Wednesday, February 5, 2014
That 1d6 Dungeon You Always Wanted
Or rather, the one one I always wanted. I thought that for one of the sub-levels of Scadwrath Castle, I'd do something quite silly and off-the-wall. After all, the setting Moog is a very silly, gonzo place and this just struck me as something that should be there, someplace. The idea is that, maybe I want to hide something in this dungeon, or maybe the baddies have kidnapped a princess and spirited her away in one of the six sectors (there is no shortage of princesses available for kidnap/rescue cosplay in the city of Vermistadt, which lies above this massive dungeon, if that's the sort of thing your adventurers are into). So, roll a d6 and that's where the goodies/Rod of Seven Parts/Princess Buttercup (you get the idea) is/are located.
Now, I originally got this idea from Zach S's awesome city street idea in his Vornheim book. Seriously, you must have that book. Go buy it here if you don't already have it. And yes, yes I grock the whole architectural impossibility of it all, but hey, there are massive, cyclopean stones here, eldritch magic, etc. There are 5 levels here keyed up for you to do as you will with it. There's even an exit to wherever over there near areas 45 & 87. Hell, I don't even know where that goes. I color coded them so it's easier to see where one level ends and a new one begins.
Like the other maps for Scadwrath Castle, there are plenty of pools, statues, etc. so you can have fun bedeviling the poor saps who wander into the place. The checkerboard floors (constructed from marble one supposes) are of course harmless, but placing a trap on just one of them will scar your players for life. You can chuckle with maniacal glee from that point forward as they pointlessly take all sorts of time to circumnavigate a pretty, but otherwise normal floor whenever they encounter them in the future.
As for the backstory and the key, yes, I will probably provide a fully keyed version at some point and may do the entire thing (12-ish levels not counting the upper works of the castle itself) just so my kids can put it to good use some day. The maps are part of a massive, active dungeon complex that lies beneath the gonzo city of Vermistadt. It's basically a 0E or 1E WHFRP city that sprung up over a series of ruined dwarves mines and ruins. The castle, belongs to a mysterious and powerful duke who maintains his own little duchy within the city walls. Part of the complex houses his Shadow Born undead legion which he keeps in top fighting shape by throwing a never ending stream of eager and obviously, slightly deranged adventurers at them. The adventurers who fall in the initial levels just unwittingly signed up for long term service in his Grace's legion, but hey, there's an awesome dental plan. Consider it a Roach Motel for greedy adventurers, thinning the herd so that only the truly epic delvers can pass on into the higher levels of experience.
So, yeah, use it as you please, but of course I retain copyright on it (as well the other stuff on this blog) for print purposes, etc.
Link to pdf download is HERE. The original was drawn is the weird little square sketchbook I have lying around. It's roughly 8" x 8" so, you may need to adjust your printing accordingly.
Tuesday, February 4, 2014
To All the House Rules I've Loved Before
Shields Shall be Broken I found this one to be very flavorful, but it's just a bit too cumbersome really. In essence, this is a get-out-of-jail free card for your fighter types. Now, I'm all for making fighter types more attractive, but our group grew tired of it very quickly. I do think it's one of the best bennies you can throw to low level fighters, but what about orcs, hobgobs, and other mooks? Shouldn't they exploit the rule also? In the end, it started to become a joke in our groups and seems no different than situational giving your melee combatants additional hit points.
The d30 Rule I still like the hilarity of this one and could probably be talked into using it again sometime. The one thing that bugs me the most though is that occasionally, it makes a mockery of your Big Dramatic Chapter Ending Battle. Surely this could be fixed by giving your Big Bad Evil Guy d30 Immunity or the like, but to me, that seems a little inelegant. I mean, your players are going to want to save the roll 'til the absolutely most critical moment of the evening. No doubt they're going to feel a bit cheated when every Boss Monster happens to be wearing his Cloak of d30 Immunity. It's a fun rule, I'm sure others have found a work-around for the issues our groups had with it, but it just made for too many anti-climactic moments in our games so we stopped using it some time ago.
Critical Hits & Fumbles OK, so I get that EGG completely hated the notion of these, but to me, they're still fun and make combat more varied and exciting. They've been around since, oh, I don't know, the early 80s I guess, and I always enjoyed using them if and when you can find the sweet spot for using them in your game (that is to say, the implementation that makes combat more exciting without overwhelming the PCs). If my Google Fu is correct, it was Dragon Magazine Issue 39 that brought us that lovely Good Hits and Bad Misses article and that was the first time I used them (much to the consternation of my dubious players at the time). I modified it though so that we only used the chart on a natural 20 or a 1 just for simplicity (and still do). Initially, after much bloodshed and hilarity, it became apparent that allowing every scrubby kobold a chance at beheading the PCs is simply too much (or maybe not depending on what you're trying to achieve with your game).
I do agree that the 3.X solution is quite elegant (certainly one of the things that 3.X got right), but it adds more dice rolling than I really want in my Old School games. Over the years, I've tried the absolutely murderous Rolemaster Charts, took a shot at adapting the hysterically gory WFRP 1E criticals, the Paizo critical & fumble cards (which I quite like for d20 sorts of games), and now have arrived full circle back to the good ol' charts from Good Hits and Bad Misses. I think the sweet spot for old school play is simply saying this rule applies to all PCs, Named NPCs and Boss Monsters. I warn my players that most encounters, but certainly not all, will contain a Boss Monster, a leader type who won't always self-identify, but will usually become apparent that he has a tub-load of HPs and seems to be better at fighting than the other scrubs. Needless to say, this make something like a Boss Ghoul with 3 shots at dropping a 20 on you an enemy that even experienced characters will respect.
Death & Dismemberment I've tried a couple different versions of these charts and finally got around to making my own. It makes for a very gritty campaign as PCs and followers will lose limbs and the like as well as having very funny (or serious I guess if your group looks at it that way) death scenes. This does give low level guys a bit better odds at survival unless of course the bad guys are the carnivorous types that immediately begin chompin' on fallen PCs, provided of course that someone in the party survives the encounter to bind their wounds. When characters are bleeding out due to this rule, I allow anyone to apply first aid simply by moving to them (in lieu of attacking or casting a spell).
The one thing that bugged me about the other charts was that a guy would hit the ground and on some rare results, would simply spring back up with renewed energy to continue the fight. On most results though, the character would fall to the ground gravely wounded, their fate uncertain until someone could get to them to check out their condition. I decided that for my campaign, I didn't like the idea of a character jumping and getting right back into the fight, so I devised a series of modifiers for the roll and developed new benefit for those lucky enough to roll an 11 or 12. It works for my Gonzo Old School Setting of Moog, so try it out if you like the idea of the Oscar Scenes for your characters and their followers.
PDF download of Death & Dismemberment for Moog is HERE.
Binding Wounds After Combat I'll confess that I have no idea where I got this one. I know that some folks use a d3, but I like the d4 and I allow any character to do the wound binding (only once per combat in which you have taken damage and immediately afterwards). It's particularly useful at low level when many clerics may have little (if any, depending on which rule set you're use) healing and helps the party keep exploring rather than the old "hey, we're out of healing, guess it's time to head back to the pub for pints lads" paradigm that occurs otherwise. This rule is essential I think when playing in large groups or with kids or newbies. It also takes care of the situation, that I find to be all too familiar if I'm being honest, where no one wants to play the Cleric.
Saving Throw as an Indicator of Class-Related or Race-Related Skills, Knowledge, etc. Another one that I'm not really sure where it came from, but I use it in every old school game I run. In my games, characters are generally "adventurers". The ranger knows the stuff that rangers know. Thieves know the best place to pawn stolen goods and the like. If players want to add a bit of background by utilizing the secondary skills chart from the 1E DMG, that's fine by me. I usually play with the conceit that Magic Users and Elves know about ancient mysteries in much the way that Gandalf or Elrond would. I will typically use the Paralysis save unless I'm playing S&W White Box which has only 1 save (which I love, love, love). It's not perfect by any means and yes, dwarves and halflings in this sort of situation tend to benefit from their superior saves, but you can limit that by deciding that their breadth of knowledge isn't quite as extensive as other races. I certainly find it adequate at representing a workable set of skills without becoming overburdened by a full blown d20 set of skills.
Tuesday, March 20, 2012
PDF for 20 Zombies Now Available
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© Charlie Adlard Outstanding artist of The Walking Dead comic book |
Thursday, March 8, 2012
Let There Be Zombies; 20 Delectable Zombies for Your Campaign
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Liam (age 7) renders a particularly gruesome Minecraft Zombie |
4. Stirge Zombies: Possessing a ferocious thirst for mortal blood and attack with great ferocity these grizzly undead can make for a very dangerous encounter and are often confused with vampiric spawn. Any successful hit by 5 or more indicates that the zombie has become attached to its victim just like a Stirge. On subsequent rounds of combat, 1d3 of blood loss is inflicted and the undead will continue to pummel their victim at +4 to hit. Stirge Zombies may only be removed after their demise or by making a successful open doors roll, which causes a d3 damage of torn flesh. Consider 2HD*** for awarding experience.
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Clare (age 4) gets into the action with this awesome Green Zombie |
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Connor's (age 10) wicked Flying Zombie |
Thursday, February 16, 2012
Cultural Weapon Choices


long sword, short sword, long Bow
Elven sword, long bow, spear
Elven sword, Sea bow, Dragon spear
Sea bow, Dragon spear, long sword
Thugee axe, battle axe, great sword
spear, short sword, long sword
battle axe, short sword, crossbow
battle axe, great axe, hand axe
battle axe, spear, crossbow
sling, short bow, short sword
Tuesday, January 24, 2012
Averlorn House Rules and Clarifications for B/X D&D UPDATED 1/17
HIT DIE: Basic Hit Dice as per AEC
HP AT FIRST LEVEL: Reroll 1s & 2s for a primary character at first level. After that reroll 1s at every level.
SECONDARY SKILLS: Pick 1 or roll 2. Alternatively, ignore this and your PC had a very average upbringing and began life as a wandering adventurer at an early age
SIMPLE ALIGNMENT: You can have Good or Neutral tendencies, but keeping it simple is cool.
RACE AS CLASS: Dwarf, Elf, or Halfling can use either option (essentially choosing a B/X character or a 1e AD&D character). NPCs, hirelings, etc. are almost always racial class for simplicity.
DEATH AT 0 FOR EVERYONE BUT...: PCs, NPCs, Boss Monsters, Big Scaries, etc. (let's call 'em Star Players) get a chance to hang in there via the Death & Dismemberment roll (we'll use my own chart from Moog with death usually occurring at -10, thus allowing your friends time to save you). Recovery times for nasty wounds may be greatly reduced by various healing spells. Cure Serious for instance will completely heal a broken limb.
NO SHIELDS FOR ARCANE CASTERS: Arcane spell casters need to travel light, hands at the ready to cast, etc. This brings some degree of balance to the Elf class.
VARIABLE COMBAT DAMAGE: As per the B/X Companion, p 24, basically, use the weapon you find to be most fluffy, damage is determined by class and weapon size.
SET SPEAR & LANCE ABILITY: As per RC all members of the Fighting Column may do this though halflings may not use the lance attack.
FIGHTER COMBAT OPTIONS: As per RC, kicks in at relatively high level, 12th for most of the Fighting Column, 11th for Elf and Halfling class.
THE FIGHTING COLUMN MAY CLEAVE: Swinging again is fun and heroic in HtH, though only once per round and you must be in range. Mooks are 1hd or less, at 5th level, 1+ hd creatures get added to the list. At name level, you may cleave a number of time per round equal to 1+ your DEX bonus.
20 IS A CRIT FOR STAR PLAYERS: Max Damage. 1s always miss and always fail a saving throw.
DWARF, ELF & HALFLING CLASS: switch over to the RC level system (and benefits therein) once they achieve a level beyond their LL progression.
DWARVES & BATTLEAXES: Like peanut butter and jelly, dwarves may use them and in the hands of a dwarf, it functions as a Bastard Sword.
LEVEL DRAINING: New save each day to remove a lost level.
IDENTIFY SPELL: All wizards have this one and after handling an item for a day, they discern all of its properties. The Elf class has some ability here as well needing a 5 or 6 on a d6 and may try on subsequent days if they fail to identify the item.
CHARGING: You need at least 10 feet of space, straight line required and a clear path to your target. You receive +2/+2 and lose your Dex bonus to AC, or a flat -2 whichever is higher. Both penalties and bonuses last until the start of your next action.
MOVING PAST READIED OPPONENTS: Isn't really supported in the rules. Doing so triggers an attack from enemies just as if you'd fully retreated from combat (including the bonus). You may avoid this by making a Dex roll on 4d6 (your Dex stat or less).
DECLARING ACTIONS: Only spellcasting need be announced and you do not have to name the spell until you cast it it. Losing the spell due to combat damage causes you to lose a spell of your choice.
MOVEMENT: Simple movement here. All PCs can move 30 feet in a combat round, double that if they charge or hustle (which is simply a move and do nothing else sort of action). Running has its own rules, but for our purposes in combat, you run at either 120' (leather or less), 90' (chain or less), or 60' (heavier than chain mail) depending on your armor.
ENCUMBRANCE: Simple rules here. Your Max load is 160 pounds and coinage weighs very little in our game. Carrying over 100 pounds of loot will reduce your combat speed to 20 feet and your run to 60'.
Friday, December 17, 2010
Humans, Half-Elves, Half-Orcs, and Bleaker Goblins of Averlorn
HUMANS: Humans are among the most numerous of the “civilized” races and tend to be the dominant race in most political circles. Humans are broken down into 3 racial subtypes: the Ardrois of the city states, the sea-fairing Volkyr of the Archipelago, and the Thugee of the North. The three strands of humanity have substantially different cultures, technology, religious beliefs, etc. Their appearance and even body types are all markedly different. Humans of all sorts are found throughout the land and though they get on well with most races, humans view dwarves as trusted allies. The Thugee hold a deep resentment for elves of all sorts and their hatred for giants is unrelenting. Both of these beliefs seem to stem from deeply held religious principles.
HALF-ELVES: The elven gene frequently resurfaces in later generations in the lands of Averlorn so pure ½ human, ½ elven mixes are quite rare. Considering their mixed heritage, half-elves are welcome among both parent races. In fact, among certain cultures, they are viewed as favorite sons, chosen by the Gods for great deeds.
HALF-ORCS: Orcs are strange creatures in Averlorn being not so much a product of evolution, but rather born of sorcery from a forgotten past. Even today, many of their number are created by despotic wizards who use them to defend their domains. As a result, half-orcs are not at all uncommon since the parent orc race has no females, and breeding stock is found among whatever local populace of humans or humanoids is at hand.
BLEAKER GOBLINS: Often regarded as a bizarre mix of goblin and gnome, these creatures are found in the cities of Averlorn. They are a clever race, inventive and given to magical research and other intellectual pursuits. Bleaker goblins, which obviously share a distant ancestor with the common goblin, differ from their goblin cousins in that they have the large bulbous nose so characteristic of gnomes. Additionally, males sport thick beards (they curiously lack an accompanying moustache) and eyebrows, which they wear in a variety of imaginative styles, though always neat and trim. For such small creatures, they hold their kind in high regard to the point of being viewed as arrogant bores by most other races. No one would dispute their skill as spell casters, scholars and inventors, the problem seems to be that they are perhaps to much aware of their own perceived superiority.
Players should use the base gnome for bleaker goblin creation except that they enjoy a +1 save modifier to spells and devices rather than the +2 of their gnomish cousins. Their ability modifiers are +1 DEX, +1 INT, and -1 CHA. They make spectacular thieves and are unlimited in advancement. They may also advance to 12th level magic user, perhaps even higher with exceptional intelligence. Most bleaker goblin PCs or NPCs will be a multi-class character with levels in either illusionist or magic user.
Halflings and Gnomes of Averlorn
Halflings adore the lowly rat to the point of obsession and keep them as pets, admiring their tenacity and adaptability. Their close affinity to these creatures grants them virtual immunity to the diseases associated with vermin of all sorts. Halfings in The Hovels borough of Grand Oryx have bred giant rats to extreme proportions and use them as mounts for select dignitaries and sheriffs. They are prohibitively expensive, surly and short lived, but every self-respecting halfling considers them a “must have” status symbol.
In game play, Halflings gain a very limited version of the 1st level druid spell Animal Companion at 2nd level. This spell takes an hour or more “to cast” and is really, a spell like ability rather than an actual spell. They can make an attempt once per day and of course, they are limited to rats and giant rats. A Halfling may keep up to 2 + CHA bonus of rat pets. Of course, their human and elf associates will be thoroughly disgusted by this cultural trait, but Halflings won’t be deterred by ignorant and petty squeamishness.
GNOMES: The gnomes of Averlorn are very magical creatures, cousins of the fae and masters of illusions and trickery. Gnome communities can be found in both forests and hills, but very rarely in the cities of men. In game play, gnomes with an 18 INT enjoy unlimited advancement in the Illusionist class and gain a 15% bonus to learn any illusionist spell. Upon achieving name level as an Illusionist, gnomes may attempt to cast magic user spells from scrolls with a base 60% + Illusionist Level. Whether or not the attempt is successful, the individual spell is removed from the scroll.
Thursday, December 16, 2010
Dwarves and Elves of Averlorn
Averlorn House Rules for LL AEC (ONLINE GAME)
HIT DIE: Use the advanced ones in AEC (will be phased out in future campaigns)
HP AT FIRST LEVEL: Rerolls 1s & 2s for a primary character at first level. After that, well, it will all balance out as you go along.
SECONDARY SKILLS: Pick 1 or roll 2.
SIMPLE ALIGNMENT: You can have Good or Neutral tendencies, but keeping it simple is cool.
RACE AS CLASS: Dwarf, Elf, or Halfling can use either option. NPCs, hirelings, etc. are always racial class for simplicity.
DEATH AT 0 FOR EVERYONE BUT...: PCs, NPCs, Boss Monsters, Big Scaries, etc. (let's call 'em Star Players) get a chance to hang in there via the Death & Dismemberment roll HERE
SHIELDS SHALL BE SPLINTERED: Can be used by Star Players, basically you can allow your shield to soak an attack that would otherwise hit and damage you. Your shield is shattered of course. Very realistic and fluffy. Magic Shields (which are quite rare) can do this as well and even though it no longer will function, it retains its magical nature and could be repaired. This may require a master smith and considerable outlay of coin.
NO SHIELDS FOR ARCANE CASTERS: Arcane spell casters need to travel light, hands at the ready to cast, etc. In truth this is simply to limit their access to the previous house rule.
VARIABLE COMBAT DAMAGE: As per the B/X Companion, p 24, basically, use the weapon you find to be most fluffy, damage is determined by class and weapon size.
SET SPEAR & LANCE ABILITY: As per RC all the Fighting Column may do this though no halfling may use the lance attack.
FIGHTER COMBAT OPTIONS: As per RC, kicks in at relatively high level, 12th for most of the Fighting Column, 11th for Elf and Halfling class.
THE FIGHTING COLUMN MAY CLEAVE: Swinging again is fun and heroic in HtH, though only once per round and you must be in range. Mooks are 1hd or less, at 7th level, 1+ hd creatures get added to the list. At name level, you may cleave a number of time per round equal to 1+ your DEX bonus.
20 IS A CRIT FOR STAR PLAYERS: Double damage by rolling the damage dice a 2nd time BEFORE adding any bonuses. Alternatively, PCs (and PCs only) may choose to make an extra attack on anyone within reach. Against the Undead, the 2nd option is your only option.
DWARF, ELF & HALFLING CLASS: switch over to the RC level system (and benefits therein) once they achieve a level beyond their LL progression.