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Showing posts with label Tamarah Pandoramicum. Show all posts
Showing posts with label Tamarah Pandoramicum. Show all posts

Monday, July 8, 2019

the Princess of Demons is hiring magickal fools


Not a Disney Princess

Tamarah Pandoramicum, the princess of demons, hears your pleading cries for aid mortal sorcerer.  Got a problem?  Bully? A boss who passed you over for promotion again? Errant church hunters who won’t let up?   Parents who just don’t understand?
TAMARAH WANTS TO HELP

The book of Scarlet Abomination - 60 pages of rainbows, unicorns, and body horror

Get it Here




Galaxy Black Update

Let me say right now that layout alone will prevent me from ever eve ever doing a book this big again; at the least I won’t try it solo.   That said I’ve done more layout in the last nine months than I have done ever in life prior so hey I think that burn is called experience gain.
Metaphysics and the Gear chapter are in editing.   I have some tweaks I want to make to the chargen chapter but it and Worlds are largely done;
We shall see.   Impatience is sucking at my kneecaps in terms of wanting to get this out into the world but the struggle continues.   It will be done when it’s done and not a moment before.
The FAQ is being assembled, slowly from a series of long discussions with Chris Dunlap, who is the source of probably 95% of the questions on the FAQ. (They are good questions too!)  plus those that have come up in playtesting and a few other places.   Once that monster is done I’ll be posting it. 

Random things of no particular order or substance
The first round of playtests for the Spice Pirates is done.  This is one of two funnels I’m developing for Galaxy Black.  A good time was had by all but even for one of my games it went off the rails.
Final outcome – the lone survivors absconded from the market in a stolen flyer and proceeded to do a home invasion on some noble’s estate some 400km to the south.  Breaking into the home of one of the Great Houses of the Empire is bad enough but to wander into the nursery wing of House Thet’chel is a peculiar form of suicide.
Anyway demons were invoked.  The survivors killed a vampire and a named NPC before fleeing to Las Vegas.   I guess I will be improv’ing some modern rules huh?


I haven’t started running RAID ON PLANETOID P-4710a, the other (longer) funnel (0-1 if it were released, but a big party helps) just yet but soon. I need to make some maps for that first.  

Friday, July 5, 2019

On trucking with demons (and beastfolken!)



My most sincere apologies! I slipped up – I forgot completely that beaastmen are not actually in the DCC RPG rulebook – they do however go all the way back to the beginning, Sail the Sunless Sea (check title)
Nonetheless I reference them many times in the book, statless, as I mistakenly thought they were in the core.  My bad and I should have checked.
In any case for those that need them here’s an appropriate stat block for beast folk, based off of (but not identical to) the classic Harley Stroh stats from Starless. (Wasn’t sure if I could reproduce them but also hey look I spun it.)

Bestialfolk (1-6) Init. +1; Atk spear +0 melee (1d6); AC 12; HD 1d8; hp 3 each; MV 30’; Act 1d20; SV Fort +1, Ref +1, Will -1; AL C.
For each Bestial encountered, roll 1d12 and 1d14 and combine the results to determine their appearance.
Beast folk are dim-witted, only marginally social creatures that are driven by a combination of instinct and both craven and darker urges that make it difficult for even the smartest of them to effectively reason.   They often appear to move as a pack or hive mob with no pretense of sentience.   Rare individuals may differ.

Tamarine breed beastfolken – roll 1d12 twice and combine the results
1.       Cow headed
2.      Scorpion tailed (attacks for 1d4)
3.      Horse hooved
4.      Covered in fine black and brown fur, some leathery webbing at the fingers and toes.
5.      Wasp head, mandible, antennae, compound eyes, buzzing from tiny vestigial wings. 
6.      Covered in fine Bee-like hairs, constantly covered in pollen
7.      Horse headed
8.     The digitigrade hind paws of a Wolf
9.      The horns of a Goat
10.   Serpent scaled
11.   large muscled body covered in short hair, and an additional head – that off a (1) dog (2) wolf (3) saber tooth (5) Lamprey (5) A feral, leonine head and mane (6) bee head
12.  A bejeweled dragonfly

1.       Doughy, leathern skin
2.      Shiny black-brown chitinous resin covering skin
3.      Mane of (1-3) horse (4-6) lion
4.      Thick leathery skin
5.      The blind eyes, large ears, and screech of a bat
6.      Six to eight eyes spread out across the face in two rows of three or triple rows of two.
7.      A thick luscious horse tail
8.     Horns of a goat, perpetually streaked with gore
9.      Oily black secretions constantly seep from enormous skin pores
10.   Thick bristly orange fur
11.    Wings and segments suggesting a bejeweled dragon-fly like body.  Wearing armor is impossible.
12.  Body is segmented into thorax and abdomen; wasp-like body with vestigial wings, goes about on all fours.




And now a question I'm surrprised I don 't get more often




Why would any civilized person ally with such a monstrous spirit as the red queen?

Because she legitimately will help you, and isn’t likely to screw you over unless you have first done so to her.  She has long offered her 'gifts' most readily to  those who place themselves in harm’s way – prostitutes and sex workers especially but also gladiators, professional fighters and those who do what they must to survive.   Sorcerers who seek the safety to a cushy court wizard position will find themselves increasinly challeneged by her patronage.  In rare instances, the Pandoramicum has been known to favor princes and princesses, and more commonly across the worlds down through the ages she is said to have watched over the smallest of children, most especialy the abandoned.....

In short, Tamarah is among the most "reasonable" of demons, but she remains a demon and a potent one. 
Play-wise, of course, Tamarah is there for those who seek to experience the patronage of a dicey untrustworthy cosmic power that equalmuch seeks to use them as they use it in the finest Moorcockian tradition.

Take the first sip here
Turn off your mind relax and float downstream. It is not dying, it is not dying. Lay down all thoughts surrender to the void - it is shining. It is shining. 


Monday, July 1, 2019

The CHALICE GOAT HAS RISEN

Art, obviously by  zdzislaw beksinski and not me.  Duh. No I can't afford Bekinski, also he's dead. 
Who is the Red Queen?
She is the Liberator - a slave who freed herself in every conceivable way.  She will show you the way. Laugh. Be Free.
She is the avenger - the deliverer of our enemeis and the avenger of the marginalized
She is the Mother of Monsters.
You will become like her.
Have you heard the Good News about Tamarah?

Friday, June 14, 2019

If you see the Chalice Goat, dare you drink from it’s cup?


Would you drink of fire?




The demonic psychedelia of the Book of Scarlet Abomination awaits you.

The Book of Scarlet Abominations is 60 pages of bright colours, revenge, and demonic enlightenment.  It should be available for download on Drive thru RPG by week's end.  I will make an announcement.  But it’s dropping this week!
A patron book for the Dungeon Crawl Classics RPG the BoSA includes  the patron herself, Tamarah Pandoramicum, background, her invoke results, stuff to tweak her bonding rite, Tamarah specific spells, her plane(s), and the unique beings that attend her.

Her presentation here lines up dandily with her appearance in the 2017 Gongfarmer’s Almanac but you do not need that resource to use this book obviously.   I have tried to replicate as little information from her appearance (or rather her Realm's appearance) in that august tome.   
Regardless the GFA is an awesome resource and the price is right. 



Finally, don’t forget FREE RPG DAY is this weekend so get out there and support your local gaming infrastructure.  Find a store here https://www.freerpgday.com/stores.htm

Sunday, September 24, 2017

One of the 9 green Hell-orbs of wandering.


The precise origin of the Eyes is not known.  What is generally accepted or at least widely believed, is the apocryphal story of the trimming of the Eye Tree

A Demon Trims the Tree
In this tale, it is said a demon (most accounts agree it was Tamarah the Conquerer), having overcome many challenges came, weary, to a great cold waste under a dying sun.  In this frozen wasteland of death’s quiet, she found but a single living organism; an immense tree, more of an immense ribbed stalk actually, of exceptionally pink and alien hue, pulsing with subdued life.   Hanging, limply, from the immense stalk, were a multitude of dull blue sacs, each also of immense, though irregular size.   The shape themselves suggested tears, and it was this more than anything else that is said to have drawn the nascent demon lord’s attention.
Growing to appropriately macroscopic size (for even then she was filled with power, in those days fresh from her early wars with many rivals for her future queendom) Tamarah caressed each rotting orb gently as if to listen inside for a noise or movement.  
What she found instead was this - out of 112 of these sacs, she dallied to open 39 of them.  Of those, thirty contained …. Dross.  Cancer and worse.  Rot, in it’s most malignant and fell form.  
But nothing she had not already purged and so was not afraid.
The other 9 however still bore some trace of exotic and sequestered life; they were, though not of regular size but each otherwise identical, immense alien … eyes.   Milky yellow whites with double irises, suggesting the shape of an hourglass and a knife, overlaid, and glowing from within with some lost green hell energy.
So delighted was she in finding them, that she ….charmed the strange, taffy textured lifeform.   IN doing so she learned of it’s immense age, and it’s distinct and affected...unconcern for the affairs of souled beings or those who would use them as toys and pets.   Primordial in it’s age, itself a lost spoor of some older, more exotic thing, lost when it’s world was consumed in the death of sunlight, as is the way of the Most Ancient Worlds. .  
And having done so, continued to wander along on her way, carving her scarlet path.  She was given care over five of them, and she absconded with the other four.   There were nearly five score of those pods remaining, unopened.  She did not see the care, for she knew in knowing this creature that it would not demean itself to communicate with her in this, or indeed any other manner, ever again.   
And it was as she set about walking her road of vendetta murder and hell glory, she fed these..eyes..precious nectars, and the souls of the innocent, and especially of the sanguine sacrament of her scarlet activities.
And they grew.
Regardless of the literal truth of the above, nine of these throbbing green hell orbs now wander the many hidden pathways of the omniverse, seeing in all spectra, across all planes and dimensional barriers, seeking only the novel, the secret, and the powerful.   Forever curious and wandering, never blinking.
And always feeding back to their mistress.  Who or whatever that being may actually be.
While legend easily traces it’s origin point to a member of a now extinct species of cerebral-coral it is unknown at what point the mother organism was visited by Hell. Perhaps it is likely some arrangement was made to ensure it’s survival in the cold vacuum of space before rooting on whatever world in which the future Red Queen of Doom found it.


The Eyes’ mother “tree” was the Buddling of the Once Dread but Lost Kreb-Coral,  last of a now extinct species of cerebral coral once known to grow in large tree-like formations in the low gravity environment of Khorlath Queltyrflax, moon of Ribbosil IX, before that world’s atomization by supernova some 45,000 years ago.


Presumably hell assisted in transplanting the mother buddling to the world on which Tamarah found it, prior to (once again) turning Hell’s tools to her benefit.




Great Green EYE OF Wandering : Init +7; Atk +11 Hell Beams (9d12, 5100’); AC 30; HD 9d12+3; hp 93; MV 150’; Act 1d30; SP Lots; SV Fort +7, Ref +3, Will +7; AL Neutral.
Unblinking Hell Eyes - sees in all spectra of light and energy; with perfect clarity and precision.  Sees into the aetherial and all of the sub-ether dimensions; can (and does) peer into hyperspace and the local superspace medium.  Can see across dimensional and planar barriers.  Probably watching you like ceiling cat.
Hell Beams - if sufficiently aroused to such irritation as to do violence upon one interfering in its purposes, the eyes can unleash an infernally charged mithrylorganic pumped laser  +11 to hit inflicting 9d12 light/heat damage and creating microjets of supercharged plasma on contact with air creating a dangerous burst bubble of 40” which inflicts 6d8 (Star) damage on ...everything.   IT is noteworthy that the Eyes themselves do not take damage from this.
Nosy and Desperately sEeking Interesting - The Eyes are drawn to things that have not been seen before and their memory is the memory of a dead race, millions of years old at ti’s demise. They are, by nature, drawn to multiversal intersections of novelty and complexity (most often occurring in primary material universes in the present age).
This often brings them into conflict with the sentinels of the Clockwork Hell, however many centuries ago, Cognition changed the order to Watch, Follow, Observe, before the standard Obey All Protocols that the sentinels are punched with on departing the Outer Gearsprings.
Buddling of the Dread Lost Kreb-Coral Stalk the creature at heart is, much like it’s parent colony, made of tightly packed, super interactive memory cells.   Even though it is constantly bleeding the excess back to its Mistress, the Eye at any given time knows...tremendous things.   Not that it is talking.  Functionally this gives it a +4 init. (simply because it can anticipate so much) and the ability to absorb spell energy 1/day (up to 5 levels worth) if the caster fails to overcome a Will save. DC 30 (the spell will likely still take effect but the Eye will ‘memorize’ it, frozen in a single moment of time.  It may repeat that spell, precisely as rolled, a second time without fail, though not at the original caster.


LotFP
Great Green EYE OF Wandering  Armour 32  Move 150’, 14 HD 93 hp, many abilities, Morale 12
Unblinking Hell Eyes - sees in all spectra of light and energy; with perfect clarity and precision.  Sees into the aetherial and all of the sub-ether dimensions; can (and does) peer into hyperspace and the local superspace medium.  Can see across dimensional and planar barriers.  Probably watching you like ceiling cat.
Hell Beams - if sufficiently aroused to such irritation as to do violence upon one interfering in its purposes, the eyes can unleash an infernally charged mithrylorganic pumped laser  +11 to hit inflicting 9d12 light/heat damage and creating microjets of supercharged plasma on contact with air creating a dangerous burst bubble of 40” which inflicts 6d8 (Star) damage on ...everything.   IT is noteworthy that the Eyes themselves do not take damage from this.
Nosy and Desperately sEeking Interesting - The Eyes are drawn to things that have not been seen before and their memory is the memory of a dead race, millions of years old at ti’s demise. They are, by nature, drawn to multiversal intersections of novelty and complexity (most often occurring in primary material universes in the present age).
This often brings them into conflict with the sentinels of the Clockwork Hell, however many centuries ago, Cognition changed the order to Watch, Follow, Observe, before the standard Obey All Protocols that the sentinels are punched with on departing the Outer Gearsprings.
Buddling of the Dread Lost Kreb-Coral Stalk the creature at heart is, much like it’s parent colony, made of tightly packed, super interactive memory cells.   Even though it is constantly bleeding the excess back to its Mistress, the Eye at any given time knows...tremendous things.   Not that it is talking.  Functionally this gives it a +4 init. (simply because it can anticipate so much) and the ability to absorb spell energy 1/day (up to 10 levels worth) if the caster fails to overcome a saving throw v. Magic the spell will likely still take effect but the Eye will ‘memorize’ it, frozen in a single moment of time.  It may repeat that spell, precisely as rolled, a second time without fail, though not at the original caster.


“This article is reproduced in Apocrypha Obscura – Transmissions from the Dreaming Gynoid, available  (drive thru link)  

  and (itch.io link)