Posts Tagged ‘ Swords & Wizardry ’

Original Edition Role Playing Appreciation Day

As the fine folk at Gamers & Grognards remind us, “Original Edition Role Playing Appreciation Day is Saturday May 5th!” That’s tomorrow. So, here I go with some ways you too can celebrate.

First, check out my OGL OSR titles currently on sale at DriveThruRPG. I’ve got adventures, character classes, monsters, and more.

Second, click on this link to read through a plethora of posts related to Swords & Wizardry, one of my favorite OSR games. If you’ve been remiss in your OSR duties and you don’t own Swords & Wizardry, you can make amends by purchasing it today. Click here to start atoning.

And, third and most important, see that picture below? If you click on it, you can open and download a two-page PDF that presents El Mariachi de Combate, a complete character class that let’s you fulfill your long-deferred dream of roleplaying a musical luchador. Seriously, I can’t be the only person with that dream.

¡Olé!

May 4th, 2018  in Spes Magna News No Comments »

Kobold Spiders

I took 12 isometric dungeon maps that I’ve drawn and put them together as Map Collection I, which is now available at DriveThruRPG at the cost of 10 cents a map.

And now, a new monster for Swords & Wizardry!

Kobold spiders worship various horrifying demons that invariably take forms resembling monstrous arachnids. Rumor has it that Buibui, their chief deity, is a terrifying spider king that rules a hell full of twisting passages, vast webs, and shriveled corpses that scream constantly.

Kobold Spider
Armor Class: 7 [12]
Hit Dice: 1/2
Attacks: Claws/fangs (1d4) or weapon -1
Special: Arachnophilia, climbing
Move: 6
Save: 19
HDE/XP: 1/15

Kobold spiders, strange creatures that start their lives as evil dog-like men with hairless, scaly rust-brown skin. As mentioned above, they worship various horrifying demons that invariably take forms resembling monstrous arachnids. Rumor has it that Buibui, their chief deity, is a terrifying spider king that rules a hell full of twisting passages, vast webs, and shriveled corpses that scream constantly.

Kobold spiders that survive into adulthood often slowly mutate, taking on arachnid characteristics and becoming more powerful. For every 10 kobold spiders in an encounter, roll 1d3 times on Table: Early Kobold Spider Mutations to create an elite monster. A lair with 30 or more kobold spiders will be ruled by a chieftain. Roll 1d4 times on Table: Early Kobold Spider Mutations and once on Table: Chieftain Kobold Spider Mutations. Adjust HDE/XP of elite and chieftain kobold spiders appropriately.

Kobold spiders always have an affinity for arachnids. Such monsters never attack kobold spiders unless controlled. Otherwise, the monsters either ignore kobold spiders or attempt to flee. Kobold spiders cannot control arachnids, but they often live in close proximity to monstrous spiders. Kobold spiders are expert climbs, able to scurry up sheer surfaces and even across ceilings at normal speed.

Spider Swarm
Armor Class: 7 [12]
Hit Dice: 1-4
Attacks: Swarm (see below)
Special: Swarm (see below)
Move: 3
Save: 18 (1 HD); 17 (2 HD); 16 (3 HD), 15 (4 HD)
HDE/XP: 2/30 (1 HD); 3/60 (2 HD); 4/120 (3 HD), 5/240 (4 HD)

A spider swarm covers a number of 5×5-foot squares equal its Hit Dice. They do not make attack rolls. Any creature within the swarm automatically suffers 1d3-1 points of damage if armored, or 1d6-1 points of damage if unarmored. Once a victim has moved out of the area of a swarm, the victim continues to suffer damage for 1d3 rounds. If a victim wards off the spiders, he or she takes half damage (round down). A creature may ward off a swarm with swinging a weapon or similar object around, but most weapons cannot harm a swarm. A torch inflicts 1d6 points of damage on a swarm with a successful attack. A swarm is considered to be a single creature for the purposes of spell effects (such as Sleep).

March 27th, 2018  in RPG, Spes Magna News No Comments »

Amon

Newly docked in the ebay:

Rare, complete boxed set of Bunnies & Burrows designer B. Dennis Sustare’s Heroes of Olympus, the combination ancient Greek wargame and mythic heroes roleplaying game. All original components are in the box: the maps, the rulebook, and the counters (most of them unpunched). The maps have seldom been unfolded. The rulebook has grayed a bit, and it does have a few pencil marks and the pen mark showed in the pic. The bottom right of the front cover has some slight but noticeable tattering. It almost looks like maybe a rodent nibbled at it (I once owned hamsters). The box lid has been neatly taped on two corners, and there is a white file label affixed to the top to cover an obscenity scrawled on the box by a jerk I used to game with. The box bottom has cracked some on an edge. I’ve also thrown in a tourist map of Athens circa 1973.

Path of Legend for Fantasy Flight’s Dawnforge campaign setting. I wrote this adventure shortly after contributing a chapter to the campaign setting itself. Path of Legend introduces players and their new heroes to the Dawnforge world with an epic quest that combines location and event-based encounters that include roleplaying, puzzle-solving, and, of course, combat. The book is most gently used. It is one of the complimentary copies I received for writing the adventure. It’s never been used for play, and it’s almost like new.

GURPS Imperial Rome, published 1992, by Steve Jackson Games. Signed by Steve Jackson, Jeff Koke (editor), and Ruth Thompson (illustrator). Some what used. Noticeable scratch on cover. Some wear on corners. Some yellowing of pages. No interior marks.

That said, here’s more on the theme of (belated) October spookiness.

From an article on the always interesting Public Domain Review about Jacques Collin de Plancy’s Dictionnaire infernal.

A few pages later there is Amon, a horrific hell beast with globular pitch-black eyes, a “great and powerful marquis of the infernal empire” who appears as a “wolf, with a serpent’s tail . . . [whose] head resembles that of an owl, and its beak shows very sharp canine teeth.” As if le Breton’s rendition of the beast wasn’t terrifying enough, Collin de Plancy reminds us that this nightmare creature “knows the past and the future”.

The illustration to the right comes from the 1863 edition.

Amon is demonic nobility. His domain is a blighted expanse of treacherous hills and canyons across which howl burning winds that often roar together, forming tornadoes of fire and ash. Amon sees things as they actually are. Amon sees through normal and magical darkness, notices things or creatures hidden by magic, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. He knows the past and the future, but the full extent of his knowledge is not known. Amon cannot be easily lied to, tricked, or surprised. He uses the following spells at will, one at a time, once per round, as if he were a 12th-level Magic-User: Charm Monster, Levitate, Pyrotechnics, Read Languages, and Suggestion. Once per day at will, one at a time, once per round, Amon may cast Fireball, Fly, Polymorph Self, and Teleport.

Amon: HD 20; AC -3 [22]; Atk 2 claws (1d6) and 1 bite (2d6); MV 9; SV 3; AL C; CL/XP 30/7,400; Special +1 or better weapons to hit, immunity to fire and poison, magic resistance (80%), spells, telepathy 100 ft., truesight

November 1st, 2017  in RPG No Comments »

September 2017 Setting Sale

As part of a September Setting Sale at DriveThruRPG, some of my PDFs are (drumroll, please!) on sale. I know. Shocking.

That’s a Goblin for $2.01

Catch your players off guard with this Old School supplement that presents 23 goblin mutations, 15 fey goblin abilities, 3 goblin subspecies, and 6 goblin tactical specialties. Mix and match to create scores of different goblins! Also included is Tributary of Terror, a mini-adventure taking place within Reyr’s Well, a detailed fantasy hamlet suitable for just about any campaign world.

Goshahri: The City in a Cave for $1.84

Goshahri: The City in a Cave presents not a dungeon or even an adventure per se, although it includes a brief adventure. Instead, Goshahri is a place to be included as a recurring location in a Referee’s campaign world. Adventurers may visit Goshahri, perhaps to seek black market goods, to curry favor from the Bandit King, to deliver ransom payments, to rest and recover from an adventure, et cetera. While visiting Goshahri, adventurers may find themselves embroiled in the mysteries and intrigues that simmer just beneath the surface of the Bandit King’s domain.

Better Craft & Magic Bundle for $1.75

Improve your Pathfinder game with three products: Ars Metamagica, an alternate system for metamagic; In One’s Blood, a collection of new sorcerer bloodlines; and Making Craft Work, my all-time bestseller that turns the Craft skill into something that both makes sense and is useful for characters.

Ean Illiam’s Cavern Stores for $0.67

Find what you’re looking for in Ean Illiam’s Cavern Stores. Fully compatible with Dungeon World, this campaign location includes excellent features, such as cartography by Matt Jackson that includes blank spaces; not-too-complete descriptions of the cavern stores; two adventure fronts; stats and descriptions for the people, creatures, and animals found in the stores; pictures of the major and minor NPCs; and lots of helpful sidebars, including questions to ask and blanks to fill in, as well as new magic items and tables for randomly generating NPC names, types, instincts, and knacks.

September 19th, 2017  in Spes Magna News No Comments »

Mephitic Horrors

Another trip through From Unformed Realms, this time aiming to create a Lovecraftian horror for use with Swords & Wizardry!

Its leathery flesh, covered with finger-length spines, sharp and dark, glowed faintly from deep cracks and pocks, as if some internal fire guttered just beneath its skin. It walked upright, like a man, but balanced itself by means of a sinuous tail that ended with a knobby clump of something like bone. Where arms should have grown from its shoulders extended writhing, muscular pseudopods, growing and retracting, seeking to touch, to grasp…to burn!

Mephitic Horror
Hit Dice: 5+5
Armor Class: 4 [15]
Attack (Damage): 2 pseudopods (1d4)
Move: 9
Save: 12
Alignment: Chaos
Challenge Level/XP: 8/800
Special: Constrict and burn, immune to fire, spittle, toxic bile

Mephitic horrors are a sort of evil elemental that serve unholy entities that seek to return to the Material World in order to terrorize, enslave, and devour. In melee, mephitic horrors attack with their pseudopods. A creature struck by a pseudopod is ensnared to be crushed and burned, which causes an additional 1d6 points of damage per round the victim remains grasped. Instead of a pseudopod attack, mephitic horrors may spit up to twice per round (once per pseudopod attack not made). This spittle has a range of 30 feet. If it hits, the target suffers 1d4 points of damage as the spittle burns. The target must also make a saving throw to avoid being blinded for 1d6 rounds. A mephitic horror that takes more than 5 points of damage from a single attack involuntarily coughs up a gout of toxic bile. Creatures in melee combat with the mephitic horror when it regurgitates must make saving throws to avoid being splashed. The ghastly bile quickly worms its way into flesh. Those exposed to the toxic bile (meaning those that failed their saving throws) develop painful, aggressive tumors after 2d6 days (a Cure Disease suffices to overcome this malady, the exact effects of which are left to the Referee’s discretion).

Adventure Hook: The discovery of an intriguing artifact leads to a long-abandoned fort controlled by bandits for nearly three months. The bandits stumbled across the fort while trying to evade the authorities. One or more mephitic horrors prey on the bandits, seeking to slaughter them all.

July 18th, 2017  in RPG No Comments »