Sunday, March 24, 2019

52 Weeks of Magic - 13 of 52 - Gnollish Rattlebone

The Gnollish Rattlebone is a +1 neolithic, magical mace. Constructed of wood, bone and slate, the Rattlebone makes an unnerving clattering sound when swung, as if the whole thing will come apart. Much of the magic in this mace is needed to merely hold the thing together. It weighs 10 to 15 lbs. and most non-gnoll characters will need to swing it 2 handed. It does 1d8+1 damage.

The item has additional properties. In the hands of anyone, swinging or shaking the mace will remove the fear caused by undead in a radius of 25". If held by a cleric, it improves their ability to turn undead by one level. In the hands of a gnoll, it will turn undead as if the wielder was a 3rd level cleric.

Navigation:
Week 1 of 52 - Magic Lamps
Week 2 of 52 - The Rat Bag
Week 3 of 52 - Emulous Cursed Sword
Week 4 of 52 - The Cloak of Peaceful Repose
Week 5 of 52  - The Cowl of Death
Week 6 of 52 - Scimitar of Smiting
Week 7 of 52 - The Symbol of Sol Invictus
Week 8 of 52 - The Equi Phalera
Week 9 of 52 - Libertatem
Week 10 of 52 - Sorrow
Week 11 of 52 - Aemilla Carna
Week 12 of 52 - The Obice Cardeam
Week 13 of 52 - The Gnollish Rattlebone

Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments. 
Title: Crash on Volturnus
Code: SF-0
Author: Mark Acres, Tom Moldvay with Doug Niles
Rule Set: Star Frontiers: Alpha Dawn
Year: 1982
Pages: 30
Number of characters: 4-8
Levels: 1
Rating: ★★★★★

Crash on Volturnus is one of my favorite modules. The player start of as passengers on the Sierra Dawn, where they first encounter trouble en route to Volturnus. After an epic battle and escape, players move on to phase two, an incredible hex crawl on the planet of Volturnus culminating in a final(?) battle with the pirate forces on the planet. Aided by the local inhabitants of the planet, surely the players will win the day.

This module was released with the Alpha Dawn rules set and to my knowledge, was not released independently of that set. I received my set of Alpha Dawn rules peice meal and ended up with two copies of the module. The whole boxed set includes giant maps and wonderful counters, which makes SF-0 a snap to play.

Crash on Volturnus is the first module in the series and was followed up by SF-1 and SF-2. The other SF series modules are unrelated, but are valuable as they are set up for characters to continue their adventures in new settings. The series was also brought back to life by the Endless Quest book Villains of Volturnus in 1983. It was published in relatively short time frame making the series rock solid in game play and feel.

Having played SF-0 several times, there are few game breakers built in to the scenario. First, when the escape pod crashes, the characters only have time to get the survival packs. Several of my players started out with standard equipment packs and used the coveralls as a makeshift backpack tied across their chests before seating themselves. Since the equipment was attached to them, I couldn't justify taking it. The players also started with 4 medical kits, which made them neigh unstoppable in combat. They kept pulling back to heal. Of course, these were the same players who tied their equipment to their chests. I kept running them against random encounters to try to eat up resources, but that was unfulfilling. Eventually, I figured I'd let them run in god-mode and kill everything and everyone. Many of the challenges they faced were thinking scenarios and not fighting scenarios, so it really didn't change the outcome. 

All and all, I found this one module to be the best of the best for Star Frontiers. What do you think? Let me know in the comments.

The whole shebang is available over on DriveThruRPG.

Alpha Dawn with SF-0
SF-1 Volturnus, Planet of Mystery
and SF-2 Starspawn of Volturnus

Sunday, March 17, 2019

Zero to Hero: Uncommon Commoners Update

Updated an image or two.

I have uploaded a new version of Zero to Hero: Uncommon Commoners which includes more than 50 character professions. The update addresses some issues with the text, many typos and some minor changes to mechanics.

Now included with the download is a very old school character sheet. The sheet is two sided has 8 blocks for character information. The first four blocks are the familiar entries and the back page contains 4 blank lined blocks for notes.


The attribute block has a handy way of recording unavergaed die rolls in each corners of each stat.

Additionally, the sheet is plain black and white to allow for sketches and coloring right on the page. My suggestion is to attack these white spaces with a highlighter so you can quickly determine which character is which.

If you have already download this item, simply check your email for the update or log into RPG Now or DriveThru RPG and click the library tab to get the update.

Thank you again for downloading my book.






52 Weeks of Magic - 12 of 52 - The Obice Cardeam

This week's magic item comes in pairs. The Obice Cardeam are a pair of knuckledusters or as the Romans called them, cestus. The name Obice Cardeam means "Cardea's Barrier".

They come in three forms, one for warrior types, one for magic users and one for clerics. All three types count as +1 weapon, however only the warrior's cestus has a +1 bonus to hit or damage. Each one does 1d4 points of damage plus any other bonus.

The clerical version has a divination power, once per day they can identify a cardinal direction (any) or point the direction to the nearest holy site of Cardea. If used inside a shrine to Cardea, they will point to either the closest larger or closest smaller site and the wearer will be aware of which it is. In the picture, the device is shown to have points. These are not blades or sharp edges, so clerics can use them. 

The magic user type has the ability to cast Knock or Wizard Lock a door once per day. Note, wizardly types using these weapons will not be able to cast magic spells as they are iron and they restrict finger movement.

Fighting types can utilize all three kinds, but will not be able to access their magical abilities. They will find the lack of damage odd. If a cleric wears the magic user type or the other way around, the wear will know of the additional abilities, but will not be able to activate them.

All three types have a special power when defending a threshold - they grant the user regeneration at a rate of 1 hp per round. To trigger this effect, the user must be defending some sort of entryway with a clearly delineated threshold and must be within 50 feet of it. The threshold must be an item that has been constructed or refined to qualify. For example, the mouth of a cave would not count but if that opening was decorated or carved to show the difference between inside and outside, it would count. All doorways count, even if the door has been removed or destroyed, as do gates, portcullises, etc. Mere holes in walls do not count. Magical gateways, such as those generated by spells do not count due to the temporary status.

Monks may wear these items, however, they do not increase the damage done over their normal hand to hand damage. They merely convey the ability to strike creatures which require a magical weapon to hit. In the hands of a monk they are equal to a +3 weapon as monks have special knowledge of hand to hand weapons.

Navigation
WeekItemWeekItemWeekItemWeekItem
1 2 3Emulous Cursed Sword4
5 6 7The Symbol of Sol Invictus8
9 10 11Aemilla Carna12
13 14 15Shape of Memory16
17 18 19Staff of Eyes20
21 22 23Whispering Wings24
25 26
Coming Soon
27Coming Soon28
Coming Soon



Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments.