Épisodes

  • Episode 1: The Sorceress and the Squid
    May 5 2024

    Miria, a smuggler awakes next to her sinking starship on a strange world, alone, with holes in her memories, and only the clothes on her back and her wrist computer. If she’s going to survive, she is going to need to find a way past the strange alien cephalopods circling her vessel like hungry sharks…

    Episode 1 of the podcast introduces us to Miria at level 1, and has her survive the crash of her starship the Empyreal’s Coin. We encounter a monster called the Psi-squid, and eventually meet Teo helpful characters: Olan and Rayya, who believe Miria is there to fulfill a prophecy, something she partially verifies with the ancient Trassi incantation “Bah wheep graghna wheep ni ni bong“. We also get a glimpse of a potential enemy known only as The Master.

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    31 min
  • Episode 2: Burn
    May 25 2024

    Miria awakens in a hut at the edge of the ruined village, covered in blisters, and discoveres that she may well be living on borrowed time, and so is the A.I. on her ship, The Empyreal’s Coin. As a madman plots her death, she stands before the council of the village to tell them a terrible truth about their beliefs…

    In this Episode, we establish some custom rules for radiation poisoning, and give Miria the strongest possible incentive to see her escape this planet. Her vessel’s AI might be able to help, except it only has 16 minutes of operational tiem remaining. Olan and Rayya become her reluctant guardians, and the Mysterious “Master” awakens the Gorum to slay Miria before she interferes with his machinations.

    The Gorum
    • Hit Dice: 1+2
    • Armor Class: 5
    • Attack: weapon (1d6)
    • Saving Throw: 18 (special)
    • Special: Immortality, Resilience
    • Move: 12
    • Alignment: Chaotic
    • Morale: 10
    • Int: 6
    • No. Appearing: 1d12
    • Challenge Level / XP: 3 / 60

    Brutal and vicious, the Gorum are members of an immortal legion created for an interstellar war. They were found too uncontrollable, and often too stupid to be useful, and were banished to prisons across the cosmos. No matter how many times one is cut down, unless their brain is destroyed by a directed magical attack, they will always return to life in 1d6 turns, often more hideously scarred and insane. If they are left bored, hungry, or thirsty for too long they enter into a state of suspended animation that breaks when the opportunity to sate their appetites presents itself. The Gorum always roll twice for every saving throw and take the better result. They are not affected by poison or any effect that causes instant death.

    Additional Credits

    I am extremely blessed to have Simon Williams, creator of the epic solo RPG / Storytelling podcast Legend of the Bones as Empyreal.

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    34 min
  • Episode 3: The Dagger
    Jun 15 2024

    Rayya, Olan, and Miria set out to acquire a magic dagger from a local miser to use against the immortal space barbarians known as the Gorum. This drags Miria into the religious cold war that runs through the Island’s culture.

    This episode includes a brief battle using the deadly and fast grappling rules from Swords & Wizardry, and I opt to use the more granular B/X Morale Rules. Much of this episode is dedicated to exploring the nuances of the Island’s culture as produced by consulting the Mythic GM Emulator.

    NPC VIllain: Kalmek: HD 2; AC 9 [10]; Atk: Shillelagh (1d6); MV: 12″; AL: C; ML: 7; CL/XP: 2/30; Str 12 Int 11 Wis 8 Dex 10 Con 11 Cha 8

    Kalmek is a local miser who has lived off of his Grandfather’s adventuring loot for decades. He thinks himself better than the Islanders and derives all self-worth from his influence in The Church and the legacy that has let him live in luxury.

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    34 min
  • Episode 4: The Grim Work
    Jul 6 2024

    Miria finishes the task of slaying the Gorum, and struggles with the guilt of destroying helpless foes. As she struggles with her thoughts she makes a bond with a psisquid, and is then interrupted by a call from an old enemy.

    In this episode we discuss the use of alignment in OD&D and Swords & Wizardry and why it matters. We also continue to feature the Gorum, shared in the Bestiary section of the SvM homepage.

    Discussing Alignment

    In segment 2 of the episode, I discuss Alignment including how it was used in AD&D.. I mentioned my casual retroclone project Ruins & Redcaps, and reproducing (and re-arranging) the rules of AD&D using modern information design in a way reminiscent of Old School Essentials. Here is a downloable excerpt on Alignment from Ruins & Redcaps.

    For purposes of a campaign with only a Law-Neutrality-Chaos axis this can be expressed as a linear scale from 6 to -6 using row 0 of the Alignment table.

    In any case, I don’t want Miria, Rayya, & Olan to slip too close to Chaos, but after this, Miria is definitely sitting somewhere around -1.5.

    Yanghu

    Yanghu is a smuggler captain of the Trassi Syndicate and former business partner of Miria’s. He is the one who shot her down, but she can’t remember why. Yanghu is a cruel Ogre Magus who loves to gloat.

    Yanghu: HD: 5+4 (44hp); AC: 4 [15]; Att: portable laser cannon (4d8) or boarding sword (d12); SV: 12; Special: Magic use (See below), regenerate 1hp/round; MV: 12/18 (flying); AL: Chaos; CL/XP: 7/600

    • Magic Use: Yanghu can fly, turn invisible (per the spell), create a 10-foot-radius circle of magical darkness, change into human form, cast sleep and charm person once per day, and cast a Cone of Frost with a range of 60 feet to a base of 30 feet, causing 8d6 damage to any caught within (saving throw applies).
    Map of Nar

    I’ve drawn a map of Nar for an upcoming Hex Crawl!

    Each hex is about 6 miles, but the terrain is mostly hilly jungle. I’ve marked a few locations with images:

    • 0903 is the location of the Village of Nar and the Church.
    • 0602 contains the Cloister of the Order of Stars.
    • 0402 includes the Pit of the Gorum.
    • 0401 includes the local Volcano, Guluke, and the secret Shrine of the All-Knowing.

    The wreck of Empyreal’s Coin is just to the South of the peninsula 0405 (not shown, as I have to import a sunken flying saucer into CC3+).

    Random Encounter Tables

    Here are my Hot Springs Island inspired random encounter tables:

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    30 min
  • Episode 5: Heresy
    Jul 27 2024

    Rayya, Olan, & Miria fight for their life against giant centipedes, we learn about Rayya’s history with the church, the PCs are stalked by a man with a grudge, and find their way barred by an enemy who declares Miria and all she stands for Heresy.

    This episode features a new NPC villain that I rolled up using the same character statistics as a Player Character.

    Mormont

    Mormont is an apostate from the Order of Stars: he has learned and seen too much of the Truth of the Trassi Syndicate, observed too much greed an Hypocrisy in the Aldean Church, seen too much selfishness in the Cult of the Master to believe in much of anything other than himself. He will happily sow Chaos and Discord for any faction against any faction if the price is right… and if he can serve his own agenda, all the better.

    Mormont: HD: 4d4 (11hp); AC: 9 [10]; Att: dagger (d4); SV: 12; Special: Magic use (See below); MV: 12; AL: Chaos; CL/XP: 6/300; Abilities: Str 8 Int 14 Wis 14 Dex 12 Con 12 Cha 13

    • Magic Use: Mormont is a 4th level Magic-User, who has the following spells in his spellbook: 1st Level: charm person, detect magic, protection from evil, read languages, read magic; 2nd level: invisibility, knock, mirror image;
    • Gear: amulet (worth 103gp), backpack, dagger, spellbook, staff
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    24 min
  • Episode 6: Mind Control
    Aug 17 2024

    Rayya struggles under Mormont’s mind control as he debates to which faction he wants to sell out Miria. An unfortunate communication and a careless intruder cause danger to awaken on every side. Making escape seem increasingly more perilous by the second.

    This episode begins a fast and furious dungeon crawl designed using the Five-Room Dungeon method, and includes another custom moster to face the Gorum. Both are included in the SvM homepage bestiary,

    Combat Automaton

    These robots are proficient with all manner of weapons. They are built to show off the Gorums’ combat prowess, but in an emergency, can ramp up to a suppression mode to contain them instead.

    Combat Automaton: HD: 3; AC: 4 [15]; Att: weapon or 2 electric fist (d6 plus stun); SV: 15; Special: shock; MV: 9; AL: Neutrality; CL/XP: 3/60

    • Shock: A creature hit by an electric fist attack must make a save or lose its action next round.
    The Map of Yanghu’s Gorum Showroom
    1. Tech Room & Entrance: Alien Communications tech, window overlooking 3, high-tech medkit. Mormot has an encampment here. As is Miria’s gear and Olan’s sword.
    2. Cryo Chamber: Each dot represents a cluster of 3 pods. There is a hole entrance in the bottom right corner. A total of 48 Gorum are kept here in stasis. Any damage to a pod will automatically cause the Gorum to be revived.
    3. Demonstration Arena: Open, lots of drains on the floors.
    4. Robot Room: Contains 3 Combat Automatons, swords, laser rifles, plasma pistols, and neural maces. I will use hacking rules derived from White Star: Swords & Wizardry in Space for any actions related to the robots.
    5. Lounge: Doors locked; Mormont has never been in this room. Contains 5,000gp in pressed bars and a decanter of endless water (treasure rolled randomly.)

    All doors in this dungeon are nanolaced titanium with crystal windows, they are hard to smash but their pistons are weak and can be broken. A character familiar with starship and space habitat systems can attempt to hack the door with a 2-in-6 chance of success.

    Image created using HeroForge used in accordance with their EULA
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    32 min
  • Episode 7: Mayhem
    Sep 7 2024

    Rayya and Kalmek clash as the Gorum awake and swarm the party from within the facility, while Trassi soldiers hunt them from without, and Mormont makes a desperate escape attempt.

    This episode includes custom monsters found in the Bestiary page of the SvM homepage, as well as the villains Kalmek, Yanghu, and Mormont, and includes my custom hacking rules below.

    The Dungeon Map

    This adventure takes place in Yanghu’s Gorum Showroom, described here:

    Computer Hacking

    I have adapted rules for computer hacking from White Star: Swords and Wizardry in Space, Galaxy Edition. Miria as a magic user with a background as a spacer has 2 points in Technology, and +1 from her intelligence, means that she can hack a computer on a 1-3 on a d6.

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    28 min
  • Episode 8: Gorum
    Sep 28 2024

    Miria, Rayya, & Olan make a break for freedom as the carnage continues in Yanghu’s Showroom.

    The chaos continues in one of the most insanely busy dungeon crawls in which I have ever been either the player or the GM. It includes multiple NPC villains, Orcs, Kobolds, Lizard-Men, as well as two custom monsters found in the SvM Bestiary.

    The Dungeon Map Where to Get Scifi Rules for Swords & Wizardry

    For the purposes of creating science fiction adventures in Swords & Wizardry, I will be borrowing some material from White Star: Swords & Wizardry in Space, Galaxy Edition, which you can get here (affiliate link). Read my review of it here. Or see records of my latest White Star campaign here.

    I am going to steal some of my other systems, especially the systems for starships and space battles using RPGPundit Presents #100: Star Adventurer, which you can get here (affiliate link). You can see my review of it here. And you can read the records of my old solo campaign Starfarer here.

    Combat Automaton

    Combat Automaton: HD: 3; AC: 4 [15]; Att: weapon or 2 electric fist (d6 plus stun); SV: 15; Special: shock; MV: 9; AL: Neutrality; CL/XP: 3/60

    These robots are proficient with all manner of weapons. They are built to show off the Gorums’ combat prowess, but in an emergency, can ramp up to a suppression mode to contain them instead. While in suppression mode, the robots strike with electrified fists that deal 1d6 damage, and the target must save or lose their next action.

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    24 min