Fiendish Friday: Achivements

Achievements are handed out by the Crypt Keeper as rewards at the end of the adventure in addition to XP and treasure.

They are partially to reward key points in the Adventure, but also to make up for the fact that unlike regular D&D, with its mass of magic items, there is no mechanism for imparting bonuses and extra abilities.

Achievements can also celebrate events in the scenario as well as being tied to specific locations.

Mostly give to hit, damage, skill or saving throw bonuses, with occasional special abilities or benefits.

Minor Achievements (Level 1-4)

+1 bonus to saves/skill rolls/to-hit etc. Small very specific new abilities.

e.g..  From Blood of the Dragon.

  • Minor: Ape Killer, +1 to hit Giant Apes (Awarded to the Player who killed the most Battle Apes during the adventure).

  • Minor: Understanding  of Battle Apes – can recognise the signs of Battle Apes (tracks, spore etc.) and have a rough understanding of their culture.

  • Minor: Serpent Knowledge – can recognise a  creation of the foul serpentine art of Vivimancy. (Awarded to the players who explored the lab and/or read the Serpent Men texts)

  • Minor: Navigate dangerous spaces. +1 to any skill rolls or saves when moving through corridors where there is a danger of collapse.

  • Minor: Read Serpentine. +25% bonus to Read Language roll

  • Freedom of the village of Cragspire.

Major Achievements (Level 5-8)
+2 bonus to saves/skill rolls/to-hit etc New abilities with broad application.

Heroic Achievements (Level 9-15)
The stuff of legends, powers outside of the normal almost magical in nature e.g. max damage with a particular weapon, always hits with sword, always acts first in combat.

Demi God Achievements (Level 15+)
The powers of the gods, eg Immortality, Touch of Death, Create Ice Castle from Water

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UK OSR Blogger?

Antony Brotherton over at his Roleplay-Geek blog is compiling a links list comprised of UK OSR Blogs….

Are you UK based? – Do you know what Tizer, Irn-bru, Jaffa Cakes, Kinghtmare and The Adventure Game are? This is a chance for us UK based gamers to band together and fight the good fight using our unique sense of humour, quaint accents and stif upper lips.

If you can answer YES! to both these questions and want to celebrate your unique UK centric take on the OSR, then add your blog to the list then post your URL in the comments below.

Go sign up at the post

 

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Port Blacksand on its way!

Many moons I backed the Advanced Fighting Fantasy “Blacksand” book on IndieGoGo.

Just got an update from Arion Game’s Graham Bottley that the book is now going to be in backers hands in the next couple of weeks :)

portBlacksand

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Fiendish Friday: Man Rat

Welcome to Fiendish Friday, a new feature here where every Friday I shall post a snippet from “Pandora’s Box” for Crypts and Things and other Class/Level based games.

Man-Rat

“My gods, a rat that big should not exist!” I thought. Then it turned to face me, still nibbling on Jaren’s severed arm. Then it hit me. The rat had a face. What abomination of Black Magic was this! Enraged I ran it through. It squeaked pathetically. I stepped back and wiped its blood of my sword. It was then that I heard a multitude of squeaking from the dark entrance of the sepulture. I knew then that the rat’s brothers and sisters were coming to eat!

Standing just over four foot, Man Rats are fast-moving rat-human hybrids, who spend much of their time scratching around for food. Created by the Serpent-Men during ancient times, they escaped the laboratories where they were born in and now infest the surrounding areas. They commonly live in small burrows, but are just at home in ruins and tunnels alongside their smaller brethren.  They attack in groups and while they have vicious claws and bite are natural cowards if numbers are not on their side. Although ancient as a race, this product of foul Vivimancy is still prone to instability and each individual has a one in ten chance of bearing 1d4 Khaos features.  Intelligence wise they are equivalent to a dog, but are often tainted by madness (3 in 6 chance).

Man-Rat
AC 2 [17]
MV 24
Hit Dice 1-1
Attack 2 claws or 1 bite; Dam 1d4/1d4 or 1d6
Saving Throw 18
Special Rules 3 in 6 chance of madness
CR/XP B/10.

Man-Rat Madness table

Roll d10

  1. Berserker +2 to attack.
  2. Speaks gibberish in Common tongue.
  3. Knows a random 1st Level spell that it fires off immediately upon being attacked.
  4. Runs around blindly lashing out at anything in its way if threatened.
  5. Facial expressions falsely give the impression of high intelligence.
  6. Drools and slobbers.
  7. Twitches uncontrollably.
  8. Shrieks and yelps randomly.
  9. Will go straight up to any character and beg for food.
  10. Petrified of Water.
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Peter Cakebread at Conpulsion 2013 interviewed by Nearly Enough Dice

My mate Peter Cakebread, co-author of Clockwork and Chivalry/Air Ship Pirates etc, gets interviewed by Liz from Nearly Enough Dice Podcast.

In case you haven’t heard of the MARVELLOUS Peter Cakebread, he has been involved in some absolutely amazing projects. He has been involved with Airship Pirates and Clockwork and Chivalry! Two systems I just love, so I might have been a bit excited to talk to him….

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Why Swords & Wizardry is my Retroclone of choice

As part of Swords &Wizardry Appreciation Day. This post is an attempt to explain briefly why Swords &Wizardry is my Retro clone (a reversed engineered version of one of the earlier editions of D&D using the D20 Systems Resource Document) of choice.

My recent haul from the Swords and Wizardry Kickstarter

My recent haul from the Swords and Wizardry Kickstarter

Reason 1. ITS FREE!

You can down load the rules at the games website, Lulu.com or view them online at the Swords and Wizardry Systems Resource Document. This gives you the option to try before you buy, the internet equivalent of a good browse through the book.

When I first came across the Old School Renaissance via a recommendation from a friend, I had the immediate concerns of:

  • Is this Old School Thing for me after 20 or so years not playing any version of D&D?
  • Is it still fun?
  • Was it ever fun?

It took a lot of convincing and easing in for me to return after such a long time away, having a zero cost version that was well laid out and clear, helped me immensely.

 Reason 2. ITS COMMERCIAL!

Next I really wanted a book in my hot little hands. Fortuitously the Black Blade Publishing Edition of the Core Rules just showed up for about 5 minutes in one of my local gaming shops. I made sure I was there in those five minutes and it was mine! I was impressed, with its no-nonsense approach. This was the Core version of the rules, which I like as a tight little version of the Game.

So it was abundantly clear that this is not just some free role-playing thing, which for some people strangely enough is a big turn off. Care and attention to detail was being spent on producing something that was a serious professional product.

For those of you not in the know there are three versions of Swords and Wizardry.

  • White Box – just the three original D&D books , a short concise version of the game.
  • Core – adds more of the rules from the OD&D supplements, not as bare bones as WB. Classes are the nice ‘core’ of Fighter- Cleric – Thief – Magic User
  • Complete – All the rules from OD&D + supplements, so you get all the subclasses (Paladin, Bard, Monk etc). So sort of a striped down AD&D.

Publishers (current)

  • Mythmere games (via Lulu) –  This is the game’s author , Matt Finch’s, Publish Core/Whitebox + some scenario support. – supports the Community at a grass roots level. POD printing via Lulu.com
  • Frog God Games – Complete + a vast selection of S&W modules. Still very community friendly but this is the more commercial side.

Reason 3. SIMPLE NO NONSENSE RULES!

In my opinion this is the Game before it suffered rules bloat. The classes are manageable, the spells are straight forward and not too numerous ( a big deal for me when the players expect me to carry the details in my head), there’s enough treasure and monsters in the main rule book with enough detail to get stuck in an designing a dungeon quickly. Its easy to teach to newcomers, yet still instantly recognisable to old hands (like a bike you never forget how to ride). I like games that don’t get in the way of my role-playing and S&W serves that up in spades.

Reason 4. ITS GOT A COMMUNITY!

As well as the usual site and forum, there were numerous Blogger sites, collectively known as the OSR Blogsphere, supporting the game (and other Retroclones) with new content and reviews. Throw Google Plus into the mix, which supports Hangout games (some of which are recorded), you’ve got a friendly, open minded, active group of players and Gamesmasters all buzzing away 24/7.

Reason 5. ITS ADAPTABLE!

Due to it being completely Open Gaming Content, with a non-nonsense rules focused on the OD&D rules its very easy to take it and release your own House rules,Supplements,Adventures and even completely New Games (such as Crypts and Things, Woodland Warriors etc )

As a publisher this was a very attractive proposition. One which I took up by writing Crypts and Things, a variant of the rules with a focus on UK Old School rules and attitude , with a definite Swords and Sorcery Flavour. Without Swords and Wizardry, and Araskia’s Swords and Sorcery House Rules I would have never written the game.

Reason 6. IT EVOKES THE GOOD OLD DAYS OF 80s UK FRP!

Even without my Crypts and Things variant that tunes in that vibe directly, S&W invokes nicely the early days of 80s UK gaming. Stuff like the early White Dwarf issues, which had mad DIY stuff in like the Halls of Tizun Thun (adventure), the Barbarian (Class), not to mention regular columns like Fiend Factory and Treasure chest, and of course the early Fighting Fantasy. In many ways this is the most important thing about S&W, and even though I never played OD&D it inspired much of my early gaming sources.

Related Links

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…and we are back

I moved this blog yesterday over to Blogger, only to find I hate the blogging experience (I took me a good hour to format something that should take only a couple of minitues) and that the importer had imported all the spam comments.

So the Sorcerer and his Mountain wanders no more!

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Update of D101 Games D100 game.

I’m moving on quickly putting OpenQuest 2 together ( in fact after I post this I’m about to do some layout ) but over at BasicRoleplaying Central’s OpenQuest forum I give a round up of where we are at with OpenQuest’s extended family of games.  So if you are interested in not only OpenQuest 2′s progress towards publication, but also River of Heaven, The Company and Cthulhu Rising, head over to the following post

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Nights Dark Terror review

A nice simple but useful review of the the old TSR UK module Nights Dark Terror over at Dreams in the Lich House.

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Terror at Black Oak

DAMN THOSE ORCS!

They’ve defiled the sacred site of Black Oak Rock, killed the Old Man Oak and his lad.

Now they raid trade caravans, stealing their goods and slaughtering their people.

Now they’ve grown too bold and raided the out lying steads, taking Farmer Ham and his family !

As Head man of Gont I call upon all able bodied men and women to take up arms against these foul beasts and end their outrage against our lands!”

Philbus of Gont

So you thought Orcs were a push over eh? Simple fodder, whose doors you could break down, kill them and their folk and seize their goods as your own. Once you’ve met this lot you’ll reassess that situation.

When I was very young, Demons came and took me to Hell. There Nar-Garum the Torturer taught me that life is Pain and the way to true power is through feeding on the sweet tears of others”

Iolop Kar, the Orc in the Iron Mask.

Coming to an OSR Adventure pack I’m currently writing ( in between finishing off OQ2 )

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