Saturday, 26 November 2016

DCC RPG/Xcrawl Free RPG Day 2013

The DCC RPG/Xcrawl Free RPG Day 2013 offering was written by Daniel J. Bishop and Brendan LaSalle, with art by Doug Kovacs, Jeremy Mohler, and Brad McDevitt. It was published by Goodman Games.

Disclosure: I am the writer of the Dungeon Crawl Classics adventure in this product.

This product contains two adventures, The Imperishable Sorceress for Dungeon Crawl Classics, and Maximum Xcrawl: 2013 Studio City Crawl by Brendan LaSalle for the Pathfinder version of Xcrawl.

The Imperishable Sorceress was the first writing that I had done for Goodman Games, and it came about as a request from Joseph Goodman for a short adventure. I was imagining that he was gearing up for the first DCC Annual, or that he was looking for a second adventure for another module (like The Balance Blade is included in The 13th Skull), but that turned out to not be the case. The Dark Master accepted the first pitch I offered, with the minor exception that I was considering recruitment offers leading the PCs to the Cleft Mountain, ala Fritz Leiber's Stardock.

I had just finished reading Stanley Weinbaum's The Black Flame when I made this pitch, and, along with Stardock, it was a primary inspiration. The original text included mountain climbing tables to more closely reflect Stardock, but playtests indicated that too many encounters on the relatively linear mountainside detracted from the whole. If you like the "secret doors" in the adventure, you have Joseph Goodman to thank. He wanted at least one, and I had to devise a way to make a secret door work in an ancient structure like this.

The Builders are, of course, inspired by H.P. Lovecraft. The “Adamantine Mole” was inspired by the "Iron Mole" from Edgar Rice Burrough's At the Earth's Core, and may lead PCs to Harley Stroh's Lost Agharta from Journey to the Center of Aereth and The Lost City of Barako.

Ivrian the Unkind is named for the Gray Mouser's paramour in Ill Met in Lankhmar and, in particular, The Unholy Grail.

The ghosts of fish were inspired, in part, from the 1986 film From Beyond, itself based off a story of the same name by H.P. Lovecraft.

Brendan LaSalle's Maximum Xcrawl: 2013 Studio City Crawl was written for Pathfinder, although it could be converted to Dungeon Crawl Classics. Nonetheless, because it is not a DCC product, it will not be getting in-depth discussion here.

There are already three converted Xcrawl adventures available for Dungeon Crawl Classics, and a DCC version of Xcrawl is in the works. Afficianados of the Dungeon Crawl Classics game will know Brendan LaSalle from The Hole in the Sky, as well as (possibly, if you are lucky) his judging at many conventions. At the time of this writing, he featured on the most recent Spellburn podcast, where his newest DCC adventure, Neon Knights, is mentioned.

Get It Here.






Friday, 25 November 2016

DCC RPG Free RPG Day 2012

The DCC RPG Free RPG Day 2012 offering was written by Michael Curtis and Harley Stroh. Art was supplied by Doug Kovacs, Brad McDevitt, and Peter Mullen. It was published by Goodman Games.

Disclosure: This was the first year where I joined the Road Crew, and ran a game of Dungeon Crawl Classics at Dueling Grounds in Toronto. Consequently, I received both adventures before their publication in order to prep for the event.

The two adventures herein are as follows:

The Undulating Corruption, by Michael Curtis, is a 5th level adventure in which magical corruption can be removed...if you dare to take the risk! Although a linear scenario, this would be a great adventure for a convention game, or for inclusion in a home campaign. Because the goal is removal of corruption, this is a real "Quest For It" adventure that every Dungeon Crawl Classics judge should have available.

The second adventure is Harley Stroh's The Jeweler that Dealt in Stardust, which I once listed as the #2 must-have DCC adventure, right behind The Wizardarium of Calabraxis. This adventure is extremely creepy, and would feel right at home in a Robert E. Howard or Fritz Leiber story.

I discussed both adventures at some length at Raven Crowking's Nest. Both are reprinted as part of Chaos Rising.

This product also brought us the Mystery Map Adventure Design Competition, which was won by Jobe Bittman and resulted in the excellent The One Who Watches From Below.

Having written some well-received material for Purple Duck Games, I was tempted to enter this contest, but ultimately decided against it. For the curious, I was considering creating an adventure that took place inside the jeweled amulet pictured on the map. My idea was that the amulet was the prison of an immortal, and that by freeing the immortal, the PCs would change the history of the campaign world. Alternately, they could risk being trapped forever in the jewel in order to keep the immortal imprisoned. Or some could sacrifice themselves so that others could escape.

The reasons I decided against entering were twofold:

(1) The odds that someone would have a better idea were extremely high. Jobe Bittman proved that I was correct on that score.

(2) I already knew my idea, but if I somehow won, I would never discover the ideas submitted by anyone else. Imagine that by some fluke my idea was selected. A world without The One Who Watches From Below? What kind of monster would make something like that happen?

I would be curious what other people's ideas were for using the Mystery Map. I bet that there are dozens or more of submissions which would be worthy of an adventure in their own right! It is a real pity that Goodman Games hasn't put out a "runner up" booklet cataloguing these.

Get It Here.


Wednesday, 23 November 2016

DCC RPG Free RPG Day Adventure Starter

The DCC RPG Free Role-Playing Day Adventure Starter was written by Joseph Goodman and Harley Stroh, and published by Goodman Games. The cover is by the talented Doug Kovacs, and interior art is by Jeff Easley, Tom Galambos, Doug Kovacs, Peter Mullen, Stefan Poag, and Jim Roslof.

The Dungeon Crawl Classics beta rules were available for free from Goodman Games, and the system was getting a real shakedown cruise as playtesters kicked the tires and mixed the metaphors. Then, on Free Role-Playing Day in 2011, the DCC RPG Free Role-Playing Day Adventure Starter appeared to the delight of eager gamers everywhere.

I was one of those eager gamers.

Within we found a brief overview of the Dungeon Crawl Classics role-playing game, The Portal Under the Stars, and The Infernal Crucible of Sezrekan the Mad.

The Portal Under the Stars is the first published funnel for the Dungeon Crawl Classics role-playing game, which can double as a 1st level adventure. It was written by Joseph Goodman. The Infernal Crucible of Sezrekan the Mad is a 5th level adventure by Harley Stroh. Both adventures were reprinted in the first printing of the core rulebook.

This product offered an excellent glimpse into the game that Dungeon Crawl Classics would appear as when published, both in terms of its artwork and its writing.

Get It Here.




Tuesday, 22 November 2016

D.A.M.N. #1 - DCC RPG Adventure Magazine and News

D.A.M.N. #1 was written by Paul Wolfe, Daniel J. Bishop, Garett Oliver, and Godric McKellan. Cover art is by David Fisher. Interior art is by David Fisher, Byrinstow, and Daniel J. Bishop. The issue was published by Straycouches Press. D.A.M.N. stands for DCC RPG Adventure Magazine & News.

Disclosure: I wrote two pieces for this issue, contributed a spot illustration (p. 54), and contributed (along with the illustrious Paul Wolfe) some cartography (p. 27). The cover illustration depicts creatures from the adventure I wrote for this issue (more on which later). I am credited as a contributing editor. And I have known the editor, Garett Oliver, for a very long time, which he alludes to in his "Note from the Editor".

When Garett decided to create D.A.M.N., he asked me if I would contribute to the first issue. Of course, as a friend, I was delighted to do so. Around this time the estimable Ray Harryhausen passed, and I was asked if I would create something that was an intentional homage to him. The Mysterious Valley was the result. It received the cover slot - with an intentional nod to the Barbarian class by Godric McKellan - largely because of Mr. Harryhausen's passing.

It has to be said that, when D.A.M.N. was being put together, Garett had no background in editing or layout. What he had was a real desire to see the thing through. Although he made a valiant effort to jump into the fray, he found himself facing some personal problems shortly after getting started. The result is a contributing editor credit, as I helped him with both layout and his own adventure in this issue.

I don't think that there is anybody involved who would not like to see D.A.M.N. #1 appear in print one day, or, even more importantly, a long line of D.A.M.N. issues to follow. I tried to make both happen, but I am no professional editor, and there were issues which I was unable to resolve. None of these issues relate to bad faith on anyone's part...just circumstance and timing. I hope one day to contribute to D.A.M.N. #2. Until then, within this issue you will find:

Forsaken Reavers of Praeder Peak: Author Paul Wolfe presents an adventure designed for 2nd-4th level characters. As it appears first in the magazine, this may be the first mini-hexcrawl published for Dungeon Crawl Classics. Not only does this adventure include the memories of dead Viking-like warriors, but it offers a write-up for Weal, the Queen of Abominations, including the 3rd level patron spell, soul bind.

Let it be known that I like Paul Wolfe, and I like his work. Moreover, when I needed better cartography to layout The Snow Queen, Paul stepped in like a boss. As with Curse of Cragbridge, Paul brings events from the past into focus for the PCs, and their understanding of events from long ago ultimately determines how successful they can be in the adventure. This is a cool element to incorporate, and it reminds me of some of Robert E. Howard's non-Conan work.

The Mysterious Valley: This is my adventure for D.A.M.N. #1, and it is essentially a hexcrawl mini-setting where other adventures can be placed. Harhasan Valley is named for Ray Harryhausen, and the entire adventure is (mostly) a celebration of the master of stop-animation's work. Most of the creatures you can encounter are directly inspired by Harryhausen films. A few beings are more directly inspired by Edgar Rice Burroughs or The Land of the Lost. The Ruined City at Area 7 is directly inspired by Rudyard Kipling's The Jungle Book and The Second Jungle Book.

It was my hope that The Mysterious Valley could provide a campaign backdrop to other Dungeon Crawl Classics adventures. Adventures could be set in the Ruins of Durdarian, the aforementioned Ruined City, various cavern systems, or Harhassan's Tower itself. Eventually, a group could brave the Creator's Dragon and become defacto rulers of the Valley itself. As a result, The Mysterious Valley contains a variety of potential allies, encounter areas, potential foes, and levels of difficulty.

If you, or anyone you know, has used the material in this way, I would love to hear about it.

The Snow Queen: This adventure, by Garett Oliver, is, as far as I know, his only published adventure, for Dungeon Crawl Classics or otherwise. It uses a creature from Bygrinstow's admirable Appendix M blog, with permission. Although a linear adventure as written, there is room for expansion by the interested judge. In addition, there are rules for extreme cold, which could be used in almost any DCC campaign taking place in Arctic or Antarctic areas.

New Class: The Barbarian: Author Godric McKellan's version of the Barbarian, which includes a 0-level occupation list because barbarians are treated similarly to how racial classes work in Dungeon Crawl Classics. A fishmonger or a gongfarmer does not simply decide to be a barbarian. You have to be born to it. Interestingly enough, a 5th level Chaotic barbarian is a "Dragonrider"...what that actually means in game terms is left to the judge and his players to decide.

Converting Material to DCC RPG: This article was an expansion of a blog post on Raven Crowking's Nest. Garett requested in, in particular, because conversion of materials when D.A.M.N. #1 came out was a bit of a hot topic. The plethora of Dungeon Crawl Classics materials now available eases the need to convert from other systems, but probably not the desire. Not only are there classics of early gaming that would make excellent Dungeon Crawl Classics adventures (I myself have used, among others, The Albuquerque Starport, The Sinister Secret of Saltmarsh, Eye of the Serpent, Death Frost Doom, and Joseph Goodman's own The Mysterious Tower as DCC adventures).

The existence of games specifically intended to reproduce the worlds of Appendix N fiction - games like The Dying Earth, Conan: The Roleplaying Game, Hawkmoon, MERP, and The One Ring - provide obvious resources that one may like to convert. TSR's adventures set in Lankhmar or Pelgrane Press' adventures set on Vance's Dying Earth, provide a wealth of potential material for the Dungeon Crawl Classics judge eagerly awaiting Goodman Games' products for these worlds. If the judge is so lucky as to own a first print of the AD&D Deities & Demigods cyclopedia, why not use it to stat out creatures from the Cthulhu and Moorcock mythos?

If you are awaiting Mutant Crawl Classics or using Crawling Under a Broken Moon, why not convert old Gamma World or newer Mutant Future adventures? You may discover that your conversions lead you in wholly new directions, and spawn original materials of your own.

If you enjoyed the first issue of D.A.M.N., please leave a note in the comments section, below. I know that Garett felt as though he let the community down when he was forced to pursue economic goals over passion (eating and having a roof sometimes take precedence over gaming), I would really like to be able to show him how much that first issue was actually appreciated by the DCC community.

Get It Here.

Monday, 21 November 2016

Crawling Under a Broken Moon #16

Crawling Under a Broken Moon #16 was written by Reid San Filippo, Kevin Searle, Jon Carnes, Sean Ellis, Anna Costa (with ideas from Claytonian), and Quinn Coffman. Cover art is by Diogo Nogueira (front cover) and Nate Marcel (back). Interior art is by Nate Marcel, Claytonian, Matt Hildebrand, James Yoder, and Anna Costa. It is published by Shield of Faith Studios.

This issue, like Crawling Under a Broken Moon #10, offers a selection of monsters for use in your Umerican campaigns. Most of the creatures in this issue are purely post-Apocalyptic, and therefore of less use in other Dungeon Crawl Classics campaigns. That said, even a standard DCC campaign may travel to another world (for example, in Peril on the Purple Planet, Against the Atomic Overlord, or The Dread God Al-Khazadar), and these creatures may suddenly become more appropriate. A standard DCC milieu may also have had a more technological past, as in Silent Nightfall.

Taking a look inside we find:

The Black Cloud: This creature, by Kevin Searle, is a sentient cloud of pollution with a radioactive core. It seems like something out of a 1970s ecological horror movie, an episode of Thundarr the Barbarian, or a manifestation of Hate from Fritz Leiber's Lankhmar stories. Or a combination of all three.

As an aside, one of the nice things about the Crawling Under a Broken Moon monster collections is that they all come with "Adventure Hooks" that give you an idea of how to create a scenario or encounter revolving around the creatures described.

At the time of this writing, Reid San Filippo has just "appeared" on the second Glowburn podcast. Apparently, Reid is an "off the cuff" type judge, so having thought about how creatures might create scenarios would (presumably) be of benefit to him. As much more of a "prepare ahead of time" judge, this sort of information also helps me. Not every adventure hook is golden, but they are a good inclusion.

Business Revenant: The creation of Jon Carnes, this is an un-dead "project manager", often followed by a hypnotized entourage trying to complete some ages-old business plan. In fact, their goal may be nothing more than unearthing the process map for their project, lost aeons ago.

Cihuateteo: Created by Sean Ellis, this is an Aztec spirit of the dead re-written as the victims of an ancient and mystic nanovirus. If nothing else in the collection scares your players, this should be it.

Data Elemental: Humanoid shaped lines of code which can siphon data...including your knowledge and memories! This is a cool and entirely appropriate monster to be found in the ruins of Umerica.

I assume that the entries without attribution, such as this one, are the work of Reid San Filippo.

This creature introduces the plane of Eternal Memory, as well as "the area between the plane of Elemental Air and the realm of Empyrean Dynamics" and similar area "between the plane of Elemental Earth and the realm of Empyrean Dynamics." An "attractive Magnetism Para-elemental" is mentioned, which suggests that there must be a repulsive Magnetism Para-elemental as well.

Demolishroom: Gigantic mobile mushrooms that knock down buildings and give off "shroomanoids" which help it collect (and consume) the dead. One can easily imagine an evening's gaming revolving around ending the menace....although, once deceased the danger is increased!

Frab: Take a crab-like plant and give it both a penchant for vibrations and the skills of a thief. Then give it biological grenades.

Gun Elemental: A creature from the plane of Elemental War, gun elementals are a TPK waiting to happen. Actually, they are not waiting. They are seeking out the opportunity. But, the potential to gain an armory's worth of firearms may make the PCs seek their probable deaths anyway. Their opposte number is "the Mercy Elemental native to the plane of Unending Tranquility" - making the planar cosmology of Crawling Under a Broken Moon interesting indeed.

Lion Snakes: Gigantic snakes with lion heads, these monsters would be at home in any flavor of Dungeon Crawl Classics milieu.

Organic Data MULE (Mobile Ubiquitous LAN Extension): The creation of Anna Costa (with ideas from Claytonian), this is any creature whose DNA has been encoded to contain data. The extra DNA makes them subject to additional mutations, so that all sorts of strange MULEs can be created. Tables are provided for judges to do so, but you will want to use them to springboard your own devilish ideas.

The Posse of Perception: Author Quinn Coffman offers what, to my mind, is the strangest entry in this issue. It is a cult, which grew from a gang, and each tier of the cult is focused on a single sense. This has biological repercussions.

Reindire: That Santa is an Umerican divinity was revealed in Crawling Under a Broken Moon #11. Naturally, the god of giving needs minions, right? These humanoid reindeer are just the ticket. "They will do their best to not harm anyone but their intended target, chosen by Santa, and they will NEVER harm a child by ANY direct or indirect action. They will hold to this even if it means dying repeatedly over the course of the mission." The adventure this brings to mind: The Tick Loves Santa mixed with The Preacher.

Tru-Pet: A 100% artificial pet from a parallel universe that never experienced the Cataclysm. If you want a PC to gain an animal companion which can remain viable for a long time, this is it. While this entry is not Blood from A Boy and His Dog, but it could be with very little work on the part of the judge. The PCs may never even know that their newest ally is a lab that was made in a lab.

Wraith Rider: "Empowered by an unknown spirit from the plane of Eternal Unrest after suffering a traumatic violent death, a murdered human may transform into a Wraith Rider." The obvious inspiration for this being is Marvelous, but the actual execution is its own thing. It fits in very well with the darkened highways of Umerica. Note also the additional plane added to those of the Crawling Under a Broken Moon cosmology.

Get It Here.

Friday, 11 November 2016

Curse of the Kobold Eye

WK2 Curse of the Kobold Eye is a level 1 adventure written by "Weird Dave" Olson and published by Cut to the Chase Games. It is a Dungeon Crawl Classics conversion of an adventure originally written for multiple systems, including 5th Edition Dungeons & Dragons and Pathfinder. This is the second part of the "Wrath of the Kobolds" series.

Any conversion from one system to another can have problems, but this is even more pronounced when the conversions attempt to present exactly the same adventure using varied mechanics. This is less true where two systems contain roughly similar expectations for the game milieu, such as 3rd Edition Dungeons & Dragons and Pathfinder, and more true where there are larger divides in expectations.

There is no byline for the DCC conversion in this case, but it is lazier than it should be. For instance, on page 7, a giant spiders' lair contains a long sword +1. Such an item shouldn't have appeared in Dungeon Crawl Classics, which has a system for unique magic items. It could easily have been listed as a finely made longsword doing +1d damage on the dice chain without affecting the mechanics much. Or the converter could have given it a full write-up, making it something unique and interesting. The problem with this second method is that the non-DCC versions of the adventure suffer by comparison.

The rivalry between gnomes and kobolds was established long ago in Dungeons & Dragons, and it makes sense to use gnomes in a series of adventures focused on kobolds. But gnomes are used so frequently in the series that they really require a Dungeon Crawl Classics gnome class. I personally suggest using the gnome class by Yves Larochelle in Crawl Fanzine #6 as an adjunct to these adventures.

The adventure itself is interesting enough. Placing the characters under a curse (hopefully through events in the previous installment of this adventure series) not only provides motivation, but is in keeping both with Appendix N fiction and the suggestions in the Dungeon Crawl Classics core rules. There are interesting things to do, and locations that should be interesting to the players. There are interesting NPCs for the judge to role play. Names like "Kra-Moth-Ka" and "Markar Laan" read like something out of a Lin Carter pastiche of Robert E. Howard or Edgar Rice Burroughs. That's a plus.

There are also areas and characters here that the players are likely to return to. This sort of campaign milieu building increases the value of any product, this one included. But be aware that you will likely want to go carefully through this product, adjusting treasures and adding touches to make it less "Dungeons & Dragons" and more "Dungeon Crawl Classics".

I find that I like the voice of the author here. I enjoy reading the "Weird Dave's Notebook" sidebars, because it is almost always worthwhile to get a glimpse inside the thought processes of other Game Masters.

An unusual curse from their last brush with danger befalls a party of adventurers! Haunted by the spectral image of a one-eyed kobold warrior, the heroes must race to unravel the mystery of the curse while avoiding death at the hands of their ghostly visitor. Can they stop the effects of the curse in time before it consumes them entirely? A harrowing journey awaits them!

Get It Here.

Monday, 7 November 2016

The Curse of the Kingspire

Dungeon Crawl Classics #88.5: Curse of the Kingspire, was written by Harley Stroh and published by Goodman Games. It is a 2nd level adventure, originally written for 4th Edition Dungeons & Dragons and converted to Dungeon Crawl Classics by Daniel J. Bishop. The original 4th Edition adventure was written as part of the "Master Dungeons" series published by Goodman Games.

Disclosure: I am the Daniel J. Bishop who converted this adventure from 4th Edition rules. Somewhat related to this, Terry Olson has now been added to the roster of official Goodman Games converters, with his conversion of Grimtooth's Tomb of the Warhammer by Ken St. Andre and Steve Crompton. Also, a shout-out to Goodman Games' new weekly column, Forgotten Treasure.

It is always nice being asked to do a conversion. Having done official conversions from 3rd Edition and 4th Edition Dungeons & Dragons, I find that 4th Edition requires a bit more work, but Harley Stroh's writing and vision makes it all worthwhile.

4th Edition skill challenges, in particular, need work to be translated to a less crunchy system. Many examples of skill challenges are rather banal. Stroh's skill challenges, however, actually increase the pulp adventure feel of the work...reading the original, I could very much feel the Appendix N vibe. In some ways, this adventure and its companion in the "Master Dungeons" series, Dragora's Dungeon, feel like direct antecedents of the Dungeon Crawl Classics rules. Making sure that these challenges were somehow incorporated into game play, without being a series of rolls, was important to me. I hope that I succeeded.

Statblocks are also far larger in 4th Edition, and use a scaling system altogether different from that of previous editions of Dungeons & Dragons. The focus on miniature-based combat means that creatures may have powers designed to take advantage of a grid...not always the best choice for Dungeon Crawl Classics. I tried to make the encounters feel the same, even if they do not strictly play the same.

The original adventure makes use of the Eladrin from 4th Edition, a group of elf-like fey beings with a limited power of teleportation. I wanted to make use of the sense of them, while leaving Wizard of the Coast's intellectual property behind. The result in this module are the "Elder Kith", which are called "Elder Kindred" in my own Through the Dragonwall, mostly to avoid confusion with the Kith of Peril on the Purple Planet.

There is a time travel element to the adventure that is wonderfully presented. Harley Stroh knocked it out of the park. And there is a magic sword which cannot help but remind one of Stormbringer in Michael Moorcock's Elric series. Very little work was needed to adjust this weapon for Dungeon Crawl Classics - as far as I know, Harley created the first DCC-style sword before the game existed.

Strange mists and weird lights glimmer and seethe along the banks of the Drachenvold Swamp. The folk of Kingshire have vanished like ghosts into the swamp, leaving only strange idols in their wake. At the heart of the fetid marsh, ruins of an ancient keep are all that remain of a once mighty band of rebel elder kith lords. But the ruined keep is home to a hungry curse capable of drawing the heroes back through time and space. Cast into a foreign realm of endless horror and bloodshed, it will take all your courage and cunning to end...the Curse of the Kingspire.

Get It Here

Sunday, 6 November 2016

Curse of Cragbridge

Curse of Cragbridge was written by Paul Wolfe and published by Mystic Bull Games. This adventure is designed for 0-level to 2nd level characters. There are plenty of graphics on two separate pages, by illustrators Jason Sholtis, Wayne Snyder, Jacob Blackmon, Malcolm McClinton, and Gary Dupis, which the judge may use as visual aids.

This is a site-based adventure influenced by a strong storyline going back to the time when Cragbridge Keep was more than an ominous ruin. The keep is haunted, and the story must be discovered to end the ancient curse, but there are plenty of physical foes to make things difficult for the players in their exploration. As an adventure, it brings to mind William Hope Hodgson. There is enough material here for several sessions, possibly spanning across multiple levels of play, with logical reasons why creatures respawn and traps are reset.

The hauntings themselves are well worked out, with both encounters with spirits and physical manifestations of the curse. These physical manifestations are an especially good touch, because they turn players' general greediness back against them.

Monsters are both interesting and appropriate to the adventure. There are new magic items, of course, but this is Dungeon Crawl Classics, where magic items are meant to be new. In addition, the adventure includes blink as a 2nd level wizard spell. Because of Mystic Bull Games' generous OGC policy, this spell can be used in derivative works by other authors.

For five hundred years, Cragbridge has stood abandoned and cursed. Within lurk the haunts and spirits of those that served Lord and Lady Etheril. Some of these ghosts inhabit the forms of strange insectile humanoids while others guard tombs deep beneath the shattered bridge tower.

Recently, the good knight Sir Dougal Skavok disappeared in the ruin, and when a search party returned, they too were missing a few members. The party carried strange treasures found there: coins marked with a double-headed raven, gemstones of great value and other ornate and gilded items.

They also spoke of the evils that lurked in Cragbridge, cursed forever by the vengeful Lady Etheril.

Get it Here.