Showing posts with label chaos. Show all posts
Showing posts with label chaos. Show all posts

Thursday, September 7, 2017

Getting the Ley of the Land



Magic in Crypts & Things is a far less tame beast than in most other classic fantasy game systems. Things like corruption and attracting the Others' attention makes using it an exercise in risk assessment. That's one of the things I really like about the system.

The term "Ley Line" was originally coined in reference to the placement of certain geographic features -both natural and man made- in relation to one another. Later, occultists coopted the phrase for the idea that "veins of power" ran through the earth. An interconnected web of arcane energies. One of the ideas was that rituals and spells performed along these lines or at their intersections would be able to better tap into that power.

Obviously, this idea has a lot of potential for fantasy stories and games. In terms of C&T, I am imagining a region or micro-setting which is rife with such lines, or perhaps more potent than "normal." Sorcerers come to this land and build their towers to be close to these energies and tap into it for their spells and research.

Such a land would be a strange place. Not just because of the "extra" magic, but because so many powerful sorcerers in one area would have interesting effects on the local power structure. The mages would probably be less interested in conquest or politics than their studies, but the local lords or townsfolk wouldn't want to annoy them needlessly.

"Do not meddle in the affairs of wizards, for they are subtle and quick to anger!"  -JRRT




There would be other by-products of such a place that might make good adventure fodder. Magical experiments gone awry, loosing horrid beasts into the wilds. Wizards paying handsomely for retrieving rare, quest-worthy ingredients, etc.

This is an idea I plan to play with a bit over the next few weeks. We'll see where it leads.

Friday, March 3, 2017

Teaser from C&T adventure

I originally posted this on the G+ community



Kaosaur

AC: 18
HD: 10
Attacks: 1 Bite (2d6), tentacles (ensnare)
Special: see below
Move: 18
CL: 12

Facing a terror lizard is bad enough, but this one has been touched by foul kaos-energy. In addition to be an unnaturally large and strong example of the breed, instead of short forelimbs, it possesses a pair of ropy tentacles. These pseudo-pods lash out at a distance of up to 20' and - upon a successful hit - ensnare the target, pinning his limbs and drawing him to the beast, which bites at a +4 to hit. The victim can break free by rolling under his Strength on a d20-2. The tentacles can be severed with a successful attack roll at -2 and 10 points of damage in a single blow.