Wednesday, March 9, 2011

Frog God Games Releases Vengeance of the Long Serpent

This is the third module release for Swords & Wizardry in the last three days! Although Vengeance of the Long Serpent is designed for the Swords & Wizardry Complete Rules, it doesn’t contain anything that would conflict with the Core Rules, so it’s compatible with both. Thus, it’s on target with Advanced D&D and Basic as well as 0E.

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Click for the FGG product page
I don’t see it yet on RPGNow, but it will be up there eventually.
Price: $4.99 pdf, $8.99 softcover + pdf

This is the first installment of a series of freestanding adventures; the only link between them is that they assume the characters have possession of a Viking longship (this first module probably results in this situation). I haven’t seen any of the subsequent modules yet, but this particular one is very open-ended.

Description:
Pull on your hauberk, ready your shield, and take up your axe, the tide is moving
out and it is time to set sail on a voyage of adventure. In Vengeance of the Long
Serpent the heroes sail north into a land of murder, savagery, and madness to face a reawakened dark god and his deadly cult.

Another note, here: take a look at the prices on the standard-size (16-32 page) Frog God modules – at $5 for the pdfs and $9 for a book and pdf, these are extraordinarily inexpensive.

Orcs on the Internet

Recently spotted in classified ads:

Pomarj_industries.iuz

Recently find internet in cavern with dead mindflayer, figure out how to use, develop corporate strategy. Offer great deal on troubleshooting for creative corporate solutions. Orcish horde. Work great in deadline situation, merger negotiation, many other uses. Confidential. Se habla drow.

Horde provided from 30 up to 300 specialists, as follow:
Sword & flail: 5% unless otherwise specified in contract
Sword & spear: 10%
Axe & spear 10%
Axe & polearm: 10% (polearm vary, several possibilities: inquire on details)
Axe & crossbow: 10%
Axe & bow: 10%
Sword & battleaxe: 5%
Spear: 10%
Axe: 10%
Polearm: 20%

Leader-types and military consultants provided as per industry standards.

Cost per specialist: 2-12 electrum piece.

Only one horde per client unless powerful leader-type provided by client.

Thank you for your business.

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).