A few Races...
Dwarf
Attributes: Str +1, Dex -2, Con +2, Wis +1, Cha -2
The stern and dour dwarves all stand a slight bit shorter
that mankind although quite a bit stockier with large
feet for stability. Dwarfs live typically 350 years on
average. The dwarven men all sport long hair and beards
while the women stand slightly shorter and are very
shapely and full figured with most having no beards
though some tribes and stocks do. Despite their
appearance they are very dangerous opponents in war.
Dwarves are a rough and tough race that likes the strong
drink. They also enjoy the crafting of fine weapons and
armor. Most of the dwarves live in great and ancient
underground halls carved out of the mountains or in
cities deep in ancient giant caverns mining for precious
gold and gems for which they love so dearly.
• STONECUNNING (WIS): Dwarves are better at spotting
traps, sloping passages, and new construction while
underground.
• CAVESIGHT: Because of this life underground Dwarves
can see in the dark 60'.
• BASTION: Dwarves can push a victim back five feet on
a critical.
• STOUTBACK: Dwarves move 20 foot a round until the get
1.5 times their load.
• GREENNOSE (WIS): Dwarves can tell by the smell what
kind of humanoid is in the area. It's not a special
power it's just that goblinoids stink and dwarves
have been around them enough to tell what type by a
successful Wis roll. Dwarves hate orcs and goblins
and will attack them on sight.
• GIANTFIGHTER: Dwarves take half damage from giants.
Halfling
Attributes: Str -4, Dex +2, Con -1, Wis -1
The Wee Folk are a short race that lives in comfortable
burrows. Most Halflings prefer the simple life and
growing old and fat eating their six to eight meals a
day, smoking tobacco, various weeds, and drinking heavily
late into the night. They stand more than half the height
and weight of mankind (Though non-adventuring halfling
can get very fat) with the more isolated halflings being
smaller and live around 120 years. A halfling adventurer
is a rare thing.
• UNDERFOOT: Halflings get +1AC and can hide better due
to being small. They are found of farming,
gardening, fishing, and crafts.
• TUNNELCUNNING (WIS): Halflings live in dirt burrows
and hills and can detect weaknesses such structures
made of dirt such as dirt caves. They are not
particularly warlike but can very ferocious when
threatened.
• SLINGER: Halflings are experts at slings and thrown
rocks and do one dice higher in damage.
Human
This is exactly like you are and they are considered the
base race to create other races from. They have no
modifiers to their attributes. Humans have the ability to
survive. The get to re-roll one death save they fail once
a day per five levels.
Wood Elf
Attributes: Str -2, Dex +2, Con -2, Cha +2
Deep within the primordial forest live the ancient wood
elves. Elves are the same size as mankind but usually
thinner and delicate framed and have pointed ears. They
are one of the many races of elves but in the entire elf
race is fading. They live in communities high in the
ancient trees singing their ancient songs in giant tree
house cities. Elves live thousands of years and only die
from violence. At around 1200 years old they go back to
the wilderness to become one with nature.
• WOODWISE (WIS): Wood Elves are wise to the way of the
woods, survival, and stealth in the wilderness.
• ELFBLADES: All elves are trained in swordplay and
archery regardless of class.
• ELFFOOT (DEX): All elves can move silently in the
wilderness or forest.
• TREEWALKING (DEX): Wood Elves can tree walk. That is
the ability to walk from tree to tree as long as
there are limbs. Clever elves can apply this skill to
other uses.
• FEYCHARM (CHA): Wood Elves can use their Charisma to
fascinate and allure other races. This is especially
so when they sing or recite poetry.
• MAGICEBB (WIS): Wood Elves can use their Wisdom to
feel the ebb and flow of magic and fate but only in
the vaguest of visions. Only those of very high level
have the full foresight. All elves see the material
world dying and it makes them seem distant.
• ELVINACCURACY: Wood Elves have Elvin Accuracy which
means they can re-roll one miss per battle.
• ELFSIGHT (WIS): Wood Elves have incredible vision and
can see ten times farther than a human and can see
quite well in moonlight but not complete darkness.
Wood Elves are really good at finding hidden or
concealed doors when they are actively searching.
• ELFWILL (WIS): Wood Elves are immune to paralysis
caused by undead such as ghouls and are very
resistant to charm and sleep
The Old School/New School Combat System
7.0 COMBAT
1. Determine Surprise.
Determine if the different sides notice each other by
rolling a D20 against the unaware party's Passive
Perception which is their Wisdom bonus +10. IF the
unaware party does not notice the attacker then that
party is surprised and their enemies get a free round of
attacks.
2. Initiative.
Each character rolls a D20 + Dexterity Bonus + ½ their
Level or Hit Dice. Highest roll goes first. Combat goes
in that order for the rest of the combat. Groups of
monsters or troops may be rolled for collectively to save
time. One may delay their attack to a go at a lower
Initiative number but they are now at that lower number
in the Initiative.
3. Roll to Hit.
When one wants to attack one rolls a D20 plus ½ Your
Level or Hit Dice, plus Strength Bonus for Physical
Attacks, Dexterity Bonus for Light Physical, Ranged
Attacks and Spell Level plus appropriate attribute for
Spell Attacks. A natural 20 does Double Damage and may
have other effects depending on the Class. A 1 means the
player gets disarmed, bowstring breaks, gets tripped, or
gets pushed back five feet. Any Dexterity bonus (or
penalty) is added (or subtracted) from the Armor Class.
Magic is detailed in the magic booklet. Monsters attack
with 1/2 their HD total round down plus any other bonuses
as noted in their descriptions.
4. Roll for damage.
If one is hit then damage is rolled as followed. Remember
to add Strength (or Dexterity) Bonus to Damage (or
Penalty but at least 1 point of damage will be done.)
Subtract the damage from Hit Points. When you are at half
your hit points you are considered Bloodied and this may
allow for special conditions to occur. When you get to 0
Hit Points you are knocked unconscious. Below 0 you must
roll 10 plus the damage below 0 every round as a
Constitution Save. If you fail you die. If someone heals
you back to at least 1 Hit point you become functional
and back in the fight. Subdue damage only knocks out
another opponent. Monsters and NPCs die at 0 Hit Points
or less.
5. Try new things!
You can try anything in combat other than just hitting
and doing damage! Try making your opponent fall down or
be blinded by throwing things into their eyes or whatever
you can think of. The Game Master makes up these rules on
the spot and most of the time the difficulty is raised.
Try Combat Extremes! Charging, Tripping, Sundering
Weapons, and Pushing an Opponent. The Game Master sets
the difficulty for you such as adding up to +4 to the AC
of the monster to be hit to do such things. Many times
giant sized monsters can hit multiple opponents in one
swing. Game Masters can and will make up rulings as they
go.
6. Healing
You heal one point plus your Constitution bonus times
your level per day. Subdue damage is healed at the same
rate per hour. Regardless of modifiers you heal at least
1 point per level per day/hour.
7. Other Combat Modifiers
Two Weapon fighting -2/-4
Flanking +2
Invisible -4
Prone -4
Cover +1 to +5
Higher Ground +1
Afraid -2
Shooting Into Melee -4
Tiny +2AC
Small +1AC
Large -1AC
Huge -2AC
8. Extra Attacks
Every 6 Levels or HD one gets 1 additional attack unless
otherwise noted.
Next Post will be over the Monster Rules.
This is a blog dedicated to the simplicity of the Old School Renaissance of Role Playing Games and the Fusion of Modern Role Playing Game Ideas.
Showing posts with label CFRPG. Show all posts
Showing posts with label CFRPG. Show all posts
Sunday, January 28, 2018
Saturday, January 27, 2018
Back to the Dungeon RPG: The Class Act! Fighter and Rogue
So why another Neoclone?
Well most of the clones out there are just that, an almost exact clone of what was, flaws and all. THEN you have the bloated new stuff with all the cool options and such but DAMN! to many rules!
IT'S just bad game design to make rules like that! So what did I do? I made a simple version of the old system I loved and added in a few modern options. IT needs to be easy to run!
It should be a pleasure to create dungeon deep and wildernesses wild and NOT WORK!
Here are monsters for example!
For example here is a Goblin...
Goblin AC12+ HD1-1 Move20 Damage 1d6 Weapon and Ranged.
Goblins are small 4' tall evil stinking humanoids of various bestial looks. They only live to destroy. They are the ancient enemy of the dwarves but the plague all when they come to an area and multiply.
Orc...
Orc AC12+ HD2 Move30 By Weapon +2
The ugly race of pig faced humanoids with green to brown mottled skin. They form tribes in the wilderness and join up to raid and destroy. The only weakness they have is fighting among themselves. Their leaders will have many more hit dice.
Swamp Dragon...
Dragon, Swamp AC16 HD7 Move40/60f/40s Bite 1d6, 2 claws
1d6, Tail 1d4, or Breath Weapon DC13 Acid 7d6
The Swamp Dragon is an evil swamp dwelling dragon that plots and plans how to acquire more gold.
There will be an entire post on monsters in the future.
I gave the classes a bit more meat because players seemed to like that. I took the complication out of most of it compared to modern gaming. Check out the Fighter and the Rogue.
FIGHTER
The brave and strong Fighter is the backbone of any adventuring group. He is the first line of defense against any and all threats. Fighters can be of any background and come from anywhere. Most Fighters depend on their Strength to do great damage on their opponents in combat. The Fighter answers most conflict with weapons drawn. They are trained at all weapons and armor. They are the simplest class to play.
• STRONG (STR): The Fighter may use his Strength to perform a feat of Strength such as moving heavy objects that no other characters can.
• SOLDIER (INT): The Fighter may also use his Intelligence to see the quality of weapons and armor.
• RESIST (CON): The Fighter uses his Constitution to resist toxins and drugs as well as any thing that might shock his system.
• RIDER (WIS): A Fighter may also use his Wisdom to keep control of his horse or other steed.
• DEFENDER (WIS): The Fighter may also keep his
undivided attention on as many opponents as his
Wisdom Bonus, that if they try and get past him or
attack anyone else, he will get a free melee attack
against as many adjacent enemies as his Wisdom Bonus
even if he has already taken an action this round.
• CLEAVE: A Fighter can cleave one extra victim at
first level and then every two levels. A cleave is
when you drop one opponent your leftover damage then
continues to the next opponent adjacent as long as
the attack roll would beat the AC and another attack
is made with a damage roll as well.
• FIGHTER: You are proficient in all weapons and armor.
• CRITICAL: Fighters get the Melee Critical Hit
ability. When they roll a natural “20” they
automatically do triple damage in Melee Combat only.
This damage continues to cleave to the next monster
if the first one dies from the massive damage.
Critical hits improve to x4 at 4th level x 5 at 8th
level improving every 4 levels.
Armor: Any
Weapons: Any
Hit Points: 1d10 per level.
ROGUE
The Rogue can be a trained criminal, a thief, the master
of stealth and locks, a charmer, or conman. A Rogue can
be many things though most depend on their dexterity and
craftiness. Some are nothing of the sort using their
ability to manipulate others by their sheer personality.
In some cases these more criminally organized sorts kinds
will gather together and form Thievery Guilds.
• SHEERCLIMB (STR): The Rogue uses his Strength to
climb sheer surfaces that no other class can climb.
• THIEVERY (DEX): The Rogue uses his Dexterity to pick
locks, pick pockets, Stealth, and other criminal
activities better than any other class.
• DIRTYFIGHTER: If they hit a victim with a surprise or
flanking attack they do an additional 1d6 damage
every two levels.
• FLINGER (DEX): The Rogue is a flinger of darts and
daggers and may fling equal too his Dexterity bonus
per round.
• STALK (CON): They use their Constitution to hang out
for a very long time in cramp hidden places to stalk
their prey.
• DECIPHER (INT): The Rogue uses his Intelligence to
decipher maps and magic scrolls as well as ancient
text if he is literate.
• POISONER (INT): They have knowledge of various
poisons and their effects.
• CANT (INT): They also speak a Thieves Cant which
varies from area to area.
• SEARCH (WIS): The Rogue uses his Wisdom to spot
hidden things and to notice traps and tricks.
• SHADOW (WIS): He can also use his Wisdom to shadow
someone in a crowd.
• CONMAN (CHA): Many Rogues have glib tongues and use
their Charisma to charm and convince others.
• GIMP:On a natural “20” a rogue may Slow an opponent
causing him to move at half speed until healed, Stun
the opponent for 1d4 rounds, or cause 1 point
bleeding for 1d6 rounds.
Armor: Anything past Leather (AC 12) interferes with
physical abilities.
Weapons: Any
Hit Points:1d6 per level
![]() |
| If you print them out in booklet style, they make nifty little zine book! |
Well most of the clones out there are just that, an almost exact clone of what was, flaws and all. THEN you have the bloated new stuff with all the cool options and such but DAMN! to many rules!
IT'S just bad game design to make rules like that! So what did I do? I made a simple version of the old system I loved and added in a few modern options. IT needs to be easy to run!
It should be a pleasure to create dungeon deep and wildernesses wild and NOT WORK!
Here are monsters for example!
For example here is a Goblin...
Goblin AC12+ HD1-1 Move20 Damage 1d6 Weapon and Ranged.
Goblins are small 4' tall evil stinking humanoids of various bestial looks. They only live to destroy. They are the ancient enemy of the dwarves but the plague all when they come to an area and multiply.
Orc...
Orc AC12+ HD2 Move30 By Weapon +2
The ugly race of pig faced humanoids with green to brown mottled skin. They form tribes in the wilderness and join up to raid and destroy. The only weakness they have is fighting among themselves. Their leaders will have many more hit dice.
Swamp Dragon...
Dragon, Swamp AC16 HD7 Move40/60f/40s Bite 1d6, 2 claws
1d6, Tail 1d4, or Breath Weapon DC13 Acid 7d6
The Swamp Dragon is an evil swamp dwelling dragon that plots and plans how to acquire more gold.
There will be an entire post on monsters in the future.
I gave the classes a bit more meat because players seemed to like that. I took the complication out of most of it compared to modern gaming. Check out the Fighter and the Rogue.
FIGHTER
The brave and strong Fighter is the backbone of any adventuring group. He is the first line of defense against any and all threats. Fighters can be of any background and come from anywhere. Most Fighters depend on their Strength to do great damage on their opponents in combat. The Fighter answers most conflict with weapons drawn. They are trained at all weapons and armor. They are the simplest class to play.
• STRONG (STR): The Fighter may use his Strength to perform a feat of Strength such as moving heavy objects that no other characters can.
• SOLDIER (INT): The Fighter may also use his Intelligence to see the quality of weapons and armor.
• RESIST (CON): The Fighter uses his Constitution to resist toxins and drugs as well as any thing that might shock his system.
• RIDER (WIS): A Fighter may also use his Wisdom to keep control of his horse or other steed.
• DEFENDER (WIS): The Fighter may also keep his
undivided attention on as many opponents as his
Wisdom Bonus, that if they try and get past him or
attack anyone else, he will get a free melee attack
against as many adjacent enemies as his Wisdom Bonus
even if he has already taken an action this round.
• CLEAVE: A Fighter can cleave one extra victim at
first level and then every two levels. A cleave is
when you drop one opponent your leftover damage then
continues to the next opponent adjacent as long as
the attack roll would beat the AC and another attack
is made with a damage roll as well.
• FIGHTER: You are proficient in all weapons and armor.
• CRITICAL: Fighters get the Melee Critical Hit
ability. When they roll a natural “20” they
automatically do triple damage in Melee Combat only.
This damage continues to cleave to the next monster
if the first one dies from the massive damage.
Critical hits improve to x4 at 4th level x 5 at 8th
level improving every 4 levels.
Armor: Any
Weapons: Any
Hit Points: 1d10 per level.
![]() |
| Here is the nifty character sheet! |
ROGUE
The Rogue can be a trained criminal, a thief, the master
of stealth and locks, a charmer, or conman. A Rogue can
be many things though most depend on their dexterity and
craftiness. Some are nothing of the sort using their
ability to manipulate others by their sheer personality.
In some cases these more criminally organized sorts kinds
will gather together and form Thievery Guilds.
• SHEERCLIMB (STR): The Rogue uses his Strength to
climb sheer surfaces that no other class can climb.
• THIEVERY (DEX): The Rogue uses his Dexterity to pick
locks, pick pockets, Stealth, and other criminal
activities better than any other class.
• DIRTYFIGHTER: If they hit a victim with a surprise or
flanking attack they do an additional 1d6 damage
every two levels.
• FLINGER (DEX): The Rogue is a flinger of darts and
daggers and may fling equal too his Dexterity bonus
per round.
• STALK (CON): They use their Constitution to hang out
for a very long time in cramp hidden places to stalk
their prey.
• DECIPHER (INT): The Rogue uses his Intelligence to
decipher maps and magic scrolls as well as ancient
text if he is literate.
• POISONER (INT): They have knowledge of various
poisons and their effects.
• CANT (INT): They also speak a Thieves Cant which
varies from area to area.
• SEARCH (WIS): The Rogue uses his Wisdom to spot
hidden things and to notice traps and tricks.
• SHADOW (WIS): He can also use his Wisdom to shadow
someone in a crowd.
• CONMAN (CHA): Many Rogues have glib tongues and use
their Charisma to charm and convince others.
• GIMP:On a natural “20” a rogue may Slow an opponent
causing him to move at half speed until healed, Stun
the opponent for 1d4 rounds, or cause 1 point
bleeding for 1d6 rounds.
Armor: Anything past Leather (AC 12) interferes with
physical abilities.
Weapons: Any
Hit Points:1d6 per level
Sunday, September 24, 2017
Deep down gaming blues... Steppin Back PII
In the LAST depressing post about gaming life was not too good. I went through a creative phase with a rules light variant to everything called DUNGEONPUNK RPG but that excitement has waned as well. It's just a hard concept to write down it seems...I did get a surprising response but some nameless person one starred me. At least say why you think it sucks that bad... BUT anyway...
I get back into a creative mode for Back to the Dungeon RPG and start having ideas flow. Things keep coming to me. Then when I go to get my BttDRPG folder, it was simply gone. Not just kinda I set it somewhere there it is! NO! I mean it's now to the level of a paranormal event gone. I mean WTF where the hell is it gone!
I have looked every possible logical place I could have put it. I have looked into every possible illogical place I could have put it. I have looked for an entire month.
With the lack of response from my players and the entire universe making sure I can't game, no one would have or could have stolen it. I have much of it electronic but there are papers that cannot be redone from their moment of inspiration that are now lost.
None of that matters anyway as my attempts to create an ongoing campaign that actually allows characters to grow instead of game jumping and much to long sessions of making new characters for the next cool game continues it's onslaught.
The new group of players I pulled together for BttDRPG have slowly started the "hey I got this game we can try!" while the universe from the other direction foils any and all plans of gaming.
One of the chosen people that I chose for his game mastering skill surprisingly didn't even want to join my campaign vision YET he complains of game switching.
None of these people actually have more than five sessions of any one game. I have heard that three games is the average fro this little group. Piles of characters siting around. Now it is a part of my group. Meh!
There are groups out there actually developing their characters and actually having campaigns. I can't really try and rudely barge in with my vision.
SO if you are actually having life workout where you can actually get gaming to happen AND you actually have a campaign going, savor it. Some of us are watching life go by and can't do anything about it.
Sunday, September 10, 2017
Basic Back to the Dungeon RPG
Basic Back to the Dungeon RPG
Pay What You Want
http://www.drivethrurpg.com/product/198101/Basic-Back-to-the-Dungeon-RPG-Players-Guide
Labels:
BttDRPG,
CFRPG,
Classic Fantasy Role Playing Game,
Neo-Clone
Sunday, May 28, 2017
Stepping Back....
😒My last few games I ran, I feel went like crap. I am so trying.
I used to be a fantastic Dungeon Master.
I have also had huge spans of time where I was working turnarounds so huge spans between games. The campaign, no matter how hard I have tried just does not go anywhere. You know when you have written a great adventure and knocked it out of the park. You know when you put obvious hints. The players also seem to have amazing abilities to roll 20s as well which would be exciting but they do it almost every combat.
I am burnt the hell out. My rules don't excite me anymore. Still so much more to do but I don't feel like messing with them anymore.
Going to go back to Basic, Delving Deeper, Basic Fantasy, or Labyrinth Lord. I want 3D6 in Order, save or die, "give the players nothing that they don't work for" gaming.
The last session, nobody showed up at the dudes house. Some were sick and some just ignored the game time posting so screw it. People ought to know that one can tell if you look at their Facebook posting. I will let someone else run games.
I am done as a game master for the time being. 💀
Sunday, May 7, 2017
Raven's Keep Gazette and Rumormonger
Raven's Keep Gazette and Rumormonger
HEAR YE HEAR YE!
DID you hear the news?
Campaign
Background
and
Report!
A
warning
to the
party
from
Raven's Keep Adventuring Society!
Secret Campaign Information
to
titillate the players!
OH MY!
SOMETHING WICKED THIS WAY CRAWLS!
My Campaign Letter to prove that I am trying to run a good game.
Monday, April 17, 2017
Back to the Dungeon 2nd Edition! Simplified and Stripped!
Plans to simplify Back to the Dungeon RPG are underway!
The game will still be compatible with the all the modules and such just character creation will be simplified. Many of the long winded modifiers and such will be put either into one word descriptors, or eliminated all together.
Attribute modifies may be (Have not decided yet) replaced with minimum scores (like an elf needs to have a 16 Dex instead of a +2 to Dex modifier) for certain classes or races.
The simplicity I was going for was obscured by the "just get it finished" mode I was in.
After running it for awhile , I noticed that many of the features were not even used so they are going out the door. TOO MUCH CLUNK! This will allow for more customized characters I think.
I also went to make a stack of pregenerated characters for the local CON and said DAMN IT! I did it again! Made it too clunky! It was just too much work!
Here's how it should and is going to be! Roll Attributes, Pick Race, Pick Class, Roll for gold, Buy Stuff, Start playing in less that 10 minutes.
I am also going to put all the difficulty ratings on the GM. The player will simply roll his D20 plus attribute modifier. On the GM's side will be subtraction of -1 every two levels and if he is skilled then drop the difficulty by 5. The player will not have to deal with any of the math save combat.
A few tweaks on the Armor rules and the price list.
Monsters are pretty much going to stay the same.
It will be released as an update on each booklet, so if you already got yours downloaded from DrivThruRPG then you will get this update for free!
The game will still be compatible with the all the modules and such just character creation will be simplified. Many of the long winded modifiers and such will be put either into one word descriptors, or eliminated all together.
Attribute modifies may be (Have not decided yet) replaced with minimum scores (like an elf needs to have a 16 Dex instead of a +2 to Dex modifier) for certain classes or races.
The simplicity I was going for was obscured by the "just get it finished" mode I was in.
After running it for awhile , I noticed that many of the features were not even used so they are going out the door. TOO MUCH CLUNK! This will allow for more customized characters I think.
I also went to make a stack of pregenerated characters for the local CON and said DAMN IT! I did it again! Made it too clunky! It was just too much work!
Here's how it should and is going to be! Roll Attributes, Pick Race, Pick Class, Roll for gold, Buy Stuff, Start playing in less that 10 minutes.
I am also going to put all the difficulty ratings on the GM. The player will simply roll his D20 plus attribute modifier. On the GM's side will be subtraction of -1 every two levels and if he is skilled then drop the difficulty by 5. The player will not have to deal with any of the math save combat.
A few tweaks on the Armor rules and the price list.
Monsters are pretty much going to stay the same.
It will be released as an update on each booklet, so if you already got yours downloaded from DrivThruRPG then you will get this update for free!
Saturday, February 18, 2017
Back to the Dungeon Role Playing Game is for sale! Here is the MASTER BUNDLE! (OR sold separately!)
Back to the Dungeon Role Playing Game is for sale! Here is the MASTER BUNDLE! (OR sold separately!)
Easy to run, Easy to play...
A HUGE BIG OL BUNCH of stuff for one low price.
A printer printing out the PDFs in Zine booklet style and with less than a hundred pages you have complete set of rules!
www.drivethrurpg.com/product/197560/Back-to-the-Dungeon-Master-Bundle-BUNDLE
Easy to run, Easy to play...
Easy to run, Easy to play...
A HUGE BIG OL BUNCH of stuff for one low price.
A printer printing out the PDFs in Zine booklet style and with less than a hundred pages you have complete set of rules!
www.drivethrurpg.com/product/197560/Back-to-the-Dungeon-Master-Bundle-BUNDLE
Easy to run, Easy to play...
Monday, September 12, 2016
Back to the Dungeon Role Playing Game now for sale!
Going to try my luck at selling PDF games. I finally got free time due to being laid off AND I have a massive library of half finished RPGs. Have even more in my head. These are the most updated versions of BttDRPG!
http://www.drivethrurpg.com/browse/pub/10088/Eldrad-Wolfsbane
http://www.drivethrurpg.com/browse/pub/10088/Eldrad-Wolfsbane
Friday, July 29, 2016
The Black Stairs Megadungeon Level 4!
Here is the 4th Level of the Black Stairs...
To order it, take a look at DriveThruRPG!
So how big are the Black Stairs you ask? Take a look.
Level 1
Level 2
Level 3
Level 4
Level 5
(Unpublished)
Wednesday, July 13, 2016
Back to the Dungeon RPG: Dungeon Alchemy Playtest Coming Soon!
Dungeon Alchemy!
Weather, squarecrawls, hexcrawls, backgrounds, monstrous player races and more!
Playtest version!
Soon!
Wednesday, March 16, 2016
Saturday, March 12, 2016
BS3 BACK to the DUNGEON RPG The Drow Undercity of Death
BS3 BACK to the DUNGEON RPG The Drow Undercity of Death
Those horrible demonic Drow! We were a very large merchant caravan of over twenty wagons with thirty men at arms strong. We were five merchants with two of our wives with us and my two daughters. Thank the gods our sons had stayed back to run our businesses back in the capital!
We were beset upon in the darkest of nights by foul soldiers with armor dark and black and hair as white as snow. They killed most of our men at arms and we surrendered! Why did we not just keep fighting to the death!
The dark elves took us far into the ground in the terrible dungeon know only as The Black Stairs. First there were the screams! Screams of men women and children. Then there was the smell. A smell of feces, blood, and death!
Blood flowed like a river in this terrible place. Bodies lay all over broken, weeping, insane, and some dead.
We were taken to some beautiful yet horrible Drow woman. She chanted in horrible tongues and prayed to dark gods!
Some how she KNEW that the two girls were my daughters! She picked up the youngest of only three years old by her throat and looked at me. Two Drow guards escorted us to another room.
I heard my wife crying and screaming as Drow guards piled on top of here kicking and beating. There was nothing I could do. We were brought to a huge room with a horrible stinking pit with my little daughter still gagging and choking.
Then she looked at me laughing and threw my little girl into the pit screaming until I heard her hit in the darkness. At that time my mind broke and I do not recall all of the tortures they did to me or my family.
I will tell you this. The Drow are evil. The Drow are coming for us one day! They will come in the dead of the night and kill us all in our safe little barony.
https://drive.google.com/file/d/0BzYaSvmA-OpUNGJ5WHJXSlBad1k/view?usp=sharing
Yes people the THIRD level of the Megadungeon "THE BLACK STAIRS" now carefully translated and edited from LL/AEC to BttDRPG.
Those horrible demonic Drow! We were a very large merchant caravan of over twenty wagons with thirty men at arms strong. We were five merchants with two of our wives with us and my two daughters. Thank the gods our sons had stayed back to run our businesses back in the capital!
We were beset upon in the darkest of nights by foul soldiers with armor dark and black and hair as white as snow. They killed most of our men at arms and we surrendered! Why did we not just keep fighting to the death!
The dark elves took us far into the ground in the terrible dungeon know only as The Black Stairs. First there were the screams! Screams of men women and children. Then there was the smell. A smell of feces, blood, and death!
Blood flowed like a river in this terrible place. Bodies lay all over broken, weeping, insane, and some dead.
We were taken to some beautiful yet horrible Drow woman. She chanted in horrible tongues and prayed to dark gods!
Some how she KNEW that the two girls were my daughters! She picked up the youngest of only three years old by her throat and looked at me. Two Drow guards escorted us to another room.
I heard my wife crying and screaming as Drow guards piled on top of here kicking and beating. There was nothing I could do. We were brought to a huge room with a horrible stinking pit with my little daughter still gagging and choking.
Then she looked at me laughing and threw my little girl into the pit screaming until I heard her hit in the darkness. At that time my mind broke and I do not recall all of the tortures they did to me or my family.
I will tell you this. The Drow are evil. The Drow are coming for us one day! They will come in the dead of the night and kill us all in our safe little barony.
https://drive.google.com/file/d/0BzYaSvmA-OpUNGJ5WHJXSlBad1k/view?usp=sharing
Yes people the THIRD level of the Megadungeon "THE BLACK STAIRS" now carefully translated and edited from LL/AEC to BttDRPG.
Tuesday, December 29, 2015
Back to the Dungeon Version 1.7
Here is V1.7
Not going to do another revamp for many moons and just concentrate on MODULES!
All Vanican type magic.
Corrected some typos throughout all documents.
STILL finding more DAMN!
Druid Typo
Added 0 level offensive spell for Wizard.
Working on Book 7 AND another Monster book
https://drive.google.com/drive/mobile/folders/0BzYaSvmA-OpUQWM1Q0tpVjVldFk
Not going to do another revamp for many moons and just concentrate on MODULES!
All Vanican type magic.
Corrected some typos throughout all documents.
STILL finding more DAMN!
Druid Typo
Added 0 level offensive spell for Wizard.
Working on Book 7 AND another Monster book
https://drive.google.com/drive/mobile/folders/0BzYaSvmA-OpUQWM1Q0tpVjVldFk
Saturday, November 28, 2015
Back to the Dungeon RPG Update Version 1.6
So have you played back to the Dungeon RPG? No? If not then what the hell! I wrote the goddamn game for you!
Here is version 1.6 just for you!
You tried all those other "clones" and have still been left wanting! There is still something missing form your sessions!
You want this Neoclone!
Other games not doing it for you eh?
That ol skew game still left you wanting as well.
This game scratches that itch.
Back to the Dungeon RPG...
It cost FREE dollars!
https://drive.google.com/folderview?id=0BzYaSvmA-OpUQ19PZjV2UmJya28&usp=sharing
Here is version 1.6 just for you!
You tried all those other "clones" and have still been left wanting! There is still something missing form your sessions!
You want this Neoclone!
Other games not doing it for you eh?
That ol skew game still left you wanting as well.
This game scratches that itch.
Back to the Dungeon RPG...
It cost FREE dollars!
https://drive.google.com/folderview?id=0BzYaSvmA-OpUQ19PZjV2UmJya28&usp=sharing
Friday, June 5, 2015
Chapters 7 and 8 of Book 6 Dungeon Arcana of the Back to the Dungeon RPG
7.0
THE GIANT CAMPAIGN
LIKE
DAYS OF OLD: WHAT THESE RULES ARE FOR!
Back
in the 1970s at the dawn of role playing games known as the ancient
times there was a movement inspired by Fantasy Novels, Tolkien, and
Hippy Magic. Giant Campaigns with Hundreds of Players and Godlike
Rock Star Game Masters. The Wizard God King Game Master could whip up
cool adventures in seconds in the heavy metal and incense filled air!
Stats were simple and monster blood flowed from behind the blades,
maces, and magic of the players! Much Drinking and Whoring! Wenches
came running to greet the players and their clothes fell off! Rules
were cool for the player and it took only MINUTES to roll up a new
character! As medieval sounding Heavy Metal blared out while tales of
Swords and Sorcery became so real that a war started between the
Worshipers of the Ancient Gods and the Devil Worshipers! Yes it was a
cool time to be a Gamer.
These
rules are designed for large scale play as well as small scale. I
does what you need simply. Game Masters need to gather all the Game
Masters of like mind and start a shared campaigns. It is helpful if
there are multiple separate parties at first.
8.0
THE RETURN OF THE GODLIKE ROCK STAR GAME MASTER!
The
time of the wizard god kings have returned! The ancient order has
awakened and the call from the ancient gods and the devils from hell
have been made to the game masters of the world. Game Masters must
choose a side and begin plans for the wars to come. Dungeons now must
be made to house the challenges that await the players. Each Game
master must craft each dungeon as a living breathing work of art.
They must draw out the lands and places of civilization as directed
in the Game master's Guide! In the old days the Game Master was the
star and people lined up to see what foul challenges and tricks he
had up his sleeves! Many times Game masters joined forces (and maps)
even though rivals to make grand campaigns! If you succeed in doing
this sometimes these worlds can become almost real. I don't know
maybe in some quantum multidimensional level Game Worlds are real! If
you are a Game master then feel the power! The age of adventure has
returned!
Sunday, May 3, 2015
Back to the Dungeon RPG V1.4
MAJOR CHANGES to MAGIC!
The spell points were simply too powerful so I decided on just giving them 4 spells plus Attribute bonus plus 2 spells a level.
A Wizard with a 16(+2) Intelligence would start out with 6 spells a day and get two additional a level. He cast at 1/2 his level so a 1st level charter can cast cast 0 level spells and 1st level spells.
I had multiple criticisms about the magic system being too powerful and the spells being hard to track.
This fixes that problem. Thanks for the suggestions Tony and Tom.
A few minor editing problems are now fixed but there are still more.
ALSO book 6 Dungeon Arcana has been released as well as an updated Module: The Hills of Death!
https://drive.google.com/folderview?id=0BzYaSvmA-OpUflNIa3FvSVg0M0lDNDcwNzdBbWlhM1pQdUFyRFY2R21oNE4yZnBoYl9BRDg&usp=sharing
The spell points were simply too powerful so I decided on just giving them 4 spells plus Attribute bonus plus 2 spells a level.
A Wizard with a 16(+2) Intelligence would start out with 6 spells a day and get two additional a level. He cast at 1/2 his level so a 1st level charter can cast cast 0 level spells and 1st level spells.
I had multiple criticisms about the magic system being too powerful and the spells being hard to track.
This fixes that problem. Thanks for the suggestions Tony and Tom.
A few minor editing problems are now fixed but there are still more.
ALSO book 6 Dungeon Arcana has been released as well as an updated Module: The Hills of Death!
https://drive.google.com/folderview?id=0BzYaSvmA-OpUflNIa3FvSVg0M0lDNDcwNzdBbWlhM1pQdUFyRFY2R21oNE4yZnBoYl9BRDg&usp=sharing
Monday, May 12, 2014
Back to the Dungeon Role Playing Game
Here is the latest version of the Back to the Dungeon RPG !!!
Hope you enjoy this edited version with a Table of Contents.
Got to go to bed!
Got to go to bed!
Friday, March 28, 2014
Back to the Dungeon RPG Assassins and Rouges (FLAILSNAILS)
ASSASSIN
Assassins
are highly trained hired killers that exist in secret brotherhoods
and cabals around the ancient world. Anyone can be a killer but only
the assassin guilds choose the most deadly and then hone them into a
finely trained killing machine. Assassins tend to dress very lightly
and are always prepared to escape any situation as if they are found
out they would be hung or burnt at the stake. Assassins specialize in
the quick kill only if the opponent is unaware and fails his save.
Only one chance is given for a surprise attack. They tend to wear
light armor and can use any weapons. An assassin has all the
abilities of a Rogue.
An
assassin uses his Strength to climb and hold himself in hiding places
for long periods of time.
The
assassin uses his Dexterity to do acrobatic feats of agility. The
Assassin is a flinger of darts and daggers and may fling one plus his
Dexterity bonus per round.
Constitution
score is used in assisting how long the assassin can stay in hiding
in a cramped or difficult place. The Assassin also uses his
Constitution resist poison and drugs which improves as character
levels up.
If
the assassin uses his Intelligence he may brew up poisons or drugs.
He
uses his Wisdom to shadow a victim.
The
assassin use his Charisma to charm and fool victims and if he is
clever enough to disguise himself act like another person. If medium
or higher armor is worn subtract one point for every point past AC
12. Assassinate (DC10-Level)+(+1 DC) per level of victim only on a
surprise attack. Their unarmed Attack does 1d6.
Hit
Points: 8 HP + 1d8 a level.
Armor:
Up to Leather without penalty
Weapons:
All
To
Hit: +1
Natural
20: On a natural “20” the Assassin may Eviscerate an
opponent causing instant death unless the victim saves 10 + damage
done, Gory Bleeding that does 1d6 for 1d4 rounds, Blinded giving a -4
to all actions, blood spray to blind another opponent two squares
away giving a -4 until he wipes the blood out of his eyes. Make a
victim gimped giving you -2 to all actions and half speed. A morale
roll may be in order.
ROUGE
The
Rogue can be a trained criminal, a thief, the master of stealth and
locks, a charmer, or conman. A Rogue can be many things though most
depend on their dexterity and craftiness. Some are nothing of the
sort using their ability to manipulate others by their sheer
personality. In some cases these more criminally organized sorts
kinds will gather together and form Thievery Guilds.
The
Rogue uses his Strength to climb sheer surfaces that no other class
can climb.
The
Rogue uses his Dexterity to pick locks, pick pockets, stealth, and
other criminal activities. The Rogue is a flinger of darts and
daggers and may fling one plus his Dexterity bonus per round.
They
use their Constitution to hang out in hidden places to stalk their
prey. If they hit a victim with a surprise or flanking attack they do
an additional 1d6 damage every two levels.
The
Rogue use his Intelligence to decipher maps and magic scrolls as well
as ancient text if he is literate. They have knowledge of various
poisons and their effects. They also speak a thieves cant which
varies from area to area.
The
Rogue uses his Wisdom to spot hidden things and to notice traps and
tricks. He can also use his Wisdom to shadow someone in a crowd.
Many
Rogues are glib tongues and use their Charisma to charm and convince
others.
Armor:
Anything past Leather interferes with abilities.
Weapons:
Any
Hit
Points: 6 + 1d6 per level.
To
Hit: +0
Natural
20: On a natural “20” a rogue may Slow an opponent
causing him to move at half speed until healed, Stun the opponent for
1d4 rounds, or cause 1 point bleeding for 1d6 rounds.
Labels:
BttDRPG,
CFRPG,
Classic Fantasy Role Playing Game,
Flailsnails
Sunday, March 9, 2014
BttDRPG my version of the Fighter and Barbarian (also for FLAILSNAILS)
Here are my version of the old classes.
FIGHTER
The
brave and strong Fighter is the backbone of any adventuring group. He
is the first line of defense against any and all threats. Fighters
can be of any background and come from anywhere. Most Fighters depend
on their Strength to do great damage on their opponents in combat.
The Fighter answers most conflict with weapons drawn. They are
trained at all weapons and armor. They are the simplest class to
play.
The
Fighter may use his Strength to perform a feat of Strength such as
moving heavy objects that no other characters can use.
The
Fighter may also use his Intelligence to see the quality of weapons
and armor.
A
Fighter may also use his Wisdom to keep control of his horse or other
steed. The Fighter may also keep his undivided attention on opponents
that if they try and get past him or attack anyone else, he will get
a free attack against as many enemies as his Wisdom Bonus even if he
has already taken an action this round.
A
Fighter can cleave one extra victim every two levels. You are
proficient in all weapons and armor.
Armor:
Any
Weapons:
Any
Hit
Points: 10 + 1d10 per level.
To
Hit: +1
Natural
20: Fighters get the Melee
Critical Hit ability. When they roll a natural “20” they
automatically do triple damage in Melee Combat only. This damage
continues to cleave to the next monster if the first one dies from
the massive damage. Critical hits improve to x4 at 4th level x 5 at
8th level improving every 4 levels.
BARBARIAN
Barbarians
are warriors from primitive civilizations that exist far from the
gleaming decadent walled cities of mankind. Barbarians are very much
feared in the borderlands of civilizations! They fight to exist in
the plains, swamps, forest, highlands, and badlands against the
hordes of vile humanoids and undead that lurks in great numbers in
the ancient wildernesses. Barbarians are the warrior of the Primal
Wildernesses that separate the small bastions of mankind. These daily
challenges to life itself forge the powerful and strong Barbarians.
Barbarians tend to distrust magic unless it is from ones that also
lurk in the wildernesses such as Druids. Barbarians are quick to
answer any challenge with huge blades and have very little problem
killing those who cross them in the slightest offense. Barbarians use
the primal rage that comes from having to survive in wild and monster
filled wildernesses.
Barbarians
use their Strength to perform Feats of Strength, Jumping long
distances, and climbing sheer cliffs but not as good as a thief.
They
use their Dexterity to perform stealth as good as a thief as long as
they are in leather armor or less.
They
use their Constitution to drink large amounts of alcohol, ignore
pain, and resist poisons and drugs.
They
use their Wisdom to sense the weather and wilderness survival.
They
use their Charisma to intimidate and push around lesser people.
With
two handed weapons may cleave +1 creature per level. Their Critical
hits go up every four levels like Fighting Men every four levels but
start out at only x2 damage. This means that when you kill one
creature your blade passes through it to the next creature. You
continue this as long as the victim dies and until you run out of
cleaves or movement. Rage which gives +2 to hit and damage for
Constitution in Rounds plus 1 a level. Barbarians must roll Wisdom or
Higher to come out of Rage. All barbarians gain +5 to Movement every
2 levels if wearing light armor. Barbarians gain 1 point of damage
reduction every five levels.
Hit
Points: 12 HP+ 1d12 a level.
Armor:
Any but prefer to wear lighter armor as heavy armor is a sign of
weakness in their society.
Weapons:
Any but prefer large two-handed weapons
Hit
Points: 12 + 1d12 per level.
To
Hit: +1
Natural
20: On a natural “20” you hit all adjacent friend or foe
sending them flying 10 feet and stunning them for one round doing
normal damage. The distance increases by 10ft every 5 levels. The
flying opponents take 1d6 per 10 ft thrown.
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