Version 2 of the White Box Character Sheet

The actual house rules that go with this are still a crazy mess that only I can understand. So that will hopefully get posted next week. But I made some tweaks based around my own ideas. YMMV. And could work for about any of the versions of the Swords & Wizardry. Once again YMMV and depends on the house rules.
Enjoy folks!
White Box Character Sheet V2

The Wondrous Wand of Unreliable Resurrection

The Wondrous Wand of Unreliable Resurrection usually works right and can bring that fallen comrade back from the dead. Note usually. The total number of Hit Die of creatures that the Wand has returned to life is the percentage chance that it will malfunction. When found in a loot pile, the Wand will have already been used for at least 3d10 HD worth of resurrections. Of course, the DM can adjust that however they will.
So what happens when the Wand malfunctions? Roll 1d8 below and see.
1. Disintegrated: That’s all folks!
2. Animate Dead (as the spell): Oops. Sorry. But at least your friend will be worth a few XP.
3. Lost in the Transition: Randomly rearrange the character’s ability scores.
4. Sorry, Wrong Number: The wrong soul is summoned from the Underworld. Make adjustments to alignment, class, ability scores as necessary.
5. Freaky Friday: The fallen character is brought back to life but the wielder and target switch bodies.
6. Reincarnation (as the spell)+Gender Switch: Hiya doin’?
7. Reincarnation (as the spell): Could be worse?
8. This Has Never Happened Before: The wand just doesn’t work. No effect but still counts to total HD resurrected.

What happens when the Wand reaches 100 HD? It continues to work but will malfunction every time. If this seems too kind then change result 8 to 10d6 Fireball, the wand explodes and is destroyed.
Keep rolling those dice folks!

Episode 40: Know When To Hold ‘Em. Know When To Roll ‘Em

And we’re back with a new episode. I decided to a little break. Both because of the happy holidays and because of stupid Internet drama. Just didn’t feel like doing an episode.
But here it is and back into the saddle again. This episode is about when to roll dice. When not to. When to roll in the open and when to roll in secret. I also continue with my readings and thoughts from the 0E Little Brown Books and give notice that I’m already thinking of some changes and making plans for the New Year.
Here you go. Episode 40

Kobolds: Let Them Be The Terror of The Dungeon


I dunno. Maybe it’s just me that it seems that Kobolds have become almost a joke. At least not as bad, goblins. Thank you, Pathfinder.
If you’ve been around the D&D block for a while, you’ve probably heard of Tucker’s Kobolds. This is one of those things that’s been kicked around, screamed at, and hand wrung over. For the link weary, it boils down to this. Even a low HD monster with intelligence, tactics, traps, and on their home turf can cause major problems for a higher level party. Some call it mean. Some call it unfair. Oh, well. But then in a harsh dungeon environment, how else are these little guys going to survive?
So yeah. Make them cunning trap builders with a knack for guerilla tactics and big streak mean. And that big streak of mean is where I’m heading in the post. Remember way back when and Kobolds were little evil dog-like creatures. Good. Now have you ever had a little dog? We’ve got one. He’s a little 16 pound bundle of “I ain’t taking shit off anybody”. Now I’m not saying he’s not a nice dog. He’s great and friendly. But he ain’t scarred of anything. Yes, I know that’s can be dangerous. That’s why he’s always on a leash. But I digress. Back to Kobolds. They’re little but they don’t care. Sure they’re little but their also supposed to be smart. So they just might have a bit a Napoleon complex when comes to dungeon intruders. A streak of vicious bravery especially if they get cornered. No cowering.
So in summary. Kobolds. Devious trap makers. Guerilla tactics experts. And what ever you do, don’t corner them.

Episode 39: Grimtooth, Far Away Land, and Sharp Swords & Sinister Spells

Another episode and I talk about lots of stuff.
I rant about Grimtooth’s Trapsylvania for Dungeon Crawl Classics. The PDF’s went out to Kickstarter backers and yes I backed it. Great dark murderous fun!

I also talk about Dirk Stanley doing a Swords & Wizardry conversion of Far Away Land. Great Idea. Can’t wait for that one.

And the wrap up of my Sharp Swords & Sinister Spells game. Enjoy!
Here’s the link.

The City Guards Shouldn’t Be Schmucks

You know the drill. The party of adventurers come to town after a rough and tumble time in a dungeon and then they raise a little hell. You’ve seen it and you’ve probably done it. At first level, the city guard shows up and the party calms down or gets taken into custody. Put a few levels under their belts and those 1 HD guards are pretty useless. So if it’s a city of any size then there should be some heavy hitters at the city guard’s disposal.
The Captain of the Guard: Sure he’s better HD but that might not help too much.
Kindly Innkeeper Who Is A Retired Adventurer: He’s had his fill of your crap. Get off his lawn!
The Local Cleric: He’s already healed you and raised the thief from the dead but you aren’t messing up his town.
The Local Wizard: He’s reading his spell book. Do not disturb.
OK. That’s just some random ideas that popped into my head while writing this. But that is a good point. The city guard should always has some means to deal with unruly adventurers. If they didn’t practically every town that isn’t overrun by goblins would be burned to the ground by the same folks who ran off the aforementioned goblins.

Episode 38: BX Essentials, Solar Blades & Cosmic Spells, and Dogs Barking


This episode I rant about Cosmic Blades & Solar Spells (an upcoming release from Old Skull Publishing), get interrupted by dogs, talk a little more about BX Essentials, and one of the iconic monsters of D&D.
Here’s the link
And crap I keep getting the names of those games backwards. DAMMIT.

Roll Dice. Kill Monsters. Take Their Stuff. And Have Fun!

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