Wednesday, July 8, 2015

Basic Monsters Set 3 is available!

Well, I guess people were waiting for me to finish the set! Within the past 2 or 3 days, without me even mentioning it on the blog or G+ yet (been busy with special summer classes), I've already sold 3 copies of the new book, plus several copies of the older books each. Sales over the past couple days equaled all the sales I've made up to that point. Surpassed them, actually.

Thanks to those who've picked up my books so far. I hope they come in handy for your games!

I've been living in semi-exile the past two and a half weeks, at the ass end of Busan, teaching classes for Samsung Electronics. So I instead of posting a big detailed thing about Basic Monsters Set 3, I'll just tell you that this book completes the set from the '83 Red Box (knowwatImean?), from Neanderthal to Zombie, with orcs, owlbears, rust monsters, snakes, spiders, wolves, etc.

Where can you get it? Well, click that link on the right side of the screen. ===>

It's only $5 for 37 fold-up paper minis that you can print out to your heart's content (or until your printer cartridge is expended I guess).

I'll be in the U.S. for a much needed month long vacation from next week. I'll try to get the next couple of Mentzer Cover to Cover posts up in a queue to be automatically posted while I'm away. When I get back in August (or more likely when the semester starts in September) I'll get to work on Advanced Adventurers (covering AD&D/3E type classes not in Classic D&D) and Expert Monsters (covering the Mentzer Expert Set critters).  So expect those out over the course of the fall/winter.

Monday, July 6, 2015

Chanbara work restarted!

It's been quite a few months since I last worked on Chanbara. I've got a bit of work-imposed isolation, so today instead of just frittering the day away, I started revising and simplifying things for the game.

For those new to the blog or with short attention spans, my aim is to make Chanbara the OSR game where Akira Kurosawa movies meet Ghostbusters. PCs are samurai, ninja, etc. in a fantasy equivalent of Japan (set in the same world as Flying Swordsmen) tasked with beating back the hordes off supernatural threats that plague the land, and bringing back treasure for the greater glory of lord, clan, temple, etc.

I've waffled over the past, what, three years or so? Should I have a small number of classes with profiles for customization, like in Flying Swordsmen? Or a bunch of distinct classes like in AD&D/3E/5E? Non-human races or not? Things like that.

The current goal is to be as simple and concise as possible. To that end, I've decided to leave out non-humans (I can add them in an expansion later), and only have three classes, each with three or four profiles for specialization. Also, I had an idea for backgrounds that provide some skills, starting gold/equipment, and guidelines for Allegiances (like in d20 Modern, instead of alignment). The idea is very similar to what showed up in 5E, and while I did have the idea before the Next Playtest stuff was released (pretty sure I've still got some files to prove it...), I've gone ahead and taken some other inspiration from 5E for this game. It's still going to be OSR. You could easily use Chanbara characters in a FLAILSNAILS game, although like Flying Swordsmen they'll possibly be a bit higher powered than your average BX/BECMI or AD&D character.

After working up some general notes/guidelines to follow for this revision, I wrote up the Bushi [Warrior] class. Of course, this is still subject to change, but here's a taste:

Character Classes
Select Bushi if you wish to face challenges primarily by combat, Shinobi for stealth and trickery, and Mahotsukai for magic. Each class has ten levels, granting more and more powerful abilities as the PC gains experience points. Each class is given a description, basic game mechanics, a level advancement chart, and details of the profiles that go with that class.
Bushi [Warrior]
Loyal samurai, wandering ronin, peasant heroes, yakuza enforcers, and shiftless mercenaries are all examples of bushi. They are versed in the use of weapons and armors, tough, and effective in combat. Their utility outside of combat is dependent on their background skills and player inventiveness.
HD: d10
Bonus Dice: Combat
Level
XP
BAB
Special Abilities
1
0
+2
Combat Dice, Profile Ability
2
1500
+2
+1 Combat Die
3
3000
+3
Profile Ability
4
6000
+3
+1 Combat Die
5
12,000
+4/+4
+1 Combat Die
6
25,000
+4/+4
Profile Ability
7
50,000
+5/+5
+1 Combat Die
8
100,000
+5/+5
+1 Combat Die
9
200,000
+6/+6
Profile Ability
10
400,000
+6/+6/+6
+2 Combat Dice
Bushi gain combat bonus dice. Any time the bushi makes an attack, they can roll a standard combat die in addition to the roll to attack. The amount of the combat die is added to both the chance to hit, as well as the damage if the attack succeeds. Only one combat die may be used per round of combat. At first level, the bushi gains three combat dice, plus or minus the prime ability bonus of their profile (minimum one). Expended combat dice are refreshed after a night's rest.
Bushi Profiles
Abarenbo: Abarenbo [Rowdy] are typically lower-class strongmen, bandits, yakuza enforcers, brawlers, and the like. Their prime ability is Con. They may select either the Noumin or Choumin background (a rikishi, or sumo wrestler may have the Buke background with the GM's approval), and gain the Intimidation skill for free. They may select any two other skills from their background of choice. Abarenbo are proficient with basic and improvised weapons only, as well as light and medium armor.
Abarenbo Special Abilities
1st level: Show of Strength – By spending one combat die, the abarenbo's Str bonus is doubled for 10 minutes.
3rd level: select either Knockout Strike or Vitality.
Knockout StrikeWhenever a natural 20 is rolled to hit with a blunt weapon, or by spending one combat die, the opponent must Save vs. Wood or be knocked unconscious for 1d4 rounds.
VitalityThe abarenbo can spend combat dice to heal damage, healing an amount equal to the roll of the die, plus their Con modifier (minimum 1).
6th level: select either Rugged or Solid Footwork.
RuggedRoll one combat die and gain damage reduction equal to the total plus Con modifier (minimum 1) for 10 minutes.
Solid FootworkBy spending one combat die, the abarenbo gains a +2 bonus to AC, TD and all saving throws, and cannot be tripped or pushed for a number of rounds equal to the roll of the die.
9th level: select either Paralyzing Strike or Strong Willed.
Paralyzing StrikeWhenever a natural 20 is rolled to hit with a blunt weapon, or by spending one combat die, the opponent must Save vs. Wood or be knocked paralyzed for 1d4 minutes.
Strong WilledWhenever the abarenbo is under the effects of a spell that incapacitates the body or mind (sleep, hold, charm, paralysis, etc.), they may make a new saving throw every round. This ability does not require spending any combat dice.


Kensei: Kensei [Weapon Master] are warriors who devote themselves to mastery of a single weapon. Some are simply dedicated martial artists, others are wandering duelists, and some are elite soldiers. Their prime ability is Dex. They may select Buke, Noumin or Chonin background, and gain the Craft: Weaponry skill for free. They may select any two other skills from their background of choice. Kensei are proficient with basic and samurai weapons (plus their weapon of choice, if it is a ninja or classical weapon), but are not proficient with any armor.
Kensei Special Abilities
1st level: Weapon of ChoiceThe kensei gains a +1 bonus to hit and +2 to damage when using their weapon of choice. They do not need to spend any combat dice to gain this bonus.
3rd level: select either Fighting Stance or Iaijutsu.
Fighting StanceBy spending one combat die, the kensei gains a bonus to AC and TD equal to the result of the die +1 per two levels (rounded up) for one minute (10 rounds).
IaijutsuAt the beginning of combat, the kense can roll a combat die, which is added to initiative for the remainder of the combat. Also, the bonus is added to their initial attack. If this attack hits, damage is doubled.
6th level: select either Counterstrike or One with the Weapon.
CounterstrikeWhen the kensei is struck by an opponent, they may spend one combat die and make a free attack back on their opponent, with the die result added to hit and damage. If the kensei already acted this round and used a combat die, they may still use this ability but may NOT use a combat die in the following round.
One with the WeaponWhenever a natural 20 is rolled to hit with their weapon of choice, or by spending one combat die, the attack deals normal damage and counts as a tactical attack. The kensei may choose to trip, disarm, push, or any other tactical effect on top of the damage.
9th level: select either Blade Tempest or Master of Forms.
Blade TempestBy spending one combat die, the kensei can make one melee attack per target within the reach of their weapon, or a number of ranged attacks equal to the result of the combat die plus their Dex modifier (for firearms, they must have one firearm prepared for each attack). Roll to hit and damage normally against each target, no more than one attack per target allowed.
Master of FormsBy spending a combat die, all damage dealt by the kensei's weapon of choice is maximized for one minute (10 rounds). Bonus damage from subsequent combat dice are not maximized, only the base weapon damage.


Samurai: Samurai [Warrior Aristocrat] are typically high-class warriors who devote their lives to the service of a master, although ronin who serve no master are also members of this profile. They are the most common type of Bushi in the Jade Islands. Their prime ability is Str. Samurai may select Kuge, Buke or Noumin (if recently raised to samurai status through meritorious service) backgrounds. They gain the horsemanship skill and either letters or warfare skills for free, and may select any two other skills from their background of choice. Samurai are proficient with basic, samurai and classical weapons, and all forms of armor.
Samurai Special Abilities
1st level: Stalwartall combat dice are d8 instead of d6.
3rd level: select either Defender or Kiai Shout.
DefenderWhen rolling a standard combat die, add that value to AC and TD for the round in addition to the normal bonus to hit and damage.
Kiai ShoutWhen rolling a standard combat die, heal a number of hit point of damage equal to the result in addition to the normal bonus to hit and damage.
6th level: select either Fearsome Reputation or Power Strike.
Fearsome ReputationGain a bonus to AC, TD and saving throws equal to 1/2 level, rounded up, when fighting an opponent who knows your identity. This ability does not require spending any combat dice.
Power StrikeWhenever a natural 20 is rolled, or by spending one combat die, base damage from the attack is tripled in addition to the combat die's bonus damage if one is used.
9th level: select either Deflection or Greater Kiai.
DeflectionBy spending a combat die, the samurai gains a bonus to AC and TD equal to the die result, and also may make a save vs. metal to negate any attack that strikes the samurai that round.
Greater KiaiWhen rolling a standard combat die, gain double the bonus rolled to attack and damage, and also force all opponents of 4HD or less to save vs. earth or flee in terror for 1d6 minutes.


Sohei: Sohei [Warrior Monk] are monks who practice combat to defend their temples, monasteries, convents and shrines. Some are instead samurai who have take some holy orders but serve in a lay position in the religion. Their prime ability is Wis. Sohei may select either the Buke or Shukyo background. They gain the Religion skill for free, and may select any two other skills from their background of choice. They are proficient with basic, samurai and classical weapons, and with all types of armor.
Sohei Special Abilities
1st level: Frenzied AttackBy spending a combat die, the sohei may make one additional attack equal to the result of the combat die, but all attacks that round take a penalty to hit equal to the combat die result instead of a bonus. They gain no bonus or penalty to damage.
3rd level: select either Piety or Tenacity.
PietySpend one combat die to cast a 1st level Soryo spell.
TenacityBy spending one combat die, the sohei can prevent a number of opponents equal to the result of the die from closing to melee, disengaging in melee, or moving past the sohei for that round. The sohei also gains a bonus to AC and TD equal to the die result for 1 minute (10 rounds).
6th level: select either Immunity or Wide Swing.
ImmunityBy spending one combat die, the sohei becomes immune to one type of magical attack (from a creature) or one type of spell (yin, yang, elemental type) for 10 minutes.
Wide SwingWhenever a natural 20 is rolled, or by spending one combat die, the sohei can make an additional attack against an opponent adjacent to the one just attacked.
9th level: select either Iron Body or Unstoppable.
Iron BodyThe sohei takes 1/2 damage from one type of weapon damage. Select blunt, slashing or piercing. This ability does not require spending any combat dice.
UnstoppableWhen using a basic combat die, all rolls that round for the combat die, to hit, damage, and even saving throws may be rolled twice, and the better result taken.

Sunday, June 21, 2015

Mentzer Cover to Cover: Dungeon Level 1

Third time's a charm, and I'm on my netbook instead of my phone. Should get through this no problem. (fingers crossed)

So, we've finally gotten to the actual dungeon part of the sample/starter adventure. The first thing Frank notes is that the first level has been stocked according to the Random Dungeon Generation Table (later, on pages 46-47. I've seen a lot of blog posts about that little d6 for contents, d6 for treasure table over the years. Like it or hate it, the sample provided here gives a novice DM a pattern to study and analyze if they're into that sort of thing. I sure wasn't as an 11 year old. My early dungeons had something in every room, and often in the corridors, as well. It took a while for me to learn the importance of the empty room.

Next, we're warned about Room #27, the harpy/yellow mold room, which can only be entered once one of the PCs gets to 2nd level. So probably the Thief or Cleric, if there is one in the party (and they don't die). The room is a killer encounter, potentially, much like the warm-up carrion crawler outside. I think I remember Frank saying in one of his Q&A threads on Dragonsfoot that he loves to start off new players with a TPK just so they're warned that such can and will happen.

Anyway, the most interesting bit of this introduction to the level is the advice that the party should be able to easily return to town, rest up, and come back fully healed and with spells replenished whenever they want. It also says that later, when dungeons are farther from town, the party may want to rest in an empty room, to get back spells, and RECOVER FROM INJURIES. Frank says, and I quote, "A brief stay overnight in an unoccupied room may allow spell casters to relearn their spells, curing any badly wounded characters in the morning."

There's no mention of 1 hit point per night, or 1 hit point per level per night, or 1d3 hit points per night. Just that "badly" wounded characters recover after a night's rest.

So the "Extended Rest" that totally heals you in 4E and 5E has its roots right here in Basic D&D. Glad I discovered this. And yes, the interpretation I'm taking from this is not the only possible reading of the line, but it's certainly one that could be drawn from the text.

Finally, there's a list of standard dungeon features.

Now, we get to the keyed entries. And like a normal module, now the map has numbers and the entries match. So we've gone from a barely interactive story (Player's Book) to a more interactive story (players' book again) to a Choose-Your-Own-Adventure style game (this book) to a normal map-and-key module format. Well done, Frank!

I'm not going to go through the entries for each room. There are kobolds, giant rats, giant bats, zombies, and some weird stuff in there. The bedrooms are tricky because there's not enough information about them that can be learned by testing to fully make use of them, and there are no clues to them otherwise. And as I mentioned above, even at level 2 the harpy room can be tough.

For level 2, we're given a map (very simple, similar in fact in some ways to the quick digital map I posted a couple of days ago) and a list of possible creatures that might be found there. And we've been told that on Level 1 there were no wandering monsters, but from Level 2 there should be.

Level 3 we're left to our own devices to map out, and given a few ideas for monsters, including a lair for Bargle, everyone's favorite villain. And there's the suggestion that there could be more levels lower down, including portals to other sections and a dragon's lair.

All in all, this is not a bad little adventure with a nice learning curve. There are some problems with the layout of the keep section (level 1), but this is a game, not an exercise in medieval architecture so I can let them slide (although I try to be more realistic when designing castles myself, with lots of functional space rather than dungeony maze rooms, and yes, even as a kid my castles had some thought about what each area was used for, while dungeons were chaotic messes.)

Saturday, June 20, 2015

Crap

Twice now I've started the next Mentzer Cover to Cover post, and both times my Android phone (Galaxy S6 if you're wondering) has erased the text when the screen locked as I was checking the pdf on my tablet (Nexus 7).

Screw blogging from the phone I guess. My old S2 never deleted the text like that.

I will try to write the post later, but I will be running the guys through Under the Hillfort Ruins tonight so I might not get to it until tomorrow.

Sunday, June 14, 2015

Basic Dungeon Map

Just did a little test run using GIMP to create a very simple dungeon map. This took me less than 15 minutes to make. With a bit more time, and some more practice with GIMP making maps, I should be able to knock out some more complex structures, and add more details to the dungeon. The map I made yesterday for Under the Hillfort Ruins is more complex. It has doors, statues, stairs, and other features marked on the map, along with room numbers.
Feel free to download this, stock it, and use it in your own home games if you like. I'll need to come up with a license* for maps if people would like to use them in published adventures, I guess.

*Note, I doubt anyone would want to publish an adventure with this simple little map. Just planning ahead.
.


Expanding Hidden Treasure Books

I started out Hidden Treasure Books in order to sell paper minis. Now, I'm planning on expanding into adventure modules and who knows what else? Well, actually I know what else. When I ever get Chanbara ready for publication, I'll publish in print and pdf through DrivethruRPG via Hidden Treasure Books. Same for Flying Swordsmen: Wu Xing edition, and if Paul agrees, Presidents of the Apocalypse (he's entitled to 50% of any profit on that one, so it may require its own publishing storefront so we can share the profits equally without having to figure what portion of HTB's profits is from PotA every month).

I'm already dusting off an old adventure, Under the Hillfort Ruins. I had the incomplete notes for download for free here on the blog, but since it was from my 3E days, I'm revising it for old school (BX/BECMI/LL) and finishing it up. I also plan to run my group through it next weekend and see if there are any problems in play (there weren't any 10 or however many years ago I first wrote it and used it with my old Yamanashi group).

And there are plenty more old adventures I've got lying around in files and folders on the bookshelf, or digital folders here on the computer.

Another plus, since I've been messing around with GIMP a lot lately to make the paper minis, I'm getting more proficient with it. I redid the map for Under the Hillfort Ruins, since originally I'd used a map someone put online. It was pretty darn simple to make, so expect more dungeon maps in the future as well. I know Dyson Matt Jackson, and some other bloggers make some awesome maps - don't expect that quality, at least at first. But it should be something else fun to do.

Making money (not much, but it's not about getting rich) from doing something I love? It may be just the thing to get me through the dissertation process, which is about to start this fall (fingers crossed that my adviser OKs my idea).

Wednesday, June 10, 2015

Basic Monsters Set 2

And here it is, PM3 Basic Monsters Set 2!

It's a mere $5 for a pdf of monster minis that you can print to your heart's content.

This set contains creatures listed in the red box Basic Set from Ferret, Giant through Mule. That means lots of slimes/oozes, living statues, lycanthropes, and goblinoids, among others.

So, if you need some more monsters to fill up your battle mat, consider this as an inexpensive and portable alternative to plastic or metal figures.