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PDF ANNOUNCEMENT

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Starting next month Bedrock Games will begin selling its own PDFs. This means all of our PDFs available through our PDF seller will be taken down September 1st and they will be re-released under the Bedrock banner. These will be the same books as before. 

As a result, all existing reviews will be eliminated, which we regret because we have so many great reviews at places like DriveThruRPG. But ultimately we think this will be worth it for future releases. It also means the current sales status of our books will reset (so while Arrows of Indra is now a Popular Silver Pick at RPGnow, it will no longer be when we release it again next month). 

Definitely feel free to contact us if you have any questions or concerns related to this change: Contact. 



ORCS THAT SMELL GOOD

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I love classic Orcs. I think they are a great monster for fantasy campaigns and quite enjoy playing your basic half-orc Barbarian. There is a lot to admire about Orcs: their physical strength,aggressiveness and bravery are traits I find appealing. But they are also pragmatic, restless, and prideful. Taken to the extreme these can all be bad qualities, but when we set out to make Gamandria, we sought to play out these traits in more favorable circumstances. What would a successful Orc civilization look like?

Before I get into that, we should look at the Orc entry from the Sertorius rulebook. I've pasted it here for convenience: 



Mechanically they get some nice benefits: A free rank in Wits, Specialist Skill and Command. They get an expertise in Smell (which improves their Detect roll when odor is involved) and they gain Resilient Mind (making them less susceptible to magical transformation). 

As you can see we focused on two characteristics from the beginning: restlessness and a heightened sense of smell. Our Orcs are industrious and intelligent because of this Restlessness. They also have a keen sense of smell and that is important. If you've ever known anyone with a strong olfactory system, you notice they don't usually care much for foul odor. A person who can smell well is going to have a lower threshold for things like poor hygiene than someone who smells cannot smell well. Applied to a fictional race, it made sense that our Orcs would be concerned with hygiene and cleanliness. Already we were picturing something very Roman and this just added to that overall image. So we decided our Orc civilization would take its inspiration from the late Republic/Early Empire. 

TADARIA of Caelum
from Beneath the Banshee Tree
The Orcs of Gamandria are also mentally resilient and tough. Though Restless, they are not as easily phased as humans. This is particularly important when it comes to using magic, where they can shrug off the consequences of overuse more than others. The first recorded instance of a Sertori (a spell-caster in our setting) was an Orc, so it is also possible that they've simply been exposed to magic longer than the other races and have mentally and physically adapted. 

We didn't set out to make a black and white world. Every culture has its good and its bad qualities. The Orc civilization of Caelum has many positive features. They have established a well ordered society based on clear rules of law and they are one of the more inventive cultures on the continent. In fact Caelan books on architecture and engineering are prizes all over the world. Their political system is advanced, though it faces challenges, and they have devised a clever institution for keeping the powers of Sertori in check. However they do have negative qualities as well. Like many societies in Gamandria (which is based on the ancient world) they still use slaves. They also can be terribly efficient in wartime.

However Caelum isn't the only place Orcs live. They also live North of Caelum in Atroxis, where they are divided into tribes and worship an Ice Lich named Ozias. While this is more in keeping with the traditional notion of the Orc, we tried to balance this view out as well. They may seem like an evil society from the outside but we still wanted to bring admirable qualities to them, and we wanted to try to understand what a culture built around a lich-god might actually look like. Over the course of our Orcs of the North Campaign it became clear to us that the Orcs of Atroxis worship Ozias as a kind of merciful figure and find hope in the prospect of being resurrected by the lich or brought back as a form of undead. From their point of view, Ozias a positive force. They are still more rugged and less civilized than the Caelum Orcs, but they are not mindless or heartless. We'll be including some additional information on Atroxis (beyond what exists in the rulebook) in our upcoming free module The Heart of Atroxis. 

One of my favorite sections of the book is the Legend of Cael and the Legend of Sola, which describes two major events in the History of Caelum. Both stories highlight the indomitable nature of the Orcs and shed light on their resourcefulness. The Legend of Cael is about the founding of the Caelum capital. It describes how an Orc Chief (named Cael) brought his people to the foot of Mount Lorgo (home of the god Lorgo) because he liked the hot springs and felt worthy of settling near the presence of a god. However Lorgo hated the sounds and smell of the Orcs. He asked them to leave and Cael refused. Eventually the two fought an epic battle. Keep in mind mortals can't harm gods in this setting, it is pretty much impossible except in very rare instances. After Lorgo broke his body, by sheer will Cael managed to rip out one of Lorgo's tusks and battered the the god with it. Greatly impressed by the Orc's determination and fortitude, Lorgo agreed to let the Orcs live near Mount Lorgo provided they bathed daily and treated him as their supreme deity. Local Orcs believe that centuries of effort to avoid offending Lorgo's hatred of odor led to their strong sense of smell. 

The Orcs of Gamandria are not only one of my favorite races, they are one of the most important ones. The first Sertori was an Orc. The word Sertori comes from his name: Sertorius Poro. So the game is named after an Orc word. I like our Orcs, they are intelligent, tough, a little bit finicky and extremely resourceful. 




ORCS OF THE NORTH: THE SECOND DEATH

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We continued our Orcs of the North Campaign this week. A couple of players couldn't make it because of the holiday weekend so it was only the following four characters:

-Enos Ozihel (my character), an Orc who worships Ozias.

-Festus, a Halfling from the Shahr Republic who has business in the North.

-Aetos, an Orc Tribesman who died, became a Ghoul and was then blessed by Ozias of service and made into a vampire.

-Mogar, Orc devotee of Ozias.

We capitalized on Aetos' new thrall, Kolgar Harch, a Gru Sertori who was a member of the Caelcori. We discovered that some members of the Caelcori dislike the Republic's laws against Sertori holding high offices and they would favor a shift to Sertori leadership. By his estimate this number was about half. Using this information we sent a messenger inviting one of these disaffected Caelcori to meet us in an inn near Neodo. This time we made ample preparation for the meeting, careful to plan to for all possible scenarios. 
Pete takes a new spell as his Divinity rises

As we traveled we also gained more followers as we spread of our message about Ozias and Aetos, the Vessel of Ozias. This made us more powerful, increasing our spell repertoire. At the meeting we spoke with the Caelcori contact and he was open to Malka leading an attack on Cael and controlling a large portion of Caelum. He also told us that the Republic was rapidly moving toward civil war and that there were generals who sensed an opportunity to take seize control as well. We brought this information to Malka and decided to use it in the coming weeks as we planned an attack on Caelum. We also asked Malka permission to go west tot he Aevia and Aeta tribes, where we would promise their chieftains the second death if they joined us against Caelum. Malka agreed but we had another request. 
Dan and Ryan preparing to cross the Sea of Gilva


An attack on Cael might anger Lorgo, the chief God of the Republic. We worried he would join the fight, so suggested involving Ranua, the goddess of the elves who despises Lorgo and blames him for Senga's death. Malka felt this was acceptable and would pursue it. 

We then planned our voyage across the Sea of Gilva. This would be a short two to three day sail by ship, but still potentially a risk as the sea is quite stormy. We arrived safety and traveled to meet the chieftains who agreed to rally their people for a public demonstration of our god's power. At the ceremony, Festus prepped the crowd, expounding on Ozias' mercy for his followers, on the ever present threat of death that our god alone could defeat. He spoke eloquently and at length. Then Enos asked the three strongest warriors to step forward and kill him. They did so, impaling him and slitting his throat, then making sure he died. Within a few minutes Enos was back on his feat and his wounds completely gone. 

This had a powerful effect on the crowd who quickly became followers of Ozias. The chieftains agreed to support us with cavalry (about 20,000) when the time came for war. 

We ended the session here. 



OUR PDFS ARE BACK UP

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We recently switched to handling our own PDF sales and this created a gap where they haven't been available for a little over a week. Starting today they are going back up. This will happen a few games at a time over the next week or two. 

Sertorius, Beneath the Banshee Tree, Terror Network and The Agency Resource Guide are the first titles to available. You can purchase them here: 

Sertorius PDF
Beneath the Banshee Tree
Terror Network
The Agency Resource Guide
Our PDF Page 
Terror Network
Beneath the Banshee Tree
A Sertorius Module
Sertorius

Arrows of Indra Available Again in PDF

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I just wanted to make a quick announcement that Arrows of Indra is available again in PDF. In the coming days more of our titles will go up under the Bedrock Games banner. Arrows of Indra is available HERE


IN MEMORY OF WILLIAM "BILL" BUTLER

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This is a very hard blog entry to write. On Wednesday I received word that Bill Butler, my friend and co-founder of Bedrock Games, was in the hospital following a cardiac event and that he might not make it. Sadly as I walked out the door to go to the hospital his friend Ken told me that Bill had passed away. It didn’t seem real then and it doesn’t seem real now, but it is beginning to sink in.

Bill and I started Bedrock Games nearly five years ago. Together we designed five games and several modules. Over the years we worked on countless projects and I don’t think a week went by where we weren’t busy on some module, rulebook or supplement. Our collaboration style evolved with time and within the last couple of years I feel we hit our stride.

Working with Bill was a privilege. Like most collaborators we would sometimes clash over minutiae but we always understood the strengths the other person brought to the table, that the whole created through both our efforts was greater than what we might achieve on our own.

There are so many stories I could share to highlight the kind of designer Bill was. I think above all he was someone who understood what gaming was and what would work for the vast majority of tables. He didn’t follow trends, but he wasn’t afraid of them either if they had useful ideas. And though Bill was very much about roleplay and rulings over rules, he had deep knowledge of game systems built up from a lifetime of play at the table. Bill was the game mechanic wizard. He was great at finding the weakness in a mechanic and making it better.

Bill inspired me as a designer but also as a Gamemaster. He would often run campaigns of the games we made and his adventures always helped me think of new ideas. When we designed Sertorius I ran a campaign for the first half of development and Bill ran the second half. Bill’s campaign made the setting come alive for me.

A recent example is our Orcs of the North Campaign for Sertorius. When we made Gamandria, I put some Orcs in the far north who worshipped an Ice Lich and didn’t really give it a second thought. Frankly I was much more interested in the more Romanized Orcs to the south. But Bill was fascinated with the Northern Orcs of Atroxis and decided to base an entire campaign in the region. I don’t know what he had in mind when he started the session, but it really opened my eyes to the potential there. I think part of it was he wanted to show me that if we had Orcs worshipping a Lich, we really needed to think through the implications on the street level. It is one thing to say a group of Orcs worships an evil undead sorcerer, another thing to contemplate what motivates them to do so. Bill was very good at getting you to think about those things just in the way he ran a game.

But I didn’t just know Bill from Bedrock Games. I met him a long time ago, in what feels like another lifetime, when I was running a Ravenloft campaign. A friend brought him into the game and I got along with Bill right off the bat. He was the sort of gamer everyone valued at the table. I have played in countless campaigns with him since, sometimes with him as the GM, sometimes with him as a Player. Whatever role he was performing, Bill worked hard to make the game fun for everyone. He always knew just the right thing to say to make people laugh.

Our co-designer, Dan Orcutt, shared a similar line of thought when we were thinking about Bill the other day. I think he sums it up better than I could:

I think what I'm going to miss most about Bill at the gaming table is his laugh. Whenever something was suggested, or a situation occurred in-game, he'd immediately leap several steps ahead to the potential ramifications from the perspective of some NPC or another, and he'd give that wry laugh of his and explain the potential fallout.

Dan and I both agree it is going to be strange playing without him. I don’t remember the last time I was at a game that he wasn’t also a part of.

Bill wasn’t just a great gamer, he was a great friend. He was the kind of person who you could count on to be there if you needed to talk. He was a very good listener, but also good at giving his opinions (which he rarely held back). I remember when I first met Bill and how easy it was to talk to him.

Bill really could talk about anything. His knowledge of all things geek-related was encyclopedic. When we would go to conventions together to promote our games, I always made a point of putting him out there to chat with folks because whether it was Superman, Doctor Who, Harlan Ellison, Rolemaster or World War II battle tactics, he had an informed opinion to express but also had that curiosity about other peoples’ thoughts that made him such a welcoming person to speak with. Bill knew a lot but he never felt the need to be the expert in the room. He could ask questions and didn’t pretend to know more than he did.

Writing about him now it really is hard to believe he is gone.

Our last session with Bill was this past Saturday. I’ve never taken pictures at a session before but I did so because I thought it would be nice to post some images on the blog for our Orcs of the North recap. You can see some of those images in the last Orcs of the North post. But I took a number of pictures of Bill as well while he ran the game and would like to share those with you now. 

Bill cannot be replaced and he will be missed by us all.



Honoring Bill

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I believe the blog will be quiet for the next week or so while we allow Bill's passing to sink in and contemplate the best ways to finish some of his remaining projects. We will work to keep people updated on the PDFs that have been going up and we will continue putting them up as the week goes on. However the daily posts on gaming, product announcements, etc will not resume until after we honor Bill this coming Saturday, the day he used to run our campaign. 

In the meantime I would like to celebrate Bill as much as possible. If there are any posts here they will be Bill-related. 

I also want to direct people to some of the previous blog entries about Bill and to other places online where Bill is being remembered: 

IN MEMORY OF WILLIAM BUTLER
This is the blog entry I wrote to talk about Bill's passing and what he meant to me and to Bedrock Games. 

BILL'S MEMORIAL PAGE

PASSING OF A FORUM MEMBER
The folks at theRPGsite, a place Bill used to post, remember him after learning about his death. 

THE SERTORIUS DESIGN TEAM
This is an entry where I discussed the things Bill, Dan and Myself brought to the table in designing Sertorius. 

SERTORIUS PLAYTEST REPORT 12/22/2013
This is one in a series of playtest reports for Sertorius in a campaign Bill ran. You can find more like it if you go to the general thread in the linked post. Bill also posts there as well. 

ORCS OF THE NORTH ENTRY ONE
ORCS OF THE NORTH ENTRY TWO
ORCS OF THE NORTH ENTRY THREE
ORCS OF THE NORTH ENTRY FOUR
ORCS OF THE NORTH ENTRY FIVE
ORCS OF THE NORTH ENTRY SIX
These are my accounts of Bill's Orcs of the North campaign for Sertorius. He was a great Gamemaster and this session was shaping up to be my favorite he had ever run. We had only just started it (after the previous Sertorius Campaign he ran). 




Servants of Gaius and Crime Network Available

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We have three more PDFs available again. Here they are: 

Servants of Gaius
Servants of Gaius is a game of intrigue and investigation set in the early Roman Empire. Players are members of a secret order established by Caligula to root out a deadly threat against Rome. 

Comes with: 
  • A complete section of historical NPCs brought to life, including the Emperors Caligula and Claudius
  • A map of the Roman Empire inspired by Pomponius Mela
  • A complete list of Roman titles with descriptions
  • Three different character sheets for alternate styles of play
  • Monsters and Threats for a supernatural take on Rome
  • A chapter on Roman culture, history and government
Available here: SERVANTS OF GAIUS

Crime Network
You’re in the mafia, earning your way to the top of the crime family by hook or crook. Pull off the big heist and plan your rise through the ranks of the organization in this thrilling game of thugs and criminal masterminds. Crime Network is anti-heroic adventure at its finest in the spirit of the best mob movie. 

Includes:
  • Explanation of the mafia hierarchy
  • Light and smooth rules system that fades in the background so you can focus on pulling off that perfect crime
  • Detailed city and map
  • Eight crime families
  • Remo Loves Lucy: An 11 page sample adventure
  • Crime-related skills
  • Mafia movie tropes and adventure seeds
Available here: CRIME NETWORK 


Visit the Roman Egypt in 38 AD with famed geographer Pomponius Mela as your guide.


The Guide to Aegyptus is a supplement for use with the Servants of Gaius game.  Gamemasters and players will find its contents useful for any campaign set in this unique province.

Includes:

  • A complete description of Aegyptus (history, cities, government, etc)
  • Maps of Alexandria and Aegyptus
  • Equipment
  • New monsters
  • The Aegyptian pantheon
  • Adventure ideas

Available Here: GUIDE TO AEGYPTUS





Designing With Bill: Average Joes

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I am going to start sharing some of my memories designing with Bill here on the blog as a way of coming to terms with his passing. When you work with someone on creative collaborations for as long as I did with him, you become very close, almost like brothers. Now that Bill is no longer here, this is starting to occur to me as I continue on the things we had started working on. 

Lately I've been putting most of my energy into finishing Orcs of the North (which is based on Bill's last Sertorius campaign) and uploading our modules back onto RPGnow (something we had begun about two weeks ago). Today I started preparing Average Joes for upload and it immediately brought back memories of our work on that project. This book is particularly significant because of how it came about. 

Back in 2010 or possibly early 2011, Bill called me on the phone and said he had either a totally brilliant or completely terrible idea for Terror Network but wasn't sure which. He had just seen Paul Blart Mall Cop and thought it would be cool to make a module set in a mall attacked by terrorists but instead of the Player Characters being normal Terror Network PCs (CIA agents, FBI, etc) they'd be regular folks (plumbers, mothers, grandfathers and even children). I thought this was a really great concept and we started regular meetings to figure out how to make it work. 

Because we had other projects eating up our time we decided to contract a writer to write the module but we still had to do plenty of planning to give the writer clear instructions. The first thing we realized was doing a module like this required new rules for playing unconventional characters. This meant the first part of the book would cover character creation and the campaign concept and the module itself would be more of an example of how to run an "average joes" campaign. So right away this was more than a simple module. 

Terror Network was our first book and Bill's idea injected something new into the line. We already had three modules for it at that point and I think neither of us wanted to cap it with a book that just repeated what we had done so this gave us an opportunity to do something we never really thought was possible with Terror Network: comedy. Bill was by nature a comedian so Average Joes was right up his alley. I just remember brainstorming ideas at my kitchen table and him chuckling when came up with some new twist on the idea. It was the first time we really laughed making a Terror Network product and that felt good. 

I have fond memories of that project. Even for books he and I didn't write ourselves, we'd have to meet and go over lots of details together. Average Joes was a book that required weeks of these sorts of meetings which were always one part working in my kitchen and part eating in my kitchen. We might watch a movie after on TV as well. 

The phone initial phone call about the project was classic Bill. He'd always preface a big idea with whatever led up to him having it, and he'd always frame it as a multiple choice scenario (in this case was it a good idea or a bad one). When I got a call like that I knew I was in for an enthusiastic design session. 


PATRIOT INCIDENT AVAILABLE IN PDF

Horror Show is Available in PDF

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Horror Show is once again available in PDF. 

Horror Show is a toolbox designed to help the GM emulate any movie in the genre. Whether it is a classic horror movie, an 80s slasher or a modern found-footage film, Horror Show gives you the tools to make it work as either a simple one-shot or full length campaign. 

Includes:
  •         A flexible and light-weight system
  •        Complete rules for creature and villain design
  •        Dozens of skills and occupations to choose from
  •        Mechanics for emulating your favorite horror movies
  •        A scalable and open approach that allows for different styles of play



Available Here: HORROR SHOW PDF

CASTLES IN THE VAARAN KINGDOMS

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Site of an Iron Age Ring Fort
Those who have read Sertorius know it is much more like the ancient world than the medieval world. It has anachronisms for sure, with some arms and armor that wouldn't be developed in our world until well into the middle ages. But these were conscious decisions in each case for the purpose of flavor (in the same way that the movie Excalibur projects many 15th century assumptions onto the 6th century). So there are instances where something creeps in that isn't quite ancient. Generally speaking though everything in Gamandria is inspired by real-world history no later than the 5th or 6th century (and most of it is based on much earlier periods). 

Still we wanted a region vaguely reminiscent of a classic fantasy RPG setting, something that dipped its foot into at least the early medieval period if only by a hair. So we created the Vaaran Kingdoms. These are former provinces of a great empire that collapsed which have become subject to Gru incursions from the North and fallen into local conflict. Here there are kings, castle lords and minor lords. However these are not the castles of the 12th century or later. These are much more rudimentary and primitive. This has led to some confusion as it wasn't clearly explained in the book. And of course anyone is free to run Sertorius how they see fit. If you want 12th century or even 15th century castles in your campaign because you think they add something, by all means do so. However I want to explain what I had in mind when I mentioned castle lords in the book in terms of the physical structure. 
Plan of a Roman Castra
Created by Mediatus

First, there are always exceptions, while the structure I am about to describe is typical of the Vaaran Kingdoms, there are going to be cases where design is more innovative or different building materials are more readily available. For instance, someone with more Caelum or Ronian contacts will quite likely be able to erect a more substantial fortification. 

Castles in the Vaaran Kingdoms are usually made of wood, not stone. Occasionally they do have stone walls, but this is rare and the interior structures are almost invariably wooden. They are not the classic European Castles you see in movies. Rather these are more like iron age hill forts built on mounds atop which you will usually find a circular wooden wall (sometimes stone ring walls). Around the wall you might have a series of ditches and ramparts. These do vary in appearance but that is a general description. Inside the wall you may have a tower built of wood and the home of the castle lord (usually also wood and little not terribly elaborate). It will often enclose a small settlement. 
A German Ring Fort

Still they share the function of a medieval castle which is to protect the personal residence of a lord or aristocrat and/or the nearby population. So in form they resemble hill forts, ring forts or even Roman Castra's but in terms of purpose they are in line with castles. 

So a castle lord (called either a castellanus or maorides depending on whether it is a Ronian or Latar kingdom) in the Vaaran Kingdoms would control the land around such a castle but the castle itself might encompass both his residence and a settlement depending on the local circumstances. This land would belong to be granted at the discretion of the King to the Castle Lord and his descendants in exchange for both military service and annual pledges. 

Keep in mind these castles, while they are meant to keep away Gru invaders and local attackers serve another purpose as well. In Gamandria when spell casters misuse magic they can become Grim Beasts, terrible creatures with vast power and fortitude. The Vaaran Kingdoms, perhaps because it rests atop the ruins of ancient Nong Sai, is home to a much bigger population of Grim Beasts than other regions in the world. So the castle walls are meant to keep these out as well. 

ORLANDO'S GUIDE TO ORGANIZED CRIME AVAILABLE IN PDF

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Orlando's Guide to Organized Crime is once again available in PDF. It offers a comprehensive overview of the mafia and other criminal organizations. A great resource for any modern crime campaign Orlando's Guide includes:


  • A break down of the American Mafia
  • Details on foreign crime syndicates
  • An overview of organized crime in Italy
  • Deeper treatment of Crime Skills
  • Information on the justice system
  • New optional rules for rackets and combat
  • Advice for running the perfect modern crime campaign



DESIGNING SERVANTS OF GAIUS

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When we released Servants of Gaius once again in PDF it did surprisingly well compared to its initial launch, which is leading us to consider further support. We have a great mystery adventure already to go and that may be the first. We may also touch up the original book in terms of physical presentation. But right now I'd like to talk a bit about the concept and the design for those who are not familiar with the game. 

Servants of Gaius is set in 38 AD during the reign of Caligula. It is an alternate history RPG where the central conceit is that Caligula was never crazy or wicked but rather an enlightened god and the target of a supernatural conspiracy. Though we leave the nature of this conspiracy up the Gamemaster, Caligula believes it is a mystery cult devoted to Neptune. He establishes a secret order of Romans to wage a silent war against the god and his minions: the Servants of Gaius. 

When Bill and I started Bedrock Games we knew we wanted to do a Roman RPG at some point (well I knew I wanted to do one and Bill was happy to indulge me). I am a massive fan of the I, Claudius miniseries and the early Roman Empire has always been my favorite period of history. When I was younger my father gave me a copy of Caesar and Christ, the third volume in Will and Ariel Durant's The Story of Civilization series. That had a huge impact on me. I immediately took an interest in sword and sandal films like Spartacus and tracked down books on Rome and its emperors. I developed a particular fondness for two: Caligula and Marcus Aurelius. The first was evil and probably insane, while the other was widely regarded as one of Rome's better emperors, sometimes even lauded as the first true "philosopher king". Caligula was a villain, a mad and wild villain of the sort you see in films starring Gary Oldman. Marcus Aurelius was a stoic and capable leader, he also wrote a book called The Meditations which offers an intimate description of his stoic beliefs. I don't know why but both figures fascinated me. 

Then I discovered I, Claudius. I don't recall what path led me to it, but I ended up borrowing VHS copies from the library. It is a 12 episode series and I stormed through it in a few days. I thought the writing and acting were tremendous. It was old (even back when I first watched it) but it held up well. It also had a number of surprises for the young geek that I was, including a terrifying performance by Patrick Stewart as Sejanus. But John Hurt's Caligula was the most memorable of all. He was evil and mad but there was a little more there. It wasn't a sympathetic 90s villain, but he was believable and human despite all his other outrageous qualities. The episodes covering Caligula's reign were by far the most enjoyable of the series and the relationship between Caligula and his uncle Claudius (to me) was the heart of the show. When we got around to Servants of Gaius, I knew I wanted Caligula to play a major role, but that presented some issues in terms of how close player characters could reasonably get to him. The historical Caligula was pretty liberal with executions and no sane party would deal with such a man if at all possible. It was also forced. It didn't feel like a natural fit. So we had to think on it some more.  

Before Servants of Gaius we had published Terror Network, Horror Show and Crime Network. Of these three Terror Network was the most successful. I tried to isolate what we had done right with it and why it had worked. I felt the reason it worked was because Terror Network was primarily an investigative game where players were part of a special or even secret organization charged with protecting the public. Bill and I agreed we should try to port this concept into our Roman RPG because it worked so well. 

At first the premise was more real history. The players were part of a secret order established by the mad Caligula to fight an imaginary threat. But that didn't really work. It was more of a running joke than anything else. Then I remembered another game, Colonial Gothic, which Bill and I had written an adventure for. That game employs secret history where past events are explained through the supernatural. I figured why not apply that to Rome 38 AD? No reason we couldn't change history. Rather than a madman claiming to be a god, Caligula really would be divine. Once that was established, everything else fell into place pretty smoothly. I also liked it because the supernatural realities of the settings were based on claims Caligula had made in life (at least according to sources like Suetonius). 

The design of Servants of Gaius was quite manic. Bill knew it meant a lot to me so he took a lighter hand in terms of critiquing material I came up with, at first. This allowed me to work faster. He and I still had many meetings and debates. We also started consulting with Dan Orcutt for the first time as a tertiary designer (which led to him being a co-designer of Sertorius). Then once it was all done, Bill would come in with that ability of his to find the weak spots and suggest improvements. I recall a particularly heated discussion over our poison rules, which led to a much better subsystem than the one I originally designed. Over the next several months we play-tested and tweaked and play-tested more. 

Right at the tail end of the project I got sick again (I had come down with some Crohn's Disease complications the year before and and once again would require surgeries). So there was this strange gap where I went for a bunch of surgeries and then moved to a new place before we resumed work on Servants of Gaius. By this time we were on to the art and layout phase. For me this established a marker in our timeline as a company where I think of pre-Servants of Gaius Bedrock and post-Servants of Gaius Bedrock. 

The end product was a delight to run. We immediately launched a campaign and my first adventure would later be turned into The Secret of Actium (a module still in the pipeline). Mysteries really suited the early empire setting. And the range of places was nice. My party tracked down a murderer through the streets of Rome, eventually finding themselves in Alexandria where intense political riots were breaking out. Later they would face werewolves in Germania and end up in a island on the back of a giant sea turtle. The ability to dial up or down the myth and supernatural was what made it work. The fact that I could port in monsters from Horror Show pretty seamlessly also helped (and the latter came in handy because the monster list in Servants of Gaius didn't include things like werewolves, it had mainly focused on Roman creatures and in particular the Minions of Neptune). 

The other thing that was important with Servants of Gaius was it showed me and Bill that the network system would work with a fantasy game. We had never run Network outside the modern era and were concerned it might not adjust to the needs of an ancient or medieval setting. Servants of Gaius demonstrated that this wouldn't be an issue. We were able to move into Sertorius with more confidence after Servants of Gaius. 

I think as a concept Servants of Gaius is one of our strongest.

You can find Servants of Gaius in PDF here: SERVANTS OF GAIUS PDF
It is also available in print here:  SERVANTS OF GAIUS PRINT
The Guide to Aegyptus is available here: POMPONIUS MELA'S GUIDE TO AEGYPTUS

AVERAGE JOES AVAILABLE IN PDF

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Average Joes is available once again in PDF. 

When eco-terrorists interrupt a day of shopping at Bellpoint Mall, a group of ordinary citizens rise to the occasion and kick butt.


Average Joes is a combination source book and game module for Terror Network that presents a different way to play the original game. It comes complete with the mall scenario, special rules for playing Average Joes, and ideas for future campaigns.

Available in PDF here: AVERAGE JOES


Designing and Running Investigations

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Anyone who follows our this blog or is a fan of Bedrock Games knows I love the investigative adventure structure. I've written about it here many times and just wrote an article for theRPGsite on Designing and Running Investigations. You can read it here: Designing and Running Investigations

The Vaaran Kingdoms: Palus

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I have been working on a new campaign set in the Vaaran Kingdom of Palus. This is still material I may change as time goes on but thought I would share it with Sertorius fans looking for information on the region. Also be sure to check out my post on Vaaran Castles here: VAARAN CASTLES

I am including an encounter chart below as well. 

Some things to note. I do have stats on the Dunger-gel but want to hold off sharing them publicly until it has been used in my personal campaign (both to keep my players on their toes but also because I may revise it further). For the Barga use the Monstra template on a Bear (I will also be giving this stats and posting it). 

PALUS
Ruler: King Hanno-Kar
Languages: Gruskel (Vaaran), Khubsi, Ronian (Aristocracy)
Religion: Church of Ramos
Exports/Resources: Salted Cod, Tar (exported to Shahr and Ronia for shipbuilding), Timber, Relics*
Races: Humans (40%), Halfling (20%), Dwarf (15%), Gru (15%), Orc (2%), Ogre (8%)

Palus is a kingdom that spans the Gashta forest and northern coast of the Varian Sea. It was once part of the Ronian Empire but before that its southern territory was settled by halflings from Shahr whose descendants still live in the region. When Ronia split after the Caelum invasion, Palus (like many of the northern provinces) grew unstable and it fell to Gru invaders. However it was reclaimed by the humans in the area with the rise of Voharus and a line of Ronian kings was established. The present king is a Halfling of Khubsi descent named Hanno-Kar.

King Hanno-Kar has developed strong ties with Khubsi speaking regions in the south, notably Bukhra and Shahr. In exchange for access to Tar pits he has been given a large army of dwarven mercenaries to help protect Port Sul.

In Palus the Church of Ramos is strong and fear of Sertori rampant. Most view Sertori as demons or thralls of demons. Sertori are hunted here and the king has a standing offer of 100 Gold and a horse to anyone who kills one. Suspicion often falls on non-Sertori who earn the envy of their neighbors. In both cases the most common form of execution is impalement during sleep. The body is always beheaded then burned. A community of Sertori hunters exists, led by Gesara of Palus who has the support of King Hanno-Kar. Many of them are Ogres.

Construction of homes and buildings vary but wattle and daub are predominant in the interior. Stone is also used occasionally, with the bricks bound using tar. Many of the houses use tar for mortar. Castles in the area tend to be wooden structures with wooden walls. These are little more than hill forts built on mounds with ramparts and ditches circling the structures. They either protect the personal residence of the castle lord (Maorides) or enclose a settlement.

Taxes are levied by the king through his lords and the structure is loosely feudal with Ronian-Blooded humans and Khubsi-descended Halflings occupying the ruling class and humans of Kash stock (primarily Gruskel speakers) living as slaves, villeins, freemen, or craftsmen. In the cities this structure tends to less predictable. There is a simmering low-grade conflict in Palus between the Ronian aristocrats and Khubsi aristocrats.

There are two major classes of Lord in Palus: Castle Lord (Maorides) and Minor Lord (Archon). Generally speaking anyone living within the sphere of a Castle Lord is under his authority. Anyone living on the manor of a castle lord or minor lord is also under his authority. A Castle Lord will often parcel out his land to Minor Lords. Only members of these two classes may own swords and command armies. While the true power lies with the Castle Lord, he usually delegates powers to Minor Lords. Not all of these have land of their own, many simply have the title Archon and serve a Castle Lord. To become a Maorides or Archon one must be from a Ronian or Khubsi family line that traces its origins back to the establishment of Palus during the uprising of Voharus. While Latari speaking Orcs of similar pedigree can also become Lords this is almost never done in Palus (which makes it something of an exception in the region).  

Cities and towns that produce goods of value to the kingdom or that attract merchants are given special exemption from lordly authority and taxation. They answer directly to the King and can appoint their own leaders as well as make their own laws (provided they do not conflict with the King’s wishes or the rules of the Church of Ramos). They are usually named after the King who bestowed special status on them.

There are two large settlements of note in Palus: Port-Sul and Shahr-Tel. Port Sul on the coast, a former Shahri colony that is now the seat of the king. Shahr-Tel is an important trade city bridging the eastern and western sections of the kingdom. It is also known for its strong black market in ancient Nong Sai relics. Shahr-Tel has a reputation in the countryside for being a haven for Sertori as well. It is about 160 miles North of Port Sul. Beyond Shahr-Tel things grow increasingly unstable.

Gruskel is the most common language. Due to the large presence of Halflings who settled here from Shahr, Khubsi is the second most common tongue. Nobles tend to speak Ronian and Khubsi.

The population is predominantly Gruskel (Vaaran) speaking Humans of Kash stock. Ronian Humans are also common and form the bulk of the aristocracy. Halflings are also quite frequent here both populating the aristocracy but also forming an important class of merchants, craftsmen and engineers in the cities (where they tend to live in greatest numbers). Most Halflings speak both Khubsi and Gruskel. There are many dwarves in Palus but they are mainly mercenaries though there are also dwarven blacksmiths and stone masons who have lived here for generations and usually tie themselves to reputable Halfling families in the cities. Ogres are unusually common here as well and exist outside the normal system of taxation and lordly rule. They live primarily in the cities where they often find employment as soldiers, bodyguards or Sertori hunters. The people of Palus value Ogres and treat them better than other places due to their resistance to Sertori magic (Ogres are considered blessed and a sign of luck). Orcs are less common here than other Vaaran kingdoms but not unheard of.

Gru tribes are an increasing problem in Palus, particularly North of Shahr-Tel where the Tari have taken root. But the Gru are not the only invaders. In the east a group of human hill tribes called the Warngel have grown increasingly bold, crossing over from Apprea and raiding local settlements.

The people of Palus take oaths more seriously than other places. They believe in a creature called the Dunger-gel. According to legend the Dunger-gel was an important Ronian general who commanded the northern armies of the empire before its split. He violated his oath of loyalty to the empire and church and sided with Caelum in exchange for land and offices. But before he could claim his prize, Ramos cursed him to turning him into the Dunger-gel, a beast whose arms are wrapped in the thick roots of trees and whose body made of earth and flesh. From head to toe the Dunger-gelis wreathed in spiny thorns that carry the venom of the Thorny Death Moss. Now the Dunger-gel haunts the forests at night, devouring those who have told a lie.

Because this was once the seat of Nong Sai (thousands of years in the past) there remain many ruins in the Gashta Forest and a trade in relics has developed (sold mainly to Shahri and Ronian merchants). Tongasha is the most well known of these but there are others like the Chok Sai ruins. However Grim Beasts are abundant in the forest and particular near the Nong Sai ruins, so those who venture into the tunnels and stupas of Nong Sai are wise to come prepared.




ENCOUNTER TABLE: GASHTA FOREST I
Roll                 Result
2                      Yorga
3                      Haunchback Spiders (1-5)
4                      Hill Tribesmen (1d10)
5                      Sabaqi Giants (1d10)
6                      Haunchback Spiders
7                      Elk (1d10)
8                      Thorny Death Moss
9                      Bandits (1d10)
10                    Wolves (1d10)
11                    Lost
12                    Obstruction
13                    Gru Tribesmen (1d10), 1 in 10 chance of a Berserker being present
14                    Strix (1d10)
15                    Worm Wood
16                    Bear
17                    Ogre Tribesmen (1-5)
18                    Gru Slave Traders (1d10)
19                    Sertori Hunters (1-5 Ogres and 1d10 Humans, Halflings or Gru)
20                    Roll on GASHTA FOREST II

TABLE: GASHTA FOREST II
Roll                 Result
2                      Dunger-Gel
3                      Dryad
4                      Harpy
5                      Brownies
6                      Krut (1-2)
7                      Elk (1d10)
8                      Ghoul
9                      Pavalorgi
10                    Wildmen
11                    Lost
12                    Theklan Raiders
13                    Sertori
14                    Trolls (1-3)
15                    Trow
16                    Minotaur
17                    Boar (2d10)
18                    Banshee
19                    Lich

20                    The Barga (Bear Monstra)

WANDERING HEROES OF OGRE GATE: UPDATE AND PLAYTESTERS WANTED

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Wandering Heroes of Ogre Gate is coming along very well and I just received a glimpse of the cover art. This image was created by Jackie Musto and is a preliminary draft of the line art. It will be inked and given some vibrant colors for the final version. There are also going to be some minor changes to details like the weapons. 

The logo in the background is Chinese Calligraphy by Mak So Ji of Chi in Nature. It reads: 虛界  遊 俠 傳 and this literally translates to "The Mystic Realms-Wandering-Hero-Chronicle". This was arrived at when I explained the concept of the setting and the English title to Mak.

I should note while we have used the term Wuxia loosely to describe Wandering Heroes of Ogre Gate, it actually encompasses another genre that is closely related called Xian Xia which includes more mythic and fantasy elements, a sort of martial arts fantasy genre. Our goal is to make it easy for the Gamemaster to dial the fantasy up or down. Wuxia does have its own supernatural assumptions but Xian Xia features more things like monsters, immortals, etc. Stuff you might expect in a typical fantasy RPG. Wandering Heroes of Ogre Gate will include some of these fantasy elements. In my own campaign however their use has been minimal as I've mainly been emulating series like Heavenly Sword and Dragon Saber and movies like Come Drink With Me or New Dragon Gate Inn. So I put a lot of focus into things like characters, sects, etc.

When Wandering Heroes of Ogre Gate is ready we will release it as either a Free PDF or as a Pay What You Want PDF. The reason for possibly going with Pay What You Want is the level of interest in Ogre Gate will determine whether we expand it to print and a full rulebook PDF. Right now it is more of an experiment being released so we can gauge interest and get feedback for refining the system. It has a large list of powers and abilities and to fully test that we need external play testing. Much of that will take place with the release of the initial free/pay what you want PDF.

Even though it is going to be free, it will be complete. Right now we have about 50,000 words in the manuscript, which should come to 100 pages or so, and there remains a lot to be done. So this will likely be a 150 page book when finished and released.

I would still like to get as much external play testing done as possible before the free release. So anyone interested in testing out Wandering Heroes of Ogre Gate can contact us at BedrockBrendan@gmail.com to receive a copy of the manuscript and setting map. You will also receive a free download of Sertorius (the system the game is based on) upon contacting us. Those who submit playtest reports will receive a free PDF of Servants of Gaius.


OPERATION HYDRA AVAILABLE IN PDF

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Operation Hydra, the original Terror Network investigation module, is once again available in PDF. 

The clock ticks away as an Al Mahara terrorist cell plots a deadly attack on Dallas Texas in this exciting investigation. Agents scour Dallas for leads in an effort to confront the terrorists before it is too late.


Designed for 2-6 players, Operation Hydra is an investigation module for the Terror Network game system. It comes complete with a map of Dallas, detailed locations, and an array of suspects. It also includes a countdown timeline to keep your players on their toes.

Available in PDF here: OPERATION HYDRA


USING HORROR SHOW IN SERVANTS OF GAIUS

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When I run Servants of Gaius I often use the Horror Show monster creation rules in Chapter Seven to create new threats for my players. Sometimes I just use existing monsters from the Horror Show monster chapter as well. An example of this is when I brought werewolves into my campaign in Germania. 

When we designed Horror Show, we had a sense that the monster section might be useful for our other games. At one point I was planning a Crime Network campaign that turned into a horror campaign midway through (but I didn't have the heart to make that kind of switch). Mainly I found the rules useful in Servants of Gaius. So we decided to bundle them as a PDF package.  

Now you can get PDFs of Servants of Gaius, Horror Show and the Guide to Aegyptus together for $6.50 at places like RPGNow. 

You can find the Servants of Gaius bundle here: SERVANTS OF GAIUS BUNDLE 

I think this is a very good combination. Servants of Gaius and Horror Show blend quite nicely. The key is to use chapters Seven and Eight from Horror Show so your party can face werewolves, vampires and monsters of your own creation.
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