Showing posts with label adventures. Show all posts
Showing posts with label adventures. Show all posts

Monday, July 13, 2026

Another project on the pile...

I'm playing around with a new idea where I take the new monsters I've been creating and posting to the blog (like the Quarreler) and follow each new monster description spread with a lair for that monster (set up as a short adventure), supported by some additional random tables where space permits. 

This is one of those slow/backburner projects that will get added to a bit at a time, as new monsters come onto the blog. The d30 ECs are my main continued focus right now. 

That being said, here's a sample of what I think it may look like...













Friday, July 18, 2025

Flatiron Building Map as Dungeon Level

 Turned a map from the Flatiron Building in a single-level dungeon with 30 rooms (so I could add a d30 table or two to go with it—to come in a future post).


Tuesday, November 10, 2015

Background: Vault of the Faceless Giants

This is the background information for the adventure that accompanies the rumor table I posted the other day... an introductory level adventure to support the Basic Psionics Handbook.

The beta version is almost complete. I just need to give it a quick proofread. When it's ready (hopefully by the weekend), I'll make it available as a free PDF through RPGNow.

The tiny jungle village of Phoumi Sramol has fallen victim, some believe, to the evil hand of the demon lord Rahb.

Many generations ago, a temple set in the side of a cliff a few miles northwest of the village acted as the center of worship for evil adherents of Rahb. Livestock would die, villagers would be kidnapped, plagues would befall the area. It was believed this was all done in service of bringing Rahb into the physical word (the Material Plane) from his Abyssal home (an island fortress known as Lanku).

Suddenly, however, all of the evil and suspicious activity around the temple stopped.

Legend holds that it was the great adventurer Somnang whose hand stopped the evil, but no one is really sure.

Now, generations later, an occurance in the village has the locals questioning whether or not the evil is returning.

A local woman named Kanya claims her baby was snatched from her hands in the middle of the night by followers of Rahb, dressed in loin cloths, their faces painted to resemble the many-faced demon.

Many of the villagers deny the temple’s relationship to the missing child. Maybe they are naive; maybe they are just fearful of the truth. Regardless, they suggest instead the woman “lost” the baby in the jungle and a tiger ate it; they purport she is simply unwilling to admit her absentmindedness (something for which she is well known by the locals).

If the woman is telling the truth, however, then there is much to be feared, and the story bears investigating—not just for the sake of the woman and the community, but for the sake of a world where this kind of evil can exist.

Saturday, November 7, 2015

Rumor Table for Vault of the Faceless Giants

I'm working on an introductory level adventure to support the Basic Psionics Handbook. Mind you, it's not going to be "purely" psionic. There will be plenty of stuff for all the classes to deal with. The whole point is that the psionic portions are woven in so they don't overwhelm the adventure.

[SPOILER ALERT: I know it's more likely many of you might actually run this adventure rather than play in it, but if you think there's a chance you might play in this one (that includes my local folks for whom I might run this in person or online), you might ignore the map when you read the rumor table.]




  1. There is a cave-in that blocks direct access to the temple complex.
  2. There are natural cavern passages just north of the main entrance that might access the temple interior without having to go through the main entrance
  3. The temple is a place of evil—built by evil men who praised and worshiped chaotic gods.
  4. The temple is populated by a group of religious fanatics who receive their instructions directly from their evil and chaotic gods, and are perfectly willing to die for them
  5. The temple is populated by a group of religious fanatics that follow an unhinged magic-user
  6. The temple is populated by a group of religious fanatics that take orders from an evil cleric
  7. The temple is populated by a group of psionic-using religious fanatics that follow a dark and powerful mystic
  8. An evil relic called the Mask of Rab (pronounced “rabe”) is housed in the temple. Whoever wears the mask will be made the servant of Rab, Demon King of Lanku. (Lanku is a legendary island fortress located in the lowest of 128 sub-levels of an Abyssal layer known as Nork).
  9. Many mystical and magical items are hidden in plain sight throughout the temple complex.
  10. There are many reflective pools throughout the complex. It is said that those who stare too long into one of these pools “lose themselves.”
  11. The seven-faced representation of Rab symbolizes his complete command over the seven chakras.
  12. The statues in the complex are faceless because they represent Rab’s ability to steal identities and travel unrecognized among men.
  13. The statues in the complex are faceless because they represent Rab’s ability to steal psionic powers.
  14. The sect that used to inhabit the temple was intent on opening a portal directly to Nork (the 128th level of the Abyss) in order to allow direct passage to the Material Plane for Rab, Demon King of Lanku.
  15. There are several pagoda-style shrines throughout the complex, some of which have magical powers.
  16. There are several pagoda-style shrines throughout the complex, some of which have mind-altering powers.
  17. Those who enter the temple will fall under the control of the demon lord Rab.
  18. It is better to die than to become the servant of Rab the demon lord.
  19. Rab himself resides in the temple. (If this is true, there is not much chance for a group of novice adventurers to do much more than die or become servants of Rab).
  20. Those who die in the complex are reborn in the Abyss as abyssal larvae, maturing thereafter into abyssal locusts.

Sunday, July 19, 2015

The Jahnu Prophecy...

What follows is the background information for the mid-level BX psionics playtest I ran this past Friday, and plan to run (probably in 2 parts) at the 2016 NTRPGCon. The youree noted below are the same ones that appear in the Creature Compendium. You'll notice that the mockup image here is designated as P3. My goal is to have it be the 3rd in a series of BX/LL psionics modules. P1 would be an expanded version of "The Auroral Alcazar or Aethaungor" (which will include a psionic boss monster), and P2 would be a dungeon crawl through a ruined temple dedicated to Xumaltet (the the petty god of primal emotions and savage urges who appears in the expanded version of Petty Gods).



Among the great psionic races of the multiverse (the mind threshers, limbo giths, astral giths, zlaahd, et al.), the youree have mostly been relegated to the status of legend, thought to have been wiped to extinction (by the mind threshers) millennia ago. In truth, the youree retreated from their home plane to "hide" in the small corner of the Material Plane known as the Valley of the Trees. The youree, as a people, seek to live a life of contemplation and meditation and avoid the entanglements of war. They saw this exodus as the only possibility for preserving themselves as a race.

Settling in the Valley of the Trees, the youree erected themselves a home in a place called Shub z'Dha (a youree word for "home away from home")—a temple-like structure that also housed a planar gate (built around a natural rip in planar space) that would allow the youree easy access to various places around the planes. Over time, however, they realized the same gate that would allow them egress might allow others entrance, and that the extraplanar energy emanating from the gate might draw unwanted attention. For safety, the youree “locked” the gate, and hid the gate ’s keystone in a remote cavern deep below the surface, where its natural psionic energies would be naturally muted. Destroying the gate was not an option, for it would only loose the rip and release untold energies, revealing the rip's presence. Anyone would then be able to harness the rip, should they possess the knowledge required to erect a new gate.

The youree moved far to the north, erecting a hidden tower known as "The Crystal Pagoda" by outsiders (those chosen few who came to study with the youree). The youree have no name for the structure. The pagoda is located in a dome constructed under a mountain and protected by a field of synaptic static (which keeps psionic abilities from passing through, whether in or out).

Recently, it has been reported (by non-youree visitors to the Crystal Pagoda) that a small party of limbo giths was seen exploring the ruins of Shub z'Dha. Since the synaptic field keeps youree clairsentients from being able to observe the ruins themselves, the youree wish for this report to be physically investigated. They fear that the gate will be discovered, but as a race the youree must take every precaution to ensure that their presence remains unknown to would-be conquerors. They fear the fulfillment of "The Jahnu Prophecy"—a vision revealed hundreds of years prior to a youree guru named Jahnu which foretold the annihilation of the youree should any of their number ever return to Shub z'Dha. It is for these reasons the youree sardar ("head or authority") has enlisted the PCs to investigate the truth of the limbo gith presence at Shub z'Dha.




Thats right! The youree are the mysterious people of the trees from VA1: Valley of the Five Fires. Believe it or not, this concept reaches back prior to my actual development of the BX psionics rules. Originally, the youree were just supposed to be an alien race that settled in the Valley of the Trees millennia prior to the events of VA1. Eventually, they would need help from the outside world. As the psionics rules started to develop, it became obvious that the youree would have psionic abilities.

I also intend to wrap the Xumaltet concept into the youree history, with a small Xumaltet reference in the expanded Alcazar adventure as well (though in a very minor way there). I'm trying to weave the story threads through the entire series to create a greater fabric of myth around these stories. (BTW, anyone who has read VA1a: The Lost Caverns of Azgot knows there are references to proto-ogres. It is also intended that the evolution from proto-ogre to standard ogre was related to Xumaltet and/or the youree (although I'm still trying to decided exactly how.)

Monday, March 23, 2015

"Valley of the Five Fires" Lead-in Suggestions



First off, I wanted to say "Thank you!" to all the folks who bought Valley of the Five Fires over the last few days. Next, I wanted to address a very good question that came up over the weekend.

"Because this is levels 4-9, what is the most perfect lead in module(s)
you can recommend to go with this?"


Welbo and I are actually working on a low-level module to do this very thing (tentatively intended to be module "VA0"), as well as plant some seeds for a third module ("VA2") that would act as a companion to the setting AND utilize the BX psionics system I've been developing. That being said, it doesn't really address the need for "now."

When I originally wrote Valley of the Five Fires, a lot of it was designed to be very flexible in terms of character level. For those seeking a lead-in from levels 1-3 or so, I would suggest the following...

Start by downloading The Lost Caverns of Azgot. It's designed to be part of the setting for Valley of the Five Fires. There are some very general area descriptions with complete flexibility for the DM to add his/her own monsters/treasure (it's got those little "fill in your own" spaces like the original monochrome version of B1: In Search of the Unknown). Given that the caves have been sealed off for so long, I'd suggest skeletons (using the armor and weapons specific to the setting; see. p.16-17 of V5F), as well as some giant rats, spiders, beetles, etc.

From there, you can actually get into the module itself...

The "Stupa of Divine Madness" is also very generic in terms of encounters (there are actually very few monsters, with most of the encounters being thinking/problem-solving in nature).

The "Tower Tomb of the Three Brothers (Bandit Lair)" (pp.48-50) is designed with a "scalable" encounter/treasure format. At the low end, you can run this as an adventure for levels 2-4.

By the time you run the three adventures above, the characters might not quite be at 4th level, but they'll likely be close enough to run a couple of other adventures in the book (possibly with minor tweaking).

From there, I'd suggest "Süm Sakhius (Ogre Lair)" (pp.52-52) and "Deathspire Rock" (p.54).

By the time they've complete the above, they'll like be ready for the major quest in the book, as well as the encounters with the chötgor and the phase giants. (BTW, you might want to throw some oil of etherealness as treasure in some of the earlier adventures. It will really help in those encounters with the phase giants.)

Wednesday, March 18, 2015

Get "Valley of the Five Fires" in PDF for $2!!!
(limited time only!)

WINNER THREE CASTLES™
RPG DESIGN AWARD - 2014

56-page Sandbox-style
Fantasy Setting & Adventure Module
for Use with Oe/BX/1e Editions
and Comparable Retro-clones...
New Character Class (Steppe Shaman),
New Monsters, plus Plenty of
Maps, Encounters, and Adventure Seeds

LIMITED TIME PRICING: $2.00!

Thursday, May 1, 2014

Free Oe/1e/BX Mini-adventure: The Hanging Garden
(for characters levels 1-3)



Now that April is officially over, and I'm not bound to the A-to-Z schedule (or commitment for that matter), I can finally get back to some non-d30-related stuff. (Don't worry, Fridays are still "d30 Download Days" 'round these parts.)

I mentioned a couple of weeks ago on Google+ that I'd finished my entry into the One Page Dungeon Contest, and that it was inspired by an Arthur Rackham illustration from Malory's Arthurian stories, showing the fallen grail knights hanging from the tree. Honestly, my goal for this year's OPDC was not to win overall, but simply to earn "most macabre" (or something similar). The adventure I designed starts off innocent enough (orcs kidnapping locals and dragging them off into the woods), but something pretty gruesome awaits our heroes. (The title of the adventure should be your clue).

What's linked below are both the one-page version that was submitted to the contest, and the "expanded" 4-page version. There aren't a ton of differences between them, but they expanded version provides some additional color/aid to the DM. For example, a certain encounter in the one-page version simply says "dozens and dozens of carnivorous plants (some ambulatory)." By comparison, the 4-page version provides a 1-page plant monster generator (converted from the d30 Plant Monster Generator I posted a couple of months back on the blog), that allows the DM to quickly create a roster of plants monsters for the encounter. If the Þrymjahellir adventure I posted back in 2012 is any indication, downloads of the the expanded version should outnumber 1-page downloads approximately 2-to-1.

* For the expanded (4-page) version of The Hanging Garden - click here
* For the official OPDC (one-page) version of The Hanging Garden - click here

Friday, March 7, 2014

"Shreds of Fabric" Adventure Design Technique

This is a sketch for the adventure I've got in the works for Dragon Horde Zine #2... for which I shared the illustration recently.

There's actually a lot of story going on here that's not obvious from that illustration or this sketch (which really does nothing more than lay out the major encounter areas, and note how they're related). The story does, however, drives the whole thing.

In some ways, the way I'm approaching adventure design as-of-late is based on a technique I'm calling the "shreds of fabric" technique. Hah! I just made that up. Look, if Hemingway could use an "iceberg" approach to storytelling, why can't I use a "shreds of fabric approach." Okay, I'll admit, "shreds of fabric" is just my way of saying that little clues are planted here and there, and as more shreds of fabric and placed to together, the clearer the picture becomes of what really happened. I know that's not really a new technique (and those writing professors out there will probably chime in with a more appropriate term for the technique), but it does help me think about how I want the story to be woven as the characters progress through the encounters, regardless of the order of those encounters.

Part of what I'm resolving in this map-sketch (which actually deals with both encounters AND story), is when and how to reveal the story's big plot twist. (I'm avoiding the tendency to want to railroad this kind of reveal. As such, I'll be reworking those "blocked passages" in the middle of the map.)

I'm reminded of the movie The Sixth Sense. Somebody had warned me not to read too much about it before I saw it, because of the big plot twist at the end. Because I knew there was a twist, when I saw the movie for the first time, I started looking for it. Halfway through the movie, I figured it out. Watching the rest of the movie just reinforced my hypothesis. So when the twist was finally revealed at the end, I thought to myself, "Yep. I figured it out." But it didn't necessarily reduce my enjoyment of the story. I'm hoping this adventure is the same. That even if the characters discover the "plot twist" (i.e., get the "whole picture") halfway through the adventure, that it doesn't keep them from enjoying the other little shreds of fabric as they discover them.

Thursday, November 14, 2013

Free "Adventure": The Lost Caverns of Azgot

First off, the reason I put the word "Adventure" in quotes, it's because it's not so much an adventure as it is a locale - a fully-described locale, but generally "empty" in regards to monster and treasure. This was an intended support piece for Valley of the Five Fires, and I still like the story it sets up, but it never really came together as an adventure. I think it's got a pretty cool backstory, but anything I would have stocked it with wouldn't really have fit well in the context of the module, so I dropped it.

Unlike the freebies I usually put up on the Free Downloads page, this one is available from RPGNow, since the last page is a pretty blatant promotion for the complete Valley of the Five Fires module (available in print from Lulu.com, and available in PDF from RPGNow).
BTW, the 5th page is not previewed below, but is pretty much the same as this.

Click here to go to the RPGNow page for
Old School Adventures™ Mini-Module VA1a:
The Lost Caverns of Azgot
.


Friday, August 9, 2013

My Attempt At Telecanter's Visual Dungeon Challenge

Yesterday, as his 999th post, Telecanter issued the following challenge:
Make a one page dungeon that uses only images
and visual devices. No words. No abbreviations.
I think the challenge is interesting, and it did give me an opportunity to come back from my recent slacking and get some new things posted to this blog. I think the format has both disadvantages and advantages. As for the former: 1) it's hard to do anything too complex for fear of being misunderstood/misinterpreted, 2) #1 seems to drive the content toward familiar clichés, and 3) it feels a little cookie cutter (but maybe that's because I didn't spend too long trying to push the format). As for the latter: 1) it really leaves a lot of things open to interpretation by the DM, and 2) it really does allow flexibility for strength and number of monsters, as well as type and amount of treasure.

I think mine (at bottom of post) is particularly stripped down from Telecanter's intention, since I have absolutely no stats included. But honestly, if you've run enough zombies, rats, bats, and spiders, you can wing it (even if you don't remember exact ACs for example).

What I really miss not having in this format is the detail. Sure, a picture is worth a thousand words, but there are some times when I'd rather have the perfect three or four words, than the other 997 or 997. It was a fun exercise, and something I may re-attempt in the future, but I'm much more of a fan of the single-page format. But maybe that's because it's much easier to do something with only the most minimal of visual needs (like my Tomb of Ludor single-pager).

Monday, July 1, 2013

Ogress of Anubis: Free PDF Now Available!

After Welbo and I did a run-through of the adventure Friday night, I realized it had a few holes to be filled. That meant going from 12 pages to 16. So what are you getting now? Information for adapting to different OSR rules editions; adventure background; regional overview (small map + info on villages and wandering monsters); information on the temple compound and its vicinity (including wandering monsters); a detailed map of the temple compound; a 4-page detailed encounter key for the temple compound; new monster (animal mummy w/ 7 variants, statted for Oe/BX/1e); "generic" stats for all monsters and NPCs mentioned in the adventure; 12 pre-generated NPCs w/ details; 10 adventure seeds (for continuing adventures in the area); and 8 additional unkeyed maps (7 tombs, 2 caves, 1 sunken city) for use with the adventure seeds.

And it's abso-freaking-lutely free!
Available at this link from RPGNow.com >>

New preview image below.

Friday, June 28, 2013

Ogress of Anubis: Preview of Free PDF

First off, an apology. I realized as I was trying to put the entire encounter key for this past Monday's map into a blog post, it was going to take a long time to typeset, and wouldn't be terribly user friendly. Since the plan all along was a free PDF of the whole thing (map, encounter key, etc.), that I'd just do a preview of the entire layout today, and then let you know it will be available Monday a.m. for FREE from RPGNow. I'm not even going to do a "pay what you want." I'm simply going to make it free. And then, in about a week, a print version will be available (at cost) from Lulu.

So here's what you get for the incredibly low price of absolutely nothing....
• an adventure that's Oe/BX/1e (and compatible) ready
• page 1: a fancy cover page with vintage clip art!
• page 2: an overview on adapting to editions, and the adventure introduction
• page 3: an area map (no scale), overview of the villages, and wandering monster tables
• page 4: a map of the temple
• pages 5-7: the encounter key for the temple map
• page 8: new monster info for the animal mummy
• page 9: monster stats (for wandering and encounter monsters), and NPC information
• page 10: twelve pre-generated characters, with stats and equipment
• page 11: ten adventure seeds (one of which has variations for every village)
• page 12: the obligatory OGL and © information

And it's all packaged into 12-pages so you can print it on tabloid paper and saddle-stitch. Or let the free PDF help you decide whether it's going to be worth the $5.53 for the fancy Lulu version with the added color cover! Which, by the way, will available the following Monday (July 8) at the same time as... The Valley of the Five Fires. (Huzzah!)


Thursday, June 27, 2013

The Ogress of Anubis: Adventure Seeds

I know this is a bit out of order, and the post-adventure adventure seeds should really come after the encounter key for the temple, but that's taking longer than expected to put into a blog post.



More Missing Children
Even with the “ogress” eliminted, children from the villages in the area continue to go missing. The following rumours are circulating among the various villages:

Biqeira: A pack of rabid hyenas living to the east of the temple (west of Biqeira) is dragging them away in the middle of the night.

Burdein: A criosphinx in the woods to the west is to blame. He is holding them for ransom a number of thousands of gold pieces equal to the age (in years) of the child.

Gimmeza: A gynosphinx living in a temple to the east is simply bored. She has captured the children as a sort of “experiment.” She wishes to see how the villagers respond. Should anyone come for the children, she will release each one for the cost of a riddle answered. If a riddle is answered wrongly, the child will die.

Juhaynah: A convocation of hieracosphinxes living in the foothills to the south has been capturing the children to eat them. If this is true, there is not much hope many (if any) that the children are still alive.

Nafisha: A psychopathic killer in Niklah is to blame.

Niklah: A psychopathic killer in Nafisha is to blame.

Taufig: An androsphinx living in the plains to the north is to blame. It is retribution for the farmers of the village extending their field into what the sphinx believes to be his territory. He is holding the children ransom and will release each child he’s kidnapped in exchange for a magic item.

Approaching Bugbear Tribe
Hearing about the possible wealth contained within the temple, a nomadic tribe of bugbears is heading from the south toward temple, looting and pillaging along the way.

Forgotten Tomb of Ata-Kneph
A mining crew working in the foothills to the south stumbled across the long forgotten tomb of Ata-Kneph, unintentionally disturbing it. Ata-Kneph was a cruel man and strong wizard who promised to return from death and enslave the living. Undead have begun emerging from the tomb, and it appears Ata-Kneph’s vow is coming to fruition.

Battle of the Elementals
During a battle between the wizards Odion and Bebti, Odion summoned a djinni and Bebti summoned an efreet. Each of the elementals struck down the opposing wizard, killing them. The djinni and efreet then became locked in a battle that has lasted for nearly two weeks... with no signs of ending anytime soon. They have left a wake of destruction behind them, and continue to wreak havoc throughout the area.

Lapis Medallion Treasure Map
The characters discover a lapis, pie-shaped medallion covered with strange markings. Once translated (through read/comprehend languages), it is revealed the medallion one of four parts of a sort of “treasure map,” providing directions to a King’s tomb.

Ogre of Anubis
Azeneth’s younger brother Nekh-rumah was away when the PCs went to the temple to deal with Azeneth. Nekh-rumah, like his sister, was rumored to be cannibalizing the children. Other whispers purport the siblings were also romantically involved. Nekh-rumah will send bounty hunters in search of the persons that killed his sister and deliver them so he can dispense his justice. The only option the PCs may have is re-visiting the temple in order to deal Nekh-rumah. Nekh-rumah is a few years younger than Azeneth, and not naturally as strong as a magic-user. However, he supposedly possess an artifact known as the Amulet of Thoth which is said to maximize a magic user’s powers, as well as provide them the ability to negate all magic used against them.

River of Blood
The Olufemi river has been flowing with red, as if the blood of hundreds has been spilled. Some say it’s an ancient prophecy coming to pass. Others say it’s a sign from an angry god. Still others believe something unnatural is happening upriver. Whatever the cause, it must be evil, and the world will most likely be a better place with that kind of evil eliminated.

Oseye’s Dream
The PCs cross paths with a man named Oseye. He claims to have the power to see the future, though most of the locals think he is nothing more than a crackpot. He tells the PCs they will come across a golden frog and a curse will fall upon them. Shortly after, the PCs will come across a small, unadorned wooden box in the road. If the box is opened, a small gold frog idol will be found inside, and all the PCs who fail a saving throw (vs. spells) will immediately feel slightly “unhinged.” If they pass the box (and leave it unopened), it will continue to appear before them in the road until they do open it. If they take the box but leave it closed, the character carrying it must make a saving throw vs. spells every 3 turns until that character fails the saving throw and opens the box (revealing the frog). If the PCs return to seek out Oseye, he will point them to a location frequented by bandits. There is no curse; this is a trick (low-level illusion) used by Oseye to send wealthy adventurers into the hands of awaiting bandits. The bandits’ den is located near their ambush point.

Cult of Rtlzsithoth
A scribe enlists the aid of the PCs to escort him safely to the coastal city of Hieracon to the north; he says he has recently gained employment with the large temple there. In truth, he is in possession of an artifact that will be used in a ritual to enlist the powers of a being from another dimension in an attempt to enslave the peoples of the city, and eventually the world. Along the route to Hieracon, the party will be joined by a trader headed to Hieracon. He recognizes the scribe as a member of a strange cult from that city and will quietly let the PCs on to what he knows.

Plague of Ostrakine
A local outbreak of disease begins to claim hundreds of lives in the city of Ostrakine, but the disease seems to only infecting the poorest members of the city. Secretly, this is actually the work of the city’s largest trade guild, attempting to “better” the city.

Wednesday, June 26, 2013

The Ogress of Anubis (Introduction)

I'm going to postpone (until tomorrow) the encounter key promised for today in Monday's map post. Today I'm posting the introduction/background and I'll post the encounter key tomorrow.



Hearing of the reknown of the PCs, a man named Ako and his brother Azibo seek them out to enlist their aid in ridding the world of a growing evil.

The following may be read directly to the players, or may be re-interpretted by the DM to fit an ongoing campaign:


For years, the high priest Kemosiri ran the Temple of Ptah in the lower plains region. He was a sober and serious man. Many considered his devotion to the gods his greatest asset. He was as understanding as a priest could be, but no more than was absolutely necessary. He sacrificed only those that gave themself willingly, and only when tradition and ceremony dictated it. The wealth accumulated by the temple was modest, as was Kemosiri’s lifestyle. His daughter Azeneth, however, is another story.

Azeneth believed the life of the high priest (or priestess) should be as comfortable as that of the kings and the gods. She spoke her contempt for her father’s “weakness” loudly and publicly, almost from the time she learned to talk. As she neared her teens, she made it known her plan was to supplant her father and become high priestess of the temple, sometimes claiming it was her place as the incarnation of the goddess Nekhbet.

Many say Azeneth has the power to command serpents, and it was she who sent the asp that killed Kemosiri. Regardless, she siezed her position as high priestess of the temple and set about her accumulation of power and wealth.

Recently, children from the villages around the temple have begun to disappear. Rumors abound that Azeneth is sacrificing them and cannibalizing them because she believes this will make her wealthier, more powerful, and more divine. The people of the villages have begun to refer to the temple as the temple of the “ogress of Anubis,”—believing Anubis himself made this woman a monster and commanded her to consume the children she sacrifices.

Ako’s children Femi and Tumaini have recently disappeared, as has Azibo’s daughter Mandisa. The men fear it may be too late to save any of them. They both know that Azeneth is too powerful for either of them to face without help. They beg of you to help end this reign of fear and terror, and try to return their children alive... if it is in the will of the gods.

They have nothing to offer you as a reward, but know that Azeneth has treasure; surely, the gods will not hold it against you for taking Azeneth’s wealth. They also believe her father’s tomb is below the temple and that it contains considerable wealth. However, they both believe that Kemosiri was a righteous man, and robbing his tomb may bring a curse upon you.

Ako and Azibo will join you should you choose to accept their request. If you decline, and the only chance they have to save their children is to go it alone, they will do that... even if it means their own death.

Monday, June 24, 2013

Temple of the Darkmoon Sun (TBD)
Free Map Today; Encounter Key Wednesday

While Welbo and I put the finishing touches on Valley of the Five Fires I needed a "short-term" distraction. I decided to do sort of a themed week, but not necessarily make a big deal about it. What I've got is a small adventure entitled Temple of the Darkmoon Sun. This has nothing to do with the Temple of the Darkmoon Talisman map from September of last year, other than I like the sound of the word "darkmoon." Today, I'm just posting a JPG of the map, but later this week (aiming for Wednesday) the encounter key will follow.

Tomorrow (Tuesday) I have a killer new monster, which I have to post before the encounter key (since the encounter key includes the variants of the new monster). When I sent the preview of the new monster to Welbo, I commented that it was "one of my most inspired monsters yet," to which he replied, "ooooh ... that is cool!" It was actually the new monster that got me inspired to put together this quickie mini-adventure; plus I haven't done one in a while and felt like it was due.

So where was I? Oh yeah... today is the map, tomorrow is the new monster, Wednesday is the encounter key, and Thursday will be all the NPC information. (I might flip Wed. and Thu.) Then, if all works out as planned, I'll have a free PDF version ready for download on Friday (probably through RPGNow). So, feel free to copy today's map and tomorrow's monster and the rest of the week's stuff and assemble it yourself; but by the time you get it done, the free PDF should be ready.

Sunday, May 26, 2013

Valley of the Five Fires: Update and "Ad" Preview

To cut to the chase, I made the final revisions/updates The Valley of the Five Fires on Friday. The major item was converting some of the clerics to the new steppe shaman class; oddly enough, most of the spells stayed the same, and only the weapons and armor had to change. Speaking of armor... I tell you what, that AC Cheat Sheet sure as hell made it a snap to check (and revise) the armor information for all the NPCs, and there are 34 of them! Now the PDF is in Welbo's hands for a proof review, and then I need to give it another read, and it should be ready to release.

Coinciding with that release, I'll be offering a free PDF of the shaman class through RPGNow. And the final page of that PDF will be a shameless bit of self-promotion for the module itself. For the ad, I really wanted something that felt like it came out of the pages of an old Dragon Magazine, so I opted for B&W in lieu of any color. Below is where I ended up; I think it captures the spirit of those old ads pretty well. (BTW, the "blurry part" is the print/PDF pricing/availability; I'm still working that out, and didn't want to commit to anything via this post.)

Wednesday, May 22, 2013

Using Nostradamus Predictions as Adventure Seeds



While flipping channels yesterday, I stumbled across yet another show about Nostradamus's predictions, and it struck me that Nostradamus quatrains could make cool little adventure seeds. Not to mention they sound cool enough for the words of the predictions themselves to be incorporated into the game world.

Take, for example, the passage I clicked haphazardly from the Nostradamus Quatrain Browser:
Before the Empire changes
a very wonderful event will take place.
The field moved, the pillar of porphyry
put in place, changed on the gnarled rock

- Century I Quatrain 43
Okay. I had to look up porphyry, but that's half the fun of a Nostradamus quatrain, isn't it? Looking stuff up? From Wikipedia:
Porphyry is a variety of igneous rock consisting of large-grained crystals, such as feldspar or quartz, dispersed in a fine-grained feldspathic matrix or groundmass. The larger crystals are called phenocrysts. In its non-geologic, traditional use, the term "porphyry" refers to the purple-red form of this stone, valued for its appearance.

The term "porphyry" is from Greek and means "purple". Purple was the color of royalty, and the "Imperial Porphyry" was a deep purple igneous rock with large crystals of plagioclase. This rock was prized for various monuments and building projects in Imperial Rome and later.
So we have a wonderful event... the raising of a monument or the construction of a building, royal in nature, and it has been placed on what was a gnarled rock.

Now we just have to take this event that has happened and find our inciting incident. (Any of you who've ever dabbled in screenwriting know that the story doesn't really get started until the inciting incident). We could either work out from the event without help from Nostradamus, or poke around again until something makes sense. Like...
The fertile, spacious Ausonian plain
Will produce so many gadflies and locusts,
The solar brightness will become clouded,
All devoured, great plague to come from them.

- Century IV Quatrain 48
Okay. So by the quatrains above, and with a little embellishment, and some help from Donjon's Fantasy Name Generator, the adventure seed we've generated looks something like this...
An obelisk honoring King Awfrith was erected at the edge of the Ausonian plains in honor of his victory over the tribes of the Arman. The festivities had barely begun the sky grew black with gadflies and locusts, and so began the plague on the peoples of Baltha. Awfrith's son Waltin, recent heir to the throne, is at his wits' end. He's seeking a group of adventurers to investigate the blah, blah, blah... evil wizard... blah, blah, blah... towering citadel... blah, blah, blah... reward... blah, blah, blah...
Or you could just use the d30 Adventure Seed Generator.