Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

Friday, July 8, 2022

Petty Gods is Back in Print!

 



The Hardcover edition of Petty Gods is available at Lulu once again. You can find it Here.

This was one of the last projects we were able to participate in before health issues derailed everything for us. We're very proud to have contributed to this massive tome of minor deities ranging from the modestly benign to the outrageously grotesque and all manner of things in-between. Richard did an amazing job putting this all together and making it available. Please do check out his work at New Big Dragon and his blog Save Vs Dragon.

Monday, November 19, 2018

Crabclopse


This was originally intended to get posted for Swords & Wizardry Appreciation Day, but got lost in the Drafts folder. Better late than never...


Crabclopse
Hit Dice: 5
Armor Class: 4 [15]
Attacks: 1 Weapon (Pincer-Club) 3d4 or 1 Slam 1d10
Saving Throw: 12
Special: Immune to Charm, Immune to Non-magical Poisons
Move: 9 (walking or swimming)
Alignment: N (30% are Chaotic Evil)
Challenge Level/XP: 6/400

Crabclopses are Lesser Cyclopses relegated to the rocky coasts of various desolate islands by their kin for some ancient transgression that none of them will talk about willingly. They hunt Giant and Gargantuan Crabs as well as Crabmen, feasting upon their flesh and crafting their distinctive armor from their chitinous outer shells.




Which version of the Crabclopse (above) do you prefer?
Swords & Wizardry (Complete) Free Download or better yet go buy a copy at Frog God Games, There's also a handy online SRD for S&W.

Wednesday, April 4, 2018

Other Worlds (OD&D Inspirations)

A bit of inspiration from the Little Brown Books...

OTHER WORLDS
There should be no natural laws which are certain. Space could be passable because it is filled with breathable air. On the other hand the stars could be tiny lights only a few hundred miles away. Some area of land could be gates into other worlds, dimensions, times, or whatever. Mars is given in these rules, but some other fantastic world or setting could be equally as possible. This function is up to the referee, and what he wishes to do with it is necessarily limited by his other campaign work. However, this factor can be gradually added, so that no sudden burden will be placed upon the referee.

Gary Gygax, from OD&D, Volume 3: The Underworld & Wilderness Adventures


Tuesday, August 15, 2017

Nejaun


"Hold still so I can bash ya dammit!"
Rutigar the Droll, Lord Protector of the Blue Trees of Trondelle

Nejaun
No. Enc.: 1d4
Alignment: Neutral
Movement: 60' (shuffle), 180' (Leap)
Armor Class: 7 (as Leather + Shield)
Hit Dice: 2 (can advance as Fighters or Spell-casters)
Attacks: 1 or 2 (Can Wield Weapons and/or Magic Items)
Damage: 1d4+1 (Slashing Kick)
Save: F2
Morale: 8

Special: Nejaun can perform a double-kick once every 4 rounds for double damage. They can also forego their next attack in order to attempt to dodge an incoming attack by rolling as for a normal attack and if their 'To Hit' roll beats their opponent's, the Nejaun successfully dodges the attack and incurs no penalty to initiative. If they fail to dodge they take half damage and suffer a -2 penalty to initiative on the next round.

When sorely pressed (having lost more than 3/4 hit points in one combat) the Nejaun can rear back on their muscular tails and lash out with all three legs at +3, +2, and +1 to hit respectively, each doing double damage, but then the Nejaun collapses and is unable to continue attacking until it rests for 2d4 hours. This is only ever used in extreme circumstances and only as a form of last-ditch self-defense.

Smooth-skinned pseudo-saurials with three legs tipped with wickedly sharp curved blade-like claws and muscular tails, the Nejaun rarely wear armor or clothes. Nejaun prefer ranged weapons or wands when wielding anything in addition to their natural claws. Only spell-casting Nejaun wield staves.

Nejaun are fairly commonly encountered as summoned servitors or retainers in service to a spell-caster who has made the journey to the cliff-keeps of Jalamere.


The Nejaun are creatures that have languished in my portfolio for a long, long time and as I recently had the opportunity to go through things over the weekend and re-discover them, I've decided to let them see the light of day once and for all. They seem like a good fit for Jalamere and Wermspittle both...

Friday, August 11, 2017

Update: Our Award-Winning Vintage One-Page Adventure


Long-time readers and followers of our blog know that back in 2011 Chris K. held an impromptu contest on his Hill Cantons blog and our weird little one-page adventure won. Ever since then it has been available from our Free Stuff folder at Box, but no longer. We've added a cover, as shown above, and uploaded it to DriveThruRPG / RPGNow where it can be found at either site for Free.

Nothing has been changed. It remains the same vintage adventure into Unspeakable Old School Randomness intended for use with Swords & Wizardry (White Box). It's just available from a different source now. Enjoy!

Friday, March 11, 2016

Work in Progress


One of the pieces I recently did for the next issue of Underworld Lore currently nearing completion.

Friday, May 22, 2015

Petty Gods Now Available!


Expanded Petty Gods
Casewrap Hardback (sold at cost through Lulu.com)
Premium Softcover (also sold at cost via Lulu.com)
PDF - Free and without any watermark at RPGNow

327 petty gods, 116 minions, knights & servitors, 12 cults, dozens of divine items & new spells, plus a host of other petty-god-related gaming material and it can all be yours in three tasty formats.

Go get it...and be prepared to lose a few hours and some sanity as you peruse these pages packed with inspiration, imagination and weirdness beyond mortal ken..

Tuesday, August 19, 2014

Underworld Lore #4 Now Available

Click to go get your copy!
Issue 4 of Underworld Lore is now available. Greg has done a fantastic job assembling and compiling a lot of interesting material into an 84-page extravaganza that has to be seen to be believed. While you're there, be sure to get all three of the previous issues as well; Underworld Lore is a great resource and lot of fun to read. Be sure to leave a few encouraging words at Gorgonmilk's blog. He puts a ton of work into each issue and he probably wouldn't mind hearing from readers who enjoy and appreciate his efforts.

Wednesday, July 16, 2014

Fleshwrought Servitors of Varug


Quote-bit


Fleshwrought Servitors of Varug
(Standard Order Servitor)
No. Enc.: 1 (1)
Alignment: Neutral (Inimical)
Movement: 120' (Fly/Levitate)
Armor Class: 3[16]
Hit Dice: 5
Attacks: 2 or 1 (Weapons or bite)
Damage: 1d6, 1d6 or 2d4+2
Save: F7
Morale: 12 (Suffers -4 penalty when confronted with the Sign of Drallik)


Standard Servitor Abilities: Tactile sight (90'), Telepathy (only human languages can be used), Teleport (Once per day). Immunities/Resistances: Electrical, Poison and Gas attacks only do half-damage. Immune to Illusions/glamers, but can be Charmed and are reported to be very susceptible to Suggestion or Hypnosis.
Take double damage from bronze, bone, stone or wood weapons.


The Fleshwrought were once human beings. Once, but no more. Their bodies were left behind on alien planes by their comrades, abandoned within unwholesome places by circumstance or design, or otherwise lost to the forces beyond the comforting boundaries of the mortal world. There they were found by the prowling hound-things of Varug and subjected to the foul ministrations of his bone-masked minions. The flesh of these forlorn and fallen adventurers has been remolded in mad and bizarre ways, restructured to eliminate their faces, extinguish their former identity, and to make them fitting slaves to the Keepers of the Bone Cages and the Lords of Squirmkeep.

The Fleshwrought are called forth by use of a variation of the Conjure Servitor spell:

Conjure Fleshwrought Servitor
Level: 4
Duration: 1d6 rounds per hit point sacrificed
Range: 10' per level of caster

This spell can only be cast if there is a sufficient amount of living flesh arranged within the Six Nested Hexagons chalked on a suitable flat surface. None of the extant sources give any hints as to what constitutes 'a sufficient amount' of flesh, so one must use their ingenuity or invest some time and effort trying to get that worked out through divination, interrogation or whatever means gets best results.

Fleshwrought Servitors called forth by this spell are not brought under the control of the summoner; that requires another spell, rite or device...or special dispensation from Varug or his cult.

If the caster has possession of one of the authentic Amber and Bone Orbs of Kilushak from before the grievous inundation, they are said to gain the option to call forth stronger Fleshwrought Servitors than usual by a simple expenditure of one's personal hit points at a rate of one hit point granting 1d4 additional hit points to the conjured servitor. Of course, those servitors that have higher HD than the summoner's level as a spell-caster tend to be much more difficult to control and have been known to devour the one who called them forth as it was far easier than the task they were assigned.

Tuesday, July 15, 2014

Review: The Manor (Issue 6)

Click Here to Order
The Manor is Tim Short's old school RPG zine. Issue 6 features The Brothel of Wargumn by Matt Jackson, The Guard (an NPC class for beefing up those guys who the player characters are always running into), a D20 table for Random Guard Greetings, Getting from Point A to Point B by Ken Harrison, and Witches of the Dark Moon, a low-level one-shot adventure that features a new monstrous spiders, new spells, and a werespider witch who could easily sneak off to become a recurring NPC antagonist for a party of low-level characters. The Dark Moon scenario was inspired by Tim Brannon's incredible RPG-Tome The Witch and Dylan Hartwell's Big Book of Spiders. Both scenarios are excellent and are accompanied by maps by Matt Jackson, with art from Jason Sholtis and Dylan Hartwell. The Brothel scenario by Matt Jackson is one of the most highly entertaining scenarios you're likely to read any time soon--it manages to be both distinctively gritty and memorably oddball in equal measure. All in all this is a great zine that manages to pack quite a punch in only 28 pages. Highly recommended!

PDF version is available at RPGNow or Lulu for $2.50, which is a bargain.
Print version is available from Gothridge Manor Games for $4.00 ($4.50 to Canada, $5.00 to the Rest of the World).

Tuesday, July 8, 2014

One More Page for Taglar's Tomb

Click to Download
Here is one more page for Taglar's Tomb. We reveal a few more details about the Goblins of the Black Orb, the competing kobold tribes, Toothy-Toads and wyverns, just in case some of this stuff might come in handy at the table.

We also want to say Thank You to all of you who have downloaded Taglar's Tomb (Revised), and especially those of you who have contributed to the cause--that kind of encouragement is greatly appreciated and we will be hoisting a glass or two of our favorite Old Eight Porter at Barley John's one of these nights and toasting you all. Maybe we can get someone to take a photo we can post. That might be fun. Might get me to finally shave off the grognard-beard too...

We're wrapping-up work on the next release, hopefully we'll be able to get it uploaded before the weekend.

Monday, July 7, 2014

Taglar's Tomb (Revised & Expanded) is Pay-What-You-Want at RPGnow/DriveThruRPG

Now Available at: RPGnow & DriveThruRPG

The Revised and Expanded Taglar's Tomb is now available at RPGnow & DriveThruRPG as a Pay What You Want pdf.

Taglar's Tomb was originally posted as a free mini-dungeon in support of Swords & Wizardry Appreciation Day 2013. We took the bare-bones of the original scenario and pumped it up so that it now has everything we could pack into 18 pages to help you imagine the hell out of it.

Sunday, July 6, 2014

Free PDF: 10 Magic Wands

Click Here to Download
Free. One Page, Ten Lesser/Minor Magic Wands; suitable for nearly any OSR-style Games of the Imagination.

Friday, July 4, 2014

(1d6) Aquatic Terrors From the Flooded Decks (For Gus)

A Luminous Bristle-Maw








The HMS Apollyon is a massive, decaying Mega-Vessel adrift on the Seas of Fate like a vast floating Gormenghastic Megadungeon crawling with Merrow Men, Gun Wights and all sorts of other wild and demented monsters. The level of creativity and inventiveness lavished on this setting is nothing less than awe inspiring. If you've never visited the Dungeon of Signs blog before, you really ought to do so now.


Here are (1d6) Aquatic Terrors from the Flooded Decks of the HMS Apollyon...



  1. The stagnant water in this area is oily and smells of rotten fish. By your third step through this shallow, stinking muck you notice dozens of tiny, glistening, fat yellow leeches squirming across your boots...

    Tiny Yellow Leeches (5d10) [AL N, MV 20' (60'), AC 9[10], HD 1d4 each, #AT 1, DG 1 hit point per round, SV F1, ML 12 (fearless), Special: These things are tenacious and persistent. They will wriggle their way into every and any available nook and cranny in their insatiable pursuit of fresh blood. Covering them in salt causes them to burst, inflicting 1d2 damage per burst leech in a 10' radius. If captured and held inside a clear container, they can serve as a yellow-tinged light-source, but will shrivel and die within 1 day without receiving fresh blood.]

  2. There are slick, black spikes jutting out of the otherwise still waters of this chamber. There are several Archer Urchins clustered around a rusted and broken pipe spilling fresh water into the otherwise brackish stuff in here.

    Archer Urchins (3d6) [AL N, MV 20' (40'), AC 46[13], HD 2, #AT 1d4, DG 1d4, SV F1, ML 8, Special: Each Archer Urchin shoots 1d4 spines out to a range of 30'. If a spine misses the intended target, there is a 60% chance that it will ricochet from a bulkhead or wall, allowing it to attack a secondary target with a penalty of -2 to hit. The spines are often poisoned, but it is more a nuisance-toxin causing dysentery, blindness, or incapacitating nausea than anything outright lethal or damaging.]

  3. Wet gray and black hoses and cables dangle from the ceiling. The shadows are a bit peculiar in here, due to all the dangling stuff. You might notice that some of those hoses have begun to sway sinuously, if you are exceptionally observant, otherwise...

    Ceiling Lampreys (2d8) [AL N, MV 20' (120'), AC 7[12], HD 2, #AT 1, DG 1d4*, SV F2, ML 7, Special: These things get a +2 bonus on their first attack and inflict double damage any time they roll a natural 19 or 20 to hit. On a successful attack the Ceiling Lamprey can opt to forego the damage they would have inflicted in order to wrap around their target and commit a boring attack for 2d6 damage as a free attack next round. It requires a STR of 22 to remove one of these things, but doing so inflicts 1d6 extra damage to the victim. However, if they are exposed to open flame, they will recoil and seek to escape without causing any further harm.]

  4. The floor slopes down. It gets pretty steep right up to the point where it abruptly drops off into a deep chamber-lake of cold, black water. The floor is covered with loose rust, grit and small debris, making it mildly treacherous to navigate. If someone does slip, they have a good chance to slide into the water. Nothing will happen for the first few rounds...then you see all the pretty pink, yellow and green lights swirling around them...

    Glowing Piranhas (6d4) [AL N, MV 0' (120'), AC 4[15], HD 1d4 each, #AT 1, DG 1d4*, SV F2, ML 9, Special: Only 4 of these things can attack a single victim in a given round. The rest swarm about and try to prevent their meal from escaping. Their bioluminescent glands are incredibly toxic (Save -1 or suffer 3d4 damage) and can't be extracted without a lot of time and patience, though Merrow Men are reputed to have specialized tools and techniques for just this sort of thing, and they also know how to use the teeth for arrow-heads and the like.]

  5. The water in here has a definite current moving through it deep below. It's also salty. Maybe there's a connection to the outer waters deep below...

    Metallicized Barracuda (2d4) [AL N, MV 0' (140'), AC 3[16], HD 4, #AT 1, DG 3d4, SV F5, ML 12 (fearless), Special: If one of these things makes a successful bite attack, the rest gain a +1 bonus to hit the same victim. They inflict double damage on anyone wearing leather or similar, soft armor-types.]

  6. There is a milkiness to the stale water. It reeks of some sort of cheese. There's also a thick mat of some sort of dark weeds just below the surface...

    Sargassoan Kill-Kelp [AL N, MV 10' (60'), AC 9[10], HD 4, #AT 4, DG 1d4 each, SV F4, ML 12 (fearless), Special: Immune to mind-influencing effects, this plant-terror waits patiently for one likely victim to get close enough to it for the thing to lash out with all of its attacks at once. Once it makes a single successfully attack, it wraps around the target and begins to drag them under the water, hopefully to drown. It requires a STR of 16+ to break one strand and there are up to 4 strands to deal with before getting free. If properly harvested and dried, this stuff can make really good rope.]

Sunday, June 29, 2014

Free PDF: 1d10 Magic Rings

Click Here to Download

One page, one table, ten magic rings that will work for most Old School Games of the Imagination. They're all yours for free. 

Sunday, June 22, 2014

More Free OSR Stuff...

Free Download HERE.
A prize-winning one-page adventure...

Free Download HERE.
There's more Irving-stuff on the Free Stuff Page.
We might have some new Irving-stuff very soon as well...


Free Download HERE.
We'll have a new and improved character sheet for Labyrinth Lord,
and a few other games shortly.

Free Download HERE.
We have several more tunnels, passages and the like mapped-out and
we plan on making the whole set available as one pdf.

Free Download HERE.
The other two sets of short adventures in this series will be made available in the very near future.
We apologize for letting that go for so long.


Over 4,000 Served...

...and counting. Download Here.

Saturday, June 21, 2014

Have A Free Mini-Adventure from Hereticwerks

The expurgated version of our free PDF is available via the Free Downloads widget in the right-hand sidebar or from THIS LINK.


Click Here to Download


Have a free PDF of the first level of Clatterdelve from Hereticwerks.

Inside you will find some new monsters, new spells, new magic items, and almost everything you need to make a first foray into Clatterdelve. You'll still need to bring your imagination, dice and some players to the table, but we did the heavy lifting for you.

We assembled this thing in under 16 hours as a personal challenge...if you spot any typos or glaring omissions, let us know and we'll update the thing.

Have fun and Game On!
Jody & Jim / Hereticwerks

Monday, December 30, 2013

Obsolete Simulations Roundup: Fringeworthy


Fringeworthy
Exploring the Pathways to Infinity

One person in 100,000 have that unknown quality that makes them 'Fringeworthy.' You are one of them. These are your adventures...



Fringeworthy was first published back in 1982. I picked up my copy at the Little Tin Soldier shop on University Avenue in St. Paul after it was recommended to me by one of the shop's staff who was familiar with my writing efforts. We would discuss our respective writing projects and our respective gaming experiences fairly regularly. Those were good times. In any case, I was writing about gates in my stories and using them in my current campaigns. He handed me the blue covered Fringeworthy book and told me to take a look at it--this guy in Michigan had published a game based on gates. I flipped through the thing prepared to scathingly dismiss it as rubbish. You know how 19-20 year-old writer-gamers can be. Plus I was an artist sending out work to lots of small-press zines at the time. I could get pissy about the art as well. But I didn't. I bought the book.

108 pages. Durable softcover. Large, readable type. Two column lay-out. Packed with random tables (P. 94 has a one-page Alien Design sub-system made-up of random tables that Mr. Raggi might appreciate). There's a character sheet, world sheet and more in the back. This was the total package-deal. This one book was all you needed to go exploring the portals left behind by the Tehrmelern...oh yeah...those guys...

Ahem. More than a million years ago the Tehrmelern civilization established a network of inter-dimensional pathways that spanned time and space. These highly advanced beings explored and colonized and studied millions of worlds for a significant period of time, before they ran into a monstrous, implacable enemy that rapidly wiped-out the Tehrmelern civilization, leaving behind their inter-dimensional network of pathways.

Then, a team of Japanese scientists working in Antarctica discovered one of the ancient Tehrmelern gateways. It was quickly discovered that only a select few people, 1-in-100,000, had what it takes to get the portal to open, or for the ancient alien technology to respond. Those rare individuals became known as 'Fringeworthy,' and there you are. It's a very nice set-up for either a novel or a role-playing game, and in this case it was both. The creator of Fringeworthy, Richard Tucholka, a big Sci-Fi fan, was writing stories set in this universe from back in the seventies. The Fringeworthy setting grew out of his earlier attempts at fiction. There is a strong current of classic science fiction running through this stuff. Sure, the use of gates is nothing new, not by a long shot, and no one with any familiarity with the Sci-Fi of the Golden or Radium Ages would ever take seriously any claim that he 'invented' spinning, round gateways to other dimensions. But what Tucholka did was to make his version both engaging and intriguing, as well as playable. You can quibble about the rules, the lay-out, the typos, etc., etc. and most reviewers have; but the core concepts at the very heart of this game are fun and worthwhile and endlessly intriguing. That's why we see other games like GURPS Alternate Earths, Gatecrasher, Rifts, Torg, Lords of Creation, and so on. None of these games 'invented' this 'gates leading to alternate world/timeline stuff;' even Charles Fort had precursors. But each game, every author, makes the idea of cross-dimensional gatesways over in their own image, and provides a different approach to things. What Tucholka succeeded in creating was an engaging and unique setting. But we'll come back to that.

Fringeworthy is considered by some to be the first alternate history adventure role-playing game ever published. Maybe it is, maybe it isn't. I can't say. It came out during a time when there were very, very few Sci-Fi rpgs out there, so this may well be true. It is also claimed that Fringeworthy may have helped 'inspire' the Stargate franchise, but this has never been acknowledged that I am aware of, and no lawsuit was filed, so the situation remains a bit murky. Seems like most, if not all, role-playing games tend to have skeletons and potential litigation lurking in their closets, doesn't it? Let's forget the claims and rumors and crap and focus on the game itself.

The first two editions of Fringeworthy featured rules derived in large part from The Morrow Project. This means that the rules for combat were Extremely Simulationist to the point that you could use a copy of Jane's Defense Weekly at the table as an in-game supplement. Hit location. Rate of Fire. Rate of Load. Hydrostatic Shock Modifier. Yeah. If you like guns, this system is very real world. It's also playable. I've played in a game where these rules were used and once you get used to it, especially if you have some ex-military types at the table. But it is not everyone's cup-o-tea, not by a long shot. I found it way too involved and clunky, but there are those gamers who really, really love this sort of crunchiness. So it's a matter of personal preference. A more abstract/simplified option might have been a good idea, but that's second-guessing decades after the fact...

The system used in the early editions of Fringeworthy is pretty much the same base system used in all of Tri-Tac's classic line-up of rpgs like Bureau 13: Stalking the Night Fantastic and FTL: 2448. You roll 4d6 and subtract 4 from the result for your character's Characteristics: Strength, Constitution, Dexterity, Agility, Intelligence, Wisdom, Luck, Charisma. Then you roll a d100 and if you get 3 or under, your character has Psionic ability. There are the usual suspects like Hit Points, as well as Crystal Use; your character's ability to use the 'crystal keys' left behind by the Tehrmelern. You get Military Training (well-done on only half a page!), Body-building rules, Skills and Education, and Languages. Each section has examples; snippets from 'The Ed Power Story,' that really help it all make sense. The Difficulty Rating chart on P. 15 is an almost eerie precursor to the D&D 3.x approach, but using percentile dice, not a D20. There's also a Difficulty Randomization chart to change things up each time. The Annoyance chart on p. 16 always gives me a laugh; it's a nice variation on the stock Charisma Reaction roll. There are a lot of charts and things that could be ported over from Fringeworthy to the older editions of the classic game with little to no effort. You could also bring in fantasy characters to liven things up, if that's your thing. So character-building is somewhere between D&D and Traveller, but not as complicated as it might seem at first, and thoroughly old school-ish, meaning things aren't as streamlined, nor as well organized, nor as pretty as more modern rules. There's also not that much unique or special about the rules per se. They're fairly stock rpg rules circa the early Eighties. That probably makes them too clunky or excruciatingly lackluster for non-grognards looking for prose executed with contemporary sensibilities and shiny new mechanics. Most of the prose has the patina of classic Sci-Fi, and the mechanics are pretty old fashioned. So in that respect, this game is probably obsolete. It's a matter of taste, and tolerance. It is not the easiest game to play. Like any rules-set it could have been made better from some editing, revision and better lay-out. So could most new games released in the last year. But that's old news, like these links...

There is an entry at Wikipedia for Fringeworthy that has been sanitized for your protection and comfort (all unverifiable rumors and unsupported claims duly removed). RPG Geek has a review of the First & Second Editions of Fringeworthy, as well as a separate review of the Third Edition, though neither page offers very much information, and there's another page with all of that stuff rolled into an umbrella entry for Fringeworthy that includes the D20 Edtion as well. Grognardia did a nice summary/retrospective back in 2011. Steffan O'Sullivan did a fair review of the Third Edition. There's a slightly more critical review of the 10th Anniversary Edition at RPG.net. There was also a suggestion to fans of the old Sliders show that Fringeworthy could be adapted to play-out adventures in that fictional milieu.

So that takes care of the old, arguably obsolete aspect of the game. Now things get more interesting.

Fringeworthy isn't dead. Tri-Tac is still in business, despite a raid by the FBI back in 1994. Remember what I said up above about the setting of Fringeworthy really being the star of the show? Well, the setting is slowly spreading out into other systems. The game is still alive and well and has been adapted to the D20 Modern rules and there is an effort underway to convert Fringeworthy over to Savage Worlds...though there hasn't been much news on that front for a while now. In any case, there's a page devoted to the various editions of Fringeworthy, and you can still buy a pdf version of any of the editions you might be interested in, so you can slog through the classic version or try out the spiffy new D20-ified version of the rules to your heart's content...or your group's collective threshold for such things.

There's a weekly podcast. There's a slightly quiet Fringeworthy Yahoo Group. There are Forums dedicated to Fringeworthy as well as all things Tri-Tac, and the Tri-Tac website links to quite a few of their old games and a few handy resources.

So...Fringeworthy is not dead. Maybe the folks over at Tri-Tac could use some encouragement to help motivate them to complete work on the Savage Fringeworthy rules. I'm still waiting to see Mr. Tucholka publish his long-gestating Fringeworthy fiction...



The Obsolete Simulations Roundup blog-hop is being hosted by The Savage Afterworld blog. Thanks to Tim Snider for setting this blog-hop into motion!


Wednesday, December 18, 2013

Gravelands: Behind the Scenes

There is a generally different approach used when playing a game that has very abstract and open-ended rules from the approach taken when playing a game with a more comprehensive set of rules. In both cases, the task is to bring life to the imaginary situations that arise in the game, but the tools are different...
Matt Finch, Mini-Interview November 22nd, 2011

What are The Gravelands...
This is our non-official, non-canonical, open-source and open-ended setting-by-implication underlying a series of mix-and-match adventures we've been building for Swords & Wizardry (Complete). The six adventures in the series may or may not fit together as you decide. Each adventure is set within a single hex that can be plopped down into any Old School campaign map. The Series can be explored in any order, even at random; just roll a d6, and you're good to go.

What we're building is not setting agnostic, but rather deliberately setting-porous. We have designed The Gravelands Series to be easily combined or connected into any other OSR adventure or Megadungeon or campaign with a minimum of bother, but with plenty of unique opportunities and flavor.

Swords & Wizardry (Complete) clocks-in at around 140 pages and it delivers a lean, mean imagination machine for dungeon-delving and wreaking mayhem upon monsters firmly rooted in the best of the old school traditions. It does an excellent job of capturing and conveying the essence of the old game and makes it fun to tinker with things all over again. The Gravelands Series is built upon the Swords & Wizardry (Complete) rules as its foundation and springboard. Everything we provide in each of these adventures builds upon those rules and is completely compatible with that one rule book, but will take things farther, just like it was the good old days all over again.

We're wrapping-up work on a Player's Intro, Gravelands Character sheet, and a few other handy resources, as well as the selection of Pre-Generated Characters we'll be bringing along with us to Con of the North. You should be seeing more of this stuff appearing here at the blog in the next couple of weeks, barring any unforeseen disasters or whatnot.


What Can You Expect?
Take a look at the two free Mini-Adventures we did for Swords & Wizardry Appreciation Day; Taglar's Tomb and The Not-So Empty Tomb of Baljessor. Both of those have been revised and slightly expanded and ported into a pair of handy pay-what-you-want PDFs. The original, freebie versions will remain in-place at the blog indefinitely.

Two more adventures in The Gravelands series, Grave Robbing in Xanibet & Shifting Sands (and Black Cairns of Loshimur) will make their debut at Con of the North in February as we mentioned in a previous post.

The whole series of adventures will be made available as pay-what-you-want pdfs via DriveThruRPG fairly soon. Look for our announcement later this week or early next week. Fingers crossed.

There will also be a few posts here at the blog that offer some optional/supplemental stuff, new critters, and so on. If there's enough interest, and enough material generated, we'll see about making that into another pay-what-you-want pdf as well.

So, if you liked the free mini-adventures we did back in April, this series might interest you.

And yes, there will be a cross-over that involves stuff from Space Age Sorcery in one of the pending adventures...so consider yourself warned.



The Gravelands Series

GL1: Tagler's Tomb (Revised) - COMING SOON!
GL2: 
Grave-Robbing in Xanibet
GL3: Shifting Sands and Black Cairns of Loshimar

GL4: The Not-So-Empty Crypt of Baljessor (Revised)

GL5: The Low Mounds of Gorl Hazik

GL6: Flooded Graves of Old Pazwin


The Gravelands: Behind the Scenes
Player's Intro |  Player's Resources  |  DM's Resources
Swords & Wizardry (Complete) | S&W Free PDF | S&W SRD | S&W G+