Thursday, April 10, 2014

Strategies of Rust and Lime (for Nornrik)


With my eyes of rust and eye of lime, I am given to multiple visions. My ear of rust hears whispers, my ear of lime shouts.

Lime is active, sustaining (ask a sailor), flavoring, sour; it infiltrates the senses. Or is that Lime, cementing, adhesive, reacting?

Rust corrodes, expands, is patient; it can mar the outer while protecting the inner, or keep wearing away until there is nothing. I have heard it said that fire is only rust, sped up.


We have tried to be fire, and had failures and limited recent success. Yet some of those elements which, in reaction, make our cement have been extracted, captured. Thus far we have been conflating goals, squinting at the forest. Let us separate our elements, then combine them again to be stronger.

First, lime. Then, rust.

1. Retrieve our fallen. Send in those of us who are especially sneaky, made invisible, to find our captive friends and get them out.

If anyone has a small item of large power that could fit into the compartment in my arm and be of use freeing our friends, I will get myself captured. I can produce darts from my flesh and need no weapons.
Those particularly skilled in open combat should be attacking the outside while this rescue mission occurs, to distract the enemy forces. At this stage it should be conducted in a way so as to cause the most distraction with the least loss on our side.
A secondary priority of the hidden group should be to find any place the true names of the demons may be recorded inside. This group is not to engage; get prisoners, get true names, and/or GET OUT!

The demons seem reluctant thus far to leave the castle.

2. Destroy our enemies. Once the sneaky group returns with our companions, we become free as well - to wreck the most havok possible. We have such magical might at our command, it makes more sense to try and cause structural damage and bring the place down upon the demons therein rather than try to engage in direct combat.

Let us be quicklime reacting with water; let us be rust sped up.

After this we can go in and execute survivors and take what is owed us.


-Bascomb Blightchurch, Agent of Rust and Lime

Thursday, April 3, 2014

Kalak-Nur Dungeon Answers

+Chris H Asked some questions on G+. I wanted the answers somewhere I could find again in the future.

"Joey, how many floors have we secured?" 
The top two - except the control room that's up that 4 ft square chute (second floor) and whatever else it leads to. (the third floor is the large space at the bottom of the 50-foot center openings of the other floors, which has a sort of hallway to another big space.)

"If there are prisoners on those floors that we have yet to release, I'd like to do the interviews in thread, rather than take up time in game for them if at all possible.
For the guys in the cells and the tortured wizards:
We'd use the glasses to see what they really are, we'd use Rey's Goodness Vision to determine Evility, we'd ask "Why did Mocata lock you up?" & "Do you know where treasure is in here?"
of the Wizards "Who took your stuff, and where is it now?" of each of them I imagine."
No one's said "We release the prisoners" yet, except for the three released during the last session. 
Wizards: 3 evil, 4 not. 
The Wizard's answers are pretty much "Because I use magic" "Spider-goats took my stuff after the first time y'all were down here and went somewhere lower" and the ones across from the hatch say "There's something important in that small hatch"
For the prisoners, see below.

"For the non-evil Vampires I'd like to ask "How do you satiate your hunger?" & "Would you rather we just kill you?" Also "How did Mocata prevent you from turning in to a bat/mist/bugs? (whatever your version of vampires can do, if anything)
I support staking the evil vampires."
"By drinking blood. I don't kill folks unless they're evil, though."
"No, I'd rather you dispel the sigil that binds me here and let me go."
"The sigil magically binding me here."
There are 6 evil Vampires, so this was the one not-evil one.

"Additionally, if any of the dudes have weird diseases (that might be contagious), including that biomechanical one (going to call it Borg Disease for now), it would be super great if we could get some more healers/potions/topical ointments to deal with it. Anyone with Borg Disease CANNOT be let loose."
Nothing on these two floors resembles the stuff coating Mocata's ship.



CELLS:
Level 1
1. Where Corbin was

2. Where the law cubes are playing cards

3. Where Leah was

4. Where Leah's cat was

5. Lacon, the fire lizard! He's pleased to see you, if there's anyone here he's met before. He was captured and imprisoned for attempting to sell magic items (the Frost Giant Heartswood weapons no one claimed way back during the play by post).
He is very worried about his companion, the Witch Agathan, whom Mocata's goat-men captured at the same time as he. Two of the non-evil magic-users in the exsanguination harnesses are women. If questioned, one is indeed she. She requests that Lacon not see her in such a state, that it be painless and quick.

6. Four tall, grey-skinned, grim faced humanoids whisper together until they realize you can see them. They turn to you quietly, and you see that all four have the same face (some at different ages). Their yellow armor is uncomfortably translucent, as if one made armor from dreams deferred, passion lost.
They each carry a grey mask trimmed in gold.
"Mocata locked us up for perpetuating our line, for defending the keep entrusted by our father. He saw duty not as we do, but through a glass darkly. You must free us, so we may return to our appointed places. We know little of this wretched domicile."

7. In a bird cage suspended by the cell door are 6 tiny humanoids, ranging from 1-3 inches tall. They otherwise look like an assortment of thieves, warriors, and magic-users. They plead with you to open the cage and free them.

Level 2
1. in this cell, Blixa's gem-sniffing sword doesn't detect gems, it detects GEM. Something of enormous value.
There is a hollow stone moon. When you break it open, you see a perfect and terrifying ruby that seems to absorb a bit of light instead of reflecting it.
It is a moon-shaped ruby on a moon-shaped sword of bronze. Sir Ward detects the residue of evils past. Valentine detects powerful magics; the ruby and sword give off one aura as a whole as well as each it's own unique magical radiation. Blixa feels deja-vu looking at it, as if he knows it's younger brother.

2. in this cell: 3 pregnant (normal animal) goats ignorantly feed on the viscera of a recently disemboweled man. A deep thicket of spiderwebs covers the ceiling and several feet below it, and the back wall. The burned outline of a pentacle also traced with pungent herbs takes up nearly half the floor. Broken glass has been swept against the wall.

3. a pack of wild dogs pace, bored. Dried blood cakes an area near the door. A black shape hangs limp in the corner, in shadow. Another burned pentacle, traced with pungent herbs.

4. A nightmarish cell cramped with failed attempts at making spider-goats. There are goat torsos with spider heads, goats with six legs growing at all angles, and further terrors.

5. In this cell is a humming blue field. Inside it on a pedestal are three finely-wrought statues in platinum: one of a goat-man, one of a dog-man, and one of a spider-goat.

6. Due to Q-Bot's goggles, you can tell this is a powerful Air Elemental. It appears as a blank mask hovering in a whirlwind.

7. Two lesser Air Elementals.

8. Where Santos Christo was - so, a hyperbaric chamber hooked to weird machines 

Wednesday, April 2, 2014

First Session Report: New Home Game

I've really got to settle on a name for the setting. Kyrlan is sticking in my craw a bit (generated from the Hill Cantons Swords & Sorcery Nation Generator.)


Five players; 4 new to D&D, 1 who used to DM (3ed I think). 3 of the newbies are super excited to play again, 1 is tentative but definitely coming back for another session. The former DM didn't do much during the game (distracted by health stuff) but had so much fun he's already at work getting his own game together for the first time in some years.

I forgot how chaotic character generation can be with players new to the game, but I checked in at several points and they were having fun with it. I decided they'd start with two items rolled from the d20 equipment chart and one from the d10 chart. They started asking questions about their parents, so I pulled up the Hill Cantons Compendium and we rolled on the first few charts, giving them a little more background and an additional item.

Quick notes:
-started with a fierce jacks vs marbles competition, since 3 players randomly rolled a 15 on their starting equipment rolls
-good strategies come up with by totally new players
-party split almost immediately after action began
-nothing went according to my prep - I consider that a success for players getting involved enough to go off track
-over half of party 1 hit away from death for like half the time
-natural sequence of events made it very clear that infighting and separating brings them closer to death and awesome things can happen when they work together. I didn't force that in any way, but was pleased that's how it worked out.

Starting players:
-1 who plays video games and is good at strategy (my roommate) - he played a Waterkin Ranger. His stats were high enough to have 1 POW naturally. He used it to cast Light on a guy's eyes, probably saving 2 PC's lives. I was proud of him coming up with a classic D&D strategy on his own.
-1 who maybe played Vampire back in the day (a friend of mine for 7+ years and my roommate's girlfriend) - she played a Tiefling Witch. Split the party. Never used magic. Snuck around in trees a lot and ran right up to an enemy and grabbed his spear. Later kicked him in the nads from behind. Random rolls determined that the invading foreign army has her dad hostage. She was a pretty rad mix of brave and sneaky.
-1 interested but "never got a chance to play before" - He played a Firekin Barbarian. Spent a lot of time talking to NPCs and asking me questions. Super excited to play again. Quiet in real life.
-1 who is suspicious of the whole thing - I think she was worried it was gonna be obscurely nerdy or require her to read a huge book. She played an Airkin Ranger who got bored a lot. Got super good rolls for starting equipment. Spent most of her time on the town wall observing things with a spyglass, then running through town and observing other things from behind a house. I think her instincts will pay off when the party gets back together next time.
-1 player who used to DM 3rd edition - played a "retired old adventurer" Moogle Sorcerer. Spend half of session saying "I sit there and watch the kids." Spent most of session on rooftops or benches. I think he was waiting for something to cast a spell at, but didn't go out of his way to find it.

My magic rules are a success so far, but no one's looked beyond Cantrips yet.
I'm debating adding these two Cantrips, based on what people wanted to do:
Shock (Demon) - INT - cause 1d4 damage or target paralyzed for 1d4 rounds
Gather Shadows (spirits) - CHA - Automatically succeed on one Stealth roll, or improve Stealth by 3 for 2d4 rounds.

Too powerful? I'm not sure. I think the Ability check makes it fine. If they had pitched these instead of just going with what I had written up, I would have rolled with it.

They started in a mining town on the edge of an empire that uses steam-powered magitek machines. Their home town folk mine the ore that is refined to power these machines from the hills to the North. Background rolls determined that there's a Firekin tribe in the hills that have some kind of cooperative treaty with the town. The local Baron has kept the town safe and isolated from the worst depredations of the empire...but he's fallen ill, and his daughter has yet to prove herself. 
When I mentioned her, the players immediately asked if she was hot and how old she is. 
me: "She's 24."
Players: "PERFECT! I have a crush on her." (remember they're playing teens)
We started playing with them in the town square in early afternoon, two of the kids (well, everyone was 14-16 except the Moogle) having a jacks competition. They heard shouting from the town's North gate, the one most of the adults pass through on their way to work in the mines. They ignored it for a little bit, then went to investigate. Three miners were on the outside, the gate closed and locked, the town guard nowhere in site. A foreign army had seized the mine, taking the workers hostage.
The Tiefling Witch (her name starts with an M, I forget) sneaks off in the woods along the road to the mine, her jacks/marbles opponent Waterkin Ranger (ugh, names) following. The others let the miners in, the Firekin Barbarian (Bik) follows them and gets knocked out. They put him in a storage house to keep him out of the way, and start going door to door telling people to just cooperate with the invaders. 
The Airkin Ranger and Moogle mostly watch from the town wall, although the Airkin ranger made a funny noise to alert the other kids in the woods that some troops had spotted them.
The two sneaking in the woods have a slapsticky fight with two soldiers, and Bik shows up just in time to finish the last one off before more soldiers come. The three get chased to the town wall, get the Tiefling witch over it to operate the crank, and hold off three soldiers long enough to get in and close the gate, pulling in a dead invading soldier to loot. 
The Moogle and Airkin have spotted what's happening at the South Gate - a bigger contingent of invading troops have taken the town guard hostage, but are being temporarily repelled by merchants throwing sandbags. 
The session ended just as the invaders made it to the top of the South Gate and the three PCs made it in to the North Gate.

A good time was had by all!

(This is a pretty bare bones plotty retelling for my own benefit; I'll add some of the funny lines if I remember them. We were laughing a lot of the game.)

Blogger totally fucked up the formatting and moved passages around at random (go home Blogger, you're drunk) but I think I fixed it. It's weird because this was all written straight into Blogger and not cut and pasted.

Wampus Magpie


Level               Title                                            Exp. Points             Hit Dice          Spells

1
Roustabout
0
1d6
None!
2
Gadabout
2000
2d6
Nunya!
3
Roughneck
4000
3d6 
Nunya no sirree bob!


While I'm sure there are all sorts of "normal" birds in the lands of Wampus, I keep hearing tales of 4-6 foot tall Magpies that can walk, talk, and do all sorts of other things the humans and elves and dog-people and frog-people can do. Only +Erik Jensen can tell us if these tales are true.

I hear that Magpies of this kind progress as a Thief in the following skills: 
•Find/Remove Traps
•Open Locks
•Pick Pockets

If your system does not use these skills, they advance in skills related to problem-solving with tool use, mechanical skills, and sleight-of-feather.

In addition, they have the following abilities:
Himitation: With a successful Intelligence check, Magpies can imitate a specific sound or voice for one round (that is, they can do it until they fail the check or run out of things to say).

Patter: Once per day per level, on a successful Charisma check, Magpies can keep an audience engaged as long as they can talk. Charisma must be checked every third round. The effect ends immediately if the listener takes damage or perceives a new, clear threat (IE it could extend a tense standoff, even with guns involved, but if someone starts casting a Fireball they're gonna stop listening and duck!)

Flippy-flappy: a Wampus Magpie can fly their movement rate, but must land every other round, and can do nothing else while flying but talk (it is up to the DM if they can use the Patter ability while flying).

Get Thee To A Rookery: A Magpie PC may give another Magpie PC in the same room a +1 to any roll once per day for every three levels (of the giver). This is in the form of encouragement or chiding, and must be done at the time the roll is made.

EDIT: forgot to say - armor greater than leather impedes Pick Pockets and prevents flight.

Sunday, March 30, 2014

Quick n Dirty PC Generation for My New Home Game


Roughly LotFP-based, except race and class are separate, non-fighters progress (slowly) in combat, and magic is this system. Players are new to D&D or haven't played in a long time, so I'm keeping things simple. I'm compiling this for me, but hey, why not share?

1. 3d6 in order (Str, Dex, Con, Int, Wis, Cha); you may swap one. Then derive Power score (highest two of Int, Wis, Cha -28).

Ability Score Modifier
3                          –3 
4–5                      –2 
6–8                      –1
9–12                     0 
13–15                  +1 
16–17                  +2
18                        +3 

2. Choose race:

-Normal Human (no adjustments)

-Vesperblood (humans with ancestors who interbred with magical beings, requires +200 times level XP to progress in level over normal humans in class; IE +200 for level 2, +400 for level 3, etc)
--Earthkin (+1 Con, -1 Dex, +1 on rolls related to Earth Elementals, LotFP Dwarf Architecture bonus)
--Airkin (+1 Dex, -1 Str or Con, +1 to rolls related to Air Elementals, 1/2 falling damage)
--Firekin (+1 Str or Cha, -1 Wis, +1 rolls w/Fire Elementals, 1 Dmg Resistance & +3 saves VS heat)
--Waterkin (+1 Wis or Dex, -1 Int or Str, +1 rolls w/Water Elementals, double breathing & movement in water)
--Tiefling (+1 Cha or Wis, -1 Cha or Wis, +1 rolls w/Demons/Devils, sense magic/spirits by concentrating 1 round and rolling under Int, +1 Stealth)

-Moogle (~3 ft tall anthropomorphic cat or rabbit with tiny bat wings; +1 Wis, +1 Dex, -2 Str, +1 Pow, requires +500 times level XP to advance to next)


-IronGen (~7 ft tall steamwork automaton; +2 Str, +1 Con, -2 Dex, -1 Cha, -1 Pow, LotFP Dwarf encumberance bonus, +1 Int Check to repair self with other steamworks or generally operate them)


(more races will be available if PCs make friends with them as they adventure)

3. Choose Class:
-Barbarian (Zak's Random)
-Fighter (as LotFP; I may allow Zak's Random one later if people get antsy)
-Ranger (Zak's Random)
-Specialist (as LotFP but +half level to hit round down, or Zak's Random Rogue)
-Sorcerer/Witch (+one third level to hit IE +1 at level 3; edited to state cannot wear metal armor)
Class determines HP, Saves, level progression, etc, modified by race as above

4. Choose Equipment:
Everyone in the first session is starting as a teen (age 12+1d6) in a mining town near the edge of a steam powered magitek empire. People who start later will get more adventurey equipment options.
To start: Spend 1d6x10 SP in LotFP, GP in AD&D, or roll 1d20 below until you get the same number. You can reroll duplicates that are not the same number if you want (IE if you roll a 3, then a 5, you could reroll the 5).
1. candle
2. hammer and 2d6 nails
3-5. knife
6. leather apron and goggles +2 AC
7. sturdy hat or protective mask +1 AC
8-10. Backpack
11. hatchet
12. flint and steel
13. mirror
14. 10 foot pole
15. marbles or jacks
16. 25 ft rope
17. lantern +1d4 flasks of oil
18. lockpick
19-20. 1 day's rations

EDIT: Then roll 1d10 on this table:
1. wrench
2. bow and 10 arrows
3. a ranged weapon that is not a bow
4. bolt gun and 2d4 bolts
5. bolt of cloth
6. jug of water
7. compass/pocketwatch combo
8. spyglass
9. key to parent's Rouncer (a 10 ft tall two legged tank-like thing that fits 2 people. All weapons have been tripped from them in this setting, but they are useful for overland travel)
10. 1d4 jars of lard

I may use some tables to determine parent's occupation and resulting starting equipment or bonuses; if so I'll use the Hill Cantons Compendium or DCCRPG.

Friday, March 28, 2014

A Proposed Magic System for My New Home Game



The premise is that spirits do magic, spirits are everywhere, but not many people can talk to them or get them to do things. The more you want them to do, the more risk you assume. It's mashing LotFP Summon with (1-3e) Stormbringer's magic system, trying to make it a little more accessible and broadly useful, but not losing too much flavor.
Note: the equation to get one's POW score below assumes "3d6 in order, swap one" for Ability Scores. If your Ability Score method is more forgiving (i.e. 4d6 drop lowest), use 30 instead of 28.
--

Magic is primarily done by elementals, ghosts, and demons. Humans are not inherently magical creatures. Some gifted men (and beasts) can communicate with the spirits and find minor spirits bored enough to fulfill simple requests. For more powerful magics, more powerful entities must be summoned and bound by a Sorcerer or Witch.

POWer: this Ability Score is found by adding the two highest of INT, WIS and CHA, then subtracting 28. If the result is positive, your character is one of the gifted individuals with some instinct for communicating with Elementals, Spirits, and Demons.
How POW is expended is detailed below.
A character recovers 1 POW by sleeping 4 hours uninterrupted. Another point is recovered for every 2 hours' continuous sleep beyond the initial 4.
Vespers are the most minor of spirits, immature and playful, like small children. They can be asked to do minor favors easily, since they are often bored. The favors they do are called "Cantrips." This list is not exhaustive, but covers most basics. To get a Vesper to do a Cantrip for you, spend 1 POW attracting their attention, then make a successful roll under the relevant ability score to see if you were convincing. If the character wishes the Vesper to bluntly enact their will, the roll is straight or at a penalty. If the player enacts the conversation with the DM or does a little ritual, the roll may have a bonus.
Cantrip Name
(Vesper type)
Roll Under
Effect
Light
(Fire)
INT
Produce one small globe of light (40 foot radiance) for 1 hour per level of caster. Produces heat if the requestor wishes, enough to light torches from.
Control of Body
(Earth, Water, or Air)
WIS
Total control over body (breath, heart beat, grip etc) for 10 minutes per level of the caster.
Clairvoyance
(Ghosts, Demons)
INT
Can see through walls and other obstructions up to 50 feet from caster for 10 minutes times the caster's level.
Telekinesis
(Air)
INT
Objects within site-distance of the caster may be moved up to 50 feet. Object can weigh no more than one ounce per level of the caster.
Cure Wounds
(Earth)
WIS
Cure 1d6 hit points damage. Also stops fatal major or critical wounds from bleeding out.
Comprehend Language
(Ghosts, Demons)
CHA
Can read/write/speak any language for 5 minutes duration per caster level.
(table adapted from  +Chris Kutalik 's Stormbringer Hack with ideas from Beyond the Wall.)

Sorcerers and Witches
These are individuals who, through a teacher and intense study of magical tomes, has discovered shortcuts and systems by which they may more easily contact spirits, demons, and elementals. Even if they are not naturally gifted in such matters (IE not high enough INT/WIS/CHA to have POW) they can contact spirits. They have a number of POW equal to their level, plus any gained as figured above or through other methods that come up during play.
Eedited to add: Sorcerers and Witches cannot use their POW while wearing metal armor. The studied form of this magic cannot be channeled and focused while in contact with lots of metal.
Sorcerer and Witch are interchangeable terms, and used for both sexes depending upon the region.
These individuals are able to summon and bind beings more powerful than Vespers.

Summoning and Binding
There are many types of spirits more powerful than Vespers, but the three who most commonly traffic with mortals are Elementals, Demons, and Ghosts. One can attempt to summon Elementals of Earth, Air, Fire, or Water, and Demons, at any time. Ghosts tend to be bound to specific locations, and thus can only be contacted in those locations.
Step 1: Attract Attention
Determine the type of creature you would like to summon, its number of Hit Dice, and number of powers. A creature's Hit Dice is always equal to or more than the Power spent to summon it.
Spend the appropriate amount of Power.
Minor Elemental or Ghost: 1 POW
Minor Demon: 2 POW
Major Elemental: 3 POW
Major Demon: 4 POW

Step 2: Make an Ability check to determine the entity's disposition toward you; you are trying to roll under the relevant ability...
plus your Power score after spending the above and any points from Garmonbozia or Rituals
minus the creature's number of Hit Dice and powers.
•If you have no previous experience with this type of creature roll under your Charisma, modified by Intelligence modifiers.
•If you have studied this creature from a book or another Sorcerer's anecdotes, you may choose to roll under Intelligence, modified by any Charisma modifiers.
•If you have previous experience with this type of creature, you may choose to roll under your Wisdom, modified by any INT and CHA modifiers.
Success: the creature will do the first thing you ask of it, then accompany you for a number of rounds equal to your success. On a critical success (roll a 1), add 1 to your POW for a day. If you roll your current max Power or less on a d100, the bonus is permanent.
Failure: The creature is angry at being bothered, and will manifest for a number of rounds equal to your failure. Your companions may be able to reason with it, depending, and it will probably not sacrifice it's life to destroy you, but it's first instinct will be to attack.

Elementals are similar to the descriptions in Stormbringer, editions 1-3 by Chaosium
Demons are as the LotFP Summon spell, except they have one Spell from the Magic User list or the reverse of one spell from the Cleric list per Hit Point. These are chosen by the summoner prior to summoning ("I call forth a Demon with the power of...")
Ghosts are each unique and what powers they have are unpredictable. They are not so much summoned as stumbled upon and communicated with. They can be powerful allies at little cost, or terrible enemies, possessing the summoner's body. It is not wise to meddle with ghosts one knows nothing about.

Garmonbozia
...is the energy produced by strong human emotions. Spirits of all types are attracted to it, and Demons especially feed upon it. Sex and death reliably produce it. It is the reason virgin sacrifice is associated with demon summoning. Not only do you get the fear of the sacrifice, but the melancholy of the cultist thinking on the virgin's wasted potential in life.
The producer of Garmonbozia does not have to even be aware the summoning is taking place, however, only be nearby. Several couples have been surprised when their conjugal tryst helped some Sorcerer in the next room.
The methods of attempting to create Garmonbozia near the summoning are left to the player's imagination and the DM's discretion; when in doubt, use INT modifiers.

Rituals
...let the players have fun making these up, but they cost 500 silver pieces worth of components for every +1 bonus desired. Alternatively, a ritual circle can be constructed from materials in the natural world over a continuous period of 36-INT hours for a +1 bonus, but the summoner cannot sleep, rest, or carry out any other meaningful work while constructing the circle.

Binding
After a spirit is summoned, instead of requesting an immediate favor, the summoner may choose to Bind the spirit instead. An item must be chosen for this purpose beforehand, and the same amount of Power spent to bind that it took to summon. Make the same Ability Check in Step 2 above. The creature is bound to the object for 1 day for every point of success, and can be summoned forth from the object at no additional cost during that time. At the end of the time, the creature is freed from the object, and will treat the summoner and his companions appropriately for how it was treated.
A Sorcerer/Witch can only have one creature summoned or bound per level, except...
At the expense of one Power point permanently, a spirit can be Bound to an object for a year per level of the summoner. At the end of this time, the spirit may choose to remain in the object. A spirit bound so does not count toward the Sorcerer's maximum.
A Witch can try to give the object some effect of the spirit by making a check as detailed in Step 2 above, with the difficulty adjusted appropriate to the effect. There are also less predictable events that can cause Bound spirits to affect their objects.

Necromancy
...is the binding of a spirit to a corpse. The spirit is caught in the corpse for a number of months equal to the amount of bonuses gained from Garmonbozia and/or Rituals in the binding. It can also be freed if it's "body" is destroyed by violence.
This process forces the spirit to use whatever brains the body has left, or only be able to carry out simple one sentence commands. Decay is arrested by the binding.
(Necromancy will be fleshed out - har har - by the demon "construction" rules from Stormbringer if need be. I think it'll be an NPC thing mostly, though).