We’ve been quiet, but that doesn’t mean we haven’t been busy. Adventures in the Land of Fate has undergone some pretty hefty changes since we started work on it, but we think you’ll agree they’re all for the better!
We’ll get to them all in time, but first and foremost:
1. The title of the book has changed. While we all love “Adventures in the Land of Fate,” we also need to make sure we can appeal to people who aren’t already fans of Al-Qadim (and might therefore not be familiar with the setting’s nickname). For that reason and just for clarity’s sake, the sourcebook will henceforth be called “Campaign Guide: Zakhara,” with “Adventures in the Land of Fate” as a subtitle.
2. The book keeps growing! Six months ago we were happy to reach 100 pages; now we sit comfortably over 250! While the page count isn’t QUITE finalized yet (see next item), this is going to be a hefty tome when we’re done!
3. It isn’t quite done yet; the introductory adventure is still being edited and playtested. The good news is, edits are complete on almost all of the rest of the book, and much of it is already in final layout. 3
4. We’ve known for a while that the painting we had been using for the cover image wasn’t going to work. It’s a great painting, but it just isn’t sharp enough for a book cover. After going through a number of revisions, we’re pretty happy with this one. What do you think?
How’s another weird monster sound? Here’s the Vizier’s Turban, a strange mix of creature, plot device, and magic item. Of all the monsters we’re including, This one took the longest to playtest and iron out. We’re happy with the end result; what do you think?
In other news: the monster chapter is DONE. Which means once the adventure finishes its final post-playtest edits, this book is off to the printers!
So we’re a bit late for a “New Year, New . . .” style post, but here we are.
The site got a bit of a facelift, as you can clearly see, and we have big plans for 2020. Let’s take a look:
Adventures in the Land of Fate is almost done! The included adventure is going through final edits, and that should be it!
Of course, that doesn’t mean the book will be out tomorrow, but it is coming in the very near future. It’s been a long six months, but we think you’ll agree the wait has been worth it.
Here’s a preview of the revised front cover:
This site is about to become far more active. Expect regular posts about game design, OSR development, and additional gaming material that can’t be found elsewhere.
MGSHP will begin publishing ready-for play maps fo underserved areas such as caravanserais and other distinctly Desert/Middle Eastern influenced spaces. Stay tuned and keep an eye on the DriveThruRPG storefront!
We also have a major development in store for 2021, and we will begin the lead-up to it probably starting in the third quarter of this year.
Hello, Hamsters! We have good news and no-so-good news.
First and foremost, the good news: it’s looking like Adventures in the Land of Fate will be available PoD!
Cue the applause!
The not-so-good news: while we had been anticipating this decision, it still means a huge level of reformatting on our part. Our cover design had to change to meet the requirements, and we need to add other necessary elements such as the book spine and flyleaf pages, etc.
In addition to all that, we’ve added more actual content (including an introductory adventure and a map!), and we now anticipate the book will run 100-120 pages when complete. Note that this number has enormous potential to change based on a whole hot of factors, but it’s looking like we will be around that page count.
All of this is a long-winded way of saying that we are once again a few weeks out from release , but given the reasons why I hope everyone is excited instead of disappointed! We are still planning on a pre-Christmas release for the book, so thank you for your patience and rest assured: we have a good thing coming.
When you’re a real scholar, you don’t let little things like dying in a fiery crash or being transformed into an undead horror, a cute fuzzy mammal, or a sentient wrench(?!) slow you down for long.
Welcome to Hamster Highlight, a column where we
take a common or classic trope and take it for a new spin. In keeping with our
philosophy of Offbeat Encounters, we provide a few ideas on ways you could use
these variant critters in your campaign. Take our ideas or leave ’em, but we’re
sure you’ll enjoy ‘em. Of course, you may see these items reappear in other
MGSHP products . . .
The Wight Stuff
In ages past they inspired fear amongst the bravest of adventurers, but in the
modern era their raw power has diminished, making them kind of boring:
Free-willed corporeal intelligent undead; first tier challenge rating. Hates
the living, hates the light, drains life from its enemies, etc, etc. They are
just hard enough to fight that players don’t like it, but not interesting
enough to be memorable afterwards.
‘Tis a pity, for they are
actually very interesting! Wights are people too! They have memories,
personalities, and goals. Whether acting
as a trusted lieutenant to your Arch-Nemesis, or as a long-term thorn in the
side of your mid-level party (who aren’t ready for vampires and liches yet), or
a shady quest-giver, or even as a distrusted anti-hero the players must
grudgingly get information from, the Wight has the acting chops to spice up any
scene, and the skills and powers to back it up.
In that light, let’s take a
look at an odd and memorable encounter setup involving a wight. Will it be
tragedy or farce; only your players know for sure!
Ed was a gnome who loved to
tinker but hated being around other people. What moved him was imagining
traveling between the stars, alone with his machine amid the grandeur of space.
Years of experimentation and research led him, finally, to his masterpiece: The
Prometheus One. A variant Apparatus of the Crab intended to launch its
inhabitants into space, Prometheus One was the fulfillment of all Wight’s hopes
and aspirations. Looking to the new frontier, he prepared for launch,
accompanied by his assistant Gus Griffin and their technician Rogar the Chafey.
Prometheus One caught fire upon its maiden launch, and as the vessel roared
flaming into the sky Ed and his companions burned right alongside it. All three
were changed, and each stranger than the last: Ed became an undead scourge
(removing his need to food and sleep, for which he is eternally grateful), Gus
found himself in the body of a tiny, furry mammal, and Rogar found his
consciousness bound within a hand tool.
The three now wander the
worlds, ever searching for new parts and techniques to realize their ultimate
dream: to soar amongst the very stars themselves.
Using the Wight Stuff
The Wight is stuck, his ship needs parts, and he will use any means, fair or foul, to get bystanders to help him. The local village agrees: His presence is killing their crops!
The fastest way for the adventurers to get where they are going is to hitch a ride aboard the Prometheus Two. But what can they offer to induce him? And what shall they do about food, water, and air (there is only enough on board for a hamster)?
Temporarily grounded, the Wight seeks victims to turn into zombies so they can pull his craft like a chariot across the moors, toward the grand capital that contains the parts he needs.
Ed Wight is terrified: Gus the Miniature Giant Space Hamster has been feeling poorly and needs a healer right away! But who will help a creature of darkness?
Darkness in the Land of Fate: Kraken worshippers, death cults, giant four-armed horrors of the deep, and more await!
This supplement provides all you need to launch a nautically-themed campaign in the Land of Fate or a setting with a similar cultural background. Fully compatible with the core rules and the enhanced ship rules found in Ghosts of Saltmarsh, this book provides a wealth of information to enhance your seafaring game or provide a creepy atmosphere with a truly cold-blooded foe.
This 28 page bookmarked supplement includes the following:
information on the sahuagin of Zakhara and how they differ from those in other lands
new sahuagin equipment, including ink bombs and nasty poisons
new player options such as Zakharan equipment names, a new faction, and a new kit
7 new monster stat blocks
a variant sahuagin culture that worships a powerful albino kraken
a variant locathah culture that includes death priests
information on the seas of Zakhara
Zakharan ship types and how to map them to standard ships from the core rules
advice on creating a creepy environment and wrapping it around other adventures
Whether you’re looking for a way to enhance your Ghosts of Saltmarsh campaign or seeking new foes, ship types and equipment, Sea Devils of the Pale Hand has just what you need!
Presenting the sha’ir: a spellcaster whose ability comes from the asistance of an elemental familiar called a gen.
In Midnight in the CIty of Brass, our interpretation draws as heavily from the 2e source as possible while opening options to different classes. We took the approach of re-introducing characters kits, which allows the sha’ir concept to be filled by many different characters – clerics, bards, and even non-spellcasters!
Since even before the release of Midnight in the City of Brass, questions circled about our approch to the sha’ir. In this document we explain our line of thinking and present three different approaches: a new wizard arcane tradition (appearing here for the first time), a warlock patron and pact as they appeared in Midnight in the City of Brass, and a suggestion for a genie-blooded sorcerer (which is detailed in Midnight in the City of Brass).