On Waves and Travel

Oh, doesn't fall always breed new campaigns? It certainly seems that way to me.
But I'm not talking about the adventure I'm playtesting, or even the game I'm going to be running for family, I'm talking about old, regular, Dungeons & Dragons that happens on a Friday, pretty much every day of the year, excepting football times? I'm not sure, my friends are reprehensible people.

They are in the water and they would sink to the bottom, but those clever bastards build a boat. So they aren't sinking to the bottom. I know, I checked. They are sailing south in mystara, somewhere around 1500 miles. It's hard to tell. It is literally difficult to read the maps.

How do we handle a wave crawl?

I'm a big fan of outlined procedures, so this is the place I'm going to do it. I mean, when I run the wave crawl, I'm going to open up this web page to do it!

"The sea is an awesome place, the home of terrible monsters, the source of unpredictable currents and strange mists, and the scene of terrible storms that can smash the strongest ship to splinters. Perhaps the most deadly of the sea's hazards, however, is the lack of landmarks. Once out of sight of land there is little to steer by. A small mistake in navigation or a sudden storm can drive a ship hopelessly off course until a familiar shore is signed. Only the braves and most hardy adventurers dare challenge the sea!" -Expert Set, page X63

Morning Bells
[  ] Navigation Check: The acting navigator rolls his Navigation skill, +2 for Astrolabe, +1 for Spyglass, and +1 for Maps. (With appropriate training, this grants about an 8% chance of some drift per day)

[  ] Then we roll on the Water Movement Modification Chart from X64, reprinted here for my convenience.

Dice Roll Effect
2 Becalmed. No movement except by oar. Oared movement reduced to 1/3 normal amount to take into account rower fatigue.
3 Extreme light breeze or beating before normal winds. All movement reduced to 1/3 normal rate
4 Light Breeze or Quarter reaching before normal winds. All movement reduced to 1/2 normal rate.
5 Moderate breeze or broad reaching before normal winds. All movement reduced to 2/3 normal.
6-8 Normal winds. Normal movement.
9 Strong breeze. Normal movement plus 1/3 extra movement.
10 High winds. Normal movement plus 1/2 extra movement.
11 Extreme High Winds. Double Normal Movement*
12 Gale. Eighty percent of a galley sinking. Triple normal movement in a random direction**
* 20% chance of galley shipping water, 10% chance for all other ships. Any ship which ships water will have its speed reduced by 1/3 until it can dock and make repairs.
** Roll 1d6: 1 = current direction, 2 = 60 degrees starboard, 3 = 120 degrees starboard, etc.

High Sun
[  ] Check for encounters at Morning, Evening, and Night by rolling on the following table, cribbed from CDD-Encounters References by B. Scot Hoover for uncharted seas:
None Land Natural Encounter
Uncharted 01-79 80-81 82-98 99-00

If land is indicated, I use Chris Tamm's d100 Islands and possibly his d100 castaways tables.

I use the following table for natural marine features (adapted from CDD-Encounters by B. Scot Hoover)

1. Seaweed
2. Sudden storm
3. Dragon turtle
4. Dolphin pod
5. School of fish
6. Whirlpool
7. Maelstrom/Hurricane
8. Birds!
9. Water Elementals race the ship
10. Floatsam!
11. Green glow on the horizon.
12. Lightning storm
13. Kraken. You rolled a 13. What did you expect?
14. Fog. Pea Soup.
15. Corpses of fish and other deep horrors lie on the surface of the water
16. Ball Lightning, maybe will-o-the-wisp, possibly bad mushrooms
17. Whales
18. Sea monster
19. Ghost ship
20. Chris Mcdowell's d10 Odd Ocean Encounters

TAPS  
[  ] Each night, perform a morale check. This check is penalized by 1 for each week it has been since they have seen land, and penalized an additional 1 per day without food. If the check fails check out the camp events on Evelyn's Hireling events table.

When other ships are indicated, I prefer Zak's "Who's on That Passing Ship?" table. down towards the bottom.
If you're looking for a salt water horror, I use Chris Tamm's D100 Deep Water Horrors. Or, if you need fishlike beastment civilizations, check out The Trouble with Beastmen: Wet & Wild.
Frequently you need some junk that washes up on a beach. This table from Death and Axes will generate 100 crazy pieces of washed up flotsam.

Did I miss anything?


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On Gygax Design III

There are like 12,000 terrible modules and adventures.

This hobby is almost 50 years old at this point. There have been literally thousands and thousands of adventures written and are available.

Why are we always playing the same ones? Why do people always fall back on Keep on the Borderlands, Forgotten City, Ghost towers, Horror Tombs,  and Giants in their lairs, leading to drow?

I mean, Modern cinema isn't obsessed with the movies that came out in the 70's. You don't see Deer Hunter being played and replayed over by viewers. (The fact that a significant portion of my readers were not alive when that movie came out, much less have even heard of it. In hindsight maybe it shouldn't have won best picture of 1979 versus Grease and Superman, which you know, weren't even nominated).

It's a joke, surely. But it's not.

We keep replaying the same old old modules because they are good and other adventures are not.

The old masters, Gygax, Jennell, and others—they knew how to write an adventure. Everyone else copied the form, not understanding the intent, and produced jumbled linear messes that are boring and dumb; literally not fun to play. How many good adventures can you name? What percentage is that of 12,000?

In part one we looked at how Gygax presented Keep on the Borderlands in just a page so that Dungeon Masters understood the excitement and wonder that was about to occur. You can't read his introduction without getting hype!

In part two, we looked at how the sequels just presented jumbles of random, useless, and most importantly inaccessible information. More importantly, we saw how Gygax used the physical layout to generate tension in the keep with player desire, a deliberate tactic used to create the tension that emergent play develops from.

The Journey to the Keep

You know how if you want to go on a theme park ride, there's a big sign? You just walk up to it and ride? That can be fun, but it's not an adventure.

You have to find the adventure. Finding the adventure location isn't something that delays play. Eliminating it to "speed things up" is missing the point. The adventure location exists among a living world. Travelling there, through the fantasy realm, to the threshold of chaos cannot be removed simply to get to the combat fasters.

Let's look at these wilderness encounters:

A madman hermit(thief) with a pet lion who wants to attack the party but is friendly first.
A mut pit with a roof and a hole, which lizard men come out one at a time to fight players, until only the women and children are left in the mud hole.
A group of bandits with their eye on the keep and any adventurers
Two spiders who guard the corpse of an ancient elf.

Explicitly, each of these create tension within the game world. This tension drives emergent play. Each is described in a way that makes them easy to represent by the Dungeon Master. All the relevant information is accessible to the players.

I'm not saying it's perfect. There's useless text in there (how many gold and silver pieces each of the different bandit types are carrying.)

But each of the different encounters creates a new tension in the world. Each is memorable and easy to represent. Each inspires other thoughts, questions, and adventure. Each is an event that can go many different ways on how the players approach.

How did "2.2d4 Dire Boars" become a standard?

The Caves

This being a learning module isn't relevant to our discussion, but it does provide some interesting insights into presentation. Gygax cautions at the very front: "Add whatever you feel is appropriate to the description of what they see, but be careful not to give anything away or mislead them." This is a concrete example of how he viewed the Dungeon Master as impartial arbiter of the game.

His description of discovering the caves is short and is entirely devoted to explaining the space in a way that allows us to visualize it, and, of course, setting the tone:
The sunlight is dim, the air dank, there is an oppressive feeling here—as if something evil is watching and waiting to pounce upon you. There are bare, dead trees here and there, and upon one a vulture perches and gazes hungrily at you. A flock of ravens rise croaking from the ground, the beat of their wings and their cries magnified by the terrain to sound loud and horrible. Amongst the litter of rubble, boulders, and dead wood scattered about on the ravine floor, you can see bits of gleaming ivory and white - closer inspection reveals that these are bones and skulls of men, animals, and other thing,. . .You know that you have certainly discovered the Caves Of Chaos.
Here's another thing that's explicit in the module. "With this knowledge, they might be able to set tribes to fighting one another, and then the adventurers can take advantage of the weakened state of the feuding humanoids." In this adventure, indeed in most of his adventures Gygax assume that there will be multiple forces, often in equilibrium that the players will disturb or can leverage as they explore. It's this dynamic response that creates emergent adventure and dramatic scenes.

 On the next article, we'll take a look at they keys for the caves themselves. . .

I'd love to keep writing, but I need help to continue. I'm almost making ends meet, and Your support could mean the difference between success and failure! Make a difference today!


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On the August Release

Welcome to the increasingly inaccurately named weekly release. Here's what's been on my radar:

Have you seen Disenchantment?

I watched it. It's possibly the most concrete and consistent portrayal of a fantasy realm I've ever seen. I think it'll probably end up being one of the great works of fantasy. They know where they are going; the world is pre-seeded with relationships, magic, cults, curses and mystery. It has a similar discovery of the realm feel to it, like from Adventure Time or Dungeons and Dragons where the sometimes drastic consequences of events each week carry forward in a tale about a dysfunctional princess.

Bart Simpson
I've also seen people who were like "I dunno man, it didn't make me laugh like the Simpson's did." Well, shit. As someone who saw the premiere of the Simpsons on the Tracy Ullman show the first time they were shown to the world, I can tell you expecting any animation, especially a matt groening one, to have cast chemistry in the first eight episodes has unrealistic expectations.

Look at the cohesiveness of this moving painting of a magical otherworld. As the season carried on, it's clear that what they really want to do is a fantasy epic, and it's a good start. Everything you are seeing is setting up for a payoff and setting the rules of the world. It was surprisingly enchanting.

I mean the words "Cartoon, Fantasy, Matt Groening", how is that not in my wheelhouse? It's 10 episodes on Netflix and premiered about a week ago. There's 10 more finished episodes. And hopefully 26 seasons.


New Releases

On the Shoulders of Giants
He's 15 years old! He is a published role playing game author! He's got a book coming out from Lamentations of the Flame Princess! Chance Phillips wrote On the Shoulders of Giants! It's got great art by Scrap Princess. There are dead gods! New Classes that twist the rules of how the game is played. It's preeety much a guidebook for living on the corpses of giant gods. That's totally a thing that happens in Dungeons & Dragons by the way.

Way more frequently then you would expect it to, actually.

Art Trading Market
As an artist, seeing Mr. Shields set up a market for clip art that's favorable to creators, both people looking to make art available and writers looking for the right art. I know it's just starting, but I'm looking at the cut drive through makes and I'm pretty glad there's people taking steps to provide services, like affordable art, to the people who make the games we play. It's great to see Jestock art at its launch, and I look forward to seeing what happens with it.

Lamentations of the Flame Princess 
Lamentations has put out .pdfs of GTFO, OSR2, and SB, that's Going Through Forbidden Otherworlds, Obscene Serpent Religion 2, and She Bleeds. If you can't afford the shipping across the ocean, the .pdfs are now available. They all look interesting—OSR 2 is a sequel to the book by Rafael Chandler called Obscene Serpent Religion which isn't an adventure. OSR2 is an adventure and has cartography from ennie winning artist Glynn Seal, and brilliant art from twitch streamer Journeyman1020! That's the one I couldn't say no to.

Jennel Rides Again
Man, some days are just good days. I woke up to this, and the phrase "A new adventurer from writer Jennell Jaquays" was in my feed. The way to design dungeons is literally called Jaquaying the dungeon. Caverns of Thracia was one of the greatest dungeons ever created.

This was just like Christmas. It's strange suddenly being an adult, talking regularly with people who weren't alive during the 80's, or sometimes even the 90's, but for us we lived and learned from the old masters. They were alive and they touched our lives. And for one of them to step forward and gift us with more, I could not ask for anything greater.

I haven't read The Dragon's Secret because it's coming in hard copy via mail. I'll let you know all about it when I get it, I'm sure! It's so rare that something happens that makes me this excited, but I have to admit, it's happening more and more often.

Weird Coastal Wizards
I'm saying here I'm not intending to throw shade, but I'm writing still, so maybe I do. Wizards decided to release two new settings for fifth edition. Is it Greyhawk? SpellJammer? Athas?

No. It's Ravinica, forthcoming. And Oh, also Eberron, but it's not a whole setting guide because that . . . already exists for another edition of the game. And this is the best part!

These official releases are .pdf only!

So yeah, that's just a mixed bag. I understand they'd like to tap into their magic playerbase and get some cross synergy going there. And I applaud not just rewriting a bunch of old stuff with new minor system changes. Any Dungeon Master who's played both 3rd edition or Pathfinder and 5th edition Dungeons and Dragons can make whatever conversions he needs easily, with the updated information in the Eberron guide. But, .pdf only? That seems like an odd play. If you've got any insight into this situation, I'd love to hear it.

Personal News

If you'd like to chat about anything D&D related, I'm usually in my virtual office from Tuesday-Friday from Noonish to after-five on Twitch. If you had a question, you could come ask or hang out and listen to music and watch art. I post about it on the social medias. It's a lot of fun, cool people, good times. AgonarchArtist on Twitch!

It that vein, I'm currently playtesting modules, but I'd like to get an online game going on Twitch. Does that sound like something your interested in? Drop me a line on Twitter, over e-mail at campbell at oook dot cz, or via facebook or google. And holy crap! Discord. I'm Agonarch#0828

I'll be finishing up another project soon, and have several books that are near release! I've got a few blog posts lined up. It's exciting to wake up every day and have more work than there are hours to do it in.

I think I liked my last essay more than other people. You got something to say to me? Say it to my face on twitch! There are a group of awesome people making the world the way they want it to be by supporting me on Patreon to make more Dungeons AND Dragons.

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On the Physical Space

Module designers, can we talk?

It's not me, it's you.

This is 2018, not 2000. Why am I still seeing modules with flat spaces, square rooms, and two dimensional thinking. Captain Kirk taught  us long ago that future people think in three dimensions when they fly their space cars. Not in two dimensions like those clones from the 1990's!

In all seriousness, let's have a discussion about vertical spaces and how they can be useful in play. You know why? You don't, but I'm about to tell you.

Because not just any three dimensional space is good for gaming! Some add nothing, useless complexity for no purpose. Let's not do that! What do we want? Not that!


Three Dimensional Spaces in Play


The Cliff:

The cliff is fun because I have a neat critical hit table for crushing blows, and I calculate damage the way hardasses do, 1d6 cumulative per 10' feet. 20' would be 3d6, 30' 6d6. At 40' I just pick up all the d6's and grin.

Also, the angle of the cliff; that's what the thief's climb skill is for, to move across that terrain at full speed.

It's fun if the characters are above, they can survey a situation (sometimes called an encounter!) with a "Monster". That's what we call the things that live in the places our characters invade to rob. So they are usually doing monster things like boiling peasants, paying taxes, and bitching about that snippy biddy down the hall with the fire breathing dogs. I also usually like to have a very small loud annoying thing in the room.

If they are below, did you know trying to dodge thrown boulders is a fun game? We played it on a hill with my friends as children, and the hospital bills weren't even that bad! It's exciting. Especially if you are the one throwing boulders! If you're reading this, you probably are, and let's be honest. That's awesome. So do it.

The Vertical Corridor:

You remember that scene from Don Bluth and Rick Dyer's game, written by Rick Dyer and Drawn by Don Bluth Dragon's Lair (TM) Laserdisc video system? Where the platform fell and there were all the corridors—wait this one? Too late! SPIKES!

I like to roll lots of 'to hits' with my spikes. I make sure as I roll all the dice that I let the player know I feel really bad that—oh! six of them hit. That's just, that's not good Todd. That's not good at all.

I don't usually have a falling platform, although hanging discs, rope, and other accoutrements really help the space. Also monsters aren't dumb. Well, not all of them anyway. We're not speciest here. They know this is a really good place to fire arrows at adventurers!

So it's super enjoyable as they begin to try to deal with Todd's unfortunate situation, that I'm forced to let them know that from the darkness—*Clatter* "FOUR of the arrows hit, guys, four. That's so many. I'm sorry. Where are my d8's?"

Some of the levels overhang each other, because seriously, damnit why would anything in life be easy? Additionally, monsters are just made for this. Harpies, ropers and cave fishers, piercers, and fungus beds glore. It's like a ball pit for saves versus death!

The Action Playset:

We can talk about bad dimensional spaces here. Like, the "vertical wall" challenge. This was popular in mid-wave third edition Dungeons and Dragons 'dungeon punk' where the challenges and encounters were becoming more mechanical and build focused. "This fight takes place on a vertical wall/ship in battle/earthquake!"

That sounds awesome, right? All you have to do is have a normal combat, except anytime anyone has to do anything, they have a 50% chance of failing their balance check and losing their turn.

So it's like normal boring combat, except half the time you lose your turn. I mean, maybe that sounds fun to you because it's brutal or realistic or something. But if it does, fuck you, you know? I'm here to play D&D man. My father told me one of my early board games designs (from the 4th grade era) that losing 8 turns just because you landed on a space was bullshit and no good game would make someone lose 8 turns.

I showed him though. I built a Magic:the Gathering deck that gave me infinite turns. Richard Garfield is a millionaire. That, among other reasons, is why my father wasn't a game designer.

Which is why the concept of an action playset is important. There can't just be an area that has a negative property, unless it's in context to other alternate spaces. This plays out in a couple of different ways depending on the game mode you happen to be engaged in: exploration, role-playing, or combat.

One thing that's intimidating about Dungeons and Dragons for newcomers is that its structure has always been very fluid by design, to fit the personality of the person running the game. But because that varies from person to person, it's difficult to not only clearly identify the je ne sais quoi of the structure, but to clearly encapsulate that to provide conceptual understanding to another person.

But essentially, Dungeons & Dragons is played by sharing a conceptual space filled with unknown and possibly highly dangerous or rewarding outcomes. It's important for emergent play, play that arises beyond the simulation of the mechanical, that multiple outcomes are provided simultaneously. When exploring you enter a room, there are items of interest weird object A, basic-looking object B, suspicious detritus object C. When in combat, there's advantage area A, cover-filled area B, and independent mechanical feature area C. When interacting a non-player character has personality trait A+B, and interacts with the party and its retinue.

This combination is the perfect balance of 7-9 interesting interactions that people can track. You have an advantage because 4 of those are the players. And you wrote things down. Unless you didn't and you're trying to impromptu everything off the top of your head. Why this is a really just shite idea was, no bullshit hashed the f&*k out. At length. Have fun down that rabbit hole. I lived it.

So the action playset is just that. A tower with two platforms, stairs, and a gem powering a ritual at the top. A floating disk filled with wizards. Areas with alternating magma flows (or lava flows if you're engaged in outdoor exploration). A group of victims perilously under threat of death. Get the things together, put them in the bowl, and stir the shit out of that pot.

"Are you surrreeee you don't want to dig through the filthy trash?"

Well, I was, damnit.

Did you like this? Did you also know that I have a vested interest in continuing to afford shelter? There are a group of awesome people making the world the way they want it to be by supporting me on Patreon to make more Dungeons AND Dragons.

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On Medieval Law

I'm no medieval historian.

The idea of a town guard is a rather terrible case of presentism. The idea of a full time guard in towns, villages, and hamlets, much less jails is an anachronism. Yet medieval law can clearly be traced back to the Norman Conquest of 1066 CE. It would be the 1800's before the idea of a paid full-time security professional would have existed in the public's mind.

How did they keep order?

In the spring, with the chill of winter still in the area, the shire reeve had a duty to gather a group of men coming of age and bind them to a Tithing. All those such were bound to their brothers. If one committed a crime, the others would pay for it. This is not the entirety of it. Each is bound to give a hue and cry. If a crime is committed and the criminal escapes, where members of the tithing could have stopped them or given chase, they can be punished as if they had committed the crime themselves.

So what were punishments? How were the guilty tried?

Humanity during this time frequently engaged in debates as to the value or worth of a person and how laws should be enforced. This discussion is the body of work that produced the common law principals. Even though there were no guards or jails, it is this system of judges that is involved in a crime.

"Modern" investigative techniques such as bullet forensics and lie detectors are nearly pseudo-science, so you can imagine what detective techniques were like for the investigators in 400 CE. Many cases ended up with a local "judge" deciding on the trustworthiness of two individuals. This position is likely both more and less formal then you imagine, considering the records. These were often just men of good character acting in interest of their own peace. This is a good motivation for suspicion of strangers, as they have no bonds to keep them from committing a crime.

Most crimes were fights and thefts, not complex heists. Often there were assaults and murders. In the community, these "crimes" were conflicts that the judges attempted to balance. These crimes can include gossiping or malingering, but Their goal was to "make the crime right" by having the criminal balance the loss from the crime or damage. This was the method via which disagreements were settled. Gossiping wasn't a crime to do, but that d**k Rafold has been telling lies about you. Take him to court! It was a tool used to balance disagreements.

But real crimes? Anti-community crimes? Bandrity, treason, sedition, mass murder, repeated theft, the records include a variety of punishments, trials by fire, bread, combat and water. But these were extremely rare. After being found guilty by a judge, the guilty for these crimes were often burned, hanged, or tortured, depending on the crime. These categories are quite broad and often include punishments custom made to fit the crime.

Here are more of my population procedures.

Town Guards

Most town guards consist of locals who have a vested interest in keeping the peace. If they see a crime being committed, They will raise a hue and cry. This will cause all the innocent lawful locals to give chase and attempt to restrain the players. These are 0-level unarmored and unencumbered men and women. They are either unarmed, or carrying a small hand weapon (1d4). The hue and cry will draw 2d6 local militia within a turn. Local militia are 1st-level fighters equipped with chain saps, swords, and crossbows.

In a city or metropolis, there will be a watch. These volunteers are often subsidised by the local lord. They frequently consist of both local military and veteran soldiers. The hue and cry will draw 1d4 1st-level fighters within a single round, in addition to the 0-level people responding to the crime. At the end of a turn 2d6 local militia show up as above, except they are accompanied by a 3rd level sergeant.

Mages and clerics are much too important to be a part of the watch or guard.

Crime

If someone is caught for a crime, consider the judgment! The judge could be swayed to reduce your punishment by spending money on an attorney or a bribe. These usually run 100-400 gold pieces each. Your charisma also influences the crime roll. However, strong evidence, previous criminal behavior and character witnesses will provide penalties for the opposing sides. The DM will set the total bonus considering all applicable factors.

There are three categories of crime:
Minor. Disturbing the peace, public drunkenness, or trespassing
Major. Assault, battery, kidnapping, theft, and vandalism.
Severe. Arson, heresy, murder, rape, robbery, sedition, treason.

Roll for the result
2 Severe Punishment (includes mild and normal punishment)
3-5 Punishment (includes mild punishments)
6-8 Mild Punishment
9-12 Freed.

Each type of crime has different punishment types.
Minor crimes have a mild punishment of a fine, a punishment of being placed in the stocks and a fine, and a severe punishment of being placed in the stocks and whipped. Major crimes have a mild punishment of being branded, a punishment of being tortured, and a severe punishment of being maimed, losing a hand, ear or tongue. Severe crimes have a mild punishment of torture and exile, a punishment of murder, and a severe punishment of a excruciating extended drawn-out execution.

YMMV.


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On the Hexplore

Discover the hidden wilderness game in Dungeons and Dragons!

It will bring the actual experience of discovery to your players faces. They will be excited to explore a strange fantasy world!

I'm announcing an 18 page tool to assist you with wilderness exploration, making it a breeze. It provides plenty of space for personalization, no matter what campaign you are running, from original dungeons and dragons all the way to fifth edition.

This contains a drawn 6-mile hex with a nefarious river fort, an inactive volcano with a secret jungle, a bards tower, a demon-haunted ruin, and a cavernous bandit hideout. It also contains three lairs and four landmarks, all illustrated. The document contains maps and encounters with space for your settings name and statistics. This helps you make your game exciting in a new way!

What are you waiting for! It's only 3.99$ in .pdf at rpg.now! Hurry and get it before I do something silly like raise the price! Buy here!
Does this sound exciting? Check out the rest of my also very exciting things! Or, you can aid the task of keeping me and my daughter meet our vices of 'sleeping indoors' and 'eating food' by supporting me on Patreon and get everything I do for free anyway.


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On Megadungeon #3

Finally, after two months of dealing with the horrible RPGnow print on demand, I present:

Megadungeon #3 in print and .pdf!

What is Megadungeon #3?


  • The classic old school renaissance megadungeon Numenhalla, the god halls! getting into print, one area at a time. 
  • This 58 page issue delves into the ancient Crypts of Hierax, crawling with the ancient dead.
  • Art from noted gaming luminaries, Luka Rejec (Cover), with the super-art wonder-powers of Todd Mcgowan, Ian Chagan, Sean McCoy, Evlyn Monroe, and Kent Miller! This baby can fit so many illustrations in it!
  • Writing by noted gamer Chris H. chronicling the wild days of the early gaming revolution, talking about Jason K's Dust setting!
  • The Cannite dungeon faction is introduced. Religious jackal-man anthropophages, they gain the memories of the dead by eating their corpses. 
  • Three new monsters, including Devil Dogs who are two-headed bipedal canine nightmares. They will drink your whisky, piss on your couch, fuck your girlfriend, eat out of your fridge, and then break the door on their way out! 
  • Eight more megadungeon non-player characters and two more dragons for characters to meet, including the sultry Demetria Obra, the betrayed Transikar, and Mavis Hobart, the malign caretakers of the Crypts of Hierax
  • Four megadungeons zones, mapped and keyed: The Organ Mine, The Crystal Wizard Crypt, The Witches Crypt, and the Non-Euclidean Intersections.
  • Articles on Hierax, the enigmatic god of death, interesting crypt looting tables, and secrets to restocking dungeons.
I had a nightmare last night that I ran out of money and I couldn't make it as an independent creator. 

Help vanquish nightmares brave hero! Purchase Megadungeon #3 in Print and .pdf now!
Upgrade even further to Lord and support me on Patreon and follow me on Twitch

There won't be a Summer issue of Megadungeon due to the cost to produce them. The next Megadungeon will be released in the fall. If you'd like to prevent this from happening again, support me on Patreon or tip me!


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