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As part of the DCC “World Tour”, I have
decided to run a minimum of nine adventures in Toronto over the course of the
spring and summer of 2013. These nine
adventures will be run in game stores, and, with luck, at OSRcon in August.
I will be running three 0-level funnels,
three 1st-level adventures, two 2nd-level adventures, and
one 3rd-level adventures.
Part of the idea would be that, if you play in one game, your survivors
can automatically “move up” to one of the next higher-level games. For example, if you have one or more
survivors of a funnel, you can then automatically reserve a spot in a 1st-level
game.
Last year’s Free Role-Playing Game Day
developed a hitch because of the lack of preregistration. Duelling Grounds in Toronto doesn't normally have registration for events, and, as a result, some people didn't want to make the trip for a game they maybe could play, and maybe could not. Therefore, I am going to run these with at
least “partial registration” – holding a number of spots open for the curious
or the odd off-the-cuff gamer, while allowing some folks who know they want to
be there to preregister.
I plan on running nine adventures which I
wrote, plus any others provided by Goodman Games or other sponsors. Once the nine adventures are written, they
will be distributed to some colleagues for further playtesting, and anyone who
plays them at the events will be given a form in order to supply feedback and
get a playtest credit. At the minimum, a
name for the credit will have to be supplied.
I still need to flesh out the adventures, contact
potential gaming sites, and get scheduling information to Goodman Games. It should be fun. My nine adventure ideas are
1. Nightmare
of the Dreamer (Lvl 0) – The sleepy fishing village of Red Bar is threatened by
a terrible curse, which can only be lifted by Argos the Dreamer. But Argos the Dreamer is in a prison of his
own devising….can a group of villagers rescue him before it is too late?
2. Four
Orbs in a Garden (Lvl 0) – Every 10 years, Waterhall has a contest to see who
can deliver the four crystal orbs from the Garden Labyrinth of Challak Ru. The prize?
Weapons and armour of ancient dwarf-make. Only four of the townsfolk can win, and many
will enter. Will they work
together? Or will they slaughter each
other amid the greenery?
3. The
Blue Flame (Lvl 0) – Of old, the corsairs of the Morgac Isles were a scourge
upon the eastern coast. Who dares enter
the decaying keep where the corsairs once reigned?
4. Marsh
Lights (Lvl 1) – That the Pellmire was once the site of a great civilization
none can deny, for do the ancient ruined towers not glow there at night,
beneath the moon? The Lady of Red Bar
was taken to the Clock Tower of Pellmire three nights ago. Dare you win fame and fortune by winning her
release?
5. Waterhall
is Sinking (Lvl 1) – The storm of the century is brewing….but what does it have
to do with the Veiled Blades of Waterhall?
6. The
Slithering Ruins (Lvl 1) – Immortality is the prize for those who explore the
last citadel of the Serpent Lords, and who return to tell of it.
7. Challak
Ru Must Fall (Lvl 2) – the Serpent Lords are long dead, but their deadly god
yet remains. Unless His unholy servants
are thwarted, the entire eastern coast will be swept beneath the writhing amber
tentacles of Challak Ru!
8. Stronger
Than Love (Lvl 2) – When the Veiled Blades of Waterhall meddle in divine
politics, do you dare to stop them? How
far are you willing to go?
9. Beneath
the Ancient Sea (Lvl 3) – Beneath an ancient desert seabed, the fate of a
world rests on one last battle against Challak Ru.