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.


Friday, March 3, 2017

Two Tome of Tomes about Giants

Thanks to everyone who supported the Advanced Adventures Bundle of Holding! We raised a few dollars shy of $1,000 for Reading is Fundamental, so much good was done. Below are two tomes for your fantasy libraries...

The Frost Giants of Flarjarik
Author: Logner Snuppe
Race: Fire Giant
Dimensions: 16x20x3
Weight: 36 lbs.
Materials: Cave bear leather-bound, stoneboard, vellum, iron clasps
Rarity: Rare
Fields of Study: Humanoids & giantkind
Special Knowledge Categories: History, languages, law & customs, legends & folklore
Value: 175 gp

The second of a series of three by the fire giant ambassador Logner Snuppe, The Frost Giants of Flarjarik is a denser, more-scholarly work reflecting an improvement in abilities of the author. Like the former book, this one details a basic history along with language, customs, laws, and legends of the Flarjarik frost giants. Snuppe’s authorial voice is stronger in this work, the details finer, and there is less rambling concerning day-to-day affairs.


The Fire Giants of Rajayarikavaola
Author: Logner Snuppe
Race: Fire Giant
Dimensions: 16x20x3
Weight: 36 lbs.
Materials: Cave bear leather-bound, stoneboard, vellum, iron clasps
Rarity: Rare
Fields of Study: Humanoids & giantkind
Special Knowledge Categories: History, languages, law & customs, legends & folklore
Value: 200 gp

The final in a series of three, The Fire Giants of Rajayarikavaola details Snuppe’s home clan. After more than 15 years as a travelling ambassador, Snuppe returns to his home and turns his eye towards his own people. Of most interest, the final few chapters were written after Snuppe’s encounter with divine Tulatiathior, who unhardened his heart. The Fire Giants of Rajayarikavaola are treated most-harshly in these final chapters, written while Snuppe was in exile, a retainer for Baron Lorformere, the human marcher lord.



Saturday, February 25, 2017

A Bit of OSR History: Advanced Adventures and the art of Bradley K. McDevitt

In the current Advanced Adventures Bundle of Holding  (only $16.5 for 15 modules, so quite the bargain) are three adventures graced with a cover by Bradley K. McDevitt. Like all rpg material, the covers of Advanced Adventures are important in conveying the interior material. Bradley did the front and back covers for Advanced Adventures #2-10. With these 16 illustrations he helped set the visual tone of the modules and informed people of what lay within. He was the first artist that I worked with on a consistent basis and I attest that he was everything one could hope from a professional.







Monday, February 20, 2017

A Bit of OSR History: The Lost Keys of Solitude

The Lost Keys of Solitude is one of the modules in the current Advanced Adventures Bundle of Holding (only $16.35 for 15 modules, so quite the bargain). It is the only Advanced Adventure that both I and my wife Suzi worked on. It started as an idea I had for a location that grabbed her interest and pulled her into authorship.

The basic idea is that a group of monks created a magical prison called Solitude. This artifact was composed of a spire and many individual cells, in which the monks would secure valuable items for powerful people. Think something kinda like Fort Knox for whoever could pay the highest. Over time the group degenerated and eventually the location was forgotten. Which is where the PCs come in, obviously.

I imagined the monks as a sort of Clunianc/Carthusian-esqe order that lived most of their time in their own quarters tending their own private garden (the “Cell” as it is known) and only coming together to pray and eat. I cribbed the monastery map from the great Charterhouses of Clermont and Nuremburg. I then just attached the prison Solitude to the construction and volia, the above ground level. The below ground levels were conceived as a mix of carved work and natural caves (which the keepers used for mushrooming, of course!).

I’m very proud of The Lost Keys of Solitude, there’s the above ground challenges of gnolls led by a pair of spriggan who’ve just managed to kill a tyrannosaur they foolishly released from the prison Solitude, a nest of giant bees, and of course a spirit of a slain keeper. Solitude itself allowed for full freedom regarding what could be in each cell, from valued treasure, to an avatar of famine, a water elemental prince, and an ancient red dragon.

Underground, the PCs can befriend a race of intelligent rats (called Mus Maxumus) and help the fight their enemies (intelligent suped-up groundhogs), combat the de-evolved remaining keepers, and eventually find a pair of giant black gates beyond which they cannot travel (which of course the GM could use as a set up for further exploration).

As a bonus, there’s something like 10 new monsters and half again as many new magic items in Solitude to entertain the most-experience player. Below are some interior illustrations by John Bingham and Jeff Womack. One of the cool monsters is the Bone Sovereign, a nasty undead that can absorb skeletons into itself and grow stronger: it can also “spawn” skeletons back, effectively being its own walking party. Another is the haemovorid, a mix of fairy and stirge (*shiver*), and the last is a jellyhive, a critter that eats jellies and slimes and spits them out as a defense mechanism.





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