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Monday, May 13, 2013

Win a Print Copy of the Teratic Tome and Other Fine Prizes - Just Tell Us About Your Favorite Character Death


Welcome to Tenkar's Tavern, where the beer is always cold and adventurers are always welcome. Today we are celebrating the release of SlaughterGrid (I will post a review before the contest is over - I started peeking tonight with an advanced copy - "genocidal halflings" - I'm already hooked;) freebies and a contest with some awesome prizes.

Here's the instructions straight from +Rafael Chandler:

What you need to do is post your nastiest character death as a comment to this here blog post -- tell us how he/she died! I'm looking for brutality, grotesquerie, humor, or preferably some combination of the three.

Three winners will get free books -- just pick a book from the list below and I'll mail you a copy. (I'll also email you the PDF.)

* Teratic Tome
* Roll XX
* Roll XX: Double Damage
* Spite
* ViewScream

Three other winners will be chosen at random! Same deal, you'll get a free print book (and PDF). 

Not only that, but everyone else who participates will get a free PDF copy of Roll XX or Roll XX: Double Damage (your choice). Just for posting about the unpleasant death of one of your RPG characters, you get a free PDF!

Finally, I'll be knocking $2.16 off the price of Teratic Tome (which is currently $6.66 for the PDF). That'll bring it down to $4.50. And for every person who participates in this contest, I'll knock another two cents off the cover price. So if 100 people post at Tenkar's Tavern, that'll bring the price of Teratic Tome down to $2.50, which is a steal.

I'll also discount the print version by the same amount.

The contest will be open for entries for 72 hrs after going live.


So, you want everyone to get a PDF copy of the Teratic Tome for a steal or even cheaper, for free (we would need 250 entries for that to happen)? Share this blog post to G+, Facebook, Twitter, Forums - wherever! The more that enter, the cheaper it gets! Besides, everyone should have a copy of Roll XX ;)

Comments on G+ and the like are nice, but are not counted as entries for purposes of this contest. Sorry, them's the rules :(

Some links:

Rafael's Webstore

SlaughterGrid on Lulu

SlaughterGrid on DriveThruRPG

SlaughterGrid Blurb:


Created by genocidal halflings aeons ago, SlaughterGrid is a strange and gruesome dungeon, avoided by all save the bravest or most foolhardy of adventurers.

This module features:

This module features:
* An 18-area mini-hexcrawl to start you off
* A three-level dungeon with 55 encounter areas
* 32 new monsters, including stygiacs, gold-whores, progenitors, and necro-otyughs
* Weird treasure, dangerous magic items, and unpleasant surprises
* Rules for thieving abilities, schemes, and weaponized monsters

If you thought Teratic Tome was pleasurably vile, then you will like this adventure module. If you are not sure that you want to experience something that is "pleasurably vile," then this is probably not for you.


Sunday, May 12, 2013

Contest Week Kicks Off At the Tavern Monday Morning - Teratic Tome, Roll XX and Razor Coast!

Monday morning (tomorrow), probably around 7 am NYC time or so, I'll be putting up the post for +Rafael Chandler 's "Best Character Death" Contest to celebrate his latest release, SlaughterGrid.

Look at the pretty picture please!


Here's the instructions directly from +Rafael Chandler :

What you'll do on Monday morning is, you'll mosey over (to this here blog), and you'll post your nastiest character death (on the contest post, which will go up Monday Morning) -- tell us how he/she died! I'm looking for brutality, grotesquerie, humor, or preferably some combination of the three. 
Three winners will get free books -- just pick a book from the list below and I'll mail you a copy. (I'll also email you the PDF.)
* Teratic Tome
* Roll XX
* Roll XX: Double Damage
* Spite
* ViewScream 
Three other winners will be chosen at random! Same deal, you'll get a free print book (and PDF). 
Not only that, but everyone else who participates will get a free PDF copy of Roll XX or Roll XX: Double Damage (your choice). Just for posting about the unpleasant death of one of your RPG characters, you get a free PDF! 
Finally, I'll be knocking $2.16 off the price of Teratic Tome (which is currently $6.66 for the PDF). That'll bring it down to $4.50. And for every person who participates in this contest, I'll knock another two cents off the cover price. So if 100 people post at Tenkar's Tavern, that'll bring the price of Teratic Tome down to $2.50, which is a steal. 
I'll also discount the print version by the same amount. 
Who's in?
Easy enough, right? So, post on tomorrow morning's post to qualify to win. I'm not sure how long Rafael want's to leave the contest open, but I suspect 24 hrs will be the minimum. It might also be the maximum I know now, 72 hrs, so don't wait forever to post!

Later on in the week I'll be giving away a copy of the Swords & Wizardry version of the Razor Coast PDF curtesy of the fine folks over at Frog God Games. That will go up sometime after the first contest closes. No details yet, but I am personally dying to run this (still need to finish reading this sucker) and I expect there are others that would love a copy.

Damn full week of contests and free stuff this week at the Tavern. Exciting times!

(This is NOT the post to post your character deaths!)

The Orc King and His Merry Horde (Swords & Wizardry)

Art by Eric Quigley - used with permission

Orc King (Horde Leader)

Hit Dice: 6 (35HP)
Armor Class: 4 [15]
Attacks: 1 by weapon type
Saving Throw: 12
Special: Inspire
Move: 12
Alignment: Chaotic
Number Encountered: 1 (with 30-300 Orcs)
Challenge Level/XP: 5/240

Orc Kings are rare but dangerous adversaries. Whereas ans Orc Chieftain may lead a group of orcs numbering in the dozens, an Orc King may lead a dozen chieftains and hundreds of orcs.

When an Orc King is on the battlefield, all other orcs under his banner have +1 to attack and damage due to his leadership and are much less likely to break and run.

On his own, an Orc King isn't too much of a threat, but leading a horde of orcs can make him nigh unstoppable.

Sandbox, Adventure Path, Megadungeon or Something Completely Different?

Different strokes for different folks. Or groups. Or "just because" ;)

Currently I'm running Rappan Athuk, which is a Mega Dungeon with more than a single rail - multiple ins and outs from each level (and the possibility to bypass levels) and players can easily stumble into areas and opponents beyond their capacity to dispatch - "Oh Shit! Run!" most certainly applies.

So, not a "sandbox" but not strictly "railed" either.

My other irregular campaign just kicked off, and initially it will be more of an "adventure path" until the players build up some character knowledge of the area, and which point it will transition to be more of a "sandbox" in nature.

As most of you know, I am immersing myself in the Razor Coast "setting", which is what the Swords & Wizardry version reminds me of. There are pre-plotted events and paths that will be going on (enough so that some GMs may feel overwhelmed - my instincts are to just fudge and handwave some events as needed) but the presentation is one hell of a detailed "sandbox" with plotted events.

Hmmm, I guess I use or feel comfortable with multiple campaign styles and none of the games I run (or plan to run) are strictly one style or another.

As a GM, do you ave a preferred style, or does it change with game and group needs and desires?

As a player, do you have a preferred game style?

Saturday, May 11, 2013

What's Going on With Tenkar's Landing?


Talk about getting sidetracked, I haven't touched Tenkar's Landing for ages it seems (actually, nearly 6 weeks)

Consider this placed on a back burner for now, at least as far as anything beyond what I need for my irregular Sunday Morning Crypts & Things / S&W game.

Why, you may ask?

I've been dragged into the far depths of the Razor Coast. I'm only about 10% into the main book (plus having read the Freebooter's Guide) and I'm already thinking of ways to kick off a party of newbs into the campaign instead of moving established characters there at levels 3 or 4.

So yeah, the shark bit me.

Actually, I think the Bard Class I'm working on would do very well in the Razor Coast setting. Information can be more valuable than gold, especially in Port Shaw.

I'm still working on Tenkar's Landing as a swords & sorcery type setting, but as I said above - just what I need for the game, at least for now.

Building a Better Bard - A Re-Imagining III- "What a Fascinating Turn of Events" (Swords & Wizardry)

Alright, lets see what other uses we can get from the Cleric's Turning Chart (reproduced here for your ease of reference and mine).


So, how different is a Bards "Fascinate" ability from a "Turn Undead" ability? Not much really.

Here's how it works in 3e:

Fascinate (Sp)
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?

The check would be made against the Turn Undead Table as indicated above. Success would prevent the affected creature from taking any other action. Can not be used in combat, so your party would have to have no weapons drawn when you encounter the individuals your want to fascinate. Works well on town guards, less so on dungeon guards.

A "T" on the chart or a roll 10 better than needed for success on the Fascinate roll allows the bard to attempt to implant a suggestion (normal save). A "D" result imparts a further -2 penalty on the target's save.

One attempt per day per at level 1, increasing by one more use per day per 2 levels, so two uses at level 3, three uses at level 5, etc. Maximum number of targets per attempt follows the same formula, but each would get their own D20 roll on the chart.

Hmm, that covers Fascinate and Suggestion.

(nice - 12 S&W Content Posts in 11 days - building myself a cushion if I miss a day later ;)

No Game Tonight, So Time to Read & Write...

Being that it's Mother's Day weekend and some members of the group have a busy couple of days, we decided to take tonight off. Same goes with my Sunday morning group, but that group is probably on hiatus until the end of the month.

So, with all of this free time, what shall i do?

Finish watching Le Mis with the wife? Even she doesn't want to finish the Hugh Jackman flick. Heh

Instead, I think I'll read some more of the Razor Coast (I've started Chapter 2 "How This Work" and I'm really digging the various Plot Arcs) and do some writing on the S&W Bard Class Revision as well as a piece I owe +Andrew Shields . I mean, Andrew is almost single handedly rescuing Axes & Anvils from oblivion - the least I can do is an essay for one of his various projects.

Read, write and write some more...

It's gonna be a good evening ;)

Playing "The Domains at War" - Subtitled: How to Fuck Up a Playtest

Last night I participated in a playtest of Autarch's Domains at War. It shows much promise but we did our very best to prevent any actual testing of the rules in question.

Let me explain. We were divided into two groups or armies. Each group of 3 to 4 players sat on opposite sides of a nice size conference room. The set up rocked. Each side had it's own map and it's own referee. Yep, we were playing a multiplayer double blind wargame. I was having flashbacks to my own college days.

The goal was to get to Dwimmermount while securing your supply lines and gaining allies while preventing our opponents from doing the same. We went with light and fast troops and no siege engines to slow us down. We quickly made an ally of Muttontown or Nutterburg or whatever it is right outside of Dwimmermount. All the while using our skills and spells to spy out our enemy.

When we found them, they were seeking allies in a fortress full of undead. The thing is, at that point we had found Dwimmermount and proceeded to loot the first level before encountering some difficulties in the second level. Never did see the rats with their stacks of coppers damn it!

The funny thing is, both sides were working off an overall strategy of securing one's positions and the two armies never did engage, which is a shame. We almost attacked our enemy in the last turn played, but they were secure behind their fortress walls and undead allies. So, we never actually tested the combat rules, but we did get to try out the double blind system, which I suspect will work much better in cons and less so at the kitchen table, but your mileage may vary and the rules are still under revision.

I had a blast, even without getting into mass combat. I explored part of the second level of Dwimmermount and lost a level to a wight. Yes, Virginia, there are wights in Dwimmermount. Be afraid. Be very afraid.

I'm happy I'm a backer of this kickstarter, but I'll be using the mass combat rules on a smaller scale I suspect, and the double blind won't be needed as it will be the PCs against the world ;)

Building a Better Bard - A Re-Imagining - "Turning is Learning" (Swords & Wizardry)

I've been giving some thought to using the Cleric's "Turning Undead" Table with some of the Bard's special abilities. It's remarkably flexible.

Let's look at it in depth:


It gives a "challenge level" vs "character level" chart.

Let's look at this chart as a way to resolve the "Lore Ability" checks historically associated with D&D Bards.

Say the Bard is looking for general lore about the City of GreenDuck. It's a large, ancient and continually inhabited city. Basic info / legends would probably be a CL 1, while having knowledge of the sewers beneath the city may be a CL 3 and knowing useful secrets of the Mad Mage's Crypt may be 5 or higher.

Command words could be given a set difficulty based upon the rarity of the item, or the DM could roll a D12 to set it.

A "T" result automatically returns some useful information while a "D" result reveals something specific - like: "The Green Demon of Nstytul's Never Completed Dungeon has a weakness for Dwarven Ale and will never turn down a drink". Even with a "T" or "D" result on the chart the player must still roll a D20, with a roll of a "1" indicating failure. No one ever has complete knowledge.

I'm thinking on how to use the chart with "Charm" / "Fascinate" abilities.

Friday, May 10, 2013

Building a Better Bard - A Re-Imagining (Swords & Wizardry)

In May of 2011 I designed a Bard Class for S&W that made it into Knockspell #6 (one of two versions within that issue). It's "okay". By that, I mean it was pretty good in my eyes back then, but I believe I can do it a bit better this time around. Well, that and I can design it with Swords & Wizardry Complete in mind (first time around I'm fairly sure I was working off of Core)

Yes +matt jackson , I'm going to re-imagine the bard, flavored from the celtic tradition just a wee bit.

This time around I have some good thoughts on using the Cleric's Turning Undead Table in relation to his Charm / Fascination abilities such as they are.

Already have the 1st level spell list (I think):

Charm Person
Detect Magic
Faerie Fire
Light
Read Languages
Read Magic

I'd work on it tonight, but I have some playtesting to do tonight for Domains of War ;)


Walking Along the Razor Coast - A Look at Port Shaw and a Shammie

Did I mention that I find myself getting totally immersed in the Razor Coast setting material? I've moved from the Freebooter's Guide to the Introduction to the Razor Coast  in the main RC book. The backstories of the NPCs are incredibly in depth. They have real motivations that have definitely roots in their backstories. Razor Coast is full of roleplay possibilities and I've barely scratched the surface. Yep, just 30 pages into the 426 page book.

Now, I have a question. It's mostly aimed at you, my dear readers. There is a member of a broken adventuring party that is a Half-Orc Shaman of no small ability. So, it's his class, but it's not given a level, but based upon the spells he has memorized, he can advance fairly far in the profession.

Would we like a Shaman class for Swords & Wizardry? (of course, if there already is one floating around, the point may be moot - or not, as variation is the spice of life)

I have 21 days left in my personal Month of May Swords & Wizardry Posting a Day and it might be a fun thing to pull together.

I see it limited to humans, half-orcs and humanoid NPC races (unless you allow humanoid races ;) Weapons more primitive by nature (club, dagger, staff, spear, bow, dart) and limited to leather armor.

Map out the first 10 levels maybe.

So, what say you? Thumbs up or thumbs down? Any other thoughts / ideas?


Will the Real Dungeons & Dragons Movie Please Step Up!

This was going through my G+ feed and blog roll earlier this week:

Warner Bros Acquires Rights To Make ‘Dungeons & Dragons’ Movie - the interesting part to note is that the working title of the script is "Chainmail"
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.

Now we have the latest update:

Rights Battle On ‘Dungeons & Dragons’: Warner Bros and Universal/Hasbro Tangle -

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 ;)

Thursday, May 9, 2013

Hammer of the Calishun Clan - A Swords & Wizardry Magic Item

+ 2 Hammer of the Calishun Clan - this hammer is engraved with dwarven runes on it's striking surfaces. When used in combat it acts as a normal warhammer. It's special ability is revealed when it is thrown by a dwarf. It has a range of 20' when thrown.

When thrown by a dwarf at a target medium sized or smaller target, composed of metal or wearing metal armor, the hammer will attempt to bring that taget back to it's wielder. The target must make a save or find itself directly in front of the wielder of the hammer. If the target makes it's save, the wielder of the hammer must now save or find himself directly in front of his intended target - the wielder got pulled o his target.

Hit or miss, target pulled to wielder or wielder pulled to target, the hammer always returns to it's dwarven wielder's hand prior to the next attack.

When thrown by a non-dwarf, it acts as a + 2 Hammer with no other special abilities and does not automatically return to it's wielder's hand.


Rafael Chandler (Teratic Tome) Has a New Release - And He Will Be Giving Away Some Free Shit - Print & PDF to Celebrate!

One of the Most Amazing Game Book Covers - EVER

Write this down somewhere - you want to check out Tenkar's Tavern the next two Mondays for the chance to get some awesome free shit, Teratic Tome and Roll XX, to celebrate the release of +Rafael Chandler 's latest project - SlaughterGrid, an adventure for OSRIC.

The plan is to give away 3 print copies of Teratic Tome or Roll XX (winner's choice) to the top 3 character death write ups and PDF copies of the same to 3 random entrants.

Now, i say check the next 2 Mondays, as it all depends on whether or not the print proof of SlaughterGrid needs any tweaks, but I want the lads and ladies to get themselves ready for this. We haven't decided how long to leave the contest open, but I suspect it will be along the lines of 72 hrs.

So, think of the most awesome, heroic, funny, gruesome, pathetic, surprising character deaths you can think of and get them ready - we may be asking for your entries as soon as May 12th.

Oh, almost forgot this piece for Rafael:
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!

Personally, I think the Teratic Tome is one of the best moster books in the OSR. Definitely the best if you are looking for new adversaries to throw at your party and not more of the same old same old.

Needless to say, I own it in hardcover as well as PDF.

edit:
+Rafael Chandler has spoken - anything below supersedes anything above:

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.
Also!
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.

Cubicle 7 to Publish Far West - The Far West Will Live!


It looks like Far West will be hitting a GenCon 2013 release. I thought this Kickstarter had a real chance to just wither on the vine and die.

I am surprised that Cubicle 7 has gotten involved in the process but it's good for those that ponied up on this cursed project. Losing their lead artist, multiple bouts of multiple illnesses and just about anything else you can think of. I think you could make a good table of random excuses from the last 18 months of updates.

The shame is that Gareth wasn't able to finish this off with his own company. Maybe focusing on the project and not the company will all him to be more productive.

Here's the press release:


CUBICLE SEVEN HEADS INTO THE FAR WEST
MAY 8th, 2013
Oxford, UK - Cubicle 7 Entertainment, Ltd., creators of high quality roleplaying and card games such as The Doctor Who Card Game, The One Ring, Doctor Who: Adventures in Time and Space, Primeval, The Laundry, Victoriana and Cthulhu Britannica, have entered into an agreement with Adamant Entertainment to be the exclusive publisher of tabletop games released as part of Adamant's FAR WEST transmedia project.

FAR WEST is a Wuxia-Western Mash-up - a fictional setting that combines elements of Spaghetti Westerns, Chinese Wuxia, and Steampunk, and is explored via multiple media: Fiction, games, art, music, webseries, and more. A fantasy world that's The Gunslinger meets Storm Riders meets Deadwood meets Afro Samurai meets The Wild Wild West meets Crouching Tiger, Hidden Dragon meets Django meets Brisco County meets House of Flying Daggers and more. A fantasy world that is constantly shaped by its own fan community, The Far West Society - whose membership collaborate with the developers on the canon of the setting.

Cubicle 7 will be publishing and distributing tabletop games set in the FAR WEST universe, beginning with the FAR WEST Adventure Game, the long-awaited RPG. Adamant Entertainment will continue to produce all other FAR WEST releases, and FAR WEST Creator Gareth-Michael Skarka will act as the Line Developer for the releases at Cubicle 7, orchestrating the interconnectivity between all of the different explorations of this unique setting.

"Cubicle 7 really understand what we're doing with FAR WEST," said Skarka, "and they bring to the table such a dedication to quality and an enthusiasm for creation that I cannot think of a better match for us."

"FAR WEST is such an exciting project to be involved with", added Dominic McDowall, CEO of Cubicle 7. "I love the genuine involvement that The Far West Society has in shaping the setting, and it's always fun collaborating with Gareth - one of the pioneers of the digital format in roleplaying games. Our first priority will be helping Adamant get the RPG into the hands of the Kickstarter backers, closely followed by work on additional material for the game."

The FAR WEST Adventure Game core rulebook will be released this Summer, first to backers of the 2011 FAR WEST Kickstarter, and then to distribution world-wide. Additional releases in the FAR WEST game line will be announced soon.

For more information on FAR WEST, including other currently-available products, visit the official website at http://intothefarwest.com.

For more information on Cubicle 7 and its game lines, visit http://www.cubicle7.co.uk.

Wednesday, May 8, 2013

What Was / Is Your Favorite RPG From Your Perspective as a Player?



Truth to tell, I never got to play much (A)D&D. I ran it a lot, but rarely got to play it after my initial introduction to it. DM was my primary role.

I did get to play other RPGs as a player, mostly Rifts and Battlelords of the 23rd Century. Dave was our primary non-D&D GM, and these were his games of choice.

Of the two, Rifts was the game I had the most fun with as a player. I had little concern with play balance amongst the different occupations (or lack there off) and my first and favorite character was a Crazy. Needless to say, he died a good death. A crazy death, but a good death ;)

So, what was / is your favorite RPG from a player's perspective (which can differ from your GM's perspective)?

Time to Award More S&W Appreciation Day Loot - Time for the Gift Certificates

As we await the 1st Prize winner of the Swords & Wizardry Appreciation Day blogfest to contact me (answer your email so I can then award the 2nd and 3rd prizes ;) i have some RPGNow gift certificates to award to some random blogs.

The $10 Gift Certificate goes to - The Rusty Battle Axe (60)

The $5 Gift Certificates go to - Red Box Denver (22)
                                            - Sandbox of Doom (49)
                                            - Jack's Toolbox (106)

Emails will be going out tonight :)

Coral Golem - Swords & Wizardry Monster (Razor Coast)

Golem, Coral

Hit Dice: 8 (38 HP)
Armor Class: 4 [15]
Attacks: 2 claws (1d8 each)
Saving Throw: 6
Special: Piercing and Slashing does 1/2 damage. Blunt Weapons
do full damage but each successful blow causes 1D6 shrapnel
damage in 10' radius (save for 1/2)
Move: 9
Alignment: Neutrality
Number Encountered: 1
Challenge Level/XP: 12/2,000

Coral Golems are occasionally found as servants of priests of various sea gods and high level mages headquartered in costal cities. They are huge, human like statues standing 8' tall composed of sea coral. Their intelligence in minimal, and they are able to follow the commands of their masters to the letter of the instruction, not necessarily the intent.

Combat with Coral Golems often leaves the attackers bleeding from numerous coral splinters due to the impact of blunt weapons on the coral.

(This should fit fairly well into the Razor Coast)


Tuesday, May 7, 2013

Mini Review - Razor Coast Freebooter's Guide (Swords & Wizardry)


Strangely enough, I picked up the Razor Coast Freebooter's Guide for S&W before I picked up the Razor Coast itself. In a way, it was a no brainer, as the Freebooter's Guide is 10 bucks in PDF and Razor Coast is $40 ($99 for HC plus PDF). Go for the smaller risk and work your way up kind of thing.

After flipping through the virtual pages of the Freebooter's Guide and running my weekly session of Rappan Athuk on Saturday Night, I plopped down my cash for the Razor Coast HC plus PDF. Oh, and 3 beers post game, but I swear I wasn't buzzed ;)

The RC Freebooter's Guide is full of flavor. Enough flavor for me to want to see more. From what I've read so far, I'd love to run a campaign in this setting. Sandboxie with a huge amount of plot elements.

From the back to the front (more or less).

I like the idea of magical tattoos - heck, i could see myself carrying this over to my Crypts & Things / S&W campaign.

The new magic items are flavorful. If you follow this blog on a regular basis, you've probably noticed my occasional focus on unique and new magic items. Again, even if you never run the campaign, there's a nice assortment of magic to borrow for your other campaigns. Same for spells - they have a nice flavor and don't need to be genre specific.

There are new weapons including pistols. I'm not sure if I'd use the enclosed pistol rules or substitute Dak's for the S&W Appreciation Day Blogfest. Still, nice selection of new, nautical flavored weaponry - again, easy to steal for your other campaign if so desired.

Gods. I don't recall seeing gods in other S&W products. It's nice to see how they are handled and written up. I'd allow their clerics to use their favored weapon.

Organizations. Kinda like "friends with benefits". Interesting way to give PCs some in game benefits, I just wish there were a few more organizations to choose from. Again, something easily yoked for a different campaign.

The Port Shaw write up is a nice piece to put in your players hands prior to the campaign kicking off, especially if you are going to have the players create "native" characters. There really aren't any included plot hooks / encounters / adventures suitable for the new character in Razor Coast - it assumes you'll start or arrive at level 3 or so, but I think I can plot a few out over the next month or two (hopefully). If so, I'll put them up here on the blog.
                                                                                              (sample art for +Joe D ;)
Under "Races" we get the usual humans, dwarves, elves and halflings (including sample name
lists for the humans and others) and we also get some new races. Tulita are basically the native humans, who have suffered at the hands of the humans (colonists). Dajobasu are mutant Tulita (with some nice abilities thrown into the mix). Mehehune are similar to halflings with a natural affinity to fire magic. Lastly we get half-orcs, who would fit in well in any S&W campaign. Unlimited advancement in the Thief and Assassin class. Nice!

Did I mention the Gazetteer? No? Necessary reading for both DM and players. Heck, players may find their own plot hooks from what they read, turning this into a true sandbox campaign.

Is there anything missing? Not really, but as the Pathfinder edition apparently has new core classes, it would have been interesting to see how one or two of them transitioned over to the S&W versions. Not a huge loss, but it would have been fun.

Now I need to spend some time delving into the Razor Coast PDF itself...

Tenkar's Transformation III - A Tasty Brew but Don't Drink Two! (Swords & Wizardry Spell)


Tenkar's Transformation III

Spell Level: Magic User, 3rd Level
Range: Immediate vicinity
Duration: 1D6 Turns plus 1 turn per level

This spell turns one pint per level of caster (to a maximum of 10 pints) of any quality water (brackish, murky, salty, etc) into a tasty celtic red beer. The water needs to be in proper receptacles prior to casting (pitchers, mugs, cups, etc) for this spell to work.

A pint of Tenkar's Transformation III Beer has the following effects if drunk within 5 rounds of the spell's casting (after 5 rounds, it is still a tasty brew but it has no further effects):

     1 - Heals 1D4 hit points of damage and bestows 1D4 temporary hit points. Damage taken is counted against temporary hit points first. Temporary hit points can exceed the PC's usual max HP for the duration of the spell.

     2 - It bestows a +1 bonus to all saving throws and a -10% penalty to all thieving skills and -1 penalty to the party's chance to surprise creatures. One has more bravado but less stealthiness.

     3 - If drunk by an NPC, their morale is vastly improved. They will not flee unless the party    flees.

Drinking more than one pint will double the save modifier to + 2 but will also cause the imbiber to lose his or her action on the first round of every encounter while under the influence. Hit points and temporary hit points are as per drinking a single pint. It is not advised to drink more than one pint at a time. Do not operate two handed weapons, bows or crossbows while partaking in more than one pint.

This spell destroys any parasites that might be present in the water but does not neutralize or remove any poison therein.

Note: Duration of this spell should be rolled by the GM and not shared with the players until the spell expires. Relying on temporary hit points that one may not have later is a dangerous gamble.

(The Wizard Rathman researched various levels and versions of the above spell to reward and assist his adventuring companion, Tenkar Calishun. TTIII was often shared between Tenkar, Rathman and the rest of their adventuring party before entering a dangerous location. Some of these spells will be described in later blog posts.)

Announcing the Winning Blogs of the Swords & Wizardry Appreciation Day Blogfest



Never in my wildest imagination did I think it would take nearly three weeks to get through the posts from the S&W Appreciation Day Blogfest. Let me state it flat out - the real winners here are the Swords & Wizardry Community and the OSR at large. Everyone that participated added something, large or small, to our collective knowledge, and for that we will be forever grateful. Or at least, I will be ;)

As you probably already know, the prize committee consists of +Matt Finch , +Christopher Helton and myself. Surprisingly enough, we all had the same three blog entries in our top three, but the order of our top three wasn't the same. Still, it wasn't an easy thing to decide as there were so mang good and strong posts.

Without further ado, the winner of the First Prize, which consists of a PDF copy of The Razor Coast PDF for S&W and their choice of Rappan Athuk OR Monstrosities in PDF is:

Mu: Notes For A Lovecraftian Fantasy Campaign Setting For Swords & Wizardry - congratuations! Look for an email from me ;)

The Second Prize winner, who will receive either a copy of Rappan Athuk or Monstrosities in PDF is:

The Basic Illusionist - i'll be contacting you via email once i get a response from the first prize winner, to let you know what your options are.

The Third Prize winner, who will also receive a copy of either Rappan Athuk or Monstrosities is:

Swords, Wizardry and Firearms! - Dak, you'll be contacted via email after I have worked out details with the first two prize winners.

The above prizes were donated by Frog God Games. All hail the Frog God! ;)

Additionally, there are some gift certificates I need to give away - I'll post that up later today.

Congrats to all!

WotC Puts the S1-S4 Illustration Booklets Online as Free Downloads - Huzzah!



Dungeons of Dread is the reprinting / repackaging of the classic modules S1 - S4. With the exception of the cover art for S1 - Tomb of Horrors (bad scan?), it's a nicely put together package of some kick ass modules.

There was one significant problem - they all rely on illustrations / handouts for the players, which is hard to do with a hard cover book. Are you going to be the one ripping pout pages? Not I!

WotC has put all four illustration booklets online for free download. They look amazing. Even better, you don't need to own the originals (or the reprint compilation) to use them. Grab the downloads and use them to set scenes in your own adventures. Seriously. Why let classic D&D art of this quality go to waste?

Monday, May 6, 2013

Gaming in the 'Verse: a Firefly RPG Preview Pre-Order - I Need To Know "Why Should I Pay $18 For a PDF Pre-Order?"



Want to spend 18 bucks on a PDF that won't be available for download until August 15th, 2013?

Want a PDF that apparently lacks Quickstart Rules, so you still have to wait even further to actually use the included adventures?

Want a preview of a game that won't be released until Winter 2013 (which just passed, so I think they mean 2014)?

Well, Gaming in the 'Verse will fill those needs for you! Pay now and wait over 3 months to see the good s- $18 for a PDF that is meant to sell a game in 2014. Wait, if it's meant to make future sales, why are we paying 18 bucks for it at all?

Lose the Marvel Heroic license and expect us to pre-order a PDF for 18 bucks that we won't see for 3 months? Seems like a money grab, but then I am a pessimist.

Hey, I love Firefly, but this seems seems less than honest, and reminds me of those D&D 3E preview books that made cash for Wizards and offered little in return.

From the blurb:


Gaming in the ‘Verse: Gen Con 2013 Exclusive is a Firefly RPG convention special that will debut at the Margaret Weis Productions booth during Gen Con: Indianapolis from August 15 through the 18th.

This PDF pre-order is for the digital, full-color version of this exclusive and will be available to fans worldwide. Gaming in the 'Verse will include preview material that will be expanded upon and published in the upcoming Firefly Role-Playing Game based on the popular Fox television series created by Joss Whedon.

* Sample Art and Full-Color Map Previews
* Select Chapter Previews
* "Wedding Planners" a playable Echoes of War adventure written by Margaret Weis
* "Shooting Fish" a playable Echoes of War adventure written by Andrew Peregrine
* "Serenity Crew" a collection of stand-alone characters compatible with the Echoes of War line
* Chinese pronunciation guide
* ...and more!

All game material provided in Gaming in the 'Verse: Gen Con 2013 Exclusive will employ the Cortex Plus mechanic. The estimated release for the Firefly RPG is Winter 2013.

Both stand-alone Echoes of War adventures and the Serenity Crew characters will be available separately on DriveThruRPG.com in digital.

On the Thursday of Gen Con (August 15, 2013), you'll receive an email from DriveThruRPG telling you that your purchase is ready for download. To make sure you don't miss the notice, head on over to your account settings on DriveThruRPG and modify accordingly to make sure you can receive emails from Margaret Weis Productions. If that option is not to your liking, tick your calendar to access your DriveThruRPG library on August 15th and download away!

Rathman's Robe of Serving - A Swords & Wizardry Magic Item

Rathman's Robe of Serving

Rathman's Robe of Serving is similar in many ways to a Robe of Useful Items, but it is geared more towards delivering a fine pub experience on the go. The robe is often found with a bartender's apron of non-magical quality.

The following pockets have a limited number of uses - when the item in question is pulled from the robe, one of the uses is gone. All items are permanent unless consumed or destroyed (or spoiled by time):

Table and Six Stools, Wooden - 2 uses
Bench, Wooden (seats four) - 2 uses
Serving Tray, Pewter - 2 uses
Wine Glasses, Six - 2 uses
Lute, low quality - single use

The following have a limited number of uses per day:
Wine Cask, 1 Gallon - once per day
Beer Barrel, 2 Gallons - once per day (must choose dark or pilsner)
Mugs, Wooden (holds 3 cups of liquid) - six times per day
Candle, Wax - twice per day (is lit when removed from the robe's pocket)
Pan Fried Bread Chips ("Crisps")- twice per day (each serving equals one ration)


What is Your "Go To" Adventure Module?

Most of us have or had one. The module that you can bring out at a moment's notice when the regular DM doesn't show or when the group decides they want to kick off something new. It's the adventure you know like the back of your hand.

For me that module was Under Illefarn. I must have used it to kick off at least 3 or 4 campaigns during my college years. I certainly got my money's worth from it.

It had a local setting and a few points of interest, the town of Daggerford and of course the already named Ruins of Illefarn.

So, did you or do you now have a got to adventure, and if so, what is it?

Sunday, May 5, 2013

Tenkar's Tavern Rounder - A Swords & Wizardry Magic Item

Tenkar's Tavern Rounder

Tenkar's Tavern Rounder appears as a plain looking smallish money purse. It's magic powers become known when it's owner offers to buy a round at the local tavern / pub / bar. Whether it is four drinks or forty, when reaching into the money purse, the exact amount of funds (plus suitable tip for the server) are always found, even if the purse was empty (in truth, the purse is always empty . This power can be called on up to three times per day.

The user is unable to store other coins, or anything else, in the money purse. The coins do not come from the user's cash, and there has been some discussion (but no firm answers) as to where the coins DO come from.

(It's a helpful item to turn a tavern's clientele mood toward the user's favor)

Frog God Games to Publish "The Lost Lands" Campaign Setting

I just stumbled across an interesting tidbit while bouncing around the Swords & Wizardry Razor Coast PDF - The Frogs are working on an in house setting. Hopefully the Pathfinder and Swords & Wizardry versions are worked on concurrently and play to the strengths of each system.

Here's the piece in question:

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 eastern
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.
Good stuff!

"A Copper for a Wish Sire!" or "What My Party Finally Wished For"

Some of you may remember my post from last week, where I mentioned that my party found a genie in a bottle and were granted a single wish in  return for releasing him. The group asked to end the session at that point, because they wanted to phrase their wish properly because they were afraid I (as the DM) might "fuck with them.

Perish the thought ;)

In any case, there was a strong push to send the Dung Monster after the Rat King - which would have been strong for the storyline, but weak for the player characters' actual benefit.

I really started to feel like I should read all of those online "user agreements" that go on for 78 pages of lawyer speak instead of just clicking "I Accept"...

They made their decision. They wanted every member of the party to see twice as well as a Dark Elf in the dark while keeping their "normal" vision. Or was it, they wanted to have the vision of a Dark Elf at the same distance as their normal vision while maintaining their normal vision. Something like that.

They got their dark vison. The genie took his bottle and flew away. I do have an idea for a nice twist down the line that would really push the campaign and the players to some new heights, but it may never come up - and may never need to depending on the course of the players' actions.

And they didn't get screwed. Dozens of blog readers can no sigh in relief ;)

Taking the Plunge into the Razor Coast for Swords & Wizardry


Let me preface this with the following statement: I was not a supporter of the Razor Coast Kickstarter. The Kickstarter seemed geared towards the Pathfinder version (as the third party PDFs would attest to) and I was neck deep in supporting other Kickstarters at the time. Funds were short and something had to give.

Fast forward to last week when I got my hands of reviewer copies of the Razor Coast Freebooter's Guide and Heart of the Razor in PDF. One of the first things I thought I noticed was that the conversion work from Pathfinder to Swords & Wizardry wasn't just some simple stat swapping - it seemed more like a rebuilding or reworking.

After last night's Rappan Athuk session, I decided to plop my hard earned cash down on the pre-order of the Swords & Wizardry version of the Razor Coast Hardcover (and accompanying PDF). At over 400 pages, I've barely scratched the suface of the PDF, but what I've seen so far has me excited. On one level, I was expecting an "adventure path" as is so popular with the Pathfinder RPG, and instead I find this forward by Matt Finch (edited for length):

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
particularly well. 
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 Finch
Now 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 ;)

I do wish that the Frogs would change the descriptions of the Razor Coast's S&W versions at the RPGNow store - they are a copy and paste of the Pathfinder versions and only serve to confuse potential buyers in my opinion.

Fun stuff in store for me and my group.

As I get through sections I'll post reviews.

Saturday, May 4, 2013

What is Your Favorite "Non OSR" RPG?

I figure if you read this blog on a regular basis, you at least have some interest in OSR games (although the definition of OSR varies from gamer to gamer, it's one of those things that we all "know it when we see it";)

I'm looking to see what folks are playing (or want to play)when they aren't playing their favorite OSR ruleset.

Foe me that game is Soloman Kane. Sure, it uses the Savage Worlds system, which I've actually only played once and was fairly clueless, but I love this book with a major gamer's crush, and would play it in a heart beat. I'd run it too, but then I'd actually have to learn the Savage Worlds system well enough to do so ;)

So, what is your favorite "Non OSR" RPG?

Tenkar's Transformation II - A Tasty Brew and Temporary HP Too! (Swords & Wizardry Spell)


Tenkar's Transformation II

Spell Level: Magic User, 2nd Level
Range: Immediate vicinity
Duration: 2d6 Turns (20 minutes to 2 hours)

This spell turns two pints of any quality water (brackish, murky, salty, etc) into a tasty pilsner beer. The water needs to be in proper receptacles prior to casting (pitchers, mugs, cups, etc) for this spell to work.

A pint of Tenkar's Transformation II Beer has the following effects if drunk within 5 rounds of the spell's casting (after 5 rounds, it is still a tasty brew but it has no further effects):

     1 - 1D4 temporary hit points. Damage taken is counted against temporary hit points first. Temporary hit points can exceed the PC's usual max HP for the duration of the spell.

     2 - If drunk by an NPC, their morale is vastly improved. They will not flee unless the party    flees.

Drinking more than one pint has no additional effects.

This spell destroys any parasites that might be present in the water but does not neutralize or remove any poison therein.

Note: Duration of this spell should be rolled by the GM and not shared with the players until the spell expires. Relying on temporary hit points that one may not have later is a dangerous gamble.

(The Wizard Rathman researched various levels and versions of the above spell to reward and assist his adventuring companion, Tenkar Calishun. TTII was often shared between Tenkar and Rathman before entering a dangerous location, or between Rathman and a henchman if Tenkar was elsewhere. Some of these spells will be described in later blog posts.)

The Troll Lords are Running a 50% Off Sale on Their PDFs This Weeeknd



Just in case you missed the news elsewhere, which is doubtful, as its "Pretty Big News":

The Trolls are running a 50% off sale on nearly all of their PDFs, which is dangerous as hell, as there certainly are some gems.

Heck, you could probably pick up an adventure path or two for 10 bucks or so each and they convert easily to the OSR rules of your choice. Castles & Crusades pretty much is the Rossetta Stone of the OSR ;)

I think the Codex Centarum is one of the few releases not included, and this is an very recent release, so I can understand why.

Friday, May 3, 2013

Sex in RPGs? Do You "Do It"?

I got involved in a stupid "back and forth" on G+ earlier today (nearly all "back and forths" on G+ are inherently stupid to engage in) and my mind strayed to the thought of "Sex & DnD".

I always had the player in high school and college that wanted to bed the barmade in every town the party stopped in and actually wanted to role play the "wooing" part of the encounter (I am very thankful we were able to "fade to black" thereafter).

I've also have only played female characters in pick up games with pregens and at cons. I kinda like sticking with the bits and pieces I already know.

In any case, I'm thankful my current group hasn't stated a desire to find more romance "in game". Then again, they are heavily involved within Rappan Athuk, and I expect any romance they might encounter would be regard with a great amount of suspicion ;)

How far do you allow your group (or yourself) to roleplay romantic encounters, or would you just rather avoid them altogether?

A Kickstarter for Miniatures - Tome of Horrors Complete - 28mm Heroic Scale Miniatures


I think I need to start this out by mentioning I'm still waiting on my Reaper's Bones delivery. I expect I will have more miniatures than I will ever need (let alone paint) in my lifetime.

But I don't recall any Flumphs in the Reaper mix. I'm not even sure what color a Flumph is - purple, perhaps? Yes, there are Flumphs in the Tome of Horrors set if the stretch goal is met, which I expect it will be. Oh, and these are metal (not plastic like the Bones).

Someone needs to remind me that I do 100% of my gaming via G+ Hangouts / Roll20 and miniatures will never come into play at my table. I most certainly DON'T need this. Not that that has stopped me before.

Did I mention I like Flumphs?

My wife has figured out that I have supported a substantial number of Kickstarters, and she sees them all as variations of Far West - a pie in the sky idea that never produces. Tome of Horrors Complete - 28mm Heroic Scale Miniatures I pretty much expect will produce close to on time, although the more minis that make the list via stretch goals, the longer I expect final fulfillment to take.

P.S. - my wife has no fucking idea how many Kickstarters I have supported over the last year and a half - she thinks about a dozen or more... "more" is the key word ;)

Tenkar's Transformation I - A Spell for Swords & Wizardry (and other OSR games)

Tenkar's Transformation I


Spell Level: Magic User, 1st Level
Range: Immediate vicinity
Duration: Permanent

This spell turns one pint of water per caster level of any quality (brackish, murky, salty, etc) into a barely palatable beer. The water needs to be in proper receptacles prior to casting (pitchers, mugs, cups, etc) for this spell to work.

This spell destroys any parasites that might be present in the water but does not neutralize or remove any poison therein.

(The Wizard Rathman researched various levels and versions of the above spell to reward and assist his adventuring companion, Tenkar Calishun. Some of these spells will be described in later blog posts.)

The Winner of the Post 3K $10 GC to RPGNow Is...

suspended-chord - rolled using % at my work desk and ignoring results that were higher than the number of entries.

SC, I need you to send an email to tenkarsDOTtavernATgmailDOTcom with the email addy you use at RPGNow so I can send you the certificate.

Some of the entries were many layers of funny. Thanks for making the 3,000th post a fun one ;)

Thursday, May 2, 2013

Tenkar's Tankard - A Swords & Wizardry Magic Item


Tenkar's Tankard is a rare magic item made specifically for the dwarf known as Tenkar Calishun. Tenkar was looking for an item both practical and martial in nature, and the Wizard Rathman crafted him his own enchanted tankards. There are two known to be in existance, and only one of those two is currently accounted for.

For practical purposes, Tenkar's Tankard always holds 25 oz of cold pilsner beer. Even if turned upside down or while striking an orc over the head not a drop will spill. It will, however, easily fill a dwarf's beard with foam and suds while always maintaining a full tankard of beer.

When used as a weapon, Tenkar's Tankard is treated as a + 2 mace. The wielder may freely imbibe between striking blows.

A Kickstarter on Fire - Torchbearer


In 2 days Torchbearer has raised over $25k against a goal of nearly $15k - it is funded and then some.

It appears to be using The Burning Wheel for it's core rule elements, which is all Greek to me, as I no nothing about The Burning Wheel. Well, I know about it, but not how it plays.

Still, extremely strong support so early in the Kickstarter should indicate this game has potential, so I'm in for the PDF at $15 for the moment.

I find the following quote interests me - a lot:

In the spectrum of BWHQ games, Torchbearer is advanced Mouse Guard. It’s not as complex as Burning Wheel or Burning Empires, but it’s certainly more involved than Mouse Guard or even FreeMarket. From a broader perspective, it's Basic D&D on Hard mode. 
Basic D&D on Hard Mode. This I have to see ;)

From the blurb:
Torchbearer is a riff on the early model of fantasy roleplaying games. In it, you take on the role of an adventurer seeking his or her fortune. To earn that fortune, you must explore fornlorn ruins, brave terrible monsters and retreive forgotten treasures. However, this game is not about being a hero. It is not about fighting for what you believe. This game is about exploration and survival. You may become a hero. You might have to fight for your ideals. But to do either of those things, you must prove yourself in the wilds. Because there are no jobs, no inheritance, no other opportunities for our deadbeat adventurers. This life is their only hope to prosper in this world.

Wednesday, May 1, 2013

Zaramen - The Astral Planes Hopping Elf / Dwarf Hybrid for Swords & Wizardry - Prelude

They say anything can happen when you travel the astral planes. It's also been said that what happens in the astral planes, stays in the astral planes. The second part is a load of elven crap.

Elves don't like to admit that the Zaramen, a humanoid race that travels the astral planes like waterborne pirates travel the oceans, have elvish blood. The facts, so far as scholars can tell, line up with the truth the elven race as a whole refuses to believe - The Zaramen race has it roots in the astral journeys of long since forgotten adventurers. They are believed to be the descendants of an illicit romance between an elven magic user and her dwarven fighter / thief lover. Yes, strange things can happen in the astral planes and even the laws of nature can be warped and turned upon itself.

There is a school of thought that the lovers in question actually come from a future time, an alternate timeline or both. It matters little the true origin, as the reality is this highly intelligent and violent race has found itself a foothold in the world. This world and possible others.

They are not evil as some would define the goblinoids and the orcs races. No, they are more calculating. Devious might be the word. The ones that are here have given up their careers of piracy for something even more profitable. You'll find them in the markets these days, hocking wares few need but often buy. They are good at what they do.

A few still have the bloodlust. Those that do find the world of trading and cheating to hold little excitement for them. These few are the ones you may find sitting next to you in a tavern, looking for work as adventurers. Best you befriend them when you can, for as foes they have few equals.

                                                                                         Rathman Brecht
                                                                                         Wizard (Retired)
                                                                                       
As told to the patrons of Tenkar's Tavern, on the last night of the 4th month.

(a future entry / entries will flesh out the Zaramen as a PC race for Swords & Wizardry and possibly include a racial class - yep, starting the month of May's "One a Day Swords & Wizardry Posting" just a tad early ;)




A Monster of a Kickstarter - Adventures Dark and Deep Bestiary

Let me start by giving you a number:

900

That's not the funding goal (that's $1,500 and has already been surpassed).

No, 900 is the number of monster entires in the Adventures Dark and Deep Bestiary.

The game is written. The Player's Handbook shipped EARLY, and if you are even an occasional reader of this blog you know how rare that shit is.

Money raised past the initial goal of $1500 pays for art. Each $25 raised pays for an illustration. No wacky stretch goals for extra shit that is peripheral to the actual project. The stretch goals are for the art.



I'm in for a hard cover. I may up that later on down the line.

+Joseph Bloch delivers and delivers early. I like to put my gaming dollars down on a sure bet, and in the world of RPG Kickstarters this is about as close to a sure bet as you can get...

Post 3K - One Random Commenter Will Get a $10 GC to RPGNow

Three thousand posts. It doesn't feel a hair more that 2,500 ;)

In any case, we are celebrating the occasion by giving away a $10 Gift Certificate to RPGNow to a random commenter on this very post. Add your comment by 1PM tomorrow NYC time (That's May 2) for your chance at the cash.

We ( +Christopher Helton , +Matt Finch and myself) are closing in on awarding the prizes for the Swords & Wizardry Appreciation Day blogfest. If we do this again next year, I need two days off from work - one to run it and one to recover and read the posts.

So, what are you waiting for? Add some comments!

heh ;)

Tuesday, April 30, 2013

Kickstarter Round 2 is the Charm - The Way of Tree, Shadow & Flame for The Secret Fire



The first time The Way of Tree, Shadow & Flame for The Secret Fire Kickstarter was up, there was a screwup with the payment set up that prevented folks from making pledges. Well, there was also the issue that there weren't pledge levels designed for folks that already owned The Secret Fire RPG.

+George Strayton has fixed the payment set up (the new Kickstarter is taking pledges) and there are now pledge levels for folks like me that already own The Secret Fire. I'm in for $25 - pledge number 11 ;)

I don't know if the project is going to hit it's $10k stretch goal, but if it does there will be few folks happier than me:
$10,000 - Bruce Heard to author a gazetteer of The Secret Fire world!
I'm still pissed at Jim Ward for dumbing down The Crusader when it was under his editorship (I think it's irrelevance was mostly his doing) and Frank Mentzer and I butted heads over his Lich Dungeon. I'm happy to be able to look at +Bruce Heard  as one of the old TSR crew that still does quality work. I'm hoping Bruce gets to work on this project and I look forward to his next project.

I've Decided on the 3K Post, 4 Year Blogging Anniversary Theme

Yep, I've decided on the theme for the Tavern in the month of May - A Swords & Wizardry related post every day. Thirty-one days of monsters, magic, NPCs, encounters, locations - the list goes on. It's a good way for me to warm up for the Copper Droppings e-zine.

So, what's in it for you? Besides my words of wisdom that is ;)

Each week I'll make a post asking for you to link your Swords & Wizardry themed post / article. The following week, I'll pick my favorite and give them a $5 RPGNow gift certificate. If you submit your article to Copper Droppings and it's accepted, you also get 5 bucks - but that's later on down the line.

As for the 3k post itself? When it goes up, add a comment. A random commenter will find themselves with a $10 RPGNow gift certificate.

At least you know where my referral cash from RPGNow goes - right back to the community that reads my shit ;)

+Matt Finch , +Christopher Helton and myself are still working out way through the 140+ posts from the S&W Appreciation Day blogfest - prizes will be awarded once we are done digesting...

Level Limits - Do You Use Them?

I've pretty much scratched level limits from my current AD&D / OSRIC game. Main reason?

I don't expect the campaign to go much beyond the "by the book" level limits for demihumans anyway ;)

The party ranges from 5th to 7th level. They started around 3rd or 4th (depending on class and / or class combinations) and that was back in December. If we end the campaign after a year of play, more or less, they'll probably be around 9th or 10th level at this rate.

In my opinion, why limit options by limiting levels. Besides, both of my demi humans are multiclass, which by itself throttles down the level gain. If the game was going to level 20 I'd probably have have some level limits on the demi humans, but it would still be higher than BTB.

So, do you limit levels for the demi humans in your game?


Monday, April 29, 2013

In Four More Posts The Tavern Hit's It's 3,000 Post - How Shall We Celebrate?

We are sneaking up on the Big 3k Post. It's a bit sooner than I expected, but I'm not complaining ;)

What shall we do to celebrate?

I literally have no ideas. I should, but I don't. It's a cool mark to hit, but I'm actually more excited to be hitting the 4 year mark of blogging on May 31st (ignore the lone post from 2008).

Maybe I should make May a special month...

ENWorld Removes the Major Catch from the "Design an RPG" Contest Win a $1000 Prize

Thanks to Callin to pointing this out and props to Morrus for making the changes:
The catch? I (as in EN World) get to own and [try to] sell your game if you win (if I don't publish it, I'll simply return it to you). That's how I - hopefully - make my $1000 back... I may well also approach some of those who didn't win with an eye to publishing their game, but no promises!
So, you only give up the rights to your work of you win the thousand bucks, not just by entering (win or lose, you were giving up the rights to your entry before). That's not half bad at all. Contest runs through May 5th, British odd time ;)

Original post on this by me is here.

Link to the article on ENWorld is here.

Busy Weekend - Little Accomplished on the RPG Side

Sure, I got some short blog posts up - which were squeezed in when "Uncle Duties" would allow. My niece was over Saturday and Sunday, as my sister is finishing edits on the novel she sold (yay!) and needed some time to write and not be "the mother". Shannon thinks "Uncle" is awesome, which actually is awesome but oh so tiring...

My niece is 2 1/2. My son is nearly 20. I forgot how little free time there is when you fill the parental role for young ones. I think I need a vacation ;)

In any case, I'm hoping to get the interview I mentioned last week up tonight or tomorrow. It's with Richard Iorio II from Rogue Games and I think it came out pretty well. Rich is a nice guy with a lot of stuff on his plate and it's impressive to watch him keep the balls in motion.

I also have some work on one of my own projects that's overdue, but thankfully the little that I still owe should hopefully be an easy update... knock on wood

Sunday, April 28, 2013

Free RPG - Crumbling Epoch (OSR-ish)

+Andrew Shields is one of the most prolific writers of free games that I know. He's also the guy that is in the process of pulling Mike Nystul's ass out of the Kickstarter fire for Mike's failure to accomplish pretty much anything of value with Axes & Anvils before Andrew's participation (that's all my spin on the situation - I never asked Andrew).

Anyhow, in 8 pages of Crumbling Epoch (based on Searchers of the Unknown) Andrew has put together a ruleset that is pretty much B/X compatible with a whole lot of non-standard stuff going on. Including no stats, but if you are rolling 3d6 in order, lack of stats and associated bonuses / penalties probably isn't much of a loss

What I would like to do is take some of the new classes / races that Andrew has introduced and rework it for Swords & Wizardry - the Blooded and the Thirsters come to mind.

Interesting stuff to play with, and Devilmount is also part of the inspiration.


A Kickstarter I Want to Support Just for a Single Piece of Art - Edara: A Steampunk Renaissance Tabletop RPG


I'm not into steampunk. I know what it is, but it doesn't do much for me.

Edara: A Steampunk Renaissance Tabletop RPG is obviously a Steampunk themed RPG. I watched the short video on gameplay, and it does nothing for me.

The above dwarf with a rifle that was the largest barrel I can recall seeing ever is awesome. The game may be a heartbreaker, but that rifle looks like it makes some major holes in things ;)

What's a Wish Worth?

My players recovered an Efreeti Bottle last night in Rappan Athuk. Not having any desire for the party to have an Efreeti at their beck and call for a year and a day I had the Efreeti offer the opener of the bottle a wish.

I've never seen a game session come to a screeching halt faster in my life. They wanted to take a week to decide on the proper wish and it's wording. I wasn't going to stop them - I understand the importance, but I've never fucked a player over for a wish that didn't ask for it.

What I mean is this - in my mind, a wish is something that is appropriate for your relative level or a bit higher. So if you're level 7, something appropriate for a level 9 or 10 character, but if you are wishing for something appropriate for a 15th or 20th level character, it probably won't work out as you expect.

Sure, it's all rule of thumb, but my rule is basically "only screw the players if they are being extremely greedy or foolhardy."

That all being said, I'm very interested in seeing what the intervening week brings...

A Kickstarter That Makes Me Go "Urh"? - Skape Rend URPG



I'm not even sure what the Skape Rend URPG actually is. It claims to be a tabletop RPG, but it's also app driven and has actors...
Skape Rend is a massive universal app driven tabletop RPG that's constantly evolving with the actions and decisions of players.
That still doesn't say much, but the following speaks volumes:

Launched April 17th, 2013

Raised $40 so far.

Needs to raise $50,000 by May 18th.

Critical failure? Yep


ENWorld is Giving Away a $1000 "Design an RPG" Contest Prize With a Major Catch

Lets be honest. Even some fairly good game designers would be hard pressed to get a thousand bucks for their game idea up front in the economics of our hobby. The chance for the hobby designer to get 1k for their idea before it's even published is pretty awesome, but there is a major catch - just by entering you give up all rights to your entry, win or lose. (link to article on ENWorld)

You enter your game - preferably as a PDF, but you can use any file format you like; it's being voted on, so the more inaccesible your file format, the fewer votes you'll get - and the RPG community spends a week voting on them. The winner gets $1000, which I will send by Paypal immediately the week's up.  
The catch? I (as in EN World) get to own and [try to] sell your game, whether you win or not. That's how I - hopefully - make my $1000 back. Yes, I might try to sell all of them, if they're any good (and I may have to spend a bunch of money on them to make them pretty for sale). Please, please - if your work is precious to you, has sentimental value, is the product of years of development, is a mark of your genius and is worth much more, or is too good for a competition like this, don't enter it. Same goes if you have any reservations, compunctions, disagreements and general dislikes about this competition. It's utterly, utterly, utterly voluntary. But if you feel like writing an RPG over the next 7 days (or have one you've written that you'd like folks to see), this is a fun way to do that. Plus, hey, maybe $1000!
What Morrus has done here is pretty much pure genius, as that $1000 prize could potentially return him the rights to a dozen or more RPGs.

I wouldn't want to give up my rights to my creations for the chance to win a thousand bucks, but I'm fairly certain Morrus will get a sufficient number of entries to make this potentially profitable. I say potentially, as little is ever certain in this hobby.

This will certainly be interesting to follow if nothing else.
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