Showing posts with label Melonath Falls. Show all posts
Showing posts with label Melonath Falls. Show all posts

Saturday, March 29, 2025

Brink of Calamity live for sale!

As of about 15 minutes ago Brink of Calamity is finally live for sale at DriveThruRPG in both (softcover) print and pdf versions. Note that DriveThruRPG is increasingly their print costs substantially on April 1st and the price of the print version of this book will go up by $3 to compensate (from $22 to $25), so if you're planning to buy the print version and want to save $3 you should place your order today, tomorrow, or Monday at the latest.

Since the adventure assumes you're using the rules and content from The Heroic Legendarium anyone who doesn't already have that should consider buying the pdf bundle that includes both titles at a substantial discount over buying them separately.

This book has been long in gestation and I had doubts at several points whether I would ever get it across the finish line (and I suspect some of you readers did as well) but I'm pretty happy with the way it turned out and hope people who read about the Perlammo Salt Mines on Prince of Nothing's blog way back in September 2022 will consider it to have been worth the wait. 

Also, while I'm here, I wanted to note for posterity that at some point last fall The Heroic Legendarium became a Gold bestseller at DriveThruRPG (meaning over 500 paid sales on their platform), which is pretty nice. I'm surprised by how it continues to sell, and actually sells as many or more copies per month now as it was 2 years ago, which I can only assume is coming 100% from positive word of mouth because I'm certainly not doing anything to promote it.

Thursday, January 23, 2025

Brink of Calamity proofs ordered

Hello, blog family. It’s been a minute. I’m happy to inform you all that I’ve just ordered a proof copy of Brink of Calamity from DriveThruRPG. When I receive it, assuming it doesn’t look like total ass, it will go live for sale. About 18 months later than originally intended but, hey, we all do our best. 

It’s 180 pages (about 30 of which are a revised/expanded version of Melonath Falls, the rest new) and will be $14.99 in pdf or $21.99 for softcover print (+ pdf for nothing extra - if you get the print version you’ll also want the pdf to print out table copies of the maps because they’re in the back of the book so using them in play would be a hassle). It includes all of the art Gabor Lux commissioned for the Hungarian-language version of Melonath Falls plus a bunch of PD stuff and some material from my late father’s sketchbooks but nothing AI-generated. About half of the maps (including a really beautiful wilderness map) were drawn by Sean Stone, the rest are by me (alas) - the dungeon maps were rendered with DungeonScrawl but the town and building maps and dungeon cross-sections are scans of my hand-drawn originals, which will hopefully be at least legible (we’ll see when the proof arrives). 

The playtest campaign is still going (session #29 coming up next week; the PCs are mostly 5th & 6th level now) so there’s a LOT to play through here, but hopefully there’s enough modular stuff that people who don’t want to commit to running the entire campaign will be able to strip-mine out for their own games. 

I put a lot of love and effort into writing and producing this thing and am pretty proud of how it turned out and excited that it’s so close to the finish line. I hope you’ll buy it when it goes live and enjoy reading and playing it. 

Update 2/6/25: the proof copy arrived. The good news is that 99% of it looks great - all of the art rendered really well, the inner margin is tight but not fatally so, the formatting looks decent. The bad news is that, as I feared, the hand-drawn maps aren’t legible so they will need to be redone - at least re-scanned, possibly re-drawn - and then the whole thing needs to go back through the upload and approval process so unfortunately it’s probably not going to go live for sake for another month or so. Ugh. Sorry if I got people’s hopes up. I was really hoping it would come out okay but it didn’t. 

Monday, March 18, 2024

Playtest Sessions 8-11

I stopped posting session summaries for my games a few months ago because it seemed like nobody was reading them, but I recently heard from a couple of people who mentioned that they had been following them, and although scheduling conflicts since the holidays have caused the frequency of play to slow down, we are still playing, so here's a quick catch-up of everything since my last update.

Session 8 (December 2023): Continuing to explore the Perlammo Salt Mines, the group ventured into the Experimental Mine where they encountered the janussarians (living automata with detachable heads) and beat a hasty retreat. The established party was joined by two new members in this expedition: Kane, a halfling bard, and Glyptus, the fighter henchman of Eldin the magic-user, who's a total arrogant jerk and a lot of fun for the DM to roleplay. I believe it was during this session that they also learned that their ogre buddy Lumph had gone missing.

Session 9 (January 2024): Rolling on the character catch-up table in Midkemia Press' Cities to see what happened to Grain the thief when she was absent in session #8, we learned that she had received a proposal of marriage, which she accepted. Her spouse-to-be was determined to be Vylma who works at the casino as an Elvish impersonator (though what exactly that means beyond the pun is not entirely clear), with the wedding to occur in two weeks game-time. Wary of another encounter with the janussarians, the group instead ventured down a different stairway which led them to a flooded chapel area populated by various slime-creatures who their weapons weren't able to affect. Eventually they encountered a strange hermit priest with a blue crystal staff that was seemingly able to command the slime creatures, so naturally they killed him and took the staff. Although they didn't bother to learn the command phrase (didn't pay attention when the priest said it...) they found that just wielding the staff was enough to keep the slime creatures at bay, so they looted the priest's treasure (including a nice cache of valuable gems that helped a couple of them level up) and left that area behind. 

Session 10 (February 2024): With everybody (except Glyptus the henchman) now at 3rd-4th level the group finally felt up to challenging the lotus smuggling gang who they've known were in the dungeon pretty much since the beginning but had been studiously avoiding. Thorn the ranger wasn't available, which was okay because he was off training with the druids atop Mt. Hexengippel anyway. On the way out of town they learned that their ally in the outlying shanties, Madame Sanspirella the fortune-teller, had been murdered by a halfling whi gave the name Mr. Underhill and they noticed unfriendly looks being directed by the shanty-dwellers towards their own halfling companion. Upon arriving at the mines, the group ventured down the mechanical lift to level 3 where they found a group of human and half-orc guards waiting for them (the lift makes a lot of noise). Negotiations pretty quickly broke down and a large melee ensued. Sleep spells were deployed, reinforcements were summoned, four half-orc flunkies were convinced to change sides and gave their new boss (Kane the halfling) a brief overview of the level, including where "the giant" lives. Alas, while all this was going on in-game, in real-life the store where we play was literally flooding (this was while Los Angeles was having torrential rainstorms) so we had to end the session early and pause with the party still deep in the dungeon (which I hate to do, but was pretty unavoidable in this circumstance).

Session 11 (March 2024 - yesterday): Eldin's player wasn't available so both he and Glyptus "mysteriously vanished in a way the rest of the group didn't find to be alarming," leaving the group as follows:

Thron: half-orc fighter 4
Grain: gnome thief 4
Kronk: gnome cleric 4
Tares: elf cleric 4
Kane: halfling bard 3 (using the Heroic Legendarium version of the class)
4 half-orc men-at-arms (NPC followers of Kane) - I think he may have named them but I didn't write it down

To start with they counted up and looted the bodies from last session's battle - there were 25 of them in total, from whom they recovered a substantial amount of electrum, gold, and platinum coins, a few gems, and two potions. Grain identified and kept the potion of polymorph (self), Kane was unable to identify the other potion but kept it anyway. Once again nobody bothered to check whether any of the deceased enemies had magical weapons or armor. Instead of heading home they decided to explore some more, and quickly triggered a trap that sent Thron and Grain down a long slide. Kane tied a rope (two ropes) around himself, anchored it to the trap mechanism (a set of gears causing the floor to tilt) and lowered himself down after them. 

At the bottom of the slide Grain and Thorn found themselves in a natural cave where the shadows seemed unusually thick and oppressive, so even their infravision was impaired. They soon realized they weren't alone and some of the shadows were moving. Remembering their previous encounter with such a creature in a previous session (and that now there were 6 of them) they fled down the nearest passage deeper into the unknown. Kane arrived on the scene after they had left, and fled in the same direction, but lost a couple points of strength on the way. On the way out he sent a voice throwing yodel back up the slide telling the rest of the group to follow and help. Both clerics (whose players are kids) decided to slide down the chute head-first ("whee!"), and were immediately ambushed by the shadows, losing multiple strength points. Tares waved his magic staff at them no avail. Kronk remained prone and turtled up but also waved his holy symbol at them, which caused 4 of the 6 to cower away. After some confusion and a couple more lost strength points Tares was convinced to also try using his holy symbol, which successfully turned the other two. About that time the severed rope came tumbling down the chute. Kane's sense of betrayal and anger was palpable. 

The group eventually managed to reunite and set to exploring looking for a way out. The gnomes attempted to estimate their depth underground - Kronk was convinced they were 500' below the surface, Grain thought it was more like 200'. Based on previously having been about 150' down and being able to traverse the chute with 2 50' ropes they suspected Grain's estimate was more likely to be correct. They found another stairway leading further down and decided not to take it. They then found a set of stairs leading up, but only 10' leading to another large shadowy cave occupied by a large number of black-furred dogs. Tares used a speak with animals and was able to convince them not to attack and, in exchange for some rations and assorted monster-bits (which Kronk carries a large a large collection of), get directions towards another up-staircase. After a LOT of climbing, which was invigorating and helped them restore their lost strength points, they arrived at a familiar-seeming location and were able to connect the last big gap on their map, the one unexplored staircase on level one. 

Heading back to the elevator room they didn't seem surprised to find the elevator platform on this level. As they were about to head back down they met up with their companion Thorn the ranger (late-arriving player) bearing news - while training atop Mt. Hexengippel a half-elf named Greenthistle arrived with an alarming take about having been hired to guide a group of adventurers into the Whither Woods, encountering a group of evil man-eating elves who tried to drug and capture them, and following them back to a massive diseased oak-tree with a tunnel opening at its base which the others descended into and never returned [attentive readers may note a non-coincidental resemblance between this account and session 7.5]. Also, upon arriving at the mines, he witnessed a group of around a dozen men - most of them armed soldiers but a pair of civilian-types in robes - leaving the mines, piling into a boat hidden under one of the jetties, and departing. One of the two civilian-types looked like he was being dragged along and didn't want to go.

Back down on level 3 they continued exploring around the south part of the level, avoiding the area where the half-orcs had told them the giant lived, had a nasty encounter with a tentamort ("beach ball with tentacles") that due to some lucky die-rolling ended happily before anyone's viscera got liquified, recovered a ring which Grain the thief was thrilled to learn made her invisible at will, and found the barracks of all the guys they killed last session, but were frustrated not to find any more people (and, strangely, didn't seem to connect the dots about the lift being on level one and the group of guys leaving the dungeon with the fact that these rooms were empty, but whatever). They found a 4' high secret passage but instead of exploring it decided to block it up by barricading junk in front of it. 

Feeling frustrated at not finding anything more to kill, they returned to a chamber they had scouted out earlier and Grain invisibly scouted and found a family of giant lizards dwelling there and a lot of silver coins scattered about. Using a bunch of oil they'd looted from the guard barracks they started a big fire, slew the lizards as they fled from it, and Thron the fighter was happy to discover both that his magic sword has extra potency against reptiles and that the ring he'd looted from one of the smugglers was giving him extra protection, lowering his AC to 0. Kronk dissected the lizard corpses (as per his usual practice) and was happy to find that one of the adults had swallowed several gems. Alas, as they were gathering up the silver coins into a wheelbarrow they heard the sound of heavy footsteps approaching, and quickly fled in the opposite direction back towards the lift. 

As they made their way down the wide central hallway they glanced back and saw a 9' tall hideously deformed being wielding a huge club in one hand and an enormous conch shell in the other giving chase (despite his uneven legs and shuffling gait) crying out "what have you done to my pets?!" Definitely wanting nothing to do with that, Kane used the brambled refrain to block his path, giving the party enough time to pile onto the lift platform.

All in all a pretty enjoyable time was had by all, and after 6 weeks off it felt good to get back into the flow. Kane the bard pocketed enough unshared treasure to allow him to hit 4th level, and due to his magic ring Thron is getting close to hitting 5th. Next session should include Grain's wedding at the casino, and we'll see what else they decide to do now that they've pretty well cleaned out the mine dungeons and have a ton of other active hooks to explore.

Still no ETA on the eventual release of the book, but I'm very happy with how the playtest has gone so far and have picked up assorted minor editing and cleanup notes but nothing that requires major retooling. The guy who's re-rendering my hand-drawn maps has sent me some WIP drafts and they're looking great! Artwork is still TBD but the recent Hungarian-language release of Melonath Falls includes a ton of great original commissioned art that the publisher (Gabor Lux of E.M.D.T.) has been kind enough to give me the rights to re-use in my own English-language version, which will definitely help. 

Sunday, July 23, 2023

Milestone achieved

Yesterday, a bit over two years after work-in-earnest began (though the original outline was actually done back in 2017), I finally finished writing up the last encounter area for my D&D adventure/campaign book (working title Brink of Calamity), officially completing the first draft. 

It ended up being even more massive that I had originally intended, with the current draft clocking in at about 133K words and 167 pages (including 20 pages of maps). The original plan was to cover levels 1-6 but a few of the tougher areas may actually go beyond that (playtesting will tell). Here's how the contents break down:

  • Roughly 8,000 square mile wilderness area with 30+ detailed locations
  • 1 detailed town & 2 detailed villages
  • 5 dungeons (including Melonath Falls and the Perlammo Salt Mines) with 16 combined levels (+ several mini-dungeon lairs)
  • 3 dragons
  • 7 new monsters
  • 4 new magic items
  • Over 130 named & detailed NPCs
  • Extensive rumor and random encounter tables
  • Dozens of potential plots and character interactions
  • Enough material to fill at least 20 sessions of play

Playtesting is still ongoing (including a couple public sessions in August if anyone reading this is in the L.A. area and interested/available), as is editing/revision/layout work, so it will be still be a while before it's actually available for sale, but for as long as this thing has been gestating and as many fits and starts as I've had writing it just having a complete draft already feels like an accomplishment, so I wanted to take this opportunity to crow about it a bit.

And, while we're here, here are a couple other small things I created recently while procrastinating over finishing up the book draft:

1) An AD&D character sheet incorporating all of my additions and house rules from The Heroic Legendarium and Foster's Miscellany. I will always love TSR's old goldenrod AD&D character sheets, but it was becoming an increasingly large hassle, especially with new (or new to 1E) players, having to tell them to ignore this and add that and to put in X where it says Y. This sheet is purely functional and doesn't have the fun graphical elements and flourishes that I love in the goldenrod sheets, but (at least IMO) their increased ease of use makes up for that. For my own games I've printed them on light blue paper.

2) Even more randomly, a sheet of Character Background Detail Tables for Twilight:2000 1st edition characters. I never owned this game in its day and just recently acquired it (and being a dyed-in-the-wool grognard I of course chose to pick up the vintage 1984 edition rather than the current one published by Free League) and mostly loved it but also found it odd and frustrating that the characters' non-military background and lives and personalities were essentially completely undefined, so I decided to fill that stuff in myself with some Mekton/Cyberpunk-style lifepath tables. I suspect later editions (which I haven't seen) also cover this stuff, rendering this exercise kind of pointless and redundant, but I had fun coming up with it so I've got no regrets.  

Sunday, May 8, 2022

Plugging Away

As of a month ago I'm now working again on a part-time basis (three days a week). In January I walked away from a position I'd held for over 20 years because I was feeling extremely burned out and over-worked, and took about two months off before starting this new position (which happily pays about the same for 3 days a week as I was earning at the other place working full-time. I had worried that going back to work even part-time would take me away from writing, but I'm happy to report that it has actually done the opposite - the discipline of knowing that I have to cram all of my creative work into the four non-work days (but that I also have those four days available for creative work) has energized me and cleared away a lot of the ennui and procrastination that had kept me from doing much substantive writing (as opposed to low-effort social media posts) during my ostensible break time.

Within those last few weeks I've written about 16,000 words of new adventure material (a bit more than the total word count of "Melonath Falls," which was just under 15K words) detailing 76 rooms across 3 levels of a planned 6 level ~140 room dungeon and am not feeling burned out or blocked - I've got a pretty solid outline of what will be on the remaining 3 levels (and have drawn preliminary maps - one thing I did get accomplished before I went back to work) and feel like I can keep my momentum going and actually get this thing wrapped up. 

It's part of the same setting as Melonath Falls and is a prequel of sorts (since it's intended for 1st-4th level characters instead of 3rd-6th), both based on an ambitious outline I wrote several years ago. It's written in the same style so those who didn't like the first one aren't likely to like this one much either, but I'm pretty happy with what I've got so far and hope that those who did like Melonath Falls will feel this is of-a-piece with it (and hopefully superior, given its larger scope and at least theoretical additional lessons learned based on how the last one was received). I'm very eager to get it in front of some players to see how they'll be able to deal with it, and whether or not I've totally overestimated the capability of  1st-2nd level characters (or possibly underestimated it, but that seems less likely). Writing all this stuff and being excited about it but not being able to share with anyone yet is frustrating! 

The ultimate plan is that once this dungeon is done it, Melonath Falls, some town and outdoor material I wrote a few years ago, and a couple more sections still to be written, will all be combined and published together as a single volume, likely somewhere around 120 pages in length, which can be run as a low-level "campaign in a box" taking characters from 1st to 6th (+) level over a couple dozen sessions, or can be pulled apart and used in bits and pieces as each individual purchaser sees fit. I don't have an ETA on when this will happen yet because I've still got an estimated one-third or so of the thing still to write (and the not-inconsiderable challenge of procuring professional quality maps, art, and ideally a second set of editorial eyes) but with the progress I've made in the last few weeks it definitely feels like things are moving and the end is a lot more realistically in sight than it was before. Stay tuned!

Thursday, April 14, 2022

I was interviewed for a Podcast!

This is sort of old news now (since it was posted on three days ago) but in case anyone hasn't already heard, German AD&D (and other old-school wargames) uberfan Settembrini did a 3 hour interview with me for his podcast, which is now available for your listening pleasure. I've heard from people who've listened to the whole thing (or at least claim to have) that it's not totally boring and incomprehensible, so yay! 

I haven't listened to it (because I don't think I could stand to listen to my own voice for 3+ hours) but from memory we talked about (in no particular order and tending to ramble back and forth between topics) why we like AD&D better than BX D&D, my inspirations and methods for creating The Heroic Legendarium (and the bootleg "AD&D Companion" that preceded it), what makes for good adventures and why Temple of Elemental Evil isn't one, my games with Gary in the 80s playtesting Necropolis (and my attempts at leveraging that experience to create an accurate AD&D conversion of it), using miniatures vs theater of the mind, why I like wargames but am not actually very good at them, why and how OSRIC needs to be updated, whether it's possible to make the Upper Outer Planes a location for interesting adventures, and probably some other stuff that I'm forgetting. 

It was fun having a nice long conversation with someone who shares my enthusiasm for this stuff. Maybe it will also be fun to listen in on that conversation... 

Wednesday, February 16, 2022

Melonath Falls Rumors

 Last summer I wrote an AD&D adventure (actually an extract from a larger work-in-progress) called "Melonath Falls" and submitted it to Prince of Nothing's "No Artpunk" Contest where it ultimately placed as the runner-up and is now available for purchase (only as a pdf, alas) with the proceeds going to charity (for the time being - eventually it will become a free download instead, but don't wait for that). I wrote the adventure quickly and didn't get a chance to playtest it prior to submission - what I submitted is effectively a first draft - but since Prince liked it I let him publish it more-or-less as-is 

Not everybody liked it as well as he did, and one of the complaints was that I didn't provide enough aids to make it easy to run. In an attempt to rectify that (and as an aid to myself because I might finally be running it myself sometime soon) I came up with and am presenting here a table of rumors to help get a party of adventurers oriented and provide a bit more info about the place and inhabitants before they get dropped into the deep end.  

The "core" hook for the adventure is that the PCs have been adventuring (or otherwise spending time) in the town of Warnell and have learned from the locals about Melonath Falls, a spectacular 400' tall waterfall in the forest about a day's travel north of town and famous local landmark. In addition to being a spectacular sight in itself there are also known to be caves behind the falls and it has come to the party's attention that a band of "blue goblin" bandits who have been causing trouble in the area (attacking merchants and travelers along the river) have established a base there. So the party has either decided on their own or been sent by the government of Warnell (as suits the circumstances of the campaign) to scout and explore the area, see what the blue goblins are up to and what their strength is, and to hopefully put an end to their depredations and even recover some of the stolen trade goods if possible.

Beyond that, each PC gets one roll on the following table. It's likely multiple PCs will hear the same rumor (though the DM is free to make minor alterations to obscure this, if desired) and they can share their info with the other players or keep it to themselves. Spending an evening bar-hopping (and 10-60 g.p. on drinks and tips) allows another roll, but only if the players specifically ask about the possibility (don't volunteer it).

Roll 2d6 (-1 for Lower SEC characters; +1 for Upper SEC characters)


2 (or -) Within the highest cave behind the falls is a shrine to a forgotten river god (T)

3 The tribe of blue goblins dwelling in the caves behind the falls are particularly favored by their patron rat-god (T)

4 A giant catfish dwells in the pool beneath the falls (T)

5 The blue goblins in the caves behind the falls are led by a human magic-user (F)

6 The caves behind the falls are all connected to each other via secret passages (B)

7 There are multiple caves behind the falls, including at least one underwater cave (T)

8 Blue goblins are behind the local lotus blossom smuggling ring (B)

9 The blue goblin bandits are in league with a local wine merchant who is siccing them on his competitors in order to corner the local market (F)

10 The blue goblins are magic-resistant due to eating fungi that grow in the caves (F)

11 The blue goblins in the caves behind the falls are allied with a gang of rat-people (T)

12 (or +) Boss Bowlton’s [i.e. the lord-mayor of Warnell] missing daughter was kidnapped by blue goblins (B)


T = rumor is true

F = rumor is false

B = rumor is partially true but also contains a substantial false component