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SNUGGLE NOOK: The Next Generation
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SNUGGLE NOOK: The Next Generation
Okay, so here we go, drop-kick for a fresh party, the next generation. The sons and the daughters of Snuggle Nook's Underground Home-grown crew.
Note: In the H.M. system one may opt to roll-up a new character using the gene-pool method whereby (providing one had children in the last game) his new character may inherit the stats, talent etc. from his previous character (blended, merged, mixed with t'other partner, of course).
Seeing as Saemus and Maud McFinnigan had a family, in-character, in-game I hasten to add: they may, of-course, have some of their stats back, however, at the time Maud had died through trying to ingest the brain of a baby-green dragon, and had been brought back with Berenger's Diminished Rite spell (which lessened her stats and abilities for the marriage and subsequent honeymoon). So. Saemus Jr. (Shaemus O'Finnigan the Second, or II) is now on the scene. A new, level one Half-elf Mage/Thief (Half-wood elf, I might add).
Then of course Berenger did it with that ho in the strip-dancing joint in Snuggle-Soho. He had a little one, a sprog, so is running Berenger Jr. (or Berenger II), a hobbit from Snuggleshire, proud son of the Priest of Yondall' (the hobbit fertility gawdess, hence the doos with the broad in that mens-club, in accordance with his religious beliefs). Anyhow. He's running a Druid, should be good.
Ironhand is pencilled-in to play a warrior of some sort.
These are the new Knights of the Dining Table. The Home-Grown Crew II... As from next sesh.
Not only this, but alternate sessions will be run by the guy currently running Old Joe Strongfoot, yep, I'm handing the reins of Grift-Meister over to Gaerdal Ironhand. Submitting to the will of WFRP. Should be good. Might be alright.
Max-out.
{More Catalan-crew pics}
Here's the usual, the campaign setting portabal doc'
Note: In the H.M. system one may opt to roll-up a new character using the gene-pool method whereby (providing one had children in the last game) his new character may inherit the stats, talent etc. from his previous character (blended, merged, mixed with t'other partner, of course).
Seeing as Saemus and Maud McFinnigan had a family, in-character, in-game I hasten to add: they may, of-course, have some of their stats back, however, at the time Maud had died through trying to ingest the brain of a baby-green dragon, and had been brought back with Berenger's Diminished Rite spell (which lessened her stats and abilities for the marriage and subsequent honeymoon). So. Saemus Jr. (Shaemus O'Finnigan the Second, or II) is now on the scene. A new, level one Half-elf Mage/Thief (Half-wood elf, I might add).
Then of course Berenger did it with that ho in the strip-dancing joint in Snuggle-Soho. He had a little one, a sprog, so is running Berenger Jr. (or Berenger II), a hobbit from Snuggleshire, proud son of the Priest of Yondall' (the hobbit fertility gawdess, hence the doos with the broad in that mens-club, in accordance with his religious beliefs). Anyhow. He's running a Druid, should be good.
Ironhand is pencilled-in to play a warrior of some sort.
These are the new Knights of the Dining Table. The Home-Grown Crew II... As from next sesh.
Not only this, but alternate sessions will be run by the guy currently running Old Joe Strongfoot, yep, I'm handing the reins of Grift-Meister over to Gaerdal Ironhand. Submitting to the will of WFRP. Should be good. Might be alright.
Max-out.
{More Catalan-crew pics}
Here's the usual, the campaign setting portabal doc'
robus rules!
-
Maxen


- Location: Andromeda
- Thanks: 7 given/2 received
- Playing: at being Knights of the Dinner Table
- Running: away from robus
- Planning: No plans, just plain lazy; make tea not war.
Re: SNUGGLE NOOK: The Next Generation
HOME-GROWN HOUSE RULES
In the section 'dying and death' the -10 score mentioned actually means minus the characters' CON score.
No-one uses fatigue.
No-one uses the move reduces THAC0 rule.
No-one uses the negative experience points modifiers for having low Honour. Though class bonuses for high Pre-requistites still apply. The same applies for the dice roll penalties. Also, in my way of thinking, one can never have enough Honour, so people who exceed the "Great Honour" window still count as having Great Honour. Put simply: no-one takes penalties for being in the low-Honour window, instead players get a +1 to all rolls for for having Great-Honour or more.
Everyone get's a fate-point/mulligan honour-purge, regardless of their current Honour. (Restricted to one per player, per session, of course). However, if your character has less than Great Honour, he is lucky to be washed up on a beach on a desert island with no water, possessing only rags and such. (The character is usually simply captured, stripped of the equipment he was carrying, or both!)
Once per session, a player may modify any of his character's dice rolls, either way, by an amount equal to his Honour dice size. (Thanks to Hannibal {Garag/Zemiah/Tehlu} for that little chestnut!)
Temporal Honour does not exist, Honour is simply applied then and there, rather than divided by four as per the core rules.
No-one uses item hit-point rules, items are either working or broken. (Critical or Fumble results can deem a broken weapon, shield or armour {etc.} as appropriate). When damaging an item in this way (checking the result on the D1000 Fumble table) the following procedure is to roll a saving throw for the item in question, failure indicating damage sustained (usually a straight shatter, broken, however the real extent of the damage is left at the G.M.s discretion). People with skills related to this (armour/weapon maintenance, etc.) automatically repair if given the time and tools to do so..
Ring-Mail counts as Chainmail for the purposes of determining modifiers for Thief Skills.
Magick Weapons & Armour: The enchantment level (i.e. +1, +2, +3, etc.) of the weapon, armour or shield increases all of the possible categories (with the exception of weapon speed!) it can by the same degree, 1st Edition Old School. For instance, a longsword + 1 not only incurs a bonus to hit and damage, but also weighs one pound less, has + 1 to it's saving throw for durability, etc. Any Rogue (i.e. Thief, Bard, etc.) wearing magick armour also gains a fractional benefit to their thief skills. Example: Maud Reginaulde is wearing a set of Elven Chainmail of Astral Projection +3, so she gains a three percent bonus to all her thief skills that are modified by her wearing armour (That is to say: Pick Pockets, Open Locks, Find/Remove Traps, Move Silently, Hide in Shadows, Detect Noise and Climb Walls).
Levelling-Up: Please note that it is no longer essential to pay the 1500Gp x Level and appropriate time-out of the campaign just to roll hit-dice, increase saving throws/THAC0's etc. One simply levels up - no training required except if you wish to learn new skills.
Skill Training: No fees/training unless the character wishes to learn a new skill. Each player simply gains one roll of the mastery die, on each of his skills.
Quick Level Up Procedure: Only used in extreme circumstances, if a player hasn't levelled-up his skills, but has done everything else. Just roll two Honour dice and add that to each skill. As per usual when rolling Honour dice: open-ended rolls are not applied i.e. rolling maximum causes another throw at -1 is not happening on this, or any Honour dice throw, as per the core rules.
Multi-Classed characters:
The Experience is divided evenly among the classes.
Characters wishing to Dual-Class can do so using the Palladium way:
If a character (of any race) wants to change to a non-spell-casting class (except Minstrel or Cavalier) they may now do so by earning enough E.P.s for two whole levels 'Training' before he can begin to advance in the new class. No penalties for using old class abilities.
If a character wants to change to a spell-casting class they may now do so by earning enough E.P.s for three full levels before he can begin to advance in the new class. Again their are no penalties for using your previous' class abilities.
Characters should be able to make the switch to a class that is acceptable for their race. The level-limits are dealt with differently. Characters wishing to change must find a mentor, then they do two levels of training (three if changing to a spell-casting class, and Demi-Humans pay double: i.e. Four levels/Six levels). Humans have a bonus to their skills in order to redress the balance and offset the abilities of the other races.
The character cannot dual class if he is multi-class. Demi-Humans should be eligible for the new class. High prime requisites boost maximus level, after which players have a double Experience Points penalty, the modifier is triple after reaching triple their effective maximum level for the remainder of the characters progression. Demi-Humans not eligible for the new class can switch classes, but high prime requisites do not boost their maximus level, after which they have a quadruple Experience Points penalty, the modifier is six times the normal rate after reaching triple their effective maximum level for the remainder of the characters progression.
Use this table (taken from Chapter 3: Skills and Powers, 2nd. Edition Dungeons & Dragons) for high prime requisite scores to boost maximum level:
Take this figure when the he reaches his maximum level. Then, after exceeding this level limit (we'll call it Level Capacity or CAP for now) they progress at half the normal rate (x2 Exp. penalty). Characters changing to a class usually barred to them suffer a quadruple rate penalty (x4 Exp. penalty) for advancing once they've done the first two or three levels 'training'. To balance the disadvantage Human characters get, they are given a boon based on their culture. See my custom skill-set bonuses for further information. (Snuggle Nook)
For every 20% of Arcane Lore the character has they are able to identify +1 enchantment weapons and armour (upto +5). At the GM's discretion players may also be able to identify the nature of other, lower-level magick-items such as potions and scrolls.
Armour and Weapon rules relaxation: Any character may use any weapon or armour (non-magickal), even outside their career restrictions, however; when using a weapon not normally allowed for his profession, he has the penalties for using weapons the character is not proficient in (based on career type, i.e. Warrior, Rogue, etc.) In addition, no-one can become proficient in any weapon he is not normally allowed. Wizards are also obliged to use the spell-mishap chance based on armour type table when wearing armour. Also, for every twenty points of Arcane Lore the character has, allows him to use another +1 enchantment weapon. For instance, if a wizard had an Arcane Lore score of 59% he may wield a +2 weapon not normally allowed to him.
Relaxing the weapons specialization eligibility rules: Any fighter-career or warrior profession may specialize in a weapon (in the standard: rules only Fighters and Knights can normally specialize). Careers eligible for weapon mastery are: Fighter, Soldier, Barbarian, Knight, Paladin, Crusader, Ranger, Gladiator, Samurai & Monk. Only (single-class) Fighters can ever attain High-Mastery and Grand-Mastery.
WEAPON PROFICIENCY GROUPS
Axes; Flails; Lances; Swords; Short Swords; Clubs & Maces; Spears & Javelins; Knives & Daggers; Picks & Hammers; Pole-axes, Bills & Glaives; Polearms & Beaked Polearms; Two-Handed Axes; Two-Handed Swords; Two-Handed Hammers; Shortbows; Longbows; Crossbow Pistols; Crossbows;
Specialist Weapons (No grouping): Adze, Throwing Dagger, Throwing Axe, Throwing Hammer, Repeating Crossbow, etc.
Weapon Proficiencies:
Rogues (i.e. Thieves, Bards, etc.) may acquire 'light-crossbow' and 'shortbow' weapon proficiencies.
Priests (i.e. Clerics, Druids, etc.) may purchase the 'sling' and weapon proficiency.
Naturally, Elven characters with the 'bow bonus' trait may use any bows (except crossbows), this also applies to the trait 'sword bonus' as-well.
Boxing and Wrestling:
Pugilism and overbearing should the net damage of a punching result be either one or in to the negatives, then it still counts as 1 for the purposes of knocking out. See 'attacking without killing' in the chapter entitled Combat.
When saving against a Phantasm or Phantasmal Fireball spell (or similar) players must make an ability check against their Wis' score. (Percentile fraction not included) The difficulty is left up-to the Grift-Meister, either equal or under on a roll of a D20 with appropriate modifiers; or, as I've recently acquired several new sizes of dice, either a D16, a D20, D24 or D30 roll depending on the circumstances.
When saving against a Fireball spell or similar (usually non-targeted area effect spell) players must apply their Dex' modifier. (AC adjustment)
Acquisition of Talents and High-Level Abilities past 1st Level:
Players can acquire new talents {eligibility is dependent on occupation(s), see the Hack-Journal List, issue 4, pages 4 & 5, entitled 'Focus on S.T.P.'s Clarifying the Skills, Talents & Proficiencies...} by either...
a) Sacrificing a gained weapon proficiency slot
b) Sacrificing an ability gained at that level (such as Use Scrolls for a 9th Lv. thief, etc.)
c) Sacrificing a new spell gained for a Wizard or other magick user (Mages, Illusionists, etc. Not Priests).
Each sacrifice grants one ability, irregardless of the Build Point cost. Some talents may be barred at the Grift-Meisters discretion. (for instance, one may only be born with a photographic memory, etc.). Note: The Special Abilities from the High-Level campaigns book (2nd Edition) may be implemented in this way if the G.M. wishes.
If a spell ingredient is the target of the spell in question (such as Entangle) then the spell casting time does not incur the usual D4 penalty initiative order, but incurs a D3 initiative order penalty instead.
Simplified Critical Hit system: Instead of factoring height modifiers to the D10,000 roll, just roll a D-ten thousand, to determine whereabouts the attacker hit (location). Also, instead of the usual rigmarole of factoring all the modifiers (AC15 minus to hit modifiers, etcetera) and instead of rolling a D8 like normal this is how we do it.
Simple Crit': Roll a D24 (if you have one, otherwise just do an open-ended D20 roll), that determines what severity level critical-hit was caused. Easy-peasy.
Starting equipment booster-bundles: Same as Palladium (Revised edition) based on career type (i.e. Warrior, Priest, Rogue or Wizard), or, seeing as we don't actually have a copy to hand, we're currently using this thang from another old-school rovusystem (R.P.system):
Warriors start with a free weapon proficiency of their choice that they don't have to pay Build-Points for. It does however use up one of his weapon proficiency slots.
Rogues begin the game with Slip Away into Shadows and Stealthy Movement for free. (Rolled up normally, as if perchased once with Build-Points)
Initially Priests have Religeon (General) @ 50%, Religeon (their specific faith) & Divine Lore (both these last two are initialized like any other skill)
Wizards come into the game with Arcane Lore @ 50% and also Spellcraft (again, use the usual method of determining how much in this skill)
In the section 'dying and death' the -10 score mentioned actually means minus the characters' CON score.
No-one uses fatigue.
No-one uses the move reduces THAC0 rule.
No-one uses the negative experience points modifiers for having low Honour. Though class bonuses for high Pre-requistites still apply. The same applies for the dice roll penalties. Also, in my way of thinking, one can never have enough Honour, so people who exceed the "Great Honour" window still count as having Great Honour. Put simply: no-one takes penalties for being in the low-Honour window, instead players get a +1 to all rolls for for having Great-Honour or more.
Everyone get's a fate-point/mulligan honour-purge, regardless of their current Honour. (Restricted to one per player, per session, of course). However, if your character has less than Great Honour, he is lucky to be washed up on a beach on a desert island with no water, possessing only rags and such. (The character is usually simply captured, stripped of the equipment he was carrying, or both!)
Once per session, a player may modify any of his character's dice rolls, either way, by an amount equal to his Honour dice size. (Thanks to Hannibal {Garag/Zemiah/Tehlu} for that little chestnut!)
Temporal Honour does not exist, Honour is simply applied then and there, rather than divided by four as per the core rules.
No-one uses item hit-point rules, items are either working or broken. (Critical or Fumble results can deem a broken weapon, shield or armour {etc.} as appropriate). When damaging an item in this way (checking the result on the D1000 Fumble table) the following procedure is to roll a saving throw for the item in question, failure indicating damage sustained (usually a straight shatter, broken, however the real extent of the damage is left at the G.M.s discretion). People with skills related to this (armour/weapon maintenance, etc.) automatically repair if given the time and tools to do so..
Ring-Mail counts as Chainmail for the purposes of determining modifiers for Thief Skills.
Magick Weapons & Armour: The enchantment level (i.e. +1, +2, +3, etc.) of the weapon, armour or shield increases all of the possible categories (with the exception of weapon speed!) it can by the same degree, 1st Edition Old School. For instance, a longsword + 1 not only incurs a bonus to hit and damage, but also weighs one pound less, has + 1 to it's saving throw for durability, etc. Any Rogue (i.e. Thief, Bard, etc.) wearing magick armour also gains a fractional benefit to their thief skills. Example: Maud Reginaulde is wearing a set of Elven Chainmail of Astral Projection +3, so she gains a three percent bonus to all her thief skills that are modified by her wearing armour (That is to say: Pick Pockets, Open Locks, Find/Remove Traps, Move Silently, Hide in Shadows, Detect Noise and Climb Walls).
Levelling-Up: Please note that it is no longer essential to pay the 1500Gp x Level and appropriate time-out of the campaign just to roll hit-dice, increase saving throws/THAC0's etc. One simply levels up - no training required except if you wish to learn new skills.
Skill Training: No fees/training unless the character wishes to learn a new skill. Each player simply gains one roll of the mastery die, on each of his skills.
Quick Level Up Procedure: Only used in extreme circumstances, if a player hasn't levelled-up his skills, but has done everything else. Just roll two Honour dice and add that to each skill. As per usual when rolling Honour dice: open-ended rolls are not applied i.e. rolling maximum causes another throw at -1 is not happening on this, or any Honour dice throw, as per the core rules.
Multi-Classed characters:
The Experience is divided evenly among the classes.
Characters wishing to Dual-Class can do so using the Palladium way:
If a character (of any race) wants to change to a non-spell-casting class (except Minstrel or Cavalier) they may now do so by earning enough E.P.s for two whole levels 'Training' before he can begin to advance in the new class. No penalties for using old class abilities.
If a character wants to change to a spell-casting class they may now do so by earning enough E.P.s for three full levels before he can begin to advance in the new class. Again their are no penalties for using your previous' class abilities.
Characters should be able to make the switch to a class that is acceptable for their race. The level-limits are dealt with differently. Characters wishing to change must find a mentor, then they do two levels of training (three if changing to a spell-casting class, and Demi-Humans pay double: i.e. Four levels/Six levels). Humans have a bonus to their skills in order to redress the balance and offset the abilities of the other races.
The character cannot dual class if he is multi-class. Demi-Humans should be eligible for the new class. High prime requisites boost maximus level, after which players have a double Experience Points penalty, the modifier is triple after reaching triple their effective maximum level for the remainder of the characters progression. Demi-Humans not eligible for the new class can switch classes, but high prime requisites do not boost their maximus level, after which they have a quadruple Experience Points penalty, the modifier is six times the normal rate after reaching triple their effective maximum level for the remainder of the characters progression.
Use this table (taken from Chapter 3: Skills and Powers, 2nd. Edition Dungeons & Dragons) for high prime requisite scores to boost maximum level:
Take this figure when the he reaches his maximum level. Then, after exceeding this level limit (we'll call it Level Capacity or CAP for now) they progress at half the normal rate (x2 Exp. penalty). Characters changing to a class usually barred to them suffer a quadruple rate penalty (x4 Exp. penalty) for advancing once they've done the first two or three levels 'training'. To balance the disadvantage Human characters get, they are given a boon based on their culture. See my custom skill-set bonuses for further information. (Snuggle Nook)
For every 20% of Arcane Lore the character has they are able to identify +1 enchantment weapons and armour (upto +5). At the GM's discretion players may also be able to identify the nature of other, lower-level magick-items such as potions and scrolls.
Armour and Weapon rules relaxation: Any character may use any weapon or armour (non-magickal), even outside their career restrictions, however; when using a weapon not normally allowed for his profession, he has the penalties for using weapons the character is not proficient in (based on career type, i.e. Warrior, Rogue, etc.) In addition, no-one can become proficient in any weapon he is not normally allowed. Wizards are also obliged to use the spell-mishap chance based on armour type table when wearing armour. Also, for every twenty points of Arcane Lore the character has, allows him to use another +1 enchantment weapon. For instance, if a wizard had an Arcane Lore score of 59% he may wield a +2 weapon not normally allowed to him.
Relaxing the weapons specialization eligibility rules: Any fighter-career or warrior profession may specialize in a weapon (in the standard: rules only Fighters and Knights can normally specialize). Careers eligible for weapon mastery are: Fighter, Soldier, Barbarian, Knight, Paladin, Crusader, Ranger, Gladiator, Samurai & Monk. Only (single-class) Fighters can ever attain High-Mastery and Grand-Mastery.
WEAPON PROFICIENCY GROUPS
Axes; Flails; Lances; Swords; Short Swords; Clubs & Maces; Spears & Javelins; Knives & Daggers; Picks & Hammers; Pole-axes, Bills & Glaives; Polearms & Beaked Polearms; Two-Handed Axes; Two-Handed Swords; Two-Handed Hammers; Shortbows; Longbows; Crossbow Pistols; Crossbows;
Specialist Weapons (No grouping): Adze, Throwing Dagger, Throwing Axe, Throwing Hammer, Repeating Crossbow, etc.
Weapon Proficiencies:
Rogues (i.e. Thieves, Bards, etc.) may acquire 'light-crossbow' and 'shortbow' weapon proficiencies.
Priests (i.e. Clerics, Druids, etc.) may purchase the 'sling' and weapon proficiency.
Naturally, Elven characters with the 'bow bonus' trait may use any bows (except crossbows), this also applies to the trait 'sword bonus' as-well.
Boxing and Wrestling:
Pugilism and overbearing should the net damage of a punching result be either one or in to the negatives, then it still counts as 1 for the purposes of knocking out. See 'attacking without killing' in the chapter entitled Combat.
When saving against a Phantasm or Phantasmal Fireball spell (or similar) players must make an ability check against their Wis' score. (Percentile fraction not included) The difficulty is left up-to the Grift-Meister, either equal or under on a roll of a D20 with appropriate modifiers; or, as I've recently acquired several new sizes of dice, either a D16, a D20, D24 or D30 roll depending on the circumstances.
When saving against a Fireball spell or similar (usually non-targeted area effect spell) players must apply their Dex' modifier. (AC adjustment)
Acquisition of Talents and High-Level Abilities past 1st Level:
Players can acquire new talents {eligibility is dependent on occupation(s), see the Hack-Journal List, issue 4, pages 4 & 5, entitled 'Focus on S.T.P.'s Clarifying the Skills, Talents & Proficiencies...} by either...
a) Sacrificing a gained weapon proficiency slot
b) Sacrificing an ability gained at that level (such as Use Scrolls for a 9th Lv. thief, etc.)
c) Sacrificing a new spell gained for a Wizard or other magick user (Mages, Illusionists, etc. Not Priests).
Each sacrifice grants one ability, irregardless of the Build Point cost. Some talents may be barred at the Grift-Meisters discretion. (for instance, one may only be born with a photographic memory, etc.). Note: The Special Abilities from the High-Level campaigns book (2nd Edition) may be implemented in this way if the G.M. wishes.
If a spell ingredient is the target of the spell in question (such as Entangle) then the spell casting time does not incur the usual D4 penalty initiative order, but incurs a D3 initiative order penalty instead.
Simplified Critical Hit system: Instead of factoring height modifiers to the D10,000 roll, just roll a D-ten thousand, to determine whereabouts the attacker hit (location). Also, instead of the usual rigmarole of factoring all the modifiers (AC15 minus to hit modifiers, etcetera) and instead of rolling a D8 like normal this is how we do it.
Simple Crit': Roll a D24 (if you have one, otherwise just do an open-ended D20 roll), that determines what severity level critical-hit was caused. Easy-peasy.
Starting equipment booster-bundles: Same as Palladium (Revised edition) based on career type (i.e. Warrior, Priest, Rogue or Wizard), or, seeing as we don't actually have a copy to hand, we're currently using this thang from another old-school rovusystem (R.P.system):
Warriors start with a free weapon proficiency of their choice that they don't have to pay Build-Points for. It does however use up one of his weapon proficiency slots.
Rogues begin the game with Slip Away into Shadows and Stealthy Movement for free. (Rolled up normally, as if perchased once with Build-Points)
Initially Priests have Religeon (General) @ 50%, Religeon (their specific faith) & Divine Lore (both these last two are initialized like any other skill)
Wizards come into the game with Arcane Lore @ 50% and also Spellcraft (again, use the usual method of determining how much in this skill)
Last edited by Maxen on 2:43am on 15 Feb 11, edited 9 times in total.
robus rules!
-
Maxen


- Location: Andromeda
- Thanks: 7 given/2 received
- Playing: at being Knights of the Dinner Table
- Running: away from robus
- Planning: No plans, just plain lazy; make tea not war.
Re: SNUGGLE NOOK: The Next Generation
McFinnigan Jr. (a certain Miss Maggie McFinnigan from Fang') and her companion Paco Jay Meander, walked along the road south of the Shire, towards the village of Milborne. Along their way they met a portly old man named Gorander, who required someone to deliver a chest of materials, weighing 20 pounds or so, to a fellow sage in the town of Thurmeister. Seeing as the town is some hundred and fifty miles south of here, the whole journey would take roughly eight days or so,what at the pace of the pack-animals (donkeys), three days to the village of Milborne, and another five to Thurmeister. The two elven magickers accepted. After enquiring what was inside the contents of the chest, Gorander explained that t'was spell components, giving away the fact he was a fellow practitioner of the arcane arts. Gorander the Wizard explained that the chest is sealed, magickally, that 'tis warded with harmful glyphs;the old man implored the to elves to resist the temptation of opening the cargo-chest they are charged to deliver. The duo accepted. Paco bartered the reward price from 150 Gold Pennies (half-crowns) up to 180 G.p. after some smooth talking, he also managed to rince him for 5 G.p.'s worth of expenses for himself, and get Gorander to cough up half of the money up-front, the other on successful delivery of the goods.
Without further ado, the two protagonists set off. Paco, the black-elf (drow) death-mage (necromantic sole-practitioner, exterminator in the Wizard's book). Paco-Jay Meander is from a common black-elf working class family, his family humble, ordinary people. The meek of black-elf under-earth; from a broken home in the north-country, 'neath Hardcastle-Craggs, which is found a stones-throw from the Tandall-hills. Here's his character sheet:
With him was the renowned Maggie McFinnigan, Mage/Thief. Rogue-Wizard of the O'Finnigan clan legacy, extraordinary, extremely well-known family, infamous (initial Fame-Factor: 126). Maggie weighs-in at 120 lbs (that's pounds, in weight, to all jolly foreigners), she's a tall half-elven lady, clearing well-over six feet tall. Character sheet is here:
So the two elven wizards (well, one half-elven, and also the heir of a leprechaun; and he's only half-mage, half-thief, on account of her being multi-classed and all). I showed the picture:
...and they failed to notice the guy at the back going for his sword, nor the guy reaching for his blade in the foreground, so, I ruled (as Grift-Meister) that this bypassed their surprised roll and wham! The would-be agriculturalist's attacked! However, as I'm a bit of a softie, I let them roll for initiative (which turned out to be a big mistake, they went last.) Paco-Jay went to hit them with his stick (which considering the guy's a wizard and didn't have staves proficiency) meant he was wide of the mark. Maggie threw three darts at the guys, stitching him up royally! The 'farmers' fought back, hitting poor Maggie for six (again, cricket term, not number of H.P.), barley a scratch. Paco decided to run away as they spied two more archers closing in from the tree-line. He took an attack of opportunity for his troubles (two actually, one hit). Then Maggie decided to cast Sleep. He took three attacks of opportunity, they all missed!! His Sleep spell hit all of the bad-guys, they all failed their saving-throws and bam! Every bad-dude was on the deck, sleeping like babies. Paco (valiantly) returned to the fight (good job too as he woulda lost a shed load of Honour for fleeing from a fight and not returning if he hadn't come back to the field. ANYway. Maggie started looting the bodies, Paco cast Grease and downed Maggie. One of the bad-guys came to and made his second save, up and at 'em! Boom! Another hit to Maggie, another round and the bad-guy was down, greased up, propa style. Paco started slittng throats, as did Maggie, they managed to get three of them before the spell expired. The 'farmers' failed their morale check, and fled, Maggie threw a dart, it missed, he threw another (at maximum range, equal to his strength in this case) and I pointed out that he had very little chance of hitting the fleeing baddie at that range, he went for it anyway, he juuuust made it and the flying dark hit the 'farmer' in the neck as he legged it away from the two mages. Here endeth the session. Maggie got the MVP award, and some for heroic spell-casting (hand-to-hand). Until the next time. The Mac-attack.
Without further ado, the two protagonists set off. Paco, the black-elf (drow) death-mage (necromantic sole-practitioner, exterminator in the Wizard's book). Paco-Jay Meander is from a common black-elf working class family, his family humble, ordinary people. The meek of black-elf under-earth; from a broken home in the north-country, 'neath Hardcastle-Craggs, which is found a stones-throw from the Tandall-hills. Here's his character sheet:
With him was the renowned Maggie McFinnigan, Mage/Thief. Rogue-Wizard of the O'Finnigan clan legacy, extraordinary, extremely well-known family, infamous (initial Fame-Factor: 126). Maggie weighs-in at 120 lbs (that's pounds, in weight, to all jolly foreigners), she's a tall half-elven lady, clearing well-over six feet tall. Character sheet is here:
So the two elven wizards (well, one half-elven, and also the heir of a leprechaun; and he's only half-mage, half-thief, on account of her being multi-classed and all). I showed the picture:
...and they failed to notice the guy at the back going for his sword, nor the guy reaching for his blade in the foreground, so, I ruled (as Grift-Meister) that this bypassed their surprised roll and wham! The would-be agriculturalist's attacked! However, as I'm a bit of a softie, I let them roll for initiative (which turned out to be a big mistake, they went last.) Paco-Jay went to hit them with his stick (which considering the guy's a wizard and didn't have staves proficiency) meant he was wide of the mark. Maggie threw three darts at the guys, stitching him up royally! The 'farmers' fought back, hitting poor Maggie for six (again, cricket term, not number of H.P.), barley a scratch. Paco decided to run away as they spied two more archers closing in from the tree-line. He took an attack of opportunity for his troubles (two actually, one hit). Then Maggie decided to cast Sleep. He took three attacks of opportunity, they all missed!! His Sleep spell hit all of the bad-guys, they all failed their saving-throws and bam! Every bad-dude was on the deck, sleeping like babies. Paco (valiantly) returned to the fight (good job too as he woulda lost a shed load of Honour for fleeing from a fight and not returning if he hadn't come back to the field. ANYway. Maggie started looting the bodies, Paco cast Grease and downed Maggie. One of the bad-guys came to and made his second save, up and at 'em! Boom! Another hit to Maggie, another round and the bad-guy was down, greased up, propa style. Paco started slittng throats, as did Maggie, they managed to get three of them before the spell expired. The 'farmers' failed their morale check, and fled, Maggie threw a dart, it missed, he threw another (at maximum range, equal to his strength in this case) and I pointed out that he had very little chance of hitting the fleeing baddie at that range, he went for it anyway, he juuuust made it and the flying dark hit the 'farmer' in the neck as he legged it away from the two mages. Here endeth the session. Maggie got the MVP award, and some for heroic spell-casting (hand-to-hand). Until the next time. The Mac-attack.
Last edited by Maxen on 1:01am on 15 Feb 11, edited 1 time in total.
robus rules!
-
Maxen


- Location: Andromeda
- Thanks: 7 given/2 received
- Playing: at being Knights of the Dinner Table
- Running: away from robus
- Planning: No plans, just plain lazy; make tea not war.
Re: SNUGGLE NOOK: The Next Generation
Warhammer Fantasy Role-Play (2nd Edition)
Paco-Jay Meander tries his hand at being Grift-Meister, he showed promise and did his best.
This thread is continued here: http://www.ukroleplayers.com/forum/viewtopic.php?f=15&t=9443
Paco-Jay Meander tries his hand at being Grift-Meister, he showed promise and did his best.
This thread is continued here: http://www.ukroleplayers.com/forum/viewtopic.php?f=15&t=9443
Last edited by Maxen on 1:26am on 14 Dec 10, edited 1 time in total.
robus rules!
-
Maxen


- Location: Andromeda
- Thanks: 7 given/2 received
- Playing: at being Knights of the Dinner Table
- Running: away from robus
- Planning: No plans, just plain lazy; make tea not war.
Re: SNUGGLE NOOK: The Next Generation
As for the next session: Garag (a.k.a. Hannibal) will be running a human Charlatan, Maggie McFinnigan is a half-elf Mage/Thief (as y'all know well), Paco-Jay is a dark-elf [black-elf] Death-Mage (a.k.a. Necromantic specialist - sole practitioner, an adventuring career known as 'Exterminator' in the book: I re-named it as it sounded too Terminator for a classic Fantasy setting; the same goes for Demolitionist [Sorcerer], Pyrotechnician [Pyromancer] & Detective [Arcane-Tracker]) anyway Bere'junior may well make an appearance, playing a hobbit Druid, which'll be wicked! It looks like a pre-fab (namely the best dungeon crawl ever!) However could take a turn any which way, all open-ended, a myriad of possibilities, all, completely...On the Flex
-
Maxen


- Location: Andromeda
- Thanks: 7 given/2 received
- Playing: at being Knights of the Dinner Table
- Running: away from robus
- Planning: No plans, just plain lazy; make tea not war.
Re: SNUGGLE NOOK: The Next Generation
REMEMBRANCE SUNDAY SESSION
Well, here we have the next session. Two of the Home-Grown crew were here, namely Paco-Jay Meander meets Morris Baggins (a.k.a. Beren'junior). I'll uploaded a copy of the hobbit Druid's character-sheet soon-ish.
With their pony and wagon in-tow, the newly formed duo are tailed by the [N.P.C.] Maggie McFinnigan (played by yours truly – the Grift-Meister). En route to the village of Milborne, the next generation home-grown crew met a lone farmer, unfamiliar to them. A kind but simple soul, the agriculturist generously gave advise (in a broad west-county accent, which caused a few laughs). He told them of wild rumours, about how the mayor of Milborne's daughter, t'was rumoured that she has been missing for some time. The two player-characters asked the aging man to shed any light on the identity of the bandits that have been troubling these roads of late. The old man said that folks in these 'ere parts believed them to be local, but that their leader came from beneath the surface of the earth. He also kindly gave them some horse-feed from his wagon, upon hearing that they had vanquished the robbers, who were out to give farming folk a bad name in Haranshire. The men who tilde the soil and fish the waters are good-natured countrymen. Not thieves and cut-throats, as one may find rife within cities. They parted ways amicably and continued on with their quest, to reach the wizard known as Tauster, in the town of Thurmaster, and to deliver their charge to him.
The next couple of days were quiet, not so much as a hitch. Then, on the third day, while only half a days ride to the village of Milborne, came a group of sinister figures, further up ahead on the road. They were the very same “farmers” Paco had met, a few days ago. With a new leader, and a couple of new members. The group were surprised, by the men some one-hundred and fifty yards in the distance. (This was very unlucky indeed. Paco needed anything but a one or a two on a D10: failure! Morris needed anything but a one: again he failed his surprise roll! Unlucky guys!)
A pair of arrows flew forth from the trees. One struck Morris, wounding him badly. Another hit Maggie, who was already heavily wounded from the previous encounter (neither Mage had healing, and they'd only just bumped into Morris the Druid.) Paco bravely closed the distance, running ahead of Morris, who was already charging towards the bandits. P.J. attempted to subdue one of them, by coshing him over the head with his quarterstaff, while adroitly swinging about a small tree. He successfully did so, causing the robber a lone point of temporary sub-dual damage. Anyhow, the “farmers” fought back, two of them engaging Paco in hand to hand combat. Both assailants missed. However, one of the two archers took steady aim, and wham! Rolled a natural twenty, getting an open-ended dice roll on his critical roll, making it a severity level nineteen crit' to Morris's right hand! Nasty! The hobbit didn't slip into unconsciousness, but felt he was soon to bleed to death, such was the severity of the wound, combined with his expert healing knowledge. The druid took action, he immediately started casting Cure Minor Injury to stop the blood loss. Another arrow flew out and hit the hobbit. Luckily Morris the Druid had taken the Concentration talent. He needed a fifteen or more on a twenty-sider to make it. He rolled fifteen!! Amazing! Though he only healed himself for a single point of damage, the magickal healing stopped the loss of blood, gushing out from his mangled hand. Paco, swung around again, kicking the same bandit again with a wild kick to his kidneys. Although he failed to knock the robber out, he did strike a glancing-blow which messed-up his hair at least (so far he had done four points of damage, and three of those were only temporary). The bandits struck back, both missing him wildly. Arrows flew. Maggie stayed back, out of harms way. Even so, she took an arrow in the gullet, taking her down to only seven hit-points! Morris cast a couple of Entangle spells, snaring two then three of the enemies. Maggie cast two Sleep spells making one of them fall out of the tree, taking falling damage; and another bad-guys fell asleep due to Maggie's magick. The still sleeping archer who fell from the tree lost his bow up the branches. Another fell asleep right next to Paco, who pulled no punches, smacking the assailant with his staff (attack of opportunity). Then he struck again, this time against the other one. Direct hit! More damage done. The lone bandit failed his morale check. Despite another attack of opportunity that Paco hit with, he made it away alive.
It wasn't long before the duo (of player-characters) began to interrogate the ringleader. He sang like tweety-pie. Then, when he wouldn't reveal his employer's identity, a G.W. Bush style orange jump-suit interrogation technique from Paco-Jay (i.e. he smacked him about the head with a short sharp jab of his quaterstaff!) meant the bandit leader was singing like a canary once again. Giving up the information, that a priest known as Raefus had paid him to ambush them, twice.
Then, Morris saw movement in the trees. Some wolves. Also a Druidic glyph carved into a tree reading “come this way”. They followed the direction of the marker, only to find an attractive wild-woman. After discussing what to do with the captured "farmers", the duo left the Druidess Oleanne, after responding to her suggestion of releasing the locals, the prisoners they'd captured; apart from the ringleader) headed into Milborne, met Oleannes accomplice Garyld the Ranger, who furnished them with some arrows. The two also met the mayor, who, as it turned-out didn't loose his daughter, t'was in actual fact some local guy. After a kind of kangaroo court, bringing the ringleader to justice (imprisoned) the guys moved out to the tavern, had a hot meal and a bath. Paco began to busk and made his singing check. Morris and he moved onwards with the quest the following morning. Here endeth the session...
AN OFF-SHOOT
Knights of the Dining Table
I am starting a web-comic based loosely on our exploits here in the Hack-Master Home-Grown Crew. Here are some biographies of some of the characters. The web comic will have five main character's with a number of guest appearances by everyone except G.I. Joe.
The Home-Grown Crew Web-Comic Coming soon...
Sampson Murphy: (a.k.a. Murphy), a quiet man with a day-job working in a local fishmonger. He lives with his mum, likes slasher movies and is proud of his Irish heritage. Although originally from a small village, Murphy moved to Lyme-Regis with his folks some years back. He takes care of his sister from time to time and has a close-knit circle of friends, outside of the gaming group.
Sidney Davenport: (a.k.a. 'Cid'), is an outspoken G.M. and veteran role-player, who used to live with Jasper Washington. He now lives with his folks still, works as a hired-hand on an organic fruit-farm. Cid is a fan of Vampire novels and D10 systems. He isn't the most confident of guys but has a way with women. Although from the next village, Cid is as local as they get. Both he and Jasper go way back.
Byron Gundries: (a.k.a. Byron), the only beer-lad (non herbalist) in the group he again, lives with his parents. Studying towards a degree in computing, Byron keeps busy by helping his folks out around the house. His father is an artist, as is he, and although he is the only non-herbalist in the group; he is nevertheless welcome; a keen role-player, fast learner and has a witty, dry sense of humour; full of innuendo. The would-be computer programmer loves Terry Pratchett's Discworld novels and is very sociable.
Harry Cogden: (a.k.a. Har'), lived out of town by comes in on occasion to run and participate the usual D&D systems (Roll-Master, naturally). Exceptionally quick on the uptake, Har' took to Roll-master like a duck to water. As all the players, the man lives with his folks; in addition to that, the guy works in a pub and is a student of both film studies and English language. A big fan of both Zombies and also fantasy novels by R.Scott Bakker, Har' runs his own campaign, as well as participating in all the other rovus sessions, on the scene.
Jasper Washington: (a.k.a. J.W.), is a well heeled musician who has spent most of his life living homeless, in a tent on his own. After finding somewhere to live in his home-town of Lyme-Regis, he has become something of a recluse, especially after getting barred from pubs about town [long story]. He enjoys being Lyme's top Grift-Meister and is passionate about role-playing. After spending several years living on the continent, he loves to speak foreign languages, has far-out political views (Social-Anarchist/Anarco-C0mmunist!), and makes his living making scenery for war-games. He also plays guitar and piano, having done so professionally, ever since he was thrown out of home, when he was sixteen.
CAMEO ROLES include 'Muffin' (a.k.a. Maud Reginaulde-McFinnigan/Chalomite Do'Urden), Roighean (a.k.a. Alacard/Osbert Torqen) and a few others.
This web-comic is diametrically opposed to the original (and best) Knights of the Dinner Table; in the respect that no-one in K.o.t.D.T. smokes - everyone here does. Several of the Grift-Meister's belong to far-right wing political parties (nazi/republicans) in K.o.t.D.T. whereas here most of the Grift-Meister's don't care about money and Machiavellian principles (extreme-right fascist army conformist types), but are the opposite, believing in people, not ruthlessness, killing and nazism/fascism. No-one in K.o.t.D.T. plays music or party's, a lot of people we've roleplayed with do. Everyone in K.o.t.D.T. pays their dues to the H.M.A. (these fools actually pay hard cash for the privilege of being able to sit in some clinical classroom style room with strip lighting and no-where to smoke or relax!) Here we believe roleplaying should be free and enjoyed by everyone, even paupers. So, this gives you a taste of what the Home-Grown House web-comic is going to be like. Watch this space people...
Well, here we have the next session. Two of the Home-Grown crew were here, namely Paco-Jay Meander meets Morris Baggins (a.k.a. Beren'junior). I'll uploaded a copy of the hobbit Druid's character-sheet soon-ish.
With their pony and wagon in-tow, the newly formed duo are tailed by the [N.P.C.] Maggie McFinnigan (played by yours truly – the Grift-Meister). En route to the village of Milborne, the next generation home-grown crew met a lone farmer, unfamiliar to them. A kind but simple soul, the agriculturist generously gave advise (in a broad west-county accent, which caused a few laughs). He told them of wild rumours, about how the mayor of Milborne's daughter, t'was rumoured that she has been missing for some time. The two player-characters asked the aging man to shed any light on the identity of the bandits that have been troubling these roads of late. The old man said that folks in these 'ere parts believed them to be local, but that their leader came from beneath the surface of the earth. He also kindly gave them some horse-feed from his wagon, upon hearing that they had vanquished the robbers, who were out to give farming folk a bad name in Haranshire. The men who tilde the soil and fish the waters are good-natured countrymen. Not thieves and cut-throats, as one may find rife within cities. They parted ways amicably and continued on with their quest, to reach the wizard known as Tauster, in the town of Thurmaster, and to deliver their charge to him.
The next couple of days were quiet, not so much as a hitch. Then, on the third day, while only half a days ride to the village of Milborne, came a group of sinister figures, further up ahead on the road. They were the very same “farmers” Paco had met, a few days ago. With a new leader, and a couple of new members. The group were surprised, by the men some one-hundred and fifty yards in the distance. (This was very unlucky indeed. Paco needed anything but a one or a two on a D10: failure! Morris needed anything but a one: again he failed his surprise roll! Unlucky guys!)
A pair of arrows flew forth from the trees. One struck Morris, wounding him badly. Another hit Maggie, who was already heavily wounded from the previous encounter (neither Mage had healing, and they'd only just bumped into Morris the Druid.) Paco bravely closed the distance, running ahead of Morris, who was already charging towards the bandits. P.J. attempted to subdue one of them, by coshing him over the head with his quarterstaff, while adroitly swinging about a small tree. He successfully did so, causing the robber a lone point of temporary sub-dual damage. Anyhow, the “farmers” fought back, two of them engaging Paco in hand to hand combat. Both assailants missed. However, one of the two archers took steady aim, and wham! Rolled a natural twenty, getting an open-ended dice roll on his critical roll, making it a severity level nineteen crit' to Morris's right hand! Nasty! The hobbit didn't slip into unconsciousness, but felt he was soon to bleed to death, such was the severity of the wound, combined with his expert healing knowledge. The druid took action, he immediately started casting Cure Minor Injury to stop the blood loss. Another arrow flew out and hit the hobbit. Luckily Morris the Druid had taken the Concentration talent. He needed a fifteen or more on a twenty-sider to make it. He rolled fifteen!! Amazing! Though he only healed himself for a single point of damage, the magickal healing stopped the loss of blood, gushing out from his mangled hand. Paco, swung around again, kicking the same bandit again with a wild kick to his kidneys. Although he failed to knock the robber out, he did strike a glancing-blow which messed-up his hair at least (so far he had done four points of damage, and three of those were only temporary). The bandits struck back, both missing him wildly. Arrows flew. Maggie stayed back, out of harms way. Even so, she took an arrow in the gullet, taking her down to only seven hit-points! Morris cast a couple of Entangle spells, snaring two then three of the enemies. Maggie cast two Sleep spells making one of them fall out of the tree, taking falling damage; and another bad-guys fell asleep due to Maggie's magick. The still sleeping archer who fell from the tree lost his bow up the branches. Another fell asleep right next to Paco, who pulled no punches, smacking the assailant with his staff (attack of opportunity). Then he struck again, this time against the other one. Direct hit! More damage done. The lone bandit failed his morale check. Despite another attack of opportunity that Paco hit with, he made it away alive.
It wasn't long before the duo (of player-characters) began to interrogate the ringleader. He sang like tweety-pie. Then, when he wouldn't reveal his employer's identity, a G.W. Bush style orange jump-suit interrogation technique from Paco-Jay (i.e. he smacked him about the head with a short sharp jab of his quaterstaff!) meant the bandit leader was singing like a canary once again. Giving up the information, that a priest known as Raefus had paid him to ambush them, twice.
Then, Morris saw movement in the trees. Some wolves. Also a Druidic glyph carved into a tree reading “come this way”. They followed the direction of the marker, only to find an attractive wild-woman. After discussing what to do with the captured "farmers", the duo left the Druidess Oleanne, after responding to her suggestion of releasing the locals, the prisoners they'd captured; apart from the ringleader) headed into Milborne, met Oleannes accomplice Garyld the Ranger, who furnished them with some arrows. The two also met the mayor, who, as it turned-out didn't loose his daughter, t'was in actual fact some local guy. After a kind of kangaroo court, bringing the ringleader to justice (imprisoned) the guys moved out to the tavern, had a hot meal and a bath. Paco began to busk and made his singing check. Morris and he moved onwards with the quest the following morning. Here endeth the session...
AN OFF-SHOOT
Knights of the Dining Table
I am starting a web-comic based loosely on our exploits here in the Hack-Master Home-Grown Crew. Here are some biographies of some of the characters. The web comic will have five main character's with a number of guest appearances by everyone except G.I. Joe.
The Home-Grown Crew Web-Comic Coming soon...
Sampson Murphy: (a.k.a. Murphy), a quiet man with a day-job working in a local fishmonger. He lives with his mum, likes slasher movies and is proud of his Irish heritage. Although originally from a small village, Murphy moved to Lyme-Regis with his folks some years back. He takes care of his sister from time to time and has a close-knit circle of friends, outside of the gaming group.
Sidney Davenport: (a.k.a. 'Cid'), is an outspoken G.M. and veteran role-player, who used to live with Jasper Washington. He now lives with his folks still, works as a hired-hand on an organic fruit-farm. Cid is a fan of Vampire novels and D10 systems. He isn't the most confident of guys but has a way with women. Although from the next village, Cid is as local as they get. Both he and Jasper go way back.
Byron Gundries: (a.k.a. Byron), the only beer-lad (non herbalist) in the group he again, lives with his parents. Studying towards a degree in computing, Byron keeps busy by helping his folks out around the house. His father is an artist, as is he, and although he is the only non-herbalist in the group; he is nevertheless welcome; a keen role-player, fast learner and has a witty, dry sense of humour; full of innuendo. The would-be computer programmer loves Terry Pratchett's Discworld novels and is very sociable.
Harry Cogden: (a.k.a. Har'), lived out of town by comes in on occasion to run and participate the usual D&D systems (Roll-Master, naturally). Exceptionally quick on the uptake, Har' took to Roll-master like a duck to water. As all the players, the man lives with his folks; in addition to that, the guy works in a pub and is a student of both film studies and English language. A big fan of both Zombies and also fantasy novels by R.Scott Bakker, Har' runs his own campaign, as well as participating in all the other rovus sessions, on the scene.
Jasper Washington: (a.k.a. J.W.), is a well heeled musician who has spent most of his life living homeless, in a tent on his own. After finding somewhere to live in his home-town of Lyme-Regis, he has become something of a recluse, especially after getting barred from pubs about town [long story]. He enjoys being Lyme's top Grift-Meister and is passionate about role-playing. After spending several years living on the continent, he loves to speak foreign languages, has far-out political views (Social-Anarchist/Anarco-C0mmunist!), and makes his living making scenery for war-games. He also plays guitar and piano, having done so professionally, ever since he was thrown out of home, when he was sixteen.
CAMEO ROLES include 'Muffin' (a.k.a. Maud Reginaulde-McFinnigan/Chalomite Do'Urden), Roighean (a.k.a. Alacard/Osbert Torqen) and a few others.
This web-comic is diametrically opposed to the original (and best) Knights of the Dinner Table; in the respect that no-one in K.o.t.D.T. smokes - everyone here does. Several of the Grift-Meister's belong to far-right wing political parties (nazi/republicans) in K.o.t.D.T. whereas here most of the Grift-Meister's don't care about money and Machiavellian principles (extreme-right fascist army conformist types), but are the opposite, believing in people, not ruthlessness, killing and nazism/fascism. No-one in K.o.t.D.T. plays music or party's, a lot of people we've roleplayed with do. Everyone in K.o.t.D.T. pays their dues to the H.M.A. (these fools actually pay hard cash for the privilege of being able to sit in some clinical classroom style room with strip lighting and no-where to smoke or relax!) Here we believe roleplaying should be free and enjoyed by everyone, even paupers. So, this gives you a taste of what the Home-Grown House web-comic is going to be like. Watch this space people...
robus rules!
-
Maxen


- Location: Andromeda
- Thanks: 7 given/2 received
- Playing: at being Knights of the Dinner Table
- Running: away from robus
- Planning: No plans, just plain lazy; make tea not war.
Re: SNUGGLE NOOK: The Next Generation
Back to the Hack: Snuggle Nook Style
Maggie McFinnigan met Tehlu Aguna, a "male" fighter wearing an odd looking hat, in the Baron of Mutton tavern, Milborne. Looking around they found some guy, Tehlu used "his" charm con-man ability to persuade the bloke, while Maggie used her pick-pockets rogue skill. She passed, pilfering a sieve from about the mark. A quick flash of eyelashes and running a suggestive hand through her brown hair, Maggie seduced the feller, getting him to follow her outside. Tehlu shadowed the couple, into a dark alleyway. The bloke tried to fondle the hill-folk (half-elf) lady, while she recoiled, cast Sleep, then slew the bloke, robbing him swiftly afterwards. They didn't find much on him, a few coins, and some mundane items. However, in the spoils Maggie found a wizard's scroll of Magick Missile Reflection. Feeling good at the diabolic yet fortuitous deeds the duo had done, they decided to try their luck once more, re-entering the Baron of Mutton tavern; to work scams, and fleece then waste the already wasted clientele. The second mark was a wise-guy nonchalantly smoking a camden carrot (twifter, spoocher) in the corner, despite repeated attempts at conning then seducing the chap, our two protagonists failed to rince this bloke, who saw through their scam, stood up, and sat himself down at the bar. The wise-guy started speaking to the barman, who chuckled and looked over at the pair of women in the corner. (By now Tehlu had used her Hat of Disguise to change back to her original female form). Just then, a conicial helmeted watch-sergeant strode into the tavern, asking about whosoever had been seen in the company of John Bull. The bartender and wise-guy both pointed the finger at the infamous Maggie McFinnigan (-126 Infamy rating!!). Pretending to come quietly, Maggie played into the hands of watch-sergeant Grissom. Adriotly she cast a Sleep spell knocking out the entire pub full of people! All except for Sgt. Grissom and the bartender/mayor. Before you knew what was happening, the battle was joined. Tehlu went into 'Karate-Kid Crane style' stance. The mayor went for her,scoring a hit taking off a solitary single hit-point, but t'was enough to Tehlu to gain +5 temporal Honour (a stat' exclusive to the magnificent Hack-Master system). Anyhow. Maggie laid in there, calling on his deity Hilter, a natural twenty!! Only a severity level five critical hit to the hip, but he seriously wounded the watch-sergeant. Meanwhile a sleeping cook had spilled his frying pan, full off eggs and oil. setting himself on fire! The cook ran around like a mad thing, trying to put the flames out, the fire spread to the side-board, and caught fast, filling the place with acrid smoke! Tehlu moved, striking the mayor, kicking the level four warrior's behind, knocking him for six! The two gals went wild, Maggie scored another hit, wounding the other level four guy (Sgt. Grissom) for a shed-load of damage. Neither guardsman nor mayor managed to score a single hit on the pair! The two really whooped some establishment buttocks, slaying both level four fighters with seeming ease! (Both players were only level one!) The two looted the bodies quickly then swiftly made their escape through the burning kitchen, ignoring the flaming chef. The other patrons were starting to wake now. Too late! Tehlu and Maggie stole some horses then made it the hell outta there! Heading for the hills. Riding off into the sunset at breakneck speed! What an encounter!
As the two women rode away, they looked back from the hillside to see an entire quarter of Milborne in flames. The fire had spread to the jetty. Panic ensued. With her keen hill-folk (half-elven) vision, Maggie McFinnigan could see villagers, scurrying like ants, trying to put the fire out. The two holed up in some woods, and tried to get some sleep. After only an hour of shut-eye, the two were awoken by a whole train of angry villagers, led by Garyld the ranger, who'd tracked them to their hideout. Tehlu rose the sleeping Maggie and pointed her attention to the snake-like trail of torches approaching there position, The two ladies abandoned their camp and high-tailed it the hell outta there! They had an inspired idea. Circling the angry mob, the two rode around their position and headed back into the village of Milborne.
Upon approach windows were shut very quickly, the whole town avoided them. Maggie used her wall-climbing rogue abilities to scale the temple's sheer surface. It began to rain. Entering the vestry Maggie tried to sneak past the sleeping priest to unlock the treasure chest at the foot of his bed. She failed. So Maggie slew the sleeping priest before bashing the chest open, it's contents spilled across the floor. Maggie gathered them up and left, sharpish. The two girls set fire to the temple, then rode outta there.
Heading south, they crossed the river to the next village of Haraldston. On the way, they happened upon a lone farmstead where they met another ranger, by the name of Kupier (this dude was level six). They invited the fellow for a drink. The trio rode into town together, grabbed a flagon of ale each with some apple-brandy chasers. Both Maggie and Tehlu feigned downing theirs while Kupier drank round after round. The two wenches plied this guy with drinks, Maggie also slipped him some catagory J poison, as he failed roll after to roll (both against poison, strong drink and to notice what the other two were doing), Kupier keeled over. Bought the farm. Maggie cast her final Sleep spell for the day, knocking out the rest of the clientele before torching the place, after ransacking the bodies of course, They found magickal leather armour, a magick dagger, a potion of extra-healing as well as some more unidentified magickal stuff.
So anyway, Maggie ended up making the shift from Chaotic-Neutral to Chaotic-Evil, Tehlu (in an attempt to stave off the inevitable) gave all her ill-gotten gains to charity. She remains Chaotic-Good. What with all the slaying of relatively high-level heroes, the characters were on the Exp. gravy-train. Maggie made level two (in her thief side). I also have a write up of the WFRP session to do. Man! It's such a drag that their's a lame 256Kb limit on any files uploaded here, this is soooooo lame as the whole two and half hour recording of the session (we mic'd it up) can't be shared with the roleplaying community. It's only two megs; it's not asking a lot, to be able to upload files larger than a quarter of a mega-byte but such is the Ukrp policy, that they're stuck back in the dark ages with regard to file sharing. I can see why though, lest they've tonnes of people uploading hundreds of files, taking up loads of space on their servers. Still, not even a quarter a meg' per file is lame as. So. I can't be bothered to write it up just yet, you'll all just have to wait I'm afraid. I sooo wish I could just upload this file. I've already down-graded it to the lowest audible quality possible and it still wont get smaller than two megs. Oh well. Stay on the Flex. Until the next time. The Mac-attack.
Here's a shot of a LAN party shadow-magick game we had recently. Went on for like 12 hours.
Maggie McFinnigan met Tehlu Aguna, a "male" fighter wearing an odd looking hat, in the Baron of Mutton tavern, Milborne. Looking around they found some guy, Tehlu used "his" charm con-man ability to persuade the bloke, while Maggie used her pick-pockets rogue skill. She passed, pilfering a sieve from about the mark. A quick flash of eyelashes and running a suggestive hand through her brown hair, Maggie seduced the feller, getting him to follow her outside. Tehlu shadowed the couple, into a dark alleyway. The bloke tried to fondle the hill-folk (half-elf) lady, while she recoiled, cast Sleep, then slew the bloke, robbing him swiftly afterwards. They didn't find much on him, a few coins, and some mundane items. However, in the spoils Maggie found a wizard's scroll of Magick Missile Reflection. Feeling good at the diabolic yet fortuitous deeds the duo had done, they decided to try their luck once more, re-entering the Baron of Mutton tavern; to work scams, and fleece then waste the already wasted clientele. The second mark was a wise-guy nonchalantly smoking a camden carrot (twifter, spoocher) in the corner, despite repeated attempts at conning then seducing the chap, our two protagonists failed to rince this bloke, who saw through their scam, stood up, and sat himself down at the bar. The wise-guy started speaking to the barman, who chuckled and looked over at the pair of women in the corner. (By now Tehlu had used her Hat of Disguise to change back to her original female form). Just then, a conicial helmeted watch-sergeant strode into the tavern, asking about whosoever had been seen in the company of John Bull. The bartender and wise-guy both pointed the finger at the infamous Maggie McFinnigan (-126 Infamy rating!!). Pretending to come quietly, Maggie played into the hands of watch-sergeant Grissom. Adriotly she cast a Sleep spell knocking out the entire pub full of people! All except for Sgt. Grissom and the bartender/mayor. Before you knew what was happening, the battle was joined. Tehlu went into 'Karate-Kid Crane style' stance. The mayor went for her,scoring a hit taking off a solitary single hit-point, but t'was enough to Tehlu to gain +5 temporal Honour (a stat' exclusive to the magnificent Hack-Master system). Anyhow. Maggie laid in there, calling on his deity Hilter, a natural twenty!! Only a severity level five critical hit to the hip, but he seriously wounded the watch-sergeant. Meanwhile a sleeping cook had spilled his frying pan, full off eggs and oil. setting himself on fire! The cook ran around like a mad thing, trying to put the flames out, the fire spread to the side-board, and caught fast, filling the place with acrid smoke! Tehlu moved, striking the mayor, kicking the level four warrior's behind, knocking him for six! The two gals went wild, Maggie scored another hit, wounding the other level four guy (Sgt. Grissom) for a shed-load of damage. Neither guardsman nor mayor managed to score a single hit on the pair! The two really whooped some establishment buttocks, slaying both level four fighters with seeming ease! (Both players were only level one!) The two looted the bodies quickly then swiftly made their escape through the burning kitchen, ignoring the flaming chef. The other patrons were starting to wake now. Too late! Tehlu and Maggie stole some horses then made it the hell outta there! Heading for the hills. Riding off into the sunset at breakneck speed! What an encounter!
As the two women rode away, they looked back from the hillside to see an entire quarter of Milborne in flames. The fire had spread to the jetty. Panic ensued. With her keen hill-folk (half-elven) vision, Maggie McFinnigan could see villagers, scurrying like ants, trying to put the fire out. The two holed up in some woods, and tried to get some sleep. After only an hour of shut-eye, the two were awoken by a whole train of angry villagers, led by Garyld the ranger, who'd tracked them to their hideout. Tehlu rose the sleeping Maggie and pointed her attention to the snake-like trail of torches approaching there position, The two ladies abandoned their camp and high-tailed it the hell outta there! They had an inspired idea. Circling the angry mob, the two rode around their position and headed back into the village of Milborne.
Upon approach windows were shut very quickly, the whole town avoided them. Maggie used her wall-climbing rogue abilities to scale the temple's sheer surface. It began to rain. Entering the vestry Maggie tried to sneak past the sleeping priest to unlock the treasure chest at the foot of his bed. She failed. So Maggie slew the sleeping priest before bashing the chest open, it's contents spilled across the floor. Maggie gathered them up and left, sharpish. The two girls set fire to the temple, then rode outta there.
Heading south, they crossed the river to the next village of Haraldston. On the way, they happened upon a lone farmstead where they met another ranger, by the name of Kupier (this dude was level six). They invited the fellow for a drink. The trio rode into town together, grabbed a flagon of ale each with some apple-brandy chasers. Both Maggie and Tehlu feigned downing theirs while Kupier drank round after round. The two wenches plied this guy with drinks, Maggie also slipped him some catagory J poison, as he failed roll after to roll (both against poison, strong drink and to notice what the other two were doing), Kupier keeled over. Bought the farm. Maggie cast her final Sleep spell for the day, knocking out the rest of the clientele before torching the place, after ransacking the bodies of course, They found magickal leather armour, a magick dagger, a potion of extra-healing as well as some more unidentified magickal stuff.
So anyway, Maggie ended up making the shift from Chaotic-Neutral to Chaotic-Evil, Tehlu (in an attempt to stave off the inevitable) gave all her ill-gotten gains to charity. She remains Chaotic-Good. What with all the slaying of relatively high-level heroes, the characters were on the Exp. gravy-train. Maggie made level two (in her thief side). I also have a write up of the WFRP session to do. Man! It's such a drag that their's a lame 256Kb limit on any files uploaded here, this is soooooo lame as the whole two and half hour recording of the session (we mic'd it up) can't be shared with the roleplaying community. It's only two megs; it's not asking a lot, to be able to upload files larger than a quarter of a mega-byte but such is the Ukrp policy, that they're stuck back in the dark ages with regard to file sharing. I can see why though, lest they've tonnes of people uploading hundreds of files, taking up loads of space on their servers. Still, not even a quarter a meg' per file is lame as. So. I can't be bothered to write it up just yet, you'll all just have to wait I'm afraid. I sooo wish I could just upload this file. I've already down-graded it to the lowest audible quality possible and it still wont get smaller than two megs. Oh well. Stay on the Flex. Until the next time. The Mac-attack.
Here's a shot of a LAN party shadow-magick game we had recently. Went on for like 12 hours.
robus rules!
-
Maxen


- Location: Andromeda
- Thanks: 7 given/2 received
- Playing: at being Knights of the Dinner Table
- Running: away from robus
- Planning: No plans, just plain lazy; make tea not war.
Re: SNUGGLE NOOK: The Next Generation
Okay people, we've had three day and night-long rovus sessions since I last wrote up a game. However, Hannibal "the Hardcore" and Paco-Jay Meander both want to do their own write-ups, which is fair enough. I have recommended that they join this website, not only to centralize everything, but because it's another Great British endeavour, what with my years spent abroad, I am every-inch a patriot. France made me who I am: Anglo-Saxon, as the late-great Wordsworth said, "I travelled among unknown men, in lands beyond the sea, nor England did I know till then: what love I bore to thee..." Anyhow, I digress. I'm posting this so that everyone who reads this stuff is kept up to speed, in the loop and on track. Hannibal the Hardcore (because he doesn't do house-rules, he's a purist Hack-Master Grift-Meister) will be writing his one up as soon as possible. He's really into it. Paco-Jay is just as enthused about Wfrp. Paco actually records all his sessions, audio, so as to meticulously go over every inch of detail.
More news: I've invited an old friend (Coolio) to join, he's a great friend and a real cosmic-ranger. Not unlike Hunter S. Thompson or Lazlo, he's really out there man. Also, we expect to be doubling the frequency of our rovus-sessions, hence more and more write-ups. As a result, we expect the return of Maud McFinnigan-Reginauld the second. Man are you guys in for them raising hell. We're already beginning to see the cracks in the crew, the difference between Good and Evil. Half of them want to burn everything, the other half - make the world a better place, to save the planet. I'm writing right now so expect another post in the next couple of hours or so...
More news: I've invited an old friend (Coolio) to join, he's a great friend and a real cosmic-ranger. Not unlike Hunter S. Thompson or Lazlo, he's really out there man. Also, we expect to be doubling the frequency of our rovus-sessions, hence more and more write-ups. As a result, we expect the return of Maud McFinnigan-Reginauld the second. Man are you guys in for them raising hell. We're already beginning to see the cracks in the crew, the difference between Good and Evil. Half of them want to burn everything, the other half - make the world a better place, to save the planet. I'm writing right now so expect another post in the next couple of hours or so...
-
Maxen


- Location: Andromeda
- Thanks: 7 given/2 received
- Playing: at being Knights of the Dinner Table
- Running: away from robus
- Planning: No plans, just plain lazy; make tea not war.
Re: SNUGGLE NOOK: The Next Generation
Meanwhile...Morris the hobbit and Paco-Jay Meadri slept in the Baron of Mutton tavern, Milborne. They awoke to the smell of acrid smoke, rapidly filling up their room. Quickly making a makeshift rope out of the bed-clothes, they descended hastily into the courtyard. The two heroes were told by locals that Maggie McFinnigan and Tehlu Aguna were holed up in a forest, north-east of Haraldston. Garlyd the ranger, along with the village priest as well as Morris Baggins and Paco-Jay Meadri led the search party, a rowdy mob of villagers, baying for the blood of the two outlaws. Morris took a job with the church (a non-exclusive and polythestic pantheon), seeing as they had very few priests. Brother Beethor had a vision one night of the church being burnt-down. This vision came to pass. Following the destruction of the temple, the two heroes of the hour: namely Morris and Paco-J', followed the tracks that the duo of femme fatales made, right up to the slope where the two camped. Paco-Jay the Death-mage cast Throw Voice to say "Come on out, with your hands held high!" to which a seemingly male voice (Tehlu) replied, "Yeah right!". Maggie McFinnigan rode away to the relative safety of the trees, the feint clip-clop of her horse could be heard, disappearing into the darkness. Meanwhile, a crowd of angry villagers chased the hill-folk (half-elf) villain into the bushes. Only Garyld the Ranger, the priest, and our two heroes stood to face Tehlu. Morris cast Entangle, snaring the lady-charlatan. Who, immediately transformed into an innocent-looking small boy, using her Hat of Disguise, (s)he then starting using 'his' con-man ability to squeeze his way out of the jam. It didn't wash, both Paco-Jay and the local layman rolled critical successes (natural 20 on an ability score check - old skool, equal or under). Anyway, they didn't fall for it. Paco-Jay started climbing the tree, hauling ropes up to a lofty branch, with the intention of dropping rocks down on the boy-arsonist.
Here came a tear in the very fabric of un-reality, Grift-Meister Hannibal the Hardcore entered the sesh. He ran his local game - which was amazing by the way. More on his write-up later. Some time past, then we were back to cases. Morris went back into town 'called by nature' to spend some time alone in the wilderness, to commune with his deity 'Ki' (ancient Sumerian nature gawd). He then went about his clerical duties, helping rebuild the local church of Tyr. Mixing up cement (made up of egg-whites, yeast and portlun stone), Brother Beethor helped with the rebuilding process, under the watchful eye of (now an N.P.C. for the moment, run by yours truly).
Meanwhile, Paco-Jay Meadri - the Deathmage - is just about to lower a twenty lbs rock on to Tehlu's head, when the {N.P.C.} ranger and the priest decide that t'was best that the law handle this, that he is to be apprehended, taken back to town, given a fair-hearing then to let the ruling Carmen and Palfrey landed-gentry decide what t'was best to do. The Grift-Meister would step-in set them back on track, before the home-brew crew tore itself apart again.
On there way back from the forest, the group were set upon by a band of angry looking orcs! Only Tehlu Aguna and Paco-Jay alone stood up to this onslaught, they hid up a tree (where they had previously said they were sleeping as a matter of fact), threw sticks down at the roving band of orcses. The green-skins tried to climb the base of the tree. Paco-J whacked the nearest one with his staff. Tehlu shouted "Use your spells WIzard!", Paco-Jay climbed up and away, he then cast Grease which meant that all but one of the five advancing orcs fell flat down to the ground. Anyhow, the Druidess came in and finished them off, as the duo waited for the spell to expire. They tried to climb the branches around the greasy parts of the treetrunk. Anyhow, t'was over. They moved on.
Once back in town: the disguised Tehlu stood trial, had a dressing down, a rap on the knuckles, then was released due to lack of evidence. Miss Aguna was however, still a suspect with regard to the recent spate of crimes, shenanigans that had transpired. Which, coincidentally, went almost hand in hand with other local rumours of a recent spate of kidnappings, banditry and the flooding of the Marshen-Mooreland near here. Rumours of roving death-dawgs, diabolic feral canines, who roam the moors after dark. The home-brew boys were charged with putting a stop to local banditry, cleaning out the moors, and most importantly, find out what is behind the flooding on Marshenmire. T'was said to be some dark magick. Money was accepted, bartered for, then exchanged with regard to promise later on of more coin.
They left the courthouse. After doing some shopping, identifying then trading a few key items by a wandering wizard (Tauster) who offered to sell his magick-Ring of Protection+3. The home-brew boys couldn't afford it, so they sauntered on, into town. T'was a bleak and dreary place and scene before them. The fishermen all downcast at the loss of their livelihood. The destruction of the wharf, jetty and south-east part of town. Opposite the street, in the Centredistrict lay the charred remains of the village pub, the Baron of Mutton, it's adjoining out-buildings, also burned to charred timbers. Paco-Jay tried for an untrained skill-check of Rousing Speech, he only just made it! Like Avatar, Wallace or more like a Mediaeval Dog Day Afternoon, the Death-Wizard managed to talk them into action - with his wooden wheel-barrow of wood-working tools, he helped the people to rebuild their lives. Maggie then appeared, all the window shutters were closed, like dominos, all down the street. A comely hill-folk princess: little-miss Maggie McFinnigan (the second) came into view, apart from the fishermen under the watchful eye of Paco-Jay Junior, everyone hid or fled. At that, business was concluded and they began to head out of town. With no particular place to go (queue guitar riff) they headed outta town. At this point, the Home-brew boys were nicely toasted, as they had been all day, off their heads on the shire's finest hobbit-pipeweed, Blitzed. As they say. They headed out to scout the moorland...
In the forest, on the prowl, in a clearing nestled within the darkwoods, the spindly clawed fingers of branches, overgrown with dense vegetation, a light could be seen in the distance. In the clearing sat upon a rock was the mystic from the village - Tauster, his staff glowing dimly in the night, moths and insects playing about it, as he rose from the lodestone. "Greetings fellow traveller." said Tauster the Wizard. "I look and see you sorcerer, I see your path." said the frosty Druidess, her wolves were quiet, passing all about her. Oleanna continued, "Have you the dweomer we spoke of, Wizard?" "But of course, m'ilady.", sneering a portly expression, he handed her the scroll. "Well it's of no use to me!", exclaimed the Druidess. "You'll have to cast it." "Very well madam", replied the old man before sparking up a wizard-wood pipe, of hobbit variety. "A moment to gather myself." Tauster hesitated, before putting his pipe-down beside him, he blew out smoke-rings which lit, blues, reds and yellow, swirling in speed as his chanting increased. Tauster's hands started spinning, in-time with the smoke-light rings; then came a flash of light and tada! From his dying pipesmoke, came a forth the etheral, wispy form of late Kupier the ranger, his spirit of the forest formed like a genii from a lamp. The two magickers spaek to the otherworld spirit, trying to glean knowledge of what may be important...
After the ceremony Tauster took off, the home-brew crew came along to the clearing. Oleanna emerged, before the three players. Telling them of a wounded village boy who's contracted a hereditary condition of lycanthropy. The afraid tweenage boy changed into bear-form on the last full-moon and hasn't changed back. She asks the home-grown crew to not hurt the boy but help them capture him alive, that she may be able to calm him, help the lad understand what is happening. The Druidess told the home-brew boys about her efforts to track any trace of the werebear, that Oldeanna had found him wounded, wandering about the place. He seemed to be following the river. They agreed to help her, formulated a plan involving a lame donkey sympathy trap, lure the 'beast' with old Wonky as bait, then bash it's head and put it down with spells. Oleanna found it with her tracking spellstuff abilities, her wolves initiating the attack, then Tehlu immediately took off all his (well, her) armour, put down his (her) weapons, then waded in there. The others stayed back as Oleanna tried to draw it's attacks, she took a hit for her trouble. Tehlu used her Martial Arts: Fung-Chi style skill-set to whoop some, she missed, three times. Paco Jay tried to subdue the lycanthrope-boy, with little-more success than her fellow home-grown crewmember's attempt. Maggie waded in there with her club, a fumble! Her club broke. The wounded wearbear struck back, it's paws and maw slashing a few of them. Paco-Jay back-tracked then cast Disable Hand which put the beasts' south paw out of commission. Tehlu smacked the thing, caining him bad with the flurry of Eagle-Claw Martial Art's Special Maneuver (Hack-Master rules okay!). The Druidess cast an Entangle spell and everyone calmed down, healed up, soothing words were exchanged by the Druid temptress (see picture).
Anyhow, the group went on to the town of Thurmeister, home of the Wizard Tauster. There they met Count Carmen, they were commissioned to escort a river-boat barge down river, back to Milborne. The group sold up some stuff, stocked up on supplies, then were summoned to the manor house, the Caerman mansion. There, the young son of the noble wanted to meet the adventurers, fascinated about their heroic (or rather anti-hero like) deeds. Adventures. He asked to join-up with the crew. Much to his father's dismay, who didn't approve of the exploits. Tehlu said that t'was the boys decision, if he wanted to come with them. The crew left, with the young esquire, and a sharp look of disapproval from the eighteen year old boy's family. Anyhow, they headed on down the river... After meeting the barge-man, flanked by two warriors either side of him. Awat t'was a pleasant one, amidst the misty morning they set-off downstream. But then river ran fast, faster than usual. A wind kicked up so they decided to moor at the next jetty. T'wasn't far. They moored up for the night. Then came a howl of one of the crew-men. Waking everybody, one of the two fighters was uniting the Santa-Maria from her tender. The other woken warrior followed suit, Tehlu, up and about in her nightgown started doing the same. Before long, what with all hands on deck, the Santa Maria cast off in good time. With the speed of the river now raging. She flowed downstream fast, followed by someone in a glider,gaining on the speeding barge, fast. The wind tore against them, the barge was traveling backwards downstream. Paco Jay took immediate action, helping the barge-man right the tiller against the current-flow. They managed to right the craft. The glider-rider landed upstream, he began casting Hold Person on one of the hired henchmen fighters. He fell overboard and went to davey-joneses locker. (Why are pirates called pirates: 'Cos they arrrr....hehehe, anyway, where were we: oh yes. We were being chased downstream by some nasty men. The dark-priest began handing out potions to his crew, two of his lackeys took to the air after ingesting a dose of flying potion each. The same happened the following round, until Mr. Glider-Rider took to the air once more. The thieves and warriors surrounding the crew closed in. Maggie used her darts adoitly. Tehlu had the barge-man reloading a spare crossbow from the fallen warrior from inside the boat, taking shots from out of a port-hole. The thieves retaliated with crossbow shots of their own. Missing the mark. Paco Jay burned Maggie with a Burning Hands spell, also hitting several of the bad-guys. The dark-priest Draygor cast Silence 15 foot Radius, to no avail, as Maggie had the Voiceless Casting Silent-spell Talent. The bandits closed. Maggie fumbled again! Just at the wrong moment. The dark-priest Draygor waded in there hand to hand. One of the evil-warriors struck Paco Jay for a severity level four critical to the hip. Savage. Tehlu fumbled aswell. It was only after Maggie and Tehlu put down some serious hand to hand wallopings, Tehlu brandished dual scimitars, caining the bad-guys. Maggie had a staff just whacking them. Paco-Jay jumped ship. As did the evil-ones, under cover of Darkness. Just as they were running away, Maggie scored a critical on one of them with her attack of opportunity, with the follow-through damage system in place she actually wasted three of the fleeing bandits in one foul-swoop! (They were on low hit points at this moment, hence the failed morale check: flight thang) Anyhow. The heroes patched-up, cleaned up, then dreged the river for bodies. T'was not shallow, this far downstream, so they found loads of magick-loot, just basic weapons and armour, etc. The boy came from out from underneath the stowaway place at the start of the voyage, just as the crew came into town. He youth told them of the tale of the Keep, Broken-Tower, within the realm. Anyhow, the guys completed the mission. Count Palfrey had Count Carmen waiting. The players agreed to relinquish the boy, much to his family's appreciation. It was tense for a while.
So here it was. Tehlu is now officially a Level Two Charlatan (Con-man package). Maggie is Level 3/2 Rogue/Wizard. Paco is a Level 2 Deathmage (a.k.a.Exterminator) and Morris Baggins is a Level 2 Druid.
Here came a tear in the very fabric of un-reality, Grift-Meister Hannibal the Hardcore entered the sesh. He ran his local game - which was amazing by the way. More on his write-up later. Some time past, then we were back to cases. Morris went back into town 'called by nature' to spend some time alone in the wilderness, to commune with his deity 'Ki' (ancient Sumerian nature gawd). He then went about his clerical duties, helping rebuild the local church of Tyr. Mixing up cement (made up of egg-whites, yeast and portlun stone), Brother Beethor helped with the rebuilding process, under the watchful eye of (now an N.P.C. for the moment, run by yours truly).
Meanwhile, Paco-Jay Meadri - the Deathmage - is just about to lower a twenty lbs rock on to Tehlu's head, when the {N.P.C.} ranger and the priest decide that t'was best that the law handle this, that he is to be apprehended, taken back to town, given a fair-hearing then to let the ruling Carmen and Palfrey landed-gentry decide what t'was best to do. The Grift-Meister would step-in set them back on track, before the home-brew crew tore itself apart again.
On there way back from the forest, the group were set upon by a band of angry looking orcs! Only Tehlu Aguna and Paco-Jay alone stood up to this onslaught, they hid up a tree (where they had previously said they were sleeping as a matter of fact), threw sticks down at the roving band of orcses. The green-skins tried to climb the base of the tree. Paco-J whacked the nearest one with his staff. Tehlu shouted "Use your spells WIzard!", Paco-Jay climbed up and away, he then cast Grease which meant that all but one of the five advancing orcs fell flat down to the ground. Anyhow, the Druidess came in and finished them off, as the duo waited for the spell to expire. They tried to climb the branches around the greasy parts of the treetrunk. Anyhow, t'was over. They moved on.
Once back in town: the disguised Tehlu stood trial, had a dressing down, a rap on the knuckles, then was released due to lack of evidence. Miss Aguna was however, still a suspect with regard to the recent spate of crimes, shenanigans that had transpired. Which, coincidentally, went almost hand in hand with other local rumours of a recent spate of kidnappings, banditry and the flooding of the Marshen-Mooreland near here. Rumours of roving death-dawgs, diabolic feral canines, who roam the moors after dark. The home-brew boys were charged with putting a stop to local banditry, cleaning out the moors, and most importantly, find out what is behind the flooding on Marshenmire. T'was said to be some dark magick. Money was accepted, bartered for, then exchanged with regard to promise later on of more coin.
They left the courthouse. After doing some shopping, identifying then trading a few key items by a wandering wizard (Tauster) who offered to sell his magick-Ring of Protection+3. The home-brew boys couldn't afford it, so they sauntered on, into town. T'was a bleak and dreary place and scene before them. The fishermen all downcast at the loss of their livelihood. The destruction of the wharf, jetty and south-east part of town. Opposite the street, in the Centredistrict lay the charred remains of the village pub, the Baron of Mutton, it's adjoining out-buildings, also burned to charred timbers. Paco-Jay tried for an untrained skill-check of Rousing Speech, he only just made it! Like Avatar, Wallace or more like a Mediaeval Dog Day Afternoon, the Death-Wizard managed to talk them into action - with his wooden wheel-barrow of wood-working tools, he helped the people to rebuild their lives. Maggie then appeared, all the window shutters were closed, like dominos, all down the street. A comely hill-folk princess: little-miss Maggie McFinnigan (the second) came into view, apart from the fishermen under the watchful eye of Paco-Jay Junior, everyone hid or fled. At that, business was concluded and they began to head out of town. With no particular place to go (queue guitar riff) they headed outta town. At this point, the Home-brew boys were nicely toasted, as they had been all day, off their heads on the shire's finest hobbit-pipeweed, Blitzed. As they say. They headed out to scout the moorland...
In the forest, on the prowl, in a clearing nestled within the darkwoods, the spindly clawed fingers of branches, overgrown with dense vegetation, a light could be seen in the distance. In the clearing sat upon a rock was the mystic from the village - Tauster, his staff glowing dimly in the night, moths and insects playing about it, as he rose from the lodestone. "Greetings fellow traveller." said Tauster the Wizard. "I look and see you sorcerer, I see your path." said the frosty Druidess, her wolves were quiet, passing all about her. Oleanna continued, "Have you the dweomer we spoke of, Wizard?" "But of course, m'ilady.", sneering a portly expression, he handed her the scroll. "Well it's of no use to me!", exclaimed the Druidess. "You'll have to cast it." "Very well madam", replied the old man before sparking up a wizard-wood pipe, of hobbit variety. "A moment to gather myself." Tauster hesitated, before putting his pipe-down beside him, he blew out smoke-rings which lit, blues, reds and yellow, swirling in speed as his chanting increased. Tauster's hands started spinning, in-time with the smoke-light rings; then came a flash of light and tada! From his dying pipesmoke, came a forth the etheral, wispy form of late Kupier the ranger, his spirit of the forest formed like a genii from a lamp. The two magickers spaek to the otherworld spirit, trying to glean knowledge of what may be important...
After the ceremony Tauster took off, the home-brew crew came along to the clearing. Oleanna emerged, before the three players. Telling them of a wounded village boy who's contracted a hereditary condition of lycanthropy. The afraid tweenage boy changed into bear-form on the last full-moon and hasn't changed back. She asks the home-grown crew to not hurt the boy but help them capture him alive, that she may be able to calm him, help the lad understand what is happening. The Druidess told the home-brew boys about her efforts to track any trace of the werebear, that Oldeanna had found him wounded, wandering about the place. He seemed to be following the river. They agreed to help her, formulated a plan involving a lame donkey sympathy trap, lure the 'beast' with old Wonky as bait, then bash it's head and put it down with spells. Oleanna found it with her tracking spellstuff abilities, her wolves initiating the attack, then Tehlu immediately took off all his (well, her) armour, put down his (her) weapons, then waded in there. The others stayed back as Oleanna tried to draw it's attacks, she took a hit for her trouble. Tehlu used her Martial Arts: Fung-Chi style skill-set to whoop some, she missed, three times. Paco Jay tried to subdue the lycanthrope-boy, with little-more success than her fellow home-grown crewmember's attempt. Maggie waded in there with her club, a fumble! Her club broke. The wounded wearbear struck back, it's paws and maw slashing a few of them. Paco-Jay back-tracked then cast Disable Hand which put the beasts' south paw out of commission. Tehlu smacked the thing, caining him bad with the flurry of Eagle-Claw Martial Art's Special Maneuver (Hack-Master rules okay!). The Druidess cast an Entangle spell and everyone calmed down, healed up, soothing words were exchanged by the Druid temptress (see picture).
Anyhow, the group went on to the town of Thurmeister, home of the Wizard Tauster. There they met Count Carmen, they were commissioned to escort a river-boat barge down river, back to Milborne. The group sold up some stuff, stocked up on supplies, then were summoned to the manor house, the Caerman mansion. There, the young son of the noble wanted to meet the adventurers, fascinated about their heroic (or rather anti-hero like) deeds. Adventures. He asked to join-up with the crew. Much to his father's dismay, who didn't approve of the exploits. Tehlu said that t'was the boys decision, if he wanted to come with them. The crew left, with the young esquire, and a sharp look of disapproval from the eighteen year old boy's family. Anyhow, they headed on down the river... After meeting the barge-man, flanked by two warriors either side of him. Awat t'was a pleasant one, amidst the misty morning they set-off downstream. But then river ran fast, faster than usual. A wind kicked up so they decided to moor at the next jetty. T'wasn't far. They moored up for the night. Then came a howl of one of the crew-men. Waking everybody, one of the two fighters was uniting the Santa-Maria from her tender. The other woken warrior followed suit, Tehlu, up and about in her nightgown started doing the same. Before long, what with all hands on deck, the Santa Maria cast off in good time. With the speed of the river now raging. She flowed downstream fast, followed by someone in a glider,gaining on the speeding barge, fast. The wind tore against them, the barge was traveling backwards downstream. Paco Jay took immediate action, helping the barge-man right the tiller against the current-flow. They managed to right the craft. The glider-rider landed upstream, he began casting Hold Person on one of the hired henchmen fighters. He fell overboard and went to davey-joneses locker. (Why are pirates called pirates: 'Cos they arrrr....hehehe, anyway, where were we: oh yes. We were being chased downstream by some nasty men. The dark-priest began handing out potions to his crew, two of his lackeys took to the air after ingesting a dose of flying potion each. The same happened the following round, until Mr. Glider-Rider took to the air once more. The thieves and warriors surrounding the crew closed in. Maggie used her darts adoitly. Tehlu had the barge-man reloading a spare crossbow from the fallen warrior from inside the boat, taking shots from out of a port-hole. The thieves retaliated with crossbow shots of their own. Missing the mark. Paco Jay burned Maggie with a Burning Hands spell, also hitting several of the bad-guys. The dark-priest Draygor cast Silence 15 foot Radius, to no avail, as Maggie had the Voiceless Casting Silent-spell Talent. The bandits closed. Maggie fumbled again! Just at the wrong moment. The dark-priest Draygor waded in there hand to hand. One of the evil-warriors struck Paco Jay for a severity level four critical to the hip. Savage. Tehlu fumbled aswell. It was only after Maggie and Tehlu put down some serious hand to hand wallopings, Tehlu brandished dual scimitars, caining the bad-guys. Maggie had a staff just whacking them. Paco-Jay jumped ship. As did the evil-ones, under cover of Darkness. Just as they were running away, Maggie scored a critical on one of them with her attack of opportunity, with the follow-through damage system in place she actually wasted three of the fleeing bandits in one foul-swoop! (They were on low hit points at this moment, hence the failed morale check: flight thang) Anyhow. The heroes patched-up, cleaned up, then dreged the river for bodies. T'was not shallow, this far downstream, so they found loads of magick-loot, just basic weapons and armour, etc. The boy came from out from underneath the stowaway place at the start of the voyage, just as the crew came into town. He youth told them of the tale of the Keep, Broken-Tower, within the realm. Anyhow, the guys completed the mission. Count Palfrey had Count Carmen waiting. The players agreed to relinquish the boy, much to his family's appreciation. It was tense for a while.
So here it was. Tehlu is now officially a Level Two Charlatan (Con-man package). Maggie is Level 3/2 Rogue/Wizard. Paco is a Level 2 Deathmage (a.k.a.Exterminator) and Morris Baggins is a Level 2 Druid.
robus rules!
-
Maxen


- Location: Andromeda
- Thanks: 7 given/2 received
- Playing: at being Knights of the Dinner Table
- Running: away from robus
- Planning: No plans, just plain lazy; make tea not war.
Re: SNUGGLE NOOK: The Next Generation
Simple Character Generator Program
Here's a Character Generator (someone elses). I've had to split it as it's 75K short of the maximum upload limit for ukrp. So here's the RAR-file, divided into two parts. Just run the exe-file. This is for Hack-Master only, naturally.
Here's a Character Generator (someone elses). I've had to split it as it's 75K short of the maximum upload limit for ukrp. So here's the RAR-file, divided into two parts. Just run the exe-file. This is for Hack-Master only, naturally.
robus rules!
-
Maxen


- Location: Andromeda
- Thanks: 7 given/2 received
- Playing: at being Knights of the Dinner Table
- Running: away from robus
- Planning: No plans, just plain lazy; make tea not war.
Re: SNUGGLE NOOK: The Next Generation
Here's a handy reference-list I typed up, to bring together all of the early material in the Knights of the Dinner Table comic book, for use in Hack-Master. This document will give you an idea of the wealth of material available to would-be Hack-Master Grift-Meisters. Max-out.
robus rules!
-
Maxen


- Location: Andromeda
- Thanks: 7 given/2 received
- Playing: at being Knights of the Dinner Table
- Running: away from robus
- Planning: No plans, just plain lazy; make tea not war.
Re: SNUGGLE NOOK: The Next Generation
Encyclopedia Siderātus: Verbatim et Literatim
This is a list of creatures from a dictionary complied by yours truly - Maxen the Saxon. In keeping with etymology, these monsters are all kept true to form in their original state, from folk-lore, not changed somehow to suit a game-book manual but instead I have striven to keep each and every entry as near as possible to the point of origin. That is to say, where it was first written. These entries will almost certainly shatter your view on what these now Americanized creatures really are. I read that the founder (Gary Gygax, a.k.a. “Colonel Play Doh”) actually based his first bestiary (the monstrous manual) on some toys he used as mini's! He made the whole lot up, on the flex, with little or no research. Very imaginative, however way off the mark. The following entry in one of the tomes I used to create this list is very appropriate here...
Amuck'. To run amuck. To talk or write on a subject of which you are wholly ignorant. The Malays, under the influence of opium, became so excited that they sometimes rushed forth with daggers, yelling “Amoq! Amoq!” (Kill! Kill!), and fall foul of any one they chance to meet.
“ Satire's my weapon, but I am too discreet to run amuck and tilt at all I meet.” Pope: Satires, i. 69-70
I intend to discover the true origin of these monsters, almost all named erroneously. Did you know that orcs are originally aquatic creatures? Or that the duergar have strong magickal powers? All will be revealed...
I am aware that it is traditional to write an encyclopedia in alphabetical-order, however many of these mythical beings overlap with one another; accordingly I have striven to keep everything in order, but have placed relevant entries adjacent to one another, so as to facilitate ease of reading.
In addition to that, I have omitted any gawds or greater-dæmons, simply because it's a weight of material. I will cover these entities in forthcoming documents. The Mac-attack.
A
Abaddon (Revelation ix. 11; from the Hebrew word abad meaning “he perished”) The angel of the bottomless pit.
“The angell of the bottomlesse pytt, whose name in the Hebrew tongue is Abadon.” - Tindale.
Abam'bou. The evil spirit of the Camma tribes in Africa. A fire is kept always burning in his house. He has the power of causing sickness and death. Note: I [Maxen] met a guy who had a bad experience with voodoo witches in Brazil. The religion these people followed bore a similar name, and may well relate to this African spirit. The variant voodoo sect followed a faith known as Umbandu.
Abonde (Dame, lady). The French Santa Claus, the good fairy who comes at night to bring toys to children while they sleep, especially on New Years Day.
Abou Jahi'a. The angel of death in Mohammedan mythology. Called Azræl by the Arabs, and Mordad by the Persians.
Aboulomri (in Mohammedan mythology). A fabulous bird of the vulture sort which lives up-to a thousand years. Called by the Persians Kerkēs, and by the Turks Ak-Baba. - Herbelot.
Aso'ors . Evil genii of the Indians (Asian).
Astral Spirits . The spirits of the stars. According to the mythology of the Persians, Greeks, Jews and many others, each star has its special spirit (see the Dogan people of Mali, Banya-Gara. Also the archaeologist Griel and the Pogolo artifact). Paracelsus maintained that every man had his attended star, which received him at death, and took charge of him until the great resurrection.
At'tercop. (from the Anglo-Saxon words, atter, meaning poison; and cop, which is spider). The attercop is a poison-spider. Our word for cob-web should actually be cop-web, i.e. spider-web. The primary meaning of the word attercop is an ill-tempered person, who mars all sociability.
Audhum'la. [meaning the nourishing power], in Scandinavian mythology, is the cow created by Surt to nourish Ymir. She supplied him with four rivers of milk, and was herself nourished by licking the rocks.
“The breath of Audhumla was very sweet, but her milk was bitter.”
Aulay, in Indian (Asian) mythology, is the horse with a huge elephant-like trunk, on which Baly rode.
Automaton – plural, automatons or automata (from the Greek autos-mao, meaning I-self-move). Machines which imitate actions, etc., of living creatures. The most famous are the following:- (1) The pigeon that could fly, made, B.C. 400, by Archytas of Tarentum; (2) the wooden eagle of Regiomontanus, the German, which flew from the city of Kœnigsberg to meet the emperor, saluted him, and returned, 1436-1476; (3) the duck of Vaucanson of Grenoble, which could eat and drink, and even in a way digest food; it's wings, viscera, bones, etc., minutely resembled those of a living animal. Vaucanson also made an image of Pan, which, at the beck of Syrinx, rose from his seat, played his pipe, bowed when applauded, and sat down again. He also made an asp which, on being touched by an actress, in the character of Cleopatra, flew at her breast with a maligned hiss. Louis XV set him to make a human figure, but he died before he had completed it.
Az'ræl (Three syllables). The angel that watches over the dying, and takes the soul from the body. The angel of death. He will be the last to die, but will do so at the second trump of the archangel.
“The Mohammedan doctors say that Azræl was commissioned to inflict the penalty of death on all mankind.” - H.Christmas.
The wings of Azræl. The approach of death; the signs of death coming on the dying. (see Wraith)
“Those who listen in the...watches of the night for the wings of Azræl.” - Besant.
Azu'riel. The fairy who owned what we now call Holland Park, in London. King O'beron gave him his daughter Kenna in marriage when he drove Albion from his empire. Albion invaded Kensington, the territory of King Oberon, but was slain in battle by Azuriel. (Tickell.) also see under the entry: Fairy
B
Babau. The bogie with which nurses in Langedoc terrify unruly children.
Bacchis. A sacred bull which changed it's colour every hour of the day. (Egyptian mythology.)
Banshee. A supposed domestic spirit of certain Eire or Highland Ecossæ families, supposed to take an interest in its welfare, and to wail at the death of one of the family. The Welsh “Cyhyræth.” is a sort of Banshee. The distinction of a Banshee is allowed only to families of pure Milesian stock. (Gælic, ban-sith, a woman-fairy.)
Bahr Geist. A banshee or grey-spectre. “Know then (said Eveline) it [the Bahr Geist] is a spectre, usually the image of the departed person, who, either for wrong suffered sustained during life, or through treasure hidden,...haunts the spot from time to time, becomes familiar to those who dwell there, and takes an interest in their fate.” - Sir Walter Scott: The Betrothed, chapter 15.
Barb. A Barbary steed, noted for docility, speed, endurance and spirit.
Barbed Steed (from the French word, bardé, meaning caparisoned; also a corruption of the word barded).
“...and now, instead of mounting barbëd steeds to fright the souls of fearful adversaries, he capers nimbly in a ladies chamber, to the lascivious pleasing of a lute.” - Shakespeare: Richard III., act I. 1.
Ba'yard (from the French word, bay-ard, meaning “high-bay”: the name used for any valuable or wonderful horse). A horse of incredible swiftness, belonging to the four sons of Ay'mon. If only one of those sons mounted, the horse is of ordinary size; but if all four mounted his body became elongated to the requisite length. (Villeneuve: Les Quatre-Filz Aymon.)
Keep the bayard in the stable, i.e. keep what is of value under lock and key.
Bold as a Blind Bayard. Meaning foolhardy. If a blind horse leaps, the chance is he will fall into a ditch. Grose mentions the following expression, To ride bayard of ten toes - “Going to the marrow-bone stage” - i.e. walking.
Bayar'do. The famous steed of Rinaldo, which once belonged to Am'adis of Gaul. Rayardo's Leap. Three stones, about thirty yards apart, near Sleaford. It is said that Rinaldo was riding on his favourite steed. Bayardo, when the demon of the place sprang behind him; but the animal in terror took three tremenous leaps and unhorsed the fiend.
Basilisk. (from the Greek words basiliskos, meaning little king; also from basileus, meaning a king). A fabulous snake-like creature who is the king of the serpents. It is so called from the crown or mitre-shaped crest on it's head. It's glance is deadly, and can be attacked only by using a mirror. The word in the Bible translates as cocktrice (Jer. 8, 17.). It has the power of “looking any one dead on whom it fixes it's eyes.” Hence Dryden makes Clytus say to Alexander, “Nay, frown not so; you cannot look me dead.” It is alleged to have hatched by a serpent from a cockerel's egg.
“Like a boar plunging his tusk in mastiff's gore; or basilisk, when roused, whose breath, teeth, sting, and eyeballs all are death.” - King: Art of Love.
Befa'na. (The name is a corruption of Epiphania.) The good fairy of Italian children, who is supposed to fill their stockings with toys when they go to bed on Twelfth Night. Some one enters the children's bedroom for the purpose, and the wakeful youngsters cry out “Ecco la Befa'na.” According to legend, Befana was too busy with house affairs to look after the Magi when they went to offer their gifts, and said she would wait to see them on their return; but they went another way, and Befana, every Twelfth Night, watches to see them.
Behe'moth (From Hebrew; The word is generally, but incorrectly, pronounced Be'hemoth; but Milton, like Thomson, places the accent on the second syllable. ). The hippopot'amus; once thought to be the rhinoceros. (See Job. xl. 15.)
“Behold! in plaited mail, Behe'moth rears his head.” Thomson: Summer, 709, 710.
“Scarce from his mold Behemoth, biggest born of earth, upheaved his vastness.” Milton: Paradise Lost, vii, 471.
This is a list of creatures from a dictionary complied by yours truly - Maxen the Saxon. In keeping with etymology, these monsters are all kept true to form in their original state, from folk-lore, not changed somehow to suit a game-book manual but instead I have striven to keep each and every entry as near as possible to the point of origin. That is to say, where it was first written. These entries will almost certainly shatter your view on what these now Americanized creatures really are. I read that the founder (Gary Gygax, a.k.a. “Colonel Play Doh”) actually based his first bestiary (the monstrous manual) on some toys he used as mini's! He made the whole lot up, on the flex, with little or no research. Very imaginative, however way off the mark. The following entry in one of the tomes I used to create this list is very appropriate here...
Amuck'. To run amuck. To talk or write on a subject of which you are wholly ignorant. The Malays, under the influence of opium, became so excited that they sometimes rushed forth with daggers, yelling “Amoq! Amoq!” (Kill! Kill!), and fall foul of any one they chance to meet.
“ Satire's my weapon, but I am too discreet to run amuck and tilt at all I meet.” Pope: Satires, i. 69-70
I intend to discover the true origin of these monsters, almost all named erroneously. Did you know that orcs are originally aquatic creatures? Or that the duergar have strong magickal powers? All will be revealed...
I am aware that it is traditional to write an encyclopedia in alphabetical-order, however many of these mythical beings overlap with one another; accordingly I have striven to keep everything in order, but have placed relevant entries adjacent to one another, so as to facilitate ease of reading.
In addition to that, I have omitted any gawds or greater-dæmons, simply because it's a weight of material. I will cover these entities in forthcoming documents. The Mac-attack.
A
Abaddon (Revelation ix. 11; from the Hebrew word abad meaning “he perished”) The angel of the bottomless pit.
“The angell of the bottomlesse pytt, whose name in the Hebrew tongue is Abadon.” - Tindale.
Abam'bou. The evil spirit of the Camma tribes in Africa. A fire is kept always burning in his house. He has the power of causing sickness and death. Note: I [Maxen] met a guy who had a bad experience with voodoo witches in Brazil. The religion these people followed bore a similar name, and may well relate to this African spirit. The variant voodoo sect followed a faith known as Umbandu.
Abonde (Dame, lady). The French Santa Claus, the good fairy who comes at night to bring toys to children while they sleep, especially on New Years Day.
Abou Jahi'a. The angel of death in Mohammedan mythology. Called Azræl by the Arabs, and Mordad by the Persians.
Aboulomri (in Mohammedan mythology). A fabulous bird of the vulture sort which lives up-to a thousand years. Called by the Persians Kerkēs, and by the Turks Ak-Baba. - Herbelot.
Aso'ors . Evil genii of the Indians (Asian).
Astral Spirits . The spirits of the stars. According to the mythology of the Persians, Greeks, Jews and many others, each star has its special spirit (see the Dogan people of Mali, Banya-Gara. Also the archaeologist Griel and the Pogolo artifact). Paracelsus maintained that every man had his attended star, which received him at death, and took charge of him until the great resurrection.
At'tercop. (from the Anglo-Saxon words, atter, meaning poison; and cop, which is spider). The attercop is a poison-spider. Our word for cob-web should actually be cop-web, i.e. spider-web. The primary meaning of the word attercop is an ill-tempered person, who mars all sociability.
Audhum'la. [meaning the nourishing power], in Scandinavian mythology, is the cow created by Surt to nourish Ymir. She supplied him with four rivers of milk, and was herself nourished by licking the rocks.
“The breath of Audhumla was very sweet, but her milk was bitter.”
Aulay, in Indian (Asian) mythology, is the horse with a huge elephant-like trunk, on which Baly rode.
Automaton – plural, automatons or automata (from the Greek autos-mao, meaning I-self-move). Machines which imitate actions, etc., of living creatures. The most famous are the following:- (1) The pigeon that could fly, made, B.C. 400, by Archytas of Tarentum; (2) the wooden eagle of Regiomontanus, the German, which flew from the city of Kœnigsberg to meet the emperor, saluted him, and returned, 1436-1476; (3) the duck of Vaucanson of Grenoble, which could eat and drink, and even in a way digest food; it's wings, viscera, bones, etc., minutely resembled those of a living animal. Vaucanson also made an image of Pan, which, at the beck of Syrinx, rose from his seat, played his pipe, bowed when applauded, and sat down again. He also made an asp which, on being touched by an actress, in the character of Cleopatra, flew at her breast with a maligned hiss. Louis XV set him to make a human figure, but he died before he had completed it.
Az'ræl (Three syllables). The angel that watches over the dying, and takes the soul from the body. The angel of death. He will be the last to die, but will do so at the second trump of the archangel.
“The Mohammedan doctors say that Azræl was commissioned to inflict the penalty of death on all mankind.” - H.Christmas.
The wings of Azræl. The approach of death; the signs of death coming on the dying. (see Wraith)
“Those who listen in the...watches of the night for the wings of Azræl.” - Besant.
Azu'riel. The fairy who owned what we now call Holland Park, in London. King O'beron gave him his daughter Kenna in marriage when he drove Albion from his empire. Albion invaded Kensington, the territory of King Oberon, but was slain in battle by Azuriel. (Tickell.) also see under the entry: Fairy
B
Babau. The bogie with which nurses in Langedoc terrify unruly children.
Bacchis. A sacred bull which changed it's colour every hour of the day. (Egyptian mythology.)
Banshee. A supposed domestic spirit of certain Eire or Highland Ecossæ families, supposed to take an interest in its welfare, and to wail at the death of one of the family. The Welsh “Cyhyræth.” is a sort of Banshee. The distinction of a Banshee is allowed only to families of pure Milesian stock. (Gælic, ban-sith, a woman-fairy.)
Bahr Geist. A banshee or grey-spectre. “Know then (said Eveline) it [the Bahr Geist] is a spectre, usually the image of the departed person, who, either for wrong suffered sustained during life, or through treasure hidden,...haunts the spot from time to time, becomes familiar to those who dwell there, and takes an interest in their fate.” - Sir Walter Scott: The Betrothed, chapter 15.
Barb. A Barbary steed, noted for docility, speed, endurance and spirit.
Barbed Steed (from the French word, bardé, meaning caparisoned; also a corruption of the word barded).
“...and now, instead of mounting barbëd steeds to fright the souls of fearful adversaries, he capers nimbly in a ladies chamber, to the lascivious pleasing of a lute.” - Shakespeare: Richard III., act I. 1.
Ba'yard (from the French word, bay-ard, meaning “high-bay”: the name used for any valuable or wonderful horse). A horse of incredible swiftness, belonging to the four sons of Ay'mon. If only one of those sons mounted, the horse is of ordinary size; but if all four mounted his body became elongated to the requisite length. (Villeneuve: Les Quatre-Filz Aymon.)
Keep the bayard in the stable, i.e. keep what is of value under lock and key.
Bold as a Blind Bayard. Meaning foolhardy. If a blind horse leaps, the chance is he will fall into a ditch. Grose mentions the following expression, To ride bayard of ten toes - “Going to the marrow-bone stage” - i.e. walking.
Bayar'do. The famous steed of Rinaldo, which once belonged to Am'adis of Gaul. Rayardo's Leap. Three stones, about thirty yards apart, near Sleaford. It is said that Rinaldo was riding on his favourite steed. Bayardo, when the demon of the place sprang behind him; but the animal in terror took three tremenous leaps and unhorsed the fiend.
Basilisk. (from the Greek words basiliskos, meaning little king; also from basileus, meaning a king). A fabulous snake-like creature who is the king of the serpents. It is so called from the crown or mitre-shaped crest on it's head. It's glance is deadly, and can be attacked only by using a mirror. The word in the Bible translates as cocktrice (Jer. 8, 17.). It has the power of “looking any one dead on whom it fixes it's eyes.” Hence Dryden makes Clytus say to Alexander, “Nay, frown not so; you cannot look me dead.” It is alleged to have hatched by a serpent from a cockerel's egg.
“Like a boar plunging his tusk in mastiff's gore; or basilisk, when roused, whose breath, teeth, sting, and eyeballs all are death.” - King: Art of Love.
Befa'na. (The name is a corruption of Epiphania.) The good fairy of Italian children, who is supposed to fill their stockings with toys when they go to bed on Twelfth Night. Some one enters the children's bedroom for the purpose, and the wakeful youngsters cry out “Ecco la Befa'na.” According to legend, Befana was too busy with house affairs to look after the Magi when they went to offer their gifts, and said she would wait to see them on their return; but they went another way, and Befana, every Twelfth Night, watches to see them.
Behe'moth (From Hebrew; The word is generally, but incorrectly, pronounced Be'hemoth; but Milton, like Thomson, places the accent on the second syllable. ). The hippopot'amus; once thought to be the rhinoceros. (See Job. xl. 15.)
“Behold! in plaited mail, Behe'moth rears his head.” Thomson: Summer, 709, 710.
“Scarce from his mold Behemoth, biggest born of earth, upheaved his vastness.” Milton: Paradise Lost, vii, 471.
Last edited by Maxen on 10:45pm on 18 Dec 10, edited 5 times in total.
robus rules!
-
Maxen


- Location: Andromeda
- Thanks: 7 given/2 received
- Playing: at being Knights of the Dinner Table
- Running: away from robus
- Planning: No plans, just plain lazy; make tea not war.
Re: SNUGGLE NOOK: The Next Generation
This bestiary compilation is very-much work in progress so there will be regular updates, here's a taster of what's to come. I have made it generic, for any rovus system.
C
Centaur (Two syllables, pronounced properly it's CEN-TOR not cen-TAR as it is pronounced in America). Meaning simply: a huntsman. The Thessalian centaurs were half-horses, half-men. They were invited to a marriage feast, and, being intoxicated, behaved with great rudeness to the women. The Lapithæ took the women's part, fell on the centaurs, and drove them out of the country. The most famous centaur is Chiron, he is famed for justice and wisdom.
“Feasts that Thessalian centaurs never knew.” Thompson: Autumn
Thessalian means deceitful, fraudulent; hence the Greek phrases fraud or deceit, double-dealing (whose words stem from these people). They switched sides during battle, abandoning the Athenians. The Locrians had similar bad repute. But of all people, the Spartans were the most noted for Treachery.
D
Duer'gar (Two syllables). Dwarves who dwell in rocks and hills; noted for their strength, subtilty and magickal powers. The duergar are skilled in metallurgy. They are the personification of the subterranean powers of nature. According to Gotho-German mythology, the duergar were first maggots in Ymir's flesh, but afterwards assumed the likeness of men. The first duergar was Modsogner, the next Dyrin. N.B. – the Giant Ymir is [the personification or epitome of] Chaos. For more information, please read “The Book of Heroes” which is a German compilation [named “Heldenbuch”] of all the romances pertaining to Diderick and his champions. 'Tis written by Wolfram von Eschenbach.
Duergar are also known as dwerger or dwergugh.
E
Elf (plural, Elves, word of Anglo-Saxon origin, œlf). Properly, a mountain fay, but more loosely applied to those airy creatures that dance on the grass or sit in the leaves of trees and delight in the full moon. They have fair golden hair, sweet musical voices, and play magick harps. They have a king and queen, marry and are given in marriage. They impersonate the shimmering of the air, the felt but indefinable melody of Nature, and all of the little prittinesses which a lover of the country sees, or thinks he sees, in hill and dale, copse and meadow, grass and tree, river and moonlight. In nursery mythology it is written that elves or elle-folk are the personification of Providence, they are good fairys.
An elf is a being common to the folklore of most countries of northern Europe. If left undisturbed elves maintain peace with men and do them service; but if interfered with retaliate with mischief. A common characteristic of the elf is his power of becoming invisible. Elves are supposed to be fond of practical jokes.
"Fairy elves, whose midnight revels, by a forest side, or fountain some belated person sees..." - John Milton: Paradise Lost (Ib.l. 781.)
Spenser says that Prometheus called the man he made “Elfe,” who found a maid in the garden of Adonis, whom he called “Fay” of “whom all Fayres spring.”
“ Of these a mighty people shortly grew, and puissant* kings, which all the world war fayd, and to themselves all nations did subdue.” Spencer's Faërie Queen, ii. 9, stanza 70. * Puissant means power (pouvoir) in French.
Red Elf (from the Icelandic word, raud âlfr). A person gaily dressed is called a red elf, in allusion to a superstition that...[âlfr]... wear scarlet or red clothes. (see Nail's Sagas for more information.) Black elves are evil spirits; white elves: good ones.
Note: their is a lot more to this than meets the eye. In Johnson's dictionary, there are similarities between the original elves and goblins. It gets more complicated in that, although these words exsisted long before these divisions arose Heylin in is Cosmography tells us that in 1670 some people supported that opinion. Skinner gives the same etymology.
El'vish or Elfish. Irritable, peevish, spiteful; full of little mischievous ways, like the elves. Our superstitious fore-fathers thought such persons were actually “possessed” by elves; and elvish-marked is marked by elves or fairies.
“Thou elvish-marked, abortive rooting hog.” Shakespeare: Richard III., i. 3.
Hill-people or Hill-folk. A class of beings in Scandinavian tradition between the elves and the human race. They are supposed to dwell in caves and small hills, and are bent on receiving the benefits of man's redemption. To all intents and purposes, Hill-people are trolls. Note: Do not confuse these hill-folk with the hill-folk of Scotch Cameronians (a.k.a. Covanenters).
Troll or Trold (from the Icelandic word, troll.) A hill-spirit. Dwarves of northern mythology, living in hills or mounds; they are represented as stumpy, misshapen, and humpbacked, inclined to thieving, and fond of carrying off children or substituting one of their own offspring for that of a human mother. They are called hill-people (q.v.), and are especially averse to noise, from a recollection of the time when Thor used to be forever flinging his hammer after them.
In Scandinavian folklore, a creature [the troll is] sometimes described as a mere unearthly spectre. Sometimes, however, trolls are giants or giantesses possessed of magickal, and generally maleficient, powers. In Icelandic legends the trolls are cannibalistic. Trolls are reputed to be immensely rich, and especially dislike noise.
Trows. Dwarves of Orkney and Shetland mythology, similar to the Scandinavian trolls. There are land-trows and sea-trows. "Trows tak' thee" is a phrase still used by the island women when angry with their children.
G
Giants: too many to mention... more to come soon. Ak'uan, Albion , Asa Loki, Ascapart, Balan
Goblin (thought to be derived from the word guelph or ghibelline, other possible origins of the word come from the French, gobelin, meaning a lubber-fiend; Amoric [Breton] gobylin; German kobold, the demon of mines; Greek, kobalos; Russian, colfy; Cymræg [Welsh] coblyn, a “knocker;” whence the woodpecker is called in Cymræg “coblyn y coed.”; yet another contender is in Spanish duende, a house-spirit.) A familiar demon or phantom spirit. According to popular belief goblins dwelt in private houses and chinks of trees. As a specimen of forced etymology, it may be mentioned that there is a link to the being known as an elf.
In Cardiganshire the miners attribute those strange noises heard in mines to spirits called “Knockers”.
Goblin Cave. In Celtic called “Coir nan Uriskin” (cove of the satyrs), in Benvenue, Scotland.
“After landing on the skirts of Benvenue, we reach the cave or cove of the goblins by a steep and narrow defile...” - Dr. Graham
Lutin (from the French, meaning imp or elf). Although differing somewhat from the French etymology of the word, in the mythology of Normandie, a lutin is very similar to the house-spirits of Germany and Scandinavia. Sometimes it assumes the form of a horse ready equipped, and in this shape is called Le Cheval Bayard.
To lutin is to twist hair into elf-locks. Sometimes these mischievous urchins so tangle the mane of a horse or head of hair from a child, that the hair must be cut off. Le Prince Lutin, by the Countess D'Aulnoy.
Nain Rouge. A lutin or goblin of Normandie, kind to fishermen. There is another called Le petit homme rouge.
M
Mermaid: (see Bathos)
O
Orc (first mentioned in Orlando Furiso). A sea-monster that devoured men and women. He hunted the seas near Eire. Orlando threw an anchor into his open jaws, and then dragged the monster to the Irish coast, where he died.
Snuggle-Nook: In the Muggles-mythos the first orc survived the beating Orlando gave him by the lesser-gawd Luvia intervening, who stepped-in to save the last of it's kind (and the first), Luvia brought the monster back to life and also provided him with a mate. They crept out of the sea, then began populating Snuggle-Nook on the land. Zeus (who was then, and is still the chief deity of Odissian and Zelerian faiths) blinded the gawd Luvia for this act, as he foresaw horrendous repercussions, in that orcs were to become the number one most common enemy for righteous heroes to encounter.
P
Pixie (Two syllables). The Devonian Robin Goodfellows; said to be the spirits of infants who have died before baptism. The Pixy monarch holds his court like Titania or Oberon, and sends his subjects on their several tasks. The word is a diminutive of Pix, thought to be the same as Puck. (Old English, pouk, bug, bogie; Swedish, pyke; Danish, pog and pokker.)
“Ne let the pouke nor other evil sprites...fray us with things that be not.” Spenser: Epithalamion.
Pixy-led (Devonshire), Poake-ledden (Worcestershire). Meaning: to be mislead into bogs and ditches.
C
Centaur (Two syllables, pronounced properly it's CEN-TOR not cen-TAR as it is pronounced in America). Meaning simply: a huntsman. The Thessalian centaurs were half-horses, half-men. They were invited to a marriage feast, and, being intoxicated, behaved with great rudeness to the women. The Lapithæ took the women's part, fell on the centaurs, and drove them out of the country. The most famous centaur is Chiron, he is famed for justice and wisdom.
“Feasts that Thessalian centaurs never knew.” Thompson: Autumn
Thessalian means deceitful, fraudulent; hence the Greek phrases fraud or deceit, double-dealing (whose words stem from these people). They switched sides during battle, abandoning the Athenians. The Locrians had similar bad repute. But of all people, the Spartans were the most noted for Treachery.
D
Duer'gar (Two syllables). Dwarves who dwell in rocks and hills; noted for their strength, subtilty and magickal powers. The duergar are skilled in metallurgy. They are the personification of the subterranean powers of nature. According to Gotho-German mythology, the duergar were first maggots in Ymir's flesh, but afterwards assumed the likeness of men. The first duergar was Modsogner, the next Dyrin. N.B. – the Giant Ymir is [the personification or epitome of] Chaos. For more information, please read “The Book of Heroes” which is a German compilation [named “Heldenbuch”] of all the romances pertaining to Diderick and his champions. 'Tis written by Wolfram von Eschenbach.
Duergar are also known as dwerger or dwergugh.
E
Elf (plural, Elves, word of Anglo-Saxon origin, œlf). Properly, a mountain fay, but more loosely applied to those airy creatures that dance on the grass or sit in the leaves of trees and delight in the full moon. They have fair golden hair, sweet musical voices, and play magick harps. They have a king and queen, marry and are given in marriage. They impersonate the shimmering of the air, the felt but indefinable melody of Nature, and all of the little prittinesses which a lover of the country sees, or thinks he sees, in hill and dale, copse and meadow, grass and tree, river and moonlight. In nursery mythology it is written that elves or elle-folk are the personification of Providence, they are good fairys.
An elf is a being common to the folklore of most countries of northern Europe. If left undisturbed elves maintain peace with men and do them service; but if interfered with retaliate with mischief. A common characteristic of the elf is his power of becoming invisible. Elves are supposed to be fond of practical jokes.
"Fairy elves, whose midnight revels, by a forest side, or fountain some belated person sees..." - John Milton: Paradise Lost (Ib.l. 781.)
Spenser says that Prometheus called the man he made “Elfe,” who found a maid in the garden of Adonis, whom he called “Fay” of “whom all Fayres spring.”
“ Of these a mighty people shortly grew, and puissant* kings, which all the world war fayd, and to themselves all nations did subdue.” Spencer's Faërie Queen, ii. 9, stanza 70. * Puissant means power (pouvoir) in French.
Red Elf (from the Icelandic word, raud âlfr). A person gaily dressed is called a red elf, in allusion to a superstition that...[âlfr]... wear scarlet or red clothes. (see Nail's Sagas for more information.) Black elves are evil spirits; white elves: good ones.
Note: their is a lot more to this than meets the eye. In Johnson's dictionary, there are similarities between the original elves and goblins. It gets more complicated in that, although these words exsisted long before these divisions arose Heylin in is Cosmography tells us that in 1670 some people supported that opinion. Skinner gives the same etymology.
El'vish or Elfish. Irritable, peevish, spiteful; full of little mischievous ways, like the elves. Our superstitious fore-fathers thought such persons were actually “possessed” by elves; and elvish-marked is marked by elves or fairies.
“Thou elvish-marked, abortive rooting hog.” Shakespeare: Richard III., i. 3.
Hill-people or Hill-folk. A class of beings in Scandinavian tradition between the elves and the human race. They are supposed to dwell in caves and small hills, and are bent on receiving the benefits of man's redemption. To all intents and purposes, Hill-people are trolls. Note: Do not confuse these hill-folk with the hill-folk of Scotch Cameronians (a.k.a. Covanenters).
Troll or Trold (from the Icelandic word, troll.) A hill-spirit. Dwarves of northern mythology, living in hills or mounds; they are represented as stumpy, misshapen, and humpbacked, inclined to thieving, and fond of carrying off children or substituting one of their own offspring for that of a human mother. They are called hill-people (q.v.), and are especially averse to noise, from a recollection of the time when Thor used to be forever flinging his hammer after them.
In Scandinavian folklore, a creature [the troll is] sometimes described as a mere unearthly spectre. Sometimes, however, trolls are giants or giantesses possessed of magickal, and generally maleficient, powers. In Icelandic legends the trolls are cannibalistic. Trolls are reputed to be immensely rich, and especially dislike noise.
Trows. Dwarves of Orkney and Shetland mythology, similar to the Scandinavian trolls. There are land-trows and sea-trows. "Trows tak' thee" is a phrase still used by the island women when angry with their children.
G
Giants: too many to mention... more to come soon. Ak'uan, Albion , Asa Loki, Ascapart, Balan
Goblin (thought to be derived from the word guelph or ghibelline, other possible origins of the word come from the French, gobelin, meaning a lubber-fiend; Amoric [Breton] gobylin; German kobold, the demon of mines; Greek, kobalos; Russian, colfy; Cymræg [Welsh] coblyn, a “knocker;” whence the woodpecker is called in Cymræg “coblyn y coed.”; yet another contender is in Spanish duende, a house-spirit.) A familiar demon or phantom spirit. According to popular belief goblins dwelt in private houses and chinks of trees. As a specimen of forced etymology, it may be mentioned that there is a link to the being known as an elf.
In Cardiganshire the miners attribute those strange noises heard in mines to spirits called “Knockers”.
Goblin Cave. In Celtic called “Coir nan Uriskin” (cove of the satyrs), in Benvenue, Scotland.
“After landing on the skirts of Benvenue, we reach the cave or cove of the goblins by a steep and narrow defile...” - Dr. Graham
Lutin (from the French, meaning imp or elf). Although differing somewhat from the French etymology of the word, in the mythology of Normandie, a lutin is very similar to the house-spirits of Germany and Scandinavia. Sometimes it assumes the form of a horse ready equipped, and in this shape is called Le Cheval Bayard.
To lutin is to twist hair into elf-locks. Sometimes these mischievous urchins so tangle the mane of a horse or head of hair from a child, that the hair must be cut off. Le Prince Lutin, by the Countess D'Aulnoy.
Nain Rouge. A lutin or goblin of Normandie, kind to fishermen. There is another called Le petit homme rouge.
M
Mermaid: (see Bathos)
O
Orc (first mentioned in Orlando Furiso). A sea-monster that devoured men and women. He hunted the seas near Eire. Orlando threw an anchor into his open jaws, and then dragged the monster to the Irish coast, where he died.
Snuggle-Nook: In the Muggles-mythos the first orc survived the beating Orlando gave him by the lesser-gawd Luvia intervening, who stepped-in to save the last of it's kind (and the first), Luvia brought the monster back to life and also provided him with a mate. They crept out of the sea, then began populating Snuggle-Nook on the land. Zeus (who was then, and is still the chief deity of Odissian and Zelerian faiths) blinded the gawd Luvia for this act, as he foresaw horrendous repercussions, in that orcs were to become the number one most common enemy for righteous heroes to encounter.
P
Pixie (Two syllables). The Devonian Robin Goodfellows; said to be the spirits of infants who have died before baptism. The Pixy monarch holds his court like Titania or Oberon, and sends his subjects on their several tasks. The word is a diminutive of Pix, thought to be the same as Puck. (Old English, pouk, bug, bogie; Swedish, pyke; Danish, pog and pokker.)
“Ne let the pouke nor other evil sprites...fray us with things that be not.” Spenser: Epithalamion.
Pixy-led (Devonshire), Poake-ledden (Worcestershire). Meaning: to be mislead into bogs and ditches.
robus rules!
-
Maxen


- Location: Andromeda
- Thanks: 7 given/2 received
- Playing: at being Knights of the Dinner Table
- Running: away from robus
- Planning: No plans, just plain lazy; make tea not war.
Re: SNUGGLE NOOK: The Next Generation
Rovus update: Christmas brings a time of many a story told over a hobbit-weed pipe, glass of mulled-wine by the yule-tide log-fire, about which archaic heroes of yesteryear, play out their arthurian fantasies while mind-numbingly bored in the snow-swept winter. Ice and stagnation lead to breaking out of the Hack-Master manuals and getting a game on, whilst working, or perhaps hibernating in ones abode. My flight to Switzerland has been delayed so I am off later than expected, giving way for one more rovus session, ergo - another write up to do here on Ukrp. I have confirmation from Paco-Jay Meadri that he will do the write-up here on this website on the thread entitled "Paco-Jay's Wfrp Campaign", while I will be recording everything that happens in Snuggle-Nook. I am in two-minds about doing my own take on Hannibal's adventure write-up. He wishes to do the literary cataloging himself, but seeing as he has neither a working 'puter, nor internet connection, means I will almost certainly pen that little masterpiece myself. Without giving anything away, I'll say that Hannibal's "Yokel" adventure thus far has been utterly dastardly, with the all-new home-brew crew getting up to some hair-raising shenanigans! For now I'll say that the next Snuggle-Nook write up will be on Christmas day, where as Hannibal's adventure will be here (in two parts, sewn into one post) on Wodensday. Take care y'all. I'll leave you with a list of books I am writing, all rovus based, all catalogs of the English language, the folk-lore.
Equipment/Arms/Armour/Items/Magick
Persona/Characters/People of note
Gawds/Deities/Polythestic Personalities
Half-Gawds/Demi-Deities
Mounts/Familiars/Mascots/Animal Companions
Dæmons/Devils/Imps
Fable/Myth and Magick
Equipment/Arms/Armour/Items/Magick
Persona/Characters/People of note
Gawds/Deities/Polythestic Personalities
Half-Gawds/Demi-Deities
Mounts/Familiars/Mascots/Animal Companions
Dæmons/Devils/Imps
Fable/Myth and Magick
robus rules!
-
Maxen


- Location: Andromeda
- Thanks: 7 given/2 received
- Playing: at being Knights of the Dinner Table
- Running: away from robus
- Planning: No plans, just plain lazy; make tea not war.
Re: SNUGGLE NOOK: The Next Generation
Berch'ta [the white lady]. This fairy, in Southern Germany, answers to Hulda (the gracious lady) of Northern Germany; but after the introduction of Christianity, when pagan deities were represented as dæmons, Berchta lost her former character, and became a bogie to frighten children.
Berg Folk. Pagan spirits doomed to live on the Scandinavian hills till the day of redemption. (Scandinavian mythology)
Bicorn. A beast that devours all men under petticoat government. It is described as very fat and well liking. There was another beast called Chichevache, which fed on obedient wives, but the famished beast was thinner than the most rascal of Pharaoh's lean kine, for its food always fell short. Of course, bi-corn (two-horns) contains an allusion familiar to all readers of our early literature.
Chich'vache (Three syllables; from the French word, meaning sorry cow). A monster that lived only on good women – all skin and bone, because its food was so extremely scarce. The old English romances invented another monster, which they called Bicorn, as fat as the other was lean; but, luckily, he had food for “good and enduring husbands,” of which there is no lack.
“O noble wyvës, ful of heigh pruden'ce, let noon humilitie your tongës nayle; ne lat no clerk have cause of dilligen'ce, to write of you a story of such mervayle, as of Griseides, pacient and kynde, lest Chichi-vache you swolwe in hir entraile.” - Chaucer: L'Envoye de Chaucer, v. 9064.
The French chiche-face means “thin-face.” Lydgate wrote a poem entitled Bycorne and Chićhevache.
Blemmys (of Africa). Men said to have no head, their eyes and mouth being placed in the breast (see Acephalites; Caora).
Bloody-bones. A hobgolbin; generally “Raw-head and Bloody-bones”.
Bogie (from the Blugarian word, bog, meaning a god; also derived from the Slavonic, bogu; the Cymræg [Welsh], bwg, a goblin, our bugbear.) A scarecrow, a goblin. The Assyrian mothers used to scare their children with the name of Narsës (Gibbon); the Syrians with that of Richard Cœur de Lion; the Dutch with Boh, the Gothic general (Warton); the Jews with Lilth; the Turks with Mathias Corvi'nus, the Hungarian king; and the English with the name of Lunsfort (q.v.). The Bogie in Orlando Furioso is one of the allies of Charlemagne. He promised his wife to return within six moons, but was slain by Dardinello.
Bogey or Bogy. Indefinate object of terror, or supernatural appearance. Generally used as a vague term to frighten children, it is applied to any merely imaginary evil.
Bo or Boh, [from the Greek, boi, meaning bah!; the verb boaô, to shout out; also from the Latin, böo, to bellow like a bull (bos)] in old Runic (the elder Furthark), was a fierce Gothic captain, son of Odin. His name was used by his soldiers when they would take the enemy by surprise. (Sir William Temple.) From this name comes our bogie, a hobgolbin or little Bo. Gifford Castle is called Bo Hall, being said to have been constructed by bogies or magick.
Boreas. (from the Greek word, borus, meaning voracious; Bǒreas, the north wind; Russian, boria, meaning storm.) The north wind. According to mythology, he was the son of Astræus, a Titan, and Eos, the morning, and lived in a cave of Mount Hæmus, in Thrace. “Cease, rude Boreas! blustering railer.” - Geo. Alex. Stevens.
“Omnia pontus haurit saxa vorax,” - Lucan.
Bottle-imps. The Hebrew word for familiar spirits is oboth, leather bottles, to indicate that the magicians were wont to imprison in bottles those spirits which their spells had subdued.
Brit'omartis. (from the Cretan, britus-martis, meaning sweet maiden.) A Cretan nymph, very fond of the chase. King Minos fell in love with her, and persisted in his advances for nine months, when she threw herself into the sea.
Bu'sirane (Three syllables.) An enchanter bound by Britomart'. (Spenser: Faërie Queene, book iii. 11, 12.)
Brocken. The spectre of the Brocken. This is the shadow of men and other objects greatly magnified and reflected in the mist and cloud of the mountain opposite. The Brocken is the highest summit of the Harz range.
Brownie. The house spirit in Scottish superstition. He is called in England Robin Goodfellow. Mostly of a helpful kind, if placated by a bowl of milk set aside for them, brownies will perform various kinds of domestic work while the household slept. At night they are supposed to busy themselves by doing little jobs for the family over which they preside. Farms are their favourite abode. Brownies are brown or tawny spirits, in opposition to fairies, which are fair or elegant ones. (See Fairies.)
“It is not long since every family of considerable substance was haunted by a spirit they called Browny, which did several sorts of work, and this was the reason why they gave him offerings...on what they called 'Browny's stone'” - Martin: Scotland.
Brunello (in Orlando Furioso). A deformed dwarf of Biserta, to whom King Ag'ramant gave a ring which had the virtue to withstand the power of magick (book ii). He was leader of the Tingita'nians in the Saracen army. He also figures in Bojardo's Orlando Innamorato.
Bucca. A goblin of the wind, supposed by the ancient inhabitants of Cornwall to foretell shipwrecks.
Bucen'taur. (from the Greek word, bous, meaning an ox; centauros, centaur.) A monster, half-man and half-ox. The Venetian state-galley employed by the Doge when he went on Ascension Day to wed the Adriatic was so called.
Bugbear. (from the Cymræg [Welsh] word, bwg, meaning a hobgoblin; called in Russia, buka.) A scarecrow. Spenser says, “A ghastly bug doth greatly them affear” (book ii. Canto 3); and Hamlet has “bugs and goblins” (verse 2). “Warwick was a bug that feared us all.” - Shakespeare: 3 Henry V., verse 3.
“To the world no bugbear is so great as want of figure and a small estate.” Pope: Satires, iii. 67-68.
Note: the latter half of this word is somewhat doubtful. The Cymræg bár=ire, fury, wrath, whence barog spiteful, seems probable.
Bugaboo. A monster, or goblin, introduced into the tales of the old Italian romancers.
C
Cac'odæ'mon (from the Greek words, kakos daimon.) An evil spirit. Astrologers give this name to the Twelfth House of Heaven, from which only evil prognostics proceed.
“Hie thee to hell for shame, and leave the world, thou cacodemon.” - Shakespeare: Richard III., i. 3.
Callisto. In Greek mythology, and Areadian nymph. The companion of Artemis, she was loved by Zeus. To conceal his intrigue from his wife Hera, Zeus turned Callisto into a she-bear, at which form Artemis, at the instigation of Hera, unwittingly slew her. She was placed by Zeus in the constellation Arctos, the Bear.
Calypso, in Fénelon's Télémaque, is meant to represent Madame de Montespan. In fairy mythology however, she is queen of the island Ogyg'ia on which Ulysses was wrecked, and where he was detained for seven years.
Calypso's Isle. Gozo, near Malta. Called in classic mythology Ogyg'ia.
Canens. A nymph, wife of Picus, King of Laurentēs. When Circê had changed Picus into a bird, Canens lamented him so greatly that she pined away, till she became a vox et prætorea nihil. (Ovid: Metamorphoses, 14 fable 9.)
Carmilhan. The phantom ship on which the Kobold of the Baltic sits when he appears to doomed vessels.
Cat. Called a “familiar,” from the mediæval superstition that Satan's favourite form was a black cat. Hence “witches” were said to have a cat as their familiar. It is also a symbol of liberty. The Roman goddess of Liberty was represented as holding a cup in one hand, a broken sceptre in the other, and with a cat lying at her feet. No animal is so great an enemy to all constraint as a cat. Cat is held in veneration by the Egyptians under the name of Ælu'rus. This deity is represented with a human body and a cat's head. Diodo'rus tells us that whoever killed a cat, even by accident, was by the Egyptians punished by death. According to Egyptian tradition, Diana assumed the form of a cat, and thus excited the fury of the giants. The London Review says the Egyptians worshipped the cat as a symbol of moon, not only because it is more active after sunset, but dilation and contraction of its pupil, symbolic of the waxing and waning of the night-goddess.
(The) Cauld-lad of Hilton Hall. A house-spirit, who moved about the furniture during the night. Being resolved to banish him, the inmates left for him a green cloak and hood, before the kitchen-fire, which so delighted him that he never troubled the house any more; but sometimes he might be heard singing-
“Here's a cloak, and here's a hood, the cauld-lad of Hilton will do no more good.”
Centaur (Two syllables, pronounced properly it's CEN-TOR not cen-TAR as it is pronounced in America). Meaning simply: a huntsman. The Thessalian centaurs were half-horses, half-men. They were invited to a marriage feast, and, being intoxicated, behaved with great rudeness to the women. The Lapithæ took the women's part, fell on the centaurs, and drove them out of the country. The most famous centaur is Chiron, he is famed for justice and wisdom.
“Feasts that Thessalian centaurs never knew.” Thompson: Autumn
Thessalian means deceitful, fraudulent; hence the Greek phrases fraud or deceit, double-dealing (whose words stem from these people). They switched sides during battle, abandoning the Athenians. The Locrians had similar bad repute. But of all people, the Spartans were the most noted for treachery.
Chi'ron (pronounced Ki'ron). The centaur who taught Achilles music, medicine, and hunting. Jupiter placed him in heaven where he is called Sagitta'rius (the Archer). Chi'ron, according to Dantë, has watch over the lake of boiling blood, the seventh circle of hell.
Changeling. (Two syllables.) A peevish, sickly child. The notion used to be that the fairies took a healthy child, and left in its place one of their starveling elves which never did kindly.
“Oh, that it could be proved that some night-tripping fairy had exchanged in cradle-clothes our children as they lay, and called mine Percy, his Plantagenet! Then would I have his Harry, and he mine.” - Shakespeare: 1 Henry IV., i. 1.
Chib'ia'bos. The musician; the harmony of nature personified. He teaches the birds to sing and the brooks to warble as they flow. “All the many sounds of nature borrow sweetness from his singing.”
“Very dear to Hiawatha was the gentle Chibiabos, for his gentleness she loved him, and the magick of his singing.” - Longfellow: Hiawatha, vi.
Chimæra (from the Greek word, chimaira, meaning a she-goat; it is correctly pronounced kime'ra). An illusory fancy, a wild, incongruous scheme, a castle in the air. Homer describes the chimæra as a monster with a goat's body, a lion's head, and a dragon's tail, that breathed fire. It was born, and dwelt in Lycia, and was slain by Bellerophon, mounted on his Pegasus.
Berg Folk. Pagan spirits doomed to live on the Scandinavian hills till the day of redemption. (Scandinavian mythology)
Bicorn. A beast that devours all men under petticoat government. It is described as very fat and well liking. There was another beast called Chichevache, which fed on obedient wives, but the famished beast was thinner than the most rascal of Pharaoh's lean kine, for its food always fell short. Of course, bi-corn (two-horns) contains an allusion familiar to all readers of our early literature.
Chich'vache (Three syllables; from the French word, meaning sorry cow). A monster that lived only on good women – all skin and bone, because its food was so extremely scarce. The old English romances invented another monster, which they called Bicorn, as fat as the other was lean; but, luckily, he had food for “good and enduring husbands,” of which there is no lack.
“O noble wyvës, ful of heigh pruden'ce, let noon humilitie your tongës nayle; ne lat no clerk have cause of dilligen'ce, to write of you a story of such mervayle, as of Griseides, pacient and kynde, lest Chichi-vache you swolwe in hir entraile.” - Chaucer: L'Envoye de Chaucer, v. 9064.
The French chiche-face means “thin-face.” Lydgate wrote a poem entitled Bycorne and Chićhevache.
Blemmys (of Africa). Men said to have no head, their eyes and mouth being placed in the breast (see Acephalites; Caora).
Bloody-bones. A hobgolbin; generally “Raw-head and Bloody-bones”.
Bogie (from the Blugarian word, bog, meaning a god; also derived from the Slavonic, bogu; the Cymræg [Welsh], bwg, a goblin, our bugbear.) A scarecrow, a goblin. The Assyrian mothers used to scare their children with the name of Narsës (Gibbon); the Syrians with that of Richard Cœur de Lion; the Dutch with Boh, the Gothic general (Warton); the Jews with Lilth; the Turks with Mathias Corvi'nus, the Hungarian king; and the English with the name of Lunsfort (q.v.). The Bogie in Orlando Furioso is one of the allies of Charlemagne. He promised his wife to return within six moons, but was slain by Dardinello.
Bogey or Bogy. Indefinate object of terror, or supernatural appearance. Generally used as a vague term to frighten children, it is applied to any merely imaginary evil.
Bo or Boh, [from the Greek, boi, meaning bah!; the verb boaô, to shout out; also from the Latin, böo, to bellow like a bull (bos)] in old Runic (the elder Furthark), was a fierce Gothic captain, son of Odin. His name was used by his soldiers when they would take the enemy by surprise. (Sir William Temple.) From this name comes our bogie, a hobgolbin or little Bo. Gifford Castle is called Bo Hall, being said to have been constructed by bogies or magick.
Boreas. (from the Greek word, borus, meaning voracious; Bǒreas, the north wind; Russian, boria, meaning storm.) The north wind. According to mythology, he was the son of Astræus, a Titan, and Eos, the morning, and lived in a cave of Mount Hæmus, in Thrace. “Cease, rude Boreas! blustering railer.” - Geo. Alex. Stevens.
“Omnia pontus haurit saxa vorax,” - Lucan.
Bottle-imps. The Hebrew word for familiar spirits is oboth, leather bottles, to indicate that the magicians were wont to imprison in bottles those spirits which their spells had subdued.
Brit'omartis. (from the Cretan, britus-martis, meaning sweet maiden.) A Cretan nymph, very fond of the chase. King Minos fell in love with her, and persisted in his advances for nine months, when she threw herself into the sea.
Bu'sirane (Three syllables.) An enchanter bound by Britomart'. (Spenser: Faërie Queene, book iii. 11, 12.)
Brocken. The spectre of the Brocken. This is the shadow of men and other objects greatly magnified and reflected in the mist and cloud of the mountain opposite. The Brocken is the highest summit of the Harz range.
Brownie. The house spirit in Scottish superstition. He is called in England Robin Goodfellow. Mostly of a helpful kind, if placated by a bowl of milk set aside for them, brownies will perform various kinds of domestic work while the household slept. At night they are supposed to busy themselves by doing little jobs for the family over which they preside. Farms are their favourite abode. Brownies are brown or tawny spirits, in opposition to fairies, which are fair or elegant ones. (See Fairies.)
“It is not long since every family of considerable substance was haunted by a spirit they called Browny, which did several sorts of work, and this was the reason why they gave him offerings...on what they called 'Browny's stone'” - Martin: Scotland.
Brunello (in Orlando Furioso). A deformed dwarf of Biserta, to whom King Ag'ramant gave a ring which had the virtue to withstand the power of magick (book ii). He was leader of the Tingita'nians in the Saracen army. He also figures in Bojardo's Orlando Innamorato.
Bucca. A goblin of the wind, supposed by the ancient inhabitants of Cornwall to foretell shipwrecks.
Bucen'taur. (from the Greek word, bous, meaning an ox; centauros, centaur.) A monster, half-man and half-ox. The Venetian state-galley employed by the Doge when he went on Ascension Day to wed the Adriatic was so called.
Bugbear. (from the Cymræg [Welsh] word, bwg, meaning a hobgoblin; called in Russia, buka.) A scarecrow. Spenser says, “A ghastly bug doth greatly them affear” (book ii. Canto 3); and Hamlet has “bugs and goblins” (verse 2). “Warwick was a bug that feared us all.” - Shakespeare: 3 Henry V., verse 3.
“To the world no bugbear is so great as want of figure and a small estate.” Pope: Satires, iii. 67-68.
Note: the latter half of this word is somewhat doubtful. The Cymræg bár=ire, fury, wrath, whence barog spiteful, seems probable.
Bugaboo. A monster, or goblin, introduced into the tales of the old Italian romancers.
C
Cac'odæ'mon (from the Greek words, kakos daimon.) An evil spirit. Astrologers give this name to the Twelfth House of Heaven, from which only evil prognostics proceed.
“Hie thee to hell for shame, and leave the world, thou cacodemon.” - Shakespeare: Richard III., i. 3.
Callisto. In Greek mythology, and Areadian nymph. The companion of Artemis, she was loved by Zeus. To conceal his intrigue from his wife Hera, Zeus turned Callisto into a she-bear, at which form Artemis, at the instigation of Hera, unwittingly slew her. She was placed by Zeus in the constellation Arctos, the Bear.
Calypso, in Fénelon's Télémaque, is meant to represent Madame de Montespan. In fairy mythology however, she is queen of the island Ogyg'ia on which Ulysses was wrecked, and where he was detained for seven years.
Calypso's Isle. Gozo, near Malta. Called in classic mythology Ogyg'ia.
Canens. A nymph, wife of Picus, King of Laurentēs. When Circê had changed Picus into a bird, Canens lamented him so greatly that she pined away, till she became a vox et prætorea nihil. (Ovid: Metamorphoses, 14 fable 9.)
Carmilhan. The phantom ship on which the Kobold of the Baltic sits when he appears to doomed vessels.
Cat. Called a “familiar,” from the mediæval superstition that Satan's favourite form was a black cat. Hence “witches” were said to have a cat as their familiar. It is also a symbol of liberty. The Roman goddess of Liberty was represented as holding a cup in one hand, a broken sceptre in the other, and with a cat lying at her feet. No animal is so great an enemy to all constraint as a cat. Cat is held in veneration by the Egyptians under the name of Ælu'rus. This deity is represented with a human body and a cat's head. Diodo'rus tells us that whoever killed a cat, even by accident, was by the Egyptians punished by death. According to Egyptian tradition, Diana assumed the form of a cat, and thus excited the fury of the giants. The London Review says the Egyptians worshipped the cat as a symbol of moon, not only because it is more active after sunset, but dilation and contraction of its pupil, symbolic of the waxing and waning of the night-goddess.
(The) Cauld-lad of Hilton Hall. A house-spirit, who moved about the furniture during the night. Being resolved to banish him, the inmates left for him a green cloak and hood, before the kitchen-fire, which so delighted him that he never troubled the house any more; but sometimes he might be heard singing-
“Here's a cloak, and here's a hood, the cauld-lad of Hilton will do no more good.”
Centaur (Two syllables, pronounced properly it's CEN-TOR not cen-TAR as it is pronounced in America). Meaning simply: a huntsman. The Thessalian centaurs were half-horses, half-men. They were invited to a marriage feast, and, being intoxicated, behaved with great rudeness to the women. The Lapithæ took the women's part, fell on the centaurs, and drove them out of the country. The most famous centaur is Chiron, he is famed for justice and wisdom.
“Feasts that Thessalian centaurs never knew.” Thompson: Autumn
Thessalian means deceitful, fraudulent; hence the Greek phrases fraud or deceit, double-dealing (whose words stem from these people). They switched sides during battle, abandoning the Athenians. The Locrians had similar bad repute. But of all people, the Spartans were the most noted for treachery.
Chi'ron (pronounced Ki'ron). The centaur who taught Achilles music, medicine, and hunting. Jupiter placed him in heaven where he is called Sagitta'rius (the Archer). Chi'ron, according to Dantë, has watch over the lake of boiling blood, the seventh circle of hell.
Changeling. (Two syllables.) A peevish, sickly child. The notion used to be that the fairies took a healthy child, and left in its place one of their starveling elves which never did kindly.
“Oh, that it could be proved that some night-tripping fairy had exchanged in cradle-clothes our children as they lay, and called mine Percy, his Plantagenet! Then would I have his Harry, and he mine.” - Shakespeare: 1 Henry IV., i. 1.
Chib'ia'bos. The musician; the harmony of nature personified. He teaches the birds to sing and the brooks to warble as they flow. “All the many sounds of nature borrow sweetness from his singing.”
“Very dear to Hiawatha was the gentle Chibiabos, for his gentleness she loved him, and the magick of his singing.” - Longfellow: Hiawatha, vi.
Chimæra (from the Greek word, chimaira, meaning a she-goat; it is correctly pronounced kime'ra). An illusory fancy, a wild, incongruous scheme, a castle in the air. Homer describes the chimæra as a monster with a goat's body, a lion's head, and a dragon's tail, that breathed fire. It was born, and dwelt in Lycia, and was slain by Bellerophon, mounted on his Pegasus.
robus rules!
-
Maxen


- Location: Andromeda
- Thanks: 7 given/2 received
- Playing: at being Knights of the Dinner Table
- Running: away from robus
- Planning: No plans, just plain lazy; make tea not war.
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