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Friday, August 23, 2019

Kickstarter - Star Hat Miniatures for DuckQuest Fantasy Role Playing Games



I'm a longtime fan of RuneQuest, having found it first with Avalon Hill's RuneQuest III, but then went back and found Chaosium's RuneQuest II, complete with Ducks. I was in love :)

All that means is that I am seriously predisposed to like Star Hat Miniatures for DuckQuest Fantasy Role Playing Games Kickstarter. It doesn't hurt that Darcy also did a limited run miniature of your favorite dwarven barkeep in the past. Heh


I must say, the Kiwi Dollar conversion to USC greatly favors the US.

Reminder, minis come unpainted.







Thursday, August 22, 2019

Tenkar's Alternate Incantations - 5 More First Level Magic-User Spells for Swords & Wizardry



Talking with Mike Badolato on Tuesday night inspired me to write up the 5 first-level Magic-user spells for Swords & Wizardry. Well, my writing up those 5 spells inspired Mike to write up 5 more spells. We are taking on this project together. This is only the beginning :)

Change Self
Spell Level: M-U 1
Range: Caster
Duration: 1 turn + 2 rds lvl

     This spell enables the wizard to alter the appearance of his form (including clothing and equipment) to appear as any human, humanoid, or other generally man-shaped bipedal creature. The form taken must be within 1 foot in height and 50 lbs in weight of the caster. The caster cannot duplicate a specific individual.

Burning Hands
Spell Level: M-U 1
Range: 5’
Duration: Instant

     When the wizard casts this spell, a jet of searing flame shoots from his fingertips. The burning hands send out flame jets of five-foot length in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 2 hit points of damage, plus 2 points for each level of experience of the spellcaster, to a maximum of 2+20 points of fire damage. Those with a successful saving throw receive half damage. Flammable materials touched by the fire are set on fire and must be extinguished or they are consumed by the flames.

Erase
Spell Level: M-U 1
Range: 30 yds
Duration: Permanent

     The erase spell removes writings of either magical or mundane nature from a scroll or from one page of paper, parchment, or similar surface. It also removes magical runes, glyphs, sigils, and marks.  Nonmagical writings are automatically erased. Magical writings are only 30% likely to be erased, plus 5% per caster level, to a maximum of 90%.

Shocking Grasp
Spell Level: M-U 1
Range: Touch
Duration: 1 round a level

     When the wizard casts this spell, he develops a powerful electrical charge that gives a jolt to the creature touched. The spell remains in effect for one round per level of the caster or until it is discharged by the caster intentionally touching another creature (to hit roll required during combat).
The shocking grasp delivers 1d8 points of damage, plus 1 point per level of the wizard. If the opponent is wearing metal armor or using a metal shield, the caster receives a +5 bonus to hit.

Wall of Fog
Spell Level: M-U 1
Range: 30 yds
Duration: 1 turn + 1 rd lvl

     By casting this spell, the wizard creates a billowing wall of misty vapors in any area within the spell range, in a rough cube shape covering ’20 x ’10 ft. The wall of fog obscures all sight, normal and infravision, beyond two feet. The wall must be roughly cubic or rectangular and at least 10 ft wide.
The misty vapors persist for the duration of the spell unless blown away by a strong wind (which can remove the wall in a single round).

OGL

Art used with permission. Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games. Publisher's Choice - Black & White: Filler Art

Note, immediately above is an affiliate link. Affiliate links keep the beer cold and the lights on at The Tavern.

Wednesday, August 21, 2019

50% off Barrel Rider Games Through August 28th - PDF Only



I'm going to be right upfront with you, my reader. James Spahn, the man behind Barrel Rider Games, is a damn good friend of mine. Dare I say it, I consider him my brother. In addition, James rights some damn good shit. White Star? That's James. Hero's Journey? Yet again. How about all of the White Box releases for Swords & Wizardry? Yes again. Class Compendium for Labyrinth Lord? Yep, and so much more.

All, and I mean ALL of James' Barrel Rider Games releases are 50% off in PDF through August 28th, 2019. Well, except for the ones that are already Pay What You Want.

What are you waiting for? Go forth and shop! ;)

Yep, that is an affiliate link above. Affiliate links keep your bartender in pants. Wait, that doesn't sound right...


Tenkar's Alternate Incantations - 5 First Level Magic-User Spells for Swords & Wizardry

Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games

I was reminded of something in last night's Frog Chat - the Swords & Wizardry spell lists are pretty light. I figured I'd start writing some new spells to add as GM's feel fit to do. Note, not all are inspired by earlier editions of "the one true game" but some certainly are. These spells are suitable for all OSR games, usable at the GM's discretion. Tenkar's Alternate Incantations will be an irregular feature here at The Tavern. Here are five First Level Magic-User Spells.

Alarm
Spell Level: M-U 1
Range: 10' radius per level
Duration: 2 hours

     This spell protects an area of the size described above. Should anything of note enter the said area during the duration of the spell, the caster is made instantly aware.

Feather Fall
Spell Level: M-U 1
Range: 10'
Duration: 1 round
     This spell makes the target as light as a feather. Note, this spell, when memorized, can be cast instantaneously - for example, in response to suddenly falling off a cliff or into a pit. It can be cast on others. Unwilling recipients get a Saving Throw.

Identify
Spell Level: M-U 1
Range: Touch
Duration: Instantaneous

     This spell allows for the identification of the properties of magic items. When the spell is cast, the caster must hold the item to be identified. The spell will then randomly reveal one magic property of the item (some items only have one property). If the caster makes a Saving Throw, the item will reveal a second random property. This process can continue to a Saving Throw is failed or there are no more properties to reveal.

Imbue Weapon
Spell Level: M-U 1
Range: Touch
Duration: 1 hour

     This spell places a temporary enchantment on a weapon of the casters choosing. Although the weapon gains no bonuses for the purposes of to hit or damage rolls, the weapon is considered magical for the purpose of striking creatures that are immune to non-magical weapons

Zap
Spell Level: M-U 1
Range: 30 feet
Duration: 1 round

     This spell sends a spark of electricity at 1 (2 targets at level 5, 3 targets at level 9) target. The target must make a Saving Throw or take 1 point of damage. If the first save was failed, the target must make a second Saving Throw or be stunned for one round, losing all actions.

OGL

Art used with permission. Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games. Publisher's Choice - Black & White: Filler Art

Note, immediately above is an affiliate link. Affiliate links keep the beer cold and the lights on at The Tavern.








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