The Fellowship — Episode 6: Why so many zombies?


We find our heroes still in the hidden crypt surrounded by undead Templars that have been raised by the Lich before it flew away.

A mysterious light mist rose from the floor and suddenly, Aragorn, Elfred and Fredo fell to the ground unconscious.

Rusty, Mistamojo and Hermione desperately fought eight zombies armed in Templar regalia. Hermione noticed that they weren’t wearing and using mundane gear. They were wearing magical protection and using magically-enhanced weapons. These, along with being outnumbered, made it very challenging for the three.

Luckily, Oracle doubled back to the mausoleum after Brioche assured him that he could take the children back to Landseal safely by himself.

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Map of Magnatierra – Kingdom of Jacris and Kingdom of the North

For context, here is a map of Magnatierra’s northern section showing the Kingdom of Jacris and the Kingdom of the North.

It also shows the Valleian Forest which is in itself the elven Valleian Kingdom, and Brimmrack Range, home of the Brimmrack dwarves, within the borders of the human kingdom of Jacris.

The Fellowship – Episode 5: What’s a phylactery?

Brioche and Oracle left the mausoleum to take the children back to town while the rest of the group stayed in the main chamber and spent the night there.

The group started the day early. Looking through the large hole in the ceiling they could see that it was still dark outside. But having regained their strength, they felt confident to look around the hidden crypt.

After some investigation, they’ve learned that this was the crypt of a Sir Tristan and his Templar knights. Mistamojo detected magic in the tombs themselves so they tried to pry open the tombs. But then they heard somebody shouting back in the main chamber.

They looked and it was the lich that flew away the day before. It was back! And it kept repeating, “where is my phylactery?!”

Elfred said, “what’s a phelicity?”

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Character Class House Rules

On top of the normal benefits a character gets for his/her class, I have additional Class benefits for the PCs.

Fighter

  • Pick one special skill at levels 1, 3, 7, 12, and 18.
    • Berserker:
      • Level 1: Before the initiative roll, choose to go berserk to gain +1 to hit and +2 to damage, but at the cost of -3AC. Stay in berserk mode until the fighter decides to end it at the end of a combat round before the next initiative roll.
    • Brute:
      • Level 1: Do +2 melee damage.
    • Healer:
      • Level 1: Can Heal a number of hit points equal to 2 plus their Charisma modifier. Can Heal once per day with an additional heal every odd numbered level.  So, it’s once per day at level 1 and twice per day at level 3, thrice a day at level 5 and 4 times per day at level 7 so on.
    • Sharpshooter (chose weapon):
      • Level 1: Gain +1 to hit and +1 damage with a chosen ranged weapon (chose upon picking this option).
      • Level 2: For the same weapon in Level 1, gain +2 to hit and +1 damage.
      • Level 3: For the same weapon in Level 2, gain +2 to hit and +1 damage and increase attack rate (the original rate of fire of once every two rounds becomes once per round; once per round becomes twice per round; and twice per round becomes thrice per round).
    • Swashbuckler:
      • Level 1: Gain +1 AC when wearing chain mail, lighter armor or no armor.
      • Level 2: Gain +2 AC when wearing chain mail, lighter armor or no armor.
      • Level 3: Gain +3 AC when wearing chain mail, lighter armor or no armor.
    • Weapon Master (choose weapon):
      • Level 1: Gain +1 to hit and +1 damage with a chosen melee weapon (chose upon picking this option).
      • Level 2: For same weapon in Level 1, gain +1 to hit and +1 damage and rate of attack is at 3 attacks every 2 rounds.
      • Level 3: For same weapon in Level 1, gain +1 to hit and +1 damage and rate of attack is at twice per round.

Magic-user

  • Arcane Blast: This is a bolt of raw magic. The Magic-User doesn’t roll anything, but the target gets a save vs. magic to avoid all damage. The bolt has a range of 30 feet and does 1d3 damage. Since it is pure magic, it will affect creatures which are only affected by magical weapons, but does not affect inanimate objects.
  • Cast Cantrips (Minor Magic): Magic-users are allowed to cast everyday magic at will. This is usable once per round if no other action taken. This ability is for non-combat use only. Attempting something abusive fails automatically. Abusive uses include pickpocket attempts, combat effects, etc.
  • Detect Magic: Can be cast at will. No spell slot is required and it’s automatically known.
  • Read Magic: Can be cast at will. No spell slot is required and it’s automatically known.
  • Spell Bonus based on Intelligence:
    • 13 to 15: +1 Level 1 spell
    • 16 to 17: +2 Level 1 spells
    • 18 above: +2 Level 1 spells and +1 Level 2 spell

Cleric

  • Cast Orisons: Clerics are allowed to cast minor divine magic. Clerics can cast a number of orisons per day equal to their level plus their Wisdom modifier. For example, a fourth level Cleric with Wisdom of 14 can cast 6 (4 + 2) orisons per day.
  • Turn Undead: Can only be used once per target creature per day.
  • Spell Bonus based on Wisdom:
    • 13 to 15: +1 Level 1 spell
    • 16 to 17: +2 Level 1 spells
    • 18 above: +2 Level 1 spells and +1 Level 2 spell

Thief

  • Hit Dice of 1d6: Instead of 1d4.
  • Knife Fighting: Cause 1d6 damage with daggers, knives, dirks, stilettos and similar weapons that normally deal only 1d4 damage.

 


I feel like there’s not much going on with Fighters as they level up except for getting better at hitting things and getting harder to kill. With 3 Fighters on the team, I want them to be able to differentiate themselves as well as look forward to some cool abilities when they go up in level.

I want the Magic-users to be using magic more, even if it’s not powerful magic, rather than try to help the party out by clumsily using weapons that they aren’t good at.

Having started running RPGs using AD&D 2nd Edition, I’m partial to having Thieves get d6 Hit Dice instead of a d4. So I changed that and also made them better dagger wielders.

For Clerics, I want them to be able to do some extra healing so I allowed them to be able to use Orisons (from the 0-level spell BFRPG supplement) for a limited number of times per day. Also, I depowered the Turn Undead power for now. If I feel that it’s not up for abuse anyway, I can always turn off the restriction.

Modified OSR character sheet

For the campaign I’m running for my friends at work, I wanted them to really continue playing the game after I’ve introduced the concept of a tabletop RPG to them. Part of that was to use what it thought was the most visually appealing character sheet in the list of Basic Fantasy RPG character sheets I could find.

The one I picked was the BFRPG version of the OSR character sheet from James V West. My players loved it so much that I’m going to start using it for my other game group as well.

However, after playing for about four sessions, I made some modifications to the original sheet that will hopefully make play run smoother in my own games.


I asked James V West on Google+ if it was ok to share the modified version of his wonderful sheet for any who might be interested and he was ok with it. Thanks!

If you are interested, you can get a copy of the PDF here.

The Fellowship – The Player Characters post episode 4


Here is a snapshot of the player characters’ sheets after saving the abducted children from the goblins.
I’ve altered the James V West OSR character sheet I downloaded from the Basic Fantasy RPG website with the following modifications:

  • I added a Player field. I initially found it useful to know which character belongs to which player. Of course I know it by heart now but I kept it there.
  • I spelt out the Ability names from the three letter shortened form. I found my players getting tripped up with the shortened form.
  • I spelt out Attack Bonus instead of AB. They keep forgetting about it. I’m hoping with the words spelt out, it will be more intuitive.
  • I added a Skill Check target number box.
  • Made the shield drawing for AC also include the letters AC inside it. Having the AC outside confused some players as to which number is the AC (there are a lot of nearby numbers, including the AB score).
  • Added an HP max sub section.
  • Removed the lines in Special and Items. The lines make the text look too busy and some players don’t really look at the items they have.

That’s it. I just wanted to improve readability and minimise confusion.

Anyway, it’s all good to go for the game on Tuesday.

The Fellowship – Episode 4: Freed more than just the children

Everybody was in so our session on Tuesday featured these Player Characters:

  • Aragorn – Human fighter/warrior level 2
  • Brioche – Human thief level 2
  • Elfred – Elf cleric level 2
  • Fredo – Halfling thief level 2
  • Hermione – Human magic-user level 2
  • Mistamojo – Human cleric level 2
  • Oracle – Human fighter/brute level 2
  • Rusty – Dwarf fighter/berserker level 2

The heroes had the main chamber under control. Oracle and Rusty were blocking the advance of the goblin reinforcements through the corridor, Fredo was in a duel with the only goblin fighter left standing in the chamber, and Mistamojo, and Brioche had the goblin shaman surrounded.

The goblins who couldn’t get past the dire wolf in front of them in the corridor started shooting at the fighters with their short bows. Between the dire wolf bites, the goblin warrior spears and the goblin arrows, Oracle and Rusty were slowly getting beaten down. But still they continued to hold the line.

Hermione saw that somebody needed to make sure that the remaining children were safe, ran over to protect them. She then realised that there were two other children sleeping in a cage beside the children who were bound with rope on the floor. Using her magic, she easily opened the cage and freed the children.

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