Chapter Master Update: Always Bet on Duke

Posted by: Jason Silverain / Category: , , ,


Just a warning folks since this post references the /tg community several of the links with go to sites with strong language.

When ever a fan made game is created there is always the worry of a cease and desist letter halting everything or project members lacking the skill and time to develop the game growing bored and abandoning it.
That was almost the fate of Chapter Master and even when I reviewed it I must confess I thought it wouldn't progress much further however it seems to have risen up once again with the hard work from the user known as Duke with a new version available: [Link Here

Not everything has gone well however and Duke had nearly decided to drop the project after financial difficulty and needed to actually support himself.
Not wanting to abandon the project completely and his attempts to find replacement coder not meeting much success a new solution has been proposed by the community and Duke now has a patreon [Link Here] through which he can be contacted and donated to.

In other Chapter Master news its main page over on the the 1D4 Chan wiki has been updated and now has some more information on the diplomacy options within the game and basic tips.
Since some of you would rather understandably avoid the wiki here are the handy gameplay tips below:

Tips

  • Don't donate a chaos artefact to anyone but the Inquisition.
  • Use tech marines to pick up STC fragments; just unload them from your ships down onto the planet with the STC on it to pick it up. Artefacts can be retrieved in the same way.
  • Ancient Ruins can be explored in a similar way to retrieving an STC, as mentioned above. They contain all sorts of useful stuff, so explore them whenever you can. BE WARNED! Ancient Ruins are often infested with Chaos Cultists and even Daemons, so always send Terminators if you can! Make sure the landing party has:
    1) A good selection of both ranged and melee weapons. Assault Cannons, Heavy Flamers, Meltaguns and power weapons are a good choice, but don't load up the landing party with too many of a particular type of weapon - a few heavy weapons dispersed throughout the squad is the best way to go.
    2) At least one Techmarine and one Apothecary in the landing party to retrieve any STC fragments and/or relics, and to make sure that the gene-seed is recovered from any marines who are killed.
  • Add Bionics to wounded Marines to quickly heal them and get them back in the fight.
  • Never have your entire chapter in a single fleet as warp storms are full of terrors and pop up at most inopportune times.
  • THOU SHALL NOT SEND THE ENTIRE CHAPTER:
    1) On a Crusade
    2) To a Space Hulk
    3) Into a dormant Necron Tomb
    To do so will result in bad things.
  • Sisters of Battle are a cheap and effective addition to your forces. They have the same Armour Class (AC) as marines in Mk 7 power armour, though they do have less health, and you can't (yet) re-equip them to give them anything other than bolters (So no Retributor Squads, Boo!)
  • The Sisters Hospitaller make good(ish) replacements for Apothecaries. Though they can't recover Geneseed from dead marines, they can still prevent deaths and decrease healing time for wounded marines in the same way that the Apothecaries do.
  • Techpriests work in much the same way as your Techmarines, repairing vehicles damaged in battle. They can be re-equipped with better armour and weapons (Though the conversion beam projector they come with is usually enough). Add bionics to them to give them more health and increase their combat effectiveness.


Rather than debating if fan games should be legal I'll just be thankfully Chapter Master seems still low on Games Workshops radar since Games Work is well known for its outright relentless IP guarding to the point of destroying their own rules


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Tales to be told once more: The Bards Tale IV backed by kickstarter

Posted by: Jason Silverain / Category: , , ,



Some of the older gamers amongst you may remember the original The Bards Tale also known as Tales of the Unknown Volume I: The Bard's Tale from way back in 1985.

For young reader unfamiliar with the series it was written by Michael Cranford of Interplay Productions and published by Electronic Arts (back before EA became the complete scourge it is today) and was widely available across several platforms including MS-DOS, Apple, Commodore 64 and Amiga to name a few, it even had a release for the NES  which was admittedly a scaled-down version of the game. 



The general story behind The Bard's Tale, is that your home town, Skara Brae, has been taken over by the wizard Mangar and his evil minions. He has frozen the surrounding countryside with a spell of Eternal Winter. Your goal is to build a party of adventurers to eventually destroy Mangar and free your town from his grasp.  

 One of the better 3d games of the time

The game had a pseudo-3D viewpoint of the city and dungeons which was popular amongst adventure games at the time and had gameplay loosely based on Advanced Dungeons and Dragon. 

Your party may have consist of up to six characters, plus a special slot for non-player party members (such as summons and illusions). There are ten character classes, four of which are magic users and it was even possible to import characters from the Wizardry series of games and Ultima III on some platforms which was impressive for its time.  

It later had a pair of sequels The Bard's Tale II: The Destiny Knight and the vastly superior The Bard's Tale III: Thief of Fate both of which allowed the players to import previous characters along side adding new races and character classes and expanding the game world.
Unfortunately no further games were created as Michael Cranford the creator of The Bards Tale had left the video games industry prior to the third game to pursue graduate studies and The Bard's Tale III programmer Bill Heineman who had wished to create further games was unable to obtain the rights to the series from EA.


Now after all these years however inXile Entertainment who seem determined to try and bring back all the great classic roleplay games announced a Kickstarter for Bards Tale IV.
This post may seem a little as there is only a week left to go but I believe it still worth some attention and for those of you worried by the screen shots of the the previous game above check out the game engine trailer:

 

 However we all know plot is just as vital for an RPG as its appearance but from what I've read I can only say it has me in high hopes:
"In mist-shrouded Skara Brae, in the darkest hours of a winter's night, sometimes can be heard a voice on the wind. The Song of the Maiden the locals call it, a song sung since before the standing stones grew moss, a song of ill fortune, that lures those who hear it to their doom, and drives the melancholy to madness, a song, they say, that must never end, for if it does, the world ends with it."

What did the wizard Mangar seek when he cast his spell of Eternal Winter, locking Skara Brae in ice? Why did the invading archmage Lagoth Zanta shatter the Destiny Wand and end seven hundred years of peace? Why did the mad god Tarjan cross the outer planes to burn Skara Brae to the ground and slaughter its people? What secret could drive beings of such great power to again and again lay waste to these ancient isles?

The adventurers who put a stop to these fiends never learned the answer to these questions, but now, a hundred and fifty years after its destruction, and the building of a new town on top of the old, another power, greater than all those before, has turned an eye once again to Skara Brae and the time-lost catacombs beneath it, seeking the secret its predecessors failed to find - and once more, a small group of hapless adventurers are all that stands in its way.
Want to know more well then keep track of the project at either: 
Kickstarter for Bards Tale IV or inXile entertainments homepage

Interested in the original trilogy? Then learn more at:
The Bards Tale Compendium: A fan community for the Series
The Adventurers Guild: A fan community with several emulators and versions of all three games available for download.

Have trouble with emulators www.old-games.com easy installers may be the solution but remember you can only have 2 free downloads per day.
The Bard's Tale, (Amiga Version)
The Bard's Tale II: The Destiny Knight, (Amiga Version)
The Bard's Tale III: Thief of Fate (Dos Version)


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How To Host A Dungeon: Kobold Civilisation.

Posted by: Jason Silverain / Category: , , , ,



For this article on Tony Dowler's How To Host A Dungeon I will be highlighting one more civilisation which I actually created in 2012, I released this ruleset onto the Giant in the Playground forums at the time and had the good fortune for Mr Dowler himself to try them. Considering the positive feedback I had at the time I am proud to rerelease them here.

The following rules are written in a style that requires reference to the either the avaliable free version of the rules or the full ruleset for use.

How To Host A Dungeon


Kobold Civilisation


Kobolds are cunning, dragon worshiping, industrious  and somewhat spiteful race of creatures whose constant violent encounters with adventurers of the surface races has left them with a xenophobic paranoia and a simmering lust for revenge.
Draw caves of the Kobold civilization in brown. Kobolds prefer to make square or rectangular rooms and tunnel in straight direct segments.
If you don’t have a gold vein or a good sized mithral deposit, create a gold vein right now as described in the Primordial Age rules. In addition in the bottom 4 inches of the page draw two bead sized natural caverns within a thumb of each other connected by a passage, treat these two caverns as Gemstone caverns as described in the Primordial Age rules.

There are two methods for setting up a Kobold Tribe:
1. If there is an empty cavern within 1 inch of the surface the Kobold Tribe begins here and treats it as a warren, if there are several caverns available place the tribe in the largest.
2. If there are no caverns pick a spot on the surface above a gold vein or mithral deposit to create a small village.

Draw a Kobold shaft vertically or horizontally from the Warren (or vertically from the village) until you hit the mithral or gold. Draw a mine 1 bead in size and put a  in it. If starting from the village draw a Kobold warren 1 bead in size connected to the shaft, place 2  in it or the starting warren.

Each  in a Warren represents 1 unit of Kobold population, with each warren holding up to 3. Each  represents some form of treasure.
Make up a name for your Kobold tribe and write it somewhere on the map in pencil.
It is now year zero in the Kobold Era.

Kobolds are lawful creatures but are always hostile towards adventurers and should they ever encounter an Ancient Wyrm on the map they ignores the standard rules and it becomes a Dragon Patron (see Kobold Construction table). Should they obtain a Dragon Patron this way before gaining a Dragon Patron through population size they do not gain a further one when reaching the population size required.
Should there ever be no Kobolds left the Kobold age ends and the Great Disaster occurs.

The Kobold Year 

Spring: In the spring Kobolds gather, mate, and lay their eggs while the leaders plan the year ahead. Gather up all  that are connected to Kobold tunnels and are not Kobold Treasures. Draw a new room to store each  gathered, or place them in existing rooms where there is space.
For each  gathered place a new  in a warren, drawing additional warrens as needed. (remember a warren can hold 3 ) Kobolds don’t like to be too near to the surface or dangerous tunnels, so try putting them as central as possible in the network of tunnels. 

Summer: In the summer Kobolds mine. If possible, draw a tunnel a half finger long that connects to a source of ore or gems. Draw a mine chamber 1 bead in size and put 1  in it. If there’s no ore or gems in reach, draw a tunnel 1 finger long towards the nearest source of ore or gems. If there’s no un-mined ore left on the map, 1  immediately emigrates off the map looking for a new home for the tribe 

Fall: In the fall, Kobold build their defences. Tally the current Kobold population. Find the entry matching this population on the Kobold Construction table. If that construction hasn’t been added yet, the Kobolds build it now. 

Winter: In winter, the Kobold rest, celebrate and offer tribute to their patrons while their crafters compete making the deadliest traps. If any Kobolds died this year the Kobolds spend 1  to add a trap to the room (or the nearest room under their control) where the Kobold died. This trap deals 1 to any non kobold passing through it before the trap is disarmed or destroyed.
A Kobold tribe with a Dragon Patron offers 1 as personal servants to the dragon, building a warren connected to the dragon's cavern for these servants.
The Kobold Servants no longer count towards the tribes population and during the Age of Monsters these Kobold Servants act as breeder monsters but with some key differences (See below)
If a tribe has multiple Dragon Patron’s servants are offered to each of them in the order they were obtained.
If any Dragon Patron ever gains 9 of servants (3 full warrens) then the tribe move on having firmly secured their Dragon Patrons position in the the area, likewise if the offering of servants reduces the kobold numbers to zero then the dragon(s) have completely subjugated the tribe and the Kobold Era ends.

In the case of multiple Kobold tribes they can share the same Dragon Patron and each tribe gives an offering to the dragon patron. (the dragon not been picky)

When the Kobold Era ends remove all kobolds (except Kobold servants) and treasures that are not Kobold Treasures, however leave all remaining traps.


Population
Kobold Construction
3
Workshops: Draw a collection of rooms filling a thumb sized area connected to Mine
4
Personal Chambers: Draw a narrow bead sized room connected to a warren, give it the name of the kobold it belongs to and write it on the map. Place 1 inside this is a kobold treasure.
5
Hall of Traps: Draw a tunnel or room one finger long, this room is the pinnacle of the trap smithing arts. This room is permanently trapped dealing 1 to any non kobold entering. Place 1  inside this is a kobold treasure and bait.
6
Temple of the Wyrm: Draw a rounded chamber half a finger long and a bead high, connected to the Personal Chambers, warrens or Hall of Traps. The Temple contains 2 kobold treasure and a one use 2 trap.   
7
Great Hall of History: Draw a hall 2 beads long and a bead high connected to the main Kobold shaft. This hall is carved with the history of the tribe and the contains 1  kobold treasure
8
Dragon Patron: Create a Ancient Wyrm as described in the Primordial Age rules however take the 1  required from the kobold tribe, connect this chamber to the Temple of the Wyrm or Hall of Traps.
9
Sorcerous Chambers: Draw a Bead sized room connected to the Great Hall of History. Place 1  inside this is a kobold treasure and most likely a magical item
10
The Grand Defence: Select an entrance to a kobold warren, draw a defensive work at this location. Any creature defending a warren as its lair gains a +1 its encounter roll however the defense is destroyed. This may be built multiple times.



Kobold Civilisation Conflict

Kobold Supremacy: If one of the civilisation is kobold it kills 1 and traps the location causing the non kobolds to automatically lose an additional 1 regardless of the result during the next encounter roll in that location. If both sides are kobolds, the kobold tribe whose turn it currently is loots 2 from the other. If neither side are kobolds then both lose 1


New Monsters 

Kobold Servants:
These are breeder monsters under the rule of a dragon and follow these additional rules:
1. They use their Dragon Patron’s ZOC (Zone of Control) rather than their own.
2. They may mine unmined ore within this ZOC however they can not keep more than 1 for themselves, any additional   is given to the Dragon.
3. If their Dragon Patron becomes an Alpha Villain it may spend 1 to have the Kobolds add a single use 1 trap to any defensive works, this uses the Kobolds activity for that year.

I hope these rules are clear enough to understand for all you would be Dungeon Masters but I welcome any feedback as always and will be providing a downloadable version of these rules in the future. 


For further posts on How To Dungeon here are links to:
The Original Game Review
Dsyon Logos Muck Dweller Civilisation 
The Great Spider Civilisation


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Magna Carta 800th Anniversary, Comic Culture Pokemon TCG Tournaments and Nintendo relases more Smash Fighters.

Posted by: Jason Silverain / Category: , , , ,



Well I was visiting a friend and took a trip into Lincoln and walked right into the Magna Carta 800th Anniversary events which began that weekend and I have to say in spite of the rain the bands and paraders that were running all day performed amazingly even when most of the market stall owners gave up and left early.

Apart from the amazing fireworks on the Saturday evening I think my favourite little event is the Lincoln Barons Trail in which 25 statues representing the barons that were present at the signing of the Magna Carta in 1215. Each statue has been painted to represent different aspects of life in Lincoln past and present and vary widely in design.

Some of the Barons that are scatter across Lincoln [Source: Lincoln Council Website]

If people are interested a nice walk through central Lincoln, the Lincolnite has posted a guide to the Baron locations though I have been hearing rumours that someone may of vandalised one of the Barons near Lincoln Castle already which is greatly disappointing if true.

Also while I'm on the subject of Lincoln, while the Battle Bunker was forced to close its doors a few months back Comic Culture has taken over the location since and while known for hosting roleplay games and Magic: The Gathering and Yugioh card tournaments has now on request of its customers begun friendly Pokemon Trading Card Game tournaments on Sundays beginning at 12pm.
While there is no prize and no entry cost the owner has managed to obtain a large amount of promotional event cards with everyone taking part gets one free and all ages are welcome.

 Finally just before bed last night I saw the Nintendo announcement regarding its Smash DLC


The next post this month will be my How To Host A Dungeon Kobold Civilisation but for those of you that can't wait it is available over at the Wiki


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June Already!?

Posted by: Jason Silverain / Category: , , , , ,




I can hardly believe its already June and it seems that both in the real and digital world we live in interesting times.

These last few weeks have been a flurry of news with the positives been the announcement of a new Mega Man animated series in 2017 and the release of a trailer for Fallout 4 (See Below)



On the flip side more invasive internet monitoring and censorship laws are been passed or suggested under false pretences of terrorism prevention in America or protecting children in the UK meanwhile the detestable entity known as ISIS continues to destroy relics of the Middle East in a brutal if futile attempt to eradicate 2000 years of history.  

Overall I've been left in a sense of melancholy by the last month, this hasn't been helped by the mental block that is drain all my creativity which is been caused the medication I've been taking to minimise the symptoms of an ear infection I've developed after been caught in a pair of thunderstorms in the last week.

Returning to the blog I'll be finishing my posts on How To Host a Dungeon this month though I may return to it with more custom content in the future, I will also be updating the index page for easy browsing of previous posts.


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How To Host A Dungeon: Expanded River Rules and Muck Dweller Civilisation Created by Dyson Logos

Posted by: Jason Silverain / Category: , , ,





The following ruleset was taken from the How To Host A Dungeon Wiki and was originally created by Dyson Logos over at Dyson's Dodecahedron. I heartily recommend  giving his blog a read as it is rather impressive and he draws some wonderful maps.

How To Host a Dungeon 


Muck Dwellers are one of many underground humanoid civilizations that are based around underground waterways, lakes and oceans such as the chaotic Kuo-Toa. They possess cruel and alien culture and art, with little science and practically no interest in hedonistic pursuits.

Setup

Draw constructions of the Muck Dwellers in green. Muck Dwellers prefer round and ovoid shaped rooms and curving passages near underground water.
If you don’t have an underground river or aquifer, roll on the following table for the appropriate water source to be added:
Roll Water Source
1-3 Open Aquifer: Draw a cave 2 beads vertically in size, half this is taken up by water.
4-5 Closed Aquifer: Draw a cave 2 beads in size, filled with water.
6-7 Underground River: Create an underground river as per the Primordial Events table.
8 Underground Lake / Ocean: One one side of the map draw a cavern two thumbs in size that extends off the map filled with water and then continue as per the underground river from the Primordial Events table.

Muck Dweller Black-round-md represent soldiers, nobles and priests, while White-round-md represent food, minor treasures (such as beads and pearls), tadpole muck dwellers and artworks. Muck Dwellers require White-round-md to support their civilization.
Pick a spot adjacent to a water source for the Muck Dweller city. Draw two living quarters for Black-round-md and one tadpole pond for White-round-md – as many as possible should be in direct contact with the water source. Place 2 Black-round-md and 1 White-round-md in these chambers. This is the city of the Muck Dwellers – give it an interesting and hard to pronounce name like “Bloop-dil’ubloong” and write it on the map in pencil. It is now year zero of the Muck Dweller civilization.

The Muck Dweller Year

Any time you move beads from the city to a pool, you must leave at least 1 Black-round-md and 1 White-round-md behind. If you can’t do this, don’t move the beads. If the Muck Dweller city is depopulated without a civilization-ending calamity, the largest pool attached to a water source claims one treasure from the ruins (or 1 White-round-md if the city had no treasures) and becomes the new city.

Spring

In the spring, Muck Dwellers reproduce and care for their tadpoles. If there are at least two more White-round-md than Black-round-md in the city or pool, remove 1 White-round-md and add 1 Black-round-md.

Summer

In the summer, Muck Dwellers harvest the bounty of the water and raise their tadpoles. Add 1 White-round-md to the city or pool if it is attached to a source of water. Muck Dweller cities or pools within one thumb of a source of ore or gems will dig out a mine the size of one thumb to collect 1 White-round-md of ore, or collect 1 White-round-md of gems.

Fall

In the fall, Muck Dwellers travel to spread the word of the fish gods. If the city has 2 Black-round-md and 2 White-round-md or more, Muck Dwellers work to expand the empire.
If the city is on a river, they travel until they are at least one finger length down the river from the nearest city or pool and create a new pool there using 1 Black-round-md and 1 White-round-md from the city (they may travel further if this gets them to a source of ore, as no two cities or pools can start within a finger length of each other).
If the city is not on a river, but there are other sources of water on the map (such as a river, lake or aquifer), then the Muck Dwellers dig a tunnel up to one half-finger length towards the water source.
If the city has the population to expand but is no more room for expansion on the water and no mining to be found within 1 thumb of any existing city or pool, the city becomes stagnant and loses 1White-round-md.
In either case, if an expansion group of Muck Dwellers passes within a thumb of gold, mithral or gems, they will stop and immediately create a dry pool at that location to mine the ore or gems.

Winter

In the winter Muck Dwellers retreat into their cities and build. Tally the population of the entire Muck Dweller civilization and draw in any Muck Dweller Constructions marked at that population level that have not already been built – they can be built at either the city or the pools, at your discretion.
If there are more Black-round-md than White-round-md in a city or pool during the winter, remove one Black-round-md.

End of the Muck Dweller Age

If the Muck Dwellers dig a tunnel to the surface, they panic at the sight of the sun and retreat under the leadership of their priests, abandoning their ‘contaminated’ cities and pools.
If the Muck Dwellers dig a tunnel beyond the bottom of the map, they discover things that were never meant to be uncovered by such lowly slime-covered creatures and are destroyed.
When the Muck Dweller Age ends, remove all Black-round-md Muck Dwellers and White-round-md minor treasures and tadpoles from the map. In each city and pool, place 1 Black-round-md (Tadpoles that grew to maturity without the guidance of their culture and religion).

Muck Dweller Construction

Pop Muck Dweller Construction
3 Breeding Pond. Draw an ornate room slightly larger than one bead that connects to both a room containing a Black-round-md and a White-round-md (either directly or through tunnels).
4 Tomb with 1 Treasure (1 White-round-md that does not count in population checks)
5 Chamber of Secrets. Create a two or three bead room one thumb away from the nearest Muck Dweller construction with no linking tunnel (it’s a secret). It contains essential religious secrets that are valueless to other civilizations.
6 Exploratory tunnel one half-finger long, roll d12 for clockface direction of exploration.
7 Temple of Mother Hydra. Create an ornate temple containing 1 White-round-md (tadpole) and 1 White-round-md that is a religious artefact and doesn’t count in population checks.
8 Dig an exploratory tunnel upwards one finger from the highest point of Muck Dweller constructions.
9 Temple of Father Dagon. Create an ornate temple containing 1 Black-round-md (priest) and 1 White-round-md that is a religious artefact and doesn’t count in population checks.
10 Dig a deep shaft well down to the bottom of the page.

Revised River table (using d12 instead of D10)


Roll – Underground River
 1-3 : The river moves 1 finger horizontally across the page.
4-5 : The river changes angle sloping upwards while continuing across the page.
6-7 : The river changes angle sloping downwards while continuing across the page.
8-10 : The river moves 1 finger horizontally across the page, with a natural cave 1 bead in diameter in the middle of it. If the river is within 1 thumb of the surface, draw a sinkhole connecting this cave to the surface.
11 : Waterfall, dropping 1 half finger straight down.
12 : Underground lake d6+1 beads wide, river continues from other side.
This doesn’t drastically change the table or it’s results, but adds the underground lake.
More of a change comes in the Revised Natural Cavern table using a d8 instead of a d6:

Roll – Natural Cavern
1 : Draw a tunnel 1 finger long that passes through the cave
2 : Plague: Roll a d4. Write “plague” and the number rolled in the cave. Any group that encounters this cave will lose this number of (B)
3 : Gemstones: Draw a cave 1 bead in size. Roll a d4 and place that many (W) in the cave
4 : This is an empty cave
5 : Primordial Beasts: Place 1(B) in the cave. This represents primordial beasts that fight just like a wandering monster.
6 : Open Aquifer: Draw a cave 2 beads vertically in size, half this is taken up by water.
7 : Closed Aquifer: Draw a cave 2 beads in size, filled with water.
8 : Fate: Write “fate” in the cave. If any civilization tunnels into this cavern, the civilization will come to a natural end. If this occurs, the Fate cavern becomes a normal empty cavern.

For further variants on this and the existing civilisations please go check out  Dyson Logos post here or the How To Host A Dungeon Wiki.

Curious about How To Host A Dungeon? here is a link to last month's post.
Need more Civilisations? Here is my very own Kobold Rules.
The Great Spider Civilisation


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