The Whisphering Warrior Quickstart for OpenQuest is Coming

One of the stretch goals for the now funded OpenQuest 3rd Edition Kickstarter was a kickstart for the new edition, entitled The Whispering Warrior. It funded a couple do days ago.

Yesterday I posted an update that explains what it will contain:

The campaign is live until the end of the month, and we are smashing stretch goals. Yesterday the OGL SRD web site was funded, and we are now heading off to the updated revised version of our best selling setting/adventure book, The Saga of the Savage North.

 

OpenQuest 3rd Edition Kickstarter Opens on 1st September

Just a quick post from me. The Kickstarter for OpenQuest 3rd Edition opens on Tuesday 1st September.

If you are viewing this before the Kickstarter starts it will take you to a pre-launch page that allows you to sign up for email notification of when the campaign opens.

For more information about the game, including posts about what is new and changed to this edition visit the following website.

Swords Against the Shroud now Available

If you liked the idea of Crypts and Things, but yearn for the simpler days fo 1st edition when the book only had the four basic character classes (Barbarian/Fighter/Thief and Sorcerer) and Zarth was just an example setting?  Or perhaps you are after a nice concise Swords and Sorcery game that use the Black Hack as rules base?

Then Swords Against the Shroud is now available for you in pdf and preorder in print from the D101 Games Web store.

It comes in two versions.

The Standard softcover with a black and white cover by John Ossoway

Swords Against the Shroud standard cover by John Ossoway

Swords Against the Shroud standard cover by John Ossoway

and a limited edition colour cover hardback with the 1st Edition cover by Jon Hodgson.

Swords Against the Shroud limited edition cover by Jon Hodgson

Swords Against the Shroud limited edition cover by Jon Hodgson

 

Nearly done Swords Against the Shroud

Just putting the final touches on Swords Against the Shroud (a Black Hack version of Crypts and Things) – that will go out to From the Shroud #2 Kickstarter backers (either today or tomorrow), & then be available to order pdf/preorder print via D101 Games website shortly after 🙂

This is Crypts and Things rebuilt using The Black Hack 2nd Edition as a base, instead of Swords and Wizardry.  It’s similar in scope to C&T 1st Edition. It only has the four core classes: Barbarian, Fighter, Theif and Sorcerer, the introductory guide to Zarth, a small selection of the creatures in the full bestiary (but all the Swords and Sorcery essentials) + the adventure The Halls of Nizar-Thun. Systems for Corruption and Sanity are based on The Black Hack. All in all, it comes in at 86 A5 pages versus 145 pages of C&T 1st ed which was US Trade (8″ x 11″).

It was mainly an experiment on my part, funded by From the Shroud #2 Kickstarter. If you’ve not picked it up as a stretch goal as part of that campaign, it’s worth your time if you want a short and concise version of the game and you are a fan of The Black Hack.

The upcoming Lost Lands of Grungamesh, will have stats for both C&T and Swords Against the Shroud.

Grogzilla is here!!!

Now rampaging on general release, is the thirty-foot tall three-headed monster lizard called Grogzilla. Originally put together to honour Grogmeet 2019 ( a meet up of old school gamers run by the Grogsquad of Grogpod fame) it was enhanced during Kickstarter’s ZineQuest 2 which brought it to a wider audience.

This being a review of a bit of everything that D101 does, both present and upcoming, there’s a fair bit of fantasy in it. The beast of the zine in OpenQuest and C&T stats, five more fiends for Crypts and Things, a preview of what I’m going to be doing for Mythras, a follow up the scenario to the OSR Road to Hell.

Its available as cheap as chips pdf only (£3) and I’ve a limited number of print copies from the print run for the backers (£5).

OpenQuest 3 Current Status

I’ve blogged about where I’m up to with OpenQuest 3 over at the new site for the game openquestrpg.com.

Its a somewhat rambling post, but basically I got stuck on the last draft, went back to OQ2, decided to do a tidied up version of that with bits of the last draft incorporated into it.  The post itself also breaks down chapter by chapter what the changes are from OQ2.

Looking to have it done by end of June, and out to Kickstarter by Aug/Sept to coincide with 1st Anniversary of its release

Six for Mythras

This morning I’m taking a break from banging on about Skyraiders, to pop back and look at part of Grogzilla.

The Six Travellers is a culture write up for Mythras by the Design Mechanism. It revolves around a group of Travellers, who are searching for lost roads and trade routes. Unlike nomads, they rely upon a network of established  Sanctuaries within city-states with whom they have treaties and established settlements of their own which wax and wane in size depending on the number of wagon trains who are gathered there.

Let’s hear it from one of the members of the culture itself.

The Six Traveller Voice

We are looking. Looking for the Ways, the trade routes that were lost to our ancestors when the world went into the Fall when the Ignorance came out of the shadows.

We are led by our gods who are the Six.

  • Gura the Chief who leads us down the Way of Lions
  • Heresta the Healer who knows the Lavender Way.
  • Julio the Baker, who owns the bountiful Stone the Cow.
  • Iljoy the Magician, Master/Mistress (who can tell) of Mysteries.
  • Gregora the Sword Master who fights with skill and precision against ignorance.
  • Yulpa the Sunchaser who rides faster than the Eastern Wind.

They guide our great covered wagons as they roll across the land, from city to city trading and bringing messengers and passengers as well as goods. You are a rider who has yet to settle down and ride with your family in a wagon. As well as protecting your kin from raiders, you must also investigate reports and rumours of sightings of the Way Stones. These magical stones fell from the heavens after the Fall. Gifts from the gods to help us find the way. Perhaps you will find a Great Way Stone and become one of the heroic Waymasters and Waymistresses, heroes of our people who rule us from the great gatherings of the trains at the yearly camps, and who call us every five years to the great camp at our city of Nexus.

Yulpa the Sunchaser, Mistress of the East Wind

A write up of Yulpa the Sunchaser was an early stretch goal of this campaign that funded. Yulpa is a horse warrior/whisper that most members of the culture are members of purely out of practicality. She’s a good starting point for player characters, hence her inclusion in Grogzilla. The whole Six Traveller culture is loosely formed, so it is easy to drop into an existing game setting. The player characters never need to know its there until they encounter some brightly coloured magically coloured non-player characters who ride around in groups on horses or one of their wagon trains.

So where is this all leading? Well somewhere nasty and unpleasant, probably around Halloween on Kickstarter. Gentlepeople and Wildthings of all ages, may I present…

The Isle of the Dead

In the Kingdom of Tura when monarchs die, they make the final journey to the Isle of the Dead. It is an arduous journey that only royalty may make. The corpse is prepared by the priesthood of Shem and then is taken overland to a secret port, where a boatman takes the body to the Isle and from there it passes through the Door to Eternity into parts unknown.

Only the Brotherhood of Shem knows that something has gone wrong with the delivery of the last King.  Now they must get a group of foreigners together to find out what has happened. Perhaps these chosen ones will get the opportunity to peak through the Door of Eternity and see what is on the other side?

In this adventure, the characters are those foreigners that the Brotherhood gets in, and their outsider status gives them a unique opportunity to learn about the local culture and unravel the mystery. As well as the adventure itself, it will have a full write up the Six Traveller cults, an “What my Wagon Chief told me” Q&A as a quick in-character primer. Overall the Six Travellers are a pre-made set of deities with a culture that is tailor-made as for travelling adventurers.

So the articles in Grogzilla are a way of getting a sneak peek and some immediately gameable content, before the Isle of the Dead kickstarts in Oct/Nov of this year.

If you were wondering what inspired me, it was this rather brooding piece of music by Rachmaninoff which has the painting by Arnold Böcklin which inspired it embedded in the youtube video (see below). This vista had my jaw on the floor thinking “that looks like a good adventure location, I wonder what is going on there?”

 

Adventures in Skyraiders of the Floating Realms

This post is a follow-up post to yesterday’s Skyraiders of the Floating Realms (which will be known as Skyraiders from now on to save my typing fingers :D) which explains how the adventuring format works. This is light of the first adventure stretch goal, The Edge of the World, being funded.

Adventure format in Skyraiders

Player’s Introduction

What the character’s know at the beginning of the adventure and what the Referee should quickly impart.

Referee’s information

This section gives the backstory of the adventure and explains what is going on.

The Adventure

This section is the meat of the write-up. It includes:

The Start

The first encounter where the adventure kicks off. In the Edge of the World, this is a dramatic realisation that the sky realm where the characters have peacefully been living for a couple of months has a magical affliction called the Stone Plague, which turns stone to dust very quickly. Since this is happening at a rapid pace, they better get off the island somehow.

Events

This section has a d100 table, of Events, which the Referee rolls on, crossing off events which are one time only. I realised that I tend to do journey type adventures, not dungeon crawls*, but had become somewhat jaded about the write-up and assumption that they are a series of linked events. So I decided to jazz it up by adding a random element to the order that events in the middle take place.

Here’s the one from Edge of the World

D100 Event
01-20 Ambushed by Zarks!
21-30 A Stone Giant Blocks the Way
31-50 An offer by the Twisted Sisters
60-75 Here Comes the Hard Rain
76-86 This Boat is for Ducks Only
86-90 I’m the King!!
91-00 The Sky Realm is Falling and I want my Mommy.

After the table, I then describe the encounters themselves.
And here’s This Boat is for Ducks only

This Boat is for Ducks Only
As a rule, most sky boats will not accept Ducks, believing old wives tales that they are responsible for the current state of the world and are therefore very very bad luck. The characters come across a sign that says “DUCKS!!! Get of this rock here, 2 gold pounds courtesy fee”. Next to it is a rather rough-looking sky sailor who is helping a duck family (mum and dad + three ducklings) into a small flying boat, more a dingy about three metres long. In the boat is another sky sailor and all the duck’s possessions in travel cases. This pair of Sky Pirates, Ulfy (on the ground) and Rulfy (in the sky boat), have hit upon the idea that they can pick up the ducks such as these, pretend to give them free passage off Askor, and instead chuck them off the boat when they are in the sky. Will the characters work out what they are up to and help the ducks?

 

Sky Pirates HP 12 AV 1d4 (Leather), Damage 1d8, Fight (Cutlass, Crossbow) 45%, Magic 35%, Movement 45%, Senses 55%, Social 35%.

See the creature stats for the Sky Pirates? That’s the new concise stat-block I’m using for Sky Raiders. I had a great realisation a couple of months ago. That the typical D100 stat-block, as you see in OpenQuest for example, is a significant barrier to writing adventures. Because its a big clunky thing where you are effectively rolling up a cut-down or full version of a player character. It’s also challenging to format during layout, and there’s a lot of information that doesn’t get used. So I came up with this format, along with monster creation guidelines that support it, so creating useable creatures isn’t a royal pain in the ass. Its fully explained in Skyraiders Zero Edition.

The events also it’s not an exhaustive list, the Referee can add stuff based upon what the players are doing, or from their inspiration. Also, you don’t have to use all the event’s, and I reckon a good four-hour session by having the Start and End (see below) events, plus three events from the events. Also if you think rolling for event’s is a load of nonsense you can treat it as a linear list, with events turning up in order. But I think there’s a lot of reusability in rolling randomly, and also the order of events can make a big difference of how the adventure plays out.

Note * Although I intend to address how Skyraiders does dungeoneering since Sky Valuts – adventure locations of underground chambers filled with loot are a big part of the setting 🙂

The End

This is the ending of the adventure, and describes the climax with any villains, major and minor, that the characters must overcome to conclude. Because the route that they came here is random, that is a consideration. In the Edge of the World, the fact that they may have previously met Boris the Bad Un, the King of the Sky Realm, or the Twisted Sisters, villainous Sorceresses of the adventure, and they may still be at large is factored into the ending.

Aftermath

For ongoing adventure series, this final section details any rewards and penalties that carry forward, and any adventure opportunities that arise because of the situation.