Friday, August 29, 2014

One Page Romp - Mines of Saint Giles

Finally had some time on the side to make a new One Page Romp. This Romp can be found as a png with page elements to all Patreons and will be included in the end of month Patreon Anthology.

All monsters in this adventure are OGL and first appeared in +Matt Finch's S&W Monster Book: 0e Copyright 2008.

The Mines of Saint Giles
Story - The dwarven miner Feld has come to the closet human settlement bloody and barely alive. He babbles of undead horrors that have killed his mining crew and taken control of the mines. Before passing out from his injuries and fatigue he offers anyone willing to rid his mines of the undead threat 1,000 gp. Unknown to Feld his mine is the resting site of St. Giles the paladin and a young Necromancer has gotten it in his head to attempt to raise the paladin as his undead servant.
Area 1 - Miner’s House
The door hangs loosely open showing a ruin. Fresh blood covers the floor and the remains of an old dwarf hang from the back wall. Investigation finds strange scratch marks on the wall and ceilings. Exiting the miner’s house the players are set upon by 1d20 Zombie Ravens
Zombie Raven: HD 1d6hp; AC 8[11]; Atk 1 bite (1d3); Move 1 (Fly 6); Save 18; CL/XP B/10; Special: Immune to sleep and cold.

Area 2 - Vampire Tree
An old dead tree stands half fallen by the main entrance to the mines. As the players pass the tree it will spring to life and attempt to grab and drain the blood from the player it grabbed.
As the tree attacks 1d20 Zombie Ravens will descend and attack the players while ignoring the tree.
Vampire Tree/Jubokko: HD 4; AC 6[13]; Atk 4 branches (1d6);Move 0; Save 13; CL/XP 6/400; Special: Immobilization.
Zombie Raven: HD 1d6hp; AC 8[11]; Atk 1 bite (1d3); Move 1 (Fly6); Save 18; CL/XP B/10; Special: Immune to sleep and cold.
Area 3 - Crossroads
Mining tools line the walls as it appears this was once were Feld kept his equipment. Seletons of various races mill about this area but do not look native to the mines. In the center is a hulking skeleton that must have once been an Ogre.
Skeleton( 15): HD 1; AC 8[11]; Atk 1 weapon or strike(1d6) or (1d6+1 two-handed); Move 12; Save 17; CL/XP 1/15; Special: None.
Skeleton Ogre: HD 3; AC 6[13]; Atl Weapon (1d10); Move 12; Save 15; CL/XP 3/45; Special None.
Area 4 - Rat-Ghoul Ambush
As the players pass this area they are swarmed by Rat-Ghouls who gibber madly about the will of the Master.
Sumatran rat-ghoul (20): HD 1d6hp; AC 6[13]; Atk 1 bite (1d4); Move 9;

Area 5 -
This large room is broken by a dwarven made wall and a large natural pillar. A trip-line sits ready near the door to Area 6 that will, if triggered, dropped 400 lbs of rock from the ceiling in a 30’ circle of the Area 6 door.
Area 6 - Store Room
This room holds a number (6) potions of cure wounds & potions (6) of cause wounds. Both sets are mixed together and look identical. The room is protected by Feld’s pet Trapper Beast.
Trapper Beast (10HD): HD 10; AC 3[16]; Atk 1 enfold; Move 1; Save 5; CL/XP 11/1700; Special: Enfold and suffocate prey.

Area 7 - Another Crossroads
Empty
Area 8 - The Last Mine
Appears to be the last mine being dug by Feld before the trouble began. Nothing of importance here.
Area 9 - Tomb of Saint Giles
The necromancer is here attempting to raise the fallen paladin Giles the Holy. If successful the paladin will be raised and under the control of the Necromancer.
The Necromancer is accompanied by 20 Fossil Skeletons and 5 Skeletal Horrors.
Fossil Skeleton: HD 2; AC 6[13]; Atk 1 weapon or strike (1d8); Move 9; Save 16; CL/XP 2/30; Special: None.
Skeletal Fury: HD 3; AC 7[12]; Atk 2 claws (1d6) and 1 gore (1d6); Move 12 (Fly 12); Save 14; CL/XP 3/60; Special: immune to sleep,

Area 10 - Pillar Room
A small water source is in the rear of this area but the water has been poisoned. Any who have drank from the source must succeed a saving throw or die.
Area 11 - Water Works
Water flows out of a gleaming metal pipe. The Water is thigh high around the wall but falls to 60 feet deep 10 feet from the walls. A small handwritten sign in dwarfish near the water says to “mind the drop”. If anyone gets within 3 feet of the edge they will be attacked by an undead octopus.
Giant Undead Octopus: HD 9; AC 5[14]; Atk 8 tentacles (1d3); Move 2 (Swim 10); Save 9; CL/XP 10/1400; Special: constriction and pinioning, Immune to sleep and cold.
Area 12 - Empty Hall
This area is empty and holds nothing of importance save a secret door that leads to Area 13
Area 13 - Portal Room
Behind a locked double door inscribed with Elder Runes of long dead, maddening tongues is a permanent portal to whereabouts decided by the Referee.
Area 14 - Secret Tunnel
A secret tunnel that leads to Area 10. A Trapper Beast waits here for prey.
Trapper Beast (10HD): HD 10; AC 3[16]; Atk 1 enfold; Move 1; Save 5; CL/XP 11/1700; Special: Enfold and suffocate prey.

Map of Saint Gile's Mine

Thursday, August 28, 2014

Quick Note - Pyramids, Light Houses and Horns ... Oh My!

Today I finished the Temple of the Fallen God dungeon for my "Pyramid of the Lost King" adventure/mini-sandbox!  This puts the adventure at 25 pages with no monster stats, maps or art. I will hopefully be able to get the pyramid itself done by the end of the weekend and go into proofreading and mapping! next week.

Lights Over Innfjord ... the much talked about and not yet released adventure I started writing last year has ... been partially destroyed by a 2-year-old and a plastic hammer. My son got a hold o the usb hold the prime Innsfjord materials and broke it. I did, however, have a partial back-up on my google drive so ... back to rewriting and redesigning the Temple and the Jailhouse ... damn it.

Finally last night I put all the art together for my next NOT a 2-page adventure "Assault on the Southern Horn" which comes out to 13 pages all told. Out of that 13  there is 1 cover, 1 credit page, 2 splash art pages, 6 adventure/monster pages, 1 map page, 1 OGL page, 1 back cover. Try as I might I couldn't get the adventure down to a single page as there was way too much I wanted to say and get out there with this one. If anyone here played or read Tomb of the Past Revealed then this adventure has more answers to the question of Usarm.

I also did a portrait style version of this adventure as well and have aspirations of sell a POD version of this adventure.

Once I have Southern Horn done and out and Pyrmid in editing I will be taking a break from everything but my Patreon stuff for reasons of a top secret project or 3 and getting back into a normal stride with the blog. The end of this summer has been crazy and I've not had time to think much about games much less play them!

Tuesday, August 26, 2014

Quick Note - What I'm working on today.

As everyone has probably figured out between a family issue and other things I've fallen behind in my patreon managing ... Today I work on partially fixing that with both the text and editing for the complete anthology those patreons who are in for a $1.00 or more.


Quick Note - Assault on the Southern Horn

The next adventure in the Usarm series is almost complete! Here is a peek at the cover and the rear cover blurb! The entire adventure is 13 pages and features cover by Deadguybeer (formly U369) who provided the covers for Under the Horn and Spectres of Usarm, and +Frank Turfler's wonderful art and cartography for the interior art.


In the swamp lands of southern Usarm a horn, glowing and bright has erupted from the fetid earth. The town of Backbend has become lost within the swamps it once boarded and its people have vanished. Tyor, Sage of the Mage Academy in Coralius, and his young apprentice Cami have been sent to investigate and discover the nature of the swamp’s encroachment and that of the glowing Southern Horn.

What Tyor finds is a town overrun with Dark Elves and strange beings. Cami is taken in the night and Tyor desperate and alone sends a plea over psychic webs.  Come to Backbend, breach the horn and discover its secrets and the plans of the Dark Elves … and most of all save the apprentice he regards as a daughter!

“Assault on the Southern Horn” is the Longest Usarm adventure yet!  6 pages of adventure that answer questions and summon many new  and possibly campaign shattering ones!

Saturday, August 23, 2014

Quick Note - The Mines Map

This is the map for my final adventure of the month for Patreon. The Mines of Saint Giles will be a Swords & Wizardry adventure to balance out the 2 Next Edition and other S&W adventure already in the collection.

As those who follow me on G+ know this was an interesting case because my computer decided it could handle the map.  Enjoy!




Friday, August 22, 2014

Quick Note - Betas and Maps

Playing a beta for a new MMO from Trion Worlds. Pretty fun so far, but then the low levels are always fun in an MMO. However, it is a beta so there are queues, lag and the like so I've taken to drawing a map while I wait ... completely free hand!



Oh and my purple-haired not-cleric (but a cleric) from the beta ... because I love taking screen shots!


Now I need to make some coffee ... or simply go to bed.

Story - Prelude to "The Wolf-Spider Clan's Hideout"

This is a short story narrative that prefaces my next Patreon adventure. I hope you all enjoy it!

"The Wolf-Spider Clan's Hideout" will be a 5-minute adventure made for the Next Edition of the World's first fantasy rpg and will feature a new background called "Chosen".

The chill autumn winds washed down out of the mountains, pushing the early fogs away from the heavy Forests of Apegia. All was silent, no birds sang, no insects chirped. A chill ran up Rorak's spine. The old woodsman had lived in these woods for near forty years and never had the dark woods fallen this silent. He crouched lower, his soft booted feet gliding silently over the underbrush and leaf carpet. The breeze blew downwind of him, rustling the mosaic of leaves in the trees. He tightened his gripe on his bow, ignoring the soft cracking sound of old bones plagued with arthritis.

The tree line broke suddenly into an oblong clearing with a single ancient oak in its center. Rorak had planned to take his breakfast here before beginning his daily hunt, now however, it took all his will to keep the previous night's dinner down. Bodies, animal, goblin, bugbear and countless others littered the clearing so tightly that the lush grass could not be seen. The wind changed and the smell of death and rot, of blood and offal washed over the old woodsman dissolving his will. As Rorak retched the sky became dark, the sun lost in a sea of black feathers as crows fell on the corpses in the clearing.

The noise of the crows, the sounds of dead bodies be ripped apart still filled the woodsman's ears as he reached his small cabin. Smoke puffed from a chimney, the smell of hickory strong in the small patch of civilization. His wife, stood staring at him questioningly, a bucket of water in her hand. “Rory?” She asked questioningly. Rorak gasped for breath enough to speak and waved his wife toward the cabin. “In … side,” he choked out.

His wife began to move but stopped and looked to the skies behind her husband. “What is that?” Rorak didn't look, didn't need to, the sound of black wings beating against the cold wind, the bones chilling dirge that escaped bloody beaks was enough for him; the crows had come.

He rushed forward, dropping his bow, knocking over his tanning line and grabbed his wife. “Inside!” he bellowed to the woman as he pushed her forcible to the door. “Inside!” The crows were on him before he finished. He beat at them with all his strength, but soon he fell from the sheer weight and could do no more than crawl to his home. Moments passed, seconds, minutes. The old woodsman could no long see, his eyes blinded by the fall of blood from his ruined scalp. He fell, the strength of forty years leaving him. He let out a soft prayer to gods he never trusted in and closed his eyes. A moment passed and the cawing stopped, the smell of brunt meat filled the air and soft familiar hands caressed his jaws.

“Oh Rory,” his wife sobbed. “Rory, Rory, Rory.” He felt her head on his shoulder, buried in the crook of his neck. “Frigga, mother of light and love,” he heard his wife whisper. “Long have I been from your service, but once more today I beg you, please, please do not let this man into your husband's halls just yet.” Hot tears fell on his neck, burning with pain as they soaked into his rent flesh. “Please! Mother, help he whom I love.”

Heat and light and fire and ice. The cold of winter, of the deepest waters of the fjords washed over him and the pain vanished leaving him feeling raw and weak and hungry. Rorak let out a soft moan before the light ebbed away and left him in darkness.

~*~

Trifra eased her husband onto his bed as gently as her small frame could. She looked at his pink, raw skin. Frigga had answered her and had saved her Rory's life. However, she thought, these things always came with a price and the knock that came from her door told her that her's was due.

The woman that stood on the small rough wood porch was matronly and strong. Ice-colored hair ran over her shoulder and don her thick blue furs in a loose warrior's braid. Trifra fell to a knee. “My – my lady, be welcome in my home.”

The woman nodded and stepped into the small cabin. Trifra looked up for a moment and bowed her head further. “I thank you, my lady and ask of you what help I may be.”

Frigga, goddess of light, love and mothers smiled gently at Trifra. “Stand my Chosen, stand and make yourself ready.” She held out her hand and Trifra took it staring at it like a child. “Long have you been from me and my service … but what can I say to matters of love.”

The Goddess moved toward the fire and removed a wayward tea kettle. For a time, Frigga moved about the cabin, busying herself in the Trifra's kitchen. Soon though she sat at the small kitchen table and poured tea for herself and Trifra. Trifra sniffed and arched an eyebrow, she was quite certain that chamomile did not grow in these northern woods now did she have any in her home. Frigga waved to the chair across from herself and waited, when Trifra sat she poured tea for the woodsman's wife and waited until she had taken a sip.

“This is ...” Trifra frowned, searching for a word. “Remarkable, my Lady.”

Frigga nodded silently and put her own mug gently on the table. “It is not my typical custom to aid those that have abandoned my services as … distinctly as you did my Chosen.”

Trifra nearly choked on her tea and gave a solemn nod. “My apologizes, my Lady I was ...”

“young and rather stupid,” Frigga finished for her. “It is not often my Chosen tells me to go have a nice weekend with my niece and then proceeds to to bury her axe in a statue of my head.”

Trifra's mind replayed the scene for her. The smell of wood-smoke and sage washed through her and her body felt the gentle heat of the worship hall's fires. Frigga had come among the mortal races to intercede in Trifra's marriage to Rory; had forbidden it actually. “My apologizes my Lady but I recall it was for a good reason.”

Frigga let out a laugh that filled the small cabin. “As I said, what can I say to matters of love?” The goddess folded her hands around the mug. “Evil times are coming. Old things that lay dormant for so long are coming back to this world.”

Trifra took another sip of her tea, savoring the taste and placed her own mug on the table. “I cannot leave him, my Lady.” She looked toward the bed were her husband now slept. “your power healed him yes, but burned him through as well. Everything he's known was washed away, every childhood pain, every small ache, all of it gone.” She smiled slightly. “It may drive him mad, he likes to complain about his knees.”

Frigga nodded a fond look in her inhuman eyes. “My husband is the same about his eye. However, a price must be paid …”


Trifra listened, her frown deepening as he goddess spoke to her of world's coming to an end.


Thursday, August 21, 2014

Quick Note - Two Things

Been a quiet week over here at Genius Loci. The little guy broke his leg and Code Name: the Wife has been working crazy hours ... so why it has been quiet on the blog life itself has been anything but. So, I wanted to say sorry for that and also say two other things:

1. To the 4 or 5 people who donated money through my paypal for the purpose of buying a 5e phb: Thank You! Seriously guys, you are the awesome and deserve so much thanks that I cannot possible relate!

2. The muse at my side needs a giant kick in the ass. I seem, at the moment at least, to have lost that little voice in my head that tells me what to what and of worlds far away and a mile miles away from the laws of physics. I'm hoping with the completion of my reading of Skin Game and the new episode of Doctor Who coming this Saturday, my muse will once again decide not to be so damned tight lipped.

At the moment all is quiet and I am trying to force out a short adventure for my Patreons. Hopefully ... hopefully.

Oh and one last bit of good news, I got an e-mail from a publisher ... WOOHOO!

Quick Review - Raiders of the Forgotten Treasure

Raidersof the Forgotten Treasure by the Middle Kingdoms Adventure & Company is a short 8-page dungeon crawl that is compatible with Swords & Wizardry and can be easily moved to any of the OSR systems. Raiders is an interesting adventure because of the writer and the premise of the adventure. From the title page:

The adventure you see before you was created from the imagination of a 7-year-old Game Master known as the “Inkling.” The Inkling doesn’t need a backstory and doesn’t care what level your characters are. The only thing the Inkling cares about is stocking the dungeon with scary, hard to beat monsters and traps, and rewarding you with more loot than you can carry.”

In that single paragraph is all anyone needs to know, the adventure is short (maybe filling a single 2 to 3 hour session) filled with interesting variations on creatures, a heck of a lot of coppers and an interesting trap to bugger your players with and create stories for good times to come.

There is no story, no adventure hooks and everything as such is left in a hands of the Game Master to figure out. Each of the area is written in a simple concise style that gives the GM all the information he or she needs but leaving enough open to add in original or edited material (for example when I ran this it took place in a derelict space transport) and is highly adaptable.

+Frank Turfler's art is, as usual, incredible and the map (the first time I've seen his cartography) is a small isometric piece that shows everything needed to the GM. The adventure's presentation and layout also lend to the age of the author as it is set-up to appear as it was written on scrap loose-leaf and post-it notes. The random background scribbles and drawings lend to the overall feel of coming from a 7-year-old instead of an adult pretending to be a child and lends to the feelings this style of adventure are supposed to invoke.

While lack in story, the monsters and traps offered by this adventure show a massive creative mind that wants to fill everything with new and interesting material. I honestly CANNOT wait for the next inkling adventure to see what this Father (artist) & Son (writer) team can produce next.

Oh … beware the Vampiric Bugs … or ignore them … they may only exist in the mind … or maybe not.


Inkling Adventures – Raiders of the Forgotten Treasure is available at Gumroad for $2.00 and comes with an adventure, map, paper minis and a tile set. 

Tuesday, August 19, 2014

Quick Note - Inspiration for a Weird Game

Just found this. There are apparently 54 episodes and it is really interesting. A lot of strange and interesting tales presented as announcements (don't go near the dog park!), news stories and so on. I've already gain ed a few interesting ideas for my Basic Modern game from this and I can see others enjoying it as well.



Monday, August 18, 2014

Quick Note - The Strongest Kid in the West

Yesterday my 2-year-old son broke his leg, a spiral fracture to the right tibia to be exact. This was on a kiddy slide at a playground outside of a trail head. My son never cried more than for 20 seconds after it happened and then demanded to be put in his backpack and taken on the hike. He wanted to see foxes and water falls.

We ended up in the ER for 4 hours he didn't cry until the end and that was because he as hungry. Never once did he cry out when the doctor examined him ... thankfully we had a good doctor who noticed the queasy look my son got when he touched his leg or we may not have even gotten an X-ray.

Last night the boy sat and watched his favorite (non-Star Wars) movie "Treasure Buddies" and only started getting annoyed when he realized he couldn't run to the kitchen to beg me for a drink. This morning his called me to his room in a very calm voice and said. "I still booboo, da." He frowned when he said it. "Kiss no work."

Well that's it from me on a proud but sad dad front! I take care of the boy today until his mom gets home from work and then I prepare for tonight's chromatic commando game! To my 2-page adventure players, I will be back in the flow tomorrow. Life upended the last two weeks and I had to take care of that.

Friday, August 15, 2014

Quick Note - Hideout of the Wolf-Spider Clan

A new map I worked on today. Still getting the hang of this and I'm not too happy with the hand-drawn elements as I feel they're poor in comparison to the likes of +Dyson Logos and +matt jackson. But practice, practice, practice.


This map will most likely be the one used in my next One-Page Romp and will most likely be another 5e adventure.

An updated version based on the recomandations of Mr Logos and Mr Jackson. Thanks guys!


Thursday, August 14, 2014

Fifth Edition Fantasy Adventures on Sale!

+Goodman Games' foray into the new frontiers of 5th edition became available today VIA RPGnow and other Onebookshelf sites.

The two adventures run for $.699 each and together can take a party from 1st through 6th level. 

Glitterdoom is the first and shorter of the two but also the more traditional in style and story.

Fifth Edition Fantasy is here! This adventure module is fully compatible with the fifth edition of the world’s most popular fantasy RPG, and ready to play in your home campaign!
Centuries ago, the glitterdoom came to the dwarves of Steelhand Clan! This divine curse transformed the dwarves into hellish forms with an insatiable greed for gold. Now, a chance encounter breaks open long-sealed gates to unleash the glitterdoom again. Can your adventurers delve into the forgotten halls to confront the subterranean menace?
This all-new 5E adventure module includes a new dwarf sub-race and a new PC background! 

The most interesting piece here for me is the new dwarven sub-race, the Sojourner which uses Intelligence as it's bonus ability. Of course the stone ghosts are pretty damn cool too!

The Fey Sisters' Fate is the second one and as far as my quick scan shows the far more strange of the two offerings.

Fifth Edition Fantasy is here! This adventure module is fully compatible with the fifth edition of the world’s most popular fantasy RPG, and ready to play in your home campaign!
The cries of battle echo in the rustic wilderness, as a pair of fey sisters defend the ancient Briarwood against invaders. When the town of Bur Hollow sends militia men to support their fey allies, they disappear without a trace. The adventurers must enter the Briarwood and save them!
This all-new 5E adventure module includes two new spells and a new PC background!

This one I've only lightly looked over but is the fuller adventure and the one I think had the best prep time. 

The most important aspects of both adventures though has been the use of the OGL 1.0 at the beginning of the adventure and the stat block for creatures and magic items that remains unchanged from the actual 5e.

As a bonus both adventures come with a code for RPGnow for a digital copy of the adventure. I think this was an accidentally addition by Goodman  as it is obviously supposed to be a perk for those who bought the physical copy.  Still just the knowledge of its inclusion makes me happy, as I believe this is the best way for print market to stay alive.


Wednesday, August 13, 2014

Patreon Supported - Trouble at Apegia Station for the Next Edition.

(Note - $2 Patreons will receive the clean final copy with embedded stats in their monthly Anthology.)

Area 1 - Common Room
Three dead bodies, appearing horribly mauled.. Two Zombies in the rear near the left wall have dragged a forth body and are dining. (Zombies here, pg 52)

Area 2 - Dining Hall
A lone, half grazed guard is sheltered in this room. A DC 20 Charisma (Persuasion) check will convince him not to attack as he believes there are only undead left. (Guard here, pg 54)

Area 3 - Guard Chambers
Under the disheveled rug is a trap door to the catacombs. Each chest has approx 25 GP and a potion of healing. The bearskin rug is a Smothering Rug.(Smothering Rug here, pg 16)

Area 4 - Lair of the Ooze
This large empty chamber seems to have been once walled off by brick. Exploration shows little except a dripping wetness that is actually a colony of Grey Oozes (3 Grey Ooze here, pg 11)

Area 5 - Cross Roads
The path turns up to a worked chamber of stone or down into darkness. 6 zombies shamble here looking for fresh meat. (Zombie here, pg 52)

Area 6 - Lower Chamber/Sword of Light
This chamber is large and dome-like. Stalactites litter the chamber and a single beam of light from a small hole shines on a sword stuck in the stone. A DC 25 Strength Check can release the sword which 3/day mimics the light and brilliance of the sun and always deals and extra 1d4 dmg to undead. If the sword is pulled several specters will appear and challenge the puller. If the puller is a good-aligned character they will nod solemnly and vanish. If not, they attack (4 Specter here, pg 44)

Area 7 - Warren of the Dead
This large empty chamber has a small alcove to the left that features an alter that may have once been to Moradin but has been defiled in the name of Orcis. A dozen or more skeletons and a few zombies loiter in this chamber. On a roll of 17 or higher their will also be a Wight. ( Skeletons here, pg 20; Wight here, pg 50; Zombie here, pg 52). On a DC 20 Wisdom (Perception) Check the player will notice several ravens watching from the rafters above the chamber. A DC Wisdom (Religion) Check will inform the player that these are servants of the Raven Queen.

Area 8-9 Spider Warrens
The three doors to these chambers are locked and require either the key (found in Area 11) or a DC 20 Dexterity Check to force the lock. These rooms have been completely overrun with webs, hindering movement. Six Giant Spiders live between the two rooms as well as 2 Spider Swarms. (Giant Spider here, pg 28, Spider Swarm use Swarm of Insects here, pg 45). Wrapped in one of the webs is a Venomous Dagger (Found here, pg 2).

Area 10 - The Feeding Ground
Several grumpy Ghouls guard this room and grouch at one another about NOT being able to eat the several dozen still living prisoners chained to the walls (Ghouls here, pg 22).

Area 11 - The Vampire’s Den
A vampire, Master of these catacombs) rests in a coffin in the center of this chamber, guarded by several  Ghoul guards. He will rise when 2 of the Ghouls have fallen and is very happy to have the players for Dinner. (Ghoul here, pg 22;Vampire here, pg 20)

Saturday, August 9, 2014

Quick Note - Second Patreon act will be a little late

My next Patreon sponsored adventure, a One-Page Romp called "Trouble at Apegia Station" will be delayed a little as I recreate the entire publisher file ... my son hit buttons, things disappeared. Luckly it is just the niceties and the text is still safe.

Quick Note - Let it Go! Let it ... Pop up game?!

My daughter got the "Frozen Pop-up Magic" game for her 3rd birthday this past Saturday and we have since played it every day since. The game itself is very simple, a mixture of spinner movement and memory. The true awesome comes from the pieces (pre-painted nicely detailed miniatures of Elza, Anna and Olaf) and the fact that it can connect to other Pop-Up Magic games to form a bigger board for more players who have their own miniatures of Disney Princesses and princes.

Already my 9-year-old is trying to figure out how to build a Disney Princess RPG using the 5e basic rules (she stole my print-out!) and the miniatures provided by the pop-up games.

For anyone with a little kid between 3 and 5 or who just likes nice miniatures (still not as nice as the Disney Infinity figures though) this is a good and cheap pick up!

Now, their just needs to be a modding community for this because I want to be Hans, damnit!


Friday, August 8, 2014

Quick Note - The Way Station of the Apelgia Mountains

I've completed my map! Thoughts are welcome and as +Frank Turfler will see his advice went to work!

Location Information

The way station of the Apelgia Mountains sits in the mid point of the high pass between Piaugh and the mining village of Rook's Bend. The way station acts as a mail depot, inn (floor space only) and guard post for those who travel the pass. The way station is operated by the the Collation of Neark Merchants and is manned year long by 5 human mercenaries who are paid a handsome sum and are considered honorable enough.  

There is a trap-door under the bear-skin rug in the guard quarters that leads to a a small cavern system and the ruins of an ancient crypt ... currently being used as cold storage by the way station.

New Way Station

Old Way Station

Quick Note - OSRToday confirms rumors of Goodman 5e

+OSRToday confirmed today that +Goodman Games will be releasing material for 5e starting with two adventures to be released at Gen Con.

I'm excited to see what Goodman does with the 5e rules and feel as well as to see if, like Necromancer Games, they do this under the OGL or if they've secured the unannounced license for 5e.  With Goodman's announcement this makes two decent-sized publishers who are developing for 5e. 

I am personally hoping for a wealth of publishers and material (both new and converted) for the system out of a love for D&D and a desire to see it survive as more than (like +RollForInitiative has claimed) an IP to create new and interesting things for eventual video game and film/book/novel release.

Thursday, August 7, 2014

Quick note - More experiments in digital mapping

The way station of the Apelgia Mountains sits in the mid point of the high pass between Piaugh and the mining village of Rook's Bend. The way station acts as a mail depot, inn (floor space only) and guard post for those who travel the pass. The way station is operated by the the Collation of Neark Merchants and is manned year long by 5 human mercenaries who are paid a handsome sum and are considered honorable enough.  

There is a trap-door under the bear-skin rug in the guard quarters that leads to a a small cavern system and the ruins of an ancient crypt ... currently being used as cold storage by the way station.


This map was made using the same tutorial as the map I posted yesterday and map elements by Bogie over at the Cartographers' Guild. Any thoughts our suggestions are greatly sought after.

The floor and grasslands as well as the hills were all my own design as I played around with the map.

If I can fit this one and yesterday's on a half sheet they may (together) comprise next week's "One Page Romp" for Patreon.

Quick Note - One Bookshelf has crashed

I am assuming that the popularity of the Scion bundle over at Bundle of Holding  has caused the one book shelf sites to be so overloaded with fresh downloads and traffic that they broke under the strain. This has happened before when BoH first started to work in conjunction with OBS on the distrubution of their bundles.

I can totally understand why this is happening. Scion is great world and flavor that I've always been interested in myself.

Game Geeks has several reviews on the game and its splat/story/campaign books


Essentially in Scion you play as the offspring of a God in the modern world. You have powers like your parent but need a focus to use them and that focus has to be linked to your parent. Scion was one of the few White Wolf style games I was ever truly excited for (despite having never picked it up).

So hold on tight, wait for the OBS sites to succeed their raise check, and if Scion interests you check out that bundle.

Quick Note - Feeling Guilty

In three days I am jobless, needless to say this will be something big and hard on my family as we adjust to a new life style while I look for new employment. In the mean time I intend to continue on with the blog and with Genius Loci games ... I ask, if nothing else for anyone who reads this blog to wish me luck in the coming days and months. I have some prospects and certain people have been kind enough to offer advice and ideas on how to proceed. Trust me it is not guilt or shame that keeps me from naming just a simple desire not to put those people out any further.

This is the main and pretty much only reason that new ad banners have appeared on the site. My hope is that I can gain some of what I'm losing through various other means ... I'd also be grateful if anyone out there had some leads on some freelance gigs.

Have a good night folks. More tomorrow as I ready for a day of blogging and phone calls.

Wednesday, August 6, 2014

Quick Note - A New Map? Maybe

Been experimenting most of the day with the tutorial I posted earlier. I think I am starting to understand the missing pieces that were hanging me up.

This is the closest thing I have to a success at the moment.


This or (most likely) a more refined version will probably be used in the next One-Page Romp (The thing I am now calling the Secret Chapel style) for next week.

I am hoping that practice throughout the month will prepare me to handle myself for maps in September's Pyramid of the Lost King Release and the next 2-page adventure (Assault on the Southern Horn).

Thoughts as always are greatly welcomed and sought.

Quick Note - Photoshop mapping is hard work

Been trying to learn a new mapping technique for my upcoming patreon and store releases based on a tutorial I found over at the Cartographer's Guild and boy is it HARD!

To all you mappers out there you have my eternal admiration!

Tuesday, August 5, 2014

OVA - Second Edition on screen!

Just got my backer edition of the the OVA 2nd edition pdf  by +Clay Gardner's Wise turtle. This is probably the most beautiful rule book I've ever seen and I cannot wait for the physical copies to go out. The layout is crisp and clean, the art is amazing and the placement of the various sections is ... frankly ... a thing of brilliance.

This sets the bar higher for me now as I move forward as a developer myself ... but of course first I must create that fantasy anime world that has always played in my head ...

Speaking of, here is a list of 5 anime Fantasy shows that I highly recommend (Note I'm american and am using the legal streaming sites that work in my country, if you're outside the US you may have to search at your country's related site. Sorry)

1. Record of Lodoss War (no legal stream for this one :( ) - This should be no surprise for anyone that has followed me since the beginning. Outside of Lord of Tolkien this anime series had a huge influence on me becoming a fan of fantasy and eventual on my game worlds. The OVA is the best of the two series but Chronicles of the Heroic Knight is enjoyable and has a wonderful vibe all its own ... although in my opinion it suffers from trying to jam Lodoss into the anime conventions of the late 90s early 2000s.

2. Magic Knight Rayearth - While not my introduction to the all female creator group of CLAMP Rayearth was what made me love them. There is the manga, a Saturn game two anime TV shows and a near unwatchable OVA. Unlike Record of Lodess War, Rayearth is founded deep in the culture of the JRPGs of the NES/SNES era.

3. Tower of Druaga - A reboot/adaption of an 1980s dungeon crawling arcade game. The first season is my favorite and really hits its stride at around the episode 8 mark. The second season is also amazing but has less of that down in the dirt adventurer feeling that most of the first season had.

4. El Hazard (no legal stream for this one either) - This one has always been near and dear to my heart, especially the TV series "The Wanderers" and is about a group of Japanese school folk (students and a teacher) who are transported to a fantasy (actually science fantasy) world that is somewhat based on a middle eastern motif. It is very interesting and the Shadow Elves of the OVA have made multiple appearances in my own games over the years.

5. Sword Art Online/Log Horizon/.hack//sign - All of them are about humans trapped in Fantasy MMOs ... In my personal opinion .hack will always be the best.


Monday, August 4, 2014

Patreon Supported 5-Minute Adventure - Tomb of the Past Revealed

This is the first Patreon supported 5-minuted adventure with a map provided by +Dyson Logos. All Patreons will get a .pdf version of this adventure at the end of the month (as part of an anthology with my over free adventures this month) with art work and layout.

This is the third Icago adventure, the first two being "Shrine of Thiseir" and "Spectres of Usarm". This adventure and the upcoming "Assault on the Southern Horn" go a long, long way to answering many of the 2-page adventure story questions and setting up for the final push.

This adventure is for Swords & Wizardry but compatible with most OSR style games and suitable for players of the 4th through 6th level.

You can find more of Dyson's maps on his own page!
You can find my Patreon page here.

Tomb of Past Revealed
Written By
Johua De Santo
Cartography Courtesy of



Adventure Background

The village of Icago has seen its fair share of problems recently. Between Orc attacks, the death of its mayor by an Outsider mage, and the appearance of the forgotten race of Dark Elves the town is on the verge of collapse.

Now to make matters worse the young of the village have begun to vanish in the night spirited away in the wind as parents sleep and guards worry over the Orc who have besieged the village.

What little investigation that has been done points to the ancient crypts of the Fell; the first family of Icago.

Approaching the Fell Crypt

The crypt lay under the town of Icago and can be reached by a single mausoleum tomb in the town’s cemetery. Two guards have been placed on duty at the mausoleum but neither has seen or heard anything since they have taken up their post two days ago.
The cemetery is quiet save for the howling wind in the chill autumn air. For some odd reason the Orc Raiders have refused to set foot within the bounds of the cemetery making it quite safe from the northern raiders.
If the PCs should attempt to explore the cemetery they have a three in six chance of encountering the following while they explore:
Roll (d10) Encountered
1 Will-o-Wisp (S&W Core)
2-3 4d8 Skeletons (S&W Core)
4-5 1d6 Wrights (S&W Core)
6-7 1d100 Zombie Ravens (0E Monster Book Reloaded)
8-9 3d6 Leper Zombies (0E Monster Book Reloaded)
10 Gallows Tree (0E Monster Book Reloaded)

From the Mausoleum a long flight of narrow stairs lead down into the earth. At first these stairs are worked stone, placed by the builders but about halfway down the stairs become hewn from the natural sandstone of the area. The stairs lead down about a hundred feet into the depths of the earth and into darkness.

Area 1

A large cavernous chamber with a domed ceiling featuring a mural of some of ancient wonder of metal and magic that encircles the lower half of the dome like a long cylinder, writing on the cylinder proclaims it as the “Reading R.R.”. Above the ancient wonder is a scene of pastoral beauty at night, the stairs twinkling when any light is shone on them. To the left and right are closed doors of a heavy metal and before the PCs on a raised dais is a giant of a coffin.

Behind the coffin is another door with a giant skull of carved rock set into its center (this is actually a Skull Mural – See Below). From under the metal doors to the left and right light can be seen.

Enemies – Skull Mural (0E Monster Book Reloaded) – HD 3; AC 6[13]; Atk 1 Strike (1d6); MV 3; SV 16; CL/XP 3/60; SPC Drain Fluid)
Treasure – Each of the gems in the ceiling are worth 5gp each and the interior of the coffin features a golden breastplate and a fine-jewel encrusted sword worth a combined 30gp.

Area 2

This long rectangular room is little more than a dead-end hallway. Two the right alcoves with coffins running up the walls linger in darkness. Two the left, two metal doors are shut tight, from within those doors the sounds of quiet sobbing can be heard.
A single lantern hangs from the wall between the doors where two tall, guant looking humans with mid-night blue skin, stand at perfect attention. Should they be approached by the PCs they will draw their weapons and attack.

Enemies – Minor Archanix (0E Monster Book Reloaded) – HD 3; Atk 1 weapon (1d8), special ability, or stolen spell; ST 14; MV 12; CL/XP 5/240; SPC Spell Casting ; Steal Spell; Teleport
Treasure – None

Area 3 & 4

These two rooms are cold and damp, huddled into the angled corners of each are a group of children ranging from 4 to 16 and make up the vast majority of the missing children of Icago. The children are scared, hungry and extremely cold and will stammer and fly into sobbing hysterics if questioned. The only information any can readily give is that the Blue people took a few of the other children earlier that day.

Enemies – None
Treasure – None

Area 5


A long hallway leads back to a medium-sized room that appears to have once served as a temple to some unknown god. Investigation will uncover a golden “t” shaped ornament on the ground behind the altar at the front of the small temple.

Enemies – None
Treasure – The “t” shaped relic is made of pure gold and worth 50 gp

Area 6

This corner splits into two small alcoves that descend into damp minor tombs. Investigation of these tombs will reveal small containers hidden under the coffins with jewelry beset with rare black gems.

Enemies – None
Treasure – 2 Jewelry pouches worth a combined 100gp.

Area 7

A small room that appears to have been a small altar at some point in the tomb’s history. A few candle sticks, ancient and much rotted rest on the ground covered in cobwebs. A few large spider webs dangle from the ceiling. If the characters look up they will see the Drider negating her ability to surprise them.

Enemies – Drider (0E Monster Book Reloaded) – HD 7; AC 3[16]; Atk 1 Weapon (1d8); MV 18; ST 9; CL/XP 9/1100; SPC Specials, magical abilities
Treasure – “t” shaped relic worth 50 gp

Area 8


Chanting can be heard from this room in a language unheard of. Upon Entering the PCs will find themselves at a crossroads with halls on either side. However, several of the tall blue-skinned humanoids are occupying the room as well as the dark skinned Drow that have recently appeared all over Usarm (note – See Spectres of Usarm). One of the tall blue skin people in the fore of the room stands over a glowing arcane symbol holding a ritual dagger to the form of a naked 16 year-old boy who floats within the symbol.

Should the PCs interrupt the ceremony the lead blue skin will step into the arcane symbol and he and the child will vanish. Should the PCs not interfere he will cut the throat of the child who will vanish only to be replaced by a tall gangly looking creature in fleshy robs and a strange tendril – like beard.

Enemies

Drow (3) – HD 2+2; AC 4[15]; Atk Weapon (1d8+2); ST 13; MV 12; AL C; CL/XP 3/60; SPC Immune (Poison, Charm, Sleep), Dark Vision 120'
Minor Archanix (4) (0E Monster Book Reloaded) – HD 3; Atk 1 weapon (1d8), special ability, or stolen spell; ST 14; MV 12; CL/XP 5/240; SPC Spell Casting ; Steal Spell; Teleport
Major Archanix(1)(0E Monster Book Reloaded) – HD 6; AC 7[12]; Atk 1 weapon (1d8), special ability, or stolen spell; ST 11; MV 12; CL/XP 8/8000; SPC Spell Casting ; Steal Spell; Teleport
(optional) Thelidu (1) (0E Monster Book Reloaded) – HD 4+3; AC 5[14]; Atk 2 claws (1d6), tentacles (1d4); MV 13; SV 12; CL/XP 8/800; SPC Mental Powers, Brain Extraction

Area 9 & 10

A long corridor with several alcoves with beds built into them. The skeletons that once lived in these places have been dumped onto the floor. Currently the beds are empty.

Enemies – None
Treasure – None

Area 11

This small turn in the corridor features several alcoves. As the PCs pace between one but before the reach the other light begins to burn from both and 4 Pyre Zombie emerge from each alcove.

Enemies – Zombie, Pyre (8) – HD 2; AC 8[11]; Atk 1 strike (1d8); MV 6; ST 16; CL/XP 3/60; SPC Immune to sleep, charm, immolation
Treasure – None

Area 12

Strange devices that glow a sickly green line the walls in even rows. Each small half domed device is filled with strange purplish liquid that pulses with sparks of lightning. While most of the chambers are empty a few have brains floating within them.

Enemies – None
Treasure – None

Area 13

The ancient iron door to this chamber is sealed shut and no lock is present. Entry here can only be accomplished through forcing the door and alerting the enemies of Area 14. The chamber is a small crypt, with a simple wooden coffin at its center. Another “t” relic, large and made of gold has been placed atop the coffin and several other stand on golden stands at each corner of the coffin.

Should the players remove all the artifacts the coffin lid will begin to pulse, accompanied by a banging sound that echoes in the small chamber. After several of these the top of the coffin will explode and a gaunt looking human figure will climb out of the coffin.

This is Artemis Fell the sire of the Fell family who brought Icago through the collapse centuries ago. He is thankful to the PCs for their aid in releasing him from his prison and offers them the gift of not being fed upon.

Fell is inquisitive and questions the PCs greatly about the world and the time he has been away. When all conversation is done he will thank the PCs again and vanish. Unknown to the PCs he is returning to Icago to begin his feeding.

If the PCs attack Fell he become enraged and return the attacks brutally, angered that the PCs have not only raided his family tomb but that they dare raise arms to him.

Enemies – Artemis Fell (S&W Core) – HD 7; AC 2[17]; Atk Bite (1d10+level drain);
ST 9; MV 12/18 (flying); AL C; CL/XP 9/1,100; SPC Immune to mundane wpns, Regenerate 3 hp/rnd, Summon 4d8 bats or 3d6 wolves; Charm Person (save -2); Level Drain 2 lvls
Treasure – None

Area 14

This area may have once been a crypt of a chapel of some sort but has been converted to a richly appointed office complete with blood red tapestries with strange cross like symbols, and a large oak desk near the rear.

Several more of the devises from Area 12 line the back wall, streams of lightning bouncing between them to a low humming sound.

A rather tall, tentacled faced being in a black uniform sits at the desk and when the PCs enter the Area he waves a hand and the door closes behind them.

Thy'is'ka'ro – A Thelidu of high rank in his own plane of the Outside. Once was an important member of the Thelidu order of the R3 expedition that ended with the destruction of the 5th Age of Usarm. Well spoken with a slight accent, Thy'is'ka'ro believes in manners above all else and will take great offense (meaning he'll extract that person's brian last and painfully) to any who do not observe mannerly conduct. He doesn't believe the PCs have a chance to best him or escape and is quite will to talk and will even off the PCs drinks.

From him, the PCs learn:
1. The Thelidu, Drow and certain other races of the Outside were invited to the world thousands of years ago as a bargain with a group of people known as the N'zis to aid in a war they were losing.
2. The Thelidu were responsible for the creation of the Scared Moon and the Horns to harness and control Arcane energies that were not natural to this world.
3. Another of the groups of this world, The Usa 'arm, sabotaged the Thelidu equipment causing the Thelidu and Drow to be trapped between dimensions but also caused the destruction of the civilizations of the world.


Thelidu (1) (0E Monster Book Reloaded) – HD 5+3; AC 4[15]; Atk 2 claws (1d6), tentacles (1d4) weapon (Firam 1d6); MV 13; SV 11; CL/XP 8/800; SPC Mental Powers, Brain Extraction

Concluding the Adventure

If the PCs survive their encounter with Thy'is'ka'ro the ancient crypts will begin to collapse as the Thelidu devices explode with Thy'is'ka'ro's death. The PCs have mere minutes to escape the temple and take any of the children with them that may still be left in the crypts. Back in town the people in Icago are relieved, but the PCs find the town slowly emptying as the people who once lived there no longer feel safe and would rather take chances else where.


The remaining villagers are grateful and offer the PCs what they can (150 gp in various goods). The village, however, has maybe weeks left until it is another ghost town in many along the coasts of the sea.


Saturday, August 2, 2014

Today I took the Jump!

So after much consideration and many questions to myself I have gone ahead and have made the jump into Patreon land. Fingers-crossed all goes well and this isn't jumping the gun for me.

The Patreon I'm doing is for my 5-minute Adventures and those free one-page romps I've been doing for a while now. My hope is that this will help me continue to stay afloat with production and up-to-date in the gaming community while I get used to being a stay-at-home dad/ search for employment.

The Patreon Page can be found: here and I'll hopefully figure out how to get a link up soon.

Friday, August 1, 2014

Quick Note - The Laundry

I'm not sure what to say about The Laundry. Cubicle Seven has routinely released great games and the product blurb alone had me reading the author list six times because I could swear one of my favorite British author's (Simon R Green) was involved.

From Drive-Thru:
There are things out there, in the weirder reaches of space-time where reality is an optional extra. Horrible things, usually with tentacles. Al-Hazred glimpsed them, John Dee summoned them, HP Lovecraft wrote about them, and Alan Turing mapped the paths from our universe to theirs. The right calculation can call up entities from other, older universes, or invoke their powers. Invisibility? Easy! Animating the dead? Trivial! Binding lesser demons to your will? Easily doable!

Opening up the way for the Great Old Ones to come through and eat our brains? Unfortunately, much too easy.

That's where the Laundry comes in - it's a branch of the British secret service, tasked to prevent hideous alien gods from wiping out all life on Earth (and more particularly, the UK). You work for the Laundry. The hours are long, the pay is sub-par, the co-workers are... interesting (in the Chinese curse sense of the word), and the bureaucracy is stifling - but you do get to wave basilisk guns and bullet wards around, and to go on challenging and exciting missions to exotic locations like quaint, legend-haunted Wigan, cursed Slough and Wolverhampton where the walls are thin.

You may even get to save the world.

Just make sure you get a receipt.

Sounds fun ... but BRP has always left me a little cold so this one is a maybe in my wishlist.

Speaking of Simon R. Green, does anyone know when the next blasted Ghostfinders book is coming out!?