Showing posts with label d20. Show all posts
Showing posts with label d20. Show all posts

September 22, 2010

Duke Omote’s Castles & Crusades House Rules, Enhancements, and Conversions

ACNCCastles & Crusades Society member and FPQ Member (president? founder perhaps?), Duke Omote has created some kick ass house rules for Castles & Crusades, which he calls Advanced Castles & Crusades.  One of the great features of C&C is that it is very easy to house rule the  hell out of it.  Omote demonstrates this with style with these rules, giving his take on elements of other editions of D&D.  Want to add Feats ala D&D 3rd edition?  Try his Talents rules.  Like those Secondary Skills from 1st edition? Check out his rules for ‘em.

All of his stuff is great for supplementing your existing C&C game or perhaps easing the conversion from another version of D&D (e.g., 3.5 to C&C).

On his Rules Expansions page, he has rules for:
Many thanks, Omote, for all the hard work and thanks for sharing this with the gaming world.

April 21, 2010

Necromancer Games is Back ... in Frog Form

PhotobucketIt is official, Necromancer Games is back in the game, but now in Demon Frog God formBill “Tsathogga” Webb has announced that the long delayed Slumber Tsar series will be released! The module will be released under the Pathfinder RPG rule set via a subscription basis.  Of the various Necro modules that were frozen in carbonite after the announcement of D&D 4th Edition, this is the one I've really wanted.  The author, Greg A. Vaughan, based it on the original Rappan Athuk back story.

What I find very interesting is that the release is being handled by a new entity, Frog God Games, rather than Necromancer Games itself.


Here is Bill's post on ENWorld:
OK guys--website will be live in a few days froggodgames.com. Greg and I are a go. A few details to still work out---but here is the plan. I have to make it a non-Necro release for various reasons..but Clark has passed me his infernal blessings, so here we go.

The Sleeper Awakes!
At last, after languishing in its crypt for an age, the secrets of the slumbering city of Tsar burst forth in all their macabre glory. Poured forth from the eldritch furnaces and crucibles of the Necromancer and Orcus himself comes Frog God Games bringing you at long last The Slumbering Tsar Saga™.

Something Stirs in the City of Evil
Over the distant northern hills, beyond The Camp, and past the Desolation stand the pitted walls of Tsar. A hundred armies have crushed themselves against this bulwark in futile attempts to breach the city. Even the combined might of the Heavens and Earth were unable to break through in the final battle of Tsar. So why was the city suddenly abandoned on the verge of victory, and what waits for those foolish enough to enter the Temple-City of Orcus?

The Black Gates Await
Only the bravest and most powerful of heroes dare the depths of the Desolation and live to tell of it. But what happens when they penetrate that blasted landscape and look upon the gates of the very center of evil on the earth. Can even heroes of such renown breach the Walls of Death and live?

The Slumbering Tsar Saga™ began its journey years ago as a single mega-adventure for the masters of Third Edition rules and First Edition feel, then became a trilogy of adventures, then a trilogy of mega-adventures, and now finally comes to you as a monthly series culminating in a massive book with over a half million words of pure First Edition-style adventure. Updated to the Pathfinder Roleplaying Game to accommodate today’s audience of the classic fantasy roleplaying game, The Slumbering Tsar Saga™ brings you 14 chapters, released monthly in electronic format, each chapter the size of a full adventure in its own right (30-50 pages) . Then when the final chapter has been released, the whole will be available in a classic edition, hardcover adventure book.

The Slumbering Tsar Saga™ will begin its run with the release of its first chapter, Slumbering Tsar: The Desolation, Part 1 —The Edge of Oblivion. Then each month will follow a new chapter in the saga:
Slumbering Tsar: The Desolation, Part 2 —The Ghosts of Victory
Slumbering Tsar: The Desolation, Part 3—The Western Front
Slumbering Tsar: Temple-City of Orcus, Part 1 —The Tower of Weeping Sores
Slumbering Tsar: Temple-City of Orcus, Part 2 —The Lower City
Slumbering Tsar: Temple-City of Orcus, Part 3 —The Harrow Lanes
Slumbering Tsar: Temple-City of Orcus, Part 4 —The Crooked Tower
Slumbering Tsar: Temple-City of Orcus, Part 5 —Foundations of Infamy
Slumbering Tsar: The Hidden Citadel, Part 1 —At the Feet of Orcus
Slumbering Tsar: The Hidden Citadel, Part 2 —Echoes of Despair
Slumbering Tsar: The Hidden Citadel, Part 3 —The Throne of the Demon Prince
Slumbering Tsar: The Hidden Citadel, Part 4 —In the Belly of the Beast
Slumbering Tsar: The Hidden Citadel, Part 5 —The Mind of Chaos
Slumbering Tsar: The Hidden Citadel, Part 6 —Caverns of the Barrier



COMING SOON
Coming May 15th to Frog God Games Slumbering Tsar: The Desolation, Part 1 —The Edge of Oblivion in pdf format for the introductory price of $2.00.


Each month following, the next chapter of The Slumbering Tsar Saga™ will be released for the low price of $9.99. A subscription option is available to ensure that you don’t miss a single installment. Upon the release of the final chapter, the whole will be available as a hardcover print adventure and is included as part of the purchase price for those how purchase all 14 installments of the series or for a one-time purchase price of $120.00 (includes hardcover). Non subscription hardcover books will be available for $150.00 (when we are all done) at Drive Through RPG (DriveThruRPG.com - The Largest RPG Download Store!) . As soon as Slumbering Tsar Saga™ is complete, look for our next release!


Don’t miss out

You have waited long enough for The Slumbering Tsar Saga™. Now it is waiting for you.

April 20, 2010

Beer, Pretzels, and Death - The House Rules of My Rappan Athuk Campaign


Here are the House Rules I have up at Epic Words for my players' perusal.  Figured I'd share them with the blogosphere.  Feedback is welcomed.

Allowed Source Material
    Player and DM Sources
  • Player's Handbook
  • Dungeon Master's Guide
  • The Hypertext d20 SRD
  • Player's Handbook II
  • Various "Complete..." books per DM approval
  • Relics & Rituals I & II (with limitations)
  • Spell Compendium
  • Eldritch Sorcery
  • Magic Item Compendium
  • Arms & Equipment Guide
  • Ultimate Equipment Guide
  •  
    Campaign Materials
  • Rappan Athuk Reloaded
  • Bard's Gate
  • lots and lots of monster books...
 Character Generation

Starting Level: 6
Ability Scores: Point Buy-High-powered Campaign: 32 Points (DMG p.169)
Starting HP: Maximum HP for level 1; additional HP rolled at the table with DM present
Starting Wealth: 13,000 gp (standard)
Restrictions:
o No evil alignments [Frost: Not really a moral qualm here, but I've learned allowing evil alignment causes more headaches than it's worth.]
o No custom magic items
o The DM reserves the right to refuse any character feature regardless of the materials listed as Source Material.
o Seek DM approval for using any class, item, race, etc. not listed in the Source Material.

Ensemble of Characters [Frost: This was inspired by a post at someone's blog.  I believe it was Jeff Rient's blog, but I can't find the particular post.  I've never played Dark Sun, but I think that had something similar, too].
Each player can have up three PCs at his/her disposal. This three includes any fallen PCs hoped to return to the land of the living. If a PC ever dies, the player has the option of reserving a slot for that PC or may create a new PC for that slot. Players may choose any PC prior to the session as long as we are not starting the session mid-combat. In other words, if we end one session while the party is knee-deep in the undead, the PC that was involved must still be involved in the next session. However, if the session ends with the party making camp or simply out of danger, the player can choose to use a different PC the next session. Please note, whatever items one PC carries are owned by that particular PC. On a case by case basis, I may allow players to have one PC give an item to another character so that character can give the item to another ensemble PC the next time that PC is played.

Death (from "The High Cost of Dying" by Andy Collins)
Any time a character is raised from the dead (by any effect that would normally cause a level loss), instead of losing a level, he picks up a special negative level. Unlike a normal negative level, this one can't be eliminated with restoration or any other kind of magic short of a miracle or wish. The character suffers all the normal penalties for a negative level--a -1 penalty on attacks, saves, and ability and skill checks; -5 hp; -1 to effective level for determining the effect of special abilities; and 1 spell or spell slot from the highest level castable.

This negative level remains until the next time the character gains a level. Each time you gain a level, you remove one of your special negative levels. (It's kind of like going up two levels at the same time.) If you're carrying around more than one of these special negative levels, you only lose one of them this time; you'll have to wait until your next level to lose another one.

True resurrection (and similar effects that restore life without causing level loss) bring a character back without this special negative level.

This rule applies to energy drain as well. If the saving throw caused by an energy draining attack fails, the negative level simply becomes "permanent" until the character gains another level. Restoration magics still work to remove the permanent negative level created by energy drain. Players must keep track of the origin of each of their special negative levels (since restoration can fix those from energy drain, but not from resurrection).

Critical Hits
Critical hits are resolved via the Critical Hit Deck per the rules of the deck with a couple exceptions. Players can always opt to do standard, critical damage instead of using the deck. Also, when a PC is the victim of a critical hit, the player can decide whether to receive the normal critical damage or to suffer the effects of the deck.

Critical Fumbles
Critical fumbles are resolved via the Critical Fumble Deck per the rules of the deck.

Critical Success/Critical Failure for Skill/Ability Checks
We are using the Variant rule from the DMG (p.34). If you roll a 20 on a skill roll, roll again. If you succeed again, good things happen. Likewise, if you initially roll a 1, roll again. If you fail again, bad things happen.

Gems, Baubles, and Goods
When gems, jewelry, statues, and the like are acquired by the party, the DM will immediately relate the monetary value for these items. This simply makes for easier book-keeping.

Deities
Gods from any pantheon can be worshiped, however, here is a listing of some of the common ones for this setting: Deities of the Bard's Gate Region [I can't link to the list on Epic Words, but my listing is very similar to the one Duke Omote used.  Thanks again for sharing that info, Duke!]

On Being Turned to Stone (compliments of Jonathan Drain)
A character turned to stone can attempt to strike a heroic pose in order to make a better looking statue. If sold, his statue fetches 100 gp times the result of a Charisma check.

Movement
Diagonal movement is 5 ft. instead of the normal rule for diagonal movement (i.e., every other diagonal move counts as 10 ft.). Frankly, the normal rule causes nothing but aggravation for some of us (namely, the DM) and slows down game play. Also, to speed up play, players and the DM may feel free to use the Ranger measuring tool or a tape measure to measure movement. [Frost: This is known as the "anti-Tron movement rule" as I had a tendency to move miniatures like light cycles rather than move them on diagonals because it would always throw off my counting.  I know, for some it isn't that hard, but it was nigh-impossible for this DM once a few beers were consumed.]

Purchasing Magic Items (from the Pathfinder PRD)
Magic items are valuable, and most major cities have at least one or two purveyors of magic items, from a simple potion merchant to a weapon smith that specializes in magic swords. Of course, not every item is available in every town.

The number and types of magic items available in a community depend upon its size. Each community has a base value associated with it (see Table: Available Magic Items). Bard's Gate is a metropolis. There is a 75% chance that any item of that value or lower can be found for sale with little effort in that community. In addition, the community has a number of other items for sale. These items are randomly determined and are broken down by category (minor, medium, or major).

Nonmagical items and gear are generally available in a community of any size unless the item is particularly expensive, such as full plate, or made of an unusual material, such as an adamantine longsword. These items follow the base value guidelines to determine their availability, subject to DM discretion.

March 2, 2010

Gaming Deal - Forbidden Kingdoms

Half Price Books is one of my favorite stores.  I love Borders as well, but they don't sell used books.  Since I have no interest in the current embodiment of D&D, Borders doesn't have much to offer me, gaming-wise, apart from WotC miniatures (which, notably, Half Price Books does not sell).  Half Price, on the other hand, has a decent selection of used RPG stuff and I've found some real gems there.


The latest deal I found there was actually for a book in new condition (I believe it would qualify as a remaindered book).  Forbidden Kingdoms by OtherWorld Creations, in the Pittsburgh area at least, was on sale for $3.00 (original price: $40.00). It's a neat little book (literally, it's 9.5 in. x 7.5 in) that details a cool system for Pulp Adventures.  It's based on the 3.0 rule set, as it was made before the release of d20 Modern.  As such, it has more in common with D&D than those rules. For my simple-mind, that is a good thing. In other words, you could play some Indiana Jones-style games based on the D&D rule set.  As another bonus, its psionics system is well-regarded, so I might use it as a resource if I'm ever crazy enough to put psionics in my D&D campaign.

Half Price has another remaindered d20 book on sale: the Bestiary of Loerem for the Sovereign Stone campaign setting.  This book was $3.00 when I bought it, but I later saw it for $2.00.  I believe this originally retailed for $40 or so as well (I'm not certain as the original price isn't published on the book cover).  Quite frankly, this book is barely worth the $3.00 I paid for it.  The art and product values are great (although barely any of the interior art is by Larry Elmore, despite the Sovereign Stone books being labeled as "Elmore's Sovereign Stone"), but the monsters are just plain boring.

Half Price had quite a lot a copies of both of these books. If you live near a store, pick up Forbidden Kingdoms if you can.  Take a gander at the Bestiary of Loerem and judge for yourself.  Oh, just a heads up, both of these books were not in the gaming section, but were stacked out on the middle tables with the other remaindered books.

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