Welcome back! So far, so good: I’m keeping up on my
retrospectives about the RPG adventures I worked on over the years. This week I’ll
be looking at my second Dark Sun adventure, Merchant
House of Amketch.
In other news, I’m pleased to announce that my Primeval Thule Campaign Setting will go
on sale in hobby retailers next month (April). Thule is available in Pathfinder
and 13th Age versions; we also have some 4th Edition
versions leftover from our Kickstarter, but if you want one of those, you’ll
need to send us a note at info@sasquatchgamestudio.com. I’m very happy with how
the book turned out; our printer did a great job with high-quality paper,
vibrant color, and top-notch production values all around. I think I can say
without reservation that me and my fellow Sasquatches managed to publish a book
that is fully the equal of anything industry leaders such as Wizards of the
Coast or Paizo Publishing normally print. Our sales partner is PSI Inc., which
works with most major hobby distributors. Make sure you tell your FLGS you want
your Thule!
Speaking of WotC, keep your eyes peeled for Princes of the Apocalypse next month.
This is the giant adventure book for the Elemental Evil campaign, the second of
WotC’s campaign arcs for 5e D&D. Sasquatch Game Studio designed this
adventure for Wizards, and we’re pretty proud of how it turned out. I personally
wrote big pieces of the book, including Rivergard Keep, the Sacred Stone
Monastery, and the earth and water temples.
Okay, time to return to the burning sands of Athas!
#3: Merchant House of Amketch
My third published adventure, Merchant House of Amketch was the second title in the “DSM”
adventure series—the second adventure arc of the Dark Sun product line. (The
first arc was the “DSQ” set, which closely paralleled the story of the Prism
Pentad novels.) The DSM adventures represented something of a start-over point;
our assumption was that after playing the Freedom series and finishing up in Dragon’s Crown, DMs would want to be
able to start another campaign arc from the beginning with low-level
characters. Unlike the previous series, there wasn’t really any common
storyline or continuity between Black
Flames, Merchant House of Amketch, and Marauders
of Nibenay. This was a more episodic set of adventures, and the only
linking element was the set of sample PCs who leveled up through the series.
(Two of those sample PCs were actually drawn from a short
Dark Sun campaign I ran for fun while at TSR. Ka’Cha was Tim Beach’s character.
And Rowan was based on the character briefly played by my wife, Kim. Kim has
never been a gamer, but every now and then she played a little to socialize
with friends and humor me. The moral of the story is that if you play in the
group of the guy writing the adventure, your character may be immortalized.)
(We also decided that all Dark Sun dometic animals were
named for the sounds they made. So kanks simply said “KANK!” and erdlus said
“erdl-erdl-erdl-oooo!” and mekillots said “mek mek mek mek.” That’s the one
thing my wife remembers about that campaign.)
Merchant House of
Amketch was presented in one of the most unique physical formats of any
adventure I ever worked on: the Dark Sun “flip-book” format. The main part of
the text appeared in two 5 by 7 spiral-bound booklets, one for the DM and one
intended for the players, in a slip-case. There was also a standard-sized
self-covered 16-page booklet used to present a short story (in this case, “The
Gambit,” by Simon Hawke). I will say this: The flip-book format was frankly
about the most difficult and limiting adventure presentation I ever had to use.
It was terrible for presenting keyed descriptions of areas unless you’re
willing to commit to a page per room. And figuring out how to present an
adventure that gave the players relevant material in the same page count that
the DM had was really challenging (although I will admit it was okay for the
“you now see THIS” type of encounter or room description paired with an
illustration).
One other weird thing about Merchant House of Amketch: The editing completely vanished. When it
was published, I looked carefully and found only one word of my original draft
that had been changed (a word I spelled correctly had been altered and
misspelled). Back in the day we used to joke about the “spellcheck, grammar
check, paycheck” school of editing. Merchant
House of Amketch was the one book of mine in which I saw that happen—most
of the time my editors did great work. Fortunately I’ve always tended to
produce pretty clean turnovers, and Amketch
turned out okay.
As for the adventure itself . . . For some reason I was not
yet satisfied with gimping psionics in Dragon’s Crown, so I went and did it
again six months later. I don’t recall if I did that deliberately or if I was
perhaps steered that way in the concept meeting. Looking back on it now, I find
it strange that the only Dark Sun story I could come up with was, “What if
somebody did [stuff] that threatened PSIONICS?” That said, Merchant House does it in a fun way: parasitic beetles that are
being smuggled as contraband. To solve the mystery, the PCs have to go
undercover and join up with a merchant house so that they can find out where
the beetles are coming from.
I think Merchant House
does a couple of things pretty well. It’s one of the few Dark Sun adventures
that spotlights the giant mekillot-drawn caravan wagons and the trading house
culture. It presents plenty of intrigue and story, but doesn’t railroad the
party. Part Three offers plenty of coverage for the possibilities of a party that
has been captured, that has evaded capture, or that includes some captive PCs
and some free PCs. I think my favorite encounter was Mothgar, in Part Four.
He’s a giant who’s been hired to track down and kill the PCs, and he carries a
heavy ballista that he uses like a crossbow. (Mothgar fancies himself a
sharpshooter.)
So, overall, I think Merchant
House of Amketch is pretty strong. I wish I hadn’t gone back to the
psionic-threat theme so quickly, but I think that part of the reason is that I
was one of the very few designers at TSR at the time who was familiar with the
psionics rules and willing to feature them in an adventure. I like the mix of
intrigue, detective work, colorful villains and interesting NPCs, and of course
action. So I think I’d give myself a solid “B’ on this one.
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