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Devin Fortman

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A member registered Nov 06, 2017 · View creator page →

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Sweet, thanks for the tip! I went full Bruce Willis on the place, and found the one vent branch that I missed last time, with the robot at the end! That was a fun little treasure hunt.

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First I want to say how much I love this weird little game. Plays like a combination of Thief and AvP 2000, but the world and the protagonist are both wonderfully unique. The total lack of handholding makes for a rewarding progression from clueless thief to master ninja as you dig around and discover the world and its secrets.

Speaking of secrets, there are three alternate knives to find throughout the levels. Once you collect one, you can click on the knife in the title screen to switch between them. It also changes the loading spinner; nice touch. Minor location hints: look in the Cistern area, the 3rd chamber of the Baths, and the Epilogue.

Now the real reason I'm posting: The "Flonko Plip" collectible figure. Feels like I've combed every inch of the world (and loved it), but I still can't find this little guy. Has anyone here got it? Does it even exist? I don't want it spoiled, but a small hint or the general area to look would be great.

Any other secrets, easter eggs, or cool stuff people have found? Here's a few of mine (slight spoilers, obviously):
- Sniper perch in the cistern with a scoped musket and molotov cocktail.
- Use the musket recoil to jump up the vents; there's a special food item at the top.
- Clean out the town treasury with the Ruins key. (Does the Burl key open anything after the prologue?)
- Keep the special puzzle items (stones, torch, falx) by stowing them in your inventory.

You mean your PCs summoned the ghosts? Players always find ways to surprise you, don't they? Accessibility was one of my main design goals, so it's great to hear your group was able to jump into it so easily.


I'm proud to announce the release of "Let Us Prey", a campaign book for the Wolf Hounds historical fantasy RPG. Players take on the role of the Benandanti, a pack of werecreatures and witches, in a five-episode campaign set in 17th century Lithuania. They will hunt monsters, dodge the Inquisition, and defend their town from a scheming villain and his cultists. The book also includes stats for a variety of monsters, allies that can be used as premade player characters, and an optional Drawback system to spice up character creation.

Along with this release, I've updated the core book to version 1.1. It includes three new Talents for your player characters, a small update to the intro adventure to fit the new campaign, and some minor edits for clarity.

Thanks again to John Harper for writing the streamlined PbtA engine; to Jakub Rozalski for use of his artwork; and to my slightly-deranged playtesters, the Wild Clump (motto: "If you can't set it on fire, you're not trying hard enough!").

Finally, I'll take the opportunity to put in another plug for the Wolf Mountain Nature Center - stop by if you find yourself near central New York. Also check out Night Terrors Haunted Farm - haunting season starts next weekend!

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By the way: if you like wolves, and you're anywhere near central New York, you should check out the Wolf Mountain Nature Center. Tell 'em you read Devin's book.

And if you like monsters, check out Night Terrors Haunted Farm. You might even meet the  author there!

Thank you for checking out my game! Feel free to leave any comments here, or in the release thread. If you run a game, I'd love to hear how it goes!

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Wolf Hounds is a historical fantasy roleplaying game about the Benandanti, a society of werewolves (and witches, other shapeshifters, and even a few regular humans) who protect their communities from supernatural threats in medieval Europe. They investigate mysteries, hunt monsters, and try to stay one step ahead of the Inquisition. The game runs on a lightweight yet robust PbtA system that makes it easy to jump into the world, with lots of flexibility for players and GMs.

As a long-time tabletop gamer, this is my first published content, the result of about half a year on-and-off writing, designing, and playtesting. The book includes an introductory scenario, plus advice for creating your own, and I will publish more adventures as they are written and tested. It is also available on DriveThruRPG.

Thank you to John Harper for writing the streamlined PbtA engine in World of Dungeons; and to Jakub Rozalski (of Scythe and Iron Harvest) for use of the cover and banner art... and to my outstanding playtesters, the Wild Clump ("Nobody expects the Slavic Inquisition!").