Monsters, Horror, Gaming

Tag: Lost Pages

Jack is Back!

At long last, the second volume of Genial Jack, by Lost Pages Press, is available for purchase at DriveThruRPG.

Cover art by Bronwyn McIvor.

Genial Jack is a serialized setting of nautical weirdness and whimsy – cursed sailors, mutant shark-people, lost treasures, mysterious shipwrecks, mythic monstrosities, and, of course, Jack himself, a whale the size of a mountain. This 69-page (nice) volume details the endless darkness of Jack’s Entrails, the bizarrely brachiating intestines of the Godwhale: a living labyrinth filled with half-digested derelicts, fragments of swallowed islands, ambergris miners, strange parasites, and tatterdemalion outlaws on the run from Jackburg law. Within you’ll find:

  • A sprawling dungeon environment with 45 keyed locations suitable for a full mini-campaign within the Entrails, with multiple adventure hooks.
  • A gazetteer of Herniaheim, the rickety pirate town twixt the Small and Large Intestines.
  • Three detailed maps of the Entrails.
  • 16 new monsters and NPCs, including such horrors as the pestiferous thrushspawn with their swollen tongues, the toxically affectionate amoeboids, the true vampire squid, and the Dog-Nymph Skulla, the Swallowed Sea-Devil.
  • 8 new equipment items and 14 magic items, such as the corpse-locating Thanatometer, the obscenity-barking Rude Shield, and the Bristling Blade of the fallen hero Horkus the Hirsute.
  • Rules for the Gutgardeners, an order of druid-scientists able to commune with the “animalcules” in the microbiomes of living creatures.

Inspired by the likes of Gulliver’s Travels, the tales of Baron Munchausen, and New Weird urban fantasy, Genial Jack is written for 5th edition but easily adaptable to any fantasy tabletop game.

Reviews:

Questing Beast – “This is dungeon-crawling through the intestines – which sounds really gross, because it is.”

Halls of the Nephilim – “I’m pretty sure this release has cemented my resolve to run a nautical 5e game as soon as I can.”

Planet X – “I can’t recommend both Genial Jack books any higher. Jonathan Newell has created a fresh and exciting landscape for your #ttrpgs.”

I’m really pleased with how this volume turned out. There’s a mixture of whimsy and horror, the ludicrous and the grotesque – jaunty intesintal pirates, sea-urchin assassins, cannibals, gladiators, buried treasure, mutant parasites, ancient ruins slowly dissolving in Jack’s digestive juices, and much more.

Here’s a preview- the map for the pirate town of Herniaheim, where the Gutreavers hole up after their raids on the ambergris mines, drinking till they forget they live inside the bowels of a giant whale and gambling away their ill-gotten gains in seedy chance-houses and saloons like the Slippery Sea Slug and the Brown Pearl.

Many thanks again to my playtesters for this volume, both from the original Hex campaign crew and my old friends over at the Campaign Builders’ Guild Discord.

Genial Jack is now available from Exalted Funeral

Print copies of Genial Jack: Volume 1 are now available from Exalted Funeral at a discounted rate!

In the meantime, I am hard at work on Volume 2, set the dripping depths of Jack’s Entrails…

Preview of Genial Jack: Volume 2 and a Lost Pages Store Update

Just a head’s up to anyone looking to snag a copy of Genial Jack: Volume 1 – the Lost Pages store will be closed the rest of this year. The PDF remains available at DriveThruRPG.

Update: The store has been re-opened.

In the meantime, enjoy this preview from Volume 2, which details the Entrails…

PRIMEVAL OCTOPOID RUINS

Sound: Dry, rasping echoes rebound through the stone columns, emanating from the eroded beak of the idol within.

Smell: Damp stone, rotten seaweed, the inscrutable must of forgotten aeons.

Sight: A series of bizarre structures are embedded in Jack’s guts: shattered columns of stone, partially eaten-away by acid, covered in barnacles and seaweed. Coiled columns flank a sloping ramp leading up into the remnants of some broken temple, a ruin from one of the Ancient Jackburgs of the past, lodged here half-digested. Inside the ruins, bas-reliefs on the walls indicate the temple was built by an octopoid civilization, depicting many of that tentacular people offering sacrifices to the Thousand-Suckered-One. An idol of the many-tendrilled deity looms in the darkness; its eyes are huge, yellow jewels. An Intelligence (Religion) check of DC 10 identifies the Thousand-Suckered-One as a deity said to hail from a different universe, having squirmed its way into this one for reasons unknown. It is devoted to change and mutation, delighting in metamorphoses of all kinds.

Peril: Anyone removing one of the jewels by hand suffers a curse and must make a DC 20 Charisma saving throw to avoid one of the following effects; using a tool or Mage Hand grants advantage on this save. The only way to avoid the curse entirely is to somehow dislodge the jewels without touching them directly. Remove Curse or its equivalent removes any permanent effects.

1d6 Effect
1 A swarm of crabs hatches in your stomach. They claw their way out, dealing 4d6 piercing damage as they rip through your belly and gush out in a chitinous torrent.
2 Lose your fingernails and then your finger-bones and cartilage as your hands gradually transform into starfish-like tube-feet, permanently decreasing your Dexterity by 2.
3 Your tongue swells and sprouts suckers as it becomes a massive tentacle. It is highly prehensile and can be used to manipulate objects up to 10′ away. It is so big, however, that you can no longer speak and must use writing or hand-signals to communicate.
4 You are wracked with excruciating pain dealing 6d6 necrotic damage as your bones metamorphose, pushing their way to the surface of your skin to become a chitin exoskeleton. If you survive the transformation your AC is increased by 2.
5 A bioluminescent bulb sprouts from a stalk on your forehead, glowing with the intensity of a torch. Stealth becomes impossible unless you are fully covered or totally unseen. Cutting off the stalk deals 1d6 damage and leaves you badly scarred.
6 Your legs meld together and swell, bones dissolving, as your lower body becomes that of a giant slug-like creature. You can now climb on vertical surfaces with your normal movement speed but jumping is impossible and boots unwearable.

Plunder: The Eyes of the Octopus-Idol are worth 1000 gp each to a collector; there are six in total. Once removed, the jewels themselves are not cursed. These scrying stones grant disadvantage on the saving throw of anyone being scried through them. However, anyone who uses one of the Eyes to scry in this fashion will dream of ink, atramental darkness, and the cold, coiling embrace of tendrils, cursing them with nightmares and denying them the effect of one restful night’s sleep.

Jack is Here!

The first issue of Genial Jack is available for purchase in Print + PDF from DriveThruRPG!

Some reviews of Genial Jack: Volume 1:

Cover art by Bronwyn McIvor.

Genial Jack is a serialized setting of nautical weirdness and whimsy – horrors and wonders from the deep, mysterious isles, absurd pirates, surreal monsters, sentient storms, and, of course, a whale the size of a mountain. Each volume will reveal some aspect of the bizarre seascape traversed by Genial Jack, beginning with an account of Jackburg itself – the ramshackle, symbiotic city built atop and within the beneficent Godwhale.

Within the first volume you’ll find:

  • 12 playable species, the chief denizens of Jackburg.
  • A gazetteer of the myriad districts of Outer and Inner Jackburg
  • Descriptions of the government, laws, and criminal organizations of the town
  • Jackburg slang
  • 20 quick NPCs
  • A centerfold map

Inspired by the likes of Gulliver’s Travels, Tales of Baron Munchausen, and New Weird urban fantasy, Genial Jack iswritten for 5th edition but easily adaptable to any fantasy tabletop game.

Genial Jack: Volume 1 – Preview

The first of several planned volumes of Genial Jack, a serialized setting about the whimsy, wonder, and weirdness of the sea and the strange things on and under it, is now available from Lost Pages Press in print and as a PDF.

Paolo Greco and I have been in cahoots for some time now with an eye to publish content for the Hex campaign world (including a guide for Hex itself, at which I am hard at work). Genial Jack and the city of Jackburg are a perfect entry point, since sweet, sublime Jack can easily be transplanted into other mileus, arriving to whisk characters away to hither and yon.

The first volume – with a magnificent cover illustration by Bronwyn McIvor, who plays in the campaign as Caulis the homuncular warlock – consists of a gazetteer of Jackburg, the symbiotic city within and upon Genial Jack, the Godwhale, who roams the strange seas of the world rescuing shipwrecked sailors and swallowing oceanic monsters menacing beleagured islands. The myriad peoples, government, laws, criminal organizations, and districts of Jackburg are detailed.

Like Hex itself, Genial Jack draws its influences from the fantasy of the 17th and 18th centuries – Gulliver’s Travels, the adventures of Baron Munchausen, The Blazing World, New Atlantis, salon-era fairy tales – and from New Weird urban fantasy like the Bas-Lag trilogy and K.J. Bishop’s The Etched City. Wheellocks, sailing ships, social satire, chimerical monsters, allegory, swordfights, manners, teeming cityscapes, metaphyics, oddball pirates, eccentric islanders, flotsam and jetsam.

It can be grotesque and often horrible – a future volume is going to take us into the parasite-ridden brachiations of Jack’s Entrails – but it’s not grimdark; there’s absuridity and humour layered in with the macabre and the loathsome. There may be moments of bleakness, even Lovecraftian dread of the deep, but at its heart this is a baroque yarn, a jaunty, maximalist smorgasbord of oddities. Indeed, Genial Jack originated as an attempt to make a kind of anti-Cthulhu – an impossibly ancient sea-monster who happens to be really lovely, actually. Not everyone who lives atop or within him is quite so savoury, of course…

As a brief preview, here’s a handful of NPCs from the random table in the Appendix:

Roll 1d6:

  1. Yod Sprungly, a bone-thin human charm-peddler usually found in Borborygmus Bazaar hawking pickled gorgon eyes, hands of glory, coatl feathers, and many other magical objects, though a good handful may be non-magical curiosities he passes off as eldritch.
  2. Jagged, a saw-nosed selachian lawyer and duelist-for-hire who fights with a pair of serrated blades similar to the organic jag on his face. Outside of his profession defending clients in the courtroom or on the piste, he’s a good-natured, jovial fellow, often found volunteering in the orphanage of Flotsamville.
  3. Mercy Hectic, a criminal hiding in Finfolkaheem, guilty of sacrilege – a Jacksblood addict, she has been permanently warped by consuming the Godwhale’s holy ichor, and now towers a prodigious eight feet tall, with twisted, grotesquely muscular limbs. She brims with puissance and can spit spells as a 5th level sorcerer.
  4. Glumswell, one of the blobfolk, deep-sea merfolk from the Abyssal Realms of the ocean floor; an assassin of tremendous skill known for his talent with poisons who wandered the seas killing for hire, he has retired to Jackburg and now runs a darling little shop selling decorative sea anemones in Bellyborough.
  5. Penelope Scrimp, a human witch from the arcane metropolis of Hex, exiled for magical crimes involving an alchemical experiment gone terribly wrong; evidence of this can be seen in the way that half of her body is a metamorphic plasm capable of assuming a plethora of bizarre shapes.
  6. Guinevere du Ys, last scion of the nobility of Ys, which sank beneath the waves a thousand years past; some its descendants survived and were swallowed by Jack. Though human, she has some Faerie blood, discernable in her subtly green-hued hair and complexion. Though technically royalty, her family’s fortune is long gone, and she makes her living as a callused dockworker in Mawtown, drinking and brawling with common folk.

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