Lamentations of the Flame Princess Weird New World.pdf

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WeirdNewWorldPDF
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Credits
James Edward Raggi IV
Writing, Layout, Cartography
Kevin Mayle
Cover and Interior Art
Ramsey Dow
Cartography
Eero Tuovinen
Cartography
Maria Kyytinen
Proofreading
Matt Johnsen
Weird New World Logo
An Adventure for Character Levels 4 - 7
Compatible with
Labyrinth Lord, LotFP Weird Fantasy Role-Playing, OSRIC, and Swords &
Wizardry Core Rules
Labyrinth Lord™ is copyright 2007-2009, Daniel Proctor. Labyrinth Lord™ and Advanced Labyrinth Lord™
are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth Lord™ Trademark License
1.1 available at www.goblinoidgames.com .
This product uses the OSRIC™ System (Oldschool System Reference and Index Compilation™). The
OSRIC™ system text may be found at http://www.knights-n-knaves.com/osric . The OSRIC™ text is copyright
of Stuart Marshall. "OSRIC™" and "Oldschool System Reference and Index Compilation™" are trademarks
of Stuart Marshall and Matthew Finch and may be used only in accordance with the OSRIC™ license.
Swords & Wizardry, S&W, and Mythmere Games are the trademarks of Matthew J. Finch.
LotFP and LotFP Weird Fantasy Role-Playing are trademarks owned by James Edward Raggi IV. LotFP is
not affiliated with Matthew J. Finch, Daniel Proctor, Stuart Marshall, Goblinoid Games, or Mythmere Games.
© 2010 James Edward Raggi IV
ISBN 978-952-5904-17-8
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Author’s Introduction
Whew. Frameworks are so much more difficult to do than actual
completed things .
This adventure is not like most others that are available. It’s not finished .
It’s not ready . But it’s not supposed to be. The idea was to put
“introductory” dungeon and wilderness adventures into the Weird Fantasy
Role-Playing box (which means nothing to you if you’re picking this up
separately… sorry!) to show how things could be done. Dungeon
adventures are easy to conceive. “There’s this place, with these things.
What do you do?” Wilderness adventures really aren’t like that, not
without becoming effectively a dungeon set outdoors.
In trying to conceive an effective wilderness presentation, all I could think
was “Sandbox. Make a sandbox.” Sandbox of course being jargon
meaning a plotless “go anywhere, do anything” area. If I was going to do
that, I certainly didn’t want to make something completely generic. “Oh,
here are some goblins, here’s the castle, and there are the dwarfs and
elves.” Yawn .
Why not make it big? And empty? Since this was conceived in the heart
of winter, and I was in the middle of reading many books about the search
for the Northwest Passage, making a maritime arctic area made sense. (I
now write this in during a nasty heat wave in the middle of summer,
making that last push of inspiration difficult to generate!) If I wanted a
Northwest Passage-like quest to be possible, then the area had to be big.
Really big.
And when the area is that big, making a coherent “plot” and fully stocking
the wilderness becomes impossible. The core adventure assumption really
becomes exploration . Add in some sample areas to show what could be
done, flesh a couple of them out so there is some ready-made adventure
of the usually understood type, and a final concept is born. All that was
left to do was to write it.
It ended up as an interesting experiment. Usually I like my adventures
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fully detailed and I like presenting them that way, but this format took me
out of my comfort zone. I don’t know if this is so much an adventure as
a setting, but either way I hope you find it to be an inspiration to your
campaign and a help in making the sort of adventures that are different
than what you have done before. Adventuring in the Far North can be a
serious detour for a campaign, or can be the focus of a campaign, but it
certainly won’t be the same as the Usual Assumed Fantasy.
Drop me an email at lotfp@lotfp.com and let me know how Weird New
World works in your campaign.
James Edward Raggi IV
July 11, 2010
Helsinki, Finland
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Referee Introduction
This adventure takes classic fantasy gaming activities such as resource
management and exploration and applies them to a large scale.
You will need to prepare extensively to use this adventure as it is not a
matter of simply placing the location somewhere in your campaign world
and using it as-is. Fortunately, placing this in your campaign world is
easy. Just put it far to the north of your normal campaign setting and use
it as the arctic area.
Preparing to use it for play will be a little more complicated, and players
will need to undertake extensive preparation before adventuring in the
area. Player Characters will need access to a large sailing ship and a good
amount of supplies before adventuring in this region, and this is both
expensive and time-consuming. Details of ship, crew, and supplies are
vital to successful adventuring in the area.
You will need to give the players a reason to adventure in this area as
players are not likely to go through all of this preparation spontaneously.
Also, the environment is cruel: as written, it is very easy to adventure for
months of real-time and years of in-game time without finding much of
anything, and without a focus any open environment will eventually get
boring.
The detailed encounter areas in this module are all but sketches, with each
being a potential full adventure in itself. Two locations, one of the Great
Shipwrecks and the Pirate’s Treasure Cave, have been fully detailed as
examples of what could be done with the rest, but even these leave out
essential details. How does one find that Treasure Cave? Players aren’t
going to run across it by accident on a map of this scale. A map or other
ways to communicate its location must be delivered to the players and
that is up to the individual Referee to arrange.
Other areas are less detailed but more-or-less ready to run (Frozen
Stonehenge) but these are even less in the context of a living world. Again,
more detail is needed to make them come alive. Most of the encounter
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