As usual, it's a bit bigger on the inside |
Well, here it is: a complete DCC adventure written by yours truly - The Magician's House! I'll let the opening words of the brilliant author do the talking:
The city of Blackrock is in peril! Demon cultists march inexorably closer, less than a week away from putting its people to the knife. The Duke puts out a call: brave and resourceful heroes are needed to recover the sacred words that will unleash the power of the Sealing Stone. Words that have passed beyond the world - and so these adventurers must pass beyond the world, into...The Magician’s House!
The Magician’s House is designed to challenge the party and delight the players with its whimsy. Within its enchanted walls, they will find doors that open to strange vistas: faerie gardens, abandoned cities behind the mirror, libraries of boundless size and crystal domes on the moon. They will encounter beings that interrogate and imperil, beguile and betray, entreat and entertain; children and ogres and aliens and magical statues.Pretty exciting, right? The adventure is full of content; one poorly-drawn map for every location in the titular House, seven pretty decent handouts for your players, three new patrons for your elves and wizards, and five new spells for the same guys (each patron got one exclusive spell).
Plus seven pre-generated characters, each with their own motivations
Listen, I'll come right out and admit it: this thing is big. There are only about thirty locations, but it's 111 pages long. Now, a lot of that is supplementary: the maps, the pre-gens, the spells, etc. But it's still a lot of text, and I didn't think I was horribly verbose.
I could probably cut it down even more, but the simple fact is that there's a lot going on with this adventure. Each location is full of secrets, dangers and treasures. Well, most of them.
If you run it, let me know how it goes. I'm also glad to hear any kind of feedback whatsoever. OK, not any, but you get the idea.
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