Friday, October 31, 2014

Halloween Creature Feature: Children of the Light

They are peaceful and innocent.  They are creatures from the plane of positive energy,  beings who replenish the life energy of those who hear their laughter.  

They aren't on the elemental plane of light any longer,  they were stolen by greedy wizards who feared the approach of death almost as much as the cold, eternal apathy of lichdom.   When the cabal of wizards were overthrown by the kings of men, they retreated into the goblin infested ruins of the dwarven golden age.  Despite their powers they succumbed the ravening hordes of goblins, and the children were trapped in the bowels of the earth.

Occasionally an adventurous sort will find one of these lost souls.  Pudgy cherubic figures who waddle lost and confused in the twisting corridors of the undercity.  They have radiant yellow skin and are ecstatic at the thought of being rescued.  Those in the immediate vicinity of the children age in reverse and heal ten times as fast.  Healing spells have double the normal effectiveness.  These powers are fueled by absorbing light and heat.  All light sources are expended at quadruple the normal rate (both magical and mundane),  only the sun has the power to quench them without drain.  The children will hover as near to a light source as possible.

Despite the decades underground, the children have been unable to escape to the surface.  When there is no light, they are thought to transform into unthinking flesh rending beasts.  No one has ever seen what they appear as in this form, the sound is that of a great writhing mass of worms,  but others say the tracks appear as a great clawed beast.   Perhaps each child is different.

The legend of the Grue is often thought to refer to the same creature by the monks of the celestial temples.  It is also said that to kill a child of the light is a great crime against the entire plane,  the culprit becoming immune to healing spells and any attempts to reverse life draining effects.

Friday, September 19, 2014

Neoclassical Geek Revival now available as P.O.D

For those of you looking for a physical copy but who weren't sure about one of the magnificent hard covers,  you can now sate your plebeian palette with a P.o.D offering from RPGNow of satisfactory quality.

Wednesday, September 10, 2014

2014 Printing of NGR

Just in case there are a few folks who read the blog but don't follow me on G+,   I have a limited run of hardcover printings for NGR available,  still 2 or 3 left so drop me a line if you are interested.

There will also be a softcover PoD available soon, so this isn't your only chance to get a hard copy, just a hard cover.

Monday, August 11, 2014

Under the Waterless Sea is complete

As a final conclusion to the Buystarter experiment I started back in May,  Under the Waterless Sea has been completed with professional art and layout by Alex Mayo and complex maps by Simon Forster.

Anyone who took part in the buystarter should have their copies updated on RPGNow,

Anyone else interested can get it HERE

Monday, July 28, 2014

Friday, July 11, 2014

Upcoming Hard Cover printing

Hello Everyone,

Please let me know in the comments if you would like one of my fancy hard covers for NGR 5th edition and have not already let me know on Google+. I'll leave this up for a few days.

I will also be making this available as PoD, so you don't need a hard cover to get a hard copy.

Friday, July 4, 2014

Dunnsmouth Feud Generator

I had hoped to have this extra content out for the greatest national holiday in the world.  I missed that deadline by three days.  As a little bonus content for people with a copy of Scenic Dunnsmouth, here is a generator to add some more feuds between the towns inhabitants. The idea being to ensure that no new rolls of the dice or drawn cards need to occur.  You can even retroactively add these conditions to a Dunnsmouth you've already generated if you wanted to.  While finger pointing and fires are already the norm once players get involved,  this can get the town even more riled up for the PC's arrival.

Wheel of Shenanigans


The wheel works as follows. Any time a result specifies a “friendly” family, it is the family counter-clockwise on the wheel. Any time it lists a “rival” family it is clockwise. They are indifferent to the family opposite. If there is no “rival” family, use the “indifferent” family. If there is still no match, ignore it. If there is no “friendly” family use the same family. If there is still no match, ignore it.

The Dunlops dislike the Duncasters for being hillbillies but pretending they are equals, but respect the quiet dignity of the Van Kaus. They dislike the Samsons as hillbillies, but accept that the Samsons at least “know their place”.

The Duncasters dislike the Samsons for being assholes, but like the generally wholesome Dunlops (if a bit snooty). They find the Van Kaus cold and aloof and don't really know what to make of them.

The Samsons hate the Van Kaus for being foreigners, but generally trust the Duncasters as being authentic and the most (after themselves) grounded family. They know the Dunlops are also local but don't really give two shits because they still act snooty.

The Van Kaus fear the Dunlops as the Dunlops have money, and thus potentially power. They consider the Samsons as posing the least threat. They are not sure how to react to the Duncasters, who on the one hand are as disorganized as the Samsons, but also hold the potential to become morally outraged and dangerous.

The comes the shenanigans. For every home with a result of 1 or 6 (do not count Magda or Uncle Ivanovik), it has a matching shenanigan (change chart to taste)

A: This household has a petty feud over an imagined slight with the highest ranking rival family.
K: This household owes a debt of honour (or equivalent) to the nearest friendly family.
Q: There was a past (secret) romantic entanglement between a member of this household and the rival household with a card value closest to a Queen (ties go to the closest)
J: This household is owed the Dunnsmouth Die Total in copper pieces from the lowest card household of a rival family.
10: This household is responsible for breaking a boat from the furthest away household of the same family. Tensions are high about replacing it.
9: The oldest member of this household is enraged at the youngest member of the furthest away friendly household for suspected vandalism. If the the friendly household's die result is even then the vandalism was their fault.
8: This household and the nearest indifferent household are at odds over a piece of treasure they found in a swamp. If this household has an even die result, the treasure is currently in their possession. It is a large carved stone idol of a pig, standing on its hind legs and staring on the sky. It is worth 140 silver pieces to a collector, but is actually from an old Roman ale house and is not a religious idol. The two household's will attempt to keep stealing it back.
7: This household borrowed a teapot from the nearest friendly household and has not returned it despite being asked like forty different times. This household is now holding onto it out of spite because they don't like the tone of the nearest friendly household.
6: There is a reluctant friendship between the youngest member of this household and the youngest member of the rival household nearest in card value (ties to the closest)
5: The three nearest households are not on speaking terms with this household after someone in this household got drunk a couple months ago and shouted into the swamp what they thought about their neighbours.
4: A member of this household and a member of the rival household furthest away recently got into a fist fight over a chicken they found in the swamp at the same time. The chicken got away and both sides threatened murder.
3: The oldest member of this household wants to kill the oldest member of the rival household nearest in card value to a 3.
2: The furthest away household of the same family is owed 40 copper by this household.

Kook: There is an Edsel sunk into the mud nearby. It is 90% rust at this point. This may not seem like a shenanigan, but this is still all your fault.