Random Table: Ale Names

Beer Mug FoamFor this week’s random table we have 20 different ale names! Taverns are one of the favorite places for adventurers to seek out anytime they come to town. What better place to meet the locals and get the feel for what is happening in the newly arrived town.

Instead of selling your characters just another ale, roll a d20 and you can be serving them an ale with a name! No more buying a nameless ale, now your players can buy a Flying Rat Ale or a Twisted Trail Lager!

Have suggestions for next week’s table? Feel free to leave some ideas in the comments of this post or over on Google+!

Roll (d20) Ale Name
1 Skullcrusher’s Ale
2 Overlook Brew
3 Roc Stout
4 Brook Stout
5 Gold Hook Pilsner
6 Runemaster’s Lager
7 Skanzi’s Stout
8 Ironcrag Lager
9 Flying Rat Ale
10 White Root Ale
11 Spinster’s Pilsner
12 Dwarven Gutbuster Ale
13 Twisted Trail Lager
14 Brown Falcon Ale
15 Amber Sky Ale
16 Hobgoblin Stout
17 Rolling Boulder Lager
18 Black Alley Ale
19 Well Springs Pilsner
20 Castle Stone Stout

 

Map: Brewster’s Basement

This week’s Friday Five Minute Map challenge over on Google+ was to post an isometric map. This challenge was a bit intimidating to me, as I am just now getting comfortable with the cavern maps with hatching I have been practicing. I was quickly reminded the point of a challenge was to actually be  a challenge and I started to view a few other maps in preparation.

Using isometric graph paper and pencil I was able to get the basic outline of my map down on paper within five minutes. Do not underestimate the importance of using isometric graph paper to help you with an isometric map. Once I had my basic outline done in the five minutes I then spent more time adding some detail and re-doing the lines in ink. This week’s map is a little smaller as I was unsure of the amount of time it would take to draw the stairs.

Once the extra details were done, I scanned the image, tweaked some things in Gimp and Inkscape and finally back to Gimp to fix-up a background. Details on the steps I use are written up in Matt Jackson’s blog post and this write-up at Deviant Art.

This week it is Brewster’s Basement, or rather what lies just beyond his basement…

Brewster's Basement

Brewster’s Basement

William Brewster is the proprietor of Brewster’s Pub, a quaint pub in a small crossroads village in a heavily forested region. Known for the Golden Hook Ale, familiar travelers through the forest always take time from their travels to enjoy an ale or two before heading on.

William is of slight stature and has shoulder length gray hair, typically tied back in a ponytail. He moves gracefully for his age and is a hard worker. His memory is impeccable and he remembers previous visitors of the pub by name, greeting them as they enter. William has been in this village for many years and none of the locals know his story from before he arrived.

William built Brewster’s Pub over the burned out ruins of a small homestead decades ago. Only the ruined cellar and base foundation remained when he built those many years ago. The foundation stones today are still blackened from the flames that claimed the original structure.

Brewster’s Pub is now a two story structure. The first floor contains a common room and a cramped kitchen just off the back. The second story is more akin to a closed off loft, providing just enough room for William to live above the pub.

A small cellar sits below Brewster’s Pub. Stock overflow is kept here as well as several keg racks. On the back wall is a warping oak door, iron bands holding the planks together. William has not opened this door since the pub was built, he frequently has a stack of kegs in front of the door obscuring the view of the door from those descending the stairs from above.

What lies beyond the door?

D&D Original Edition Reprint

Original Edition ReprintNot 100% sure when this popped up on Wizard’s site, but it is there now. The Original Dungeons & Dragons RPG Premium Reprint. People were wondering if they would release this one. It appears the answer is yes.

It looks like the boxed set will include the following seven books:

  • Volume 1: Men & Magic
  • Volume 2: Monsters & Treasure
  • Volume 3: Underworld & Wilderness Adventures
  • Supplement I: Greyhawk
  • Supplement II: Blackmoor
  • Supplement III: Eldritch Wizardry
  • Supplement IV: Gods, Demi-Gods & Heroes

The blurb on Wizard’s site says the books will have updated covers but the art inside will be the same.

The picture shows what appears to be a nice wooden box and also dice.

The price point appears to be $150 USD. Though that seems on the steep side to me, I am sorely tempted by this one.

Review: Adventure-A-Week

Adventure-A-Week LogoOver the past few weeks I had the opportunity to review some of the materials being put out by Adventureaweek.com. For those unfamiliar with the site, Adventureaweek.com releases a new adventure for Pahfinder and D&D 3.5 every week. These are not short, one or two encounters, but full adventures to run with your group. The adventures are in color and include maps and full layout design.

What You Get

The site is subscription fee based, for $9.99 per month you will receive one adventure per week and gain access to the back catalog of adventures already released. The adventures are available in web format or PDF. They are beginning to release their products in print form as well. In addition adventures come with maps for the GM, Players, and ready for VTT use. Hero Lab files are included for users of that tool. The web formatted versions are extensively hyperlinked and compatible with tables to ease running games from your table.

The Review

For my review I requested two styles of adventure – a city based adventure and a good old fashioned dungeon crawl adventure. Adventureaweek.com was readily able to provide me with a an example of each from their back catalog. My review is based on the PDF version of the adventures. For this review I am going to look at each of those adventures and then at the service as a whole. At the end we will touch on some of the other things Adventureaweek.com has going on in the future.

To Catch A SerpentTo Catch A Serpent

To Catch A Serpent was the example of a city-based adventure I received. The adventure is a 10th level adventure for 4-6 PCs. The PCs find themselves in the city of Tawwa amidst a series of murders. Drawn into the investigation the PCs find themselves moving about the city gathering clues that eventually lead to the sewers under the city itself. Within the sewers they seek to find out who or what is responsible for the recent events in the city.

For the GM the adventure opens with an adventure background and then a summary to quickly advise the GM how the adventure is likely to proceed. Several adventure hooks are also provided to help get things underway for the GM and PCs.

Sometimes investigative adventures with 10th level PCs is difficult to pull off. 10th level spellcasters have a myriad of resources available to them to “shortcut” an investigation rather quickly. This adventure has a section to help the GM with that, offering several valuable tips on how to handle some of the more powerful investigative spells 10th level casters will have. I think it does so in a way that won’t make a caster feel cheated, the divination spells will still be useful, just not reveal the whole basis for the adventure up front. Very handy section for this adventure.

Stats for the creatures are provided in both Pathfinder and D&D 3.5 versions. The stat blocks are included at the end of the adventure and are quickly accessible by clicking the appropriate link in the PDF in the encounter area. Clicking the link takes the reader to the back of the PDF where the full stat block resides.

The adventure itself is an interesting romp through the city and under the city to ferret out the source of the problems for the city. The characters will get to encounter several interesting creatures along the way as well.

Alagoran's GemAlagoran’s Gem

Alagoran’s Gem was the sample of a good old fashioned dungeon crawl adventure. This one was written for 4-6 PCs at levels 3-5. This one is a C-series adventure which is written to capture the “old school” feel in dungeon crawl adventures. A link to a post on Old School gaming is included in the preface to set the tone for this adventure.

This adventure is sure to be fun for anyone who enjoys the deadliness of a Tomb of Horrors type adventure. Deadly traps, encounters and such that challenge both the player and character are par for the course for this adventure. I would almost feel guilty running a set of established Pathfinder or D&D 3.5 characters through this one due to the deadliness. It would make a great one-shot though for an afternoon of deadly fun!

This adventure also opens with an adventure background, synopsis and hooks to get your characters to the dungeon. The map for this adventure is in color and very well done showing the expanse of this dungeon adventure. There is a nice mix between traps and creature encounters throughout the adventure.

I will certainly be tucking this one aside as an adventure to run on the fly at a convention or a time when I have need of a one-shot adventure to torment my players with. Though very deadly, I really liked the feel of this adventure.

Adventuress Overall

Looking at the two adventures overall, they are put together in a way to make them easy to run with minimal prep. Information the GM needs is handily called out in colored text boxes with icons to designate whether the block is a trap, skill check, read-aloud text, and such. This makes overlooking a key point while running the adventure much less likely. Very handy if trying to run the adventure on minimal prep.

As noted above, these adventures are for use in both Pathfinder and D&D 3.5. There are some differences between these systems. In encounter descriptions there are links to both the 3.5 and PF version of the monster. The GM only needs to click it and they are sent to the correct system stat block. This helps cut down on the number of stat blocks in the encounter text itself which would become unwieldy if two systems worth of stat blocks were embedded in the encounter area itself.

The maps by Todd Gamble are of very good quality. Having a GM map, player map, and VTT map is very useful for the GM.

I did take a look at the web version of Crow’s Rest Island as well. It is extensively hyperlinked to help with moving around in the document. It also includes some sound files to play during the course of the game to add to the ambiance. It is an interesting way to present an adventure and having the choice between a web format and PDF is great for the GM.

Overall Adventureaweek.com seems to be packed with value and a very regular release schedule. If you find yourself constantly looking for new and fresh adventures to run that your players have not already read or played, Adentureaweek.com is well worth checking out.

They do offer Crow’s Rest Island as a free preview to check out before signing up for a subscription. If you are curious about the service, start there and also be sure to check out the FAQ on the site.

Adventure-A-Week Extras

In addition to their different lines of adventures being released on a weekly basis, they set this all against their own campaign world. This world is optional as the adventures can be dropped into other published settings or your own homebrew. But if you are kicking off a campaign and do not have a setting in mind, Adventureaweek.com provides you with one as a backdrop for your game.

Adentureaweek.com is also accepting Adventure Submissions. The process and formatting requirements are detailed on their Submit my Adventure page. A possible way for aspiring adventure writers to get their start in the publishing world.

Rise of the Drow Kickstarter

Adventure-A-Week is also running a Kickstarter for their Rise of the Drow trilogy. This adventure is for both Pathfinder and D&D 3.5, just as the other modules part of Adventure-A-Week are for. The Kickstarter is to raise funds for a hardback book for these modules in full color and expanded content. They have well surpassed their initial goal and are charging through their stretch goals, adding content and art to the book with each goal. There are still 30 days left with this post, so plenty of time to check out this Kickstarter as well.

BareBones Fantasy Goes Gold

Barebones FantasyBareBones Fantasy RPG has gone gold over at RPGNow. BareBones Fantasy RPG is a “rules-lite” fantasy RPG that uses d10’s for action resolution. I have posted about it several times here at The Iron Tavern.

BareBones Fantasy packs a whole lot into an 80-ish page rulebook. Enough to get a person rolling with the game and play for quite some time. The fact it is a “light” system helps ensure fast play.

It is good to see it getting some of the attention it deserves over at RPGNow!

Random Table: Treasure Chests

Old Treasure ChestLast week I kicked off my random table experiment with a random table of odors one might smell in the dungeon. Some folks noted the table could be used in other situations as well – odors in town, NPC smells, and such. There are several uses for the dungeon odor table during your game session or during prep.

This week I post a table of treasure chest descriptions. These can be used on the fly if your players start asking for more details about a treasure chest they have found. Or you can use them during session prep to spark some ideas of your own. Just what would be in a metal, perforated treasure chest?

Have suggestions for next week’s table? Feel free to leave some ideas in the comments of this post or over on Google+!

Roll (d20) Treasure Chest Description
1 wood, appears to have suffered water damage, some warping, though chest still appears functional
2 dark, lacquered wood, iron bound corners
3 copper, stained green, reinforced wooden corners
4 made of cedar wood, the smell of cedar still emanates from the chest
5 light colored maple wood, carvings of leaves and twisting vines on each side
6 sides and lid made of thick vines woven together, flexible vines form the hinges
7 steel fabrication, embossed with gold leafing, two oversized hinges and two padlocks on the front
8 carved from a block of stone, even the hinges are crafted of stone, covered in various geometric patterns
9 wooden chest of thick planking, painted all white
10 scorched oak wood, rusted iron-plated corners, with oversized padlock
11 metal construction, coated in quartz for a “glittery” effect, corners reinforced with painted white metal plates
12 entire chest is fabricated of perforated metal
13 sides and lid made of black marble with white swirls, appears without seams
14 crafted entirely of obsidian the sides are melded together at the corners, silver trim along each edge
15 wooden chest, painted red and edged in painted black iron corner pieces
16 crafted of iron, turned rust red with age and moisture, three hinges on the back with a single large latch on the front
17 crafted of oak, trapezoidal in shape with blocks making chest legs
18 made of reinforced glass, tinted to obscure the contents
19 steel box, one corner and lid significantly dented in
20 dark wooden lid appears mismatched to a lighter chest proper, steel banding does not match, intricate lock

 

BareBone Fantasy RPG On-Air Tutorial

Barebones FantasyI have mentioned BareBones Fantasy a few times here at The Iron Tavern. The game is a “rules-lite” fantasy game that contains everything you need to start playing in one 80-ish page book.

My first experience with it has been quite fun. With that said there are a couple of things that take just a little bit to wrap your head around when you first get started. Two of the big things for me were how multi-actions played out and resistance checks to avoid taking damage and how that worked with multi-actions. Now that I have played it makes perfect sense and is really an elegant mechanic.

Larry Moore has posted a short actual play session online at YouTube to help cover some of these frequently asked questions about the game. The video specifically seeks to cover the following game rules

  • Multi-Actions
  • Initiative
  • Resistance Checks
  • DR
  • House Rules
  • Spells (Repel, Offensive Strike, Dispel

The video is worth a watch if you are curious about BareBones Fantasy RPG.

https://www.youtube.com/watch?v=hw5vdSOUxbs

Map: Kajak’s Kave

I have been participating in Friday Five Minute Maps over on Google+ sporadically for the past several weeks. I figure it is a good way to practice my mapping and expand my mind a bit. Recently I have started posting my Five Minute Map to Google+ and then spending more time on it and posting my final results. I feel even in a relatively short period of time my mapping has improved.

I have found adopting Matt Jackson’s and Dyson Logo’s mapping styles I can create some decent, usable looking maps even with my feeble cartography skills. Today’s post takes my Friday Five Minute Map from last week after I spent some more time on adding detail and then scanned it in for some work in Gimp, Photoshop, and Inkscape (still trying to figure out the tool chain that works for me).

So without further ado, I present Kajak’s Kave and a mini-encounter area for you to use with your games. It is system neutral and could easily be used for a variety of fantasy genre games.

Kajak's Cave Kajak’s Kave

Kajak would be considered a runt of his ogre family, standing just shy of 9’ tall. A mop of tangled, bright red hair graces his head above his lopsided eyes and nose that looks to have been broken one too many times. Kajak’s remaining teeth are jagged in his mouth, a thin film of yellowish-brown covering them. Though on the short side for an ogre, his shoulders are broad and legs thick like small tree trunks, rippled with muscles and scars. Kajak makes up for any deficit in height with ferocity several times over.

Kajak is the solitary sort, his life amongst other ogres not pleasant as he was constantly defending himself. He soon found himself alone in the wilderness carving out an area he could call his own. Finding a small set of caves set on a very steep hillside, he came to call these caves home.

True to ogre fashion Kajak is a brutal beast. He does not take lightly to intruders on the area he calls home, a three mile radius surrounding his cave entrance. Beasts – animal or man – that cross the area he calls home are often brutally dealt with, frequently tortured and toyed with before Kajak declared them dinner.

The only exception to this horrific treatment of trespasses is a trio of wolves Kajak had adopted. This wolves he keeps as pets, feeding them scraps of his conquest for the day or allowing them to join in on the torture of trespassers. These wolves have become loyal to Kajak over the years and frequent his cave home freely as if on patrol many times.

The Approach

Kajak’s cave entrance sits high on the side of a rough hill just shy of the Ironcrag Mountains. A small, winding trail has been carved into the hillside from Kajak’s travels from his cave to the surrounding area. The entrance is difficult to see from the valley floor, a set of scraggly bushes obscuring the entrance.

Area 1

Nearly blocking the entrance tunnel to this small cave system is a large boulder in the center of the tunnel. Foot traffic appears well established to the right of the boulder. The wall of the tunnel here appears worn smooth as if something large frequently squeezes by this obstruction in the tunnel passage.

Area 2

The faint odor of refuse and rotting meat wafts through the air in this large chamber. The floor of the chamber is littered with bones, appearing to be gnawed by teeth. Two other tunnels lead off the back of this chamber.

The trio of wolves claim this area for theirs. The trio immediately lets out snarls and barks and attacks. The barking alerts Kajak to an intruder’s presence.

(3) Wolves, Bite Attack

Area 3

The smell of refuse and rotting meat becomes near overpowering in the this chamber. The cave floor rises in a series of ledges towards the back of the room. The chamber is littered in a menagerie of discarded bits of bones, torn pelts and shattered skulls. A humanoid form, about the size of a man hangs against one wall, flies buzzing around the corpse that appears to have been there for some time.

Rats scatter as you enter the room, diving underneath a pile of furs. An iron cauldron with a large crack running halfway down its side hangs from a crude tripod of thick branches.

This is Kajak’s “kitchen”. Though he has never cooked a meal, preferring raw meat, he would frequently bring his victims back here for hours of torture and misery before finally consuming them. Removing the discarded remains has never been a thought of his, contributing the pungent odor of this chamber.

Area 4

The tunnel to this portion of the cavern leads steeply down before opening in another large chamber. Several large boulders are strewn across the floor. The smell of rotting refuse and decaying meat is replaced by the near overwhelming smell of body odor.

An oversized pile of straw, twigs, and dried grass sits in one corner. A pile of rusted weapons rests nearby.

This is Kajak’s living quarters when he is not tormenting prey in the Area 3 or out roaming the outside lands he calls his.

Ogre, use an Ogre Hook (2d6 dmg)

A Look at BareBones Fantasy RPG

Barebones FantasyBareBones Fantasy RPG is a game from DwD Studios, written by Larry Moore and Bill Logan. The game has become quite popular over on Google+. The system comes in a small package with 80-some odd pages that include character races, character skills, monsters, magic, and more. BareBones Fantasy RPG is currently available in PDF, softcover, and a hardcover is in the works.

I ended up picking up the PDF of the system late last year to see what it was all about. The system is intended to be a ‘rules-lite’ system using only d10’s for dice and trying to keep out of the gamer’s way allowing them so spend time having fun rather than held back by a heavy set of rules. They call the system the d00Lite system.

The welcome to the game page does introduce a golden rule – “The GM is in charge!”. After playing and running many rules heavy systems over the years, I have been finding myself drawn to systems with fewer and simpler rules and back to the days where the GM is responsible for figuring out the gray areas and running with it. I was quite happy to see this golden rule, it seems more and more of the games I am attracted to these days include something along these lines.

The Rules

To play this game you only need two 10-sided dice. Things such as damage rolls and the like are indicated by using the notation of 1D (one 10-sided dice) or 2D (two 10-sided dice). Checks are done by trying to roll under a percentage. If you roll under you are successful, over and you are not. If the two 10-sided dice come up the same number (i.e. both 2’s) and the roll was successful then you scored a critical success. If they come up the same number and you were higher than your percentage then you had a critical failure. The game’s mechanics revolve around this simple mechanic.

There are four ability scores for each character. Strength, Dexterity, Logic, and Willpower. Ranges for ability scores tend to range between 35 and 80, though there are exceptions.

Instead of choosing a character class in BBF, you choose skills. There are eight skills to choose from. From these skills the player selects a primary skill (netting a +20 in that skill), a secondary skill (a +10 in that skill) and you choose one skill to assign a level in. Some skills require a “level” in them in order to be used. This method of building a character allows a player to build their character they want without being tied into a particular class. It is a very flexible system.

There are four races in this book to choose from – Human, Elf, Dwarf, and Halfling. The player’s race choice will affect starting ability scores and provide other racial abilities depending on choice.

The Game Guidelines section adds a little detail for the GM running the game on success modifiers, damage, healing, and more. The book also contains spells for the caster-types, magic items, and monsters for the GM to use in their game.

Putting even more into this book, there is an included random dungeon generator and adventure idea generator. If you are ever stuck for an idea, these generators alone are sure to get your brain going with some ideas.

The final 7 pages of the book include a brief look at the campaign world Keranak Kingdoms to act as a backdrop for all of your adventures. If you purchase the PDF version of this product you also receive a free adventure called Maidens of Moordoth to help get you started.

BareBones Fantasy Map and MinisThe Play

I finally had the chance to take this system for a spin the other weekend. I used a combination of the NPC Generator and the sample characters in the rulebook to get some pre-gens ready. I used the Trouble at Karam’s Claim from the Keranak Kingdoms Fantasy Setting for the game as my first adventure. I ran the adventure for my kids, who do pretty well at playing new RPGs. They play Pathfinder quite frequently, my son runs some Pathfinder games for us, and I’ve run a quick run of DCC RPG with him as well.

I handed out the pre-gens – my son wanted a couple of dwarves, my daughter wanted an elven ranger type. She has a crush on Legolas. I had characters that fit those ideas and I spent a short amount of time going over the basics. That did not take long to explain and it seemed to set in after the first round or two of combat.

Trouble at Karam’s Claim was fun. There are a lot of one type of creature in it, though the module warns of that ahead of time. It can get just a little repetitive unless the GM plays it up a bit. The overall concept of the adventure is a good one though.

The play was quick and very easy to get the hang of. The concept of being able to do more than one action in a turn is very nice. Essentially, your first action in a turn is not penalized at all. The second takes a -20% to the score you are trying to roll under. The third takes a -40% to the score you are trying to roll under and so on. It really allows a character to decide just how much they want to risk not being able to defend well because they took too many attacks.

In the end the kids vanquished the primary threat at the mines and were successful for the day! My son liked it and has been poking around the softcover book a bit and studying some of the reference sheets I had printed up for the game. He ranked it above DCC RPG (he has a bit of a problem with all the randomness in DCC RPG).

Wrap Up

My experience with BareBones Fantasy RPG has been a very good one so far! I will definitely be looking to get into a few more games of it and will likely seek some out at conventions this year. I am sure I will find myself running a few here and there as well!

If you are looking for a “rules-lite” fantasy system for a low cost investment that includes rules to play, spell, monsters, magic items, a glance at a campaign world, and more – BareBones Fantasy is well worth checking out! BareBones Fantasy RPG is currently available in PDF, softcover, and a hardcover will be coming out in the near future.

Random Table: Dungeon Odors

photo courtesy: disoculated @ flickr

photo courtesy: disoculated @ flickr

I am going to try piloting a new weekly feature here at The Iron Tavern. There is always room for more random tables in games. They are handy for on the fly ideas at the table or even while prepping ahead of time and just needing a “kick” to get you thinking.

With that in mind, I plan on posting a new random table every Thursday for the next 4 to 6 weeks. These tables will contain 20 entries and the subject matter will typically have something to do with the fantasy genre. I have several ideas for tables already, but if you think of something you would like to see, feel free to add a comment here or on G+.

After the 4 to 6 weeks I will take a look back at the feedback these posts have received through either comments here, on G+, or twitter and a look at how the posts do traffic wise. If things look positive I will continue the random table posts. If things were only so-so, we’ll call it a simple experiment and I will still have had the exercise of brainstorming some random tables. Always good for the creativity, even as an exercise!

To kick off this random table experiment, we start with dungeon smells! 20 possible smells your hero’s might experience as they make their way through otherwise empty dungeon corridors!

Random Dungeon Odors

Roll (d20) Odor
1 faint sulfur
2 rotting trash
3 hint of spoiled milk
4 musty with a hint of mold
5 tangy, earthy
6 strong rat feces
7 faint incense
8 overpowering mildew
9 pungent ammonia
10 trace of a bat guano
11 hint of a flower aroma
12 lingering scent of body odor
13 stale urine
14 decaying meat
15 smoky smell from past burnt torches
16 wet animal fur
17 overly sweet smell
18 lingering smell of rotten fruit
19 strong vanilla
20 moldy straw