part of the problem with Call of Cthulhu, Delta Green et al is that both the mechanics and setting fiction encourage you to burn everything and read nothing. This is entirely sensible in-character,, but it also makes it hard to run when the players know better than to interact with anything.

Now that I think of it, some OSR games have the same problem. Think of how many Lamentations modules are packed full of cursed treasures that delete your character when you pick them up. How many of those can you throw into a game before the players just refuse to touch anything? How much fun is that?

mellonbread
Dec 20, 2017
ESOTERIC ENTERPRISES PART 13: ENCOUNTERS, COPS, CRIMINALS AND CIVILIANS


In this update, I’m going to tackle the encounter tables, along with the beginnings of the monster manual.

Esoteric Enterprises’ base wandering monster chance is 1 in 6 every 3 turns, that is every 30 minutes. This chance is also rolled when the players do something noisy, or when they enter an area likely to be populated, like a gang or cult stronghold. The chance of an encounter goes up to 2 in 6 if the players are noisy and leave evidence of their presence, and 3 in 6 if they’re deliberately attracting attention.

LOCATION BASED TABLES
When this D6 roll calls for an encounter, the DM rolls on one of the encounter tables appropriate for the locale. All these tables use a D12, and can send you to other tables that have specific themes.

There are ten location based tables.
  • Encounters in Sewers include animals like rats and gators, were-versions of same, and repair crews. The table can send you to five other tables: Rot and Decay, Mundane Explorers, Weirdos, Petty Criminals, and Mundane Animals
  • Encounters in Caves include a selection of cave creatures, including both animals, spellcasters and cave dwelling humanoids. The table can send you to four other tables: Things That Came From the Depths, Mundane Animals, Things That Dwell in the Depths, and The Fae
  • Encounters in Old Ruins includes a spread of spirits, statues and animals. It can send you to The Restless Dead, Things That Have Waited In The Dark, Things That Dwell In The Depths, Inhabitants of the Undercity, and The Fae
  • Encounters in Abandoned Infrastructure includes various garbage monsters like shambling mounds, trash golems and concrete nymphs. It can send you to the Inhabitants of the Undercity, Things That Fled The Surface, Religious Sorts, Mundane Explorers, Weirdos, Petty Criminals, and Mundane Animals
  • Encounters in Holy Places include a spread of undead, constructs and cultists. It can send you to Things That Fled The Surface, Religious Sorts, and Weirdos
  • Encounters in Subway Tunnels Includes a ghost train, regular repair workers, and living lamps. It can send you to Things That Fled The Surface, Inhabitants of the Undercity, Mundane Explorers, Weirdos, Petty Criminals, Mundane Animals, or Things That Dwell In The Depths
  • Encounters in Strongholds is what you use for a dungeon complex that already has a faction keyed to it. Most of the results are members of the faction doing stuff like relaxing or patrolling. It can also result in Petty Criminals here on business, Weirdos here on business, or Inhabitants of the Undercity who snuck in.
  • Encounters in Mass Graves are all undead, all the time. They can also send you to the Weirdos, Reality Comes Apart, Religious Types, or The Restless Dead tables.
  • Encounters in Volcanic Places are a mix of rock people, elementals and magma monsters. They can send you to the Things That Came Up From The Earth’s Depths table as well.
  • Encounters in Flooded Places are primarily filled with aquatic animals, with river hags, sylphs and bloat zombies tossed in for good measure. Can send you to the Mundane Explorers and Things That Came Up From The Earth’s Depths tables.
Most of the location based tables have an entry for “D6 agents of a randomly selected faction”.

THEMED TABLES
There are 16 of these and many them use a D20 instead of a D12, so I’m going to hit the highlights instead of giving them in exhaustive detail. Some of them include a little descriptive text for what the people and monsters are doing when you encounter them.
  • Weirdos are almost all casters, with a few other Occult humanoids thrown in for good measure.
  • Science Gone Horribly Wrong is an eclectic mix of different creatures that might fit in an underground research facility.
  • Mundane Explorers are (mostly) normal people without magic powers. Some are underworld-aware, others are lost, down in the sewers for a dare, or have a job to do like fixing things.
  • Religious Sorts is all cultists, in various combinations. Anything from a handful of novices to a full warparty of fanatics and the cult’s associated monsters.
  • Things That Came From The Earth’s Depths are cave creatures from the deep biosphere.
  • Mundane Animals are a bit of a misnomer. Yeah you’ve got bats and rats and frogs. You’ve also got Ferret-Hydras, Angler-Turtles, Witch Cats and Black Goats of Shub Niggurath.
  • Petty Criminals are surface hoods trying to make a quick buck in the undercity. Kind of like you.
  • Things That Wait, Forgotten In The Dark are a grab bag of lurking monsters. Most stuff on here appears on the other tables, except for the Aboleth at the bottom.
  • Fairies are creatures created by human dreams and nightmares. This table offers a mix of both the Seelie and Unseelie flavors.
  • Things That Dwell in The Depths is another mix of obligate underground dwellers, including shoggoths and dragons.
  • Reality Comes Apart generates some really nasty critters, including Paradox Beasts.
  • Rot & Decay is a mix of mold, slime, trash and fungus.
  • The Restless Dead is a more expansive list of undead than the Mass Graves table.
  • Inhabitants of the Undercity is a mix of humans and humanoids, all sentient and capable of communication
  • Things That Have Mutated is similar to Science Gone Horribly Wrong
  • Things That Fled The Surface are largely humanoids with some monstrous property, like werewolves and wendigos.
This section of the book is a reminder of why the reaction roll table is so important. These tables have the potential to generate large groups of powerful monsters, who could easily wipe out the players in a single round of combat. But not every encounter is a fight, in fact most aren’t.

The flaw with these tables is that some of the results are themselves things that have to be randomly generated. Paradox Beasts, Chimeras and Dragons are all creatures that Esoteric Enterprises creates by slapping random roll tables onto basic templates. Fine if you’ve got one in a keyed room, prepared in advance. Less so when you have to generate it on-the-fly in the middle of the game. That’s something I’ve found about Esoteric Enterprises in general, though. Sometimes the players just have to wait while the DM creates some part of the world that sprang into being because they decided to visit it today. I keep a playlist of Loading Screen music in the Roll20 I use for this game.

Speaking of delaying while you come up with stuff on the fly, time for the moment I’ve been teasing for this entire review: the actual NPCs and monsters themselves. These are broken out into sections, so we’ll chew through them one at a time.

LAW ENFORCEMENT
Remember that big table of law enforcement encounters in the rules section? Note that under their protective layer of Grit, all the regular old police officers in the book have a scant 3 Flesh, because they’re mundane humans. If you get a surprise round on them, you can kill them with a stiff breeze. Otherwise, be ready for a tough fight.

Security Guards have a “stab vest” (the author is from the UK, where these are more common) and a nightstick, but the greatest threat they pose is their radio, which they use to call the actual police. The game says they’re poorly armed, but their nightstick deals the same damage (D8) as a handgun.

Police Officers are your regular old beat cops. They have WIS and STR 13, meaning they get a +1 above the base Athletics, Forensics, Perception and Vandalism. The text notes that depending on which country your game is set in, the cops might have stunguns and batons, or actual handguns.

Plain Clothes Officers also include undercover police, although the two concepts aren’t quite the same in real life. They wear a stab vest and concealed carry pistol under their clothes, giving them the same armor and attack as a beat cop, but trade their STR bonus for CHA instead.

Police Dogs have 4 in 6 Perception and a bite attack for D8 damage, giving them the same damage output as an armed officer.

Riot Cops wear heavy armor and carry shields and stun batons. They get a STR and DEX bonus (both of which should be negated by the riot armor) and wear gas masks, but interestingly the game doesn’t give them tear gas grenades or launchers. Or have any rules for those at all.

Firearms Officers are what we in the US call SWAT teams - guys with heavy armor and military style firearms, called in to deal with armed suspects. They’ve got long guns (though in the US so do beat police, kept in the patrol car) and heavy armor. If they’re armed with the automatic rifle, their four hit dice allow them to potentially spray four targets with the covering fire action. Again absent are flashbangs and tear gas grenades, the two things most associated with police raids.

Police Marksmen are snipers. The same stat block as a firearms officer with a different weapon. They have a rifle that gives them massive accuracy bonuses if they use an aim action before firing, or a massive penalty if they don’t, so they effectively shoot every other round.

The other thing missing from the Law Enforcement list is a Detective of some kind - a police officer who pursues the player characters based on the specific crimes they commit. Probably with high Forensics and Perception, as well as above-base INT. Then you could give the detective a personality, making them a rival or nemesis for the players.



MEN IN BLACK
The Men in Black show up when the occult underworld spills out into the real world. They’re here to maintain the masquerade, by arresting, containing, coopting or destroying the supernatural when it attracts too much attention. Like the police, they have a scaling response that spits out more powerful foes the more trouble the players cause.

Men In Black Field Agents are 5 hit-die badasses who show up in suits, shades and earpieces to take command when the normal cops see something they shouldn’t. They have 13 in every stat, a pistol that does as much damage as a shotgun, their attacks ignore supernatural damage resistance and deal double damage to undead, and each turn they spend brandishing their badge, they have a 3 in 6 chance to cast Command, Sleep, Silence, Dispel Magic, or Antimagic Shell. Even a couple of MIBs is cause for alarm. Oh and their single die of Flesh gives them 6 points, because not all hit dice are created equal.

Men In Black Paladins wear masks over their scarred faces and speak in a whisper. They do everything a field agent does, but their spellcasting chance is upped to 5 in 6, and their spell list includes Suggestion, Dispel Magic, Protection from Weapons, Spectral Step, Spell Immunity, and Time Stop. If they spot you and start casting, you’re in some real loving trouble. Drop time stop, use the extra few seconds to apply all the buffs, then drop a time stop again and kick your rear end while you’re frozen. They have 2 dice of Flesh, indicating they’re no longer human.

Men In Black Abominations wear black glass masks, crackle with electricity, and never speak. Looking at them for the first time has a chance to stun you for D4 rounds, and they can provoke that again whenever they want by taking off their mask. They have a touch attack that wipes your memory of the last 5 minutes. And that’s it. Honestly these guys are less scary than the Paladins, despite their ability to disable the entire group by looking at them.

CAREER CRIMINALS
These loveable rascals come in two categories: petty criminals and mobsters. Their stat blocks get used for a lot of factions. Everything from street gangs and crime families, to mercenaries and tainted bloodlines.

Thugs are the generic low level criminal statline. They carry a pistol or a knife. They get 5 HP from their one die of Flesh, but only 2 from their one die of Grit. I guess they have a D10 for one and a D4 for the other? Anyway they’re only two hit dice total, so not exactly the Napoleon of Crime.

Drug Pushers are one HD criminals, one step above “useless civilians” in their stats. The only thing to note here is their selection of drugs, rolled on a D6. Chance of weed, acid, salvia, opium, mushrooms, or cocaine

Smugglers lack the staying power of Thugs, but have 3 in 6 for Stealth, Perception and Athletics. If rolled as part of the Smuggler faction, you’ll have already figured out what goods they’re interested in transporting. If you just got them from a random encounter table, you roll a D6 to see what they’re carrying. Chance of 2,000 dollars in cash, LSD, d4 random spell scrolls, a random grimoire, PCP, or d4+1 cold iron rapiers.

Muggers are almost identical to Thugs, and I’m not sure why they’re in the game as their own stat block. The Thug stat block specifically says That thugs commit muggings.

Organ Harvesters have a +1 to Dexterity and a 5 in 6 in Medicine, which they use to cut spare parts out of living or freshly dead victims.

Mobsters are the criminals you worry about. They’ve got 16 STR and DEX, giving them good Athletics and Stealth, and they get +5 to hit with both guns and hand weapons. There are also stats for Mob Lieutenants and Mob Bosses which are just upgraded mobsters with better chance to hit, hit dice, saves, etc.

Hitmen have the same stat block as mobsters, but the book calls out their more expansive equipment list, including scope rifles, night vision goggles, caltrops and “other tools of the trade” as necessary for the job.

Bodyguards are tanky hoodlums here to protect their clients from harm. Like the player character class, they get a boost to Perception. Unlike player Bodyguards, NPC Bodyguards get the ability to step in front of attacks that would hit their client, eating the damage in their place.

For all the emphasis the game’s spell list puts on hacking, there isn’t a cybercriminal template. I don’t know what you would actually do with an NPC that specialized in that, but the game seems to think it’s important.

MUNDANE CIVILIANS
Regular people, misfits and troublemakers who don’t count as career criminals. Some are vaguely aware of the occult underworld, others aren’t even supposed to be here.

Junkies have garbage stats, the only reason they get their own stat block is that every time they shoot up, they have a 1 in 6 chance to manifest one of the following powers from the Spook powers list: Ambush Surgeon, Lie Detector, No Reflection, Tremor Sense, Slippery Mind, Mesmerizing Gaze, Smell Magic, or Mental Communication. I think this list could be better chosen, half this stuff would never actually come up in play if you rolled it in an encounter.

Exploring Kids are teenagers wandering the undercity on a dare, leaving empty cider bottles and crisp packets as they go. They get a bonus to save versus traps and environmental hazards. Exploring Kids show up as hangers-on to the Exploration Project faction.

Urban Explorers are exploring kids all growed up, with better stats but nothing else worthy of note. They make up the bulk of an exploration project faction.

Hoboes are the Useless Civilian stat block with slightly more Flesh and a knife. They don’t want trouble and will only defend themselves as a last resort.

Graffiti Artists are Useless Civilians with a spray-can flamethrower as an area attack. Don’t try this at home, kids. They can show up in an exploration project or occult artists’ collective.

Repair Crews are here to maintain and repair the city’s infrastructure. I really like the book’s descriptive text here:

Esoteric Enterprises, Page 191 posted:

The crews that deal with the deep underground quickly learn that there are things down there that their employers won’t talk about. They become insular, superstitious little teams; each repair task treated like a dangerous mission.
This could be a fun alternate framing for an EE game. Instead of collecting treasure, you navigate the undercity to find the broken thing and fix it, getting XP for completed missions rather than money.

Emergency Responders are firefighters and paramedics. They don’t check morale for anything non-supernatural, and are the least likely of any Mundane Civilians to panic when something horrible happens, but also the most likely to die horribly. They have a 4 in 6 in Perception, Drive, Athletics and Medicine, and get a bonus to saves vs traps and hazards.

Professional Doctors have 5 in 6 medicine and a pool of 10 “healing points” they can use to repair Flesh injuries. They aren’t afraid of blood and gore, but most have never been shot at. Professional Doctors show up as retainers for factions like Corrupt Businesses, Crime Families and Mercenaries.

Useless Civilians are the catch-all for mundane humans not covered by any other entry in this section. They’ve got 2 HP and no attacks, and they respond to danger by running away or hiding.

What would I add to this section? I think we’re missing a sleazy business executive type, someone with high Charisma and Contacts who doesn’t know much about the occult underworld, but is very good at turning unexpected opportunities into profitable business ventures.

That’s going to do it for this post. Coming up next: Occult Weirdos, Cults, Undead and Constructs.

Falconier111 posted:

I was worried “tainted bloodline” would mean “isolated poor people commit incest until they stop being human” since that’s something even some woke people fall victim to
Oh the book mentions that some tainted bloodlines totally do inbreed. Not because they're isolated and poor, but because it ensures the kids have the magic powers. Like that clan in Vampire the Masquerade. The spaghetti and corpses guys.

Ultiville posted:

That tainted bloodline rules.

One option seems to be "this is a cursed lineage that turns into wights after death" so the normal humans are like, pre-wights, and you could have a fun subplot where going full murder is way harder because the thugs turn into wights if you kill them. But it seems like there are lots of fun ways to take it and they don't have to be creepy if you don't want them to be. I'd use that hook pretty happily and think there are several fun options with it.

Night10194 posted:

Yeah, Death Knight family is cool. The Tainted Bloodline just being cool monsters and their magically powered kids and buddies is better than a lot of the places it could have gone.

Speleothing posted:

The classic tainted bloodlines are almost always Lovecraft stuff or sometimes vampires, so it's cool to see other options on the random table.
In my first Esoteric Enterprises campaign, the Corrupt Bloodline was the Red Cap gang - a pair of Unseelie Nobles who spawned a family of stealthy, knife wielding murder-fairies. They immediately fell in love with the players, because they demonstrated a real aptitude for spreading terror, violence and nightmares. The players ended up marrying into the family, taking over the Coal City underworld, and then cutting a Whitey-Bulger style deal with the Men in Black to avoid being exterminated.

mellonbread
Dec 20, 2017
ESOTERIC ENTERPRISES PART 14: OCCULT WEIRDOS AND CULTISTS


I've got the day off for 4th of July Weekend. The County now has double the Coronavirus cases we did in the first wave, and I'm sure as hell not going anywhere today. So gently caress it, more Esoteric Enterprises!

We’re still working our way through the monster manual in the back of the book. We’ve got past most of our mundane humans. From this point onward we’ll be working with magicians, machines and monsters. I know I said last post that we'd cover constructs in this post, but I was mistaken. They're a ways away, and we'll have our hands full just with...

OCCULT WEIRDOS
This section starts with NPC Occultists, who cast from a memorized list and have a spellbook with spells in it. They have lots of hit dice but not much HP, since they use a D4 hit die (the game doesn’t actually tell us this, but we can infer it from the player version of the class, and from looking at their HP values).

Underground Librarians are respectable, independently wealthy academics who moonlight as low level sorcerers. They’ve got Shield and Sleep memorized for self defense, and carry three scrolls around by default: Sleep, Bookspeak and a random third scroll. Despite being Occultists, the game doesn’t give them a Translation score, but does mention they’ve got 16 INT, so it has to be at least 3. They also get a bonus to Saves vs Magic, which all the other NPC casters also get.

Occult Assistants are Occultists in training. They have no spells memorized, but can read from scrolls without rolling Translation, like an Occultist. They get a scroll of Sleep and a random Scroll, along with a baseball bat to hit things with.

Reanimators are low level Necromancers, just beginning their corpse-raising careers. They have Turn Away Undead, Darkness, Animate Dead and Invisibility memorized, as well as Zombie Plague and Eyes of the Dead in their spellbook. The stat block specifically says Animate Dead is memorized dangerously, meaning that it’s too high level a spell for the Reanimator to cast normally, and they have to roll a Save vs Magic or risk a miscast if they use it. That would imply that Zombie Plague is also too high-level for them to cast safely. A lot of the NPC casters we’ll meet in this section will have spells memorized dangerously, so look out for that.

Pyromancers are fire based casters, burn-scarred and stinking of brimstone as they plumb the secrets of elemental flame. Prepared spells are Create Fire (twice), Wall of Fire (memorized dangerously), and Resist Fire. Spellbook also has Fireball and Heat Metal. I think Fireball should have gone in a prepared slot, since it’s what you’d most associate with a fire wizard. They can also toss molotovs, which are area attack weapons that deal half the damage of a grenade.

Illusionists are masters of manipulation, capable of altering perception and disguising themselves. They’ve got Command, Message, Create Illusion (memorized dangerously), and False Sound in their prepared slots, plus Mirror Image and Feeblemind in their spellbook. You may be noticing a trend of NPC spellcasters who can’t cast their most thematically appropriate spells without rolling for a miscast. Just like the player characters!

Arachnophiles are spider obsessed magicians beginning to transform into spiders themselves, “with chitinous plates beneath their clothing, and glossy black chelicerae and pedipalps within their cheeks, ready to unfold.” They get Spider Climb, Message, Parasitic Infestation (memorized dangerously) and Web in their prepared slots, as well as Speak with Animals and Remote Surveillance in their spellbook. Personally I think Spider Climb should just be an innate ability if they’re transforming into a spider already. They also get a bite attack that does bonus poison damage.

Chthonicists rock. They’re attuned to elemental earth, and can both sense and shape stone. They have Spider Climb, Shrink, Octopus Flesh (memorized dangerously), and Heat Vision (memorized dangerously) in their prepared slots, and Turn Rock To Mud and Shape Stone in their spellbook. I’d throw out Octopus Flesh and Heat Vision and just give them Rock to Mud and Shape Stone memorized, since both those are the entire point of being a rock wizard. Oh and Flesh to Stone, if you want to be nasty.

Technomancers have all those stupid Technology skill duplicating spells from the spell list. Guess Password, Mending, Spoof Identity (memorized dangerously), Erase Data, plus Techspeak and Anti-technological Shell in their spellbook. They also have 5 in 6 Technology skill, which makes most of those spells obsolete.

Hypnotists have a selection of mind altering magic, and are usually defended by a group of mentally dominated thralls. The book calls them “Supremely dangerous but rarely acted against”. Spells are Command, Suggestion, Sleep, Gease (memorized dangerously), plus
Fear and Mental Network in the spellbook. Sleep is your crowd controller, and Suggestion and Gease can both remove a single target each from the fight.

Vivimancers are masters of meaty magic. There are lots of NPC fleshsmiths in the book, but these are the ones who do so using the Occultist rules. They have better physical stats than the other caster and a couple claw attacks. They have Cure Wounds, Shrink, Regenerate (memorized dangerously) and Flay memorized, plus Sculpt Flesh and Clone in their spellbook. Flay is their real terror weapon, dealing D12 damage directly to Flesh and potentially deleting a character in one action.

Puissant Sorcerers are your top level wizards, with a huge spell list. Darkness, Bleeding Curse, Unseen Servant, Spider Climb, Invisibility, Disintegrate (memorized dangerously), Suggestion, Animate Artwork (memorized dangerously), Senescence, Spell Immunity, Protection from Weapons. Spellbook contains all these, and additionally Clone, Magic Jar, Permanency, Contingency and Mist Form. Potential access to any other spell they might need, too. I don’t like NPCs with huge spell lists, they demand too much mental energy from the DM to figure out what they actually do in a fight. I don’t love Pathfinder, but I appreciate how it gives “tactics” sections for all its high level casters, to explain how they best use their abilities.

That’s all the NPC Occultists. The rest of the Occult Weirdos use other rules for their special powers.



Fleshcrafters are fleshsmiths who use biotechnology instead of magic to sculpt meat, searching for unblemished human specimens and strange mutants to use in their experiments. In combat, they can choose between making four claw attacks, or by injecting the target with a syringe. The syringe is the real killer, with a choice of truly nasty effects on a failed Save vs Poison.

Esoteric Enterprises, Page 194 posted:

• Complete paralysis 2d4 rounds.
• Lethargy (skip every other round’s action to rest) for the next turn.
• Begin Bleeding Out from the lungs.
• D12 toxin damage to flesh.
• Counteract the effects of all drugs and poisons affecting the victim.
• D12 damage to Dexterity, Intelligence and Wisdom.
Altered Medics are Fleshcrafters without the extra limbs. They have worse physical stats but keep the syringe.

Urban Shamans are Mystics that gain their power from petty spirits which infest the city, like the small gods from Discworld. In exchange, they must constantly converse with and propitiate these minor deities, which makes them look insane to people not plugged into the occult underworld. NPC Mystics have an X-in-6 chance to cast a spell each time they try, without having to roll on the Mystic miscast table if they fail. loving cheaters. Urban Shamans get a 2 in 6 chance to cast Bleeding Curse, Unseen Servant, or a random mystery spell. I don’t like this design, it doesn’t do anything cool with the petty spirits swarming around them. Like if you attack an Urban Shaman, the spirits respond aggressively and you suffer death from a thousand magic cuts. Missed opportunity.

Speakers for the Dead are Mystics who see dead people, tormented by visions of the damned. What does that mean, mechanically? It means a a 2-in-6 chance to cast either Command, Turn Away Undead or a ~mystery spell~ (tildes straight out of the book). Again, a missed opportunity. The descriptive text is cool and evocative, and the mechanical implementation is a yawn.

Slashers are affectless serial killers who wear perfect blank masks. They get two hatchet attacks per turn and automatically inflict the Bleeding Out condition if they deal damage to Flesh. I like them mechanically, but I really don’t like emotionless monsters that attack you on sight and can’t be reasoned with. I think they violate the social contract that OSR games revolve around, and need to be used sparingly.

Death-cult Assassins are like Slashers, but they also have a 3-in-6 chance to cast Silence, Invisibility or Bleeding Curse. They’re silent, but communicate through sign language, which is kind of neat.

Murder-children are little mini slashers, but unlike their grown up counterparts they’re loud, boisterous, and love what they’re doing. They can also be reasoned with “so long as your reasoning doesn’t rely on appeals to their conscience”, which makes them more interesting from a gameplay perspective. Making the monsters kids is a cheap shock, but whatever. Sometimes cheap tricks are the most effective kind.

Wendigos are cannibals who hunt in packs, using stealth and traps to surprise and corner prey before feasting. They don’t have any supernatural abilities besides the ability to track people by scent. Their inventory is full of bear traps.

Latent Psychics are psychonauts just beginning their transformation into posthumans. They still view their powers as mental illness and have trouble controlling them. They’ve got garbage stats, but also a maximum of three powers from the following list:

Esoteric Enterprises, Page 195 posted:

• Know instinctively when they’re being lied to.
• See invisible things.
• Move objects around with invisible force (d4 damage if used to attack).
• Speak in the minds of others, telepathically.
• Mesmerizing gaze; Save vs Stunning to break eye contact.
• See perfectly well in the dark.
• Cast no reflection and not show up on camera.
• Fade from memory if they wish.
• The capacity to ‘just know’ things they shouldn’t be able to, with no explanation for how.
• The ability to create flames in their hands. +d4 damage if they use it to create fires.
This is one of the first monsters that requires the DM to pick from a list of random powers or properties. We’ll see more of these as we get further into the bestiary.

Posthumans are the next stage of a Latent Psychic’s transformation. They’re comfortable with their powers, and a little egotistical as a result. They have a different pick-list of abilities to choose from.

Esoteric Enterprises, Page 195 posted:

• Breath water and swim with perfect manoeuvrability.
• Walk up walls like a spider.
• An additional bite attack, at +3 for d4+1 damage.
• Unhuman speed; double move speed, always go first in initiative.
• Flesh that can deform and flow like that of an octopus, to wriggle through tight gaps or into narrow spaces, and giving +2 to wrestling attempts.
• Heal that much damage to flesh and start the victim bleeding on a bite attack that deals damage to flesh.
• A poison bite: if the bite deals damage to flesh, victim must save vs poison or suffer d12 more damage.
• Immunity to fire.
• Immunity to electricity.
• The ability to move absolutely silently: stealth 3-in-6.
If you hadn’t noticed, these are all Monstrous Powers that player Spooks can start the game with.

Prometheans are super-beings, randomly generated by genetic inheritance. Some of them pass as normal people and achieve greatness in real life. Others can’t fit in and descend into the occult underworld. A lot of them get picked up by the Men in Black, and become Paladins and Abominations. Either way, they’ve got superb physical stats, 25 grit, and the following pick list of abilities:

Esoteric Enterprises, Page 195 posted:

• Create fireballs at will: all in the blast radius must Save vs Hazards or take d6 damage.
• Total immunity to mind-control.
• See through illusions, invisibility, disguises etc automatically.
• Mastery of how gravity affects them: they can levitate, walk up walls, over ceilings, fall without injury etc.
• Flesh that can be re-shaped and altered at will. Appearance is whatever they want it to be, when they form natural weapons they attack 3 times at +9 for d4+3 damage each time (two bites and a claw), can re-create serious injuries.
• Ability to read the surface thoughts, emotions, etc of everybody nearby.
• Those they address by name must make a Save vs Stunning or obey any direct order made that names them.
• Immunity to fire, electricity, acid, cold and other ‘energy’ attacks.
• Tue ability to drain blood with a touch; +9 to hit, d4 damage to flesh and heals the Promethean that much.
• The ability to dispel any magical effect they spend a minute interacting with or studying.

And that’s all our Occult Weirdos. The NPC Casters are likely to end up in your Experimental Ritualist and Occultist Cabal factions, and less likely to show up in your Occult Artist Collective or Exploration Project. Altered Medics and Fleshcrafters usually show up in the Mad Surgeon or Science Project factions. Posthumans, Psychics and Prometheans can show up in a Tainted Bloodline.



CULTS
Cults are generated using a template and a roll table. There are 30 Gods in Esoteric Enterprises, each with theming, spell lists, and monsters/NPCs associated with them. There are stat blocks for all the cultist ranks, each of which gets better stats and more spells from the cult spell list.

The cultist ranks are
  • Novice
  • Lay
  • Fanatic
  • Initiate
  • Magister
  • High Priest
These are all the same, except they get bigger numbers and more spells as you go up the chain. Lay cultits have a 2 in 6 chance to cast a single spell, while the High Priest has a 5 in 6 chance to cast anything from the cult’s list. Oh and the Fanatics have a slightly better chance to hit things with flails.

Let’s get those thirty Gods out of the way.
  1. Amanita Muscaria, God(?) of Fungi, hallucinations and mind-expanding. Associated NPCs are Mycelids and Latent Psychics
  2. Anassa, Goddess of Spiders, planning, networks and traps. Associated NPCs are Various spider monsters/Arachnophiles & Were-spiders
  3. Azi Dahaka, God of mutation, the creation of monsters, and evolution. Associated NPCs are Chimerical Monsters and Organ Harvesters
  4. The Black Goat, Goddess of Wilderness, fertility and unrestrained emotion. Associated NPCs are Black Goats and Night Mares.
  5. Choronzon, God of Thresholds, self-evolution and liminality. Associated NPCs are Stone Guardians and Puissant Sorcerers
  6. Chronos, God of Time, entropy and fate. Associated NPCs are Chronological Aberrations and Prometheans
  7. Coyote, God of Coyotes, shapeshifting, trickery and laughter. Associated NPCs are Feral Dogs, Lycanthropes and Illusionists
  8. Cthugha, God of Fire, outer space, stars and nuclear reactions. Associated NPCs are Magma-children, Plasma Elementals and Pyromancers
  9. Dionysos, God of Alcohol, madness, visions and revelry. Associated NPCs are Junkies and Fey Creatures.
  10. Dis Pater, God of Death, the restful dead, wealth and tradition. Associated NPCs are Ghosts and Speakers for the Dead
  11. The Great Librarian, God(?) of Knowledge at all costs and abuse of the dead. Associated NPCs are Ghosts and Underground Librarians
  12. Hypnos, God of Sleep, dreams, insight and narratives. Associated NPCs are Dero, Dero Geniuses and Hypnotists
  13. The Idea Of Thorns, God(?) of Plants, wounds, insanity, the green world and the fall of civilization. Associated NPCs are Plant Monsters and Murder Children.
  14. Ithaqua, God of the arctic, emptiness, cold, hunger. Associated NPCs are Ice Elementals and Wendigos.
  15. Jormagandr, God of Apocalypses, serpents, the ocean, upheaval and orouboroses. Associated NPCs are Giant Snakes and Were-Snakes.
  16. The Leviathan, God of Water, fish, flesh-crafting and prehistory. Associated NPCs are Altered Medics, Fleshcrafters, and Aboleths
  17. The Lich Abraxus Thrice-risen, God of Undeath, immortality, apotheosis and stasis. Associated NPCs are Liches, Skeletons and Puissant Sorcerers.
  18. Mammon, God of Wealth, greed, gold and social stratification. Associated NPCs are Gold Elementals and Useless Civilians
  19. Nergal, God of Death, plague and the dead conscripted. Associated NPCs are Ghouls, Feral Undead and Resurrectionists.
  20. Papa Legba, God of Crossroads, navigation and the spirit world. Associated NPCs are Urban Shamans and Genius Loci
  21. Prometheus, Titan of Fire, illumination, genius and knowledge. Associated NPCs are Fire Elementals, Pyromancers and Prometheans
  22. Saint Judas Thadeus, Saint of Protection, self-sacrifice and lost causes. Associated NPCs are Death Knights and Professional Doctors
  23. Santa Muerta, Saint of the downtrodden, peaceful death, the oppressed, struggles. Associated NPCs are Mummified Saints and Speakers for the Dead.
  24. Sekhmet, Goddess of War, violence, brutality, lions, crocodiles. Associated NPCs are Crocodiles & Alligators, Death Cult Assassins
  25. Sol Invictus, God of The sun, glory, soldiers, victory. Associated NPCs are Fire Elementals and Bodyguards
  26. Ursus, the Great Bear, Goddess of Bears, caves, darkness, winter, the ancient past. Associated NPCs are Cave Bears, Chthonicists & Were-bears
  27. The Void, God(?) of Emptiness, entropy, dissolution, black holes, vacuums. Associated NPCs are Vacuum Elementals and Wendigos
  28. Vor Glaurung, God of Illusions, deception, holograms, rainbows, beauty. Associated NPCs are Prismatic Children of Vor Glaurung and Illusionists
  29. Vorm the Parasite-God, Parasite-God of Survival at all costs, parasitism, despera-tion, community. Associated NPCs include Morlocks and Eloi, Walking Swarms and Arachnophiles
  30. Yig, God of Snakes, venom, the serpent-folk, deserts. Associated NPCs are Various serpents and Were-snakes
Phew! That’s a lot of Gods!

I know people weren’t happy with the use of real-world Gods in the Manual of Planes review, but I like the spread of cultures, religions, fiction and nonfiction here. I think the author mashed up Sekhmet (Lion Headed Goddess of War) with Sobek (Crocodile Headed God of the Nile), and Google thinks some of the non-English names were spelled incorrectly. The bolding is mine. I wanted to highlight how some of these Gods have seriously powerful servitors, way in excess of the others.

I like this list. Some of the entries are really evocative, like Voorm being the chief God of Morlocks, or Amanita cultists deliberately cultivating mycolid infestations. The problem is that there are too drat many Gods, a lot of which are duplicates of the same concept. The Black Goat and the Idea of Thorns are essentially the same Sex and Death nature Goddess, and both Yig and Jormagandr are Snake Gods. I know that real world pantheons usually included significant overlap in their deities’ aspects, but a smaller number of Gods here would have meant each could be developed a little more. Collapse some of them under the same title, say Idea of Thorns and Black Goat are two aspects of the same divine being.

The cult spell lists make a dramatic difference in what fighting (or fighting alongside) them is like. Cthugha worshippers from Fanatic up get Fireball. Sekhmet cultists from Initiate upward get Flay. Leviathan cultists get Sleep as their first level spell. A single casting of Sleep can ensorcel enough hit dice to affect an entire party of characters, and low level cultists are often encountered in multiple D6s.

Anyway, that’s it for cults. Up next: the Undead, Constructs and Ghosts.

Night10194 posted:

There was one Feng Shui PC possibility/NPC like the Repair Crew. A Hong Kong sewer worker who brained an Abomination with a steel pipe and realized all kinds of weird poo poo was getting up to trouble on his turf. So time to get an illegal shotgun, not tell his wife, and try to save the city.
The more I think about the maintenance crew concept, the more I like it as a game. There's already a mini-genre of blue collar/service industry horror where the player is a low wage goon working a spooky supernatural night shift. Maybe the players' repair crew forms their own little subculture of traumatized dungeon veterans, like in the Rifters trilogy. Throw in a little Dudes of Hazmat style comic relief and you've got yourself a campaign. There would be more focus on mapping routes and getting from point A to point B, less on the interplay of different factions, except insofar as you need to convince underworld denizens to let you pass through their territory.

Maybe I'll come back to this one.

mellonbread
Dec 20, 2017
ESOTERIC ENTERPRISES PART 15: UNDEAD, CONSTRUCTS AND GHOSTS


Welcome back to Esoteric Enterprises. We’re still chewing through the monster manual, one of the most content-dense sections of the book. Let’s jump right in, with the first entry on our docket.

THE UNDEAD
Esoteric Enterprises separates undead into two types: Feral and Intelligent. Feral undead are either mindless or act like animals, while the Intelligent flavor can be reasoned with. We’ll tackle the Feral type first.

FERAL UNDEAD
The Feral section of the monster manual begins with a descriptive text explaining what happens when you use Animate Dead to raise a corpse as a mindless undead creature

Esoteric Enterprises, Page 200 posted:

The creature loses all Grit Dice. Their Flesh Dice becomes a d12 (average roll 7).• They gain an extra Flesh Dice.
• Saves and AC remain the same as they were in life. The creature has an attack bonus of +1 per dice of flesh.
• Like all undead creatures, they become immune to the effects of non-magical cold, to all poisons and diseases and to any sensation of pain. They do not require air, food or water.
• They cannot be healed by mundane medicine.
• They take double damage from Holy sources.
• Their mind is reduced to a dim awareness of their surroundings; if you are tracking their attribute values, treat their intelligence, wisdom and charisma each as 3.
• Physical properties such as the ability to fly, tough skin and so on are retained.
• If they relied on weapons to attack in life, they can instead attack with their teeth and claws, for d4 damage.
In addition to this list of properties common to undead, there’s a further list of traits the undead might have.

Esoteric Enterprises, Page 200 posted:

• Stealth increased to 4/6 for ambush predators.
• Perception increased to 4/6 for those with unnaturally sharp senses.
• The ability to exude adhesive slime, giving a +4 bonus to wrestling.
• The ability to drain blood; the corpse’s bite deals +1 damage and heals the corpse for that much damage on a hit that deals damage to flesh.
• The ability to make more of its kind; anybody killed by the corpse must make a Save against Magic before dying. If failed, they will rise again in a turn’s time as a similar monster.
• A layer of frost over its skin; unarmed attacks deal an extra d4 cold damage as a result.
• A venomous bite, dealing 1d6 damage; a victim who takes any damage to flesh from the corpse’s bite must pass a Save against Poison or else take lose 1d8 points of dexterity, constitution or strength.
• The ability to regenerate; if the corpse has a severed limb, it will re-grow in 1d6 rounds (unless the stump is burned to seal it). If there are no severed appendages, the corpse will regain 1d6 points of flesh a round until it is back to maximum flesh.
• A touch that causes paralysis; if the creature’s attack deals damage to flesh or grit, the victim must pass a Save versus Magic or be paralyzed for 1d4 rounds.
• The ability to automatically re-animate any corpses they touch as mindless undead husks with no unusual abilities.
• The ability to walk up walls like spiders.
• The ability to walk over water like it was solid ground.
• The ability to sense heat and vibrations rather than seeing. The creature is unaffected by cover, invisibility and so on.
• The ability to become invisible for a round, as with the spell invisibility. The ability refreshes once the monster has caused an injury that draws blood, or after a full turn.
• The ability to step completely through a solid object if they want to.
• Stone-like flesh, as if already fossilized, granting +3 AC.
• An affinity for the darkness. The creature can see perfectly well in the dark, without any need for illumination. Treat all their attribute modifiers as two points higher in the dark, but reduce them by two in the sunlight.
• Entrails that can be extended from its body and wrap around victims, allowing the creature to attempt to wrestle (with a +1 bonus per hit-dice) as well as making any other attacks.
• Feet that don’t touch the ground when it walks. It is a few inches off the ground, leaves no tracks and is not slowed by difficult terrain.
• A hypnotic gaze. Those that meet the creature‘s gaze must make a Save vs Magic or else lose their ability to act on their next round; instead next round they continue to watch the creature and can only make another save to look away.
• Greater coordination, resulting in d12 (an average of 7) grit points and an extra +1 to hit.
• A more passive and controllable nature, preventing them from hunting or attacking unless instructed to by their creator.
• Intelligence closer to that of a human, allowing the creature to plan ahead and reason. Mental stats are all 8.
• A shared hive-mind with others of their kind.
• An area of ground they are bound to, and a dim awareness of events that take place there.
drat, that’s a huge list of abilities! As we’ll see later, a lot of these potential powers are the same as the ones NPC Vampires can get.

In addition to rules for creating your own undead (remember last post, when I said there were a lot of creatures in the book that required the DM to pile templates together?) there are a lot of pre-baked undead for us to throw into our undercity. Most of them have no Grit but a lot of Flesh, meaning sneak attacks and other stuff that ignores Grit aren't especially useful against them.

Crawling Hands have a tiny bonus to grappling, 3 intelligence, and little else of note going on.

Ghouls are almost sentient, but their ravenous hunger for human meat renders them bestial. They’ve got a melee attack that paralyzes you with no save, just like every other D&D knockoff. If a ghoul kills you, you get a Save vs Stunning to resurrect as a Level 1 Undead Spook.

Husks are your absolutely bog standard mindless undead, with no special properties to speak of, except that they get two attacks per round: a claw and a bite.

Half Zombies are either a torso dragging itself along the ground, or a pair of legs running around mindlessly. Like a husk, but sillier.

Skeletons are basically like Husks. This game doesn’t give them resistance to non-blunt weapons, which I respect. Special damage resistance types just mean the fighter has to carry around a golf bag of different weapons, which is just another punishment for not being a Wizard.

Flesh Hulks are tanky undead piles of meat, with a massive 25 Flesh, great saving throws, and three devastating melee attacks per round. Don't fight flesh hulks up close.

Bloat-zombies claw at you until you kill them. Then they explode, splattering you with gore and potentially infecting you with a disease.

Stubborn Foetuses are in the game for some reason, but are basically incapable of dealing damage, other than creeping you out. Rules text says they “Crave warmth, life, vitality.”

Plague Zombies are like Husks, but they also have a chance give you a random disease when they hit you.

Angry Fossils are animate dinosaur bones. They act like they did when they were alive, hunting for prey and making dinosaur noises. They have a lot of flesh, a lot of grit, and between 2 and 8(!) melee attacks per round at the discretion of the DM.

That does it for unintelligent undead. These critters have a chance to show up as servitors to a Lich Sanctum on the faction generator, but mostly appear in random encounters.

INTELLIGENT UNDEAD
A living creature resurrected or converted into an intelligent undead creature is subject to basically the same set of modifiers as a feral undead creature, save that it retains its mind. They have a similar capacity to resurrect with the same list of monstrous powers as feral undead.

Revenants are you standard intelligent undead, without much to comment on other than the standard set of undead resistances and vulnerabilities. They died a long time ago, so their behavior and speech are filled with archaisms. They have their own insular communities and society in the undercity.

Mummified Saints are holy healers, gilded skeletons animated by a religious duty that transcends death itself. They have a 3 in 6 chance every time they try to cast Cure Wounds, Light, Dispel Magic, True Sight, Animate Dead, and loving Resurrection. If this NPC thinks you’re worthy, it can bring you back from the dead with a max level spell. There’s no spellbook in the game that teaches Resurrection, this is basically it.

Vengeful Wights are like regular old Revenants, except they’re animated by a desire for revenge on their killer, and they recover HP every time they cause someone fear.

Death Knights are plate armored skeletons with longswords, who wander around the underworld looking for chivalrous quests to go on. When they engage a target in melee, nobody can deal damage to them or the target for the duration of the duel. Remember when I said Death Knights were awesome? Well, I stand by it. The text describes them as “prone to epic romances and dark grudges”, so I guess that obliquely addresses our concerns earlier about corrupt bloodlines. Somehow, in defiance of all logic, Death Knights gently caress.

Liches need no introduction. These powerful undead casters use the Occultist rules, and resurrect at their phylactery whenever you kill them. They have Bleeding Curse, Disintegrate, Create Illusion, Protection From Weapons, Spell Immunity, Protection From Fire, Invisibility, Dispel Magic, Hurl Through Time, True Sight and Fear memorized, and their spell ilst also includes Contingency, Permanency, Resurrection and any other spell they want. Liches are bad news. Recall also the problems I have with high level spell casters from the previous update, and apply them here.

And that takes us through the end of the Intelligent Undead. The Lich is the centerpiece of the Lich Sanctum dungeon complex. The others such as Death Knights can show up in a Necromantic Circle faction, or peripherally in places like the head of a Tainted Bloodline. Have I mentioned I like Death Knights?

I like the idea of revanents having their own undead societies in the undercity. There's no "revanent town" entry in the dungeon complex generator, but there really should be.



CONSTRUCTS
Robots, golems, and other artificial beings. Some animated by mechanisms, others by magic.

Maintenance Golems are maintenance robots, created using magic to single mindedly perform a specific task. They get two devastating swat attacks every round, but they only use them if someone gets in the way of their work. Because they’re magical constructs, they automatically fail saves vs mind control, and have a 50% chance to automatically ignore any other magic targeted at them.

Clockwork Men are like golems, but made of metal, and given the curse of sentience. They don’t understand who they are or why they exist. They also get two slap attacks per turn. Their stat block says they’re “Immune to cold, poison, drowning and everything else constructs are immune to” but the book doesn’t actually say what that means, unless we go back and reference the player Spook construct origin.

Clockwork Chrome Crabs are itty bitty robots. They’re fast, hard to hit, and have good Athletics. The descriptive text says “A compartment on its back carries a sealed envelope” and nothing else. Are they clockwork chrome crab couriers? There’s no way to be sure.

Homunculi are little artificial people, made of blood, fat and clay. They’ve got the signature of their creator stamped on their foreheads, and they display a “blend of childlike earnestness and sinister understanding”.

Trash Golems are like maintenance golems, but made of garbage. If they had a purpose in life, it’s long gone. Electricity damage heals rather than harms them.

Animated Tools are trinkets made by bored wizards. They can attack you for minor damage, but their true desire is to help you do whatever they were designed to do. They have a 3 in 6 skill at whatever that is, or they can grant a living user a +2 to their skill roll instead. You should adopt them if you find them in the dungeon.

Stone Guardians are immobile statues, immune to most forms of damage but basically imobile. They’ll clobber you if you step within reach though.

Pain Engines are killer crabs, made by serpent men to track down and torture escaped slaves. Serpent men are dicks. In addition to getting three attacks per round (one probe and two claws) it also has 3 in 6 in both Medicine and Forensics. (One of the possible dungeon complexes is the Serpent Man ruins, where Pain Engines and other assorted trinkets can be found).

Repair Drones are also serpent man machines, but made for the more benign purpose of maintaining and repairing serpent tech. They continue to do so, long after their masters have gone extinct. Like several monsters on this list, this one is mainly here for flavor and set dressing, rather than to seriously help or harm the players.

Constructs don’t show up very often in the faction creation rules. Trash Golems appear on several of the encounter tables, the rest on fewer.

What’s missing from this section? Trick question, if something’s missing, just make it yourself!

CREATING ARTIFICIAL BEINGS THROUGH MAGIC
Making a construct is an arduous process, requiring both skills and spells.

First, the body must be created, using Technology to prepare it and Medicine to make it suitable for magical animation. Once you’ve got the shell figured out, you start stuffing spells into it to make it walk and talk and so on.

Esoteric Enterprises, Page 205 posted:

• Unseen Servant is required for the construct to be able to move about. Without this spell, the construct will be immobile (although it may be capable of speech and so forth if other spells are bound into it).
• False Sounds is required if the construct is to be capable of speech or other vocalization.
• Command is required if the construct is to obey its creator’s instructions. Without this spell it will do as it wishes.
• Message is required if the construct is to be able to understand the speech of others, although if it has Command bound into it, it will still understand and unflinchingly obey commands by its creator.
• Mending is required if it is to be able to recover flesh and grit normally. Without this spell it will only ever acquire more damage until it breaks apart.
• Heroism gives it a +1 attack bonus for each hit dice. Without Heroism, the construct has a no attack bonus.
• Clairvoyance is required if it is to be able to see its surroundings properly. Without this, it will be blind, and reduced to groping about and navigating by touch.
• Magic Jar or Mind Switch is required if the magician wants to be able to take control of the construct and directly pilot it.
• Clone or Simulacrum are required if the construct is to mimic an existing being.
• Trap the Soul, and a trapped soul to implant in the construct, is required if the construct is to be sentient and self-aware. Without an implanted soul, the construct is little more than a dumb automaton, less intelligent even than an animated corpse.
• Permanency is required for the construct to be able to power itself indefinitely. Without this spell, it will require some sort of fuel (such as burnt charcoal or raw meat) or up-keep (such as a minor magical ceremony) once a month, without which it will fall dormant until it receives this requirement.
Making a construct that moves around and understands speech is easy, you can do it with first level spells. Making one that talks and can see its environment is harder, and making one that actually feels and thinks for itself requires high level spells.

The construct gets dice of Flesh equal to double the number shown on the Technology roll used to create it, and dice of Grit equal to the Medicine roll. Then you subtract the number of spells you bound into the construct from the number of Flesh dice. If what remains is a positive number, you can upgrade the construct’s stats and abilities that many times. You can raise its damage, skills, armor class, etc.

Every spell stuffed into the construct costs two random magical reagents and a day’s work. Once the construct is complete, the caster has to make a Save vs Magic to bring it to life, or roll on the What Has Your Hubris Wrought miscast table if they fail.

The book mentions that multiple people can collaborate to make a construct, which is good since I doubt an Occultist or Mystic is going to have enough Technology and Medicine to do the job. It also mentions that Doctors can use their Experimental Medicine ability in place of binding spells into the construct, as long as they build, steal or grow the appropriate body parts to make the creature. Once again: at level 1, the Doctor gets the same powers as some of the highest level magic user spells in the game. Play a Doctor!

GHOSTLY THINGS
Like with Undead and Occult Weirdos, this section of the book has some entries that start with a generic template, then give you a list of special abilities to slap onto it.

Ghosts are, by default, unable to interact with the material world. They float around haunting things, passing through objects and ignoring any damage not dealt by a magic weapon. Then they have the following pick list of powers that makes them a bit more interesting:

Esoteric Enterprises, Page 206 posted:

• The ability to become invisible, at will.
• The ability to move objects about as if with physical hands. If used to attack, +0 to hit, damage dice varies depending on the size and dangerousness of whatever’s being hurled.
• The ability to cause visual and/or auditory hallucinations. A Save vs Magic allows the victim to recognise the hallucination for what it is.
• The ability to cause dramatic rises or drops in temperature. Sufficiently hot or cold environments deal 1 damage per turn spent there unless proper precautions (cold-weather clothing, fires, air-conditioning, etc) are taken. Things might catch fire.
• The ability to completely control what shows up in mirrors, on TV screens, etc etc.
• The ability to cause organic matter to rot and wither away. Save vs Magic or d4 damage if used to attack flesh.
• The ability to totally re-write electronic files at will.
• An area the ghost is bound to, allowing it to perceive everything that happens there.
The book also gives us a 3D20 table for generating a ghost’s occupation in life, cause of death, and motivations. Let’s roll some example ghosts. 3D20 three times gets us
  • A nurse who was suffocated by a gas leak and wants political power
  • A 1920s mobster who died of anaphylaxis from a peanut allergy and wants for his body to be found
  • A cult leader who died of accidental drowning and wants to cause pain
Some of these are more evocative than others. A ghost wanting political power doesn’t necessarily tell me how it interacts with the player characters, especially if this is just something I rolled on a random encounter. The causes of death are a bit lackluster, if you assume that ghosts should only be people with “unfinished business”. I like the last guy though. Probably died trying to convince his cult groupies he was totally a fishman, babe.

Gestalt Spirits are hive-mind spirits, blended together by proximity or some commonality of origin. Aside from some slightly bigger numbers, they have the same stats as ghosts, and choose powers in the same way. I wish there was a little more information on these things. There are a couple places on the complex generation table with mass graves (particularly the Plague Pit area) and some more flavor or an additional special ability would add a lot here.

Ghost Cars are environmental hazards, created by the psychic leftovers of a violent, high fatality car accident. They follow the same route on a loop, crashing and then reappearing at the beginning of their dance with death. Their crash attack deals 2D10 damage, but the vehicle takes the same amount of damage. Then it regenerates and does it all over again.

Ghost Trains are cool. They occasionally show up in abandoned subway stations, running the routes they did in life, before they were retired by bombings, budget cuts, sarin gas attacks, etc. They deal 3D10 damage if they run you over and is immune to physical damage sometimes and blah blah blah. Who cares about fighting it when you can ride it. Toss the conductor two bits and you can ride it somewhere else in the undercity. Another abandoned rail station? A Lich Sanctum? The book says you can ride it to other worlds, like “Stygia, Dis, and the Earth’s Veins”. I know this is mostly a reference to other OSR splats, but I wish ghost train travel around the undercity was given a bit more detail. Currently it only shows up when you roll this specific result on the encounter table.

Shadow Folk are beings made of darkness. These are the end times for the men of shadow - their underground homes are invaded by strange creatures of matter, bringing light that dissolves and destroys them. Yet they feel a strange jealousy for these flesh creatures, driving them to fight back with lethal force. They’re immune to regular damage, take damage from bright light, and attack by ripping away the target’s shadow, dealing damage to STR.

Fog Sylphs are particle storms whose gaseous interminglings host an alien intelligence. Their primary goal is to make more fog, but they can also create illusions in any area with suspended water in the air, like a steam tunnel. They can also hide in your lungs, which doesn’t deal damage but inflicts the Fatigued condition.

Genius Loci are the spirits of places, with an appearance and personality that reflects their surroundings. They can manipulate weather conditions, plants and animals, and when all else fails, pick up objects and throw them telekinetically.

Hosts of Petty Spirits are colorful shimmers made of hundreds of tiny nature spirits acting together. They have a 4 in 6 chance per round to cast a spell, depending on the type of spirits that make up the cloud. Chance of create illusion, senescence, web, hurl through time, dispel magic, false sounds, lightning bolt, bleeding curse, slow, or heat metal. If you recall from the Urban Shaman section, these are the spirits those guys spend all their time talking to. Would be nice if the book specifically called out the relationship here, how the spirits will cast all those nasty spells on people who harm the shaman, etc.

Prismatic Children of Vor Glaurung are the opposite of shadow people - beings of pure transcendent light. They can blind you with flashing lights and create visual illusions that take up whole rooms. Bright light damages them, magical darkness damages them even more. I wish there was a little more info here about their motivations and behavior - the text says they’re “fascinated by things that glow or give off radiation” but that doesn’t tell me what kind of illusions they’d create around a character carrying a flashlight.

And that does it for ghosts. I remember not liking this section, but on repeat reading I kind of dig it. The main problem is that too many of the weird intangible spirits don’t have a strong hook for what they actually do when the players encounter them. They have a handful of abilities like creating illusions, but aside from maybe the regular ghosts and shadow men, none of them have a clear motivation for actually using them.

Next post, we’ll go over were-creatures, vampires, and my personal favorite: the fairy courts.

Saguaro PI posted:

The Idea of Thorns is a direct reference to the author's previous work Gardens of Ynn (I'm assuming the Great Librarian is this for the Stygian Library as well) and is almost an entirely conceptual entity while the Black Goat appears to be an amalgamation of every goatlike bacchanal figure you see in mythology, when you drill down they're pretty different concepts but without that prior context or a more in-depth explanation I can see that being something that's missed.
This is exactly the kind of thing that the text could have explained, if it had included fewer Gods and given more description of the ones that remained.

mellonbread
Dec 20, 2017
I said at the start of the Glitter Hearts review that I was interested to see how it shook out mechanically, so thank you for crunching the numbers and delivering an interesting verdict on the strengths and weaknesses of the PTBA system as applied to this specific game.

mellonbread
Dec 20, 2017
ESOTERIC ENTERPRISES PART 16: FAIRIES, LYCANTHROPES AND VAMPIRES


Today on Esoteric Enterprises, we’re still balls-deep in supernatural creatures. All three of the sections we tackle today will have some form of template application, and a couple will have random roll tables for generating special properties.

Let’s begin with one of my favorite sections in the book:

THE FAIRY COURTS
In the world of Esoteric Enterprises, fairies are spawned by the collective imagination of humanity. In the underworld, the fey organize themselves into communities, divided into Seelie and Unseelie Courts based on whether they come from pleasant dreams or nightmares respectively. Mechanically, they’re immune to poison and disease due to their imaginary biology, but take double damage from “cold iron” weapons.

Fairies are one of the possible underworld factions, which you create by rolling a few D20s on a table of both Seelie and Unseelie fairies. The Fairy Enclave always has a King and Queen, one of which is Seelie and the other Unseelie. They can also get their own themed dungeon area in the complex creation table, called the Fey Grotto, and it’s one of the most entertaining in the game. Maybe it’s just because I had so much fun with them in the first campaign I ran, but I really like these weird little bastards.

Goblins are unseelie critters spawned by dreams of spite and resentment. They’re real dicks, but if you meet them in the Goblin Market (if you have a Fey Grotto it always has a Goblin Market in it) they’ll sell you all kinds of good poo poo. Mainly magic weapons, but also fey wine if you want to boost your Charm score and actually cast Mystic spells for once in your life. In return, they ask for things like years of your lifespan, attribute points, or payments of experience. Mechanically they’ve got good stealth and long knives to use with it, but otherwise aren’t anything to run home about.

Redcaps are cutthroat unseelie fairies spawned by dreams of violence. They’re a recursive fairy, they go around killing people and spreading terror, so that the survivors will have nightmares and create more Red Caps. They not only have 4 in 6 Stealth, they automatically boost the Stealth of any allies accompanying them. If their attacks ignore Grit and go straight to Flesh (such as by a sneak attack) they deal bonus damage and automatically inflict the Bleeding Out condition. Red Caps are scary.

Banshee Oracles are Unseelie Cassandras spawned by dreams of grief, who see only the worst possible future. Though their prognostications are usually wrong, they sometimes attract small cults of disciples. They have a scream that deals Charisma damage on a failed Save vs Magic, and instantly kills you (by predicting your death) if you roll a 1 on the save. They can also cast Augery and Divination, though there’s no description of how their only-pessimistic-predictions power interacts with the spell.

Korred Scholars are goat-like Seelie gnomes, generated by dreams of curiosity and mystery. The text says their mannerisms “veer wildly between ‘eccentric German professor’ and ‘ruthless German interrogator’”. They have a 4 in 6 chance to know any secret you keep from them, a 1 in 6 chance to know the answer to your other questions, no matter how obscure, and can whisper the secrets of the universe to incapacitate everyone in earshot for D6 rounds on a failed Save vs Stunning.

River Hags are Unseelie creatures created by dreams of drowning. Vindictive and territorial, but easily bribed for safe passage by canny adventurers. Automatically detects lies and broken oaths. Good Stealth, plus three attacks per round that can easily kill if they go directly to Flesh.

Domovoi are Slavic Seelie spirits created by dreams of hearth and home. They look like tiny old men, wearing their enormous beards like clothing. If you find one in the undercity, you can adopt it with a payment of bread and milk. Which is a great idea because they’ve got 3 in 6 in Medicine, making them passable backup physicians if you don’t have a Doctor.

Slaugh are undulating Unseelie abominations that arise from fear of the dark. They can barely defend themselves in a fight, but they’ve got good Stealth, Athletics, Perception, and can deform their body to fit through any gap. The Fairy Enclave uses them as spies and scouts.

Trolls are enormous Seelie bruisers, spawned from humanity’s awe of nature. Lawful aligned, guileless, always keep their word. They hit hard in melee with three attacks per round and, because this is D&D, regenerate HP unless burned by fire or acid.

Sprites are little butterfly Seelie, brought to life by dreams of flight. They treat everything like a game like little winged Kender, and didn’t everyone love those. They can turn invisible and fire sleep darts.

Ogres are the Unseelie equivalent of trolls, generated by dreams of violence against people you care about. Tough, dumb as poo poo, smash things they don’t understand. Instead of regenerating per-turn, they recover their full HP if they eat someone they kill. The random encounter tables like to pair them with Trolls as an odd-couple comedy duo.

Svartalfr are spawned by dreams of industry, and it’s not clear whether the game considers them Seelie or Unseelie (they appear on both tables when yo ucreate a FAiry Enclave). They’re black dwarves, like Duergar, obsessed with gems and industry and blah blah, you’ve heard this all before. Their mining tools deal a whopping D12 damage per hit.

Sidhe are Seelie fairies that come from wet dreams. They’ve got 5 in 6 charm, fight with rapiers and dueling pistols, and can lock you in place on a failed Save vs Stunning by making eye contact.

Bandersnatches are Unseelie bird-fairies who grow out of visions of greed. They fight by hiding in the dark, grabbing your items and then running away into the dungeon. They’ve got 5 in 6 “sleight of hand”, which isn’t a skill in Esoteric Enterprises. Thankfully it’s not hard to intuit from context what it means.



Now we get to the upper crust of Fey society. Fairy Nobles have four ranks, which get progressively better saves, HP, chance to hit, etc. Higher ranked fey can automatically command any fairy lower ranked than themselves. PC fairies get a save against this, except against the King or Queen.
  • Knights/Dames
  • Lords/Ladies
  • Princes/Princesses
  • Kings/Queens
Each fairy gets 2D20 to determine its clothing and appearance respectively, then a number of D20s for powers based on its rank - Knights get 1, Lords get 2, etc. There are separate tables for Seelie and Unseelie Nobles.

Let’s roll up four of these weirdos and see how we do.
  • Our Unseelie Dame rolled a 12, a 19 and a 13. She wears a regal gown of spiderwebs, has six fingers on each hand, and her bodily fluids are hallucinogenic on a failed Save vs Poison.
  • Our Seelie Lord rolled a 5, an 8, a 6 and a 14. He wears silver chainmail for an AC boost to 16, he’s got a pair of swan wings (which the book doesn’t specify are functional or not), he’s immune to fire, and he’s immune to projectile weapons not made of iron.
  • Our Unseelie Princess rolled a 15, 7, 3, 11, 20. She wears animal hides that grant her 12 AC, she has moth wings (ditto on the functionality piece), she can breathe underwater, she can detach her hands and send them out to commit crimes on their own, and can create illusory sounds and sights.
  • Our Seelie King rolled a 9, 2, 7, 2, 15, 17. He wears an opera cape and suit, has bright green skin, can animate any object he touches, can sing to stun enemies, has a 3 in 6 chance to cast Animate Artwork, and always goes first in initiative.
I like these tables, but the problem comes when you’ve got to roll up more than one fairy at a time. Fairy Knights have a tendency to spawn in packages of D6, which means that a random encounter is going to take a minute or two to fully generate.

(In my first Esoteric Enterprises campaign, the Fairy Enclave was engaged in a profitable gin-for-children scheme with the local Smuggling outfit. The Unseelie Queen thought she was doing the right thing, selling magic liquor to buy kids from hopheads and raising them as sorcerers. The Royal Family got strong armed into letting the Men in Black use the Grotto as a dungeon entrance, during an operation to chase down some Paradox Beasts the players accidentally released into the dungeon. This made the Seelie King look weak, and he was eventually deposed and executed by a group of rebels, who nearly slaughtered the Queen and her adopted children, but were eventually foiled by a rival adventuring party while the players were out digging up corpses in the Necropolis for the Ponda Ray crime family. The Queen and her bastards escaped, and the remainder of the rebels were slaughtered by the Red Cap Gang)



LYCANTHROPES
Esoteric Enterprises doesn’t use a generic template for were-creatures. It tries to, but ends up doing something more annoying and harder to use instead. It presents one form of were-monster, then for all the other entries it says “start with X but change A to B and Y to Z, and add C” and so on. It’s irritating enough that it’s stopped me from really digging into this section of the book.

Were Rats are the base were-creature in Esoteric Enterprises, by virtue of being the most common. They can transform between rat, human and hybrid forms, but are always possessed by ravenous madness, though still capable of speech and reason. They’re also weak to silver. In human form, they’re an unremarkable normal person with a gun or knife. In rat form they’re a rat, and are probably trying to hide or run away. In hybrid form, they get a bite and two claw attacks that can infect the victim with the Were Rat syndrome on a failed Save vs Poison. If you catch the bug, it deals progressive CHA damage until you hit 0. Then the damage goes away and you reroll as a Level 1 Spook with were-rat powers.

There’s also a Pack Leader template that raises the Were Rat’s stats numerically, and is intended to be transferable to other social Were Creatures.

Were Wolves have the same hybrid form as rats, but become a wolf in their full animal form. I think the were-creature transformations are knocked off of Werewolf the Apocalypse, where you’ve got your human, animal and 50/50 transformations.

Were Spiders get a poison bite in their hybrid form, and can choose between Spider Form (AC 16 but no attack) and Swarm of Spiders Form. The text says “The lair of a were-spider is a cunning maze of webs, snares, pitfalls and tripwires, with a larder of poisoned victims, comatose and wrapped in silk for the were-spider to feed on later, at their leisure” but they don’t actually have the ability to paralyze victims or shoot silk. Which is a shame, because that sounds way more interesting than the stat block we get.

Were Bats are like Were Rats with wings, which means their hybrid form can fly, but loses its claw attacks. The curse makes them “alternate between enthusiasm and panic” because apparently that’s what bats do.

Were Snakes get the same poisonous bite as Spiders when in hybrid or animal form. The text says Were Snakes are “manipulators able to shed their skin to take new forms” but they don’t actually have that ability either. The descriptions feel like they were written before the stat blocks, when the author had a bunch of more interesting ideas they didn’t end up implementing.

Were Bulls get a tankier hybrid form and a tankier animal form, and always use the Pack Leader template due to their enormous bulk.

Were Gulls are the other rats with wings. Almost identical to Were Bats, but the book gives them some interesting animal behavior at least: “ Hungry, pushy, never satisfied. Form huge raucous flocks. Think with their stomachs. Hair and plumage tend towards surprisingly beautiful patterns of white and grey. While gluttonous, they’re hardly greedy, and have a streak of generosity to them, happily sharing food and pretty things without really thinking about it.”

Were Butterflies are obligate cowards, flying away or exploding into a swarm of butterflies at the first sign of danger. Like Were Spiders, but without the poison bite.

This section closes with some alternate explanations for lycanthropy that would function differently than the listed mechanics.

Esoteric Enterprises, Page 213 posted:

• The descendants of previous generations of shapeshifters. These might naturally take Hybrid form, only taking human or animal form uncomfortably.
• Animals infected with lycanthropy, who take on human characteristics and mimic human intelligence.
• The lycanthropic infection mimicked through magic; some curse or talent allows a human to regress to a more primal animal form.
• The result of alchemical or medicinal experiments, serums that create a Jekyll-and-Hyde transformation between a human and animal-hybrid identity when ingested, mimicking those infected with lycanthropy.
• Animal totems manifesting themselves in the flesh of their followers. This phenomenon is likely the origin of the lycanthropic infection, although it’s mutated significantly since.
This chapter feels half assed. There isn’t a generic template that makes rolling up were creatures easy, but the flowery descriptive text isn’t borne out by custom mechanics for each monster either.

Were Creatures can show up as associated NPCs for various cults in the pantheon. Some of them reference stat blocks that don’t exist in the book, like Were Bears. There aren’t any packs of Were Wolves or Were Gulls or what have you in the faction table, though they would be easy enough to throw together.



VAMPIRES
The rules entry for vampires starts with a list of possible explanations for vampirism, along with mechanics for each:

Esoteric Enterprises, Page 24 posted:

• The walking dead. Immune to drowning, cold, poison, sickness. Double damage from holy things. Can’t be healed by normal medicine, and heal a maximum of 1 HP from any source.
• Human families that practice strange blood rites. These lack the Bite attack other vampires have.
• Predators from entirely different branches of the animal kingdom (bats, leeches or mosquitos perhaps) that have evolved to mimic and prey upon humans.
• Devolved hominids, occupying a similar position on the human family tree to Morlocks, Neanderthals and so on. No additional rules.
• Parasites that take over a human host by replacing the blood, and can extend themselves into a new host. These vampires have no grit. All their grit dice are instead flesh dice, granting that much extra flesh. When presented with a freshly exsanguinated body, they can extend their blood into it. The vampire loses d6 flesh points, and the victim resurrects as a fledgling vampire (a level 1 spook for PCs) with that many flesh points.
• Humans infected with some disease. A cure disease spell, or experimental surgery by a skilled doctor, might be able to restore them to normal humanity. Those who contact their vital fluids must Save vs Poison or contract Vampirism too. The disease requires a save each day. Each failure inflicts d8 damage to flesh and renders the victim fatigued and unable to gain sustenance from any food but blood. If the victim would die, they instead seem to recover, metamorphosing into a fledgling vampire (a level 1 spook for PCs).
• The mortal descendants of Caine, the first murderer. Immune to damage from holy sources. Marked with Hebrew writing on their foreheads
We also get a list of powers that the vampires might have.

Esoteric Enterprises, Page 214 posted:

• Lightning Speed, allowing them to go first in initiative and doubling their movement speed.
• An affinity for the darkness. +1 to all ability modifiers in shadow, +2 in total darkness, -1 in bright light.
• The ability to breath water (if relevant) and swim as fast as they can walk.
• The ability to see perfectly in the dark.
• The ability to speak with, and potentially charm, animals (+2 charm skill when interacting with animals).
• The ability to alter their own appearance to perfectly mimic the appearance of their victims.
• Blood that intoxicates and charms those who taste it (+2 charm skill vs the drinker forever).
• No reflection or image on cameras.
• Unnaturally tough flesh, for +2 AC.
• Unnatural strength, for +2 damage.
• The ability to become perfectly silent.
• No scent or tracks left behind.
• The ability to sense nearby blood and its nature..
• The ability to animate and control spilled blood (their own or other people’s).
• Claws that let them attack twice for d4 damage.
• Venom that does d12 extra damage if their bite does damage to flesh and the victim fails a Save vs Poison.
• Venom that paralyses avictim they touch for a turn, if the victim fails a Save vs Stunning.
• A hypnotic gaze, preventing those who look at them from looking away unless they can pass a Save vs Magic.
Vampires are ranked by age. As they age they get more HP, better saves, better chance to hit, and more vampiric powers. The youngest have only one power from the above list, while the oldest usually have six. All of them can restore their own HP by biting people and draining their blood, which also inflicts the Bleeding Out condition.
  • Fledgling
  • Young
  • Established
  • Elder
  • Ancient
  • Progenitor
Vampire Broods can show up in the faction creation table, but this section of the book also presents a demographic table for populating a vampire nest. Small nests will have D12 Fledgling, D10 Young Vampires and a leader. Larger nests have 2D12 fledglings, 2D10 young vampires, 2D6 established vampires, and a leader. The leader is either a council of lower level vampires, or a single higher level one.

Finally, we get a 3D20 table of flairs for vampire bloodlines. Let’s give it a try and see what kind of vampires we create.

A 19, a 16 and a 4 on the Mannerism, Appearance and Quirks tables respectively get us a Tasteful, Sensually Appealing Vampire Bloodline that can regenerate from even a single drop of blood.

That’s a little played out. Let’s try again. A 9, 19 and 5 gets us Irrational, Transparent Skinned Vampires who are weak to Silver.

The next step is to pick some powers that complement these quirks aesthetically. Let’s take the affinity for the darkness and weakness to the light as our first ability, to go with the transparent skin. That means all the vampires in the clan get those bonuses and penalties, no matter how young. The next logical step is probably seeing in total darkness, which young vampires and up will have. Then the ability to change their appearance to mimic their victims, which established vampires will have, and so on. All the way up to the oldest vampires in the bloodline, who will have all the powers their descendants have, and then some.

I like the vampire creation mechanics a little better than the Were Creature rules. I think the powers could have been grouped together a little better rather than split into so many pieces. Again, though, having a creature on the random encounter tables that requires this many random rolls to generate is a bit of a pain. Some pre-baked vampires would have been nice, just like how we got pre-baked undead in the earlier chapters.



Up next: “Mundane” Animals, Chimeras, Bugs and other Weird Creatures. I’d estimate we’ve got four or five posts left in this series. Then maybe a wrapup with overall thoughts on the game, my personal experience running it, house rules to make it better, etc. Thanks for sticking with me this far.

mellonbread
Dec 20, 2017
RPPR did an Actual Play of the Wizard a week or two ago. They ran it in Monster of the Week, and the tone didn't really work at the start of the episode due to the power and level of resources available to the characters. It definitely fell into place once they actually began crawling the dungeon, though.

mellonbread
Dec 20, 2017
ESOTERIC ENTERPRISES PART 17: ANIMALS, CHIMERAS, BUGS, WEIRDNESS


I wrote this post, looked over it and then edited it to remove some boring stuff from the animals chapter. If you aren’t interested in a bunch of mundane and slightly-above-mundane creatures, skip down to the Weirdness Inhabiting the Undercity section.

ANIMALS
The animals section is a mix of boring real world creatures, real-world creatures given moderately interesting new roles in the dungeon ecology, and gross dungeon animals. I’m only covering the highlights, since this is the longest section in the book.

Angler-Turtles are giant snapping turtles with a hypnotic lure. The creature disguises itself as an environment object, and its magic lure looks like treasure. Try to pick it up, and the turtle bites you, dealing damage straight to Flesh. You can save vs the illusion, but only after the turtle tries to bite you. Angler turtles are no joke, they’re the reason why my players poke everything with a stick before interacting with it.

Black Goats are mutant satyrs, capable only of nonsensical gurgling and laughter. A Black Goat can smack you around with its horns for minimal damage, but its real headliner is its 3 in 6 chance to cast bleeding curse, darkness, spider climb, or parasitic infestation. They aren’t exactly durable, so if you meet them in a group of other monsters and can’t escape, the best play is to focus them before they start casting.

Cave Bears are the descendents of Ice Age predators, once worshipped as Gods by primitive humans. They didn’t go extinct, they moved underground. They know in their 5 INT bear skulls that they were once masters of all they surveyed, and long to see those days restored. They get three attacks per round, and if they hit they can pin the target for automatic damage each turn after. They also get a bonus to their save vs divine magic, because of their residual divinity.

Ferret Hydras are seven foot ferrets with three heads, giving them three bite attacks per round. At the end of a round, if they’ve taken any damage to Flesh, they restore back to full Flesh and grow an additional head, giving them another attack. There’s nothing here about using fire attacks to cauterize the stumps, but I’d certainly allow it.

Giant Frogs are amphibians the size of bulls. The bufotoxin coating their skin deals Wisdom damage from a bad trip on a failed Save vs Poison. Their bite attack has a chance to swallow the victim, dealing additional digestive damage per-round until they escape.

Giant Tadpoles are horrifying frogspawn. Why are they horrifying? Because if they deal damage to Flesh, they burrow inside your body and deal continuous damage to Flesh on subsequent turns, like the scarabs from The Mummy.

Lampreys are parasites that can latch on to you and deal damage directly to Flesh, healing themselves proportionally. Did you know that Lampreys are like salmon, making incredible journeys from the ocean into inland freshwater streams and lakes to spawn? Did you know that they’re pretty sensitive to water quality issues, meaning they can’t actually wriggle around in the sewers?

Nightmares are horses that spread madness and terror throughout the dungeon with their burning eyes, which deal Wisdom damage to anyone who look at them. The book gives them a grapple attack, which is weird because they’re horses and it doesn’t say they have hands or anything like that. They sometimes lead packs of Dero around the dungeon, ensorceled by the Nightmare’s infectious madness.

Rat Kings are balls of rats, connected by their tails knotted together. Like the Rat King in The Amazing Maurice and His Educated Rodents, the rats share a collective consciousness that makes them intelligent and lets them telepathically control other rats. 1 in 6 chance to summon a rat swarm every round.

Rat Swarms are like bat swarms, or any other swarm in Esoteric Enterprises. They deal damage to things enveloped in them and take minimum damage from most attacks. No mention of Saving vs Poison to avoid catching the plague, which seems like the most natural place to put it.

Salamanders are giant, fire breathing amphibians. The text says “where an axolotl has gill-like fronds extending from its neck, the salamander has a flickering ruff of condensed flame” which is adorable. Their bite deals fire damage, their fire breath attack also deals fire damage. Putting out their flames automatically reduces their Grit to 0.

Surinam Toad Queens are another real life animal given special powers. You know those gross flat frogs from sudamerica which give birth out the holes in their back? Imagine one of those but a meter wide, and it spawns those horrible Flesh eating giant tadpoles from earlier. Which is bullshit, because froglings emerge from a Surinam Toad’s back well after they’ve completed their tadpole stage.

The Black Dog is a terrible omen. The first time you see it, you get a choice: be stunned for one action by dread, or accept Doom. Doom means that the next time the DM says to themselves “no I can’t do that to the players, it would be unfair/bullshit/make no sense” they get to do it anyway. I like this mechanic, but I can see the DM just forgetting about it entirely, like everything else that takes effect after more than a couple rounds.

Troglodytic Apes are cave dwelling orangutans that hunt in packs. They’ve got heat vision, and they know how to use simple tools and form simple ambushes. Basically just a White Ape from the B/X monster manual, ported to an urban fantasy setting.

Venomous Snakes provoke a Save vs Poison if they deal damage to Flesh by biting you. On a failed save, take massive damage to Flesh. This is in contrast to how snakes worked in the old school edition, where you made a Save every time they hit you, and died instantly if you failed.

Witch’s Cats are familiars, sent by their mistress to investigate strange occurrences in the undercity. There’s no “witch” stat block, so just use one of the other caster stat blocks from the Occult Weirdos section, I guess. They can cast Web, Darkness and Mist Form, all of which are useful for escaping a dangerous situation.

A lot of these animals get multiple attacks per round, in an attempt to keep the players from just “action enonomying” them to death by weight of numbers. There’s also a bit of over reliance on “grapples you, then deals damage” which, again, is probably intended to stop the players from just immediately blasting the poor creature to smithereens with four/five attacks per round. Good luck shooting it when it’s wrapped around your legs.

But what if instead of having separate stat blocks for all the animals, we tried to meld them all together, into a big superanimal?



CHIMERICAL MONSTROSITIES
In-universe, Chimeras are created by mad science splicing animals together. In-game, Chimeras are created by taking a basic template and rolling D20s on a set of tables for body plan, head(s) and other features.

Let’s create a couple example chimeras and see how they stack up. The text says 1D20 for body, 1D20 for head, and “a few” D20s for features, so let’s do 4D20 total.

A 12, a 5, an 8 and a 16 get us a yak’s body (no special powers), a stag’s head (additional antler attack), axolotl gills (water breathing) and tusks (extra attack). Not too shabby.

Let’s try again, with 5D20 this time. A 3, 8, 13, 20 and 5 get us the body of a vulture (grants flying), the head of a bat (echolocation), bat wings (can fly, again), a coating of slime (no mechanical effect), and the ability to grapple with its sinuous body in addition to any attacks it makes.

Of note: the first four results on the features table grant the Chimera one to four extra heads respectively. That can increase the number of attacks it gets per round, as well as give it more special powers.

What can I say about Chimeras that I haven’t said about every other monster creation system in the book? Cool, but do I want to do it on the fly when a random encounter table tells me to, in the middle of a game? It’s not that big of a deal, but it’s not exactly elegant.

Speaking of doing everything with templates,

BUGS
The EE book uses the term “bugs” as a blanket for all arthropods. Entomologists beware. We get two “start with the template and apply special powers” stat blocks at the beginning of this chapter.

Swarms of Bugs take the usual swarm rules we’ve seen with rats and bats, and load them up with one or more of the following special properties:

Esoteric Enterprises, Page 220 posted:

• Cockroaches are immune to poison, sickness and radiation.
• Flying bugs (like moths and bees) get +3 AC.
• Poisonous bugs have venomous attacks: if a victim takes damage to flesh from the Engulf attack, they must make a Save vs Poison, taking d4 more damage to flesh if they fail.
• Blood-sucking bugs like leeches and mosquitos heal 1 flesh whenever they do damage to a victim’s flesh.
• Aquatic bugs like crabs and leeches are immune to drowning.
• Parasites will tend to crawl into their victims eyes, mouths, open wounds, etc. Their attacks deal damage directly to flesh.
• Spiders and a few stranger bugs can spin webs or sticky mucus and silk over those caught in their mass: rather than attacking they can make a grapple attack against a single victim.
Giant Bugs are like Swarms of Bugs, but the stat block is for a single big arthropod instead of a swarm of tiny ones. They have a table of special powers that basically duplicates the bug swarm powers, but for full size creatures.

Next, we get a few invertebrates with their own unique stat blocks.

Giant Spiders are Stealthy, and their venom deals DEX damage if any of their attacks hit Flesh. They don’t have any web shooting or other stuff you might associate with giant spiders.

Did you know that spiders generally have poor eyesight? The main exception is Jumping Spiders, which use a visual trick to achieve better depth perception than their arachnid brethren. Each pair of jumping spider eyes sees a different color range of the visual spectrum. Because different colors of light blur and focus at different distances, the jumping spider is able to use the visual feed from its four pairs of eyes to determine how far away objects are from itself.

Terrible Wurms are non-product identity versions of Purple Worms, which you might recognize from the last fifty years of D&D.

Giant Cave Barnacles are creepy carnivorous crustaceans, which fix themselves to walls and ceilings, dangling tentacles and pulling food up into its maw. Like the ones from Half Life, but with an armored shell that makes them harder to damage.

Swarms That Walk are insect swarms that work together to imitate human beings. They puppet a suit of “skin” that’s either made from silk or actual human skin, depending on the bugs that make up the swarm. They aren’t intelligent, but they can mimic humans surprisingly well. Their slam attack deals minimal damage, but deposits bugs on the target that deal damage over time. They take minimum damage from non-area attacks, like every other swarm monster in the book.



WEIRDNESS INHABITING THE UNDERCITY
This section is a grab bag of intelligent but inhuman creatures, things that are probably intelligent but impossible to communicate with, and gross monsters that don’t fit elsewhere.

Concrete Nymphs are mangled living statues that speak in impossibly beautiful voices. They love the ugly but functional elements of the city - the enormous flood control tunnels, the battered seawalls and concrete edifices that tip the rain into the whirling bay. They can cast Suggestion by singing, and shatter glass and other hard materials by screaming. If you’re wearing anything on your face, you get a Save vs Hazards to avoid being blinded.

Lurking Lamps are like the little Pixar logo with arms. Other lights go out in their presence, and their flashbulb-eye can blind anything that looks at it for a round, or a whole ten minute turn on a failed Save vs Stunning. They like to collect trash and other meaningless objects. They’re intelligent and capable of language, one of the random encounter tables has one communicating with another monster using sign language.

Mimics are nasty because they deal damage directly to Flesh when they bite you unexpectedly. In addition to treasure and containers for treasure, they can disguise themselves as random dungeon objects like doors, if the DM wants to really gently caress with people.

Collectors of Eyeballs are hairless, blind mole rat people that collect eyeballs. If their claw attack deals damage to Flesh, they pluck out one of the target’s eyes, unless it’s protected by a mask or goggles. Also capable of language - they’re the monster that talks to the Lurking Lamp on the encounter table.

Radioactive Vampires are nightmare monsters from the deep lithosphere, with ten foot limbs and a cerenkov blue skeleton that glows inside its translucent body. In addition to the standard vampire stuff, they also have a chance to give you radiation sickness every round you spend in their presence.

Children of the Abyss are sort of like giant olms, swum up from the deep biosphere to hunt in the upper undercity. They don’t do much mechanically other than grapple and bite things, but I’m including them anyway, because olms are cool.

Hopping Mouths are giant spherical creatures, basically a stomach on a pair of frog legs that let it leap up to 60 feet. Their modus operandi is to ambush a target, swallow it whole, then hop away as fast as possible before the victim’s friends can hack it to pieces.

Chronological Aberrations are beings just barely outside the time stream, detectable only through the distortions they create in local spacetime. Their one attack deals no damage but ages the target D20 years. They’re immune to damage from most attacks, but any temporal magic is enough to ruin their day. The book provides a huge list of special cases for what happens when each temporal spell is cast on or around the Aberration, all of which seem super unlikely to ever happen in play.

Rust Monsters are just straight up Rust Monsters from D&D, ported to Esoteric Enterprises. They break your items and eat metal.

Magma Children are enormous ten foot lava creatures with near-human intelligence. Kept as pets and war animals by the Lithic Courts - mineral people we’ll meet in a future bestiary entry. Playful in a way that surface worlders find disconcerting, when the hundred ton magma dog wants you to rub its molten belly.

There are some other weirdness creatures that I skipped because they didn’t have any interesting mechanical effects. Giant Olms and Giant Bat-Things that sound cool, but don’t do much other than echolocate you and then pounce on you in the dark. The book has a lot of monsters like that.

Comin’ Up: Three Kingdoms of Life, Dragons, and Three Types of Cavemen

mellonbread
Dec 20, 2017
ESOTERIC ENTERPRISES PART 18: OOZES, PLANTS, MYCELIDS, DRAGONS, AND THREE TYPES OF CAVEMEN


The next few sections of the monster manual are pretty short. We’ll clear out three kingdoms of life in this post: plants, fungi and protists (what do you mean that’s a “wastebasket taxa”?) and meet some intelligent underworld creatures again.

OOZES
The dungeon hazards section, way back at the beginning of the DM section, covers slimes and molds that are too sedentary to be considered monsters. This section covers ambulatory slime creatures. The chapter starts with (you guessed it) a generic template and some special abilities to throw on top of it. I’m not going to go over the abilities though, because this section has example oozes that use all of them.

Giant Amoebas take half damage from physical attacks, but double from fire and electricity. An attack that breaks their nucleus kills them instantly, which is a nice touch.

Grey Molds are Oozes that deal CON damage on hit.

Shoggoths are huge, angry balls of protoplasm that get a massive damage slam attack versus everything in range each turn, regenerate HP, take double damage versus fire, and can sense vibrations and heat of living things.

Neural Slimes are like Grey Molds that deal INT instead of CON damage.

Gelatinous Cubes are straight out of D&D.

If you’ll recall, our underworld map had a Shoggoth Lair on it. To make one of those, you take an abbreviated version of a Sewer Cluster, Buried Ruins or other dungeon area and slap a Shoggoth spawning chamber in the center. The rest of the rooms are covered with slime and filled with lesser oozes.

PLANT MONSTERS
This section starts with a primer on the ecology of carnivorous plants. They usually grow in oxygen and nutrient-poor soil with a high acid content, like the kind found in sphagnum bogs. The underworld has some of those qualities, and also no sunlight.

Carnivorous plants are basically a trap or environmental hazard, rooted to a particular spot and unable to move. They get - are you ready for this - two pick lists of special properties to slap onto their generic template.

Esoteric Enterprises, Page 225 posted:

• 1-6 Flytrap Jaws (+4, d8). Each must attack a different victim. On a hit, the jaws latch onto prey, dealing 1 additional damage each round thereafter as the flytrap begins digestion, rather than attacking again.
• Adhesive Tendrils (+0, d4). On a successful hit, the victim is stuck fast and takes damage automatically next round. Makes d6 attacks each round.
• Flung Thorns (+0, d6). A ranged attack. The plant can make up to d4 attacks each round.
• 1-8 Vines or Branches (+4, d8). Simple blunt attacks.
• A Digestive Chamber (+0, d12). A pitcher, bladder, or gullet that will attempt to engulf prey: those hit are trapped within and take d12 damage each round until they wriggle or cut their way out.
Furthermore, a Carnivorous Plant might possess any of the following abilities, depending on its nature:
• Digestive slime; a victim taking damage to their flesh must take a save versus Poison or take 1d12 damage to Constitution.
• Hard bark: AC 15.
• Cunning camouflage, giving a 3 in 6 stealth chance.
• The ability to regenerate, healing 1d6 flesh a round.
• The ability to uproot itself and walk about on its roots.
• Adhesive mucus, allowing the plant to grapple at +8.
• The ability to drain blood; on a hit that deals damage to flesh, the plant heals as much damage as they dealt.
• Infectious slime; any damage to flesh forces the victim to take a Save against Poison. If failed, they have the plants seeds or spores growing within them. Treat the infection as a disease, with an incubation time of one turn, and a save interval of a round. Each failed save reduces the victim’s constitution by d8 as the plant grows under their skin. If the victim reaches 0 or less constitution, they die and another carnivorous plant erupts from their body.
• Huge size: Double flesh, grit and damage.
I love carnivorous plants, always have. I had a little venus flytrap as a kid, purchased from the garden section of the hardware store and lovingly tended, until it died because we lived in the absolute worst climate for it. I’m predisposed to liking this section of the book, and I’m still a little annoyed that we’ve got yet another set of pieces to assemble creatures from, without any premade examples.

There are only two other plant creatures.

Root Dryads are gardeners of the undercity, tending to lichen and roots that grow in the dark. They can swim through soil like it was water. They can cast Awaken Plants and Suggestion at-will. Every Root Dryad has a root-mass where she lives. If the root mass is dug up and destroyed, she dies.

Shambling Mounds are another D&D import.

There’s the plant kingdom. How about fungi?

MYCELID COLONIES
Mycelids are an infectious fungus that enslaves victims, turning them into zombies that serve a colonial hive mind. A bit like the things from Last of Us, or the fungus guys in the Weald from Darkest Dungeon.

Mycelid Spawn are little mushroom people, spawned by Mycelid Hulks and Queens. They can slap you around with a low damage attack, shoot toxic spores everywhere, or merge together to make Hulks.

Mycelid Hulks are bruisers with multiple high-damage smash attacks per round, more spores, and the ability to bud off Mycelid Spawn by spending Flesh.

Mycelid Queens are the center of the hive mind. They’re immobile, they can spawn lower level Mycelids (or heal by absorbing them), and their spores have the ability to inflict a variety of effects besides just infestation with the mycelid poison. The spores can stun their enemies and deal damage to WIS, or heal the Queen’s allies.

Mycelid Husks are fungal zombies created by infection with mycelid spores. They can infect you by hitting you with their melee attacks, and like undead they get a spread of other special abilities depending on what they were before they died.

A mycelid spore infestation deals progressive DEX and INT damage as the fungal hyphae penetrate the patient’s nervous system, reducing them to mindless zombies once they hit zero and reanimating them as Mycelid Husks.

Mycelids have their own area in the underworld creation table. Unlike Shoggoth Pits and other such areas, Mycelid Blights get a full size complex creation table. I’ve never had a player go inside a Mycelid Bllight, because they’re such obviously horrible places.

DRACONIC BEASTS
In the world of Esoteric Enterprises, dragons are the true descendants of dinosaurs, which survived in caves while the surface world choked and died after the KT impact. They aren't intelligent, unless rolled as an avatar of a God, worshiped by a cult. Then they have 18 INT, can speak, can cast spells, etc.

Like Chimeras, dragons start with a template and roll for special powers on a D20 table.

Let’s give it a try. 1D20 for body plan, 1D20 for skin/scales, and “a few D20s” for special powers.

4D20 get us 14, 1, 11, and 1 again. That’s an amphisbaena (serpentine body with a head at each end) with no scales, a fire breathing attack, and an acid attack that gets one spit per round per head.

Now let’s try it with 5D20. A 5, 15, 7, 12 and 2 get us a four headed hydra with mottled green brown scales, petrifying gaze, a “thagomizer” tail attack like a stegosaurus (this is a real paleontological term, after the late Thag Simmons), and a frost breath attack.

Mechanically, Dragons are a lot like Chimeras - a boss monster with a lot of attacks that you create by rolling D20s on a big table. Ctrl F Ctrl V all my commentary on them to this section.

DERO
Dero originate from the writings and ravings of American pulp author and artist Richard Sharpe Shaver, who believed a race of technologically advanced Lawful Evil cavemen who were the source of all humanity’s misfortunes.

The Dero in Esoteric Enterprises are an inversion of that. Rather than being the nightmare beings at the heart of a conspiracy against the human race, the Dero are a subspecies of paranoid cave-dwelling humanoid that believes they are the victims of conspiracies by everyone else. Because the Dero are weakly psychic, these collective delusions do actually affect reality in the long term, causing things to happen by predicting them. And if they don’t, the Dero will make sure they do, because they’ve got plans of their own.

Your basic Dero is a garden variety humanoid with a 2 in 6 chance per round to cast Sleep or Suggestion, the second of which allows it to alter the target’s worldview and make their weird paranoia more believable. They also get a 50/50 chance of resisting mind altering magic, though by doing so they have to make a morale test.

Dero Geniuses take the base Dero stat block, bump up the numbers and and tack on Invisibility and True Sight to the spell list. They’re also immune to any mind altering magic used by their arch enemies, the Men in Black.

As mentioned in the diseases section, Dero are also asymptomatic carriers of memetic viruses. Talking to them is a good way to catch something.

Dero Conspiracies are one of the factions in the social underworld table. The book gives some tables here for both the beliefs of individual Dero, and what the Conspiracy is working on. Let’s roll up a couple Dero and see what they’re up to.
  • Doug the Dero is paranoid and believes that spies are everywhere.
  • Daria the Dero is intensely focused and believes that huge machines are trying to control your thoughts.
  • Duvergier the Dero Genius is spaced out and is convinced that the Men In Black are parasitic, any human can become a host. Sort of like in The Matrix.
What is their Dero Conspiracy up to? Well, they want to neutralize the power of the police by bombing government centers, convert members of the occult underground into Manchurian Candidates by abducting them from subway stations and altering their brains, and free people from their neurolinguistic programming by inserting computer chips into their brains.

I’m… not sure how I feel about the Dero. Esoteric Enterprises is one of those settings like Delta Green or Unknown Armies, where all the old 90s conspiracy theories are true, and madness is reframed as a disconcerting but ultimately accurate look at the bigger picture. The treatment Dero get here veers between an interesting examination of the nature of paranoia in a world where wizards and aliens really are out to get you, and kicking some schizophrenics while they’re down.

ELEMENTALS
In Esoteric Enterprises, elementals can be made of any material and any state of matter. Fire, water, sure. But also ceramic, plastic, oil, latex, lead, chrome, paper, fat, the list goes on.

Like so many other sections of the book, you start with a few generic templates that scale up in size and power, along with a few abilities common to all elementals: they can’t be poisoned, they can telekinetically control matter made of their element, etc. Then we get some guidance on how to stat different materials.

Esoteric Enterprises, Page 229 posted:

Gaseous elementals cannot touch or be touched, do no damage when they attack normally and are immune to physical attacks. Their best method of attacking is to suffocate their victims. They can re-shape their form to be whatever they want, flow through gaps, expand to fill spaces, and so on. A powerful fan or vacuum cleaner directed at them does d12 damage a round.
• Liquid elementals take a maximum of 1 damage from physical attacks. They can shift their form at will, flow through cracks, soak into porous matter, and so on.
• Flammable elementals take double damage from fire.
• Explosive elementals take triple damage from fire; those nearby must Save vs Hazards or else likewise take the initial (non-tripled) amount of damage from the blast.
• Toxic elementals cause those they touch to make a Save vs Poison; failure does d8 damage to flesh.
• Corrosive or very hot elementals do d6 extra damage to anything they touch or that touches them.
• Very corrosive elementals (and those of rust, decayed matter, etc) can destroy an appropriate item they touch (roll to hit for held items, destruction is automatic on a hit).
• Radioactive elementals force those they touch to make a Save vs Poison; failure means the victim is suffering radiation sickness.
• Highly brittle elementals (IE glass) turn their flesh points & dice into the same number of grit points and dice; they instead have one flesh point and one flesh dice.
• Dry and absorbent elementals (salt, dust, etc) heal by the damage dealt whenever they deal damage to the flesh of a victim with blood or other vital fluids.
• Adhesive (or perhaps magnetic) elementals add their hit-dice to any wrestling attempts.
I’m not going to kvetch about having a huge pick list because I like this treatment of elementals. Salt elementals that keep the dungeon druids’ peyote garden dry. Plasma elementals that beg for fuel like dogs by pretending to be brown dwarfs. Osmium elementals, too dense to move, who fling clouds of impossibly heavy pellets. Asbestos elementals that fill the air with puffs of carcinogenic vermiculite when you strike them.

MORLOCK PACKS
Morlocks are taken from HG Wells’ The Time Machine, which hypothesizes a future where the working class has been reduced by eugenics into cave dwelling, cannibalistic animal people, who feed on the intelligent but hedonistic and oblivious Eloi, descended from the gentry.

In Esoteric Enterprises, Morlocks are australopithecines, selectively bred as slaves by the ancient Serpent Man empire that ruled earth a million years ago. The Serpent Men are long gone, the Morlocks remain. They cast spells by tattooing and branding them on their skin, then reading them off at the opportune moment. They trade with surface worlders and other underworld inhabitants, swapping magic and secrets (Morlock Packs always know the layout of the entire undercity) in exchange for technology and trinkets.

Your basic Morlock is a humanoid with all your classic underground senses (fluffed as tremorsense here) and the spells Sleep, Spider Climb and Suggestion tattooed on their body, each for a single use. Because they were specifically bred to be sacrificed to the Serpent Man Gods, the heart of a Morlock can be used in place of any magical reagent. Unscrupulous sorcerers and organleggers hunt Morlocks for this purpose, making them suspicious of magic users.

Unlike some of the other scaling humanoid creatures, Morlocks don’t just go up in power, they come in a couple different subclasses. They all have at least 13 INT, making them smarter than the average player character.

Crawling Killers get Silence, Invisibility and Spectral Step as tattoos. They also get the same ambush surgeon power as Red Caps, dealing bonus damage and inflicting Bleeding Out on a sneak attack. They don’t actually have a Stealth score, which I think was an oversight, although the Invisibility spell sort of makes up for it.

Whispering Elders get Suggestion, Mirror Image and Create Illusion. They automatically detect any lies told to them.

Eloi are a Morlock subclass, in defiance of the original source material. They’re savants, the other Morlocks care for them because they’re no longer aware that they even need to care for themselves. Their spell list includes Dispel Magic, Magic Blade, Animate Artwork, Antimagic Shell, Time Stop and Zombie Plague. The book says they can cast experimentally and invent new spells like Occultists, so you can really give them any spell the Morlock Pack needs.

Morlocks can appear both as a their own complex in the undercity, and as their own faction. A Morlock Lair is a reskinned Sewer Cluster or Limestone Cave, with the rooms refluffed with Morlock stuff in them. The faction section for Morlock Packs says they’re friendly, trusting and love to trade, but use their knowledge of the undercity to make life hell for anyone who upsets them.

TROGLODYTES
Troglodytes are yet another cave dwelling offshoot of humanity, but one that never developed language or tool use. The Morlocks hate them and try to exterminate them wherever they can. The only thing the poor cavemen have going for them is their crude bicameral brains, which let them cast divine spells by talking to God in their heads.

A regular old Troglodyte is a low level melee bruiser without any spellcasting ability, or weapons beyond their fist and thrown rocks.

Troglodyte Mystics are Troglodytes with a 3 in 6 chance to cast Darkness, Erase Tracks, Shield or Silence.

Troglodytes don’t show up in complex creation or faction creation. They appear keyed to rooms in some complexes like the limestone caves and the underworld frontier, or occasionally on random encounter tables. To be honest, I think their inclusion in the game at all is redundant. We already have a couple human offshoot caveman species that are more interesting, and we already have rock throwing cave apes in the mundane animals section.



We’re going to finish the bestiary sooner than I thought. I was counting remaining sections based on the headings, but most of them are only a page or two in length. We’ll cover lithic courts, aboleths and paradox beasts next post, and that should finish off the Monster Manual.

PurpleXVI posted:

Are there any rules for adopting a giant olm as a pet, though?
There's no mechanical support for NPC followers of any kind. The Child of the Abyss is possible to befriend though, because one of the random encounter results is a group of Troglodytes who have a tame one as a war animal. They haven't even invented stone tools, but they've rocketed up the tech tree to domestication.

PurpleXVI posted:

"yes these creatures are intelligent but UNFATHOMABLE so their UNFATHOMABLE INTELLECT always makes them attack on sight rather than interact with the players in a more interesting way."
I understand your frustration, but I don't think that's quite the case here. There are a lot of carnivorous animals in the monster manual that want to eat the players, but their motivations are pretty straightforward, and you can use a reaction roll to see if they’re hungry at the moment, if maybe the player characters look a bit tougher than they were expecting, etc. The real issue is that the ones with the alien intellect tend not to have any recognizable motivations at all. Like the Prismatic Child and the Chronological Aberration, who have plenty of flavor text but little indication of how they might react on encountering the players.

The Goblin Punch guy suggested giving every NPC in an RPG book at least a single line of motivation, clearly labeled as such, on top of any other flavor text. I think this would massively improve not only Esoteric Enterprises, but most games. Granted, motivations are sometimes implied by a result on the random encounter table, which describes what the monster is doing when you meet it, but you can’t count on an NPC always being used in that context.

mellonbread fucked around with this message at 23:12 on Jan 7, 2021

mellonbread
Dec 20, 2017
ESOTERIC ENTERPRISES PART 19: LITHIC COURTS, ABOLETHS AND PARADOX BEASTS


We’re in the home stretch, this is going to be the last monster manual entry for Esoteric Enterprises. It’ll be short, but we’ll meet my other favorite faction in the game, besides the Fairy Enclave.

REPRESENTATIVES OF THE LITHIC COURTS
The Lithic Courts are rock people who live beneath the earth’s surface. There are whole civilizations of geologic creatures at the Mohorovičić discontinuity. The actions of the tectonic plates are the result of their underground wars, subduction zones and faults their front lines, volcanic hotspots their foundries and fortresses.

The rock people of the Lithic Courts maintain embassies in the Undercity, populated by diplomats and low ranking lithic nobility - the only ones small and light enough to even move around without a cushion of supporting stone or magma.

Envoys of the Lithic Courts are diplomats, in the undercity to deliver important news or have important meetings. They look like giant squids made of crystal, lit by a great heat that burns inside them. They’re hard to hurt and will slap you to pieces in melee with powerful slam attacks, but are weak to electricity, a trait all Lithic creatures share.

Flint Songbirds are animate shards of sharp rock, which flit around in gilded cages carried by Lithic Envoys. In a fight, each songbird can shoot a spray of D4+1 shards, each of which gets its own attack roll, so a flock of them get a whole lot of dice.

Seismic Knights are Lawful Neutral sandworms made of magma, with mouths like powerful augers filled with magma. Being bit by one does a whopping 3D8 damage, and anyone near them takes 1 point of damage per round automatically from the enormous heat radiating from their bodies. They can challenge a single target, granting them +5 to hit that target and the target +5 to hit them. At least they’re slow moving, and unlikely to be hostile by default.

Igneous Peons are little basalt starfish, the lowest ranking rock people. Not terribly bright, they’ll automatically obey any order from any being made of metal or rock - including a player Spook with the Construct or Mineral origin.

Lithic Nobles look like jellyfish made from interlocking gems. The fact that they’re this close to the surface indicates a low position in the Lithic domesday book, but they’ll never tell you that. They get three tentacle attacks per round, but they can forego those and cast Shape Stone instead. Like Fairy royalty can command lower ranked fey creatures, Lithic Nobles can command any being made out of stone, including player Spooks with the mineral background package.

Lithic creatures are Esoteric Enterprises at its best. Evocative, fun, weird, and I don’t have to roll a bunch of dice and copy values from a table to make the drat things.

The Lithic Courts have their own entry in both the faction table and the complex creation table, and the Lithic Embassy is one of the most fun dungeon areas to generate and explore. Gamma ray gardens of radiotrophic echinoderms. Black smokers supporting complex silicon ecologies. Birthing chambers where new rock creatures bubble up to the surface of superheated magma spawning pools. Science labs where stone scientists experiment with vats of fatty acids, trying to reproduce the conditions that led to surface life. The Lithic Courts rock.

ABOLETHS
Yup, there’s Aboleths in Esoteric Enterprises. The text gives the usual ancient-seafaring-empire speech, but an alternate spin on why they initially died out: their enormous lifespans and perfect understanding of reality eventually led to a species-wide malaise that led most of them to take their own lives or enter a state of torpor, awaiting heat death of the universe.

If you encounter an aboleth awake, it means you hosed up, or the random encounter table hates you. They get four tentacle attacks per round, but that’s the last of your worries. They can sub any number of tentacle attacks for casting spells from a couple spell lists. They can cast Command, False Sounds or False Images up to four times a round, and Flay, Break Curse, Water Breathing, Gease or Sculpt Flesh once per round. Gease and Flay are the real killers here. Gease can instantly remove a character from the fight on a failed Save vs Magic, while Flay can potentially delete one character per round by dealing D12 damage straight to Flesh. Or potentially more. See, Esoteric Enterprises gives spells scaling power based on caster level, but it’s never clear what level the NPCs are supposed to be casting spells at. Based on the spell description, is the Aboleth supposed to get Flay targets equal to its hit dice? If so, it can delete nine characters per turn. We’ll never know how this is supposed to work (or how it works with any other NPC caster) because the NPC stat blocks in Esoteric Enterprises are so rules light that sometimes they don’t have any rules at all.

Aboleths also have a unique disease that they spread in an area around them, and by slapping things with their tentacles. The victim’s skin sloughs off, replaced by a thin layer of mucous underneath that dissolves and kills them if not constantly immersed in water. Gross!

Then there’s some descriptive text about how Aboleths will biomechanically engineer servitors for themselves, and are often worshipped by cultists as Gods.

PARADOX BEASTS
The game’s miscast tables, encounter tables and a host of other rules references have been teasing these things for 200 pages now. These things appear when someone fucks around with magic and accidentally damages the weft of reality. Some people think they’re intruders from another dimension, always lurking in wait for an opportunity to enter our world. Others say they’re reality’s defense mechanism, deployed to exterminate sorcerers who tamper with forces that could endanger creation.

What we know for sure is that Paradox Beasts are the mother of all randomly generated creatures, with tables for hit dice, forms, special powers and special effects - all of which have the potential to be very, very nasty. They have a short list of common features, like weakness to Dispel Magic, Antimagic Shell, and other forms of antimagic. Then we get a set of tables and it’s off to the races.

First off, we’ll generate our Paradox Beast’s hit dice. Most sources of Paradox Beasts in the game will tell you how many hit dice to give them, but if you don’t have a number, you roll a D12. That gets us 8 hit dice. Next, we roll a D10 to see how many of those dice are flesh, and get a 7. The number of hit dice tells us that our Paradox Beast rolls +8 to hit, does D10 damage on a hit, and Saves against everything on a D20 roll of 7 or higher. The number of Flesh dice tells us it’s the size of a truck.

Next, we roll up some a body plan using 2D20. A result of 12 and 16 gets us a manta ray with sticky skin, granting it a bonus to grappling.

Next, we roll for special abilities. The book just says to keep rolling until you feel you’ve picked enough abilities, but if you can’t decide how many to give it, just roll a D6 and then roll that many D20s. A D6 roll of 4 gives us 4D20. A 5, an 8, a 9 and a 19 give us corrosive acid drool that increases the beast’s damage and Vandalism skill, a 2-in-6 chance cast Time Stop, Hurl Through Time or Senescence each turn, a breath attack (rolled on a further D6 for what) that shoots glass shards, and the ability to heal any time it deals damage to Flesh.

Finally, we have to roll for what happens to the environment around the creature. Again, the book says to either keep rolling until you decide to stop, or roll a D6. Our D6 says to roll four times, again. A 20, a 4, a 7 and a 9 get us a swirling fog, an acceleration of entropy, an increase in humidity, and the stink of ”ozone/tar/paper/blood/sulphur/brine”

So our paradox beast is a giant sticky manta ray that lurks outside line of sight as the air fills with damp fog that smells like mold, until it successfully casts time stop. Then swoops in and beats the poo poo out of you with a combination of acid spit and shards of glass. A pretty cool Kaiju, but maybe a bit too many special properties to keep track of at the table.

Let’s try to generate a more minimalist Paradox Beast. Our D12 roll gives it 10 hit dice, and our D10 says 1 of those is Flesh and 9 are Grit. It gets +10 to hit, does D12 damage and saves on a 5 or better, but is small enough to fit inside a shoe box. Its body type is a giant bleeding stomach, which halves its speed but upgrades its damage die to a goddamned D20.

Let’s just roll 2D20 for powers this time. A 17 and a 14 give it the ability to walk on walls or water, and (with an additional D6 to see what special senses it has), sense gravity. Finally, we roll 2D20 for what happens to the environment around it as it approaches. With a 12 and a 15, there’s a constant sound on the edge of hearing, and liquids increase in volume subtly, causing vessels to overflow and blood pressure to rise to comical levels.

So this minimalist Paradox Beast is a stomach that oozes slowly around the dungeon, making squelching noises wherever it goes. It has incredible dodging abilities but you can kill it in one shot if you surprise it. And you had better, because if it gets a shot off it instantly removes you from existence.

I like Paradox Beasts. I think these tables are weird and nonsensical in exactly the right way for the role of these creatures in the game. But there are a lot of ways to make Paradox Beasts, from miscast effects to accidentally releasing them from containment in dungeon rooms. And they have to be laboriously generated using all these roll tables. A DM rolling and writing, rolling and writing behind the screen when you roll your miscast on Hell Shall Follow could increase suspense dramatically, or totally murder the game’s pacing depending on your table.



Anyway, that does it for the Monster Manual. Up next: we’ll finish off the book with the inspirations and backwards compatibility sections.

Bieeanshee posted:

Pardon me while I make off with the concrete nymph.

PurpleXVI posted:

It took me a while to realize you meant making off with the idea of it and was imagining a party of adventurers just legging it with one of them on a dolly.

Bieeanshee posted:

Let's be honest, both is good.

Falconier111 posted:

I just thought that meant you were really into statues, tbh
You know, every OSR game wants the players to obsess about how to get the treasure out of the dungeon while respecting encumbrance limits. But I've never once seen a game include a wheelbarrow, hand truck, travois, rickshaw, luggage cart, or any other hand-pulled carrying device. Not like it would be that hard - acts as an extra five equipment slots when pushing it around on flat ground, but provides no bonuses when dragging it over rough terrain or carrying it up and down stairs. And you can't be stealthy while pushing it, because everyone just tosses the loot in and lets it rattle around, and nobody oils the drat wheel(s).

mellonbread
Dec 20, 2017
ESOTERIC ENTERPRISES PART 20: INSPIRATIONS AND BACKWARDS COMPATIBILITY


This is going to be a short post, since it’s just cleanup from the back of the book. You can skip it unless you’re interested in media inspirations or fine grained differences between grog games.

APPENDIX N - MEDIA
The author was probably inspired to write this section by the inclusion of Appendix N in the original D&D book, which had suggested reading. The inspirations are broken out by medium, and listed in no particular order.

Comics posted:

Ghosted, which provided the initial inspiration for the game all things considered.
The Last Broadcast, which is the inspiration for the Explorer class. Obscure, but brilliant.
30 Days Of Night, vampires done properly.
Everything by Junji Ito, really the best writer of weird fiction these days.
Men In Black (not the films).
Hellblazer, a classic of urban fantasy.
The Goon.
100 Bullets.
Harrow County, some of the best folk-horror I’ve read lately.
Frankenfran, the inspiration for the Doctor class, and funny as hell.
Coffin Hill.
Akira, because it’s a classic. The film is also good.
The Black Monday Murders.
Suicide Squad, because there was gonna be capeshit in here somewhere.
The inclusion of the Goon is interesting. I got a strong Hellboy/BPRD flavor from the fairies, but apparently that’s not where they came from.

Movies posted:

The Descent, basically dungeon crawling on cellulose and bloody brilliant.
From Beyond.
Attack the Block, another big influence on the tone of the game.
They Live! for the general attitude it evokes.
Infernal Affairs, as the best crime film I’ve seen.
Goodfellas.
Hellraiser, because good body-horror is a must.
Scanners.
Tokyo Gore Police..
.Rec, zombies done properly.
Mimic.
Videodrome.
Gotta admit I haven’t seen most of the “big influences”. Personally, Esoteric Enterprises reminds me a lot of As Above, so Below, a film about urban dungeon crawling and the Western esoteric tradition.

TV Shows posted:

The X Files.
The Sopranos.
The Wire, crime done properly.
Neverwhere.
Gantz.
Adventure Time, particularly later seasons.
Buffy the Vampire Slayer, if you don’t love buffy you have terrible taste.
Parasyte, because more body horror is always good.
Being Human, starts out funny, ends as balls-to-the-wall ur-ban horror.
True Blood.
Gravity Falls, cute but full of weird stuff.
Twin Peaks, and gently caress it David Lynch in general.
Urban Gothic.
Haven't seen most of these either.

Music posted:

I was mostly listening to a mixture of doom metal, under-ground hiphop, black metal and classic triphop when I wrote this stuff. In particular, Electric Wizard, Dopethrone and Batoushka set the tone pretty nicely.
I’ve never heard of any of these bands. When I run EE I mostly use the LISA, Star Fetchers and Disco Elysium soundtracks, with a little Binding of Isaac and Cultist Simulator. Oh and some of the Chernobyl OST. Then maybe a little Hollow Knight and some Hotline Miami, etc.

Games posted:

Dungeons & Dragons while TSR was still in charge, and the broader OSR thing in general.
Orpheus, the best WoD game.
Cartel, crime fiction done properly as an RPG.
Lamentations of the Flame Princess, despite everything, it’s got some absolute gems in there.
Changeling the Dreaming,.
Call of Cthulhu, an absolute classic.
Silent Hill, because sometimes you wanna get weird and un-comfortable.
Tales From The Loop & Things From The Flood
Unknown Armies, AKA cosmic bumfights.
Vampire the Masquerade, inevitably, because I’m trash.
Last Gasp Grimoire. Seriously. It’s the best blog on the net.
The Secret World.
Fatal Frame.
Condemned, AKA non-cosmic bumfights.
Veins of the Earth, a loving masterpiece.
S.T.A.L.K.E.R.
Collapsing video games, RPGs and RPG blogs into a single section was an interesting choice. I think the undercity creation mechanics might also have been inspired by Vornheim, but EE was published after revelations about a certain Gencon pants-shitter came to light, so I can understand not wanting to give a credit there. Cartel is a weird pull since I don’t think it was actually out when EE was in development, but I can’t tell people what they were or weren’t inspired by.

Books posted:

The various works of HP Lovecraft, references to which are all over this game.
The King in Yellow.
Night Watch.
Some of the works of Terry Pratchet, in particular Johnny & The Dead, Thud and The Amazing Maurice And His Educat-ed Rodents.
The various works of Robert Rankin,.
The Great God Pan.
House of Leaves, if you want to get thoroughly strange.
Necroscope,.
The White People, another work with references all through this game.
Confirming what I posted earlier about the Rat King’s telepathic abilities originating in Discworld. The book that Esoteric Enterprises most evokes for me is China Meiville’s Kraken, a story about a treasure hunt turned cultist civil war in London’s occult criminal underground.

APPENDIX 0 - COMPATIBILITY
This part of the book tells you how to transfer content between Esoteric Enterprises and other D20 games based on the TSR editions of D&D. I’m going to give this section a brief treatment, because I think some of the mechanical differences from other games are interesting.

Hit Points and Hit Dice
Esoteric Enterprises divides HP into Flesh and Grit, something most other OSR games don’t do - save for other games by the same author, like Wolf Packs and Winter Snow, I think. Humans shouldn’t get more than one die of Flesh, the rest being moved to Grit. Monsters can have between one and half of their hit dice as Flesh, but no more. Undead and other creatures with no vital organs can have all their dice as Flesh.

Damage
Esoteric Enterprises uses a higher base damage die than most other games knocked off Basic D&D. A knife usually does D4, here it’s a D6. A sword that does D8 damage does a D10 in EE. This has the effect of making fights slightly faster, but also increasing the likelihood that low level characters get oneshot.

Saves
The EE saves are just the Lamentations saves reskinned, which are just the Basic saves reskinned.

Armour Class
Esoteric Enterprises assumes a base 10 AC, while the game it’s based on, Lamentations of the Flame Princess, uses a base 12 AC. This isn’t a trivial distinction, it has real impacts on gameplay. Reducing the base unarmored AC makes combat much faster and reduces the game’s whiff factor much more than you’d think, based on a numeric change of only two points.

(I don’t love Lamentations if that’s not obvious. It’s a competent retroclone but I personally find it slow and boring, which is funny considering all the modules for it are grindhouse horror)

Morale
In Basic and related games, most enemies get a morale score that they check against a 2D6 roll when things get tough. Esoteric Enterprises just uses a D6 for all enemies, and counts on the DM to adjudicate if and when characters check or ignore morale.

To Hit
In Esoteric Enterprises, the Mercenary is the only class that gets to-hit bonuses. Personally I think this is irrelevant, since +1 per level is likely to equal +1 flat when nobody ever lives long enough to level up, given the game’s stingy-rear end treasure tables. But if you’re converting between EE and other games, just give everyone the to-hit bonus of the closest equivalent class.

Classes
This section tells us what we already discovered in the character creation section.
  • The Mercenary is the Fighter
  • The Criminal is the Thief
  • The Occultist is the Magic User
  • The Bodyguard is the Dwarf
  • The Explorer is the Halfling
  • The Mystic is sort of the Cleric
  • The Spook is basically the Elf (special powers and higher XP costs)
  • The Doctor is the only truly original class
Other classes like Druids and Barbarians should be kludged into their closest EE equivalents.

Skills
Basic used percentile skills, and a D6 is basically just a D100 in increments of 17%. Converting one to the other is easy enough, as long as you don’t mind a little rounding.

Spellcasting
Occultists cast like Magic Users. Mystics cast like Clerics. Just add remove stuff like turn undead, experimental magic as necessary.

This part of the book doesn’t mention the other big change from typical OSR games: giving the Occultist the ability to cast spells for free by spending a dungeon turn. This dramatically changes the dungeon resource management game, and is one of the biggest reasons why the Occultist is more powerful than the Mystic, even though the Mystic gets “infinite spells”.

XP
Most OSR games use either gold or silver for XP, which translates 1 to 1 into Esoteric Enterprises’ dollars/euros/pounds/rubles for XP rules.

Multiclassing
...is not allowed in D&D. The author says that “AD&D multiclassing makes my head hurt, and other versions are minmax-friendly silliness.”

PARTING WORDS
I'll let the book speak for itself here.

Esoteric Enterprises, Page 247 posted:

Well Then.
This is finally Done.

It’s been a big project that’s absorbed me for the last few years. In a lot of ways, this game is a melting-pot for everything I like in games, throwing elements from all sorts of genres and playstyles into one big mess. It seems to have come out OK.
The thing about game design, or any creative endeavour, is that you never quite feel like anything is finished. You always want to go back and add more stuff, tweak things to match your exact vision better, add new things you’ve encountered. Eventually you need to just draw a line under it and say this is where I stop.
Game design’s been a big part of my life for a few years now. I’ve gone from putting stuff up online for free, to selling it for a little extra cash, to going full-time as a writer. This year, in particular, I’ve won some awards, seen decent success. It feels like things are finally coming together. So getting to put my ‘platonic ideal’ of a game into publication this year feels apropos, I suppose.

In a lot of ways, Esoteric Enterprises isn’t a nice game.
It’s a game where you play as bad people, in an unpleasant world, and horrible things will happen to them. And in a lot of ways, it’s intentionally ugly, incomplete in places, unforgiving to play. I don’t know what it says about me that I produce such relentlessly nasty work.
I think we use fiction - films, comics, games and the rest - to explore stuff that’s on our mind. Certainly, the feeling of living on the fringes of a monolithic, unpleasant society is something that comes across in the game. A certain nihilistic live fast, die young, leave a smoking crater behind sensibility.
There’s a certain degree of liberation to that, I suspect. Playing as characters in our modern dystopia that, despite everything, get to be free agents. To carve their own fate out regardless of society’s expectations. It will, of course, end badly for them, but you’re in it for the ride, not the destination.

So, here it is. I’m done with it, now. The game is yours to take apart, hack, homebrew, steal ideas from.
Use what’s hear to make your own cool stuff.
Really, there’s never been a better time to get into making games. The internet, PoD services, and all that lower the barriers of entry so that basically anybody can put stuff out there. I’m just one girl on a cheap laptop, using stock photos and free software. My budget is basically 0.
Go out there and make cool things, and share them with the world.

Emmy Allen, November 2019
And tear it apart we did!

That’s the end of the book. Next post, I’ll collect my overall thoughts on Esoteric Enterprises, list some of the house rules that I think make the game better, and quickly survey how people actually run and play the game in practice.

wiegieman posted:

You're supposed to :smugwizard: the loot around, because :smugwizard:s are just superior to everyone else.
The EE book actually removes designated loot transporting spell Floating Disc from the Level 1 list, requiring casters to come up with more creative ways to haul their garbage.

Bieeanshee posted:

Yeah, but with a shopping cart you can do Jackass stunts.
Ah poo poo, why didn't I think of that? A shopping cart full of underworld crap is quintessential Unknown Armies. And when you let go for a split second, the cart goes rolling down the stairs and lands in a pool of dungeon slime or something.

Joe Slowboat posted:

Ultraviolet Grasslands, because it's Oregon Trail, has carrying capacities for different vehicles measured in 'sacks' and 'stones' - and when you find treasure, it's sometimes specific valuable objects but sometimes weird materials that can be valued at, say, '10 cash per sack.'

This particular part of the game is a fun system that is also basically begging to be a spreadsheet; the rest of the system is less exciting, so if I did run UVG I'd change some things but leave the mercantile encumbrance rules.
I put UVG down after the first twenty pages or so, because it seemed like an interesting but ultimately unfocused setting book. The Alexandrian did a cool review of it a week or two ago, though. He said that everyone should start with the quick start rules, which do a better job of introducing the game's best aspects, so maybe I'll take another look. Either way, I have played and enjoyed Red Markets, so I don't have any latitude to criticize people for enjoying economic spreadsheet based games.

Nessus posted:

Ryuutama addresses the "toting poo poo around" system pretty well, although the focus there is more "carrying rations, plus a submechanic for the Merchant character class."
One thing I like about Esoteric Enterprises is its decreased emphasis on consumable resources. The main thing pushing the players not to gently caress around in the dungeon too long is the wandering monster table, a giant Russian roulette game that discourages wasting time much better than counting torches or rations. It’s one of the few places where the game delivers on the spirit of the “old school” grog D&D experience while discarding mechanical cruft for a more streamlined approach.

mellonbread
Dec 20, 2017
Loving these Silent Legions characters already. I hope they show up in handcrafted examples of play in future posts.

BinaryDoubts posted:

As you can tell, the Tough’s abilities are entirely combat-focused. The game hasn’t explained what Slaughter damage is yet, but it sure sounds nasty. After seeing all the fun possibilities with the Socialite’s abilities, it’s a bit of a letdown that the fighter equivalent is… just another boring fighter, especially in a modern-day occult game that emphasizes how rarely you want to be fighting.
This sounds like a case where overreliance on the B/X rules and classes hurts the game. If violence is supposed to be rare but still a possibility, the sensible design choice isn't to have a dedicated combat class, who will either be useless 90% of the time, or constantly pushing the group toward combat so that they actually get to play the game. One thing I like about Delta Green is that the police professions all mix combat, social and investigative abilities, even the dedicated shootman classes usually have skills like Search or Bureaucracy. Silent Legions seems to do something similar, by letting the player pick a couple profession packages that give them skills outside their class. The assignable stat bonuses are also a nice touch, they let the player lean slightly into a character concept rather than being completely at the mercy of the dice.

Interested to see when we get to the game's bestiary whether having a dedicated negotiator/social character is enough to get you out of trouble, or whether the investigators will be facing lots of monsters that can't be reasoned with and have to be shot.

mellonbread
Dec 20, 2017
ESOTERIC ENTERPRISES PART 21: WRAPUP, HOUSE RULES AND EXAMPLES OF PLAY


End of the line. Let’s get this thing wrapped up.

OVERALL THOUGHTS
Esoteric Enterprises is a real pain in the rear end. I know the game well enough that going back and re-reading the rules was an uncomfortable reminder of how many of its flaws I just accept or ignore now. But I can’t just straight up say it’s a bad game, because that wouldn’t be fair either. I told all my players that it was unfinished and they shouldn’t buy it, but they did it anyway. Now a couple of them are running their own campaigns.

Let’s see how it stacks up.

Pros
  • Evocative, detailed setting, without overelaborate, tedious lore
  • Underworld and faction creation rules generate a rich megadungeon to explore
  • Emergent gameplay - the game world comes to life over repeat play
  • A handful of genuinely inspired mechanics
Cons
  • Clunky rules clumsily recycled from other games
  • Some new mechanics that are just bad (resource levels, mystic spellcasting)
  • Random results require significant fine tuning during world creation
  • Random results require significant table time to generate during play
  • Inadequate proofreading leads to usability problems
  • Missing rules for a couple things important to the game’s premise
I see most people who buy Esoteric Enterprises using it like a GURPS book. Either they read it, think “that’s neat” and then never touch it again, or they use it as a sourcebook for a different game.

WHAT’S MISSING
There are no rules for creating the surface of the city, other than the dungeon entrances. The random event tables strongly suggest that surface city play is intended to be part of the campaign, but the book provides no help for making it happen.

I never thought I’d say this, but I found myself wanting rules for domain level play, and the game doesn’t have any. The pitch given in the first chapter is that the player characters are going to increase in power and become significant players in the underworld, but at no point are rules ever given for hiring even a single goon, let alone an entire criminal organization. For a game called Esoteric Enterprises, there is precisely zero mechanical support given for the enterprises part of the title.

HOUSE RULES
These are the rules that I use in my home game of Esoteric Enterprises. They’re based on about twenty sessions of experience with the game, most of them implemented much earlier than that.

Skill Changes
Everyone starts with 1 extra point in Athletics, meaning average characters have a 2 in 6 base chance. If this takes you to 7 in 6, you must put the extra point somewhere else. (This is a small change, but it makes it noticeably easier for characters to run away from a losing battle, something I want to encourage rather than punish)

Class Changes
The Bodyguard class has the option to take damage in lieu of someone else taking it. This is subject to narrative plausibility at the discretion of the DM. You can dive in front of a knife or bullet, you can't take the damage from poison if someone else drinks it. (This makes the Bodyguard even more powerful than the Mercenary than it already is and I don’t care. The Mercenary is redundant and the Bodyguard is more fun)

The Mystic now starts with 3 in 6 Charm. Blessings do not require a roll on the Cost of Holiness table if the recipient of the blessing passes their Charm roll. (Mystics suck and need all the help they can get. This is an interim step that stops short of actually redoing the whole class to more successfully execute on the theme of beseeching divinity for spells, but I’m not interested in doing a full rework)

The Explorer no longer takes a penalty to their damage die size in combat. (Explorers are already a worse version of the Criminal, the last thing they need is the damage penalty just because Basic Halflings had it)

Advancement Changes
Multiply experience gained from treasure by 5. (This results in the awkward expedient of dividing job rewards by 2 (since they give half XP), dividing that by the number of party members, then multiplying by 5. But it makes advancement fast enough to matter, instead of glacial. And it doesn't disrupt "balance", because the game has none and doesn't care)

Your character's Resources value functions rules as written during character creation. After character creation, buying items is done with cash. It's up to the DM to come up with cash prices for items, but the book has some guidelines (ex pg 134 lists 300 for a handgun, 600 for a heavy weapon, etc). In addition to money from adventuring, you get a weekly influx of money equal to the "budget" for your Resources level on page 56. The Contacts skill is still used to find people willing to sell rare items. (The resources rules as written are bad because they don’t allow the players to actually spend their dungeon cash on goodies. The game already counts dollars and cents for XP purposes, counting them for spending money isn’t a huge stretch. It even gives weekly dollar amounts for each resource level.)

Underworld Creation
When rolling the map of the whole city, use only large dice, such as D20s and D10s marked with the 10s place. When connecting these complexes, ignore the miles and miles of identical sewer tunnels the game tells you are connecting them. Instead, each underworld complex is directly connected to its neighbors.

When rolling up an individual complex, increase the portion of large dice, such as D20s and D10s marked with the 10s place (if the complex’s table uses such dice). If the complex has rules for passages connecting rooms based on the die size, ignore those rules and roll randomly to see which of those passages connect the rooms.

Each complex connects directly to its neighbors by at least one door, passage, tunnel, hallway, etc, but usually two. Just draw two lines off the page in the direction of the other complex, and two lines coming onto the page from that direction on the connecting complex.

When rolling the social underworld, use a smaller number of dice than you have complexes in your underworld. Add complexes to the underworld to accommodate factions generated in this phase that have their own unique complexes (such as Fairy Enclaves, Morlock Packs and Lithic Courts) but did not have those complexes generated during the dungeon creation phase.

Domain Level Play
This barely counts as a houserule, since it’s more like a new mechanic, but in brief: once you hit Level 3, you get a Crew. You can choose what NPCs make up your Crew, as long as their total hit dice is equal to or less than your Level plus your Contacts score. You can always pick mundane humans, like Professional Doctors, Mobsters, etc. If you know how to contact Wizards, Fairies, Morlocks, etc and they aren’t hostile to you, you can recruit from those factions. They come with whatever equipment is in their stat block, and you can give them whatever weapons items you want in addition to that. You can also have a tame monstrous creature that obeys your orders, if you know where to find it. When in doubt, you can use a Contacts roll to see if you know a guy.

You don’t have to worry about paying wages for your crew, that’s handled in your weekly budget from your resources level. You can send your Crew to do errands during downtime, expanding the amount of stuff you can accomplish in a day. You can also bring your Crew with you into the dungeon or on other adventures. They generally do what you say and don’t have to test morale unless something really horrible happens. If a Crew member dies, you can replace them, but it depends on the circumstances of their death. If it was obviously your fault, or especially if you deliberately killed them, you have to make a Contacts roll or jump through some other hoop to find someone willing to work for you. (I’m toying with giving them a share of the XP, though I don’t know how much. Probably Half or One-Quarter of the XP earned by the player they work for, that way it doesn’t subtract from any of the other group members’ payouts)

EXAMPLES OF PLAY
There aren’t many out there. Here’s what I was able to find by searching the internet. If you know of more, don’t hesitate to post them.All of these are oneshots. Which is unfortunate, because the game’s worst features come out during oneshot play, and its best features don’t come out until you run multiple sessions.

For completeness’ and self aggrandizement’s sakes, here are my own Esoteric Enterprises play reports:
As aggravating as the game can be, I really enjoyed running it. It was a real eye opener to the reasons why people return to OSR games, despite the many things that suck about D&D. I'm going to put it back on the shelf soon, though. I've used basically every faction and complex now. And once you've squeezed all the content out of Esoteric Enterprises, you're left with nothing but a rind of not-particularly-appealing mechanics.

Thanks for sticking with me for 21 posts. Keep being awesome, FATAL and Friends.

mellonbread
Dec 20, 2017

BinaryDoubts posted:

At first level, Parker gets Deep Gnosis, which lets Parker spend an Expertise point to gain an automatic success at any knowledge-based skill he possesses. Unfortunately, it doesn’t apply to the Occult skill, and can only be used once per day.
Why have an ability cost a metacurrency point and have a daily limit?

Looking forward to the rules explanation.

mellonbread
Dec 20, 2017

Nessus posted:

Wow! That's a great module. Now I do want to adapt it to Call of Cthulhu though I am not sure exactly how. I'm thinking a 1970s genre piece, perhaps with a suggestion that the wizard is some kind of New Age guy who's really twigging to the True Magic.
I'm thinking Delta Green. Set it in some dying corn belt town. Delta Green picks up the cattle mutilation story and the missing townsfolk, and thinks it's another Groversville situation. Put the tower in the husk of an old grain elevator. Probably cut the abyss since as much fun as some of the encounters are, it's not a good tonal fit for the game.

BinaryDoubts posted:

Thoughts so far: I've made my feelings on having half-complete versions of the rules scattered throughout the character creation chapter clear. As for the rules overall? They're decently straightforward, but man just use 2d6 or 1d20 for everything! Stop wasting our lives on fiddling with different dice!!
Small Brain: Using a single die and resolution mechanic for everything
Galaxy Brain: Using both a D20 and a D6, and a combination of Roll-Over and Roll-Under
Universe Brain: Roll-Over, but with 2D6, a D20 and a D8

mellonbread
Dec 20, 2017

Nessus posted:

I'd say that would make a good adventure great but I got Opinions on Delta Green and they aren't super friendly. But it could turn something from a Bug Hunt, tm, into something really memorably bizarre. Especially if someone says yes.
Oh I meant that's what I was planning on doing. You use whatever system you want, obviously.

Nessus posted:

I would not connect it, I think, to any of the established monsters, although if the party had access to one of the hoarier Mythos tomes of All Ghastly Knowledge I might allow them to glean some helpful factoids like the examples above from the doctor stuff. But I would not just spell it out, either.

I don't think the Wizard needs to be made into a Dark Young, or whatever... that makes the cosmos smaller, not bigger. But it would be very funny if the entity that made contact in the Abyss did everything thus written, but was, in the end, Hastur or Great Cthulhu or something.
Gotta agree with this, though. A unique and unexpected creature is always better than Avatar of Nyarlathotep #467.

mellonbread
Dec 20, 2017

BinaryDoubts posted:

The game uses a basic geometric sequence for levelling: you need 2k XP, then 4k, then 8k, then 16k, and so on. I never use XP, and I’m not even sure how it’s supposed to work here without a focus on treasure collection or direct combat.
Wait he put Treasure for XP in his mythos investigation game?

mellonbread
Dec 20, 2017

BinaryDoubts posted:

Players can never acquire or use black magic, as the evil required would both make you unsuitable as a protagonist and transform you into something both less and more than human.
Boo! This is exsurgent-only sleights in Eclipse Phase all over again. Don't reserve the most fun part of the magic system for NPCs. Let the players use world destroying magic too!

mellonbread
Dec 20, 2017

BinaryDoubts posted:

First off, Kelipot is the plural for Kelipah. I plan to forget this within the next two sentences. Secondly, the term Kelipot (sometimes written as Qliphoth in English) is taken from various Kabbalistic traditions. I’m the wrong person to discuss the religious significance of the term, so I’ll just say that while it does have a real-world origin, the concept in Silent Legions is so different as to make any comparison pretty much moot.

So, what are Kelipot? In short, they’re other-spaces, shards of reality that hang tumorous from the skin of our mundane universe. Kelipot can take any form, ranging from a “pocket of curdled reality” to entirely new dimensions and planes of existence. They are uniform only in their monstrousness, their alien nature – in all other respects, each Kelipah bears no resemblance to any other.
It seems like an overly literal interpretation of the qilpoth as the "other side" or "realm" of unlimited evil.

Really digging the aircraft carrier city. The kelp god feels like an evil mirror universe version of the Pattern Jugglers.

The whole thing is a neat contrast to the plane creation rules from the Manual of the Planes. Seems like there's more of a focus on creating something immediately usable for the GM, with all the flavor and faction rules. Which leads me to my next question: how much of the game is actually focused on adventures in these alternate alien realms? They seem pretty cool, but also tonally at odds with the rest of the game. I'd be pretty annoyed if I built a scholarly investigative character, and then the campaign was about fighting cyberbarbarians on the boiling glass planet.

mellonbread
Dec 20, 2017
CASTLE GARGANTUA PART 1: INTRODUCTION, RUMORS AND RULES

A grotesque gothic horror megadungeon that's never the same twice

Castle Gargantua is a set of megadungeon creation and stocking procedures by Patrice 'Kabuki Kaiser' Crespy. It’s advertised as “system agnostic” but the book recommends Labyrinth Lord as the best fit, or Lamentations of the Flame Princess as a backup. Both of these are “retroclones” of Basic D&D.

Why am I posting about this? Because I think dungeon generators are cool, and because the content was evocative enough that I tried to run it - for just long enough to discover that it’s not nearly as table-ready as the author claims.

PRESENTATION
The typography is serviceable. The font is readable and the book makes economical use of bold and colored text to call out specific information. The one area where I had trouble was the premade dungeon areas in the back, which had massive pages of text that really would have benefited from some paragraph spacing.

The art is all full page illustrations that range from acceptable to meh, in my opinion. Some of them fit the tone and theme of the game, while others look like they’re straight off someone’s deviantart (though it could be argued that this also fits the tone of the game)



The table of contents is missing an entry for one of the themed dungeon areas, but I didn’t notice any other proofreading errors flipping through the text.

Oh and it’s got off-white backgrounds behind the text that suck up printer ink even when you choose greyscale, which I hate hate hate.

INTRODUCTION
I’ll let the book speak for itself here.

Castle Gargantua, Page 4 posted:

This adventure is both a megadungeon and a grotesque, weird, gothic horror campaign. It's not about killing monsters, looting treasure, and gaining experience as you delve deeper into some mad archmage's architectural folly. It's about surviving in a loathsome, terrifying environment where nothing is quite as expected. It's about atmosphere, gloom, and despair. It's a thriller. Sometimes, there's just an empty complex of rooms and corridors with a dripping noise at a distance to keep your players on their toes. Sometimes, it's a goddamn bloodbath. The characters' 10' poles shall be broken, their ropes cut, and their rations spoiled. They will die, many of them, many times. There's no happy end when it's over. It's never over.

Whoever built Castle Gargantua is long gone. It could have been a mad wizard. He would have been called Gargantua and lived in a tower looming over the castle. Or it could have been a giant so tall that when his shadow was cast, people thought it was the night falling; a giant so primeval that he could barely be distinguished from nature itself, his feet like the trunks of sequoia trees—a primeval ur-giant from a time bygone. Since your players will roll for rumors known by their characters, they will come with their own version. Let them, just remember that whatever created this place, it's gone.

Time has passed since its creator vanished and the castle has been plundered several times. There's nothing much left of its original riches and most of its legendary monsters have been dispatched by past heroes. An awful lot of adventurers and bandits still roam the castle halls, often butchering each other and shaping opposed factions where they’ve taken over. In many areas, these ruffians are the real threat. In other places, lingering Chaos magic has turned harmless critters, animals, and normally trivial monsters into gruesome gigantic creatures in proportion with the castle.
According to people who aren’t me, the “lore” behind Castle Gargantua is a riff on the 16th century satirical novel series Gargantua and Pantagruel by François Rabelais. I’ve never read those, so all those references will go right over my head.

Now, on to some actual mechanics.

Castle Gargantua, Page 5 posted:

Castle Gargantua is about the same height as the Empire State Building—1,250 feet—and the same size as Ceausescu's Palatul Poporului in Bucharest, a little bit below four million square feet—floor area, the same size as the entire old city of Venice. Its rooms and corridors are so huge that clouds hover within them. Sometimes, it rains inside. There are miniature tornadoes in the spiral stairs and strong drafts of wind where the corridors are sloped. If a curtain fell, its weight alone would smash a dozen men to a pulp.

When you draw a map of the dungeon on grid paper, or when you read the maps and details contained in this book, consider each 'square' as 60' instead of the usual 10' scale. A rectangular room, three squares long and two squares wide, would be a 180'x120' room, eighteen squares x twelve squares in standard sized adventures.
Castle Gargantua is advertised by the creator as “the biggest megadungeon ever”. This is one part gimmick, and one part genuinely interesting mechanic. Making a room and its contents giant is sometimes just flavor, but can add a lot of tactical diversity to an encounter. Stuff like hiding among the fibers of a giant shag carpet, or climbing up a two story table to avoid something nasty on the ground.

Next, we get a paragraph about how the aforementioned weather systems make flying up the castle impossible, and it’s been enchanted to prevent teleportation or any other form of magical travel. I think this is totally unnecessary fun-killing, since as we’ll see in the upcoming rules section, being able to “skip” areas of the castle doesn’t actually short-circuit any interesting gameplay.

After that, we get some rules for choosing a location for the castle. The book says slap it down anywhere, but then offers a D10 table if you don’t have an existing campaign/setting, or just want to run CG as a standalone. I rolled on the table and got a 4

Castle Gargantua, Page 7 posted:

ON TOP OF A HILL ABOVE A CITY THAT WASN'T THERE AN HOUR AGO. ALL THE INHABITANTS ARE GONE, AS IF THEY HAD LEFT IN GREAT HURRY THE DAY BEFORE.
This happens to be the one I used when I ran the game. I like it because it’s flavorful while also providing a mechanical hook. The city is where you go when you aren’t exploring Castle Gargantua. Maybe some of the NPCs you meet in the dungeon will set up shop there, or you’ll meet other adventurers in between delves.

Other options offered by the book include “IN THE DEPTHS OF AN OCEANIC ABYSS”, “ON A BEACH OF BLACK SAND WHERE WHITE PALM TREES SWAY IN NO BREEZE”, and “IN A PLANE OF MIST THAT'S BEHIND A GOLDEN DOOR IN BABA YAGA'S TINY HUT”. You may already see the problem here. These are very evocative descriptions, but they don’t exactly lend themselves toward obvious setting or gameplay details. How do I get to the bottom of the ocean? What happens when the players leave the castle and end up back inside Baba Yaga’s hut? These might be fun challenges or adventure hooks, but they also create a lot of work for the DM to actually implement. Which is the exact thing a pre-baked module is supposed to do instead.

SCALING THE ADVENTURE
Castle Gargantua scales encounters to the level of the adventurers. It does so through a set of global rules, and through specific scaling mechanics in the encounter and room creation tables.

Humans are either “rabble” or “bosses”. Rabble have the same hit-dice as the average party level. Bosses have HD equal to the average level plus three.

Rather than scaling linearly like humans, monsters increase in size at specific average party level breakpoints. They go from Normal to Huge to Enormous to Gargantuan. Huge monsters are twice the normal size, and have twice the normal hit dice. Enormous and Gargantuan monsters get even more HD, more damage, higher speed and better morale, but they start taking penalties to hit human sized targets.

I love the idea of the giant creatures, but I don’t like this kind of global scaling. Part of the fun of the megadungeon concept is that it’s a little world that exists even when the players aren’t looking, rather than existing entirely to react to them. Plus, global scaling difficulty removes an element of choice in dungeon exploration. If all the areas present the same challenge, the players have no reason to explore one over the other. As we’ll see later, though, most of the “choices” presented by Castle Gargantua’s dungeon creation rules are meaningless.

I also think the scaling rules are moot because it’s unlikely that anyone playing this module will ever level up. Labyrinth Lord and Lamentations use the B/X experience tables for leveling, meaning that the average character will need about 2,000 XP to go from level one to two. That means a party of five will need to collect 10,000 XP for everyone to get there. To put it bluntly, the stinginess of the treasure tables in the generator means this will not happen. The only way the players will encounter the giant monsters is if they come into the dungeon already at a higher level, or if you use some other game that has more generous advancement.

RUMORS
The book gives us a few tables to roll on for each class, to see what they “know” about Castle Gargantua. Every character starts with two rumors, except those with 13 or higher Intelligence, who know three.

The book says it’s up to the DM to decide which rumors are true. Which is a cop-out, because some of them are explicitly references to stuff that exists later in the text, while others are totally made up. So what they really mean is that it’s up to the DM to add content to the game if they want the bogus rumors to be not-bogus.

Let’s roll a couple times for each class and see what we know.

Clerics
THE GOD BACCHUS, LORD OF WINE AND KING OF GRAPES, WANDERS THE CASTLE (true)
THE TRIDENT OF THE MARIANAS TRENCH, A POWERFUL ARTIFACT OF THE SEA GODS, IS HIDDEN WITHIN THE CASTLE (true)

Fighters
MONGKE KHAN, A FIERCE WARRIOR PRINCE OF THE EASTERLINGS, ENTERED THE CASTLE AND NEVER RETURNED. HIS TWELVE ELITE SOLDIERS WILL OFFER TO BECOME RETAINERS AND FOLLOWERS OF THE CHARACTERS IF THEY FIND HIM (false)
THE BIGGEST OCTOPUS IN THE WORLD, A SEA MONSTER, ROAMS THE CASTLE. IF SOMEONE KILLS IT, HE WILL BECOME FAMOUS AS THE "BEASTSLAYER" (true)

Magic Users
THE WITCH CIRCE, A POWERFUL SORCERESS SKILLED IN SENSUAL MAGIC AND TRANSFORMATIONS, HAS TAKEN OVER THE CASTLE (false)
THERE IS A GREAT CAVE INTO THE CASTLE WHICH LEADS TO THE UNDERGROUND TUNNELS OF THE DREAMLAND WHERE THE GUGS WRITHE ETERNALLY (borderline. There are Gugs but no Dreamlands tunnels)

Specialists
(this is OSRspeak for “thief” or “rogue")
THERE IS A HUGE LABORATORY DEEP INSIDE THE CASTLE WHERE ONE CAN FIND AQUAFORTIS AND ALGAROTH, TWO ALCHEMICAL POISONS THAT THE ASSASSIN'S GUILD WANTS TO STUDY. THEY ARE OFFERING 3,000SP FOR EACH POISON (true)
THERE ARE GIANT WASPS INSIDE THE CASTLE WHICH GUARD A FANTASTIC TREASURE (true)

Dwarves
THE PRINCESS OF THE FIRE GIANTS, A NOBLE SOUL, LIVES IN THE CASTLE (false)
THERE'S A GEMSTONE BIG AS A MAN'S HEAD AT THE HEART OF THE CASTLE (borderline. There are a lot of gemstones but we don’t get size descriptors for most of them)

Elves
WHAT PEOPLE CALL GARGANTUA IS ACTUALLY THE PHYSICAL MANIFESTATION OF A GIGANTIC AND BLIND PRIMEVAL POWER, HALF STONE, HALF TREE, THAT WAS HERE LONG BEFORE THE GIANTS CAME TO THIS WORLD (borderline/irrelevant, the book gives multiple origin stories and explicitly says they don’t matter)
THERE IS A MIRROR INSIDE THE CASTLE THAT WILL SHOW YOU WHO YOU REALLY ARE (false but in an amusing way we’ll see later)

Halflings
THERE ARE BOTTLES OF THE FINEST WINE, THE CHABLIS ROCAMADOUR, INSIDE THE CASTLE (true)
GARGANTUA MIGHT BE GONE BUT HIS DAUGHTER REMAINS. THE RUMOR HAS IT THAT SHE LOVES SMALL GUYS AND ISN'T MARRIED YET (false)

Ducks
(the book includes a link to a drivethroughrpg page with a PDF of an “advanced class” guide for ducks)
THE FAMOUS MAGICIAN DROSSELMEYER LIVES IN THE CASTLE (false)
THERE IS AN EBONY GATE WHICH LEADS TO A LAND OF BLISS AND ARCANE RICHES IN THE CASTLE (true)

Generally, the rumors present distorted versions of stuff that’s actually in the castle, although the random generation system means the players are unlikely to see any specific one they’re looking for. Most of them work well enough if you need a reason for the characters to be there, beyond just "it's a dungeon, we explore dungeons".



Next post, we’ll tackle the rules of room creation, keying us up to dig into the content itself.

mellonbread
Dec 20, 2017
CASTLE GARGANTUA PART 2: CREATING THE CASTLE

Navigating the big picture

Castle Gargantua is a megadungeon generator, but has a very different philosophy to Esoteric Enterprises, the last one of those I reviewed. Rather than generate a full map and then create the individual areas as the players explore them, Gargantua takes the opposite approach. Rooms are generated as the players encounter them, and once they explore a certain number of rooms, you dice to see what the next set of rooms is. There’s no rules for generating the spatial relationships between the rooms, and the book encourages you not to try. Unless the players do, in which case you’re supposed to lean into whatever map they create. More on that in a second.

Castle Gargantua has five themed areas, four of which correspond to a unique room generator.
  • Blood: full of violence and dead things
  • Lust: wild, horny and naughty (Yup, it’s going to be one of those. We’ll talk about this later)
  • Stone: deep dungeon halls, weird architecture, and grim corridors
  • Wine: places distorted with alcohol and madness.
In addition to the four themed generators, you also have Gold areas. These are premade mini-dungeons with maps, keyed monsters, traps and treasure already prewritten. Sort of like the premade “vaults” that appear in procedurally generated roguelike dungeons.

So how do we fit our generated rooms into this larger framework of themed areas and special premade maps?

With a Snakes and Ladders board.

No, seriously.



Red spaces are Blood, Pink spaces are Lust, Blue spaces are Stone, Purple spaces are Wine, Yellow spaces are Gold. Every time you clear four rooms of whatever themed dungeon area you’re in, the DM secretly rolls a D6 to see how many spaces they advance. The exit from the last area connects to the first room of the next. Then the players advance four more rooms, and you repeat the process. Unless there’s a snake (or chute) in the space you’re in. Then instead of rolling a D6, you just go directly to the space at the end for the next area. If that takes you back to a square the players have already passed through, there’s a chance of new traps, monsters and treasure, but the layout remains the same. Or it might not. It’s not super clear how the roll-and-move rules on the board interact with dungeon rooms that have multiple exits. If the last of the four rooms has two exits and I take a different one, does it lead to a different new board square, or just the same one?

There’s also suggestion that if you want the dungeon to be even longer, you can roll for a new space every six or eight rooms, rather than four. And if you want a real meat grinder, just advance across the board in a straight line from 1 to 35, without rolling or using the chutes.

How do you justify all these weird looping connections and rooms interconnecting each other? You don’t. You blame it on teleporters, parts of the castle that move on their own, strange mist that takes you back where you started or sends you rocketing forward.

How do I feel about this? I think it’s an interesting idea, but I don’t love it in practice. The snakes and ladders board is a cute mechanic that nobody but the DM will ever see. It’s probably going to bewilder or just piss off the players once they find they went in a big circle and that none of their choices about where to go actually matter. I find that player mapping is one of the most arduous tasks in OSR games, and I hate the idea that the players would go through all that trouble for something that just doesn’t matter - that the DM is just pulling off a random generator with no actual spatial relationship. The underworld creation rules in Esoteric Enterprises were flawed and sometimes illogical, but they created a living and permanent shared world that the players could explore and map. Having all your progress disappear when you aren’t looking at it just sucks.

The one bright spot is that there’s a random chance each time you pass between two spaces that you’ll find a hidden shortcut leading out of the castle. That means every time you move forward, you have a chance to “lock in” your progress, rather than just having to start from scratch every time. It creates this press-your-luck minigame where the further the players go, the more likely they are to find an alternate exit, but also the harder it gets to retreat if they don’t find one.

SQUARES
Creating a room in a themed dungeon area uses a full set of polyhedral dice.

Castle Gargantua, Page 18 posted:

D4 is for the number and the type of exits.
D6 is for the size and type of the room or chamber.
D8 is for the contents of the room or chamber.
D10 is for treasures.
D12 is for monsters, weirdness and traps.
D20 is for atmospheric details.
This section doesn’t mention that you also flip a coin for each room, to see if the furniture and objects in it are human size or giant size. The D8 tells you if there are treasures, monsters are traps. You might not need the D10 and D12 if the room is just empty. And in some of the areas, a lot of the rooms are empty.

Ordinarily I think empty rooms are good. They add tactical diversity to the dungeon by providing alternate routes around monsters and traps, new avenues of retreat and advance. It’s also thematically appropriate because Castle Gargantua is a ruin that’s been pillaged over and over. But “tactical diversity” is a sham when the dungeon is essentially a straight line of totally random things. There’s no choice of an empty room or a room with danger/treasure because it’s all random. A string of empty rooms can build atmosphere, or it can just waste everyone’s time.

Or maybe that’s not how this all works. You saw that we roll a D4 for number of exits from a room, right? So if I go through one, don’t like what I find on the other side, go back and then choose another door, I assume I roll a different room. But then, does that count as another room out of the four cleared? Do I have to go through four rooms consecutively, or just explore a total of four? The book offers no help here.

CASTLE GUARDS
In addition to the monsters generated by the room creation system, the castle also has a global 1 in 6 chance every hour that 2D4 patrolling guards enter the room the players are in (except in Gold areas, where the guards don’t patrol). The guards are 5 foot tall magical constructs, armed with spears and shields. They’re monsters, so their size scales based on player level. They’re always hostile and have perfect morale, which is 2 out of 3 for uninteresting D&D monsters (3 is “faster than the players” and these guys move at normal speed). Their primary purpose is to apply time pressure on the players and encourage them not to loiter in the dungeon, or to hide themselves if they’re going to camp out (such as on top of the aforementioned giant table).

It’s not all boring, though. There’s a D8 table for what material the guards are made of, and a D20 table for an interesting detail about them. Let’s roll a couple squads up and see how they treat us.
  • Our first patrol is eight guards, made out of slime (granting immunity to crushing damage) and very clumsy, with a 50% chance of dropping their weapon or falling over each time they attack.
  • Our second patrol is two guards, made of tin (giving them AC as chain), with heads twice the size of normal human beings. No game effect listed for that, unless your generic OSR retroclone has rules for Goldenye style big heads mode.
  • Our third patrol is seven guards, made of stained glass (and taking double damage from bludgeoning as a result) with the faces of black sheep.

Tune in next post, when we tackle the first of the themed dungeon areas: Blood!

Night10194 posted:

Man, what is with OSR stuff and never loving leveling up? If your system/game doesn't work with its assumptions at high levels, rewrite your leveling system goddamnit. Don't just never give PCs EXP.

El Spamo posted:

something something earn your fun something

90s Cringe Rock posted:

Bryce Lynch has that complaint in a lot of his OSR module reviews, especially in lazy conversions from other editions. You have to hand out the loot, people.

wiegieman posted:

A lot of rpg writers have a pretty high opinion of themselves, but no, your story is not enough to activate the reward pathways in my brain on its own. I want a sense of progression, and then I want to have a good send-off for my high level character.

Night10194 posted:

I play loving WHFRP! A lot! I like earning my fun sometimes, I just like the fun to actually come out after the earning, goddamnit.

There's fun in going from a nobody to a kickass hero and scaling things up over time. Just goddamn you gotta get there!

E: 'You never advance past level 1' style stuff just makes me mad as hell as someone who genuinely loves mechanically advancing PCs and working out what that means narratively over time.
I think you guys hit on both the reasons why this keeps happening.
  • Most designers don’t consider how much a given dungeon is paying out in XP in their preferred system. You don’t need to be good at math to get a ballpark figure, but I think your average designer doesn’t even think about it.
  • There are a lot of people out there who think that the Level 1 experience is the best part of D&D and that the entire game should be like it. See every first party Lamentations module, where treasure is basically non existent and the player characters are more likely to emerge degenerated in some way rather than increasing in power, if they survive at all.
Both of these problems would be solved by using a different system instead of houseruled B/X clones, with their huge tables of XP advancement going up twenty levels (or less for demihumans). But then you’d be sacrificing “backwards compatibility” which is the reason they’re writing these modules in the first place.

Joe Slowboat posted:

...are these Glorantha ducks, or is that Duck from Princess Tutu? The Drosselmeyer reference makes me think it's a reference to Princess Tutu. But I see references to that show more often than they actually exist.

Nemo2342 posted:

None of that sounded like Glorantha ducks to me, but I agree that Drosselmeyer makes me think it’s a nod to Princess Tutu.
The product advertised in the book is Darkfast Classic Fantasy Advanced Classes: Ducks. Make of that what you will.

mellonbread fucked around with this message at 23:13 on Jul 16, 2020

mellonbread
Dec 20, 2017
CASTLE GARGANTUA PART 3: BLOOD


In this post, we’ll explore the first of Castle Gargantua’s four dungeon generation tables: Blood.

Castle Gargantua, Page 23 posted:

Blood environments are dripping blood, literally. They're all about rage, war, and violence, usually haunted with grotesque monsters and fanatical humans. Their rooms, chambers, and corridors are built with a reddish marble-like smooth stone. There are dents and charred bloody stains on the walls and broken pieces of weapons and splintered shields here and there. When there's furniture, it's either sturdy and practical or antique bronze. Places here are warmer than the rest of the castle and the ceilings are 80' high, often painted with war scenes of forgotten battles. The rooms may be lit with blazing torches, braziers, and fire pits when inhabited.
The line about rooms being lit when inhabited is a nice touch. Once the players figure it out, it lets them tell at-a-glance whether a room contains an encounter. Not sure if that’s deliberate, or if I’m misinterpreting the if/then here.

We’ll go over the room creation rules from the last section again, both as a refresher and because they didn’t give a complete picture of how the system works. You need a coin and a full set of polyhedral dice.
  • Coin is for if the room is giant or human sized
  • D4 is for the number and the type of exits.
  • D6 is for the size and type of the room or chamber.
  • D8 is for the contents of the room or chamber.
  • D10 is for treasures.
  • D12 is for monsters, weirdness and traps.
  • D20 is for atmospheric details.
In addition to all that, each section also has a pick-list of room types. Rather than rolling, you just pick a descriptor from the list and cross it off.

We’ll go over each table in detail for this post, to show how the system works.

ROOMS & CHAMBERS
The pick list for room types gives us the following options:

Castle Gargantua, Pages 23 and 24 posted:

ARENA
BARRACKS
BATTLEFIELD
BLACKSMITH FORGE
BUTCHERY
CHARNEL GROUND
COLD ROOM
COPPERSMITH FORGE
COURT, OPEN AIR
CREMATORIUM
CREVASSE
FISSURE
GORGE
GUARDROOM
JAIL, CELL
KENNEL
MEAT LARDER
MORGUE
OUBLIETTE
OSSUARY
SACRIFICIAL ROOM
TAXIDERMY LABORATORY
TORTURE ROOM
TRAINING ROOM
TROPHY ROOM
VAULT
WALL WALK
ZOO
I like these descriptors. They’re good for all four themed areas, and when combined with the other elements they’re going to give us some cool rooms. One of the first rooms the generator created when I ran the dungeon was a giant sized butchery, with a three story work table and a massive slab of meat, which had dripped down to an enormous blood pond below. It instantly set the scene, but also made the subsequent encounter with a dungeon creature more interesting.

NUMBER AND TYPE OF EXITS
This is what our D4 does.

Castle Gargantua, Page 24 posted:

1 A single rusted grate, raised
2 Two broken wooden doors
3 Three grates, only one is raised
4 Four doors of solid wood reinforced with iron bands. One is barred, another is locked
Again, I don’t know how much value there is to presenting multiple exits when the next room is randomly generated anyway. It does let the players double back if they find something they don’t like. The other three sections are going to present doors like this as well, with the higher numbers of exits having one or more easy ways out and one or more locked or blocked ones. I assume the players are always going to take the easiest possible exit, unless they’re being pursued by something and need a door they can shut behind them.

Are the exits human size or giant size based on the result of the coin toss? The book doesn’t say. I like to think they are, because it means you can have people running through a giant size portcullis, or climbing through the keyhole of a giant size door. But then, what happens when the next room is human size? Does the hallway narrow down?

ROOM & CHAMBER SIZE AND TYPE
This is what our D6 tells us.

Castle Gargantua, Page 24 posted:

1 Small room (2 squares x 2 squares)
2 Rectangular chamber (2 x3 or 3x4)
3 Big square room (3x3 or 4x4)
4 Oval room, 3 square radius
5 Octagonal room, 1 square per side
6 Huge chamber (4x6 squares)
Remember that our squares are 60 feet by 60 feet. I won’t give this in future updates because it’s pretty similar for every themed area.

ROOM & CHAMBER CONTENTS
Our D8 tells us what’s in the room. There’s a 4 in 8 chance of nothing, a 1 in 8 chance of a monster/trap and a treasure, a 2 in 8 chance of just a monster/trap, and a 1 in 8 chance of just a treasure. Other themed areas will have slightly different ratios but not depart significantly from this formula.

TREASURES
There are D10 possible treasure results. The most valuable potential item is a sack of 5D100 electrum pieces, each of which is worth 10 SP (meaning they have the same value as GP in most game systems). The least valuable is a pouch of 3D100 copper pieces. The most common value for a treasure is D100 SP.

In addition to the mundane lucre, there are three magical treasures available in this treasure table.

Magical tarot cards always start face down. When you pick one up, it has a 2 in 6 chance of stripping you naked and beating the poo poo out of you with clubs, a 3 in 6 chance to turn every NPC in your party hostile, and a 1 in 6 chance to raise your Strength to 18.

Magic manacles reduce anyone bound by them to a mindless state, automatically obeying any orders given to them. There’s a 1 in 6 chance every day of continuous use that they break.

Ghost weapons ignore supernatural damage resistance, hitting ethereal beings and other magic creatures like normal. They have a small penalty to hit, and age the user 10 years on a natural 20 to hit.

Magic items in Castle Gargantua are like the ones in The God That Crawls. They will gently caress you up or kill you dead. Stuff them in your sack, flip them for XP when you get out of the dungeon, and do not under any circumstances use them. And these are far from the worst we’ll see.

MONSTERS, WEIRDNESS AND TRAPS
This is a D12 table of horrible poo poo. Entries have their armor listed in generic terms, IE “as chain, shield only”, etc. Morale and speed are likewise given in system agnostic descriptors, like “slow” or “superb”.

Angry mobs on rye ergot are peasants hosed up on fungi. They’re rabble, meaning they have the same number of hit dice as the average party level, but attack with improvised weapons with a malus to-hit. I like this entry, I think it’s got exactly the right flavor for an are themed on endless war. It’s a serious threat to the characters regardless of level, but not one they necessarily have to fight directly. The peasants can’t exactly be reasoned with, but they can be tricked and outsmarted, or avoided outright.

Antique warriors are tough fighters who entered the castle in a bygone era. They are “violent but might be appeased and befriended” and there are D4+1 of them per average party level, and a boss for every 10 warriors. I don’t like this entry, because it scales both the number and the strength of the warriors based on the party level. It’s also not unusual/interesting in the way some of the other entries are. A little information on their motivations would help me decide how they could be appeased and befriended.

Bloodthirsty berserkers are battle crazed Norsemen who entered the castle to pillage it, and have been wandering ever since. They’re like Antique warriors with worse armor and better morale. Again, some more personality would have gone a long way here.

Caputs decamort are grotesque masses of tentacles, on which dangle human heads. They get up to ten attacks per round, equal to the number of heads still alive. They’re slow and vulnerable to holy stuff, due to being undead. Once more, I would have appreciated a little more info on the ecology of these things. Do they pluck those heads off the people they kill? Do they attack on sight?

Flat caps are two dimensional goblins in blood soaked caps. They’re cowardly, stealthy and don’t do much damage, but they hunt in packs. I assume they’re intelligent, since they wear clothes.

Hybrid golems are taxidermized monstrosities made from the carcasses of different animals. They get multiple attacks, they’re immune to all physical damage except fire, and they can cast Enfeeblement as a 12th level wizard by screaming. I don’t know how a creature like this even behaves, other than roll around screeching and flailing at anyone who comes near them.

Oversized lice are ten feet long. Their bite inflicts a neurodegenerative disease that “affects all abilities at once”, though we aren’t told how. They also deal D6 damage per round once they sink their proboscis into you, and that damage continues after they die because their nervous system is “iron hard”. The only way to get rid of them is fire or immersion in water. I like the idea of a giant louse in an area themed around meat and blood, but I wonder if the degenerative disease is really necessary. D6 damage per round until you solve the puzzle is going to kill most low level characters outright anyway.

Stirges are mosquito-pterodactyls. The book doesn’t explain this, it just expects you to know it from D&D. If they drink too much blood they get too fat to fly and become easy targets. Other than that, I’m not a fan.

Iron maidens are traps that look like a set of double doors. When someone goes to open them, they swing shut and deal D10 damage per average party level. This is an example of how traps have built-in scaling versus party level. I didn’t like it when it was explained in the first chapter, and I don’t like it here.

Rusty spikes shoot out of the walls/floor with poor accuracy and minimal damage due to corroding rust, but also have a chance to inflict “super-tetanus” that deals rapid progressive Dexterity damage. The book explicitly says the spikes “have no telltale sign”, which is bullshit if you ask me.

Bloodstone megaliths are traps that endlessly spawn blood blob creatures if any blood is shed on them. The text specifically calls out that this includes atmospheric blood drizzles or other room descriptors. The only way to stop it spawning the blobs is to smash it to pieces, and that has a good chance of breaking your weapons when you try it. Overall this is a cool puzzle/environmental hazard rather than a combat encounter or trap.

Vampire magic mouths are mouths painted on the wall in blood. They cast Charm Person to get you to approach them, then bite you and drain you one level. If they roll a natural 20 they transport you to the vampire dimension and kill you instantly. Ah, level draining undead. Does anyone miss you? I didn’t think so.

Overall, these aren’t my favorite dungeon hazards in Castle Gargantua. Those will come in later posts. A lot of them are underspecific about what the NPCs actually do, which is a pattern we’ll see in other entries.

ATMOSPHERIC DETAILS
Our D20 gives us an additional detail about the room, taken from a table of flavor text. I won’t give these for every dungeon area, but I’ll post this one in full so you can see what we’re working with.

Castle Gargantua, Page 25 posted:

1 A fountain of blood
2 The walls and the ceiling bleed
3 A carrion stench
4 A blood-red mist near the floor
5 Dried blood puddles
6 Fresh blood puddles
7 1d6 random body parts
8 2d4 broken weapons
9 1d6 bodies, recently dead
10 A drizzle of blood
11 A wail of agony at a distance
12 The walls are warm and pulsating
13 A loud heartbeat sound
14 1d4 slaughtered pigs
15 Writings in blood, random language
16 The clamor of a distant battle
17 The smell of cooked grease
18 A tapestry, maculated with blood
19 The trail of a wounded animal
20 Hooks hanging from the ceiling

PASSAGES
Oh remember how I said we were done rolling dice for this room?

...I didn’t say that?

Good, because we’re not done. You need another D6 to determine what the passage the players take out of the room looks like. There’s a chance the door leads right into the next room, a chance of a short corridor, a chance of a winding corridor, and a chance of a flight of stairs. I imagine it all sounds more exciting when you’re being chased.

There’s also a small (about 1/24 if you crunch all the if/thens) chance that each transition includes a secret exit leading out of the dungeon. This allows players to “save” their progress on future runs, entering at that point instead of the beginning of the Snakes and Ladders board.

EXAMPLES
Let’s roll us some rooms.

Our first room is a giant sized meat locker, 240 by 360 feet in size, with three grates leading out, only one of which is raised. There are hooks hanging from the ceiling, on which dangle giant size sides of beef, pork, or possibly some less wholesome creature.

Next, the human size battlefield stinks of carrion across its 120 by 120 foot floor. A swarm of stirges hovers overhead, eager to feed on living prey who make a run for the four iron banded doors leading out.

This open air court is built to human scale, but covers a massive 120 by 180 feet. A hybrid golem rolls and flops among the benches and seats, shrieking at nothing and biting itself with its excess heads. Four bodies lie dead, enfeebled and clouted to death by the thing’s many limbs. A pair of magic manacles sit in the defendant’s box, awaiting a prisoner to attach themselves to. Two smashed wooden doors lead onward.

A platoon of antique warriors have made their camp in this giant taxidermy laboratory, defending a fortified position among the enormous chemical bottles on the massive table that stretches most of the room’s 180 foot length. Only a single one of the hides tacked up in the room is worth anything to visiting adventurers. Something wails in agony from the broken doors that serve as exits



How are we doing so far? I think these individual rooms are much more evocative than the ones the Esoteric Enterprises generator spits out. They’re more memorable and have a much wider variety of descriptors attached to them. However, we also had to roll a lot more dice per-room to get there. And the connections between the rooms are totally arbitrary and don’t matter. We aren’t creating a living, interconnected megadungeon here, we’re just stringing tables together in a row.

So far, the level scaling mechanics are not great. People like to complain about HP or stat bloat bloat in later editions, but this is basically the same thing - cranking up all the numbers in concert in an endless red-queen race that ensures fights feel the same at all levels, but take longer.

That’s going to do it for Blood. Next post is the second themed area: Lust.

E: I keep referring to "Lust" as "Flesh" in my head, because there's a pre-baked minidungeon called Flesh later in the module and it's loving with me.

mellonbread fucked around with this message at 18:02 on Jul 17, 2020

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mellonbread
Dec 20, 2017
CASTLE GARGANTUA PART 4: LUST


Today in Castle Gargantua, we’ll be exploring our second themed dungeon generator: Lust.

Castle Gargantua, Page 31 posted:

The true horror of the rooms and chambers found in the Lust environments isn't immediately visible. There are lovely pieces of furniture in the corners and heaps of coins, gems, and jewels in lofty lounges pervaded by the scent of delicate perfumes. In reality, the furniture is shoddy and poor, the coins made of tin, the gems of glass, and the perfume barely covers the stench of body fluids and decay. The stained rooms, chambers, and corridors are built with a whitish claylike smooth stone. They are damper than the rest of the castle, and their ceilings are 60' high. They are lit with lanterns and oil lamps when inhabited.
I like the theming here. I don’t know how well the false-grandeur-covering-decay revelation holds up over multiple repetitions on the Snakes and Ladders board (when I ran it, we only got through one Flesh zone).

I’m going to go slightly out of order here because this section offers a disclaimer at the end of the monster/trap list. It suggests that if you aren’t interested in any weird sex poo poo in your dungeon, you can just replace Lust areas on your Snakes and Ladders board with Stone areas or some other room type. I support clearly signposting things like this, and giving people an option to sidestep it. Unfortunately, this specific example is a loving lie. Why? We’ll get to that when we do the Wine area.

I’m going to do an abbreviated version of the room generation rules, since a lot of them are similar to Blood. Then we’ll create some examples.

ROOMS & CHAMBERS
The pick list for room types gives us the following options:

Castle Gargantua, Page 31 posted:

ANTECHAMBER
ASYLUM
AVIARY
BALLROOM
BANQUET ROOM
BATH
BATH
BEDROOM
BOUDOIR
BROTHEL
CHAMBER OF STATUES
CESSPIT
CHEST ROOM/ TREASURY
DRESSING ROOM
FISHPOND
GALLERY
GAME ROOM
HALL OF MIRRORS
HAREM
IDOL CHAMBER
KITCHEN
LAUNDRY
LOUNGE
MUSEUM
PANTRY
PRIVY
SALON, PINK
SALON, PURPLE
SALON, SATIN
STORAGE ROOM
STUDY
TOPIARY GARDEN
VESTIBULE
WAITING ROOM

NUMBER AND TYPE OF EXITS
Same as in Blood, the number shown on the D4 is the number of exits from the room. In this case, we’ve got tin doors painted to look like brass, wood doors painted to look like wood, and leather doors.

TREASURES
The treasure list for Lust rooms matches the descriptive text we got at the beginning. Most of the items are fugazi, only worth a few copper pieces but disguised as items 500 times their real value. Glass beads disguised as sapphires, copper coins painted gold, a fake pearl necklace, you get the idea.

There are also three magical treasures.

The Magical Picture Book has a chance to teach Magic Users one of three spells:
  • Circe’s Gestalt makes the caster sexually irresistible to every humanoid creature in line of sight, and alters the user’s perception so that said humanoids look like feral hogs.
  • Lamentable Conundrum stuns everyone in a 20 foot radius, including the caster, with a riddle that scrambles their brains until the spell’s duration elapses.
  • True Blessing of the Succubi lets you drain people’s levels by having sex with them. You don’t get the levels, they just disappear.
I don’t know who the hell would actually cast any of these spells, or why.

The Magical gold tiara "permanently changes the wearer’s gender", and boosts their charisma. I can only assume this is a riff on the “Girdle of Femininity/Masculinity” from 1E. Or was it AD&D? Anyway, the original item lived on as a meme about the “cursed belt of gender change”, except its actual effect was what we’d call a sex change today. So I genuinely don’t know if the tiara is intended to change the character’s physical sex, or their gender presentation. I think I’m putting more thought into this than the author did.

Speaking of belts, the Cursed Chastity belt not only requires a remove-curse spell to take off, it also stabs you with iron spikes every time you take damage, dealing an additional D6 damage and making it impossible for you to move. The book calls putting it on a “very, very stupid idea” and I have to agree - though I’m beginning to wonder if reviewing this module was also a stupid idea.

Magic items: still largely useless, and now tasteless as well. Remember kids, sell it to a wizard first chance you get! Let him put it on!

MONSTERS
The monster selection ranges from interesting, to boring, to grotesque, to grotesque but interesting, to grotesque but boring.

Bloated giants are ten foot tall masses of flesh, covered in “mouth-like orifices”. They’re almost immobile and get four low-damage attacks per turn (biting with the mouths), but they’re more interested in sex with anyone who passes by. The reason being, they’ve got a “1 in 6 chance per partner” to turn into a normal person. If denied this, they attack, but being largely immobile there’s not much they can do if you choose to walk away. Rating: grotesque but boring.

Bluebeard ghouls are the giant Bluebeard’s wives, who came back from the dead and ate him. As a result, they’ve got long blue beards of their own. They wander the castle, looking for men to take revenge on. Thematically pretty interesting, mechanically boring: they’re just undead fighters who slap you with an axe. They also have good morale and are faster than you, which as I mentioned earlier does not an interesting monster make.

Houris are a creature I had to look up. Wikipedia says they’re the women who reward the faithful in paradise according to the Koran, but apparently they also appear in the early D&D editions in the encounter tables. This is something that would have been helpful to include here, because the book doesn’t explain what they are. It just says they’re here to manipulate you into going on missions for them. What missions? No idea, book doesn’t say. They ensorcel you by kissing you. I rate as boring because there’s not enough detail to do anything with.

Libertine tribesmen are “naive, friendly and uninhibited” and that’s all the detail we get about who they are and what they do. The book gives us a paragraph of text about how their fingers grant a +1 to all die rolls if chopped off and worn as amulets. If that information were somehow communicated to the players (do Magic Users know this? Clerics? Thieves?) it would make them grotesque but interesting, since it offers the players a chance to flip the script and turn hostile toward the NPCs apropos of nothing, rather than the other way around.

Monstrous angora cats like to torment creatures smaller than themselves for hours before killing them. Since they’re four feet tall, I think that only applies to halflings, and maybe dwarves. I would make them a bit bigger and let them hunt normal size people. Rating: interesting.

Monstrous pink toads are uninterested in eating the players, but the rubies set in their pink skin make the players interested in killing them. When fighting in self defense, they secrete a neurotoxin with powerful emetic, diuretic and laxative effects, rendering the victim unable to act for one round. This was my players’ favorite monster, because it was gross but also totally believable and not obviously included for shock value. Also because it was their own fault for chasing the toad into his furniture pile and trying to kill him. Rating: grotesque but interesting.

Organ treants are seven feet of “flesh, sinewy muscles, and throbbing organs”. I don’t know if the book wants the reader to imagine these as giant dongs. Every player at my table immediately did, and so did I. There’s a 1% chance they’re “in bloom” - covered with fruits that kill you on a failed save vs poison, but raise your ability scores by 1 if you succeed. Why do game designers do this? First of all, the risk/reward is totally opaque to the players unless one of the characters is a botanist or something. Second, the risk/reward is probably irrelevant because the thing only has a 1 in 100 chance to appear. Rating: grotesque and boring.

Porcelain golems are 5 foot tall dolls. They’re immune to damage except blunt silver weapons and cleric magic, but move as though they’re severely encumbered. Their attack forces the target to reroll all their hit dice, and take the result if it’s lower than their present total. When I ran the game, the players realized the golem was “invincible” and pushed it into a reflecting pond, which it couldn’t flounder out of. Rating: interesting.

Porcine orcs are orcs that look like pigs. They want “women to capture and riches to plunder”. Sidestepping the present “are orcs racist” debate for the even juicier “are orcs a bad hentai cliche” debate. At least they have a recognizable motivation. Grotesque and boring.

Slavers are mercenaries, exploring the castle in search of slaves. They’re rabble (equal to your level) led by a boss (your level+3) and they’ve got slaves with them, which the book says are random classes but also level 0. I like this encounter because these guys are basically in the dungeon for the same reason as you: to find things to sell. They just happen to be selling people. It also makes for an interesting encounter, because there are more of them than you want to take in a straight fight, but if you’re clever you might be able to get the slaves to fight or start casting or something (can a level 0 Cleric cast spells? Is there even such a thing?). Rating: interesting.

TRAPS
There are only two.

Mushroom thickets fill the air with hallucinogenic spores. When the players inhale them, they pass out. Then you run another module to see what they dream about. I’m not going to list the ones the book recommends because it’s not my job to advertise for them. When the module is over (because you won or everyone died) you dice to see how many of the bonuses and maluses you accumulated over the course of the adventure also happen to your character “in real life”. This is stupid. This isn’t a first party Lamentations module but it’s duplicating all the cutesy game-within-a-game mail-your-character-sheet-to-yourself horseshit we’ve come to expect from those.

Scarlet Scazarin is a pox that disguises itself as a collection of glittering gems, embedded in a bunch of corpses you find on the dungeon floor. The gems are contagious pustules, which damage your Strength and Charisma once they start growing from you. The book says that “Curing the disease requires a remove curse spell”, which I dislike because it arbitrarily short-circuits the cure disease spell. Still, I’m prepared to call it grotesque but interesting.

EXAMPLES
Let’s roll up four rooms and see what the damage is.

A giant sized 120 by 240 foot rectangular boudoir, accessible via a single tin door. A group of five porcine orcs have made their home in the drawer of an enormous vanity set. Their undisputed leader is an orc chieftainess, who wears a beautiful gem studded tiara. The whole room has a sweet, acrid smell, like paint thinner mixed with melted fat.

A fishpond occupies the larger part of this 360 foot circular room, accessible via three leather doors arranged in a triangular pattern. The only sign of life are 3 colorful feathers, floating on the scummy water of the pool.

A band of seven slavers uses this 120 by 60 foot human-scale asylum as a base of operation for raids further into the castle. They’ve locked their eleven captured slaves in the patient cells, and retrieved three precious sapphires (actually worthless glass beads) from the already pillaged visiting area. They’ve locked the two tin doors leading out, using the leather and wood ones for egress. The whole space is red-lit by sunlight streaming in through the crimson velvet curtains covering the windows.

The giant size harem is terraced halfway through its 300 foot length, with a massive set of stairs leading up to the second tier. The enormous couches and lounges sit empty, except for the largest seat on the top level, where an organ treant lies quiescent, secured to the armrest by a sturdy copper collar and chain. The floor of the lower level is slick with grease.

When you put it that way, it almost doesn’t seem so bad.


I didn’t notice the heels until I copied this to imgur

This section is worse than I remember it being, and I already thought it was the weakest of the four areas. Obviously you’ve got the thematic thing going on here, where everything wants to sucker the characters in with sex, treasure, etc, and then backstab them. I don’t see any players actually falling for it though, unless they’re really committed to roleplaying a Falstaff style buffoon who can’t resist a good time. The players are going to notice a pattern. They’re going to say “I’m not risking my life for another dick scratcher worth 4 copper pieces” and move on. Which is great, except the Lust area can show up again on the Snakes and Ladders board. And again.

It’s a shame it’s not better executed, because I do like the concept of “the orgy is over, nobody cleaned up, and the people who didn’t go home at the end got seriously weird”. Instead, we get a few good encounters, a few just there for shock, and a lot that are forgettable. There’s something here that could form the seed of a better adventure if it was more intentionally designed. But then we wouldn’t be reviewing a megadungeon generator, we’d just be reviewing a… dungeon.

Anyway, that’ll do it for Lust. Next post, we dig into Stone.

Night10194 posted:

So they're playing the level drain card, but you're level 1 and likely to stay there forever so...aren't those just one-hit kills?

wiegieman posted:

Waiting for the module where you're a playing a bunch of wights and roll 8d6 for the number of modules you went through without leveling before you stepped into that negative energy drain trap.
See, I have a small, sneaky amount of respect for level draining undead for one reason: they inflict a form of damage that's distinct from death, and doesn't make it mechanically more advantageous to just retire the character and start over. If something chops off a leg or an arm, or deals serious damage to an ability score you actually use, you might end up worse off than if you just declared the character dead and made a new one. With level drain, you've got a clear path back to where you were, rather than an incentive to just throw the character in the trash.

But yeah, if you're level 1 it just kills you dead.

Night10194 posted:

At that point, why bother having mechanics rather than just admit you're playing a Sierra Adventure Game and replace any instance of 'had to use mechanics' with 'player dies in a hilarious way'?

megane posted:

Roll to instantly die any time anything happens, like in KAMB

Falconier111 posted:

You're asking a level of self-awareness these folks just don't have.
I don’t think it’s a lack of self awareness. In my experience, the people who like their games like this are the also the ones who think "mechanics don't matter" and games should be run with "rulings, not rules". I think it’s a bad philosophy, but it’s an internally consistent one.

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