Well keep in mind the fact that there would normaly be at least 2 seperate groups in the dungeon at the same time. We all know the compettive nature and greed of players.
I tend to at least half if not 1/3 the listed values.
Well keep in mind the fact that there would normaly be at least 2 seperate groups in the dungeon at the same time. We all know the compettive nature and greed of players.
I tend to at least half if not 1/3 the listed values.
Who cares! No matter what you say it is wrong to them. Just go be you!
This is good news
Men & Equipment Mitigation SUNDRY refers to any item in the inventory. HERBS may be generically any of three: Wolvesbane, Belladona or Garlic. Best to have a variety of gear to exhaust.
Example Save vs Poision Trap Save vs Poison (D8) 1 Water Skin 2 Obstacles 3 Oil & reroll 4 Obstacles (x2) 5 Wine & reroll 6 Obstacles (x3) 7 HERB & reroll 8 Torch, Ration & reroll
Note: Gear expenditure could be individual or group, depending upon scope of toxin. Fail mitigate or save takes D6 dam per level dungeon depth. There is also Neutralize Poison for a cleric of high enough ability.
Note: Typically the gear loss is for the one potentially stricken. Fail mitigate or save will lose lowest level of party for rest of adventure. Do you leave him up top; he could be later lost like the Wagon. Carrying the body weight out or home is also a struggle. Take all his arms and gear; what about his loot? For a low level schlub, this could be mortal w/o friends. Henchmen perhaps? More on them later. There is also Remove Curse for a mages and clerics of high enough ability.
Mitigation for Breath Type Trap Save vs Breath (D8) 1 Any weapon or armor 2 Torch, Water, Rations & reroll 3 per Obstacles 4 per Obstacles (x2) 5 per Obstacles (x3) 6 per Obstacles (D8) 7 HERB & reroll 8 Mule, Cart ~25% surface loss & reroll
Note: Each member of the group will need to make a sacrifice; the loss may vary. Fail mitigate or save means everyone takes D6 dam per level dungeon depth; hirelings beware. There is also Wall spells for a mage of high enough ability.
Wholly Fugit Trap Save (Deep Levels ) Wholly Fug (D8) 1 Noxious Cloud, damage D6, no save 2 Fire Plume, damage D8, no save 3 Disintegration Globe, damage D20, no save; test that 5% for each ready arms and armor. 4 Water Deluge, damage D12 to armored, area impassable, no save 5 Giant Deadfall, halve remaining HPs, avoid D20 under DEX / 3 6 Dwarven Pitfall, halve remaining HPs, avoid D20 under CON / 3 7 Elven Spite, halve remaining HPs, avoid D20 under WIS / 3 8 Divine Retribution, kill someone at random, avoid D12 under level; if he's 100+ hps at demise, he turns to a puddle of treasure, yeah! (See note.)
All very good I would just add - Making the dungeon alive - Everything should get harder each level they go down.
As for getting past traps & puzzles there should be offered Magic Mitigation and Men & Supplies Mitigation
Weak Magic Required (D12+Depth) 1 Detect Magic 2 Hold Portal 3 Light 4 Protection from Evil 5 Read Languages 6 Read Magic 7 Ventriloquism 8 Continual Light 9 Darkness 10 Detect Evil 11 Detect Invisible 12 ESP 13+ Roll on Strong Magic + spend HERBS Note: By expending Torch, Rations and Wine, the result may be rerolled.
Strong Magic Required (D12+Depth) 1 Knock 2 Levitate 3 Locate Object 4 Magic Mouth 5 Wizard Lock 6 Clairaudience 7 Clairvoyance 8 Dispel Magic 9 Explosive Runes 10 Hold Person 11 Rope Trick 12 Suggestion 13+ Roll on Powerful Magic + spend Holy Water
Powerful Magic Required (D12+Depth) 1 Water Breathing 2 Charm Monster 3 Confusion 4 Dimension Door 5 Fear 6 Growth of Plants 7 Hallucinatory Terrain 8 Remove Curse 9 Wall of Fire 10 Wall of Ice 11 Wizard Eye 12 Weak Magic & Strong Magic 13+ Roll twice and combine + Any Cross
Overall Note: Failure to produce the required magic spells or items results in TRAP condition.
I was warned about the Pacesetter Material and have not picked it up.
Well obviously Lavender Hack? Lolz!
The game of Words has finally been updated Conrad's Fantasy Next Millennium is a very different way to game. You do all the same olde things with maybe a dash more team orientation. Killing the enemy is with the words on the character sheet. Any two words put into play will kill a mortal. Most things you meet are not mortals. Great Trolls, Demon Spawns, Undead Knights are just a few of the things you have to overcome. You have to make them mortal first to kill them. This can take several rounds. About the leveling system - All I can say is you will never play another game with a leveling system like this :) ***This game comes highly recomended if you hate boring spell list!
I already posted a video about Black Sword Hack - Rich in game world for the GM to easily start a campaign.
I believe I already hawked Empire of the Petal Throne on here too? If not Tekemel the most hated and feared game world is not gone and certainly not forgotten. Grab your Shen and come join in the fun.
I got back into gaming around 2007 and quickly felt 5e was too much players vs dm. Luckily for me George Rahm aka Red was also getting back into gaming. Red and I have always agreed that the DM as AD&D 2e described was wrong but the Referee as D&D 0e and EPT had described as right.
The game should never be players vs dm. The dm should never be god but just a referee. I have been lucky in finding others over the years who have agreed with this.
The Strength of the OSR is the ability to allways find something new but yet is old. I love seeing all the new games coming out using player facing. I have been playing Conrad's Fantasy since 1991 and it was my first experience at player facing combat.
So I agree with you that the OSR is always on life support. Yet somehow it keeps going on and new material keeps getting added.
Not bad but no mention of Empire of the Petal Throne, No mention of 90's Storyteller RPG Craze. No mention of the OSR Movement
Song Skill and a high Charisma. Lolz!
I posted a good video about it here it is... https://youtu.be/vNP67cPs50w it is definetly worth the price
Lolz!