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This and That: Print Collection

Created by Sneak Attack Press

A book for Dungeons and Dragons, Pathfinder, and Savage Worlds. Each chapter explores a different piece of gear, such as rope, books, and bags.

Latest Updates from Our Project:

We Did It!
over 2 years ago – Fri, Aug 11, 2023 at 06:39:50 PM

Hello This and That Backers,

We did it! With all your help we reached more than four times our initial funding goal! Thanks for a great campaign.


Next Steps

Now that the campaign is over, we’re shifting focus to getting the product out. We have a little bit of work to do on Cart and Wagon, but should have that out by the end of the month. 

Then it’s just a matter of adding the appendices and formatting everything for print. I hope to have things print ready by the end of September and start shipping books by the end of October. Of course there’s always a chance that we’ll run into hiccups, but with so much of the work done already, I think it’s less likely on this book.

Between now and release, I’ll send out an update at least once a month to keep you guys up to date. I also plan to send out backer surveys in the next couple of weeks, but I’ll be sure to post another update when those are ready to go out.

Thanks,

Matthew

Almost There!
over 2 years ago – Wed, Aug 09, 2023 at 01:33:11 PM

Hello Backers,

It’s been a wild ride, but the This and That campaign is nearly over, with less than a day to go!

Extra Book Add-On

I’ve had a couple of people ask about getting This and That for two systems, instead of one or three, so I’ve created an add-on option for extra copies so you can get as many as you want.

Speaking of add-ons, if you are thinking about adding one, now is the best time. They’ll still be available in the pledge-manager, but those won’t count for stretch goals, and it looks possible that add-ons might might make the difference between hitting a stretch goal and not.

It’s a Trap!

For our final preview, the voters asked for traps. Not every chapter in This and That includes traps, but those that do I had a lot of fun with.

Below is the hourglass room trap. I enjoy this one because it’s not the sort of trap that is a one of “gotcha,” but the sort of trap that you can build a whole encounter around.

Hourglass Room

Mechanical Trap

This room appears to have a floor covered with sand. Characters who make a DC 15 Wisdom (Perception) check notice that the sand has a strange pattern to it. A DC 15 Intelligence (Investigation) check can deduce the presence of vibration sensors beneath the sand.

These vibration sensors detect anybody walking on the sand. Three rounds after any character enters the room, the doors slam shut, and sand begins to drain from the center of the chamber. 

The doors have no keyholes, but characters can attempt to release the latch holding it in place with a DC 25 Dexterity (thieves' tool) check or break it down with a DC 25 Strength check.

While active, the sand in the room is difficult terrain. On initiative count 0, each creature standing on the sand must make a DC 15 Strength saving throw or be pulled 10 feet toward the center of the room and become restrained as they sink into the sand. They can free themselves as an action by making a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. Characters already in the center of the room when they fail their Strength saving throw instead fall through a five-foot opening and drop into an identical room below, suffering 7 (2d6) bludgeoning damage in the process.

The room below is identical in all aspects, though upside down, and it is rapidly filling with sand as from the upper level. Traveling up through the hole is only possible with flight, levitation, or similar abilities, and even then, requires a DC 15 Strength (Athletics) or Dexterity (Acrobatics) to get past the falling sand.

On the fifth round at initiative count zero, all the sand drains from the top room to the bottom. The entire two room complex flips. Each creature in either room must make a DC 15 Dexterity saving throw, taking 2d6 bludgeoning damage and falling prone if they fail or half that and remaining standing if they succeed. The top room becomes the bottom, and the bottom becomes the top, and the sand starts draining again. This repeats every five rounds as long as the vibration sensors sense movement in the sand.

Heroes can avoid these sensors if none of them are touching the sand. They can also try to hold remarkably still to trick the trap. If holding still each creature in the room cannot move or take actions and must make a DC 15 group Dexterity (Stealth) check. If at least half succeed, they hold still enough to trick the sensors. Characters can also disable the vibration sensors. Each room holds three sensors, and characters must find and disable the three. While there are three sensors in each room, only the ones of the room currently on top matter. While in the top room, characters must first find the sensors buried under the sand with a DC 15 Intelligence (Investigation) check and then disable them with a DC 15 Dexterity (thieves' tools) check. The sensors in the bottom room are easier to spot, but hard to reach because they are on the ceiling. Characters can reach them with a DC 15 Strength (Athletics) check, at which point they can disable them.

 However the heroes deal with the sensors, once dealt with, the top room drains of sand until it flips one final time when the outer doors open and the shutter connecting the upper and lower rooms closes.

That’s all for now. I’ll plan to do another post tomorrow after the campaign end.

-Matthew

History Preview
over 2 years ago – Tue, Aug 01, 2023 at 07:51:14 PM


Hello again This and That backers,

We are starting to round the corner into the home stretch, with just a week left on the campaign. We continue making steady pace towards stretch goals, and I think we have a really good chance of hitting one when the end of campaign rush hits.

Real World History

Thanks to everybody who voted in our last preview poll. Real-world history was the clear winner. We have one more poll up for our final preview next week.

Real world history is always one of my favorite parts of writing these. It’s interesting to see how these simple technologies evolve (or sometimes stay the same for centuries). Plus it’s fun to see many tropes common in fantasy RPGs do or don’t line up with medieval history. 

One of favorite things to see is a back and forth, where technologies respond to developments elsewhere. This is what happened with cryptography, as new cyphers emerged after people cracked the old ones. 

A Brief History of Sending Secrets

Keeping secrets stretches back to the start of human history, but formal ways of communicating them—codes, cyphers, and steganography—are more recent inventions.

One of the first examples we know of are clay tablets from around 1500 BCE that show an encoded recipe for pottery glaze, the ancient world's trade secrets. Hebrew scholars have used substitution cyphers since at least 500 BCE.

While mercantile and religious secrets were important, the most common reason for passing hidden information is war. In his Histories, written around 440 BCE, Herodotus describes hiding a message about an upcoming attack on the wood backing underneath a reusable wax tablet. At some point in the 300s BCE, Aeneas Tacticus gave an even more thorough description of ways to send hidden messages in his text How to Survive a Siege. Many of those techniques, like invisible ink and marking letters in otherwise innocuous texts, continue to be used in modern times.

The Caesar Shift
Substitution cyphers, replacing one letter of the alphabet with another, existed long before Julius Caesar. However, having once been emperor of most of the western world, his name became associated with this fundamental form of cryptography. In the Caesar shift you substitute one letter for another, always a set number of letters away from the original, just like popular decoder rings. It's said that Julius Caesar personally used a shift of three for his communications, so A became D, B became E and so forth.

Simple substitution cyphers like these remained common up through the Middle Ages, but these codes could all be easily broken, thanks to the code breaker's most powerful weapon . . .

The Frequency Table
Frequency tables record how common each letter is in standard written communications for a given language. In English, E is the most common letter, so when looking at a simple substitution cypher, the most common character is likely to be E.

Al-Kindi, an Arabian mathematician, created the first frequency tables in his aptly named Manuscript on Deciphering Cryptographic Messages. For centuries these techniques were known only to the Arabic-speaking world, but the ideas moved to Europe by the time that continent had its Renaissance. 

In response, cryptographers developed ways to thwart analysis, such as translating common letters to more than one symbol in the code and switching what symbols mean as the message proceeds, so the first letter might be encoded by the letter three steps away, but the next might be four steps, and then five steps. Though these codes were harder to break, none were impossible to crack, and the additional steps took more time and increased the error rates for the people sending and receiving the messages.

Keys and Automation
The invention of the cypher key finally defeated the frequency table. Keys are simply algorithms used to encode information that include strings of randomly generated text. One of the first examples is the one-time pad, first described in 1882 and rediscovered and patented in 1917. These pads were simply papers with random letters that were used to determine what sort of Caesar shift to apply. With the advent of electronic cypher machines and later computers, these keys became ever increasingly complex.

Though the key became cryptographers’ greatest strength, it also became the main focus of attack, because if the decryptor could get their hands on the key, they could freely decode messages. Indeed, some of the first breakthroughs decoding the Enigma machine, used by German forces in World War Two came because lazy enigma machine operators set the key to settings like AAA or BBB.

Modern cryptography relies on long keys and computer algorithms to encrypt and decrypt data. The process has become so easily automated that it's used not only for trade secrets and military movements, but also everyday emails. While far more secure than codes of the past, the ever-increasing speed of computers also increases the ability to crack codes. Computers can use “brute force” to try every single possible key for codes that were “unbreakable” decades ago. Despite all that computing power, just as with the Enigma codes, humans are by far the weakest link in modern cryptography. It's far easier to trick a person into revealing their password than to decode their information on their hard drive.

Appendices, Library Rules, and More!
over 2 years ago – Tue, Jul 25, 2023 at 08:28:09 PM

Hello Backer,

Welcome to another Tuesday update for the This and That Collection! This week we talk about appendices, options rules, and another project you might be interested in.

Appendix Request

One addition that the This and That collection will contain is the appendices. I imagine these will mostly be tables to help the GM easily use the content of the book. Things like alphabetical lists of different content, monsters by CR/level and the like.
I haven’t finalized these yet, so I’m offering backers a chance to weigh in. What sorts of appendices do you want to see?

Library Rules

Option rules one last weeks preview request poll, beating out traps by just one vote! But don’t worry trap lovers, we’ve got time for more previews, and another poll for next weeks!

This and That has a bunch of optional rules, for everything from chariot races to how much weight a ropes can hold. One of my favorite is the rules for building a library. Not only does it give characters an excuse to hoard books (as they needed one), it also gives something for heroes to do with the massive fortune they acquire. 

Optional Rules: Building a Library

Many problems that heroes face can become easier after a little research. Characters might hit the stacks to learn a monster’s weakness, find the location of an ancient treasure, or unravel the complicated history of a noble family. While heroes might try to access the library of a temple or university, they might also use their hard-earned coin to invest in a library of their own.

Building a Library
Building a library costs money. The heroes need to invest in shelves and space, but the primary cost is the books themselves. While the characters might house all their books together, for the purposes of these rules, characters should track separate libraries for the following skills: Arcana, History, Nature, and Religion. Track the value of the books characters own in those categories. As the cumulative value of the books in their library increases, so does the usefulness of the library.

Library Table
Rarity Minimum Value Skill Bonus
Common 100 gp +1
Uncommon 500 gp +2
Rare 5,000 gp +3
Very Rare 50,000 gp +4
Legendary 500,000 gp +5

Buying Books
In a city large enough to have a bookseller, characters can easily find 100 gp worth of books. If the characters want more books, they need to do some leg work. Characters who spend a week contacting scribes, private libraries, and large institutions can make a Charisma (Persuasion) roll. The results determine the value of additional books they find available for sale.

Check Result Value of Books
10 1d10 x 10
15 1d6 x 100
20 2d10 x 100
25 1d6 x 1,000
30 2d10 x 1,000

Once characters have made such a Charisma check they must wait a month before making another check in the same city.

 In addition, the GM might limit the number of books available in a city based on its size.

Using a Library
Once characters have amassed a pile of books, they'll want to read them. Look at the size of the library tied to the skill they are using and grant the characters a bonus to their ability checks as described in the table above. For example, if they have 750 gp worth of books on Arcana, they get a +2 bonus to Intelligence (Arcana) checks. To gain this bonus, they must spend a number of hours researching equal to the bonus they receive (e.g. two hours of research to get a +2).

You Might Also Like
Finally I want to also share another BackerKit project that I found interesting and backed: Eren's Arcane Compendium of Characters.

I know that when I GM, I am always making up NPCs on the fly, and the players keep asking pesky questions, like what is their name. This compendium helps out with a deck cards that feature portraits on one side and biographies on the other. The campaign has already hit one stretch goal, and is fast approaching another.

From the BackerKit page:

Eren's Arcane Compendium of Characters is the ultimate card deck of fantasy characters for TTRPGs: an indispensable resource for both Game Masters and players!

The Compendium features 100+ high quality and diverse characters to be used in fantasy TTRPGs, either as player characters, NPCs or anything else TTRPG enthusiasts might need.
 
The deck is the perfect resource to help Game Masters plan NPCs for the a new campaign, or to give players a solid but flexible base to create their new character, or even a fun way to select random ideas for a crazy one-shot! 

See you next week,

Matthew

Monster Preview
over 2 years ago – Tue, Jul 18, 2023 at 02:34:34 PM

Hello This and That Backers,

We’re one week in, and progress on the campaign continues to go well. We’re nearly half of the way to our first stretch goal, with well over half of the campaign left. It seems extremely likely we’ll reach the goal for a wrap around cover

If you want us to hit those stretch goals faster, please help spread the word about This and That with a shout out on social media, discord, web forums, or just talking to your own table.

Monsters

The This and That Collection contains 25 new monsters, with a range of different levels, environments, and creature types. I try to make sure that each of them give the GM something unique and interesting for their campaign, not just another bag of hit points.

Below are two of my favorites. I love the walking bomb because of its unique mechanics. It’s literally a ticking time bomb that explodes in the heroes’ faces if they don’t act quickly. 

One the other hand I love the story of the Childnapper. It’s basically an adventure in monsters form.

I’d love to hear your thoughts on these monsters, and you can vote in our poll for what you’d like to see previewed next week.

Walking Bomb

The spherical torso of this construct is painted with a wicked grin, making it look like a head with arms and legs. It rushes toward you, surprisingly fast, as steam rises from its body.

Walking bombs are constructs made with clockwork magic. They are meant to be disposable warriors who cause as much damage as possible, by rushing the enemy and then exploding.

Remains of an Ancient War. Most walking time bombs were forged during the ancient Mage's War, when great flying cities blotted out the sun only to fall to earth before it ended. Created as expendable warriors, most fell in battle, but some sat silently, guarding the Archmagi's ancient vaults. Recent rumors say that somebody has uncovered the ancient formula for constructing walking bombs and has begun crafting new ones. 

Temperature Controlled. The explosives inside of walking bombs need to reach a certain temperature to explode. Walking bombs start to heat themselves up as they charge into battle, but enemies can take advantage of this temperature control by cooling them off to delay the explosion or heating them up to try to make them explode before the bombs come within range.

Walking Bomb
Medium construct, unaligned
Armor Class 17 (natural armor)
Hit Points 51 (6d8 + 24)
Speed 40 ft.
STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 18 (+4) 6 (-2) 10 (+0) 3 (-4)
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft, passive Perception 11
Languages understands the language of its creator and can repeat simple commands, but not complex language
Challenge 3 (700 XP) Proficiency Bonus +2
Bomb. If the walking bomb ever has three Heat Tokens on it, it explodes. All creatures within 20 feet must make a DC 14 Dexterity saving throw. Creatures take 14 (4d6) fire and 14 (4d6) piercing damage on a failed save, or half that on a success.
Warmed and Cooled. If the walking bomb takes fire damage, add one Heat Token. If it takes cold damage, remove one Heat Token.
Actions
Grab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage, plus 3 (1d6) fire damage for each Heat Token the living time bomb has. The target is grappled (escape DC 13) and the living time bomb cannot use its grab on a different target while grappling a creature.
Bonus Actions
Heat Up. The walking bomb gains or removes one Heat Token.


Childnapper

This man stands nearly seven feet tall. He has an impossibly large grin and a beard that bends at an unnatural angle. Dressed in tattered clothes, he holds a large sack over his shoulder that wriggles like something inside is struggling to get out.

Childnappers are wicked fey creatures who love nothing more than to feast on humanoid children. Millennia ago, they made a pact with primitive humanoid cultures, agreeing to leave most children alone in exchange for being allowed to eat the naughty ones. Though most humanoids have forgotten this pact, the childnappers remember, and parents still warn their children not to be naughty or the childnappers will get them.

What Is Naughty? Though it was probably spelled out in the long-forgotten pact, it seems that “naughty” follows the customs of whatever culture the children are in. In other words, the childnappers do not decide who is naughty and nice, and there are no set rules, but if the community—and especially the parents—deem their children to be naughty, they are fair game for childnappers. When childnappers arrive also seems to vary by culture. In some lands they come just one set day of the year, such as the winter solstice. In others they could come any night. 

Alone or in Groups. Most of the time, childnappers work alone, however, when a town has an exceptionally large number of naughty children, multiple childnappers might come to collect them all. This scenario is most likely when childnappers come but once a year.

Until Dawn. Childnappers always come at night to collect naughty children. To do so, they open a portal from the fairy realm into the mortal world. Once open, these portals last until the next dawn and any creature may step through them. Childnappers take their time to prepare the meals of succulent children. Together this means that even if childnappers escape with a sack full of troublesome tots, a brave band of heroes might follow them into the Fairy Realm to rescue the children, provided they can return before the break of day.

Childnapper
Medium fey, typically lawful evil
Armor Class 15 (natural armor)
Hit Points 78 (12d8 + 24)
Speed 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 12 (+1) 17 (+3) 15 (+2)
Saving Throws Wisdom +5, Charisma +5
Skills Perception +7, Stealth +4
Senses darkvision 60 ft, passive Perception 17
Languages Common, Sylvan
Challenge 3 (700 XP) Proficiency Bonus +2
Fairy Portal. When it is nighttime in the mortal world, childnappers open a portal between the Fairy Realm and the mortal world. Once open, any creature can pass through the portal, which lasts until the next sunrise.
Locate Naughty Children. Childnappers sense the direction of any naughty children within 1,000 feet of them. More than 10-foot-wide running water or any amount of cold iron blocks this sense.
Magic Resistance. The childnapper has advantage on saving throws against spells and other magical effects.
Actions
Multi-Attack. The childnapper makes two attacks with any combination of bite and claw.
Bite.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. 
Claw.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage and the target is grabbed (escape DC 13). 
Bag. One Medium or smaller creature within 5 feet of the childnapper must make a DC 13 Dexterity saving throw. Creatures grabbed by the childnapper have disadvantage on this saving throw. If the target succeeds, the childnapper can make a free claw attack against the target. Those who fail are caught in the childnapper's bag. 

While in the bag, the target cannot perceive anything outside the bag by any means. Creatures can attempt to escape the bag by using an action to make a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check. Naughty children automatically fail this check. Other characters who succeed, fight their way out of the bag to any space within 5 feet of the childnapper.