Tuesday, September 25, 2018

The Dragon Tablets: Iteration Three – Playtest

Pretty much the same scenario as last time, so much so that we use the Iteration Two Orc Bandits without change. But as there are only two heroes this time, there will only be eight orcs. As with last time, they will not defend or all-out attack and they will go down at 0 hp.

Setting the Stage

The two bounty hunters, Casara and Said are traveling on foot through a wooded area during the daytime and nothing is out of the ordinary.

Turn 1

Eight orc bandits ambushed the duo from the trees. But as Said has Enhanced Time Sense, he acts first no matter what. And Casara has Combat Reflexes so instead of being Total Surprise, this is treated as Partial Surprise.

Said has Danger Sense and knows that something is off.

Casara is the leader, she has both Combat Reflexes and is trained in Tactics, she also has the highest IQ. So she rolls 1d+4 for 10. the orc leader has Combat Reflexes, so he rolls at 1d+2, with no chance of getting a higher result. So both heroes act first.

Said teleported to the archers, rolling 10 vs. 13+10-10 =13 to do so instantly. Rolling 11 to be able to act and another 11 to draw his shortsword in no time. He then stuck the sword in one archer’s vitals, rolling 16 vs. 17-3 and missed. Repeating his move, he rolled 4, a critical hit. Rolling 4 for damage and tripling that to 12 for a hit to the vitals which killed the orc.

Casara rolled 12 and drew her sword instantly and moved up on the orcs. Aiming at the neck, she rolled 9 and decapitated one orc, but rolled 12 on the second attack and as she Moved and Attacked, that was a miss.

The archer moved away from the others.

Both orcs with knives attacked Said and rolling 8 and 9 was good enough to hit. But Said rolled 9 and 12 and dodged the first attack. The other rolled 0 for damage and did none.

Both orcs with clubs and the remaining spear attacked Casara. Both orcs with clubs rolled 12, good enough to hit, but the spear rolled 13 and missed. But Casara rolled 8 and 10 and dodged both attacks.

Turn 2

Said teleported to the remaining archer rolling 5 to do it in no time and 9 to be able to act. He rolled 11 to attack and skewered him in the vitals, bringing another orc down. He then moved back to the others, rolled 9 and skewered a knife-wielding orc.

Casara went for the neck again, but rolled 15 and 14 and missed.

The remaining orc with a knife attacked Said again and rolled 9, but he dodged with an 11.

The two club-wielding orcs attacked Said this time. One rolled 17 for a critical failure and rolled 14 on the critical miss table, losing his grip on the club that landed 6 yards away and the orc went to the club. The other clubber rolled 10 and Said failed to dodge with a roll of 14. And the orc rolled 3 damage, but his coat protects him and he only suffers 1 hp of injury, thus being at -1 his next turn.

The remaining spear continued to attack Casara and rolled 9 for a hit, but she rolled 10 and dodged.

Turn 3

Said focused on the club-wielding orc, rolled 8 and skewered him. He then teleported, rolling 10 to do so immediately and 10 to be able to act afterward. He then rolled 8 and skewered the club fetching orc he had pursued.

Casara continued with her neck attacks and rolled 10 and 11 and rolled 9 and 5, doubling with the cutting wound modifier for the neck and both of them lost their heads.

Notes

Both of them are able to attack twice per turn. One of them can teleport instantly. The expectation was that this playtest would be faster than the previous ones. Having them fight an enemy where they can fully take advantage of their Entercian silver and Matruskan steel swords and compare that to what a fight without such weapons would be like could be interesting.

Monday, September 24, 2018

The Dragon Tablets: Iteration Three – Said bun al-Khalashadi 1.1



Unnamed by Unknown

Said is an Elessarian that has been alchemically altered into an Acrobat (character template) with the Accidental hero (motivational lens). He is always on the move and as a bounty hunter, he has been partnered with Casara for some time.

Attributes

ST 11 [10]; DX 16 [120]; IQ 13 [60]; HT 13 [30].

Secondary Characteristics

Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 13 [0]; Per 14 [5]; FP 11 [0]; Energy Reserve (Magicka) 10 [0].
Basic Speed 7.00 [0]; Basic Move 9 [10].
Move 9; Dodge 11; Parry 12

Advantages/Perks

Accessory (Map) [1]
Absolute Direction [5]
Alcohol Tolerance (Cosmic) [3]
Bioenhancement Talent 2 [10]
Danger Sense [15]
Enhanced Time Sense [45]
Extra Attack 1 (Multi-Strike, +20%; Bioenhancement, -10%) [27]
Fearlessness 1 [2]
Flexibility [5]
Legal Enforcement Powers (Bounty Hunter) [5]
Luck [15]
Perfect Balance [15]
Shtick (Absolute Direction and your senses updates the Map automatically) [1]
Shtick (Absolute Direction shows the direction to all locations on the map) [1]
Warp (Bioenhancement, -10%; Range Limit, 20 yards, -45%; Reliable, 10, +50%) [68]

Disadvantages/Quirks


Code of Honor (Bounty Hunter) [-5]
Compulsive Carousing (12) [-5]
Compulsive Thrill-Seeking (9) [-15]
Increased Conscumption 1 [-10]
Lecherousness (12) [-15]
Overconfidence (12) [-5]
Sense of Duty (Team) [-5]
Workaholic [-5]


Skills

Acrobatics (H) DX+3 [12]-19‡
Acting (A) IQ [2]-13
Alchemcy (VH) IQ-3 [1]-10
Archaeology (H) IQ-2 [1]-11
Architecture (H) IQ-2 [1]-11
Armoury (Body Armor) (A) IQ-1 [1]-12
Armoury (Melee Weapons) (A) IQ-1 [1]-12
Armoury (Missile Weapons) (A) IQ-1 [1]-12
Biology (VH) IQ-1 [4]-12
Boating (Unpowered) (A) DX-1 [1]-15
Body Sense (H) DX [4]-16
Bow (A) DX [2]-16
Brawling (E) DX [1]-16
Broadsword (A) DX [2]-16
Camouflage (E) IQ [1]-13
Carousing (E) HT+1 [2]-14
Climbing (A) DX+5 [4]-21†‡
Dancing  (A) DX-1 [1]-15
Escape (H) DX+3 [4]-19†
Fast-Draw (Knife) (E) DX+1 [1]-17*
Fast-Draw (Sword) (E) DX+1 [1]-17*
First Aid (E) IQ [1]-13
Forced Entry (E) DX [1]-16
Gesture (E) IQ [1]-13
Hidden Lore (Elementals) (A) IQ [2]-13
Hidden Lore (Free Spirits) (A) IQ [2]-13
Hidden Lore (Restless Undead) (A) IQ [2]-13
Hidden Lore (Shapeshifters) (A) IQ [2]-13
Hiking (A) HT [2]-13
Holdout (A) IQ [2]-13
Intelligence Analysis (H) IQ-2 [1]-11
Jumping (E) DX+1 [2]-17
Knife (E) DX [1]-16
Knot-Tying (E) DX [1]-16
Leatherworking (E) DX [1]-16
Lockpicking (A) IQ-1 [1]-12
Navigation (Land) (A) IQ-1 [1]-12
Observation (A) Per-1 [1]-13
Parachuting (E) DX [1]-16
Performance (A) IQ [2]-13
Piloting (Glider) (A) DX+1 [2]-17‡
Riding (Horse) (A) DX [2]-16
Running (A) HT [2]-13
Shadowing (A) IQ+2 [8]-15
Shortsword (A) DX+1 [4]-17
Skiing (H) HT-1 [2]-12
Sleight of Hand (H) DX [4]-16
Smith (Copper) (A) IQ-1 [1]-12
Smith (Iron) (A) IQ-1 [1]-12
Smith (Lead and Tin) (A) IQ-1 [1]-12
Stealth (A) DX [2]-16
Streetwise (A) IQ-1 [1]-12
Swimming (E) HT [1]-13
Tactics (H) IQ-2 [1]-11
Teamster (A) IQ [2]-13
Throwing (A) DX-1 [1]-15
Traps (A) IQ-1 [1]-12
Urban Survival (A) Per [2]-14
Ventriloquism (H) IQ-1 [2]-12
Wrestling (A) DX-1 [1]-15
Techniques
Rope Up (A) Climbing [2]-21
Scaling (H) Climbing [4]-21

* Includes +1 for Combat Reflexes.
† Includes +3 for Flexibility.
 Includes +1 for Perfect Balance

Gear

I’m only listing combat gear.
No  Encumbrance (25.25 lbs).

Clothes $0 2 lbs.
Brass Knuckles-16 1d-1 cr (reach c) $10 0.25 lb
Entercian Silver Shortsword-17 1d+1 cut/1d-1 imp (reach 1) $8,000 2 lbs
Buff Coat (Leather) DR 2* $210 16 lbs body, limbs.
Boots DR 2* $80 3 lbs.

Notes

9 unspent points


Top Image: At first sight, it was clear that this image represented this character. Though continued searching found it posted in several places, nowhere was it posted with a clear attribution. One of them provided a link to http://ericbelisle.com/, but the exact page didn’t exist.

Tuesday, September 18, 2018

The Dragon Tablets: Iteration Three – Casara Stormwatch 1.0

Unnamed by Unknown
Casara was born as a high elf, but was given to the Warlocks in her youth. She took well to the alchemical alterations they submitted her to and became a bounty hunter, something of a mix of a Jedi and a Witcher. But without the more overt super powers. She picked the Warlock (racial/character template) and the Law Enforcement (motivational lens) and her gear is much more expensive than she could afford because it was suitable to her role.

Attributes

ST 15 [50]; DX 13 [60]; IQ 14 [80]; HT 14 [40].

Secondary Characteristics

Damage 1d+1/2d+1; BL 45 lbs.; HP 18 [6]; Will 14 [0]; Per 14 [0]; FP 14 [0]; Energy Reserve (Magicka) 10 [0].
Basic Speed 7.00 [5]; Basic Move 7 [0].
Move 7; Dodge 11; Parry 11 Parry Missile Weapons 11

Advantages/Perks

Accessory (Map) [1]
Absolute Direction [5]
Bioenhancement Talent 2 [10]
Catfall (Bioenhancement, -10%) [9]
Combat Reflexes [15]
Destiny [5]
Discriminatory Smell (Bioenhancement, -10%) [14]
Extended Lifespan 2 [4]
Extra Attack 1 (Multi-Strike, +20%; Bioenhancement, -10%) [27]
Imaging Radar (Bioenhancement, -10%; Reduced Range, x1/50, -50%) [8]
Immunity to Fear [15]
Immunity to Metabolic Hazards [30]
Intuition [15]
Legal Enforcement Powers (Bounty Hunter) [5]
Luck [15]
Longevity [2]
Night Vision 3 [3]
Regeneration (Fast; Bioenhancement, -10%; Temporary Disadvantage, Sessile, -50%; Useless under stress, -60%) [10]
Shtick (Absolute Direction and your senses updates the Map automatically) [1]
Shtick (Absolute Direction shows the direction to all locations on the map) [1]
Super Jump 1 (Bioenhancement, -10%) [9]
Warlock Gear [1]
Weapon Bond (Her Sword) [1]
Weapon Master (Broadsword) [20]

Disadvantages/Quirks

Code of Honor (Bounty Hunter) [-5]
Code of Honor (Law-Abiding) [-5]
Duty (Warlocks; 12 or less; Extremely Hazardous) [-15]
Flashbacks (Severe) [-10]
Nightmares (12) [-5]
Pacifism (Cannot Harm Innocents) [-10]
Selfless (129 [-5]
Sense of Duty (Team) [-5]
Social Stigma (Freak) [-5]
Unusual Biochemsitry [-5]
Unnatural Features (Eyes) [-1]
Vow (Diet) [-5].
Workaholic [-5]

Skills

Acting (A) IQ-1 [1]-13
Alchemy (VH) IQ+1 [12]-15
Armoury (Body Armor) (A) IQ-1 [1]-13
Armoury (Melee Weapons) (A) IQ-1 [1]-13
Bioengineering (Alchemical) (H) IQ-2 [1]-12
Body Control (VH) HT-1 [4]-13
Brawling (E) DX+1 [2]-14
Broadsword (A) DX+2 [8]-15
Camouflage (E) IQ [1]-14
Climbing (A) DX [2]-13
Connoisseur (Weapons) (A) IQ-1 [1]-13
Criminology (A) IQ [2]-14
Crossbow (E) DX+2 [4]-15
Cryptography (Code-Breaking) (A) IQ-1 [1]-13
Current Affairs (Headline News) (E) IQ [1]-14
Detect Lies (H) Per-1 [2]-13
Diagnosis (H) IQ-2 [1]-12
Escape (H) DX-1 [2]-12
Esoteric Medicine (Alchemical) (H) Per-2 [1]-12
Fast-Draw (Arrow/Bolt) (E) DX+1 [1]-14†
Fast-Draw (Sword) (E) DX+1 [1]-14†
First Aid (E) IQ [1]-14
Forced Entry (E) DX+1 [2]-14
Forensics (H) IQ-2 [1]-12
Gesture (E) IQ [1]-14
Hazardous Materials (Alchemical) (A) IQ-1 [1]-13
Hiking (A) HT-1 [1]-13
Hidden Lore (Demons) (A) IQ [2]-14
Hidden Lore (Mummies) (A) IQ [2]-14
Hidden Lore (Vampires) (A) IQ [2]-14
Hidden Lore (Psionics) (A) IQ [2]-14
Holdout (A) IQ-1 [1]-13
Intelligence Analysis (H) IQ [4]-14
Interrogation (A) IQ [2]-14
Jeweler (H) IQ-2 [1]-12
Knife (E) DX [1]-13
Law (Criminal) (H) IQ-1 [2]-13
Leatherworking (E) DX [1]-13
Lockpicking (A) IQ-1 [1]-13
Meditation (H) Will-1 [2]-13
Naturalist (H) IQ-1 [2]-13
Navigation (Land) (A) IQ-1 [1]-13
Observation (A) Per [2]-14
Occultism (A) IQ [2]-14
Parry Missile Weapons (H) DX+1 [4]-14
Pharmacy (Herbal) (H) IQ-2 [1]-12
Physiology (Demons) (H) IQ-1 [2]-13
Psychology (H) IQ-2 [1]-12
Research (A) IQ-1 [1]-13
Riding (A) DX-1 [1]-12
Savoir-Faire (Police) (E) IQ [1]-14
Search (A) Per-1 [1]-13
Smith (Iron) (A) IQ-1 [1]-13
Stealth (A) DX-1 [1]-12
Survival (Woodlands) (A) Per-1 [1]-13
Swimming (E) HT [1]-14
Tactics (H) IQ-1 [2]-13
Thaumatology (H) IQ-1 [2]-13
Throwing (A) DX-1 [1]-12
Tracking (A) Per+1 [4]-15
Two Handed Sword (A) DX+2 [8]-15
Weather Sense (A) IQ-1 [1]-13
Wrestling (A) DX [2]-13

† Includes +1 for Combat Reflexes.

Features

Infertile.

Gear

I’m only listing combat gear.
No  Encumbrance (24 lbs).

Clothes $0 2 lbs.
Warlock Medallion
Matruskan Steel Thrusting Broadsword-17 2d+7 cut/1d+6 imp (reach 1) $26,400 1.5 lbs
Leather Armor DR 2 $100 10 lbs. torso, groin.
Heavy Leather Leggings/Sleeves DR 2 $110 6 lbs. arms, legs.
Boots DR 2* $80 3 lbs.
$100

Notes

Pacifism: Pacifism wasn’t on her list of disadvantages, but you don’t have to follow a template’s disadvantage list if you don’t want to.
Parry Missile Weapons: This skill was not on the list, but because of overlap between the template and the lens, there were four points to spare.
Warlock Medallion: The image doesn’t quite fit with the description in the Enchantment post. Other than that, the description is generally correct, though the pricing was off. On the black market, such a medallion would be worth about $220,000.

Warlock Medallions provide the following traits: Detect (Supernatural Beings; Reflexive, +40%), Detect (Magic; Ranged, +40%; Reflexive, +40%), and Danger Sense. The Ranged modifier isn’t usually used for Detect, but as the medallion can communicate this information to the owner from a distance, this seemed close enough to that.


Top Image: I found this image allover the place. I couldn’t find any information about who created it. So I’m listing it as unknown and linking it to the search results for the image.

Tuesday, September 11, 2018

The Dragon Tablets: Iteration Three – Races of Menorra

I am a big proponent of humans are humans, or in other words, that there is only one human race. In Tamriel, from the Elder Scrolls, that isn’t the case. So we went with that view for Iteration Two. In Star Wars they get around that by having one human race and a number of near-human races. But I’d like to avoid that too, at least for Iteration Three. Thus, we’re only going to have one human race.

Humans (Nen)

Racial Cost: 0 points
Human is the base racial template in GURPS or in other words, GURPS is based around the average human. Thus no additional trait is needed to be an average human. We mentioned a few new places in recent posts, so we mention the people who live there here too.

Red Portrait by elenasamko
Celdons come from Celdonia and generally have pale skin, red hair, and light eyes.
Elessarians come from Elessar and generally have tanned skin, dark hair, and dark eyes.

Gords generally have tanned to dark skin, black hair, and dark eyes. The tribes of Gordfast are ruled by the strongest, so there is much focus on combat.

Oriental Fantasy by Esmira
Mâzhus come from Mâzhu and generally have oriental skin, black hair, and dark eyes.

The Guardian by LAS-T
Palatials generally have tanned skin, dark hair, and dark eyes. Cornia is the heart of the empire.

Nobility by merillizaART
Soders generally have pale skin, fair hair, and light eyes. Celement, the home of Soders, has a cold climate and is ruled by hardy warriors.
Wellens generally have pale skin, fair to medium hair, and dark eyes. They are from Rockwell.

Elves (Nice)

Yes, other than the meaning we are more familiar with, "nice" is one of the Common words used to identify elves. Its etymology is from Elven and refers to the elves themselves, in the plural. The word "elves" is a much older Common word. "Nice" started as a racial slur, referring both to elves and to elf-loving humans as a noun. But also as an adjective referring to anything that was too elf-like.

It is now much more complex. Older generations of elves still see the word as it started, while younger generations of elves, a few generations down the line from when it all started, have claimed it for their own. Still, most of them would consider humans who use the term crossing the line. While humans using the term amongst themselves will almost certainly know if "nice" is the old term or the new term.

The etymology of the word "nen," mentioned above, also is elven and means human, humans, and humanity.

Frost Elf

Racial Cost: 55 points
They are a type of elf from Celement and generally have white or pale blue skin, snow-white hair, and light almond shaped eyes. They are 2-3 inches taller than their ST would suggest, but their weight is based on ST. Their ears are pointy, but not much larger than human ears.
Attribute Modifiers: DX +1 [20].
Secondary Characteristic Modifiers: Per +1 [5].
Advantages: Danger Sense [15]; Unaging [15].

Halfling

Racial Cost: 16 points
They are short elves, with human coloration, and small pointy ears. They have a mischievous and fun-loving temperament and enjoy the pleasures in life. Their height and weight are based on half that of ST +3.

Attribute Modifiers: ST -2 [-20]; DX +1 [20]; HT +1 [10].
Secondary Characteristic Modifiers: SM -2.
Advantages: Halfling Marksmanship 2 [10]; Honest Face [1]; Light-Fingered 1 [5]; Silence 2 [10].
Disadvantages: Gluttony (12) [-5]; Kleptomania (12) [-15].

High Elf

Racial Cost: 65 points
Dragon Eyes by neven
They are a type of elf and generally have pale or pale golden skin, red or brown hair, and green, amber, or yellow, almond shaped eyes. They are 7 inches taller than their ST would suggest, but their weight is based on ST+1. Their ears are pointy, but not much larger than human ears.
Attribute Modifiers: ST -1 [-10]; DX +1 [20]; IQ +1 [20]; HT -1 [-10].
Secondary Characteristic Modifiers: Magicka +5 [15].
Advantages: Immunity to Sickness [15];  Unaging [15].
Features: They can learn the Recover Energy spell without any prerequisites.

Shadow Elf

Racial Cost: 80 points
Old Vadril by TheMinttu
They are a type of elf from Lunarstream and generally have dark, black, or purple skin, bone-white to cobweb-gray to jet-black hair, and black, red, or yellow, almond shaped eyes. They are 2-3 inches taller than their ST would suggest, but their weight is based on ST. Their ears are pointy, but not much larger than human ears.
Attribute Modifiers: DX +1 [20]; IQ +1 [20].
Advantages: Dark Vision [25]; Unaging [15].

Wild Elf

Racial Cost: 35 points
They are a type of elf and generally have tan to dark to green skin, dark to green hair, and violet or brown, almond shaped eyes. They are 2-3 inches taller than their ST would suggest, but their weight is based on ST. Their ears are pointy, but not much larger than human ears.
Attribute Modifiers: ST +1 [10]; DX +1 [20].
Secondary Characteristic Modifiers: Basic Move +1 [5]; Will -1 [-5]; Per +1 [5].
Advantages: Forest Guardian 2 [10]; Unaging [15].
Disadvantages: Sense of Duty (Nature) [-15]; Social Stigma (Minority) [-10].

Cat-Folk

Racial Cost: 74 points
Raoflin by Unknown
They are humanoid cats from Urdinia with catlike fur coloration and patterns. They have normal build according to their ST.
Attribute Modifiers: ST -1 [-10]; DX +1 [20].
Secondary Characteristic Modifiers: HP +1 [2]; Will -1 [-5]; Per +1 [5].
Advantages: Catfall [10]; Claws (Sharp) [5]; Dark Vision [25]; Fur [1]; Perfect Balance [15]; Silence 1 [5]; Striking ST 2 [10]; Teeth (Sharp) [1].
Disadvantages: Social Stigma (Minority) [-10].
Features: Tail (neither a manipulator nor enough of a problem to interfere with armor). Cannot wear human helmets that cover their face.

Reptonian

Racial Cost: 92 points
Koviell by WillOBrien
They are humanoid reptiles from Marshlands.
Attribute Modifiers: DX +1 [20]; HT -1 [10].
Secondary Characteristic Modifiers: Basic Speed +1.00 [20].
Advantages: Amphibious [10]; Claws (Sharp) [5]; Damage Resistance 1 [5]; Doesn’t Breathe (Gills, -50%) [10]; Nictitating Membrane 1 [1]; Perfect Balance [15]; Peripheral Vision [15]; Striker (Tail; Crushing) [5]; Teeth (Sharp) [1];  Terrain Adaptation (Swamp) [5].
Disadvantages: Social Stigma (Minority) [-10].
Features: Armor isn’t interchangeable with human armor. Born Biter.

Ogre

Racial Cost: 31 points
orc hunter by yy6242
They generally have light green to dark brown skin, dark to green hair, and green eyes. They have normal build according to their ST.
Attribute Modifiers: ST +4 [40]; IQ -1 [-20]; HT +1 [10].
Secondary Characteristic Modifiers: Will +2 [10].
Advantages: Damage Resistance 1 (Tough Skin, -40%) [3]; Fearlessness 1 [2]; Night Vision 3 [3]; Teeth (Sharp) [1].
Disadvantages: Appearance (Ugly) [-8]; Social Stigma (Minority) [-10].
Features: Tusks.

Interbreeding

Humans and elves can interbreed with each other. And both can interbreed with the bestial races, though these half-breeds will be infertile. But the bestial races cannot interbreed with each other. To create a half-breed, choose which race is dominant. The dominant race determines appearance, though the other race may have minor influences. Select racial traits from the dominant racial template equal to half its racial point cost or less. Then select racial traits from the other racial template, that does not contradict the traits you have already picked, totaling no more than half its racial point cost.

Talents

A new talent.

Light-Fingered

5 points/level
Filch, Forced Entry, Lockpicking, Pickpocket, Sleight of Hand, and Traps.
Reaction Bonus: Those who benefit directly from your skills.







Monday, September 10, 2018

The Dragon Tablets – Iteration Three: Gear

Note: This post merges the three gear posts I've done so that everything is in the same place.

The Dragon Tablets setting is mostly TL3, but with some TL4 elements. The gear listed below is taken from GURPS Low-Tech and GURPS Dungeon Fantasy 1: Adventurers.

A number of proper nouns are mentioned in this post for the first time in this series. There will be more details on those in the future.

Modifiers

Not all gear is standard gear. If it is crafted better or worse than the standard, the classification of those differences will be listed here.

Beading: It works as Beading from LT 38. CF +2 or +8.
Cheap: It works as Cheap from LT 14. CF -0.5.
Cloth of Gold/Silver: It works as Cloth of Gold/Silver from LT 38. CF +3 or +30.
Disguised: It works as Disguised from LT 14. CT +1 or +4.
Dyeing: It works as Dyeing from LT 38. CF +1.5, +6, or +30.
Enamel: It works as Enamel from LT 38. CF +2, +4, or +10.
Etching: It works as Etching from LT 38. CF +1.5 or +4.
Expensive: It works as Expensive from LT 14. CF +1.
Figurative Painting: It works as Figurative Painting from LT 38. CF +2, +4, or +10.
Fringe, Feather, or Fur Trim: It works as Fringe, Feather, or Fur Trim from LT 38. CF +1.5 or +4.
Gilding: It works as Gilding from LT 38. CF +0.5, +2, or +20.
Inlay: It works as Inlay from LT 38. CF varies.
Quality: It works as Quality from LT 14. CF +0, +4, or +19.
Relief: It works as Relief from LT 38. CF +1.5 or +4.
Rugged: It works as Rugged from LT 14. CF +1.
Smuggling Gear: It works as Smuggling Gear from LT 126. CF +1, +3, +7, or +15.
Styling: It works as Styling from LT 14. CF +1, +4, or +9.
Tapestry Weaving: It works as Tapestry Weaving from LT 38. CF varies.

Core Technologies

The following core technologies are available.

Chemistry

The people of Elessar have the best chemists in Menorra. The list below is what’s generally available. Added notes indicate what Elessarian chemists can do.

Alcohol: Ethyl Alcohol and Heat Distillation up to 70% alcohol content, though Elessarian distillations can reach 81%.
Acids: Acetic Acid, through oxidation of alcohol and Inorganic Acids. Elessarian chemists could make acetic acids with a concentration of up to 36% and they could make Aqua Regia.
Pigments: Mineral and Organic.
Other Chemicals: Salt, Alum, Potash, Petroleum, Ether, and Saltpeter.

Fuel and Power

Fire: Wood, Charcoal, Fats, Oil, and Waxes, Agricultural Waste, Dung, and Peat.
Accelerant: 1 gallon. $3, 6 lbs.
Oil: DF 24. $2, 1 lb.
Animal Power: Breast-Strap Harness, Shoulder Yoke, and Horse Collar.
Water and Wind: Undershot Watermill, Overshot Watermill, and Windmill, but not with rotating bearings.

Tools and Basic Equipment

Carpentry: Adze, Bow Drill, Pump Drill, Lathe, Saw, Square, Auger, and Brace and Bit.
Chemical: Alembic, Aludel, Crucible, and Cupel/Scorifier.
Cloth and Leather: Awl, Sewing Needle, Spindle, Scissors, Thimble, and Treadle/Flying Loom.
Fishing: Fish Trap, Fishhook, and Net.
Fishhooks and Line: DF 23. $50, 0.1 lb.
Mining and Tunneling: Chisel, Large Crowbar, Hammer, Pick, and Shovel.
Smithing: Anvil, Hammer, Pliers, Shears, Tongs, Draw Plate, File, and Jeweler’s Tools.
Stone Knapping: Soft Hammer, Stone Hammer, Small Punch, and Chest Punch.
Backpack Alchemy Lab: DF 26. $1,000, 10 lbs.
Backpack Armoury Kit: DF 24 $600, 20 lbs.
Carpenter’s Kit: LT 30 $250, 21 lbs.
Fletcher’s Kit: LT 30 $95, 4 lbs.
Smith’s Kit: LT 30 $330, 17.5 lbs or $1,530, 117.5 lbs.
Stoneworker’s Kit: LT 30 $551, 42.5 lbs.
Tailor’s Kit: LT 30 $95, 2.75 lbs.

General Equipment

The following everyday things are available.

Shelter

Improvised Shelter: Lean-To and Semi-Prepared Shelter.
Tent, 1-Man: DF 23 $50, 5 lbs.
Tent, 2-Man: DF 23 $80, 12 lbs.
Tent, 4-Man: DF 23 $150, 30 lbs.
Tent, 20-Man: DF 23 $300, 100 lbs.
Tent, Bedouin: LT 32 $340, 200 lbs. Used by Gords.
Tent, Legionary: LT 32 $225, 45 lbs.
Yurt: LT 32 $480, 200 lbs or $1,200, 500 lbs. Used by Mâzhus.
Semi-Portable Housing Elements: Door, Partition, Beaded Curtain, Carpet, Folding Screen, and Wicker Fence,.

Domestic Conveniences

Heating and Cooling: Brazier, Warming Pan, and Water Jug.
Fan: LT 33 $10, 0.25 lbs.
Parasol: LT 33 $12, 3 lbs.
Bull’s-Eye Lantern: DF 26. $100, 2 lbs.
Candle, Beeswax: LT 33 $9, 1 lb.
Candle, Tallow: LT 33 $5, 1 lb.
Covered Lantern: LT 33 $40, 2.5 lbs.
Fireseed: Throw it. When it collides with something of substantially higher mass, it flares up into a campfire sized fire. It does 1d fire damage to anyone caught in the flare-up.
Helmet Lamp: DF 25. $100, 2 lbs.
Oil Lamp: LT 33 $10, 4 lbs.
Torch: LT 33 $7, 1 lb.

Furniture

Household Furniture: Collapsible Bed, X-Frame Chair, and X-Frame Table.
Bedding: Headrest, Mattress, Hammock, Pillow, and Sheets.
Blanket: LT 33 $20, 4 lbs.
Sleeping Fur: DF 23. $50, 8 lbs.

Containers and Storage

Barrel: LT 34. Various sizes, costs, and weights.
Basket: LT 34. Wicker Baskets of various sizes, costs, and weights.
Bottle: LT 34. Glass Bottles of various sizes, costs, and weights.
Bucket: DF 24. $15, 4 lbs.
Chest, Wooden: LT 34. Wooden Boxes of various sizes, costs, and weights.
Jar: LT 34. Earthenware Jars of various sizes, costs, and weights.
Metal Boxes: LT 34. Various sizes, costs, and weights.
Pouch: LT 34. Leather pouches of various sizes, costs, and weights.
Sack: LT 34. Cloth Bags of various sizes, costs, and weights.
Vial, Crystal: DF 24. $5, 0.25 lb.
Container Options: Compartmentalized, Locked, Reinforced, and Waterproof.

Personal Gear and Consumer Goods

Fire-Starting Gear: Firebow and Prepared Block.
Alchemist’s Matches: DF 25. $15, 0.25 lb.
Burning Glass: DF 26. $40, 0.25 lb.
Enhanced Tinder: LT 35 $2, 0.1 lb.
Flint: LT 35 $2, 0.2 lb.
Grooming: Bathtub.
Brush: LT 36 $6, 0.5 lb.
Comb: LT 36 $3, 0.2 lb.
Razor: LT 36 $18, 0.2 lb.
Soap: LT 36 Bar $27, 1 lb.
Tweezers: LT 36. $5, neg.
Load-Bearing Gear: Carrying Frame, Carrying Straps, and Carrying Yoke.
Backpack, Frame: DF 23. $100, 10 lbs.
Backpack, Small: DF 23. $60, 3 lbs.
Delver’s Webbing: DF 25. $160, 3 lbs.
Potion Belt: DF 25. $60, 1 lb.
Quick-Release Backpack: DF 25. $300, 3 lbs.
Luxuries: Perfumes, Cosmetics, Spices, and Jewelry.
Distilled Liquors: LT 37 $20, 1 pint.
Fermented Beverages: LT 37 $5, 1 gallon.
Herbal Preparations LT 37 $36, 1 lb. Different cultures have different beverages, e.g. chocolate, coffee, or tea.
Pipe: LT 37 $3, 1 lb.
Tobacco: LT 37 $12, 1 lb.
Water Pipe: LT 37 $35, 4 lbs. Are used in Gordfast.

Entertainment

Games and Toys: Dolls and Kite.
Board Games: LT 39 $40, 3 lbs.
Cards: LT 39 $400, 0.5 lb.
Dice: LT 39. Dice with two, four, six, or twenty sides. $6, neg.
Tiles: LT 39. Dominoes set $22, 1.5 lbs. Mah jong set $44, 3 lbs.
Public Events and Facilities: Public Spectacles, Automata, and Bathhouse.
Sporting Gear: Ball, Stick, and Discus.
Fireworks: The Mâzhusian Yänhä guild is the only ones who know how to make fireworks.

Camping and Survival Gear

Group Basics: DF 23. $50, 20 lbs.
Personal Basics: DF 23. $5, 1 lb.
Rations: DF 23. $2, 0.5 lb.
Elven Rations: DF 25. $15, 0.5 lb.
Ogre Rations: Use Dwarven Rations. DF 25. $5, 1 lb.

Information Technologies

Eyeglasses: LT 42. $100, 0.25 lb.
Mirrors: DF 26. Hand, $15, 1 lb. Tall, $125, 10 lbs.
Telescope: DF 26. $500, 6 lbs.
Measurement: Level, Surveyor’s Cross, Chorobates, Cross-Staff, Dioptra, Astrolabe, and Kamal. Measuring Rod and Odometer. Surveyor’s Kit. Measuring Bag or Jug. Steelyard. Clepsydra, Sundial, Portable Sundial, Regulated Clepsydra, and Weight-Driven Clock. Miniature Clepsydra and Sandglass.
Balance and Weights: LT 44. $35, 6 lbs.
Graduated Candle: LT 44 $55, 6.7 lbs.

Writing and Records

Pictures: TL3
Maps and Globes: TL3, so globes are not widespread.
Writing Media: Stonecutting. Clay Tablet, Stylus, and Wax Tablet. Barkcloth, Leather, Papyrus, Potsherds, Leaves, Stems, and Bark, and Parchment and Vellum. Pumice and Stylus.
Brush: LT 46 $2, neg.
Ink, Liquid: LT 46 $2.50, 1 lb/pint.
Ink, Solid: LT 46 $2.50, 1 oz.
Ink Stone: LT 46 $@0, 2 lbs.
Medieval Scribal Kit: LT 47 $24, 3 lbs.
Paper: LT 46. $6, 1 lb.
Pen: LT 46. Reed, Metal, or Quill.
Signet Ring: LT 46 $30, neg.
Written Documents: Tablet, Scroll, and Codex. Colophon, Catalog, Line Numbers, Table of Contents, Page Numbers, and Index.
Printing: Printing Blocks.

Signals and Messages

Visual Signals: Beacon Fire, Smoke Signal, and Signal Flags.
Auditory Signals and Musical Instruments: Church Bells and Kettledrums.
Bagpipe: LT49 $150, 8 lbs. Used in Celdonia.
Drum: DF 24. $40, 2 lbs. It can be used to send messages too.
Fife: LT49 $100, 1 lb. It also works for other woodwind instruments.
Harp: LT49 $600, 7 lbs. It also works for Zither.
Hunting Horn: $200, 2 lbs.
Shofar: LT49 $80, 5 lbs.
Stringed: DF 24. $150, 5 lbs.
Trumpet: $200, 2 lbs.
Whistle: DF 24. $5, 0.1 lb.

Calculation and Computation

Numerical Systems: Tallies and Positional Numbers.
Aids to Calculation: Abacus and Cube Root Extractor.

Navigation

Astronomical Aids: Merkhet and Windrose.
Reference Materials: Stick Chart, Periplus, Sounding Pole, and Lead Line.
Dead Reckoning: Dividers, Compass, and Portolan.
Celestial Navigation: Astrolabe with cross-staff, Kamal, Sun Shadow Board,

Weapons

Bandoleer: DF 25. $60, 1 lb.
Crossbow Rest: DF 25. $40, 2 lbs.
Crossbow Sight: DF 25. $100, 1 lb.
Crossbow Sling: DF 25. $200, 2 lbs.
Ogre Whetstone: Use Dwarven Whetstone. DF 25. $€00, 1 lb.

Mechanical Artillery

Belly Brace, Winch, Belt Hook, Goat’s Foot, Stirrup, Treadmill, and Windlass.
Heavy Weapons: Ballista, Carroballista, Gastraphetes, Petrobolos, Polybolos, Scorpion, Arbalest, Springald. Monankon, Beam Sling, and Trebuchet.

Combat Accessories

Hip Quiver: DF 24. $15, 1 lb.
Hip Quiver, Large: DF 24. $20, 2 lbs.
Lanyard, Chain: DF 24. $15, 0.5 lb.
Lanyard, Leather: DF 24. $1, 0.1 lb.
Shoulder Quiver: DF 24. $10, 0.5 lb.
Whetstone: DF 24. $5, 1 lb.

Defenses

Anti-Garrote Collar: DF 25. $35, 1 lb.
Tinted Goggles: DF 26. $150, 0.5 lb.

Clothing

Everyday Clothing: Summer Clothing, Ordinary Clothing, and Winter Clothing.
Hand and Footwear: Foot Wrappings, Mittens, Moccasins, Mukluks, Sandals, Gloves, Shoes, and Boots.
Headgear: Hats and Hoods.
Protective Clothing: Cloak, Parka, Poncho, Snow Goggles, Wet-Weather Gear, Leather Apron, Long Coat, Undercover Clothing, Beekeeper’s Outfit, Fireproof Clothing.

Helmets

Face Protection: Nasal, Brim, Cheek Guards, Spectacles, and Visor.
Neck Protection: Turret, Aventail, Mail Collar, Ventail, Bevor, and Gorget.

Security and Covert Ops

Bit and Brace: DF 25. $120, 5 lbs.
Nageteppo, Flash: DF 25. $40, 0.2 lb.
Nageteppo, Smoke: DF 25. $40, 0.2 lb.
Portable Ram: DF 26. $150, 35 lbs.
Snorkel: DF 26. $20, 1 lb.
Spy’s Horn: DF 26. $100, 2 lbs.

Security and Surveillance

Barriers: Chest/Strongbox, Door, Spikes/Thorns, Window, Grate, and Razor Surfaces.
Bars, Bolts, Latches, and Locks: Bar, Bolt, Latch, Knots, Locks, Cord and Bolt, Bolt and Tumbler, Multiple Tumblers, Bolt and Barb-Spring, Barb-Spring Padlock, Rotary Lock, Warded Rotary Lock, and Portable Padlocks.
Traps: Deadfall, Net, Pit, Snare, Tripwire, and Needle.
Caltrop: LT 123 $1, 0.5 lb.
Alarms: Beaded Curtain and Bell and String. Nightingale Floors are used by the Cat-Folk.
Identification and Authentication: Brands and Tattoos, Body Modifications, Watchwords, Invoices, and Seals.
Cord, 3/16": DF 24. $1, 0.5 lb.
Iron Spike: DF 24. $1, 0.5 lb.

Intrusion

Climbing Gear: Harpoon, Ladder and Rope Ladder.
Climbing Pole: LT 125 $80, 5 lbs.
Giant Spider Silk Cord: DF 25. $100, 0.5 lb.
Grappling Hook, Padded: LT 125 $30, 3 lbs.
Grappling Hook, Unpadded: LT 125 $20, 2 lbs.
Pitons: LT 125 $4, 0.75 lb.
Rope, 3/8": DF 24 $5, 1.5 lbs.
Rope, 3/4": DF 24 $25, 5 lbs.
Spikes: LT 125 $150, 2 lbs.
Camouflage and Disguise: Camouflage, Hoods, Veils, and Masks, and Padded Boots.
Disguise Kit: LT 126 $200, 10 lbs.
Lockpicks: DF 25. $50, 0.1 lb. Good, $250, 0.5. Fine, $1,000, 2 lbs.
Housebreaker’s Kit: LT 126 $255, 16 lbs.
Pry-Bar, 30": LT 126 $80, 5 lbs.
Pry-Bar, 20": LT 126 $60, 2 lbs.

Deception

Secret Messages: Skytale and Cipher Wheel.
Inks and Papers: Invisible Ink and Disposable Paper.
Forgery and Counterfeiting: Identifying Marks, Coinage, and Documents.

Enforcement and Coercion

Restraints: Bindings, Iron Shackles, Stocks, Pillory, and Barrel Pillory.
Torture: Water Torture, Whip, The Rack.

Torture Kit: LT 131 $150, 8 lbs.

Mobility and Transportation

The following equipment for travel and transportation are available.

On Land

Personal Land Mobility: Travois, Wheelbarrow, and Ice Skates.
One-Man Sledge: LT 133 $50, 20 lbs.
Skis: LT 133 $175, 10 lbs.
Snowshoes: LT 133 $100, 5 lbs.
Riding Gear: Horseshoes. Elephants are used by the Shadow Elves.
Ankus: LT 134 $45, 1 lb.
Blanket: LT 134 $25, 2.5 lbs.
Bridle and Bit: LT 134 $35, 3 lbs.
Camel Stick: LT 134 $10, 2 lbs.
Halter: LT 134 $5, 1.5 lbs.
Howdah: LT 134 $675, 450 lbs.
Mats: LT 134 $75, 100 lbs.
Riding Crop: LT 134 $10, 1 lb.
Saddle, Framed: LT 134 $350, 50 lbs.
Saddle, Horned: LT 134 $200, 20 lbs.
Saddle, Riding: LT 134 $150, 15 lbs.
Saddle, War: LT 134 $250, 30 lbs.
Saddlebags: LT 134 $100, 3 lbs.
Sidesaddle: LT 134 $225, 20 lbs.
Spurs: LT 134 $25, neg.
Stirrups: LT 134 $125, 5 lbs.
Land Vehicles: Dogsled, Fifty-Man Sledge, and Sleigh. Litters, Sedan Chair, Palanquin, and Horse Litter. Oxcart, Wagon, and War Wagon. Heavy Chariot and Light Chariot. Carriage and Coach.

On Water

Personal Water Mobility: Floats, Surfboard (used by Sun Elves), and Float Bridge.
Rafts: Table on LT 139.
Hide Boats: Kayak
Log Boats: Dugout Canoe, Long Dugout Canoe, Outrigger Canoe, War Canoe, and Double Canoe.
Plank Boats: River Barge, Sampan, Sewn-Plank Boat, Fishing Boat, Square-Rigged Sailboat, Faering, Sewn-Plank Sailboat, Brig, Rowboat, and Sloop.

In Air

Glider: A hang glider or similar. $2,000, 60 lbs.
Parachute: B288. $1,000, 30 lbs.

Medicine and Surgery

Healer’s Kit: DF 26. $200, 10 lbs.

Diagnostic Methods

Diagnostic Manual and Urine Flask.

First Aid

Tourniquets: Tourniquet.
Bandages: LT 146 $10, 2 lbs.
First Aid Kit: LT 146 $50, 2 lbs.
Splints and Casts: Splints and Cast.

Surgery and Surgical Equipment

Surgical Instruments: Barber’s Kit, Dental Forceps, Dental Splinter Forceps, Fixation Forceps, and Staphylagra. Hook, Needle, Probe, Scalpel, Arrow Spoon, Catheter, Speculum, and Trephin. Cautery. Cataract Needles, Eyelash Cautery, and Eyelash Forceps. Traction Bench.
Surgeon’s Small Kit: LT 149 $300, 15 lbs.
Surgeon’s Large Kit: LT 149 $1,500, 40 lbs.

Drugs

Herbs and Herbal Extracts.

Nondrug Therapies

Dietary Regimens, Heat, and Immersion.
Acupuncture and Moxibustion: Used by Mâzhus and Cat-Folk. Acupuncture Needles and Moxa Bundle.
Antidotes and Detoxification: Geophagy, Milk, and Immersion.
Bleeding and Purging: Cup and Lancet.
Lotions and Salves: Olive Oil, Lanolin, and Lotion.
Massage: Massage Supplies, Massage Table, and Massage Chair.
Variolation: Used in Mâzhu.

Esoteric Supplies

Holy Symbol: DF 26. $50, 1 lb.
Holy Symbol, True: It cannot be crafted. An invested cleric, holding one dedicated to his own deity, can create a new one dedicated to the god of the recipient, who must be another invested cleric, apparently out of nothing. It should be given as a gift. If sold, it will instantly melt away like ice in a desert. It can give a bonus to Exorcism, True Faith, and other faith-based rolls, but not clerical spells. +1 cost 1 point, +2 cost 2 points, +3 cost 4 points, and +4 cost 8 points.
Holy Water: DF 26. $15, 1 lb.

Tuesday, September 4, 2018

The Dragon Tablets – Iteration Three: Gear, Part III

The Dragon Tablets setting is mostly TL3, but with some TL4 elements. The gear listed below is taken from GURPS Low-Tech and GURPS Dungeon Fantasy 1: Adventurers.

A number of proper nouns are mentioned in this post for the first time in this series. There will be more details on those in the future.

Mobility and Transportation

The following equipment for travel and transportation are available.

On Land

Personal Land Mobility: Travois, Wheelbarrow, and Ice Skates.
One-Man Sledge: LT 133 $50, 20 lbs.
Skis: LT 133 $175, 10 lbs.
Snowshoes: LT 133 $100, 5 lbs.
Riding Gear: Horseshoes. Elephants are used by the Shadow Elves.
Ankus: LT 134 $45, 1 lb.
Blanket: LT 134 $25, 2.5 lbs.
Bridle and Bit: LT 134 $35, 3 lbs.
Camel Stick: LT 134 $10, 2 lbs.
Halter: LT 134 $5, 1.5 lbs.
Howdah: LT 134 $675, 450 lbs.
Mats: LT 134 $75, 100 lbs.
Riding Crop: LT 134 $10, 1 lb.
Saddle, Framed: LT 134 $350, 50 lbs.
Saddle, Horned: LT 134 $200, 20 lbs.
Saddle, Riding: LT 134 $150, 15 lbs.
Saddle, War: LT 134 $250, 30 lbs.
Saddlebags: LT 134 $100, 3 lbs.
Sidesaddle: LT 134 $225, 20 lbs.
Spurs: LT 134 $25, neg.
Stirrups: LT 134 $125, 5 lbs.
Land Vehicles: Dogsled, Fifty-Man Sledge, and Sleigh. Litters, Sedan Chair, Palanquin, and Horse Litter. Oxcart, Wagon, and War Wagon. Heavy Chariot and Light Chariot. Carriage and Coach.

On Water

Personal Water Mobility: Floats, Surfboard (used by Sun Elves), and Float Bridge.
Rafts: Table on LT 139.
Hide Boats: Kayak
Log Boats: Dugout Canoe, Long Dugout Canoe, Outrigger Canoe, War Canoe, and Double Canoe.
Plank Boats: River Barge, Sampan, Sewn-Plank Boat, Fishing Boat, Square-Rigged Sailboat, Faering, Sewn-Plank Sailboat, Brig, Rowboat, and Sloop.

In Air

Glider: A hang glider or similar. $2,000, 60 lbs.
Parachute: B288. $1,000, 30 lbs.

Medicine and Surgery

Healer’s Kit: DF 26. $200, 10 lbs.

Diagnostic Methods

Diagnostic Manual and Urine Flask.

First Aid

Tourniquets: Tourniquet.
Bandages: LT 146 $10, 2 lbs.
First Aid Kit: LT 146 $50, 2 lbs.
Splints and Casts: Splints and Cast.

Surgery and Surgical Equipment

Surgical Instruments: Barber’s Kit, Dental Forceps, Dental Splinter Forceps, Fixation Forceps, and Staphylagra. Hook, Needle, Probe, Scalpel, Arrow Spoon, Catheter, Speculum, and Trephin. Cautery. Cataract Needles, Eyelash Cautery, and Eyelash Forceps. Traction Bench.
Surgeon’s Small Kit: LT 149 $300, 15 lbs.
Surgeon’s Large Kit: LT 149 $1,500, 40 lbs.

Drugs

Herbs and Herbal Extracts.

Nondrug Therapies

Dietary Regimens, Heat, and Immersion.
Acupuncture and Moxibustion: Used by Mâzhus and Cat-Folk. Acupuncture Needles and Moxa Bundle.
Antidotes and Detoxification: Geophagy, Milk, and Immersion.
Bleeding and Purging: Cup and Lancet.
Lotions and Salves: Olive Oil, Lanolin, and Lotion.
Massage: Massage Supplies, Massage Table, and Massage Chair.
Variolation: Used in Mâzhu.

Esoteric Supplies

Holy Symbol: DF 26. $50, 1 lb.
Holy Symbol, True: It cannot be crafted. An invested cleric, holding one dedicated to his own deity, can create a new one dedicated to the god of the recipient, who must be another invested cleric, apparently out of nothing. It should be given as a gift. If sold, it will instantly melt away like ice in a desert. It can give a bonus to Exorcism, True Faith, and other faith-based rolls, but not clerical spells. +1 cost 1 point, +2 cost 2 points, +3 cost 4 points, and +4 cost 8 points.
Holy Water: DF 26. $15, 1 lb.

Saturday, September 1, 2018

Review: Hall of Judgment

Hall of Judgment

Hall of Judgment is an expansion and rewrite of Lost Hall of Tyr for Dungeons and Dragons 5e.

Executive Summary: Hall of Judgment is an interesting, Viking themed adventure with enhanced survival and grappling systems, a variety of sample characters to control, and challenges to face. A worthy first foray into third-party content for the Dungeon Fantasy RPG from SJ Games.

I am a conservative grader and give it 6/10.

The Foreword and Preface were short and interesting, drawing the reader into the 120 pages of the book itself. This is only the second Kickstarter ever I’ve participated in, the first was the Dungeon Fantasy RPG from SJ Games that this product supports. And Hall of Judgment has a Viking theme which seems cool. It is also my first ever product from Gaming Ballistic, though I read Douglas Cole’s blog and his The Deadly Spring article may very well be the Pyramid article that I’ve gotten the most use out of ever.

The town of Isfjall and its surroundings is an interesting place and the first map in the book. It feels lived in and gives you information on how it is to live there. In honor, law, and tradition. As well as what you can get your hands on and for how much.

The Journey tells us how we get where we’re going and what we can expect on the way. Each of these things is described in their own paragraph, classified as animals and men, locations and weather, and conflict! And there’s a very useful section on Wilderness Survival that could be handy anywhere, letting you know what you need, how much you can get from animals you hunt on the way, and how you get it, as well as how you deal with temperature and weather.

The Logiheimli Ruins can be explored and we are provided with another map. Lohiheimli means Law Home and was a village, the fortress of a jarl, and a temple to the Law God. Each area is then described and classified, informing us of the Challenge, Concealed, Alternatives, and/or Reward of the area in question. So that we know what each area is, what is troubling it, what’s not readily apparent, and what we get out of saving the day. But a little more detail could in some cases have been helpful for the novice GM.

Dómstóllinn has a map of the area around the Hall of Judgment. Like the Logiheimli Ruins, each area is described and classified with Challenge, Concealed, Alternatives, and/or Reward. Though one of them is instead divided into Prepare, Protect, Perceive, and Puncture.

Nordalf Warrens have a number of maps describing each of the warrens. The tradition of describing and classifying each area with Challenge, Concealed, Alternatives, and/or Reward continued, giving the whole adventure a homogenized feel. Though some locations also had entries for Traps and more diversified rewards in Coins and Stuff.

In Fantastic Dungeon Grappling, a detailed grappling system is explored to enhance the vanilla of Dungeon Fantasy RPG. Those who use grappling in their games or want to use grappling in their games can find as much use of this chapter as hunters and survivalists could with the earlier Wilderness Survival section.

The Bestiary describes a number of different creatures sorted in eleven different classes: Animal, Dire Animal, Giant Animal, Demon, Elemental, Faerie, Hybrid, Mundane, Plant, Spirit, and Undead. As well as the traits the heroes can use to know about them and interact with them. And as suggested by the classification, there is a large and interesting variety of creatures to encounter, many of them with images of what they look like as well as the stats.

There are 16 Sample Characters, including one using the new Wrestler profession. All of the basic professions are included, including two Clerics, two Knights, and three Wizards. So there’s a lot of variety. There is a new trait, Specialist Magery, and a list of tasks the group should be able to complete so that they can prepare accordingly.


The volume then ends with a one page Index.

Twin Mirror Gameplay Walkthrough Part 7 - The End [PC ULTRA 60FPS]

Part 7 of my #TwinMirror Blind Let's Play. The final episode of the series.