Showing posts with label Magic. Show all posts
Showing posts with label Magic. Show all posts

Tuesday, January 24, 2023

Expanding HeroQuest: The Hammer of the Beast

 So I got this cool minotaur mini and, it being bright red plastic, I started to wonder how to use it as a HeroQuest hero...

Mightier than the barb!

I feel a minotaur hero would be completely wrong in the game canon. So how about some kind of transformation effect? Look at that awesome hammer! So here comes...

The Hammer of the Beast

A hero wielding the Hammer of the Beast attacks with 4 combat dice. If all the dice roll a skull, the hero becomes a raging minotaur!

While transformed, the hero attacks with 5 dice and defends with 5, regardless of the previous statistics and gear. He must always move towards the nearest enemy with a free adjacent square and attack it, and cannot move away from the enemy until he kills it.

The transformation ends as soon as there are no more monsters on the board.

Cannot be used with a shield, can only be used by the Barbarian.

Transformation Effects In Your HQ Game

Of course the Hammer of the Beast is designed to suit my specific model and personal taste. But you can introduce similar effects, based on the cool models you have around, or if you feel you need an excuse to buy new models, of course!

The easiest way to add a transformation effect is to make it the special property of a magic item. It can be a ring, amulet, mask, etc.

Then you may go one of two ways: the transformation can be activated voluntarily by the wielder, or it can have a specific trigger, like my Hammer, or it can have a specific "cost".

For a voluntary activation, I would make it available once per quest.

If you go with a trigger, you can choose a lot of different situations. For example: losing 1 BP; losing more than 1 BP from a single attack; having only 2 or less BP left; rolling all skulls (or black shields) on an attack roll; rolling all white shields (or black) on a defense roll; slaying an enemy; slaying a monster of a specific type; being targeted by a spell... the possibilities are endless really.

A "cost" activation means the hero must sacrifice something in order to activate the effect. It could be a BP or MP, or a specific type of potion, or a piece of metallic equipment, etc. Of course a "cost" should only be applied for a really powerful effect.

Then you must of course define the effect of the transformation. It can be as simple as granting a single extra skill (flying, becoming immaterial, ranged attacks, and so on), or a boost to the dice (extra movement, or attack dice, or defense, or a combination), or a complete substitution of statistics ("you become a gargoyle", for example).

The official Druid heroin, for example, has a (bear form) Shapeshift spell card that grants +1 AD and +1 DD. The effect ends as soon as she loses 1 BP, but she can gain the spell card back again if her BP are healed back to the starting amount. This is the type of simple design that I love in HQ. You don't really need a ton of fiddly rules, they rarely add to the fun!

If the transformation is really powerful, you may want to add some sort of drawback, as I did with the minotaur, who must charge into enemies all the time.

Finally, you probably need a condition that ends the transformation. This is the same as the trigger above.

Once broken down into steps, the creation of such items or effects is quite easy. The best way to do it is to always start from the concept you want represent (or the mini you want to use!). Figuring out the game statistics is usually fairly easy from there.


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Into HeroQuest? Check out my other HeroQuest posts!



Monday, April 25, 2022

Axian Library Preview: A new d20 Table of Magical Mishaps

  Here's a d20 table with twenty new Magical Mishaps for your OSR game of choice, wether is Old-School Essentials, Labyrinth Lord, Sword & Wizardry, or any other clone of OE, B/X, or BECMI Dungeons and Dragons.

This is the second preview from the new, alternate Magical Mishaps table that will be included Axian Library. The first preview can be found here.



The full table will include 100 results, to complement the original table from Wondrous Weavings Warped and Weird, totaling 200 different effects!

They are, in turn, a functional part of the whole alternate arcane magic system detailed in Wondrous Weavings Warped and Weird, which empowers the the players of magic users to break the rules of magic, if they are willing to take some risk....

These mishaps have effects that are not "Spell range is reduced by 10%". Who needs these? I don't. I want  actual consequences and the possibility to create fun, interesting, challenging situations that push the game and the story on.

Hope you'll like them!


d20 Magical Mishaps

Roll a d20. If the listed effect affects the target, and the intended spell didn't target a creature, the effect is applied to the caster.

  1. A decorated stone fountain appears next to the target, with brilliant water spouting. A character drinking from the fountain rerolls their ability scores. The fountain has a 2-in-6 chance of disappearing after use.
  2. The spell creates a magic mouth on the nearest wall. It can identify magic item properties by tasting them, but wants to be fed fresh fruit for its services.
  3. An earthquake shakes the ground in a 1d6 mile radius. Unstable buildings and structures (including dungeon sections) have a 3-in-6 chance of collapsing; mechanical room traps hidden in walls, floors etc. have a 3-in-6 chance of getting damaged and stop working.
  4. A black disk covers the sun for 2d6 days. For the duration, chaotic monsters gain +1 attack rolls and saves.
  5. A tombstone appears next to the caster and to each of their allies, with their names on it. They suffer -2 to all their saves while in sight of their tombstone.
  6. The caster vomits a stream of 1d4 x 5,000 copper pieces, equivalent to a breath attack (a cone, 30’ long, 1’ wide at the mouth, 30’ wide at the far end). All caught in the area suffer 1d8 damage (save versus breath for half). The caster may target the breath in the direction they prefer.
  7. All creatures capable of speech within 10’ of the target reveal their best kept secret.
  8. The spell summons a tyrannosaurus rex 2d6’ from the target. Roll for random reaction.
  9. A 1’ long, spiraling horn grows on the target’s forehead. It has a continual light spell on it, which the target can switch on and off.
  10. The spell creates 1d4+1 killer bees telepathically linked to the caster and obeying their mental commands.
  11. The caster’s eyes become mirrors. They are now immune to all gaze effects and abilities.
  12. Stone statues appear next to every creature within 50’ of the target, duplicating their aspect.
  13. The spell summons 2d6+20 goats 1d6’ from the target (herd animal, small; 1 HD). Roll 1d4 every round. 1: flee immediately. 2-4: stampede in a random direction (roll 1d12 and read it like a clock).
  14. All metal weapons and shields within 50’ of the caster are pulled into a magic vortex, forming an anthropomorphic iron living statue which obeys the caster’s orders. After 2d4 rounds, or if killed, the statue crumbles in a pile of all the weapons that made it (intact).
  15. The caster’s INT and STR scores are swapped for 1d6 days.
  16. The caster and all creatures within 100’ float 3’ up into the air for 1d6 turns as per the levitate spell, except they can’t mentally direct vertical movement.
  17. All creatures of comparable size within 100’ of the target become illusory copies of the target.
  18. All footwear within 10’ of the target are magically glued to the ground for 24 hours.
  19. All the caster’s prepared spells leave their mind and transfer their energy into the nearest non-magic sword, turning it into a sentient sword. The sword’s INT is equal to 6 + the number of spells drained from the caster’s mind (up to 12).
  20. All non-magic melee weapons within 100’ of the target become succulent roasted gigots, with the same size of the original item.


Into OSR? Check my other OSR posts and reviews!

Sunday, February 13, 2022

Axian Library Preview: A d12 Table of Magical Mishaps

  Here's a d12 table with twelve Magical Mishaps for your OSR game of choice, wether is Old-School Essentials, Labyrinth Lord, Sword & Wizardry, or any other clone of OE, B/X, or BECMI Dungeons and Dragons.

These are a preview from the new, alternate Magical Mishaps table that will be included Axian Library, currently on Kickstarter.



Of course the full table will include 100 results, to complement the original table from Wondrous Weavings Warped and Weird, totaling 200 different effects!

They are, in turn, a functional part of the whole alternate arcane magic system detailed in Wondrous Weavings Warped and Weird, which empowers the the players of magic users to break the rules of magic, if they are willing to take some risk....

These mishaps have effects that are not "Spell range is reduced by 10%". Who needs these? I don't. I want  actual consequences and the possibility to create fun, interesting, challenging situations that push the game and the story on.

Hope you'll like them!


d12 Magical Mishaps

Roll a d20. If the listed effect affects the target, and the intended spell didn't target a creature, the effect is applied to the caster.

  1. The target transforms into a number of little frogs equal to their current hit points, for 1d6 rounds. The target’s consciousness controls all the frogs at once, and may speak (and cast spells) through one frog per round. At the end of the effect, the target’s hit points are equal to the number of surviving frogs. Frogs have the same statistics as normal rats, except they inflict no damage (and no poison).
  2. All creatures within 100’ of the target (included) take on the illusory appearance of the caster, for 1d6 rounds.
  3. The floor 100’ around the caster becomes covered with…. Roll 1d6. 1: 500,000 copper pieces; 2: Scrolls with scrawled portraits of the target; 3: Cream; 4: Oil; 5: Pillows; 6: Caltrops. 
  4. The caster (with all their equipment) becomes a lesser Djinni for 2d6 rounds or until its Hit Points are depleted. While transformed, the caster is unable to cast spells, but acquires all the characteristics and abilities of the Djinni. Lost Hit Points don’t carry over when the transformation ends.
  5. The target becomes made of 5,000 tiny diamonds for 1d6 rounds. If killed before the effect ends, the diamonds become permanent and are worth 20 gp each.
  6. The caster becomes immaterial and cannot affect, nor be affected by, the physical world. They can move through walls, and interact with other immaterial beings such as ghosts and spirits, and can attack them as if their attacks were magic weapons. The effect lasts until the character makes a save vs spell (one attempt per turn).
  7. Supernatural darkness gathers around the caster. Anyone seeing them must save versus paralysis or be paralyzed with terror. Paralysis is broken if the caster goes out of sight, or when the darkness dissipates after 1d6 rounds.
  8. A red cap appears on the caster’s head and other heads within 100’ (this includes statues, paintings, and so on). Any headgear previously worn disappears, and reappears in place of the red caps after 1d6 rounds.
  9. All the humanoids within 100’ of the caster (included) become ethereal together with their equipment, except for their bones. For 1d6 rounds they can act as skeletons, with the same game statistics and abilities, except they are not considered undead. Any hit points lost as skeletons are carried over when the effect ends and the bones are reabsorbed within their de-etherealized bodies. Boneless creatures are unaffected.
  10. All items held by a hand within 100’ of the target (included) become flowers. The original items reappear in place of the flowers after 1d6 rounds.
  11. The target is wrapped in iron chains fastened with four padlocks, and is unable to move and act.
  12. The spell appears inscribed on a scroll wrapped around the target’s head (or the caster’s If the target has no head, or there is no target). The target is blinded until they spend one round to unwrap the scroll.


If you like these, go check out the Axian Library for LOTS of similar content, optional rules, and more!



Monday, January 10, 2022

d20 Curses for OSR Games, and Some Zine News!

What with the holidays and my baby girl being sick, I've missed a couple of my usual Saturday tables, so here I am to make amends.

In the meantime, though, a lot has happened! ZineQuest4 has been officially postponed to August, but the creators' community has organized an alternative for this February: ZineMonth, or ZiMo!


And that's not all! I've set up the pre-launch page for Axian Library, my contribution to the ZineMonth! If you've enjoyed my random tables and OSE-licensed electronic/print-at-home zines, the project is definitely for you: more information in Axian Library post.



And that's not all, again! My friend & designer Danilo Moretti has launched his very first Kickstarter with a cool OSR offering: a series of Pamphlet Islands, which just got funded!


I think that's enough for today, whew!

So here's the table: d20 curses for OSE and other OSR games. These are also a preview of my upcoming Pious Prayers & Powerful Prodigies.

  1. Hands tremble (-4 to attack rolls).
  2. Crippled, movement halved.
  3. STR halved (minimum 3).
  4. INT halved (minimum 3).
  5. DEX halved (minimum 3).
  6. CON halved (minimum 3).
  7. Painful sores: 20% of the character’s total hp don’t heal in any way.
  8. Bad luck, -2 to saving throws.
  9. A permanent Blight spell on the character.
  10. The character cannot lie and must always tell the truth.
  11. Vision is obfuscated past 40’.
  12. Daylight imposes -4 to all attack rolls.
  13. Nightmares disturb the character’s sleep: healing from rest only works after a successful WIS check.
  14. The character can no longer read (includes scrolls).
  15. The character’s spoken words become an unintelligible gibberish.
  16. Magic items don't work for the character. Cursed items are not affected.
  17. All retainers, followers, hirelings, specialists, etc, turn their back on the character.
  18. All shields and armor fall off from the character, who can no longer use them.
  19. The character’s words are only understood by creatures of the same alignment.
  20. Roll and combine two results, or devise something based on the character’s story and current situation.
If you enjoy this type of content, check my other random tables posts, and my OSR stuff on DrivethruRPG: the Land of Legends series and my pwyw e-zines for Old-School Essentials: Wondrous Weavings Warped and WeirdMysteriously Missing & Merrily Metand Notable Novices & Notorious Newcomers!


My next pwyw Old-School Essentials e-zine will be released this month! To find out what it'll be about, and grab it as soon as it's out, follow me on FacebookTwitter or Telegram!

Saturday, November 6, 2021

Fairy Seas & Islands for OSR Games

Going for a short weekend trip to beautiful Genoa, so here's a d10 table with ten fairy seas & islands encounters for your OSR game of choice, wether is Old-School Essentials, Labyrinth Lord, Sword & Wizardry, or any other clone of OE, B/X, or BECMI Dungeons and Dragons.


These are straight from the Encounters section of Lands of Legends Fairy. Check it out for hundreds more!







Seas & Islands- Fairy Encounters


  1. The Three Swordfish. Three swordfish approach the heroes’ vessel. Their bills are real steel weapons sprouting out of their muzzles: a rapier, a sabre and a broadsword, and they are fully capable fighters. They were bloodthirsty pirates, cursed by the sea fairies to protect a thousand ships from pirates attacks. When their task is fulfilled, they’ll return to their original shape and be free from the curse. They’ll escort the heroes’ ship, and will try to trick them towards some pirate ship, as they’ve already saved 999 vessels and can’t wait to be human again.
  2. Geppetto! A terrible monster wanders these seas, a dogfish big enough to contain shipwrecked people and fish escaped from digestion. Meeting this monster probably means losing one’s ship and ending up shipwrecked and swallowed. Inside the monster a little group of people can survive and make long journeys. As described in the legends, in order to exit from the jaws of the monster, it has to regurgitate.
  3. The Island under the Sea. This island looks like a towering obsidian pillar, visible from afar. Dozens of ships and boats dock between the rocks surrounding it. On its surface is the access to a system of caves going down below the water, where an entire population lives. There are hundreds of people and it is a thriving port. The caves are dry and waterproof, well ventilated and equipped with spring water, thermal water, animals and edible plants, and even underground sources of biological light.
  4. Flying Rocks. These flying rocks were thrown by an angry titan against the wily sorcerer Brassalandro who had robbed him of the magical bag of zephyrs. The sorcerer summoned a djinn that stopped the rocks, leaving them suspended midair. Today the rocks wander slowly with the wind, and host several nests of harpies.
  5. The Reef Village. Lost in the sea there is a crescent-shaped "island" made of pure coral. The reef has grown so much that some men have cut coral "bricks" and used them to build a village of several dozens of cabins. People living in this place go fishing, use seaweed for crafting and trade with sailors, selling pearls, shells and corals in exchange for wood, rope, leather and metal tools.
  6. Pufferfish. The Gods of the Depths use the Pufferfish to lead people of the surface to their realm. These big fish can swallow a “passenger” whole, kept safe and dry inside a transparent bubble-stomach, which allows them to breathe and see the outside (air is provided by the gill system). Inside the fish, heroes can reach the luxurious mansions of the Tritons and the Sea Gods. But why are they trying to summon the heroes?
  7. Old Crabman. This old fisherman lives in a hut by the shore. He admires crabs and considers them superior to human beings in every respect. He’s ready to deliver long speeches about how the different types of crabs move, hunt, rest, mate, fight. He knows because he has been taught the crab language by the mermaids, and is willing to teach it to anyone who proves to love crabs as much as he does, by managing to fish ten different types of crabs in one week and keeping them alive.
  8. Primate Pirates! This corsair ship’s crew is made of nimble monkeys and mighty apes! Their captain is a human, a cruel old buccaneer who commands his horde thanks to a magical amulet that casts a never-ending “Charm Primates” spell and makes its bearer understood by all primates.
  9. Singing Undines. Some water elementals follow the ship and constantly hum a simple tune. If someone on the ship sings back to them, or plays a musical instrument, they push the ship, making it travel faster. As soon as the music on the ship ceases, they lose interest and disappear.
  10. Triton Hero. A triton knight in seashell armor, armed with a coral spear and riding a giant seahorse, is pursuing a sea dragon who has kidnapped the mermaid princess of this sea. He might need help and if victorious might share his triumph at the Sea King’s court.

Saturday, October 30, 2021

Grim Forest Areas for OSR Games (+ ANNOUNCEMENT)

Halloween is almost here, and here's a d10 table with ten forest areas for your OSR game of choice, wether is Old-School Essentials, Labyrinth Lord, Sword & Wizardry, or any other clone of OE, B/X, or BECMI Dungeons and Dragons.

These are straight from the Areas section of Lands of Legends Grim, which is part of the Halloween Sale on DrivethruRPG. Check it out for hundreds more!

...and there's also a big ANNOUNCEMENT! Wondrous Weavings Warped & Weird is up and available as Pay What You Want at DrivethruRPG! Check it out for an alternate arcane magic system for Old-School Essentials!


Forests - Grim Areas


  1. The Dead Wood. The trees are grey and leathery, with black, swollen leaves, because they are undead. There is no undergrowth, just mold and fungi (including such monster types as random encounters). Zombi Dryads feast under the black leaves, and rumors say enormous undead Treants lurk in the most remote areas of the wood.

  2. The Evil Forest. All vegetation is evil to non-animal beings. Roll 1d6 every hour: a random character stumbles for 1d4 damage, or is stung by some poisonous vine: Save vs Poison or suffer -2 to all d20 rolls for 24 hours.

  3. The Forest of Suicide. Centuries ago, during a period of famine and war, the poorest of the villagers came to this woods one at a time and hanged themselves, to remove a mouth to feed from their families. The pain and horror of these acts haunts the place, and those who travel in the forest can meet specters, voices and new suicides hanging from tree branches. Heroes failing a Save vs Spells begin to feel the desire to commit the same act and should they fail three consecutive days will have to be physically restrained from doing it.

  4. “Help me... Please, help me...” This wood is infested with forest hyenas, treacherous and cruel animals digging burrows in the ground and among the roots of trees. They know how to imitate the human voice and utter a few words that they have learned from their victims (screaming, "help" "mercy" and so on...) and use this skill to lure explorers and assault them in a pack. A WIS roll allows one to understand there is something wrong.

  5. The Dance of the Alders. Spending the night in these woods is very dangerous. Around midnight, distant sounds of flutes and dancing lights might attract explorers to a glade where dark creatures, looking like bewitched elves, are dancing in the moonlight. The creatures invite everyone to dance with them. If a person refuses three times or fails the dance (a DEX roll), then one of the creatures will strike him, causing a terrible disease (mummy’s rot, for example). Dancing with the creatures is just exhausting: non-stop dancing until dawn, but it will not bring any other result.

  6. Fields of Asphodel. Small white flowers grow in this forest, capable of stealing the lives of explorers through their breath. Everyday travelers must pass a Save vs Death or temporarily lose 1 point of Constitution. As they lose their points, the asphodels around them become more vivid and florid.

  7. Groans from the Trees. This forest resounds with groans that seem to come from everywhere. There are no green plants, and no straight branches: all vegetation is dark, gnarled and twisted, with no fruit but only poisoned thorns. The groans come from the trees themselves. Snapping a branch or hitting the bark with a blade releases cries, blood and words: the trees are miserable men turned into plants by the ancient Witch of the Woods who lives inside the forest.

  8. Ironwood. This dark forest’s trees have deep red foliage all through the year. All the beasts living here have a 10% chance of being mutated with a partially metallified hide or carapace that grants +4 to their Armor Class and may be employed to create special armors.

  9. Crawlwood. The trees of this forest live in symbiosis with long lived giant snails: most trees grow on top of the snails’ partially flattened shells. During the night each tree crawls for about d6 feet and all the forest is slowly moving towards the same direction. The undergrowth is scarce, as it is consumed by the snails and the soil is often slippery with the slime left by the snails.

  10. Forest of Madness. Evil spirits haunt this forest: for each night spent here, one random character will hear a voice in his head ordering him to kill one of his comrades. If the character refuses to obey, he has to Save vs Spell or is forced to harm himself, continuing until restrained, dead or unconscious, or until a cleric successfully turns away the evil spirit, or until the break of dawn. Lone travelers are unaffected.






 

Wednesday, October 27, 2021

20 Magical Mishaps for OSR Games

 Here's a d20 table with twenty Magical Mishaps for your OSR game of choice, wether is Old-School Essentials, Labyrinth Lord, Sword & Wizardry, or any other clone of OE, B/X, or BECMI Dungeons and Dragons.


These are straight from the Mishap Table in my Wondrous Weavings Warped and Weird, an alternate arcane magic system for Old-School Essentials and similar rulesets.

The cover:






The full version of Wondrous Weavings Warped and Weird includes 100 results, but here's 20 that I want to share as a preview.
The full version of Wondrous Weavings Warped and Weird also includes rules for when to roll a Mishap, of course.

I've written these to have effects that are not "Spell range is reduced by 10%". Who needs these? I don't. I tried to stuff the table with actual consequences and, to the best of my possibilities, with fun, interesting, problematic situations that push the game and the story on.
Hope you'll like them. Let me know in the comment section!

Magical Mishaps
Roll a d20. If the listed effect affects the target, and the intended spell didn't target a creature, the effect is applied to the caster.

  1. A complete banquet table with delicious food for 10 people appears in front of the target. Double chance of Wandering Monsters who may be attracted by the scent.
  2. The target shifts forward in time: they disappear and reappear after 1d4+1 rounds.
  3. Glowing nodules, the same as a Fire Beetle’s, grow on the caster’s palms.
  4. Tentacles grow in place of the caster’s beard. The caster can make 1 attack with the tentacles. A hit by the tentacles causes paralysis for 2d4 turns (save versus paralysis).
  5. The caster’s right hand now has the same effect of a Rust Monster’s feeler, and the caster can now eat rusted metal.
  6. The caster’s left hand now has the same effect of a Wight’s Energy Drain ability, but a creature that is slain by this effect crumbles to dust instead of becoming a Wight.
  7. The target suffers the same effects of a Tarantella’s bite (save versus poison to avoid).
  8. The caster’s tongue becomes the same as a Giant Toad’s.
  9. All of the gold carried by the caster becomes copper.
  10. All of the copper carried by the caster becomes platinum.
  11. All prepared spells disappear from the caster’s mind.
  12. The spell appears to work, but it actually only creates a magic illusion mimicking the expected effects. If the intended spell actually was an illusion, it becomes real.
  13. The target of the spell is miniaturized and trapped inside a corked glass bottle. While inside the bottle the target is immortal and impervious to all effects, but completely unable to act in any way. Opening or breaking the bottle releases the target, which returns to their normal size.
  14. The spell activates normally, but its duration is altered by a time paradox. Temporary effects become permanent (and treated as a curse), while permanent effects and consequences are reverted after 1d6 rounds. This includes cancelling damage inflicted by magic missiles, fire balls, and similar spells, which “rewind”.
  15. The caster’s shadow permanently becomes a Shadow (as per the creature) under their control.
  16. The target is teleported to the last place where they slept.
  17. The target’s left hand becomes a fully functional Spitting Cobra head.
  18. The caster (with all their equipment) becomes a Living Statue for 2d6 rounds or until its Hit Points are depleted. While transformed, the caster is unable to cast spells, but acquires all the characteristics and abilities of the Living Statue that matches their alignment (Lawful: Crystal; Neutral: Iron; Chaotic: Rock). Lost Hit Points don’t carry over when the transformation is over.
  19. The spell creates a duplicate of the caster’s body (without equipment). The caster’s mind is not duplicated, but it controls both bodies. If one body dies, the other must save versus death or die as well.
  20. The spell sends a mental image of the caster into every existing mind. Every sentient being in the universe now knows the caster’s name (followed by “the Great”) and appearance and will recognize them immediately. Even the fiercest enemy will now consider at least one round of parley when meeting such a famous person.





Sunday, December 27, 2020

The Holiday Dungeon Bundle!

 As a way of celebrating the holiday season, we've put up a special, limited time bundle with four Gold & Glory products!


So what's inside? Let's take a look!


 Gold & Glory - Seven Deadly Dungeons: The acclaimed core book, a toolkit to play classic fantasy dungeon adventures with close to no preparation, with Savage Worlds Adventure Edition. It features a random character generator that actually works, two new arcane backgrounds, setting rules for dungeons, simplified encumbrance, LOTS of new monsters and magic items, the Dungeon Deck system, and the titular Seven Deadly Dungeons: seven dungeon adventures that you can play dozens of times, and will always be new and engaging, thanks to the randomizing of the Dungeon Deck system.


 Gold & Glory - Old School Gaming in Savage Worlds:
 A simple guide to enrich and empower the old school style in your Savage Worlds games - wether you're playing Gold & Glory or not! Topics such as player skill vs character skill, risk/difficulty/reward, linear and non-linear adventuring, attrition, and Gold & Glory as a toolbox for YOUR games!


 Gold & Glory - Solo, GMless and One-on-One Adventures:
 The best-selling guide to play Gold & Glory games in a variety of modes. Also includes the Abstract Clues system, which you can use in ANY type of game, and rules for hiring various types of henchmen, a useful resource for solo and one-on-one games!


 Gold & Glory - Ebenezer's Gold:
 A festive-themed dungeon adventure by acclaimed Savage Worlds guru Richard Woolcock, and part of the Deadly Dungeon Hosts series. Will the heroes find Ebenezer's Gold, or will they fall victims to his greed, just like him?

The limited time Holiday Dungeon Bundle is available at a special price at DrivethruRPG!






Saturday, August 29, 2020

Wizards & Mystics - First Impressions

 Wizards & Mystics is a fantasy add-on for Savage Worlds Adventure Edition, released under the SWAG license, written by Cyril Ronseaux, and expanding his line of fantasy add-ons which includes the already published Tomes & Prayers, Companions & Familiars and Bards & Minstrels.

Cyril used the Unofficial Savage Worlds Discord server to find volunteers willing to take a look at Wizards & Mystics before release, and I was happy to help. This also means I can share some impressions before it's released! With his permission, of course. 



Wizards & Mystics is quite a long supplement and, in short, it's awesome. If you plan to run a fantasy campaign, you will probably find a lot of use for this.

Wizards & Mystics offers a LOT. I'm not going to list everything that's inside, but focus on the things that I liked the most.


- A system to design and balance your own Arcane Backgrounds. This is very nice. You "buy" bits of rules and build unique ABs, defining the number of starting powers, initial power points, type of backlash, and many other details.

- Eleven fully developed Arcane Backgrounds, including Alchemist, Arcane Marksman, Shaman, Druid and Rune Mage. When I say fully developed, I mean that you find everything you might need to implement those into your campaign: well defined trappings, powers list, possible interactions with rules such as Support and Tests, and any special rule the specific AB might need, such as the ingredients rules for Alchemist, which I found very nice.

- Ten new Power Edges, empowering arcane characters in new ways. My favorite is Lightning Reflexes, which allows you to cast a spell at any time, even if it's not your turn, once per scene.

These are the things that struck me the most, but there's a lot more inside, so I really suggest you check it out on drivethru!

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