Sunday, May 21, 2017

Two Tome of Tomes

Pickpockets
Author: Hamset Filpotter
Race: Halfling
Dimensions: 4x5x0.5
Weight: 1 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Uncommon
Fields of Study: Humankind, demi-humankind
Special Knowledge Categories: Law & customs
Value: 35 gp

This underground-published work travels in seedy circles. It is the go-to work for any desirous to prevent pickpocketing or desirous to improve their pickpocketing skills. After 2 months of intense study, a reader adds 5 levels to their own to detect pick pocketing attempts (for example, a 2nd-level fighter would be treated as a 7th-level fighter to detect pick pocketing). Additionally, those who can pick pocket gain a +10% chance of success, and treat their targets as if they were 2 levels lower for detection purposes. For example, if the fighter above was faced by a thief who has also studied Pickpockets, the fighter would be treated as a 5th-level fighter (2+5-2).


A Comparative Study of Goblin and Hobgoblin
Author: Fintarfius
Race: Elf
Dimensions: 16x16x1
Weight: 5 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Rare
Fields of Study: Humanoids & giantkind
Special Knowledge Categories: Languages
Value: 250 gp

The Comparative Study is an exhaustive work of immense scholarship only achievable over centuries of effort.  500 years ago, the elven wizard Fintarfius willingly accepted a polymorph other to transform himself into a hobgoblin to learn more about his race’s goblin and hobgoblin enemies. He then traveled into their lands and eventually became their king. He ruled for more than two centuries, before tiring of his task and returning to his people. When he returned, he penned this excellent work along with several others regarding goblins and hobgoblins.


Friday, April 28, 2017

Rolling HP for Monsters

It's funny, but one of the things I love most about module creation is rolling HP for monsters. I love getting out the dice and seeing what Fate has put against the characters that will go through the module. For unnamed creatures, I don't fudge these rolls at all as that's the spirit of the game.

For named or special creatures, I typically set minimum limits (say dropping all 1's through 3's) depending on how "powerful" they're supposed to be in their respective hierarchy. For "Elite" monsters (Leaders of tribes, etc..) I generally assume maximum hp and subtract a random amount-they're supposed to be the toughest of the tough in a tough world, after all...



Saturday, April 22, 2017

Aerie of the Cloud Giant Strategos - Continuing the Giants Series

It's probably silly, but nothing physically feels as good as working on a new 1e module. It's the seat of my gaming creativity and the fountain which regenerates my enthusiasm. Putting some digital ink to paper this drizzly PNW Saturday morning and feeling refreshed. (Illo is the back cover Peter Mullen art from AA #11)

Thursday, April 20, 2017

Vehicle Combat in Sorcery & Super Science 2nd Edition

Vehicles in Combat
Vehicles can generally be treated just like characters in combat situations. Attackers target either the vehicle or its passengers; hitting a passenger requires at least a major success and you cannot target a passenger completely concealed within a vehicle. Use the lower of the vehicle’s Handling or its pilot’s Coordination of the vehicle’s pilot for its defensive reactions. Passengers gain the benefit of the vehicle’s armor while inside provided it’s reasonable to assume the attack would be lessened by the vehicle’s presence. A vehicle can be used for a charging attack. Treat this as the vehicle crashing into the target, using the target’s Damage Resistance as Material level—this can result in some vehicles being destroyed by crashing into very tough targets!

Vehicles react differently to Slams, Stuns, Kills and to the effects of bleeding weapons and draining weapons. A vehicle cannot be slammed, stunned, or killed unless it currently has a Structure of less than 8. However, a successful Called Shot can slam, stun, or kill a vehicle regardless its Structure (Aim for the tires, Boo, aim for the tires!).

Slamming Vehicles: If an attack achieves a potential slam outcome and inflicts 0 or more Structure damage to the vehicle, after resistance, test the full damage level against the vehicle’s Structure. Attacks inflicting less than 0 damage cannot slam a vehicle.

• Marginal Success reduces the vehicle’s Handling by 1 for the next round.
• Moderate Success knocks the vehicle off course. The driver must spend their move the next round correcting this unwanted change or crash if there is anything nearby to crash into. The vehicle’s Handling is reduced by 1 for the next round.
• Major or Massive Success sends the vehicle off course. The vehicle’s Handling is reduced by 1 for the next round. The driver must spend the next turn correcting this unwanted change with a successful Handling Test equal to the full damage level of the Slam. If this test fails, the driver crashes into something if there’s anything nearby to crash into.

Stunning Vehicles: If an attack achieves a potential stun outcome and inflicts 0 or more Structure damage to the vehicle, after resistance, test the full damage level against the vehicle’s Structure. Attacks inflicting less than 0 damage cannot stun a vehicle.

• Marginal Success reduces the vehicle’s Handling by 1 for the next round.
• Moderate Success knocks the vehicle off course. The vehicle’s Handling is reduced by 1 for the next round. The driver must spend their move the next round correcting this unwanted change or crashes if there is anything nearby to crash into.
• Major or Massive Success reduces the target’s Structure to 0 and renders the vehicle nonfunctional.

Killing Vehicles: If an attack achieves a potential kill outcome and inflicts 0 or more Structure damage to the vehicle, after resistance, test the full damage level against the vehicle’s Structure. Attacks inflicting less than 0 Structure damage cannot kill a vehicle.

• Marginal Success reduces the vehicle’s Handling by 1 for the next round.
• Moderate Success forces the driver to succeed on a Handling Test equal to the full damage level of the Kill. The vehicle’s Handling is reduced by 1 for the next round. If this test fails, the driver crashes into something if there’s anything nearby to crash into.
• Major or Massive Success reduces the target’s Structure to 0 and renders the vehicle nonfunctional.

Bleeding Weapons: Bleeding weapons reduce a vehicle’s Speed by 1 in addition to their normal damage. A vehicle’s Speed can be reduced by 2 Levels maximum in this manner.

Draining Weapons: Draining weapons drain 1 Armor Level in addition to their normal damage. A vehicle’s Armor can be reduced by 4 Levels maximum in this manner.

Wednesday, April 19, 2017

60 Expeditious Retreat Products for sale as Softbacks at rpgnow.com

I finally made the plunge into rpgnow.com's print on demand service. There are now 60 different titles up for sale in softcover form at their website. I've also set all the softcover orders to get the PDF version for free.

All of the Magical Society books, all of the 1e OSRIC Advanced Adventures, all of the Classified material, all of the 1st Edition Sorcery & Super Science! material, and all of the long-out-of-print 3.5 Monster Geographica books.

And of course, our 1e OSRIC monster book, Malevolent and Benign, our One on One Compendium Volume One and the newly released One on One Compendium Volume Two.



Friday, April 14, 2017

One on One Adventures Compendium Two available now!

I'm happy to say that the next 10 1 on 1 adventures are now available in compendium form. You can pick up the PDF at paizo.com and rpgnow.com. We're also starting to put up print versions of our products at rpgnow, so you can get a PDF and a hardcopy at the same time now.

This compendium contains the following adventures: 
1 on 1 Adventures #11: Unbound Adventures
1 on 1 Adventures #12: Journey into Riddle Canyon
1 on 1 Adventures #13: The Pearls of Pohjola
1 on 1 Adventures #14: A Sickness in Silverton
1 on 1 Adventures #15: Cipactli's Maw
1 on 1 Adventures #16: The Lost City of Bransik
1 on 1 Adventures #17: The 300th
1 on 1 Adventures #18: Redemption
1 on 1 Adventures #19: Adventurer's Guild Local #409
1 on 1 Adventures #20: The Tomb of Kara-Duir


Saturday, April 1, 2017

Suppressing Fire for Sorcery & Super Science! 2nd Edition

Finally figured out how to simulate suppressing fire for S&SS using its modified ICONs ruleset. Pleased with this....

Suppressing Fire: A ranged attack used to pin down an opponent, forcing them to choose between staying put (losing their move) or suffering a potential attack if they decide to move. Suppressing Fire can be performed using any ranged weapon that fires every round. If your target decides to move regardless your Suppressing Fire, they’re subject to your normal attack with the suppressing weapon and they suffer a -1 on their roll.

Suppressing Fire can also be performed by groups of individuals firing weaponry with longer reload times. Groups armed with ranged weapon can use Suppressing Fire if they collectively reduce their Reload time below 1. For example, a group of two Slingers can perform Suppressing Fire (Reload Time of 1, divided by 2 Slingers = 0.5), as could a group of 4 musketeers (Reload 1 (black power) + Reload 2 (musket ball) = 3. 3 divided by 4 Musketeers = 0.75). If a target moves while under group Suppressing Fire, the person with the best attack is used to target them. In other words, the best shot of our 4 Musketeers above would roll to attack the moving target.



Tuesday, March 28, 2017

In which I break another promise...

Another day, another promise to listen not listen to Escape from New York broken again... This soundtrack is just sooooo goooood. Listened to it several times a day this past week. It and the soundtrack to They Live.



Wednesday, March 22, 2017

Two Tome of Tomes

Two more Tome of Tomes below. I'm nearing on the 500th tome in the series and am expecting Tome of Tomes vol. V to be out probably in late April, 2017. Thanks to all my Patreons! If you want to join in, it's only 2 bucks a month.

Flies of the Sligo Swamp
Author: Spree Waghorn
Race: Halfling
Dimensions: 8x8x1
Weight: 4lbs.
Materials: Leather-bound, stoneboard, parchment
Rarity: Rare
Fields of Study: Fauna
Special Knowledge Categories: Insects
Value: 200 gp

Another smartly illuminated manuscript by Spree Waghorn, Flies of the Silgo Swamp is also found throughout libraries of the west as the only study of said insects of that eastern swamp.  Like his other work, Insects of the Eastern Jungles, this one is also entirely a work of fiction. Yet again, Waghorn lives up to his name, reaping a significant retirement by organizing reproductions and sales of his work.


Symbolic Language, Vol 1-6
Author: Dorial Lightwalker
Race: Dwarf
Dimensions: 8x10x1
Weight: 2 lbs.
Materials: Leather-bound, woodboard, vellum
Rarity: Rare
Fields of Study: Humankind, demi-humankind, humanoids & giantkind
Special Knowledge Categories: Languages
Value: 100 gp (per volume)

This extensively illustrated work dives into unknown scripts and languages. Compiled from hundreds of adventurers’ notebooks, and coupled with 200+ years of personal experience, Lightwalker provides an excellent framework for those seeking to know something, anything, about an unknown script. Unfortunately, the volumes are not indexed in any way and finding precise information is a long and tedious task.


Saturday, March 18, 2017

Pump-Action Broadsword for S&SS! 2nd Edition

This magic item as always cracked me up ever since I made it up several years ago... :-)

Pump-Action Broadsword
Value: 500 bv
Spirit Recipe: Good (5) Chaos and Death
Determination Points: 2
Description: Appearing as a normal well-crafted broadsword, a pump-action broadsword shoots a magical broadsword from the blade when the wielder moves their hand along the hilt in a pump-action motion. The sword is treated as a normal sword for hand-to-hand purposes, albeit with an Incredible (8) Material Strength and a Break of 10. Its missiles deal 4 points of Slashing Damage with Medium Range. The missiles dematerialize after 20 seconds.


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