"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Showing posts with label Supplement. Show all posts
Showing posts with label Supplement. Show all posts

Sunday, August 12, 2012

Birthright - Tribes of the Heartless Waste

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Tribes of the Heartless Waste is a product that I have not given the attention it deserves. I had wanted to give it more attention before I wrote about it but that has not happened and the likelihood of it happening given RL stuff is not likely to happen. I feel like this is not much of a post (I am right about that) but hopefully things will get better soon.

Published: 1997
Pages: 96



From the back of the book:

The threat of death lurks everywhere

Dmitri lost sight of his quarry in the gathering darkness and stumbled back from the carnage. Minutes ago, he and his comrades had been trudging homeward across the snowfield when, without warning, their guide plunged beneath the snow in a spray of slush and blood. By the time the ice borer attacks subsided, only Dmitri was left, himself beaten and bloodied from trying to save his friends.

The warrior broke into a run, aiming for a small stand of pines. Winter wolves howled a greeting to the night and sniffed the cold air. As Dmitri neared the trees, he could feel the snow beneath his feet softening with each step....

Vosgaard remains one of the truly unconquered, untamed regions of Cerilia. In the frozen landscape of the heartless north, only the hardiest will survive - and few of those will thrive. Would-be rulers face the double threat of Vosgaard's climate and its denizens, each dangerous on its own and deadly in tandem, neither willing to be conquered.

Even those who venture into the wastes only for adventure must step lightly. The snow-choked lands keep an icy grip on their secrets and their victims. Some say that only Belinik and Kriesha can hear the pleas of their faithful above the winter winds, leaving the region truly godforsaken.

This expansion to the Birthright campaign setting includes:

    DM's Guidebook - 64 pages of realm and adventure information for Dungeon Masters.
    Player's Chronicle - A 32-page booklet of history and domain details crucial to player character hero-kings.
    New war cards for Vos, elf, and humanoid units.
    A full-color map of Vosgaard.

Saturday, July 14, 2012

Birthright - Book of Priestcraft

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Much of what I said about the Book of Magecraft will be true for the Book of Priestcraft. If  you replace the portions about alternate magic system with pantheons of deities then I could  have almost used what was written again. I have often dabbled with the idea of removing clerics  from the game to see what it would be like or making them a magic user specialty dealing with  life magic.

It would not be a stretch to say that the format used to write up the entries for the pantheon  in this book should be the format used for any similar products. It lays out the particulars of  the individual deity and then provides information on the church and its operation. Next it lays  information on clerics of the order and their limitation and benefits and then it repeats this  for paladins of the order if there are any. It then also lists information on where temples  connected with the deity can be located.

Published: 1997
Pages: 128

From the back of the book:

Priests are more than mere physicians tending the wounded and healing the sick - they are  defenders of the realm, champions of their god, and the politicians of Cerilia. Whether they are  ministering aid, performing diplomacy, inspiring the people, or dispersing undead legions of  evil, priests command great power and authority. For the power of the Blood comes from the  gods, and only their priests can make a king!

The Book of Priestcraft describes the devoted followers of the gods of Cerilia, their  philosophies, tactics, and daily duties. It also details new battle and realm spells for  priests, and examines the legend of Cerilian religious relics. This book further explores the  investiture ceremony - the mysterious transfer of blood power from ruler to heir. And it  contains advice to priest regents on diplomacy, ruling domains, waging wars, and beginning  crusades. It's everything a priest must know to build an empire in Cerilia - or even to  survive.

Come, don the robes of the true kingmakers of Cerilia!

Friday, July 13, 2012

Birthright - The Book of Magecraft

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If you intended to play Birthright I think this is an essential book to have. If you want to  use the setting as a campaign without using the setting as it was intended this is just as  essential to have. If you want to have book that lays out an interesting twist on the core  magic system in the AD&D game to use in your game this is a damn nice book to have. If you just  want something to mine for ideas connected with spells and magic this is a great book to have.  I think I have made the point that for almost anyone this runs anywhere from essential to good.

Published: 1996
Pages: 128

From the back of the book:

Magic permeates the very air, earth, and sea of Cerilia - yet escapes the mastery of all but a  rare few. Those who control the continent's magical energy can call upon forces  incomprehensible to the rest of its inhabitants. These powerful figures are Cerilia's wizards:  adventurers, advisers, and kings whose spells can affect the destinies of thousands.

This 128-page book contains everything players and Dungeon Masters need to make wizard  characters more distinctive, mysterious, feared, and true to the BIRTHRIGHT setting. Inside are  details on:

    The secrets of sources and ley lines.
    Strategies for building and maintaining a magical domain.
    Spells unique to Cerilia, including new conventional spells, realm spells, and war magic.
    Cerilian magical items and Mount Deismaar artifacts.
    The status, philosophy, and role of wizards in each of Cerilia's spellcasting cultures.
    The unique magician character class and the study of magic in Cerilia.
    Near-mythical creatures said to grant boons to wizards fortunate enough to encounter them.

Warriors, priests, and rogues beware: The wizards of Cerilia have come to power!

Wednesday, July 11, 2012

Faeries - Bastion Press

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Faeries get a bad rap in my opinion. Even the cover of this book sends the idea that  they are all the commercialized version of elves (before Peter Jackson gave us his  interpretation of Legolas) that were made popular in cartoons and animated films. The stories of the Fey in cultures where they originated  give us a much darker portrayal than the images that have made them popular. They were  creatures not to be taken lightly and to deal with only if you had to and most times  that would not end well for the even the best intentioned if they were not careful.

Other than the image on the cover I think this book does a fair job of trying to put  them in a light more consistent with the legends that they sprang from. The book is a  D20 offering so it has much of the overhead that comes with that in the way of prestige  classes, feats and the like. If you are a 3.x player then these are at least average for  offerings from that period. The book offers details on the lands of the Fey and  background on the races that can be used in any game system as well as other material  that taken into systems or settings. I think this is one of the better Bastion Press  offerings I have read and am glad to have it in my collection.


Published: 2003
Pages: 128

Publisher Blurb:

Welcome to the Twilit Lands, where all is fey and faeries rule. This d20 guide to  Faeries provides answers on the fair folk, the fey races and creatures more ancient than  dragons and far more enigmatic than their sizes or shapes ever reveal. The secrets held  by the fey far outstrip all the other races combined, and this book brings them right to  players and Game Masters alike.

This supplement provides new rules and a new understanding of fey monsters as well as  many new faeries for your d20 games. Players can learn more skills and spells, plus  discover magical artifacts and secrets from the fey. Meet new monsters and fey legends  that cross many worlds and cultures, from Old Man Winter to the Lady of the Lake. Best  of all, the world of Faerie, a world as close as a dream and as magical as its denizens,  comes alive with its legends and lore for the Game Masters and can easily be linked to  all d20 worlds.

Tuesday, July 10, 2012

Arms & Armor - Bastion Press

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Books like this take me back to the days when Oriental Adventures and Unearthed Arcana  were released for the first edition AD&D. Both of these featured new weapons and armor  options that the group I played with were more than willing to milk for every perceived  advantage they could. It was in those early days that I learned on of my most valuable  DM tricks. That was that if the players can do it so can their adversaries. Nothing like  having that same "rule breaking" option used on a player to make them see the folly of  the option.

This book is one that I would never have really bought unless I had been able to get is  cheap like I did. The material in it is not bad but the weapons selection seems too  exotic as it were. I am not sure that there was ever such a varied selection of weapons  in any one place, in history, other than a gaming convention in the early 21st century.  If you can get it cheap the books is worth having but unless you want your players  running around with weapons like Duck Spades and a Cicada Winged Sword while wearing  Aeroglass Plate or Subdermal Armor I might limit its use.


Published: 2001
Pages: 96

From the back of the book:

Weapons of Valor

Weapons make the adventurer, granting a cutting edge against fearsome foe and cunning  villains alike. Players and GMs discover new and innovative ways to arm their favorite  personages within these pages. With more than 70 new weapon qualities and 100 new  weapons, everyone can find something to arm their imaginations.


Armor of Faith

Bardic armor? Spellcaster's spidersilk? No matter the class, new types of armor await  discovery. Coupled with more than 70 new armor qualities, armorsmiths the world over  prepare to forge a host of new possibilities for the world's greatest heroes.

Monday, July 9, 2012

Bob, Lord of Evil

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This is a supplement to a game called Murphy's World. Sometimes you buy a game for the cover, sometimes you buy it based on past experience,  sometimes based on the reviews of others and then at times like when I bought Bob, Lord  of Evil you buy it for the title and the premise of the game. I bought this knowing that  I would never ever play it. I bought it simply to read it and to own it. I am not sure  it is possible to be a better person for owning an object, I know for a fact it isn't  but I am am a happier person having this in my collection and happier has to count for  something doesn't it. I don't want to neglect mentioning the art which is so appropriate for the system it isn't funny...well actually it is. If you want to get an idea on why it is good to own this read the  information on the publisher's site using the link below.


Link to more information

Published: 1998
Pages: 154

From the Back of the Book:

The Dark Lands, ruled by Bob, Lord of Evil, is a silly place where you can play light- hearted adventures with a techno-fantasy-horror theme. This book can be used with any  existing system of rules - you're not required to generate a new Character to visit the  Land of Bob, as Characters from other worlds can easily be brought to the Dark Lands via  a crashed spaceship, magical backfire, or interdimensional teleportation gate.  Characters could even suffer an individual or collective bout of unconsciousness and  visit Tir Nan Bob in their dreams, er... nightmares!

What's inside? Everything you need to start Adventuring!

Sunday, July 8, 2012

Blue Rose Companion

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I wish I could tell you that I didn't buy this game based on the cover. I am not sure  what it is about the art but the first time I saw the core rulebook I had to have it.  This is no less true about this book and also the World of Aldea book as well. There are  times that judging a book by it's cover will lead you down the path of ruin. Luckily  this was not the case with these books. I have not had a chance to play the system as of  yet but it reads like it will be a solid play and the material is presented in an easy  to read and yet still striking manner.

Published: 2005
Pages: 120

From the publisher's website:


Blue Rose Companion A Blue Rose Sourcebook Written by Chris Aylott, Elissa Carey, Joseph  Carriker, Steve Kenson, Alejandro Melchor, Aaron Rosenberg, and Rodney Thompson Cover  art by Stephanie Pui-Mun Law 120-pages, perfect bound ISBN: 1-932442-36-7 Every great  hero needs a companion. The Blue Rose Companion expands upon the game systems and  options for the Blue Rose fantasy roleplaying game. The Companion offers more options  for creating your heroes, from heroic paths to new feats and arcane abilities. It  provides game systems for arcane rituals, places of power, and creating arcane items. It  also offers a selection of new arcane items and an expanded bestiary of monsters for  your heroes to fight. With the Blue Rose Companion you can take your adventures in the  world of Aldea to the next level.

Friday, July 6, 2012

Bloodshadows Mean Streets

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This is a book I remember buying and when it was bought. It was at the last or next to  last of a small convention that had been around for years. Origins had settled for it's  extended and maybe permanent stay in Columbus and that spelled the end for CapCon  apparently as it has never returned. This was sold at the auction that year with one or  two other pieces of Bloodshadows material. I picked it up thinking it looked interesting  and  I was always looking for a new game to play. It was at that convention a buddy told  me about a new card game he tried and a month or two later a mutual friend introduced me  to crack (and by crack I mean Magic the Gathering). Needless to say I never got around  to using the Bloodshadows system or this book.


Published: 1994
Pages: 96

From the back of the book:

BLOODSHADOWS CAMPAIGN PACK

Take a long trip through the Wilderness or a short trip through a gate and you might end  up in Albredura. You could do worse, you could do better. Albredura's a city of  survivors and cynics, hard magic and cold steel. Trying to turn a profit is tough in a  town where breaking even might not even mean survival.

Mean Streets is a campaign supplement for Bloodshadows, the World of Fantasy Noir. It  contains details on the isolated city of Albredura as well as gamemastering tips for the  Bloodshadows roleplayer.

Also included in Mean Streets is the Bloodshadows Gamemaster Screen, containing many of  the necessary charts and tables included in the Bloodshadows Worldbook and Masterbook.

Mean Streets is a Campaign Supplement intended for use with the Bloodshadows game.

A MasterBook Game

Wednesday, July 4, 2012

Blade Treasure Vualt

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Any product that can provide you with a volume of magical or unique items, personalities associated with them and then plot hooks to get them involved in your campaign is something worth having in my world. Blade's Treasure Vault is just such a product. I have more often than not been impressed with the offerings from Blade/Catalyst and would rate them just short of being on par with most of the earlier Judges Guild offerings. I am not certain if I bought this when it was released but have had it in my collection for some time and have referred back to it for ideas often.

Published: 1984
Pages: 40

From the Front Cover:

A collection of 26 unusual items with 38 interlocked personalities in 57 suggested scenarios for any role playing game system

From the Back Cover:


A game-master's aid for all role-playing systems

You've trudged through miles of wilderness, crossed the swamp to end all swamps, fought creatures of the night and monsters of madness and you still have a light purse? Then unlock the doors to Treasure Vault!

These unique items, magical and otherwise, provide a fresh lure to exciting adventures for the most jaded character's spirit. The unusual personalities and tantalizing scenarios make this book a genuine treasure trove of ideas for the game master of any role playing system.

Tuesday, June 26, 2012

Battletech Technical Readout 3050

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This is one of the technical readouts I mentioned yesterday. I really wish I had more to write about it but again I have not played all that much Battletech. For the life of me I thought that this was older than that but there may be some that are older than this. I know I sold off much of the material I owned at one time in an "hour of need" that I for the life of me can't recall what the need was now.


Published: 1996
Pages: 224

From Back Cover:

More than 250 years ago, Aleksandr Kerensky, Protector-General of the Star League, left known space. With him he took nearly half the Mechwarriors, Battlemechs and support personnel in the Inner Sphere. In the years that followed, the Inner Sphere's Successor States battled for supremacy, waging terrible wars that claimed millions of lives and crippled their technological knowledge and manufacturing capabilities. Now the descendants of Kerensky are returning, armed with superior 'Mechs and driven by one goal - Total domination of the Inner Sphere.

Battletech Technical Readout: 3050 provides illustrations, descriptions and game statistics for all state-of-the-art Inner Sphere Battlemechs and the Omnimechs used by the invading Clans. Technical Readout: 3050 also includes entries on rare Star League-era combat vehicles that have recently begun resurfacing in active duty.

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Monday, June 25, 2012

BattleTech Tactical Handbook

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BattleTech is a game that I have played probably less than ten times in my life. I had a  friend that was really into it and he insisted I try it. I own an amazing amount of the  stuff for not ever having played it all that much. I am a sucker for technical manuals  and much of what I own falls into or close to that category. That and I seem to be  willing to buy almost anything gaming related.

Published: 1994
Pages: 80

From the back of the book

The BattleTech Tactical Handbook is an advanced-rules supplement for the BattleTech game  universe. The Handbook provides advanced rules and equipment that enable players to add  new depth and intensity to their games. Guidelines for creating long-term campaigns and  double-blind games, formulas for calculating the combat values of all BattleTech combat  units, detailed descriptions of advanced weapon systems and more make the BattleTech  Handbook a necessity for the serious BattleTech player.

Saturday, June 23, 2012

Bastion of Faith

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Bastion of Faith is in the same series as Den of Thieves that I have written about previously. The other supplement in the series is College of Wizardry. Of the three this is the one that I felt the least love for. It is still an excellent offering but I just found the other two more interesting but they are all very good source material. Even though it was written under the second edition I think this is something that can be used by fans of previous or later editions of the game.

Published: 1999
Pages: 96

From the back cover:

"Bastion of Faith presents a complete temple of priests and affiliates (holy warriors, devout rogues, and pious wizards) that can be placed into any campaign or adventure. Bastion of Faith follows the format of the popular Den of Thieves and College of Wizardry sourcebooks. This 96 page book contains:

A complete roster of the priests and affiliates of the temple called the Bastion of Faith, including detailed descriptions for the temples upper hierarchy.

Rules for incorporating nonpriest characters into the temple as affiliates.

Maps of the temple, its public spaces ... and the tainted catacombs beneath it.

New priest spells and new blessed magical items.

Four mini-adventures for priest or nonpriest characters.

The full story behind the Bastion's 'Secret Doctrine' and the consequences for the temple should the truth ever get out."

Monday, April 2, 2012

Asylum - Eastern Seaboard

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This is the second and final supplement published for Asylum. Again since I have not played the game I can't speak in full honesty to the value of the supplement for the game. In my opinion though this may be as valuable as the game for many users.

The supplement describes the Wards that six cities on the east coast have become. This is in addition to Chicago which is described in the core rulebook. This greatly expands the area of play that characters can use though why they would travel between Wards might be had to explain unless the Staff Manual supplement is used.

I think the best use of this might be as reference materials for other games. It might be possible to tone down the crazy and sue this as material for almost any post apocalyptic game a DM might want to run. I can even see keeping a portion of the insanity as using them as a basis for some alternate Paranoia type settings.

In the end if you own the core game I think this is just as important to own as the Staff Manual. This allows not only movement but expands on ideas that the GM can use in whatever Ward they may choose to use as the players home base. I think this is a case where the game as a whole is greater than the sum of it's parts. I think if you can see yourself playing the game then this is something to buy.

Published: 2003
Pages: 156

Publishers blurb:

Ever wonder what your city would be like as a Ward? Now you can find out!

This second supplement to the Asylum RPG details the six East Coast Wards, which are built on the ruins of former cities: Mt. Ward (Montreal), Massward (Boston), NYWard (New York), Discward (Washington, D. C.), Atward (Atlanta), and MyWard (Miami). Each Ward section details that location, complete with histories, a map, a description the major buildings and forces, a list of local rumors, and an adventure geared specifically towards that setting. Each Ward section is written by a native of that area for more accuracy. The insanity is coming to your city!

Thursday, March 29, 2012

Asylum - Staff Manual, Wave of Wonder

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Not having played the game it is a fair assumption that the first supplement to the  game has not been used either. That would be an accurate one. Asylum - Staff Manual  provides the GM information on the saner of the insane....those that run the Wards. It  even provides information so that the players can now play the role of the staff. This  immediately brought to mind the song and story The System of Dr. Tarr and Professor Fether.

I think this book is one that might give the GM enough material so that a sustained  level of campaign play might be possible. I can see this becoming something along the  lines of a Logan's Run situation where some of the players in the role of staff are  sent to recapture escaped inmates played by others. There are a number of possible  scenarios that I can see coming from that. In the end since the book can be picked up  fairly cheap if you have the other why would you not have this one. Not having it  would border on the insane....sorry had to do it.

Published: 1997
Pages: 124

Publishers blurb:

The first supplement for the Asylum game, this book details life as Staff. It  discusses Offices itself, in terms of general layout and routines, and also explains  such elements as education and training. The Staff are discussed in detail, including  several Staff Classifications never seen by Inmates in the Ward. A full character  creation process is provided, so that players can become Staff, and the book contains  several sample adventures specifically geared towards these nominal rulers of the  Ward. It's a whole new side to the insanity!




Spell:

Wave of Wonder


Level: Eighth
Range: None
Duration: Special
Area of Effect: 6" Radius
Components: V,S,M
Casting Time: 1 Segment
Saving Throw: Special

When this spell is cast the magic user causes a wave of mystical energy to spread out from them in a circle. All touched by this wave will have something occur to them. These  waves continue as long as the caster is able to concentrate on the effect.

When the spell is cast the DM will need to roll for each potential target ion the area  of effect. The spell will affect all in the are be they friend, foe or bystander. The  effect will be determined from one of the four tables below. The DM will need to roll  a d4 to determine the appropriate table for each target and then percentile dice for  the effect.

Table 1

01-10    Target is slowed for one turn
11-18    Caster deluded in believing target is affected by second roll
19-25     Target affected by double force Gust of Wind spell
26-30    Target affected by Stinking Cloud spell effect
31-33    Rain falls on target for one turn
34-36    Target attacked by a wild rhino, elephant or giant mouse
37-46    Target affected by a lighting Bolt as if cast by a wand
47-49    Target surrounded by and blinded by 600 butterflies for one turn
50-53    Target is enlarged as per spell
54-58    Target is surrounded by a 3" sphere of darkness for one turn
59-62    Target is surround by entangling grass growth for one turn
63-65    Target is affected by a vanish spell. Non-living object become ethereal.
66-69    Target is diminished to 1/12 of usual size for one turn
70-79    Target affected by a fireball as if cast by wand
80-84    Target becomes invisible until broken or for one turn
85-87    Target polymorphed into a tree for one turn
88-90    Target pelted by 10-40 1gp base gems. Each hitting does 1 hp of damage.
91-97    Target surrounded by brilliant shimmering lights and is blinded for 1d6 rounds
98-00    Target is affected by a Flesh to Stone spell

Table 2

01-10    Target affected by a Web spell
11-18    Caster affected by a Shocking Grasp spell
19-25    Target is affected by a Reverse Gravity spell
26-30    Target affected by Otto's Irresistible Dance Spell
31-33    Area covered in 800 ceramic beads. All must save each round to stand.
34-36    Target attacked by a giant dove, a giant rabbit or a giant iguana
37-46    Target affected by a Chain Lightning spell
47-49    Target covered in liquid chocolate. Double wandering rolls until cleaned.
50-53    Target affected by a Haste spell
54-58    Target has Hold Monster/Person cast on them
59-62    Bottle of endless wine appears for one turn. Target must drink bottle leaves.
63-65    Target polymorphed into a random creature (DM choice on selection method)
66-69    Target spins for 2-4 rounds at a high rate with no control.
70-79     Target gains 1d8 hit points permanently.
80-84    Target affected by Magic Missile as per spell from wand
85-87    Target levitates without control for 2-5 rounds then falls.
88-90    Giant mouth appears and bites target for 3-18 points of damage
91-97    Target affected by a Potion of Fire Breathing
98-00    Target affected by a Disintegrate spell

Table 3

01-10    Target affected by a Scare spell
11-18    Caster afflicted with sever rash. Dex reduced to 3 for one day
19-25    Target affected by Darkness spell every other round for two turns
26-30    Target fumbles all attacks for 2-5 rounds in next combat
31-33    Target affected by an audible glamor spell
34-36    Target attacked by a giant eagle, giant lynx or giraffe
37-46    Target affected by Delayed Blast Fireball in 5-30 rounds
47-49    Target and random other in area switch all equipment
50-53    Target affected by a Confusion spell
54-58    Target affected by a Mirror Image spell
59-62    Target begins to sing for 2-8 rounds as if commanded by a Charm spell
63-65    Target attacked by a half strength Invisible Stalker
66-69    Target affected by uncontrollable Jump spell for one turn
70-79    Target shifted to Astral Plane for 1d6 Turns
80-84    Target affected by a Strength or Weakness spell 50% either
85-87    Anything target is holding affected by an Enlarge spell
88-90    Target covered in flaming oil and suffers 2d6 damage for three wounds.
91-97    Target affected by a Faerie Fire spell
98-00    Target affected by an Incendiary Cloud spell

Table 4

01-10    Target affected by Color spray spell
11-18    Caster affected by a Ray of Enfeeblement spell
19-25    Target loses one level but gains 1 point on 1d6 attributes
26-30    Target gains one level but loses 1 point from 1d6 attributes
31-33    Target attacked by undead. Roll as if cleric of same level to determine type
34-36    Target most valuable item replaced with bad fake
37-46    Target stunned for 3-12 rounds
47-49    Target laughs uncontrollably for 3 rounds (no other actions permitted)
50-53    Target gains ability to cast Improve Invisibility once per day
54-58    Target is always surprised from now on (remove Curse cures this)
59-62    Target changes sex
63-65    Target affected as if used a Gaseous Form potion
66-69    Target fails next 2-5 saving throws
70-79    Target attacked by clone of themselves
80-84    Target affected by a Stoneskin spell
85-87    Leprechaun appears causing as much chaos as possible
88-90    Target affected as if going through a Blade Barrier spell
91-97    Target becomes deaf and mute for 2-5 days
98-00    Target affected by a double strength Cone of Cold.

The caster will be required to make a saving throw versus magic to maintain their concentration for each round past the first. When they either elect to break concentration or it is broken then they must make a saving throw or be affected by a backwash effect of the spell. If the save is made nothing happens. If they fail then they must continue to try and make saves until one is made. For each failed save they will suffer the effects of one roll.

The material component of this spell is a Wand of Wonder that will have all of its charges depleted with the casting of this spell. Each time this spell is cast there is a 5% cumulative chance that the caster will attract the attention of a powerful entity from the plane of Limbo. This will most likely be a Slaad though the DM may choose any creature they desire.

Please note that much of the material for tables 2-4 were taken from the article in Dragon #147 by Richard Hunt. The effects from table #1 are from that article as well but I assume they mimic the original Wand of Wonder.

Disclaimer: The spells that you will see, for how ever long the write ups last, were  all written up or conceived of back in the 80's so the terminology may not appropriate  for anything other than 1e and depending on how well I did back then it may be  slightly off for that as well. If there is any duplication of spells that exist now it  is most likely I wrote mine first :) Please feel free to comment on them but try not  to be too hard on me. If anyone wishes to use these in anything they print please let  me know in advance and all I ask is proper credit.

Wednesday, March 21, 2012

30 Sided Adventure and Other Tales, Blood Sacrifice

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I am normally a sucker for random tables and I am sure there are some in here i  would like. I can't speak to it directly as I recall getting this while I was in  the inventory scanning phase (not sure if it was one, two or three though) and I  scanned it and packed it away with nothing more than a cursory flip through.

It was a little over a year ago that I posted on one of the other in the line  and I will post the last of three I have in next day or two. I am not sure I  recall any more about that one though.

On a final note when I posted about this books sibling last March there was a  project going on around the OSR to have people submit their own random tables  and then it would be compiled into a PDF and released out into the wild or maybe  it was sold. Either way does anyone remember anything ever coming of that  project?


Published: 1990
Pages: 52

Summary from rpg.net

Contains a set of tables to generate adventure ideas for fantasy roleplaying  games. It gives a seed and then the resulting die roll expands upon it. Also  includes the micro-module "The Search for Fezenclop's Treasure" and the short  story "Stopover at the Crying Lion".

From tomeoftreasures.com

The 30 Sided Adventure and Other Tales is a bit later entry into the 30 sided  series. The publisher is listed as the Bob Liddil Publishing Group, printed by  The Armory under license.

This book has the usual assortment of 30 sided generator tables that range from  the general to bizarre. The end of the book contains an adventure called The  Search for Fezenclop's Treasure' into which the tables set up the adventure.




Spell:

Blood Sacrifice


Level: Fifth
Range: Sight
Duration: Special
Area of Effect: 1 Target / 2 Levels
Components: V,S,M
Casting Time: 3 Segments
Saving Throw: Special

With the casting of this spell the magic user will sacrifice a number of their  hit points in order to cause damage to others. The blood letting is part of the  spell casting but is strictly ceremonial in nature.

The casting of the spell will allow the magic user to sacrifice up to one half  of their hit points in order to cause damage. The caster will then cause damage  equal to that number to the targets selected in the casting of the spell. The  caster will cause this amount of damage each round for as long as they maintain  concentration on the spell. The hit points sacrificed can not, even with magic,  be healed until the caster has spent at least one full night resting.

The targets of this spell are entitled to a saving throw and if made then they  will not suffer any damage and if they have suffered any damage prior to the  saving trow from any source they will instead be healed for the amount they  would have taken. Each time such as save is made the amount of damage the caster  does is then reduced by 1d3 points.

The material components for this spell, other than the caster's blood, will be a  small ceremonial knife and bowl. The knife and bowl may be reused but the blood  is used up in the casting of the spell.

Disclaimer: The spells that you will see, for how ever long the write ups last,  were all written up or conceived of back in the 80's so the terminology may not  appropriate for anything other than 1e and depending on how well I did back then  it may be slightly off for that as well. If there is any duplication of spells  that exist now it is most likely I wrote mine first :) Please feel free to  comment on them but try not to be too hard on me. If anyone wishes to use these  in anything they print please let me know in advance and all I ask is proper  credit.

Sunday, March 18, 2012

Aria: Canticle of the Monomyth Worlds, Time Leap

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I guess if you are going to have the core book of a game you want to play so badly you can taste it but will never get the chance you must also own the only published supplement for it...right!

Aria Worlds seems to take the creation up or would it be down a notch. It takes the creation in a little closer allowing the creation with smaller strokes than the core rule book. Though the name of the book is Aria Worlds it might better be called Aria Societies.

This game may not be for everyone and I suspect the actual number who would enjoy it as designed may be quite few. As a resource for world design the core book and perhaps even more so this book are a treasure trove of ideas and tools that will allow the GM or author to better flesh out their creation.

On a side note; there are many pieces of fantasy art I like and would like to have the original of. I think that the cover for this book ranks among the top five that I would like to have the original of.


Published: 1994
Pages: 302

From the back cover:

Awaken the Creator Within

Throughout history, peoples and cultures have told stories of their gods, heroes, and villains in order to better understand the world around them. These myths seize upon the hopes and fears of society; heroes embody a culture's highest ideals while villains manifest as ancient dreads personified. Aria focuses on the Journey of the Hero, the sacred quest of the Monomyth, which represents in mythic language the seeking of cultures after their own identity. Aria Canticle of the Monomyth is a roleplaying game system which attempts to embody this connection between hero and culture.

Aria is designed to function on several levels; during the course of a single game, players can assume the roles of individual personas, persona lineages, or even whole societies. All such interaction is directed toward the development not only of personas, but also of entire cultures and worlds. As an integral part of the game, Aria players weave together mythic, historical, and personal time into one great tapestry of life — a living history beginning with the first game session. Creating this vision of the Monomyth, where heroes and villains clash in a world as well-developed and as rich in character as its mightiest inhabitants, Aria players engage in the pageant of Mythmaking, the evocation of numinous symbols summoned from the collective imaginations of the entire gaming group.

Aria Worlds

In Aria Worlds you will find the tools to craft the environments of your world; if you will, the kingdom of a stage, on which your personas and societies will interact. Includes are the guidelines for creating detailed social structures beginning with a society's age and philosophical outlook, proceeding through an examination of its technology, subsistence, internal structure (political, familial, economic and military), and humanities (religion, art, scholastic and magic) and terminating with a hierarchical organization of its component social classes. Aria Worlds presents these considerations in a linear, comprehensive pattern enabling you, the player, to paint the backdrops of your own mythic stage more completely and richly than ever before.

Moreover, the Aria system of society design is telescoping: a village, a manor, a market town, a city, a kingdom or continent or world can all be designed from the largest continent down or from the smallest village up. The descriptive elements of all the social profiles can be interpreted in countless forms, ranging from the long vanished kingdoms to the primitive tribal communities.




Spell:

Time Leap


Level: Eighth
Range: None
Duration: Permanent
Area of Effect: Caster
Components: V,S
Casting Time: 2 Segments
Saving Throw: None

When this spell is cast the magic user is able to physically travel through  time. The unit of time is up to the caster and the amount is determined  physically being the actual distance the caster leaps during the casting of the  spell.

When the spell is cast the magic user will be asked to specify the unit of time  they wish to in The can select from rounds, turn, hours, days, months or years.  They will then take and actual leap and the distance they leap in inches will be  the number of units they travel forward. The caster can try to limit the length  of the leap but it will be impossible for them to get it down to an exact  amount. It needs to be noted than travel is only allowed forward and never  backwards with this spell.

The caster will arrive at the exact point they would have landed from their  leap but at a different point in time. For the world the caster will blink out  of and into existence. For the caster they will see the world pass by them in a  manner similar to time lapse photography the actual leap taking one full round  to complete.

The casting of this spell will have an effect on the caster. Altering the flow of  time will tax them physically. The caster will age a minimum of two years with  the casting of this spell and potentially 25 years. The caster will age one year  plus 1d4 years per unit of time traveled with 1d4 for rounds and topping out at  6d4 for years.

Disclaimer: The spells that you will see, for how ever long the write ups last,  were all written up or conceived of back in the 80's so the terminology may not  appropriate for anything other than 1e and depending on how well I did back then  it may be slightly off for that as well. If there is any duplication of spells  that exist now it is most likely I wrote mine first :) Please feel free to  comment on them but try not to be too hard on me. If anyone wishes to use these  in anything they print please let me know in advance and all I ask is proper  credit.

Tuesday, February 28, 2012

Houses of Hermes, Disposable Wealth

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In my entire collection (inventoried so far) I have two items from Ars Magica  that I can find. I suspect I have more but just not inventoried yet. I have  never played the game and know very little about it. I am actually surprised I  have anything from it and that I payed as much for this book as I did given I  know nothing about the game. It is packed away in storage so I can't speak to  why I bought it. I can only imagine it has to be amazing for me to pay $9 for a  game I have no interest in playing and have really no knowledge about. It is  possible I payed that much since it was a Wizards of the Coast product at one  point or that I recognized the name Jonathan Tweet. Regardless I am afraid I  can't offer much insight into it. I wish I could say more but I am only posting it because it was next in line in the inventory.


Published: 1994
Pages: 152

From the publisher website:


Learn the Secrets of the Magi

Houses of Hermes describes the twelve houses that compose the Order of Hermes,  their origins, their histories, and their recent actions. It provides important  and dynamic information for players and story guides alike, adding detail and  drama to any Ars Magica saga. It includes:

* A plot connected to each house. Each plot is grand enough to serve as the  focus of your troupe's saga.
* Story ideas for each house, for shorter-term play. These ideas bring the  natures and styles of the various houses to life.
* Sample magi who can serve as the player characters' masters, as non-player  character in your saga, or as models for mid-level magi.
* New spells and abilities representing the houses' differing specialties,  including faerie magic and the special spells of the quaesitoris.
* An in-depth treatment of apprenticeship, from the apprentice's and master's  points of view.
* A record of the Order's history, from ancient times to A.D. 1220, including  the crises that have shaken the Order and the growing threat from mundane  civilization.



From RPGGEEK:

This book was published with an Ars Magica fourth edition logo on the cover.  This logo does not refer to the fourth edition of Ars Magica that was eventually  published by Atlas in late 1996 (two years after Houses of Hermes) but to a  fourth edition that Wizards of the coast had planned to release in 1995.

The game mechanics in Houses of Hermes are completely compatible with third  edition Ars Magica they do not reflect the game mechanics changes that took  place with the release of fourth edition.




Spell:

Disposable Wealth


Level: Second
Range: 6"
Duration: Permanent
Area of Effect: 2" Sphere
Components: V,S,M
Casting Time: 2 Rounds
Saving Throw: None

With this spell the magic user is able to convert magical items directly into  coins or at their discretion gems. The amount received will be a small portion  of the actual value of the items.

When the spell is cast the magic user will need to have placed all of the items  they wish to convert into coins all in the same place. The items can not be  piled on top of each other and all of them must fit in a circle whose diameter  is no more than 20'.

When the spell is completed the coins or gems will appear in the middle of the  circle in place of the magical items. Only working magic items will be converted  and for items with charges the value will be a percentage based off of the  remaining charges. After the value is calculated the caster will receive 25% of  that value in money. This amount will be modified by the Reaction Adjustment percentage for the caster's charisma.

The material components of this spell will be the inks and chalks required to  draw the circle the items are to be placed in. This spell can not be cast  without some sort of magical items in the circle of course.

Disclaimer: The spells that you will see, for how ever long the write ups last,  were all written up or conceived of back in the 80's so the terminology may not  appropriate for anything other than 1e and depending on how well I did back then  it may be slightly off for that as well. If there is any duplication of spells  that exist now it is most likely I wrote mine first :) Please feel free to  comment on them but try not to be too hard on me. If anyone wishes to use these  in anything they print please let me know in advance and all I ask is proper  credit.

Friday, February 3, 2012

The Grimoire - Agone, Prehensility

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The final book in the Agone system I have is "The Grimoire: Volume 1". I am not  able to find that there was ever a Volume 2 printed and released in the United  States. I suspect that there may be a French version of the book but can not  state that with 100% certainty. If there isn't then this is a good reason to  never print Volume 1 on a book when you don't already know there will be a  Volume 2.

I have actually read less of this that I have the Gray Papers. This is a book,  as the title would suggest, dealing with Magic. I really do want to dig the book  out of storage or if it is easier just find another copy and give it a good  reading. Since I am not sure I even cracked the book open before I ended up  scanning it and storing it I will have to leave you with simply the information  from the back and the assumption that it will be as good as the other books  written for the Agone system have been.

Published: 2001
Pages: 144

From the back cover:

The Muses are the creators of Harmundia. Since the dawn of time, Concordists  have paid homage to them with their opuses. But today the Concordists are few in  number.

Most mages do not concern themselves with the Magical Arts of Tune, Scansion,  Shape, or Vista. Instead they use the sparks of their Dancers to develop  powerful spells.

But the Enemy draws near, and neither the Cipher-sorcerer order, nor the  Concordists are able to deal with the threat alone. The Arts have been tainted  and the order is corrupted!

There is only one hope... It is time for you to rediscover the Arts of Magic.

The Grimoire Volume 1 contains all the knowledge necessary to complete a  player's understanding of Ciphered Mages and Concordists, as well as additional  information for the Eminence Grise revealing the most powerful secrets of  Harmundia, including the Square and the Cipher-sorcerer.

This sourcebook will disclose the techniques of the most potent mages, numerous  new spells and opuses, the fundamentals of the devastating practice of  Choreography, the methods of artifact creation, and other arcane mysteries  reserved exclusively for the most experienced players.

The Grimoire also describes numerous new assets and faults, and includes  "Requiem for a Dead Mage," a lengthy drama set in Lorgol.




Spell:

Prehensility


Level: Second
Range: 6"
Duration: 1 Turn/Level
Area of Effect: One Creature
Components: V,S
Casting Time: 6 Segments
Saving Throw: None

By means of this spell the magic user is able to give the target of the spell  prehensile appendages. The spell does not add any appendages but modifies the  existing ones.

The recipient of the spell will have the same level of dexterity and range of  motion in the newly prehensile appendages as they do in their hands. This will  allow the recipient to perform action they would normally do with their hands  with their feet should their hands be otherwise occupied or restrained.
The spell will not allow additional attacks with the modified appendages in  combat.

Disclaimer: The spells that you will see, for how ever long the write ups last,  were all written up or conceived of back in the 80's so the terminology may not  appropriate for anything other than 1e and depending on how well I did back then  it may be slightly off for that as well. If there is any duplication of spells  that exist now it is most likely I wrote mine first :) Please feel free to  comment on them but try not to be too hard on me. If anyone wishes to use these  in anything they print please let me know in advance and all I ask is proper  credit.

Wednesday, February 1, 2012

The Gray Papers - Agone, Delayed Damage

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The Gray Papers is a book that I purchased and have not done more that a cursory look over on. The purpose of the book is to help the EG (DM) expand the setting of the Twilight Realms. This is done through three means in the book. The first is by providing a set of guidelines for creating and also evolving a realm. I like the passage from the back of the book "Domains are like mortals...eventually they die". The book also provides a number of realms that have already been designed which can be dropped into a campaign. Finally it provides templates for NPC creation. The book also includes a drama which is always a nice addition.

As I have said Agone is a game I have not had a chance to explore in any great detail but am fascinated with. I think the book sounds like something that could be used even if one is not playing the system though. The creation of what the game calls realms is something I struggle with. Just the examples they provide on the back cover blurb would be enough for me to pick the book up and mine it for ideas. As with the other books I have written about in the system they can be picked up for a song basically so why not roll the dice.


Published: 2001
Pages: 144

From the back cover:

New intrigues abound!

Twin medusae rule together over the land of Scarletstone, yet they are immortal enemies...

Suleïdin's cravan relentlessly hunts Phoenix Flames across the desert of Keshe...

Holy Post is threatened by the menacing shadow of the Liturgicals... And who will stand in the way of the Lyphanian Horde?

Explore ten unique Domains, from Lightning-Dragon crest to the Barony of Arboline. in these exotic locales, players can find many new manifestations of the Masque, and perhaps even a little hope in their ongoing battle.

Domains are like mortals, they come to life, they struggle from day to day, and eventually they die.

The Gray Papers contain secret reports from the eminences grise, who have traveled throughout Harmundia. Herin are detailed a wide variety of Domains: baronies, schools of war, a caravan and even a simple haven. Explore their histories, points of interest, important personalities and the secret plots that threaten to destroy them.

These are ready-to-play lands, ideal for adventurous jaunts or long-term campaigns. Best of all, for each place you will find unique assets and faults to help you create a detailed background for your players' Troupe that is completely interwove with the storyline!

The Gray Papers includes Domain creation and management rules. This sourcebook also contains descriptions of numerous occupations that can be found throughout Harmundia. Finally, a lengthy Drama will lead your inspired through three different Domains that are mysteriously connected...

The shadowy path into the Domains and intrigues of the Twilight Realms begins here...




Spell:

Delayed Damage


Level: Third
Range: 9"
Duration: Special
Area of Effect: One Creature
Components: V
Casting Time: 1 Segment
Saving Throw: None

When this spell is cast the magic user will cause the recipient of the spell to only suffer half of the damage they would normally suffer for the duration of the spell. The mitigated damage will eventually catch up with the recipient at some point though.

The spell will reduce the damage taken by the recipient for a number of rounds equal to either the casters intelligence or the constitution of the recipient based on which ever is the greater of the two. The DM will need to record the damage taken as the damage is halved with the initial damage being rounded down and the delayed damage being rounded up.

The delayed damage will be held off for one turn plus a number of rounds equal to the casters level. The caster can end the delay at any time though. When the spell expires in addition to the damage the recipient will suffer one point of damage for every three rounds the damage was delayed.

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.

Friday, January 27, 2012

AEG - Wilds, Return to the Grave

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Wilds is the last of the AEG books that I will be reviewing unless I add the  missing ones in my collection and get around to scanning them for inventory. I  am sure this will happen so I should say the last for a period of time. The collection ends well though as I like Wilds overall.

The Wilderness Survival Guide that released for 1e AD&D is the best thing that  this book could be compared to. It looks at six different specific types of  environments and goes over them in some level of detail. The book starts by  having an overview of outdoor survival. This section is perhaps the best because  it is not specific and addresses concerns that the DM, and as a result, the  players might have dealing with the great outdoors. It deals with the ideas of  building the ecology from the ground up as well as specific advice on how to  build outdoor adventures and encounters. This chapter also added the section on  new uses for old skills and well as new skills and feats.

The specific chapters on the different environments each add a ranger that is  specific to that type of environments. I am not ill disposed to this idea but it  is not something that I would really ever see allowing as a character class but  that is just me. The chapters provide an overview of the specific environment  and what the players might encounter. There are then feats specific to that  environment provided as well as new spells and monsters. There are of course  also a varying number of new prestige classes added for each as well. The environments discussed in the book are:

Desert
Forest
Jungle
Marshes
Mountains
Tundra

As I said I found this book to be in the upper half of all the AEG books I have  been able to look over. I think it may just be that I am partial to the hex  crawl idea and can see more direct usability for the information in the book  than perhaps in others. As with the other books these can be found at a  reasonable cost in the secondary market and suggest any DM interested in outdoor  adventures grab s copy of this.


Published: 2003
Pages: 176

From the publisher:

The wild frontiers of demon-haunted forests, sun-blasted deserts, windswept  glaciers, and rolling plains are now open for adventure with this exciting d20  sourcebook. Features include guidelines for constructing wilderness adventures,  complete with ready-made encounters, new creatures, rules for weather, and other  effects unique to the outdoor environment, plus new prestige classes, feats, and  skills tailored to exploring the wilderness.


From the back of the book:

Go Beyond the Dungeon

This sourcebook expands the venues of adventure, presenting an array of hostile  environments for your wilderness campaigns. From the tundra's deadly cold to the  desert's searing heat, the wilderness offers dangers and threats that make an  angry ogre or hungry troll look like a pushover. With the rules and advice  outlined here, DMs can design adventures that emphasize the environment's  daunting challenges and strange, wondrous realms.

Leave the dungeons behind.

The Wilds Await:
*Over 80 new feats
*Nearly two dozen prestige classes
*New ranger classes for each environment
*40 new spells
*26 monsters
*New rules for six different environments 




Spell:

Return to the Grave


Level: Fourth
Range: 9"
Duration: Instantaneous
Area of Effect: 6" Radius
Components: V,S
Casting Time: 2 Segments
Saving Throw: Negates

This spell allows the magic user to act as a poor mans cleric when it comes to  ridding a party of undead. When the spell is cast it will cause the affected  undead to return to the location of their demise.

The undead who fail the save will immediately turn and proceed to move as directly  as possible to the location in which they died or became undead. They will  continue to make their way to that point for a period of time equal to one turn  plus the caster's level in rounds. Those who make their save will not leave but  will suffer one point of damage per level of the caster.

Disclaimer: The spells that you will see, for how ever long the write ups last,  were all written up or conceived of back in the 80's so the terminology may not  appropriate for anything other than 1e and depending on how well I did back then  it may be slightly off for that as well. If there is any duplication of spells  that exist now it is most likely I wrote mine first :) Please feel free to  comment on them but try not to be too hard on me. If anyone wishes to use these  in anything they print please let me know in advance and all I ask is proper  credit.

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