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Attribute Pools

As much as the game was playtested, now that it is really out there in the hands of players we have received a lot more feedback. In addition to that, we have just had new ideas and thoughts regarding the way the game plays.  One thing that initially came up, but for reason I can’t remember was left out of the final game, was Attribute Pools. As the game works now, most of your core Attributes, Strength, Constitution and Intelligence, don’t have a lot of effect on general game play.  The idea behind an Attribute Pool was to give players a little advantage when they needed it.

The way the Attribute Pools works is quite simple.  You have two Attribute Pools, Physical and Mental.  Your Physical Pool is the total of your STR and CON, while your Mental Pool is the total of INT and ESS.  These pools can be drawn up to give bonuses to skill rolls.  For example, if your STR is 5 and your CON is 6, your Physical Pool is 11.  The pool can be drawn upon to add a +1 to a skill roll for every point taken from the pool, up to a maximum of +3 per attempt.  Once a pool is depleted it does not reset until the next day.  A player must commit to using their Attribute Pool before rolling the dice.  Sometimes the dice can be fickle, and you really need to succeed at a skill roll, the Attribute Pools help with that.




Zerra is large, even by Anuir standards.  However, it isn’t the size of his body that sets Zerra apart from others, but instead it is his demeanor.  Zerra is the only male priestess in the Sisterhood of Stevra, though the rules strictly forbid such a thing, the High Priestess Shara herself concludes that despite Zerra’s outward appearance, his soul is that of a woman.  Despite offers to have his appearance magically altered to match his inner spirit, Zerra has refused, stating that his body is merely a vessel used to perform the work of Stevra and that it’s appearance does not matter.  As if to exemplify that, Zerra has grown a rather impressive beard that he wears in braids tossed over his broad shoulders.

Zerra can be found in the rather isolated village of Stolsbruck near the edge of the Blood Glacier.  The only other permanent residents of this bitterly cold outpost are a handful of other initiates of Stevra that have been sent here to do penance in order to restore themselves to good standing in the eyes of Stevra.  Though most regard this as the worst of punishments when they first arrive, after their stay under the guidance of Zerra, they leave stronger in their faith than ever before.  Zerra is a firm, yet compassionate priestess, and for many it is the only aid to be found in this harsh environment.

The Sisterhood in Stolsbruck also sell supplies to those that wish to explore the Blood Glacier, along with a parting warning that such endeavors are foolhardy at best.  Even so, if asked they will perform a blessing ritual to bestow the good graces of Stevra upon any travelers.


The Baldersnags

The Baldersnags is a messy tangle of swamps and briar patches lying to the east of Greeningsdale. Maintaining an open road between Greeningsdale and the coast is a constant struggle.  Between the thick masses of thorn bushes and the dangerous bogs one also has to contend with the swirling chaos of the Mists, as the Baldersnags lies partially within.  It is not uncommon for miles of road to simply be swallowed up, interrupting trade and travel for weeks, sometimes even months.

As if the natural elements of this place weren’t bad enough, the Baldersnags are a breeding ground for Grey Spinners. The giant spider-like creatures can nimbly move over the knotted brush and their sticky webs dot the landscape, waiting for anything unlucky enough to stumble into them.  The Mistrunners Association has an open bounty on Grey Spinners in the region, offering a 100 soverns per head.

The Baldersnags presents the biggest challenge to the new railroad that the city of Wayfarers Way is attempting to build between the coast and the interior of the True Realms.  For anyone in need of work, crews are always hiring, both for physical labor as well as muscle to keep the local wildlife at bay.



NEWGame 2013

Mistrunner is going to be at the Northeast Wisconsin Gameapalooza, October 19-20.  We will have a booth selling the game, as well as a sneak peak at the current supplement, The Big Book of Feats.  Saturday October 19 we will be running “Horror of the Rope Ghost” and on Sunday we have “Rygar Ate my Baby”.  Come out and show your support, or if you are new, check out the game.  NewGame 2013 is the successor to OshCon, and if it is half as good it will be more fun than a bag full of Paganhunters.  It is local cons like these that are the bread and butter of the small, indie publisher.  It is here we can interact with the players and hopefully introduce new folks to our little piece of the RPG world.  Hope to see you there.

Gen Con 2013

Mistrunner will be attending the big daddy con this year.  While we won’t have a booth, the game will be there, and will always be ready to whip out some dice and give a demo, or time permitting, a complete adventure.  I will also have copies available for those that want them, though such business would need to be conducted outside the Con as I don’t want to be that guy and break all the rules and be a dick and steal thunder from hard working types that actually paid for a booth.  I am planning on having several PDF copies available to those that complete various tasks that I will be assigning on Twitter.  You can find me there @Nakedhobo.  I look forward to seeing all my gamer friends. as well as making many new ones.

Still Alive

Sorry about the lack of updates, real world has been gobbling up a lot of my time.  Things are still happening though.  Good things.

I just finished up with GlennCon, a little three day gaming convention I put on with generous support from my place of employment, The Board Game Barrister.  I ran two great sessions of Mistrunner.  I hadn’t run a game in almost two months, and though it took me a few minutes to shake off some of the rust, people had a good time.  At least they seemed to, most of the players ended up buying a copy of the book (in fact the only ones that didn’t were those that already have a copy).

I am also in the process of working on two supplements. The first is an introductory adventure for new characters.  I am making this in part with MKERPG for their monthly video series MKERPGTV.  They film gaming sessions, with the hope of promoting gaming and possibly introducing people to new games as well.  This should be finished in mid to late August, with a purchase date of around September 1.

The second project is a book of perks.  Perks will be little extras you can take whenever you level up a skill.  They will give a little more variety to your character, as well as give some more practical uses for some of the lesser desired skills.  For example, the Dancing skill has a perk called Dance of Steel.  That perk will give bonuses during combat.  This is proving to be a much bigger project than I originally imagined.  I am doing 5 perks for every skill, which translates into about 400 perks.  What I thought was going to be a 10-15 page mini expansion is turning into a 40-50 pages supplement.  Hopefully this will be done in October.

That is all I have for right now, but I promise to be more frequent with updates, including a few little bonuses that I will be throwing up for the Mistrunner faithful.  Thanks, and eve if you aren’t playing Mistrunner, make sure you’re playing something.


Mistrunner is going to be at OshCon.  If you are anywhere near Wisconsin, come out for two great days of fun and games, October 13-14.  I’ve been going to this convention for the last 5 or 6 years now and it is always a good time.  Board games, role playing, miniatures, if it can be played, good chance you’ll find it here.

Mistrunner PDF is available now from Drive Thru RPG

You can now buy a download version of the PDF from Drive Thru RPG.  You can also find it at RPGNow as well.  Cost is a mere $10, who are you to resist?

As an extra incentive, one dollar out of every purchase will go to help buy Jammie Dodgers for a hungry game designer.

The forum is live.

I have added a forum so we can all talk about the game.  Just go here and let the discussions begin.

Mistrunner, an Introduction

To my dear Llandrath,
Your uncle informs me that you wish to travel beyond the watery confines of your homeland. Knowing myself to be the family’s infamous traveler, he pressed me to impart some knowledge on the world at large. I believe he hopes it will frighten you into changing your mind. I assure you, however ghastly any of my tales may become, that is not my intent. I merely wish to impress upon you the danger that a damp, young Nekron might find himself confronted with.
The first unnatural phenomenon that you will undoubtedly encounter, are the Mists themselves. Chances are, as you have been imbued with the wanderlust that so few of your relatives have been inflicted with, you have probably already taken your first tentative expeditions into it. I would not recommend ever doing so without some form of trained guide.

Your mother has fed you stories about the Faye races: babies stolen, family pets eaten, travelers driven to the brink of madness and beyond by the pranks of faerie-kind. All these accusations are true, to one extent or another. The Mists are home to the pure Faye. You have spoken with the Karanar traders that come through the area. That elf-like race holds only a shadow of their eldritch nature, tempered by a strong bit of old humanity. Do not expect the true Elven Host to be as approachable. They are mysterious, savage, mystical, and civilized in ways that a terrestrial cannot understand in a lifetime of study.
Nearly as dangerous as the Faye are the myriad other creatures that call that eternal twilight home. Prolonged exposure to the Mists will madden and warp any creatures not born in it. Creatures that wander into the Mists and are not quickly killed often become monstrosities. In addition to the Mist-altered beings are those beasts that were born to thrive within the magical night. Mistdragons that dwarf their colossal terrestrial cousins, sinister Grimnoks made of the very Mists themselves, and a host of other creatures great and small. . . (Though there is one blue furred species of jackrabbit that makes an excellent roast. )
Having said all this, the only way to travel between the True Realms is through the Mists. This has been accomplished since the first Mistrunners took those brave steps into an unknown world. Certain people are born with an aptitude for the Mists, much like some people are born with a heightened ability for magical studies. These people are generally apprenticed to the mother of all Guilds, the Mistrunners’ Association. This Guild is the oldest and most powerful organization throughout the True Realms. Without their skilled practitioners, trade and travel would cease, and all the True Realms would collapse into chaos. In addition to a certain attunement to the Mists that allow ‘Runners to see farther through the everlasting gloom, and an uncanny ability to navigate through the sense-depriving soup, Guildmembers are taught how to pilot Mistbarges. These are the ensorcelled vessels that glide through the Mists, driven by the whims of the Mistrunner. A webbing of enchantment surrounds the hull of the Mistbarge, giving it buoyancy in the Mists. Mistrunners guide the ship from a magical Helm. When piloting, ‘Runners sink their consciousness into the Helm, their senses extending throughout the magical weave surrounding the barge, traveling for days at a time without rest or nourishment. The largest of vessels may even utilize several Helms, each piloted by an individual Mistrunner.
Mistbarges are usually built with some means to maneuver on terrestrial realms as well. They range from simple, flat-bottomed river cargo boats, to graceful Karanar cruisers, to the enormous airships of the Mistrunners Alliance. Some of the largest barges never leave the Mists, floating in the ether continuously as smaller ships ferry cargo to the port of call.
The Mistrunners guide the barges along shipping routes between the True Realms that only they sense. They navigate with ability similar to that of a homing pigeon or a spawning salmon, instinctually knowing their destination and traveling towards it, deviating only around whatever dangers lie in the path. I have been told there is a weather system of sorts in the Mists, though it always appears the same featureless twilight every time I travel it. Mighty dragons leave warships in splinters in their wake, and even floating Realms can wreak havoc on a craft not designed to traverse its terrain. Raiders of terrestrial and Faye varieties are rare, but not unheard of. The best of Runners will avoid all of these problems.

If you do venture forth into the Mists, be certain to take passage on a craft bearing the Guild markings under a Guild Mistrunner. Rogues may seem cheaper, but the risks far outweigh any short term benefits. You should be able to find passage here, to Wayfarers Way. It is the metropolis at the hub of the known True Realms. This is a city of the wonderful and exotic. All of the Guilds and most of the Churches have representatives here, and all manner of folk walk the streets. It is a stable force in an otherwise chaotic world. I wile my own days away now at the vast libraries at Farson Academy.
Should your search for adventure take you through Wayfarers Way, please come to the University and spend some time with me. In the middle of this bustle, there are precious few times to sit and remember the days in the quiet wetlands of home.
Sincerely yours,