Archive for the ‘DragonQuest RPG’ Category

Seeking Playtesters for Antherwyck House

April 24, 2017

There are a couple projects underway for Antherwyck House right now, and we’d like to find a few playtesters for these things.

If you follow Thor Hansen on G+, you have already seen a bit of the art he’s gotten from Ed Heil for a game he is leading titled The Spires.  It’s still in its rough, early phases, and it may be a while before we’re ready to have others take a look at it, but gathering some people who are interested in the concept and are willing to give good feedback will help with developing this.

My next project is another DragonQuest adventure, one much smaller than “The Wilderness of Ordurak.”  (You also might’ve seen this post a few weeks ago.)  It’s coming in at around 8 pages right now; a capsule adventure along the lines of “The House of Kurin” or “The Treasure of Socranti.”  I’d like to find at least two different groups to playtest it: one a group of DragonQuest players who can evaluate it as a DQ adventure; the other a group playing something else (an OSR clone, D&D of one flavor or another, etc.) to see how readily it can adapt to another ruleset.  I think it’s mostly map and setting, and choosing some other stats for the encounters from your own favorite flavor should help make this more widely usable.  (And if I need to provide stats that adapt to other games, I’ll know I need to do that.)

If you’re interested in either of these, drop one of us a line (presuming you’re one of the folks who already knows how and where to get in touch on G+) or leave a note in the comments here.

A box full of Wildernesses

March 30, 2017

[Edit to add: the maps arrived tonight.  See below.]

There’s a real joy in getting a fat box from Lightning Source (the printer for OBS/DriveThru/etc.)  These are the fulfillment copies of The Wilderness of Ordurak, and these will get packaged up and mailed out to backers and supporters of the project very soon.

We’re still waiting for the maps (which are printed at a different facility than the books, so have to be shipped separately).


Draft: After-Action Damage Rule

March 16, 2017

[EDIT: Phil Wright pointed out an error in the original posting example of Horton’s injuries.  It has been revised.]

The idea of a combat system that doesn’t determine the damage to a character during the fight is an intriguing one.  I started thinking about this earlier this week after listening to a cop talking about an incident where he’d been shot but didn’t know how badly he was hurt.  Someone in a real fight doesn’t know how many hit points they have left.

Many many years ago, in a Traveller campaign, there was the story of two player characters who would go down to the cargo hold and practice shooting each other with snub pistols, because a single shot from a snub pistol wouldn’t kill anyone.  So they’d practice until someone was shot, then go rest up, and then do it again the next day.

One of the things that was immediately attractive to me about DragonQuest when I first started playing was that there wasn’t that much difference between a hero and a peasant.  A couple of blows with a sword would kill either one, rather than the hero needing to be chopped like a tree, while a peasant was a one-hit kill.

So, with those ideas in mind, here is a cobbled together a rather quick and dirty draft concept for this for DragonQuest.

Injuries – a DQ rules variant

These rules supercede the regular damage rules from the Combat section of DQ. (Adaptation to use with the magic systems will take some time)

Damage Roll (d10)
 Weapon Damage.....Light.....Medium......Heavy.....Serious
 D - +2.............1-4.......5-7.........8-9.......10
+3 - +5.............1-3.......4-6.........7-8.......9-10
+6 - +7.............1-2.......3-5.........6-7.......8-10
+8 --  .............1.........2-4.........5-6.......7-10

Roll D10 for damage level (Light, Medium, Heavy, Serious); then roll D10 for armor protection.
* If armor value is < weapon damage number, add +1 to damage roll
* If weapon is A Class, add +1 to damage roll
* If an ‘Endurance Hit,’ then add +3 to damage roll
* A ‘Grievous Injury’ is an automatic Serious Injury, and armor protection is not rolled.

Roll D10 for armor protection
*  If roll is a 10 (0), armor is damaged and reduces Prot value by 1 (until repaired), and injury level is automatically Heavy, except if the hit is an ‘Endurance Hit,’ in which case it is Serious
* If roll is =< armor Prot value, then reduce damage class by 1
* If roll is =< half armor Prot value, then reduce damage class by 2
* If roll is =< quarter armor Prot value, then no damage.
* Note: Damage cannot be reduced below Light, unless armor has a Prot value of 4 or more.

Any Serious hit causes the character to be Stunned per original DQ rules.

Track location and level for each injury during combat.  (Stat reduction based on location is calculated after combat when determining injuries.  Table to be completed.)

Damage Roll (d10) and Stat Reduction (d10)
 1-2   Head
 3-4   Upper Torso
 5-6   Primary Arm
 7     Secondary Arm
 8     Lower Torso
 9-10  Legs

Fatigue Track
Damage is calculated at the end of a combat, rather than during the action. Fatigue is used to determine whether the character remains active.

For the first hit to a character, FT is reduced by the number of the Damage Roll. For each subsequent hit, subtract the level number of the damage (ie Light= -1; Med= -2; Hvy= -4; Serious= -8). When FT is reduced below half of the original FT value, the character acts as having 0 Fatigue in original combat rules. When FT reaches 0 or less, character falls unconscious.

(Consider possibility to double the FT reduction for Endurance Hit or Grievous Injury)

The premise behind these rules is that damage and injury keeps you from being at full capacity.  When you are wounded, you aren’t at full strength, you aren’t as quick or as nimble as you would be if uninjured.  So there are reductions to the key stats (not just EN) as part of damage and injury.

Each injury Med level or higher reduces 1 point of a stat until it is recovered.

Calculate recovery time; use the number of days as the percentage chance of having life-threatening injuries.

If the injuries are life-threatening, roll percentile dice.  Multiplier of current EN is the number of points of EN reduced.  Current EN divided by number of EN points reduced is number of hours the individual will live without treatment.

Recovery time
Recovery time = (1 day x Light) + (5 days x Medium) + (30 days x Heavy) + (60 days x Serious)  Divide total recovery time by number of injuries (other than Light). Add any EN reduction to total.  Recover 1 stat point at each interval.

[example: Horton (EN=17; FT=21) suffers 2 light, 2 medium, and 1 heavy injury;
Fatigue Track = -6med, -1, -1, -2, -4, so has 7 FT remaining at the end of combat
damage locations are:  Upper T/Light, Leg/Light, Upper T/Med, Lower T/Med, and Lower T/Heavy
Life threat is 42%; roll is 09, so injuries are life-threatening.
Roll percentile to see EN multiple; roll is 53 (under 4x EN), so also reduce EN by 4.  So, Horton will has 17/4=  4 – 1/4 hours before dying, unless treated to stabilize wounds.

If Horton survives, stat reductions for injuries: -1 PS, -2 MD, and -4 EN.   (2 Light, 2 Med, and 1 Heavy Injury = 42 days recovery)  42 / 7  = 6, so Horton will be able to regain one point every 6 days.

Again, this is still very rough, but putting it out for initial feedback and general discussion.

Downsides: still may be too fiddly with numbers.  

Upsides: scary dangerous to get into a heavy fight, but it’s also pretty hard to kill off a PC (if you have healing/treatment available to you in the aftermath).  However, while you might not get killed, you can be seriously messed up for a while.

Holding Pattern on Wilderness

March 11, 2017

Apologies to all of you waiting to get printed copies of the Wilderness of Ordurak.

There is some kind of hold-up with the print production for the Wilderness, and we are waiting for them to resolve things at their end. According to my contact at OBS, there are a number of larger files that are all hung up right now, and Wilderness happens to be one of them.

As soon as that is cleared up, we should be able to get the print copies of Wilderness finished and shipped off to everyone.

Project Completion – Wilderness of Ordurak adventure

February 24, 2017

wildThe Wilderness of Ordurak proof is completed, and copies of the set will be going out to the backers very soon.  57 pages, plus the ledger size map.

Our next step will be to clean up The Water Works and Poor Brendan’s Almanac.  Once those are revised, they will be available.  The terms set up for the Wilderness give the people who backed it exclusive access to it for a while.  If you’re interested in getting a copy of this, stay tuned later this year.

The other thing that’s in the works is a Gazetteer for the regional map.  That might be a separate thing on its own, with the map and an accompanying booklet of information about the features in the region, very much like Frontiers of Alusia.

Wilderness Proof

January 13, 2017


So, I got the proof copies of the Wilderness of Ordurak adventure and there are a couple things yet to fix. The background color for the CC sections is a little bit too dark. I think it’s okay in the PDF, but it’s too obscuring in print. I’m also going to tweak the page layout so that there’s a little more gutter. It’s thick enough that they’re perfect binding the book, rather than spine stapling it, so it doesn’t lay open as easily as it might otherwise.

Phil Wright pointed out a couple other things that were missing or needed clarification, so that still needs to be addressed. I also have high-resolution version maps of the two maps from Stephen Peto which are better quality than what was originally included.

Should be able to get this taken care of over the weekend. PDF editions will have an update pushed, and I’ll get the print rolling as soon as I can.

The Adventurers’ Guild

January 4, 2017

One of the features that was introduced in DragonQuest is the Adventurers’ Guild, which is a relatively high-powered and complex organization. An entire section (rule 79) is entirely devoted to the Adventurers’ Guild, and lays out things that the Guild can do. But almost none of it is a clear benefit to the ordinary adventurer. The characters in my original campaign were never AG members because the players looked at it and came to the conclusion that there was very little benefit received for the 5% of their earnings that the Guild would charge.

There is certainly precedent for the Adventurers’ Guild in history. The Hanseatic League (which arose in the 1400s) was an exploratory and trade organization with outposts throughout the Baltic region, the northern coast of Europe. The Medici Bank (and other banks of the period) were complex business entities with networks and business interests across much of Europe. Guild structures were also well in place among different groups of artisans and craftsmen during the Renaissance period.

This is an old, draft outline that seeks to expand on the general idea and explain some of the benefits of Guild membership. The fee was reduced to 1%, although a real completist might want to run through the expenses and see at what point the Guild is turning a profit. That might also help in determining how prevalent Adventurers’ Guild halls are and how strong their reach is. The following are the draft of services available to adventurers who were in good standing with the Adventurers Guild, in addition to those other benefits outlined in Rule 79:

  • Membership fee is 1% of all earnings and failure to pay results in blackballing.
  • Guaranteed arbitration and enforcement free to members.
  • Guild contracts free to members.
  • Guild lodging available to members at reduced rates:
      • Guildmember 5 sp — 35 sp/week
      • Nonmember 11 sp — 65 sp/week
      • Guildmember 7 sp — 45 sp/week
      • Nonmember 15 sp — 85 sp/week
  • Guild sponsored feasts after successful (profitable) parties return.
  • Guild members are given priority access when hiring is done either by Guild- or non-members.
  • Special Guild vintage wines and ales served and sold to members only.
  • Access to Guild facilities (meeting rooms, halls, etc.) for members only.
  • Guild retained healers (where employed) give priority to Guildmembers (after life-and-death cases {a healer’s first oath is to alleviate human suffering, not to the Guild}).
  • The Guild network provides quick access to most any service, especially to services difficult to reach otherwise (mages, scholars, etc.)
  • Guild mail service (Guildhall to Guildhall) free to Guild members.
  • Drafts for money allowed to members (Guild checking).
  • Two weeks rations supplied to each Guildmember adventurer under Guild contract at the beginning of an adventure.
  • Hiring hall in the entranceway of virtually all Guildhalls.

DragonQuest – U-Con 2016 Recap

November 23, 2016

DragonQuest isn’t all dead. Recently, I ran two sessions of DQ at U-Con, and, in the end, both of them were full tables. I had seen that pre-registrations were surprisingly high, with 5 people for Friday and 3 for Saturday, which was pretty surprising in and of itself. But then, both nights, people were coming by to see if that relic from the ancient past was, in fact, what was going on at that table. (“You mean that old SPI game, DragonQuest? Really? That’s awesome!”)

The Friday night group was a couple grognards (my age or older) who knew the game, a couple guys who registered because they’d heard of the game but never played it, and a guy who saw we had an open seat at the table and was curious about the game. On Saturday, three of the 6 players from the first night were back: two guys who had pre-registered, plus one guy who had joined in who had his own event cancelled, so he came back and joined for a second night. The three new players were my pre-teen son, and two other players who had events that didn’t run and joined in. They were both experienced gamers, but had never played DQ before, so again, it was a mixed group.

Both sessions provided good opportunities to show off some of DQ’s special features. There were Grievous Injuries (in both directions), and other demonstrations of DQ as a system, and that was all good. One of the new players had a triumphant moment where his character landed a specific grievous injury against one of the attackers which was effectively a one-hit kill, and that really turned the tide for the group at that point.

If it was the early 80s, I probably would’ve sold a few people on the game. But, especially for the people dropping in, it was only a one-off experience for them. But that’s okay. And it still shows that DQ can stand its own (and maybe is worth a reboot or some OSR spinoff of its own).

I was hoping to try out a bit of the Wilderness adventure (at least a couple of the plot points) with the one group, but the setup and the group getting somewhat entangled in doing some stuff in the coastal town, and then a combat encounter took the remainder of the time.

Even though each was just a four hour session, in both cases I felt like they were turning into a group I would’ve gladly continued a campaign with. I suppose that’s the downside of a game at a Con; you don’t have the ongoing campaign. There was also a fair amount of off-topic table banter, which seemed like a good thing, to me, and I didn’t worry about that too much. It helped bring these people together and have a bit of a common bond, and in the end, everyone seemed to have had a good time. And that, to my mind, is the best part of it all.

Note about Poor Brendan’s Almanac

November 1, 2016

It was just pointed out that there’s a table missing from the edition of Poor Brendan’s Almanac on DriveThruRPG et al.  We’ll get that corrected and updated as soon as we can.  They push out notifications when things people have bought are updated on their servers, so those of you with copies of this edition should get that notification.

Since some of the Wilderness backers are also getting copies of PBA, it’s on the list, too.  But, for the moment, the focus is on wrapping up the Wilderness adventure.

The Wilderness of Ordurak

October 26, 2016

Here’s something that has been a long time coming; the cover for the “Wilderness of Ordurak” adventure with art by Nate Marcel (and a few interior illustrations by him, as well).  This is an adventure written for use with DragonQuest, but, it should be adaptable to other games.


The original backers have gotten proof copies to look over.  There are some known issues, so there’s a little editing and revision work to be done, yet.  But this is finally just about complete.

The original crowd-supported project proposal was for a 16-page adventure.  This is presently clocking in at 54 pages (including the cover), plus there is a 12″ x 18″ region map.

Some people who missed the original crowd funding period have asked about getting in on this project.  It looks like IndieGoGo added a feature called InDemand that “lets anyone back you after your crowdfunding campaign is over.”  However, I haven’t been able to enable that feature on the site.

But, if anyone is still interested in getting in as a supporter at one of the Mercenary levels, let me know, and I will set up a selection at the Antherwyck House store to make those options available.  There is not a good way to extend any of the Adventurer or Hero levels at this point, since those were options that involved input in deciding the content of the adventure.

We’ll have more information about this adventure as it gets into production.

Dwarven Chambers

October 16, 2016

Work in progress for a project.  The chambers and the hex grid (yes, it’s a DragonQuest project, so it’s on a hex grid) are done on computer, but then the hatching in the solid areas is all done by hand.  I think the combination of the two is working pretty well, here.

The whole thing will be included in the Wilderness of Ordurak adventure, which is being wrapped up now, and, for the time being, the complete version of it will only be included in there.


Thoughts about new DragonQuest

July 22, 2016

I’ve written up a few thoughts about the nature of DragonQuest and what makes it unique and compelling as a game system and setting.  In short, I see DQ as a Renaissance game versus D&D as a Medieval game.  If there’s going to be a new version of DQ, understanding its strengths and direction is important.

The whole article is posted at Dragonquestrules, but since there’s comparatively much more traffic here (as well as links out to other sites), I’m also putting out a notice about it here.  I hope you’ll take a minute to check it out.


DragonQuest combat rules retro-clone resource

April 22, 2016

There is now a very basic outline version of the DragonQuest combat rules posted at DQRules.  I’m providing extra notice here for those of you who are following Antherwyck House for DQ-related stuff since there are more followers here than there are on DQRules itself.  There are PDF and .DOC versions, as well as a pretty bare plain text, so hopefully at least one of those will provide a useful version.

This is just the bare bones of the DQ combat rules, but is probably enough to run combats if you already have some familiarity with the game.  More importantly, it is the basic skeleton on which the system is built, so a retro-clone would start with this framework and expand out to flesh things out once more.

The other series of questions to be considered are regarding whether any of these core rules should be modified or revised as part of the new version of DQ.  A total retro-clone would stick to this with very little deviation, but a new edition of DQ should consider improvements and modifications.

Before things get too in-depth, this needs to be the next set of considerations.  There are some ideas already being kicked around, but additional feedback would be especially useful for this project.

What Should the DragonQuest Retro-Clone Be Called?

April 12, 2016

DQcoverI’ve opened up the idea of assembling a retro-clone of DragonQuest, but one question to be answered is: What should it be called?

For a long time, I was interested in using the original name for DQ: DragonSlayer (before a now long-forgotten movie of the same name came along, and SPI shifted the name of their FRPG in order to use that title for an equally long-forgotten tie-in game).  DragonSlayer would be a good name with a historical connection to the game, but things have become more complicated.

In the same realm of retro-clones and throwback games and the like, there is now a title called “Crimson Dragon Slayer” by Venger Satanis.  And given the potential for confusion between the two names (as well as the fact that he also publishes through OneBookShelf, as does Antherwyck House Games), that option is now much more problematic.

Also, even among the grognards and the long-time fans of DragonQuest, not a lot of them know the early alternate name, and no one looking for things related to DragonQuest is likely to be looking for things under another name, so it would have very little benefit to have a different name in order for people looking for DQ-related materials to find it.

There is also the Nintendo videogame series called “DragonQuest” that is often a point of confusion.  A new name might help distinguish between the RPG and the videogame, particularly since the latter is still actively being produced and promoted.

There is also the project organized through the Yahoo Groups called DragonQuest Open Source or Open DQ.  But OpenDQ is also a name for a data quality software project.

Retro-clones of other games need to avoid using the name of the original source, because those companies are still in business, and their trademarks for the original title are still active.  That is not the case with DQ.  So a name with “DQ” or “DragonQuest” in the title shouldn’t be challenged on that front.  The videogame might be more of a point of conflict.

So, it seems to be open season for a new name for the game.

This seems completely open for new ideas and discussion, so I hope you will add your suggestions to the mix.

DragonQuest Rules Clone

April 1, 2016

tarot-fool[1]It’s time for a retroclone of the DragonQuest RPG.  It’s past time, really, so there’s no point in delaying further.

Yes, that’s correct, it is April 1st.  But when better to undertake such a fool’s errand?

I have been thinking about getting a clone version of DragonQuest for a long time.  That’s ostensibly what the Yahoo DQ-RULES group was for.  There is also the mostly dormant DragonQuest Rules blog that has been a collecting point for some of the revised rules (along with some tangential stuff).  And recently, I’ve been thinking about making my Patreon about creating re-written rules for DQ with an eye toward developing a set of clone DQ rules.

Last month, Jarrod Shaw of Mythoard (a recent convert to DragonQuest compared to some of us grognards) was asking about a clone version of the DQ rules (in the spirit of the many other OSR games out there).  And that got me thinking, once again, about moving forward on a full retroclone of DQ.

Over the past year, I’ve seen a lot of OSR material and found a widespread community producing materials and engaged with these games.  There are many throwback RPGs, and each has its following.  Not only are there versions of every stripe of old D&D, but even games like RuneQuest now have retro-clone versions (OpenQuest).  DQ may never have had the fan base that some other games had, but it’s definitely a game with its merits and that ought to be brought up to date.

The original idea for Antherwyck House Games was to produce DragonQuest materials, and that is part of what we are doing.  While  I’m definitely intersted in continuing that,  there hasn’t seemed to be much support or interest, so we’ve been working in some other directions.  But let’s see how much interest this discussion generates now.

So is a retread of DQ a sacrilege?

The game many of us regard as canon was written in 1981. D&D is on its 5th edition (or more, depending on how you count things).  Third Edition DQ is less a new edition than  tinkering with a few rules and excising some of the “frightening material.”  But really, nothing has changed since the 80’s.  That was last millennium, folks!

What about copyright and trademark and so forth?

From what I know of copyright and the law in this area (and IANAL, but I’ve looked at this question more than a little bit), it is the specific expression of the rules (the particular language used to describe the rules) that is covered by copyright.  The ideas of the rules themselves (such as having six characteristics for a character in a range from 3-18) can’t be copyrighted.

But every rule needs to be uniquely re-written in a new way.  This is what’s behind many of the OSR clones, as I understand it.  The general ideas are the same, and are compatible and interoperable with the games they descended from.  But they are fresh and new (and often introduce some new angles to the system to avoid being a cut-and-paste of what had come before.

As far as trademark goes, the DragonQuest mark has been abandoned by TSR/Wizards/Hasbro, so it would presumably be available (although there is also the Japanese video game of the same name, which is always confusing), but a new name might be better.

What would a new DQ be like?

In all, there’s going to be a lot more discussion about what should and should not be a part of any such thing, so treat all of this as starting points for discussion, rather than anything that has been completely settled.

DQ has always been a modular system, and the designers’ intent seemed to be to have a system that allowed for extension and adaptation.  New Colleges of magic were built into the system almost from the outset, and Arcane Wisdom almost made it to production.

The DQ-rules group on Yahoo was originally started to create a consensus version of new DragonQuest rules.  I think a more open-ended numbering system, to allow for new rules to be added in a more orderly fashion, would be important.  Being able to add or delete certain elements without breaking the whole system would be important.

Should DQ become a D20 based system?

That’s something that Chris Klug was looking at a while ago.  A DQ/D20 system would make it much more accessible to the much larger audience of gamers, and might increase the number of players.  I’m not sure that’s the direction I want to go with it.  D20 is very familiar, though, and there could be some merit to adapting things to be more cross-compatible with That Other Game.  On the other hand, there are a lot of other options already out there that offer that compatibility, and I don’t think that’s what DQ is best at.

What are the key elements of DQ that need to remain in order for things to stay compatible with existing DQ materials?

  • Stats and stat ranges (or an easy conversion system if things are changed)
  • World with multiple Colleges of Magic (but to remain exclusive?)
  • Skills
  • Non-super-heroic system/Human-scale (a game where even an advanced hero might be cut down by a simple peasant with a knife, and where dragons remain a terrifying opponent no matter how good you’ve gotten)

But there are also some elements where I wonder if they are as important to retain in their current form:

  • Extensive ability breakdowns (individual spells, weapons, etc.)
  • Fine granularity in rules
  • Experience and progression

So now what?

If you’ve read this far, then you’re definitely in the interest group and your feedback about this idea.  What would you like to see in a new DQ?  What are the things most in need of revision?  What are the parts that represent the essence of DQ that need to remain as they are?


DQ – Thinning Down the Counterspells

March 31, 2016

I’ve been thinking about revisions and re-treads of the DragonQuest rules for a long time.  I’ll spell out some further thoughts on the topic as a whole in an upcoming post.  But for now, here’s a proposal to reduce the number of counterspells in DQ and revise the rules for counterspells.

There are a lot of counterspells to learn in the DQ world.  Probably too many.  It’s possible to speculate on how that came about, and there may have been good reasons for it, but in practice, it seems cumbersome and difficult, particularly in that there are two counterspells for each College.  Are the flows of mana somehow different between General and Special knowledge spells?  Why does the esoteric organization of a College’s magic determine which of two counterspells will affect a particular spell?

Instead, why not take a cue from Naming Magics, with the Generic and Individual True Names for things, and have counterspells at the level of Branch and College, rather than General and Special Knowledge?

In practice, this would give 3 generic counterspells (one each for Thaumaturgies, Elementals, and Entities), plus a specific counterspell for each particular College. The Branch counterspells would be less effective than the specific counterspell for each College, but would be useful against any magic of that particular Branch.  Instead of having at least 24 counterspells (General/Special for each of the original 12 Colleges, plus 2 more for each additional College introduced into a particular campaign, there would be 15, plus one for each additional College.  This would work much more fluidly in a campaign where some Colleges may not exist, at the outset, or where additional Colleges are included in the game.

As a matter of play balance, it seems more correct to me that, when faced with magic from a previously unknown College, a caster should have at least some small chance of being able to dispel the magical effect.  Counterspells are presumably based on the workings of mana, rather than being reverse-engineerings of spells.  So something that will disrupt the flow and effects of mana to one kind of spell should have a good chance to be able to disrupt a similar, though perhaps slightly different, one.


Penmorfa Longhouse

October 5, 2015

This is a page from the Wilderness of Ordurak adventure.  With the picture and map and the general descriptions, it probably works fairly well as a standalone encounter location, even if some of the specifics are incomplete.


This is what came of the Wilderness sketch from a few months back.  This is written for a larger DragonQuest adventure, but other than changing a couple of money references, I think it could readily be used for just about any game system.  And you could also take the picture and the map and re-purpose it for a completely different kind of encounter.

This is being shared for personal use, and I am happy to have the link shared if you want to point someone else at this, but please don’t distribute copies of this.  I know it’s going to happen, regardless, but I’d rather it wasn’t you that does it. Thanks!

And, if you do use this in your game and have some notes about how it went (or just if you read through it and have some feedback), I’d be glad to hear about it.

DQ: Poor Brendan’s on sale!

July 23, 2015

The OBS companies (RPGNow, DriveThruRPG, etc.) have a “Christmas in July” sale going on right now through the end of July, and Antherwyck House Games is taking part.  Digital products are 25% off and printed copies are 15% off.

Poor Brendan’s Almanac is now $1.46 for the PDF or $7.60 for the printed copy during this sale.


And don’t forget, if you buy the print version, you can also get the PDF for free!

New Print Proofs

June 13, 2015

Yesterday’s mail brought the proof copy of the printed map for “The Wilderness of Ordurak.”


This is a 12 x 18 print on poster paper. It’s reasonably glossy (as you can tell from the photo) but not as heavy stock as the SPI map for Alusia (for those of you interested in the comparison); it’s definetely paper, rather than cardstock. It is folded (but then, so was Alusia), but it was shipped in a padded envelope, and it had a couple pieces of thin cardstock to protect it. I think that these should ship fairly well. (And a copy is going to Stephen Peto, who did this map, so we’ll see how shipping to the UK works. I had thought that DT-RPG had a POD site in England, as well, but apparently they print everything in the US and then ship internationally.)

The scifi certificate cards were also in this order, as well.  These are playing card size cards that you can use to keep notes for your games.  Fill in info for special equipment, or use as a small scale character sheet.  Card backs have a hex pattern, which can be used for mapping or other notes.



These will be coming to the Atherwyck House store at DriveThru RPG

Sargon Empire Setting – Campaign Map

April 17, 2015

This was the campaign map for a DragonQuest campaign from the early ’90s which we called the “Rotating Campaign.” There was not a single GM for the game, everyone had a character, and several of us took turns running adventures (during which our characters would typically be out of the picture for one reason or another).

The setting was among the remaining free countries that were being devoured by a continental empire. Thor Hansen (G+ link) created the map, with input from the rest of us in setting up the various countries and developing their character and politics.

Rotating CampaignMap

Thor has made this map freely re-usable for non-commercial use. We’ll also see if there is some of the setting information that we can share here, as well. He also initially posted the version with the different countries colored, to show the areas of the different countries.

The general setting was that the Sargon Empire was a huge, nearly continent-spanning empire (somewhat inspired by the Roman Empire, I suppose) that was gradually expanding and absorbing all of the remaining countries into itself. Alesia had been the major opposition to the Sargonese, but was no where near a match for Sargon militarily. Despite the presence of the greater threat, several of these smaller countries still had strong rivalries between one another, so it wasn’t necessarily

There was a Sargonese Intelligence Network (S.I.N.) with spies in the other countries, feeding information back to the Empire, and turning out to be a couple of the villains we went up against.