Greetings again! I’m afraid I got caught up in a collision
of Primeval Thule 5e deadlines and
fell behind on my write-something-each-week resolution. The good news is that I
seem to be mostly climbing on top of the pile again—I’ve got the 5e Primeval Thule Gamemaster’s Companion
pretty much in hand, I’ve got Steve Winter’s Red Chains adventure for 5e Primeval
Thule edited, and I’m digging in on my assignment for the Primeval Thule
Player’s Companion. Plus, I think I’ve got two printers, one bindery, three
freelance illustrators, and a freelance cartographer all pulling in the same
direction, so things are slowly coming together. Finally, I tried out a change
in the Ultimate Scheme play sequence
last week that worked like a charm. It might be the change that takes Ultimate Scheme from being a good game to being a great game. We’ll be Kickstarting it
after the holidays, aiming for a midsummer release in 2016. So get ready to get
your sinister genius on!
For those of you living in the Cincinnati area, I’ll be out
your way next week. I’m going to be a guest at AcadeCon, November 13th
to 15th at Hueston Lodge. I’m going to run a couple of Thule games,
run a couple of Ultimate Scheme games, and maybe even play a game or two if I
can. I hope to see you there!
#28: Banshee of Loch Finnere
Next on my list is a little PDF adventure I wrote for the Accursed game from Melior Via: Banshee of Loch Finnere. This was
something new for me on a couple of counts. First of all, it was the first
thing I’d ever published outside of the TSR/WotC/Paizo family. Secondly, it was
the first thing I’d written specifically for publication as a PDF. A number of
things I worked on over the years were made available as PDFs after they were
printed and distributed as physical products, but Banshee was intended for
digital publication from the get-go. Finally, it was the first time I’d written
for the Savage Worlds game system,
one of the more successful and broadly published non-D&D RPGs out there.
My contribution to the Accursed
setting came about because Melior Via happened to be Kickstarting their new
game around the same time that me and my fellow Sasquatches were Kickstarting Primeval Thule (the first one, for
Pathfinder, 4e, and 13th Age). I’ve known Ross Watson of Melior Via
for many years, and when he reached out to ask about some cross-promotion for Thule and Accursed, I was happy to oblige. The Accursed guys offered to serve as a stretch goal for our Primeval Thule Kickstarter, and we
offered to return the favor by supporting the Accursed game. As it turned out, John Dunn of Melior Via wound up
writing our Night of the Yellow Moon
adventure for Thule. I, in turn, wrote Banshee
of Loch Finnere for John and Ross.
In case you haven’t heard about Accursed before, it’s a dark fantasy setting in which evil has essentially
won. The world is in the hands of a small number of powerful and terrifying
witches, each of whom rules her own dark domain carved out of the defeated
nations of the old world. The “heroes” of the setting are actually monsters who
have turned against their mistresses—vampires, zombies, golems (Frankenstein
monsters), and so on. It’s a nicely done world, a little reminiscent of the old
Ravenloft setting from TSR. I started my work by reading through the Accursed files, and trying to wrap my
head around the idea of what would make a good adventure in the setting.
Reading through the book, the part of the setting that
really caught my eye was Caer Kainen. It’s got a great Gaelic/Black Cauldron
feel to it, and I found myself thinking of Scottish ghost stories. I hadn’t
worked on a horror-based ghost-story adventure in quite a while (the closest
would be Night of the Vampire, Part 6 of my blog series). The first thing you need to figure out about a ghost story is, of course, who’s the ghost? Why is he or she haunting the living? And why is
it important to stop him or her?
A number of years ago, I read a good book on writing by
Orson Scott Card, and I remembered a bit of advice from that book: In any given
setting, who’s in the most pain? Who needs things to change the most? That’s a
great choice for a villain, or a protagonist. I realized that the story of Caer
Kainen’s fall began with a terrible betrayal. The heroic king was seduced by
the witch known as the Morrigan, and abandoned his wife and children. Later on,
when the witch drew him completely into his doom, he slaughtered his family
with his own hands. As bad as it was for the kingdom that the heroic king was
lured into evil, the most tragic part in this play belonged to the betrayed
wife and mother of murdered children. That would be someone with a reason to be angry and miserable in death, but she came to blame the wrong people for her tragic fate.
After all, a ghost that hated the right people for the right reasons wouldn’t
need stopping, would she? For this to be a tale of horror and betrayal, Queen Aideen’s
vengeance had to be focused on the wrong victims—in this case, her own family,
Clan Finnoul.
More than that I won’t say, because if you do wind up
playing through this adventure, you’ll want to be surprised by the twists and
turns. As far as I can tell, Banshee of
Loch Finnere was well received. Even if you don’t play Savage Worlds, I
think it would be easy enough to pick it up and use it in your game system of
choice.
Next Time:
Something that quite a lot of people have played through in the last year or
so: Lost Mine of Phandelver!
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ReplyDeleteThanks for writing these posts. I am thinking of running LMoP with a few changes to set it in the Elsir Vale and continue it on into RHoD. They seem like a great fit. And then I realized you have a hand in both so I search and found your blog and Sasquatch Games. I'm looking forward to reading your next post on LMoP! And now I'm also intrigued by Primeval Thule, it has a lot of thematic parallels to a homebrew campaign I've been running for a few years so I'm looking forward to picking up the 5E version for some new inspiration once it becomes available.
ReplyDeleteI think you're right -- the level ranges work out well, and it would be pretty easy to adjust Phandelver locations to match what's in the Elsir Vale map for Red Hand of Doom. That sounds like a fun campaign! As far as Primeval Thule, we'll make the 5e pdf available at DriveThruRPG soon, and we should have books in distribution to better game stores by the middle of January. If you want a free taste of the setting, look for the Primeval Thule Traveler's Guide on DTRPG -- it's free!
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