Boots of Striding and Springing
Stone to Flesh
Monster Summoning 2
I have just one more picture to do, something about missile combat. I have been looking at come of the other work by my cohorts, and I must say I am excited for this project to be done.
Erik Tenkar recently sent me an advance copy of Swords &Wizardry Continual Light, and I joined the Swords & Wizardry Light Legion, so as to better work on Beneath the Fallen Tower. (I had also acquiered Monstrosities, Tome of Horrors Complete and Tome of Horrors 4 for conversions). Oddly enough, the adventure hook I put in that would lead to an encounter with a fire Slorn scaled better with James Spahn’s abreviated stats for a SWCL dragon than with the Fire Lizard I had planned on porting from Tome of Horrors Complete. Naturally this encounter was one of those our starter characters would have been gravely outmatched by, but no one ever said the world had to be balanced.
Likewise, the necromantically inclined apprentice wizard in the adventure scales perfectly as one of Spahn’s alternate classes.
My work has been published in two otber gaming suplements. Nod 32 ,by John Stater, has a bunch of my Mesopotamian art, along with some Circus folk for Grit & Vigor.
One of my Dungeon Scenes showed up in Christopher Clark’s systemless adventure, Bastion, the Border Village of Namar. It has good use of clip art throughout, and a decent cross section of plots, some of which revolve around a demon cult that uses succubi to lure in members, much like the Saturnal cult withintbe sewers of Northport. The one thing that felt off to me was the way every female character had some kind of attractiveness rating,and none of the male characters had more than the most cursory of physical descriptions.
You can pick that up here.
Get it at Lulu for $24.99! The thing is loaded with my art!
The immensely prolific John M. Stater has released the first book of the latest edition of Blood & Treasure. While it has elements of a 1e retroclone, the game has some of the better features from 3e, namely Feats, as an optional set of rules.
There are 13 basic classes, with something close to forty variant sub-classes; a slight modification to duelist gives you archer, the bard can be a jester, and a monk can be adjusted to be a ninja or a ronin. Clerics can be specialty priests, with simple equitable alterationd, magic users can specialize by college, and Sorcerers may have one of several bloodlines.
Best of all, humans don’t seem to be lacking when stacked against the other races, because they get a sizeable xp bonus, and the GM (called Treasure Keeper)’s choice of either an extra feat, if they are being used, or a bonus to Saves. To me, this feels like template balancing, and I like it far more than level limits, which this game has none of.
The system flows smoothly, the presentation is great, and there are seven pieces of my art in this book, with more to follow with the companion pieces.
You can get it here. Now hop to it!
As a heavy user of the Cultist template from DF15, I find this gaming supplement wery useful. It is chock-full of thematic woodcuts, and even has art by my friend Jack Badashski (see his other products here). The setting is specific to a darkly fantastic 15th century England, but the cults, varied in membership by social strata, aim and practice are sufficiently generic as to apply to most stettings. Get it in print for fifteen bucks, or in pdf for half that.
Adapting this for GURPS is fairly easy, as many of the chaos born mutations that active cultists suffer from translate easily to assorted advantages and disadvantages, from unnatural features to winged flight to monstrous appearance, and in many cases, Social Stigma: Monster. Excommunicated is probably a given for most of them, along with Secret (Death or imprisonment).
here is a quick sneak peak of my conversion project. So far, it is an essay about game systems, some basic characters, a few tentative monster entries and a bunch of legal disclaimers… about 27 pages, and you can get it here for FREE. Hopefully, in the weeks to come I will get the adventure itself written out. In the meantime, I have some more commissions for Blood & Treasure v2 to work on.
Moving along with this project… statted out two more classes… only three to go before I get down to the nitty-gritty of the adventure itself. My little writing project has take quite a bit of inspiration from the tower of Zenopus from the Holmes book,and a little from one of the illustrations in my stock art.
Update: finished off the two race as class distillations from Sean Punch’s Pyramid article, facing the harsh reality that 75 points gets you less and less once you start with mandatory pricey advantages. The adventurer class is underway, and seems to fare better in build than either elf or dwarf, despite having Jack of All Trades and Luck as mandatory items. Perhaps my recent Appendix N reading has helped with that.
I haven’t been able to post properly of late, as my house, game books, and computer has been packed up while my landlord takes care of something , and will remain so for a few weeks. This has not kept me from maddly scribbling away in a few small notebooks.
I have been asked by a number of my S&W friends how GURPS DF plays when compared to an OSR product, and I think I may have found a way to let them try. I am currently statting up an introductory game using both 1st level S&W characters and rules together with 75 point GURPS characters and GURPS Lite.
Why 75 points? I think that point level runs closest to 1st level, and besides, the 62pt 0 level characters fromPeter Dell’Orto’s DF15: Henchmen are lacking things like power investiture and magery, but they do form the basis for the characters, along with Sean Punch’s article Races as Professions in Pyramid 3/50.
Hopefully, I can get this written up as a downloadable pdf in a week or two.