There is VERY little pressure for time on the PCs. Nothing in the adventure really prevents the players from sleeping in the dungeon, so the suggestion of the players having overheard others' plans to loot it in X days is useful to put a timer on them.

2

(3 replies, posted in LotFP Gaming Forum)

Plus making it back to civilization would be a "Predators"-style survival race as well. Loot is heavy.

3

(1 replies, posted in LotFP Gaming Forum)

Consulting your favored retro-clone beast book should provide the answers you seek.

TGG was made before LotFP was really it's own thing, if I understand it properly. Hence why it uses "standard" hazards.

Off-topic: This made me look at the encumbrance rules again. I had thought it was every 6 items = 1 encumbrance point, not every 5 (rounded up). Oops. Well, I guess it's a houserule now, haha.

The thing to do is to either make magical items have marginal benefit, or add drawbacks appropriate to their power.

A slaying sword that forces it's wielder to attack any living creature within melee distance once it is drawn is an example.

As is a suit of high bonus leather armor made from the skin of innocents, and thus no beneficial cleric/lawful spells will work on the character as long as it is worn, and perhaps sometime after. (days, weeks, until the character atones?)

Of course, you could also add in things like obviously ancient equipment that is unusually resistant or immune to rust or tarnishing, a cup that turns alcohol into water when filled with it, and other odd and questionably useful objects.

6

(8 replies, posted in LotFP Gaming Forum)

I like the idea of undeath due to parasites. It adds a layer of fear and disgust, something appropriate to undead.

The thing about wild men becoming wights also leads to another idea: ancient dungeons inhabited by undead versions of what the wild men devolved from. Probably things like liches, death knights, or wholly original creations.

Maybe: corpses that levitate and have grossly mutated arms. They charge and bearhug (wrestle) their prey, energy draining them. They thirst for contact with live flesh.

7

(8 replies, posted in LotFP Gaming Forum)

Something to add to Inar's thoughts about ogres:

1) possibly make them have crocodilian, but still fleshy, snouts. This gives them a menacing grin and a truly terrorizing sight when feasting.

2) ogre-humans combine the worst of both: brute strength and taste for flesh, fused with ambition and a want for ever more pleasures of the palette, drink, and flesh. You should probably make them sterile to prevent shenanigans.

8

(5 replies, posted in LotFP Gaming Forum)

I do believe I've found where Jim got those tiny dice from!

http://www.frpgames.com/cart.php?m=prod … amp;c=3093

The set I received in my box was "Shimmer Green," did everyone get the same type, or are they all different?

Effectively, if they're wearing chain mail or better, it applies. Or if they have any armor + shield. I have a character sheet one of my players made that I'll share here though. We play over skype. It looks best in notepad with word wrap on.

Stats
    Name: 
    Player: 
    Class: 
    Level: 
    Alignment: 
    Age: 
    Sex: 
    Current XP: 0
    XP for next Level: 

Ability Scores
    Charisma: 
    Constitution: 
    Dexterity:  
    Intelligence: 
    Strength: 
    Wisdom: 

Saving Throws
    Paralyze: 
    Poison: 
    Breath Weapon: 
    Magical Device: 
    Magic: 

Attack Bonus
    Base AB: 
    Melee AB: 
    Ranged AB: 

Max HP: 
Current HP: 

Armour Class
    Melee: 
    Ranged: 
    Without Shield: 
    With Shield: 
        Surprised: 

Combat Options

        Parry: Characters may decide to defend themselves incombat at the expense of all other possible activity. No other action is allowed during a round in which a character parries, although the play may decide their character is parrying at any point during the round, even out of initiative sequence, provided the character has not yet acted. This gives a + 2 AC bonus for the round, + 4 bonus for Fighters, Dwarfs, and Elves.

Common Activities
    architecture (1 in 6)
        Bushcraft (1 in 6)
        climb (1 in 6)
        Languages ([1 + INT MOD] in 6)
        Open Doors ([1 + STR MOD] in 6)
        Search (1 in 6)
        Sleight of Hand (1 in 6)
        Sneak Attack (1 in 6)
        Stealth (1 in 6)
        Tinker (1 in 6)

Weapons Equipped
        (Name: )(AB: )(Damage: )(Range: )

Clothing/Armor Equipped
        (Name: )(AC: )

Money: 0 gp 0 sp 0 cp
Gems: 

Encumbered Value: 0
EP            Enc   Move>Explore  Combat  Run  Miles/day
0 - 1      Unencumbered    120      40    120     24
2    Lightly Encumbered     90      30     90     18
3    Heavily Encumbered     60      20     60     12
4   Severely Encumbered     30      10     30      6


Inventory 

Non-encumbering Items

Clothing, Normal x1


Standard Items 6/1 for 1 emcumberance                                                     



Encumbering Items 1/1 encumberance                                                                      
         
        
       
Retainers: Name    -    Position - Class/Level    -    HP    -    Wage    -    Share

Physical Description

10

(7 replies, posted in LotFP Gaming Forum)

timmyd wrote:

<snip> Some of the key early locales include Stonehell and the Tomb of the Iron God, so it's reaffirming to hear someone else making similar edits to capture the Grindhouse feeling. <snip>

I just ordered a bunch of books from Lulu last night, those two included. After my group is finished with Stargazer I'll run Tomb of the Iron God, probably. So if I get mine run before you I'll post how it went, I hope you'll do the same, timmy, if you get your group through it before me.

And if they all die horribly be sure to post about that too! wink

11

(7 replies, posted in LotFP Gaming Forum)

Seems like you all had a great session. I was reading the preview of Stonehell and was wondering how it would do with LotFP.

Obviously if one doesn't have any of the standardized monsters Stonehell uses (which go against the feel provided in LotFP somewhat) it would be a bit harder. Luckily I happened to pick up the S&W Complete book at my last trip to the webstore, so I'm not in much of a bad boat in that sense.

How much converting did you need to do to get the megadungeon to conform to the LotFP rules, and for materials the Adventure assumes you have access to (monsters, treasure, traps, etc.) what source book(s) did you pull them from?

Old fairy/folk tales could be used as inspiration. I used to have a book from a collection my grandmother owned that had lots of different ones. I don't have the book anymore, at least I don't think I do, but I remember two of the stories: The Tinder Box and The Pumpkin Giant.

Also, the Wrinkle in Time series is quite odd, dealing with dimensional travel and a host of other gonzo things (don't remember any specifics without giving away any of the story, it was years ago when I read it.)

Ed Dove wrote:

Or, even less dramatic, the village's Sorcerer could just run low on something necessary for performing some banishing ritual -- so the PCs are sent out to get more of it.

And, either way, one or more of the PCs could be the Sorcerer's apprentices.

That's still pretty dramatic, considering most of the rituals involve human sacrifice of particular colors of men.

"The village we pull tribute from yearly was attacked by a roving band of <color> men not native to the area. We must <find a new source of sacrifices/take the sacrifices by force/defend them from this encroachment> or the beast that sleeps in the <bay/volcano/cave/crevasse/ancient tree> will devour us all."

Now, the 'antagonist' humans could have some gimmick, like having space tech or a subdued lesser beast (mutated cyborg elephant, "baby" spawn of shub, some form of robot) and the PCs may have to do a roundabout series of adventures to get what they need to defeat them.

Of course, the more power they seek, the more danger and the more time it will take. Will they be able to save their home from certain doom? Or will the (un)natural hazards of Carcosa stop them before they even have a chance? Only the dice can say. wink

14

(5 replies, posted in LotFP Gaming Forum)

(Sorry for the late response)

Thank you both for your input. As someone who really hasn't experienced Old-School when it was new, I didn't really know what I was doing, I guess.

I think I'll scrap these and just go with the regular classes until I get a better feel for how the game works.

I was wondering this myself.

There are citadels, villages and castles in the world, from what I understand, so starting off there might be an idea. You'd just need the players to be all the same color.

Likewise, they could wake up in vats in some old snakeman or alien fortress as the power fails, forcing them to ally (taking a line from the Free RPG day Black Crusade adventure.) It also introduces a lot of weird things, such as battling failed experiments or haywire robots, and would give them a leg up if you allowed them to have some tech from it.

It also means that no settlement would allow the group as a whole, if they're all different colors.

Just some ideas I came up with just now.

For light, the sky could be black, but everything out to a certain range appears as it would under normal conditions for the time and location. eg. grass looks bright if it were noon, though there would be no sun to see.

And beyond a certain range (30ft? 60ft? 1ft if you're feeling mean) the world would just be abruptly black. Think of it as a kind of "fog of war" (or fog of weird.)

This also paints a surreal landscape where the ground is brighter than the sky.

17

(6 replies, posted in LotFP Gaming Forum)

Ow.


My brain hurts.

I have to agree that reading Jim's modules has really inspired me as well. I'm working on something ever so slowly, and if I can get it done and playtested I might submit it to LotFP.

Not gonna reveal anything in case the people who I might run it for happen across this forum though. wink

19

(219 replies, posted in LotFP Gaming Forum)

Wow, I feel like the baby of this forum. I'm 19, from northern New Jersey, ans I actually started gaming with the first printing of the 3.5e Basic Set; the one with the black dragon. Previously I had really only been exposed to low- or unflashy magic settings in books, such as "The Chronicles of Narnia" and "Dark Lord of Derkholm," as well as some of the video games of the time; Zelda: Majora's Mask stands out in my mind as an influence, and I also played final fantasy and whatnot (but I quickly realized that fighters don't get spells and stopped trying to mix the two, haha.)

Todd Lockwood's grainy, sketchy drawings of objects and skeletons and other things in those brown pamphlets really set a few foundation stones in my head with what DnD was, and to me it was this dusky, sepia-and-gray and mysterious world.

Granted, I didn't get any real campaigns or sessions in until a while later (friends never 'got it' and I didn't have an organizational skills to run a game, one of the many failings of the 3.5e DMG was that it wasn't so much a guide as a bunch of rules the players didn't really need to worry about), after I had the 3 core books (I actually got the MM2 before the MM1 tongue ) And I had started playing online in a (now-defunct) community that pulled from a pool of players for its games. The harsh conditions of the shared setting meant experience points were low and treasure lower. Masterwork items were prized and treasured, and +1 items were out of many character's reaches. Eventually though, the community fell apart, and I drifted among other ones over the years.

As I grew older, I learned all the silly things in 3.5, from psionics (a feat that lets you run on the walls!) to wizards living in volcanoes and flying around and nuking the countryside. It left an unsettling feeling with me, it wasn't the DnD I knew. I tried to think on more of a heroic scale level, having played several MMOs by that point and seen some anime. I didn't exactly do it quite right, and only recently (past 6 months or so) been realizing that I needed a different system.

A while back I discovered Gary Gygax's Lejendary Adventure, and while searching for it within some... I'll put it as "Try before you buy" sites, I ended up getting ahold of a large amount of games that started with L. Mostly things that were either too long to bother reading or just looked uninteresing, among those were Living Steel, Legend Quest, and the Lamentations of the Flame Princess Deluxe Edition.

I read through it, loved it, starting following James's Blog and such, and bought the grindhouse a bit after it came out (along with hammers of the gods, grinding gear, and stargazer.) I've been haphazardly following OSR stuff as best I can since, and though I don't have the age-old wisdom of some of the veterans around, I try to understand  and learn more every day.

I've never been one for those 'jump out at you and scare you' style horror media, more for that ever-present sense of dread. AKA I prefer movies like "Knowing" to "The Ring" (still haven't seen it haha!) LotFP also introduced me to Clark Ashton Smith's works, which I feel is a good representation of that dread.

Plus all that dungeon-crawling weirdness is just awesome.

20

(6 replies, posted in LotFP Gaming Forum)

I bought directly from the LotFP Webstore, which gave me a bit of a shipping hit due to Finland being across the ocean, but I felt good knowing I was supporting the company directly. Plus it came in a neat box. big_smile

21

(5 replies, posted in LotFP Gaming Forum)

... No one has any input of note to share?

22

(5 replies, posted in LotFP Gaming Forum)

And finally, Goblins (the most complicated of the three):
Goblins are ugly, short humanoids with a penchant for being loud annoyances and pests of the lower classes. They stand about three feet tall, and tend to have thin, stringy hair or total baldness, as well as skin that varies from green to an orange-y tan depending on region. They usually have large batlike ears, and flat upturned noses. Most are considered savage or stupid by human standards, but they possess great cunning and some are efficient assassins. There are some lineages of goblins that have great mathematical ability, surprisingly, and these rare goblins who have practiced these skills become great bankers, accountants and architects. Though they still scream and try to eat toads.

  • Goblin characters add one to either their dexterity or intelligence modifiers, and once chosen this cannot be changed.

  • Goblins who choose dexterity gain enhanced stealth, climb, and bushcraft skills, whilst thought who choose intelligence gain architecture, search, and an adjustment to gold piece values for items bought and sold. The value adjustments only apply if the goblin himself is doing the haggling, and not a fellow PC or retainer.
    These values are shown on the table below.

  • Because of their small size, goblins have the same weapon restrictions as halflings.


Experience Progression: As Dwarf
Hit Points: As Halfling
Save Progression: as Dwarf

Lvl | Search | Other skills | haggle adj
0    2 in 6    3 in 6         +/- 1%
1    2 in 6    3 in 6         +/- 1%
2    2 in 6    3 in 6         +/- 1%
3    2 in 6    3 in 6         +/- 1%
4    3 in 6    4 in 6         +/- 2%
5    3 in 6    4 in 6         +/- 2%
6    3 in 6    4 in 6         +/- 2%
7    4 in 6    5 in 6         +/- 3%
8    4 in 6    5 in 6         +/- 3%
9    4 in 6    5 in 6         +/- 3%
10   5 in 6    6 in 6         +/- 4%
11   5 in 6    6 in 6         +/- 4%
12   5 in 6    6 in 6         +/- 4%
13   6 in 6    6 in 6         +/- 5%

23

(5 replies, posted in LotFP Gaming Forum)

Next is Half-Elves:

Half-Elves
The rare inclusion of an elf into human society is only matched in scarcity by breeding between the two. The result is a half-elf. Slighter than their human stock and less graceful than their elven parentage, half-elves often have trouble fitting in anywhere except with other outcasts. While this makes them learn a great deal with whatever group they tag along with, they posess none of the formal magic training a true-blooded elf will be given.

  • Half-elves have a number of "skill points" just as a specialist does, to reflect their varied backgrounds.

Hit points: as elf
Saves: as elf
Exp: as magic-user

24

(5 replies, posted in LotFP Gaming Forum)

I am anticipating running Vornheim in a world my friend made and uses, with his 'section' being a necropolis-city and using pathfinder rules, while I'll be running Vornheim far to the north using LotFP. To keep world consistency I've come up with 3 'new' classes to represent half-elves, half-orcs, and goblins.

Input is welcome. smile

First up, the Half-Orc:

Half-Orcs are usually a result of unions between orcs and humans (whether on consentual terms or not) but as a race they breed true. They stand usually upwards of 6 feet, and their hair tends to be black or dark brown and wiry. Their skin ranges from an olive color to greyish hues, and they have heavy brows and jawlines, with large teeth, especialy the canines. Their features can vary as much as humans, but a typical specimen has the traits outlined above.

  • Half-orcs are inept with magic, indeed, the very fiber of their being seems to reject it. The first magic save a half-orc makes each in-game day is rolled twice, and the higher roll is taken.

  • Half-orcs are burly, and thus add +1 to their strength modifier. They are also hardy and tough, thus requiring an additonal 2 items before gaining their first encumberance point. They also ignore the first point of encumbrance caused by armor.

  • They are able to see exceptionally well in dim light, and thus the area of any light source is effectively doubled for a half-orc.

  • Half-orcs Add +1 to their open doors skill.

Experience Points: as fighter
Hit Points: as fighter
Saves: as Dwarf, Except Magic and poison which are switched.

25

(54 replies, posted in LotFP Gaming Forum)

Though I've yet to actually get my players organized for a game, I've use a variant character creation based off of one of the methods in the AD&D 2e Player's Handbook:
Each Ability Score starts at 7.
The player rolls 8 dice, noting each die's number.
The player then, using each die once, adds as many dice as he wishes to each ability score.

This has let me see that the scores generally end up in the 'upper norm' to 'markedly above average' range of 10-14, though it allows more flexibility with where penalties and bonuses are.

Have yet to run a game with these though, as I've said.