Barrows & Basilisks
Jan 13th Update: Due to WotC's treatment of content creators in the recent OGL update draft, all files have been hidden from download and payment options removed until I can re-upload files with a suitable Creative Commons license.
Barrows & Basilisks is my take on the original 1974 rules. It's heavily based on the retroclone Delving Deeper by Simon Bull, and White Box: Fantastic Medieval Adventure Game by Charlie Mason (itself based on Swords & Wizardry by Matthew J. Finch). The lack of ability scores is a house rule of mine, though I discovered after the fact that Nicolas Dessaux had already experimented with omitting ability scores in his Searchers of the Unknown game.
Barrows & Basilisks also incorporates some of the best ideas I could steal from OSR bloggers like Dan Collins, Brendan S., and Skerples. Among them are:
- HD as to-hit bonus
- Silver standard
- Accurate medieval prices
- Stone encumbrance
- Shields shall be splintered
- A recreation of Arneson's turn undead rules, as described by DHBoggs.
- Move/Missile/Melee combat phases, as in the original rules
Barrows & Basilisks is currently narrow in scope, and only provides rules for character creation and simple dungeon crawling. In the future I plan to add expansions with advanced classes, rules for overland travel and domain management, mass combat, and more. It strives to emulate a time period like the Early Middle Ages (or the very start of the High Middle Ages) in Western Europe, with feudalism still present, plate armor and heavy cavalry rare, and monarchies with centralized governments still in their infancy.
The "source code" for the rules was written in Markdown (specifically the pandoc flavor) using a simple text editor, then converted to PDF and HTML using pandoc and LaTeX (specifically the TeX Live distribution).
Cover image and background art by Darkmoon_Art and Clker-Free-Vector-Images from Pixabay.
Status | Released |
Category | Physical game |
Rating | Rated 5.0 out of 5 stars (4 total ratings) |
Author | Underwater Owlbear Games |
Genre | Adventure, Role Playing |
Tags | Dungeon Crawler, Fantasy, markdown, Retro |
Average session | A few hours |
Languages | English |
Development log
- WotC and the OGL, removing all files temporarilyJan 14, 2023
- Version 1.05 ChangelogJan 16, 2022
- Version 1.04 Release Notes - Big Initiative ChangesDec 05, 2021
- Version 1.03 Release NotesNov 25, 2021
- Version 1.02 Release NotesNov 21, 2021
- Version 1.01 Release notesNov 12, 2021
- Version 1.0 Release NotesNov 11, 2021
Comments
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It's a cool idea to host a retroclone in this format! One question: You reference front and back ranks in the description for reach weapons, but I don't find any concrete reference in the combat section?
Thanks! As for reach weapons, I've tried to keep the rules relatively scale-agnostic to accommodate theater-of-the-mind combat. "Attack from the second rank" is a way to describe the advantages of spears, polearms, and the like without explicitly describing a combat grid or scale.
I don't stick to this everywhere (character movement speeds, for example) but I try to keep things free of units since TotM or approximate placement of miniatures is usually how I run combat.
Check out the v1.04 update - I've changed spears to now strike first compared to other melee weapons, to mesh with the new phase-based combat round & initiative system.
Nice, seems clearer and easier to understand.
Hell yeah, I dig this!
Thanks! More to come soon.