Age of Heroes


Vikings & Valkyries House Rules

Filed under: House Rules — K-Slacker @ 21:07
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Here are my house rules for Vikings & Valkyries. In most cases, they are based on my M&M House Rules. I’ve also got some ideas for the Priest class in a post-Ragnarök campaign, but haven’t fleshed them out yet.

  • Generating Attributes: I’m used to the ‘4d6 drop lowest’ method. Attributes are rolled in order, with the option of swapping any two (if desired).
  • Variant Classes & Class Selection: The Prince class is based on the ‘renovated’ Noble, and Skalds use the updated Lyrist powers (both from The Minotaur). The Shapeshifter and Mariner classes (from the M&M Companion and The Minotaur, respectively) are acceptable as PC classes.
  • Trollborn: Change all references of ‘Half-Giants’ to ‘Trollborn’. Game rules and flavour text remains otherwise identical, except that they would have Troll Speech as their extra spoken language.
  • Saving Throws: Alternate formulas for Danger Evasion and Mystic Fortitude are used (also from The Minotaur).
  • Initiative: Instead of each character having a fixed value, initiative is determined at the start of combat by rolling d6 and adding your initiative modifier (equal to Skill + Wits mods).
  • Armour & Shields: The term ‘mail corselet’ is not used. Instead, chain hauberks provide +3 EDC, cost 150 sp, and weigh 3 enc. Chain byrnies are also available, adding +2 EDC for 100 sp and 2 enc. Helmets only add +1 to EDC, but still cost 75 sp and weigh 1 enc.
  • Literacy: Any character may select runic literacy as one of his starting languages.
  • Weapon Damage: Daggers do d6-1 damage (even on a sneak attack or when thrown); ‘barbarian’ weapons are termed ‘battle’ weapons instead and inflict d6+1 damage, but automatically lose initiative vs. spears and swords (as do great axes); staffs do d6 subdual damage.
  • Unarmed Combat: Brawling inflicts d6 subdual damage minus the EDC of the target’s armour; wrestling inflicts 1 point of subdual damage in addition to grappling the opponent.

There’s a number of optional rules from other sources that I’m planning on using:

  • M&M Companion: As mentioned above, Shapeshifters are available as an optional PC class. Critical Hits and Fumbles will be used (along with the new combat options in V&V). Background Talents will not be used. Nor will the rules on Heroic Development or Divine Agents.
  • The Minotaur Magazine: The Mariner from Minotaur N° 1 is available. As noted above, we will use the ‘renovated’ Noble for the Prince class, as well as the updated Lyrist powers for Skalds. The alternate Saving Throw rules from Minotaur N° 2 and N° 3 shall be used. I also like the ‘Magicians and Armour’ variant from Minotaur N° 4 (p 44) and the ‘Alternate Armament’ rules from Minotaur N° 5 (p 54). And the ‘No Mean Feat!’ rules from Minotaur N° 8 (p 45) have caught my eye.

(Quite a few house rules for a game I’ve never actually played yet, eh?)



Vikings & Valkyries Draft Release!

Filed under: General — K-Slacker @ 21:36
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UPDATE: The official release is now online at Vikings & Valkyries webpage. Go check it out!

Vikings & Valkyries is a new Norse-themed supplement for Mazes & Minotaurs by Olivier Legrand, using the same game mechanics and approach as the ‘revised’ M&M rules. It is currently in draft, with minor editing remaining before the ‘official’ release. V&V “recreate[s] the brutal action of Viking adventuring on your tabletop, complete with runes, trolls, dragon-headed ships, sword-biting berserkers and, of course, horned helmets – which, incidentally, were never used by real Norsemen but who cares?”.

If you’d like to snag a free copy (and hopefully provide editing feedback), swing by the Mazes & Minotaurs Yahoo Group and check out the latest messages for a download link.

V&V has stoked my interest in this gameblog again. I’m not convinced anyone actually stops by anymore, but I intend to write up my ‘house rules’ for V&V, just like I did for the proposed M&M Play-by-Skype campaign.


Introductory Session – Captured by Slavers!

Filed under: Session Intro — K-Slacker @ 03:32
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Slaver Ship

Separately and collectively, you’ve all fallen into the hands of beastmen slavers.

Most of you remember it this way: you were walking in the countryside near your homes, strolling home from the tavern after a night’s drinking, walking down to the river to fetch some water, or gone to visit some lass or lad in the neighbouring village.

And, suddenly, you heard a thrashing in the underbrush around you, and before you could turn you felt a whale of a blow to the back of your head, and everything went black.

When you awoke, you were in the dark, tiny, stinking hold of the slaver galley, shackled by your wrists to the sturdy beams of the slave bunks, bunks stacked like cordwood. There were about forty other captured folk of the archipelago there.

You were sick from the blow to your head and from the tossing of the ship, from the revolting gruel the slavers occasionally fed you, and from the knowledge that you were bound for one of the beastmen slave ports, never again to see your own home. Mockingly, the keys to your shackles were hung from a hook right by the hatch to the deck, only five or six feet from the lot of you. They might as well be miles away…

A few days after you woke up, the ship was hit by a squall – which turned, after half a day of tossing and rolling, into a full-fledged storm which blasted spray and curses into the hold every time the above was opened. Your jailor – a boarman of notable porcine ugliness – brought about half the shackled slaves abovedeck to man the oars vacated by sailors washed overboard. The storm continued another day, and the boarman took another one-fourth of the slave cargo abovedecks. He looked worried.

That was yesterday. You haven’t seen any of the beastmen or the slaves since then, and you haven’t been fed. Early today, the shouting and cracking of whips indicating that rowers were being kept in line finally faded away to nothing. The only sounds are from the cursed storm above and the ever-present creaking of the boat…


Heroic Age Gaming using Skype and Gametable

Filed under: General — K-Slacker @ 13:37
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Welcome to the Age of Heroes!

Age of Heroes is an old-school rules-light RPG set in a mythical bronze-age world. Using the Mazes & Minotaurs ruleset, adventures will be run via the internet with Skype and Gametable. This gameblog is intended to capture character information, house rules, campaign background, session logs, and player communications.

Follow these links to jump to some key pages:

Right now I’m still recruiting players. When we have enough PCs, I’ll start organizing a date for the first game session.

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