Recappipping my Fungal Kingdom Game
The following is a recount of running my group through some of 8-Bit Adventures: Welcome to the Fungal Kingdom. At the time, we were playing Paizo's Pathfinder Roleplaying Game adventure path, Iron Gods. When we didn't have enough players for the AP, they found themselves in the Fungal Kingdom. - 8-Bit Ben
Our players were Ocran the human fire sorcerer, Emil the tiefling rogue, and Lily the gnome ranger with her Tasmanian tiger companion. The party is level 4, and without any healers.
Exploring the ruins beneath Torch in Numeria, the party accesses a room that had been hidden within the rubble. This room had been pierced by dark blue stone. On the ground, near a large green pipe, two tattered skeletons were found. One, likely a dwarf, wore the moldering remains of red leather armor. Near him, a taller body, perhaps a human or half-elf, wore blue and green robes, ravaged by age. From within the pipe, a voice was heard, calling on heroes to save the kingdom once again.
Our party travelled through the pipe, finding themselves in a strange land of blue skies, rolling green hills, and trees that looked like giant mushrooms. They were greeted by Princess Apple of the Fungal Kingdom. Her kingdom of quint farmers and sentient mushroom people were under attack from the Turtle King. His turtle troops were marching the land, and the princess needed their help.
The party agreed, and found themselves guests of the princess in her castle. There, they were challenged by Captain Gill, head of the Fungi-Folk guard. He challenged them all to feats of strength and dexterity, which he failed at horribly. As a reward, he supplied the the victors with enlarging mushrooms. Later that evening, a feast was held in honor of the strangers, whom had agreed to help the Fungi-Folk rid their lands of the Turtle King's minions.
During the night, a massive explosion rocked the castle. The party ran downstairs to find one of the Turtle King's son's abducting the princess. Turtle troopers intercepted the party, while the Princeling made his escape. The turtle forces were defeated, but the party needed rest before they gave chase to the Turtle King's airship.
The party travelled through the Evil Woods, facing off with man-eating plants, maniac mushrooms, and finally faced a giant man-eating plant, which was busy trying to eat some sort of dinosaur. The party came to the rescue, the sorcerer using his fire magic, and the ranger wielding her flaming war hammer. They made quick work of the prodigious plant, and befriended the dinosaur.
At the Fiery Plains, the heroes encountered a cluster of lava plumes and heavily armored, black beetles. The bugs were immune to the sorcerer's fire magic, and extremely difficult to hurt with weapons. The party dodged through the lava plumes, reaching the other side, where and old gate blocked the path. While the rogue worked on the locks, the dinosaur ate one of the beetles and had to spit the empty shell out. With the locks picked, the group headed into the Fiery Plains propper.
The trip across the blasted wastelands was hot. Undead turtles rose from the sands and the group engaged in battle. The party defeated the skeletons, but the creatures rose up again, and again! The group had to flee to avoid the undead. Hours into their trip, the barely reached an oasis before the Dino collapsed from heat exhaustion. At the Oasis, the party spotted a carnivorous flower, drooling a fluid like alchemists fire. While it resisted fire damage, it was still a plant, and the fire sorcerer and flaming war hammer made quick work of it. The party even found a Stoneskin Star in the plant's pipe.
The party rested a few days at the oasis, the hungry dino unable to take the desert heat. Eventually they had to move on though. They fought through more turtle troops, the rogue making sneak attacks against the shelled opponents, while the fire spells cooked them in their shells. Ahead of them, the Turtle King's airship was anchored at a small, stone shack.
The party heard the Princeling inside the Hut, and kicked the door in. There, he laughed at them all clustered near the door, and he fireballed the group. This was enough to kill the dinosaur, and heavily injure the ranger and her tiger. The Tasmanian tiger rushed in, and clamped down on the giant turtle's hand, crushing it in it's jaws. The party got in on the fight, striking fast, and hard. The Princeling, unable to cast spells with his ruined hand tried biting the Tasmanian tiger, but failed. Suffering heavier injuries, the Turtle used his staff, knocking almost everyone to the ground and deafening them. He blew a hole in the wall and escaped to the waiting airship.
Not giving up, the ranger and thief gave chase, while the sorcerer had a hard time getting to his feet, and then casting spells while deaf. The Princeling hung to the rope ladder of the airship, while the rogue and ranger begun climbing up as well. The turtle swung his tail, trying to knock his pursuers off the ladder as the airship accended. The ranger, unable to hang on, fell 40 feet to the ground. She managed to survive the fall. The thief attempted attacking the Princeling, but found it too hard to do while hanging on for dear life. The sorcerer, finally outside and no longer deaf, fired one last, desperate magic missle. It struck the Princeling, sending him falling from the airship's ladder. The 60 foot fall, and the spells, were more than enough to kill the Turtle King's son.
The thief had to leap from the airship's ladder, and rolled to a stop on the ground. There, the woman being held in the hut revealed herself as the Fire Hag, a Fungi-Folk witch. She led the party to her well, which was a cleverly disguised green pipe. The Princeling was trying to discover more about these ancient pipes, and how they traveled to different worlds. Perhaps he was trying to gain access to these other realms for more power. Princess Apple is still being held by the Turtle King, and surely he'll want revenge against the party for killing his son. Perhaps the green pipes will once again call the party to help the Fungal Kingdom, or some other world in need, but for now, Numeria needs its fledgling heroes.
So, what are your experiences with the 8-Bit Adventures line?
That's all I've got for now folks,
8-Bit WedNESday: What’s Next?
Welcome back to 8-Bit WedNESday! Normally, I write the 8-Bit Blog on Saturday, and set it to post on Wednesday morning. That gives me some time to do edits if I need to, or completely change what I was going to write about. Not today. Today, I want to talk about the future of the 8-Bit Adventures brand.
First and foremost: I'm not going anywhere. This blog isn't a “I'm sad to say I won't be around long,” kind of post. In fact, I'm happy to say that 8-Bit Adventures four (yes FOUR!) titles somewhere in the writing process.
Currently in the layout and art process, 8-Bit Adventures: Space Bounty Hunters is primed to be our first foray into the Starfinder Roleplaying Game. This isn't a first for Fat Goblin Games, or for the Fattest Goblin himself, or for me either, but, it's a first for 8-Bit Adventures. Space Bounty Hunters will take you, and your party should they choose to join you, to the edges of the Union System, where an A.I. and her band of pirates have taken over a research lab. It's up to you and the party to explore the lab and it's hostile environments, while battling against alien threats. Along the way, you'll find weapon and armor upgrades to help keep you alive. 8-Bit Adventures: Space Bounty Hunters is written by me, 8-Bit Ben aka Ben Dowell. I'm fortunate to have the editing expertise of Michael Ritter (Fat Goblin Games Starfinder Roleplaying Games Line Developer, and author of Close Encounters: Hyperspace Fiends), Lucus Palosaari (Fat Goblin Games Editor/ Project Manager, and author of vs. Stranger Stuff: Season 2), and Troy Daniels (Fat Goblin Games Editor/ Project Manager, and of Starjammer: Core Rules). Yes, all three of of the Fat Goblin Bastards (their name, not mine) wanted a look at this book. So far, their feedback has been pretty positive!
Somewhere in the writing process, we have two more books. Ismael Alvarez (our 5th edition expert, and author for Ponyfinder among other releases) is working on an 8-Bit Adventures book about evil android bosses, and stealing their powers when you defeat them. I'm really looking forward to this one. I'm also working on an idea that’s tentatively called “Expansion Pack,” which will provide additional content for the books we’ve already released, which will focus more on the Pathfinder Roleplaying Game. If you've been following the blog, you've seen some of this already. If you're worried that this will only be a reprint of free blog content, don't worry. There’s more content in there that you haven't seen yet.
I did say there's a fourth book in the works. It's so early in the works, it was just pitched to me today. I can't give a lot of details on it now, but, if it gets approved, it'll also be a Starfinder Roleplaying Game compatible title. That's really all I can say right now.
So, what do you think? Are you excited about Starfinder Roleplaying Game compatible 8-Bit Adventures? Have you used any 8-Bit Adventures material in a game? What future releases would you like to see? I've got a list of games we want to adapt, and I'd love to hear your opinions!
If you're active on the Paizo message boards, we have two threads where you can talk about the line. Our Pathfinder thread is HERE. And if you're interested in Starfinder, that can be found HERE. Of course, we use Facebook a lot too, so if you want to reach Fat Goblin Games, you can do that HERE, or, if you want to reach 8-Bit Ben, do that HERE.
All of us at Fat Goblin Games love hearing about your games, and your feedback on our products, so don't be shy.
Your pixelated GM,
8-Bit WedNESday: Castlevania Anniversary and Editing 8-Bit
Welcome back to 8-Bit WedNESday! I’m your pixelated GM, 8-Bit Ben. September 26th, 1986, Konami released the original Castlevania on the NES. Castlevania was an action/platformer set in the demonic castle of Dracula. You played as Simon Belmont, a monster hunter, using his whip “Vampire Slayer” to take on the forces of the night. This was the first entry for the series, which spawned 31 video games and the animated series on Netflix. You may also remember Simon Belmont in Captain N: The Game Master, even though you may want to forget that incarnation.
Congratulations on 31 years of whipping it good Castlevania!
Editing 8-Bit Adventures: Space Bounty Hunter
Today I was working on edits for 8-Bit Adventures: Space Bounty Hunter,for the Starfinder Roleplaying Game. Fat Goblin Games new Starfinder Roleplaying Game editor, Michael Ritter, asked an interesting question: What happens if the players side with the BBEG? Thankfully, this is at the end of the adventure. If the PCs side with the BBEG it doesn’t change much of the rest of the book. So, I offered a simple solution: Write more adventures letting them play as the BBEG’s lieutenants! It’s not a difficult solution on my side of the writing, but, for the GM running Space Bounty Hunter it may become more work.
So, what if you want to side with the bad guy in taking over the galaxy? What do those adventures look like? Well, here’s a few ideas:
- Union forces are trying to stop the BBEG’s ship. The PCs must defend it from their troops.
- The BBEG needs fresh genetic samples for cloning. The PCs must explore a new planet, and collect samples of as many creatures as possible.
- A planet has not accepted the BBEG’s ultimatum. Now the PCs must make an example in a major city by taking the city’s leader hostage, defeating their law enforcement, and taking control of the important parts of the infrastructure.
- The BBEG want the PCs to deliver “packages” throughout a hostile complex. The packages are definitely not hostile creatures.
Before I wrap up this post, here’s another preview of 8-Bit Adventures: Space Bounty Hunter. Remember, this is a preview, anything can change before it’s released.
Your superior physiology allows you to jump higher than normal.
Prerequisites: Acrobatics 5
Benefit: You can use the Acrobatics skill to make powerful jumps. The base DC to make a jump is equal to half the distance to be crossed (if horizontal) or double the height to be reached (if vertical). The DC doubles if you do not have at least 10 feet of space to get a running start.
Normal: The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical).
That’s it for this week! If you have any questions, comments, or concerns, be sure to respond in the blog or on Facebook.
Your pixelated GM,
8-Bit WedNESday: Space Bounty Hunter Preview
8-Bit WedNESday: Space Bounty Hunter Preview
Welcome back to 8-Bit WedNESday! I’m your pixelated GM, 8-Bit Ben, and today I’m going to share something that’s been in the works for several months: 8-Bit Adventures: Space Bounty Hunter. This is a little sneak preview for you Starfinder Roleplaying Game fans, of a book that’s in editing and layout. Any part of this book could change from now to when it’s actually released.
If you’re a fan of our 8-Bit Adventures books, then you know we’re trying to take a nostalgic look at the iconic video games of the past and bring those adventures to life in your campaigns in the Pathfinder Roleplaying Game (and Starfinder Roleplaying Game) with all new options. This includes new creatures, feats, spells, equipment, and site-based encounters. Recently, the Starfinder Roleplaying Game was released by Paizo Inc. and a certain power-armor clad, bounty hunter’s game came out for the Nintendo 3DS.
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So, what makes our bounty hunter stand out? What are the mechanics we can take away from her video game, and apply to a roleplaying game? Those are the big questions I ask myself before writing an 8-Bit Adventures book. When I picture our bounty hunter, and her games, I think of power-armor, aliens, and exploring strange environments.
One of the things I see most people requesting are more aliens for their PCs to encounter. Here’s a preview of one of the most iconic creatures from the video game franchise, given an RPG treatment:
Alien JellyThe body of an alien jelly consists of a thick gelatinous membrane and contains a set of red, raspberry-shaped, nuclei. They have two pairs of powerful mandibles.Alien Jelly CR 3XP 800NE Medium aberrationInit +8; Senses darkvision 60 ft., sense blood 30 ft.; Perception +8DEFENSEEAC 12; KAC 14hp 30Fort +4, Ref +4, Will +5Defensive Abilities blood meal; DR 5/magicWeaknesses vulnerable to coldOFFENSESpeed fly 50 ft. (perfect)Melee bite +2 (1d6 P; grab)Offensive Abilities draining bite (1d6 see below), grabSTATISTICSStr +0, Dex +4, Con +3, Int –2, Wis +1, Cha +0Skills Acrobatics +12, Perception +8, Stealth +11Languages AkloNoncombat Abilities blood mealECOLOGYEnvironment ruins, underground or urbanOrganization solitary, pair, or swarm (3–6)SPECIAL ABILITIESBlood Meal (Su) When an alien jelly gorges on energy from its draining bite to an extent that it gains temporary hit points, it moves much more quickly. It gains a +2 enhancement bonus to its Armor Class and on Reflex saves, and can take one additional move action each round.Draining Bite (Ex) An alien jelly drains health with each successful melee bite attack dealing an additional 1d6 points of damage. Every time an alien jelly damages a creature in this way, it heals an equal amount. Hit points healed in excess of its maximum are gained as temporary hit points, to a maximum amount equal to its Constitution score. These temporary hit points last for 1 hour.Grab (Ex) If an alien jelly is successful with the bite attack, it deals normal damage and attempts to start a grapple as a swift action without provoking an attack of opportunity. An alien jelly has the option to conduct the grapple normally, or simply use its mandibles. If it chooses to do the latter, it takes a –20 penalty on its attack roll to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage. Each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold.Sense Blood (Ex) An alien jelly can immediately sense the presence of warm-blooded creatures in a 30-foot radius as if it has the scent ability. It can detect exposed blood within a mile.Alien jelly are strange creatures from an unknown world and are feared as tenacious, man-eating beings. Engineered by space pirates as a bioweapon, they are deployed in populated areas to kill off the citizenry.Although somewhat intelligent, alien jelly do not form societies. They sometimes form into small swarms, but even then they show little interest in working together. Much of a alien jelly’s time is spent seeking prey. Once latched onto another creature, they won't let go until that creature is dead.
What are some of the other things you’re hoping to see in 8-Bit Adventures: Space Bounty Hunter? This is already a big book, but there’s always room for more goodies in a future release. Since this is a sci-fi themed 8-Bit Adventure, isn’t the future what we should be looking forward to?
Your pixelated GM,
8-Bit WedNESday: Luigi's Mansion 16th Anniversary
Welcome back to 8-Bit WedNESday! Today we're going back to the Fungal Kingdom and talking about 8-Bit Adventures: Welcome to the Fungal Kingdom. I know, I know, I did a whole month of Fungal Kingdom stuff, but, there’s a reason for it today.
Back in 2001, Nintendo has a little, purple gaming box out, called the GameCube. The GameCube had a lot of great games on the system, including Mario Sunshine, Legend of Zelda: Wind Waker, and Metroid Prime. These games may not be from the 8-Bit era, but they continued the legacies of early Nintendo characters. Then, on September the 14th, 2001, Nintendo released Luigi’s Mansion.
In Luigi’s Mansion, you play as the green hat having brother of Mario, which up to this point had very little personality, unless you remember John Leguizamo or Danny Wells. Luigi has won a mansion, and when he and Mario go to see their new digs, Mario gets kidnapped. It’s up to Luigi to save his brother from the ghosts that haunt the spooky, old mansion with the help of a mad scientist, a flashlight, and a vacuum cleaner. Is it a silly premise? Sure, but most games are.
In Luigi’s Mansion, we find out that Luigi, despite over 15 years in the Mushroom Kingdom at this point, is actually a big scaredy-cat. He shakes and shivers. He nervously whistles. He jumps when ghosts come out of hiding! And despite his fears, Luigi continues busting ghosts to save his brother, showing that despite his fears, he’s actually rather brave.
Sixteen years later, I write a blog about turning awesome video games into material for the Pathfinder Roleplaying Game, for Fat Goblin Games. A few weeks ago, I introduced the Ghost Sucker 4000 (see below). Today, I introduce you to Ludwig Gespenst, an investigator of the spirit world!
Male human investigator (spiritualist) 5
NG Medium humanoid (human)
Init +1; Senses Perception +12
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 36 (5d8+10)
Fort +2, Ref +5, Will +6; +4 bonus vs. death effects & neg. energy
Resist strong life
Speed 30 ft.
Melee +1 ghost touch rapier +4 (1d6+1/18-20)
Special Attacks studied combat (+2, 3 rounds), studied strike +1d6
Str 10, Dex 13, Con 12, Int 17, Wis 14, Cha 10
Base Atk +3; CMB +3; CMD 14
Feats Alertness, Defiant Luck, Inexplicable Luck, One Eye Open
Skills Acrobatics +8, Climb +7, Diplomacy +8, Disable Device +10, Escape Artist +8, Perception +12, Sense Motive +12, Spellcraft +11, Stealth +8, Use Magic Device +8
Languages Celestial, Common, Daemonic, Gnome
SQ commune with spirits, inspiration (5/day), investigator talents (device talent, fast getaway), keen recollection, sixth sense, spirit sense, swift alchemy, trapfinding +2, whispering spirits +2
Equipment wand of color spray, hide shirt, Ghost Sucker 4000
Commune With Spirits (augury) (Sp) 1 minute to consult spirits for information & understanding.
Commune With Spirits (comprehend languages, detect secret doors, identify) (Sp) 1 minute to consult spirits for information & understanding.
Defiant Luck (1/day) Reroll a natural 1 on a save, or force a reroll of a critical hit confirmation roll.
Device Talent (Ex) Use Inspiration with Use Magic Device at no cost.
Fast Getaway (Ex) After a sneak attack or Sleight of hand check, can withdraw as a move action.
Inexplicable Luck (1/day) Gain +8 bonus to a single roll, or +4 after the roll is made.
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
One Eye Open Perception check DC doesn't change when asleep.
Sixth Sense (Su) Use commune with spirits to reroll a failed save.
Spirit Sense (Su) Spend 1 less inspiration to augment saves vs. effects from incorporeal creatures.
Strong Life +4 (Ex) +4 to save death effects & neg. energy.
Studied Combat (+2, 3 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision damage.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Whispering Spirits +2 (Su) Use commune spirits to gain insight bonus to AC and saves for 1 minute.
Ghost Sucker 4000
Price 65,000 gp; Aura moderate necromancy; CL 7th; Weight 10 lbs.
This purple cylinder is worn on the user’s back, and controlled by a switch on the hose which must be held in a hand.
When activated, the backpack fires a ray as a ranged touch attack, with a range of 30 feet. If successful, the attack deals 3d4 points of damage against ghosts only. No corporeal creature can be damaged by the backpack’s ray. The ray deals damage normally against incorporeal creatures. An incorporeal creature’s 50% reduction in damage from corporeal sources does not apply to attacks made with the backpack. If a ghost is reduced to 0 hit points from the backpack, the ghost is permanently destroyed.
Cost 32,500 gp
Craft Magical Arms and Armor, Craft Wondrous Item, magic jar, plane shift
That’s it for now. Go celebrate some ghost-busting on the GameCube, with Luigi’s Mansion anniversary on 09/14/2001. Then, on the 15th, go get Metroid: Return of Samus for the Nintendo 3DS. You’ll want to brush up on the power-armor wearing bounty hunter as we get ready for our next 8-Bit Adventure in spa-a-a-a-a-a-ce. We’ve got more anniversaries after that, so stay tuned!
Your pixelated GM