It was time for an update for War Gnomes. The adventure setting, with 4 warring gnome factions, has now been updated with stats and gear packages for Cairn. Of course, the module could easily be adapted to another fantasy ttrpg game. Find here a short adventure along with a few ideas for further adventures, that could be expanded upon, along with a bunch of setting info and lore behind the 4 gnome factions.
JunkyardTornado
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I would like to commission some art for Adventures in the Frontier Lands, a set of hexes and locations with adventures designed for use with Basic Fantasy 4th Edition. I put a lot of love into this project and I think some original art for a cover and a few interior pieces would truly put the cherry on the top. It would be in the same old school style that many of the Basic Fantasy projects have, with the goal of eventually having a near at-cost print on demand book, along with the free pdf, as all the Chris Gonnerman Basic Fantasy products are available.
Check out the itch funding page: here
Check out the Adventures in the Frontier Lands adventures: here
Thinking it's ok to submit a work in progress? I've been loving this project and have a map, locations, and it's all coming along. But I started detailing some dungeons and it's gotten much bigger than originally intended. I'm not sure I'll have time to finish in the timeframe.. thinking I'd like to submit what I've done and finish over the course of the next week or so.
Interesting premise. I like how the time travel doesn't have to be super disruptive to the game world, the concept of how it is presented is something I've never considered and I think pretty cool. I can see how this adventure can be expanded upon considerably.
As for something I might add... a bit more of a hook to get the characters to go in a portal or at least check out the derelict. Although, I'm sure running across the escape pod would be enticing enough for many!
The concept is good and I thought the hook worked. The story involved is cinematic and there's a lot of useful info included on the page. Honestly, I just had a hard time with the layout, finding the right text to go with the locations, and figuring out how the maps went together, I think this aspect is unnecessarily confusing and I might go for a simpler layout. If I was going to run this, I think I'd have to create that for myself. But the art style does have appeal.
I love the weirdness of the adventure, the map is fantastic (I also appreciate how the entry points are so clearly marked!). The room descriptions give enough to go on, but leave room to get creative. I think having a little bit stronger hook is the one area I might try to add something, even though I think for the right party the "here's something new let's go explore" route might be enough.
I do think there's a good concept here and I do appreciate the map, there's just not a lot of "adventure" presented. I think including some encounters or situations for the characters to interact with would go a long way. I'm all for imagination, but some starting points would go a long way to take some prep off the GM. Still, I see the potential for something more fleshed out and great here.
I like the bait aspect, drawing the characters to the situation. The adventure seems like it will build suspense nicely and escalate danger well, becoming seriously deadly... works well with the sci fi elements involved. The way the aliens are presented as trees with fruit seems like it could come across so peaceful, but I love that they are so deadly! Well done.
I like this adventure a lot! There's so much to explore and expand on, in the one page, that I think it would provide quite a bit of play time. The art and the whole vibe is cool, reminds me of MCC. Well written and the layout style works great for a one page adventure. The one minor point to bring up is that the derelict doesn't seem to be (necessarily) the center point to the adventure... I still love it.
I like how much info is presented in the space and the layout. The numbered lists offer some clear goals give some clear direction for characters to solve each challenge. Nice that you don't need combat to solve any of the challenges, too. And the map of the space station stands out.
If I was to give a little constructive feedback... some of the solutions and outcomes feel a little too guided. For example, if the base is repairable and livable, seems like it would be worth something as salvage to somebody (instead of being flat out not salvageable). But using these bits of info as guidelines or just as possible solutions to the challenges presented is fine, works for me.
I think the concept for this adventure is strong, I'd use it. If it were further developed... I think expanded background for the hippies themselves would be a fun little writing project.
Play out stories like your favorite Vigilante movies (or books... video games) with this one-page tabletop game, Street Curse. Make a character with 4 basic stats and roll (or choose) what motivates them to take on the life of a vigilante. Face off against bad guys and take down the individual or corporation that committed that heinous act. The system has failed you, now you've got a Street Curse!
Also included is a brief framework for coming up with a plot outline, some goon stats, and a simple roll-under D20 based system that will be familiar if you've played DnD or OSR style games. Street Curse is easily customizable and built upon, too, if you're so inclined. Check it out: here.
In Mud Reader's Deep, adventurers must explore a cave system in order to find the ancient Mud Reader, a fortune telling seer. The Mud Reader is not one who likes to be disturbed, so he's made a home in a place inaccessible to most. Yet, if the adventurers can seek him out, they may learn a secret that could change the course of their lives and gain an item of importance.
Mud Reader's Deep is a one-page adventure, a short cave exploration, suitable for a hex in a hex crawl, one-shot, or as part of a longer campaign. The information and gifts from the Mud Reader can be used as jumping off points for further adventure, if a game group desires. (Or, you know... they could just be dead ends, traps, or a bunch of nonsense!)
I made the whole thing in a paint program.
I finally wrote an adventure for Be You Bold. In The Ruins Beneath Otter Corner adventurers explore a cave system and ruins that have been uncovered due to a recent small quake. What caused the quake? What dangers and secrets lurk in the areas below the town? In this adventure, you'll find a dungeon crawl and town map, with details on all the rooms. Find the adventure: here
The adventure stands alone, but there is room to grow the scenario (I may write more on this one later!)
Check out Be You Bold, a rules lite fantasy TTRPG that requires only using a single D6 (pdfs are free. Print versions available low cost): here
Adventurers explore a vault where travelers from space have sealed an ancient secret. The elven protectors of the vault traded their humanity for eternal life, essentially undeath, and remain shells of their former selves. 4 crystals are the key to opening up the vault and in seeking them, adventurers can explore and unlock the further secrets of the dungeon.
Suitable as stand alone or as part of a larger underground campaign, Vault of the Star Gods' Children is a tabletop game adventure written for Cairn but is easily adaptable to many fantasy tabletop systems. It was written for the Jennell Jaquays Memorial Jam
In Your Phone is Dead characters must get across town, but without the use of a phone. The phones are dead. With the modern trend of using a phone for everything, storing info, maps, as a wallet, and not to mention, to make calls, this game explores the ever increasing old fashioned idea of getting by without one in a modern world. It's only one page. By donation to download, so check it out for Free if you want.
Also, if you are looking to make your own tabletop games and/or like the system used to make this one, you can check out the page I made featuring SRDs for most of the systems I've made: here. I try to make them versatile and quick to learn. And I would love to check out anything you make using any of them.
This is a one page tabletop rpg about playing a street artist, needing to keep your identity secret, and finding creative ways to get your art seen by the world. Check out Street Artist... Identity Unknown. The game uses a simple dice pool mechanic using D4s, D6s, and D8s that would be easily customizable or added to.
Mmm... Taco Taco :-D Glad you liked that!
Thanks for the feedback. That is what I was going for. I've read a number of one-page rpgs and seems that balance can be a bit tricky, enough to get the imagination going and feel like you have a game on your hands, but not so much that it really should be more pages. I hope you enjoy the game.
Sure. I added an Inn called the Broken Shield so the party would have someplace to easily stay, aside from trying to camp or knock on someone's door. I decided the village was a place that had prospered in the past but was now on hard times, this fit with the theme of the Mill for me, so there were some vacated homes and some overgrown farm land, stuff like that. I love the image of orchards that have not been tended to, tall grass and lots of fruit on the ground, unpruned, that kind of thing. I definitely used the villagers you provided in the adventure as part of all that.
As for Be You Bold, yes, please check it out! I set out to make a set of rules that only required one D6 to play and could be quick to learn, and it is what I came up with. I've been playtesting with friends, but it is still a bit of an evolving project. Some of them have started playing without me, so that feels like a cool accomplishment. link here.
I ran a chunk of this adventure with a group of friends (although we used my homemade game system, Be You Bold) and had a great time. I expanded a few details for the village, incorporating the parts presented, and we had a great time. They encountered the Bole Ox on the road and then explored the mill. The Birch Moths and Dull Axe added a lot. Anyway, the charts to roll on worked well, created some great feeling of the supernatural, and we had a great time. Thanks.
Shadows Hammered by the Stone is a one-shot adventure for Down We Go. Check it out! And, check out the Down to Jam 23 where you can find other adventures and stuff for the Together We Go system. It's simple, it's cool, it's fun.
In this adventure, characters find themselves in a cave system where some dwarven ruffians have made a home, and set a trap. Further exploration can reveal a few more surprises, including the ancient burial grounds of a long lost bird people, and the undead remnants of that people. Also, a shrine to the avian god can reveal an ancient treasure.
This 2-page adventure has everything needed to run a game on the fly. Creative GMs may want to add more details to the quest or expand on some of the content. Use it as a one-shot, use it to populate a hex in your hex crawl, use it as a side quest for a campaign story. Adapt it to a different system if you want.
Explore a goblin filled temple. Help a wizard recover an artifact. Slay the goblins or don't. The rest is up to the party.
Cup of Little Maws is a short adventure involving exploring a temple to a goblin god. It is suitable for adventurers starting out or low level. While designed for Cairn, it is easily adapted to pretty much any fantasy tabletop rpg system. Use it as a side quest for a campaign, to drop into your hex crawl, or as a one shot.
And support Open Gaming!