This blog has suffered severe neglect in recent months, although my RPG-related activities have continued unabated. Besides my ongoing first edition campaign (which recently surpassed five hundred hours of play), I have also been working hard on converting some of that game’s early adventures into publications. The first such adventure is the incident at the tinkerer-wizard Talessin’s tower (see the annotated play reports: first session and second session).
That work is now complete and my first adventure module, Automata Run Amok, has gone live on DriveThruRPG as a PDF with print versions to follow as soon as possible both there and on Lulu.com (spiral bound in the latter case!). This module is being offered for free (PWYW) as an appetizer for what I hope to be a series of publications. Here’s the marketing copy blurb for this adventure:
Out-of-Control automata have driven a wizard from his shop. He would like the PCs to solve the problem (without damaging his creations) while his rival will pay for evidence of the wizard’s dabbling in forbidden knowledge.
This is an adventure suitable for four to five low-level characters written to be compatible with OSRIC and early editions of the world’s most popular RPG. In addition to full details on a tinkerer-wizard’s tower overrun by rampaging automata, this module includes:
- Random tables to generate elements of a bustling port city situated in the tropics and titles for books on both magic and techno-magic
- Twenty unique magical items of variable usefulness and danger with which to tempt players
- Several unique NPCs and monsters, from a clock maker revolutionary to a brain floating in a machine animated by the spirit of a long-dead racist dwarf
- Eight illustrations by the wondefully talented Luka Rejec
This twenty-page adventure should provide between four and eight hours of Old School fun. Enjoy!