Frozen Skies: Expanded Airship Rules Ideas

Utherwald Press - Mon, 05/21/2018 - 08:00
So running a Frozen Skies campaign gives me the opportunity to try stuff out beyond the typical scope of a one shot adventure. One of the ideas that I wish to develop and playtest is expanded rules for airships and combat involving them. This will of course feed into Skies of Crimson, the next book that is planned for Frozen Skies.






Aircraft vs Airship

Mentioned under the Airship Combat rules is that weapons over a certain size are able to hurt airships, meaning the options of an aircraft are pretty limited. Have a few ideas to address this as discussed below.

Called Shots - Basically works the same as normal ranged combat; characters can target specific parts of the airship. This would incur a -4 penalty on the Shooting roll and can target the following locations; Engines, Controls and Weapon Mount. This attack inflicts the effects described on the Airship Critical Hit Table in Frozen Skies for the locations, but it doesn't actually inflict a wound on the airship.

The idea here is that the aircraft would be disabling the airship rather than killing it outright.

Gas Cells - Another idea I'm toying with is something that could allow aircraft to actually hurt an airship; targeting its gas cells.

Targeting the gas cells would grant the attacking aircraft a +2 on its Shooting rolls, though I am toying with the idea of halving the airship's Toughness for these type of attacks. Gas cells would then suffer wounds as per the normal damage rules, additionally the airship will begin losing height at a rate of 1d10" per wound. Also, gas cell wounds inflict a -1 penalty on Piloting skill rolls like normal wounds and this will be cumulative with the airship's regular wounds and other modifiers. The fourth and each successive wound thereafter should be considered as wounds on the airship itself, potentially meaning that the airship will be losing altitude at a rate of 6d10" per round.

This method means its easier for an attacking aircraft to do but it requires a greater effort.
Categories: Company News

Choosing Targets

Sly Flourish - Mon, 05/21/2018 - 06:00

Today we're going to talk about how we choose targets for our monsters when running our Dungeons & Dragons games. We'll focus on two ways in particular:

  • Choosing targets that make sense for the monster and the situation.
  • Choosing randomly.

What Would the Monster Attack?

Our first decision puts us in the mind of the monster. What would it likely attack? Is it smart? Does it know how to defend itself? Will it accept opportunity attacks to break away from a melee? Is it cowardly? Lots of questions go into the motivation of a monster and what target it chooses. Smart monsters will know to try to hit spellcasters to break concentration. Brash monsters will break away from an adjacent enemy to attack someone it hates more; thus provoking an opportunity attack.

Smart monsters, like lichs, will know which spells to use against which characters based on their likely defenses. Dumb monsters will just attack randomly.

Choose Targets Randomly

Whenever it isn't clear which character a monster will attack, and this might be most of the time, we can choose targets randomly. Choosing random targets has a major advantage: rolling randomly to determine targets breaks us out of unconscious biases. We might not think we're picking on one particular character but what if we're doing it subconsciously? How could we tell? Sure, we might pick up some body language, but what if we're even blind to that?

One way to ensure we're not favoring or picking on anyone in particular is to randomly choose targets when the monsters don't have a clear reason for attacking one particular character. It also makes the whole battle more dynamic.

If a warlock puts a hold person on four scorpion cultists, however, that warlock just became a big glowing target for intelligent monsters so they can break concentration and get their friends back. That's where we go back to rule 1: do what makes sense from the point of view of the monsters.

Avoiding a Tactical Wargame

These methods of choosing targets break us away from thinking too tactically during combat. Instead of treating combat as a competition between the intellect of the player and the dungeon master, we continue to focus on the story by thinking through the eyes of our monsters instead of thinking like a competing player in a board game. This is what separates D&D from other tabletop games. We're always immersed in the fiction of the game whether we're roleplaying a lord's chamberlain or deciding who the bugbear assassins are going to attack.

Attacking Unconscious Targets

There's one point when choosing targets can really matter and that's whether a monster attacks an unconscious target or not. If a monster within five feet of an unconscious character attacks that character, it has advantage on its attacks and, if it hits, it automatically critically hits and inflicts two failed death saving throws on that character. If it has multiple attacks, it can kill that character in a single attack action.

Most of the time, we can assume a monster will drop a character to zero and then move on to another enemy instead of attacking the unconscious character. If the characters, however, are continually being healed up and brought back into the battle, a monster with any brains at all will start hitting them until they stop getting back up.

This is an area where we DMs have to consider the fun of the group and the pacing of the rest of the game when we make a choice like this. There are choices that makes sense from the tactics of the monster and choices that will put our whole game on hold if a character dies. If our game is particularly rough, like the meatgrinder mode of Tomb of Annihilation, we might let the players know that death can come quickly and thus they should have spare characters ready to fill in when their main character dies. If this is established clearly, the gloves are off and monsters may very well attack unconscious characters.

Our philosophy on attacking unconscious characters is worth considering before it suddenly happens at the table.

Thinking About the Small Parts of Our Games

This might seem like a small topic but sometimes it helps us to spend some conscious energy looking at the small choices we make when running our game. This helps us focus on bringing the most fun to our game. If we can use a two-step rule for targeting that helps us avoid playing favorites, we can reduce the feeling of competition between DMs and players and focus the game on the story we all share around the table.

Categories: Blogs, D&D

Clipart Critters 477 - Urban Fantasy Tarantula

RPGNow - Mon, 05/21/2018 - 01:09
Clipart Critters 477 - Urban Fantasy TarantulaPublisher: Postmortem Studios

The female being the deadlier of the species goes double when the female happens to be a humanoid Black Widow spider! Perfect for any modern horror or urban fantasy project!

Subject to the included license information. Printed size will be up to 1349 x 1612 (pixels (4.5" wide by 5.4"tall). Included is a lo-rez version for easy online advertising.

This artwork is copyright (C) 2018 Bradley K McDevitt. You can use this image in commercial or fan projects, however you may not publish it as clip art. Any company that uses images from 'Clip Art Critters' is required to place the artist's name amongst the credits.

Price: $5.00
Categories: Company News

Rocket Pig Games Hobgoblin Captain

RPGNow - Mon, 05/21/2018 - 00:41
Rocket Pig Games Hobgoblin CaptainPublisher: Rocket Pig Games Inc.

Rocket Pig Games is a leader in the 3D industry. We specialize in creating 3D printable files that work on your home or public 3D printer. If you are looking for unique and flawless 3D printable files to create miniatures, modular terrain, and props then look no further! We have yearly Kickstarters! Follow our progress on our website or on Facebook.

This model does not come with supports. You will need to generate them with the software of your choice or use Autodesk Meshmixer which is free.

Hobgoblin Captain

These are the settings we have used to get perfect prints on our printers. Printers vary as do different types of filaments and how prints behave in different types of weather! You will need to get comfortable with your printer and how it prints in the hot, cold, and humidity. Regardless of the printer you choose, I recommend keeping your room cool and dry. I also, highly recommend using Hatchbox PLA. It may cost a bit more but it’s 100% worth it. Seriously.

Here's what is working really well with Hatchbox PLA: 
TEMP: 195 (40-55 for bed depending on season) 
SPEED: 60 mms 
RETRACTION DISTANCE: 0.80 
RETRACTION SOPEED: 30 
INFILL: 15% (for tiles) 
TOP SOLID LAYERS: 7 
BOTTOM SOLID LAYERS: 4



Price: $4.99
Categories: Company News

RPG Review: FAITH - The Sci-Fi RPG Core Rules 2.0 (2017)

RPGnet - Mon, 05/21/2018 - 00:00
Playtest Review by Endzeitgeist (5/5): A nice, card-base RPG...and 300+ pages of the most compelling scifi setting I've encountered in a long, long time!
Categories: Reviews

RPG Review: RuneQuest Quickstart Rules and Adventure (2017)

RPGnet - Mon, 05/21/2018 - 00:00
Capsule Review by Sean Carroll (5/5): One of the original RPGs is soon to return, and this excellent, highly playable quickstart points to a polished product that returns RuneQuest to its roots, but with just enough innovation and modernization to get it ready for the start of its fifth decade.
Categories: Reviews

Quickstart and Caradoc’s Medallion

RPGNow - Sun, 05/20/2018 - 23:56
Quickstart and Caradoc’s MedallionPublisher: Crossroads Games

This Quickstart guide to the Eldritch Role-Playing (ERP) RPG enables you and your gaming group to travel far beyond the threshold of the familiar into a fascinating realm of new role-playing challenges and experiences. Also included is the first adventure for the Eldritch Revised Edition,  updated for the Revised Edition with new encounters and plot points, plus changes reflecting integration with the world of Ainerêve. Also includes alternative character sheet and pregen characters for demos. Playtime about two hours. 

Price: $0.00
Categories: Company News

Muskrat Rider Stock Art

RPGNow - Sun, 05/20/2018 - 23:33
Muskrat Rider Stock ArtPublisher: Fail Squad Games

Muskrat Rider is a full color 3798 x 2700 pixel or 12.66" x 9" illustration that contains 5 files in the zip folder.

2 JPG with and without the blue background and 2 PNG with transparent background (with and without the blue square)

See the art being made here: https://www.youtube.com/watch?v=ffa6kkX_LRs

Also includes the usage agreement as below:

Single use (Image may be used in one single published product per purchase), non-exclusive (Others may also purchase and use this image in other products) right to this image. By purchasing the image you agree to the following:

This artwork is copyright (C)2018 Lloyd Metcalf. You may use this image in commercial, fan-based, or private projects however, you may not publish it as clip art or sell it in any other art collection.

<o:p></o:p>

Using this image requires the purchaser to place the artist’s name among the credits of the end product when possible.<o:p></o:p>

For more artwork or to contact this artist please visit http://Failsquadgames.com or email lloyd@lmetcalf.com<o:p></o:p>

Sold by Fail Squad Games.<o:p></o:p>

Price: $6.00
Categories: Company News

Arcanis 5E - Codex of Adventures, vol. I

RPGNow - Sun, 05/20/2018 - 22:02
Arcanis 5E - Codex of Adventures, vol. IPublisher: Paradigm Concepts, Inc.

Codex of Adventure, vol. I

Arcanis: The World of Shattered Empires is a world rife with epic adventure, with ancient mysteries to unlock, long lost tombs to explore, and malevolent adversaries to confront.  Within are six adventures written by the industry’s most talented authors that will pit you against some of Arcanis’ deadliest foes!             

Delve into Patrick Kapera’s Harvest House and discover the deadly secret it holds.

Unearth a lost Myrantian tomb battling both the living and the ancient dead in Jeffrey Witthauer’s Burial Offerings.

Search for kidnapped innocents deep within then Blighted Bog, in Cody Bergman’s Unintended Victim’s.

Trail a thief into the Hidden Canyon of Zhu and face a threat from the distant past in Robert J. Schwalb’s Shadow of the Serpent Men.

Confront a devastating attack by the Harvesters of Ymandragore in Jeffrey Witthauer’s Collateral Damage.

Travel into the Theocracy of Canceri in Samuel Cluck & Henry Lopez’s tale of tragedy and revenge, Heart’s Blood, Fire’s Vengeance, and stand before cultists prepared to unleash Armageddon upon the world.

 Epic Adventures and implacable foes await you in the Shattered Empires!

Price: $14.99
Categories: Company News

City of the Gods Map Pack

RPGNow - Sun, 05/20/2018 - 21:40
City of the Gods Map PackPublisher: Flying Buffalo

City of the Gods MAP PACK

Ever wanted to take your players to meet the gods? Now you can with the City of the Gods Map Pack. Usable with any role-playing system this product presents a realm where all the gods of Earth reside; Greek, Egyptian, Babylonian, Celtic, Asian and many other Pantheons all dwell in this mystical realm. The City of the Gods is where they all meet, plot, plan and fight for dominion.

The Map Pack pdf includes:
11 x 17 full color detailed map of the City of the Gods. 20 page book that describes over 105 places in the city, details on the world of the Gods and 54 scenarios the GM can use to incorporate their existing game into the City of the Gods. Full color map of the realms of the Gods. 18 full color NPC cards of gods and citizens from the City. 32 page City of the Gods Comic. Plus a booklet with a chapter from the City of the Gods novel.  Written by M.Scott Verne & Wynn Mercere, with art and maps by Steve Crompton.

Price: $3.95
Categories: Company News

108 Personal Names: Aztec

RPGNow - Sun, 05/20/2018 - 20:05
 AztecPublisher: WMB Saltworks

This is exactly what it says on the tin: a list of 108 personal names from Aztec culture, with meanings included. Use them for Aztec characters or as inspiration for fictional cultures. 

This list has 36 male personal names, 36 female personal names, and 36 unisex personal names. 

Price: $1.00
Categories: Company News

Gregorius21778: 50 Ideas for Enchanted Modern Firearms -PbF-

RPGNow - Sun, 05/20/2018 - 19:08
 50 Ideas for Enchanted Modern Firearms -PbF-Publisher: Kai Pütz a.k.a Gregorius21778

What in Earl´s name is this ?!

It is a collection of 50 ideas for enchanted modern firearms and how to use them as Extras in the Fate(tm) RPG, and based on its OSR predecessor.

No matter if you are playing some modern-dark-urban-fantasy game, magical post-apocalyptic game, a weird-fantasy-western or some kind of “cyborgs and wizards”, these ideas might help you as the GM when you want to put a new enchanted firearm into the hands of your players (or their enemies).

Send lawyers, guns and money! The shit has hit the fan!” [Warren Zevon / “Lawyers, Guns and Money”]

Price: $0.50
Categories: Company News

Cutthroat Kingdoms FAQ

AEG - Sun, 05/20/2018 - 17:48

References and questions on the Board Game Geek Cutthroat Kingdoms forums were used to make this post/document. If the rulebook definitively answered a question, then the “Rules as written” are supplied here. If the rules are vague but the question was answered by AEG then additional information was provided.

When multiple options are provided you will want to use the rules as written unless your group decided before play began to use an alternate option. Of course you are always empowered to make whatever changes to the rules your group believes are appropriate through the mechanisms provided in the rules.

Our thanks to BoardGameGeek participant Nicholas Sabian aka TrueLancer who compiled and organized this FAQ! Any errors, omissions or mistakes are AEG’s not TrueLancer’s.

 

Q. In games with many players, especially six players, the coin supply runs out. Are coins piece limited? Are gems piece limited?

A. Gems ARE piece limited. There are 36 gems comprised of six colors with six gems each. However, coins are not. If you run out, you should use another token to help out (i.e. large coins, such as a quarters, or poker chips could represent 25 copper coins to better track money and make change for the bank).

Q. In 3 Player Games, are Feast, Taster, and Royal Pillow cards used? Do you collect Feast Cards? Should you have Taster Cards and Royal Pillow cards?

A. “A Royal Wedding” and “Feast” Events have “4+ Players” printed on them. They aren’t used. You should still collect Feast Cards, as the final score incorporates all sources of VPs, which include the values listed on the Feast Cards.

Pertaining to Taster Cards and Royal Pillow Cards:

Ruling: Cards pertaining to events should read “3+ Players” and be removed if they are not relevant.

Technically, the Royal Pillow works even in a game with no marriages. After all, you smother ‘the heir card in front of you’, which is either another house’s if you’ve had a marriage or your own if you are unmarried. Perhaps a deal involving smothering your beloved children could be made for the right price…

Q. What is the difference between military support from marriage vs. the rules for ‘calling for reinforcement’ on page 13?

A. Rules as Written: Different unaligned houses cannot perform attack or defend actions on behalf of other houses. Soldiers always loyally defend their own house while mercenaries only defend territories or protect lands of houses that have paid them to do so. “Calling for reinforcements” is not asking another player to defend on your behalf so much as paying them something (or, nothing if you are particularly crafty) in exchange for mercenary cards which you then use on your own to defend your own lands.

In contrast, two houses aligned through marriage are given more options. Soldiers may defend their own house’s territories as well as territories belonging to the house they are aligned through marriage with. This gives an aligned house a larger supply of superior troops who are able to be “recalled from the dead”.

It’s worth noting that the Rules as Written simply say that an aligned house may defend; not that it must defend nor that house can *refuse* this aid, potentially opening the path for a particularly creative betrayal scenario.

Q. When does the “Welcome to Aurum” card get played? 

Ruling: Players choose before play begins from these options:

Rules as written: It is not a special Event card in any way other than it is guaranteed to occur first as it is placed on the top of the deck. Play it at the end of the first player’s turn (after their Resource Phase and Action Phase) during the Event Phase as a normal Event card.

or

Revised Rule: Play the card before the first player’s turn begins.

If one or more of the players are new or a decision cannot be reached by the group in a short period of discussion, play according to the rules as written.

Q. Jeweler: can you sell MULTIPLE gems to the bank?

A. The rules are incorrect. The correct answer is Yes. (this is errata).

Q. Drakonhelm reads, “This territory cannot become plagued.” The Plague cards reads, “Choose one of your territories, or any territory if you control none. If it is already plagued, all military cards on it are killed. Otherwise, flip it to its plagued side.” Can you choose to apply The Plague card to Drakonhelm if you have multiple territories? If you ONLY own Drakonhelm, does that change the interaction? It doesn’t have a plagued side.

Ruling: As intended: ownership of Drakonhelm protects you from the plague.

Rules as Written: sometimes you might ‘technically’ be allowed to choose Drakonhelm but can’t comply with the whole instructions.

Ruling: Make your choice of territory as if you didn’t own Drakonhelm if you do.

Q. The Tribute Event calls for ‘all players’ to collect both coins and gems from their territories. Since gems are limited, it is possible to get into a situation where two or more players may attempt to collect gems but there not be enough for everybody to collect their gem tribute. In this case, which players get priority on collecting gems, if any?

Ruling: Players vote for a mechanism of distribution, and if no successful vote, use the following procedure:

Clockwise order starting with the player who triggered the Tribute Event. The first player will collect all of their gems, then the next player, and so on, until the gems have all been collected or the gem bank is exhausted.

Q. Concerning Attacking and Conquering Unoccupied Territories: the summary of the Action Phase and the “Attacking Territories” section use some terms like ‘attacking’ and ‘conquering’ interchangably. While attacking a territory and emptying it of defenders would make it unoccupied (thus allowing your “Conquer Unoccupied Territories” action to take it and any other empty territories over provided you had sufficient soldiers and mercenaries to play to defend it), can you ‘conquer’ a territory after successfully attacking it? Or is that solely the realm of attacking? The rules seem to imply you may ‘take over and garrison’ a territory as a function of attacking it, and that the “Attack” action triggers taking one set of resources from one territory you conquered – is this ‘conquered with an attack action’? or ‘conquered with the Conquer Unoccupied Territories action’? or both? 

Ruling: Attacking Territories (to empty them of defenders) and Conquering Empty Territories (that are empty to start with or have been emptied by your recent attacks) are separate distinct actions. They force you to be strategic and make difficult choices between combat or moving into empty territories. Players with no territories have to make hard choices between taking over a place or mounting a free range attack somewhere. Additionally, since you get resources only during the Attack action, you will have to carefully choose between conquering and attacking if you want specific resources.

These rules are confusing because the word “attack” and “conquer” are used in three different sections and seem to contradict depending on which you give precedence to, potentially coming from different phases of writing. This ruling should clarify the matter.

Q. Winning the game. What happens in the event of a tie on VP? What is the tiebreaker?

Ruling: Players have a vote. It’s time for Kingmaking! If there is no majority opinion, play Cutthroat Kingdoms again to resolve the tie.

Q. Pertaining to THE LINE MUST REMAIN UNBROKEN! Bastards protect “a player’s heir”. They may save ‘the royal heir’. ‘Their’ is extremely vague and can be referring to quite a different collection of bastard/heir relationships. Which bastards protect which heir? Where must the heir be? Does ‘your heir’ refer to your natural born children or do your sons- and daughters-in-law also count?

Do bastards protect only their half-siblings or their siblings-in-law?

Who controls the bastard? Can a bastard protect a heir at a ‘different’ feast belonging to a different player? If I control somebody else’s bastard, I can certainly trade/give it to them, but can I PLAY the bastard to save a heir (with or without their permission, possibly as a trump card to mess with marriages)?

Can my bastard protect my heir elsewhere? Can I make YOUR bastard protect YOUR heir (who is in front of me due to marriage) if somebody tries to poison him or her?

Ruling: Only the Bastard of YOUR house may save YOUR house-specific Royal Heir. So, if you are married, you must give YOUR Bastard to your partner to save YOUR Heir, since they hold your Heir. A darker, more devious group may decide before play begins to have ANY Bastard save the Royal Heir in front of you from 1 Poison. In this way, you could potentially (if enough Poison gets through), force multiple Bastards to drink, thereby saving your rightful Heir. Errata: A Bastard may only save an Heir from 1 single dose of Poison. Multiple Poisons may break through the Feast, however.

Q. How does the feast work? 

Feast Turn Order: 

The Feast is turn-based, and begins with the player who ended the game.

Feast Total Turns: Each player has 1 full turn to a.) pass food, b.) taste food, and c.) reveal food. Once a player has passed food, the next player clockwise passes food, and so on until ALL players have passed. Then, the first player assigns eligible tasters or hirelings to taste their food, and the next player clockwise, and so on, until ALL players have assigned tasters. Finally, players all get a chance to reveal the results of their Feast one at a time, clockwise. Passing Food: ALL cards you want to pass MUST be passed at once during your Passing turn. You may also keep food for yourself, and leave it in front of you. Any Feast cards kept in hand are not scored or counted. Food MUST be passed, or kept in front of you to eat yourself. Hirelings during the Feast: Any and ALL Hireling cards may be played during the Feast per their card action. Keep in mind, any card action effecting the Territory portion of the game is useless as the area control portion of the game has officially ended at the start of the Feast phase. Assassins: You MAY play an Assassin at any time during the Feast to kill a player attempting to taste food (reveal a Feast card) with a card. Alt. Rule: Any Non-Taster Hireling card may, instead, be used to taste 1 food card, but if it is FOOD, it eats the food and you do not score the points. If it is Poison, it cancels the Poison. Tasters, however, do NOT eat the food if it is Food, that is their benefit. Taster versus Non-Taster Hireling card: Players may only play Non-Taster Hireling cards to reveal THEIR Feast cards and ONLY their Feast cards. A Taster, however, may be used to reveal ANY 2 Feast cards at the table.

Order of Operations for Tasting:

There is a grace period between the placing of the tasting card and the reveal whereby a player may ASSASSINATE the tasting card if desired. Refusals: Players MAY NOT refuse to have their food tasted. If another player wants to taste their food using a Taster, they may not refuse.

___________________________
ERRATA 

  • Ignore references to pouches and keeping your coins and gems secret, such as on Page 7 (“Players do not need to let other players know which gems they have nor how many coins they have.”). The number of coins and gems are public knowledge and should be easily seen by all players, while questions about the total value of coins and makeup of your gems must be answered honestly and without deception.
  • The rules as written regarding the Jeweler are incorrect. The correct answer is that you can sell multiple items to the bank.

PAGE 3: The OBJECTIVE box
A sentence summarizing the objective should be appended to the end (e.g. “To win, you must score more Victory Points, or VPs, than all other players.”)

PAGE 4: THE EVENT DECK box
Change the last two sentences to, “One of these event cards is drawn and resolved at the end of each player’s turn [during their Event Phase]. Once the last event card is drawn and resolved, the game is over and VPs are tallied.”

PAGE 7: PLAYER TURN
The Resource Phase should be changed for more clarity. Specifically, the first sentence under THE RESOURCE PHASE should read:

“The player collects:

* 1 Feast card per territory they control

* Their choice of one of either the COIN value OR the Gem Value of each territory they control

If a player controls no territories, they may instead collect 3 Coins.

Additionally, the last sentence concerning players needing to let other players hide the number of gems and coins should be struck out and/or replaced with some variation of: “The number of Coins and Gems as well as Gem colors you own is public knowledge and should be easily viewable at all times or truthfully revealed when asked.”

PAGE 7: Under attacking territories, change the first sentence to: “One at a time, a player may attack any number of ENEMY territories on their turn.”

PAGE 8: Conquering Territory
Change the last sentence of the second paragraph to: “Finally, add your House Color Token to the territory. Once this has been done, the territory has been conquered.”

PAGE 10: BLACKMAIL!
Change the section to make it more apparent that revealing a Bastard card forces the bastard’s parent to pay you the resources on one of YOUR territories (that is, the Blackmailer) rather than collecting that value from the bank as usual.

Additionally, the text on the card could reference ‘your’ Resource Collection phase if room permits for greater clarity.

PAGE 11: The Feast
Clarify these rules? Refer to FAQ above. Can hirelings be played? How do turns go? What is the exact order? Can you assassinate tasers and hirelings? Can you kidnap a bastard now?

Errata: A Bastard may only save an Heir from 1 single dose of Poison. Multiple Poisons may break through the Feast, however.

PAGE 11: TASTERS box
Completely ignore the brown “Tasters” box.

PAGE 11: THE LINE MUST REMAIN UNBROKEN!
As per FAQ question above.

PAGE 10: Marriage Rules
The second paragraph under Marriage Rules’ 1st sentence should read: “When a marriage is arranged the players swap royal heir cards; the heirs are now married.

UNOFFICIAL BUT FUN Alternate Rules 

These ‘semi-official’ rules were just rules pulled from the forums that were referenced as examples but not ‘officially’ released (although some were playtested or referenced here).

“The Royal Pillow” (optional rule from PAGE 4)
For additional fun, set aside the Royal Pillow and a number of random hireling cards equal to the number of players. Shuffle these together, deal one to each player at steup, putting the remaining hireling cards back in the deck. We wish you well on your wedding night!”

“Well Equipped Mercenaries”
When deploying a mercenary to a territory, you may pay one coin to the bank to deploy the mercenary FACE UP and showing their color rather than face down, as usual.

“Intrigue Mode”
Your coins and gems are a secret resource. Rather than having their number and type as public information, instead hide them in some way, such as storing them in a pouch.

“Feastier Feasts”
When the Feast begins, there is an opportunity for players to invest in the feast. In player order, a player may choose to purchase 0 to 4 Feast Cards at a price of 2 coins a piece. Once all players have had the opportunity to purchase Feast cards, begin the Feast as normal.

This rule can be done IN ADDITION to the normal rules for obtaining feast cards or INSTEAD OF the normal rules for feast cards.

(This version of feasts is referenced by Bryan Merlonghi on the forums as an alternate rule for feast cards. It also seems to have been done this way in an older, outdated pdf of the rulebook.)

“Random Aurum Trade Time”
Instead of placing “Welcome to Aurum” card first, place it randomly in the deck. When a player draws the Aurum card, a round of negotiation begins as normal.

“Random Feast Time”
As above, but with the Feast. A Feast can happen any time!

“Random Weddings”
As above, but with weddings. It might be early, it might be late, and combined with the above random rules, you might not have any heirs left.

“Open Wedding Cathedral”
Rather than weddings only occurring during the Wedding Event Card, players can enter into a marriage at any time provided the heir is alive. A marriage does not count as a deal. While the weddings are much more eager to have marriages, they’re not performing any divorces, ’til death do they part. Couples who experience a tragic accident can get married again. [Taken directly from suggestions on this forum.]

“Black Widow”
Do not return a dead heir gravestone card, only the living royal heirs. Dead royal heirs count as VPs.

“Orphan Collector”
All bastards are worth VP. Your OWN bastard is worth double VP.

“Feast Card Priority”
Instead of placing the Feast Card last, place it randomly in the deck. The player who draws it during their Event Phase collects the card but counts it as “All Is Well” and the next player begins their turn. When all of the Event Cards in the deck are resolved, you begin a Feast as normal, but the player who owns the Feast Card gets to choose the First Player of the Feast. You may trade this card.

“First Player Votes”
Once the First Player’s turn comes up again, there’s ANOTHER round of bidding. The winning player may choose who the new “First Player” is. On failed votes, the turn order proceeds as normal.

___________________________
LESS SERIOUS FAQ 

Q. Is Takebacksies a real word?
A. No.

Q. (Almost) every house’s family seem to have a pair of heirs, one male and one female. When a Royal Marriage occurs between houses, how many and who exactly are participating in the marriage?

Ruling: An arrangement pleasing to both houses.

Q. Every house has a pair of heirs… except for Lady Slayne, who only seems to have a daughter, Cascabel, pictured with a pet snake wrapped about her arm. How does a marriage work in this case when the background seems to suggest that multiple heirs are married?

Ruling: Somebody has got to marry a snake.

Categories: Company News

Bloodlines & Black Magic - Episode 1: The Unloved Ones

RPGNow - Sun, 05/20/2018 - 16:59
 The Unloved OnesPublisher: Storm Bunny Studios
Bloodlines & Black Magic logo The Unloved Ones

Episodes of Bloodlines & Black Magic are designed to be played in 3-4 hour sessions, but can easily be expanded or developed as needed.

In this episode, the PCs receive a mysterious package that ultimately summons them to Halifax, New Hampshire. There, they meet Jonathan Thatcher who has a simple, but a lucrative request - locate a missing wedding ring. Of course, learning the ring's location and recovering the ring isn't as easy as it sounds.

For 3-5 1st-2nd level O7 characters.


The Worlds You Don’t Know

 

Hamlet had the right of it when he said, “There are more things in heaven and Earth, Horatio, than are dreamt of in your philosophy.”

 

The scope of human knowledge and endeavor is woefully limited, compared to the incalculable vastness of the cosmos as it truly is. Worlds – metaphysically speaking – lay atop, beneath, beside, and even within the warp and weave of the one that people take for granted as the truest, and perhaps only, face of reality. These many worlds abut and overlap one another, and, for the most part, those within any given plane of existence only perceive and interact with their own immediate environment. The average spirit in the infernal realm knows as little about what’s taking place in an Addis Ababa apartment as the people living in that apartment know about that’s spirit’s goings-on.

 

The difference, of course, is that those existing firmly beyond the borders of mundanity are generally aware of the reality of the other worlds, and capable of interacting with the denizens of those places – though whether they can do so safely is another matter, entirely. The day-to-day world is a dangerous enough place, in many cases, and these realms beyond are even more so. It’s rare for entities originating in other planes of existence to visit the mundane world for what most humans would consider being benevolent purposes.

 

In truth, there are seven “worlds” that exist within reality, at least as we know it. These worlds are the mundane, the secret worlds, the invisible world, the ethereal plane, the astral plane, the celestial plane, and the infernal plane. 

A cultist dresses as Baphomet Playing an O7 Game

 Occult 7 - shortened to O7 throughout this book - is a variant rules system based on the Pathfinder Roleplaying Game. Like much of the core of the Pathfinder Roleplaying Game, O7 is a game of enigmatic heroes who rise up against terrible dangers and overcome powerful, diabolical and earth-shattering foes. However, instead of using Pathfinder’s usual 20 levels of character progression, O7 uses only the first seven levels. This keeps characters in the “sweet spot” of adventuring. They are tough enough to take on the darkness but are still manageable. Adapted from the Epic 6 rules variant (add footer here), O7 is designed specifically for Bloodlines & Black Magic and is intended to work with the classes presented in both Pathfinder Occult Adventures and the Pathfinder Advanced Class Guide, both of which are suggested for this setting.


Seven Secrets of Bloodlines & Black Magic.

1. Magic is real. For most of the world, magic is one of two things: a series of well-crafted illusions designed to entertain, or the unsubstantiated believe in loosely connected, human-driven events. While most people give magic little more than lip (or card) service, the truth is quite simple; magic exists.

 

2. There are global elites. Both the occult and conspiracy communities have long pointed to a nameless, global, ruling elite who they believe is holding them back. While most rational humans wave off such conjecture, the truth is stranger still – there are global elites and they have a vested interest in keeping the masses dumb, fat, and divided.

 

3. Monsters walk the night. Parents, the world over, tuck their children in with the same reassurances over and over. They open closet doors, look under beds, and click on night-lights to hold back the darkness, all of them repeating the same refrain; there are no monsters, go back to sleep. Those parents, like so much of the world, are wrong.

 

4. The Power is in the Blood. Beyond the glass towers and exotic retreats of the global elite, a stranger group of people – many of who occupy thrones in the Invisible – play an even more delicate game with the world; these blooded humans, collected into bloodlines families, are the secret lineages of those who truly rule. Although some have waxed in influence, many of these bloodline families still exercise considerable power in the mundane – making kings from fools, changing national borders, and even reorganizing societies to suit their own, personal agendas.

5. We are Legion. Made famous in the New Testament, the Goëtic Spirits have long been at odds with the Archons, taking on forms from a wide array of cultures and myths. Some of the spirits could easily be traditionally considered demons or devils, although they are clearly in the minority. The Goëtic Spirits comprise a much larger, more diverse group than those commonly identified by the various monotheistic faiths.

 

6. The Veil is real. Occultists, conspirators, refugees, activists, veterans, protestors, magicians, gamers, and weirdos – all of them have their own ideas of what is really going on in the world. Some of them actually have a clue, too. But the truth is, while some of those wild ideas might actually hold a little water, most of them are little more than hyped-up conjecture riding shotgun with a bunch of speculation. Which is exactly what the Archons want. The truth should make you sound crazy. Why? Because that’s how the Veil works...

 

7. The Archons have a mission. Most people have no idea who or what the Archons are, much less what sort of mission they might have. The truth is, whatever the Archons are trying to do, it’s a slow march toward completion and keeping humanity in the dark is a big part of that mission. The few magicians who have discovered them know little about them, although a single word does keep reoccurring in plenty of conversations – stability. What that word means to them, however, is still a mystery for most.

The Knock Knock Man is a hooded figure carrying a shotgun. The Bloodlines

With over seven billion people dominating the Earth, there are countless bloodlines that cross time and space - all of them carrying specific strands of DNA - that many come to learn to hold their own secret potentials. Although those with extremely narrow understanding rely on exterior appearances and or one’s ethnicity to judge the true worth of an individual, the wise know this is the first step down the path to folly. Racism is a deplorable human trait, one that most rational people would be happy to see wiped from the planet, but those who have pierced the veil know it is an altogether dangerous trait, as well. With billions of humans all vying for power at every level of society, those with the capability to do a little more - to pierce the darkness and see reality for what it really is, are a rare lot.

 For eons, these individuals grouped together, marrying into select families that could trace their roots to ancient peoples and, it is whispered, to the very entities that command the invisible realms beyond. Of course, these could be calculated fallacies - a longstanding fabrication used to justify everything from cronyism, nepotism, and in some of the darker corners of history, incest. Only those who have walked into the invisible know the stark, sobering truth….Some families hold power.

There are seven bloodlines. They are:

  • The Fey Blooded - Delicate and lively, individuals who carry the blood of the fey display strange insights. Some claim to suffer from otherworldly visions of both the future and past. Prominent throughout the Old World, fey blooded individuals often display interests in nature, environmentalism, and history - especially history related to Ireland, Scotland, Gaul, and even some of the Nordic lands. Mischievous to a fault, these individuals often rally around pranks, their impish and coy demeanors betraying their better nature. Quite a few display connections to the natural world that, in the past, would have marked them as witches and saw them burnt at the stake.

    Nearly eliminated during the Dark Ages, this bloodline has seen a resurgence in the modern world that some have suggested could only be the work of the Seelie court itself.  Humans with this bloodline generally begin to display its traits during puberty.

  • Infernal Blooded - Cunning and strong, individuals with ties to this bloodline rarely discover the power of their blood until late into their teens, although some don’t manifest their abilities until their mid-twenties. Naturally intelligent, these individuals combine their wit with their strength, outwitting or strong-arming others into following their directions, regardless of their will.

     Unlike many others, individuals with infernal blood have an almost unnatural understanding of the Infernal realm’s three most profane laws; might makes right, self-preservation trumps sacrifice, and stupidity is a sin. Born with deep, almost reddish complexions that often match their demeanor, these individuals frequently display small, physical imperfections that set them apart, be it a blemish, mismatched eyes, off-color strands of silver or golden hair, and other oddities that are clear deviations from the norm for their ethnicity.

  • Dragon Blooded - Born cold, calculating, and prone to dreams of conquest outsiders rarely understand the dragon-blooded are a confident line – some who whisper their heritage is as old as the serpent that encircles the cosmic egg.

     Although many people chuckle at the idea of sleeping dragons, these individuals know all too well that the blood is as cold as it is ancient. Individuals from this bloodline often spend decades dedicated to self-mastery, tempering their spirits and directing their will in ways that, in the dawn of history, built entire empires. Although some dragon blooded humans claim their blood comes directly from dragons long lost to the modern world, nearly all humans from this bloodline can trace their ancestry back to the ancient empires of the world, both in the east and the west. Whether as royal emperors, peaceful philosophers, or modern dictators, the individuals who lay claim to the blood of dragons are not to be trifled with.

     Dragon-blooded humans always manifest their natural gifts before puberty. These bright children, when others of their kind notice them, are groomed throughout their young lives, growing into adults that naturally command their lessers. For some, this means long lives sequestered away in mountaintop temples, while for others it might mean something far more public – like ruling a nation.

  • Jinn Blooded - As passionate and dedicated as any modern dervish, jinn blooded humans have ties that predate the modern Middle East, their heritage arising from the Assyrian, Sumerian, and Babylonian conquerors who, under a burning red sun, worked ancient magic in the earliest dawn of man. Wise and tenacious, these individuals display a resilience rarely found in the modern world, many choosing paths that are anything but easy. Naturally predisposed to conflict, these men and women often excel as diplomats, as well - luring their enemies into a false sense of security before ending them with a single swing of their sword or, worse, an uttered word of ancient, lost magic.

     Although many jinn blooded humans can trace their heritage to the Fertile Crescent, not all of them hail from there. Natural explorers with a strong understanding of trade, many jinn blooded humans have settled throughout Europe, Australia, and the Americas - making them one of the most widespread bloodlines on the globe. Most humans that carry this bloodline begin to manifest its traits during puberty, although some late bloomers may not manifest their abilities until their early twenties.

  • Seraphic Blooded - Nearly as famous as their infernal siblings, seraphic blooded humans are wise and comely, many displaying a natural charisma that reveals their angelic roots, attracting others who simply want to bask in the presence. Attractive to a fault, these individuals display their bloodline in a number of physical ways; they have bright eyes, angular features, and silky hair that range from the dark of ravens’ feathers to the golden hues of the Valkyries themselves. A rare bloodline that has expanded to nearly every corner of the globe, seraphic blooded humans are incredibly uncommon, making up a part of the global population that is never recorded on any census – which is just how their families like it.

     Claiming a heritage with ties to divine figures or, in some stories, the very angels themselves, this bloodline is sometimes mistakenly attributed to the prophets of the Abrahamic faiths, leading to all sorts of cults, secret societies, and conspiracies. Whether or not these hold any water, of course, is a secret these individuals are not want to discuss.

  • Shadow Blooded - Of all the bloodlines, those who carry shadow-touched blood are perhaps the strangest of all the bloodlines. These rare individuals openly display a love of the dark and many of them openly avoid the daylight, some of which suffer from minor medical conditions that discourage activities like sunbathing, hiking, and a host of other outdoor activities. While others are quick to write them off as weirdos with gothic sensibilities, most who carry shadow’s blood don’t mind. In fact, many shadow blooded individuals are clannish wanderers who are as distrustful of outsiders as they are of them, creating a sort of mutually-beneficial xenophobia that has left this bloodline precisely where it wants to remain – in the shadows.A Creole girl in a top hat and a skeleton shirt playfully kicks the air while atop a wall

    Predisposed to the divinatory arts, many shadow blooded humans claim that their knowledge of the supernatural exceeds that of the most notable of the Old World’s hermetic houses; whether or not this is true is open to debate, but one thing remains true - their understanding of magic far exceeds that of many other bloodlines. Shadow blooded humans commonly manifest their abilities in their late teens.

  • Spirit Blooded - Attuned to a world visited almost exclusively by dreamers, spirit blooded humans claim a heritage older than that of any other bloodline, many claiming that their very bodies are the world’s ancient spirits made flesh. Others claim they are the children of the dreaming realms, readily pointing to the Astral Plane as their original home. Natural medicine men, healers, and wise women, these individuals enjoy a degree of diversity many other bloodlines cannot lay claim to, with many individuals tracing their family lines back to central North Africa, the steppes of northern Asia, Aboriginal Australia, and pre-colonial North America.

     A bloodline with a strong connection to the Astral, spirit blooded humans excel as spiritualists and shamans, applying their innate understanding of the invisible world to modern problems, offering insights uncommon to our modern world. This connection, however, often haunts them, as many spirit-blooded humans have a hard time separating the two; the world of the spirit plaguing them in ways few grasp. Still, more and more of these individuals are stepping into the modern world; using their understanding of the spirits they court, this bloodline pushes back the darkness.

    Spirit blooded individuals normally manifest their abilities during childhood, their invisible friends remaining by their sides throughout their adult lives.The Occult 7 logo

Price: $3.99
Categories: Company News

Instant Dungeon Crawl: Ruins

RPGNow - Sun, 05/20/2018 - 16:58
 RuinsPublisher: Patrick Von Raven
No time to whip up a quick ruins battle map? No problem! Here's your solution!

Complete with full concept battle maps, each theme comes with level 1 and level 2 layouts. This set also includes empty room versions so that you may fill them with whatever you wish.

All maps come with grid versions.

Just add monsters!

Price: $5.50
Categories: Company News

vs. Dragons Adventures: Horror of the Hibernaculum

RPGNow - Sun, 05/20/2018 - 16:43
 Horror of the HibernaculumPublisher: Fat Goblin Games
Spring is Here - Unfortunately!

The village of Wraithorne is an unpleasant place with many secrets — but they also have a problem. Are you up for helping them tackle their annual influx of vermin? There’s a good bounty in it for you! — BUT — can you trust them to pay up?

vs. Dragons is an Old School inspired tabletop roleplaying game, where you take on the persona of a Hero of the realm. You will delve through dungeons, fight monsters, defeat villains, and rescue damsels (or princes… they need rescuing just as much as the ladies!) all for glory and treasure, just like you did when you were a kid. The difference here is that you will do it around a table with a bunch of like-minded friends using paper and cards and the most powerful weapon at your disposal… your imagination. vs. Dragons is a complete roleplaying game using the vs. M Engine from Phillip Reed. Even novice gamers will have no problem creating interesting characters, learning the rules, and starting a game. All you need is paper, pencils, a deck of playing cards, and a few friends.

Price: $1.95
Categories: Company News

Fantasy Merchants 2: More Maps

RPGNow - Sun, 05/20/2018 - 15:28
 More MapsPublisher: Jade Tower Studio

Fantasy Merchants II: More Maps

Fantasy Merchants II is a set of three businesses for use in fantasy or late medieval roleplaying games. A leatherwork shop, a barber & surgeon, & a stable with attached corral are included. Top-down, two-dimensional maps of each business, scaled for 28mm-ish figures, are provided. Each business can be printed on one (or three for the corral & stable) 8.5 by 11-inch (U.S. standard) pieces of paper (cardstock is recommended). Both ungridded and one-inch gridded versions of the full maps are provided. The buildings contain detailed interiors and can greatly increase the atmosphere of your game when your characters go shopping or need to clean up or be healed.

In addition to the individual maps, if desired you can print a two-foot by two-foot map with all the buildings set along a road with a grass background. In our experience, maps this size allow for easy use in the middle of a typical gaming table.

 A PDF is included with a labeled version of the map for easy reference; a description of of each business and its owner(s) (generic, for easy use with different game systems); three adventure seeds; and advice on printing the maps.

Map Credits: Some of the images are by DarkByDezign & Avalon Games (used with permission).

Price: $0.50
Categories: Company News

Avalon Clip Art, Character Portraits #2

RPGNow - Sun, 05/20/2018 - 14:26
Avalon Clip Art, Character Portraits #2Publisher: Avalon Game Company

Over the years, Avalon Games has collected a ton of artwork for use in various games. Well, we got to thinking, why couldn’t you use this great art in your products? So, here it is, Avalon Clip Art! Each set within this series offers you a ton of great art and for a great price. Each product focuses on a set genre or character type and provides you with great filler art and character art for your gaming products.

Look for new sets to come out all the time, as we have thousands of pictures to offer, so have fun…

This product comes with 25 images and 5 bonus pictures, and in three different versions of each image, a clip art version, one in black and white line art (PNG) and one line art with a white background (Also PNG)

Usage Requirements/Limitations:

You may reduce, re-color, or crop any image included here. You may not resell these images in clip art packets or art collections.

If you use any of these images, in your product, you must include the statement:

“Some artwork copyrighted by Avalon Games, used with permission.”

By purchasing this product, you agree to these terms.

All work has been scanned at 300 DPI.

Why re-invent the wheel when Avalon Games has already done all the hard work?

 

Price: $4.50
Categories: Company News

IF Aliens, The Gorobos, 5e D&D Version

RPGNow - Sun, 05/20/2018 - 14:24
IF Aliens, The Gorobos, 5e D&D VersionPublisher: Avalon Game Company

Sometimes you need a new alien race for your IF game, and here comes Avalon Games, ready to save the day with new Alien Races.  Fully detailed and playable as a PC character, these aliens offer more than the typical bug-eyed humanoid. Each race offers a detailed background and playable features so they can fit right into your game.

 

Add some cool and interesting aliens to the mix and gather up all the aliens offered in this series.

 

This version of the product is suited for the 5e D&D version of IF.

Price: $2.99
Categories: Company News

IF Aliens, The Gorobos

RPGNow - Sun, 05/20/2018 - 14:23
IF Aliens, The GorobosPublisher: Avalon Game Company

Sometimes you need a new alien race for your IF game, and here comes Avalon Games, ready to save the day with new Alien Races.  Fully detailed and playable as a PC character, these aliens offer more than the typical bug-eyed humanoid. Each race offers a detailed background and playable features so they can fit right into your game.

 

Add some cool and interesting aliens to the mix and gather up all the aliens offered in this series.

 

This version of the product is suited for the Pathfinder version of IF.

Price: $2.99
Categories: Company News

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