Thursday, November 22, 2012

New Magic Item: Horn of Plenty

“Nimble!” yelled the barkeep across the taproom. “I told you not to use that blasted horn in here again!” Wiping her hands on her apron, she stomped around the bar, snagging a pitcher of ale as she went.

The far corner table went quiet, and everyone sitting around it looked anywhere but at the rogue in the corner.

“Mel, I was just showing these fine travelers the amazing artifact we found down in the depths of that old barrow mound.”

“You’re going to pay me for all of that food, or you’re going to give me that damned horn.”

“Now now, this horn is enchanted, and may be something of a bane to you, but I have it on the highest authority that there is nothing demonic about it.”

“Nimble...” Mel growled. “So help me, I will-”

Holding up his hands Nimble surrendered. “Mel you know I am only too happy to slip some coins your way! Especially when I am so clearly in the wrong.”

After Mel returned to the bar Nimble whispered to his table-mates “I love the woman’s ale, but her cooking?”



Horn of Plenty

Once per day this horn can summon a feast appropriate to it’s current location, providing enough food for 8 people. Anyone partaking of the meal must make a saving throw or suffer a -2 penalty to initiative, saving throws, and attack rolls due to the overstuffed feeling caused by the magical feast.

Wednesday, November 21, 2012

Review: Barrowmaze I & II


Greg Gillespie’s Barrowmaze is a two part megadungeon that sprawls under a moor littered with barrows. Barrowmaze 1 is an 84 page PDF detailing the moore and 15 of the barrows found there, and 188 dungeon rooms below. Barrowmaze II details barrows 16-50, and rooms 189-375 and clocks in at over 140 pages. BMI also provides 7 new magic items, 2 new spells, and 31 new monsters while BMII has 31 new magic items, 9 new spells, and 60 monsters (including those from BMI). While written for Labyrinth Lord, it is easily convertible to any of the old school editions of D&D or it’s clones.


Barrowmaze embodies the “Oh Shit Run” definition of OSR, and PC’s are encouraged to bring along hirelings, henchmen, 10’ poles, and sledge hammers in addition to the usual armor and weapons if they hope to survive! As is appropriate for a haunted moor full of barrows, undead are everywhere. Add to that a mix of cultists vying for control of the dungeon, traps, curses, several independent groups, and some more undead, all topped off with an evil artifact. It’s expected that the player characters will be tomb robbers, rather than heroic adventurers, and while there is the opportunity to show they’re made of more noble stuff, there is nothing requiring them to do anything of the sort.

Unlike most megadungeons, Barrowmaze is a single sprawling level with fuzzy borders between areas. This can mean that first level characters can wander into areas not necessarily appropriate for their level. Some areas a bricked up, while others don’t even have doors, and just getting into and out of the dungeon can take up an entire session. Throughout BM the recurring theme is death and the dead. Tombs, crypts, and burial alcoves are everywhere. Undead monsters are more potent in that they’re more difficult to turn, and they cause a cumulative fear effect on characters. One too many encounters with skeletons, zombies, and ghouls may have your character go stark raving mad! A little time in town carousing can help alleviate the effects if you get out before insanity steals you away.

The overall effect is to create a definite tone to the whole of Barrowmaze. While the dungeon itself isn’t structured in a logical way (as a modern building would be) it also isn’t a funhouse style dungeon, so you aren’t going to find goblins in one room next to a dragon in a room that it couldn’t physically get into. There is an internal consistency within it, and everything works together to help set the mood. All of this is reinforced considerably by the art.




The writing of Barrowmaze is generally concise. Below are 3 room descriptions that give good examples of what you can expect from the bulk of the dungeon.


##. This room has two unique features. The inner
walls are lined with small rectangular burial al-
coves. In the center is a short sealed stone mauso-
leum. It has a stone door with engraved runes in
Ancient Common that read “Klexx the Maligned.”
The area smells of old death and rot. A Coffer
Corpse (1) AL: C, AC: 7, HD: 2, HP: 7, #AT: 1, DMG:
1d6*, B(50) is buried with jewelry including a Gold-
en Crown worth 1,000gp, and two Jeweled Brac-
ers worth 1,400gp (each).

Burial Alcoves: (143) Square with black urns.
Contents: 131sp.

##. There is a large pile of debris including rubble,
rags, broken wood, and two wooden rafters. The
door on the north and eastern portion of this room
has been bashed down.

##. This room is empty. A broken runic tablet (now
useless) rests on the floor.

A few rooms are given more extensive descriptions, especially if they include important NPCs. Many rooms are similar in description to that last example above. Empty. But, as we all know, Empty only means there isn’t an obvious monster/trap/treasure/special within. Within Barrowmaze there are a number of random tables to help set the stage including both dungeon dressing and graffiti. One bit of complaint - all of the random tables from BMI are recycled in BMII. Granted BMII adds a 100 entry sarcophagus table as well as an extensive system for rolling up random crypts, including geomorphs, but I still would have liked more graffiti and even a rumor table. With the various factions within the dungeon, I’d expect a fair amount of tagging and smack talk between them.



What didn’t I like? Very little. My biggest issue was the map. I bought the PDF version of BM I + II, and there isn’t a single image with the whole map. I know that Greg released a high quality mapset that you can buy seperately, but I’d be happy with a low-res that I could print out on a sheet of legal paper or even 2 letter sized sheets. I also wish the illustration books weren’t so expensive.As much as I’d love to pick them up, I can’t justify spending $16.66 each for the 2 PDFs, even knowing that the art in them is as good as the art in BMI + II.

I would definitely recommend at least picking up Barrowmaze I, and strongly recommend Barrowmaze II, and I'd suggest doing it now. Why? Because Greg is giving you 10% off for Thanksgiving

Tuesday, November 20, 2012

To Boldly Go...

I was going to finish writing my review of Barrowmaze for today, but last night I got 2 packages in the mail. One was from paperbackswap, the other from Goblinoid Games...


Now I just need to figure out what to do with the patch... Any ideas?

Monday, November 19, 2012

New Monster: Dire Turkey

"This isn't a joke!" The farmer's face contorted as embarrassment, fear, and desperation flashed rapidly across it.

"Where did it come from?"

"A druid came through a couple of weeks ago. When he demanded I let him sleep in my barn I asked for something in return... he offered to bless my harvest feast bird... to make it the biggest bird the hamlet had ever seen and to make its flesh rich and wonderful." He paused. "In hindsight I should probably have just let him stay without bother."

"That would have been wiser." Rathgar sighed. "So where is this overgrown turkey?"

"Its been in the pumpkin field since yesterday." He said pointing off to the north. "Blake's boy went out to shoot it last evening. He only riled it up, and..." He gulped. "His body is still out in the field."



Dire Turkey
Armor Class: 6
Hit Dice: 7+1* (L)
Move: 180’ (60’)
Fly: 60' (20')
Attacks: Peck or Kick
Damage: 2d6+throw or 2d4+stun
No. Appearing: 0 (1)
Save As: F5
Morale: 9
Treasure Type: special
Intelligence: 2
Alignment: Neutral
XP: 550

The dire turkey is a stupid and overly territorial bird. It's primary attack is pecking the target and flinging it into the air. On a successful attack that is 4+ over the target's AC, a medium sized opponent will be thrown in a random direction 1d12 feet and take an additional 1d6 damage. Small opponents will be thrown 3d6 feet and take an addition 2d4 damage.

A Dire Turkey may also perform a kick attack. Opponents hit with the feet must make a saving throw vs petrification or be stunned for 1d4 rounds. Opponents wearing a helm get a +2 to the saving throw.

Dire Turkey meat is highly prized and will fetch a good price if the market is available for it. A full grown dire turkey can easily fetch in excess of 750gp in a large village.



Image Source: Monster Turkey by Tenshi3D

Friday, November 16, 2012

New Magic Item: Chuluunbold's Bow

The horses hooves beat the ground as their riders spurred them onward. Ahead a herd of Yakmen raiders ran together, their hard pace hindered by their ill gotten gains allowed the speed of the horses to slowly overcome them.

Chuluunbold, holding onto the lathering mount with his knees pulled an arrow from the hide quiver strapped to the saddle. The short bow in his hand was stretched out, and the arrow brought against the string. Around him, the other riders mimicked his movements.



They were almost upon the yakmen when they let the arrows fly. Just as the fletching brushed past the wood, the yakmen skidded to a halt and turned on the horsemen. Some arrows found their mark, but many shot past. The riders swerved, and most avoided the horns and axes of their foes, but two plowed straight into the herd. The riders continuing forward, even as their mounts were taken out from under them.

The remaining riders all readied and shot more arrows into the now stationary targets. The herd again turned and charged toward the riders, unsheathing throwing blades. The riders scattered, continuing their fire into the herd. Arrows protruded from their bodies, but only after multiple hits did they begin to fall.



The largest of the yakmen surged out of the herd, nearly catching Chuluunbold with a swing from his ax. Chuluunbold spun his horse, causing it and the yakman to slam into each other. The 3 of them fell, Chuluunbold rolled free of the tangle, managing to hold both his bow, and a single arrow. As the yakman shoved free of the horse, he shook his furry mane, locked eyes on Chuluunbold, snorted and lowered his head. Chuluunbold put the arrow to the bow and pulled back at the yakman charged. The arrow sank deep into the neck of the charging foe who staggered from the hit. It's momentum carried it into Chuluunbold, snapping the arrow, and dropping both of them into the hard dirt.


Chuluunbold's Bow

This magical shortbow is a finely crafted work of art, inlaid with dark wood swirls, and the tips carved into horse heads. When mounted, the bow provides a +3 bonus, and even an unskilled rider will suffer no penalty for shooting from horseback. On foot the bow's effectiveness is reduced, providing only a +1 bonus.

Tuesday, November 13, 2012

Review: The Witch

First off, a big thank you to Tim Brannan for writing The Witch, hosting a contest giving a copy away, and for picking me.


When I downloaded the PDF, I was expecting a fairly short book detailing how to run a witch in basic dungeons and dragons. What I got was a 120 page campaign book detailing how to adjust a typical fantasy world to incorporate the witch character class.

The Witch character class is a blend of magic-user and cleric with a number of additional elements that make it something that stands out in its own way. On top of the basic class features, Witches pick traditions (like wizard specialties or clerics’ deities) which focus their development through the levels, and can also choose to be a part of a coven.

There are 6 traditions available to the witch character:
Aquarians - readers of the celestial bodies
Classical - pretty much the usual stereotypes
Family - mother to daughter type witches
Faerie - witches that consort with various fay beings
Maleficia - those that deal with demons, devils and otherworldly beings
Eclectic - those without a tradition and are picking it up as they go

Spells are of course a large aspect of witchcraft, and the 54 pages devoted to the topic are extensive. Everything from cantrips (0-level spells) to 8th level spells and rituals are covered, as well as a small section on witch spellcraft theory.

Covens give the witch access to a small group of NPCs who can assist with training, provide safety, information, backup, and additional help with ritual castings. This section of the book also goes over the various items traditional to witches, and their uses in-game.

Moving beyond the PC witch, there are also 21 new monsters offered, and numerous witch specific magic items and artifacts.

Overall I'm really impressed. I haven't yet read every word (I skipped a lot of the spells)but I can see just how much flavor adding the Witch class to a campaign will bring. If you have any interest in any of the stuff above, it's well worth your time (and money) to go and pick up a copy for yourself.