Shardlands: Muskets, Blades, Words of Power! by Judith and Christian Vogt Self Published Setting for Fate Core I tend to think of myself as primarily a Basic/eXpert Dungeons and Dragons (1981) player and game master. Thinking of Elf as a class, descending armor class, and creating a rags to riches story at the table gives me a warm fuzzy feeling inside. Like a warm blanket on a cold morning, these utterly fallacious thoughts keep me cozy in my descending years.
“Still, if some are occasionally begotten from demons, it is not from the seed of such demons, nor from their assumed bodies, but from the seed of men, taken for the purpose; as when the demon assumes first the form of a woman, and afterwards of a man; just so they take the seed of other things for other generating purposes.” -Thomas Aquinas As near as I can tell Labyrinth Lord does not have stats for a Cambion, so even though the Race Class I present here isn’t anything like the Advanced Dungeons & Dragons race… I don’t care :) Classic AD&D Succubi can be Psionic (as per the Monster Manual).
This is for an ACKS setting I’ve been spitballing. History Amongst the Dwarves of Cera it is told that the earthen womb in which the dwarven race was born/reborn lies deep in the Talta mountains which encrust the northeastern peninsula of the same name. In the time before time the land turned against the forbearers of dwarf kind, and in this time the matriarchs led their families to safety deep within a vault of stone protected beneath the mountains.
A few new races to fit a game of Labyrinth Lord set in space. The Ponguila are my take on the Monkey Birds from Pirates of Dark Water, the Andrulate are a take on the various herbivore legged people from mythology, and the Koth are just neat… Ponguila (Ape-Eagles) Requirements: Dexterity 9 Ability Modifiers: +1 Dexterity, -1 Strength and Constitution Ability Min/Max: STR 3/16, DEX 8/18, CON 6/16, INT 3/18, WIS 3/17, CHA 3/18 Ponguila are a race of vibrantly colored Ape-like Eagles with high intelligences, and dexterous fingers on their wings and feet.
So these are ideas I had for a Spelljammer like game using either Fate or Swords and Wizardry. Though these don’t reflect my ideas for the B/X Spelljammer game I’ve been considering, they are still somewhat interesting, and likely to be exploited for ideas in whatever game I do eventually run. Ætherspace Ædventures! Because Typographic ligatures are the new rock dots! “The dusky skinned alchemist Dak looked over the bow of the Elens Fear, deep into the æther, as if simply wanting one would bring the current that would save their lives.
One of the key differences between OD&D and 3.5+ is the way the game handles Armor Class (AC) and Attack Rolls. Early Editions of Dungeons and Dragons (LBB, Supplements, Holmes, BX, BECMI, and Cyclopedia) make use of a simple chart based system for resolving attack rolls. You find the attackers row on the relevant chart, slide over to the defenders armor class, and you’ve got your target number (To-Hit) for the attack roll.
I really love the D&D in Space one page from the Blog of Holding. Spelljammer has always, to me, been an awesome idea executed poorly. Well maybe Spelljammer wasn’t poorly implemented, but its certainly not to my tastes. I like B/X for the most part, and really don’t like the MU nerfing nature of helms, on top of this the whole Arcane story arc is kind of a “telling other peoples stories” vs “Telling my stories” dichotomy.
Still tinkering with running a Metamorphosis Alpha game with a fantasy level using Labyrinth Lord and Mutant Future instead of the Metamorphosis Alpha rules. I was originally going to work with the Delving Deeper rules, but its alot easier to use MF, MA, and S&S tech/mutant rules with LL than DD, which is a shame because I like D6 HP and D6 damage. I’ll allow all the normal LL classes (With race-as-class), some of the third party classes (Vivimancer, Witch, etc.
I love me some Metamorphosis Alpha, but after having run it I find the rules somewhat lacking. Sure, there are lots of tasty tables in the rulebook, but there really isn’t a conventional system of advancement, or class/skill system to let you differentiate characters of the same race. These are considered features by some, advancement and diversity coming from gear and experiences, but I find it just a bit lacking in a D&D derived game.
Still working on the actual custom classes, but here are satyrs presented as a racial value for Adventurer Conqueror King as per the Players Companion custom class rules. SATYR CUSTOM CLASSES Satyrs are a race of humanoids born of born of the sorcerous or divine mingling of Man and Goat, Sheep, or Deer. Although humans consider them just another tribe of beast-men, the Satyrs believe themselves to be the many and varied offspring of a wild collection of ungulate gods.
I’ve never really liked the dragonborn as a core race in Dungeons and Dragons. Dragonborn are just an attempt to provide a cut down race of dragons that are playable, the problem is that D&D has had that already for ages. D&D is full of playable Dragon-ish races which could have been statted up for play. Half-dragons, Dray, and Wooddrakes, were already playable in AD&D. If you really wanted strait up dragon-people, you could also have easily just statted up Dragonlance Draconians and had something way more interesting.
Next in my series of Mindjammer Pregens, a Sniper, because every team of black-ops badasses requires a cool efficient ranged killing machine. My first thought was to blow my Extras budget on Extras, but then I realized they were totally unnecessary. Instead here is a highly skilled, and exceptionally talented, gunman with the skills to get what he needs, execute the mission, and leave no evidence he was ever there. The only persistent gear this Merc keeps on his person is his Sensor drone, used to help him setup a shot.
Even though I have already worked through character generation with the two players in my new Mindjammer campaign, I still don’t feel particularly comfortable with it. For the most part Mindjammer is just Fate Core, but there are enough twists to it that I still have an interest in getting some practice at it. I’ll write them all up here as pregens for others to use as they like. This particular pregen was inspired by The Face template from Shadowrun.
They said it couldn’t be done! Ok, actually they said it shouldn’t be done. Fate, specifically Fate Accelerated Edition, just doesn’t seem a good fit for “Save or Die” magics. Still, after consulting the holy SRD, and more specifically the toolkit section about Monster Zones, I was able to come up with a reasonable way to model the classic Dungeons and Dragons Beholder. I’ve made a few changes to account for the dramatic differences in the way FAE and D&D handle combat, moreover since there is no “Save Vs.
GM: You enter the 15’x15' dungeon room, your torchlight dances on the crumbling stone walls revealing the room to be empty. Player: We fortify the doors and set down camp for the night. GM: You all die of asphyxiation in the night, choking on the copious smoke from your 13th century pitch soaked torches. I’ve done a little bit of research on historical lighting after watching a youtube series on torches by Lindybeige: 1 A Point About Torches: outdoor use 2 Another Point About Torches: indoor use 3 Third point about torches (alternatives) 4 Torches Part IV: Fire in the Movies Also this semi-related video about lighting fires (Or rather why you wouldn’t have normally done it) 5 A point about lighting fires Mostly I’ve been trying to think of the forms of lighting a group of adventurers would use coming from a background who’s tech level is comparable to western Europe in the middle ages.
The Hightracker is the mundane answer to the Ranger presented in Swords and Wizardry complete. The Hightracker makes his livelihood in the wild places of the world. Not content to work his way up the career ladder in civilized society, the Hightracker makes his way through hunting, gathering, prospecting, and even chasing the occasional bounty. Once a Hightracker has dedicated himself to a target he will travel high and low in its pursuit, be that a fox, a rabbit, a wanted man, or a monstrous horde.
(Inspired bythis image, the rest of the artists gallery is definitely NSFW. Stats can be found in the AD&D Monster Manual 2) The Pseudo-Undead are living breathing humanoids who resemble, and strive to mimic, the undead. Their physical and cultural evolution has aligned itself with the traits of the undead so as to shroud and protect themselves with the myths and legends of men. The pseudo-undead possess some of the physical traits of those legendary undead monsters they resemble, but none of the inherent traits of undeath, they are not immortal, and they have no supernatural powers save those they learn or acquire through enchanted items.
This post was inspired by the awesome artwork of Drachenmagier seen here and here. I started with the stats for a Grizzly Bear from the SRD, Then for the Dire Trout (inspired by Ray Trolls amazing art) I started with the stats for a Shark from the SRD. Bear, Aquatic HD 6 AC 6  Atk 2 claws (1d6), 1 bite (1d10) or 1 Tail Thrash (1d6) Move 9 Save 11
(no stats are presented as the SRD has stats for those forms. No XP or GP value is assigned as I havent worked out what they should be worth.) When man was only slightly more than snarling savage beasts the witch queens (hags) ruled the northlands with withered and clawed fists. The Queens worked their witchcraft, blood magic and deals struck with elder horrors, on man and beast alike to build their petty fiefdoms.
I’ve never been overly-fond of the Gorgon/Medusa situation from D&D. Its not that I think the Gorgon is a bad monster, its that the term “medusa” should apply to the specific individual from mythology and gorgon should describe a race of horrible women with serpents for hair, and terrible claws, who’s image is so horrific as the petrify the viewer! Swords and Wizardry Complete has the following to say about the Gorgon:
Tenkars Tavern was running a competition in honor of the new Razor Coast product in which I took third place. I just sort of posted the first thing that came to mind, and really wished afterwards that I’d fleshed it out a bit. Here is my original entry: The Mad Priest of Shebaba, and his vessel, the sepulcher of Shebaba. The mad priest was once a totally sane priest of another religion entirely, until Shebaba washed ashore, a sea monster of sorts which happened to look an awful lot like the creature of his most recent nightmares.
This is an organization of my thoughts on using Fudge Dice, and the Fudge resolution mechanic, to provide an easy way to make snap rulings based on PC ability scores and Levels using the Labyrinth Lord rule-system (and within the game systems it attempts to emulate). Fudge and Labyrinth Lord are both released under the OGL, as is this article if anybody finds use for it. These rules are also written with some notes about fudge as I won’t assume everyone has played it before, and it also assumes you enjoy tossing all manner of dice around the table.
After finding my old copies of the AD&D windows 3.1 Core Rules CD-Rom, and having quite a bit of free time, I decided it wouldn’t hurt anything to start fiddling with it. After a rather large investment of time these are my findings, hopefully they will entertain or prove useful to someone other than myself. NOTE: For copyright reasons, and my own inability to pay for any lawsuits arising from such action I won’t be posting copies of anything actually contained on the disk here, or anywhere.