Wednesday, March 25, 2015
Tavern of the Twin Moons
Coming before the end of this month: Tavern of the Twin Moons, an introductory module for OSRIC. Pre-order the PDF now for $4.99!
Monday, March 2, 2015
What's On Tap...
For those who have recently climbed aboard, there are two products here currently for sale.
The most recent one, as you've no doubt seen, is the OSRIC/1E module Secret of Sundance Caverns.
Before that is module 1 of a 6 part megadungeon titled Dread Saecaroth. Parts 2 and 3 are going to be released before summer. Part 1 came in OSRIC or Swords & Wizardry... buyer's choice, but the remainder of the series will be strictly OSRIC. Those who ordered the S&W version and want to continue with the series can contact me at jamescboney@gmail.com and I will give them a freebie OSRIC version.
All products are PDF and can be purchased for $4.99 each via paypal. If you want to pre-order the entire Saecaroth series, you can do so for $30.
Friday, February 13, 2015
Sundance Caverns Now Ready!
A work of art not finished but given up in despair...
Well, it's no work of art, but it's ready for purchase!
Well, it's no work of art, but it's ready for purchase!
Saturday, February 7, 2015
Brand Spanking New OSRIC Module: The Secret of Sundance Caverns
A new OSRIC oneshot module, The Secret of Sundance Caverns, is wrapping up and will be available on or before... Friday the 13th!
The hills in the northern reach of this far flung outpost of civilization have long been the domain of many predatory creatures. From time to time, adventurers sally forth and clear the region of the more dangerous ones. On other occasions, the local militia band together to destroy the orcs, goblins, and other humanoids that threaten the local population and trading routes.
Recently, the local officials have sent for aid from the area’s thane regarding the sudden appearance of a large dragon that attacks at night from the shadows. Unlike any other dragon known, the fierce creature appears interested in little else but finding a new meal but collects no treasure or other booty. The thane has summoned your party of adventurers to journey into the hills toward the ironically named Sundance Caverns… long a source of monsters and local superstition… from whence the mysterious dragon has been seen to emerge and return.
But wait! Darker rumors have appeared that many of the outlying farms are suffering from a strange sickness… family members tired and listless… with strange puncture marks on their necks as if they were attacked by some wicked creature. Are the twin dangers connected, and can the adventurers destroy the creature and any other denizens of evil found there and restore peace to the countryside?
The Secret of Sundance Caverns is an OSRIC/1E module designed for 5-8 player characters of levels 6-10. It will be released as a printable PDF including two old school blue maps. The cost is $4.99 and you can pre-order it now and receive it on the release date by emailing me at jamescboney@gmail.com and sending $4.99 via PayPal to the same address!
The hills in the northern reach of this far flung outpost of civilization have long been the domain of many predatory creatures. From time to time, adventurers sally forth and clear the region of the more dangerous ones. On other occasions, the local militia band together to destroy the orcs, goblins, and other humanoids that threaten the local population and trading routes.
Recently, the local officials have sent for aid from the area’s thane regarding the sudden appearance of a large dragon that attacks at night from the shadows. Unlike any other dragon known, the fierce creature appears interested in little else but finding a new meal but collects no treasure or other booty. The thane has summoned your party of adventurers to journey into the hills toward the ironically named Sundance Caverns… long a source of monsters and local superstition… from whence the mysterious dragon has been seen to emerge and return.
But wait! Darker rumors have appeared that many of the outlying farms are suffering from a strange sickness… family members tired and listless… with strange puncture marks on their necks as if they were attacked by some wicked creature. Are the twin dangers connected, and can the adventurers destroy the creature and any other denizens of evil found there and restore peace to the countryside?
The Secret of Sundance Caverns is an OSRIC/1E module designed for 5-8 player characters of levels 6-10. It will be released as a printable PDF including two old school blue maps. The cost is $4.99 and you can pre-order it now and receive it on the release date by emailing me at jamescboney@gmail.com and sending $4.99 via PayPal to the same address!
Monday, September 30, 2013
Saecaroth 2 Update and Illusionist Stuff
Looks like I'll miss the September date by a week or so because life interrupts, but stay tuned. Here's something to keep you happy until then.
Five Magic Items For Illusionists
by James C. Boney; copyright 2013 by the author
As a teenager, one of my favorite PCs was an illusionist...
Arbiddance by name... who reached a dizzying 14th level before he
drew the Death card... and that was that for Arbiddance. In the process of
play, I learned the tricky nuances of running an illusionist PC , but I also
learned that the character class gets the short end of the magical stick in the
game rules; yeah, sure, he has some neat spells, but the gist of play revolves
around your imagination in thinking up new illusions to baffle the stupid and
spook the superstitious. In the scheme of things, the illusionist fell way
short of the magic-user in terms of love and attention from the rules makers.
A survey of the OSRIC rules shows zero, that's right... ZERO
magic items that are strictly the domain of the illusionist (well, other than a
measly 10% of scrolls found... and that seems almost an afterthought). Even items one would think to be exclusive to
the character class... dust of illusion, wand of illusion, marvelous
pigments, pipes of sounding, deck of illusion, etc., are shared with other
character classes, particularly his cousin the magic-user.
This is unfair, but perhaps understandable. The class itself is rarely played; while the
magic-user has a myriad of “fire and forget” spells at his command, the bulk of
the illusionist's arsenal are spells that trick, deceive and mislead... and
several must be kept up over a period of time.
Nonetheless, it's only fair this neglected class should get a few
magical items restricted to its use only... after all, the illusionist surely
operates on magical principles different from that of the garden variety
magic-user, otherwise, the illusionist would have to have his own read
illusionist magic spell in order to read his own spell books (and we all
know what a silly idea that is)!
To work toward filling this gap, I present five magical
items usable only by the shadowy class.
Their usefulness varies according to situation and player cleverness!
Book of Shadows: this ponderous tome is written in
the illogical script favored by illusionists and details arcane concepts and
exercises peculiar to that class. An
illusionist reading this work and faithfully following the directions given
therein for one month will gain enough experience points to place him midway in
the next level. Only one reader at a
time is possible due to the subconscious connection that develops between
reader and work, and once the rise in level is complete, the work will fade
into a column of black smoke and disappear.
The illusionist can make use of this magic item only once in his
career. A magic-user reading this
complex and confusing work will find his INT lowered by 1d3 points until a
remove curse is cast upon him; other classes attempting to make use will make
no sense of it but suffer no ill effects.
Bracelets of Charming: appearing as twin bracelets of
silver inlaid with strands of platinum, when worn these items enable the
illusionist to charm (as per a charm person spell) a human or demi-human
into believing the wearer is the target's ideal person. In the eyes of the target, the illusionist is
physically, mentally and spiritually the greatest person alive. The illusionist can keep up to three targets
on the leash at any given time. The
illusionist can release a target with no ill effects, but if the charm is
somehow broken (through a dispel magic or by ordering the target to perform a
suicidal or self-destructive act, for example), the target is immediately
released and will seek to injure or kill the illusionist. Only one set of Bracelets can be worn at a
time and cannot be worn in tandem with other bracers or the like.
Shadow Staff: at first seeming to be a gnarled
quarterstaff of unusual weight, in the hands of an illusionist of at least 6th
level, the Shadow Staff will shift its appearance to that of a heavy shod
staff, blue-black and with 7 runes moving up and down the length in a seemingly
random pattern. The wielder has at his command the following seven powers,
usable by touching the appropriate rune, as follows:
Light (no charge used)
Fog Cloud (1 charge)
Paralyzation (by touch; 2 charges)
Shadow Monsters (2 charges)
Summon Shadow (2 charges)
Veil (2 charges)
Prismatic Spray (3 charges)
Upon discovery, the Shadow Staff will have 20 charges and
may be recharged by casting any of the listed spells.
Shards of Deception: formed from shattered diamonds,
2d10+5 of these items are found at a time and are kept in a small pouch marked
with cryptic sigils. When a number of
them are pulled out of the bag and thrown on the floor, they will project the
same image envisioned by the illusionist prior to activation. The effect is similar to a mirror image spell
and last up to 2 turns before fading away.
Thus, the illusionist could create multiple images of himself, monsters,
or whatever he is visualizing at the moment he reaches into the bag. Once the
spell is finished, the shards dissolve into a fine dust and cannot be used
again; the bag itself cannot be refilled... the number initially found inside
is the final number of shards that can be pulled from that bag.
Zelvena's Strange Gem of Company: not a dungeoneering
tool (though who's to say...), Zelvena's Gem is favored by illusionists sick of
having their inn rooms tossed by thieves while away. This small blue gemstone glows with a reddish
inner light and has 2d8+2 charges. When
activated, it emits a low level babble of voices apparently in conversation...
occasional sniffs and other assorted noises indicating that a room is occupied
if one were to listen at the door. If a
listener were to knock on the door or attempt to open it, the conversations
will cease and a reaction chosen in advance by the illusionist will come into
play... a voice answering “go away and come back later” or perhaps the mumbled
syllables of a spell being cast. The
Strange Gem can only be recharged by an illusionist casting an audible glamor
spell. If the Strange Gem's charges are
drained, the inner light will fade out and the item will become a pretty 500gp
gemstone.
Thursday, September 19, 2013
A Reminder...
When ordering, please send an email directly to me at jamescboney@gmail.com as well, so I'll know exactly where to send the zip file. Please also specify if you want the S&W version or the OSRIC version. Thanks!
Monday, September 16, 2013
Saecaroth for OSRIC
Presenting as an extra goodie: an OSRIC version of Saecaroth 1. Those who ordered the S&W version got the OSRIC version for free this morning. For the rest of you 1e-ers, if you would like this OSRIC compatible version, it's $4.99 for the PDF via paypal (jamescboney@gmail.com) and also drop me an email as well.
The main difference being: monster stats are reduced to HPs only, a couple of new monsters are thrown in, a few S&W are replaced, and a couple of typos are fixed... such as the Morossian Statue with 221 HP.
The main difference being: monster stats are reduced to HPs only, a couple of new monsters are thrown in, a few S&W are replaced, and a couple of typos are fixed... such as the Morossian Statue with 221 HP.
Subscribe to:
Posts (Atom)