“Lair of the Plague Doctor” Comic Book now Available.

Cover art for "Lair of the Plague Doctor" comic.

Today I have released the first HERO TIME comic book, “Lair of the Plague Doctor”. It’s a complete story set based on the original quest, and it’s done in my signature stick-y style. The description is as follows:

Once upon a time, in a faraway world…

A new menace has risen to threaten the land of Alantrin. A party of heroes has stumbled upon a plot by a so-called Plague Doctor to create a deadly plague that would ravage the land. Unwilling to let such a literally sickening fate befall their homes, the heroes have set out to stop him. They have found a secret entrance to the lair of the Plague Doctor and will soon begin their assault…

This black-and-white comic book is the very first one based on the HERO TIME role-playing game, depicting its wonderful world, quirky sense of humor, and unique art style in all its glory! It is suitable for audiences of all ages and is sure to entertain.

(PDF version available now. Paperback version coming soon.)

You can read a preview right here or buy it here!

–Neal

Cover art for "Lair of the Plague Doctor" comic.

HERO TIME Fifth Anniversary and Timeline

(From the HERO TIME website)

Today is the fifth anniversary of when I released the first HERO TIME game, and to celebrate, I would like to show a timeline of all the games I’ve released so far.

HERO TIME #1: Lair of the Plague Doctor

Released April 9th, 2020

HERO TIME #2: Siege of Windhall

Released July 15th, 2020

HERO TIME: The Arena

Released December 1st, 2020

HERO TIME #3: Hourglass Ruby Case

Released May 19th, 2021

HERO TIME Sourcebook

Released March 3rd, 2022

HERO TIME #4: Rumble in the Ruins

Released July 23rd, 2022

HERO TIME Character Manual

Released April 3rd, 2023

HERO TIME: Bounty of the Gaping Maw

Released June 22nd, 2024

HERO TIME Core Book

Released March 25th, 2025

At last, the vision for HERO TIME has been realized to the best of my ability. Thanks for your support over the last five years!

Most sincerely,

Neal.

HERO TIME Core Book Now Available!

(From the HERO TIME website)

At last, it’s here! The HERO TIME Core Book is available now!

From the description:

Once upon a time, in a far away world…

This is a land of great beauty, but also great peril. It has seen much strife, but whenever evil rears its ugly head, it is stopped by the might of heroes. Countless legends have been recorded throughout history, and many more wait to be written. This is an epoch of glory. An age of epics. An era of power. It is a time of heroes. 

HERO TIME is a fantasy RPG for all ages. In it, players become heroes within a world of enchantment and adventure, and they have the opportunity to shape the course of history. They can fight dragons, explore lost ruins, and find relics of incredible power as they maintain order and battle the rising tide of evil.

This core book includes…

•    Everything you need to quickly learn how to play.

•    Many choices for character creation, including 10 classes and 12 species.

•    An elaborate yet flexible magic system where you can do almost anything you can imagine.

•    An overview of the world of Virbis, covering its lands, history, nations, languages, and even stars.

•    Numerous illustrations, all done in a distinctive, hand-drawn style!

•    And much, much more!

HERO TIME is built on the Snake Eyes System, which was created under the ORC License. That means anyone and everyone can use the rules of the SES– and, by extension, HERO TIME– to make the RPG of their dreams!

You can buy this now on DriveThruRPG and itch.io, and soon it will be available as a hardcover book! In addition, I have converted the “Bounty of the Gaping Maw” quest so that it can be played in this new game, and the best part is, you can get it FOR FREE from those sites.

Road to the Rulebook: …and, Scene!

(Reposted from the HERO TIME website.)

“Road to the Rulebook” is a series explaining the basics of “HERO TIME” and how it is played. All of this can be experienced once the Core Book is released, coming soon!

Exploring things with the guidance of the gamemaster is all well and good, but what happens when the players need to interact with the inhabitants of the game world? That’s when a scene begins!

There are two kinds of scenes: fight scenes and dialogue scenes. Like in movies, fight scenes are for characters to put up their dukes while dialogue scenes are for talking their way closer to a goal.

Once a scene begins, you have to determine turns. One player-character rolls for the player side while one non-playable character rolls for the gamemaster side. The side with the higher result gets to have one of their members go first, followed by someone on the other side, and then it alternates until everyone gets to go.

A “round” is the length of time in which everyone gets to participate once in the scene. Each player gets to do something, and the gamemaster acts on behalf of all involved non-playable characters.

When it’s time for a character to do something, it’s his “turn”. During his turn, each character gets two “actions”. Basically, anything that requires a concerted effort is an action. Performing skill tests, moving, grabbing a piece of equipment, attacking, using an ability, and so on are all actions.

This can be seen most clearly in fight scenes. In those, there are swords swinging, fists flying, spells casting, and all that exciting stuff. It all ends whenever one side or the other is defeated, and the non-playable characters (almost) always get the short end of that stick.

In dialogue scenes, it looks a little different. It is mostly a matter of role-playing, and there are few actions that can be performed. The player-characters need to convince someone to do something for them, and to do so, they must succeed at a certain number of skill tests. If they fail, they must concede the discussion, losing the opportunity to get what they want or even making things worse.

You can, in a way, win scenes. In fight scenes, defeating the opponent could certainly be considered success, while getting what you want out of a dialogue scene could be considered success as well.

That is all. See you next time!

–Neal