It's been a while. Finally, since I got the basement back in order in advance of last night's in-person game. I got some painting done last night. Here' are 4 Carolingian (Age of Charlemagne) swordsmen. I didn't really like the sculpts when I got them, but now that they're painted, I'm much happier with them.
Monday, June 21, 2021
Monday, April 12, 2021
Alternative Saving Throws for Thranconia
BECAUSE I DON’T WANT TO LOOK UP SAVING THROWS, AND THE CATEGORIES ARE STUPID
I MEAN, HONESTLY, WHY A DIFFERENT SAVE FOR SPELL AND WAND?
When a Saving Throw is called for:
1) Roll 1d20 and get a 17+
2) Add Level or Full Hit Die (i.e., monsters and non-classed npc’s with less than 1d8, +0) to a maximum of +11
3) Clerics: +2 to all saves
4) Fighters: +2 vs. breath weapons, petrification, energy drain, weapon effects, paralysis
5) Magic-Users: +2 vs spells, wands/staffs/rods. magic items, magical traps
6) Thieves: +2 vs. poison, magical traps, mechanical traps, falling
7) Lackeys: +2 vs. poison and disease
8) Undead and Demons: +2 on all saves except vs. Clerical Magic
9) Elementals and other extra-planar creatures: +2 on all saves except vs. Magic-User Magic.
10) All other saving throw bonuses in species or monster descriptions still apply .
Monday, March 8, 2021
My Dungeon Making Process
I’ve been making a lot of dungeons lately, because I really like to make old school dungeons, and the new tools make them easier to make and neato to run online.
Here’s the process I’ve been using;
Step 1: I make
a map of 1 level, usually 20-30 rooms, sometimes more. I label stairs, corridors, and secret rooms,
plus any special purpose rooms all in the key.
I have decided to stop putting marks for Secret Doors on the map,
because they are visible, I just have rooms with no doors and explain the
secret door in the room key.
Step 3: I look at the monsters and try to deduce a theme, a story behind them being there. For example, in the first level of Quellintan, I saw that there were quite a few Dwarves and Hobgoblins. Most everything else were bugs and undead. I came up with the Curse that kept these two groups in the dungeon. I then adjusted the monster list, changing any orcs into hobgoblins and elves into dwarves, making the berserkers mercenaries of the dwarves.
Step 5: I put the monsters on cards. I found it’s better to have all the monster stats together rather than type them in as I go with the room keys.
The Cards look like this: (QU-3 stands for Quellintan, Upper, Card 3)
Encounter Card: QU-3
7 Hobgoblins
AC 6, HD 1, Move 30, Thaco-19, LE DEX-11 , MOR- 17 Hand axe, SR-2, 1d6 damage
Hit Points:
3, 7, 7, 5
6, 2, 6
|
Step 6: Then I place the monsters on the map. Each room in the key I’ll now write a short description of its purpose and noteworthy features, then the Code (e.g. QU-3) for the monster card that’s in the room. I try to keep factions (like dwarves or hobgoblins together) and try to come up with rationales for things being where they are. If there’s monster that seems like a boss of a faction, I’ll make note of that and place him accordingly.
Step 7: I then go through the key and scatter Chests, Sacks and Garbage in each room as befits its monster or position. I tend to roll for treasure randomly, either using the old D&D monster/treasure assortments, or using my Random Dungeon Maker. I must admit that regularizing “Dungeon Garbage” has been quite interesting. I’ve always had the occasional pile of junk lying around, but it’s better when you know it’s going to be there and it’s sometimes good, but often bad.
Thursday, February 4, 2021
Thranconia Revival
Tuesday, January 19, 2021
Gangbusters B/X edition Read-through Review
Sunday, December 13, 2020
Earthen Rampart Project--Final Thoughts
I must admit, that for rough landforms, I am certainly open to using plaster of Paris again. It is relatively simple and straight forward to use, and cheap enough not to care about mistakes.
I actually don't know whether I like the rocky effect or the smooth effect better for the ramparts. They both have their charms.
I am going to need to make a bunch more ramparts to be useful on the table, at least enough to make a square fort or to reach across the table.