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Simon W
04-27-2014, 01:28 PM
Here is a draft of something I'm currently working on. The core rules are from my WOODLAND WARRIORS RPG.

Crimson Blades (http://beyondbeliefgames.files.wordpress.com/2014/04/crimson_blades.pdf)

Simon W
05-11-2014, 10:24 AM
Here's an update:

http://beyondbeliefgames.files.wordpress.com/2014/05/crimson_blades.pdf

Simon W
05-13-2014, 11:23 AM
Here's a map I knocked up in MS.Paint:
4194

Simon W
05-15-2014, 01:12 AM
Here's the updated map:

4195

Simon W
05-15-2014, 11:07 AM
The Dendrelyssi once ruledthe Crimson Lands through sorcerous power and the sheer might of their demon-enhancedfighting ships and dragon-riding warriors. However, their empire is no more and,as a force, they have been in slow decline for nearly five centuries.

The empire of The CrimsonLands was held together by Dendrelyssi sea power and for thousands of years itgrew rich on tributes collected from many nations. However, whilst theDendrelyssi bathed in their past glories, newer nations were rising far to thewest.

These new nations gnawedat the edges of the Dendrelyssi Empire; slowly toppling their far-flung outpostsand increasing their foothold into Dendrelyssi holdings. All the while, theDendrelyssi coffers were no longer being replenished at the rate they were usedto. Because the ingress was gradual and because the Dendrelyssi arrogantlyassumed they were invincible, they were unaware of the danger until it was toolate.

The Dendrelyssi foughtback; fighting often and rarely losing but all the while being pushed back asthey no longer had the numbers to retain their lands. Soon the invasion gained momentumand one-by-one, Dendrelyssi cities fell to the invaders as they swept acrossThe Crimson Lands destroying everything in their path. Before long they were onthe doorstep of the Isle of Dendrelyss itself.

The Dendrelyssi nobilitywas forced into action. They hastily mustered their aging fleet – just under two-hundredships - which set sail from Necrolorn and met the invading fleet of over a thousandships in the middle of the Crimson Sea. Therea mighty sea-battle was waged and, although yet again the Dendrelyssi were victoriousutterly destroying every last one of the enemy ships, only forty-four Dendrelyssiwarships managed to limp home to lick their wounds. The Dendrelyssi were no longera threat to The Crimson Lands.

DMMike
05-15-2014, 08:56 PM
Nice art, nice work! After reading the introduction and seeing the character sheet sample, I'm still not sure why I should be playing Crimson Blades instead of D&D 5e. What's your elevator speech?

Simon W
05-16-2014, 12:53 AM
Nice art, nice work! After reading the introduction and seeing the character sheet sample, I'm still not sure why I should be playing Crimson Blades instead of D&D 5e. What's your elevator speech?

I don't have one. I don't see that I'm in competition with anyone or anything. I'm making it for me and if anyone else likes it that's cool. If you'd rather play 5e, that's cool too.

Simon W
05-17-2014, 09:18 AM
WITCH ISLE
Witch Isle is amatriarchal barbarian society, ruled over by the Coven, a council of 13witches, enchantresses and sorceresses. They are said to be the directdescendents of the original inhabitants of The Primal City and therefore eitherdemon-blooded or Dendrelyssi-blooded, depending on which theory is true. EachCoven member is the head of her own tribe, which has its own defined tribalboundaries on the island. The Coven meets from time to time to agree tribaltreaties, judge violations of the law, deal with threats from outsiders and toenact rituals. The Coven jealously guards the Primal City from outsidertreasure hunters.

The Primal City (ruins)
This antediluvian monumentis possibly the most ancient structure in The Crimson Lands and believed tohave been built by the ancestors of the Dendrelyssi (who are widely believed tohave been demons). The area taken up bythis ruin is larger than any three of the current capital cities of the CrimsonLands combined. Most of the ruin is now just overgrown walls, fallen masonryand rubble but there are a few almost intact structures.

Simon W
05-17-2014, 09:19 AM
MORTYLLA
The Mortyllans are notbelieved to be pure humans; perhaps mingling too freely with the race thatpreceded the Dendrelyssi some time back in the primordial past. As worshippersof Chaos, the people of Mortylla claim to be heirs to the sorceries of theDendrelyssi but they don’t have the proper mentality of the Dendrelyssi and areruled by Chaos rather than taming it as the Dendrelyssi did. Mortylla is a nationof sadistic, warped people; many of them are quite possibly insane. The rest ofhumanity fears them as warmongers and bloodthirsty priests. Mortylla is adominant power among the Crimson Lands, more because of her black sorceriesthan for her military might. For its great size, Mortylla is thinly settled –small villages and farmsteads dot the landscape but few settlements are biggerthan a few hundred people. The bulk of the population lives in the huge capitalof Trillithon.

A large part of Mortyllais taken with a dry and bleak wasteland known as the Charnel Plain in themiddle of which is an ancient necromancer’s tower, known as the Eldritch Tower.It is believed that countless centuries ago the necromancer attempted apowerful conjuration to summon an army of undead. The spell went wrong and insteadhe destroyed everything for hundreds of miles around his tower. The dust thatblows across the plains is said to be the ashen remains of all the life thenecromancer killed on that evil day.

Trillithon
The centre of Trilliton ismade up wholly of great ziggurats, pyramids and temples. Their altars are blackwith the dried blood of the daily slaughter to appease the dark gods theyworship and the streets ring out with the sermons of the priesthood and thescreams of the sacrificies.

Simon W
05-17-2014, 09:20 AM
KRAND
Krand suffered heavilyunder Dendrelyssi domination. Even now, the scars of their suffering run deepand Krandians are still unused to open displays of magic, viewing sorcery asunnatural and probably evil. There are numerous sites across Krand that testifyto Dendrelyssi rule. Many were destroyed and wiped off the face of the land;others were left to moulder and have been completely untouched since theDendrelyssi left. Krand is now a rich country, with a diversity of naturalresources, from the mountains that are rich in minerals, the lumber from theforests and the fertile soil for growing a variety of crops.

Cthilium
Although the Krandiansdestroyed or left deserted nearly every other Dendrelyssi habitation, theycouldn’t bring themselves to leave Cthilium. It is a wonderful city, with broadstreets, magnificent plazas and grand architecture. The port attracts trade butmore importantly, there is a well-prepared fleet here at all times, inreadiness to strike if ever the Dendrelyssi threaten Krand again.

Krorn
The capital of Krand and probablythe busiest trade centre in the Crimson Lands. The merchants of Krorn are notedfor their honesty; the merchant’s rapid rise in wealth and power is seen as athreat to some of the established nobility of Krand.

Simon W
05-18-2014, 05:26 AM
Map update
4208

Simon W
05-23-2014, 01:30 AM
Time for an update:

Crimson Blades (http://beyondbeliefgames.files.wordpress.com/2014/05/crimson_blades1.pdf)

fmitchell
05-23-2014, 07:16 AM
While I've only skimmed through the old PDF briefly, I do like the D6-only mechanic and the general Elric-ness. Good job.

One question, though: why is the Summonings section at the front, before Equipment, while the spells are near the back? Since only two classes use both, shouldn't they be together?

Simon W
05-23-2014, 12:36 PM
While I've only skimmed through the old PDF briefly, I do like the D6-only mechanic and the general Elric-ness. Good job.

One question, though: why is the Summonings section at the front, before Equipment, while the spells are near the back? Since only two classes use both, shouldn't they be together?

You're quite right. That'll be addressed in the next update.

Simon W
05-27-2014, 04:21 PM
I think I'll drop the Mass Combat and Sea Battles from the core rules because I'm getting too hung up on them. I'll save them for a later supplement together with stronghold rules for PCs getting to 10th level - called Crimson Lords.

Simon W
05-30-2014, 10:29 AM
How about this NPC class?

NPCClass

ROYAL REDEEMER
Redeemers are agents of the King ofKrand. They have wide-ranging powers to enable them to seek out and bring tojustice any Dendrelyssi they discover. These powers have lately extended todestroying Dendrelyssi, sorcerers, witches, demons and anyone that speaks out againstthe rulers of Krand. Redeemers are particularly single-minded in their searchfor signs of chaos wherever it lurks.

Prime Attribute: WIS. If WIS is 13+, you gain +5% to XP earned
Primary Save: Will
Hit Dice: 1d6 (+1) at 1st level. Then per the RedeemerAdvancement table.
Armour/Shield Permitted: Any
Weapons Permitted: Medium or lightweapons only


Table 12: Royal Redeemer Advancement





Level




Hit Dice


Primary


Secondary


Tertiary




1




1(+1)




3+


4+


5+




2




1(+2)




3+


4+


4+




3




2




2+


3+


4+




4




2(+1)




2+


3+


3+




5




2(+2)




2+


3+


3+




6




3




1+


2+


3+




7


3(+1)


1+


2+


3+




8


3(+2)


1+


2+


2+




9


4


1+


2+


2+




10


4(+1)


1+


1+


2+



Redeemer Class Abilities
Diplomatic Protection: At 1st level, a RoyalRedeemer receives a signet (a ring or a brooch) from the King of Krand denotingthe agent's favored connection to Crown and Nation. This connection providesstatus and a certain level of protection from the law. In Krand, thisprotection is absolute (though violating the laws of the land can sometimes leadto trouble for the agent). In the neighboring lands, treaties andlong-established agreements protect Royal Redeemers, but agents who push theirluck—meddling in the affairs of government in lands other than Krand, killingwantonly, or otherwise flouting the local law at every turn—are likely tosuffer "accidents" that are completely disavowed by authorities inthose lands. In other realms, a Royal Redeemer’s royal protection ismeaningless.

At 1st level,the redeemer chooses which of the following six skills will be his primary (best),which will be secondary and which will be tertiary (least good). He chooses twoskills for each category. Most of these skills assume the redeemer is carryingout the task at some speed or under a degree of pressure. If the redeemer hastime, the GM could give a small bonus, say +1 to the roll. Some skills benefitfrom good equipment. Some of these things can be performed by any character ona roll of 6+ at the GMs discretion.

Assess Person: With a minute of study and a die roll, the redeemercan figure out something about someone he can see. The redeemer can tell thelevel and class (if he has a class), the person’s alignment, whether the personis in disguise or hiding something and some other useful information at the GMsdiscretion.

Detect Illusions: Redeemersare trained to notice the tricks and stratagems of other sorcerers,enchantresses and demons and to detect magical illusions. Against any illusory spell, the redeemer getsa roll to see if he sees through the illusion (in addition to any save he wouldnormally get).

Disciplined Mind: A redeemer is particularly resistantto enchantment (charm) spells and those effects that make him do things he’drather not do, like fear, possession and enchantment. He gets this second roll perthe above table if his normal Will save is unsuccessful.

Force Shapechange: A Royal Redeemer can force a creatureinto its natural form. The Redeemer must make a successful melee attack againstthe creature. If the attack is successful, the redeemer makes a roll to forcethe target into its natural shape. This ability undoes the effect of alterself, polymorph, shapechange, and alternate form abilities, whetherexceptional, spell-like, or supernatural in nature. The affected creaturecannot change its shape again for 1D6 rounds.

Gather Information: Redeemers obtain information by greasingpalms, subtlety, force or fear. With a successful die roll, they can get a general idea of a city’s major newsitems or more specific information as required. The higher the result, thebetter the information they can obtain.

Learn the Truth: By touching a person or creature thathas lied to him, a Royal Redeemer of can force the creature to tell the truth.

Establish Chapter (10th): At 10th level, a redeemer can set up a chapterhouse ofredeemers as an outpost against the chaos of sorcery. The redeemer will bejoined by a number of low-level redeemers and fighting-men, ready to die forthe cause if necessary.

Simon W
06-03-2014, 07:27 AM
Crimson Blades (http://www.rpgnow.com/product/130645/Crimson-Blades-Dark-Fantasy-RPG?affiliate_id=231810)is here!

Simon W
06-07-2014, 03:07 AM
I've been working on the Crimson Lords supplement to Crimson Blades. It will include a few new character classes, mass combat, sea battles and other "advanced" rules as well as more background to The Crimson Lands. Here is the first of the new classes:

GRIOT
Griots are historians, storytellers,praise-singers, poet and/or musicians. The griot is a repository of oraltradition and is also often seen as something of a societal leader due to his orher traditional position as an adviser to royal personages. As a result of theformer of these two functions a griot is called a bard or a skald in some regionsof the Crimson Lands. A griot’s wit can be devastating and his or her knowledgeof local history formidable. Although they are popularly known as "praisesingers", griots may also use their vocal expertise for gossip, satire, orpolitical comment.

Prime Attribute: Charisma. If CHA is13+, you gain +5% to XP earned.
Primary Save: Will
Hit Dice: 1D6 at 1st level, then asthe Griot Advancement table
Armour/Shield Permitted: Quilted,leather, chain no shields
Weapons Permitted: Light & mediumonly

Table 1: Griot Advancement






Level





Hit Dice





Summoning





Primary





Secondary





Tertiary







1





1





6+





3+





4+





5+







2





1(+1)





6+





3+





4+





4+







3





1(+2)








5+





2+





3+





4+







4





2(-1)





5+





2+





3+





3+







5





2





4+





2+





3+





3+







6





2(+1)





4+





1+





2+





3+







7





2(+2)





3+





1+





2+





3+







8





3(-1)





3+





1+





2+





2+







9





3





2+





1+





2+





2+







10





3(+1)





2+





1+





1+





2+





Summoning: Whilst griots aren’t generally knownto be summoners, they are actually able to summon either undead or demons ofknowledge (chosen at outset). This is how they know so much – if they want toknow about a battle, they summon the shade of someone who was there; if theywant to know about a specific place or artifact, they summon a demonknowledgeable of these things. They don’t do this in public, of course. Griotsaren’t known to bind their undead or demons, but that isn’t to say they aren’table to.

At 1st level,the griot chooses which of the following skills will be his primary (best),which will be secondary and which will be tertiary (least good). He chooses twoskills for each category. Most of these skills assume the griot is carrying outthe task at some speed or under a degree of pressure. If the griot has time,the GM could give a small bonus; say +1 to the roll. Some skills benefit fromgood equipment. These abilities are unavailable to other classes.
Followers: Griots are able to gain followers as if theywere hirelings, without the need to pay them, by making a successful roll. Theycan also add 1 follower to the normal number of hirelings allowed for everylevel of griot.

King’s Ear: Some griots advance to such a position thatwherever they go they are welcomed by the nobility of that land. This connectionprovides status and a certain level of protection from the law (Griotic Immunity).In the griot’s homeland, this protection is absolute (though violating the lawsof the land can sometimes lead to trouble for the griot). In other lands thiscan be a little less certain. Mostly, this is role-played, but when used duringa confrontation, a griot can invoke his or her Griotic Immunity by succeeding thedie roll. It functions as the sorcerer spell sanctuary but only against people thatcan hear and understand the griot. It lasts for 1 turn per level. It doesn’t workagainst monsters and animals. It might work against undead (GMs discretion).

Performance: A griot can spin a web of words to attractan audience. Creatures must be able to hear and understand the Griot to beaffected. Affected creatures take a -2 penalty to Notice checks (as they are sofascinated by the web of words the griot is creating). This is useful as a distractionfor various purposes.

Suggestion: A Griot can subtly work a suggestion intotheir tales once per day, like the sorcerer spell. The target is entitled to aWill save. Observers must make a notice check to spot the suggestion being usedagainst them.

Trained Memory: A griot forgets little of what he or sheknows. If he or she takes the time to memorize something, he or she can recite itperfectly at any later date with a successful roll. The time taken depends onthe thing to be memorized, but as a rule of thumb it takes three times as longto memorize a piece of text as it takes to simply look over it.

Voice: A griot has an incredible vocal skill andcan perform a number of almost magical effects with his or her voice. He or shecan “throw” his or her voice, to make it appear to come from another location. Agriot can also mimic other people’s voices and accents if they’ve heard thembefore and can also make simple sound effects with their voices – animals inthe forest, doors opening, floorboards creaking etc.

Griotic School: At 10th level, a Griot is called aMaster Griot and can establish his own school for students of poetry, music andentertainment. It will attract a number of paying students eager to learn more.

Simon W
06-09-2014, 04:20 PM
Crimson Blades can now be purchased in print from LULU (http://www.lulu.com/shop/simon-washbourne/crimson-blades-rpg/paperback/product-21666636.html)

Morashitar
06-09-2014, 04:27 PM
Wow you did yet again an outstanding job! I am a big fan of you work. Don't stop making more games! :)

Simon W
06-09-2014, 04:29 PM
Wow you did yet again an outstanding job! I am a big fan of you work. Don't stop making more games! :)

Thank you :D

Simon W
06-11-2014, 09:15 AM
Another NPC Class from the upcoming "Crimson Lords":

NPC CLASS: Fleshcrafter(Dendrelyssi)
Fleshcrafters are Dendrelyssisurgeon-torturers who can also summon a specific type of demon. Dendrelyssisurgeons were far advanced in their craft; primarily because they left no stoneunturned in their quest to learn new surgical techniques, to the extent thatpracticing surgery on living slaves became commonplace. Because of theirparticular set of skills, Dendrelyssi surgeons were turned to for theinterrogation of prisoners – their tortures became more and more elaborate andgradually became an entertainment for bored nobles rather than merely toillicit information from captives. Fleshcrafters are vicious, ruthless andunmerciful. They are cruel to others to an extent that few can match. Fleshcraftersare well and truly evil. INT is their Prime Attribute and CON and DEX shouldboth be 9 or more.

Prime Attribute: INT. As Dendrelyssi, Fleshcraftersreceive no bonus to XP.
Primary Save: Will
Hit Dice: 1D6 at 1st level, then asthe Fleshcrafter Advancement table
Armour/Shield Permitted: Quilted clothor leather, no shield
Weapons Permitted: Daggers,shortswords , longwords and cutlasses only

Table 4: Fleshcrafter Advancement






Level





Hit Dice





Summoning





Primary





Secondary





Tertiary







1





1





5+





3+





4+





5+







2





1(+1)





5+





3+





4+





4+







3





1(+2)





4+





2+





3+





4+







4





2(-1)





4+





2+





3+





3+







5





2





3+





2+





3+





3+







6






2(+1)






3+





1+





2+





3+







7





2(+2)





2+





1+





2+





3+







8





3(-1)





2+





1+





2+





2+







9





3(+1)





1+





1+





2+





2+







10





3(+2)





1+





1+





1+





2+





Fleshcrafter Class Abilities
Summoning: Fleshcrafters are able to summon aparticular kind of demon called Demons ofPain. Full details of these demons and how to summon them are set out onpage xx.

At 1st level,the Fleshcrafter chooses which of the following skills will be his primary(best), which will be secondary and which will be tertiary (least good). Hechooses two skills for each category. Most of these skills assume the Fleshcrafteris carrying out the task at some speed or under a degree of pressure. If the Fleshcrafterhas time, the GM could give a small bonus; say +1 to the roll. Some skillsbenefit from good quality equipment.

Amputation: When a character has “died” as a result ofinjuries received in combat (see damage and death in the main rulebook), a Fleshcrafterhas a chance of saving him by amputation (for the purposes of this rule, it isassumed the character is actually still alive and immediate and drastic surgerymight actually save him). The Fleshcrafter declares “I can save him!” and whipsout his bone-saw (or some other equally nasty implement). The player of the Fleshcrafterchooses which body part to remove from his victim and a grisly scene ensues(which we won’t elaborate on here). With a successful roll, the “operation” isa success and the character still lives (minus the body part).

Bleeder: After hitting his unaware target (that is bysurprise or from behind) and with a successful ability roll, a Fleshcrafter maychoose to strike a vein or artery in any enemy that has one, to cause it tobleed for 1D6 rounds, causing level divided by two (rounded up) in damage each roundafterwards.

Graft: A Fleshcrafter can perform face and bodyremodelling – cutting inches off a person’s height, or pounds off a person’sweight or even making them appear like someone else who is of a similar lookand build. In addition, where someone has lost a limb a Fleshcrafter canreplace the missing part with the part of another person or even with that ofan animal. The more extreme the graft the more difficult it is and the GM mayapply appropriate modifiers. So, grafting an animal (rather than human) limb toa person would be a -1 modifier. The player and GM should work together todetermine the effects of grafting. When grafting doesn’t work, the recipientoften dies or becomes badly disfigured.

Heal Wounds: The Fleshcrafter can stitch up wounds andprevent infection using alcohol or similar, healing 1-3 HP (roll 1D3). It takes5 minutes (turns) to do a decent patch-up job (possibly leaving horrible scarsin the process).

Interrogation: Fleshcrafter’s are skilled at extracting thetruth from their victims. With a successful roll, the Fleshcrafter can receivean answer to a direct question provided that the victim knows the answer. Withanother successful roll, he can obtain another answer. He can keep doing thisuntil he fails a roll. With a failed roll, the victim dies from the torture.

Poisons: Dendrelyssi Fleshcrafters have made thestudy of poisons and drugs and their effects on the body into a fine art aspart of their tortures and experiments. This ability allows them to concoct apoison that has the effects they wish (with agreement of the GM). A failed rollhas means it doesn't work as planned, not at all, or is obvious if they wishedit to be subtle – other failed results at the GMs discretion.

Simon W
06-11-2014, 05:20 PM
Fleshcrafter PDF here (http://beyondbeliefgames.webs.com/Fleshcrafter.pdf)

urbwar
06-13-2014, 03:50 PM
Went and bought the print version of this, along with Sabres & Witchery

Simon W
06-15-2014, 09:31 AM
Here's a Merchant NPC class:
http://beyondbeliefgames.webs.com/Merchant.pdf

Simon W
06-18-2014, 01:19 AM
I'm doing an Rpgnet chat/interview with Dan Davenport at 20:00 (UK time):

http://tinyurl.com/rpgnetchat

Morashitar
06-18-2014, 02:24 PM
Was at the Rpgnet chat/interview and enjoyed it. Bought the Crimson Blades pdf and downloaded the essentials. Looking forward to hosting it. Also I want to try to convert it into something fun and want to get back to you when it is completed. Either you will be totally shocked or intrigued! We shall see!

Thanks for the great work - keep writing and keep publishing!

Simon W
06-19-2014, 12:43 AM
Was at the Rpgnet chat/interview and enjoyed it. Bought the Crimson Blades pdf and downloaded the essentials. Looking forward to hosting it. Also I want to try to convert it into something fun and want to get back to you when it is completed. Either you will be totally shocked or intrigued! We shall see!

Thanks for the great work - keep writing and keep publishing!

Glad you enjoyed it. Hope you like the game and that we see something from you soon. :)

Simon W
06-19-2014, 12:47 AM
Oh, and by the way, be sure to leave a rating (or a review) on RPGNow!

Simon W
06-19-2014, 12:49 AM
Here is a log of the Q&A, if anyone's interested
http://gmshoe.wordpress.com/2014/06/18/qa-simon-washbourne-crimson-blades/#more-735

Simon W
07-07-2014, 04:09 PM
Crimson Lords (http://www.rpgnow.com/product/132107/Crimson-Lords-Dark-Fantasy-RPG-Supplement?affiliate_id=231810) is now out!

Simon W
07-29-2014, 12:33 PM
So, if I combined Crimson Blades and Crimson Lords and added some stuff, what would you want to see added?

Simon W
08-16-2014, 06:11 AM
Crimson Lords is now available on LULU (http://www.lulu.com/shop/simon-washbourne/crimson-lords/paperback/product-21762703.html)

There's a 25% sale on till the end of the month with the code: TWODAY14 (in the UK - it may be different for US purchasers)

wunduhbear
09-03-2014, 11:29 AM
Hello! Just picked up the Crimson Blades and Woodland Warriors bundles from RPGnow. Really digging them. I had some questions about the sorcerer and didn't know where else to go, so I figured to ask the man himself.

The way I am understanding spell casting is this: a sorcerer/dendrelyssi may cast spells from their grimoire by reading the book and taking some time and/or cast a 'prepared' spell instantly from memory. They may prepare a certain number of spells of certain levels per day, based on character level - but otherwise I interpret this as allowing the sorcerer to cast as many spells from their grimoire as they want, given the time and peace to do it. (I don't think this is necessarily a bad thing, I just wanted some clarification before I let my sorcerer player sit in the tavern all day slinging spells, for example.)

Also - are you supposed to roll Lore for all levels of spells, or just 1st level? If a character does come across a spell that is higher level than they may prepare, can they cast it? Write it into their spellbook?

Sorry if I am totally missing things or misinterpreting. I really dig the system and one of my players is always a magic-user, so I just want to make sure I'm getting the intent of the rules before we play.

Thanks!

Simon W
09-03-2014, 12:31 PM
Hello! Just picked up the Crimson Blades and Woodland Warriors bundles from RPGnow. Really digging them. I had some questions about the sorcerer and didn't know where else to go, so I figured to ask the man himself.

Hey, I'm glad you like 'em! :biggrin:


The way I am understanding spell casting is this: a sorcerer/dendrelyssi may cast spells from their grimoire by reading the book and taking some time and/or cast a 'prepared' spell instantly from memory. They may prepare a certain number of spells of certain levels per day, based on character level - but otherwise I interpret this as allowing the sorcerer to cast as many spells from their grimoire as they want, given the time and peace to do it. (I don't think this is necessarily a bad thing, I just wanted some clarification before I let my sorcerer player sit in the tavern all day slinging spells, for example.)

Yes, they can memorize spells and cast their memorized spells up to their level maximum. They can cast any number of spells if they use their Grimoire (it takes time to find the spell if in combat or whatever and of course there is the danger of damage to their Grimoire if they are attacked).


Also - are you supposed to roll Lore for all levels of spells, or just 1st level? If a character does come across a spell that is higher level than they may prepare, can they cast it? Write it into their spellbook?

Lore rolls are made just at 1st level. After that they need to find any new spell they want to learn. As to casting spells of higher level than they can memorize...I'd say yes, because you (the GM) is in charge of what spells they find so if you let them find a higher level of spell you must have a reason for giving it to them. They can't memorize it though.


Sorry if I am totally missing things or misinterpreting. I really dig the system and one of my players is always a magic-user, so I just want to make sure I'm getting the intent of the rules before we play.

Thanks!

No worries - I could probably have made it clearer in the rules - I will do so for the next re-write!

wunduhbear
09-04-2014, 07:45 PM
Hey, wow! Same-day service. Thanks for clearing that up! I think I like it that way - makes spell selection a little less nail-biting.

Another question, and this one might be more about gaming outlook/philosophy than anything else, but ... How big of a change would it be to ignore the XP bonuses? How heavily would it influence the pace/feel/balance of the game? Mind, I feel balance takes a backseat to creative play any day, but again, just trying to get a handle on the system. CB and WW are the first I've been interested in that include XP bonuses, so I don't really know how they fall out in actual play. In fact, this might be a non-question, because I know I'll start as-is and see what happens.

Anyways. Mostly just wanted to say thanks again.

Simon W
09-05-2014, 12:54 AM
Hey, wow! Same-day service. Thanks for clearing that up! I think I like it that way - makes spell selection a little less nail-biting.

Another question, and this one might be more about gaming outlook/philosophy than anything else, but ... How big of a change would it be to ignore the XP bonuses? How heavily would it influence the pace/feel/balance of the game? Mind, I feel balance takes a backseat to creative play any day, but again, just trying to get a handle on the system. CB and WW are the first I've been interested in that include XP bonuses, so I don't really know how they fall out in actual play. In fact, this might be a non-question, because I know I'll start as-is and see what happens.

Anyways. Mostly just wanted to say thanks again.

It probably wouldn't matter a great deal...the only thing it really does is add more importance to two underutilized attributes - CHA and to a lesser degree WIS. Funnily enough, in the re-write I'm working on at the moment, I'm doing away with XP altogether. Instead levels are gained simply by completing adventures - so, after the first successful adventure, characters rise to 2nd level, then they need to complete 2 more adventures to get to third level and so on. What constitutes a completed adventure rests solely with the GM.

Simon W
09-18-2014, 12:30 PM
Good chance to pick up a print copy - LULU has a 25% sale at the moment: Use this code MATEY25

Simon W
10-11-2014, 01:58 AM
LULU has a new sale on

Through October 15, get 25% off all print books with code EATYOUREGGS

urbwar
10-11-2014, 07:26 PM
I want to order it, but I don't have anything else on lulu to buy with it. Then again, you changed it up a bit, so I might just wait and get the pdfs via KS (since I'm not interested in a box set)

Simon W
10-12-2014, 02:11 AM
I want to order it, but I don't have anything else on lulu to buy with it. Then again, you changed it up a bit, so I might just wait and get the pdfs via KS (since I'm not interested in a box set)

I'm not sure we're even doing pdfs at all. The kickstarter will be (if it happens) for a limited run of box sets and that's it.

However, mostly the pdfs are written and, because of the mix up before, if you PM me your email address, I'll send the pdfs so you can take a sneak peek at the pdfs as they are currently.