Category: Adventure Design

  • Brighton. Rain soaks the square. The carnival rides of Fun Town rise above the jagged rows of colourfully painted houses like rusted bones. Hollowed out slugheads and bent-back fishers squat in the tilted ruins of an ancient harbour town in rapid decline. Fisher 3 HPDriven to find a big catch and get home safely.Hook (d6)…

  • East of the Fading Coast lies the Surge. While its surface is treacherous and unpredictable, the crushing power of the Deep warps sunken relics into treasures worth the risk. Dredging. The Deep holds strange treasures for those brave enough to dredge them up. Spend a Phase to Dredge in place and Roll d6 for the…

  • From the outset, I committed to a control-panel style layout where each spread has everything the Conductor needs for a given area. For most of the pointcrawl, my intention was to offer just enough detail to inspire you. I’ve already written about how I would run one of the treasure sites (Lakeside Lodge) and the…

  • It’s safe to say my adventure wears its influences on its sleeve. I want to talk about two of those today: N1: Against the Cult of the Reptile God by Douglas Niles and the Resident Evil series by Capcom. An unlikely pairing? Maybe. But when I thought of running Reptile God with Electric Bastionland, the…

  • . FACTIONSThe Old Guard. Possessed by their work, retreated from the Lab to the Balcony Cliffs many years ago. The Scabs. Less committed to the goals of the Lab, still naive enough to think the situation can be salvaged (or at least, capitalized on). Subjects. Born of Mother. “Why do the subjects attempt to imitate…

  • I finished drawing the entire map of the Balcony Cliffs. My process on this was very inefficient, I kept jumping between writing, drawing, and designing in cyclical rotation until I finally figured out what the deal with this dungeon is. Once I knew what I was making, I locked in and let the visuals lead…

  • This is my first time designing a multi-page adventure. One of my goals has been to maintain table-usability. Each spread in the pdf is made to be used like a demented control panel the Conductor can use to react to the players. The Hazards/Treasure Sites spread was the first one I completed. I’m happy with…

  • For a great one-shot all I really need are three things: (1) a compelling hook, (2) an open-ended problem with no obvious solution, and (3) lots of danger on all sides of the player characters. Bonus points if it all fits on one page. The gold standard is Moonbase Blues, which manages to meet all…