Archive for February, 2010

Products Release in March 2010

Speaking of sales, Quid Novi? subscribers get one-third off the cover price for all Spes Magna PDFs. Right now, we’re looking at these products and prices:

Rewarding Roleplaying – $1.50, or $1.00 for Quid Novi? subscribers. This version of Rewarding Roleplaying has been edited and expanded for greater clarity and playability.

Fencing & Firearms – $7.50, or $5.00 for Quid Novi? subscribers. This will be a bundle that includes Rewarding Roleplaying and a short Pathfinder-compatible adventure using the Five-Room Dungeon format.

The Case of the Purloined Princess – $4.50, or $3.00 for Quid Novi? subscribers. This is the first convention-style module featuring the Anklebiter League. TCotPP is designed to be played in about four hours, and it includes just about everything needed for play, including six pre-generated characters for your players to run. It also features stunning art by Darren Calvert done in glorious black and white.

Keep an eye on the Spes Magna site. I’ll be updating the site with more information about these products.

February 27th, 2010  in RPG No Comments »

OwlCon 2010 Report

Well, OwlCon has come and gone for 2010. My son Giant Boy and I were at the con bright and early Saturday morning in time to play a Truth & Justice event featuring pre-gen characters that were mash-ups of comic book heroes. I played the Black Vision, a Luke Cage-Vision combo. Luke Cage was an ex-con who intervened during an assassination attempt against the King of Wakanda while he was in New York City. Cage was mortally injured. To save his life, the king’s scientists transferred Cage’s consciousness into a synthezoid body. Giant Boy played the Scarlet Spider, who gained his powers when bitten by a Gypsy witch who had been driven mad after being bitten by a radioactive spider.

The other players ran Captain Thor (Captain American and Thor), the Atomic Manhunter (the Atom and Martian Manhunter), Bat Lantern (Batman and Green Lantern), and Wolfeye (Wolverine and Hawkeye). Our mission was to save the multiverse from the machinations of the Leader (Reed Richard and the Leader mashup) and Dread Clea (Dormammu and Clea mash-up, which really isn’t a mash-up because Clea did assume the mantle of Dormammu at least once).

The event wasn’t anything terribly elaborate. It was basically three super-fights strong together with some narrative transitions. We did battle with various mash-up villains, such as the Abominaut (Abomination-Juggernaut) and Gorilla Polaris (Gorilla Grodd and Doctor Polaris). It was an amusing four hours. Truth & Justice uses the PDQ system, a narrativist RPG with a lot of flexibility and room for creative use of character abilities. I’d read a bit about the PDQ system before hitting the con. You can get a free taste by visiting Atomic Sock Monkey‘s freebies area. I’m not sure I’d want to GM the system, but I wouldn’t mind being a player using it every now and then. It has a lot of potential.

The Black Vision had two highpoints during the game. The first took place when he was mind-controlled by the Ace of Hearts. Hearts ordered the Black Vision to fight his fellow heroes. The GM explained that I could attempt to break free from Hearts’s control, but I opted to roll with the setback for at least one round after Captain Thor nailed Hearts with his mystic uru shield.

I looked Cap’s player in the eye and announced, “Mama said knock you out!”

The Black Vision nailed Captain Thor pretty good, and I got some bonus Action Points for opting to let the villain keep the upper hand.

At the end of the game, it became necessary to insert something mystical and something high-tech into the Sphere of Doom created by the villains to remake reality in their own image. Captain Thor tossed in his mystic uru shield. Atomic Manhunter, our resident super-scientist, explained that the high-tech component needed to be extremely high-tech. So, the Black Vision hurled himself into the Sphere of Doom, thus destroying the villains’ plan and saving the multiverse.

Not bad for a day’s work.

After Truth & Justice, I ran an event featuring The Mad Monk’s Revenge. Giant Boy and two friends, Eric and Angela, were part of the event along with three folks I’d never met before. I repeated the event Sunday afternoon for six other players, including the fellow who ran Wolfeye in the Truth & Justice event. Both playtests went well. It looks like my basic set up is pretty solid. I identified a few gaps in some NPCs’ motivations that I need to plug. I also noted a few areas where I need to offer some DMing advice. The adventure has a definite goal, but it’s structure is pretty flexible in terms of how the players go about accomplishing that goal. Consequently, the two groups took different approaches (in a few instances, very different approaches). I think this is a definite strength of the module, but it also makes writing it more difficult. It’s impossible to prepare for every possibility even in a scenario that is a hardcore railroad in terms of plot structure. The looser the plot, the more complicated laying out the plot becomes.

I also used both events for more playtesting of Fencing & Firearms and Rewarding Roleplaying‘s Action Point system. In both cases, the rules seemed to work well. All in all, I’m pleased by the way these products have shaped up. Best of all, everyone who played in the events seemed to enjoy themselves, and isn’t that what gaming is really all about?

While I was running my second event, Giant Boy ventured off on his own to play in a Draw! event. Draw! is a wild west RPG that uses poker chips and decks of playing cards for action resolution. I’m not real clear on how this works since I wasn’t there to watch, but Giant Boy had fun playing the game. I gave him some handy westernisms to help him out. He managed to work “vittles” and “varmints” and “slap leather” into his in-character dialogue.

Next time I get to do the con scene, I’m going to have to keep an eye out for Draw!. I’ve also liked the western genre, and I had loads of fun with the original Boot Hill RPG back in the day.

OwlCon was a good time. Now, it’s back to work to get caught up on my writing. Busy, busy. I’ll type at you again in a few days.

March Coming in Like a Lion?

It’s starting to look like March will see the release of two for-sale products. The editing process for the next iteration of Fencing & Firearms is almost complete. Thanks to playtesting and feedback from readers, a number of areas were fixed, improved, clarified, and/or added. The quick list of changes include these:

* Fixed some errors in Table of Contents. Due to incorrectly formatted headers in a few places, the ToC was incomplete. This will also fix the bookmarks in the PDF.

* Cleaned up terminology to be more internally consistent and consistent with the Pathfinder Roleplaying Game. For example, I replaced references to Tumble with Acrobatics.

* Changed Expanded BAB rules to be more in line with conventions of the Pathfinder Roleplaying Game. Now the rules work more like Combat Expertise, Deadly Aim, and Power Attack.

* Added and clarified some feats. This was especially important since I didn’t hit every feat in the Pathfinder Roleplaying Game that had attack of opportunity effects. For example, I rewrote Combat Casting and Disruptive.

* Cleaned up the language for modified feats. For example, feats previously listed as General that were available as fighter bonus feats have been redesignated as Combat feats.

* Clarified the rules for 10-minute rest mechanic.

* Reverted size modifiers to combat maneuvers to comply with standard rules of the Pathfinder Roleplaying Game. In retrospect, I really didn’t see a reason to complicate things by changing what really is a pretty solid rule. I also fixed some of the combat maneuver verbiage and math in the text and examples.

* Modified firearms rules, removing accurancy and penetration as unnecessary complications. Standardized reload times. Adjusted damage, prices, and range increments. Changed critical threat ranges for matchlocks and flintlocks.

* Added rules for grenades, for crafting munitions and gunpowder, and for special alchemical gunpowder types.

* Added skill use options.

* Clarified nonlethal damage, et cetera, to better comply with the Pathfinder Roleplaying Game.

All in all, F&F is a much more solid product now. The basic goals and framework remain the same, but the cleaner engine ought to run with fewer hiccups.

In addition to finishing up The Mad Monk’s Revenge (I’m still not sold on that name.), the editing process for Rewarding Roleplaying is a go. F&F and RR are going to be bundled into a single product along with a fully-realized Five-Room One-Shot adventure written to highlight the Pathfinder-compatibility of the products. We’re looking at putting the entire bundle on sale in March for $7.50 US (or $5.00 US for Quid Novi? subscribers).

Pandora’s (Music) Box, Et Cetera

Well, Giant Boy and I are off to OwlCon tomorrow and part of Sunday. I’m running two rounds of Spes Magna‘s first for-sale adventure, tentatively titled The Mad Monk’s Revenge (which is one of a few titles I’m considering; perhaps I should do a poll?). After the con, I’ll write up a report of how things went.

In the realm of Spes Magna announcements, we have these:

Fencing & Firearms/Rewarding Roleplaying

Both of these products are undergoing revisions and corrections, thanks in no small part due to the feedback I’ve received from a few subscribers plus members of my face-to-face group here in Houston. It’s looking like a good idea to bundle both revised PDFs into a single package for sale to the general public. As is the case with anything Spes Magna sells, Quid Novi? subscribers will receive a substantial discount.

Speaking of The Mad Monk’s Revenge

We’ve been pretty quiet about this convention-style adventure due to go on sale in March. Due to health issues, we’re behind the curve a bit on producing the sale-ready module. Fortunately, work is progressing. I’ve contracted with the excellent Darren Calvert to do the cover art and some interior illustrations. I couldn’t possibly be more psyched about Darren’s involvement. He is one of my favorite freelance artists, and his enthusiasm for the project and professionalism both tickle me pink.

As already announced, 50% of the sales generated by this module will go directly to Mission of Yahweh, a faith-based shelter that “has empowered homeless and abused women and their children for over 47 years.” As someone who’s been unemployed three times in the past four years, I can certainly appreciate the need for community support programs such as Mission of Yahweh.

Awesome On-Line Radio

Okay, this one really isn’t a Spes Magna announcement, but it’s too good not to share. If you like on-line radio, check out Pandora. It’s free and you, the listener, are the station manager. You enter artists and songs that you like, and Pandora searches through its music archive and the Music Genome Project to program what you want to hear. If you don’t like a song, you can give it a Caesar-like downward-pointing thumb and never hear it again. If you like the song, give it an upward-pointing thumb to put the song into your rotation.

Pandora could very well be the best thing since sliced bread, and I say that as someone who eats a lot of sliced bread.

I especially enjoy it since my musical tastes are rather eclectic. Sure, there’s a very short commercial every fifth song, but that’s still more music aired than a traditional radio station plus the added bonus that I get to hear what I like instead of what some corporate music programmer thinks I like. For example, here are the last ten songs Pandora picked just for me:

1. Don’t Be Cruel by Elvis Presley
2. In the Middle of a Heartache by Wanda Jackson
3. Mamas Don’t Let Your Babies Grow Up to Be Cowboys by Willie Nelson
4. You’re Lookin’ at Country by Loretta Lynn
5. Short Supply by Tracy Chapman
6. Can’t Find My Way Home by Alison Krauss
7. Do You Need the Service? by Gary Numan and the Tubeway Army
8. Dead Heaven (Live) by Gary Numan
9. After the Snow by Modern English
10. Burning Down the House by the Talking Heads

Well, that’s it for this post. I’ll be back in a few days after OwlCon with something else to while away a few minutes.

February 19th, 2010  in RPG No Comments »

Rescuing Little Timmy

This last Saturday was Man Day. Our regular DM was in Las Vegas with his wife for Valentine’s Day weekend. Yes, I know: total lack of priorities. So, I donned the DM hat and ran Gorgoldand’s Gauntlet, converted for use with Pathfinder and Fencing & Firearms.

First, as to the conversion, it was quite easy. I cut-and-pasted stats for the pseudodragon, Medium animated object, goblin, and rust monster directly from d20pfsrd.org. I applied the Advanced Creature template to the pseudodragon and the Young Create template to the goblin. In the latter case, this created a Tiny goblinoid creature I named the snicken, describing them to the PCs cowardly trapbuilders both dirtier and weaker than kobolds. I converted attack bonuses, saves, and combat maneuver bonuses to F&F-style DCs since I have the players roll all the dice. I also fiddled with Medium animated object stat block, lowering HD and tweaking it a bit to make it look like the final encounter monster in the dungeon.

Pathfinder‘s monster creation rules were an enormous help here to keep the creature at the desired CR. All in all, this was probably about forty-five minutes worth of work, with the modifications to the final Medium animated object taking the most time.

The party consisted of Grom, duergar psion; Mel, gnome sorcerer; Ackbar, human fighter; and Rovarf, dwarf ranger. We were missing two players, including the cleric. The adventure started as the heroes, all member of the town guard in Hadler’s Gap, were returning from dealing with kobolds in a dungeon near a trade route. They heard children crying and investigated, finding two halfling children, Jimmy and Janie, dirty and forlorn. The tots explained that they had a treasure map and had gone adventuring. Timmy climbed down a rope to a cave. They heard him scream and then nothing else. They got scared and fled.

The PCs whose players were missing escorted Jimmy and Janie back to town while the other four went to rescue Timmy. They found the rope tied to a metal hook lodged in the rock just as the children had said. The rope led down about forty feet to a cave opening that itself was about thirty feet above the river. One by one, the heroes descended. Mel sent dancing lights into the tunnel and then he, Rovarf, and Grom stealthed forward. (As if to emphasize how compatible Pathfinder and 3.5 are, Grom was built with 3.5/Fencing & Firearms rules, whereas Mel and Rovarf are Pathfinder/F&F PCs. There was no noteworthy difference between the way they played.)

The entry tunnel led to a cavern. Mel and Grom moved in. Suddenly, a Large spider dropped from the ceiling to land between them. Rovarf rushed forward and flailed clumsily with his waraxe. Mel fired his matchlock pistol, puncturing the spider’s hide and releasing a cloud of sneeze and choke inducing powder. Rovarf and Mel both suffered Constitution damage. Grom was outside the powder’s radius. He spotted something moving along the ceiling and fired, picking off a retreating snicken. Rovarf and Mel exited the cloud. Further investigation revealed that the spider had been long dead. It was now just a dessicated husk that could raised or dropped from the ceiling via fibers woven from hair.

Somewhat weakened, the party continued forward. Half way down the next hall, they saw a snare trap on the floor. Inside the snare was written, “Put fut heer.” The party tossed the dead sniken into the snare, and nothing happened. Mel, an experienced goblin trapper, examined the snare and determined it was nonfunctional. Reasoning it might be a diversion, he carefully examined the floor just ahead of the snare. Since Pathfinder lets anyone use Perception to find a trap, Mel managed to detect the pit trap on the other side of the fake snare. It wasn’t large — only a 5-ft. square — and so the heroes started jumping over it. Mel made it, and moved ahead. Grom made it, and moved ahead. Rovarf stumbled rather than jumped, hit the cover of the pit, and triggered it, falling 10 feet onto a bed of mold-covered debris. He took some damage and the irritating juices of the mold caused horrible itching (and Dexterity damage).

About this time, Mel was ambushed by sniken crossbow fire. He avoided one shot, but not the other. Having broken cover, the snikens dropped their crossbows, snatched up hooked staves, and rushed toward the chasm bisecting the next cavern. Mel rushed forward to be entangled in a net woven from hair. The snickens used their hooked staves to slide down ziplines to holes in the opposite wall of the chasm. Mel disentangled himself. The heroes fished Rovarf out of the pit. No one felt confident enough to attempt the leap over the chasm. It wasn’t deep, but there was water of unknown depth and currents below. The ziplines that carried the snikens would not support the weight of any of the heroes.

Grom enlarged himself to giant size and sort of lobbed the others across the chasm. He then looped a rope around his waist and got a running start. The other party members pulled, and the force added to Grom’s jump carried him across the chasm as well. Down a tunnel the heroes found a well-built wooden wall about eight-feet tall blocking the passage. The wall did not, however, go all the way up to the ceiling. Grom helped Mel scramble up to the top. He discovered a ledge built on the top of the wall. On the other side was a cave. The only way out of the cave was blocked by a wooden door on which could be seen some writing.

Grom joined Mel atop the wall and studied the cave beyond with the aid of Mel’s dancing lights. Mel’s keen powers of perception noticed the entrance to a den of sorts. Within the den were found two rust monsters. Armed with this knowledge, the party took the time to tightly bundle up their metal objects. Rovarf and Ackbar took off their armor as well. While Grom distracted the aberrations with tasty coins, the rest of the party slipped by to the door to discover the first of several riddles:

Spelled front to back, it’s a person’s name
Or a protective guard, for certain.
Spelled back to front, it’s what you do
with a bow, blank page, or curtain.

There were four wheels on the door, each wheel marked with four letters. After some studying, the heroes figured out the riddle and set the wheels to spell out the answer. With the door unlocked, the party quickly moved through, leaving the rust monsters behind. They found themselves at one end of a long cavern with a smooth floor tiled by two-foot square metal plates. A voice spoke to them in their minds, saying, “Many of the squares ahead are trapped. I will not tell you where the traps are located, but as you stand upon a square, I will tell you how many trapped squares are adjacent to that one. The rest is up to you.”

With Grom in the lead acting as “minesweeper,” the party slowly navigated their way across the tiled floor. Only once or twice did they choose a trapped tile, leading to Grom suffering some mild electrical shocks. At the far end of the “minefield” was another door which opened to reveal a long flight of stone stairs leading deeper into the earth. At the top of the stairs was another riddle:

It seems every second or third time I step away,
Fate is there, without a doubt, to trap my course.

The heroes reasoned that, if the steps were numbered, then any step divisible by two or three must be trapped. Grom took the lead again, trying to hopscotch down the steps. He had made it more than half way down when he stumbled onto the thirty-ninth step. Immediately, a curtain of flame roared up. When it cleared, Grom was gone!

Ackbar, Rovarf, and Mel made it down the steps, seeing no sign of Grom or any clue as to his fate. Unknown to the three, Grom had been teleported into a holding pit which also held Timmy. Ackbar, Rovarf, and Mel continued forward, coming into a square chamber with a metal door at the far end. Three plaques mounted on the walls held different weapons along with captions. Mel tried to open the door and was told by a magic mouth, “Not without the password, you don’t. What’s the password?”

The heroes examined the weapons: a falchion, a pair of sianghams, and a spiked gauntlet. Their respective captions read:

Pa’s Sword: Islet’s Laughter
Pa’s Hand Weapons: Gutstickers
Pa’s Gauntlet: Fist of Pain

Mel’s detect magic revealed all of the weapons and the door were magical. Rovarf took the gauntlet and put it on. The trio then set down to the task of figuring out the password based on the meager clues available in the room.

While this went on, Grom made friends with Timmy. The halfling lad explained that a “really big spider” had fallen on him and then he’d been captured by snickens, who put him down into the pit. Grom called up an astral construct to fly up and force open the cover on the pit. He then used a second astral construct to carry Timmy out of the pit. The plucky halfling lad found a nearby rope, tied it off, and tossed the other end down to Grom.

Meanwhile, the quick-witted Ackbar finally figured out the password. Upon saying it, the door opened. Beyond was a short passage that led to largish room lit by continual flame spells. Flanking a mirror mounted on the farthest wall were four skeletons bearing short swords. Letter were carved into the wall above the mirror. Closer inspection revealed the skeletons were actually carved from stone and painted white. Their “skull” were eyeless, smooth where the eye sockets should’ve been. The reflection in the mirror showed the room as it was, but also showed a cache of coins, gems, and weapons. Carved above the mirror was this strange word:

TIRIANISPORITIUS

Ackbar quickly deduced the command phrase from the strange word. Upon speaking it aloud, the party was teleported through the mirror into a nearly identical room. This one actually contained the treasure shown by the mirror in the skeleton room. As Ackbar, Rovarf, and Mel considerd their good fortune, the piles of coins swirled together, taking the form of a dragon made of treasure.

About the same time, Grom and Timmy were out of the pit and in a large cavern, the walls of ceiling of which were riddled with snicken holes. Sure enough, Grom soon saw signs of movement and heard noises coming from several of the holes. In an instant, he was dodging snicken crossbow bolts while he and Timmy retreated to the only visible exit of suitable size. Unfortunately, they quickly discovered the way out was a dead end. As snickens massed, Grom unlimbered his shield for Timmy to hide behind. Grom then readied his crossbow and prepared to face the first wave of attackers.

The other heroes did battle with the coin dragon. It breathed a cone of treasure at Ackbar and Mel. The coin dragon became smaller and weaker as a result, but the heroes noticed the expelled treasure quickly whirling back into the creature itself. The battle was brief but furious. Rovarf was badly battered, and the other two suffered injuries as well, but in the end the heroes triumphed. The coin dragon fell apart, becoming a pile of loot.

Back in the dead end, things looked grim for Grom and Timmy. There were more snickens than Grom could hope to face alone. Then, from out of the shadows, a dragon-like creature about the size of a small dog appeared between Grom and Timmy and the snicken mob. The dragon-creature hissed at the snicken, and they cowered back.

“Don’t worry,” it said via telepathy. “They’ll not attack now. There’s a secret door behind you.”

Grom thanked the dragon-creature and found the secret door. On the other side was the entry cave in which the party had encountered the dead giant spider. The other adventurers collected the loot, including a fancy magical longsword, and repeated the magical phrase from above the mirror. This time they were teleported to the entry cave. Ackbar, Rovarf, and Mel traded tales with Grom and Timmy. With the halfling lad found and rescued, the heroes set off for Hadler’s Gap. Along the way, Timmy explained that he hadn’t meant to cause any harm, but that he just wanted to be an adventurer, and when the “strange old man” gave him and his friends the treasure map, it seemed like a good idea.

And thus ended Man Day.

February 15th, 2010  in RPG 2 Comments »