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Showing posts with label BRP. Show all posts
Showing posts with label BRP. Show all posts

Thursday, January 10

Stupid, Simple Way to Convert Hit Die to BRP Skill Level

The DIY-OSR scene has the best adventure content but I like to play with Chaosium's BRP brand of d100 mechanics for the systems approach to combat and skills. D&D and BRP have an identical approach to Character Attributes, Hit Points are close enough to not matter, but Armor Class and the Monster Attack Table don't port over to the BRP d100 resolution mechanic without some thought.


Here is what I do; the Monster Attack Table is the easiest to convert out of the two. Armor Class 9 (or 12 for ascending) is an unarmored opponent. WarHammer Fantasy Roleplaying has your basic scrub getting a 35% to hit, so for a 1 HD Monster chance to hit is 35%. I'm going to grab the Monster Attack Table from Mutant Future and just add 5% for each row of Hit Dice which improve the character's chance to hit. So a 1+ and 2 HD creature has base line combat (or any primary skill/ability) of 40%. 2+ to 3 HD creature is 45%, etc. Following this progression you top out at 75% chance to hit/primary ability at 9+ to 11. OSR Creatures/Characters at these higher HD will most likely also have some unique attack abilities which will compensate for the flattening out at 75%. But that is all I have been doing for establishing a relation between Hit Dice and a Primary Skill Ability. 

AC is not as easy. Armor Class in D&D represents how hard it is to not only hit your target but to hit decisively enough to actually deliver damage. BRP is less abstract. How difficult one is to hit is not tied to how much damage one would necessarily receive if hit. This is where the creature/monster/character description is important. Not that it shouldn't be anyways regardless of system. I bring it up because as a gamer I can't but help and look at NPC's as just a pile of stats so I can adjudicate action quickly. I find trying to stat creatures out for another system makes me look for what makes the Leech-Man different than the Kobold. 

So looking at the common Kobold. With AC 7 a 1st level character(scrub) needs a 12 or better to hit, or 40% or less. The description of your average Kobold (from B/X) leaves me to believe they don't wear any armor so their improved AC over unarmed will come from their small stature and quick movement. Based on their HD their base combat ability would be 35%. Makes sense to me. Their improved armor class will come from an improved Dodge skill. Say boost 35% up to 45% (5% per each AC better than 9). HP stay the same. So your average OSR B/X Kobold quickly translates into Attack/Parry skill of 35% with a Dodge of 45% and no armor protection to reduce damage if hit!

Sunday, December 24

2017 Lamentations of the Flame Princess Clockwork & Cthulhu Campaign in Review

The shared campaign notes document is four pages long now. Player generated session reports are over 64,000 words. The campaign since it started covers five weeks of activity. This has taken 22 months of gaming with a live session every other week. Sometimes a month can go by without a game happening because of life. Either way the players have covered much ground and there has never been a let up on the action. The group of four core players is down to three with a fourth able to play infrequently. Sometimes we have five. There has been a total of three PC deaths, countless of NPC's of course.

The second year of BRP Cthulhu & Chivalry opened with the PC's trying to unlock the secrets of Constine Mallebench and ended with plans to storm a tavern to apprehend an alien god.

Here are the top five highlights of this year's action from your Keeper's perspective:


#5. Taking Advantage of Norton Manor: With the Senior Norton chasing his fancy back to Keswick and the Dr.'s bedridden mother laying close to catatonic the rest of the PC's did not let the Norton's crumbling fortunes deter them from enjoying the upscale digs. After the trail of gore and horror just endured, and more danger sure to be faced, the PC's counted a quiet evening at home a win. While typical wisecracks of using the “#1 Son” coffee mug, scraping blood and brains off their boots, using the monogrammed robes carried round the table made for memorable levity it was the indicated small release of tension among the Players which was most gratifying. This meant the game wasn't stale and there were still many more good adventures left in the campaign.


#4: To Kill A Mime: I love collateral damage. I like supers roleplaying for the implications of collateral damage at scale. Our Cthulhu & Chivalry world is but a background of literal collateral damage. War, famine, plague terrorize civilians country wide. Chaos and confusion are the order of the day. So it takes something exceptional to happen to make me notice any one death among many. Or just mimes. Are they the gnomes of seventeenth century alt-history gaming? When the PC's survived a street ambush and the smoke cleared we had mimes bleeding out and dying. The PC's promptly ignored their suffering and looked to the well being of other wounded bystanders forever establishing if “Street Entertainers” are rolled up for an encounter and they end up getting shot make them mimes if you want to hurry things along. My point is, what I find important about this bit of gaming goodness was that it was a procedurelly generated event. I enjoy being a game master because I get to world build and constantly pose the question of “What if… ?” to myself in fantastical context. But much of my enjoyment also comes from letting the PC's actions dictate what will be. Taking the great information being shared here in the Google+ OSR I've learned to use random tables for oh just about everything now. Name generators, encounter tables, reaction results. Published and homemade. Injecting random stuff and trusting the PC's will make something of it has been a real big learn for me. It gives me enthusiasm to muster more “stuff” for the PC's to do because I know each session is going to have as much surprise for myself as the players.


#3: Dr. Norton's Yarmouth Chronicles: I know it isn't great literature but the continued writings of the PC's of their trials not only is a fun read, but preserves vital world info I would otherwise forget. The in-game time has only been a month and a half. The voluminous testimony of events as they occurred reveals how chock full of “stuff” we cluttered the campaign with. Items or incidents which were thought of as bits of color now may be the source of entire adventure arcs. I'm sure our group has a better game as a result of these records.


#2: Inky Pete at the Asylum: Another randomly generated encounter which provided much more game than expected. Taking a cue once again from information and tips shared online I have a much better approach to making my own encounter tables. It basically boils down to a simple question; “If I roll it do I want to run it?” There goes all sorts of “normal” encounters I might reflexively generate for a game, or use from a published supplement. When I create a random encounter table for a session I now trust whatever comes up is going to be fun for myself as well as the players. If I don't want the PC's to encounter wolves in the woods don't put them on the random encounter table! And I don't mean every random encounter is pregnant with meaning or significance, but the idea is it is worth talking about and gives players “stuff” to do. This is a good place to point out how often I use Vornheim: The Complete City Kit. I did not know how to run urban adventures, at least to my liking. This book not only has content I find interesting and useful, the whole structure of the book is instructive on how I can make the same. This means Vornheim is probably the first truly “universal” game supplement I've used fulfilling on the promise.


#1: The Badger's Drift Bear Trap: Simple, effective and truly inspired from the roots of my early OSR upbringing. What I enjoyed most about this encounter was how ordinary items produced a harrowing, memorable danger. As any good accident points out it isn't just one thing that gets you. It is the layering of consequences from seemingly minor threats which begin to spell d-o-o-m in player's mind. When you can pull it off it is justly earned referee glory. Fantasy games accent the fantastical. So much so actually frightening your players can seem nigh impossible. The feeling of discomfort and disfunction sometimes has to be mechanically enforced on players because of the distance created by the game's fictional devices. Call of Cthulhu being an obvious, and successful, use of mechanically enforced fear. Therefore with the PC's unbalanced by a simple trap hidden in the snow and simple woodland animals (Yes, now wolves are interesting!) an ordinary skirmish quickly rose to deadly stakes at the same time confounding expectations.

There are many more, but I want to limit myself to just a few events which were a direct result of all the tips learned here on Google+ and the OSR online community. As the group closes out another year of entertainment I promise there is much more to come because there is so much more to come from the DIY OSR creators!

Thursday, March 16

Gamma World Skill List for BRP

The (B)ig (G)old (B)ook for Chaosium's BRP is a decent touchstone for creating your own specific homebrew game world. The big advantage is the system is remarkably modular, allowing the Game Master to pick and choose levels of complexity, and the systems built in internal consistency. When coming up with your own game universe and setting it sure helps to be able to rapidly come up with a rules judgement without having to search through rule books for special cases. 

The other place where BRP shines is character creation. You can follow the step by step character creation instructions and quickly customize the mechanics to develop player characters tailored to your desired setting. The most useful feature is the "Guide to Creating A Character" flowchart. On two pages there are 10 steps clearly illustrating how to build your PC. While all these steps are detailed within the pages like you would find in any other RPG rulebook, this flowchart allows you to readily apprehend the overall process. I find this pictorial representation allows me to make design choices immideatly as I craft a brand new game. I could literally sit at a table with players and ask what kind of game do you want to play? If they answer 1920's gangsters good to go. Ruthless pirates on the Spanish Main game on in twenty minutes. If I have sourcebooks from other games on my shelf for the desired genre I have ready made setting material at my fingertips. 

To keep things simple I took a stripped down approach to creating a Gamma World character. Specifically with skills. 250 point for skills. That's it. For powers there will be Mutations, of course. The guidelines for major and minor mutations will be taken. Four slots total, a major mutation will take 2, minor 1. Declare your selection and roll away on random tables!

The table of contents can give you an idea how versatile and organized the Chaosium approach is: Characters (covering basic attributes), Skills, Powers (further broken down into Magic, Mutations, Psychic Abilities, Sorcery, and Super Powers), System, Combat, and Spot Rules. The only thing left is your full on imagination.

But being a generic RPG rulebook there are going to be gaps. Gaps and holes. A common complaint against BRP is that it doesn't do Super Hero roleplaying well. That the normal to heroic human-centric baseline breaks down when designing super powers. By extension this critique can be applied to Sci-Fi, specifically vehicles. I think this is a legit complaint. The BGB even cops to this, and I quote; "a comprehensive listing of all vehicles or even most major types of vehicles would dominate this rulebook." Reading between the lines you realize that coming up with comprehensive vehicle rules and vehicle combat is an entirely new subsystem which needs to drafted for technologically advanced gaming worlds. 

The other gap, and one much more easily managed, is skill lists specific for the genre being played. The BRP character sheet lists all the skills common to the system as well as blank lines to add additional skills as needed for the specific game. What this creates is kind of a mess which players and Game Masters have to sort out during character creation. Short of drafting a custom character sheet for each genre I recommend a Game Master provide a Complete Skill List to the players for the game. For example; if I was going to run a "Gamma World" inspired BRP game my complete skill list would look like this.

Gamma World Skills – Complete Listing

COMMUNICATION
  1. BARGAIN/BARTER
  2. COMMAND
  3. DISGUISE
  4. FAST TALK
  5. LANGUAGE, OWN
  6. LANGUAGE, OTHER
MANIPULATION
  1. CRAFT: JURY RIG
  2. DEMOLITION: EXPLOSIVES
  3. FINE MANIPULATION: PICK LOCKS, MECHANICAL
  4. FINE MANIPULATION: PICK LOCKS, ELECTRONIC
  5. FINE MANIPULATION: DISARM/SET TRAPS
  6. REPAIR: PRIMITIVE
  7. REPAIR: COMPLEX
  8. SLEIGHT OF HAND
MENTAL
  1. APPRAISE
  2. FIRST AID
  3. GAMING
  4. KNOWLEDGE SKILL: THE ANCIENTS
  5. KNOWLEDGE SKILL: SURVIVAL
  6. MEDICINE
  7. SCIENCE: THE ANCIENTS
  8. TECHNICAL SKILL: COMPUTERS
  9. TECHNICAL SKILL: DRIVE
  10. TECHNICAL SKILL: PILOTING
  11. TECHNICAL SKILL: POWER ARMOR
  12. TECHNICAL SKILL: ROBOTICS
PERCEPTION
  1. LISTEN
  2. SCAVENGING
  3. SPOT HIDDEN
  4. TRACK
PHYSICAL
  1. ATHLETICS (covers Jump, Swim, Throw, etc.)
  2. CLIMB
  3. DODGE
  4. HIDE
  5. RIDE
  6. STEALTH
COMBAT
  1. ENERGY WEAPONS
  2. SLUG THROWERS
  3. MELEE WEAPONS
  4. RANGED WEAPONS
  5. BRAWL
  6. GRAPPLE
For Mutations you have rules and examples provided in the  BGB, and Psychic Abilities will most likely come into play. But the list is not altogether long. It has gaps. The Metamorphica, Being a Very Large Collection of System-Agnostic Random Mutation Tables by Johnstone Metzger is indispensable for building out your mutations list for a gonzo-tinged game of Gamma World. The BGB makes a distinction between Major and Minor mutations so random rolls on the the Metamorphica tables will take some work with the Game Master. I decided my Mutant Humanoid I'm rolling up will have one Major and two Minor Mutations. I rolled Hallucinations, Reverse Pedalism, and Bad Breath. Okay, so my Major is technically an affliction. The character would be severely plagued with Hallucinations. Not very gameable. So I will turn this into the psychic ability Emotional Control. The effect, and power of this ability is based on the Power attribute. As a Major mutation I decide the character's Power attribute is doubled when using this ability. Reverse Pedalism just means he has four legs. As a minor mutation I will increase his max movement by 50% then say double if it was a major mutation. No Gamma World character is complete without some type of negative mutation and this guy has got Bad Breath. Like nasty, gut wrenching bad breath. Why not say if he successfully Grapples an opponent they can paralyze them if the victim fails a resistance roll.     

So there you have it, a Hallucinating projecting, four-legged, foul-mouthed mutant humanoid striding the radioactive wastes!

Saturday, March 11

The World Between for the Renaissance Game Engine

Jack Shear's Tales of The Grotesque and Dungeonesque  is a Gothic Fantasy Supplement for old-school fantasy role-playing games. He now has three publications in print containing house rules, random tables, new spells, new monsters, and a campaign setting for Gothic Fantasy adventures. He calls the setting "The World Between" and it is fit to drop right into your favorite B/X retro-clone. That means, if you are like me, this wonderful setting needs to be dropped into a completely different game system!

I have this perverse streak of grabbing hold of cool game settings and wanting to use them in an entirely different system than they were written for. Probably because the preponderance of great DIY stuff being released these days is written specifically for old school D&D. Therefore there is always a high chance I will need to convert because I have a head full of game systems and I'm always on the hunt for the "right" setting to play them in. Not all the time. Dolmenwood in the pages of Wormskin I would slot right into LotFP without changing a thing. I'm still on the quest for the right mash up of system and setting for a Space Opera campaign. With over a year of play I may be just starting to get comfortable with Cakebread & Walton's Clockwork & Chivalry game. More to the point, getting comfortable with using Chaosium's system, commonly referred to as BRP (Basic Role Playing) system. You know, d100 mechanics and the whole Call of Cthulhu engine.

I've mentioned plenty about my first exposure to BRP through Stormbringer. How I fell in love with it and believed it would give me the flexibility, the ability to go beyond a class and level system I had been playing with A/D&D. But I never got a chance to play it all that much. In fact the game puzzled me some. I knew I liked the combat system, and character creation framework seemed just what I wanted. The chance to make characters pretty much how I wanted them. I guess as a teen I just didn't know how to uncouple the system from the setting and then reskin.



Now that I'm back gaming I can reap the benefits of getting older and wiser. The plethora of DIY game materials available online from the OSR community continues to be an embarrassment of riches. There is literally a f$%k-ton of material so that players and referees can create any flavor of game they wish.

So now I finally have a satisfying fantasy setting to place a d100 game I can get my teeth in. The World Between's most attractive feature is it is relatively complete in concept. There is enough information on the game world and fantastic random tables I can sprout adventure ideas with relative ease. This also avails players with character color to give them a handle on what kind of world they are in for. The world map, found in Volumne II, conjures up Moorckock's other fantasy realm The Tragic Millennium, the world in which Dorian Hawkmoon quested for the Runestaff and battled the vile forces of Gran Breton. This is helpful because I have a copy of Chaosium's Hawkmoon on my shelf so can utilize these slim sourcebooks for immediate NPC and monsters stats.

The Clockwork & Chivalry rule book will give me all the Chaosium rules mechanics I could want including a nice framework for character creation. Its specific ties to European 1600's colors the magic system a certain way so it will need to be tailored to better reflect Shear's fantasy setting, but hell you have all the clockwork rules you could want! Cakebread & Walton also offer a free PDF of the "Renaissance" system which is actually much easier to flip through when creating characters. The free PDF does lack clockwork rules, but has alchemy and witchcraft, so keep that in mind when deciding whether to spend money or not.

Here is how I retrofitted character creation with this D&D based setting: Go ahead and roll starting attributes per the Renaissance/C&C rules. Then flip to the Character Background Table in TotGaD and make a random roll. Chaosium attributes line right up with D&D's. The only switch is Wisdom becomes Power. So attributes which receive bonuses from the character background  table translate point for point. Now compare the background rolled to the list of professions available in Renaissance/C&C. Pick the one which most aligns with the background rolled. For example; if you rolled Initiate then you have many good options. Witch/Warlock, Witchfinder, Scholar, Preacher, and Cunning Man or Wise Woman are all good matches for this one background. Your profession picked gives bonuses to certain Common Skills as well as giving the new character particular Advanced Skills. Also the profession picked indicates which Social Class you can pick from the five available.  Your Social Class gives your character further bonuses to Common and Advanced Skills. Note this is backwards from the regular character creation process outlined in the Renaissance/C&C rules.

Two Advanced Skills to pay attention to at this point are Lore(Any) and Craft(Any). If your character ends up with these it is now a good time to roll the character's nationality. There are fifteen nationalities listed in the World Between so make a random 1d15 roll for nationality and then a review of the TotGaD books, focusing on entries relating to the nation rolled. For example; if you rolled the Island of Jade Mysteries there is a section on "Monsters of the Jade Mysteries". This becomes a setting specific Lore skill which makes sense for your new character's background. Note the preponderance of undead listed amongst the different nations. Each has their own flavor and the unliving flesh is a common trope in gothic fiction. Characters having knowledge about these monsters should be useful in their upcoming adventures when they must confront these terrors. A look at the examples of suggested crafts in the Renaissance/C&C book should help with selections which relate to this gothic setting. Apothecary, Alchemy, Weaponsmith; all should find use in this world. I suggest skill in "Clockwork" can be either a Lore skill or a Craft skill.

The final thing which nationality will help flesh out is the characters starting languages. The character's native language will be obvious from the table in Volume II. The next language a character should have is the common language known as "Tradecraft". This is in effect a free additional Advanced Skill which should be noted on the character sheet. Each character will be required to have at least 30% in this language so that the party will be able to converse with each other and NPC's. The 250 free skill points each character gets at creation will be used to boost their starting skill in this language to at least the minimum.

So the last step in your World Between character creation process will be to distribute your free 250 points per the Renaissance/C&C rules. Here players will want to work closely with the Game Master if they are interested in utilizing magic. Now it is time to roll on the Dark Secrets table in TotGaD Volume I. Between this table, your nationality, character background, and chosen profession will be all the information the player will get to make their case for starting magic. For example; say I roll a "Dandy" on the TotGaD Character Background table with "Arcane Dabbler" for a Dark Secret. The Nationality roll gives me Mord-Stavian, a land of clockwork technomancy and undead worshippers. With access to Lore(Any) and Craft(Any) skills I have plenty of ingredients from the TotGaD books to brew up some type of magic wielder. From the Renaissance/C&C book I choose "Courtier" for profession and "Gentry" for Class. This combination will give me access to a Lore(Any), Craft(Any), and an Art(Any) skill. Flipping through the TotGaD books I come up with Lore(Witchcraft), Craft(Clockwork Technomancy), and Art(Gypsy Fortune Telling). I will now discuss with the GM what spells and or magical equipment my character will start out with, relying on guidance and inspiration from Jack Shear's background information.

Actually the last step will be to purchase equipment, so let's take a look at how to go about this process. Roll starting coin per the Renaissance/C&C rules. The monetary system for Renaissance is English with the common coin being the shilling. Just convert shillings into silver. You'll want a fantasy appropriate equipment list and you will need to classify armor into Light, Medium, and Heavy categories. This will give you corresponding protection in Renaissance/C&C values. I recommend jacking the prices of black powder weapons than are found in the C&C rules. I want my gothic fantasy world to have a premium on firearms.

Let's take a look at the Renaissance character sheet as we wrap up character creation. I'm not using Factions from the Renaissance rules so this part of the sheet is not being used. "Player" is to be used for the character's name. "Adventurer" is where you would write down your result from the Dark Secrets table. In the TotGaD book this is on page 44 and is highly recommended. Irregardless of the character's national origins the rolled result should be tailored to the character's profession and background so the Game Master has "personal apocalypses and a constant exposure to danger" to work into adventures for their players. "Nationality" should be used to list the character's national origin and "Homeland" is a useful line to write down their native language as well as Tradecraft and its percentage skill value. Any other languages known can be listed here also.

"Profession" is what you get from the background table and add the short descriptor from Dark Secrets. For example; Pirate-Silent Witness. Don't write down the profession you compare it to from the Renaissance book even though you are using that particular profession to identify the Common and Advanced skills your new character is starting out with. In the Character Background description is a Leading Question. This should be written on the "Connections" line of the character sheet. This is another useful bit of color the Game Master can use for plot hooks and adventure seeds. On the back Alchemy may be used if the character takes it as a Lore skill and Witchcraft section will be useful for spell casting ability.

Here is a character example; we've rolled are starting attributes giving us STR:10, CON:08, SIZ:13, INT:14, POW:11, DEX:08, and CHA:09. Before we establish the three figured attributes we should roll now for character background. We roll 80, Servant. We have a choice of a +1 to CON, or +1 to CHA. We'll boost CON to 09 as this will increase the character's starting Hit Points as well. The leading question described in the background will be written down on the Connections line of our character sheet, this being "What scandal forced you to resign your position?" Valet/Lady's Maid is the obvious profession here. Townsman is the only listed Class available so this will set the starting skills for our character. To finish defining our character concept we roll on the Nationality and Dark Secrets tables. We get Ulverland and Spy for the Inquisition. Now I have all the ingrediants I need to complete the concept. Defining the two starting Lore(Any) skills and the one Craft(Any) skill I look to the TotGaD books. Ulverland has some nifty descriptions for Enchanted Teas and seems they have a bit of a Troll problem. I shape up these skills such; Lore(Enchanted Teas), Lore(Trolls), and Craft(Apothecary). The Craft skill is how adept the character is in brewing the magical beverage and the skill number can be tossed into the Alchemy section of the character sheet. You get the idea...






Saturday, February 4

BRP versus Savage Worlds Combat, a look at Minions

Someone  by the online handle of "pansophy" created a short pdf file offering rules for managing minions in your Basic Roleplaying Game. I downloaded and saved this file, looks like June of 2012, for future use.

While putting these rules in action depends on the genre being played, what I truly enjoyed about the article was the comparison of BRP combat mechanics to Savage Worlds. I was taking a look at as many different game systems in 2012 because I was just getting back into gaming. I was dead set on making sure my campaigns were going to have the "right" system for the game. By right I mean I didn't want the rules to get in the way of having a great time at the table and restricting unfettered imagination during campaign creation/prep.

I post the link above for anyone similarly on the fence and doing system research into the difference between BRP and Savage World combat mechanics.


Sunday, July 31

July should just die

but what do you do, as a GM, when the PC's are driving a story better than you could? How do you keep up?

Cool Things in Clockwork & Cthulhu

Today a PC decided to dispatch an NPC the party was interrogating. No torture or anything. The NPC was answering questions, rather compliant tied up in a chair. But without hesitation, matchlock pistol to the head! The player just couldn't see an answer to the problems the NPC represented short of death. What that threat looked like for the PC I don't know. Nothing to be done about party paranoia.  Hurray, must mean I'm running the game right.

Any who, so the NPC  is now an open cavity of brains spread over the ale and blood soaked bar table and the PC has a moment of reflection. Have I gone too far? Blowing out the brains of a defenseless enemy? The player asked me if there was a need for a sanity check. I was like whatever, you killed a hardened mercenary, your fine.

On reflection, I thought that was kinda cool. The players are invested enough in the campaign that I don't have to hammer home consequences. They are creating their own experience to the events because the story has come alive at some point for all participants.

This campaign has been rocking really well by I think these elements;

Quality adventure product,

PC buy in regarding genre tropes,

and a GM making the action where the PCs are which means hacking the hell out of the published material to bend and reflect the PCs actions in the game world.

Friday, March 4

OD&D for BRP

Here is my suggested hack of Chaosium's Basic Role Playing system for original Dungeons & Dragons.



Roll 3d6 in order for your PC's attributes, except Intelligence (2d6+6). These are the eight basic attributes to be rolled; Strength, Constitution, Size, Intelligence, Power, Dexterity, Appearance, and Education.

Additional attributes are Sanity, Effort, Stamina, and Hit Points. These are figured per the normal rules found in the Basic Roleplaying book.

Skill Category bonuses are assigned the full value of your PC's attribute. For example; Intelligence is the Primary characteristic for Mental Skills. A PC with an Intelligence of 13 would add +13% to all the skills base values. Whether or not a PC can use a particular skill is entirely at the discretion of the the referee.

After your PC's attributes are written down you can chose your character's class. They are Fighting Man, Magic User, Cleric and Thief.

The Fighting Man adds +25% to any one of the four Combat skills. The Martial Arts skill starts at (STR+INT+DEX)% base value for the Fighting Man

The Magic User has the ability to read magic, and this is reflected with a +25% to Knowledge (Magical) skill. This skill begins at (POW+(INT or EDU))%.

Clerics have the power to turn undead at 25% plus POW. They also receive the ability to cast divine spells when their Knowledge (Divine Magic) reaches 51%. This skill begins at (POW+(INT or EDU))%.

Choosing the Thief class grants the PC +25% to the Climb skill.

That's it. The details of a magical character's spells and capabilities will need to be hashed out with the referee.

If a player wants his new PC to be a race other than human consult with your referee to establish racial abilities and restrictions.

"Leveling" is handled via standard BRP rules. To improve your character's skills you need to use them during the game, learn them during the game, and find ways to get trained in them during the game, etc.

Saturday, July 18

BRP World of Xoth

If I ever run another group of PC's through a Sword & Sorcery campaign I think I'm going to go with Chaosium's Elric!. I'm sure I would modify it with mechanics from the BRP Gold Book, mostly with defining the magic system, but for the rest of it; gritty combat, incredible stunts, fearless dimension hopping, etc., I think the rules set gets the job done.

I could recycle my World of Xoth campaign material for any Heavy Metal minded troop of PC's who want to turn their sword swinging savagery up to eleven. The flexibility of Chaosium's mechanics makes it possible to craft your own brand of Sword & Sorcery. You really can conjure any world of post-apocalyptic or pre-cataclysmic savagery and super science your imagination can devise.



Saturday, July 11

BRP Low Fantasy Campaign Idea cont.

Continuing the class descriptions from last post;

1.4.1.5 Gladiator; you have lived your life in a cage only to be released so as wagers can be placed on whether you will live or die in a blood soaked arena.
Common Skill Bonuses: Perform +25%
Advanced Skill Bonuses: Melee Combat +25%

1.4.1.6 Merchant; dangerous is the Bolfian Silk Road, but the riches to be had make dealing with the mysterious desert peoples draws the determined and the foolish to attempt it.
Common Skill Bonuses: Bargain +25%
Advanced Skill Bonuses: Choose either Navigate, Appraise, or Technical Skill(various) at a +25%

1.4.1.7 Thug; a hired hand, the muscle to protect life and property. Or steal it.
Common Skills: Hide +25%
Advanced Skills: Climb +25%

1.4.1.7 Ranger; a poor, mud pounding bastard who has to sleep outside.
Common Skills: Sense +25%
Advanced Skills: Track +25%

1.5 Skills

1.5.1 Choosing Skills

1.5.1.1 You are allowed to chose three additional skills at the base rating.

1.5.1.2 You may now spend skill points to increase any of the character's starting skills in the following manner; one skill receives a +75% bonus, one skill receives a +50% bonus, and one skill receives a +25% bonus.


Saturday, July 4

Brainstorming a BRP Fantasy Campaign

Here is what I've sketched out so far;


Low Fantasy Adventures in the world of Rom'Myr;

1. Character Creation:

Only human characters may be chosen for race. The available human racial identities are Rom’Myr, and the Fir'Bax. Rom’Myr humans are citizens of the Blue Borderlands, the farthest province east in the realm of The Trackless Empire. Sandwiched between the Cold Heath and the Groaning Mountains the Rom'Myr of the Blue Borderlands trade for Bolfian Silk from the non-human desert nomads known as the Strangled. The land of Fir'Bax lies just north of the Blue Borderlands. Uncouth barbarians who scratch a living from the small arable land surrounding the high peaks of the Yani'Hor, the Groaning Mountains. They are extremely xenophobic and war incessintly with the Strangled. This small barbarian kingdom also resent the encroaching Rom'Myrians into their wilderness domain. 

1.1 Characteristics

The primary building blocks of your PC are the seven characteristics from Chaosium’s Basic Role Playing system. Roll 3d6 dice to determine the values of your character’s Characteristics; these being Strenght (STR), Constitution (CON), Size (SIZ), Intelligence (INT), Power (POW), Dexterity (DEX), and Charisma (CHA).

1.2 Attributes

These are based on your Characteristics. They are four in number; Damage Modifier (DM), Hit Points (HP), Major Wound Level (MWL), and Movement Rate (Move).

1.3 Common Skills

This is a list of skills that every PC would have a base knowledge in. They are modified by the PC’s Characteristics if applicable. Some of your Common Skills will be increased by the bonuses given by your chosen Character Class.

1.4 Character Class

Here you are able to shape your PC more to your liking. Choosing a character’s Class will give your PC some Advanced Skills, increase some of your Common Skills, and determine how much money the character has to spend on equipment before play begins.


1.4.1 Class available for selection are as follows; Acrobat, Assassin, Barbarian, Druid, Gladiator, Merchant, Thug, and Ranger. Class choice provides the following relevant characteristic and skill advantages;

1.4.1.1 Acrobat; an entertainer in a bleak land devoid of joy. Your physical contortions provide a more subtle interest to the paying Lords then just flaying you alive would deliver.
Common Skill Bonuses: Athletics +25%, Unarmed Combat +25%.
Advanced Skill Bonuses: Choose either Teaching or Oratory and add +25%.

1.4.1.2 Assassin; those of wealth got there by eliminating their enemies. These enemies are mostly eliminated by paying for murder from secret sects which practice this nefarious trade. You are one who was trained by one these mysterious battle cults.
Common Skill Bonuses: Stealth +25%.
Advanced Skill Bonuses: Choose either Disguise, Ranged Combat, or Tracking and add +25%.

1.4.1.3 Barbarian; you find your home in the limitless wastes and wilderness of at the edge of a decaying civilization. 
Common Skill Bonuses: Ride +25%.
Advanced Skill Bonuses: Survival +25%.

1.4.1.4 Druid; you claim understanding of the spirits and gods which walk unseen amongst man.  
Common Skill Bonuses: Insight +25%.
Advanced Skill Bonuses: Chose one of the following; Beliefs +25%, Lore +25%, or Seduction +25%.

Sample pantheon of Gods;


§  Valett, the Goddess of the Night, having the form of three-eyed warrior-maiden.
§  Hesrace, the God of Caverns and the Night, having the form of calm boy holding a hammer.
§  Baldecigail, the Goddess of and Mother of Lies, seen in dreams as hunting bear.
§  The Exalted God, having the form of fierce camel.
§  Fae, the Goddess of Travel and Woodlands, who visits in visions as abrasive woman holding a scroll.
§  Pelixa, the Goddess of Darkness and the Sextal Goddess, seen in dreams as a crone holding a knife.
§  Feliah, the Goddess of , most often depicted as howling hag.
§  Fryssa, the Unspeakable Goddess, visible to mortals only as abrasive crocodile.
§  Daliica, the Goddess of Wealth, who appears as attractive pregnant woman with the scaly skin of a crocodile.
§  Angiara, Princess of Spiders, having the form of a warrior-maiden holding an obelisk.
§  Reytan, the God of Fate and Patron of justiciars, seen in dreams as crow with horns like an auroch.
§  Suselda, the Goddess of Sin and Queen of Magic, most often depicted as fat cat with the head of a snake.

etc, more to come...


So yeah, I think fleshing out some of these traditional AD&D classes into a simple BRP scheme on top of a flinty fantasy world built from a limited world palate will give me all I need for a wildly fantastic game world. Obvious adventures available within the starting small sandbox would be Deep Cavern Observatory and the free module Sky-Stone-River-Place found over at http://falsemachine.blogspot.com/

After that gut some of the desert and mountain modules from D&D, reskin them with pulpy sensibilities, and pillage all the new content being presented on G+ sources. You should have players turning grey before their time!



Saturday, September 22

Magic in OpenQuest for Non Magic Users

To fully enjoy OpenQuest d100 based RPG from d101 Games one must embrace the author's approach to magic for a fantasy role playing game.

There are three "schools" of magic in the core rules; Battle Magic, Divine Magic, and Sorcery. Unlike fantasy rpg's which limit the use of magic to a specific "class", OpenQuest allows any character at creation to be adapt in the magical arts. In fact every character at creation has to apply six points of magnitude towards the creation of spells whether they are interested in playing some type of magic wielding character or not.

Starting magic is selected by the expenditure of 6 points of magnitude. The player is free to spend them in any manner. A player may choose six individual spells all at 1 magnitude, or select one spell at magnitude 6. Or some variation in between. As stated above, selecting spells from the Divine Magic and Sorcery lists come with some restrictions. This is an attempt to simulate the commitment necessary to master these schools of magic by restricting the amount of character creation points allowed on other skills outside of magic.

But what if you are interested in playing a Barbarian, a Mercenary Knight, or even your traditional Thief? To leave those magic points on the table and not use them would make your starting character much weaker than other players who embrace the use of magic.How should the basic spell list found in Battle Magic be added?

This is where the aspect of "character concept" really shines for OpenQuest. For example I will use Jongo the thieving gnome. Through the character creation steps we've spent some points on attributes, many on the appropriate skills such as Athletics, Deception, Mechanisms, and Dodge. Now it is time to deal with those pesky magic points. Well, since we are playing a nonhuman race, one with a rich literary tradition of magical tricks and talents, it should not be too difficult. Probably the most useful Battle Magic spell for non spell users is Enhance Skill. What thieving gnome would not have an uncanny ability to disappear amongst the underbrush? Or surprising skill discovering hidden traps, or perhaps see normally invisible pixies and sprites?

This is an effective technique for giving your barbarian "berserker rage", or your martial artist a "killing strike". Want your archer to have an effective "called" shot, the enhanced skill spell is your ticket. Creating an elf warrior you may want to add the unusual ability to see in the infrared spectrum. Not a problem with the right application of Battle Magic.

Don't limit yourself to the initial skill list found in Newt's original rulebook. There is no reason why you can't come up with suitable spells which fit your character's concept. Any good Game Master will help you shape your ideas to fit well with the game. Anyone who has ever enjoyed Champions from Hero Games will be familiar with creating interesting effects and abilities from fairly general spell lists.

*OpenQuest uses the Mongoose Publishing RuneQuest System Resource Document.

Friday, August 17

Classic Fantasy vs OpenQuest

The short answer;

"Class" vs "Open"

The Long Answer (explained);

As Newt Newport mentions in his introduction to OpenQuest's rule set, the "Open" in OpenQuest refers to the ability to create fantasy settings and characters in a completely unrestricted manner. This is in distinct difference to Mr. Leary's approach to the genre with "Classic Fantasy", a Chaosium monogram. Classic Fantasy attempts to model Dungeons & Dragons directly to the Basic Role Playing D100 system.

Both authors accomplish their goals well and demonstrate how well Basic Role Playing (BRP) responds to "Homebrew" creation and game play.

Leary hews closely to the Dungeons & Dragons canon by first identifying the types of characters players are able to play. A characters "Class" is all enveloping in the world of Gygax, its game function mainly concerned with resolving the characters combat interactions and whether or not the character survives encounters. Each class has the requisite limitations which define these capabilities as compared to those of other classes. A players choice of race also carries the same net of limitations which further narrow the scope of capabilities, and therefore define the player character.

Newport's fantasy mash up, on the other hand, begins character creation with a brainstorming session, requesting each player to come up with a character concept. As the author explains; "A character concept is a one sentence summing up of what the character is all about." The rule set continues on as a guideline in how to translate the character concept into your fleshed out character sheet.

I love this type of game experience myself where the initial player character, while not all that powerful yet, is still a product of my imagination. This is the element I felt was always missing from D&D; the inability to play a character concept completely of ones own imaginings.

I was quickly able to come up with intriguing character concepts off the one sentence rule. It started to become a game of interest and brevity; Disturbed Wizard, Searching Sailor, Cashiered Ranger, Disgraced Warrior, Hunted Magician, Retired Gladiator, Etc... If you are manic about gaming all the best aspects of fantasy found in literature, or being open to new inspiration you can do this well with OpenQuest

But if you are looking to go Gygaxian, you should go with Classic Fantasy because, well, Leary has already gone through the trouble of converting the standard classes, races, and spells. A lot of hard work, I assure you. Unlike Dungeons & Dragons retro-clones, launching a D&D campaign with BRP's Classic Fantasy does allow much more in personal customization of your character class, mostly do to the use of a skills list, and the players characters are more robust overall. Running some friends through TSR's B10 Night's Dark Terror proved Classic Fantasy characters can chop through goblins and minor undead well. Proper tactics assure swift death to surprised opponents. True to BRP form, once these tables are turned on players, swift death can ensue. All in all, Classic Fantasy will give you a great D&D game without the garbage mechanics of Old School, retro or otherwise. Those who do not like a d100 system should not even bother.

And that is why I use OpenQuest. If you are looking for a great system for your own fantasy creations, classic or otherwise, OpenQuest gives you the tools to go right at it! It does put more weight on the Game Master. The GM will have to be invested in the brainstorming session during character creation with the players. Or the GM can offer pregenerated characters. Either way, it means more hands on time by the GM.

For me, this takes the form of ripping off literary sources, as well as available game aids to create classic "styled" fantasy adventures based off of what the players come up with characters. In case the players come up with character concepts which suggest other genres it is good to have several flavors of opening adventures to plug them into. Like I said, OpenQuest will demand a great GM if the group is role playing complete homebrew campaigns. Otherwise you will be practicing the time worn tradition of converting published adventures to your game :)

Monday, August 13

B10 Night's Dark Terror, First game out west was back east...

I truly saw hope for a face to face RPG this summer when I went back east to see family. It took insistent Facebook posts to many former gaming friends and a willingness to go anywhere at any time, but I achieved it. I managed to get two other players across the table with Player Character Sheets in one hand and polyhedral dice in the other!

What follows is the after action report I generated to commemorate the occasion. We played TSR's B10 Night's Dark Terror with BRP's Classic Fantasy rules by Rodney Leary.


From the private diaries of Princess Illiria:

A tale of bold adventure as written by Lady Illiria Callathian of House Callathian in the month of Klarmont this common year of 978 from the home of my father, Lord Callathian. May his spirit always lend light to the protectors of the realm. This is a tale of the brave clansmen of Sukiskyn Steading and their valiant defense of their homes against a rising tide of evil which threatened East Karameikos, if not all of the great Duchy itself. Guided by the steady hand of Ethan the Pure, relying on the forest lore of Darkin Youngshanks, and aided by the strength of the mighty Traldarian warrior Udoben I am able to relate to you all the dark days of adventure which befell us all…

PC’s have no trouble holding the steading against the goblin squads which attempt to overrun the buildings. Assessing the damage the attacking monsters wrought the clan’s leader, Pytor, is completely despondent. With the theft of his entire herd his successful horse operation is ruined. He begs the PC’s to try and save his animals from the clutches of the goblin hordes. He reminds the elf princess that the pregnant mare is amongst the captured. The pressure to rescue the herd of whites is indeed great. The cleric uncovers religious fetishes carried by the goblin dead which indicate the two goblin tribes worship the ancient beast lords the Dog, and the Bear.

The party consists of the elf princess who is always accompanied by her ranger body guard, the visiting cleric feels compelled to investigate the threat of the beast lord cult, while the fighter who is under Pytor’s employ is ordered to lead the expedition. The four will be able to travel on the horses they arrived on. They leave by early afternoon quickly on the heels of the retreating goblin horde.

Knowing they were only hours behind the fleeing horde, the PC’s take deliberate care to stay just off the monster’s heels. The ranger mostly ranged while the party stayed put, bringing them up once he had scouted many leagues ahead.

The frightened herd of Sukiskyn whites is spotted across from a wooded hillside with a rocky brook trickling along the front. The primitive paddock is constructed of thorny bunches of brambles grown into a thick, dense mass approximately four feet high. Two wargs loiter outside the one opening. The horses are too frightened to attempt to run or leap the thorn bush walls. The horses have the capability. They could easily leap the paddock walls, and outdistance the wargs, but they are too gripped with fear. 

The PC’s count the number of horses in the paddock, and look for the pregnant mare amongst them. They notice it is only half the herd. 21 total horses are in the thorn paddock, and the pregnant mare is not among them. 

The elfin princess cast forth arcane symbols in the air breathing strange words of power and a white wisp, tendrils of delicate smoke begin to rise from the earth around the 2 menacing dire wolves. Unaware of the subtle clouds enchanted qualities, the fearsome creatures doze gently into a sleep. With the only outside guards neutralized, the party boldly approaches the goblin’s front door. The stout wooden door has a crude lock keeping the handle from working. The elf’s lock pick set does not have the appropriate tool to unhinge it so the ranger, and the fighter?cleric? jointly kick it down. The warriors force their way into the entry. After lighting torches one of the party members (I believe it was either the ranger or fighter with spear) moves down the passage way. Confronting the goblin blockade they quickly overrun the position, and continue on.

They push their way into the main hall of the underground goblin lair. Here the goblin shaman with the rock pythons has assembled his personal guard to meet the attackers. He immediately throws two squirming snakes and one manages to wrap around the elf’s arm. The guards rush the party. While the elf struggles with the crushing grip of the rock python, the warriors make quick work of the goblins. It takes a moment to stab the aggressive snake, but not before the elf’s arm received significant crushing damage. Chance to cast spell has been reduced by 25% until healed. The party takes a moment to attend to the wounds received in the two quick melee sessions. The cleric and the elf received wounds which require attention. While administering the triage, the party forgets about the other Rock Python the dead goblin shaman had hurled. It strikes from the shadows and bites down on the elf’s leg causing a wound. With this minor annoyance dealt with the party investigates the room a bit. Here they find a small box with three bottles of potion, jewelry, and coin. They also turn up a wounded goblin (or one of them surrendered?) and do a fast interrogation. Confirming that the goblin raiders are making for the Lake of Lost Dreams the fighter kills the goblin. 

The party is now confronted with the issue of the split herd. The pregnant mare is believed to be essential in the goblin’s plans and whatever the goblins are up to should be stopped. Unchecked goblin aggression and sorcery can only spell doom for countless Traldarian homesteaders. But to forge ahead onto the lake would mean leaving the current horses they just secured defenseless and lost in the Dymrak forest.

The ranger smartly asks if he knows any helpful information about the Dymrak and wants to roll against his wilderness lore, and folk lore skills. Scoring a good roll, he knows of Loshad, a centaur. He is rumored to be a self appointed keeper of the Dymrak and the creatures which inhabit it. Surely if he could be summoned he could be entrusted with the safekeeping of the horses. The fact that they wish to pursue even more horses and save them from the black goblin beasts should say the woodland druid to their cause. There is a glade in which the Vylari elves pay homage to the keepers of the forest not far from here and the ranger recommends they make an attempt to contact Loshad. The elf and the cleric agree to accompany the ranger and try and call the on the centaur while the fighter chooses to stay and guard the horses.

The ranger knows the fabled greeting verse but says he is not good at such things. The cleric steps forth and gives his best oration in the woodland glade. Presently a centaur appears flanked by three majestic war horse and gives the group a greeting. The centaur listens intently  to what the PC’s have to say and offers a bargain.

Loshad agrees to take the 21 Sukiskyn horses under his protection but if the PC’s would like them returned to Sukiskyn Steading they will have to destroy the earthly champions fighting on behalf of the Dog and the Bear. These two loathsome servants of evil crave power over the Dymrak and wish to feast on the blood of its denizens. Upon delivering their heads to this glade Loshad will release the horses from his care. 

He does forewarn the party they lack the weapons of power to face these demons. That they are men transformed by the disease of lycanthropy and will take special care to defeat. The path to the lake will bring you face to face with danger, but also on this path will you find the tools you need to be victorious. None have called on the vanquished beast lords of old in countless centuries, and the goblins should not be allowed to try herald their return. All this Loshad discloses to the PC’s. 

“Ask the Vyalia elves who watch the lake for where such weapons of power can be found. Ask for the weapons of the huntsman because the beast is loose.” And with that the mighty centaur vanishes into the forest with his body guards and the herd.



Upon returning to the Viper’s lair they find the fighter bereft of horses. He explains three magnificent war horse came galloping into the glen and led the herd away. He was transfixed by the brilliant singing which emanated throughout the surrounding forest. While the language was not intelligible, the effect was exhilarating as it was calming. He assumed the negotiations with the magical centaur went well.

Resuming their journey now on foot (as all the horses went with Loshad’s heralds) the PC’s arrive at the Lake of Lost Dreams .

Travel Times
48 miles from Sukiskyn to the Viper’s lair.
27 miles from the Viper’s lair to the Lake of Lost Dreams.
27 miles from the lake to the Tombs on the Hill.
63 miles from the tombs to Sukiskyn.
21 miles from the tombs to the Were beasts lair.
59 miles from the lake to Sukiskyn

At the Lake of Lost Dreams the PC’s are confronted by a much larger goblin horde than they had encountered during the fight for Sukiskyn steading. The Viper, Red Blade, and Wolf Skull tribes are joined by at least one other goblin tribe. Maybe more. The number of goblins is over two hundred and fifty with at least a quarter of them mounted on dire wolves. The additional horses captured in the raid are held against the edge of the forest under the surrounding gaze of 4 wargs. The horses have been hobbled so they cannot run away. On the shore the goblins are roasting horseflesh over great fires while the goblin kings argue with a thin man clothed in yellow . The angry man is backed by a group of fearsome hobgoblin bodyguards. A smaller squad of goblins is finishing a raft which they are loading the pregnant mare onto. The raft is adorned with horse skulls and markings of the beast lord cult. 

While the PC’s deliberate on what to do five elves make their appearance out of the night. They are a group of Vyalia elves and they believe the yellow robed magician intends to summon the beast lords by performing an ancient ritual at the temple on the island found in the lake. The goblin horde has been gathering on the lake shore for the past several days seemingly in anticipation of the blood ritual. The elves implore the PC’s to aid them in their attempt to thwart the summoning ritual.

While the Vylia elves are forbidden to step foot on the island itself, they can show the PC’s a secret stone path which leads across the water to the island. They inform the PC’s that there is a temple at the center of the island which was dedicated to the Grey Gods, the gods of the Vylian elves. But the beast lords were ascendant, and the Grey Gods were cast out of Mystara. Not until the coming of man, and the High Clerics where the beast lords and their demon allies cast from the realm and the age of man established. But the temple on the island had been desecrated and a great evil laid over it. Insanity and death befell any of the Vyalia who dared tread in the once hallowed halls of the temple. The great artifact, the White Mirror, was turned toward the summoning of evil. The “Black Mirror”, under the hands of mad necromancers of old, would  call forth the black beast lords to walk the earth among elves and men. Great sorrow poured forth from the mirror and only after the total annihilation of all the sordid priesthood’s acolytes and the dark knowledge they possessed were the beast lords stopped. The elves fear the magician is going to try and open that long dormant gateway once again.

The elves promise to help free their white horses from the clutches of the goblins if they make an attempt to stop the summoning ritual. 

Once upon the island the party sees the magic user leading a group of 4 hobgoblins and the pregnant mare. At the temple 4 hooded acolytes are positioned around a central alter. Torches adorn the temple, while the hobgoblins have each a torch as well as a rope attached to the horse. 

The party wastes no time on the attack. Conjuring another sleep spell the elf is successful in knocking 2 of the hobgoblin guards unconscious. The ranger sinks an arrow into Golthar which brings him to his knees. Additional volleys are sent at the nearest acolyte striking home. Suddenly the temple is shrouded in a cloak of darkness yielding no more visible opponents. 

The 2 hobgoblin guards on their feet howl in anger and charge the party wielding large broadswords. The sword play is protracted with the charmed hobgoblins shaking off the sleep spell and joining the fray. Fortunately the party is able to maintain a 2-1 advantage and cut down the guards beneath multiple attacks.

Approaching the darkness enveloped temple the cleric boldly runs up the steps and in. Satisfied the mist only affects vision he is shortly joined by the rest of the heroes. A visible blood trail leads to an iron ladder leading into a stone lined chamber below. Two acolytes standing in the shadows attack the party with knives. The mad eyed fanatics are dispatched and their robes turned out. They are inscribed with Dog and Bear symboligy while the sleeves have stitched in an attached pair of gloves made of tough layers of leather. The fighter and the elf don the robes in an attempt to appear as the cultists. The elf listens at the opening before descending. Exploring the level they notice the original motifiefs to the Elvin lords is scarred and overwritten by much more primitive hieroglyphs. Inanimate skeletons found in the anti chambers leads to party to conclude that they are burial chambers. And who is to say they are not?

The elf makes a successful dodge roll after grabbing hold of the stair without using the gloves inside her robes. A critical success avoids all damage while a blue white crackling discharge erupts in the room. After much discussion about being careful, the fighter and elf head down the next ladder. Once on the deepest level of the temple the elf once again leads the way down the passage. A failed spot roll leads to the dart trap being triggered. Failing the second consecutive dodge roll the elf sinks to the ground unconscious with a dart in her ankle. The rest of the party decides to leave her there and press the attack. Bursting through the door the fighter? and cleric? Fail sanity rolls and are immobilized by the sights before them. The elf is protected from the maddening inducing properties of the mirror by the fact she is rendered senseless by the dart venom. The remaining upright character gets entangled with the two remaining acolytes while Golthar pleads for aid from the appearing Dog and the Bear. Without the blood sacrifice of the unborn stallion the Dog and Bear could not step through the mirror. Without the consummation of the blood pack their powers are diminished, but they would send what aid they could. The beast lords tell the magician to look to their champions Balikask and Kalakask to lead the goblin tribes and return the Dymrak to the domain of night. The beast lords urge the magician to strike soon as his path is now being thwarted by the will Lords of Light. With that they fade and Golthar, wailing in anger, departs the underground chambers in a foaming black comet. 

The chamber is left with the bodies of the two dead acolytes and the smoldering black mirror. The party smashes the mirror with their weapons and departs, but not before the elf regains her senses. The elf is on the verge of attacking the party when the mirror is smashed. She is immediately released from her increasing madness. Fleeing the lower chambers they find the mare roaming the island and return to the mainland. 

Here the Vyalia elves approach the successful party again, and suggest freeing the horses from their hobbles. With the goblin band unaware of what has transpired on the island they could charm the dire wolves, and give the horses the break they need to flee into the forest. With the protection of Lorshad being extended to the creatures of the forest once again the elves feel once released the horses will find themselves to Loshad and come under his protection. At least they will be free of the goblins and the stew pot. The elves urge the princess to bring the mare back to Sukiskyn as soon as possible. One of the Vyalia leads the PC’s safely away from the lake and on the path to Sukiskyn.

The party makes the journey back to the steading with only the mare in tow. The journey is uneventful. There are no further encounter with roving bands of goblins, though signs of their passing can be found by the sharp eyed ranger.

Pytor is relieved to see the mare returned in good health. He had already given her and the unborn foal up for lost. The lack of any of the rest of his herd has him totally despondent though. He doesn’t see how they will ever recover the lost herd. If the heads of the were-beasts are truly required to earn the horses release Pytor laments such a task could be accomplished. The steading has no such weapons of power to thwart such evil. The idea of melting down silver into weapons is discarded as impractical as what little silver could be gathered no one on the grounds possesses the skill to manufacture. It would seem the Tombs on the Hill as suggested by the Vyalia would be the only known place in which to find enchanted items.

The party sets out three days later after the new young stallion is born. They do not now have the luxury of riding on horseback. Pytor refuses to lend any more to the PC’s. The journey on foot takes five days as they skirt the edge of the Dymrak forest. This is to avoid being spotted on the open plains to the north while keeping as much distance between the party and the goblin horde. 




Upon arriving on the rocky hills where the tombs can be found the party examines the portals on each. They all appear to be blocked up with a stone door sealed in with mortar. Choosing the tomb of the warrior they look for traps before chiseling away the old mortar. The PC’s do not intend to let the terrible visions inflicted by the evil presence of the tomb turn them away from their labor. Once inside and they resist the stench of death the PC’s penetrate the length of the tomb and confront the two weirds. Successfully turning the undead terrors, the cleric strides forth and claims the silver tipped spear gripped in a statue of human warrior. This propels the globe wielding fiends at the rest of the party who have fun engaging the elusive shades. The battle is over quickly though. The characters combat skills so far have kept them from serious harm. They return to the outside, and rest for the night. 

In the morning they tackle the next tomb entrance. This one leads them to a crystal coffin containing a mummified corpse. The presence of the PC’s and the close inspection in which they give all the frescos is too much for the starved ghoul and it leaps out at the characters. It is brought down under a flurry of sword strokes leaving the ghoul in shreds. The crystal coffin is shattered without trouble and the jewel encrusted mace is taken up by the lusty cleric! Successful incantation of a perceive spell reveals the ancient weapon has magical properties.

This leaves one more tomb to be braved. Close inspection reveals an additional entrance from the main. Upon receiving the seductive and pleasant visions delivered by the unknown enchantment surrounding the main entrance, the PC’s decide to proceed through the newly discovered secret door believing it to be the “safer” of the two choices. Once inside the damp, rough hewn chamber beyond they are immediately set upon by the living statue guardian inside. The acidic ooze which spills from the creature manages to ruin a spear and a broadsword before the creature is reduced to a bubbling, caustic pool. Reaching the finished stone chambers beyond they come across the last weapon in which to provide the edge they need, the Huntsman’s Knife. An enchanted, silver edged short sword worn by rangers who fought against the were creatures and demons in the beast lords dark armies of old. After realizing they had avoided any traps by entering the tomb from the secret entrance the party retreats back out the way they came. 

Standing once again in the daylight the characters agree to rest and discuss their next move. 

The elf princess will want to eliminate the were-beasts so as to secure the release of her father’s new stallion. She holds no illusion that Pytor will not give up the new born without the return of his livelihood. The cleric would like to inspect the room in which he retrieved the mace and the mummified remains of the body which held it. His scientific interest has been piqued. The writing on the mace is entirely foreign and the mummy had unnatural physiology which he had no time to examine in any sort of detail. The fighter is concerned for the safety of Sukiskyn steading and wants to know what to do about the goblin horde at large. He is extremely anxious to return and see to the homestead’s defenses. The ranger will want to see the centaur’s task completed as quickly as possible. He wants to get the princess back to Rifflian as soon as he can. Baby horse or not.

What does the party do?

And so 7-1/2 hours were spent most pleasantly. Look forward to my next trip back east, maybe a game session once every two years?