Limitless Worlds

Limitless Worlds

Thursday, January 13, 2022

Naga for OSE

Another quick OSE post for you - decided to stat out some Naga for your slaying pleasure. Pretty basic enemies, but nice to have around

Naga

Creatures with large snake bodies and human heads. They have various temperaments, but they are all intelligent and magical.


Guardian Naga

AC 3, HD 11*** (44hp), Att 1 x bite (1d6 + poison + constriction), THAC0 11[+8], MV 150’ (50’), SV D6 W7 P8 B8 S10 (11), ML 11, AL Lawful, XP 3,500, NA 1d2 (0), TT A

  • Constriction: When a bite attack is successful, the guardian naga wraps around the victim and begins to squeeze, inflicting 2d4 automatic damage immediately and on each subsequent round.
  • Poison Spit: Causes death (save vs poison). Can spit up to 30’
  • Spellcasting: Can cast spells as a 6th level cleric. 

Spirit Naga

AC 4, HD 9*** (36hp), Att 1 x bite (1d3 + poison), THAC0 11[+8], MV 120’ (40’), SV D8 W9 P10 B10 S12 (9), ML 8, AL Chaotic, XP 3,000, NA 1d3 (0), TT B

  • Charming Gaze: Save versus spells at –2 or be charmed: move towards the naga (resisting those who try to prevent it); defend the naga; obey the naga’s commands (if understood); unable to cast spells or use magic items; unable to harm the naga. Killing the naga breaks the charm.
  • Poison: Causes death (save vs poison). 
  • Spellcasting: Can cast spells as a 3rd level magic-user and a 2nd level cleric

Water Naga

AC 5, HD 7** (28hp), Att 1 x bite (1d4 + poison), THAC0 12[+7], MV 90’ (30’)/180’ (60’) swimming, SV D8 W9 P10 B10 S12 (7), ML 8, AL Neutral, XP 1,250, NA 1d4 (0), TT D

  • Poison: Causes death (save vs poison). 
  • Spellcasting: Can cast spells as a 5th level magic-user


Wilderness of OSE: Barren, Hills and Mountains

I have been reading Old School Essentials lately, and I was curious how the encounter tables in the game kind of illustrate the world implied within OSE. This is inspired by the great set of articles from James Mishler called "The Original D&D Setting" (link). I'm going to go through OSE's encounter tables (using the Advanced Fantasy Referee's Tome) and see just what the tables imply.

Today, we are going to start off with the first entry: Barren, Hills and Mountains. Though Hills and Mountains are self-explanatory, Barrens seem to me to be more like dry mountains or badlands.

Initial Encounters
The initial encounter list is interesting: both dragons and humanoids are more encountered in these highland areas than any other terrain. There is also no chance to encounter the undead.

Animals
The animals entry has a lot of what you would expect: cave bears, mountain lions, hawks, wolves and so on. There are also some oddities: gorillas - which exist on mountains, but only in Africa - lots of snakes, rock babboons, and white apes. This gives me a vibe similar to a mountain range like the Rockies - dry at the bottom before becoming more alpine at the peaks. The apes are a bit of an outlier, and give a bit of a prehistoric vibe.

Humans
Bandits and brigands make up a quarter of human encounters here - bandits are normal thieves, while brigands are more vicious outlaws. There are also entries for neanderthals, going back to the prehistoric bent. Berserkers, which I always equate with vikings, are common too. Strangely, no basic adventurer parties are found in the mountains - only experienced ones.

Humanoids
A preponderance of giants exists in the mountains - in fact, you can encounter any giant save for fire giants. Ettins, dwarves, titans and gnomes are also common, with no real surprises. An interesting thing is the appearance of both scorpionfolk and yetis - I think this again backs up the more Rockies type range.

Monsters
The through-line with the monsters of the mountains is that most of them can fly - in fact, I think only the xorn and leucrocotta can't fly. There is a further fusion of desert and alpine creatures here with the sphinx, but it may also just be because this is also the barrens table.

Summary
Overall, the mountains of OSE are a little less savage than their OD&D counterparts. They are still dangerous and home to berserkers, cavemen and giants, but very few prehistoric animals. Using the prehistoric table, however, could inject more of that lost world feeling into them.

Next time, we'll go over the City and Settled Areas table!

Friday, October 29, 2021

Nightcrawlers Has Risen!

Holy crap, it's here! Nightcrawlers is now available for purchase in both PDF and print form (courtesy of Exalted Funeral!) 

This game has been in the works for almost three years, and I would like to thank everyone involved in its creation - especially Sally Cantirino, whose art really made the game come to life!

In the future, I hope to potentially make more content for the game or revisions/errata updates if needed.

Anyway, enough talking! Choose your storefront of choice and get to splatting!

Exalted Funeral

DriveThruRPG

itch.io


Wednesday, August 25, 2021

Coming Soon: Nightcrawlers!


I know it has been a while, but I have exciting news - my new game, Nightcrawlers, is getting published through Exalted Funeral!

Nightcrawlers is a splatterpunk roleplaying game in the style of Nightlife and Nightbane where you play as classic monsters fighting against corrupt cops, sanity-blasting monstrosities and other monsters that want to destroy humanity!

The system is based on the Black Hack and features 10 supernatural broods to play as, as well as a host of powers and tools for quick play!

The art is being done by the amazing Sally Cantirino, who has done art for great comics like I Walk With Monsters.

I am aiming for an October release, and the game is probably 90% done aside from art. It'll be available in print via Exalted Funeral and also via pdf.

Keep an eye out for more news, and maybe some previews! You can also check out my itch (tanneryea.itch.io) for an alpha version that's 100% free.

Keep it slimy!

Tuesday, February 2, 2021

Old School Essentials: Demi-Human Subraces

Old School Essentials is a really cool game, and I've been tinkering with it lately. Below, I thought I'd whip up some of the classic sub-races of AD&D demihumans. These are templates to lay over the races provided in OSE Advanced. Unless otherwise stated, most of the abilities are in addition to a race's standard abilities.

Dwarves

The common dwarf is called a "hill dwarf" and has the same abilities as a normal dwarf.

Mountain

Mountain dwarves are slightly taller and more long-lived than their hill dwarf cousins. Otherwise, they are the same as a hill dwarf. They can only reach level 9 as a Fighter

Elves

The common elf is called a "high elf" and has the same abilities as a normal elf.

Gray

Sometimes called "faerie" or "sidhe", gray elves are more mysterious and aloof than high elves. Instead of normal elven ability modifiers, they gain a +1 to Intelligence. They can reach level 12 as a Magic-User.

Wood

Sometimes called "sylvan elves", wood elves are reclusive and more in-tune with the natural world than high elves. Instead of normal elven ability modifiers, they gain a +1 to Strength and a -1 to Intelligence. They are able to speak Alignment, Common, Elvish, Treant, and the language of woodland mammals instead of normal elven languages. They can reach level 8 as a Fighter, but can only reach level 9 as a Magic-User.

Wild

Wild elves are almost primitive, even avoiding contact with other elves. Instead of normal elven ability modifiers, they gain a +2 to Strength. Wild elves can interact with animals as if the Animal Friendship spell was in effect. They also have a 90% chance to set snares, pits, and traps in a wilderness setting. They are able to speak Alignment, Common, and Elvish instead of normal elven languages. They can reach level 7 as a Druid, level 9 as a Fighter, and they can not be Magic-Users.

Halflings

The common halfling is called a "hairfoot" and has the same abilities as a normal halfling.

Stout

Stout halflings are stockier and smaller than hairfoot halflings. Stout halflings have infravision and can detect construction tricks like gnomes. They can speak Dwarven in addition to their other languages. Stout halflings can reach level 7 as a Fighter.

Tallfellow

Tallfellow halflings are thinner and taller than hairfoot halflings. They can speak Elven in addition to their other languages. Tallfellow halflings can reach level 8 as a Fighter.

Gnome

The common gnome is called a "hill gnome" and has the same abilities as a normal gnome.

Forest

Forest gnomes, as their name suggests, live in the forests of the world instead of underground. Instead of being able to detect construction tricks, forest gnomes have a 4-in-6 chance to blend in with wooded underbrush, effectively making them invisible. Instead of burrowing mammals, forest gnomes can speak with small, woodland animals such as foxes, squirrels, rabbits, mice, etc. They can reach level 7 as a druid, but can not be Clerics.


Friday, January 22, 2021

The Hero's Journey 1e: Gnome Race


Back with more The Hero's Journey stuff, and this time it's for the gnome! The gnome is actually based on the gnome from the second edition of THJ, which I heard from James Spahn was inspired by a draft for a gnome race for the first edition. These gnomes lean more towards the weird tinkerers/illusionists side of the race than anything.

The class level restrictions are somewhat shots-in-the-dark. If I get around to making an Illusionist class (not off the table, but I'd have to do spells), they'd get 10 levels in that instead of Wizard. Anyway, let me know what you think!

Gnome


Attribute

Dice Pool

Strength

2d6+1

Dexterity

3d6

Constitution

3d6

Intelligence

2d6+6

Willpower

3d6

Charisma

3d6

Appearance

3d6

Luck

3d6



Class

Level Limit

Acrobat

-

Assassin

4

Barbarian

-

Bard

7

Cavalier

4

Cleric

-

Druid

4

Duelist

7

Fighter

4

Jester

7

Monk

-

Paladin

-

Ranger

5

Thief

7

Wizard

10

Combat Curiosity: Gnomes are able to wield short blades and light crossbows, regardless of other class restrictions.

Illusionist: Gnomes are naturally skilled in illusions and deception. Up to three times per day, a Gnome can use the Phantasmal Force spell. This spell functions as if cast by a Level 1 Wizard.

Lifetime of Study: Because they have spent their life pursuing knowledge, all gnomes may use the Lore ability as if they were a 1st level bard. Gnomish bards receive a +1 to their Lore class ability. This ability cannot increase the Lore ability above 5

Instinctive Archaeologist: Gnomes have a sharp eye for ancient caverns, strange architecture, and crumbled ruins. They can detect secret or concealed doors, sloping stone passages, unusual stonecraft, and even large-scale mechanical constructs on a 1-2 on 1d6 simply by passing within 10 feet of them. This chance increases to 1-4 on 1d6 if they are actively searching for these things. In addition, gnomes can discern and operate large scale mechanical constructs and devices if they make a successful Lore check.

Hard To Hit: Gnomes receive a −2 [+2] bonus to their Armor Class due to their small size and quick reflexes. They also receive a +1 bonus “to-hit” when attacking foes which are man-sized or larger.

Dark Vision: Gnomes can see in starlight, moonlight, or perfect darkness at a distance of up to 90 feet.

Wednesday, January 20, 2021

The Hero's Journey 1e: Assassin Class


 James Spahn put out a great OSR game a few years ago called The Hero's Journey, and I love the thing. The newest edition of it is great too, but far more focused on Tolkien-esque adventures than traditional D&D stuff. 

The old edition has a ton of classes, but one I thought could be included: the Assassin! This is based on the Swords and Wizardry Complete version of the class, as well as taking some cues from the White Box Heroes fan supplement for Swords and Wizardry White Box. Let me know what you think!

Assassin

Level

XP

HD

BHB

ST

Thievery

1

0

1d6

+0

14

-

2

1,500

1d6

+0

13

-

3

3,000

1d6

+0

12

1

4

6,000

+2

+1

11

1

5

12,000

+1

+1

10

2

6

24,000

+2

+2

9

2

7

48,000

+1

+2

8

3

8

96,000

+2

+3

7

3

9

192,000

+1

+4

6

4

10

384,000

+2

+5

5

4


Requirements:
Dexterity 8, Strength 8, Intelligence 8, Non-lawful Alignment
Level Limits: Dwarf 4, Elf 5, Half-Elf 7, Half-Orc 10, Human 10. Halflings can not be Assassins

Weapon/Armor Restrictions: Assassins are proficient, agile fighters when things go belly up. They can wield any weapon or shield, but they can only wear leather armor. 

Thievery (3rd): Starting at 3rd level, an Assassin can use the Thievery ability as a Thief of two levels lower. 

Disguise: Assassins are extremely proficient at disguise, more so than any other class. Anyone meeting the disguised Assassin has a 1-in-20 chance of seeing through the disguise (or 2-in-20 if disguised as someone of a different gender identity). 

Back Stab: Any time an Assassin attacks an opponent who is unaware of their presence, the Assassin receives a +2 bonus to their Base Hit Bonus. If the attack is successful, the Assassin doubles the damage rolled and ignores his target’s Reduction Value. 

Poison: Assassins are knowledgeable in the use of poisons. If an Assassin has access to poison, they have no risk of accidentally poisoning themselves when applying the poison to a weapon. 

Saving Throw: Assassins gain a +2 bonus on saving throws vs. death and poison. 

Establish Guild (9th): At 9th level, the Assassin may establish (or take over) a guild of Assassins. The guild need not be located in a large city, and can even be established as a barony in the wilderness. However, if the new guild is within the territory of an existing guild, there will unquestionably be a battle to the death between them. Assassins’ Guilds do not – ever – share their territory. An existing guild of Assassins will generally not accept the leadership of a new Guildmaster who does not claim that rank by killing the former Guildmaster.

XP Bonus for Dexterity: An Assassin with a Dexterity of 15 or higher receives a 5% bonus to all experience points earned.