PF 1e: Planned Assault

Book of Magic: Spell Codex Volume 2 (PF 1e)

We’re hard at work on the Book of Magic: Spell Codex Volume 2. Volume 1 was a huge success and we had so much fun working on this. Right now, we’re in the editing phase and starting the preliminary layout.

But I can’t stop myself from sharing what’s inside. We’re updating some spells that go all the way back to 2009, when the Pathfinder RPG was brand new. Oh, how young of a game you were then. You had no idea what a warpriest was, neither a slayer nor shifter. And now look where the game is all these years later.

*Back from the bunny trail* So yea, this spell comes from a player book that focused on dwarves. I just love the idea of this spell. Maybe it is because I have had sooooooo many groups that can’t stick to the plan. Were I in one of those groups with this spell, I’d totally use it as a way to get the group to actually stick to the plan, when we made a plan.

If you haven’t already, grab yourself the Book of Magic: Spell Codex Volume 1 at DriveThruRPG or the Open Gaming Store.

Planned Assault

School transmutation; Level cleric/oracle/warpriest 3, hunter 4, paladin 3, ranger 4
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Area one creature/level, no two of which can be more than 30 ft. apart
Duration 1 minute/level or until discharged
Saving Throw none; Spell Resistance no
This spell increases the effectiveness of a planned action. If the targets spend at least 1 minute studying a situation, they receive bonuses to their first actions in response to the situation. All targets must declare in advance what their intended actions are. If they perform those actions, they receive a +2 sacred bonus to AC, saving throws, and checks for the first round. This bonus increases to +4 at 10th level and +6 at 15th level.
For example, the PCs discover a camp of orcs; the PC cleric casts planned assault, the group spends 1 minute analyzing the layout of the camp, and then declares its actions. As long as the PCs stick to the plan, they gain a +2 sacred bonus to AC, saving throws, and checks for the first round.

1e: Spiderbear

The vast majority of the time, I GM my home game. However, I recently joined an OSRIC game where I’m a player. It has been quite some time since I’ve played 1e or any OSR game, and I’m rather enjoying it. But it didn’t take long for me to get the bug to create something in the system. So I decided to create something simple yet rather memorable. The spiderbear is a favorite of mine so I present it to you for your home 1e game.

Be sure to let us know if you want to see more 1e compatible monsters and more.

Spiderbear

Frequency: Uncommon
No. Encountered: 1d6
Size: Large
Move: 90 ft; 120 ft in web
Armour Class: 5
Hit Dice: 4+4
Attacks: 2
Damage: 1d8/1d8
Special Attacks: Poison, webs
Special Defences: None
Magic Resistance: Standard
Lair Probability: 75%
Intelligence: Low to average
Alignment: Chaotic evil
Level/XP: 4/325+5/hp

Webs: It takes 2 combat rounds to break free from the spiderbear’s webs (+1 additional round for each point of strength below 17).

Treasure: 2d6×1,000 cp (20%), 1d6×1,000 sp (25%), 1d4×1,000 ep (10%), 1d6 gems (25%), 1d3 jewellery (15%), 1d3 magic items (10%).

Making Dungeons in Camp Dungeon Crawl

Right now, DriveThruRPG is promoting all the PocketQuest 2022 games. One of which is Camp Dungeon Crawl, created by us at Jon Brazer Enterprises. We are really proud of this, as it is our first full game created by us. In this game, everyone plays their own adventuring party. So if you have four players at the table, you have four adventuring parties. In previous blog posts, we discussed how you make your adventuring party in Camp Dungeon Crawl. Today we want to talk about how to create dungeons that your adventuring parties will be diving into.

You create a total of four dungeons in Camp Dungeon Crawl, one for each round. Everyone at the table creates a single dungeon per round. One person goes first and picks a piece of the dungeon (or segment, as they are called) from the list in the book. The next person picks the second dungeon segment, and so on. The first dungeon is easy, having only three dungeon segments. Each successive dungeon gets harder, having an additional dungeon segment to a total of six for the final dungeon.

So when it is your turn to decide which dungeon segment that you want for the dungeon, you have to choose one that is either easy to pass—earning a small reward if you pass—or a segment that is more difficult to pass—potentially nabbing yourself a bigger reward. Here’s the thing, though: what is a difficult roll for you may not be so difficult a roll for someone else. You may be trying to nab a reward for yourself and inadvertently help one of the other adventuring groups improve their stats. So when you pick your dungeon segment, you have to pick carefully.

There is one rule when creating dungeons: you can’t pick a segment that requires a skill that is already being used in that dungeon. So if the first person picks a segment that tests a group’s Magic, you can’t pick Magic again. You have to pick something else, like Religion or Offense. This makes sure that any particular dungeon tests a variety of skills, making it more difficult for a group that specializes in one or two skills is not the automatic winner of the game.

The third and four rounds add Bosses to the dungeons. The person that goes last picking segments for those dungeons gets to pick the more powerful creature that is awaiting at the end. These are threats like dragons, mad necromancers, avatars of banished deities, skeletal hordes, and much worse. Bosses require three skill checks and offer a much bigger reward.

Next time we’ll talk about sending your adventuring party into these dungeons.

Download or order your copy of Camp Dungeon Crawl today at DriveThruRPG.

Camp Dungeon Crawl is Now Available

Welcome to Camp Dungeon Crawl

Do you want to traverse dangerous dungeons, defeat monsters, and face deadly traps, but aren’t sure you have what it takes? Are you ready to work with a group of adventurers that have your back amidst terrible dangers? Then Camp Dungeon Crawl is for you! In this game, you will create a group of adventurers and then handcraft dungeons for those adventurers to explore and conquer.

Designed for 3-6 players, Camp Dungeon Crawl is a quick game that is fun for the whole family or perfect for your regular gaming group as a break from your usual campaign! Join Camp Dungeon Crawl today!

Download Camp Dungeon Crawl today at DriveThruRPG.

How Do You Play Camp Dungeon Crawl?

If you haven’t heard DriveThruRPG is trying to encourage the next generation of game designers with PocketQuest where designers are to write a complete game in under 20 pages. Having not created a game since starting Jon Brazer Enterprises, I decided it was time I created my own complete game. This brings us to Camp Dungeon Crawl.

What is Camp Dungeon Crawl?

Camp Dungeon Crawl is a game where you and everyone else at the table play camp counselors, trying to train up their campers to be adventuring parties. Your group of campers has an adventuring party, and each other player at the table has their own adventuring party. You create your adventuring party by choosing from 11 different classes. Each class has a different array of skills. You add up the bonuses to each skill for your adventuring party to create your group stats.

Once you have your campers selected, your adventuring party needs dungeons to go through. As a camp counselor, you have to make them from dungeon “segments”—various challenges for your adventuring party. You select segments to create your dungeon. Once everyone has done that, you run your adventurers through the dungeon. If your adventuring party passes a segment, they get a reward to help them with future dungeons. If they fail, an adventurer gets an injury. Take too many injuries and an adventurer dies.

The winner is the group with the most adventurers wins. If there’s a tie, the adventuring party with the fewest injuries wins.

There’s more to it than that, but that’s the basics. We’ll talk more about each part in future blog posts but right now we want to talk about making an adventuring party.

Making Your Adventuring Party

You get to select what kind of adventurers are in your party. You choose from the 11 classes: bard, barbarian, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, and wizard. Each of these classes has strengths and weaknesses. Fighters are exceptional at Offense and Defense but not much else. Rogues excel at Awareness. Clerics and Druid are top-notch at Religion.

So if you take the original four classes—Fighter, Rogue, Cleric, Wizard—you will have a very well-rounded party, but they won’t excel at much. If you take a group that is much more martial-focused—Barbarian, Fighter, Monk, Paladin—your Offense and Defense will be baller and you will have something in all the rest of the skills, but it will be more difficult to pass certain dungeon segments.

Of course, the most important party of any adventuring group is names. You have to name all your adventurers and the adventuring party. You can’t adventure with a fighter who’s name is “Fighter.” You have to give them a name worthy of their quests like Gunther Highbeard or Misty Tanfur.

A very conscious decision on our part was to not have ancestries/races/species/whatever to have a mechanical difference. They exist in the world as we have the adventuring party face off against orcs, kobolds and much more. However, we feel you should be allowed to compose your adventuring party how you feel is best and not choose who composes your adventuring party just to get some bonus. You want your heroes to be orcs? Go right ahead. You want the goblin and kobold party, that’s all you. Gnomes, gnomes, everywhere gnomes? Enjoy yourself.

Our next blog post, we’ll be talking about how to make dungeons. In the meantime, be sure to head over to DriveThruRPG and check out all of our Pathfinder, Traveller, and other supplements.

Come to Camp Dungeon Crawl

Coming soon from JBE. Camp Dungeon Crawl is a brand new game where you build dungeons and run adventurers through them, training them for the dangers they face in a real dungeon.

We’ll talk more about it soon. For right now, we wanted to just show off the cover (after a slight hickup). We will be sharing more details as we get closer to publication.

Check out all of our products at DriveThruRPG.

PF1e: Summon Nature’s Ally II Unchained

Book of Beasts: Character Codex Subscription (PF 1e)

Part 2 of our nine week series continues with the unchaining of the summon nature’s ally II spell. You can see the unchained list for summon nature’s ally I spell here.

This level is where the monsters can start to be an annoyance. Compare that with level 1’s monsters where they are little more than cannon fodder, great for providing a flank or eating up one of the enemy’s attacks but not much else. At level 2, the monsters have enough hit points to survive a single hit and may be used for more than one round’s worth of attacks.

Before we get to the monsters that can be summoned, I have to include my obligatory link to our Pathfinder products. Download our products, like the Book of Beasts: Character Codex Subscription, at DriveThruRPG, the Open Gaming Store, or Paizo. Additionally, you can get our print books at DriveThruRPG and Amazon. Grab them all today.

Table 2: Summon Nature’s Ally II

2nd LevelSubtype
Ant, giant (worker)
Elemental (Small)Elemental
Giant frog
Giant spider
Goblin dog
Horse
Hyena
Octopus
Squid
Wolf
Pathfinder Roleplaying Game: Bestiary 2
Camel (herd animal)
Cave scorpion
Elemental (Small)Elemental
Gar
Giant bee
Giant fly
Giant solifugid
Giant tick
Gryph
Hippocampus
Jinkin (gremlin)
Manta ray
Ram (herd animal)
Vexgit (gremlin) (without wrecking crew)
Pathfinder Roleplaying Game: Bestiary 3
Atomie (without invisibility)
Carbuncle
Death’s head jellyfish
Elk (herd animal)
Faun
Fuath (gremlin)
Giant gecko (lizard)
Zoog
Pathfinder Roleplaying Game: Bestiary 4
Almiraj
Dimorphodon (dinosaur)
Giant tortoise
Giant water strider
Giant weasel
Monaciello gremlin
Stag (herd animal)
Pathfinder Roleplaying Game: Bestiary 5
Horn caterpillar
Hunter urchin
Troodon (dinosaur)
Pathfinder Roleplaying Game: Bestiary 6
Common Anemone (sea anemone)
Common eurypterid
Giant raven

PF 1e: Summon Nature’s Ally I Unchained

So I was looking over my unfinished projects the other day and I ran across the expended list of monsters for the summon nature’s ally spells. So I decided to pick up where I left off and finish the list. If you want to see the list of expanded monsters for the summon monster spells, click here.

For those of you unfamiliar with this series of blog posts, the summon spells use monsters from the Pathfinder Roleplaying Game Bestiary because it was the only one published at the time. Since then there have been 5 other monster books, some of which have monsters better suited for the spells. So it only makes sense in my opinion that the spells should keep up and expand this list. We’ll talk about suggestions for doing so in future blog posts.

This list expands the summon nature’s ally I spell. This list includes monsters from B1-5. Much like the unchained summon monster I list, it doesn’t include B6 monsters because it doesn’t to have any monsters that low of a level that are suitable to be on the list.

Before we get to the list, let me just say that you can grab yourself the PDF version of the Book of Magic: Spell Codex Volume 1 at DriveThruRPG and the Open Gaming Store or the print version at DriveThruRPG and Amazon. This book has something for every spellcaster in Pathfinder 1e. Grab it today.

Table 1: Summon Nature’s Ally I

1st LevelSubtype
Dire rat
Dolphin
Dog
Eagle
Fire beetle
Frog, poison
Giant centipede
Mite (gremlin)
Pony (horse)
Stirge
Viper (familiar)
Pathfinder Roleplaying Game: Bestiary 2
Baboon (primate)
Badger
Compsognathus (dinosaur)
Giant cockroach
Giant maggot
Pugwampi (gremlin)
Snapping turtle
Stingray
Pathfinder Roleplaying Game: Bestiary 3
Antelope (herd animal)
Flying squirrel (familiar)
Ghost scorpion
Giant crab spider
Goat (familiar)
Kangaroo (marsupial)
Pig (familiar)
Raccoon (familiar)
Thylacine (marsupial)
Vulture
Pathfinder Roleplaying Game: Bestiary 4
Alpluachra
Giant flea
Haniver gremlin
Trumpeter swan
Pathfinder Roleplaying Game: Bestiary 5
Flying fox (familiar)
Penguin (familiar)
Red panda (familiar)
Seal (familiar)

3 Rules for Running Easier Adventures

I recently ran into a forum post on the Pathfinder 2e boards asking Paizo to alter their adventure design. Reading it, I remembered similar complaints about Pathfinder 1e and a lesser extent D&D 5e. I don’t believe Paizo or anyone else is going to alter the way they create adventures because the product should be consistent. So what is a GM to do? Well, I have three suggestions.

1) Run Adventures Two Levels Lower than the Group

This isn’t just my suggestion but the suggestion from one of the designers. Honestly, this makes quite a bit of sense. A more optimized group should be able to run the adventure at level, while a group of players that are more casual players should be given some advantages. The easiest way to do that is to run adventures designed for lower-level groups. A level 5 group should have a level 3 adventure. A level 12 group should be playing level 10 adventures, and so on. If you find the adventure is too easy, the next module you run can be 1 level below, or even at their level.

2) Start The Group Off at Level 3

Just because the game starts off at level 1 doesn’t mean you have to start your adventurers off there. This gives them more hp to survive, more abilities to use, and more spells to cast. This way, the players can tell you how they got to level 3. Now they can say they did more than just “pick up my grandparent’s old sword and defended my village.” Now they can also talk about how they “joined in with the rest of the village and attacked the monster in its cave and was the only survivor, then traveled the road and saved a merchant who gave them this item as a reward and recommended I go to this tavern to meet up other adventurers.” It lets the players define their characters a little more.

3) Just Subtract 2

If are bound and determined to run adventures for a group of level 1 players that don’t know what they’re doing, then I recommend subtracting 2 from all numbers their opponents have. Attack bonus on the monster is +4? Nope. It’s a +2 now. AC is 14? Not anymore. Now it is 12. Spell or trap DCs? Same thing. This makes it just that much easier for the players to succeed.

Having said all that, in an ideal world, adventure levels should reflect an average group instead of a more optimized group, and a GM of an optimized group should have to go 2 levels higher for their group. Like I said above, however, they’re going to remain consistent. Because changing a product is never good for customer expectations. It would be like “New Coke,” failing because it is not the familiar product customers have come to expect.

If you are looking for more PF 1e or 5e adventures for your game, check out ours at DriveThruRPG and the Open Gaming Store.

PF 1e: Spell Codex Artwork

Previously when talking about the Book of Magic: Spell Codex Volume 1 we shared the spells inside. So far we shared domination link as well as share skin and greater share skin. Today we want to show off some of the artwork within.

We wanted the book to appear like an ancient spell time that your characters might find in a dungeon. So we made the pages look like old worn parchment. That’s all fun but it can really break the immersion of the idea if we went with full-color art. So we opted for black line art with no white background. This gives the Spell Codex just the right feel. While the artwork of a number of artists graces these pages, the one featured the most is Dean Spencer. His images had just the right feel for this project. Check out the artwork of his we used below.

One other thing before we get to the artwork. We are JBE know how much people love to print out their books to have physical copies at the gaming table. First off, let me just confirm that a print version is in the works. We’ve already submitted off the files and they are going through the process. We figure it’ll be available in under a month. Secondly, we included a printer-friendly version, one without the parchment background so you can print your own version and use less ink or toner.

Spell Tome and Printer Friendly Versions

Download the Book of Magic Spell Codex Volume 1 today at DriveThruRPG and the Open Gaming Store. Order your print copy today from Amazon.