Showing posts with label OSRIC. Show all posts
Showing posts with label OSRIC. Show all posts

Wednesday, June 22, 2016

Why My Default Ruleset is 1e, or: I Like Your Ruleset, But Not That Way

  I have a lot "in" the OSR: I write stuff to sell to people in the OSR; I write stuff for free I hope people in the OSR read; I chat with people in the OSR and, like any group, I like some people in the OSR, am neutral about others, and find some to be a bit off.  Heck, I have that little OSR logo on my blog, just over there.
  But I think I might be taking that off.

  No, not because I dislike the OSR, or the people, of anything like that. Nor am I disillusioned by the OSR - there is a lot of great, creative, fun stuff coming out of the OSR. It is because I am not OSR in and of myself. I am of the actual Old School itself.

  This hit me through two things. I decided to do an actual review of Swords & Wizardry (thanks for the feedback, G+ pals!) and I read in about 9 places in one week 'the OSR began with Castles & Crusades or with OSRIC'.

  I own Castles & Crusades, and a lot of their stuff. I've owned it for a long time, actually, getting plenty of it as it came out. Admittedly, some of that was to find out why the Hell they had Redcaps led by someone called 'the Horned One' since I ran Lew Pulsipher and friends against the Horned One and his Redcaps back in 1988, but still.
  Pure coincidence. Redcaps are creatures of folklore as is the Horned One.
  I also got OSRIC early on and refer to it a lot. heck, I have sent about 50 new RPG players to OSRIC as a resource in the last few years and will continue to do so. Great stuff.

  I also have a ton of the OSR stuff from S&W to Blueholme, left, right, up, and down.

  I also have the complete rules plus splats for HackMaster 4th (2 PHBs because we used them so much). I was an HMGMA member.
  Remember HackMaster? Won Game of the Year at Origins? Was a monster impact and produced the most amazingly awesome GameMasters Shield EVER? They even took the old Combat Wheel from Dragon Magazine and turned it into a real thing that I freakin' own?
  Remember that?
  Yeah, well, in my opinion, that award-winning retooling of AD&D 1e/2e is what started the hard look at OD&D/AD&D/Basic that spawned the OSR.  C&C came out three years after it, OSRIC five.
  This doesn't take away anything from anything in the great work from the creators of the OSR, I think we just need to recognize one fact-

 HackMaster 4th spawned the OSR

  Anyway, one of the reasons I loved HackMaster (in addition to the fact that I have an abiding love for KotDT since it is set in my home town and is about my hobby) was I couldn't get AD&D stuff anymore without mortgaging my kids on eBay. Yes, the Source in the Twin Cities (one of the best FLGS I have ever been in, BTW) helped, but it was still hard. HM was great stuff, readily available, and it took minimal effort to make it AD&D.
 But AD&D is the core system I have used for my hobby since about 1978-79. My notes, rules, house rules, monsters, etc. - all based on that foundation.

  So I use those books. I use that core ruleset.

  "Fine, Rick," you say, "But that means you are part of the OSR."

  Maybe not. I mean, let's look at OSRIC: it is such an amazing clone of AD&D that my house rules work as-is with about 3 word changes and dropping stuff about monks and bards and campaign specifics. My streamlined initiative and combat rules, updates to disease, maintenance rules, special hirelings, new NPC-only classes, spells, PC classes - SNAP! Fits right in, all of it. People that bought Far Realms and use it with OSRIC have given me such positive feedback, it really is humbling.

  But I don't run OSRIC, do I? I run AD&D. If I couldn't get any reprints or PDFs of AD&D books I would have 3-4 hardcopies of OSRIC sitting around, all well-thumbed, with copies of my Book of Seaward (the in-house version of Far Realms) and enjoy it a great deal.

  But I have AD&D 1e and 2e. I have OD&D and its supplements. And too much 3e. And 4e. And 5e. And all of the other rulesets that fill 3 bookcases in my house (not counting my kids' copies, which they keep track of).

  I am also doing the public playtest of Rolemaster Unified and won three version of that system, too. And I think the kids are buying Palladium FRPG right now in the other room.

  In the end this all boils down to two things, one of which I already said in another rant -

 I am always making my own game and just sue AD&D as the jumping off point. 

  The second thing is something that I believe might separate me from being in the OSR-

I am not interested in stripping down rules and mechanics.

  My goal is to make a set of rules and mechanics that allow me to create the game experience I want to pass on to the players. Here is an example - in AD&D there are some nice tools to roll for followers for fighters who become Lords. My charts are more involved with non-combatants, scribes, smiths, etc. More complexity, not less, to better reflect the total followers a fighter would get. 

  Here's the thing, though. That chart, that 'extra complexity' is for me a simplification. Before I made the chart I would sit down and spend a long afternoon working out the types of troops, their numbers, how many blacksmiths would appear, etc. 2-3 hours of solid work. At some point, about 1989 I think, I instead spent 3-4 hours making a series of charts so I could roll raw numbers in a few minutes, then spend an hour fleshing out details, modifying, etc. and - net - save myself time.

  Swords & Wizardry, For Gold and Glory, OSRIC, etc. all meet their aims well - strip down rules to their foundations. But I've spent almost 4 decades tweaking, changing, and adding to the rules. That's why I love HackMaster 4th with its wacky, complex skills and such - it looks like what I saw in the '70's. It looks like a labor of love.

  So keep doing what you like, OSR, and I'll keep making stuff that works with what you like. But my AD&D books will always be the ones most used at my house.

Tuesday, July 28, 2015

DM's Report: Midsummer at Skull Mountain

System: AD&D 1e with the Far Realms supplement.
Campaign: Seaward, which has been ongoing since 1978

  After what the party learned last time when clearing out the entrance to Skull Mountain (the third time that needed doing!) they returned to Oldbridge, leveled up, re-equipped, gathered henchmen, and headed back for Midsummer. Sa. was mildly upset his druid was out (because Midsummer) and the party spent a lot of time talking, since they had three objectives;

    1) Explore the third secret door they discovered last time, which they never even opened.
    2) Use the magical binoculars mounted on the peak to try to look at the surface of the third moon.
    3) Deal with the evil female in a robe that had been controlling the previous inhabitants.

  The party assembled was;

    Je. played- Brigid, a 3rd level human barbarian (custom class)
        and Brigid's henchman, Byron, a 1st level cleric

    Ja. played- Seeker, an elf 3rd/4th magic-user/thief
        and Seeker's henchman, Kaspar, a 2nd level scout (custom class)

    Al. played- Starfalcon, a half-elf 3rd level ranger

    Sa. played- "Clint", a human 3rd level paladin
        and his various henchmen, starting with Akio, a human 1st level monk
        as well as Arthur, his 2nd level human man-at-arms (custom NPC-only class)
        also Willem, a 3rd human level hedge mage (a custom NPC-only class)

    Ni. played Owen, a human 3rd level magic-user
        and Owen's henchman, Octavius, a 1st level half-ogre fighter
        plus Owen's brownie familiar, Mortimer

    The party also had their hirelings with them: Alon (merchant), Jerb (porter), and Merle (medium footman).
  That is a total of 11 with character sheets! So they set out with 14 horses and 3 pack mules up the Old Road toward Skull Mountain.

  The party staged out of the walled town of Esber, the town closest to the Briars. While Esber is still prepared for battle the party's report of clearing kobolds and such from the mountain has eased fears greatly. They also received a 10 gp bounty each for returning the Count's horses and reporting the fate of his patrol.

  It is literally the height of Summer, so the weather was very hot, something made worse in the Briars. Since the daytime temp was usually over 100 degrees the party traveled without armor and made frequent stops, adding to the travel time. The party encountered a ragged, gaunt man along the road. Although they were fairly sure he was a fugitive from justice their time limit led them to give him some rations and warn him to mend his ways. While gathering wood Kaspar encountered a brush cat, which he killed with some well-placed arrows.

  When they finally reached the plateau outside the entrance to Skull Mountain they discovered the bodies of a few of the kobolds killed on the last adventure, but now gnawed upon and then well-rotted. Starfalcon identified the tracks of 4 trolls, one of whom was 'very large'.

  The party reached the entrance cave, finding the main doors still sealed. Seeker scouted what they call the North Door; the door was open and the entrance room had rotting corpses of kobolds thrown into the corners. With the party at the entrance he went into the attached storeroom to find - a troll, sleeping in its new nest.

  Very quickly the party formed into 2 group - the main group at the North Door watching the other 2 entrances to the entrance room as Starfalcon, Brigid, Seeker, and Kaspar ambushed the sleeping troll.
  The attack went well, but there is only so well you can do against a troll. The troll was up and fighting quickly. At the same time in the entrance area Akio sensed a troll coming down the east hall and Octavius saw a troll charging, full speed, down the north hall.
  Clint, Arthur, and Akio covered the east while Octavius set spear for charge to the north and the 'flying squad' continued fighting to the west. Seeker and Kaspar did well with arrows while Brigid dealt wounding attacks and Starfalcon took advantage of the ranger bonus damage very, very well. The troll from the east engaged Clint and Arthur, a little damage flying around. Octavius did great damage with his spear - and the troll pushed down the spear and hurt Octavius badly!
  Byron rushed in and healed Octavius while Akio moved to back him up; Clint and Arthur stayed engaged; Seeker and Kaspar fell back into the entrance room while Brigid and Starfalcon held the door. During the next round Brigid and Starfalcon dropped the troll to the west, Seeker and Kaspar shifted fire to the north and east, respectively, and combat continued.
  But! Brigid and Starfalcon caught a glimpse of a very large troll coming into the room to the west!
  The party began to retreat to the south door, under pressure. Owen dropped a Stinking Cloud just inside the west door, catching the big troll. Clint, Starfalcon, and Brigid formed a line in front of the south door against the two trolls while Byron healed Octavius further.  Over two rounds they dropped the two trolls and, looking at how much magic was used (Owen's Magic Missiles were also gone and Byron was critically low on cures and all the fighters were wounded) they decided to retreat while the troll was blocked by the Stink.
  Unfortunately, the troll burst out of the cave in full pursuit while they were only halfway across the plateau.
  And, on spotting him, Brigid went berserk and charged right back.
  Luckily, Clint has Boots of Striding and Springing  so he was able to reach the big troll alongside Brigid. The two of them did a lot of damage in the first round! But, they also took plenty in return. In the second round Akio arrived, attacking from behind while Clint and Brigid kept doing well and the troll missed all but a love-tap on Brigid. In the third round Brigid and Clint both hit again, Starfalcon arrived and engaged Ranger Powers, and Octavius finally made it - and rolled maximum damage, cleaving the troll from shoulder to hip!
  Before an hour was up the trolls were gathered and burnt, the guard area was swept and found empty, and the troll nest looted. An hour after that the party was setting up a hidden camp on the eastern slope of the mountain, resting.
  In the morning Clint and Byron healed everyone up and the party went back into the guard complex. The found that the one secret door which they knew of but hadn't opened was trapped and decided to leave it alone. Seeker finally realized an earlier hope and had Octavius rip the lower grate from the kitchen chimney, then clambered up the long, long shaft.
  Along the way he found the grate from another fireplace (about 70' higher up); he could just see the corner of a Tonildan rug and the foot of a chair or table, both covered in dust in a room lit, somehow. At about 90' he found a side shaft that smelled of old smelter smoke and fumes angling off southeast and down. And at 120 feet he came to the upper grate, where he found, on the far side, the Wizard Mark of a member of a Mage House known for mage/thieves and evidence they had been stopped by the grate long, long ago.
  In the rest of the complex they found a very old cell behind double iron grates - inside were skeletons still with their hands wrapped around each other's throats.
  They left this area alone, too.
  Last, they went to the Wizard Locked door and had Octavius try it.
  A half-ogre with an 18(00) strength: he rolled a 1. The door opened.
  Beyond was the far side of the bronze doors from the main cave, sealed up and held by an adamantine bar sunk into the living rock on either side. And in the other direction was a 20' wide, 36' high corridor stretching deep into the mountain. The corridor walls were carved with bas reliefs of cultists walking into the mountain accompanied by various devils.
  The party followed the corridor for 1/10th of a mile before coming to a pair of evil shrines, one to ice (to the North) and one to fire (to the South), both behind pillars. The ice altar emitted cold, the fire altar emitted heat, and both were stained with old blood.
  The followed the corridor further until it opened into a massive space 150' across, 200' wide, and 180' high. The north section had bas reliefs showing a devilish sea full of spiked seaweed, sahuagin, and sharks. The south section was carved to resemble a vast volcanic plane covered in fire with orcs and devils. In the middle of the north wall was a 20' wide, 10' long raised pool of water; the middle of the south was was a 20', 10' high fireplace.
  The entire area was lit from above with a eerie, ruddy light, like the reflection of a forest fire from low clouds. The party continued down the middle of the space, between two rows of mighty columns, and kept going down the main corridor.
  After about another 150' they finally reached the end - another set of huge bronze doors. But these are braced from this side with mighty timbers, each the size of a tree trunk, and huge iron stakes hammered into the solid rock floor. The timbers have obviously been enchanted to resist age and, according to Clint and Byron, enchanted to cause evil beings discomfort and unease.

  The party, focused on their goal of stopping the female cult leader, hurried back to camp to prepare for the next day, which was the day before Midsummer Night!

  The next day the party sent Seeker and Kaspar to the peak to observe the Old Road with the magical binoculars while Brigid, Octavius, and Starfalcon concealed themselves in the entrance cavern. Akio and Byron remained near the stables/North Door area with Clint. Willem and Arthur remained at the camp with the hirelings as a reserve.
  About 5 in the afternoon Seeker saw dust from the road a,d the two rushed to the Room of the Eye; by 5:30 they observed a robed woman enter the plateau follow by two huge humanoids, 7'-8' tall and also robed. Both big figures were pulling a gaol cart, both holding 4 human prisoners.

  The figures left the gaol carts in the center of the plateau, by the massive bonfire pit, and approached the cavern. The party prepared for trouble as the three walked in.
  At that point Kaspar opened fire; the three were surprised for a segment, meaning that Kaspar (as a scout) got a +4 to all bow attacks for the round. He feathered the brisket of the northern-most giant twice and general combat began.
  The medium figure threw back the hood of her robes, revealing her to be Arlissa, an evil mage the party had encountered years before and a known devil worshiper. As the party watched a door opened on the side of her capuchon, then closed and the door vanished. This prompted Owen, who knew that she had an Imp familiar, to hit the area with Sleep spell, in hopes of catching it (the spell failed).
  At the same time the party's 'trick' appeared - Clint, on horseback with lance, rode out from behind a large stalagmite and charged! He struck the southernmost figure (they were both revealed as more trolls) and continued on so as to wheel and return.
  Melee began with Starfalcon once again showing why anyone facing trolls needs a ranger friend and Brigid not berserking, but doing great damage. Seeker came in invisibly and back-stabbed a troll at a key moment, dropping it, and Clint's return pass put down the other just as an arrow pierced Arlissa and she fell over-
  and vanished in a puff of sulfuric smoke as her familiar Dimension Doored both of them away.

  Clint immediately spurred onto the plateau and spotted both of them out toward the gaol carts, Arlissa already regenerating to consciousness. Akio used his tremendous speed to follow as Clint rode down Arlissa and hit her full on with his lance square in the chest, breaking his lance and ending her life.
  The cackling imp seized her soul and vanished back to Hell.

  The party freed the prisoners, who were mainly villagers but did accept a healer (custom hireling) into service. Another prisoner was a nobleman; the last survivor of the Count's patrol who was slated to die at midnight.
  All were hungry, thirsty, exhausted, and sore for days to weeks of beatings. The party settled them in their camp with the various henchmen and hirelings and returned to the complex, making their way to the peak.

  As Midnight approached Seeker watched as Selene, the smallest moon, moved into view. The magical device revealed - a village on the surface of the moon, built as a circle around a central area. In that are was a stone shelf around a great pool. In the pool rested what appeared to be sailing vessels, but there were vast constructions of wood, metal, and crystal on the rock shelf in the shape of dragonflies and a swan.
  The party all looked and soon observed one of the dragonflies lift off and fly away!
  Turning the device toward the city of High Morath they observed that's nations Midsummer Festival, which involves the Pyrotechnics spell.
  Turning it toward Timber Lake they observed a dragonfly ship landing in the lake and being met by elven boats! Starfalcon explained that each year at Midsummer the royal family of the elven Kingdom of Tirgalen goes into the lake with just their personal guards for a 'special ceremony' that all others are forbidden to observe.
  They then looked towards the Demon's Eye, the lip of the volcano on Black Island, out at sea. They watched a massive humanoid figure, at least 30' tall, climb to the rim, look out towards the mainland, and then climb back down into the glowing mouth of the volcano.
  Last, they turned their gaze back to Selene as it slipped out of the focus of the device. seeing another sailing vessel fly toward the moon village.
  The party realized that the sailing vessels would fit into the dry dock on the peak of Skull Mountain.

  The party made an OK haul of cash and a good haul of magic items, including a golden llama, a familiar's hat, and  a flametongue, among other things.

  Before they left they took an intact door from another section of the Guard Area, used it to replace the door shattered by Octavius, then had Mortimer bar it from the far side and before using Dimension Door to come back, sealing off the long corridor from intruders.

  The party returned to Esber without serious incident!

Monday, May 4, 2015

An update and, well, a Bleg

  OK,so about a month ago I was suddenly laid off, no warning, along with the entire division I was in. This came hot on the heels of two major car repairs and medical bills so we were already virtually broke.
  Yay!
  The company used various methods to avoid their separation policies resulting in me NOT getting a severance package as promised in my contract.
  Hooray!
  I have a new job, thank heavens, but it is straight commission - long term? I think it will be great.
  Short term?
  I don't get paid for weeks.

  I am settled in enough that I will start putting out new content soon both here (hopefully later today) and on RPGNow, etc. So I am hoping that people will look at my highly-reviewed OSRIC-compatible products and buy some! My publisher's page is here;

  RPGNow

  and here;

  DriveThruRPG

  I hope to have fresh, new product up this week, too!

  I am also considering selling my very extensive library of D&D 3.5 books if there is interest. If you want/need a 3.5 book ask - I probably have it.

  Sorry for the quiet, but it is about to end!






PS: Yes, I have a donate now button on my sidebar.

Monday, January 12, 2015

New Item Monday: The Keshi Knife

  One of the key elements of my 1e campaign are three closely-related groups of human barbarians called the Kesh. The Horse Kesh are plains-dwelling horsemen, herders, and nomads; the Dog Kesh are forest-dwelling hunters; the Hawk Kesh are hill and mountain dwelling hunters. The Horse Kesh prefer small, swift horses, light lances, javelins, and short composite bows. The Dog Kesh also use the short composite bow but pair it with the bastard sword and hunt with packs of dogs, not from horseback; the Hawk Kesh use long composite bows and broadswords and use trained hawks to help them hunt.
  But all three groups share the weapon that has become their symbol, the Keshi knife.

  The Keshi knife resembles a small, slim short sword or a large stiletto with a wide cross guard and a spiked pommel. A piercing weapon, it is also balanced for throwing. Many Kesh warriors melee with a Keshi knife in their off hand using it to parry or thrust as needed.Hawk and Dog Kesh frequently carry 2 Keshi knives, one of which is typically thrown as they close with an enemy. Horse Kesh carry up to 6 Keshi knives on their saddles, also for throwing at close quarters.
  Because of its weight the Keshi knife is a bit less accurate than the smaller dagger when thrown.

Keshi Knife: Encumbrance (1e style): 20 gp wt., Length: ~18", Space Required: 1', Speed Factor: 3
    Damage: 1d4+1/1d4+1, Fire Rate: 1, Ranges: 10', 20' (-3 to hit), 30' (-7 to hit)

Wednesday, October 22, 2014

When the Wise Man Points at the Moon the Fool Looks at the Wise Man's Finger

  [Sorry for the light writing, but October is a busy month around my house with 3 birthdays in 2 weeks.]
  Over the weekend I was talking with my sons about gaming (ok, ok - that can describe every day) when the oldest, J., and I had this exchange:
  J: "Didn't some of the high-level wizards in Greyhawk keep clones on their moon?"
  Me: "Yup"
  J: "How'd they get there?"
  Me: "How do you think?"
  J: "Well, maybe the air doesn't end between the surface and the moon, there. Or maybe they had something like an Apparatus of Kwalish that could fly."
  Me: "Think easier."
  J: .... "Hey! Teleport! Holy Moley - they can see the destination! It isn't even tough! And if they have Teleport without Error it's a cakewalk! Wow! The implications are HUGE!"

  Yes. Yes, they are.
  Let's talk about Teleport and the implications, shall we?
  First, the AD&D 1e (and OSRIC) description of Teleport is pretty fun: It can't cross dimensional boundaries, but distance isn't a factor. That's pretty cool. Add in that the description says 'instantly' so there is no lag. It can be dangerous, though - if you aren't very familiar with where you are going you might end up rather dead. It is certainly meant mainly as a 'get out of jail free' card - in a tight spot you and your pals can get home. And if you are willing to accept some risk you could ambush the jeebers out of someone.

  But can you go to the moon?
  Well, on a clear night you can see the moon, right? Sure, it is far away, but distance means nothing to the spell. I might argue that your inability to see precise details at the incredible range means you'd max out at 'seen casually' until you actually got there, but that risk isn't that bad, and you could mitigate it a little. And once you got there you could certainly find some place, spend a few days there, and have a 'carefully studied' target location for future trips.
  So, yeah - it looks like any 9th+ level wizard with access to the Teleport spell has Faster Than Light space travel, at least to the moon. And if, like me, you have Teleport without Error in your campaign that means that 14th+ level wizards can do so with essentially no risk!

  "But Rick," you say, "The moon is an arid, airless rock! Who could live there?"
  Well, your moon(s) could be different. A little air, maybe a bit of water like a desert? Or perhaps it is another world; unique plants, animals, even its own humanoids and civilizations.
  Sounds like a lot of work, huh?
  But even if it is an arid, airless rock - that's awesome! Between Necklaces of Adaptation, Helms of Underwater Action, and spells a powerful mage is going to see vacuum as a feature, not a bug. After all, it makes his remote wizard's tower even harder to attack, right?
  Imagine it!  An archmage's tower jutting up from the rim of a lunar crater, the crater itself 'roofed over' with Walls of Force and filled with a massive garden and small forest. Other Walls of Force keeping air within the tower. Occasionally servants of the archmage venture out in an Apparatus of Kwalish to retrieve unique gemstones for their master's research.
  Then ages pass. The overgrown garden is withered and desiccated in the vacuum decades after the Walls of Force failed. The now-airless tower still looms over the lifeless moonscape as the archmage lich, unconcerned with breathing, watches over his sterile kingdom....

  That could be a ton of fun.
  Or perhaps the moon is a secret dock for spelljammers and powerful mages control the (rather exotic) trade with other spheres and treat any newcomer as competition or a smuggler?
  Or the moon is the headquarters for an illithid invasion. Or it is the forgotten birthplace of the elves and is still populated by a strange elven race with access to unique magic. Or there is air between the planet and the moon and the moon is the breeding ground and nesting place for the most powerful dragons - the only creatures powerful enough to fly that vast distance. The catch is only the youngest, weakest dragons remain on the planet, meaning that the youngest, weakest moon dragons are larger, smarter, and tougher than any great elder wyrm ever seen....

  No, I'm not done.
  Think of the planets!

  "Whoa, whoa, WHOA!" you say, "Rick, I might let a powerful mage Teleport to the moon with great risk, but planets?! They're just points of light in the sky! I wouldn't even allow a PC to Teleport as 'casually seen!"

  Yeah. I wouldn't either. Or I might let you and have you end up in deep space or the center of the planet.

  But!

  Let's say your mage has been to the moon. She thinks it is nice, but too crowded. Planets are interesting because they act unusually - what if they're like the moon, but further away? Your 15th level mage knows how hideously risky it would be to Teleport towards something so obscure, but she has an idea.

  Ever read the description of the spell Clairvoyance? I mean, really looked at it, especially since you read about jaunting to the moon? Guess what? In 1e, OSRIC, etc. it's like Teleport:
  No range, it just can't cross the planes.
  So if a curious and ambitious mage of sufficient power were to want to they could, over the course of weeks, easily cast Clairvoyance multiple times on a planet until they 'zoomed in' on the surface and could get a clear look at it. They could scan for a safe place to 'land', learn about any local plant or animal life, etc. long before they actually went there.
  Oh, and Crystal Balls work the same way, even with time limits.

  And I don't know about you, but if a 9th level magic-user had Clairvoyance active and attempted to Teleport to the scryed location, I would probably rule that to be 'studied carefully' and no risk at all for Teleport without Error.

  If I may engage in a little emotional display.
  ahem
  Sweet Baby John the Baptist! Do you know what this means?! This means every wizard that knows both Clairvoyance and Teleport is effectively a one-man space program with access to FTL travel!
  If you have Teleport without Error or similar in your campaign it means there isn't even that much risk involved!

  Let that sink in for a moment. Savor the possibilities. Here's a few off the top of my head:
  - Multi-genre adventures in any campaign.
  - Every intelligent race came from other planets
  - Evil space-thieves smuggling blaster rifles to the Hobgoblin King
  - Encounters with a group of people in strange clothes that ask to be 'beamed up' and then vanish in front of the players
  - The ability to hire mercenaries from another planet
  - Remaking Episode I in my 1e campaign with monks FROM SPACE, bards FROM SPACE, and a horde of zombies for the bad guys

  I mean, talking about what could be done with this would be a year of blog posts.

  So - what are YOU going to do with space-mages?

Friday, September 26, 2014

Far Realms is Almost Done - Time for a Give Away!

  Far Realms is hard to quantify in terms of 'time to write'; it is mainly a collection of house rules from my 36+ year old AD&D 1e campaign turned into an OSRIC/OSR-friendly format. So on the one hand I could claim the book took 38 years to write (time from my first written house rule until now). On the other, I started the conversion about 18 months. It has been a great family project with the wife and 4 older sons enjoying the process as I took a little time most Saturdays to turn this into something other people can enjoy.
  And that is, in the end, what I hope for - that other people enjoy the book.

the back cover in black and white galley proof

It has alternate weapon specialization rules, additional abilities for thieves, assassins, druids, clerics, magic-users, and illusionists. I have an alternate initiative system, rules for upkeep and maintenance, and an OSR ruleset for disease and parasites.
  I have expanded a hireling or two and added the healer and merchant hirelings. I have 4 NPC-only classes (the Man-at-Arms, the Religious Brother, the Hedge Mage, and the Scoundrel), and I have 4 new PC classes (Barbarian, Bard, Nobleman, and Scout).
  There are rules for followers for barbarians and noblemen and expanded charts for fighter followers.
  Oh, and 33 pages of new spells.


The front cover in black and white galley proof

  We hope to have the final version up on RPGNow this weekend!
  
  Of course, we are going to give away a free copy - just leave a comment on this post (or on google+) promising to write a 5-star review and we'll add your name to the list (OK, you only have to promise to actually read it). On Sunday morning my 11 year old will pull one of the names from a hat and we will get the free copy to the winner!


Monday, July 14, 2014

NPCs and the Magic Level of a Campaign.

  My series on NPCs in 1e/OSR campaigns began with a discussion of 'the other guys'; NPCs who aren't placed by the DM, rolled up as followers or members of a guild, or part of a random encounter. The NPCs implied to be part of everyday life by the various PHB and DMG entries on henchman, etc.
  It continued by examining the potential size of standing armies and such, which is mainly fighter followers.
  Then I went on to discuss how these various NPCs could impact the economy.
  While I mention followers, and leaders, and kings, and such my focus is really still on the 'other NPCs' because their existence, numbers, and levels mean a lot to how your world looks and works. Yeah, I know, it may seem a bit odd to focus so much energy on the elements of a campaign that are designed as background, but the wallpaper on your computer screen is important, too. Consider these articles a 'jumping off point' for a discussion.

  This time, let's talk about what these leveled NPCs say about magic and magic item sin the campaign.


  As we saw earlier if you follow the general numbers we can assume from the entries on henchmen in the DMG you will generally not have very many NPCs above 3rd level and very few of 7th level or above. Indeed, in the sample kingdom of about three-quarters of a million humans there is about a 17% chance of having a single 10th level magic-user. Expanding the math a bit you need a population greater than about 2 million to have a 17% chance of a 12th level magic-user and if you want to make sure you have at least one mage like that 'floating around' then the base population needs to be, oh, 8.2 million+.
  What this implies is that there are not a lot of guys making magic items in the hinterlands. Large empires are the source of all those wands and holy avengers. Where a lot of adventures take place, the edge of civilization, isn't where these things are manufactured.
  So why is it where they are found?
  The very excellent blog The Hill Cantons (which you should be reading) describes this better than I can here and here. Essentially, a lot of the assumptions behind Greyhawk (and thus the original rules) are very Dying Earth/post-apocalyptic/lost glory based. While there are powerful people roaming around the world is full of the ruins of past glory beyond the ken of current dreamers....

  The magical worldview that flows from the '1 in 1,000 NPCs has levels' assumption is that spell casters are rare and magic items are rarer. The vast majority of rural NPCs will never have met a magic-user of any level and there are probably less than 3 people in the kingdom that can cast Fireball or Lightning Bolt. This seems to mean that having a spell cast for you will probably be expensive if you can find someone who can cast it. After all, there are probably just a dozen mages who know Identify in the entire realm; half of them are above 1st level and will charge more since the spell is more accurate when cast by higher level magic-users.
  It also means that the only clerics of high enough level to Resurrect (if any) will be specifically placed by the DM, limiting who can be raised as well as where and why. Magical cures will be far from common; only 6 clerics are high enough level to cast Cure Disease which means that even with the help of the 30 or so paladins plague can still easily sweep the land. Lay doctors and barber-surgeons will certainly be needed since there is only 1 leveled cleric per 9 villages.

  On the one hand, I find this fairly refreshing, actually, because while the assumptions and implications may be about faded glories, this also means that the DM can determine exactly how common magic items are. How? well, the 'other NPCs' aren't going to have a lot to do with this; only NPCs specifically placed by the DM will be in the magic item creation business. There are just enough 7th-9th level magic-users and clerics around to justify potions and scrolls without an on-universe explanation for why +2 daggers aren't for sale from street carts (unless, of course, you want that). You can still use the threat of plague and famine as a strategic plot device, 0-level mooks are still a credible threat, etc.
  On the other it really demands that the DM actively explain where magic items come from, why they are where they are, and maybe even why they were made. A strong argument could be made that hiring a spell caster would be hideously expensive and spell components might be, as well. And the party might be hard-pressed to convince the only cleric in 1,000 miles capable of casting Raise Dead that their companion deserves the spell being cast on him.

  Further, this sort of 'density of characters with levels' puts the player characters into an interesting position - until about, oh, 5th level they will sort of 'blend in'; there are a fair number of NPCs in that range. From 5th, though, they really start to stand out and probably start to become famous and become a Big Deal at 7th+. Name level? They are now in a class of their own. All this fits smoothly into the idea that PCs are exceptional in how far they can go. There may be 150 magic-users in the kingdom, but the PC will rise to heights the others can only dream of.

  Suddenly we can understand why PCs aren't unusual enough to be remarkable at 1st level but special enough at 9th to attract loyal followers. And while useful this analysis doesn't solve any of the real problems a DM faces in his campaign - the who, what, why, etc. of magic item creation, for example.

  Next time I will discuss how to change these numbers to change the campaign.

Monday, June 30, 2014

Inspired by Other Bloggers - Back in the Day and Now

  Last night I saw an interesting article in my Google+ feed - this fun bit. Inspired, I will do the same and related my experiences.

  I started D&D in '77 on March 15th. Yes, I remember the specific day because there was a Shakespeare play going on at the time. The guy running it was a college freshman at Ball State and was using the white box rules for a game with his girlfriend, some high school kids - and me. I am forever grateful to the two girls who insisted I be able allowed to play even though I was 9.
  I remember setting as fairly important; the DM used French to indicate when we were speaking to traders from other lands and his girlfriend used German to represent the barbarians from the North. I was soon with a group of middle schoolers with a high school age DM and he also had a fairly detailed setting with the politics between the elves and the dwarves really setting the tone.
  By the end of the year I had Traveller, the Holmes basic set, and Chivalry & Sorcery. C&S has a huge impact on me because it was very focused on setting and on background. And Traveller added skills! I loved the snap and crunch of Traveller with all the math, the ship design, etc. And I liked the complexity of C&S. But I played D&D the most, with a bullet.
  In '78 I started working on a setting for my own D&D campaign, a port city called Seaward. Originally it was a crude map of a small city, a nearby set of smugglers' caves, and where the wizard's tower was. My players seemed to love the background and settings. The style of play for us was similar to this;

-Make characters (3d6 in order, roll 3 sets and pick the one you like)
-Make the new character part of the setting with backstory
-Have fun.

  Character death was fairly common.

  Around 1980 I noticed that the modules I had gotten had really changed the map - figuring out where to put them, how they fit into the world, etc. really spread out the map and added a lot of depth. My house rules were both well begun and under constant revision. I was actively trying to figure out how to get Traveller-style rules in my D&D setting when three things happened in quick succession; I moved, I received the World of Greyhawk folio as a gift; and I received Rolemaster as a gift.
  The impact of Rolemaster on how I thought about gaming was huge, bigger than C&S had been. The Greyhawk folio made me look at the Seaward setting from a 'top down' perspective; my new set of players were very, very strong on the rules without being rules lawyers.
  Before you know it I was running two campaigns; one in Greyhawk where it was official modules and Seaward where it was original stuff. This was also the time of my first 'reboot' of Seaward - much like Crisis on Infinite Earths I fixed continuity errors and cleaned up the maps and storylines. Another interesting development was how the players wanted to move characters between the two campaigns. We also all used what we called 'strict time'; sometimes characters were unavailable so we began having henchmen go as adventurers when their boss was out - the beginnings of what I call jazz band adventuring although not nearly as sophisticated as it became later.
  During this time;
-setting was still very important as a tool for adding depth to the game
-a lot of my players had henchmen as quasi-substitute characters
-When character death was a little less common character 'so messed up he is out for months' was more common than ever

  After joining the army I was all over the map in more ways than one. My looooong training schools allowed me to participate in a very, very fun game of Champions and play in a campaign where the GM had only ever played Rolemaster, knew every rule inside and out, and was running in a homebrew setting. Those two GMs taught me a great deal about being prepared, session prep, plotline development, and collaborating with the players. I was also playing a fair amount of D&D including a number of very memorable 'one shots' with someone who went on to win several prestigious awards as a movie producer.
  Then I was lucky enough to join Lew Pulsipher's D&D group. As I have mentioned before, Lew had already solidified what I call 'jazz band adventuring' and his setting, Tonilda, was a revelation in its simplicity. Most importantly, he is a full-blown game theorist and we often had long discussion about theory and did a fair amount of experimentation.
  Of course, 2e cam out shortly thereafter and I did my second reboot of Tonilda to incorporate a lot of the things I had learned.
  During this time;
-setting settled in as what I still consider it to be to this day - a framework for plot development that allows various stories, characters, etc. to interact so that there is a feeling of verisimilitude to the game and more depth for all involved
-I realized that the balance between complexity and simplicity should vary and that the difference in 'feel' between systems is often about this balance

  I wanted to insert a little note, here, about my experiences as a gamer.
  I feel like I am a bit unusual as a gamer - I have been to two RPG conventions ever and while I enjoyed them well enough I doubt that I will ever be to many more. I have never, ever had any experience with being bullied, etc., about gaming. I had motorcycle racers and football players in my games from day one and a small majority of all of my players were special forces, airborne, or rangers. With a few exceptions I have always had girls or women in my gaming groups. I sometimes feel that this is anomalous since a fair number of my peers talk about their experience as very different than this.

  Storytelling/White Wolf/WoD came along just as I was transitioning from the army to civilian life. I have mentioned other places that I largely enjoyed WoD as a concept but I did not ever run it and was not a fan after playing it. Story and setting had been a part of my campaigns from the beginning but were always secondary to adventure and fun.

  I did run 3e for a number of years and used Seaward (not the main campaign area) for those games. While there are certainly great elements in 3e the complexity level was a bit too high for my players and I to enjoy it as much as earlier versions. We kept largely the same attitude; fun and adventure is first, story and setting add to fun and adventure, rules need to be balanced between simple and complex. My 3e campaign died a neglectful death since my players were always asking to play something else.

  I experimented pretty heavily in this time with Rolemaster, Fantasy Hero, new C&S, etc. but always kept coming back to 1e and 2e. I was an eager fan of HackMaster 4th and really enjoyed it. My wife is a huge fan of AD&D 2nd edition Skills and Powers so I eventually created a new campaign world, Blackstone, to run a dedicated 2e S&P campaign.

  Blackstone was the primary campaign for a few years while Seaward lurked about. Eventually my kids wanted to play more 1e and Seaward was back out in full. We still keep story and setting in support of adventuring and fun, as the kids age we use jazz band adventuring more and more, and we like the level of complexity between 1e and 2e S&P.

  4e went by pretty fast and it was some time sbefore I got the books - my sons play it as a tactical warfare simulator. I heard of and acquired OSRIC, S&W, etc. all pretty early and enjoy them a great deal.

  I currently run a 1e campaign (Seaward), a 2e S&P campaign (Blackstone), and a Champions campaign (Champions of Atlanta). I still wish I could figure out how to play Rolemaster more. I still wish I played as much as I GM.

  What are your histories like?

Thursday, June 19, 2014

This Weekend - Tools for Teaching New Players

  This weekend will be the first of three over the next 2 months when I will be teaching people to play. This set is a dad (who played D&D in college) and his 3 teenagers. The next set are 4 teenage friends of my sons. The third will be three teenage brothers, also friends of my sons.

  I've been teaching new people how to play for about 37 years and I have slowly but surely built up some tools and ideas. Yes, I used to just throw them in the pool, but I am not 14 anymore.

  Since my main campaign and my main experience are with 1e I will be teaching them 1e. In my own opinion, it is one of the easiest systems to teach people - the stats are easy to explain, you can point to Tolkien about the races, classes are simple, etc. 2e adds skills which can really slow down character creation; 3e adds feats, too. I stick with 1e. Feel free to disagree.

  The first thing I do is send the people a copy of OSRIC and of my house rules. I also tell them I don't expect them to read them all (OSRIC is what? 404 pages? And my complete house rules are 64). But there is almost always a 13-15 year old kid who reads and understands a lot, which is nice and helps the others realize it isn't that hard.

  I also print out N+2 character sheets (N is the number of players making new characters) so that errors are OK. I usually make a custom sheet for each of my characters but for new players I love these free sheets from Dragonsfoot. Jon Woodland, thanks for making my life easier.

  I then press-gang 1 to 4 of my sons to help. When things are humming I have one of my kids helping each of the new players roll dice, select race and class, write things down, etc. while I supervise and answer questions.

  For new players I hand out some of these from my custom Massive Bag O' Dice handmade by my lovely wife. She made me a dice bag large enough for two pounds-o-dice and, by Heaven, I plan to fill it!

  I am trying something new this time. One of the most time consuming things for experienced players and most frustrating for new players goes a little something like this,
  DM: 'Roll 'to hit'"
  Newbie: "Which one is that?"
  DM: "The d20"
  Newbie: "Um, which one is that?"
  Experienced player: "That one"
  Newbie: "This one?"
  Experienced Player: "No, that's a d12, this one"
  Newbie: "Oh, OK"
  Wait 5 minutes. Repeat with same newbie.
 I call this new tool a 'dice sorter'. It looks like this;

  I will print our a copy for each new player and then place the appropriate die or dice on each image over the test and the newbie can just pick them up, roll them, and put them back until they know which die is which.

  I found out a long time ago that many (not all) new players are helped by things like lighting and music; the setting and ambiance can go a long way in helping them feel the immersion in the game. So this last week I picked up this to go with Syrinscape. Syrinscape is my gaming music app of choice and my review of it can be found here.

  I will use my 'standard method' for character generation, which all my players use: 3d6 in order, roll three full sets and take the set you prefer. Any set with 3 or more sixes or 2 or more five or less scores may be discarded.

  The first group is a bit on the younger side so they will face a scenario I call The Old Mill starring Clarence and His Kobolds. It will be three new player kids, their dad, and my oldest son. My oldest has been through the Old Mill 5-6 times like this, but he is very good at encouraging the others to lead and learn.

  The second and third groups are older so they will each have a unique encounter, probably with goblins and bandits, respectively. These other groups will also have my oldest son and probably second oldest to help them play.

  All three scenarios will involve tricks, traps, and combat and have 'plug ins' as needed (a place where tracking is valuable if they have a ranger but changes nothing if taken out; NPCs that react well to paladins or nobles; etc.).

  Anyone else have tips, tricks, or tools for teaching new players?

Friday, May 30, 2014

From My Campaign - Detailed Weather Charts

  The originals were typed up on a selectric in '82, then photocopied, then re-typed in a Performa 405, then switched over, and now cleaned up on an Ubuntu netbook.

  I got the idea during a pickup game in 1982 where I was DMing for some friends. When we could get together I would run modules and such for them, all in Greyhawk. I had just read a Dragon article about weather in the campaign and decided to see how it worked. The adventure was ostensibly a scouting mission through the Vesve to spy on Iuz's border forts. Instead it turned into a survival scenario as an unseasonable blizzard swept the area.
  The players loved it, I loved it, and I decided to make a set of charts of my Seaward campaign.

  Hope you like them.

Note: The formatting is a little wonky because of Blogger, so please excuse the appearance.


Seaward Weather

First – Check for Unusual Temperatures: Use this chart to determine if a cold snap or heat wave is occurring:
01      Extreme Record Low
02      Severe Record Low
03-04 Record Low
05-96 Normal Temps
97-98 Record High
99      Severe Record high
00      Extreme Record High

  'Record High' or 'Record Low' means that the temperatures will be the maximum possible (i.e., if the base temp is 40, avg. high is d10 and avg. low is d20 a 'Record Low' means the high will be 41 and the low will be 20). A 'Severe Record' means use the maximums and add 1d6. An 'Extreme Record' means double the maximums.
  Unusual temperatures will last 1-6 days (roll d8-2 with a minimum of 1).

Second – Determine Base Weather: If there are unusual temperatures, follow those rules. Otherwise. roll on the following chart to determine the high and low temperatures, cloud cover, and base chance of precipitation;

Month
Base Temp
Avg. High
Avg Low
Clear
Part Cloudy
Cloudy
Precip Odds
Sunrise
Sunset
Newsun
40
d10
d20
01 – 23
24 – 50
51 – 00
46
07:11:00 AM
05:11:00 PM
Brightsun
42
d6+4
d10+4
01 – 25
26 – 50
51 – 00
40
06:45:00 AM
05:46:00 PM
Lambing
50
d8+4
d10+4
01 – 27
28 – 54
55 – 00
44
06:02:00 AM
06:19:00 PM
Blossoms
70
d10+6
d8+4
01 – 20
21 – 55
56 – 00
42
05:14:00 AM
06:49:00 PM
Plantings
72
d10+6
d10+6
01 – 20
21 – 53
54 – 00
42
04:35:00 AM
07:20:00 PM
Low Summer
78
d8+8
d6+6
01 – 20
21 – 60
61 – 00
36
04:22:00 AM
07:42:00 PM
Mid Summer
85
d6+8
d6+6
01 – 20
21 – 61
62 – 00
34
04:29:00 AM
07:40:00 PM
High Summer
83
d6+4
d6+6
01 – 22
23 – 62
63 – 00
33
04:35:00 AM
07:39:00 PM
Reaping
80
d4+6
d6+6
01 – 25
26 – 60
61 – 00
33
05:03:00 AM
07:02:00 PM
Casking
76
d8+6
d8+6
01 – 33
34 – 54
55 – 00
33
05:32:00 AM
06:20:00 PM
Frostflowers
65
d10+5
d10+5
01 – 35
36 – 60
61 – 00
36
06:02:00 AM
05:31:00 PM
Snowflowers
54
d10+6
d10+4
01 – 20
21 – 50
51 – 00
40
06:36:00 AM
04:55:00 PM
Darkmoon
40
d8+5
d20
01 – 25
26 – 50
51 – 00
43
07:09:00 AM
04:46:00 PM


        note: sunrise and sunset times are for mid month. Terrain and weather can affect when PCs see the sun, obviously.

Third (no precipitation) – Determine Wind Speed and Direction: Wind speed is determined by a roll of d20-2 (results of less than 0 are 0). For direction (this is where the wind is coming from) use the following charts:

East of the Stone Hills (1d6)
1
West
2-3
Northwest
4
North
5
Northeast
6
East



West of the Stone Hills (1d6)
1-2
West
3-4
Northwest
5
Southwest
6
North

On both charts add +1 from Frostflowers through Brightsun.

Third (precipitation) – Determine the Type of Precipitation: Consult the following chart to determine the type of precipitation. The precipiration will begin based upon the cloud cover: clear = late afternoon/evening; partly cloudy = around Noon; cloudy = early morning.

Dice Roll
Weather
Min. Temp
Max. Temp
Continue?
Rainbow?
01 – 02
Blizzard, Heavy

10
5

03 – 05
Blizzard

20
10

06 – 10
Snowstorm, heavy

25
20

11 – 20
Snowstorm, light

35
25
1
21 – 25
Sleet Storm

35
20

26 – 27
Hailstorm

65
10

28 – 30
Fog, heavy
20
60
25
1
31 – 38
Fog, light
30
70
30
3
39 – 40
Mist
30

15
10
41 – 45
Drizzle
25

20
5
46 – 60
Rainstorm, light
25

30
15
61 – 70
Rainstorm
25

45
20
71 – 84
Rainstorm, heavy
30

15
20
85 – 89
Thunderstorm, light
35

15
20
90 – 94
Thunderstorm
40

20
20
95 – 97
Thunderstorm, heavy
45

10
15
98 – 99
Tropical Storm/Hurricane*
55

5
5
100
Special







      • only East of the Stone Hills – elsewhere, treat as Gale 

  If the result of 'special' is rolled see the separate chart.

  Then see the following chart for specifics of the precipitation:

Weather
precip (inches)
 Duration
 wind spd
move
vision
Track
Lost +
Blizzard, Heavy
2d10 + 10
3d8 hrs
6d8 + 40
One-eighth
2'
No
50
Blizzard
2d8 + 8
3d10 hrs
3d8 + 36
One-fourth
10'
-40
35
Snowstorm, heavy
2d8 + 2
4d6 hrs
3d10
One-half
one half
-25
20
Snowstorm, light
d8
2d6 hrs
4d6
Three-fourths
Three-fourths
-10
10
Sleet Storm
1d2
d6 hrs
3d10
Three-fourths
Three-fourths
-10
5
Hailstorm*
1d3 – 2
d4 hrs
4d10
Three-fourths
normal
-10
10
Fog, heavy
damp
d12 hrs
d10 - 2
One-fourth
2'
-60
50
Fog, light
damp
2d4
d8 - 2
One-half
One-fourth
-30
30
Mist
dew
2d6 hrs
d10 - 1
normal
normal
-5

Drizzle
dew to 1
d10
d20-2
normal
normal
-1/turn (cum)

Rainstorm, light
d3
d12 hrs
d20
normal
normal
-10/T (cum)

Rainstorm
1d6
d12 hrs
2d12
normal
normal
-10/T (cum)
5
Rainstorm, heavy
d4 + 3
d12 hrs
2d12 + 10
Three-fourths
Three-fourths
-10/T (cum)
10
Thunderstorm, light
d6+1
d3 hrs
3d10
Three-fourths
Three-fourths
-10/T (cum)
10
Thunderstorm
d8
d4 hrs
4d10
Three-fourths
Three-fourths
-10/T (cum)
10
Thunderstorm, heavy
d8+3
d3 hrs
34d10+6
One-half
One-half
-10/T (cum)
15
Hurricane
d10/day
d4 days
7d10+70
One-fourth
One-fourth
No
30
Gale
d8/day
d3 days
6d8 + 40
One-fourth
One-fourth
No
20

Notes:
Hailstorms have a 20% of causing 1 h.p. damage per full turn of exposure to people with less
than A.C. 5 who do not have shelter. Rings, bracers, etc. do not count, magic armor does.
During Thunderstorms there is a 1% chance per turn of a lightning bolt striking the party. +10%
if the party is under a tree, on a hill in metal armor, etc. Damage is 6d6, save for half.
          For high winds see the Control Winds spell


Then modify the results with this terrain chart:
Terrain
Temp Mod
Wind Mod
Hills
none
plus or minus 5*
Light Forest
none
Minus 5
Heavy Forest
-5
Minus 10
Plains
none
Plus 5
Brambles or Briars
plus or minus 5**
Minus 5
Mountains
Minus 3 per 1,000'
Plus 5 per 1,000'
Sea Coast^
none
Plus 5
At Sea
none
Plus 10


**plus in Summer, minus in Winter
^within 20 miles of the ocean shoreline

Special Weather: If a Special event was rolled, consult this chartto determine the type of special weather event:


Hills
 Forest
 Plains
 Briars
 Mntns
 Coast/At Sea
Special Event
d6 
 d4
 d4
 d4
  d4
   d4
Wind Storm
1
  1
 1
 1
  1
   1
Quicksand

  2
 2



Dust Storm
2





Flash Flood
3


 2


Rock Avalanche
4


   
  2 

Tornado
5
  3
 3
 3

   2
Snow Avalanche




  3

Earthquake
6
  4
 4
 4
  4

Undersea Volcano





   3
Tsunami





    4


  and then this chart to see the effects of the special weather event;



Precip
Wind
Duration
Move
Vision
Track -
 lost
 damage and effects
Special Event








Wind Storm
n/a
8d10+20
d10 hrs
One-eighth
One-half
50
30
as Control Winds spell
Quicksand
n/a
n/a
n/a
no
n/a
n/a
n/a
save vs wands or stick and begin to sink*
Dust Storm
n/a
5d10
d8 hrs
One-eighth
1'
no
80
1 dam per hour if not sheltered
Flash Flood
n/a**
Nn/a
3d10 rnds
n/a
n/a
70
n/a
if in flood 2d20 dam, save vs wand for half
Rock Avalanche
2d10 min
n/a
d8 min
n/a
n/a
60
n/a
save vs. death or crushed; 2d20 dam
Tornado
1/hr
3d100+100
2d10 hrs
One-third
One-half
no
40
if directly hit as double strength Djinn
Snow Avalanche
5d10 min
n/a
d10 min
n/a
n/a
60
n/a
d10+4 dam, save or buried
Earthquake
n/a
n/a
1 rnd
n/a
n/a
50
n/a
as Earthquake spell
Undersea Volcano
n/a
n/a
d10 days
n/a
n/a
n/a
n/a
new island at end; 20% tsunami


Next (precipitation) – Determine if it Continues: At the end of precipitation's duration; if the result is less than the Duration chance consult this chart;

1    Down one step on precipitation chart
2-9 roll duration again and continue
10  up one step on the precipitation chart


   If precipitation continues, worsens, etc. the temperatures will change as needed to min/max levels.