Update: Adventures in the Land of Fate

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?

Vizier’s Turban sample and Progress Report

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!

New Year, New Look, New Book!

Hello, Hamsters!

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:

  1. 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:


  2. 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.

  3. 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.

Adventures in the Land of Fate Update (PoD)!

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.

Hamster Highlight: The Wight Stuff

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

Wights. 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.  

Unfortunately, the 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?

Get it now at DTRPG.COM

Sea Devils of the Pale Hand

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! 

Get it now at https://www.dmsguild.com/product/279333/Sea-Devils-of-the-Pale-Hand-AlQadim-and-Forgotten-Realms-Nautical-Supplement

Free Download: The Sha’ir

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).

Hamster Highlight: The Gullet of Madness

When is a door not a door? When it’s a GULLET OF MADNESS!

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 Gullet of Madness

The early days of the tabletop roleplaying game industry saw some great innovations in dungeon design, spearheaded by the creators and founders of the games. One of the more hotly debated creations of the period is “gotcha!” monsters – creatures that an adventuring party had no way of knowing were hazardous until it is too late. Among the Gotcha! monsters, perhaps none is so iconic as the mimic.

Never powerful enough to be a real threat, mimics are one of a number of fantasy creatures whose place in the ecosystem actually relies on adventurers. Whether disguised as a chair, a shelf, or a weapon, a mimic is the ultimate bummer monster, one that seems like a prize and quickly turns out to be an annoyance.    

But seriously, could one of these things actually prove challenging to a high-level party? Is there a way to make mimics less irritating and more of a creature to be feared?

Possibly and yes. Viewed in context, a creature such as a mimic is a horror, with a niche so specific and bizarre its physiology and rudimentary intelligence are wholly alien. For most adventurers, though, mimics remain nuisance Gotcha! creatures; here is a larger and nastier version to spring on yours.        

Using the Gullet of Madness

  • Legends say that the entry to a long-lost temple opens like the Maw of Eternity, and trespassers must step upon the Great Tongue to proceed into riches. These “legends” were planted by the Gullet of Madness itself to lure in unsuspecting food.
  • The Gullet of Madness bides its time as one of three doors into an old tomb. One is trapped, one is a false door, and the Gullet of Madness is the true entryway but must be defeated to gain passage.

The Gullet of Madness disguises itself as a secret door in the ceiling of a room with no other exits than the door way through which adventurers entered. To complete the trap, the Gullet of Madness places a 5 foot tall block on the floor underneath itself, encouraging adventurers to step upon the block to try and enter the “door.”

Get it now at DTRPG.COM

Hamster Highlight: The Sucking God

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 . . .


Gelatinous cubes get a short shrift. Sure, they’re slow, unintelligent, and are really easy to hit, but it’s foolish to write them off so easily. Try to imagine running into one in real life: it’s a humungous slab of hostile jelly, almost invisible, and full of acid. Just touching one can melt the very flesh from your bones, and agony awaits any creature unlucky enough to be engulfed by one.

But what happens if a cube gets smart? What happens if it gains a rudimentary intelligence and grows larger? Its acid becomes more powerful, its pseudopods more cohesive? What if it adapts to its environment and starts releasing a scentless pheromone that causes creatures to come to it, instead of having to hunt for its food? Could one of these things actually prove challenging to a high-level party?
You bet it could. And the Sucking God is an example of one such elder gelatinous cube.

Using the Sucking God

  • A dungeon room has exactly the dimensions of the cube, which fills the space. Both doors to this room open outward. Unable to leave the space but possessed of an insatiable hunger, the Sucking God entices even creatures who see it to become engulfed within reach. 
  • Trapped on the Ethereal Plane, the Sucking God proves a nasty surprise for any creature that happens to pop over for a visit. 
  • A gelatinous cube with another movement option could be scary indeed: imagine if the Sucking God could fly, and simply descend upon adventurers at an inopportune time (is there ever an “opportune time” to be dissolves in acid)?
  • Any monster known to value toughness over strategy – kobolds, goblins, even ogres or hill giants – could easily turn to the Sucking God for protection. Kobold traps and misdirection could lead adventurers right into the gigantic cube, and such creatures might even worship the creature as an actual deity!

Available as a free PDF download at DriveThruRPG