Fiendish Friday: Art preview

So its week 2 of 4 of the Crypts and Things Remastered previews and here’s a sneak peak of the art.

First off here’s two flavors of Sorcerers (the revised Magician class)

Grey Sorcerer by D.M.Wright

Grey Sorcerer by D.M.Wright

Sorcerer by David Micheal Wright

Sorcerer by David Micheal Wright

These typical of the black and white pieces that will be the majority of the internal art.

But every once in a while there’s going to be a full page grey scale scene, like this…

crypts-and-things-scrolls-Web

Section page for Player’s Section of Crypts and Things by David M. Wright

More next week…

Previous posts about Crypts & Things Remastered
Why Crypts and Things Remastered?  –  a bit of the history of the game’s intial development and why I’m redoing it, the scope of the redevelopment and what’s going to be in the stretch goals.

Crypts and Things Remastered Kick Starter opens March 1st The cover in all its glory.

The Sorcerer The revised Magician class (because one of the biggest bits of feedback I got was that I should change the name to the Sorcerer). Look close and you’ll see some of the system changes in the class description.

Magicians of Zarth. Other types of magic users in the setting. Note these are non-player character types, and will be written up as monsters.

Fiendish Friday: Why Crypts and Things Remastered?

Well the Kick starter for Crypts and Things Remastered kicks off 1st March. Each Friday before the KS starts, traditionally known as Fiendish Friday in these parts, I’ll be publishing a small article about the upcoming game, previewing new rules, teasing you with bits of art etc.  But first off I’m going to explain why a new version.

A bit about the origins of C&T . It was written in late 2011/early 2012, a time of my life when I was very pessimistic about the way that world was going and very ill on a lot of levels. Life was crap and the bleak harsh world of Zarth reflects that. I remember reading Grognardia and a lot of the US OSR blogs and reading again and again the sheer reverence for the Swords and Sorcery worlds of Clark Ashton Smith, Robert E Howard and Micheal Moorcock, with a dollop of HP Lovecraft. “Oh why doesn’t someone do a OSR OD&D Swords and Sorcery game?” came the cry from the blog sphere. Well I was off work ill with a wonderful skin infection that had turned my leg an angry shade of red. I was ill and I was pissed off and I had just discovered the simple joys of Swords and Wizardry and its System Resource Document. So I used my time off work and channeled my anger (in a positive way) into hacking out the first version of Crypts and Things from the Swords & Wizardry SRD, adding to it from my particular vision of Swords & Sorcery, which is more British Grimdark,  drawing from very early 80s  UK OSR (first handful of Fighting Fantasy books and early White Dwarf, the period up to the mid eighties ). Within six months I had my prototype game and after a short period of play testing it was up for pre-order via IndieGoGo.com, with it finally being in general release a year after I had started to hammer it out.  Which is insanely fast for me (OQ 1 took about two years and Monkey took 15 years!).

Then it was a hit. A slow burning one, but its D101’s best seller by a long way (although pleasingly for personal reasons Monkey is not far behind), so I started working on follow up material. Distracted by other projects, I’ve only managed to knuckle under and release two modules (Blood of the Dragon in 2012 & Tomb of the Necromancers in 2013) to date. So early last year I took stock of what I was doing with the Crypts and Things line. It became clear that I’ve moved on greatly as a publisher since C&T came out back in early 2012. The OpenQuest 2 crowdfunding campaign was the watershed for raising the bar of what was possible for me to publish (so if you contributed to that campaign you’ll always have a special place in my heart). River of Heaven pushed that forward even further. Also about a year after C&T was released I came across the work of David M. Wright, who for me is my dream artist for C&T. I immediately bought the cover that graces Tomb of the Necromancers and started talking to him about the possibility of doing more work for the game. With the success of the River of Heaven on Kickstarter it slowly dawned on me I could fund a complete remaster of C&T via that platform.

Which is where we are now. So what is the current draft (which all KS funders will get immediately) like?

Art. The art in C&T is a mixed bag. Its basically stock-art bought from the now defunct Illodeli.com (a collective of UK artists that was headed up by Cubicle Severn supremo Jon Hodgson) with my mate John Ossoway & Steven Austin (who I discovered via a quick search through Redbubble.com) filling in the gaps. I stand by everything I put in the book, and if nothing else I’ll be hanging on to my 1st ed copy as an Art book, but the overall tone is eclectic and a bit disconnected, which I kinda dug at the time.  David M.Wright is going to do the entire book, so it will have a delicious dark consistency and tone throughout.

Words. A full edit of the book, and streamlining of the rules. Personally there’s a few rules in C&T that I never use in my home game, the Sanity/Corruption rules for example, because they involve a bit too much bean counting rather than simple Roll and Effect which I prefer (OpenQuest for example is built around this concept). They have been recast into something more straightforward. Also the mash up of my words with Swords & Wizardry’s was far far from harmonious, so a full edit (at least two passes) is on the cards.

Mega Gaming Fun. This is the overall effect of the above changes. Over the years there have been some kind words said about Crypts & Things which have made me painfully aware of some of its shortcomings. With the basic goal I’m seeking to address these issues and make it a much more fun game to play.

So where could go we with the Kickstarter if it funds?

Ok if we get the basic funding goal I’m planning the following stretch goals.

More Fiends. David was hospitalised for a brief spell last year and bashed thirty or so sketches of monsters that are just begging to be finished and made into C&T fiends.  The C&T Compendium of Fiends was one of my favorite sections of the book to write so I’m really hoping this funds.

More Spells & magic items. I’m kinda happy with the Spell Lists as they are, but if we reach this stretch goal I get to revisit the Spell lists and add some more twisted and dark magic into the mix.

The Great Others and their Cultists. I hinted at the presence of these terrifying demons/gods but never detailed them in the 1st edition.  If we reach this stretch goal I’ll detail them in all their gory glory and David will illustrate them. If you remember Dealing with Demons by Dave Morris from White Dwarf this is what I’m aiming at 😉

Zarth Revealed. The current Continent of Terror chapter would go into the Players Section and I write a new world guide for the Crypt Keeper’s section. This will focus on the secrets and provide more adventure ideas for each location, as well as encounter tables.

I have more ideas , but they are rather vague at the moment and I want to keep some surprises for the campaign 😉

More next Friday…

Old Steel Ruins

In three months time I’m off to the 7 Hills Convention (tickets still availble), in Sheffield 18-19 April.

The con has a general theme, last year it was Sci-fi this year its Steel (Sheffield was a major Steel manufacturer). I also traditionally do an OSR game on Saturday night, which this year brings me onto:

Old Steel Ruins (Newt Newport)

System: Crypts and Things
Description:

In days of yore hot molten metal poured from the wounded Zarth. Mighty Sorcerers melded it into buildings of glittering Steel. They enslaved the land and the people. Until the Gods themselves were moved by the evil wizards hubris and buried them and their city under hot scolding sky fall ash! So the Steel Empire came to end, its treasures buried for millennia, its location a mystery.

UNTIL NOW! Brave scouts have discovered the City of Steel and have shared its location. Join the expedition to explore the Old Steel Ruins and discover THE SECRET OF STEEL!

An adventure for up to six 5th Level characters, using Crypts and Things a distinctly British Old School game, based upon the classics from the late 70s/early 80s, of Swords and Sorcery Adventure.

Tags: OSR, D&D, Swords & Sorcery, Foul smelly Khaos, Hair caked with the ash of ages, Lightly Gritted Sinews.”

Fiendish Friday: The Sorcerer

A rough draft (warning there may be typos) of something that will be revealed soon 😉

Sorcerer

Grey Sorcerer by D.M.Wright

Grey Sorcerer by D.M.Wright

Sorcerers are characters who use Magic to bend reality to their will. They cast spells, memorised from dusty tomes, to perform such wondrous feats as summoning demons, healing wounds through the words of the kindly ones, fly through the air and throw fireballs from their hands at their foes. Normal people shun and fear them, even if they practice only kindly White Magic, because of their ability to weave magic which is misunderstood and much maligned.

They’ve seen the Other Side, what lies beyond what their mentor calls the Shroud. They’ve seen the unnatural things that would tear into this reality and suck out its life force. They’ve dabbled in the dark arts, summoning these things for your Master’s ‘profit’ and gain. They’ve played the Dark Game either willingly or through force. Finally they escaped their Master’s suffocating influence, and found Freedom. Sorcerers express this freedom by being able to learn a wide variety of spells that fall into three colour categories: White, Black and Grey.

Continue reading

Magicians of Zarth

Sorcerer by David Micheal Wright

Sorcerer by David Micheal Wright

The following is from a little something I’m working on for Crypts and Things.

Sorcerers are solo sorcerers who have recognised their own power and bow to no demon or deity.

Other forms of magicians who may be encountered in Zarth are as follows:

Vivimancers. Practitioners of the foul and depraved art of Vivimancy, which creates such blasphemies as the killer man goat of Zorx! This was originally the magic of the Serpent Men, who in their tyranny saw all others as their property and slave. They were always looking to create better servants by hybridising different races under their control.

Shamans. They practice an aboriginal type of magic that arises when humans worship their ancestors and the powerful sprits that exist in nature.

Necromancers. They speak with the dead and summon them from the ashes of Zarth to do their bidding.

Priests. Slaves to the Other Gods or Elemental Lords. They in turn use their magic to enslave their followers in secretive cults.

Sorcerers may learn their magic; they may for example learn the Ritual to Summon the Great Other which a cult worships, or the Fireball spell that is traditionally taught by the worshippers of the Elemental Lord of Fire. They may also find in old sorcerer’s stash of scrolls spells to summon Ancestor Spirits in a ritual that a tribal shaman would recognise. Such spells are often stripped of any reverence or dogma that the native traditions have, the Sorcerer achieving results through sheer force of Will. This is another reason why Sorcerers are hated by other magicians, because they can so easily ‘steal’ their magic and not have to follow the rules.

Fiendish Friday: The Tale of Ged the Mother

“Once upon a time the land was flowing with beauty and love. Ged was its Smiling Goddess, and she bore all things edible for her people the Hu Pi. Her animals and plants fed and clothed the people in great abundance.

One day the Serpent King arrived in the land, and presented her with a present. A Green Scaly Egg. He said “Ged sit upon this egg and warm it with your womanly hips. For I am cold and can not breathe life into it. If you do this thing you will birth a God like yourself and he will bring you great joy!”.  So Ged who was loney sat sat upon the scaley egg that the Serpent King had presented. She sat a long time.

Then suddenly one dawn the egg cracked open and out jumped Nar-Garum! Ged was amazed! Then she was amazed a second time as Nar-Garum jumped up and bit her womanly parts, causing warm blood to pour into the land. The Serpent King did a swirling dance and mixed the mud of the land with the blood of wounded goddess and turned it into poison. In her pain her smile turned to a grimace as she saw how the Serpent King had used her own spawn against her to poison her land. Worse was to come as she started to birth grey mewling spawn. “What is these weak and pathetic things” she cried in disgust. “Why mother they are the product of our painful incest. I will take these Cruns into the dark and teach them such pain that they will plague the land!” And Nar-Garum so he did, and the Cruns and the other poisonous things that the land now begat meant that Ged and the land of Honey were truly befouled. “

Ged is a fertility goddess from the time of the Hu-Pi (see Blood of the Dragons for more details). Pre-Serpent War she was known as the Bounteous Smiling Goddess. The locals of Gont still worship her although these days she requires blood sacrifices to ensure her Bounty, as a replacement for the blood she lost from Nar-Garum’s birth.

The Cruns

A  sub-human group who originate from Serpent Men experiments in crossing Humans with lizards in ancient times. They appear as semi-naked humans covered in hard grey scales. They are usually feeble of intellect and of average strength and their only way to improve themselves is through worship of their Father-God Nar-Garum the Pain Giver.  They  live in small communities on the stink rivers, treated as vermin by all that encounter them, but occasionally one of their number will return from the Other World as a Pain Giver and they become are a plague upon the Stink River pouring out from their lairs..

Crun Ac 7[18] (Scaley skin) HD1-1 HP 4 ATT 1 Dam 1 Stone Club (1d6) of Claws (1d4) SR Immune to Poison Save 19 CR/XP B/10

Sandboxes

Double posted from the oringal thread over at the Tavern.

I used to be all over this style of play in my teen years. Mainly when I was playing Basic/Expert D&D and AD&D 1st ed. Heck I even wrote a three levels of megadungeon, which is imho the ultimate sandbox. Happy hours playing through Isle of Dread. Here’s a piece of hexpaper and off you go.

Problem was that I always felt the players missed all the good stuff. I started getting peevish about it. Ok so you are going to miss the Ancient Red Dragon in the Volcano which I’ve put in plan sight, I’ll put five in your way on my latest hex crawl :P Playing Griffin Island during the generic pre-Glorantha Games Workshop RuneQuest years was probably my last hurrah for Old School Sandbox play.

So eventually I tired of that and suddenly its the late 80s and we’ve gone all Railroady story telling. Rapidly got disillusioned with that and struggled through a Narrative wilderness (HeroQuest etc) in the early 2000s. Now blissfully back running more open ended adventures, with lots of potiential plot hooks and big cast list of interesting npcs. Are they Sandboxes? Not in the classic Old School sense (Hexcrawls/Megadungeons) and in comparison they are smaller and more tightly controlled in the sense I don’t put boring stuff in. Its all made of win because these days with my limited gaming time its time to GO LARGE OR GO HOME every session ;)

My current game FAE Cowboys & Dinosaurs is a Sandbox, that takes in the whole Hollow Earth, but the players are unaware of it. They are just hitting the trail and having fun times :)  Also I’ve got unfinished business with the Spires, the setting of which I revealled but a small corner of it the Blood of the Dragon for Crypts & Things (watch this space).