What is Heroes & Other Worlds?

Heroes & Other Worlds is a game of adventure inspired by Metagaming's classic Melee/Wizard/TFT system combined with inspiration from the Moldvay edited basic game. The rules are easy to learn and use standard six sided dice. The system is simple, sensible and flexible in the spirit of classic role playing games from the early 80's. Become a Hero, Other Worlds await!

Sunday, September 21, 2014

Everyone into the ark!

This is kind of what I feel like as work continues on the Tome of Terrors & Treasures. I really want this to be a pretty complete book with regards to creatures contained in it. While not every possible creature is in here, I think there is a damn fine assortment. For example in Animals I have 60 critters, 8 different creature swarms, 12 Dire creatures, 12 Dinosaurs, 16 vermin, and then there are humanoids, devils, demons, giants, undead and more!

So you can (hopefully) see that this will be quite a complete volume and also why its quite a labor to put together. In the end, I want you to feel like you are getting a great resource and something worth your hard earned money when it releases.

Friday, September 19, 2014

Avast ye scurvy dog!

In celebration of talk like a pirate day, this weekend Lulu is having a 25% off sale on print books  through 22nd of September with promo code MATEY25.

Code may not work in all regions so I apologize if it does not in advance!

In keeping with the pirate theme of this post, if you can find it, watch the 1990 version of TREASURE ISLAND! This version features a young Christian Bale, Pete Postlehwaite, Christopher Lee as Blind Pew, Oliver Reed and Charlton Heston as Long John Silver! Musical score by the Chieftains and enough adventure and heart to make Robert Louis Stevenson proud.

 I watch this at least 2x a year and it released on DVD (finally) about 20 years after it aired on TV.  I nabbed 2 copies because I want to have a bullpen ready when I wear out the first one. Fantastic fun and adventure for the adventurous soul  in us all!

Wednesday, September 17, 2014

Chaos to Order

Image Source
Work is still cooking right along on the Terrors and Treasures book, and I wanted to get your input on arranging the creatures and adding some order to my chaos.

Currently I have separated out some creature types:

Insects + Vermin
Dire Animals
Swarms, Flora, fauna and fungi, Oozes & Slimes
Demons & Devils

Then other creatures Abolteth, Minotaurs, Orcs. Lycantheropes, Skeletons etc. are  all i the Terrors section.

Okay why do it this way? because when I design adventures and stuff I just want to find a slime, or some vermin, or a dire animal and I like to be able to see them all at one time and not flip through pages and pages trying to compare them....but that may be my own hang up.

So I can either continue to section out by types (Aquatic, Undead, Humanoids) or scrap the whole damn thing and just alphabetize it all from A to Z regardless of type.

Thoughts and opinions are most welcome!

Saturday, September 6, 2014

Moving right along

Quick progress report, I am 2/3 done with the new Terrors and Treasures book.  My goal is to have it done and out in October--no trick, just treat!

I also plan to have Cauldron #2 out by Christmas this year. 

Feels like a long way still to go to the summit of this trail, but its a fine trip.

With the release of the monster book--the "core" books are done (Basic Rule/ Expanded Magic/ Monsters).

Then for 2015 the Blades & Black Magic book of options will come out as well as the "Grim Venture" ode to Death Test module and another Cauldron issue.  Further on I have 2016 as the "Revised Rules" release year, but take heart it is not a ploy to make anything obsolete! The revised core rule book will only clean up, revise and combine some features from all the previous works.  Lots of ideas, but its a bit further off so no rush to decide now.

So that is a "best laid plans of mice and men" look at what's to come from where I see things today. As always, thanks very much for playing and for your support!  Game on!

Saturday, August 30, 2014


And the work continues...

One of the "extras" in the TTT (Tome of Terrors and Treasures) will have some humanoid races listed with a playable character option!  So if you wanted to have Bugbear, Gnoll or Frogling characters you could! Most of these races have no EN, but of course a Referee could always over rule that.  So here is a sneak peak at the Frogling:

Encounter: 1d6                             Behavior: Territorial (12)
ST: 6-9                                         Habitat: Jungle, Marshes
DX: 10                                         AR: -2
IQ: 8                                            DM: 1d6 (Dagger or Javelin)
EN: 0                                           SP: Hold Breath
MV: 4/8 leap/ 6 swim                     TR:Pocket, Pack

Frogling's are 3'-4' tall amphibious humanoids that resemble frogs. Known to be of gentle spirit and even temperament, they are respected by all races. They are fond of gathering knowledge, telling stories and love to sing. The deep croaking voices of the Frogling do take awhile to appreciate when in song.

Frogling's live in small clan habitations of domed huts made of mud, lily pads and grasses. While this may sound dreary they are actually quiet cheery and green with the constant curves and rounded nature of architecture providing a peaceful and happy feeling. A typical village will be found near rivers, ponds, lakes and wetlands. In any clan two or three will be wizards with 1d6 spells each, while the rest will be adventurers.  

Frogling prefer only cloth armor or clothing and will rarely wear leather, and never metal armor. They will use shields as these can be discarded if the need to swim or leap arises.

Froglings are fond of wet climates and locations. They will avoid desert areas or dry areas. In such environments where the frogling may dry out it suffers 1d6 ST damage per hour. Salt water is equally unpleasant to froglings and they suffer 1 pt of damage per minute they are exposed (immersed) in salt water.

Hold Breath: A frogling can swim underwater and hold its breath a number of turns equal to 2xST

Frogling characters possess the following racial traits as a base.
ST -2, DX +2, IQ +0, No EN.
Natural AR-1
Medium size.
Special: Hold Breath
Favored Class: Adventurer.

Currently (w/o the treasure portion) this beast is 300 pages!  HOLY CRAP!  There is still a lot of editing and work to do but I wanted to give you a sense of how big this sucker is going to end up being and you can see why this is taking a lot of time!  More coffee and back to work...  

Friday, August 29, 2014

Snake Bomb

In 190 BC, the Carthaginian general Hannibal won a  surprise victory against King Eumenes II of Pergamon. Although vastly outnumbered, Hannibal had an ingenious strategy. Short on other weapons, Hannibal filled clay pots full of venomous snakes. 

During the proceeding naval battle, Hannibal's forces fired hundreds of clay pots filled with the poisonous snakes against Pergamon's navy. Between the snakes and Hannibal's fighters, his army scored a resounding victory.

Snake Bombs in your game
This seems like the perfect kind of weapon to be used by bandits in a desert/jungle environment. They ambush a caravan by launching snake bombs into the caravan scattering everyone and then picking off distracted guards. Or maybe by weaker (but dexterous) creatures like kobolds and goblins who use them to defend their treasures, forts, or as a disruption tool to scatter and break up a stronger, cohesive opponent.

In general a pot should be considered to contain 1d6+1 poisonous snakes.  It can be thrown 1/4 ST in distance (minimum 1) or if launched through some sort of trebuchet/catapult contraption, it would have a minimum distance of 50' and a maximum of 1500'.  

A goblin or kobold slingshot style launcher (4 creature crew) could launch a pot min 30' maximum 150'.

If dropping a snake bomb from above it will break upon impact and the snakes attack the next turn after being released from the broken pot.

The goal is not a direct hit on a target, but an indirect shot that hits near targets and "explodes" the pot open sending snakes all over. The snakes will scatter within 1 space of the "explosion" space. They will attack any target in or adjacent to their spot the turn AFTER they have "exploded" out of the jar.  

This snake bomb creates a deadly distraction as the foes must shift their attention to the new immediate threat. giving the launchers a chance to run or overwhelm their confused and distracted foes.

How to
To capture a snake and handle it requires a 3/DX roll to catch it w/o being bitten! Failure mean the snake can roll to attack immediately!  A character with animal handling skill can apply that skill to this test.

No more than 7 can be put in the same pot and they will survive for 1d6+1 days in the pot.

Thursday, August 28, 2014

Smiling from the undergrond

After a lot of time flying on business the past few days (finished 3 books while flying!) I have taken time off and plan on 3-4 solid days of uninterrupted work on the monster/treasure book this weekend. With my wife out of town for a few days I should have nothing but hardcore focused writing to fill my days. 

She's about 70% done with the cover image and its coming along nicely!  I asked and she is not wanting me to post an image yet as I asked for some revisions. Sorry, but I think it should be worth the wait!

So with a smile from the basement, the pale glow of a monitor illuminating the dark, the calming sounds of various baroque composers in the background and a pot of coffee to keep me rolling, the work continues.