Showing posts with label campaign. Show all posts
Showing posts with label campaign. Show all posts

Tuesday, 14 June 2016

Quick update, busy busy.

Just a quick update so you all know that I'm not dead.

What's up in the world of LoSS at the moment?

Lair Redux Core Compilation rulebook

Still in the writing stage. There is a lot that I am adding to the compilation rulebook for this edition but it all needs to be written first, I'm tackling that on section at a time but it's getting done.

Issue 6 Sorceress of Zhann

Issue is written and laid out.
Art is chugging along for this issue, and there's alot of it!
Almost finished the big set piece for this one as well.
Still have miniatures to paint for this one.
Then on to the soundtrack, some filming and editing and it'll be in your hands. I hope the wait will have been worth it.

The LoSS miniature line

On hold till this next issue is out. My hopes are to launch the fist minis by the fall convention schedule but that may be a bit premature.


LoSS soundtrack

The first LoSS soundtrack will be included in the Sorceress of Zhaan issue, Anyone looking to get included can send their music to: spookyroomproductions@gmail.com

The LoSS synth

No time, no money, no progress yet. I'm hoping to get at least the Control voltage module and Oscillators up and running before the end of the year.


The LoSS homegame

Classic story, conflicting schedules, kids, work, people not available on the same day etc. Roll 20, while helpful was not able to overcome scheduling problems.

But all is not lost! I'll be moving the game out of the house and off the interwebs and into the local game store. I'll be running LoSS in public for real people in real life, coming as soon as the Zhaan issue is finished up.

The LoSS Roll20 demo game

Once the Zhaan issue is done I'll be starting up another game on Roll20. The LoSS demo game will be open to all who want to drop in and see what the game is all about, ask questions about the game, or just hangout.
The first hour or so will be devoted to just hanging out and Q and A about the game, and if anyone feels like sticking around to play we'll jump in.

So yeah, lot's going on, the biggest issue ever is creeping closer to done, and lot's of even bigger things on the horizon, long live LoSS.

~Ripley

Sunday, 6 March 2016

Not Dead yet!

Sorry everyone about the lack of updates for the last month or so. Real life is rearing it's ugly head and intruding on my little universe here.

But for the moment all seems to be at least OK so I'm back.

But it hasn't been all wasted time.

Injection Molder

One of the big things grabbing attention was work on the injection molder, my three year mission is finally approaching completion as I've given up and called in some reinforcements.
Time wasn't spent so much gathering supplies and tools but on poring through many many manuals on machining steel.
Now we're just waiting for the post office to drop off some tools and the build can begin!

Core Rules Compilation

Work on the print version of the rules compilation was what took the other big chunk of time, unfortunately it turned out to be wasted time.  Sorry guys it will be a long time before print copies will be available from Drivethru, likely not until the new version of the rulebook is completed sometime in the Winter.
But print copies are still available here on the LoSS site (Buy LoSS Prints)

Core rule-book redux back from the editors

I've gotten the thumbs up from by fantastic editor on the Core Rulebooks rewrite.
All completely reorganized now it's time to dive in and rewrite all the content in the new edition.
After my experience with DriveThrus preview copy of the compilation it is pretty apparent I will have to redo most of the art in the book, 

Which is just fine with me, and if any of you would like to donate some art to the book throw it on in. I can't pay you a thing but don't worry, you likely won't get any exposure either.

Sorceress of Zhaan issue

Issue 6 is puttering along nicely with lots of new background rules and adventures for the LoSS game. This one hasn't gone into design yet so I'm hoping I can get it up on DriveThru. I'm thinking it will be a stapled booklet with card cover like a classic OSR adventure.

But wait there's more!

Lot's of little things are still being contemplated,
I still can't seem to get a regular LoSS game going but it's been awhile since I was able to schedule any time for it.So I'm thinking about putting together a few one-shot games so that people can try out the system and have a little fun. If you have a group of players and want to try it out then send me a note with when you would to play at spookyroomproductions@gmail.com







Saturday, 9 January 2016

Finally....Success!

The Lair home game is back on track!

After 4 complete no shows in a row I finally got to run Lair for the first time in a very long time.

Lot's of technical problems with mics, none of us knew much about Roll20 and I was so nervous from the last 4 no shows and so rusty in the Dms chair I could barely get the heroes into the adventure with all my stammering and ham handed forcing of the adventure.

Also didn't know if we would be picking up where we left off, with two different character from two different adventures, or if we would be starting fresh so prep was a little difficult to do.

But the game got played and that's the important thing.

I had lot's of fun even while doing a pretty lacklustre job running, and hopefully the players will be back again in two weeks.

Thanks everyone who came, and for the rest of you there's still some spots available.

~Ripley


Tuesday, 24 November 2015

What's next? Adventure!

The last issue of the core game is out and now the LoSS core is complete.
But what now?

Now it's time to start filling in all the corners.
I have some adventure cooked up in Brytax,

I have some interesting things going on in Stroh-Branoch that people need to hear about.

And what's with Platinum anyway? What does the Emperor do with it all?

Plus it's finally time to visit the rest of Kartharka, those Hunzar jungles have been calling ever since I put them on the map!

So I'm going to relax for a while and do alot of adventure writing. For the next couple of months you'll be mostly seeing stuff appear on the site instead of in a new issue.

Keep an eye on the site and don't worry if you step away, the important stuff will go up in the articles of Interest section.

Now that the core rules are done I've been trying to scrape together a regular game of LoSS instead of the haphazard playtesting gatherings we usually have. But it's been rough going.
I've heard that this is a very hard time of year to get new players, with even established games going on hiatus for the last 2 months of the year as everyone enters Holiday Madness.

Well I plan to soldier on! I'll be here in the Dm's chair every other week, I hope you'll join me for a game, even if it's just to check it out for one session. Or if you're the only one there I'll gladly chat for a while, help you create a hero, or just answer questions about the game.

Or you can tell me about what you're doing with the game, your Kartharka. It's your time after all.

So send a mail to spookyroomproductions@gmail.com and I'll get you set up with an invite or you can join through Roll20.net, just search for the keyword "Kartharka", you'll find me.

~Ripley






Monday, 16 November 2015

6 days to open game!

Just a quick update to all of you who received your invite email.
If you received it login to roll20 to claim your spot as soon as possible.
If you haven't received one yet email me at spookyroomproductions@gmail.com asap so I can get you hooked up.

For all you readers out there this game is open to all so if you want to give the LoSS game a try with the creator of the game as Demonlord then send your email address to the email and I'll send you an invite.

You can also request and invite through roll20.net, the games title is "Kartharka".

Issue 5: Lairs!

Photography is finished and we're moving into final edits and layouts.

Soon LoSS will be complete!

~Ripley

Sunday, 15 November 2015

Almost there...issue 5 Lairs!

Photo shoot

Pictures are bopping along, got some taken yesterday in between chores but haven't got the cover shot I'm looking for yet.

Roll20.net

I'm still hinting for players for the online game of LoSS. Saturday Noon, AST
You can find it yourself on Roll20.net as "Kartharka",
Or you can send me your email and I'll send an invite. My email is spookyroomproductions@gmail.com

Apparently most of regular players are Meatspace only people and aren't too interested in playing online.
So that means I need you! The fans of the game or at least the moderately interested.
Join the game for a week, There's no commitment required, think of it more as a regular pick up game at the local game store.

Other odds and ends

Animations: No time to work on the animations, sorry too much other awesome stuff happening with the game.

Soundtrack: Ditto on the soundtrack for now. I'm just having too much fun writing content now, but in the future, yes someday.

The Lair synth: This one was actually dead in the water but got revived. Huzzah

LoSS Miniatures: This project is actually back in the active pile again. Was able to overcome a few obstacles and this is looking like a possibility. Sadly this one does depend on some outside resources so a timeline is just impossible to track, but someday. someday.


Sunday, 8 November 2015

Roll20.net

Opened up the game on Roll20.net so it can now be found by players looking for games on the Roll 20 site..

Game is Listed as "Kartharka"

You should be seeing it pop up sometime today.

Looking forward to meeting you all, and if you don't worry about committing to a regular game you can always just show up for a single session to see what the game is like.

See you soon!

~Ripley


Saturday, 7 November 2015

Lair of Sword and Sorcery on Roll20.net

It would seem that I have a lot of places open for my online game of Lair of Sword and Sorcery.
If anyone is interested in joining the group the next session will be November 21st at Noon Atlantic time.

For anyone interested email spookyroomproductions@gmail.com and I'll hook you up with the details to join.

~Ripley


Thursday, 5 November 2015

Update before weekend: Game on!

The LoSS game is on for this weekend.
You should have got your email regarding characters and your login codes by now.

All the dates times etc are in the email so you should be good to go!

Rock on Bloodreavers!


Tuesday, 3 November 2015

Issue 5 writing complete!


Issue 5: Lairs!

Writing is done and this issue is going into Layout! 
This one should be out soon.

The bulk of the issue is the "Temple of the Blind Burrower" Story and he blank templates for creating your own Stories and Scenarios so not alot of art is required for this one.

Also included are a few short essays on how to use the templates, building on the guidelines for Scenario creation from the Combat issue.

Also included will be the Demonlord Screen (Finally!)
I've been needing one of these for awhile myself. It should really help those of you who have had to learn the game from reading the issues as the information is finally all in one place.

It's a pretty exciting time for LoSS as this will complete the "Core" rules for the game and I can finally dig in to adding alot more background for the World of Kartharka.

And what's on the horizon?

I have another larger story, codename "pots and lizars" till another title presents itself all ready to go to layout,
I will also be finishing the Brytax area soon.

After that it's up to my players where I work on next.
You'll see alot of scans of scenarios as my Players work through them, I'll leave it up to them where to head next, whether it be travelling in the Winterlands or heading off to the Autumnlans.

I'm also tossing some rules around for epic size battles as I somehow foresee needing some soon. 

So long story short, not dead just crazy busy and the next issue is well ahead of schedule.

Rock on Blood Reavers!

~Ripley Stonebrook




Wednesday, 23 September 2015

Thanks everybody!

Well the issues been up for about a day and I just wanted to thank everyone for coming by and taking a peak.
There were some download problems but they are sorted now, notes on the buying page will help with any problems you may have with gumroad.

Also wanted to say Welcome! to new followers of the game who are showing an interest.
We're glad to have you visit the site and hope to keep putting out more for you all.

As always big thanks to +kreg Mosier  for helping to get the word out as always, as well as some fine art for the issue, just fire me an email at the spookyroomproductions@gmail.com address with your address so that I can send over a free issue.

Same to +Adam Muszkiewicz , your wizards were a fine addition to the book and send me an email with your address to send of your free copy too.

To everyone else, dig into the game! Make it your own, make some demonboards, throw together some lairs, raid the toy box for soldiers and monsters. We've got demons now and we're not afraid to use em!

And what's up for me? Finally getting around to running my own game again. I've got players lined up and ready to go so hopefully we'll be on to regular games once again!

Here on the site I'll be posting some more fun stuff as we ramp up to issue 5. Where Demonlords get some templates, tips and other stuff for making Lairs.

But done't wait till then, start scribblin today, and I definately want to see your Lairs. And your Demon boards, and toys.

Let's have some fun while we get the next issue going since We're officially in the Halloween season now. Let's get some spooky games of Lair going with some ghosts and goblins, demons and wizards!

Rock on, in a majestically spooky fashion!

~Ripley



Sunday, 16 August 2015

Lair of Sword & Sorcery on Roll20

Took a break from all the Wizard and Demon art to finally get Lair set up on Roll20.

Here's a screenshot from Roill20

What you see is the actual scan of my Demonboard and blocks. I just copy and paste them to set up the boards on the fly.

No fog of war and setting up ahead of time for me, I prefer to just wing it.

That black box is the "staging area" next to the demon board where I keep my stash of minis and blocks and just drag them over as necessary.

I really need to get a scan of the dragon to keep there to torment the players, just like real life!

The minis are actual scans of my DFC wizards and demons as well as my Haat historical minis.

I think the game is finally good to go!

And now back to the Art Boards, that Sorcery issue aint gonna fill itself with art!

~Ripley

Sunday, 2 August 2015

Lair of the Blind Burrower the first Lair Story

What with the new online campaign moving along so fast the past players from the Blind Burrower will be joining that one instead (sorry guys, remind me to dole out your veteran points before you start).

That means that "The blind Burrower" that has been languishing on the shelf is now going into the final writing mode for publishing.

That one will still be published online in the Lairs section of the site for free but will be a big download as a pdf. I'll figure that out when we get to it.

It will also be available in print as well for all those that want to pick up a hardcopy (you know you do admit it).

Everything happens at once here at the Lair of Sword and Sorcery Hub!

expect updates on every other damn thing I'm working on here as I take advantage of the long weekend.

~Ripely

Game on! The Witch

Got to play Lair with a completely different group of people that the previous campaign.
This time through some king of alignment of fate and luck most of our old group who hadn't played together in about 15 years all got together and played the witch scenario on Saturday.

They began in Stroh Branoch with a simple mission to Gax but thought they would pick up some coin on the way with a quick mission.

They played through the mission very well avoiding the main groups of enemy forces and very matter of factly put the witch down freeing the townsfolk with minimal collateral damage.

Rewards and huzzahs all round.

Not too much to report rules-wise. The ranking system seems to be working well thought the dice were definitely not with the cadre of heroes on this one. The first half rank combat did not go over well with a swarm of angry villagers almost taking the heroes out.

I found that with the new ranking system a half rank of  enemies (a standard encounter)  involved 18 villagers and only 4 heroes. The battle had occurred in an open field that did not allow for alot of tactical movement however with no choke-points so the heroes were forced to run. luckily they were very close to the edge of the board and were able to make a "tactical" retreat.

The heroes also had no access to henchmen for the encounter as the village had been cleaned out already and they, being starting heroes, had no monies to hire them in Stroh Branoch.

The party was also a full group of people playing Lair for the first time and was probably a little used to encountering 1d4 goblins or such as an encounter so were not prepared for the fierceness of Lair combat.

Also got to secure some more players for the online game using Roll20.so we should soon have that up and rolling.

Again the word will go out when that is up and ready to go.

Rock on crazy blood reavers!

~Ripley

Friday, 31 July 2015

Still not dead, game on tomorrow!

Good news everyone. Still not dead.
Almost done working on someone else's comic so will be circling back to Lair in time to get the Sorcery issue out.

I'm hoping to have enough time to finish the sorcery issue (no longer forked, sorry the material didn't support it) and the Demon Lord issue out in time to celebrate 1 year of Lair!

Sorry guys but the both the Sorcery and Demonlord issue will be DemonLord material only.

I hope to have those done for the anniversary as I consider issues 1-5 to be the "core" material of Lair which together will form the base of the Lair Adventure Game.

There's still lots more to publish but after the core the issue will be swinging around on to the grand tour of Kartharka with brief stops in the other lands of Kartharka and their contents.

And of course in usual life fashion, after announcing I will be running the game online from now on an entire contingent of players from the past banded together and drafted me into running Lair in real life, with real people and minis. So game on tomorrow (saturday) at noon for all of you who are already in the inner circle.

Rock on Crazy Blood Reavers!

~Ripely

Saturday, 23 May 2015

Weekend update/ announcing Lair Chapbooks

Sorcery monograph cover in progress
Weekend Update.

Mini Lairs


I should have another quickie Lair made up before the end of the weekend "The Warlord", which sees the heroes being captured and enslaved by one of those upstart princelings trying to carve out a petty kingdom.

Hopefully these are quenching your thirst for Kartharkan content for the time being till the next big issue. The Veteran issue was such a monster that I have to step back from these massive issues for awhile. But luckily that means more free content for all the Demonlords out there.


Thursday, 14 May 2015

Back to regular game!


The regular game is finally back on! Starting Friday we will be playing every other Friday.

This is the first official game starting up using the Veteran rules and thought they did make it through playtesting okay it should be pretty interesting using all the new rules in the game.

It's also going to be the first playtest of the new adventure format, I'm going in with just my prewritten sheets and no prep, won't have time. We'll find out just how good those templates really are. The idea is you can whip together a lair in a half an hour. Put it in the box and pull it out a couple months later and have at it on a spur of the moment. Let's see if it works!

If all goes well you'll be seeing adventures instead of rules for the next little while but since those will be free downloads I don't think anyone will mind.

If all goes well I'll be writing up the templates etc for OSR as well for those that want to use them along with some accompanying text for those who aren't keeping up with the issues.

Wish Me luck! If the action stops for a second they tend to drift easily, could be the loose rules about drinking but hey if you run a game on a Friday you've got to expect a bit of cutting loose.


~Ripley





Friday, 1 May 2015

Prepping a "dungeon" for Lair

I've been trying to prep this next group of scenarios in Lair and I keep going round and round. If this were D&D, or OSR, or something other similar I would have done my usual.
Spend a couple of weeks prepping the Setting, maps, background, basic feel of the areas in the land.
Then I would spend about a week coming up with some content that's a little different from the norm.
After that I'm usually set up enough that I can run a game on Friday and over Saturday and Sunday I can prep the next week's game.
This type of thinking is how I set up the Background of Kartharka when I first started it up (It has grown considerably since then) and how I set up the Adventures for it.

This is also how I set up the Blind Burrower scenarios (coming soon, soon).
But now that I'm starting on the next one I'm finding it difficult to do that.

I've gone round and round and spent weeks and weeks trying to figure out how to do something that takes a couple of days in a couple of hours.

Lair is about quick and dirty fun

I wanted Lair to be something different, something where the DemonLord can scrawl a few notes on a page, do a quick hand drawn map and the system will pick up the slack. I wanted the demonlord to have use their time to come up with awesome villains and weird traps, not spend their time filling in pages and pages in a notebook.

I wanted Lair to be Low Prep and quick.

So I thought that maybe the key was the format of the scenario.

I took my usual adventure preparation, reformatted it to a Lair scenario, and bam! It was indeed what I was looking for. Didn't have to go over my notes as I played, everything was right where I needed it when I needed it.

But that wasn't enough.

With the next game I was now thinking that since I was going to publish these I should try to come up with a way of laying out the maps better than just pictures of my own demonboard. I then found that the only thing that took longer than laying out all my maps on the Demonboard and taking pictures of them was doing all that and laying them out in a design program. It got very complicated quickly as I felt limited by only laying out what I could definitely build on the the Demonboard. 
So I ended up with something which was far more limiting and constrained then just having fund with blocks and cardboard on the table, I started to say things like, well it's okay if everything looks pretty similar, I mean I do only have blocks and cardboard.

That's when I knew I was on the wrong track.

The same went for the scenario design, exciting adventures ended up becoming a list of enemies on the board with some stats.

I kept saying things like "Well I guess they can fill in the blanks as they go" or "a good Demonlord would know how to prep this for actual play".

These are not the kind of things I wanted in my game and I just didn't want to live this way. Spending weeks doing what used to take me days, and limiting what my choices were to make them easier to publish and write up.

Nope, I might as well chuck the whole thing at that point and go play video games instead.

Back tot he Well

What I did instead was look to something else I already had.
Those of you with a keen eye may have noticed Lair is published by "Spooky Room Productions".
That is because I was originally working on a Horror Roleplaying game in the same vein as Lair turned out to be.

The big difference for that one was that I didn't have the DemonBoard yet. For that one I had envisioned a book full of full size hand drawn floorplans.

I also had some templates made up for my own use. Single double sided pages, on the front was the map and the basic plot points of the adventure, on the back was the map key and the stats for the "monsters".
I had done this to keep all the separate sections of the "mansion" well organized so that I would have all the information I needed for each specific location.

Anyone who has run a good horror roleplaying game will know that usually all the info is piled at the front of a scenario and the maps and keys at the back forcing a good gamemaster to either prep well and know the adventure inside and out, or make a lot of notes for each area detailing what needs to happen in each.

So I pulled out those templates, filled in the new headings for what I needed for Lair and BAM! I had exactly what I needed to create a Lair scenario in half an hour. That's what I was looking for in Lair and I had the damn thing stashed on the shelf all along.

But wait there's more!

As I've been writing this blog I've found more and more that Sword and Sorcery centred fantasy roleplaying has far more similarities to Modern Horror Roleplaying games than it does to classsic fantasy Roleplaying games.

In Lair and similar Ilk, Sorcery is mysterious, dangerous, powerful and corrupting. 

I had a few articles planned on pointing out all the similarities and the actual way of thinking about Sorcery in your fantasy games. But I hadn't thought about the format of presentation of the books and more importantly how to present it to the players during in game play.

This all came together this week as I realised one important thing. You have to plan an adventure for a sword and sorcery game in the same way as you would a horror game. They are very different breeds, the horror game less focused on the cut and thrust of combat and more on investigation, planning, learning.

But what if you changed the one important difference between the horror game and the fantasy game?
In most horror games combat doesn't work. You need to know the spell, the background info that will tell you to burn the painting, when the stars will be right, where the evil cultists will meet.

But what if Combat did work? If you really could just strangle the evil cultist before the ritual completes, or actually slay the evil monster conjured up with 3 feet of burnished copper blade?

Well then my friends, I think you would have Sword & Sorcery, in the true vein of the original Conan stories. What if you think of Conan as a reaction to these occult detective stories of the time, thin effete scholars who walk into a room with mystic words waving their arms about and lighting candles. (Solomon Kane may be a more apt response but not as useful for a fantasy game).

So if this is true, then instead of writing pages of notes for what will happen, and when, and when certain events will be triggered lets look to an old friend of the horror game prepper.

The flowchart

Horror preppers often make up a flowchart of the entire adventure as there are often a lot of moving parts.
So I made up a quick flowchart template I could fill in on the fly for Lair campaigns.

Now there are a lot of people out there who will begin to scream "railroading" again, and I hear you. Many feel the bane of the horror game is that if you do not do 1, then 2, then 3, then everyone dies.
Or at least the adventure never happens.

Well us horror people have been fighting that stigma for years.

Good adventure design will involve multiple "hooks" to get the players involved, use the "three-clue" model for every important plot point, where the same thing can be accomplished 3 different ways and in a game where all the characters can go insane half-way through you get used to characters doing random things and going "off the rails". 

Let's also look to the another big difference between Sword and Sorcery and Modern Horror. If the bad guy actually succeeds, no big deal. So the Sorcerer has summoned a demon of unknown power. It's no worse really than the lord one province over amassing an army of thousands of men to invade your town.

Things happen, the heroes move on to the next town, hopefully they will live long enough to maybe come back and take the bad guy out later.

To sum up...

Yep, I've got my scenario template, my flowchart template, a new way at looking at scenario design and I think I'm going to throw back a couple of beers tonight and see if I can set up a campaign in the time it takes to watch a Conan movie. And if I'm successful then I think Lair has a long future in my life. If not, maybe, I'll give that horror game another whirl...







Saturday, 7 March 2015

All players alive... so far

The portal of the Blind Burrower

Quick post, more in depth hopefully later...
The heroes have delved the depths of the Arrowblack cursewood.
They have fought many evil creatures, some innocents were not able to be saved, a war was averted (damn them) a bad boss was defeated and they stand before the yawning portal to the lair of the Blind Burrower.
Lot's of new players this week so they got thrown right in learning combat on the fly. The rope traps were stymied but the heroes are now throwing a lot of lit torches in the middle of a forest.
An attempt to set the forest on fire burning it to the ground was thwarted by bad rolls on the players part (thank god, I didn't want to have to generate rules for a forest fire on the fly).
One hero lies unconcioius in the cavers of the blind burrower, hoping that his friends live to retrieve his body.
Plus someone is playing a priest, so yeah, I'll have to come up with something for that, I haven't decided yet if the priesthood available to the players will have spooky powers or not. Considering he is still an acolyte I wont' need to decide yet.

Thursday, 5 March 2015

Campaign continues...

It's almost friday!
The official Lair of sword and Sorcery Campaign continues tomorrow.
The hapless heroes will be tackling the first Story written for Sword and Sorcery, "Temple of the Blind Burrower".
It will be available for free, either here at the site or elsewhere once we've played it through and I've had time to polish it.
Another true test of the games rules as the party has tripled in size since last week.
Luckily the Lair of Sword and Sorcery Veteran system has a built in ranking system to calculate party strength which is used for balancing encounters. 
So can my written scenario take on triple the amount of heroes? Yep, I can calculate the number appearing in the encounter on the fly, including the bosses etc.
Love it.
I'm more worried about how many chairs I have...
Play reports should be up on the weekend (even though I owe you a few from last time still).

Writing continues, the Veteran issue, Sorcery issue, and the Temple issue are all being written concurrently (Sorcery slides across all 3 so there you go)

I off to conquer!

~Ripley