Wednesday, July 31, 2013

The Manor #4 Available in PDF

All those who have ordered the Manor, they are in the mail headed your way.  There has been a great response so far.  Tonight I finally got around to getting the PDFs set up on have them available on RPGNow and Lulu. 

Manor #4 on RPGNow
Manor #4 on Lulu

I think the post office folks think I am stalking them because I've been hanging around so much. 

Tuesday, July 30, 2013

Random Monsters Within the Manor

First day of sales has gone very well and I want to thank everyone who grabbed a copy.  I sent out the first batch today and I'll be printing the rest out tonight and ship those who have an order tomorrow.  Now that issue #4 is making its rounds I wanted to give you a peek at the extra.  I made wandering monster picture cards to put in each issue.  They are 4"x6" pictures of the monsters within the Manor.  And as a true Old School kinda guy, I'm doing it randomly.
  1. Shadow Panther
  2. Beer Ooze
  3. Bogling
  4. Corpse Flies
  5. Linen Golem
  6. Molten Spiders
  7. Temple Guardian
  8. Roll twice

Here's a bad photo of the cards that are included.  Beware when you open your Manor!  They are waiting.

Pick up a copy here.

Monday, July 29, 2013

For Sale! Issue #4! Come Get It!



Where's it going?





Print copies are now on sale!  This is where you get them.  This is the largest Manor yet.  Great art.  Great monsters.  And what I think is a pretty cool adventure.  I've upgraded the paper to give it a cleaner look and the heavier paper just feels good.  Here's a sample of what's inside. 



And that's just a part of it.  Get the print version.  It is very cool.  Plus there is a cool extra included with the print version.

If you want the PDF it will be on sale later this week on RPGNow and Lulu.

Sunday, July 28, 2013

Issue #4 Ready to Pounce


I finished the final edits my proofreaders graciously had give me.  I want to thank +Sean Robson and +Ken Harrison for slogging through my manuscript and making it the best it could be.  I still wrote it so they could only do so much.  I'm doing a few test prints on the 28 pound paper and it looks fantastic.  Feels fantastic. 

Each print issue will have an added bonus.  I won't tell you what it is you'll just have to wait to find out.  It's a freebie that I wanted to include because I like adding things with the zine.  That was always one of my favorite parts to ordering zines, you never knew what extras you were going to get.

One more read through with Ivy and I'll start mailing out issue to subscribers and contributors copies.  Tomorrow I'll get on Paypal and make one of those order buttons.  Then set up the PDF for RPGNow.  I'm going to bookmark this issue and then go back and add the bookmarks to the other issues.  I've recently discovered it's easy to do. 

With that, I bid you good night.

Friday, July 26, 2013

Not So Serious Answers to Random Wizard's 20 Questions


 I said not serious.  I can't guarantee funny. 

Ability scores generation method?
I prefer the rhythm method. 

How are death and dying handled?
You bury them or if the monsters eat them you'll have to wait until they're pooped out.

What about raising the dead?
Sure, but they often start arguing in their teens and they smell all the time.  If the players want to take the time to raise dead then its their responsibility.

How are replacement PCs handled?

They're usually assigned the pooped scooper duty waiting for the other PC to be crapped out.

Initiative: individual, group, or something else?

I encourage it.

Are there critical hits and fumbles? How do they work?
Yes there are both and the critical hits work well for the players and the critical misses make me laugh.

Do I get any benefits for wearing a helmet?
Yes, you don't have to comb your hair in the morning.

Can I hurt my friends if I fire into melee or do something similarly silly?
Absolutely.  I encourage taunting and teasing.

Will we need to run from some encounters, or will we be able to kill everything?
Yes.  I'll let you decide which is the affirmative.

Level-draining monsters: yes or no?
Yes, but only when you don't buy me something pretty.

Are there going to be cases where a failed save results in PC death?
That's the only kind I have.

How strictly are encumbrance & resources tracked?
What are those?

What's required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?
You are required to have an erasure or a ability to cross off the level number and write in the new one.  Spells are gained through a series of trivia question that must be answered correctly or you are consider unintelligent and not worth the spell.

What do I get experience for?
You get experience for killing, looting, finding traps and brushing your teeth and knowing how to make a nice iced caramel latte. 

How are traps located? Description, dice rolling, or some combination?
GPS

Are retainers encouraged and how does morale work?
Yes, I will have no crooked teeth in my game.  Morale doesn't work.  He's been sponging off of unemployment even since he got fired for playing too much WoW.

How do I identify magic items?
They glow.

Can I buy magic items? Oh, come on: how about just potions?
Yes.  Cause I'm sure they work fine if someone wanted to get rid of one.  Perfectly safe I am sure.  Go on.  Try it.

Can I create magic items? When and how?
Sure anytime you want and I'll let you know how.

What about splitting the party?
Right down the middle.  I often encourage it when I GM.  See the pooping thing. 

And now that I've completed this I see this was the wrong set of questions.  Well, there you go.

Thursday, July 25, 2013

Review: AFG: Adventure Fantasy Game

 
 Here's another review long over do.  +Paolo Greco has created AFG: Adventure Fantasy GamePaolo used the 5MORE system.  I've never heard of 5MORE before reading through AFG.  Here's a concise description of the system.
First, describe what you’re doing. 5MORE shall not completely replace deliberate intention with a roll.
Then, roll a d6: is the result 5 or MORE? Success! Is it 1? Abject and utter failure!
First off, does it get much simpler than this?  Think of how fast you can get a game going using this system.  Pickup games would be a snap.

AFG uses a three attribute system: Physical, Craft and Spiritual.  There are three classes or Ways: Fighter, Caster and Practitioner.  The Practitioner is a professional craftsman.  Starting equipment is already laid out with options for each Way. 

Here is additional information why the 5MORE system is great for getting a gaming going quickly and keeping the action going with ease.

  • +1 for easy tasks, -1 for hard ones
  • +1 for good ideas or plans, -1 for bad ones
  • +1 for high relevant Stat, -1 for a low relevant Stat
  • +1 for excellent equipment, -1 for inappropriate equipment 
Then roll 1d6 and consult the following list of results:
1: Absolute Failure: be creative with the consequences.
2-4: Failure: the character failed but consequences might not be dire.
5-6: Success: awesome! The character might also get better at this! If
they succeeded with unmodified 5 or 6, try an Experience Roll: roll 1d6 and
if the result is an unmodified 5 or 6, note a letter from the word “EXPERT”
next to the Task name on the character sheet: for each Task, the first letter is
going to be an E, the second an X and so on. With experience, the character
can become an EXPERT as described in section 2.1.


I am the first to admit that I am lousy at picking up new systems.  I let the sharper minds figure them out, but this 5MORE system is a breeze to learn.  Paolo has provided a lot of simple and interesting options for character development and play.  You'll find play familiar and easier to run than ever before.

Paolo provides what most rulebooks do, with an extensive list of spells, some very cool cults, equipment, and how-to pieces.  In addition he has a very interesting monster generator.  And at the end there is an interesting hex crawl adventure.

I want to take a moment to talk about the physical features of AFG: Adventure Fantasy Game.  Well the PDF version at least.  AFG is 108 pages long, a fantastic cover by OSR favorite +Stefan Poag.  The layout is easy to read and I had no trouble finding the information I needed which is no easy feat considering all the information that's included.  


My advice is to pick up a couple print books.  At $9 bucks you're getting a bargain.  I think Paolo has done an exceptional job of introducing this easy to play system.  He mentioned tonight he had a few more interesting add-ons in the works.  Get in on this one.  You'll be running a game within minutes of opening the book.

Wednesday, July 24, 2013

Review: Verloren

I've been neglecting doing reviews lately and need to get caught up.  Several people have sent me their work and need to do my part.  Which brings me to Dylan Hartwell's Verloren.  He's got a video that goes through the adventure.  One of these days I'll have to figure out how to do that. 

Yes, I do have stamp envy.  The creepy butterflies have migrated to Ohio.


Okay, Verloren.  I believe it is the German word for lost or wasted.  I would use my Google-fu, but I am sure someone will correct me.  The reason why I think I'm right is Dylan loves to put Easter Eggs in his adventures.  And it fits the theme of this setting.  Verloren is a city that has been displaced, out of time and space.  Dylan has created a contained world, the only civilized point in the world the people are aware of.  Even though it is very familiar, everything is very strange and needs to be relearned.  What was once the normal is now off a bit.

Dylan provides you with the basic setting and map to begin.  The situation I've already mentioned above is the catalyst that gets things moving.  Once you get the lay of the land then there is a section of adventure hooks to get your players out into this strange new world.  There is a little bit for everyone, straight out adventures, political and religious intrigue and gambling!

The next session he describes a few of the locations the players will find outside Verloren.  One of them I believe is another Easter Egg, Ignorance Shadows.  I believe this is a play off of my own Knowledge Illuminates.  It made me chuckle when I read it.  Each of these locations can easily be made into long term adventuring sights.  There is a lot of cool ideas included here and mysteries to solve.

And what's becoming a regular feature in Dylan's products is a monster manual in the back.  Nine new critters to use in Verloren or your own world.  Dylan as always does all his own artwork.  He's got his own creepy style I enjoy.  There are several great pieces throughout.  

Dylan is really putting out some very good products.  Seriously good.  Veloren comes in at 32 pages for $2.99 for the PDF and I'm not sure if he has prints remaining.  Dylan had a limited run so shame on you if you missed out.  If he does have a copy or two left, grab one for $4.99.

Map Time!


Here's a map a drew a while ago.  It's going to be included in a project I'm working on.  Something mainly for myself, but may throw it out there to see if it sticks to the wall.  The highly original premise is not to be duplicated in any way because it is very original.  And right about here you would hear someone fake cough and say bullshit under their breath. 

I'm setting up a village.  The one I originally drew for issue #4, but it was way to big to fit into the zine.  The village was created like an old west mining town except the wealth is coming from a group of dungeons located nearby.  This village will have specialty shops, guilds, temples and taverns galore in a small area.  The businesses are there to get the adventurers money.  Pander.  Pander. 

I've got a couple dungeons mapped out from previous times.  I watch Netflix, draw a map.  Some I toss, a few I keep.  When I get a few more details I'll post them here.


Tuesday, July 23, 2013

End of Another Campaign

Last night the Monday night group completed another campaign.  I hear a lot of other talk about starting and stopping games a lot.  That its difficult to complete a campaign.  I know I am spoiled with the group we have because we are dedicated to make Monday night, Game Night.  Holidays, work and family sometimes keep us from our Mondays, but its not too often.  We've developed a GM 1 and GM 2 system.  We have a main campaign then a backup game in case the main GM needs a break or can't make it. 


Last night we completed our 4th or 5th campaign in as many years.  Our group was originally formed to be mercenaries and king slayers, but the main focus of that game left.  The rest of the group were much more humble characters.  I played a naive forester who often did the wrong thing for the right reason, we had a guy in our party I still have no idea what he did, a grumpy dwarf who complained about being around humans all the time, but would never leave, a disgraced squire, and a half demon puppeteer.  Together we agreed that we would build an inn with the money we received from ransoming the Scanadian king. 

The focus of the campaign turned toward completing the inn and resolving the problems.  Location was an issue because we built our inn next to the Plain of Cairns.  A little miscalculation that turned out well.  After discovering undead and demonic influences within the plain, last night we were able to assist the elven taig (think of a primordial spirit that protects a certain section of land) into reclaiming the Plain of Cairns.  In return we have the gratitude of this ancient spiritual thing and it has extended its protection area to include our nearby inn.

These are some of my favorite type of campaigns.  A few campaigns back the end of the campaign was capturing a god.  My campaign previous to this one concluded with the resurrection of a god.  They were cool and dramatic endings, but having the simple goal of completing an inn was just at satisfying and fun.  Small scoped campaigns are sometimes the best and most memorable. 

Ken Harrison takes on as GM 1 and Dan takes on GM 2.  Ken's campaign is a mega-dungeon called Monteporte.  I've never played in a mega-dungeon campaign.  While you think it may be go room-to-room and collect all the loot you can, which it very much is, Ken has layered in a historical feel for Monteporte.  It's not just a simple hack and grab.  It's important to understand Monteporte.  While we are still building a foundation on what this place is about, the campaign is just as much about exploration and discovery. 

Dan will be running a GURPS 4th edition campaign.  No idea what it'll be like since I've never had Dan as a GM.  I'm looking forward to seeing what he comes up with.

And I'll be recruiting players for off night adventures once in a while.  I've got an adventure I want to playtest.  The adventure I'm writing is almost in a tournament style.  The goal is to get out with the highest valued loot possible.  I wrote a little about how I'm writing it here

To conclude, another great campaign by +Rob Conley .  I always enjoying mucking around in the Majestic Wilderlands.  I have a lot of footprints in that place.  Already looking forward to the next time I get to play.  Thanks for the game Rob it was a blast.

Sunday, July 21, 2013

Update on Issue #4 of The Manor

Finished the first round of edits given to me by the proofreaders.  One more to go, I believe he said he would get me the edits by Tuesday.  I'm hoping to be shipping contributor and subscriber copies out by the end of the week.  It looks really good.

Because of the extra size and weight this issue is going to be a little more expensive. 
  • USA $5
  • Canada $5.50
  • Rest of the World $6

 Here's a sample of the art done my Mike Varhola for Incident at Butcher Creek adventure.  He did the cover as well at the interior art for the adventure.  Except the crappy picture of stalagmites, that one is mine

Then a Manor favorite, +Jason Sholtis did all the artwork for the second half of the issue which is a mini monster manual.  Jason penned one of the monsters, +Rob Conley threw in a pair as well as +Boric Glanduum, +Ken Harrison and myself.

Also included in each issue will be one or two random things in the envelope.  I know when I ordered zines I always got weird things included so you might get a few weird things.  Kinda fun to do that.  I think I have a cool idea.

I'll be selling this issue like all the others.  Print version comes directly from my home office, printed and put together by me.  You can buy the PDFs at Lulu and RPGNow.  This time around I am going to put bookmarks in the PDF.  I'll also do that for the previous issues.

Thursday, July 18, 2013

Libram Mysterium Update


I thought I would do an update on what is going on with Pulp Mill Press.  We've decided that Sean Robson would take over the reins of editor since he was already slashing away with his editor's blue pencil and doing an incredible job. 

The other news is we have our first batch of accepted stories.  If I am counting correctly we have four or five stories.  This is very good news.  To those on the fence, please give it a go.  All we ask is read the guidelines so when you submit your story we can enjoy reading it and not waste time reformatting.  There is still plenty of time to get you story in.  We are half way through our first month and still have another 45 days to go.  So start cranking out some fun fiction.

Another piece of information the group discussed was payment.  Things always get a little weird when money is involved.  Right now we are offering electronic copies of the book.  Why just this?  We are starting off with no money in this project and hope to build it.  And we didn't want to make a promise we couldn't keep.  This ain't your little brother's bogus Kickstarter.  After a very short discussion, because we all agreed, once we begin making sales we will figure out a payment for your stories.  Even if its only pizza and beer money we wanted to pay the people who have worked hard to make this book come alive.  Can I tell you how much it will be?  Nope.  Couldn't even guess.  We don't even have a book yet.

And lastly, if you have any questions feel free to contact us at pulpmillpress4@gmail.com.  It's been interesting reading the stories and I'm looking forward to reading others as they come in.

Tuesday, July 16, 2013

#4 at the Proofreaders and #5 Already Forming

While Manor #4 is at the proofreaders I am already getting material together for issue #5.  I've asked a few people for a article here and there and so far what's come in looks pretty cool.  I've been working on an article, a piece about dungeon doors, but I am approaching it as a Consumer Report article.  Here's an example.



The Oxford
This is a good door.  Top of the line and as expensive as the king’s syphilis treatments.  It is made of treated heartwood.  The average dimensions are 8’ high, 4’ wide and 5” thick.  And weights in at an impressive 320lbs.  
Oxfords are known for their complex dual locking system.  Parallel locks make it nearly impossible to pick.  One lock may be manipulated open, but only to have the second relock.  Their patented twin key opens both locks with ease.
These are beautiful doors and have been installed in the grandest palaces and temples.  It comes in a flat or arch top and the buyer has three shades of brown to choose from to match their décor.

The following options are available, but be warned these do get expensive.

  • Secret Lock, can be install behind a false bolt head.  This adds another layer of protection.
  • Pick Breaker, will make picking the lock annoying and expensive.  If the lock is manipulated by anything other than the twin key a piece of metal (the pick breaker) with violently slide over the hole snapping picks and dagger blades.
  • Reinforced Steel Bands, to really make breaking through nearly impossible.  At the factory the Reinforced Oxford  withstood the pounding of a frost giant. 
  • Spikes, in addition to steel bands, spikes can be added to thwart the foolhardy who would dare to slam into your door.
  • Internal Hinges, why go to all that trouble of a fancy lock and reinforcement when the looters can pop the hinges and take off the door instead of going through it?  Internal hinges are hidden within the door frame denying a clever adventurer easy access.
 The Pros
The Oxford is a beautiful and reliable door.  They are resistant to damp dungeons so they swell less and stick less.  With reinforcements this door is nearly unbreakable and with the redundant locking mechanisms will frustrate any thief into retirement.

The Cons
It is expensive.  No way of getting around that fact.  A single door without any frills can cost 200sp.  The twin keys are known to break and getting a replacement can be another added expense.  Especially on the weekend. 


Sunday, July 14, 2013

A Little Something, Something

Been a fairly busy Sunday over here.  I've been going over the first set of edits for Manor Issue #4.  Going well.  I've got a crack team telling when I'm being a bit stupid/wrong/ignorant (I told them they could one circle one of those at a time.  Ken just circled them all and claimed it was just one circle.  In any case, if any stupid/wrong/ignorant stuff gets into issue #4 its on me cause these guys are catching everything.  I guess you could say they are my zine condoms.  I use them for your protection and to increase your pleasure.  Enough with that analogy. 

I've also started on issue #5.  I've got a few idea popping in my head and I've ask a couple folks to help out with this issue.  I already like the way its going.

Oh, those runes up there is something I made.  Earlier today I was messing with a border for a spell compendium (for my own campaign) and couldn't find what I wanted to I made the above.  They are a bit rough, but wanted them that way.  They look like tribal tattoos.  I plan on making a few more strips.  If I'm feeling frisky I may write what eat means.

Oh and I went out and bought this t-shirt tonight.


Made me laugh.  Ivy got one also.  I am not a fan of husband and wife dressing alike, especially when they wear those horrible satin jackets.  Although I may make an exception for this t-shirt. 


You thought I wouldn't post something Sleestaky?  Please!  I want this shirt bad!

Saturday, July 13, 2013

Casual Satarday Photo


Saturday means no work.  Well, work work.  I liked this photo because the tower to the right looks a lot like my Gothridge Manor photo.  Plus, it gave me an idea for a post.  Good Saturday to all.

Friday, July 12, 2013

Friday Question

It's Friday.  Work day half way through and I need to get two days worth of work done in that half day.  And I'm writing a post.  I hear a voice from the past that mumbles something about priorities. 

There must be some mega virus of creativity being spread these days because the cool stuff being released lately is fantastic.  So much.  So fast.  My question is what has been released that you want to get most?

 I'd list all the cool stuff, but like I said I'm at work and I need to get back at it. 

Thursday, July 11, 2013

Four Things to Put in Your Pipe

Four Tobaccos to Try 
(tobacco being used a generic term of something you smoke)
  1. Viper Weed, is a hanging weed that grows on the trunks and branches of a Hospicus Tree.  Curvy leaves form on the vines and these are harvested and dried out.  Viper Weed is slightly poisonous and causes auditory hallucinations.   If too much is smoked it will cause a person to get sick, that acts identical to food poisoning.  Upper class and nobility have made is a fashionable tobacco.  It is not uncommon that after a meal that pipes packed with Viper Weed are provided as they discuss issues of little importance.  The process to make Viper Weed smokable is time consuming and expensive.  It is usually sold in wet pouches that contain five uses for 25sp.  
  2. Rillian Leaf, comes from the large variety of the Compose Flower.  When the pedals fall off at mid-summer they are collected and mixed with Whisper Seeds to bring out its fruity flavor.  This is mainly grown in the north where the Compose Flower grows wild.  Their pouches, measured in handfuls, are used just as often as coins. It's average value is 5sp.
  3. Prutter Smoke, is a cheap tobacco that many of the poorer folks smoke, especially fisherman.  The leaves are harvested from Malcus Seaweed that grows in shallow waters.  It has the distinct flavor of rotten fish and those who handle the tobacco will reek of it for days.  It does have anesthetic effect, numbing the lips.  A pouch of Prutter Smoke costs a few coppers.  
  4. Dulca Long Leaf, is a fine smoke.  Some say the Dulca plants are from the races from before.  Scholars have found ancient texts that have pictures of them harvesting Dulca plants.  Dulca plants grown in hot weather and require a lot of attention.  They attract insects and any farmer must take precautions or they may find their entire crop wiped out.  This tobacco has a mint flavor.  Some alchemist use it in their remove poisons potions.  If a farmer can protect the crop of Dulca he will be rewarded with ample leaves.  A pouch of Dulca Long Leaf sells for 10sp.

Tuesday, July 9, 2013

Quick Review: World War Z


I liked it.

Sunday, July 7, 2013

Sleestak Sunday


This little guy was drawn by mengblom.  Apparently he's go his geek going on, lots of cool pictures of super heroes, Star Wars and this guy which is my second behind sleestaks.

Bumble!

That is all.

Friday, July 5, 2013

Friday Question: Gaming Calander

Holiday is over and I can't stop thinking this is a Monday.  I'm so glad it's not.  But it got me to thinking about gaming calendars, holidays for a campaign world.  I always like the idea of a game calendar, create holidays for the various religions and state festivals.  But I never follow through with them.  It seems when I get into running a game it slides to the side without me knowing.

So my question, do you keep a gaming calender?  Holidays?  And all that goes into it.  If you do how do you manage to keep it going during a game?

Thursday, July 4, 2013

Game Soundtrack, Sidekicks and Equipment


Before you get too far in this post I warn it may not be appropriate for everyone.  Turn back now if you are offended by women, guns or God.  You have been warned. 



 

Trey over at From the Sorcerer's Skull provides us with a soundtrack for Jack Shear's new game setting, Planet Motherf*cker.  Like that * does anything.  Here's my selection of tunes that  would be pumping out of my 1965 Plymouth Barracuda 8-track player.

Rebel Rouser by Duane Eddy

Surfin Bird by the Trashman

Bupa Bupa MMM Maw Maw

Jan & Dean's Dead Man's Curve

Bobby Gentry's Ode to Billie Joe

The Animal's House of the Rising Sun

Motorhead's Jack the Ripper

As you can see I'm on a more classic vibe.  Now that I have my soundtrack picked out, its time to find some needed equipment and companions for my road trip.





Now that I've got the equipment and the right sidekicks, now we just need a little religion.  We are right because we our righteous and with God on our side we are invincible.

Amen sisters and pass the ammunition!

Wednesday, July 3, 2013

Guide to Some Gaming Stuff to Buy

There are a lot of great gaming products being published of late.  It's hard to keep up with them all.  With Lulu doing a 25% sale for the next few days it might be time to prioritize what you want to get.  Here is a list of items I have my eye on or recently bought.

Brave the Labyrinth - Issue #1
I saw this was released the other day, hadn't heard too much about it, but it's a zine so its a nearly automatic buy.  It's edited by Peter C. Spahn along with several contributors.  It comes in at 36 pages.  I really like the layout.  Very clean and professional looking.  The artwork is fantastic.  But the most important thing is the content is great.  Lots of smallish articles that are very helpful with adding something to your ongoing campaign or inspiration for a game.  I really enjoyed reading Brave the Labyrinth.  It's at RPGNow.  The PDF is PWYW, but it doesn't seem to be working, when I bought my copy it recognized as a free product and I couldn't throw a couple of well deserved dollars their way.  The print copy is $3.99.  That price is well worth it, but I shied away from the print because RPGNow was charging $3.99 postage on top of it.  I have some experience at printing out a zine so I did it myself and it looks great.  I hope they get the PWYW thingy fixed because I think a lot of folks are going to want to contribute and see this zine continue.

Planet Motherfucker
This one by Jack Shear looks to have about fourteen layers of awesomeness surrounding it.  I've been following his evolution of its creation on his blog Tales of the Grotesque and Dungeonesque and Google+.   If you love the over the top sleaze and shot guns mixed with muscle cars and cheap booze this should be right up your alley.  This thing screams fun.  Jack released Planet Motherfucker on Lulu for $9.99.  I have Jack's other books and they are all solid.  Do yourself a favor get the book and then get your friends, a cooler of booze, light a few tiki lanterns and then play until you pass out.

Verloren
Dylan Hartwell aka Digital Orc released his sixth creation, Verloren, earlier this month.   I have a print version of it, but you can also get the PDF on RPGNow.  Dylan is one of those rare monkeys that can write as well as he draws.  Each time I get one of his adventures I never know what I'm going to get.  Each has its own personality, but they all contain the Hartwell's style.  Again, its not only an excellent adventure its a mini monster manual again.  The print version is limited so grab one while it still available.  He's charging a measly $4.99 for print and $3.99 for the PDF.  I want to do a more extensive review of Verloren in the near future.

Delve! Zine Special - Lost Lair of the Lizard Laird
Johnathan Bingham wrote this for his son's 9th birthday.  It has one of the best dedications I've read.  After you read it you'll know how much love and effort Johnathan put into this adventure.  I'm glad he decided to share this adventure with the rest of us.  It is a flat out fun adventure and if you have kids I think it will appeal to them.  Like I mentions above, Johnathan is another mutant monkey that is a crazy good artist and now he penning excellent adventures.  Lost Lair of the Lizard Laird on sale on RPGNow for only $1.99.  He mention of having a limited print run of the adventure, but I'm not sure when that will be available.

Non-Player Character
This one I haven't bought yet, but on list of gets.  It comes from Courtney Campbell of Hack and Slash.  Courtney produces top notch work and I'm using a few of his free downloads for helping me construct my next campaign.  So I'm eyeballing this one also.  It's available at RPGNow and Lulu on PDF and available in print on Lulu

There are more I wanted to add, but time to go to work.  This is sorta like a pre Friday night.  Looking forward to finishing off the small bit I have left on the 4th Manor tomorrow. 

Tuesday, July 2, 2013

Weird Game Night



Last night the game started late.  Part of it was my fault.  Dinner was being stubborn.  The chicken refused to get cooked all the way through and if we turned up the heat the chicken would explode into burnt cartoon cloud of black.  We settled on corn on the cob and left over pizza.

The beginning part was just us yapping.  Not sure what we talked about.  A little about the initial announcement of Pulp Mill Publishing.  I hope the excitement turns into some good stories.  Send them in!  Other than that I think all of us were decompressing from the work day.  Sometimes that is just as good as the game itself. 

The game was weird.  The campaign is basically a megdungeon and the party ran out of healing potions.  Can’t get very far without some sort of backup healing.  So the first part of the session was shopping.  Now I don’t know if you know gnomes, but they love to shop.  Then that same gnome, now I am not judging mind you, had a sexual relation with a big ant.  Not an aunt, but an ant.  I can’t explain it, but I believe there may be a movie released on Sci-fi soon about it.

Then at the end of the session we met an elf who hangs out with fungiods so he can nap.  ????

The party is finding other resources to identify and/or resolve some of the mysteries we are encountering.  I think we need to do this a little more. 

We laughed a lot.  I think Chris even did a spit take on his computer.  Oh and just a tip, if you need to step away from the computer don’t place your microphone on the printer while it’s printing.  The  others don’t like that.