Thursday, May 29, 2014

Quick Note - Spectres of Usarm is Live!

Just a heads-up the newest two-page-adventure "Spectres of Usarm" (Currently being played here) is now up for sale over at Drivethrurpg.com and other Onebookshelf sites. Like is predecessors "Joy in a Flask" and "Under the Horn", "Sprectres of Usarm" is compatible with +Matt Finch's and +Frog God Games' Swords & Wizardry retroclone of the world's oldest Fantasy RPG.

"Spectres of Usarm" also sees the return of u369 as cover artist with his amazing and somewhat surreal style (This Blog's background is also u369's work).

From Drivethrurpg.com

To the north the mysterious Orc tribes threaten the coastial town of Icago. Already the Abbey of the Goddess Thiseir has fallen due to their raids and farmers and fishermen have reported seen the horrid pig-faced creatures moving inland.
The Cloaked Mage promised the Lord Mayor a way to be rid of the threat … no one has heard from the mayor or his family for a week. Every search attempt is a failure, the Lord Mayor's farms are protected by strange metal constructs known as Scarecrows. Strange lights streak the night sky, toward the Scarred Relic Moon … from the Lord Mayor's home.
A call goes out to anyone brave or stupid enough to aid the town; you have answered.
“Spectres of Usarm” is the Fourth Two-Page -Adventure from Genius Loci Games and the third to use the Swords & Wizardry rule set. Created for a party of 4 to 6 players of the 4th to 6th level, the “Spectres if Usarm” mixes exploration, story and combat as quickly and efficiently as possible to provide at least 2 hours of fun.

"Spectres of Usarm" is $1.00 features 2 maps of the Farmstead and is approx. 7 pages in length.

Wednesday, May 28, 2014

Forgotten Creatures of the Hall of the Dwarven King

20 days ago I created the "Halls of the Dwarven King" 5-minute adventure. It was labelled as a work in progress because I didn't have my reference sheets for Next with me. It is still labelled as a Work in Progress. Today the wonderful blogger member, Scarecrow reminded me about this and so I am now rectifying my laziness.

Please note I am still learning how to creature create in Next/5e and that I am using a verison of the playtest they may no longer be valid (I have not picked up Dead in Thay as of yet). Further there are no dragons found anywhere in my playtest material or "Scourge of the Sword Coast" so I pretty much winged it! As Such Taboreeux may be too strong ... but then I have always felt dragons should be nearly god-like in their hardness.

Enjoy and I will update the original adventure as well so people won't need to print off or look at two sources.

Dwarven Construct

Medium Construct
Armor Class 15
Hit Points 30 (4d8+2)
Speed 30 feet
Str 14 (+2)       Dex 08 (+1)      Con 10 (+0)
Int 02 (-4)        Wis 02 (-4)       Cha 02 (-4)

Alignment Unaligned
Languages ---

Traits
Immunities cold, disease, hunger, necrotic, poison, sleep, suffocation, thrist, gaze effects, sight attacks, charm, fear, paralysis, stun
Special Senses Blindsight 30ft, Stone Sight 120’ (Can detect movement on any stone surface)


Actions
Melee Attack – Slam +4 to hit (reach 5 feet; one creature). Hit: 2d4+2 Bludgeoning Damage.

Angered Dwarven Ghost

Medium Undead
Armor Class 12
Hit Points 16 (3d8)
Speed 40 feet
Str 06 (-2)        Dex 14 (+2)      Con 12 (+1)
Int 06 (-2)        Wis 10 (+0)      Cha 08 (-1)

Alignment Unaligned
Languages Dwarven (Cannot Speak)

Traits
Skills Stealth +4
Immunities cold, disease, hunger, necrotic, poison, sleep, suffocation, thirst, charm, fear, paralysis, stun, polymorph
Special Senses Darkvision 60 feet
Incorporeal The shadow is incorporeal in nature. And has a +2 AC against non-magical weapons or projectiles.


Actions
Melee Attack – Energy Drain +4 to hit (reach 5 feet; one creature). Hit: 1d8+2 Necrotic Damage. If target fails DC 10 Constitution saving throw and until the target completes a long rest the target’s hit point maximum (HPM) drops by the amount of damage done by the attack. If the target’s HPM drops to 0 due to this attack the target dies and has a 45% chance of rising as a maddened ghost within 24 hours of death.

Lord Trotvir Irongild

Medium humanoid (Dwarf)
Armor Class 18 (Plate-mail)
Hit Points 23 (4d8+2)
Speed 25 feet
Str 16 (+3)       Dex 10 (+0)      Con 16 (+3)
Int 12 (+1)       Wis 12 (+1)      Cha 08 (-1)

Alignment Lawful Evil
Languages Common, Dwarven, Dragonic

Traits
Special Senses Darkvision 120 feet
Dwarven Resilience Has advantage on saving throws against poison and resistance to poison damage.
Mental Strength Has advantage on saving throws against spells and illusions as well as being charmed or paralyzed

Actions
Melee Attack – Great-Axe +4 to hit (reach 5 feet; one creature). Hit: 1d12+3 Slashing Damage.

Taboreeux

Large Dragon (Very Young, Red)
Armor Class 15
Hit Points 95 (9d12+10)
Speed 40 feet/150 feet (flying)
Str 21 (+5)       Dex 10 (+0)      Con 17 (+3)
Int 12 (+1)       Wis 13 (+1)      Cha 12 (+1)

Alignment Lawful Evil
Languages Common, Draconic

Traits
Immunities cold, fear
Special Senses Darkvision 120’
Vulnerable to Cold Gains disadvantage against Cold Attacks.


Actions
Melee Attack – Breath Weapon +2 to hit (reach 60 foot cone; multiple creatures). Hit: 4d10+2 fire Damage Damage.
Melee Attack – Tail Slam +5 to hit (reach 10 foot arc; multiple creatures) Hit 2d10+5 Bludgeoning Damage.
Melee Attack – Rend +5 to hit (reach 5 feet, one creature). Hit 2d8+5 slashing Damage.

Monday, May 26, 2014

Quick Note - Character sheet mock-up

Chromatic Commandos is nearly done its first draft. I've already gotten some good words about the character and combat rules and soon the introduction, Referee and Sample Setting/Adventure will be complete.

I'm in the market for a name credit only (since CC will be pay-what-you-want) person who would be interested in creating the character sheet for the game. Graphic Design is no where close to my forte so I'm a bit lost in the how to (as the mock up will show). So below is my mock-up of how I'd like the sheet to be set-up ... any advise?


Friday, May 23, 2014

Magic Item - Whipping Boy

New Magic Item for Swords & Wizardry
Whipping Boy
The Whipping Boy is a small figure made of clay that has a vaguely humanoid appearance. When a drop blood is placed on the Whipping Boy the Clay figure takes on the appearance of the blood’s owner bonding itself to the owner.
Legend has it that the Whipping Boy was first created by Zulan Cultists when the Ar’kree roamed the world. Used by the Cultist to protect themselves from the slave rebels who dared attempt to overthrow the Zulan Empire and seal the Ar’kree away.
While worn by the owner of the blood the Whipping boy has a 75% chance of taking the damage its owner would have received. Once that damage exceeds 30 points the Whipping Boy will crumble into dust and the former owner must succeed a Saving Throw are be inflicted with all the damage the Whipping boy took for him.
Thankful, Whipping Boys are exceedingly rare, but from time to time the can be found in the ancient temples of the Ar’kree or in some nobles private collection.

Thursday, May 22, 2014

Quick Note - X-Plorers' Centaur Class by BD Games

Hot on the Heels of BD Games' Xplorers Quick Start guide is the Centaur Class and optional rule set for Brave Halfling's Xplorers rpg.

At this point it seems certain that BD Games have taken the reins of the Xplorers franchise out of Brave Halfling's hands, much in the same way that White Wolf took over Ravenloft with 3.5 of Dungeons & Dragons. For me I now don't have a clue as to were I stand in the grand scheme of things. I have two Xplorers projects on the burners and had outlines for several more in the near future.

Wait and see I suppose.

As for the Centaur Class and Optional Rules Supplement:

 The centaur class is okay but to me far more suited to a cyberpunk style game than Xplorers. The backstory for the class is interesting reading and the mechanics are quite well put together. Still, not something I would use in an Xplorers game outside of an NPC class or such.

The optional rules deal with space and space combat. Truthfully I was a tad bit worried when I first saw this because the space combat rules in the original edition are genius in their simplicity. Lucky, I have nothing to worry about as the rules deal with less lethal crit tables, gravity on planets and asteroids and mines (the explodey kind).

The Asteroid/Mines rules are interesting and fun in their random and are rather intuitive. This is something I was plotting (somewhat differently) for Miracles of Science but may adjust to fit these new rules. As for the new space combat rules ... I hate psychics so I wouldn't use them but psychic round, if successful give the players a bonus to initiative.

So is BD Games second entry into the Xplorers franchise worth picking up? Yes, yes it is for, if nothing else, the optional space combat, tables and asteroid/mines section. The Centataur class is fun but not my cup of tea.

Centaur Class and Optional Rules for Xplorers available at Drivethrurpg.com for $0.99.

Wednesday, May 21, 2014

Quick Note - X-Plorers of Terra Nova

No, no, no I am not annoucing yet another project, but this one goes out to +John Adams and Brave Halfling games. Xplorers rules in a Dinosaur setting. Crashed spaceship leads to a colony or time travel alternate timeline. So that is the idea that popped into my head as I was laying on a couch, wishing to be dead, and listening to the new episode of Save or Die.

Quick Note - Fever-addled Ramblings

I am sitting at my desk regretting the fact that I am currently alive thanks to this damned cold and staring dumbly at my “character creation” doc for the Modern Setting/OSR rule set I’m working on. Is this really needed I keep think in the few moments of time my fever addled brain allows conscious thought. How many times does a player need to read “list of common terms” or review what bonuses he gets with an 18 strength?
Hell it might be all the drugs, steroids and cough drops talking but I wonder if I can just excise the entire section out of the blasted book. Then I think of maybe that FATE kid or White Wolf kid seeing some Urban Fantasy OSR book and thinking “Woah! I’m gonna check this out!” only to be lost when I start talking about bonuses and modifiers and rolling 3d6+con modifiers … I start to think shit I could lose my whole audience. Then I go back to typing and find myself drooling at a nearly blank screen … I’m pretty sorry I typed “goat” ten times for no reason … and thinking to myself is this really needed?
I should be back on my feet tomorrow or Friday. This cold/fever Thing is kicking my ass but I’m hoping with the meds the doctor prescribed I should be sane and lucid enough by Friday to be of use.

Monday, May 19, 2014

Quick Note - Adventures in the East Mark Released

With everyone else talking about Dungeons & Dragons released release schedule it seems that X-tra Dimensional's release of the Adventures in the East Mark Red Box has been largely ignored. The pdf of the the Red Box is now available over at drivethrurpg and I'm pretty sure the physical box will be available soon. It has a price point of $12.99 and is a take of he Red Box of '81. I should have a few thoughts by the end of the week but for now, check it out and maybe wishlist it!

From drivethru:
The Spanish game "Aventuras en La Marca del Este" began from the mind of Pedro Gil as a homebrew campaign for some friends in Spain playing the world's most famous game as devised in Frank Mentzer’s (BECMI) Red Box with 9 starter classes and new rules on mounted combat, aerial combat, seafaring and ship battles.  Now, many years later, it is one of the most popular role-playing games in Spain. By enlisting incredible artists that are now rising stars in the RPG industry such as A.J. Manzanedo, Jorge Carrero and VĂ­ctor Guerra, the "La Marca" team produced an incredibly captivating "retroclone" role-playing game that is an old school experience wrapped in old world flare. The game is published in Spain by Holocubierta Ediciones.
Supported by Kickstarter, this is the first ever English edition of the game, now called "Adventures in the East Mark". This Basic Rule Set has everything that you need to play a game with the deep traditions of the original fantasy roleplaying game and imbibe it with an authentic European flavor.

Saturday, May 17, 2014

Quick Note - The Many Projects of Genius Loci Games

Last night on a whim I started something ... again, and so I am updating everyone out there on where we stand with the various projects:

Lights over Innsfjord - Alpha version mostly written, revising the cells and temple to better reflect what I wanted to do with this adventure.

Miracle of Science - Mostly written, going through some minor changes in the areas to reflect that this is a bit bigger than a 2-page adventure.

Helena's Gauntlet - Finished Residential distracts 1 and 2 and fleshed out NPCs. Removed subway access to improve timeline and remove confusing writing.

Spectres of Usarm - the PbP playtest begins very soon and last minute revisions should come following that. Waiting on cover art by U369 the artist who did the cover of Under the Horn and the background for this blog (which is the cover art for Innsfjord)

Chromatic Commandos - Finishing up Mecha (zord) rules shortly and then working on enemy and sample setting/adventure. Want to start a playtest by July over Hangouts/Roll20

Unnamed Modern Project - Started last night on a whim, classes are complete (Following the base 4 of Swords & Wizardry), two of the classes (Fighting-men and Magic-Users) were released on the blog last night. Plan for this to be done and playtesting to start within a month of Chromatic Commandos ending.

Unnamed 2 pages adventures - Two adventures, one in a desert setting and one in the plains of the Usarm world. Desert has maps and prime area write-up done. Plains has NPCs and sketch map  complete. I'm hoping for a July and September release for both of them.

Future 5-Minute Adventures - These are done every month and are pretty much on a whim. The June one will most likely use a Google image search public domain map.

Friday, May 16, 2014

Basic Modern - Magic Users

Yeah, couldn't help myself. Enjoy!

Council Mage
You grew up on the streets and learned to take care of yourself by beating those who would have hurt you into the ground. You may not like what the street has made you, but you use it to your advantage and maybe to the advantage of others.
Street Fighters typically become either thugs under the employ of crime bosses or as vigilantes who protect the places the police can’t or won’t.
Required Attributes: Intelligence 14+, Wisdom 13+ (+5% experience Bonus)
Hit Dice: 1d4 +Constitution bonus per level
Defense Bonus: +1
Weapons Permitted: None


Council Mage Class Abilities
Caster Zen – When Casting the Council Mage needs to be able to concentrate on his casting or risk losing the spell for 24 hours. If interrupted or distracted while spellcasting the Mage will lose the spell he is casting and has a 25% chance of losing all casting ability for 24 hours.
Foci – At 2nd level the Council Mage can create a Foci that will help them channel one 1st level spell of their choice and doubling that spell’s effect and allowing the Mage to cast the spell additional times per day equal to ½ his level. Once a spell is inscribed into the Foci it is permanent. Should the Foci be lost or broken the Mage cannot create another Foci until 1 year after the original was lost or destroyed.
Magical Resistance –Council Mages receive a +2 bonus to all saving throws involving magic or magic-like abilities.
Street Wizard
You’ve been able to see the world for what it is since you were young; magic is real and so were monsters. Unlike a Council Mage with their traditions and rules you didn’t have a teacher, a guiding light in the darkness of the world … you had to learn yourself, before the monsters ate you.
Required Attributes: Wisdom 14+, Intelligence 13+ (+5% experience Bonus)
Hit Dice: 1d4 +Constitution bonus per level
Defense Bonus: +1
Weapons Permitted: Small Arms


Street Wizard Class Abilities
Offensive Specialist – Street Wizards are masters of offensive magics and can add ½ their level to all to-hit and damage rolls when casting offensive spells.
Lack of Control – Street Wizards have a 25% chance of losing control of their magic. When attempting to cast a spell roll a d100% if the result is not successful the Street Wizard Loses control of the spell and is hurt for 1d4 HP and cannot cast for 24 hours.
Small Time Con – The Street Wizard has access to several impressive (although mostly useless) cantrips that can be used at-will and or not forgotten.
Cantrip
Effect
Finger Bic
Causes a 6 inch flame to raise from a finger of the caster’s choice
Laundry
Instantly clean and dry the target clothing
Light
A small, independently mobile light with the brightness of a 60watt bulb.
Pest Control
Summon, Speak to and control on small insect.


Table 3 – Caster, spells Known
- Spells Known Per Level -
Level
1
2
3
4
5
6
1
1
-
-
-
-
-
2
2
-
-
-
-
-
3
2
1
-
-
-
-
4
3
2
-
-
-
-
5
3
2
1
-
-
-
6
4
3
2
-
-
-
7
4
3
2
1
-
-
8
5
4
3
2
-
-
9
5
4
3
2
1
-
10
6
5
4
3
2
-
11+
6
5
4
3
2
1