Spunti per avventure, tabelle casuali, dramatis personæ e foschi nemici per GdR e dintorni.
Le Stanze della Fumeria
domenica 22 settembre 2024
Sine Requie
martedì 14 maggio 2024
Spada da Esecuzione
***
giovedì 28 dicembre 2023
Tipografo in Disgrazia // un background per Troika!
Tipografo in Disgrazia
Averi
- Vesti nere marchiate con strani simboli dall'aria demoniaca
- Sette dadi dalle geometrie non euclidee
- Secchio rosso di ruggine
- Unica copia esistente della tua opera magna Lamenta Flammae Reginae
- Torchio tipografico portatile macchiato di sangue
Abilità
- 4 Tipografia
- 3 Occultismo
- 3 Incantesimo Casuale
- 2 Incantesimo Casuale
- 2 Matemologia
- 1 Incantesimo Casuale
- 1 Veleni
Speciale
Armatura di Carne
Segreti Misterici di Carta e Sanguigna
Incantesimi di Fiamme e Lamenti
martedì 22 febbraio 2022
Mörk Borg: come strutturare una campagna Open Table
È stato chiesto sulla chat Ruling the Game (la seconda più grande community OSR italiana, fateci una visita!) come strutturare una campagna di Mörk Borg basata su one-shot e che sia possibilmente di genere open table*.
Mi sono venuti al volo dei semplici passi per crearne una, basata su materiale già esistenti e che funzioni con la meccanica dell'Apocalisse di Mörk Borg.
Attenzione: nulla di tutto questo è stato mai testato**.
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Passo 1: Il Tempo Che Vi Resta
Decidi indicativamente quanto tempo vuoi far durare la campagna (scegli la dimensione del dado delle Miserie insomma).
Passo 2: I Luoghi della Disperazione
Scegli varie avventure da one-shot che ti piacciono tra le millemila già esistenti (il sito Ex Libris è un ottimo punto da cui partire) oppure crearne qualcuna tu, e piazzale nella mappa di Mörk Borg o qualsiasi altra che ti piace.
Passo 3. Un Obiettivo Disperato
Dai uno scopo comune alla compagnia di personaggi (ad esempio, trovare indizi su come fermare l'Apocalisse, dove trovare il Basilisco per chiedergli di farlo per voi, o raccogliere un tributo adatto per convincerlo).
Dai continuità alla compagnia in qualche modo (sono mercenari ingaggiati da un patrono, oppure sono un gruppo autogestito di persone che vuole raggiungere quest'obiettivo ecc.)
Passo 4. I Frammenti di Gloria
Decidi quanti indizi (o frammenti, nel caso l'obiettivo sia fisico) sono necessari per raggiungere l'obiettivo.
Metti un indizio in ogni dungeon o avventura. Le incursioni nei luoghi di avventura servono a recuperarli per raggiungere l'obiettivo.
Se i personaggi non trovano l'indizio entro la fine della sessione, questo è perduto e non può essere recuperato con una seconda incursione atta a completare l'avventura.
Nota: non c'è un numero massimo di indizi recuperabili, solo un numero minimo: nel caso se ne perda uno ce ne sarà un altro, ma si sarà comunque perso tempo utile. Questo perché:
Passo 5. Le Miserie Senza Scampo
Alla fine di ogni sessione tira il dado delle Miserie per vedere se una di esse si abbatte sul mondo.
Se ciò accade, alla prossima sessione e a quelle successive si applicano le conseguenze di questa Miseria, interpretandola come meglio si crede.
Se alla fine di una sessione la settima Miseria è giunta, la campagna è conclusa: i personaggi (e i giocatori) hanno fallito.
La sfida della campagna è riuscire a raggiungere l'obiettivo prima che l'Apocalisse arrivi con la settima Miseria.
† † †
* Una campagna a "tavolo aperto", ovvero aperta alla partecipazione di chiunque voglia e che non richiede l'impegno di una partecipazione costante. Ogni sessione è autoconclusiva, i personaggi (e giocatorə) possono essere ricorrenti oppure diversi da sessione a sessione, ma tutte si svolgono nello stesso mondo di gioco. Qui trovate un bell'esempio.
** Mi raccomando: se fate una campagna seguendo queste indicazioni, non venitemi a cercare se poi non hanno funzionato!
giovedì 17 dicembre 2020
Così tutto ha inizio, ovvero il primo resoconto di più di due anni di una campagna OSR, senza filtro alcuno
👉 Così tutto ha inizio
Ovvero le avventure e le vicende , i tragicomici decessi e gli audaci successi di una compagnia di ventura, sono qui riportate, senza menzogna e senza illusioni, scritte di pugno dai testimoni.
Buona lettura.
lunedì 26 ottobre 2020
Come iniziare una campagna di Mothership

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Banner rubato spudoratamente dalla pagina di itch.io |
Partiamo dalle basi: cosa è Mothership?
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Un equipaggio tipo |
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Anche lui è d'accordo |
Come iniziare?
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Le mappe e il level design di System Shock 2 sono una delizia |
Ok, ma la campagna?
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"Una normale operazione di trasporto" |
1 | L'equipaggio deve ritirare un carico di materiale, ma il "problema" ha bloccato le operazioni, i tempi sono stretti e se consegna in ritardo la paga si abbassa. |
2 | L'incarico è di consegnare materiale scientifico al Dr. Giovanni, e ritirare il risultato delle ricerche finora effettuate. |
3 | Una delle persone in miniera è imparentata con uno dei personaggi, o è una sua vecchia fiamma, ed è tra quelle scomparse (oppure scomparirà presto!). |
4 | La nave dei protagonisti ha risposto ad una chiamata di aiuto generica dalla miniera: devono aiutare, o rischiano conseguenze penali. |
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Sulla Prospero's Dream si trovano tipi poco raccomandabili |
Una cosa bella e anche utile alla società.
Avventure e risorse di terze parti
- Moonbase Blues, di cui ho sentito parlar bene.
- Primeval, di cui so quanto indicato nella descrizione in negozio, ma sembra figo e molto curato.
- Hive Mind (Issue 1) è una zine gratuita che colleziona varie tabelle casuali create in concerto sul server Discord ufficiale.
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Uno dei soliti, fantastici lavori di Evlyn Moreau |
mercoledì 29 aprile 2020
Mothership Character Sheet for online play

This time the sheet is for Mothership, the fantastic horror sci-fi rpg by Tuesday Knight Games.
The sheet includes:
- Notes to help you create a character from scratch.
- A table (not visible in the preview) with the Classes details (like saves, skills, stress & panic and such).
- An empty sheet (of course!)
- One pregen for each Class.
Jump to the character sheet!
As always, I hope you like it, and if you have suggestions, criticisms or praises feel free to tell me in the comments section.
And of course share it with everyone!
Special thanks to Saker Tarsos for the great Mothership Character Generator which helped me with the pregens.
venerdì 6 marzo 2020
Actual Cannibal Shia LaBeouf - Cheat Sheet

The gist of the game is: Shia LaBeouf is an actual cannibal and you must escape him before he eats you all!
I'm going to run this funny weird rpg in the next days, so I made myself a handy one-page rules summary for reference and to better memorize the (actually super-easy) rules.
So here you have it!
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CLICK ME!!!! |
So what about the game?
It is inspired by this brilliant song by Rob Cantor: you must listen to it or else Shia will come for you!
Finally, the original game by Matthew J. McPherson can be downloaded and discussed here.
mercoledì 10 luglio 2019
The Chain Tower and the Iron Stalker

The Chain Tower
This room is circular, very tall, and quite narrow (40' tall x 10' diameter).From the ceiling dozens -maybe hundreds- of heavy chains are hanging at 8' from the floor, moved by an imperceptible breeze and filling the room with an incessant clinking sound. The chains are so many they literally fill the area and it's nearly impossible to see anything and it's incredibly difficult to move through them.
There are three doors in the room, at 20', 30' and 40' of height from the floor, all hidden in darkness and by the chains. These doors are the only way in and out.
This room can be used as a sort of puzzle by itself, or can be used in conjunction with the Iron Stalker.
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The Wall Of Hanging Chains by Allan Swart |
The Iron Stalker
The subtle (but noisy) movement of the chains is not made by actual breeze, but by the light breathing of the creature silently hanging from them on the very top of the room.
It is a grey, gaunt and anthropomorphic creature, with bulging -and now nearly useless- eyes and a patch of long rust-reddish hair on the head.
It has two long and strong arms it uses to move and hang on the chains, but the creature can use its legs and feet just as well.
It feeds on iron and rust, but it cannot chew metal and for the last hundred years the creature stayed alive by patiently licking and sucking the chains, absorbing the iron by slowly consuming them.
The Iron Stalker is in fact incredibly attracted by iron, and the only reason it never left the room is because of the huge quantity present in it.
Because of its nature, this creature only receives half damage by iron and steel weapons.
Its blood is dense like melted iron, but cold, and its color is a twirling mix of iron-gray and rusty-red.
Iron Senses
The Iron Stalker cannot really see in the dark, but it can see the iron. Also, anything that has no iron in it (like wood) loses the interest of the creature, and it will pay less attention to it.This makes the Iron Stalker harder to be hit with iron or steel weapons, but easier to be hit by weapons that have no iron.
Any mundane animal (included humans and demihumans) have the right amount of iron to not be in advantage nor disadvantage when fighting the Iron Stalker with their bare hands/claws/jaws etc.
The Iron Stalker's sense of smell is incredibly refined for iron but it's way less developed for other molecules.
Behaviour
As soon as someone or something made of flesh and bone enters the room, the Iron Stalker can immediately smell the iron in their blood and begins to desperately crave it (obtaining iron by drinking blood is far easier than sucking it from an item or from ore, and it's also tastier).But the Iron Stalker is cunning, and knows how to plan, how to wait, and has learned how to hang from the chains and how to move between them with the least effort.
It will, if possible, wait for the victim to move between the chains in order to climb down causing the least suspicion, and if safe enough it will suddenly put a chain around the target's neck, snatch them up, and quickly climb to the top of the room.
Once there, it will finish to strangle the victim with the chain and then will proceed to cut its throat and drink its blood, absorbing the iron in it.
Iron Curse
Whoever is touched by the Iron Stalker must Save vs Magic to avoid being cursed. If the victim is instead bitten, no Save is allowed.The Iron Curse causes the same symptoms of extreme iron deficiency (check them out) and it will last one week unless removed by a Remove Curse spell.
The accursed will be extremely fatigued, weak and dizzy, they will suffer from speech impediment and will have a poor appetite towards actual food but at the same time they will crave non-nutritive substances, such as ice, dirt, starch or more often than not, iron and rust and they will try to eat them if not restrained.
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Undead Zombie Concept Art by Karl Lindberg |
† † †
The Iron Stalker
Armor- AC 20 (as plate and shield) and suffers half damage against iron or steel weapons.
- AC 12 (unarmored) against weapons with no iron on them.
- AC 16 (as chain) against all other weapons.
Hit Dice 4
Hit Points 20
Movement 120'
Morale 6
Attacks: 2x Iron Claws -or- Bite -or- Strangle
- Iron Claws: 2 attacks on a single target, 1d6 damage; on a damage roll of 6 the target is Strangled. A successful attack may cause the Iron Curse (Save vs Poison to be spared).
- Bite: 1d6 damage; a successful attack causes the Iron Curse (no Save allowed).
- Strangle: automatic if attacking with surprise from the chains (no attack roll needed); every round Save vs Paralysis or suffer 1d8 damage (on 1st success no damage is suffered, on 2nd success target frees themselves); target cannot otherwise act.
The Iron Curse
- Attacks and Saving Throws are rolled at -4, Reactions at -2, Skills at +1.
- When casting spells the character must Save vs Magic to avoid a Miscast -or, if you're using the traditional spellcasting system- the spell fails and its casting cannot be attempted anymore unless prepared again.
- The character will not eat normal food (possibly suffering the effects of Starvation), instead they will try to eat other possibly dangerous non-nutritive substances as per description.
giovedì 11 ottobre 2018
Insect - a System Shock 2 hack of Knave
I will keep it simple: I love Knave, it's a simple and elegant system, quick to play and easy to master, with a very cool classless concept: you are your equipment.
This concept is actually not new in videogames (I'm not sure about tabletop rpgs though), therefore I decided to try my own hand in a hack inspired by one of the best "old school" games out there: System Shock 2.
SS2 (from now on) is a horror science-fiction First Person Shooter where you are a cybernetically enhanced soldier with the mission to navigate a huge
If all of this is not cool enough, SS2 has also some RPG features, like abilities, skills,
An adaptation
"How can you challenge a perfect, immortal machine?"
~ SHODAN
Insect will not be a faithful adaptation of the videogame. It will be neither as deep nor as complex as SS2 is, and it's fine like this. I want this game to have more or less the same complexity as Knave, and therefore a lot of simplifications will be made, but I also want Insect to convey as much as I can the same experience as the videogame with the rules I'm using.
It will be difficult, it will be not completely successful, but it will be fun and I hope you will enjoy the final result.
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Shodan by JimHatama |
Why the name?
"Welcome to my world, insect."
~ SHODAN
The main antagonist of the System Shock series is SHODAN, an incredibly powerful and intelligent AI with a god-complex. She sees herself as divinity, and everyone else is, of course, below her. Insects, nothing more.
And "insect" you are called very often by SHODAN in both games.
So, as in Knave you are a knave, in Insect you are an "insect".
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System Shock: Hiding in the Shadowsby Jason Burhans |
What will be Insect about
"The Many has grown to a massive size. It has wrapped itself around these two ships, preventing their separation."
~ SHODAN
In Insect you are a cybernetically enhanced individual who will face horrors and perils in claustrophobic spaceships, labyrinthine space stations and hazardous planets.
The cosmos is inhabited by nightmares, be these natural or artificial, man-made or coming from the depths of space.
You may be part of a crew of a battered spaceship trying to keep flying, exploring derelicts and seemingly abandoned bases trying to savage supplies and spare parts.
You may be a mercenary, hired by companies who want to save what they can from a space station controlled by a murderous AI --or destroy compromising data.
You may be one the few survivors of an infection that mutated the rest of the crew of the space freighter you were working on into terrible monstrosities.
But in the end, you are just an insect in front of the grandiosity of the universe. And what lurks in the darkness.
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The UNN Von Braun really is a megadungeon |
Starmap of the project
"I re-examine my priorities, and draw new conclusions."
~ SHODAN
These are the things I will tweak and do (and some that I'd like to do) in order to adapt Knave to System Shock 2. They are presented in no particular order.
- Abilities: renamed to reflect those in SS2, some changes in their uses
- Armor and weapons: most of them will be ranged and with a sci-fi feel
- Equipment: specialized and mundane items from the far future
- Implants: cybernetic and psionic implants that will give bonuses and powers
- Psionic powers: the magic of the future
- Upgrades as advancement: no experience points will be used, upgrades (=levels) will be bought with currency and installed
- Random traits: these are mostly ok as they are in Knave, maybe I will add some touches
- Random missions and locales: tables to generate missions, hooks and places
- Horrors of the cosmos and the cyberspace: monstrosities both natural and artificial to throw at our sweating insects
- Introductory adventure: to give the feel of the game
- Lamentations of the Flame Princess: this project was actually born as a conversion for LotFP, and I will continue it after I'll finish with Insect and it will be more complex and detailed
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A Cyborg Midwife, the creepiest enemy of SS2 "Little Ones need lots of meat to grow big and strong" |
giovedì 9 agosto 2018
What's hidden in the permafrost?
3. An Ice Jellyfish, but as soon as you start recognizing its shape in the ice, it has already started melting. If you manage to stop the melting of the Ice Jellyfish, freeing it from the permafrost, it will revive and will show itself friendly and grateful (in its jellyfishy way) to be free. It knows the caves/dungeon where you found it, and will reveal 1d4 facts about it. Unfortunately the change in climate and atmosphere of the planet occurred in the millenia since the Ice Jellyfishes roamed the Earth will make the party's new friend eventually die and melt in 10 minutes.
5. A tall statue of dull grey stone, perfectly carved, representing an anthropomorphic creature. It has four eyes, a gaping mouth with no teeth, and a body resembling a big ape half covered in fur, half in snake scales. His four fingered hands and feet have long talons made by actual steel, his groin is covered by a thick fur. The scars that cross the body of the statue are so realistic that you would expect them to spill blood. The statue has a belt made of steel, covered in intricate runes, that softly buzzes if touched. There is a dagger stabbing the statue's hearth, protruding from it. It is a real dagger, the blade finely decorated with carved runes. The leather covering the handle has disappeared ages ago, revealing runes carved also in the metal once hidden by it. Nothing is magic.
6. The corpse of a god. It is the god of the most religious character, and will be immediately recognized as such. The god cannot be revived, not even with magic because, unlike mortals, once a god dies it is absolutely forever. Also, there is no way to communicate to it, for example by the means of Speak with the Dead spells and alike. If not deconsecrated the corpse will stay fresh forever, as if recently killed. This is not a trick, a test for the pious, or a fake. It is the actual corpse of the actual god, frozen in the ice millenia ago. The character most devoted to it will know it. Other characters (be them PCs or NPCs) will not share the same insight, and may think differently.
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lunedì 9 luglio 2018
The Finger of the Leveller and The Incarnation of Death

The Finger of the Leveller
A plain skeletal finger, freezing to the touch and with finely carved runes and symbols all over it so thin they are nearly impossible to see with bare eyes.
Among them, the only clearly visible symbol is the ominous Dead Sign of Duvan'Ku, as it is the result of their experiments with life, death, and the Power of the Beyond to take someone's soul and destroy it forever.
The only clue of the Finger of the Leveller true power is the sensation, noticeable within 10' from the Finger and increasing when moving closer, of one's own soul getting sucked out from the body but never leaving it, and a mild nausea.
After 10 minutes one gets accustomed to the Finger effects and the nausea goes away.
The Finger of the Leveller works as a magical wand with infinite charges of the Power Word Kill spell.
Taking a life with the Finger of the Leveller power destroys the soul of the victim, making any form of Resurrection impossible.
As soon as the Finger of the Leveller is used, the caster becomes its master. From that moment no one else can use its power.
The only way to gain its ownership from its master is to willingly kill her and spill her blood over the Finger of the Leveller. The Finger must then be used to take someone else's life.
If the master of the Finger dies for natural causes, accident, or by hand of someone whose intention wasn't to intentionally take her life, the Finger of the Leveller becomes masterless.
Every time its master kills another creature with the Finger, the caster's soul gets sucked away by it causing a very strong but brief surge of nausea.
Mechanically, this means that the character loses as many Experience Points as the targets' Levels or Hit Dice x 1d6 x 100.
The Referee must never tell about this loss to the player, and must keep track of the character's lost Experience Points by themselves. The character will still level up as per their nominal XPs.
Subtle descriptions of the character's shift in appearance, loss of strength and resistance is encouraged as if to give clues that the use of the wand is not without consequences for its master. It is by the master's own will that her extreme consequences should be reached.
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The Dead Sign, Laura Jalo |
If the master of the Finger reaches 0 Experience Points with the use of its powers, the character effectively becomes the Incarnation of Death.
As her soul gets completely sucked by the Finger of the Leveller , her body will wither as if one thousands years have passed in an instant, leaving only a thin and mummified membrane of a skin over her bones.
All of the belongings, equipment and weapons worn, carried or hold will rot and rust and become dust, leaving only the bare shreds of the character's clothes as a cover.
The Finger will become part of the late caster's hand and can only be retrieved by defeating the Incarnation of Death, which now is actually a creature controlled by the Referee.
†††
The Incarnation of Death
Armor Class 12 (unarmored) - it may wear additional armor
Hit Dice 10 -or- as the Finger master's Level plus 5
Hit Points 45 -or- as the Finger master's plus 5d8
Movement 120'
Morale 8
Alignment is Legal
- One attack with Soul-sucking Claws for 1d6 damage; with a 6 it strangles the victim causing 1d8 damage and draining her soul and 100 x Damage XP every round. Heals for the same amount.
- Can be harmed only by silver or blessed weapons.
- Visible and dangerous only to characters with 3HP or less.
- Has regular undead immunities.
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Jez Gordon |
This dark and deathly creature has no other motivation or goal but the mad and incessant desire to have a soul once again.
For this reason its only purpose is to kill, and to suck another creature's soul to replace the one it has lost. However, this will not help as its empty shell of a body is too twisted by the Powers of the Beyond to be able to keep any soul.
The Incarnation of Death will therefore roam incessantly in search of a new soul after another to take and to try to hold, forever failing in its only task.
The Incarnation of Death cannot take one creature's soul if this is not already approaching death by its own. The inner power of the soul, together with the strength of the body, is enough to keep the fiendish horror at bay and even to hide it to the eyes of the living.
Only a weakened soul, already to the edge of the eternal sleep, will not be strong enough to repel the Incarnation, and even at that point the fiend's power will not be sufficient to take the soul of the victim without a willing consent.
There is an exception: if the victim got to the verge of death thrice, and if thrice she refused the Incarnation of Death's embrace, this will try to slain the victim no matter what as her soul and body would have finally lost the strength to repel the creature at all.
The Incarnation of Death will only be visible and dangerous to those who are dying, that is characters who have 3 Hit Points or less.
Once seen the Incarnation of Death will slowly walk towards the dying character with open arms and quietly ask, with a soft and sad voice, "Dost thou want eternal rest?".
Every character that sees the creature suffers from extreme sadness, and all the Saving Throws are performed with a penalty of -2.
- If there are more characters that can see the Incarnation of Death it will approach the character with less Hit Points. If two or more characters have the same amount of Hit Points, the Incarnation of Death will choose randomly.
- If the character willingly embraces the Incarnation of Death this will walk towards the character, grasp her throat whit its Soul-sucking Claws and will slowly strangle her draining her life and soul. It will then disappear.
- If the character refuses the embrace the Incarnation of Death disappears, repelled, unless there are more characters that are dying. In this case it will make them the same question.
- If the same character refuses the embrace for the third time the Incarnation of Death will attack her with its Claws, as the body and soul of the victim would be weak enough to not be able to repel the horror.
- If the Incarnation of Death is attacked it will defend itself with its Claws. If its Hit Points drop to less than a third, it will disappear until someone else will be dying again.
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The Incarnation of Death, by Jennel Jaquays from The Caverns of Thracia (1979) |
The Incarnation of Death attacks with Soul-sucking Claws causing 1d6 damage; with a damage of 6 it also strangles the victim for 1d8 damage every round and will drain the victim's soul and Experience Points of the damage result x 100.
Sucking the victims' soul also heals the horror for the same amount of the inflicted damage.
While strangled, the victim can free herself with a successful Save vs Paralysis (with a cumulative penalty of -1 every round) or attack with a -4 penalty.
Once 0 Experience Points are reached, the character -if still alive- will fall in a catatonic state for 4d6 days. she will not remember anything of what happened, but will now from now on refuse to
Whenever the Incarnation of Death kills a character or creature, her soul will be completely taken away making any kind of Resurrection impossible. Also, the Incarnation of Death's Hit Dice will be increased by the same number of the victim's own, and its Hit Points will also be increased accordingly to the new Hit Dice value.
This creature's alignment is Legal, as death is a law of the Cosmos and but a few are outside its boundaries. Everything ends with death, sooner or later, as no one can escape it forever.
The Incarnation of Death cannot be harmed by mundane weapons unless made of silver or blessed.
†††
Where to place them
This artefact is a powerful one, dangerous both to its holder and her enemies.
If no research is made over its true powers, its master will probably discover too late the price she will pay.
Given these premises, careful thought should be made when placing this artefact into anyone's campaign.
The same stands for the Incarnation of Death, if the Referee decides to have an encounter with the horror instead.
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Cursed by noistromo |
If you're playing with Lamentations of the Flame Princess or you're using part of the lore present in its modules the obvious location would be a Duvan'Ku related place.
The Finger of the Leveller could otherwise be in possession of a collector of occult items, unaware or uncaring of its true powers. Maybe the characters will stumble over it during a theft or a heist. Maybe the collector himself will be killed by the Finger (or be consumed by its use) and the characters will need to discover who and how did that -or who did the killings.
Personally, since I've been heavily inspired by the creature of the same name that can be encountered in the old Judges Guild module The Caverns of Thracia, and I've clearly expanded over it, I will place it in the sealed and forgotten death cult temple present in the first level of the dungeon. In my own version of the Caverns, it is actually a Duvan'Ku temple.