This has been "out there" for a while but there was an official announcement a couple of days ago.
I am pretty excited about this.
Merry Christmas!
Pulp Fantasy Library: The Cairn on the Headland
3 hours ago
I have been working on an abstract method for a "quest" based adventure using the WarpQuest rules as inspiration. I like abstract adventures and quick methods to develop adventure ideas.2a. Alignment - Three basic ways of life would guide the actions of everyone in the world (lawful, neutral, chaotic).
2b. Alignment Languages would be a definite part of the setting.
2c. Low magic - low power. Especially if you take the conservative view on spellbooks. Fighters would remain relevant at higher levels. Less powerful magic items.
2d. Deities are beyond the scope of monster stats.
2e. Dungeons and wilderness would be populated with NPCs, humanoids, giant animals, dinosaurs, and mythical monsters. It would be missing many of the "iconic" D&D monsters such as beholders, liches, demons, etc.
3a. The design process for creating a dungeon is outlined as a very systematic process in the basic rulebook. Each dungeon would be designed for a specific scenario or quest, would include one or a few specific monsters and the rest would be randomly generated.
3b. Lots of characters would die facing the forces of chaos in the dungeons.
5a. The wilderness design process focuses on a micro to macro process. Not far reaching campaign worlds.
5b. The base town is for healing, magic, rumours, retainers, and selling (read fencing) treasures found.
Roll a d6:The Northern Marches wilderness is designed so that the further the party gets from the town of New Hareth the more dangerous the encounter, I can then pick monsters of the appropriate difficulty and terrain.
1-2 Monster - these can either be lairs or dungeons
3 Trap - I use this for actual traps, difficult terrain such as a river crossing, cliff face, etc., or clues such as trails, totems, footprints, etc.
4 Special - I often use the Judges Guild Ravaged Ruins table
5-6 Empty
Going back to a post I made a while ago, D&D Levels and S&S, I had a multi-part idea for B/X S&S.Fighter and Barbarian use 1d8 / point of CON
Atlantean, Savage and Thaumaturge use 1d6 / point of CON
Thief and Sorcerer use 1d4 / point of CON
For example, a Fighter with a Constitution of 12 would roll 12d8 for hit points.
2a. All classes have a base Melee and Missile THACO:
Fighter - Melee 15, Missile 15
Savage - Melee 16, Missile 15
Barbarian - Melee 15, Missile 17
Atlantean - Melee 16, Missile 16
Thief - Melee 17, Missile 17
Thaumaturge - Melee 18, Missile 18
Sorcerer - Melee 19, Missile 19
2b. Using the standard Bonuses and Penalties Due to Abilities from B/X:
3:..........-3
4-5:........-2
6-8:........-1
9-12:......nil
13-15:.....+1
16-17:.....+2
18:.........+3
Modify the Melee THACO using the bonuses and penalties from Strength, Dexterity and Wisdom.
Modify the Missile THACO using the bonuses and penalties from Intelligence and double the Dexterity bonuses and penalties (effectively counting Dex twice for Missile THACO).
For example, Barak the Barbarian begins with a base Melee THACO of 15. His attribute scores include STR of 17 (+2), DEX of 12 (nil), and WIS of 8 (-1). His adjusted Melee THACO is then 14 (15-2+0+1... remembering that a bonus reduces THACO while a penalty increases it).
His base Missile THACO is 17. This is modified by his DEX of 12 (nil) which is doubled (but still nil) and INT of 9 (nil) resulting in an adjusted Missile THACO remains 17.
Monsters and NPCs would use a base THACO of 20 minus HD, modified by the mercy or blood-thirstyness of the DM.
1: STR
2: INT
3: WIS
4: DEX
5: CON
6: CHR
each ability has a maximum score of 18 - if a bonus would increase the ability higher than 18 the bonus is disregarded for this level.
For example, Barak gains enough experience points to reach 3rd level. The player rolls 2d8 and scores a 7 which is greater his new level of 3 so he gains a bonus to one ability. The player rolls a d6 and gets a 3 so Barak's Wisdom goes up by 1, from 8 to 9. The player will now recalculate Barak's Melee THACO.
So, I needed a quick method to adjudicate the seriousness of the offence, what happens in the dungeon and the possibility of escape. I took a page from Barbarian Prince and came up with a very quick system.
Now, I have often mentioned that I don't mind abstraction and "gameism" in my B/X D&D so I don't have a big problem with this type of map so long as the players feel that they are exploring a wilderness.
1. What is the Look & Feel of your campaign?
Thaumaturges are those those who have dedicated themselves to some otherworldly being such as a demon or a Cthulhu-esque being from another dimension.
I am going back on my previous thoughts about unarmoured AC for fighters. I now dislike the proposed solution I drafted in that post.
I still like the S&S Priest Class I came up with but I am becoming more and more unsatisfied with the name. I don't think it really fits the role that I envision. After all, a priest of Mitra doesn't fit the Priest Class whereas a priest of Set might better fit the current Sorcerer Class.
I would like to try using some of the B/X - Sword & Sorcery hack I have been doing the last while. I'm looking for three players for a skype + gametable game using B/X Dungeons & Dragons with the Sword & Sorcery house rules I have been working on."D&D is not ideal for S&S. It's not that you can't do it. Akratic Wizardry and The Wasted Lands both posted good, S&S hacks for D&D. The problem for me, is that S&S is not a genre about guys leveling up and that's the central premise of D&D."
While I am quite happy with the alternate S&S classes I have done for B/X there is still the nagging problem that the D&D level system eventually ruins the "feel" of a sword & sorcery game. The are numerous instances in S&S literature where the mighty hero is forced to flee from a D&D monster that a 12th level fighter would slice up for breakfast. Or instances where the mightiest of sorcerers cannot do what a 5th level magic-user can.
A large part of sword & sorcery literature is the instinctive fear of unnatural things— magic and creatures that defy explanation. Such things are unwholesome and evil; therefore, they should be feared.
Sorcerers are humans who, through study and practice, have learned how to cast magic spells. They gain their powers through careful study, travel to distant lands, gathering rare powders and plants, and having their agents search ancient ruins for objects of power hinted at in moldering texts.
Atlanteans are the remnants of an ancient race of humans, the descendants from the lost Kingdom of Atlantis. Atlanteans are slender, graceful humans with delicate features. They are tall, 6 to 6 1/2 feet tall, but weigh about 150 pounds. They can be dangerous opponents, able to fight with any weapon and and are adept with the arcane arts.

Thaumaturges are those those who have dedicated themselves to some otherworldly being such as a demon or a Cthulhu-esque being from another dimension.
Savages are a warlike, tribal people with a very primitive Stone Age culture. They are a short, broad swarthy-skinned folk. Every aspect of their lives is dominated by an awareness of their lush environment.

Instead, assuming I could find players, I would likely use either Tunnels & Trolls or Barbarians of Lemuria.
I haven't heard much about Barbarians of Lemuria the last while but it is suppose to be republished by Cubicle 7 in the next while. The fast and furious mechanics are perfect for the genre (it uses a simple 2d6 vs target number mechanic). The Careers and Trait & Flaws takes the simple mechanic and makes it very flavourful. If you haven't you should check it out.


