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[Necromancer Games] Lots of New Books and Cover Art Previews Posted!
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<blockquote data-quote="Mouseferatu" data-source="post: 2227279" data-attributes="member: 1288"><p>Okay, what can I say without spoilers...?</p><p></p><p><em>The Doom of Listonshire</em> is, without meaning to sound melodramatic, the module I've always wanted to write; I just didn't realize it until recently. When I was a kid, and first really heavily into First Edition, I picked up a module entitled <em>The Destiny of Kings</em>. And I thought it was the coolest thing, because it didn't take place in a single dungeon, or even a single <em>location</em>, but rather directed the players from place to place, essentially making it one story running through numerous areas.</p><p></p><p>Today, of course, that's a perfectly acceptable way to do an adventure, but it was my first exposure to the concept. And it stuck with me.</p><p></p><p>TDoL takes place entirely in the Duchy of Listonshire, in the lands surrounding the Castle Liston estates. It involves a dozen separate encounter areas (plus random), scattered throughout the map. Some are short, consisting of just a few rooms (or the equivalent). Others are long enough that, on their own, they could be adventures out of Dungeon magazine. Some are integral to the plot, some simply provide secondary activities.</p><p></p><p>And I've also included a small random matrix in the introduction, so while DMs who want to can place the party's goals in specific areas, others can decide to roll for it. Random chance impacts their location according to the backstory; I thought it would be cool to give the option for random chance to play a part in actuality as well.</p><p></p><p>The module, in keeping with the "classic feel," uses a <em>lot</em> of monsters from <em>The Tome of Horrors</em> (included in the module, and fully updated to 3.5, of course). In some cases, the individual adventure areas are at least partly dynamic, with the activities and locations of the monsters based on the PCs' actions. (This isn't a major feature, admittedly, but it does pop up.) And of course, I have a few nods and homages to other classic modules; I'm curious to see who picks up on them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>That's a pretty basic overview. I'm delighted to answer any further questions, assuming I can do so without spoilers.</p></blockquote><p></p>
[QUOTE="Mouseferatu, post: 2227279, member: 1288"] Okay, what can I say without spoilers...? [i]The Doom of Listonshire[/i] is, without meaning to sound melodramatic, the module I've always wanted to write; I just didn't realize it until recently. When I was a kid, and first really heavily into First Edition, I picked up a module entitled [i]The Destiny of Kings[/i]. And I thought it was the coolest thing, because it didn't take place in a single dungeon, or even a single [i]location[/i], but rather directed the players from place to place, essentially making it one story running through numerous areas. Today, of course, that's a perfectly acceptable way to do an adventure, but it was my first exposure to the concept. And it stuck with me. TDoL takes place entirely in the Duchy of Listonshire, in the lands surrounding the Castle Liston estates. It involves a dozen separate encounter areas (plus random), scattered throughout the map. Some are short, consisting of just a few rooms (or the equivalent). Others are long enough that, on their own, they could be adventures out of Dungeon magazine. Some are integral to the plot, some simply provide secondary activities. And I've also included a small random matrix in the introduction, so while DMs who want to can place the party's goals in specific areas, others can decide to roll for it. Random chance impacts their location according to the backstory; I thought it would be cool to give the option for random chance to play a part in actuality as well. The module, in keeping with the "classic feel," uses a [i]lot[/i] of monsters from [i]The Tome of Horrors[/i] (included in the module, and fully updated to 3.5, of course). In some cases, the individual adventure areas are at least partly dynamic, with the activities and locations of the monsters based on the PCs' actions. (This isn't a major feature, admittedly, but it does pop up.) And of course, I have a few nods and homages to other classic modules; I'm curious to see who picks up on them. :) That's a pretty basic overview. I'm delighted to answer any further questions, assuming I can do so without spoilers. [/QUOTE]
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