Freitag, Oktober 19, 2012

Wunsch ist Wunsch - Rollenspielblogwichtelei

Die Wünsche sind zugestellt!

Welche Wünsche? Na, die Wünsche für Greifenklaues deutscher Ausgabe des Secret Santicore.

Ich freu mich schon auf die Erfüllung meines Wunsches und mache mich bald an die Arbeit ... Woran genau wird noch nicht verraten.

Donnerstag, Oktober 18, 2012

This is not a sword. (With a slight nod to René Magritte.)

This is not a sword.
sword d6

And this is not a sword.
sword d8

Nor is this.
sword d12+2

The sword is only in your imagination. You roll the dice and let some numbers decide, or you can pick it up and cast a spell of magic words to create something in your, and your fellow players' imagination that numbers alone cannot.

Dienstag, Oktober 16, 2012

[magic items] Machete of Vangus and Cap of Magic Lantern

Machete of Vangus
A blade crafted by the Master of the Cloud of the Silvermountain Elves. The blade is of dark green hue with a sharp black edge and handle of dark wood. A sling of dark leather with seven colourful beads is attached to the handle.

The blade is magically enchanted to protect the wielder against poisonous animals and insects. They will move away from it and stay out of the circle of protection (10' radius.) Saving throws vs. poison within the circle are at +4.
It is a +1 magic weapon with a +1 damage bonus (1d6+1). Command words can be used to make it shed light, and to return to the character's hand from a distance of up to 120 feet.
When the sling is worn around the wrist no penalties are suffered due to moving and climbing on wet and slippery surfaces . The sling can be detached from the handle and used as a bracelet.

Cap of Magic Lantern
Caps, and sometimes helmets that are magically created and cast a beam of light in any desired direction. The intensity of the beacon can be varied by the wearer on command from a barely noticable glow to a bright beam of a large lantern. They are favourites of kids exploring old caves, diving in lakes, and running around at dusk while playing games of hide and seek.

Montag, Oktober 15, 2012

[magic items] Globe of Mapping, Saddle of the Wind Mount and more

Globe of Mapping

This is one of several globes created by the Sorceresses of Copperlake for the Greater Expeditions of Prince Angis of Dragondale. The prince required his companions to map all their journeys, and mark places of interest so he could travel from one point to the next without having to find those places on his own.
The globe is small enough to fit inside a closed fist. It is crafted of a red wood covered with leather. It is inscribed with fine lines, images and patterns which can be identified as similar to maps. On command the globe can be enlarged up to a diameter of 10' thus making it possible to read the entries, and write onto it.
Once the command is spoken the glove hovers in front of the character, it can be moved aside, up and down, but it will not float if pushed into any direction.
Entries can be made via hand gestures after a command word has been spoken.

Master Set of Fine Tailoring
A set of assorted magic sewing needles, scissors, knives, yarn, and buttons. It grants a +5 bonus on sewing, mending and similar tailoring tasks. With the necessary materials (fabric, leather, and accessories) and the command word a character can make one set of clothes of exceptional quality and design per day. Basic tailoring skills are a prerequisite for such tasks.

Sledge of the Mountain Queen
A wondrous vehicle of high craftsmanship and with luxurious features made to meet the demands of comfort of the Mountain Queen.
The sledge has enough room for four (plus the driver), and baggage. The roof is retractable. The sledge is enchanted with Protection from Cold. It can rearrange itself to a bedroom, tea-chamber, and maybe more.
On command eight magic horses will appear out of thin air and pull the sledge. The are corporeal and their manes glow with a warm blue hue. +4 on driving maneuvers. Speed: 18.

Saddle of the Wind Mount
A heavy magic saddle that on command creates a magic beast, called a wind mount. +2 on riding maneuvers. Can be equipped with two saddle bags, and safety harness.
It is nearly as invisible as a gust of wind on a dusty road. Whenever the creature passes through dust, leaves, rain, or snow it will become easier to spot.
Wind Mount 7HD AC 0 (immune to normal weapons) 1 attack 2d6 dmg Save 10 Move 24 (fly on command)
If the wind mount gets killed before the command word is spoken to make it disappear the saddle becomes useless.

Boots of Riding
The green riding boots of the Elfland Rangers. Come equipped with a knife (either left or right boot) and small pouches.
+3 on riding maneuvers, and any reaction rolls involving mounts.

Samstag, Oktober 13, 2012

Non-lethal attacks - refined (hit points as currency)

Note: This is an update to the house rule on alternative non-lethal combat procedures.

This is perhaps my favourite old school house rule yet! And it flawlessly and effortlessly fits into older edition role-playing games!

I like subdual damage, as you may have gathered from some previous posts. But there is more to it than just a comic book-style bashing damage as was used in the late great DC Heroes RPG.

I think that, given a reasonable opportunity to engage in non-lethal combat, eventually more characters, and some monsters may be willing to make use of it. This is advantageous for player characters, too, since they will not have to fear that everyone is out to kill them. Thus this rule helps reducing, or preventing preemptive killing sprees from player characters who adopted the "It's us, or them" mindset.

Less paranoia is better.

The beauty of this rule (I am rather enthralled by it, I confess.) is its simplicity, and that by its nature it does not change the mechanics of older edition games. It is not an added rule. This rule fits seemlessly, and enhances the gaming experience.

Most rules aren't very flexible regarding damage, but I think there is a fine way to interpret the already abstract damage code and turn it into something more useful, more playable, and perhaps enjoyable. I like the possibility to put damage rolls to some better use than only clobbing down hit points ...

The concept (hit points as currency)
A successful attack yields damage. Damage is determined by the die-code of the weapon, e.g. 1d6+1.
The result of the damage roll is the amount of normal damage the attacker deals out to his opponents.

Now, since hit points are a kind of basic currency to the game, let's go shopping and find something better than your average damage roll, or another slain goblin.

On a successful attack roll the character inflicts a certain amount of
damage to the opponent's health (hit points), and he may use these hit points to purchase the following effects:
  1. He may decide to apply normal damage.
  2. Or, he may decide to apply subdual damage only.
  3. Or, he may decide to apply one half normal damage, one half subdual damage.
  4. Or, he may decide to make a trick shot, or special maneuver instead, with various effects depending on the severity of the damage roll.
  5. Or, he may decide to make one trick shot, or special maneuver and apply some damage, either normal or subdual. (Depending on the maneuver, and only up to a maximum of half the damage roll.)
The DM has the final say on what is allowed when it comes to trick shots, or special maneuvers.

Note: Swapping damage points for trick shots, or special maneuvers allows for actions that are not considered normal actions in a given combat round (e.g. move, turn around). Since a combat round has 1 minute duration, there are quite a few things possible.

A trick shot/special maneuver may be employed to lop the magic wand out of the wizard's hand. It may land over by the fireside where it gets picked up by a PC who is attacked by a goblin who bites the fellow and kicks the wand under the dinner table. The wizard crawling under the table to pick up his wand, gets his fingers stomped by Rulf the Barbarian.

I favour this house rule over many other variants, because it is simple, and it lets players (and DMs!) decide what damage the characters inflict when they attack (or technically after the successful attack roll).
It is much easier to portray a duelling scene with this rule, and have fighters sweep their enemies off their feet, or disarm them, and cut their initials into their breast plate.
Yes, this makes all those fancy combat maneuvers of special classes, and extended rules in later editions pretty obsolete. Cause this is an old school way. And it is so much fun.

Slogan: Put damage points to better use! Take the initiative and start playing enjoyable combat today! Now with easy implementation of all your favourite combat maneuvers from TV and the movies!

On critical hits

I don't think that critical hits that allow a multiplier or modifier to the damage roll works best with old school games. Instead I'd rather use saving throws (e.g. vs. paralyzation/death ) in those few instances when critical hits occur. I've yet to come up with a simple rule that fits the concept above, but here are some ideas.

Saving throws can be used to determine if a character is struck by fear during combat. And you may want to use Scream Types as introduced in The Undead Dwarf Massacre series.
Critical hits can be resolved by using saving throws without the need to change the damage roll. Thus a saving throw can be required to stay conscious even though the pain, and shock of a wound is overwhelming. Critical hits do not imply that the character is instantly killed, or crippled. What's more important is an instant defenselessness, e.g. a knock-out, or stun.

So what now?

Wait to read more on this house rule, and try it out for yourself, modify it, and let me know if, and how it works!

Spielmeistergespräche (Exkurs in die Spielwirklichkeit) - Ich, meine Kriegerin und der Hund

Travel light. Play rules-light.

Der Mad-Kyndalanth Hinweis für Spieler Nr. 1: Schleppe keine Bibliothek an Regelbüchern mit Dir herum und spiele mit einem regelleichten System.

Basis-Ausrüstung am Spieltisch
Was braucht man zum Spiel neben Würfeln und Schreibzeug? Die Regelbücher und weil es Regelblätterei vermeidet, eine Art Spielleiterschirm und ein Spielerhandout mit den wichtigsten Regelmechaniken und Tabellen.
Möglicherweise sind auf dem Charakterdatenblatt schon knappe Hinweise zu den gängigsten Würfelproben verzeichnet.

Was mich während des Spiels stört, ist Regel- und Tabellensuche. Zur Spielvorbereitung gehört es, die wichtigsten Regeln auswendig zu können und anwenden zu wissen. Um Tabellen schnell im Regelbuch zu finden, können Post-Its verwendet werden. Regelfragen sollten notiert und zu passender Gelegenheit geklärt und beantwortet werden.

Was braucht man neben einem regelleichten System? Erzählfertigkeit, denn neben dem Spielsystem ist die Erzählung der Spieler (der Spielleiter gilt als Mitspieler) für die Spielwirklichkeit bestimmend. Und damit leite ich zum eigentlichen Thema dieses Artikels über.

Spielwirklichkeit

Für das Rollenspiel gelten meiner Ansicht nach drei Prinzipien zur Gestaltung der Spielwirklichkeit.
  1. Das Spielsystem bestimmt die Spielwirklichkeit.
  2. Die Erzählung der Spieler bestimmt die Spielwirklichkeit.
  3. Der Spielleiter behält das Vorrecht, das Spielsystem zu ändern und die Erzählung der Spieler einzugreifen.
Der Spielmeister fungiert als Moderator zwischen Spielsystem und der Erzählung der Spieler. Der Spielleiter hat also immer das letzte Wort im Rahmen seiner Funktion als Moderator.
Nun müssen die Erzählkompetenzen des Spielers definiert werden. Damit ist nicht die Erzählfertigkeit (skill des Spielers) gemeint, sondern welche Aufgaben und Befugnisse ihm zukommen. Angefangen wird mit der bekannten klassischen Eingrenzung, gefolgt von schrittweiser Erweiterung. Die Erzählkompetenzen des Spielleiters können als komplementierend zu denen der Spieler verstanden werden oder - und so verstehe ich sie - als umfassend bei moderater Zurückhaltung.
Dabei möchte ich auf die Unterscheidung und teilweise Überschneidung von Character Empowerment und Player Empowerment eingehen.

Der Spieler und seine Spielfigur oder Ich und meine Kriegerin

In den meisten Spielweisen betrifft die Erzählung der Spieler nur deren Spielfiguren und niemals direkt die Spielwelt oder andere Figuren. Die Handlungsoptionen der Spieler sind an die Fertigkeiten der Spielfiguren und gültige Regelmechanismen gebunden. Je mehr Einfluss die Spielfigur gemäß der Regeln auf die Spielwirklichkeit nehmen kann, desto mächtiger ist sie und genauso wächst die Einflussnahme des Spielers.

Beispiel: Die Kriegerin Klara ist eine Meisterin im Stockfechten, kann aber nicht schleichen, weiß nicht, wie sie sich verstecken kann und lesen kann sie ebensowenig. So steht es in den Regeln und auf ihrem Charakterdatenblatt.
Als Spieler erzähle ich, wie Klara in ihrer Heimat von Dorf zu Dorf zieht, den Kindern Stockfechten beibringt, gelegentlich ein paar Großmäuler verprügelt und sich von den Schergen der Rubinroten Fürstin fernhält, weil diese in ihr eine ernstzunehmende Opposition sehen. Die Rubinrote Fürstin hat sie bisher noch nicht zu Gesicht bekommen und ist nach manchen Streitereien mit den Schergen wenig daran interessiert, dies zu ändern.
Allein die Fertigkeiten und Handlungsoptionen, die der Spielfigur in der Spielwelt (auch systembedingt) gegeben sind und was aus ihrer Perspektive möglich scheint, kann ich als Spieler in meine Erzählung über Klara einbinden. Character Empowerment bedeutet in der Regel Stufenanstieg und z.B. magische Gegenstände.
Die Trennung von Spielerwissen und Figurenwissen ist im wesentlichen einzuhalten.

Anmerkung zur Trennung von Spieler- und Figurenwissen
Wird Spielerwissen auf die Spielfigur übertragen, so führt dies u.U. zu einer Ermächtigung der Figur (Character Empowerment). Ein Spieler, der seine Expertise als Ingenieur auf seinen Bronzezeitkrieger überträgt und beginnt, ihn bestimmte Erfindungen entwickeln zu lassen, ist hierfür ein Beispiel. Abgesehen davon verbirgt verbirgt sich hier zumindestens eine plausible Erklärung für die Herkunft genialer Ideen in der Spielwelt und für die Ursache von Inspiration.

Im Wesentlichen soll mit der Trennung von Spieler- und Figurenwissen vorgebeugt werden, dass Spieler Metakenntnisse des Spiels, des Spielsystems und Ergebnisse aus Gesprächen am Spieltisch auf die Spielfigur übertragen und sie so zu einem eingeschränkt allwissendem Protagonisten in der Erzählung machen. Eine solche Spielweise ist zwar zulässig, muss allerdings im Vorhinein abgesprochen werden, da sich damit das Spiel erheblich ändert.

Das Spiel mit dem begrenzten Wissen der Spielfigur ist eine wesentliche Herausforderung des Rollenspiels und Grundlage für taktische und strategische Überlegungen im Spiel.

Dabei ist zu beachten, dass Spielfiguren zwar keine Ahnung von der Anzahl ihrer hit points haben, aber bei entsprechender Ausbildung oder Erfahrung einschätzen können, welche Kämpfe nach Möglichkeit zu meiden sind und welche Risiken unter Umständen einzugehen sind. Erfahrene Kämpfer wissen, wann sie sich zurückziehen sollten und wann es sich schickt, Befehle an Untergebene zu erteilen, damit diese sich stattdessen in den Kampf stürzen. (Und hier steckt meiner Ansicht nach eine unterschätzte Bedeutung der Stufe eine Figur: sie ist verknüpft mit dem sozialen Status, der Hierarchiestufe einer Figur - zumindest im Rahmen von Old School Systemen. Hochstufige Figuren führen henchmen&hirelings mit sich. Mächtige Krieger sind gefürchtet, weil sie ein mächtiges Heer oder Gefolgschaft mit sich führen. Der mythische unbezwingbare SuperHeld, der im Alleingang gegen die Armeen der Finsternis kämpft, ist dagegen einem bestimmten Genre von Erzählungen zugehörig, und um dafür eine Spielwelt zu schaffen, müssen bestimmte Grundlagen im Spielsystem vorhanden sein und es muss eine passende Erzählweise seitens der Spieler angewendet werden. Zu Erfahrung und Stufen ist ein weiterer Artikel in Arbeit.)
Interessanterweise besteht an dieser Stelle eine ganz klare Trennung von Spieler- und Figurenwissen, wie sie anderorts kaum zu finden ist. Spieler neigen dazu ihre Vorstellung von Kampf aus Film, Computerspiel, sonstigen Heldengeschichten und eigenen Allmachtsfantasien auf das Rollenspiel anzuwenden, weswegen Überlegungen zu den Risiken von Konflikten meist kurz ausfallen und die Handlungsoptionen durch diese Perspektive enorm eingeschränkt werden: präventiver Erstschlag oder doch noch eine Runde warten.

Es gilt also: Das Figurenwissen und deren Fertigkeiten können nicht auf die Spieler übertragen werden. Egal wie gut meine Spielfigur zaubern kann und welche Kenntnisse sie von den verborgenen Wesen in der Welt hat, als Spieler habe ich keinen Zugriff darauf. (Es ist berechtigt anzunehmen, dass manche Figuren ohne ihre Spieler länger und glücklicher leben würden.)
Hier greift aber auch das Prinzip Spiel, zu dem es gehört, dass Spieler so tun, als ob sie Zugriff auf das Figurenwissen hätten, als ob sie große Krieger, mächtige Magier, reizend-charmante Diebe wären.
Und sofern sie daran interessiert sind, ihre Figuren besser zu spielen und erfolgreicher im Spiel zu führen und damit ihre Überlebenschancen zu steigern, müssen sie sich der Handlungsoptionen ihrer Figuren bewusst werden und diese überlegt nutzen.
Wie sieht es nun mit diesen hirelings im Spiel aus?

Der Spieler, seine Spielfigur und deren Haustier oder Ich, meine Kriegerin und der Hund

Häufig werden sog. hirelings&henchmen - Nichtspielerfiguren, die der Spielerfigur nahe stehen - vom Spielleiter geführt. Der Spielleiter behält damit die Kontrolle über solche Figuren sofern er diese für seine Erzählung benötigt. Es ist möglich, die Erzählungkompetenz bezüglich ausgewählter Nichtspielerfiguren auf die Spieler zu übertragen. Dies ist bereits eine Form des Player Empowerments. Der Spieler spielt mehrere Figuren, die er in gemäß der bekannten Regeln führen muss. D.h., die Trennung von Spieler- und Figurenwissen soll eingehalten werden und das Wissen der verschiedenen Spielfiguren soll getrennt bleiben. Der Austausch von Wissen zwischen den Figuren muss in die Erzählung eingebunden sein. Abgesehen davon wirken die verschiedene Figuren unabhängig voneinander.

Beispiel: Klara, die stockfechtenden Kriegerin, hat einen Hund als Gefährten auf ihren Wegen aufgenommen. Das treue und verspielte Tier heißt Wolfspelz und ist seit frühen Welpentagen bei Klara. Als Spielerin kann ich die Beziehung der beiden verwenden, um in der Spielwelt zu wirken. Klara kann Befehle an Wolfspelz erteilen und Wolfspelz wird sich an Klara wenden, wenn er merkt, dass etwas im Busch ist. Wolfspelz hat auch seine eigene Erzählung und wird möglicherweise seiner eigenen Nase in Raufereien mit anderen Hunden, auf die Spuren einer interessanten Hündin und auf die Jagd von allerlei Getier folgen. Sicherlich mit der Gewissheit, dass wenn es mal ganz brenzlig wird, die große Schwester mit dem Kampfstab auftauchen wird, um ihn zu befreien.

Bedingt wird die Erzählkompetenz der Spieler durch die Handlungsoptionen der Spielfiguren.
Damit nicht genug, soll der folgende Schritt zu weiterem Player Empowerment führen.

Der Spieler, seine Spielfigur, das Haustier und der Garten der Nachbarn oder Ich, meine Kriegerin, der Hund und die Knochen im Park

Manche Spielleiter erlauben Spielern eingeschränkten Eingriff in die Erzählung der unmittelbaren Spielumgebung. Dies kann spielfigurenbezogen sein oder unabhängig. Der erste Fall erlaubt beispielsweise dem Spieler eines Waldläufers das Finden von Pflanzen, das Aufspüren von Tieren, die Entdeckung von Wasserquellen, Höhlen u.ä. ohne dass ein Würfelwurf auf eine Fertigkeiten erfolgt oder, dass der Spielleiter die o.a. Dinge geplant hätte. Solange sie innerhalb der gemeinsamen Erzählung plausibel sind, ist dieser Eingriff in die Spielwirklichkeit erlaubt.
Der zweite Fall lässt den Spieler Fragmente der Spielwirklichkeit erzählen, die über den Wirkungsbereich der Spielfigur hinausgehen. Das können Ideen sein, wie: Der Waldläufer hat von einem Reisenden das Gerücht aufgeschnappt, in einem kleinen Fischerdorf Richtung Norden seien Boote mit Kundschaftern der Graubärenkämpfer gelandet. Und er ergänzt: Graubärenkämpfer sind ein Stamm aus den nordöstlichen großen Wäldern, die mit Booten die Lande bereisen und Handel betreiben, sich gelegentlich als Söldner verdingen und exzellente Kundschafter sind. Wir könnten nach Norden reisen und einige Graubärenkämpfer anheuern, um das Gebiet dieses jungen Drachen zu erforschen.

Der gängigste Fall ist allerdings die Frage des Spielers an den Spielleiter: Weiß meine Spielfigur von Kundschaftern, die sie anheuern könnte, um das Gebiet des Drachen zu erforschen? Woraufhin der Spielleiter die Erzählung übernimmt. Das geht mit etwas Übung allerdings noch viel besser. Wer Player Empowerment will, braucht kein neues Spielsystem, sondern muss das Erzählen lernen und braucht einen Spielleiter, der die gemeinsame Geschichte bewahrt und das Spielgeschehen moderiert.

Der Spieler und seine Spielwelt oder Ich (Spielleiter) und meine Welt

In den seltensten Fällen sind alle Spieler gleichermaßen an der Gestaltung der Spielwirklichkeit durch Erzählung beteiligt. Die Aufgabe der Spielleitung wäre in solchem Fall die Moderation und die Interpretation des Spielsystems.

Erzählte Spielwirklichkeit und Erlebte Spielwirklichkeit

In diesem Artikel ist vorwiegend von der erzählten Spielwirklichkeit die Rede gewesen. An anderer Stelle auf diesem Blog erwähnte ich gelegentlich die erlebte Spielwirklichkeit, d.h., das was ein Spieler aufgrund der Erzählung am Spieltisch innerlich erlebt - die Konstruktion von Spielwelt kraft der eigenen Vorstellung. Die erlebte Spielwirklichkeit ist eine individuelle Interpretation der Erzählung am Spieltisch und ist abhängig von der Aufmerksamkeit der Spieler und der Bedeutung, die sie ausgewählten Fragmenten der Erzählung zukommen lassen. Filter selektiver Wahrnehmung spielen hier eine Rolle, die Spielerfahrung und die Lebenserfahrung der Spieler.
Die erlebte Spielwirklichkeit ist nicht von der Dauer der Erzählung geprägt, sondern verknüpft erzählte Handlungen, Situationsbeschreibungen usw. zu kontinuierlichen Szenen, so dass eine komplexe Feuergefechtszene, die mitsamt Würfelei und Pausen am Spieltisch mehrere Stunden dauerte, in der erlebten Spielwirklichkeit nur die beschriebenen wenigen Minuten dauert.

(Ich bin mir des skizzenhaften Charakters dieser Ausführungen bewusst. Es wird Ergänzungen und Änderungen geben.)

Mittwoch, Oktober 10, 2012

Basic Equipment - 3 items for your favourite Characters

A silly list of basic equipment of three items each that are either iconic or a necessity for characters of a given setting, system or genre.

Basic Equipment for Characters

Star Wars: Blaster. Comlink. Medpack.
Fantasy: Sword. Dagger. Waterskin.
Shadowrun: Ares Predator. Silencer. Armored Jacket.
Contemporary Spy: Paperclip. Chewing gum. Matches.
Space Travel: Towel. Spare towel. A book to read during transit.
Wild West: Rifle, pony, and me.
D&D: Sword +3. Chain Mail +5. Ring of Greater Regeneration.

Any suggestions?

Dienstag, Oktober 09, 2012

RPG Reprints (1e, 3e, now 2e) ... Angebot auf Nachfrage oder was?

Hurra!

WotC veröffentlichte kürzlich die Reprints von AD&D 1st Edition (1e), dicht gefolgt von der Ankündigung eines Reprint-Runs von D&D 3.5 (3e) (schon erhältlich) und nun wird vom Blogwind (siehe Greyhawk Grognard) durch die Lande getragen, dass auch die hass-geliebte zweite Edition von AD&D (2e) im kommenden Jahr neu aufgelegt werden soll.

Ich freute mich innerlich, als ich die Nachricht sah und warf einen Blick auf die beiden Regelbücher im Bücherregal. Da stehen sie. Warum also über eine Wiederveröffentlichung freuen? Ich besitze sie schon und meine Sammelleidenschaft hält sich stark in Grenzen.

Old School Vintage Hype

Reprints oder Reissues sind in der Gitarrenwelt bekannt und gehören dort zum Alltag der Produktankündigungen. Es vergeht keine Woche, in der nicht eines der großen Unternehmen das Vintage Reissue-Modell einer bestimmten Gitarre aus einem bestimmten Baujahr vorstellt und die originalgetreue, historisch-authentische Fertigungsweise preist. Käufer gibt es anscheinend genug.
Es wundert mich nicht, dass Spieleverlage ähnliche Strategien probieren, zumal sie sich in einer augenscheinlich ähnlichen Situation wie die Gitarrenfirmen befinden: es gibt zahlreiche Anbieter von Kopien bzw. Klonen, die an die alten Spielsysteme angelegt sind und diese zum Teil erheblich verbessern, d.h., an die Bedürfnisse der Spieler anpassen. Was bleibt da übrig, als die Originale wiederzuveröffentlichen? Allein, um zu sagen, wir sind auch noch da und waren die ersten!

Eine Wiederveröffentlichung ist sinnvoll, weil es sich um Literatur (Textsorte Regelbücher?) handelt und es offensichtlich eine Nachfrage gibt, die nicht nur von nostalgisierenden Spielern geäußert wird, sondern die möglicherweise im Interesse einer Rollenspielforschung liegt. Vielleicht könnten ein paar öffentlichen Bibliotheken davon überzeugt werden, eine gut sortierte Rollenspielecke einzurichten.
Vor allem liegt es im Interesse von Unternehmen der Spielebranche eine gewisse Tradition vorzuweisen und diese mit einem entsprechenden Produktportfolio zu pflegen. Da es sich im Limited Runs handeln dürfte, werden vor allem Sammler angesprochen.

Glücklicherweise sind Rollenspielsysteme keine Betriebssysteme, müssen nicht ständig geupdated werden und laufen ohne Probleme auf alter Hardware (Spieler). Allerdings werden Patches und Updates angeboten und seitens einer User-Community entwickelt. Vielleicht gibt es Gemeinsamkeiten von Softwaretüftlern und Rollenspielsystembastlern.
Existiert eigentlich eine OSOS (Old School Operating System) Bewegung abseits der 8-Bit Demoscene? Ich meine Anwender, die aus irgendwelchen Gründen bevorzugt Windows 3.1 verwenden, obwohl sie Zugriff auf zeitgenössische Rechner und Betriebssysteme haben?

Zurück zum Thema.

Reprint this!

Ich bezweifle, dass ich mir die Reprints kaufen werde. Falls ich durch Zufall auf brauchbar erhaltene Originalexemplare auf einem Flohmarkt stoße, kaufe ich vielleicht diese. Vor allem wegen der Illustrationen ...
Welche Reprints/Reissues würden mich denn interessieren?

DC Heroes RPG 3rd Edition
Buck Rogers in the 25th Century (Kennt das jemand? Mir gefällt der Retro-Charme sehr.)

Mehr fällt mir  gerade nicht ein. Meine Nachfrage auf Rollenspiel-Reprints ist scheinbar gering.

Montag, Oktober 08, 2012

The Undead Dwarf Massacre - Undeath Rules (RSP-Karneval)

Der erste Folgeartikel zum Oktober-RSP-Karneval-Knüller The Undead Dwarf Massacre (TUDM). Den ersten Artikel mit einem Überblick zum Setting und Hausregeln findet der geneigte Zombiejäger hier.
Hier geht es um den Untod und was er mit Spielercharacteren anstellen kann.

Click here for the introductory article The Undead Dwarf Massacre!

Undeath

These are alternative house rules for Undeath and the Undead. Be sure not to mix up existing rules with The Undead Dwarf Massacre, unless you're opting for a grim, gruesome and gritty horror style. This old school halloween horror madness blends dark humor with zombie guts and elf-brains in the tradition of pulp novels and exploitation movies. The protagonists are either heroes, or normal people who have to shrug-off their normalcy in the face of abysmal horror. Most of them are going to die before their life has ended. So, what does undeath mean for player characters?

Dead Bodies, and their remains are animated by the Evil Undead Dwarf's magic power, and are controlled to do his bidding, and fulfill orders of the Undead Dwarf's Henchmen.
Undeath is not contagious, instead dead bodies have to be animated by magic. Unfortunately there seems to be a source of powerful magic that animates the dead of the graveyard of Starshine. And on top of that, the undead minions drag and carry their fresh victims to a place where the spell affects those dead bodies, and brings them into unlife. Will your player character return from the graveyard as a dumb zombie, or retain some intelligence, and skill as a ghoul, or a powerful undead champion? Don't worry, you are going to find out.

1HD Undead

Be sure to use the #1HDattacks house rule stated in the first article. As a reminder: some weapons, and special items grant characters to make a number of attacks per round against 1HD undead (!) equal to the #1HDattacks score listed with the weapon, or item. These do all add up, and are cumulative with multiple attacks of higher level fighters, as well.
Is this madness to you? It is only the beginning.

Animals
They all come back, if affected by the Undead Dwarf's magic spell: rabbits, cats, your pet dog, squirrels, and cute tiny hamsters (search for pictures on the internet yourself.) They count as < 1HD undead. Some really big animals may be counted as 2HD or more. Let the DM be the judge when your horse is slain and returns to feed on his owner's hand.

Zombie
1HD AC 8 #Att 1 dmg 1d4 Save 17 Move 6 XP 15
Zombies are slow, dumb, animated corpses. They can follow simple objectives, but cannot solve puzzles. They need orders. They can use objects only if ordered to do so by a controller and only as long he concentrates on the individual zombie. Other than that they can move, follow, and attack. They pursue and fight as long as they are aware of their victims, and until they drop down due to the damage taken. They may attack, and bite, and eat parts of their victims, but do not actually feed on them. It may be a sort of reflex: bite and nibble away to see if its edible.

They may eventually turn into skeletons which are easier to control, lack the cumbersome flesh and are therefore faster.

Ghoul
1HD AC 8 (or armour) #Att 3/2 dmg 1d4 (or weapon) Save 17 Move 9 XP 20

Ghouls are slightly more frightening. They're not just animated dead bodies, they retain some sort of intelligence and can work together to get things done. In fact, they are more close to actual unlife than zombies or skeletons. Level characters are more likely to turn into ghouls, and keep some of their abilities, which is favourable to the Undead Dwarf. He can use some fighters, or undead spell-casters.
Ghouls feed on the dead, and almost dead bodies, can pursue, solve puzzle, and use objects (weapons, tools, keys) although they are still slower than most people. They do not need orders, and can care for themselves. They may retreat or flee, and try another tactic if opposed by strong enemies.

Skeleton
1HD AC 8 #Att 1 dmg 1d4 or weapon Save 17 Move 12 XP 15
Skeletons are dumb animated corpses without the flesh. They are easy to control since the flesh does not interfere with movement. Glowing eyes and evil chuckles are all part of the show if the Master makes use of simple cantrip spells, or something to that effect. Usually skeletons can carry out simple orders, are fast, and sometimes use weapons, but usually attack with their bony fingers. Some skeletons wear armour, and carry a shield but effective use of both needs concentration by the Master.

Skeletons may scare, round up, and fight the living, and will kill them if they fight, but unless they have special orders they couldn't care less. They carry dead bodies to the graveyard.

The Undead Dwarf's Spell of Undeath

When the characters come under the Undead Dwarf's Spell of Undeath they have to make a saving throw. Remember: to be affected by the spell they have to be dead. Your character is dead when the spell affects him. The saving throw determines what kind of undead the character turns into.

Characters are turned into ghouls if they succeed at a saving throw, and start undead life with HD equalling their level, and are able to use their attack rolls, and motor skills. INT, WIS, CHA are all halved.
On a failed saving throw they are animated as zombies (and may turn into skeletons after a while of decay.)

Ghoulish player characters are controlled by the DM. There is a very slim chance that a ghoul or undead champion can be brought back to life but it requires a magic ritual. You character may want to look out for clues, just in case.

Undead Champion

If the saving throw roll is a natural 20, and a success the character turns into an undead champion with all his skills, and abilities plus some new special powers (1d8):
1 Level drain on successful touch attack.
2 Ethereal form, immune to normal weapons.
3 Ethereal form, become corporeal if desired (takes one round). Immune to normal weapons.
4 Cause fear (20' radius). Characters must save according to their Scream Type.
5 Feed on life. All hit points of damage caused to living creatures are added the the undead champion's temporary hit point total. Any hit points exceeding the normal total are lost after 1 turn after a fight.
6 Hide in Darkness, and become nearly invisible.
7 Walk in Shadows. May dive into one shadow, and come out another. (Do I hear evil DM chuckle?)
8 Roll for two different powers.

All undead champions can cast animate dead (re-animate undead) once per turn, and give orders to them. The maximum number of controlled undead with orders is equal to the champion's HD. A 5HD (former fifth level) undead champion can control 5 undead with individual orders.

Random Encounters

Ah! The pain! But you asked for it. Here are some random encounter tables. Do not overuse them. I know it feels tempting with all those multiple attacks, but there are going to be plenty of undead roaming Starshine before a few nights are over. You'll have plenty of time to roll all you want (attacks and random encounters, that is.)

Strange creatures roaming Starshine at night
1d12
1 1d4 zombies dragging a cart full of dead bodies.
2 1d4 skeletons fresh from the grave, not quite sure what to do.
3 1d4 ghouls recently animated, memories of wine, music and women still lingering in their dull brains.
4 A zombie puppy.
5 1d12 of undead mice.
6 2d4 skeletons ordered to scare, and chase victims into the arms of 2d6 zombies.
7 Just some tiny little animal. A live one.
8 A lone adventurer turned burglar, looting houses and dead bodies.
9 An insane tourist who came to find peaceful distractions at Starshine's night market, and now mutters about the Dead Ones of Old, and prophecies of a dark kingdom yet to come.
10 A stray zombie who lost his way.
11 A 4HD ghoul fighter with the determination to challange any blade-wielding opponent to a fair duel to the death. Will not cheat.
12 Just shadows. Creepy ones: save against Scream Type.

Near the Graveyard
1d6
1 1d4 zombies waiting for orders.
2 1d4 skeletons piling up dead bodies.
3 A cruel and bored 4HD ghoul fighter swinging at the legs of zombies and skeletons with his axe.
4 1d4 skeletons dragging dead bodies from one pile, and sorting some of them out near a large vault.
5 1d4 freshly animated zombie tourists still wearing their welcome scarfs.
6 A 3HD undead champion animating 3d6 zombies to help him clear a cabin in the surrounding woods.

Subdual Damage

Make use of Subdual Damage. Really, it is much more fun, if characters get knocked out, dragged to the graveyard, and then get to wake up among a pile of soon-to-be animated zombies, than just getting ripped-apart by ultra-violent undead supersoldiers. They may have to serve as a snack on the way, but what is a lost hand for the opportunity to live a while, and die on another random encounter?

Ghouls and Zombies attacking with limbs inflict half subdual half normal damage, which is okay, they like to feast on the living flesh of knocked out adventurers. Skeletons usually inflict normal damage. Undead champions inflict normal damage, unless they have orders, or their own motiviation to catch victims alive.

Read more on The Undead Dwarf Massacre in the follow-up articles!
More Encounter Tables (Yes!)
Maps (So cool!)
Adventure Hooks (You want some plot meat for your zombie fest?)
Gorgeous Ladies/Handsome Guys (More on my favourite horror house rule since the White Shirt Rule!)
More Weapons, and magic items! (Wow!)
Rules on Insanity (Creepy!)
Splatter Effects! (Maybe...)
Undead villains like the Undead Dwarf's Henchmen! (Yeah!)

Donnerstag, Oktober 04, 2012

The Undead Dwarf Massacre (Halloween RSP-Karneval Oktober 2012)

Der RSP-Karneval im Oktober 2012 wurde initiiert von den Teilzeithelden und steht unter dem pop-halloween-esken Motto From the Grave.

The Evil Dead meets Fantasy meets Night of the Living Dead meets The Seven Dwarves meets Your Player Characters. (Adventure Hooks, rules, magic items, madness ...)

Info

This is for old school halloween madness one-shot adventures and mini-campaigns, which are essentially sequels with all surviving characters, and must be titled and numbered consecutively: The second adventure with surviving characters from The Undead Dwarf Massacre has to be titled The Undead Dwarf Massacre 2. If no characters survived the first adventure the second adventure may still be titled The Undead Dwarf Massacre 2, but must include flashbacks (e.g. nightmares) of never-before seen scenes of the first part. Unused pre-rolled characters of the first adventure may be introduced as survivors from the first part, but are likely to be killed in the first half hour of in-game time, their main function being linking the two parts together and serving as a justification to use the same title.

Note: This is a series of articles. The first one giving an overview of house rules, and a quick introduction to the first adventure, while follow-up articles will be focusing on plot, maps, encounter tables and other helpful things for the halloween horror madness.

Modify to suit your own game. Use your favourite set of rules.

Start your adventure on Oct 31th 2012 and finish the series before dawn on Nov 1st 2012. Write comments on gaming experience afterwards.

The Undead Dwarf Massacre 

The Undead Dwarf, an evil cleric who dwells in his dark dingy dwarven home below the town of Starshine has awakened from undead slumber and found himself invigorated and wicked, with the determination to send his evil undead dwarven henchmen up to Starshine and bring mayhem onto its jolly inhabitants.
With his magic he opened two portals that bring normal undead into the world: zombies, ghouls, and skeletons (all counting as 1HD creatures).
The characters will have to fight some of the undead dwarfs, and hordes of normal undead. Their goal will be to shut the portals, and escape the town, or fight their way down into the deeper levels of the dwarven home.

In media res

Start the game with only a short introduction of how a golden autumn day turned into dark night in the town of Starshine. Then suddenly all hell breaks lose.
Characters are either at an inn having a drink, a bath, or something else when the first undead pour out of the ground, roam the streets, and wander about the night-market, which is a favourite attraction of many visitors of Starshine; the town of colourful lights, and cozy fire-places, fresh food, good drink, laughter and music.

Create Characters

Gather your players and start character creation together. Character creation ought to be quick and with limited decision-making.
Players should create 1d3 characters in advance, just in case ...

Ability Scores (no cheating)
3d6 in order

Sex (d4)
1-2 male
3-4 female

Race (d4)
1 human
2 elf
3 dwarf
4 halfling

Determine Motivation (d12)
1 Survive!
2 Loot as much as possible, and start a new life elsewhere.
3 Find Redley's Finest Berry Pies.
4 Save your sister who got lost in the mayhem.
5 Save your brother who got lost in the mayhem.
6 Find your loved one/date who got lost in the mayhem.
7 Protect the living.
8 Slay as many undead as possible.
9 Slay as many undead as possible.
10 Find and destroy the cause of the undead plague.
11 Find the cause of the undead plague and gain power over it.
12 You have gone insane, and believe all there is left to the world is fighting the hordes of undead. Maybe a Gorgeous Lady/Handsome Guy can save you from insanity and death.

Determine Scream Type - House Rule (d4)
Whenever something really bad, and scary happens make a saving throw. If the character fails he suffers the effects according to his Scream Type.

1-2 Panic, and flee for 1d4 rounds. On your way out: attack at +1 to hit, #1HDattacks: 2; Your AC worsens by 2. If cornered: attack at +2, #1HDattacks: 3, AC worsens by 3.
3-4 Paralyzed, and unable to act for 1d4 rounds. You learn a lot from this experience and gain 1d6x50 XP per round of paralization. Instantly level up if you have enough experience.

Level (1d6-1)
Yes, you do not necessarily start with level 1 characters.
And yes, you may start with a No-Class 0-level character. That's why you roll for level before class.

Rules for 0-level characters (no class)
Hit Points: 1d6
Attack as < 1HD creature
Saving Throw: 18
Weapons allowed: club, dagger, quarterstaff, make-shift weapons. (Hammer, or axe if professional smith, artisan, lumberjack etc.) -5 to hit on all other weapons.
Armor: none.
Secondary Skills: choose up to three (or roll 1d3). It may come in handy, if you're a store keeper, and know the secret tunnels to the underground warehouses.
Note: May attain 1st level within class of choice after surviving one adventure.

Class (1d4)
1 fighter
2 magic-user
3 priest
4 thief

Starting Equipment (1d6)

Note: Characters who start in the first scene begin with normal starting equipment. Use the following table for characters introduced in later scenes.
1 Normal starting equipment
2 Clothes and a bag of unsorted loot.
3 Clothes and a magic sword +1
4 Naked, mud-smeared if you like. There's plenty of mud. Have a club, or make-shift weapon of choice.
5 Naked but with a wig and false beard. Explain it yourself.
6 Full suit of plate armor +2, but not your size, so parts keep falling off. A small package of Redley's Finest Berry Pie.

Introducing new characters (d12)
Whenever a new character has to be introduced, be quick about it. The following table may give some suggestions. Additional starting equipment as in the table above.

1 Cornered by 1d4 undead. May need help.
2 Hiding successfully from almost anybody. Decide when to come out.
3 Looting for food, tools, and treasure, rather frantic and without much success.
4 Fleeing from undead, but obviously having outrun his pursuers.
5 Sitting in a tree just having finished cutting 1d6 crude bolts for his Crossbow of Holy Fire.
6 On horseback with two saddle bags full of loot (worth 1d12x50 gp) and rations for two weeks.
7 Unconscious but unhurt, lying under a pile of slain undead bodies.
8 Unhurt but scared, lying under a pile of dead bodies.
9 Worried in a boarded-up house. 1d4 undead absent-mindedly wandering around the yard.
10 Fleeing from undead with 1d4 of them on his trail.
11 Dangling head-down from a tree with feet entangled in a crude rope-trap. 1d4 undead groping from below, barely reaching his fingers.
12 Standing ontop of a horse-wagon, horses being eaten by undead, wheels on fire and 1d12+5 undead trying to attack the character on the wagon, and the screaming gorgeous lady/handsome guy next to him/her.

Special House Rules

Make-shift weapons
Anything counts as a 1d6 damage weapon against the undead.

#1HDattacks (multiple attacks per round)
Some weapons, and special items grant (regardless of class and level) a number of extra attacks against undead(!) enemies of 1HD or less. These do all add up, thus a fifth level fighter wielding a Violent Saw Blade of Destruction has 9 attacks per round against creatures of 1HD or less.

Late Comeback
Any character who dies may save vs. death at -5. If the roll is successful he may return at a later scene. Exactly when is decided by the player. Make it cool. Use the following table for reappearance (1d6):
1 At full health, with a spare potion of healing, and holding hands with a gorgeous lady/handsome guy.
2 Unconscious, and barely alive clutching a talisman in one hand. The other hand is missing.
3 Spontaneous reanimation. You are at 1d3 hit points when you awake, and have approximately 2d6 rounds in order to find healing, or die.
4 Resurrected to full health by divine intervention. Double your hit point total, and gain an additional 3 #1HDattacks. Turn back to normal after adventure.
5 Torso ripped off legs. 2d6 rounds to live, crawl and fight in agony and futile wrath. You enter the scene with a vengeful total of 3d6+4 hit points.
6 As a powerful undead, enjoying the eternal unrest, and trying to convince his fellows to join him.

Splatter Effects
(not in this edition)

The White Shirt Rule
Characters who wear a white shirt/blouse/top not covered by cloak, jacket, armor, or blanket gain the following effects:

White shirt/blouse/top (female)
+6 on all saving throws
AC 7
Add 1d6 to hit point total.
+2 on reaction rolls on charm, seduction (+4 if shirt is torn)
+2 on intimidation rolls, if shirt is blood-stained

White shirt (male)
+1 to hit on melee/missile attacks
#1HDattacks with any improvised weapon: 3
AC 7
Add 1d3 to hit point total (temporary until end of adventure)
+2 on reaction rolls on charm, seduction (+4 if shirt is torn)
+2 on intimidation rolls, if shirt is blood-stained

Gorgeous Lady/Handsome Guy Rule
Gorgeous Ladies, and Handsome Guys must be rescued and protected. They grant an additional 2 #1HDattacks, and fight as 0-level characters themselves.

Characters may try to date/charm/seduce a Gorgeous Lady, or Handsome Guy. If successfully charmed they will heal characters once per hour for 2d6 hit points, by embracing and kissing them. Once per day (or night) a character may be saved from insanity, and death via kiss and embrace.

Note: Gorgeous Lady/Handsome Guy Stats and Creation Table will be provided in a follow-up article.


Weapons and Magic Items

1d6 basic damage for most weapons, and attacks.

Jack's Axe +1
dmg 1d6+1
#1HDattacks: 3

Scourge of the Reaper +2
1d6
#1HDattacks: 3

Scythe of the Reaper +2
1d6
#1HDattacks: 5

Heavy Dagger of Madness +1
1d6
#1HDattacks: 2

Violent Saw Blade of Destruction +2
2d6
#1HDattacks: 4

Crossbow of Holy Fire +1
1d6
Successful attack sets target on holy fire which spreads onto 1d4 surrounding undead (1HD or less) tp a max. distance of 10', and inflicting 1d6 damage on each creature.

Rod of Underworldly Power
Reanimate all undead within 30' radius once/hour.
1d6 melee damage

Barley's Kitchen Knife +1
1d6
#1HDattacks: 2

Sledge Hammer of Death & Thunder +2
2d6+2
#1HDattacks: 3

What will be presented in follow-up articles

The Undead (Descriptions and Stats)
Random Encounters (Tables!)
Maps (Yes!)
Adventure Hooks (For some plot elements among the undead hordes!)
The Evil Undead Dwarf, and his Seven Undead Dwarf Henchmen.
More weapons of Madness!
House Rules on Insanity
More information on and pictures of Gorgeous Ladies and Handsome Guys!

Enjoy!

Dienstag, Oktober 02, 2012

[magic item] Cursed Sword of Zabre

Ich habe mehrere halb bis dreiviertel fertige Artikel über Rollenspieltheoriediskussionen, Player Empowerment und derlei Dinge auf dem Desktop liegen, aber irgendwie macht es mir gerade viel mehr Spaß, magische Gegenstände zu erdichten.

Cursed Sword of Zabre

As mentioned in a previous article on the Quarterstaff of Zabre this cursed weapon was made by an elven mage. The blade was commissioned by the famous, and quite arrogant warrior Zabre. The swordsman demanded a great blade engraved with runes of power, but he tried to haggle the price down, and made rude remarks about the mage's appearance ("overworked and isolated"). The elf-mage felt insulted, but accepted and forged the Cursed Sword of Zabre while enchanting his own quarterstaff with the powers originally meant for the blade.

The Magic Blade of Zabre (Cursed)

It is a two-handed sword of exceptional balance and design. It could have been a masterpiece, and would have become a sword of legend, were it not cursed. Its evil magic is difficult to detect, and nearly impossible to dispel.
The weapon works as a fine +3 magic sword in combat, but in any normal situation the curse affects the wearer immediately: any day-to-day activity has a chance to turn into a deadly accident (1-2 on a d6), and the character must save vs. death or die.

From the notebook of Clern Asgenoth, a prominent member of the Magic Investigation Department, it can be learned, that the elf mage allegedly intended to shatter Zabre's fame by murdering him in a mundane accident. Zabre, who was known to be a great horseman, and a proud fighter, who claimed to have slain several dragons and had just prepared for a long campaign against rogue knights in the West, died in a street accident being run over by several horses. It has not been verified, though, wether the accident itself led to Zabre's death, or wether he choked to death on a piece of pie prior to the collision. Some remains of the sweet delicacy had been found blocking his windpipe, and his right hand was clutching an opened package of Radley's Finest Berry Pies.
Radley's bakery picked up on the incident, and started to sell his pies with slogans like "Even fierce warriors are prone to its sweetness!" and "Delicious to the end!" Clern then goes on in detail about Bradley's other fine assortment of sweets, and makes notes on recommendations for his colleagues. "Bradley's Fine Spirit Chocolate Marbles -> Dristat, Department of Order"
Clern later had been found dead at his own home, with a broken neck, next to a broken chair, and a collection of anatomical art studies scattered around him that had obviously been stored on top of a book shelf. The Cursed Sword of Zabre was lying on a table.

There were several other deaths reported, that were rumored to be in connection with the blade, but no further investigation was conducted by the Magic Investigation Department. The name of the elf-mage was never mentioned.

Montag, Oktober 01, 2012

[magic item] Bow of the Long Hunt (with adventure hooks)

The Long Hunt of the Snowind Tribe

The Long Hunt is a rite of passage for young members of the Snowind tribe to prove their maturity. Within a period of one month the youths must go on a long hunt that includes the exploration of new terrain, gathering information on wildlife, and other inhabitants, a spiritual awakening, and the hunting of a beast that must be ritually prepared for the Feast of Return.
The Feast of Return lasts another month and during this time the newly gathered information is wrought into song lyrics, inscribed on maps, painted on walls and hides, and so forth.
The function of this tradition clearly is exploration, and gathering knowledge.

There is, however, a mystical Long Hunt, too, which is sometimes used to find a new leader for the tribe, or to select and prepare a warrior who then becomes champion of the tribe in order to protect them against evil forces.
One of the tribe is selected and receives the Bow of the Long Hunt, a weapon made by a master bowyer, enchanted by a wizard, and blessed by a priest of the Snowind tribe.
Those who receive the bow will have a quest bestowed upon them. It is alway accompanied by visions (daydreams, and nightmares) of a mythical beast, that must be tracked, hunted, and slayed.
Again, the purpose of the Long Hunt is to gather information, and explore new terrain, and ways. As for the mystical long hunt, it means self-exploration as well, the longer the journey, the more the character can learn. The Beast at the end of the quest is not necessarily the worst enemy the character will encounter.

Powers granted to the character on quest
+2 tracking, survival, perception, endurance, astronomy/navigation
Receive 50 XP per day of quest duration.

Upon command (given only to Snowind people)
Add 2d6+3 to hit point total. This is only for the duration of the quest.

Combat modifiers against Quest Beast only!
+5 to hit Quest Beast; on hit it must save vs. death or die. On successful save it suffers 3d6 damage.

Against other enemies this is a normal bow.

Duration

The duration of a Mystical Long Hunt differs from character to character.

Table A (d6)

1-5 One month
6 One year (Upon completion the character automatically becomes a loremaster, and rolls twice on table c.)

The Bow features a magical ornament that grows with each night that has passed since the beginning of the quest. It will stretch over the whole weapon when the time is up.

Failure

If the quest is aborted, or the hunt failed in the required amount of time, the character will face the Quest Beast a final time in a vivid daydream encounter and put a mark of failure on the character along with the following effect:

Table B (d6)
  1. Lose all class abilities, and become a 0-level character. You can keep your hit points, and attack rolls, though, but will want to start a new career as a farmer, fisherman, or tailor and become very proficient at it.
  2. You failed, but learned a lesson. WIS +1, but reduce hp total by 1d6+3 (to a minimum of 1).
  3. Lifelong nightmares of the Quest beast, unless another life quest is fulfilled.
  4. Urge to settle down, and never go adventuring again.
  5. You are cursed, and must take on a new quest next year. Until then you are at -3 on all rolls.
  6. You are cursed, though everyone will think you're a hero. Get used to -3, and being sent on quest after quest, and getting challenged by evil warriors, and dragons.
Success

On quest completion the character receives the mark of Completion by the Quest Beast along with a gift of power and maturity. Roll d12 two times (No gift may be taken twice, so reroll.)

Table C
  1. +1d3 WIS
  2. +1d3 CHA
  3. +1d3 STR
  4. +1d3 DEX
  5. +1d3 CON
  6. +1d3 INT
  7. +1d12+5 hp (permanently)
  8. Receive spirit companion
  9. Receive blessing: all saving throws +4
  10. Protection from evil 120'
  11. Gain healing touch: twice per day cure disease, poison, heal serious wounds
  12. Character becomes loremaster and gains all the knowledge gathered by the tribe: +4 on survival, nature, astronomy, tribe lore etc.
The character thus becomes a champion of the Snowind Tribe, and can be summoned by the tribe for protection, or special quests. The character is bound to the tribe.

Quest Beast

8HD, AC 0, # Attacks 1 Damage 2d6 , Move 14, Save 7 CL/XP:* See Table C.

Size and shape vary. To one character it may be a dragon, to another a giant bear. It cannot be harmed by any weapon other than the Bow of the Long Hunt.

Adventure Hooks

A PC who is member of the Snowind Tribe may receive a mystical Long Hunt quest, and thus is strongly tied to the history of the tribe. If you (DM) want the PCs to be part of the game world, let 'em have it.

The PCs are hired to find the Bow for another warrior who wants the artifact to help him slay a dragon. The PC who gets hold of the bow first will receive a Long Hunt quest, and will probably be hunted by the warrior himself.

The PCs encounter a member of the Snowind Tribe on a Long Hunt, or someone who stole the bow, and has difficulties in coping with the visions. The NPC needs help to fulfill the quest, and is willing to part with the bow once the quest is completed.

The PCs find the bow in a random location (d6):
  1. On the bed of a brook.
  2. At a merchant's store.
  3. Gathering dust on display over a fire place at the local inn.
  4. As part of a dragon hoard.
  5. In any one dungeon room.
  6. Resting in the hands of a skeleton archer who found his death on a cozy bed of green moss in the forest.