The ‘Lounge has been on hold for a while due to summer vacation and social media burnout. But I’ll be writing again very soon.
The biggest update is that I’m merging two of my projects (King of the Grey Isles and Curse of the Warlock) into a single, huge roleplaying game adventure setting called Curse of the Grey Isles. This will be my pet project for the remainder of 2016 and I’ll be reaching out to my friends for help (writing, art and proofreading).
Another big update is that I’ll be moving my site over to my new one called Artax Design. Nemo’s Lounge will cease to exist by this time next year.
Sadly Conquerors of the Cosmos will be cancelled. I had lots of great ideas, but other people in the gaming community were quicker than I was. I’ll be releasing bits and pieces of it to Venger Satanis as free fan-supplements for the next edition of Crimson Dragon Slayer.
After the A to Z Challenge, which was fun but quite demanding (but less so than I expected), I decided to take a break for a little while.
I also got really tired of social media and fora (message boards) and I’m trying to quit them to be more productive. My goal right now is to finish some RPG products (modules, mostly) and sell them on online PDF game distributors.
The following projects have completed first drafts and are being assembled into second drafts:
Conquerors of the Cosmos
This is an adventure module for Crimson Dragon Slayer. It is an homage to certain media from the 1980s: stuff like HeMan, Thundarr and Sectaurs. Right now it is a bit linear, so I’m working on making it more like a point crawl. This will hopefully get published through Korthalis.
The Warlock’s Curse
The title logo of this project is the featured image for this post. A 5e and Dungeon World compatible module set in Fantasy Romania. A lot of Ravenloft and Castlevania themes here. Included will be the Hydra Tome: a self-contained generator for unique and cool hydras.
King of the Grey Isles
The focus of my contribution to the A to Z Challenge. This will be a location-based adventure for 5e and Dungeon World. Gothic and Weird Horror, but very open-ended.
A Dungeon World hack long in the making. Was originally going to be focused on the aboriginal people of the Pacific ocean, but due to cultural sensitivity controversies over the last few years, I’m reluctant to do so anymore. The peoples in this book will definitely be non-white islander types but I won’t be naming names very much out of fear of being blacklisted or worse.
I will be creating art for all of these. My time that would have been spent on pointlessly browsing the internet will be used to develop these products. I’ll occasionally advertise their progress here on the Lounge.
Please stay tuned! Conquerors of the Cosmos is first in line because I’ve made promises to Venger that I’d get it done sooner than later. It’s been a year in the works: progress has been slow with a new baby in the home.
This is a preview of one of the beasts featured in my upcoming module: The Warlock’s Curse. What follows may change a bit between now and when the product is playtested and completed.
The Balaur is a mythical creature made real by the dark powers plaguing the land of Morminte. It rampages across the countryside killing and taking livestock and people back to its lair. A foreign monster-hunter has been on its trail for over a week and can’t seem to find it, to the frustration of the locals.
This creature from Romanian folklore is, for all intents and purposes, a Hydra. The key difference is that its spittle can create precious gemstones.
Despite that, this creature is unique and even more terrifying than the usual beastie from Monster Manuals.
(gradually goes from 1, which is false, to 6 which is true)
It fears and is warded off by the color yellow.
It is completely immortal unless you slay it on a Holy Day.
It seeks out only one kind of victim (1-males, 2-females, 3-infants, 4-red-heads, 5-clergy, 6-bastards)
It leaves a trail of precious gemstones in its wake
Remove one head and another grows back to replace it
Fire prevents it from growing new heads.
Appearance and Abilities
The Balaur is a bizarre creature. Use the following lists to give it a truly weird and frightening set of features and abilities. Some are purely cosmetic, others grant additional abilities (update the stat blocks accordingly).
A scaly toad with vestigial bat wings: can make gigantic leaps into or out of combat
A fat, black lizard with 2d3 tails: can attack that many times at its rear
A white goat with 3d8 legs: Speed increased to 180′
An oozing, slimy slug tail: impossible to grapple, adjacent terrain is difficult
A bloated, spiky fly: can fly at a speed of 90′
A flame-colored lion: can make an extra claw attack at 1d6 damage
Extending from its torso are 1d8+5 long, snake-like (or tentacle-like) necks, each one ending in a monstrous head. Choose or randomly determine their overall appearance:
Between all of its necks, on its body, is a single, huge mouth. Choose what kind or roll 1d8 to determine the type (mix two or more results for a very memorable encounter):
Machine: rotating blades and a serrated grinder, destroys armor and items
Wolf: a giant, fanged canine snapping jaw: frightening
Giant face: huge human face, Balaur has Intelligence 18
Enchanted Spittle: After a battle with the Balaur one can find 3d10 gemstones encrusted into any stone on the surrounding walls, floor or statues (which must be chiselled or broken out). Each is worth 10gp.
Wakefulness: One of the Balaur’s heads is always awake while it sleeps.
(Labyrinth Lord and Lamentations of the Flame Princess)
Armor 15/5, Move 120′, 10 Hit Dice, 170hp, 1d10 bite for each of its heads. Anyone bitten must save vs Paralysis/Petrify or be paralyzed for a number of hours equal to the number of heads that it has left. Morale 9. One of the heads will die if the Balaur takes 10 or more points of damage from a single hit. If all its heads die, the Balaur dies. At the end of its turn, two heads regenerate for each one that has died since its last turn (regaining 10hp in the process), unless it has taken fire damage in that time.
The Balaur’s Young
Armor 10/10, Move 60′, 2 Hit Dice, 50hp, 1d6 bite for each of its heads (starts with 1d3+1). Morale 5. When the Balaur’s Young take 6 hit points of damage in a single hit, 1 head dies. If all of its heads die, the Balaur dies. These Young do not have their magical spittle nor their regenerative abilities yet (this appears in about 20 years, but not in captivity).
Bite (d10+3 damage); 16 HP; 2 Armor
Special Qualities: Many heads (1d8+5), Petrifying Bite, Regeneration
Instinct: To feed and protect its young.
Attack many enemies at once
Regenerate two heads when one is cut off
Leave precious gems in its wake
The Balaur’s Young
Bite (d8 damage); 6 HP; 0 Armor
Special Qualities: Several heads (1d3+1)