Showing posts with label Guardians of Sol-Tau. Show all posts
Showing posts with label Guardians of Sol-Tau. Show all posts

Friday, July 29, 2022

Axian Library is available! And Falkrest Abbey Is Coming! And More!

 Five months after a stunning Kickstarter, the Axian Library zine collection PDF has been sent to backers and is available for everyone at DriveThruRPG

I've got to say I'm very happy with the result, and hope all the backers will enjoy it.


Next step is preparing the file for the print version and getting the print proof from DTRPG. Once the proof is ok, all print level backers will receive their vouchers for the printed book, and the print version will become available for everyone too.

New Projects!

In the meantime, I've already started working on new projects! I've teamed up with Andrea Mollica to design a bunch (2? 3? 4?) of new dungeon adventures for Old-School Essentials.

The first one is Falkrest Abbey and the text is already pretty much finalized. If you're in the Old-School Essentials Facebook group you might have had a chance to grab an early playtest PDF.

Falkrest Abbey is an Old-School Essentials dungeon adventure for characters level 1-3, and features about 20 rooms with non linear exploration, puzzles, decision making & problem solving, a bit of faction play, and a bunch of new monsters and magic items.

For Falkrest Abbey I've decided to ask my friend Zaira Diana to draw the cover and interior art. Zaira, Andrea and I have already worked together on Guardians of Sol-Tau, and I'm very happy to have her again with us.

This is the cover art she's concocted for us: meet Grusom the cursed abbot. I love this piece!


And since the Abbey is already written and playtested, Andrea and I are already at work on another adventure: The Mouth, based on the ideas from this post.
We're in the middle of fine-tuning everything, but most of what's in that post has found a place in the adventure, and can't wait to begin internal playtest!
We'll also probably offer a public playtest version in the next weeks on the official Old-School Essentials facebook group...


Tuesday, October 6, 2020

Guardians of Sol-Tau POD is available, and on sale for a week!

The proof copies of Guardians of Sol-Tau have just arrived, and they are awesome!



We decided to activate the Print on Demand option after considering all the available print formats on DriveThruRPG, and we settled for saddle stitched, comic-book size book. The pictures show the result.

The printed format perfectly matches the comic-book style of the cover, and you can enjoy the wonderful layout made by Matteo Ceresa with a book that you can actually spread open flat on the table.

The book is 48 pages and it feels really solid. It also looks neat because the cover sheet includes a section that functions as a spine, very much like a perfect bound book.

So we are completely satisfied with the proof copies... so much that we decided to have the print on demand version on sale for a week!

Until next Tuesday, you can get the printed adventure + PDF for $9.90.

We even set up a Print bundle with the GoST print + PDF and the Aces High PDF, priced $16.90... until next Tuesday!


Friday, October 2, 2020

Guardians of Sol-Tau: After the Adventure

Several players and GMs who have enjoyed Guardians of Sol-Tau have asked for possible follow-up adventures for the player characters, so I turned the question to Andrea Mollica, who wrote the story. This is what he had to say!



The conclusion of Guardians Of Sol-Tau leaves the heroes with a sense of accomplishment and fulfilling (assuming everything goes well and they defeat the Iods!), yet this does not mean their adventures are necessarily over.

If you want to see the shabby crew of the Astrid tackling new adventures, the finale of Guardians of Sol-Tau definitely offers room for further development.

Warning! Spoilers ahead! If you still haven't played GoST yet, I suggest you not to read on. Have fun with the adventure and check back here after that!

The Iod's defeat doesn't imply the entire destruction of their race. As described in the last chapter, several Iods die, but many of them still have the chance to start a new life in the Sol-Tau system - and they have no means to reach another solar system, anyway. How will the fare? Will they try to peacefully find a place to live, or their martial culture will cause violent conflicts? And how will the peoples of Sol-Tau react, now that the Iods have lost their military supremacy? It's entirely possible the surviving Iods will have to face distrust, hostility, or hate.

In both cases, our Heroes may be called upon to help. They may be regarded as the ones who can tell whether the Iods deserve a second chance, or where to deploy them. If the Iods behave aggressively, the PCs will be surely called to action, since they're the ones who destroyed their empire. Or, in an interesting turn of events, the group might be called for help by a group of Iods facing threats by people of Sol-Tau who don't want them as neighbors.

An entirely different lines of story development regards the new political assets of Sol-Tau system after the Iods' defeat. Most likely, a power vacuum occurs, and there may be someone who wants to exploit the situation in their favor, be they a criminal organization, a former rebel brigade, an entire people of one of Sol-Tau's planets or one of their governments.

Again, the heroes may be involved in several ways. Did they risk their lives against the Iods for nothing, just to see another dictatorship arise?

Since the PCs have acquired a huge fame within Sol-Tau, they are now considered an elite crew (even if their gaming stats may say otherwise...). There are many people willing to hire them for any sort of mission: transport, escort, smuggling, planetary research, body-guarding etc. Remember that, despite the dark years of the Iods, all the inhabited planets thrive with bristling life; many cities are huge and full of mystery and intrigue.



And, don't forget the Pilgrims. Who are they, after all? Whence the prophecy come from? What exactly was the supernatural power wielded by Hope? You can answer these questions in many different ways, and introduce more mysteries and conflict to involve the heroes.

But perhaps, the most interesting lead for a follow-up scenario would be answering the question: what's up with the Hrax? An impossible machine made of metal and dark energy, capable of killing suns! What's happened to it? Where has all that energy gone? What about the technology? What if a new villain of your choice found a way to tap into that energy and try to become the new ruler of Sol-Tau?

And all of those ideas could of course be mixed together into one scenario, of course. A Pilgrim gone rogue might trick the heroes into getting for him the means to use the residual energy from the Hrax, and the surviving Iods might become useful allies for another desperate battle against all odds!

All I can say to sum it up is, keep the Astrid flying!


Saturday, August 29, 2020

Guardians of Sol-Tau



Sol-Tau is a solar system in a faraway galaxy, inhabited by technologically-advanced races who, for several centuries, lived in peace.

That is until the Iods came.

30 years ago the Iods conquered and subdued Sol-Tau and, after having established a military dictatorship and exploited all possible resources, they are ready to rip off all the remaining energy within the solar system with a mysterious mega-machine called “the Hrax” - a device that will be thrown at the system’s twin suns, snuffing it out, to fuel their gargantuan Arcaship and allow them to set sail towards another solar system to conquer and exploit.


The time for the final solution is, unfortunately, at hand. But a secret society, guided by an obscure prophecy, is at work to save Sol-Tau. All they need is a crew of unwitting heroes to do the most important part of the job!











Guardians of Sol-Tau is a sci-fi adventure for 3-6 Seasoned characters. It's a light-hearted space romp adventure, where unwitting heroes become involved in a desperate mission to save their solar system from destruction and possibly put an end the Iods’ tyranny forever.


The story unfolds through eight scenes with several different rules subsystems in action:
  • Networking
  • Social Conflict
  • Chase
  • Dramatic Task
  • Quick Encounter
  • Interlude
  • and of course Combat!
...making it the perfect adventure for new players and GMs to explore or learn all the possibilities of the Savage Worlds Adventure Edition rules!


In order to stay true to its spirit of fast-paced action, Guardians of Sol-Tau makes use, optionally, of the Aces High supplement for the space dogfight scenes, and that is why Guardians of Sol-Tau and Aces High are also available together as a bundle.

GoST was written by Andrea Mollica, who built an awesome story around a generic adventure framework I designed, and I must say the final result was very satisfactory to me!

All the art is by Zaira Diana, while layout is by the egregious Matteo Ceresa.

The adventure has received some humbling praise by acclaimed designer Umberto Pignatelli, author of Beasts and Barbarians and lots of other games:

"This is a BRILLIANT scenario: the type of never-ending action I expect from a Savage Worlds adventure, with over the top situations and a glorious finale (if everything goes well!). The art and layout are fresh, and really help set the tone, which clearly is inspired to Guardians of the Galaxy, but maybe also Saturday morning cartoons, imho. This might become my go to adventure for introducing Savage Worlds to new or younger players, too!" [five out of five stars]


Guardians of Sol-Tau is available on Drivethru!



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