Tuesday, November 15, 2011
The Wabbajack!
I definitely need to import this magical item from the world of the Elder Scrolls to my campaign.
You are now alone in the darkness...
Ah ah! I was gifted the Turn Tracker, which will now help me keep track of torches, wandering monsters and the like. The days of the ever-burning torches are now over!
Friday, November 11, 2011
Low-Mid Levels Modules
Here is a list of modules targeted at around 4 to 6 adventurers of level 3 to 5 that seem feasible to run in a over-lunch format. I might use some of those once we're done with the Wheel of Evil. If anyone's reading this and has some good suggestions, post them in the comments.
- Ursined, Sealed & Delivered
- The Labyrinth Tomb of the Minotaur Lord (Knockspell #3)
- Skull Mountain
- The Grinding Gear ?!?
- The Lost Staves of Maurath
- Charnel Crypt of the Sightless Serpent (Knockspell #1) -- Pushes the level limit a bit.
RPG Over Lunch
Well, we restarted the role-playing game over lunch at work this week.
I decided to go back to Labyrinth Lord mainly because I was running a module for it which referred a lot to page numbers in the core book, thus easier to use on the fly with the correct system. Speaking of Labyrinth Lord I told my thief player that I would use the Find and Remove Traps rule as written. Which basically means that it is a trap radar. We'll see how it goes.
At least one player wanted to play things a bit differently than my usual low-level meat-grinding style of play. So instead of making things easier for them, I asked them to create higher level characters. The game will progress at the same pace as ever but at least the players will have characters with more options available to them. They will be facing the dangers of the Wheel of Evil module by Jeff Sparks. It was highly recommended on Grognardia so I purchased the PDF and I'm eager to see how they'll unravel the mysteries of the cheese caves.
I decided to go back to Labyrinth Lord mainly because I was running a module for it which referred a lot to page numbers in the core book, thus easier to use on the fly with the correct system. Speaking of Labyrinth Lord I told my thief player that I would use the Find and Remove Traps rule as written. Which basically means that it is a trap radar. We'll see how it goes.
At least one player wanted to play things a bit differently than my usual low-level meat-grinding style of play. So instead of making things easier for them, I asked them to create higher level characters. The game will progress at the same pace as ever but at least the players will have characters with more options available to them. They will be facing the dangers of the Wheel of Evil module by Jeff Sparks. It was highly recommended on Grognardia so I purchased the PDF and I'm eager to see how they'll unravel the mysteries of the cheese caves.
Thursday, August 25, 2011
Among the Stars
Here is the intro for a sci-fi/space opera Play-by-Post game that will probably never be. It is copied here so I will not loose it.
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Wednesday, August 17, 2011
So What's Next for the Adventurers?
As I slowly prepare to re-awaken my S&W game at work, I've started to think about the possible adventure hooks I would make available to them in the great city of Dolmvay.
- Investigate the destruction of the village of Larm.
- A messenger from Stormcrow Keep looks for help in the Borderlands (The Keep on the Borderlands).
- Hear rumours from merchants that there is trouble brewing in the Floon Valley (The Font of Glee).
- A sage is mounting an expedition to travel to the polar coasts (Ursined, Sealed & Delivered).
- Xill Vuntos, tavern keeper of the Silvery Eel has a rat problem (Rats in the Walls, Knockspell #4).
Thursday, June 2, 2011
Shepherd's Bow
Shepherd's Bow (Magic Item): A Shepherd's bow is made by a master bowyer from a Treant wooden heart, killing the creature in the process.
Each wooden arrow fired through the bow strikes with the strength of the treant used to create the it.
Once, the bow can be planted in the ground and will transform back, over a round, in the treant he once was a part of. The treant will fight for the bow's last wielder for one turn before life leaves him forever.
The bow, of course, is lost in the transformation.
Each wooden arrow fired through the bow strikes with the strength of the treant used to create the it.
Once, the bow can be planted in the ground and will transform back, over a round, in the treant he once was a part of. The treant will fight for the bow's last wielder for one turn before life leaves him forever.
The bow, of course, is lost in the transformation.
Thursday, April 14, 2011
My Campaign's Gandalf
This is a work in progress post about a powerful wandering Wizard that I want to include in my campaigns' worlds.
Name: ??? (has many)
HD: 18 (Magic-User Level 18?)
Hit Points: 18d4 or 18d8 like a monster?
AC: 3 (with Ring of Protection other magical stuff)
Alignment: Neutral or Lawful?
Possessions:
Name: ??? (has many)
HD: 18 (Magic-User Level 18?)
Hit Points: 18d4 or 18d8 like a monster?
AC: 3 (with Ring of Protection other magical stuff)
Alignment: Neutral or Lawful?
Possessions:
- Staff of Wizardry (?? charges remaining)
- Ring of Protection From Normal Missiles
- Ring of Protection +4
- Amulet of Mind Blank
- Wand of Enemy Detection (may be part of backstory and growth to power)
Spells:
- All level 1 spells
- All level 2 spells
- All level 3 spells
- Mass Morph, ...
- ...
- Disintegrate, ...
- Charm Plants, Conjuration of Demons, Delayed Blast Fireball, Power Word Stun
- Borrowed Time (Eldritch Weirdness), Mind Blank, Monster summoning VI, Permanency
- Gate, Maze
Monday, April 11, 2011
S&W Barbarian Class
Let's fire up the blog with something both useful and related to the blog's title. So here is my latest take on the Barbarian class for the Swords & Wizardry role-playing game. Update (2011-06-02): Fits-in more in S&W Core Rules.
Barbarian
Minimum Scores (if used): Strength 12, Dexterity 12, Constitution 12
Prime Attribute: Strength, Dexterity and Constitution all at 13+ (+5% experience bonus).
Hit Dice: d10
Armor/Shield Permitted: No armor, shield allowed.
Weapons Permitted: All.
Race: Only humans may be Barbarians.
About Barbarians:
Alignment: All Barbarians must be either Neutral or Chaotic in alignment.
Saving Throw Penalty: Barbarians fear magic and sorcerous dealings for good reasons. They receive a penalty of -4 on all saving throw rolls against spells, including spells from magic wands and staffs.
Strength Bonus: Barbarians have access to the higher strength bonuses like Fighters do.
Magic Items: The only magic items they can use are weapons and shields, not even potions as they refuse to ingest the thing.
Followers: Barbarians may not hire or accept followers of any kind, not even lantern-bearers or servants.
Barbarian Class Abilities:
Follow Through: When a Barbarian kills an enemy in melee combat, he can make another attack at another enemy in melee range. If that enemy dies, the pattern continues.
Alertness: A Barbarian is unlikely to be surprised, with only a 1 in 6 chance.
Outdoor Tracking: Barbarians are good at tracking their preys or foes deep in the wilderness. The details of how the ability works are left to the Referee.
Healing: On any day, a Barbarian regain 1 hit point whether or not he took a day of rest. Note that the Barbarian still needs to sleep.
Improving Armor Class: Due to his speed, agility and survival instincts, a Barbarian's armor class improves by itself when he reaches a new level.
Travel Speed: A Barbarian's Movement Rate improves by itself when he reaches a new level. Also outdoor, a Barbarian can endure a forced march rhythm without the need for a forced march check.
Barbarian
Minimum Scores (if used): Strength 12, Dexterity 12, Constitution 12
Prime Attribute: Strength, Dexterity and Constitution all at 13+ (+5% experience bonus).
Hit Dice: d10
Armor/Shield Permitted: No armor, shield allowed.
Weapons Permitted: All.
Race: Only humans may be Barbarians.
About Barbarians:
Alignment: All Barbarians must be either Neutral or Chaotic in alignment.
Saving Throw Penalty: Barbarians fear magic and sorcerous dealings for good reasons. They receive a penalty of -4 on all saving throw rolls against spells, including spells from magic wands and staffs.
Strength Bonus: Barbarians have access to the higher strength bonuses like Fighters do.
Magic Items: The only magic items they can use are weapons and shields, not even potions as they refuse to ingest the thing.
Followers: Barbarians may not hire or accept followers of any kind, not even lantern-bearers or servants.
Barbarian Class Abilities:
Follow Through: When a Barbarian kills an enemy in melee combat, he can make another attack at another enemy in melee range. If that enemy dies, the pattern continues.
Alertness: A Barbarian is unlikely to be surprised, with only a 1 in 6 chance.
Outdoor Tracking: Barbarians are good at tracking their preys or foes deep in the wilderness. The details of how the ability works are left to the Referee.
Healing: On any day, a Barbarian regain 1 hit point whether or not he took a day of rest. Note that the Barbarian still needs to sleep.
Improving Armor Class: Due to his speed, agility and survival instincts, a Barbarian's armor class improves by itself when he reaches a new level.
Travel Speed: A Barbarian's Movement Rate improves by itself when he reaches a new level. Also outdoor, a Barbarian can endure a forced march rhythm without the need for a forced march check.
Level | XP Required | Hit Dice | Armor Class | Saving Throw | Movement Rate |
1 | 0 | 1 | 9[10] | 13 | 12 |
2 | 2,000 | 2 | 8[11] | 12 | 13 |
3 | 4,000 | 3 | 7[12] | 11 | 14 |
4 | 8,000 | 4 | 6[13] | 10 | 15 |
5 | 16,000 | 5 | 5[14] | 9 | 16 |
6 | 32,000 | 6 | 4[15] | 8 | 17 |
7 | 64,000 | 7 | 3[16] | 7 | 18 |
8 | 128,000 | 8 | 2[17] | 6 | 19 |
9 | 256,000 | 9 | 1[18] | 5 | 20 |
10 | 350,000 | 9+3 hp | 0[19] | 5 | 21 |
11+ | +100,000 per level | +3 hp/level | 0[19] | 5 | +1 per level |
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