OSRGaming

 

Recent Posts

Pages: [1] 2 3 ... 10
1
Community Creations & Kickstarters / Re: In the thick of things
« Last post by Dizzy on Yesterday at 10:06:28 PM »
I like your mix of classes for the basic. I think they're well rounded, and with the sub-classes still give the players some options if they want them. Would you be offering even more sub-classes in the advanced rules?

I like the idea of the vagabonds. Kind of more of what an adventuring thief would be rather than just a common 'thief'. Would healing be done by the magicians? or would there be any magical healing at all?
2
Roll for Initiative Podcast / Re: Volume 7 Mini Issue 10 – Too Much Gold?
« Last post by Dizzy on Yesterday at 10:02:13 PM »
For awhile I was making my players spend the gold to earn their XP so they couldn't just hoarde it. Seemed to work alright :)
3
Classic D&D / Re: Monster Summoning
« Last post by Maegnarval on Yesterday at 05:57:53 PM »
Maybe this then?

http://dungeonsdragons.wikia.com/wiki/Summon_Monster

Monster Summoning I Edit
Debuted in Supplement 1: Greyhawk, for the magic-user.

Spell Level 3
Duration 6 turns
Range 1"
After a delay of 1 turn, 1d3 monsters appear and serve the magic-user faithfully until they depart when the duration ends, or they are killed. The kind of monster that arrives is a Level 1 Monster. If the creature is especially weak, the DM may rule that 1d6 appear instead.

Level 1 Monsters
Kobolds   Goblins   Orcs   Skeletons
Giant Rats   Centipedes   Bandits/Berserkers   Spiders
Stirges   Footpads   Dwarves/Elves   Gelatinous Cube
Monster Summoning II Edit
Debuted in Supplement 1: Greyhawk, for the magic-user.

Spell Level 4
Duration 6 turns
Range 1"
After a delay of 1 turn, 1d2 monsters appear and serve the magic-user faithfully until they depart when the duration ends, or they are killed. The kind of monster that arrives is a Level 2 Monster.

Level 2 Monsters
Hobgoblins   Gnolls   Zombies   Ghouls
Wariors   Conjurers   Robbers   Theurgists
Burglars   Giant Toads/Ants   Bugbears   Carrion Crawler
Monster Summoning III Edit
Debuted in Supplement 1: Greyhawk, for the magic-user.

Spell Level 5
Duration 6 turns
Range 1"
After a delay of 1 turn, 1d2 monsters appear and serve the magic-user faithfully until they depart when the duration ends, or they are killed. The kind of monster that arrives is a Level 3 Monster.

Level 3 Monsters
Wights   Heroes   Swashbucklers   Thaumaturgists
Magicians   Cutpurses   Sharpers   Harpies
Wererats   Giant Snakes/Spiders   Giant Weasels/Hogs   Ochre Jelly
Monster Summoning IV Edit
Debuted in Supplement 1: Greyhawk, for the magic-user.

Spell Level 6
Duration 6 turns
Range 1"
After a delay of 1 turn, 1 monster appears and serves the magic-user faithfully until it departs when the duration ends, or it is killed. The kind of monster that arrives is a Level 4 Monster.

Level 4 Monsters
Doppelgangers   Wraiths   Gargoyles   Ogre
Evil Priests   Myrmidons   Enchanters   Pilferers
Shadows   Giant Beetles   Giant Scorpions   Lycanthropes
Carnivorous Apes   Owlbears   Displacer Beasts   Blink Dogs
Phase Spiders   Giant Ticks   Will O' Wisps   Rust Monsters
Monster Summoning V Edit
Debuted in Supplement 1: Greyhawk, for the magic-user.

Spell Level 7
Duration 6 turns
Range 1"
After a delay of 1 turn, 1 monster appears and serves the magic-user faithfully until it departs when the duration ends, or it is killed. The kind of monster that arrives is a Level 5 Monster.

Level 5 Monsters
Trolls   Ogre Magi   Superheroes/Paladins   Wyverns
Spectres   Mummies   Druids   Hell Hounds
Invisible Stalkers   Minotaurs   Manticores   Lammasu
Cockatrices   Sorcerers/Necromancers   Theives   Salamanders
6-8 Headed Hydra   Umber Hulk   Rust Monster   Giant Slug
Monster Summoning VI Edit
Debuted in Supplement 1: Greyhawk, for the magic-user.

Spell Level 8
Duration 6 turns
Range 1"
After a delay of 1 turn, 1 monster appears and serves the magic-user faithfully until it departs when the duration ends, or it is killed. The kind of monster that arrives is a Level 6 Monster.

Level 6 Monsters
Giants   Titans   9+ Headed Hydra   Dragons
Golems   Basilisks   Gorgons   Fire-Breathing Hydra
Chimerae   Vampires   Hell Hounds   Lords/Paladins
Balrogs   Beholders   Evil High Priests   Wizards
Master Thieves   Lich   Purple Worm   Rust Monsters
Monster Summoning VII Edit
Debuted in Supplement 1: Greyhawk, for the magic-user.

Spell Level 9
Duration 6 turns
Range 1"
After a delay of 1 turn, 1 monster appears and serves the magic-user faithfully until it departs when the duration ends, or it is killed. The kind of monster that arrives is a Level 7 Monster.

Level 7 Monsters
Stone Golem   Iron Golem   
Lich (20th-level Magic-User)

Hell Hounds
Umber Hulk   15th-level Theif   Displacer Beast pack   10-Headed Fire-breathing Hydra

========

Looks, like the basic difference is that the maximum range is 10ft, they stay for six turns (1 hour), instead of rounds (minutes), and you get fewer monsters per summoning.
Cool that it suggest some monsters to summon!

4
Really like the show, please do TFT, please?!
5
Classic D&D / Re: Monster Summoning
« Last post by ian54 on Yesterday at 02:38:04 PM »
Sorry, that's Advanced, not Classic.
6
Star Wars / Re: WEG Star Wars Rereleased by FFG
« Last post by Lord Nikon on Yesterday at 07:09:01 AM »
https://www.fantasyflightgames.com/en/news/2017/8/16/dont-underestimate-the-force/

Just saw this.. great.. now the 1e book prices will be driven up. I liked that they were less then $10. :/
7
BLUEHOLME™ / Re: BLUEHOLME™ Journeymanne Kickstarter
« Last post by Vile on Yesterday at 07:04:31 AM »
I've decided to release the PDF early, as in: there are still a few art pieces to come, but I wanted this in the hands of the proofreaders - er, backers! as soon as possible. If you missed out, you can grab a copy at DTRPG now, and get updated when the last few pieces of art are in.

http://www.drivethrurpg.com/product/208800/BLUEHOLMETM-Journeymanne-Rules
8
Roll for Initiative Podcast / Re: Volume 7 Mini Issue 10 – Too Much Gold?
« Last post by Lord Nikon on Yesterday at 06:13:47 AM »
I always assumed the gp=xp rule was to represent "mission accomplished", if the party killed the monsters and stole their loot then that's the bonus xp, it ties in with the treasure tables as to what that bonus was. Of course the loot needed to be secured, how it was spent was immaterial. Note that a bigger party, and paying off any retainers, or sharing loot with NPCs, all reduces the gp share and thus the xp bonus, as it should as the task was effectively easier, so it's actually a nice way to balance all the rewards and consider it a game mechanic rather than some "real world" rule.

yeah good points here. Most of my groups, never do anything with retainers or hirelings, and just horde gold like a dragon.. :)
9
Classic D&D / Re: Monster Summoning
« Last post by Maegnarval on September 17, 2017, 10:19:39 PM »
Monster Summoning I (Conjuration/Summoning) (P. 74 & 75, Players Handbook (1st Edition)
Level: 3
Components: V, S, M
Range: 30ft (1E) / Special (2E)
Casting Time: 3 segments
Duration: 2 rounds + 1 round/level
Saving Throw: None
Area of Effect: Special (1E) / 30 yards radius [Outdoors](2E)

Explanation/Description: Within 1-4 rounds of casting this spell, the magicuser
will cause the appearance of from 2-8 first level monsters (selected at
random by the referee, but whose number may be either randomly
determined or selected personally by the referee, according to the strength
of the monster randomly determined). These monsters will appear in the
spot, within spell range, desired by the magic-user, and they will attack the
spell user’s opponents to the best of their ability until he or she commands
that attack cease, or the spell duration expires, or the monsters are slain.
Note that if no opponent exists to fight, summoned monsters can, if
communication is possible, and if they are physically capable, perform other
services for the summoning magic-user.

========
2E Addendum:
In rare cases, adventurers have been known to disappear, summoned by powerful
spellcasters using this spell. Those summoned recall all the details of their trip.
========

The material components of this
spell are a tiny bag and a small (not necessarily lit) candle.


Monster Summoning II (Conjuration/Summoning) (P. 78, Players Handbook (1st Edition)
Level: 4
Components: V, S, M
Range: 40ft (1E) / Special (2E)
Casting Time: 4 segments
Duration: 3 rounds + 1 round/level
Saving Throw: None
Area of Effect: special (1E)/ 40 yard radius [Outdoors](2E)

Explanation/Description: This spell is similar to the third level monster
summoning I spell (q.v.). Its major difference is that 1-6 second level monsters
are conjured up. The material components are the same as those of the lesser
spell. There is also a 1-4 round delay.


Monster Summoning III (Conjuration/Summoning) (P. 81, Players Handbook 1st Edition)
Level: 5
Components: V, S, M
Range: 50ft (1E) / Special (2E)
Casting Time: 5 segments
Duration: 4 rounds + 1 round/level
Saving Throw: None
Area of Effect: Special (1E) / 50 Yard Radius [Outdoors](2E)

Explanation/Description: When this spell is cast, 1-4 third level monsters are
summoned, coming within 1-4 rounds. See monster summoning I for other
details.


Monster Summoning IV (Conjuration/Summoning) (P. 85, Players Handbooks 1st Edition):
Level: 6
Components: V, S, M
Range: 60ft (1E) / Special (2E)
Casting Time: 6 segments
Duration: 5 rounds + 1 round/level
Saving Throw: None
Area of Effect: Special (1E) / 60 yards [Outdoors] (2E)

Explanation/Description: This spell summons 1 to 3 fourth level monsters, and
they appear within 1 to 3 rounds. See monster summoning I for other details.


Monster Summoning V (Conjuration/Summoning) (P. 88, PH 1st Edition):
Level: 7
Components: V, S, M
Range: 70ft (1E) / Special (2E)
Casting Time: 6 segments
Duration: 6 rounds + 1 round/level
Saving Throw: None
Area of Effect: Special (1E) / 70 Yards [Outdoors](2E)

Explanation/Description: This spell summons 1-2 fifth level monsters, and they
will appear in 1-3 rounds. See monster summoning I for other details.

Monster Summoning VI (Conjuration/Summoning) (P. 90, PH 1st Edition):
Level: 8
Components: V, S, M
Range: 80ft (1E) / Special (2E)
Casting Time: 8 segments
Duration: 7 rounds + 1 round/level
Saving Throw: None
Area of Effect: Special (1E) / 80 yards [Outdoors](2E)

Explanation/Description: This spell summons 1 or 2 sixth level monsters, the
creature(s) appearing in 1 to 3 rounds. See monster summoning I for other
details.



Monster Summoning VII (Conjuration/Summoning) (P. 93, PH 1st Edition):
Level: 9
Components: V, S, M
Range: 90ft (1E) / Special (2E)
Casting Time: 9 segments
Duration: 8 rounds + 1 round/level
Saving Throw: None
Area of Effect: Special (1E) / 90 yards [Outdoors](2E)

Explanation/Description: This spell summons 1 or 2 seventh level monsters which
appear 1 round after the spell is cast, or 1 8th level monster which will appear 2
rounds after the spell is cast. See monster summoning I for other details.


Note: Range and Area of Effect are such that Indoors it is in feet so for Monster Summoning 1 it is 30ft radius indoors or 30 yard radius outdoors
10
Save for Half Podcast / Save For Half podcast # 6 ½: “NTXRPG Afterparty”
« Last post by DMMike on September 17, 2017, 08:45:53 PM »
Save For Half podcast # 6 ½: “NTXRPG Afterparty”

Hey all! We survived the summer rush, so we’re back with a new episode! DM Liz reads emails, we chat about our time at the 2017 North Texas RPG Con (finally!), and a new segment about micro-games is premiered for your listening pleasure.

No Corbetts were harmed in the making of this episode. This one, anyway!

It's all here at: http://saveforhalf.com/

Links mentioned in this show:
Barrel Rider Games (James Spahn)
Htts;//barrelridergames.wordpress.com

DrivethruRPG Barrel Rider Games (with The Hero's Journey in pdf)
http://www.drivethrurpg.com/browse/pub/4417/Barrel-Rider-Games

Lulu - The Hero's Journey (hardcover)
http://www.lulu.com/shop/james-spahn/the-heros-journey-fantasy-roleplaying/hardcover/product-22875076.html

Maze of the Blue Medusa
http://satyr.press/

North Texas RPG Con 2017
https://tabletop.events/conventions/ntrpgcon-2017

Save or Die podcast (SaveorDieSaveorDieSaveorDie!)
http://saveordie.info

Treasure Vaults of Zadabad
http://www.drivethrurpg.com/product/176644/The-Treasure-Vaults-of-Zadabad-Swords--Wizardry

Victorious
http://victoriousrpg.com/

Don't forget to drop us an email at saveforhalfpodcast(at)gmail.com to give your opinions of the show!

Be sure to check out our forums at:

Save for Half at Original D&D Forums
http://odd74.proboards.com/board/77/save-half-podcast

Save for Half at OSRGaming
http://www.osrgaming.org/forums/index.php?board=37.0

Pages: [1] 2 3 ... 10