Category: Hardy Tales

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

Running a Con Game Like a Pro

Are you a Game Master for your RPG group? Good for you! You’re the backbone of the hobby! Are you thinking about running an RPG at a convention? That’s great too, but while GMing for your group of friends is one thing, running for a group of strangers you may never see again is something else entirely.

With that in mind, I’d like to share a few thoughts on what I think goes into running a good one-shot RPG session at a a game convention.

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Three Tips for New Game Masters

Darrell Hardy here! A while back, I had the privilege of speaking on a couple panels at the Fort Collins Comic Con. (Unofficial motto: “We’re bigger than you think!”)

The panels were all about running tabletop roleplaying games. Together with Bill Keyes, Sean Patrick Fannon, and Ross Watson, we answered questions from the surprisingly-large crowd about how to get started as a GM, how to keep your players happy, and how to keep a long-term campaign from catching fire, crashing through a line of school children, and plummeting into a pit of giant snakes far below.

We were thrilled at the number of new Game Masters in attendance. As Sean pointed out, the only way the hobby (and the industry) expands is by more people stepping up to the challenge of running RPGs; we can only have as many gaming groups as we have GMs. While the old guard can keep it going, new blood is what makes it grow.

Especially with the new GMs in mind, I’d like to share three recurring bits of advice from the panels:

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The Dice of Creation

Ever since discovering tabletop RPGs in junior high, I’ve been in awe of the amazing powers that dice can have, not only in determining the outcome of the story, but in the actual creation of the story’s world. I’m speaking here largely of random charts and their power to not only inspire, but to create reality on the fly.

In eighth grade, I created a solo dungeon-crawling game consisting of a sheet of graph paper, a fistful of dice, a pencil, and a half-dozen index cards with random charts on them. You enter the dungeon: roll to see if there’s a room or a hallway. If it’s a room, roll for number of exits and roll for contents. Is it is monster? Roll it. A trap? Roll it.

There was a system for combat and damage, of course, but the meat of the game was exploration. Only it wasn’t really exploration, it was creation. The world was created with every roll of the dice.

(During this time, one of my gaming friends made his own exceptionally-random system that perhaps took it a step too far. A classic line that lives to this day is, “You are attacked by a [clatter of dice] snake! It attacks you with its [clatter of dice] hooves!” That sort of old-school gonzo gaming would be a lot of fun today, but I was far too mature for it at the time.)

In college, I ran a year-long campaign of NightLife, which — since the players were running vampires and werewolves and other monsters with an insatiable appetite for disposable NPCs — inspired me to whip up another random table. With ten seconds and a single roll of a handful of dice, I could create a living, breathing person… at least, that person’s general appearance and personality. Before the players turned down that alley, that person didn’t exist — not even as a note on my Game Master’s idea pad. Most of them didn’t survive the encounter (“My, what big teeth you have — oh no!”), but some had such a spark of life that they went on to become allies and recurring NPCs — a spark of life given them, like Frankenstein’s lightning, by the dice.

As I’ve grown older and my gaming time more limited, I find myself using dice to create the world before the game rather than just on the fly. I made a number of charts myself: What’s that magic level? Roll it! The core theology? Roll it! What are the key imports, exports, and trade agreements? Roll, roll, roll!

While I might end up just writing about these worlds rather than actually playing in them, the thrill from eighth grade is still there: I’m creating worlds, people, and stories with nothing more than a pencil, a chart… and a handful of dice.

Get more dice here!

Get Darrell’s awesome Ghost Puncher eBooks here!

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Four Tips for Running RPGs for Kids

I love gaming with my kids. I especially love playing tabletop roleplaying games with them. Over the years, I’ve come up with a handful of tips that keep the game smooth and fun, even if your players are still in grade school. I’m posting them here, both as a public service to gamer parents, and as a reminder to myself: this, future-self, is how you have fun.

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Faking It – The Art of Game Master Improvisation

Game Masters need to be able to adapt quickly. When the players zig when you expect them to zag onto the trail you’ve painstakingly laid out before them, you need to be able to just go with it, rolling their detour into your game story like you’d planned for it all along.

Here are some quick tips for doing just that. (Old pros will probably nod and say to themselves, “Obviously that it how it should be done,” but new GMs will hopefully find some value here.)

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The Store is Open

It’s been a struggle.

This website took a lot longer to complete. Finally, I can say, The Shop is Open and welcome all of you to our little eBook store.

Most of the stuff inside belongs to my intellectual property New Gods of Mankind. But there will be much more.

#eBooks from table-top games to printable Cardstock miniatures will be here. If you are an independent developer and want to put your eBooks for sale here. We welcome you. We will pay 80% to all merchants keeping on 20%. We plan to have other streams of revenue for this website so we do not plan to make money just from the ebook store.

Mission Statement

To provide quality articles in our Blog and quality eBooks in our store. We want to make sure you, the customer leave knowing we gave you something to think about.

 

The store will grow as the blog does. We plan to stock it with all sorts of cool eBooks and we hope you will come visit us every week to see what is new. Now we have a lot of blog entries to write today. I hope you find our blog entertaining. Just follow us on social media @darkskullstudio on Twitter and on Facebook 

Champion's Pack Richard Leon

  • Anointed Heroes and Elite champions hold the line and prevent tribes from sliding into chaos and darkness. Get your champions right here. Including in this cardstock pack: Firewalker, Burning Priest, Ice Lancer, Frost Sculptor, Storm Priest, Thunder Hammer, Shadow Dancer, Dark Acolyte, Wild Ranger, Tree Shaper, Stone Fist, Earth Shaper, Heroine 1, Hero 1, Hero 2, Heroine 2, Champion, Lysandra
  • Dark Skull Studios

 

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