Tuesday, April 14, 2015

Lords of Gossamer & Shadow: No Beast So Fierce (preview)



Illustration by Lee Anthony Moten 

6. Lake of Stars (Phoros Lake)
Near the center of the volcanic intrusion that the city of No was built upon, the locals have created a deep artificial salt water lake. It has a beach, a large section of floating housing, and a natural aquarium. At night the phosphorescent plankton glow, giving the body of water its name. Due to the large amount of rain, the water is currently very high, and the smell of the salt water reaches to nearly every area around it but especially on its western side.   

Psyche:  The PC with the highest rank in Psyche will notice that there is something with a psychic presence that resides within the lake, though they cannot tell how strong.   

Perceiving the Umbra: The natural flow of Umbra in the local Gossamer has been disrupted and a great deal seems to be settling within the depths of the lake.    

– – – – – –


Within the lake you will find the Umbra mutated kaiju Phoros (which is where the Umbra has been flowing too). It is likely at one time Phoros was a thresher shark. If there is an active use of Eidolon on the surface or near the water’s edge Phoros will surface and lash out, it will also be drawn to the Giant Mech if it brought up onto the top of the volcanic intrusion. It will also seek out and eventually attack Cynan if lured toward the Hive, or if Cynan is lured toward the lake.  If slain Phoros uses its Umbra Regeneration to appear else where as new and different type of kaiju. 


I am leaving out the stats on Phoros for the project release. 

Monday, April 6, 2015

[LoG&S] Threats: Secrets of the Annunaki and all things Diceless!

31 Things Rite Publishing is working on.



Card Game
  1. Code Name: Erlking , out of playtesting, going to layout next.

Fiction
  1. Tales of the Grand Stair (Lords of Gossamer & Shadow, anthology). In the Idea stage.
  
13th Age Roleplaying Game
  1. The Breaking of Forstor Nagar  released
  2. 101 Feats and Talents to be released on this coming  Sunday April 12th.
   
Fifth Edition Done Rite
  1. The Breaking of Forstor Nagar  in layout, ordering printing proof.
  2. 101 1st level Spells in development
Fate
  1. The Demolished Ones: Fly in the Ointment  mock layout complete, waiting on art.
  2. Making The Demolished Ones available on Amazon.com

Lords of Gossamer & Shadow
  1. The Long Walk manuscript complete, in editing, art complete. I am not going to comment about this till it is out of editing.
  2. Addendum: Shapeshifting in development by Jason Durall. 
  3. Threats: Threshold Ghosts in development by Jason Durall
  4. No Beast So Fierce adventure by me, manuscript in playtesting/development, art is complete. Icon Deck: NPCs: Art Descriptions in development. 2 pieces assigned to artists. I have learned a lot during playtesting and running it as an online game.
  5. Gossamer & Shadow Adventure Path/Campaign Saga in development (hell), I will be doing a harder look at this in May.
  6. Threats: Secrets of the Annunaki just released
  7. Gossamer Worlds: #15 by Matt Banach in development.
  8. Gossamer Options: NPCS by Mark Knights in layout (art complete, writing complete, editing complete)
  9. Gossamer Worlds: Planet Fiction a 32 page full-color Print and PDF project in editing.
  10. Gossamer Worlds: Shatter Light in development.
  11. Lords of Gossamer & Shadow Icon Deck: Npcs awaiting art.

Pathfinder



  1. In the Company of Dragons: The Lost Isles Kickstarter, manuscript complete Coming In April
  2. Pathways #49 assigned to writers.
  3. Adventure Quarterly #7 in development.
  4. Martial Arts Guidebook waiting on art, doing mock layout.  (print)
  5. 101 Not So Random Encounters: Desert manuscript in development
  6. Summoner of the Jade Oath manuscript in development
  7. Kaidan Campaign Setting in mock layout, final chapters to be written, art orders being placed.
  8. The Secrets of The Divine: Death, Healing, Law, & Madness in development.  
  9. Questhaven Campaign Setting in development with me writing. 
  10. 1001 Magic Items mock layout complete, cover art complete, needs interior art
  11. Ultimate Monsters Hero Lab (Book of Monster templates, 101 not so simple monster templates, 101 Monster Feats, 101 Variant Monsters etc.) assigned to the Rite Coder.
  12. In the Company of Gelatinous Cubes just released. 

Friday, March 27, 2015

10. Dead End and a Tangle (CR 13 Encounter)



10. Dead End and a Tangle

The mist down the western corridor from the intersection clears out quickly as it enters a small cavern, you can hear the sound of a bubbling spring at the back.

Stealth (DC 10): if a PC approaches from area 9 with stealth she sees 4 horse-sized, crab-like monstrosities clinging tenaciously to the rough stone, their enormous pincers held out menacingly before them some 60 ft. away.

Otherwise as soon as the first PC leaves the mist it gets hit with 4 filament lines and potential pulled 40 ft. toward the tangle of cave fishers.  This appears to be a dead end cavern where the cave fishers have made a lair recently having taken up where the best source of water in this area is, so they can fish for pretty that come here. These cave fishers are creations of the Deathless Duke's adherent  Bercelak the Breeder, based on from notes he discovered written by the Immortal Emperor Cynmark the Dread Lich. 

Cave Fishers (4)      CR 10

XP 9,600
Advanced Dreadnought Cave Fisher
N Large magical beast (augmented [vermin])
Init +2; Senses darkvision 60 ft.; Perception +0

Defense

AC 24, touch 12, flat-footed 19 (+1 dodge, +2 Dex, -1 size, +12 natural)
hp 144 (9d8+72)
Fort +13, Ref +7, Will +3
DR 10/magic, Immune disease, mind-affecting effects, poison, paralysis, stunning, Resist cold 10, fire 10, SR 19

Offense

Speed 20 ft., climb 20 ft.
Melee 3 claws +17 (1d6+9)
Ranged filament +10 (drag)
Space 10 ft. Reach 10 ft.
Special Attacks pull (filament, 10 feet)
Spell-Like Abilities (CL HD)
Continuous- haste

Statistics

Str 29, Dex 14, Con 27, Int —, Wis 10, Cha 6
Base Atk +2; CMB +12 (+16 with pull); CMD 24 (36 vs. trip)
Skills Climb +17

Special Abilities

Felling Strike (Ex) Once per day when a dreadnaught scores a successful critical hit, it can elect to make a felling strike. The target must also make a Fortitude saving throw (DC 23) or suffer 90 additional points of damage, a successful save results in only an additional 15 points of damage.
Filament (Ex) A cave fisher can fire a thin filament of sticky silk as a standard action. This touch attack has a range of 60 feet and no range increment. A creature struck by a cave fisher's filament becomes attached to the sticky thread. As a standard action, a creature can rip the filament free with a DC 25 Strength check. A caught creature can also attempt to escape a filament by making a DC 30 Escape Artist check. A filament is AC 23 (touch 12), has 15 hit points, and has DR 15/slashing. An application of liquid with high alcohol content (or a dose of universal solvent) dissolves the adhesive and releases the creature caught by the filament. A cave fisher can have only one filament active at a time.
Pull (Ex) A cave fisher has a +4 racial bonus on CMB checks made using its pull special attack.
Punishing Strike (Su) Once per day the dreadnought can make a single melee attack with a morale bonus equal to its Chiasma bonus (minimum +1) and a +9 morale bonus on damage rolls. The dreadnought must declare the use of punished strike before making the attack.
Hit Dice.
Magic (Su) A dreadnaught’s natural weapons are considered magic weapons for overcoming damage reduction.

Treasure

Down in the water is a collection of equipment the angle of cave fishers has stockpiled from their victims.  +1 arrows (10) (460 gp), oil of dispel magic (750 gp), potion of invisibility (300 gp) arcane scroll, baleful polymorph (1,125 gp) greater ring of adjournment (8,000 gp), amethyst (82 gp), deep blue spinel (206 gp), red spinel (73 gp), carnelian (35 gp), hematite (6 gp), alexandrite (146 gp), azurite (9 gp), rhodochrosite (4 gp), malachite (3 gp), Freshwater (irregular) pearl (3 gp), Agate (1 gp), Blue quartz (1 gp); 17 pp, 265 gp, 1160 sp, 2900 cp

Ring of Adjournment

Aura faint abjuration; CL 1st
Slot ring; Price 1,600 gp (lesser), 4,800 gp (standard), 8,000 gp
(greater); Weight -
Description
This jade ring bears the image of a fox. You activate this ring as an immediate action and a ray of eldritch energy, with a range of 30-ft., projects from the ring. The wearer must make a successful ranged touch attack to hit. Creatures struck, who fail a Will save (DC +1/2 the wearer’s HD + ½ the wearer’s Charisma modifier), become unable to recognize and act upon attacks of opportunity until just before the wearer’s turn next round.
A lesser ring can be used 1/day, a standard ring can be used 3/day, and a greater ring can be used 1/round.
Construction

Requirements Forge Ring, adjournment of opportunity; (See 1001 Spells by Rite Publishing: Author Steven D. Russell) Cost 800 gp (lesser), 2,400 gp (standard), 4,000 gp (greater)


You can find the start of these encounters here in Area 1.

Thursday, March 26, 2015

How to Start Your Own Tabletop Rpg Company: #2 Start Small


I talk about crushing your dreams, being practical, and starting small with a 10 page PDF and not the 300+ page Full-Color Hardcover with text-book binding and silk bookmarks. 

www.RitePublishing.com

9. Augmentor’s Intersection (CR 10 Encounter)


Illustration by Adam Schmidt

9. Augmentor’s Intersection


At the end of the corridor the mist finally gives way, to an intersection.   Three other mist filled tunnels enter into the area, leading roughly east, west, and one continuing on to the south.  In the center of this juncture there is an iron turret, laying on the floor next to the turret, is some kind of hollow statue.

Stealth (DC 20): If the PCs approached stealthy Alwyn the Augmentor cannot prepare for them, and will teleport away to Area 18. If they don’t approach stealthily they are attacked by a summoned monster as soon as they exit the mist.   If the PCs don’t exit the mist 5 rounds after Alwyn summons the celestial grizzly bear he sends it down the corridor.

See Invisibility: you see a broad, powerfully muscled gold-colored bear of regal bearing the size of a Clydesdale.

See invisibility + Perception (DC 32): you see a grizzled scared old man hiding invisible in the turret.

The turret is 2 inches thick with a break DC of 38 (locked DC 20), a hardness of 10, and 60 hp.

The turret offers improved cover like and has small slit for a wand. This grants a cover +8 AC and +4 Reflex saves cover bonuses. This also grants the creature inside improved evasion against any attack to which the Reflex save bonus applies. And adds a +10 to alwyn’s stealth check. This is included in the alwyn’s statblock below.

 A minor confusion-type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose. This is a mind-affecting effect. Saving Throw: none. Spell Resistance: yes.

Alwyn was working on another trap and defensive position here, when he is interrupted by the PCs, if not taken unawares he casts his spells and enters the turret. Alwyn the Augmentor is a gifted teacher of battlefield tactics at the various wizard’s schools, and made a modest living via The Honorable Order of Theaugic Master Craftsmen selling magical death traps to defend various locations. After their mother’s death Alwyn’s orphaned younger sister came to live with him, but he was a horrible neglectful guardian. She became enamored with The Deathless Duke, a his adherents convinced her to steal Alwyn’s design book. Alwyn came here with Eira of Eldritchton to save his sister and recover his diagrams. So far he has resisted the nightmares imposed by the broken maiden’s and suffers no ill effects though it has made him extremely hostile and paranoid.  He views the PCs as pawns of the Deathless Duke or some kind of trick unless they have his sister with him, who the PC can find in Area XX.  

Alwyn the Augmentor   CR 9


XP 6,400
Male human wizard (transmutor [enhancement]) 10
CG Medium humanoid
Init +1; Senses Perception +10

Defense

AC 30, touch 24, flat-footed 26 (+1 dodge, +4 armor, +8 cover, +2 deflection, +2 natural armor, +3 Dex) [Add +18 deflection against first attack in the encounter]
hp 58 (10d6+10)
Fort +6, Ref +13, Will +9
Special Defenses augment (+4 enhancement or +3 natural armor 5 rds.) 10/day, improved evasion, perfection of self (swift action, +5 enhancement for 1 rd.) 10/day

Offense

Speed 30 ft.
Melee dagger +4/+4 (1d4–2/19–20)
Wizard Spells Prepared (CL 10th; concentration +19)
5thteleport, quickened true shield*, wall of force, wall of stone,
4thblack tentacles x2, chain hex of the bullseye* (DC20), silent still invisibility, summon monster IV, wave of pain* (DC 23)
3rddispel magic, fly, haste, silent still silent image (DC 20), sleet storm, slow (DC 22), stinking cloud (DC 22), summon monster III,
2ndearth maw*, extended enlarge person, glitterdust (DC 21), invisibility, extended mage armor (precast), web (DC 21)
1stescape grapple, hex of the bullseye* (DC 20), mage armor, silent image (DC 20), true shield* x3 (precast),
0 (at will)detect magic, ghost sound, ray of frost, read magic,
Oppositional Schools Divination and Enchantment

Tactics

Before Combat: If Alwyn is made aware of his opponents he casts silent still invisibility, fly, summon monster IV (celestial grizzly bear), invisibility (on the bear), augment the summon monster with a +3 natural armor and +4 to strength for 10 rounds, and haste (on both the bear and himself),  Send the bear to investigate 8 rounds later.  The statblocks reflect these changes.
During Combat: Alwyn prefers to attempt to control the battlefield so he can focus on one opponent, he uses his wall and web spells to cut folks off and then attacks his foes with black tentacles, earth maw, and summoned monsters, once these forces have engaged he either attempts to hamper his foes with wave of pain, dispel magic, sleet storm, slow, stinking cloud, glitterdust. If he exhaust this strategy he will use his wand of scorching ray along with his chain hex of the bullseye.
1st Round: Alwyn lets his celestial bear engage the first person to enter the room he then casts a wall of force over the opening or just 5’ behind it. (if the wall of force is ever removed he uses wall of stone to cut off the attacking forces attempting to leave only one of them for him to engage).  
2nd Round: If the celestial bear is still enganged, he casts hex of the bullseye (or chain hex of the bullseye, if not he casts black tentacles.
3rd round: Alwyn casts earth maw.
4th round:  If the bear is no longer engaged he casts wave of pain, if the bear is still going he uses his wand of scorching ray.
5th round and beyond: Alwyn will engage a force in mass, using black tentacles coupled with spells to keep his foes within their effect like web, stinking cloud, sleet storm, and slow.  
Morale Alwyn is a strategic thinker and will use his teleport to flee at the point he thinks that he cannot win.

Statistics

Str 7, Dex 17, Con 12, Int 28, Wis 10, Cha 10
Base Atk +5; CMB +3; CMD 16
Feats  Brew Potion, Craft Wand, Craft Wondrous Items, Chain Spell, Eschew Materials, Extend Spell, Scribe Scroll, Quicken Spell, Silent Spell, Still Spell,
Skills  Appraise +13, Craft (trap) +22, Escape Artist +13, Fly +16, Knowledge (arcana) +22, Knowledge (dungeoneering) +22, Knowledge (engineering) +22, Knowledge (planes) +22,   Linguistics +22, Perception +10, Ride +13, Spellcraft +22, Stealth +12
Languages Common, Undercommon, Sylvan, Elven, Dwarven, Draconic, Celestial, Infernal, Abyssal, Aklo, Giant, Goblin, Auran, Orish, Gnomis, Halfing, Gnoll, Necril, Aquan.
SQ arcane bond (ring), physical enhancement (+3 dex),
Gear headband of vast intelligence +6 (36,000 gp), wand of scorching ray ( 4,500 gp), cloak of resistance +2 (4,000 gp), 1 ruby (1,500 gp).


Celestial Grizzly Bear

XP 1,200
NG Large animal
Init +1; Senses Darkvision 60 ft. low-light vision, scent ; Perception +6

Defense

AC 19, touch 10, flat-footed 18 (+1  dodge, +1 Dex, +9 natural, –1 size)
hp 42 (5d8+20)
Fort +8, Ref +6, Will +2
Resist acid, cold, electricity 10, DR 5/evil SR 11

Offense

Speed 70 ft.
Melee 3 claws +10 (1d6+7 plus grab), bite +10 (1d6+7)
Space 10 ft.; Reach 5 ft.
Special Attacks smite evil +5

Statistics

Str 25, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +9 (+13 grapple); CMD 20 (24 vs. trip)
Feats Endurance, Run, Skill Focus (Survival)
Skills  Perception +6, Survival +5, Swim +14; Racial Modifiers +4 Swim

Earthmaw

School: Transmutation [Earth]; Level: Drd 2, Sor/Wiz 2
Casting Time: 1 standard action
Components: V, S, M/DF (a pinch of dirt or sand)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Earthen maw that fills a 5-foot cube
Duration: 1 round/level (D)
Saving Throw: None; see text; Spell Resistance: Yes
You transmute a section of the ground into a gaping maw. The spell affects normal earth, such as sand, clay, or stone, but not wood or metal. The maw tries to bite any creature standing on or stepping into the square where you create it (including you or your allies), attacking by making a CMB grapple check (CMB equals to your Concentration check bonus). It automatically grabs and tries to establish a hold. If the maw successfully establishes or maintains a hold, it deals 1d6 points of bludgeoning damage plus your caster ability modifier bonus (lethal or nonlethal damage at your option, chosen during casting).
The maw cannot move but has a reach of 5 feet. It can grab or hold only one creature at a time, but it makes a new CMB check each round on your turn once it has seized a creature. If it succeeds with a second CMB check against a Medium or smaller creature, the maw swallows it, dealing another 1d6 points of bludgeoning damage. There is no air inside the maw, and a swallowed creature also automatically takes 1d6 points of bludgeoning damage each round until the spell ends or it manages to escape (but is still grappled even if it succeeds). The maw can hold one Medium, two Small, four Tiny, eight Diminutive, or sixteen Fine creatures, and can grapple (but not swallow) other creatures even when it is full. Creatures still in the maw when the spell ends are expelled from the earth, taking 1d6 points of damage. The maw itself is impervious to damage, but anything that destroys the 5-foot cube of earth ends the spell and frees any creature held inside. A stone shape counters and dispels earthmaw, and a transmute rock to mud effect cast on the earthmaw’s square ends the spell but leaves any formerly trapped creatures submerged in the mud.

Hex of the Bull’s-Eye

School: Necromancy; Level: Cleric/Orcale 1, Druid 1, Sorcerer/Wizard 1, Witch 1
Casting Time: 1 standard action
Components: V, S
Range: 20 ft.
Target: One creature or object
Duration: 1 minute/level (D)
Saving Throw: Will half; Spell Resistance: Yes
You alter the laws of probability so that any time the target is missed by an attack there is a 20% chance that it actually hit. If the target saves, the chance that a miss is actually a hit is reduced to 10%.

True Shield

School: Abjuration; Level: Sorcerer/Wizard 1
Casting Time: 1 standard action
Components: V, S
Range: Personal
Target: You
Duration: 1 hour/level or until discharged
You gain +20 deflection bonus to AC against the next attack that targets you. Whether the attack succeeds or not, the spell is triggered and the effect ends.

Wave of Pain

School: Necromancy; Level: Cleric/Oracle 4, Sorcerer/Wizard 4
Casting Time: 1 standard action
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: Fortitude negates; Spell Resistance: Yes
The target creatures suffer wracking pains that impose a –4 penalty on attacks and on initiative, skill, and ability checks. In addition, the target creatures’ speed suffers a
10-ft. circumstance penalty (to a minimum speed of 5 ft.).

You can find the start of these encounters here in Area 1.



How to Start Your Own Tabletop Rpg Company 1 Business