Monday, November 28, 2011

An interesting OSRIC "rule".


So I'm doing a little prep for my soon-to-begin all-new campaign (more details on that in the days to come). We're using OSRIC as the "base" ruleset (and I mean "base", those of us with the original 1E AD&D stuff will be using those books too), so I'm scanning through the OSRIC book, mostly because its a good mainline extrapolation of the various interpretations of AD&D's idiosyncrasies.

At any rate, on page 118 is an optional "Random Experience Variable" rule, which basically states you adjust the xp needed to gain a level by plus or minus 1d20 x the level to be gained. So, if I'm reading this correctly, you're headed toward 5th level, and you roll a 12, the xp you need to to level is plus (50%) or minus (50%) 600 xp. That's an interesting optional rule.

Does anyone know the origin of this rule? Was it a common houserule that I never heard of? When do you figure out what your variable will be, at the start of a new level?

Interesting stuff, so anyone familiar with this please chime in.

Wednesday, November 23, 2011

Anne McCaffrey


Its very sad to hear Anne McCaffrey has passed. I had no idea Anne was born in 1926, which means she was already in her 50's when I discovered her in the late 1970's. Not a "surprising surprise" however; her writer's voice was certainly that of an ageless person, untouched by cynicism or snark and full of wonder, whimsy, and a love of the fantastic. I read the first three novels of her Dragonrider series, full of the sci-fi fantasy admixture I still love to this day, multiple times back then, usually accompanied by my cassette-playing, eleven-or-so-pound first-generation Walkman :)

Thursday, November 3, 2011

Class: Musketeer


Ok, so I love Musketeer movies.

The Musketeer, in the most basic form, was an infantryman with a matchlock musket. The version detailed below, however, is more closely modeled on the version made popular by literature and film, the French Musketeer. This Musketeer, rather than a basic lineman of the infantry, was typically a member of some lower noble house who served as one of a unit whose mandate was the direct personal protection of the king. While known for their fighting skill, they were better known for their elan, personality, and panache. Eventually, they became popular enough to become a threat to the King's rivals, and the position would eventually be drummed out of existence under the guise of budgetary cuts.

For our purposes, the class is somewhat of a swashbuckler, a rogue, a bon vivant, and romantic sensualist, albeit with a heart of gold, and a code of honor.

Musketeer
Primary Ability: Dex and Cha (13+ in both adds 5% xp)
HD: 1d6+2 hp / lvl
Armor / Shield: Special
Weapons: Any
Save as: Fighter of equivalent level

LVL - XP
1 - 0
2 - 2250
3 - 4500
4 - 10000
5 - 20000
6 - 40000
7 - 75000
8 - 125000
9 - 250000
10 - 500000

Special Abilities

Nimble Fighter - The Musketeer relies more on his agility than brute strength in combat. Consequently, the Musketeer uses his Dexterity modifier for to-hit and damage.

Cutting Repartee - Known for having a tongue equally sharp as his rapier, the Musketeer can goad enemies into reckless attacks. At the start of the round, the Musketeer taunts his enemies. If they fail their save (negatively modified by the Musketeer's Charisma modifier), they automatically win initiative, but suffer a -3 penalty to Armor Class for the rest of the round. If they succeed at their save, the initiative order proceeds normally.

Artful Dodger - When lightly armored, or not armored at all, a Musketeer adds 1/2 his level (rounded down) to his armor class.

Main-Gauche - A Musketeer may wield a small light weapon, such as a dagger, in his off-hand in place of a shield, to receive the standard +1 bonus to armor class. At the referee's discretion, improvised items such as table legs and candelabra may be employed for this purpose as well.

Special Equipment

Rapier (30gp) - This is a narrow-bladed long-sword with a protective basket-hilt that well-suits the Musketeer's agile combat style. It typically does 1d6 points of damage, but on a natural roll of 18-20, a hit on some vital spot has occurred, and damage increases to 2d6.

Leather Doublet (50gp) - This stiff doublet has not only been designed to offer a Musketeer the greatest range of mobility and arm movement, it is also made with the most desirable latest fashion trends in mind. It offers the same protection as Leather Armor.

Steel Breastplate (110gp) - This is an ornately etched breastplate of the lightest steel available, designed for both mobility and protection of the soft vital organs. It offers the same protection as Chain Mail.

Musket (35gp) - The musket is a match-lit projectile weapon. It is devastating at close range (060' or less), being +1 to hit, and doing 3d6 points of damage. At further ranges it is much less effective, being -3 to hit, and doing only 1d6 points of damage. Ammunition is expensive (5gp for 1 shot worth of ball, powder, and stuffing) and in some areas, hard to come by.

Wednesday, November 2, 2011

Overwhelming Odds


Musing a bit about the map above (from Arneson's Temple of the Frog), you can see its a bit different from a lot of site-based adventures. Mainly because its smack-dab in the middle of a city full of Bad Guys.

Stuff like this adds a whole other dimension to dungeoneering, and shouldn't be underrated in terms of the quality of experience it will offer your players. At face value, it presents the adventuring group with overwhelming odds. Unlike the dungeon, or the wilderness trek to get there, there is usually no question of taking on opposition the magnitude of a city or town with basic sword and spell. A similar scenario is set up in Vault of the Drow. There is much more than just a hack-and-crawl to contend with.

As a Referee, its vastly entertaining to me to see what sort of plan players come up with to overcome such obstacles. Subterfuge? Stealth? Amassing a mercenary army? Buying a traitor to assist them?

Sadly, i don't see much of this in contemporary adventures. Maybe I'm not looking in the right places?

What are your experiences with dealing with overwhelming odds?

Friday, October 7, 2011

Torgo will be take care of the place...



Its looking like its going to be a busy October, so Torgo will be helping out with the blog for a few weeks. My apologies in advance.

Friday, September 30, 2011

Sword and Sorcery Greyhawk - The Isle of Green Stones


Don't bother looking for this mysterious isle on your map - it is rumored to be somewhere near Midbay in the Nyr Dyv - no one who has gone looking for it has been able to accurately pinpoint its location. This is, in part, due to the thick, moving fogs which usually enshroud the isle. There is also the issue of the questionable sanity of those who claim to have visited the isle.

The isle itself is only ten miles end-to-end from its northernmost point to its southernmost, and roughly three miles across at its widest point east-to-west. It is choked with gnarled, ancient trees, vines, and heavy undergrowth. The isle's moniker comes from the tumbled green stones found all across it. The stones are worked, and seem to have once been part of some ancient city or temple complex. Some stones still bear weather-faded runes and reliefs depicting savage humans, often engaged in salacious acts, lorded over by a race of vulture-headed humanoids. Whether these inhuman beings are an actual race or meant to depict some sort of gods is ambiguous.

What is tempting about the isle to treasure hunters is the rumor of great wealth to be found on the isle. Old legends around the Nyr Dyv, particularly found among the old tribes of Flan descent, place the isle at the center of a lost empire, millennia old. According to these legends, this decadent empire fell into ruin not through the actions of some outer agency or slow decline, but due to a horrible curse that brought them to a sudden, apocalyptic end. A further rumor insists that the broken city sometimes appears as if it had never fallen, on nights when the moon is full.

Visitors to the isle, obviously, risk falling prey to that very same curse.

Random Encounters (d12)
1. Bat, Mobat (2d3)
2. Bird, Dire (1d4)
3. Coatl
4. Vulchling (2d4)
5. Jackal (2d6)
6. Ape, Carnivorous (2d3)
7. Lizard, Giant Monitor (1d4)
8. Amber Creeping Vine (1d3)
9. Basilisk
10. Zombies, JuJu (1d4)
11. Toad, Giant (2d6)
12. Spider, Giant (1d3)

Vulture Helms
These ancient helms may sometimes still be found on the Isle of Green Stones. They are powerful, but convey a great curse. They appear as a gem-encrusted full helm of light, steel mesh in the shape of a vultures head. When worn, they impart a +1 bonus to armor class, infravision, and allow the use of charm person up to three times daily. Due to their curse, however, each use of the Vulture helm's charm ability carries a (cumulative) 5% chance of the wearer transforming into a Vulchling of CE alignment. Only a wish or remove curse may reverse this transformation, and the Helm is lost in the process. Each helm is worth 4500 gp for its value in gems alone.

Spider Knives
These odd weapons may also be found on the Isle of Green Stones. They feature a 9" curved blade with a hilt shaped like a spider. It is held by entwining one's finger among the spider's legs. It functions as a Knife +1, and on a natural roll to-hit of "20" injects a powerful poison into the victim's wound (Save at -1 or die). Unfortunately, these weapons have been influenced by the Isle's curse as well, and on a natural roll of "1" inject the same poison into the wielder.

NPCs

Hrek Maluk (Thief 6, CN) - Maluk has been stranded on the Isle for 2 weeks now since he and his group of treasure hunters landed. He is the only surviving member, and has been without sleep for three days now as he is being stalked by a group of 3 carnivorous apes. He carries a bag of ancient jewelry worth 3000gp he will gladly offer in exchange for help driving off the apes, though he will, of course, try to steal it all back eventually.

Captain Shurc (F4, N) - Shurc has been living on the Isle for six years. He is quite mad, and claims he can speak to the "great spirits of the Isle". His motives are unclear, as is the veracity of his claims, but he will refuse to leave the Isle to the point of physical aggression. He knows the location of a deep sinkhole filled with bones and jewelry.

Monday, September 26, 2011

Lazy Blog Post - Shogun Warriors





















Some of the best toys ever. For maximum fun, battle them with your Micronauts!

LinkWithin

Related Posts Plugin for WordPress, Blogger...