I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Showing posts with label future projects. Show all posts
Showing posts with label future projects. Show all posts

Sunday, September 27, 2026

100 days of B/X (part II - B1 to B10)


We have all read B/X many times. Now I'll re-read it with a critical eye, looking for things I don't like and have house-ruled away, to create my new version.

It is a minimalist (or almost minimalist) version, and I'll mercilessly cut every part that is not used often to enhance the fun of my games.

I still want to make it COMPATIBLE, at least vaguely, to TSR D&D, for several reasons - I like playing classic modules, and I'm very used to the numbers, procedures, monsters, etc.

I'll skip huge swaths and just focus on the most interesting bits. If you have never read B/X, I'd recommend taking a look for yourself (for the reasons explained here).

Here we go!

B1 - credits and art, skipped.

B2 - Foreword and acknowledgements. 

"Those rules [original D&D] were written for people with a background of gaming experience. This revision was designed to be easily read and used by individuals who have never before played a role playing game. In the half-dozen years since the original rules were published, the TSR staff has answered thousands of rule's questions. The answers helped find problem areas in those rules, areas which could either stand minor improvements or were difficult for novice gamers to understand. This revision was aided not only by the collected gaming experience of TSR personnel but by the gaming experience of the thousands of players and DMs who sent us letters in the mail."

My house rules (and this series of posts, of course), are meant for people with a background in D&D, so I will not teach how to roleplay. But, like B/X, they are based on problems that emerged from my real experiences with the rules, and I should probably start my own foreword with that.

B3 - How To Use This Book, Definitions of Standard D&D Terms.

Not much to comment on here for the reasons explained in B2. Basic covers levels 1-3, mostly dungeon adventures, while Expert covers levels 4-14, and the Companion (which never appeared for B/X) would take characters to 36th level. As I explained in another post, levels 1-20 work much better, although anything beyond 15 has to be added to B/X instead of adapted. I will consider it.

One thing to note is that the wilderness is too deadly for 1st-level PCs and becomes too easy around 8th level, which also needs to be taken into account.

B4 - "At the start of the game, the players enter the dungeon..." interesting advice and probably too often ignored. The "caller" is explained here but I don't use it my games.

Use of the Word "Level" explains the confusion created by the lack of a good thesaurus when the word "level" was used in the game, since characters, dungeons, spells, and monsters are all divided into levels that are not necessarily compatible (e.g., a level 5 MU can get a level 3 spell in dungeon level 4). Later editions dropped monster levels, but it's the use that makes the most sense when compared to PC levels ("A monster's level is equal to the number of Hit Dice").

I'll skip "How to Use Dice," but the section below is interesting because it never really explains how to win or what the game's actual goals are, beyond the obvious goal of having fun. Not great, IMO, but I'll skip this is my game too.


B5: PART 2: PLAYER CHARACTER INFORMATION

This section explains the creation of PCs. Not much to add here; I find 3d6 in order too harsh (and not even used in the basic modules anyway), equipping characters too boring (it could be replaced by starting packages, which I'll leave as an option), and the rest can be simplified. See my version below.

B6: Character Abilities, Ability Score Adjustments, Hit Points and Hit Dice: nothing to comment here. 
It is interesting that Charisma and Constitution cannot be changed, as they are useful to all PCs. But, to be honest, I wouldn't see a problem with reducing them to 9 to raise prerequisites. However, I find the whole idea of prerequisites an unnecessary complication, so I'm skipping it.

1st-level HP is a problem that is often house-ruled away because most players do not want PCs starting the game with 1 HP. But since I don't treat 0 HP as immediate death in my games, I won't change it.


B7: Bonuses and Penalties Due to Abilities.

I love the simple -3 to +3 bonuses and penalties, so I'll probably keep them. I'm replacing the maximum number of retainers and morale with something else, and since there is no separate magic save for now, Wisdom and Charisma will grant additional languages like Intelligence does.

Still, every ability score matters, since I'll be using a roll-under system for skills.

B8: Character Class Tables

One of my main reasons for creating my minimalist version of B/X is that I dislike looking up tables. I'd much rather have a 7th-level fighter gain a +7 attack bonus and +7 to saving throws. It works surprisingly well, being essentially Target 20 with a few twists of my own.

Thief abilities are described here. I've turned them into skills because that solves several problems. Skills are based on ability score minus 10 (minimum 0), plus level, giving starting thieves roughly a 15%-20% chance of success, which I find reasonable.

Backstab is NOT described here, and I won't be turning it into a skill. It will remain a special ability.

B9-B10: Character Classes

Here things start to get a bit tricker. I will add cleave and multiple attacks to fighters. Turn undead will be simplified to 1d6, with results that are not dissimilar to B/X (or even RC on higher levels). Thieves and mages are similarly simplified, but spellcasting will be dealt with in its own chapter. Clerics will be nerfed as they are too powerful.

Things such as dwarves and elves will be treated separately from class. For now, I'll keep many of the same special powers and maybe give humans a few ability points, but I might change this later, as I don't find these powers neither interesting nor sensible.

Magic-users and clerics get "taboos" to avoid using some weapons and armor, but these are a lot less restrictive than the originals.

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MY VERSION:

Here are how my corresponding house-ruled version looks so far, without much formatting. I will share the whole PDF later on.

1. Introduction

This is a minimalist version of classic/OSR games. It functions as a toolbox, not a complete game. It has no spells or monsters, for example; it only replaces character rules.

This game assumes:

• You are familiar with classic/OSR games.

• You are looking for a quicker, easier version (or reference book) that still fits perfectly, with little conversion needed.

• You want more options with less complexity.

• You want to keep the d20, six abilities, saving throws and other traits of the classic games.

In short, this game has:

• A single d20 mechanic. To do almost anything, roll 1d20 plus ability bonus/penalty and other modifiers, try to hit a DC (usually 20).

• Attack rolls use a similar system, adding attack bonus (AB) and hitting the target's AC.

• A single saving throw, although some classes and races will have certain bonuses. To make a saving throw, roll 1d20, add your level and any appropriate bonuses. The DC is usually 20, but see "miscellaneous rules".

• Ability checks work in a similar manner. "Roll under" is optional and not assumed.

• Spell slots and Vancian casting are replaced by a similar check.

• Ability scores have some additional functions.

• Identical XP tables for all classes. You can replace XP with "milestones" or some other form of advancement if desired.

• No prime requisites. No XP bonuses due to high ability scores, etc.

• Four classes, four races. Race is separated from class. Any race can pick any class, barring setting limitations.

• No level and class limitations for elves, dwarves, etc. Some aspects of these races have been changed to compensate.

• Fewer armor/weapon limitations. These have been reduced to a minimum.

• Streamlined skills and checks. Percentage skills, 1-in-6 checks, etc. are replaced by a d20 roll, which includes thieves' skills.

• Advantage/disadvantage is optional. Advantage means you roll two dice and pick the best one; disadvantage means the opposite. This replaces +4/-4 modifiers if you dislike these (or if passing/failing a check would be impossible and you want to make it possible).

• Fighters, experts and mages replace other terms (fighting-man, magic-user, etc.) for short.

• Minimal added crunch (note to self). Document must be 60 pages or less (including rules on PCs, monsters and GMs). Appendixes with more options (but avoiding new mechanics) are permitted.


The Basics

When a character tries to do anything that carries a risk of failure, roll 1d20, add your modifiers (usually a skill), with 20 or more signifying success. A "hard" difficulty is assumed; the GM may set other difficulty numbers (DC) for particularly easy or hard tasks, as indicated in the table below.

Notice that a DC of 18 is similar to 1-in-6 chances or a 15% chance, making it easy to convert tasks from other systems to this one (e.g., if you have 3-in-6 chances of getting lost, avoiding it is an "easy" check).

Natural 1

A natural 1 is an automatic failure and, when attempting something risky, means potential disaster (DM's call). Roll again, with a success meaning you barely avoided disaster (but still failed to reach your goal and might suffer a small setback defined by the GM).

The table below provides suggested Difficulty Classes (DCs) for common tasks.

DifficultyDC% ChanceEquivalent
Very Easy865%~4-in-6
Easy1150%~3-in-6
Medium1435%~2-in-6
Challenging1815%~1-in-6
Hard205%—
Very Hard25——
Nearly Impossible30——
Epic35——
The Stuff of Legend40——

A failure after rolling a natural 1 is called a mishap.

For example, when you are climbing, rolling a natural 1 means you risk a mishap, such as falling halfway through. This does not usually apply to attack rolls.

Natural 20

A natural 20 may mean a special success or critical hit, depending on the GM and the circumstances.

In combat, I treat a natural 20 as an automatic hit, with maximum damage (e.g., 9 instead of 1d6+3).

Saves and Magic

Optionally, the GM may rule that a natural 20 and natural 1 have similar results for saving throws and magic rolls.

Trying Again

You can usually try again, depending on the consequences of your failure.

Even if a natural 1 caused you to break your lock picks, you can try again if you have a second set, etc. This requires time, and some rolls can only be attempted once a turn, once a day, etc.

Everything Else

Use your favorite game as written, adapting to d20 when necessary.


2. Player Characters

How To Create A Player Character

There are seven steps to create a player character, using an "AABCDEF method" for easy memorization.

A starting character can be a blank slate, shaped entirely by adventure. Backstories are welcome, but what defines your character is what they do, not past glories.

Every character needs a reason to adventure and to keep adventuring. If that reason is lost, find a new one, or retire the character and create another.

• Abilities. Roll 3d6 six times to find out your character's abilities. Roll in order or assign to taste. If the sum of all abilities is 60 or less, you can discard and roll again. Alternatively, assign either 14, 12, 11, 10, 9 and 7, or 13, 12, 11, 10, 9 and 8 to your ability scores.

• Ancestry. Choose an ancestry. This will affect your ability scores.

• Bonuses. Check the Bonuses and Penalties table and record any modifiers tied to outstanding ability scores.

• Class. Pick a class. This determines your HP, attack rolls, saving throws, and any special abilities. Note all of these down.

• Details. All characters start at 1st level with 0 XP. Record both on your sheet. Pick any additional languages and skills you can.

• Equipment. Every character starts with 3d6×10 gp. Browse the Equipment and Weapons table and outfit your character within your budget, writing down your purchases and any money left. Record your Armor Class (AC) based on whatever armor you chose.

• Finishing Touches. Choose an alignment, write down any physical details or background you find appropriate, and give your character a name. Don't get too attached.


Abilities

Each ability score tells you something different about your character:

• Strength measures raw muscle power and physical force. Characters with high Strength are better suited to the fighter class.

• Intelligence reflects the capacity to learn, retain knowledge, and solve problems. High Intelligence favors the mage class.

• Wisdom represents intuition, common sense, and sound judgment. High Wisdom suits the cleric class well.

• Dexterity captures speed, agility, and fine motor control. A character with high Dexterity excels in the thief class.

• Constitution combines overall health and endurance. It influences every class by potentially modifying the number of hit points a character has.

• Charisma is a blend of appearance, personal magnetism, and leadership. It shapes how monsters and NPCs react to the character.


Ancestries

There are four ancestries: Dwarf, Elf, Halfling, and Human.

1. Dwarf

A sturdy and enduring folk, renowned for their skill in mining, smithing, and stonework. They are typically stout in build, about 4' tall, long-lived, and known for their stubbornness and loyalty.

• +1 to Strength or Constitution (random).

• Favored weapon (+1): axes, maces, and crossbows.

• Darkvision 60'.

• Bonus: +4 to the Find skill to detect structural abnormalities (hidden passages, moving walls, built-in traps, recent changes, etc.).

• +2 to all saving throws.

• Limitation: cannot use great weapons and must use two hands for large (1d8) weapons such as a longsword.


2. Elf

Elves are an ancient and graceful people, attuned to magic and the natural world. They are almost as tall as humans but thinner. They are long-lived to the point of near-immortality and carry themselves with an otherworldly air that other races often find either enchanting or unsettling.

• +1 to Intelligence or Dexterity (random).

• Favored weapon (+1): swords and bows.

• Bonus: +4 to the Find skill to detect hidden doors. +4 to the Hear skill.

• Darkvision 60'.


3. Halfling

Halflings are a small and nimble folk, cheerful by nature and surprisingly hardy for their size (about 3'). They have a reputation for going unnoticed when they wish to, and for a love of comfort, food, and the occasional unexpected adventure.

• +1 to Constitution or Dexterity (random).

• Favored weapon (+1): all ranged weapons.

• Bonus: +4 to the Stealth skill.

• +2 AC against attacks from large creatures (larger than human-sized).

• +2 to all saving throws.

• Limitation: cannot use great weapons and must use two hands for large (1d8) weapons such as a longsword.


4. Human

Humans are the most widespread and adaptable of peoples, found in every corner of the world and in every walk of life. What they lack in the innate gifts of other ancestries they make up for in ambition, versatility, and sheer variety.

• +1 to three random different ability scores.

• Favored weapon (+1): choose two of swords, axes, maces, spears, small weapons, bows, crossbows, slings, etc. Alternatively, choose a bonus language.

• Bonus skill: choose one skill.


Bonuses and Penalties

Each ability score has a corresponding bonus or penalty.

ScoreAdjustment
3-3
4-5-2
6-8-1
9-12No adjustment
13-15+1
16-17+2
18+3
19*+4
20*+5

Strength adjustments apply to melee attack and damage rolls.

Dexterity adjustments apply to ranged attack rolls and Armor Class.

Constitution adjustments apply to hit points gained per hit die.

Intelligence, Wisdom, and Charisma adjustments grant additional languages. For example, if your adjustments are -1, +3, and +2, you gain four additional languages (minimum zero).

Level 1 characters cannot start with an ability score above 18. If an ability reaches 19 during character creation, lower it to 18 and add 1 point to another random ability.


Classes

There are four basic classes: Cleric, Expert, Fighter, and Mage.

The Expert replaces the traditional Thief; while his default skills lean toward thievery, he may trade them for others.

When choosing a class, look at your highest abilities and consider which classes they favor. A score of 13 or above in a relevant ability is a good indicator.

As a rule of thumb:

  • Strength favors Fighters.
  • Dexterity favors Experts.
  • Intelligence favors Mages.
  • Wisdom favors Clerics.

1. Cleric

With the power granted by your deity, you protect the innocent and weak from the forces of darkness, fight against the dying of the light, and smite the wicked creatures that roam the earth.

Class Features

  • HD: 1d6
  • Attack Bonus: level / 2 (round down)
  • Saving Throw: level + 2
  • Spellcasting: level / 2, round down (see the Magic chapter)

Turn Undead

Clerics can repel or destroy undead by brandishing their holy symbol.

The undead must be visible and within a 60-foot radius of the cleric.

Turning can be attempted once per minute, in lieu of an attack.

Turned undead flee by any means available and will not harm or contact the cleric for one minute.

To turn undead:

  1. Roll 1d6.
  2. Add the cleric's level.
  3. Subtract the target's HD (for example, 2 for zombies).

A result of 5+ succeeds.

A result of 10+ destroys the undead permanently.

The roll result also indicates the total HD of undead affected (minimum one creature, maximum 10 HD).

Examples:

  • A result of 11 against zombies destroys 5 zombies.
  • A result of 11 against skeletons destroys 10 skeletons.

In mixed groups, lower-HD undead are affected first.

Taboo

A cleric must use blunt weapons and cannot use edged weapons (including swords, bows, spears, etc.).

A cleric who breaks this or other taboos appropriate to their alignment or deity may lose supernatural powers until atonement is made. Specific consequences depend on the setting.


2. Expert

Your shadowy past no longer matters. You chose a life of adventure, and the skills you developed will come in handy.

Class Features

  • HD: 1d6
  • Attack Bonus: level / 2 (round down)
  • Saving Throw: level + 2

Skilled

You gain seven bonus skills:

  • Athletics
  • Decipher
  • Hear
  • Find
  • Locks & Traps
  • Pick Pockets
  • Stealth

(See Skills below.)

Backstab

When backstabbing (see the Combat chapter), you may use your backstab bonus instead of your combat bonus.

In addition, add your level to any damage dealt with a successful backstab.


3. Fighter

You might call yourself a knight, barbarian warrior, soldier, or ranger, but it makes no difference. Your main skill is violence, a useful talent in this perilous world.

Class Features

  • HD: 1d8
  • Attack Bonus: level
  • Saving Throw: level + 3

Cleave

When you reduce an opponent to 0 HP with a melee attack, you may immediately make an additional attack against another opponent within range.

The maximum number of attacks gained this way is equal to your level.

Extra Attack

Fighters gain:

LevelAttacks
73/2 attacks
152 attacks
203 attacks

3/2 attacks means you attack twice in the first round, once in the second, twice in the third, and so on.


4. Mage

Common folk fear you because you dare to cross the boundaries of morality and superstition.

When adventurers descend into the abyss of ancient ruins, you are the one who knows what lurks below.

Class Features

  • HD: 1d4
  • Attack Bonus: level / 2 (round down)
  • Saving Throw: level + 1
  • Spellcasting: level / 1, round down (see the Magic chapter)

Taboo

A mage cannot cast spells while wearing armor or using a shield, as these interfere with the flow of mystical energies.

Additionally, a mage requires one free hand to cast spells.

A two-handed weapon does not prevent spellcasting, since it may be momentarily held in one hand while casting.

Tuesday, September 22, 2026

100 days of B/X (part I)

Have you noticed that there's only about 100 days left until the end of the year?

I realized that by chance, and it made me a little anxious. I still have a few goals for 2026 that are far from being completed.

It hasn't been a total failure, though. I read almost all the books I had planned to read (and wrote several reviews here), wrote a few posts and pages of my new setting (which I also shared here), among other things. The two most difficult tasks were meditation and finishing writing a few (short) books. I had planned to meditate for just 10 minutes a day, and I couldn't even manage half of that consistently.

Well, 100 is a nice round number, and if I can complete just 1% of what's left each day, I should be able to finish some of those goals quite easily. I'll need to meditate for 20 minutes a day, and if I write less than a page a day, I can easily finish my latest neoclone (a minimalist version of B/X that I've been discussing for years), which should end up at under 100 pages, many of which are already written.

Maintaining that kind of consistency is certainly a challenge for me, but perhaps the challenge itself can serve as motivation to keep trying. And if I fail, at least something good will come out of it: in January 2027, if I'm not satisfied enough to publish it on DTRPG, I'll make the unfinished document available here on the site instead. Maybe I'll do both, who knows. Also, I'm running a campaign so I can play-test some rules in real time.

Or maybe I'll just vow to abandon the project after that, or at least leave it aside for 2027. This can't go on forever.

AI did this.

Now that I've shared this with all of you, I'll feel pressured to make at least some effort in that direction. I can't promise I'll write every day, but I'll try to keep up the pace, maybe seven pages a week, and so on. 

I plan to READ and COMMENT on B/X, page by page, just as I already did with almost the entire AD&D DMG, while also examining point by point which aspects I'd like to change.

(Actually, that may be the hardest part: deciding what I prefer. Ascending or descending AC? Roll high or roll low? Skills? Doesn't matter. I'll make an effort to reach a decision within a finite amount of time.)

In any case, I'll share as I go and welcome your comments and opinions.

What about you? Do you have any "end-of-year resolutions" for the next 100 days? Any books to read or projects to finish? Let me know in the comments!

Saturday, October 11, 2025

Prismatic Planet

Okay, I'm giving this a try. 

I've wanted to write this setting for a long time, and now I've finally found a name I really like.

I'd prefer to have a full product to offer you, but instead I'll start a series of posts under the Prismatic Planet tag. Maybe one day I'll compile the whole thing and publish it. 

For now, I hope you enjoy these posts!

This is a sword and planet setting, inspired by my love of Edgar Rice Burroughs’ Barsoom and its spiritual successors like Dark Sun and Carcosa. It also draws from Lovecraft, H.G. Wells, other pulp and weird fiction, traditional D&D, and various other works.

The planet itself is roughly the size of Mars and inhabited by savage humans of different colors—chalk white, obsidian, red, blue, green, and yellow, at least for now. Water scarce but there are a few huge lakes, forests and frozen regions.

The world is populated with strange creatures, including dinosaurs, banths, morlocks, and nightgaunts, and a few ideas discussed in my Teratogenicon. 

There is no centralized government or kingdoms, only a few large cities that rule over nearby villages. While there are no lizard or snake people for now, a few insect colonies do exist. Religion is present but remains materialistic, with no active demons or deities introduced yet.

Psionics are common across all creatures. Advanced technology exists, but few understand or know how to use it. The beings who created it—the progenitors—might be Rykors, Mahars, brains in vats, or something else entirely. They won’t appear soon.

I do not have an specific system for that, but if one is needed I'll certainly use some flavor of OSR. But hopefully it can be used across several systems.

Leave any questions in the comments and I'll answer them to the best of my ability!


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Saturday, May 04, 2024

Sword&Sorcery I: Introduction

I don't know when I'll finish this book but here is the introduction. Let me know if there is anything missing.

I'll add the following chapters as I write them.


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Introduction

Old School Sword & Sorcery (OSSS) is exactly what it says on the tin: an old school RPG in the Sword & Sorcery (S&S) genre. We assume you are familiar with RPGs, especially of the OSR type. If you are not, you can easily find explanations online. [add link to "what is OSR"]. This book will not teach you to play RPGs, since it is better to try it in practice or watch videos of other people playing.

If you are not entirely familiar with S&S, this book will discuss several aspects of the genre: characters, magic, monsters, treasure, and so on. The most famous S&S character is Conan the Barbarian, created by Robert E. Howard. Elric of Melniboné (created by Michael Moorcock) and the Fafhrd and the Gray Mouser (by Fritz Leiber) are other quintessential S&S heroes. These examples are particularly important because the term “sword and sorcery” was coined by Leiber while discussing Howard’s stile with Moorcock.

Howard (especially due to the Conan stories) is the quintessential S&S author. This book will reference Conan stories multiple times. If you are not familiar, I recommend reading a few short stories to get the idea. Red Nails, The Tower of the Elephant, Queen of the Black Coast, and The People of the Black Circle are some of my favorites. If you want to expand your knowledge of S&S literature, there is a list of authors on page xxx to keep you entertained for years.

There are multiple ways to use this book: as a complete game (with characters, monsters, tools and rules) contained in a single book, or as toolbox to create your own S&S campaign or adapt existing adventures and modules to the S&S genre (see " Compatibility ", below).

No matter how you decide to use this book, we hope you enjoy it!

 

Sword & Sorcery tropes

Sword & Sorcery has its own tropes, somewhat different from the most famous fantasy games. This section explains some of them. Each of these tropes are reflected in the rules (sometimes clearly, sometimes subtly): the heroes are a bit stronger and more competent, alignment is not always clear-cut, magic is dangerous, and so on. Understanding S&S tropes will help you understand some of the rules choices we have made.

Tough protagonists

S&S protagonists are very tough but often amoral, and sometimes true anti-heroes, unlike the noble heroes of epic fantasy. They are driven by their own interest and passions for wealth, romance, revenge or simple survival, instead of honor and compassion.

The protagonists are often competent from the beginning of their stories, instead of going “zero to hero”. They excel in multiple fields: warriors that can climb and move silently, thieves that fight with sword and spell, and sorcerers who are also skilled swordsmen.

Peril everywhere

S&S settings are dangerous and unstable. They contain pure Evil, but pure Good is harder to find. The opposition is rarely a single “Dark Lord” that threatens the realm with his goblin minions. Instead, the world is full of callous humans, prehistoric beasts, fallen civilizations, and cosmic entities that are unknown to most people.

Limited scope

S&S narratives often focus on characters and small locations rather than big armies and the fate of entire nations. Sometimes the world and the characters appear remarkably unchanged from one story to the other.

Many S&S authors choose to tell stories in episodic fashion rather than part of a big narrative. Unlike epic fantasy sagas such as The Lord of The Rings or The Wheel of Time, the stories take shorter format and uncertain chronology. You can enjoy Conan’s stories in any order (and the same can be said of Fafhrd, Gray Mouser and even Elric to some extent). 

Dark magic

Magic is seldom a superpower or a universal solution to your problems; instead, it is dangerous and costly. Most sorcerers are antagonists, but magic is a sinister tool even when wielded by the protagonists.

Wicked cities

Civilization is not merely threatened by outside forces: it is often rotting from the inside and a threat unto itself. Cities and realms are not always safe harbors in S&S settings, but places full of intrigue and backstabbing in dark alleys. Sometimes barbarism is preferable – at least it is more honest.

Weird worlds

The S&S genre flourished in pulp magazines that also featured horror and sci-fi stories, in addition to fantasy. “Weird Tales”, the most important pulp magazine in this context, featured works by Howard, Lovecraft and Ashton Smith. Sometimes, the genres (and settings) were combined to generate dark fantasy, sword and planet and others subgenres. Even within S&S, horror and sci-fi elements are present, and the protagonists often have to face aliens and demons, magic and technology, without being able to tell them apart. One example is “The Tale of Satampra Zeiros”, by Smith, that seamlessly mixes influences by Howard, Lovecraft and Dunsany.

Unique creatures

In S&S, unique monsters are more common than evil hordes of orcs or various dragons. Each monster is shrouded in mystery. This includes “nonhuman humanoids” – elves and dwarves are rare, and, if they are present, they often have a dark twist. Protagonists are almost always humans from various backgrounds, usually from a strong or mythic lineage (e.g., from fallen Atlantis or Lemuria).

Unreliable deities

Deities in S&S settings are often unreliable or simply absent. Demons, monsters, monarchs and even gigantic beasts can be worshiped in lieu of actual deities. If deities exist, they are often capricious and mysterious, sometimes having their own hidden agendas and dark appetites.

Blood and passion

Some S&S stories are famously for its violent aspects, including bloody descriptions of combat. Sexuality and romance is portrayed in a more realistic and cynical manner – or leading to tragic consequences. S&S art often contain bare-naked bodies of muscular men and voluptuous women. A few stories include (more or less obvious) references to murder, torture, sexual assault, and so on. Needless to say, you do not have to include any of these aspects in your games.

 

 

The rules

My favorite kind of rules are easy to use and remember, while also providing players enough variety for their characters.

In addition, I like them to be compatible with my favorite modules - usually, those using the OSR label or the classic ones written before the year 2000. The goal is being able to use these modules whenever I need, with minimal or no conversion.

At the same time, I enjoy the simplifications and the additions that often come with modern (post-2000s) games: a single unified mechanic for multiple tasks, skills and feats to customize PCs, and so on.

Basic Fantasy RPG (BFRPG) by Chris Gonnerman was one of my greatest inspirations for writing this game – not only for being a great set of rules but also for adopting a Creative Commons license that allows others to use their material.

The rules contained in this book attempt to fulfill the requirements described above and enforce some of the S&S tropes mentioned above. You might notice that PCs are tougher than usual, magic is more dangerous, magic items are a bit scarcer, etc.

The rules contained herein are “advanced” in the sense that we assume you are familiar with other RPGs. Still, they should be clear enough that no important question is left unanswered.

 

A note about Dark Fantasy Basic

Sword & Sorcery tropes, as explained above, shares some tropes with dark fantasy. This book is, in some ways, a sequel to my first RPG, Dark Fantasy Basic. While some ideas are similar, the rules have been almost completely rewritten not only to make them better fitted to S&S but also to take advantage of all the years of experience I had with that system since then.

 

The basic mechanic

Before delving into PC creation, it is useful to understand the basic mechanic of the game.

When a character tries to do anything that carries a risk of failure, roll 1d20, plus modifiers (usually due to ability and class/level), with 20 or more signifying success. A “hard” difficulty is assumed; the GM may set other difficulty number (DC) for particularly easy or hard tasks, as described in the following chapters.

This process is called a “check”. When the books call for a check, assume it means rolling 1d20, adding the relevant modifiers, and succeeding on a 20 or more, unless otherwise specified.

Combat, spellcasting, skills, all work in a similar way.

Now let’s create some characters!

Tuesday, February 20, 2024

Minimalist sword & sorcery I - The concept

I've been thinking about this idea for a while. I started writing a minimalist D&D but I got stuck, maybe my hearth is not in elves and orcs anymore. 

But what about a minimalist sword and sorcery game? That sounds cool. There are a few good ones out there (I really like LFG for example, but it is a bit crunchy for my tastes), but maybe I can add something of my own.

Here is how I would (will?) do it:

S&S Tropes

- Tough protagonists - Starting at level 3 is recommended, everyone has many talents: a fighter can climb and hide, a sorcerer can use swords and some armor, etc.
- Dark, Dangerous Sorcery - Must recreate the entire spell system.
- Perilous world - well, we already expect that from D&D. But add easy rules for starvation, dehydration, etc.
- Decadent civilization - even resting in town is a challenge.
- Some dark fantasy tropes apply here: nonhumans are mysterious, alignment is complex, etc.


The system

- The basis: BFRPG because it is an awesome game with CC license.
- Convert everything to a Target20-like system.
- Take some hints from AD&D.

Player Characters

- Ability scores: 3d6 in order or maybe something a bit stronger.
- Classes: Fighter, Sorcerer, Expert. Optional feats and skills to differentiate them.
- Races: none, but you can add some cultures or backgrounds (barbarian, civilized, decadent, etc.).

Adventure and combat

- As usual, with my own tweaks, including cleave and other power-ups for the fighters.
- Most challenges are simply Target20 or similar.
- Lots of optional rules for weapons and armor because I like them.

Magic

- I have to rewrite it completely to make it more dark and dangerous.
- Sorcery probably requires bounding spirits to your will, but also includes some alchemy, mesmerism and summoning.
- Add some rituals, corruption and blood magic from Alternate Magic.
- Magic items are not as common and not as useful.

Monsters

- Probably just curate the list a bit, giving more emphasis to S&S foes.
- Also emphasize unique monsters and monster variations (using Teratogenicon as inspiration).

Treasure

- Must be significantly reduced (see this post).

Minimalism

- Single save, single XP table, single mechanic for skills, etc.
- Lots of optional rules left to appendices.

Sounds interesting?

Wednesday, January 03, 2024

Happy 2024! (+recap and projects)

Happy New Year my friends!

In a brief recap, 2023 was a very active here for this blog - 91 posts is a record for me!

I started using X (follow me here), which inspired my last two posts of 2023.

I've been running a sandbox trough 2023, which I plan to continue for 2024. I'll probably try a few classic modules and write some actual play reviews here.

My first book, Dark Fantasy Basic, finally got Platinum in 2023! I've been meaning to write a post about that, and my  plans to update it. I'm still a bit unsure about which way to go. I started messing with the Labyrinth Lord document, but then the OGL debacle happened and I'm considering using BFRPG – which is under Creative Commons. This might happen in 2024 too, if I'm inspired...


I wrote a lot about the DMG, a series that is nearly finished (and will certainly be finished in 2024)! 

I have written a bit about Wilderness encounters, which is something I'll tackle soon; probably with a few quotes and even a PDF revisiting the entire procedure of B/X Random Encounters.

Other than that, I have been reading a few appendix N books that I plan to review soon – starting with A Princess of Mars and then The Shadow People.

2024 in this blog will be similar to 2023: lots of B/X, more AD&D, endless house rules, minimalist, discussing and changing existing mechanics, dark fantasy (in and out of the appendix N), and so on.

For now… I hope you all have a great 2024!

Wednesday, April 26, 2023

Where to find me [2023]

Since the demise of G+, I've been trying to get in touch (or get back in touch) with more people interested in OSR games.

So this is just a small reminder for people out there that want to get in touch with me, especially to discuss books and blog posts, become an alpha reader for a future book, provide feedback, get discounts for my books and hopefully talk with like-minded folks. 

Here is where you can find me - in addition to this blog, of course. If you want to comment on a particular post, this is the best place to do it.

Notice that in all this cases, my goal is to talk about RPGs and things that are directly related (books, movies, etc.). Rest assured, you will NOT see a picture of my lunch in any of these places!


DTRPG e-mails: I send two or three e-mails through DTRPG every YEAR announcing new products, always with a discount. If you got any of my books - including Dark Fantasy Places, which you can get for free - and accept DTRPG e-mails, you'll get this. We promise not to spam - and we never have!

Discord: I use this one once a week more or less. I just created a channel to discuss ideas, drafts, sales, etc. Feel free to join! I recommend this one if you are interested in my work. Let's see how it goes.

Reddit: r/OSR seems to be one of the best places to discuss OSR games  right now, even though it is not great for group conversation. Reddit seems more appropriate for communities than to communicate with individual people, but you can still follow individuals. I'm there often.

Instagram: I post about once a month, mostly about blog posts. Take a look to see if you will enjoy my feed.

Mewe: This is in some aspects the closest to G+, has lots of great groups, and  awesome people. It's still a small place however. Great to make contacts.

Facebook: I can hardly make this one work properly. My posts get no responses, unless I add them to some group. Still, add me if you're in there.

Twitter: I only got in there, still getting the hang of it. Seems to be a bit better than FB so far.

RPG.Net/TheRPGsite: I post on both forums too.

Tuesday, January 03, 2023

Happy 2023! + Projects + Reflections + Let me know!

Happy new year, folks!

Projects (2022 and 2023)

My projects for 2022 remain unfinished. I published a couple of books I hadn't planed - Alternate Magic and Old School Feats - but not the ones I intended. So, while I might write stuff that is not in my yearly plans, I won't make more plans until I finish some old projects. Just some loose ideas for now: updating some of my books, creating an actual monster manual for DFB, publishing some setting, and writing more B/X-compatible OSR material. I'd also like to make print versions of some books, since people have been asking me (some have created their own print versions, which I find awesome).


Going full OSR

This blog is going full OSR for 2023. I'm running a big OSR campaign (using Dark Fantasy Basic with a few updates) and going through lots of OSR (and TSR) material. You 'll see some reviews (including some old classics), lists, actual plays, etc. D&D 5.5 (or whatever it is called) does not look interesting to me at this time. I'm dissatisfied with the 1.1 OGL and I won't use it. My 5e projects are left aside for the time being.

I'll probably learn a bit about this stuff - and various RPG systems - out of curiosity, and I'll share the news with you. And I'll always write about RPG design, literature, fantasy, etc. System-wise, however, my focus is the OSR.

Mostly, I want to give some credit to existing OSR products, some of then a few years old - at least once a month, hopefully. Not only adventures, but also comparing different systems, bestiaries, etc. As I've said before, nowadays organizing is as important as creating, and recognizing other people's products is important to keep an OSR community going. Also, feels good. :)

Reflections

I published a few reflections (about OSR, OGL, AI) in my last post of 2022. It might be worth reading if you want to know what I expected from 2023.

What do you want to see?

With that said, let me know in the comments what you'd like to see in this blog - or in PDF, print, etc. Reviews, actual plays, monsters, weapons, house rules... anything you've read in this blog (TV shows, design, comic books, literature, etc.) and anything else you want to see.

Thank you for your support and I hope you have a great 2023!

Sunday, January 02, 2022

Happy new year, 2022 RPG projects, and some non-RPG book reflections

Happy new year! I hope you have a great 2022!

I'll go through my 2022 RPG projects first. My bestiary of Brazilian monsters is the main project. Writing (and researching) is harder than I though, but the monsters are AWESOME. Weird and dark, exactly to my taste... And the art will be amazing (see for yourself in the link above).

I still want to write my minimalist 5e, and my 5e house rules for dark fantasy (Fifth Edition Lite and Fifth Edition Dark). I'm a bit stuck but I think I can do something good with this.

Other than that... well, ideas are a dime a dozen, as they say. The most important bit, I think, is making writing a priority - and a daily habit. I'll talk about Planet Asterion, Rise of the Red Sun, Chronicles of Adryon and my Brazilian hexcrawl when I have something to show.

I'm in the middle of a Shadow of the Demon Lord campaign, which I'll finish around February/March, and then I'll do a small review of the game and adventures (they are quite cool). After that, probably back to OSR or minimalist 5e.

2021 has been a productive years for this blog - 92 posts is a personal record. I didn't publish many PDFs - my latest was 5e Manual of Arms: Armor & Shields, back in April - but we did manage to get the pint version of Teratogenicon, and it looks great.

I've written more reviews than usual, and commented on a few "deal of the day" and other sales. I have few comments on these posts, but some people say it is useful. So, if you want a review of one of your books and the subject fits this blog (5e, OSR, weird and/or dark fantasy, especially if you have a deal of the day programmed), get in touch (through MeWe, Reddit, or a comment in this blog).

Well, in fact, feel free to get in touch to make suggestions, discuss ideas, and so on. This is the main purpose of this blog after all.

Now, if you'll allow me some brief reflections on non-RPG stuff...

I've read a couple dozen books in 2021. Mostly non-fiction - finance, happiness, self-help... Trying to improve my life, be happier, find purpose. Some were good, some weren't (I especially enjoyed Rolf Dobelli for easy tips, if you want a recommendation). I've also read a couple of short classic I had never read - The Death of Ivan Ilyich and Notes from Underground. And they felt not only more meaningful but also more useful. I'd recommend reading both regardless of your tastes.

I'm not sure what to make of this - but in 2022 I want to prioritize reading the classics over current non-fiction.

Anyway, all the best for you and your families! Happy 2022!

Tuesday, December 14, 2021

Brazilian monster sketches (Rick Troula)

So, here is my next project: a collection of Brazilian monsters for 5e (might do an OSR version if there is enough interest). These first project is focused on folklore, urban legend, and maybe some prehistoric animals. We hope to have it finished late next year. I will keep you informed. 

I might write a few original monsters with Brazilian flavor later on (unfortunately someone already invented a macawbear, lol) or maybe even an hex-crawl... 

As always, any feedback is useful!

We are at the first stages, but I hope I can share a few monsters soon... Some of these are surprisingly dark, others are very weird, but all look like fun to have at your table. We've got killer anteaters, flayed tapirs, demonic sows, alligator witches, fire-breathing goats, giant sloths, burning anacondas covered in eyes... cool stuff!

The finished book will be full color.  We've got some great artists working on this project - the art below is from Rick Troula. Take a look - and follow my blog, Rick, Pedro, Thay, and Iago on Instagram! For now... let's look at some sketches!





Thursday, July 22, 2021

Chainmail Print-on-Demand; Teratogenicon coming soon

The original Chainmail rules - the wargame that preceded Dungeons & Dragons - are now available in Print-on-Demand on DTRPG*. You can get them in physical format for $6.99.


Chainmail is not exactly a complete game IIRC, and I'd only buy it for curiosity (and study; there are a lot of "missing links" to be found in there). The gaps in the game, however, have been filled by clones, some available for free. Delving Deeper is really cool, although not 100% faithful to the original IIRC.

I wish they had OD&D (or my favorite, Moldvay's Basic), but this probably indicates that others are coming soon (both OD&D and Basic are included in the sale - see below!)

Well, I shouldn't complain. I'm having a hard time turning my own Teratogenicon into a POD version. Layout, formatting, and print choices are a lot to handle.

(BTW, Teratogenicon is currently part of the Christmas in July Sale - thousands of titles, up to 25% off, including all of my titles!)

The good news is: it's coming soon. We've decided to start with a softcover, standard color book. B&W probably wouldn't do it justice (although I do have some good-looking B&W POD books). If there is enough interest we might try other versions too... and hopefully other books in the future (I hope you like monsters ;) ).

*These are all affiliate links - by purchasing stuff through affiliate links you're helping to support this blog.

Friday, May 07, 2021

On YouTube...?

Would you/do you watch YouTube videos about D&D and RPGs?

Which ones and what are your favorite subjects?

Is there something you would like to see?

I am considering starting a channel, but it is just a pipe dream at this moment. The content would be similar to my blog: some OSR, some 5e, other RPGs, a lot of discussion on mechanics, minimalism, weapons, tips, books, etc. Maybe some reviews. Not actual play, not much lore.

I'm not sure if video would be better than text or not. Is that something that interests you? Do you prefer audio or video to text? Or maybe both?

Or do you prefer other platforms? I shouldn't really trust YT after what happened to G+, but to be honest it is the media I use the most (other than podcasts).

BTW... podcasts would be an interesting alternative. But I don't know the first thing on how to make them. So YT might actually be easier.

One last thing: I'm not a native speaker. And I'd rather use images than my face on the video. Would any of that turn you off from listening to me? (I won't be offended, I'm genuinely curious).

Thank you!

Saturday, January 02, 2021

2021 plans... and what would YOU like to read?

Happy new year!

I'll begin the 2021 run of this blog by listing my current projects. If you want, let me know what you find interesting - or come up with your own suggestions! I asked the same question last year, and I think it worked out well.

There is no deadline for these ones; most are in a very embryonic stage. Surely, more stuff will come up eventually.


Curse of Strahd (blog)
I have endless comments about CoS, in addition to the ones I already made. The sad part is that I'm not currently planning to run it again, so many good ideas will go unused... let's see.

Tomb of Annihilation (blog)
Like CoS, a good but flawed campaign - the one I'm currently running. I might have a tip or two, but not as many as CoS.

Reviews (blog)
RPG reviews are hard to do. They take some work to write, and I'm always very cautious to be both fair and respectful. In addition, my reviews do not get many views or comments, so I'm not sure anyone is interested. Sometimes, I read a book that interests me, and I publish a short review - including non-RPG stuff. Or just a recommendation - something brief.
Maybe I'll add a "currently loving..." tag to my posts? If you want to know which RPGs I like, I'd say try Shadow of the Demon Lord. It has been my favorite for a while.

D&D 5e Light (blog + PDF)
My minimalist version of 5e. I will continue to write about it on the blog and might publish a PDF one day. I'm aiming at 20-40 pages for the PHB, might add a minimalist MM and DMG too.

D&D 5e Dark (PDF)
A small collection of house rules to make 5e a bit darker. Many people did this before but I want to give it my own spin. About 10-20 pages or so.

Teratogenicon (print)
I really want to make a POD version of the Teratogenicon. It is a bit harder than it sounds but I think I can do it.

Dawn of the Bloody Sun (PDF)
My post-apocalyptic setting. Only a collection of ideas so far. Even the name is temporary... but yeah, something akin to Dying Earth, Dark Sun, Mad Max... Red Sun, Mad Sun, Scorched Watelands and so on.
Here are some related posts: one, two, three.

Dark Fantasy Cyclopedia (PDF)
Dark Fantasy Basic plus monsters and a combination of all my booklets. Just calling it "cyclopedia" makes me nervous, I'll admit, but aiming for the stars might be a good idea.

Weapons and armor (blog)
I'm not really focused on that right now... But it is a subject I love, and the ideas keep coming. So I'm probably writing a bit about that in 2021.
I might also make Manual of Arms: Armor, a defensive counterpart for my MoA:Weapons.

EDIT (04/2021): Manual of Arms: Armor and shields is now available!

Suggestions?
If you have any ideas, let me know! Do you like OSR, RAW 5e, minimalist 5e, other systems...?

Wednesday, December 30, 2020

2020 retrospective (blogging, publishing and gaming)

It is that time of the year. 2020 is nearly over. It was not the cyberpunk we might have expected (not talking about the videogame, although it might also apply), but maybe some other kind of dystopia. Certainly not the double crit I was hoping for... unless the villains were rolling the dice.

Anyway, I'll focus on blogging, publishing and gaming... because this is what this blog is about.

Blogging

I maintained a decent pace, and I'll finish the year with around 69 posts (wink wink), making 2020 the most productive year in this blog.

I wrote about RPG theory, OSR stuff, Curse of Strahd, 5e house-rules, combat and minimalist D&D. So, I think I did manage to give the readers what they wanted. I'll do the same next year - see below!

Gaming

I finished my Curse of Strahd campaign and started running Tomb of Annihilation online. It's going slow. One PC has fallen and that might have caused some loss of interest. The campaign itself is good but flawed, as it often happens with "official" modules.

My version of D&D 5e is now so house-ruled and minimalist I can barely call it 5e anymore. 

I want to publish the entire thing but I'm not 100% sure how to do that - as a collection of house rules? As an entire system based on the SRD? We shall see.

I might play other games in 2021. Maybe some one-shots, maybe with someone else as the GM...

Playing online might be less enjoyable, but it is very practical. 

Publishing

Some of my 2020 goals were accomplished, some were not. 

The most important thing I published is the Teratogenicon. I really like how it turned out. It is what I wanted it to be - my favorite monster generator.

Also published my first adventure, The Wretched Hive. If you're looking for a short, low-level OSR adventure, check it out! I might add 5e conversion notes down the line, if there is interest.

My most ambitious projects - a Dark Fantasy Cyclopedia and a Minimalist 5e - went nowhere. Mainly because I'm not sure how to separate the two... or if I should separate them at all. Also, see "gaming", above.

What's next?

I'll make a post about my projects for 2021 very soon, and, as always, I'll ask for your suggestions.

Final thoughts for 2020

Here is a classic by Larry Elmore. Like many people, I absolutely love this picture:


A group of adventurers is showing off a slain dragon. They look happy (even if some are still concerned), and you can barely notice the small amount of rusted armor, torn clothes, bruises and scars. I cannot help but to ask myself if the helmet in the ground belongs to one of them... or a fallen fellow.

Their feat seems relatively small. There are certainly bigger dragons out there.

But they have succeeded. They've got the treasure and (what's even better) the XP. More important than all... they fought. And they survived.

More challenges will come... but they will be better prepared to face them.

Anyway.

I hope you have a great 2021!

Friday, May 01, 2020

Where to find me

For a long time, I ignored social media, except for one: Google+ (now defunct). If you've been there, you know that, for a long time, it was the hub where all OSR fans (also, D&D and all RPGs, really) used to meet.

Since the untimely demise of G+, I've been trying to get back in touch with people interested in RPGs. That's 99% of what I do in social media, BTW. I do not usually talk about current events or personal stuff.

So, I've been trying many alternatives. If you want to find me, I'm in all these places, although not assiduously.

I even created a wheretofindme profile.



Anyway...

This blog is the best place to get in touch with me. I check for comments, etc. almost every other day.

My email is ericdiazdotd@gmail.com.

I have stuff on DTRPG, as you probably know.

I'm trying Facebook now. I think it has potential for RPG conversations. I do not use it often.

I also have an Instagram account - RPGs only.

I'm on MeWe frequently.

I'm also on Reddit.

I also frequent a few RPG forums sparingly... RPGnet, RPGsite, GitP, etc.

Anyway, I'm putting this out there so you can add me to your circles if you want.

See you there!

UPDATE [2023]: Notice that in all this cases, my goal is to talk about RPGs and things that are directly related (books, movies, etc.). Rest assured, you will NOT see a picture of my lunch in any of these places!

DTRPG e-mails: I send two or three e-mails through DTRPG every YEAR announcing new products, always with a discount. If you got any of my books - including Dark Fantasy Places, which you can get for free - and accept DTRPG e-mails, you'll get this. We promise not to spam - and we never have!

Discord: I use this one once a week more or less. I just created a channel to discuss ideas, drafts, sales, etc. Feel free to join! I recommend this one if you are interested in my work. Let's see how it goes.

Reddit: r/OSR seems to be one of the best places to discuss OSR games  right now, even though it is not great for group conversation. Reddit seems more appropriate for communities than to communicate with individual people, but you can still follow individuals. I'm there often.

Instagram: I post about once a month, mostly about blog posts. Take a look to see if you will enjoy my feed.

Mewe: This is in some aspects the closest to G+, has lots of great groups, and  awesome people. It's still a small place however.

Facebook: I can hardly make this one work properly. My posts get no traffic. Still, get in touch if you're in there. I post only 3-5 times per year.

Friday, February 21, 2020

DARK FANTASY: SETTINGS, MAGIC ITEMS, and SALE!

So here are my two newest books: Dark Fantasy Magic Items and Dark Fantasy Settings.

They are on sale for US$ 0.95 and 50 cents for a limited time!

 

These are collection of tables and short essays to inspire the creation of dark fantasy settings and magic items. As always, the focus is on dark fantasy tropes: flawed heroes, terrible villains, corrupting magic, ominous ruins and damned wastelands.

Here are some examples from each book.

Settings:

d20
What is missing?
1
Gods. They died, left, became corrupted, etc. (see the “Dark Fantasy Religion” book for more ideas)
2
Water. In this deserted world, human life is cheap and water is expensive.
3
Food. Everyone are starving, and the number of cannibals is growing.
4
Sun. The sun is dying. It might have turned red already.
5
Light. It is always night, and torches are scarce.
6
Heat. This winter is harsh and lasts for decades. The whole world is covered in snow.
7
Civilization. Civilization has fallen, and barbarians live amongst the ruins.
8
Technology. The primitive humankind cannot tell the devices of the ancients from magic.
9
Sight. The whole world is surrounded by fog. Hard to see, easy to get lost.
10
Magic. The slow death of magic will bring doom upon the world.
11
Metals. Metals are scarce. Wood, bone and obsidian are used in its place.
12
Memory. Everyone seems to be forgetful, and the old ways are falling into oblivion.
13
Empathy. It is every man and woman for themselves now, and the devil take the hindmost.
14
Order. Nobody is in charge, and everything is permitted.
15
Transport. There might be peace somewhere, but no ways to get there.
16
Sanity. Everyone is crazy, but each in their own way.
17
Stability. Everything changes rapidly. Cities move around. Buildings grow and collapse like trees.
18
Souls. Most common people are born with no soul, although this isn’t always obvious.
19
Exit. No one can leave The Great City. Beyond the walls is hell, or worse.
20
Hope. Everything is going downhill, and nobody cares.

Magic items:

d20
Appearance
1
Deep and dark like the night sky. You cannot see the stars move, but they do.
2
Looks as if it was made of contained fire, without heat.
3
A sea of desperate faces float around with open mouths, making no sound.
4
Its parts seem to flow slightly within, like water.
5
Luminescent. It glows in the dark but provides no light for you.
6
It contains one or more eyes that occasionally seem to blink.
7
Made to resemble flowers and plants, with a sweet, slightly narcotic smell.
8
Reflective, like a perfect mirror.
9
Ultrablack – darker than your pupils, and makes the light around them a bit weaker.
10
Beautifully prismatic, like a cross between a rainbow and the aurora borealis.
11
Old bloodstains that can never be cleaned.
12
Incredibly fancy. Decorated with precious stones or metals.
13
Resembles (or contains the image of) an animal, demon, monster, child, etc.
14
Has small pulsating protuberances that resemble cists.
15
Made of living, flayed flesh, or human skin. Might bleed if damaged. / Made of bones.
16
Smooth, squishy and wet, resembling octopus’ skin. / Semi-transparent, like hardened glass or crystals.
17
Covered in scales of a dragon or great lizard. / Engraved with glowing runes.
18
Decorated with large feathers of extinct birds. / Perfectly polished metal.
19
Rubbery and flexible, but still very resistant. / Radiant, like a beam of light or “laser sword”.
20
Covered in the strangely colored fur of an unknown beast. / All bent and twisted.

I think the series is now complete! I'm really happy on how things turned out. And I still have other stuff up my sleeve...  Stay tuned!