Sunday, June 23, 2019

Offworlders - Play Session with Daughter




Player: Amelie (12 years old)
Character: Jade
Abilities: Ghost, Blast
Gear: Light Armor, Light Blaster on wrist, Medium Blaster Sidearm
Mission: Respond to a distress signal.


Responded to a recorded looped distress signal, “Our ship’s engines are down. We are drifting through space and running out of supplies.” When Jade arrived at the ship’s location she reached out to the science vessel but didn’t get a response. After scanning the ship she discovered that there was a single life form on the ship. After a pass by the vessel she flew her ship into the already open hangar door. Quickly she discovered that the power supply must be down because the space vessel was in total darkness. With the power out she would have to manually shut the hangar door. After attaching herself to a wire hooked to her ship and turning on her shoulder light she stepped out of the ship and made her way to the hangar door and sealed it shut. With that being done she began her search for the single life form on the ship.

With her shoulder light she was only able to clearly see about 10ft directly ahead of her. The rest faded into complete darkness. Jade’s logic was to make her way to the cockpit and find if the single life form was there. After wandering around the hangar bay she found that the one and only transport ship on the vessel was destroyed. Eventually finding the stairs she made her way to the upper deck, ignoring the door that led to the middle deck. The doors on the science vessel were designed to automatically shut when the power was offline and to keep them open all one had to do was lock a latch on the frame of the door to keep the door open. On the upper deck Jade first discovered a room with a large table and about ten chairs tossed around throughout the room. There were papers and folders all throughout the floor that Jade could just guess was about some project or research they have gathered. Ignoring the papers she eventually discovered the corridor that lead to the cockpit. The door to the cockpit was obstructed by a dead body. After quickly examining the body she confirmed that the hole in the face was probably the cause of K. Philips (name on a patch on his uniform) death. The cockpit proved to be of no luck, especially with the power offline.

The next room on the upper deck that Jade searched was the office of S. Fields. Her dead body was in her chair and her head down on the desk. The hole in the head and the gun in her hand was to be assumed that her death was of her own doing. Inside the locked drawer on the desk Jade found Fields personal journal. Flipping through the journal, the entries went back as far as three years. About eight months ago entries began mentioning a David, a new crew member. An entry from three weeks ago mentioned how David managed to convince the rest of the crew that Fields had lost her mind and they began helping David with his findings. An entry from last week mentioned that after the death of Lewis the crew finally agreed that David was going too far. They detained him and put him in the cell and started to make their way to the nearest space station. The last entry in the journal was a suicide note.

Jade searched two other rooms on the upper deck. One door was stuck so she tried to use her blast on the door to force it open. But what happened instead was a quick vision came to her mind: a woman screaming, “Don’t let it out! Don’t let it out!” The ringing in her head and sudden vision made Jade disoriented. She thought it was best to stop trying to force the door open. The final room was a small engineering room. In this room were computers/monitors along the side walls, some of which have been removed from the wall and broken in the floor. Examining the small engine in the room she found a manual override to get the engine running again. After a failed attempt she gathered that there must be another engine that powers this one. Before leaving the room she noticed a vent on the wall with the grate laying on the floor next to it. WIthout hesitation Jade left the room and made her way to the stairs and back down to the lower deck where her ship waited for her.

Jade ignored her gut feeling and instead of getting on her ship and leaving she ventured to the other side of the hangar. On the way there she discovered another smaller vessel though it was very obvious that the ship was not going to be leaving the hangar anytime soon. It looked as if an explosion went off on one side of it. Continuing down the hangar she came across a door that opened up to a small flight of stairs. At the top of the stairs was another door. Blood, from the other side of the door, flowed between the cracks. Slowly opening the door revealed a puddle of blood by the opening and ahead were two small rows of lockers and an opening in the middle that made a path to various bunks and beds. Jade made her way to the bunks and noticed the bottom of her boots were leaving small blood prints. She wiped the bottom of her boots with one of the sheets. Taking a quick glance at the mattresses on the floor and the other bunks she saw a hand hanging from one of the top bunks. She slowly grabbed the hand to see what it was attached to but discovered that the arm was severed at the elbow. Instead of turning around and leaving she searched the lockers. The lockers all had name plates attached to them: K. Philips, D. Black, S. Fields, J. Ball, T. Ball, F. Lewis. There was another locker missing the name plate. She searched through the lockers and found that most of them had pictures of loved ones on the doors, clothing and various items that were of no use to her at the moment. In D. Black’s locker there was a small lockbox but with no luck of trying to get the box opened. In J. Ball’s locker the pictures on the door were of a family, man, woman, a young boy around 5 and a young girl around 8. There were also a small box of various toys. In T. Ball’s locker it was pretty much the same, just different photos of the family and different toys. There was another door on the same wall from which Jade came that she wanted to investigate.

Before opening the door Jade thought it might be best to listen to the other side before blindly opening the door. Though, there was nothing to be heard. Opening the door led to a small, three step, flight of stairs to another door. Again, listening at the door there was nothing to be heard. Opening the door Jade saw a bed that looked as if something was on it and to the left a vent with the grate removed. Peering back and forth from the vent to the bed, Jade noticed that whatever was on the bed was under the sheets. She grabbed the sheets from the bottom of the bed while keeping an eye on the vent and slowly pulled the sheets off the bed. What was under the sheets was something Jade didn’t suspect and wished she never looked. Two kids, a boy and a girl, dead. Bullet wounds to the heads. Jade’s thoughts were racing, “Someone has been going through the vents on this ship and killing people.” Right away she realized that the sole life form on this ship was someone not worth saving. She made her way down the stairs and back to the lockers and bunks.

Jade was ready to leave this ship immediately and report her findings to the nearest space station. Passing the lockers she made it back to the door leading to the small flight of stairs that would lead her out to the hangar. Pausing, she took a moment to listen through the door in case she has been spotted/followed. What she heard was something crashing down...behind her. Quickly she turned around and the light she had faded into darkness 10ft ahead of her. Without looking around she let out a blast blindly ahead of her. She heard a terrible screeching noise and crash. Then in the dimness of her light a black figure scurried by and up to what she can now see was a vent.

Without hesitation Jade turned around and pulled the door open and ran down the stairs and pulled the next door open leading into the hangar. Once in the hangar she looked up and realized the room was very large because there was only darkness beyond her light. She ran for her ship and looking around behind her and to her sides, though it didn’t help much since her light was affixed to her right shoulder. She made it to her ship and was about to head for the cockpit when she realized, “The hangar door!”

She tethered herself to her ship with the wiring from earlier. Took a deep breath and opened the door to her ship. A quick glance she couldn’t see beyond the light and made her way towards the hangar door. Then from behind she could hear something, something was coming. Quickly she picked up the pace and made it to the door. But the manual lever was stuck!

It was closing in fast and she took one last pull at the lever and it finally...snapped. She held a piece of the lever in her hand and the hangar door remained shut. Quickly she turned around this dark figure moved like a shadow in her light and she let out a blast. The creature screamed as it flew back into the darkness and ended with a crashing sound. “Great, I think I blasted that thing against my ship.”

She didn’t know what to do but she did know she didn’t want to be out in this hangar surrounded by darkness and that creature. She sprinted for her ship then suddenly felt a tug on the wire that was tethered to her suit and was quickly lifted off the ground and violently pulled to her ship. As she flew across the room she reached for the wire to unhook herself but she was too late. The wire snapped when it reached its limit and jerked Jade’s spine back before crashing to the floor. Gasping for air after having the wind knocked out of her she stumbled up and unhooked herself from the ship. She kept the wire in her hand as a guide to find her ship and began sprinting towards her ship. Then ahead of her the creature appeared in her light and was leaping straight for her. She let out another blast, but what happened was a vision: A man sitting at a desk began to throw up and scream in agony as something burst from his chest. As the vision went away, which felt like five minutes, her eyes opened with the creature in her face. Claws dug into her shoulders and a sharp pain from her back and through her stomach as something impaled through her body. She dropped to the floor and looked up at this creature, it was black with two arms and two legs, a tail and its head was elongated in the back. The creature’s mouth opened up with saliva dripping from it’s razor sharp teeth and this tongue-like thing slid out of the mouth and on the end of it another small mouth. Her shoulder light blinked on and off and she realized the creature broke the light in the attack. Then suddenly total darkness fell upon the creature. Jade, not giving up, sent a blast directly where the creature was and she heard the creature scream as it was sent flying back. She reached for her broken light, pulled it off, and removed her final one from her belt. Once on she began crawling towards her ship. Coughing up blood and short of breath she made it to her ship. Behind her the creature was sprinting and she could hear the steps closing in. She pulled herself into the ship and slammed the door shut as the creature slammed head first into the door. The creature began banging and clawing at the door. Jade crawled to the medbay and took off her top and watched as blood poured from her gaping wound. She wrapped bandages around her torso and injected herself with adrenaline. With the small boost she stumbled to the cockpit and made her way to the sit. She could hear the creature still banging on the ship but now it was coming from above her. The ship powered on and she turned, facing the hangar door, and armed her weapon. The green light came on and she pulled the trigger blasting away the hangar door. The creature rolled off the top of the ship onto the front plating of the cockpit. The creature dug its claws and tail into the ship and Jade took off out of the science vessel. The creature held on briefly before drifting off the ship, frozen in place.

Behind Jade, a voice, “Thank you for the rescue.”
She turned around, “David?”

A man stood in the doorway of the cockpit pointing a gun at Jade, “fortunately for you, I’m not going to kill you...yet.”
She stood up and sent out a blast but instead another vision, though this vision was in and out and filled with static much like an old surveillance tape: David opened the door to the office of Fields, “How did you get out?” She screamed before david shot her in the head. He placed the gun under her hand and pulled out her journal and wrote, in her handwriting, the suicide note before placing it back in the drawer. The vision continued as it showed David open the airlock doors, which held the creature captive, releasing it on the ship. In the cockpit he recorded the distress signal and released it. The vision continued as David made his way back to the cell he was locked in and locked himself back in the cell.

The gun fired and Jade felt the bullet pierce through her abdomen next to wound the creature left. David grabbed jade by her leg and began dragging her to the medbay, “You see, you killed my child. My creation. Now, you are going to give me another one. But first your body needs to be in better condition.”

Inside the medbay Jade saw a spider-like creature with a tail in a sealed canister next to the operating table.

Jade knew this was the end, and with that she turned her wrist blaster towards one of the tanks in the medbay, “Bye, bye.” And in an explosion she saw David’s face turned to anger as his arm blew off and the canister exploded, killing the alien creature, before they both got sucked out into space.

Credits.

Post Credits Scene: David’s body drifting through space as his eyes blink.

Friday, March 8, 2019

Major Announcement: The Lone Bards

As you know, I am part of a Kickstarter that has funded and ended today.

Cade's Big Book o' Booze

The writer of the Zine is Justin Isaac of Halls of the Nephilim. Justin and I have had plenty of back and forth when it came to our own personal projects. Whether it was just some advice/feedback on stats for a game mechanic or suggestions on what to do next. Then I started to get into doing more artwork than what I usually do and he asked me if I would want to be a part of this Kickstarter. I quickly said yes, because what's the worst that could happen? The Kickstarter not get funded? Well, that didn't happen and we are very grateful for the support and the backers.

Which leads me to the major announcement.

JB Publishing will no longer be a thing.

Instead, I approached Justin about joining forces permanently and he quickly said yes.

So I give you....

The Lone Bards

And yes, it is inspired by the movie, Airheads.




Sunday, February 17, 2019

Creating with Solar Blades & Cosmic Spells

I finally received my hardcover copy of Solar Blades & Cosmic Spells by Diogo Nogueira of Old Skull Publishing. I've been reading through the PDF like crazy already until I got the physical book.  This isn't a review post but more of a, "What I've been able to do with this book so far" post. With the PDF I have taken the time to create up some characters to get a feel of how character creation works. Mainly, using the Concept, Complication and Race/Species creation. I've also played around with creating the universe using the many tables to roll on to generate the random universe. And of course rolled a lot on the monster creation tables.

Just this morning I rolled up a character and wanted to share what he is.

Jarlath Silver
The Nimble reserved space vamp spy for the Dark Leech

Complication: Hunted by The Helsing Order
Level: 1         Adventures Until Next Level: 3 (+1 for being a Space Vamp)
Archetype Abilities: You Can't Hit Me; That's an Easy Target; Luck is on My Side; I Know How to Do This

Abilities & Powers: When taking a short rest, Space Vamps automatically recover an amount of Vitality equal to half (rounded down) their Recovery Roll result. While consuming blood and making a successful physique test the Space Vamp doubles their Recovery Roll result.

Physique: 11     Vitality: 12     Recovery Roll: 1d6+1
*Agility: 16        Luck: 3
*Intellect: 16     Sanity: 16
Willpower: 5     Credits: 2

Armor: Light (1 Damage Reduction)

Weapon
: Repeater Hand Crossbow - 1d6-1 Damage - Short Range
Weapon: Spear - 1d6+1 Damage - Negative Die when trying to hide weapon

I also did some artwork for some monsters I rolled up using the tables in the book:

Agonizing Aberration
I created this monster by rolling up Aberration --> Amorphous Form --> Faces of several different beings in agonizing expressions cover the creature's body --> To learn and collect information

Starmule

I created this monster by rolling up Beast --> Body of an animal and extra arms of another --> Body animal: Mule --> Arms animal: Starfish

I have created stats for the Starmule and a humanoid species (I have not drawn this creature).

Starmule

HD: 2
Starmules can be used as mounts. Though, their explosion ability can harm the rider. Ride with caution.
Special Abilities: Magical Immunity. Explosion - 2d6 damage in a close range. A successful Agility test reduces the damage by half.

Mak'Loy
HD: 1-3
The Mak'Loy is a two-headed humanoid species without gender. One head appears to be male but with no eyes. The other head appears to be female but with no mouth. They reproduce asexually.
Special Abilities: Turn to Stone - Victims that look into the eyes of the Mak'Loy must make a Physique test or be turned into stone.

Monday, February 11, 2019

Kickstarter: Cade's Big Book o' Booze

Cade's Big Book o' Booze is an alcohol related zine for use with Dungeons & Dragons 5th edition.

Justin Isaac of Halls of the Nephilim is the head writer for this project. It is part of Kickstarter's Zine Quest that is happening through the month of February. I will be supplying some artwork and some writing here and there. Also, working on this project is David Coppolletti. You can find some of his artwork in Solar Blades & Cosmic Spells (review coming soon) and the DCC Zine, Gongfarmer's Almanac.

As I write this blog we are just over halfway to being funded. Currently at $510 and the goal is $1,000. And we still have 24 days to go so it looks like this project might actually be funded. And we are super excited about that! If this is funded it will more than likely push us to do more projects together.

I've also recorded an episode on this project over at my Podcast, JB Publishing.

I've checked Kickstarter's site and it appears that there are about 50 or so Zine Quest project. But only one of those has my artwork in it. So if you want to support my artwork and writing then I suggest you go on over and make a pledge. If you can't make a pledge you can still share the Kickstarter to your friends, family, enemies, lovers, coworkers and all people.


Wednesday, January 23, 2019

Barael's Blade - The Sword Campaign (Untold Adventures)

I've been thinking for a long while that the music of The Sword would make a great campaign setting. Just, I didn't know what system would be best used for the setting. But I've been listening to them more lately and I realized that Untold Adventures would be perfect for it. The reason for it is the optional rules in the system. Untold Adventures allows for easy creation of custom races and classes to be used.

I've created a magical weapon to be used with Untold Adventures.

Barael's Blade - Medium Weapon
Behold! The bastard's blade. Bane of the demon lord. Slayer of the spider priest. Spiller of the silver blood.
- A warrior's hand and a wizard's mind to wield (Can only be used by a Blade Dancer)
- +2 bonus to-hit & +1d6 damage against demons and the Lor (Silver Blood)


Sunday, December 2, 2018

Stock Art - Tentacles and Old Ones

I've recently started to release some stock art on DriveThruRPG.
I've done some drawing in the past and a few years ago I received a Wacom tablet. Shortly after I got my Wacom my PC that I used it on crapped out on me. So I wasn't able to draw for a couple of years. Finally, we got a desktop that allows me to use the Wacom and run GIMP on it. I've been playing with GIMP and trying to get used to it. I still don't know all the tricks and techniques to it. But as I am drawing I am learning more and I've been watching other artists and learning things with GIMP and artistic techniques.
Unlike my One-Page Adventures my Stock Art is not Pay What You Want (Free). And there is a Terms of Use and License attached with each one. Also, each artwork should have a color version and a black & white version.
I'm currently working on a stock art series - Tentacles and Old Ones
It should have roughly ten images in the series. I currently have three completed and available for sell on DriveThruRPG.














































Tuesday, November 6, 2018

Review: Offworlders

Offworlders by Chris. P Wolf with Illustrations and Layout by Olivia Gulin. It is an RPG that is built upon John Harper's World of Dungeons (a personal favorite).


"Offworlders is a science fiction roleplaying game about adventurers, outlaws and guns for hire making their fortune on the rough end of the galaxy. It is designed to be straightforward enough to pick up and be ready to play in just a few minutes as a one-off game, but with enough meat to play a short campaign as well."

If you're familiar with Dungeon World and other Powered by the Apocalypse games then Offworlders is a great addition. Offworlders builds upon the three-page World of Dungeons. It takes the basic mechanics of WoD such as attributes, skills and special abilities and expands upon it much like other PbtA games. It even has the same Class structure as WoD including the simple make your own class rules. The Character Advancement is much like DW. Receiving XP for rolls of 6- and end of session questions.

It has rules on creating the ship the characters are on. The rules are very much like the Character Creation rules. The ship starts with basic stats and modifications and at creation the players, collectively, select two modifications for their ship. Such as, Shuttle Hangar: Comes with a small shuttle which can fly independently, but cannot travel between stars on its own. Ship combat works with the characters taking roles on the ship much like the bridge on Star Trek series. The players make the rolls for the roles they have taken on the ship as if it was combat against character and NPC. There are also Traveling rules and Maintenance rules for your ship.

There are four different classes in Offworlder. Warrior, Outlaw, Geek and Psychic.  Each class has five abilities that are unique to them. Examples are - Brute: You deal +2 damage with melee weapons; Jump: Once per scene, you may teleport instantly to a nearby location that you can see. There is also an optional rule of Customizing Class that allows the players to select any two abilities from any of the classes. I prefer this option because it allows the players to get more creative and more precise with their character concept.

I've created a character using the Customizing Classes:

Dr. Ekard
Mutated enhanced four-armed human
Abilities: Heavy Lifting, Chemist
Skills: Athletics, Science
Strength +2
Agility 0
Intelligence +1
Willpower -1
Health 14
Gear 3
Credits 10
Equipment: Energy Ring (Light, melee/range)
The energy ring is a device that Dr. Ekard created that allows him to manipulate kinetic energy into a force he can fire out of his ring either as a ranged blast or a forceful melee attack.

The GM section of the book has a lot of the same rules/concept found in most PbtA games. It also has The Die of Fate rule that is found in WoD. There are rules on creating Jobs. Jobs are essentially Fronts found in DW but a lot more clearer on how it works. One of my favorite things found in the GM section are the tiny paragraphs on NPCs and Non-Player Starships. A lot of minimalist PbtA games don't have a simple skeleton on what the NPCs should look like in terms of game stats. I'm glad that this is here because it helps with on the fly play. The last part in the GM section is on creating star maps, factions and tables. There are five different tables each with thirty-six possible results. The tables: World Types, Themes, Objects In Space, Cargo and Names. These tables are great for on the fly play.

Overall

4 out of 5 stars. There are some typos here and there but nothing serious. Though, the Character Sheet and Ship Sheet in the back of the book I'm not a fan of. It is typed out on a dotted graph paper and I feel that all of those dots are just a distraction to the eyes. And if you start writing on it I'm sure it would be rather difficult to see what is written given that it is already difficult reading what is already typed. If you are looking for a Sci-Fi game that is PbtA then this is it. It doesn't bog you down with rules and it leaves a lot open for the GM to add on or remove from the system. Honestly, Offworlders is probably going to become my go to Sci-Fi game. Lastly, as I posted this review Offworlders is free. So go get it! Also, I hope there is a softcover coming out because I need it.

Wednesday, October 31, 2018

OSRober - Science Fiction/Double Feature

Sabrina Spellman for Six-Shooters & Wagons













Sabrina Spellman
Armor Class: 7 [12]
Hit Dice: 2+1
Attacks: Ritual Knife (1d6)
Move: 12
Sabrina may appear to be just a teenage girl but she is actually a half-witch. She can cast two spells a day (refer to Swords & Wizardry Continual Light).
Cure Wounds I, Detect Evil, Spiritual Protection, Bless, Armor, Charm Person, Detect Magic, Light and Sleep.

Dr. Frank N. Furter for Six-Shooters & Wagons





















Dr. Frank N. Furter
Armor Class: 5 [14]
Hit Dice: 4+1
Attacks: Surgical Knife (1d6) or Ice Pick (1d6-1)
Move: 12
Dr. Frank N. Furter is actually an alien from another planet. He has been on earth hiding in plain site while studying humans. He often hosts large parties that are....out of this world. He has been making a man, with blonde hair and a tan. The perfect man. He will do ANTHING to make sure his creation is completed. Though, his vice is sex with humans.

Monday, October 29, 2018

OSRober 29th

Jason Voorhees for Untold Adventures













Jason Voorhees
Armor Class: 3 [16]
Hit Dice: 8+1
Attacks: Pickaxe (2d6) or Improvised Weapon/Unarmed (1d6+1)
Special: See below
Move: Standard
HDE: 11
Jason Voorhees is undead and is considered 12 HD for Turn Undead. Jason regenerates 3 hit points per round and can only be damaged by magic and magical weapons of +1 or greater. If Jason is reduced to zero hit points there is a 1-4 chance in a 1d6 that he comes back to life with 3d6 hit points. Jason can surprise his victims with a 1-5 chance in a 1d6. Jason is also immune to Sleep and Charm spells.

Sunday, October 28, 2018

OSRober 28th

Two-Face for Six-Shooters & Wagons















Two-Face
Armor Class: 7 [12]
Hit Dice: 2+1
Attacks: Pistol (1d6)
Move: 12
Harvey Dent, once a U.S. Marshal, is wanted for multiple charges of murder. While Dent was a U.S. Marshal a couple of outlaws got the jump on him. They nearly beat him to death. While beating him they held his face down on a hot anvil which completely burned off the flesh of the left side of his face. They left him for dead but Dent miraculously survived the ordeal. The attack drove him mad. He wasted away days and weeks hunting down the outlaws. He eventually found them but left their lives in the hands of chance; a coin toss. Heads - dead, Tails - live. Fortunately, chance was in Dent's favor. The wound on his face began to rot and poison his mind. He became another person while Harvey held on to humanity. Two-Face Harvey. Kind, generous, hero. Then cruel, greedy, villain. Which side Two-Face was was left to chance.
There is a 1-3 chance in a 1d6 (roll of 1, 2 or 3) that Harvey, tossing tails, will not harm or try to harm the PC. There is a 1-3 chance in a 1d6 (roll of 4, 5, or 6) that Two-Face, tossing heads, will attack the PC with a +1 bonus to damage and to-hit.

Review: Undying Orbs Omnibus

The Undying Orbs Omnibus is a module designed for Swords & Wizardry by Ian McGarty of Silver Bulette. It is designed to take a party of four to six characters from level one to level five.


"For centuries, the environs of Redstone have a hidden secret. Under the people's noses, a key to releasing an ancient evil rests. An evil cultist has begun the wheels in motion to unlock the evil. Can a neophite group of adventurers stop the evil from emerging again into their world?"

First Thoughts

Like a physical book I like to examine the cover, the back and flip through the interior to get a feel of what's inside before reading. This is where a little problem comes into play. It isn't anything serious but the PDF is split into three different files. The Cover Interior, Cover Exterior and Interior of the book. There isn't a PDF of all of these combined so I am not able to see the full book as one thing.
The front exterior cover is artwork of what appears to be a few orbs which would fit the title and suggest that orbs are the focus of the adventure. On the back cover behind the text is a an image of a creature that looks a lot like an iron golem.
The interior cover is a beautiful map of the city Redstone by Alyssa Faden.
Flipping through the Interior of the PDF I notice that there is a map of the surrounding region of Redstone. There are also five numbered "dungeon maps." Throughout there is a lot of artwork and the good thing about the artwork is that most of it is new to my eyes. A lot of OSR independent publishers tend to use a lot of the same stock art in their products. So it was refreshing to see some artwork I haven't seen before.

Full Details

Background
This section gives a brief description of Redstone and its four areas; Upper District, Merchant's District, Lower District and the Fields. Also, the Silvery Moon Tavern is mentioned in this section. (My Review of Silvery Moon Tavern)

Groups of Interest
Mentioned here are four different factions; Black Gloves, Church of Muir, Cult of Krocyrian and Red Tooth Goblins. Each has some information that lead into adventure hooks and some background information for the adventure in the book. The Black Gloves is the Thieves Guild of Redstone and the Cult of Krocyrian are mutating cultists that worship a great evil that is trying to break free.

Timeline
This page has a nice timeline of things that should happen once the adventurers complete the Temple of Undying Darkness adventure (starting on page 11). The timeline serves as both what happens before and what happens after the adventures in the book. The in-between stuff isn't mentioned in the adventure sections. So this timeline is very helpful for when the adventurers return to Redstone in-between adventures. It is brief on a single page so it leaves a lot of room for the GM to fill in the rest. I do like the timeline section and I wish more published adventures/modules had them. It helps with understanding the flow of things. Though, some would say it could railroad the game but who cares? It is an adventure that is meant to be played so obviously there is going to be railroading.

Random Encounters
The next six-pages are dedicated to Random Encounter Tables. There is one for Forests, Nighttime Forests, Rivers, Nighttime Rivers and Unique Encounters. Most of the unique encounters can be used in both forests and rivers.

The Adventure Begins
This is just a short one-page hook to get the adventurers into the main story-line of the book. This also introduces the adventurers to the Black Gloves.

The Four Temples - Undying Darkness, Undying Light, Undying Discord and Undying Law
The four temples are the four adventures for obtaining the Undying Orbs. None of the four temples have an exact location listed in the adventure or the maps. There are some details like forests, cliffs and peaks so I assume it is left up to the GM where these temples are located. Which this is a good and bad thing. A good thing because this gives a lot more freedom and control over this story and a bad thing for those that like to have everything laid out for them. The adventures don't really do much with the befores and afters of the adventures within Redstone. This is all left for the GM to workout but the Timeline would help with that. The first temple is your standard goblins and undead adventure. Though, the map is numbered to sixteen locations it is missing locations fifteen and sixteen in the details. The second temple is located on a peak and filled with winged creatures and dangers that aren't from monsters. The third temple is more of a challenge with difficult encounters and puzzles. It also takes a little more to gain access to the temple. The final temple is filled with puzzles and deadly encounters. The temple's map is numbered to seven but the detailed information for location seven is left out. Each of these temples are small enough that they could be completed in their own session. And with all the stuff that happens between the temples it could take more than four sessions to complete the four temples.

Plane of the Orbs
This is the final adventure in the installment. There is a race and a battle through a maze with the adventurers and three of the factions; Black Gloves, Church of Muir and Cult of Krocyrian. The rooms in this final installment are full of puzzles. This adventure takes place within the city of Redstone....well sort of. This is the only adventure in the book that shows the exact location where this adventure can be found.

Appendices
This takes up 5 pages of the book. It has the information for the named/key NPCs, faction minions, the orbs, new monsters and magic items. It also has information on the tomes and texts that are mentioned throughout the book. And with it are the five player handouts that you can print and cut out. The orbs are really interesting and cool items. They are definitely items that the adventurers may actually want to keep for themselves. But it is a good thing there are four different factions hunting them down so if the adventurers do decide to keep them they would probably have some serious problems....in a good way.

Overall

4 out of 5 stars

This is worth the $5.00. Though, there are some minor typos here and there but nothing so horrible that it makes it unreadable. Now, I wish there was just a little bit more. Like, maybe the region map marked with the locations of the temples. And maybe a little bit more of a "push" when it comes to the in-between stuff that I mentioned above. Also, I wish there was another PDF file with the whole book as it would be if it were printed. But I believe, if I remembered correctly, that the physical copies that they had for cons had fold-out covers for the map of Redstone. So maybe that's why there isn't a PDF of all of it together. A big plus for me is that the temple locations are small enough that they could be done in a single session and that you can print them out and have them on a GM screen and not need anything else. With this product and Silvery Moon Tavern you could do a lot more than just the Undying Orbs within Silver Bulette's world.

OSRober 27th

Frank Castle for Six-Shooters & Wagons

















Frank Castle
Armor Class: 4 [15]
Hit Dice: 5
Attacks: Weapon
Move: 15
After the war Frank returned home to his family. His wife was more beautiful than he remembered and his son grew a foot taller. Frank and his family moved out west to get away from his past that was haunting him. After the move life was back to normal and it was great. Until one day Frank came back from the market to find that his pregnant wife and son were hanging from the apple tree beside their house. On the tree where his family hung there was a carving of a jigsaw puzzle piece...
During the war Frank was given a nickname by his fellow soldiers; The Punisher. He was given the name for his ruthless tactics and the fact that he never showed mercy. Frank Castle can use any and all weapons with a +1 bonus to-hit for all weapons. Frank also has a 1-4 chance in a 1d6 of success when tracking foes, hearing noises, climbing walls/cliff without tools, hide in shadows and move silently. When using melee weapons Frank has a +1 bonus to damage and his unarmed attacks deal 1d6+1 damage (bonus damage included).

Friday, October 26, 2018

OSRober 26th

Joker for Six-Shooters & Wagons





















Joker
Armor Class: 8 [12]
Hit Dice: 3
Attacks: Knives (1d6-1)
Move: 12
A drifter wanted for multiple accounts of murder in multiple towns. His motives are unknown but each of his victims are left with their mouths sliced open in the shape of a smile. There have been some survivors that claim their attacker's face was painted like a clown and that he wouldn't stop laughing as he brutally killed the others. The papers have given this murderer the name, Joker.
Joker carries many, many knives on his body and rarely uses a gun. Though, he is a fan of dynamite for the flare.