Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

October 27, 2024

Castle & Crusades Rules Reference Sheets

Castles & Crusades is the perfect mid-point between enough rules and rules-light.  Still, my players and I sometimes need help to know what's what. To reduce time looking up rules at the table, I created these reference sheets. I also use them as GM screen inserts. 

"Spell Books" by Tsabo6

Remember, you can get a free copy of the Players Handbook right here: link 

Enjoy! 

Downloadable link: Dungeoneering Dad's Castles & Crusades Reference Sheets: link 

I made this with with Marq, which is a great free resource.

May 10, 2013

Review: The Teratic Tome - A Book of Horrors

(This review is also posted at RPG.net.)

Rafael Chandler hooked me up with a copy of his new monster book, the Teratic Tome (TT) and asked me to take a gander. In short: it’s excellent.

You can pick it up the PDF at DriveThruRPG/RPGNow for $6.66 (nice price) or as hardback at Lulu for $20.99. I have the PDF, but the hardback looks fantastic (more about that below).

Listed as an “OSRIC-compatible bestiary,” it is useable with any old-school D&D edit or D&D variant.

TT appears to be part of a product line called Evolved Grottoes & Griffins. At least I hope it’s going to turn into a product line, because TT is great.

There are several things that set this book apart from the sea of monster books out there.

The Cover

TT’s cover stands out. It screams old-school, but its voice sets it apart from the rest of the OSR choir. TT looks like it came out in the late 80s, during the time of the Monster Manual II, the Manual of the Planes, and the Unearthed Arcana. It reminds me of the Manual of the Planes’ astral juggernaut in particular.


The Tone

TT is horrific. This is a book full of monsters. These aren’t hit point bags meant to be mowed down by the party. These baddies will make your players say, “Ewww.” Its R-rated (at the least), but not in a cheap shock kind of way. These monsters are meant to disturb.

The interior artwork isn’t censored, so don’t leave this book out where kids can reach.

Here are a couple of examples:

The remnant “looks like a humanoid scuttling about on all fours, except that it has four arms and no legs. Stranger still, each of its four arms ends in a bloody stump.”

The nethasq is a humanoid female that “sports a glistening mass of foot-long tentacles that end in barbs and hooks” where its genitals should be. It “haunts places where women have been defiled” and “[w]hen a man enters a place that the monster has claimed for its own, he begins to seep blood from his mouth, anus, and urethra.”




Implied Setting

The monster entries hint at a setting or world or whatever you want to call it. This is like the original Monster Manual and Monster Manual II. Remember how the MM told you about how Orcus and Demogorgon hated each other? Well, in TT, you have the Demon Queen Abyzou plotting against Beleth, the Locust Perfect. Or, we learn that the agonists were “[c]reated in a rare moment of collaboration between High Devil Ahriman and the Demon Queen Abyzou” and that the “demons of Ghorom (216th layer of the Abyss) are chaotic evil monstrosities who feed on weakness and decency.”

The details are not distracting or over the top. They provide just enough to give the reader a sense of depth and motivation.

Monsters with Motivation

The monsters in the TT have motivations that are unique to say the least.

The altar beast, a “towering, wormlike entity with rubbery mauve skin that scrapes off as it undulates across the ground,” was created by a forgotten god of matrimony. What does that mean? That means it “preys upon those who dissolve sacred bonds of marriage. This can include spouses, clerics, priests, nobles, and anyone who participates in the annulment of marriage.”

As one can see, these are specific motivations. At first, I wasn’t sure what to make of it. Would I want a monster like that?

But, the more I read, the more adventure ideas came to me. Why are all these priests dying in the city? Because there is an altar beast on the loose. These details might inspire a whole adventure.

Someone on Google+ called TT “the missing monster book for Lamentations of the Flame Princess” and I’d say that is a damn good summary. A lot of the monsters seem like they would be terrorizing a village or secretly being worshiped by the villagers.

And one could still easily ignore these motivations and use the monster without if need be.

Personal Favorites

Here are some of my favorite aspects of the TT.

The Venerable Dragons: These ten dragons aren’t your old “it's red, it breathes fire; it's blue, it breathes lightning, etc.” Rather, these dragons are each one-of-a-kind and on the level of deities.

When Ke-Sectat Hatath the purple dragon awakens, the sun “burns reds.” He “soars into the city, accompanied by giant insects and flying vermin.” Then there is Makkas-Nephata, who is “preceded by unnatural rains,” such as blood, frogs, snake venom, and bile.

I can see making an epic adventure to stop the awakening on these dragons or working them into the background of a setting to explain why a region was laid to waste.

Owlbear Variants: TT includes the Kodiak hooter and tufted grizzly. It’s fun to seem new takes on old standards.

Various Oddities

There are a few things that are, well, just odd about TT. I dug them, but they’re worth pointing out.

Halflings are Crazy SOBs. The halfling culture alluded to in TT is just nutty evil. For example the Tenebrous Halflings created creatures known as “audiences.” “When several of the Tenebrous Halflings neared death, they would perform a necromantic ritual that transferred their souls into a monstrous body that had been stitched together by their chirurgeons. Within this new body, a floating sack of flesh adorned with tentacles, each audience was a collection of diverse personalities.”

Not sure there are too many “floating sacks of flesh” floating around your standard halfling shire.

I dig the different take, but your mileage may vary.

Lots of Tentacles. I like me some Cthulhu-esque monsters as much as the next guy, but, boy howdy, you are going to find a lot of tentacles in this book.

Lots of Tentacles Where Genitals Should Be. Self-explanatory.

Monsters Have Smells. When I took writing classes many moons ago, I was told that one of the most under-described senses was smell. This seems to have been taken to heart here, as just about every entry mentions how the monster smells. And this isn’t the same ol’ “smells like rotting death and/or feces” you usually get. For example, the infiltrator “is a pink-skinned humanoid with lavender tentacles and a red-lipped circular maw in its chest” that “smells of fresh-peeled orange rind.”

I like this touch, even if it came across as a bit forced at times.

Bonus Feature

TT includes its own treasure system which is simpler than most I’ve seen and, therefore (in my opinion) better. Coin treasure categories include categories like “cache (3d20 cp, 3d20 sp, 2d10 ep, d10 gp)” or “fortune (d100 ep, d100 gp, d20 pp).” Categories for jewels, gems, scrolls, potions, and magic items include categories like “few (d4-1)” or “several (2d10-2).”

Conclusion

If you want traditional humanoids, dragons, ogres, etc., you probably won’t care for TT.
If you’re looking for horror-inspired, demonic monstrosities to make your players gag, this is the book for you.

April 28, 2013

Arcana Rising: An Urban Fantasy Roleplaying Game

I've been slowing working up a review for the excellent Teratic Tome, but in the mean time check out Arcana Rising: An Urban Fantasy Roleplaying Game by John Berry, the guy behind Hulks & Horrors.  In fact, Arcana Rising is "powered by Hulks & Horrors."

Like Hulks & Horrors, Arcana Rising pushes an old-school style rule set and game style (i.e., dungeon crawling) into a new setting.  So, I think this is more of modern-day dungeon crawling than, say, a Shadowrun-type game.

He has a pretty reasonable target for his Kickstarter, so take a gander.




March 13, 2013

Hulks & Horrors is back... and FREE

Mother lovin' hovering squid and freakin' psionic bearmen!

A while back I wrote about a great looking old-school sci-fi game called Hulks & Horrors (Dungeon Crawling IN SPACE: Hulks & Horrors and Hulks & Horrors vs Stars Without Number).

Although the Kickstarter didn't succeed, +John Berry pressed on and made the game anyhow!

You can pick up the PDF for free now: link


October 9, 2012

Score! I won The Secret DM's contest


The Secret DM
held a contest a while back and I won! Very cool. I love how he used a randomizer to pick the winner.

He was kind of enough to send the prize money to me via Paypal so I can blow it at Con on the Cob this weekend.

August 27, 2012

The Ballad of the Swiftblade

After a long hiatus, my group finally got a chance to play some C&C last Friday.  It was a blast of a session.

Our campaign is set in the Southern Reaches of the Wilderlands, with the party operating out of Sacred Rock. They decided to follow-up on an old adventure lead about an abandoned guard tower outside of town. Quite some time back, they saw a gargoyle floating around there.

A darkwing (notably, not Darkwing Duck).
There was a stable and an armory on the ground level, and the upper levels consisted of  a series of walkways (i.e., upper interior was mostly hollow). After breaking in and battling some zombie guardsmen, they were set upon by darkwings and, later, a gargoyle swooping down from the upper reaches of the tower.

It was a tremendous battle with plenty of "fantasy #@#$! Vietnam"-style play. Thanks to a critical hit dealt out by the gargoyle, the party's wood elf ranger, Ash Swiftblade, bled out at the very end.  The party's bard player posted the ballad below on the campaign's EpicWords site afterwards.

As much as I take pot-shots at bards, there is no doubt this is awesome:


The Ballad of the Swiftblade

To the forgotten tower I did journey
with Wil, Gravel, Ash, and Antonin
through its sealed doors we sought the secrets 
held in darkness within.

The air was thick with dust and must
We found arms and bones of horse
But in its draft we did find 
something much, much worse.

Bold Gravel cried, "I need no help
To vanquish this undead foe!"
But was soon beset by death
taken wing to dive from above to below.

Swift as his blade, Ash ran up,
his companion beset by undead scum
but a rushing, flapping sound from above
foretold of death to come.

Wings violet as night swarm in the dark
trimmed with fangs and claws
that will lift you up to heights so high
that the fall should give any man pause

A swarm so large it should be said
that it could even lift large Gravel
"We must pull back!" the Swiftblade said
"Lest upwards you wish to travel!"

Gravel found the quickest way down,
landing with a sickening thud
"To the armory!" the Swiftblade called
"They'll not have our blood!"

Through a hail of death taken wing
We struggled to the door
When it was slammed and leaned upon
We numbered only four

Potions were quaffed by one and all
both magics and fermented
The door was braced, but slowly gave
under attack unrelented.

As we took stock and readied to fight
to the bold and bitter death
When the scratching and clawing of our foe
eased like a sighing breath.

"This is our chance!" the Swiftblade growled
"We open this door and fight!"
All agreed and so we did,
his blade the first to cut right.

Only a few remained, the rest drawn away
A riddle quickly won
When a voice we heard, Antonio's cry out
"These beasts, they fear the sun!"

Took flight we did for the door we came in,
cutting through the winged lot
seeking the solace of the sun
and its warming rays most hot.

As we did a beast did join, 
larger than the rest
It sought our blood as its favorite sweet
Nearly putting enormous Gravel to his rest.

Wil came up to the giant half-man,
"We make our stand now and here!"
And all did turn to fire upon
the gargoyle without fear.

Know that gargoyles are not the sort to shy
with their stony bodies and hide
Though pelt it we did with arrows and blows
With our line it did collide.

"You'll not have my friends!" the Swiftblade yelled
His sword arced for a mighty blow
But the gargoyle tore with tooth and claw
to lay him bloody low.

As there he lay, his lifeblood spilling
He beckoned me to take his blade
"Take this now and run him through,
before to darkness I do fade."

I wish I could say I did such a thing,
though at least I can say that I tried.
But even as he lay bleeding he save me once more
or else I would have died.

Slick with his blood, I could not stand
And the gargoyle terrible and fierce
Expected with my rise to run me through
With its horns it meant to pierce.

With it low to the ground my companions did strike
They ran it through front and back
And there it fell, beside the Swiftblade
Its blood as Ash's name most black.

"Thank you for that," he sighed me
as he died there in the sun
But he'd done much, much greater for us
for because of him the battle was won.

So when into darkness you must tread
or through trouble you must wade
hope you have a noble friend
as brave as Ash the Swiftblade!



August 21, 2012

The Dungeon Bastard on my DMing Style


I wasn't able to attend GenCon this year, but two of my friends, Hans and John made it, and they met the one and only Bill Cavalier - Dungeon Bastard!

They told them how, after a year of play, they are only 3rd level in my campaign.  This was his reaction.


It reads, "DAN - QUIT BEING A DICK."





Close up.

REJECTED from The Badass Dungeon Crushers Association!

August 7, 2012

Hulks & Horrors vs Stars Without Number

I'm pretty excited about the Hulks & Horrors game and hope that it funds.  One reasonable question gamers have, though, is why should I sign up for H&H when I can get Star Without Number for free?

The short answer is that H&H is really meant to take on the "dungeon crawl" theme and put into space, whereas SWN seems to take a broader approach. H&H creator John Berry addresses this here: link.  He is also fielding any questions you might have at TheRPGsite forum here: link



July 17, 2012

Dungeon Crawling IN SPACE: Hulks & Horrors

James of Grognardia fame mentioned Hulks & Horrors on Google+ yesterday.  It takes the old school dungeon crawl and tosses it into the blackness of the void.  The sales pitch sold me, so I'm in.


Just when I thought I reached my saturation point on Kickstater/IndieGoGo projects, this pops up!

The contribution levels are very reasonable, so I went it.  Give it a gander.



July 16, 2012

Castles & Crusades Monsters in Kobold Quarterly

Just a heads up to my fellow Castles & Crusades fans, 4 pretty slick monsters for C&C are in the new issue of Kobold Quarterly (#22). (The cover says 9 monsters for some reason, but there are only 4).

I don't want to give away too many details, because I'd like to surprise my players, but these beasties have a fungus and island theme going for them.


June 26, 2012

Board games that I play with my kids that don't require heavy drinking to get through.


Kill me now.
Although I have managed to get in one RPG session with my girls, by and large, we mainly play board games.  If you're like me and have had enough of Candyland and Monopoly Jr., give these a try.  These games are simple enough for younger players, but enjoyable for adults as well. In other words, I can play these with my kids without falling asleep.  At the time of this posting, my oldest daughter (Chaos) is 8 and my youngest daughter (Mayhem) is 4.





Seven Dragons: A domino-like, color matching card game with Larry Elmore art. Link seven dragons of your color and you win. The instructions include several variations of play, including a pre-school rule set (although, after a few games of that, your kids will likely be ready for the full rule set). The advanced game includes use of cards for messing with other players.

Labyrinth: Players shift the tiles of the maze on their turn, trying to create paths to treasure designated by a deck of cards.  Simple to understand, lots of fun to play.
Castle Keep: Each player tries to construct his own keep with tiles that connect based on color or shape. Instead of building your own keep, you can also destroy part of an opponent's keep by playing a corresponding tile on it.



Forbidden Island: A bit trickier than the others, but it is a cooperative game so it is easy to help the kids. After a game or two, they'll have it down.  Players work together to swipe artifacts from the island before it sinks.  You can also scale the difficulty if it gets too easy.

Cave Troll: Each player commands a small band of adventurers trying to gain control of a dungeon. The mechanic is very simple: each room is worth a particular gold value and the person with the most pieces in the room owns the room when it is counted. (Note: I actually own the 2nd Edition which, apparently is hard to find going by the price.  Funny enough, I got it on the cheap during a Fantasy Flight holiday sale).
Tsuro: Each player plays tiles trying to keep their token on a path that keeps it on the board, while trying to steer others off.  Teaches ruthlessness. You got to love it.



Oshi: A chess/checkers kind of game in which you must push all your opponents pieces off the board.  The more tiers a piece has, the more spaces it came move and the more pieces if can push. E.g., a 3 tier piece can move 3 spaces and push up to 3 pieces. Really fun game.
 


Fireball Island: You must grab the gem and get off the island first!  Use of cards to screw over the other players and boost your own play keeps this from being a simple "roll and move" game. I've had this since I was a kid.  A bit pricey nowadays.




Heroica: Probably the best way to relate the whole dungeon-exploration concept to kids.  Lots of fun little parts and sort of includes campaign play.  I have to admit, though, the bloom is coming off the rose on this one for me because it is more or less a roll and move game. However, there is a rule that allows a player to control the monsters... that might kick it up a notch.


The Classic Dungeon: Actually, although I used to love this game as a kid, I no longer care for it much. "I move 5 spaces.  I attack the monster. Rinse. Repeat." Still, nostalgia gets this one some points and if you are going to play a roll and move game, might as well play one with purple worms, liches, and ghouls. It will be interesting to see if Wizards of the Coast improves it all when they re-release it.



Battleground: Crossbows and Catapults: Toys R Us sold these sets dirt cheap a few Christmases back. Now they cost a fortune on eBay, etc.  This version is a revamped take on the classic, with Orcs and Knights instead of Barbarians and Vikings. I haven't tried to use the actual Battleground rules for it yet which are suppose to be pretty decent and more like a war game.  Right now, we just set 'em up and see who can knock down the most figures.

June 22, 2012

June 15, 2012

Cheap Pirate Minis at the Dollar General

I was in the local Dollar General store this morning and noticed a pack of 25 pirate figures for $1.00.  They are the same scale as your standard green army men.  Also, they are called BUCCANEER BRAWLERS, so what is not to like?




June 9, 2012

... now with Dungeoneering Kids.

I finally played an RPG with my girls! Since both of them (particularly, the oldest) are fans of Mouseguard, Redwall, etc., we played HarvestersHarvesters is Castles & Crusades re-skinned with an anthropomorphic take.

Here are some highlights:
  • We used 3d6 in order for ability generation. I did this mainly to keep it simple and fast, more so than any need to be hardcore or old school.
  • Chaos (my 8-year-old) rolled a 3 for dexterity. That' right; three 1s. Ouch. I was tempted to let her re-roll, but didn't. Tough love or being an ass? I haven't decided yet. My concern was that if I let her re-roll that, how would I explain that she couldn't re-roll, say, a to hit roll?
  • Mayhem (my 4-year-old) was on fire with 16s, 15s, etc.  I was worried how this would play out with her PC being statistically better, but it actually wasn't a problem overall. There initially was some unspoken jealousy from Chaos, but she took solace in Mayhem's low Charisma score, ha.
  • Even the highly abbreviated character creation I used wasn't all that fun for girls, who found it too long. I tried to keep it moving just giving them a quick run down of what the races, classes, etc. were like and simply let them decide what equipment they wanted.  "What kind of weapon do you want?"  "Do you want a backpack?"
  • Mayhem had a rather burly badger rogue named Stripe and Chaos had a rather clumsy, but wise, otter druid named Splash.
  • To keep things moving, I just gave Chaos an overview of the spells her druid had. 

Splash the River Otter Druid and Strip the Badger Rogue
  • Since I didn't have many animal miniatures, Chaos had the great idea to use Little Pet Shop toys. Mayhem opted for the dire badger mini, though.
  • I used the default Wheat Hollow setting and just pulled an adventure out of my arse:  rat pirates were stealing fishermen's fish and boats!
  • The duo encountered some wolf spiders on their trip south to investigate the piracy. They rolled well and didn't take a hit. Some random treasure scored them some rather juicy loot (ha, valuable  tapestries and books, which they found in the spider lair. "The spiders must have gotten them from merchants they had attacked!").
  • After a stop in the White Caps Inn for honey and hot cocoa, they tracked the three pirates to their cliff-face lair and took care of them.
  • Chaos's otter went to -2 HP in the combat, but she actually laughed when her PC dropped. Perhaps this is because I had emphasized that their characters may die and they could simply make new ones. Anyhow, -2 isn't a kill in C&C, so Splash survived. 
  • Soon into the game, I took down my GM screens because Mayhem was too curious about what I was doing and kept peaking. Ha, and as she pointed out, she can't read yet anyhow. 
  • I decided it was best to roll all the dice out in the open anyhow.  Kids are sharper than adults often realize and I didn't want any concerns of favoritism.
  • Chaos once said "Are you just making this up?" (meaning the adventure) and I tired to explain that that sort of was my job in the game.
I have 23 arrows left!
  • Chaos decided to draw a map and the events of the session on the white board table as the game went on. I hadn't thought of that and it was really cool.  It also was the only way that minis were used in anyway (i.e., I didn't use them for combat at all).
  • Getting involved in the story, Chaos started to explain what was happening around them. She decided that it must have been raining on their way to the inn, and that is why she wanted hot cocoa. That was great, so I certainly went with it. But then she decided that there were giants outside the inn.  I gently reigned that in and explained that I controlled the monsters, etc. That was kind of an odd feeling for me, because I certainly wanted the girls invested in the game.  On the other hand, I think it would have resulted in a complete lack of structure if I didn't establish that the GM/DM/CK explains the setting and they control what their characters do in it.
  • All in all, it was a blast.  Definitely will be better next time since they have PCs ready to go.  I also think short and sweet adventures are the way to go.


May 22, 2012

Castles & Crusades Players Handbook Kickstarter

The Trolls are gearing up to release the 5th printing of the Castles & Crusades Players Handbook (Note: 5th printing, not edition), and have kicked off the process with a Kickstarter project.

No rules, but errata will be added.  The big deal for this printing is that it will be full color, a first for the Trolls.

Give it a look. The Trolls just added some great bonus rewards:

BONUS REWARD #1: When we reach $3500.00 all the PRINT versions of the Players Handbook will be autographed by Steve and Davis Chenault.

BONUS REWARD #2: When we reach $4000.00 we'll add an EXTRA Players Handbook to everyone who has pledged $40.00 or more. This will be unsigned, allowing your autographed copy to avoid the game table abuse! [Steve Chenault has said this printing will retail at $30, so that means that since this benchmark has already been hit, you get two of the new PHs for $40.00. Not too shabby].

BONUS REWARD #3: When we reach $5000.00 everyone who pledged $40.00 and $75.00 will be able to add one adventure module of your choice to your package! Everyone who pledges $125.00 and 150.00 and more will be able add 2 adventures to their package. Everyone who pledges $175.00 and above can add three adventure modules to their package.

Bonus Reward #4: When we reach $6000.00 the project is fully funded. At that point everyone who pledged over $125.00 will receive an exclusive signed, numbered full color print of the new Cover on matte board. Signatures will include The Brothers Chenault, Peter Bradley and the rarely seen Mr. Mac Golden.

April 30, 2012

Gnomish Healing Brandy

I just introduced Gnomish Healing Brandy into my C&C Wilderlands campaign.  By the book, potions of cure light wounds (a.k.a. potions of healing) go for 300 gp a pop.  That is a bit pricey for low-level PCs, but I like how C&C keeps magic a bit rare and didn't want to mess with that.  Gnomish Healing Brandy was my answer; a good dose of healing for a reasonable cost, but with some side-effects.  It should be suitable for any D&D-style game.
Gnomish Healing Brandy

Gnomish Healing Brandy: An amber liquor that smells richly of honey and blackberries. It tastes overly sweet, but it is light and easy going down the hatch. The brandy is usually bottled in a drinking gourd. The recipe is a closely guarded secret.

Cost: 50 gp
(Note: price may vary by availability and how willing the gnome brewer is to sell to non-humans)

Effect: Heals 1d6 HP, but the character must make a constitution save (CL 0) or suffer -1 to hit and -1 to AC for 1d4 rounds due to the extreme buzz. A flask contains one dose and multiple doses can be taken (1 per round).  However, a save must be made for each dose and the effects are cumulative. For example, a character that took two doses would make a save for each dose and, if both saves failed, the character would suffer -2 to hit and -2 to AC. The GM may rule that failed saves result in other ill effects (e.g., troubling casting spells, penalties to dexterity or charisma checks, etc.)

The character must be conscious or, at the least, at 0 HP to take a dose.

Affiliate Stuff

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