• About
  • Play Reports
  • Player & Gamemaster Resources
  • Old-School Gaming Forum

Smoldering Wizard

~ Old-School Role Playing

Smoldering Wizard

Monthly Archives: May 2018

The Chronicles of Nolenor – Play Report #9

27 Sunday May 2018

Posted by Doug in Play Reports

≈ 3 Comments

Tags

chaotic caves, chronicles of nolenor, nolenor, od&d, original d&d, play reports

(Link to prior sessions)

Real date: 12/16 & 12/17/17 In-game date: September 21st, EY632

PCs:

Ambrose (Warrior – Fighter L2)
Asher (Footpad – Thief L2)
Imric (Veteran/Seer Fighter L1/MU L2)
Roger (Outlander – Warden L1)

Hirelings:

Thom (torchbearer)
Rolgrim

In our last session, the man-at-arms Sturdoon and the Barbarian Gruk were gravely wounded. They decided, upon returning to Frostmark, to retire from the adventuring life. Gruk headed north, back to his people and Sturdoon left town for the civilized lands to the east. The rest of the party spent a week recovering. Imric, of course, made a scroll of sleep, Ambrose relaxed with his wife, while Asher and Roger kept their ears open at the Empty Purse.

It wasn’t long before they heard rumors of an abandoned Hobbit village from a traveling pilgrim, who had come from beyond the ruined tower to the southwest. They purchased horses and a wagon and set out the next morning, to clear skies. Within a few hours the party approached the hill and ruined tower, beneath which had already been plundered by Asher and Ambrose. As they drew closer to the tower, in the distance, off to the north, Imric spotted a flying creature approaching. After a minute its form became clear – a red dragon [DM note: Wandering wilderness encounter]! The party dismounted and ran towards the tower ruins, making it down the stairs just in time to avoid the dragon’s fiery breath. Their horses and wagon, however, were not so lucky. As they peered out from below, they could see the dragon flying off, a horse in his claws. The remaining horses and wagon were still ablaze.

Considering themselves lucky, they emerged from the ruins and continued southwest, this time on foot. A few hours later they approached a series of small mounds in a vale, each overgrown but clearly at one time a Hobbit village, from the small, round windows and doors still visible. Most of the windows were blackened with dirt or soot, so they could not see through them. They approached the closest mound and Ambrose opened the lone door. What they saw appeared to have once been a stable, but they did not have time to investigate further as four stirges flew at them from within. Ambrose thrust his spear at one while the rest of the party fired arrows – a few lucky shots and the stirges were dead. The stable floor was mostly covered in quano, so the party moved on.

While walking past a tree in the center of the village, Roger noticed a wooden platform with trapdoor high in the branches. Climbing up and exploring it proved a mistake, as it was home to three fire beetles. Although they gave the party no real trouble, they also had no treasure to speak of. Asher did cut out and stash the beetles’ glowing glands, just in case they were needed.

Next the party turned its attention to one of the larger mounds. They entered an eastern hobbit-door, and saw what appeared to be a mostly empty living area, complete with a fireplace and a dead body on the floor. As they moved to inspect the body, Asher was surprised by a large, tentacled white worm that slithered in with surprising speed from the shadows to the west. The worm’s tentacles bit into Asher’s flesh, and he felt all sensation leaving his body as he fell over, paralyzed. Even as Ambrose and the others attacked the worm, another entered from the north! They had a tough battle on two fronts, but ultimately prevailed [DM note: Lots of lucky save vs. paralysis rolls]. With the worms dead, the party again turned its attention to the body, which appeared to be a long-dead adventurer. Among his belongings they recovered several vials of holy water and a potion of healing, which was put to good use immediately to heal poor Asher of his paralysis. Meanwhile, Roger decided to take a closer look at the fireplace and  discovered a hidden compartment in the hearth floor which contained a strongbox. Inside was a cache of gold and a large, blue gem.

Moving west, the party explored some bedrooms, one of which they were surprised to find contained an undead Hobbit. They made short work of the creature and moved on to the kitchen, spending some time fretting over a bit of harmless green slime oozing from one of the window frames. They exited after looping back to the living room, and headed to another mound off to the north.

This mound was smaller, but infested with Hobbit zombies – five in all. After defeating them, in one of the rooms they discovered a jeweled necklace, Asher pocketed this and having had enough of small zombies for the day, the party headed back to town.

DM notes: I pulled this little site-based adventure out of the Basic Fantasy module ‘The Chaotic Caves’. I modified it on-the-fly as needed.

~

 

White Box FMAG Reference Sheets

12 Saturday May 2018

Posted by Doug in DM Resources

≈ Leave a comment

Tags

reference sheets, refsheets, swords & wizardry, whitebox, whitebox: fmag

I’ve been meaning to update my S&W White Box reference sheets for a while, and finally did so with modifications to bring them in line with the latest version of White Box: Fantastic Medieval Adventure Game (the second printing). My goal was to put just the most-used information on two pages. with a bit of room left for some public-domain art. The White Box: FMAG reference sheets are available in PDF format, or click on the image below.

wb-fmag-refsheets

Note that the author of White Box: FMAG, Charlie Mason, has a referee screen available in PDF format, with much nicer art and a few more pages of information (suitable for making your own referee screen). However, the undead turning table in the official referee screen has not yet been updated to the latest rules version.

~

White Box FMAG House Rules

09 Wednesday May 2018

Posted by Doug in DM Resources, Player Resources

≈ 26 Comments

Tags

house rules, swords & wizardry, whitebox, whitebox: fmag

I don’t ever play S&W White Box anymore, at least not the ‘official’ version. I play the much-improved S&W White Box Fantastic Medieval Adventure Game (FMAG), and have since it was released in 2016. I’ve never done a review, only because it has some of my material in it – namely the ‘essential adventuring rules‘, but suffice it to say that Charlie Mason did a great job putting together the needed improvements – errata, rules, layout and art.

wb-fmag-dragon-cover

Anyway, I thought I’d share my house rules for the game (which can, of course, be used for ‘official’ White Box, or even OD&D). They are a streamlined version of my original house rules for S&W White Box. Encumbrance is very simple – I stole the idea from Pits & Perils that PCs can carry what is ‘reasonable’, plus 1200 coins in a large sack – no more. Adding the maximum coin weight just drops the character to the next lower movement rate. This, I think, embodies the spirit of the original game that gold equals XP, and this should influence your goals as far as avoiding combat and seeking out treasure (of course it also mirrors the original game that provided all equipment weights in coins).

New to the rules are the equipment packs. I think they will be a good way to speed up character creation (not that it was slow already, but even still, equipment selection is probably the slowest part). I’m a bit stingy with the starting gold – I think this enhances the treasure hoards during that first adventure or two that might include the more expensive armor and weapons, like long bows or silver arrows. It might also encourage the PCs to pool their resources if they absolutely must have that mule or lantern or whatever. You’ll also notice Magic-Users can choose between a first-level scroll, or 50GP. I removed my rules on scroll creation, so this is a nice boon for the starting mage, if they choose it. There are two thief packs, for those who allow thieves.

White Box FMAG House Rules (PDF)

White Box FMAG House Rules (Libre Office)

wb-fmag-house-rules

~

The Chronicles of Nolenor – Play Report #8

06 Sunday May 2018

Posted by Doug in Play Reports

≈ Leave a comment

Tags

chaotic caves, chronicles of nolenor, nolenor, od&d, original d&d, play reports

(Link to prior sessions)

Real date: 10/16/17 In-game date: September 15th, EY632

PCs:

Ambrose (Warrior – Fighter L2)
Asher (Footpad – Thief L2)
Imric (Veteran/Seer Fighter L1/MU L2)
Roger (Outlander – Warden L1)

NPCs:

Gruk (Brabarian) – Fighter L1

Hirelings:

Thom (torchbearer)
Sturdoon
Rolgrim

In our last session, the  party defeated an Ogre at the cost of Ambrose’s life, and returned to Frostmark. The party first visited the Temple of Soldra, where Patriarch Sunamel agreed to raise Ambrose for a donation of a mere 1,200GP. They scraped the money together and soon enough, Ambrose was back (DM note: He made his CON survival roll). A rest was in order, and during the next week Imric crafted a sleep scroll while the rest of the party stocked up on supplies and bought some horses. The party headed back to the caves on the morning of the 7th day in a dense fog.

During the overland journey, the party ran into a band of seven Orcs. Roger was able to lead them astray on his horse, then loop back in the fog and attack them from behind. He was soon joined by the others, and together they had no problem dispatching the Orc patrol.

The next morning the party approached the caves from the south again, and this time the entrances were partially blocked by rock piles and men (bandits?) on high alert with crossbows. A frontal attack was (surprisingly) almost successful – the party killed all but one guard, who escaped into one of the caves. Ambrose, Gruk and the meatshields ran into the cave in pursuit, but ran headlong into four men coming to investigate the alarm. They engaged in melee, while outside the cave Thom, Imric and Asher were surprised by four more men, who snuck up on them, firing crossbows. They managed to kill the four men, but Thom was gravely wounded and Asher narrowly avoided death (DM note: Thief’s luck roll).

Back inside, five more men joined the fray! Arrows, hand axes, and oil flew, and eventually all but two of the attackers lived. Those last two fled, and with nearly everyone wounded, the party decided to hole up in a locked room to heal. Roger applied his healing poultices to the worst off, and they continued on into the cave complex.

This time Asher scouted ahead, while the rest of the party waited in a darkened corridor. Asher spied a head peeking from around a corner about 100 feet away from him, to the north. He headed back to tell the others what he saw, just as a group of men was coming out of a nearby door.  Then, from the north, a robed spellcaster rounded the corner! Imric cast sleep on the group of men, catching all of them unaware. A hail of arrows felled the spellcaster before he could get even a single spell off.

Meanwhile, in the rear of the order, Sturdoon suddenly fell face-first to the floor! The party turned its attention his way, only to see an Elf standing over the body, holding a bloody sword. Rolgrim and Gruk turned and attacked the evil Elf, while Asher attempted to sneak in behind the melee. In the resulting battle, Gruk also collapsed, but Rolgrim and Asher were able to finish off the Elf.  Searching the first group of men, Imric discovered a suit of magical chain armor. A search of the room they came out of revealed a map with trade and caravan routes, and a strongbox with gold and silver. There was no sign of the spellcaster’s spellbook. The party tended to Gruk and Sturdoon, gathered up their loot, and returned to town.

DM notes: The zero-HP table gave Sturdoon and Gruk their lives, at the expense of some grave wounds. I ruled they had lost some appendages (a leg for Sturdoon and an arm for Gruk), so we retired them after the party returned to town. But it all seems a bit too fiddly for me, so this will be the last game where we use the zero HP table.  Also, as we all know, the sleep spell is quite effective at taking out large groups of humanoids, and the Holmes scroll creation rules mean the Elf is starting to amass a collection, so I make a mental note to change things up for next time.

~

 

Old-school Gaming Forum
  • RSS - Posts
  • RSS - Comments

Top Posts & Pages

  • Player & Gamemaster Resources
  • G+ Communities: The Good and the Bad
  • G+ is Shutting Down
  • Musings on the OSR Blogosphere and Forums
  • Overview of OD&D Clones
  • OD&D Character Sheet
  • Old-school RPG Character Generators
  • A Quick Look at White Box Fantastic Medieval Adventure Game
  • Original D&D: Surprise Can be Deadly
  • Whitebox Character Sheet

Recent Comments

  • Worth Sharing (October ’25) – 52 Monsters on Musings on the OSR Blogosphere and Forums
  • rredmond on Musings on the OSR Blogosphere and Forums
  • Doug on Musings on the OSR Blogosphere and Forums
  • rredmond on Musings on the OSR Blogosphere and Forums
  • Minodrec on Musings on the OSR Blogosphere and Forums

Categories

  • Adventures (3)
  • Books (2)
  • Class Tweaks (8)
  • Classic games (4)
  • Conventions (3)
  • DM Resources (49)
  • Forum Games (2)
  • Gaming (1)
  • Musings (7)
  • New Alien (1)
  • New Classes (13)
  • New Magic Items (1)
  • New Monsters (6)
  • New Races (1)
  • New Spells (1)
  • Opinion (10)
  • OSR (44)
  • Play Reports (97)
  • Player Resources (41)
  • Review (16)

Tags

& magazine 3lbb ad&d Advanced Edition Companion aec as&sh b/x basic d&d basic fantasy rpg bfrpg blog campaigns caves of woe chaotic caves character class character generator character sheet chronicles of nolenor complete core delving deeper download dungeon crawl dwarven mine ezine forgotten gems forum forums geas goblinoid games hamlet of blixter hangouts Holmes Basic holmes basic d&d house rules known lands labyrinth lord larm moldvay/cook monster mutant future nolenor od&d oec old-school old school gaming online play original d&d Original Edition Characters osr osric pdf play-by-post play reports quickstart random generators ravendale reference sheets refsheets retro-clone retroclone rules supplement sandbox seven voyages of zylarthen solo od&d surviving surviving-redux swords & wizardry text thief tips warden whitebox whitebox: fmag x-plorers

Archives

  • September 2025 (2)
  • July 2025 (1)
  • June 2025 (1)
  • May 2025 (7)
  • December 2024 (1)
  • May 2024 (2)
  • April 2024 (1)
  • February 2024 (2)
  • January 2024 (1)
  • December 2023 (1)
  • October 2023 (1)
  • September 2023 (4)
  • July 2023 (2)
  • June 2023 (2)
  • May 2023 (2)
  • February 2023 (1)
  • January 2023 (3)
  • December 2022 (5)
  • September 2022 (1)
  • August 2022 (1)
  • July 2022 (4)
  • May 2022 (3)
  • January 2022 (1)
  • December 2021 (1)
  • October 2021 (1)
  • September 2021 (1)
  • August 2021 (3)
  • July 2021 (1)
  • June 2021 (2)
  • May 2021 (2)
  • March 2021 (4)
  • January 2021 (1)
  • December 2020 (3)
  • November 2020 (4)
  • October 2020 (1)
  • September 2020 (2)
  • June 2020 (1)
  • May 2020 (2)
  • February 2020 (2)
  • January 2020 (1)
  • November 2019 (2)
  • October 2019 (1)
  • September 2019 (2)
  • July 2019 (5)
  • June 2019 (3)
  • April 2019 (2)
  • February 2019 (2)
  • January 2019 (6)
  • November 2018 (2)
  • October 2018 (1)
  • August 2018 (4)
  • July 2018 (1)
  • June 2018 (3)
  • May 2018 (4)
  • April 2018 (1)
  • February 2018 (3)
  • January 2018 (1)
  • December 2017 (3)
  • November 2017 (1)
  • September 2017 (2)
  • July 2017 (2)
  • June 2017 (1)
  • May 2017 (1)
  • April 2017 (1)
  • December 2016 (3)
  • November 2016 (2)
  • September 2016 (2)
  • August 2016 (5)
  • May 2016 (1)
  • February 2016 (2)
  • January 2016 (12)
  • December 2015 (7)
  • October 2015 (2)
  • September 2015 (3)
  • August 2015 (2)
  • July 2015 (3)
  • April 2015 (1)
  • March 2015 (1)
  • February 2015 (6)
  • January 2015 (4)
  • December 2014 (1)
  • November 2014 (2)
  • October 2014 (2)
  • September 2014 (3)
  • August 2014 (3)
  • July 2014 (6)
  • June 2014 (3)
  • May 2014 (5)
  • April 2014 (5)
  • March 2014 (7)
  • February 2014 (6)
  • January 2014 (5)
  • December 2013 (10)
  • November 2013 (7)
  • October 2013 (8)
  • September 2013 (7)

Meta

  • Log in
  • Entries feed
  • Comments feed
  • WordPress.org

Powered by WordPress.com.

 

Loading Comments...