Thursday, December 31, 2009

Some Thoughts on Critical Hits

conan8_medFor years, my AD&D critical hit rule was as follows.

So long as the the attacker is using a weapon that is capable of hitting his target, a true 20 always hits and does max damage. A true 1 always misses.

I always felt that the “double damage” rule, was a bit too dangerous, for low level characters. The max damage idea, though, isn’t much more forgiving. While there’s no chance of an awesome roll causing 16 + points of damage from a longsword, there’s also no chance for a lucky break, granted by a low roll of the 2d8.

I really like the idea of a natural 20 being something special, so, in addition to the “always hits/always misses” rule, I’m going with the following:

On a role of a True 20, a second die, one that is half the size of the weapon damage die, will be rolled and added to the sum.

So, a longsword would do 1d8 + 1d4 + any other applicable bonuses.

The small die makes rolling a true 20 worth while, yet doesn’t all but guarantee that a 1st level character is going down. He would be in serious trouble, but at least he’s got a decent shot at still standing at the end of the round.

Wednesday, December 30, 2009

By God, It’s Time to Go Back to Hommlet!

hommlet

The Village of Hommlet was the first Module I ever DM’ed. I think it’s the first adventure I DM’ed, but I don’t quite recall. I was writing my own stuff, right off the bat and there’s a good possibility that I put my friends through some weird little ecological disaster of a dungeon, before initiating them into the joys of T1.

Back then, during our first year or so of play, we didn’t have a campaign. One of the four of us would decide, or be chosen, to DM and the rest would pull out characters from our notebooks, or roll up some new ones, assembling a level appropriate party for whatever the DM du jour had in mind.

This sort of tournament style of play isn’t nearly as satisfying as a true campaign. But, the year or so we spent on one-shot adventures, was a fabulous learning experience. Each one of us DMed on a regular basis, honing our skills and learning from one another. On a Friday night, in my friend Mel’s bedroom, I ran T1.

Even then, during my green, first forays into DMing, I knew it was one hell of a great module. 26 years later, I recall very little of that gaming session. I do remember how well the game went. We all had a blast and the experience encouraged and inspired me to continue with my apprenticeship as a DM. I also had my first DM Evilgasm, as the players, who had accepted Turuko and Kobort as adventuring cohorts, were shocked and surprised, when their trust was rewarded with treachery.

It was the only time I ever ran T1. I think it’s time that I rectified that little injustice. So, this coming year, I resolve to run The Village of Hommlet, again. If anyone would care to join me, let me know. We can all compare notes and have some fun, seeing what we, as well as our players, do with this classic adventure.

Tuesday, December 29, 2009

My Fantasy Library: The Sleeping Dragon – Book 1 of The “Guardians of the Flame” Series.

n12776“So, let me get this straight. A group of college-aged gamers are transported to the fantasy world their GM has been running, transforming into their characters in the process?”

As old and jaded as I am today, I would probably give Joel Rosenberg’s The Guardians of the Flame series a pass. Fortunately, I was still a teenager when The Sleeping Dragon was published. When I read the review of the novel in Dragon Magazine, I thought the premise was cool as hell and picked up a copy on my next trip to the bookstore.

I’m glad I did. Mr. Rosenberg skillfully handles the difficulties inherent in the setup for his series and instead of the schlocky, juvenile story one might expect, we are treated to an intelligent and edgy fantasy adventure, with depth, humor and gritty violence. 

I would imagine, that most of us, at some time or another, had a conversation with friends where the idea of “Wouldn’t it be cool as hell, if we lived in a D&D world?” was introduced. When it actually happens to these gamers, they’re smart enough to know that they’re in deep shit! This point is quickly brought home, when, one of the characters doesn’t even last the day, precipitating their first full on “party vs. monsters” battle, where the fear and trauma of having others out for your blood and having to reciprocate the sentiment, slaps them square in the face.

The reality of mortal combat and how the protagonists both cope with and meet that challenge is an ever present theme in the series. There’s no glory, but, there is nobility. Whether dealing with melee, magic swords, or wizardly combat, the action is always grounded in the chaos and blood of the battle-field. The characterization is excellent, throughout, but, never more-so than when the author is presenting his characters’ actions and response, in regards to violence and its presence in their lives.

They learn, quickly, that they’re going to have to be hardcore, if they’re going to survive.

Back in the day, when my friends and I used to enjoy debating the particulars of alignment, questions like “Is it evil to kill a sleeping enemy?” would often arise. One of the main characters, Walter Slovotsky, would probably answer with one of his famous Slovotsky’s Laws. Something like:

Slovotsky’s Law no. 123 –  So long as he’s careless enough to let me sneak up on him, the bastard doesn’t have to be asleep.”

That last was my attempt at writing a Law. Walter’s wisdom runs throughout the series, often during the character’s dialogue, sometimes as introductory quotes at the beginning of chapters. Walter’s quips provide wry humor, as well as insight into how the former college student copes with the fear and turmoil of a violent career in a dangerous world.

eren_regions_original

While still at the Student Union, Professor Deighton announces that he’s starting a new campaign, the “Quest for the Gate Between Worlds.” The player’s are free to choose whichever character’s from their notebook they wish, as the new campaign is not intended for low-level play.

Walter Slovotsky starts off as a large, cocky, jock, but not stereotypically so. He’s smart, human, empathic and he games. As an aside, I’m reminded of a friend, who played with us a few years ago. He would tell stories of how, in high school, he was a jock and a “closet gamer,” never letting his jock friends know about him playing D&D with his nerd pals. Not a problem for Walter, as he’s far too confident for that sort of thing. Though Walter takes others’ feelings into account, he still has a problem with seeing himself as the center of universe. When he finds himself in the Eren Regions, as a Thief, still large, but with incredible dexterity and skills, the challenges he faces force him to reassess a few things.

Karl Cullinane, dilettante, unfocused, prone to lose things, is transformed into a mighty Warrior. Karl is forced to choose what kind of man and warrior he wants to be, learning to express both his will and passion. As the story progresses, he becomes a true and very human hero.

Doria Perlstein, in many ways the least equipped to deal with the situation these young men and women find themselves in, is immediately hit with a crisis that endangers the whole party. She’s the Cleric. Professor Deighton’s character levels start at “A” and run through the alphabet. At level “K,” Doria is the most powerful character in the party.

Jason Parker is the party’s second Thief, Einar Lightfingers. Alas, never choose a character who’s missing  a hand, just in case…

Andrea Andropolous is the woman of Karl’s dreams. Interestingly enough, she finally agrees to accompany her would-be suitor to a game, on this particular night. Using d4’s, they roll her up a “C” level Wizard. Andrea, the person, has charisma and guts. Like the others, she has to find that which is most noble and human inside of herself, in order to meet the ordeals which lay ahead.

Lou Riccetti is an Engineering student and decides to play his character Aristobulus, a “J” level Wizard. He’s one of only two of the former gamers who actually want to stay in the world in which he finds himself. He learns soon enough, that as a fairly advanced wizard, their new political environment will guarantee a life of privilege and prestige. If, that is, he can solve one little problem.

Lastly, James Michael Finnegan, plays the Dwarven Warrior, Ahira. He’s the other player who has no intention of going back. His reasons are every bit as selfish as Lou’s, but far, far more sympathetic. Not to mention, obvious. Before he and his fellow player’s cross over, he’s unanimously chosen to be the party leader.

Travelling across land, by sea, and through the desert, the party meets new friends, visits famous Pandathaway, learn secrets, make dangerous enemies and make tough decisions, some of momentous and far reaching importance. Ahira, as he chooses to call himself, vows to get the others home safely and ensure they find the “Gate Between Worlds.”

As the series progresses, the adventurers take on the task of changing their new world. They start a war. They also learn, that all is not as it seems and new information regarding Professor Deighton and his motivations comes to light. While much of import is going on behind the scenes, we get only tidbits and glimpses. Like the protagonists, we see things from the point of view of the trenches. Our heroes, in the theater of the campaign, are at ground zero, as it were, wading through blood and politics. We’re privy to very little of what the major Wizards, Priests and powerful, inhuman entities are about. So far, after the nine books of the series I’ve read, very, very, little of what’s going on behind the scenes has been revealed.

Here and there, we get some interesting gaming tidbits. One thing the player’s never knew, until they crossed over, was that a Wizard has to “reign in,” and control the spells he has memorized. They constantly push at the back of the mind, insisting upon release. As a plot device, this is used to rather important effect, fairly early in the book. As interesting flavor for D&D games, it has some possibilities.

“He let his remaining spells cycle through his brain, making sure each one was ready and complete. Not that that was necessary; an incomplete spell wouldn’t make his mind pulse, wouldn’t push at him night and day to release it, as though it were some sort of huge sneeze, backed up in his nostrils. He could live with that, easily, in exchange for the power.”

There’s much in the series that will no doubt please old school gamers. The heroes are human, not super-heroes. The author is definitely an “Old School DM.” Even those who haven’t read the Guardians of the Flame, may have heard of Joel Rosenberg’s reputation for being willing to kill his characters. Even major ones!

As to the writing, Mr. Rosenberg’s prose is packed with style, humor and depth. I found it to be felicitous and quick.

So far, the series has run to ten novels. If you’ve never read them, I heartily encourage you to do so. For entertaining, intelligent, violent fantasy, that’s an absolute joy to read, the Guardians of the Flame series is one of the best choices out there. It’s the first I would recommend to anyone wanting to read some D&D style fiction.

Saturday, December 26, 2009

Grimoires of the Pact Insidious - Revised

I was looking over my copy of this, last night and ended up doing a pretty extensive revision of the piece. I’ve added a downloads section, near the top of the column on the right, which features a 5 page pdf version. A link to the original post is included at the end.

 

clip_image002Upon discovery, these will appear to be a very handsome set of blank Spellbooks, of the sort Magic-Users use to permanently record spells and research. Also known as The Key to Darkest Destiny, the set will number from 9 to 12 identical volumes. Each will have a locking clasp on the side, and the set will come with a matching Key. If Detect Magic is utilized, the Grimoires and Key will evince Alteration, Divination, Conjuration, and Summoning.

If Identified, the caster may discover that the Grimoires are 90% resistant to Fire, Electricity, Cold, and Acid. Also, the Key, which is attached to a gold chain and intended to be worn as a necklace, will grant a +1 bonus to all saves and double the MU’s capacity to memorize 1st level spells. The Key’s effects will activate once the MU has inscribed a spell into the Grimoires. Nothing else may be discovered by means of Identify, as the Grimoires are a cursed item. The Key, which is where the true power of the item resides, is indestructible by anything short of a wish. By inscribing a spell into the Grimoires, all of the item’s properties, including the curse, are activated.

If the character opts to use the Grimoires, then the next time he gains a level, any unused slots in his Maximum Number of Spells bank will be filled and the new spells will be inscribed in the Grimoires, independent of the MU’s actions or wishes. This will be for the slots up to and including those gained by his level increase. It will not be necessary to check his Chance to Know these spells; it will be as if the character already made the check (he did.) This will happen any time the MU’s capacity for known spells, increases. Also, as long as he is using the Grimoires, he will always be able to know the maximum number of spells possible. The spells which appear in the Grimoires (to be chosen by the DM) will contain some of the usual, popular choices, as well as some utility spells and one or two of a dark or evil nature. Furthermore, entries will begin appearing, written in the Character’s hand, detailing and discussing various things related to magical research, including some of the darker aspects of the art.

The MU will also discover, that any spellbooks that were previously in his possession, as well as any obtained from this point onward, transform, so as to conform to the Grimoires in all respects. This will happen as long as the Key exists and the curse is still in operation.

clip_image004At this time, the MU may be rid of the Grimoires, by availing himself of Remove Curse. If he does so, the spells known slots which were filled will be emptied, save for in the case of those spells which the MU memorized at least once. All phenomenon associated with the Grimoires will cease. Otherwise…

When the MU again, gains a new level, in addition to the other phenomenon, he will experience the following:

1. A higher percentage of evil spells will begin appearing. Necromancy, conjuration/summoning spells, bindings, etc. The research and notes appearing will take an even darker turn.

2. A strange Augury like experience will assail him up to once a day, wherein the MU will know the result of an action he could take. This will only be in cases where such an action would be advantageous.

3. The MU will begin sensing the presence of another consciousness while he is studying his spells. Once per week the MU may Commune with this other consciousness. It will have the knowledge and experience of a 16th to 18th level MU. The Other Awareness will not answer any questions regarding its origin or identity, nor will it reveal anything about the Grimoires. It will promise a great destiny, wealth, power and give useful, though often morally offensive, advice to this end. There is a 1% cumulative chance that instead of the normal Commune, the MU will suddenly be assailed by a feeling of dread, and a desire to destroy the Grimoires; this feeling will seem to come from both himself and the Other Awareness, and the MU may make an Ego check vs. his own stats and level, with a 5% bonus added for each time the dreadful experience has previously occurred. If successful, he will instantly know the nature of both the Grimoires and the awareness he has been communicating with.

4. There is a 5% per day, that the MU will spontaneously recall a spell to memory that was cast within the past 24 hours. This will only happen once, but afterwards, one time per day, the MU may try to recall a spell of his choice, with a 10% chance of success.

5. If a Teacher is necessary for level advancement, then, information garnered from the Other Awareness will suffice. Much of this will begin occurring in the dream state, or as entries in the Grimoires. Also, any costs associated with level advancement will be halved.

After a third level has been gained, if the MU still has not rid himself of the item, he will find himself in situations where acting in an evil fashion will produce very rewarding results. These events will be orchestrated by the deeper levels of his psyche, as well as the Other Awareness. If the MU is still determined to comport himself in a decent manner, the situations will tend to be ones where the idea that “the ends justify the means,” could easily come into play. Images and Dreams of attaining great wealth and power will assail the MU constantly and specific ways of attaining power will be revealed, via the Commune and other avenues. In addition to the previously mentioned phenomenon, the following will occur:

1. The new spells appearing will be of the sort a truly evil magician would prefer and choose. Disturbing spells of the DM’s creation or taken from appropriately themed RPG supplements are encouraged. The notes appearing in the Grimoires, will feature such items as formulae for Lichdom and True Names of demons.

2. The Augury sensation will continue, but will do so in such a way, as to guide the character towards seizing power and dominance.

3. Potential henchman, followers, associates, lovers, etc., will begin crossing the character’s path. These will, of course, be rather nasty people. Some will be fanatically loyal. Strange coincidences and synchronicities will insure that the MU comes into contact with these NPC’s. Weird priests of obscure sects might try to cast the character as a figure of prominence in their prophetic scriptures, seeking to aid or destroy the MU.

clip_image006If the MU still retains the Grimoires, when he reaches 12th level, he will be stuck with the spells known, regardless of what he does with the Key. If the MU hasn’t figured things out yet, the DM should offer enough clues to insure that he does. The Other Awareness is an evil, probable variant of the character, one possible version of the MU amongst many. This consciousness exists in the future, in parallel dimensions, in the realms of potentiality and within the timeless psyche of the MU. The character has slowly been transforming into this future version of himself. At this point, the character has no doubt started performing in a rather vile manner, considering that most of his spell options are rather unwholesome. The auguries will still be useful, the commune, less so, as he now has much of the knowledge and experience his future self was sharing. The process will continue until the MU reaches 16th level, at which point it will cease, along with most of the other weirdness, as he will have attained his destiny and become that evil manifestation which he was in communication with, all this time. The spellbooks will still retain their resistance and the Key will still provide the +1 bonus to saves and the doubling of 1st level spells, but all of the other granted powers will end. Henceforth, the MU will learn spells as normal.

More notes for the DM: Especially in cases where the Character is already leaning towards evil, even before the Grimoires are found, the DM may wish to add a touch of horror to some of the visions and suggestions given. Sacrifices, like the kind entailed in cutting off a body part to use a powerful magical item, or the betrayal of a friend, may be part of the path, which the MU’s mysterious benefactor is leading him towards.

Also, at all times, the player’s powers of choice are in play, save for in the case of the spells inscribed into the Grimoires. Even if the player decides to run down the slippery slope of evil, he still may not choose to do so in precisely the way his future self is advocating. At the end of the process, he will not become the Exact variant version of himself, with which he was in communication with at the beginning of the process. The characters’ actions and choices will ultimately determine the self he becomes. The magic of the Grimoires is such that it will create a link with the vilest, most powerful variant possible, but, a synergy is at work, here, which will begin to show itself. The MU may gravitate towards a different variant, or create changes in the future self, with which he is in contact. Since it is himself, both instances described in the last sentence, will be true from a certain perspective. As the process progresses and then nears its end, the DM should gradually bring the future self NPC into alignment with where the player seems to be taking the character. Instead of “Evil,” “evil” may be called for, or variations, such as Law, Chaos and Neutrality.

Link to the Original Post

Thursday, December 24, 2009

The 666 Layers of the Old School Blogoverse

mutantFutureCoverI now have 80 blogs on my roll. All but a handful are OSR related. All but 11 have updated within the past week, so, we’re a pretty active bunch. I’ve found a couple of more Mutant Future blogs in the past day or two, which I think is just awesome! I was never into Gamma World, back in the day, but I find myself really wanting to play Mutant Future. Or, some weird Mutant Future/Labyrinth Lord, Science Fantasy hybrid.

My blogroll is, perhaps, a little unwieldy, but I’m fine with that. The promotion of the OSR has become one of the primary purposes of my blog and it’s my intent for The Underdark Gazette to serve as a comprehensive link resource for Old School gaming.

320_6374501 When I took my blog off of the Wotc site and went looking for other options, I had no idea that the OSR existed, or that a talented network of creative, Old School gamers were sharing their ideas, with such dedication and flair. Or, that I would soon find myself reading Knockspell, Fight On!, Stonehell and The Majestic Wilderlands. I never dreamed that I would discover a magical work called Swords & Wizardry and become as inspired and excited at the prospect of DMing, as when I first discovered D&D, so many years ago.

We’ve all seen or heard fellow gamers use one of several variations of the phrase “D&D is just a game.” It’s a sentiment which I heartily decry. While it’s important to keep our perspective, as well as our sense of humor, about all of our activities, the phrase “just a game,” is far too belittling for an activity that inspires, fosters and serves as a medium for such a rich panoply of art, creativity, friendship and love.

Play can be very serious indeed, as those of us with children often have the opportunity to witness. Play is important and unwisely denigrated in our society. “Just a Game,” is paltry and dismissive of a series of creative endeavors, which has enriched my life in more ways than I ever could have imagined. Perspective and sense of humor are important, but using the idea of “just, merely, or only” in relation to anything we love, is demeaning to our humanity.

The past three months have been enriching and utterly delightful. You all have my gratitude, appreciation and respect.

And with that, it’s time for my yearly viewing of A Christmas Carol. Two of the presents under our tree are just the right size and shape to be LotFP modules, but I’ll just have to wait until the morning to see if they are, or not.

Starting Hex For My Sandbox – Regional Hex 1712

I scrapped my last region hex. It was mostly practice and I decided to go in a different direction. This is the map I wanted to make and where I’ll be starting things off.

Regional Map: Hex 1712

1 hex = 5 miles

1712

Click for Larger Version.

I’m hoping to find a little time over the next few days, to start on the key. Maybe by Saturday night. I expect to spend much of Friday and Saturday playing with my little boy and his new toys.

I’m planning on starting my new campaign in the Spring of 2010. My wife is having Radiation Treatments for cancer in January; hopefully, our lives will be back on a relatively normal schedule by April, or thereabouts. The date is tentative, as not only will she need to be feeling well enough to actually have a bunch of D&D players over, but, as my wife plays, I’m waiting until she feels up to participating. We’ve been through this before, so, we have a fairly comprehensive idea of what to expect.

I’ve also been planning a second game, for family only, with which to introduce both my father and my son to D&D. We’ve had to reschedule a few times, but, we’re now on for New Years weekend. Hex 1712 is slotted for my 2010 game, so, I need to come up with something for next weekend.

I had decided to run Swords & Wizardry for my family game and AD&D next year. But, I’ve been giving serious thought to running S&W, instead of AD&D in 2010. Which got me to thinking…

58647 Last weekend, I went on a gift-card induced PDF shopping spree. Amongst other things, I picked up Larm from Brave Halfling Publishing and the illustrated version of Labyrinth Lord. I wanted to make a nice printed copy of the latter, so, went ahead and shelled out the gifted plastic. I might just run LL for my family and start the party in Larm, using the LL Known World. Or, stick with S&W and use Larm. Either way, I’m pretty damn sure I’m using Larm.

I’m not sure if the Family Game will end up being more than a one-shot, or not. It just depends on how much fun Brisco (my son) has. I’m also wondering if my pop is going to chicken out. As much as he loves Pulp Fantasy and Science Fiction, he’s bound to enjoy the game, if he gives it a chance.

Until later, Merry Christmas to all! 

Wednesday, December 23, 2009

A New OSR Release: The Savage Swords of Athanor by Doug Easterly is now available on Lulu!

In Print for $8.00. A PDF is available for $2.00. Here’s the blurb from the site:

320_7857720“Savage Swords of Athanor is a science fantasy campaign setting and rules supplement for Swords and Wizardry. Athanor is a dying world with crumbling ruins, lost technology, dinosaurs, and ancient slumbering evil. Savage Swords of Athanor includes: new character class (the Rogue); modified spell lists and rules for magical mishaps; new races; a wilderness map, encounter charts, and key; and new monsters and items. This supplement includes material presented in the Savage Swords of Athanor blog, compiled, cleaned up and expanded as well as new material.”

Congratulations to Mr. Easterly!

Sunday, December 20, 2009

Don’t Freak Out! I Just Ran Across An Anti-Paladin!

And he gave me a bunch of free stuff! Check out AntiPaladin Games for several nifty, mini rpg accessories. They also have a blog and a clone of their own.

Thursday, December 17, 2009

Just in case you’re not following the Greyhawk Grognard blog.

The Castle of the Mad Archmage December Release is available! 

Thanks Joseph!

World Hex & Regional Hex 1913

Somewhere, along the way, I downloaded a really cool multi-layer hex template w/brushes for Gimp. Someone at the Cartographer’s Guild, maybe? Thank you to the person who uploaded it, as I finally got around to checking it out and it’s exactly what the doctor ordered. I laid the hex and number layers over my worldmap, and viola! Click the pictures for larger versions.

1 Hex = 150 Miles.

hex

I scavenged some of the tiles from the old AKS hexmapper for the map of World Hex 1913. 1913 is right on the western edge of civilization, in this particular part of the world. I’m planning on starting things near this hex, but, it’s up to the player’s to decide if they want to travel there. I only have a vague idea about the ruins in Regional Hex 0309, below, but 3216 is Michael Curtis’ Stonehell. There’s not much in this hex that the player’s would be aware of, but, I feel the need to add more ruins, or something. There’s a lot of empty wilderness.

1 Hex = 5 Miles.

1913

I still need to make the key, etc. Hell, I still need to name the bloody world.

Tuesday, December 15, 2009

Some Work On My Sandbox, With The Usual Odds & Ends

It’s been a busy week, but, hopefully, I can get back to a more frequent posting schedule. I was out of town on a holiday visit for a few days and I’ve had several other irons in the fire, lately. I did manage to basically finish the world map for my upcoming campaign. I’ve created a site to host larger copies of the map and close-up example, so, those interested can click the picture.

fulljpeg

closeup 

I’m still no great cartographer. Maybe four or five campaigns down the road…

I need to take a few days and practice with the technique I used for the mountains. Only a handful of them turned out anywhere near the way I wanted. But, I was in a hurry to get the map made. A complete visual might help me to sort out what to do with this weird little world.

I’ve been mulling over several ideas in regards to the gods, world history, etc. Some of these thoughts tie in to my Random Angel Generator, though, I’ll have to make a few tweaks to the tables. I expect I’ll have some stuff ready, in the next few days.

Now, as to Odds & Ends, have you guys found The Metal Earth, yet?

Wednesday, December 9, 2009

It’s Beginning To Look a Lot Like A Swords & Sorcery Christmas!

FO7FrontCover

The OSR releases are coming fast and furious, this holiday season! I’ve already given Santa my list, so it’ll probably be January before I pick up Fight On! #7 Fall 2009. They had me at the Peter Mullen cover!

Reviews: Dark Fate – A Swords & Wizardry Campaign Setting.

SmallCover (The author of Dark Fate sent me a copy of his work at no cost and asked me to write a review. Now that proper Disclosure has been satisfied…)
Dark Fate - Written, edited and illustrated by Marcelo Frossard Paschoalin. Cartography by Robert Antonishen. Forward by James Maliszewski.

Originally released in Brazil, Marcelo Paschoalin has translated his work, Dark Fate, into English and presents it for our gaming pleasure. A low-magic fantasy campaign setting, with elements of horror, Dark Fate utilizes Swords & Wizardry as the basis for its rules. The author’s store can be accessed here. The PDF runs $10.99. A print copy costs $21.90 for the Softcover and $32.90 for the Hardcover. Adobe tells me that the PDF runs 156 pages. The book features full color art on the front and back covers, and black & white interior illustrations. The Dark Fate website features an extensive gallery of art from the book, and free downloads of the world map as it appears in the publication and two alternate versions of the map, one of them a hexmap.

A Title Page, Table of Contents, and a copy of the OGL leads us to the Prolegomenon for Dark Fate, which consists of a welcoming Forward by James Maliszewski and an engaging Designer’s Notes piece, by the author. A handsome, black & white World Map, follows, which, as mentioned above, can be downloaded at the Dark Fate website. From there, the book moves into its eight chapters.

Chapter One: Dark Fate, consists of a quick introduction to the land and recent events. We learn that Berilla, the Goddess of Magic has died and many of the magical creatures of the world followed her in death. A new type of magic has recently been found, replacing the art which was lost with the death of Berilla. The former Elven city of Amtal has become ground zero of a Plague of Undead, brought about by Gwyanna, Goddess of Death and Life. As if this wasn’t enough to keep people busy, strife between the various countries has been heating up and the folks living in the world of Dark Fate are cursed to live in interesting times, indeed. The author refers to the act of Gwyanna as “the last godly intervention on the lands of the mortals,” which, together with the fallout from Berilla’s death, sets the stage for the low-magic setting presented by Dark Fate.

Chapter Two: A Hero is Born, provides the character creation rules. Fighting-Man, Cleric, and Magic-User are the class options, and Human is the only race option, given at this time. Rules for playing Elves are given later in the book, but, playing a human is by and large expected here. There are no Dwarves or Halflings. The rules largely follow those given in the Swords & Wizardry Core Rules, with a few exceptions. The Max Spell Level entry on the Intelligence Table is more stringent, as Magic-Users in Dark Fate have to work a little bit harder, due to the workings of the new form of magic. Clerics have it tougher; it’s a lot harder to Turn Undead, though, the Cleric does receive bonuses to turn attempts, if his target has taken damage. The Turning Chart has several entries unique to Dark Fate, and omits several of the S&W entries. These missing undead are also absent from Dark Fate’s Bestiary. Clerics can serve either the Pantheon as a whole, or choose one particular patron. The eight gods of the Pantheon, including Berilla, are listed, along with their portfolio’s. There are no alignments given for the deities, a noteworthy point, as we shall see. Cleric’s have a list of spells available and list of weapons permitted, based upon their choice of patron. Cleric’s serving the Pantheon have  these lists, as well. Other than this, there are a few Orders in the game world, which the character may join, gaining a benefit, thereby. The equipment list follows, with Dark Fate featuring a greater variety of arms & armor than the S&W Core Rules. The differences between the two books, in regards to other types of equipment, are very minor.

Chapter Three: The Dark Fate of the Land, opens with some introductory material, which leads into a Creation Myth that is reminiscent of Neo-Platonism, various Qabalistic doctrines and other bits of Western Esoteric Lore. Other, related legendary material, follows. I enjoyed this section, which is saying something, as I’m usually rather critical of fantasy mythological underpinnings. I thought the author did a fine job with his mythology and the whole story ties in nicely with the rest of the work. Of particular interest, is that the pantheon works together. There is no divine war, or inherent good vs. evil duality. The peoples of the Land are actually Pantheistic, something not usually seen in RPG worlds. Next, more concrete history follows, featuring great heroes and happenings.

Chapter Four: Gazetteer.  A large portion, some 55 pages, of the book is given over to the Gazetteer.  First, the six major political/cultural groupings are described; Amaron, Pontad, Dunir, Siarit, Novarion, and Zenev, the last land being inhabited by the Orcs. Each of these have sections on geography, borders, cities and towns, its society, culture, trade, and current events. This is followed by material on some other places, including the Necropolis of Amtal. Then, information on currency, general religious matters, more information on the gods, as well as a few other matters, follow. Lastly, some of the organizations of the campaign world are described.

The Gazetteer section is very information rich and the author has put a lot of thought and time, into creating his world with a great degree of depth and verisimilitude. A lot of material on the movers and shakers are given and political maneuvering, machinations and intrigue are supplied in abundance. From the motivations of the governing classes, to the superstitions of the common folk, the nations and their people are well detailed and described. Current events at a national, as well as local level, are provided, with plenty of details for the DM to utilize. The author does include some rather stringent rules for playing Elven PC’s in this section. Adhering to them would pretty much guarantee that they remain rare, which, fits this Human-centric setting, as the vast majority of the Elves have left the human lands.

Chapter Five: Adventures. Most of this section consists of a series of random tables, intended to generate an adventure. The generator isn’t well suited to sandbox play, and the ideas will be familiar to all but beginning DM’s. You might find some use for the tables, if they’re taken lightly.  Overall, this short section is the weakest in the book.

Chapter Six: Dramatis Personae, is a chapter of NPC’s consisting of the Movers & Shakers of the campaign, from relatively low placed functionaries up to commanders and rulers of nations, as well as some other important persons. About a third, or so, of a page is devoted to each NPC, describing the characters and offering ideas on how to use them. Stats, level, class, spells, etc., are given. The author doesn’t relate how the ability scores for the NPC’s were derived, but, they are about the range one would expect from the 4d6 method. Also, in this chapter, the author introduces his NPC Class, which, is very low-powered and avoids the sort of problems found in d20 versions of this idea. All in all, it’s a rules-light design and one which many DM’s would probably find useful. There’s only one uber-powerful NPC in this section and other than this fellow, the highest level character is 12th, with the majority being of a much lower level. Several are non-adventurer’s, utilizing the author’s NPC class.

Chapter Seven: Bestiary. The bestiary is rather short, amounting to eleven pages. Some of the monsters are from the S&W Core Rules and these are sometimes altered, with the accompanying text re-written, in many cases. The author has also included his own creations and as one might expect, several of these are undead. The new monsters are fine, though, most of the new undead have very little in the way of physical descriptions, leaving it up to the DM to decide how they should be presented. I’m unsure as to why some of the undead from the Core Rules were left out. Orcs are the only humanoids present and they are quite a bit tougher than your standard pig-face.

Chapter Eight: Treasure. This chapter features some legendary items, unique to the campaign world, as well as some minor magic and the sort of odds & ends one might expect.

The Index and a Character Sheet, finish out the book and brings this outline to an end. The Character Sheet, is also available for free download at the Dark Fate website.

Dark Fate definitely has a distinctive feel, and the author’s loving attention to detail has given us a well realized campaign setting, one which can be used in different ways. As presented, the campaign has a strong, though certainly not exclusive, leaning toward political involvement and out and out warfare, as so much of the work is devoted to describing the events transpiring in the various, Human civilizations. The different nations have their own, distinct character and flavor, instead of being bland, carbon copies of some vaguely medieval type kingdom. After the events leading to the undead plague, the gods have become refreshingly distant and Dark Fate is well prepared, to serve as the setting for a swords & sorcery campaign.

Several items are left up to individual DM’s to flesh out, or, perhaps, are left for further publications. For instance, it’s never really made clear how the goddess of magic met her end. Also, there’s enough information on the Necropolis to get you started, but much of this, also, is left up to the DM.

The author utilizes his own 3-D art, throughout the book. Characters, places and various objects, are represented. The art is good and the characters evince emotion and personality, in most cases.

There are some problems with Dark Fate. As mentioned above, the work is a translation from the original Brazilian, and English is not the author’s native tongue. There are a large number of grammatical errors, throughout the book; some awkward phraseology, as well as some that is unfamiliar. The problems are worse in some sections, than in others, suggestive of editing issues. There is no bar to understanding, but, it was a little jarring, on occasion. Also, some italics would have been useful, particularly in chapters wherein a lot of new, foreign names were introduced.

I would like to have seen some regional maps, to go along with the passages where new areas of the land are introduced.  Some city and location maps, would have been nice as well. Also, an introductory adventure is always welcome in a Campaign Setting book. There are no encounter tables and for the most part, other than undead and orcs, it’s up to the DM to decide how to handle monster distribution.

(A note added after this piece was posted: There is an Encounters Past Midnight table for use in cities on page 98. In the paragraph above, I was thinking of wilderness encounters and should have been clearer.)

As an aside, I couldn’t find a name for the world as a whole. Presumably, there isn’t one.

For DM’s looking for a Low-Magic milieu, which describes its nations, cultures, and current events with richness and depth and features a Necropolis, to boot, Dark Fate is well worth exploring.

Sunday, December 6, 2009

A New OSR Release, Some Links, and More

majesticcoversm Robert Conley at Bat in the Attic Games has announced the release of The Majestic Wilderlands. Dubbed Supplement VI, you can read more at the link above, or check out his blog. 

Every OSR release is a cause for celebration and in the past few weeks we’ve been treated to a number of wonderful, new publications. Congratulations to Mr. Conley!

 

 

I was tooling around on the web earlier and stumbled across an essay I’ve been searching for: Don Herron’s "Conan vs. Conantics."  I’ve seen this essay referenced by REH scholars and I’m pleased to have finally found a copy. So, if anyone else is looking for it, here it is.ken_kelly_people_of_the_black_circle

I also found Kings of the Night, a Swords & Sorcery webzine.

The John Carter of Mars Official Site has all the novels online, art, scholarship and more.

Remember Powers & Perils, the old Avalon Hill RPG? ppboxI have no idea if it’s any good or not, but, here it is! Web version, as well as PDF’s of the originals. The Campaign Setting set is here, also. The whole thing is organized a little strangely, but, a little poking around will show what’s going on. There’s even a player directory for the game, though, it looks to be out of date.

My Recent Comments & Recent Posts widgets have quit working and have been removed. I’m not sure what the issue is, but, I’ve missed some comments which were made on other than current posts. So, for those who left a comment and didn’t receive a reply, my apologies and thanks!

Friday, December 4, 2009

I Love the Dungeon, the Dungeon is my Friend… I Love the Dungeon, the Dungeon is my Friend…

 

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Some More D100 Random Dungeon Weirdness

1. Busy Day in the Dungeon! Double Random Encounter checks.

2. A Duke of Hell and his retinue are visiting one of the lower levels.

3. Feast Day of an obscure, Underworld deity. All Sentient Monsters are Blessed.

4. The Stars are Right! All spell-using monsters are at +1 effective level.

5. IT has awoken, and all creatures on this level are in hiding!

6. Summit! All humanoid tribes in the Dungeon are attempting to hold a meeting.

7. Fighting Arena! This may end in a riot.

8. Invasion!

9. “Oh god! She has Fangs!”

10. Once an hour, there’s a 10% chance that one of the ancient gates activates.

11. After millennia of mutating in captivity, the pixies have escaped the abyss.

12. The little goblin children are unsupervised; they seem harmless, enough.

13. A large collection of cat skulls, picked clean and polished.

14. The Cursed Scroll will summon an Avenging Angel to judge all.

15. The Cursed Scroll will make the reader sing loudly, for one hour.

16. Cursed Scroll of Screaming Flatulence!

17. The Goblin heads are neatly arranged on platters, skull caps removed.

18. The Evil looking Wooden Nutcracker is warm to the touch.

19. The backpack on the corpse, holds a mallet, garlic, and wooden stakes.

20. An old map, of the current level. Unfinished, a door was the last thing drawn.

21. This whole section of the level, is exceptionally clean.

22. God only knows, what the jerky is made from.

23. A blood pudding, bakes in the orcish oven.

24. Eyes float inside the huge mounds of trash and dirt. Wights.

25. As you approach the door, it slowly opens, of its own accord.

26. The strange nightmare of the room with the horned skulls, recurs.

27. The strange Cleric and his retinue are intent on converting all they meet.

28. As above, but, by the sword, if necessary.

29. Nut shells, scattered all about, on the floors of this level.

30. False clues and misdirection, written upon the walls in several places.

31. A lost hireling, his party destroyed, is relieved to join the pc’s.

32. As above, but his former party is alive and searching for the thieving hireling.

33. A chain of slaves has been parked in a nearby room.

34. A strange, purple fungus, is causing mutations.

35. The humanoid kids are feral; adventurers slaughtered the adults of the tribe.

36. A dead adventurer. A will is in his pouch.

37. Earthquake!!!

38. Major storm outside. The dungeon is flooding.

39. Plague.

40. An enemy has followed the party, planning to use the dungeon in his schemes.

41. A “Messiah” is attempting to organize the inhabitants of the dungeon.

42. A local Lord, in dire need of assets, has sent a body of men, into the dungeon.

43. Mysterious crystals have healing properties. Everyone wants control of this area.

44. Female orcs, dance naked, around a phallic shrine.

45. The dark energy permeating this level, may cause mutations.

46. A trail of breadcrumbs, extends into the distance.

47. The walls are painted midnight blue, and soak up the light unnaturally.

48. All the walls of the level are adorned with manacled skeletons.

49. Robed Clerics are busily painting passages from an unholy text, upon the walls.

50. A means of egress to outside; the pinch point blocked by a nest of giant wasps.

51. A door on the right, and left. If they are not opened at the same time…

52. The door is composed of silver, in delicate filigree, forming an ornate puzzle.

53. Hidden in his mouth, a gold tooth, granting the ability to speak strange tongues.

54. One time in five, the Gem will create Illusions, instead of seeing through them.

55. Kobolds have been worked into a berserk frenzy, by the shaman’s strange brew.

56. A slave of the god of toads & slimy things, hid the ring in the dungeon, long ago.

57. He may have once been human, but something on this level devolved him.

58. Slow day in the dungeon. Halve wandering monster rolls.

59. War! A pitched battle amongst the inhabitants.

60. As above, but several sides.

61. A dwarf, riding a war-boar, charges down the halls.

62. A silly smile from those viewing the obscene idol. Save vs. Insanity.

63. A decorative tree, adorned with organs, flesh, and feces.

64. The top of the door frame is a deadfall. Spiders pour out.

65. A wand of lightning powers the Wizard’s animation experiments.

66. A mold garden. Cultist’s of a Queen of Fungi, in a secret lair.

67. A collection of rare monster hides. 20% chance enough Dragon hide for armor.

68. A huge cauldron of corn, butter, and orc flesh, simmers in the kitchen.

69. If the sigils are traced with blood, the door will open, and grant an unholy boon.

70. Feast of the Horned Dragon! All goblins are preoccupied with fertility rituals.

71. The Kobold slaves make toys, all day and night. They don’t know why.

72. An ever-burning torch in a sconce beside the door.

73. A mural, depicting Asmodeus, victorious over the gods.

74. As above, but, close inspection will reveal the Talisman of a Greater Devil.

75. A Mural depicting demons, ransacking a halfling village.

76. As above, but the village is familiar, signed and dated with a future year.

77. As above, but the name of a tavern is replaced with the True-name of a Type V.

78. The strange hat has many bells and whistles, summoning a monster 1/day.

79. The strange, floating skull has rubies for eyes, and emeralds for teeth.

80. The Teleport Trap will send victims to a local tavern, sans all clothes and gear.

81. A Gold-Dragon wanders the dungeon in disguise.

82. Several cats roam the upper levels, hunting rats.

83. As above, but one is the Gold Dragon from # 81.

84. Shrine to the God in # 56; Anyone touching will be Quested to Find the Ring.

85. The spells are written in devil’s blood, on Unicorn Skin.

86. A 3 minute sand timer, inset in the door, pivots as the party approaches.

87. The closet holds a different random item from the equipment list, each time.

88. The well preserved Orc’s head, eyes glowing, will detect magic in a 1” radius.

89. As above, but detects Invisible objects; oinking “There it is.”

90. The entrance to the Red Dragon’s lair, is trapped to douse all in oil.

91. The Wizard & servants seek an ancient tome, wherein is inscribed a Wish spell.

92. As above, but Chaotic, and will seek to trick the PC’s unto their death.

93. A Vampire once laired within these crypts. His deranged slave abides.

94. A mummified Elf hand, clenched in a fist, magically opens doors 2/day.

95. The eye of an elf, floats within the small glass sphere; Clairvoyance 2/day.

96. As above, but Animates the Dead, 1/day, instead.

97. The Dwarven Beard Chains grant a +1 Strength bonus.

98. A Staff +1; it adds 1 to each die of damage rolled.

99. The thick, black, leather pouch, holds a gold coin, with a Permanent Light.

100. The shade of an ancient Wizard appears; Geas and Wish.