#RPG – Dragon Warriors Game Stream is Recruiting Players

Hello there!

With people starting to trickle back to work, our regular twice-a-week streamed game of Dragon Warriors has gotten a little thin on the ground. After having to had to miss a week due to illness, we had to cancel a game tonight due to lack of players.

That’s a shame.

As such, I’d very much like to extend an open invitation to anyone who’d care to join us on either our Tuesday or Saturday game slots, one or either (we just ignore the continuity error if a player can’t make it). We have space for, maybe, one or two more players.

We play from around 7:30pm UK (2:30pm EST), to around 10-11pm UK, depending how people feel. We run on Hangouts, and stream to Youtube. You don’t need to show your face – if you feel shy.

The system’s simple to pick up, and the best way to do so is to play, plus we have pregenerated characters to pick from, so all you really have to do is show up!

I intend to keep this going – running games online – into the future, long past COVID, running other games of all kinds. So if DW doesn’t take your fancy, perhaps something else will.

Drop a comment or hit me up on Twitter @grimachu or anywhere else you can find me.

#RPG – Dragon Warriors – Combat Stunts and Grappling

We’ve been playing Dragon Warriors, a lot, over on my Grimstreams Youtube channel. It has a delightful ‘old skool’ charm to it. Much of this is down to the medievalist setting, which invokes the best of Arthurian legend, and Robin of Sherwood. It happily inhabits the schizophrenic mythology Britain developed as a legacy from Celts, Picts, Romans, Normans, Norse and other influences.

There’s something, however, that I have never liked about the old school, and that is how deadly dull combat can be. I do my best to inject description and to interpret the rolls excitingly. Still, combat choices mostly come down to which weapon to use, or some ability automatically triggering. When it comes to actual combat, then at best it’s about manoeuvring and is otherwise two ents, taking turns to hit each other with a hatchet.

Dragon Warriors helps a bit, in that combat tends to be reasonably swift, even with high ranking foes. However, still, there’s something just unsatisfying about it.

One way I’ve dealt with this in other games, like my own Machinations of the Space Princess, is to open up the possibility for any player to engage in ‘stunts’. Special manoeuvres that aren’t exhaustively listed, but are up to the player and the Games Master to interpret. The difficulty of these can be offset by sinking some skill points into your ‘special moves’.

Dragon Warriors would have to be a little different. It doesn’t have a rigorous Skill system, but given it works on a 1-20 scale in the same way D&D and its derivatives do, it shouldn’t be too hard to port things over. In those D&D derivatives, I allow a stunt with a -5 penalty to hit. This will enable fighters to excel at special combat manoeuvres, making them a more competent and capable class with their own standout capabilities. In Dragon Warriors, the warrior classes can get a little sidelined at higher levels as well. Still, their Attack score also rises far more quickly, as does that of the assassin class.

In Dragon Warriors then, we can open this up by applying the same -5 penalty. This gives the combat-oriented classes a level of versatility, as they can afford to ‘waste’ those points doing something outlandish.

Again, this would be open, but a few possibilities present themselves from the pre-existing options. However, many are superseded by special abilities.

  • Disarm: When you hit, the target takes no damage, but you roll 3d6, and if it’s over their rank, you knock the weapon free from their hand.
  • Strike Past Armour: Take a penalty equal to the enemy’s Armour Factor to strike at a weak point or gap.
  • All-Out Attack: Trade multiples of 5 Defence for +1 Attack.
  • All Out Defence: Trade multiples of 5 Attack for +1 Defence.
  • Two-Weapon Combat: Roll both weapons at -5 attack, you cannot defend this turn.
  • Trip Attack: Roll an Attack at -5 and then roll 3d6+Rank. Roll 3d6+Rank for the enemy and, if they fail to beat your score, they are knocked to the ground.
  • Stunning Blow: Roll an Attack at -5, if you hit roll 3d6 and if it is over the target’s current Health they are stunned and unable to act for one turn. If you roll over double their current Health, they are knocked out or made helpless.

Grappling

Grappling is conspicuously absent in the main rules. Here’s a couple of ideas.

To make a grapple, you make a special unarmed attack, in place of your normal unarmed strike. If you land a blow, this doesn’t do any damage, but you then have a hold on the enemy. They cannot move while they are held, though they can try to break free as their own Attack, which does no damage but gets them out of your grip. They can, instead, opt to use a short weapon like a dagger to stab at you, which is also a valid attack once they get it free.

With someone in a hold, you have various options. You can try and keep them held, you can try and choke them, throw them or apply force to a restrained limb or their neck.

  • Choke Hold: Holding them in this grip forces a roll of a d6, and if this is below their current Health, they stay conscious. Otherwise, the person being choked passes out. On the second turn, this roll is 2d6. The dice rolled increases by one each turn until they pass out. Once they have passed out, you do your maximum unarmed damage each turn.
  • Break: You lose your hold, but do maximum unarmed damage, ignoring armour.
  • Throw: You hurl the held person 1d4 metres +1 if your Strength is 16-17, +2 if your Strength is 18. Check this distance against falling damage, and step it up by one level. If you hurled someone six metres, for example, you would do 1d10 damage, minus armour. The target would also be six metres away and knocked prone.

#RPG – Gorean Adventures 08: Catspaw RELEASED!

BUY THE PDF HERE

BUY THE HARDCOPY HERE

In this adventure, your heroes of Gor take to the Northern Forests at the behest of a fallen warrior. Panther girls are shocking enough, but what awaits them there will shake them to their very core.

Contains additional rules for generating Tharlarion.

#RPG – Grimdark Playtest Open!

If you’d like to playtest my Grimdark rules for 5e, the rules that are intended for use with Wightchester, please get in touch.

grim@post-mort.com

There’s a few things I’d like you to do with it, including running a little mini-scenario, generating a character and converting a monster. Deadline is mid July (17th)

Those who complete the full playtest will get a PDF of their choice, free, from the Postmortem Studios collection.

Gorean Adventures – In a Tarn’s Eye – RELEASED!

HARDCOPY

DIGITAL

In this adventure, your heroes of Gor take to the Voltai Mountains on a quest of import for the distant and unknowable Priest-Kings. Peril may well descent into farce as a complex kidnapping plot requires the involvement of an out-of-practice conjurer, and flight from a city known for its deadly tarns…

Contains additional rules for aerial combat.

#RPG – Dragon Warriors – The Hōl Tribe of the Northern Gnawing Wastes

The Hōl

The Hōl (pronounced ‘Horl’) are an alliance of tribes from the far north of The Gnawing Wastes. Nomadic herders and raiders they are divided into a handful of clans, each associated with a different totemic beast. They are feared and respected throughout the north, and their yearly migrations can take them as far south as the northern parts of the Selentine Empire. So fearless are these tribes that they even raid the Nomad Khanates.

Appearance

The Hōl appear to be something of a blend between the Mercanian people and those of the Nomad Khanates. They tend to be extremely pale, with pale blond or jet black hair and brown or blue eyes. There is a tendency towards stockiness, but something in the Hōl bloodline frequently produces giants of six or even seven feet in height. They tend to have high, rounded cheekbones and eyes that are slightly slanted and/or hooded. Some take more after the Khanate peoples, others take more after their Mercanian blood.

Art

The Hōl have many expert craftsmen and women amongst their number and they produce a great deal of jewellery, typically in the form of bone, tusk or beads. Their nomadic lifestyle does not lend itself to metal-working, and so jewellery of a more conventional sort is uncommon amongst the Hōl, though they will trade for it – or steal it – should the chance come about.

Their armour is often extremely decorative, as are their tents and the harnesses and tack they use on their beasts and herds, these decorations conveying meaning through colour and arrangement. The more extravagant the bead-work, the more colourful the armour, the more prestige the tribe member has.

The Hōl still prominently use stone in many of their weapons, saving metal for armour, swords and axes, and still using flint or obsidian for spear, javelin and arrow heads. Stone weapons frequently have small totemic items – feathers, bone and bead-charms – attached to them, as a ward against chipping or breaking.

The Hōl tend to eschew dance as a waste of energy, the closest thing in their culture being an hypnotic swaying and chanting during some of their festivals.

Clothing

Hōl tribe-members wear a fairly unisex outfit of fine-tooled, insulated buckskin tunics and britches, surmounted by a waist-mat of fur, their upper body further protected by a fur vest and a cross-piece of leather, fur or reindeer skin, covered in toggles, onto which they can hang their gear, weapons, bags, bottles, quivers and so forth. Their sleeves even have toggles, which their gloves or mittens button to, so they can free their hands for delicate work without losing them or setting them down.

The Hōl grow their hair and beards long, as protection against the cold, braiding them with beads and knotting them into elaborate ropes for special occasions, or out of vanity.

Herds

The Hōl primarily farm reindeer for meat, horn, bone, leather and milk, as well as drinking their piss – infused with hallucinogenic mushrooms – as part of their vision quests. They also maintain packs of wolves, trained as fierce hunting companions, a breed of battle-elk, and even a breed of bear that one tribe uses as mounts. Legends tell of lost tribes that tamed the great sabretooth tigers, or even the gigantic hairy mammuk. That knowledge has been lost to time. In addition to their herds they take food on their raids, gather and preserve berries, fruit, fish and nuts when they can and engage in trade if they have a surplus – but only during their seasonal festivals.

Organisation

A tribal leader is accepted by a crude sort of consensus, if nobody significant objects. In times of battle a war leader is chosen amongst the warriors, through a combination of reputation, non-lethal single combat and consensus. Either leader is advised by a Shaman, typically an Air or Water Elementalist. There is no succession, save in the Shamanic line, where each Shaman educates two apprentices, only one of which can become the new Shaman.

There is no appreciable gender division in Hōl society, everyone must be able to fight, everyone must be able to tend the herds, everyone must be able to craft – to at least some degree. There is no more or less honour in any particular role, and every tribe-member is free to seek out their calling and their place, their ‘Kashin’, one of the two most important concepts in Hōl society.

Religion

The Hōl practice ancestor worship, or rather memorial, and animistic respect of the spirits. They see no spirit in rocks, plants or places, but only animals and people. This spirit they call ‘Liekki’ or ‘soulfire’ and many of their sayings revolve around the relationship between fire and life. Unlike most inanimate things, the Hōl believe fire itself is alive, and can convey some of that life when it is applied to things – like metal-working or fire-hardening. Just as it sustains the life of those who warm themselves by it.

Chief totemic spirits of the Hōl include the reindeer, the elk, the wolf, the fox, the eagle, the tiger, the mammuk, the bear and the rabbit. Though every animal in their land has a place in their pantheon.

Slavery

An unfortunate aspect of the Hōl is their practice of slavery. On their raids they frequently take captives from the places they raid, and consider the act of sparing those captives to mean that they are now owed that person’s life. These bondslaves are considered part of the tribe, albeit at a low rung, and can ‘buy’ their way out of their position by saving a life of the tribe, bearing a child for the tribe or committing an act of heroism or great worth to the tribe.

War Beasts

Battle-Elk

Battle-Elk (a moose for our transatlantic cousins), never shed their antlers. Instead they continue to grow constantly throughout the elk’s lift, and have to be constantly trimmed, honed and sharpened. Battle-elk are also considerably larger and more powerful than their wild cousins.

Attack: 22, Horns (d8+1/5), Kick (d10/6).
Armour Factor: 1 (4 in armour)
Defence: 6
Movement 10m.
Magical Defence: 5
Evasion: 3
Health 3d6+16
Stealth: 9
Perception: 5
Rank: 8

Special: Charge attack: Speed 14 vs Evasion, 1d6+5 damage, minus Armour and thrown 5m back and winded for 1d3 combat rounds.

Herd-Wolf

Herd-Wolves are enormous, wolf-like dogs with pure white fur, who serve as hunting companions and warriors alongside their tribe partners.

Attack: 21 Fangs (d6/6)
Armour Factor: 0 (3 in armour)
Defence: 5
Movement: 12m
Magical Defence: 3
Evasion: 3
Health Points: 2d6+4
Stealth: 16
Perception: 11 (elfsight)
Rank: 4

Bear-Mount

Bears, bred to be mounts as well as for size and fierceness, bringing them close to the legendary cave bears in ferocity. They do not hibernate, and require considerable resources from the tribe to stay fed – especially during winter.

Attack: 23, Claws (d10/6)
Armour Factor: 1 (4 in armour)
Defence: 9
Movement: 10
Magical Defence: 5
Evasion: 4
Health Points: 3d6+20
Stealth: 10
Perception: 6
Rank: 9

#RPG – Dragon Warriors – Breylak

The City of Breylak

Completely non-canonical, just some musings I had for my own game.

Breylak is a major port city in Albion, straddling the watermill-choked River Abus before it turns into marsh and mud, and laying south-east of The Noden Moors.

The Moors are a wind-blasted, bleak landscape of gorse and heather. Their windswept expanse is dotted with stone tors, burial mounds and the occasional copse of twisted trees. The land is virtually useless for anything beyond grazing sheep, and often plagued by monsters.

Breylak is a city that suits its location, grey stone walls against grey skies, full of no-nonsense, hardy men and women. Even the Breylak cathedral is a simple, minimalistic slab of a building and its clergy grey-faced and humourless.

Most of the folk, rich or poor, are involved with the wool, linen and rope businesses that dominate the city. Other businesses buy and sell material from across Albion and trade it for goods from the continent.

The water mills were supposedly engineered by the dwarves, originally, who dwell in the cave systems beneath the moors. Whether this is true or not is unknown, though some claim to hear the beautiful sound of the dwarven battle-choirs echoing out of the ground.

Very occasionally a few dwarven traders do appear, to exchange coal, tar, bitchimen, copper, lead and crystals of fluorite for food and cloth. Despite the distance these dwarves observer, the stubborn and wilful nature of the people of Breylak leads many to speculate that there’s more than a little dwarvish blood in their human stock.

Breylak is split between it’s eastern and western sides, with a Duchy on the Eastern half of the city – and its surrounding moorland – and a much older Earldom on the western half, which lays claim to the more arable land, south-west of the river.

While the city is a single entity, the split nobility has people from different parts of the city in fierce competition with one another, even coming to sectarian blows over whether they serve the poor, but plucky, ‘newcomers’ to the North-East (Osterlak) or the more established and traditional ‘old timers’ to the South-East (Vesterlak).

Duke Eadva Osterlak rules over the newer, watermill and grazing part of the city, supported by two barons. Baron Langley whose lands encompass the estuary, and Baron Bran whose lands, technically, spread north onto the moors. Baron Bran styles himself ‘of Breylak’, refusing to take part in the petty squabbles of times past. For this moderate and measured attitude, he is treated poorly by the rest of the local gentry.

On the other side of the river Earl Cynnamar Vesterlak’s claim takes in the wealthier and older parts of the city, as well as the more fertile farmland. His subordinates are the young dowager-Baroness Alethia of Vesterlak, and Baron Chauncey of Vesterlak, each with equal subdivisions of the city and its farmland.

A rising power in the city is The Syndic of the Draper’s guild, the anonymous council of the most powerful guild in the city, to which all other guilds are subordinate. Their wealth is distorting the traditional power dynamic of the city’s feudalism, but the Osterlaks and Vesterlaks are too consumed by their rivalry to pay attention.

While they squabble The Syndic begins to bring in mercenaries from the continent, to provide security to their shipments, sheep herds and mills. A private army in all but name.

Recent Events

A series of murders in the city were blamed on a minority group, The Ibram, a monotheistic precursor to The True Faith, which existed in small numbers in the city, primarily as assayers and crafters. This mass murder is now a guilty, open secret that has riven the city even more.

#RPG – Open Art Call – Gorean Adventures – The Tarn’s Eye

Another adventure for Tales of Gor is ready to come out. This is a game and a series of adventures set in the adult science-fantasy world of the Counter Earth, written by John Norman.

The spec is for four pieces, A6, 300 dpi, black and white. Further details available on contact. Budgeting around 100-150 USD for all four. There is also a second job of similar spec in the near/immediate future for the right artist.

  • A familiarity with Gor, Greco-Roman style and drawing animals/creatures is helpful but not essential.
  • Familiarity and comfort with bdsm themes is necessary.
  • Comfort drawing the naked (or semi-naked) human form is essential.

Apply via email to grim@post-mort.com, or via the usual social media or comments boxes.

#RPG – MotSP, Satana Station, Pod 101: Wobot World

[Don’t judge me man. If you don’t laugh, you’ll cry. When life takes a shit in your punchbowl, use it as fertiliser for your imagination].

A beaded curtain – made of bolts, tied onto fishing line – grants you access to a pod that has been converted into a robot repair shop. There are pieces, everywhere, organised by body configuration and location. Part of the workshop is closed off, off limits, behind an armoured secondary door, much tougher than the airlock hiding the pod.

A boxy robot, with tentacle arms and a viewscreen for a head is constantly indexing the parts and re-sorting them, as well as carrying tools to and fro to the man you take to be the proprietor.

Another droid, some sort of patchwork creation from bits and pieces of other, industrial robots, perches on the edge of the work table, sucking on a cigarette holder that occasionally issues sparkling smoke. Her hard angles tear through the lace and silk of her clothing here and there, giving her a strangely sexual, mechanical look. Like someone dressed a muscle car in a teddy and stockings.

He is a rangy-looking fellow, with a long, well-oiled beard, groomed into a point, a handlebar moustache and his dirty-blonde hair is pulled up into a tight man-bun. He turns from the sparking soldering he’s performing on a robot chassis and regards you with bulky, obvious, cybernetic eyes. A pair of cybernetic clamps, attached to extra arms, protrude from his sides, looking disconcertingly like yellow-and-black striped lobster claws.

“Hey! Welcome to Robot World. Can I help you?”

Lord Adama Kobol

Dispossessed from his migratory family of space-lords, Adama settled on Satana to indulge the very thing that got him exiled – klanking. Adama puts a great deal of effort into organising klanker pride events, fighting for robot rights and even making himself more and more robotic, but it all feeds his twisted perversion. He’s not just a klanker, but an auto-robophile and he particularly likes to have sex with helpless, deactivated, non-sexual robots when they come in for repair. Despite the whispering campaign, his specialist knowledge on running mods and conversions on klankers to allow them to enjoy sex with humans keeps him wealthy, and stops his perversion coming to light.

Unless R2-Me2 spills the beans.

Level: 4
Close Defence: 12
Ranged Defence: 12
Armour: 1d4 Coveralls and brown suede combat jacket.
Hit Dice: 4 (30hp)
Initiative: +0
Movement: 10m
Attacks: 2/+0 (One attack must be with the cyber clamps)
Damage: 1d4 fists, 1d8 cyber-clamps.
Saves: (Charm 7, Looks 5, Tough 4, Reflexes 4, Logic 7, Power 6, Will 4)
Traits: 3 – Adaptable x3
Skills: Security 2, Tinker 3, Hacker 5
Gear: Cyberspine, Quad Arm Option, two additional cyberarms with cyber-clamps, twin cyber-eyes with EM-Field vision.
Weapon: ECUX69 personal shocker, D4 electrical damage, shocking, point-blank range, Ammo Save 18.

Werner the Wobot

Werner is a small robot, about four feet tall, with tentacle claw-arms and a monitor screen for a head, which displays semi-random, appropriate images or punctuation while he’s talking. He has a thick, breathless, German accent and suffers from rhotacism, the speech impediment where you pronounce ‘r’ as ‘w’. The Germanic accent also means he pronounces normal ‘w’s as ‘v’s. It’s all rather confusing. Blend Jonathan Ross with Herzog and you’re just about there.

Level: 3
Close Defence: 12
Ranged Defence: 12
Armour: 1d6
Hit Dice: 3 (27hp)
Initiative: +0
Movement: 10m
Attacks: 1/+0
Damage: 1d4 h2h
Saves: 5 (Logic 7)
Traits: Dead Flesh, Interface, Carapace.
Skills: Tinker 2, Security 2, Search 3.

FAER-XX Femme Fatal Error

A sort of ‘frankenstein’ creation from old and recovered parts, Faer is ‘frankenhooker’ for klankers. She’s Adama’s personal creation, programmed to have the same kinks and tastes as him, but somehow it doesn’t thrill him the same way it does with other droids. She’s frequently neglected and bored and she deals with this by outrageously flirting with anyone who comes into the pod, and trying to distract Adama. She also doubles as his bodyguard.

Level: 3
Close Defence: 14
Ranged Defence: 10
Armour: 1d6
Hit Dice: 3 (27 hp)
Initiative: +0
Movement: 10m
Attacks: 1/+1
Damage: 1d6 h2h
Saves: (Charm 7, Looks 7, Tough 5, Reflexes 5, Logic 3, Power 5, Will 3
Traits: Dead Flesh, Interface, Carapace
Skills: Tinker 2, Security 2
Gear: 10 hp force-field, palm blaster (1d8, point blank, ammo save 18).