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The Engine of Oracles

~ Daniel James Hanley's Creations For Gaming. Home of the Ghastly Affair RPG.

The Engine of Oracles

Tag Archives: Medieval Folklore

Random Apparitions and Spectral Activity

14 Monday May 2018

Posted by Daniel James Hanley in Folklore, Ghastly Affair, Gothic Gaming, Highdark Hall, Historical Gaming, Monsters, Random Tables, Weird

≈ 4 Comments

Tags

classic horror, dreadpunk, Folklore, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Horror Gaming, mannerpunk, Medieval Folklore, paranormal, paranormal romance, parapsychology, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, rpg, schauerroman, Undead, Victorian Gothic


Alexandre III (Dictionnaire infernal)

Part I: The Usual Apparition

d12

The…

1

skeletal…

2

bloody…

3

decayed…

4

stark white…

5

insubstantial…

6

luminous…

7

weeping…

8

twitching…

9

lumbering…

10

floating…

11

livid…

12

shadowy…

d20

figure of….

1

an old man…

2

a young man…

3

an old woman…

4

a young woman…

5

a boy…

6

a girl…

7

a soldier…

8

a priest…

9

a nun…

10

a hunter…

11

a coachman…

12

twin children…

13

a freak…

14

an executed criminal…

15

a maid…

16

a footman…

17

a beggar…

18

a leper…

19

a knight…

20

a Druid (other pagan) priest…

d10

wearing…

1

rags,

2

all white,

3

armor,

4

finery,

5

all black,

6

their funeral shroud,

7

nothing,

8

chains,

9

only undergarments,

10

nightclothes,

d20

and carrying…

1

their own severed head(s),

2

a sword,

3

a lantern,

4

an hourglass,

5

a gun,

6

a candle,

7

a bottle,

8

a basket of hands,

9

a sack,

10

nothing,

11

a lamp,

12

a dagger,

13

a skull,

14

an infant,

15

a whistle,

16

a noose,

17

a club,

18

a bucket,

19

a bloody heart,

20

flowers,

d6

will….

1

suddenly appear,

2

drop from the ceiling (or the sky),

3

drop down a chimney (or from a tree),

4

rise up from the floor (or ground),

5

fly through the air,

6

walk out of a wall or door,

d20

and then…

1

beckon.

2

move across the room.

3

ask if someone knows their name.

4

enact their own death.

5

howl.

6

point somewhere and scream.

7

silently stare.

8

try to hand something to a character.

9

laugh.

10

cry.

11

plead for someone to help them.

12

suddenly disappear.

13

attempt to kiss the onlooker.

14

remove their eyes.

15

remove their heart.

16

vomit a large quantity of blood.

17

rot away.

18

sing.

19

pound on the walls and/or floor.

20

dance.

Part II: The Other Apparition(s)

d20

Sometimes, instead of a person, one sees a…

1

severed hand…

2

severed head…

3

bloody skull…

4

bleached skull…

5

beating heart…

6

white cat…

7

black cat…

8

black dog…

9

white dog…

10

raven…

11

white raven…

12

coffin…

13

longcase clock…

14

hourglass…

15

child’s toy…

16

ancient book…

17

mass of dismembered body parts…

18

flesh-less skeleton…

19

flower…

20

bottle…

d8

that…

1

floats in the air.

2

skids across the floor.

3

flies across the room.

4

thumps the floor.

5

is hurled at the onlooker.

6

is always at the edge of one’s vision.

7

drops from above (or down the chimney).

8

arises from the floor.

Part II: Further Spectral Activity

d100

Even when it does not show itself, one senses the presence of the spirit by…

1 – 2

the smell of decay.

3 – 4

the smell of freshly disturbed earth.

5 – 6

the smell of blood.

7 – 8

the intense smell of unwashed bodies.

9 – 10

the sound of weeping.

11 – 12

the sound of laughter.

13 – 14

the sound of indistinct chatter.

15 – 16

the sound of retching.

17 – 18

the sound of singing.

19 – 20

a banging sound.

21 – 22

a tapping sound.

23 – 24

the tolling of an invisible bell.

25 – 26

the sound of music.

27 – 28

a buzzing sound.

29 – 30

a low hum.

31 – 32

the flapping of invisible wings.

33 – 34

the soft touch of invisible fingers.

35 – 36

the feel of a sudden slap across the face.

37 – 38

the touch of an icy cold, but invisible hand.

39 – 40

the touch of a burning hot, but invisible hand.

41 – 42

the feel of an icy kiss from invisible lips.

43 – 44

the feel of a kiss, delivered by warm but invisible lips.

45 – 46

a tingling sensation.

47 – 48

a sensation like being poked with needles.

49 – 50

the sudden pain of being cut by a knife.

51 – 52

the sudden chill in the air.

53 – 54

the sudden warmth.

55 – 56

the deepening gloom of the room.

57 – 58

a strange luminescence in the air.

59 – 60

a disturbance in the air, like someone walking past.

61 – 62

the persistent feeling of being watched.

63 – 64

a choking dryness in the air.

65 – 66

static electric shocks, like before a thunderstorm.

67 – 68

puddles of water that mysteriously appear and disappear.

69 – 70

puddles of blood that mysteriously appear and disappear.

71 – 72

puddles of slime that mysteriously appear and disappear.

73 – 74

the appearance of bloodstains on furniture and curtains.

75 – 76

the appearance of bloody footprints.

77 – 78

the appearance of muddy footprints.

79 – 80

a shiver up your spine.

81 – 82

a sudden ache in the bones.

83 – 84

a sudden shortness of breath

85 – 86

a sudden attack of indigestion.

87 – 88

the taste of spoiled food in your mouth.

89 – 90

the taste of ashes in your mouth.

91 – 92

the taste of dirt in your mouth.

93 – 94

the taste of wine in your mouth.

95 – 96

a bitter taste in your mouth.

97 – 98

a sweet taste in your mouth.

99 – 100

the smell of perfume.

Part IV: The Phantom’s Release

d20

The spirit will be laid to rest if…

1

their lost body is found and properly buried.

2

the body of someone they loved is properly buried.

3

their murder is solved, and the culprit exposed.

4

another family assumes ownership of the property.

5

their forgotten name becomes known.

6

the house is razed to the ground.

7

the family line ends.

8

a family member obtains something the spirit was denied in life.

9

the person they loved in life openly declares reciprocal feelings.

10

some item removed from the house is restored to it.

11

the person they harmed in life proclaims that the ghost is forgiven.

12

a disinherited member of the family is restored to their birthright.

13

a work of art they left unfinished in life is skillfully completed.

14

the money they were cheated of in life is buried with their body.

15

an object they hated in life is destroyed.

16

an ornate monument is placed over their grave.

17

an elaborate dinner party is held, with an empty seat left for the ghost.

18

a certain monster is destroyed.

19

an animal kept in captivity is let free.

20

the room or cottage they once inhabited is blessed.

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A Ghastly Potpourri – Now Available on RPGNow and DriveThruRPG!

23 Friday Mar 2018

Posted by Daniel James Hanley in Art, Character Inspirations, Classic Creatures, Folklore, Ghastly Affair, Gothic Gaming, Historical Gaming, Monsters, OGL, OSR, Random Tables, Weird

≈ 5 Comments

Tags

18th Century, blackpowder, Character Options, dreadpunk, Eighteenth Century, First Empire, Folklore, French Directory, French Revolution, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Historical, Historical Gaming, History, Louis Seize, Louis XV, Louis XVI, mannerpunk, Medieval Folklore, Napoleonic, nineteenth century, OGL, Preternatural Effects, Regency, role playing, role-playing game, roleplaying game, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, rpg, schauerroman


“A Ghastly Potpourri” is blooming with possibilities for the Ghastly Affair RPG, and other dark OSR games!

GMs and players of any game set in the late Georgian, Regency, French Revolutionary, and Napoleonic eras will also find much of interest, as will anyone gaming in the Horror, Dark Fantasy, Weird Fantasy, Dreadpunk, Mannerpunk, Steampunk, or Austen-punk genres.

Inside you’ll find:

    • New Character Options, for more interesting Ghastly Affair PCs!
    • Lists of Character Inspirations, from history and media!
    • New Preternatural Effects and Weird Objects, to delight and terrify!
    • Creatures and Adversaries, with stats for Ghastly Affair and other OSR games! Includes new re-imaginings of two classic OSR monsters.
    • The Incarnations of Spiritual Powers, from Kubla Khan who dwells in Xanadu, to The Queen of the Night!
    • Random Tables, to inspire scenarios and dark adventures!

    Plus, an Original Short Story by the author of the Ghastly Affair novel “Hunter’s Song”!

Available in PDF and softcover print.

  • Get yours today on RPGNow and DriveThruRPG!

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Its Time is Coming Soon…

19 Monday Mar 2018

Posted by Daniel James Hanley in Art, Character Inspirations, Classic Creatures, Coming Attractions, Folklore, Ghastly Affair, Gothic Gaming, Historical Gaming, Monsters, OGL, OSR, Random Tables, Weird

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Tags

18th Century, blackpowder, Character Options, dreadpunk, Eighteenth Century, First Empire, Folklore, French Directory, French Revolution, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Historical, Historical Gaming, History, Louis Seize, Louis XV, Louis XVI, mannerpunk, Medieval Folklore, Napoleonic, nineteenth century, OGL, Preternatural Effects, Regency, role playing, role-playing game, roleplaying game, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, rpg, schauerroman


Character Options.
Inspirational Lists.
New Preternatural Effects and Weird Objects.
Creatures and Adversaries.
Incarnations.
Random Tables.
Fiction.

PDF and Softcover Print.

On RPGNow and DriveThruRPG:
3/23/18

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Seven League Boots – Another Weird Object for the Ghastly Affair RPG

08 Friday Sep 2017

Posted by Daniel James Hanley in Folklore, Ghastly Affair, Gothic Gaming, Historical Gaming

≈ Leave a comment

Tags

black magic, Christian Folklore, fairy tales, Folklore, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Romance, Gothick, Gothique, Magic Items, Medieval Folklore, Medieval Magic, Romantic Horror, witch, witchcraft


The wearer of Seven League Boots can traverse up to 21 miles in the time it takes to take a single step. However, the wearer will be just as tired as if they had actually walked the entire distance without stopping, and so suffer the Affliction “Fatigued” (-3 on all Ability Checks) until they can get a full night’s rest.

If the wearer tries to use the magic of the Boots a second time in a single day, they must Save versus Constitution or be reduced to 0 Hit Points (and thus fall down completely incapacitated) at the end of their journey.

If the wearer avoids becoming incapacitated, and tries to use the Boots a third time in a day, they must save versus Constitution or die from exhaustion at the end of their trip. If they survive, they must likewise Save or die with every seven-league step attempted thereafter, until the wearer has had a chance to sleep.

Remember that all Constitution Saves made after the taking first step are made with a -3 Penalty from being “Fatigued”.

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Blasting Rod – A New Weird Object for the Ghastly Affair RPG

06 Wednesday Sep 2017

Posted by Daniel James Hanley in Folklore, Ghastly Affair, Gothic Gaming, Historical Gaming

≈ Leave a comment

Tags

black magic, Christian Folklore, Folklore, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Romance, Gothick, Gothique, grimoire, Magic Items, Medieval Folklore, Medieval Magic, Romantic Horror, warlock, witch, witchcraft


The Blasting Rod is an exceptionally dangerous item, as hazardous to those who employ it as to their enemies. Physically, it is a rod of hazel wood the length of a man’s forearm, with forked ends that terminate in sharply pointed steel caps. It grants its possessor numerous malevolent powers, but also physically damages them, and can quickly cause madness. Naturally, the ceremony to create a Blasting Rod is exactingly difficult.

By pointing a Blasting Rod at a Spirit or Fairy, the User can Banish it to its natural abode, without a Saving Throw, and regardless of the creature’s might or status. Even Lucifer himself cannot resist the power of a Blasting Rod. Using the Rod in this way causes the User to suffer Lethal Damage equal to the Level of Spirit banished, and they must also make a Charisma Check or have their Perversity increase by the same amount.

Similarly, by suffering 1 point of Lethal Damage, and risking a 1 point increase in Perversity, the User can fling an Elf Stroke.

By suffering 3 points of Lethal Damage, and risking a 3 point increase in Perversity, the User can shoot a Lightning Bolt.

The User can Raise Storm by suffering 5 points of Lethal Damage, and risking a 5 point increase in Perversity.

By suffering 3 points of Lethal Damage and risking a 3 point increase in Perversity, the User can create a Gust of Wind.

The user can Call Lightning by suffering 3 points of Lethal Damage, and risking a 3 point increase in Perversity.

By suffering 3 points of Lethal Damage, and risking a 3 point increase in Perversity, the User can Blast Crops.

The User can Bewitch Cattle by suffering 2 points of Lethal Damage, and risking a 2 point increase in Perversity.

By suffering 2 points of Lethal Damage, and risking a 2 point increase in Perversity, the User can inflict Barrenness.

Furthermore, the Blasting Rod can also serve as a regular Magical Implement for the the use of Invocations already known. If employed in that way, the Magician only suffers the usual Nonlethal Damage.

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Planetary Angels for the Ghastly Affair RPG

18 Friday Aug 2017

Posted by Daniel James Hanley in Folklore, Ghastly Affair, Gothic Gaming, Monsters

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Tags

Ancient Folklore, Angel, Angelic, blackpowder, Christian Folklore, Eighteenth Century, Folklore, Ghastly Affair, goetia, gothic game, Gothic Gaming, Gothic Horror, Gothic Romance, Gothick, Gothique, grimoire, Medieval Cosmology, Medieval Folklore, Medieval Magic, role playing, role-playing game, roleplaying game, Romantic Horror, sorcery, theurgy, white magic, witchcraft


The Shepherds and the Angel

Rituals for summoning the the Angels of the Planets are common in magical grimoires. Here then are game statistics for those Magician Player Characters who might want to avail themselves of some heavenly knowledge and power!

Planetary Angel

A celestial administrator of astral energies.

Creature Class: Spirit (Angel)
Number Appearing: 1
Initial Impression: An odor like incense, and a nimbus of colored light, within which is a robed human figure with wings.
Size: Human-sized (or by current form)

Perversity: 0
Disposition: Determined (Angels of Saturn, and Mars), Friendly (Angels of Jupiter, the Sun, Venus, and the Moon), or Curious (Angels of Mercury)
Charisma: 17 Intelligence: 17 Wisdom: 17
Strength: 17 Dexterity: 17 Constitution: 17
Speed: 10 walking, 17 flying

Armor Class: 7
Hit Dice: 7
Attacks: 1 (punch or weapon)
Special Abilities: Angelic Characteristics, Planetary Knowledge, Planetary Magic
Weaknesses: Affected by Magic that Targets Spirits
Assets: Good Judge of Character
Afflictions: None
Preternatural Powers: Detect Evil, Invisibility, Light, Polymorph Self, Teleport (without error), plus all Powers of their associated Sphere (see below).

Natural Habitat: Heaven, the void between the planets, Earthly locations associated with their areas of concern.
Level: 7

The seven varieties of Planetary Angels are the Celestial beings most frequently Summoned by Magicians. Each is administers a broad category of phenomena that fall under the categories of the astrological planets: Saturn, Jupiter, Mars, the Sun, Venus, Mercury, and the Moon. Collectively their purpose is to enforce the Divine will in the Mundane World, and attempt to thwart the schemes of Lucifer (and the other spiritual powers who oppose Heaven). They are thus (along with the Guardian Angels), the celestial powers most engaged with events on the Earth. Unlike the Guardian Angels, however, the concerns of Planetary Angels are broad and collective, and they can seldom take an interest in the fate of any individual person.

Many Magicians wrongly believe that it is safer to Summon and Bind Planetary Angels than Devils and Demons. Ceremonies and Rituals for evoking the Planetary Angels (along with lists of their names and sigils) are thus common. Such summoning may indeed be tolerated if the Magician is only in search of knowledge that they will put to good use. However, the powers of Heaven are particularly enraged when Angels are employed for evil purposes – and unlike most infernal beings, Angels can enter the Mundane World whenever required. The Magician who incurs the wrath of Celestial beings will find that they can only survive the onslaught of heavenly justice by means of increasingly costly and disadvantageous deals with the forces of supernatural Evil.

Planetary Angles vary in their appearance and duties according to the traditional correspondences of their their associated Planets:

The Angels of Saturn are concerned with matters of time, aging, death, darkness, graveyards, mining, and the Magical Sphere of of Evocation. They tend to be somber and taciturn in disposition, and resemble elderly men and women. Their bodies are enveloped in indigo light, and they smell like myrrh. They have the wings of ravens, and often carry hourglasses and scythes.

The Angels of Jupiter are concerned with matters of wealth, prestige, charity, luxury, churches, High Society, and the Magical Sphere of Fascination. They tend to be joyous and magnanimous in disposition, and resemble plump men and women with aristocratic features. Their bodies are enveloped in violet light, and they smell like cloves, nutmeg, and ceder. They have the wings of eagles, and often carry scepters or maces.

The Angels of Mars are concerned with war, fire, soldiers, male potency, volcanoes, weapons, armor, castles, metal forging, and the Magical Sphere of Malediction. They tend to be fearless, determined, and protective in disposition, and resemble muscular men with square jaws, strong chins, and noble brows. Their bodies are enveloped in red light, and they smell like cinnamon. They have the wings of hawks, and often carry swords or spears.

The Angels of the Sun are concerned with healing, light, protection, friendship, social harmony, the physical health of males, the regulation of the seasons, and the Magical Sphere of Blessing. They tend to be friendly and caring in disposition, and resemble handsome young men. Their bodies are enveloped in golden light, and they smell like frankincense. They have the wings of swans, and often carry golden orbs.

The Angels of Venus are concerned with beauty, love, art, pleasure, sex, and the magical Sphere of Glamor. They tend to be sweet and flirtatious in disposition, and resemble lovely young women. Their bodies are enveloped in green light, and they smell like a mix of roses and myrtle. They have the wings of doves, and often carry bouquets, hand fans, or other typically feminine accouterments.

The Angels of Mercury are concerned with schools, business, science, money, technology, writing, investigation, finding thieves, magic in general, and the Magical Sphere of Divination in particular. They tend to be whimsical and quick-witted in disposition, and are androgynous in appearance. Their bodies are enveloped in light that flashes many colors, and they smell like sandalwood. They have the wings of magpies, and often carry wands or books.

The Angels of the Moon are concerned with the natural world, agriculture, gardening, bodies of water, the growth of plants and animals, the physical health of women and children, childbirth, physical transformations, the night, and the Magical Sphere of Transmutation. They tend to be maternal and kind in disposition, and resemble either mature women or young girls. Their bodies are enveloped in blueish-white light, and they smell like jasmine. They have the wings of house martins, and often bear some kind of agricultural or domestic instrument (such as a sickle, broom, or spindle).

Special Abilities of Planetary Angels

Angelic Characteristics: Like other Celestial beings, Planetary Angels are immune to all mundane weapons, all poisons, all diseases, any effect of an electrical nature, and all Fascination effects (except those which specifically target Spirits). They can see perfectly regardless of illumination, are immune to blindness or any other debility caused by extremely bright light, retain the ability to distinguish colors in conditions of total darkness, and do not need time to adjust their eyes to changing light. Planetary Angels can speak, write, and understand all languages and forms of communication. They can also enter the Ether, and the Astral Plane, at will.

Planetary Knowledge: Planetary Angels can answer any question in matters relating to their areas of concern. They also possess mastery of all professions, arts, and crafts associated with those fields. For example, the Angels of Saturn have knowledge of embalming, while Angels of Mercury are skilled mathematicians. An Angel of Venus can help one write an effective love letter, while an Angel of the Sun could teach one how to be more likable.

Planetary Powers: Each type of Planetary Angel has mastery over a single Magical Sphere. In Addition to the powers common to all Angels, a Planetary Angel can utilize any Power from their associated Sphere.

  • Angels of Saturn an use any Evocation power.
  • Angels of Jupiter can utilize all Fascinations.
  • Angels of Mars can employ any Malediction.
  • Angels of the Sun can confer any Blessing.
  • Angels of Venus can manifest any Glamor.
  • Angels of Mercury can use all Divinations.
  • Angels of the Moon can cause any Transmutation.

Additionally, such Powers never have negative drawbacks or complications when employed by Planetary Angels. For example, an Angel of Saturn can Raise Dead, without the usual possibility that the subject will return as a Vampyre, or suffer permanent insanity.

Like all spirits, Planetary Angels can teach the spells that correspond to their own Preternatural Powers. They always prefer to teach others the mundane means of achieving their goals, however, rather than impart potentially dangerous magical knowledge.

Weakness of Planetary Angels

Affected by Magic that Targets Spirits: Planetary Angels are subject to all Preternatural Effects that summon, bind, and control spirits.

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The Fire Demon

28 Friday Jul 2017

Posted by Daniel James Hanley in Folklore, Ghastly Affair, Gothic Gaming, Monsters

≈ Leave a comment

Tags

Ancient Folklore, blackpowder, Christian Folklore, Eighteenth Century, Folklore, Ghastly Affair, goetia, gothic game, Gothic Gaming, Gothic Horror, Gothic Romance, Gothick, Gothique, grimoire, Matthew Lewis, Medieval Cosmology, Medieval Folklore, Medieval Magic, role playing, role-playing game, roleplaying game, Romantic Horror, sorcery, witchcraft


The Prince of Darkeness; Dagol; c. 1775 Wellcome L0025428

The early 17th century “Compendium Maleficarum” identifies six different types of Demons – Fiery (or Empyreal), Aerial, Terrestrial, Water, Subterranean, and Lucifugous (light-fleeing). The Possessor Demons presented in the Ghastly Affair Presenter’s Manual correspond to the Lucifugous Demons. Here then are the “Fiery”.

Fire Demon

A malevolent entity that embodies the power of flame.

Creature Class: Spirit (Demon)
Number Appearing: 1 – 6
Initial Impression: A bizarrely composite humanoid whose body is shrouded in flames.
Size: Small (4′ tall, 1 – 2 HD), Human-Sized (7′ tall, 3 – 6 HD), or Large (10′ tall, 7 – 9 HD)

Perversity: 30
Disposition: Aggressive
Charisma: 13 Intelligence: 9 Wisdom: 12
Strength: 10 (1 – 2 HD), 20 (3 – 6 HD), or 30 (7 – 9 HD) Dexterity: 15 Constitution: 20
Speed: 12 walking, 18 Flying

Armor Class: 3 (1 – 2 HD), 5 (3 – 6 HD), or 7 (7 – 9 HD)
Hit Dice: 1 – 9
Attacks: 1 (weapon, punch, or claws and bite)
Special Abilities: Demonic Characteristics, Burning Hot to the Touch, Sage of Fire,
Weaknesses: Demonic Weaknesses, Vulnerable to Cold and Water
Assets: Difficult to Control
Afflictions: Easily Angered
Preternatural Powers: Darkness; Invisibility; Transform Self into Snake, Scorpion, Lion, Lizard, Salamander, or Jackal. 1 – 3 HD Demons have 1 additional Power, 4 – 6 HD have 2 additional Powers, and 7 – 9 HD have 3 additional Powers. (See Below)

Natural Habitat: The Outer Darkness, the upper atmosphere of the Earth, volcanoes, any place that has been recently destroyed by fire.
Level: Equal to Hit Dice

Fire Demons are entities of pure evil that delight in causing destruction. They ultimately serve the terrible Fire Kings who desire the complete immolation of the Mundane World. Since they are beings of chaos, however, they usually work at cross-purposes to each other. Magicians who would enslave Fire Demons find them to be particularly rebellious and troublesome.

The upper atmosphere is said to imprison innumerable Fire Demons who cannot descend without being Summoned by a Magician, or one of the Fire Kings. Supposedly, the Demons will attack anything that passes into their domain, and are responsible for the fireballs and meteors that occasionally strike the earth.

The natural forms of Fire Demons are of varied appearance, but in all cases they will appear to be aflame, their eyes will glow like coals, and their mouths will vomit flames and smoke. They stink of sulfur, burning flesh, and heated metal. Although their bodies are burning hot to the touch, Fire Demons do not warm the air around them. Rather, like all Demons, they actually suck the heat out of the environment.

A Fire Demon’s flames are unnatural, and the Fairy Folk are therefore not particularly vulnerable to them. For that reason, malicious Fairies will often associate with those Fire Demons who have managed to make their way to the surface of the Earth. Fire Demons of 1 to 2 HD in strength are in fact sometimes called “Fire Sprites”, although they are not actually Fairies themselves. Likewise, the demonic Fire Kings hold court with the Fairy Erlkings, Cloud Kings, and Water Kings who torment humanity.

Special Abilities of Fire Demons

Demonic Characteristics: Fire Demons are immune to all weapons, except those which are made of iron, blessed, or otherwise enchanted. They cannot be harmed by acid, cold, disease, or any Special Ability or Preternatural Effect which targets minds or emotions (except those that specifically target Spirits, of course). They can see perfectly regardless of illumination, are immune to blindness or any other debility caused by extremely bright light, retain the ability to distinguish colors in conditions of total darkness, and do not need time to adjust their eyes to changing light. Fire Demons can speak, write, and understand all languages and forms of communication.

Burning Hot to the Touch: A character that deliberately touches a Fire Demon with their hand (or other body part) will be burned for 1d6 points of Lethal Damage.

Sage of Fire: Fire Demons have perfect knowledge of all arts, sciences, and crafts involving fire – metallurgy, glassblowing, blacksmithing, artillery use, etc. They are sometimes Summoned expressly for their knowledge, but preternatural means such as Bind Spirit are usually required to force the Demons to answer truthfully.

Weaknesses of Fire Demons

Vulnerable to Cold and Water: Cold and water-based attacks against a Fire Demon grant the aggressor a +2 Bonus on the Attack Check, and inflict an additional 2 point of Lethal Damage. Holy Water does double normal damage to Fire Demons. Fire Demons must Check Morale whenever they are damaged by cold or water-based attacks.

Demonic Weaknesses: Fire Demons are burned by holy water as if it was acid, cannot enter holy ground or touch blessed objects, and are subject to the power of Faith. Like all Demons, they are Vulnerable to Iron, and will not voluntarily touch it. Additionally, they are repelled by pure crystalline salt. As Spirits, they are susceptible to all Preternatural Effects that target spiritual entities. Strangely, they cause the entire Nearby Area to become discernibly cold rather than hot.

Preternatural Powers of Fire Demons

All Fire Demons can create Darkness, Detect Evil, become Invisible, and Transform into snakes, scorpions, lions, lizards, salamanders, or jackals. In addition, every Fire Demon will possess one of the following powers: (d6)
1 | Burning Hands
2 | Continual Flame
3 | Create Flame
4 | Enhanced Vision (to teach others)
5 | Light
6 | Resist Fire (to teach others)

Fire Demons of at least 3 – 6 HD will have an additional power from this list: (d8)
1 | Ball Lightning
2 | Fireball
3 | Fog (Smoke) Cloud
4 | Hypnotic Pattern
5 | Levitate
6 | Protection from Bullets
7 | Pyrotechnics
8 | Stinking Cloud

Fire Demon Powers of 7 – 9 HD will also have one of these powers: (d6)
1 | Explosive Runes
2 | Fire Shield
3 | Fire Trap
4 | Flame Strike
5 | Quench Fire
6 | Wall of Fire

Appearance of a Fire Demon

The demon’s HEAD is… (d20)
1 | absent, but it has eyes in its chest and a mouth in its belly.
2 | that of a brutal man, with the horns of a bull, goat, or ram.
3 | that of a woman with goat horns.
4 | that of a boy with small horns.
5 | that of girl with small horns.
6 | double – a man and a woman.
7 | like a man’s with three faces.
8 | that of a man with 6 eyes.
9 | like that of man, but nearly split in two by the enormous mouth filled with sharp teeth.
10 | that of a man with a single eye.
11 | draconic.
12 | serpentine.
13 | lizard-like.
14 | skull-like.
15 | that of a jackal.
16 | that of a lion.
17 | a plume of flame.
18 | that of a rooster.
19 | grotesquely simian.
20 | completely enshrouded in a helmet of hot bronze.

Its flame-enshrouded BODY is… (d10)
1 | man-like,
2 | womanly,
3 | humanoid, but scaly
4 | emaciated and skeletal,
5 | serpentine,
6 | draconic,
7 | lizard-like,
8 | a tortoise’s
9 | just a fiery pillar,
10 | leonine,
11 | that of a man wrapped in hissing snakes,
12 | scaly and covered in spines,

and its overall COLOR is… (d10)
1 | like pale human flesh
2 | like dark human flesh
3 | red.
4 | yellow
5 | orange.
6 | golden.
7 | brassy.
8 | black.
9 | like glowing steel.
10 | a riot of hues.

Its WINGS are… (d8)
1 | fan-like.
2 | bird-like.
3 | like a bird’s, but feathered with copper blades.
4 | bat-like.
5 | bat-like and colorfully patterned.
6 | bat-like and tattered.
7 | membranes stretched under its arms.
8 | sheets of flame.

Its ARMS are… (d6)
1 | like those of a muscular man,
2 | a woman’s,
3 | like the bodies of snakes,
4 | like tentacles of fire,
5 | like the front legs of a wolf,
6 | covered in spikes and spines,

and its HANDS are… (d6)
1 | human-like.
2 | human-like, but clawed.
3 | a lizard’s.
4 | the paws of a lion.
5 | like the tails of snakes.
6 | just two jets of flame.

Its LEGS are… (d10)
1 | like a muscular man’s,
2 | like a woman’s,
3 | a lizard’s,
4 | bird-like,
5 | like a dog’s, but scaly,
6 | leonine,
7 | replaced with a single serpentine tail.
8 | two pillars of flame.
9 | emaciated and skeletal,
10 | like two serpents,

its FEET are… (d8)
1 | lizard-like,
2 | leonine,
3 | taloned like a hawk’s,
4 | emaciated and skeletal,
5 | human,
6 | cloven hooves,
7 | flames.
8 | two hissing serpents,

and the TAIL is… (d8)
1 | absent.
2 | serpentine.
3 | serpentine and covered with spines.
4 | scorpion-like.
5 | (1d8) writing snakes with flickering tongues.
6 | leonine.
7 | smooth and prehensile, with a wedge-shaped stinger at the end.
8 | a peacock’s

It bears… (d12)
1 | a brazen crown.
2 | armor of red-hot bronze.
3 | a flaming sword.
4 | a glowing spear.
5 | a snake in its hand.
6 | a fiery mace.
7 | a torch.
8 | a heavy chain.
9 | a glowing bronze hammer.
10 | red-hot pinchers.
11 | a flaming whip (or cat-o-nine-tails).
12 | a pitchfork.

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Possess Beast – A New Preternatural Effect For the Ghastly Affair RPG

26 Wednesday Jul 2017

Posted by Daniel James Hanley in Folklore, Ghastly Affair, Gothic Gaming, Historical Gaming

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Tags

Ancient Folklore, blackpowder, dreadpunk, Folklore, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Magic, Medieval Folklore, Medieval Magic, roleplaying game, Romantic Horror, schauerroman, sorcery, Spells, witch, witchcraft


Jean-Baptiste Oudry Leopard, 1741

Possess Beast (Fascination)

Level: Incantation 3, Ceremony 2, Pact 3, Preternatural Power 3
Affected Area: 1 animal of the User’s level or lower.
Duration: Until morning
Saving Throw: Prevents possession

The User’s body falls into a deep sleep, while their mind possesses the body of an animal of their own Level or lower. The user can specify what kind of animal they wish to possess. The nearest animal of that type must make a Saving Throw, or have their mind taken over by the User. If the first targeted animal resists the effect, the next nearest one is targeted, and so on. If the user desires to possess a rare or exotic animal, they could easily find themselves hundreds of miles away from their body! Once an animal is possessed, the User can thereafter always use Possess Beast on that same creature without the possibility of being resisted.

The User can employ all of the senses and Special Abilities of the animal possessed, which essentially become a puppet. Unfortunately, the User’s mind must remain in the animal until morning, and all damage inflicted on the possessed beast is also suffered by the User’s sleeping body. If the sleeping User is found and slain while their mind is still possessing an animal, the User’s mind will be stuck in the creature’s body for the remainder of the beast’s natural life. Additionally, the User may be condemned to become a Zoomorphic Revenant afterwards.

The effect is often used by witches for the sheer joy of running free through the wilderness, as well as for espionage and assassination. It is possible that the displaced spirit of the possessed beast might roam as a Spectral Animal.

Scenario seeds:

The distinctively marked wolf that was attacking the local herds by night displayed a shocking level of intelligence. When it was later found and and killed during the day, the attacks stopped. Now another wolf, seemingly just as intelligent, is again slaughtering livestock. Who is the witch or warlock possessing the predator, and how can they be stopped?

The sorceress was pleased with herself when she used a bear’s body to revenge herself upon the local magistrate. She was less pleased when the angry spirit of the bear decided to enact a revenge of its own.

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Happy Krampusnacht! Krampus and Saint Nicholas for the Ghastly Affair RPG.

05 Monday Dec 2016

Posted by Daniel James Hanley in Folklore, Ghastly Affair, Gothic Gaming, Historical Gaming, Monsters

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Tags

18th Century, Austria, Bavaria, Christian Folklore, Christmas, Christmas Tradition, Devil, Devils, Eighteenth Century, Folklore, Ghastly Affair, gothic game, Gothic Gaming, Gothick, Medieval Folklore, Napoleonic, role-playing game, Romantic Horror, rpg, Scary stories for Christmas, Styria, weird tradition, Yule


Mikuláš a Krampus 1901

The following take on Krampus and Saint Nicholas also incorporates a certain notorious Styrian from one of the classics of Gothic literature. Remember, this is all just for fun, and definitely not meant as a commentary on anybody’s beliefs.

Krampus
The Devil who punishes wicked children at Christmastime.

Creature Class: Spirit (Devil)
Number Appearing: 1
Initial Impression: The sound of cowbells and crying children, followed by the sudden appearance of an extremely hairy, grotesque man with a long, protruding tongue and large, goat-like horns. He carries a birch switch, has a basket on his back, and and is bound in chains from which several heavy bells are suspended.
Size: Human-sized

Perversity: 21
Disposition: Aggressive
Charisma: 7 Intelligence: 9 Wisdom: 15
Strength: 18 Dexterity: 15 Constitution: 18
Speed: 9

Armor Class: 4
Hit Dice: 5 (30 hp)
Attacks: 1 (claws, or grab)
Special Abilities: Diabolical Characteristics
Weaknesses: Diabolical Weaknesses, Distracted by Alcohol and Pretty Women
Assets: Skilled Torturer, Expert Grappler
Afflictions: Encumbered (by chains, heavy bells, and having two different feet)
Preternatural Powers: Cause Fear, Detect Evil, Detect Lies, Dimension Door, Knock, Invisibility, Major Creation (usually used to make birch switches and coal), Walk Through Shadows, Walk Through Walls

Natural Habitat: Wherever children are found at Christmastime (Bavaria, Austria, and adjacent areas). The dark and sulfurous caves of Hell.
Level: 5

In centuries past, Saint Nicholas put magical chains upon a Devil, and bound him to be the punisher of wicked children. Every night of December the 5th since then, the Devil Krampus has been summoned by Saint Nicholas to accompany him as he visits the children of Austria (and the surrounding lands). Good children receive gifts from Saint Nicholas. Wicked children receive the attentions of Krampus instead.

Krampus’ body is covered with shaggy hair, and he sports a large pair of goat horns. An extremely long tongue hangs from his fanged mouth, and his eyes burn like coals. One of his feet is human-like; the other is a cloven hoof. He always carries a switch of birch branches. The steel chains that bind him are attached to his wrists by manacles, and wrap around his body. Hanging from them are the large cowbells that announce his approach. On his back is strapped a basket, from out of which the small hand of a child will occasionally appear, accompanied by pitiful pleading.

Krampus’ punishments vary in severity, depending on his whims, and the extent of the child’s misdeeds. The most mild punishment consists of Krampus taunting the child with a present of coal, while he (or she) must watch other children enjoying the nice gifts given to them by Saint Nicholas. If Krampus is feeling especially mean, the coal will be glowing hot. Next in severity is a thorough birching, administered with the switch that Krampus carries for that purpose. Sometimes Krampus will then present the birch switch to the child or their parents, as a reminder. The very worst children are seized and stuffed into Krampus’ magical basket. Such unfortunates will be carried back to Hell, never to be seen again.

Although Krampus delights in the suffering of the wicked, he is himself thoroughly reprobate. His lust for schnapps and pretty girls is legendary. The moment Saint Nicholas is distracted, Krampus will take the opportunity to break valuable objects and cause general mischief.

Krampus is skilled at grabbing children and throwing them into his basket before they can wriggle free of his clutch. If challenged to a direct fight by an adult, however, Krampus will throw aside his birch switch and attack with his clawed hands. Saint Nicholas will not interfere in any fight involving Krampus, provided the Devil’s opponents are not themselves evil. If Krampus’ physical form is killed, he will disappear along with his chains. His basket will remain, however, dropping and spilling out all the children abducted that night. The fleeing children will then be given a stern warning by Saint Nicholas that they won’t escape punishment next time!

Some whisper that it was because of the wickedness he found in a certain family of Styrian aristocrats that Saint Nicholas first decided to take strict measures to instill virtue in Alpine children. In 1687 Saint Nicholas and Krampus paid another visit to that same aristocratic family, where they encountered a young daughter of the clan named Mircalla. That girl never forgot her humiliation by Krampus, even after her death. Thus, the Vampyre Carmilla Karnstein became Krampus’ eternal adversary, and she will stop at nothing to end his yearly visits to Styria.

Krampus’ Special Abilities

Basket of Imprisonment: The inside of Krampus’ basket is an infinitely large, pitch-black space with a cold stone floor. Krampus can always reach into the basket and pull out any child desired, however. The sound of crying children continually emanates from the Basket, and every so often a small hand or foot will peak out from under the lid.

Diabolical Characteristics: Krampus is immune to all weapons, except those which are made of silver, blessed, or otherwise enchanted. He cannot be harmed by fire, poison, disease, or any Special Ability or Preternatural Effect which target minds or emotions. Krampus can see perfectly regardless of illumination, is immune to blindness or any other debility caused by extremely bright light, retains the ability to distinguish colors in conditions of total darkness, and does not need time to adjust his eyes to changing light. He can speak, write, and understand all languages and forms of communication.

Krampus’ Weaknesses

Chains of Binding and Warning: The magical chains that Krampus wears allow Saint Nicholas to summon him at will, forces the Devil to obey direct commands from the Saint, and inflict 1d6 point of damage on their wearer if he touches anyone with a Perversity of 6 or lower. Furthermore, the bells attached to the chains are audible even when Krampus is Invisible.

Diabolical Weaknesses: Krampus is burned by holy water as if it was acid, cannot enter holy ground or touch blessed objects, and is subject to the power of Faith. He is Vulnerable to Silver, and will not voluntarily touch it. As a Spirit, he is susceptible to all Preternatural Effects that target spiritual entities. Additionally, the initial appearance of Krampus will cause the entire Nearby Area to momentarily smell like burning sulfur.

Distracted by Alcohol and Pretty Women: If confronted by an offer of strong drink, or a particularly attractive young woman (especially one with an ample bosom), Krampus must make a Charisma Save. If he fails he will immediately break off whatever he is doing to drink the alcohol, or pursue the young woman.


Saint Nicholas
The generous but testy Patron Saint of children, merchants, and mariners.

Signs & Portents: If encountered at Christmastime, a light snow falls, and children become giddy. If at sea, the winds become favorable, and fish are drawn to the nets and hooks of anglers.
Initial Impression: A mature, white-bearded man with a dark complexion, dressed in the white, red and gold vestments of a bishop. A halo of light surrounds his head. He bears a golden crozier in one hand, and with the other holds a sack filled with oranges, gold coins, and small toys. The odor of fine incense emanates from his body.
Size: Human-sized

Perversity: 5
Disposition: Determined
Charisma: 20 Intelligence: 20 Wisdom: 20
Strength: 20 Dexterity: 20 Constitution: 20
Speed: 9

Armor Class: 10
Hit Dice: 20 (120 Hit Points)
Attacks: 1 (punch in the face)
Special Abilities: Angelic (Saintly) Characteristics | True Resurrection
Weaknesses: Limited Power Over Spirits (Angels only) | Intolerant of Disbelief
Assets: Master of All Crafts | Master Mariner | Brilliant Businessman | Skilled Boxer
Afflictions: Short Temper
Preternatural Powers: All Transmutations, all 0 – 3rd Level Blessings, Divinations, Evocations, Fascinations, and Glamors, but no Maledictions.
Favored Preternatural Powers: Augury, Control Winds, Consecrate Object, Create Food and Water, Cure Serious Wounds, Detect Evil, Enchant Weird Object, Fertility, Fly, Invisibility, Knock, Major Creation (permanent, and can make precious objects), Rain of Fish, Read Minds, Teleport

Usual Surroundings: Wherever children live at Christmastime. Wherever his holy relics are found. Ships at sea. The shops of pious merchants. Poor houses with unmarried daughters.
Level: 10

Saint Nicholas is among the Saints who take a very active interest in events on Earth. On the night of December 5th every year (the eve of his Feast day) he visits homes, distributing small gifts to good children. Centuries ago, however, he became disgusted at the wickedness he found among some children in the German-speaking Alpine regions. He decided to bind a Devil named Krampus into his service, and he charged the diabolical being with the task of punishing misbehaving youngsters. Since that time the two have traveled together to reward the virtuous, and torment the wicked.

Although he is renowned for his generosity, Saint Nicholas’ short temper is just as legendary. When he lived on Earth he was a delegate to the Council of Nicea, where he famously punched the unorthodox theologian Arias in the face. The Saint will become incensed by any heretical or rationalist argument, which can cause his physical incarnation to actually explode with anger!

Although best known as the patron Saint of children, mariners and merchants also pray for Saint Nicholas’ intercession. The Saint can calm storms, and his presence causes the nets of fishermen to become filled. His powers allow him to make almost anything he wants from thin air, including Weird Objects. Unlike human magicians, he can even make objects of precious metal or gemstone through his Preternatural power of Major Creation. He can restock a poor merchant’s entire inventory, and create dowries to keep poor unmarried girls from resorting to prostitution. His mightiest power, however, is his ability to resurrect the dead, without the baleful consequences that often result when profane sorcerers attempt the same miracle.

It is whispered among certain Demon Hunters that it was the twisted spawn of the infamous Karnstein family that first made Saint Nicholas so angry that he decided to employ Krampus. To this day the sole remaining Karnstein, the Vampyre Carmilla, schemes to destroy Saint Nicholas (and his diabolical servant). Of course, Saint Nicholas is immortal (and can repel Carmilla with his Faith), but still she seeks some way to eliminate him from the Earth forever.

Saint Nicholas has a great rivalry with the Yuletide Fairies and Elves of the Winter Court, such as Father Christmas, Père Noël, and La Befana. While Saint Nicholas stands for morality and religious observance, Father Christmas and his ilk promote feasting and general good cheer, without concern for the religious significance. Perhaps some kind of accord is possible, if Saint Nicholas could learn to be more jolly, and the winter elves agreed to help make toys. Otherwise, the dispute regarding the proper celebration of the Holiday may well result in Saint Nicholas punching one (or more) of the other powers in the face.

Saint Nicholas’ Special Abilities

Angelic (Saintly) Characteristics: Saint Nicholas is immune to all mundane weapons, all poisons, all diseases, any effect of an electrical nature, and all Fascination effects. He can see perfectly regardless of illumination, is immune to blindness or any other debility caused by extremely bright light, retains the ability to distinguish colors in conditions of total darkness, and does not need time to adjust his eyes to changing light. Saint Nicholas can speak, write, and understand all languages and forms of communication.

True Resurrection: Saint Nicholas can resurrect any dead person to full life, no matter how long they have been deceased, or the condition of their body. The resurrected person suffers no ill effects or increase in Perversity.

Saint Nicholas’ Weaknesses

Intolerant of Disbelief: If for some reason one wished to send Saint Nicholas back to Heaven, the surest way is to beat him in a theological debate over the supremacy of reason over faith. Naturally, since he is a Saint and prodigiously Intelligent to boot, it’s extremely difficult to do so. A debater must first succeed at an Intelligence check, to make a point solid enough that Saint Nicholas takes it seriously. Then, the debater must succeed in 3 successive Intelligence Contests against the Saint, without losing a single one. A debater that fails will be quickly, and repeatedly, punched in the face by Saint Nicholas. If the Saint is defeated, however, his face will turn red and emit steam, just before his physical body explodes. Naturally, once Saint Nicholas is able to return to Earth he will deal with the blasphemous disbeliever!

Limited Power Over Spirits: Saint Nicholas can only target Angels when he employs the following Preternatural Powers: Banish Spirit, Bind Spirit, Summon Spirit. He can, however, repel creatures of supernatural Evil through Faith. When he bound Krampus to his service, he first punched the Devil in the face, and then placed the Chains of Binding and Warning on him.

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Bring Back the Christmas Ghost Story!

01 Thursday Dec 2016

Posted by Daniel James Hanley in Folklore, Gothic Gaming, Historical Gaming, Opinion

≈ 3 Comments

Tags

American folklore, American Legend, apparition, Christmas, Christmas Tradition, English folklore, English Legend, English literature, Ghost, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Holidays, Medieval Folklore, Romantic Horror, Solstice, specter, Tradition, Urban Legend, Victorian, Victorian Gothic, Yule


writing-desk-ghost Christmas time is here again. It’s the season for decorations and songs. Eggnog and cookies. Little men moving in the night, and a spirit of justice flying through the air. There’s darkness around those Christmas lights, and it’s always been there.

Americans have largely forgotten the tradition of the Christmas ghost story, but it was once a vital part of our celebration. We love “A Christmas Carol”, but fail to acknowledge the tradition of Yuletide horror that it represents. But, what could be more appropriate on a cold winter’s night than to shudder at a chilling tale? When our ancestors shivered from the cold, they also told stories to send shivers down their spines!

This year, have a truly traditional Christmas. Help bring back the Christmas ghost story! Remember that elves are kin to goblins, and Krampus comes too. It isn’t just the living who yearn to be with their families, and mischievous sprites still lurk in your Christmas tree.

Look outside. What left such strange tracks in the new-fallen snow?

Horror doesn’t end at Halloween!

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