I have to blog today because my last blog is no longer true. At least I beat the water mill for a few hours. I'm not sure what time frame the sales RPGNow calculates to determine your spot on the list. I'll post a sales report at the end of the month.
Right now I am working on the 2nd adventure for the One-Shot Adventure Series, The Mine of Rot and Disease. It is written, map is done and the general layout is getting there. I need my wife to edit it and I need to play with a few pieces of art. I'm working with the price point with this one and it looks like it will come in at $2.50. It's a straight forward adventure that will be the first in a series of three connected adventures. Rob did the map again which looks great.
I am also working on a new project with Dwayne. No real details to tell right now because the project is still in its infancy. Waiting for Rob to complete his new project which I am sure he will be telling people about soon. He's on a time crunch so I can get to editing it. I'm looking forward to seeing what he's done.
Well that is all for now. I need to get ready for work, but I think tomorrow I start a 4-day weekend. I think.
Pages
Thursday, February 17, 2011
Wednesday, February 16, 2011
Knowledge Illuminates is #1
Thanks to Tenkar for alerting me to this. Last night I was browsing through and was happy to see my adventure had cracked the top 100 coming in at 69. This is very cool and thanks to everyone for supporting it. I had to wait till I got home from work to see it because the internet was down.
Labels:
Free RPG Day,
Knowledge Illuminates
Tuesday, February 15, 2011
A Newbie P.O.V.: Advertising Your OSR Product
I am not claiming to be an expert in this field just something I've gone through the past few weeks with my own experince and having been a small business owner from before. This is just one newb's point of view.
So you're done with your manuscript, you've navigated the process of getting a publisher account and uploading your PDF to RPGNow. Now what? It's time to beat feet and let people know about it. Most of us have blogs to post our product on, but for some of us that is a small audience. RPGNow has several ways to help get the word out about your product. After all, they don't make money unless you do.
The first is to send out comp copies. You can send them out to all their featured reviewers. One click sends them out to all. Doesn't mean they will read your offering, but it helps get some reviews on your product started. Tenkar's Tavern is one of the reviewers so if you're doing an old school product there is at least one that is in the OSR. In addition to sending comp copies to reviewers you can send out 150 copies to who you want. You can create your own mailing groups to send these out or just do it individually. Find some people who would like to review your product and get it to them. Endorsements are good and may tip the balance of someone who is sitting on the fence of whether to buy it or not.
Another way to promote you product is through RPGNow's page impressions purchased with Publisher Promotional Points (PPP). PPPs are earned, not bought (or at least I don't think you can buy them). For each month you have a publisher account you get 10 PPPs. If you signed an exclusive contract to RPGNow you get an additional 10 PPPs per month. Then you get 1 PPP per $10 of product you sell. You take these PPPs and purchase blocks of 2500 page impressions. You have to choose which site you which to advertise (because RPGNow is one of several connected web markets that are connected). Since mine was a fantasy RPG product I chose RPGNow and RPGDrive-Thru.
There are two types of page impressions you can purchase. First is the home page impressions. So when you or I log on to RPG your product will be featured. Currently on RPGNow is costs 153 PPPs to purchase this. I don't have anything near that and probably won't for a while. And let me tell you those 2500 page impressions sounds like a lot, but they only last a couple days. The other way you can advertise is the category page impressions. So if someone chooses fantasy category than your product has a chance of popping up. This is much cheaper to purchase costing only 18 PPPs.
I bought the category page impressions. One block for DriveThruRPG and two blocks from RPGNow. They have a stat feature that lets you know how many impressions were used and how many times were clicked on it. My stats are out of 2500 impression on DriveThru 3 people clicked on it. This is why I didn't bother buying a second block. Thought it would be better to save for homepage impressions. On RPGNow I've used 4370 out of 5000 impressions and 18 people have click on it. A little better, but it means only .41% clicked on it. I think I'll save for homepage impressions, but it will be difficult to save that many PPPs right now. Maybe when I get more products out there accumulating sales will I be able to do that. So as you can see it's not an easy gig.
Probably the best way to get your product out there is send some comp copies out to your friends who will be kind to you in some reviews and send them out to others whose opinions you respect and hopefully have a good enough following to drive some business your way. In this case if they dislike your product the worst thing you can do is argue with the reviewer. It doesn't look good and you only end up looking like an ass. Not everyone is going to like your product and that's cool. But if enough people are saying the same things of what they dislike you should probably go back to work on it and fix the problem. Always thank the reviewer either way. They took their time to go read through your product when they didn't have to. So even if they thought your product was crap, hopefully they will give details why and you thank them and hope they like the next one better.
I've been fortunate to have been blogging for a while now and got to know a lot of good people on the internet. So far everyone has been supportive and it's been an exciting time. Especially when you hear someone used your adventure or supplement and they loved it. Like I've said in an earlier post, my expectations for my adventures are relatively low, but I plan on to churn out more and have fun with it. I don't pay my gas bill with my profits. I'll just get another bag of chips.
Labels:
Adverertising,
Old School,
RPGNow
Monday, February 14, 2011
Creating an NPC - Pog Nog's Cart
Another addition in the creating a NPC. I like to take races that are usually outside the players realm and put them into a community to see how they react and others would react. Pog Nog is a goblin who has earned his stay. He uses his skills to help others and expects very little in return. Pog Nog is sort of a town mascot, but with a dark secret. He will try to direct people to see the evil that is coming without saying it out load. He is more afraid to speak of the evil more than the evil itself. So without further ado....herrreeeeee's Pog Nog!
When you
have a need for something, but just can’t seem to find it anywhere Pog Nog is
the goblin to see. His cart is full of
unusual and useful things. Pog Nog has a
knack for having what you need and having what you need before even you know
it. His prices are minimal, a few
coppers will do or Pog Nog will trade one item for another. Next time you’re looking for a do-hickey,
thing-a-ma-jig or a whatchmacallit, save some time and look for Pog Nog’s Cart.
There
is a 75% chance that Pog-Nog will have a mundane item the players will
need. There is also 25% chance of him
having something the players will need in the future. If he has an item the players will need he
will offer a trade.
Pog-Nog (street
vendor: goblin, male, 4’6”, 60lbs, gray tuffs of hair, sparse gray beard, brown
eyes)
Pog-Nog is a skinny, good-natured goblin. He has a gift for having what people
need. He is an excellent scrounger with
extremely good luck. He finds his items
sifting through garbage, walking in the forest, anywhere he goes he finds
something useful. His cart is organized
into different piles of categories only he understands. To most it looks like a pile of random
things. Pog-Nog knows exactly what is in
his cart and where it is.
The town’s people are protective of him and the guard
will not tolerate others harassing him.
Pog-Nog enjoys humans, but believes they are silly for living here. He knows of the great evil that dwells near
by and hopes he can help when the time comes.
He doesn’t know what the evil is or what it will do just that it is
there.
When Pog-Nog was younger he belonged to a cult of
goblins who specialized in prophecy.
Their group discovered a great evil was reawakening. They tried to warn the goblins, but the
goblin lord would hear none of it. He
declared the group of seers as traitors and had them hunted. Pog-Nog was one of three that escaped. He hid amongst the humans. He survived by scrounging through what the
humans threw away.
One night he had a dream about him pulling a cart helping
others as an evil attacked. The next
morning he built the cart from scraps he found and his business was born. He will not mention the evil because he
doesn’t want to be chased from here and if the goblins won’t listen to a goblin
then why would humans listen to a goblin.
He is content with being helpful and hopes he will be prepared for when
the evil comes.
Adventure Hooks
The holey
ruby.
Pog-Nog
recovered a coin-sized ruby and gives it to one of the players during an
exchange. He doesn’t want any money for
it. He will just say that it is needed
for later, but can’t explain for what.
On closer inspection the ruby has a small hole through the middle of
it. It is from the necklace of a baroness. There will be a reward announced by town
criers. Should the players return the
necklace to the baroness she will reward the players and because they have
shown their honor by returning the ruby she will ask them to find her son. Her son has been missing since he left for to
explore the Harrower Caves.
From the
past comes the future.
While
Pog-Nog is searching through his cart for another customer an ornate buckler
falls to the ground in front of a character.
The buckler is dinged and has the faded coat of arms of the player’s
family on it. Pog-Nog will inform the
player he found it near a bad place in the woods. The bad place used to be a manor house, but
is now infested with undead. If
researched the player will find the manor belonged to his great uncle who
disappeared years ago.
When the
wheel breaks.
Pog-Nog
is desperately trying to fix a broken wheel on his cart, but doesn’t have the
strength to lift it. He will ask the
players to help. He is in a hurry to
deliver a package to a friend. They
players can help repair the wheel or offer to deliver the package. The package is a leafy plant. His friend, a healer, needs the plant to
finish a salve to cure the children in the nearby village. The children have a rotting skin disease and
will suffer greatly. If the salve is not
delivered within a day any hope for the children will be lost.
Ever see a
goblin in a headlock?
Pog-Nog
and another goblin are brawling in the middle of the street. Pog-Nog tells the people trying to help him
to leave him alone. The other goblin
will announce to everyone why Pog-Nog is a traitor, how his group of prophets
made up stories of great evil to remove the goblin lord from power. This will send Pog-Nog into a rage. His secret is out. If questioned about the evil he will tell the
players that the evil has many births and one will be within the nearby
Harrower Caves.
Sunday, February 13, 2011
Expectations
Most of you who stop by my little corner of the
world know I recently published an adventure called Knowledge Illuminates. I plan on just yapping about the process that
I've gone through. Those of you that are
already deep into the process will find most of this old tread.
RPGNow is the place I am selling my adventure and
they have a ton of tools available to help advertise your product. I can't say enough good things about
them. To get a publisher account it's as
easy as letting them know you would like one.
Then you have to decide if you went to sell exclusively through them, in
which case you earn 70% of the price you choose. Or you can sign a non-exclusive agreement so
you can sell other places, this contract will earn you 65% of the listed
price. Even though I am offering my
adventure only on RPGNow, I like to have options so I signed the non-exclusive
contract.
Setting a price point was difficult. I discussed this with Rob (Bat in the Attic)
and my wife (The Happy Whisk) to settle on a price that I thought would be fair. Both Rob and my wife told me not to undercut
myself. So figured a $2 profit margin on
each sale would be a good point. With a
$4 price point and with the non-exclusive contract of 65% I earn $2.60 per
sale. It's interesting to hear different
opinions, but in the end I have to make the final decision. I think it is a good starting point. Whether it is correct I will see. And what will make it correct or not is my
expectations of what I consider a success.
I have no delusions of making a ton of money. I'll be happy to earn a little money to supplement
my own gaming purchases. My expectation for
Knowledge Illuminates is to sell 10 copies this weekend and 25 copies
overall. Low expectations? Maybe.
But, to me, selling 25 copies would be a success. I'm good with that. Rob thinks I'll sell 100.
As of the writing of this blog I've sold 12 copies
and 8 comp copies were downloaded for a whopping profit of $31.20. Friday when I first released it Ivy went to
the store and bought two bags of chips when she got back I had sold two copies
and told her she already blew my profit margin with those chips.
I plan to publish a few other products before the
end of March (and I won't sell them until the wife says they are golden). Future releases will be a rerelease of
Starter Adventures. I'm going to fix all
the typos, add some maps, add a few scenarios and offer it for free on
RPGNow. I checked the other day and
Starter Adventures has been downloaded 608 times. Holy crap on a cracker Batman. I never thought it would get that many. The other two will be another addition in the
One-Shot Adventure Series and an ecology manual for Harpies. I am figuring on charging $4 for the other
adventure and $1 for the Harpy manual.
Not set in stone, but things I am considering.
Have a great Sunday. No football, but I am sure a ton of you are
glad of that. I am heading to the
bookstore armed with a 40% coupon hoping to bring down Pathfinders Bestiary
2. It's a huge beast, but I think I can
take it. I just hope I don't have to
roll or I am doomed.
Labels:
Knowledge Illuminates,
Self-Publishing
Saturday, February 12, 2011
One Square = 5 Feet, Part 2
Where we last off Chester was staked naked to the
entrance to the dungeon for a warning to all.
Hearing of this, his identical twin brother, Hester grabs his good
friend, Huckster the Slippery, a dwarven thief.
Together they mourn the passing of a favored brother, but quickly turn
their attention toward the gate to extract revenge. Hester is an identical twin in every way, even equipment. It's spooky. Huckster stats are S:10, D:18, C:10, I:12,
W:12,Ch:11. He got 3 hit points and an
AC of 13. Equipment wise he rolled for
shit for gold scoring the bare minimum of 30gp so he only has Leather Armor,
Hand Axe, Light Crossbow and some bolts.
Along with those he brought some rope and an 8' stick. He couldn't afford a 10' pole so he chopped
down a small tree.
Since Huckster the Slippery is a thief he attempts
to pick the locks. He's got a whopping
15% chance to open it. After failing
three rounds in a row that all too familiar of a viper comes slithering through
the gate and attacks. The viper doesn't
surprise Huckster, but does win initiative and hits with an 18. One point of damage and Huckster fails his
saving throw and is incapacitated for four days. Hester yulps with fury and strikes at the
snake, CRITICAL HIT. The blow does max
damage of 9 points of damage. That's
just enough to kill the viper.
Hester pumps his fist and does a tiny victory lap
when he sees Huckster convulsing on the ground.
Being the generous GM that I am Hester knows a thing or two about snake
bites and has known Huckster for a long time, but is still hesitant about
sucking out the poison, but he takes on for the team. With Huckster back in action, still one hit
point down the party continues to try to get through the gate. Hester doesn't wait for no stinking thief to
pick the lock he manages to rip the gate off its hinges with a might show of
strength.
*This ends issue 1's encounter. On to issue 2.
Since the viper was killed, Huckster attempts to
make a hearing roll. And he fails.
*This ends issue 2's encounter. On the purple issue 3.
Hester walks up the corridor 30' and when he makes
the turn a viper flies through the air at him.
Hester was surprised and flailed at the critter missing. The viper lands on Hester's face and hits
with a critical. Since the damage is
only 1hp normally I am going to make it 2 damage for the critical. However, the heavens parted and Hester made a
saving throw, but the snake attached to his face. Huckster sees a thin rat man turning to run
down some stair and takes a shot of him with his light crossbow. CRITICAL MISS. The bolt just misses Hester and the string
snaps making his crossbow useless for the rest of the adventure. The thin rat man disappears down the stairs.
"By the gods get this thing off me,"
Hester shouts. He dropped his axe and is
tugging to pull it off his face.
Huckster steps up and attempts to chop the snake in half, hits doing 3
points of damage. Not enough to kill the
snake, but enough that it releases its grip on Hester's face. Hester attempts to stomp it with his boot,
miss.
Next round.
The snake gets initiative and goes after Hester again. Hit again.
One more point of damage making it three total that Hester has
suffered. Hester rolls to save vs.
poison and fails. He is incapacitated for
1 day. Huckster chops down with his hand
axe hitting doing two points of damage.
The viper now only has 4 hit points.
Next round.
The viper wins initiative and attacks Huckster and scores a CRITICAL
HIT. I am not kidding. The snake does 2 point of damage to Huckster
taking him to 0 hit points. And just for
shits and giggles he attempts to save vs. the poison and critically fails. Again, I am not kidding.
The thieves find the two interlopers and look at
Hester and get spooked. They thought
they killed him before and now he's back.
Never the less they strip both characters down and burn the bodies
outside incase the dwarves are cursed.
Hoping to keep them from returning.
The thieves sell the equipment they plundered from the character to buy
a new gate.
Morale of the story, bring more friends.
One Square = 5 Feet
I've received the first three issues if 1 square = 5' and decided to
roll up a character to go through the cool adventure Christian has included in
each issue. I'm using the complete
Swords & Wizardy rules. My rolls
were good. S:14, D:12, C:11, I:12, W:9, Ch:12.
So I chose to be a dwarven fighter.
Rolled for hit points and ended up with 6. I bought Chain Mail, Shield and a Battle
Axe. Giving him an armor class of 14. His name is Chester.
The first encounter Chester comes to a locked
gate. Picking the lock is out of the
question. So it looks like brute
strength must do the job. After three
rounds of failure a viper slithers out and attacks Chester. The viper hits on its first attack doing 1
point of damage and Chester critically fails his saving throw vs. poison. The result, he is incapacitated for d4
days. Since it was a critical failure it
will be maxed at four days. Not that it
matters. Within this time the thieves
that Chester came to thump find him at the entrance, strip him of all his
equipment then stake his body near the entrance to warn any others who wish to
enter.
Thus ends the very, very short adventuring career
of Chester. Morale of the story, bring
friends.
Thursday, February 10, 2011
Why I Should Listen to My Wife
So I know I am impatient. I've been working on this project for a while and last night I wanted it to be done. I'd gone through it a bunch of times and it was golden. Ivy wanted to read through it and I said naw, it's golden. She said it would be a good idea just to go through it one more time before I posted it. Pppfffttt, it was all good.
Then Tenkar did his review, a generous review I might add. He said their were a handful of typos. There were, a handful by the second page. So back I went. I don't want others getting a typo filled adventure.
It's edited now. So if you downloaded a copy before 10pm last night you might want to get the newest one available. So my lesson learned for the day is, nothing is golden until the wife says so.
Then Tenkar did his review, a generous review I might add. He said their were a handful of typos. There were, a handful by the second page. So back I went. I don't want others getting a typo filled adventure.
It's edited now. So if you downloaded a copy before 10pm last night you might want to get the newest one available. So my lesson learned for the day is, nothing is golden until the wife says so.
For Sale! Finally.
Well I have finally gone and done it. I have my first adventure, Knowledge Illuminates, for sale at RPGNow. This is the first in my One-Shot Adventure Series. Like the description reads, these are smaller dungeons designed to be completed in a single session. But, with all the adventures I write there are several possibilities that will lead to other adventures. I use a sandbox style approach to the adventure so the party can explore the countryside as well as the dungeon itself.
The adventure is split into four sections. The first is the introduction and background information the GM will find helpful to run the adventure. The second section is the countryside with various locations described. The players can explore the area in any way they choose. The third section is the dungeon itself. And the final section is where a new spell, magic item, plant and creature are described.
The ruleset I used is Swords & Wizardry, but everything can easily be adjusted to fit any of the other retro clones or the original itself.
Rob Conley of Bat in the Attic did the maps for me, my current gaming group helped me playtest it and my fantastic wife edited it. What art I did use for this product I got from The Forge Studios. Seriously, it was fun to write. No so much fun doing the layout and figuring out why pictures and paragraphs move mysteriously on the page, but I swore and got through it. I hope those who get it enjoy.
The adventure is split into four sections. The first is the introduction and background information the GM will find helpful to run the adventure. The second section is the countryside with various locations described. The players can explore the area in any way they choose. The third section is the dungeon itself. And the final section is where a new spell, magic item, plant and creature are described.
The ruleset I used is Swords & Wizardry, but everything can easily be adjusted to fit any of the other retro clones or the original itself.
Rob Conley of Bat in the Attic did the maps for me, my current gaming group helped me playtest it and my fantastic wife edited it. What art I did use for this product I got from The Forge Studios. Seriously, it was fun to write. No so much fun doing the layout and figuring out why pictures and paragraphs move mysteriously on the page, but I swore and got through it. I hope those who get it enjoy.
Wednesday, February 9, 2011
Creating an NPC
The following is an example of what I do with NPCs in my campaign. Random inspirations come to me so I just write them down, flesh it out a bit so when the players interact there is some depth to the NPC. Stereotypes are fun to play with. Use the expectations of a stereotype and twist it just enough to make it interesting. And if I'm really in a groove I can even hear how that NPC will speak. So I will write down phrases the NPC might say and then clip on 'sounds like a drunk John Clease'. The final touch is to add on four to five adventure hooks onto an NPC. I try to keep these simple, but interesting (I hope). This gives the NPC a feeling that he is living a life and things are happening and he is doing things. Because of this, its easier to engage the players with the NPC. One adventure hook could be a simple fetch quest while another may be an overarching situation that NPC will be dealing with for years.
So without further ado...heeerrrreeee's Peter!
So without further ado...heeerrrreeee's Peter!
Peter the Painter
If
you’re in need of a portrait of a loved one, a landscape for an empty space on
the wall or a memento for a special occasion Peter is not your man. Peter is painter of horrific creatures and
fantastic places. Normal painting does
not interest him. He follows the stories
and myths for his next masterpiece.
Peter
is a halfling that comes from a prestigious family so he can indulge in his
personal pursuits without worry of money.
He travels from village to town or remote location to find the latest
monstrosity. He usually travels with
adventuring groups he trusts. For a
while he traveled with the Black Fist mercenary company and became an honorary
member. Peter is good with a sling and
knife, but these skills are used for hunting small game. He will avoid getting into a direct fight.
When
Peter travels he has his small covered wagon.
Inside the wagon are his painting supplies and his collection of
paintings. Currently he has 23 different
creatures captured on canvas. These are
protected in watertight tubes. He also
keeps a 1000gp in a locked chest for supplies and to hire guards when he
travels.
Peter (Painter:
halfling, male, 3’7”, 100 lbs, blond hair, gray eyes, a wisp of a mustache)
Peter
travels to keep his inspiration fresh and to keep ahead of the problems he
creates. Peter can’t help but spinning a
tale or two to get people to do what he wants.
Especially women. He enjoys playing
the aw shucks artist whose passion for painting acts as an aphrodisiac on the
ladies. He starts with sketches of a
woman then claims she is the most beautiful he’s ever seen. If she is married it makes the game more
enjoyable. To make matters worse when
high on ale he will give details about his conquests. He’s had several narrow escapes with husbands
and boyfriends, but Peter relishes the danger.
Peter
makes friends easy and enjoys being around others. He makes people like him and is generous with
buying a round of drinks or sharing a tale around the fireplace. When he manipulates people he is good at
playing dumb or offering them payment for their trouble. Trying to get the entire truth out of him is
difficult because he is a natural liar.
Adventure Hooks
I’ve heard something interesting.
Peter has heard that a blood beast inhabits the
nearby forest. He desperately wants to
paint it. He will try to convince the
players to escort him and make up a rumor about a great treasure it guards.
Damn the nobles.
A
young noble, Sir Geoffrey Downton, was privileged to see a few of Peter’s
paintings from his private collection.
He wants Peter to paint a mural in his manor, but Peter politely refused
the offer. Sir Geoffrey wants the
players to capture Peter and return him to the manor, unharmed. Peter is with a group of friends from the
Black Fist mercenary company. They are
planning a hunt for a strange creature in a mountain ruins. They will not allow Peter to be taken without
a fight. If the party does not return
with Peter, Sir Geoffrey will make their lives difficult.
Yes, I said Uvom.
Peter needs a fresh batch of pigments especially one
called Uvom. It is a difficult pigment
to find, but Peter knows where it can be located. Uvom is made from the feces of a creature
called Aduvom. An Aduvom is the size of
a dog with powerful jaws that can burrow into the earth. They are aggressive and travel in packs. Peter needs as much as the players can
collect. He will pay well.
Broken Peter.
Peter is found beaten and stabbed in the middle of
the street. He will need immediate attention or die. No one saw what happened, but the players
will spot someone in the distance watching and then take off when he notices
the players. Koren, a street urchin, saw
what happened. He will be difficult to
find since he knows the streets well. If
caught, it will take a bribe or intimidation to get him to speak. He knows Peter has been visiting the home of
a well-known merchant while that merchant was at his shop. Jorran is a well-known local merchant with a
bad temper. Peter has been having an
affair with his wife and Jorran found a small nude sketching of her and hunted
the halfling down.
Tuesday, February 8, 2011
2-8-11 Newbie Blogger Award
It's time again to point the harsh spotlight on another newbie blog, but although this one is in its infancy it already reeks of an old school mustiness. Please take a look at Sully's, Pack of Gnolls. I think you'll find a lot of great stuff there. Congrats Sully, keep up the great work.
Sunday, February 6, 2011
Congrats to the Packers
Being a Steeler fan its been a rough night, but the Packers played a better game and their defense made the bigger plays. So congrats to the Green Bay Packers. They definitely deserved it.
Friday, February 4, 2011
Peddler of Wondrous Wares
Dressed in a goatskin jacket and cap, this tall, angular shadow of a man, sells many strange objects. He claims he discovered them during his travels and other trinkets were obtained by more supernatural means. He walks the streets and haunts the taverns with his leather satchel over his shoulder. If asked his name he will do a little dance, tip his cap, and announce his name, "Tom, the peddler of wondrous wares". No one in town knows where he is from. If asked he will deflect the question.
Tom human, 6’2”, 140lbs, age 50, gray/brown hair, gray eyes, fair complexion
ST 12 DX 11 IQ 14 HT 10
Reaction: none
Appearance: normal
Wealth: normal
Status: 1
Advantages: Combat Reflexes, Literacy, Magery 3, +2 Strong Will
Disadvantages: Extremely Curious (Eldritch lore), Obsession (Eldritch), Secret
Skills: Bard-13, Archaelogy-14, History-14, Occultism-15, Acting-13, Hidden Lore (Eldritch)-16, Symbol Drawing-14, Merchant-15, Rune Lore-16, Activate Rune-17
Spells: Analyze Magic-18, Identify Spell-16, Detect Magic-16, Ancient History-21, History-16, Trace-16, Seeker-16, Aura-16, See Secrets-21, Pentagram-21, Spell Shield-16, Magic Resistance-16, Scrywall-16, Scryguard-16, Ward-16, Greater Ward-21
Tom is seeking the ancient knowledge of the Eldritch Race. Through his studies he discovered a tomb near the new town of Stockton. It took several months to decipher the clues and months to find where the tomb was hid. It is located a half mile into the Archon Swamp. Tom hired a group of mercenaries, as well as diggers. When the tomb was open two eldritch minions slaughtered everyone except for Tom who prepared a protective circle for himself. Tom has formed an alliance with them even though he knows they will kill him as soon as they get what that want. One of the tombs of the Elder God is near and together they work to awaken it.
Typical. You would think those cthulhu scholars would get a clue. But they never do. If you find a scary ass gargantuan tomb run away. If you find some scary ass critter frozen in the ice, leave it alone. hehe Still Tom could make an interesting villain of a sort. Unleashing horrors so he can satisfy his curiosity. But his neighbors said he was such a nice man. Kept to himself. Never bothered anyone.
Thursday, February 3, 2011
One Square Equals 5 Feet and More
I just wanted to give Christian a huge thank you for sending a copy of One Square Equals 5 Feet. I've been down with a cold so it was a very cool thing to get in the mail. Getting mail, real mail, is really the best. This is as old school as it gets, it's all hand written, hand drawn, and as I mentioned you get it in the mail. Thank you Christian.
Other stuff, I've been zipping along at a snail's pace getting the final copy complete for my adventure.
Monday night's game was a lot of fun. It was a short night, but interesting. No combat, all role-playing. Our party is now hitting the third stage of the campaign. The end game. We are embarking on a new purpose. Ashling died, but he got better.
Also wanted to thank Steven D. Russell of Rite Publishing for gifting a copy of 'In the Company of Gargoyles' which I plan to do a review here soon.
Have a great night.
Other stuff, I've been zipping along at a snail's pace getting the final copy complete for my adventure.
Monday night's game was a lot of fun. It was a short night, but interesting. No combat, all role-playing. Our party is now hitting the third stage of the campaign. The end game. We are embarking on a new purpose. Ashling died, but he got better.
Also wanted to thank Steven D. Russell of Rite Publishing for gifting a copy of 'In the Company of Gargoyles' which I plan to do a review here soon.
Have a great night.
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