Category: Player’s Table

May RPG Publishing Update for New Gods of Mankind

It’s time for the RPG community to see what is coming in 2017 for New Gods of Mankind.

Lots of kick ass rpg updates here and 2017 will be a busy year for Dark Skull Studios and New Gods of Mankind. Off to the races and the following  RPG PDF books releases come out this year. Original artwork created by Michael Jaecks for our first book New Gods of Mankind. This artwork will grace the cover of our first adventure Shipwrecked and Surrounded.

Three adventures will come out in June, July and August.

The first is nearly done in draft form.

Shipwrecked and Surrounded brings to life a small island deserted where players get stranded after a sea voyage as slaves. Players first fight for survival against Salamanders of House Draax. Then a more sinister threat rears its head as a captured Leviathan breaks free and wreaks havoc on the island. Leviathans need to feed on fear so it will come after the players in many ways. Can your players survive shipwrecked and surrounded?
Demonic Sylph Traders takes place in Naalgrom with a whole small clan of sylphs willfully possessed and roaming around the wilds. Known as the Dark Star Clan and rejected by all other sylphs they seek allies and new trade alliances, even with New Gods and their Anointed Heroes. See what adventures and wares they have as their caravan and flock come to your village.
The Wood Nymph Thief brings the community of Wood Nymphs to life. A Legendary Artifact created by a powerful Leviathan during the first Leviathan War now is missing from the temple of Baesop in Hrace. Scouts and bounty hunters seek out this meddlesome Wood Nymph to return the artifact. The Wood Nymph turns up in the New Gods of Mankind village. But more than the human scouts seek out this powerful artifact.

One final thing is the Leviathan Character Sheet.

This FREE character sheet is great for Game Masters to use when making bad guys. It will be in form fillable fields in PDF.
Come by and see our store on RPG Now.  Or just pick up a copy of the first book that started it all.
We will be adapting the rules for New Gods of Mankind for Savage Worlds. This will take place next year, possibly funded by a Kickstarter. Also on the horizon, a full print and PDF book, Darkness over Kathonia campaign which leads to the second Leviathan war.
Get a copy of the BASIC New Gods of Mankind rules FREE if you want to check out and learn more about this universe. 
Stop by the store and see what we have in stock for you.

Changes to Our TableTop Game Store

Game Store Changes

Hey everyone,

We made a lot of changes to our Tabletop Game Store!  We added several sections including a Dungeons and Dragons section and a market affiliate program with Amazon. Darrell Hardy kindly put up some of his books up here in the Ghost Puncher Section. Angry Ogre put some PDFs into the store for their selection of Board Games. We plan to add more products soon. Sales of our products in the store fund our website and help us to expand. If you need to buy a D&D book, or any other table-top game material consider our portal.

Richard Leon has slacked off of posting so apologies. This will become a weekly thing now. More Game content from now on!

New Gods of Mankind Salamanders of House Draax

Salamanders of House Draax is right around the corner. We plan to release it by next week. Next Monday is the goal. Edits are happening. New content added. Check out an edited excerpt below.

Naalgrom Ports

Sssnamon

Qann

Qann sits to the far east of Naalgrom, a lonely port city burning night and day. Once an outpost during the War of Elements, it grew into an elegant port city befitting its benefactor, Draax. Surrounded by inhospitable wastes and hostiles this port stands isolated and well protected. Here the main temple to Draax stands erects to the Dragon God of the Boiling Seas. Gray stone walls and cobblestone white streets stand in contrast to wooden blue shops with white dragon tiled roofs. A dark blue granite temple trimmed in gold stands at the heart of the city. The Needle of Draax, towering over 300 ft into the air guides ships into the secured harbor. Artificial sea walls stand erect around the port, with small towers at every corner. Inside the small city a healthy trade of exotic slaves and beasts takes place.

Landmarks and Noteworthy Places:

The Needle of Draax

The Needle of Draax looms over the Bay of Qann near the main harbor, isolated on a small outcropping of rocks. Once destroyed by an Undine fleet, the bronze and white marble tower stands rebuilt. It gleams during the day casting a bright yellow-orange flame with a green tinge across the surrounding coasts. A huge mirror inside the top of the lighthouse helps push the light around. The bright yellow-orange flame with its special green ting aura is unique in the whole world. This special light signals all who come near this port, this area belongs to House Draax and the goddess herself.

The Main Harbor of Qann

Large, blue grey walls towering over 50 feet protect the main Harbor of Qann. An underwater sea maze of artificial stones, wave barriers and levies hampers unwelcomed vessels. The harbor master protects the harbor with a garrison of three Shimmering Fang Companies. Shimmering Fangs companies patrol each sea tower and wall. Human, Gnome and Undine saboteurs still continue to attack this harbor.

Draax’s Main Temple

Draax’s Temple towers over the whole port city a huge sea blue granite building cut by the goddess herself. The structure itself has over four wings connecting to a central pool area and sits in the center of the town. Near the central pool is a vast throne room covered in gold and lapis lazuli for the Merchant Queen of Naalgrom. Inside the Merchant Queen’s room is an inner sanctum where the Merchant Queen can commune with the goddess herself. In front of the temple’s southern gates is a life-size statue of Draax herself, painted in detail to look like the goddess incarnate. The boiling sea pools within the center of the temple are world famous.

During the summer months thousands of members of House Draax come to Qann for a pilgrimage. Worshippers make this pilgrimage to Draax’s Temple at least once during their lifetime. Every salamander house knows the Feasts of Draax, is a wild orgy event. Many salamanders conceive during this season long festival. Hostels and Inns fill up during the summer months in the City of Qann.

Slaver’s Market

Inside near the warehouse district sits the Slaver’s Market, a selection of unique people from all over the world of Naalrinnon. This market is an internal market for members of House Draax only. A majority of the slaves are humans, but the occasional Undine, Wood Nymph and Gnome make their way into the market. Several Sylphs help to run the market and do their best to keep it a secret from the other species of Naalrinnon. The summer months is when this market does its best business, right along with the Festival of Draax.

Exotic Beasts Market

The Exotic Beasts Market is a recent addition to Qann. Originally started as a Sylph emporium, it turned into a huge market ran by Salamander Merchant Priests, Sylphs and a few humans as well. Merchants procure and sell all types of beasts including many types of Lashon and the mimic predator, Nassyx. Many salamanders from every House visit this place in this walled off district. Fresh meats from these exotic animals fetch a high price.

Oh and check out the awesome cardstock buildings we have in the store. 

Temple of the Gods Richard Leon

  • Time to worship your god. Some places require a place of worship. Give your followers a place to call home with our set. Customization flames and pillars set this set apart from other buildings. Check it out and bring your village to life
  • Dark Skull Studios

The Old Sylph On The Mountain

Artwork by Chris Malidore. Find his excellent work here.
Galt climbed the mountainside, inch by inch, tortured by heat and pain.
With his two daggers, Frostfang and Venomblade, he punched into the rock, one at a time. He tied a rope, twenty paces long to each dagger and threw it eighteen paces. Slowly he climbed the rope, a good white hemp rope made by folks down near the Crystal Lakes, hand over fist to the dagger lodged in the granite stone.
If one was to look at Galt’s progress up the mountainside, all you would see is three sacks, rope, and daggers.
Galt, blessed by his god of Shadows, was given three gifts. The first two gifts were the daggers, enchanted by his god, one made to freeze and the other to poison. His last gift gave him the ability to blend in to his surroundings. Galt looked much like the beige granite mountainside he was climbing. Even Galt’s shadow was blended in so no one would notice. He is the perfect hero for a god who loves death, dances in shadows and plays with snakes.
During the climb he thought about his god’s command: “Go find the old sylph, the one who lives in a cave near the top of Thumbstone Mountain.” Why would he go find a cranky old sylph? The old ones are unusually cunning, full of words and themselves. They smelled like musty old leather that needs to be oiled along with whatever strange weed they were smoking. And the teas, always strange, made of exotic compounds such as claw of harpy and eye of Lashon, with some mint for taste, of course. The older sylphs had desks, inks and parchment made of strange leathers and papers so they could write out whatever claptrap they knew. Gold and secrets, it was their stock and trade.

Read More

Should PCs Act Responsible in a Fictional World?

When you escape into a game, should you escape all responsibilities as well?

Escapism is a HUGE part of our culture. Everyone wants to soar with the eagles, surf the volcanic moons of Jupiter, or dive deep into the bottom of the ocean. Unfortunately our lives turn into moments of waiting in lines, going to work, and paying bills.

Being responsible.

When the gang gets together to “escape it all” on the weekend, be it for a round of Call of Duty or a night of 4th Edition Dungeons and Dragons (he said 4th edition!!!), do you throw down your sense of being responsible for anything, or anyone?

Heroic adventuring takes gamers into fantastic worlds. When you enter those worlds, another facet of your personality comes out.

Read More

Tommy’s Take on D&D Player’s Handbook 5th Edition

First off, apologies for all the reviews I’m behind on. I did, however, cave and pick up the D&D 5th Edition Player’s Handbook, and given my vocal anti-D&D stance, I’ve actually been asked by a few people to do a review, so here goes:

WHAT YOU SHOULD KNOW: First off, this book was not provided by Wizards of the Coast as a comp. You can get it at your local game store for $50, or on Amazon for noticeably less. You can also download the basic rules from the D&D website, which covers the four iconic races (elves, dwarves, humans and halflings) and the four iconic classes (fighter, wizard, rogue and cleric).

The next thing you should probably know is where I come from: If you haven’t been reading my #RPGaDay posts, I got started with Advanced Dungeons & Dragons 2nd edition, and I used to have a massive collection across most of the campaign worlds. I tried the earlier versions (I don’t like “Race as Class”), and I DMed 3.5 for a while (and it is entirely too much work for the reward for me). I’ve read 4th edition but only played the 4e-based board games (which are crazy amounts of fun). I signed up for the playtest but never really got a chance to take it seriously, though I was impressed with the speed of character creation. I played a session online with a group, which was alright, but a) I’m not used to playing online and b) I’m not used to being a player instead of a DM/GM. Of course, I read the basic rules but they left me flat.

For some reason, despite preparing a 13th Age game to scratch the D&D itch, I caved and got the Player’s Handbook.

One thing that is screamingly obvious is that D&D is completely shaped like itself now. It makes references to D&D literature from the past (especially Drizzt and Dragonlance novels), drawing specifically on what came before as much as it does things like The Lord of the Rings or Lankhmar.

In addition to dwarves (hill and mountain), elves (high, wood and dark), halflings (lightfoot and stout) and humans, the Player’s Handbook adds dragonborn, gnomes (forest and rock), half-elves, half-orcs and tieflings. The additional classes are barbarian, bard, druid, monk, paladin, ranger, sorcerer and warlock.

There are no race or class minimums or restrictions, and even classic alignment restrictions are removed, so you technically can be a Chaotic Evil Halfling Paladin if you so choose.

Now, and this raised a stink among some folk, the first two levels are generally easy to blow through. Level 2 is only 300 XP and level 3 is only 900, but this is by design…essentially, they are “training levels”, and every class makes a meaningful choice at (generally, but not always) 3rd level that causes their character to branch out. Barbarians adopt a Primal Path, Bards join a College, Clerics…okay, they’ve already made their big choice, Druids join a Circle (at 2nd level, not 3rd), Fighters adopt a Martial Archetype, Monks adopt a Monastic Tradition, Paladins swear a Sacred Oath, Rangers adopt a Ranger Archetype, Rogues select a Rogueish Archetype, Sorcerers reveal a Sorcerous Origin at 1st level, Warlocks make a pact with an Otherworldly Patron (at 1st level) and Wizards embrace an Arcane Tradition at 2nd level.

Gone are Prestige Classes, and class progression is much closer to Advanced Dungeons & Dragons, with customization coming in the form of the path you take your character down, as well as one of my other favorite mechanics: Backgrounds. What were you before you were an adventurer? An Acolyte? A Charlatan? An Entertainer? A Sage? A Hermit? A Noble?

Get the Player’s Guide here. 

Read More

Lysandra Fights the Salamanders

Lysandra climbed the steep hill, pounding her feet into the dirt. Determination and anger gripped her visage, a countenance of holy wrath.
She could see the summit now, a circular tower made of gray stone, cushioned on a large red hill poking out of a yellow plain of grass, a huge stack of wood beside the structure. As the sun set, the tower caught rays of the fleeing sun, turning the tower and the dead bodies strewn around its base blood red. Lighting the timber was her goal, a signal fire ready to ignite and warn allies of her god, Morgis.
Scaly watchers protecting the signal tower spotted her black helm and midnight cloak marching up the hill like an oncoming black storm. The Four guards, salamander warriors, dressed in scout leathers, guarded the strategic point from anyone who would dare light the fire. The watching enemy moved to intercept her.
Lysandra, anointed champion of Morgis came to harvest them, for they were weeds choking life in her god’s realm.

Get Anointed-Mantle of the Gods bundle pack on Drive Thru RPG here

Read More

Powered by WordPress & Theme by Anders Norén

Enjoy this blog? Please spread the word :)