Saturday, April 16, 2016

Status Update + Artwork

Hello again! For the past several weeks my schedule has been nuts! I recently starting working on the set of a t.v show called Shots Fired, which is shooting around Charlotte, NC. There have been some really long hours and needless to say that takes away from my other projects.

So What's The Status?

As of right now the adventure is 100% written and 95% of the artwork is complete. The layout work is just about finished and a printer is lined up ready to go! As I said in an earlier post I am planning on launching a Kickstarter campaign to fund a small print run of the adventure, which can be taken to conventions, sold online, etc. I'm currently working on the profile page for that and getting with some DCCRPG writers and artists for any stretch goals that campaign may reach.

In the meantime here is the latest bit of artwork I've received from +Jordyn Boci.

Map 1

Creepy Chamber Handout

Till next time, keep crawling!




Wednesday, March 23, 2016

BRAND SPANKING NEW ARTWORK! (and other good news!)

First the Art!


Progress on Sky ov Crimson Flame has been a little slow as of late; ironically due to everyone being too busy with other projects. I've been patiently waiting new artwork from +Jordyn Boci who has been hitting up some horror conventions with her studio Creature Revenge. Yesterday I got my new pieces in and as always they look SICK!

Here we have a scene from the adventure featuring an Adult Head Bat!


Next we have an extremely evil fellow your party does not want to run across!


& Now the Other News!

In my downtime while waiting on this artwork to arrive (and there are still some more pieces) I've been writing the next adventure that loosely ties into the current one. It's going to be a 3rd level adventure and currently I've written 40 pages which is only a third of the total adventure! So it's gonna be a doozie!

I've also been acquiring quotes from printers as I've decided I do not want to go the Print-On-Demand route. However, like most aspiring writers, I'm poor and so I am planning to run a Kickstarter campaign for a small print run of the adventure. The initial goal will be very low with some neat stretch goals if things take off. No matter want the adventure will be available on PDF once completed.

If all goes well I should have more artwork later this week or early next week. In the meantime, what pledge levels, stretch goals or other goodies would you like to see on this Kickstarter? I was thinking maybe I could get some cool little buttons or something made for when people run the adventure for the Goodman Games World Tour? 

Thursday, March 10, 2016

Tromping through the Shudder Mountains, Part 4

Greetings y'all and welcome to another postin' dealing with the comings and goings of those "heroic" folk in the wild and beautiful Shudder Mountains! Now I know it's been a while since I last spun a yarn, so herein are some of the previous tellings so'en you might catch up!


Now sit back whilst I tell you more about the adventures of Pinky, the halfling brewer, Hans, the mad Braar, and Darcy, the elf wanderer!

When last we left the band they had just barely survived a shadow that was stealing their life force while they were desperately trying to wake from the horrible nightmares it produced. They had finally returned to Hard Scrabble Valley, their home, after weeks of traveling through the mountains from Sour Spring Hollow, only to discover something was a miss! Tom Dankers, was a young man when they were spirited away and now he's in his sixties!

Chapter 3: The Serpents Beneath


The old man put a hand to his chest and stated, "Pinky it's me. It's Tom Dankers..."

Pinky was astonished. How could this be? They were only gone a few weeks.

"You don't look a bit older," stated Tom. "Come have a drink!"

They sat with Tom and drank and told him their tell of how at his wedding they awoke and fought evil spirits. He told them that was 40 years ago and that, "We all thought you was dead! But I reckoned you might return one day. My boys have been keeping up the brewery, though the ale is never as good as when you made it."

"What about Grandma," Pinky asked. And he found out she had past away only few years after he left. Tom's wife was in the heavens. 

The next day the party decided to split up and explore what they remembered of the town, finding it quite the same as when they left. Though the old stone temple, that was used by the Shud Folk as a House of the Sovereign, was grown over and no longer in service as the old Braar had died and no one took his place. They had questioned Han's if he was to be the new town Braar, but he only gruffed something under his breath and left to see his old farm. The farm was dilapidated and the people shunned area and lands surrounding it saying there was a permanent gloom there and that no food would grow since his family had died.

Similar to this Mayan temple, though not as large.

Eventually they decided to explore the temple as it was a center point of interest in all their dreams. Inside they found a stone door buried beneath the sand pulpit. They went to get supplies and tools to lift the stone and met Tom Dankers only daughter, Rynila, a bit boyish and willing to help the party on their new adventure. (My sister joined the game at this time. Creating a 1st level warrior.)

They succeeding in lifting the stone door the next morning and found a large pit beneath. Using a rope they descended into the pit which was round and had four doors in either direction. In the centre was a stone pedestal with a crystal embedded it in. Three columns with serpentine carvings held the ceiling up and sand covered the entire floor.

They found walking through the sand was very difficult and the doors had to be opened by pushing in the right series of blocks, otherwise acid would splash out on them. As they explored, the sun moved to the apex of the temple and shone down on the crystal pedestal which began to hum. Something stirred beneath the sand and churned the floor up. Then a large mechanical serpent with three heads rose from the sand. It's three heads each had a different coloured crystal embedded in the metal that gave it a cyclopic appearance. The heads spun at random and shot out laser beams of different varieties!

There was chaos in the chamber as both Darcy and Rynila climbed the columns in order to jump on the mechanical serpent. Hans stayed at one of the doors attempting to open it as acid burned his flesh and Pinky was stuck on the centre pedestal fearing he would be ground to bits by the metal scales that churned the sand.

A beam like the light of the sun shot out from one of the serpents crystal eyes and cut a column in half forcing Darcy to dive into the sands. Rynila jump off her column onto the serpents back and with a hand full of meat she had stored in her pack she quickly forced it into the exposed gears of the serpent forcing the head to stop swiveling. (This was a Mighty Deed my sister came up with on the spot! What a natural!)

Eh.. Something like that!

Hans finally found the right combination to open the doors and as the meat clogged up the gears the party made for the door. Rynila was the last one through and just as the doors were shutting a beam of cosmic energy struck her from behind. Sores opened all over her body and stunk of death, but otherwise she was unharmed. (This was a laser beam from the serpent guardian that caused insta-corruption!)

Beyond the door they found winding passage ways that lead deep under ground. There they discover three more coded doorways and, using Han's staff so as to not get sprayed with acid, opened them. The first door lead into a chamber with a dried up cocoon hanging from the ceiling and a console before it with crystal levers. The levers did nothing and they soon left to explore the next chamber which was exactly the same as the previous one.

Here they found another cocoon and the console crystals were lit. Touching the crystals opened the cocoon. Out slid a white scaled humanoid to splat against the stone floor. Hans took no time in leaping over the console to attack the vile thing and tripped missing the creature and breaking his staff on the floor. The others followed his lead and smashed the thing into a slimy pulp.


They decided to search the room a little more and found a hidden alcove that contains some well preserved robes. They proceeded to leave the room and heard the slapping of wet feet down the corridor. They ran, following the sound, only to find the third room was empty. The cocoon was split open and a wet steaming pile of goo lay under it.

Following the strange footprints, of some three toed creature, they discovered a secret tunnel sloping down into to darkness. Something was loose and they were sure it was going to be bad news for the town. They decided they to follow it.

To be continued in Part 5...





Monday, February 22, 2016

Feast on some Fleshy Art!

Over the weekend I received some disgusting new art from +Jordyn Boci for my 0-level adventure Sky Ov Crimson Flame. Both of these pieces represent creatures that may be encountered in the adventure.

First up is the Corrupted Flesh (and yes that's our little Love Hobbit from an earlier post. Seems he's gotten himself in quite the pickle*!) *No pun intended there...


Next up is my new favorite piece! Jordyn put a ton a detail in this one and the original is definitely finding a spot on the wall in the game room. This is the Fleshy Mass! 


Only three more pieces of art to acquire (not counting the map) and then it can be sent off to Goodman Games for approval. In the meantime I've started my next project, a 3rd level adventure that loosely ties into elements from the current one.

You can follow Jordyn on instagram @archaic_manifestation. She does all sort of awesome artistic things I could only dream of making! 



Monday, February 15, 2016

DCC-DUNE: The Noble Born Class

You can't have a Feudalistic Universe akin to Dune without having Great and Minor Houses filled with noble bloodlines fighting for resources and political gains. There also can't be nobles without house holds, which is why in this post I'll not only be discussing my ideas the Noble Born class but also for Creating a Great or Minor House.



Creating a House:


Since all the characters controlled by players are in or connected to the same House, creating the House should be just as simple as creating the characters. Each House has a series of stats like ability scores that would include:
  • Power - Equals House's military strength
  • Defense - The structural integrity of the House's stronghold to with stand bombardment as well as the ease or difficulty of secretly penetrating the structure.
  • Influence - Determines the House's political status within the Landsraad.
  • Wealth - The House's worth on a monetary scale.
If you house has one stat 15 or higher it is considered a Great House, which may come with it's on benefits and drawbacks; otherwise it is consider a Minor House.

Along with these stats I thought about also including random tables (because those are always fun!) concerning the Size and Type of homeworld the Noble House is from. A Historic House Events table that would change the stats rolled for the House, etc and a Resources table to determine if you house is industrial or agricultural based or something else!

That's basically it, the players fill in the rest of the blanks for the House's background, etc, as it comes into play.



Unlike most of the other classes I was thinking the Noble Born class shouldn't just be one character, but three. After all in Dune you had Leto and Paul Atreides and the Baron Harkonnen and his two nephews! So why not the player controlling the House Nobles roll up 2 or three characters. These characters wouldn't be played all the time, just during certain story points in the campaign.

For the Judge it would make character assassination's intriguing as the Father Noble Born character is killed and the Son or Daughter must take his place.

But what makes the Noble Born class different from the others? First are two new skills shield fighting and statecraft.

Shield fighting is of course the most sophisticated fighting style in the Known Universe and is mostly known only to the Noble Born class and Swordsman class.

Statecraft would come in to play when the Noble Born has to command an operation or persuade the Landsraad and/or Emperor in his favor.

Noble-born

Hit Points: A noble-born gains 1d6 hit points every level.

Alignment: Noble-born’s can be of any alignment. Their chosen alignment designates the alignment of their soldiers and which weapons and skills they have training in. The alignment of the noble-born determines the alignment of the house as a whole.

Weapon training: A noble-born’s alignment determines the type of weapons he has been trained in. Choose two from the weapons corresponding to your alignment.

Alignment
Weapon Trained
Lawful
chandler pistol dagger, flechette pistol, frazee rifle, grenades,  kindjal, longsword, rapier, spear, stunner, stun spheres
Neutral
chandler pistol club, dagger, flip dart, grenades, kindjal, needle gun, spear, staff, stunner, stun spheres,
Chaotic
blackjack, dagger, disk gun, grenades, frazee rifle, flip dart, hidden poison, kindjal, longsword, maula pistol, rapier, spear, shig-wire garrote, stunner, whip

Class skills: All Noble-borns are taught the art of shield fighting and statecraft.

  • Shield fighting
  • Statecraft

Languages: Common, House’s secret battle language, plus one randomly determined language for every +1 Intelligence modifier.

Level
Attack
Crit Die/ Table
Action Dice
Ref
Fort
Will
1
+1
1d8/III
1d20
+1
+1
+1
2
+2
1d8/III
1d20
+1
+1
+1
3
+2
1d10/III
1d20
+2
+1
+2
4
+3
1d10/III
1d20
+2
+2
+2
5
+4
1d12/III
1d20+1d14
+3
+2
+3


Thursday, February 11, 2016

New Artwork Coming In!

Over the week I've received two new pieces of interior artwork for my 0-level funnel Sky ov Crimson Flame.

This first piece is from +Nicolò Maioli who did an absolutely amazing job at capturing this scene from the adventure where many a player death has occurred!   What's funny to me personally (and I didn't tell him to do this) is that the man on the far right of the picture looks just like my girlfriend's crazy cleric Hans from our Shudder Mountains campaign!




Next up is another piece from the talented +Jordyn Boci who drew the dreaded dagger of the Necromancer, Atma-khanjr! It is a powerful relic, forged not from steel, but from the very soul of the Necromancer. Its wavy bone blade emerges from a sleeve of flesh with veins that pulse and shudder to the touch!

This thing is sick and I love it!

Jordyn really captured the grotesque texture of this blade or as she put it "ball sack flesh."

And while the real artists work there magic I've been laying out the map. Spoliers?
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It's all coming together nicely and as far as I'm concerned it's still on schedule for a spring release!






Wednesday, February 3, 2016

DCC-DUNE: The Imperial Medic

Last week we looked at several new classes (The Felfenkin, The Guild Seer and The Human Computer) for my Feudal Universe (aka DCC-DUNE) campaign setting.  This week we'll start off with The Imperial Medic which could be looked at as a heavy variant on the Cleric class.


Imperial Medic

You are a highly valued assist for the House you serve under. Possibly the official physician to the noble line or perhaps a combat surgeon best practiced on the battlefield. Your advance knowledge of the human anatomy as well as your Imperial Mental Conditioning are what separate you from other doctors in the Known Universe as completely and utterly trustworthy.

Hit Points: An Imperial Medic gains 1d6 hit points at each level.

Weapon Training: An Imperial Medic is trained in the use of the blackjack, dagger, flip-dart, lasgun, maula pistol, needle-gun and stunner; however, because of their Imperial Conditioning can only use such weapons to defend themselves or member of the Noble family with whom they serve. Therefore an Imperial Medic always rolls a d16 for Initiative checks.

Alignment: Due to their Imperial Conditioning against taking a human life, Imperial Medics are always Lawful.

Starting Equipment: All Imperial Medics start the game with Level 1 Surgical Gear.

Surgery: Imperial Medics heal wounds using both their medical knowledge and any surgical gear they may have equipped. They may also take a Fume does in order to better concentrate. A Surgery check is made by rolling 1d20 + Intelligence modifier + medic level + surgical gear level (if applicable). A failure further injures the subject causing -1hp of damage and increases the range of condition faltering which may lead to neglect on the Imperial Medic's part (see below).

If the Imperial Medic fails to heal a patient his range of condition faltering increases by 1.

A successful Surgery check is similar to the Cleric's Lay on Hands (see p. 30 DCCRPG rulebook), however, Imperial Medics do not suffer penalties for healing character with different alignments.

Mental Conditioning: This is what separates the average from the elite. It is also what grants the Imperial Medic the right to perform surgery on the House nobles and their subjects. During Surgery checks, if the Imperial Medic rolls a natural 1 their conditioning has faltered and they must then roll on the Neglect Table to discover what has happen.

Each failed Surgery check increases the chance of condition faltering by 1. After his first Surgery check fails in a day, the Imperial Medic's range of condition faltering increases to a natural roll of 1 or 2, etc, etc.

Luck: An Imperial Medic's Luck modifier applies to all rolls on the Neglect table.

Action Dice: An Imperial Medic can use his action dice for attack rolls or surgery checks.

Neglect Table: Roll 1d10 to determine the effects of neglect.

Roll
Effect
1
The Imperial Medic must atone for his failure by reviewing his medical filmbooks for 1 hour. Until this is done the Imperial Medic will suffer -1 to all Surgery checks.
2
Doubts set into the Imperial Medic’s mind and he suffers -2 to all checks until he reviews his medical filmbooks for 1 full day.
3
Grief takes hold of the Imperial Medic causing him to suffer -3 to all checks until he reviews his medical filmbooks for 1 full day.
4
The Imperial Medic is struck with a bout of depression. All future checks are rolled -1d on the dice chain until he studies his medical filmbooks for 1 full week straight.
5
The Imperial Medic is made miserable. The Imperial medic will not perform anymore surgery checks for the rest of the day. Furthermore, all future checks are rolled -1d on the dice chain until he reviews his medical filmbooks for 1 full week straight.
6
Anguish over his failure causes the Imperial Medic to harm himself suffering hp damage equal to the HD of the character he was trying to heal. Furthermore, he will not perform anymore surgery checks for the rest of the day. All future checks are rolled -1d on the dice chain until he reviews his medical filmbooks for 1 full week straight.
7
The Imperial Medic’s mind is breaking as his conditioning falters. He will not perform any further surgery checks for the rest of the day. Furthermore, until re-conditioning all future checks are made with a d14.
8
The Imperial Medic is slipping further into the abyss. He must succeed a DC 10 Will save or his alignment has shifted one step (i.e. Lawful to Neutral). Additionally, he will not perform any further surgery checks for the rest of the day and until re-conditioning all future checks are made with a d14. All HD gained from successful surgery checks are half (rounding down).
9
The Imperial Medic is in a downward spiral. He must succeed a DC 15 Will save or his alignment has shifted two steps (i.e. Lawful to Chaotic). Additionally, he will not perform any further surgery checks for the rest of the day and until re-conditioning all future checks are made with a d14. If the surgery checks are successful, the patient must succeed a DC 10 Fort save or lose x amount of HD instead of gaining it.
10
The Imperial Medics mind is shattered, his conditioning has faltered to the point that he is catatonic. The character must be taken in for re-conditioning. Until the character receives re-conditioning he can take no actions (not even to move). In addition, every day that passes until the re-conditioning the character loses 1 hp. The character must succeed a DC 15 Will save in order to survive the re-conditioning or his mind has completely snapped and he turns into a vegetable.

Level
Attack
Crit Die/ Table
Action Dice
Ref
Fort
Will
1
+0
1d6/I
1d20
+1
+0
+2
2
+0
1d6/I
1d20
+1
+1
+3
3
+1
1d8/I
1d20
+2
+1
+4
4
+1
1d8/I
1d20
+2
+1
+4
5
+2
1d10/I
1d20+1d14
+3
+2
+5

Level
Title
1
Practitioner
2
Medic
3
Doctor
4
Physician
5
Specialist


Next up we'll have a look at the Noble Born character class!

DCC DAY 2022

Hello everyone! DCC DAY is fast approaching and surprisingly enough there are no FLGS in my city that are hosting... But I shan't let th...