Saturday, February 29, 2020

E182 Combat Event Analysis

The other day, I posted my character sheets in preparation for this post. The ship is attacked by pirates who are pouring into the ship via the airlock and cargo hold. Three can enter the cargo hold per turn and just one enters the main airlock per turn. They have side arms, a problem producing axe and u-suits.

Each pirate has the following stats: Endurance 8, Marksmanship 4 and Hand-to-Hand 6.

My team has two doctors who cannot fight, but can wear u-suits. I have two engineers that can only use side arms and u-suits in self defense. I have 5 characters that can use heavy side arms, regular side arms and u-suits.

To the pirates advantage, each carries an axe which can easily cut through walls and will automatically breach a suit, disabling the character inside it.

My advantage is, my character’s have military u-suits which take two hits to breach, 5 are carrying heavy side arms with explosive rounds and high tech level and two characters have good side arms, which are TL-3 and TL-4 respectively. Also, I roll for the pirate’s equipment and it is TL-1, while my lowest tech level is TL-3 and the rest are TL-4.

This game has no initiative and rarely a surprise round. The person with the highest tech level weapons goes first. In this case, it will always be my crew. Surprise is defined on a case by case basis by the event listing, which didn’t happen this time.

The game is not really specific about distances. There is melee and ranged. You can shoot or you can move into melee range and attack. You get one attack per round, either ranged or melee, but not both. Ranged attacks are resolved first then melee. A person can forgo a ranged attack to avoid getting into melee range. Duke has a noticeable bonus in hand to hand attacks, he can use his cunning to add one die to the attack roll.

To resolve ranged weapons, add the character’s marksmanship score to the weapon’s tech level. Roll under this value with a  2d6. Success is a hit. The same goes for Hand-to-Hand, but generally this is punching which is very low damage. There are not many hand weapons available in the game.

Mechanically, this scenario is unwinnable by a crew of less than four, because they must disable 4 targets in one round. Even with a party of 9, it took me 5 turns to do so.

For ranged attacks, the pirates had a ranged target number of 4+1 or 5, while my worst character had a target of 6. Two of my characters had a target of 6+4 or 10. Each hit does a critical or one point of damage.

Now, critical hits also play into this as do special effects. When rolling to attack, a critical occurs on a die roll of six. To resolve this, a special die is thrown. On a roll of 1 or 6, the target takes no damage but is disabled by concussion. If a 2, 3, 4, or 5 is rolled, that is number of hits the target receives. So a regular side arm can put someone down in a single hit on a good roll.

Heavy side arms are different for damage. They roll 2d6 for damage. On a 2-7, that is the number of hits done. On a 8-12, the target is down due to concussion. My heavy side arms have explosive rounds, which shreds u-suits. In a vacuum, this is lethal. It seems like the author intended to have heavy hand weapons and explosive effects as two different things, but it was left out for some reason. It does briefly come into play in specific events with unique equipment. In some cases, a heavy side arm is not able to damage a thing unless it has the property of explosive rounds. The primary example of this is Utility suits. To automatically rupture them requires explosive rounds or multiple hits in one turn.

When playing out this scenario, the Pirates have an Endurance of 8. This means a single, non-critical hit will not knock them out of the fight. You must either get a critical or depressurize the ship. It wasn’t until the 3 round that I noticed this was possible. I was taking down 3 of 4 guys by piling on wound points, but there was always a pirate that survived. Once I depressurized the ship, every hit with a heavy weapon downed a pirate. Since I had 7 shooters and 5 with heavy weapons, it was a piece of cake.

Since I am thinking of using these rules as an actual RPG, let’s look at some assumptions that I made. First is movement. I assumed that a person could only move from one area to the next in a round and moving away from an attacker was avoiding contact. Duke did this when he ran to Pilotage and back as did Emily when she went to the cargo hold. Running into an attacker would allow for contact and melee, but only if the stationary person wanted it. The pirate did not, so it didn’t happen.

The next question I would ask is about explosive rounds vs. heavy hand weapons. I would use the heavy hand weapon damage rules on their own, but not allow them to breach U-suits unless they also had explosive rounds. The explosive rounds rule seems to allow heavy weapons to damage ships and vehicles in limited cases, which is not obvious because part of rules are embedded in individual events.

Those axes are problematically for the player’s crew. They can down someone in a single hit, suit or not. I didn’t add them to the Antelope inventory because they nearly create an automatic win condition for the crew. Some crew can do Hand-to-hand in self defense, therefore the axe allows them to down opponents in cases where the rules seemed to indicate only a minor defensive ability. That ain’t minor.

I wasn’t in much danger from this attack. Remember, I placed Bones and Doc in Pilotage, which has a functional Stasis Unit. If they had gotten in to trouble, they would have activated it. The Stasis Unit removes the possibility of using the ship until removed by an engineer. If Duke was the only one on board, then I would assume turning on the Stasis Unit is an automatic loss.

The danger in this scenario is the number of crew vs. the number of pirates. If a pirate gets to the controls, it’s all over. The player merely has to stop the guy coming in the airlock, not the distraction in the cargo hold. However, the distraction allows the pirates to flood the ship if the player doesn’t acknowledge that they need to defend Pilotage. By simply waiting in Pilotage, the pirates will cut a path from the hold to the cockpit, which allows a group of characters assembled in that area a clear shot at everyone. This should eventually work to the player’s advantage.

Strictly (Duke) Springer - Day 060 – Feb 29th

Ah, I should have healed up my characters. We get jumped by 3 guys and make short work of them. But now Duke has two hits scored on him, Emily one and Lucy one. I’m going to rest tomorrow. Maybe.

We manage to sell off all of the side arms for a cool 170,400. Now I could have tried to double these with the special pheromones, but I want those for later. Because they will come in handy when I start really breaking the rules.

We have 7 hours of daylight left, so we move to the Spaceport. It takes 3 rolls to get the hypercharges we need. I’m curious as to what is in that Status unit, but we don’t get that result today. In fact, nothing interesting or needed happens for the rest of the day.


1 Antelope starship with TL-5 Guns. I owe nothing.
1 TL-1 Ship’s Guns.
1 Hopper with boat guns, TL-3.
2 Boat guns, TL-2.
2 CU Status unit in Cockpit and Engineering, 8 1 CU Status units in Crew Quarters and 1 1 CU unit in Gunnery.
4 CU Status Unit (e103),
10 Fuel Units in the Ship’s Boat,
8 Repair units,
5 Life Support Units in the Ship’s boat.
3 TL-1 military U-suits.
10 TL-1 Heavy Hand Weapons for sale.
7 Side Arms TL-1.
5 TL-4 heavy hand weapons with explosive effects
4 Doses of pheromones (e009) in Duke’s pocket.
and the ship is fueled with 6 hypercharges.

I have 176,671 secs. We are wanted in the Palatek system.

Friday, February 28, 2020

Strictly (Duke) Springer - Day 059 – Feb 28th

It’s tenday and I am glad I don’t owe anything on this ship.

We get an entry contact to sell several types of illegal items. We don’t have any, so we land and start looking for a buyer for these side arms. The first roll we get is to buy stolen hand computers. We have no interest, but it is funny to see that in 1982, hand computers take up 4 CU each, which is larger than a robot, a space suit AND a heavy hand weapon.

Next, I do have a chance to sell these side arms, but the price is really low. We pass on this bargain and the day ends.

1 Antelope starship with TL-5 Guns. I owe nothing.
1 TL-1 Ship’s Guns.
1 Hopper with boat guns, TL-3.
2 Boat guns, TL-2.
2 CU Status unit in Cockpit and Engineering, 8 1 CU Status units in Crew Quarters and 1 1 CU unit in Gunnery.
4 CU Status Unit (e103),
10 Fuel Units in the Ship’s Boat,
8 Repair units,
5 Life Support Units in the Ship’s boat.
10 TL-1 Heavy Hand Weapons for sale.
5 TL-4 heavy hand weapons with explosive effects
7 Side Arms TL-1
4 Doses of pheromones (e009) in Duke’s pocket.
and the ship is fueled with 6 hypercharges.

You'll notice that I removed the U-Suits, PS bots and a couple of heavy hand weapons as the characters are using them. This should make things easier to track.

Thursday, February 27, 2020

The One About Star Smuggler Characters

Alright. Tomorrow I want to look at the combat that I just went through. In order to do that, we need to look at a character sheets. And because I am doing that, I need to reintroduce an old cheat that I implemented on day one, and a new one that I will implement tomorrow.

First, let's look at Duke and Emily. Duke is the player's avatar and has some extra abilities no other character has, such as a last name.

Duke has the ability to fly the ship or fire the guns. No other character should be able to do that. He can also use heavy and standard side arms, which is not typical for a pilot. He can also trick people with his cunning skill.

On day one, I wasn't sure how long this game would last, so I declared that Emily would have all of Duke's abilities except cunning. If she had taken over for Duke due to death, she would have been given an Cunning of 4.

Next, I want to talk about the medics. They can keep a character at zero hit points alive until rescue. They will attempt to avoid hand to hand combat, but do have a score.

Medics can assist Duke in certain events in the book, which is hinted at in their introduction, so they are good to have around.

Additionally, they can stop a bullet or tie up a person in melee. It's a bad idea, but they can.

As another limitation, they cannot use the ship's radio.

The next 3 characters are the starship's gunners. They can use heavy hand weapons, the ship's guns, boat's guns and skimmer guns. They cannot drive a skimmer, fly a boat or operate the ship for movement. They can use the ship's radio. This is interesting as the rules seem to delineate characters by those who work on a ship vs. those who happen to be on a ship.

What is interesting about this type of character is, they are better than bodyguards. Bodyguards do have skill to interpose themselves between Duke and a shot, but can't operate the ship's equipment like the gunners can.

Next in the crew are the Engineers. They fix and maintain things. They can use a side arm in self-defense. Oddly, they are one of the few characters that can drive a skimmer. I am not sure why this is.

Engineers can repair the ship, the hopper, robots and other vehicles at a rate of one hit per day in RRR.

One thing that I did over the course of this series was limit the Engineers ability to repair. Technically, you can take a crewman out of service so they can perform RRR while the ship is in motion or while other crewmen do something else. I didn't allow this for clarity.

As you can see, I have been keeping a running tab on how much money each character has. What you are not seeing is an accurate count of hits. Hits reduce endurance and I have been using pen and paper for that. Lucy has a hit of damage, Duke has two and Emily has one.

From this point on, I will be doing a second cheat in regards to crew equipment. If it is on the character sheet, it doesn't count against my CU space on the ship. This is a slight bending of the rules, as a character can wear a suit, carry a heavy side arm and be attended to by a PS bot but that takes up 4 CU's of space. I am ignoring that for simplicity's sake. Someone may have to strip off a suit and drop their weapons to get into a 1 CU space, like a Status unit but other than that, I am no longer counting carried personal equipment as taking up cargo space.

Tomorrow, the adventure will continue and I will do a breakdown of the combat from today.




Strictly (Duke) Springer - Day 058 – Feb 27th

Let’s start today right. I pay the crew. In the next hour, I get side arms TL-1 at 4 secs. each. I buy 8,500 of them and break for orbit. We double jump back to Imperia and have two ours of daylight left.

Our entry encounter is interesting. We respond to a distress call and get jumped by pirates. They storm the ship, 1 through the airlock and 3 enter the cargo bay. They have suits, so depressurizing won’t help much. They carry TL-1 side arms and a magic axe that can incapacitate anyone it hits. Fun.

My crew also has suits, military U-suits with PS bots. We’re going to play this out the hard way.

The first time I read this, I wondered how many pirates there were. The rules say that unless I kill all intruders in a single turn, 4 more enter the next turn in the same fashion. Ok. That is interesting.

Emily and Duke take the airlock. Lucy and Ratchet with side arms head to the cargo bay along with Deadeye, Lefty, David. The non-engineers have Heavy Side Arms with explosive rounds, TL-4.

Duke kills his target in one shot. Emily heads to the Cargo bay. In the bay, the fire fight is frantic. Ratchet hits a target for one point of damage. Lucy misses. The other all hit, leaving only one guy standing with 4 hits left. He fires and misses.

Next round. Duke incapacitates another target. In the bay, the fire fight continues. Emily, Deadeye, and Lefty down 3 bad guys, David misses. Lucy and Ratchet fire on the last guy doing one more point of damage each. He fires back and hits Lucy for one point of damage.

Third round. Duke retreats to the cockpit area where the doctors are and vents the atmosphere. In the bay, the team guns everyone down again, 3 are incapacitated and the last guy is dead.

Round four. Duke returns to the airlock and is fired on. He’s hit for one point of damage. Emily returns to the airlock area. David, Deadeye and Lefty all hit with explosive rounds. It doesn’t matter what they roll, they all have ruptured suits and drop.

Round Five. Let’s start in the Cargo bay. Round four is repeated, with all three pirates going down. Duke and Emily get the same result. The battle is over.

Time to gather up the goods. We strip the enemy ship of 1000 secs. worth of stuff before it’s engines malfunction. I take another 640 secs. from the dead pirates, plus their 20 side arms.

Duke and Lucy are hurt, suffering one point of damage each. Could be worse. I am also out of hypercharges, so we can't jump.

We descend toward the planet, in our final hour of the day. We are heading to the slums to unload these side arms.

1 Antelope starship with TL-5 Guns. I owe nothing.
1 TL-1 Ship’s Guns.
1 Hopper with boat guns, TL-3.
2 Boat guns, TL-2.
8,520 Side Arms, TL-1.
2 CU Status unit in Cockpit and Engineering, 8 1 CU Status units in Crew Quarters and 1 1 CU unit in Gunnery.
4 CU Status Unit (e103),
10 Fuel Units in the Ship’s Boat,
8 Repair units,
5 Life Support Units in the Ship’s boat.
7 PS-bots, 1 per character,
10 TL-1 military U-suits.
6 TL-1 Heavy Hand Weapons for sale, 4 for characters use,
7 Side Arms TL-1, 1 Side Arm TL-3, and one TL-4.
10 TL-4 heavy hand weapons with explosive effects
4 Doses of pheromones (e009) in Duke’s pocket.
and the ship is fueled with no hypercharges.

I have 6,271 secs. We are wanted in the Palatek system.

#TBT review - Miniature Treasures - The Moldy Unicorn

Title: The Moldy Unicorn
Code: N/A
Author: Nate Treme
Rule Set: Angostic
Year: 2019
Pages: 6
Number of characters: As needed
Levels: N/A
Rating: ★★★★★

If a book has a good cover, I'll probably take a look. If it has that haute 70's look, the smash of day old banana and lime colored paste, I'll do a double take. If it has both of the above, plus the childish, rounded look of a composition notebook, my brain shuts down and the money comes out, no questions asked.

Well, that's what happened with The Moldy Unicorn a few days ago. I purchased one of a few physical copies based on a single image on MeWe.com. And then I forgot about it.

It arrived today.

I opened the envelope and was all disappointed. It was tiny. Really tiny. "I paid money for this?"

Then I opened the booklet. And the frisson hit. Suddenly, I was 8 year old me, standing in Walden Books, smelling nasty carpet chemicals and mall pretzels, looking a copy of the Red Basic D&D rule book. Gary, Dave and Tom whispered, "Go ahead, turn the page."

The thing is six g-ddamn pages, packed with amazing stuff. Pages 1 and 2 describe The Moldy Unicorn with a colorful map. Page 3 lists encounters for the Inn. The next page describes how to design a Demon, with 3 tables, conveniently labeled 1-12 for easy die rolling. The last two pages are a mini dungeon, Grotburk Crypt.

The artwork is excellent. It isn't excellent in the sense of a masterpiece, but the odd, brightly colored outsider art that masters cannot duplicate. The text is tight, it has to be in a volume this small.

While its only 6 pages (8 if you count the covers, the thing that made me **WANT** this 'zine), those pages are highly concentrated. Being so tiny, it is delicate. I already know that I am going to buy a special picture frame for this. I am just moments away from heading to DriveThruRPG and purchasing an electronic copy, to jealously protect the physical copy like mage protects his spell book.

It's been decades since I have been this happy with a purchase. Of course, I've read it cover to cover. But I'm going to do it again tomorrow. And the next day. This is great buy. This is well worth the $6.00 for the physical copy (Sold out, sorry), $10.00 for the PDF.

To put some perspective on the Star Rating above, I review a lot of things. Computer hardware and software, novels, games, historical books, etc. If I'm not going to give something 3 stars, I'm not giving any stars. If you're not going to give at least 3 stars, its like trash talking people. This is the first time I have been compelled to give 5 gold stars, underlined. I've reviewed several of my mom and dad's books. I don't hand out gold stars. It is very rare that I am so enchanted with any product to completely rethink my rating system.

#TBT review - Dunromin University Press' SM00 A Traveller's Atlas of Dunromin and the Land of the Young Review

I just picked up a copy of SM00 A Traveller's Atlas of Dunromin and the Land of the Young and it is my new favorite item.

Title:  SM00 A Traveller's Atlas of Dunromin and the Land of the Young
Author: Dunromin University Press (Simon Miles)
Rule Set: OSRIC
Year: 2018
Pages: 28
Number of Players: N/A
Rating: ★★★★★

This is supposed to be a full color map folio of the Free City of Dunromin, but the work goes so much further. In addition to the beautifully drawn Free City, Mr. Miles killed it with amazing details of the surrounding area, political and physical maps of the Land of the Young, barony maps, maps of the continent and of the world.

The artwork is incredible, a great addition to any old school gaming campaign. Being a set of maps designed for OSRIC, it is generic enough to fit into any fantasy game system.

I just can't get over the art. The cover and some other images are wholly digital, but others look hand drawn. It's a near thing, I can usually tell the difference, but not in this product. Many of the pages are on a graph, but I can't tell if it's pencil on graphpaper, or digital work meant to look old school. There are a few pages where I think I can see blowthrough, like a scanner picked up information from a page behind the scanned page, but I can't be certain it isn't photoshopped to look like that.

I probably won't use this in my campaign, but I am already looking to see which pages I will print and frame. Simply put, it's awesome!

Priced a pay what you want, you can't go wrong with this title. I can't wait to check out the rest of the series.

If you need a Christmas gift and you have a nice printer and paper, this is perfect.

Wednesday, February 26, 2020

Strictly (Duke) Springer - Day 057 – Feb 26th

We break orbit in the first hour of the day. We have 9 left. Where do I go from here? We are going to make a double jump for Cubro.



On entry, we stumble across a 4 CU status chamber from e103. We pick it up, but have no way to open it now. There is not much on Cubro, so we head for the slums with 4 hours of day light. We run right into a riot in progress. Duke has to make a save vs. cunning or every person and every vehicle will take a point of damage. We succeed in escaping unharmed.

Each roll takes 2 hours and we have 3 hours to spend. The rules say that if you can start before time runs out, you complete that last action, so I can make two rolls. Except I roll a 4, which results in no more rolls.

Sigh.

1 Antelope starship with TL-5 Guns. I owe nothing.
1 TL-1 Ship’s Guns.
1 Hopper with boat guns, TL-3.
2 Boat guns, TL-2.
2 CU Status unit in Cockpit and Engineering, 8 1 CU Status units in Crew Quarters and 1 1 CU unit in Gunnery.
4 CU Status Unit (e103).
10 Fuel Units in the Ship’s Boat.
8 Repair units,
5 Life Support Units in the Ship’s boat.
7 PS-bots, 1 per character,
10 TL-1 military U-suits
6 TL-1 Heavy Hand Weapons for sale, 4 for characters use,
7 Side Arms TL-1, 1 Side Arm TL-3, and one TL-4.
10 TL-4 heavy hand weapons with explosive effects
4 Doses of pheromones (e009) in Duke’s pocket.
and the ship is fueled with 6 hypercharges.

I have 38,731 secs. We are wanted in the Palatek system.

Tuesday, February 25, 2020

Strictly (Duke) Springer - Day 056 – Feb 25th

Where do I go from here? I have technically won the game as I no longer owe on my ship. If Duke is supposed to break the law, perhaps I could bend the rules for fun.


Sounds like a plan. Let’s break some of the solo rules for Star Smuggler. I’d like a bigger ship, but let’s not go that far. We could do some other things and check for consequences as we go.

Let’s start with where I am. I’m on Imperia, at the spaceport. I didn’t mention this move yesterday, but that is what I had to do to sell the boat guns. It takes 3 rolls to purchase hypercharges. I top up and keep rolling. I have hired a second engineer and another starship gunner. I’ll call them Lucy and David.

That took seven rolls, so I have three hours of daylight. We make for orbit and get three units out.

1 Antelope starship with TL-5 Guns. I owe nothing.
1 TL-1 Ship’s Guns.
1 Hopper with boat guns, TL-3.
2 Boat guns, TL-2.
2 CU Status unit in Cockpit and Engineering, 8 1 CU Status units in Crew Quarters and 1 1 CU unit in Gunnery.
10 Fuel Units in the Ship’s Boat.
8 Repair units,
5 Life Support Units in the Ship’s boat.
7 PS-bots, 1 per character,
10 TL-1 military U-suits
6 TL-1 Heavy Hand Weapons for sale, 4 for characters use,
7 Side Arms TL-1, 1 Side Arm TL-3, and one TL-4.
10 TL-4 heavy hand weapons with explosive effects
4 Doses of pheromones (e009) in Duke’s pocket.
and the ship is fueled with 6 hypercharges.

I have 38,731 secs. We are wanted in the Palatek system.

Dad at Nashcon 2018, with Yanks & Tanks

Here is a video of my Dad showing off his set up for a game at Nashcon 2018. Not only does he build these things, he takes them on the road.




My Dad made a video for his game Yanks & Tanks, which is available at DriveThruRPG. Each click supports him and my website.You can read a review of Yanks & Tanks right here at theseoldgames.com. I haven't had a chance to play, but I hope to do that soon.

Monday, February 24, 2020

Strictly (Duke) Springer - Day 055 – Feb 24th

I need to unload these weapons. I have 10 tries. In my first roll, I get a 9 for Side Arms. Yeah!

It’s the exact same deal as yesterday, 20 secs. each. If I use the  pheromones again, I could double the price to 40 each. 40 is actually a possibility on the price multiplier table for Imperia. Do I use the pheromones for something I could do by a free die roll?

Naw, let’s not be too greedy. I’ll sell all 7,500 side arms at 20 each for a total of 150,000.

Later, I sell of two of the extra boat guns for 300.

That is bitter sweet, because I just won the game. 150,000 less 117,000 leaves me 33,000 secs. after paying for my ship.

My inventory is:

1 Antelope starship with TL-5 Guns. I owe nothing.
1 TL-1 Ship’s Guns.
1 Hopper with boat guns, TL-3.
1 Boat guns, TL-2.
2 CU Status unit in Cockpit and Engineering, 8 1 CU Status units in Crew Quarters and 1 1 CU unit in Gunnery.
10 Fuel Units in the Ship’s Boat.
8 Repair units,
5 Life Support Units in the Ship’s boat.
7 PS-bots, 1 per character,
10 TL-1 military U-suits
6 TL-1 Heavy Hand Weapons for sale, 4 for characters use,
7 Side Arms TL-1, 1 Side Arm TL-3, and one TL-4.
10 TL-4 heavy hand weapons with explosive effects
4 Doses of pheromones (e009) in Duke’s pocket.
and the ship is fueled with 4 hypercharges.

I have 39,571 secs. We are wanted in the Palatek system.

So is this it? Is it the end? We shall see.

Let me share the link back to Dwarfstar's website, so you can relive their great products, too.

Dad's Modeling Skill

In this video post, Dad shows off some of his modeling skills. My Dad made a video for his game Yanks & Tanks, which is available at DriveThruRPG. Each click supports him and my website.





Sunday, February 23, 2020

Strictly (Duke) Springer - Day 054 – Feb 23rd

We are off to Imperia again. Time to sell some weapons in the slums. After a brief radio contact, we are permitted to land. We have 6 hours of daylight.

We get an event where we can purchase some illegal items, but we don’t have room for them in the ship. Dang it.

In the fifth hour, we can unload these side arms for a base price of 2. We get a 5 on the multiplier table, which is 10 times the normal price, so 20 each. You know what I am going to do next, don’t you?  Those pheromones can double the price so I use one. I roll a 6 and the effects are reversed, the price is halved. Damn. That sucks, but I don’t have to sell.

In my last hour, I get a roll of 4, which is no more rolls. Ugh.

1 Antelope starship with TL-5 Guns. I owe 117,000 secs. in principle.
1 TL-1 Ship’s Guns.
1 Hopper with boat guns, TL-3.
3 Boat guns, TL-2.
2 CU Status unit in Cockpit and Engineering, 8 1 CU Status units in Crew Quarters and 1 1 CU unit in Gunnery.
10 Fuel Units in the Ship’s Boat.
8 Repair units,
5 Life Support Units in the Ship’s boat.
7 PS-bots, 1 per character,
10 TL-1 military U-suits
6 TL-1 Heavy Hand Weapons for sale, 4 for characters use,
7 Side Arms TL-1, 1 Side Arm TL-3, and one TL-4.
7500 Side Arms TL-2.
10 TL-4 heavy hand weapons with explosive effects
4 Doses of pheromones (e009) in Duke’s pocket.
and the ship is fueled with 4 hypercharges.

I have 6,271 secs. We are wanted in the Palatek system.

Chessex at Gamestop

Gamestop has some Chessex dice available. At $9.99, I might order a set or three. I am sure I can find dice cheaper, but Chessex dice are nice.

The images below are links to Gamestop. Clicking will take to the website for ordering. Each click supports this site via remuneration.



Dad's Models for Yanks and Tanks

My Dad made a video for his game Yanks & Tanks. He explains his setup and references the rules several times. The video features his plastic models and scratchbuilt stuff.



In the second video, he walks through the rules for rifle fire.

Saturday, February 22, 2020

Adding Icons for Worldographer

Worldographer comes with an impressive array of Icons. However, I need Romanesque icons which don't appear to be a part of any set. I had to edit what I had into what I needed. Edits can be fairly rough depending on scale.

As you can see, these are pretty flawed, but on the scale of my map, the flaws are invisible. I created 3 domūs so I can have variety.


Editing Icons is a pain. Normally, one gets Icons via Inkwell Idea's Patreon but there are other sources such as their main website in the store tab and, believe it or not, DriveThruRPG. They have dozens of offerings on DriveThru.

I want to review all of these products, but the line started back in 2015 and there are literally dozens of them. What 'll offer today is a round of products from 2015 with a brief description. Each is available for $1.99. The artist is Keith Curtis and these items are transparent png files which can be used in a variety of mapping products.

Hexographer September 2015 Monthly World Map Icons (Any Editor)
Description: E1 lin eart for trees, forests, rockets, zombies, etc. 

Hexographer October 2015 Monthly World Map Icons (Any Editor)
Description: Resources, hills, forested mountains.

Hexographer November 2015 Monthly World Map Icons (Any Editor)
Description: Whirlpools, resources, craters, crevices.

Hexographer December 2015 Monthly World Map Icons (Any Editor)
Description: More resources and detailed compasses. 

Dungeonographer September 2015 Monthly World Map Icons (Any Editor)
Description: Bookshelves, character tokens and staircases.

Next time in this series, I'll look at the 2016 launches, hopefully coming to current by sometime in March.

One special note is that Worldographer actually started as several different products: Dungeonographer, Hexographer, Cityographer. Much of each of these different software packages in combined in Worldographer and you can import old maps into Worldographer with little fuss. Worldographer also has a free product, a Pro product and total package bundle. I was a such a fan of the software, I purchased the full pro bundle which included all of the older products. It was probably unnecessary, but I've enjoyed it. Much of the artwork on this website is done in Worldographer. I should probably do a review of it soon.

Strictly (Duke) Springer - Day 053 – Feb 22nd

We need to repair the ship, so we spend the day in RRR. We could jump with a damaged ship, but there there is a risk mechanic involved. “We may experience slight turbulence and explode”. Not on my watch. The mechanics are so simple, a modifier of one per hit of damage is so crystal clear, you don't want to try this.

1 Antelope starship with TL-5 Guns. I owe 117,000 secs. in principle.
1 TL-1 Ship’s Guns.
1 Hopper with boat guns, TL-3.
3 Boat guns, TL-2.
2 CU Status unit in Cockpit and Engineering, 8 1 CU Status units in Crew Quarters and 1 1 CU unit in Gunnery.
10 Fuel Units in the Ship’s Boat.
8 Repair units,
5 Life Support Units in the Ship’s boat.
7 PS-bots, 1 per character,
10 TL-1 military U-suits
6 TL-1 Heavy Hand Weapons for sale, 4 for characters use,
7 Side Arms TL-1, 1 Side Arm TL-3, and one TL-4.
7500 Side Arms TL-2.
10 TL-4 heavy hand weapons with explosive effects
5 Doses of pheromones (e009) in Duke’s pocket.
and the ship is fueled with 6 hypercharges.

I have 6,271 secs. We are wanted in the Palatek system.

Friday, February 21, 2020

Strictly (Duke) Springer - Day 052 – Feb 21st

Welcome to the city! It takes one hour to get here and we can make one roll per hour. We have nine rolls.

It takes 6 hours, plus to the hour of travel time to purchase side arms. They are TL-2 and cost two each.

This is one of the things I don’t like. Side arms don’t take any space, so I can load up with them at no particular problems. They are also no more or less valuable based on tech level. I buy 7500 of them.

We use the remaining time to get into space to make another starship payment and head off into orbit.

1 Antelope starship with TL-5 Guns. I owe 117,000 secs. in principle. It has one point of damage.
1 TL-1 Ship’s Guns.
1 Hopper with boat guns, TL-3.
3 Boat guns, TL-2.
2 CU Status unit in Cockpit and Engineering, 8 1 CU Status units in Crew Quarters and 1 1 CU unit in Gunnery.
10 Fuel Units in the Ship’s Boat.
9 Repair units,
5 Life Support Units in the Ship’s boat.
7 PS-bots, 1 per character,
10 TL-1 military U-suits
6 TL-1 Heavy Hand Weapons for sale, 4 for characters use,
7 Side Arms TL-1, 1 Side Arm TL-3, and one TL-4.
7500 Side Arms TL-2.
10 TL-4 heavy hand weapons with explosive effects
5 Doses of pheromones (e009) in Duke’s pocket.
and the ship is fueled with 6 hypercharges.

I have 6,271 secs. We are wanted in the Palatek system.

Tinkering with Worldographer Maps

I've created a couple of Roman Style Domus or homes using Worldographer. I'm tinkering with options and scales. Domus A has coordinates marked on it and is square to 5 feet. I've created a battlemat 1 inch to the square, 1/2 inch to the square and 1/4 inch version.

Unfortunately, my website doesn't easily permit scaling of images, so they have to be downloaded to be properly viewed.

Domus A 1 inch to five feet

Domus A half inch to five feet

Domus A 1/4 inch to 5 feet

Domus B is square to 5 feet. There are no coordinates. 

Domus B 1 inch to 5 feet.

Domus B, 1/2 inch to 5 feet

Domus B, 1/4 inch to five feet
I'm trying to get the hang of editing these in GIMP so I can have particular scales in my products. I am not sure which I like better, other than to never put coordinates in maps less than 1 inch to 5 feet.

Thursday, February 20, 2020

Chutzpah over Charisma

Let's face it, charisma in AD&D is a dump stat for most players. I like using ordered rolls for stats, so whatever is rolled first will be strength and the last die roll is charisma. This invariable causes me to play characters with sub-prime attributes and sometimes a character with amazing stats in the complete wrong order. A wizard with 13 intelligence and an 18 strength or constitution.

For my campaign, I ignore prime requisite scores and let people run fighters with 5 strength, a cleric with 6 wisdom and so on. I don't require it, I merely allow it for the sake of speed and fun. With my group, I have always received reciprocity from the DM where they allowed me to play such flawed characters, even if they allow for some other method of ability generation that would prevent it. It's just the way we operate.

Since I do this as a normal operating condition, I tend to see characters as problem solvers. Weak fighters develop a means to fight other than brute force. Wizards make up for a lack of spells with magic items, and so on. That's cool.

Except for Charisma. I have this mental image of a high charisma character as stylish and charming. A low charisma character, in my mind, is operating off of what they have in other stats. A low charisma doesn't force foolishness or rudeness which are the purview of intelligence and wisdom, it's merely a lack of polish. Low charisma characters are more likely to use chutzpah over an excellently described plan. They just go for it and have very little understanding as to why this shocks others.

One of these days, I'm going to pull a prank on my players. I will write down the character's stats and then pick on the guy or gal with the lowest Charisma. It will probably come up in a high pressure situation. I will ask that person to roll the dice and no matter the outcome, I will hand them a note and ask them to read it.

It will go something like this:

Mr/Ms. Charisma: Ok, the dragon is probably a sleep, so we'll kick in the door and kill it with arrows.
Me as DM: Good. You have surprise. Make your attack rolls. 
Other players: Wait! What?
Mr/Ms. Charisma: The dragon probably thought of this and hired some orcs to guard the lair. And an ogre.
Me as DM: You're right! There are actually 12 orcs and 3 ogres rushing into the room.
The other players argue while being forced to roll attack dice. For some strange reason, they always have initiative and do lots of damage from covered locations. Everything seems to be slanted to the player's benefit.
Me as DM: You have defeated the orcs and orgres, here is your experience points.
Mr/Ms. Charisma, still reading from the note: Oh, but the dragon fled to the next room. I bet he is casting a spell to turn into a giant snake!
Other players: Why the hell would a dragon turn into a giant snake?
Me as DM: You hear the swoosh of scales on rock and a titanic hissing noise. Roll for surprise!
Mr/Ms. Charisma: Oh, this doesn't look good.
Me as DM: Right! The snake swallows the paladin whole!
Paladin's player: I don't want to be eaten by a snake!
Mr/Ms. Charisma: Oh, yeah. That's bad. We can't do that...
Me as DM: Ok, everyone argues against kicking in the dragon's door. So, what is the plan?

That is pretty much how someone with low charisma operates.

I wonder how long it would take my players to figure out I actually handed out experience and didn't ask them to delete it. I think I have 7 charisma myself, so group dynamic analysis is not my strong suit. But I think they'd try to keep the points and I would let them.

Strictly (Duke) Springer - Day 051 – Feb 20th

We are still trying to buy stuff in the Military base.

We roll a 5, a 1 and 3, which is perfect. We purchase 10 TL-1 military U-suits plus 10 TL-4 heavy hand weapons with explosive effects for a total 500 secs.The U-suits can seal under explosive damage, which would normally kill someone. They can also heal 2 hits per turn, which is also a great way to have a suit failure result in death.

1 Antelope starship with TL-5 Guns. I owe 117,000 secs. in principle. It has one point of damage.
1 TL-1 Ship’s Guns.
1 Hopper with boat guns, TL-3.
3 Boat guns, TL-2.
2 CU Status unit in Cockpit and Engineering, 8 1 CU Status units in Crew Quarters and 1 1 CU unit in Gunnery.
10 Fuel Units in the Ship’s Boat.
9 Repair units,
5 Life Support Units in the Ship’s boat.
7 PS-bots, 1 per character,
10 TL-1 military U-suits
6 TL-1 Heavy Hand Weapons for sale, 4 for characters use,
7 Side Arms TL-1, 1 Side Arm TL-3, and one TL-4.
10 TL-4 heavy hand weapons with explosive effects
5 Doses of pheromones (e009) in Duke’s pocket.
and the ship is fueled with 6 hypercharges.

We are packed to the gills with equipment. We need to move to the city tomorrow.

I have 21,571 secs. We are wanted in the Palatek system.

USN Cetus and Chesterton Transport

USN Cetus
I have this horrible cough which is preventing me from working in ink. I have managed to cobble together final designs for USN Cestus and the Chesterton Transport ship in Inkscape.

Yesterday, I posted a lot about the Chesterton Transport Ship, so today I will lead with the USN Cetus.

The Cetus has four decks, like the transport, but their arrangements are wildly different.

Deck 1 is dedicated to sensors and a pair of anti-missile turrets.

Deck 2 is the shuttle operation and missile deck. It serves as the main point of ingress and egress for the crew. Often, the missiles are replaced with shuttles. Theoretically, the ship has a secondary capacity for missiles on the lower deck. Because this is a government operation, the ship often has no missiles in either location. Shuttles and drones are cheaper.

There are 4 common ships carried here. The Cetus can carry 3 manned Centaur or 4 unmanned Zombie fighters. Typically, doesn't carry anything so advanced. It is normally equipped with a pair of ABLE recon drones and a Fastback shuttle. The ABLE drone is a wonderful sensor package, but the Fastback shuttle is perversely named vehicle. It's roomy, but profoundly slow. It has two massive doors on either side like a conversion van. It carries 12 passengers or very small cargo loads.

As mentioned before, next deck holds the crew quarters slung between the fuel pods and engine mounts. The Equipment Locker holds many cargo/weapons tractors and fire fighting equipment. Two more Phalanxes are mounted on the leading edge of the ship, which makes this Frigate a wonderful carrier escort. The heavy weapons spaces are designed to carry continent busting nukes, but this configuration is rarely loaded out. The "heavy weapons" are often a pallet of 2 lasers and a single railgun, port and starboard. Sometimes, the Cetus class carries just one of these pallets with the other space being given over to either special sensors or rarely, extra space for the crew. Typically, the officers will sleep in this space, if given a chance.

The lowest deck has the main airlock, which is identical to the Chesterton's hatch. It has very little purpose on the Frigate variant. The Consumable Hold is jam packed with food. The Cargo Bay carries an unusual mix of rescue pallets and maintenance materials. There is a running gag that one Cetus can build a second Cetus from the stuff jammed in the holds.

The Chesterton Transport
Ok, back to the Chesterton. This ship features a science package on Deck 1. This deck is called the Nerd Nest as the science packages are not determined by the ship's owner. The sensors and experiments are specified in the Decadal Survey, which is the result of suggestions by the greater science community. The crew has a manual for maintenance, but only the nerdiest crewmen and women understand the equipment placed here.

Shuttle Operations is two lies for one. Most Chesterton owners cannot afford shuttles for their ships and unlike the Cetus, this space is poorly arranged for commercial shuttles. Usually each Chesterton has a hanger queen, which is only used to test to the inadequate facilities. More often than not, this area is used for recreation. The shuttle refueling lines are bled dry to prevent accidents when used for crew activities.

The third deck is well appointed with crew space to the fore and a large central Engineering space. Having Engineering in the center of the ship supports improved crew and ship safety. In an odd quirk, the bridge is arranged just like the CIC on a Cetus. This was in case of a wartime refit. This only occurred twice in the history of the program and the CIC was the only part of the ship requiring large modifications. The bridge of the Chesterton is far more roomy than the CIC of the Cetus as it has far fewer fittings for crew consoles. The "small holds" are actually larger than crew quarters and have adjustable atmospheric controls.

Deck four carries the lion's share of cargo. Strangely, it has small tractors, trams and locomotives to transport cargo from one ship to other via the main hatch. Unlike the Cetus, the main hatch is used as the main entry point for the crew.

Wednesday, February 19, 2020

The Minus Faction: Breakout review

Title:  The Minus Faction: breakout
Team: Rick Wayne  (Author),
Robert Sammelin (Illustrator),
Karen Conlin (Editor)
Year: August 5, 2014
Pages: 124
Rating: ★★★★

I've always loved serials. Especially the old 50's stuff. The Minus Faction: breakout is not old school, it's is in the now while hearkening back to classic serials. It's concise, fast paced, and a great story. It embraces current events and calls back to ancient mysteries.

I can't wait to read the next one in the series. Give it a try for free with your Amazon Kindle.


Strictly (Duke) Springer - Day 050 – Feb 19th

We spend an hour flying to the military base. We are detected and get a result of e003. We are attacked by 3 Tech level 2 tanks and 6 with infantry men with TL-2 heavy side arms. The tank guns count as boat guns. They have heavy armor, which reduces each hit by two dice. Skimmers take 2 hits to destroy. This encounter takes an hour.

Now, since we are in a ship and move far faster than any tank, we could escape at the end of the first round but they would get to shoot at me. We are going for it because if I am going to take damage, I want to some back.

To recap, skimmers take 2 hits to destroy, a hopper takes 5 and a starship takes 10. These tanks count as skimmers and are disabled on the first hit and destroyed on the second. Starship guns do 10 hits or 1d6 hits and a critical. In this case, they do one die less due to the atmosphere and because of the armor, they do 2 dice less, for a total of 2 dice. Boat guns do one point of damage on a hit to a tank, which is reduced to by 2, they are ineffective. Against a ship these guns do one hit, which may be a critical.

Those heavy hand weapons have no effect on a starship, so we can ignore them for the moment.

The Antelope fires first because of it’s speed. We roll a 2 and 5. One tank is disabled.

The tanks return fire. They have 2 due to Tech level, a plus 3 due to skill and a -2 due to movement. They must roll under a 3 to hit. They get a 4 and 5, both are misses.

Next round. The tanks stop so they can shoot better. I now get to roll 3 dice because they are stationary.  I get a pair of sixes and a 1. The second tank is disabled. The last tank returns fire and hits with a 5, which does one point of damage to the Antelope.

I disable the last tank with a roll of 1, 4 and 5.

Everyone else is fleeing. I can gun these guys down from the ship with no risk. There are 15 of them and if they roll 4 or more, they escape after I get a shot at them. The event does not say that I will be wanted if I kill them or let them flee, so there are zero consequences. I pretend to shoot at them in the next round while 11 of them make their escape roll. In the next round 2 more escape, and in the third, the last guys make their rolls and get out of dodge. This is an exercise in dice rolls, I didn't shoot and let them have their rolls out of curiosity as to how fast they could get away. Three rounds. Not bad, but if this had been timed to a number of rounds, I would have been in trouble.

The tanks take up 45 CU inside the ship, so taking them is out of the question. I use a loophole in the rules and take their guns. The loop hole is, installing guns takes a day of RRR, removing them isn’t mentioned in the rules, so it takes no time.

On to the military base with 8 hours left. The military base has only 6 contact types, each taking 4 hours so we roll 1d6 twice. We get a 4 and 4, which is only buy boat guns. I don’t need those, so we are done for the day. 

1 Antelope starship with TL-5 Guns. I owe 117,000 secs. in principle. It has one point of damage.
1 TL-1 Ship’s Guns.
1 Hopper with boat guns, TL-3.
3 Boat guns, TL-2.
2 CU Status unit in Cockpit and Engineering, 8 1 CU Status units in Crew Quarters and 1 1 CU unit in Gunnery.
10 Fuel Units in the Ship’s Boat.
9 Repair units,
5 Life Support Units in the Ship’s boat.
7 PS-bots, 1 per character,
6 Heavy Hand Weapons for sale, 4 for characters use,
7 Side Arms TL-1, 1 Side Arm TL-3, and one TL-4.
5 Doses of pheromones (e009) in Duke’s pocket.
and the ship is fueled with 6 hypercharges.

10 empty CU in the ship’s hold, plus 10 in the Hopper.

I have 22,071 secs. We are wanted in the Palatek system.

Tuesday, February 18, 2020

The USN Chesterton, Growler and Variants

I'm not feeling so hot tonight. I have a cough and cold, so I can't do detail work. I figured I will just do the write up on this ship. This is middle and largest deck of 5 levels. 

The USN Chesterton was peace-time design for a frigate. The ship featured a large central engineering bay with the bridge just fore of it. Along the front rim of the disc, a variety of weapons were mounted. In the aft area were the crew quarters along with the main elevators. The engines were mounted at an angle, which gave the ship incredible maneuverability at the cost of top speed. 

Since this was a peace-time design, the frigate never made it off the drawing board. Instead, it was re-purposed into heavy tug and transport vessel. 


This configuration necessitated switching the crew quarters away from between the engines to the forward section of the ship where the weapons would have been in the name of safety. It was felt that damage to the engines could too easily breach the hull and kill the crew. USN crews fight suited, so this was not a concern for a frigate. 

When the war started, the Chesterton dry dock facility was already tooled up for transport production and switching to frigate production was easy. Since there were a great many Chesterton tugs and transports already plying the spaceways, this variant was given the name of "Growler" to set it apart. Before the first ship was released from the dock, the class name was changed again to "Cestus".

Because the Chesterton was a proven design, the Cestus/Growler configuration was only minimally tested. The placement of the tightly packed crew quarters in the rear of the ship was never studied. The crews soon found that the engines caused vibrations in the crew spaces. Unofficially, the crews reverted to the "Growler" designation as commentary on the ship's qualities. While not a fatal flaw, the ship was strongly disliked by their crews.

The first and last ship of the Cestus class do not have these problems as they were built to the specifications of the Chesterton for special missions such as mine warfare and electronic intelligence collection.

Strictly (Duke) Springer - Day 049 – Feb 18th

Scout Ship
Talitar is an interesting system. It’s stats are virtually the same as Regari, but it has 2 planets. They share the same wealth and tech codes, but the gravity is wildly different for each world. Talitar I has a gravity of 13 which means no Hopper use. It simply can’t make orbit and burns fuel at an incredible rate. Talitar II has a gravity of 4. Can you guess which planet I will approach?

Talitar II has the following areas: a space station, rural, city, a prison, ruins, mining, a space port, a military base, and craters.

It will take 4 hours to set down on the surface. I am heading for the space port to purchase hypercharges and to sell off some items to free space. If I get that done, I will hit up the military base for upgraded weapons.

On entry to the space port, I encounter customs. They spend 3 hours searching the ship for radioactive materials. They find none and off we go.

In our three final rolls, we are approached by a pilot/navigator (pass), buy our hypercharges for 1000 and I sell off all of the Utility Suits. I also pay this week's ship payment.

1 Antelope starship with TL-5 Guns. I owe 117,000 secs. in principle.
1 TL-1 Ship’s Guns.
1 Hopper with boat guns, TL-3.
2 CU Status unit in Cockpit and Engineering, 8 1 CU Status units in Crew Quarters and 1 1 CU unit in Gunnery.
10 Fuel Units in the Ship’s Boat.
9 Repair units,
5 Life Support Units in the Ship’s boat.
7 PS-bots, 1 per character,
6 Heavy Hand Weapons for sale, 4 for characters use,
7 Side Arms TL-1, 1 Side Arm TL-3, and one TL-4.
5 Doses of pheromones (e009) in Duke’s pocket.
and the ship is fueled with 6 hypercharges.

28 empty CU in the ship’s hold, plus 10 in the Hopper.

I have 22,071 secs. We are wanted in the Palatek system.

If you like science fiction games, try out some of Christian Hollnbuchner's floor plans and deck plans at DriveThruRPG.

Monday, February 17, 2020

Strictly (Duke) Springer - Day 048 – Feb 17th

Today is spent in RRR. The Antelope is repaired, finally but the day is over.

We have the following resources:

1 Antelope starship with TL-5 Guns. I owe 117,000 secs. in principle.
1 TL-1 Ship’s Guns.
1 Hopper with boat guns, TL-3.
2 CU Status unit in Cockpit and Engineering, 8 1 CU Status units in Crew Quarters and 1 1 CU unit in Gunnery.
10 Fuel Units in the Ship’s Boat.
9 Repair units,
5 Life Support Units in the Ship’s boat.
7 PS-bots, 1 per character,
6 Heavy Hand Weapons for sale, 4 for characters use,
7 Side Arms TL-1, 1 Side Arm TL-3, and one TL-4.
13 U-suits, 7 for the crew, 5 for sale.
5 Doses of pheromones (e009) in secret compartment.
and the ship is fueled with 4 hypercharges.

What does that leave for me, space wise?

All of the space suits and PS bots have to be in the hold, as there isn’t enough room in the crew quarters. I can pick up one more crewman before this becomes a problem. The heavy hand weapons also take up hold space. That is 60 minus 10+13+7, so I have 30 left. There are 10 RU in the hold plus the extra ship’s guns, which reduces my cargo space to 14. There is not much I can do with that space, so I need to get rid of stuff. On my next stop, I will try to get sell the extra guns and the heavy hand weapons. That will free up 10 spaces.

I also have 10 free spaces in the Hopper, or ship’s boat. I could shuffle stuff into there.

15 empty CU in the ship’s hold, plus the Hopper. I pay the crew today, which costs 80 secs.

I have 23,251 secs. We are wanted in the Palatek system.

Instead of giving you a new ad, check out the items to the right of this post. Find a good book, blog or podcast. My personal favorites this week are Safco Cast and Revolutions.

Dervish and Sword and Flame

The USN Thresher
Prototype
I am try to get the hang of Inkscape. It's going pretty well. I have made improvements to the Sword and the Flame (Thresher) class ship deck plans.

I have even created a variant of it called the Dervish. You can read the write up on the Thresher ship here.

The Dervish is still a work in progress and is far less bleeding edge than the first ship. You can tell that they were built on the same hull, but their operations are completely different. Owning to the fact that the Dervish does not have a unique and experimental engine, the hull is completely smooth.

The USN Dervish Class
The Dervish is a platform designed for modification. It was first designed for engine research followed by a search and rescue ship. Other varients are a scout ship, a science/explorer ship or a gun boat. The ship's interior is a wasp shaped affair with fore and aft open spaces for research. The belt of the ship provides 8 bunk rooms for the crew. As a military ship, this is luxurious.

8 domes are suitable for sensors, science experiments or in the case of the gun boat, weapons. There will be a lower deck, but is sparse on amenities. These are more like semi-optional palettes on an F-15, they contain consumables, with little space for moving around. Unlike the Thresher, the Dervish has no turret.

The search and rescue variant has airlocks on the aft domes and auxiliary thrusters on the fore domes. The test model mounts engines in the fore and aft compartments, which vent out the domes. For testing, instrumentation is mounted on the exterior.

I haven't designed the engines for the Dervish yet, but they will be powerful for a ship of it's size. They will extend the lenth of the ship by about 1/3.




Sunday, February 16, 2020

Updates to Compass Rose Inn and Kobold's Folly

I have updated the files for The Compass Rose Inn and The Kobold's Folly products. These items are still pay what you want, however, in each case I have increased the suggested price to $3.99 each.

In the case of the Compass Rose Inn, the map has been reworked to be 1 inch = five feet. This now brings the page count to 63 pages. Additionally, this file has map tiles that enable you to print out additional green space for more terrain. To fill some of this space, there is now a barn map with two levels, a stable or work shed with two levels, a well and bake house map.

In Kobold's Folly, I detail what is different between the Tribe of Minwan and other kobolds and provide images of King Minwan and his sister using the two magic items found at in the folly.

If you have already downloaded these files, my thanks. You should receive an email shortly with the new files. If you can't wait, simply check your Library tab at DriveThruRPG.

Click the images below for full resolution example images from the Compass Rose Inn.



As an additional preview of the Compass Rose Inn, I have loaded full resolution images of the entire basement area.