OpenQuest Dungeons

With five days to go, we are currently funding the next stretch goal OpenQuest Dungeons.
“Are you going to do an OpenQuest conversion of D&D?” is a question I get asked a lot. I’m like “Nah if I want to go play D&D, I’ll play D&D!” OpenQuest has an intrinsically different style of play, which I hope I get across in the main rulebook. But I understand why people ask because OQ got picked up early by the OSR blogs and I do have people coming from D&D pick up OQ as a less complicated D100 game. Also back in my teenage years, I remember us coming straight from D&D and playing a handful of sessions of D100 Fantasy just like we did before we realised it played differently.
So, with this in mind, here’s the content’s of the book.
D100 Dungeons. A short article that explains how dungeons and dungeon exploration works in OpenQuest. How small is deadly, and everything has a meaning and a story behind it. It advises the Referee on how to leverage the OQ skill test system to make the player’s feel that they are trapped underground and with danger all around them. It also explains how to use the usual play-style of dungeoneering to transition players coming from D&D into the possibilities of OpenQuest.
The Eastern Imperial Borderlands. I’ll be introducing this mini-setting in the Quickstart adventure that I’m currently writing for release after the end of the campaign (The Whispering Warrior). This gazetteer will expand on the information given there, explaining the opportunities amongst the ancient ruins that are found in this area.
The Village of Spearing. A base village for the characters that details a settlement full of ex-adventurers who provide services, goods and training.
Deep in the Hole. A Quest, the lord of Spearing’s son has gone missing down a local cavern system known as the Hole. A reward is posted for his safe return
Both .of the above have previously appeared in the out of print OpenQuest Adventures supplement. They will be getting a full revision and rewrite.
The next two Quests are entirely new material.
Snake Bite Pass. Another Quest this time entirely focused on an adventure location, the rocky mountain pass of the title and its living inhabitants all worshipers in various forms of the Serpent Cult (which is detailed).
Fools Rush. Suposbly a dead and abandoned dungeon, but since it was once a shrine to the Trickster god known only as The Fool, who knows what surprises it may hold.
The adventurers may go there looking for a trove of gold left by the Fool’s priests, but what they find instead is entirely unexpected.
To help this fund faster, I’m adding another special one of a kind unique Backer Level, which if it funds will see an additional dungeon added to the book.
Mistress/Master of Dungeons (£300)
This is a special one of a kind pledge level that helps to fund OpenQuest Dungeons and adds an extra adventure into the book.
  • All the OQ patron rewards plus the following:
  • a hardcover of OpenQuest Dungeons signed, sent and dedicated to you.
  • drafts of work in progress and option to feedback to authors as the draft develops.
  • copy of each version of OQ – 1st, 2nd, Refreshed, + all the OpenQuest Classics, signed and sent to you.
I’m also opening up ten more OpenQuest Patron spaces (at £100) since they have proven to be popular and sold out much quicker than I expected.
So far the campaign has already funded the following books:
  • The Main rulebook
  • The Saga of the Savage North
  • The Clockwork Palace
  • The Book of Duck (working title)
  • The OpenQuest Companion

So for as little as £10 (pdf/POD) you get all five books in pdf with the option to get in Print on Demand at cost + p&p.

One week to go on the OpenQuest 3rd Edition Kickstarter

We are in the final week of the campaign, and just about to hit the OpenQuest Companion stretch goal – which will present a selection of extra and alternative rules for the game in a single book.

As a thank you to the backers who have stuck with the campaign during its slow period (or the slump as us publishers call it), they will now all be getting a Duck based adventure with six pre-generated characters called Angry Ducks. This has now been upgraded to a full book, with the working title of The Book of Duck, which has been upgraded by the generosity of a backer who within minutes of me posting the following update pledged at the special or of a kind Mistress/Master of Ducks level.

Also related to this sudden bout of Duck craziness is this post on openquestrpg.com, which explains why I’m so captivated by Ducks as a non-human race.

In short the campaign has funded the following books.

  • The Main rulebook
  • The Saga of the Savage North
  • The Clockwork Palace
  • The Book of Duck (working title)

and we are but a short distance from funding the OpenQuest Companion.

Thank you so much 🙂

OpenQuest 3rd Edition Kickstarter Opens on 1st September

Just a quick post from me. The Kickstarter for OpenQuest 3rd Edition opens on Tuesday 1st September.

If you are viewing this before the Kickstarter starts it will take you to a pre-launch page that allows you to sign up for email notification of when the campaign opens.

For more information about the game, including posts about what is new and changed to this edition visit the following website.

Swords Against the Shroud now Available

If you liked the idea of Crypts and Things, but yearn for the simpler days fo 1st edition when the book only had the four basic character classes (Barbarian/Fighter/Thief and Sorcerer) and Zarth was just an example setting?  Or perhaps you are after a nice concise Swords and Sorcery game that use the Black Hack as rules base?

Then Swords Against the Shroud is now available for you in pdf and preorder in print from the D101 Games Web store.

It comes in two versions.

The Standard softcover with a black and white cover by John Ossoway

Swords Against the Shroud standard cover by John Ossoway

Swords Against the Shroud standard cover by John Ossoway

and a limited edition colour cover hardback with the 1st Edition cover by Jon Hodgson.

Swords Against the Shroud limited edition cover by Jon Hodgson

Swords Against the Shroud limited edition cover by Jon Hodgson

 

Nearly done Swords Against the Shroud

Just putting the final touches on Swords Against the Shroud (a Black Hack version of Crypts and Things) – that will go out to From the Shroud #2 Kickstarter backers (either today or tomorrow), & then be available to order pdf/preorder print via D101 Games website shortly after 🙂

This is Crypts and Things rebuilt using The Black Hack 2nd Edition as a base, instead of Swords and Wizardry.  It’s similar in scope to C&T 1st Edition. It only has the four core classes: Barbarian, Fighter, Theif and Sorcerer, the introductory guide to Zarth, a small selection of the creatures in the full bestiary (but all the Swords and Sorcery essentials) + the adventure The Halls of Nizar-Thun. Systems for Corruption and Sanity are based on The Black Hack. All in all, it comes in at 86 A5 pages versus 145 pages of C&T 1st ed which was US Trade (8″ x 11″).

It was mainly an experiment on my part, funded by From the Shroud #2 Kickstarter. If you’ve not picked it up as a stretch goal as part of that campaign, it’s worth your time if you want a short and concise version of the game and you are a fan of The Black Hack.

The upcoming Lost Lands of Grungamesh, will have stats for both C&T and Swords Against the Shroud.

Grogzilla is here!!!

Now rampaging on general release, is the thirty-foot tall three-headed monster lizard called Grogzilla. Originally put together to honour Grogmeet 2019 ( a meet up of old school gamers run by the Grogsquad of Grogpod fame) it was enhanced during Kickstarter’s ZineQuest 2 which brought it to a wider audience.

This being a review of a bit of everything that D101 does, both present and upcoming, there’s a fair bit of fantasy in it. The beast of the zine in OpenQuest and C&T stats, five more fiends for Crypts and Things, a preview of what I’m going to be doing for Mythras, a follow up the scenario to the OSR Road to Hell.

Its available as cheap as chips pdf only (£3) and I’ve a limited number of print copies from the print run for the backers (£5).

Adventures in Skyraiders of the Floating Realms

This post is a follow-up post to yesterday’s Skyraiders of the Floating Realms (which will be known as Skyraiders from now on to save my typing fingers :D) which explains how the adventuring format works. This is light of the first adventure stretch goal, The Edge of the World, being funded.

Adventure format in Skyraiders

Player’s Introduction

What the character’s know at the beginning of the adventure and what the Referee should quickly impart.

Referee’s information

This section gives the backstory of the adventure and explains what is going on.

The Adventure

This section is the meat of the write-up. It includes:

The Start

The first encounter where the adventure kicks off. In the Edge of the World, this is a dramatic realisation that the sky realm where the characters have peacefully been living for a couple of months has a magical affliction called the Stone Plague, which turns stone to dust very quickly. Since this is happening at a rapid pace, they better get off the island somehow.

Events

This section has a d100 table, of Events, which the Referee rolls on, crossing off events which are one time only. I realised that I tend to do journey type adventures, not dungeon crawls*, but had become somewhat jaded about the write-up and assumption that they are a series of linked events. So I decided to jazz it up by adding a random element to the order that events in the middle take place.

Here’s the one from Edge of the World

D100 Event
01-20 Ambushed by Zarks!
21-30 A Stone Giant Blocks the Way
31-50 An offer by the Twisted Sisters
60-75 Here Comes the Hard Rain
76-86 This Boat is for Ducks Only
86-90 I’m the King!!
91-00 The Sky Realm is Falling and I want my Mommy.

After the table, I then describe the encounters themselves.
And here’s This Boat is for Ducks only

This Boat is for Ducks Only
As a rule, most sky boats will not accept Ducks, believing old wives tales that they are responsible for the current state of the world and are therefore very very bad luck. The characters come across a sign that says “DUCKS!!! Get of this rock here, 2 gold pounds courtesy fee”. Next to it is a rather rough-looking sky sailor who is helping a duck family (mum and dad + three ducklings) into a small flying boat, more a dingy about three metres long. In the boat is another sky sailor and all the duck’s possessions in travel cases. This pair of Sky Pirates, Ulfy (on the ground) and Rulfy (in the sky boat), have hit upon the idea that they can pick up the ducks such as these, pretend to give them free passage off Askor, and instead chuck them off the boat when they are in the sky. Will the characters work out what they are up to and help the ducks?

 

Sky Pirates HP 12 AV 1d4 (Leather), Damage 1d8, Fight (Cutlass, Crossbow) 45%, Magic 35%, Movement 45%, Senses 55%, Social 35%.

See the creature stats for the Sky Pirates? That’s the new concise stat-block I’m using for Sky Raiders. I had a great realisation a couple of months ago. That the typical D100 stat-block, as you see in OpenQuest for example, is a significant barrier to writing adventures. Because its a big clunky thing where you are effectively rolling up a cut-down or full version of a player character. It’s also challenging to format during layout, and there’s a lot of information that doesn’t get used. So I came up with this format, along with monster creation guidelines that support it, so creating useable creatures isn’t a royal pain in the ass. Its fully explained in Skyraiders Zero Edition.

The events also it’s not an exhaustive list, the Referee can add stuff based upon what the players are doing, or from their inspiration. Also, you don’t have to use all the event’s, and I reckon a good four-hour session by having the Start and End (see below) events, plus three events from the events. Also if you think rolling for event’s is a load of nonsense you can treat it as a linear list, with events turning up in order. But I think there’s a lot of reusability in rolling randomly, and also the order of events can make a big difference of how the adventure plays out.

Note * Although I intend to address how Skyraiders does dungeoneering since Sky Valuts – adventure locations of underground chambers filled with loot are a big part of the setting 🙂

The End

This is the ending of the adventure, and describes the climax with any villains, major and minor, that the characters must overcome to conclude. Because the route that they came here is random, that is a consideration. In the Edge of the World, the fact that they may have previously met Boris the Bad Un, the King of the Sky Realm, or the Twisted Sisters, villainous Sorceresses of the adventure, and they may still be at large is factored into the ending.

Aftermath

For ongoing adventure series, this final section details any rewards and penalties that carry forward, and any adventure opportunities that arise because of the situation.

RIP Terry Jones

So actor/director/comedian/member fo Monty Python Terry Jones died the other day.  To say that the Pythons shows, especially the films were a big influence on British Roleplayers is a massive understatement. He also had a great career post-python as a Historical documentary presenter/maker and his BBC series the Crusades will always stick in my memory as a truthful examination of that period free of the usual propaganda of noble Christian knights fighting a heathen foe in the name of our Lord.

My own tribute, which is in an upcoming OpenQuest book as an example of a Disorganised Religion, was written days before news of his death hit me.

The Flying Circus

Odd, irrelevant, this small disorganised religion flies in the face of convention and order. It emphasises joy of living and travel. Its worshippers can literally learn to fly that allows them to move between the floating land masses of the Flying Realms with ease. The Airship Captains are their guardians and in their flying ships can take worshippers across dangerous sky lanes that are not traversable safely by a solo flyer.

 

Spells: Fly, Golden Tongue, Mischief , Fools Gold.

Guardians:  Airship Captains, Requirement Airsailor 50%+, must own an Airship; Spells: The Crystal Ship.