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10.14.2017
Greg Schulze

The Beta PENTRA version of The Dales of The Great Wyrm Lake is selling well on DriveThru RPG, and we at Creepy Assassin can’t wait to release the full core version of the rules in January 2018. The core rules have everything the gamemaster and players need to play an entire campaign in The Dales from 1st level to 10th level. Additionally, starting in February 2018 and nearly each month thereafter, an adventure for The Dales will be released, that will let the characters play an entire campaign, from the 1st level adventure The Draconic Schism (which has already been released) all the way to the final 10th level adventure. At this time the 2nd level adventure, The Cavern of Calamity, and the 3rd level adventure, The Gildwest Pass, are nearly completed, and a yet unnamed 4th level adventure is in the works.

What is also in the works is another roleplaying game using The PENTRA System, but unlike The Dales of The Great Wyrm Lake, this game goes back to Greg’s science fiction roots of playing Star Frontiers in high school. Thanks to Chris Rosenberg for his great idea for naming this new RPG, which as of now will be called Aphelion’s Gate, and here is a sneak peek.

a•phe•li•on: the point in the orbit of a planet, asteroid, or comet at which it is furthest from the sun.

A•phe•li•on: a planet sized comet on a million year orbit around the center of the galaxy.

A•phe•li•on’s Gate: a ring-shaped space station used to slingshot starships into Frontierspace. also the name of the community of space stations and starships which support the Gate and accompany the comet Aphelion in its orbit.


And more exciting things will be happening with Creepy Assassin in the near future, so look for these updates when they come available. Happy gaming!

09.22.2017
Stone Lovecharm



The Beta release of Greg Schulze's newest RPG The Dales of The Great Wyrm Lake is now available for download at DriveThruRPG!

Packed with 66-pages of easy to understand rules, world background, and sample monsters, this book represents Creepy Assassin's first work using the Pentra System, a roleplaying game system requiring only ten-sided dice and a standard deck of cards.

It's already been downloaded by a hundred gamers and you can try it yourself for whatever price you want (including zero dollars and zero cents) because it's pay-what-you-want!

You can also get the Pentra adventure The Draconic Schism to try the rules out with and the scan of The Dales of The Great Wyrm Lake Map designed by Glenn Joly and Greg Schulze to get a better idea of where your adventuring party is going, both also pay-what-you-want.


09.04.2017
Greg Schulze

Gifted by the Dragon Lords or taught by accomplished mages, the Wyrm Magic Paths use the power of the Dragon Lords and even the power of nature itself to achieve amazing effects.

The following are the final three of nine Wyrm Magic Paths, with the powers listed for each Path, the type of action needed to use the power, and a description of the power, including how often a character can use the power.

Necrist
By controlling the energies of life and death, the Necrist can weaken and paralyze others.
Cause Fear (interrupt): Once per encounter, when a creature attacks the Necrist, the creature is moved up to its speed after the attack.
Necrotic Finger (attack): Once per encounter, a Necrist can make a melee or ranged attack against one creature. The Necrist adds his rank to the attack roll and the Necrotic Finger attack inflicts 1d10 + rank necrotic damage and the creature takes a -1 penalty on its next damage roll. On the Necrist’s next turn, the creature takes necrotic damage equal to the Necrist’s rank.

Priest
A defender of life, a Priest takes up the lofty mantle of destroying the undead.
A Priest can use light melee weapons without penalty.
A Priest can use light, medium, and heavy armor without penalty.
Cure Wounds (free): Once per combat encounter, a Priest can heal himself or one creature 1d10 + rank Life Points.
Undead Blast (attack): Once per encounter, a Priest can make a melee or ranged attack against one undead creature. The Priest adds his rank to the attack roll and the Undead Blast attack inflicts 1d10 + rank damage and the undead creature is moved up to 2 squares.

Storm Mage
Mastering lightning and thunder are a Storm Mage’s expertise and then using these energies with electrifying results against his enemies is his goal.
Lightning Bolt (attack): Once per encounter, a Storm Mage can make a ranged attack against two creatures. The Storm Mage adds his rank to the attack roll and the Lightning Bolt attack inflicts 1d10 + rank electricity or thunder damage.
Storm Surge (free): Once per adventure, a Storm Mage can surround himself with a sphere of lightning that lasts for the entire encounter. Any creature which attacks the Storm Mage takes electricity or thunder damage equal to the Storm Mage’s rank.

And that is our last sneak peak, as The Dales of The Great Wyrm Lake BETA Version will be released on DriveThruRPG this week! Look for our announcement.

08.20.2017
Greg Schulze

Gifted by the Dragon Lords or taught by accomplished mages, the Wyrm Magic Paths use the power of the Dragon Lords and even the power of nature itself to achieve amazing effects.

The following are the second three of nine Wyrm Magic Paths, with the powers listed for each Path, the type of action needed to use the power, and a description of the power, including how often a character can use the power.

Flamecaller
Fire, being the most known and feared energy, is the tool of the Flamecaller and many run from his power.
Flame Burst (attack): Once per encounter, a Flamecaller can make a melee attack against two creatures adjacent to him. The Flamecaller adds his rank to the attack roll and the Flame Burst attack inflicts 1d10 + rank fire damage.
Flame Shroud (free): Once per adventure, a Flamecaller can surround himself with a shroud of fire that lasts for the entire encounter. Any creature which starts or ends its turn adjacent to the Flamecaller takes fire damage equal to the Flamecaller’s rank.

Hexer
Through pacts with less than savory entities such as demons, the Hexer gains his power to curse others.
Eldritch Blast (attack): Once per encounter, a Hexer can make a melee or ranged attack against one creature. The Hexer adds his rank to the attack roll and the Eldritch Blast attack inflicts 1d10 + rank damage and the creature takes a -2 penalty on its next damage roll. The Hexer chooses the damage type, which is either fire, necrotic, or psychic.
Hex (free): Once per encounter, if a Hexer reduces a creature’s Life Points or Psychic Points to 0 or less, he gains advantage on any one die roll during his next turn.

Imagist
By manipulating light and infiltrating the minds of others with false images, the Imagist confuses his enemy with what is real and what is not.
Invisibility (interrupt): Once per adventure, when a creature attacks the Imagist, the creature gains disadvantage on the attack roll and the Imagist is invisible and cannot be seen until the beginning of his next turn.
Luring Illusion (attack): Once per encounter, an Imagist can make a ranged attack against one creature. The Imagist adds his rank to the attack roll and the Luring Illusion attack inflicts 1d10 + rank psychic damage and the creature is moved up to 2 squares.

The next sneak peek will be about the last three Wyrm Magic Paths: the Necrist, Priest, and Storm Mage. Remember to check out our latest The Anarch release, A Journey of Hope, and look for our upcoming release of the Beta Version of The Dales coming out Labor Day weekend.

08.13.2017
Greg Schulze

Gifted by the Dragon Lords or taught by accomplished mages, the Wyrm Magic Paths use the power of the Dragon Lords and even the power of nature itself to achieve amazing effects.

The following are the first three of nine Wyrm Magic Paths, with the powers listed for each Path, the type of action needed to use the power, and a description of the power, including how often a character can use the power.

Acidic Adept
Summoning the vitriolic power of acid, the Acidic Adept inflicts extreme pain that seems to linger forever.
Acid Mist (free): Once per adventure, an Acidic Adept can surround himself with a mist of acid that lasts for the entire encounter. Any creature which starts or ends its turn adjacent to the Acidic Adept takes acid damage equal to the Acidic Adept’s rank.
Acid Touch (attack): Once per encounter, an Acidic Adept can make a melee attack against one creature. The Acidic Adept adds his rank to the attack roll and the Acid Touch attack inflicts 1d10 + rank acid damage. On the Acidic Adept’s next two turns, the creature takes acid damage equal to the Acidic Adept’s rank.

Animist
The subtle knowledge of harnessing and manipulating the magics of nature allow the Animist to defend his environment and allies.
Entangle (attack): Once per encounter, an Animist can make a ranged attack against a number of creatures equal to his rank. All the creatures affected must be adjacent to one other creature that is affected, unless Entangle only affects one creature. The Animist adds his rank to the attack roll and the Entangle attack inflicts his rank damage and the creature loses its move action on his next turn. The creature can still use its attack action to move.
Oak Body (interrupt): Once per encounter, an Animist lessens the amount of damage taken by an attack equal to his rank.

Elementist
Master of the cold effects of snow and ice, the Elementist attacks his enemies with chilling effect.
Ball of Frost (attack): Once per encounter, an Elementist can make a ranged attack against one creature. The Elementist adds his rank to the attack roll and the Ball of Frost attack inflicts 1d10 + rank cold damage and the creature is slowed by 2 squares on its next move action.
Ice Wall (free): Once per adventure, an Elementist can make a 1 square wide by 5 squares long wall of ice that is 10 feet tall that lasts for the entire encounter. It can go in a straight line or at a diagonal, which then it is 4 squares long. This wall blocks line of sight, provides cover, and cannot be destroyed.

The next sneak peek will be about the second three Wyrm Magic Paths: the Flamecaller, Hexer, and Imagist. Remember to check out our latest The Anarch release, A Journey of Hope, and look for our upcoming release of the Beta Version of The Dales coming out Labor Day weekend.

07.30.2017
Stone Lovecharm



Hey there everyone!

The basics of it is that we lost access to Rory's Story Cubes as a tool for our upcoming ImagiCube game, we decided to make our own image randomizer tool as a series of cards to be used specifically with our games, and we're rebranding the game as ImagiCard.

Check out the vid for more details!
(Includes fun start and end caps!)