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Monday, January 11, 2021

Playing in a New AD&D Campaign

The last campaign that I ran was a Basic Fantasy campaign at the library for kids. My son got to play too. That was before the pandemic though. That seems like a lifetime ago...

For the last year or so I've mostly just been posting RPG stuff on MeWe and less so on Facebook. I've been posting a few things on the blog here and reading RPG books when I can get some free time.


Recently one of my old gaming buddies invited me to a newly formed AD&D face-to-face group. There are just 4 of us total in the group (the DM, myself, and two other platers). I can't tell you how awesome it is to just play again! 

The DM hasn't ran or played in a game for over 30 years! So, while he is a bit rusty, he said it's like riding a bike. He's been doing a great job of setting up the local area with NPCs, monster threats, mysteries to solve, and options for us players to choose from. 

He's running a hodge-podge system that is mainly first edition AD&D with the non-weapon proficiencies of 2nd, and some ideas from Basic like initiative. He is not too concerned with the letter of the law and I like that loosey-goosey style he has. 

As a DM/GM myself I'm really trying not to be That Player who is annoying. So far, so good on that front. I just keep quiet if my GM brain sees what's probably going on before the other players do. Sometimes us old GMs have just spent too many hours behind the screen/curtain. Like I said though, I'm having a blast though. Good times.

I'm playing a Dwarf Cleric named Ulfgar Trollhammer. The Clan was in the setting already so that's where the last name came from. He worships Dumathoin the Dwarven God of Secrets. He's all about revealing the caches of gems and minerals hidden in the ground. So far he's killed some Orcs, Troglodytes, and a Jackalwere (which he skinned and made its head into a sweet helmet). He's gotten to 3rd level after 4 sessions, but the threats have been dangerous and almost deadly. Hehe. The DM was impressed how much we risked, but in the future us players will have to be more careful. Those Troglodytes almost TPK'd us.

I hope life calms down out there enough for you to find a group to play in. Maybe playing online/remotely is the safest bet right now for you. Anyway, I hope you get to chuck some dice in one way or another.

Thursday, January 7, 2021

Looking for an RPG Editor? Matt Click Can Help!


Matt helped me to get my first RPG PDF into shape before I published it. He's all successful now but he's looking for more work. If you have a project that needs some TLC or you just need a good editor, send him a message.


Tuesday, December 22, 2020

Revised Wolfen Race for Marth Ice World (Labyrinth Lord AEC)

I find myself tinkering on Labyrinth Lord Advanced Edition Companion races lately for my homebrewed ice world of Marth. I've always been a fan of werewolf / humanoid wolf races in D&D. They are somewhat based on the Palladium wolfen and I picture them having a quasi-Buddhist and shamanistic culture.

Setting Blurb: Marth is a dying world that has been locked in a perpetual ice age after the death of most of its gods due to their avarice and the powerful kingdom slaying rituals of mere mortals. There is a shread of hope though. Recently many have had recurring dreams of the last surviving goddess Fallosnimia waking up from her deep ages long slumber. Many believe the awakening of the nature deity means that there will be warmer days ahead.


REVISED LL AEC WOLFEN

Requirements: DEX 8, WIS 8 

Ability Modifiers: DEX +1, INT -1

Ability Min/Max: STR 3/18, DEX 8/19, CON 6/18, INT 3/18, WIS 8/18, CHA 3/18

Wolfen are covered in thick warm fur. They typically weigh about 185 pounds and are between 5 ½ to 6 feet tall. Though they tend to be peaceful friendly people, they defend their territory and families with their lives. Many wolfen meditate on the open tundra, listening for guiding wisdom on the colf wind.


Special Abilities

*Wolfen can use any weapon granted to them by class, but they are limited to natural armor made from materials like leather and hide.

*Cold Resistance: They take hald damage from cold and 150% damage from fire.

*Wolfen have excellent hearing. They hear noise as if they were a thief of the same level but with a +1 bonus.

*They can track as well as a ranger can due to their strong sense of smell.

*In addition to normal melee attacks wolfen get an extra free bite attack. The attack roll is modified by their DEX modifier. It deals 1D4 damage.

*Wolfen can speak common, elvish, gnoll, wolfen, and yeti.


Wolfen receive the following saving throw bonuses: 

• +4 save versus breath attacks 

• +1 save versus wands 

• +1 save versus spells or spell-like devices

• +6 save versus cold


WOLFEN CLASSES AVAILABLE & LEVEL LIMITS

Wolfen may select from the following classes, with the indicated level limits. 

Druid 10

Fighter 8

Monk Unlimited (wolfen monks deal +1D6 extra damage due to their claws)

Ranger Unlimited

Thief 8


WOLFEN THIEF SKILL ADJUSTMENTS 

Wolfen thieves receive the following bonuses and penalties to thief abilities: 

Pick Locks -15% 

Pick Pockets -10% 

Move Silently +15% 

Hide in Shadows +10% 

Monday, December 21, 2020

Revised Uldra Race for Marth Ice World (Labyrinth Lord AEC)

I find myself tinkering on Labyrinth Lord Advanced Edition Companion races lately for my homebrewed ice world of Marth. I tweaked the gnome and halfling races, and I also added in a few uldra abilities from various AD&D sources like Dragon Magazine. I eliminated the ice dwarf, gnome, and halfling from the setting of Marth. The uldra here replace all three. 

Setting Blurb: Marth is a dying world that has been locked in a perpetual ice age after the death of most of its gods due to their avarice and the powerful kingdom slaying rituals of mere mortals. There is a shread of hope though. Recently many have had recurring dreams of the last surviving goddess Fallosnimia waking up from her deep ages long slumber. Many believe the awakening of the nature deity means that there will be warmer days ahead.


REVISED LL AEC ULDRA RACE

Requirements: DEX 8, CON 8

Ability Modifiers: +1 CON, +1 INT, -1STR

Ability Min/Max: STR 3/16, DEX 8/18, CON 8/18, INT 3/18, WIS 3/18, CHA 3/16

It is said that uldras are distant ancestors of the elves and dwarves, and share many of their idiosyncrasies. They have a wide range of appearances, and average about 3 1/2 feet tall. They tend to be very slender, averaging 80 pounds. Uldras generally dwell in hills or on mountainsides, and they often wander free over the barren tundra. Their habitations often overlap with elves, and these two races are typically very friendly, if not familial, to each other. Uldras are renowned for their ability to tame wolves and wild dogs, and most of them travel with one of these domesticated animals.

Special Abilities

*Uldras are small and may not use large and two-handed weapons, but they may use weapon and armor as indicated by class. Also their armor class rating is one better due to their size and innate knack for avoiding danger.

*Uldras are immune to cold damage, but they take 200% damage from fire. 

*Their skin is cold to the touch and all their melee attacks deal +1D6 extra cold damage. Arrows and bolts fired by them deal +1D4 extra cold damage.

*They have a 2 in 6 (1-2 on 1d6) chance of detecting dangerous or unsafe natural terrain, and finding wilderness snares and traps. Uldras must be actively searching for these abilities to function.

*They always know true North, and those who try to track them find no tracks, even in deep snow, as their feet leave no trace.

*Uldras have an uncanny ability to disappear in the frozen wilderness. In bushes or other outdoor cover (like snow), they can hide with a 90% ability.

*Uldras speak the common tongue, dwarvish, elvish, uldra, wolfen, and yeti. They can also communicate in basic fundamental ways with most natural animals.

*Optional Cantrips: If you are using cantrip spells in your game they can cast a number of them per day equal to their level.

*Note that uldras and the other races do not have darkvision.

 

Uldras receive the following saving throw bonuses:

• +2 save versus breath attacks
• +2 save versus poison
• +2 save versus petrify or paralyze
• +1 save versus wands
• +1 save versus spells or spell-like devices

Uldras are resistant to poison and paralysis and as such they receive bonuses to defend against these effects. In addition, their small size grants them a bonus to finding cover and avoiding danger.


ULDRA CLASSES AVAILABLE & LEVEL LIMITS

Uldras may select from the following classes, with the indicated level limits.

Druid Unlimited

Fighter 6

Illusionist 8

Magic-user 8

Ranger Unlimited

Thief 10


ULDRA THIEF SKILL ADJUSTMENTS

Uldra thieves receive the following bonuses and penalties to thief abilities:

Climb Walls -5%

Find and Remove Traps +7%

Move Silently +15%

Open Locks -10%

----


Artist: John Bauer

*Note that in Marth the Druid replaces the Cleric.


Saturday, December 19, 2020

A Song of Ice and Fire House Fortunes for Birthright AD&D 2nd Edition

In the A Song of Ice and Fire RPG House Fortunes is a thing you can roll for once per month. This I think is something that could easily be added to the Birthright domain turn as another step.


To make this work add up all of your holdings and provinces and for every 10 that you control you get a +1 to the roll. Also add your Regent's character level to the roll. Aditional modifiers could apply if you possess non-weapon proficiencies that apply. I suggest only a +1 modifier per proficiency however. 


D20+lvl+modsHouse FortuneD20+lvl+modsHouse Fortune
1Disaster17Decline
2Disaster 18Blessing
3Curse 19Curse
4Decline 20Blessing
5Disaster 21-22Growth
6Growth 23Curse
7Decline 24-25Growth
8Growth26-27Blessing
9Curse 28Boon
10Decline 29Curse
11Growth 30Blessing
12Boon 32-34Growth
13Decline 35Blessing
14Blessing 36Boon
15Growth 37-41Growth
16Curse 42+Boon


Boon

Choose two of the following: a beneficial alliance, a peace treaty to end a war, an arranged marriage, a free tradecroute is created, one new holding (level = 1D4), 1D8 GBs, or 2 armies.

Blessing

Choose two of the following: a peace treaty to end a war, end border crossings and conflict, one new holding (level = 1D2), 1D4 GBs, 1 army, increase an existing holding 1D2 levels.

Growth

Increase a Province by one, a holding by one level, and build something for free.

Decline

Decrease a Province by one or decrease a holding by one level.

Curse

Choose two: 1D4 armies disband, lose 1D4 GBs, holding destroyed, all of the holdings of one type decrease by 1 level.

Disaster

Choose two: An alliance is broken, plague in the land (decrease all provinces by 1), -1D6 GBs, lose a province, 1D4 holdings are destroyed, lieutenant is murdered, 1D4 roads are destroyed, all holdings of one type are decreased by one level.

----

Artist: Albrecht Altdorfer


Friday, December 18, 2020

Revised Elf Race for Marth Ice World (Labyrinth Lord AEC)

I find myself tinkering on Labyrinth Lord Advanced Edition Companion races today for my homebrewed ice world of Marth. I also added in a few extra special abilities from AD&D. There are several sub-species of elves on Marth, and their descriptions are down below the main LL AEC details.

Setting Blurb: Marth is a dying world that has been locked in a perpetual ice age after the death of most of its gods due to their avarice and the powerful kingdom slaying rituals of mere mortals. There is a shread of hope though. Recently many have had recurring dreams of the last surviving goddess Fallosnimia waking up from her deep ages long slumber. Many believe the awakening of the nature deity means that there will be warmer days ahead.


Revised LL AEC Elf

Requirements: INT 9

Ability Modifiers: See the sub-races below.

Ability Min/Max: STR 3/18 (16), DEX 7/19, CON 6/18, INT 9/18, WIS 3/18, CHA 3/18

Description: Elves are slim fey beings with pointed ears, and narrow faces. They typically weigh about 120 to 160 pounds and are between 5 to 5 1/2 feet tall. Elves are very talented fighters, users of magic, and they have an innate connection to the natural world. The life span of these creatures is a dozen centuries long which they often use to persue artistic pastimes.


Special Abilities

*Elves are immune to charm and sleep spells of all sorts. They also only need to sleep for 4 hours for a full night's rest.

*Because of their connection to nature, elves are immune to the paralysis ghouls can inflict.

*When employing either a bow of any sort other than a crossbow, or a short or long sword, elven characters gain a bonus of +1 to attack rolls.

*Elves get a +4 save versus cold.

*Elves can speak: common, elvish, goblin, gnoll, neanderthal, uldra, wolfen, and yeti.

Note: Elves and the other races do not have darkvision.


ELF CLASSES AVAILABLE & CLASS LEVEL LIMITS

Elves may select from the following classes, with the indicated level limits.

Assassin 10 (Shadow Elf Unlimited)

Druid 8 (Blood Elf Unlimited)

Fighter 7

Illusionist 11

Magic-User 11 (Twilight Elf Unlimited)

Paladin (Knight) 6

Ranger 8

Thief Unlimited

Note: the Druid replaces the Cleric in the setting of Marth.


ELF THIEF SKILL ADJUSTMENTS

Elven thieves receive the following bonuses and penalties to thief abilities:

Skill Adjustment

Pick Locks -5%

Pick Pockets +5%

Move Silently +7%

Hide in Shadows +10%

Hear Noise +1*

*Elves receive a better dice range for hearing noises. For example, 1st level elven thieves hear noises on a 1-3, and at 9th level it is 1-5. Hear noise may never be better than 1-5.


ELF SUB-RACES

The following abilities are in addition to the information above, or modify the above abilities.

Blood Elf

(They survive only by drinking the blood of animals and other humanoids).

Ability Modifiers: CON +1, CHA -1

*Cold Resistance: They take half damage from cold and 150% damage from fire.

*Keen Eyes: When blood elves are actively searching to detect hidden and secret doors they are successful with a roll of 1-2 on 1d6.

*Track Like a Ranger: They can track things when out in the wilderness exactly like a Ranger can, but this does not apply to tracking creatures in underground environments. They also have no movement penalty over ice and snow.

Shadow Elf

Ability Modifiers: DEX +1, WIS -1

*Backstabbers: When using daggers and shortswords they deal +2 damage.

*Poison Drinker: Immune to All Poisons.

*Deadly Silence: If alone and not in metal armor (or if well in advance of a party) a shadow elf character moves so silently that he or she will surprise monsters 66% (d6, 1 through 4) of the time.

Twilight Elf

(All are born blind without eyes)

Ability Modifiers: INT +2, STR -1

*Blindsight: They can sense all foes within 20 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment.

*The Bond is Strong: They get a free loyal familiar: Even if they are not a Magic-User. They can only see through the eyes of their familar as they have no eyes themselves. They can also bond with one willing humanoid and see through their eyes as well.

*Born of Magic: They only need 4 hours of meditation or rest to regain their spells. They can cast one extra spell per day for every spell level that they can cast. Example: +1 1st level, +1 2nd level, etc.


Sub-raceHeightWeightEyesHairSkin
Blood5'6"160Red or PinkWhite w/ BeardWhite, Red Veins
Shadow5'3"140Green or VioletBlackGray
Twilight5'0"120NASparse WhitePale Gray


----

Art: Creative Commons

Revised Dwarf Race for Marth Ice World (Labyrinth Lord AEC)

I find myself tinkering on Labyrinth Lord Advanced Edition Companion races today for my homebrewed ice world of Marth. I also added in a few extra special abilities from AD&D. There are several sub-species of dwarves on Marth, and their descriptions are down below the main LL AEC details.

Setting Blurb: Marth is a dying world that has been locked in a perpetual ice age after the death of most of its gods due to their avarice and the powerful kingdom slaying rituals of mere mortals. There is a shread of hope though. Recently many have had recurring dreams of the last surviving goddess Fallosnimia waking up from her deep ages long slumber. Many believe the awakening of the nature deity means that there will be warmer days ahead.


REVISED LL AEC DWARF

Requirements: CON 9

Ability Modifiers: See the sub-races below.

Ability Min/Max: STR 8/18 (17), DEX 3/17, CON 9/19, INT 3/18, WIS 3/18, CHA 3/16

Dwarves are a particularly hardy and stubborn people. They value high quality craftsmanship, precious metals and stones, and live deep underground. Although only 4 or so feet tall, they weigh no less than 150 pounds due to their stocky muscular build.

Dwarves typically band together in clans which are not mutually exclusive or hostile but they are highly competitive. They have a reputation for having surly attitudes, and are particularly gruff with elves. Rocky hills and mountains are the favorite abode of these sturdy creatures, and their clanholds far below the surface of the world are breathtaking to behold. If they survive their toils in the mountains and the bloodlust of battle they can live to roughly 350 to 400 years old.

Special Abilities:

*Due to their short height, dwarves cannot use most two-handed weapons or longbows. However, they can use any other weapons or armor allowed by their class. 

*No matter what class they choose dwarves are proficient with all hammers, and spears.

*Due to their great hatred of goblins, giants, ogres, orcs, and trolls, all dwarves gain a bonus of +1 on their attack dice rolls to hit these opponents.

*When dwarves are in melee with giants, ogres, trolls and yetis, these monsters must deduct 4 from their dice rolls to hit their dwarven opponents due to the size and skill of the latter in combatting these large creatures.

*From their experience underground, dwarves have a 2 in 6 (1-2 on 1d6) chance of detecting traps, false walls, hidden construction, or noticing if passages are sloped. Dwarves must be actively searching for these abilities to function. 

*In addition to languages known based on the character's intelligence, a dwarf character will also speak: the common tongue, dwarf, elven, goblin, neanderthal, orc, and uldra.

P.S. Note that dwarves and the other races do not have darkvision.


Dwarves receive the following saving throw bonuses:
• +2 save versus breath attacks
• +4 save versus poison
• +4 save versus petrify or paralyze
• +3 save versus wands
• +4 save versus spells or spell-like devices 

Dwarves are hardy beings, resistant to magic and poison, and as such they receive bonuses to defend against these effects. In addition, their small size grants them a bonus to finding cover and avoiding breath attacks.


DWARF CLASSES AVAILABLE & LEVEL LIMITS

Dwarves may select from the following classes, with the indicated level limits.

Assassin: 9 (Unlimited for Gray Dwarves)

Druid: 7 (Unlimited for Fire Dwarves)

Fighter: 10

Paladin (Knight): 8

Ranger: 9 (Unlimited for Ice Dwarves)

Thief: Unlimited

Note: the Druid replaces the Cleric in the setting of Marth.


DWARF THIEF SKILL ADJUSTMENTS

Dwarven thieves receive the following bonuses and penalties to thief abilities:

Pick Locks +7% 

Find and Remove Traps +10%

Climb Walls -10%


DWARF SUB-RACES

The following abilities are in addition to the information above, or modify the above abilities.

Fire Dwarf

Ability Modifiers: CON +1, WIS -1

*Firestarter: All melee attacks with metal weapons deal +1D6 extra fire damage. Wooden weapons will be destroyed by fire after one use by them. Their skin is also warm to the touch, and they can raise the temperature in confined sealed spaces as a small fire would.

*Soul Forge: Any spell that is cast by a fire dwarf that deals fire damage is treated as if it were cast by a magic-user one level higher.

Gray Dwarf

Ability Modifiers: CON +1, CHA -1

*Iron Bones: All their damage rolls deal +2 extra damage.

*One with the Stone Father: They can hide with a 90% chance if they stand completely motionless next to any type of rock or stone of roughly the same size as the character. This ability works even if they are in plain sight. They can also walk though a number of feet of stone equal to their character level. Example: a 6th level gray dwarf can walk though 6 feet of stone.


Sub-raceHeightWeightEyesHair Skin
Fire4'6"180Solid Black RedLight Brown
Gray4'0"150Solid Gray Black (Balding)Pale Gray


----

Artist: Haidy Wittmann, THE DWARF.

Creative Commons Art.

https://commons.m.wikimedia.org/wiki/File:Haidy_Wittmann_art_%22Dwarf%22.jpg

Thursday, December 17, 2020

Free Dungeon Doodles for Your Published RPG Projects

Hey everyone, 

This year sucked, so have some free dungeons.


If anyone wants to use some of my free dungeon doodles in a published or online project (blog, PDF, Zine, etc.) just credit me as Tim "Samwise7" Harper. Feel free to edit them, key up the rooms, remix them, color them in, butcher them and glue them together, whatever you want to do. \m/

Here's hoping that 2021 isn't as terrible. Happy Holidays!


Dungeon 1

https://drive.google.com/file/d/122iip-jemKhQEEdRXUNjKSvI6PGJGJPo/view?usp=drivesdk

Dungeon 2

https://drive.google.com/file/d/1NGOX07H9-xSBx-Yvs7d9__n2zc1S0BVv/view?usp=drivesdk

Dungeon 3

https://drive.google.com/file/d/1wzBecV4Bn4u2jpNrmG-8JWz-fFuqWEMS/view?usp=drivesdk

Dungeon 4

https://drive.google.com/file/d/1T-I6JKv43hMVSaTc9MocgwEeArkFrrWZ/view?usp=drivesdk

Dungeon 5

https://drive.google.com/file/d/1zw0KYlCLp_KumgRgCxQ4b-z4GeZfTs9C/view?usp=drivesdk

Dungeon 6

https://drive.google.com/file/d/1BtDMoYyGYM-eCBeUhYsjU7eTEd0rIxYD/view?usp=drivesdk

Dungeon 7

https://drive.google.com/file/d/1ynuzfeJ4nU-4wFOv-be5VS2a0p-WY_gI/view?usp=drivesdk

Dungeon 8

https://drive.google.com/file/d/1QSU7TGxCssfNZaDqmIs3RxJ4nxkgfrJv/view?usp=drivesdk

Dungeon 9

https://drive.google.com/file/d/1enMS-tRGYtuwunCrmH5H6u84ptDeHYDc/view?usp=drivesdk

Dungeon 10

https://drive.google.com/file/d/1OK3hq3Y2I3fODEfUy4Ao4naJ_kE3FSi1/view?usp=drivesdk

Dungeon 11

https://drive.google.com/file/d/1HIYFiFeowjIahzkvbivnHzsuEGugqw22/view?usp=drivesdk

Dungeon 12

https://drive.google.com/file/d/1kHTI9LlZR2ZYj-7qdv6UssQI89U1vkgy/view?usp=drivesdk

Dungeon 13

https://drive.google.com/file/d/1RAgfKqG8S0j1N3UxC8FikY9HfMyyyJ7v/view?usp=drivesdk

Dungeon 14

https://drive.google.com/file/d/1f-9vcy2IjiCVWL4voCI1ziNpuZ5xYQxA/view?usp=drivesdk

Dungeon 15

https://drive.google.com/file/d/1bs3ZgKnlKkOVfIixs_lAaBW8llJ1jVHW/view?usp=drivesdk

Dungeon 16

https://drive.google.com/file/d/1KxcSdqW71yP8ab7MOeu6NeSug7bMiasR/view?usp=drivesdk

Dungeon 17

https://drive.google.com/file/d/11bnp5quAkxiwdn4yHjCmXGRfO7p3PSem/view?usp=drivesdk

Dungeon 18

https://drive.google.com/file/d/1HFUD2YBGiRlEPAhv6WF8YZoN0h58KGYd/view?usp=drivesdk