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2019 Geomorphs & Dice!

If we set the wayback machine to nearly a decade ago, there’s essentially a full year where I posted nothing but geomorphs to the blog. Behind the scenes I spent a couple of months working on geomorph concepts to figure out what format worked well enough that it was not too apparent when you moved from one geomorph to the next.

I was originally going to work with Erol Otus’ “Geomorphic Mini Dungeon Modules” format of 11 x 11 with entrances in the sixth square on each side, but it was way too obvious when you moved from one to the next – it felt like you were exploring geomorphs instead of a cohesive map.

After about a dozen designs, I settled on these 10 x 10 geomorphs with entrances on squares 3 & 8. The design caught on and there are thousands of geomorphs available on the net that use this structure now.

As you can see in the photo, I’ve started drawing them again. I’m making a dozen or so new geomorphs that I’ll be posting to the blog over the next while. As with most of my modern work, they are available here as 1200dpi images – but there’s a whole other way you can get them…

Joe at Inkwell Ideas has launched a new Dungeonmorph Dice Kickstarter. The new geomorphs that I post to the blog will be appearing on these new dice. The last batch of Dungeonmorph Dice were awesome – big wonderful chunky dice with a huge number of geomorphs drawn by myself and other geomorphers from the community.

I’m really excited to be part of doing this again.

Every die in this new set will have at least one face that I designed.

2019 Inkwell Geomorph Set 12019 Inkwell Geomorph Set 1

Here’s the first set of geomorph designs. The first two are prison/jail complexes (but likely only one of these two will appear on the final dice). The bottom row contains a worship area (a fairly large underworld temple) and a set of magical pools a la In Search of the Unknown.

Now, these high resolution designs shown here are not how they will look on the dice – these are 1200dpi drawings with each geomorph being 2 1/2 inches wide so you can use them in your games. Bringing them down to a resolution that can be engraved on a 1″ die involves the skillful reduction of details to maintain the structure and all the primary details to make them easy to read at the smaller size (and able to be engraved consistently and legibly).

So go check out the Kickstarter now, and get in on these Dungeonmorph Dice!

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The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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Stranger Things Starter Set

Hasbro GamingD&D5 – Dungeons and Dragons Fifth Edition. Sortez vos dés, le Demogorgon est en approche !

(Source: Guide du Rôliste Galactique : les dernières news du jeu de rôles)
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Patreon Exclusive Content Coming Soon!

Starting this month I’ll be releasing something via my Patreon Campaign that will not be posted to the blog. Following on my promise and goal of keeping my maps free – the Patreon Exclusive release will never be a map.

Instead, I’m producing other interesting content that meshes my drawing and cartography with some graphic design and whatever my current obsession is to produce game aids. These will be shown off a bit on the blog, but the actual final product will be exclusive to my Patrons for at least a year, after which some might appear as commercial releases for people who missed the opportunity to pick them up through patronage.

This month I’ll be releasing the above pocketmod – Tales of the Ophidian Emperor. It is a one-page system neutral adventure framework built up around a map I posted last year finding and exploring the tomb of the titular emperor.

In coming months I have a few other projects getting ready including

  • a large selection of hand-drawn character sheet elements to make building character sheets for your own games easy through simply placing and overlaying the elements in question in Gimp or layout software.
  • a pack of 1.5″ dungeon hexes that will mesh perfectly with the new edition of The Fantasy Trip but are also fully usable with any other dungeoneering game.
  • An illustrated and updated re-release of the classic Dyson’s Delve “mini mega dungeon”.
  • And of course, future adventures and projects similar to Tales of the Ophidian Emperor.

Each release will be available to patrons at any patronage level as a thank you for the continued support. Most will never be re-released after this, and those that are will be commercial releases at least a year after the release through Patreon.

Tales of the Ophidian Emperor will be going live on Patreon this weekend for all supporters. You can get it and future exclusive releases for as little as $1 a month.

(Source: Dyson’s Dodecahedron)
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Eldritch Tales

Raven God GamesEldritch Tales. L’OSR contre les Grands Anciens… qui va l’emporter ?

(Source: Guide du Rôliste Galactique : les dernières news du jeu de rôles)
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Return to the Isle of Dread

My copy of the 5e conversion of the Isle of Dread has finally arrived and I’ve got a lot of reading ahead of me. These Goodman Games conversions involve a chunk of reprinting, but also a big chunk of conversion – and in this case that appears to include a lot of work to make the whole Isle more 5e-friendly (adding appropriate tables of trinkets and treasures, all the dinosaur conversions, etc) as well as general expansion of the material at hand (weather tables, more detailed lairs, shrines, and more stuff deep under taboo island).

The 5e conversion / expansion is downright impressive.

I keep two copies of Isle of Dread in my camping gear (one orange, one blue), along with some Carcosa supplements. I am slowly populating the hexes of the Isle of Dread with bits and bobs of Carcosa – and have replaced all the native tribes and humans with the coloured folk of Carcosa (obviously with extra emphasis of course on the Jale Folk, Dolm Folk, and Ulfire Folk, three colours that are not normal to our world or to the campaign setting in general until arriving at the Isle of Dread).

I use it as an episodic setting. I keep a tabloid-sized “player map” of the Isle (an enlarged copy from the blue-cover edition of the adventure) to show what’s been discovered by previous sessions and expeditions. Players come and go with their characters and expeditions and we keep a running list of neat places partly discovered and hooks for future expeditions. Every few years a new base camp is set up by a PC group, and for the next few years any pickup games set on the Isle use that as the base camp for the expeditions.

The biggest issue that comes up during these pickup games is that most younger players these days are familiar with D&D5e (and prefer it) instead of B/X D&D – so this conversion book does most of the work for me to run these same sessions in 5e instead of B/X.

(Source: Dyson’s Dodecahedron)
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Endgame of the Age of Myth

Tonight we completed the 53rd session of our Neoclassical Geek Revival “Age of Myth” campaign with a crippling loss.

Starting the 14th year of the campaign, we were beat to the goal of forming a kingdom by the other group. In the last year we had changed the course of the People and our tribe and clan became worshipers of the 8 gods who were suddenly in conflict with Crom and the Ancestors. One of my characters was taken over as the physical embodiment of Zer, the child god of briars, raiding, and fire (a version of Khorne). Glautonox, the greatest priest the People had ever seen swore his allegiance to Moff, the god of Salt, Reason, and Punishment (a manifestation of Malal).

Seeing that we had lost to the Lindworm in a fit of self-destructive pique, we first confronted Glaa (the crone, goddess of unwanted children, necromancy and caves) and she filled the vessel of Bav-Mordo with her essence. We then rushed the place of the Wanderers who’s leadership enforced the faith in the Ancestors (and who had transformed into strange evolutions of the People also known as “Pak Protectors”) and in that great battle Glautonox fell. Betrayed of course by Moff, he was then animated as a free-willed undead by the Mattock of Glaa.

So as the clans of the Lindworm successfully formed their great kingdom, we in turn pledged allegiance to the Southern tribes in a great Empire. One that will be rotten to the core under the influence of our dark gods.

The game was awesome – combining the lore of the Ringworld, the 40k universe, Doom, and Fallout, all under the guise of being an Iron Age NGR campaign.

The map is my player-perspective map of the setting. We may add a few notes to it before it is finalized and I offer posters of it to the players and GM of the campaign. The doodle is just me picturing the my mighty lich-priest character as he serves under two foul masters to corrupt the empire.

(Source: Dyson’s Dodecahedron)
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Troika! Character Sheet – First Draft

I love the classic Fighting Fantasy RPGs and I love weird fantasy stuff even more. So Troika! is a game after my heart.

And since I’m playing in a Troika game starting next week, I did what I often do when sitting down to play a game… I drew up a new character sheet.

This is the first draft. I’m sure it will go in for a few rounds of editing during the next few weeks of play, and I’ll add a bunch of greebles to it as things settle in.

Troika Sheet PreviewTroika Sheet Preview

It is designed to be printed recto-verso, and then cut in half, giving you two half-page sheets.

(Source: Dyson’s Dodecahedron)
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Release the Kraken on Paradise Control!

Release-The-Kraken

The votes for February’s “Release the Kraken” have brought us to a piece that I think would be a perfect fit into any Waterdeep: Dragon Heist campaign – Paradise Control.


When I was asked for an underground casino map for a D&D game, I immediately had a flashback to the classic Operation: Sprechenhaltestelle adventure that came bundled with the 1980 & 1981 editions of TSR’s Top Secret RPG by Merle Rasmussen. One of the organizations hidden beneath the streets of the city is Pair-a-Dice, a full-fledged secret casino floor set underground.

Top Secret Codename Pisces

Now, realistically an underground casino in a faux-medieval environment would most likely resemble a prohibition-era gambling den more than what we think of as a casino – a couple of rooms where people can play their games of chance and maybe store some drinks and a couple of security goons. But this is full on fantasy, so I went with something a little more full-on James Bond, Dragonslayer.

Paradise ControlParadise Control

Paradise Control is a small casino when compared to modern mega-casinos, but is quite the underground establishment. It was built out of the basements of multiple structures in town, although disconnected from the actual buildings above during the construction phase. A few disconnected basements remain around the casino, but the only way to the surface is the stairs at the main entrance and a secret sewer escape system.

There are two staircases down to the lobby of Paradise Control from a pair of local businesses. The lobby channels clients towards the main floor with three gambling “pits”, two bars, a linked restaurant and a few halls that can be rented, used for parties, or set up as additional gambling space as needed.

Paradise Control (no grid)Paradise Control (no grid)

The lower left portion of the map is the service hallways for general staff, including storage space and sewer access (for trash disposal). The upper right passages link the kitchen to the dinning area, and also provide access for security to the various rooms of the establishment (the security room is in the upper right corner and comes with a set of three cells for taking care of problems).

Finally on the lower right we have a pair of offices off the main room, one of which has secret doors to the the southern banquet hall as well as to a secret stairwell down to the sewer area.

kraken-patreon-supported-banner

This map is made available to you under a free license for personal or commercial use under the “RELEASE THE KRAKEN” initiative thanks to the awesome supporters of my Patreon Campaign. Over 400 awesome patrons have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make this map free for commercial use also. Each month while funding is over the $400 mark, we choose a map from the blog’s extensive back catalog to retroactively release under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under the commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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D&D5e and the Inspiration Economy

Inspiration is a KEY component to encouraging roleplaying in 5e. It is one of the elements that really changes up the game by directly rewarding roleplaying without using XP as the reward.

The assumption in the game is that PCs earn inspiration whenever they roleplay their character’s Flaws, Bonds, Ideals, and/or Traits. A typical player should be able to trigger this at least 3-6 times in a session.

Inspiration is a binary thing. Either you have it or you don’t. You can’t have more than one.

You can spend inspiration in two ways

1. You can give it to someone else for being awesome. So if Fred pulls off an awesome stunt, you can throw Fred your inspiration.

2. You can spend it to gain advantage on any d20 roll.

I recommend spending it quickly, so you’ll be able to get it again next time you roleplay a flaw, trait, bond or flaw.

The trick to prevent players from hoarding their inspiration (so they’ll have it for that crucial death save or saving throw against dragon’s breath) is to hand out inspiration often. My experience is the only thing players hate more than the thought of not having a resource, is the thought of wasting it. Every time you give them inspiration when they already have it has them feeling like they are “wasting” an inspiration.

Once they know there’s a good flow of inspiration, they start spending, and the game’s “inspiration economy” steps into action. The big roleplayers will start handing off their inspiration to the players who don’t roleplay as actively in order to make room for their next one. Hand them out like candy. The more often you hand them out, the more often players will start using them.

I use nice big fantasy coins to represent inspiration, so they are clearly visible and easy to remember, and make the “economy” aspect more tactile.

Sean Goodison (@HighScoreKid) introduced me to a system from @is3rith that makes the system even easier AND better by handing the whole economy over to the PCs.

Each PC is in charge of giving themselves inspiration when they roleplay their Flaw / Ideal / Trait / Bond. The big difference is that they can’t trigger any one of these items more than once per session.

This gives a cap of 4 inspiration per session which is about perfect for a 4 hour game session for keeping the whole flow of inspiration going; and it means the DM doesn’t have to track 16-24 different inspiration triggers.

(Source: Dyson’s Dodecahedron)
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My Monster Manual – Boar, Brain Mole, Brownie, & Buffalo

We have a creeping eyestalk from the Beholder illustration on page 10 in here, looking remarkably phallic without the beholder backing it up.

I also got to add my fun “Cascade Dogs” entry to the blink dogs in this page – I first used Cascade Dogs in a game in the late 80s and have only had two other opportunities to use them since.

(Source: Dyson’s Dodecahedron)
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Capt Meeple

Un nouveau genre de vacances ludiques
On connaissait les séjours ludiques (Semaines de l’Hexagone, Reves de Jeux…) organisés en centres de vacances pour les jeunes.
Capitaine Meeple, associée aux croisières Costa, proposent aujourd’hui un nouveau type de vacances ludiques.
20.000 Jeux Sur les Mers se déroulera du 17 au 24 mars 2019 et passera par Barcelone, Majorque, Palerme…
On y trouvera des activités classiques de croisière (visites à terre, musique, avec le Naheulband, …) mais aussi essentiellement du jeu de tous les types (plateaux, jeux de rôle, GN, escape games, ateliers de game design, parcours enquête dans les villes escales,…).
La partie JdR incluera une campagne originale, Histoire de Famille, imaginée par Anne Vétillard et Tristan Lhomme, utilisant le système Chill.
Devant le succès déjà annoncé, une autre croisière est d’ores et déjà prévue pour la Toussaint 2020.
 
Réservations possibles par le webemail ou téléphone (02 41 62 36 31)

Plus de renseignements

https://goo.gl/forms/6PXZNHDaBpkUzQqk2

http://www.legrog.org/biographies/tristan-lhomme
http://www.legrog.org/biographies/anne-vetillard
http://www.legrog.org/jeux/chill/troisieme-edition/chill-3eme-ed-fr

(Source: Guide du Rôliste Galactique : les dernières news du jeu de rôles)

GRAAL d’Or 2019

Ça y est, la cérémonie des premiers GRAAL d’Or du Festival International des Jeux de Cannes vient de se terminer et les lauréats ont été annoncés.
Les heureux gagnants sont :

 

Toutes nos félicitations aux lauréats !
L’annonce du GRAAL sur sa page facebook.

(Source: Guide du Rôliste Galactique : les dernières news du jeu de rôles)

Adventures in Cromspoint

I’m playing in an awesome Neoclassical Geek Revival RPG campaign right now called “Age of Myth” where we are one of two PC groups competing to achieve the “victory conditions” of the game setting – in this case to form a kingdom by first uniting three iron age clans into a tribe, and then uniting three of these tribes into a kingdom. (The last campaign we played was also competitive, and while our group was the first to discover the location of the end-point of the campaign, we were beat to actually recovering the Eye of Set by the other group.)

Adventures in CromspointAdventures in Cromspoint

The game takes place in Cromspoint, pictured here. I BELIEVE that Zzarchov is creating the hexmaps for these campaigns using a random map generator, and adjusting it to his taste. This is my interpretation of the campaign map as it stood in year 11 of the campaign (we are just starting year 13 next session – we have one session per season, 4 sessions per year).

I won’t add much more detail about the campaign, and what we are doing in it, as at least one member of the other group will be reading this.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

 

(Source: Dyson’s Dodecahedron)
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My Monster Manual – Baboons, Badgers, Baluchitherium, Barracuda & Basilisk.

Baluchitherium?

Seriously. Who uses these in their games? I need to run more games just to use these guys. And the six eyed badger.

(Source: Dyson’s Dodecahedron)
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My Monster Manual – Ants, Apes & Axe Beaks!

Another page from my Monster Manual project – we are on page 7, home of the Giant Ant, the Ape (Gorilla) (and now the Giant Ape), the Ape (Carnivorous), and the mighty Axe Beak.

Honestly, pretty much all of these guys just don’t see enough game time in my experience.

(Source: Dyson’s Dodecahedron)
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Neoclassical Geek Revival – Dyson Logos Edition

TL;DR: The Dyson Logos edition of NGR is available to people who didn’t back the kickstarter now on OneBookShelf

The book has arrived!

Last July I announced that I was illustrating an edition of Zzarchov Kowolski’s Neoclassical Geek Revival RPG as part of his Kickstarter campaign.

Last week I received a copy of the finished work – a 151 page 6″ x 9″ hardcover book containing all the rules needed to play in our weekly NGR campaign, with some 80-90 art assets that I drew throughout the book.

I’m in my second NGR campaign right now run by Zzarchov – our first campaign was set in colonial Xanthandu as we exploited the natives in our efforts to secure the Eye of Set in a race against another weekly group that was doing the same thing. The current one has a bunch of iron age tribes working to unite into a kingdom… with two player groups again in competition to do so before the other does.

Neoclassical Geek Revival is described as iterative series of house rules to classic RPGs to the extent that none of the original mechanics or rules survive. There are some great mechanics in NGR that I would quickly drag over to any game I was designing – there’s an escalating “chance” mechanic where you start each session not rolling dice, just “taking 10” on every test. But if that’s not enough (or if you take damage to your “luck”), then you can move from taking 10 to rolling 3d6… or to rolling a d20. The problem is that you can never come back down – there’s no way to get back to taking 10 – once you start taking chances, things start getting swingy.

Character types / classes are really interesting (you get three pieces of “pie” for a character – if you put all 3 in one class, you get all 6 of that classes abilities, but you can put 2 slices in a class for 3 of the abilities, or a single slice for 1 ability, making for interesting “multiclass” combinations from the moment the game starts), and character creation is done in play (do your stats, probably your pie, and figure out actual skills and equipment as the game progresses – meaning that a new character joining an existing group is still REALLY useful, as they happen to have the exact skills you need when a situation comes up).

 

 

(Source: Dyson’s Dodecahedron)
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Quantiques, jdr cyber-SF

Le jeu de rôle cyberpunk et de science-fiction mais pas seulement.
Altérez la réalité mais gare aux ruptures de la trame du réel.

Dans Quantiques – réalité altérée, l’univers et le système de jeu ne font qu’un. En jouant l’on y met en place une forme de narration inédite et immersive. Les joueurs pourront utiliser du quantum et ainsi intervenir sur le cours de l’histoire prévue par le meneur. La narration y a été pensée pour que les joueurs y prennent part de manière fluide et que l’histoire ne perde rien de sa cohérence.

Je suis né au firmament,
et dans mon rêve d’exploration,
j’ai découvert l’infini.

– Proxima Dent, pilote du prométhée –

En 2 399 la nouvelle humanité a colonisé la quasi-totalité du système solaire. Toutes les planètes de Solaris, les planètes naines, les ceintures d’astéroïdes et même certains astéroïdes géocroiseurs sont habités. Chaque astre connaît sa propre dystopie et la nouvelle humanité est plurielle (Néo-sapiens, Gaïans, Sélénites, Stellaires, Androïdes et Homo-metallicus se côtoient loin des terribles Cryptides).

Dans son expansion elle se trouve confrontée à de nouvelles formes de vies, les Quantiques, des créatures ancestrales. Dans l’ombre, leurs serviteurs sont légions et les néo-humains les servent par milliards à leur insu. Leurs armes sont puissantes et sournoises : la manipulation de la physique quantique, le complot, l’emprise psychologique et les dissensions sociales. Une guerre secrète s’est mise en place, elle est le jeu favori de ces immortels qui se disputent le pouvoir.

Les personnages-joueurs jouent des NovQuantas qui luttent contre les Quantiques et prennent part à cette guerre qui mènera au dernier jour de l’univers. Ils sont à un niveau supérieur sur l’échelle de l’évolution, s’adaptent pour survivre, et luttent pour le maintien de la réalité pour protéger le libre arbitre d’une humanité nouvelle.

Le système est constitué de règles de base simples, ne recquérant qu’un d10 par joueur, et de modules complémentaires indépendants les uns des autres. Ils pourront à l’envie être utilisés en association ou isolement. Le meneur de jeu peut donc choisir les règles qui lui correspondent, ainsi qu’à ses joueurs.

La campagne de financement participatif commence le 7 février et devrait se finir le 17 Mars 2019 sur la plate-forme GameOn TableTop. L’objectif est de 6000 euros et les contreparties proposent en prix de lancement (7 au 15 Février) :

  • 42 € : 3 Livres de base ;

  • 67 € : 3 Livres de base + l’écran + le Livre de campagne + des spaces-map et pions ;

  • 89 € : La version collector (3 Livres de base + 1 écran enrichi + le Livre de campagne + 1 étui de protection sur lequel on trouvera une couverture collector + des spaces-map enrichies et pions ;

Des contreparties réservées aux boutiques seront aussi disponibles en prix de lancement, sans frais de port.

Pour plus de renseignements et participer à ce financement : la campagne de souscription commencera sur Game On.

(Source: Guide du Rôliste Galactique : les dernières news du jeu de rôles)

Bring in the new character!

So, I was prepping for Sunday’s “The Enemy Within” (Warhammer Fantasy Roleplay 1e) session… And I’m finding myself weirdly familiar with the material I’m reading – even though I’ve never owned or read Death on the Reik before now.

And then it hits me. This is the game I was “playing” in that taught me a vital skill in my DM kit – how to engage new players and new characters into a game.

A close friend who was in two of my gaming groups invited me to join his Warhammer group. When I showed interest in playing a dwarf he was excited and explained that the group were about to get to a point where it would be PERFECT to introduce a dwarf to the group.

So I roll up my character, and then show up for the session. We’re high schoolers, so the sessions are 8-12 hours long on average. Start at 10 am, play until we burn out.

I sit down at the side and wait for my character to be introduced. The party futzes around some big city for a few hours, get into a tussle with some cultists, and then spend the rest of the session trying to track down the cultists and the cult to no avail.

The entire time, I’m not introduced to the party.

12 hours later, the session ends and we go home. I never got to play. And this is in the 80s so I have no portable entertainment with me… and since I expected to be gaming I didn’t bring a book to read or anything. I just sat there and watched other people game.

The DM tells me not to worry, I’ll be introduced right away when the next session starts. Sorry about that.

So, a week later, I’m still not part of the party when we break for dinner at 6pm… 8 hours into the session. “They just haven’t made it to where you get introduced! Don’t worry, it’ll be soon!”

As everyone goes downstairs for dinner, I toss my character sheet in the garbage and walk the 90 minutes home.

The DM was HUGELY pissed off at me for bailing when he had “worked so hard” to prep the story to introduce my character into the group.

I just read the section of the module where he was going to introduce my character. Yeah, it would work well, but seriously, it would also have worked fine in… you know… the capital of the fucking empire.

From this experience, when I run a game, I do everything in my power to introduce a character within 3 minutes of the player arriving. 5 minutes I consider a failure. 10 minutes is complete rubbish.

(Source: Dyson’s Dodecahedron)
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Role’N’Play

Role’N’Play, c’est une série d’Actual Play (des parties de jeu de rôle filmées) diffusée sur Youtube depuis septembre 2018. Elle a pour particularité de mettre des comédiens professionnels dans la peau des joueurs, avec Julien Dutel en tant que MJ : L’on y suit donc les péripéties de Leowen, Darkna, Ozyias, Ilzaach, Malathor et Galefrin entrainés malgré eux sur le plan d’Oblivion. Fort d’une quarantaine de vidéos déjà, la série accueille en sus des guest-stars telles que Croc ou le romancier Maxime Chattam pour prendre le rôle d’un joueur ou du maître du jeu le temps d’une ou plusieurs vidéos !
La série cherche aujourd’hui à financer ses productions par le biais d’un financement participatif sur le site de Game On Tabletop. Le seuil de base ayant d’ores et déjà été atteint, les paliers vont vers la publication de nouvelles émissions consacrées à des conseils destinés à des joueurs et MJ débutants.
La campagne étant motorisée via le système Héros & Dragons, les pledgers se voient également remerciés par l’obtention des ouvrages de la gamme en version PDF. On notera parmi les options débloquées la présence d’une Boite d’Initiation édition spéciale “Role’N’Play” comportant du matériel supplémentaire et surtout la campagne Oblivion rééditée en SRD5 pour l’occasion et proposée dans un format compilé 4 livres + écran + boite de rangement.
La souscription court jusqu’au 25 février 2019.
Les différentes parties proposent :

  • 15€ à 60€ : Un pack de Soutien pour financer une à quatre saisons, avec accès aux paliers ;
  • 99€ : Pack Enfant d’Oblivion comprenant divers goodies (T-shirt, Mug, Dés, feuilles de personnages …) à l’effigie de son héros préféré ou du tout-puissant MJ;
  • 399€ : Pack Arpenteur réunissant les 7 packs de héros et celui du MJ.

Pour plus de renseignement et participer à ce financement participatif : la page de la souscription.
un entretien avec Julien Dutel au sujet de la série et de la campagne de financement.

(Source: Guide du Rôliste Galactique : les dernières news du jeu de rôles)

Firetop Mountain…

“You have in your possession a sword and a shield together with a rucksack containing provisions (food and drink) for the trip. You have been preparing for your quest by training yourself in swordplay and exercising vigorously to buildup your stamina.”

The very mountain is menacing – it seems to have been savaged by the claws of a massive beast. Not an actual volcano, the top of the mountain is covered in strange red vegetation that gives it its name.

This is the setting of the first of the Fighting Fantasy gamebooks by Steve Jackson and Ian Livingstone – The Warlock of Firetop Mountain. I got a copy of this book some time in 1982 and fell in love with the rich detailed illustrations of Russ Nicholson throughout and the mix of RPG game elements into a choose your own adventure book.

Firetop Mountain Map - SouthFiretop Mountain Map – South

Through dozens of playthroughs, I only actually finished the adventure once – I even have an instinctive routing through the dungeons following the right-hand path to the bridge over the river – but I have thoroughly explored the passages and rooms leading up to that river. It was on the other side of the underground river that my adventures routinely went wrong.

Last month, I finally sat down with the old tattered book and gave it another run – this time marking every choice, every room, and every passage. It took me a day to complete this map of the southern half of the dungeons – everything up to the underground river.

Now I just need to map the chambers on the other side, and the maze between them and the warlock himself…

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The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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