Sunday, December 19, 2010
Ariet is a small village of fishermen located in the marshy bottom lands along the Sea of Reeds. Populated by the Elomite peoples, the village is famous for its local tavern and "sweet marsh beer". The village is composed of mostly mud-brick cottages surrounded by a wooden palisade. The local ruler is Zoxsu a Hyksos warrior of some renown. He took the village under his protection while scouring the ruins of an ancient city in the nearby wetlands. Zoxsu resides in a stone tower built with funds from his adventuring days, and he employs a bodyguard of 10 Elomite warriors. The village is able to muster a militia of 42 men in times of crisis who fight with short spears and clubs.
The villagers have a shrine to their goddess B’hrut (Ba-root) on the shores of the Sea of Reeds. B’hrut is the goddess of the bountiful catch. She appears with the body of a woman with the head of a giant fish. An elderly woman named Ulma the Tender is the caretaker and priestess. She is close to 70 years old and near, she is helped by a young (11 years old) male apprentice named Daso.
Zoxsu with leather armor and armed with a composite bow and short sword. (F7, AC 7/12, HP 24, D 1d6) He has a small coffer in his tower with 1,200 sp and a gold torque worth 500gp.
10 Elomite Warriors with shields and spears. (F1, AC 8/11, D 1d6)
42 Elomite Militia-men armed with spears and clubs. (F0, AC 9/10, D 1d6)
Ulma the Tender (F0, AC 9/10, HP 2, D 1d3). Ulma has some healing abilities thanks to her knowledge of local herbs. She can concoct a paste that will heal 1d4 hit points (can be used once per wound).
Friday, December 10, 2010
After reading this post on Jeff's blog yesterday, I thought I would apply that to a project I have been toying around with for a while now. Re-writing the rules of Empire of the Petal Throne OD&D for my own little iron-age type game. I like the idea of using alternate attribute names to give a different feel to the game (without changing the benefits of the stats). I know Zendog is doing something similar with his Redwall game (if you haven't seen this yet, check out his work on the Swords & Wizardry forums - some excellent stuff going on there).
I like the following (which were taken from here):
So with the above in mind I set out to alter the Intelligence tables for EPT as follows:
Score Descritpion Benefits
01 - 20 Ignorant -1 on BOTH Hit and Damage dice.
21 - 40 Unread -1 on Damage dice.
41 - 60 Average No bonuses or penalties.
61 - 80 Scholar +1 to Damage dice.
81 - 95 Sage +1 to BOTH Hit Dice & Damage dice. 40% Chane for Secret doors.
96 - 00 Wizend +2 to BOTH Hit Dice & Damage dice. 60% chance forSecret Doors, 40% chance to Detect Traps.
I feel that this allows one to separate a players intelligence from the character's better. You can still be a strong, smart warrior but unlearned in books and archaic lore.
Monday, September 27, 2010
Thursday, September 23, 2010
Saturday, September 18, 2010
Tuesday, September 14, 2010
Anyway, enough rambling, I give you the Random City Buildings table here.
Some terms may be needed to understand this document, as I plan to eventually release a S&W Companion called "Swords of Abandon", heavily influenced by early Rolemaster and M.E.R.P. The new terms are:
OCF: Offensive Combat Factor (for Fighters it is level x5, Clerics level x2, and Magic Users level x1.
DCF: Defensive Combat Factor (for PC/NPC's this equals DEX - may boost fighters later, for monsters it is currently HD x5).
Hits: Hit points, to boost PC/NPC, add CON to HP total. For monsters, hp x3.
SCF: Spell Combat Factor, this is the Spell users' DEX plus level x5.
This is all a work in progress, so these things may change as I refine the rules.
You can download the Spell Slinging pdf here.
Monday, September 13, 2010
So I present the first McBride Monday...
Friday, September 10, 2010
Somehow I stumbled across this t-shirt. It all came together nicely from there, and I did my best in recreating the image for my draft poster...
Of course, I had to include a description for all the non-D&D players in the league...
NO. APPEARING: 11
ARMOR CLASS: -2
MOVE: Faster than you.
HIT DICE: 8 +
% IN LAIR: 50%
TREASURE TYPE: Bling
NO. OF ATTACKS: 4 downs
DAMAGE/ATTACK: 7 points
SPECIAL ATTACKS: Hail Mary
SPECIAL DEFENSES: 3-4 Nickel
MAGIC RESISTANCE: Untouchable
ALIGNMENT Lawful evil
Mind flayers are found only in domed stadiums, as they detest sunlight. They are greatly evil and consider the bulk of the DFL as cattle to feed upon.
The mind flayer's physical attack consists of the long ball threat as well as a formidable running game. Few can withstand the force of their offense. Most flee in the face of their terrible offensive power.
If an encounter is going against a mind flayer, they will dispute the rules and blame injuries to key players as well as bad calls by referees.
Description: The mind flayer's skin glistens with slime. Its skin color is a Nauseous mauve, its tentacles being purplish black. A mind flayer's eyes are a menacing red no pupil being evident. The three long fingers of each hand are reddish, but the hands are mauve
I am currently working on a Critical hit system for Swords & Wizardry, much like early Arms Law from I.C.E. could be used for D&D. Of course nothing from Rolemaster is OGL, so I have had to work up my own charts and tables, which is part of the fun.
I have provided a test download of the "Swords & Axes" table as well as the "Hacking" critical hit table for anyone who wishes to take a look at what I have done so far. Here are the weapon tables I will eventually provide in a finished product:
- Swords & Axes Attack Table
- Bows, Slings, & Thrown Weapon Attack Table
- Maces & Clubs Attack Table
- Two-Hand Swords, Battle Axes, & Pole Arm Attack Tables
- Tooth & Claw Attack Table
- Grappling & Bull-Rush Attack Table
- Hacking Critical Table (for slashing/cutting weapons)
- Bashing Critical Table (for crushing weapons)
- Piercing Critical Table (for puncture weapons)
- Grappling Critical Table (for well, uh grappling of course)
- Bull-Rush Critical Table (for unbalancing attacks)
- Weapon Fumble Table (for fumbles, I will have to think of a better name for this one)
Also, as the attacks are d100% based, each class will need a boost to their attacks. I am currently thinking of using the following system. Fighting Men get a x5 multiplier to their level plus their STR score for their total offensive factor (OF). So a 3rd level fighter with a 13 STR would attack at 28% + his d100 attack roll (minus the foe's defensive factor"DF").
Clerics would have a x3 multiplier, and Magic-Users a x1 multiplier. I don't think I will be keeping the weapon restrictions for the classes - I am not sure about armor, I might allow Leather for Magic-Users in this system.
The current armor available is the same as S&W (Plate, Chain, Ring, and Leather). Shields provide a +10 to DF. The critical severity types are I, II, III, IV, and V. The larger the number the better the hit (and the critical table rolls are adjusted by the type). Attacks and critical rolls are all based on 1d100 (not open ended as in Rolemaster).
You can download the test document here.
I will be posting more about this in the near future. So stay tuned...