SS&S
Shadow, Sword & Spell: Threats Home Stretch
04/30/2012 06:53
What seems like forever, Threats is in the home stretch. This book hit a rough patch with artist flake outs, and a big rewrite that needed to be reedited. In addition, I also had some major family issues to deal with, so a lot of things have gotten backed-up while I crawled out.
Now that I am out of all of that, the book is moving along. I hope the books is wroth the wait. There are a lot of new threats added to the game, in addition to some very nice unique threats.
This summer will see the release of a new Colonial Gothic book, but more on that later.
Now that I am out of all of that, the book is moving along. I hope the books is wroth the wait. There are a lot of new threats added to the game, in addition to some very nice unique threats.
This summer will see the release of a new Colonial Gothic book, but more on that later.
Comments
Two examples of race for Shadow, Sword & Spell
02/14/2012 06:32
A few weeks ago I wrote about the work I am doing on Shadow, Sword & Spell Companion. In that post I mentioned that how the rules behave now, is that in choosing a race is similar to how you choose a Modifier. Your race has you adjust a few Abilities, give you a few skill bonuses, in some cases a trait, and your character stands out from other characters. For the past few months playtesting has been underway and the results have ten encouraging. Some tweaks and some creativity, and the rules for races have been well received.
So what do the rules look like? Here are two example of the races being used. These are still works in progress, and they still need some work. What they will show you is where the thinking lies and what play testers have been using.
Ability Adjustments: -2 Brawn, +2 Quickness
Skill Bonus: Stealth +1, Subterfuge +1
Traits: Bite, Nightvision, Size -1
Ability Adjustments: Brawn +2, Quickness -2, Reason -2
Skill Bonus: Intimidation +2
Traits: Size +1
So looking at this, you notice two things, when the race sections are fully written, there are going to be a lot of choice for GMs when it comes to what type of races they can choose from. The other thing that stands out is the section Traits. Traits are the unique things that make each race standout from each other. These traits are similar to creature traits (as found in Shadow, Sword & Spell: Expert), and when you choose a race, your character gains these traits as well.
There are currently sixteen different races being play tested, some are very familiar (elf and dwarf) some are unique mythological beings (centaurs) while others are unique (the ghoulkin).
So there you go a brief look at what is being play tested. Take these two rough text blocks and play with them and see how they work in your games. If you do use them, be sure to let me know what your impressions are.
So what do the rules look like? Here are two example of the races being used. These are still works in progress, and they still need some work. What they will show you is where the thinking lies and what play testers have been using.
Goblin
Ability Adjustments: -2 Brawn, +2 Quickness
Skill Bonus: Stealth +1, Subterfuge +1
Traits: Bite, Nightvision, Size -1
Half Giant
Ability Adjustments: Brawn +2, Quickness -2, Reason -2
Skill Bonus: Intimidation +2
Traits: Size +1
So looking at this, you notice two things, when the race sections are fully written, there are going to be a lot of choice for GMs when it comes to what type of races they can choose from. The other thing that stands out is the section Traits. Traits are the unique things that make each race standout from each other. These traits are similar to creature traits (as found in Shadow, Sword & Spell: Expert), and when you choose a race, your character gains these traits as well.
There are currently sixteen different races being play tested, some are very familiar (elf and dwarf) some are unique mythological beings (centaurs) while others are unique (the ghoulkin).
So there you go a brief look at what is being play tested. Take these two rough text blocks and play with them and see how they work in your games. If you do use them, be sure to let me know what your impressions are.
A question of race
01/28/2012 10:56
My work on the rough draft of Companion is nearly done -- well the hand written version, I will need to type it -- and I am working on the last major section. That section deals with fantasy races.
Though fantasy races do not fit within the standard game of SS&S, Companion is a collection of options. One option that I wanted to give players and GMs was the option of doing more high fantasy with the game. A way to allow this is by giving rules for fantasy races.
How the rules behave now, is that choosing a race is very much like a Modifier. Your race will have you adjust a few stats, give you a couple of bonuses, and help you stand out from the other characters.
Where I am having issues is what type of races to include. Confession time, I am not a great fan of high fantasy. I can appreciate it as a genre but the traditional tropes of the style are lost on me. Still, I am not designing for myself, and I realize that a book like the Companion should appeal to many. That is why I am stuck on what types of races to include. Here is what I got right now:
Not a long list, and I am sure I am missing a few obvious ones. So I turn to you, what other races would you like to see? The only caveat I have is this: No hobbit-like creatures or cat girls.
Suggest away.
Though fantasy races do not fit within the standard game of SS&S, Companion is a collection of options. One option that I wanted to give players and GMs was the option of doing more high fantasy with the game. A way to allow this is by giving rules for fantasy races.
How the rules behave now, is that choosing a race is very much like a Modifier. Your race will have you adjust a few stats, give you a couple of bonuses, and help you stand out from the other characters.
Where I am having issues is what type of races to include. Confession time, I am not a great fan of high fantasy. I can appreciate it as a genre but the traditional tropes of the style are lost on me. Still, I am not designing for myself, and I realize that a book like the Companion should appeal to many. That is why I am stuck on what types of races to include. Here is what I got right now:
- Elf
- Dwarf
- Goblin
- Ogre
- Ratman
- Fairy
Not a long list, and I am sure I am missing a few obvious ones. So I turn to you, what other races would you like to see? The only caveat I have is this: No hobbit-like creatures or cat girls.
Suggest away.
Preview of SS&S Threats: The Medusa
01/23/2012 08:49
Work on Shadow, Sword & Spell: Threats is moving along really quickly. The art has all come in, the text is going through one more editing phase, and I am working up the layout of the book. I want this book to be a good one, and I am glad that I took the time to get it right.
There are a lot of cool monsters, animals and “stuff” in this book. There are enough choices in it that a gamemaster will have a lot of options on the type of threats they pit against their players. One of the key things I wanted to do with this book, was to have a wide range of power levels. There are some very lower powered threats, and there are some very powerful threats contained in the book. This is good, because GMs should have choices.
One of my favorite threats is the one below. The art is done by Freddy Lopez Jr. (who has done a lot of nice work for the book), and the creature is one that is inspired by H.P. Lovecraft.
“Medusa’s Coil,” by H. P. Lovecraft and Zealia Bishop was published two years after his death in January 1939 in Weird Tales.
The story is one that I have always liked and though it is not my favorite Lovecraft story, there is a lot to like about it. The key to this story, I feel, is how Lovecraft takes a simple creature from myth, and puts a new spin on it. Though the story starts off a bit archaic, the slow build to the end is one that I always felt worked. I also like how the reveal to what Marceline’s true nature is. This different take on a standard creature is something that effected me greatly, and it is something I try to do in all my games.
Anyway, here is a preview of the Medusa, and you will find it in the forthcoming Shadow, Sword & Spell: Threats.

Brawn 5, Quickness 9, Toughness 9, Wits 11, Will 15, Resolve 65, Vitality 35
Skills: Brawl [+9], Diplomacy [+12], Empathy [+11], Intimidation [+12], Observe [+11], Spell – Arcane (Geas +12)
Traits:
Medusas (or gorgons if male) are creatures who appear human, but in fact are not. They are always pale, and have long black hair which reaches the knees. This hair is a living thing which acts on behalf of the medusa as well as on its own. The hair lives on if the medusa is killed, and it pulls itself away from the medusa to attack her killers. The hair is able to live for a number of weeks equal to the medusa’s Will, and it slithers like a snake while it seeks its revenge.
There are a lot of cool monsters, animals and “stuff” in this book. There are enough choices in it that a gamemaster will have a lot of options on the type of threats they pit against their players. One of the key things I wanted to do with this book, was to have a wide range of power levels. There are some very lower powered threats, and there are some very powerful threats contained in the book. This is good, because GMs should have choices.
One of my favorite threats is the one below. The art is done by Freddy Lopez Jr. (who has done a lot of nice work for the book), and the creature is one that is inspired by H.P. Lovecraft.
“Medusa’s Coil,” by H. P. Lovecraft and Zealia Bishop was published two years after his death in January 1939 in Weird Tales.
The story is one that I have always liked and though it is not my favorite Lovecraft story, there is a lot to like about it. The key to this story, I feel, is how Lovecraft takes a simple creature from myth, and puts a new spin on it. Though the story starts off a bit archaic, the slow build to the end is one that I always felt worked. I also like how the reveal to what Marceline’s true nature is. This different take on a standard creature is something that effected me greatly, and it is something I try to do in all my games.
Anyway, here is a preview of the Medusa, and you will find it in the forthcoming Shadow, Sword & Spell: Threats.
Medusa

Brawn 5, Quickness 9, Toughness 9, Wits 11, Will 15, Resolve 65, Vitality 35
Skills: Brawl [+9], Diplomacy [+12], Empathy [+11], Intimidation [+12], Observe [+11], Spell – Arcane (Geas +12)
Traits:
- Drain: Those who are caught in the hair of a medusa lose 5 Vitality each round they are trapped.
• Spellcaster
• Squeeze: The hair of a medusa is able to grab and squeeze opponents. In order to use this ability, the medusa must make a successful Brawl Test to grab its opponent. Those trapped can try to break out by making a successful Brawn Test. For every round trapped by the medusa, the opponent suffers a cumulative -1 to the Test. For example, if the opponent has been squeezed for 3 Rounds he would suffer a -3 to the Test. The damage from this ability is equal to the creature’s Brawn + Toughness.
Medusas (or gorgons if male) are creatures who appear human, but in fact are not. They are always pale, and have long black hair which reaches the knees. This hair is a living thing which acts on behalf of the medusa as well as on its own. The hair lives on if the medusa is killed, and it pulls itself away from the medusa to attack her killers. The hair is able to live for a number of weeks equal to the medusa’s Will, and it slithers like a snake while it seeks its revenge.
Bloodlines
12/12/2011 12:34
Work on Shadow, Sword & Spell: Companion is moving along.
Major sections have been written (by hand as is always the case), and some sections have been noted out. Sections that are still waiting to be written, have been put to the side while I finish up reading and research.
This is going to be a book, that has everything I ever wanted to say about fantasy. There are a lot of options, as well as new items waiting to be added to the existing game.
One option I have really grown to like, is an idea I almost left off the book’s outline. That option is bloodlines.
Bloodlines deal with characters being descendants of historical figures, heroes, or even the gods. What the concept allows is for Gamemasters and players to create characters who have a certain spark to them that sets them apart from others. Bloodlines have four types – diluted, minor, major and true – and depending on what type of bloodline your character has, they either have one power or a few they are able to call upon. bloodlines are a way for you to create a character like Hercules, in that you want a character who is the result of a coupling between a god and mortal woman.
The rules for bloodlines call for you to pick, or have your Gamemaster assign to you one of the types. Depending on the type, you have access to either one or three powers (diluted have access to no powers, but still have something that makes them stand out amongst others). Powers vary from such things as uncanny luck, or being skilled in a certain skill. In addition, certain powers are only available to certain bloodlines, and it is by doing this, that the various types bloodlines are separated from each other.
Besides the rules for these bloodlines, rules for how the bloodline is passed down to another character are provided. With this, groups who want to play a more historical campaign of having their characters be descendants of other characters is possible.
It is the generational play which is found throughout the book. Rules for family and family status are provided, and when you combine them with bloodlines, you could play a game where descendants come into and out of play.
Bloodlines. Just one of the many things that will be found in this book.
Major sections have been written (by hand as is always the case), and some sections have been noted out. Sections that are still waiting to be written, have been put to the side while I finish up reading and research.
This is going to be a book, that has everything I ever wanted to say about fantasy. There are a lot of options, as well as new items waiting to be added to the existing game.
One option I have really grown to like, is an idea I almost left off the book’s outline. That option is bloodlines.
Bloodlines deal with characters being descendants of historical figures, heroes, or even the gods. What the concept allows is for Gamemasters and players to create characters who have a certain spark to them that sets them apart from others. Bloodlines have four types – diluted, minor, major and true – and depending on what type of bloodline your character has, they either have one power or a few they are able to call upon. bloodlines are a way for you to create a character like Hercules, in that you want a character who is the result of a coupling between a god and mortal woman.
The rules for bloodlines call for you to pick, or have your Gamemaster assign to you one of the types. Depending on the type, you have access to either one or three powers (diluted have access to no powers, but still have something that makes them stand out amongst others). Powers vary from such things as uncanny luck, or being skilled in a certain skill. In addition, certain powers are only available to certain bloodlines, and it is by doing this, that the various types bloodlines are separated from each other.
Besides the rules for these bloodlines, rules for how the bloodline is passed down to another character are provided. With this, groups who want to play a more historical campaign of having their characters be descendants of other characters is possible.
It is the generational play which is found throughout the book. Rules for family and family status are provided, and when you combine them with bloodlines, you could play a game where descendants come into and out of play.
Bloodlines. Just one of the many things that will be found in this book.
Sneak peek of Shadow, Sword & Spell: Threats
11/28/2011 12:02
Shadow, Sword & Spell: Threats is currently in editing. Art is coming in. I am starting to think about the layout, and work up page designs and the like. I think this is the book that I will start to change things up when it comes to presentation. Why? This is a monster, threat, book after all, and the entries need to have space.
Speaking of the threats found within the book, here is a new one, ready to be used in your Shadow, Sword & Spell games now, the White Ape.
White Ape
Brawn 8, Quickness 8, Toughness 8, Wits 9, Will 9, Resolve 45, Vitality 40
Skills: Athletics–Climb [+8/+10], Brawl [+9], Melee [+9], Observe [+10], Tactics [+10], Track [+9]
Traits:
▪ Albinism: White Apes suffers from albinism, and as a result their fur is white, and eyes are red. Albinism gains Fear −2.
▪ Fierce: White Apes are naturally aggressive, and once they take damage they must make a Will Test. Failure, they become enraged, and as a result, its Brawn and Toughness are temporarily raised by 2 points each, and its Vitality is temporarily increased by 15 Points. In addition, both its Will and Wits are temporarily lowered by 2 points each. Fierce lasts for 1d12 Rounds, and while in this state, the white apes is immune to all Fear and ignores any modifiers associated with lost Vitality. As soon as the Fierce state passes, the creature’s Abilities return to normal, and the boosted Vitality disappears.
▪ Leaper: White Apes are able to leap incredible distances, and gain +5 bonus on all Athletics (Jump) Tests or any other Tests where the GM rules that this Trait has bearing. They are also able to leap 16 feet every round as an action.
Before the time of the Lost Kingdom, even before the Rise of the Lost Empire, the White Apes possess an advanced civilization which rivaled that of the Serpent People. How, or why, their culture fell, no one knows. Now the White Apes are found scattered throughout The World, but there are persistent reports that living amongst the ruins scattering The Jungles of Moarn is a city populated by the apes. White apes resemble gorillas, but are bipedal, and their hair allows some to past as human. Though they are afflicted with albinos the white apes show no real effects from it.
Speaking of the threats found within the book, here is a new one, ready to be used in your Shadow, Sword & Spell games now, the White Ape.
White Ape
Brawn 8, Quickness 8, Toughness 8, Wits 9, Will 9, Resolve 45, Vitality 40
Skills: Athletics–Climb [+8/+10], Brawl [+9], Melee [+9], Observe [+10], Tactics [+10], Track [+9]
Traits:
▪ Albinism: White Apes suffers from albinism, and as a result their fur is white, and eyes are red. Albinism gains Fear −2.
▪ Fierce: White Apes are naturally aggressive, and once they take damage they must make a Will Test. Failure, they become enraged, and as a result, its Brawn and Toughness are temporarily raised by 2 points each, and its Vitality is temporarily increased by 15 Points. In addition, both its Will and Wits are temporarily lowered by 2 points each. Fierce lasts for 1d12 Rounds, and while in this state, the white apes is immune to all Fear and ignores any modifiers associated with lost Vitality. As soon as the Fierce state passes, the creature’s Abilities return to normal, and the boosted Vitality disappears.
▪ Leaper: White Apes are able to leap incredible distances, and gain +5 bonus on all Athletics (Jump) Tests or any other Tests where the GM rules that this Trait has bearing. They are also able to leap 16 feet every round as an action.
Before the time of the Lost Kingdom, even before the Rise of the Lost Empire, the White Apes possess an advanced civilization which rivaled that of the Serpent People. How, or why, their culture fell, no one knows. Now the White Apes are found scattered throughout The World, but there are persistent reports that living amongst the ruins scattering The Jungles of Moarn is a city populated by the apes. White apes resemble gorillas, but are bipedal, and their hair allows some to past as human. Though they are afflicted with albinos the white apes show no real effects from it.
Shadow, Sword & Spell: Companion
11/19/2011 10:46
The other day I mentioned I would write about the Shadow, Sword & Spell: Companion. I said I would do this on Friday, and as what usually happens, I got side tracked with some other things needing my attention. So even though this is a day late, here we go.
Companion was always a book in the works when Basic and Expert was being written. Both Basic & Expert had a clear goal in mind, and everything that went into those two books was put in for a reason. The design goals was focused on creating a pulp fantasy inspired game, that was influenced by the writing of Howard, Smith and Lovecraft. Because of that, certain things were not covered. Some may balk at this, but I really wanted both books to be as slim as they could be, and I did not want to try to make the game as inclusive as it could. Thus Companion was going to be the book that the kitchen-sink would appear.
Fuzzy footed goblins? In Companion.
Psionics? Companion.
Weird styles of magic? Companion.
More options than you can shake a stick at? Companion.
Basically, Companion is an attempt to harken back to an earlier time of game design and game publishing. A collection of add ons that anyone can use, without harming the base game.
Huh?
Think of Chaosium’s Call of Cthulhu. No matter what edition of the game that exists, that rulebook is all you ever need if you want to run CoC. For just as long as the rulebook existed, that has always been a Keeper’s Companion and an Investigator’s Companion. These books exist to present new ideas and topics that would not fit within the main rulebook. In many ways they offer a buffet of game ideas that players and Keepers alike can use to expand upon their games. The Call of Cthulhu example is just one example, and many earlier games always followed the companion model, which presented new ideas and topics without cluttering the main rulebook. a companion is not a splatbook, in that there is no meta plot being advanced, official world setting be explored, or marketing blitz being launched. The design idea of a companion is to collect all the odd bits and pieces that would not hold their own release, and present players and gamemasters alike new ideas to explore.
Thus, Shadow, Sword & Spell: Companion is the book where all the extraneous bits and pieces are going to appear, and allow the players and gamemasters to add new things to their own games, to make them their own games.
Thus if you want to have elfs, dwarfs and the like, Companion has those rules. Does that mean if you rather play pulp fantasy, you can skip this book? Yes and no.
If you love Shadow, Sword & Spell as it is, nothing in Basic and Expert is changed. They game still runs as is. If you want new spells, or new little options that you can plug in, then Companion is an accessory that will allow you to tinker. If you like Shadow, Sword & Spell’s The World, there is more information in Companion, but it is not exhaustive. It is there to give color to the rules and put things into context.
So what does Companion contain? Here is the rough outline as it exists today, November 19, 2011.
Chapter One: Character Options
Chapter Two: Combat Options
Chapter Three: Gear
Chapter Four: Psionics
Chapter Five: Magic
Chapter Six: Settlements & Domains
Chapter Seven: Dimensions and other planes
Chapter Eight: Random Items
Chapter Nine: New Creatures
Chapter Ten: Campaigns
So there you go. That is the outline right now.
Companion was always a book in the works when Basic and Expert was being written. Both Basic & Expert had a clear goal in mind, and everything that went into those two books was put in for a reason. The design goals was focused on creating a pulp fantasy inspired game, that was influenced by the writing of Howard, Smith and Lovecraft. Because of that, certain things were not covered. Some may balk at this, but I really wanted both books to be as slim as they could be, and I did not want to try to make the game as inclusive as it could. Thus Companion was going to be the book that the kitchen-sink would appear.
Fuzzy footed goblins? In Companion.
Psionics? Companion.
Weird styles of magic? Companion.
More options than you can shake a stick at? Companion.
Basically, Companion is an attempt to harken back to an earlier time of game design and game publishing. A collection of add ons that anyone can use, without harming the base game.
Huh?
Think of Chaosium’s Call of Cthulhu. No matter what edition of the game that exists, that rulebook is all you ever need if you want to run CoC. For just as long as the rulebook existed, that has always been a Keeper’s Companion and an Investigator’s Companion. These books exist to present new ideas and topics that would not fit within the main rulebook. In many ways they offer a buffet of game ideas that players and Keepers alike can use to expand upon their games. The Call of Cthulhu example is just one example, and many earlier games always followed the companion model, which presented new ideas and topics without cluttering the main rulebook. a companion is not a splatbook, in that there is no meta plot being advanced, official world setting be explored, or marketing blitz being launched. The design idea of a companion is to collect all the odd bits and pieces that would not hold their own release, and present players and gamemasters alike new ideas to explore.
Thus, Shadow, Sword & Spell: Companion is the book where all the extraneous bits and pieces are going to appear, and allow the players and gamemasters to add new things to their own games, to make them their own games.
Thus if you want to have elfs, dwarfs and the like, Companion has those rules. Does that mean if you rather play pulp fantasy, you can skip this book? Yes and no.
If you love Shadow, Sword & Spell as it is, nothing in Basic and Expert is changed. They game still runs as is. If you want new spells, or new little options that you can plug in, then Companion is an accessory that will allow you to tinker. If you like Shadow, Sword & Spell’s The World, there is more information in Companion, but it is not exhaustive. It is there to give color to the rules and put things into context.
So what does Companion contain? Here is the rough outline as it exists today, November 19, 2011.
Chapter One: Character Options
- Honor
- Prestige
- Legend
- Animal Totems
- Family and Social Levels
- New Backgrounds
- Character Templates
- Fantasy Races
Chapter Two: Combat Options
- Martial Arts
- Ariel Combat
- Ocean Combat
- Chase Rules
- Combat Maneuvers & Stunts
Chapter Three: Gear
- Gunpowder
- Oriental weapons and armor
- Other weapons and armor from historical cultures
Chapter Four: Psionics
Chapter Five: Magic
- Counter spelling
- Necromancy
- Summoning
- Name Magic - knowing the true name allows for power
- Rune Magic
- Witches
- New Alchemical Arts
- New Common Spells
- New Arcane Spells
- Scrolls and their use
- Crystals and gems and using their magical properties
- Ritual Magic - Domain scale spells
- Ley Lines (maybe)
Chapter Six: Settlements & Domains
- Treating settlements as if they are characters
- Expanding the events and actions you can do on the domain level.
Chapter Seven: Dimensions and other planes
- Possessions and exorcism
- Corruption from extra-dimensional creatures
- Using planes and dimensions
- The cosmology of The World
Chapter Eight: Random Items
- Creating random items or power
- Creating random tomes
Chapter Nine: New Creatures
- New devils and demons
- New monsters
- Djinni’s
- Constructs
- Golems
- Psionic creatures
Chapter Ten: Campaigns
- New types of campaigns
- Using Domains as characters and each player plays one
So there you go. That is the outline right now.
A preivew of one of the threats found in Shadow, Sword & Spell: Threats
11/04/2011 11:30
Work on Shadow, Sword & Spell: Threats is winding down, at least on my end. It goes into editing this weekend, and the book will be ready for pre-order no later than the end of January 2012. Art is being worked on, and in many ways, this is going to be a book that turns out to be far better than I ever thought. I always felt Threats was a good idea, but I hit the wall, creatively with it over the summer, and I almost decided to kill it (that is a story for another day). Long and the short of it, I am glad I came to my sense.
Just to wet your apiece for the threats to be found in the book, here is a preview of one of the creatures. Threats is going to be book filled with a lot of threats. Some of these threats are monsters from myth and classic fantasy. Some of these monsters will be from, and inspired by, the The Writers Three, who influenced the game. A lot will be original. This one is an example of one of the original ones found within the book.
Brawn 7, Quickness 11, Toughness 7, Wits 3, Will 3, Resolve ??, Vitality ??
Skills: Brawl [+10], Dodge [+10]
Traits:
Just to wet your apiece for the threats to be found in the book, here is a preview of one of the creatures. Threats is going to be book filled with a lot of threats. Some of these threats are monsters from myth and classic fantasy. Some of these monsters will be from, and inspired by, the The Writers Three, who influenced the game. A lot will be original. This one is an example of one of the original ones found within the book.
Slime
Brawn 7, Quickness 11, Toughness 7, Wits 3, Will 3, Resolve ??, Vitality ??
Skills: Brawl [+10], Dodge [+10]
Traits:
- Damage Reduction: Edge weapons, blunt weapons, cold, water and electricity cause slime only 1 point of damage.
• Drain: Every Round a slime engulfs a creature, they loose 5 Vitality and 1 Toughness. This continues until the creature is freed or dead.
• Elasticity: Slime is able to bend and twist its body in unnatural ways, allowing it to squeeze into and through very tight spaces. Consequently, slime squeezes through an opening or passage one-fifth as wide and tall as its height, in inches, although it does so very slowly compared to its normal movement rate.
• Hug: Slime is able to damage an opponent by engulfing the Hero and contracting its form to cause damage. In order to use this ability, the slime must make a successful Brawl Test to grab its opponent. Those trapped can try to break out by making a successful Brawn Test. For every round trapped in the slime, the opponent suffers a cumulative -1 to the Test. For example, if the opponent has been in the hug for 3 Rounds he would suffer a -3 to the Test. The damage from this ability is equal to the creature’s Brawn + Toughness.
• Poison: The slime’s touch is poisonous, and those touched, suffer 2 Damage every round for 10 Rounds, and a −1 to all Tests.
• Spawn: Draining all Vitality and Toughness from a creature creates a new Slime.
• Stench: Slime has a terrible odor, and it is so powerful that it makes contact with the creature troublesome. Any within hand-to-hand range of the creature suffer a -1 to all Tests.
• Weakness–Fire: Slimes are susceptible to fire, and fire causes double damage to them.
(Chicago) October 28, 2011: Rogue Games threatens you with Threats.
10/28/2011 08:29
(Chicago) October 28, 2011: Rogue Games threatens you with Threats.
The World is a danger filled place.
Monsters lurk in the shadows waiting for the moment to strike upon the unsuspecting. The Jungles or Moran teems with threats both mundane and magical. Though most threats are from the physical world, there are many threats originating from nether realms.
Shadow, Sword & Spell: Threats is your guide to the dangers that lurk upon The World. Here you will find numerous monsters, and other dangers inspired by pulp fantasy and myth. Each monster is fully fleshed out, and ready to be used as is. For Gamemasters wanting to create their own unique creatures, new traits are introduced giving you more options in your own creations.
Beside threats of a more mundane sort, you will also find fully detailed threats that serve as the springboard for any campaign. From an ancient dragon who runs a cult, to a giant mustering forces so that he can control all trade through the mountain passes, to a group of thieves who use the cover of a bakery to profit in a special type of “dough,” Threats is your guide to the unique adversaries found in Shadow, Sword & Spell’s The World.
Grab your swords, summon your cohorts, and prepare yourself to face some of the most dangerous threats found in The World today!
Details:
Shadow, Sword & Spell: Threats
ISBN-13: 978-0-9826598-7-8
MSRP: $12.99
Pages: 120 B&W 6”x9” Softcover
SKU: RGG 3030
Out February 2012

The World is a danger filled place.
Monsters lurk in the shadows waiting for the moment to strike upon the unsuspecting. The Jungles or Moran teems with threats both mundane and magical. Though most threats are from the physical world, there are many threats originating from nether realms.
Shadow, Sword & Spell: Threats is your guide to the dangers that lurk upon The World. Here you will find numerous monsters, and other dangers inspired by pulp fantasy and myth. Each monster is fully fleshed out, and ready to be used as is. For Gamemasters wanting to create their own unique creatures, new traits are introduced giving you more options in your own creations.
Beside threats of a more mundane sort, you will also find fully detailed threats that serve as the springboard for any campaign. From an ancient dragon who runs a cult, to a giant mustering forces so that he can control all trade through the mountain passes, to a group of thieves who use the cover of a bakery to profit in a special type of “dough,” Threats is your guide to the unique adversaries found in Shadow, Sword & Spell’s The World.
Grab your swords, summon your cohorts, and prepare yourself to face some of the most dangerous threats found in The World today!
Details:
Shadow, Sword & Spell: Threats
ISBN-13: 978-0-9826598-7-8
MSRP: $12.99
Pages: 120 B&W 6”x9” Softcover
SKU: RGG 3030
Out February 2012

Shadow, Sword & Spell: Threats taught me a few things
10/26/2011 09:08
So what is Threats? Is it a monster manuel type book? A collection of NPCs? A book helping you create monsters of your own? In order: yes, yes and yes.
Threats is a book I have thought about doing for awhile. I have always wanted to do a book that was focused on creating threats for players that a Gamemaster could pick up and run as is. I wanted a book that was more than just monsters, but animals, plants and the like. Plus I had some ideas for creature traits that I did not have when I was working on Basic and Expert.
So Threats is reaching the end. What will you find in it? Here’s a break down:
- Creatures of myth and legend
- Creatures inspired by Lovecraft
- Devils
- Demons
- New animals
- Plants and insects
- Unique creatures
- A few mercenary bands
- New creature traits
- A piece on effective creature design
So as the title of this post mentions, Threats taught me a few things. So what did I learn?
Patience. This book was hard to write, and not for reasons you think. Coming up with monsters and the like is easy. What is not easy is deciding which ones to include and which ones to drop. What is also hard is deciding on how you want to present information. There are many example of monster manuals, but what I could not find was something like what I wanted to do with Threats.
Threats also taught me when to pull back on detail. At times this book was turning into nothing more than details about The World, and because of this I lost the plot so to speak. So I went back, stripped it all out, and decided to rewrite the book. I rewrote the book five times. It was this process of rewriting that I hit on the perfect mix.
Threats is a good book. It will not change the world, but it is a book I am proud of. It has a lot of cool ideas, and the details I hint at about The World, really have inspired me to create more for this game. Which is a good thing, because I have a lot of ideas.
The Year to Come
10/15/2011 12:23
Graeme and I had a long phone conversation yesterday.
At the end of said conversation we had rethought and remapped the release schedule between now and the end of next year. Said schedule is packed with some cool things. Counting Shadow, Sword & Spell, there are thirteen releases planned. If we take out the Shadow, Sword & Spell releases, we are looking at 11 new books for Colonial Gothic. Some of these books will be familiar, due to the fact they have existed as original PDFs.
We have decided that some of the older PDFs have been showing their age, and are in the process of reediting, and laying them out for print release. By doing this, we can now offer them to gamers who might have passed up on them due to their availability being as PDFs. So which PDFs are being promoted if you will? Here’s the list:
All three will be released throughout next year as new print books.
In addition, a few of the PDFs, will be added to upcoming releases. One of them, The Legend of Sleepy Hollow, is going to see some major additions. Why? It is important to the first half of Flames of Freedom: Shadows on the Hudson. Some out there got a small taste of this in a few games I have run.
What else is in store? Some very cool things for the summer and winter of 2012. I do not want to spoil it all, but if you love this game, as much as I do, there will be some cool releases which will make you very happy. Looking ahead to 2013 (yeah that far) I know there is at least one book I am writing due out in January 2013.
When I look at Shadow, Sword & Spell, Threats will be out the start of the year, and Companion at the end of the year. As for the middle of the year? Something is coming.
So why have things been a little slow as of late? Life has stepped in the way. The summer was very rough, and a bout of sickness slowed me down. Now that it is over, and a lot of the hurdles have been cleared, things are coming back online. One of the big changes is that Rogue Games will be taking over distribution of our own titles. Come January 1, 2011, we will no longer be represented by Studio 2. As a result of this, I’ve been busy signing with distributors to insure that our games are available, and that no delays happen. How has this gone? I am happy to report very good. I am heartened at the responses I have gotten, and who have decided to pick us up.
January 2012 is going to be a big year for Rogue Games. There is a lot planned and a lot of surprises in store for you through out the year. Have no doubt, that the countdown to 12-12-12 12:12:12 is no joke. Those who know what is coming, are very happy. :)
So that is where things stand. Over the next week I will have posted the schedule for the next six months.
Thank you for your patience and thank you for your support.
At the end of said conversation we had rethought and remapped the release schedule between now and the end of next year. Said schedule is packed with some cool things. Counting Shadow, Sword & Spell, there are thirteen releases planned. If we take out the Shadow, Sword & Spell releases, we are looking at 11 new books for Colonial Gothic. Some of these books will be familiar, due to the fact they have existed as original PDFs.
We have decided that some of the older PDFs have been showing their age, and are in the process of reediting, and laying them out for print release. By doing this, we can now offer them to gamers who might have passed up on them due to their availability being as PDFs. So which PDFs are being promoted if you will? Here’s the list:
All three will be released throughout next year as new print books.
In addition, a few of the PDFs, will be added to upcoming releases. One of them, The Legend of Sleepy Hollow, is going to see some major additions. Why? It is important to the first half of Flames of Freedom: Shadows on the Hudson. Some out there got a small taste of this in a few games I have run.
What else is in store? Some very cool things for the summer and winter of 2012. I do not want to spoil it all, but if you love this game, as much as I do, there will be some cool releases which will make you very happy. Looking ahead to 2013 (yeah that far) I know there is at least one book I am writing due out in January 2013.
When I look at Shadow, Sword & Spell, Threats will be out the start of the year, and Companion at the end of the year. As for the middle of the year? Something is coming.
So why have things been a little slow as of late? Life has stepped in the way. The summer was very rough, and a bout of sickness slowed me down. Now that it is over, and a lot of the hurdles have been cleared, things are coming back online. One of the big changes is that Rogue Games will be taking over distribution of our own titles. Come January 1, 2011, we will no longer be represented by Studio 2. As a result of this, I’ve been busy signing with distributors to insure that our games are available, and that no delays happen. How has this gone? I am happy to report very good. I am heartened at the responses I have gotten, and who have decided to pick us up.
January 2012 is going to be a big year for Rogue Games. There is a lot planned and a lot of surprises in store for you through out the year. Have no doubt, that the countdown to 12-12-12 12:12:12 is no joke. Those who know what is coming, are very happy. :)
So that is where things stand. Over the next week I will have posted the schedule for the next six months.
Thank you for your patience and thank you for your support.
Shadow, Sword & Spell: What's next?
10/09/2011 12:08
Subject line says it all.
Things have been slow on Shadow, Sword & Spell as of late, and that is due to the simple fact that I lost the plot.
My entire focus for two years was getting Basic and Expert done, and once done, I felt that I had said everything I wanted to say. I struggled with trying to figure out what I wanted to do, because for me, Basic and Expert was all you really needed.
I worked on a few things, but nothing seemed to click.
So I worked on Colonial Gothic.
When the inspiration struck, I cannot say, but recently I finished the draft of Shadow, Sword & Spell: Threats, and have been working on Companion. Of the two, Threats is closer to being done, and if all goes well (and it will) Threats will be out early next year. Companion I am not sure yet, because I am still working on it.
With these two titles, I then returned to City and found the hook I lost. I am still not sure on this book, but there are ideas.
With that being said, I am left with a question:
What would _you_ like to see?
Yeah, I want to know. There are so many fantasy games out there, that it is hard to know what way to go sometimes. So in the end, I am left with the simple question, that I want to know what you, the fans and players, want to see. There is a lot of material in notes on The World, as well as rough adventure ideas. I know what I would like to see, but I am not sure what I like, is what you will like.
So here you go tell me what you want to see. I really want to know.
Things have been slow on Shadow, Sword & Spell as of late, and that is due to the simple fact that I lost the plot.
My entire focus for two years was getting Basic and Expert done, and once done, I felt that I had said everything I wanted to say. I struggled with trying to figure out what I wanted to do, because for me, Basic and Expert was all you really needed.
I worked on a few things, but nothing seemed to click.
So I worked on Colonial Gothic.
When the inspiration struck, I cannot say, but recently I finished the draft of Shadow, Sword & Spell: Threats, and have been working on Companion. Of the two, Threats is closer to being done, and if all goes well (and it will) Threats will be out early next year. Companion I am not sure yet, because I am still working on it.
With these two titles, I then returned to City and found the hook I lost. I am still not sure on this book, but there are ideas.
With that being said, I am left with a question:
What would _you_ like to see?
Yeah, I want to know. There are so many fantasy games out there, that it is hard to know what way to go sometimes. So in the end, I am left with the simple question, that I want to know what you, the fans and players, want to see. There is a lot of material in notes on The World, as well as rough adventure ideas. I know what I would like to see, but I am not sure what I like, is what you will like.
So here you go tell me what you want to see. I really want to know.
Updates to what is on tap
08/30/2011 11:58
With summer coming to an end, it is amazing to see how far we have come this year as a company.
When James and I started this, we never thought we would be here this long. It is not that we doubted what we could do, or the type of games we wanted to not only design, but play. It is just a simple fact that publishing games is a high risk proposition. One mistake can cost you, and no matter how good you think your games, design and products are, if the gamer does not like it, then they will not buy it. It is not small fact that we have made it this long, and though we have made our share of mistakes, we have learned from them, and continue learning from them. So from James and myself, thank you for allowing us to do what we enjoy.
Ok, so that is out of the way, let’s get to the update.
With August coming to an end, four more months ahead of us, what do we have in the works?
Information on the website will appear shorty about the above.
Next year will see a lot of cool things. Graeme Davis, James and myself have some very cool things we have been working on. In addition, mark your calendar now for 12-12-12 12:12:12. For those with poor eyesight, that is December 12, 2012 at 12:12:12 PM. Something big will be released on this day, and that is all I will say now.
As always, thank you for allowing us to do this. We hope we are keeping you happy.
When James and I started this, we never thought we would be here this long. It is not that we doubted what we could do, or the type of games we wanted to not only design, but play. It is just a simple fact that publishing games is a high risk proposition. One mistake can cost you, and no matter how good you think your games, design and products are, if the gamer does not like it, then they will not buy it. It is not small fact that we have made it this long, and though we have made our share of mistakes, we have learned from them, and continue learning from them. So from James and myself, thank you for allowing us to do what we enjoy.
Ok, so that is out of the way, let’s get to the update.
With August coming to an end, four more months ahead of us, what do we have in the works?
- Flames of Freedom: The Philadelphia Affair: This will be out in time for Halloween. I know it has taken longer than we thought, but this is a massive adventure and is set in Philadelphia. It is a direct tie into Boston Besieged, and if you thought the plot that debuted in that book was a throw away, you are in for a surprise. This is a big book. Half devoted to source material on the most important city of the colonies, and the second half a sprawling, multi-layered adventure set throughout, under, and around this great city. Be warned this is a tough adventure, both in threats and structure. No bull. Anyway, the adventure is going into its final proofing stage, maps are being finished, and the layout is about to begin.
- Shadow, Sword & Spell: Threats: If all goes well this will be out year end. I have rewritten this book twice, and the third time is the charm. What does it contain? Well Threats. :)
Information on the website will appear shorty about the above.
- Thousand Suns Revised: In its’ final stages. This is a James product, and by that, unless he is happy, the book is not ready. :) It has been gone over with a fine tooth comb. This is well worth the wait. I know we have been slow, but trust me, it is not because we were not working on it.
Next year will see a lot of cool things. Graeme Davis, James and myself have some very cool things we have been working on. In addition, mark your calendar now for 12-12-12 12:12:12. For those with poor eyesight, that is December 12, 2012 at 12:12:12 PM. Something big will be released on this day, and that is all I will say now.
As always, thank you for allowing us to do this. We hope we are keeping you happy.
Kindle and ePub versions of Under Pashuvanam's Lush now available
08/07/2011 07:18
The Kindle and ePub versions of Under Pashuvanam’s Lush have been uploaded, and you can now purchase them in the Rogue Games Online Store. In addition you also have your choice of file bundled with the print version.
First look...
07/05/2011 06:25
So this afternoon I received a package from the printer. Said package was the proof of Under Pashuvanam's Lush. Want to take a look? Here you go:






It looks even better in person.






It looks even better in person.
Rogue Games puts Shadow, Sword & Spell: Under Pashuvanam’s Lush up for Pre Order
06/28/2011 09:15
(Chicago) June 28, 2011: Rogue Games puts Shadow, Sword & Spell: Under Pashuvanam’s Lush up for Pre Order
Beidha.
The name invokes wonderment. It fuels the imagination of storytellers. It fills merchants with a lust for riches.
Covering most of this land is a thick jungle called the Pashuvanam, or Jungle of Beasts. The jungle deserves its name. Fierce monsters and animals plague Beidhanids and Nipuans alike, sometimes destroying entire villages. Over the last few centuries, most of the dangerous creatures have been driven away from major settlements and main roads, giving the inhabitants a sense of security. Still, stories of unspeakable horrors lurking in the jungle’s depth persist—and are regularly proven true.
Under Pashuvanam’s Lush is your introduction to this land. Here you will find adventure, rumor and mysteries. This adventure takes the heroes from the civilization of this land, through the dark foreboding jungles to ruins long forgotten.
What evil lurks under the lush?
Written by Gabriel Brouillard (Colonial Gothic: New France), Under Pashuvanam's Lush is a departure from our regular books. Why? Not only is it full color, but it opens up a new culture for play. More than just an adventure, this is a sourcebook for the kingdom of Beidha, allowing gamemasters and players to adventure in the jungles and lands of an ancient culture's remains.
DETAILS
$19.99 ($7.99 eBook/PDF)
100 pages, 6x9 Full Color Softcover
To pre order a copy, and get the PDF right now, visit the online store today!
Beidha.
The name invokes wonderment. It fuels the imagination of storytellers. It fills merchants with a lust for riches.
Covering most of this land is a thick jungle called the Pashuvanam, or Jungle of Beasts. The jungle deserves its name. Fierce monsters and animals plague Beidhanids and Nipuans alike, sometimes destroying entire villages. Over the last few centuries, most of the dangerous creatures have been driven away from major settlements and main roads, giving the inhabitants a sense of security. Still, stories of unspeakable horrors lurking in the jungle’s depth persist—and are regularly proven true.
Under Pashuvanam’s Lush is your introduction to this land. Here you will find adventure, rumor and mysteries. This adventure takes the heroes from the civilization of this land, through the dark foreboding jungles to ruins long forgotten.
What evil lurks under the lush?
Written by Gabriel Brouillard (Colonial Gothic: New France), Under Pashuvanam's Lush is a departure from our regular books. Why? Not only is it full color, but it opens up a new culture for play. More than just an adventure, this is a sourcebook for the kingdom of Beidha, allowing gamemasters and players to adventure in the jungles and lands of an ancient culture's remains.
DETAILS
$19.99 ($7.99 eBook/PDF)
100 pages, 6x9 Full Color Softcover
To pre order a copy, and get the PDF right now, visit the online store today!
Under Pashuvanam's Lush Preview
06/27/2011 09:54
Yesterday I mentioned that we are getting ready to release a new adventure/sourcebook Under Pashuvanam's Lush.
Said release is an experiment of sorts, in that it will be our first full color release.
As of this morning, I have posted a small preview of the book. You can see it here, or below:
Shadow, Sword & Spell: Under Pashuvanam's Lush (Preview)
Said release is an experiment of sorts, in that it will be our first full color release.
As of this morning, I have posted a small preview of the book. You can see it here, or below:
Shadow, Sword & Spell: Under Pashuvanam's Lush (Preview)
Coming Soon...
06/25/2011 09:44
Within the next week or so, a new release will be ready. The release? Under Pashuvanam’s Lush.

What is this? It is a sourcebook/adventure. It is an experiment in a lot of ways. Why?
It is not your typical fantasy setting or adventure. Plus it is our first color book.
Yeah, you read that right. Color.
We thought we would try it, and see what we could do.
So how much, and how big is this book?
Page count. 100 pages.
Price. $19.99
I will keep you posted on when you can purchase it.

What is this? It is a sourcebook/adventure. It is an experiment in a lot of ways. Why?
It is not your typical fantasy setting or adventure. Plus it is our first color book.
Yeah, you read that right. Color.
We thought we would try it, and see what we could do.
So how much, and how big is this book?
Page count. 100 pages.
Price. $19.99
I will keep you posted on when you can purchase it.
