Mar 312012
 

As promised here are the character sheets for the player-characters in the Silvervine Campaign.  The sheets themselves are copyright Silvervine Games.  You can download their fillable, saveable forms for free from their website: http://www.silvervinegames.com/uploads/Svg/svgcyrussheet-031310forms.pdf.

Will Powers – SVG character sheet

Squirmy – SVG character sheet

Bonsai – SVG character sheet

Professor Morah – SVG character sheet

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Mar 272012
 

Well, here it is, the last episode from our second session in the Silvervine campaign.  I appologize for the lack of humor and action.  I did have a fight ready to go, but it was just too much fun following what the players were doing.  So consider this a “behind the scenes look” at shared world-building.  In this episode, the “heroes” hire some employees for their newly acquired tavern, and we discuss possible future plot hooks.  I do hope you are entertained and enlightened and disturbed.

SV Session 2.3

It seems a little chaotic, but that is how I like to run a game; and I find such a technique highly successful too.  It avoids the dreaded “GM Railroad” and gives the players more control.  Essentially, I create several plot hooks, and see which ones the players nibble on.  With each plot hook I brainstorm several possible outcomes that the PC’s are likely to take, and then I create even more options from there.  That might sound like a lot of extra work, but it isn’t.  Whatever plot hook or adventures the PC’s don’t take now can still be used later – sometimes as-is, sometimes just slightly “re-skinned” or modified.

For example, in this episode, the players have several choices:

  1. Explore the Sewer – a classic dungeon-crawl, Silvervine style (this might tie into Squirmy’s and/or Professor Mora’s character-arc)
  2. Bounty Hunt – from the bulletin board at the other tavern (this one ties into Bonsai’s character-arc)
  3. Monster Hunt – also from the bulletin board, this is more about exploring the world and creatures of Cyrus
  4. Mechanist Machinations – also from the bulletin board; a favor-within-a-favor adventure
  5. Sob Stories – they hear tales of woe from customers and try and help (think Knight Rider or Person of Interest)
  6. Will’s Mentor – dragon elves are supposed to have mentors, Will lost contact with his long ago . . .
  7. Political Shake-Up – Why was Professor Mora “fired”?

As you can probably tell, some of the above are more fleshed-out than others.  And for each one there is at least two outcomes based on success or failure.  Some even have multiple middle-ground possibilities.  The key is to think “What thingS are likely to happen?” rather than “What do I think would be cool?”  The “S” on “things” is intentionally highlighted.  Consider multiple possibilities; consider the interests of each player and the potential development of each character.  Some adventures are likely to favor or spotlight one character over the others.  This is fine, so long as each player has his/her turn as the campaign progresses.

Also, we haven’t yet gotten together for our third session.  So next week I might just do a podcast on the Silvervine system itself so that those not familiar with the system can follow along with the mechanical jargon.  So stay tuned and keep rolling!

Oh, and my favorite line of this episode:

Ryan/GM: “Do you even have an alignment?”

Mike/Squirmy: “Me and my can.”

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May Releases from Paizo

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Mar 272012
 

Buff Deck

$ 10.99 SRP

 

Track your hero’s bonuses and important status effects with the GameMastery Buff Deck! This beautifully designed accessory speeds up play and cuts down on rulebook consultation during battles by laying out your character’s relevant bonuses in an easy-to-add format. From spells like bless, haste, and prayer to class features like a bard’s inspire courage, the Buff Deck puts all the details at your fingertips, leaving you to concentrate on smiting your enemies!

 

 

 

 

Giants Revisited

$ 19.99 SRP

 

This sourcebook explores the societies, ecologies, mythologies, and secrets of ten of the most memorable races of giant-kind, including hill giants, stone giants, frost giants, fire giants, cloud giants, storm giants, rune giants, marsh giants, taiga giants, and Cyclopes. Each chapter includes full statistics for a sample leader or jarl as well as new rules like feats, spells, and magical items crafted not just by these towering monsters, but by those who seek to fight against them. by Jason Nelson, Brian R. James, Ryan Costello, Ray Vallese, Russ Taylor, and Jesse Benner

 

 

Raiders of the Fever Sea

$ 19.99 SRP

 

Chapter 2: “Raiders of the Fever Sea” by Greg A. Vaughan Now masters of their own ship, the adventurers can become pirates in their own right, but they must first rename and refit their stolen ship. But to be considered equals by the pirates of the Shackles, they have to prove themselves worthy of the name. When they discover a treasure map tattooed on a defeated pirate rival, the adventurers go in search of buried treasure. If found, they’ll have enough plunder to return to the Shackles as true Free Captains! A Pathfinder Roleplaying Game adventure for 4th-level characters, this volume continues the Skull & Shackles Adventure Path. This volume of Pathfinder Adventure Path also reveals details on Torag, god of the forge, as well as a gazetteer of locations and menaces that lurk beneath the waves of Golarion’s vast and varied oceans. New monsters from the depths of the sea and exotic islands also fill the Pathfinder Bestiary, while Robin D. Laws (author of the Pathfinder Tales novel The Worldwound Gambit) continues his tale of pirates and lost treasures in the Pathfinder’s Journal.

 

No Response from Deepmar

$ 13.99 SRP

A dungeon and wilderness exploration adventure for 8th-level characters The island penal mining colony of Deepmar off the north coast of Cheliax has provided the infernal House of Thrune with a steady supply of valuable crystals for decades, but now all contact with the island has ceased. Sent to the isolated island to investigate, the heroes must explore the eerily abandoned mining colony and the surrounding island to discover what sinister threat has silenced the settlement and interrupted the steady flow of minerals from the colony’s mines. Can the heroes discover the truth behind the disappearance of the island’s inhabitants and get the rich resources of Deepmar flowing to the mainland again, or will they too vanish, never to be heard from again?

 

 

City of the Fallen Sky

$ 9.99 SRP

 

Once a student of alchemy with the dark scholars of the Technic League, Alaeron fled their arcane order when his conscience got the better of him, taking with him a few strange devices of unknown function. Now in hiding in a distant city, he’s happy to use his skills creating minor potions and wonders—at least until the back-alley rescue of an adventurer named Jaya lands him in trouble with a powerful crime lord. In order to keep their heads, Alaeron and Jaya must travel across wide seas and steaming jungles in search of a wrecked flying city and the magical artifacts that can buy their freedom. Yet the Technic League hasn’t forgotten Alaeron’s betrayal, and an assassin armed with alien weaponry is hot on their trail…

 

 

Flip-Mat: Town Square

$ 12.99 SRP

 

Fend off invasion or throw a festival upon this sweeping tactical map depicting the central square of a fantasy town! Designed specifically for use with the opening encounter of the Pathfinder Roleplaying Game’s Rise of the Runelords Adventure Path but suitable for any urban engagement, this durable accessory sets a central scene for any tabletop fantasy campaign! This portable, affordable map measures 24″ x 30″ unfolded, and 8″ x 10″ folded. Its coated surface can handle any dry erase, wet erase, or even permanent marker. Usable by experienced GMs and novices alike, GameMastery Flip-Mats fit perfectly into any Game Master’s arsenal! On tabletops across the world, the Flip-Mat Revolution is changing the way players run their fantasy roleplaying games! Why take the time to sketch out ugly scenery on a smudgy plastic mat when dynamic encounters and easy clean-up is just a Flip away?

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Halls of Undermountain Coming soon for Dungeons and Dragons 4th Ed

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Mar 262012
 


4E: Halls of Undermountain

$ 29.95 SRP

Beneath the streets of Waterdeep, a sinister dungeon awaits adventurers brave enough to face its perils. Created ages ago by the wizard Halaster, the sprawling dungeon is a lair for terrible monsters and ruthless villains. In the dark chambers, they hunger for victims and plot the downfall of those who dwell on the streets above. Who will unravel the twisting labyrinth to reveal its secrets, claim its treasures, and stop the foul machinations of the dungeon’s denizens?

 

Halls of Undermountain presents a ready-to use dungeon detailing over eighty locations. The adventure offers a way for Dungeon Masters participating in the recent D&D Encounters season, The Elder Elemental Eye, to extend the adventure. In addition, this book provides all the ingredients to run a classic dungeon delve, including enticing treasures, deadly traps, a wide assortment of monsters, and two double-sided full-color poster maps. An adventure for characters of 1st – 5th level.

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Coming soon from Rogue Games

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Mar 262012
 

Colonial Gothic: The Templars

$ 10.99 SRP

 

From Parzival through Indiana Jones and the Last Crusade to The da Vinci Code, the Knights Templar have had an enduring hold over the popular imagination. At dawn on Friday, October 13, 1307, they went from being one of the most powerful organizations in medieval Europe to prisoners and fugitives. They were questioned under torture and their leaders were executed for heresy. Officially disbanded in 1312, the Knights Templar ceased to exist. The legend of the Templars has proved harder to destroy. Rumors persisted of hidden treasure, of a curse that blighted a dynasty, and of a secret so powerful that it threatened the very basis of the Church. New organizations such as the Freemasons looked back to the Templars, and became shrouded in myth and conspiracy theory themselves. The Templars is the first in a series of Colonial Gothic sourcebooks covering secret societies and other organizations. Within these pages you will find detailed and authoritative information on the activities of the Knights Templar in the world of Colonial Gothic, including their acknowledged and secret histories, their structure and organization, their goals in the Thirteen Colonies and around the world, and the implications of membership. Although they do not show their hand openly, the Knights Templar remain a force in the world of Colonial Gothic. Their hand is seldom seen, but it pulls on many strings. Written by Graeme Davis

 

Colonial Gothic: The French & Indian War

$ 17.99 SRP

 

It was a different time; a time when Washington was a militia colonel, a time when Franklin was best known as a scientist, a time when Bostonians drank tea, a time when the British were the good guys. Welcome to a new era for COLONIAL GOTHIC, as the pages of history are tuned back to a time prior to the American Revolution. In THE FRENCH AND INDIAN WAR, players and gamemasters are presented with the tools and sources they need to run their games during this critical time of American history. Join General Wolfe at the Siege of Quebec. Walk the woods with Hawkeye, Chingachgook and Uncas. Raid with Rogers’ Rangers. Or pair this book with the NEW FRANCE sourcebook and fight to drive the British out of North America! THE FRENCH AND INDIAN WAR includes historical background, new rules, adventure seeds, and game statistics for the leading personalities of the period 1754-1763.

 

Shadow, Sword & Spell: Threats

$ 16.99 SRP

 

The World is a danger filled place. Monsters lurk in the shadows waiting for the moment to strike upon the unsuspecting. The Jungles or Moran teems with threats both mundane and magical. Though most threats are from the physical world, there are many threats originating from nether realms. Shadow, Sword & Spell: Threats is your guide to the dangers that lurk upon The World. Here you will find numerous monsters, and other dangers inspired by pulp fantasy and myth. Each monster is fully fleshed out, and ready to be used as is. For Gamemasters wanting to create their own unique creatures, new traits are introduced giving you more options in your own creations. Beside threats of a more mundane sort, you will also find fully detailed threats that serve as the springboard for any campaign. From an ancient dragon who runs a cult, to a giant mustering forces so that he can control all trade through the mountain passes, to a group of thieves who use the cover of a bakery to profit in a special type of “dough,” Threats is your guide to the unique adversaries found in Shadow, Sword & Spell’s The World. Grab your swords, summon your cohorts, and prepare yourself to face some of the most dangerous threats found in The World today!

 

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New from Margaret Weis in May

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Mar 222012
 

Marvel Heroes: Civil War: Fifty States Initiative

$ 19.99 SRP

 

Tony Stark’s grand idea following the Superhuman Registration Act is the Initiative, a coast-to-coast operation that sets up Super Hero teams in every state. Train your heroes at Camp Hammond and set up your team in preparation for the next threat to law and order! Includes a full roster of Initiative members and new trainees ready to drop into your civil War campaign

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Mar 202012
 

This week’s episode does a lot of jumping from “in-character” playing and “out of character” conversation.  Granted, much of that conversation is about the game itself as we try to figure out just what in the heck we want to do (and there is a bit of character development); so I apologize for the lack of awesome action.  But, the group does have a meeting with the Lord-Mayor of Rumi, which will open up all sorts of adventure possibilities.

Oh, and never mind the shuffling sound towards the end; that’s just Danny playing with his deck.  (Snicker)

SV Session 2.2

So what is the next step for the group?  Do they put the “Writ of Theft” to use?  Stay tuned and find out in next week’s episode!

Comment Poll:  What’s your favorite line from this week’s episode?
1.  “Well gentlemen, as your GM, I have no firckin’ idea what to do next!” – Ryan

2.  “My staff fits in my pocket” – Matt.

3.  “Do you even have an alignment?” – Ryan.  “Me and my can” – Mike

4.  Other

 

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Mar 132012
 

In this, the first episode of our second session, I discover the what happens when I, as the Game Master, don’t have a strict railroad for the players to follow. I had no adventure plan going into this session. I did have about half-a-dozen ideas for bringing Danny’s character (later named Professor Mora) into contact with the others, but none of them were very fleshed-out. I floated even briefer descriptions of those options before the group, and got a feel for which direction the group would have the most fun with. The rest I completely ad-libbed. Seriously, I came up with each scene, each NPC, on-the-fly. Some call this “reactive” GM’ing. Some call it “winging it.” Some call it lazy. I call it a lot of fun! Beyond the meet-and-greet, and bringing Danny up to speed on the rules and the game-so-far, I had no goals, no real “tasks” for the group to accomplish. Any and all of that was provided by the players.  I’m not bragging.  If anything, I’m trying to place the blame on them.

SV Session 2.1

I really love Silvervine’s emphasis on “shared story telling.” And I greatly enjoy working with the players to build the world together. Silvervine’s Cyrus setting leaves a lot of room for GM’s and players to create – It gives enough background, history and structure, with a lot of openness for each group to make the game their own. So come back next week for our next episode and experience just how little control I maintain. And I’ve got to say, I am really impressed with everyone’s role-playing skills. Mike, Danny, and Matt are all veterans, but it had been quite a while since any of us had really been around a table like this – especially for Danny who couldn’t make it to the first session. It’s just amazing how well each of them really expressed their characters (especially if you knew how little they put into their backgrounds).

Oh! And don’t forget.  Please place your vote for your favorite phrase of the campaign so far.  In the comments just tell us which you prefer – “Cabbage-Banana-Hammock” or “Retarded Etch-a-Sketch.”

 

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New for Hero System in April

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Mar 102012
 

Book of the Empress

$39.99 SRP

 

THE POWER OF THE EMPRESS The Champions Universe features many deadly super villains, but perhaps the most dangerous of them all is Istvatha V’han, Empress of a Billion Dimensions. Ruler of an empire that encompasses much of the Multiverse, she now has her sights set on the greatest prize of all: Champions Universe Earth! —a history of the Empress, from her earliest days conquering single planets up to her recent attempts to invade Earth’s dimension —an in-depth look at the Empress herself — her powers, motivations, and resources —a review of the Imperial Legions — the mighty V’hanian military — including its regular soldiers, superhuman soldiers, weapons, and vehicles —a description of the Multiverse of the Champions Universe, including its nature, its structure, and numerous example dimensions —a description of the V’hanian Empire itself, including V’han’s regents and viceroys, the imperial bureaucracy, the Imperial Security Force, how she plans and executes the conquest of a dimension, and her current plans for Earth

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Catacombs: Horde of Vermin Hits the Streets the Week of 3/10

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Mar 102012
 

Catacombs: Horde of Vermin

$ 25.99 SRP

 

Rats, bats, snakes! While exploring the Catacomb the heroes encounter hordes of them crawling and flying everywhere! Catacombs: Horde of Vermin is a new expansion for the award winning dexterity game Catacombs. In the base game, the heroes valiantly fight monsters from the dungeon, mythological, infernal and undead family. This expansion introduces the vermin family: seven new monsters from hordes of Rats to the horrendous Remorhaz who crawl from the sewers to challenge the heroes. Do not be deceived by the diminutive size of these monsters, with their ability to instill fear and inflict poison attacks on even the most battle hardened warriors. Left untreated, poisoned heroes can meet a swift end. Fortunately, the heroes can retaliate with new items including the lethal Vermin Blade. Furthermore, the Wizard gets new spells to cure poison and the ability to cast the powerful Giant Fireball. Also included are new rules and enhanced cards for owners of the Cavern of Soloth expansion.

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