Showing posts with label AD&D. Show all posts
Showing posts with label AD&D. Show all posts

Wednesday, August 5, 2026

1E DMG: The Ultimate Dungeon Creator


What started out as a potential Act III for the module I'm working on has... expanded.

9 nearly full pages of old-school mega-mega-mega-dungeon. 

All created using the random tables on pages 170-172 of the AD&D 1st Edition Dungeon Masters Guide by Gary Gygax, published in 1979.

Why? Because drawing dungeons from just the scratch of my imagination has become kinda boring. 

I marked my entry point in the center of a page and simply went with whatever happened. It was linear at first, but it soon expanded; side passages upon side passages, straight, diagonal, parallel, intersections -- 4-ways, Xs, Ys, Ts, all leading to chambers and rooms of all shapes and sizes (it's implied but never explicitly stated that rooms have doors and chambers do not). These tables are designed to go on and on and on; there are occasional dead-ends, but if you don't consciously stop it, it probably will not stop (25% of periodic-checks introduce side passages and 50% of side passages introduce multiple side passages).

I wanted every passage to take you deeper down the rabbit-hole, so no looping was allowed until deeply forward for every path. Every new corridor goes underneath any room or passage it crosses, but eventually loops do occur, plenty of them. At times, it's like solving a puzzle; decisions have to made, to connect or not connect? Sometimes I beg for a dead-end and sometimes I have no choice but to place one and sometimes a loop is allowed. This place is wild. I get lost just looking at it. If players were mapping it, they'd fuck up quickly, just as they would if it were a real place.

This process also reinforces the notion of space; not every room will be occupied (could/should still be interesting though) and there are many long, twisting corridors. Noise wouldn't travel here very well, not clearly. Certainly you might hear echoes and clangs and screams, but they would haunt like distant nightmares. It's easy to see adventurers snooping about, even fighting, without disturbing much of anything at all. What about the goblins in the next room? With Gygax's system, chances are, there are no goblins in the next room. 

Eventually I came to the edge of the first page, all four edges, and thought, what the hell, let's keep going, and before long, it became clear that it would bleed over onto at least 9 pages. I configured entry points to align with Act III if I insanely go in that direction. Who am I kidding... 

Some thoughts...

Wandering Monsters are built in. That's right, on the main d20 "Periodic Check Table" a roll of 20 results in a wandering monster, not a check, an actual random monster right then and there. So, I put an X on the map, always in a corridor. Sometimes they occur in bunches. So, what if wandering monsters were always handled this way, and, is that a repeated occurrence or just a one time thing? Just thinking out loud; one time occurrence is obvious to me, unless something (a glyph?) is spawning creatures.

Stairs... come up plenty of times, but there's no way I'm doing levels below this monstrosity. So, I simply put stairs in the corridor -- almost always going down. Combined with the fact that new passages go under already drawn ones, the farther out you go, the deeper underground you are. It's shaped like an underground hill. This could be how danger (dungeon levels) is measured. Center page -- dungeon levels 1 and 2; 8 pages surrounding the center page -- dungeon levels 3 and 4; 16 pages surrounding that -- dungeon levels 5 and 6, etc. So danger equals distance from the center as opposed to levels straight down. 

Tricks/Traps come up as often as stairs and such; all in corridors. I've never been a fan of hallway traps because they're punitive and make the game an unfun slog. The players have no defense other than to check every 10' of the place. So whatever these turn out to be, there must be clues.

Special passageways... Rivers, caverns, chasms, streams, all come up periodically, but I've avoided all so far. I have a certain look in mind -- the cellar of Castle Dracula, complete with arched columns, vaulted ceilings, and at times, unfinished floors. I may add subterranean canals at some point, but I'll be damned if I taint this place with caverns.


After a few weeks, all 9 pages are nearly complete (much more complete than the pic I posted above) and it has a shit-ton of passages bleeding off in every possible direction. This implies a larger ring of 16 new pages for a total of 25. I would love to keep going until all natural dead-ends are met, but this could become comically large. So, is it now just a work of art? A curiosity? The odds of it stopping on its own are astronomically low. I wonder, what is the largest dungeon ever made using these tables? This is probably unknowable.

And then you must stock it!



Your mind would never imagine what these tables create.

Gary Gygax was a genius.



Tuesday, July 7, 2026

Medieval Doors


These are not like modern doors.

No knob to turn.

No door handle.

Often, the outside has a keyhole and nothing else.

Maybe an iron loop or rung to grab, but these are most likely used to pull the door shut when leaving; may double as knockers.

Hinges are on the inside.

They almost always open inward. 

On the inside are often multiple locking mechanisms beyond a possible keyhole: Latches that slide sideways, latches that slide into the floor and ceiling. Rungs for wooden beams to slide into. 

They are solid as fuck.

You are not hacking through these doors with your weapons.

It takes one full 10 minute turn per attempt to pick the lock which may include multiple latches and such. Two turns if a non-thief is somehow attempting. (My rule).

It could take one full turn before that to search for traps... or you could say that is part of the picking process, but still, two rolls, three, if you find and need to remove prior to picking. Whatever, one turn minimum for the whole process.

One full turn per attempt to open a stuck or heavy door.

Looking at the doors below, bashing them down seems ludicrous in many cases and of course should result in a mandatory and heightened wandering monster check.

It's hard to imagine hearing anything through them... that's why it's a special thief ability. And you're putting your ear to where the door meets the floor, not up against the door itself like you're trying to crack a safe. (Maybe while picking). Perhaps an ear to the keyhole.

Attempting any of the above forfeits any hope of surprise. In fact, it should guarantee surprise against the PCs.

Simply opening the door should forfeit surprise. Imagine the noise.

Doors are obstacles.











Game on.



Friday, April 17, 2026

Spell Research


Been awhile...

Cool way to mix random spell determination with choice...

When you level up (or even at character creation) and are gaining new spells, you roll randomly to determine what spell(s) has turned up in your off-screen research (you're a wizard, you're always researching).

This requires random lists of all possible spells (by level) in whatever system you're using. You may have to make these yourself. (I have such disdain when spells are simply listed without the option of random determination; laziness).

After a spell is rolled and you want to learn it, you need to make a learning check. In AD&D 1E this would be a "chance to know spell" check. In 3.Path, it would be a spellcraft check. If you don't want to learn it, you can pass and roll again (you can only "pass" a number of times equal to your level). You may regret this, because that spell is lost to you until you randomly roll it again or find it in the wild. (Speaking of, if you have a scroll with a spell that you want to learn, you can skip the random roll and try to learn that spell instead. Failure means you didn't learn it and must roll randomly. Success means you learned it and the scroll is destroyed. Critical failures could get interesting, as could critical successes.)
  • Spell Books are coveted because they contain a variety of spells you can choose from, thus bypassing random research. But learning rolls must still be made.

If you fail to learn a spell, you record that spell on a list of "spells being learned" and can try again the next time you gain a new spell of that level. This will probably be an easier roll as your skill/intelligence score should/could be higher. If not, a small bonus may be granted each time an attempt is made.

Success on your learning roll means that you've learned the spell, of course.

More flavor... How did you find the spell? (Roll this before you roll for the spell, as it might influence whether or not you choose to learn it).

  1. Library Research.
  2. Dream/Meditation.
  3. Another Wizard. (This might cost you, perhaps 1,000 GP/spell level, but thanks to expert tutelage, this spell is always cast as one level higher).
  4. Demon/Devil. (Could be a multitude of beings, but as I view magic as black...) Learning the spell from a demonic/devilish source could come with a price such as a contract, blood sacrifice, or physical/mental corruption: Horns, rotting flesh, scars, hooves, etc. (represented mechanically by stat loss), but, the spell is learned with greater potency; cast as 1d4 levels higher.

And just like that, Wizards are infinitely more interesting.



 

Wednesday, February 11, 2026

Castles & Crusades: Save Redux

In C&C, all class abilities and saving throws are resolved with Siege: A stat-based saving-throw and class ability/skill mechanic.

Of your core stats: Str, Dex, Con, Int, Wis, Cha, two are primes and the rest are secondaries (there's an option for tertiaries as well; also of note, humans start with three primes). Primes start at 12, secondaries start at 18 (with tertiaries it is 12, 15, 18, a better option in my opinion). These are target numbers -- like classic saving throws.

To make a Siege check, you add your level and your stat bonus to a d20 roll to meet/beat that Siege target number. Further, that target number will probably be modified by the level of the threat, such as saving against a spell cast by a 7th level wizard or disarming a trap set by a 10th level NPC. In many ways, that's logical, but, as you gain levels, you will have to face tougher threats, which leads to the following reality: The more levels you gain, the more skilled you become...and...the more challenging the traps, spells, and locks also become, so... are you really improving? Sure, if you encounter a 1st-level trap, but, this has been a problem since 3rd edition.

The beauty of older systems, with regard to class abilities, is that you actually got better at what you did without the fear of encountering more complicated obstacles. Locks were locks, poison was poison, spells were spells, and traps were traps. Period. Sure, you would occasionally encounter some kind of modifier, e.g., save at -4 against this or that, but that was kind of rare. It was good to know that if you had a 70% chance to disarm a trap... you had a 70% chance to disarm a trap.

Now, I don't want to bash C&C (as I like the game) but Siege can break down, making your base primes unstoppable by around 7-9th level, practically mandating more complex obstacles.

Example: 8th level thief, 18 dex (+3) -- prime (12). That's +11 (level 8, + 3 for dex) to your d20 roll, in essence, the base target number becomes 1 (12 - 8 - 3 = 1) Unless this thief (rogue) meets more complex threats, all successes are automatic, unless you count a natural 1 as an auto-fail. Now the GM, must, to keep things interesting, assign an almost arbitrary difficulty level to your roll. "Oh btw,  that lock was built by a 15th level locksmith!" 

Yeah, no.

Another thing, I know it sounds logical that higher level wizards cast tougher spells, but better saving-throws as you leveled up was a specific counter-weight to the powerhouses that high level wizards became.

  • Palladium Fantasy handles this fairly well, with wizards gradually becoming better at casting; their spell's save number improves by 1 every 3 or 4 levels of experience.

And also, should higher level wizards cast tougher spells in a game where each spell is a specific magical formula designed for a specific purpose (Vancian!) regardless of the spell-caster's experience? -- But that's a whole separate topic, because... D&D is actually quasi-Vancian; some spells do in fact scale with caster level. Otherwise, you'd have a 1d6 fireball spell, a 2d6 fireball spell, a 3d6 fireball spell, and so on.

Also, I'm a fan of the notion that if a thief makes his stealth roll, whether moving silently or hiding in shadows, then he succeeds, period. No perception checks. The thief's failure IS the perception check.

And so, here is my Save Redux for C&C (and any version of the game really)...

A more standard saving-throw/ability-check system. The target numbers start the same: Primes: 12, Secondaries: 15, Tertiaries: 18. Subtract any ability modifiers. And those are your fixed saves. These saves improve by 1 every 3 levels. Except for rare circumstances, your roll is NOT affected by caster-level, monster level, or artificially inflated locks/trap levels, etc. See below...

  •  0 at levels 1-3
  • -1 at levels 4-6
  • -2 at levels 7-9
  • -3 at levels 10-12
  • -4 at levels 13-15
  • -5 at levels 16-18
  • -6 at levels 19-21
  • -7 at levels 22-24
Your Save numbers are frozen at 24th level (and no save can ever go below 2) never to improve (unless your core stats improve, maybe). For any progression beyond this (such as an Immortal system I've fiddled around with for levels 25-36) you would roll with advantage (if for some reason you don't know what advantage is, it's rolling 2d20 and keeping the best result).

We'll use a rogue as an example since they use Siege more than any other class (with comparisons to AD&D saves): 

1st level human rogue...

                                                        New Siege Save                    AD&D
  • Str:   12          Tertiary               Siege: 18                  Poison/Death:  13
  • Dex: 18 (+3)  Prime                  Siege:   9                  Paralyze/Poly: 12
  • Con: 13 (+1)  Secondary           Siege: 14              Rod/Staff/Wand: 14
  • Int:   12          Prime                  Siege: 12                             Breath:  16
  • Wis:   9          Prime                  Siege: 12                                Spell:  15
  • Cha: 14 (+1)  Secondary           Siege: 14
                                                          Average: 13.1                      Average: 14


At 13th level, he looks like this:

  • Str:   12          Tertiary               Siege: 14                  Poison/Death:  10
  • Dex: 18 (+3)  Prime                  Siege:   5                  Paralyze/Poly:   9 
  • Con: 13 (+1)  Secondary           Siege: 10              Rod/Staff/Wand:   8
  • Int:   12          Prime                  Siege:   8                             Breath:  13
  • Wis:   9          Prime                  Siege:   8                                Spell:   9
  • Cha: 14 (+1)  Secondary           Siege: 10
                                                         Average: 9.166                      Average: 9.8


At 24th level, good for sure, but still vulnerable...
  • Str:   12          Tertiary               Siege: 11                 Poison/Death:    8
  • Dex: 18 (+3)  Prime                  Siege:   2                Paralyze/Poly:    7
  • Con: 13 (+1)  Secondary           Siege:   7            Rod/Staff/Wand:    4
  • Int:   12          Prime                  Siege:   5                            Breath:  11
  • Wis:   9          Prime                  Siege:   5                               Spell:   5
  • Cha: 14 (+1)  Secondary           Siege:   7
                                                        Average: 6.166                      Average: 7

Now keep in mind, C&C's saving throws categories are linked to core stats as follows (with some spells affecting different stats):
  • Str:    Paralysis, Constriction
  • Dex:  Breath Weapon, Traps
  • Con:  Disease, Energy Drain, Poison
  • Int:    Arcane Magic, Illusion
  • Wis:  Divine Magic, Confusion, Gaze, Polymorph, Petrification
  • Cha:  Death, Charm, Fear
(I have reworked these saves to my fit own logic, including shifting death saves to your best save and I also reassigned lock-picking and trap-removal to Intelligence; Dex is for avoiding sprung traps). My version with Death being your best save...
  • Str:    Paralysis, Constriction
  • Dex:  Breath Weapon, Traps
  • Con:  Disease, Energy Drain, Poison, Polymorph
  • Int:    Arcane Magic, Illusion & Confusion, Lock-Picking, Trap Finding/Removal, Searching
  • Wis:  Divine Magic, Fear, Gaze, Petrification
  • Cha:  Charm, Loyalty, Morale

C&C gives options for alternate stat bonuses, such as the more modern ones started in 3rd edition. These would only change some numbers by 1.

The above rogue is only slightly better than his AD&D counterpart because of stat bonuses, which other than wisdom, are not applied to saves in AD&D. Your typical fighter would be slightly worse off in Save Redux.

Under Save Redux™ (which can actually be applied to any version of the game) if you want to attempt something that falls under the jurisdiction of another class, like thief abilities, tracking, and other non-mystical stuff, treat all stats like tertiary stats with zero level adjustment; stat bonuses do apply though, so: 18 minus stat bonus. Also, it gets one point harder with every attempt. So a fighter with a +1 Dex bonus (I prefer Int here, but whatever) trying to pick a lock would have to roll a 17+ no matter what his level is. And if he fails, his next attempt is 18+, and if he fails again and tries again, 19+... that would be 30 minutes (3 turns) wasted, and at least one wandering monster check.; (C&C doesn't use "turns" but you probably do). And you could rule that once you hit 20, it ain't gonna happen.

And speaking of monsters...

In C&C, monsters have two saves, physical and mental; one or both can be primary (secondary takes the slot of tertiary). So, that would be 12 or 18 adjusted by the level chart above. Examples...
  • Gargoyle (5HD): P:11, M:17
  • Young Adult-Adult Green Dragons (10-12HD): P:9, M:9
  • Titan (17HD): P:7, M:7
  • Goblin (1HD): P:12, M:18
Monsters are slightly more vulnerable under Save Redux™, however, percentage-wise, they're not too far off from AD&D 1st edition.

Now just for fun, I'll take it further and give monsters three saves because a lumbering beast can have loads of fortitude but no agility, so: Fort/Reflex/Will, with varying combinations of primaries, secondaries, and tertiaries. The above four monsters perhaps now look like...

  • Gargoyle (5HD): F:11, R:14, W:17
  • Young Adult-Adult Green Dragons (10-12HD): F:9, R:12, W:9
  • Titan (17HD): F:7, R:10, W:7
  • Goblin (1HD): F:15, R:12, W:18


The beauty of Save Redux™ is that it's cleaner; there's no math, and it still gives you that collision of old and new.

All for now.



Tuesday, December 30, 2025

Another OSRIC Curiosity

The more I look...

Under Charisma, Maximum number of Henchman is now called, "Sidekick Limit".

Sidekick?

Yet, in the paragraph below, sidekick limit is described as the maximum number of "henchman" you can have. The word henchman is used once more. (Further rules for this are probably in the GMs guide).

Why the change? Why the new term "sidekick"? 

If OSRIC is supposed to be an efficient reorganization (clarification) of the original rules, why introduce a new term just to use the old term (twice) to explain the new term?

Table needs centering.

Nobody has 10 "sidekicks".  

The addition of the word "sidekick" is the very definition of unnecessary. You don't need another word to describe one that is already there. You'll only confuse the matter. It is terminology bloat. They clearly want to transition to a new term.

The original Player's Handbook calls henchman non-player characters who will "serve" as permanent retainers. OSRIC 3.0 says a henchman is someone who is "willing to accompany your character", it is a "long-term relationship".

Softening up the language is not rules clarification.

OSRIC is turning into something else.

Just saying.



Monday, December 29, 2025

OSRIC 3.0 Layout...WTF?

The OSRIC 3.0 layout sucks.

I backed this (of course!) and had high hopes that this would be THE definitive reference, even though I own all of the originals in fantastic condition.

I almost never bash other OSR products. From me it's usually praise or silence. I despise making this post, but it must be made. (I'll slaughter WoTC all day long).

Call me crazy, but I expected OSRIC 3.0 to be the most faithful adaption of AD&D 1E possible... with AMAZING layout.

By all that I've heard, Matt Finch is a great guy... so don't take this personal for God's sake! Doing this is no doubt a herculean effort... and it is much appreciated by many!

But I think many are about to be disappointed.

The art is fine. The font is fine. The layout... ugh. 

The center line between columns isn't necessary, unless there's a table on one side. And the columns are far too close together.

The tables are atrocious! They aren't centered properly and they often overlap onto the next page. Tables should always be self contained on one page, I don't care if this leads to white space and more pages. That's what filler art is for. (Weapon and equipment tables can be an exception here). What are you going to reference during play more than tables? They should be a joy to look at. As it stands, joy is not the word that comes to mind.

I was always tempted to purchase the previous OSRIC hardcover, but never did because the layout kind of bugged me. 

This is worse. This is in no way an improvement. Perhaps the rules are more accurate, but they're still not 100%. And the folks who'll buy this already know the rules.

THEY WANT A NICE LAYOUT.

OSRIC 3.0 won't inspire anyone and won't make it easier to play this game, so what's the point?

I hope to God this looks better in physical form, but I would urge serious layout changes be made, even if it takes another year. Treat the latest free release as just another beta. 

We can wait.


Saturday, December 27, 2025

So Long Publisher


Microsoft recently announced that by October 2026, Publisher will no longer be supported. If you have a hard copy, you can continue using it without support, if not, too bad.

I'm in the too bad boat. 

Everything I've produced and worked on over the last decade or two, adventures, rules, character sheets, etc., was done with Publisher. I have projects that will never be finished now for sure, because with converting and reformatting, you're pretty much starting from scratch. Yet being realistic, my many little projects mostly served as distractions and were destined to stay that way.

So for now, I have archived some things in PDF form, if only for my own reference and have settled on using Word from here on out after researching and tinkering with a few of the other programs. My initial impression of Word was likening it to B/X whereas Publisher is AD&D. Adobe InDesign is another option but costs twice as much as Publisher did.

Blessing in disguise...

I've been diligently working on a new module that I fully intend to publish in 2026. I'm embracing a simpler, A5 format for this one and I'm becoming increasingly comfortable using Word. The original idea for this sprung a few years ago, but for some reason -- perhaps no more distractions -- I'm off to the races and this one's awesome. I'm basing it on 1st edition rules.

Until the New Year.

Wednesday, October 22, 2025

The White Dwarf Necromancer

White Dwarf  35, November 1982...

No wonder the Satanic Panic happened.

I was introduced to D&D in 1983 at age 10 and wasn't introduced to White Dwarf until much later when it became more or less a Warhammer 40K thing. Not sure how I missed it for so long; it had to be on the shelves here... or was it?

So, I missed this awesomeness completely. And I wonder what I'd have thought if I saw this then. I honestly don't know...

The Necromancer...by Lew Pulsipher (wow... the author's name even sounds Satanic).

A cleric based, 15 level class with a D8 Hit Die, saving throws, attacks, and the level progression of the cleric, with spell-like abilities ranked by "grade" as opposed to "level" and the explicit need to sacrifice living creatures every few weeks (especially human virgins and pregnant women) or lose all powers granted by their Dark God.

  • For every level a Necromancer gains, they lose 1 point of charisma. This represents their extreme loner, anti-life nature. Love this. What would zero indicate, undeath appearance?
  • They can control undead using the cleric's turn undead matrix.
  • They are immune to the nasty effects of undead of a lesser level than themselves, paralysis, level-drain and such.
  • Their wounds don't heal naturally, requiring ritual sacrifice to gain 1/2 the victim's hit points. However, if they build a temple of death (at 10th level) they can regenerate there.
  • Gains infravision at 2nd level.
  • Past 1st level, they return as an undead of similar hit dice if killed.
  • May place a curse on their killer as he dies.

Most of their spell-like abilities revolve around summoning or creating undead, speaking with and imitating the dead (feign death, non-corporeality) and can be used only once per day each (more abilities were added in White Dwarf 36). Some actually require ritualistic, black-mass killings, transforming the victims to a state of undeath.

X/times per day has never been a favorite mechanic of mine and I think I'd trade their need to sacrifice to heal wounds for a need to sacrifice to fuel abilities. They would have a black magic pool of sorts and each "grade" would have an associated cost, also, the greater the sacrifice, human virgin vs goat or cat, the greater the points gained. Thus, they may find themselves needing to sacrifice something during an adventure as opposed to off-screen sacrifices. This would certainly lead to memorable moments and clashes as clerics and paladins discover what they're up to.

I love this class. It's steeped in Black Magic (the term is actually used). It would never be published these days... by anyone. Modern Necromancer's are so fucking lame, in fact, the whole modern game is lame. It just shows how D&D has been utterly degraded over the years -- from dark MEDIEVAL slaughter, to WoTC's glitter-fest.

Sad.

And, is it just me, or was White Dwarf much edgier than Dragon?


Saturday, May 24, 2025

I Search For Treasure

When do you roll for treasure?

For most of you it's probably when you create your dungeon. You follow treasure-type codes, make some rolls and voila -- treasure.

How many of you fudge this roll? 

What if you roll an artifact or some such object of enormous power?

When you pay for an adventure, do you expect the treasure to be listed? And when it is, do you wonder if it was specifically chosen or randomly determined? And if it was random, couldn't you have just done that yourself? Or is it simply a matter of convenience? 

In my published adventures the treasures are almost always specifically tailored for that adventure and most of the magic items are unique, never seen before. I do this because I think it is what people expect when they pay for something -- to see something they wouldn't (or couldn't) have come up with themselves. 

It's funny, because in my mind, the ultimate dungeon is still the stereotypical, randomly created, nonsensical dungeon. Random rooms, random monsters, random treasure, random traps, random, random, random... But, this is not what I create, at least not for sale, anyway. 

These days in OSR products there is sometimes a table called "I Search the Body" (first seen by me in LotFP books). These tables usually cover treasure in its more mundane form -- a dagger, some rations, a few coins, a potion of healing, etc., and are generally meant for the odd corpse here and there. These tables are fun and seem to suggest a more gritty type of game, a game where you're grateful to have a few more torches.

Have any of you ever played the game where treasure was never predetermined, but rather, rolled randomly right there on the spot? 

What if all treasure was: I Search the Body? Where, after a fight or searching an empty room, you open the book and let the players roll. It creates a mini game within the game, a new subsystem to the dungeon crawl, a new excitement for the players. There's a certain psychology and satisfaction when a player rolls to see what they've found, knowing that anything can happen and that it is even out of the DM's control.

Would you be willing to live with said results? No matter the level of the PCs? It takes a certain type of DM and not one who is worried too much about their precious campaign.

Remember DMs, you're not a storyteller, you're a referee. You're not writing a book. You're not even creating a world, the dice are. Sure, you've planted some seeds, but you don't know if they'll grow or even into what. So sorry if your favorite subplot never develops. It's your job to facilitate and interpret results; the dice should surprise you as almost as much as they do the players. Yes, you should be descriptive at times. I've always been known for making combat exciting, dangerous, and fun. After my combats, you feel like you've been in a fight. If an ogre hits you with a large club, I might say you go flying across the room, crashing into a wall, but don't worry, you can get up and do whatever you were gonna do, unless there was a specific die result that states you remain prone. Anyway, back to treasure...

You could have fun with this: Ok, you rolled a weapon... a sword... a two-handed sword... and then, you require a detect magic spell to reveal the exact type, at which point they would make the final roll. BTW, Detect Magic is probably one of the most neglected spells in the game and I am as guilty as anyone. Or you can just tell them exactly what they've found, that's what the vast majority of us have all done throughout the years. Afterall, magic is not mundane, its power should emanate. I'm reminded of Larry Elmore's outstanding painting for the Basic D&D Companion Set, were the knight wields a two-handed sword absolutely overflowing with power. 

More and more I favor random results for everything, I've even been questioning the notion of stratified dungeon levels. 1st levels could be as random and dangerous as the wilderness (though yes, the wilderness is stratified to a degree -- e.g., plains are not as dangerous as forests or mountains, unless there's a dragon flying above...).

I wonder how many randomly created adventures are out there where people thought, My God, this is genius!

I'm not looking for answers, this is just food for thought, a sort of continuation of my previous post -- use your books at the table, they aren't just for prep.

Game on.

Memorial Day 2025
Praise the fighters and the fallen.




Tuesday, November 14, 2023

Spotlight: OSRIC Player's Guide


Charlie Mason of Seattle Hill Games has put together a Player's Guide for OSRIC.

It is 220 pages, soft covered, spined in orange, and contains all the information a player needs for 1st Edition AD&D... as presented in OSRIC. This isn't his version of OSRIC, this is OSRIC, word for word, at least, part of it, races, classes, equipment, spells, combat rules, etc.... just laid out better including much better art.

The PDF is free, and the print copy from Amazon is only $8.

Now, numerous times, I've contemplated contacting the right folks to acquire the current Black Blade Publishing copy of OSRIC, not because I need it, rather, because I want it. But I keep hesitating. Why? Because I'm not a big fan of the layout. It pains me to say that, considering the effort these fine folks must have put into producing the book. The major flaw is the fact that many charts are not contained on the same page or two-page spread... probably to save space. You should never have to turn a page back and forth to scan the contents of a chart. All charts should be contained on a single page/two-page spread and if this creates white space, so be it, add art.

Then I got wind of an OSRIC revision project in the works, perhaps still a couple years off from completion...

So, my question at this point: Is this Player's Guide a part of that current OSRIC revision project or is it just a stand alone thing? 

Because this book is nice. Well laid out and the interior art is PERFECT. If the revision of OSRIC is done exactly like this... It would certainly make for a fat tome, no doubt, but adding the rest of OSRIC to this exact book, in this exact fashion... I'd pay a king's ransom for it.

Of note, spells in OSRIC are listed alphabetically by class, whereas traditionally, they are listed by level by class. I'm a fan of alphabetical period, not by class, not by level. Any time I need to look up a spell, I know the spell I'm looking up, finding it should be easy. If you don't do it straight alphabetically, there should be some sort of tab noting what section of the spell descriptions you've opened up to, to help guide you to you're destination.

ERRATA NOTE: On page 4, in the section on Dwarfs, under Infravision, there is a reference to the Light and Vision rules on page xxx (it should say 162). If you know the diligent folks working on this project, kindly pass this along.

Anyhow, a few samples and link below...




Classic orange spine.


Cleric!


Nice.


Fighter!


I approve.


Sample two-page art spread.


Yep.


Cool.

You can purchase a copy at the link below.

 OSRIC Player's Guide

Nicely done.


Tuesday, August 22, 2023

The Dream House Of The Nether Prince -- Hell Done Right!

Of course I had to draw the Big Guy (sorry Hunter, different Big Guy, this one takes his cut in souls.)


Yes, Hell done right!

If you've ever entertained the notion of publishing a brutal dungeon based in Hell, don't bother, here it is...

Though technically, this is the Abyss, but to mere mortals, what's the difference?

A rare module I can read without falling asleep.

Seriously, I can't read modules to save my life, rulebooks yes, modules no, mechanics yes, bland room descriptions no. There are many boring adventures out there, we all owe Bryce, Melan, and Prince a debt of gratitude for laboring through them.

The Dream House of the Nether Prince is written by Anthony Huso, whose blog is here.

(This is not a proper review ((those have been done; a good one is here and another good one is here)) just my initial thoughts on something I find ridiculously refreshing in its darkness and complete and utter devotion to AD&D. It makes me want to drop everything else...) 

In the preface, Huso lists the AD&D core canon, in order of importance (to him) as...

1. Monster Manual 2

2. Dungeon Masters Guide

3. Player's Handbook

4. Monster Manual

5. Fiend Folio

Aside from some monsters scattered throughout various modules, he calls everything else, interpretive dance. He's not wrong, really, if AD&D is the pinnacle for you. Though I think he's the first I've seen to  put Monster Manuel 2 on top. I would replace Fiend Folio with Deities & Demigods.

Dream House is designed for at least 6, 14th+ level characters. There is a culture of sorts here and a currency. Demons are explained, summing up every drop of reference to them in  AD&D. Their ranks, how they're made, how they're unmade, their amulets, what they eat... oh yeah, Huso hits on a core truth in (actual reality) that HUNGER drives everything, all things consume other things, eat or be eaten. Those of you who see the universe as beautiful and harmonious... you are wrong. Demons want to eat you, and the fatter you are the better (they would love modern America, in more ways than one.) In fact, the very fabric of the Abyss itself is made of corpse matter, the bodies and souls of the damned are broken down and molded into new demons or the raw materials of such. Remember how Lovecraft spoke of the human mind's inability to correlate all of it's contents as being a thing of mercy? Huso has correlated all of  AD&D's contents on demons... roll for insanity.

There is no hex crawl here, no rumors nor overland random encounters. You are of a high enough level that you're expected to simply arrive at the Dream House, a sort of, vacation home of Orcus called, Caedis High. Linger outside too long and the weather will kill you.

There are core AD&D references all throughout this book and every one of them includes a page number -- you need those books. E.g., The Fulivium (Black Soul Rain) weather condition threatens mutation and calls for a roll on the subtable on pg. 194 of the DMG, and I thought -- there are no mutation tables in the DMG. Oh, but this is a clever use of Appendix D: Random Generation of Creatures From the Lower Planes. There is also a d100 table in the back of Dream House for generating random undead, 100 entries from all over AD&Dland, the Core books, Modules, Dragon Magazine, White Dwarf, etc., a somewhat useless table for most, but this book knows its core audience.

As with all things Orcus, doom is the name of the game. You are but pawns in the machinations of an ancient unholy grudge match. There are actual battles to be fought here. I'm not sure I'd even attempt to run the finale. No, I think for myself, I would slice it down to -- that thing/person you need/want is somewhere in Hell. How bad do you want it? You've been warned! Nobody's gonna survive this place; nobody's meant to. I find it hard to imagine a party even getting far. Huso's players must have been immensely powerful in their own right, not just 14th level characters. At times, you'll be fighting through literal hordes of demons. There won't be much parlay and if the demons don't kill you, there are plenty of save-or-fuck-you situations that will. 

There are optional mechanics in here (for the final confrontation) pulled from a book called The Primal Order by Peter Adkison, published in 1992. Huso praises it here.

In the appendices there are new demons, new spells (Become Legend stands out), new magic items including some technology, and artifacts. All worth reading; equally as entertaining as the dungeon-crawl itself, if not more so, but that's the rules side of me kicking in.

And the art... by Valin Mattheis, stylized, a mixture of color and black & white, the closest comparison I can give is Scrap Princess. For all of this book's adherence to AD&D, its appearance (layout and art) does not. One critique I have is that stat blocks are literal blocks of text, lots of comas, not fun to read.

Many of the rooms are vast; not your standard little 20'x20' chambers. And with the rule of the Abyss that no vision exceeds torchlight (unless under the Abyssal sky) I wonder how this plays out at the table for those that use theater-of-the-mind. Hand-waving I suppose, lest the players hug all of the walls and rarely experience the center of a room. Yes, just set the mood as dark and give monsters an edge when it comes to ambush.

Properly run, this place is not for the squeamish. Glass-eyed corpses abound and they often whisper. Roll on a random table to see their crime, and then I suggest whispering something vile into the ear of the appropriate player. Creep them out. Did I mention that dead babies are a form of currency here? -- if that is not evil...

The Dream House of the Nether Prince. I think I've said enough.

As someone who has rarely run other people's stuff, I would run this.

No question.


Wednesday, April 26, 2023

THE SOULFORGE

Wherein I chronicle my doomed attempts as Raistlin Majere in his Test at the Wayreth Tower of High Sorcery...

Raistlin Majere:

  • Hit Points: 9
  • Reasoning: 4
  • Agility: 3
  • Presence: 2
  • XP: 6 (can be spent to improve rolls, but will be judged by how many remain)
1st Level Spells Available: (specific components must be collected to cast most spells)
  • Burning Hands
  • Charm Person
  • Hold Portal
  • Push
  • Comprehend Languages
  • Magic Missile
  • Sleep
2md Level Spells Available:
  • Audible Glamor
  • Invisibility
  • Mirror Image
  • Detect Invisibility
  • Darkenss 15'
  • ESP
  • Web

This is from THE SOULFORGE, choose your own adventure style AD&D book by Terry Phillips. Be warned, I'm recording decision by decision and roll by roll. Spoilers will follow.

First decision after traveling for a month through the Kharolis Mountains with my twin brother, Caramon as an ominous forest appears out of nowhere, I know what lies ahead, he does not, I choose partial honesty as opposed to foolery.

He doesn't like the truth, doesn't like the danger he senses and I'm forced to make a Presence Test (roll d6 and add it to my score to beat a number (this test is 7) I roll a total of 5...

He refuses to let me enter the haunted woods. I hop on my horse and make an Agility Test. I succeed, which means I'm about to cast a spell... I choose Charm Person because certain spells require components that I have not collected. There's no roll here, but the story dictates that Caramon tackles me before I get the spell off. His feelings are hurt and he ties me to my horse and takes me home, my dreams of high sorcery are over! That quick.

Take Two... (wherein I pretend my initial Presence Test succeeded...)

Caramon reluctantly agrees to enter the woods and says I need his protection, something I resent, but then I start to feel guilty as I begin to worry for his safety. And so, I'm called upon to make another, easier, Presence Test, which I succeed.

We proceed into Wayreth, but the woods are terrifying and oppressive, we are both spooked as the foliage seems unpassable and the things that lurk in the shadows... I have to make a Reasoning Test to resist fleeing in fear. Here, the book hints that I might wish to spend XP to help the roll. I don't, but succeed anyway, saying to my twin that it's all part of the protection spell that keeps the forest hidden, we'll be fine, after all, we were invited. And then... the forest parts and a massive ogre-dog appears and launches itself at me for an attack. I need to pass a 7 Agility Test and decide to spend 2 XP to help my roll, which it does, I succeed by 1!

XP: now 4.

We jump from our horses using them for cover from the beast. Caramon dances before it, blade in hand while I cast a spell... Burning Hands and Magic Missile are my only real options as both do not require components (I don't know why I set off on this journey without spell components, perhaps I used them up on the way?) I choose Burning Hands which will bring me dangerously close to the beast. It yelps in pain and swipes at me with it claws sending me flying to the ground.

HP: now 7.

Caramon then takes this opportunity to jump on the beast and send his blade straight through it's skull into the ground. Then, another path opens up in the woods with ice cold voices taunting us that our flesh will be ripped from our bones. Do we retreat? I say no... Caramon reluctantly follows. The woods grow colder and spookier. Caramon mutters something about not trusting mages. Does he trust me? Our horses are spooked. I fail an Agility Test and I'm thrown to the ground.

HP: now 6.

An ethereal red-robed figure appears and I ask if he is to guide us to the tower. Caramon barks an insult and the figure insults us back. Caramon draws his sword and here comes another Presence Test. I'm spending 2 XP and it helps. My twin calms down a bit.

XP: now 2.

This spectral minion approaches, hand aglow in spell-craft and I feel fear, but Caramon attempts to intercept and I don't let him. I instruct Caramon to stand aside as fear consumes me. I must make a Reasoning Test of 9, which isn't even doable. I turn and flee and trip over a root. Then I find myself frantic and weeping at my failure. The figure leaves, but not before giving my twin a message for me...

I am not worthy to even take the Test, perhaps I can return one day, but for now I fail, deemed a witless dunce and a coward. I'm devoured by misery as my dreams of high sorcery have (once again) come to an end.

As has my desire to keep reading. 

And so Raistlin's Test will continue as vague a mystery to me as it was in the original novels. I know a book was ultimately written, but I have no interest in Dragonlance beyond the original 3 (or 6 if I'm feeling generous.)

Some things are best left unknown.



Thursday, October 20, 2022

9th Grade Lunch Hour Campaign

This was the beginning of the heart of my early D&D years (1987-1991). AD&D specifically.

In the first semester of the first year of high school, we all had the same lunch period (a half-hour labeled either A, B, or C.) 

The same school at the same time as a certain rapper named Marshal.

The year was 1987. (I was introduced to the game back in 1983 with the Mentzer Red Box.)

Players ranged in number from 3-5 depending on the day. The main three consisted of a thief, a mage, and a cleric. I, of course, was the DM. 

Now, there were no dice. This was the 80s, this was stealth mode. We weren't afraid of the, Satanic Panic, but we were afraid of being labeled dorks, so dice bouncing around the lunch room was out of the question. (There was a secret society aspect to D&D in the 80s that has been forever lost.)

I had a page full of dice-ranges written down, a few charts per die type, for example, there were three or four d20 tables that looked like this:

1:2
2:16
3:12
4:11
5:6
6:20
7:1
8:17
9:13
10:19
11:3
12:7
13:14
14:8
15:4
16:5
17:10
18:15
19:18
20:9

I would pick a number on a chart then ask for a number from the player to determine their roll. Every so often, I would create new charts to prevent the players from figuring out successful numbers. Such a system depends on trust. Sometimes we would just flip a coin. (Interestingly enough, the year before, in 8th grade, myself and a different group were already experimenting with dice-less role-playing, something that did not stick with me.)

We had a basic world map, hand drawn on a blank sheet of white paper. We all took turns adding things to it, including additional pages that were taped on. Basically, the world grew with pages of mountains and forests and castles and towns as we passed the map around in between sessions. This was mainly done by myself and the guy who played the thief... speaking of: He was a real world kleptomaniac who would go around stores after school solely for the thrill of stealing. His ultimate dream for his character was to find a, ring of invisibility, his, precious, something I withheld from giving to him for quite some time. He had to earn such an artifact. Often he would ask if he was close to getting one. Often, I would say no. But eventually, in the hall, at my locker, I don't remember, I let slip the place it might be hiding, and the quest was on.

What I remember of the mage was that he wanted to be able to spin his staff like a martial artist. I eventually let him achieve this unlikely skill. He also once had a dream where I resembled Dungeonmaster from the D&D cartoon.

The cleric wasn't what you would call a gamer but played anyway. His "rolls" were always the luckiest and his character progressed the fastest to the slight annoyance of the others. He passed his Test of High Sorcery long before the mage did.

The players started out as a group, but eventually split up and scattered to different parts of the map on their own personal quests. Everyday they would each get 5-10 minutes of time as I went from player to player to player and back again. As I mentioned above, both the cleric and the mage had to undergo Tests of High Sorcery at various towers (a heavy influence from Dragonlance here; can't wait for WoTC to ruin that) and the thief was obsessed with infiltration missions, oh how this guy reveled in being a thief.

I drew no dungeons, there were no maps beyond the world map. All I had were scant notes and prompts as to what might happen. Everything else was in my head. Never again, would I play the game this way. And never again would I play outside of my, or a friend's, house.

It was all cool, but by December I was burned out, and beginning in January (2nd semester) I would pass the reins on to another friend who now shared our lunch. This angered everyone, because honestly, none of them cared much for this guy. They would call me at home or meet with me secretly in the hallway, begging me to take back the reins. They complained that he was turning the game into a fairytale... in my absence, something happened involving flowers, that was their breaking point. He simply didn't have the same source-material pedigree that the rest of us had.

So, I took control again and promptly went on to fail algebra.

Game on!


Saturday, August 20, 2022

And Now... HYPERBOREA! Plus Character Sheet...

A Shaman I rolled up

Robert E. Howard, Clark Ashton Smith, H.P. Lovecraft, these are the three main authors (among a few others) that Jeffrey P. Talanian's, HYPERBOREA, (formerly, Astonishing Swordsmen & Sorcerers Of...) seeks to emulate using a chassis that lies somewhere between B/X and AD&D.


This is technically the third edition of this game which was first published as a box set in 2013, then as a massive hardback tome in 2017. I own neither of those two editions, though, I was aware of them. By the time this game really captured my attention, the first two editions were out of print and rare. I had managed to view a PDF of the 2nd edition (back when such a thing was easier) and what stuck in my head were these cool pencil sketches... more on that below. A perfectly-bound, paperback Player's Manual, also came into existence not too long ago, which I was all set to buy, when I discovered that a 3rd edition was imminent. That 3rd edition kickstarted about a year ago, the result of which are the handsome books you see above.

Physically each book is a little over 300 pages (Player's Manual and Referee's Manual.) Both covers have this cool matte feel to them and the interior pages are cream colored, non-glossy and very easy to read. The layout is clean, well organized and full of art (some great, some not-so great.) Basically, these are nice books. (Personally, I would've preferred a single giant tome, like the 2nd Edition.)

Also pictured above is the soft-cover atlas of the HYPERBOREAN world -- which exists far into the future, is shaped like a planetary-sized hex, and orbits somewhere out near Saturn around a now dying, red sun. This is sword & sorcery for the most part, but there are elements of sword & science such as you see on the above Player's Manual cover and in the picture below. Obviously it's up to you if you want your knightly warrior to wield a ray-gun (aside from my own anomalous adventure, DATE OF EXPIRATION, it's usually not my thing) Setting aside, it's the system that I care most about...

And this system is fairly standard D&D -- classes, hit points, armor class, saving throws, Vancian-ish Magic, etc. The rules are not quite as basic as B/X, yet not as detailed as AD&D. 

Where HYPERBOREA is neither basic or advanced, is how it handles races. Here, with the exceptions of Atlantean and Hyperborean (who are technically not humans) you only play as humans. The races are as follows:

  • Common
  • Amazon
  • Atlantean
  • Esquimaux
  • Hyperborean
  • Ixian
  • Kelt
  • Kimmerian
  • Kimmer-Kelt
  • Pict
  • Pict (Half-Blood)
  • Viking
  • Anglo-Saxon
  • Carolingian Frank
  • Esquimaux-Ixian
  • Greek
  • Lapp
  • Lemurian
  • Moor
  • Mu
  • Oon
  • Roman
  • Tlingit
  • Yakut
Most of you will have a fair idea of the gist of these races (from Howard, Smith, etc.) And though there are plenty of tables to determine your character's height, weight, eye color, hair color, complexion, age, and name, your race offers ZERO actual in-game benefits, even if you're playing an Atlantean or Hyperborean. Race is merely a descriptor, fluff. This is BORING (especially after reviewing Deathstalkers) but I get it: Beware the woke twitter mob. State that one type of human is better at something than another, even in a FANTASY setting, and all Hell breaks loose. 

Of course, there's nothing from stopping you from adding Demi-Humans and/or bonus/penalties to your HYPERBOREAN game...

Classes. If you love lots of classes (and I love lots of classes) you'll be happy: 4 main classes with 22 sub-classes (some of the names though... ugh!)
  • Fighter
    • Barbarian 
    • Berserker 
    • Cataphract (Need eye surgery? Knight would be better)
    • Huntsman (Hunter is better)
    • Paladin (Champion perhaps? Seems like sword & sorcery has Champions)
    • Ranger
    • Warlock
  • Magician
    • Cryomancer
    • Illusionist
    • Necromancer
    • Pryomancer
    • Witch
  • Cleric
    • Druid
    • Monk
    • Priest
    • Runegraver
    • Shaman
  • Thief
    • Assassin
    • Bard
    • Legerdemainist (thief/magician) --who wants to say this? (how about Trickster?)
    • Purloiner (thief/cleric, Cultist or Zealot is better)
    • Scout
These classes are generally well designed and do pretty much what you'd want them to. Occasionally, there's a fluff ability, like horsemanship or survival, which are only as useful as the DM wants them to be. I will always prefer actual mechanics.

Classes are listed to level 12. They all have the same single saving-throw progression, staring at 16 and improving by 1 every other level to 11 at 12th level. So, even at 12th level, your saves will only hover around 50%, which is kind of rough for a seasoned sword & sorcery protagonist. Each class also receives two +2 bonuses to specific saves, which are the classic five renamed to:
  • Death
  • Transformation
  • Device
  • Avoidance
  • Sorcery
Dexterity can also improve Avoidance, and Constitution and Wisdom can improve specific situations like poison and willpower, respectively. So, the saving throw system is an amalgamation, ranging from a single save to five and beyond.

Your "to-hit" bonus is called fighting and progresses logically, as opposed to the weird progression of B/X.

Armor Class is descending. Easily fixed if not your thing.

Also, medium and heavy armors offer a bit of damage resistance, 1 or 2 points.

Attribute checks, called tests are done on 1d6 and are primarily based on the classic open doors mechanic. These are things such as opening stuck doors, balancing on a beam, or swimming across a lake. There are also extraordinary feats which are based on the old bend bars/lift gates mechanic, a % roll. Tougher challenges, lower rates of success. Mental attributes do not have tests or feats as the author deems there are too many variables to consider.

The optional concentration check for spell-casters is very cool: If you take damage while casting, roll 3d6 + damage taken. If you roll under your casting attribute score (intelligence or wisdom) your spell succeeds, otherwise, not.

One thing HYPERBOREA does take from AD&D is multiple attacks per round in the form of 3/2 at 7th level for fighters. This can improve to 2/2 and 5/2 with weapon/grand mastery (depending on the weapon.) For the uninitiated, 3/2 means two attacks every other round. This was always clumsy in practice, in my experience. Just give them 2 attacks, then 3, and be done with it. Or give them a damage bonus, or both of these things. Forget the fractions.

Some other thoughts...
  • Thieves are better at finding secret doors than everybody else... why haven't I seen that before? Thief skills use the d12 and they start out fairly competent. Actually, the d12 gets a lot of love in HYPERBOREA.
  • Witches' are very "witchy," they brew things, make effigies, have useful familiars and actually ride brooms! -- eventually.
  • Priests get more spells than any other class.
  • Clerics use spells like magicians do, meaning, all spells of a level aren't available to them.
  • Fighters are fairly lame, as usual, sure they get multiple attacks vs 1 HD foes, so they'll kick-ass if you're only fighting orcs (btw, HYPERBOREAN orcs are unabashedly EVIL, this game gets my vote for that alone.) Cleave/damage bonus/carry-over damage would be better, again, easy to house-rule these types of things.)
  • Huntsman, Ranger, and Scout are kind of similar.
  • The Runegraver seems more like a concept class that would appear in someone's zine.
  • The Shaman is exactly what a Shaman should be. Very well done here.
  • Assassins have to jump through one-too-many hoops to assassinate someone. I love assassins, don't gimp them.
  • The Warlock is basically the Elf (designed better) if you wanted to play one.  
  • Assassins, Huntsmen, and Shamans can harvest venom from slain monsters. Anyone else can try, but these classes are much better at it. Very cool, but it's a static ability that oddly doesn't increase with levels.
  • Simple Alchemy rules exist to brew potions, decoctions, and poison, for most spell-casters. Also very cool.
  • Tactical combat options exist, though I feel they would mostly be ignored (or abused.) Examples are shield-bash, pommel strike, two-weapon fighting. Some are cool though.

Art is important to me...

Questionable decisions were made with art in this version, which represents a step back. Thankfully, Ian Baggley's awesome sketches still remain, if not front and center, where they belong.

Baggley Barbarian

Baggley Berserker

Baggley Warlock

Baggley Shaman

Baggley Bard (coolest Bard I've ever seen)

The Monsters...

No dragons. Kind of weird, as dragons do exist in sword & sorcery, but... ok, they're easy to add. I understand not wanting D&D's chromatic dragons, but random tables to determine dragon color, breath, HD, and other abilities would have been cool, sort of a "create your own dragon" type of thing. Otherwise, HYPERBOREA has one of the best done bestiary sections out there. Good art, good write-ups, a bit of grit (these are not WoTC/Disney monsters.) Stat blocks have the perfect balance of information. I do, however, have one complaint: There are no random encounter tables. What?!? 

Nice Succubus! (But they don't drain levels or stats, why not?)

Magic Items and spells are a combination of the usual fare with new additions. Recognize this?

Round here we call this a Glaive

HYPERBOREA's a solid game which strikes a nice balance between simplicity and detail. It definitely evokes that sword & sorcery feel and if the I.P. wasn't so closely guarded (which I understand) it could easily contend with OSE as the go-to system for many. All-in-all, an excellent game with some cool ideas that make you wonder, why didn't I think of that? 

And here is the character sheet I made for it. The official character sheet is alright, but you know me... 

HYPERBOREA Character Sheet


  

1E DMG: The Ultimate Dungeon Creator

What started out as a potential Act III for the module I'm working on has... expanded. 9 nearly full pages of old-school mega-mega-mega-...