Fiendish Friday: A Sky of Bones

So I missed a week, but we are back with this special weather event to cheer up even the most humdrum journey across the wastes of Zarth.

“I’ve experienced it four times in my life. It always starts the same. The sky darkens as if a storm is brewing. Indeed there is a rumbling of sorts but if you listen carefully you’ll hear it’s more of a grinding sound. Then suddenly the sky goes blood red, with clouds swirling around an angry red spot, which suddenly opens up and vomits out a blanket of human bones that covers the sky, blots out the sun and even the Locust Star. If you are not already locked up tight in shelter, now is the time to run as fast as ye can, because next comes a rain of the dead armed hideous for war comes screaming down ready to harm the living”
Hongra the Horny, Scout of the Ash Plains.

This is a magical disaster that can affect an area of up to five miles square.

It starts out as typical storm, before the sky turning red round a single vertex of bloody horror, which is actually a gate to a Hellish Other World, were all the armies of the Empire that was under the Ash Plain were taken by the vengeful Old Gods in punishment for their civilisations hubris.  The Sky of Bones vomits out from that Other World gate, and if you look closely enough it is an writhing mass of undead warriors held in the sky by some invisible force.

The storm lasts for d20 minutes, and each minute roll on the following table to see what drops from the Sky of Bones near the adventurers.

Roll d8

  1. 2d6 Skeletons
  2. 1d3 Ghouls
  3. 1 Wight
  4. 1d3 Red Zombie
  5. 1d4 Zombie
  6. 1 Mist Maid
  7. 1d3 Wind Wraith
  8. Roll again and double the number encountered.

Once the storm is over, any remaining undead are sucked back into the gate which then closes, leaving only clear peaceful skies in its wake.

It occurs mainly in the Ash Plains, probably due to its origins, but has been reported in other places in the Continent of Terror.

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Blood of the Dragon reviewed over at Ten Foot Pole blog

Here’s me thinking the whole OSR Blogsphere has gone quiet, especially on the reviews front, when up pops this review over at Ten Foot Pole.  I’m very happy about his review. The reviewer Bryce really gets what I was trying to do with it.   Here’s a snippet.

The setting material is brief: about three pages. Half of that is a timeline and the other half a gazetteer from Hongra the Horny. A) That’s a cool name. b) That’s some tight ass writing to get an entire region in to three pages. C) It’s fucking awesome. Did you read those names in the intro? Tyanos the Black? Black Joop? Nigus the Headless? The Mother of Hydra??! A land where the sky is piercer by rocky spires and the plains a wasteland covered by ash? Come on, that’s some pretty cool stuff right there! The descriptions are ridiculously evocative and leave the mysteries open. This makes your mind race. What is it? Who did that? Was caused that? Your mind then races to fill in the details and that builds on itself. This is EXACTLY the sort of thing I want when looking at this sort of material. I don’t want your entire shitty world explained to me. I want you to leave things open. I want to gaze in wonder at the mysteries. Explaining things kills the mystery.

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Fiendish Friday: The Skin of Oskmas the Traveller

Between the hellish Other Worlds and the Real World of Zarth is the grey netherworld of The Shroud. While most of the Shroud is comprised of featureless bleak hills, endless corridors, and dreary mist filled forests there are the occasional landmark. Strange castles filled with dead warriors, aquariums filled with dark fish or ruins of cities infested with ravenous Others are chilling examples.

Travel between these locations and Zarth is hazardous and random. While being distinct and logical in themselves they often have no fixed location in the Shroud, so travelling there in any predictable way from the Zarth is next to impossible. Only long forgotten rituals of the Ancients, themselves locked in deep dangerous dungeons,  can with any certainly facilitate travel. There is also the worry to even the most insane Sorcerer that such rituals in the past have caused cataclysms as such as the opening of the Locust Star, where  plagues of Others have taken advantage of the breach between Zarth and the Shroud and have come over to feed.   The only known ‘safe’ way is the following Magic Item.

Magic Item: The Skin of Oskmas the Traveller
“Old Oskmas he travelled far and wide in a place not a place between the worlds. Until the Sorcerers of Magragore caught him and skinned him alive. Fleshless he crawls the buried underhalls of Magragore “
While alive Oskmas was a frequent traveller in the Shroud. It is unknown if it was necessity or mere curiosity that drove him to find out more and more forbidden knowledge about this shaded realm. During his life he had every location he visited symbolically represented as tattoos on his skin. By all accounts by the time of his death his body was black with inked markers. Death found him in the form of the Sorcerers of the buried city of Magragore, who slew him on behalf of the Sultan of the Shade City. The Sorcerers then had his skin cured, folded and held in a golden chest in the deepest vault in Magragore. It is rumoured that Sorcerers also preserved Oskmas’s essential salts in an a sapphire jar. Some versions of the tale say that the salts were used, and the fleshless screaming thing that guards the chest is Oskmas. Who ever possesses the skin can use the map to instantly travel within the Shroud to the location pointed at with a special enchanted bone wand, found in the chest with the skin.

 

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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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