Search the Community

Showing results for tags 'fantasy'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • The Chaosium Forums
    • Basic Roleplaying
    • Glorantha
    • RuneQuest
    • Call of Cthulhu
    • HeroQuest
    • Mythic Worlds
    • Cult of Chaos
  • The D100 Family
    • Mythras
    • OpenQuest
    • Renaissance
    • Revolution D100
    • Legend
    • Quest21
    • Upcoming Games
  • Other Stuff
    • Alastor's Skull Inn
    • Inactive forums

Blogs

  • Blog Trifletraxor
  • Notes from Underground
  • Blog Chaot
  • Blog soltakss
  • Blog RosenMcStern
  • Blog threedeesix
  • Blog Triff
  • Blog Aycorn
  • Blog tzunder
  • Blog PZiviani
  • Blog Conrad
  • Mos Eisley Cantina
  • Blog alexraccoon
  • Blog raymond_turney
  • Blog Merak Gren
  • Blog rleduc
  • Dark moon Chronicles- setting and info
  • Blog threshold
  • Blog skull
  • Blog rpgstarwizard
  • Blog Vorax Transtellaris
  • Blog travellingbeetle
  • Blog Bleddyn
  • Blog kevinhun
  • Blog jagerfury
  • Blog coyote
  • Blog Dryhad
  • Blog Peter K.
  • Blog Robar
  • Blog Tester
  • Blog ptingler
  • Blog nerdvana
  • Blog Old Timer
  • Blog smjn
  • Blog Stoatbringer
  • Blog Target
  • Blog Moonowol67
  • Sunwolfe's Blog of Holding
  • The Reign of Dragons

Categories

  • Generic
    • GORE
    • Alternate rules
    • GM Resources
    • Character sheets
  • Fantasy/Historic
    • Magic World
    • Mongoose RuneQuest
    • Middle Earth
    • Vhraeden
    • Warlords of Alexander
    • Classic RuneQuest
    • Ancient Rome
    • Fire and Sword
    • The Green
    • Other
  • Modern
    • Call of Cthulhu
    • Old West
    • Other
  • Science Fiction
    • Halo
    • Terminator
    • Star Wars
    • Other
  • Super Hero
    • Other
    • Superhero Characters
    • City of Heroes
  • Mythras
    • Classic Fantasy

Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests


RPG Biography


Current games


Location


Blurb

Found 15 results

  1. Here are several fantasy drink descriptions, as well as stats worked out in Runequest terms: Burlman's Bucolic Brew: Made with black barley and local rye, is a much-loved stout of the region, especially with the farmers of the region who appreciate having a ready market for their grain as much as they do access to good beer. Unfortunately, the latest batch of rye included rye urgot, and each draft of the hearty beer now has a 2 in 6 chance of causing hallucinations, dizziness, aggression, paranoia. a small percentage of the locals have taken to the "special" version and have dubbed it Burlman's Bellicose Batch. Effects: (Potency 10) Bucolic Brew produces a very mellow, happy drunk, which few folks try to resist. The Bellicose Batch is somewhat stronger (Potency 12) and causes visual and scent hallucinations, paranoia and belligerence. A "beneficial" side effect is that those affected are less aware of injury, and for as long as they are intoxicated, count as having 1 more HP per location. Stygian Draft: Drawn from the river that divides the land of the living from that of shades, it is sure to destroy any undead creature it touches. Effects: (Potency 15) Those who fail the check are overcome by a somber, reflective drunk that is somewhat depressing. Any who drink a full serving are also cannot be raised as undead for 1 day thereafter, regardless of whether they succeeded or failed on the CON test. Stygian Draft acts as a contact poison against undead (or those who count as undead – say, necromancers), who must resist the Potency or suffer 1d10 damage to their total Hit Points. Undead so foolish as to imbibe an entire portion of Stygian Draft must succeed on the same test, or be destroyed. Fire Water: No mere alcohol, it is also called Djinn Gin in honor of its makers. Effects: (Potency 17) This potent red-gold liquor is distilled from a blend of extraplanar grains, sweetened with dates from the Fire Palm, and spiced heavily with Ifritiyyan pepper. Those who fail the CON test are effusive dunks, much given to grand gestures and extravagant offers of aid, occasionally giving way to violence. You can see the full dozen here: http://d-infinity.net/game-content/runequest-thursday-125-dozen-improbable-potables-runequestified
  2. And what better way to end the year than making a new setting available? The Shade Land lies under a cover of impenetrable clouds where dwells the Dark Goddess, mother of the ruling race of dark elves known as Sha'zir. Here creatures of darkness lurk in the shadows, from poisonous dragonkind to huge insects. And here mankind has retreated to the highlands, where it breeds giant featherless birds as mounts, in a fight for its very existence. This introductory Fantasy setting includes: Dark cult examples Monks of the Order, a unique blend of arcane magic and martial arts Necromancy Flying Mounts Giant Insect statistics and many more "dark" fantasy elements that you can insert into your Revolution D100 campaign or easily adapt to any percentile-based RPG. The setting is 40-page long and is released as PDF-only, available on DriveThruRPG/RPGNow . A saddles-stitched print version is possible but not planned yet.
  3. http://www.drivethrurpg.com/product/198941/Secrets-of-Blood-Rock--FREE-TASTER http://www.drivethrurpg.com/product/198942/Secrets-of-Blood-Rock In the northwestern reaches of The Vale rises an odd mountain of dappled red and grey stone. Maps call this place Pied Peak, but in the nearby town of Crafton it is known as Blood Rock. That name is shared by the village on the mountain, a quiet settlement with an unsettling ambience, and a dubious history. Days ago a well known peddler returned breathless and pale from that isolated hamlet, bearing a tale of mystery and woe. Villagers are disappearing without a trace. A patrol was dispatched to investigate, but no report has been received. Even the normally calm Lord Reval is concerned. Someone must act—now. Winter comes early to these parts, and who knows what might happen next? SECRETS OF BLOOD ROCK is a MYTHRAS fantasy/horror adventure set in The Realm, as are Book of Quests and Hessaret’s Treasure. Those supplements present useful background information for this setting, but are not required. This standalone investigation of the weird and terrible is designed to be integrated easily with your existing fantasy campaign. It is intended to offer at least three sessions of play and probably more, depending on your group's style and the decisions of the players. It can serve as either a long adventure, or a story arc within a larger campaign. In TV terms, it is a miniseries: more than a regular-length movie or two-part episode, but less than a full season. This scenario’s structure calls for both “linear” and “sandbox” styles of play, at different points. The beginning presents a traditional setup, with numerous hooks for seamless connections to character backstories and motivations. The main part calls for an investigation, turning the players loose with many choices about what to do next. Those decisions still occur within the framework of the larger plot, though, which funnels back into a structured climax. This is meant to promote roleplaying, creativity, and player autonomy, while maintaining a clear, resolved, and manageable storyline for the Games Master. SECRETS OF BLOOD ROCK is designed for four to eight characters run by experienced players. Running fewer than four adventurers is not recommended, and the Games Master is encouraged to use as many of the non-player characters as desired to round out the party. The numbers of allies and adversaries are strongly adjustable. Any type of character might prove useful on this adventure, and variety makes for a strong group. Rest assured, there will be violence, so physical prowess is welcome, but the central investigative aspect means that players who formulate a party without social skills do so at their peril. Still not sure about this one? Download the FREE TASTER for a bit more--but beware of spoilers! OLD BONES PUBLISHING strives to provide high-quality writing in a stylish, minimalistic presentation. Thanks for your interest! Please direct any question or feedback to old.bones.publishing@gmail.com. Please do check it out, and leave a review at DTRPG. Happy gaming!
  4. Eternity Realms is a game based on a realm that connects to every world imaginable. It sits at a magical epicenter where all kinds of people and monsters converge. There are great realms of wonder and realms of dread. Majestic forests, snowy mountains and dreaded undead deserts and demon haunted lands all make up the Eternity Realm. Although based off another popular d100 system, Eternity Realms offers new rules that help make it more cinematic. Increased hit points, which grow with Resilience skill increases, natural armour points, increasing Combat Actions with Combat Style increases along with tons of new spells, ley line rules, new spirits as well as a whole new area of magic called Nature Magic where druids draw magic from nature around them to fuel their spells. There is lots of new stuff to discover in this complete role-playing game, be sure to check it out today here!
  5. Version 1

    92 downloads

    The professions section of the character creation document that I use for my fantasy game. I have borrowed ideas from others to use for my fantasy games so if you see something you recognize, it's because I liked what you did and wanted to use it for my game.
  6. Hello BRP Central! I am currently working on a conversion of Iron Kingdoms to BRP. While most of the items and equipment are pretty straightforward, I've had to get a bit creative get the "feel" of IK magic, yet keep it functional from a game perspective. I'm listing my conversion notes below: o Arcanists (wizards) and Sorcerers will have access to magic spells supplemented by a handful of psychic powers (all appropriately renamed or removed as consistent with the setting) to use with the standard Magic rules from the Big Gold Book. To differentiate between Arcanists and Sorcerers, I'll start Arcs with 6 or so spells at INT%, and they may learn any spell they wish. Arcanists may select spells as professional skills, using their professional skill pool to increase the percentiles. o Sorcerers start with 4 spells at a higher skill level (POW x2%), but must select a single element (earth, wind, fire, water) as a theme for any spells they have access to, and they cannot learn any spell outside of their element. Perhaps they only use personal skill points to increase spell percentiles at creation? Or, maybe that gimps them too much... o Arcane Mechaniks and Gun Mages use similar rules with regard to starting spell numbers and percentiles to arcanists and sorcerers respectively. The differences are that PP cost is double when casting a spell the traditional way, and not activating a spell inscribed into a mechanikal contraption or rune bullet. I'd need to figure out material costs, but a ballpark figure would be 10x the PP cost of the spell in addition to the basic materials? o Faithcasters (priests, paladins, druids, monks, etc.) purchase "super powers" from the BGB. I'm considering a 21 point budget to start. Power selection will be limited based on the character's deity (for instance, a druid of Dhunia, the Devourer, or Nyssor could justify taking "Alternate Form" of a woodland or tundra beast, while a Paladin of Morrow or Menoth could not.) I'd like to figure out a way to incorporate the Allegiance system from the book into the way a Faithcaster works. I'm just not sure what I'd do with it. Maybe they roll Allegiance to activate a power, with no base PP cost? o Warcasters... they are such a different animal in that they generally use powers that require upkeep to buff those around them, or cast area spells. Warcasters have a focus pool equal to 1/2 POW. With their focus, they may cast Sorcery Spells from the BGB (again, appropriately renamed and removed to fit the fluff), and select POW levels of spells at character creation. Rather than burning their Focus to cast spells like a traditional spellcaster, warcasters "slot" their focus to activate a spell. As long as they maintain concentration the spell stays active. If not slotted, Focus is at the ready to use - "potential energy" if you will. They'll also get the "Jack Handling (INT)" skill, enabling telepathic communication with their warjack. o Since so many warcasters are traditional spellcasters or faithcasters, I'll allow players to "cross-class". They simply select half the amount of spells/ powers for both careers. o Fell Callers... would they be similar to a Warcaster? o I'm considering allowing casters to alter such things as range, duration, or area of effect for a spell. To make this work, Arcanists, Sorcerers, and Faithcasters would cast their spell/ pray to their deity at a higher difficulty. Warcasters slot more Focus. I welcome any feedback, ideas, comments, or critiques that you might have. All of this is in the conceptual phase for a possible future campaign. Thanks!
  7. In my kids' composition and literature class they've had to read both Around the World in 80 Days and The Hobbit. Their current assignment to write an essay comparing and contrasting Phileas Fogg with Bilbo Baggins. That got me thinking. What if you mixed the two up a bit? You have: Phileas Fogg -- taciturn, calculating, single-minded, utterly unflappable, armed with a small, portable fortune as a travel aid, addicted to whist ; "The unforeseen does not exist." Bilbo Baggins -- half-hearted adventurer, excitable, totally unprepared, addicted to gourmet meals, improvises solutions to problems on the fly and depends perhaps too much upon luck (something Fogg would insist also doesn't exist). And their sidekicks: Gandalf the wandering wizard -- knows more than he lets on, knows less than he lets on, has magic powers Jean Passepartout -- French domestic of many talents: athlete, actor, acrobat, very adaptable So ... what if we switched sidekicks? What if we switched quests? How would Baggins handle a squad of Hindu priests determined to burn a beautiful young lady alive? How would Fogg handle a trio of hungry trolls? Could Bilbo deal with rapid transit and train schedules? Fogg would undoubtedly make it to the Lonely Mountain in record time, but what then? Could Baggins prove his innocence to the charge of bank robbery? Could Fogg, the card shark, bluff or outbid Smaug? What do you think? What scenes or confrontations would you like to see?
  8. Hi, I'm working on dusting off some of my old AD&D 2nd edition adventure modules (specifically the more memorable Ravenloft adventures) to run them again. I came to the conclusion that it would be easier and more cost effective to try converting them to a system I know and use than to try to relearn a game system I haven't played in 15 years. I was wondering if there was a quick and easy rule for converting AD&D adventures to BRP? Especially in the area of bonuses/penalties to rolls (IE, a +1 bonus translates to +X%) and monster stat writeups. I know that Classic Fantasy is essentially a book for playing AD&D 1st edition with BRP, but does it cover these things as well? Thanks, in advance for any advice. P.S. On the topic of Classic Fantasy, I've flipped through it and noticed that it uses the 1st edition system of having a Magic User class and an Illusionist class. Is there an update or online alteration for the second edition specialist wizard system?
  9. This scenario/sourcebook features two open and non-linear adventures and information about the city-state of Miraz and the setting of the Shattered Lands. It is an epic self-contained mini-campaign that is designed to be picked up and played, or be a mine of ideas for a Gamesmaster looking to adapt it to his/her own campaign. Miraz the Golden sees itself as inheritor of the old Lion Empire. It is an oppressive military police state which seeks to dominate its neighbours. Some say the wrath of the gods has been brought down because of its hubris and it is currently stricken by a plague. Its Tyrant looks on from his remote palace, as the victims of the plague shuffle round the streets as newly-risen zombies. While his heirs fight amongst themselves to see who will succeed their father, once he is toppled by the rebellion that is fermenting in the streets.Into this madness step the beginning adventurers, out to make a fortune and a name for themselves. A Travellers Guide to the Shattered Lands: A brief overview of the setting with Cults and example character concepts. Enough for a GM to use the setting without clipping the wings of inspiration. Dead Pot Country: Enter the ancient ruins of the River Valley Civilization in search of a missing Merchant. Life and Death: Journey to the tyrannical city of Miraz and stop the plague of Undeath that afflicts it. Six Pregenerated characters: So you can pick up and play. “One day this city will have to choose between Life and Death” The Prophet, before being taken to his execution one hundred years ago in the city state of Miraz. By Newt Newport. 100 pages. Published by D101 Games November 2010.
  10. UPDATE: I've picked up a huge load of supplements for high fantasy, high magic settings and wanted to share my findings. My original inquiry saved at the bottom of this post with my findings being posted below with the most useful at the top. All inclusive means it's a complete overhaul to the BRB for a fantasy setting containing Character Generation, Magic, Combat, Equipment, Spot Rules, Creatures, and in some cases Settings: BRB: Well, you wouldn't be reading this if you weren't a BRP core book holder would you? For obvious reasons, It's a great idea to pick this up first! Classic Fantasy: (All inclusive) Pick this ASAP if you're running a fantasy campaign. It's got a magic expansion, some rules and spell adjustments, and great overall content. It also contains rules for turning BRP more like D&D without levels. It's a bit more broad with little setting help but that's also what makes it great. You can plug something from this book into any fantasy setting! Michael Moorcock's Elric!: (All inclusive) This book is fantastic. The BRB contains the sorcery system found in Elric! but Elric! expands everything about demons, binding elementals, and some great darker fantasy setting information as well as a great "good vs. evil" backbone that drives lots of high fantasy settings. If you don't like the sorcery rules or darker settings, put a bit lower on your buy list. Runequest 6th Ed: (All inclusive) I feel this is a really good book. Like Classic Fantasy it contains adjustments to all aspects of the game but unlike Classic Fantasy I find it less modular. The rules are meant to be used together. Great new magic options, combat styles, and includes some setting options Classic Fantasy intentionally ignores. The Green: (All inclusive) I have not purchased the main book yet but the Venturer's Guide supplements the existing BRB magic systems wonderfully. I can't imagine that The Green brings any less amazing adjustments / additions, plus it adds a highly regarded setting. I wouldn't pass on this one if you enjoy the magic presented in the BRB and Classic Fantasy. The Bronze Grimoire: This is an Elric! supplement that expands upon sorcery immensely. You don't need the Elric! main book to find it useful as the entire base sorcery system is included in the BRB. Elric! just provides more setting and summoning / binding information. Again, if you don't really enjoy the Sorcery system put this a bit lower on your to buy list. Unknown East: This is another Elric! supplement but this time the focus is on a more eastern setting. The main reason to buy this is the free form magic system. If none of the BRB power systems really inspire you this one should. If you're looking for something far from the BRP norm, put this very high on your to buy list. BRP Witchcraft: This is actually one of my favorite fantasy BRP additions, but I put it at the bottom as it's very narrow in scope. If you want hermetic magic, stereotypical witches, or divine aligned (white and black) magic then this is absolutely the book for you. It adds some great adjustments to casters that make them INCREDIBLY fun to role play and with many more options at the cost of less raw power. It gives different options for achieving your goals like killing targets slowly with diseases instead of fireballs and ways to pervert, subvert, and convert society to your whims even when playing a white aligned warlock or witch. It's just a great supplement, pick it up. The Magic Book: This is basically a copy of the RQ3 magic rules and you'd probably be better served finding a copy of the entire RQ3 ruleset. RQ6 does everything this book tries to do only slightly better but if RQ6 is too expensive for you then this could be useful. I find using them side by side to be useful as RQ3 magic was more restrictive but could be more powerful. Having a copy of both allows me to pick and choose parts of the systems I enjoy. Note: Magic World is coming out in 2013 as well as a supplement named Advanced Sorcery. These should cover most of Elric! and the Bronze Grimoire, but in a more colorful high fantasy setting instead of the dark setting of Elric!. It may be worth waiting for Magic World to come out and I'll update this post as I acquire Magic World and a few other books suggested in the thread.
  11. In Search of the Trollslayer is classic beer-and-pretzel dungeon-crawl filled with monsters, traps, and treasure! Your players will need to use their brawn as well as their wits to survive this dungeon. It is designed for 3-6 characters of Heroic Campaign power level. Other power levels may be used with some adjustment to encounters and obstacles. It is also suggested that the players create their characters using the total hit point option, as this will allow for a much more dynamic and exciting adventure. It is recommended that the party include at least one Wizard or Sorcerer, as there are several obstacles that will require their arcane skills to get past. This scenario is set in a dank and dismal swamp but could be placed in any campaign world with a few minor modifications. Three hundred years ago a brave human hero named Sir Tolwar was slain while leading an epic charge during the height of the Troll Wars. The body of the knight was never found but, because of his bravery, the tide of the war turned and Sir Tolwar became revered as a Saint. A brotherhood was formed that honored the knight, and they erected a shrine on the very site of the battlefield where Sir Tolwar was slain. They called themselves the Brotherhood of the Lance in reference to the weapon Sir Tolwar wielded on that fateful day — a golden spear called Kerok, the Trollslayer. Word of the shrine spread. Pilgrims thronged to this holy place, where to behold the spear of the saint could cure disease, heal the sick, or bestow courage for those going forth into battle. At first The Brotherhood accepted only donations for the upkeep of the shrine. But soon greed began to take root within their ranks. They began to charge great sums of money to look upon Kerok, causing those who truly needed the help of the saint to be turned away. The Brotherhood began to purchase farmland surrounding the shrine, demanding the serfs that worked it to pay exorbitant rents. As the years passed the Brotherhood of the Lance became nothing more than a cruel landlord. The greed and selfishness of the brotherhood angered the gods. They summoned a mighty cataclysm which shook the earth and flooded the Order’s holdings, creating the Dread Swamp. The monks themselves were transformed into hideous creatures haunting the catacombs of the shrine. Now the shrine is all but forgotten; a ruin rotting in the middle of the Dread Swamp. But legend has it that Kerok the Trollslayer, the lance of Sir Tolwar, remains hidden within the walls of the forgotten shrine, waiting to be claimed by any adventurer willing to retrieve it. By Troy Wilhelmson. 48 pages. Published by Chaosium May 2009.
  12. Hi, I just learned that Fantasy Grounds 2 has add-ons for BRP and Call of Cthulhu, as well as something fan-based for Classic Traveller, and another fan-based project underway for Chaosium RQ2. Alephtar has got some BRP products for FG2. Since those are all games I love, and my gaming buds to their scattered cities have gone, I thought this might be a great purchase for me! However, given my scant ability to modify software to fit my personal needs, I thought I'd post here and see if anyone has done any modifications to FG2 that they might be willing to share. Adventures, rules sets or modifications, even visual aids. If there's enough out there, and I can struggle my way through the learning curve, then I hope to be running my favorite games online someday!
  13. Zamonia is a rather obscure fantasy world with a cult following, created by German author and cartoonist Walter Moers. It is the setting for such amazing novels as The 13 1/2 Lives of Captain Bluebear, and The City of Dreaming Books. The world is rather silly in the tradition of Terry Pratchett's Discworld, but its novels contain quite a bit of interesting philosophy and drama. They are charmingly illustrated with amusing cartoons, and yet are intended for an adult audience, which is awesome. The only Zamonia books I have so far read is The City of Dreaming books, in which an anthropomorphic dinosaur visits a city called Bookholm in search of a mysterious author. Bookholm's economy hinges almost entirely on the sale of books, and rests on top of a massive network of book-shelf-laden catacombs containing long-lost libraries and tome-laden tombs. Our hero is marooned in this cave network, and must survive deranged Lovecraftian monsters and amuzingly sadistic traps in order to survive. Its a lot of fun. I think it would adapt beautifully to BRP. More so than d20, anyway. The characters aren't really defined by classes, combat is dangerous and gritty, monsters are truly terrifying, there are a vast multitude of useful skills, and much of adventuring isn't combat. All these elements fit perfectly with BRP.
  14. Contained within is a Saga of Swords and Sorcery action set in cold barbarian lands, where savage warriors stalk evil monsters in mist shrouded forests. New lands and religions to explore and four new adventures for OpenQuest, also compatible with other D100 systems: Guide to the Savage North: A new mini-setting filled with Tundra, Glaciers, Mountains and Barbarians. Although self contained it ties in with the setting in the OpenQuest rule book. Cults of the Savage North: The Barbarian Gods and the terrifying Blood Gods detailed with full cult write ups. Adventures: • Sellswords of the North: Adventurers are working as caravan guards, and arrive at northern trading post to find it ransacked. Hired to track bandits and bring them to justice. • To Frost Hold!: Adventurers meet priestess who is on quest to recover a magical artefact from the Sorceress daughter of a Frost Giant. Their Quest leads them into an ancient fortress half buried in a Glacier where even more ancient horrors awaken. • The Cauldron and the Pig: A priest has been cursed and thinks he's a pig. Has to be taken to the druids in Bogdan to have curse broken. • The Isle of the Sorcerer: An isle of riches untold and death in abundance. Appendix A: Six heroes of the North: Six pregenerated characters to use directly in your games or as inspiration for your own characters. "Know, oh Emperor, that between the years when the Dragon Drakkar froze the evil Serpent Empire and the rise of your own father's domain to the south, there arose barbarian kingdoms in the Savage North..." By John Ossoway and Newt Newport. 122 pages. Published by D101 Games March 2010.
  15. Ashes to Ashes is a dark fantasy setting where wizards deliberately broke the world around a century Ago. The remnants of a mighty, high fantasy civilization litter the world, but civilization is no longer great. It's now a world of poverty, low magic and scarce resources, where people struggle to survive. This setting casts the players as mavericks in a fantasy world that is losing a war it does not even know that it is fighting. Hidden demons and their mortal minions, many of whom do not even know who their masters truly are, manipulate events from the shadows, experimenting with social control mechanisms to steer the human cattle in the direction that they want them to go. The adventurers' goal is to discover and stop them. Ashes to Ashes is a role-playing-heavy, philosophy-heavy, conflict-heavy type of game that would be best enjoyed by serious-minded folk. Ashes to Ashes must, if run correctly, continually force the players to face moral dilemmas. Two introductory scenarios have been included. By Jeff Moeller. 180 pages. Published by Chaosium June 2008. Supplement for this setting: Dust to Dust