Tuesday, October 27, 2015

Stonehell Dungeon: Into the Heart of Hell On Sale Now

The day many undoubtedly believed would never arrived is finally here! The sequel to the original Stonehell Dungeon: Down Night-Haunted Halls is available for purchase via Lulu in both hardcopy and PDF. 

Stonehell Dungeon: Into the Heart of Hell is the long-awaited sequel to Stonehell Dungeon: Down Night-Haunted Halls. This book contains the final five dangerous levels of the titanic megadungeon, revealing Stonehell’s most terrifying secrets. Stonehell Dungeon: Into the Heart of Hell contains almost 600 dungeon rooms filled with monsters, traps, and treasure for the players to explore, more than 70 unique monsters to challenge them, and 13 new magical items to mystify them. This book also contains complete information on the dungeon’s sinister master, the nixthisis, and full details on the mysterious chthonic substance known as Vaedium.

Stonehell Dungeon: Into the Heart of Hell is part of the Stonehell Dungeon series of adventures detailing a classic-style megadungeon intended for use with the Labyrinth Lord™ role-playing game, but easily adaptable to most early versions of the original fantasy role-playing game and its retro-clones. Stonehell Dungeon gives the game master all the necessary information to run his players through the dungeon, while offering enormous opportunities to customize and expand on the site.

This is not a stand-alone product. Stonehell Dungeon: Down Night-Haunted Halls is required to get the full use out of this adventure supplement.

Truth in Advertising Disclaimer: There are less than a dozen instances in the printed version of this supplement where the numeral “7” is distorted due to Lulu’s printing methods. Despite numerous efforts to resolve the issue, it persists. The distortion doesn’t affect the usability of the supplement, but if this minor glitch might impact your enjoyment of the book, please consider purchasing the PDF edition.

Color cover, b/w interior, 168 pp.

Hardcopy Edition ($18.00+shipping): Available Here
 PDF Edition ($9.00): Available Here

Tuesday, October 6, 2015

Something stirs…

In the darkness, the dead dream. What was believed held in Death’s firm embrace rouses itself in the night-haunted halls and gloomy chambers deep under the earth. 

It is coming.

Sunday, June 15, 2014

Dexcon 17 and OSWARP in New Jersey (July 4th Weekend)

On Fourth of July weekend, I’ll be heading across the mighty Hudson River to the hinterlands of Northern New Jersey for DEXCON, specifically to take part in OSWARP (Old School Wargames and Role-Playing) mini-convention. It will be playtests galore as I bring the first two parts of The Four Phantasmagorias DCC RPG adventure series to the table, and the second playtest of my upcoming METAMORPHOSIS ALPHA adventure. Event registration is now live, so if you’re in the tri-state area and looking for some Old-School gaming (and are free Fourth of July weekend), consider coming on down.

In addition to my own humble presence with DCC RPG and MA, old-school games such as D6 Star Wars, classic Traveller, Swords & Wizardry, Stars Without Number, OD&D, AD&D, Adventures Dark & Deep, Call of Cthulhu, and Champions are on tap, as are a bevy of new school games and classic wargames. I’m still hashing out the details of my weekend, but I’ll certainly be around for Thursday, Friday, and part of Saturday.

Here’s the scoop on what I’m running:
R0235: Dungeon Crawl Classics; "The First Phantasmagoria" presented by Michael Curtis. An OLD SCHOOL Game - Part of the OSWARP Mini-Convention at DEXCON 17! Strange symbols appear on you flesh and the most learned minds in the realm cannot fathom why. Perhaps those eldritch priests who serve the Great Dreaming God, Cthulhu, can help decipher them. What could possibly go wrong there? "The First Phantasmagoria" is the beginning adventure in a multi-part adventure saga from Goodman Games. Thursday, 8:00PM - 12:00AM; One Round; All Materials Provided. Beginners Welcome; Fun, All Ages. 
R0269: METAMORPHOSIS ALPHA (1976); "Level of the Lost" presented by Michael Curtis. An OLD SCHOOL Game - Part of the OSWARP Mini-Convention at DEXCON 17! A formerly sealed section of the Warden has been opened and rumor has it that one of the fable command rings awaits beyond the entrance. Does your band of explorers have what it takes to overcome the hazards of the Level of the Lost and emerge with this potent artifact? This adventure is highly dangerous, but highly fun! Friday, 2:00PM - 6:00PM; One Round; All Materials Provided. Beginners Welcome; Fun, All Ages. 
R0288: Dungeon Crawl Classics; "The Second Phantasmagoria" presented by Michael Curtis. An OLD SCHOOL Game - Part of the OSWARP Mini-Convention at DEXCON 17! Venture back to the Drowse to enter the Forest of Childish Delights. Inside lies another part of your quest for the Four Phantasmagorias. But things (and people) turn weird once they cross the verge of the woods, so be forewarned. This may make overcoming the eclectic collection of enemies birthed from bloodstained fairy tales a tad difficult to overcome. "The Second Phantasmagoria" is the second adventure in a multi-part adventure saga from Goodman Games. Friday, 8:00PM - 12:00AM; One Round; All Materials Provided. Beginners Welcome; Fun, All Ages.
Hope to see some familiar faces (I know I will just looking at the folks who are running games) and to meet new gamers. Feel free to bring stuff for me to deface if you want my scrawl on something. Depending on my final schedule, I may actually play something this time around, too.

Thursday, May 15, 2014

The Chained Coffin Kickstarter or Your Fantasy Appalachia Campaign in a Box

There is a Kickstarter currently underway for my forthcoming DCC RPG adventure DCC #83 The Chained Coffin. Why is Goodman Games conducting a Kickstarter rather than simply publishing the adventure as they’ve done eighty-two times before? Good question.

It began with a little puzzle lock idea I included in the original manuscript. An ancient and long-sealed door bears a combination lock puzzle that needs bypassing in order to get through the mighty valve. My initial plan was to have the puzzle illustrated in three pictures that could be printed out or photocopied, and then the judge would assemble the wheel by hand to give to the players to monkey with. Joseph Goodman thought we could go one better and inquired with the printers whether it was possible to create such an item and have it included with the adventure. It was, but it would take a little doing, and thus the Chained Coffin Kickstarter campaign was launched.

That was the humble beginning of a project that is now dreaming big dreams and asking the DCC fans for help achieving that objective. Joseph and I discussed various stretch goals to help drive the Kickstarter, and I admitted that I had a lot of stories waiting to be told in the Shudder Mountains, that fantasy Appalachia analog inspired by the works of Appendix N author, Manly Wade Wellman. I originally told Joseph that if the adventure proved popular, I’d like to revisit the setting again in a sequel. If all goes well, I might not have to wait that long.

It has come to pass that The Chained Coffin may be destined for greater things that a simple 32 pp. adventure. If the fans desire it, The Chained Coffin could become a mini-campaign boxed set, one that includes a large 11”x17” regional map, a gazetteer describing the Shudder Mountains, and, in addition to The Chained Coffin adventure, a pair of secondary adventures designed to begin play in the region as zero-level PCs and to encounter later in their adventuring careers.

Needless to say, if this “campaign in a box” idea becomes a reality and is well-received by the fans, it may begin a new trend with DCC RPG. People have been clamoring for an official DCC RPG campaign world (whether a new one or a revised version of Aereth, Goodman’s original campaign world for the 3E DCC adventures) and this could be the first of several steps to make that happen.

DCC RPG encourages judges to abandon the notion that the campaign world needs to be a vast, sprawling expanse filled with countless cities and diverse ecospheres. Instead, DCC RPG suggests taking a smaller approach and limiting the campaign to a compact region, like a duchy, a minor stretch of wilderness, or even a single valley. The Shudder Mountains are precisely this style of world design: a finite area filled with enough adventuring ideas, unusual locals, and unique critters to meet the needs of long-term play.

A series of “campaign boxes” would allow judges to pick and choose what they want to include in their campaign worlds, rather than be given the full world treatment common to most pre-packaged fantasy campaigns. To continue with an Appalachian-themed metaphor, you’d get the patches to make the quilt rather than the whole blanket, and could assemble them using only the squares of color that catch your interest. Not into Egyptian-themed adventuring regions? Then there’s no need to spend the buy that campaign module (although if I wrote that one, I hope you would anyway). Love the idea of sword-and-planet type adventures? Pick up the hypothetical “Perils of the Purple Planet” themed set. And so on down the line.

This way, the folks who want a sense of a shared campaign world could have one—if they so desired—while the maniacal homebrewed campaign designer could pick and choose, utilizing material from the sets that captured their interest whole cloth or just the portions they liked. It’s an interesting concept and I believe it would be useful to game masters of not just DCC RPG, but other fantasy games as well.

As it stands now, The Chained Coffin Kickstarter needs to meet a goal of $36,000 dollars to make the boxed set a reality. But even if it fails to hit that mark in the two-weeks-and-change remaining, there’s still a plethora of goodies already funded. As of this morning, a $30 pledge entitles you to:

1) DCC RPG #83 The Chained Coffin with a special silver foil cover.

2) A stand-alone spinning wheel puzzle dial along with five other ways to utilize the device in your campaign beyond the original door lock.

3) Additional source material including a patron write-up for “Ol’ Blackcloak,” a powerful entity encountered in the adventure.

4) A mini-gazetteer of the Shudder Mountains region.

5) Several pages of added random encounters in the Shudder Mountains.

6) Two full pages of Doug Kovacs’ illustrated player handouts.

7) Seven alternate versions of the Bad Lick Beast, another challenging denizen of the Shudder Mountains.

8) Two more pages of player handouts.

9) A zero-level adventure complete with Shudder Mountain regional starting occupations.

10) The Almanac of the Shudder Mountains (working title) that compiles the additional background material into a single, digest-sized supplement for ease of reference during play. The Almanac includes several new monsters waiting to meet the players.

Still awaiting funding are:

11) $18,000: The Almanac will be expanded to include Magic of the Shudder Mountains. 
12) $20,000: The Almanac will be upgraded to 24 pages of normal letter-sized pages, and will be expanded to include even more gazetteer material. 
13) $25,000: We'll add in another mini-adventure in the Shudder Mountains that fills the gap between your level 0 characters and the level 5 Chained Coffin module.
14) $30,000: The Almanac will be expanded with another 8 pages of gazetteer material further expanding the Shudder Mountain region.
15) $35,000: We'll print an 11"x17" poster map of the Shudder Mountains region.
16) $36,000: We'll print a full-color box to hold it all! The Shudder Mountains gazetteer and adventure path will be complete. This two-part box (i.e., complete with "box and lid," both in color) will hold your copy of the module, the Almanac, the poster map, and the bonus mini-adventure. With some room to spare! 
I’m immensely proud of the work I’ve done with the Shudder Mountains. You can hear me gush about the project a bit on the latest Spellburn podcast (note that the stretch goal tiers have been reduced in cost since that episode was recorded—you get an even better deal for your money!). It’s not every day one gets the play in a world inspired by the evocative works of Manly Wade Wellman and transform 1950s Appalachia into a fantasy setting. I summed up the experience and The Chained Coffin itself in a piece I penned for last year’s Goodman Games Gen Con program:
One of the great joys of writing DCC RPG adventures comes from the game’s commitment to remaining true to the classic pulp-era fantasy and science-fiction stories that inspired fantasy roleplaying, the so-called “Appendix N” tales. And while “sword & sorcery” yarns comprise the lion’s share of Appendix N, they are not the only types of stories found within it. The Chained Coffin derives its inspiration from American folklore, as perceived through the atmospheric works of Manly Wade Wellman. You’ll find no kobolds and orcs in The Chained Coffin, but plenty of restless ghosts, shunned witches and conjure-men, and devils willing to make a deal at midnight, all set against a backdrop of superstition-filled mountains and secluded hollows where the still air smells of pine trees. Heady stuff, indeed, and a far cry from your traditional fantasy RPG fare.
The Chained Coffin stands as my favorite DCC RPG adventure to date. The opportunity to create and then dwell for a time within a region more at home in the eons-old Appalachian Mountains than the fantastical landscapes of Tolkien, Howard, Moorcock, and Leiber was a designer’s dream. Hopefully, my personal enjoyment will be shared by you, the judge and player. So gather ‘round the fire, friends, pass the jug this way, and bend an ear to the music of the mountains. There are both horrors and wonders waiting in the Deep Hollows and, if you listen close at midnight, you might just hear a tune or two played on a lonesome fiddle strung with silver strings…
I’m looking forward to the opportunity to expand on the material I’ve already conjured up. Hopefully, if share an interest and want to be part of it, we’ll make the boxed set a reality. Please share this post or the Kickstarter page with similar like-minded folk if you would. I’d be most appreciative if you help me turn the Shudder Mountains into a place that spawns a hundred new DCC RPG campaigns. I’ll sign off now and let you go take a gander at the Kickstarter and weigh your decision. But before you depart, allow Leadbelly to put you in the appropriate state of mind:

Thanks, friends. See you in the Shudders.

Saturday, May 3, 2014

The Last, Long Mile of the Stonehell 2 Journey

I've been keeping the masses informed about the progress of the Stonehell Dungeon sequel over on the books' Facebook and Google+ pages, but new milestones have been reached. I thought I'd share that report here, along with a preview of the cover art and links to other associated projects.

Stonehell Two Status Report (5.3.14)

I’m extremely pleased to break the month-long silence with news that all the last elements of the book are coming together. As predicted, I didn’t have much to report as the book’s progress relied on other people’s contributions and wasn’t directly in my hands. It amazing how things move forward when I’m not the one responsible for pushing the project along. This report brings us two big pieces of news: the finalization of the sequel’s cover art and the edited manuscript back in hand.

J.A. D’Andrea, who did the cover of the first Stonehell book, is providing the cover art for the sequel. I’m always greatly impressed by J.A.’s work, but his piece for the sequel really struck a chord. He did a magnificent job of expressing the depths of Stonehell Dungeon and the strange mentality that accompanies those who tread its halls. I’m proud to feature this one on the cover, not only because it’s good, but because having J.A.’s work reappear makes a nice book-end for the Stonehell series. Other pieces of art are also trickling in, meaning that I’ll soon have all the components needed to push on to final layout.

I have also received the edited manuscript back from the outside editor. I’m happy to report that my own three passes over the draft were not in vain and that the editor found only minor corrections that need to be implemented. This was a great relief, as my mind always suspects the worse when I send things off for others to review. However, in this case at least, the worry was unfounded.

Here’s what remains to be done on the punch list:

1) Implement the minor changes required by the manuscript.
2) Collect the last stray pieces of art.
3) Finalize the layout by adding the art, tweaking the format, and including the various legalese, index, credits, and “special thanks to” sections.
4) Compose the cover.
5) Get a printer’s proof made and review it.
6) Make any final changes required by the proof.
7) Publication.

As you can see, there’s still a little work to be done, but we’re heading into the last mile of the journey. Unfortunately, and you knew there had to be an “unfortunately” if you’ve been following this project, I’m running into a time crunch. The success of the Metamorphosis Alpha Kickstarter left me with a few pressing projects that need completion ASAP. I need to get these off my plate before I can attend to the sequel. I also have North Texas RPG Con in a month and must complete the last adventure that needs writing before I get on the plane for Dallas (space remains in at least two of my games if you’re interested). I’d hoped to be able to debut Stonehell 2 at North Texas, but, barring a miracle of time and effort, I doubt this will occur. Rest assured, I’m eager to complete Stonehell 2 and bid a fond farewell to the project. I’ll continue to push ahead when I can and I’ll keep you informed of my progress.

Once again, I thank you for your patience, but know that we’re almost there. In the meantime, I ask anyone who enjoys my work to check out the latest Goodman Games’ Kickstarter for The Chained Coffin, a new adventure penned by me that centers on a hexcrawl through a “fantasy Appalachia” as inspired by the work of Manly Wade Wellman. The Chained Coffin is one of my favorite works to date and I think it demonstrates admirably the goal of DCC RPG going back to the source material of the hobby and doing new and interesting things with the Appendix N material.

Wednesday, April 9, 2014

METAMORPHOSIS ALPHA: 1976

You may have heard the news already, but I’ve yet to chime in on the latest announcement by Goodman Games that emerged from the chaos of Gary Con VI. Yes, it’s true: the original METAMORPHOSIS ALPHA rules as written by James. M. Ward is being re-released in a deluxe collector’s edition!

Late last year, I started receiving some very cryptic emails from Joseph Goodman inquiring about my familiarity with METAMORPHOSIS ALPHA. I knew the game, and had the uncommon honor of adventuring aboard the Warden three times under Jim Ward’s mastery without the loss of life or limb. I was hoping these email were leading in the direction they seemed to be going, and, sure enough, once the legalities and contracts were obtained, I got the invite to climb aboard the doomed Warden for another go-around.

For those of you unfamiliar with METAMORPHOSIS ALPHA, it is the original science-fiction roleplaying game released by TSR back in 1976. You play the role of a primitive tribesman aboard the generational starship, the Warden, bound for a distant star. Generations ago, catastrophe struck the Warden, killing a large percentage of the crew and colonists, and mutating many of the survivors. Over time, those left alive on the Warden forgot their original mission and plunged into a state of barbarism. The decline of civilization was so thorough that the survivors forgot they were aboard a starship, and developed tribal communities in self-contained levels of the ship that defined their entire world.

As a player character, you begin the game in these small enclosed worlds but eventually discover the truth of your predicament, acquiring knowledge of the Warden and learning to use many of the weird artifacts (lasers, vibro blades, Geiger counters, etc.) left behind by the original crew. If you survive long enough (a difficult task given the hostility of the mutated creatures that prowl the ship and the lethality of radiation still lingering in places), you may eventually gain control of the ship and perhaps even guide it to safety on a new world.

Although METAMORPHOSIS ALPHA didn’t have a long printing life during the TSR days, the game, unlike the PCs who explore the Warden, proved notoriously hard to kill. METAMORPHOSIS ALPHA is the urtext for GAMMA WORLD, and many of the mutations, mutants, and technology found in that first post-apocalyptic roleplaying game first appeared in MA. And like GAMMA WORLD, a game which has gone through seven or eight editions, METAMORPHOSIS ALPHA endured beyond its original print run. TSR released a version of the game for it AMAZING ENGINE system in 1994, Fast Forward Entertainment published a 25th anniversary edition in 2002, Mudpuppy Games produced the fourth edition in 2006, and there is currently work on a 5th edition of MA by Signal Fire Games. On top of all this, the original 1976 rulebook is available for download and print-on-demand from WardCo.



“So why in the blazes in Goodman Games producing a deluxe collector’s edition of the original rules?” you might ask. The answer is based on playability, longevity, and historical importance.

The original rules, as available from WardCo., are identical to the 1976 TSR release—and that includes the minute font they were printed in. If you’ve never seen the original rulebook, the type is very small and the layout is in dual column format. That might have been a good idea in 1976, but as many gamers get older, their eyes aren’t what they used to be and the tiny type becomes difficult to decipher. The Goodman Games print run will be an oversized 10.5” x 14” book, allowing the original rules to be printed at 110% size. This will alleviate the eyestrain factor.

The Goodman Games version also collects a vast amount of material released for METAMORPHOSIS ALPHA under a single cover. Magazine articles about the game, James M. Ward’s short story, “Footprints in the Sky,” a new introductory adventure, special advice essays written especially for the deluxe edition, and other useful material will all be compiled in the Goodman Games edition. To ensure this material survives, say exposure to cosmic radiation (or regular game use), the deluxe edition will utilized high-quality binding, that used by collegiate text, to keep the book intact for decades to come. It’s a book you’ll be proud to have as part of your RPG collection, yet tough enough to actually use at the table.

The collector’s edition release also allows Goodman Games to provide support for METAMORPHOSIS ALPHA in the form of published adventures, something that MA has been lacking for many years. Four (and maybe five if the Kickstarter hits its stretch goals) adventures released by Goodman Games are planned for METAMORPHOSIS ALPHA in the coming year. The first, The Android Underlords, was available for purchase at Gary Con VI and was written by yours truly. The opportunity to contribute even a little bit to the Warden’s long history was a dream come true for me, and when the creator of the game praised the adventure, it was a fan’s dream come true. If Jim likes it, you know it’s both good and worthy of bearing the METAMORPHOSIS ALPHA title on the cover.


Once the Kickstarter funds, there will be another three adventures produced, one by Jobe Bittman, another by me, and a third by the captain of the Warden, himself, James M. Ward. Should the Kickstarter hit $37,000, a fifth adventure, author to be determined, will be published as well. Even if you decide that the collector’s edition isn’t your cup of tea, you might consider contributing to the Kickstarter to get the complete run of adventures, all of which can be played with the WardCo version of the rules or easily adapted to other RPG systems (like DCC RPG, for instance!).

Before I go, it bears mentioning that the deluxe collector’s edition is being produced under a license that allows a single printing of the book. Once this run is gone, so is the deluxe version. Those who don’t get aboard the Kickstarter now will have to rely on the secondary markets—where it will command an extravagant price—to obtain a copy.

Hopefully, my ramblings have piqued your interest enough to back the Kickstarter, but if not, there are other ways to get involved with the original science-fiction RPG. Consider checking out one or more of the following METAMORPHOSIS ALPHA forums for more information about the game and to meet like-minded mutants:

The Official METAMORPHOSIS ALPHA forum
The Goodman Games forum’s METAMORPHOSIS ALPHA section
The METAMORPHOSIS ALPHA Facebook Group
The Google+ METAMORPHOSIS ALPHA Community

Sunday, March 23, 2014

Gary Con VI Bound

I’m leaving for the still-wintery Midwest on Wednesday, travelling once again to Lake Geneva, WI to attend Gary Con VI. This year’s convention looks to be a good one for both myself and Goodman Games.

I’m bringing three new DCC RPG adventures to playtest: The Forging of the Ghost Ring, The First Phantasmagoria, and The Second Phantasmagoria. In addition to these three titles, I’ll be running Not Another Night on the Town, the follow-up to the “street crawl” adventure I took on tour with me in 2013. Unfortunately for anyone looking to register at the con, all the seats for those games are filled, but if you’re going to be at the Lodge and are looking to experience DCC RPG, Doug Kovacs will be running various pick-up games during the weekend. One way or another, if you want to play DCC RPG, we’ll find a way to make it happen.

On Friday morning, there will be a special seminar in the bar entitled “What’s New with Goodman Games?” This hour-long event features the Goodman Games’ crew unveiling our secret plans for 2014 and 2015, including a first look at forthcoming art and adventures. The event culminates with the announcement of a “hush hush” project that I’m excited to be part of. A Very Special Guest will join us to help make that announcement. I can say no more.

To add to my already busy schedule, I’ll be running two unofficial game sessions over the weekend. Wednesday night is the return of my Completely Unofficial Pre Gary Con Gamma World Game and Sunday night will see Down Where the Dead Men Go, a Call of Cthulhu game set in my Wildwyck County setting featured in Fight On! magazine. If you’re arriving early or staying late at the Lodge, track me down and I’ll squeeze you in if there’s room.

I’m looking forward to seeing a number of old friends and meeting new ones. As always, if you’ve got something you want me to deface with my scrawl, just ask.

I’ll see some of you in three days!

Stonehell 2 Update

It has been awhile since I posted anything here regarding the progress of Stonehell 2 (or about anything else for that matter). Most of the status reports have been shared via the Stonehell Facebook page and the Google+ page, but I’ve let the blog go fallow. My apologies for that to everyone who chooses to avoid social media. Let me correct my error.

The manuscript and maps for Stonehell 2 are finished and the book is in rough layout. After a couple of editing passes by myself, the book is now in the hands of an outside editor for a final editing and proofing pass. Once this is complete and the last corrections are implemented, I’ll be ready to move the book into the final layout phase in preparation for getting a printer’s proof.

I’m expecting to have all the art by the end of April, and using May to do the layout and proofing of the book. If things go according to plan, I intend to have Stonehell 2 out in the first weekend of June to coincide with NTRPG Con. I’ll have copies in hand down in Texas and the book and PDF will be available through the usual venues.

Needless to say, I’m anxiously looking forward to getting the sequel out into the wild, bringing a project with began five years ago to a long-overdue conclusion. I hate leaving things unfinished and I’m ecstatic Stonehell has defied the obstacles and reached the end of its journey. As we get closer to the finish line, I’ll post here again to keep you up to date on the status of the sequel.

Let me once again extend my thanks for your patience and support, and I hope you enjoy the final Stonehell book as much as the first.

Friday, October 18, 2013

Post-Fundraiser Stonehell Sequel Status Report

This is a brief update for the period immediately following the Save Stonehell Fundraiser from last week. As promised, now that I’ve restored myself to the 21st century and have the means to continue working on the dungeon, I’ve spent the last seven days getting back to business. Some time was spent acquiring my new system and the programs needed to access and edit the existing draft of the sequel and its map components, but, despite that, the project moves along.

As of this morning, three more quadrants are completed, meaning their maps saw their final tweaks, the drafts went through preliminary edits, and they been added to the rough layout of the book. For those of you following along at home, this means that I’ve hit the two-thirds completed mark and only nine more quadrants remain to be finished. I remain optimistic we’ll have a finished draft by month’s end and a completed Stonehell Dungeon by the end of December. Of course, any delay could through this schedule out of whack, but I’m keeping my head down and pushing on.

There are existing projects that I need to work on, all of which were assigned prior to the fundraiser, but these are small ones that shouldn’t eat into too much time to work on the sequel. One will be completed this afternoon, while the second is due in mid-November. Until the end of the month, Stonehell will be my primary concern, and I’m aiming to have the draft ready for editing by that time. Once it’s prepared, my next step will be acquiring art for the book to prepare the cover and the interior layout after the editing process is finished. After those steps are finished, it’s just a short sprint across the finish line with proof copies and final changes.

Since I have a bunch of new bosses, I’ll continue to make weekly progress reports throughout this stage of the process (preliminary editing, map changes, and draft layout). They may become bi-weekly during the editing and art phase since that’s all work that will be out of my direct control and I’ll be dependent on others for progress through that period. Nevertheless, I look forward to keeping everyone informed and I hope you’re getting as excited as I am that the final Stonehell book is nearing completion.

I'll be posting status reports over on both the Google+ Stonehell Dungeon page and the Facebook Stonehell Group. If you're not yet circled or joined those groups, now it the perfect time to do so to ensure you get the news first, as I'm not certain I'll be detailing the process as thoroughly here on the blog.

Thursday, October 10, 2013

Thank You

The Save Stonehell Fundraiser (which swiftly became the “pay what you want” release of Convention Specials: Revealed) is finished. Actually, it was finished two hours after it started, surprising the hell out of me. Due to your overwhelming generosity, my efforts to raise $300.00 to cover or defray the cost of getting my old computer repaired or replaced was met six times over. One hundred and nine of you contributed to meeting that goal, resulting in a total of $1889.63 in contributions and purchases of the limited-edition PDF. I am astounded.

In all honesty, I thought I’d be lucky to reach the $300.00 mark over the course of the week. You proved me wrong and for that I’m deeply appreciative. I now have 109 new bosses, so I’d better get to work on finishing that sequel.

As to dispersal of the money raised, here’s the anticipated breakdown: Half of it goes to replacing my ancient computer, upgrading the few programs I need, and purchasing a backup power-supply. I’ve not owned a computer that wasn’t second-hand since the turn of the millennium, and owning one without “quirks” is a new experience for me.

The remaining money is going towards two other goals. Firstly, I’ll cover some monthly bills with it. This means I can turn down a project or two and devote all my time to finishing Stonehell 2. Lack of time and breathing room has been the book’s greatest enemy and is largely the reason it keeps getting delayed. With the surplus raised, I can say “no” to another gig or two in the short term to finish the sequel. This will be both a boon to everyone who has been waiting patiently for it, and to myself, who wants to get the damned thing done and remove the millstone from around my neck.

Secondly, a portion of the remaining money is to be paid forward. Since I ended up with far more money than I anticipated, it only stands to reason that others benefit from my good fortune. There’s a number of worthy causes out there more deserving of assistance than my First World problem. I mean to do my part to help now that I can.

In regards to the two sets of original notes I promised, each of those has a new home. One is going to the North Texas RPG Convention. I’m not certain what plans Doug and Mike have for those pages, but I can’t think of a better home for them. There, they’ll either find a place of security or make their way into someone’s collection.

The second set goes to a very generous contributor who paid a few dollars extra to bump him into second place. That contributor will receive the remaining set of notes after NTRPG Con makes their decision as to which one they want.

Let me close by again thanking you all for contributing or buying the PDF. Your generosity and fellowship has both inspired me and humbled me. I will continue to endeavor to sustain your faith in my ability to produce interesting and entertaining material for your games.

Very sincerely,

Mike

Wednesday, October 9, 2013

Fundraiser Update 10.9.13

We're reaching the last 24 hours of the fundraiser, and I'd like to again thank everyone who donated. Yesterday, I replaced my broken, aged computer with a new Dell Inspiron and will soon be back at full production. I’ve one small piece I’m contracted to finish, and then it’s on to Stonehell 2 full-time. Your generosity has made that possible.

There are still three donors tied for who shall receive the original notes for one of the adventures. These three contributors each donated $100.00, and if you were one of those kind souls, you’re in the running for my notes. The last thing I want to do is encourage more donation as you all gone above and beyond my expectation, but if one of those three were to contribute even $1.00, that’d break the tie and ensure that party ownership of the original adventure. I’ll leave that up to you all to decide if you desire adventure that much or are willing to determine the receiver by a die-roll.

According to my records, every donor has been sent their copy of the PDF as of 10:45 AM EST, today. If you didn’t receive yours, please check your spam folder and then contact me. I’ll make sure you get your copy. For those of you who have your copy, I hope you’re enjoying them!

Remember that I’ll be officially pulling the plug on the fundraiser/”pay what you want” release at noon EST time tomorrow. At that time, the donation button comes down and the Stonehell Dungeon—Convention Specials: Revealed supplement goes away for good. You have roughly 25 hours remaining.

Thank you all once again for your extreme generosity and fellowship. No matter if you contributed $1.00 or $100.00, your help is greatly appreciated. Without you, I’d been sidelined from making any progress on either Stonehell or other projects until at least the turn of the year. You’ve made it possible for this writer to write, and you don’t know how much that means to me.

Sincerely,

Michael.

Tuesday, October 8, 2013

DCC RPG #80: Intrigue at the Court of Chaos is now available for pre-order


At the mercy of Chaos! Abducted by the Court of Chaos, the adventurers face hard choices if they want to return home. The Host of Chaos desires a legendary artifact held by the Scions of Law and need patsies to retrieve it. Faced with an eternity of servitude, the party must sneak into the Plane of Law and steal the Yokeless Egg from under its guardians’ watch. But not all is what it appears when the Court of Chaos is concerned and serving the Host may destroy the party from within. Can they survive the Intrigue At the Court of Chaos? Link



Rules Set: DCC RPG
Writer: Michael Curtis
Cover Art and Cartography: Doug Kovacs

Monday, October 7, 2013

Spellburn Episode #11: Curtis vs. Stroh


A brief interlude: In this week's episode of Spellburn, Harley Stroh and I make return appearances to the podcast to demonstrate the spell duel mechanics in Dungeon Crawl Classics RPG. There's a lot of smack talk and even more laughs as we show why you don't need to be intimidated when adjudicating two (or more!) spell-slingers facing off in wizardly combat. Here's the episode link.

Friday, October 4, 2013

Fundraiser Update (10.04.13)

Let me again thank everyone who contributed to help solve what is, quite frankly, a First World problem and not nearly as deserving as a lot of other good causes. I'm astounded and humbled by the outpouring of goodwill.

As of 8:56 AM EST, every contributor has been sent their PDF of Stonehell Dungeon--Convention Specials: Revealed. If you haven't received yours, please check your spam folder first and then drop me a line to let me know it didn't turn up. I'll make sure you get it as promised.

Also as promised, I will be giving out the original notes, maps, and other materials from the adventures included in the PDF to two generous contributors. One is definitely spoken for and that donor has first choice as to which of the adventures he'd like. The second one will go to the donor who contributed the next highest amount. At the moment, three generous donors contributed $100.00 each and I'll be randomly determining the recipient of the second adventure from those three.

The PDFs will remain available as a "pay what you want" release until Thursday, October 10th at 12 PM EST. I also intend to remove the donation button from the blog at that time, as well. You've already been extremely generous and I have no desire to wear out my welcome!

Thanks again to you all,

Mike

Thursday, October 3, 2013

Status on PDFs

As of 4:19 EST, everyone who contributed to the fundraiser and I received notification about has had their "thank you" PDF sent to them. If you don't see it, please check your spam folder. If you received the email but the PDF wasn't attached for some reason (in other words, I screwed up), please let me know.

The Save Stonehell Fundraiser (UPDATED!)

Important Announcement!

In an unbelievable stroke of generosity, I've reached my goal (and then some) for the fundraiser in an unimaginable short time. The gift was so generous that this unnamed individual will have the choice of either both sets of my original notes for the adventures or one of his choosing. Should he wish just the one, I'll be giving the other set to the next highest donor in thanks for all the good will I've received in less than two hours.

So for the record, I'll be able to replace my aging computer and get back on with finishing the sequel. However, I promised to keep this fundraiser going for a full week to allow people access to the limited edition PDF. I intend to keep that promise. All additional funds raised from this point forward will be applied towards other expenses. This allows me to actually turn down additional freelance projects (not counting those I've already committed myself to) in the short term so that I can concentrate on getting the sequel completed before year's end. However, I know not everyone may not wish to contribute towards that goal, and I wanted to be honest with all you very fine and unbelievably generous people. So consider the PDF to be more of a "pay what you want" product than a true fundraiser from now until next Thursday.

I am deeply in awe of you all. I've said this before, but writing is an extremely lonesome profession and I'm seldom aware of how much people enjoy my work until I get out on the convention trail and meet fans face-to-face. Your contributions this afternoon have astounded me, and I remain gobsmacked at the generosity and humanity of you all. From the bottom of my heart, I extend my thanks. I will endeavor to continue producing work of my finest caliber for your enjoyment. Again, thank you, thank you, thank you.

Very most sincerely,

Mike.


My friends, Stonehell Dungeon is cursed.

I’m not speaking of the manifold magical enchantments that lurk within, but rather a real world phenomenon that has plagued the dungeon since its inception. Back in 2009, when I was assembling the first book, my computer decided it would be a good time to cook its motherboard right when I was at the tail end of putting together the book. Some work was lost, but I was able to get my hoary computer repaired and complete the book. Now, history has repeated itself.

You may have noticed that I’ve had little to report either here or on the various forums and social media dedicated to chronicling the sequel. This is because nothing has been accomplished for reasons outside of my control. A few weeks ago, my computer decided to become twitchy, and then undergo a series of catastrophic failures. I’m typing this on a loaned laptop, which is how I’ve been connecting to the ether the past three weeks.

As with many things in life, catastrophe seldom comes when it’s convenient, and my computer giving up the ghost for good is no exception. My machine died just when finances are at their worst and, after pursuing my budget, it’s apparent it may be several months before I can afford repairs or replace the ancient computer. At this point, it’s probably the same cost to do either. Frankly, that’s a delay I do not want to endure.

To this end, I’ve decided to appeal to the fans of the dungeon to help get things back on track and to finish the book before year’s end as anticipated. Beginning today and running for one week, I’m holding the Save Stonehell Fundraiser in hopes of helping cover or at least defray the cost of getting myself back into the modern age and finish the sequel. I’m not one to ask for charity often and hate to do so, but this is one case where I feel appealing to the fans of Stonehell Dungeon in particular, and my work in general, is justified since it helps me get the book out and into your hands all the sooner. Both of us benefit in the long run.

However, rather than ask for pure charity, the Save Stonehell Fundraiser rewards you for your assistance. For the next seven days, anyone who donates any amount to the fund will receive a special PDF of seldom-seen Stonehell material. This PDF, Stonehell Dungeon—Convention Specials: Revealed, contains two special adventures set in and around Stonehell Dungeon, adventures previously only experienced by a small handful of people who played through them at conventions. After next week, I’ll no longer be distributing this PDF and its mysterious contents will return to my private archive of work for good.

The 16-page supplement contains “The Hidden Vault of Evaders Noan”, an adventure designed for 3rd level PCs that was first run at the 3rd Annual Dave Arneson Memorial Game Day in 2011, and “The Great Stonehell Lazer Massacre,” run exclusively at this year’s NTRPG Con. In addition to the adventures, the PDF contains a number of “Behind the Scenes” sidebars that discuss dungeon design choices, humorous anecdotes, and actual events that occurred when running these adventures. Much like Stonehell Dungeon Supplement Two: Buried Secrets, there is almost no art in the supplement (but there is a cool piece of map clarification by Jim Wampler), meaning the pages are jam-packed with goodies. If you own that supplement, you know what to expect.

As noted above, it doesn’t matter if you can spare $1.00 or $100.00. All contributors receive a copy of the PDF as a “thank you” for your generosity. I’ll endeavor to email your copy within 24 hours of being notified of your contribution. The PDF will be sent to the default email address associated with the contributor’s PayPal account unless otherwise specified by the donor. The PDF is 883 kb in size, so if you expect your email provider may have issues with a file of that size, let me know and I'll make other arrangements to get it to you.

But that’s not all. To further show my appreciation (and to possibly convince you to donate generously), the two contributors who donate the most to the Save Stonehell Fundraiser will receive a special thank you: my own personal copies of the adventures, including my hand-drawn maps, notes, and other annotations that accrued through actual play. I will personally mail each of those two contributors one of the adventures and provide extra customization (an autograph, a letter of provenance, a stick figure drawing of a Viking riding a whale, etc.) as desired. The contributor who donates the most will get first choice of the two adventures, with the second highest donor receiving the other. In the event of multiple donors contributing the same amount, I’ll determine the recipient randomly using a good old polyhedral.

At the end of each day, I’ll post in the comments below the highest contributions to date. This way, if you really want a shot of one of the adventures, you’ll know the goal to hit or exceed. Multiple donations by one person will be totaled when determining the two recipients of my personal notes, so if you give more than once, all your contributions will be applied when making the determination of the most generous donors.

How to Help Out

EDIT: Should be working now. Thank you!

On the upper right of this blog is a Paypal Donation button. If you wish to contribute to the fund, please use that button to give. I’m hoping to raise around $300.00 during the next seven days, which will either cover the cost to get my nine-year-old, second-hand PC restored to life or allow me to purchase a budget economy tower from the local electronics box store. If thirty fans of Stonehell contribute $10.00 each, my goal is reached and I can accelerate the return to working on both Stonehell and other projects, clearing my plate clean by 2014. Give what you can, however, if you’re so inclined.

Let me conclude by both thanking you in advance for your generosity and for you constant patience in waiting for the final Stonehell book. The dungeon is getting close to completion and, with your help now, will soon go from a long-standing promise unfulfilled to something you can read, use, and keep on your shelf for years to come.

Monday, August 12, 2013

Pardon the Interruption

I've got a few more post regarding my return to 2nd Edition AD&D and the Forgotten Realms planned, but preparations for Gen Con 2013 have thrown a serious spanner in the works. I'll pick up the series once I get back from Indy and have a day or three to recover. My apologies to everyone looking forward to me.

Wednesday, August 7, 2013

GenCon 2013 Schedule

Hey, readers! If you’re planning on attending GenCon 2013 next week (holy crap!) and want to say hello, get something signed, kick me in the shins, or otherwise interact with me, I’m bound by law to be in certain places at certain times. For those of you looking to track me down, you can pretty much guarantee I’ll be at the following places when scheduled. If I’m not, I’ve been abducted and you should alert the proper authorities.

Scheduled RPG Events
DCC RPG—The Croaking Fane (RPG1344549): Thursday 8/15 @7:00 PM
DCC RPG—Frozen in Time (Zero-level funnel) (RPG1344551): Friday 8/16 @ 9:00 AM
DCC RPG—The Croaking Fane (RPG1344550): Friday 8/16 @7:00 PM
DCC RPG—Frozen in Time (1st level PCs) (RPG1344552): Saturday 8/17 @ 9:00 AM
DCC RPG—A Night on the Town (RPG1344553): Saturday 8/17 @ 7:00 PM

Goodman Games Booth (Booth #1819)
Thursday 8/15: Scheduled from 10 AM to 3 PM, but I might be there as soon as 9AM.
Saturday 8/17: 1 PM to 4 PM
Sunday 8/18: 2 PM to 3 PM, but possibly until the dealers’ room closes at 4 PM.

If you’ve met me at cons previously, you know I’m always up for chatting about gaming, signing books I’ve worked on (and even those I haven’t!), and meeting fellow gamers. Feel free to introduce yourself, but please leave your 19th level Paladin stories behind.

I’m looking forward to meeting you!

Tuesday, August 6, 2013

Current Clacking

In every player pack I created for one of my Realms campaigns, I included “current clack”—news and rumors characters would hear locally (including from caravans passing through their locale) as play began. This is…how it all begins, every time—because if you, the players, are going to choose where your characters go and what they explore, I must dangle an array of possibilities before you. You have to feel the world is no lifeless backdrop, but a gigantic flood of many lives constantly unfolding. 
Ed Greenwood Presents Elminster’s Forgotten Realms, p. 45
That’s Ed demonstrating his old school roots (as if there was ever any question). From that one quote, you see that Ed’s Realms campaigns were “sandbox” affairs, even if he didn’t use—or even know—the now-common term. And although 2nd edition AD&D somehow got the reputation for being the version that eschewed the sandbox for the railroad, there’s nothing in the actual rules that says it has to be played that way. Deneir knows I wasn’t going to run my campaign that way.

Taking a page from Ed’s book, I created a list of rumors the PCs would know at the start of the campaign and then did some minor preparations to cover my ass should they choose to pursue them. I specifically didn’t flesh out every possible avenue of adventure, cribbing from the old Dungeoncraft articles the adage “Never create more than you have to,” but sketched out an encounter or two related to each rumor. I figured once the players chose a direction to pursue I could add more details to the scenario they wanted to explore. That method has worked well for me in the past and it continues to do so now.

After character creation in the first session, the players got a single page of rumors. Here’s what it contained:

Current Clack for the 9th of Mirtul—Year of the Shadows (1358 DR)
  • Rumors are flying that a trade coster (caravan) traveling from Loudwater up along the Dawn Pass Trail was attacked and looted by brigands of uncertain origin. The ambush occurred a half-day’s travel west of the Nighthunt Inn. Common opinion holds Zhentarim raiders are responsible for the attack, but no definitive evidence links the Black Network to the brigands.
  • In light of the recent ambush, a small caravan bound for Lonely Oak is seeking to strengthen its defenses. Polgan Dranthmir of the Thunderpine Trading Coster is looking to hire stout swordsmen and spell-hurlers for the roundtrip journey from Elf Water to Lonely Oak. The trip is expected to take two tendays. Dranthmir is offering 3 silvers per day for freeswords and 5 silvers a day for spell-masters.
  • “Elf fire” was spotted late last tenday by travelers approaching the village. The mysterious green fire was sighted south of the western trail near the vicinity of Grumber’s Meadow. Elf fire is believed to appear in places were lost treasure is concealed or where ancient spell-casting once occurred.
  • Heavy spring storms have uncovered a sealed portal set in the rocky walls of the Orc Trough, a deep gully located west of town. In addition to this recently unearthed door, the Trough contains a number of old catacombs believed to be of elven origin.
  • Erig Wholodown of Wholodown Brewery has a standing offer to buy leathertop mushrooms. He is offering 2 silver per dozen toadstools. Leathertops are found throughout the Southwood, typically in moist earth between the northern roots of crumblebark trees.
  • Fresh land urchin tracks have been spotted along the western river bank, indicating a “quill” of land urchins is hunting the area. These curious creatures often form pearls within their bodies, and some older urchins have been known to create up to two dozen pearls with each valued between a hundred and six hundred gold coins. Unfortunately, the bizarre creatures’ myriad spines are poisonous, so urchin hunters should take care.

In the end, the players seemed most interested in the hired caravan guards, the unearthed portal, and the land urchin hunt rumors. They would do a little rumor-mongering of their own in the first session before deciding on which one to pursue. Their choice and the subsequent events will be covered in the next series of posts.

As an aside, I’ve gotten a lot of positive feedback about these Realms posts. I hope you’re enjoying my return to Faerûn and maybe are inspired to make your own visit, either for the first time or to reacquaint yourself with old ground.