Posts tagged ‘modules’

April 25, 2014

DW2: Island of Fire Mountain

At long last, both the DW and the River Knife series of adventure modules are complete trilogies.

Island of Fire MountainA small island in the South Seas. A lone fort plagued by cannibal hordes and a race of monsters. A ship, wrecked on the rocks of the far shore, missing all its crew and passengers. An ancient city that stands in ruins, guarded by the very elements themselves, and rumoured to be full of ghosts. All this and more lie waiting for a band of intrepid adventurers. Will they bring peace and prosperity to the island, or merely line their pockets? Will they discover the secret of the lost city of Kuna Lii, or will they leave the entire world in ruins in the attempt? Come ashore, and find out for yourself!

What size is this book?
It’s 102 pages, black and white, 6×9 in print, 5.5×8.5 in pdf.

What do you get with this book?

  • Inside this adventure module, you will find:
  • A complete island, with numerous warring factions and a ruined city.
  • New monsters, characters, and magical items to vex or aid the PCs.
  • Customized starting procedures and advice about asking the players questions that contribute to the setting, while keeping the island a mysterious place for them to explore.
  • A new base class: the Elementalist.
  • Cover art by Robert Scott, from the Prismatic Art Collection.
  • Fantastic interior art by Nate Marcel and Tony Dowler.

Where do you get this book?
You can buy Island of Fire Mountain in print and pdf from DriveThruRPG, for $20. Or $8 if you only want the pdf.
You can also buy the print version by itself from Lulu for $16.

December 28, 2013

DW3 Ghostwood Haunts

Before the year comes to an end, here is a new book! Ghostwood Haunts is an introductory adventure module for the Dungeon World fantasy role-playing game. This is the sequel to DW1 Lair of the Unknown.

DW3 Ghostwood HauntsWhat’s the adventure about?
In the midst of the Ghostwood, the village of Knifesbridge holds a mere few thousand souls, but trouble enough for all. A gang of bandits preys upon the local road traffic, drug addiction spreads through sleepy village streets, and corruption at the heart of municipal politics stymies all attempts to restore law and order. Worse yet, a dead witch’s ghost seeks vengeance, and a demon waits to walk once more beneath the Ghostwood’s leaves. At the crossroads between these fronts lies and old, abandoned tower, and the secrets buried beneath it will tear this village apart.

What’s it look like?
It’s 138 pages, black and white, 6×9 in print, 5.5×8.5 in pdf.

What do you get with this book?
Inside this adventure module you will find:

  • Two complete fronts with three dangers each.
  • NPCs for each of these six dangers, plus more to populate Knifesbridge.
  • Suggested and optional scenes that further the villains evil scenes.
  • Crime, political corruption, and drug addiction.
  • Ghosts, witches, and a demon.
  • Maps of important locations.
  • Three new compendium classes: the Bounty Hunter, the Drug Addict, and the Infernalist.
  • One new base class: the Magnate.

Why is DW3 the sequel to DW1, Johnstone?
That’s a good question, Johnstone! It’s because DW2 isn’t finished yet. Look for that one in March or something.

Where can you get it?
The pdf is available at DriveThruRPG for US$8. There will be a print option there once the proof arrives at my house and passes the quality test.
But there is a print option at Lulu right now for US$16.

October 28, 2013

RK3: The Third Verse

The Third VerseThe third installment in the River Knife series of adventure modules for Dungeon World and Labyrinth Lord is done. The Third Verse is a collection of four minidungeons inspired by Tony Dowler’s maps, joined together into one perilous meat grinder of a delve.

Buy the print version from Lulu for US$14. It is 72 pages, saddle-stitched, US Trade-sized, B&W on cream-coloured paper.

Buy the pdf from DriveThruRPG for US$6. It is digest-sized and includes an extra pdf with just the maps.

What is the Third Verse like?

Based on a series of old Red Box Vancouver adventures, this module includes:

  • An abandoned fire temple, complete with old traps and new inhabitants (like exploding ghouls).
  • The tomb of the Red Mummy, and ancient an powerful king, who had malevolent machines built all around his mausoleum.
  • Those machines, churning beneath the surface of the earth, tended by automatons, sending evil spirits against the people who live above, and allowing demons to venture forth into this world at will.
  • And finally, below everything, the shrine of an ancient, forgotten goddess, where the actual third verse, the solution that will cure this land of its ills, is located. But can you make it this far?

The Third Verse is not intended for low-level characters. Experienced dungeoneers only!

See an 11-page preview of The Third Verse here!

The text of this module is released under a Creative Commons Attribution-ShareAlike 3.0 Unported license.

ALSO: I have a Patreon project for making monster manuals going on right now.

October 28, 2013

New Print Versions

I have added new print options at DriveThruRPG for some of my books. I have not really been happy with the B&W print option Lightning source offers, mainly because they don’t do full bleed and I use bleed on pretty much all of my books except the Metamorphica.

Evil Wizards in a Cave now has a Standard Colour print option, although the book is still in black & white. It just has full bleed. The black inks aren’t quite as rich as either the B&W option or the Lulu version (which is still the best option, in my opinion), but it looks pretty decent, all in all.

I’ve added the Standard Colour option to Adventures on Dungeon Planet, but left the B&W option available, for those of you who are discerning enough to care about the difference. B&W has richer blacks, but Standard Colour has full bleed instead of white space at the edge of the pages. If you don’t care either way, I make more money if you buy the B&W version (though not very much more).

The B&W version of Lair of the Unknown still looks pretty good to me, even with that white space, so I haven’t tried to make a new pdf for a Standard Colour option for that books, although I am currently waiting to see what the Knives in the Dark Standard Colour option looks like, and I may switch that title over if it looks as good as Evil Wizards in a Cave.

The Third Verse will have a Standard Colour print option available sometime next month.

September 1, 2013

The First Six Months

Since I put Adventures on Dungeon Planet up for sale in March, the end of August marks the first six calendar months of me being a “professional” game design studio. These are my sales numbers so far (“print” includes bundled sales):

March
56 Dungeon Planet print
31 Dungeon Planet pdf

April
53 Dungeon Planet print
61 Dungeon Planet pdf

May
42 Dungeon Planet print
33 Dungeon Planet pdf

June
11 Dungeon Planet print
28 Dungeon Planet pdf

July
16 Dungeon Planet print
21 Dungeon Planet pdf
10 Lair print
44 Lair pdf

August
8 Dungeon Planet print
24 Dungeon Planet pdf
7 Knives print
23 Knives pdf
9 Lair print
27 Lair pdf

Analysis

- From selling games, I’m basically pulling in half of a minimum wage salary right now. The end of September will mark the end of a full year of what roughly amounts to a full-time job designing rpgs (not that I actually keep track of my hours).

- If you want to at least try to compare all this with the DW-related kickstarter projects, compressing these six months of Dungeon Planet into similar figures gets us 384 backers with a total raised of something like $6,500-7,500, depending on how much I would be gouging people for shipping. You can probably use this comparison as an argument in favour of Kickstarter as a marketing platform.

- My marketing strategy is pretty crap, not gonna lie. It currently consists of little more than g+, SG, and “continue releasing books.” That third one takes up a lot of my time, though. You’d think that given the low sales of RK1 Knives in the Dark, I’d give up on that series altogether, but no, I’m doing more. They’re quality, so hopefully they’ll pay off at some point.

January 7, 2012

Revenge of Carcosa and Isle of the Unknown

I received the actual physical books in the mail not too long ago. Aside from a few typos here and there, the art and layout is quite pleasing, but you have likely seen other peoples’ pictures of them already.

A couple of observations:

1.
Isle of the Unknown isn’t a fully-conceptualized setting, but Carcosa is. However, it’s a minimalist setting, with a fairly tight, singular premise around which the whole book revolves. And while I admire that, artistically, I actually prefer maximalism, when it’s done right (i.e. integrated maximalism, not pastiche overcrowdingism). Not that I think either book should be less minimalist and more maximalist, it’s just a personal preference I’ve noticed. Luckily for me, I don’t think either product is too weird to be easily incorporated as one layer of a maximalist setting.

2.
In the poster map, the races of men are colour-coded, which is interesting because there are three fictional colours on Carcosa.* While this adds to the book’s tone of otherworldly strangeness, it is also somewhat difficult to actually imagine and picture mentally. To take a couple examples from other sources, when I imagine garrow, I think it looks like both black and yellow simultaneously (not mixed together), and I think of Terry Pratchett’s octarine as looking similar, but with blue and orange, also simultaneously.

(*Never mind that adding one new primary colour actually results in at least five new colours, that’s something to take up with David Lindsay.)

On the Carcosa poster, Dolm Men are colour-coded with light blue and cream, Jale Men are coded with dark blue and red, and Ulfire Men are coded with cream and deep purple. But when I think of ulfire, I think of red, green, and white at the same time (this might be partly due to some bird that was covered in ulfire-coloured flames in one of Blair’s early Planet Algol reports). Jale and dolm, though… I’m not entirely sure. Sometimes I imagine dolm being a bit like olive green, and other times I can’t imagine what either of them looks like. Maybe jale is similar to yellow and pink and neon colours. I mean, sure, it’s “dreamlike, feverish, and voluptuous,” but so is purple.

If there is just one fictional colour, then it’s easy to imagine, because every person’s different interpretation can stand without interfering with each other, as long as they imagine some kind of fictional, hitherto-unimagined colour. When you have to differentiate between fictional colours, that can start to get weird.

That’s not a criticism, just an observation. What do you imagine dolm, ulfire, and jale look like?

I do have some actual criticisms of the two books, though. There are a few things that could have made the books easier to use, at least for me.

1.
I think both maps could have benefited greatly from the addition of roads being marked. Even without them, Isle of the Unknown’s keyed map is pretty good, but Carcosa’s is slightly less so. The poster has a map keyed with the locations of rituals and Great Old Ones, but there is no map with settlements or the colours of the men that live in them. When the locations of certain colours of settlements—such as we find around the other lake (the one that isn’t Hali)—are mentioned as plot points in the hex descriptions, it would help to have this information in map format. Likewise, there is a mention of a trade route road winding around the icy wastes, but no indication of where this road is coming from or where it is going.

The political situation isn’t the most useful aspect of this information, however. Terrain, and especially roads, determines how fast characters can move across the map, and how fast characters can move across the map determines how much the DM has to prep between sessions in order to respond to the players’ choices. If there is a road that stretches across three hexes, on either Carcosa or the Isle, it’s entirely possible that the PCs could travel the whole way in a single day, walking from dawn to dusk. Without having roads on the map, the DM basically needs to prep three hexes away from the PC’s present location in every direction, in order to get an idea of where to even place roads. It seems to me that adding even just major roads is not much additional work when all major settlements are already plotted out, which is the case for both books, and some hex descriptions even mention roads, which is at least the case for Carcosa.

Being able to see the roads helps to envision the possibilities of PC movement, which makes the DM’s job easier.

2.
Any hint of motivation or personality is missing from most of the magic-users and clerics in Isle of the Unknown. They are treated simply like monsters—if you want to kill them, all the problems you’ll face and the lack of rewards you’ll receive (in most cases) are listed, but not much else. It makes me wonder why anybody would want to interact with these characters in the first place. Even a little bit of information would have been useful, evocative, and inspirational—the way threats are summarized in Apocalypse World, for example. Describing a warlord’s personality with “Dictator (impulse: to control)” or the character of a landscape with “Maze (impulse: to trap, to frustrate passage)” goes a long way with a short amount of text.

While Carcosa has numerous settlements with motivation-less leaders and populations listed, there are also many characters who do have goals, connections to other parts of the map, and even some small semblance of personality. It would have been nice to have a little bit of that in Isle of the Unknown as well, though it’s by no means a dealbreaker. And while I think including something like the Carcosan Ethnography supplemental material in the book itself would have been fantastic, so that DMs can just randomly generate genre-appropriate population details and character motivations, it’s good enough without it that I’m not really upset.

3.
Similarly, there are a few occasions in both books where the material is essentially a tableau to be presented to the players, with little opportunity for them to interact successfully with it, or to use it in combination with other setting elements. When the text describes something the PCs can see but never do anything with, when some magical effect can only happen once in one location by accident, or when the benefits of braving obscene risks turns out to be a measly +1, I’m a little underwhelmed. I much prefer the part of Carcosa’s premise that includes finding a giant laser cannon and deciding to kill Cthulhu with it. Especially if it doesn’t work because you used up all the charges destroying castles and fortresses that asked you to pay tithes for safe passage, and now you’re facing Cthulhu with no ammo and no castles or fortresses to hide in. There’s slightly less of that in Isle of the Unknown, but both books should have had a little more, in my opinion.

Those are all relatively minor concerns, though. Overall, I think the good things everybody says about these two books are pretty accurate.

December 17, 2011

Carcosa and Isle of the Unknown

In case you are unaware of these two titles, they are a pair of books written by Geoffrey McKinney and published by Lamentations of the Flame Princess. Naturally, I picked them up and have been perusing the pdfs of late. I have an earlier version of Carcosa, but am very pleased with this new edition, while Isle of the Unknown is completely new. They are both old-school D&D hex-crawl campaigns, although Carcosa has a certain amount of premise and theme built into it. There is some controversy about this, which I have no interest in and do not want to know your opinion of.

Instead, I have a completely different problem. In a word, my problem is: Blair.

You may know Blair as the guy with the Planet Algol blog, as a local Vancouver gamer, or as a regular Vancouver Red Box player and DM (or all three). He’s the one who got me to check out McKinney’s Carcosa in the first place, so it’s no surprise he’s had it longer and read more of it than I have. He’ll no doubt get this new version as well, which means running it for him may lack a litle bit of surprise and mystery. I can assume he’ll be likely to pick up Isle of the Unknown too, if he can stop himself from spending too much money on obscure black/death/doom metal LPs that can double as DM screens. So, while he won’t be memorizing either book in their entirety, if I were to run either of them straight, some of that “unknown” would be slightly less so. Like when I decided to run Tower of the Stargazer without knowing he’d read it already.

Don’t get me wrong, I like having Blair running and playing RBV games, but this is another one of those awkward points of overlap in our collections. The rest of the Red Box crew might have some interest in McKinney’s works, but are more likely to ask Blair or I to DM them than they are to buy and read them. It’s just that I’ll need to modify them somewhat in order to bring back the uncertainty and suspense lost by Blair’s familiarity with them (or at least Carcosa), which unfortunately can sometimes be as much work as making up a new setting from scratch.

However! The books themselves offer up an interesting suggestion for circumventing this awkwardness, in the simple fact that they both use the same numbered hex template.

The obvious solution is just to run both of them. At the same time.

That’s a McKinney Combo Platter, kids. You might remember what’s in this hex on Carcosa, and you might remember what’s in this hex on the Isle of the Unknown, but you have no idea what will happen when worlds collide.

November 4, 2011

Under the Chimera, another home-made module

Here is another short module I made for Red Box Vancouver. We enjoyed this one for a total of four zany sessions, mostly owing to the mutagenic liquid. You can read the session summaries starting here.

This one was also created using Dave’s Mapper and the Moldvay Basic rules. There are no mutation tables provided in the adventure, but I would recommend either this or these, since the giant system-agnostic compilation of all mutation tables everywhere that I’m working on is not yet finished.

So, here it is for you. Again, the last two pages are just the map on page 2, but bigger, just in case you need it. Anything I haven’t provided, use that book you see to the right!

Under the Chimera

October 14, 2011

The Hidden Ziggurat, a home-made module

This is a short module I made for Red Box Vancouver. I ran three sessions of it, and short summaries can be found on the RBV forums, starting here.

I used Dave’s Mapper to generate a random dungeon map, and made a few slight modifications in Photoshop. I then stocked the dungeon using the rules in Moldvay’s Basic D&D, then added my own ideas so that the dungeon made sense in the end, including some nice colour text culled from a previous phase of black ziggurat enthusiasm. And with the addition of a few short wandering monster tables, I was done.

So here it is for you, if you want it. The last two pages are just the map on page 2 but bigger. If you don’t need them, don’t print them out. There are no monster stats here, because you can get those from the Moldvay Basic book.

The Hidden Ziggurat

September 16, 2011

One Page Adventurizing XP2 (part 2)

(This post may not make a lot of sense unless you read part 1 first.)

To recap, I’m taking the otherwise excellent location-based adventure XP2: Song of the Beast Gods and giving it the One Page Adventure treatment to make it’s existing hooks even more robust, for my sandbox-loving, rails-jumping, plot-ignoring gang of players. Again Thulsa, the author, has created a really good location-based Swords & Sorcery adventure, without any sort of reliance on the players following a set path, any sort of pre-determined events, etc. And for $5 it’s a really good bargain: you get three locations, a bunch of NPCs and his highly atmospheric World of Xoth setting (with Cultural feats, a new class, et al)–all statted out for the Pathfinder RPG. Xoth is shaping up to be my go-to S&S setting.

So here’s my slightly updated progress from last post:

Revenge of the Hyena Princess

The Situation

A long-lost princess has returned to usurp her younger sister’s place and get her revenge, with the help of the Hyena God’s secret cult.

NPC Goals

Evil Princess: Kill opposition to Hyena God Cult. Sacrifice Good Princess when The Stars are Right. Stay disguised as Good Princess ’til then.

Handmaiden: Escape slavery. Free Good Princess. Expose Evil Princess.

And that’s where I stopped. The rest of the NPCs are either minions of the EP or have good reasons to oppose the Evil Princess–but at the moment are in the dark about her conspiracy to sacrifice the Good Princess during a ritual that will transform her and the other cultists into Beastmen and break the hold of the current god on the city.

This isn’t a huge problem, but it does create problems if the players don’t get involved with the Handmaiden, who is the only NPC that suspects something is going on. Even she doesn’t know that the Evil Princess is masquerading as the Good Princess when she meets the PCs.

At the starting point of the adventure, all the Handmaiden knows is that a rich man from the city paid the desert nomads to raise a young girl who disappeared when she came of age. The Handmaiden isn’t able to warn anyone unless she is rescued from the slavers and returned to the palace, where she recognizes that the supposed Good Princess is acting strangely.

Here are the other NPCs with a stake in the Situation. As before, I’m using titles rather than names, because it’s easier to remember: General, Guard Captain, Good God Acolytes, Royal Steward.

NPCs without a real stake (or who can’t do much) who can be regarded as assets: Slaver, Royal Scribe, Senile King, Good Princess.

There are also some goons, hideouts and other useful assets attached to various NPCs.

So let’s give the Evil Princess some serious opposition.

Good God Acolytes: Escape the Palace before we are killed. Get word to our superiors that the Evil Princess is evil. Spy on her with the Guard Captain. Recruit the General with Proof: the Scroll or the Good Princess.

Assets: a pious servant at the Palace, Guard Captain, the loyal Palace Guards, a desolate tomb outside of town, keys to the temple treasury, the Handmaiden (and the other handmaidens).

I’ve rewritten these guys such that their God has let them know not to trust the Evil Princess with omens. They have seen a Scroll that details the upcoming Stars Are Right moment and the secret signs of the cult. They know the Good Princess is missing. They’re in-the-know, have resources, but lack muscle and can’t move freely.

These guys are going to want to enlist the PCs to help them get out of dodge, send messages that won’t be read by the cult, go between themselves and the Guard Captain who manages Palace security, and try to get the Scroll (now hidden) or the Good Princess (missing) to the General to bring his troops to bear on the problem.

Since I’ve made the Guard Captain an asset, I don’t need to worry about his goals. Same with the Handmaiden. They’re the same as the Good God Acolytes–which also means either can stand in for the Acolytes if they’re killed or missing. Now we’ve got some good guys and some bad guys. How about someone on the fence?

General: Preserve my life and position. Keep the army strong and intact. End up on the winning side. Get richer off this argument between priests.

Assets: 400 light infantry (City Guards), 150 camel riders, keys to the city, a tower in the Citadel.

And finally, the Evil Princess in full:

Evil Princess:  Keep conspiracy secret. Prevent the Acolytes from getting help. Make sure the General stays neutral. Sacrifice Good Princess and transform my allies when The Stars are Right. Disguise myself as the Good Princess ’til then.

Assets: The ear of the King, the Royal Steward, disloyal Palace Guards, keys to the royal treasury, the Torturer, catacombs under the Palace, undead minions, a secret chamber in the catacombs, a secret prison, the life of the Good Princess, the Scroll, the Slaver, Slaver Guards.

Smart money is still on the Evil Princess, especially if she recruits the PCs to her side. Of course, that means they’ll end up transformed by her ritual, and may not approve of that. Her Situation is also the most precarious: if the Court or King figure out that she’s not the Good Princess, the jig is up. If the General doesn’t stay out of it, his army can wipe out her band of disloyal Palace Guards and undead minions. If the Good Acolytes get away, a powerful theocracy to the south will invade her little city-state.

What else would I do here to round things out? I’d re-write the Slaver and his Guards as members of the desert nomad tribe that raised her, so she has somewhere to retreat if everything goes pear shaped for Team Hyena.

If the PCs work for the Evil Princess, I’d have the General take an active role in playing the two sides against each other. Offering the Good God Acolytes protection, but not escape, until the Evil Princess has time to make a counter-offer. Putting his soldiers between the PCs, their objectives and the Evil Princess (curfews, an extra guard on the Palace, locked city gates). Even using soldiers to attack the PCs and weaken the Evil Princess’s position.

If the PCs work for the Good God Acolytes, I’d throw everything the Evil Princess has at them, re-kidnapping the Handmaiden, assassinating the Royal Scribe and anyone else in the know. Using them to flush out other allies of the Acolytes. Trapping them with the Guard Captain. Spying on them with Palace servants and desert nomads. Murdering them if they come into the catacombs.

Whew! This is getting me really excited to run this game. :)

Last part. The hook! Replace “hired” with “convinced”, “enlisted by”, “seduced”, etc. as needed.

The PCs…

…decide to rescue/help the Handmaiden and…

…are hired by the Good God Acolytes to oppose the Evil Princess.

…are hired by the Evil Princess to do her dirty work.

…are attacked by the Evil Princess’s cultists and hired by her enemies.

There’s another option I hadn’t thought of before that’s bound to be appealing to Fistful of Dollars/Yojimbo fans:

…are hired by the General to protect the Acolytes and force both sides to deal with him.

In some ways, the General ought to be opposed to either side “winning”. If the Acolytes get away or the Evil Princess does her ritual, the General’s city is probably going to get invaded by the theocracy that worships the Good God.

Well, what do you think? How would you adjust things to make it even easier to roll with whatever the PCs dish out?

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