Swords Against Madness

Brian C. Rideout

A Weird Fantasy Old-School Solo Role-Playing Game

  1. EPISODE 2

    Swords Against Madness - Episode 2: Burn

    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.

    34 min
  2. EPISODE 4

    Swords Against Madness - Episode 4: The Grim Work

    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:

    30 min
  3. Swords Against Madness - Episode 6: Mind Control

    EPISODE 6

    Swords Against Madness - Episode 6: Mind Control

    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 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. 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. Demonstration Arena: Open, lots of drains on the floors. 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. 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

    32 min
  4. EPISODE 8

    Swords Against Madness - Episode 8: Gorum

    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.

    24 min
5
out of 5
6 Ratings

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A Weird Fantasy Old-School Solo Role-Playing Game

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