Yop Yop is continuing his fine work with Las Quebradas de Ur-Menig.
From now on, I'll be posting all of these Spanish translations on a dedicated page, Aventuras en Castellano.
Friday 28 March 2014
Wednesday 26 March 2014
El Stellarium de Vinteralf
This tickles me to bits. Yop Yop has translated Stellarium into Spanish! What fun.
Yop's got a bunch of other adventures on his blog, so if you're into Spanish role-playing, check it out!
Yop's got a bunch of other adventures on his blog, so if you're into Spanish role-playing, check it out!
Saturday 22 March 2014
Tannòch Rest-of-Kings
For the fifth adventure, we head to the mist-shrouded isle of Tannòch. Three ogres have descended on this ancient, holy place, devouring the peaceful order that dwelled there. But food is not all they're after!
Tannòch is a little different than earlier adventures. The geography is a bit simpler, but because the inhabitants are highly mobile, the adventure could go down many different ways. To adventurers, the water-filled crack practically has 'start here!' written on it. You might decide to move its entrance to the far side of the island, rewarding careful players. And where will Molluck make his appearance? He's too big for the narrowest fissures, but an aquatic ogre is an awful surprise when you're treading water, trying to pick a climbing route.
As with Serimet, while the ogres are the apparent antagonists, less scrupulous PCs might side with them in order to get some loot. Marta won't willingly part with a single coin, certainly not one of the potent magics! And for that matter, the order isn't that squeaky clean either, providing succor to the very worst of society.
Tannòch should be dead easy to plop into your campaign's wilderness map. The best place would be on a lake or wide river that divides kingdoms, perhaps a corner where three kingdoms join - or better yet, ground contested by half a dozen feudal warlords. This makes Tannòch's spiritual gray area a temporal one as well, and ensures a steady supply of atrocity-laden souls looking for protection!
To see all the adventures made so far, click on the 'adventure' label:
http://blog.trilemma.com/search/label/adventure
Tannòch is a little different than earlier adventures. The geography is a bit simpler, but because the inhabitants are highly mobile, the adventure could go down many different ways. To adventurers, the water-filled crack practically has 'start here!' written on it. You might decide to move its entrance to the far side of the island, rewarding careful players. And where will Molluck make his appearance? He's too big for the narrowest fissures, but an aquatic ogre is an awful surprise when you're treading water, trying to pick a climbing route.
As with Serimet, while the ogres are the apparent antagonists, less scrupulous PCs might side with them in order to get some loot. Marta won't willingly part with a single coin, certainly not one of the potent magics! And for that matter, the order isn't that squeaky clean either, providing succor to the very worst of society.
Tannòch should be dead easy to plop into your campaign's wilderness map. The best place would be on a lake or wide river that divides kingdoms, perhaps a corner where three kingdoms join - or better yet, ground contested by half a dozen feudal warlords. This makes Tannòch's spiritual gray area a temporal one as well, and ensures a steady supply of atrocity-laden souls looking for protection!
To see all the adventures made so far, click on the 'adventure' label:
http://blog.trilemma.com/search/label/adventure
Patreon Update
The Patreon campaign has gone swimmingly - I'm really grateful for the support of my backers, all of whom have signed on despite this being very early days. We've blown by the first few milestones, so from now on I'm releasing all of the adventures under the Creative Commons cc-by-nc license.
I'm also releasing the art! Here's a high-res TIFF of the island drawing. It's cc-by-nc too, so have fun with it.
Many of you have had kind things to say, which is awesome. In your feedback you've requested things like single-building set pieces, encounters that fit into the wilderness (rather than dungeons), more dungeons, and above all else, more cut-away 3D maps.
I'm especially grateful for your word of mouth, since I've turned into that loathsome G+ menace that posts the same thing to four different communities. Gross. Many of you have sent quite a few people my way, thanks ever so much.
Wednesday 12 March 2014
The Cage of Serimet
For my fourth adventure, I thought I'd return to the three-dimensional map style that I liked so much for Stellarium. In the Cage of Serimet, a dying order of paladins does the best they can to contain an erratic and vain summoner. What will happen when the PCs arrive on the scene?
'Cage' could be inserted into a campaign world either as a standalone destination, or as part of a larger cavern system. Unlike the previous adventures, the opposition isn't quite as clear here - the players are walking into a somewhat stable (if somewhat precariously balanced).
Of course, depending on how you hook it into your campaign, it could be that they arrive planning to slay Yorta once and for all. Or perhaps they're coming to rescue him on behalf of a hermetic order. But if you play it as a stable situation the players will likely upset, things could go any number of ways. Both factions in this situation are potentially valuable allies - the Order may be dying out, but they have a ton of expertise and would make valuable mentors. On the other hand, probably has even more to offer for just the right sort of help.
'Cage' could be inserted into a campaign world either as a standalone destination, or as part of a larger cavern system. Unlike the previous adventures, the opposition isn't quite as clear here - the players are walking into a somewhat stable (if somewhat precariously balanced).
Of course, depending on how you hook it into your campaign, it could be that they arrive planning to slay Yorta once and for all. Or perhaps they're coming to rescue him on behalf of a hermetic order. But if you play it as a stable situation the players will likely upset, things could go any number of ways. Both factions in this situation are potentially valuable allies - the Order may be dying out, but they have a ton of expertise and would make valuable mentors. On the other hand, probably has even more to offer for just the right sort of help.
Become a Patron!
I've started a Patreon campaign, patreon.com/adventures. If these one-pagers are of use to you, consider becoming a patron of mine!
Patreon works like a repeating tip jar - sign up for whatever amount you like, even a dime, and every month or so when I publish a new adventure, Patreon will bill you and forward most of it to me. (I then take it straight to the art supply store and buy more fancy pens!) You can back out or change your amount at any time.
If you're not inclined to sign up, that's cool too, leave a comment! Rah rahs and constructive feedback are both really appreciated.
Whether you sign up or not, I'll still be releasing the adventures here on this blog, so you can always come back and browse what I've put up.
UPDATE: Here's the map art for the adventure, released under CC-BY-NC.
Map: The Cage of Serimet
UPDATE: Here's the map art for the adventure, released under CC-BY-NC.
Map: The Cage of Serimet
Monday 3 March 2014
Midden of the Deep
Midden of the Deep is the third one-page adventure location. Suitable for adding spice (or ammonia - eww) to any huge cavern that might once have held dragons (or other, magical, excreting creature).
Like its bretheren, Midden is systemless, but easily adaptable to crawly games like D&D, Torchbearer, Dungeon World and World of Dungeons.
UPDATE: Here's the map art, free for use under CC-BY-NC.
Map: Midden of the Deep
UPDATE: Here's the map art, free for use under CC-BY-NC.
Map: Midden of the Deep
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