Wednesday, June 28, 2017

20% off Compendium LULU sale!

I've put all our compendiums up for sale at LULU for the next week at 20% off. That includes...

Advanced Adventures Compendium One (1e modules)
Advanced Adventures Compendium Two (1e modules)
Advanced Adventures Compendium Three (1e modules)
One-On-One Adventures Compendium One (Pathfinder modules)
One-On-One Adventures Compendium Two (Pathfinder modules)

... and if you include the current 15% off LULU coupon (LULU15) you can pick them up for 35% off the regular price, which is a pretty good deal.


Tuesday, June 13, 2017

Advanced Adventures #35: The Desert Shrine of the Sightless Sisters now available!

Advanced Adventures #35: The Desert Shrine of the Sightless Sisters is now available at rpgnow.com and at Lulu.
Advanced Adventures #35: The Desert Shrine of the Sightless Sisters is an OSRIC(tm) module designed for 6-10 adventurers of levels 5-8. 
Several days to the east of the desert trading city Isfala, far from any oasis or caravan route, lies the remnants of an ancient Ziggurat, so crumbled with years as to be little more than an oddly-shaped mound in the surrounding wastes. The nomads say that it is an ancient temple to forgotten gods, a place of ill omen. Some whisper that it is not quite deserted, and that a sisterhood of devotees remains, guarding ancient secrets. 
Although local superstition considers it a forbidden place, for a few coins some less-devout nomads might be willing to give directions or even act as guide, although even the greediest dares not approach the place too closely.

Friday, June 9, 2017

Two Tome of Tomes

Puttering away at some OSRIC modules today and realized it's been a while since the last Tome of tomes, so here are two more.

A Comprehensive Draconic Dictionary
Author: Unknown
Race: Unknown
Dimensions: 16x16x5
Weight: 25 lbs.
Materials: Leather-bound, woodboard, vellum, brass corners and clasps
Rarity: Very rare
Fields of Study: Supernatural & unusual
Special Knowledge Categories: None
Value: 250 gp

This massive dictionary to all of the draconic languages is an exceedingly rare example of organizational scholarship at its best. The dictionary is divided into sections based upon language (black, blue, brass, etc.) and each entry includes the page number of all the same entries in all the other languages. The book is rounded off by a final shared dictionary: a dictionary of words that are the same in every draconic language.


A Manual on Siegecraft and Fortification
Author: Marquis Tauvan
Race: Human
Dimensions: 8x10x0.5
Weight: 1.5 lbs.
Materials: Leather-bound, woodboard, vellum
Rarity: Very rare
Fields of Study: Physical universe
Special Knowledge Categories: Architecture & engineering
Value: 500 gp

A tome not more than a decade old, the terse and direct A Manual on Siegecraft and Fortification has taken the military world by storm. Tauvan precisely lays out his effective method of investiture, and towards the end of the work puts forth a new form of fortification: the star-shaped castle. Marquis Tauvan has gained international attention as the Siege Master for the armies of the greatly-dwindled Hefestian Empire, and it is he who is primarily responsible for its newly-found strength and vigor. The manual has been distributed throughout the Empire, and a few copies have found their ways into the hands of enemies, ensuring a more difficult expansionary future for the Hefestians.

Monday, May 29, 2017

Aerie of the Cloud Giant Strategos nears the finish line...


Glad to say I've put the final touches on the area map for the upcoming Advanced Adventures #36: Aerie of the Cloud Giant Strategos! Below's the map of the cloud island (1/2 per hex). Tons 'o adventures await, or perhaps just certain death, and yes, that's a beanstalk leading up to the island, of course. :-)

Now I start editing the manuscript and then into layout and art acquisition.



Wednesday, May 24, 2017

XRP involved with OSR sale at Rpgnow.com


Heya all, just wanted to let you know that we've put in 8 of our Advanced Adventures for only $10 into the giant discount OSR sale they're having at rpgnow.com (May 24th-June 12th). Although that's cool and all, I personally find the Known World Megabundle (BECMI rules + all 14 of the GAZ setting books) for only $15 cooler. :-)



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.



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