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The Wizard Sea Chronicles Zine: Volume 1
This is a region I created some time back and have used off and on in numerous games and systems.
The map is based on an actual place that I then took and edited, modified, twisted and and changed until I was happy with it. The Wizard Sea is roughly 150 miles E-W and around 100 miles N-S. Barristerburg (off map bottom right) is where much of my Intro to D&D for Kids sessions took place. In other games I used Lakecrest as the entry point to the region. For The Swashbucklers they plied the sea around the Barren Isles for a time but also hit Lostport I think.
Price: $7.99 + $3 shipping
For Volume 1 I’m introducing Lakecrest with a primer on Lakeside which will be the focus on Volume 2. The rest stations on the roads are part of a trading consortium group because sailing the Wizard Sea is dangerous and some are unwilling to do it and instead take the much longer and time-consuming roads around it for safety’s sake. To the north of this region are the Northern Highlands. To the south are the Arid Plains. Lakecrest sits right on the edge of the northern plateau and the land drops roughly 1000 feet from there down the three-mile road to Lakeside. It’s a treacherous route because that area was deposited by a river over millennia. The grade is not steep though and so some caravans still travel it.
Table of Contents
The Qualities Index v2.0 (QI2) – This offers ways to quickly convert the contents of the zine into various game systems. Here’s a quick look at a portion of it.
The Ravenous – the eponymous focus of this volume.
Field Notes of Adolphus Farvald, Naturalist
Ferocious, deadly, monstrous. None of these words capture the true horror that is The Ravenous. Each specimen has been unique in physical form, but one shared characteristic is their insatiable hunger for living flesh. No one yet knows what drives these creatures aside from living flesh, how they are created or where they have originated. Further investigations are required in order to gain insight into where these creatures are coming from and how best to prevent their spread if possible.
The Horror at Lakecrest – This is the included adventure. I wrote it as a test for a paid DM gig in an alternate historical setting (7th century France). I purposely did not include magic but there are notes on its inclusion. There is also a larger overarching storyline that is introduced here as well as the town itself. The PCs are traveling south with a caravan. When they arrive at their last stop, Lakecrest, there is a commotion in the village drawing them into local events.
Extending the Adventure – Since everyone’s games and groups are different, I always try to offer notes on expanding this particular adventure and tying it into other things going on.
Appendix A: Lakecrest Information – A four-page spread, gazetteer style, on the town, its inhabitants, history, locations, and some surrounding random encounters (again, to help expand the lore, and adventuring in the area).
Appendix B & C – Two churches in the world who will be involved in the ongoing story.
Appendix D: Lakeside Introduction – A brief introduction to Lakecrest’s nearest neighbor. Just enough so that a GM could offer information about the place from the viewpoint of the villagers of Lakecrest.
Total: 32 8.5″x5.5″ pages of content, maps, tables, and art. Plus a cardstock cover with a stylized wrap around map of Wizard Sea.
Ziggurat of the Megaton Maiden
This is the second Maidenverse module and the first for Mutant Crawl Classics from Goodman Games.
This adventure can be run in short and long form through an Appendix that expands the ancients facility where the action takes place. It focuses on the Mutation Nation who are radioactive bio-terrorists that want to detonate a nuclear device and irradiate the surrounding region to ensure everyone is mutated, or dead. The innovative game mechanic in this adventure is the Atomic Altar which is a sort of bomb defusing mini-game that takes place in the final scene.
Comes with digital resource pack that includes maps, a nuclear control panel character sheet, reference cards for major enemies and a papercraft Atomic Altar for printing.
Price $9.99+ $5 shipping
Ziggurat of the Mega-Maiden
The module that started the Maidenverse! The first module in the series. This is a 2nd level adventure for Dungeon Crawl Classics from Goodman Games.
It’s 2 minutes to midnight and you stand at the foot of the Iron Ziggurat. The Cult of Deth is performing a ritual to bring the Wrathchild into the world to enslave or destroy it. Fight your way through this brutal heavy-metal-fueled combat fest.
Stop the cult, save the world.
Roll for initiative.
Comes with digital resource pack including maps, reference cards and more!
Price $9.99 + $5 shipping
Multi-Book Packs
Want both Ziggurat adventures and/or the WSC Volume 1? Get bundles here!
Both Ziggurat Modules for $19.95 + $6 shipping
Both Ziggurats and WSC Volume 1 for $26.99 + $8 shipping