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Wednesday, November 13, 2024

BRP Basic Roleplaying Allegiance System for the Gods of The Kingdoms of Kalamar

 

Hello again folks,

Here is what I came up with for a Basic Roleplaying style Allegiance system for the gods in the Kingdoms of Kalamar setting. I have yet to use it, and I will have to look around online to see if anyone has some examples of how this all should work. I have a feeling this is a mite... more complex than just say Law vs. Neutrality vs. Chaos that seems to be popular with this method. I'm also not sure exactly which gods should be opposite of each other from left to right, but I just went with how they were in alphabetical order (the gods can sue me). hehe.

Here is a link to the PDF.

https://drive.google.com/file/d/1DS1lZkZpGq-5-dn-yz1xHR1uVzYWS3ss/view?usp=sharing

Revised Big BRP D100 Skill List + Hearing & Sight, Kingdoms of Kalamar

 


Hello everyone, 

I find myself making another revised list of BRP skills for a possible Kingdoms of Kalamar game. I took what I made up for my Skyrealms of Jorune campaign and tried to make it more fantasy-based. I need to work on another character sheet for the Allegiance to all of the gods in the setting, but it is looking pretty good so far. Some of the skills I have included don't have BRP rules for them just yet, but this will probably end up being a solo campaign so I can flesh it out over time. Honestly, when I run BRP I try to make it as skills-based as possible. I might not ever need a Meditation skill... but it's there just in case. As an old Rolemaster player I guess I tend to like a big ole list of skills. :)

I took an idea from Dungeon World which says that you get XP from failure as well as success, so if any skill is used it is eligible for a percentage increase at the end of the session. This increase is only +1% however which is a slower progression than standard BRP. I thought it was a good trade off. There is some influence from D&D and standard fantasy tropes for some of the skills, and I took some ideas from High Adventure Roleplaying too. Here is what I have so far. 

I also like the idea of Category Bonuses as a quick way to boost a chunk of skills, so that is included as well. Enjoy.


Front Character Sheet: 

https://drive.google.com/file/d/1yUt1T_7qNu0s_3tzA3BJYy75wQQzYkA8/view?usp=sharing

 

Skill Sheet: 

https://drive.google.com/file/d/1m1D60V2fHIhiUDVZFNDBiKBpfMC8xqYY/view?usp=sharing

 

Skill List in Plain Text:

COMBAT (_____)
 1H Melee Weapons (25)
 2H Melee Weapons (20)
 Ambushing (10)
 Archery / Bows (15)
 Blind-fighting (1)
 Brawling / Unarmed (25)
 Charging (20)
 Dirty Fighting (20)
 Disarming (5)
 Feint (5)
 Grappling / Wrestling (25)
 Improvised Weapons (10)
 Kicking / Leg Sweeps (10)
 Mounted Combat (5)
 Parrying with Weapon (25)
 Polearm / Spears (15)
 Quickdraw (15)
 Rapid Reload (10)
 Shield (Parry) (30)
 Throwing (25)
 Tripping

COMMUNICATIONS (_____)
 Bartering / Haggling (15)
 Bribe / Bureaucracy (5)
 Command / Leadership (5)
 Diplomacy / Persuade (15)
 Fast Talk / Trickery (5)
 Gather Info. / Rumors (5)
 Interrogation / Torture (5)
 Intimidation (10)
 Language: Common (100)
 Language: ___________ (1)
 Language: ___________ (1)
 Language: ___________ (1)
 Language: ___________ (1)
 Language: ___________ (1)
 Language: ___________ (1)
 Lie / Spot Lie (20)
 Lip Reading (1)
 Mimicry (5)
 Public Speaking (10)
 Sign Language (5)
 Storytelling (10)
 Thieves’ Cant (1)
 Ventriloquism (1)

CULTURES (_____)
 Culture:___________ (20)
 Culture:___________ (20)
 Culture:___________ (20)
 Culture:___________ (20)
 Culture:___________ (20)
 Culture:___________ (20)
 Culture:___________ (20)
 Culture:___________ (20)
 Culture:___________ (20)

 LORE (_____)
 Alchemy / Potions (1)
 Arcane / Occult (1)
 Artifacts (5)
 Crystals / Minerals (5)
 Folklore / Myth (30)
 Heraldry / Flags (15)
 History (20)
 Law (10)
 Maps / Geography (15)
 Poisons (5)
 Religion (35)

MANIPULATION (____)
 Art: ___________ (10)
 Art: ___________ (10)
 Calligraphy (10)
 Conceal Item (10)
 Craft: ____________ (10)
 Craft: ____________ (10)
 Craft: ____________ (10)
 Craft: ____________ (10)
 Dancing (25)
 Disarming Traps (10)
 Disguise (5)
 Escape Artist (15)
 Forgery (5)
 Juggling (10)
 Lock Picking (10)
 Play Music Instruments (15)
 Pick Pockets / Thievery (10)
 Repair (15)
 Ropes & Knots (15)
 Singing (20)
 Scrounging Food (20)
 Sleight of Hand / Tricks (5)

MENTAL (_____)
 Appraise (15)
 Concentration (25)
 Games / Gambling (35)
 Healing / First Aid (30)
 Hypnotism (1)
 Identify Magic Item (1)
 Meditation / Trance (15)
 Research (25)
 Self Control (10)
 Spellcasting: Arcane (1)
 Spellcasting: Divine (1)
 Strategy / War (10)
 Streetwise (10)
 Teaching (20)

OUTDOORS (_____)
 Animal Handling (15)
 Boating (15)
 Camouflage (5)
 Camping / Firestarting (20)
 Cold / Heat Survival (20)
 Cooking / Foraging (30)
 Dowsing (10)
 Fauna / Animal (10)
 Farming (20)
 Fishing (15)
 Flora / Plants (15)
 Hunting / Trapping (10)
 Navigation / Stars (10)
 Riding (20)
 Sailing / Sea Legs (15)
 Sense Ambush (10)
 Tracking (10)
 Weather (20)

PHYSICAL (_____)
 Balancing (20)
 Blending-in / Crowds (30)
 Climbing (40)
 Contortions (5)
 Driving / Teamster (20)
 Hiding (10)
 Jumping (25)
 Running (40)
 Stalking / Stealth (10)
 Swimming / Diving (35)


 

 

Saturday, August 3, 2024

RPGaDay 2024: Days 1 - 3

 


#RPGaDay #RPGaDay2024 

Day 1: My first RPG bought this year was either some Dungeon Crawl Classics adventures, or a POD copy of the 2nd Edition AD&D Player's Handbook. I forget. 

Day 2: My most recently played RPG was in a sci-fantasy DCC campaign. My two-headed character is an agent of chaos in a setting that is on a giant space turtle. :)

Day 3: My most often played RPG is either the Rolemaster Standard System or D&D 3rd/3.5.


Monday, February 19, 2024

Bestiary Project: Making a Monster Manual from Scratch

*Last Update 3/7/24*

I had some old photo albums that I bought at estate sales and secondhand stores that had some sweet old paper in them. Those pages had a great texture and I've always wanted to make something out of them.


I rough cut two A5 sized sheets from the larger pages, and then trimmed them down with an old school slicer-dicer that I found a few years back. 


After all of that slicing & dicing I got out a marker pen and went to work. I messed up in a few places, but here is my first monster. :)


Here is a weird hopping flightless bird.


I messed up that M. Lol.


Look at this quirky lil goofball monster.


I based the drawing off an old school illustration.


Here is the original: 


Another odd floating sack of nonsense.


Those pseudopods... didn't turn out quite right. Haha.


He never skips antler day...


I saw a Call of Cthulhu image posted a few weeks back that inspired this guy.


My version of the Intellect Devourer.


Apparently a magic-user named Xasu made this disgusting thing...


It's got legs and it forgets how to use them... 


Who needs a decapitation fungus? Lol







Sunday, July 16, 2023

Recap 3: AD&D Ice World "Ice Crabs"

 


Dungeon Master: Bill (running his first campaign ever)

Characters & Players:

Bolus II (Male Human Ranger) - BJ

Fern (Female Elf Ranger) - Steve

Kallik of Clan Boarfrost (Male Dwarven Druid) - Tim

Tazgah (Male Elf Wizard) - Wes

Yanni (Male Yeti Barbarian/Ranger) - George

NPCs:

Alvin the Archmage


*Sorry for how long it took me to type this up guys. This is the recap from June's session.*


Alvin invited the characters to visit and he permanently enchanted several of the characters' weapons. Kallik was gifted with a White Dragon Scale shield. The group also was given a stone that could summon Alvin in a dire emergency. 

The Archmage announced his full retirement from adventuring and feasted on mammoth ribs slathered with sweet & spicy sauces. 

The group decided to head toward some Ice Imps to take care of them bit on the way there they were attacked by hungry ice crabs with vorpal claws... eek! Luckily everyone kept their heads. They collected the crab parts to later devour and/or trade to Alvin.

They found the crude stone structure of the Ice Imps and faced their extraplanar Ice shards that they could spit from their mouths. They killed 8 of them and then went after some of the eerie Frostfolk next.

On the way to the Frostfolk some vicious Bugbears ambushed us. Thanks to a local storm and a Call Lightning spell, as well as the Yeti summoning 2 White Dragons... they were easily vanquished.

The group plans on wiping out the rest of the troubled areas described by Alvin in the coming weeks, they they returned to their keep called Luchien's Demise.



Tuesday, June 6, 2023

Random Fantasy Chess Piece Table (for an Alice in Wonderland RPG Campaign)

 




D100

1-2 King (B)

3-4 King (W)

5-8 Queen (B)

9-12 Queen (W)

13-17 Rook, Left (B)

18-22 Rook, Right (B)

23-27 Rook, Left (W)

28-32 Rook, Right (W)

33-36 Archbishop (B)

37-40 Bishop (B)

41-44 Archbishop (W)

45-49 Bishop (W)

50-55 Knight General (B)

56-61 Knight (B)

62-67 Knight General (W)

68-73 Knight (W)

74-86 Pawn (B) [Roll 1D8 for #]

87-99 Pawn (W) [Roll 1D8 for #]

100 Pick Any or Choose ALL



I'm going to be running a Wonderland game soon and I hope to have some fun with random Chess pieces... :)


Random Chess Movement 

2D6

2 Queen

3-5 Bishop

6 Knight

7 Pawn/King 

8 Knight 

9-11 Rook

12 Queen






Sunday, June 4, 2023

Recap 2: AD&D Ice World "Rod of Orcus"

 


Dungeon Master: Bill (running his first campaign ever)

Characters & Players:

Bolus II (Male Human Ranger) - BJ

Fern (Female Elf Ranger) - Steve

Kallik of Clan Boarfrost (Male Dwarven Druid) - Tim

Tazgah (Male Elf Wizard) - Wes

Yanni (Male Yeti Barbarian/Ranger) - George

NPCs:

Alvin the Archmage, and Luchien (Evil Wizard)


The characters started out in the town of Ranier. We learned from a group of Yetis that the Evil Wizard in the North was named Luchien. They Aldo told us about 3 Frost Giants that were killing their folk and poaching their polar bears. 

Alvin gave us a chemical to dip our arrows and weapons into that ignited upon contact with blood or other liquids. Those later were a big help when the fighting began. I thought that was a neat tweak to the burning arrow idea.

On the way to the Yeti compound / settlement a White dragon was seen flying overhead with a rider on its back (Alvin). It landed in front of us before 3 smilodons / sabertooth tigers could ambush us. Kellik the druid and Tazgah the mage held them in place with spells while the others slaughtered them. We harvested the teeth and Alvin kept and preserved the meat for his "kitties."


When we arrived at the Yeti Settlement the damage done by the Giants was evident. They had taken many polar bears and their deep tracks in the snow were easy to spot. Igloos were smashed and the inhabitants were scared. We followed the tracks to the caves where they lived and attacked them at night when they were asleep. Using a lot of calories, summond mammoths, and having an enlarged Yanni the Yeti jump on them from above proved to be effective at killing them. 

Returning victorious to the town enlivened the yetis and Alvin replaced their missing polar bears by summoning swarms of bears and transforming them. In thanks they told us of Luchien and where his wizard's Keep was far to the North of where the elves live. Luchien was an exiled Elf who made a pact with Orcus.

In the town of Ranier, the Elves told us where Luchien's castle was located which was far North of their Elven settlement. He was a banished Elf for committing various Necromantic crimes. The group stayed in town for 2 days to recuperate and then they headed to go see the Evil Wizard.

Three snow leopards appeared in front of the sled the characters were riding and with arrows and a Flaming Sphere they were quickly dispatched. Alvin, traveling with us, collected their corpses to later feed his Kitties (White Dragons).

When they arrived at the Elven town of Tarathiel its tall glass towers and green decor was breathtaking. It looked like magic was heavily used to construct the buildings as well. After some exploring Kallik the Dwarf Cleric thought it was wise to check in with the local temple which happened to be devoted to the moon goddess Seldarine (moon, dreams, moon, mysteries, secrets, and travel). They learned more about Luchien's Keep which was 10 miles from town, and the characters were given some Elven guides and guards to help them remove the keep's inhabitant. They wanted the Undead scourge removed from their lands. The characters wondered why they were able to repel the magic-enhanced Undead for so long since the Evil Wizard was so close to their town. They guessed it was due to some powerful ritual or buried magical circle that surrounded the town.

Alvin (the Good Wizard) went in first to duel with Luchien and to attempt to sever his pact with the Demon Lord Orcus. The characters went in after and slaughtered a horde of skeletal zombies thanks to some spells that held most of them in place (Hold Humanoid & Web) cast by Kellik the Dwarf Cleric and Tazgah the Elven Wizard.

As the group was chopping up and burning the corpses another wave of Undead assaulted us and then suddenly they just... fell over. It seemed that Alvin had won his wizard duel because all of the energy propelling the Undead to move simply seemed to instantly run out.

Stacks of gold were found at the top of Luchien's Keep, the arcane device that had fueled the Undead was banished to another plane of existence, as well as the device needed to talk to Orcus. The group guessed that Alvin kept the Rod of Orcus... but they weren't about to ask such a high level Archmage about that fact. hehe. 


The group decided that they would make the now empty keep their new base of operations, but first they wanted to go back to town to gather their things. They reported their victory to the Elves in Tarathiel, and then back to Ranier, and to Alvin's Keep. 

Alvin talked to the Gnomes and some of them agreed to help the character's fix up the new base of operations for the group. The new name of the place was decided to be Luchien's Demise! Four Gnome guards and 2 general Gnome workers were sent North to fix up the place. Alvin paid their wages to do so ahead of time.

A feast was held in Alvin's Keep with roasted Mammoth ribs slathered in sweet sauce. Everyone ate their fill, and there was much rejoicing. 

After a few days rest the group was accompanied by Alvin to Luchien's Demise where he summoned swarms of insects that he used Alteration / Transformation spells on to turn into various livestock so that the characters could have a ready food supply, and the Gnome workers agreed that they would take care of those as well.

We ended the session at Luchien's Demise. +5,000 XP















Sunday, April 30, 2023

Recap 1: AD&D Ice World "Town of Ranier & Hardin's Rock"

 


Dungeon Master: Bill (running his first campaign ever)

Characters & Players:

Bolus II (Male Human Ranger) - BJ

Fern (Female Elf Ranger) - Steve

Kallik of Clan Boarfrost (Male Dwarven Druid) - Tim

Tazgah (Male Elf Wizard) - Wes

Yanni (Male Yeti Barbarian/Ranger) - George


The characters met in desperation to find work when they answered the call for adventurers. They traveled North from the Southlands (the town of Oakcrest) on Kallik's heavy-duty sled pulled by 6 oxen. They eventually pulled into the frontier town of Ranier and found Alvin's General Store. They were told to wait for Alvin many times ("He'll be here soon...) before he finally transformed & revealed himself as a tall Elven Mage.

Alvin sold the adventurers a few magic items before informing them of an Evil Wizard who had made a pact with the Demon Lord Orcus... This pact had cursed the frigid land that brought about a scourge of undead. Intelligent beings that die rise from the grave soon after if not properly dealt with by burning. 


A series of problems were mentioned to the characters but the foremost one was dealing with the supply line issues due to Orc raiding parties. The group hid in transport sleds and let the Orcs steal their goods before following them and slaughtering them with the help of town reinforcements piling out of portals in the back of the other sleds. 

Kallik the Dwarf learned by talking to a spirit of a fallen Orc about another one of their raiding camps further to the North. The Orcs would not reveal the Evil Wizard's name. It seemed they were forced into service for fear of the Demon's power coursing through the Evil Wizard's body and because he wielded Orcus' Rod of Death. A demonic artifact was also given to the Evil Wizard that causes the Undead scourge befallen the local area.

Alvin cast Reincarnation on an Orc corpse and brought him back as a Gnoll with a change of heart. He agreed to guide and help the group. Kallik nicknamed him Skippy. The Orc-turned-Gnoll didn't seem to care. As they were talking to him a Snow Fox approached Tazgah and became his familiar. He named it Folar.

The group returned with Alvin and were given free room & board at one of the guest houses near to his secure Keep. Alvin showed the group around and introduced them to his "Kitties" that were in actuality a score of White Dragons at various stages of age & development held behind a magical dome. 

After a restful night the characters were given a hot breakfast and informed about their next mission which involved Gnomes who were using magic to help them steal food, iron, yaks, and other sundry items from a Northern Dwarven settlement. 

The group headed North from Alvin's Keep and after a day's travel they arrived at the Dwarven settlement Hardin's Rock. Alvin the Wizard knew a secret way into the mines that avoided several Traps and a false door. They were introduced to the Dwarves and learned more about the magic-wielding Gnome thieves. 

The group set an ambush around the sites that the Dwarves suspected would be robbed with some magic alarms in the form of crunching snow. A few hours after nightfall the invisible Gnomes were caught in the trap when their presence was noted as they stepped on the magic snow. 

Kallik the Dwarf Druid held the Gnomes in place with a spell as Tazgah the Elf Wizard put most of them into a deep sleep. One of them was shot & killed by Bolus II the Human Ranger. After the short battle the surviving Gnomes were questioned, and they revealed the location of the Gnome settlement East of the Dwarven town. They also learned that the Evil Wizard's Keep was far North of where the Gnomes live and he comes once a week to terrify them and threaten them into his service.

Through a few Invisibility and Alter Self spells the group pretended to be the Gnome thieves returning home. The characters convinced the Gnomes to seek forgiveness with the Dwarves and to flee the shadow of the Evil Wizard and head South. Alvin guarantee the Gnomes safe passage and to help them find their path going forward. 

We ended the characters back in the town of Ranier in Alvin's General Store.