Showing posts with label Sword & Sorcery. Show all posts
Showing posts with label Sword & Sorcery. Show all posts

Sunday, November 16, 2025

Two of my dungeons in action

It always makes me happy when other people play the dungeons I share here. I want to highlight the play-reports and versions made by A Level 3 Dork. They repurposed two of my dungeons for their OD&D campaign. My Maze of Amazement & Death became their Lair of the Serpent Men. And my Temple of the Berserkers was transformed into, well, another Temple of the Berserkers, only these Berserkers are UNDEAD, HELL YEAH

They are good examples of how far simple reskinning can go. Reskinning is an easy and fun way of integrating a dungeon into your campaign's setting. For example, my Temple of the Berserkers has remnants of modern technology - a CCTV security camera and a television screen. In A Level 3 Dork's version, the television screen became a scrying pool. My "14 Spiders" are transformed into "14 Child-Faced Spiders", yikes! In my version, I already had "Pale Children (as Goblins)" to make low level monsters more interesting, so such palette-swapping is part of the DNA of the adventures. 

A Level 3 Dork also writes that 
"Its really quite funny how two simple dungeons have led to nearly 10 sessions worth of play so far. Our next session will see an Undead Army of Berserkers (controlled by the PC’s, or so they think) going toe-to-toe with a small army of Gnolls."

So, let us all wish luck to the party on their path to becoming the baddies as leaders of an undead army!


"Comus" by Arthur Rackham


Sunday, June 8, 2025

Rules for pulpy barbaric solo/CYOA games

Quick resolution rules for solo games. With a pulpy sword&sorcery feel. Quite likely this is all based on a misremembered version of a choose-your-own-adventure gamebook I'd read as a kid.

You are a barbarian warrior

Your name, gender and appearance are all up to you.

You start with 3 Might and 3 Luck Tokens. Keep a record of your maximum and current Might and Luck Tokens. You maximum Might raises as you level up. You can never have more than 3 Luck Tokens.

You start with 0 Experience. You level up at 12, 36 and 92.

You can carry one Weapon. You start with a Spear (Weapon Rating 5). If you haven’t got a weapon, you fights with your Fists (Weapon Rating 6).

You can have one Mount, which is usually a tamed beast or a vehicle. You start without a Mount.

You can carry up to three Items, five if you have a Mount. Your Weapon doesn’t count towards this tally. You start with no items.

 

Facing Danger & Combat

Life-threatening situations and enemies have a Danger Rating.

Roll a number of dice equal to your current Might. Optionally, you can burn a Luck Token to add an extra die.

In combat, any die that scores equal or over your Weapon Rating counts as a success.

In non-combat situations, a 5 or a 6 is a success.

Compare the number of successes to the Danger Rating:

Over

Triumph! Choose one Reward, or two Rewards and take a Wound.

Progress to favourable outcome.

Equal

Hard-earned victory. No Reward, or choose one Reward and take a Wound.

Progress to favourable outcome.

Less

Defeat! Take a number of Wounds equal to the enemy’s Danger Rating.

If you are still alive, progress to unfavorable outcome.

 

After resolving the situation

Lower your current Might rating by one for each Wound. A Wound can be negated by burning a Luck Token or losing your Weapon or an Item.

Add the Danger Rating to your Experience tally. If you reach a level-up threshold, raise your maximum Might and choose a Reward.

 

Rewards

Regain one Luck Token.

Regain one Might.

Gain Item or Weapon (if available).

 

Weapon Ratings

Unarmed combat

6

Common weapons

5

Rare and powerful weapons

4

There is no difference between ranged and melee weapons.

 

Items

Valuables. Catch-all category for all kinds of treasure & fancy objects. Each such Item can be used to barter for something else, bribe, reward or hire somebody, and so on.

Explosives/Magical Artifacts. Burn to achieve an automatic Triumph in a combat or use contextually.

Armor. Negate a single Wound after every combat. Only rolls of 6 count as success when resolving non-combat situations.

Shield. Burn to negate a single Wound after combat.

 

Foes & Danger Ratings

Regular foe, small group

1

Trained foe, medium group

2

Deadly foe, large group

3

Unusual power

+1

 

Approximate chance to achieve at least a Hard-earned victory:

Danger Rating

3 Might, WR 5

3 Might, WR 4

4 Might, WR 5

1

70%

87,5%

80%

2

26%

50%

70%

3

3,7%

12,5%

11%

4

-

-

1,2%

 

From "American Barbarian" by Tom Scioli


Sunday, October 2, 2022

First impressions: The Golden Age of Khares

This is a “psychedelic sword & sandal setting sourcebook”, by Sam Renaud, currently on Kickstarter.

Disclaimer: the authors of the game were soliciting reviews on the OSR Discord server, we got in touch, and they sent me the early PDFs of the books. I was aware of it beforehand, mostly due to the great samples of b&w art that were posted in a classic fantasy RPG illustration group on Facebook. I would have checked out this game anyway, because it’s very much up my alley…



Let me reproduce here the blurb:

“The Golden Age of Khares is a psychedelic sword & sandal setting sourcebook designed for the Tabletop RPG system Low Fantasy Gaming. In it, the Kharesian Empire is described, a fictional bronze age society made up of a collection of city states with a shared culture. The world of Khares is one of sword & sandal high adventure that takes inspiration from old Biblical Epics and Italian Peplum films.”

So, yeah, it’s Bronze Age, it’s peplum, it has weird psychedelic overtones.

I don’t have the capacity to do a full review, so I’m just gonna write up my impressions as I flip through the game test (I’m perusing a PDF with the full text, some art, but no layout yet).

System:

  • Low Fantasy Gaming. I played in two one-shot sessions of this system, because one of my mates is a huge fan of it. It was pretty good, easy to grasp if you know any other D&D-ish thing, etc. The system is not reproduced wholesale in Khares, but there are handy summaries and some additional rules to represent the setting’s unique features.
  • New classes: Boxer (boxing is the main sport/entertainment in the setting), with various martial arts feats; Drone (monster hunter special forces); Magus (sorcerer/witch types); Maqlu (exorcists), Mabed (sorcery-using priests); Nomad (ranger, survivalist); Penthu (healer).


Setting info:
  • The setting gazetteer is about 50 pages long. It’s a solid pulpy not-Mesopotamia with other ancient and medieval West Asian and African stuff thrown into the mix. It’s colorful and diverse, not just Orientalistic cliches, so I’m into it at first glance.
  • I think a summary would be good for these regions, like a table that just lists each region, terrain type, main geographic features, main settlements, trade goods. There are such summaries in the law & order section.
  • Speaking of law & order: I found it somewhat weird, that, while the Kharesian society is progressive in some matters, like LGBTQ rights + there is no slavery, there is still eye-for-an-eye punishment, flogging, branding, death penalty.
  • No world map in these preview materials yet?
  • I love the Kharesian Courirer Parrots. Overall, the section on culture & customs is pretty good, lots of stuff to use here. “There’s a festival today in the city, they eat this and that, and then they gather to watch a boxing match between the champions of two families…”
  • The District descriptions are good. Unlike most of the gazetteer, which is mostly text/narrative, these sections have the gameable bits upfront. Factions, major NPCs, rumors & hooks.


Monsters & Magic
  • I didn’t have time to go through this properly, but at first glance there are Jinn from the Astral Realm, rabisu (sorcery-created monsters), all kinds of spells and magic items, some are reskinned D&D staples, some are unique to the setting, so a good mix.
  • There are monster summaries in the appendix.


Referee tools/guide:
  • Guides for travels, sandbox play, handing out rewards and experience.
  • Yes, there are random generators!
  • Plenty of random tables, wandering monster charts and so in the appendices!!!
  • Random dungeons, called Complexes.
  • There is a tracking sheet for dungeon crawl procedures.


Sample adventure:
  • This is useful: a mini-setting with a starting village and a couple of dungeons. I like the “Tomb of the Vizier”.


Presentation:
  • Very good art! The Kickstarter will add more.
  • The Kickstarter says that editing and proofreading are done, but if the preview document is anything to judge by, then another pass is definitely in order! For example, the sample dungeon talks about a “bismarched Vizier”, the map is labelled with Roman numbers, while the key sometimes refers to Arabic numerals.


Overall, this is a nice book. Maybe too long for my use as-is (I tend to go for a different style of presentation, like big but brief hexcrawls, etc.), but lots of good ideas, imagery, useful tables.
Definitely delivers on the peplum part! As for the psychedelic aspect: there are the astral dungeons and the Jinn, the various types of sorcery, but I’d have to dig into it more to really get the vibe.

Good luck with the Kickstarter!

Thursday, January 7, 2021

[Dungeon] Maze of Amazement ( & Death ), one-page adventure for OD&D/Delving Deeper

So, if keying the entirety of The Maddening Corridors of Nuclear Chaos is not really a viable option, what can we do with it?

Well, we can cut it up and use a part of it as a complete dungeon!

I divided up The Maddening Corridors map into 36 quadrants, took a random one (by rolling two six-siders), cut it into half, edited out some errant corridors and superfluous exits; and ended up with a 60-ish room dungeon.

The next step of the exercise was to key it. I followed the basic procedure of my two previous OD&D efforts (Temple of the Berserkers and Outpost of Stone & Silver): stocked it quickly using Delving Deeper (made even quicker through Inspiration Pad Pro automation), then edited as needed...

You can fit 61 rooms on a single page... Of course, the key becomes very minimal, but still, I think this is playable. See for yourselves:

Download PDF with map & key!




Enjoy!


UPDATE 2025: A Level 3 Dork turned this into The Lair of the Serpent Men! Compare & contrast to see how far a little re-skinning can take you in making a dungeon your own.

Sunday, February 9, 2020

Tribes of Carcosa - a PBeM game concept

A concept I don't have the time or resources to develop... but which sounds very cool to me.

This is a play-by-e-mail (PBeM) strategy game with roleplaying elements. It uses Carcosa as the basic setting, and adds in the tribe management mechanics from Wolf-Packs & Winter Snow.

Fantastic Planet, 1973

Each player controls a "tribe" that lives on the doomed planet of Carcosa. "Tribe" in this case denotes a range of communities, and is used for the sake of convenience. Because an important feature of this game would be the diversity of these communities. Some are small and mobile, others are numerous but settled. Some are technologically advanced, others are in the stone age. Maybe some are space aliens, others are one of the many types of humans of Carcosa. Their resource base, social hierarchy (or the lack of hierarchy), their religion, their traditions are all different. These features are created using a mix of rules, random tables, and free-form descriptions.

Fortunately, there are many resources out there to aid the creation process.

For example, the amazing collections of the Hyadian Schism project are a great starting point. The zero level character generator could be taken as the base for a community/tribe generator.

Another inspiring resource is the blog of Will B., Rogues Repast, with lots of instantly gameable background materials for Carcosa. I love their Carcosan community generator.

Each round (which is probably a week in real-time, and represents a month of game-time), the player describes what the tribe does, using the work and role distribution mechanics from Wolf-Packs & Winter Snow, and also in general terms, interacting with whatever events they face or locations they have around them.

The Game Master describes the outcomes, and describes developments, triggers new events, rolls on random tables, etc. These can relate to the inner workings of the tribe (a new challenger for the role of the leader emerges; somebody commits a terrible crime - how do you judge and punish them?; crops are blighted), developments in nearby locations (the Monolith of the Unnamed Ones two hexes away is reactivated, what do you do?; a new tribe settles next to you) and so on.

Of course, this needs a lot of planning, and a lot of dedication and effort to maintain, even with a small number of players (6?). But the idea itself is alluring.

Monday, March 19, 2018

Tarkan vs. the world


TARKAN VERSUS THE VIKINGS features a mustached villain, who is the leader of a Viking clan that worships an octopus god-monster. The Vikings wish to kidnap a beautiful girl to sacrifice her to their demigod, but the heroic Tarkan (Kartal Tibet), aided by his dog, Kurt, is there to save the day.

All right! Some mad Turkish pulps! Based on comics by Sezgin Burak

Sunday, June 25, 2017

[Actual Play] Barbarians of the Dead Wastes #2 [LotFP]

(c) Philippe Druillet

This week we resumed our barbaric sword & sorcery game.

The Fighter (Max) and the Magic-User (Hiram) rested a bit, bandaged their NPC friend, the Specialist (Ludwig), then decided to venture deeper. The next level of the tower was partially "flooded" with earth through the windows (as the tower sank into the ground). When the PCs passed by, tendrils burst from the window openings and paralyzed the Magic-User. The Fighter cut him free with his ax (true barbarian style), then they ran into a tunnel through a collapsed part of the wall.

They ended up in a small cave system, formed by collapsed buildings, rocks, etc., the ruins of a sunken ancient city. Most of these tunnels were now inhabited by fungi and yellow fluorescent slugs. They found the skeleton of a humanoid, albeit with the head of a crocodile, squashed under a fallen block of stone. They took the skull, because why not. Further down they found a small room, which used to be the crocodile-creature's sleeping place. A different tunnel took the players to a cavern with a subterranean lake. On the other side of the lake they saw the facade of a magnificent building.

Unwilling to enter the water, the Magic-User used Spider Climb to cross the ceiling and fix a rope to the facade. I described the effect of the spell as something akin to the "spiderwalk" scene from The Exorcist. The Magic-User's contorted body creeped out the Fighter big time.

Magic is weird.

Behind the facade they found an ancient archive, with racks full of baked clay tablets.

The shimmering stroboscopic figures from sessions #1 started to appear again, this time for longer periods. Then the players entered a big hall, which had an altar of sorts, with a big pulsating crystal in the middle. Standing next to this crystal, the ephemeral (almost holographic?) people could maintain their visibility in this world...


These ghastly figures turned out to be the last echoes of the ancient city, kept "alive" by the crystal's force. They communicated telepathically with the PCs, and were bent on keeping them underground, to ease their isolation... They launched a nerve-wrecking mental assault, when the characters tried to remove the crystal. In the end, they managed to come to terms, and the Magic-User vowed to re-create the crystal altar somewhere else, before it gets destroyed under the ruins of the ancient city. 

The players will now return to their hometown. To be continued.

(c) Doug Kovacs

Sunday, June 18, 2017

[Actual Play] Barbarians of the Dead Wastes #1 [LotFP]

(c) Kevin Hou

Just a quick report...

Played with two friends - one of the with some experience, the other totally new to RPGs. We share a love of Conan, horrors & experimental metal so we settled upon a sword & sorcery type game.

I rolled up some pre-gen characters for them. They picked a Fighter and a Magic-User. The pre-gen Specialist was brought in as an NPC, to round out the party. To make introductions quicker, and to be able to show as varied an experience as possible, we agreed that the characters already know each other, and that they are adventurers / treasure hunters. They live in a city called Agad, which is situated right next to the Dead Wastes, an ever-changing land of sand, rocks, monsters and ruins.

They ventured into the Wastes after hearing a rumor about a recent storm clearing out a patch of volcanic sand and revealing an ancient ruin. They found the ruin, which turned out to be (at least its visible part) a hemisphere buried in the ground. Unfortunately, their rivals, a small group of adventurers led by Tarsus the Rat got their first. We spent some time making up a story about Tarsus, who used to work together with the players, then betrayed them. The players hid behind a rock and decided to let the Rat enter the ruin first. Then they followed into the building a bit later. The structure turned out to be the top tier of a huge tower, an ancient structure, which had either sunk into the ground, or was buried by sandstorms.

(c) SolFar

The players explored the first room, found some artifacts, then eventually encountered the rival party. One thing led to another, and it all turned into a bloody and quite deadly fight, with all the rivals dead, the Specialist reduced to 0, and the Fighter and M-U both reduced to just 1 HP. During the combat scene, all characters experienced something weird: shining humanoid figures blinking in and out of existence in the peripheral vision...

We stopped here. It was a fun session, something we will continue next week.