Chromatic Dragons BLACK DRAGONS (No Additional Special GREEN DRAGONS (No Additional Special Abilities) Abilities)

Chromatic Dragons BLACK DRAGONS (No Additional Special GREEN DRAGONS (No Additional Special Abilities) Abilities)

Issue Number 21 May 2014 Contents % in lair, by Stuart Marshall 3 New Character Races, by Stuart Marshall 4-16 Combined Combat Chart, by Steve Wachs 17 How Much Experience Did We Get For That Dragon?, by 18-20 Ardano Silverbow Magical Miscellanea, by C. Wesley Clough 21-22 Glarck's Remote Spell Books, by Bryan Fazekas 22-23 Ride the Lightning, by Ian Slater 24-27 Monsters of All Sizes, by R. N. Bailey 28-32 The Wizard's Laboratory, by Marco 33-58 The Conjurer, by Ian Slater 59-65 Lake of Sorrows, by Steve McFadden 66-86 Open OSRIC License 87 Open Game License 87-88 Cover art is copyright © 2012 by Raven Krupnow, used under the CC-BY-NC-SA 3.0 see http://creativecommons.org/licenses/by- n c-sa /3.0/ Raven Krupnow's art can be viewed at http://sky-byte-haiku.deviantart.com/ The Staff Publisher Steve Yates Associate Editor Nicholas Partridge Associate Editor Ron Redmond Submissions Manager Nicholas Partridge Title Graphics Jim Lassiter Graphics Editing Steve McFadden Design & Layout Stuart Marshall Footprints is published by Dragonsfoot. It is available at the Dragonsfoot website for download; visit http://www.dragonsfoot.org/ft/ to download other issues. The rights to all material published herein revert to the author(s) of said work upon release of this issue. Articles may be submitted by email to [email protected] (please, don't submit articles by Private Message in the forums). Don't forget to include your "byline," i.e. how you wish to be credited. Dungeons & Dragons, Advanced Dungeons and Dragons, D&D and AD&D are owned by Wizards of the Coast and their use here is not intended as a challenge to their ownership of that copyright. All materials are used here without their permission. All other material copyrighted to the listed author or artist, and used by permission. Footprints — page 2 — Number 21 an Excel spreadsheet to create a sector (a region of space that probably contains 400- 500 worlds) of your own. Hobbyist-level pro- gramming skills will not just generate these places but populate them and map them as well. And nowadays, of course, there are websites that will do it all for you auto- matically. Now, stats this quick have two conse- quences for a RPG. First, they require quite a lot of interpretation on the fly. The digits I've come up with for Tattooine say it's about Earth-sized, with a breathable atmosphere, no oceans, a pop- ulation of tens of thousands, no formal government and very little effective law. by Stuart Marshall Local tech levels are in excess of Earth's but not sufficient to build starships on site, and I'm very pleased to be introducing Footprints the starport offers only basic facilities. #21, which is our second double-length issue in a row. It's packed with excellent material The thing is that those stats could also for your campaign. describe Hoth. Traveller UWP stats don't list things like surface temperature, weather or Speaking of campaigns, I've often thought albedo. The GM ("Referee") is expected to that there's a lot to learn about how to fill in the details in play. design an AD&D campaign in the Traveller RPG. But second, they mean that you can generate a lot of content the players don't Apart from the fact that they're both RPGs, interact with. Content is "cheap" to pro- the connection between AD&D and Trav- duce, if you like. If the players never visit it, eller isn't obvious. It's not just that science then hey ho, it only took a minute or a fiction and fantasy are quite separate mouse-click to generate. things; it's also that Traveller is on a com- paratively huge scale, with the players Contrast this with published adventures hopping across parsecs from world to world where there was a lot of effort spent on while in AD&D, players move on a scale of adventure design. S1 Tomb of Horrors is a miles and changing kingdoms or continents good example of this approach: each room is a relatively big deal. On a Traveller star- took a lot of creativity and had to be ship, turns take a week and are quickly thought up, described, and illustrated. And resolved, so you can easily play through a therefore the players are forced to interact year of your character's life in one evening. with each room. That much design effort is Traveller feels very "zoomed out" compared not to be wasted: it's "expensive" to pro- to AD&D. duce. After all, who has enough spare time to write up and illustrate five hundred-word But different in scale though it is, Traveller's rooms that the players won't bother to visit? design is instructive. In the Traveller system you can fully define a character (PC or And another thing: this "expensive" content NPC) on two lines of text, like this: is quite fully-described in the text, so there's not so much need for GM creativity and John Smith (756A95) Cr 1,000 interpretation in play. Traveller-style content Pilot-2 Navigator-1 Vacc Suit-1 Body pistol gives the GM plenty to do. And you can fully define a planet on a I suppose what I'm saying is, when you're de- single line of text, like this: signing a campaign, beginning with some quick, procedurally-generated content is an Tattooine D-860401-9 Desert G excellent starting point. Then, of course, as Because these stats are so concise, you can Traveller's designers did, you add hand- write up hundreds of worlds and thousands crafted hooks pointing to hand-generated of people on a few sheets of paper. And material. indeed, Traveller's publishers literally did this I'd like to invite anyone who can come up in two small-format 32-page booklets (Supp- with a quick way of procedurally generating lement 1, 1001 characters and Supplement and populating AD&D wildernesses/hex 3, The Spinward Marches). And because crawls to write it up and submit it to Foot- they're so quick to generate, all you need is prints! Footprints — page 3 — Number 21 Northmen speak their native tongue and New Character Races their alignment language. PC Northmen by Stuart Marshall learn the Common tongue before play begins; deduct one language from the Sun-lander/Citizen of the Celestial Empire by maximum number the character is Luigi Castellani, edited by Stuart Marshall. permitted to learn by virtue of his or her The following text is OSRIC Reference intelligence. If the character's intelligence is Content. insufficient to learn Common before play Author's notes: Firstly, not everyone likes level begins, then he or she still learns it, but limits. This article mentions level limits fairly speaks Common poorly and with a thick often, but gaming groups that prefer to omit accent, and cannot read or write. level limits will probably still find the optional rules that follow well-suited to their games, because they provide a basis for humans to Racial Limitations: multi-class. Minimum/maximum ability scores (after Secondly, this article refers to some adjustment for race); if the ability scores additional classes that are not in the OSRIC rolled do not fall within these limits, then the Core Rules: Barbarian, Cavalier, Kung Fu race of Northman is not a valid choice for Monk, Troubadour, and Witch. The Kung Fu the character: Monk and Troubadour appear in Footprints Strength 8/19 #19 and the Witch appears in Footprints Dexterity 3/18 #20. If the GM does not have versions of the Constitution 8/18 Barbarian and Cavalier in play, he or she will Intelligence 3/18 obviously choose to disregard these refer- Wisdom 3/18 ences. (OSRIC versions of the Barbarian and Charisma 3/18 Cavalier are likely appear in forthcoming publications—perhaps a little toned down Level limitations: from the classes Gary Gygax published.) Assassin 10 Barbarian Unlimited HUMAN SUB-RACES Cavalier N/A Cleric 4 Northman Druid 7 A hearty and strong barbarian race from Fighter Unlimited the frozen north, representing various literary Illusionist N/A archetypes such as Howard's Cimmerians or Kung fu monk N/A Leiber's Snow Clans. If the optional height Magic user N/A and weight tables are used, increase their Paladin N/A height by two inches and their weight by Ranger 11 ten pounds. They receive a bonus of +1 to Thief Unlimited their initially-rolled strength score to a Troubadour 8 maximum of 19. Witch 6 Northmen are experts with the axe, sword Southman and spear, and receive a bonus of +1 "to hit" An educated and civilised race from the with these weapons in hand to hand south, regarded by Northmen as effete and combat. decadent. They represent literary arche- In youth, Northmen are taught to paint their types such as Howard's Stygians or Lewis' faces and bodies with semi-magical Calormenes. They receive a bonus of +1 to patterns of woad that protect them. While their initially-rolled intelligence score, wearing the paint, a Northman receives a allowing a maximum of 19. bonus of +2 to saving throws against aimed Southmen are adept priests and, partic- magic items, petrifaction/polymorph, poison ularly, mages. A Southman mage or or paralysis, and spells. illusionist character receives a bonus of +5% A PC Northman may be an assassin, to their chance to understand a previously barbarian, cleric, druid, fighter, ranger, thief, unknown spell, and will begin with one troubadour or witch.

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