Saturday, December 29, 2012

Kickstarters Out and Pulp Alley

We have been really busy stamping and mailing everyone's kickstarter contributions out and you all should see them by the second week of the new year.  If for some reason you do not get your kickstarter package in the mail by then please contact me and I will make all haste to ensure you do get it.

We do not have the cousins sculpted yet and the third and fourth books are scheduled for next year.


In other gaming news Pulp Alley has been released!  This is a game featuring two-fisted combat that I had the honor of helping write and edit.  Check it out.  Who knows, maybe there'll be an expansion for ICFBTS using the PA rulesystem!

Thursday, December 27, 2012

Lord of the Rings - WarEngine Style

Yesterday, I got to catch up with my good friend Ray Becker at his house.  We spent the entire day playing games, watching Lord of the Rings - Fellowship of the Ring (Extended Cut) and talking about gaming.  It was a blast!  He also gave me a chance to pick up some Todd McFarlane Dragons I had sold him that he was no longer using and we're working on a deal for the stargate stuff which I am currently borrowing back. Anyway want to come play Stargate miniatures at my house Sunday?

We spent about an hour catching up which I very much enjoyed because Ray is like a brother to me and I do not get a chance to see him often enough.  After a bit of chatting it was time for the gaming to begin!  Now I have always really liked Warengine ever since I was introduced to the system by Ray. This is the Shockforce game engine that was created by programmer Aaron Overton.  The system is an easy build system that can quite literally be used for any type of skirmish and with some slight modification to the game could easily be used for massed combat.

To give you some idea of the genres I have used for Warengine - Pulp (Glogo Island by Banana Tyrant), Vietnam, Modern, Cold War, Colonial Africa, Colonial Sudan, Aliens, Predators, Starwars, Lord of the Rings, Cthulhu, Zombies.  Ray has also used the system for Shockforce (it's original design), Starship Troopers, Civil War, 40K, Warhammer and generic fantasy.  The system really is that versatile   Now with the versatility comes some sticking points such as a maximum of five dice can be kept and a maximum of ten dice may be rolled.  The system is very simple, however, and I have grown to care more for simple systems than the more complex ones.

Our game was a recreation of the Mines of Moria scenario from The Fellowship movie.  Ray has perfected this scenario he runs at conventions and over the years I have been lucky to have played it several times.  I got the Fellowship (Gandalf the Gray, Strider, Pippin, Merry, Frodo, Gimli and Sam) and he took the goblins/orcs a goblin leader and he brought a cave troll.  The way Ray runs it is that he gives the goblin player 2d6 goblins per turn until he runs out of goblins.  He moves them in as a unit each turn until the room is filled with goblins and the Cave Troll.  The first round had only three goblins enter such is the fickle fate of dice. My Fellowship quickly took care of the goblins but not before they picked on my poor hobbitses.

The second round had more goblins enter the fight and I used Gandalf to cast spells of blinding light and searing light that hampered the goblins defenses and boosted my attacks.  The goblins were outmatched but they managed to take down Pippin. The second round ended with Boromir (how could I forget Boromir   taking down a bunch of goblins who were harassing my hobbits.

The third round I lost initiative and had to move first so I did the same trick with Gandalf and the cave troll entered. Ray and I talked about how the troll ran from person to person in the movie and we decided to give it slippery. Legolas also seriously wounded the cave troll above his hero point total (in the game characters have hero points which they can use to increase their die roll after the fact to save their bacon) but the troll was doomed.  I thought this was a sad case and told Ray to give the Troll the slippery edge (which means no attacks of opportunity against him when he moves out of combat) and to give him four wounds. This made the cave troll a beast and he rampaged through Legolas then Borimir to Gimli (who never moved off the tomb) and then finally to Merry sending Merry to meet Pippin.  Legolas and Borimir both took the cave troll down to one hit remaining using their final held action and it was up to the hobbits to pelt the cave troll with stones.

The final round had Stryder charges the cave troll and using his four attacks with his sword he slaughtered the beast.  Legolas took out five goblins by himself but was felled by goblin archers (Legolas taken out by bow fire??!?!) when I rolled a four on my save against an eight attack (such is the fickle finger of dice fate).  The final game ended with a Fellowship victory but sadly Saruman forces were never destroyed because Merry and Pippin never met Treebeard.

We then watched Lord of the Rings and played Blood Bowl on the X Box.

Next Thursday afternoon we will be playing a bigger battle of Lord of the Rings at my house and maybe something else using the Warengine rules.  Come on by if you are in the neighborhood!

"They brought a cave troll!"

Cave troll attacks the Fellowship

Stryder defeats the troll

Legolas felled by goblin archers

Tuesday, December 25, 2012

Super Quick Post - Pirates Ship

Merry Christmas! A really quick super fast post today.  One of the presents I got my son was the Pirates of the Caribbean Black Pearl.  Now any PoTC affectionado knows that this is the main ship of the first movie (and subsequent movies).  It is the infamous ship of Capt Jack Sparrow.  What struck me as interesting as I opened the box for my son was the size of the ship.  An added benefit was that the ship already comes rigged and has a flat bottom useful for pushing across the carpet (or game table) :)

This got me to quickly thinking about what I could do to slightly modify it for use in 28mm games.  As some of you may know we are working on a pirate ship game called Blackflags that literally spans time of sea faring piracy.  These ships would make quick and cheap alternatives to purchasing model kits for the playtesting of the game. I plan on picking a few of these ships up before the end of the season if they are still on sale!  I hope you had a great one! I am off to play pirates with my son!

Wednesday, December 19, 2012

Microarmor Saturday

Saturday December 15th I hosted a very large game of microarmor at my house.  As I was hosting I thought it only proper to go ahead and setup the table in advance for the game.  I have always been a fan of terrain, after all how many battles were really fought in an empty field?  Do you really think that those ACW and AWI battlefields you visit were filled with only flowers?  Most of them were filled with shrubs, trees and maybe even buildings!  The place where someone choses to fight is as important as how they chose to fight.  All that to say that I setup a table using my GeoHex terrain as a European country hilly stretch complete with sleepy villages.

The group was large – Chris, Sgt. John Burford (LRRPs in Action and LRRPs Team Leader author fame), Mick, Andy, Pop and myself.  Although I was hosting the game the specifics for the first game were established by Chris and since neither Mick nor Andy had shown up we decided to play without them. 

The first scenario had my pop and me against Chris and John.  I played a Canadian Striker battalion made up of tows and .25mm cannons while dad played with my US Marine LAV and Track division also mostly tows and .25mm cannons.  We were up against Chris’ Striker division and John’s FFL and VBER French.  The game was played using infantry AFVs with a ton of infantry.

The first turn we all took cover in the woods and on hills and as Chris approached my position by the villiage it became apparent that we would be in a stalemate.  The highlight of the game was dad’s charge of the light brigade which ended in disaster for all except one Track as it made it to the nearby villiage to unload its crew of infantry which then started harassing John’s main line up on the hill with tows and other small arms.

The second game (when Mick and Andy arrived) was setup by Mick.  We all got companies of MBTs. Mick and I got M1 Tusks, Chris played with Leopard IIs and Andy played with T80s.  The game was over after a few turns and I was able to hold my own against Mick, taking him out before Chris wiped the table with both Andy and me from his position on the hill.  We played the second game with a simpler set of rules for firing that I really liked.

Most of the day we spent chatting and we could probably have gotten more gaming in but it was still a lot of fun with a great bunch of guys.  Next time I hope to get a little more gaming in than we did this time. to follow...

Friday, December 14, 2012

Dragonlance - The Challange

The heroes have saved Palanthas and have been named as heroes of the realm and knighted as Sir or Lady.  The party was presented with various dragon eggs.  The dragons were supernaturally enhanced to age to young adult within a few short months.  Six months later, the party has a large lodge with its own airship dock, the airship has been upgraded to include a dragon aviary, chapel and workshop and the dragons have bonded to the party. Now we are playing dragonlance steampunk!

This episode on a routine patrol, Shevane, the Silver dragon of Telane spotted two airships flying black flags. Within about twenty minutes the airships had used their tellurian drives to avoid the notice of Palanthas airship patrols.  An ensuing battle with the party and dragons, airships, priman demon bats with tiefling riders and a short skirmish ending in a challenge from Lord Umbrage Darkenfate and his adult red dragon Banedriver - Maurlanth.  The party now prepares to begin attacking the outlying dragonrider patrols of Icereach in anticipation of the upcoming battle at the Gulf of Lost Souls...

Tuesday, December 11, 2012

Al Qadim - Game One

The Al Qadim game is off to a great start. We played the first session last Tuesday on a caravan heading from Kara Tur to Gana led by Master Woo.  The party started off either as members if the silk caravan guard or as merchants with the caravan (the choice was different for each player).

I broke the session into four distinct sections.  The first was roleplaying of the party as they moved with the caravan, the second an encounter with ashworm babies at an oasis, the third an ambush in a rocky pass and the fourth evening meal and challange by a Mamaluk.

The best line of the night was Eric when he said as Hassem after shooting at the sand where it moved and it started charging him "My arrow, she come back to me."

Overall everyone played in character and we had a great time.

Battle with Ashworms - The party had to use their skills and their combat abilities in the soft sand.

Mysterous Travelers at Oasis - They never did figure out the strangers angle.

Cave Scorpion gets mauled by giant claw on crit fumble using pf cards.

Roleplaying camp

The Sha'ir turning the sand to glass

The fight with the Mamauk who didn't want to follow the damned genie bloodsthe followed by exile of their surviving member to be traced down by the loregiver priest and just when I thought she was trying to kill him she gives him water skins.

Wednesday, December 5, 2012

Mission... We Don't Need No Stinkin Mission

Saturday I ran a game of It Came From Beyond the Still using our new miniature line figures from the Hatfields, Blobs and Grays. Initially, I had given everyone missions but the players had their own agendas as I was soon to learn.

I will give you the missions and a brief overview of what took place just so that this is as complete as I can make it, as admittedly I cannot remember everything that took place last weekend. The players were as follows: Eric – Hatfields, Dad –McCoys, Mel – Blobs, Susan – Grays, Me – Revenuers.

The mission that I selected for the game was a combination of Moonshiners All Night and A Midsummer’s Night Skinnydip, both from the second book. The aliens had a joint mission to capture as much DNA as they could and to steal the stills from the hillbillies. The hillbillies had a joint mission to be the first to collect three ingredients for their still to make shine. Separately, each player had their own mission as well with the McCoys trying to find the long lost bones of Confederate General McCoy buried in the graveyard of the Hatfields, the Hatfields trying to find a bottle of shine that they knew the McCoys had stolen, the Grays trying to refuel their spaceship with shine and the Blobs driving in on a garbage truck to steal the trash of the hillbillies. Lastly, Suzy McCoy and Ed Hatfield were making out in the apple orchard and needed to safely return to their respective clans. This scenario called for special rules in that the couple would not shoot at one another or attacks one another and would defend the other if they were fired upon.

Well the missions went out the window right from the start with Mel trying to sneak around Dad’s perimeter and the Hatfields “Having none of that!” blasting at them from round one! The Grays began to probe the local wildlife to mixed success (in this scenario the wildlife fought back) and the McCoys began collecting ingredients for their still. This round pretty much went by the slowest with me explaining the rules to everyone. It seems most people are used to a roll to hit, roll to wound type game and the fact that my game requires only one roll seemed to throw them a bit I think.

The next few rounds had sirens blaring in the distance with the hillbillies warned that revenuers were nearby arresting shiners. The Blobs continued to take on the McCoys with one blob attacking Drunk Bob and sending him running for the chicken coup. Grandpa McCoy came out guns a blazing but shot mostly the woodpile where the blobs were hiding. The garbage driven by blobs truck continued to roll into the area heading straight toward the McCoys house! The Grays started to engage the McCoys blasting at them with green stuff but the McCoys jumped in a truck and sped toward the Grays granting them much deserved rest as the truck slammed into several causing them to take dirt naps. The giant robot meanwhile engaged a grizzly bear and a mountain lion. Meanwhile, the couple snuck to the edge of the orchard and noticed revenuers sneaking around in their car – so Ed decided to shoot at them.

The shooting drew the attention of the McCoys who ganged up on the revenuers and welcomed them with shotgun and rifle blasts of their own. Sheriff McCroy responded with his boys opening up on the McCoys before driving straight into the woods into the cougar. Only to be hit by the heat ray of the gray. For special reasons I decided that this heat ray completely disintegrated the revenuers (car and people in all) so great was the roll made by Susan. This defeated the revenuers and ended the game.

Highlights of the game:
· Cousin Darryl Hatfield tried to hotwire the UFO only to find it was out of gas (Shucks!)
· The McCoys vs. Revenuers
· The Heatray taking out the Revenuers in one shot
· Neuron having a cow following him around after he successfully probed it
· Ma Hatfield and her cleaver versus Neuron using her wiles to get the alien enticed
· Neuron using his telepathy to scare the heck out of Hatfields
· Grays running around probing things!
· Redneck jokes
- Blobs adding new addition to McCoys house!

The last few rounds had everyone engaging everyone else in a bloody stalemate. The Grays won with six of their five DNA samples collected with the McCoys right in second place behind for sheer meaness. Great fun was had by all.

Friday, November 30, 2012

River Monsters and Fishmen

Last week the party under the leadership of Tyne traveled to Rivertown to seek the assistance of the merfolk and river elves in the raiding of the Demon Empire.  Along the way they were attacked by water elementals and saughaun. With their ship not much more than flotsam they safely made it to Rivertown with a dingy from the main ship now sunk in the river and took up rooms at the Bait and Switch. During their stay they enjoyed the stylings of the local bard and met a drunken master dwarf named Grimvald who had a ship but it was sunk at the bottom of the harbor...

This week they continued to seek out the assistance of the elves and met with them in the lower decks of the Inn where the water actually had floating tables setup where the river elves could entertain visitors.  The elves asked the party to take care of the aboleth threat and soon the party was fast asleep. Later that night the dwarven zen archer of the party noticed something out of sorts.  A small boat was being loaded by robed figures.  They were loading sacks into the boat.  Wanting a better look the dwarf took to the inn stairs after waking his compatriots.

Once in the clean air the dwarf noticed that the boat had made it to the middle of the harbor and there was no one on board.  Using his dimension step ability he moved to the boat.  Once on the boat he was attacked by a massive sea reptile who seemed interested in him but not in the sacks.

The party joined in using their manta cloaks and other water breathing abilities as well as throwing in with ranged attacks to drive the monster down into the depths.  At once the boat started to sink (seems a reoccurring theme doesn't it?) and the party quickly started opening sacks only to find that they contained the unconscious form of children.

The rest of the game was spent gathering the children to the dock and trying to avoid the sea monster. I used the Elasmosaurus from the book but gave it alchemical enhancements of DR 10 silver and advanced it twice. This guardian beast was not destroyed by the party and it also was able to take on the level 16 with a good challenge. After rescuing the children and taking them back to their parents the party learned that the kidnappings occur about monthly in the town and the townsfolk blame the devil fishmen.

The next morning the party was treated to a heroes feast by the members of the town (not the spell) who were grateful for the return of their children. After some celebration including being presented with the key to the town the party was escorted to the island to await the elves who were to transport them to the aboleth lair...  The party arrived at the island and had second thoughts about the aboleths and instead tried to barter with the elves about just getting the fishmen and the sea beast.  The elves agreed but the party was left undecided at the end of the game.

Wednesday, November 28, 2012

Aliens and Hillbillies Saturday!

If you are in Jacksonville (or want to drive down) come to the Aliens and Hillbillies game this Saturday starting at 1pm!  We will do the giant mutant chicken scenario with the official figures!

Monday, November 26, 2012

New Game Room Digs

I hope everyone had a great weekend and holiday season.  Some of my readers across the pond do not celebrate the same holidays as we here in the USA but I still hope you had a great weekend! We just moved into our new place and it has been hectic to say the least what with the end of year audits happening at work and trying to fulfill the kickstarter orders.

One really cool thing about my new place is that it comes with pre-built shelves in the garage game room custom ready for all of my gaming needs!  I took a few quick photos tonight to show off the digs. Yesterday my wife and I got the overhead shop lights up and running and soon we will be ready for games.

So far we've only had the one game with the players of the superdungeon game having a brief river adventure   where they are trying to make an alliance with the merfolk to see if they can get warships into the river to help in their raids on the demon empire. Tomorrow we will continue with our superdungeon Tuesday games and I am really looking forward to using the new room for what it is intended.

I have also started an Al Qadim game using the Pathfinder rules. So far we have only met and discussed the characters but the backgrounds for the characters have all been very detailed and I expect that the 1001 tales game will be a lot of good fun!

In miniatures news we have a Modern Microarmor game day scheduled for the 15th of December here at my house from 9:30 until whenever we are done.  We will be using Chris' modified Command Decision rules and it will likely be a large meeting engagement followed by some smaller battles (and lots of horsetrading with Mick and Chris and whoever else).

Here are the photos!

Thursday, November 15, 2012

Arabian Nights Al Qadim Pathfinder Game Info


I am very excited about the fact that many of you keep sending me emails about what you want to do about your characters. The enthusiasm that you are displaying speaks volumes about how excited you are too!  It is my hope that we will be able to create characters with intricate backgrounds and intertwine them to tell a story similar to the 101 Tales of legend.

Let me say that  I love the Arabian Nights setting and would highly recommend that you watch something of the flavor to get into the mindset of the genre, in particular I recommend that you do some reading or watching of The 7th Voyage of Sinbad, Prince of Persia, Aladdin and Lawrence of Arabia. In an Arabian Night setting your characters would interact much differently than you would expect to interact in a typical European Fantasy Environment.  I will obviously give leeway when needed as we are not Middle Eastern ourselves but it is my hope that we at least try to ham it up a little with our characters.  I expect this game will be very highly slanted toward the roleplaying aspects of Pathfinder.  To help facilitate the roleplaying we will be using Fate (good and bad) and the Evil Eye as well as Reputation/Station. Reputations are on a sliding scale of 1 - 10 with a 5 being normal and a 1 being infamous and station from 1 (street rat) to 10 (Sultan).  Simply put, characters of lower station generally do not address those of higher station and characters of low reputation even of high station are shunned.  As we are just starting this game and your characters will be level one your reputations will be 5 and your station will be based on your background.  

In this type of a setting, similar to a Kara Tur setting, the characters are most interested in family honor.  What each individual does whether they be beggar or Sultan their actions reflect upon their family.  An honest thief trying to earn a days wages in the bazaar for instance does not bring his family shame just because he is a thief but if that same person were to steal something say food from the table of a starving family or to have a tryst with the Sultan's daughter then this would create a huge stain in the family's honor and they would be honor-bound to avenge the wrong created.  Another popular theme for this type of setting is fame and fortune.  I am talking about treasure seeking and you can expect we will be doing a lot of this!

I am planning on this being a low-fantasy campaign and likewise we will be using the slow XP progression chart. This game will be much more about story than it will be about gaining levels, magic items or powers. I find that the lower and mid levels tend to give much more leeway for character adventures in this type of setting.  Later, when you guys are higher level, we can talk about exploring the lost lands of Nod or looking for the Sultan of the Genies.

This game will span Zakahara.  Zakahara is a large continent situated just south east of Kara Tur which is East of Faerun in Forgotten Realms.  To the East of Zakahara lies the realms of Mazteca.  This game will cross many environments including desert, mountains, sea and urban.  Not all desert will be sandy dunes and the vast majority of the Zakaharan continent is made up of steppes, rocky plains, scrubland and silt.  We will be having a meeting to discuss our characters next Tuesday.  The goal of this meeting is to ensure that all of the base four are covered (healer, fighter, magic user, rogue) so we have a well-rounded party. Here is a brief outline of what we will be doing as far as characters.  This list is important so please check it out carefully as I am trying to give you as much detail as I can before Tuesday when we discuss characters.

  • Races: Any Arabian themed race from the races book and the core/ultimate books will be permitted but we will discuss this in more detail on Tuesday.
  • Classes: Any that meet the theme.  If you make a sorcerer we might call him a Sha'ir for instance and say he gets his magic from the elements or the genies. Likewise a rogue might be a cutpurse and a fighter might be a Mamaluk.  We will use the Pathfinder name but give it some theme by calling it the other name and you are always free to use the alternate class features.
  • Scores: We will be using the moderate point build system for generating ability scores. 
  • Restrictions: No moderate or heavy armors as they are not used in this setting.  Likewise no great or bastard swords, gear, or weapons of Middle Ages.  There are no knights in shining armor in the desert and if there are they are self-heating portable meals on wheels.  I might make exceptions for lamellar but not in the desert.
  • Books: You may use any of the following books to create your character: Core, Advanced, Ultimate (Magic/Combat/Equipment/Races), (Campaign specific Pathfinder book that Chris is going to bring which features Arabian Nights stuff for Galandra - Pathfinder's world).
  • I will be using the setting, theme, monsters and other stuff from AD&D, 3.5 and other sourcebooks from Al Qadim and Sandstorm books for flavor.
  • Background: Create a detailed character background.  The game starts in the port city of Gana. You can either be a city dweller or a member of a desert tribe. All characters will be natives to Zakahara.  I want to weave your backgrounds together so give me lots to work with and because this is a land of mysteries you should keep at least some secrets from each other!
  • Names: Use an Arabic name generator or Baby Name book for your character name.  Family names are important!  Many of the titles in the middle of an Arabic name like Ibn or Sul mean "son of" or "daughter of" and they are used frequently.  Things like Al-Bakar Sudari are fine as are names like Artemis Ibn Su Lan.
  • Traits: Everyone will start with two free traits which may be taken from any of the above listed Pathfinder books.
  • Hero (Fate) Points: We will be using the system but we will be calling them Fate Points. Instead of the normal rule I will be using a fate system combined with your percentage roll when you use a Hero point.  The roll may be favorable and it may not be favorable.  It all depends on your fate. Each character will get 1 hero point per level per game and they will reset each game.  You can use your Fate points (one or as many as you have) to call upon the fates in your favor and to curse others if they do you wrong (Evil Eye).  The more fate points spent the better than chance it will be in your favor.
  • Alternate Rules: For a cinematic feel we will be using called shots and the massive damage rules for the game.
  • Hit Points: Roll once for each level after first and keep the result unless a 1 is rolled, then reroll until it is not a 1.
  • Turn Pacing: We are all adults and I expect you to know what you will do when it is your turn.  To keep the cinematic feeling to the game I will basically give everyone about a minute to tell me what they want to do each round on their turn when it comes up. I want to keep the combats fast and bloody and hopefully short.  I may give a little extra time for spellcasters to read their spells but not more than a few minutes max. 
  • Leadership: I am completely eliminating this feat from this game as I do not wish to deal with followers, henchmen or cohorts.
  • Notes and Journals:  Keeping detailed notes of the game is going to be essential.  There are several puzzles that will take more than one session to figure out and it is good to have a journal of what has happened.  If you want to elect someone to keep notes that is fine but I would recommend each person also keep their own notes for important contacts, information, clues, etc.
  • Roleplaying Awards: So long as everyone roleplays they will receive a roleplaying award equal to a normal challenge for their level each session.
  • Treasure: Treasure will be as the low fantasy charts but I will be using Ultimate Equipment and changing out things to fit the theme of the game.
So get working on your ideas but remember we will be talking together as a group on Tuesday to finalize them!  I look forward to what promises to be a very fun game!

AKA Sultan bin Adams ;)

Thursday, November 8, 2012

Dragonlance - Conclusion of the Cultists

Two weeks ago we had the finale of the cultists storyarc.  The game was a lot of fun and in the end the party ended up fighting against several outsider cthulhu types as hordes of deep ones and cultists assailed Palanthas. Here are some photos.  Next week the party will need to decide if they want to head for Icereach or they want to turn airship pirate.  I know which direction I'd want to go in.

Tuesday, November 6, 2012

Thanksgiving - Day Six

I am thankful for dragons because they are really fun to throw at players and because yes.

Monday, November 5, 2012

November Day One to Five

In America we celebrate the discovery of the new world with thanksgiving.  I thought it would be fun to list all the things I am thankful for in gaming.  Here are the first five since I am starting late.

1. Dice
2. Characters
3. Chance to experience adventure stories.
4. Learning from winning and losing miniature games.
5. Social skills necessary to play.

Tuesday, October 30, 2012

May the Force Be With --- Mickey?

Wow!  Star Wars got sold to Disney today for 4.05 billion dollars.  This opens up many possibilities for the franchise including both prequels and sequels. I know personally I would like to see them do the Timothy Zhan Thrawn trilogy and also a few movies on Rogue Squadron.  Giving the heartkey to Disney though may be a good move as we hopefully will see better productions and less Jar Jar Binks destroying the galaxy. "Mesa is responsible for all dis evil." I for one hope that they do not do to Starwars what they did to John Carter (OF MARS GEESH) although I enjoyed the film they could have done better.  Hopefully this will breathe new life into a gallaxy  far far away but please do not go down the road that Indiana Jones went down....

So the new movie in 2015... What do you think it will feature?

Rogue Squadron
Emperor Roan Fell and the Gray Knights
Yuzan Vong
Legacy Series

Just please don't add more gungans or brats with super power!

Friday, October 26, 2012

ICFBTS Factions On The Way!

I put in the order to the caster today for the first production run for the factions!  It has been a long journey and I appreciate all the help and support we've been given!  Thank you!

You can purchase from our site directly at

Thursday, October 25, 2012

More than Attack Attack Attack

I believe that the Pathfinder rules have taken what was a pretty good system in 3.5 and fixed and streamlined a great deal of the mechanics.  The combat maneuver rules that replace the clunky grappling, disarm, sunder and trip rules make for one simple but effective method for handling special actions in combat.  They also gave every class a significant power boost with the addition of new class abilities and more feats!

Many of the feats have also had a makeover.  Specifically the multishot feat that previously gave a ranger (or character with the feat) the ability to shoot 1 extra arrow per x in base attack bonus up to y. This was a full round action in of itself that was in addition to the normal full round attack granted by the class level.  I ran into this last week and my immediate reaction when I was asked if a player could use it with rapid shot was no.  The reason for this is that the original version of rapid shot was a standard action while multishot required a full round action.  There was an excellent sage advice article that went out several years back addressing this exact point.  There was just one problem with my call though.  After some research online on Piazo forums after reading how they changed the multishot feat I started to rethink my original call.

Although not specifically addressed by Piazo staff there has been enough people to get into this discussion that I believe that the answer is actually a very simple one.   The new rapid shot feat says to take a -2 to all attacks as part of a full round action to get an additional attack at your highest attack.  The new multishot says that you can use it as part of a full round action and if your first attack hits you roll the arrow damage for the arrow type (only the arrow not strength or magical bonuses such as flaming) twice.  Did you catch that?  Both say they can be used ‘as part of’ a full round action.  This means that not only can they be used together, they can be used together whenever making a full round attack action.

Similar changes to the rules such as how a character (npc or monster) can use the combat maneuvers ‘instead of’ an attack action allow you to make multiple combat maneuvers per each attack action you have when making a full round attack.  Thus a character with three attacks as part of their full attack action could make a sundering attempt on an enemy, trip another and use the final to make an attack (or any other combat maneuver including grapple).  I think this is pretty darned cool because it allows for cinematic combat and gives players with multiple attacks more choices than just ‘attack attack attack. 

Tuesday, October 16, 2012

Steampunk RPG

So we are just about done with our first draft of the WTNW skirmish rules.  These are rules for platoon level engagements between like forces.  We are working to get something that will be a lot of fun and also very playable but that will also let you tinker with the mechanics to build your own tech.

As we progressed in the WTNW universe and further developed the metahistory of the world we were asked a good deal about the possibility of an RPG.  This has led to more questions regarding how things might be handled.  Would we use Pathfinder or create as my friend James puts it (ADS- you can figure out what that stands for I am sure) was the most common question.

So I put it to you, my readers.  What would you like to see in a WTNW Steampunk RPG?  The world of WTNW is already very rich and rife for playing extensive campaigns.  Is there a current system that you love that you would love to see it developed from?  Savage Worlds perhaps?  We do have a license.  We can also get licenses for Pathfinder.  The problem with OGL and that kind of thing though is we are limited in mechanics to the scope of what the game offers.  True we can change some of it but the core mechanics must remain the same for it to be a supplement.

So I ask you.  What would you like to see out of the possibility of a WTNW RPG?  All feedback is extremely appreciated!

Dream of Steam

Monday, October 15, 2012

Superdungeon - The Merfolk Treaty

In the Tuesday group in case you do not know, Errtu the Demon Lord has taken over much of the southern Aminish boundaries and has pushed down into Calimshan as well.  The demon territory has been growing steadily and the players have formed the Acti (named after their brass dragon friend) to form an organized militia and adventuring company to combat the demons.  The problem is that there are border forts and walls protecting much of the demon empire boundary and the acti have had mixed results in assaulting the towers as almost as soon as they fall another rises in its place.  The Acti leaders are hopeful that if they are able to bring up warships they will be able to supply the warmachine with much needed ammo and food for the siege.

This Tuesday the Superdungeon main characters are supposed to go negotiate with the merfolk of the Amnish River.  They are negotiating specifically for the rights to bring shallow-hull warships up the river to lay siege to several towers that are in the demon occupied lands.  I have several nasty surprises in store for the party including the possibility of an Aboleth lair not too distant from where they intend to meet the merfolk. If I do that then I plan on providing some clues in the form of stagnant and corrosive water in places, disappearances of civilians in dock towns, etc.  I could also have a local group of Sahuagininstead of the aboleth but then I would need to have different clues.  It could also be a giant beast down there that the merfolk want dealt with such as a giant moray or some other nasty. However I think it would be fun to get your input on what should be down there as I know that Forgotten Realms offers a host of fun possibilities.  So feel free to weigh in and let me know!

Some ideas for what could be down there: (Basically what are the merfolk going to want fixed before they say yes to the proposal)

  • Aboleth lair (2-5 aboleth and several hundred skum)
  • Sahuagin tribe with those cool manta creatures (Indrixitl or something I believe)
  • Giant Beastie
  • Ghost Ship?
  • Angry Water Spirit
  • Something Else?