Brave New Mutant: Year Zero - At the end of the fourth and most recent campaign and campaign set in Free League Publishing’s *Mutant: Year Zero* post-apocalyptic future, there remained...
3 hours ago
A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.So, how would that convert to Swords & Wizardry?
That script, Chainmail, was acquired last year as a free-standing project, based on an obscure game that was also hatched by D&D designer Gary Gygax before he and Dave Arneson launched D&D. It is being retro-fitted to fit the much bigger game creation.Now, Chainmail is not all that obscure, and is at least known of by most of those in the hobby (even if many of those have never seen a copy). It has no where near the pull with the general public as Dungeons & Dragons does tho'. It could be that this is their work around to using the D&D Brand - or not, because as you read further, they might have both companies might have the rights to make a D&D movie.
Hasbro spokesman Wayne Charness said that “Hasbro owns the intellectual property rights to Dungeons & Dragons, period, because of Hasbro’s acquisition of Wizards Of The Coast in 1998.” Insiders on the other project maintain this has come up before, and that in a binding arbitration decision, Solomon prevailed and was proven to hold the underlying rights necessary to make the Warner Bros movie possible.Interesting, as Universal apparently also has a movie in the works:
the project at Universal (is) to be developed as a directing vehicle by Chris Morgan, the scribe behind the last five films in The Fast And The Furious franchise (including the upcoming Fast 6) and 47 Ronin.It almost looks like the D&D Movie Brand has gone OGL ;)
|One of the Most Amazing Game Book Covers - EVER|
The other thing: for each person that posts, I'll reduce the price of Teratic Tome (PDF) -- meaning that if enough people post, then yeah, I'll give it away for free!So, if enough people post, everyone fucking wins. Awesome!
Don't buy the Teratic Tome until after the contest! First of all, you might win a free print copy, or a free PDF, if you're one of the lucky winners.
Second, the minute the contest starts, I'm dropping the price of the Teratic Tome PDF (which is currently at $6.66) by a whopping $2.16 (because 216 is 6 cubed, hail the Dark Master), and for each person that participates in this contest, I drop the price by another two cents.
Therefore -- if 100 people participate, then when it's over, the Teratic Tome PDF will go from $6.66 to $2.50, which isn't so bad. And that's a permanent markdown. Hardcover will also be discounted, not sure how much yet (got to do some lipstick-math on the cocktail-napkin, I'll get back to you). Even if you already have it, by chiming in, you're dropping the price for anyone else who wants it.
If you participate, you automatically get a free PDF of Roll XX or Roll XX: Double Damage, and you could also win print copies of those books, or Teratic Tome (or ViewScream, if you're into that kind of thing), just for talking about your favorite character death. Is that cool? Yes it is.
It should be a blast. Fingers crossed that the proof copy of SlaughterGrid is error-free. And that I can figure out an easy way to get all these PDFs and print copies to people afterwards.
As will be revealed in the upcoming Frog God Games
campaign setting The Lost Lands, Port Shaw and the
Razor Coast exist upon the world known as Lloegyr. The
coastland that comprises the Razor Coast and its environs
lies due south of the primary continent, Akados. To the
east of Akados, across the Irkainian Isthmus, lies the
continent of Libynos. Between and south of them sits
Great Oceanus in whose southern reaches is the stretch
of water known as the Razor Sea. The Razor Sea’s western
extremity is the Razor Coast, from which the sea takes its
name (and vice versa). Many islands dot the Razor Sea as
one sails due east.
To the north, as one approaches the sea’s easternGood stuff!
extremity, float the Aizanes Islands introduced in the
Frank Mentzer adventure, Deep Waters. These mark the
northeastern portion of the Razor Sea and have long
served as a destination and waystop for traders from
Libynos. Many consider the Aizanes, as they are called,
the last point of civilization upon the Razor Sea until Port
Shaw, because to the south of them lies the infamous
Pirate Confederacy, a loosely organized group of island
chains given over by the navies of Akados and Libynos to
the freebooters that call them home and who prey upon
the shipping lanes whenever naval vigilance grows lax.
Razor Coast was originally written for the Pathfinder
Roleplaying Game by Nick Logue, and was edited and
produced by Lou Agresta. For better or worse, I have made
some very significant changes to the setting/campaign, so
Lou’s original introduction, which is to be found here in
the Pathfinder version, no longer fits the subsequent pages
One of the signal differences between the two
introductions is that Lou introduces the Razor Coast as
a pure sandbox campaign, which, in the language of the
so-called “old schoolers” is not entirely correct. It’s true for
Pathfinder—don’t get me wrong—but over the years, the
definitions of the words “sandbox” and “campaign” have
evolved to have a very different meaning than many Swords
& Wizardry players might use...
In the case of the Swords & Wizardry version, we had
in addition to myself a tremendously talented team of
adapters: Skeeter Green, James Redmon, and Jeff Harkness.
Our goal was to supplement the double-barreled adventure
sequence that weaves through the Razor Coast with
sandbox tools, such as the random encounter chart, and
also to downplay some of the elements that were originally
designed to move the adventure sequences forward, thereby
making it easier for the players to go on side-adventures
without causing undue grief to the hardworking Referee.
By doing so, I think we have successfully navigated – if the
gentle reader will pardon me the nautical analogy – a safe
channel between the shoals of “paralysis-by-too-manychoices”
on the one hand, and the sharp rocks of “tooscripted”
on the other hand. Some readers will no doubt
feel that the balance we have struck is neither the finest
nor the fittest that could have been achieved, for this is the
nature of a balancing act. However, there are many pure
sandboxes, and many pure adventure-sequences, but not so
many books that weave the two together. The book you are
about to read is something extremely appropriate to its own
subject matter—a hybrid form.
From this point onward in the introduction, you
are reading a highly-edited version of Lou Agresta’s
introduction to the Pathfinder version, adapted to
the nature of the Swords & Wizardry version. I have
removed his signature from the bottom, because I have so
dramatically altered the details of what he wrote.
Good Gaming in the Demesnes of the Pirates!
— Matt FinchNow I'm really excited to dive into this, maybe as a side diversion during the summer months, when it's hard to get the weekly group together... weekly ;)