Bit Odd, Innit? A Kickstarter from Cakebread and Walton

The return of British Table Top Roleplaying stalwarts Cakebread and Walton, with their Kickstarter for their new game Bit Odd, Innit?.

The lazy take on this one is “British Stranger Things”, but I know it will be a full take on British Weird Supernatural Urban Folklore, expertly crafted by Peter Cakebread and his new writing partner Chris Newton.

Welcome to Goreton 

This game is set in a peculiar English Village where strange things happen. You get to play as teen adventurers who have to navigate the everyday horrors of school, home, and eccentric village life – while keeping the creeping darkness at bay.

From age-old folk horrors to experiments gone wrong at the local research facility; from the eldritch powers of the standing stones to the mysteries of the weekly meat raffle; from the ghostly and other-worldly entities that dwell within the village to the Lovecraftian creatures and gods wanting to break through from their own dimensions to invade ours; from enforced community participation weeks to school geography trips to the local Tor; Goreton is a place of thrilling adventures, fun and heartbreak, where true horror awaits! 

The book is standalone and does not require any other of the OneDice books to run, and will include all the rules along with plenty of details about Goreton village and its inhabitants.

Welcome to Goreton – Bit Odd, Innit?

New upcoming Kickstarters from the Brit-Pack

It looks like September is a hot month* for Kickstarters from a bunch of creative friends of mine.

Opening later today is Paul Baldowski’s Sanction RPG. Taking the system from his wonderfully concise and focused Elizabethan game The Dee Sanction, Paul opens it up to any setting where a quick, no-nonsense challenge-based system is needed. It also has a sequel to the Dee Sanction, set in the reign of Henry VIII, where the characters explore the ruins of the Abbeys after the Dissolution of the Monasteries.

Next up is the next supplement for the mighty Beowulf RPG by Haniwork Games. This supplement brings a kingship phase to the game with all that entails.

Also, they’ve put together a four-page preview available now.

If you like a bit of Duck in your game, Gloranthan or otherwise, fellow Duck Fanatic Ian of Fenris Games is bringing a small, perfectly formed range of minis to the gaming table, and I believe some adventures for Dragonbane.

Finally I’d be remiss not to mention Beyond Dread Portals, which although its being published by myself, is by my good friend and colloaborator Paul Mitchener (Liminal, Age of Arthur). Opens in a couple weeks.

Notes * September at the moment is the hottest on record, as we swelter through a heatwave. Due to end next week, when normal rainy service resumes!

The Dee Sanction Adventures

Creator Paul Baldowski has brought bringing five short adventures for his game of occult investigation in the Age of Elizabeth I, The Dee Sanction, to Kickstarter.

It’s funded successfully, and there’s also the chance to pick up the main rulebook and the special limited edition hardcover as well as other high-quality add-ons for the game. I’ve got my eye on one of the A2 cloth maps of Tudor London 😀

 

Six for Mythras

This morning I’m taking a break from banging on about Skyraiders, to pop back and look at part of Grogzilla.

The Six Travellers is a culture write up for Mythras by the Design Mechanism. It revolves around a group of Travellers, who are searching for lost roads and trade routes. Unlike nomads, they rely upon a network of established  Sanctuaries within city-states with whom they have treaties and established settlements of their own which wax and wane in size depending on the number of wagon trains who are gathered there.

Let’s hear it from one of the members of the culture itself.

The Six Traveller Voice

We are looking. Looking for the Ways, the trade routes that were lost to our ancestors when the world went into the Fall when the Ignorance came out of the shadows.

We are led by our gods who are the Six.

  • Gura the Chief who leads us down the Way of Lions
  • Heresta the Healer who knows the Lavender Way.
  • Julio the Baker, who owns the bountiful Stone the Cow.
  • Iljoy the Magician, Master/Mistress (who can tell) of Mysteries.
  • Gregora the Sword Master who fights with skill and precision against ignorance.
  • Yulpa the Sunchaser who rides faster than the Eastern Wind.

They guide our great covered wagons as they roll across the land, from city to city trading and bringing messengers and passengers as well as goods. You are a rider who has yet to settle down and ride with your family in a wagon. As well as protecting your kin from raiders, you must also investigate reports and rumours of sightings of the Way Stones. These magical stones fell from the heavens after the Fall. Gifts from the gods to help us find the way. Perhaps you will find a Great Way Stone and become one of the heroic Waymasters and Waymistresses, heroes of our people who rule us from the great gatherings of the trains at the yearly camps, and who call us every five years to the great camp at our city of Nexus.

Yulpa the Sunchaser, Mistress of the East Wind

A write up of Yulpa the Sunchaser was an early stretch goal of this campaign that funded. Yulpa is a horse warrior/whisper that most members of the culture are members of purely out of practicality. She’s a good starting point for player characters, hence her inclusion in Grogzilla. The whole Six Traveller culture is loosely formed, so it is easy to drop into an existing game setting. The player characters never need to know its there until they encounter some brightly coloured magically coloured non-player characters who ride around in groups on horses or one of their wagon trains.

So where is this all leading? Well somewhere nasty and unpleasant, probably around Halloween on Kickstarter. Gentlepeople and Wildthings of all ages, may I present…

The Isle of the Dead

In the Kingdom of Tura when monarchs die, they make the final journey to the Isle of the Dead. It is an arduous journey that only royalty may make. The corpse is prepared by the priesthood of Shem and then is taken overland to a secret port, where a boatman takes the body to the Isle and from there it passes through the Door to Eternity into parts unknown.

Only the Brotherhood of Shem knows that something has gone wrong with the delivery of the last King.  Now they must get a group of foreigners together to find out what has happened. Perhaps these chosen ones will get the opportunity to peak through the Door of Eternity and see what is on the other side?

In this adventure, the characters are those foreigners that the Brotherhood gets in, and their outsider status gives them a unique opportunity to learn about the local culture and unravel the mystery. As well as the adventure itself, it will have a full write up the Six Traveller cults, an “What my Wagon Chief told me” Q&A as a quick in-character primer. Overall the Six Travellers are a pre-made set of deities with a culture that is tailor-made as for travelling adventurers.

So the articles in Grogzilla are a way of getting a sneak peek and some immediately gameable content, before the Isle of the Dead kickstarts in Oct/Nov of this year.

If you were wondering what inspired me, it was this rather brooding piece of music by Rachmaninoff which has the painting by Arnold Böcklin which inspired it embedded in the youtube video (see below). This vista had my jaw on the floor thinking “that looks like a good adventure location, I wonder what is going on there?”

 

Skyraiders of the Floating Realms on ZineQuest 2 now!

Ok, this one has moved fast, and already funded, the next stretch goal for this year’s ZineQuest2 on Kickstarter is a little zine sized D100 Fantasy Adventure RPG I’ve been working on called Skyraiders of the Floating Realms.

It’s a maximum gaming fun concise D100 with a punchy immediate fantasy setting, centred on adventurers travelling and exploring the Floating Realms of the title using Sky Ships and other methods.

I explain a bit more in this update.

As I said its already funded, and I’m now funding two quick adventures as final stretch goals.

Here’s the front cover by Peter Frain, which is in grayscale because that’s the rules of ZQ2 (all art should be like an old 80s zine in B&W or grayscale), but if you want it in colour there’s a high tier pledge level which allows you to do that.

Five Questions about Fires From the Deep

Fires From the Deep cover by Jon Hodgson

Fires From the Deep cover by Jon Hodgson

Fires from the Deep is a standalone adventure for both OSR and 5th Edition rulesets, by long time D101 contributor Paul Mitchener (OpenQuest/Cruicible of Dragons/Hunters of Alexandria). Its one of three adventures which are up for grabs as part of the Tales from the Sorcerer Under the Mountain Kickstarter, and has already funded. Here’s Paul’s pitch for it.

Something came from the underworld in a jet of hellfire. Something unique and valuable. More than one group seeks to retrieve it. Naturally, the player characters are one such group. A dangerous wilderness trek with an uncertain goal, and all sorts of room for complications, but hey, the job pays well.

Currous to know a bit more beyond the basic descriptoin of the adventure? Me too, so I asked Paul five quick questions about it.

Q1. What influences are you drawing on for this adventure?

What I think of as “classic D&D” along with a splashing of Fritz Leiber, a dash of Michael Moorcock, and a touch of Tanith Lee. That should give you the tone.

Q2. Which flavour of FRP do you favour, Old School or New School?

I think I’m a hippy, though less so since my haircut. I don’t see the two as opposed; peace and love. I want characters to be important, but I don’t give two hoots about things like character optimisation. I want decisions to matter, and not just tactical decisions. I want exploration and playfulness. I want story to be what comes after the session rather than something pre-planned. When it comes down to it, I guess that’s sounding pretty old school.

Q3. Your description hints at something more, than the quest for the implied magic item that has come from below. Can you throw any light on this?

The “magic item” is not just an McGuffin- it’s the soul of the adventure. And not just in a “ooh, what a cool gizmo, and everyone wants it” way. Though everyone *does* as it happens, want it, without really knowing what it is.

Q4. What twists and turns does the adventure throw at the players ?

Spoilers! Seriously though, the characters won’t be alone in their pursuit of what came from below, and might have to fight even to get the job. As well as expected and unexpected dangers, there’s a moral dilemma at the heart of the adventure, and an open conclusion depending on what the player characters decide to do, not just whether or not they win.

Q5. Maximum Game Fun or Logical Fantastic Realism?

I don’t think the two are exclusive. Actions have consequences, and that’s an important part of my fun. I want adventures about people, not just situations. After all, even in a “standard” dungeon delve, for me things are all about the player characters, and how they react to danger, strangeness, and rewards. Not to mention solving problems creatively. That sounds like Maximum Game Fun to me!
If that sounds fun to you, go back the Tales From the Sorcerer Under the Mountain Kickstarter, where its available as one of the funded stretch goals 🙂

There will be Fires from the Deep

Things are hotting up on the Tales from the Sorcerer Under Mountain Kickstarter, since Paul Mitchener’s adventure for OSR/5th Edition has now funded.

Something came from the underworld in a jet of hellfire. Something unique and valuable. More than one group seeks to retrieve it. Naturally, the player characters are one such group. A dangerous wilderness trek with an uncertain goal, and all sorts of room for complications, but hey, the job pays well.

Its available to all backers at no extra cost, and is the first of three adventures currently funding on the campaign.

Jon Hodgson is doing the covers for the adventures and has just sent me the final gorgeous wrap round cover for Fires From Below, of which this is a detail.

Tales from the Sorcerer Under the Mountain the Halfway Mark

We are halfway through the Tales from the Sorcerer Under the Mountain campaign.The base goals of the campaign are already funded. Two books, a concise version of Swords and Wizardry (A5 230+ pages) which contains the adventure of the title amongst other new content from me, and a standalone version of the adventure for 5th Edition.  Both these books funded on the first day and will be available to backers as soon as the campaign ends at the beginning of September.

We’ve funded an additional three stretch goals; a portfolio of pre-generated characters, an article about moving from the OSR to 5th as a DM, and a one on one adventure for 1st level characters for both S&W and 5th Edition.

Now we are boldly  funding three additional exciting adventure books, by British authors Guy Milner, Paul Mitchener, and Neil Shaw. At time of writing the first of these is but £50 pounds away from its funding goal.

Backers will also get access to community extras, which are funding as we get extra backers. Monsters are People Too, which is a series of fully-formed monster NPCs, and Sunday Dungeons, which are one-page dungeons.

If you’ve looked at the campaign before but were put off by the fact that the books are being delivered by via drivethrurpg.com as at cost POD coupons, I’ve now added a series of pledge levels that mean you can get the books sent directly from me (just look for the Shield Bearer rewards).

Finally, you can use the campaign’s add-ons as a chance to get hold of a large part of D101’s back catalogue very cheaply at Summer Sale prices.

Tales of the Sorcerer Under the Mountain now live on Kickstarter

From 1st August to 1st of September 12 noon BST

Want a handy travel-sized A5 book of old school fantasy rules with an adventure?  Or maybe you’d just like a D&D 5th adventure based off British Fantasy Roleplaying standards from the 80s? Or perhaps you would like both. Well, this love letter to my early days in the hobby is now Kickstarter until 12 noon on 1st September.

D101 Games Summer Sale!!!
Also even if you aren’t in the market for another Fantasy Roleplaying Game, you can back the Kickstarter at a £1 supporter level which then gives you access to most of D101 Game’s back catalogue at crazy low prices as add-ons. Also available for the duration are a couple of out of print titles (marked * below) Consider it a Summer Sale without getting dragged round the shops.

All the best

;0) Newt