NOD 16 Published … And On Sale Even!

Dig it cats and kittens – I finally got NOD 16 up on Lulu.com for sale as a book and a PDF. And since I missed the big sale that ended yesterday, for a limited time you can get the book for 20% off.

This issue of NOD takes you into the jungles of Cush, the newest hexcrawl set in the Land of Nod. Also includes monsters from African folklore and mythology, the beastmaster PC class, an alternative super power system for Mystery Men!, mystic minerals and variant green dragons.

Book is $9.99 ($7.99 for a limited time)

E-Book is $4.99

Now I just need to get my ass in gear and write a couple Hex Crawl Chronicles and NOD 17 …

NOD 15 – Finally Ready to Download

I don’t know why, but this one was like pulling teeth for me …

This issue features the final three Hellcrawls – Phlegethon, Malebolge and Cocytus, and the astonishing thing heroes must do to escape Hell! Also a Handy Dandy Cavern Generator, a gaggle of arch-devils and demon lords, magical bracelets, variations on the blue dragon and some random Silver Age nonsense for your Mystery Men! game. 70 pages.


The PDF is available now for $3.50.

The book will be available in a week or so after I get my review copy and make sure all is well.

Later today … Dragon by Dragon

Tomorrow … Some Thoughts on Angels

Next Week … Who knows?

Blood and Treasure … I’m Kinda Done

Over the weekend I finished writing Blood & Treasure. Yippee!

Up next is the final editing, which I’m beginning now (I also have a few illustrations I’m waiting on – and thanks to Jon Kaufman and Ndege Diamond for their work in this area, and of course Tanner Yea for his editing prowess) and hope to finish in about a week. After that, I create some PDFs and begin selling them while I wait for a hard copy to review – I’m trying to use the thinnest margins possible to keep the overall page count of the books as low as possible, but if the result is hard to read/use, I’ll have to fix the layout.

Anyhow, I though that people who are interested in the project might like to the a quick and dirty version of the table of contents (note: not actual TOC – I can’t really do that until I have something physical to work out the page numbering) for this beast:

I. Getting Started

II. Characters
Ability scores
Races (human, dwarf, elf, gnome, halfling, half-elf, half-orc)
Classes (assassin, barbarian, bard, cleric, druid, duelist, fighter, magic-user, monk, paladin, ranger, sorcerer, thief)
Multi-Classing
Changing Class
Feats (optional rule)
Equipment
Henchmen & Hirelings
– Adepts
Character Details
– Alignment (3-fold and 9-fold)
– Alignment languages
– Personality and description
Strongholds
– Selecting a domain
– Clearing a domain of monsters
– Designing a stronghold
– Establishing your rule (includes random events)

Web spell by Jon Kaufman

III. Magic
Arcane Spells
Divine Spells
Spell-Like Abilities
Arcane Magical Writings
Spellbooks
Spellcasting
Magical Research
Spell Descriptions (627 spells)

IV. Rules of Play
Time
Movement
Encumbrance
Saving Throws
– Item saving throws
Survival
– Starvation and thirst
– Light
– Falling
– Disease
– Poison
Conditions
Heroic Tasks
– Bend Bars
– Break Down Doors
– Balance
– Climb Sheer Surfaces
– Decipher Codes
– Escape Bonds
– Find Secret Doors
– Find Traps
– Hide in Shadows
– Jump
– Listen at Doors
– Move Silently
– Open Locks
– Pick Pockets
– Remove Traps
– Riding
– Survival
– Swimming
– Tracking
– Trickery
– Skill Points (optional rule)
Encounters
Combat
– Initiative
– Combat Actions
o Melee Attacks
o Ranged Attacks
o Hitting in Combat
o Charging
o Fighting Defensively
o Tactical Advantage
o Special Attacks
o Fighting with Two Weapons
o Running Away
o Mounted Combat
o Underwater Combat
o Turning Undead
Damage and Death
– Hit Point Damage
o Alternate Dying Rules
– Ability Score Damage & Drain
– Energy Drain
– Healing
Mass Combat
Naval Combat
Example of Play

V. Adventures
Dungeons
– Mapping
– Dungeon Walls
– Dungeon Floors
– Dungeon Doors
– Dungeon Rooms
– Dungeon Corridors
– Other Dungeon Features
– Cave-Ins
– Slimes, Molds & Fungi
– Traps
– Running Dungeon Adventures
– Random Dungeon Chamber Generator
Wilderness
– Designing a wilderness
– Wilderness encounters
– Wilderness movement
– Wilderness combat
– Wilderness dangers
– Random Wilderness Hex Generator
Civilization & Settlements
– Vistas
– To map or not to map
– Goods for sale
– Rulers
– The long arm of the law
– The dogs of war
– Notable citizens
– Random encounters
– Urban adventure hooks
– Random Settlement Generator
The Planes
– Planar traits
– Elemental and energy traits
– Alignment traits
– Magic
– How planes interact
– One possible cosmology

VI. Monsters
Monster Size
Monster Type
Monster Intelligence
Monster Organization
Other Stats
Special Attacks and Abilities
Making Monsters
– Reskinning
– Modifications
– Creating a new monster
Monster Encounters
Monsters as Characters

Xaoc by Ndege Diamond

Monster Descriptions (538 monsters)
A – Aasimar to Azer (31 monsters)
B – Baboon to Burrawog (35 monsters)
C – Cecilia, Giant to Cyclops (32 monsters)
D – Dark Creeper to Dwarf (79 monsters)
E – Eagle (Hawk) to Eye of the Deep (15 monsters)
F – Flail Snail to Frost Worm (6 monsters)
G – Gargoyle (Kapoacinth) to Grue (41 monsters)
H – Hag, Annis to Hyena (26 monsters)
I – Ice Giant to Iron Cobra (8 monsters)
J – Jackalwere to Juggernaut (3 monsters)
K – Kobold to Krenshar (2 monsters)
L – Lamia to Lynx, Giant (27 monsters)
M – Magmin to Mushroom Man (19 monsters)
N – Naga, Dark to Nymph (15 monsters)
O – Ochre Jelly to Owlbear (9 monsters)
P – Pegasus to Purple Worm (23 monsters)
R – Rakshasa to Rust Monster (16 monsters)
S – Sahuagin to Sylph (50 monsters)
T – Tarrasque to Turtle, Giant (21 monsters)
U – Udoroot to Uvuudaum (5 monsters)
V – Vampire to Violet Fungus (5 monsters)
W – Walking Slime to Wyvern (14 monsters)
X – Xaoc, Achromatic to Xorn (9 monsters)
Y – Yeth Hound to Yrthak (3 monsters)
Z – Zombie (1 monster)
Templates – Beastman template to pseudonatural template (12 templates; 40 sample monsters)

VII. TreasureCoins
Gems
Art Objects
Magic Items
– Using items
– Size and magic items
– Charges, doses and multiple uses
– Creating magic items
– Magic Armor
– Magic Weapons
– Potions and Oils
– Rings
– Rods
– Scrolls
– Staves
– Wands
– Wondrous Items
– Intelligent Items
– Cursed Items
– Artifacts

The State of Blood and Treasure

I get a few questions now and then about where Blood & Treasure stands in terms of completion. I’m going to answer them.

First – my plan to include actual poisoned needle traps in the print books has run into some legal problems, so that’s out. Yeah – contact poison is out as well. Still no word on the possibility of working glyphs of warding.

Second – Here’s an outline of the different sections of the game and where they stand. Keep in mind, all of these sections are going through editing and playtesting, so take the “100% complete” tag with a grain of salt.

I. Introduction – 100% complete
– Basic concepts of an RPG, the dice, etc.

II. Characters – 100% written and laid out
Five Seven races (sorry), 13 classes, 13 variant classes, spell lists, feats, equipment, strongholds & domains

III. Rules of Play – 100% written and laid out
– Encumbrance, movement, light, poison, disease, falling, survival, task resolution, combat, mass combat

IV. Magic – 100% written in first draft, now being given a serious edit
– Spells, intro to magic item creation

V. Adventures – 90% written
– Dungeons, wilderness, urban, planes

VI. Monsters – 100% written in first draft, now being given a serious edit
– Monsters, creating and modifying monsters

VII. Treasure – 100% written in first draft, now being given a serious edit
– Money, gems, art, magic items

Appendices – not yet written
– Conversion guides (old school, new school), inspirational reading, useful charts and tables

Once the sections that are “being given a serious edit” are “seriously edited”, they’ll go to the next stage of editing by Tanner Yea, my editing hero.

Also – here are the “final” covers for the Player’s Tome and Treasure Keeper’s Tome.

For the TK’s Tome, I wanted something that suggested the wider world of fantasy, while the Player’s Tome focused on the adventurers. The Complete book (contains Player’s Tome and TK’s Tome in one volume) will look like the Player’s Tome, except it will replace “Player’s Tome” with “Complete Game”.

The Player’s Tome will include the Intro, Characters, Rules of Play and Magic chapters.

The TK’s Tome will include the Intro, Adventures, Monsters and Treasures chapters.

So – now you know. I’m also working on the S&W Rappan Athuk conversions (about 10 more chapters to go – this is going to be one seriously &^#&@ huge adventure – I’m pretty sure I’m going to run it on G+ when it’s finished) and NOD 15 (the final circles of Hell! Hallelujah!!!). When Blood & Treasure is in the can, I start on 1800 – American Empires in earnest. I really want to do something good with that one, and will probably make it compatible with Blood & Treasure.

I’m busy as beard groomer at an OSR convention, and thankful for it!

NOD 14 and Avengers and Rappan Athuk

A few quick notes …

1

NOD 14 has been released as an e-book. Print book will follow after I’ve seen my review copy.

 

“Issue 14 arrives with two new chapters in the Hellcrawl, sending players through the swamps of Stygia and into the murderous metropolis of Dis. You can also build more notable nobles and set families to feuding with two new random generators. Also – variant white dragons, magic hats and random dungeon chambers!”

Link is over on the right. $3.50 for 100 pages.

2

Saw Avengers last night, and for the first time in a looooooong time, I can honestly say I watched a movie without having any complaints afterward. Most of the “prequels” left me either mostly satisfied or mostly unsatisfied, but the Avengers just freaking works. It was like watching Star Wars for the first time when I was a kid – exciting, fun, etc. I’ll call it the Citizen Kane of superhero movie. Go give it a shot.

3

Almost forgot a third important thing … Rappan Athuk. Hit the Kickstarter and take the record for biggest RPG Kickstarter away from Vampire: The Whatever!

Happy Blog-O-Versary to Me! + FLAILSNAILs comes to NOD

Image is property of Wizards of the Coast, the darlings

Four very simple items today.

First – it’s my second blog-o-versary! I’ve had a ball with this blog and, I think, created something useful to the RPG community at large. My sincerest thanks to those who read the blog (especially to anyone out there that uses this material in their games), to those who follow the blog, to those who put me in their blogrolls and to those who have purchased some of my nonsense and made one of my dreams com true (still waiting on the jetpack).

Second – I have two groups working their way through the Land of Nod right now playtesting my Blood & Treasure rules. One just crawled into a strange, abandoned trireme they found buried under a mountain (clearly their lives are not in danger) and the other just came up from a delve into the catacombs of Ophir, the Wickedest Little City on the Tepid Sea.

Most importantly, I have now officially signed on to the FLAILSNAILs Convention, and hereby open the gates of Nod to anyone who wants to poke around in it and cause trouble. Right now, I just do play-by-post gaming on Google+, because I have a day job, a family and I spend a fair amount of time writing RPG stuff (if you hadn’t noticed). If you or a group want to delve into Nod and you’re on Google+, just let me know and we’ll work something out. You can even choose the system we use, assuming I own the rules and have the inclination to use it.

ALARUM: A couple people have dropped out of the Google+ Nod game, so there are slots open on the 3rd level Team Blood and the 6th level Team Treasure, if anyone wants to play. Team blood lost an elf fighter and Team Treasure a human cleric, but you can play something different. Team Blood is currently above ground and resting, so a Team Blood player could jump right in. Team Treasure is in the wilderness, but they’ll be returning to civilization soon to re-supply, so a higher level character might have to wait a bit. 

If you want to join in now, just send me an email (jmstater    AT    yahoo    DOT    com) and we’ll make it happen.

Third – Random Things Found Under Foot in the Dungeon (by command of JOESKY)

1) The shed scales of a large reptile (psst – it’s behind you, and its invisible)

2) A puddle of halfling blood (you can tell from the sugar content)

3) A patch of green slime cunningly masquerading as brown mold (don’t ask me how)

4) Bugbear droppings (where did they find corn 300-ft below ground)

5) A pointy hat, lightly singed

6) A wooden holy symbol, broken in half

7) A tentacle (attached to an angry monster, of course)

8) Footprints in the dust that stop where you’re standing

9) The ashes of a lich

10) A flimsy ceramic tile hiding a caltrop

11) A chainmail bikini (with a broken leather strap!)

12) Shards of glass that sparkle like gems (with the reflection of a yellow-pupiled eye staring back at you in each shard)

13) A copper coin (48% chance of being shiny)

14) A puddle of acid with mind-bending effects for those who touch it

15) An anti-shadow cast by an adventurer from the negative zone

16) A silk scarf that smells of sunflowers, the ends tattered and stained with blood

17) The Magna Carta

18) A patch of ice … evil ice!

19) Tomb dust (hold your breath!)

20) Mummy wrappings (pray the owner doesn’t give a tug)

NOD 13 Lives!

Finally finished NOD 13 and got the e-book uploaded at Lulu.com. NOD enters its third year of existence with this issue, and it’s received a minor facelift. This issue contains …

The Evolutionary PC class – with some simple stats for using the future men as alien races in Space Princess

Abaddon and Gehenna – the third and fourth circles of Hell dedicated to gluttony and avarice respectively

Hero vs. Villain – this one featuring Zanzibar the magician and Greymalkin, the speed demon

Dual Helms – magical helms for two

Greatsword – rules to my card game of medieval one-on-one combat

Pandaemonium VI – featuring Amon, Demoriel, Mammon, Mulciber and Paymon

Shades of Red – variant red dragons

112 pages of content for $3.50

When I’ve received my copy of the hard copy I’ll put it up for sale – probably will cost $10.00

The Space Princess Has Arrived!

Available in E-Book for $5.00 and in print for $10.00.

The old Space Princess came in at 48 pages with the table of contents, OGL and a page of character sheets (they fit four on a sheet, so I’m not sure character sheet is the right term). The back page is a map you can use for your first space fortress – I’m posting it below as well.

Lots of Space Princess ideas bubbling in my head today, so the next few weeks will see a few posts dedicated to it here. I already want to do an expansion called Space Patrol that will get a little more into a setting, but also throw in some classes, monsters and rules that will make it more useful for depicting characters in a fleet that travels between stars, a “star fleet” one might call it, wearing technicolor uniforms, exploring strange, new worlds (maybe even THE Strange New World), etc. etc. etc. You get the idea.

If you buy it, I hope you like it and get some use out of it – and if you come up with your own ideas and additions and post them, please let me know!

Okay – back to writing the Hellcrawl. Next big projects are Blood and Treasure and 1800 – American Empires. Tomorrow – some pre-modern mutants for Mystery Men!

 

X Minus 3 Days Until Space Princess Launch

Down to the nitty gritty! Here’s a quick preview of what I have in store …

Cover illustration by Allen Anderson – too beautiful not to use!

There are three “species” in Space Princess: Human, Robot and Alien. Alien’s are built from scratch by choosing from one of ten types and one of fourteen powers – so I guess technically the game has 140 alien species to choose from.

There are five classes in the game – Psychic, Scientist, Scoundrel, Space Ranger and Star Warrior. Creating a new class, if you like, should be a snap.

“Magic items” in Space Princess are called “Super Science”. There is a selection of 37 described in the game, but more could be added with ease. Twelve of them are land vehicles.

The rules for space battles just cover escapes from the forces of the Dark Lord. Seven spaceships are described, from the tiny starfighters to the massive dreadnaughts.

The rules of play take all of 4 pages. Essentially, you get time, movement, task resolution and combat. The point of the game is to be rules lite, and I think I’ve accomplished that at least.

The game has 108 monsters in the following categories: Astonishing Aliens, Fantastic Beasts, Living Dead, Men and Spacemen, Mutant Freaks, Rampaging Robots and Weird Entities. They include rules for randomly generating alien animals. You’ll find some old standbys of fantasy gaming and some new critters inspired by science-fiction films and stories.

The game looks like it’s going to come in at about 48 pages, which means it should sell for $10.

Special thanks to Jason Sholtis for contributing some spectacular art to the project. Check out his art at Underworld Ink, and his The Dungeon Dozen blog as well.

Give the Hollywood Lawyers What They Want …

… and stop talking about Hollywood’s intellectual property.

Instead, you can give all that free publicity to me! 

Come on – NOD, Pars Fortuna, Mystery Men!, Mutant Truckers, 1800-American Empires, Blood and Treasure, Space Princess, Cave Brawl, Greatsword, Action X, Queen and Kaiser … I have tons of content, and I won’t shut down your blog if you use any of the original art from it that I’ve posted – so long as you credit the artist and give me a link back.

And it doesn’t have to be me or my nonsense. I’m sure other small creators of games, independent movie and entertainment producers and craftspeople like the folks at Etsy would like the free publicity as well. Instead of buying yet another t-shirt with Batman on it, buy somebody’s groovy creation at Cafe Press. Instead of watching the latest Hollywood big budget sci-fi or fantasy film … well, actually, you probably just shouldn’t watch that crap period.

Allow SOPA/PIPA to bite Hollywood and the whole Entertainment Industrial Complex so deservedly in the ass and stop talking about them and their content. If they want to take their ball and go home, let them. We can have plenty of fun without them!

Illustration by Jon Kaufman, from the upcoming release of Blood and Treasure