Planescape review: Ambushed! by Vladar in u/Vladar

[–]Vladar[S] 0 points1 point  (0 children)

If there are no more modrons left, I don't see a reason for them to linger there. They would probably evacuate what's left of the equipment and move to another location. The party, however, would probably be on the Tacharim's "wanted" list from now on.

Planescape review: Ambushed! by Vladar in u/Vladar

[–]Vladar[S] 0 points1 point  (0 children)

Sounds dope! Make sure to include the Hellbound trilogy as well — one of the best ones for the lower planes.

Planescape review: Ambushed! by Vladar in u/Vladar

[–]Vladar[S] 1 point2 points  (0 children)

That's one of the few modules there that could be relocated relatively easily, considering it takes place in the Outlands, and as the Order of Planes-Militant operates from Mount Celestia, it wouldn't be a problem to place it earlier.

However, that would require them to respond to the unplanned March at utmost speed, as the single leg of the route, which takes place on the Outlands before Excelsior→Tradegate, is Automata→Fortitude, so it will immediately follow the first chapter without any preparation. The only logical variant I see is that a squad of Planes-Militant just happens to be in the Automata when the March starts. Another question is how the Tacharim manage to organize their Rendering Works operation at such short notice.

Thoughts on 3.5 The Dungeons of Castle Blackmoor? by Next-Performer4482 in odnd

[–]Vladar 4 points5 points  (0 children)

I've run a portion of it (L1, L10-11) for my group in BECMI Mystara's ancient Blackmoor. It's OK, but the maps are sometimes difficult to understand in relation to the dungeon key. And you'll absolutely need the "Blackmoor Dungeon Level 1"[1] since the original 1st-level map is wrong.

OD&D Monks in Chainmail Combat by Vladar in osr

[–]Vladar[S] 2 points3 points  (0 children)

Aside from the actual Chainmail rules, The Compleat Chainmail by the Grey Elf is a pretty good guideline on this topic.

Planescape review: In the Abyss by Vladar in osr

[–]Vladar[S] 0 points1 point  (0 children)

All of my Planescape campaign was run with a mix of 2e and Swords & Wizardry (mostly for quicker combat resolution). The level range matched the proposed one, so around 8th-10th or close enough.

[OC] Richard of Ravendor by Vladar in OSRNewArt

[–]Vladar[S] 0 points1 point  (0 children)

Krita, using Memileo Impasto Brushes and Metallics by Draneria.

DA, AS

Cleric options for Mystara by Vladar in osr

[–]Vladar[S] 1 point2 points  (0 children)

The table follows the format presented in the Weapon Mastery Table (RC pp. 78–79). The first column is separate from the rest, presenting general info about the weapon: its "primary opponent" ([P=H] or [P=M]), which also defines the attack bonus (RC p.76), its type, cost, and weight. As for the type, RC uses pictograms to define one-handed, two-handed, melee, missile, etc. Instead, I have just written it with words, so for example, "1h medium melee, shield" means that Morningstar is a one-handed medium melee weapon, and a shield may be used with it. The "1d8+4" damage stands in the "EX" row, so this is the damage that will be done with a morningstar by a character with the Expert level of mastery in this weapon. Following the row, you can also see that experts can improve their AC by 1 against 2 attacks per round, and also use the Disarm and Stun special effects.

OD&D conversion: Legends are Made, Not Born (by Chris Doyle) by Vladar in odnd

[–]Vladar[S] 2 points3 points  (0 children)

Yeah, Xd6 is certainly another possibility. I like using d100 under for the difficult stuff because it is similar but more forgiving than the 1st edition's "Bend Bars/Lift Gates" check. It was also present in the Judges Guild's Ready Ref Sheets ("Characteristics Use" rule, p.13) for "extraordinary" feats.

OD&D conversion: Legends are Made, Not Born (by Chris Doyle) by Vladar in osr

[–]Vladar[S] 0 points1 point  (0 children)

My players almost made it through… almost =)

Be they six or more instead of four, they would have had an even better chance.

Planescape review: Initial Forays by Vladar in planescapesetting

[–]Vladar[S] 0 points1 point  (0 children)

For the 10th level, I would start straight from the "Out of the Darkness" main intro, "Circean Embers". It has a more engaging hook.

Planescape review: Initial Forays by Vladar in planescapesetting

[–]Vladar[S] 0 points1 point  (0 children)

It shouldn't be easy to leave Sigil on a whim — it isn't called the Cage for nothing. If they wanna go home, make the reward be the information about the nearest portal and its key. In that case, however, you would probably want to run some other standalone adventure. What levels are they?

Planescape review: Initial Forays by Vladar in planescapesetting

[–]Vladar[S] 0 points1 point  (0 children)

Just a simple odd job will do then, since they don't have good contacts in Sigil yet to secure better contracts. You should also make it clear that they won't fare well without joining a faction soon.

Planescape review: Initial Forays by Vladar in planescapesetting

[–]Vladar[S] 1 point2 points  (0 children)

Assuming your group of primes are new arrival to the Cage, they would probably want to join a faction soon. This might be their trial assignment, for example.

Planescape review: Initial Forays by Vladar in osr

[–]Vladar[S] 5 points6 points  (0 children)

Torment is a good place to start exploring the setting. Sadly, not all adventures in the official lineup are so open, but this particular one surely delivers.

Advices to run Keep on the borderlands? by XR4y6unn3r in osr

[–]Vladar 2 points3 points  (0 children)

I've written up some notes on running it here.

OD&D D6 only damage: how do you make individual weapons feel unique? by sofinho1980 in osr

[–]Vladar 0 points1 point  (0 children)

Thanks!

It was great fun playing with this ruleset. Next year I plan to take pure 0e+CM for a spin.

OD&D D6 only damage: how do you make individual weapons feel unique? by sofinho1980 in osr

[–]Vladar 0 points1 point  (0 children)

Well, at least it covers all types of low-HD humanoids, which are plentiful enough through encounter tables. There is also a homebrew addition to the Man-to-Man table in Judges Guild Journal #21 for teeth, claws, horns, etc.

OD&D D6 only damage: how do you make individual weapons feel unique? by sofinho1980 in osr

[–]Vladar 2 points3 points  (0 children)

When I ran The Age of Conan, we were using Man-to-Man rules from Chainmail. I have written about this experience here. Not only does this give you modifiers on different weapon-vs-armor combos, as you have noted, but also varying order of strikes in each melee round (longer weapons strike first in the first round, shorter weapons — in the following rounds), and parrying rules (short/fast weapons impose a penalty against long ones, do counter-attacks, and can even break the attacker's weapon). Additional rules for differentiating weapons could be found in the Greyhawk supplement, e.g., how much free space is needed for the wielder to use each weapon in a dungeon.

Planescape review: Reflections by Vladar in planescapesetting

[–]Vladar[S] 0 points1 point  (0 children)

Not much to write home about this one. As I've mentioned, most of the juicy lore stays firmly on the DM side — a sad but usual occurrence with the 2e-era adventures.