"Well, I haven't said anything to anyone but... well, that morning I had the bread loaves all set out to rise before I stuck 'um in the oven when Carnlee stopped by. Well, when I came back to 'em, one had risen a little higher than the others, but eh, I figured the yeast was old. Into the oven they went. Well of course the biggest loaf was the first to sell... but do you know it was to Mrs. Cornsdale? Poor dears... and to think they had just finished dinner when the fire started."
"Oh, I'll sell it to you cheap! It's special, you know. Magic, I think, though the blacksmith said nothing of it. It just... had that feel to it, like it was different than all the other blades... anyway, it always struck true for me. Why of course I'm serious! Well I know that's awfully little to ask for a fine weapon like this but... look, I need the coin, okay? You're right, it isn't any of your business what happened to my damn arm, you want the sword or not?"
"But I swear I didn't do anything wrong! I didn't even want to sell the Duchess that straight-razor, but she saw it whilst touring the studio and insisted! I told you, I didn't make it! The silver razor I cast was unadorned... someone must have stolen it and replaced it with the cursed one, knowing the Duchess would see it. Everyone knows she's fond of artwork portraying the Kind Neighbors, so making the handle into a likeness of a Faerie child was a perfect plot... no, it was not my plot! That wasn't a confession..."
Any crafts-person working with great heat or fire should take heed: It's unwise to leave your materials unattended for long. The Fey are a curious folk, but not half so much as they are vengeful.
Wednesday, October 20, 2010
Tuesday, October 19, 2010
Unrelated: I think I may hate Google Instant
Started typing something that began with "How to become an" and this is how Google thinks people usually finish that sentence.
Creature Feature 14: Still Lives
Contrary to the title, Still Lives actually appear to be portraits, most often of wizards and sorcerers. In fact, the painting is a twisted form of undead immortality. They are created when an especially talented artist paints the portrait using paints mixed with the subjects own bodily humors. Thus the subject's life is transferred to the canvas.
COMBAT:
A Still Live can move about in the 2D world within its frame, and cast any spells or spell-like powers it had in life. The gaze of a Still Live medusa can petrify, for instance. The Still Life can also stretch its canvas to form an upper torso with head and arms. Often they will lure prey close by holding still, or by claiming to be a trapped innocent, before launching off the wall to pummel and throttle.
Still Lives can feel their paint deteriorate and their canvas fray and slacken. They thirst for fresh bodily fluids, which rejuvenates their abhorrent materials. Most are created as guardians and traps, and thus powerful spell casters are usually chosen by the evil power that makes them. As a physical threat, the Still Live's fists are supernaturally strong, and it can break bones in its grappling embrace, especially when the painting is larger that life.
COMBAT:
A Still Live can move about in the 2D world within its frame, and cast any spells or spell-like powers it had in life. The gaze of a Still Live medusa can petrify, for instance. The Still Life can also stretch its canvas to form an upper torso with head and arms. Often they will lure prey close by holding still, or by claiming to be a trapped innocent, before launching off the wall to pummel and throttle.
Still Lives can feel their paint deteriorate and their canvas fray and slacken. They thirst for fresh bodily fluids, which rejuvenates their abhorrent materials. Most are created as guardians and traps, and thus powerful spell casters are usually chosen by the evil power that makes them. As a physical threat, the Still Live's fists are supernaturally strong, and it can break bones in its grappling embrace, especially when the painting is larger that life.
Friday, October 15, 2010
Creature Feature 13: Touring Ghosts
Posted by
Chris Lowrance
at
9:08 AM
in:
31 Creature Features,
Halloween,
Monster,
October,
Other People
Up to bat again is Steph Cherrywell, who's second book through Slave Labor Graphics is now on Amazon. She's good. Go buy it. In Steph's own words this time:
I see these as the D&D equivalents of your road ghosts - your Big Joes and Phantom 409s, your Hitchhiking Prom Queens, that sort of thing. The key here is the free roaming thing - most ghosts are haunting a specific place, but touring ghosts move around - in fact, they have to travel every bit as much as a focused haunting must stay put.
Don't sound like much of a problem? Maybe one or two wouldn't be. However, anyone who has taken an extended sabbatical will tell you tourists usually end up meeting other tourists. Then they stick together through the rest of the trip, and meet others. This snowballing effect means that, when touring ghosts come to your town, it may be in a spectral swarm.
The ghosts of those whose vacations were cut short by untimely death, these ghosts are "tied" to traveling, rather than to a specific place. They haunt inns at night, messing up rooms and causing food to disappear, and popular tourist spots during the day. The city elders usually want them hurried on their way, unless of course the most famous spot in town is a haunted house, in which case they might be looking for a way to make them stick around...
I see these as the D&D equivalents of your road ghosts - your Big Joes and Phantom 409s, your Hitchhiking Prom Queens, that sort of thing. The key here is the free roaming thing - most ghosts are haunting a specific place, but touring ghosts move around - in fact, they have to travel every bit as much as a focused haunting must stay put.
Don't sound like much of a problem? Maybe one or two wouldn't be. However, anyone who has taken an extended sabbatical will tell you tourists usually end up meeting other tourists. Then they stick together through the rest of the trip, and meet others. This snowballing effect means that, when touring ghosts come to your town, it may be in a spectral swarm.
Wednesday, October 13, 2010
Creature Feature 12: Iconovores
Hailing from the planes of Entropy, iconovores are a pestilent swarm of information-devouring memes. They are spread via communication - an intelligent being invested with iconovores will spread them to the next intelligence they communicate with. Thus, a book or other written message can sit for years, swarming with iconovores waiting for some hapless soul to glance within.
Once the memes are able to jump to a new host, be it a living mind or other form of communication, they annihilate the information contained in the old. A carrier's mind is often left in ruins, while the pages of a book might become blank. Often an unfortunate wizard has opened their spell book, only to watch it empty as iconovores invade their mind.
Iconovores have no physical presences on our plane. However, in the Ethereal they are visible within their host, as a mass of glowing tube worms constantly squirming through the synapses or glyphs they feed on. On the Ethereal they are quite defenseless, but will still damage the host if simply ripped loose. Only an instance death can promise the host's safety.
On the physical plane, destroying the host entirely will leave the iconovores floating free in the Ethereal. There they can try to infest ethereal creatures like Phase Spiders that can cross back to the physical and, with luck, communicate with something there.
Once the memes are able to jump to a new host, be it a living mind or other form of communication, they annihilate the information contained in the old. A carrier's mind is often left in ruins, while the pages of a book might become blank. Often an unfortunate wizard has opened their spell book, only to watch it empty as iconovores invade their mind.
Iconovores have no physical presences on our plane. However, in the Ethereal they are visible within their host, as a mass of glowing tube worms constantly squirming through the synapses or glyphs they feed on. On the Ethereal they are quite defenseless, but will still damage the host if simply ripped loose. Only an instance death can promise the host's safety.
On the physical plane, destroying the host entirely will leave the iconovores floating free in the Ethereal. There they can try to infest ethereal creatures like Phase Spiders that can cross back to the physical and, with luck, communicate with something there.
Tuesday, October 12, 2010
Creature Feature 11: Trophy Ghoul
Posted by
Chris Lowrance
at
10:29 PM
in:
31 Creature Features,
Art,
Halloween,
Monster,
Other People
As evidenced by my being behind a day, I'm getting slammed with work this week. Thankfully, Steph Cherrywell has sent a few ideas to help out. This one's all Steph's.
Trophy Ghouls are created when the stuffed and mounted remains of animals killed for sport are raised. These undead beasts may be whole, or they may be only a part of the animal (like a mounted head). The later case can usually float, as can some smaller Trophy Ghouls such as fish. Pelts can become Trophy Ghouls - they move as if whole but can enfold and smother victims.
COMBAT:
Trophy Ghouls often hold a grudge against their slayers, and will prefer them or their descendants over other targets. As former prey, however, they enjoy turning the table on any predator.
For the most part, the average Trophy Ghoul behaves much like a zombie - they are stiff and slow compared to living examples of their species, but hardy and strong. They retain the attacks they had in life. However, when destroyed they burst into noxious clouds of malevolent sawdust that hangs in the air, chasing down and choking the lungs of their foes in one last act of ill will. Fire will annihilate this cloud, and the Trophy Ghoul, for good.
Trophy Ghouls are created when the stuffed and mounted remains of animals killed for sport are raised. These undead beasts may be whole, or they may be only a part of the animal (like a mounted head). The later case can usually float, as can some smaller Trophy Ghouls such as fish. Pelts can become Trophy Ghouls - they move as if whole but can enfold and smother victims.
![]() |
| Art by Steph Cherrywell |
Trophy Ghouls often hold a grudge against their slayers, and will prefer them or their descendants over other targets. As former prey, however, they enjoy turning the table on any predator.
For the most part, the average Trophy Ghoul behaves much like a zombie - they are stiff and slow compared to living examples of their species, but hardy and strong. They retain the attacks they had in life. However, when destroyed they burst into noxious clouds of malevolent sawdust that hangs in the air, chasing down and choking the lungs of their foes in one last act of ill will. Fire will annihilate this cloud, and the Trophy Ghoul, for good.
Monday, October 11, 2010
Ghostbusters RPG Part 1: I tear up a little when everyone is cheering Lady Liberty
I'm a big fan of Ghostbusters. How big? I think the second movie is just as good as the first, and am offended anyone would think otherwise. That big.
Naturally, I loved the Ghostbusters video game that came out in 2009 - it was an absolute dragon's hoard of fan service. It expanded on all the little details of the films, the pseudo-science behind them and their uniquely humorous occult mythos (you get to fight a fuckin' sloar! Nobody roasted in it's belly that day I can tell you!). The slavish revisiting of every location from the first film did get a little tiring, but it was forgivable when they got away from it in the later half of the game. I do have some issues with the story (did we really need a new young love interest for Venkmen to sexually harass into submission?), but otherwise it was perfect.
Almost.
You see, at the end of the game there's a voiceover where your character (a nameless rookie) is sent to open their own franchise in another city. Now, back in the 8- and 16-bit days there were several shitty GB games, and a reoccurring theme was having to buy equipment and pick a model of car for the ECTO. Those games sucked, but the idea of building a custom Ghostbusters team stuck with me. What if you got to play that franchise - getting a building and vehicle, hiring a team? And all those things had pluses and minuses.
And what if, instead of a linear plot (the new game was a typical "hit all these stops on the way to save the world" structure), you answered calls from a variety of locations? A family thinks they have a poltergeist, a restaurant's staff is being driven off by black shapes... and of course you get paid when you succeed. Talking to my wife, I realized what I wanted was a Ghostbusters RPG.
Then I thought about the 80s. There was a pen-and-paper RPG for everything in the 80s. Licensed properties were hot - Teenaged Mutant Ninja Turtles, Star Wars, Marvel and DC comics, the list goes on. This continued into the 90s, actually - Men in Black jumps to mind. So what were the chances there was a Ghostbusters RPG?
100%.
And it is absolutely awesome.
LATER: Details on the Ghostbusters RPG, the revised rules known as Ghostbusters International, how to get a hold of them and why you want to.
Naturally, I loved the Ghostbusters video game that came out in 2009 - it was an absolute dragon's hoard of fan service. It expanded on all the little details of the films, the pseudo-science behind them and their uniquely humorous occult mythos (you get to fight a fuckin' sloar! Nobody roasted in it's belly that day I can tell you!). The slavish revisiting of every location from the first film did get a little tiring, but it was forgivable when they got away from it in the later half of the game. I do have some issues with the story (did we really need a new young love interest for Venkmen to sexually harass into submission?), but otherwise it was perfect.
Almost.
You see, at the end of the game there's a voiceover where your character (a nameless rookie) is sent to open their own franchise in another city. Now, back in the 8- and 16-bit days there were several shitty GB games, and a reoccurring theme was having to buy equipment and pick a model of car for the ECTO. Those games sucked, but the idea of building a custom Ghostbusters team stuck with me. What if you got to play that franchise - getting a building and vehicle, hiring a team? And all those things had pluses and minuses.
And what if, instead of a linear plot (the new game was a typical "hit all these stops on the way to save the world" structure), you answered calls from a variety of locations? A family thinks they have a poltergeist, a restaurant's staff is being driven off by black shapes... and of course you get paid when you succeed. Talking to my wife, I realized what I wanted was a Ghostbusters RPG.
Then I thought about the 80s. There was a pen-and-paper RPG for everything in the 80s. Licensed properties were hot - Teenaged Mutant Ninja Turtles, Star Wars, Marvel and DC comics, the list goes on. This continued into the 90s, actually - Men in Black jumps to mind. So what were the chances there was a Ghostbusters RPG?
100%.
And it is absolutely awesome.
LATER: Details on the Ghostbusters RPG, the revised rules known as Ghostbusters International, how to get a hold of them and why you want to.
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