The Oldskull Dungeon Generator - Level 1

The Oldskull Dungeon Generator - Level 1 PDF Author: Kent David Kelly
Publisher: Createspace Independent Publishing Platform
ISBN: 9781727165098
Category :
Languages : en
Pages : 210

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Book Description
This supplement features an immense Gygaxian OSR random dungeon generator system, crammed into 83 pages. It's focused on empowering you to create the sprawling level 1 of any mega-dungeon, or any smaller dungeon set to challenge adventurers of experience levels 1 to 3. The challenge levels of the monsters, traps, tricks, and treasures all reflect that difficulty level. You can use this book to design any number of dungeons, and if your group is patient you can even use it during play. You will also find some experimental solitaire rules here, if you like to practice the dungeon crawling yourself! This book's systems interlock with the Classic Dungeon Design Guide series (CDDG1-3) as well as the Book of Dungeon Traps (BDT1) if you want to add more detail to any aspect of the design. The system is comprised of many branching D100 and D1000 tables. Sub-systems are provided to generate: [1] starting areas, [2] random doorways, [3] corridors, [4] dead ends, [5] level connectors (stairs etc.), [6] unusual level connectors (teleporters, slides, etc.), [7] monster lairs, [8] monster-guarded treasures, [9] room size and dimensions, [10] room exits, [11] unusual doors, [12] room contents (lair, trap, trick, etc.), [13] side passages, [14] traps, [15] tricks (a full 17-page system with millions of potential results), and [16] unguarded treasure hoards. At the end you'll find an Appendix with troubleshooting and solitaire advice, and a quick reference hyperlink section which will allow you to flip through the tables quickly. From Kent David Kelly and Wonderland Imprints, Only the Finest Works of Fantasy.

The Oldskull Dungeon Generator - Level 1

The Oldskull Dungeon Generator - Level 1 PDF Author: Kent David Kelly
Publisher: Createspace Independent Publishing Platform
ISBN: 9781727165098
Category :
Languages : en
Pages : 210

Get Book Here

Book Description
This supplement features an immense Gygaxian OSR random dungeon generator system, crammed into 83 pages. It's focused on empowering you to create the sprawling level 1 of any mega-dungeon, or any smaller dungeon set to challenge adventurers of experience levels 1 to 3. The challenge levels of the monsters, traps, tricks, and treasures all reflect that difficulty level. You can use this book to design any number of dungeons, and if your group is patient you can even use it during play. You will also find some experimental solitaire rules here, if you like to practice the dungeon crawling yourself! This book's systems interlock with the Classic Dungeon Design Guide series (CDDG1-3) as well as the Book of Dungeon Traps (BDT1) if you want to add more detail to any aspect of the design. The system is comprised of many branching D100 and D1000 tables. Sub-systems are provided to generate: [1] starting areas, [2] random doorways, [3] corridors, [4] dead ends, [5] level connectors (stairs etc.), [6] unusual level connectors (teleporters, slides, etc.), [7] monster lairs, [8] monster-guarded treasures, [9] room size and dimensions, [10] room exits, [11] unusual doors, [12] room contents (lair, trap, trick, etc.), [13] side passages, [14] traps, [15] tricks (a full 17-page system with millions of potential results), and [16] unguarded treasure hoards. At the end you'll find an Appendix with troubleshooting and solitaire advice, and a quick reference hyperlink section which will allow you to flip through the tables quickly. From Kent David Kelly and Wonderland Imprints, Only the Finest Works of Fantasy.

Oldskull Underworld Generator, Book I - Rats in the Walls

Oldskull Underworld Generator, Book I - Rats in the Walls PDF Author: Kent David Kelly
Publisher: Independently Published
ISBN:
Category : Fiction
Languages : en
Pages : 0

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Book Description
Mega-dungeon design made easy! The Oldskull Underworld Generator, Book I: Rats in the Walls features interlocking systems to generate all rooms, corridors, tricks, traps, lore, secrets, monsters, and treasure for level 1 of a gothic mega-dungeon, intended for adventurer experience levels 1 to 3. Herein you will find an entire regional setting for a mysterious haunted castle, evoking the weird fiction of Dunsany, Grimm, Lovecraft, Howard, Machen, Merritt, and Perrault, alongside the classic dungeon design sensibilities of Arneson, Gygax, Holmes, and Moldvay. Random tables allow for thematic generation of rooms, monster lairs, traps, tricks, treasures, and the prisoners in need of rescue. The author's bestselling systems from The Classic Dungeon Design Guides, the Oldskull Dungeon Generator, Castle Oldskull, Grimrook, Tyrrhenia, and the Realms of Entropy are distilled here into a lean yet richly detailed set of creation tools following the Moldvay/Cook Basic/Expert (BX) paradigm. All of the in-depth history, secrets, mysterious rumors, and bestiary lore are laid out for you. Explore the ruined Exham Priory, now the Maw of the Skull, where monstrous rats scurry behind the walls, down through ghoulish sub-cellars, into the Haunted Kingdom of the Wererats, in search of the Majestic Domed City which crowns the Underworld. This setting is home to Arthurian warriors and magi, Death Cults, Dunsanian gnoles, Gullygugs of Tsathoggua, Norvegian beast cult berserkers, Bwg-Bera bugbears, Lovecraftian daemon rats, Ghost-Slithes, Redcap creepers, Simonside Dvergar and Tomten, Shirelond halflings, elves of the Tylweth Teg, Old Guard Kloker kobolds, lizard men of Ba'al Molochai, mutoid Lubberkins, mycelians of the Seelie Court, grimalkin cats of Ulthar, Aklo undead, Orcneas of the Grendel Modor, Piskies of the Zoogs' Enchanted Wood, Bloody Bones undead, Hecatean Strixes, troglodytes of the Formless Spawn, and much more. As the players' characters advance, they will descend from the Maw into the Ghoulish Crypts in search of imprisoned friends and family. These innocents have been stolen away by wererats to serve as sacrifices of blood and souls in order to awaken the Great Old Ones. What horrors of dream and madness rise, swirling down below? The Oldskull Underworld Generator series can be used as a set of learning tools for Game Masters, as a prep tool (create an entire unique setting over a weekend for months of play), or as a solitaire storytelling and adventure system. Rats in the Walls offers everything you need to begin. Every step of design is welcoming and guided. It is all included here, and it all works together. Another fine release from Kent David Kelly and Wonderland Imprints, Only the Finest Works of Fantasy. (64,500 words, 260 pages, in full color with 180+ graphics and illustrations.)

Game World Generator

Game World Generator PDF Author: Kent David Kelly
Publisher: Createspace Independent Publishing Platform
ISBN: 9781542433891
Category :
Languages : en
Pages : 438

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Book Description
Wolf-haunted wastelands of frigid tundra, Veiling lost cities sunken and frozen into the ice ... Mist-wreathed mountains teeming with orcs, Goblins, demons and dwarven underworlds ... Burning battlefields, reigned over By imperious and ancient dragons ... Steaming jungles, filled with headhunters And savage apes, guardians to ancient temples Filled with accursed gold ... These are the realms of old school fantasy role-playing, the world of your imagination. This world is a dark and wondrous place, an endless milieu teeming with danger, intrigue, exotic wonders, epic quests, and the bold heroes and villains who dare to conquer all. And you, as the Game Master, are tasked with creating those kingdoms from scratch. It is your mission to forge an entire alternate universe filled with infinite possibilities, a world which your friends and fellow role-players can explore for years to come. But how do you create a world? How do you even begin? The CASTLE OLDSKULL GAME WORLD GENERATOR is the only guide specifically and solely designed to assist you in creating an entire old school fantasy world. This is no "It is time for you to take the world into your own hands, and no one but you can decide what to include" copout dodge which demands everything of you and gives you nothing. This is a 430+ page step-by-step guide, from blank hex paper to the fully-realized game world, which explains the entire process to you in granular detail. Even better, this book is filled with dozens of helpful graphics which illustrate the entire mapping process. If you love lost worlds like Dave Arneson's Blackmoor, Edgar Rice Burroughs' Barsoom and Pellucidar, Gary Gygax's Flanaess, Robert E. Howard's Cimmeria and Hyboria, Fritz Leiber's Nehwon, H.P. Lovecraft's Dreamlands, Michael Moorcock's Melnibone and J.R.R. Tolkien's Middle Earth, then this is the book for you! Highlights include: world conception, mapping, scale, landforms, terrain, kingdoms and fiefs, wilderness design, feudal realms and foreign equivalents, city and wilderness names, treasures and resources, hierarchies of nobility, ruler classes and levels, realm alignment, campaign-tailored population formulae, demi-human enclaves, humanoid tribes, starting area development, dragon lair placement, dungeon placement and much more. Everything you need to turn your ideas into a solid, coherent and adventure-filled world is right here at your fingertips. The GAME WORLD GENERATOR is brought to you by Kent David Kelly of Wonderland Imprints, a role-player and Game Master with over 30 years of play experience. Best of all, if there are any other materials you would like to see relating to world or dungeon design, feel free to contact the author. I create the supplements that Game Masters want. Many more CASTLE OLDSKULL supplements are being prepared specifically to support the players, initiates and Game Masters of the Old School Revival (OSR). This book is your gateway to the realms of sword and sorcery. Join us for the adventure! (A complete reference work designed to supplement existing pen-and-paper Fantasy Role-Playing Games. 3 parts, over 100 section topics, 42,000 words, over 430 pages; organized via a fully hyperlinked table of contents. Just one of the proud creations available now from Wonderland Imprints - Only the Finest Works of Fantasy.)

The Book of Dungeon Traps

The Book of Dungeon Traps PDF Author: Kent David Kelly
Publisher: Createspace Independent Publishing Platform
ISBN: 9781983723933
Category :
Languages : en
Pages : 344

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Book Description
Tumbling boulders crushing over powdered bones, Death pits filled with gibbering slime, Strangling vines, enchanted lodestones, lightning bolts, Hateful wraiths Imprisoned in chests of ancient gold, Chained by holy symbol and silver seal ... Every mechanical horror, every thief's demise, Every fell contraption Lies here, deep in this book of secrets. Would you like to fill your dungeons with traps, but you can never find coherent rules or guidelines to show the way? Are your players weary of arbitrary deathtraps? Have you ever searched in vain for a system which codifies spells into magical traps? Are you bored with the "famous four" - pits, gas, arrows and poisoned needles - but never know what to replace them with? Castle Oldskull Supplement BDT1, THE BOOK OF DUNGEON TRAPS, is filled with over 800 classic traps and trap variations. Herein you will find rules for boiling mud, Illusionary bridges, amnesia vapor, polymorph traps, unseen servant-triggered machinations, collapsing columns, and much more. Best of all, all traps are collated into hierarchies of Lethality Levels, so that you can always challenge your players without killing their heroes outright. This elaborate tome also includes rules for trap placement in dungeon designs, advice on trap locations, trap triggers, trap detection, trap removal, 10' poles as trap detection devices, and even a complete set of random monster tables to aid you in populating monster pits, cages, summoning traps, alarm-trapped dungeon chambers, and much more. Every trap type features detailed rules which have been culled from dozens of books and dungeon modules, turning hidden and obscure rulings into a methodical and internally consistent system for trap design. Everything you will ever need to fill every dungeon you create with any trap you can dream of, it's all here in a single source. This book is made to interface with Castle Oldskull Supplement CDDG1, THE CLASSIC DUNGEON DESIGN GUIDE, but the integration is completely optional. You do not need both books to make use of them; they simply amplify one another. 49,800 words, 308 pages. Another classic Fantasy Role-Playing Game Supplement from Wonderland Imprints, Only the Finest Works of Fantasy.

Oldskull Adventure Generator

Oldskull Adventure Generator PDF Author: Kent David Kelly
Publisher: Createspace Independent Publishing Platform
ISBN: 9781727138962
Category :
Languages : en
Pages : 438

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Book Description
The world's ultimate adventure creation tool. Infinite possibilities await you in dungeons, the wilderness, the seas, skies, netherworld, and the planes of existence. Whither are you bound? Years in the making, mega-supplement GWG2: OLDSKULL ADVENTURE GENERATOR is the "Rosetta Stone" of the Castle Oldskull system, the one master system which binds all of the present and future supplements of the Castle Oldskull OSR gaming universe together into a massive unified imagination engine. Harness the power of over 30,000 data elements to create dungeons, villains, quests, and more. Your worlds of adventure will never be the same! Using this colossal supplement, you can create millions of unique adventures for your players. There are so many options, that in a lifetime of play no two adventures will ever be the same. I believe (but would be happy to be proven wrong) that this is the most ambitious and extensive adventure creation tool available on the market. Using this volume, you can create an entire campaign of multiple adventures, entailing wilderness journeys, dungeons, monster lairs, traps, tricks, treasure, and unforgettable tales. When coupled with the GAME WORLD GENERATOR, you can create your own world of endless adventure and allow the Players Characters to journey anywhere. And you will be creating new realms of wonder every step of the way. Do you need a new island, temple, tomb, forest, swamp, mountain range, netherworld, or sea? This book will show you how to build them all, each uniquely detailed with their own locales and opportunities for play. Another old school gaming experience from Kent David Kelly and Wonderland Imprints, Only the Finest Works of Fantasy.

The Classic Dungeon Design Guide

The Classic Dungeon Design Guide PDF Author: Kent David Kelly
Publisher: Createspace Independent Publishing Platform
ISBN: 9781542405409
Category :
Languages : en
Pages : 476

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Book Description
Deep dwarven cities of the underworld, Infested by conquering orcs, Enslaved by demons of skull and pyre ... Black labyrinths of mad demigods, Proving grounds for daring adventurers And graveyards for greedy fools ... Twisting passages, all alike, Where lurking trolls and shadow beasts Guard the deepest riddles of the nether ... If you have ever wanted to know how to quickly and masterfully create your own mega-dungeon for your pen-and-paper Fantasy Role-Playing Game (PNP FRPG) campaigns, this is the perfect book for you. This Game Master's guide will show you, step by step, how to take your vague-yet-promising ideas and how to sculpt them with precise and careful design decisions (enhanced, if you prefer, by random die rolls), allowing you to conceive an endless mega-dungeon in record time. Best of all, the CASTLE OLDSKULL CLASSIC DUNGEON DESIGN GUIDE is also system-neutral. No matter which of the many FRPGs you choose to play, from basic skill level to advanced, a first edition or a fifth or anything in between, the lessons you master here will serve you in your gaming for years to come. Learn how to make the most of your ever-dwindling prep time, so that you can spend those saved hours gaming with your friends! This old school Guide is filled to overflowing with more than 450 pages of design material and dungeon generation tables. Highlights include: * Hack and slash and beyond. 39 adventure scenarios, with 20 diabolical twists, totaling 780 great ideas for your next campaign. * A myriad of options. Over 10,000 unusual benefactors ("quest givers"), unusual wilderness encounters your players will never forget, and extensive rumor and dungeon history generation systems. * Every endless labyrinth ever, under one cover. Extensive details on realistic underworlds, hundreds of dungeon dressing ideas, over 10,000 room types, and much more. * The imagined made real. A complete second book is included herein as a detailed example of dungeon design, featuring over 60 pages of specific examples. The Goblin Head campaign environment supplement reveals exactly how a 13-level mega-dungeon can be conceived in a matter of hours. The CLASSIC DUNGEON DESIGN GUIDE is brought to you by Kent David Kelly of Wonderland Imprints, a role-player and Game Master with over 30 years of play experience. Best of all, if there are any other materials you would like to see relating to dungeon design, feel free to contact the author. Many more CASTLE OLDSKULL supplements are being prepared specifically to support the players, initiates and Game Masters of the Old School Revival (OSR). This Guide is your gateway to the realms of sword and sorcery. Join us for the adventure! (A complete reference work designed to supplement existing pen-and-paper Fantasy Role-Playing Games. 12 chapters, over 100 section topics, 60,000 words, 475+ pages; organized via a fully ordered table of contents. Just one of the proud creations available now from Wonderland Imprints - Only the Finest Works of Fantasy.)

Accelerando

Accelerando PDF Author: Charles Stross
Publisher: Penguin
ISBN: 1101208473
Category : Fiction
Languages : en
Pages : 596

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Book Description
The Singularity. It is the era of the posthuman. Artificial intelligences have surpassed the limits of human intellect. Biotechnological beings have rendered people all but extinct. Molecular nanotechnology runs rampant, replicating and reprogramming at will. Contact with extraterrestrial life grows more imminent with each new day. Struggling to survive and thrive in this accelerated world are three generations of the Macx clan: Manfred, an entrepreneur dealing in intelligence amplification technology whose mind is divided between his physical environment and the Internet; his daughter, Amber, on the run from her domineering mother, seeking her fortune in the outer system as an indentured astronaut; and Sirhan, Amber’s son, who finds his destiny linked to the fate of all of humanity. For something is systematically dismantling the nine planets of the solar system. Something beyond human comprehension. Something that has no use for biological life in any form...

OSR Solo

OSR Solo PDF Author: Peter Rudin-Burgess
Publisher: Lulu.com
ISBN: 9781008996359
Category :
Languages : en
Pages : 26

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Book Description
OSR Solo rules These rules are intended to allow you to play an OSR, in this case meaning 0D&D, B/X style games, without a Dungeon Master. game you will get using these rules will be a sandbox-style adventure, you will not need to do any Dungeon Master [DM] style preparation although having a few stock NPCs or appropriate levels would be helpful. No DM? The normal cycle of play is that the DM describes the scene and asks what do you do? The players describe their actions. The DM describes the effects of those actions and the cycle repeats. In solo play there is just the single character and no DM. You start by imagining your character in the game setting and play them through all the social interactions, all the NPCs and events that would normally come up. At some point you will reach a point where you would normally ask your DM for more information. Are there any guards? Are there any ways out? What can you hear? At this point the solo rules come into play. You pitch your question in a Yes/No format. The solo rules will then return an answer to your question much like a Magic 8 Ball toy. It is then down to you and your improv. skills to decide what does this answer mean right now? Often the first thing that comes into your head is the answer to go with. If you just got yes and no answers things would get boring quite quickly. These rules are designed to throw up twists and turns into your character's story. is a perfect way to learn a new game, test your first adventures and going beyond just making characters when you are first getting to know the 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

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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.

Into the Odd

Into the Odd PDF Author: Chris McDowall
Publisher:
ISBN: 9781506196589
Category :
Languages : en
Pages : 48

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Book Description
Into the Odd contains everything you need to create a character and explore an industrial world of cosmic meddlers and horrific hazards. This is a fast, simple game, to challenge your wits rather than your understanding of complex rules.You seek Arcana, strange devices hosting unnatural powers beyond technology. They range from the smallest ring to vast machines, with powers from petty to godlike. Beside these unnatural items that they may acquire, your characters remain grounded as mortals in constant danger.The game is 48 pages, containing:Original artwork from Jeremy Duncan, Levi Kornelsen, and others.The fastest character creation out there, getting you playing as soon as possible.Player rules that fit on a single page, keeping a focus on exploration, problem solving, and fast, deadly combat.The complete guide to running the game as Referee. From making the most of the rules to creating your own monsters and Arcana. Sample monsters, arcanum, traps, and hazards.Character advancement from Novice to Master Rules for running your own Company, and taking it to war with an original mass combat system.Complete guide to the Odd World, from the cosmopolitan city of Bastion and its hidden Underground, through to backwards Deep Country, the unexplored Golden Lands.The Iron Coral, sample expedition site to test the players' survival skills.The Fallen Marsh, a deadly wilderness to explore.Hopesend Port, a settlement to regroup and sail on to further adventure.Thirteen bonus pages of tools and random tables from the Oddpendium.