So awhile back James Raggi made a comment on Google+ questioning how terrible an adventure it would be to just have a T-Rex show up.
I do stuff like that all the time. Sometimes having a monster trash a few villages is great fun. This document is a toolkit to quickly generate a monster rampage in NGR. How to stat out a monster you saw and through looked cool, why the monster is destroying hamlets, what rewards are offered, and how to generate a few rinky-dink little hamlets on the fly for the monster to destroy.
As the 2014 Edition of NGR gets closer, I wanted to create a few different books of pure fatty goodness for using NGR in a practical sense. This is the first (and who knows, if I get bored maybe the last) of these booklets.
It features some nifty art by the talented Alex Mayo who also worked on Scourge of the Tikbalang.
Now that Scenic Dunnsmouth has had a couple weeks to arrive in people's hot little hands and let them read through it, I'd like to see what towns people come up with.
For those unaware, Dunnsmouth contains the rules to generate your own unique version of the adventure every time you play it. You can read the adventure cover to cover and still be surprised when you play it and never be certain what horrors you'll face.
Part of generating your version of Dunnsmouth is making a map. That is what I want to see. Here is one of my maps from a couple years ago when I started this thing. I'd like to see if you can make a better map (and honestly it shouldn't be too hard).
So I am running a contest, with prizes!
Send me a picture of your map, and you could potentially win one of three hard-copy sets of A Thousand Dead Babies , The Gnomes of Levnec, and Scourge of the Tikbalang I custom printed for this purpose.
1 set will go to the best map by the important criteria of my petty whims (I choose one) 1 set will go to the best map as decided by plebeian consensus (a vote) 1 set will go to the best map as decided by the whims of the universe (a random entrant)
email me your contributions, post them on your blog and link it in the comments, or tag me in Google+ and I'll post it here for one month. At the end of the month (April 18th), the winners will be chosen.
So, just to give people a bit of a heads up on what I am working on:
1.) Helping with a project being done by two insanely talented people
2.) Slowly working on a Polynesia themed adventure
3.) Working on another small adventure I hope to pitch to LotFP
4.) Eagerly awaiting the release of Thulian Echoes
5.) And of course working on the 2014 release of NGR, the 5th edition. I am hoping this one will blow the socks off of previous releases.
Hopefully I'll also be able to post some more things, and perhaps work up a few booklets full of "fat" content for running NGR, content generators and guides and whatnot.
Scenic Dunnsmouth is a re-playable adventure set in a time forgotten swamp filled with secretive, backwoods xenophobes with a dark secret. Or maybe they don't have a dark secret and it is all in your paranoid imagination. Or maybe there is a serial killer on the loose who simple THINKS there is a dark secret. Or maybe there is serial killer and a dark secret. There also might be a witch, and maybe a mausoleum. There might be a lot of things, but what is the deal with the cube?
Scenic Dunnsmouth is an adventure that is randomly generated before play using dice and a deck of cards. It naturally builds its own intertwining elements and hooks. This is an adventure you can slap into every campaign you run, even with the same groups of players. If anything it gets more hilarious and more tense the more the same group plays it.
So go get a copy now to see some of the gorgeous art Jez Gordon has filled this sucker with.
"I had a tremendous amount of fun during my ill-fated sojourn to Scenic Dunnsmouth. It's a cunning bait-and-switch of an adventure and fellow travelers should heed my warning: Whatever you think is going on, you're wrong."
Evan from the blog "In Places Deep" (or as he prefers it to be called as often as you can In Deep Places) had the following to say: "It has [Spoilers!]"
The first time I was genuinely frightened in a RPG session. It was the first time that I actually thought that the best thing I could do for my character was to just high-tail it out of there and not look back (I mean this as a compliment, BTW)
Still not satisfied? How about some quotes from people you don't know and probably never will?
Totally didn't give one player nightmares - Ryan I wanted to rinse my uterus with bleach pretty much immediately - Mel A good time that will haunt your nightmares - Josh Surreal, creepy, disturbing - Gerry
Wow? Look at those comments from people who are barely above anonymous!
Well oiled warriors wandering about half clothed in land of filth caked feudal dung merchants straight from the fevered mind of a British comedian experiencing the malaise of the seventies may seem out of place. But that is because you don't understand what Barbarians truly are.
No one questions why these physically perfect specimens walk around the lands, seemingly out of place. It is painful to do so. That is not a metaphor, thinking too much about where these beings come from and why no one seems to consider them out of place can kill you. Blood will drain from your eyes and ears in a steadily increasing torrent.
Barbarians are beings of pure chaos who appear to be physically perfect specimens that hail from some region beyond the horizon you can't place on any map. Think about that, but not for too long. Who does that remind you of? Elves. Barbarians are actually a type of elf.
They come from "Barbaria", a land of icy glaciers, or perhaps a steamy jungle, or perhaps even an ash littered volcanic hellscape. It always changes, and no one can think too long upon it. They are from the other world, like all faerie kind.
Their magic hides their origins, it grants them supernatural strength when they need it most. But like all faerie kind they have a weakness. Their magic is diminished by covering their skin. It is their appearance and pride that fuels their magics.
But you may think to yourself (which you should stop doing), Barbarians hate wizards! Oh this is true. Like all elves, their innate spells can be discerned by the prying eyes of sages and wizards willing to dissect their corpses (or vivisect their living bodies). As a matter of protection, barbarians must be aggressive in rooting out the prying eyes of wizards. To tell you they hate magic is only to keep their secrets safe.
Do not question where barbarians come from. Do not think on why no one sees through their glamour or how they perform such feats of strength. But keep your cold iron handy...
Scourge of the Tikbalang was originally written as part of the OSR Cares Package, and as promised I have had it redone with professional art and layout by Alex Mayo. Also as promised,anyone who bought a copy of the OSR cares package can reach out to me and I'll ensure they get a complimentary copy of this in its current updated form.
And in case it needs to be said I will warn people that like many things I write this has a horror element and is full of horrible things that can be unsettling.