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Home of the Quantum Ogre, Agency, Theory, and Fun-Chttp://www.blogger.com/profile/02331863932906631618noreply@blogger.comBlogger1172125
Updated: 1 week 49 min ago

On Getting Down with Downtime.

Thu, 08/29/2019 - 18:31
I'm overwhelmed and thankful. Less than 32 hours left.

I didn't expect this. I thought even coming up with this many stretch goals was absurd. And it looks like all of them will be unlocked and then some.

Thanks be to you, without whom I wouldn't be here. I talked to Hobbes on his radio program and it was quite personal. Honest. He's not afraid to ask actually difficult challenging questions. That was terrifying and wonderful.

Listen for yourself.

We have amazing things coming. I'm so glad to be journeying with you.

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Categories: Tabletop Gaming Blogs

On the Dream

Wed, 08/28/2019 - 09:13
Before this Kickstarter began, I had wildest dreams.

We passed those yesterday. It's sitting at 15k with just over two days left. People seem to like it.

I don't want you to be in a position at the end of this week, once the Kickstarter ends and people are talking and using On Downtime and Demesnes, where you to realize it's a lot more expensive after the Kickstarter. I just recently made this same mistake, passed something up when it was available a low price, and then realized after it returned to its normal price that I wanted it.

I'm so thankful for everything. It's been one of the most amazing and life-changing weeks of my life. There's still over two days left, and more stretch goals to hit, but this is already a complete and total success.

I didn't do it alone. Other people made it happen with me. I'd like to thank Bodieh, of Slowquest who's just an amazing artist, producing these great physical artifacts-Packets of these booster cards with items, monsters, and adventure. He also illustrated the cover on the latest issue of Megadungeon, and he's amazingly charismatic.

 Anytime I can work with Arnold K.to get him to produce more gaming content, the world wins. You can check out his Patreon here. He's creating a Glog, and you'll just have to see how awesome that is yourself. And my personal dream work is getting to finally read Centerra once it's published.

Chris Tamm runs the blog Elfmaids & Octopi and is my primary reference for sandbox play. There's so much content that's just immediately useful in play. He's got a ton of books, free, filled with tables. Check out his Patreon!

Alex needs no introduction, creator of the Adventurer, Conquer, King role playing game, writer, and game designer. The new stuff coming out is making the Auran empire into one of the most original and awesome classic gaming settings, along with one of the best classic rulesets.

And Mike Evans is Hubris, which is setting via design and content personified. Follow him at Wrath of Zombie Blog,

Finally, we've got art previews coming in the next two days. If you'd like to see more of my art, Merciless Merchants is creating a mid-level super-module The City of Vermilion for 1st Edition style play! Once funded, I'll be producing (more) art for the project. Check it out!

More hype and maybe a surprise or two will be coming in the following days. If you haven't backed On Downtime and Demesnes, do it soon before the opportunity slips away. And thanks.
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Categories: Tabletop Gaming Blogs

On the Roller Coaster

Wed, 08/21/2019 - 18:10
Funded in 2 hours? Sitting at 500%? It's crazy!


You know, I'm going to just be talking about this for 10 days. Well, 8 more after today. It's like Pledge Week on AETN, except instead of getting a tote bag, you get this ridiculously awesome book. It's done, backing for a dollar gets you access.

If you'd like to check it out, you can back for a single dollar, and get a PDF copy right from my dropbox. No art, and it's before I've had my editor go through it. But it's only a dollar.

This is the time to back! 15 for the PDF, and 20+cost+shipping for the hard cover. Once it's released those prices are going to go up for a long, long time. Get in now while the getting is good!

Or don't! I'm not the boss of you. But maybe the hundreds of other backers are? Who knows!?!


If you liked OTTER (On Tricks, Traps, and Empty Rooms) or ONPC, then you are going to love ODD.

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Categories: Tabletop Gaming Blogs

On Downtime and Demesnes

Tue, 08/20/2019 - 18:08
Hey, this is really important.

I made a good thing. You can see the whole thing for a dollar. It's maybe the best work I've done. If you read "On Tricks, Traps, and Empty Rooms" and thought, "this is useful" you should check this out.

On Downtime and Demesnes

You know, OTTER is a real useful tool for designing spaces before players engage in them. This is something better. ODD is about what happens in play that make your players feel like addicts. I think I dun good. Go check it out.

We've got a ton of top flight creators on board for the project stretch goals, and I hope you'll join us for this whirlwind ride. 10 Days! Let's go!!!

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Categories: Tabletop Gaming Blogs

On Print Megadungeon #4

Tue, 08/13/2019 - 18:01
The white text isn't on the print cover!Just a note to everyone to say that the print version of Megadungeon #4 is now available. The .pdf comes free with the print version. I have some . . . big news, I hope soon, that has disrupted some of my plans for this month, so I hope you're hearing from me again very soon.

PDF at DrivethruRPG
PDF at Lulu
Print at Lulu
Print at DrivethruRPG 

It's really cool! Check out the preview!

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Categories: Tabletop Gaming Blogs

On the Realities of High Level Play

Tue, 08/06/2019 - 12:00
This is a follow-up to my article on high level adventure design, On Failing High Level Play.

I've run. . . a lot of high-level games. The first high-level campaign I ran started in 1984, and involved going through the entire Temple of Elemental Evil and environs in a second edition campaign. I've run several high level 5th edition campaigns, including 17 levels of Horde of the Dragon Queen, 1st edition Advanced Dungeons & Dragons to level 11/12, Pathfinder and 3rd edition, ranging up to levels around 14. My average campaign length is about 50 games, which is approximately 18 months of play. I believe the last time a survey was run, the average campaign was found to run about 14-16 games, covering 4-6 months. (Average sessions before restart is 15.4).

I'm focusing on Dungeons and Dragons here, but I've also run 2+ year campaigns of Vampire and Shadowrun, and probably other things I'm forgetting. I can barely remember the names of everyone I've slept with, no way I'm going to remember every role-playing game that got past character creation.

First, if you're reading this, you don't play enough Dungeons & Dragons. Play more, eh? Don't be such a poser.

Second, High level play is not low level play. Most high level adventures are low-level adventures with the high-level abilities restricted. Partially because most module writers are astoundingly terrible, but primarily because high-level play by necessity must be organic.

Each type of game has a different balance and feel to high level adventures:

Basic: High level basic Dungeons & Dragons games are unique. The world of Mystara is a very high magic world. It was not realistic to run a campaign through 30-60 levels to become a high-powered immortal. The loose rules structure led to high level campaigns that became somewhat narrative in scope. A group might fight four dragons, and kill them all in one round, or hop to an alternate plane and fight Nazi's in tanks and soldiers with automatic weapons. A large number of basic D&D games took place almost exclusively in large dungeons. Take this example of play, from Rythlandor.

". . .Oni had begged Elessar to help him rescue his brother who was imprisoned in an evil temple complex. Oni had now recovered from the ill effects of his own imprisonment and was ready for Elessar to attempt the rescue. With Elessar and Oni went superhero Ragnar, ranger-guardian Athelfrar, sorceress Charmen, patriarch Benelux, and lama Ydol, and dwarf-myrmidon Ibb. They landed on a remote norther bay of the island, where they almost immediately were beset by a pair of white dragons. One dragon was quickly slain and the other flew off to the north. The small group headed south to the mountain where the evil tower built of metal was located. Oni led them well, and the party approached the tower from the opposite side of the mountain. Using the flying carpet and an invisibility spell, Ragnar, Elessar and Charmen flew unseen to a high rampart, followed by the rest with shuttles of the carpet. As the last arrived, a door opened and the fight was on. It was a one-sided affair since the low-level guards could hardly hope to overcome the powerful fighters and mages invading, but one of the guards did get away. The group pursued the fleeing guard after hacking their way through the other guards, but soon they heard the alarm gong sounding. The pursuit, however, led them to another guard room containing the alarm gong. Ragnar's sword Quicksliver struck and Charmed[sic] one of the guards, and ordered him to sound the all clear signal, which the guard did.  The group continued through a bridged walkway into the mountain itself, killing or charming the hapless low-level guards who got in their way, rampaging through the rooms and looting anything that could be moved. A favorite tactic was to have Elessar leap through a door and use his cold wand on the occupants, reminding some of Clint Elesswood starring in "A Fistful of Snow". Gradually they worked their way down through the living quarters to the temple area below, leaving no survivors to raise new alarms of their presence. At last one fighter escaped, this time with Elessar in hot pursuit while the others stayed to dispatch the guards. Elessar chased the evil guard silently and invisibly right into the middle of the main sanctuary of the temple where a human sacrifice had just been completed. As the doors of the temple closed behind Elessar, he heard a voice behind him say "I detect the presence of Good! [sic]" He turned and made ready to fight to the death, but the guards walked by him and arrested the man he had been chasing! Naturally the guards couldn't see or hear Elessar, and though the poor guard was radiating those Good[sic] vibrations. . . Elessar decided to leave the cavernous sanctuary and it's host of evil worshippers and rejoined the group as they finished off the last of the guards on the staircase.  With the aid of a Charmed[sic] evil cleric, the group went down to an underground passage in the metal tower. They located Oni's brother and several other prisoners and freed them. They also killed some of the monsters lurking in other rooms, including 8 mummies, 3 wraiths, 2 chimerae, a 9-headed hydra, and 21 ogres." -Ryth Chronicle February 1977
This is an example of a single play session of play from Dungeons and Dragons, several years into a campaign.

1st edition Advanced Dungeons and Dragons: This edition is more grounded than basic. It's designed with exponential experience. As the party continues to adventure, the adventure increases in scope, continually increasing in power even with party losses and death. A first level character joining a party of fifth level characters will be fifth level by the time the party reaches sixth level. 

The other factor is that there's a limited amount of experience to be gained. High level characters on a single adventure, lasting three or four sessions might expect to garner 40-60,000 experience over that period (between 10 and 20 thousand a session). It varies per class, but there comes a point around level 7-9 which requires 100,000 experience to reach. . . and 100,000 to reach the next level.

At lower levels experience gain is slower, it can take upwards of 18 months to reach that first 100k experience threshold, and then another 5-10 sessions for that next level. The level after that needs twice as much, 20 sessions, 6-8 months. Characters hit a wall and advancement via personal strength slows about the time they begin to influence the world through political means by attracting followers and clearing land.

High level games frequently include a player managing a character, up to dozen henchmen, hundreds of mercenaries and hirelings, and everyone that lives on the land they possess. Another factor with Advanced Dungeons and Dragons is that the characters are still very human. Hit point advancement stops and doesn't increase much. Saving throws and armor classes will allow many characters to avoid damage 90+% of the time, but that 10 percent is often very deadly: Death rays, dragons breath, spells of death, cloudkill, and paralyzation.

Pathfinder/late 3rd Edition: Early 3.0 plays much closer to basic, but due to the culture around "Ivory tower design" and the character optimization boards along with a design that only gave experience only for combat victories, the game quickly shifted to a focus to tactical challenges and encounters. The game became more and more mechanical, relying on the rules to structure play so that it's 'fair'. The games were a "Players Bill of Rights" that they could be guaranteed their agency. Sadly, this agency was limited to your options on the tactical maps.

Certain options begin to be eclipsed by others as soon as level six. There is no class as powerful as wizards and clerics. With endless buffs they are strictly better than combat classes, warping the game and making anyone who dreams of playing a lower tier class completely eclipsed by the more powerful options.

If you are playing similarly tiered classes, high level games involve too much time at the beginning of the session with gibber-jabber, and large combats that take 6+ hours to complete, due to the complexity of the rules. It's a fun tactical game, more open than a tactical game like Gloomhaven. It's fun, but it's not very close to my experiences of role-playing.

Can you run it in a more narrative faction and make it more of a role-playing game? Sure. Is that the type of thing someone who plans out a build for 12 or 15 levels wants to do? Usually not.

5th Edition: I've run several fifth edition games to levels 15+. 5th edition characters require about the same amount of experience for each level, making leveling very consistent. Characters will reach 2nd level after one session, and third level by their third session. After that they will level about every 3 sessions. Many, many fifth edition players remove player motivation and use milestone experience to control the rate of advancement.

5th edition characters do not stop increasing in personal power. The curve is more suited to a B/X style game, but the endless gain of personal power provides a very different endgame.

For an example, my ex-wife played a barbarian during Horde of the Dragon Queen. Her standard procedure after level 10 was to jump to reach whatever dragon was flying nearby and grapple it while hitting it with her axe several times each round until it died. Once a dragon lived through two rounds of this. At the end of the campaign, she had upwards of over 300 hit points, and during her endless rage only took half damage from anything but psychic attacks. Not counting healing or other defenses, this generally required doing 700+ points of damage before she even felt threatened in combat. Considering the bard could heal everyone for hundreds of hit points every round, it often required many hundreds more points of damage.

Our battlemaster fighter wore heavy armor that provided damage reduction. I could only manage to hit him, with anything but the most powerful monsters, 5% of the time. Since he also had the lucky feat, he could nullify 3 of those hits every game session. He also had over 100 hit points.

Do you know how many times you have to attack a person before you hit with a 20? A lot.  The fact that the first 3 important hits could be waved away with lucky made him almost invulnerable.

High level 5th edition play, with its focus on constantly and steadily increasing personal power feels very anime, very Final Fantasy. Everything is very elastic, you're up, you're down, the power levels are very high, and the threat to the characters is very low. Combat runs amazingly quickly, considering the complexity of the game. It's extremely well designed. Often the most time consuming part of combat is doing three column subtraction of hit points.

If you like posts like this, I depend on your support to survive. Join my Patreon, or pick up a copy of one of my books from my storefront. My average review score is 4.5, my latest module, Eyrie of the Dread Eye has only 5 star reviews, NINE of them. It's a high level adventure; if you want to see high level design done right, check it out. 
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Categories: Tabletop Gaming Blogs

On A Very Large Dungeon

Mon, 08/05/2019 - 12:00
I'm publicly
The actual cover doesn't have that text!announcing the release of the NEW Megadungeon!

In which we cover the secrets of secret doors, how to generate and manage keys in a megadungeon, the illustrations and keys for the cosmopolitan Halls of Heimall, the corrupted Chambers of Immoket, along with 2 different hidden treasure vaults, three brand new dragons, and an advertiser index (responsible for the new lower price).

It's super illustrated, with a beautiful cover by BodieH. I've set almost the whole thing with a preview on Drive Thru RPG, if you're curious what's inside!

Check it out in .pdf at DrivethruRPG and Lulu, or order print from Lulu. Print from DrivethruRPG coming soon! If you are an advertiser and you want a copy, go ahead and send me an e-mail! If you get a print copy and don't want to spring for a .pdf one before the deal on DTRPG, get at me, and I'll get you a copy. If you want it, and you can't pay, drop me a line and I'll shoot you a copy.

.PDF at DrivethruRPG
.PDF at Lulu
Print at Lulu
Print at DrivethruRPG (Coming soon, proof is on the way)

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Categories: Tabletop Gaming Blogs

On More Buildings

Tue, 07/30/2019 - 15:36
As promised, two more buildings in the series.
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Categories: Tabletop Gaming Blogs

On Failing High Level Play

Mon, 07/22/2019 - 17:58
The biggest sin in high level adventure design is designing low-level adventures and calling them high level adventures. It's almost as bad as sticking random monsters in random rooms and writing dozens of pages of stuff that happened before the players got there.

Here's how you successfully design high-level adventures.

High Level AdventurePart of the fun is  as you advance in the game, abilities and priorities change. Each game, each edition, goes through different phases as the players level. This is either explicit (e.g. 4th edition's level 'tier' list), implicit (5th editions power bumps at certain levels), or latent within the structure of the game (Gaining followers and needing to build a castle in 1st edition).

High-level characters have the ability to solve problems in ways that are particular to them. They don't have to accept situations. The largest flaw with most published high-level adventures is designing a limited environment and then removing the tools the players earned to force them into that environment. That isn't the way to do it.

Superior high level adventure design requires the following:

It must be player driven

post-teleport and army, players have options to redefine engagement. They can plane shift, turn invisible, fly, shadow step, or use any manner of shenanigans to be very selective about their engagements.

This means modules who's contents are dependent on forcing the player's into situations are either going to fail "pffft, I go ethereal and go home" or require you to remove their abilities often to the detriment to the setting itself, i.e. causing whole areas to be anti-magic or coming up with effects to nullify travel.

It is important we understand the nuance here—having dead magic zones or areas where planar contact is cut off or fly spells don't work is great, as long as it is a part of the setting players can visit. If your adventure site is set up that way, then it's a challenge, as long as the players choose to be there.  These things are fundamental to your campaign setting, they are the background rules for the world. When used as a tool to force an adventure, they are bullshit.

Combat must have secondary goals

One continual failure of high-level play are the amount of encounters set up with the expectations that players will fight them. It is not a safe assumption that players will need to fight a single encounter in your adventure, and if they do, it's likely they will do so on their terms.

The way you make combat satisfying is that you create situations that require the players to engage in combat to accomplish their goals. In a high level adventure, non-penultimate and ultimate fights shouldn't be designed with the expectation that players will fight them in any sort of traditional sense. They might teleport them a mile into the air, charm them to fight each other, or just create a hellish inferno filled with fireballs, rather than rolling initiative.

So combats should always be designed with the idea that there is a danger that attacks them while trying to accomplish a secondary goal. They want to open the warded door? The room fills with shadows. They find a room with prisoners, they have to save them before they are killed by demons. Always view any combat encounter as a difficulty that besets the players as they try to accomplish a task.

Is this somewhat reasonably difficult to do? Yes. That is why people are paying you to design an adventure instead of doing it themselves.

Countering without nullifying player abilities

You do have to address the players abilities to subvert encounters, but you want to do so as part of the encounter. High level players do a lot of things, you should count on them being able to do those things, not try to prevent them. Some examples follow.

Discovering the truth Assume your characters can speak with dead or force people to tell the truth, you just have to insure that telling the truth creates adventure instead of limiting it.

Flying All characters and all classes will have the ability to not engage in combats on the ground. Make sure both your encounters and environments take this into account. Will something happen when people take to the air? How do these people defend against flying intruders?

Scouting player characters can retrieve amazing amounts of information by seeing through walls, casting spells that will give specific treasure and head-counts. This ability begins as early as level 3 when players begin to use extra-sensory perception to find out head counts.

Don't create encounters that depend on the players not having their abilities or information. Create a situation where the information the characters receive creates new problems and challenges.

Abandoning the "Explore & Clear" philosophy

Hostile spaces that challenge high level adventurers, should not be 'clearable' areas. High level characters have plenty of opportunity to clear small dungeons and lairs, and such an adventure will probably not take them long, a half-hour of table planning, executing the strike, and then returning will usually not occupy more than an hour or so of gametime. So it's important that high level adventure sites are intrinsically difficult to clear, like a gateway to hell. Players won't be able to explore and kill everything in hell.

Create an adventure site that simply does not let the players gain a foothold without needing to bring other campaign resources to bear. This can include an entire fortification and city (like a giant or dwarven city), a animal lair like a giant ant hive, wizard realms with demi-planes.  Consider your adventure environment and ask yourself why the players don't just flood it with water or poison everyone inside.

Long-term consequences to choices

When designing adventures for high level characters, insure that the adventure regardless of how the players interact with it, creates consequences. You can't force players of this level to engage in activities. So make sure they understand the stakes. Do not get frustrated because players are willing to accept those consequences, that is part of the point of playing the game. They may decide to ignore your adventure location, which is a great opportunity to create new adventures—ones they might partake because they want to undo or change those consequences.

It's important to avoid a 'punishment cascade'. This is where you create a penalty for what will happen if the players refuse the call, so they won't refuse the call. Then when they do, you develop an emotional reaction ("How dare they! I spent time on this! It's disrespectful!") and so you escalate the consequences. A classic example is the players choosing to kill some non-player character that the referee is sweet on, so the encounter becomes magically tougher to punish them.

You create the long term consequence so they players can make a choice. If you make the consequence so bad, you're not really providing a choice. Some players will often feel this pressure for consequences you didn't design to be that punishing. High level campaigns thrive on organically derived play, so grant your players the opportunity to do that.

Allowing characters time to shine
I mean, hell, how many 11th level wizards have you played. Give them hordes of enemies to cut down, let situations occur where they can easily solve problems that would destroy lower level players. Set a demonic outsider right in front of the Paladin and let him melt it in one shot. Create an entire pillar of adventure a skilled thief can obviate with two skill checks. Put enough targets near your fighters and their armies to drop a whole battle unit every round.

Reaching high level is an achievement. Create multiple situations that are trivially solved by specific high level abilities. It's fun for the players to subvert expectations and turns into memorable situations. This is not as difficult as it seems, generally I'd throw in 2 extra dragons so the 15th level barbarian had something to do for 3 rounds. Accept the reality of high-level play.

Fatal dead ends
The feeling of risk should not be gone. High level mechanical play involves a lot of consistent results with occasional chaotic outliers. High level characters will generally save on a 2+, are almost untargetable or unhittable, are immune and resistant to multiple types of damage, and have many many resources to avoid danger. They will minimize any encounter that interacts with them mechanically because of their ability to address this.

So create and design encounters that side-step the mechanical systems. To wit:

"anyone in the room when the ceiling collapses dies under several tons of rock, no saving throw"

It is important that this is telegraphed of course. These aren't gotchas, but letting the players know that in spite of all their protections, they can still be crushed by Godzilla.

The important thing for design, is that these fatal encounters or parts of encounters again put something at stake for the players. Being high level usually allows them to avoid these consequences, so good adventure design for high-level characters includes situations where things are again at stake.

This is just part 1, part 2 will cover understanding the scope of high level play and examining what high level characters are capable of at higher levels of dungeons and dragons.

If you want to see these things in practice, check out Eyrie of the Dread Eye. It has only ever recieved 5 star reviews. It's one of the highest rated products ever released. One of the most critical reviewers called it one of the best adventures he's ever read. It contains in practice, each of the following above points. If you want to know what a good high level adventure looks like, well, for 5$, there's your answer.

The only reason this blog is still available and not dead while I work full-time as a writer illustrator, is because of the support it receives on patreon. Thank you to all my Patreons! 

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Categories: Tabletop Gaming Blogs

On the Spreading Word

Wed, 07/17/2019 - 14:39
Megadungeon #4 is coming, in about a week.

But there's something that needs to be done first.

The exciting part is discovering new worlds and spaces. How do I do that? Well, last time I sold some advertisements for things. And that was nice, and it got the word out about some great things to people who might not have ever considered them before.

But what I really want is the interesting feeling of looking through the ads in the back of old Dragon magazines.The pages with all the weird cool stuff.

So, look. I'm "Selling" advertising space. It's 20$ for a half page, 40$ for a full A5 page.
Except, if you don't have the money, and you have a project, you should go ahead and send me an ad.

It's more important to get the word out about a cool thing then it is to restrict access to letting people know about cool stuff.

It doesn't even have to be visual—if you have a small blurb about a product or your company, one that hundreds of buyers who are getting a 5e/basic megadungeon would be interested in do not let this opportunity go away.

Advertisements, questions and comments as well as advertisement payments (on paypal) can be sent to campbell at oook dot cz. The "deadline" for getting me your stuff or reserving a slot is Friday—let me know by then. But you'll actually have a bit longer to get it together.

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Categories: Tabletop Gaming Blogs

On the Last of the Sale!

Thu, 06/27/2019 - 06:45
We will have a normal post tomorrow, but this is the last day of the sale.

I'm very proud of my art, and I think I've been doing good stuff. I'd like to move some of it, so between now and Saturday morning when I wake up, everything on my Etsy store is 60% off! On Saturday morning, the sale ends, and all my stuff returns to its default price, so take advantage before it's too late!

It's original art, check some of it out. Most of these pieces took between 40-60 hours to create, so you're really getting something fantastic to add to your gaming space, or perhaps to sell after the next few very popular books I write! Did you know I have 3 books in various stages of production right now?

Exciting stuff. Get in and get something awesome for your house or gaming room before the opportunity ends!!

The prices are so crazy low on these, I'm almost embarrassed to post them. What artist would sell his work at such a discount? Get yourself something nice and help and my daughter out in the deal!!

Saturday morning the sale will end, and we will see you next month for the release of Megadungeon #4.

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Categories: Tabletop Gaming Blogs

On New Henchmen and More Crazy Deals!?!

Wed, 06/26/2019 - 07:40
Hey everyone! I started this sale because I had medical bills to pay, along with needing to get some money together to help my daughter attend some fun summer camps. Well, the medical bill has been paid, and I'm looking for a way to give back a little. How can I make this not a bullshit sale?How about this. Henchman Season 1 .pdf, and the Hack and Slash Blog Compendiums are all pay what you want till Thursday. The print copies of the 4 compendiums are 50% off (it won't let me go any higher with the discount, otherwise it would lose money.) 
Get all these .pdfs for Free! (Although feel free to help out with the summer camp bill.)Henchmen Season 1Hack & Slash Compendium I: Covering theory, and 16 great 5th edition backgrounds!Hack & Slash Compendium II: The updated Treasure document, never have boring treasure again!Hack & Slash Compendium III: Covering classes and class design!Hack & Slash Compendium IV: A tome devoted to wizards and their nefarious shenanigans!The print versions are as cheap as I can make them for the next 24 hours!Hack & Slash Compendium I, Normally 7.99$, 3.99$ for today only!Hack & Slash Compendium II, Normally 8.99$, 4.50$ for today only!Hack & Slash Compendium III, Normally 8.99$, 4.50$ for today only!Hack & Slash Compendium IV, Normally 7.99$, 3.99$ for today only!I use all these books at the table during games. I used them last night while running Perdition online!
Oh, This sale hasn't stopped my content creation. Here are the first 2 henchmen of Season 2, which focuses on demi-humans. You can check me out on stream today, if you'd like to hang out and talk about Dungeons and Dragons and the Debates while I work on Season 2!
The high-def versions of the henchmen are over on the Patreon, along with all the above books (simply for being a patreon). Patreons also have access to special editions of each compendium and henchman seasons with additional content.Thanks everyone! We'll be back on Thursday with more great deals! See you then if I don't see you online!

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Categories: Tabletop Gaming Blogs

On A Hellish Scape

Tue, 06/25/2019 - 06:44
This is an image of the city "Rustock" in the Perdition game I'm running online, in public, broadcasted on the internet. I'm playing with these amazing wonderful people. The charisma sometimes is too much! Come join us and the rest of the audience tonight, Tuesday, June 25th, at 5 PM CST, (-6 GMT) and watch me run Dungeons and Dragons! (note the lava flow and the jets of fire!)

Today's mega-sale?
Perdition in .pdf for 3.99! (Normally 9.99$)
Perdition in print (softcover) at a 40% discount. Normally 19.99, now only 11.99!!!
Perdition in print (hardcover) at a 40% discount. Normally 39.99, now only 23.99!!!

With art by noted artists Matthew Adams, Russ Nicholson, and many others, and writing by me and Arnold K. of Goblin Punch!

Rules for the Infernal Conclave, Summoning and Binding Demons and Devils, and signing infernal contracts that work and make for fun at the table! See my organic design principles at work. Reward yourself with a beautiful book.

Guys, it's great. A real labor of love. Check out the coolest thing you'll buy this year, and pick it up before it too goes off sale! And come watch us play!

The sale is still on till Friday!Everything on the DriveThroughRPG storefront is 10% off all weekLots of print products on Lulu are 25% off all week and everything in the Etsy Store is 10% off!

Some images from the book!

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