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Post by simonw on Jun 9, 2012 6:14:46 GMT -6
Ok, now I've nearly finished Blood & Bullets, I've started a new one - Sabres & Witchery. Here's the premise:
Introduction Sabres & Witchery is a role-playing game nominally set in Europe (although it could be elsewhere) at the end of the English Civil War through to approximately the Napoleonic Wars era. It is based on a set of ‘old school’ fantasy role playing rules, which itself was based on the first fantasy role playing game.
You are free to publish your own adventures, house-rules, and any other sort of materials designed for this game. Guidelines and requirements are at the end of the book.
Historical accuracy The time-period of Sabres & Witchery is not specific – it could be any time from the late 1600’s to the early 1800’s; the “Age of Enlightenment”. You don’t even need to clearly define it before you start play. Philosophy and science are increasing in prominence and although major changes are afoot in both scientific thinking and technology, the industrial revolution hasn’t commenced yet. The period of the game (and the locations the PCs adventure in) is still nearer to the middle-ages than it is to the 20th century.
Horses, carts and coaches are still the main forms of land transportation and travel by sea is by wooden sailing ships. In the later period of this game’s setting, hot air balloons have become the first vaguely realistic method of air travel.
It is a time where armour is still worn by some soldiers but of less use now that firearms are become more prevalent as a more powerful option to bows and crossbows. Swords still have their place but older types of weapon like spears and maces have pretty much fallen out of use except in some of the “lost” villages in the most inaccessible parts of the world. Fencing is established and duels are fought regularly with pistol or rapier amongst gentlemen and nobility for real or imagined sleights.
There isn’t really a time when there isn’t a war going on somewhere across Europe. Whilst mercenaries still fill large parts of a country’s forces, full-time standing armies are becoming more the norm. The tactics are still largely to line up against one another and unleash volleys of cannon and musket fire, followed up by charges by well-armed and armoured cavalry.
It is assumed that characters in the game will be mainly treading paths in wild out-of-the-way places – tangled forests, wind-swept moors, dark mountain valleys and storm-ravaged coasts. They are hunting horrors that other people prefer to avoid and those horrors are only out at night, in the darkness and where they can’t be discovered.
References As has been said, this isn’t a game where the specific setting or time period has been clearly defined for you. Really, you don’t need to worry too much about it unless you wish to place your game at a particular historical place or time. Otherwise just the general feel will be sufficient.
To help visualization, here are a few films that helped inspire Sabres & Witchery:
Treasure Island (2012) Solomon Kane (2009 Alatriste (2006) The Brothers Grimm (2005) Van Helsing (2004) Pirates of the Caribbean Series (2003 - 2011) Brotherhood of the Wolf (2001) Sleepy Hollow (1999) Plunkett & Macleane (1999) The Scarlet Pimpernel (1998) Sharpe Series (1993 – 2008) Dick Turpin Series (1979-1982) The Duellists (1977) Captain Kronos: Vampire Hunter (1974) Witchfinder General (1968)
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Post by simonw on Jun 9, 2012 6:17:19 GMT -6
There are four character classes in the game: the Fighter, the Magus, the Scoundrel and the Woodsman. The Referee is free to invent other character classes or may allow optional classes from other games.
THE FIGHTER The Fighter is a character that usually turns to the sword or the gun to get things done. He might be a mercenary, a guerilla leader, a duelist, a bounty hunter or a tough old mariner. Whatever he is, he lives by the sword and the only way he knows of dealing with supernatural horrors is to hit them until they stop moving. A Fighter can have either STR or DEX as his Prime Attribute (player choice) as some fighters rely on speed and skill and others rely on heavy hitting.
Table 3: Fighter Advancement
Level XP HD (d6) To Hit Bonus AC Bonus* ST 1 0 1+1 +0 +0 16 2 2000 2 +1 +1 15 3 4000 3 +2 +1 14 4 8000 4 +2 +2 13 5 16000 5 +3 +2 12 6 32000 6 +4 +3 11 7 64000 7 +4 +3 10 8 120000 8 +5 +4 9 9 240000 9 +6 +4 8 10 480000 10 +6 +5 7
Fighter Class Abilities Weapons: The Fighter can use any weapons. STR-based fighters can wear any armour but DEX-based fighters can wear only leather, but get a bonus to their AC based on the above table.
Saving Throw: Fighters receive a +2 bonus on saving throws vs. death.
Assess Opponent (INT): Fighters can choose to weigh up the opposition at the start of a fight and make a saving throw to see if he can determine the strengths and weaknesses of the opposition (i.e. their level or HD).
Combat machine: Fighters gets one attack per level against foes of 1HD or fewer, each round. They can’t do this if armed only with a firearm (as they are single shot and take time to reload, although if he has more than one pistol, he could fire them both, thus attacking up to two opponents or he could fire one shot and then use it as a club if the opponents were close enough).
Weapon Specialist: Fighters receives a +1 bonus to hit and damage using one type of weapon (including firearms), chosen at outset (see the equipment section).
XP Bonus for Strength or Dexterity: STR or DEX is the Prime Attribute for Fighters, which means that a high STR or DEX score grants them an extra 5% on XP earned.
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Post by simonw on Jun 9, 2012 6:18:26 GMT -6
THE SCOUNDREL The Scoundrel is a thief, cheat, pick pocket and a con-man; he might hide his true nature under the guise of a peddler, a friar or a minstrel but he makes his living wandering the highways and byways making money however he can - gambling, stealing, selling and swindling. A Scoundrel can have either DEX or CHA as his Prime Attribute (player choice) as they are both important. His way of dealing with supernatural horrors is to pretend they don’t exist, hide and await an opportunity, or talk others into dealing with them.
Table 4: Scoundrel Advancement
Level XP HD (d6) To Hit Bonus ST 1 0 1 +0 15 2 1500 2 +0 14 3 3000 3 +1 13 4 6000 3+1 +1 12 5 12000 4 +2 11 6 24000 5 +2 10 7 48000 6 +3 9 8 96000 6+1 +3 8 9 192000 7 +4 7 10 384000 8 +4 6
Scoundrel Class Abilities Weapons: Scoundrels can use any light weapons and pistols preferring smaller concealable ones. They may wear a leather jack.
Saving Throw: Scoundrels receive a +2 bonus on saving throws vs. XXX
Lucky Streak: Scoundrels can re-roll any failed saving throw once per 2 levels per day.
Information Gathering (CHA): Scoundrels hear two rumours in a tavern whenever a drink is bought.
Silvertongue (CHA): Scoundrels have the gift of the gab – they can lie, cheat, bluff and swindle. They can use this skill to get out of tricky situations or to trick the gullible into doing something they wouldn’t normally do.
Deftness (DEX): Scoundrels can manipulate cards, coins and other small objects deftly and, using misdirection, without being noticed. They can use this skill to pick pockets and pick locks too.
Sneak attack: Scoundrels often have concealed weapons which they are adept at using in emergencies. They can score x2 damage on a successful hit by surprise; this can be done with a knife, derringer or pocket pistol only.
XP Bonus for Dexterity or Charisma: DEX or CHA is the Prime Attribute for Scoundrels, which means that a high DEX or CHA score grants them an additional 5% on XP earned.
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Post by Finarvyn on Jun 9, 2012 6:21:02 GMT -6
This sounds like a lot of fun! I look forward to more updates!
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Post by simonw on Jun 9, 2012 6:22:24 GMT -6
THE WOODSMAN Woodsmen are a rough-and-ready types of character that spend much of their time in the woodlands or on mountain trails; they could be charcoal burners, foresters, game-keepers, trappers, loggers, poachers, herders or hunters. They tend to be more superstitious than the other character classes.
Table 5: Woodsman Advancement
Level XP HD (d6) To Hit Bonus ST 1 0 1+1 +0 16 2 1750 2 +1 15 3 3500 3 +1 14 4 7000 4 +2 13 5 14000 5 +2 12 6 28000 6 +3 11 7 56000 7 +3 10 8 112000 8 +4 9 9 224000 9 +4 8 10 448000 10 +5 7
Woodsman Class Abilities Weapons: Woodsmen can use any weapon and may wear a leather jack.
Saving Throw: Woodsmen receive a +2 bonus on saving throws vs. poisons.
Weapon Familiarity: At outset, the Woodsman can choose a non-firearm (knife, wood axe, bow etc.) to receive a +1 bonus to hit and damage.
Stealth (DEX): When in the wilderness, the Woodsman is skilled at using the terrain to move without being noticed by his prey or his enemies.
Survival (CON): In the wilderness, the Woodsman can obtain enough food and sufficient safe shelter by hunting and foraging to keep alive himself plus a number of additional people equal to his level. If there are more people in the group than this, a ST is required.
Track (WIS): Woodsmen can spot and follow a trail across almost any ground. They also automatically know which direction is north and can recognize the prints and number of critters that made the tracks.
XP Bonus for Constitution: CON is the Prime Attribute for Trailblazers; which means that a high CON score grants them an additional 5% on XP earned.
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Post by simonw on Jun 9, 2012 6:27:04 GMT -6
I havent finished the Magus yet, but they will have spells of a "non-flashy" nature, from both the Cleric & Magic User list.
They don't need to memorize spells - they have to reference their book(s) to read and then cast a spell. So if they don't have the book that has the spell in it with them, they can't cast it. Most will collect all their spells into one book, so they don't have to carry a library around with them - but these may be written down incorrectly and may not go off or might have side effects - in other words the Magus needs to make a successful ST to cast their spells.
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Post by owlorbs on Jun 9, 2012 7:35:21 GMT -6
Keep this good stuff coming!
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Post by darkling on Jun 9, 2012 12:15:06 GMT -6
This is excellent and makes me want to run a Solomon Kane game.
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arokh
Level 2 Seer
Posts: 42
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Post by arokh on Jun 9, 2012 15:39:35 GMT -6
Very much looking forward to seeing what you do with the Magus -- I'm especially curious about crafting a "non-flashy" kind of school f magic drawing on both the MU and Cleric spell lists.
Also, do you plan to bring in the kinds of supernatural stuff that Captain Kronos: Vampire Hunter does? Any sort of "cleric"/exorcist/spiritualist planned?
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Post by thorswulf on Jun 9, 2012 17:52:09 GMT -6
Sounds great so far Simon! For some really good inspiration for supernatural critters in the North American continent read any of Manly Wade Wellman's SilverJohn stories. Aztec stuff could be fun in South America too.... My, so many fun choices!
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Post by stevemitchell on Jun 9, 2012 19:59:13 GMT -6
Looking very nice so far. I can't wait to see what kinds of monsters you plan.
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Post by simonw on Jun 10, 2012 3:32:37 GMT -6
THE MAGUS These are learned individuals that spend their time in musty libraries reading old tomes and parchments to learn about the evil horrors that infest the dark hidden places of the world. The Magus might be a bright young alchemist or astronomer fresh out of university, a venerable old monk or an itinerant friar, a feisty priest bellowing hellfire and d**nation to unbelievers or even a poet or storyteller who has learned too much on his travels. A Magus can have either INT or WIS as his Prime Attribute (player choice).
Table 4: Magus Advancement
Level XP HD (d6) To Hit Bonus ST Spells by level per day 1 0 1 +0 14 1 - - - - 2 2250 1+1 +0 13 2 - - - - 3 4500 2 +0 12 3 1 - - - 4 9000 2+1 +0 11 4 2 - - - 5 18000 3 +1 10 4 2 1 - - 6 36000 3+1 +1 9 4 2 2 - - 7 72000 4 +2 8 4 3 2 1 - 8 144000 4+1 +2 7 4 3 3 2 - 9 288000 5 +3 6 4 3 3 2 1 10 576000 5+1 +3 5 4 4 3 3 2
Magus Class Abilities Weapons: The Magus can use only quarterstaffs, daggers, and pistols. They don’t wear armour.
Saving Throw: The Magus receives a +2 bonus on saving throws vs. fear.
Linguist (INT): The Magus can read and understand many languages and those he doesn’t know he can research. On finding any ancient tome, grimoire or other exotic written material he can make a ST with a successful roll meaning he can understand it. If he has access to a library whilst doing his research and he has at least a day free to do it, he can gain +1 to +4 to his roll. If there are spell descriptions in the text, he can add the spell to his spell book or read the spell directly from the text.
Turn Undead (WIS): The Magus has learned the nature of evil and can use this against the monsters that plague the world. Either through his faith or through knowledge (or both) the Magus can force undead and demonic monsters to back away, or even to destroy them. This might require a holy symbol (where relying on faith) or some knowledge of the undead’s weakness (garlic, silver, sunlight, holy water, running water, the true name of the demon, etc.)
Spell Casting: The Magus starts at 1st level with his spellbook and one spell of his choice from the 1st level list already written into it. To gain any more spells, he must find them in books and scrolls. Copying the spell to his spellbook puts it into a form that he finds easy to read and cast (which will almost certainly differ from the original). He can only copy spells into his book that his experience and knowledge enables him to grasp. See Spells by level per day for the level of spell the Magus can copy down. He can have any number of spells collected in his spellbook (or in other texts in his library).
Casting a spell always requires reading the formulae to get the verbal nuances absolutely correct. Spells written into his book are easy for the Magus to cast. At 1st level he can cast 1 spell of 1st level per day without difficulty at 2nd level he can cast 2 and so on.
Where it gets difficult and when a ST is required is: • Where the spell is one that isn’t in his spellbook (i.e. he is reading it directly from the original text (a scroll he found in a tomb, for example) • Where it is of a higher level than he can normally cast (a 1st level Magus trying to cast a 2nd level spell) • Where he is trying to cast another spell when he has already cast his normal number of spells for that day
The Magus receives a -1 penalty for everything that applies from the above points. In addition, if the spell is 2 levels higher than the Magus can normally cast, the penalty is -2 and 3 levels is -3 and so on.
If the ST fails there may also be repercussions as a result. Roll 2d6:
Table 5: Spell Failure Side-Effects
2d6 What happens 2 You are driven mad for 2-12 days, then gain phobia per 3 below 3 Gain a phobia (dark, spiders, blood, undead, loud noises, heights etc) 4-5 Suffer d6 HP (if 6 is rolled, roll again for extra damage) 6-8 No ill effects 9-10 Mind blank, cannot cast any further spells until you’ve rested 8 hours 11 You start becoming a little weird, -1 to charisma 12 You age by 1d6 years XP Bonus for Intelligence or Wisdom: INT or WIS is the Prime Attribute for the Magus, which means that a high INT or WIS score grants them an extra 5% on XP earned.
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Post by simonw on Jun 10, 2012 5:35:55 GMT -6
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Post by simonw on Jun 10, 2012 8:20:02 GMT -6
By popular request, I have added a Vampire Hunter type character (updated pdf to follow):
THE HUNTER The Hunter is a single-minded individual whose has devoted his life to cleansing the world of evil, wherever it lurks. Usually called Vampire Hunters, Witchfinders, Demon Hunters or Monster Hunters; these guys prefer to destroy evil by mundane means unlike Magi but if their primary undead ability fails, their secondary means of dealing with monsters is the same as that of fighters. They tend to treat Magi with a degree of suspicion. A Hunter can have either STR or WIS as his Prime Attribute (player choice).
Table 4: Hunter Advancement
Level XP HD (d6) To Hit Bonus ST 1 0 1 +0 15 2 1750 2 +1 14 3 3500 3 +1 13 4 7000 3+1 +2 12 5 14000 4 +2 11 6 28000 5 +3 10 7 56000 6 +3 9 8 112000 6+1 +4 8 9 224000 7 +4 7 10 448000 8 +5 6
Hunter Class Abilities Weapons: The Hunter can use any weapons and wear any armour.
Saving Throw: Hunters receive a +2 bonus on saving throws vs. death and fear.
Smite Evil: Once per day, a Hunter may attempt to smite evil with his normal melee attack. He adds his WIS bonus (if any) to his attack roll and deals 1 extra point of damage per level. At 5th level, he can attempt this twice per day and at 10th level he may attempt it three times per day. Turn Undead (WIS): The Hunter has learned the nature of evil and can use this against the monsters that plague the world. Either through his faith or through knowledge (or both) the Hunter can force undead and demonic monsters to back away, or even to destroy them. This might require a holy symbol (where relying on faith) or some knowledge of the undead’s weakness (garlic, silver, sunlight, holy water, running water, the true name of the demon, etc.)
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Post by derv on Jun 10, 2012 16:47:27 GMT -6
I love the S&W WB rules and I'm really enjoying this twist. I'm with darkling, gives me a SK vibe.
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Post by derv on Jun 10, 2012 16:53:25 GMT -6
Here's a mini to wet that Solomom Kane whistle.
The Cleft Skull Tavern
*Read the story, "Rattle of Bones", found in The Savage Tales of Solomon Kane by R.E. Howard.
“…mine host hast neither guests nor servants, a strange tavern!”-Solomon Kane
Background: Your party is in search of a fugitive by the name of Gaston the Butcher. The journey has led them deep into the Black Forest. It is getting late and they will need to find refuge to rest their weary bones.
1st encounter: While on the trail, the party is surrounded and attacked by hungry black wolves. #encountered: 1d6+2 AC 12 HD 1 Att: Bite MV 12 XP 15
In the midst of the forray, “Monblue!“, a Frenchman comes to their aid. He will claim to also be on the trail of Gaston, leading the party away from the fact that he truly is Gaston. He will attempt to rob the party the first chance he has. For now, he will play along.
Gaston L’Armon (Gaston the Butcher) Lvl 3 Scoundrel AC 12 HD 3 HP 12 Att: weapon Sp: +1 to hit MV 12 ST 13 XP 60 Gastin is a handsome and bold Frenchman bedecked in lace and plumes stained from travel. He is armed with a small pistol and a rapier.
2nd encounter: By dark, the party will arrive at The Cleft Skull Tavern. The building is a low, long and rambling heavy log structure with strong steel barred windows and door. The host will only answer the door after persistent knocking and calling. Once inside, the party will be offered room and board. There is a fire smoldering in an open fireplace and rough hewn timber table and benches make up the furnishings. The host is a stocky, broad bodied man with a thick black beard, a great curved nose and small beady eyes. He is dressed simply with a white apron and a cleaver hanging from his belt. If questioned, he will remain aloof and avoid answering about his name or background. Upon close examination, the party might notice marks on the mans wrists and ankles from being shackled in a Continental prison. He also bears marks of frequent lashings upon his back that prove him to be an escaped fugitive from Karlsruhe. When questioned about other guests, he might mumble, “few come twice”.
The Host Lvl 2 Woodsman (treat as Berserker) AC12 HD 2+1 Att: weapon Sp: Berserk +2 to hit MV 12 XP 60 *The host is actually quite insane due to his time spent at Karlsruhe. He kills all his guests and feeds them to the wolves. He is armed with a cleaver and dagger.
Once the party is done eating, he will show them to their rooms. Each room contains 2 bunks, a chair, a heavy wooden table, and a candle stand. All windows are barred and none of the rooms doors have locks. There are a total of six rooms down a long hall. The host resides far at the other end of the tavern.
3rd encounter: Room at the end of the hall. This is the only room whose door has a small barred opening that you can open and look in. The door is bolted shut from the outside. This room is furnished like all the others except it has no windows and the furniture is hacked and splintered. The walls are scratched and the floor is darkly stained. (GM: you may find it necessary to use Gaston to lead the party to this room in order to find a means of bolting their doors shut from intrusion. Use Gaston to instill distrust of the host and to help the party find the secret panel in this room) The stains on the floor lead to the far wall where a bar protrudes. If this is pulled, a panel slides away revealing a shackled skeleton that is bolted to the floor (and possibly 1-4 large rats). It is necessary that someone breaks these chains to free the Minor Liche- possibly Gaston? Once this is complete, a number of things could unfold: 1. Gaston could attempt to rob the party, revealing his true identity. 2. The rattling of bones in the secret room will alarm the host. 3. The Minor Liche will rise and attempt vengence on the host and anyone who stands in his way. The Liche will not directly attack the party unless attacked first. Once the host is killed, it will flee.
Minor Liche Lvl 8 Magus AC 16 HD 8 Att: touch Sp: paralysis (no save). The site of Liche can cause paralysis for beings 4 HD or lower (save throw allowed). MV 6 XP 1700
Note to GM: I have not included any treasure in this mini adventure. Feel free to add some dressing to your tastes. Also, if the party survives, they may collect the bounty on both Gaston and the host.
-enjoy
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Post by stevemitchell on Jun 10, 2012 21:05:59 GMT -6
Very nice breakdown of "Rattle of Bones" for gaming.
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Post by Mike on Jun 10, 2012 23:15:48 GMT -6
Excellent work Derv! Exalted!!
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Post by simonw on Jun 11, 2012 12:29:41 GMT -6
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Post by simonw on Jun 11, 2012 12:32:31 GMT -6
Derv,
Can I add your scenario to the book? If so, PM me your name so I can add it to the credits.
Anyone else want to write up a mini-scenario to include in the book? There's no money in it, but loads of glory!
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arokh
Level 2 Seer
Posts: 42
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Post by arokh on Jun 11, 2012 12:37:27 GMT -6
This is great stuff!!! Thanks for sharing it with us, Simon! And thanks for that nice little adventure, Derv!
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Post by stevemitchell on Jun 11, 2012 13:30:59 GMT -6
I've statted out my first character, the improbably named Maxentius Andor Scarlatti. He's a Chaotic Fighter. My only comment for him under "Background" so far is "The madman from Milan!" I think maybe his war experiences had a detrimental effect on his personality and outlook. I'm assuming a campaign starting date of about 1830 for my games, to keep things in line with Captain Kronos, so, as with the Captain, Max is a veteran of the Napoleonic Wars. And he still hates the Austrians!
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Post by derv on Jun 11, 2012 15:55:53 GMT -6
Derv, Can I add your scenario to the book? If so, PM me your name so I can add it to the credits. Anyone else want to write up a mini-scenario to include in the book? There's no money in it, but loads of glory! Wow! I'd be honored. Glad you guys found it interesting.
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arokh
Level 2 Seer
Posts: 42
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Post by arokh on Jun 11, 2012 17:39:31 GMT -6
I really like the Magus and their combined spell lists. It seems very thematically appropriate. Two other ideas related to magic:
(1) Alchemy, based mostly on the actual stuff early modern alchemists believed they could do with some cinematic flair, would also seem to be like a fun addition to the game/setting. Could be a set of techniques that members of other classes could learn, or there could be an Alchemist class to supplement the Magus, since this really is a fairly different kind of magic than Magi can perform.
(2) How about one or more NPC classes for diabolists and/or witches for all those who traffic in the Dark Arts? I also get a Solomon Kane-like vibe (as others have suggested) and while undead-hunting would surely be a fun driver of many Sabres and Witchery adventures, it would also be fun to tangle with humans who have made demonic pacts.
Just some thoughts I thought I would throw out there on directions for possible expansion. In any case, this is all great stuff, and very inspiring!
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Post by stevemitchell on Jun 11, 2012 21:13:37 GMT -6
Some interesting characters to meet in a Europe 1830 campaign:
*Berend Kronos: An Austrian vampire hunter; a war veteran with the rank of Captain. *C. Auguste Dupin: An inquisitive Frenchman. *Count de Ville: Another guise of Count Dracula. *Ethan Brand: A brooding American wanderer. *Friedrich Wilhelm von Junzt: The most mystically erudite scholar in Europe. *Nicodemus Grost: An Austrian vampire hunter; a companion of Captain Kronos. *Richard Holt: A sardonic America seafarer from Kingsport, Massachusetts. *Plus any number of Karnsteins! (They have branches in Austria, Hungary, Italy, and Spain.)
Some interesting places to visit in a Europe 1830 campaign:
*Castle Branek in Moldavia: Rumored by some to be the final resting place of the legendary Merlin. *Castle Dracula in Transylvania: Enter freely, and of your own will. *Castle Kralitz in Moravia: The ancestral seat of the Kralitz line. Twenty-one generations of liches prowl the tunnels and caverns deep beneath the castle. *The Scholomance: A school of black magic run by the Devil, located near an unnamed lake in the mountains south of the city of Hermannstadt in Transylvania. Count Dracula is said to have studied here.
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Post by simonw on Jun 12, 2012 15:10:51 GMT -6
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Post by thorswulf on Jun 12, 2012 16:53:41 GMT -6
Need minis for the game check out the Vampire Wars/Gothic Horror figs by Westwind. Also any English Civil War/30 years war to 7 years war/ War of Spanish Succession figures would work well for fighters. Don't forget French and Indian wars lines too.
The fact of the matter is wolf attacks on hum,ans in Europe rose significantly after the Thirty Years war. All those easy to much on corpses.... Lycanthrope outbreaks anyone?
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Post by Mike on Jun 13, 2012 3:15:24 GMT -6
Hey Simon, which font are you using for the headings?
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Post by simonw on Jun 13, 2012 8:14:07 GMT -6
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Post by derv on Jun 13, 2012 21:35:43 GMT -6
Here's one more with a little Cthulhu flavor.
Finding Professor H-- and the Temple of the Toad
*ref: The Thing on the Roof by R E Howard Also Wikipedia: Percy H. Fawcett and the Lost City of Z
Background: Your party has been hired by a group of wealthy aristocrats, known as “The Glove”, who are heavily invested in an expedition by a Professor H--. The professor has disappeared during his travels to S. America where he claims to have discovered the mythical Lost City of Z in a region known as Mato Grosso. You have been advanced 800 marks to make the journey deep into the jungle and return Professor H--, if he still lives, and/or any news of his discovery. You have also been entrusted with a copy of the professors notebook that he left behind. Within it’s pages are historical or folkish references to the Lost City and notes about a mysterious Black Book by a Von Junzt. The notes allude that the book is mostly the ravings of a maniac with clues to strange places, secret abysmal things, and language of “keys to outer doors”. But it also spoke of an old temple where a strange god was worshipped by an ancient tribe. Professor H-- makes extensive mention to a red gem, carved in the form of a toad, that must lie in the temple crypt. He further speculates that the gem is a “key” that will unlock a passage to the Lost City of Z. On the last page he writes of a small native village that is outside of the dense jungle where he will begin his expedition. (GM: This small village is where the party will start after a long voyage)
Encounter #1: The village The natives of the village are known as Kalapolas and are a primitive tribe that wear very little. But, they are all ornately embellished with a peculiar silver jewelry that contains obscene and nightmarish images resembling many tentacled horrors and grotesque frog-like humanoids.
It’s not long at the village that you discover a nameplate and compass that belonged to Professor H--. (GM: It is best to portray the natives as naive and create a cultural communication gap between them and the party) When questioned about the professor, his found possessions, or the Lost City, the party may receive any of a number of rumors: 1. The Lost City is the land of the “Great Old Ones”. 2. Professor H-- gave us his compass and wandered into the jungle stating he would no longer be in need of natural guidance. 3.The professor lost his memory after a long illness and now lives as the chief of a tribe of cannibals. 4. Only a few brave men will dare venture deep into the jungle, saying there is strong and wicked Juju where the professor ventured. 5. Professor H-- is dead, the victim of a cannibalistic tribe that lives in the mountains. They saw him staked to a tree before the full moon. 6. Professor H-- has been overtaken by “the darkness” and is no longer of sound mind. He lives in a cave in the jungle mountains. 7. You foreigners do not understand the laws that govern the jungle. You dare not pursue your friend or you too will be a victim. 8. Professor H-- returned from the jungle a defeated man, never finding the Lost City of Z. He gained passage home upon a Spanish sailing vessel.
The party may also gain some knowledge about the surrounding tribes. None are friendly to outsiders and some are cannibals. They include the Arunas, Suyas, Xavantes, and Aloigne.
The Natives AC 12 HD 1 Att: weapon MV 12 XP 15
The party will be able to obtain two Kalapolas guides that will take them deep into the jungle to the Temple of the Toad.
Encounter #2: Panther attack Along the trail the party will be surprised by a panther that will leap out of the canopy. AC 15 HD 4 Att: 2 claws/ 1 bite MV 21 XP 240
Encounter #3: Temple of the Toad The temple is built in the side of a cliff in a deserted valley. As the party approaches they will hear the sound of drums beating incessantly in the distance. The columns which form its façade are in ruins and the outer walls are crumbling. The temple can be entered through a large open archway made from an unusually hard basalt. Inside, the walls and columns which support the roof remain sound. It’s interior is oddly decorated with similar images of horror to the Kalapolas jewelry. Once the entire party is inside the temple, 1d6 x 10 bats will flutter about the chamber.
Normal Bats AC 13 HD 1 hp Att: confusion- characters who are confused will suffer -2 to hit, saves, and will not be able to cast spells. MV 12 XP 10
(GM: you may want to leave evidence of Professor H-- having been in the temple i.e. A hat, broken pick or shovel, etc.)
Your Kalapolas guides will go no further. They turn around to go back to their village.
The main chamber is a large circular affair with a floor composed of great square stones. In the center is an altar. Behind the altar is a hewn out chamber with the sarcophagus of the temples last high priest. If opened, the party will notice the mummified remains with clothes similar to what would be found in Egypt. Around it’s neck is a copper chain with a red gem shaped like a toad. The party may use this “key” by touching it to the altar, opening the hidden passage beneath. This passage leads deep into the mountain. Before the party can proceed, two giant centipedes scurry out of the passage.
Giant Centipede (Medium) AC 14 HD 2 Att: bite Sp: poison MV 15 XP 240
Encounter #4: The Door At the bottom of this passage there will be a heavy door fantastically carved with strange symbols. At this point the mummy will attack the party in order to retrieve “the key”.
Mummy AC16 HD 5+1 Att: touch Sp: rotting disease MV 6 XP 600
Note: If your party survives, the door may be unlocked with “the key”. Where it leads is up to you. This may be the door to a larger Lost World campaign or maybe there is a room with the professors dead carcass laying upon unimaginable treasure, to be taken back to “The Glove” and in return the party will be handsomely rewarded. It’s up to you.
Addendum: If you feel there is not enough Cthulhu horror for the party to experience, you might choose to include a large black stone monolith that protrudes into the sky behind the temple. The party will see it a great distance from the site. It will be strangely alluring to the characters who will need to make a sanity save throw or incur 3 points of temporary damage to their Wisdom. This will cause them to experience flashing dark visions of a monstrous slime dripping toad perched upon the temple and throngs of people from a distant past chanting around it. If the characters Wisdom falls below 3, they will be quite touched in the head for a duration that is at the GM’s discretion. During this time they will lapse into short periods of fearful hallucinations of indescribable horrid things (suffering -2 to hit). If Wisdom falls to 0, the characters mind has permanently snapped and, frankly, they are quite mad. Reduced to a gibbering and drooling basket case who is now in the GM’s complete control. Consequently, the natives are not affected by the black stone monolith and are not subject to these repercussions.
*ref: The Black Stone by R E Howard
-enjoy
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