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Blog – Stormforge Productions https://stormforgeproductions.com The co-operative TTRPG publisher Fri, 31 Mar 2023 01:28:04 +0000 en-US hourly 1 https://wordpress.org/?v=6.2.9 https://stormforgeproductions.com/wp-content/uploads/cropped-stormforge-facebook-pic-32x32.jpg Blog – Stormforge Productions https://stormforgeproductions.com 32 32 Dungeon Tactics is out now and available! https://stormforgeproductions.com/2023/03/31/dungeon-tactics-is-out-now-and-available/ https://stormforgeproductions.com/2023/03/31/dungeon-tactics-is-out-now-and-available/#respond Fri, 31 Mar 2023 01:28:03 +0000 https://stormforgeproductions.com/?p=14759 No dice. No cards.

No tokens. No bets.

No randomness.

There is only you and your enemies.

Can you outwit them?

All Tactics. All Strategies. No Chance.

Dungeon Tactics is a dungeoncrawler that is all about player skill. With no dice or any other random number generation, the only thing that will ensure your success is the tactics and strategies you use. Can you choose the right actions, with the right abilities, at the right time, against the right targets? It sounds simple, but don’t be deceived. Every enemy that comes at you will auto-hit you with every attack and ability (just like you do to them), so you have to make sure to hit them first, hit them hard, and outflank their advances. 

Inside Dungeon Tactics, you’ll get:

  • 12 distinctive classes, each with a unique skill set that brings a different strategy to the dungeon
  • Three pathways for each class and three tiers of abilities for each path, meaning you have literally hundreds of abilities to choose from in the game.
  • Dozens of unique gear, weapons and armour options to find within the dungeon. 
  • A bestiary filled with enemies that your GM will use to stand between you and your reward.

Dungeon Tactics takes inspiration from the old 8-bit and 16-bit RPGs to create a unique pixel-art dungeoncrawler for you to flex your mental muscles in. There truly is nothing standing between you and winning in this dungeon. The better you become, the better you will do.

You can grab Dungeon Tactics now from DriveThruRPG HERE

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Sigil Emporium – The Cerulean Conch https://stormforgeproductions.com/2023/03/28/sigil-emporium-the-cerulean-conch/ https://stormforgeproductions.com/2023/03/28/sigil-emporium-the-cerulean-conch/#respond Tue, 28 Mar 2023 00:12:36 +0000 https://stormforgeproductions.com/?p=14757 They say that he who rules the waves, rules the sea. The Cerulean Conch is the symbol of office for the King of the Ocean, and also his greatest weapon. The first king of the ocean was said to be the son of the ocean herself, and thus be half man-half fish. He was the undisputed ruler of everywhere the seas touched. Yet all good things must come to an end, and the king’s reign ended, and his underwater kingdom fell to ruin.

Thus began the Conch’s long passage through history. Pirate captains built huge fleets with its power; and admirals conquered coastline after coastline by using it. Kings depended on it to keep their trade routes safe; and emperors used it to conquer one vassal after the next. It was the greatest treasure of the open seas, and when it was lost to the depths, the legendary era of the oceans was over. Rumours say it washes up on a shore now and then, but as there is no new king of the oceans, these rumours seem to be just that.


Name: The Cerulean Conch

Blessing: While on a large body of water such as a lake or sea, spend a Sigil to blow into the Conch. You can choose to either increase or decrease the severity of the body’s weather. The severity begins at “Calm” and moves through to “Strong Waves and Tides”, then “Squall”, through “Storm” and finally “Cyclone”. Each increase or decrease in severity requires spending a Sigil.

Curse: You cannot go ashore to any land in a session in which you blew the Conch. Additionally, roll a Luck Skill Check at the start of the next session. If you fail, you cannot go ashore in that session as well.


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Sigil Emporium – Iconoclast’s Net https://stormforgeproductions.com/2023/03/22/sigil-emporium-iconoclasts-net/ https://stormforgeproductions.com/2023/03/22/sigil-emporium-iconoclasts-net/#respond Tue, 21 Mar 2023 20:22:06 +0000 https://stormforgeproductions.com/?p=14756 To some, the chance to dream is an escape from the world into a land of pure fantasy, a place of limitless imagination where you can be as free as your heart’s desire. To others, dreams are portals into another universe, a harsh aetherial reality, where attacks can come at any moment, and you are left unprepared. To these people, dreams are like a fortress with its gate unbarred and unguarded.

One of these paranoid men was called the Iconoclast. He did all he could to shut his mind, and reality itself, from the aetherial plane he knew is preparing to overthrow the mortal plane. Imagination and dreams, he believed, were the gateway between the aether and reality, and so he constructed the Net to close down his mind. Ordered, structured, analytical; his mind was sharper than a blade and tighter than a trap. Nothing occurred within other than what he chose there to be. They say he never had a moment of creativity after creating the Net, but yet he was never attacked by his aetherial enemies either.


Name: Iconoclast’s Net

Blessing: Whenever you sleep with the Net, you don’t have nightmares or other negative thoughts while asleep. Additionally, you are protected from any supernatural or psychic effect on your mind or dreams while asleep.

Curse: When you sleep with the Net, you can’t dream and you don’t gain any rest from sleeping. Any effects or abilities that require dreaming or sleeping will not work after sleeping with the Net.


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Sigil Emporium – Staff of the Mad Poet https://stormforgeproductions.com/2023/03/14/sigil-emporium-staff-of-the-mad-poet/ https://stormforgeproductions.com/2023/03/14/sigil-emporium-staff-of-the-mad-poet/#respond Tue, 14 Mar 2023 00:45:26 +0000 https://stormforgeproductions.com/?p=14754 There once was a criminally insane poet, who rhymed all his life as he knew it. They said his vocabulary was quite small, yet he cared none at all, for there was nothing he would do to prove it. It was a dark and stormy night, when a devil gave him quite a fright. The devil said he would do well, if his soul the poet would sell, then his words would shine with dazzling light.

His name spread far and wide, through all the lands and across the tides. Yet his end did draw near, and of his soul he did fear, for to the devil he would have to provide. To a witch he went named O’Raph, but at his sad tale she did laugh. So her enchantments he stole, in return his body she took control, and threw his screaming soul into her staff. In his staff he sits and he waits, and mischief for mages he creates. With his tricks and his treats, his sly lies and his cheats, he creates poetry of magic that none ever negates.


Name: Staff of the Mad Poet

Weapon: Light Melee Weapon

Blessing: You may use the Staff to cast a random incantation from the Runes of Power Sigil Mod (chosen or created each time by the GM). You do not know what incantation is cast, and must deduce it from the effects. Whenever an incantation calls for a Skill Level, roll a d100 and use the result as the Level.

Curse: Whenever you use the Staff, the GM chooses two of your Skills. Swap these Skills’ Levels for the remainder of the session. If a Skill is chosen again later in the session, use its newest Level value when swapping it with another Skill.


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Sigil Bestiary – The Golem https://stormforgeproductions.com/2023/03/13/sigil-bestiary-the-golem/ https://stormforgeproductions.com/2023/03/13/sigil-bestiary-the-golem/#respond Sun, 12 Mar 2023 22:02:45 +0000 https://stormforgeproductions.com/?p=14753 If we are created in the image of the divine, then what does that say about our creations? For as long as man has had the will do to so, he has attempted to make a legacy to his will that will last forever, a creation in his own image. Every now and then, some madman succeeds in this vain quest. Whether through alchemy, technology, arcane rights, or devilish sorcery, the Golems that have been created have never had the intended effect that their masters have hoped for. Eventually, and inevitably, each and every single one has turned on his creator and run amok.

Golems are obsessed with humanity, whether for good or ill. They invariably drift to one of two extremes: wishing to become human and shed their artificial bodies, or wishing to be nothing like mankind and remove whatever glimmer of a soul they may have. Neither bodes well for the humans around it. Those golems that want to be human may end up taking the skin and flesh from actual persons to craft a new body for themselves or to mangle themselves into an atrocious facsimile of a human; while those misanthropic golems often turn to wanton murder and rampage in their hate against anything mortal.

  • Combat: 110
  • Explore: 60
  • P. Wounds: 10
  • Social: 35
  • Mental: 50
  • M. Wounds: 5

Perk: Plaincracker: Action: Spend a Sigil. All characters/creatures within Near Range must succeed on an opposed Athletics/Combat Skill Check versus your Might/Combat Skill Check or fall prone. Those characters/creatures within Close Range that fail the opposed Skill Check also take Physical Damage

Quirk: Speechless: For each turn/narrative-action that you wish to Speak, you must succeed on a Will Skill Check or spend a Sigil. If you succeed on a Will Skill Check, you may speak for as many turns/narrative-actions as the first digit of your roll’s result.

Equipment: While the Golem bears neither arms nor armour, its fists count as Light Melee Weapons and its clay body has an Amour Rating of 20.

Sanctuary: A golem can always be found in the civilised area near where he was created. Within this civilised sanctuary, the Golem may spend a Sigil to become invisible for 5 turns/narrative-actions. On a successful Mental Skill Check, the Golem may summon forth aetherial spirits with 50 in all Skills and 1 Physical and Mental Wounds. It also may consume other golems and elementals to refresh all of its Wound Slots.

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Sigil Emporium – Pendant of Adoration https://stormforgeproductions.com/2023/03/09/sigil-emporium-pendant-of-adoration/ https://stormforgeproductions.com/2023/03/09/sigil-emporium-pendant-of-adoration/#respond Wed, 08 Mar 2023 20:57:01 +0000 https://stormforgeproductions.com/?p=14752 To be adored, revered and venerated is a wish many men have; and because of that ever-present wish among mankind, the faeries have manifested it into a material object. It is the craving for adoration made manifest and physical. This fey pendant is as beautiful as its wearer appears to others, yet it is also stylishly simplistic. It speaks of good taste and delicate sensibilities rather than gaudy extravagance and decadent depravity. It is a pendant fit equally for an empress as it is a high priest and an elected republican.

As with all other things dredged up from the depths of a fey lake, the pendant carries a curse; but this curse is not magical or mystical, but entirely down to the nature of man. Being adored and revered by all who see you means that there is no incentive to put any effort into what you say or do. You know that it will be well received. Those who inevitably lose the pendant become revealed as churlish boors who couldn’t string a sentence together in polite company to save their own lives. Their own comfort and laziness have resulted in them becoming the opposite of what they once craved.


Name: Pendant of Adoration

Blessing: Whenever you wear the pendant, everyone who sees you is struck with a sense of adoration and arousal. Everyone who sees you wants to be your friend, partner and (if their proclivities lie in your direction) lover.

Curse: You can’t spend EXP on your Diplomacy, Deceive or Intuition Skills after any session in which you wore the Pendant; and you lose 1 Level in each of these three Skills.


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Sigil Bestiary – The Chimaera https://stormforgeproductions.com/2023/02/28/sigil-bestiary-the-chimaera/ https://stormforgeproductions.com/2023/02/28/sigil-bestiary-the-chimaera/#respond Tue, 28 Feb 2023 02:25:42 +0000 https://stormforgeproductions.com/?p=14750 There are many myths that surround the origin of the Chimaera. Some believe it to be the offspring of the mother of all monsters, a perfect example of all that is decrepit, disgusting and degenerate about the monsters that haunt this world. Others believe that this ornery beast was created by the gods to be the scourge of man; a punishment for our transgressions, and its hideous appearance is to put the fear of god into man. Yet, others believe the Chimaera was the opus magnum of an ancient alchemist, created to show his mastery over the forms of life. Its true origins may thus be in doubt, but everyone is well aware of its present condition: that of an enemy to mankind.

The Chimaera is an intelligent and cunning creature, and with three heads it ought to be so. Its hatred of humanity is matched only by the ruthlessness with which it dispatches those that it finds in its path. It has no mercy and little patience, preferring to charge at anything it sees to breathe fire, stun its target, poison what it cannot stun and then devour the pitiful remains before moving on. It is constantly on the prowl, moving from coast to coast, roaming all over the known world. What it is ultimately searching for, none can say, but all we know is that it will ensure there are no more humans around once it finds it.

  • Combat: 70
  • Explore: 50
  • P. Wound: 7
  • Social: 40
  • Mental: 60
  • M. Wounds: 6

Perk: The Ram’s Voice: Action: Spend a Sigil. All characters/creatures within Near Range must succeed on an opposed Will/Mental Skill Check versus your Intimidate/Social Skill Check or forfeit their next turn.

Quirk: Metaphysical Confusion: Whenever you receive a Physical or Mental Wound, you also receive a Wound of the other type (i.e. Mental if you received a Physical Wound) of one severity step lower, to a minimum of a Minor Wound.

Equipment: The chimaera bears neither arms nor armour.

Sanctuary: The Chimaera can most often be found on coasts along the wild cliffs of the wilderness. In this sanctuary, the Chimaera can spend a Sigil to breathe fire through the lion’s mouth at all characters and creatures in close range in front of it, with a damage of 50 (reduced by Skill Checks and armour). The Chimaera’s goat head can charge at enemies, increasing the bonus the Chimaera receives from charging by +20. Lastly, the snake tail can poison characters on a successful Combat Skill Check, inflicting double Bleeding when it inflicts a Wound.

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Sigil Emporium – the Voice of God https://stormforgeproductions.com/2023/02/24/sigil-emporium-the-voice-of-god/ https://stormforgeproductions.com/2023/02/24/sigil-emporium-the-voice-of-god/#respond Thu, 23 Feb 2023 21:41:04 +0000 https://stormforgeproductions.com/?p=14749 One of seven divinely blessed ram horns, the Voice of God is said to quite literally contain the merest fraction of the divine itself. In ancient days, these seven horns with their bronze and electrum bands were used to devastating effects against those who would stand up against the tribes blessed by heaven. However, as is always the case, those with the greatest blessings squander their gifts and turn away from the one true path. When this happened to the blessed tribes, the Voice of God and its divine brethren disappeared.

Every now and then a Voice of God is found, and the finding is a potent omen of things to come. When heaven speaks, mortals tremble, and so the Voices of God are only found during the most drastic and significant of times. No one is quite sure why they appear to those who find them, but all are certain that these bearers of the Voice have a dramatic role to play in what’s to come.


Name: The Voice of God

Weapon: Heavy Damage Medium Ranged Weapon

Blessing: Take seven successive Actions to blow the Voice at a specific structure or building within Medium Range. If the seven blows are not interrupted, then on the seventh blow, the structure or building collapses into ruin.

Curse: Whenever the Voice is used, after the last blow (whether finished, interrupted, or voluntarily stopped), you fall into unconsciousness for a number of turns/narrative-actions equal to the number of blows.


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Sigil Bestiary – Gryphon https://stormforgeproductions.com/2023/02/17/sigil-bestiary-gryphon/ https://stormforgeproductions.com/2023/02/17/sigil-bestiary-gryphon/#respond Thu, 16 Feb 2023 23:56:44 +0000 https://stormforgeproductions.com/?p=14747 The gryphon is one of legend’s most ancient gryphons, with sightings of these fantastical beasts predating most current civilisations. Yet, unlike the dragon, manticore or chimaera, the gryphon has always been seen as an omen of divine favour. Combining the two great kings of the animal world (the lion and eagle), the gryphon is a majestic and regal beast. It does not attack unless provoked, and only those with ill hearts and ill intentions venture forth into the highlands to do these pure creatures harm.

What anthropomorphises the gryphon even more is that it mates for life. It binds its soul to another in perpetuity. If ever its mate dies, the remaining gryphon will never take another mate again, even if its chicks/cubs are in dire need of another parent. Being solitary creatures, this means a lonely life for the surviving gryphon, and often the highlands and hillcountries are filled with the lonely wails of gryphons. Although, some may say that this is just the wind howling through the land. Who can rightly say, other than it is an eerie and melancholic voice that echoes from the lands.

  • Combat: 60
  • Explore: 50
  • P. Wounds: 5
  • Social: 35
  • Mental: 35
  • M. Wounds: 3

Perk: Feather Rain: On a successful Throw/Combat Skill Check, instead of inflicting a Wound, you may force a target character or creature within Near Range to reroll one successful roll per Check until the start of your next turn.

Quirk: Soulbound: Subject to the GM’s approval, select another character that you know to become soulbound with. Whenever your soulbounded mate becomes Wounded, you gain a Mental Wound of one step’s severity less. If your soulbound mate dies, you permanently lose the ability to spend or burn Sigils.

Equipment: The gryphon bears neither arms nor armour.

Sanctuary: Gryphons make their homes in hillcountries and highlands. In these sanctuaries, gryphons may roll twice for each Perception Skill Check and choose the best result. They can use a Grapple action to pick up a character or creature to fly away with. Lastly, they may spend a Sigil to leave the encounter at the start of their next turn.

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Sigil Emporium – Sandals of the Psychopomp https://stormforgeproductions.com/2023/02/13/sigil-emporium-sandals-of-the-psychopomp/ https://stormforgeproductions.com/2023/02/13/sigil-emporium-sandals-of-the-psychopomp/#respond Sun, 12 Feb 2023 20:56:23 +0000 https://stormforgeproductions.com/?p=14746 A psychopomp is one who ferries the souls of the dead to their afterlife (whether paradise or damnation). Ordinarily, this role is taken up by the gods or their divine messengers, yet mortals are often employed as psychopomps as well. This is why the Sandals were created. Not only do they allow their wearer to see the wandering lost souls of the dead, but the winged Sandals give their wearer the power of flight, to better reach these wayward spirits and send them on their way.

Unfortunately, as with so many other things, the promises of the divine are often a poisoned chalice. The power to fly like an eagle is the greatest freedom a man will ever know, but the cost of sending souls to the rest has driven more than one man mad. To direct a spirit to the afterlife requires imbuing the lost phantom with soul-energy to revitalise them and instil in them a purpose to cross over. The divine messengers have all of heaven to power their spirits, but the souls of man are limited and finite things. The longer a mortal psychopomp does his duty, the less of a soul he has.


Name: Sandals of the Psychopomp

Blessing: While wearing the Sandals, you can fly as fast as you are able to run, and may hover in place for as long as you remain conscious.

Curse: While wearing the Sandals, you can see the drifting souls of the damned. They are attracted to anyone carrying/wearing the Sandals. If one enters within Close Range, you must send them on to their final resting place by spending a Sigil or suffering a Significant Mental Wound.


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