Life in Stone Halls & Serpent Men

A rather long time since the last post, which wasn’t even on-topic. I was working, made some web-based CRPGs as well as updating my iPhone games. But I’ve also done some gaming, and wrote a ton in SH&SM.

The what’s new for this update is very long. Some of it’s tested. The psionics & mutations have been used very lightly, so I’m sure they’re unbalanced, but do accomplish their goal, giving high-level abilities at high risk. The random dungeon/community tools are well-tested, but by their nature can produce surprising results.

I’ve decided that my older fantasy RPG projects should be mostly scavenged for material for SH&SM, so a bunch of that went into this update, and more will be added later. I still don’t love the d20 mechanics, but I love how Professions have made character creation fast and flexible, and my style of swords & sorcery fits.

What’s New:

  • How to Play the Game
  • Characters:
    • Beastmaster
    • Psionic
    • Hero brought in line with Prestige Professions
  • Social Status
  • Equipment:
    • Material & Repair
    • Lifestyle & Maintenance
    • Dwarf tech
  • Combat:
    • Slight increase to Untrained combat table at mid levels
    • Swimming & Underwater
    • Throwing flasks & grenades
  • Psionics
  • Radiation & Mutation
  • Bestiary:
    • Changed Incorporeal to Ethereal, for consistent mechanics
    • Added Faerie trait
    • Ape-Man
    • Crab, Giant
    • Dolphin
    • Eel, Giant
    • Elemental
    • Elf, Sea
    • Golem (Theurgist ability)
    • Homonculous (Alchemist ability)
    • Imp
    • Intellect Devourer
    • Medusa
    • Merfolk
    • Nymph
    • Octopus, Giant
    • Phase Spider
    • Psychic Parasite
    • Sea Devil
    • Sea Monster
    • Shark
    • Sprite
    • Squid, Giant
    • Star-Hound
    • Star-Spawn
    • Whale
    • Wolf reduced to Normal (but tougher than average)
    • Wolf, Dire
  • Treasure:
    • Trade Goods
    • Treasure Maps
  • Referee’s Tools:
    • Escaping the Underworld
    • Fortune Cards: TODO: find inspiration article
    • Wilderness Features
      • Chamber
      • Trap
      • Trash
      • Campsite
      • Tomb
      • Castle
        • Very simple siege mechanics
      • Community
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3 thoughts on “Life in Stone Halls & Serpent Men”

  1. Looks good, Mark. I’ve got no particular notes now, but this all looks like solid, usable stuff in the efficient, laconic style I appreciate in this game. I’m glad you’re still developing it!

  2. One thing I noticed – in the section on generating ruins, you refer to ruined shrines generated the same way as normal shrines, and I searched but could not find anything on generating shrines. Is this missing or perhaps a work in progress?

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