Showing posts with label updates. Show all posts
Showing posts with label updates. Show all posts

Saturday, January 25, 2020

Free and Pay-What-You-Want 5e DMs Guild Highlights: Week Ending 1.25.20

Every week, talented creators upload Dungeons and Dragons products to the DMs Guild, pricing them as free or pay-what-you-want in order to reach customers. Dozens of new free and pwyw products are added each week alone. It is a lot to sort through. My hope is that highlighting a few of each week's best supplements will help the designers get the attention they deserve.

You can find previous posts in this series HERE.



Fluidic Race from Caleb Wichman



I enjoy the bizarre ancestries you sometimes find on the DMs Guild, and even though I may never end up playing them in a game, they make me imagine how I would roleplay them. I think I would name my gelatinous ooze "Weird Gerald". 


Dragon Wing from Multiple Authors



Ride dragons and attack a skycastle in this epic one-shot! Highlighted by wonderful maps, pro layout, and its exceedingly ambitious vibe.


Tinker Emporium Vol.1: Common from Revlis M

Tinker Emporium Vol.2: Uncommon from Revlis M

Tinker Emporium Vol.3: Rare from Revlis M

Tinker Emporium Vol.4: Very Rare from Revlis M



Quality series of homebrew magic items, ten to a volume, notable for containing illustrations of each item. Includes rar files with png images of the items.


The Apothecary Grimoire from Sean Mullins



Interesting potion-crafting supplement detailing the harvested ingredients and instructions needed for the creation of the twenty-four potions in the DMG. This is filled with great ideas and flavor.


The Marsh of Mire and Malice from Brendan Hainline



I mentioned part one of this series, The Iceberg of Rime and Ruin, a while back. The plot of the Dragon-Blood Series focuses on hunting down the remaining cultists from the Tyranny of the Dragons adventures. This installment takes the PCs to the Marsh of Chelimber.



If you enjoy my free zinepodcast, and/or blog, please consider supporting my work for only $1 per month.



Friday, April 5, 2019

CHECK OUT MY FREE OSR ZINE!

I am super excited to share a little project that I have been working on. This is a print-and-fold, "pocketmod" OSR zine, hopefully the first of many that I will be producing. I am calling it Psionic Platypus. Issue #1 is available for free/pay-what-you-want right now on DriveThru!

CLICK HERE TO DOWNLOAD PSIONIC PLATYPUS #1

This first issue features the mini-adventure "Cruelty Cave of the Mumbling Mouther", and includes art from Evlyn Moreau and Claytonian JP, with a map from Eneko Menica. US Letter and A4 sizes are available for download. Just print, fold, and...hopefully enjoy! If you like it, please help me get the word out by sharing it with others.



I am aiming to do these monthly, but we will see how it goes. Issue #2 is already in the works, and features a dungeon crawl by my 7 year old daughter!

To coincide with the release of the zine, I have decided to start a Patreon. If you enjoy my blog, podcast, and/or free zine, please consider supporting me for $1 a month. My content is available for free, so this is basically a tip jar. Thank you for taking a look at it.


CLICK TO SUPPORT FROTH FOR A BUCK A MONTH


Oh, and here are some folding instructions if you have never done one of these before!


Tuesday, January 13, 2015

Potpourri: Updates and 5e Musings



Long time, no blog! It blows me away how time flies. I didn’t really mean to neglect my blog for so long but a lot of things kind of came together at the same time to sap my motivation and take me out of the mindset. The main thing has been my father’s failing health. For a while, I didn’t have any idea what would happen or how immediate things could be, so I didn’t take on any really large projects (like the zine) and kind of just felt unmotivated. 

When I blog, I like to have something substantial to say or offer. I’m not really a prolific designer or writer. From time to time I have shared gaming news, but honestly, between Tenkar’s Tavern, OSRToday, and OSRNews, you will always stay informed of what is going on without any help from me. I used to do a lot of 4e hacking, but I've really said everything I want to say about it and already came up with all of the alternate rules that I wanted. I use G+ as my main means of posting these days because it allows you to share little bits of info without having to do full-blown blogs. I am +JeremyfrothsofSmith on there btw, if you want to link up. 

At any rate, I am going to attempt to be more productive this year. I will probably do more reviews, as that is something I think can be helpful. I tend to shy away from a lot of DMing advice, as the best advice I can give anyone is to just run a ton of games and learn from your own mistakes. I probably won’t do a lot of 5e hacking, as I like it quite a bit the way it is, especially given the alternative rules in the DMG.

I haven’t said a lot about 5e but I do think it is interesting that almost every single bone I had to pick with 4e has been addressed with it. I'm not suggesting WOTC reads my blog or anything, its just that a lot of my issues with 4e must have been nearly universal. Lets take a quick look at 4e issues I have addressed here and what 5e did about them.

-Sunrods-no longer exist in 5e
-Skill Challenges-wiped clean by the wrath of God
-Bloated skill numbers-gone
-Magic Item treadmill-gone
-Monsters-simplified, strengthened, recall my updated stat block in all the right ways
-Immediate Actions-severely curtailed
-Slow combat/Options bloat-bitch slapped

I can go on and on, but every single thing I have ever had an issue with with 4e was revisited and tweaked. What is left is a modern feeling D&D with obvious old-school influence and spirit. They did a great job.

So whats up with 4e Forever #2? Well I have a ton of good articles and now that 5e has sort of blown over and gotten fully released, you can expect it finished sometime…”soon”. It will be the final issue as I move onto a different zine project that I hope will support multiple editions (including 4e and 5e). 

Friday, July 4, 2014

Ch-ch-ch-changes

Today I am announcing a few changes to my blog and zine. As you may know, I have supported classic editions of D&D on my blog alongside 4e for quite a while. Well, I was so completely blown away by the 5e rules that came out yesterday that I will be DMing organized play at the FLGS and inevitably supporting it on my blog. So, I have decided to change the name of my blog to reflect the multiple edition support that I want to cultivate. The new link is www.frothsofdnd.blogspot.com. Those out there that link to my site or have me bookmarked will want to update this.

I absolutely intend on still supporting 4e. I actually DMed a great session the other night. With a four player party and a morale system, we enjoyed a nice three encounter delve with roleplay in about two and a half hours. 4e is worth working on because the combat and PC customization options are not like that of any other edition of D&D. I think that over the years many players will return to it for a fun change of pace.

What does this mean for my zine 4e Forever? Well, the second issue is almost done. Unfortunately, several articles I expected to come in never made it, but there is more than enough material for a great mag. After this issue, and once the licensing for 5e becomes more clear, I intend to let the zine represent all editions. The name will change, although I haven't thought of the name yet. I imagine B/X monsters sitting alongside alternate 4e classes, 5e adventures next to AD&D magic items. I love all editions, so why not try and support them all? Expect more info/shameless solicitations on this down the line.

Anyhoo, I am very excited about where 5e can go. I love the simple, clean rules, and I see a LOT of 4e influence in the game. I think its a great thing that 4e happened, because they learned a lot of lessons from it, both good and bad. I hope to continue to bring fans of different editions together and foster a mutual respect for one another, even if you have your own favorite ruleset.



Thursday, April 17, 2014

Last Call for 4e Forever #2!!!

Hey everyone, I know its been slow around here but I have shifted my focus over to getting 4e Forever #2 out before the end of summer. If you want to contribute any material, be it an article, adventure, or (PLEASE) artwork, I have set a deadline for April 30th.

This issue looks to be jam packed and much crunchier than the first issue. If you are thinking of contributing any artwork, I could use images of Trolls, Giants, Orcs, generic combat scenes, and drawings of items found in an Adventurer's Kit. That said, I will happily take ANYTHING YOU'VE GOT.

If you have any specific questions you can reach me at frothsof @ gmail dot com or just leave a post! Help keep 4e alive!


Wednesday, March 26, 2014

Review: The Crossroads of Spyley and an Update

I don't typically do reviews, although I sometimes point out new and/or interesting products. I thought I would shine a light on a nifty little OSR product today: The Crossroads of Spyley. This is part of what I hope will become a long series of products from Chubby Monster Games called "Side Treks". It is system-neutral and can work with any edition of D&D.

My current campaign is a sandbox, and I can never have enough little interesting locales for the PCs to pass through. I love rolling stuff randomly, but I also like to have some short adventures and settlements planned out ahead as well. What I don't like is for things to be too complicated. This product fits my needs perfectly. Give me a little village, a nice map, some hooks, a few NPCs, and then leave it alone.

I can see myself devouring a series of these things, just plopping them down in various hexes. At ten pages, you can absorb this product quickly without having to do much prep. Priced at $2, its a steal. I tried to think of something to complain about, but couldn't come up with anything. Buy the PDF HERE.



Speaking of PDFs, I am making the final push to complete 4e Forever Issue 2. I have learned a lot over the last year working on this, and I have to say that I have found that editing is my least favorite thing in the world. It sucks the fun out of everything for me. I actually thought about just quitting, but 4e needs a little love so I feel compelled to persevere. That said, I am no longer going to require submissions to fit with the shared world of the first issue. Its just too much work to try and rewrite everything. I also find it takes away from the original spirit of some of the submissions. I also am not going to toil and beat myself up over the grammar, etc. of submissions. I will give it a once over and publish as-is. Its just gotta be this way, otherwise I have no fun working on it. Anyway, I would like to have all submissions, artwork and otherwise, in by April 30th. If you have any old Dungeon/Dragon rejections, adventures you have been working on, random tables, monsters, whatever, give me a shout at frothsof-at-gmail-dot-com.

Saturday, July 13, 2013

4e Forever Issue #1 Wrap-Up: Submissions, Q&A, and a THANK YOU!!!

Well, issue one of my fanzine 4e Forever has come and gone, and all I can say is that the response blew my expectations out of the water. This is obviously a niche product: a zine focused on a recently "cancelled" edition, and one that centers on high-level play, traditionally the least played "tier" of all editions. It also incorporates a lot of old-school elements, which, if you believe everything you read, is diametrically opposed to 4th edition. Well, the response proves that was a lot of bunk. I have had die-hard OSR guys congratulate me, and people that have only played 4e tell me I peaked their curiosity for classic editions. It seems a lot of the loud voices on the internet do not represent gamers as a whole.

I want to give a special thanks to those that shared this with others. Several people blogged about it, shared it on websites that I had never heard of, and some generous soul even took the time to index the issue on RPG Geek. Thank you. If anyone liked it or knows others that might, please continue to share it.

I thought I would give a short Q&A regarding some questions that arose from readers.

How often will 4e Forever be published?

There is no set schedule. A lot of it depends on real life and how many submissions I get (see below). It will be irregular, that's for sure.

Can classes other than Arcanists use spell research?

Yes. I left it as Arcane classes only in the mag for old-school flavor, but in retrospect, I should have clarified that.

You mentioned the rate of pay for hirelings based on level, but there was no list of hirelings.

A list of hirelings will appear with the stronghold rules, whenever I get them completed. In the meantime, a DM can just improvise based on common sense. For example, a blacksmith is a very common occupation, and even small villages like Hommlet will have one, so assign them a low level. In contrast, a sage that specializes in ancient astrology might be incredibly rare and command a higher wage. The less common the occupation, the higher the level. This also applies to supervisory roles, like in the mag example.

Does a Savage's extra attack on its initiative +10 work like some of the more recent 4e dragon designs? Do they get one action or a full set?

Yes, it is basically the same thing. How many actions is up to the DM. Note that a Savage is not required to use all of the features listed, but it will typically have many of them.

Who controls henchmen? Hirelings?

A DM should control hirelings, while the players control their henchmen.

What happens if the PCs level up and they are in an area with no henchmen to be attracted?

If the PCs are unable to be approached, then no henchmen are attracted, but if the PCs are in any location where populations of Humans or Demi-Humans are nearby, henchmen should find them.



I am THRILLED that I have already received a few submissions. I want to talk a little bit more about them. I am COMMITTED to making it smooth and easy as possible for you to submit material. Therefore, if you need help converting monsters to the new stat block, I will do it for you. I you have questions about the world or need guidance on any of the rules, I have an open line of communication. If you have "system neutral" material, such as random tables, by all means, send them in; not everything has to scream 4e. You might have something you submitted to Dragon or Dungeon that didn't get printed. Consider reflavoring it and sending it in! If you want to contribute to the zine, I promise I will do everything in my power to make it happen. So please, consider sending something in, or tell a friend that you think might be interested about it. Again, you can email submissions to frothsof@gmail.com .

Well, I just want to once again thank everyone for checking out the zine, even if it wasn't your thing. It is now my most popular blog post by a million miles. If anyone runs any of the adventures, let me know how it goes! I know that at 150+ pages, many of those who downloaded it may not have had a chance to finish reading it, so please keep sending me feedback. Thanks again!




Tuesday, June 11, 2013

DOWNLOAD MY FREE 4E FANZINE!!! 4E FOREVER ISSUE #1 IS UP!!!



So the wait is finally over. It has been a loooong road, but I am happy to say that I followed through and finally got it done. I hope you have enjoyed the "spotlights" on contributors yesterday and over the weekend. I again want to thank the Crypt Thing Robert Waluchow, Timothy "Morpho" Reynolds, and Will "Beholder Pie" Doyle for all of their help.

When the end of 4e was announced, I felt it had a lot further to go. I was cynical for a minute, thinking about all of the stuff that I felt was still needed or that was never accomplished. I decided that instead of bitching, I would do my own thing. After all, there are tons of awesome 'zines out there for out of print games...why not start one for 4e?

So I can finally spoil the contents for you now! What is in the first issue of 4e Forever?

-The framework of a new shared world that 4e fans can build together
-The best alternate and additional rules from my blog, re-organized, edited, and compiled into one easy to use document, the 4e Forever Grimoire
-Revamped trap rules for 4e with 15 new tricks and traps
-Over 30 new high level creatures
-Two full-length adventures, including part one of a massive megadungeon adventure path
-Exciting rules for a 4e mass combat system designed by WOTC published author Will Doyle
-All the info you need to submit your own writing, artwork, and/or cartography

This magazine is and always will be free, but I will ask one thing of you, Gentle Reader. Please pass this link along to any and all 4e fans that you know. I need help to keep this going, and I will be relying on submissions. So please, send to your gamer friends, forward to your friend lists on forums, tweet it, email it...anything you can do to help spread the word would be greatly appreciated.

And so, without further ado, I hope you enjoy the mag!

DOWNLOAD 4E FOREVER ISSUE ONE

Monday, June 10, 2013

COUNTDOWN TO THE 'ZINE-CONTRIBUTOR SPOTLIGHT-WILL "BEHOLDER PIE" DOYLE

Wow, it is just one more day til I drop my 4e fanzine! Over the weekend we took a look at some of the awesome talent that contributed to the first issue. Saturday we checked out the Crypt Thing, Robert Waluchow. Yesterday, we spoke with the multi-talented Timothy "Morpho" Reynolds. Today we shine the spotlight on Will Doyle of Beholder Pie.



Will and his girlfriend Stacey operate the blog, a truly amazing mix of great 4e design and world-class artwork. Someone on a forum somewhere mentioned it to me a few years ago, and when I checked it out, I was pretty overwhelmed. "How has nobody heard of this guy?", I wondered, as his blog is really heads and tails above a lot of what you see. Well, it seems WOTC took notice as well, because in the year since I first asked Will about contributing to my zine, he has had not one, not two, but three adventures appear in Dungeon, with another possibly on the way. All of his adventures have gotten rave reviews for their creativity. I am not surprised in the least.

When I approached Will about printing one of his articles in the mag, he was total class. He let me make edits, answered questions, and he is really a super-nice guy who deserves all of the success he is getting. You will be seeing a lot more of this guy, I promise you that.

Will was nice enough to answer some questions for me:

1. How did you get into gaming?

I was first introduced to roleplaying games in 1984, when a relative gave me and my brother a boxed copy of Call of Cthulhu. I was nine, so it was way above my head, but I remember liking the pictures! Eventually one of my brother's friends ran a short campaign of Dragon Warriors, and we finally understood how it all worked - and were pretty much hooked. That led to Teenage Mutant Ninja Turtles, Paranoia, Warhammer Fantasy Roleplay, D&D and dozens more. Nowadays I mostly play D&D and Call of Cthulhu, with occasional forays into other systems. My girlfriend is a keen player, and we both work in video games, so there are plenty of opportunities to game!

2. Can you talk a bit about Beholder Pie? How did you get started with it?

Beholder Pie was born when my 4th Edition campaign began developing lots of housebrew content: a mass combat system, unique monsters, magic items, and artifacts. Most blogs seemed to focus on GM-advice, so I thought a "crunch-heavy" site could stand out from the crowd. I also played with a group of video game artists, who were always drawing pictures of their characters, so I had lots of original artwork available. Over the months the blog has become less crunch-based, but I still try to provide something mechanical every once in a while.

3. I know you have had some stuff published by WOTC recently. Anything else on the horizon you want to share with us?

Over the last year I've written four Dungeon adventures for Wizards of the Coast. The first two - "Tears of the Crocodile God" and "Glitterdust" have already been published, and there are two more in the pipes. I can't talk much about them until they're been announced, except to say they were a real blast to write and playtest! Two of the adventures I've written have been based on concepts they've asked me to develop (rather than ideas I pitched to them), which in some ways I prefer - it's more of a challenge, as it puts you out of your adventure-writing comfort zones!
I am not going to spoil what Will contributed to my zine. All I will say is that it is a game changer, plain and simple. You do NOT want to miss it. Thank you SO MUCH for your help Will!
You can pretty much click at random on Will's blog and find something awesome, but I think I will leave you with a link to some of his recent ultra-creative stuff, "The Drowned Kingdoms". This is a killer new campaign setting, a world completely flooded...kind of like Waterworld without the urine drinking and cigarettes. Here are the posts about it, scroll down to start at the beginning.
One of the awesome locales of the Drowned Kingdoms, Fathomdeep



Sunday, June 9, 2013

COUNTDOWN TO THE 'ZINE-CONTRIBUTOR SPOTLIGHT-TIM "MORPHO" REYNOLDS

Today I continue to shine the spotlight on contributors to my upcoming free 4e fanzine. Don't forget, it comes out this Tuesday, June 11th! Yesterday, we took a look at cartographer extraordinaire, Crypt Thing Robert Waluchow. Today we spotlight Timothy "Morph" Reynolds!

I first met Timothy Reynolds about three years ago, gaming online. We played (and still play) on the RPGTO; this is the virtual table that Wizards developed but discontinued. It is still going strong, but that is another story.

Tim aka "Morpho" aka "MorphoPractix" aka "SarialMorphoPractix" is the consummate gamer-the exact person you want playing at your table. Courteous, friendly, creative...anyone that has played with him remembers what a cool person he is to game with. I am lucky enough to have played dozens of sessions with him. Everyone likes Morpho.

Slowly but surely we got to know each other a little bit, and I began hearing more about his real life. "Morph", as I prefer to call him, alluded to the fact that he is a stage actor. Didn't surprise me at all, as he is a great roleplayer. I started hearing more about his parts in productions; he mentioned "Penny Dreadfuls" and "Varney the Vampire" one session, and I felt hip to know that I knew what the hell he was talking about. Anyways, I had let people know that I was working on a 4e fanzine, and Morph ended up emailing me about it. It turns out that he is a Renaissance man, and that drawing and painting are also among his many talents. Again, not really surprised. Turns out Tim is many things: an actor, playwright, poet, designer, and a visual artist. He is also my place to crash next time I am in Brooklyn, NY (half-kidding).

I am not a fan of modern RPG art. I love the classic stuff: Sutherland, Trampier, Otus...I don't like anything that feels overwrought or tortured. I want to feel an artist's character. I don't know if that makes much sense, but you can probably still appreciate how awesome it was when Morph sent me these images that he drew for a storyboard/treatment of a friend's upcoming outer-space sci-fi film. This is exactly the kind of art that I wanted to see in an RPG. It is visceral, fluid, and most importantly, it has character.

Slime on the foot? That's a BAD THING in outer space.


Space jealousy? That's even WORSE.
Uh, yeah, but space cutting is worst of all...


How awesome it is to have an artist with that kind of talent contributing to my little fanzine. Thank you so much Morph!


I asked Morpho a few questions in a vain attempt to unravel the enigma. Here are his responses:



1. How did you get into gaming?

I first began with Basic D&D in 1977, moving quickly onto AD&D.

2. I know you are a creative guy, you act in the theatre, you paint, etc. How do these tie-in to your gaming?

RPGs tend to attract actors and artistic types.  I always have drawn during game sessions - characters, combats that were happening, etc.  It has always fueled the game for myself and for my fellow players, as I tend to do character portraits for my companions and the DM.

3. Any projects or plans for the future with your painting? 

I will always do artwork and I am contemplating a tarot deck series of paintings.



The tarot thing sounds amazing. Morpho is a true talent, with an incredible knack for interpreting text and conveying it in an image. Everything I gave him was like a sentence or less, and he did incredible things with it. You will see for yourself soon enough. I do not want to publish his email, but if you want to contact him let me know and I will pass on the information. I can see him doing a lot of OSR work, as his artwork is perfectly suited for it. I will certainly be hitting him up for issue #2.

The Tuesday release is creeping closer! In the meantime, you can check out this awesome sneak peek at an original Morph image from the 'zine. I asked him for "zombies". No detail or anything. Look at how awesome this is! (Note the dude in the bottom left...super-creepy!)



"Zombies" by Timothy Reynolds



Saturday, June 8, 2013

COUNTDOWN TO THE 'ZINE-CONTRIBUTOR SPOTLIGHT-"CRYPT THING" R. WALUCHOW

As I countdown to the release of my free 4e fanzine this coming Tuesday, I wanted to shine the spotlight on some people that helped make this first issue everything it could be. Today we take a look at the Crypt Thing, Robert Waluchow.

I first became aware of Robert's blog ( http://cryptthing.blogspot.com/ ) by way of 4thcore. I really appreciate the 4thcore movement, as it incorporates a lot of my own philosophy into its design. I like challenging combat and old-school adventures, and 4thcore delivers both. I started checking out other 4thcore affiliated sites and came across Rob's. I had an instant appreciation for his blog; unlike many sites, it is primarily focused on cartography. I really liked his style; it feels like a mix of hand-drawing and technology, an interesting balance. 

One of Rob's awesome creations


Over time, Rob started sharing some of his artwork as well. I love the style. Check out the Vrock Seer below!

Vrock Seer, Crypt Thing style


As I started work on my magazine, I took the chance of approaching Rob about him helping with the mag's cartography. I thought, "What do I have to lose?". The worst he could tell me is no, but if he helped, I knew I would have a real up-and-coming talent in the world of D&D cartography helping me. Thank the gods that he said yes. Over the last year+, Rob has shown amazing patience with me, making edits, and taking on a LOT more work than I originally gave him. I am eternally grateful to him for his help. I can't imagine what it would be like if he hadn't helped me. I wholeheartedly recommend designers out there hiring Rob to help with your work. He is a pro and a great guy.

I decided to ask all of the contributors a few questions to help shine the light on how they got into the hobby and about their work. Here is my Q&A with Rob:

Q: How did you get into gaming?

A: I got into role playing games in the mid 90’s playing AD&D 2nd Edition. Unlike many other role players, I didn’t have anybody to shepherd me into the hobby. I had a vague general impression of Dungeons & Dragons, but had never been exposed to it. The catalyst for my entry into the hobby came (appropriately enough) from mapping. One day while I was daydreaming during class, I spied a fellow class mate drawing. My interest perked, I leaned in to see what he was drawing and saw a map of a sprawling fantasy kingdom. He was fleshing out a homebrew setting for use in Dungeons & Dragons. I marveled at the audacious free-form creativity employed for use in a game. The idea of creating a unique world whole-cloth and having a group of people interact with it and experience it was too alluring for me to ignore. I rushed out, picked up the core rulebooks, and began blundering my way through learning the ropes of running a Dungeons & Dragons campaign. I’ve never looked back since.

Q: Can you tell us about Crypt Thing?

A: Crypt Thing is a blog I started up a couple of years ago in order to share the maps I create for my home games with a wider audience. There is a myriad of blogs out there that deal with Dungeons & Dragons and role playing games in general, but I found that most of them discuss game theory or offer advice on running games. Precious few offered concrete tangible tools that Dungeon Masters could use and drop right into their games. So I decided to create a venue to showcase my maps and offer them up unlabelled so that readers culd take them and use them in their own games however they saw fit.

My greatest joy as a Dungeon Master stems from when the players discover a new location: that moment when I drop a lavish new map down on the table. Their eyes light up as they pour over the map and begin to explore the nooks and crannies of the creation. It is my hope that I can help others foster this experience in their own games.

Q: Can you tell us about your ties to Fourthcore?

A: My tie to fourthcore is chiefly one of rabid fanboyism. I love the incredible works of SVD Press and Dungeon Oracle. The way these designers have eschewed the appeal of a wide audience to fearlessly bend the game and create adventures the way they want to play has been eye-opening and inspiring.



I've been playing Dungeons & Dragons for 17 years, and Revenge of the Iron Lich remains my favourite adventure I've ever run.



I'm also quite active with FourthcoreTeam Deathmatch. Created by C Steven Ross, (author of such great blogs as DMG 42 and Triumph and Despair) FTDM is an amazing pulse-pounding team-based death match that utilizes the 4e ruleset. In addition to playing it every chance I get (lookout Gencon 2013!), I've designed two of the maps, E4M1: Court of the Storm Lord, and E4M1: Vault of the Spider Queen.

Also on the fourthcore horizon, I'm currently working on the illustration and cartography of a new fourthcore module by Anthony Franchini, called "Pit of the Void Locust". Privy to the design process, I've been able to look under the hood of this one. If you are fan of fourthcore, you're going to love this module; it's evocative, deadly, and ludicrously difficult.



Q: You mentioned on your blog that you were working on an adventure; any progress on this?

A: Sadly, my ambitions always seem to outpace my reality. Between professional and personal obligations, I have found precious little time to work on it. As I'm sure you are aware, there is a mountain of work involved in taking an idea from a form that you yourself can run at the table and turning it into something you can share with a wider audience. I'm committed to seeing it through, but I have no set timeline for doing so.



Still, I've got some work coming down the pipe, including Pit of the Void Locust, more maps and a tutorial on how I draw and colour my settlement maps.


Thanks again Rob, for everything.

I am proud to leave you today with a juicy sneak peek of Rob's work in the magazine. (Why yes, that IS the first level of a 4e megadungeon!!!)

Told you he was a bad-ass!

Friday, June 7, 2013

COUNTDOWN TO THE RELEASE OF MY FREE 4E FANZINE!!!


If you have been wondering "Where's Froth?" lately, please forgive my absence, but I finally decided to buckle down and finish my free 4e fanzine! I didn't want to post again until it was done. I first mentioned it over a year ago, and it feels great to finally be able to get it out there.

Why did it take so long? Well, I GROSSLY underestimated the amount of work it would be for one thing. Secondly, the thing just kept growing. I thought it would be a little 30 page deal (and it might be in the future, lol), but it grew to over 150 pages. Between working full time, raising a kid, and running multiple campaigns, it was just a lot of work. I am not like some other writers that can just turn it on and off. At a lot of points, I just didn't feel like writing or didn't feel creative. Getting the last little bits done was the hardest. I also struggled a bit with the layout; it is a little on the crude side, but I did my best. I am proud of myself for following through.

Now that its done, I can't just post up a link right now. That would be too easy. No, I want to celebrate this sucker. As a result, I am setting the release for this Tuesday, June 11th. Over the weekend and on Monday I will be featuring a series of blogs spotlighting contributors to the first issue. I think you will all enjoy it. I don't want to spoil who helped just yet, but rest assured that they are all bad-asses.

I had several goals in setting out to create the mag. For one thing, I wanted to help keep 4e alive by giving fans an outlet that they could use to create and share their own material. I wanted to support high-level play exclusively. I also wanted to continue the work I have done on my blog, bringing old-school, classic edition design elements into 4e. 

So what is in the zine? Well, without spoiling too much, I can tell you that there are two full adventures, over thirty new high-level monsters, over fifteen new tricks and traps, tons of alternate rules for 4e, and a bunch of other stuff that I don't want to spoil just yet.

So, check out the blog over the weekend and be sure to download the mag next Tuesday!

Friday, March 8, 2013

Dungeons and Cthulhu

Though Dungeons and Dragons will always be my first love, a close second is Chaosium's classic horror RPG, Call of Cthulhu. Although these games are distinct and have many differences, there are still some ideas from CoC that you can port right over to your D&D game. Lets take a look at some ideas.

CoC-ESQUE CLUES IN SANDBOX PLAY

One of my favorite adventures of all time is Masks of Nyarlathotep. I cannot say too much about it because I will be running it soon for my home group. The reason I bring it up is that it is in a "sandbox" style; players can follow clues literally to all corners of the world, and it doesn't matter in which order they pursue them. Some are related, some aren't. Each chapter presents a little table of the clues in that chapter, and where they lead. That is the part I want to focus on.

Some DMs aren't ready to run a true "do what thou wilt" sandbox, or they simply don't want to do that in the first place. A DM sometimes makes a "pseudo-sandbox", where they have prepared several scenarios or adventures, and the players basically choose which one they pursue. It feels like a sandbox to the players, but it is actually under DM control. Other times, the DM has a specific adventure or scenario he/she wants the players to play, and all roads point there.


Whichever your style, consider using a "clue drop" to give your players options. In Masks of Nyarlathotep, investigators might discover 4 or 5 seemingly unrelated clues at once. They then have the freedom which to follow now and which to follow later. There are innumerable ways to do this. Maybe they find several disparate leads in the pockets of an assassinated lord. Maybe they return to collect a fee for a deed, and the benefactor's house is burned to the ground, with just a few smoldering clues. Clues could lead them to the ends of your "earth", to remote libraries, shady traders in dangerous port cities, or to dangerous ritual magic. Think of a few locales and scenarios that you think will be fun for both you and your players, and then drop a few clues leading there. Those apparently unrelated clues could eventually fit together into a complex plot line.


INSANITY

Ah, insanity. Perhaps the most ground-breaking mechanic of CoC. For the uninitiated, Cthulhu investigators slowly (and sometimes rapidly) go insane. It is really just a matter of time, as the more crazy stuff they discover, the more sanity they lose. Fun stuff. The Ravenloft campaign setting of 2e "stole" this a little bit, and added its own twist to it. I am suggesting using a totally simplified version.

Basically, if a PC encounters something truly weird, alien, and horrifying, you might check their sanity. In D&D terms, seeing creatures from the Far Realm or the Abyss might qualify for sanity checks. Have a PC roll a saving throw. On a failure, the PC might suffer some slight effect...at first. They might automatically miss their next attack roll, be stunned temporarily or immobilized, be forced to run a few feet in terror, etc. PCs will only have to make a check once per creature or group of creatures. If they fail numerous sanity rolls over a short period of time (multiple encounters), they might have a more permanent insanity or disorder. You can get funny or stark with this depending in the tone of your campaign. They could maybe develop something as silly as a fear of dwarves, or something as depraved as fecalphilia.

ATTRACTING THE ATTENTION OF LAW ENFORCEMENT

In CoC, the investigators might be armed to the teeth, but treating 1920's New England like the wild west is going to quickly draw the attention of local police. Consider making certain towns and cities in your milieu to be very anti-weapon/violence. Maybe PCs cannot even wear armor. This immediately adds an interesting pressure to the PCs; maybe they have no problem tracking down a villain, but with the risk of attracting 100 soldiers or constables, they have to get creative with how to take the villain down. Not every town appreciates having the hell blown out of it by adventurers.

DARK RITUALS

In CoC, using spells and magic gradually drains an investigator's sanity. It also costs "magic points", which are derived from an investigator's "power" or force of will. To keep this simple in D&D without requiring a lot of mechanics, consider dropping a few powerful ritual scrolls in a treasure parcel. While the power might be tantalizing, what the players do not realize is that the power comes with a price. Casting the spell might prompt a sanity save, and failure could cause temporary insanity, possession or whatever else you can think of.

UNKILLABLE FOES


One of the first things you learn playing CoC is that you stand no chance in hell of taking on a Great Old One with your little pea-shooters. It is best to run as fast as you can, but if you have already seen the entity, it may already be too late. I have talked before about players' sense of invulnerability, primarily in later editions of D&D. Fleeing an encounter is a completely foreign concept for many D&D adventuring groups. On rare occasions, consider presenting the PCs with a truly unkillable foe. This helps them keep perspective about their place in your multiverse.








OTHER IDEAS

Other ideas you can port into your D&D game from CoC include conspiratorial adventures, encouraging research (libraries, government records), and perhaps even designing your own Cthulhu-related themes (Professor, Antiquarian, Private Investigator).

CONCLUSION AND UPDATES

I hope you got a few ideas from this article. Those of you still waiting on the conclusion of my stronghold rules, I have made progress but I am still not done perfecting the costs and construction formulas. I am, sad to say, not the fastest writer in the world. It will be done eventually. For those that have followed me in anticipation of my 4e fanzine, I swear I am getting close. I am waiting on some material from others, maps, illustrations and the like, and as they are being provided free, as favors, I am just letting everyone take their time. It has blossomed to over 150 pages, and it will be worth the wait in my estimation.

At any rate, I hope everyone has a good weekend. If you have any ideas on how to bring some CoC goodness into D&D, please leave a post!