Flux’s Flying Fort: A Beginning

Well, the new year is here, and so it’s time to start a new project. With determination and hard work, maybe this project will get done. “What is the project?” you ask. Well, I’ll get to that in a paragraph. But, first!

In December, I leaped into Dicember 2022, posting almost daily something new at least vaguely related to Old-School Essentials. This weekend, I compiled all the posts into a Word document, did some light formatting and editing, and PDFed it. You can download the PDF via this link.

And now back to that project. I’m shooting to complete two different writing projects, combining them into one. That’s right! I’m tackling both Roy Otus’s Gygax 75 and Sean McCoy’s Dungeon 23. You can read about both at their respective links in that last sentence. Nota Bene: Much of the Dungeon 23 link is hidden behind a Substack subscription box.

Now, practically speaking, since I go back to work on Tuesday, I’m not likely to adhere devoutly to either schedule. Also, since with Gygax 75 I’m writing up the start of a fantasy world, much of what I’m doing at the outset isn’t really coming up with a dungeon room a day for 365 days. Still, I think I’m off to a good start, as shown in the pics below.

The first pic shows the Flux’s Flying Fort. The second pic shows the Eastern Reaches, the rugged environs in which the adventure involving the Flying Fort takes place. I’ll likely run some version of the adventure at OwlCon in February. I might attempt a second run at North Texas RPG Con in June. Also, it’s quite probable that some variation of the adventure will kick off my soon-to-begin Old-School Essentials campaign that I’ll run for my Sunday group.

Huzzah!

January 1st, 2023  in RPG No Comments »

OSE Combat Sequence Tweaks

Probably my favorite thing about the Old-School Essentials combat sequence is the declaration phase at the start of each round. This phase occurs before initiative is rolled. Placing the declaration phase prior to initiative injects a further degree of uncertainty into something as dangerous as combat involving swords, spells, and sinister monsters. Since I’m looking to start something like an OSE campaign about mid-January, I’ve started tweaking the core rules a bit. One of the things that’s gotten the tweak is the combat sequence. My rough draft version follows this paragraph. Nota Bene: Thirds of movement are always bumped up to the next 5-foot increment (e.g., 13.33 feet rounds to 15 feet).

Phase 1 – Monster Morale. Checked after the first round of combat in most cases.
Phase 2 – Declare Spells. PCs that are going to cast spells start the process this phase by committing to spellcasting.
Phase 3 – Initiative. Roll 1d6 for each side. Individual modifiers are applied to the roll. Tied initiative is possible.
Phase 4 – Actions. The initiative-winning side acts first during each subphase. Slow weapons always act last in a subphase regardless of initiative.
4A – First Third Movement. A PC casting a spell may not move.
4B – Missile Attacks. Resolve all missile attacks before the next phase begins.
4C – Second Third Movement. A PC casting a spell may not move.
4D – Spells Are Cast. Resolve all spell effects before the next phase begins.
4E – Third Third Movement. A PC who cast a spell may move.
4F – Melee Attacks. Resolve all melee attacks before the next round begins.

Tweaking the combat sequence made tweaking Movement in Melee rules sensible:

Movement in Melee: If engaged in melee combat, movement is halved for the phase. Choosing to move at more than half speed means the mover cannot attack, and foes in melee with the mover get a free, immediate attack with a +3 bonus to hit.

Also, since I’m not particularly fond of precision archery into or while in melee combat, I’ve added this rule:

Missiles in Melee: Making a missile attack while engaged in melee combat imposes a -2 “to-hit” penalty. Launching a missile attack into melee? Roll to hit and then determine the actual target randomly. Small creatures count as 1, man-sized as 2, and larger creatures as 3 or more (at Referee’s discretion). For example, an elf fires an arrow at the ogre fighting a dwarf, a cleric, and a halfling. That’s 7 “size points” of creatures in the melee. Roll 1d8. 1 targets the dwarf, 2-3 targets the cleric, 4 targets the halfling, and 5-8 targets the ogre.

December 28th, 2022  in RPG No Comments »

Giant Vulture for OSE

To create the giant vulture, I took the dire wolf’s stats and tweaked them a wee bit, indulging in a variation on the Just Use Bears idea.

Vulture, Giant
Large, scabrous, semi-intelligent birds. Dwell in remote places.

AC 6 [13], HD 4+1 (19 hp), Att 1 x bite (2d4), THAC0 15 [+4], MV 90′ (30′) / 150′ (50′) flying, SV D12 W13 P14 B15 S16 (2), ML 8, AL Neutral, XP 125, NA 2d4 (4d4), TT None.

Keen Senses: Acute vision and olfactory senses. Can track by scent. Surprised only on a 1 (in 6).

Mounts: Sometimes trained as mounts by goblins.

Training: At the referee’s discretion, captured chicks may be trained like falcons. Giant vultures are rebellious and extremely difficult to train.

And because they’re in the picture: Goblin vulture-riders often bomb their victims (Core Rules 132). The two most common bombs goblins use are described below.

Bomb: Explodes on impact. Inflicts 2d4 damage in a 5-foot radius. Successful save versus breath halves damage.

Slime Sack: Bursts on impact. Entangles targets in a 5-foot radius. Open doors check to break free. Successful save versus breath grants +1 on checks to break free.

December 22nd, 2022  in RPG No Comments »

Phanaton Class for OSE

I dove back into Erin D. Smale’s BX Options: Class Builder to put together a phanaton character class, perhaps useful to people playing The Isle of Dread. Nota Bene: Those previous links are affiliate links. If you click and purchase, I get a few coppers.

Phanaton

“The phanaton looks like a cross between raccoons and monkeys. They are roughly halfling-size and have 4-foot long tails can grasp objects. …. In addition, phanaton have membrances of skin stretching from arm to leg. They can spread these membrances and glide…” (quoted from 1983’s D&D Expert Rules by Frank Mentzer)

Requirements: Minimum DEX 11
Prime Requisite: DEX
Hit Dice: 1d6
Maximum Level: 8
Armor and Shields: Shields only
Weapons: Any appropriate to size
Languages: Alignment, Common, Dryad, Elvish, Phanaton, Treant

Damage Bonus: At 6th level, a phanaton receives a +1 bonus to melee and missile damage rolls. This bonus increases to +2 at 8th level.

Climb Sheer Surfaces: A phanaton can climb sheer surfaces as a thief of the same level.

Combat: A phanaton makes attacks as a monster (Rules Tome 135) and saving throws as fighters (Rules Tome 29). Phanaton cannot use longbows or two-handed swords.

Gliding: A phanaton glides via its wing-like membranes, dropping 5 feet for every 10 feet it moves.

Prehensile Tail: An adult phanaton’s tail is about four feet long. It can manipulate items somewhat clumsily.

Stronghold: When phanaton reach 6th level, they may build strongholds.

December 17th, 2022  in RPG No Comments »

Ondlibi Worm Infestation

In years past, I’ve done Advent and/or Christmas-themed posts once December rolls around. For example. I’m not doing that this year, but I am doing something similiar via social media. For example, in the Old-School Essentials (OSE) public Facebook group, I’m participating in the Dicember challenge to follow the Dicember calendar and come up with something for each day of December. I’m going to stick to OSE content for those posts, which I’ll compile into a document of some sort once January hits.

Speaking of OSE, a long time ago, some Germans coined the term Öhrwurm, which was a compound of dried, ground insects used to treat ear ailments. I think in the 1970s, some author used the English translation of Öhrwurm to mean a bit of music so catchy that it metaphorically burrows into your ear and keeps humming away, which brings us to today’s creature.

Ondlibi Worm Infestation
Found in the steaming Ondlibi rainforests, these gray-brown, psionic maggots that hatch from tiny Ondlibi fly eggs, usually deposited in narrow, warm orifices, such as ear canals. Wise travelers wear headgear that covers the ears.

AC 9 [10], HD 1 hp, Att NA, THAC0 NA, MV 3’ (1’), SV D14 W15 P16 B17 S18 (NH), ML 12, AL Neutral.

  • Infest: 4-16 eggs hatch in 1-6 hours. Worms burrow into host right after. Symptoms include itchy rashes, low-grade fevers, and psychic cacophony (see below).
  • Just a Maggot: No threat at all in combat. At its largest, it’s a fat worm about the size of a human pinky’s terminal knucklebone.
  • Psychic Cacophony: Worms detect and mimic host’s thoughts, mentally echoing snippets of them repeatedly. Host cannot concentrate or sleep. Cure disease kills the infestation.
December 2nd, 2022  in RPG 1 Comment »