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Found 14 results

  1. So aside from seeing some work for Skae, Runed Worlds, and Q21 system in general, we are pleased to announce... Q2100 Adventures! These adventures will be generic fantasy set in no particular world or trope. Although they will use the Q21 d100 system, the adventures will be written to allow easy conversion to other d100 systems (or other fantasy systems) as players wish. Q2101 The Curse of Gharmanta Gharmanta is a prosperous trade town on the edge of a desert, the last stop before leaving the great southern kingdoms and heading into the northern forests. Kings once ruled mighty kingdoms from here, but those are days long past. Now the folk of Gharmanta live in comfort and enjoy the good will of their neighbors. At least until two seasons ago. Sick herds and tragic deaths now plague the town and nearby rulers demand Queen Arranna purge whatever sickness ails this place or their armies will do the purging instead. Do the answers to Gharmanta's woes lay in sabotage and politics or are there older and darker forces at work?
  2. So other systems (no names!) work well for generic adventures you can plop into any setting. And over the years there have been plenty of generic adventures. I am writing some small adventures for the DM's Guild and will be putting out a free add on with d100 stats (as generic as possible or using my own Q21 version, likely the latter). So I got to thinking is there an audience for generic d100 fantasy and sf adventures? Things that are small, can be run in 2 hours or so, a game in a night. I can see a few upsides of course, but the downsides as I see them: Quality - I personally write pretty quick and for myself, think I could put out quality. But doing them small and fast could definitely erode quality Legality - On firm ground with being setting neutral, but how generic does one have to be to avoid issues? As I mention, the most likely idea would be to use my own Quest21 with the appropriate OGL documentation. However, that leads to... Conversion - People would have to do some conversion to their favorite d100 system. If you are paying $2 for an electronic product, then is a conversion a big deal? I mean most of us convert adventures anyway. Style - I know for myself, generally, I am in a different mindset when designing or playing a d100 game versus a D&D style game. I do not necessarily do a dungeon thing, which many of these adventures are. Additionally, there is the deadliness factor. So I am curious what others think?
  3. Legend is Mongoose's foray into D100 territory, but I was thinking that sometimes there is only so far one can go with the game before we come up against Mongoose Publishing's unwritten 12A age certificate. Makes me sometimes wonder if there are d100 adventures where the age certificate starts at 15 and goes up to Song of Ice and Fire and higher. I don't even mean the kind of stuff that ends up on HBO. Just adventures where the Adventurers find themselves in some places and situations which are a lot more adult than dungeon crawling, looting treasure and fighting orcs. What else is that Seduction skill there for?
  4. With an exciting year of Classic Fantasy adventures underway, its time to start taking submissions for 2018 to keep the momentum moving. Therefore, we’re putting out another call for writers familiar with both Mythras, Classic Fantasy, and Old School dungeon adventure. Prior writing experience isn’t necessary, if you have some awesome ideas and know how to put them on paper. We’re looking for adventure modules similar to (but not copies of) the classics of old, both in tone and feel, starting and mid-rank adventures are still the most desirable. So, think in terms of Ranks 1 to 2 being low rank, and 3 to 4 being mid. All our Classic Fantasy adventures take place in the World of Greymoor, however, no prior experience with the setting is necessary. You only have to worry about writing an adventure that can be slotted into any high fantasy setting, and I’ll work with you making it fit. The submission should center on a dungeon, tomb, or other ruins, but can feature a significant overland journey if desired. Feel free to include one or two new monsters, magic items, or spells if needed; however, most should be pulled from Classic Fantasy. New monsters, spells, etc., should be fitting of the genre. Finished modules should preferably be 16 or 32 pages. Writers will be paid for their work for submissions that are accepted and published. If any of this sounds interesting to you, feel free to send your proposals to rod.leary -at- thedesignmechanism -dot- com. We’ll send out writer’s guidelines to those proposals that interest us, including a primer for the World of Greymoor. However, we’ll freely answer any comments and general questions in this thread. Rodney Leary
  5. I'm working on an adventure set in Ummayad-era Damascus circa 725 CE, and I'm trying to make sure I have brought the era to life while also making sure to provide answers to common things the Investigators (and the players) would want to know or ask questions about. I'd also like to write this up for other Keepers, so I have to cover the problem that no one knows exactly what you know, so a different Keeper might only be working with whatever I am able to write up for them. Here's my rough idea so far: Some "boxed text" type descriptions that the Keeper can read for the Investigators as a prelude (what you see when you approach Damascus for the first time, for example) and whenever they enter a new area or scene. Then a list of flavorful "encounters" that a Keeper can drop into the background or add to another scene to help it feel more grounded. I have a historical background for the Keeper to fill in basic ideas and themes about the city and setting. I also have a rough timeline of historical and Mythos and adventure background. I also have a lot of pictures and I'm working on several maps. I have a list of common and nonexistent things (that I believe was in the 6th edition rules for the 1920s?) like "coffee hasn't been developed yet!" "backgammon is popular!" etc. Common player/Investigator knowledge or areas of curiosity: How does trade work? How is knowledge recorded? What weapons/tech are common? How do people travel? What does art look like? What are science levels, particularly astronomy, and how does the government/religious groups view it? What are medicine levels and how is it viewed? What are superstitions? How multilingual is the society? How is the society balanced economically? What are the roles of the sexes? What are the interactions of religions? What are the interactions of minorities? What food is common? (I'm not sure I can answer all that but I'd like to know if I missed any important areas! Or if you have a good source for 8th Century Middle Eastern cultural history!) What has worked best for you as Keepers to help you feel grounded in bringing a historical era (1920s or whatever) to life? As an Investigator, what did you need to know to feel like you could play in a different era? thanks! -jared
  6. In short terms: Do you know any good cosmic horror/lovecraftian adventures for Call of Cthulhu? Either 7th or previouse editions. In not to short terms: I have been playing Call of Cthulhu since the 5th edition, but all the published adventures I have read and run are not exactly what one would call cosmic horror or lovecraftian. The classic haunted house is a ghost story, and one of the scenarios in the Keeper's Rulebook isn't exactly horror/mystery, but more gun action oriented (as the 7th edition tends to be, anyway). The second scenario is much better but terribly wordy and hard to prepare. Do you kknow any good adventures for CoC, that are cosmic horror or more in the Lovecraft vein? Lovecraft almost never wrote about cultists and gangs of investigators fighting with guns, much less with regular guys punching monsters in the face. I know it's not easy to capture Lovecraft style into a game, but that's why I'm asking if you know any adventure like that. Even if not for CoC.
  7. Classic Fantasy SideQuests Vol. 1 SideQuests feature short filler adventures for Classic Fantasy taking no more than an evening or two to play out. Typically, these will be locales stumbled upon while travelling from one place to another, or short interludes in areas of civilization. Maybe a child’s puppy goes missing and the characters decide to help her find it out of the goodness of their heart, leading to a kobold encampment a few miles out of town. Or the characters discover an overgrown entrance to a forgotten tomb while setting up camp for the night, leading to an encounter with several animated dead protecting the resting place of a forgotten warlord. · Each SideQuest should be no more than 6 to 8 pages in length, not counting maps and stat blocks, and each should feature an encounter, dungeon, or lair, that can be explored in one or two sittings. · Detailed setups of how the characters get there are not important, just a map of the area and some background. This will more easily allow the Games Master to select a SideQuest and drop it into his or her adventure with little prep. · Area maps should be kept small, detailing only the area around the key encounter locale, to more easily fit into any setting. · Each SideQuest should be centered around a single Classic Fantasy creature type and maybe their subordinates, if any. However, dungeons and tombs may have several ‘typical’ dungeon creatures as well. · Each SideQuest should be balanced for a party of four to six Rank 1 adventurers. However, a couple paragraphs should be included detailing how to scale the adventure for more powerful characters. Those interested in participating in this project should submit one or more 500-word proposals detailing your chosen SideQuest to... Rod.leary@thedesignmechanism.com
  8. If you are going to Furnace, I'm running the following game on Saturday Evening. "Star Shine Chapter 1: Darius’ Seven Slot 3 Saturday Evening System: River of Heaven GM: Newt Number of Players: 4 You are on the run. If they catch you they will kill you. So you hid on the last planet that anyone in the whole Universe would want to find you – Earth. Burnt out Earth, Abandoned Earth, Lawless Earth. Where you hide in Kill City, beneath the Skyscrapers where the elites look down on the huddled masses of poor. Where the pollution is so bad, if you didn’t have a working mask you’d be drowning in it. Then a woman called Carla in a bar tells you that legendary Lord Darius, captain of the renegade Step Ship “Star Shine”, is looking for a crew. That he’s looking for people like you to offer a ticket off this hell planet to a life of freedom amongst the stars. All you need to do reach the orbital elevator on the other side of the city, while playing a deadly game of hide and seek with the Hunter-Killers of his rival Lord Algernon. River of Heaven is a D100 Science Fiction game set in the 28th Century. This adventure is the beginning of an epic series of con-adventures which will span the game’s setting. As well as the fiction of writers such as Alastair Reynolds, this adventure pulls heavily from TV series such as Firefly and Blakes 7." I'm very much running this as a 'Pilot' that if its successful will be an ongoing Convention Campaign, supported by myself and other D101 writers. Further details on that when it happens
  9. Classic Fantasy has seen a very successful launch, and while we have several projects being developed to support the line, we want to keep the momentum moving. Therefore, we’re looking for writers familiar with both Mythras, Classic Fantasy, and Old School dungeon adventure, who would be interested in writing adventure modules to help flesh out the line. Prior writing experience isn’t necessary, as long as you have some awesome ideas and know how to put them on paper. We’re looking for adventure modules similar to (but not copies of) the classics of old, both in tone and feel, preferably starting and mid-rank adventures to get things going. Setting material may be included as well, however the module should be generic, able to be slotted into any high fantasy setting, and center on a dungeon, tomb, or other ruins. Feel free to include one or two new monsters, magic items, or spells if desired; however, most should be pulled from Classic Fantasy. New monsters, spells, etc., should be fitting of the genre. Finished modules should preferably be 16 or 32 pages. Writers will be paid for their work for submissions that are accepted and published. If any of this sounds interesting to you, feel free to send us your proposals via private message on this forum. Said messages should be sent to “threedeesix” to keep everything together. We’ll send out writer’s guidelines to those proposals that interest us. However, we’ll freely answer any general questions via private message as well. TDM
  10. We have a cover courtesy of Duckmeister Stewart Stansfield. I've got 60+ pages of content lined up: Lightbringers Quest a different take on a familiar tale by Matt Ryan, which allows players and narrators new to HeroQuest and Glorantha dive right in and see what is special about the rules and setting. God Forgot, by Barry Blatt gives his take on this Zzaburi State within the Holy Country.. Light and Death is a Lunar Adventure set in Dara Happa by Neil Smith. The Awakening is an adventure by Scott Crowder set within exactly 500 Years after the Dragon Kill in Dragon Pass, where the heroes face being trapped in the Dream of a Dragon. Zirta an Umathelan City State setting in Pamaltera (Gloranthan’s southern Continent) by Simon Bray Why the Story is the Best, Mythological fiction by Dr Moose The Land of Flowers a mini-Kralora setting by myself, filled with Kick ass Kung Fu heroes and weird sinister adversaries. Currently the 'zine is in Editorial/Proofing/Art commission, and I'm looking to have it out by Oct/Nov. More details and updates via the Hearts in Glorantha Blog
  11. So I have been playing with formatting and working on individual sections as I have pieces of them in place. I re formatted the bestiary and I like the new format, but it still looks like one entry per page. I pondered that a bit but decided this was my game and no player I have ever heard has said "there are too many entries in the monster section", at least as long as everything else is good too. I did notice that so far the creatures tend towards the dangerous side and tonight's beastie, the Cormoran Giant, is no exception. So I am not quite done with them, but I told myself I had 10... no 15 more minutes of working on this before hitting the sheets (since it is 0h Cr4p 41 here). That was 40 minutes ago. I decided to spend a little time on the first small adventure to go into the Quickstart. Its called Delivery to the Sea and it is part 1 of 3. I think the best part of it was that I am writing an adventure for my own game. Not the design of someone else, which is still a great feeling btw, but for my set of rules however quirky and descended from other rule sets it is. I feel pretty good about that. It will also introduce both Salt Island and the Rakshasa / Glorious Empire in a small but hopefully powerful way.
  12. This scenario/sourcebook features two open and non-linear adventures and information about the city-state of Miraz and the setting of the Shattered Lands. It is an epic self-contained mini-campaign that is designed to be picked up and played, or be a mine of ideas for a Gamesmaster looking to adapt it to his/her own campaign. Miraz the Golden sees itself as inheritor of the old Lion Empire. It is an oppressive military police state which seeks to dominate its neighbours. Some say the wrath of the gods has been brought down because of its hubris and it is currently stricken by a plague. Its Tyrant looks on from his remote palace, as the victims of the plague shuffle round the streets as newly-risen zombies. While his heirs fight amongst themselves to see who will succeed their father, once he is toppled by the rebellion that is fermenting in the streets.Into this madness step the beginning adventurers, out to make a fortune and a name for themselves. A Travellers Guide to the Shattered Lands: A brief overview of the setting with Cults and example character concepts. Enough for a GM to use the setting without clipping the wings of inspiration. Dead Pot Country: Enter the ancient ruins of the River Valley Civilization in search of a missing Merchant. Life and Death: Journey to the tyrannical city of Miraz and stop the plague of Undeath that afflicts it. Six Pregenerated characters: So you can pick up and play. “One day this city will have to choose between Life and Death” The Prophet, before being taken to his execution one hundred years ago in the city state of Miraz. By Newt Newport. 100 pages. Published by D101 Games November 2010.
  13. Contained within is a Saga of Swords and Sorcery action set in cold barbarian lands, where savage warriors stalk evil monsters in mist shrouded forests. New lands and religions to explore and four new adventures for OpenQuest, also compatible with other D100 systems: Guide to the Savage North: A new mini-setting filled with Tundra, Glaciers, Mountains and Barbarians. Although self contained it ties in with the setting in the OpenQuest rule book. Cults of the Savage North: The Barbarian Gods and the terrifying Blood Gods detailed with full cult write ups. Adventures: • Sellswords of the North: Adventurers are working as caravan guards, and arrive at northern trading post to find it ransacked. Hired to track bandits and bring them to justice. • To Frost Hold!: Adventurers meet priestess who is on quest to recover a magical artefact from the Sorceress daughter of a Frost Giant. Their Quest leads them into an ancient fortress half buried in a Glacier where even more ancient horrors awaken. • The Cauldron and the Pig: A priest has been cursed and thinks he's a pig. Has to be taken to the druids in Bogdan to have curse broken. • The Isle of the Sorcerer: An isle of riches untold and death in abundance. Appendix A: Six heroes of the North: Six pregenerated characters to use directly in your games or as inspiration for your own characters. "Know, oh Emperor, that between the years when the Dragon Drakkar froze the evil Serpent Empire and the rise of your own father's domain to the south, there arose barbarian kingdoms in the Savage North..." By John Ossoway and Newt Newport. 122 pages. Published by D101 Games March 2010.
  14. BRP Adventures presents thirteen adventures for the Basic Roleplaying system. These are drawn from the submissions from the first Basic Roleplaying Adventure Contest. Organized by genre, these stories illustrate the versatility of BRP and its adaptability to different kinds of storytelling. The following are the general genres and adventures included: • Fantasy: Sharazar, by Andrei Baltakmans. Travelers of Ka'rang, by Chad Bowser. King John's Treasure, by Jean-Philipe Chapleau. The Caravan, by Sverre Larne. • Horror: The Sign of the Goat, by Guy dondlinger. • Alternate Realities: Going Up the Country, by R.J. Christensen. The Black Book, by Stuart Godbolt. Daybreak Tomorrow, by Rich Leduc. Escape From the Slavelands, by Sarah Newton. Terror At 6666 Feet, by Matt Steele. Ruin Nation, by Jason Williams. The Time Share, by Simon Yee. • Science Fiction: Planet-Fall, by Bruce Thomson. By many authors. 168 pages. Published by Chaosium March 2009.
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