"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Showing posts with label Setting. Show all posts
Showing posts with label Setting. Show all posts

Wednesday, July 11, 2012

Faeries - Bastion Press


Faeries get a bad rap in my opinion. Even the cover of this book sends the idea that  they are all the commercialized version of elves (before Peter Jackson gave us his  interpretation of Legolas) that were made popular in cartoons and animated films. The stories of the Fey in cultures where they originated  give us a much darker portrayal than the images that have made them popular. They were  creatures not to be taken lightly and to deal with only if you had to and most times  that would not end well for the even the best intentioned if they were not careful.

Other than the image on the cover I think this book does a fair job of trying to put  them in a light more consistent with the legends that they sprang from. The book is a  D20 offering so it has much of the overhead that comes with that in the way of prestige  classes, feats and the like. If you are a 3.x player then these are at least average for  offerings from that period. The book offers details on the lands of the Fey and  background on the races that can be used in any game system as well as other material  that taken into systems or settings. I think this is one of the better Bastion Press  offerings I have read and am glad to have it in my collection.


Published: 2003
Pages: 128

Publisher Blurb:

Welcome to the Twilit Lands, where all is fey and faeries rule. This d20 guide to  Faeries provides answers on the fair folk, the fey races and creatures more ancient than  dragons and far more enigmatic than their sizes or shapes ever reveal. The secrets held  by the fey far outstrip all the other races combined, and this book brings them right to  players and Game Masters alike.

This supplement provides new rules and a new understanding of fey monsters as well as  many new faeries for your d20 games. Players can learn more skills and spells, plus  discover magical artifacts and secrets from the fey. Meet new monsters and fey legends  that cross many worlds and cultures, from Old Man Winter to the Lady of the Lake. Best  of all, the world of Faerie, a world as close as a dream and as magical as its denizens,  comes alive with its legends and lore for the Game Masters and can easily be linked to  all d20 worlds.

Monday, July 9, 2012

Bob, Lord of Evil


This is a supplement to a game called Murphy's World. Sometimes you buy a game for the cover, sometimes you buy it based on past experience,  sometimes based on the reviews of others and then at times like when I bought Bob, Lord  of Evil you buy it for the title and the premise of the game. I bought this knowing that  I would never ever play it. I bought it simply to read it and to own it. I am not sure  it is possible to be a better person for owning an object, I know for a fact it isn't  but I am am a happier person having this in my collection and happier has to count for  something doesn't it. I don't want to neglect mentioning the art which is so appropriate for the system it isn't funny...well actually it is. If you want to get an idea on why it is good to own this read the  information on the publisher's site using the link below.


Link to more information

Published: 1998
Pages: 154

From the Back of the Book:

The Dark Lands, ruled by Bob, Lord of Evil, is a silly place where you can play light- hearted adventures with a techno-fantasy-horror theme. This book can be used with any  existing system of rules - you're not required to generate a new Character to visit the  Land of Bob, as Characters from other worlds can easily be brought to the Dark Lands via  a crashed spaceship, magical backfire, or interdimensional teleportation gate.  Characters could even suffer an individual or collective bout of unconsciousness and  visit Tir Nan Bob in their dreams, er... nightmares!

What's inside? Everything you need to start Adventuring!

Saturday, July 7, 2012

Blue Planet


I have never played this game and am not sure I ever will. I remember picking it up  because I had heard it was a setting that was accurate scientifically. The setting is  one that I am not sure would find all that enjoyable though.I tend to prefer my science  fiction games to be post apocalyptic anymore or tinged with horror. The game has been  published at least three times and even has a GURPS treatment. It was originally done by  Biohazard Games. I am not sure if this is the same Biohazard Games that has connection  with Resident Evil or not though.


Published: 1997
Pages: 348

From the back of the book:

2199AD
Welcome to Poseidon

The planet . . .
A waterworld, home to a savage ecology and awash in the mystery of an ancient alien  past.

The human race . . .
Desperate and dying on a famine-ravaged Earth, reaches hungrily for the once forgotten  colony world and its promise of ultimate survival.

The Long John . . .
Hidden below the ocean floor, a priceless, enigmatic ore that holds the key to human DNA  and the promise of human immortality.

The colony . . .
Transformed into a lawless frontier as mining corporations wage brutal war and colonists  fight for the survival of their adopted world.

The aborigines . . .
Inscrutable, powerful, and enraged in defense of a primal heritage as ancient and  mysterious as the planet's darkest waters.

The game . . .
A compelling journey into humanity's dark future on a distant planet where life is hard  and dying is easy. A world where GEO Marshals enforce the peace and wired mercs patrol  deep waters in deadly fighter subs. A place where corporate greed and human desperation  ravage an alien ecology, threatening to plunge humanity into a war of survival with an  ancient legacy.



From the company's site:

The Premise


The year is 2199 and life on Earth is a hopeless struggle between economic chaos and  social decay. Incorporated city states dominate the political landscape and natural  resources are virtually exhausted. Civilization has barely survived a seventy-five year  dark age known simply as "The Blight". For more than three decades an engineered virus  ravaged the world's agricultural crops while social panic reigned and billions died of  starvation. The resulting chaos has only recently been stabilized, due primarily to the  heroic efforts of the Global Ecology Office. This organization was created by the United  Nations in reaction to "The Blight", and is all that still remains of most of Earth's  original world governments. Powerful and benign, yet challenged on every front, the  G.E.O. struggles to protect human rights and ecological integrity in the face of  Incorporate inhumanity and social desperation. The G.E.O. remains the last best hope  throughout the solar system, and the newly resettled colonies beyond.

In 2065, long before the outbreak of "The Blight", astronomers discovered an anomalous  body beyond the orbit of Pluto. During the following decades a series of probes revealed  the anomaly to be a rift in space, an example of the hypothetical, astronomical  construct known as a wormhole. Further exploration eventually demonstrated that this  phenomena was in fact a usable passage to another region of space. Humanity looked to  the stars with collective awe when it was discovered that an Earth-like planet waited  beyond the worm hole. A planet covered by blue oceans and teeming with life. A pristine  world, unexplored and unravaged. A water world that would eventually become known as  Poseidon.

As part of a long term plan to ease the heavy burden on the Earth's vanishing resources,  the U.N. member nations began an intensive colony effort, seeding Poseidon with  genetically altered, human colonists. The Athena Project did much to aid the Earth's  failing economies and social morale. Unfortunately, 'The Blight' struck soon after the  colony ships were launched, but before the planned resupply ships could be built.  Desperate for resources to fight 'The Blight', and therefore unable to do anything else,  the U.N. was forced to abandon the project and the colonists. This was the first in a  long series of harsh decisions the U.N. would be forced to make in the years that  followed.

In spite of the failure of the resupply effort, and the lack of contact with Earth, the  colonists on Poseidon actually survived. As their technology wore out and failed, they  learned to rely on pioneer ingenuity and their genetically engineered bodies. Spreading  across the planet's surface in small villages and family groups, the colonists adopted a  life much like the ancient Polynesians, settling the planet's countless island  archipelagos.

One of the many discoveries made by the colonists was that they were not the only  sentient life forms on Poseidon. Frustratingly alien in their actions and motivation,  these aborigines became a source of fear and mystery for the colonists. Encounters often  ended in bloodshed, and superstition grew as evidence of strange empathic abilities was  discovered. The true origin and motivations of these beings lies in the ancient history  of the planet and is a mystery as dark as the planet's deepest waters.

As the G.E.O. slowly salvaged the future of the human race, it again looked to the  stars. In 2164 a small science vessel was built and sent through the worm hole in hopes  of initiating a second colonial effort. No one had anticipated the survival of the  original colonists, and those on Earth were stunned to discover the colony had not only  survived, but had grown from the five thousand original colonists to over eighty  thousand souls.

The recontact mission was met with mixed reactions from the original settlers; many were  excited and relieved, many were bitter and retreated into uninhabited regions, but the  majority were calmly indifferent. Poseidon had become their world, and they had become  its natives. Contact was welcome, but essentially unimportant. They had made their peace  with the planet and had no intention of giving up the lives they had built.

Traffic between Earth and Poseidon was minimal at first, and consisted mainly of  scientific missions and Incorporate research and development teams. At first they had  little impact on the natives or the planet, but as Poseidon began to give up its  secrets, that quickly changed. The nature of the worm hole and it connection to Poseidon  became the source of endless debate. The intelligence of the aborigines became a  compelling mystery though all efforts at contact or capture ultimately failed. The  planet's biological diversity and ecological intricacy defied understanding. The genetic  code of the native life was found to be inexplicably based on DNA, explaining why the  colonists had been able to initially survive, and subsequently thrive. And, in the  planet's exposed crust, Incorporate geologists found a substance that would eventually  motivate a colonial frenzy that not only threatened to change the colonists new way of  life, but threatened to plunge humanity into a war of survival with an ancient alien  legacy.

Longevity Matrix Ore, or Long John, was first discovered during an Incorporate mineral  survey. Though initially a closely guarded secret, word soon leaked about the fantastic  potential of the substance. This mineral could be processed to provide biochemical tools  of such awesome power that nothing in the realm of genetics remained beyond the control  of gene engineers. Nothing. Humanity had discovered the key to immortality!

On Earth, a world still foul with the smell of the dead, humanity exploded into a  colonial gold rush the likes of which history has never known. Incorporate greed and  human desperation sent millions rushing to Poseidon to stake their claims and to feed a  market driven by humanity's primal fear of death.

So, in 2199, Poseidon is a planet of company boom towns and corporate mining facilities,  native settlements and orbiting factories. Life is hard, fast, and amphibious. Frontier  law prevails as G.E.O. Marshals try to protect native rights and enforce Incorporate  regulations. The aborigines remain a mystery, yet are blamed for increasingly frequent  acts of sabotage and carnage. Sea floor installations are guarded by squadrons of  fighter subs, and corporate takeovers often involve marine assault teams. The natives  have grown to hate the Incorporate and fear for their new world as environmental  extremists incite ecological warfare in defense of the planet. Always new colonists  flood in, hoping for a better life, as ruthless opportunists scavenge what they can.  And, lost in the background, scientists preach caution, claiming there is something  wrong, something strange going on below the water's surface . . .

Friday, June 29, 2012

Birthright - Player's Secret Ilien


The Birthright setting is one that came out when I was in the depth of my card flipper stage (Magic the Gathering) and as a result I did not even know that this existed until long after it was released. I came to my senses for a brief period of time and started picking these items up as I could find them in stores. To complete the tale of woe though in 1999 I fell into the trap that was Everquest and then Warcraft. There was almost a whole decade of role playing time lost.

I have said before that this comes in third, and at times maybe even second, in my favorite retail gaming settings. The first is Greyhawk, then Mystara and then Cerilia. I would not say the the Player's Secrets supplements are as detailed as those for Mystara but then they in turn allow a little more customization by the DM. In the end these can be picked up for a lot less making them a better value in my opinion.


Published: 1995
Pages: 32

From the Back of the Book:

The benevolent wizard Count Aglondier of Ilien is dead! He has left control of his realm to you, his trusted apprentice. With the considerable power of realm magic behind you, your task is to govern Ilien and defend it from those who wish to conquer your small domain.

This BIRTHRIGHT domain sourcebook is designed for players who want to take the role of the wizard king, or play a guild leader, a lieutenant, or a servant to the king.

Saturday, April 7, 2012

Arcana Evolved - Ruins of Intrigue


I have written about Dragon Magazine #54 before. This may very well be one of if  not my absolute favorite issue. I wrote previously that I have referred to it  innumerable times in the past. One of the reasons is the article on city ruins.  I am not sure why the idea of city ruins fascinate me so much. It might be from  the first look at the Statue of Liberty covered in sand that sparked it and then  it was fueled to its height by the cover of the original Gamma World box and the  remains of DC in Logan's Run. I have designed a few ruined cities but have never  been fully satisfied with what I designed.

I am afraid that this book though promising did not live up to what I had hoped  it would be. Please don't take that as me saying the product is not a good  product but it is still not what I want in a ruined fantasy city. I may have to  some day take a great fantasy city and destroy it into ruins. If anyone knows of  any good products with ruined cities I would love to hear about it.

Ruins of Intrigue is more of a framework that a pen to paper layout of a ruined  city. It is a campaign or adventure setting more than an adventure proper. For  what it is it is an excellent product and the premise answers one of my dilemmas concerning city ruins. It is hard to have a large city in ruins anywhere near  civilization and if it is not near civilization how to get the players close  enough without seeming contrived. What better than a city that was hidden in  plan sight for centuries.

The book is well done and is missing the watermarked pages that in some cases make newer products hard to read test wise. As I have aged I would like to see  a larger font used in some books and this could use a slightly larger one. The  book is also a little text heavy and it might benefit from some more images  breaking the text up though a larger font could reduce the need for that. The  material more than makes up for the concerns over the formatting though. This  book may not be for everyone and it is very much campaign specific so using it  outside Arcana Evolved might pose a serious level of work but for ideas it is  well worth it.

Published: 2005
Pages: 94

From the back:

"The ruins of Serathis loom high in the mountains. Only recently discovered,  this ancient city draws many to its shattered streets in search of treasure and  adventure. Giants and dragons square off on opposite sides of the ruins, each  seeking to hold the city and its wealth. The winds of war howl in the distance.  Vast wealth and terrible monsters await!

Ruins of Intrigue is an innovative approach to adventure creation. It provides a  detailed, modular overview of Serathis. Major NPCs and locations have sets of  optional secrets and variants, making every campaign different. A rich array of  ideas, plots, and vying factions gives you varied ideas for creating adventures.  Just pick a hook, choose a goal, select an obstacle, and you're ready to go.  Suitable for Arcana Evolved characters of all levels."


Publisher Blurb:


Adventure and Intrigue in the World of the Diamond Throne!

The ruins of Serathis loom high in the mountains. Only recently uncovered, this  ancient city draws hundreds to its shattered streets in search of treasure and  adventure. Giants and dragons square off from opposite sides of the ruins. The  winds of war howl in the distance. Vast wealth and terrible monsters await!

Ruins of Intrigue provides the foundation for an entire campaign using the Monte  Cook's Arcana Evolved variant player's handbook. It presents Serathis, a ruined  city located between territories claimed by the giants and dragons. Both  factions seek to hold the city and its treasure, setting the stage for conflict.  The book's adventure source material will take your characters to 10th level and  beyond.

Ruins of Intrigue also contains new monsters, secret societies, organizations,  and other material that reflects the city's ancient secrets. And its modular  design allows all player levels and character affiliations to use this  campaign-in-one-book.

This comprehensive look at an exciting new realm of adventure gives DMs the  chance to start and run a campaign with ease and offers an characters the  opportunity to play an important role in the Lands of the Diamond Throne.

Wednesday, March 14, 2012

Al-Qadim Arabian Adventures, Directed Fireball

The Al-Qadim campaign setting ranks fourth (maybe third) in my list of favorite  settings. The top two are Greyhawk and Mystara. I go back and forth or the next  two which are the Birthright setting and Al-Qadim. They are in a virtual tie and  I am not sure what would make it so I could make a decision one way or the  other.

I think the actual setting for Birthright I like more but it is the exotic  flavor of the Al-Qadim that brings it up into a tie. This setting as I have said  before appeals to me more than the Maztica setting for some reason, which for  the record comes in after Ravenloft but before the Forgotten Realms. Sometime I  will need to do a post breaking down the list with more details as to why they  fall where they do.

Growing up I remember reading stories from the Arabian Nights collection  somewhere and being fascinated with it. I am not sure if it was any more magical  than the Greek and Roman myths or even the Norse myths but the setting and names  were different than any I had read before. This fascination has always stuck  with me.


Published: 1992
Pages: 160

From the back cover:

Magic carpets, ghoulish vixens, genies rising from the sand in a whirlwind of  smoke and fire--such wonders, spun into tales by the fabled Scheherazade,  enchanted a king for a thousand and one nights.

The AL-QADIM(TM) campaign will enchant role-players for a thousand and one more.

You are about to discover an exotic realm inspired by the tales of Sinbad, Ali  Baba, and other classics from the Arabian Nights. The first in a series of  products, this volume features everything DMs and players need to launch the  AL-QADIM campaign:

- New rules for adventure, including desert survival, turning the hand of Fate,  and averting the mysterious power of the evil eye
- New roles to play: bold desert raiders, swashbuckling corsairs, clandestine  slayers, mystic clerics, wizards of fire, sorcerers who command the genies, and  more--over 20 roles in all!
- New proficiencies, from camel-riding to haggling at the bazaar
- New spells and a unique realm of magic, featuring the provinces of flame,  wind, sea, and sand
- An introduction to Zakhara, Land of Fate, a new setting for the AL-QADIM  campaign

Your flying carpet awaits; step aboard and let the magical journey begin.





Spell:

Directed Fireball


Level: Fourth
Range: 9" + 1" Level
Duration: Instantaneous
Area of Effect: 3" Sphere
Components: V,S,M
Casting Time: 4 Segments
Saving Throw: Halves

This spell allows the magic user to create a fireball effect without the full  area of effect affect. The spell will affect only targets in the area of effect  and not the environment.

The spell is similar in effect to a clerical Flame Strike but it will affect  every target in the area of effect. The caster has no ability to exclude a  target in the sphere even if desired. The spell will do the same damage as a  traditional Fireball spell.

The material component of this spell is the same as the third level Fireball  spell. That being bat guano and sulfur but for this spell there will be a  number of small balls as opposed to the single ball for the lower level spell.

Disclaimer: The spells that you will see, for how ever long the write ups last,  were all written up or conceived of back in the 80's so the terminology may not  appropriate for anything other than 1e and depending on how well I did back then  it may be slightly off for that as well. If there is any duplication of spells  that exist now it is most likely I wrote mine first :) Please feel free to  comment on them but try not to be too hard on me. If anyone wishes to use these  in anything they print please let me know in advance and all I ask is proper  credit.

Tuesday, March 6, 2012

Once & Future King, Binding


This is the last of the World Books I will be posting about. I am not sure what  I am going to write qualifies as a post. This is a book that except for what I  have read on the back I know nothing about. The idea of Arthur In Space sounds  interesting th9ugh and it might be something I would play sometime if the  opportunity presented itself.

There was a movie from the early 80's called Knightriders. It was basically a  story about a group of bikers that were trying to live out the ideal of Camelot  but on Motorcycles and doing it as a traveling show. I know this is in no way  related to the book but I liked the idea of the movie so I can see an appeal  for me. Does anyone have any experience with this setting?


Published: 1994
Pages: 144

From the back Cover:

The year is AD 4485. Technology has advanced to the point that the entire solar  system is populated, a central mainframe computer links every household, and  normal humans are no longer genetically capable of violence. Life, however, is  far from dull. The Knights of Arthur's Round Table live again, and they have  molded civilization to their own liking. Masking technology's function within  the trappings of medieval form, these nobles travel upon robotic horses, bearing  electronic swords and armor. Meanwhile, the wonders of the royal court come to  life again as Morgan Le Fay and others weave their spells of intrigue and deceit  in hopes of bringing ruin to the king of Camelot.



Spell:

Binding


Level: Seventh
Range: 9"
Duration: Special
Area of Effect: Target Creature
Components: V,S,M
Casting Time: 3 Segments
Saving Throw: None

When this spell is cast the magic user causes the target creature to become  bound to the location that they are currently in. The spell will prevent the  target from leaving until such time as they have fulfilled specific terms.

The target creature will become bound to the current location they are in. The  are must have a definable boundary. They can become bound to a room a dungeon, a  building a fort or even a walled city. Until such time as they have meet the  specific requirements stated during the casting they can not leave the boundaries  of the area specified. While under the affects of the spell the target will not  age nor will they need feed or water.

The caster will be able to specify that the target either answer a number of  "real" questions. The number is equal to the caster intelligence divided by  three. Real questions are ones that are stated as being as such. Asking them if  they are OK or the like will not be counted as a question. The caster can also  specify a single task be performed. The task must be one that can be performed  within the boundaries of the area the target is bound to.

The material component of this spell is a talisman that the caster binds the  target to. The talisman must stay within the boundaries of the location the  target is bound to. While bound they can not see or touch the talisman but  others can. If the talisman ever leaves the boundaries of the location they are  bound to the spell is broken.

Disclaimer: The spells that you will see, for how ever long the write ups last,  were all written up or conceived of back in the 80's so the terminology may not  appropriate for anything other than 1e and depending on how well I did back then  it may be slightly off for that as well. If there is any duplication of spells  that exist now it is most likely I wrote mine first :) Please feel free to  comment on them but try not to be too hard on me. If anyone wishes to use these  in anything they print please let me know in advance and all I ask is proper  credit. 



Saturday, March 3, 2012

Magitech, Learn by Experience


Since I started this blog to post images of my collection and write a little  blurb on them I am not sure why I am feeling guilty about not being able to say  more about the Amazing Engine products but I am. With that admission out of the  way let me go on to say that this is the third product in the line I have spoken  about and it is also the one I know the least about so far.

Part of the reason for my lack of knowledge may be as simple as the cover. I  have never liked the silliness of the cover for some reason. As a result I have  never been compelled to pick it up and read it. I recall this being in a lot I  purchased off eBay as I know I would never have gone out of my way to buy it. I  know you are not supposed to judge a book by it's cover and all that but what  can I say.

In looking for something to base what I would write about for this I find that  the "book and it's cover" may be true on this one. It supposedly has a fairly  nice magical system built into it. Other than that it very much to me sounded  like TSR wanted to come close to the Shadowrun setting without the back story.  That is just me taking it at face value from the blurb on the back. I have a  vision of Shadowrun in middle America for some reason. In the end I may have to  dig this out or buy another copy just to take a look over the magic system.


Published: 1993
Pages: 128

From the back cover:

"The world of the Magitech Game is Earth in the 1990s -- with a few twists.  Magic has long been recognized and studied, so that normal technology is  stunted, and magical items are commonplace modern conveniences. Other  intelligent species evolved with humankind, and now elves run a powerful Central  American nation, minotaurs govern the nation of Texas, and intelligent reptiles  control Southeast Asia. European colonization was halted by native magic, and  nations of Africans and Native Americans were established long ago, and remain  powerful today.

While most people lead normal lives, going to work and school, others choose a  life of adventure, exploring the ruins of a Europe devastated at the end of  World War II, searching for treasure in the jungle temples of a Venus colonized  more than a millennium ago, or facing the adventure of modern, magical  civilization.



Spell:

Learn by Experience


Level: Sixth
Range: None
Duration: Instantaneous
Area of Effect: Caster
Components: V,S
Casting Time: 2 Segments
Saving Throw: None

When this spell is cast the magic user will sacrifice experience in order to  learn something of their future. The sacrifice in experience must be something  that is meaningful and there is no guarantee of what the caster will find.

When the spell is cast the magic user will lose a base of 1% of their total  experience. They will then need to sacrifice experience to determine how far in the future they will be able to travel. The cost will 6000 xp per round that they  want to explore. The caster will need to make the declaration when the spell is  cast. Once this is made the DM will need to pull the player aside play out the  time period in question alone. The play will continue until the time period  specified is reached or the caster dies in the walk through.

Anything that happens during this time period will not really occur when it is  played out in the walk through. Once the spell is ended the same events may  occur provided that the caster directs the events exactly as they happened in  their walk through. Changing very minor events will not alter the experience  provided the timing stays the same but events that might attract attention of  others and anything affecting the timing could alter the experience.

In addition to the loss of experience the caster will age a minimum of one year  with the casting of the spell. There is a 1% cumulative chance per round  explored that the aging will become 1 year/round. The sacrifice of experience  must be from a pool that is being used towards advancement in levels as well. If  the caster is at their maximum experience level their experience point total  will be reduced as if they had been at the maximum point total for that level  and nothing higher.

Disclaimer: The spells that you will see, for how ever long the write ups last,  were all written up or conceived of back in the 80's so the terminology may not  appropriate for anything other than 1e and depending on how well I did back then  it may be slightly off for that as well. If there is any duplication of spells  that exist now it is most likely I wrote mine first :) Please feel free to  comment on them but try not to be too hard on me. If anyone wishes to use these  in anything they print please let me know in advance and all I ask is proper  credit.

Friday, March 2, 2012

For Fairy, Queen & Country, Hidden Item


"For Faerie, Queen & Country" was the first world book that was created for  the Amazing Engine game system. It was sold bundled with the game system but was  also available individually from what I have been able to find out. As I said  before I have not played any at all using the Amazing Engine system and though I  had read Bughunters I can not say the same about this book.

The setting seems like it might be a fun one to play in. I have been a fan of  alternate histories since I happened upon a book through the Scholastic Book  Club that put for the premise of what America would have been like if the south  had won the civil war. I no longer have that book and for the life of me can't  recall the exact title or author....but I digress.

This is not so much an alternate history from what I can tell but a world where  the myths of faerie were true (or if really true out in the open). The world has  a real Castle Falkenstine to it. I have even heard people using this setting as  the one for Castle Falkenstine as the like it better. There was a message board  where the magic system in this book was praised and I really want to either dig  this book out of storage or buy another copy to look it over.

When I look back at these games and some of the popular fiction and movies that  are common today I have to wonder if the writes or developers of the movies and  shows played games like this. Shows like Tru Blood and Lost Girl come to mind  and books like the Anita Blake and Dresden File series do as well. I have never  seen anything in writing attributing any of these to games like this but the  questions does come to mind.

Having not played the game system and this World Book in particular I most likely should not recommend the book. That being said I am going to do just that. This  book like Bughunters can be found very much on the cheap side and I have yet to  find too many books that can't me mined for $3 to $5 dollars worth of role  playing gold!


Published: 1993
Pages: 128

From the back cover

For Faerie, Queen, and Country is the first fantasy Universe Book created for  the Amazing Engine game system. The setting: Victorian England, 187-. The Tuatha  de Danann are represented in Parliament. America is a British penal colony. And  your character? She could be a governess to a family in Bloomsbury, skilled in  herbal lore and fairy lore because she was raised in Ireland. He could be a  consulting detective, half-faerie himself, with training in phrenology. Or, your  character might be a full-blooded Tuatha de Danann, bent on wreaking mischief  throughout London!

Step into the universe of For Faerie, Queen, and Country. And don't forget the  bit of cold iron for your pocket!




Spell:

Hidden Item


Level: Third
Range: Touch
Duration: 6 Turns + 6 Turns/Level
Area of Effect: One Item
Components: V,S,M
Casting Time: 5 Segments
Saving Throw: None

When this spell is cast the magic user is able to hide on item inside that of  another. There are limits on what items can be hidden and where an item can be  hidden as well as possible ramifications.

The spell lets the caster hide on item that is at least 50% smaller than the  second item in the second item. Other than the size limitation the only other is  that neither can be living. When the item is hidden the item it is hidden in  will gain weight equal to 50% of the hidden item and will gain a magical aura  which Detect Magic will show. True Seeing will show the outline of the hidden  item on the surface of the containing item.

The item hidden will not be expelled on its own and the caster will have to  command the item's extraction. If this is not done before the spell expires then  the item will become trapped in the other item. Spells such as Limited Wish and  Wish will allow the item to be extracted after the spell expires. It is also  possible to remove the item by returning it to the place of the spells casting  on the anniversary of the casting when it will expel itself automatically.

The material components of this spell are simply the two items that will be  used. Neither of these items are damaged in any way by the spell and both can be  used normally after the items are separated.

Disclaimer: The spells that you will see, for how ever long the write ups last,  were all written up or conceived of back in the 80's so the terminology may not  appropriate for anything other than 1e and depending on how well I did back then  it may be slightly off for that as well. If there is any duplication of spells  that exist now it is most likely I wrote mine first :) Please feel free to  comment on them but try not to be too hard on me. If anyone wishes to use these  in anything they print please let me know in advance and all I ask is proper  credit.

Thursday, March 1, 2012

Bughunters, Merge Forms


The Amazing Engine line was intended to be a generic system along the lines of GURPS where the same rules could be used across multiple genres. I have not had experience with the system and have bought the books strictly first because of being a completist but also as reference materials for other games. In total there are eight World Books and then the Amazing Engine System Guide.

Bughunters is at first what seems to be an Alien clone or perhaps even touching on a Starship Troopers idea where the forces of Earth are at war with Aliens we encounter at some point in out travels. The premise is actually much more than that and touches on a number of different ideas from a number of different famous sci-fi movies or television shows.

The setting describes touches on Aliens and Starship Troopers as I have mentioned. There are also hints of Blade Runner and Babylon 5 that can be found in the setting. I also got a feeling of the series Space Above and Beyond when looking it over. Since the book predates the series I have to wonder if perhaps the setting was something that the show designers had either read or played.

The information in the book as far as the universe it is set in and the aliens that inhabit it are things that are worth looking at for possible use elsewhere in other systems. The book also provides a number of adventure seeds and some sample adventures. I am not sure I would use the Amazing Engine system but I think the setting would be worth porting over in total to another system.

All of the Amazing Engine books appear on a fairly regular basis in the secondary market and can be picked up fairly cheap. I know just recently I saw this book for $3 or so on eBay. I think it most often goes for a little bit more than that but it is something that comes up frequently enough that I would bargain shop it but would buy if I did not already have a copy and had any interest in a layers sci-fi space based game.

Published: 1993
Pages: 128

From the back of the book


Travel to exotic new worlds, see strange new life forms, and kill them . . . before they kill you!

The Bughunters role-playing game--part of the Amazing Engine line-up--casts player characters as protectors of the human race in a hostile galaxy. From orbital stations to fledgling colony worlds and Mother Earth herself, Bughunters PCs seek out and battle inimicable alien creatures while trying to piece together the secret of a horrifying galactic threat!




Spell:

Merge Forms


Level: Sixth
Range: Touch
Duration: Special
Area of Effect: Special
Components: V,S
Casting Time: 1 Round
Saving Throw: None

When this spell is cast the magic user is able to cause the forms of a number of willing recipients merge into one. The spell does not require that the caster be a participant and they can specify the form all are merged into. This spell requires that all the merged forms be of the same general type of creature.

The spell will allow a varying number of characters to be merged into a single form. The number is limited by the level of the caster as well as the constitution score of the primary form. There can be one form merged into the primary for every three levels of the caster. There can also be no more than half the constitution score of the primary form.

Once the forms are merged the spell will remain in effect for a period of time equal to the lowest constitution score of all merged forms in hours. Once in a merged form only the primary character that is the primary form can choose to drop the merge. The spell will also drop if at anytime the merged form engages in combat or if they are rendered unconscious. If the primary for were to die then all merged forms will need to make a system shock roll. Those that make this will break out of the merge form simply stunned for one round. Those that fail will be stunned for one round and then must make another roll and failing that they will die themselves.

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.

Thursday, November 3, 2011

GURPS - Cyberworld, Spectral Bridge

 GURPS Cyberworld was released initially released in 1993. It followed the GURPS Cyberpunk product by two or three years. Cyberworld is marketed as a campaign setting for the earlier product but it differs in the technology level that is presented there. The Cyberworld technology level is that of a lower level. It does not have all of the "cyber" that is present in the earlier product.

The world that is presented in Cyberworld is one that differs from many of the worlds i have seen in other settings for the genre. The book focuses mainly on the what passes for the United States of America. The premise is that due to a ever increasing downward spiral of events that the United States has become a dictatorship with only the facade of democracy.

The history it puts forth starts in 1993 when the book was originally released and goes forward to 2043. There are some interesting ideas and events put forth in the timeline they suggest. There are even some events that eerily seem to mirror events that have occurred, are in the process of occurring or might have occurred if things would have gone just a bit different. The turning point in the history takes place in a series of events that result from the election of 2008.

The world of Cyberworld is not one that I would want to live in nor adventure in. Please do not take this as a statement that the product is bad. This is not the case at all. The book does a great job of describing the history leading up to and then actually laying out a dystopian future. The world it presents is very much akin to that of "V for Vendetta" but set in the United States. As an aside I am having to fight breaking out into social commentary here.

I think the setting put forth in Cyberworld would be one that I would not use for a Cyberpunk setting at all. I personally feel that the Cyberpunk setting is much better geared towards the person and not the geopolitical. The setting of Cyberworld would be a great one for a modern based game. It might even be that of a Cyberpunk world but with the focus taken off of the individual and put on the broader picture of society as whole but I think that is a stretch.

I would say that this is a product worth having but not one that I would use as it was marketed. I hate using the d20 references but I am going to have to say that this would make a great d20 modern setting. It could even be called a future alternate setting for the Damnation Decade or something along that lines. This history portion alone is a good read and like I said in some cases it came close and still could be prophetic in others.

From the back of the book:

Life is Cheap on the Edge

GURPS Cyberworld is your guide to the world of the One-and-Twenty, where the United States is under the totalitarian hold of the Provisional Government, the cities are floundering in their own decay and technology races faster and faster.

This book has everything players and GMs need to explore a dangerous and brutal world. If you're quick enough, you can outwit the black-clad Nerks, get enough cred and connections to fix yourself up with some street cyberwear, and maybe even jack into the global net and poke around for some easy loot. But if the korp console jockeys catch you in part of the matrix, you'll be dodging zeromen for the rest of your short life.



Spell:

Spectral Bridge


Level: Second
Range: 3"
Duration: 1 Turn + 1 Round/Level
Area of Effect: Special
Components: V,S,M
Casting Time: One Round
Saving Throw: None

When this spell is cast the magic user will cause a spectral bridge to come into being. The bridge though appearing to me ghostly in nature will in reality be very sturdy and will support virtually any weight that would be put upon it.

The actual appearance of the bridge can be specified by the caster. It can range from a flimsy rope bridge to that of a ornate bridge built by artisan architects. The result will be the same mechanically but the appearance may affect how others proceed. The bridge can be a maximum length of 30 feet plus 10 feet per level of the caster. The maximum width of the 50 feet.

Except where the fears of the individual might come into play there is nothing that will make using the bridge dangerous if the caster wants you to be crossing it. The caster can not affect individuals crossing the bridge but they can cancel the bridge at anytime of their choosing prior to the normal expiration of the spell.

The material component of this spell will be a small mock up of any type of bridge. The components are not sued up with the casting of the spell and may be reused.

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit. 

Saturday, October 29, 2011

GURPS - Vikings, Summon Pests

I am not sure how many GURPS books there actually are. I have  better than one hundred though there is an occasional duplicate  and I am certain I don't have them all. Most of these I may never  get a chance to use but they are still good to have. I have  written about the Russia offering earlier as well as Riverworld.  I have found the historical books to be some of the better  products in the GURP's line.

Vikings was released initially in 1991 and was written by Graeme  Davis. It is 128 pages long which seems to be right along the  lines as far as page counts for these books go. There as been at  least one other if not two other versions of the book released. I  do not have the later copies but I would expect them to be almost  the same. I prefer the cover to the older version which is the  one above to the newer one.

Even though the name of the book is Vikings it actually deals  with the entirety of the Norse world. The books is divided into  eleven different chapters. Each one takes on either an aspect of  the Norse world historically or how to utilize it in a campaign.  The art in the book is sparse and is used to accent the topic  being covered. I am not sure if this changed in later printings  but the book does not focus on the art.

Chapter One deals with the Viking world. It covers the various  aspects of the Norse society including topics along the lines of  social classes ideals and and Viking law. It also covers the  lands that would be considered part of the Viking world including  Scandinavia, Denmark and Iceland. It also covers the various  types of settlements that would have been common. One aspect of the  GURPS books I have liked are the sidebars they use. In this  chapter the one of Viking proverbs is especially nice.

The second chapter deals with characters. The chapter is a blend  of historical information and information used to create a Viking  character. The chapter discusses the real world topics of  appearance, names and economics. It also has the additional  information used for the character portion of GURPS that makes  the supplement its own. These include specific advantage and  disadvantages as well as quirks and skills. It then ends with a  sample character.

In the third chapter the topic is one that would be near and dear  to every viking, that of combat. The chapter covers the typical  types of weapons and armor that would have been part of the Norse  world. It covers both hand and ranged weapons. There is also  extensive rules provided for mass combat. I found this portion of  the chapter to be interesting and something that a DM could  utilize outside of the theme with a little effort.

Chapter Four deals with the history of the Viking world. It  starts with the of the Vikings discussing their origin. It then  covers the roles that the Vikings played throughout their history  covering the roles of raider, trader, conqueror and finally  explorer. In all the chapter covers the era from the eighth to  twelfth century.

The fifth chapter covers the Viking Campaign. It starts with  discussing some defining ideas these will be the magic and  violence levels. It next discusses the ideas of the campaign  style. These are based on a combination of the levels of violence  (two) and the level of magic (three) giving six different  options. It then discusses three specific types of campaign ideas  fleshing them out in more detail. This section includes a sidebar  on Ten Things You Thought You Knew About Vikings which is very  interesting.

In chapter six the topic of discussion is that of the Norse  deities. I personally find the Norse deities and their stories  much more interesting the those of the Greeks and Romans. The  chapter discusses that Thor, Tyr and Odin are the three major  deities and the others serve in a lesser role in the Norse  society. The chapter has some interesting information but I think  the sidebars here are just as good as the main material. The  information on the world origin and cosmos design will be of  extra help to a DM designing a campaign.

Chapter Seven deals with magic in the Norse world. This is one of  the three defining elements of the campaign mentioned earlier. The level of magic allowed will be determined by that. In the  historic campaign there will most likely be no magic. The  fantastic and mythic campaign will each allow for increasing  levels of magic. The chapter discusses how best to handle this.  It also provides information on two specific types of magic. The  two new types being introduced are shapeshifting and rune magic.  It also has material on the magic items that could possibly be  lent by the deities.

The eighth chapter is the Norse Bestiary. Much as with magic the  Norse campaign will have limited fantasy elements in the way of  creatures. Unless playing a fantastic or mythic there will not be  any races other than humans. The creatures allowed in will depend  on this as well. There are discussions on creatures that could be  allowed under each and even then it is somewhat limited. It  discusses Dwarves and Alvar (Elves) as well as Trolls and Giants.  It then deals with the supernatural creatures including Grendel.  It then finishes off discussing divine creatures, dragons and the  undead.

In chapter nine the topic of discussion will be friends and foes.  The chapter discusses the other various peoples that the Norse  would or could have dealings with in a campaign. These range from  the Saxons to Arabs to Inuits. As explorers or raiders the  ability to interact with most of the world was an option.

Chapter Ten takes a nautical theme. This was as much as anything  part of the Norse world. The chapter discusses the ships that  would be common for characters to use and be on. The next topic  discussed is ship handling and sea battles. The final portions  of the chapter deal with actual sea voyages and with river  travel. The sidebars here deal with some interesting topics that  could be used outside the genre. The rules on storms at sea seem  very much something that could be used by any DM.

In the final chapter we get some information on adventure  threads. In keeping with the different types of campaigns we are  presented with hooks for each of the three types based on magic  level. Most of these are specific to the Norse world but some  could be adapted into other campaigns with some work while some  are generic enough to adopt as is.

The book ends with a glossary, bibliography including movies and  an index. In this case the newer version might be a bit better  but that is just conjecture. The book is a good read even if it  is never going to be used but then I have always been fascinated  with the Norse world so your mileage may vary.

From the back cover:

"Loot! Pillage! Burn!"

"From the fury of the Norsemen, oh Lord, deliver us!" So prayed  the Irish monks.

To the victims of a Viking raid, the Norsemen were bearded giants  with bloody axes. But the Viking was much more. He was a skilled  navigator and a brave explorer and trader. He was a fighter to  whom honor and reputation were far more important than life. He  was a free man in an age of petty tyranny. He was a dreamer whose  songs and stories live even today. And yes, he was a bloody- handed sea rover who took what he wanted!

This book is a complete guide to the Norse world. It includes  maps, historical background, and details on society and religion.  A separate chapter discusses Norse magic and runes. The new  edition also provide templates for playing the magical races of  Viking lore as player characters, and expands the number of  campaign options available.

You can game any sort of Viking campaign, from fully realistic to  magical and cinematic. Create a historical campaign, with sea  battles, duels and bloody raids – or become a legendary berserker  for mythic adventures with Thor and Odin!

You may live, you may die. No man knows his fate. But act bravely  and the skalds will sing of your deeds forever.



Spell:

Summon Pests


Level: First
Range: 6"
Duration: One Round/Level
Area of Effect: One Creature
Components: V,S,M
Casting Time: 2 Segments
Saving Throw: Special

When this spell is cast the magic user causes a large number of  small mystical creatures to appear. These will in most ways  resemble fireflies but are not living creatures.

The summoned creatures will be made to pester one creature when  summoned. These creatures will surround the target and cause them  a high level of distraction. In addition to obstructing view they  will bite and sting the target. These will cause no damage or  have no affect other than to distract.

While being distracted the target will suffer a -2 to all rolls  (except where a +2 would be worse). The target is not entitled to  a saving throw for this except when casting spells. Due to the  nature of the distraction spell casting will not be possible  unless the target makes a saving throw versus magic. A saving  throw must be made each time a spell is being cast by the target.  Fails and saves to not carry forward from round to round.

The material component of this spell will be the remains of some  pest or annoying insect. The remains will be destroyed with the  casting of the spell.

Disclaimer: The spells that you will see, for how ever long the  write ups last, were all written up or conceived of back in the  80's so the terminology may not appropriate for anything other  than 1e and depending on how well I did back then it may be  slightly off for that as well. If there is any duplication of  spells that exist now it is most likely I wrote mine first :)  Please feel free to comment on them but try not to be too hard on  me. If anyone wishes to use these in anything they print please  let me know in advance and all I ask is proper credit.

Saturday, September 24, 2011

Atlas of the Young Kingdoms, Cassandra's Wave of Disjunction

Atlas of the Young Kingdoms: Volume One is a supplement for Elric.  Elric is one of the later editions of the original Stormbringer  game by Chaosium. The Atlas was released in 1996 and is described  as the first n a series of four. The intent was to break the Young  Kingdoms up into quadrants and describe them in great detail. As  is often the case the later promised volumes never appeared.

It is really too bad that the other three volumes were never  produced. The level of detail provided for first the game world  and then the areas covered in this quadrant of the map were really  quite amazing. I have read all of the Elric books and do not  recall the level of detail in the books being this rich. If the  author did not have input from Michael Moorcock then they went  above and beyond in the level of detail.

The book starts with an introduction and then spends about seven  pages providing the GM with more information about the world of  Elric than was ever provided in the books or at least more than I  can ever recall being there. Next we are provided with information on seven distinct kingdoms or important locations. These seven  descriptions occupy the vast majority of the book. The book  finishes with a section of story seeds that are really more than  seeds. They are actually full scenario outlines without any stats  or maps. Finally there are calendars provided. There is one for  the Young Kingdoms and the Melnibonean calender is also provided.  There is also a full index which is always nice to have in a 148  page supplement.

The areas covered in this book are gone over in a level of detail  that will make things easy for the GM if they want to run  adventures in these areas. They are present with a wealth of maps  of both the kingdoms and of individual cities. Each area is also  presented with a history and places of note. Varied across the  areas described there are also descriptions of customs, society,  ways of life and important NPCs. The locations described are as  follows:

Vilmir
Ilmiora
The Weeping Waster
Nadsokor
Org and the Forest of Troos
The Sighing Desert
Tanelorn

Unless you plan on running Elric or an adventure set in the Young  Kingdoms this may not be very portable. The setting is very  specific as is the history connected with these locations. I know  Tanelorn can exist anywhere so that is the exception. This is  still a great book to have as there are things that can always be  taken and used even if the whole can not. In the end the worst  part of this book is that the other three were never made.

From the back of the book:

"Great Imperial MelnibonÃĐ lay swollen across the world. Her  fingers wound through the planes of the multiverse a hundred  times.

Among the earthly slaves of the great MelnibonÃĐ were grunting  ape-men who ploughed and harvested the fields and vineyards.

When the ape-men changed, they challenged their betters, and won  against them. New kingdoms were gathered, this time by human  hands.

The Atlas of the Young Kingdoms: The Northern Continent discusses  the Sighing Desert, the Weeping Waste, heavenly Tanelorn, horrible  Nadsokor (the kingdom of beggars), the ancient evil of Org, and  the Forest of Troos, free-trading and progressive Ilmiora, and the  Lawful hell of dying Vilmir. We learn the origin of the Young  Kingdoms and the great rebellion of Vil Valario, the ways of the  people, histories, products, and attitudes, customs and holidays,  provinces and towns, and important leaders. There are plot ideas  and story seeds, scores of illustrations, full-page national and  regional maps, city plans, a Lormyrian and a MelnibonÃĐan calendar,  and an index."



Spell:

Cassandra's Wave of Disjunction


Level: Seventh
Range: None
Duration: Special
Ares of Effect: Special
Components: V,S
Casting Time: 2 Segments
Saving Throw: Special


When this spell is cat the magic user caused a cone shaped wave to  eminate from their hands. The wave will affect all magic items or  spell affects that are caught in the area effect. The wave will  cause the magical bonds that hold the effect to the item to break.  The effect the wave has will depend on the saving throw.

The wave will begin at the casters hand with a base of 1/2" (5')  and extend out for a range of 6" (60'). At its end the cone effect  will be 3" (30') wide. The height of the wave will match the  height of the room.

Every magic items in the areas of effect as well as anyone or  anything with a magical effect on it will be required to make a  saving throw. Items or effects that make their save will have  their abilities disrupted for 2-5 rounds. Items or effect that  fail the save will have the bonds of the magical effect  permanently broken. Magic Items with pluses will receive those as  pluses to their saving throw. The save of the items will be made  as if the owner of the item is making a save versus death.

Disclaimer: The spells that you will see, for how ever long the  write ups last, were all written up or conceived of back in the  80's so the terminology may not appropriate for anything other  than 1e and depending on how well I did back then it may be  slightly off for that as well. If there is any duplication of  spells that exist now it is most likely I wrote mine first :)  Please feel free to comment on them but try not to be too hard on  me. If anyone wishes to use these in anything they print please  let me know in advance and all I ask is proper credit.

Friday, September 16, 2011

Evael - Kingdom of the Elves, Cassandra's Mask of Charisma

Evael is a product from Columbia Games that lays out an Elven Kingdom. The product described allows it for use with Harnmaster as well as with any D20 game setting. This is a reprint and update of a previously released version though I do not have the original so I can not compare them. This version was released in 2002 and is 72 pages long. It should be noted that the pages are three hole punched and seem to be better suited to be placed in a binder.

The books describes the kingdom, the eleven culture, the history of the kingdom as well as describing the capital of the kingdom and three other cities. The book also includes an adventure in the kingdom that the GM can use to get players started there. It also feature information on adding elven characters to Harnmaster and rules governing them in D20.

The adventure in the book though short and simple is one that can be expanded upon greatly by a GM. The adventure as written also focuses more on interaction and role playing than on combat. I favor adventures of this nature as may be apparent in some of my posts. I won't go too much into it but it is different than most published adventures in the theme and content.

Overall Evael works great as an add or to Harnmaster or Harnworld which is good since it is a reprint of something designed for that purpose previously. Harn as a setting was always very detailed and the products released for it well done so this is no surprise. The quality of the product also makes it something that with a minimal level of effort could be incorporated into an existing campaign.

From the back of the book

Evael: Kingdom of the Elves

EVAEL - Bring your players to the mysterious Kingdom of the Elves in three related adventures. Elven culture, clans, magic and religion are detailed.

ELSHAVEL - The beautiful capital city of the elves has wide avenues, pristine parks and magnificent buildings. Includes plans of a typical Sindarin clanhouse, details on elven government and religion.

ULFSHAFEN - The city of Ulfshafen is Evael's only open port. The settlement has a small human population and conducts a rich maritime trade in elven artefacts. Includes plans of a local inn and seaman's hostel.

BEJIST - An ancient Sindarin fortress and prison and now the refuge of a Navehan sect. The priests of Naveh grow and assortment of interesting herbs which they use to subdue the regions warlike Pagaelin barbarians, while they loot Bejist.

PESINO - An ancient Sindarin and Khuzdul trading center, Pesino is today a forbidden ruin guarded by the elves. Pesino includes a color site map, extensive interior plans and site legends.



Spell:

Cassandra's Mask of Charisma

Level: Fourth
Range: None
Duration: 1 Turn + 1 Round/Level
Ares of Effect: 6" (60')
Components: V,S
Casting Time: 2 Segments
Saving Throw: None

When this spell is cast the magic user will be endowed with an unearthly charisma. In game terms this will raise the charisma stat of the caster to a 22 and will grant them the full affect as if this was a divine level charisma.

Other than the charisma increase and the awe effect it causes the only other effect will be the ability to affect one of the group in range of them as if they had been affected by a Suggestion spell. Once this ability is used though the casters effective charisma will drop by one point each round, beginning the round after the ability is used, for all other than the affected creature (the others do not like the singled out attention given to the victim).

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit. 

Wednesday, September 14, 2011

The Haunted Highlands - TLG, Mage Scream

I normally try to mix things up a little better unless I run a series of products together like I did with the Drow series a couple of moths ago. It seems that I am stuck on campaign settings right now. I will try and break the chain tomorrow. For today though I will talk briefly on "The Haunted Highlands"

"The Haunted Highlands" is the first in a series of modules released by Troll Lord Games for Castles & Crusades. They all center around the same specific area and this one lays out the area in some detail. There are a total of six modules that were released in the series so far.

As stated earlier the module was released by Troll Lord Games for the Castle & Crusades system. The module is twenty four pages long and was released in 2006. The parchment cover is the first printing. It was later printed with a green colored cover to match the later printings of C&C.

The module packs a lot of information into its twenty four pages and it perhaps tries to do too much. In addition to being able to download a pay copy PDF of the module online you can actually see a six page sample and then another section were the deities are presented as well. This gives you a look at half the module. I wish they had either broken it up into two expanded products or made the current product either half again or double the size.

Even being as small as it is the information it presents is well done. This product gives the DM more wiggle room that Westbrook did if they want to put their own stamp on it. In my mind neither is better they are just geared towards different audiences. Either can serve as the start of a campaign area or be dropped into an existing product or creation as well.

From the Troll Lord Games site....

Upon the bloody northern marches lies a curious Roadhouse. Here are gathered the flotsam of the world: miscreants, mercenaries, soldiers of fortune, adventurers. Dirty Bowbe's they call it and its as rough and safe a sanctuary as any will find in those dark and bloody grounds! For once, long ago, a Kingdom thrived here and the wealth of its coffers flowed across the lands as honey from a jar. But those days are long past and nothing but memories remain . . . memories and the shadows of yesterday.

To the northeast of Dirty Bowbe's lie the ruins of Bortenski and the hazardous wastes known as the Witch Moor. To the north lies the village of the Ugashtan and further still lie the broken crags of the Mythnoc Cairns where the proud barbarian people once buried their cherished dead. To the Northwest stand the tall trees of the Grove of the Green Man, where the druids who worship the old ways still rule.

Four short adventures, plus a stand alone fantasy RPG setting! Welcome to the Haunted Highlands, an adventure setting for the Castles & Crusades fantasy role playing game. In the haunted highlands, players face dangerous foes as they attempt to collect bounties and challenge foes as they carve a name for themselves in a land fraught with peril.

Included here are three developed areas of adventure, two fully detailed and distinct Karboskian cultures and of course the infamous and always rowdy Roadhouse. The Roadhouse serves as a unique gathering place for adventurers and scoundrels where stories may be swapped, bounties collected and adventurers recruited, should they be brave enough to face the challenges which the highlands have in store.

The Haunted Highlands includes four short adventures for varying character levels and offers a stand alone fantasy role playing setting ready to be dropped into any campaign.. Extensive random encounter tables allow for continuing wilderness adventure. Details on a brand new pantheon featuring over a dozen new deities and one new monster help bring life to your new Castles and Crusades campaign.



Spell:

Mage Scream


Level: Second
Range: None
Duration: 2 Rounds + 1 Round/Level
Ares of Effect: 9" Sphere
Components: V
Casting Time: 1 Segment
Saving Throw: None

When this spell is cast the magic user emits a scream that will  exist on the entire range of the audible spectrum of sound. The  scream is such that any hearing it will be affected. The only  people exempt from the initial affect will be those that are  actually deaf or have no sense of hearing. Even the deaf could be  affected by the secondary effect.

The scream will have the effect that it was initially researched  for. It will cause all who hear it to be stunned for the  remainder of the round it is first heard and the entirety of the  following round, unable to take any actions. This will include  all who are in the range of the effect which centers off the  caster. This will include the caster and their party.

The secondary effect was found to exist once the spell is cast.  In addition to the audible effect the scream affects the bounds  in the mind of any spell caster that allow them to store and cast  spells. For a number of rounds equal to the caster's level, after  the first two, all casters will be required to make a saving  throw to cast spells. The save will be made at a -4 for anyone  other than the caster. The caster will only be at a -2 as they  were the epicenter of the scream and slightly less affected. The  spell affects the bonds of magic and will also affect creatures  using innate magical abilities.

Disclaimer: The spells that you will see, for how ever long the  write ups last, were all written up or conceived of back in the  80's so the terminology may not appropriate for anything other  than 1e and depending on how well I did back then it may be  slightly off for that as well. If there is any duplication of  spells that exist now it is most likely I wrote mine first :)  Please feel free to comment on them but try not to be too hard on  me. If anyone wishes to use these in anything they print please  let me know in advance and all I ask is proper credit.

Tuesday, September 13, 2011

Beginnings: Westbrook, Hunger & Thirst

The start of a campaign may be the most time consuming portion of of the campaign for the GM. Many entry level modules give the GM a basic sketch that they can work from. There are then the products out there that give the GM a full fledged city to start with. Beginnings: Westbrook takes a spot between the two.

Westbrook is a 128 page setting offered by 3am Games. It was published in 2004 under the OGL and uses the D20 mechanics. This is the first in a line of products from the company though it appears there may have only been one other product released after this one.

The setting is a village of about 2000 or so people and is well designed and detailed from what I was able to see. The location of the village is between two larger cities and is part of the trade route between them. This presents the GM with obvious option for expansion once the players no longer have anything to support their adventuring in Westbrook.

The village has all the standbys that one will need for the characters to interact with. It has the town guards, the local leader who will ultimately need their assistance, the mysterious band of "rangers" who patrol the roads and wilderness and a well described series of shops and location.

One of the better parts of the book for the entry level or time crunched GM is the option on how the part gets together. There are four campaign hooks that can be used and a creative GM might actually mix two together. The option presented are the local heroes, the new to town group, the children of the old guard and finally the group that is pressed into service for punishment. I myself would use two or three of these to allow for some variation in the motives of the party and to allow for some level of friction.

The book unlike many D20 products is light on new mechanics. This is good for the entry level and also a refreshing change of pace. It does have some new spells, new diseases and a little bit more. The book also has an NPC class which I would suggest keeping as an NPC class.

To get the GM started in the actual gaming area there are three interconnected adventure lines that the GM can use. They are actually a little too linear for my taste but the starting GM will need something like this in many cases.

The wealth of information here allows the book to be used as intended for the stating GM as a campaign setting. It also makes it useful as a filler town for the GM who wants to move the players to another area and needs something in between the locations. I think it will serve every level GM well and provide ideas that can be mined even if not used as is.

Publishers blurb from the book....

This is the first book in the Beginnings series and the first release from 3am Games. It includes the fully developed town of Westbrook, a small, stopover town between two major trade centers. The town is well known for its hospitality and the comfort of the renowned Grey Griffon Inn.

Lately though, rats - lots of very large ones - have infested the town's granary. The call for heroes sounds, and the player characters answer. Clearing the rats from the granary shouldn't be much of a problem, but who was that shadowy figure letting the vermin in, and what's he up to?

Beginnings: Westbrook contains the fully developed town of Westbrook, four different campaign hooks to get the player characters involved with the granary, four low-level adventures that take the party through, outside, and under Westbrook to get the campaign going, and everything else that you should expect from a Beginnings book.



Spell:

Hunger & Thirst


Level: Second
Range: 9"
Duration: One Turn + 1 Round/Level
Ares of Effect: 6" Sphere
Components: V,S
Casting Time: 4 Segments
Saving Throw: Negates

When this spell is cast the magic user causes the targeted  victims in the area of effect will be overcome with both hunger  and thirst. The need and want for food and water will become their  primary objective. This will override everything else but self  defense.

The victims of this spell will immediately sit down and begin  eating and drinking all the food and beverages that they have  on them. They will then proceed to eat and drink anything that  they can find in the immediate area. If the spell is still in  effect after all of that is gone they will go off in search of  more food and water. Those who save will not be affected in any  manner.

For those affected the party will become of little concern while  the spell is in effect. Unless attacked the party can move away  with no interference from those affected by the spell. The party  could even explore the room where the victims are unmolested  unless they were to bother any food or beverages in the areas. It  should be noted that unless it is undetectable the victims will  not knowingly eat or drink anything that would be detrimental to  them. Once the spell expires the victims will recall the casters  party and act accordingly.

Disclaimer: The spells that you will see, for how ever long the  write ups last, were all written up or conceived of back in the  80's so the terminology may not appropriate for anything other  than 1e and depending on how well I did back then it may be  slightly off for that as well. If there is any duplication of  spells that exist now it is most likely I wrote mine first :)  Please feel free to comment on them but try not to be too hard on  me. If anyone wishes to use these in anything they print please  let me know in advance and all I ask is proper credit.

Saturday, July 23, 2011

Castle Falkenstein, Wizard Speak

Castle Falkenstein is one of the games I have picked up because I loved the idea, had heard great things about it and planned on playing it eventually. There is a line from the movie "The Way of the Gun" that I quote way to often in real life..."I think a plan is just a list of things that don't happen.". Sadly to say that is true with my want to play Castle Falkenstein.

The game to me seems to be one part Shadowrun and one part Space 1889 which are both games I like the idea of. The layout of the game is done as a diary of a real world game designer drawn into a magical realm. The blog name is Quag Keep right so I think that works for me. I can't imagine why I have not played this game other than I just don't have time to play anymore.

Castle Falkenstein won the 1994 Origins Award for Best Gaming Rules. The idea of switching to cards instead of dice at first seems a little bit like a gimmick but in the end you can see it adds to the flavor of the game from what I have heard. Never having played it I can't speak to that. The use of cards could make it easier to play in non standard locales and you also don't have the sound of dice being rolled all the time.

The one thing that is considered a plus in many peoples eyes is that might be a detractor for me is the fact that it is set in Europe and not in England. I have nothing against Europe I am just an anglophile at heart. It is called the Victorian Age for a reason after all isn't it. This could add a flavor to the game that would help give it that just a little off feel that is sometimes helpful. Still the location would not be enough to make me to not want to play the game.

This is the original R. Talsorian Games version. There was a GURPS version of the game that was released in 2000. I have never had a chance to play that either but GURPS is usually pretty good at adapting systems so I am not sure how it would play.

If anyone has played this game I would love to hear about it and get some feedback. Then again it may just add to my want to play the game and that would lead to making plans to do so and I have told you how that seems to end up for me. Maybe I should make plans to not play the game and not win the lottery!


Spell:

Wizard Speak


Level: Second
Range: 6 " + 1"/Level
Duration: 5 Rounds + 1 Round/Level
Ares Effect: One Creature
Components: S
Casting Time: 2 Segments
Saving Throw: Special

By means of this spell the magic user assumes control over what the victim of  the spell is saying. The voice will be that of the victim and will be in the  language that is native to the victim or the common tongue based on the  casters desire.

The caster will be mouthing the words that are said while the victim is  speaking them. The victim must be within the range of the spell while this is occurring though the caster does not have to remain in visual contact.

For the first  round the victim will not realize that what they are saying is  not what they mean to say. The affected individual will not be able to alter  the words they are saying in any way. They are not under any sort of control  so they can try to communicate in other ways but they will not be able to  alter or stop what is being said.

The victim is entitled to a saving throw. If the save is successful then the  spell still takes effect but the words the caster are saying will be  gibberish. 

Disclaimer: The spells that you will see, for how ever long the write ups  last, were all written up or conceived of back in the 80's so the terminology  may not appropriate for anything other than 1e and depending on how well I  did back then it may be slightly off for that as well. If there is any  duplication of spells that exist now it is most likely I wrote mine first :)  Please feel free to comment on them but try not to be too hard on me. If  anyone wishes to use these in anything they print please let me know in  advance and all I ask is proper credit
.

Wednesday, July 20, 2011

Damnation Decade - d20, Dual Casting I

Damnation Decade is a setting for the d20 Modern game. It also has conversion material to make it into a True20 setting as well. It is not what it is made to look like though. It is a story about Americo where when a president was about to resign a natural disaster struck and he stayed on. All that and the world ends when 1980 rolls around.

The setting seems to be part Watchmen, part V for Vendetta and part Rollerball. The setting is a very dystopian future where the vast majority of the public is in a state of denial about how bad things are. They indulge themselves with drugs, wild sex parties and the new Omegaball game to keep from having to realize how bad things are getting.

The disaster that struck was the west coast of the nation falling into the sea because of a massive earthquake. The president on the eve of resignation instead vows to stay on to see the nation through the aftermath. The end of the aftermath never happened though. When the players enter the game it is two years after the event and large portions of the nation have had to be quarantined for some reason. And oh yeah the word is going to end in a few more years.

The setting has a lot of details that the GM could expand upon as far as plot threats. The problem is that none of them are really fleshed out enough to use without further work. This can also be looked at as a plus though as it allows each GM to take the setting in the direction they feel works best for them and their players.

The book also contains a nice section that presents the GM with some questions and answers on how they might run the game and directions that it might go and how best to address these. There is also a section on the movies and books that inspired the game though some of them are rather obvious. The book does not contain a module but you can download one and some other supplemental material here.

I am a huge fan of all the movies I mentioned so this setting appeals to me. The book could have been bigger and I wish there had been follow up material. The setting is dystopian but not so bleak that the players feel defeated and with the premise that the end of the world can be averted it has light at the end of the tunnel for them. I would say buy it as source material even if you are not a d20 Modern or True20 fan.

PS. This has to be one of the most fun covers I have seen in awhile. As I recall I bought it mostly for the cover initially...that and the name.


Spell:

Dual Casting I

Level: Fifth
Range: None
Duration: Instantaneous
Ares Effect: None
Components: V
Casting Time: Special
Saving Throw: Special

By means of this spell the caster is able to cast two spells at the same time. This spell requires the utterance of but a single magical word and then tow caster begins the casting of the two spells simultaneously.

The two spells that are being cast will have to be third level or lower. They must also be spells that the caster have had previously memorized. The spells  may or may not have been cast already. If they are still memorized or have already been cast will determine how the saves connected with this spell occur.

If the spells are still memorized they will go off without a problem and no saves are required to see if they are cast (though any saves connected with the spells would still need to be made). The caster must then make a saving through versus magic and if successful the Dual Casting spell is not lost. This type of save can only happen once per day for each specific Dual Casting spell.

If one or both of the spells have previously been cast then the caster will have to roll a save versus magic for each of the spells. This is required for both even if one of them is still memorized. If the saves are made then the spells are cast. It is possible with this situation that both or none of the spells will cast or fail. With this situation the Dual Casting spell is lost for the day as well.

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.

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