Deviant Friday – Nebezial

Some awesome work today by Nebezial – visit his gallery at Deviant Art!

The Queens of Elemental Air

Readers may remember my Queens of Elemental Earth from a while back. Today, I introduce their rivals (are they rivals? I have no idea), the Queens of Elemental Air. Enjoy …

Among the entities that fill the air, the sylphs and air elementals and minor godlings and disembodied spirits, there are five rarefied entities commonly referred to as the Queens of Elemental Air. There is no kinship between these queens, and though they are not actively at war with one another, they each regard the others as neither here nor there – not with contempt, but with royal disinterest.

The queens dwell in the more refined quarters of the Elemental Plane of Air, in “palaces” of colored gas and variegated temperatures that they regard much as a human would a building of many rooms, each lovely in its own way. They are typically surrounded by their followers, and while each is powerful in her own right, they are also well guarded by their adoring court and by petitioners to their court.

All of the queens are permanently in a gaseous form, and can make themselves any size from tiny to huge. They typically appear as medium-sized humanoids. For each size category smaller, they increase their effective Hit Dice total by 2 and reduce their effective Armor Class by 2 (as they are more solid and thus easier to hit). For each size category larger, they reduce their effective Hit Dice by 2 and increase their effective Armor Class by 2.

All of the queens are immune to acid, electricity and sonic energy and resistance to cold and fire.

HELIA
Medium Elemental, Lawful (NG), Super Intelligence; Unique

HD: 21
AC: 26 [+2]
ATK 2 wind buffets (2d6) or cosmic ray (120′ / 2d6 damage + mutation)
MV Fly 300
SV F 3, R 3, W 3
XP 10,500 (CL 24)

Helia appears as a radiant queen surrounded by a glowing aura (as bright as daylight) with a diameter of 200 feet. Creatures that enter this glowing aura must pass a saving throw each round to avoid a charm monster effect. Helia commands the respect of both air and fire elementals, and they mingle about her in rapid orbit like electrons around a nucleus. Helia is fearsome and arrogant, the “center of the universe” who regards all creatures of less than solar or arch-demon status as beneath her dignity. She employs a series of servants to communicate with her major domo, a deva called Atron.

Special Qualities: Immune to acid, electricity and sonic, resistance to cold and fire, gaseous form, magic resistance 65%

Spells: At will–daylight, minor creation, searing light, shield; 3/day–cone of cold, legend lore, lightning bolt, sunbeam; 1/day–major creation, summon monsters IX (air and fire elemental creatures only), sunburst

NEA
Medium Elemental, Neutral (N), Super Intelligence; Unique

HD: 21
AC: 26 [+2]
ATK 2 wind buffets (2d6) or cosmic ray (120′ / 2d6 damage + mutation)
MV Fly 300
SV F 3, R 3, W 3
XP 10,500 (CL 24)

Nea dwells in a swirl of glowing, colored gases. She appears as a glowing, red female humanoid, airy and slightly indistinct, and surrounded by a devoted and adoring air and lightning elementals (2d6 of each, variable sizes), who create a wondrous clangor and exciting din as they dance and weave about their queen. Nea is a queen who appreciates excitement, though she rarely participates in it. She enjoys fetes and musicians and allows bits of her own gaseous form to enter their lungs and be expelled through their instruments.

Special Qualities: Immune to acid, electricity and sonic, resistance to cold and fire, gaseous form, magic resistance 55%

Spells: At will–color spray, light, protection from normal missiles, shield; 3/day–confusion, crushing despair, daylight, globe of invulnerability, good hope, polymorph other; 1/day–summon monsters VIII (air elemental creatures only)

ARGA
Medium Elemental, Neutral (CN), Super Intelligence; Unique

HD: 21
AC: 26 [+2]
ATK 2 wind buffets (2d4)
MV Fly 300
SV F 3, R 3, W 3
XP 10,500 (CL 24)

Arga dwells on a great chunk of emerald (about 8 feet long and 4 feet wide) that rests upon a windswept plateau of stone that floats in the bustling winds of the Elemental Plane of Air. She lounges on this “fainting couch”, a woman of luminous green gas attended by sylphs wearing hazy perfumes and guarded by two djinn. An equally sonorous court reposes on the plateau.  Arga is unconcerned with anything but herself, but will lend her air to those who promise a great reward. She takes lovers, even mortal lovers, often, and many now make up her court, for though she often tires of them and forgets them, she never drives them away.

Special Qualities: Immune to acid, electricity and sonic, resistance to cold and fire, gaseous form, magic resistance 45%

Spells: At will–chill metal, color spray, light, searing light, shield; 3/day–confusion, prismatic sphere, prismatic spray; 1/day–fusion (self with other), summon monsters VIII (air elemental creatures only)

KRYPTA
Medium Elemental, Neutral (N), Super Intelligence; Unique

HD: 21
AC: 26 [+2]
ATK 2 wind buffets (2d6)
MV Fly 300
SV F 3, R 3, W 3
XP 10,500 (CL 24)

Krypta is the “hidden one”, a shy spirit who prefers solitude to the goings on of court. Her form is transparent and translucent, but surrounded by an aura of white gas that outlines her. She nonetheless travels with two aerial servants, one tinged red, the other blue, who act as her valets and bodyguards. She roams the elemental sky, and for this reason often attracts the attention of dragon horses. Krypta appreciates wit and intellect, but despises the boastful and arrogant, enjoying laying these folk low.

Special Qualities: Immune to acid, electricity and sonic, resistance to cold and fire, gaseous form, magic resistance 55%

Spells: At will–cause fear, light, searing light; 3/day–invisibility, ray of enfeeblement, fear, stoneskin (the stone skin envelops her form and appears as white crystal); 1/day–meteor swarm, summon monsters VII (air elemental creatures only)

XENA
Medium Elemental, Neutral (N), Super Intelligence; Unique

HD: 21
AC: 26 [+2]
ATK 2 wind buffets (2d6)
MV Fly 300
SV F 3, R 3, W 3
XP 10,500 (CL 24)

Xena is a stand-offish woman, slightly paranoid and well guarded by 10 large air elementals. She dwells within a crystal sphere that float  through the Elemental Plane of Air, a sphere that can open and close by her will alone. She appears as a female humanoid of luminous blue gas that sometimes flares with flashes of electricity, especially when she is angry.

Special Qualities: Immune to acid, electricity and sonic, resistance to cold and fire, gaseous form, magic resistance 65%

Spells: At will–sleep, suggestion; 3/day–globe of invulnerability, haste, iron skin (her form is enveloped by a sky blue suit of plate armor), lesser restoration, polymorph other; 1/day–fission, summon monsters VII (air elemental creatures only)

RADA
Medium Elemental, Chaotic (NE), Super Intelligence; Unique

HD: 21
AC: 26 [+2]
ATK 2 wind buffets (2d6)
MV Fly 300
SV F 3, R 3, W 3
XP 10,500 (CL 24)

Rada appears as a female humanoid of translucent air, with a black orb floating in the midst of her head. Her arms are long and her fingers and toes come to talon-like points. Rada’s court is composed of belkers and disgruntled aerial servants, not to mention a few incorporeal undead, like spectres. She is a dire queen who is said to be worshiped by subterranean peoples by sacrificing the weak in caverns filled with poisonous gas.

Special Qualities: Immune to acid, electricity and sonic, resistance to cold and fire, gaseous form, magic resistance 45%

Spells: At will–doom, faerie fire, inflict light wounds, silence; 3/day–cause disease, enervation, gaseous form (other), ray of enfeeblement, rusting grasp; 1/day–energy drain, improved invisibility, summon monsters VII (air elemental creatures only)

Alien Booze

Star Trekkin’ across the universe can build up a mighty thirst, and there’s a good chance that the dive on Rigel-5 you just entered doesn’t have MGD on draft. Here are some other options.

Table I – Where

1. Venusian
2. Martian
3. Jovian
4. Saturnian
5. Mercurian
6. Plutonian
7. Neptunian
8. Denebian
9. Altairan
10. Cygnian
11. Betelgeusian
12. Polarian
13. Andromedan
14. Cetian
15. Algolian
16. Pleiadeian
17. Rigelian
18. Aldebaran
19. Antarean
20. Arcturan

Table II – Descriptor (roll 1d4 / 1d10)

1-1. Acid
1-2. Bitter
1-3. Black
1-4. Blood
1-5. Blue
1-6. Boiled
1-7. Brown
1-8. Bubbling
1-9. Copper
1-10. Crimson
2-1. Dark
2-2. Death
2-3. Dry
2-4. Fire
2-5. Fizzy
2-6. Frost
2-7. Gold
2-8. Green
2-9. Grey
2-10. Heavy
3-1. Jumping
3-2. Lite
3-3. Malt
3-4. Molten
3-5. Orange
3-6. Pale
3-7. Purple
3-8. Red
3-9. Rotting
3-10. Royal
4-1. Salt
4-2. Scarlet
4-3. Silver
4-4. Slime
4-5. Sour
4-6. Spiced
4-7. Spitting
4-8. Sweet
4-9. Viscous
4-10. Yellow

Table III – What

1. Ale
2. Beer
3. Brandy
4. Brew
5. Cider
6. Punch
7. Whiskey
8. Wine

Table IV – Possible Side Effects

01-04. Affected as though by male or female hormones (50-50 chance) – a noticeable change
05-08. Blind for 1d4 days
09-12. ESP for 24 hours
13-16. Fall in love with first person of opposite sex (or a reasonable facsimile thereof) that you see
17-20. Gain 1d10 pounds overnight
21-24. Grow dorsal fin and/or webbing between toes and fingers (or some other DNA snafu)
25-28. Hair falls out
29-32. Hair (green) grows on palms and tongue; falls out in 1d4 weeks
33-36. Hair turns blue or white or some other weird color
37-40. Increased intellect for 1d4 days, then weakened for 1d6 days
41-44. Increased strength for 1d4 days, then weakened for 1d6 days
45-48. Infravision for 1d4 days
49-52. Levitate for 24 hours
53-56. Lose 1d10 pounds overnight
57-60. Lose sense of taste for 1d4 weeks (5% chance this is permanent)
61-64. Memory loss for 1d4 days (per sitcom amnesia)
65-68. Overactive salivary glands for 1d4 days (sound like Daffy Duck)
69-72. Projectile vomiting (1d4+3 feet)
73-76. Put into highly suggestive state for 24 hours
77-80. Sleep for 1 week
81-84. Speak words in reverse order for24 hours
85-88. Temporary insanity for 1d6 days
89-92. Visited by pooka in form of green horse or pink elephant
93-96. You can see dead people
97-100. Emit highly flammable gases from every orifice for 24 hours

Three Villages of Cush – Preview of NOD 16

What an insane week!

I’m a day or three away from releasing NOD 16 and B1 – The Tumbled Towers, an intro module for Blood & Treasure with some pre-generated characters. B1 – The Tumbled Towers will be a free download, and probably a pretty cheap print product (cause it’s short!).

Since things are so berserk lately (it’s quarterly report time in my real job), I’m going with another Cush preview today. Enjoy!

15.41 Kaba: Kaba is a large village of 250 people set amidst large groves of butter trees, which produce a fruit favored by both humans and baboons. The village has tall stone walls with locked gates and narrow streets. During the day, people are out and about, tending the groves, hunting in the jungle, cooking their food, repairing tools, etc. As soon as the sun begins to sink, though, they lock the village gates and go inside, locking their doors and not opening them for anything. This is because a band of ghouls has found its way to their village, finding the secret places in the jungle where they have buried their dead and feeding on them. They have made incursions into the village and killed several men and women, turning them into ghouls as well, who are now obsessed with feeding on their relatives and loved ones. The village leader, a sage called Sambwa the Wise (Adept 3; 4 hp), has no idea what to do about the ghouls. The people will not allow him to dig up the bodies of their ancestors and burn them (though the newly died are burnt now, outside the village), and the graveyards are not safe to approach anyways. He has sent a few warriors out to other villages seeking help from monster slayers.

16.26 Nameless Village: On a hill overlooking the lazy Jamba River there is a village (pop. 230) surrounded by a palisade. All of the buildings in the village are narrow towers built of limestone quarried in the middle of town. The people of this nameless village are squat, thick, grey-skinned humanoids with toothless mouths who communicate with sign language and a clicking sound they make with their thick tongues against the roof of the mouth. The people are accomplished sculptors and surprisingly agile for their build.

The village supports several sculptors, a master mason and an inn. The inn has been built into an empty quarry, with people sleeping in deep, narrow alcoves dug into the walls. The innkeeper serves palm wine in crystal decanters and slugs and snails spiced with ground pepper. The town’s main protectors are a quartet of 1st level fighting-men armed with spears and falchions. The village has no apparent leader.

The village’s treasury contains a silver falchion, four golden-brown capes (worth 5 gp each), eleven tiny ivory flutes (worth 20 gp each), a pair of copper gauntlets with only three fingers (worth 100 gp), a brass-capped bone cane (worth 200 gp) and a lead (triple weight, AC 14) cuirass bearing the symbol of Atum.

18.02 Chimpanzees: A tribe of 100 intelligent chimpanzees dwells here in a collection of odd huts reminscent of the mud-nests of the termites, though larger. Each hut ranges in height from 15 to 30 feet, and can only be entered from above. Between the huts there are pens for the chimpanzee’s dogs – some for riding, others kept for food. The warriors of the tribe (there are 40) carry shields and wield long gnarled clubs. The chimpanzees are led by a grizzled male called Bobo, who smokes a long, iron pipe and wears a tattered purple cloak. A diamond stick pin worth 500 gp is hidden in the hem of the cloak.

Dragon by Dragon – August 1978

No, I didn’t stop doing Dragon by Dragon, just got busy last week. Now that I’m back, let’s see what the August 1978 issue (number 17) has to offer.

First and foremost, we have a cover that reminds me of some of the pinball machines of the era, or perhaps the side of the bitchin’est van to ever ply the byways of Lake Geneva, Wisconsin.

Article #1: Vampires in the Dungeon by Clayton J. Miner

The article seems to work off the notion that vampires are total party killers, which may be true, depending on the level of the party. The article goes on to explain why, taking into account their different abilities and how to use them to best effect – including charming multiple party members and having them wait to be drained of blood later, using the dungeon rodents as a spy network, etc. Some of the article seems to assume things about vampires that I don’t think were addressed in the rules – i.e. the older a vampire is, the more resistant it is to holy symbols (which may be true, if you’re considering the vampire’s Hit Dice correspond with age). It also posits the best ways to destroy a vampire. Not a bad article, but to be frank, the monster description and a little imagination from referees and players would be just as good.

Article #2: Chainmail Revisited – Jousting in D&D by Jon Pickens

Ah – anyone who has tilted in the FLAILSNAILS Jousting Tournaments run by the excellent Mike Davison is already aware of these rules. This article works on addressing a few perceived shortcomings of the rules, i.e. “I’m a Lord, and he’s a lowly Level 1. IT ISN’T FAIR!”

There is also a cartoon from Will McLean, who will go on to be, in my opinion, one of the shining lights of Dragon’s humor department for many years to come.

Article #3: Dragonlord review by Glenn Williams

If I’m honest, I never spent much time reading reviews in Dragon Magazine. Reading reviews to old games is even less interesting to me, but I’m going to do it anyways. Williams finds the art, by Morno, to be top drawer. The game concerns battles between dragon riders. Williams points out that the map, while pretty, is screwed up because it shows everything from the side, when it really should be top-down. In addition, the map sections do not align correctly, and the grid is a set of Cartesian squares – a hex grid would have been better. The rules, Williams says, are also too complex. Still, he likes the concept, and thinks the game can be improved, such as playing it with the Warriors of the Green Planet map.

I couldn’t find the game online for sale, but there are some other Wee Warriors products at EBay.

Article #4: Faceless Men and Clockwork Monsters

Why wasn’t that the name of an actual game? This article presents a Dungeons & Dragons adventure aboard the Starship Warden (from Metamorphosis Alpha). I’m pretty familiar with this story, but if you haven’t read of this genre-bending excursion, you should try to find it.

Next comes a great add from Dragon Tooth Fantasy Figures, proclaiming the war between the Saurian Empire and Amphibian Confederacy. Love the art …

 I think I get more inspiration from the ads of Dragon Magazine than the articles – quick, dynamic ideas with catchy art.

Article #5: A Wizard with a Difference by James M. Ward

Love the editor’s note …

“ED. Note: The following is recommended as a source of bedevilment to be used by DM on their NPC’s. Some of the possibilities here will drive the average group of PC’s wild when trying to deal with running NPC‘s.”

Prepare for a piece of pure opinion by yours truly – D&D is more fun when the DM is trying to kill the characters. I don’t mean by cheating, but by being a clever, inventive bastard.

The article presents the idea of specialist wizards, using the following types: “Wizard of Aggression”, “Wizard of Defense”, “Wizard of All Things Rustic”, “Wizard of Control”, “Wizard of Tenaciousness” (yeah, I’m picturing Jack Black), “Wizard of Detection”, “Wizard of Fire” and “Wizard of Movement”. One can see some overlap with the later specialists – Conjurer, Necromancer, etc., but these do sound more fun.

The concept is that these wizards get two spells of their specialty per level (I think, the rules could be a bit clearer) and have a percentage chance of casting them based on the level of the spell and the level of the magic-user. Ward suggests these wizards are best used as NPC’s, which is a good point. The average NPC has a short lifespan in combat, so doesn’t necessarily need a vast list of spells, many of which are designed for exploration, which the NPC doesn’t need.

There are plenty of new spells or modified spells – a really fun article to read.

Article #6: Sights & Sounds in Dungeons & Dragons

Another one of those darned useful sets of random tables, this one for random sounds and random sights in a dungeon. Both use a d20, though the sounds table actually runs to 21, with 21 being a bit of a joke (rattling dice/dungeon master’s scream of anguish/garbage disposal/etc.)

Article #7: Variant Monster Dept.

This article gathers a few monsters, including the Magic Munchkin by Michael Kolakowski, the Scholar by Patricia LaPointe, and the Crs’tchen by Dennis Chapman. I love the fact that none of them share the same statistical arrangement – heck, the Munchkin has no stats to speak of. Just for fun, I’ll convert the Scholar for Blood & Treasure:

SCHOLAR
Medium humanoid, Neutral (N), High Intelligence; Symposium (1d10+10)

HD: 1 to 3
AC: 10
ATK: By weapon
MV: 30
SV: 1 HD = F15 R15 W12 / 2 HD = F14 R15 W12 / HD 3 = F12 R14 W11
XP: 1 HD = 100 (CL 2) / 2 HD = 200 (CL 3) / 3 HD = 300 (CL 4)

Scholars are short, bearded men in tweed robes with leather patches on the elbows. They smoke foul-smelling pipes than can produce enough smoke to provide an obscuring mist. There are three levels of scholars.

Instrictors (1 HD) know two spells, confusion and read obscure languages. Confusion is cast by answering a simple question, the answer being in an obscure language.

Associate Profussors (2 HD) know three more spells: Fear, time stop and book missiles. Fear takes effect after muttering about term papers being due. Book missiles works as magic missile, save the books inflict 1d8 points of damage.

Fool Profussors (3 HD) have three ultimate spells. The first is power word stun (the incantation being “Surprise Quiz Today”). Academic dust does 3d6 points of damage and can paralyze the mind for 2-4 turns.  The final spell is cause boredom, which works as a sleep spell that affects any level/HD of creature.

One powerful incantation causes scholars to be seized by instant cardiac arrest – “Tenure denied”.

Article #8: The Monk and Bard in ‘DUNGEON!’ by Jon Pickens

Always love Pickens’ stuff. This one introduces the bard and monk into games of DUNGEON!. I love that game – so sorry that I got rid of my copy years ago. I need to find a copy online (and yeah, I know Hasbro is going to do a reprint – I’d rather have an old game – I’m weird that way).

Article #9: Tesseracts by Gary Jordan

These have been covered nicely at Aeons & Auguries. Jordan covers putting cubic tesseracts into a dungeon do drive map makers nuts. A worthy goal!

Article #10: Ogre Piece by Piece by Jerry Epperson

I’ll admit it. I played it years ago, and found it somewhat boring. If you do love the game and want some variations from 1978, find this article.

Article #11: Design Journal – Boredom and the Average D&D Dungeon by James Ward

If you know James Ward, you know “average” probably ain’t happening in any dungeon he’s written. In this article, he described the idea of filling new dungeon levels with “areas of history” – i.e. themed sections based on history, like an Ancient Egypt area with minions of Set, evil high priests of Set, an 11th level grave robber thief, etc. He also covers Ancient India, The Far East and The Future Machine Age. Good advice, of course, especially for fun-house dungeons.

Article #12: A Short History of Adamantite by Charles Sagui

Short indeed. He labels adamantite as an alloy of Mithril, Carbon, Iron and a few secret ingredients – technically known as Mithriferral Carbide. It is 4/5 the weight of steel, and provides a +2 on AC and hit probability for weapons. It is much more expensive to work and much more difficult to enchant. Sagui gives some prices for different armors (plate armor is 20,000 gp, chainmail 14,000 gp, daggers 1,500 gp) as well.

Article #13: Messengers of God: Angels in Dungeons & Dragons by Stephen H. Dorneman

Dorneman introduces the idea (new at the time, of course) of some non-omnipotent Lawful beings to counter all those devils and demons. He describes four types of angels – Type I (Angel of Wrath), Type II (Angel of Healing), Type III (Archangel of Mercy) and Type IV (Seraphim). Honestly, it never occurred to me to use “types” of angels to counter the “types” of demons. Neat article.

Article #14: Natural Armor for Monsters in Monsters, Monsters by Doug Miller

This one is just what it sounds like. If you don’t have Monsters, Monsters, it won’t do much for you.

Comics

Fineous Fingers is saved from the Antipaladin by the evil wizard, because he needs a thief – not a bad way to handle an encounter in your next game, especially if the needed character is a major pain in the ass to the rest of the party.

Wormy plays a nasty trick on some goblins and tree trolls.

Article #15: Warp War review by Tony Watson

Warp War was a mini-game by Metagaming (click here for Warp War on Boardgame Geek).

From the description, it almost sounds like Car Wars in space – you have to build your ships and then use them to fight over star systems. Watson likes it, and I must admit it sounds fun.

And that brings us to the end. This one is pretty packed, with lots of great articles. Definitely one to look out for!

Land of Nod Forums Are Now Open!

Well, I’ve taken the plunge (God, don’t make me sorry I did it!)

You can access the forums HERE – I’ve set up forums for the different games I’ve written, as well as the Land of Nod in general, future product announcements, Hex Crawl Chronicles and just a place for the community (do I have a community?) to talk about whatever they like.

Only rules of the forums – no politics – no religion (not including stuff like “who would win in a fight, Thor or Athena, unless it becomes heated) – and no being an a$$hole! The forums are a place to relax and enjoy. If you feel the need to be a dick, do it somewhere else, mmmKay?

So, go to it boys and girls. I think everything is set up properly – if not, I’m sure I’ll hear about it soon.

Friday Grab Bag + Chance to Win FREE PDF (OMG)!!!

Haven’t done a grab bag in a while, and I stumbled upon a few things this morning that were worth it …

ITEM: MESSAGE BOARDS

Still looking into setting up message boards. I’m a born penny-pincher, so making the leap into paying for monthly hosting is a tough one for me. Stay tuned. In the meantime, feel free to leave comments on the pages.

ITEM: EMPRESS OF THE OCEAN

If you’re running a game set in this time period, and you don’t make use of this, you might in fact suck. Via Retronaut.

ITEM: HOT KNOWS NO CENTURY

Louise Brooks. Just needed to post this.

Oh, and if they’d done John Carter in the 1920’s, she’s your Deja Thoris.

ITEM: THINKING ABOUT BUYING A GREEN VEHICLE

T-tops was always my favorite (and yes, it was to a dinosaur, and they’re called brontosaurus not apatosaurus and Pluto’s a planet and scientists can just bite me). Via LaughingSquid

Here it is in action …

ITEM: REAL ADVENTURERS

They look like this. I know he didn’t, but Fridtjof Nansen looks like he could go toe-to-toe with a remorhaz. Via Retronaut.

ITEM: CoC FODDER

There’s a game here … Cultist who travels in powerful circles decides to build a new tower of Babel in London, SAN checks follow. Via Retronaut.

ITEM: LAND OF NOD GAME TIME

First person to identify all the mistakes in the picture above wins a free PDF of their choice of something I’ve published. Once I identify the winner and call them out, they’ll need to email me so I can email them the link and password. Via Retronaut (oh, and the artist’s inability to draw worth a shit does not count as a mistake)

Thanks for hanging with me this week – have fun on the internet!

Blood & Treasure Complete is … Complete!

OK – last bit of advertising for a while, I promise!

The complete version of Blood & Treasure, which puts the Players Tome and Treasure Keepers Tome together in one package is now on sale as a …

Hard Cover for $35.99

Soft Cover for $22.99

E-Book (PDF) for $11.99

As before – if you buy a hard cover, send me the Lulu receipt (email address over there to the right) and I’ll send you a link to download the e-book for free.

Glad to finally be finished – hopefully no new errors have crept into it. I’m sending this one straight out without seeing the preview copies, as a few people (you know who you are) have been waiting anxiously. If the game pays for itself plus a little extra, I’ll be ecstatic, but if it does no more than give people an enjoyable game to play, I’ll be satisfied.

I’ll try to get a more substantive post up for you to read tomorrow – thanks for your patience.

Treasure Keepers Tome … It’s Alive! [Blood and Treasure]

Yes indeed. Just put this puppy up for sale on Lulu.com

Hard Cover is $29.99

Soft Cover is $18.99

E-Book (PDF) is $8.99

Now, to answer the first question … Complete will be up tomorrow. I have a couple adjustments to make on that one, and I just don’t have time today to make it happen.

To answer the second question … Yes, if you buy the hard cover and send me a copy of the Lulu receipt, I’ll send you a link to a free download of the PDF.

Best news of course … Lulu is doing a 15% off sale this week (code is PADDLE15), so if you act fast you can save a few coins.

I hope people enjoy the books and the game. I’m going to have the introductory adventure up pretty soon as well, probably early next week. It will be available as a free download or a pretty cheap book (about 20 pages, soft cover) and include some pre-generated characters.

Soggy Goddesses, Mighty Baobabs and Ghostly Apes – Cush Preview

A few more previews from Cush – I’ve been remiss about posting these lately. NOD 16 should be out by the end of the month – I’m just putting on the finishing touches now.

09.21 Goddess: A 20 ft. tall statue of a Hindi-style goddess lies belly-up in the river here. The statue is tilted, so that its face peers out at the north bank of the river. 1d8 crocodiles sun themselves on the statue, which is missing its arms and legs and looks to be very ancient. A secret door in the statue’s navel can be unscrewed, leading to a crawlspace that ends in the statues head. Inside the head there is a golden orb studded with gems (5,000 gp). The statue is all that remains of a stone golem destroyed a milennia ago during a war between Kolos and distant city-states of Ende.

11.04 Mufo: Mufo is a large town (pop. 4500) that receives some caravan traffic between Ophir and the Carnelian Coast, and also acts as a trade center for the local region. The city is surrounded by walls of reddish stone that are studded with bronze spikes. The front gates are thick, dark oak, heavily glazed, that are bound in bronze. The walls are anchored by five stout towers, about 30 feet tall. The walls and towers are patrolled by the town’s 45 guardsmen (men-at-arms; leather armor, shield, spear, light crossbow). The town is known for its green tile roofs, that sparkle like emeralds in the sun and help to camouflage the town from above, hemmed in as it is by the surrounding jungle.

Mufo is governed by a council of wealthy men and women, the head of which is Kanda, a rather famous merchant who once adventured throughout Cush, Pwenet and the Carnelian Coast and who now commands several caravans who ply the same area. Other members of the council are the monster trainer Mbando and the infamous duelist Muamba the Snake, who runs a a fencing academy.

Mufo has two ghettos, one of Ophirian traders, craftsmen (especially weavers) and adventurers who traveled down with the caravans from Ophir, the other of gnomes who have quit their traditional forest home and now make a living as wood-carvers and fortune tellers. The Ophirians of Mufu number about 250, the gnomes about 180. Both are treated reasonably well, though the gnomes are considered dishonest schemers by the locals, and the Ophirians are considered to be greedy.

11.27 Baobab the Mighty: A baobab tree that covers much of this hex has lived long enough that it has achieved sentience and a sort of godhood among plants. The forest creatures of bow to it as they pass along their way, and the beasts that dwell within its branches serve as a sort of priesthood. Key among them are a tribe of 30 monkeys who gather the sap (which can apparently neutralize poison, who knew?) and allow it to ferment, making a crude spirit that grants them low intelligence for the period of 1 month, before they must drink of the sap once again. The tree desires nothing but peace and tranquility in its domain, and a complete absence of fire.

12.36 Nettles: This hex is filled with many large patches of grass topped with tiny, stinging nettles. There is a 4 in 6 chance of any given adventurer being painfully stung and suffering a -1 penalty to all rolls for 1d4 days or until the bathing in urine.

14.30 Ghost Apes: Ghostly white apes crawl through the trees of this hex, leaving icy finger and foot prints whereever they go. The apes are true ghosts (treat as spectres), and their haunting howls and calls put people at ill ease and force animals to pass a saving throw each hour or flee in fear. The ghost apes only rarely attack travelers, having a 20% chance of attacking (in a group of 1d6+1), the chance increasing to 35% if there are spell casters present, and 55% if they are divine spell casters.