CASTLE OLDSKULL Gaming Supplement ~ 1977 Bestiary

CASTLE OLDSKULL Gaming Supplement ~ 1977 Bestiary PDF Author: Kent David Kelly
Publisher:
ISBN:
Category :
Languages : en
Pages : 349

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Book Description
Wonderland Imprints is proud to present the second volume of the Oldskull Game Expansion series, providing exciting and inspirational materials for players and Game Masters who prefer to play the Original (OSR), First Edition (1E), and Second Edition (2E) versions of the world's greatest role-playing game. If you're looking for universal and directly compatible old school materials to bridge the original game editions created by Arneson and Gygax (1974-1985), Holmes (1977), Moldvay and Cook (1981), Mentzer (1983-1986), and other luminaries of TSR (1974-1989), you've come to the right place. Players of Fifth Edition will also discover much of resourceful interest here, because these historically-informed systems are rules-light and concept-heavy, ready for quick conversion to the ruleset of your choice.This is my first supplement in the requested 1977 Bestiary sequence, fulfilling a design goal which I've wanted to tackle for decades: a comprehensive page-by-page revision and full expansion of the game's 1977 monstrous bestiary, the famous hardcover tome wherein E. Gary Gygax first bridged the Basic and Advanced editions long ago.In this book you will find over 130 OGL-compliant monsters (beginning with the letter A) for your campaigns and projects, including iconic beasties such as aerial servants, anhkhegs, ants and beetles, bugbear variants, bulettes, demon lords, the horrific Evil Eyes of Yog-Sothoth, and much more.The primary goal of the 1977 Bestiary project is to unify the Basic, Expert, and Advanced games with a universally compatible monster resource. The second goal is to bring classic Gygaxian monsters into your Basic campaigns, with clarified stat templates of many Advanced monsters that never crossed into Basic territory. Thirdly, if you're well-versed in the Advanced game, you will note that this book addresses hundreds of vagaries and ambiguities in the 1977 bestiary, bringing forth many implied or half-developed subtypes of monsters alluded to in the original tome, such as chieftains, sub-adults and young, large and huge creatures, orders (such as clerical, magical, and sacred couatls), Balor tiers, evil eye hierarchies, and much more.Chronic issues such as ambiguity in proportional treasure assignment, the exact meaning of the term "lair" (and its implications for treasure generation), incidental treasure, inconsistent numbers appearing, humanoid weapon selections, psionics, unstated morale levels, varying XP values for subtypes (such as varying-power anhkhegs of 3 to 8 hit dice), and other nettlesome technicalities have been corrected and clarified in this tome, and these improvements will carry their way throughout the 1977 Bestiary series. All monsters are presented with clean and updated stat blocks (check out the preview), with an easy-to-use quick reference format that is perfect for use at the game table.The improved and profusely illustrated monster stat blocks will also give you immediate details on rarity, monster type (elemental, undead, etc.), average hit points, attack accuracy, average damage, vulnerabilities, clarified special abilities (such as demonic gating), clearer special attack mechanics (for charges, catoblepas gazes, evil eye rays, etc.), average treasure type values, and many other pieces of information that the original books never fully provided, all in a single master resource. Whatever your interest in old school monsters, you will find much to love herein.I hope you enjoy this celebration of the old school TSR tradition. Be sure to watch for future volumes in this series which will detail character classes, races, equipment, domains, spells, treasures, and more. Another fine gaming supplement from Kent David Kelly and Wonderland Imprints, Only the Finest Works of Fantasy.Requires Old-School Essentials Core Rules.

CASTLE OLDSKULL Gaming Supplement ~ 1977 Bestiary

CASTLE OLDSKULL Gaming Supplement ~ 1977 Bestiary PDF Author: Kent David Kelly
Publisher:
ISBN:
Category :
Languages : en
Pages : 349

Get Book Here

Book Description
Wonderland Imprints is proud to present the second volume of the Oldskull Game Expansion series, providing exciting and inspirational materials for players and Game Masters who prefer to play the Original (OSR), First Edition (1E), and Second Edition (2E) versions of the world's greatest role-playing game. If you're looking for universal and directly compatible old school materials to bridge the original game editions created by Arneson and Gygax (1974-1985), Holmes (1977), Moldvay and Cook (1981), Mentzer (1983-1986), and other luminaries of TSR (1974-1989), you've come to the right place. Players of Fifth Edition will also discover much of resourceful interest here, because these historically-informed systems are rules-light and concept-heavy, ready for quick conversion to the ruleset of your choice.This is my first supplement in the requested 1977 Bestiary sequence, fulfilling a design goal which I've wanted to tackle for decades: a comprehensive page-by-page revision and full expansion of the game's 1977 monstrous bestiary, the famous hardcover tome wherein E. Gary Gygax first bridged the Basic and Advanced editions long ago.In this book you will find over 130 OGL-compliant monsters (beginning with the letter A) for your campaigns and projects, including iconic beasties such as aerial servants, anhkhegs, ants and beetles, bugbear variants, bulettes, demon lords, the horrific Evil Eyes of Yog-Sothoth, and much more.The primary goal of the 1977 Bestiary project is to unify the Basic, Expert, and Advanced games with a universally compatible monster resource. The second goal is to bring classic Gygaxian monsters into your Basic campaigns, with clarified stat templates of many Advanced monsters that never crossed into Basic territory. Thirdly, if you're well-versed in the Advanced game, you will note that this book addresses hundreds of vagaries and ambiguities in the 1977 bestiary, bringing forth many implied or half-developed subtypes of monsters alluded to in the original tome, such as chieftains, sub-adults and young, large and huge creatures, orders (such as clerical, magical, and sacred couatls), Balor tiers, evil eye hierarchies, and much more.Chronic issues such as ambiguity in proportional treasure assignment, the exact meaning of the term "lair" (and its implications for treasure generation), incidental treasure, inconsistent numbers appearing, humanoid weapon selections, psionics, unstated morale levels, varying XP values for subtypes (such as varying-power anhkhegs of 3 to 8 hit dice), and other nettlesome technicalities have been corrected and clarified in this tome, and these improvements will carry their way throughout the 1977 Bestiary series. All monsters are presented with clean and updated stat blocks (check out the preview), with an easy-to-use quick reference format that is perfect for use at the game table.The improved and profusely illustrated monster stat blocks will also give you immediate details on rarity, monster type (elemental, undead, etc.), average hit points, attack accuracy, average damage, vulnerabilities, clarified special abilities (such as demonic gating), clearer special attack mechanics (for charges, catoblepas gazes, evil eye rays, etc.), average treasure type values, and many other pieces of information that the original books never fully provided, all in a single master resource. Whatever your interest in old school monsters, you will find much to love herein.I hope you enjoy this celebration of the old school TSR tradition. Be sure to watch for future volumes in this series which will detail character classes, races, equipment, domains, spells, treasures, and more. Another fine gaming supplement from Kent David Kelly and Wonderland Imprints, Only the Finest Works of Fantasy.Requires Old-School Essentials Core Rules.

CASTLE OLDSKULL - Labyrinthine Bestiary

CASTLE OLDSKULL - Labyrinthine Bestiary PDF Author: Kent David Kelly
Publisher: Independently Published
ISBN:
Category :
Languages : en
Pages : 0

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Book Description
An amazing and beautiful new fantastical bestiary is now available for your favorite fantasy role-playing game. Veteran game designer Kent David Kelly and Wonderland Imprints are proud to present the very first volume of the Labyrinthine Bestiary, providing a treasure trove of exciting monster ideas and inspirational materials for players and Game Masters who enjoy the Original (OSR), First Edition (1E), and Second Edition (2E) versions of the world's greatest role-playing game. If you' are looking for universal and directly compatible old school materials to bridge the original game editions as created by Arneson and Gygax (1974-1985), Holmes (1977), Moldvay and Cook (1981), Mentzer (1983-1986), and other esteemed luminaries of TSR (1974-1989), you've come to the right place. Players of Fifth Edition will also discover much of resourceful interest here, because these historically-informed systems are rules-light and concept-heavy, ready for quick conversion to the ruleset of your choice. In this book you will find over 50 fully detailed OGL-compliant monsters (beginning with the letter A) for use in your campaigns and projects. This bestiary includes challenging and unusual creatures from the World of Oldskull campaign such as the Acephalus, Badgerbear, Dweomerling, and more. All creature types are lavishly illustrated. The Labyrinthine Bestiary takes many of the classic low-level game monsters, and infuses them with deep lore (and new related creatures) derived from mythology, folklore, and weird fiction published during the golden age of Swords & Sorcery. An entire unique and deep ecology for the World and Dungeons of Oldskull is featured herein, where each monster is detailed with meticulous consideration of its place within the larger world. There are no meaningless or inappropriate monsters here. Everything has its defined place and serves to enrich the larger world of lore in ways that deepen the play experience for beginning and veteran players alike.. So if you are weary of dungeons that feature only generic orcs and goblins and bandits with little purpose or distinction, you have come to the right place. This volume features monsters that lair within the Labyrinth of Amber, which comprises the first subterranean level of the Dungeons of Oldskull beneath the Ushirian Manor. These monsters will challenge adventurers of experience levels 1 to 3. In larger numbers, these monsters will serve as worthy adversaries (and companions) for adventurers of any experience level. I hope you enjoy this celebration of the old school TSR gaming tradition. Be sure to watch for future volumes in this Labyrinthine Bestiary series, which will detail many more hundreds of creatures that haunt the Labyrinth of the Yellow King. Another fine gaming supplement from Kent David Kelly and Wonderland Imprints, Only the Finest Works of Fantasy. (100 pages, over 80 illustrations in full color, 23,900 words.)

CASTLE OLDSKULL Gaming Supplement ~ Character Creation

CASTLE OLDSKULL Gaming Supplement ~ Character Creation PDF Author: Kent David Kelly
Publisher:
ISBN:
Category :
Languages : en
Pages : 329

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Book Description
Wonderland Imprints is proud to present the Oldskull Game Expansion series, providing exciting and inspirational materials for players and Game Masters who prefer to play the Original (OSR), First Edition (1E), and Second Edition (2E) versions of the world's greatest role-playing game. If you're looking for universal and directly compatible old school materials to bridge the original game editions created by Arneson and Gygax (1974-1985), Holmes (1977), Moldvay and Cook (1981), Mentzer (1983-1986), and other luminaries of TSR (1974-1989), you've come to the right place. Players of Fifth Edition will also discover much of resourceful interest here, because these historically-informed systems are rules-light and concept-heavy, ready for quick conversion to the ruleset of your choice.This unique modular compendium of optional rules, elaborations, and clarifications will give you the tools to bridge the Basic, Expert, and Advanced game series with codified and interrelated structures, each designed to inspire you and to enhance any Player Character you'd ever like to create.Herein you'll find nearly 120 easy-to-use tables, each designed to add creative options, inspirations, exciting new ideas, and ease-of-play aids without adding significant amounts of in-game complexity. And best of all, the rules and systems provided throughout this supplement are fully optional, interfacing directly into the existing old school Basic / Expert system as pieces to a larger puzzle. Choose all of the pieces you want to use in the here and now, and set the rest aside for a later time.Topics covered in this volume include: character races and movement rates, ability score rolling methods, exceptional ability scores, starting gold, social standing, cultures, names, epithets, skills, backgrounds, physical appearance, height, weight, demeanor, personality traits, likes, dislikes, coats of arms, blazons, ability score descriptors, starting hit points, alignments, deities, alignment languages, monstrous languages, and classic names for adventuring fellowships.I hope you enjoy this celebration of the old school TSR tradition. Be sure to watch for future volumes in this series which will detail character classes, races, equipment, domains, spells, monsters, treasures, and more. Another fine gaming supplement from Kent David Kelly and Wonderland Imprints, Only the Finest Works of Fantasy.Requires Old-School Essentials Core Rules.

CASTLE OLDSKULL Gaming Supplement Chaotic Descriptor Table

CASTLE OLDSKULL Gaming Supplement Chaotic Descriptor Table PDF Author: Kent David Kelly
Publisher: Independently Published
ISBN:
Category :
Languages : en
Pages : 254

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Book Description
An infinite array of fantasy possibilities ... Endless monsters, treasures, and mysteries at your fingertips. What will you dream, how creative can you be, When you're handed the keys to the Oldskull imagination engine? Is it possible to distill the entire world design creative process into a single essential volume? Perhaps, and perhaps not. If it can be done, this is the book that is up to the task! This is the D10000 Chaotic Descriptor Table, a deluxe version of one of my favorite and most popular idea generation systems. The "Chaotic" system has proven to be popular over the years with Game Masters, solo gamers, storytellers, and game designers alike. As featured in the Oldskull Adventure Generator and the Classic Dungeon Design Guide series, the Chaotic Descriptor Table offers an array of 1,000 strange adjectives (Deathly, Bloodstone, Phantasmagorian, Shivering, etc.) that can be used to give unique life to generic ideas such as dungeon rooms, monsters, characters, treasures, and plot hooks. Whatever you can imagine, the Chaotic system can enhance. It does not replace your creativity, it magnifies it and sets an unexpected direction for your efforts. But where the former system only had 1,000 entries, this one has been expanded to a full 10,000 entries that you can roll on 1D10000 to come up with even more random mayhem! Additional features include named gods and goddesses, character names, a massive NPC personality generation array, and of course thousands of new adjectives. This supplement also includes a detailed chapter of examples, and the Chaotic table itself (data covering nearly 100 pages). These tools are fully compatible with the Oldskull Dungeon Tools, the Dungeon Design Guides, the Game World Generator, and all of the other supplements offered by Kent David Kelly and Wonderland Imprints, Only the Finest Works of Fantasy. Other supplements are recommended for maximum use, but none are necessary. Have fun!

CASTLE OLDSKULL Gaming Supplement Oldskull Anti-Paladins

CASTLE OLDSKULL Gaming Supplement Oldskull Anti-Paladins PDF Author: Kent David Kelly
Publisher: Independently Published
ISBN:
Category :
Languages : en
Pages : 118

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Book Description
Beyond mortal comprehension, Beyond redemption, Some insidious fiends Just want to watch the world burn ... Ofttimes controversial, always vexing, but never boring, the ANTI-PALADIN is a specialized chaotic evil fighter sub-class which represents an irrepressible remnant order of the unholy black knights of yore. Whereas paladins represent ultimate light and the might of purity, anti-paladins are the harbingers of abyssal darkness, despair, and overpowering evil. Anti-paladins were introduced to the game in 1980 and were even briefly made official by accident (via the 1981 fiendish bestiary) before being relegated to oblivion. They only ever returned in a sanitized form as the diluted "Blackguard." But for those who want to include and glorify the original iconic class as first presented in a Draconian magazine almost 30 years ago, this supplement - likely the most detailed treatment of anti-paladins ever created - should be received with delectation. The class has been reimagined and fully expanded upon within the context of the World of Oldskull campaign (as featured in the Oldskull Adventure Generator and other tomes), with elaborations pertaining to demonic worship, the enigmatic Knights of Saigoth, and the Great Old Ones who represent the Cthulhu Mythos. Systems featured in this old school gaming supplement include: a history and literary justification of the class (using Lord Mordred as a primary exemplar, among others), an overview of the Arthurian Knights Perilous, demonic empowerment and vigil systems, level titles, weaknesses, powers, spell casting rules, and ruling clarifications (based for example on a contemplated inversion of official Sagely paladin rulings made throughout the years). Lacking in lechery or gore yet replete with sinister gothic atmosphere, the reimagined Oldskull Anti-Paladin is a perfect villainous archetype rendered for your enjoyment as a Non-Player Character, or even as a PC option pending Game Master approval. However you decide to play them, I can assure you that your players will never forget these terrible nemeses. Why not give your most skilled and daring players a challenge, and a nefarious villain they'll love to hate? Another fine gaming supplement from Kent David Kelly and Wonderland Imprints, Only the Finest Works of Fantasy.

CASTLE OLDSKULL - Oldskull Frogfolk

CASTLE OLDSKULL - Oldskull Frogfolk PDF Author: Kent David Kelly
Publisher: Independently Published
ISBN:
Category :
Languages : en
Pages : 0

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Book Description
The Batrachians of the Temple Arise! Forever misunderstood but always intriguing, the bold, intrepid Frogfolk are perhaps the most unusual of the iconic adventurer races to be found in the World of Oldskull. Not all of the Frogfolk are evil, or even chaotic. These ever-resourceful dungeon delvers faithfully serve their allies as lethal berserkers, vanguards, skirmishers, ambushers, underwater scouts, and fearless guides to the netherworld below. If you (as a player or Game Master) are interested in adding an unforgettable new warrior clan ancestry to your Basic/Expert or Old-School Essentials campaign, the Frogfolk are here to serve. This unusual character archetype has lurked in the deep background of old school role-playing for decades. The Frogfolk actually date back to the era of the published Original Sword & Sorcery RPG, when the heroes in Dave Arneson's Twin Cities campaign (c. 1973-4) were banished to the Dismal Swamp beyond Loch Gloomen for their failure to protect the Black Barony from invading forces. Other early examples of the Frogfolk races are found in the 1977 Bestiary (consider for example the demonic Hezrou), the 1981 Folio (Gygaxian bullfrog folk, along with the Blindheims), and the 1983 Bestiary II (the Grippli). Background lore dates back to Lovecraft's The Doom That Came to Sarnath (1919), Abraham Merritt's The Moon Pool (1918), and The Harbor-Master by Robert W. Chambers (In Search of the Unknown, 1904) as well as forgotten Egyptian mythology (as Heqet). This game supplement includes lavish unique artwork, a full character class description, detailed Frogfolk powers, and considerable Oldskull lore that allows you to integrate the batrachian people seamlessly into your campaign. Oldskull Frogfolk is a unique and ready to play mini-expansion, researched and created by Kent David Kelly. Another fine work from Wonderland Imprints, Only the Finest Works of Fantasy.

CASTLE OLDSKULL Gaming Supplement Oldskull Trolls

CASTLE OLDSKULL Gaming Supplement Oldskull Trolls PDF Author: Kent David Kelly
Publisher: Independently Published
ISBN:
Category :
Languages : en
Pages : 222

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Book Description
Have they now come for thee? Ah, the trolls of Groohlz-Drakha! Forsaken progeny of Mung the death god, Accursed children of the Grendel-Modor ... Fearlessly, forever ravening, ever-healing, they lie in wait. Will your heroes slay these deathly fiends To learn the gravest secrets of Castle Oldskull, Or will they merely fall to blood and ruin As so many have before? Wonderland Imprints is proud to announce the second most ambitious book of troll lore to ever have been created (the first having been authored by Brian and Wendy Froud). OLDSKULL TROLLS is a massive compendium of troll lore, weaving snippets from the Gygaxian bestiaries, dungeon modules, and tales of 1971-1985 into the larger tapestry of Pegana, Peer Gynt, Norse myth, Scandinavian folklore, the Grendel myth, the Cthulhu Mythos, and the fairy books of Andrew Lang. Herein you will find: details on troll history, tactics, weapons, treasures, fungal gardens, and lairs; 11 game-ready troll sub-races (bog, bridge, cave, cursed, forest, hill, lake, mountain, sea, snow, and stone); 6 troll-giant sub-races (hill, fire, frost, mountain, stone, and two-headed); lore concerning the foul Trolghuls, enigmatic troll hags, disturbing cauldron rituals, the winsome Troldfolk, shamans, witch doctors, chieftains, King's Claws, and Mountain Kings; the secrets of the mysterious troll deities including Trogool, the Great Boyg, the Haga-Daimonai, and Groohlz-Drakha (Overlord of Castle Oldskull); a full roster of trollish allies, guardian beasts, and nemeses; and more besides. This is an Oldskull bestiary of new monsters, as well as a treasury, and a storybook as well. Being a complete unveiling of trolls, hags, sub-races, leader types, deities, and allied monstrosities, ready for you to plug into your old school FRPG campaign. Horrify your bored and overconfident players all over again, with lots of new surprises from the Midgardian highlands! Another fine gaming supplement from Kent David Kelly and Wonderland Imprints, Only the Finest Works of Fantasy.

CASTLE OLDSKULL Gaming Supplement 1,000 Rooms of Chaos II

CASTLE OLDSKULL Gaming Supplement 1,000 Rooms of Chaos II PDF Author: Kent David Kelly
Publisher: Independently Published
ISBN:
Category :
Languages : en
Pages : 86

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Book Description
"Ah, yes. And what do we find here? Why, the dark harlequin of the underworld neath Castle Oldskull, Groohlz-Drakha, has brought you his cruelest and most luscious map of the nether: Herein you will find 1,000 Rooms of Chaos, direct from the most secret lore of Darkseraphim's own Castle Oldskull. But here in this codex, which I now grant you, lieth only the names of the rooms, mind. What lurks in each chamber within? You as Game Master will imagine up the descriptions, the tricks, the treasures, the traps, and the monsters lairing within each Room of Chaos on your own." So. The adventurers open the door at last, into the dread reach of the dungeon which you have not had time to design yet. And there, to their ultimate bafflement, they discover ... what? Roll D1000 to find out. Book II in the Rooms of Chaos series, with new and more detailed entries for arch-devil fanes, god shrines, very unusual and evocative deep dungeon rooms, and more. A tabletop dungeon design supplement (and quick idea book) for Swords & Wizardry, Labyrinth Lord, OSRIC, and similar old school FRPGs. This resource will always help you, and energize your own ideas, whenever you need a new room concept for any dungeon, enchanted stronghold, or subterranean locale.

CASTLE OLDSKULL Gaming Supplement 333 Realms of Entropy

CASTLE OLDSKULL Gaming Supplement 333 Realms of Entropy PDF Author: Kent David Kelly
Publisher:
ISBN:
Category :
Languages : en
Pages : 330

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Book Description
Herein you will find 333 fleeting glimpses of the World of Oldskull ... the Realms of Entropy. What wonders will you create from these enigmatic inspirations?The realms in this book will give you enthralling and mysterious idea-shards filled with exotic locales, disturbing secrets, and haunting monster encounters which you can make your own. Each of the 333 realms is uniquely named, and includes terrain details and revelations about the most unusual and powerful monsters who dwell there.Herein you will also find hundreds of suggested random encounters by terrain type, and a unique rumor generator. The rumor generator will intrigue your players, while simultaneously providing you with new hooks which ease the creation of wilderness locales, monster lairs, adventure plots, and treasure troves. The rumor generator is also designed to aid you in building the wilderlands' history in synchronicity with your campaign realms, and this supplement syncs with both GWG1 GAME WORLD GENERATOR and GWG2 OLDSKULL ADVENTURE GENERATOR.Another classic old school RPG release from Kent David Kelly and Wonderland Imprints, Only the Finest Works of Fantasy.

CASTLE OLDSKULL Gaming Supplement ~ 1,000 Rooms of Chaos

CASTLE OLDSKULL Gaming Supplement ~ 1,000 Rooms of Chaos PDF Author: Kent David Kelly
Publisher:
ISBN:
Category :
Languages : en
Pages : 79

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Book Description
Eh, who goes there? Journeyman old school Game Masters? Hoi, hoi, little mortal morsels ... let us see, let us see ... mortal distractions ... Ah, yes. And what do we find here? Why, the dark harlequin of the underworld neath Castle Oldskull, Groohlz-Drakha, has brought you his cruelest and most luscious map of the nether: Herein you will find 1,000 Rooms of Chaos, direct from the most secret lore of Darkseraphim's own Castle Oldskull. But here in this codex, which I now grant you, lieth only the names of the rooms, mind. What lurks in each chamber within? You as Game Master will imagine up the descriptions, the tricks, the treasures, the traps, and the monsters lairing within each Room of Chaos on your own. And why is that? Because you are the Game Master, and I merely the jester who leers over your creations. For this resource is intended to spark your imagination when you run out of ideas to fuel the horrors which rise to mind, which your bold adventures must face as they brave the deeps. Using my blank map, time and again, you will conjure up something stanger, something ever more riddling and disturbing, something that will make your players sit up and think and say, what is this? Are you weary of crafting room keys which read "Lair of 10 orcs, 100 gp," "A 10'x10' room, no special features," "Stairs, locked treasure chest, map to level 2," or the ever-dreaded "Stone statue in middle of room, animates when approached"? Bah. You can do better than that. And five minutes from now, you will. For this is the secret lore of Groohlz-Drahka. All hail Groohlz-Drahka the Immortal Troll King, the Ever-Replenishing Jester, Devourer of Maiden Flesh. Welcome to the 1,000 rooms of Chaos ever immortal, in excelsis. I depart. What? Something about the Old Guard Kobolds taking over level 3B south. Salute me not, mortal. Though you may laugh.