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Post by Finarvyn on Apr 1, 2026 5:13:24 GMT -6
I saw something about this on Facebook. Looks like a great product! 
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Post by dtspurrier1 on Apr 1, 2026 0:37:04 GMT -6
i was lol
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Post by dtspurrier1 on Apr 1, 2026 0:36:25 GMT -6
ok bringing them with?
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Post by Bonenkainen on Mar 31, 2026 23:29:18 GMT -6
((I think dt was kidding about me being asst. DM. The problem was, there was no way Meno would in-character refuse the Silver Princess plot hook unless something like that happened. So instead of asking dt to make it happen, I saved him a step!))
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Post by Bonenkainen on Mar 31, 2026 23:28:09 GMT -6
I think we should keep makofan's characters as NPCs.
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Post by tdenmark on Mar 31, 2026 13:14:40 GMT -6
Every once in a while I'll get totally obsessed with an idea and I'll set aside work that I'm supposed to be doing and work on something unnecessary. Like revisiting this Ranger class, I spent a good day and a half rewriting and tweaking the layout when I had other work that was due. Is that ADHD? But I'm very satisfied with this. I wish WotC would take all the old TSR stuff and clean it up like this and publish it in handsome volumes. They have such a vast and amazing library, and they just ignore it. We're lucky they even bother to throw some of it up in badly scanned PDFs on DriveThru.
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Post by tdenmark on Mar 31, 2026 12:35:11 GMT -6
Update! So, I've been silent here for a while. Mainly because I've had my head down working on work, and working on Night Owl stuff every chance I get! I apologize for some of the redundancies from the previous update. I'll have a more full update in a bit, but for now: Princess of the Red Planet Adventure: 90% done!Warriors of the Wild West (a "white box" version of Gunslinger): In the final stages of layout!Hawkmoor 74 RPG (previously known as ODD74 SVE): temporarily on hold until I get PotRP and WotWW done, but I think this is going to turn into Hawkmoor 76... Unkindness of Ravens (a sequel to the Murder of Crows card game): my partner rejected about 1/3 of the art I did. I was very angry and bitter about it at the time, it sucks being told your art sucks. But now that it's been a year I'm cooled off and have to agree he was right. I'll be fixing it and getting this game out the door. The game is done, just 15 cards need their art revised. Book of Valkyries (2 books: an art book and an OSR compatible book on Norse Mythology): DONE! (well, the OSR edition is) go get it now on DriveThru.Dungeoneer Deluxe (a revised and updated version of my Dungeoneer card game): Oh, my first game ever published, I need to stop polishing you and send you back out into the world. Gateway RPG (a "universal" RPG compatible with Warriors of the Red Planet, Raiders, Freebooters, etc.): Well, not much more done on it this past year, but I do still collect notes and we playtest from time to time. Hardboiled RPG (a film noir RPG in the style of WotRP, Raiders, Freebooters, etc.): OK, as much as I love the concept for this one it's back burnered at the moment. I have to get something else out in its place by June this year. You'll see. Book of Gnomes (cooler than it sounds, inspired by the famous Gnomes book by Rien Poortvliet): Alright, even though this is lower on the list I haven't been able to help myself. I completely rewrote the outline and improved the story in every way. This project is special, I think. I've been practicing my watercolors almost everyday (I post them on the /watercolors Reddit thread) because the Book of Gnomes must be fully illustrated in watercolor. Book of Orcs RPG: nope, maybe later. Dark Fantasy RPG: OMG yes. This is almost done. It's small, but perfect. Still can't wait to tell you what it really is. Post-Apocalypse RPG: well, another one for later.
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Post by tdenmark on Mar 31, 2026 12:23:04 GMT -6
Hello folks, The OSR edition of The Book of Valkyries is now up on DriveThru. I've put a lot of work into it (checks notes...5 years!) and hope you enjoy it. This is the PDF, the physical book will be available as soon as the proof is approved. Usually about ~2 weeks, but with DriveThru you never know. Check it out I think you might like it! www.drivethrurpg.com/en/product/559961/book-of-valkyries
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Post by robertsconley on Mar 31, 2026 12:06:36 GMT -6
You are not nitpicking at all. I am interested in this kind of feedback. How does this wording work? Some enemies within line of sight of the caster are put to sleep. Up to 4d4 HD may be affected by this spell; only creatures of 4 HD or less are affected.This is keeping the sleep spell in line with the traditional version. The difference is that I have the player roll the total HD affected rather than have a # of enemies chart with different rows for different HD. Thanks for the feedback. Rob Interesting post about some interesting concepts, Rob, all well explained. But the sample spell confused me a bit. Here's the quote: All enemies within line of sight of the caster are put to sleep. Up to 4d4 HD may be affected by this spell; only creatures of 4 HD or less are affected. The three statements in this description seem (to me) to contradict themselves. Are ALL creatures affected? No, only creatures of 4 HD or less. Perhaps the first statement needs to be less absolute. And are ALL 4 HD or less creatures within line of sight affected? I don't know, maybe only the closest of those creatures are, up to a limit of 4d4 HD. Or is distance even a factor? And would you round up or down on the HD (I'd probably round down)? If this is not true, then what is the second statement for? It just seems that the description leads off with a clear and absolute statement and is then followed by two increasingly restrictive statements, one of which is completely unclear to me. Not a big deal, if I were running this, I could always house-rule it. But it is always better for the rules to be clear in the first place. Sorry to nit-pick.
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Post by Bruce The Black on Mar 31, 2026 11:41:34 GMT -6
ok we tried this for a bit and decided that it's one big thing the use of chainmail and the Weapons verse AC system did not work for us. Too often we ended up with fights with one side or the other or both, swinging like mad and unable to hit. Sometimes it was not even possible to hit!
Sounded fun in the rule book, worked out badly at the game table.
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Post by jeffb on Mar 31, 2026 11:25:39 GMT -6
Very nice. Thanks!
I always tnought the Ranger from "Drums in the Deep" would be the one Id want to play. Defintely the "most Aragorn" of all. At least on paper.
DitD is a free to download Holmes based Middle Earth game from the person who runs/ran the Sword +1 blog. Security keeps pinging when I visit the website, so I won't link here.
For modern games, I dig the 13th Age (1E) version. You can build it however you want by picking amongst all the available talents- Archer, 2 weapon, animal companion (like a dog/wolf who can fight) or an animal friend (like a familiar),magic, etc.
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bat
Level 5 Thaumaturgist
 
Mostly Chaotic
Posts: 245
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Post by bat on Mar 31, 2026 9:27:27 GMT -6
(OOC-Hey Bonekainen!)
Consulting a crude map Zotho ponders. 'I believe I can find a way to Castle Greyhawk.' [Although his map is a bit shaky and maybe not the best in scale.]
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Post by gonyaulax on Mar 31, 2026 7:51:07 GMT -6
Interesting post about some interesting concepts, Rob, all well explained.
But the sample spell confused me a bit. Here's the quote:
All enemies within line of sight of the caster are put to sleep. Up to 4d4 HD may be affected by this spell; only creatures of 4 HD or less are affected.
The three statements in this description seem (to me) to contradict themselves. Are ALL creatures affected? No, only creatures of 4 HD or less. Perhaps the first statement needs to be less absolute. And are ALL 4 HD or less creatures within line of sight affected? I don't know, maybe only the closest of those creatures are, up to a limit of 4d4 HD. Or is distance even a factor? And would you round up or down on the HD (I'd probably round down)? If this is not true, then what is the second statement for?
It just seems that the description leads off with a clear and absolute statement and is then followed by two increasingly restrictive statements, one of which is completely unclear to me. Not a big deal, if I were running this, I could always house-rule it. But it is always better for the rules to be clear in the first place.
Sorry to nit-pick.
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Post by robertsconley on Mar 31, 2026 6:33:25 GMT -6
Here is the information explicable to the various cleric classes. To put focused art into perspective, here is the description of the sleep spell. Note the last line that highlights the increased effect of the spell when the caster is focused on the Art of the Web.  Characters (Clerics)Religion plays an important role in the Majestic Fantasy Realms. The gods are real, and their power affects everyday life. The reality of the gods profoundly affects the various cultures of the Majestic Realms. One result is that Clerics and Priests are more socially powerful and sometimes more magically powerful than the other character classes in the Majestic Fantasy Realms. This power comes at a price: faith. Under the rules that the gods abide by, they grant power only to those who truly believe and are willing to follow the will of their god. These rules do not automatically strip power from those who doubt or transgress. However, a Cleric must ultimately stand with their deity or lose everything their deity gave them. The expectations of the faith and the structure of the church serve as restraints on how clerical power is used. Even in societies dominated by the three "evil" gods, Hamakhis, Kalis, and Sarrath, there are recognizable laws and social structures. These religions have rules that restrict a character's actions and prevent them from riding roughshod over the societies the referee creates. One feature common to the various religions of the Majestic Fantasy Realms is their universal antipathy toward demons and their cults. Even worshippers of the three "evil" gods will actively oppose any demon cults they discover. Another feature is that the gods are universal in their appeal. They do not focus on a single portfolio. Each teaches a distinctive philosophy of life to the faithful through its clerics. While they are given a singular name in this book, they manifest in different forms among different cultures. For example, Thor is known by that name among the Vikings. To the horse nomads of the plains, he is known as Mantriv. Although these cultures worship him in different ways, his religion maintains the same core beliefs: stand against the monsters that inhabit the world and lead an honorable life. Skill ProgressionAll Clerics gain a bonus to Theology. They start with 2 free skill bonuses and gain 1 free skill bonus every level. A character cannot spend more than half of their free bonuses on a single skill. Rob's Notes: In the Manual of the Martial, Magical, and Mundane Arts, the different character classes get slightly more skill bonuses compared to those in the Basic Rules. The reason for this is feedback from my players, who wanted a few more points to customize what their characters can do. Focused Art for ClericsEach god created one of the Chromatic Crystals. They imbued their inner essence into the lattice of each crystal, strengthening the seal. In doing so, they also subtly altered the mana as it flowed through the crystal. Clerics are strongest in the art favored by their deity, as shown in the following table. When a cleric reaches 3rd level, their god grants them insight that focuses the cleric's spellcasting on the art associated with that deity. Deities of the Majestic Fantasy Realms and their associated art. Holy SymbolsThe use of the holy symbol of the cleric's deity is required to employ the following abilities: - Casting spells with their focused effect using the art associated with the cleric's deity.
- Casting the 1/day spell granted at 3rd level.
- Using their additional powers, such as Turn Undead.
The holy symbol must be held and incorporated into rituals or spellcasting for these abilities. Otherwise, the holy symbol is ceremonial in nature. 
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terje
Level 5 Thaumaturgist
 
Blasphemous accelerator
Posts: 208
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Post by terje on Mar 31, 2026 5:46:16 GMT -6
I'm so incredibly pleased to have found the C&S red book and Saurians in good condition for a surprisingly low cost. I especially never thought I'd find Saurians in Sweden.
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Post by dtspurrier1 on Mar 30, 2026 22:36:04 GMT -6
Ok so castle greyhawk it is right now we have five active characters
any of the NPC you want to come with you? Shall I recruit another player?
I will leave this open before I start a new thread
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Post by dtspurrier1 on Mar 30, 2026 22:34:08 GMT -6
( welcome to our new asssitant DM Bonekainen, Bonekainen take a bow)
The Gustav pleased and relieved of the good news. He then says " well if you are willing to go check out this castle and have time how about this. We at the academy are looking to pay for lost scrolls and books and some jewelry from the castle. So bring back any you find and we will pay for the services. I will take the information about Castlemir and it looks like he is alive as you made it out of the house. So I will look into this further and give you some more information." You are all transported back to the entrance and are now on your own .
The caravan is supposed to leave the city in about 20 days. You do find out that some of the elven enclave are also leaving the city and coming with you. So fresh horses, fresh wagons and more company
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Post by Bonenkainen on Mar 30, 2026 22:26:22 GMT -6
"Damsels in distress? The ruins of a forgotten castle? How can we say no?" Meno said. "We will leave for for this 'silver palace' tom-"
Then the door opened and another magic-user came in. "Gustav! Did you hear the news?" this other magic-user asked. "Maggie and Mindy have been found!"
"Oh! This is excellent news," Meno then said. "It seems our talents will not be needed after all. In truth, we were already tempted to go see the famous Castle Greyhawk. Have you ever been there, Zotho? Maybe you could serve as our escort there."
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Post by gonyaulax on Mar 30, 2026 21:40:00 GMT -6
Thanks for this!
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Post by tdenmark on Mar 30, 2026 15:01:01 GMT -6
Every version of a Ranger class is really just an attempt to make Aragorn. I was rereading Strategic Review #2 again for the umpteenth time and looking at the Ranger and thinking how rough the writing and layout is, this is part of the fun of reading SR. These are really fresh ideas (at the time) in their raw form, and the writer is trying to work them out. As noted many times by others, the rule of "4XP for every 3XP until the 8th level" is just a convoluted way of reducing XP needed per level by 25% for levels 1-7. Why not just write the XP table that way? There is no official Ranger in OD&D, and it doesn't become official until the AD&D Players Handbook, remarkably very little changed from this original version. I took it upon myself to edit the article, reorganize the information, and use whatever layout skills I have to present it in classic "White Box" style. It is unchanged in function, identical to the author's design, just changed in form for legibility. You can print this out and fold it, and it will fit perfectly into your ODD box or booklet if you find it useful.  Which version of Ranger class, and there have been many over the years, do you think is "the best?" dungeoneering.blogspot.com/2026/03/the-best-ranger.html
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Post by Finarvyn on Mar 30, 2026 12:22:14 GMT -6
www.facebook.com/groups/nightshiftvswI assume that it's good to spread the word, for anyone here who plays NS and wants to chat in the Facebook format. (Of course, chatter here is still encouraged.) :-D
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Post by rredmond on Mar 30, 2026 9:33:21 GMT -6
Dig the livestream, thanks for sharing. The idea of creating a dungeon on the fly was pretty cool.
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Post by Zenopus on Mar 30, 2026 9:08:44 GMT -6
I just played Chainmail at Gary Con, but can't remember exactly what we did. I think it was Option #2 (round down).
With Option #1 (round up), 3 figures would operate better individually than together, because separately each figure would get 1 die, while together the three figures would also get 1 die. So that doesn't seem right.
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Post by robertsconley on Mar 30, 2026 8:06:27 GMT -6
Moving on to the classes, first, the general overview. ClassesThere are four types of character classes in the Majestic Fantasy RPG: Clerics, Fighting Men, Magic-Users, and Rogues. Within each type are different classes that represent various adventuring occupations in the Majestic Fantasy Realms. Each consists of a collection of skills and abilities organized by level. Class abilities include hit dice, combat progression, saving throws, spell use, where applicable, along with other features. A character's Class Level represents accumulated life experience and growing competence. In general, every character has both a class and a level. Because experience points represent life experience and personal development, the different advancement tables reflect the amount of personal commitment a given occupation or role demands of the character. Clerics devote themselves to the divine magical arts. Fighting Men are masters of the martial arts. Magic-Users practice the arcane magical arts. Rogues rely upon the mundane arts. Together, the classes represent the three adventuring arts in different ways. Some classes are bound to codes, religious vows, military discipline, or membership in an order. These obligations mean that these classes are not free agents. Failure to meet these obligations may result in a loss of status or special abilities. At the 5th level, a character has the opportunity to take on greater responsibility. These opportunities may take the form of leadership, stewardship, patronage, or other positions that naturally arise from the campaign. By the 9th level, many characters establish strongholds, guilds, chapterhouses, or other institutions that create a lasting change within the setting of the campaign. The referee should tailor these developments to the character's actions and circumstances. This stage marks the beginning of a path by which a character may leave a lasting mark on the world. Skill BonusesUse skills to resolve actions taken outside of combat and spellcasting. Examples include Climbing, Haggling, Locution, and Stealth. Each class grants bonuses to specific skills and provides a smaller number of free bonuses that players may distribute among any skills in the game. Each bonus grants a +1 to a 1d20 roll made to resolve a task using that skill, in addition to any relevant attribute modifier. Each class lists the total number of skill bonuses available at each level. When distributing bonuses, no more than half of the total number of skill bonuses, rounded down, may be applied to a single skill. For example, a Burglar at 4th level has a total of 16 skill bonuses. Apply no more than +8 to a single skill, such as Stealth. Rob's Note: I wrote these classes to reflect the logic of a medieval fantasy setting. Some classes, such as the Paladin and the Myrmidon, possess greater inherent advantages. In addition, certain classes may face roleplaying expectations that arise from their place within the cultures of the Majestic Fantasy Realms, including Clerics, Paladins, and Myrmidons. Richard Luschek
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Post by Finarvyn on Mar 30, 2026 5:12:14 GMT -6
I would suggest looking at smaller die types. D4, D3 or coin flips. Also, think about transitioning the range into zero. So there isn't automatic damage on a hit. I think there is some confusion about the question. I believe that the question refers to the mass combat charts in Chainmail, giving one attack per so many troops, not a damage die. Just for an example, say you have combat involving light foot vs heavy horse. For the footmen you get 1 die per 4 men. If you have 7 footmen would they get 1 die or 2? I can see 3 options: Round up: In this example, 1-4 footmen would get 1 die, 5-8 gets 2, . . . Round down: 1-3 footmen get zero dice and can't damage their opponent. 4-7 get one die, 8-11 get 2 dice, . . . Round down but you get at least one die. 1-7 footmen get 1 die, otherwise as above. The way I have always done it was your option #3. Essentially, first 7 troops get you a die but the 8th earns you a second die and the 12th earns you a third, and so on. Option #1 has some appeal, however. 
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Post by dtspurrier1 on Mar 29, 2026 22:18:46 GMT -6
PBP
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Post by dtspurrier1 on Mar 29, 2026 22:18:31 GMT -6
Ok so you can turn down the mission if you like
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Post by breeyark on Mar 29, 2026 19:25:04 GMT -6
Thanks for the idea. I think if I am understanding you the dice should go the other way. If you get one die for every 4 units we could say:
4 units: 1d6 3 units: 1d8 2 units: 1d10 1 unit: 1d12
This could extend to any number. If you have 11 units you would roll 2d6 for the first 8 units, and 1d8 for the remaining 3. In all cases you only kill if you roll the highest number on the die. I like this because your odds of hitting your opponent increase gradually for each additional unit, instead of getting a big jump when you hit certain numbers.
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Post by Parzival on Mar 29, 2026 16:50:05 GMT -6
Shadows of Brimstone with Greek Champions. This is currently our online gaming group’s weekly obsession. Shadows of Brimstone is a dungeon crawl very much like Warhammer Quest used to be, but the setting is a Weird Wild West. They’ve made multiple expansions, adding Sci-Fi elements, Japanese myth, and now Greek heroes out of myth. Alas, there’s no Greek Mythology setting (or critters) yet, but the heroes are unusual. You start with a fixed panoply of a Cuirass, Shield, Helmet and Greek Sword, and also have a patron deity who grants you special powers, and a Nemesis deity who saddles you with dangerous curses. (Not a fan of that last bit— I get the theme, but for the game these things can be crippling, and AFAIK there’s no way to dismiss them.) In any case, it’s pretty fun, and very much a co-op game with no GM— the rules run the monsters, and it works quite well.
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Post by tkdco2 on Mar 29, 2026 16:12:04 GMT -6
Here are my design notes and campaign logs. Keep in mind they're subject to change, especially the latter. First, the boring stuff. Here I detail my background information and sources: Design NotesHere are the logs to the game sessions: Chronica Adventurae
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