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A member registered May 29, 2020 · View creator page →

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Hey, no we don't have a discord or original adventures (yet), as for the converted ones, I started a new thread here. I'll be organising my notes on adventures I converted and post there from time to time, it might help those interested.

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SHADOW OF THE BEAKMEN [SPOILERS]

Played with a party of 2 and 3 people (plus saved man-at-arms). Both were cautious and got to the dungeon’s final room. Facing the final boss and detachment scale Beakmen groups might be tough.


Common Opponents and Relics

Greenstone Lance (d8+d6, 1 Charge)
A shiny alien spear capable of controlling crocodiles and powering magic.
- The lance is super sharp, but also fragile. It ignores Armor, but shatters when killing a foe.
- The wielder can telepathically command a Nearby crocodile that fails a MIND Save to follow its orders. The Save is made each dawn.
- The shard at the tip can be destroyed to boost a single spell, adding +1d to the roll. Roll this as a separate die. It does not add Fatigue on a result of 4-6 and also causes no Mishap if it shows the same number as another casting die. 

Croc Knight: 3 HP; 2 AR; 12B, 9M;  Greenstone Lance (d8+d6, ignores Armor);
A beaked knight riding a giant crocodile.
- Controls their crocodile using the lance.
- Critical Damage: Uses a Hunting Pole to trap and capture the target.  

Giant Crocodile: 5 HP; 2 AR; 12B, 8M; Bite (d10);
A large four-legged reptilian creature.
- If freed from the lance’s spell, just wants to return to the waters.
- Critical Damage: Rips off the bitten limb. 

Beakmen: 1 HP; 11B, 7M; Claw (d6);
Once a living human, threw in terrible pits. Now transformed into a beaked alien humanoid.


PLAYER START

Man-at-Arms: 3 HP; 11B, 8M; Spear (d8);
- While the village is being attacked, they don't fail Moral checks.


AREA A – THE BATTLE

Peasant: 1 HP; 9B, 8M; Fists (d4);

If the party faces a group of 10 or more Beakman, transform them into Detachment Scale.


AREA B – THE LAKESHORE

Beakmen (23): Transform them into Detachment Scale.

The Master (Astral Shadow): 1 HP; 12B, 18M; Black bolt (d6);
A squat green man.
- Can fly as its movement.
- Immune to non-magical weapons.
- Counterspell: Once per day, The Master can try to counter a Nearby Casting Spell. They roll the same Power as the original spell and if its SUM is higher than the other caster’s [SUM], the spell is countered.


Area 1-1—The Mired Cavern

If the PCs don’t have a Greenstone Shard, use time as the main obstacle to check for surprise from the troop on 1–2. A thief with the right tools, or a character with a powerful weapon could try a Save to avoid being surprised on opening the portals really quick.


Area 1-3—Brood Chamber

Inside the egg sacs: MIND Save each Turn or lose d4 MIND.

Pool Trap: BODY Save. If it detonates, don’t call for a Save to halve it, just cause 3d6 (using highest die only) directly into the target's BODY.  

Beakmen Pupae (20): 1 HP; 9B, 5M; Claw (d4);
Once a living human, threw in terrible pits. Now transformed into a beaked alien humanoid.

If the party faces a group of 10 or more Beakman, transform them into Detachment Scale.


Area 1-4—The Weaver

  • Scry damage deals d12 to MIND (no Save to halve it).

The Weaver Magic Items and Relics:

Demonweb Rope, 100’ - Cannot be severed or torn by mundane means

Demonweb Short Cloak (+1 Armor)
A custom-made sticky cloak.
- Once a day grants Advantage to a BODY Save.
- If the wearer dies using the cloak, they are soaked and transported by webs, becoming a spider servant under the Weaver’s control for many years before having their soul freed. The cloak is sent as a gift to a  close family member, friend or lover. 

Demonweb Gloves (3 Charges)
A completely white pair of gloves.
- Spend 1 Charge to make Trivial a Save related to open locks, disable traps or handle poison.
- When the Charges are depleted, the glove becomes sticky and impossible to remove. Tasks related to dexterity and reflexes suffer Disadvantage, but those that require strength receive Advantage. 
- Recharge: The Weaver will soon appear into the wearer’s life and ask for a small risk favor. Complete the task to recharge the glove.


Weaver Demon: 12 HP; 1 AR; 15B, 18M; Claws (d6, blast);
A wicked creature happy to bestow gifts for a price.
- Demon traits.
- Immune to non-magical weapons or natural attacks from creatures of 3 HP or less,  half damage from fire/acid/cold/electricity/gas.
- Critical Damage: The target gets pinned by a web strand. 


Area 1-5—The Warlord & the Beast

Sneaking: Check for thiefs or halflings who have the sneaking special abilities. As for the group LUCK Save, I’d ask it only for the character with the lowest Attribute value. If they do something smart, no Save is required.

Treasure: Don’t ask for a LUCK save, but each mound takes 1 Turn to be inspected (each player can get to one at a time). 


Beakman Warlord: 6 HP; 2 AR; 13B, 16M;  Battleaxe (d10) or Greenstone Javelin (d8, ignores Armor);
An old beaked knight, one with their giant crocodile.
- Controls their crocodile without the lance.
- Last Grap: If they fail a Critical Damage Save, they grapple a Close target and jump into the pool.
- Critical Damage: Knocks the target into the pool. 

Giant Crocodile (Ancient): 7 HP; 2 AR; 13B, 16M; Bite (d10);
An intelligent large four-legged reptilian creature.
- Fights for its master until they die.
- Critical Damage: Drown the target and rips off the bitten limb. 


Area 1-6—Flooded Passageway

  • Attempting to swim the passageway, unaided, requires a BODY Check (heavy armor implies Disadvantage). On a failed check, the character begins to drown (taking d6 Damage) succumbing to panic and losing sense of direction. On the next Round, the character can make a MIND or LUCK Save (whichever is the highest) to escape the passageways, on a failed check the character passes out and dies drowned if they don’t receive any help within 1 minute.  


Area 1-7—The Moon Pools

You can follow my Attribute Score change rule or use it as written from the adventure.

Deal d12+d12 Damage from a second try on the pools.


Area 1-8—Beakmen Pods

Sneaking: Check for thiefs or halflings who have the sneaking special abilities. As for the group LUCK Save, I’d ask it only for the character with the lowest Attribute value. If they do something smart, no Save is required.

Pool Trap: BODY Save. If it detonates, don’t call for a Save to halve it, just cause 3d6 (using highest die only) directly into the target's BODY.  

If the party faces a group of 10 or more Beakman, transform them into Detachment Scale.


Area 1-9—Master of Shadows

Destroying the Lantern: The easiest way to defeat an astral shadow is to shatter its lens on the magic lantern. The lantern has 8 faces in all, each set with a lens depicting a monstrous beast. Any attack succeeding dealing 5 or more points of damage instantly shatters a lens, dismissing the shadow.

Transporting the lantern is difficult and would need at least 3 characters with free hands (6 Slots, bulky). 

Astral Shadows (lion, griffin, ogre, dragon, giant, spider, snake, devil): 1 HP; 13B, 18M; Melee (d6+);
Magical forms projected from a lantern.
- Immune to non-magical weapons and spells that require a MIND Save.
- If the lens projecting a shadow is destroyed, that shadow vanishes and stops attacking until it is restored.
- Magical Lantern: Each Round the lantern is spinned, the shadows’ attack is increased by one step (d6>d8>d10>d12). If the lantern stops, the Damage die resets to d6.  

The Master: 9 HP; 12B, 18M; Black bolt (d6);
A squat green man.
- Command Astral Shadows: The Master can forego its movement of the Round to stop spinning the lantern and replace all broken lens. The shadows all defend The Master to the best of their ability and with no fear of death.  
- Counterspell: Once per Round, The Master can forego its movement to try to counter a Nearby Casting Spell. They roll the same Power as the original spell and if its SUM is higher than the other caster’s [SUM], the spell is countered.

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These are some of my converted notes from DCC modules I played with SAB. Some I got to play just once and might not be as balanced as it should be, but it is important to note I usually use the adventures as guidelines to a plot and go with it during play, adjusting it as necessary.

Skill Checks and Saves

DCC uses Difficulty Class (DC) in a lot of situations to adjudicate success. I usually cut most of these rolls based on SAB’s Position rule, but when need:

  •  Saves: I just pick what makes most sense between BODY, MIND and LUCK and ask for a pure Save, with no other modifiers based on the DC. If that doesn't please you, you could apply Disadvantage or use a rule on Difficulty like Solar Blades & Cosmic Spells, adding a range to failure. Convert multiple sequential rolls into a single one with higher risk.
  • Skill Check: I use the rules on the Gamemaster’s Handbook (Time, Capability and Materials), this gets rid of a lot of rolls to complete something in DCC. Just keep things going if it makes sense. What matters to me is how much time the PCs are willing to spend to get a task completed. The more prepared they are, the faster they go through an obstacle. I also give as much information as I’m allowed to, remembering the Game Master principle in the book: Players do not need to roll dice to learn about their circumstances. Tell them and let them decide what to do.
  • Knowledge based on background or class: In some modules, pieces of knowledge are given based on the character’s background or class. I tend to follow these as well, but I focus more on the kind of information it is. So something a wizard could know, would also be given to anyone with a grimoire or a magical background. If the knowledge is hard to get or secret, give them a lead on what it could be or what type of help they need to seek for.

Attribute Score Change

I’m testing permanent attributes change — HP, BODY, MIND and LUCK  —  to be only on +1 or -1 modifiers. You could keep this rule just for HP and allow the others to be more swingy. 

Monsters

If you have time, using the Player’s and GM’s Guide is enough to convert any monster and make them different and fun. Before creating a new one from scratch, I check in the Cairn’s list if there is one I could use.

If converting on the fly, for me these works just fine:

  • HP: 1 HD = 1 HP or DCC HP/3 (Max 18).
  • Armor:  AC 0-11 = 0 | 12-14 = 1 | 15-18 = 2 | 18+ = 3
  • Attacks: Attack damage die without modifiers (closest higher not zocchi die, ex. d5 becomes a d6. max damage die is d12). If they have two or more attacks, add +DX as bônus damage. If they have more than 2 actions, add blast.
  • Attributes: Start at base 10 and add/subtract the modifier (Max 18). BODY = Fort or Ref. MIND = Will.
  • SP: Adapt as necessary.


Adventures

Hey! Yes, it was the intended design that most casters wouldn't risk much going beyond 1~2 [DICE]. We talk about it on Spellcasters NPC's in the GMH:

"Truly legendary Spellcasters might go above that or even have an unlimited Power Budget. Be mindful that they are still susceptible to Mishaps, so even careless NPCs will keep most castings to 1 or 2 Power, only going above if truly in need."

The deal with 3 to 5 Power was to emulate Spellburn in DCC, when the caster needs guarantee higher effects in a life-or-death situation. But I don't like to take it lightly as in DCC where Spellburn could have no effects so ever. You're breaking the laws of nature, deal with it.

Spells are the only way to break the max 12 Damage a target can receive per Round, I used it a few times like this, obviously taking a Mishap. 

So yes, 1 Power should be the common ground, 2 kinda risky and beyond that you're on your luck.

If you want to allow higher Power in your games, I would count only double 6s or remove Mishaps completely and have the caster receive [SUM] Damage when they get the same number in two or more [DICE].

❤️❤️❤️

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Blood aids great sorcery. 

Indeed we don't have a specific rule for Spellburn and we did so because of the philosophy we're following to use mechanics and technical terminology as little as possible.

In DCC, the Spellburn uses could be resumed (not strict) to the following:

  1. Sacrifice vital energy to a more powerful effect;
  2. Control a spell outcome;
  3. Use spells when you shouldn't;

As all characters can cast spells, we added those features to the Magic-User in their special abilities.

Blood Sacrifice: Covers item 1 and 3. Thou you can't use it more than once, as a MU gets more HP they will be able to do this more often without risk (they are the only Archetype that can break a spell's power limit of 5). The tax of sacrificing vital energy is represented here by the HP. Using this ability with a low HP value can cause critical damage to the spellcaster.

Dangerous Magic: Sort of covers item 2, you're still relying on the new outcome.

I could search for other examples to give. The thing is that we were trying to translate the DCC feel, not necessary an exact conversion into rules. E.g., I love spell duels, but it doesn't fit in this game's view. So for us, the Spellburn in the name is purely a homage.

Maybe Matt has something to say about it later, but I hope this helps.

Also, let us know if you try to run it with attribute sacrifice to add power to spellcasting. We might be missing on a big deal!

ps: This is also my current favorite ITO fantasy hack :P

Thanks everyone! 😊

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Hey, I did play a little with the cover, gonna share with you before having it official: link to the cover.

Tell me if works!

Hey, glad you liked it!

To be honest, I have no idea how to do a printer-friendly version, guess it is a good time to learn it. I'll try to check it out this weekend, as I also need to export an only text version of the game that I promised to another buyer.

If I'm able to do these two things, we'll pusblish them alongside the 1.3 version of the Player's Guide :)

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I'll surely help, will just take a little vacation, but after Dec 10th I'll have some time to take a look at the code and suggest adjustments to the frontend :D

Cheers!

This is unbelievable fast!! Already created my account there. 

If you want any help, you can add me on Discord (Beorhol#7933), maybe I could do some things related to the web design. I don't use bootstrap much, but I could ajust a few things if you wish.  

Regardless, great job :)

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Wow, this is a nice helper! Let me know if you ever deploy it :)

I was toying with a webapp for the character sheets early this year, before we decided to publish the game. It is something I want to get back to when I get the time.


Hey, just a heads up. I'll have the time to do this on the first week of december ;)

Yaaaay, thank you for the support! I'd love to hear how it goes with your kid. I plan to run it with my nephew next year too, thou I might soften the corruptions :P

We started proof reading the first draft of the GM's Handbook, soon we'll have news, but I'm sure it will be a cool resource for people interested in GMing our game.

Thanks again, and don't forget to rate the game, this will free another copy to someone else to grab it ;)

We didn't discuss the topic yet. I'd like a SRD in the future, but until we finish the GM's Handbook, that is not a priority.

Maybe we can add the source text in a document as a faster alternative. I'll see what we can do :)

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Even thou additional rules for armor types aren't explicitly written, you'll always fallback to the Fictional Positioning: maybe you can say it is Impossible to be stealth with a heavy armor, or flee from an unarmored foe.

The Disadvantage case is also covered, as you just need to consider the PC as poorly equipped.

In these examples, I think it is all the GM's preference, so no futher rules are needed imo.

One last example you'd want extra pieces of armor is with the Scrap Fighter ability :P

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Spellburn and Battlescars is a Sword & Sorcery TTRPG where you play foolhardy adventurers who delve into mysterious places for wealth. With both classical conventions and modern sensibilities, it features:

  • Streamlined character creation, that uses randomness but still leave choices to be made by the players.
  • Fast and decisive combat, delivering high action while still keeping the constant risk of death.
  • Dangerous and unpredictable magic, where the next spell can completely change your character.
Good Pick for those who like fast paced and simple systems. This TRPG is a OSR child with a treasure driven goal and clean combat rules. — euibp (Itch review)
A simple system that excel in what proposes: dungeon crawling. — arthurdcosta (Itch review)
I LOVE HOW CLASSES WORK IN SAB! — Wires (Discord)


Other Details

Hello! My friend and I got to release SaB the past week and it's been a blast so far. We just got our new cover art and we're taking the time to share it with those who enjoy lightweight TTRPGs. If that is you, go check it out!

Difficulty: Easy/Intermediate (we recommend readers to know a thing or two about TTRPGs, specially the GM)
Themes: Fantasy Dungeon Crawler, Fast Combat, Treasure Hunt, Wild Magic, Leveless
Similar: Cairn, Into the Odd, Mausritter, Sharp Swords and Sinister Spells

We add community copies regularly, so stay tuned if you can't afford the game right now ;)

Game Page: Click here

I don't have one too, been using alternative methods listed here. Mainly this one