Friday, November 15, 2024

Free Magic System for OSR Games - Not Everyone Loves Vancian Magic

 

Free Magic System for OSR Games - Not Everyone Loves Vancian Magic 


Schools of Magic and Sub Class

Alchemist - External, Scientist, Herbalist, and Internal Alchemy
Spiritualist  - Gypsy, Tribal Shaman
Mentalist / Psychic  - Order of the Thought Police
Elemental / Forces - Fire Mages
Fate / Luck / Entropy - Gambler, Assassin
Time  - TVA Agent
Blood / Life  - Healer, Vampire

In some instances, the schools can combine

Alchemy / Entropy / Life - Order of the Viper's Kiss the Masters of Poison. 


Spells outside of Cantrips and Simple Rotes are time consuming at best
To Cast Complex Magic there are 5 Steps

1. Initiate the Spell - tap into the power
2. Construct - The words and other essential components must be presented (sacrifices)
3. Expand - Flesh out any 2nd & 3rd Effects the caster has in mind.
4. Incantation - actually speak the words without interruption.
5. Proclaim the Power - Point, Glare at, Wave at, and Signature Dramatic Pose at

As you can see this can take time.  Time can be worked out between Player & GM.  Shortcuts can be discussed and agreed upon.  The other player did not need their favorite magic toy anymore. 

Steps 1 & 2 Require Fuel

Personal Life Power - take damage that takes 2x longer to heal

Stored Magic - Everyday for a couple of years the mage has squeezed a blood tear into a sacred jar for the magic.

Squeezing / Ripping mana from rare items

Sacrifices - another whole herd of unicorns gone.

Tapping into a Ley Line / Vein of the Universe - On top of the Sacred Mountain as the comet streaks across the sky unlimited power can be had.

For those not happy with Vancian 

Sunday, January 22, 2023

My Easy D8 Combat Distance Chart

 Yes I know there is a great one in the AD&D Books. This one is easy and it gets hard the deeper in the dungeon they go

Roll D8

  1. 3 to 7ft away

  2. 8 to 12ft away

  3. 12 to 21ft away

  4. 23 to 28ft away

  5. 29 to 35 ft away

6 37 to 48ft away

7. 50 to 62ft away

8. 65 to 75 ft away

9. 77 to 90 ft away

10 97 to 120ft away

11 125 to 145 ft away

12 150 to 240 ft away

Outdoors +4 to roll... Dungeon Lvl 1 +3. Lvl 2 +2 Lvl 3 +1 Lvl 4 :)

Thursday, January 19, 2023

My House Rulez for Blanc Box

House Rulez I came up with for Blanc Box TTRPG 

 So my simple dungeon movement rate was

Warrior 6 squares, or 7 if no shield, 8 if no armor at all

Priest / MU 8 Squares

Most Monsters Moved at 7 - Flyers at 10, and horses at 9

***Shield soaks 2hp of damage a round but breaks on 2 in 6 chance after every soak (roll of 1 or 2 on a d6).

Leather Armor soaks 1hp breaks on 1 in 6 chance **heaviest armor that can be used with Sneak Skill. ***Shields can not be used with Sneak Skill.

Chain Mail - 2hp breaks on 2 in 6 chance. *** Heaviest armor that can be worn and cast spells with by Priest. MU can not wear armor and cast spells. MU may use shield.

Plate Mail - 3hp but breaks on 3 in 6 chance.


My Easy Skill System - make a list of 2-24 skills

Warrior gets 4 to start and 1 new every 3 levels *with skills the warrior could do Thief Stuff

Priest 5 to start and 1 new every 4 levels

Mage 6 to start and 1 new every 5 levels

Skills are 1 shot either per adventure or game session - GM's Choice. It is suggested to declare this before the adventure starts.

Using Skills gives a +1 to the target number making it easier to roll under it.

Using a Tool gives a +1 to the target number making it easier to roll under it. *** Tools break or need to be serviced on a 1 in d6 chance after each use.

Skill and tool use could be combined. Using Lock Picks and a Tinker / Lock Pick Skill giving a +2 to the roll.

A Nat 20 is always a Crit Failure in a roll under game

Tuesday, January 17, 2023

Back to Lamentations News - Book of Antitheses a review!

 Yes I still do use LOTFP from time to time! 

This is one of the best GM / DM Advice Books out there 


https://youtu.be/DnXIUQ9bhOw

Blanc Box a new Non WOTC OGL OSR Game

 Can be found here Blanc Box: A Creative Commons Fantasy TTRPG by elmarcotote123 (itch.io)

Options for D20 or D6 Based Roll Under Mechanics 

This is a very playable system to replace other OSR Systems 

Blanc Box is a win win 



Monday, January 16, 2023

All is not well in TTRPG Industry! Behold the Evil of OGL 1.1!

 Wow has 2023 started off with a whirlwind. Several of my favorite games are reworking their titles in an effort to remove themselves from the WOTC OGL 1.1 forever. 


Pathfinder has ORC coming up

Basic Fantasy is working on a new Creative Commons License

The Black Hack is conducting a review to see what can be done to remove the WOTC OGL


There is a lot going on in the TTRPG Hobby. 

A lot of us feel the OSR will not be the same.  Too early to tell if this will be a good thing or a bad thing. 

Wednesday, September 21, 2022

A most amazing monster manual / folio from 1910

 Who knew they gamed back then? 


https://digitalcommons.unl.edu/cgi/viewcontent.cgi?article=1008&context=nebraskianapubs

Wednesday, July 6, 2022

My Campaign Leveling System for EZD6

 

My Campaign Leveling System for EZD6 by DM Scotty * borrowed a bit from Space Gamer Magazine


Level 1 = 1 Hero Die (monsters and villains gain at Level 3)


Level 2 = +1 more Inclination (monsters & villains gain at Level 4)


Level 3 = +1 more Hero Die (monsters & villains gain at Level 5)


Level 4 = +1 more inclination +1 more Strike aka Wound (monsters & villains gain at Level 6)


Level 5 = +2 more Hero Die (monsters & villains gain at Level 7)


Level 6 - +1 Spell Resistance Rolls +2 d6 either (1) Loyal Retainers, (2) Fan Club (3) Cortege (4) Apprentices (5) Family (6) Disciples (monsters & villains gain at Level 8)


Level 7 = +1 more Inclination +1 more Strike (monsters & villains gain at Level 9)


Level 8 = Gain a Magic Steed +1 Scroll from Group 4, and 1 Scroll from Group 5 (monsters & villains gain at Level 10)


Level 9 = +2 more Hero Dice + Gain a title and domain if char does not currently have one (monsters & villains gain at Level 11) +1 More Inclination 


Level 10 = All Rolls against character are at -1 (monsters & villains gain at Level 12)


Level 11 +2 more Strike +1 Inclination (Never avail to monsters & villains)


Level 12 = All Rolls against character are at -2 (Never avail to monsters & villains)


To gain level at end of session players will argue with RR for Ignobles. All 9 of the Ignobles must be checked off to gain the next level. Players cannot check off Ignobles for next level until all checked off for current level. No forging ahead. The deeds must become ever greater and challenging.

Adventure / Travel /Intrigue
Bard’s Tale / Fame / Triumph
Battle / Military / Strategy
Crafty Deeds / Cunning Skill Use
Magic / Fathoming the Unknown
Desires Fulfilled / Profit / Power
Prudence / Forethought
Growth / Leadership
Heroics / Audacity / Wounds


****This is an old system from Red Dog at Space Gamer Magazine

Friday, September 3, 2021

Information and link to The Fred Funk Memorial Game Free PDF

 This is a link to the Funk Memorial Game 

Contains the Funk World and Fred Funk's Mashup of Arneson's D&D and Gary's D&D. 


http://oddwiring.com/projects/FredsWorld/review/Fred%27s%20World%20-%20First%20Edition%20Collection.pdf


This is 99% complete game world

Go have fun!

Wednesday, January 13, 2021

All about Karameikos - Good Source of Info

 Great video from Mr. Welch the main vein source of info on Mystara 


https://youtu.be/mMqhnCZeBqc



Wednesday, November 25, 2020

Great Mini List of Secrets to help kick off any game.

Great Mini List of Secrets to help kick off any game.  


Give the players each a terrifying secret

1. Your family line suffers from Lycanthropy. You may change one full moon. 2. You accidentally married into a family of Thieves and Assassins. 3.The City Mayor lost the signet ring in a tavern / brothel you found it. You pocketed it. 4. You left a party last night and accidentally took a cloak that did not belong to you home. 5. You lost a lot of money gambling and some stranger fronted you for a favor at a later time. 6. One or both of your parents are wanted for a long list of crimes. 7. You secretly adopted or have been feeding a baby monster in the woods. 8. You are a disease spreader / Typhoid Mary type. You know it. Possibly infected the whole party

Thursday, November 5, 2020

Mystara - Wrath of the Immortals PDF is FREE at DriveThruRPG

 Not sure if this is just for a limited time or what. 

https://www.drivethrurpg.com/product/284479/Wrath-of-the-Immortals


PS I hope to set up a time and get the game running again in the next 90 Days or so.  



Wednesday, August 19, 2020

Sorry to announce that gameplay is suspended

I just accepted a 16 Week 7day a Week Contract.   Just not able to continually run a game. 

Really whish I could have ran the adventure.  Sometimes sacrifices have to be made. 

Monday, August 17, 2020

Session 7 – 8/16/2020 Goblins, Orcs, Humongous Spiders, and Giant Mushroom People

 

Session 7 – 8/16/2020 Goblins, Orcs, Humongous Spiders, and Giant Mushroom People

Session 7 picks right up after the battle to clear the Pentagram Room with the Coffin. The Party is still sorting out treasure and what this is all about. The Double Doors to the NW open up and out come over a dozen Goblins & Orcs. Some gun fire goes off and the room is full of smoke however most of the Evil Horde has fled the battle field. However their leader is a very capable monster. In a few rounds he has them back only to find himself caught in a hold person spell. The rest of the horde falls to the Party’s Blades. Haffie was furious with a little goblin for instead of attacking it stole his Bag of Holding.

The looting of the bodies was underway. The Party found little monetary fortune but the horde was loaded with useful magical items. Most happy was Felix the Catian at finding a Quiver of Magic Arrows. Haffie recovered his Bag of Holding. Everything was still in there. Turned out the Little Gobly was wearing Gloves of Thievery. Who equips Goblins with such things?

Having found the Goblins Room was just a mercenary barracks. The Group of Adventurers heads out and checks the Secret Door. It is a very long hallway and leads back to the Teleportation Circle Room. The Party realizes there are two doors they have not opened near by. Door One has Four Humongous Spiders in the room. The party is in one of their most dangerous fights. Several members are bitten and infected with Spider Venom.

Once the Party was sure to win the Girl from Greyhawk they rescued from the bottle ran up the stairs to Level 1 of the Dungeon. The Cleric is working some serious OT to patch the Party back up. Do they dare open Door #2?

Yes they do. Insides is a Giant Intelligent Squid / Octopus Creature Sitting on a throne. This is some sort of Throne Room it appears. Most Importantly the beast on the throne has Six Magic Swords held in it’s tentacles. The Young Lady Vaelana feels uneasy around the tentacled beast. The Adventurers CHARGE Attack it. No talking this time. Soon the party has six more magic swords and fresh calamari. They double check the maps they have been making. There should only be one unopened door left. Of course it was the door the Manticore opened and went through.

This is a very big room. The biggest one yet. It has a raised section with stairs. This raised area appears to be a Mushroom Man Farm. There are Seven Giant Mushroom Man Warriors in this room. While the Party is taking in the room and making plans. The Mushroom Man Princess shoots Magic Missiles at them. Then two more Mushroom Men fire Magic Missiles at the party. In this most dangerous fight Steve the Elf is brought to within a second of his life. Vaelana is just able to get to him in time with a Cure Serious Wounds Potion.

The Party is beaten and retreats. While taking a second to make plans. The Cleric uses one of the two charges on his Hat of Making Friends. Along with his Sanctuary Prayer re-enters the Mushroom Man Room. The rest of the Party unsure what to do. They wait for a few minutes. It is worth it as the Cleric comes out dragging a huge chest of magic items. He says peace is made with the Mushroom People. The Party begins the job of hauling all the stuff topside to the camp. After a little rest they make their way towards Teagora’s Manor.

Session 7 End

Saturday, August 15, 2020

One way to get new players more comfortable with Old School Type Games

 

To help with bringing new players in 


A lot of people feel lost when coming over from Modern TTRPG's to OSR Games. A good way to solve this is to stop talking in rounds and turns. Instead say for the next 1/2 minute my character is doing this. A Player or GM could say for the next ten minutes or half hour my character is doing this.


It seems to be nothing but it makes a nice change.

Tuesday, August 11, 2020

Session 6 – 8/9/20 It’s a Spa Treatment

 

Session 6 – 8/9/20 It’s a Spa Treatment

Felix Darklight the Catian – Greg

Steve the Elf – Tony

Hathyra (Haffie) – Tim

Vaelana from Minrothad - Arkathenia

Gunnar Hallkel – NPC

Young Heroine Vaelana from the Minrothad Islands was just rudely wakened from a nice nap in her warm relaxing bath. Troubled as she does not remember getting in the bath. She remembers sneaking around in the dark stinky dungeon. She was trying to find a book and some other trinkets. There was a lot of screaming, roaring, and banging of metal going on in the next room.

Then a Gun Shot! All of a sudden a giant horrendous beast came rushing and screaming into the room followed by some men and an elf. One of the men said something about finish the troll off. The others then attacked it and the troll was soon finished.

Introductions where made and the party of Gentlemen decided their duty was to see the young lady to the surface. She got out of the spa tub. The others called it a cooking pot. A strange spa with onions & carrots. She quickly got dressed and was able to find all her gear. With that they proceeded out of the room / troll den.

Down the hall was a door that had not been opened yet. Turns out a witch was inside along with a big teleportation circle. The New Girl Vaelana was able to blind the foul creature with a Light Spell in the Witch’s Eyes. The Party was able to subdue the blinded Witch. Haffie questions the Witch asking for the location of Lost Fernando. The Witch seems not know who Fernando is. Before Haffie can slit the throat of the witch. The others ask the Witch for the location of the Girls in the Bottles. The Witch tries to lie and is caught. She then confesses and gives directions to a room. Haffie smiles and does what he does. The Witch is dead. Vaelana is somewhat shocked by this, but she comes from Minrothad a Land once famous for it’s viscous survival of the fittest.

They march out into the hallway. Now with a map to one of the Girls in the Bottles they have sworn to save. They search the door and find a trap. They are fortunate and able to disarm it and open the door. Big dark room with several columns in it casting shadows. Right in the center of the room they see the big glass bottle and a girl inside it. At that same moment they hear a sound and see a Blue Worm. This is the younger larval form of the purple worm. It is a long vicious battle. Although just a larval blue worm this is the most dangerous opponent the party has faced yet.

Young Vaelana collects her wit and cast Unseen Servant. She directs the servant to open the giant bottle and get the girl out. Meanwhile the rest of the party takes a beating from the monster. A few rounds later the girl in the bottle charge attacks the Blue Worm. Killing it with Cause Critical Wounds. She introduces herself as Lady Alicegouza Knight of Amazonia Paladin of Kythria. With the worm dead there was a mad rush of spellcasters over to the desk and bookshelf in the corner of the room. The Cleric Gunnar was busy with healing the wounded as the true battle over the small library of books had begun.

On the desk they found a opened letter.

Letter from Bakalgu of Ethengar to Daughters of Alicearaina

The Spell Works. The Old King of Vestland is now our undead slave. I'm keeping him in the Temple of Tssathagoa in Heldanne.

The Heldanne Barbarians have proved most useful. We will soon have a ritual to unlock the power of the Sorona Crown.

Reading this letter did not sit well with the party. In addition they found another unopened door in the room.

Upon reading the letter the Paladin who was freed from the bottle suddenly says, “I have work to do thank you for freeing me.” Then she teleports away.

The party works up the muster to go open the remaining door in the room. It opens in to a small room with a door at the end. They open this door. It has a door behind it with a warning. Very carefully they open this door. Carefully peeking inside they see a full grown adult manticore. It sees them and roars.

The manticore is very fast and overtakes the fleeing party and blocks their way. Seeing their way blocked by the mighty beast the party reverses course and runs back the way they came. The manticore sighs and opens a previously unopened door and steps inside. Then locks the door behind him.

Carefully noting the door down. The party goes back to the room they found the beast in. They find two more doors. One of them a secret door. They decide to open the secret door first. Apparently it was a secret vault. It has two more secret doors and a lot of coins. Huge piles of riches.

They decide to open the farthest away secret door. It opens in to a large room lit with torches in a circle around a pentagram on the floor. Inside there is an insect man, pile of coins, backpack, girl in a bottle, coffin, and a note on the floor. Some of the party helps free the girl in the bottle, while others collect coins and search a backpack. The insect man appears peaceful and helps with freeing the girl. Insect man tells them their friend was here. They find a note from Fernando. He says he has gone off to Teagora’s Manor ahead of them with some new allies he has made.

The girl that was rescued from the bottle tells them she is Princess Alicema of Castle Greyhawk Councilor to the Duchy of Ten. They show her a map they found earlier of a land called Greyhawk. She verifies that is her homeland. During all this Young Vaelana snoops around the coffin. The coffin suddenly springs open and a monster jumps out swinging a sword. Vaelana suffers a viscous attack.

Soon the whole party is in combat with the monster. This beast is strong but it is not long before it is recognized as an unholy undead. The Princess Alicema of Castle Greyhawk tells everyone to move away she will turn the foul wretched undead. Instead she turns it into a dust. The Cleric Gunnar is most impressed with her power.

This is the End of Session 6

Friday, August 7, 2020

OSR Must Have Documents for the GM

 OSR Must Have Documents for the GM

Beasties by Thomas Denmark

Ford's Faeries 

Cthuloid Bestiary

Varlets and Vermin

Terratic Tome

Thousand Thousand Islands

Creatures of Near Kingdoms 

Fire on the Velvet Horizon


Sunday, August 2, 2020

Session 5 – Oh No Trolls and More Trolls


Session 5 – Oh No Trolls and More Trolls

Felix Darklight the Catian – Greg
Steve the Elf – Tony
Hathyra (Haffie) – Tim
Gunnar Hallkel – Conrad

Before going down to Level 2 the boys change their mind and decide to check out the two unopened doors on Level 1. First Door has a bunch of Undead Skeletons behind it. They make quick work of them.

The room was some kind of armory and was full of fun useful stuff. Overloaded again with loot they go back to the main entrance and drop off the stuff. On the way to the staircase down to the next level they pass the last unopened door on Level 1. I guess the temptation was too much? It opened up into a huge cavernous room. They carefully enter. Find some piles of coins. Do a little exploring and find more piles of coins. Aren’t they lucky?

Really excited now they explore a little deeper into the room. They find more coins? No they found a big hungry troll! Huge battle and lots of carnage latter. Some came close to their deaths. They eventually overwhelmed the said troll. Only to just catch a glimpse of another bounding towards them. The party has it’s most fierce battle. Amazingly they dropped the second troll. More piles of coins where found and other treasures.

The party heads topside to recover and look over what they found. In the morning they part with the NPC camp topside and head back down in the dungeon. On their way to level 2. Level 2 is initially chaos. The Cleric somehow stepped through a door (Still not sure how Roll20 glitched and let him inside the room with the door shut). (however it was hilarious)

Inside the room was a Fairy Dragon with rainbow butterfly wings. Who instantly released a hallucinogenic gas cloud on the cleric. At this same time Haffie walked into a Gelatinous Cube in the hallway. Luckily the other party members got him out alive. The Fairy Dragon comes racing out of the room he was in.

Runs into the rest of the party. Words where exchanged. Talking instead of fighting? It turned out the dragon just wanted to go home. The witches caught him and where trying to tame him into a familiar. The party let him go.

Now the fun was over as they realized that Level 2 was no joke. The party settles down for some serious and careful questing. They open a couple of more doors. Then they open a door and Trolls.

Session 5 Comes To A End

Monday, July 20, 2020

Session 4 Deep In The Dungeon With A Leashed Witch


Session 4 Deep In The Dungeon With A Leashed Witch

So after all that teleporting around and fighting. The team spends some time mapping things out and trying to get back to where the teleporter fun started. They still had to find where the surviving ratmen and frogmen had gone. It was not long before they found the entrance again. They said goodbye to the surviving sacrifice girl they rescued from the witches.

They then went to the Teleporter Room and begin checking out the doors they never got a chance to open. Some more combats ensued. A memorable battle with a Giant Spider. After a while they found the Frogmen.

The frogmen had a new friend with them. A Witch of some power and dark evil. The Cleric Gunnar Hallkel moved into battle the Witch. The rest of the party prepared to battle the Frogmen. Gunnar was able to use his Staff of Hold Person on the Witch. Unfortunately the Witch used the Spell Command on him. She ordered him to Flee. The rest of the party finished off the frogmen after a couple more rounds.

They took the Witch as a prisoner. They made her give up some secrets. She took them to a room with 3 crypts. Inside one of them was a ring of keys. They make the Witch take them to a room with some treasures. Feeling they had gotten all the use they would out of her. Haffie then slit the throat of the Witch.

This Ends Session 4