[Necromancer Games] Lots of New Books and Cover Art Previews Posted!

The Shadowood

When penning the Shadowood, NPC developmnent was important to me. It wasn't good enough for someone to be merely good, evil or somewhere in between. I wanted to give insight as to why they became what they are and thus give reasoning for their influence on their place in the book. Thus each has their own needs, desires and motivation which gives GMs more tools to work with. It also allows players more options to roleplay with.

There are also quite a few adventures scattered across the woodland realm. Some can be found by exploration, others by detective work and a few happen by being in the wrong place at the wrong time. All have been designed to be run by themselves or part of a larger story arc.

One can also become embroiled in the affairs of the two settlements that lie in the safer parts of the forest. The barony to the east is ruled from the shadows by the baron's ounger son who has resorted to matricide and dishonoring his older brother in his quest to rule. The viper now is the sole aid to his weakened, dying father who trusts his every word. Once the slow poisoning of his father is complete. The young ruler will have solidified his power and accelerate the wishes of the foul god he worships in secret.

The settlement to the west is a toxin of a different nature. This city is run by organized crime elements who, for the betterment of business, keep the 'dirty' side of their trade slightly hidden. Travellers who stop here can find themselves between feuding factions or in some cases, getting a piece of the action for themselves. One should be careful about who they ally with or offend as more than one drifter has been found face down in the Shallowrock River.

Yet even in the midst of the corruption of both cities there lies hope because all who dwell within them are not evil. Some have waited for a champion to step forward and pray for salvation from the misery they endure daily. Although it is not an easy task, one could win the heart of the masses and force change by unearthing evidence of the baron-in-waiting's actions or rallying the commonfolk against the mob.

The Shadowood Forest holds both secrets and many adventrues both above and below ground. Each of its encounters are written for a wide variety of levels to allow greater adaptability. As with the city adventures, the intelligent monsters also have motivation and goals. One does not tread carelessly through the woodland realm!

This book also gives GM's environmental and city building tools. These have been designed to add depth without bogging down the GM.

For those who don't know me, I have the following products in print...

From Kenzer & Co
Loona, Port of Intrigue (Kindoms of Kalamar)
Lost Caverns (Hackmaster)

From Troll Lord Games
City Sourcebook Vol 1: NPCs (d20 sourcebook)

Have a good day,
Phil Thompson
 

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I've created a new teaser for the Slumbering Tsar adventure for the "Upcoming" section of the Necromancer Games website. Evidently I was remiss in preparing one when I sent the manuscript in, because what is currently there is merely the first two paragraphs of the adventure's introduction. I didn't think it made for a very good teaser, so I have prepared to give a little more of the adventure's flavor. I sent it to Bill to add to the website, but I am posting it below as well so you won't have to wait to go look at it.
 

Okay, so it's not letting me cut and paste the teaser into the thread, and I'm not sure why. Well, as you can see by my total of 13 posts on EN World I'm not much of an expert on this messageboard.

Anyway if you would like to see the teaser, it can be found on the Necromancer Games website on the General Discussion forum. The name of the thread is something like "ENWorld discussion of new books". My posting is under the name Tammeraut. Hope that makes sense, and if I can figure out how to add it to a post here without retyping the whole thing I'll post it here, too.
 

I'll post it for you Greg.

Here you go:

Slumbering Tsar, Part1: The DesolationTM


“Many hundreds of years ago, the forces of good allied to destroy the main Temple of Orcus in the ancient city of Tsar. With their temple in ruins, the surviving priests of this accursed demon-god fled the city with an army of enemies on their tail…”
— R1: Rappan Athuk
The Dungeon of Graves: Upper Level

“This world is mine!”
— Orcus, Demon Prince of Undead (ca. 10,000 years ago)


That Which Lies May Not Be Sleeping
Abandoned an age ago following an epic war, the ruined temple-city of Tsar has lain undisturbed in a forgotten corner of the world. The vile priests who abandoned the doomed city established for themselves a new temple, and the Army of Light that pursued them perished in a gruesome trap. But some whisper that the city walls could have held and that the disciples of Orcus need not have fled. Others speculate that it was all a ruse merely to lead their attackers into the elaborate ambush site that became the Dungeon of Graves. If these are true, why then have the victors not returned to reclaim their home? Why does the priesthood of Orcus carefully avoid any reference or allusion to what was once their greatest stronghold on the earth? What might be stirring beneath the sleeping stones that even Orcus’s faithful would not wish to bring to the light of day? The answers to all of these questions and more await the adventurers that dare awaken slumbering Tsar.

War is Hell
Slumbering Tsar, Part 1: The Desolation is the first adventure in a three-part series that centers in and around the ancient ruined city of Tsar, site of one of the greatest tragedies of the ancient world. The first adventure focuses upon the miles and miles of hellish, wracked and ruined landscape that surround the city, the former battlefield in the epic struggle of long ago that is now known as the Desolation. From the enigmatic and dangerous settlement known simply as The Camp to the depths of the Chaos Rift or the dunes of the Ashen Waste, this adventure serves as the beginning of a mini-campaign to take characters from 7th level to 15th level and beyond. The Desolation combines harsh wilderness adventure and battle-spawned horrors with the dungeons and ruins left behind by those combatants of long ago. Sprinkled into this is the intrigue of discovering who in this perilous region can be trusted and whose friendly smile hides a murderous agenda. With new monsters and magic items and dozens of deadly encounters, there’s something in it for every player.

A d20 fantasy adventure for four to six characters of 7th to 11th level.

The adventure continues in Slumbering Tsar, Part2: Temple-City of Orcus and Slumbering Tsar, Part 3: Caverns of the Barrier coming soon from Necromancer Games.

Estimated Retail Price: To be announced
Estimated Page Count: To be announced
Author: Greg A. Vaughan
Scheduled Release: 2006 (Kenzer)
 

Hi, this is Phillip larwood author of "The Diamond Fortress". Unlike the majority of the authors on this site Diamond Fortress is my first soon to be published module. Like some of the other authors I have a few things published in the pages of DUNGEON, including "The Sinkhole" (The last subscribers only adventure in issue #103), "Palace of the Twisted King" (issue #116), and "The Amarantha Agenda" (issue #123). I also have a 10,000 - 12,000 word adventure coming out in DUNGEON in October this year (so I've been told).

"The Diamond Fortress' was something of a disaster at the beginning and the DM who play tested it for me ruined the adventure completely (leading me to believe it was the module's fault). Thankfully, the module turned out all right and the insights I got from playtesting it gave me the ammunition I needed to change it for the better. It is pretty much a demonfest in the fortress, and there is more than enough weirdness to keep insane players happy. It's only a short module in comparison with some of the others, but I think a sequel is more than possible (actually Im writing it up now). And what's a 1st Edition module without the possibility of a sequel?

Hopefully, you will like my module and give it a shot. I promise you that flaming elf dude on the cover will be the least of the players concerns!
 

Thanks, Nightfall. I don't know how you did it, but I appreciate it.

"Diamond Fortress" looks good, Phillip. I like your stuff in Dungeon. That's where I've cut my teeth in the adventuring writing biz, too. I remember "Sinkhole" well. My brother had written a sinkhole-based adventure where the inn collapsed through the ground beneath the characters many, many years ago, and I remeber thinking it was a really neat concept that hadn't really been used and lo and behold you wrote it. A very nice adventure. "Twisted King" was also a favorite. You gotta' love meenlocks.
 


Ditto Greg. Your adventures have always been top class. I especially liked "Torrents of Dread" since it had bullywugs, and koprus, and was set in a damp, slimy place. And thanks for that drowned one template in "Tammeraut's Fate". I just love drowned ones (though I prefer to call them sea zombies to differentiate them from the drowned ones in Monsrer Manual III!).
 

Phillip Larwood said:
Hi, this is Phillip larwood author of "The Diamond Fortress". Unlike the majority of the authors on this site Diamond Fortress is my first soon to be published module. Like some of the other authors I have a few things published in the pages of DUNGEON, including "The Sinkhole" (The last subscribers only adventure in issue #103), "Palace of the Twisted King" (issue #116), and "The Amarantha Agenda" (issue #123). I also have a 10,000 - 12,000 word adventure coming out in DUNGEON in October this year (so I've been told).

"The Diamond Fortress' was something of a disaster at the beginning and the DM who play tested it for me ruined the adventure completely (leading me to believe it was the module's fault). Thankfully, the module turned out all right and the insights I got from playtesting it gave me the ammunition I needed to change it for the better. It is pretty much a demonfest in the fortress, and there is more than enough weirdness to keep insane players happy. It's only a short module in comparison with some of the others, but I think a sequel is more than possible (actually Im writing it up now). And what's a 1st Edition module without the possibility of a sequel?

Hopefully, you will like my module and give it a shot. I promise you that flaming elf dude on the cover will be the least of the players concerns!

Hi Philipp ... it looks like I am in good company ...
The Six Spheres of Zailhheshh is in fact my first module ready to be published (Bill liked so much the NPCs backgrounds that asked me to start a new work only of NPCs backgrounds, that hopefully I will complete in the next 3 months or so)
and also in my case the first DM to use it made a disaster.
I learnt from that experience, though, and revised completely the adventure in order to make it more "sequential" and with less "false threads" and is now less than half of what it was originally (sounds good for some sequels, doesn't it?): for those who will buy the module, consider for example that originally the trip in the ancient tunnels lasted for 3-4 months while now should be completed in a couple of gaming session!

To all: I hope you will give it a try and that you will enjoy the module as much as I enjoyed writing it! :)
 

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