Browsed by
Category: Games

Adventures In Gaming: The Temple Of the Sea Gods

Adventures In Gaming: The Temple Of the Sea Gods

DSC05298I first created this adventure back in 1986, as a discrete part of a longer cycle in which the characters involved were questing for several potent artifacts intended to aid them in defeating their world’s largest dragon. One of those items was hidden here, in this temple.

For purposes of exhuming this module, I’ve made a number of things generic (both for the sake of easy translation to your gaming world, and to avoid any possible AD&D copyright issues). Even the particular “sea gods” to whom this temple system is consecrated can be adapted to fit your specific mythos. In fact, you can adapt pretty much any part of this; it’s for you, after all. For you to enjoy and hopefully put to use.

Character Motivation

If the player characters aren’t in pursuit of some massive relic (see above), then one fine reason to explore these halls is the usual mix of adventure seeking and treasure hunting. The bear went over the mountain, after all, and that OCD chicken keeps right on crossing the road. As a backup incentive structure, there’s always altruism. As you’ll see from the setting, the locals are beset by dangerous winged beasties, and it could be up to your particular band of heroes to free them from this (truly lethal) scourge.

Setting

A windy, treacherous tidal river. Dark, choppy water. Deep. Cold. Steep bordering cliffs, with multiple ravines and gorges forking off the main channel. What steadings there are bar their doors at night and keep a watch around the clock. Out of one of those ravines, often at dusk but not always, predatory bat-like creatures fly, and while you can fend off one or two, if they catch you in your boat or on the road, alone, and they come in a flock…

Read More Read More

Check Out the Hyperborea Adventure Kickstarter

Check Out the Hyperborea Adventure Kickstarter

Hyperborea Adventure Three-Pack Kickstarter-small

A little over two years ago, I reviewed Jeffrey Talanian’s delightfully inventive RPG Astonishing Swordsmen & Sorcerers of Hyperborea, a massive boxed set created in homage to the original boxed edition of Dungeons and Dragons. Time has not diminished my admiration; it remains one of my favorite games released in the last ten years. In fact, my only criticism — as I mentioned in my review — was the small number of supporting products.

That’s why I was so pleased to see a new Kickstarter, for the Hyperborea Adventure Three-Pack, a campaign created to fund the publication of a trio of deluxe adventures for the game: Ghost Ship of the Desert Dunes by Jeff Talanian, Forgotten Fane of the Coiled Goddess, by Joseph D. Salvador, and Beneath the Comet, by Ben Ball. These sword-and-sorcery adventure modules will each flesh out a different chuck of Hyperborean geography, and each is suitable for use with other games, such as Labyrinth Lord, Castles and Crusades, Swords & Wizardry, and of course, the game start started it all, D&D.

The campaign has a goal of $14,000 and, after less than 48 hours, has already raised over $12,000. Stretch goals include inside cover maps, additional art, and bookmarks, and I think the odds are good that more will be added. Check out all the details here.

Catching Up With Numenera

Catching Up With Numenera

Numenera-smallI got to know Monte Cook back when Black Gate was still publishing fiction. He’s a talented writer, and he sent me a short story I would have loved to have published. Alas, the magazine was already dying at that point, and we weren’t able to do business.

But I’ve kept an eye on his publishing ventures and, like everyone else, was astounded when his Numenera Kickstarter raised an almost unprecedented $517,255 in September 2012. He used the money to launch Monte Cook Games, which in August 2013 delivered the Numenera Corebook, a gorgeous 416-page full color rule book and campaign guide. I finally bought a copy at the Games Plus auction in March, and I’ve spent the last few weeks pouring over it.

What’s so special about Numenera? Monte had an enviable reputation in the gaming industry — he was an editor at Iron Crown Enterprises and, with Jonathan Tweet and Skip Williams, co-authored the famous third Edition of Dungeons and Dragons. Some of his more notable creations are the D&D modules Labyrinth of Madness and Return to the Temple of Elemental Evil, as well as many Planescape adventures and the mammoth Ptolus campaign setting, based on the home game used to playtest third edition.

But it’s far more than just Monte’s reputation that’s fueled the success of his latest endeavor. Numenera has a great premise. The setting is Earth, a billion years in the future. The inhabitants of our planet live amidst the ruins of eight unimaginably powerful civilizations, each of which mastered arts and technologies they cannot even begin to understand. Artifacts from those civilizations lie in the earth — or walk the land. Some of them are incredibly powerful; some are unspeakably dangerous. And some of them are alive.

Read More Read More

Adventures in RPGs: Long Arc or Short Arc?

Adventures in RPGs: Long Arc or Short Arc?

Scan 11AD&D carried me from middle school right through college, and about seventy-five percent of the time, I wound up as the referee. The core group with whom I played continued right on getting together for another fifteen years or so after graduation, engaging in annual reunions all over the country.

And I kept right on refereeing. After all, I had unfinished stories to “tell.” These story arcs played out over weeks, months, semesters, and then years. Many remain unfinished to this day. In the main, the rest of the group enjoyed my epic, often convoluted approach. For better or for worse, we weren’t much for hack-and-slash, in-and-out heroism.

Or were we? I’ll never forget Eric S. musing, as one reunion year wound down, that it sure would be nice if for once we could storm the castle, rescue the maiden, and be done.

His wistful comment stemmed in part from my having that very year posed a variant on that longed-for maiden-in-the-tower paternalistic standby: Orcus hired the party to rescue a damsel in distress, but this particular blushing violet turned out to be a truly enormous, deformed frog that had to be kissed in order to… well. Let’s just say there aren’t enough kisses in creation to make the wife of Orcus any more desirable.

Read More Read More

New Treasures: Freeport: The City of Adventure for the Pathfinder RPG

New Treasures: Freeport: The City of Adventure for the Pathfinder RPG

Freeport The City of Adventure for the Pathfinder RPG-smallFreeport is one of my favorite RPG settings. It debuted in a slender 32-page module called Death in Freeport, from a young company called Green Ronin Publishing, at GenCon 2000 — simultaneous with the Third Edition D&D Player’s Handbook. As the first adventure to take advantage of the OGL (Open Game License), it was one of two products that launched the d20 era.

Freeport has been expanded and supported with a host of products over the years, and now Green Ronin has upgraded the setting for Pathfinder with a massive new full color hardback edition, with new locations, new NPCs, and a brand new adventure for low-level characters. It was funded by a hugely successful Kickstarter campaign that completed on April 1, 2013 — and now you can share in the fruits of that success.

Freeport is one of the classic city settings of fantasy roleplaying and it’s back — bigger and better — in this monstrous new sourcebook for the Pathfinder Roleplaying Game. Clocking in at a massive 544 pages, Freeport: The City of Adventure lovingly details a metropolis that mixes fantasy tropes, piracy, and Lovecraftian horror into an action packed setting for your RPG campaign. The city is now more detailed than ever, with added locations, characters, hooks, and a brand new, full-length adventure. The book, featuring a cover by fan favorite artist Wayne Reynolds and a fold-out map of the city, also includes full rules support for the Pathfinder Roleplaying Game: new classes, archetypes, feats, and magic items. As always you can use Freeport on its own or drop it into your campaign setting of choice. So set sail for Freeport, mateys! Come for the pirates, stay for the cosmic horror!

Freeport: The City of Adventure for the Pathfinder RPG will be published by Green Ronin on April 29, 2015. It is 544 pages in hardcover, priced at $74.95 or $29.99 for the PDF. Learn more at the Kickstarter page here.

Play Infocom’s The Hitchhiker’s Guide to the Galaxy Game Online

Play Infocom’s The Hitchhiker’s Guide to the Galaxy Game Online

I was at the Windycon 42 website yesterday, checking to see if the Guest-of-Honor interview I did with author Christopher Moore has been posted yet (it wasn’t). The theme of the convention is The Hitchhiker’s Guide to the Galaxy, and the website has the friendly words Don’t Panic posted right at the top. As long as I was there I poked around a bit, and I was surprised to find a link for “Infocom Game” in the navigation bar.

Now, I’m a huge fan of Infocom’s text-based computer games. Infocom was one of the most acclaimed computer gaming companies of all time, with classic titles like Zork (1980), Enchanter (1983), Planetfall (1983), and the groundbreaking BattleTech game The Crescent Hawk’s Inception. In 1984, legendary Infocom designer Steve Meretzky teamed with Douglas Adams to create The Hitchhiker’s Guide to the Galaxy, one of the most popular games the company ever produced.

Well, that’s all the enticement I needed. I clicked on the link, and lo and behold, I was transported to the BBC Radio website, where the BBC has posted a complete Java-based port of the 30th Anniversary Edition of Infocom’s classic The Hitchhiker’s Guide to the Galaxy. You can play right in your browser! And so I did:

Infocom The Hitchhiker's Guide to the Galaxy

This is well worth checking out yourself. Take a step into the past (and then, uh, into the future) and play the computer gaming classic The Hitchhiker’s Guide to the Galaxy here.

Forbes on What’s Next For The New Dungeons & Dragons

Forbes on What’s Next For The New Dungeons & Dragons

Sword Coast Legends-smallForbes columnist David M. Ewalt is a not-so-secret Dungeons & Dragons fan. He’s the author of Of Dice and Men: The Story of Dungeons & Dragons and The People Who Play It, and he’s promoted the game in the pages of Forbes over the past two years with an early article on D&D Next, and a fascinating piece on the Books that Inspired the New Dungeons & Dragons. This week he interviewed Nathan Stewart, brand director for Dungeons & Dragons at Wizards of the Coast, to find out what’s next for the Fifth Edition of D&D.

Any plans to tell stories that take place outside of the Forgotten Realms?

If you’re talking about us diving deep and taking a focus like what we’ve done with Tyranny of Dragons, we’re going to stay in the Forgotten Realms for the foreseeable future… But we’re gonna have long cycles, and so when we go all in on Greyhawk or Dragonlance or Spelljammers, that’s going to be awhile… the main focus will be on the Forgotten Realms for a long time.

Is the brand where you wanted it to be at this point?

In my strategy I had wanted a high-caliber video game that really brings back the core of D&D… and I don’t think that in my wildest dreams I imagined that that we’d have a game that really captured the essence of D&D as well as Sword Coast Legends coming out. I think by the end of the year we’ll have this conversation and everyone will agree that we’ve actually delivered that plus some, because we’ve done something that no one’s ever done before, which is really deliver that dungeon master/player tabletop experience in the form of a computer RPG.

See the complete article online at Forbes magazine.

Choice of the Petal Throne

Choice of the Petal Throne

petalthrone_fullIn my opinion, the hobby of roleplaying has only ever produced two fantasy settings to rival Middle-earth in terms of depth and creativity: Greg Stafford’s Glorantha and M.A.R. Barker‘s Tékumel. Of the two, I suspect Glorantha is the better known, at least in the roleplaying world, if only because the RPG with which it was long associated, RuneQuest, was very successful, particularly in Europe (where it was, at various times, more popular than even Dungeons & Dragons if you can believe it).

Tékumel, on the other hand, has languished in semi-obscurity, despite the fact that the RPG in which it first appeared, Empire of the Petal Throne, was published only a year after D&D, making it one of the most venerable of its kind. Part of the reason why that is the case is that, unlike most fantasy settings, Tékumel owes little to the histories or legends of the West’s Classical and Middle Ages. Instead, its primary inspirations are ancient Egypt, pre-Columbian Mesoamerica, and Mughal India – all seen through the lens of sword-and-planet writers like Edgar Rice Burroughs and Jack Vance. Consequently, the setting’s peoples, flora, fauna, mythologies, and elaborate social systems are quite unlike those to which most roleplayers (especially in North America) are accustomed. Add to that the unfamiliarity of Tékumel’s constructed languages – Barker was a professor of linguistics – and you have a recipe for supposed inaccessibility.

I think that’s a shame – and not just because I’m personally very fond of Tékumel.

The truth is that Tékumel’s “inaccessibility” is (mostly) on the surface. The names (like Mu’ugalávya and Tsatsayágga, to cite two examples) and scripts are intimidating at first, I’ll admit, but, with time and effort, they become much less so. The same is true of Tékumel’s lengthy imaginary history and its complex religions and societies. Once those initial barriers are overcome, what you’ll find is a fantastic setting filled with amazing opportunities for adventure, from treasure-hunting expeditions into subterranean labyrinths to cutthroat imperial politics to visitations to other planes of existence.

Even so, overcoming Tékumel’s initial alienness isn’t easy, as there is no straightforward way to learn about the setting, which is why I am so very pleased to see the release of Choice of the Petal Throne.

Read More Read More

Art of the Genre: The Top 10 Campaign Adventure Module Series of All Time

Art of the Genre: The Top 10 Campaign Adventure Module Series of All Time

Did Bloodstone make the list?
Did Bloodstone make the list?

I’m not really sure when I played my first adventure module, although I think it was at my first D&D Club meeting in 8th Grade. My only clear memory of actual adventure, while I sat in that library on Wednesday evenings after school, was trying, and failing, to enter the Steading of the Hill Giant Chief. So, I assume that G1,2,3 [well, at least G1] was my first ever module, and I think that is interesting because it means my induction into gaming came from the adventures that define what campaign modules should be.

Having recently begun my own quest to create a campaign series of modules, I’ve decided to put my epic game of Risk with Ryan Harvey on hold, tell Kandi to hold all my calls, and pray that Goth Chick doesn’t show up unexpectedly wearing a corset and stockings that would most assuredly derail my Black Gate L.A. productivity for the day.

Why would I do this? Well, to create another Top 10 list of course! This time around, I’m not looking at the best modules of all time, but instead looking at the best/greatest campaign series of modules of all time. Yes, so without running my deadline further into the red, let me get started.

First and foremost, I’d like to say that this is my list, and therefore shouldn’t be judged as some kind of ‘true’ entity. My views are certainly colored by the experiences I’ve had with most of what you see below, and at one time in my life I’ve owned them all.

As for Bloodstone, I’ve played it as recently as 2007, but that said, I can neither confirm of deny the fact that it did or did not make the list. I do, however, hope you enjoy what I’ve created below and that it does bring back a few good memories to you all!

So, let’s get started, shall we?

Read More Read More

James Maliszewski Launches The Excellent Travelling Volume

James Maliszewski Launches The Excellent Travelling Volume

The Excellent Travelling Volume-smallJames Maliszewski, Black Gate blogger and creator of the long-running hobby gaming site Grognardia, has launched a new magazine, The Excellent Travelling Volume.

The Excellent Travelling Volume is a 28-page, digest-sized print-only fanzine dedicated to Empire of the Petal Throne (EPT), the first roleplaying game set on M.A.R. Barker’s world of Tékumel. EPT was first released in 1975 by TSR, making it one of the first RPGs ever published.

Tékumel is one of the most popular and enduring settings in fantasy gaming. No less than four RPGs have used it since it first appeared, including Swords & Glory (Gamescience, 1983/84), the excellent Gardasiyal: Adventures in Tekumel (Theater of the Mind, 1994), and Tékumel: Empire of the Petal Throne (Guardians of Order, 2005). It was also the setting for several novels by Barker, including The Man of Gold (DAW, 1984) and Flamesong (DAW, 1985).

While Tékumel has remained popular, the original game which launched it, Empire of the Petal Throne, is now 40 years ago and an extremely rare TSR collectible. It was reprinted only once, by Different Worlds Publications in 1987. However, RPGNow sells a PDF version of the original rules for just $11. The game has a strong group of core fans who have kept it alive for four decades.

The Excellent Travelling Volume is produced under license from the Tékumel Foundation. The first issue (cover at left; art by Jason Sholtis — click for bigger version) was released in December 2014 and is already sold out. Issue #2 is now available. Issues have a very limited print run (200 copies) and go out of print fairly quickly; if you’re interested, I would suggest you act quickly.

Read More Read More