Author Archive

July 10, 2014

Vertiginous Infiltrators, a science fantasy monster

infiltratorMy Patreon project is producing more free monsters! This is a science fantasy monster. You can find it in pdf form with stats for Dungeon World and Labyrinth Lord on the Patreon site:
Dungeon World Vertiginous Infiltrators
Labyrinth Lord Vertiginous Infiltrators

Grown in vats by unlawful geneticists, the vertiginous
infiltrators are perfect copies of the Sargosyalan race, able to mimic
the mannerisms and behaviours of anyone they could observe.
They were deployed against the Sargosyalans and quickly took
over key positions within that race’s leadership. Not only did they
capture vital military resources for the Xalvorians, but the paranoia
these double agents created within the Sargosyalan ranks was a
setback they could never recover from. Within a few short decades,
a war that had rages and stalled for more than a century was over,
and no true Sargosyalan remained alive.

With their homeworld and all their colonies overrun by the
Xalvorian overlords, the vertiginous infiltrators are all that is left of
the Sargosyalans. Undying, they continue to serve their masters,
infiltrating the societies of other alien races—but no subsequent
success can compare to their original triumph over the beings they
were made to mimic.

May 5, 2014

Den of Thieves

Den of ThievesDen of Thieves is the revised version of a game I wrote in 2009, that has more or less been on a back burner since 2010. I haven’t seen anything similar to it since then, though, so I thought I should maybe polish it up to let other people take a look at it.

It’s a game about fantasy thieves in a fantasy city, with magic and whatnot and a sort-of Victorian underworld vibe. The rules are probably closest to Otherkind Dice (i.e. Ghost/Echo) but a little more rigid. You need a deck of cards to play. Each card represents a specific person, place, thing, or event. You make a map of cards laid out on the table, and you also draw cards to resolve actions, instead of rolling dice. The game is structured in scenes, and you can play with or without a GM (that role is split in two).

The intention is that each time you play, you choose a custom decks of cards, instead of an adventure scenario. Each deck would have a different set of people, places, things, and events, each with their own special rules. Production-wise, this is actually a lot easier to do now than it was in 2010, so possibly I should be thinking about working on this game again.

You can play it if you like. Let me know how it goes. What’s missing is a section telling you how to play the roles (protagonist, dealer, antagonist). If you’re familiar with games like Apocalypse World, Fiasco, and Ghost/Echo, it shouldn’t be too hard to figure out, though.

 

LINK IS HERE

April 25, 2014

DW2: Island of Fire Mountain

At long last, both the DW and the River Knife series of adventure modules are complete trilogies.

Island of Fire MountainA small island in the South Seas. A lone fort plagued by cannibal hordes and a race of monsters. A ship, wrecked on the rocks of the far shore, missing all its crew and passengers. An ancient city that stands in ruins, guarded by the very elements themselves, and rumoured to be full of ghosts. All this and more lie waiting for a band of intrepid adventurers. Will they bring peace and prosperity to the island, or merely line their pockets? Will they discover the secret of the lost city of Kuna Lii, or will they leave the entire world in ruins in the attempt? Come ashore, and find out for yourself!

What size is this book?
It’s 102 pages, black and white, 6×9 in print, 5.5×8.5 in pdf.

What do you get with this book?

  • Inside this adventure module, you will find:
  • A complete island, with numerous warring factions and a ruined city.
  • New monsters, characters, and magical items to vex or aid the PCs.
  • Customized starting procedures and advice about asking the players questions that contribute to the setting, while keeping the island a mysterious place for them to explore.
  • A new base class: the Elementalist.
  • Cover art by Robert Scott, from the Prismatic Art Collection.
  • Fantastic interior art by Nate Marcel and Tony Dowler.

Where do you get this book?
You can buy Island of Fire Mountain in print and pdf from DriveThruRPG, for $20. Or $8 if you only want the pdf.
You can also buy the print version by itself from Lulu for $16.

February 6, 2014

Bluish Multitudes

bluish_multitudesThese hideous abominations were invented by the archmage Drakdagor as a way to both punish his failure-prone minions and guard his underground storehouses. Once he had transmogrified a minion into a doughy, bluish creature with a blob-like torso that slowly absorbed the minion’s original head, he could add more minions to it and they would meld with the blob. The result was a new creature with multiple limbs and mouths, and a ravenous appetite for intruders. Those minions that failed Drakdagor would often find themselves becoming part of a bluish multitude.

Ultimately, Drakdagor created too many of them and they destroyed him, devouring his flesh and his magic. Those multitudes that ate of their master became magical themselves and have proved to be far longer-lived than the others.

Dungeon World stats:
Amorphous, Construct, Hoarder, Large, Solitary.
Teeth and claws (1d10+2 damage)
Hand, Close, Forceful
15 HP
1 Armour
Special Qualities: Infectious.
Instinct: Protect the underground storehouse.

  • Grab a foe and begin to eat.
  • Push and shove a group of foes apart.
  • React strangely when touched by magic.

Labyrinth Lord stats:
No. Enc.: 1 (1d6+1)
Alignment: Chaotic
Movement: 120’ (40’)
Armour Class: Leather & shield
Hit Dice: 2 to 7 (1d6+1)
Attacks: 2 claws and 1 bite
Damage: 1d6 / 1d8
Save: F4
Morale: 9
Hoard Class: IV / S (XVII / F)

Art by Nathan Jones.
Text by Johnstone Metzger.

You can find more monsters, with more text and larger pictures, on PATREON.

January 22, 2014

Heliotropic Sky Devil

skydevil_loConsidered by planetologists to be the pre-eminent apex predator on Maldorine VII, the Heliotropic Sky Devils feed off the various megafauna roaming its planet’s deathlands. But recently, the arrival of the Moon Marauders have thrown their lifestyle into jeopardy.

Sky Devil of Maldorine VII
Huge, Organized, Solitary.
20 HP, 1 Armour
Barbed tail (b[2d10]+3 damage, ignores armour)
Close, Reach, Forceful
Special Qualities: Hyperviolet-reflecting skin pigment, Multispectrum eyes, Wings.
The megafauna of Maldorine VII are partly comprised of metal, usually in the form of a chrome exterior, all the better to reflect the hyperviolet rays unique to the star Maldorine. The Sky Devil is the largest specimen of those creatures that have instead developed special skin pigments, but the lack of metal in its biology has not hindered it in any way. It is still the ruler of this world, able to rend apart steel and iron. Reigning supreme over all other predators, the Heliotropic Sky Devil languidly roams the skies of its deadly homeworld, endlessly searching for prey.
Instinct: To assert dominance.

  • Call out to other Sky Devils.
  • Detect a foe’s weaknesses with multispectrum eyesight.
  • Grab a foe with its tongue.
  • Swallow a foe.

If they prove to be too dangerous: Become confused, fail to understand.
If they submit and cower: Move on to other things.
When a Moon Marauder is detected: Summon other Sky Devils.

Using this monster: You can use this as a regular Dungeon World monster, but you can also use it as a gigantic, nigh-invulnerable beast if you treat is as a spaceship, using the rules in Adventures on Dungeon Planet. In that case, it can only be harmed by spaceships and other such vehicles, but not by humans or their laser pistols.

Art by Nathan Jones.
Text by Johnstone Metzger.

You can find more monsters, with more text and larger pictures, on Patreon.

January 15, 2014

Marauders from the Moon

cone_faced_marauder_loHuge creatures that fly through both air and space, these cone-faced marauders were deposited upon the moon of Maldorine VII by aliens vast aeons ago. They lay in suspended animation until very recently, when they awoke and flew through the space between worlds to bring death and destruction to an infamously deadly planet.

Moon Marauder
Alien, Hoarder, Huge, Solitary.
12 HP, 1 Armour
Hyperplasmic blast (1d10 damage, 2 piercing)
Reach, Near, Corrosive, Messy
Special Qualities: Flying, Ray-Eater, Voidstalker.
The moon marauders now roam the skies above Maldorine VII’s deathlands, soaking up the various ultra-spectrum radiations. They produce waste in the form of a hyperplasmic liquid residue that they spew from the orifice on the front of their face. This residue is incredibly destructive to the planet, polluting the land and killing off the various terrifying megafauna and the flora they feed off of. Huge tracts of land are now smouldering wasteland, and certain forms of indigenous life have begun to turn against the marauders.
Instinct: To absorb ultraspectrum energies.

  • Absorb an energy attack.
  • Grab a foe in gigantic hands.
  • Pollute a landscape.
  • Take to the skies and fly through space.

When they are resistant to hyperplasma: Throw them into the Killer Sea.
When they block the ultraspectrum rays: Smash them!
When they prove to be dangerous: Retreat into space or the caverns of Maldorine VII’s Dark Zone.

Using this monster: You can use this as a regular Dungeon World monster, but you can also use it as a gigantic, nigh-invulnerable beast if you treat is as a spaceship, using the rules in Adventures on Dungeon Planet. In that case, it can only be harmed by spaceships and other such vehicles, but not by humans or their laser pistols.

Art by Nathan Jones.
Text by Johnstone Metzger.

You can find more monsters, with more text and larger pictures, on Patreon.

December 28, 2013

DW3 Ghostwood Haunts

Before the year comes to an end, here is a new book! Ghostwood Haunts is an introductory adventure module for the Dungeon World fantasy role-playing game. This is the sequel to DW1 Lair of the Unknown.

DW3 Ghostwood HauntsWhat’s the adventure about?
In the midst of the Ghostwood, the village of Knifesbridge holds a mere few thousand souls, but trouble enough for all. A gang of bandits preys upon the local road traffic, drug addiction spreads through sleepy village streets, and corruption at the heart of municipal politics stymies all attempts to restore law and order. Worse yet, a dead witch’s ghost seeks vengeance, and a demon waits to walk once more beneath the Ghostwood’s leaves. At the crossroads between these fronts lies and old, abandoned tower, and the secrets buried beneath it will tear this village apart.

What’s it look like?
It’s 138 pages, black and white, 6×9 in print, 5.5×8.5 in pdf.

What do you get with this book?
Inside this adventure module you will find:

  • Two complete fronts with three dangers each.
  • NPCs for each of these six dangers, plus more to populate Knifesbridge.
  • Suggested and optional scenes that further the villains evil scenes.
  • Crime, political corruption, and drug addiction.
  • Ghosts, witches, and a demon.
  • Maps of important locations.
  • Three new compendium classes: the Bounty Hunter, the Drug Addict, and the Infernalist.
  • One new base class: the Magnate.

Why is DW3 the sequel to DW1, Johnstone?
That’s a good question, Johnstone! It’s because DW2 isn’t finished yet. Look for that one in March or something.

Where can you get it?
The pdf is available at DriveThruRPG for US$8. There will be a print option there once the proof arrives at my house and passes the quality test.
But there is a print option at Lulu right now for US$16.

November 29, 2013

Dungeon Planet in the Bundle of Holding!

The current Bundle of Holding features Adventures on Dungeon Planet!

The Bundle of Holding is a limited-time offer that lets you buy a collection of different rpg pdfs for cheap. This Thanksgiving Holiday bundle lets you buy Apocalypse World, Sagas of the Icelanders, and Perfect: Unrevised for just US$6.95. These are all good games and well worth that price! I bought all of them new and paid a lot more and I still don’t regret it.

You can always pay more money than that if you want, and you probably should because 10% of the total profits goes to charity: Doctors Without Borders and the Electronic Frontier Foundation. Also, if you pay more you can get a bunch of extra games, like Adventures on Dungeon Planet and Dungeon World. If you read this blog, you probably already have those. But you get more: Durance, Nova Praxis, and Becoming.

Durance is a GM-less sci-fi game about life on a prison planet. I think this is probably my go-to game for GM-less play. Also, the planet creation rules are an excellent source of inspiration for any sci-fi game.

Nova Praxis is a transhumanist sci-fi Fate game. It’s also the best-constructed pdf in rpgs at the moment. Most people just give you the files they make the print version from, these guys made a thing that works super-well on your devices.

Becoming has just been added to the bonus games. It is really new, and has an interesting setup. One player is The Hero, everybody else plays Fates that try to oppose the Hero. Sort of a “one player, many GMs” type setup. It does multiple genres, too.

Right now (Friday morning), you can get all these pdfs for $19. The amount it takes to get the bonus stuff too will slowly increase over time, though, until the deal ends on Wednesday. If you have to wait till payday, though, the good news is you’ll still be getting a hella good deal.

November 4, 2013

New Monthly Monster Preview

Gozmo Zalandros, Wizard-God of DecapitationToday, I release the second and final preview for the Monthly Monster project on Patreon. This monster is Gozmo Zalandros, Wizard-God of Decapitation. He is a specific character, a wizard-turned-god with strange powers. As you can also see, he comes with a full-colour illustration. This is what future full-colour work will look like, if we get enough patrons to make that feasible. Ideally, we would like all the artwork to be full colour.

You can check out the pdfs of Gozmo Zalandros here:
Gozmo Zalandros for Dungeon World.
Gozmo Zalandros for Labyrinth Lord.

 

Check out the Patreon site HERE.

October 31, 2013

Truncheon World: The Truncated Dungeon World

Truncheon WorldI don’t like carrying my copy of Dungeon World around. It’s a 400 page hardcover and I’m the one who has to run it, so I don’t even get to take advantage of the +1 vs. haters it gives me. So I made myself a smaller version, with just the stuff I use, in a slightly different order, and called it Truncheon World, the truncated Dungeon World.

You can get the pdf for free at DriveThruRPG. Or you can pay, if you want.

You can get the 6×9 B&W softcover from Lulu for $12.

At some point in the future, you’ll be able to get a softcover from DriveThruRPG with colour-coded sections so it’s even easier to reference. I haven’t got the proof back yet, though.

This isn’t a truncated version of the rules or anything. Just the text. It won’t let you make characters and there’s no monsters in it. Or examples of stuff, so you probably don’t want to try learning how to play the game from this book. If you want a slim volume that’s easy to reference while running the game, this might be the thing for you. If even this is to large, I’m willing to make a smaller version if somebody else wants to decide which pages to delete.

This is the B&W version.

Follow

Get every new post delivered to your Inbox.

Join 40 other followers