[New Games Release] Battle for the Undercity for D&D 5E

Battle for the Undercity

Today, I am pleased to announce the release of Battle for the Undercity, a D&D 5th Edition adventure I designed and wrote for a DM’s use in any Forgotten Realms™ campaign. Rules and editing were provided by Scarred Lands developer Scott Holden. This adventure, which is available on the new www.dmsguild.com website, would not have been possible without Wizards of the Coast’s recent announcement.

Despite wearing multiple hats in the gaming industry for over a decade, this adventure is my first foray into writing for Dungeons and Dragons, and I had a lot of fun designing it and the monster variants. The adventure is right in line with my design philosophy as a writer and gamer myself: providing value, which is what (I hope!) is reflected in the final result. So, for my first adventure I wanted to write something that could be run in any city found in the Forgotten RealmsTM with an underlying theme with a variable mood that can be amplified or downplayed according to the locations and characters the party encounters. Designing locations, characters, monster variants, plots… These sorts of things come very easily to me, which means my writing output is all that much faster, when the structure is established. (GAH! As I’m writing this, I’m getting all excited designing a new, experimental hybrid structure… DOWN BRAIN BUNNIES, DOWN!)

Regardless, I feel every writer (aspiring or established) benefits from the quality and structure of the existing D&D 5E material–and that is a no b.s. comment. I wouldn’t have written an adventure that has no guarantee of benefiting me creatively or professionally if I wasn’t impressed with it, and I feel it’s easier to manage expectations based on pre-existing material. My decisions to do future adventures and material will depend upon sales, because I do need to make up costs in order for this to be viable since I’m writing full-time. ‘Course, writing this wouldn’t have been possible without playing 5E myself, since this is a different style of game than what I normally work on.

Battle for the Undercity takes place underground in a section of a major city. The party will navigate sewers, worked tunnels, forgotten crypts, and freshly dug passageways to fend off adversaries in order to rescue hostages and return them safely to the surface unharmed. Can your party emerge victorious and save the day?

In this adventure you will find:

  • Adventure background and hooks
  • Map to the Undercity
  • Detailed location guide
  • Suggestions to increase and decrease the Challenge Rating
  • Advice to customize the adventure to your party
  • New! Crimson Coins thieves’ faction and characters
  • New! Ten Legs tribe, Goblin Beast-Master, and Beast-Rider monster variants
  • New! Corrupted Shield-Guardian monster variant
  • New! Ancient Revenant monster variant

This adventure includes three, separate three-to-four hour long missions that can be run in any order, depending upon the needs and composition of your party members. While this was designed as an adventure module for 7th- to 9th-level characters to be run in the recommended timeframe, you will find notes to adjust the missions to increase or decrease their difficulty and length.

If you’re interested in supporting my work, buy a copy of Battle for the Undercity.

Codex Entry: A Letter from an Up and Coming Inquisitor

To the esteemed design team at Bioware and the publishing team at Electronic Arts:

I wish that time had permitted me to acquire Dragon Age: Inquisition when it was first released, but I was away on travel in lands currently unknown to natives of Ferelden, Tevinter, and Orlais. Sadly, as circumstances would have it, my schedule did not permit me to devote the required resources to play it. And, as the year went on, a series of misfortunes had further, negative effects on my ability to venture into the lands of archdemons and the Fade, magisters and the Imperium, mages and templars.

This has since been rectified, thanks to the gift I received from my partner in life and love during our Christmas (which is your Feast Day). I had just finished traveling through Ferelden for the first time as a mage, in Dragon Age: Origins and Awakening, and the events that occurred were fresh in my mind. While I did not revisit Kirkwall (I have been the Champion, but never the political leader as apparently the choices I made have never led to a full takeover of that fine city), I had played it before and had certain expectations for Dragon Age: Inquisition.

I am happy to report that Dragon Age: Inquisition has exceeded all of my expectations. I am a storyteller and designer of amusements by trade, and I was greatly surprised by the complexity and various levels of interaction with the characters–not to mention the love letters to the fans scattered throughout Ferelden and beyond. The reappearance of minor personages such as Dagda was a welcome sight, and the ability to immerse myself into stories littered behind every soldier, rock, cabin, and cave has allowed me to set aside my gloomy outlook in these dark days of winter and revel in my own curiosity as I travel throughout Thedas collecting shards, bottles, and (of course), herbs such as spindleweed and rashvine.

Though the darkspawn are a familiar, if not bleak, sight–the tales of the Black City, the stories the citizens of Ferelden, Antiva, Orlais, and Tevinterand are the beating of the Inquisition and I cannot go enough of them. Sadly, other stories and amusements require my time, for gold speaks louder than love, but had I the opportunity I would gladly negotiate the possibility of spinning yarns in this epic era. Truly, while it may seem I am a traveling merchant seeking to trade–there is no higher compliment I can give. For, any story I play, read, or watch that draws me in to tell stories of my own? To me, such an occurrence is the mark of a masterful storytelling team. And, while no work of art is without its flaws, I wish to thank you for your artistry, your willingness to listen to feedback, and your attention to detail. This is, by far, one of the best and most noteworthy experiences I have had in a long time.

May your futures be filled with new stories of your own, and your blades be sharp.

Yours,

The Lady Inquisitor

On Hunter the Vigil 2nd Edition Open Development

Following my announcement from last year that I am the developer for Hunter the Vigil 2nd Edition which features the Slasher Chronicle, I uploaded my first OpenDevelopment post titled: Hunter 2E OpenDev and Ashwood Abbey and the second one which is Tier Two Compacts and Globalization.

There are a lot of approaches to development, and managing this line will be very, very different from the Firefly RPG for the simple reason that the licensing and setting restrictions aren’t based on a TV show. Hunter: the Vigil was (and is) a widely popular game where you play a human hunter–for all the good, bad, and ugly that entails–fighting the supernatural. The line, which has had continued support since the corebook’s debut eight or nine years ago, will be getting a new edition and this is why I’m on board. In a way, I’m very lucky because I’m focused on enhancements as opposed to creating something from scratch. Since other second edition books for the Chronicles of Darkness have already been released, I have a lot of pre-existing material and systems to draw from to create a new edition–which is great. However, there’s a lot of tweaks I want to make, but to help me make better decisions I am using Open Development as a way to get feedback prior to writing the outline for the corebook.

This, too, is a huge departure from Firefly, as setting restrictions for Hunter aren’t overly specific, nor are they related to the show so I have more flexibility to start with within the conceit of hunting monsters. Here, I’m building a new edition off a hugely strong foundation, and I get the opportunity to have fan feedback because of the relationship between Onyx Path Publishing and Paradox Entertainment. This is a pretty big deal to me, because though as a developer I have to weigh decisions for all kinds of players (meaning I need to avoid one-true-way-isms and focus more on the toolkit approach that Hunter originated with), I can hear from fans what their reasoning is behind what they like about the game. And, most importantly, how certain decisions impact play at their tables as opposed to what they’re gleaning from reading the text itself.

It’ll be interesting to see how OpenDev shakes out, once I get to the rules portion of the conversation, but for now I’m tightly focused on clarifying what those enhancements might be (e.g. tiered play, slashers, etc.) to set some bones down before proceeding. This will also enable me to see where the holes are before proceeding with an open call for writers, especially since I’m keen on lifting the game to a truly global level.

If you’re interested in reading OpenDev, I’ll link to them in my project updates or you can follow along by visiting the Onyx Path website at www.theonyxpath.com.

[New Releases] Gaming Cookbook and Mistborn RPG Supplement

Dinner and Dice

Now available! Dinner and Dice: a Gaming Cookbook is a collection of recipes and first person game anecdotes from game industry professionals. Originally produced as a stretch goal for the Carolina Game Tables Kickstarter, you will find appetizers, entrees, and desserts from the people who make the games you love!

Each author includes a look at how they think about games and food with a first hand game anecdote. Learn what Jason Buhlman served for one memorable Halloween, and what Emily Care Boss prepared for “Matrimonicon.” Hear about the famous ratatouille Marsha White ate and why Steve Kenson’s character sheets are always spotted with cheese.

I wrote a poem in iambic pentameter, “The Seven Levels of a Roleplaying Group”, and Ivan Van Norman talks about traffic in L.A. Get a peek inside the minds of the people who make games and a tasty, time-tested recipe to boot!

Just in time for the holidays, too. Enjoy Dinner and Dice: a Gaming Cookbook!

Cover Mistborn Tin and Ash

From the ashes, hope rises

The Final Empire was built on the backs of the skaa — the downtrodden descendants of those who opposed the Lord Ruler’s ascension a thousand years ago. They are the faceless masses of Scadrial, tasked with plowing the barren fields, sweeping the ash-covered streets, tending the opulent nobility, and serving at the whims of their “betters.” But a few skaa cast off the chains of their destiny to be something more. They are thieves, Allomancers, firebrands, and rebels. They fight the system of oppression and brutality to give their people something they lost long ago — hope.

Skaa: Tin & Ash is an essential supplement for the Mistborn Adventure Game, designed for players, Narrators, and fans of the Mistborn novels. Developed in cooperation with Brandon Sanderson, this guide expands the canon of the novels, providing new insights into skaa throughout the Final Empire. Inside you’ll find detailed information on the history and beliefs of the skaa; the lives of city, canal, and plantation skaa; the skaa criminal and political underground; and famous skaa such as the Citizen, Mare, and the Survivor of the Flames. I was one of the contributors to this supplement.

For players of the Mistborn Adventure Game, there’s a bounty of new rules for creating and playing your own skaa Hero, including new Stunts, equipment, Networks, and locations to explore and liberate.

Progress Report #9: A Storm Has Passed

Last time in Project #8, I updated you with news about the Firefly RPG, including several awards the line won, and mentioned several balls in the air following a Twitter/FB sabbatical in September. As of today, I’m caught up on everything (e-mails, included), and am heavy on the pitch phase, but I’ve got some updates for you that follow after some words about the intersection between research and reality.

This year, I wrote a lot of alternative history and that required loads of research, ranging from the Inquisition to Western colonization and Mussolini-era’s Italy. The key refrain, over and over, that kept coming up was the difference in motivations and values between oppressor and the oppressed, colonists and natives, religious and less devout. This translates, of course, into the way that history is written, but also in the way that it’s perceived. There’s a lot of knowledge that has been obscured for many reasons, in part because the past is not always reexamined to incorporate a different perspective, especially if that alternate view represents a people (or in this case, several peoples) that were hurt, murdered, victimized.

Why go this deeply into the past? Roleplaying games, in particular, provide players with the unique opportunity to examine the past in the context of a game. In my experience, gamers are excellent, fantastic readers who will devour anything you put in front of them, and take that a step further by reading more on the subject. By addressing these topics within the confinement of the space provided, I know that other players and designers, such as myself, will dive into the past and learn more about it. And, while a lot of players might not make a correlation between past and present, especially since this research is put through the lens of alternate history, the material and the game can be both challenging and compelling because it makes villains, heroes, and the people caught in between all that more real.

In addition to roleplaying games, I find historical research is a fantastic way to dig deeper into worldbuilding. Though problematic tropes can be avoided, I feel that the only way to do that is to read multiple perspectives. For example, you might have seen the heated discussions about the Washington Redskins. The word “redskin”, however, has deep historical, cultural, significance that you can read about here. Reading how the past has led to the present, gives writers a deeper sense of the semantic and literal significance of words, and I feel this is why it’s so important. Writing stories and designing games can be entertaining, sure, but I feel the future of media isn’t to repeat the past for the sake of repeating it, especially since we have faster access to more materials to do deeper research than ever before.

Games

Speaking of gaming, I have some fantastic updates for you. As of today, all of my current gaming commitments are complete, but there are more in my future.

  • World of Darkness: Dark Eras – Wrote the Hunter: the Vigil supplement for this book for 1690s Colonial America. My role in this project is now done, and it’s off in the ether of post-editing and development.
  • Vampire the Masquerade: Ghouls – My role on this, too, is now complete, and is in post-editing and development.
  • Conan RPG – I finished my contribution to the corebook, and stepped down as the project manager. Jason Durall has taken my place.
  • Codex Infernus – The Kickstarter was successful, and my role is now done.
  • World of Darkness: Dark Eras II – Contributed to the Geist: the Sin-Eaters supplement for the 1580s-90s Roanoke Colony. The chapter has since been sent off to editing. Of all the things I wrote this past year, this was the most challenging for me.


Comics

I have been talking about how challenging comics is. So I’m going to continue mentioning what I’m doing to make this a reality.

  • Starry Alpha – Last time, I was working on outlines for an established property. Unfortunately, the line has been canceled so this fell through.
  • Pinefresh Theta – Pitch, full script, and sample sketches sent off to an anthology. I was rejected in favor of a different author, who wrote a similar story.
  • Sparkle Mega – Full pitch is still in the works for a short-term series. The pitch window hasn’t re-opened yet, so this got put on hold.
  • Red Sigma – In addition to pitching, I am going the small press publishing route for a collection. Still in planning stage.


Fiction

Phew! So many updates here… I got through half of NaNoWriMo (e.g. 25K) before I had to stop in favor of zombie projects and proofing that ate up a lot of time. The writing sprints greatly impacted my creativity, and the story got out of control so I had to rein it back in. There’s other stuff not listed here, too, but as 2016 progresses it’ll make more sense.

  • Upside Down: Inverted Tropes in Storytelling – Core of the anthology is done, and we’re working through open submissions.
  • Red Byte – Revisions put on hold.
  • Pratchett on Acid – 25K into the new novel, and it is…creative? Inventive? Heh, heh

  • Non-Fiction

    No new movement, here, but I wanted to remind you what I’m working on and what’s coming out.

    • Worldbuilding Book – I’m working with my agent to hone my pitches for interested publishers. Pretty excited about this!
    • For Exposure: The Life and Times of a Small Press Publisher – A book of essays written by Jason Sizemore, the publisher for Apex Book Company as part of the company’s 10 year celebration. I have written a satirical essay which is titled “The Case of the Mysterious Splatter.” It has footnotes. Many, many footnotes. It’s now available.
    • The Gorramn Shiniest Dictionary in the ‘Verse – This language guide for the Firefly TV show will be out this Spring from Titan Books. You can pre-order it now. Awesome!

    Thus endeth the latest update!

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