Monday, June 30, 2014
I'm not sure if this will be final, I'm not a huge fan of the dividing line under the N.2 section header and I want to have some sort of graphic to add the page numbers when they appear.
Originally the boxed "read this" text was both in a different font AND on a scroll graphic ... I abandoned that rather quickly as it made everything way too busy looking.
I'm planning on having this finished (writing wise) this Friday it will then go over to Codename: The Wife for proof-reading. My thoughts are that I will be able to (gain if I'd don't get this promotion at real work) run a play-test on the Mondays I'm not running Chromatic Commandos.
Thursday, June 26, 2014
N-?. The Bulette Cavern
N-?. The Disk
A large disc of stone rests half buried in the desert sands. Strange symbols and glyphs ring the Disk. Nearby is a skeleton wearing a helmet that looks like a snake.
That's right, the actions of the players in the playtest will define and help mold the sample setting.
Here is the listing: Chromatic Commandos - Dragon Force
A thousand years ago the Great Dragon Zora sealed the armies of the evil metallic dragon, Zerit deep within the Earth. Now Zerit have returned and his desire for conquest over Earth has not abated. Zora has summoned ordinary teenagers and has imbued them with the power of the great dragons and equipped them with mighty machines known as poly-mechs to combat Zerit's monstrous forces.
Chromatic Commandos - Dragon Force is a playtest of the the Chromatic Commandos Roleplaying Game. The goal of the playtest is to test the mechanics of the system over time and streamline and improve them. Everyone who plays the game will be provided an alpha document of the system for character creation and rules.
The first session on July 7th will be group character creation and a short introductory adventure.
I have 1 interested player as far as I know unless he backed out by now.
Also of note is that since I may be losing my job next month (wishes and prayers that I get this promotion please) I may also have time to run a playtest for the Sword and Wizardry adventure I'm currently writing "Pyramid of the Lost King" on the weeks that CC-DF isn't being played.
Wednesday, June 25, 2014
I truly wonder why? I've personally used the Bulette (and a Giant Bulette) a few times in my personal games, but have rarely heard mention of it outside of the monster manual.
So, what unique or under utilized creatures have you, gentle readers, encountered on your journeys through the fantastic?
Tuesday, June 24, 2014
now, however, I am back and I have a deadly spell for everyone who wants to inflict some death unto their players!
Schoolnecromancy; Level magus 7, sorcerer/wizard 7, witch 7
Components V, M (a drop of Target’s Blood)
Target one living creature
Duration 3 rounds
Saving Throw Fort negates (see text); Spell Resistance yes
Saturday, June 14, 2014
The wedding went terrifically! Codename: the Wife had a wonderful time and was a vision in her dress. Food and much merry making followed!
This morning I was talking to a few of my wife's old Army friends (mine couldn't make it due to deployment) as well as my step-daugther's cousins (15 & 9) who I got the pathfinder beginner box last x-mas. Turns out I have a full table of current and lapsed gamers staying in the beach house we rented. Woohoo!
Current loan is to run +Matt Jackson's Edge of Space with my Horus Adrift adventure and the Dragon Age with the Tabletop Show adventure on Tuesday.
The best part is Codename: the Wife likes the idea.
Monday, June 9, 2014
I promise to have ideas, adventures and monsters rearing to go when I get back, but until then: Hold down the fort and push your way through the towers, caves, fens and temples! Happy gaming!
I only wish my hardcopy of Eastmark got here before I left :(
Saturday, June 7, 2014
Friday, June 6, 2014
Wednesday, June 4, 2014
This is my first attempt at this sort of thing (adventure for Pathfinder) and as is my way I release everything I produce ... even if it may be a failure. This adventure is somewhat parsed down from the original Shrine of Thiseir, however, I did my best to keep the ideals of taken from the OSR and keep them intact. Fingers crossed that I was successful.
The Shrine of Thiseir
Approaching the Abbey
1d6 Wolf pack
1d4 Dire Wolf Pack
1d6 Orc Patrol
The Lost Twins*
Area 1 – The Courtyard
Area 2 – Entrance Hall
Area 3 – Pilgrim’s Shrine
Area 4 – Pilgrims Way
Area 5 – Pilgrim’s Pool
Area 6 – Thiseir’s Shrine
Area 7 – Monk’s Repose
Area 8 – Monk’s Way
Concluding the Adventure
Orc warrior 1
CE Medium humanoid
Init +0; Senses darkvision 60 ft.; Perception –1
Weakness light sensitivity
hp 6 (1d10+1)
Fort +3, Ref +0, Will –1
Defensive Abilities ferocity
Base Atk +1; CMB +4; CMD 14
Feats Weapon Focus (falchion)
Skills Intimidate +2
Languages Common, Orc
SQ weapon familiarity
NE Medium magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +11
Melee bite +7 (1d6+4 plus trip)
Base Atk +4; CMB +7; CMD 19 (23 vs. trip)
Feats Run, Skill Focus (Perception)
Skills Perception +11, Stealth +9, Survival +5; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Common, Goblin
NE Large magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +13
hp 104 (9d10+54)
Fort +11, Ref +9, Will +5
Melee bite +17 (2d6+13 plus trip)
Space 10 ft.; Reach 5 ft.
Base Atk +9; CMB +18; CMD 31 (35 vs. trip)
Feats Improved Natural Attack, Power Attack, Run, Skill Focus (Perception), Toughness
Skills Perception +13, Stealth +8, Survival +9; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Common, Goblin
hp 23 (2d12+10)
Fort +7, Ref +0, Will +1
Defensive Abilities ferocity, uncanny dodge
Weaknesses light sensitivity
Melee greataxe +9 (1d12+10/×3), bite +4 (1d4+3)
Ranged javelin +2 (1d6+7)
Special Attacks Rage (8 rounds/day), Rage powers (animal fury)
Base Atk +2; CMB +9; CMD 20
Feats Power Attack
Skills Intimidate +5, Survival +4
Languages Common, Orc
SQ fast movement, weapon familiarity
Gear scale mail, greataxe, javelins (2)
hp 58 (9d10+9)
Fort +6, Ref +7, Will +7
Melee 2 claws +13 (1d4+4 plus weakness)
Spell-Like Abilities (CL 9th)
Constant—pass without trace, tongues, water breathing
At will—alter self, dancing lights, ghost sound (DC 12), invisibility, pyrotechnics (DC 14), tree shape, whispering wind
Base Atk +9; CMB +13; CMD 24
Feats Alertness, Blind-Fight, Combat Casting, Deceitful, Great Fortitude
Skills Bluff +13, Disguise +13, Knowledge (arcana) +11, Perception +15, Sense Motive +9, Stealth +13, Swim +18
Languages Aklo, Common, Giant