Old-School Saving Throws Are Rad!

Old-School saving throws tell you against what you are defending; the “how” is left to your imagination.

Like everything in these games, saving throws are a mechanism and not a narrative; the player rolls the dice and the player or referee interprets the result (success or failure) according to the context, or he can ignore the interpretation and it doesn’t matter, the game moves on.

For example, an attack roll doesn’t represent the same in all cases; if successful, it can represent different forms of attack and defense made in a round: thrust, feint, riposte, swing, parry … The important thing is that the dice tell you if you succeed or not, whereas the form of the attack (the “how”) is irrelevant. It’s up to the players to describe it or ignore it and move on with the adventure.

The same applies to saving throws.

While, since 3e, the saving throws tell you the “how” (a reflex save meaning that the character throws himself aside to dodge an attack, a fortitude save meaning the character receives the attack but resists it as would a boxer being punched, a willpower save meaning … well, who knows what the hell it means, that your soul is hard as steel, perhaps?*), old-school saving throws are a mechanic to represent what you are defending against and what are your chances of success, leaving you the responsibility to describe the way your character does it (a responsibility, however, completely negligible).

Thus, we have the 5 categories of old school saving rolls, specifically Basic/Expert Sets (B/X, BECMI), and most OSR retrcolcones, like Labyrinth Lord and Old-School Essentials:

  • Death Ray or Posion
  • Magic Wands
  • Paralysis or Turn to Stone
  • Dragon Breath
  • Rods, Staves or Spells

And these are the categories of AD&D 1e:

  • Paralyzation, Poison or Death Magic
  • Petrification or Polymorph
  • Rod, Staff or Wand
  • Breath Weapon
  • Spell

And, just for fun, those of LotFP:

  • Paralyzation
  • Poison
  • Breath Weapon
  • Magical Device
  • Magic

Although the categories vary from one version to another, the mechanics are identical: you make a saving throw when you are in imminent danger. In normal combat, if an enemy attacks you with his sword, your AC protects you, which not only represents your armor, but also your ability to defend in combat.

But in the face of other dangers, such as a dragon that throws you fire, a basilisk that looks you in the eye, ingesting poison or being the target of a spell (or magic wand), your AC (defense capability plus armor, remember?) does not come into play, but you still have a chance, even if it is small, to avoid damage.

Save Versus Something

Save versus Poison. The adventurer probably did nothing to avoid dying poisoned, the roll is passively successful, the reason he didn’t die can be anything from the poison having no effect or the creature failing to inject it to the adventurer being immune to this specific poison, even divine intervention, or maybe those luminous mushroomes he ate that morning neutralized all toxins.

In 3e, this saving throw would be a fortitude save, and in 5e, a constitution save (which come to be the same, actually). This can only be interpreted in one way: the poison didn’t kill the adventurer due to a powerful immune system.

Of course, the old-school allows this same interpretation, but not only this; it gives you the freedom to interpret the numbers as you see fit.**

Save versus Spells. A damn magic-user attacks you with a fireball. To avoid damage (or, well, half the damage), in 3e or 5e you must make a reflex or dexterity save, meaning that you dodge the fireball (the spell’s description makes this interpretation unlikely, though), but in the old-school we really don’t know how you do it other thank making a save versus Spells (i.e. we only know the mechanic, but we are not offered a narrative interpretation***); maybe the agile thief jumps to the side, yes, but think about that heavy fighter with full armor, can he really dodge? Most likely his armor protects him, but if the idea of a hot metal armor not causing severe damage bothers you, then you can say that he used his sword to deflect the explosion, or he punched the ball of fire like those Dragon Ball fighters do all the time.

Now imagine that you are on a cliff, there is no space to dodge without falling from a great height (and no doubt die), but anyway you make a successful saving throw. Did you dodge the attack? I don’t think so. In the case of a magic-user or an elf, it’s easy to imagine that they know a mystical handsign that works to counter or deflect a spell, reducing (or denying when appropriate) its effectiveness.

The thief and halfling are lucky and that strange, outer, chaotic force known as luck interferes with the spell, reducing its effectiveness. A cleric is protected by his faith (which is another form of magic, or anti-magic if you consider magic as something unholy). The fighter, like the dwarf, relies more on his instinct, his strength, his ability, and in general “sheer defiance”, all of these tangible or demonstrable things, not abstract, philosophical things like magic, and that confidence makes them face magic with disdain, reducing its effectiveness.


* It doesn’t matter, the game moves on.

** Of course you can interpret 3e and 5e saves in any way you see fit.

*** To be honest, 1e offers both a narrative option (“Defensive Adjustment refers to the penalty or bonus applicable to a character’s saving throws against certain forms of attack [such as fire ball, lightning bolts, etc.] due to dodging ability.” PHB, p. 11) and the old-school option (“If some further rationale is needed to explain saving throws versus magic, here is one way of looking at it … A character under magical attack is in a stress situation, and his or her own will force reacts instinctively to protect the character by slightly altering the effects of the magical assault … So a character manages to avoid the full blast of the fireball, or averts his or her gaze from the basilisk or medusa, or the poisonous stinger of the giant scorpion misses or fails somehow to inject its venom. Whatever the rationale, the character is saved to go on.” DMG, p. 81)

Rules & Rulings | I Don’t Have a Rule for That!

One of the principles of the old-school is the importance of ad hoc resolutions over strict rules, and the rules included in the manual can’t possibly cover all possible situations that arise in an adventure. The referee has the toughest job, and he doesn’t always have the mental acuity to invent an ad hoc rule; when that happens, the referee must (perhaps randomly) choose one of the following rules.

Random «I don’t have a rule for that!» Table

1d8 Ad Hoc Rule
1 Toss a coin
2 Roll 1d6, a 4, 5 or 6 is a success (6 is a total success, 4 is only partial)
3 Roll 1d20 under CHA or WIS; CHA and WIS are luck
4 All parties roll 1d10; the highest result wins
5 Add all of positive modifiers of each party, subtract the negatives, compare; the highest wins.*
6 1 in 6 chance to succeed
7 Rock, Paper, Scissors
8 Roll a secret d6, the player hast to guess the number (use d4 or d8 as you see fit)

*Rationale: luck grants you better abilities, so you’re lucky.

Download this table as a PDF.

And just because this has caused some confusion, I want to add that this table is more a statement than a gameable tool. That should be enough for you to intepret its message.

The Monster as Trap

In the OSR it’s well known that there is no reason for monsters to follow the same rules as player characters. Nor do they have to follow the same rules with each other. Each monster should be an opportunity to try new mechanics that keep your players in suspense.

Although most systems rely heavily on their monster manuals, a tradition born in AD&D 1e, games like Lamentations of the Flame Princess and Into the Odd don’t even have an official bestiary, proposing instead that each monster be unique, ad hoc to each adventure.

Following this philosophy we have the monster as trap. In Crypt of the Goddess I designed an encounter that blurs the boundaries between trap, monster, architecture, topographic accident and trick: the Gaslime.

The slime is a traditional fantasy game monster, but its way of attacking is not always like that of other monsters.

I originally designed this encounter for my LotFP campaign, the mechanics are simple: the monster takes the form of a constant fall of semi-gaseous fluid. Players know what they are seeing, or at least suspect it. The monster doesn’t make an attack roll, the attack is automatic when the adventurers cross the liquid (as when crossing a waterfall). The players don’t make a saving throw either, the damage occurs in 100% of cases … unless they come up with a way to avoid contact with the acidic substance.

The trap is presented clearly. Rather than finding and deactivating it, the objective of this meeting is to force players to make a decision. To suffer inevitable damage when accessing the following area? Taking a different direction? Or looking for a way to cross and avoid damage?

The difference between this trap monster and others is not only that it doesn’t make an attack roll (after all, in Into the Odd, which is the system I used in Crypt of the Goddess, there are no attack rolls), but in that it doesn’t allow a saving throw either.

This type of encounter works when the players have at least a small probability of surviving, either because the risk is obvious (as in this example) or because the mechanics allow it (such as saving throws).

Tableau of Despair | A new monster for LotFP

AC 12, HD 1d4+4, MV 60’ (20’), #AT ram or touch, DMG 1d8 or despairiosity, ML 12, XP special

Hatred, fear, despair, injustice and religion create monsters. A Tableau of Despair is one of the spawns born from the darkness in the heart of the Church: A mass of flesh formed by the bodies of women victims of the witch hunt. These creatures seek revenge against men and priests but avoid attacking women, although they will try to absorb them. The women who compose the Tableau don’t die or lose their identity, although their bodies merge.

Despairiosity. The arms of the women who compose the Tableau try to touch their foes desperately. If the attack roll fails, the victim can counterattack: If they have already used their action for this round, they can do so with a -2 penalty; if they haven’t, they get a +2 bonus.

Women. If the Tableau successfully attacks a human woman, she makes a save versus Paralysis or will be absorbed and the Tableau gains 1 HD and 1d8 HP. If this Saving Throw is successful, she suffers damage equal to the size of her HD (a Cleric suffers 1d6 damage; a Magic-User suffers 1d6 damage the first time she takes damage, and 1d4 the next times).

Men. If the Tableau successfully attacks a man (or a non-human woman?), the victim loses 1 level of experience, but retains his XP. He loses some Spells or Skill points, his Saving Throws or Attack Bonuses get worse, and his Hit Dice are reduced; his maximum HP is reduced a full HD (a Fighter loses 8 hp, a Magic-User loses 6 hp the first time he loses a level, and 4 hp the next and following times). A level 1 character is reduced to level 0 and must save versus Poison to avoid dying from shock. If he survives, his maximum HP will be 1.

The victim will recover his losses the next time he advances one level. For example, a level 4 Specialist with 8,000 XP that drops to level 3, will keep his 8,000 XP intact, and when he accumulates 12,000 XP, he will recover his level 4 and, at the same time, advance to level 5.

Soundtrack: Gitane Demone | Artwork: Hans Bellmer

Wrestling Rules (Grapple)

[A revision of grapple rules can be seen here.]

  • Make an attack roll to grapple your foe
  • In your foe’s action, he makes an attack roll
    • If he is successful, he breaks the grapple but suffers 1d2 damage
    • If he unsuccessful or can’t act for that round, you deal him 1d4 damage and the grapple continues
  • Each round, your foe can try to break the grapple or suffer 1d4 damage
  • You can break the grapple at any time but it doesn’t deal damage
Note: These rules were extrapolated from the vampire-themed wrestling rules found on Vaginas Are Magic!

A Descent Into the Odd

Into the Odd is one of the best rules-light* OSR systems in the market, and with good reason.

Warning: If you need the manual to give you the precise instructions to determine if the Player Characters can or can not do something, you most likely won’t like Into the Odd. Chris McDowall, its creator, designed the game for the referees to determine what’s possible in their campaign worlds, and how to resolve every unforeseen situation. It’s a game of imagination and problem solving.

A second warning? Well why not!? This is not a review but a commentary on what I like most about this game and its rules-light approach. If up to this day you don’t have idea what Into the Odd is, I can only refer you to these two reviews: [1] [2].

Few and simple rules are a feature, not a flaw. This approach to game design allows the referee to design their own adventures with the necessary freedom to include whatever content they want, either their own or taken from another source. Do you like that RuneQuest Classic Edition adventure where you have to protect a pawnshop from an attack by baboons in alliance with a group of non-human outlaws led by a centaur, but don’t have the time or energy (or interest) to learn the mechanics of the game? Very simple. Convert it! Converting it, even converting it on the fly into playable material for your Into the Odd campaign, is, if not trivial, very easy. Of course you need to familiarize with the original source before you try it.

While Gary Gygax throws a tantrum in his grave every time someone introduces non-AD&D material to his campaign (“[a]dding non-official material puts your game outside the D&D or AD&D game system … [E]xtraneous tinkered material onto the existing D&D or AD&D campaign will quickly bring it to the lower level at best, ruin it at worst.”**), Chris (like most Old-School Renaissance designers) believes that the referee is the only one who can say what is valid in his or her own campaign world. They are right.

This flexibility is what has allowed us to have works like Silent Titans (mini-setting for Into the Odd) and Troika! (a complete game based on Fighting Fantasy), both being works that don’t adhere to the precepts of the well-thinking heads—gamekeepers—who claim authority—albeit false—to say what is valid and what is not valid in the games of others.

This same flexibility is what I have sought to exploit in Goddess of the Crypt, a mini-dungeon that I wrote for Into the Odd which combines Egyptian and Mayan themes (subtle and not so subtle), weird fiction, non-Euclidean geometry and a touch of gonzo oddness.

Using the rules that are included in Into the Odd, it is possible to extrapolate your ideas to create the content you need, or want, and assign ad hoc mechanics to solve the (in-game) conflicts that occur due to the “extraneous material tinkered onto” the game you are playing.

One idea that Into the Odd allowed me to perform better than other systems, was this list of replacement adventurers, useful for those times when you need a new character for a player or want to try a concept different from those included in the book but there’s no time (or energy) to create a new concept.

So, what are you waiting for? If you didn’t abandon this article after the warning, then it would be unfair to not descend into the odd world of this little gem of a game.

*Traditional OSRs, like Labyrinth Lord or Lamentations of the Flame Princess, are not included in my definition of rules-light system even when they’re actually light and easy to learn. In this case, rules-light systems are those that contain their rules in a few pages, have few stats, and minimum bookkeeping.

**Gary could be such an asshole at times.

Magick Is Free

Here you can find and download what I have written.

Adventures

Tools, supplements

  • Here’s some New Weird Magic Spells following the rules in both Vaginas are Magic! and Eldritch Cock.
  • The Magic Laboratory, house rules for creating magic-user labs and research new spells and other magic-related activities.
  • Here’s A Tome of Weird Artifacts, a collection of black metal bands and magick masks and weapons fot your OSR games. It’s free but you can tip me if you want, but please don’t feel you have to. I’m not here for the money, I’m here for blood and souls.
  • ZWEIHÄNDER Grim & Perilous Guideline to Character Creation, both a blog entry and a PDF for your convenience.
  • Random Enemies Table. If you need some bandits, city guards, werewolves or squid cultists for your players to kill and rob, this table will help you assigning their main stats and some quirks.
  • Referee Table. This table will allow you to track many elements of the game, specially in a dungeon crawl. Every 3 turns, make a random encounters check; mark a circle each turn; 6 turns make an hour; 8 hours make a watch; lanterns light for 24 turns, candles for 12 and torches for 6. All that is in the table and more.
  • Running (and basically understanding) Silent Titans is not easy task! Here’s how you run the mini-game “Mouse Box”.
  • Another Fool For Your Adventures! A supplement for Into the Odd. This book is a collection of Replacement Adventurers, for those times when a Player Characters dies and you need a quick replacement but don’t have the time to think about a concept.
  • This is how Sneak Attacks works in LotFP.
  • Simple grappling rules. Grappling is a nightmare, but these rules turn the nightmare in a fun tavern brawl. Enjoy throwing peasants against tables and holding a city guard while your friends kick his ass.
  • Bushcraft in the dungeon. Some tables to find food in a dungeon, the effects it has to eat them and the effects food deprivations has on the characters. It includes “The store of the underworlds”, and a spider from Mars.

Fiction

Bestiary

Playlists

Armour Class (AC) Conversion Between OSR/D&D Systems

In this table, you will find the AC values ​​of different editions of Dungeons & Dragons and the most important retroclones/OSR games.

B/X D&D = Dungeons & Dragons Basic/Expert sets. AD&D = Advanced Dungeons & Dragons. BFRPG = Basic Fantasy RPG. S&W = Swords & Wizardry*. BXE = B/X Essentials (name changed to Old-School Essentials). LL = Labyrinth Lord. AS&SH = Astonishing Swordsmen & Sorcerers of Hyperborea. OSRIC = Old School Reference and Index Compilation. DCC = Dungeon Crawl Classics. 1E = Advanced Dungeons & Dragons First Edition. 5E = D&D Fifth Edition. LotFP = Lamentations of the Flame Princess**.

*S&W uses both the descending and ascending systems. In the ascending system, the base AC is 10, and continues identically to DCC, although the armour types are more similar to 1E.

**LotFP has an AC of 18 as the maximum value. This value can increase if you use plate mail with a shield, you have a high dexterity or get circumstantial bonuses.

BFRPG B/X D&D,
S&W
LL,
AS&SH, BXE
1E,
OSRIC
DCC, 5E, S&W LotFP
11
(no armor)
9
(no armor)
9
(no armor)
10
(no armor)
10
(no armor)
12
(no armor)
12
(shield)
8
(shield)
8
(padded leather)
9
(shield)
11
(shield, padded)
13
(shield)
13
(leather armor)
7
(leather armor)
7
(studded leather)
8
(leather, padded)
12
(leather armor)
14
(leather armor)
14 6
(scale mail)
6
(scale mail)
7
(studded, ring)
13
(studded, hide)
15
15
(chain mail)
5
(chain mail)
5
(chain mail)
6
(scale mail)
14
(scale mail)
16
(chain mail)
16 4
(banded mail)
4
(banded mail)
5
(chain mail)
15
(chainmail)
17
17
(plate mail)
3
(plate mail)
3
(plate mail)
4
(banded armor)
16
(banded mail)
18
(plate armor)
18 2 2 3
(plate mail))
17
(half-plate)
18
19 1 1 2
(field plate)
18
(full plate)
18
20 0
(suit armor)
0 1
(full plate)
19 etc.
21 -1 -1 0 20
22 -2 -2 -1 21
23 -3 -3 -2 22
24 -4 -4 -3 23
25 -5 -5 -4 24
26 -6 -6 -5 25

Compatibility between most OSR games, and retro-compatibility with classic D&D editions, are two of their biggest attractions. If you don’t have a manual, you can use the adventures published for it with another system; conversion is easy and in most cases it can be done without prior preparation.

100 labels on flasks and vials in a Magick-User’s pantry

Computers are Magick. Neural Networks are Chaos. I summoned the Artificial Brain and the Metallum Patron to aid me in the creation of these unique and strange potions. Only a few of these were actually named by me.

When your Players find a potion, roll 1d100 to determine what’s written on the label. The description of the flask, and its content’s appearance, it’s entirely up to you, but this should be a clue, no matter how subtle, about the substance properties.

  1. Old Black Roses
  2. Green Slime Essence
  3. The Darker Years
  4. Old Smoke
  5. 0-3½.5Gridges
  6. Slippery Violet Sands
  7. Laptime Tree Spider
  8. Angry Egg
  9. Hating Frost Moon Glands
  10. Bleeding Apples with Sea Salt
  11. Strawberry Lime Dissolution B
  12. Ice Chlorophyll Glaze
  13. A unique combination of leaf of fire and custard Sodium ascending Fujiyama
  14. Blue Foam Duet
  15. Shiny Living Veins
  16. Size Yes 37 (21,28,38) x 54 (9 or 15)mm
  17. 4 Cup Emulsion
  18. 26 Grief Hills
  19. Violet Violet
  20. Queen’s Tears
  21. Violet Heart
  22. Black & Purple
  23. Chill Back Liquor & Three Experienced
  24. Night Breeze
  25. Tea of the Day
  26. Winter’s Wish
  27. Ceremonial Blood
  28. Blue Moon
  29. Daughter of a Witch
  30. Death to the World
  31. Daughterless Rose
  32. Black Sunlight
  33. Dawn of a New Moon
  34. Black Ice
  35. Happiness of the Mind
  36. Chained to the Cross
  37. Dark Moon
  38. Blood Orange
  39. Lights
  40. Pilsner Sunrise
  41. Rock World of Arms
  42. Pearl Ash
  43. Sunk Into The Sea
  44. Overture In Black
  45. The Night Of The Great Storm
  46. Cursed Rose
  47. The First Dream
  48. Pantheons Lost (Noise Of A Dream)
  49. Chaos In The Heavens
  50. The Devil’s Garden
  51. Distant Sky
  52. Inquisitor Orphic (The Day Of The Dead)
  53. The Light And Dark Of Death
  54. Liquid Mushroom
  55. Defused Moonshine
  56. Lime Rift
  57. Siege, A Nightmare
  58. Alchemy of Mine
  59. Activation Of Parvati’s Title
  60. Forest Winds
  61. Glimmer of Madness
  62. Blood of the Unholy
  63. Aetheric Fire
  64. Chrysanthemums of Eternity
  65. White Night Eternal
  66. Death Deathgaunt
  67. The Moonstone Song of the Goddesses
  68. Omaha Spaceport
  69. Vortex
  70. The Riddle
  71. I Am Only the Shadow
  72. Water Of Despair
  73. The Wind Beneath My Clothes
  74. Wolf In the Shadow of Death
  75. Withering Wretch
  76. Winter’s Heart
  77. You Are the Dead
  78. You Will Not Die
  79. You Will Be Forgotten
  80. You Shall Be Mine
  81. Worlds Collide
  82. Mantra of Emotion
  83. The Inside Drama
  84. Serpent Wisdom
  85. Black Moonfall
  86. Dimensional Rift
  87. Shadow-Lord’s Blessing
  88. Timeless Grief
  89. Keeper of the Empyrean
  90. Calculating the Algebra of Need
  91. The Secret to Exhaling Emptiness
  92. Deadly Void
  93. Inner Shadow
  94. Of Grandiose Fevers and Passion Arcane
  95. Seeds of Corruption
  96. Torment Remains
  97. Astral Booze
  98. Old Thunder
  99. Blighted Sun
  100. Shimmering Sludge

Now all you need to do is come up with an effect for them; try to be reasonable. For instance, “Green Slime Essence” is surely acidic, but it’s an essence; maybe it works as a digestive or as anti-toxin. How about “Omaha Spaceport”? Maybe it’s some alien port (dark red wine from outer space) that causes alien drunkenness and alien hangovers.

On other occasions, say “0-3½.5Gridges”, you will need to not be reasonable, but imaginative. Here are 1d12 possible effects for those weirdly labelled potions:

  1. No save. All your teeth fall, they are replaced with pointy bones. Bite attacks deal 1d6 damage.
  2. Save versus Poison or you are immediately drunk. Attacks, and all rolls related to coordination and dexterity, are made with a -2 penalty. While in this state, you become conscious of one very bad thing about yourself (it includes things that are considered bad from your own and personal moral compass). You need to role-play your emotional state for a the rest of the day. The next day, the effect is gone. But not the guilt.
  3. No save. After three turns, you will fall incapacitated and won’t wake up unless someone shakes you.
  4. Save versus Magic or your body will become a void-portal into the stars. An alien creature-thing will come through in 1d3 rounds. There’s a 50% chance it will attack the first living thing it sees (not you; you are a portal now). Once the creature traverses the portal, it will close. You suffer 1d6 traumatic damage.
  5. Your maximum HP raises 1d6. Your eyes become totally black (pupil, iris and sclera). Permanent -2 penalty to Hiring Retainers and Loyalty checks.
  6. Save versus Poison or your heart will become stone, killing you in the process. If you die, your heart acquires alchemical properties and is a valuable element for a Magic-User, as it increases the rank of his laboratory by 1,500 sp. If you don’t die, you get stones in the kidneys; every day, you suffer 1d3 damage due to the pain they cause you.
  7. You need to eat 6 rations a day (approximately every 4 hours) or suffer a penalty of -1 to all your rolls, cumulative for each meal that you skip.
  8. You become your shadow and your shadow becomes you. Attacking your body won’t harm you; attacking the shadow (where your mind, soul, psychic apparatus, identity, essence or whatever is now) will, but you only lose HP if the damage die gives a result in the upper half of its range (example: if the damage die is d6, it will only cause damage if the die rolls 4, 5 or 6). Magic weapons that emit light cause double damage, including the lower half. The effect lasts 2 +your level rounds. You can end the effect at will.
  9. Save versus Poison or die only to be returned to unlife. You retain all your abilities and memories, but you are dead, so you don’t need to eat or sleep, but you can’t heal either. If you were a Cleric, you no longer are (i.e. you lost the ability to cast spells).
  10. Your skin glows for 6 turns (your party can’t surprise anyone soon). When this effect ends, your skin becomes thick and leathery like that of a rhinoceros; now you have natural Leather armour. A week later, you get natural armour equivalent to Chainmail, and your skin has become so hard and thick that you can only wear custom-made clothing.
  11. You have an idea. You forget it immediately. Receive 3 XP.
  12. You reflect sunlight. Everyone who looks at you must save versus Paralysis or be dazzled for 1d6 rounds, suffering a -2 penalty on all their rolls. The effect of the potion is permanent, but it can dissipate with Darkness or Dispel Magic.

Alchemy is fun! (Well it is!)

Enter Chaos Magick-User

Hello an’ welcome, ole strumpets! Here’s a special message from the outer spheres, before creation and time, for you:

«Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn. Ph’hafh’drn y-n’gha, ilyaa orr’e vulgtm gotha chtenff uh’e kadishtu goka, mnahn’or hriioth chtenff Hastur ep ebunma. N’ghft ehye Hastur nnnphlegeth ngfm’latgh vulgtm k’yarnak n’ghft Cthulhu kadishtu nas’uhn, ehye wgah’n cee f’bug throd Shub-Niggurath nglui ph’ehye Shub-Niggurath y’hah, naflbug uh’e grah’n ooboshu naflathg kn’a shtunggli ck’yarnak y’hahnyth. Stell’bsna ph’mg cgrah’n goka R’lyeh mg throd Shub-Niggurath li’hee, fm’latgh geb Dagon zhro nailyaa athg gnaiih ‘fhalma, y’hah Dagon nnnkadishtu r’luh ooboshu gof’nn naDagon. Gof’nn sgn’wahl y’hah cmnahn’ ooboshu ron sgn’wahl r’luh phlegeth hrii hai ron, syha’h r’luhagl nnnkn’a ooboshu lw’nafhnyth uln Tsathoggua Chaugnar Faugn ph’lloig gotha, ‘ai ebunma Chaugnar Faugn n’gha f’hrii Tsathoggua hupadgh n’ghaoth ch’ lw’nafh.»

This is @Vagabundork’s new blog, dedicated to role-playing games and the weird side of reality.