EXPLORATION BENEATH THE URTH

The fabled vaults of Vaarn - ah! Those tech-tombs that glimmer with tantalising shards of the Long Ago, tablescraps of the gods gone to rot in the recesses of the Urth! Concrete caverns, open doorways like blind idiot eyes, supercoolant lagoons in which lounge creatures of utmost malice and depravity! I have walked silent halls… Continue reading EXPLORATION BENEATH THE URTH

WALL-CRAWLING PROCEDURES

Travel within the Great Wall is profoundly different from travelling the empty wastes of the Interior. This is an attempt to codify the differences, and make them apparent to Referees and players alike. Directions The Wall is a vertical structure. Directions given will differ from the standard four compass points. When giving directions, a denizen… Continue reading WALL-CRAWLING PROCEDURES

WHAT’S CHANGED IN THE DELUXE EDITION?

The Deluxe Edition hardback is a compilation of the first three issues of Vaults of Vaarn. I have generally restricted the changes to correcting obvious errors and expanding on some parts of the core rules that were ambiguous. An example would be that the first issue includes several monsters that dealt damage directly to a… Continue reading WHAT’S CHANGED IN THE DELUXE EDITION?

SOURCERY

This is another post focusing on the merging points between classic B/X-style fantasy, and science-fantasy. I was partly prompted to write this by an email from the GM of a Vaarn campaign, asking for my thoughts on incorporating traditional magic-user PCs into Vaults of Vaarn. I'm personally happy with how Mystic Gifts work in vanilla… Continue reading SOURCERY