Saturday 26 January 2013

Vivimancer Disucssion

I just thought I'd share a link to a post on Derek Holland's Skirmisher Publishing blog, where he discusses some additional spells for the vivimancer class in Theorems & Thaumaturgy.

He lists a lot of spells from the AD&D 2nd edition Wizard's Spell Compendium (also a favourite of mine) which fit in with the vivimancer's themes, including a few spells from the Dark Sun setting -- I find the idea of vivimancers in Dark Sun very interesting! (I've actually been contemplating running a Dark Sun inspired campaign in the future, so will definitely be thinking about including vivimancers in there.)

Derek has also created a set of his own spells, taking the vivimancer in some interesting new directions. I'm especially fond of the 9th level spell living architecture.

Thanks Derek!

EDIT: As Dave pointed out, Derek also has a follow-up post with some more ideas & spells for the vivimancer.

Friday 25 January 2013


I recently bought my first ever WotC-published D&D product... The Moldvay Basic rules (PDF).

Looks like the Expert rulebook is coming in a couple of weeks too!

This makes me happy.

I already have the old boxed sets, but it's nice to think I'll be able to print off copies of the PDFs for casual browsing / use at the table, and keep the vintage editions in good condition.

Friday 18 January 2013

Theorems & Thaumaturgy: The Weirdomancer

A while back I had the idea of running a D&D campaign where the only spells available were those from AD&D's Unearthed Arcana.

Last night the seed of that idea germinated and produced a mutant fruit.

What about a campaign where the only spells available are those from Theorems & Thaumaturgy?

I thus present the Weirdomancer, a class with access to all the unique spells of the elementalist, necromancer and vivimancer classes from Theorems & Thaumaturgy.

It's probably a totally weirdly unbalanced class compared to the standard magic-user, in that it's missing some really basic spells like detect magic, and dispel magic. But I reckon it'd be a lot of fun to play!

A new FLAILSNAILS character, anyone?

Wednesday 16 January 2013

City Campaign As Random Table

A small idea wich came to me the other day, which I thought might be interesting to share.

What do you need when running a city-based campaign? Some things are:
  1. Lots of roughly detailed locations and NPCs.
  2. Lots of rumours.
My idea was to create a city campaign solely in the form of random tables. I was thinking of a format, per table entry, like the following:

Number - Name
Secret: something which could be very interesting to adventurers, but which is not commonly known.
Hook: a direct adventure hook which can be found at this location or via this NPC.
Connection: at least one connection to another numbered entry.

So the same collection of numbered entries can both be placed on a map as locations, and used as random rolls for rumours and adventure hooks.