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Wednesday, September 18, 2013

Hump-day Hildebrandt - and An Apology To My Playtesters

I'm not the sort of blogger that wines or apologizes to the readers for not writing.  However, I will take this chance to apologize to the folks who are waiting for the first Lamentations of the Flame Princess Black Book of Faust playtest packet.  I have missed your deadline a bit here.  I am sorry for that.  I have been spending a tremendous amount of time at the "real job" since beginning to write this.  On top of it, I've been having some computer issues on the home front.  That all said, I am working out some of the details of the first playtest packet tonight, and hope to have it out before the weekend.  I posted elsewhere that I was held up a bit due to figuring out the mechanics for one of the witch's abilities.  Now that I've had a chance to look at it, it will likely not be in the first packet. It will require a, as yet, incomplete rule to function properly, and thus will be in packet two along with the rules for ritual magic.  I apologize sincerely for this, but that is rather why I'm doing things this way.  I want all of the potential issues out of the way before I give my draft to +James Raggi.  I see far to many people running Kickstarters and attempting to sell new product and having to give this sort of apology at THAT POINT.  That simply won't do for me.  If you emailed me about getting a copy of the playtest please be advised that intend to have a good copy to you no later than this Sunday.  It is approaching completion, but I will have a couple of days that I won't be able to work on it.  Therefore, Sunday is looking like the realistic day for packet one.  Until then, enjoy this terror from Tim Hildebrandt from Realms of Wonder:



Thursday, September 12, 2013

Barbecon 2013





This year's Barbecon is almost upon us.  A week from this Saturday gamers in the Metro Detroit region will have the chance to spend a day at the park eating barbecue and playing games.  Again, there is only one representative in the OSR, but we can all change that.  Lot's of PF Society again this year, if that is your thing.  Hell, here's the schedule:

Current Schedule of Events

8:00 am - 11:45 am

Merchants
​A simple but deep card game of cornering the market. You have cubes that you may swap out with cubes of other colors. A display of six cards represents the market demand for different colors. On your turn, you may draw cards. Or, you may cover some of the demand cards with cards from your hand. Each time the demand changes, each cube produces coins equal to the number of demand cards with that cube's color. Only do this when your opponents will profit less than you!


9:00 am - 2:00 pm

Pathfinder 3-21: The Temple of Empyreal Enlightenment (1-5) 
By Ron Lundeen. In order to learn about the esoteric faith of the Empyreal Lord Korada, the PCs are sent by the Pathfinder Society to explore an abandoned aasimar temple to the benevolent deity. What they find there is anything but an opportunity for peaceful reflection and enlightenment. A Pathfinder Society Scenario designed for levels 1–5.

Pathfinder 4-5: The Sanos Abduction (3-7) 
By Jerome Virnich. The Pathfinders are sent to the Sanos Forest in central Varisia to assist an agent researching the fey who inhabit the remote wood. However, like many seemingly routine tasks in a Pathfinder's adventuring career, the simple support mission quickly turns into an adventure the PCs aren't soon to forget - presuming they survive. A Pathfinder Society Scenario designed for levels 3–7

Pathfinder 4-6: The Green Market (5-9) 
By Jim Groves. When an ally of the Society reports that her sister's business is being harassed by the Aspis Consortium in the Varisian city of Korvosa, a team of Pathfinder agents is dispatched to the Green Market to assist. What they find there is more than simple strong-arming and intimidation however. What mysterious forces bring the popular market its unlikely success? Can the PCs stop the Aspis Consortium from gaining control of what could become a lucrative resource for the rival organization? A Pathfinder Society Scenario designed for levels 5–9

Pathfinder 5-2: The Wardstone Patrol (3-7)
By Alex Greenshields. All-out war has erupted on the long-contested border between the crusader nation of Mendev and the demon-infested Worldwound. With the magical defenses that once held the demons at bay failing, defense of the region now falls to small patrols of mobile soldiers to resupply, reinforce, and communicate between the border's many fortresses and outposts. With so much at stake, the Pathfinder Society has enlisted many of its agents to assist in the war effort, both to protect its own interests and to prevent the onrushing tide of demonic attackers from plunging the entire Inner Sea region into chaos. However on one such wardstone patrol the party may find itself facing an enemy of an entirely different nature. A Pathfinder Society Scenario for characters of 3rd to 7th level.

Pathfinder - Wild Card

Pathfinder: Realm of the the Fellnight Queen (runs 9:00 am until 7:30 pm) (6-8) 
By Neil Spicer. Stay Out of the Woods! Deep in the forest, something is stirring. An evil fey sorcerer, cast out of the First World millennia ago by her own kin, has found a way to break through the ancient walls of her prison She carries with her a vengeance too deep to be sated. For the quiet Andoren town of Bellis, busy celebrating a long-awaited marriage, it's a time for joy and laughter. Yet the forest that's always sheltered it is growing dark, and things are moving in the heart of the woods... A wilderness adventure for 7th-level Pathfinder Roleplaying Game characters



10:00 am - 5:00 pm

Magic the Gathering Unofficial Tournament
Play for fun. This will be a modified standard tournament - 2 strikes and your out. All entries will get to play 2 games. Once you get 2 losses you will be eliminated. The top 4 will be awarded prizes. [16 players minimum, 32 maximum]


11:45 am - 3:30 pm

Swords & Wizardry Complete - Introduction
Come learn to play Swords & Wizardry Complete. Learn Character Creation and take those characters through the module "Tower of the Stargazer.

Feng Shui Champions - Sons of the Dragon
Max Players: 7 Difficulty: moderate Game Description: You are one of several martial artists emerging to avenge the mysterious death of the man you all once trained with: Bruce Lee. OK, not our Bruce Lee, but his year 69 CE counterpart, Xialong ("Little Dragon"). It's basically Feng Shui, Shaw Brothers and Detective Dee in a blender. Wild Martial Arts for the curious. The true power of Feng Shui is known only to a few. They all want you dead. http://games.groups.yahoo.com/group /SonsOfTheDragon/

Tammeraut's Fate
Do you like D&D, aquatic adventures, and high-flying action? This adventure has all the D&D fun without the endless book-keeping, rules-fussing, and irritating minutia. It also shows how easy it is to convert all the D&D goodness using themes — no more waiting to play "prestige classes."

Dominion: Guilds
Guilds is the final set in the series of the definitive original deck-building game, Dominion. This features cards that do something when you over-pay for them, and cards that store money between turns as coin tokens.


2:30 pm - 7:30 pm

Pathfinder 4-14: My Enemy's Enemy (3-7) 
By James Olchak. Someone in the city of Magnimar is committing crimes and leaving evidence implicating the Pathfinder Society. It falls to the Pathfinders to get to the bottom of it. What they find may signal the resurgence of an enemy thought long defeated. A Pathfinder Society Scenario designed for levels 3–7.

Pathfinder 4-17: Tower of the Ironwood Watch (5-9) 
By Sam Polak. On the edge of Varisia's Mierani Forest stand the ruins of an ancient tower that once served as the native elves' first line of defense against the threat of invasion from the bordering Thassilonian realm of Envy. Just as the elves fled Golarion to avoid the destruction of Earthfall, so too did they leave behind the Tower of the Ironwood Watch, which the Pathfinder Society now hopes to explore - a task that could prove more dangerous than anyone anticipates. A Pathfinder Society Scenario designed for levels 5–9.

Pathfinder 4-24: The Price of Friendship (5-9) 
By Christina Stiles. The Pathfinder Society has discovered the hint of a monumental revelation but in order to confirm their find they must send a team of agents into the dangerous and unwelcoming orc-ruled Hold of Belkzen. While an expedition could easily be dispatched to the orc capital of Urgir, the Decemvirate urges caution to ensure success. Thus, a team of Pathfinders must seek out a guide in the Varisian orc city of Urglin. Can they navigate the treacherous city of denizens who wouldn't mind seeing them dead or will the orcs' Second Home be the site of their final mission? A Pathfinder Society Scenario designed for levels 5–9.

Pathfinder 5-1: The Glass River Rescue (1-5) 
By Mike Shel. A Pathfinder leading a diplomatic envoy from the dwarven holds of the Five Kings Mountains has gone missing, and the balance of power in a time of war hangs on her rescue. The Pathfinder Society's divinations indicate the agent was waylaid in the theocratic nation of Razmiran, when one of her escorted diplomats failed to pay a requested tithe. Now it falls to the party to enter Razmiran, locate the missing Pathfinder and the dwarven diplomats and escape with their lives. A Pathfinder Society Scenario for characters of 1st to 5th level (Tier 1–5)

Pathfinder -Wild Card


3:30 pm - 7:15 pm

Tokaido
A game of vacation planning! Each turn, you may go as far along Japan's Coastal Road as you wish. But this isn't a race-- don't skip over those wonderful tourist attractions. It's only your turn when you lag behind all the other players, so take your time and enjoy the sightseeing, meals, souvenir shops, hot springs, and interesting people. Each attraction gives you a card when you visit. Whoever collects the most impressive sets of cards has proven that they are the most seasoned traveler.

Monday, September 9, 2013

Lamentation's of the Flame Princess: "Black Book of Faust" Playtest Sneak Peak

So, as I am putting together a draft of my (hopeful) Lamentations of the Flame Princess book on magic and caster classes, I have promised a public playtest.  I was anticipating getting it out early this week, but the class that the first of three playtest packets will contain (the Witch) has a few spells that I'm still ironing out.  Those who emailed me regarding receiving the playtests will get them later in the week (I'm thinking Thursday or Saturday depending upon my schedule.)  To give everyone a little taste, I will post the core of the Witch class here.  Some elements will be left out here and no spell lists will be given.  Like I said, this is a taste.  If you like what you see and have not already contacted me to receive the playtest packets, email me at the address given in the above "public playtest" link.

WITCH

Most of the world is blissfully ignorant of the existence of the things that lurk on the boundaries of man's reality. Magic-users see and interact with this reality, learning it's arcane rituals and utilizing musty grimoires in the pursuit and practice of the Art. They see magic as both Science and Art to be pursued, understood and mastered.
There are others in the world, misunderstood in their ways by both common folk and magicians alike. To the witch magic is a craft, honored and humble in nature. Something to be felt and woven into the very fabric of life. Witches might learn rituals from books or may be taught via family heritage, still others learn their craft from strange otherworldly familiars that come in the night. However a witch has learned her craft, she casts very differently than the magic-user.
Where magic-users might be able to gain every spell in existence through study and adding the spell's secrets to his spell book, the witch is limited by level to the amount of spells that she might know. That said, the witch need not prepare her spells, as she has learned them and woven them into the very fabric of her existence. Therefore the witch can cast her spells spontaneously, but is limited to the amount of spells she can cast in a single day.
Many witches are from rural communities and thus have a certain connection to the natural world. The rural environment that most witches are brought up in also places them far most Leeches and Doctors, thus many gain access to healing magic by necessity.


Witch Spells Known
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1
2
















2
3
















3
3
1














4
3
2














5
4
2














6
4
2
1












7
5
3
2












8
5
3
2
1










9
5
4
3
2










10
5
4
3
2
1








11
5
5
4
3
2








12
5
5
4
3
2
1






13
5
5
4
4
2
2






14
5
5
4
4
3
2
1




15
5
5
4
4
3
2
2




16
5
5
4
4
3
3
2
1


17
5
5
4
4
4
3
2
2


18
5
5
4
4
4
3
3
2
1
19
5
5
4
4
4
3
3
3
2
20
5
5
4
4
4
3
3
3
3

Witch Spells Per Day
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1
1
















2
2
















3
2
1














4
3
1














5
3
2














6
3
2
1












7
4
3
2












8
4
3
2
1










9
4
3
3
2










10
4
4
3
2
1








11
5
4
3
3
2








12
5
4
4
3
2
1






13
5
4
4
3
3
2






14
5
5
4
4
3
2
1




15
5
5
4
4
3
3
2




16
6
5
5
4
4
3
2
1


17
6
5
5
4
4
3
3
2


18
6
6
5
5
4
4
3
2
1
19
6
6
5
5
4
4
3
3
2
20
6
6
5
5
5
4
4
3
2

Saving Throws
Level
Experience Points
Hit Points
Paralyze
Poison
Breath Weapon
Magical Device
Magic
1
0
1d6
13
13
16
13
14
2
2,500
+1d4
13
13
16
13
14
3
5,000
+1d4
13
13
16
13
14
4
10,000
+1d4
13
13
16
13
14
5
20,000
+1d4
13
13
16
13
14
6
40,000
+1d4
11
11
14
11
12
7
80,000
+1d4
11
11
14
11
12
8
160,000
+1d4
11
11
14
11
12
9
320,000
+1d4
11
11
14
11
12
10
480,000
+1*
11
11
14
11
12
11
640,000
+1*
9
9
12
9
8
12
800,000
+1*
9
9
12
9
8
13
960,000
+1*
9
9
12
9
8
14
1,120,000
+1*
9
9
12
9
8
15
1,280,000
+1*
9
9
12
9
8
16
1,340,000
+1*
6
7
8
5
6
17
1,600,000
+1*
6
7
8
5
6
18
1,760,000
+1*
6
7
8
5
6
19
1,920,000
+1*
5
6
7
4
4
20
+1,600,000/
lvl
+1*/lvl
5
6
7
4
4

Beginning Spells

A witch begins play knowing two spells plus on spell per bonus point of Wisdom she has. This means that if a witch has a Wisdom granting a +2 bonus she will begin play knowing 2 spells in addition to those listed on the Witch Spells Known table. She will also gain this bonus in spells each time she acquires a new spell level. Therefore, when this same witch reaches 3rd level and gains the ability to cast 2nd level spells, she will gain 2 additional 2nd level spells, though the amount of spells she is able to cast in a day do not change.

Preparing Spells Each Day

To gain her spells per day a witch must rest for 6 continuous hours. She must then meditate for one hour per spell level of the highest level of spell that she knows (or desires access too.) This effectively puts her subconscious in contact with the realms and beings from whence her spells originate, whether the witch is aware of this fact or not. She need not “prepare” these spells through memorization in the same sense as a magic-user or cleric, as her magic is a part of here very being. Instead, following here meditation she will have access to all a spells she knows with the ability to cast them spontaneously, on a whim. She is limited only by the number of spells that she can cast per day, per level. A witch's spells per day remain intact until cast, whether that time is a day, a week, a month or a year. However, uncast spells will not stack with new spells if the witch meditates prior to exhausting all of her spells per day.

Thursday, September 5, 2013

Rocking out LotFP the WOTC Way: Public Playtest Time

Hey all.  Some of you who happen to be on the Lamentations of the Flame Princess G+ Community probably saw the conversation that I had a little over a week ago concerning re-vamping the magic system in Weird Fantasy Role Playing to be more "real world in feel."  I recently outright pitched the idea for my splat book (current working title being "The Black Book of Faust") at +James Raggi  and he seemed approving.  Here's the thing.  It's a work in progress at the moment and James wants it playtested dammit!  My home group will be doing a bit of that, but I want more feedback.  Therefore, I want to rip off WOTC and do a public playtest.  My playtest would work by sending you tidbits (classes, spells etc) along with instruction on what sort of feedback I would be looking for in PDF.  Once you had tried it out, you could send it on back.  I will be putting a cap on the amount of people that get these PDFs.  If you are interested in receiving any of my playtest material, please email me at treewytch_at_yahoo_dot_com.  Include "Black Book of Faust Playtest" in the subject.