Tuesday, March 8, 2011

Frog God Games releases Jungle Ruins of Madaro-Shanti

Jungle Ruins of Madaro-Shanti
This is the second big module release for Swords & Wizardry in two days, and this is one I have been waiting for for a very long time.

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Click here for the description/order page for the module


I'm not posting the actual cover because - since it's part of a folio-series of free standing modules, the cover isn't specific to this module. However, Paul Fini's frontispiece art is awesome and evocative of the module's feel.

Description
Jungle Ruins of Madaro-Shanti is an adventure for a party of 4-8 characters of fourth through seventh level. A century ago or more, when the town of Cholagadi was just a frontier fort on the coast, Madaro-Shanti was the most powerful city-state in the entire Ambicuaria Jungle. Its citizens were highly advanced in the arts of magic, and even retained some vestiges of magical quasi-technologies perhaps more ancient than humankind itself. Their prosperity made for jealous enemies, none more covetous than the powerful and sorcerous Kiengaa Tribe of the deep jungles. The Kiengaa plotted against Madaro-Shanti, making dark pacts with the monstrous ape-centaurs known as the Borsin, and with the monkey-faced, snake-like monsters known as the Hanu-Naga. Once this terrible, unnatural army was gathered, the Kiengaa and their allies laid siege to Madaro-Shanti itself.

As the walls of Madaro-Shanti fell, and the invaders swarmed into the city, the high priest of the city closed himself within the royal shrine, praying to all the gods for intervention. Yet none of the gods answered his prayers until the last – and that was Ojala, whom the people of Madaro-Shanti knew as a god of evil and treachery. A deadly bargain was struck that night, and true to his promise, Ojala caused a horrible wasting disease to strike the besieging army. But the full extent of the evil god’s treachery became clear when the surviving people of Madaro-Shanti themselves began to succumb to the same disease which had slain their enemies. Within a fortnight, all the people of Madaro-Shanti had either died of the plague or scattered into the depths of the predator-filled jungle.

In only a few years, the city was overgrown by the jungle and fell into ruin, but the magical disease was to have one final consequence. Not only did the contagion affect the Kiengaa and the Madaro-Shanti – it also infected the mind of a powerful nature-spirit that inhabited the surrounding jungles. The nature-spirit Cho-Odaa, driven mad by the disease and hungry for vengeance against all humankind, has discovered the means to exact a terrible reckoning.

My Own Comments:
This module is particularly remarkable for Scott's use of the third dimension - it's not to the point of being gimmicky but several of the encounters, locations, and situations involve things that require thinking about what's up and down as well as just sideways.

It also requires considerable thought to work your way through to all the module's locations. There are places you can't find, or can't access, without experimentation in other places. Only a very smart party is going to see everything there is to see.

One of the areas is wickedly fiendish. If the players figure out the danger they are in, it becomes ... tense.

Out of all the modules published for S&W by Frog God up to this point, I think Jungle Ruins is the strongest of the lot. If you absolutely had to pick only one Frog God module, I would suggest this one unless you're itching to put the characters into the colder lands of the north.

First Review of Nameless City

Thank you Tenkar, for posting the first review of the Nameless City!
Here is the link to Tenkar's Review

The announcement and information about the Nameless City is here.

New Module: The Nameless City

Announcing the release of The Nameless City, by Alphonso Warden!

In the world there are ancient, degenerated remnants still living, survivals from unimaginable antiquity. What happens when the adventurers stumble across one of these deadly places? There must be treasure untold for those willing to brave the long-forgotten perils of ... The Nameless City. This module by Alphonso Warden is loosely based upon the eponymous short story by HP Lovecraft, and is designed for characters level 7-10. The module is available for both Swords & Wizardry WhiteBox and Swords & Wizardry Complete Rules and Freestyle (Core) Rules. If you're going to use it with another old-school system, it's obviously going to be compatible, but use the Complete/Freestyle version for this: the hit dice and other information will be closer to other systems than WhiteBox.

Core/Freestyle Version
Pdf file ($4.95): Lulu download page
RPGNow page
Softcover (40pgs, $9.95): Lulu ordering page
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WhiteBox Version:
Pdf file ($4.95): Lulu Download Page
RPGNow Page
Softcover (44pgs, $9.95): Lulu Ordering Page
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If you want to browse the whole store to pick up copies of the WhiteBox rules or Knockspell Magazine, or whatever, this is the link to the storefront.

The Nameless City: Almost There!

I should be releasing the Nameless City by Alphonso Warden later today. I've been working on the uploading to lulu ever since this morning - it's taking so much time because there's both a printed and a pdf version to post for both WhiteBox and for Core/Complete. Two different covers back and front, the pdf needs the covers inserted with the interior pages, and the pdfs also need thumbnails in addition ... it's time consuming.

I'll make the announcement once I've got it all onto lulu, and then I'll work on getting it onto RPGNow. RPGnow won't have the print option, because so far I haven't gotten past the technology-shock of all the things you have to do for that.

Monday, March 7, 2011

Series in Parallel

Joe Browning just pointed out that austrodavicus at his blog Theres Dungeons Down Under has been posting a series that's got lots of parallels to the series I've been writing about the commercialization of the Old School.

The first post on his "The Old School Renaissance is Dead" series is here.

And for convenience, since I saw him do this, here are links to the parts of my series so you don't need to scroll around (I'm still learning this blog thing):
Commercialization of the Old School Part 1
Commercialization of the Old School Part 2
Commercialization of the Old School Part 3
Commercialization of the Old School Part 4

PS, as it happens, I didn't have austrodavicus's blog on my radar, but I've now added it it to the little link-sidebar thing here.

PPS - his timeline is probably WAY more accurate than the rambling one I did from memory in one of my posts (I forget which).

Commercialization of the Old School: Part 4

Commercialization of the Old School: Part 4

Recap of Major Plus in Favor of For-Profit

I think I may, in the last post, have identified what I think is the main argument in favor of for-profit publishing in the old school, which is the role that trickle of cash plays as a psychological, as opposed to a financial, reward. Our community – and I suspect that this is true in most internet hobby communities, not just ours – doesn’t give back very much written feedback. Moreover, much of the negative feedback is ridiculously overstated (so is much of the positive feedback, too, it must be admitted). Overall, both the positive and the negative feedback tends to be vague, either “thank you” or “this sucked.” But if someone antes up a few bucks to buy the resource, and more and more people jump on the bandwagon, you know that you’re doing something right, and that people are reading your work.

Analyzing Some More Negatives

So now let’s focus on what I think are the true negatives of that commercialization, and see what kind of changes the whole development has made in the community. The negative I’ve covered so far – losing the quality filter provided by volunteer production teams – really didn’t seem to provide much of a problem although it was a small net negative.

Board-Clogging

First, are commercial posts clogging the message boards to a degree that people are turned off by the huckstering? Definitely the traffic in announcements of new products, or jumping into threads to mention “how my new product is perfect for the original poster” have increased since, say, 2004. In 2004 there were plenty of “this product is perfect” posts, but they were almost all about old products that have been in print since the 1980s or perhaps the 90s. In a few cases, they were about third edition products that could be converted, and there was a strong burst of commercial posts about C&C, but in general this kind of thing was nowhere near as prominent in the internet landscape as it is now.

Response of Message-Boards to “Press-Release” Clogging: Works

In terms of actual product announcements, the message boards (and here I’ll just cover the three biggest; DF, K&KA, and ODD74) have generally dealt with this issue in one way or another. The methods are generally in the shape of forum rules that some people appear to break with impunity or benefit from disproportionately, but that’s because the moderation accords with the internal philosophies of the message boards, not with generalized policies. As quick examples of apparent unfairness that actually aren’t unfair: (1) Dragonsfoot has a dedicated forum for Castles & Crusades, while OSRIC, which is probably a much more played system (and perfectly on point with the site) is relegated to a forum with all other retro-clones. This might seem unfair to OSRIC players until you realize that C&C was much developed on DF, and that OSRIC, while it is larger, can technically be discussed in terms of first edition on an existing and active first edition forum. C&C, as a more specific set of rules, can’t really take advantage of the first edition forum. (2) Knights & Knaves, as a second example, doesn’t allow discussion of Castles & Crusades at all, and certain clones tend to garner instant snarky comments. But that’s because K&KA developed OSRIC precisely as a “more correct” version of C&C, and also got hit heavily with a C&C edition war early in its history. The “certain clones” that get short shrift at K&KA are those not based on AD&D or OD&D, and Knights & Knaves has always been very militant about the fact that its FRPG subject matter is these two games (and their clones). Plus, even at K&KA, OSRIC discussion has its own isolated forum. (3) At ODD74, in line with that site’s laid-back style and not-militant moderation, you can get away with posting about non-OD&D material – temporarily. You better not make the mistake more than once, but most likely your original post will stay around for a while before getting moved, just as a matter of friendliness and courtesy. As the smallest of the three boards, ODD74 tends not to apply hard-and-fast rules as quickly or as harshly as the larger boards where the forum rules are broken more often. But someone who appears to be a deliberate rule-avoider, faced with a board with such a strong community, won’t get any sympathy based on trying to argue the letter of the board’s rules.

While a new publisher might fall afoul of the internal cultures of the message boards, the rules work as a way of protecting the boards from posts that are purely product announcements. All three of the boards mentioned have specific forums (or threads) for product announcements. So in this regard, I think that the perception of the boards being choked with product announcements are actually harking back to the period of time before the boards adapted to a stronger commercialization in the hobby.

Message-Board Response to Thread-Clogging: Difficult

Less easy to moderate are the situations in which a publisher jumps into an existing, substantive, discussion thread to pimp a product. Someone who doesn’t want to buy new material can easily avoid the announcement threads, but can’t really avoid situations where the mention of commercial products appears in a substantive thread. There’s another minor issue when it’s not the publisher, but a fan, of the product who jumps in, but I don’t see this as much different from someone advocating the original Tegel Manor as the best solution, when you still have to go and buy Tegel Manor on ebay. Whether or not people are sensitive to that, the real issue isn’t regular posters who have an honest opinion that some product ought to be mentioned on the thread, it’s when the publisher himself or herself is the one who jumps in. That smacks of self-promotion. To be fair, most of the time I think those publisher-comments are completely legitimate – we are, after all, gamers too. But that’s not necessarily clear to the other readers; they simply don’t know if the publisher has got as objective an eye as a third party who mentions a product.

This seems to be an area in which, for the people who don’t want to hear about recent products, there’s not an offsetting factor. It’s hard for the message boards to stop this kind of behavior, it’s often a completely honest assessment by the publisher (as a genuine hobbyist who wrote a hobbyist resource), and in moderation that sort of post is right on topic with virtually all of the message boards as long as the internal “real” rules are followed by the publisher. These products are written for the games covered by that message board. The real problem isn’t so much any one post like this, it is the sheer number of them that result from having so many small publishers. A quantitative change becomes a qualitative one. For those who like new products, it’s very cool; for those who don’t, it’s frustrating and insoluble except for one expedient – snarking. Snarking isn’t the best solution to the problem, since it targets one guy for one post, when the real problem isn’t any single post but the totality of them. Nevertheless, as a form of protest, it’s all that is left to the frustrated “I’m not interested in hearing what sounds like an advertisement in a substantive thread” reader. This is part of the reason why the internet can generate overly negative feedback, and if the publisher was truly posting as a gamer rather than as a publisher the snarking was probably unjustified, but the snarker is using pretty much the best tool available to make a point. It would be better to just say, “I really hate when people do this,” but nobody’s perfect on the internet.

Snarking as Protest: often the only tool for the job, but not a good tool

There’s not a solution to this that I can see, and I don’t see a direct corresponding benefit; it can only be gauged in terms of separate benefits provided by publishers, such as an increased number of resources in general. It’s worth mentioning, though, that snarky posts weren’t invented solely for the purpose of dealing with over-talkative publishers; one could even argue that snarking about publishers simply replaces edition wars as the snark-topic-of-the-day. So the problem isn’t that publishers cause snarky posts, it’s that threadjack-advertisements – for many people – reduce the quality of the threads. Sometimes that’s just perception, since the publisher might be absolutely right that the product is exactly on point with the thread, but the reader can’t know that up front.

Getting to the underlying issue: we’re two communities in one

It’s worth noting, also, at this point, that we have quietly identified two sub-communities of the old school internet community. One group is focused on the original products or free products. These guys identify their hobby as “out of print games and what we produce as a cooperative community.” Another group identifies their hobby as “an old school style of gaming” rather than as delineated by the original material. The second group is relatively quiet right now, because they are getting what they want: new products, supported games, publisher message boards, new things to talk about, etc. This group doesn’t need to protest anything, so they’re quiet. A few years ago, they were far more vocal, actively supporting new efforts by for-profit publishers. We saw this group lash back against restrictive definitions of “old school” in the community, and then we saw a subsequent counterattack against them when they tried to describe their pro-publisher and pro-supported-game viewpoint as “old school renaissance.” We’ve had plenty of pissiness between these two groups, mainly centered on vicious disputes about terminology, which is a classically weird effect of the internet as a medium of communication.

This is visible in retrospect, but at the time I definitely just thought we were trying to find the best term to describe trends – I completely failed to see the subtext of the discussion where the battle over a word was really a battle about whether the concept had validity in our community. Oh well, it’s not the first time that I completely missed the important part of things that were going on around me, and it won’t be the last. *sigh* It’s one reason I like mystery stories where the hero’s good at that sort of thing.

Second Possible Downside to Commercialization: Crowding out Free Resources?

The other perceived downside to increasing commercialization in our community is the question of whether certain resources, that would otherwise have been free, are now being offered only for money. I’m on social security disability, and my wife works for the state’s court system, so we are relatively poor. In this economy, lots of other people are in the same boat. It can be very, very frustrating to see all these products out there that I can’t afford. Once upon a time, when all of the activity on Dragonsfoot was about resources that Dragonsfoot gave away for free. It didn’t matter that I didn’t have a measurable gaming budget – the community was looking out for me, and I felt that I was doing my part in return (OSRIC, donating art, etc). That’s a strong feeling of being part of a cooperative effort. And that effort doesn’t feel as cooperative any more.

I strongly believe it’s a matter of perception, but have no data

However, I have to be honest with myself about whether that’s a real change in what’s out there, or whether it’s just a change in perceptions. I think it’s both, and thus while it represents a change, it’s only positive or negative depending upon where you already stand, what you used to get from the community, and what you want to get from the community in the future. I believe, without any statistics whatsoever, that the quantity of free resources being produced is still roughly the same as it was “in the old days of the old school internet.” It’s simply that they (a) are less visible because of all the discussion of the for-profit resources, and (b) have probably picked up an unjustified perception that they can’t be as good as the for-profit resources … or why would they be free?

Anecdotal support for my belief

On this point, I would like to refer back to my earlier mention of people like Stuart Marshall, Chris Gonnerman, Bill Silvey, Gnarlybones, and all the others who produce free resources because that’s how they prefer to do it, not because they couldn’t get paid. If Chris decided to start charging for the various BFRPG supplements and adventures he produces, he would have an instant set of purchasers. He doesn’t want that. So it isn’t that the free resources have declined in number or quality, it’s that the for-money resources have gobbled up attention and bandwidth, and created a false perception that the free material is perhaps second-rate.

In addition, I know that for every person who is upset by this trend (and thus talking about it), there is someone else who loves to see the living games and “company-like” websites (but is largely silent, because for him, there’s nothing to complain about). If there’s a shift in the way things work, one group will quiet down and the other group will become vocal. It might not make sense, but it’s the way the net works. Again, I think this is a general point about internet communities in general, not just ours.

Is there an Offset?

If, like me, you don’t have much cash in your gaming budget, I think there’s no question that it will appear – bitterly so – that the increase in activity and the changes in the tenor of message boards have passed us by. I think (see above) that it’s a false perception caused by the fact that the rising tide of activity has largely been in the for-profit arena while the free products haven’t increased much in their rate of release. But just because it can be parsed out as a false perception doesn’t change it much as a perception.

Publisher Free-Stuff is there, but not very visible

As a publisher, I’ve given money to the old-school conventions (and I will soon be posting about NTRPGCon as it rolls nearer), I’ve given contributions to blogs, and from time to time I have sent free products to gamers who happened to mention that they were strapped for cash. None of this has been visible enough, though, to change general perceptions about publishers. It is my very strong suspicion that every single for-profit publisher in the old school community does the same sort of thing. This blog is only a couple of days old, and I’ve already seen Rob Conley send a free product to someone. Giving back is a definite feature of the for-profit landscape, but it’s erratic and generally too invisible to seem much like a trend. I haven’t ever given away a module, though, for example. That’s because a longer module might as well get published, and I always need shorter modules for Knockspell Magazine. It would be a lot more visible to the community at large if I published a free module, but mostly what I’ve given back has been at the tail end of the process – it’s money or free copies of a for-profit publication, not something that’s placed out front. OSRIC and The Quick Primer, and the art for BFRPG and other free things I’ve done with my own hands haven’t been modules, and I think people gauge “free” by modules. So, mea culpa on that one. Any publisher who wants to get a good reputation quickly should probably jump on this idea.

Is there a VISIBLE offsetting benefit to the change in tenor?

As mentioned above, if you are in the “living game” camp, there’s a benefit. It’s the 1980s all over again, with more new stuff than you can afford. If you’re less affluent, or in the “out of print” camp, then there’s a downside. It’s either the year 2000 all over again (lots of stuff you don’t want) or it’s the 1980s all over again, with lots of shiny new stuff you can’t afford. So, no. I don’t think so. I think the tenor of the community has changed. I can envision yet another possible (but unlikely) backlash in which – just as with the edition wars that split K&KA from Dragonsfoot – we might see one or more boards splinter off with the primary objective of escaping for-profit communication and focusing on producing free resources. I doubt that there’s critical mass for such a board to thrive just yet, but if we continue to see both (a) increasing membership in our hobby at the rate it appears to have been increasing since 2004, and (b) increasing for-profit activity fueled by that growing population and (c) the for-profit communication continues to grow faster than the rate of free-hobbyist communication … then I think we will see enough critical mass grow for the non-profit-only message board to appear. (Actually there will be several, and only one will survive, but that’s an observation for some other post some day about how message boards appear and disappear).

Is there anything to improve or optimize the situation?

First off, I have to say that my conclusion about commercialization in the old school community still comes down in favor of for-profit publishing, and it does so in two different ways.

First, being brutally honest, even if I thought that the overall effect of for-profit publishing were a net negative, I’d still keep publishing for profit. I enjoy the beer money even thought it’s way less than $1 per hour, and I know for certain – from experience – that without the quiet “attaboy” provided by that steady trickle of purchases, I’d get tired of doing the work in return for the relatively few comments the internet churns back up as the writer’s reward.

If I were somehow banned from publishing for profit? Yes, I’d still publish things because publishing is like an independent hobby. It’s addictive. I like making modules, I like writing resources, I like putting them together into books that look like real books. But I would produce far, far, far less. I’d also quit more often “You won’t have Richard Nixon to kick around any more, by gum!” and feel (without cause) bitter that somehow I’m not being appreciated for all this work I do for free. Yeah, I can be a baby from time to time, no question. But that’s how it is.

The second way in which I come down generally in favor of for-profit publishing is that it increases the number of resources out there without (I think) actually crowding out the free resources. There are downsides that publishers shouldn’t be blind to: because of the changing tenor of the boards, a sector of our community (out of print purists) has seen the community change for the worse, even though another sector (fans of officially supported games) has seen it change for the better. This might (although I don’t think it will, in the long run) lead to another schism in the community. If the time is ripe, that’s a good thing, but if it’s done by someone who just wants to be a leader for the sake of having followers, and there isn’t really a strong drive for it, it will lead to a period when all the boards lose momentum, with the corresponding boredom and silliness and “pants +1” posting which accompanies such periods of time. So, that might be good or it might be bad.

Optimizing

So I don’t think it’s a matter of “fixing,” I think it’s a matter of optimizing the situation we’ve got. There’s going to be another intarweb war coming when Joe Goodman publishes his “old school” game – guaranteed. Some people will like it and claim that it belongs in our community as a legitimate topic, others will think it’s a cynical attempt to grab us as a “market,” and there will be a war. That war will spread to attacks on commercialization generally, and people who’ve been publishing first edition material at low prices with the best of intentions will find themselves tarred with the same brush. There might be a post-Goodman ripple effect in which the expanding scope of the battle causes one or more of our larger message boards to break off a splinter site as K&KA did long ago over 3e/C&C. There will probably be some loudly-announced boycotts against all for-profit publishers, even the ones that have been involved in our community for a long time.

So how do we re-align things to create as much of a win-win situation as possible? That’s the topic of my next post. We’ll see what I think up – I’m as curious as anyone to see.

Sunday, March 6, 2011

Swords & Wizardry "Catalogue"

Since I haven't finished the next installment of the "Commercialization of the Old School" series, and won't have a chance to today - weekends are family time - I've cut and pasted my "catalogue" of Swords & Wizardry resources, with everything from the rules to third-party zines to blogs that focus mainly on S&W materials. I apologize if the fonts or spacing happen to be ragged - I haven't quite mastered the art of making a blog entry look nice. Corrections and additions are very welcome!


Swords and Wizardry Complete Catalogue

February, 2011

The “Official” Game Rulebooks

WhiteBox Rules (free pdf):

http://www.lulu.com/product/ebook/swords-wizardry-whitebox-rulebook-pdf/14956259

Freestyle (originally “Core”) Rules (free pdf): http://www.lulu.com/product/ebook/swords-wizardry-core-rules-%28pdf%29/5246621

Complete Rules:

http://www.talesofthefroggod.com/index.php/products/swords-and-wizardry-complete-rulebook

Variant “Unofficial” Rulebooks from Third-Party Publishers

Ruins & Ronin (WhiteBox Oriental Variant) ($1 pdf or $11.25 softcover): http://www.lulu.com/product/file-download/ruins-ronin-pdf/5106555

Hideouts & Hoodlums (Golden age hero comics roleplaying) ($6 pdf bundle): http://www.rpgnow.com/product_info.php?products_id=78014

World of Onn: http://stores.lulu.com/store.php?fAcctID=1341546

Backswords & Bucklers (Elizabethan Variant Rules): http://www.lulu.com/product/paperback/backswords-bucklers-book-one-basic-rules/11373923

Discussion Forums

http://swordsandwizardry.com/forum/index.php

Storefront Pages (including third-party publishers with more than one publication)

Mythmere Games: http://stores.lulu.com/mythmere

Frog God Games: http://www.talesofthefroggod.com/index.php

Rogue Ranger Games: http://stores.lulu.com/store.php?fAcctID=1341546

Land of NOD: http://stores.lulu.com/jmstater

Majestic Wilderlands: http://www.batintheattic.com/majesticwilderlands.php

Skathros: http://stores.lulu.com/skathros

Zodiac Gods Publishing: http://www.rpgnow.com/index.php?manufacturers_id=2583

Magazines

Knockspell Magazine: http://stores.lulu.com/mythmere

Land of NOD: http://stores.lulu.com/jmstater

Free Download Resources

Free Downloads Page: http://www.swordsandwizardry.com/?page_id=18

Core Quick-start Rules: http://oldguyrpg.blogspot.com/2009/07/announcing-swords-wizardry-quick-start.html


Blogs

The Swords & Wizardry Companion: http://swcompanion.wikidot.com/

Beyond the Black Gate: http://beyondtheblackgate.blogspot.com/

Akratic Wizardry: http://akraticwizardry.blogspot.com/

Recedingrules: http://recedingrules.blogspot.com/

The Inn of Palmer Street: http://theinnofpalmerst.blogspot.com/

Sword & Board: http://sordnbord.blogspot.com/

Absolutely Mental: http://absolutelymental.us/


Modules

Tomb of the Iron God

http://www.lulu.com/product/paperback/tomb-of-the-iron-god/3727710

Introductory adventure for Swords & Wizardry (Softcover, saddle-stitched). The Monastery of the Iron God has been destroyed by divine wrath, and its treasure-laden catacombs are ripe for the picking by an enterprising young group of adventurers such as yourselves ... Designed for 4-8 characters, levels 1-2.

Mythmere Games

The Spire of Iron and Crystal

http://www.lulu.com/product/ebook/the-spire-of-iron-and-crystal-%28pdf%29/4910307

Deep in the wilderness stands the legendary Spire of Iron and Crystal, a bizarre structure of twisting iron and four enormous crystals that seem to grow from the very ground itself. The fabled riches of the Spire have never been plundered, for no entrances have ever been found.... Until now. Your party of adventurers has discovered the long-hidden secret of entering the Spire. A Swords & Wizardry (Core Rules) adventure for 4-6 characters level 5-6. Tournament scoring and characters are included.

Mythmere Games/ Frog God Games

Ursined, Sealed and Delivered

http://www.talesofthefroggod.com/index.php/products/one-night-stands?start=4

One of the Frog God Games One Night Stands series, Ursined, Sealed and Delivered is a newly written adventure module, but it’s a truly unique window into the early days of the game. The module is written by Dennis Sustare, the designer and author of the original Druid class that has become a key character class in virtually every fantasy game ever written since 1978. Can your party survive in the arctic wastes long enough to discover the source of an ancient curse?

Frog God Games

Ice Tower of the Salka

http://www.talesofthefroggod.com/index.php/products/swords-and-wizardry-legacy-products?start=5

A Swords & Wizardry adventure (Core or Complete Rules) for character levels 8-12

Sixty years ago, the mysterious ice flow of Zemeth appeared virtually overnight, according to the locals, and swallowed everything in its path, including the stronghold tower of a powerful sorceress known as the Salka. The imposing structure of jagged lines and improbable angles, which once stood overlooking the Salka’s dominions, was buried under the magical silver ice – and the dreaded sorceress herself has never been seen or heard from since. The Salka's tower has been found; do you and your comrades dare enter the former abode of the Ice Sorceress and plunder her forgotten wealth?

Mythmere Games/ Frog God Games

Knowledge Illuminates

http://www.rpgnow.com/product_info.php?manufacturers_id=3430&products_id=87982

Grab your dice and hire some henchmen, you're going to need them. Knowledge Illuminates is a campaign starter adventure full of possibilities. Explore a dark fantasy world in search of an unending treasure. But within this adventure lurks a horror that will haunt the players for years. So buckle up that helmet, sharpen that sword, and bring an extra pair of iron spikes, this adventure is for the big boys.

GM Games

It Started With a Chicken … (SoF1: Levels 1 through 3): http://www.talesofthefroggod.com/index.php/products/splinters-of-faith?start=1

This opening adventure introduces the PCs to the main villain and sets them on a quest to restore the broken Scepter of Faiths. PCs will delve into a burial mound to recover the scepter and discover the steps they must take to restore the holy relic.

Frog God Games

Burning Desires (SoF2: Levels 2 through 4)

http://www.talesofthefroggod.com/index.php/products/splinters-of-faith?start=2

PCs visit the aboveground dwarven city of Anvil Plunge, only to discover the starting ritual needed to re-forge the scepter cannot be undertaken because a piece of the holy forge is missing. PCs will have to travel into the sprawling Sin Mire Swamp to recover the artifact.

Frog God Games

Culvert Operations (SoF3: Levels 3 through 5)

http://www.talesofthefroggod.com/index.php/products/splinters-of-faith?start=3

The city of Bargarsport sits upon the sunken ruins of the old city – and the underground temple of Clandestine. But the temple’s faithful are a conniving lot, and require PCs to face down a necromancer and his undead minions moving into the underground city before they will help.

Frog God Games

For Love of Chaos (SoF4: Levels 4 through 6)

http://www.talesofthefroggod.com/index.php/products/splinters-of-faith?start=4

PCs find that the temple of Iseleine, perched high atop a pillar standing in the middle of a lush, garden-filled pit, is in dire danger from a force strategically destroying the garden below. What’s worse is the fact that the temple’s high priestess viciously killed her husband … then threw herself from the high pillar. On her was the oil of Iseleine needed to bless the scepter.

Frog God Games

Fane of the Fallen

http://www.talesofthefroggod.com/index.php/products/fane-of-the-fallen

...these creatures are the so-called “demonkindred,” isolated in their city of Novgorod beneath the shadow of its brooding fortress, waiting for the day in which they will one day have the opportunity to retake power. Even more, they lust for the return of their demonic powers, the birthright that they think has been denied to them. And now, in the form of promises, that hope has been given to them. The hidden city of Novgorod has begun to stir, a beast awakened by its long-denied hopes. The lust to return to their ancient status has been awakened by a demon princess who understands the deepest nature of lust, and knows how to shape its form to her own desires, for she is a succubus of ancient power. She is the demon-courtesan Medibha, just spreading her wings as a lord of demonic power, playing the first moves in the game of demon politics....

Frog God Games

Strange Bedfellows

http://www.talesofthefroggod.com/index.php/products/strange-bedfellows

A circus show erupts in mayhem when goblinoids crash the performance, slaughtering performers and audience members alike. PCs investigate the attack, leading them into an ancient dungeon and uncovering ancient secrets and harbored grudges. Their decisions affect the politics and economics of three unique towns.

Frog God Games

Translations

Portugese Translation by Gilvan Gouvêa: http://www.mediafire.com/?zyfwmxmz1mg#1

Polish Translation by Witold Krawczyk: http://omletofon.blogspot.com/2010/07/sword-wizardry-whitebox-pl-juz-do.html