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Swords Against Madness

Author: Brian C. Rideout

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A Weird Fantasy Old-School Solo Role-Playing Game
28 Episodes
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Miria, a smuggler awakes next to her sinking starship on a strange world, alone, with holes in her memories, and only the clothes on her back and her wrist computer. If she’s going to survive, she is going to need to find a way past the strange alien cephalopods circling her vessel like hungry sharks… Episode 1 of the podcast introduces us to Miria at level 1, and has her survive the crash of her starship the Empyreal’s Coin. We encounter a monster called the Psi-squid, and eventually meet Teo helpful characters: Olan and Rayya, who believe Miria is there to fulfill a prophecy, something she partially verifies with the ancient Trassi incantation “Bah wheep graghna wheep ni ni bong“. We also get a glimpse of a potential enemy known only as The Master.
Episode 2: Burn

Episode 2: Burn

2024-05-2534:06

Miria awakens in a hut at the edge of the ruined village, covered in blisters, and discoveres that she may well be living on borrowed time, and so is the A.I. on her ship, The Empyreal’s Coin. As a madman plots her death, she stands before the council of the village to tell them a terrible truth about their beliefs… In this Episode, we establish some custom rules for radiation poisoning, and give Miria the strongest possible incentive to see her escape this planet. Her vessel’s AI might be able to help, except it only has 16 minutes of operational tiem remaining. Olan and Rayya become her reluctant guardians, and the Mysterious “Master” awakens the Gorum to slay Miria before she interferes with his machinations. The Gorum Hit Dice: 1+2 Armor Class: 5 Attack: weapon (1d6) Saving Throw: 18 (special) Special: Immortality, Resilience Move: 12 Alignment: Chaotic Morale: 10 Int: 6 No. Appearing: 1d12 Challenge Level / XP: 3 / 60 Brutal and vicious, the Gorum are members of an immortal legion created for an interstellar war. They were found too uncontrollable, and often too stupid to be useful, and were banished to prisons across the cosmos. No matter how many times one is cut down, unless their brain is destroyed by a directed magical attack, they will always return to life in 1d6 turns, often more hideously scarred and insane. If they are left bored, hungry, or thirsty for too long they enter into a state of suspended animation that breaks when the opportunity to sate their appetites presents itself. The Gorum always roll twice for every saving throw and take the better result. They are not affected by poison or any effect that causes instant death. Additional Credits I am extremely blessed to have Simon Williams, creator of the epic solo RPG / Storytelling podcast Legend of the Bones as Empyreal.
Episode 3: The Dagger

Episode 3: The Dagger

2024-06-1534:23

Rayya, Olan, and Miria set out to acquire a magic dagger from a local miser to use against the immortal space barbarians known as the Gorum. This drags Miria into the religious cold war that runs through the Island’s culture. This episode includes a brief battle using the deadly and fast grappling rules from Swords & Wizardry, and I opt to use the more granular B/X Morale Rules. Much of this episode is dedicated to exploring the nuances of the Island’s culture as produced by consulting the Mythic GM Emulator. NPC VIllain: Kalmek: HD 2; AC 9 [10]; Atk: Shillelagh (1d6); MV: 12″; AL: C; ML: 7; CL/XP: 2/30; Str 12 Int 11 Wis 8 Dex 10 Con 11 Cha 8 Kalmek is a local miser who has lived off of his Grandfather’s adventuring loot for decades. He thinks himself better than the Islanders and derives all self-worth from his influence in The Church and the legacy that has let him live in luxury.
Miria finishes the task of slaying the Gorum, and struggles with the guilt of destroying helpless foes. As she struggles with her thoughts she makes a bond with a psisquid, and is then interrupted by a call from an old enemy. In this episode we discuss the use of alignment in OD&D and Swords & Wizardry and why it matters. We also continue to feature the Gorum, shared in the Bestiary section of the SvM homepage. Discussing Alignment In segment 2 of the episode, I discuss Alignment including how it was used in AD&D.. I mentioned my casual retroclone project Ruins & Redcaps, and reproducing (and re-arranging) the rules of AD&D using modern information design in a way reminiscent of Old School Essentials. Here is a downloable excerpt on Alignment from Ruins & Redcaps. For purposes of a campaign with only a Law-Neutrality-Chaos axis this can be expressed as a linear scale from 6 to -6 using row 0 of the Alignment table. In any case, I don’t want Miria, Rayya, & Olan to slip too close to Chaos, but after this, Miria is definitely sitting somewhere around -1.5. Yanghu Yanghu is a smuggler captain of the Trassi Syndicate and former business partner of Miria’s. He is the one who shot her down, but she can’t remember why. Yanghu is a cruel Ogre Magus who loves to gloat. Yanghu: HD: 5+4 (44hp); AC: 4 [15]; Att: portable laser cannon (4d8) or boarding sword (d12); SV: 12; Special: Magic use (See below), regenerate 1hp/round; MV: 12/18 (flying); AL: Chaos; CL/XP: 7/600 Magic Use: Yanghu can fly, turn invisible (per the spell), create a 10-foot-radius circle of magical darkness, change into human form, cast sleep and charm person once per day, and cast a Cone of Frost with a range of 60 feet to a base of 30 feet, causing 8d6 damage to any caught within (saving throw applies). Map of Nar I’ve drawn a map of Nar for an upcoming Hex Crawl! Each hex is about 6 miles, but the terrain is mostly hilly jungle. I’ve marked a few locations with images: 0903 is the location of the Village of Nar and the Church. 0602 contains the Cloister of the Order of Stars. 0402 includes the Pit of the Gorum. 0401 includes the local Volcano, Guluke, and the secret Shrine of the All-Knowing. The wreck of Empyreal’s Coin is just to the South of the peninsula 0405 (not shown, as I have to import a sunken flying saucer into CC3+). Random Encounter Tables Here are my Hot Springs Island inspired random encounter tables:
Episode 5: Heresy

Episode 5: Heresy

2024-07-2723:32

Rayya, Olan, & Miria fight for their life against giant centipedes, we learn about Rayya’s history with the church, the PCs are stalked by a man with a grudge, and find their way barred by an enemy who declares Miria and all she stands for Heresy. This episode features a new NPC villain that I rolled up using the same character statistics as a Player Character. Mormont Mormont is an apostate from the Order of Stars: he has learned and seen too much of the Truth of the Trassi Syndicate, observed too much greed an Hypocrisy in the Aldean Church, seen too much selfishness in the Cult of the Master to believe in much of anything other than himself. He will happily sow Chaos and Discord for any faction against any faction if the price is right… and if he can serve his own agenda, all the better. Mormont: HD: 4d4 (11hp); AC: 9 [10]; Att: dagger (d4); SV: 12; Special: Magic use (See below); MV: 12; AL: Chaos; CL/XP: 6/300; Abilities: Str 8 Int 14 Wis 14 Dex 12 Con 12 Cha 13 Magic Use: Mormont is a 4th level Magic-User, who has the following spells in his spellbook: 1st Level: charm person, detect magic, protection from evil, read languages, read magic; 2nd level: invisibility, knock, mirror image; Gear: amulet (worth 103gp), backpack, dagger, spellbook, staff
Rayya struggles under Mormont’s mind control as he debates to which faction he wants to sell out Miria. An unfortunate communication and a careless intruder cause danger to awaken on every side. Making escape seem increasingly more perilous by the second. This episode begins a fast and furious dungeon crawl designed using the Five-Room Dungeon method, and includes another custom moster to face the Gorum. Both are included in the SvM homepage bestiary, Combat Automaton These robots are proficient with all manner of weapons. They are built to show off the Gorums’ combat prowess, but in an emergency, can ramp up to a suppression mode to contain them instead. Combat Automaton: HD: 3; AC: 4 [15]; Att: weapon or 2 electric fist (d6 plus stun); SV: 15; Special: shock; MV: 9; AL: Neutrality; CL/XP: 3/60 Shock: A creature hit by an electric fist attack must make a save or lose its action next round. The Map of Yanghu’s Gorum Showroom Tech Room & Entrance: Alien Communications tech, window overlooking 3, high-tech medkit. Mormot has an encampment here. As is Miria’s gear and Olan’s sword. Cryo Chamber: Each dot represents a cluster of 3 pods. There is a hole entrance in the bottom right corner. A total of 48 Gorum are kept here in stasis. Any damage to a pod will automatically cause the Gorum to be revived. Demonstration Arena: Open, lots of drains on the floors. Robot Room: Contains 3 Combat Automatons, swords, laser rifles, plasma pistols, and neural maces. I will use hacking rules derived from White Star: Swords & Wizardry in Space for any actions related to the robots. Lounge: Doors locked; Mormont has never been in this room. Contains 5,000gp in pressed bars and a decanter of endless water (treasure rolled randomly.) All doors in this dungeon are nanolaced titanium with crystal windows, they are hard to smash but their pistons are weak and can be broken. A character familiar with starship and space habitat systems can attempt to hack the door with a 2-in-6 chance of success. Image created using HeroForge used in accordance with their EULA
Episode 7: Mayhem

Episode 7: Mayhem

2024-09-0727:31

Rayya and Kalmek clash as the Gorum awake and swarm the party from within the facility, while Trassi soldiers hunt them from without, and Mormont makes a desperate escape attempt. This episode includes custom monsters found in the Bestiary page of the SvM homepage, as well as the villains Kalmek, Yanghu, and Mormont, and includes my custom hacking rules below. The Dungeon Map This adventure takes place in Yanghu’s Gorum Showroom, described here: Computer Hacking I have adapted rules for computer hacking from White Star: Swords and Wizardry in Space, Galaxy Edition. Miria as a magic user with a background as a spacer has 2 points in Technology, and +1 from her intelligence, means that she can hack a computer on a 1-3 on a d6.
Episode 8: Gorum

Episode 8: Gorum

2024-09-2824:22

Miria, Rayya, & Olan make a break for freedom as the carnage continues in Yanghu’s Showroom. The chaos continues in one of the most insanely busy dungeon crawls in which I have ever been either the player or the GM. It includes multiple NPC villains, Orcs, Kobolds, Lizard-Men, as well as two custom monsters found in the SvM Bestiary. The Dungeon Map Where to Get Scifi Rules for Swords & Wizardry For the purposes of creating science fiction adventures in Swords & Wizardry, I will be borrowing some material from White Star: Swords & Wizardry in Space, Galaxy Edition, which you can get here (affiliate link). Read my review of it here. Or see records of my latest White Star campaign here. I am going to steal some of my other systems, especially the systems for starships and space battles using RPGPundit Presents #100: Star Adventurer, which you can get here (affiliate link). You can see my review of it here. And you can read the records of my old solo campaign Starfarer here. Combat Automaton Combat Automaton: HD: 3; AC: 4 [15]; Att: weapon or 2 electric fist (d6 plus stun); SV: 15; Special: shock; MV: 9; AL: Neutrality; CL/XP: 3/60 These robots are proficient with all manner of weapons. They are built to show off the Gorums’ combat prowess, but in an emergency, can ramp up to a suppression mode to contain them instead. While in suppression mode, the robots strike with electrified fists that deal 1d6 damage, and the target must save or lose their next action.
Episode 9: Flight

Episode 9: Flight

2024-10-1927:54

Miria, Olan, & Rayya make a desperate ploy not just to escape Yanghu’s showroom, but to escape in style… but the Gorum are still hunting, and the lizard-man starfighter pilot Sshosk is still between them and freedom. This episode features transcripts thanks to the openVINO tool kit for Audacity! The Weapons I’m Using I have created a set of simple science fiction weapons that the Trassi Syndicate use based on the material in the various Sci-Fi games I have used to inspire the game’s Sci-Fi rules. The prices represent the fact that the materials used to create this equipment cannot be bought on Obros. Weapon TypeRangeDamageRoFWeightAmmoPriceElectro-Laser60ft*d8!11/2 lbcharging500gpHeavy Pulse Laser120ft*4d8118 lbs365,000gpLaser Assault Rifle240ft*d8!34 lbs242,000gpLaser Pistol120ft*d10!21 lbs8800gpShotgun80ft*2d624 lbs2350gpSniper Laser500ft*d12!18 lbs41,200gp* there is a -2 to attacks beyond this range; the weapon can fire no farther than twice this range.! indicates an exploding die; on the highest value on the die, roll again and add the next die to the previous total. Electro-Lasers: draw ambient electricity from the environment. They can be fired once per round only. On a damage roll of 1 they require a round to recharge before the next attack. Heavy Pulse Lasers: are heavy, bulky weapons that emits rapid-fire streams of laser fire, and can either grant the wielder a +2 to hit or make an attack against all enemies in a 30ft. cone. The ammunition is a backpack battery. Laser Assault Rifle: An assault rifle can use up 12 rounds to deal 4d8 damage in a fully automatic burst and gain a +2 to hit this uses up all attacks in the round. Shotguns: are at +2 to attack a single target. It can be used to attack up to 3 targets at once as long as they are within 5ft of each other. Armor ArmorArmor ClassWeightCostNanoweave Fabric7 [12]1/2 lb.1,200gpLight Composite Armor6 [13]4 lbs400gpMedium Composite Armor4 [15]8 lbs800gpHeavy Composite Armor2 [17]16 lbs1,600gp Nanoweave: does not require a proficiency in armor to wear, and does not interfere with magic. Composite Armors: All count as light armor, any class proficient in leather armor can wear Light or medium composite armor, andy calss capable of wearing chainmail may wear heavy composite armor.
A summary of the first 10 episodes of Swords Against Madness. Miria, a space-faring smuggler crash-lands on the world of Orbus, near the Island of Nar. Nar is a poor former colony of a failed Oligarchy full of conflict between its two religions, and is plagued by seeming indestructible monsters. Miria steps right into the conflict by giving them the holy words she guessed had been engineered into the Island’s older faith by star-faring criminals, and thanks to horrible radiation poisoning, finds herself racing against time to fulfill a prophecy, hunt down an old space pirate associate, end the clash between faiths, and slay monsters, with the help of a pair of teen-aged misfits. But her disruption to the culture of the Island paints a target on her back, and she is kidnapped by a sorcerer-assassin called Mormont, who attempts to sell her to Yanghu, the space pirate who shot Miria down. This leads to a terrifying clash between Mormont, the party, a vicious miser with a grudge Kalmek, a hit squad of Space Pirates, immortal space barbarians accidentally freed from cry-stasis, and combat robots. Miria and her teen-aged friend Rayya manage to barely escape with their life, stealing a spaceshipin the process,
Miria gathers new allies, and tries to buy time as the radiation begins to consume her. Rayya and Miria draw up plans for war. Two new allies join the party, each separately seeking ways to do penance. This episode includes some much-needed downtime where Miria recruits some new party members and seeks medical attention for her radiation poisoning. It includes some detailed notes on how I use the Mythic Game Master Emulator. Undeadwood Weird West RPG: Dead Man’s Dice Preview Version is my complete and fully playable Western fantasy TTRPG. This version does not have the GM Toolkit, the advanced magic rules, or the complete Wonkatonkwa County Gazetteer, but it is everything you need for pulpy and gothic cowboy adventures. Get it on DriveThruRPG Heroes and Homelands is an OSR retro-game that features simplified magic, an advantage/disadvantage system, and expanded wilderness adventuring rules that make it a smooth-fast playing experience. More importantly it is designed as a rules-hacking toolkit! Every section is optimized for easy cut & paste and editing. Making it a perfect base for writing your own customized game. Get Heroes & Homelands on Itch.io
Episode 12: On a Wing

Episode 12: On a Wing

2024-12-2830:15

Miria meets one new ally and sets out to fulfill the Prophecy and wake the All-Knowing, taking to flight in her newly acquired spaceship with a team of new allies. A new dungeon crawl begins in this episode! This episode features a classic low-level D&D monster, and shows off an equally classic magic item!
Episode 13: Doors

Episode 13: Doors

2025-01-1826:11

Miria, Rayya, Nala, Garland, and Edryk enter the Fane of the All-Knowing: a labyrinth of traps, illusions, and deadly guardians. Nothing in their path is what they seem. Especially when the traps force the group apart. This episode discusses solo gaming tools that I use at length, and includes the classic D&D monster, the Piercer, lightly reskinned to fit the dungeon theme. Solo Adventure Gaming Tools I created this dungeon using the AD&D Random Dungeon Generator from Donjon.bin.sh; which creates a complete dungeon based on your specifications and to a theme. Another powerful tool for solo map generation is the game Four Against Darkness; a lightweight solo dungeon crawler that makes exceptional maps. Read my review of it here. A faster, and extremely light solo adventure tool that I have also used for solo adventuring is Tale of the Manticore’s very own One Shot in the Dark, that combines solo card game and old-school dungeon crawl. Read my review of it here. Great game, and my favourite podcast! I also occasionally use a random d20 or d66 encounter table of monsters, traps, and encounters based on a Dungeon theme, connected to a clock system similar to that used in Fabula Ultima or Blades in the Dark. you can see one of my earliest versions of that method in my three-part review of Salamandur Household for Pacts & Blades: part one, part two, part three. One Shot in the Dark Four Against Darkness Donjon
Episode 14: Machines

Episode 14: Machines

2025-02-0826:35

Miria, Rayya, Nala, and Edryk search for their lost companion and the mysterious all knowing in a dungeon full of strange traps, mechanical constructs and deadly illusions. In space, a conflict mounts between the Trassi syndicate and a treacherous business partner. This episode includes logic puzzles, deadly traps, and a custom monster featured in the show notes. It also has the terrible lethality of Old D&D on full display. In this episode the party faces a deadly magical foe called the Arcane Guardian. The Arcane Guardian Hit Dice: 3+1 Armor Class: 5 [14] Attack: none Saving Throw: 16 Special: Spells Move: 6 Alignment: Lawful Morale: 12 Int: 6 No. Appearing: 1 Challenge Level / XP: 5 / 240 The crowning achievement of the Order of Stars, this entity of ceramic and crystal is awakened by those who tinker with the machines in the Fane of the All-Knowing without knowing the correct passkey. It uses its powers to create a disorienting Mirage Arcana which hides the numerous traps that it can activate about its lair. It then may cast Push or Pull each round to force its foes into unseen traps.
Episode 15: Shock

Episode 15: Shock

2025-03-0128:30

As Miria, Edryk, and Nala press deeper into the trap-laden Fane of the All-Knowing, the Ogre-Mage crime-lord Yanghu deals with a vicious sneak attack on his starship. This adventure mixes classic RPGs, using Swords & Wizardry to simulate D&D as it was played in 1977, along with scenes from Cepheus Deluxe, a modern re-imagining of the 1977 version of the classic Sci-Fi TTRPG Traveller. Fair warning: This episode includes some mild profanity that, while within the limits of the 1980s PG limit, is worth mentioning. In this episode I handled outer space conflict using the game Cepeheus Deluxe: Enhanced Edition, by Stellagamma Games, which is a slightly modernized clone of the original 1977 rules to the Science Fiction TTRPG Traveller.
Episode 16: Rupture

Episode 16: Rupture

2025-03-2227:04

Note: Due to an error, this entry originally pointed to episode 14. This has been fixed and the correct episode should now play. In the aftermath of the battle in orbit over Orbos, space pirate comb the hulk of the Ko-Dan for treasure. Miria and Edryk push deeper into the Fane of the All-Knowing, and Miria reminisces about her past. This episode continues to use material from Cepheus Deluxe, a modern remake of the 1977 Scifi RPG Traveller, along with Swords & Wizardry to create a classic, 1977 D&D experience. This session used space travel mechanics from Cepheus Deluxe: Enhanced Edition, a retro-clone of Classic Traveller.
Episode 17: Villainy

Episode 17: Villainy

2025-04-1229:14

While Miria & Edryk face a deadly trap, The Master & his acolyte Halu conspire to murder Miria, and Yanghu extracts a bloody revenge on the crew of the pirate ship Xur. This epsiode uses a ship layout diagram from Cepheus Deluxe as its dungeon map, but is played entirely with Swords 7 Wizardry. It focuses primarily on the activity of the campaign’s villains. It includes several encounters with human bandits, soldiers, and sergeants at arms as described in Swords & Wizardry. Yanghu Yanghu is a very old and powerful Ogre Mage who has been a captain in the Trassi smuggling and irate fleet for centuries. 400 years ago, he discovered a crashed Gorum prison ship on Orbos, and turned it into a thriving business in living weapons. Selling the Gorum as weapons is so heinous that even the rest of the Trassi Syndicate might rebuke him if they knew… which is why he wants to make sure Miria is silenced. The destruction of his Corsair-class starship, the Ko-Dan has put him in a position where he needs to capture a new ship and a new crew. Hit Dice: 5+4; 44 hp Armor Class: 4 [15] Attack: Naginata (1d12) Saving Throw: 12 Special: Magic, Regeneration Move: 12/18 (flying) Alignment: Chaotic Morale: 10 Int: 16 No. Appearing: unique Challenge Level / XP: 7 / 600 Like all Ogre Magi, Yanghu can cast a fly spell and invisibility at will. He can also cast the following spells one per day: darkness 15ft. radius, charm person, polymorph self (into humanoid forms from 5-12′ tall), and cone of cold (8d6 damage, save for half) Yanghu regains 1 hit point per round unless he is harmed by fire (including lasers) or acid.
Episode 18: Alien

Episode 18: Alien

2025-05-0324:11

Miria and Edryk face a terrifying trap and life-altering choices push on to the deepest chambers of the Fane of the All-Knowing. In this episode Miria and Edryk narrowly escape a trap that borrows its inspiration from the AD&D2e spell Maximillian’s Stony Grasp, and the D&D3e spell Stone Fist that evolved from it. I discuss spells – and getting them wrong in the episode. Warning: Spoilers ahead Miria and Edryk encounter the being known as the All-Knowing, which is an extradimensional intelligence. The voice of the All-knowing is provided by Jon Cohen of Tale of the Manticore, one of the first Solo Semi-Actual-Play podcasts, and one of the biggest inspirations for Swords Against Madness. You can hear Tale of the Manticore wherever you get your pdcasts, and check out his official website here. And hear the trailer for Tale of the Manticore here: The All-Knowing Hit Dice: 10 Armor Class: 3 Attack: Chaos Beam (1d10) Saving Throw: 5 Special: Correspond, Time Warp, Reality Vulnerability Move: Fly 24 Alignment: Chaotic Morale: 11 Int: 20 No. Appearing: 1 Challenge Level / XP: 13 / 3,900 The All-Knowing is a projection of an intelligence from a higher quantum state that has spent aeons trying to understand three-dimensional beings that can move only one way through time. It has spent centuries the prisoner of the Trassi. Correspond: The All-Knowing can possess a living being that is capable of casting Magic-User Spells, An unwilling being may make two saving throws, if they succeed one, they take 2d10 damage but repel the All-knowing (the head explodes if this damage kills them.) If they succeed both they repel the All-Knowing and take no damage. A being that is possessed by the All-knowing may communicate with it telepathically. If it tries to direct their actions, they may make a save to resist. While possessed by the All-knowing they may use its Chaos Ray attack, regenerate 1 hp per round, and are immune to and cured of all diseases and poison, thanks to the All-Knowing’s ability to manipulate their body. Neither they nor the All-Knowing may use its Time Warp abilities during this time. If the All-Knowing’s vessel is killed it is immediately forced to take its physical form and takes damage from its Reality Vulnerability. Time Warp: The All-Knowing can cast Slow, and Haste at will. It can cast Time Stop, Divination, and Stasis each once per day. Reality Vulnerability: The All-Knowing takes damage when exposed to the Prime Material Plane or a Plane of strong Law. it suffers 4d4 damage each round it is in such a plane unless it is surrounded by a field of magical chaos of some kind or has possessed a creature that can cast magic-user spells.
Miria & Edryk return to Nar with the All-Knowing and another pile of treasure. The All-Knowing reveals a path forward, but will the people of Nar trust Miria enough to risk more lives to help her? Apologies for the delay! This episode is coming out 1 week late due to extreme illness. In this Episode, Miria & Edryk both return safely to the village of Nar with a pile of treasure, enough for them both to gain a level. I am borrowing the Advanced Dungeons & Dragons method of handling levelling up for Magic-users: PCs can pick one spell from the PHB they would like to know and roll their INT-based chance to learn a spell. If they do not learn that one, they cannot try it again until they gain a level. We have a fairly substantial treasure hoard this level, and so I wanted to talk about my treasure generation method. Swords & Wizardry does treasure generation by taking the total XP value of monsters that were guarding the treasure and multiplying it by a base 1d3+1. With 1gp = 1xp for character growth, this means that on average gold will make up 50-75% of your experience gains, which is about the same ratio as using the original treasure types system. Once you have that base value, it directs you to a d4 table that will tell you how many coins, gems & jewels, & magic items you generate from a number of sub-tables. To this I added my own tweaks: For large numbers of coins I roll +1d100 and then -1d100 to give a number that doesn’t always end in a 0. In alien treasure hoards, I roll 1d100 to determine what percentage of coins are an alien currency, and then roll an additional d100 to determine how much of that is federation credits, and how much is some kind of hard currency like pressed indium bars. Credits weigh nothing. Indium bars weigh 1/100th of a pund (rather than 1/10th for gold.) For gems & jewellery, Swords & Wizardry does not give any guidance on how to determine what kind of jewel or gen you have discovered, only a gold piece value: it is up to the GM to decide its description. To make this easy on me I created a simple d4 table: 1: a gem; 2: a piece of jewelry or art object; 3: a piece of alien tech; 4. a piece of alien art. The treasure hoard in the Fane of the All-Know ended up being: 5,209 gp 3,088 pressed indium bars (1gp ea.) 1,712 Federation Credits gauntlets of swimming & climbing 7 +1 sling stones a jewelled urim from the early days of the Order of Stars (350gp) a trans-com array – alien ship part (123gp) a large amethyst (480gp) jade and turquoise necklace made by jungle halflings (540gp) trance projector, an alien device that projects soothing psychedelic holograms (120gp) a pair of jade and turquoise earrings made by jungle halflings (3gp) Miria and Edryk could not carry it all out, and left behind over 2,009 gp Special Announcement! If you like Swords Against Madness, I have great news for you! SvM is now part of the Solo Roleplayers Network, a collaboration between over a dozen solo semi-actual-play podcasts like Swords Against Madness, Tale of the Manticore, Legend of the Bones, Stories from the First Watch, Legends from the Fireside, Errant Adventures, Roll by Myself, A Wasteland Story, The Chronicles of Nephes, and many more! Come check out our curated list of some of the finest, highest-quality solo roleplaying podcasts out there at soloroleplayersnetwork.com
A summary of Episodes 11-19. Swords Against Madness episode 20 is a summary of the plot from episodes 11 through 19. An opportunity to catch up on the plot or just refresh your memory. It adds nothing to the main plot-line. Come and find your next favourite solo rpg semi-actual-play podcast on soloroleplayersnetwork.com
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Comments (6)

Jared Hess

Full podcast. Listened to the first three episodes so far and enjoyed them. Loved the audio of Ryan dressing down Kalmek and how it ran in the background while the story progressed made me laugh. Little details like that add to this fantastic production. Excellent work on bringing the setting and characters to life!

Sep 30th
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Larry Mann

This in my top 4 insta-listen shows! SwordsvMadness is trippy fun, engaging, thrilling, and a great yarn - while Brian includes enough behind-the-scenes material to make it much more than just a good yarn. Add in excellent music choice and sound quality and this will be in your winners list too!

Sep 29th
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Trevor Stevenson

A wonderfully weird Old School adventure!

Sep 20th
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Legend of the Bones

A fantastic solo actual play podcast, Swords Against Madness takes this genre and turns it into a Science Fantasy gonzo extravaganza. Just watch out for those immortal space Barbarians! Highly recommended for anyone wishing to party like it's 1974!

Sep 2nd
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