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Oldskull Game Expansions Book III - Adventurer's Arsenal

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Wonderland Imprints is proud to present the third volume of the Oldskull Game Expansion series, providing exciting and inspirational materials for players and Game Masters who prefer to play the Original (OSR), First Edition (1E), and Second Edition (2E) versions of the world’s greatest role-playing game. If you’re looking for universal and directly compatible old school materials to bridge the original game editions created by Arneson and Gygax (1974-1985), Holmes (1977), Moldvay and Cook (1981), Mentzer (1983-1986), and other luminaries of TSR (1974-1989), you’ve come to the right place. Players of Fifth Edition will also discover much of resourceful interest here, because these historically-informed systems are rules-light and concept-heavy, ready for quick conversion to the ruleset of your choice.

This book features over 170 different and detailed weapon types for characters and humanoid monsters to employ. I have worked here to bridge several dozen Basic and Advanced systems, ending 40+ years of frustration concerning the conflicting weapons lore between the various classic editions.

Through collation, redesign, and play testing in the Oldskull campaign I’ve addressed such issues as ranged rate of fire (how many bow shots in a round, and can you aim, and why are the rules different?); inconsistent data (how much damage does a mace inflict?); situational special abilities (which weapons can dismount a foe?); pole arms (how many are there, what is a type, what is a subtype?); damage dice ranges and averages; weapons vs. armor class; overall accuracy; encumbrance as opposed to weight; cost and availability; weapon-relevant print errors (why is a footman’s flail cheaper than a horseman’s flail?); the lack of descriptions (is a Lucerne hammer blunt?); weapon size and heft (does a battle axe require one hand or two, and where did Gygax say so?); hundreds of unclassified weapon subtypes by culture or nation (the arming sword, francisca, sarissa, etc.); resolutions to unfinished systems (what is the cost of an underwater crossbow, or a bow built for strength?); and thousands of other nettlesome details.

I felt that the Basic weapon selection was far too narrow, while the Advanced systems were too conflicting and too complex, making conversion and cohesion between editions far more difficult than it should be. And I also wanted to factor in lore gaps and newer historical research, including such things as the cestrosphendone (dart sling), hurled maces, whistling Roman sling bullets, and more.

Some of the unusual weapons you will find herein include: new arrow and quarrel types, barbed impaling weapons, the cestus, the dwarven hammer, great maces and morning stars, mauls, hatchets, medium crossbows, sickles, scythes, and much more. All weapons have been codified in a simple format (just check the preview), with a full by-weapon index along with a full set of quick reference summary tables at the back. Optional rules in this volume cover simple and complex special effects (GM philosophies of rulings vs. rules), damage suffered by weapons, weapons of low and high quality, extended arrays of silver weapons, heroic weapons use, and so forth.

Best of all, everything is presented in itemized and modular format, so you can strip away the details you don’t need, focus on what you do want, and arrive at your perfect level of complexity for your own game. Whether you just want to add 150 simple weapons to the Basic game (using just the normal damage amounts and little else), or whether you want a fully cohesive system featuring all 170+ weapon classifications, you’ll find the perfect fit to enhance your game world’s combat options here. And all the many hundreds of rulings and data elements make sense and coincide with one another, too. At last!

I hope you enjoy this celebration of the old school TSR tradition. Be sure to watch for future volumes in this series which will detail character classes, races, equipment, domains, spells, treasures, and more. Another fine gaming supplement from Kent David Kelly and Wonderland Imprints, Only the Finest Works of Fantasy. (182 pages, 55,800 words.)

Requires Old-School Essentials Core Rules.

~

To view the entire library of available titles for Castle Oldskull, Hawk & Moor, Old School Essentials compatible supplements, and more, please visit Kent David Kelly's Wonderland Imprints publisher page.

The Wonderland Imprints Swords & Sorcery Library

Code

Supplement Title

Primary Game Topics

CO1

The Classic Dungeon Design Guide I

Dungeons / Lore / Random Tables

CO2

The Classic Dungeon Design Guide II

Dungeons / Lore / Random Tables

CO3

The Classic Dungeon Design Guide III

Dungeons / Lore / Random Tables

CO4

Oldskull Dungeon Generator

Dungeons / Solo Gaming Tools

CO5

The Book of Dungeon Traps

Dungeons / Random Tables

CO6

Oldskull Dungeon Tools

Generators / Solo Gaming Tools

CO7

Game World Generator – Deluxe Edition

Game World / Random Tables

CO8

Oldskull Adventure Generator

Game World / Random Tables

CO9

Chaotic Descriptor Table

Generators / Random Tables

CO10

Dungeon Delver Enhancer

Characters / Lore / Random Tables

CO11

Oldskull Warriors

Characters / Classes / Lore

CO12

Oldskull Knights

Characters / Classes / Lore

CO13

Oldskull Anti-Paladins

Characters / Classes / Lore

CO14

Oldskull Plague Doctors

Characters / Classes / Lore

CO15

Oldskull Gonneslingers

Characters / Classes / Lore

CO16

Serpentine

Characters / Races

CO17

Oldskull Half-Ogres

Characters / Races

CO18

Oldskull D100 NPC Generator

Characters / Generators

CO19

Character Tables

Gameplay / Tabletop Reference

CO20

Combat Tables

Gameplay / Tabletop Reference

CO21

Dungeon Monsters & Treasures Level 1

Monsters / Treasure

CO22

Oldskull Dungeon Encounters

Lore / Monsters / Treasure

CO23

Oldskull Dungeon Bestiary

Monsters / Random Tables

CO24

Oldskull Dragons

Monsters / Treasure

CO25

Oldskull Trolls

Lore / Monsters / Races

CO26

Oldskull Monster Generator

Generators / Lore / Monsters

CO27

Oldskull Treasure Trove

Random Tables / Treasure

CO28

The Oldskull Deck of Strangest Things

Lore / Random Tables / Treasure

CO29

City State Encounters

Random Tables / Urban Adventures

CO30

The Order of the Scarlet Tabard

Characters / Lore / Random Tables

CO31

Captains of the Scarlet Tabard

Characters / Lore

CO32

Oldskull Tyrrhenia Map Pack

Game World / Lore / Realm Maps

CO33

333 Realms of Entropy

Game World / Lore / Monsters

CO34

1,000 Rooms of Chaos

Dungeons / Solo Gaming Tools

CO35

1,000 Rooms of Chaos II

Dungeons / Solo Gaming Tools

CO36

The Pegana Mythos

Characters / Game World / Lore

CO37

The Oldskull Necronomicon

Characters / Game World / Lore

CO38

Lords of Oldskull: Krampus

Classes / Lore / Monsters

OSE1

Character Creation

Basic / Expert (B/X) Characters

OSE2

1977 Bestiary

Basic / Expert (B/X) Monsters

OSE3

Adventurer’s Arsenal

Basic / Expert (B/X) Equipment

OSE4

Turn Tracker

Basic / Expert (B/X) Gameplay

OSE5

Oldskull Grid War

Basic / Expert (B/X) Gameplay

HM1

Hawk & Moor Book I

TSR / Gary Gygax History 1973

HM2

Hawk & Moor Book II

TSR / Gary Gygax History 1974

HM3

Hawk & Moor Book III

TSR / Gary Gygax History 1975

HM4

Hawk & Moor Book IV

TSR / Gary Gygax History 1976

HM5

Hawk & Moor Book V

TSR / Gary Gygax History 1977

HM6

The Steam Tunnel Incident

TSR History / 1980s

 

(And more can be found at the Wonderland Imprints publisher page.)

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Customer avatar
Zachary S August 15, 2020 3:40 am UTC
PURCHASER
Quick question:
Are the "Striking Accuracy" range modifiers meant to stack with or replace the existing +1 short / +0 medium / -1 long modifiers?
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File Last Updated:
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This title was added to our catalog on February 22, 2020.