Tuesday, October 28, 2014

Halloween Treat

Weird Adventures pdfs and bundles with the pdf are now on sale at 33% off as part of Drivethrurpg/Rpgnow's Halloween Sale.

If you've never picked up a copy, now is a good time.!


Monday, October 27, 2014

Welcome to the (Castle) Machine

Art by Jeremy Duncan
Castle Machina is the palace and workshop of Viola, the Clockwork Princess of the Country of Yanth. It sits at the center of a walled compound of laboratories, workshops, and barracks accommodating the Princess's gnomic associates.

The castle was built from the legendary Walking Castle of Mirabilis Lum. The old artificer reportedly chose the location because of the caves beneath. Using automaton workers, Lum turned the upper cave levels in laboratories--then disappeared into them, never to be seen again. His castle sat empty for a time, them artificers, tinkerers, and would-be treasure hunters descended upon it to scavenge Lum's secrets. Some fell to cunning traps Lum had left behind, but most lost their lives to simple heedlessness regarding the castle's dangers.

Over time, a tribe of gnomes was able to make a home in the castle and even began remodeling it to their needs. Their triumph only lasted a handful of years before they accidentally released a creature part-machine, part-ogre, Clanking Borgo, that made himself the castle's ruler. He enslaved the gnomes and exacted tribute from passing river traffic. This state of affairs lasted until the Princess arrived from places unknown to vanquish the ogre and very shortly thereafter be declared ruler of the whole country by the Wizard.

Despite being the center of the Princess's government, the castle has not being completely tamed. Oozes and slimes--the results of failed experiments and alchemical wastes--seep through the depths beneath. Dangerous automata and magical curiosities from all of Lum's travels lurk in forgotten rooms, waiting to be re-activated. There are even rumored to be unguarded portals to other worlds.

Sunday, October 26, 2014

The Art of Inspiration


The number of art books related to movies, computer games, and tv shows seem to have been increasing within the past few years. I just go the Adventure Time: The Art of Ooo this week, and Amazon helpfully tells me that art book for the charming animated film The Book of Life is now available. Though they can sometimes be a little pricey, I a good art book is great gaming inspiration.

The various Art of Star Wars books are pretty good--particularly for the prequel trilogy, where you get more concept art and discarded designs. For instance, early designs of for the character that became Darth Maul was a female Sith. This design later became the basis for Asaj Ventress. Unfortunately, these are out of print, though you can still find them.


The Avatar: The Last Airbender art book is a great one in terms of inspring production art and world detail. For The Legend of Korra, we've an art book for each season, so far. They are similar to the one for the original series, though individually not quite as good, probably because they aren't as concetrated. Still, they're well worth checking out.

The aboslute best ones are when the art book casts itself in a fictional context. The World of King Kong purports to be a history of Skull Island, but it's actually a fantastic guide to all the creatures created for the 2005 film.

Not all art books are created equal, alas. I found the Adventure Time book a bit disappointing as inspiration (better is The Adventure Time Encyclopaedia). Some of the movie related ones have beautiful art, but are low on concept art or hints of world detail where the real inspirational gold is to be found.

Friday, October 24, 2014

Rabbit Folk in 5e

Art by Jerome Jacinto
The Hara or Rabbit Folk have their own subkingdom within the Country of Yanth, though wandering swords-rabbits and minstrels of their kind may be encountered all over Azurth.

The Rabbit Folk live in underground warrens they call commots, where the peace is kept by knights led by a reeve. All the warrens are ruled by a king, currently one Lapin XXII who spends his days at leisure in the opulent burrow he shares with his harem.

Rabbit Folk balladeers tell of the tragic fall of a sister Hara kingdom whose warrens were invaded by a giant rattlesnake. In the tales, the undying king, maimed by the snake's vemon, roams the land in disguise, searching for a noble Hara (or any other hero, really) to restore his kingdom.

Hara are shorter than humans and thinner of limb, but sometimes plump in body. Their fur may be any color from white to black, with some shade of brown being the most common.

Art by Tony DiTerlizzi

Hara Traits
Ability Score Increase. Dexterity increased by 2 and Charisma by 1.
Age. Rabbit Folk live shorter lifespans than humans on average with only a few living beyond their 70. They are mature by their early teens.
Alignment. Hara tend toward good but can lean toward Law or Chaos.
Size. Hara are between 3 and 4 feet tall. Small.
Speed. Rabbit Folk are fleet of foot and have a base walking speed of 30 feet, despite their size.
Leaper. Rabbit Folk can make a running high jump or long jump after moving only 5 feet on foot.
Lucky. A Hara can reroll a 1 on an attack roll, ability check, or saving throw.
Nimbleness. A Hara can move through the space of any creature of larger size.
Languages. Rabbit Folk can speak and read Common. They also speak their on tongue, which they write in the standard Azurthite script.

Thursday, October 23, 2014

Strange Stars: Welcome to the Outer Rim

There aren't too many more updates before we'll be done with the Strange Stars Setting Book. Here's the rough layout for the Outer Rim:


There are a couple of typos there, but it looks great overall. I worry a bit about the type size. It's always a struggle between cramming as much info in and the aesthetics.

Wednesday, October 22, 2014

Wednesday Comics: Artesia

My Artesia review will return next week. For now, here's a few illustrations from Artesia Annual #1.


Here are some bannermen.


And the King's Guard.

Monday, October 20, 2014

New to Rivertown


Yesterday was the inaugural session of my 5th edition Land of Azurth campaign. Kully Keenstep (Jim, bard), Kairon (Eric, tiefling sorcerer), Waylon (Tug, frox thief), Dagmar (Andrea, dwarf cleric), and Berekose (Bob, fighter) all happen to arrive on the same keelboat, Berta Mae. After stopping an extortion attempt by river rats (the mostly human kind), the five draw the attention of Mayor Yrrol Gladhand.

Gladhand gets them put at the top of the list of audiences with the Clockwork Princess, Viola, and also gets them rooms at the Dove Inn. He wants them to get in the Princess's good graces, and then report to him and the City Council on things that might be of financial interest. Not knowing what else to do, the group agrees.

The next morning, they take the ferry over to Mechanicstown, the collection of laboratories around Castle Machina. The gnome guards usher them into the audience chamber, where a pre-occupied Princess soon enters. She agrees to help them with their various requests, but asks them to perform a simple task for her first: take a small velvet bag to a man in the third level beneath the castle. She shows them on a map where to go but warns them against going any place else, lest they run afoul of the tribes of Looms. None of them known what Looms are, but they are assumed to be quite dangerous based on the context.

After perform the ritual they are given, the Lift rumbles downward to "L3." They make their way down the hallway, but right before the doorway, Waylon and Erekose notice a glistening: a gelatinous cube blocks the way! The group goes around to another entrance. This one is blocked by old furniture, but it's easily movable. All the while, they hear the sounds of chanting and ritual, but they never see what they assume to be the Looms.

Through the grimy window of the laboratory, they can see a pale, flickering light. They enter and find a path amid the old laboratory and alchemical equipment. They can hear strange, distorted voices. They come upon the source of the light: an odd large, magnifying glass-like lens, and a man-shaped thing of metal looking into it. The metal shape turns toward them.


A voice emerges from a grating in its chest, and it asks if the group brought "them." They hand the bag over, and it dumps the contents on the table--tiny, metal pieces. It turns back to the lens and says: "we can renew our game."


Dagmar sees inside the round, glass opening in the thing's body to see a motionless old man with tubes stuck in him.

The group returns to the surface, where the Princess agrees to look into the things they asked about, and gives them a few leads.