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Thursday, January 10, 2013

Amazing Adventures Support Materials!



I'm happy to announce that I came to an agreement with Troll Lord Games to produce support materials for Amazing Adventures. These will consist of a second adventure module entitled "Temple of the Red God," followed by regular brief e-book offerings. Our first module, Day of the Worm, has garnered several five-star reviews at DriveThruRPG

If we build enough of a sales base, e-books could be followed by print materials. Which means, if you want to support me and Amazing Adventures, buy the materials, but don't stop there--get OTHERS to buy them as well! Talk about the game and get others to talk about the game! Let's make this thing a success!

Some of the support materials I have in mind:
  • A supplement covering the aircraft of World War II, as well as one covering the armored vehicles of World War II. These could include expanded vehicle combat rules, but I haven't decided if that's needed yet.
  • More weapons! Pulp scenarios cover many eras, and I want to do a supplement that will provide guns from the matchlocks of the 1600's all the way through the Taurus Judge of the modern day, separated by era. Full stats plus descriptions. 
  • A "thinking outside the box" supplement on altering Arcanists to make them more "horror" oriented--that is, incorporating such things as corruption and madness into the use of magic. Will provide a lot of new, dark spells. 
  • A supplement discussing "thinking outside the box" with Gadgeteers--how to use the Gadgeteer to mimic street-level (or even higher) superpowered characters, and guidelines for the creation and modification gadgets beyond just choosing spell effects as-is. Spell effects will still remain the focus, but I'll discuss making alterations to existing effects to personalize and build more effective and flavorful gadgets. Will include sample gadgets. 
  •  "Thinking outside the box" for Gumshoes--how to use the Gumshoe to create such things as ace reporters instead of Private Dicks.
  • "Thinking outside the box" for Socialites. Have you ever wondered what Marion is, in the Indiana Jones movies? She's a socialite! This article will break down how to handle this type of character and others. 
  • I want to do "thinking outside the box" supplements for each character class. I'm jotting down notes as I go. 
  • New Generic Class Abilities
  • Mini-adventures. These 5,000-word scenarios will be good for a single evening's play, or can be expanded to be something much greater. Though not as detailed as your typical 12K-20K module, these will nevertheless be complete and playable with little to no prep work on the part of the GM. Most will likely be location- or object-based. 
  • Articles on styles of play, each with a new character class, tweak on an existing class, generic class abilities, or other fun toys. For example, what if you want to run a game in the 1600's about a swashbuckling Puritan adventurer out to battle evil wherever it shows its ugly face, or one where the PCs are members of the King's Musketeers? What about adding Steampunk trappings to your Pulp? I'll provide tips, advice, and necessary rules for doing so. 
These are just a few of the ideas I've got.  The Trolls are asking for a pretty rigorous publication schedule, but hopefully I'll be able to keep up, and the support materials will roll out as fast as you can keep up with 'em!

Why post this here? Because some day it's possible that the rights to AA may revert back to me, at which time they'd all become the property of Elf Lair Games. That day is in the distant future, but it will behoove our fans to pay attention to what goes on with this line!

Thursday, December 27, 2012

5-star review: Amazing Adventures Day of the Worm

And we have a THIRD five-star review of Day of the Worm at DriveThruRPG! 


The Thule Society, a dark Nazi cult dedicated to furthering the esoteric knowledge that fuels the ever growing Third Reich, may have acquired the ancient Heart of Yhtill and all the power it promises. Worse still, they appear to have partnered with malevolent aliens known as the People of the Worm, who seek to ensure that World War II devastates the entire planet, leaving humankind ripe for conquest and consumption have come seeking the Heart as well.

The PCs, working with the Allied forces, and alongside fanatical Ormazd Society allies, find themselves in a race against time to stop the People of the Worm from unleashing a doomsday device from within a hidden tomb in Egypt's Valley of the Kings. If only the Nazis and the People of the Worm were their only worries: there is another, equally mysterious force who want the Heart of Yhtill for their own alien agenda…

"It has Nazis, chase scenes, the supernatural, traps, a teriffic cover, and a plot so thick you can cut it with your Crocodile Dundee knife. What's not to like?

Troll Lord Games and Jason Vey have given a very good example of what can be done with their Siege Engine rules and the Amazing Adventures game in particular."

--Chet Cox, DTRPG Reviewer


In addition, Amazing Adventures itself has scored a 5-star review both at DriveThru and at RPG.net.  
 
 "My imagination is really grabbed by this system. I think there is a lot of potential here and a lot I want to do with this game"
--Timothy Brannan, featured DTRPG Reviewer

I'm incredibly proud of Amazing Adventures. It may be my favorite freelance project ever. I'm absolutely thrilled to see it getting rave reviews by those who have picked it up and given it a look and play.

Unfortunately, we're not going anywhere without some word of mouth and buzz, and there is the rub--nobody is talking about the game, despite pretty much universal rave reviews from those who have picked it up. Help us out! If you haven't picked up Amazing Adventures and Day of the Worm yet, by all means grab your copy today! If you've already bought it and you like it...TALK ABOUT IT! Get the word out there!!! Post on blogs, on message boards, on facebook and twitter. I'm not sure what the process is to submit something for a nomination for an Ennie or Origins Award, but even a nomination submission would be aces for drawing attention to the project. I am negotiating with Troll Lord as we speak for extensive support for the game, but until we see really strong, solid sales, we're likely looking at mostly internet/PDF e-book support and very little in the way of print. We need your help! If we can build a player base and get sales for this puppy going, you'll be amazed (no pun intended) at the ideas I've got for this puppy. Pulp is a limitless genre, and there's no end to the directions we can go...but first, we need to kick open the door, and that's where you come in. 

If you haven't picked up a copy, take the risk--I'll give good odds you'll love the game. If you already have it and are digging it, I beg of you--hit the streets, both literal and virtual. Request your FLGS to carry it. Tell people about it. The RPG industry is cramped right now, and it's only by loyal fan-base word of mouth that we can get people out there to discover new games.

Monday, December 3, 2012

Spellcraft & Swordplay Bundle and The Witch Print Progress

Couple of new developments:

Spellcraft & Swordplay PDF Bundle

First, we are pleased to announce that we are now offering a bundle of the Spellcraft & Swordplay Core Rulebook, and Monstrous Mayhem in PDF for only $8! That's $3.50 off the normal PDF price for both!

http://rpg.drivethrustuff.com/product/108698/Spellcraft-%26-Swordplay-[BUNDLE]


Description:
THIS IS A BUNDLE PRODUCT. WHEN BUYING THIS ITEM YOU WILL RECEIVE SEPARATE DOWNLOAD LINKS FOR EACH PRODUCT LISTED BELOW...


 Spellcraft & Swordplay - Monstrous Mayhem
 Regular price: $5.00
 Bundle price: $3.00

The New Class Strikes Again!
After awhile, goblins cease to be frightening, gold loses its luster, and underground dungeons, ruined cities and ancient temples ceace to be an attraction.  Your players want new sights, new adventures, and new threats to challenge their skill, might and wits.
Fear not!  For those Referees who need to give their game that spark of something new, we present MONSTROUS MAYHEM, the first sourcebook for Spellcraft & Swordplay! Within these pages you will find a new Elite Path, rules for hedge magic and legerdemain, mass combat, underwater adventures, thug rules, a host of new monsters, and more!  With all of these additions, Monstrous Mayhem is sure to become an invaluable resource for players and referees ...
 Spellcraft & Swordplay Core Rulebook
 Regular price: $6.50
 Bundle price: $5.00

Join the new class of old school!
Hordes of slavering orcs close in.  You're tired, battered and bruised, but far from beaten.  You grip your heavy sword tightly, and blink at the sweat in yoru eyes.  You're all that stands between the goodly folk of the village, and a curtain of eternal night.  And going quietly isn't your style.
Between these covers lies everything you need to begin grand adventures of dark and gritty fantasy, high epic fantasy, or even fairy tale fantasy.  All you need is some imagination and a few friends, and you're off!  Inspired by the very earliest days of the hobby, Spellcraft & Swordplay uses a rules-light system that allows play in a fast, loose and cinematic style.  It evokes the spirit of the old...
 

The Witch Print Edition

 Secondly, I have just [re]-uploaded the print files for The Witch. Bear with us: you'll remember from S&S's publication drama that DTRPG's system is ANYTHING but intuitive or user-friendly. But we are working on getting The Witch out to you a.s.a.p.

The Witch: A sourcebook for Basic Edition fantasy games

Description:

"By the pricking of my thumbs
Something wicked this way comes!"
The Witch covers the Witch character class and the various traditions of witchcraft one might encounter in an old-school fantasy game. This sourcebook contains plenty of information for players and game masters alike, including new spells, powers, magic items, and monsters. Compatible with original Basic Edition fantasy games, or your favorite retroclone!

Saturday, October 20, 2012

The Witch: a sourcebook for Basic Edition Fantasy

Elf Lair Games is pleased to announce our newest release, just in time for Halloween!

"By the pricking of my thumbs

Something wicked this way comes!"
 

Written by popular RPG writer and blogger extraordinaire Timothy S. Brannan, The Witch covers the Witch character class and the various traditions of witchcraft one might encounter in an old-school fantasy game. This sourcebook contains plenty of information for players and game masters alike, including new spells, powers, magic items, and monsters. Compatible with original Basic Edition fantasy games, or your favorite retroclone!

The Witch can be purchased through our DriveThruRPG storefront.

 Currently it is only available as an e-book, but we plan to put it up for sale as a softcover book very soon. The ebook is only $5.00; the softcover print edition will likely be priced at $25 and discounted through DTRPG around $19.95.  Purchasing the print edition will get you a FREE copy of the PDF. 



Wednesday, October 17, 2012

Witches: Hex from Skylanders

It is no secret that I am a fan of the game Skylanders.  I even got caught up in all of the hype about collecting the figures and everything.  I am embarrassed (a little) to discuss the lengths I went too to get some of these figures.  There were other parents right there next to me, so I figured I was in good company.

Well just when we all thought the madness was dying down, Activision is releasing the new Skylanders Giants this weekend.  New game, new figures, and your old figures can now go to level 15 (previously only 10).  Here we go again.

I don’t think it is a stretch to  guess that my favorite character in the game is Hex, the dark elf witch of the “undead” element.  Early this year I stated her up for Dungeons & Dragons 4e and Pathfinder using their respective witch classes.
Given there is a new Skylanders game AND my new books are on the way I thought I Would stat her up once again for The Witch and Eldritch Witchery.

And yes, I have already pre-ordered my "Lightcore Hex" figure.

Here she is as an Eldritch Witchery warlock (thought this might be better).

Hex, 13th Level warlock (Goetic Lodge)


Strength: 10
Dexterity: 9
Constitution: 10
Intelligence: 18
Wisdom: 13
Charisma: 12

Hit Points:  30
Alignment: Unaligned Neutral
AC: 6 (talisman of protection)

Occult Powers
Familiar: Special (Spirit)
7th level: Summon Elemental (form of a ghostly vapor skull),
13th level: Summon Demon (summons a skull demon; roughly equal to a Type I)

Spells 
First: Black Flames, Detect Spirits, Fey Sight, Ghostly Slashing, Minor Fighting Prowess, Sleep, Spirit Dart
Second: Agony, Death Armor, Discord, Ghost Touch, Levitate, Phantasmal Spirit
Third: Astral Sense, Cause Fear, Fly, Ghost Ward, Lesser Strengthening Rite, Speak with Dead
Fourth: Dance Macabre, Phantom Lacerations, Spiritual Dagger, Tears of the Banshee
Fifth: Death Curse, Dreadful Bloodletting, Teleport
Sixth: Death Blade, Wall of Bones


Want to see how she would look for my other book "The Witch"?
Head over to my blog and see, http://timbrannan.blogspot.com/2012/10/witches-hex-from-skylanders.html

Wednesday, October 3, 2012

Witches: Tascela (Red Nails)

Tascela, Princess of the Tecuhltli (City of Xuchotil)
From "Red Nails"

"She was tall and lithe, by far the most beautiful woman in the room. She was clad more scantily even than the others; for instead of a skirt she wore merely a broad strip of gilt-worked purple cloth fastened to the middle of her girdle which fell below her knees. Another strip at the back of her girdle completed that part of her costume, which she wore with a cynical indifference. Her breast-plates and the circlet about her temples were adorned with gems. In her eyes alone of all the dark-skinned people there lurked no brooding gleam of madness."
- Red Nails, Robert E. Howard

Tascela is an immortal witch from Robert E. Howard's "Red Nails", his last Conan story.
She is so old she does not remember her youth though she knows she learned her magic from a Stygian priest.  For this reason I choose to make her a Witch and give her the Demonic Tradition.  Her familiar has died out and she has not expanded on her spells.  She is also very, very strong and not a stranger to combat.

Here she is as an Eldritch Witchery witch.

Tascela, 1st level Warrior/7th Level Witch (Demonic Tradition)

Strength: 15 (19 with spell)
Dexterity: 15
Constitution: 16 (20 with spell)
Intelligence: 17
Wisdom: 19
Charisma: 15

Attacks: 5 + 3
Hit Points: 50
Alignment: Evil
AC: 9
Dagger

Occult Power:  Curse

Spells:
First: Bewitch I, Charm Person, Sleep
Second: Agony, Augury, Guard Watch,
Third: Lesser Strengthening Rite*, Toad Mind
Fourth: Steal Youth*

For her Lesser Strengthening Rite and Steal Youth spells she needs the life force of a young beautiful woman. Because she getting her power from such a pure source the number of years she steals is greater and her strength and constitution are greater than normal.



Links
http://www.gutenberg.org/ebooks/32759
http://en.wikipedia.org/wiki/Red_Nails
http://grognardia.blogspot.com/2009/09/pulp-fantasy-library-red-nails.html
http://conan.wikia.com/wiki/Red_Nails
http://www.conanrednails.com/
http://www.comicvine.com/tascela/29-60877/

Monday, October 1, 2012

Witch Monster: Impundulu

Note: Here is a monster you can use with the upcoming Eldritch Witchery from Elf Lair Games.

Impundulu


The Impundulu, or Lightning Bird, is a type of vampiric servant used by evil witches. The bird is born when lightning strikes the ground.  To all others it appears as a lighting strike, but to the witch it has chosen it appears as a bird.  Once so chosen the bird will manifest to all as an Impundulu.
The bird can also assume the form of an attractive man to lie with the witch each night.
The Impundulu may also attempt to seduce other women, and feeds on them as a vampire, but it is not an undead creature, but rather one of the Calabim, or Demons of destruction.
The Impundulu must charm his victim to gain access to her home and bed, once there he will drain 1-3 (1d6/2) points of Constitution in blood each night. After three nights he will cease his attacks.  The victim could well be close to dead at this point. Any victim lowered to 0 Con dies. Victims killed by the Impundulu will come back as weak ghost (1 hit die).
The Impundulu is immortal and is often passed down from mother to daughter.  The Impundulu is incapable of fathering children.
The feathers of the Impundulu are considered to be a great source of magic for a gris gris or other talisman.
Impundulu have all teh same immunities as do other Calabim; Half damage to Cold, Fire, Gas, and Lightning.  They take full damage from magic and silvered weapon. They are fully immune to the effects of sleep spells and toxins.

Impundulu
No. App: 1
Align: E
Size: M
AC: 6
MV: 30’ Fly 60’
HD: 6 (25 hp)
Attacks: 2 talons/ 2 claws /1 bite (2 short swords, 2 hand axes, 1 dagger)
Demonic abilities, charm, drain blood
Treasure: none
XP: 1,200


MONSTROUS MONDAY!