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Barbarians of Lemuria: Sword & Sorcery Role-playing Game, Legendary Edition

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All told, the idea is that you might want to roll Mercenary, and end up rolling Mercenary -> Slave -> Pirate and increasing your Pirate career essentially by mistake. It turned out that I did not have this issue at my table because my players bought into the concept. But it was something I seriously thought about before I ran the game. After the battle is won (and of course you knew it would be), there are, like, four more song & dance numbers, most of which aren’t worth remembering. Except the one where Candraprabhava interrupts his comedic romancing (chasing, really) of the princess’ sisters, attendants, and every other female on screen other than Kathindra, to urinate on the head of Bontu Bhavsar, who for some reason is being held in a dungeon cell directly beneath the main room of the palace (thus being tortured by hearing the celebration song – along with suffering the “monkey shower”– through the iron grate that is just above his head and out of his reach). One can only imagine the trouble he would have caused if only they had made a third installment. BoL provides a “vocabulary” of careers but also limits the domain to a character’s past job or training. Unfortunately some skills get more use than others, so in a combat-heavy game investing weapon and athletic skills are better investments than knowledge or professional skills.

You sing well… for having only one voice,” the demon mused. “But the rite is not complete until you reach the highest note, fleshling.” RPGs are horrible at "telling stories". If you don't try to somehow 'force' RPGs to tell stories, then the only stories you end up making out of them are COINCIDENTAL. They are for 'telling stories' only in the same sense that golf or fishing is for 'telling stories', that's not really the goal, and golfing stories or fishing stories are just something that happens but no one goes golfing or goes fishing to try to 'make a story' from those activities; and 9 times out of 10, the 'story' of any random Golfing, Fishing, or RPG session are going to be pretty rambling and pointless, if not outright boring. As Game Masters we're all trying to do the same thing, provide our players with some fun. We want to give them a few hours, or a few hundred hours, of enjoyable entertainment.The basic rule is you have a target number of 9 on 2d6. There are a couple modifiers (some boons act like advantage, roll 3d6 and keep the highest 2) but that is the main mechanic of the game. What about the SYSTEM enforces / supports / promotes / (whatever word you like) the Sword & Sorcery genre of the game? BoL splits the skulls of all other fantasy games to the teeth with a single, savage blow. A simple system that effortless recreates a specific genre leading to swift, exciting play.

Phu’ghaq’ug, called The Singer from Beyond, is a demon capable of living in – manipulating the arcane energies of – Nogoloth. Its normal appearance when summoned is of an attractive human man – typically in exceptionally fine clothing – with an effete affect. What marks Phu’ghaq’ug as otherworldly is the extra length of its otherwise human-like head, which accommodates the creature’s two additional mouths. Each mouth speaks with the same voice in a different register (bass, baritone, and tenor). The mouths typically speak in unison, though it is possible for them to communicate independently. Phu’ghaq’ug prefers not to do this, however, because it is deeply in love with the sound of its own voicesCharacter creation is also simple, and not random (unfortunately, in my opinion, but at least the simplicity helps with that). Characters have four main attributes (strength, agility, mind and appeal); you get 4 points to divide among these (you can't have more than 3 in an attribute at first), you can also reduce one ability score to -1, though it's not recommended. -1 is "feeble", while 5 would be "mythic". And who can forget the absolutely amazing comedy relief portions of this scene, which are delivered by Rajinder’s loyal friend, the Monkey Prince Candraprabhava, and his acrobatic antics displayed while keeping the rest of the Thuggee foot soldiers occupied? The Shade Ale was flowing freely in the gladiator’s quarters. The men drank toasts and oaths and dirty jokes, all in honor of the undefeated duo from the west. Piramide de Arashizzar, una partida para Bárbaros de Lemuria (que podéis encontrar gratis aquí, legalmente. Es una versión anterior, pero no tiene ningún cambio de reglas, solo que tiene una […] The following list of Careers should cover just about anything that a Sword & Sorcery or Sword & Planet hero might need. (These have been shamelessly adapted from the excellent rpg Barbarians of Lemuria.) […]

The Bronze Kettle Of Mithathu is a damnable relic of an ancient time. Some two feet in diameter and perpetually cold to the touch, the metal that comprises its form is stamped and carven with obscure runes which are a variant on the Star Tongue of the Elds – hard to decipher but clearly full of dire warnings and other such language designed to dissuade casual use of the item.My rule: If it take more than one sentence to explain how a career applies to a situation then the answer is "NO!". One or more Boons, which provide an advantage (usually a bonus die, see below) in certain situations. If we slay the Lord Mayor’s prized Boorm Cat,” the little man whispered, “he’ll have us killed immediately. He thinks of that damned thing as his own flesh and blood.”

I don't see the Hero points to be that much different than Warhammer's Fate points. The "points players use to edit the world" have been around significantly pre-swine, and even that control could easily be put in the GM's hands. AKA, my barbarian is screwed, I spend a hero point and the GM describes some in genre coincidence that I can take advantage of. AKA, instead of finding a loose stone to get out of jail, the guards secretly bring a noblewoman to my cell who promises me freedom if I slay her husband tonight. The d6L / d6H approach means that daggers can sometimes be deadly and greatswords might occasionally strike only glancing blows. I think my main problem is that I'm not totally sold on how I'm setting up these tables. On one hand, it feels like there's enough stuff on the table that it's starting to get forced in places, and yet there's not enough room to put some things that would be reasonable, or to weight things properly. Maybe some of the higher things should give you more choices? I shrugged it off and began the great wandering. I promptly ran into the aforementioned Frank covering for someone in the dealer room. We chatted a bit and he plans to offer the same session next year, but with a better description in the program. So hopefully it’ll happen.

Naturally the player (or GM) applies modifiers for the character’s abilities, their opponent’s defenses, and miscellaneous circumstances. rabble, anonymous NPCs with 1-3 HP Lifeblood and no effective armor who do minimal damage even if armed. The "Mysteries of Lemuria" chapter begins with a set of mechanics and explanations of Alchemy. Alchemists make alchemical objects, and to do so they use a mechanic called "craft points". You have a number of these points equal to your skill rank in Alchemy, which are granted each adventure and accumulate. You spend these to make alchemical objects (some of these also may require more than one adventure session to construct). A roll is also required, which if you fail means all the points you invested into the construction are lost. Some examples of potions and devices are presented, but it's implied that other alchemical objects besides those listed could be created. Or, more reasonably, he could spend them to raise assassin and soldier both to 5: 4+5+2+3+4+5=23 points, plus another to level 2 (1+1+2) for the same 27 points.

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