Thursday, December 18, 2014

Gambling, Drinking & Carousing!

What started out as a review for Mead & Mayhem turned into a bit more information on Gambling & Drinking & Carousing resources.

Mead & Mayhem


Product Description
Mead & Mayhem is a tavern fight supplement compatible with most old-school fantasy roleplaying games. Within this product you'll find:
  • use for your big lump of thirty sided awesome (D30)
  • simple alternative fist fight damage system
  • D30 table of 40 entries for tavern and pub fights
  • things might escalate to chaos and mayhem
Next time your players start to have their own fun in a local tavern open this PDF and see what happens...
Designed OSR in mind but we think this can easily be used with any system as an idea source.  GET IT HERE! It's pay what you want  

First off I need to get me a D30!  So I'll be off to the local store to grab one and Munchkin at the same time (as I desperately want to play that over Christmas).  This little module is going to have a place at my gaming table.  More often than not adventures start out with "well your in a tavern and you are met by a mysterious person", etc. One of my players has been going on and on about wanting to drink mead while we play.  With this module and a few other things I've found I should be able to create a bar scenario without too much thought on my end.  I'd like to also incorporate some basic dice gambling games and of course some music as well. 

Here are a few other resources I've found this morning to help with the atmosphere.  

e-Adventure Tiles: Adventure Town Taverns Vol. 1


e-Adventure Tiles: Adventure Town Taverns Vol. 1 brings the staple starting point of fantasy RPGs to your table top. Whether your party is meeting for the first time or looking for info on the next big adventure, the tavern is the place to start. Details in this set of 25 miniatures scale tiles include cobblestone streets, wood floored interiors, tables with chairs and benches, bars and bar stools, kegs, barrels, crates, roaring fireplaces, detailed windows and doors, and more.

e-Adventure Tiles are designed for use with your favorite role playing or miniatures skirmish game by RPG cartographer Ed Bourelle.  $9.30 CDN Drivethrurpg

Adventure Havens: Tavern Tales


You know what they say about the best laid plans...

No matter how much planning you do, your players will always figure out a way to throw you off. Whether it is suddenly deciding they want to visit every tavern in town, or take a ship instead of the main road to the next city,at some point you'll be left making it up as you go along.

The Adventure Havens Series is designed to help GMs deal with these random encounters. Each supplement will be packed with original locations, NPCs and story hooks to add hours of additional gameplay to your campaigns.

The series starts with Volume One: Tavern Tales. This supplement features a dozen fantasy taverns filled with ale-drinking, dice-rolling, plotting and planning NPCs willing to interact with your party. Not to mention plenty of mini-quests to throw into your game in order to provide a needed break from your main story, or just to buy you some time to plan out.

This product contains complete histories for 12 fantasy taverns. Each tavern includes important NPCs, seed ideas, and mini-quests.  This module is pay what you want on drivethrurpg.com

Even more resources!


Here is a link to some gambling games you can try out - http://www.d20pfsrd.com/gamemastering/other-rules/gambling-and-games-of-chance

If you are looking for an alternative for a bar room tavern setup you can grab one here, the maps are licensed under creative commons. 















And of course if you have a copy of "Keep On The Borderlands" there is a great map of a tavern. 

Yet another D30 table (yes I need to get one of these obviously) 

30 Odd Random Inns, Taverns and Sundry Establishments


Carousing Mishaps


Alright that should get you started on a crazy drunken brawl that might lead to adventure, or at the very least a sore head! 

And if you need some actual mead, I suggest grabbing this kit from amazon! I've been making beer on and off for the last few years.  When I first started I actually bottled them in old beer bottles, including stubby's at one point.  However its a bit of a royal pain in the arse to clean the bottles and cap them.  What I ended up doing is using is 1 & 2 litre pop bottles, just for the ease of filling them.  My American friends may not know what a stubby is see image on the left. 





Canadian Stubby Beer Bottle

Mr. Beer Deluxe Edition Home Brewing Craft Beer Kit


$56.26 CDN

  • Includes a reusable 2-gallon easy to use fermenting keg with a lid and tap assembly
  • Lightweight shatter resistant keg is made from FDA compliant plastic and imparts no taste or flavor migration
  • Top of line all malt refills offer you the microbrewery taste and experience in your own home
  • The keg's wide mouth allows for an easy brewing and cleaning process
  • You can make beer just like the pros do








Wednesday, December 17, 2014

118 pages of new monsters!

Mini Review - Evolved Grottoes & Griffins - Teratic Tome

WOW is all I can say.  First off I love the cover of this, its a total throw back to 1st Edition.  All of the illustrations are amazing, and B&W.

Within the pages, there are seriously a crap ton of monsters!  All of which appear to be fairly deadly.  You could easily plan a campaign around many of these baddies.  Fret naught there are some monsters within this tome that have higher AC's.  I good percentage are pretty tough.  First thoughts, I am digging the following:

Discerner, Onlooker, BASKRA, KARKINOS, Eriophora

The module is pay what you want with a suggested price of $6.66 (LOL!).  You can grab it here

Whenever this gets released in book form I'll be grabbing it.  In the meantime I better anty up and pay for this pdf.

Tuesday, December 16, 2014

Teaser!

Here is a little teaser for the upcoming MEGA dungeon. "The Enormity Project".

MAP A


A1.  The mouth to the cave, has small foot prints leading into it.  There is a small overhang the casts the entrance in shadows.  On the inside of the cave are crude drawings & writings (in kobold- “Beware! Keep Out Algurg’s Lair”).


A2. The door is locked.  Inside the room are 2 kobolds asleep at a table.  There are crude playing cards and a few cooper pieces on the table.  A candle burns low.  Against the north wall are 2 crudely made cells in one is what appears to be a corpse of a human, the other has a malnourished looking dwarf chained to a wall.


2 Kobolds AC 7, HD 1D4, hp 4, 2, MV 60’ (20’), #AT 1, D 1D4-1, Save 0 Level Human, ML 6, AL Chaotic, XP 5 *One of the Kobolds has a key to the cells.  


Gwimble Hornslager - STR 13 INT 11 WIS 12 DEX 13 CON 15 CHA 12.  AC 6 HP 8. 2nd Level Dwarf Fighter.  Needs a weapon. HD 2D8, Current HP’s 2.  The dwarf will help the adventurers if he is freed and will lead them to the Makeshift City  Map E.  


A3.  It appears you have stumbled into a religious service in full swing.  There are 4 kobolds sitting facing a poorly made altar.  A larger yellowish kobold occupies a wooden chair, the chair is pushed against one wall, he is clearly overseeing this matter.  In front of the altar is a Kobold wearing a weird hat made from the remains of a unfortunate soul.  He holds a staff that glows blue and he is speaking in kobold.  (If anyone understands kobold, he is asking for help in defeating their enemies and more luck finding wealth in the tunnels).  


4 Kobolds AC 7, HD 1D4, hp 2,1,3,2  MV 60’ (20’), #AT 1, D 1D4-1, Save 0 Level Human, ML 6, AL Chaotic, XP 5

Algurg - Kobold King  AC 5, HD 1D8, hp 7, MV 60’ (20’), #AT 1, D 1D8+1, Save F1, ML 6, AL Chaotic, XP 15.  Algurg is large for a Kobold and has seen many battles, he attacks with a Short Sword and adds +1 for his unatural strength.


Kobold Shaman (1st Level Wizard) AC 9, HD 1D4, hp 2 MV 60’ (20’), #AT 1, D 1D4-1, Save 0 Level Human, ML 6, AL Chaotic, XP 5 Spells - Charm Person, Shield, Magic Missile.  Scroll Of Dispel Magic


*SECRET DOOR - Secret door below altar, in a small  barrel there is 32 GP, 1 Potion of Healing, Kobold Art (worth 3 GP’s), Bottle Of Wine, Hacksaw.  Inside the barrel is the Kobold’s pet snake, a Spitting Cobra.  

Spitting Cobra AC 7, HD 1, hp 7, MV 90’ (30’), #AT 1 (bite or spit) D 1D3, poison*, Save F1, ML 7, AL Neutral, XP 13.

*If Poisoned Save VS Poison or become blinded.  1d4 days and the PC will die from poison.  They can be cured by the spell “Cure Blindness”.  



A4.  This cavern is empty.  


A5.  A large empty cavern, there are 3 exits to the north, north west and one to the east.  This room appears to be a mine, there are a few pickaxes leaning against one wall.  On the ground is a basket with some ore in it (2 pieces of anthracite worth 10 GP each).  


A6.  The tunnel opens up to a large cliff there is a 50 foot drop to the bottom.   At the bottom of the landing is a fast flowing river.  A little off to the north east is a stone wall and beyond that the roofs of small wooden houses.  30 feet across from the landing is solid rock.

If the PC’s are with Gwimble the dwarf he will show them a secret door on the side of the landing to stairs that lead down.  The stairs go under the landing to the river, there is a small boat docked there.  If a PC casts a detect magic, they will see the secret door, as well if anyone searches they have a 2 in 6 chance of finding it (Roll 1D6).  The secret door is not trapped.  


A7.  The cavern widens into a small beach, there is a stone bridge across a underground river to the north.  The bridge is about 40 feet long and 10 feet wide.  It is covered in ornate runes (none of which are readable by PC’s it is an ancient language).  It is about 15 feet down the bank to the water’s edge, the ledge is rocky and hard to manage.   


The bridge is a trap, it needs a circular crystal key to stay open, if not as the PC’s walk across it will collapse dumping them into the river.  1D6 falling damage.  The current is very quick and it travels eastwards towards the dwarven city.  There is a 35% chance that a crocodile will be lurking in the waters.    


Crocodile  AC 5, HD 2, hp 10, MV 90’ (30’) , #AT 1, D 1D8, Save F1, ML 7, AL Neutral, XP 20.

A buccaneer has made his home on the north side of the beach.  He is partially insane and will attack the PC’s if they come near him.  There is a tent on the north side of the river.  He is old and withered and has seen better days.  He appears lost in thought staring at the giant door from a distance and mumbling to himself.  


1 Partially Insane  Buccaneer  AC 7, HD 1, hp 4 MV 120’ (40’), #AT 1, D Dagger 1d4, Save F1, ML 6, AL Chaotic.  XP 10.  3 GP, Some provisions (2 days).



Ancient Ruins Door - SEE MAP B  On the other side of the beach stands a huge set of stone doors.  They are about 15 feet high, and are against a large wall.  Upon them is written something in old elvish.  There are three holes in the centre of the door… a square, triangle, and a X.  

If any PC can read Elvish, or there are any Elves in the party, the writing on the door is readable.  It reads “This is the land of the Thaylians, Seekers of great knowledge, keepers of lost secrets”.  There is no way for the PC’s to enter this door without the 3 cylinder keys.  The keys are found within the megadungeon.  No magic, or alternative measures will open these doors.


A8.  The tunnel exits to the west see MAP D - D9.


A9.  The river exits to the west see MAP D - D27.

A10.  The river exits to the east see MAP E - E18.


Map A.png

Monday, December 15, 2014

Sandbox Idea

When I first got into all this awesome OSR stuff, I download a CRAP ton of all the basic fantasy modules.  Okay, I lied.  I downloaded them all.  After reading thru all of them, I love bits of some things, thought other bits were cool but wasn't sure about them, etc.  I ended up drawing out a pretty interesting sandbox.  Here is the idea.

I took the main map from the chaotic caves as the focus of the campaign although I planned to covert the whole thing to a hexmap.  Rather than use the provided village, I used the fort from Morgansfort as it was just more my speed and I had waves of "god damn it I like the kotb, this will work facking awesome".  The actual chaotic caves I left out, but I used all the rest of the triggers from the map provided.

I took the few dungeon encounters from morgansfort and popped them in there as well.

Then I took the premise from the adventure with Fonkin - DC1 Tales from the laughing dragon as the starting point for the whole thing!

Viola, campaign.  just fill in the details.

And now my brain is really working! What might be cool is to somehow implement Allansia & Blacksand in there.  Huh......

Basic Fantasy

It seems that Basic Fantasy has been getting quite a lot of press on Google + and the blogsphere as of late.  This is awesome!  I for one am going to blame Tenkar's Tavern for posting about the decent prices on amazon!  All joking aside its a awesome, quick to run system.  It has that nice old school flavor that we enjoy with the added bonus of ascending ac so we don't have to do too much math.  A little while ago I did a brief review on the Field Guide which has been available for awhile on the basic fantasy site.  If you haven't checked it out yet, you owe yourself a quick read thru at the very least.



Wednesday, December 10, 2014

Baglins - New Monster For Labyrinth Lord

Baglin
Armour Class: 6
Hit Dice 1+1
Move 60' (20')
Attacks: 1 Bite
Damage: 1D4
No Appearing: 1 - 6
Save As: Fighter: 2
Morale: 6
Hoard Class: XX
Alignment: Chaotic
XP: 15


Baglin's resemble a large bag, sack or in some cases a backpack. Inside the the sack are a set of large teeth. Baglins cannot see but have small ears, they use sonic vibrations to track prey. They can fly for brief periods of time. They will normally lay dormant on the ground near their previous victims. They will usually attack by surprise gaining a +2 to their first attack roll. Any treasure found will be nearby the Baglin, they only ever eat their prey, and spit out what is inedible. 

Another Awesome Review!

A short, satisfying, no-nonsense "dungeon". While most of the encounters are what I would call "standard", The Lizardmen of Illzathatch has a certain naive or simplistic charm. 

This would probably be a good introductory adventure for basic D&D and similar OSR roleplaying games. However, I wish it had something else going on... a twist or totally unexpected monster, magic item, NPC, or environment to really set it apart from its brethren.

Rating: 
 
[4 of 5 Stars!]


GET IT HERE