The EroTech Gazetteer series expands on the world from the Tabletopless streams on Plexstorm. A – sometimes tongue-in-cheek – D&D setting of magical technology and stultifying order, where rebellion and sexuality go hand in hand.
In this issue you will find out more about the mysterious city of Vimana, learn the lore of the Khatsi (and how to play them) as well as facing a bevy of monsters, many of which have a bit of a naughty streak to them.
Check out our games almost every Wednesday, at midnight UK time, over on Plexstorm.
The nauga are a rotund, waddling creatures about the size of a bear, with pointed ears, wide saucer-eyes and pointed, twitching, cat-like ears atop their heads. Their tongue constantly lolls out of their terrible jaws, tasting the air like a snake, hunting for berries, fruit, mushrooms and carrion. Dark brown in colour, and with a bald, leathery hide, the nauga is found in temperate, deciduous forests, sheltered by mountains where the high humidity helps keep their hides flexible and hydrated. In winter they hibernate, but it is not the deepest of sleeps and if roused they can be frenziedly hungry.
This foolish looking creature is almost extinct, having been hunted relentlessly for its hide, which serves especially well for making armour and waterskins.
Naugahyde Armour Uncommon, Mundane item Leather or hide armour made with naugahyde has +1 AC and confers resistance to cold and water effect magic. It is not considered a magical item and does not need to be attuned.
Large monstrosity, unaligned Armor Class: 14 (natural armor) Hit Points 66 (7d10 + 28) Speed 40 ft. STR 18 (+4) DEX 12 (+1) CON 18 (+4) INT 4 (-3) WIS 12 (+1) CHA 7 (-2) Skills: Perception +3 Senses: Darkvision 60 ft., passive Perception 13 Languages: Understand Common Challenge: 3 (700 XP)
Special Traits Keen Sight and Smell: The nauga has advantage on Wisdom (Perception) checks that rely on sight or smell. Resistances: Cold (and wet, damage from the impact of water spells or effects is halved).
Actions Multiattack: The nauga makes two attacks: one with its jaws and one with its constricting arms. Jaws: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 4) piercing damage. Arms: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (1d8 + 4) bludgeoning damage. The target is grappled (escape dc 14) Until this grapple ends, the creature is restrained, and the nauga can’t constrict another target.
A tireless free speech fighter, Flynt was a divisive figure but also very important. In a time that is ever more censorious and prudish, his death feels like a big loss – even though printed pornography has possibly never been less relevant.
His death really seems symbolic of the death of freedom that we all once shared and celebrated.
In memorium, here is Lorin Flint, adventurer, bawd, businessman and talent scout.
Lorin Flint rarely goes adventuring any longer, rather he scouts for ‘talent’ for his best-selling series of erotic illusions, scrolls and live-scried sex-dungeons. He has the aesthetic taste of a colourblind magpie and is completely devoted to freedom (and hence, chaos).
Lorin’s wheelchair is gold (orichalcum) plated and provides a +3 bonus to any rolls made that involve the wheelchair, whether for him or his assistants. These include trying to haul himself up stairs (Athletics DC 20) down stairs without falling (Athletics DC 15) or maintaining control while rolling downhill (Athletics DC 15). Lorin has to use the wheelchair because of a terrible injury recieved in a battle with a foul orc, when he was in his mid thirties. A band of hags he had wronged exploited the opportunity to curse him and make the wound permanent.
Lorin’s wheelchair is an actual wheelchair, not something silly like a hovering one that provides all kinds of absurd magical bonuses to the point where normal adventurers would use them instead of walking. Lorin treats stairs as impassible terrain, and anything other than a smooth, flat surface as difficult terrain – including cobblestones. With the help of an assistant he can tackle this terrain more easily, treating it as one level of difficulty lower.
Lorin’s wheelchair can be used to store equipment, adding 50% to the amount of weight he can carry without suffering encumberance levels.
Lorin’s handaxes are +2, magical, and completely coated in orichalcum, a magical form of gold that will not tarnish or chip.
Lorin’s chain mail is +2 and made of the same, gaudy orichalcum.
Lorin wears a preserved middle finger on a leather thong around his neck, this is the legendary Digitus Impudicus. Lorin, and any person or item on his person, cannot be silenced by any means while he wears the Digitus Impudicus. It would, possibly, be better used in the possession of a magic user, but he refuses to give it up.
The second (very rough) preview of Wightchester is up, in the form of some important and relevant information about the radical political and religious forces at work in England in the 1660s. That period being the (approximate) setting and time period for the book.
Think of it as a ‘bluffer’s guide’ to the Levellers, Diggers, Ranters, Fifth Monarchists, Quakers, Baptists and others at work during the English Civil War and its aftermath.
Patrons and Subscribestars get access to such exclusive previews and material, and access to me for questions and help with their games – or anything else I can help with.
Plus you get to help and support a struggling game designer, writer, videographer and all around lovely chap – me! Hard times have meant some of my larger patrons have had to cancel their support, so I’d really appreciate even a dollar a month to take the rough edges off.
(Hardcopy will be available soon, technically you can buy it now at Lulu, but I’m waiting on a quality check).
Many fantasy games, if not all of them, follow the lead given by Dungeons & Dragons, and rapidly become superheroic parodies of themselves. This has been especially true of the newer editions, since AD&D Second Edition. It’s great, but it’s not for everyone.
At least not all of the time.
There are many kinds of fantasy, and Dungeons & Dragons’ increasingly sanitised, fluffy, generic, high-escapist fantasy – dripping in magical weapons and character invulnerability, isn’t necessarily what people want.
A Grimdark game is in part made from difficulty. In this context, that has to come from encouraging the players to play tactically and carefully. To do everything they can to swing advantage in their favour.
It’s also as much about encouraging players to deal with difficult and horrifying role-playing and decisionmaking consequences, all with less resources and power than they might be used to. It also encourages them, when necessary, to run away.
We need to take that, lustrous, heroic, ‘fantasy-Portland’ edge off 5th Edition’s default rules-set, to amp up the difficulty and make people play more carefully. At the same time, we don’t want to just turn it into an unfair meatgrinder.
So why not a game designer, literally known as ‘Grim’, to do it?
A haven for scum, pirates, slavers and other ne’er-do-wells, squatting amidst the ruin of the fallen Urlanth Empire, right on the edge of a warzone.
100 shops, services and interesting people for your players to interact with, inspiration for hundreds of adventures and many ideas that can easily be ripped off for other space opera, heavy metal or OSR science fiction games.
Recently I made a video about ‘making a living wage’ as an RPG designer.
It’s a rough thing to try and accomplish, but it is doable. It just gets harder every year and is better off being your ‘side-gig’.
In the process of making that video, however, I came to the realisation that if payments and prices within RPG publishing had kept pace with inflation, we’d be paying about half-again as much for our RPG books, and artists and writers would be being paid about half-again as much for their work.
We’ve been publishing full time since around 2005, and in all that time we’ve only increased our prices once, by a fairly modest amount (about 50c to $1 per item). I’ve always been loath to price things too highly, and the psychological $10 barrier has had a downward pressure on pricing as well. I’ve striven to keep below that level as much as possible, but I just don’t think it’s doable any longer.
I need to make more money.
Artists and writers I work with under the Postmortem umbrella need to make more money.
I want to pay people more, and I want to be able to afford to ‘up my game’ and offer people more freelance work.
Here’s how it works. Generally speaking I price a project at 10c for every 10 pages of (A4) text in the final work, hitting the brakes at $10 ($9.99) unless a book goes well over 100 pages.
From now on, the upper limit will be $15 ($14.99), and a work will have to be considerably longer to trip higher pricing.
Old products, already released, won’t be affected. Stock art pricing I’m leaving up to the contributing artists.
Haven’t had much luck with this in the past, but let’s give it another go shall we?
I can’t really make it to conventions in the UK and certainly not abroad. My anxiety has severely fucked me up, amongst other reasons. I also can’t reliably be in the right headspace to stream games.
If you’re a regular convention goer who is willing to demo Postmortem Studios games at conventions, please get in touch. We can figure out some free materials and promotional bumpf.
Similarly, if you stream RPGs and would be willing to run Postmortem Studios games on stream, get in touch. People taking this on will also have access to support from me in running these games, and cross-promotion of anything else they do.
A ‘Schlocktoberfest’ quick-and-dirty set of monsters for you to use in your 5e compatible games. They’re rough as toast, but you get five novel monsters from my twisted mind. Screen size and format for easy tablet/laptop reference.
Urban Blights – When the neighbourhood goes bad, for real.
Cloud of Objects – When animated objects form swarms.
The Godless – When your hate for the gods is so strong, it attracts the soul fragment of an ancient evil.