dimanche 1 mars 2015

Dangerous Dungeons

Some of you may know that we've been working on the first really big open-source supplement for OSRIC, entitled Dangerous Dungeons, for some time now. As things are nearing completion I'd like to share what is already finished and hopefully attract both some interest and further contributions.



Those of you familiar with my Classic Dungeon Designer netbooks for 1st edition AD&D will be pleased to know that the vast majority of those will be appearing in an OSRIC-compatible format. CDD 1: Statblock Reference will be included as an appendix and also as a pdf/txt document for use by individual GMs and authors in their own projects. Nearly all of the spells in CDD2: Spells Reference have been completely rewritten for OSRIC. CDD4: Encounters has been greatly edited and expanded to include all of the new NPC classes, monsters and spells. Some of the completely new additions include rules for aerial, maritime, underwater and extra-planar adventuring, new PC races and classes, and a LOT of new monsters.



Here’s the tentative table of contents. Those interested in contributing or just checking out what has already been completed are encouraged to check out the Dangerous Dungeons forum on http://ift.tt/1wCelq5.



DANGEROUS DUNGEONS

An OSRIC Supplement



INDEX

List of Contributors

Foreword – Guest??

Foreword – Stuart & Scot



CHAPTER I: Characters

Human Sub-races

Northman

Southman

Amazon

Atlantean

Sun-lander

Pict

Demi-human Sub-races

Gnome, Firbolg

Gnome, Firdomnan

Gnome, Gáilióin

Dwarf, Domovoy

Dwarf, Leshiy

Dwarf, Vodnik

Dwarf, Vozdushniy

Elf, Polder

Elf, Warden

Elf, Liminal

Half-Elf, Changeling (Elf-brood)

Half-Elf, Changeling (Man-brood)

Half-Ogre

Character Details

Age & Aging

Character Birth & Family

Background Professions

Joss

NPC Details

NPC Experience & Professions

NPC Motivations

NPC Activities

Dealing with NPCs

NPC Talents & Disabilities

Henchmen

New Player Character Classes

Barbarian

Cavalier

Kung Fu Monk

Troubadour

Witch

High Level Player Characters

Stronghold Construction

Druidic Sites & Monuments

Player Character Followers

Hirelings

Non-Player Character Classes

Amazon

Anti-paladin

Berserker

Elementalist

Sorcerer

Inquisitor

Necromancer

Warlock

Adventurer Titles

NPC Assortments

Clerics

Druids

Witches

Fighters

Paladins

Rangers

Barbarians

Cavaliers

Magic-Users

Illusionists

Thieves

Assassins

Troubadours

Kung Fu Monks

Multi-Class Characters

Sages

0-Level Men



CHAPTER II: Men

Standard Human Types & Equipment

Medieval & Feudal Men-at-Arms

Primitive, Stone Age & Tribal Men

Warriors of Antiquity

Sailors, Marines, Pirates & Boatmen

Guards, Watchmen & Gaolers

Patrols & Troops

Cultural Troop Types

Egyptians

Assyrians

Heroic Greeks / Atlanteans

Greek Hoplites

Persian Immortals

Han Chinese

Roman Legionaries

Celts, Franks, Germans, Picts & Visigoths

Ostrogoths

Alans, Huns, Tartars & Turks

Byzantines

Arthurian Britons & Carolingian Franks

Vikings

Mongols

Japanese Samurai

Aztecs / Lemurians

Human NPC Groups

Amazons

Bandits & Brigands

Berserkers

Buccaneers & Pirates

Cavemen

Dervishes & Nomads

Girovaghi

Merchant Caravans

Pilgrims

Tribesmen

Hermits

NPC Adventuring Parties

Henchmen & Hirelings



CHAPTER III: Demi-humans

Demi-human Groups

Dwarves

Elves

Gnomes

Halflings



CHAPTER IV: Humanoids & Non-humans

Generating Humanoid & Non-human Ability Scores

Dealing With Intelligent Humanoids & Non-humans

Humanoid & Non-human Groups

Annunakim

Batrachians

Bugbears

Centaurs

Cephaloids

Cheiropterans

Gnolls

Goblins

Grimlocks

Hobgoblins

Devil Rays

Kobolds

Lizard Men

Locathah

Mermen

Ogres

Orcs

Pech

Peikko

Sahuagin

Svartlings

Tritons

Troglodytes

Trolls

Vegepygmies

Humanoid Motivations

Optional: Trooping Fairies & Humanoids



CHAPTER V: Monsters

New Monsters

Angels

Animals

Daemons

Demons

Devils

Dragons

Fae / Sylvan

Giants

Humanoids

Men

Other

Dealing With Dragons

Random Monsters by Type



CHAPTER VI: Magic

Spell Lists

Arcane Spells

Phantasmal Spells

Divine Spells

Druidic Spells

Occult Spells

Warlock Spells

Elementalist Spells

Sorcery Spells

Optional Magic Rules

Shield of Magic / Faith

Illusion / Phantasm Spells Supplementary Rules

Invisibility

Ritual Magic

Spellbook Assortments

Arcane

Phantasmal

Determining NPC Spellcasting

Creating Magic Items

Glyphs

Esoteric Magic



CHAPTER VII: Treasure & Equipment

Equipment & Price Lists

Extended Weapon Tables

Expanded Equipment List

Magic Items

Artifacts

Drugs & Poisons

Treasure Hoards by Class

Random Dungeon Treasure Assortments by Level

Cargo Commodities

Currency

Books, Scrolls & Maps

Potions

Random Magic Items



CHAPTER VIII: The Wilderness


Wilderness Adventuring

Planning the Expedition

Movement in the Wilderness

Food & Water

Aerial Adventuring & Combat

Nautical Adventuring & Combat

Undersea Adventuring & Combat

Mounts, Beasts of Burden & Vehicles

Mapping the Wilderness

Sample Wilderness Map & Setting (Area + Regional)

Getting Lost

Random Terrain Generation

Weather

Random Wilderness Encounters by Terrain Type

Encounters at Sea

Islands

On the Road



CHAPTER IX: The Dungeon

Random Dungeon Generation

Dungeon Types

Entrances

Age

Size

Master(s)

Treasure Level

Room Types

Accessways

Bridges

Unusual Dungeon NPC

Doors & Locks

Pools, Fountains, Wells & Streams

Illumination

Wall / Ceiling Construction & Features

Floor Construction & Features

Animated Statues

Centerpieces

Altars

Dungeon Changes

Alerted Monster Reactions

Ruins

Graves & Tombs

Caverns

Mines

Tricks & Traps

Quests & Geases

Portals & Gates



CHAPTER X: The Campaign World

Regional Cultures

Tech Levels

Fortresses, Castles & Keeps

Settlements

Human Settlements

Demi-human Settlements

Street Features

Inns & Taverns

Markets & Bazaars

Schools, Academies & Training Halls

Shops & Structures

Guilds

Graveyards & Necropoli

Gaols & Prisons

Underworld Guilds

Adventure Creation

Locations

Friends & Foes



CHAPTER XI: Religion

Deities & Demigods

Temples & Shrines



CHAPTER XII: The Planes of Existence

Overview

The Astral Plane

The Æthereal Plane

The Upper & Lower Planes

The Dreamlands

Random Planar Encounters



CHAPTER XIII: Combat

Mass Combat Rules

Optional Combat Rules

Shields

Polearms

Prone Fighting

Crossbows

Unarmed Combat

Grappling

Kung Fu

Mounted Combat

Weapon Specialisation

Fighting With Two Weapons

Grenade-like Missiles



APPENDICES:

A: Master Spell List

B: Monster Statblocks

C: Inspirational Reading List

D: Topical Index of published OSRIC material



OPEN GAMING LICENSE





Dangerous Dungeons

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