Wednesday, February 17, 2016

Twenty-Eight Adventures, Part 28: The Moon-Door

Well, I’m finally there! After almost a year, I’ve finished with my look-at-each-adventure retrospective. During the course of writing these 29 blog posts, I discovered that I did *not* have 28 adventures, as my first count indicated. Instead my final count comes to 33, since I managed to forget or overlook a few in my initial list, and I also wrote a couple of new ones during the course of the series.

My real total might be 34, because I skipped over my work on the 2nd Edition First Quest boxed set. I know I worked on an adventure for it, but I just cannot bring any details to mind and I can’t swear as to which of the adventures in that set are mine! I guess that’s a drawback to a long career—sooner or later you forget some things you worked on.

One more thing before I move to the adventure: If you haven’t checked it out yet, take a look at my Ultimate Scheme Kickstarter! We’re really coming down to the wire on this one, and we can use all the support we can get.

Even if it’s not for you, please—share the link and help spread the word!

#33: Secret of the Moon-Door
After finishing our work as the design studio for WotC’s Elemental Evil, my fellow Sasquatches and I realized that we had a good deal of 5e knowledge and an audience with a serious demand for more 5e content. After some brief deliberation, we decided to move forward with plans to present a new version of our Primeval Thule Campaign Setting compatible with the newest edition of D&D.  Not knowing if or when a 5e Open Game License would be made available, we looked closely at the 3e-era OGL, and we realized that it would work just fine for a 5e-compatible setting.

So, in the summer of 2015, we launched our second Kickstarter. This time we wanted to produce just one version of our Thule setting, not three in one book. For stretch goals, we at first planned to create more PDF adventure content for the 5e Thule game . . . but on thinking it over, we decided to provide a mix of bonus material, including a player-oriented book (the Player’s Companion) and a GM-oriented book with monsters and rules variants (the Gamemaster’s Companion). For the third book in the set we decided to collect the first two stretch goals—the adventures by Steve Winter and Rob Schwalb—into an Adventure Anthology. Better yet, we figured out how to make the booklets available as print-on-demand softcovers as well as PDFs.

That all seemed good to us, but I was dissatisfied with the Adventure Anthology because I felt it was pretty thin at just two adventures. I wanted to make sure we were providing good value for the dollar. So I talked with my partners, and we decided that we’d add a “bonus” adventure to the Adventure Anthology to make it a threesome instead of a duo. That became Secret of the Moon-Door.

Primeval Thule had its origins in my love for Clark Ashton Smith’s Hyperborea stories—one small corner of the Cthulhu Mythos stories that happened to match up very well with my favorite game, D&D. Secret of the Moon-Door is my homage to Smith’s stories. In fact, the plot is based on a mash-up of Smith’s story The Door to Saturn and some parts of Lovecraft’s Dream-Quest of Unknown Kadath.

(If you’re a fan of Lovecraft and D&D and you haven’t read Clark Ashton Smith, I’d really encourage you to do so. Smith’s Hyperborea stories feel like something halfway between Fritz Leiber’s Lankhmar and Lovecraft’s Dreamlands. They are the most D&D-ish Cthulhu stories around. Some of the best are “The Tale of Satampra Zeiros,” “The Testament of Athammaus,” and “The Ice-Demon.” Smith’s Atlantis stories are pretty good, too. Check ‘em out!)

I set out to provide a party of Thulean heroes with plenty of Smith-like touchstones such as a wizard trafficking with Things from Outside, subhuman savages, and an expedition to an alien sphere to bring justice to an evildoer who thinks himself far outside the reach of any human power. More than that I really can’t say without dropping major spoilers (I probably spoiled a bit already). But I think there’s a nice mix of mystery-solving, a simple puzzle, and a truly far-out setting for the adventure’s climactic scenes. I hope you enjoy it!

Next Time: Beats me! Having just finished a long stroll down memory lane, I’m inclined to spotlight a few of my favorite games from my collection and talk about why I like them. But if you have something you’d like me to blog about, let me know! The topic spinner is spinning.



  1. Is there ever going to be a continuation for Geran Hulmaster series?

    1. It's pretty unlikely right now. I'm now working on a new SF series to be published by Tor, and Wizards has moved on from the 4e-era Forgotten Realms. It's kind of a bummer because I feel like I left the series in a place where Geran still had some good adventures ahead of him.