Wednesday, June 25, 2014

The Hungry Crone

Another spirit for the Warlock.

She witnessed the invention of sin, watched the stars enter the sky, saw the earth's skin when it was liquid and light. She has commanded the adoration of empires and suffered in the servitude of hedge-witches. She is the Hungry Crone, Grandmother of All. Hers are the powers of darkness and blood, and her pact is with you. 

When she fully enters the temporal world, the Hungry Crone appears as an old woman, aged beyond reckoning but still unbent. In her right hand she carries a shepherd's crook and in her left, a stone knife. She can fly astride the crook, and wounds caused by the knife can only be healed with magic.

Starting spell. Roll 1d4

  1. Cause Fear (reverse of Remove Fear)
  2. Cause Light Wounds (Reverse of Cure Light Wounds)
  3. Cure Light Wounds
  4. Darkness (Reverse of Light)
Example spells at higher levels are Delay Poison, Cure/Cause Disease, Bestow Curse, Neutralize/Inflict Poison, Unholy Word, or Shadow Monsters.

Major favors

  1. In a random village, a man murdered his wife and child and ran off into the night. In doing this, he violated a taboo sacred even to the bloody-minded powers of old. Find him and kill him.
  2. It has been a few millennia since the Hungry Crone had a shrine that truly pleased her. Commission one that is both within your means and to her specifications (must cost at least 25% of the silver pieces necessary to reach the next level) in a village or city.
  3. A high ranking official in the nearest major city sold his soul to the Hungry Crone for her help in killing his weak-willed superior, and now it is time to collect. 
  4. The last time the Hungry Crone walked the world of mortals, a minor demon insulted her, and now she detects his presence in a random Hex. Find it and destroy its bodily form.
  5. A scholar has unearthed the skull belonging to the Hungry Crone's first child and placed it in a museum in the nearest major city. Steal it back and return it to the Hungry Crone.
  6. Long ago, a wizard bound the Hungry Crone as a slave. Though he is long dead, his tower is in a location 2d10 miles away. Find it and burn it down to the foundation.

Tuesday, June 17, 2014

i summon thee

I must confess that warlocks are (at least conceptually) my favorite DnD class. 'orrible users of magic are pretty much the best. However, their implementation has historically been pretty lacking. I've also been thinking about graduated levels of success, and realized that such a thing already exists in DnD and retroclones: the reaction table.


This combines well with the idea of warlocks cutting Faustian deals with powerful beings, rather than having Something Bad happen before character creation that lets them shoot devil lasers (not that I have a problem with whizz-bang magic. It just doesn't seem to fit). Using the reaction table gives GMs a framework for how the patron should deal with their client, rather than sitting backstage all the time. 

Warlock
A class for LotFP
HP and Saves as Cleric, XP as Fighter
Warlocks do not memorize spells like Magic-users. Instead, they forge pacts with spirits and use their power. All spirits have a domain (such as Ice or Love or Law), which dictates the kind of power and knowledge the possess. The pact is mutually beneficial; the Warlock gains access to magical knowledge and ability, while the spirit uses the Warlock to grow in power and intervene directly with mortal affairs. 

Spirits have the innate ability to answer questions about their domain; a spirit of ice instinctively knows what and who is buried in an avalanche, for example, and a spirit of fire can know what a person looked like simply by examining their ashes. Their grasp of magic is not quite as strong; they can cast any spell that pertains to their domain, but must first encounter it. Warlocks often serve this purpose and can claim spells much like the way Magic-users can inscribe them in spell books. Claiming a spell requires a ritual that takes a number of hours equal to the spell's level, and once it is complete, the Warlock can assign it to a contracted spirit with an affiliated domain. Warlocks can claim spells of any level.

A Warlock can maintain a number of pacts equal to half level, rounded up. However, a Warlock has direct access to only one spirit at a time; if they wish to change which contracted spirit they may summon, they must complete an 8 hour ritual in a place of relative safety and reclusion. If a Warlock wants to forge a pact with a new spirit, they must find one in the course of play.

When a Warlock wants their contracted spirit to answer a question or cast a spell pertaining to its domain, they spend a turn summoning it, and the player makes a 2d6 Reaction roll with a bonus equal to half the Warlock's level, rounded down, and a penalty equal to the spell's level. 



At this point, the Warlock must convince the spirit to cast the spell or answer the question. How much work this takes depends on the spirit's Reaction. If it is Cooperative, it requires nothing at all. If it is Interested, it might take a turn to cajole it into helping. If it is Annoyed, major bribes or favors might be necessary--one quarter of the silver pieces necessary to reach the Warlock's next level (so 500 sp at level and 4,000 sp at level 4) or a session's worth of adventuring, usually of an ethically dubious and/or legally questionable variety, to acquire an artifact, slay a rival, or perform some other dangerous task for the spirit is generally enough. Warlocks take a -1 penalty to Reaction rolls with a spirit for each favor they owe. Spirits are greedy, venal, and prideful, but they are not stupid. If a Warlock continually offers services but never performs them, the spirit will demand prices that can be paid immediately. Malicious spirits will completely enter the physical world and attack, but will often surrender before being defeated.

The HD of a spirit equals the Warlock's level plus the highest level spell they know, and they deal d6+level damage in melee, plus any other special abilities the GM deems appropriate. Existing in the physical world is exhausting to spirits, and so they can cast each spell they know only once before needing to return to the aether to rest. Spirits will enter the physical world to fight for Warlocks, but will do so only for a major favor, regardless of Reaction, and only to complete a specific, pre-determined task. Spirits in the physical world reduced to 0 HP must rest in the aether a number of days equal to their Warlock's level.

A level 1 Warlock begins play with a single spirit with a domain of their choice and a relevant, 1st level spell. Here's a sample spirit:

Atri-Rathma, Entwined Divinities of Love and Spite
Begin with Charm Person and can acquire any spell that pertains to mental manipulation and domination, such as Suggestion or Forget. Can answer questions about someone's love life, if an act was motivated by revenge, or anything pertaining to love, lust, and spite. They are fawning and flirty when in a helpful mood and sarcastic and deceptive while in a bad one.

Major Favors
  1. Help a star-crossed couple from the nearest village escape from their disapproving families and start a new life in the nearest city. There is a 50% chance the relationship is clearly headed for disaster.
  2. The constabulary force of the nearest city is about to shut down a brothel. For purposes of blackmail, Atri-Rathma wants you to plant evidence in the captain's home that suggests he frequented the brothel himself.
  3. Help a woman from the second-nearest city murder her abusive husband, who recently humiliated her in a public affair.
  4. Acquire the Liqueur of Atri (a staggeringly powerful aphrodisiac), which is currently being guarded in the nearest temple of the stodgiest local religion, and return it to Atri-Rathma.
  5. Acquire the Liqueur of Rathma (an exquisitely deadly poison), which is curently being guarded in the nearest temple of the shadiest local religion, and return it to Atri-Rathma.
  6. Fund a wild bacchanal (must cost at least 25% of the silver pieces necessary to reach the next level) in the nearest city.
Batrabos, Grim Demon of Law
Begins with Command and can learn any spell pertaining to subjugation, imprisonment, and order. Can answer questions about legality, technicality, and jurisprudence. He is all patient patriarch when he's helpful and BOOMING THEATRICALITY when he's mad.

Major Favors
  1. Hunt down an escaped fugitive d6 miles from your location. There is a 50% chance he was convicted on a technicality.
  2. Kill a member of the nearest city's constabulary, who has been accepting bribes from the biggest gang in town. 
  3. Acquire and destroy the Oneiric Needle (a powerful device of disorder), located in a cult hideout not far from the nearest village.
  4. Acquire the Hircine Lance, a weapon created from one of Batrabos' horns, and return it to him.
  5. Clear a shrine belonging to one of Batrabos' fallen sisters of the brigands that have taken up residence in it. It is located close to the nearest city.
  6. Fund an inquest into a decades-old cold case (must cost at least 25% of the silver pieces necessary to reach the next level) in the nearest city. 4 in 6 chance it find a culprit, and on a 1 it is someone important.
First image is from Basic Dungeons and Dragons. Second image is from Tactics Ogre: Wheel of Fortune

Sunday, June 8, 2014

Flowerland Session 2 Play Report

Lotus addict Trimalchio and jolie-laide boxer Barnaby (plus sidekick Agatha the Swamp Witch and minus partner-in-crime Violette) join forces with Prince Darwin Puck IV, one of the many mortal sons of the vast and inscrutable Queen of Albion. They decide to pursue a bounty offered by Dame Balustrade of the Knights Tentacular and destroy a disturbing black tower to the north. The party decides from the get go to ignore her warnings to not examine the tower closely under any circumstances whatsoever from the beginning, but buy explosives to keep up appearances. The charismatic Barnaby and the dashing Prince Puck spend a day to convince Qelong scholar Pran Praw and Albion druid Arminius to help them. Hiring Gator and his trusty(?) airboat once again, they depart.

On the way they encounter some trigger-happy fellow travelers who open fire when they notice Trimalchio looking at them with his spy glass. The party kills two of them, leaving a woman and her two children alive. It turns out they had fought their way past several bandit gangs, and thought the party was more of the same. They let her go, but keep a crate of her linens as recompense. Trimalchio tries to bind the ghosts of the men who attacked them into bullets, but in his incompetence awakens a crocodile spirit instead. It promises not to eat them if they feed it daily, and they accept.

The next day, a pack of coyotes attacks the airboat as it passes through a narrow channel between islands. The crocodile spirit demands that they kill some so it can feed, and Prince Puck almost shoots the hireling druid Arminius so they can feed him to the crocodile spirit instead. The coyotes attack and manage to maul Agatha before being fought off. Trimalchio takes more lotus powder so he can say goodbye for Barnaby, and while Agatha is not particularly impressed, she agrees to possess Barnaby's armor so she doesn't have to pass on to the afterlife. Arminius, not too happy about almost being made into a human sacrifice, runs away, trying his like in the wilds.

The rest of the trip is unevenful, save for the final day, when three butterfly demons attack the boat just as the tower is in sight. One tries to put the party to sleep, another attacks Barnaby, while a third vomits onto the floor of the boat, partially dissolving it. The party dispatches them with ease, mopping up the butterfly acid with some of their stolen linens, and Pran Praq tells them that butterfly demons were once a civilized tribe on their own, but were twisted by the influence of some past civilization.

They make it to the tower, which is located on a perfectly circular island. They explore a tunnel located near the tower (the grass around it is dead, and the plants that do live are growing away from it). They find a single room with a water-filled, transparent column in the center. They see something murky floating in it, and Pran Praq notes that submersion is one of the few weaknesses of the Night Tribe. Barnaby, who had taken one of the butterfly demon heads as a trophy, notices that it begins speaking in this room. Prince Puck takes a rubbing of some strange writing they find, and everyone quickly leaves before anything happens. They spend the rest of the day having visions in the tower, which Prince Puck identifies as a monument of the Night Tribe. Barnaby and Trimalchio acquire a yet-to-be determined new sensitivity to magic, while Prince Puck, already well acquainted with magic, learns the sorcerous art of the Rime Key, but the process permanently turns his shadow big and scary. Trimalchio realizes he won't have enough lotus powder to stave off withdrawal all the way back to Houndport.

Boat Status: 1 small hole, bottom partially dissolved but still unbreached.

Saturday, June 7, 2014

Flowerland Classified #2

I of course try to be consistent/maintain continuity, but one thing I'm figuring out is economy, so rewards and prices might fluctuate some the first few sessions.
  • Guards for missionary trip still wanted. 200 sp/guard. Contact Sister Aggorath at the Church of the Queen Mother.
  • Looking for scrap metal. Supposed to be a whole city’s worth a ways to the north. Will pay 100 sp/pound. Contact Samuel at the Houndport Garage.
  • Rumor has it that the Queen's Guard has just received a large number of suspicious crates, and they've begun to haul them out into the Swamp. I'd like to know what they're up to, and I'll pay 800 sp to whoever can satisfy my idle curiosity. I'll throw in some extra if you find out why they're buying up golden lotus powder. - Geoffrey
  • There's an eerie black tower not far from the Mockingbird Village to the north. 600 sp to anyone that destroys it. Do not under any circumstances examine it closely. -Dame Balustrade, Knight Tentacular
  • 1,000 sp for information that leads to the identification and capture of those responsible for the threats against the Coyote Prince, an esteemed guest of the Crown - Office of the Interim Governor
  • 750 sp reward for information that leads to the identification or capture of the Crowley Street Murderer - Office of the Interim Governor
  • Giant specimens wanted. 50 sp per pound of beast, double if it's alive. Contact Dr. Farefellow at the Royal Society Outpost.
  • EXTRAORDINARY OPPORTUNITY--AUCTION TWO WEEKS FROM TODAY IN THE BASEMENT OF THE IRON CONCH INN. WONDROUS SUN GIANT DEVICES, ASTOUNDING NIGHT DEMON ARTIFACTS, FASCINATING CURIOS OF THE SAVAGES OF ALAKANTHUS.

Wednesday, June 4, 2014

Sorcery in Flowerland

The Sorcery of Flowerland is the magic of Night. It is unsubtle and unlovely. It excels at destruction, imposition, corrosion, subjugation, and transformation, while succor, mending, light, heat, and delicacy are fundamentally contrary to its nature. Animals fear it, and spirits go mad in its presence. When Sorcery can be seen or felt, it is cloying, chilling, sinuous, and dark. 


distributed by Stefano Corso under Creative Commons

Anyone with the Sorcery skill can learn magical Arts. To do so, they must spend a full day studying one of the Night Tribe's monoliths, murals, or texts. At sunset, they roll 2d6+Soul. 

  • On a 10+ they learn the Art.
  • On a 7-9 they learn the Art and are scarred or altered by the experience.
  • On a 6- they transform into a Night Demon and try to murder or subjugate everything around them.
Upon learning their first Art, a sorcerer's blood turns an inky black and becomes terribly poisonous. Practiced sorcerers have use for the blood of their fellows, but extraction is seldom pleasant.

There are nine Greater Arts of Night known to the sorcerers of Flowerland. Lesser disciplines abound, and of course no one knows what magics lie forgotten in the Night Tribe ruins out in the wilds. A sorcerer can bring about any magical effect, so long as it pertains to one of the Arts they know and it does not contradict anything about Sorcery's nature.

  1. Razor Dance
  2. Dominion Song
  3. Rapture Eye
  4. Night Grasp
  5. Void Gate
  6. Venom Scream
  7. Dream Chain
  8. Soul Stitch
  9. Rime Key

When a sorcerer draws upon the powers of Night to cast a spell, on a 10+, they pick 2 of the following, and on a 7-9, they pick 1. On a 6-, it all goes it shit. (EDIT: This bit is adapted from one of the Druid's moves in Dungeon World.)
  • The spell achieves what they wanted it to.
  • They are uncorrupted and unharmed by Night's influence.
  • They keep control of their magic
The effects of Sorcery can last indefinitely. However, there are two limiting factors: any Sorcery effect that does not take place instantaneously ends the moment sunlight touches it, and Sorcery tends to destroy or transform objects and people under its influence. 

Sorcerers have a Curse score. It goes up when they fail to resist the corruption intrinsic to magic. If a Sorcerer's Curse score is at any point higher than their current HP, they immediately roll 2d6+Soul:

  • On a 10+, they retain control and reduce their Curse by 1.
  • On a 7-9, their control slips, and they increase their Curse by 1.
  • On a 6- they transform into a Night Demon and try to murder or subjugate everything around them.

Tuesday, June 3, 2014

Welcome to the Scholomance

Flowerland Session #2 coming up, but I also told my friend I'd run a Magic Academy Gone Wrong one-shot for her online. Started as "Lord of the Flies set in Hogwarts", but morphed into this:

Centuries ago, a forgotten mystic founded the Scholomance, a college built to train fledgling witches and sorcerers, lest solitude and caprice drive them to make mischief out of magic. It flourished over the years, attracting the best and most ambitious magi, but its final headmaster, the Wizard Loshe, trafficked with what mortals ought not and invited a spirit of foul knowledge and dark power into his mind. It subjugated his will, seized his body, and began remaking the school in its own wicked image. His former friends and colleagues fled, taking their students with them, and sealed the Scholomance away behind wards and walls and unaging guardians. But all did not escape. You did not escape. An abandoned student of the Scholomance, you are trapped in the castle with a mad wizard, his lieutenants, a few wily faculty, and your own desperate fellows. 

But you have a chance. When the professors left, the Scholomance awakened. The Founder imparted it with a keen intelligence and power over the castle’s servitors and mechanisms. It retains its full power and purpose only in the Tower of Repose, which houses Scholomance’s dormitories, bathrooms, and storerooms. Here, it can shield the remaining students from the predations of Headmaster Loshe and the demon coiled tight around his heart. In other wings, it is weakened, slumbering, or insane.

Character generation is the same as Flowerland, only backgrounds indicate who your parent(s) are, there is no need for a Sorcery or Shamanism skill, and you get equipment by rolling d6 three times on the following table.

All characters begin with 1 white button down shirt, 1 pair of black slacks, 1 black robe, 1 wand (required for magic), and 6 of the following.

You deal d6 damage unarmed, d6+3 damage with a weapon, 2d6 damage with a particularly appropriate weapon (using a hammer against a skeleton, for example). Each piece of armor reduces damage taken by 1, but you can’t stack pieces of the same kind on top of each other (so you can’t wear two helmets at once).

1-1-1: Spell: Summon Salamander
1-1-2: Spell: Summon Sylph
1-1-3: Spell: Summon Undine
1-1-4: Spell: Summon Gnome
1-1-5: Spell: Summon Phantom
1-1-6: Spell: Bind Spirit
1-2-1: Spell: Unlock
1-2-2: Spell: Lock
1-2-3: Spell: Repair
1-2-4: Spell: Sabotage
1-2-5: Spell: Assemble
1-2-6: Spell: Deconstruct
1-3-2: Spell: Diminution
1-3-3: Spell: Beasting
1-3-4: Spell: Glamor
1-3-5: Spell: Hex
1-3-6: Spell: Obfuscate
1-4-1: Spell: Obliviate
1-4-1: Spell: Illuminate
1-4-2: Spell: Ignite
1-4-3: Spell: Flourish
1-4-4: Spell: Gust
1-4-5: Spell: Rain
1-4-6: Spell: Spark
1-5-1: Spell: Darken
1-5-2: Spell: Snuff
1-5-3: Spell: Freeze
1-5-4: Spell: Vacuum
1-5-5: Spell: Fog
1-5-6: Spell: Magnetize
1-6-1: Spell: Push
1-6-2: Spell: Pull
1-6-3: Spell: Ascension
1-6-4: Spell: Gravitation
1-6-5: Spell: Barrier
1-6-6: Spell: Manipulate
2-1-1: Weapon: Pitchfork
2-1-2: Weapon: Shepherd’s crook
2-1-3: Weapon: Scythe
2-1-4: Weapon: Sickle
2-1-5: Weapon: Hatchet
2-1-6: Weapon: Mallet
2-2-1: Weapon: Chef’s knife
2-2-2: Weapon: Cleaver
2-2-3: Weapon: Straight razor
2-2-4: Weapon: Table leg with bent nail
2-2-5: Weapon: Broom (sharpened handle)
2-2-6: Weapon: Cane
2-3-1: Weapon: Fencing foil
2-3-2: Weapon: Oar
2-3-3: Weapon: Bat
2-3-4: Ranged Weapon: Lawn darts (12)
2-3-5: Ranged Weapon: Bow and arrows (12)
2-3-6: Weapon: Anchor
2-4-1: Weapon: Decorative sword
2-4-2: Weapon: Serving fork
2-4-3: Weapon: Brazier
2-4-4: Weapon: Curtain rod
2-4-5: Weapon: Poker
2-4-6: Weapon: Roasting spit
2-5-1: Ranged Weapon: Tomahawk
2-5-2: Ranged Weapon: Boomerang
2-5-3: Ranged Weapon: Blowgun (12 darts)
2-5-4: Ranged Weapon: Blunderbuss
2-5-5: Weapon: katana
2-5-6: Weapon: Military saber
2-6-1: Pack of cigarettes
2-6-2: Pack of Goetia trading cards
2-6-3: Bottle caps (100)
2-6-4: Box of snack cakes
2-6-5: Pornographic chapbook
2-6-6: Hall pass
3-1-1: Armor: Pot with eyeholes
3-1-2: Armor: Mascot head
3-1-3: Armor: Rugby helmet
3-1-4: Armor: Hockey mask
3-1-5: Armor: Antique helm
3-1-6: Armor: Large skull
3-2-1: Armor: Hammered tin breastplate
3-2-2: Armor: Shin guards
3-2-3: Armor: Heavy poncho
3-2-4: Armor: Shoulder pads
3-2-5: Armor: Fencing jacket
3-2-6: Armor: Parka
3-3-1: Armor: Antique gauntlets
3-3-2: Armor: Plywood Shield
3-3-3: Armor: Platter Shield
3-3-4: Armor: Work gloves
3-3-5: Armor: Boxing gloves
3-3-6: Armor: Garbage lid shield
3-4-1: High heels
3-4-2: Red silk robe
3-4-3: Ragged black scarf
3-4-4: Tuxedo
3-4-5: Evening gown
3-4-6: Furs
3-5-1: DIY tattoo kit
3-5-2: DIY piercing kit
3-5-3: Makeup kit
3-5-4: Pomade
3-5-5: Hair dye
3-5-6: Cat ear headband
3-6-1: Switchblade
3-6-2: Brass knuckles
3-6-3: Bag of rocks
3-6-4: Shiv
3-6-5: Bicycle chain
3-6-6: Slingshot
4-1-1: Cat
4-1-2: Dog
4-1-3: Crow
4-1-4: Serpent
4-1-5: Bat
4-1-6: Weasel
4-2-1: Spyglass
4-2-2: Magnifying glass
4-2-3: Rope, 50’
4-2-4: Bear trap
4-2-5: Compact mirror
4-2-6: Rucksack
4-3-1: Straw hat
4-3-2: Heavy cloak
4-3-3: Umbrella
4-3-4: Tent
4-3-5: Sleeping bag
4-3-6: Box of matches
4-4-1: Wound kit
4-4-2: Curse kit
4-4-3: Vermifuge kit
4-4-4: Fever kit
4-4-5: Cough kit
4-4-6: Venom Kit
4-5-1: Phylactery (full)
4-5-2: Phylactery (empty)
4-5-3: Bottled rest
4-5-4: Bottled dream
4-5-5: Silver hoop
4-5-6: Red paint
4-6-1: Homunculus
4-6-2: Dog skeleton
4-6-3: Chalk
4-6-4: Vial of blood
4-6-5: Vial of blessed water
4-6-6: Sticks of incense (6)
5-1-1: Pouch of golden lotus powder
5-1-2: Bottle of laudanum
5-1-3: Bottle of wine
5-1-4: Bottle of fine liquor
5-1-5: Bottle of loathsome liquor
5-1-6: Bottle of cough syrup
5-2-1: Keg of gunpowder
5-2-2: Magnesium flares (3)
5-2-3: Firecrackers (6)
5-2-4: box of matches
5-2-5: flask of kerosene
5-2-6: Candles (12)
5-3-1: String of garlic
5-3-2: Blue glass eye
5-3-3: jar of salt
5-3-4: wooden stakes (24)
5-3-5: Weapon: silver-plated knife
5-3-6: Silver bell
5-4-1: Goggles
5-4-2: Armor: Leather apron
5-4-3: box of glass eyes
5-4-4: Box of pins
5-4-5: Jar of formaldehyde
5-4-6: Mannequin
5-5-1: Atlas of the Scholomance
5-5-2: Location of 1 secret passage
5-5-3: Demonological treatise
5-5-4: Botanical treatise
5-5-5: Bestiary
5-5-6: Necrology
5-6-1: Flute
5-6-2: Violin
5-6-3: Harp
5-6-4: Pound of clay
5-6-5: watercolors
5-6-6: hammer and chisel
6-1-1: compass
6-1-2: pound of lard
6-1-3: sack of marbles
6-1-4: Copper wire, 20’
6-1-5: dark glasses
6-1-6: camera
6-2-1: tin of fish
6-2-2: name of lesser demon
6-2-3: bicycle
6-2-4: roller skates
6-2-5: pot of glue
6-2-6: bolt cutters
6-3-1: manacles
6-3-2: flask of acid
6-3-3: padlock and key
6-3-4: notebook and pen
6-3-5: goldfish in bow
6-3-6: needle and thread
6-4-1: bushel of apples
6-4-2: human skull
6-4-3: diamond ring
6-4-4: pearl necklace
6-4-5: Sublimated Darkness
6-4-6: Hardened Flame
6-5-1: Clarified water
6-5-2: Rare Earth
6-5-3: Reified Aether
6-5-4: Immortal Blood
6-5-5: Chloroplasm
6-5-6: sack of sandwiches
6-6-1: Malodorous cheese
6-6-2: choice cut of meat
6-6-3: Dead chicken
6-6-4: itching powder
6-6-5: stink bomb
6-6-6: whoopee cushion

Some common enemies/creatures/allies/victims:
  • Baglings: monsters of cloth and ivory Wizard Loshe stitches together with magic and spider silk. 
  • The Servants: shadow-fleshed dogmen with tools for hands that maintain the castle at night. In places where the Scholomance is asleep or damaged, they attack or act erratically.
  • Bocklin: goat people that populated a village that was sealed away with the rest of the Scholomance. Loshe likes to tangle cursed thread in their horns to compel their obedience.
  • Sophia's Eidolons: Sophia, the Prime Warlock of the Summoning School, could not escape the Scholomance in time. She has taken up residence in the Library Wing and defends herself from Loshe and his servants with a combination of summoned servants and the forbidden magic contained in the deepest reaches of the Library. Unfortunately, she is stretched a bit thin, so she doesn't have enough control over her eidolons to keep them from attacking innocents, too. 
  • Gyges: a vampire and former Headmaster freed from his prison in the Crypts by Wizard Loshe. He is thoroughly evil and has animated most of the interred, but he has no interest in the Scholomance anymore and loathes Loshe for placing him in servitude. 
  • Dame Balustrade and the Inquisition: a group of knights who claim to have entered the Scholomance by means of divine intervention. They hate magic and all its practitioners, and though the seek to kill the Wizard Loshe for his black magic, they wouldn't mind snagging a few students along the way. 

This draws on: Harry Potter, Seclusium of Orphone, Paolo Greco's Mysteries and Mystagogues, Scrap Princess' post post apocalypse