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Unwritten: Adventures in the Ages of Myst and Beyond: Age Creation Checklist

The following post has been ported over by my now-defunct site neuronphaser.com. It was originally posted November 19, 2015.

Unwritten: Adventures in the Ages of Myst and Beyond features a fantastic set of tools for creating Ages: alternate realities and worlds featuring unique natural resources, a single altered physical law of reality, or some ingenious, steampunk-inspired piece of esoteric machinery worth exploring. Like so many Fate-based games, there’s a great discussion of creating these sorts of worlds and translating them into location Aspects.

What follows is a stab at expanding the Age creation system, with an aim at providing more specific locations and conflicts to be explored. Additionally, there is a simplified framework from which improv-lovers can develop semi-randomized Ages. Players get a chance to really shine in defining Aspects of an Age, or using the Deduction rules to add details and variety to an existing Age.

Read on for the guide, or go here for this entire guide in a Google Doc for viewing/downloading.

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The Tales from Dalentown Series Launches with a Free Gazetteer

Today we launched a spin-off of our popular Dalentown series, expanding the world and adding new opportunities for adventure. Say hello to Tales from Dalentown! This series boasts new adventures, adventure sites, and lots of material to help a GM get up and running quickly. In fact, it’s geared towards populating a hexcrawl-style campaign. So first thing’s first: the inaugural release is a hex map and gazetteer, and it’s FREE!

What Do You Get?

Tales from Dalentown: Trueland Gazetteer for 5th Edition is packed with content even at a “mere” 9 pages. You’ll get:

  • The Western Frontier map, built in Worldographer (by Inkwell Ideas). It uses 6-mile hexes, perfect for dropping into any campaign setting.
  • A brief overview of the three settlements from Adventures in Dalentown. Check em’ out if you haven’t already!
  • A two-page campaign setting history. Read this simple but effective backstory, and use it or ignore it. It’s perfect if you want to drop it in other worlds, or if you hate reading 150-page encyclopedias in order to run a campaign setting “right.”
  • An unlabeled map of Dalentown by Elven Tower Cartography.
  • Standard and 6×9 layout versions for optimization on multiple devices.

What the Future Holds

We’ve jammed it full of additional world context for the Dalentown setting. Plus, every location gets info on possible encounters, adventure scenarios, and even player options. Best of all, discover hints about some of our new and upcoming releases, like Folk of Dalentown Volume 1, featuring new playable ancestries complete with Feats, NPC stats, and fully detailed versions of the settlements mentioned in the gazetteer!

The continuation of the Tales from Dalentown series includes a compilation of one-shots. Check back soon!

Get It for Free Now!

Pick up Tales from Dalentown: Trueland Gazetteer for 5th Edition at itch.io or DriveThruRPG for FREE today.

(Oh, and it’s worth saying that this gazetteer will be incorporated into our revision of Adventures in Dalentown for 5th Edition, which should be dropping really soon!)


If you enjoyed this article, please like, comment, and share! Use the widgets to subscribe to get an email as soon as I publish something new, or check out my stuff at DMsGuild, on DriveThruRPG, on itch.io or in my shop. I really appreciate your support.

Happy gaming to ya!

Uncaged Volume I – Part Two Addendum of a Dungeon Masters Guild Review

I accidentally deleted a couple adventures off of my last review; I blame my laptop’s trackpad for over-highlighting! Anyway, here are the missing adventures, and they have been added to the original review as well for completeness, which you can find here: Uncaged Volume I – Part Two of a Dungeon Masters Guild Review.

Shadows and Talons

By Melanie Black; levels 5-6

A harpy attack convinces the town of Cragwatch to hire outside aid against the menace. But the truth of the harpy’s origins may prove the enmity to be a simple misunderstanding.

While the challenges presented in this adventure don’t really suggest levels 5-6, the roleplaying opportunities afforded in this adventure definitely require experienced players and a DM who’s ready for some delicate scenes. And I mean that in the best way possible: the simple roster of characters in this adventure leads to a very satisfying tale of misunderstood origins and motives. Every step of the party’s actions are accounted for in case they uncover a lie or ulterior motive, which is no small feat in an adventure like this. But in so doing, author Melanie Black creates a story that runs smoothly despite not being focused on mechanics and combat strategies. It’s a great, focused one-shot that will make harpies a lot more interesting than they are as presented in the Monster Manual.

The Guardian of the Forest

By Awkward Bard; levels 5-8

The ancient Guardian of the Forest has been captured by the black dragon Murgyss. The Guardian’s heir, a medusa named Petra, leads the party on a quest to save her patron before its lifeforce is drained!

This is a picture-perfect, straightforward dragon-slaying quest, something you see way less in Dungeons & Dragons than you should. Especially executed as a great one-shot, as is the case here. Despite not having a map, the set-piece battle at the end is awesome. The Guardian is hooked up to life-draining crystals…

…that the dragon can activate to heal itself. Or, the party can target them to save the Guardian, which is a fun-as-hell skill challenge-like scenario! The final fight is deadly, but with two possible NPC allies (the medusa and an ogre), it’s much more doable for the party’s expected levels. Petra’s gaze attack is going to be a major component if she is positioned right, as it will force disadvantage on enemies who don’t meet her gaze…and therefore the PCs can really exploit that with sneak attacks and similar tactics. That’s partly why I’d argue harder for a map, but in theater of the mind this will still create an exciting, strategic battle.

The rest of the adventure ain’t no slouch either: there’s a great mix of encounters. There’s a puzzle, a potentially friendly ogre named Fiona(!), and a reasonable dragon’s hoard that won’t break game balance while still feeling like a major haul.

A Family Reunion

By Jessica Marcrum; level 7

A yuan-ti queen foresees the deaths of her monstress children and has the party track them down and bring them to her. If they succeed, they’re invited to a celebration feast and richly rewarded. If they fail, they are in for a fight!

This adventure straight up feels like a play, or a live action scenario. Which is funny because there’s a theater scene in it. But seriously: it’s got ton of character agency and roleplay opportunity, yet the resolution of each scene is (by design and logic) very specific; i.e. attending the play in one scene. The adventure relies heavily on skill checks for resolution, and gives some advice for modifying things based on approaches. This gets things right by utilizing skill checks in place of combat, but I take an issue with these not being a bit more complex, such as in the form of skill challenges, or leveraging more of the complexities found in the Social Interaction rules (Dungeon Master’s Guide, Chapter 8). Some of the DCs are necessarily high (more than one starting DC 25!), so that’s something I have trouble with. But in the form of a one shot, and in the theme of keeping things simple for such an adventure, it does all work. And remember, the resolution of each scene is spelled out, so if you pass or fail, you’ve got the results clearly detailed. It’s not like an investigative scenario where a fail halts the adventure; quite the opposite here! It could mean the difference between a wonderful reward and a pitched battle!

Conclusion

Those are three of the great adventures that launch the Tier 2+ section of Uncaged Volume 1. Read my full review here.


If you enjoyed this article, please like, comment, and share! Use the widgets to subscribe to get an email as soon as I publish something new, or check out my stuff at DMsGuild, on DriveThruRPG, on itch.io or in my shop. I really appreciate your support.

Happy gaming to ya!

Five reasons to check out the Dalentown Campaign Setting

Campaign settings may be a dime a dozen, but for the busy GM that’s a good thing. Even the highly skilled worldbuilders out there need inspiration every once in a while, and what better way to get it than from a “live example,” if you will? Well, the three-settlement area described in Adventures in Dalentown and at the heart of the events in The Darkness Beneath Dalentown is an exceptional tool for any campaign; let’s talk about what it can do for you.

#1. A settlement for any fantasy campaign setting.

If you want a premade town easily slipped into multiple fantasy settings.

Dalentown is a fairly “typical” growing town in a fantasy campaign setting milieu that fits with just about any established world you’ll find in roleplaying games, from the famous Forgotten Realms and Golarion down to more “indie” settings like Necrotic Gnome’s Dolmenwood. But it’s not a boring place: Dalentown features several factions vying for power, including a well-entrenched thieves’ guild called the Lamplighters. Meanwhile, the other two settlements described in Adventures in Dalentown feature just enough fantastical and strange inhabitants that you get endless scenario ideas from them. Rock Down is a little slice-of-life village peopled by gnomes and halflings. The Wizard’s Enclave is a mysterious settlement primarily inhabited by artifact hunters.

#2. Interesting NPCs with lots of connections.

If you enjoy interesting NPCs with notes on how they interact with adventurers and their role in town.

The NPCs in the three main settlements have plenty of personality and lots of adventure hooks tied to them. They make perfect patrons for adventures. Many are great quest-givers, with the ability to pay in cash, favors, or faction-based rank. Several of them are mysterious or nefarious; few of them are clearly portrayed as either fully good or fully evil. There’s a lot going on in this small area.

#3. Adventure hooks for all levels of experience.

If you want a location with multiple adventure hooks that can appeal to inexperienced or legendary heroes.

The gamut of experiences in the Dalentown region provides something for newbies, mid-level characters, or even legendary heroes. Are your characters new to gaming, or simply low-level? Have them start in Rock Down, helping to find the secret (and likely fey-enchanted) ingredient that’s a key to winning the local pie baking contest. Looking for something more adventurous? Have them hook up with — or race against! — the magical treasure-hunters of The Wizard’s Enclave. Do they want to carve out their own legends? Well, in The Darkness Beneath Dalentown, there are hordes of oozes, slimes, undead, and demons to square off against!

#4. If you like the idea of ancient dwarven lore.

If you think it may be fun to tie a location into newly discovered ancient troves of dwarven lore.

As featured in The Darkness Beneath Dalentown, the namesake town is built atop the ruins of an ancient dwarven hold. That adventure features plenty of treasure and lore, but the fact is that a massive library of dwarven knowledge rests deep below the town, and its ripe for the plucking. If you can get past the demons and oozes. That means that GMs are empowered to add their own lore to the campaign, or to fully utilize the encyclopedic tomes of whatever larger campaign setting they use and strategically place that among the stacks of books on dwarven architecture. There’s a ton of room to build your own setting, or seed the existing creations of whatever you’re already referencing.

#5. If you like campaigns filled with intrigue.

Intrigue. Opportunity. Welcome to Dalentown!

Dalentown and its surrounding region are lightly detailed, but they feature enough goings on to power three factions that the PCs can join, manipulate, or face off against. The Brightguard is a knightly order dedicated to the protection of the folk under the governorship of Belina Brice. Though they act as a regional arm of the Royal Guard, they are in fact a mostly autonomous order: this region is so remote that they have no oversight. What could possibly go wrong with that? Although the bulk of the Lamplighter’s Guild resides in Dalentown, their organization actually extends throughout the region.  he leaders of the guild have infiltrated many houses of the merchant’s guild, and therefore hold a wide sphere of power, as well as a much  more mercantile slant than other such guilds. They shakedown businesses, engage in smuggling and fraud, and otherwise deal in illicit trade more so than simple purse-cutting and B&E jobs. And then there’s The Wizard’s Enclave (not just a place, it’s also a faction!). Xailaria’s designs on forging a meaningful place in the world has included her taking several spellcasters under tutelage. Though she  ever allows them to grow in power to rival her, she has either taught or made connections with dozens of young, wide-eyed apprentices of the magical  rts, and this has turned into a small, loosely organized guild of wizards trading in minor spells, scrolls, and the occasional artifact uncovered from ancient ruins.

And among those ancient ruins is the mysterious Flying Citadel…

You can check out the entire product line of Dalentown supplements and scenarios in our Shop! They are available for a variety of game systems, including 5th edition, OSR (by way of B/X and 1st edition), and the diceless DeScriptors RPG.


If you enjoyed this article, please like, comment, and share! Use the widgets to subscribe to get an email as soon as I publish something new, or check out my stuff at DMsGuild, on DriveThruRPG, on itch.io or in my shop. I really appreciate your support.

Happy gaming to ya!

Uncaged Volume I – Part Two of a Dungeon Masters Guild Review

Updated 4/1/2020: I mistakenly deleted the first 3 adventures in the review! They’ve been added back in below (and exist as a separate post, as well). My apologies to Melanie Black, Awkward Bard, and Jessica Marcrum for the oversight!

This review is coming in two parts: you can find Part One here.

Unique among one-shot adventure collections in that Uncaged has a tightly unifying theme gloriously realized through adventure scenarios that often feature tough moral dilemmas, Uncaged Volume I is a triumph. It is beautifully laid out with several tools that make it incredibly easy to navigate it’s 26 adventures, many of which feature new monsters, magic items, and encounter maps. With the exception of maybe one or two missing references that might affect gameplay, the editing is incredibly consistent, making it a joy to read. If you’re looking for one-shots that are more than just dungeoncrawls, there might not be a better release out there.

Rating: Content 5/5 and Form 4/5

Buy Uncaged Volume I here at the DMsGuild!

Read on for the full review!

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