HALLS OF THE MAD MAGE
Winner – Best Geometry
One-Page Dungeon 2009
ECLIPSE PHASE SCENARIOS
THE BLACK EAGLE
This mini-scenario was originally incorporated into my first 3rd Edition campaign in 2000 or 2001. In 2003, I adapted it as a submission to Atlas Games’ En Route II adventure anthology. Unlike my other submissions, this was one was rejected. I retooled it for Dungeon Magazine in 2004, which also rejected it. In both cases, the objection was to the inclusion of time travel. If you don’t like time travel, the odds are you won’t be a fan, either. Otherwise, I think you’ll enjoy this little taste of the weird.
GAMMA WORLD: THE EGYPTIAN INCURSION
THE RUINED TEMPLE OF ILLHAN
Developed for my OD&D open table, this adventure scenario was inspired by a map by Dyson Logos. It’s a weird little experiment because the entire dungeon is currently empty and uninhabited.
NUMENERA: THE LAST PRECEPT OF THE SEVENTH MASK
This adventure for Numenera is designed as a prequel for “The Beale of Boregal” scenario from the core rulebook. For my Wandering Walk campaign I felt the events of “Beale” would be enhanced if the PCs were already familiar with the aldeia of Embered Peaks and the peculiar properties of its numenera.
THE STRANGE: VIOLET SPIRAL GAMBIT
Enkara-ulla, a Rukian scientist working for the Karum has developed a theoretical application of violet spiral which he believes he can use to force a localized pocket of Earth to obey the rules of Mad Science. The PCs stumble upon his plot when they go to investigate the strange occurrences around an isolated house, but the trail will eventually lead them to a terrifying experiment at the TransAmerica Tower in downtown San Francisco!
It’s the end of the Clone Wars. Order 66 hasn’t happened yet. On the trail of General Grievous, the PCs journey to Mustafar. The terrible truths they discover there will lead them across the galaxy.
LOST LABORATORIES OF ARN
A 3E scenario adapted and radically expanded from two entries to the One Page Dungeon Contest: The Sunken Temple of the Arn by Strange Stones and Escape from the Lost Laboratories by Wordman. The Arn were a secret society during the era of the Sorcerer-Kings. They constructed networks of underground laboratories to keep their work hidden and connected these laboratories using a teleportal network.
FANAL THE SWORDBEARER
This three part series was originally written in November 2000, shortly after the release of John Wick’s Orkworld. I shopped it around to a few gaming periodicals, but the game never became popular enough to justify several thousand words and the article never sold. Although it is perhaps most interesting to those who remember the exceptionally evocative Orkworld, I think there’s interest here fro anyone running a fantasy campaign.
ETERNAL LIES: THE ALEXANDRIAN REMIX
Eternal Lies is an amazing campaign for Trail of Cthulhu by Will Hindmarch, Jeff Tidball, and Jeremy Keller. This remix is a large expansion (and slight revamping)of the campaign, coupled with detailed design notes explaining and demonstrating my approach to campaign design. It includes 300+ props, 150+ diorama elements, 450+ pages, and 130,000+ words.
ECLIPSE PHASE: EGO HUNTER – PREP NOTES
Ego Hunter is an immediately captivating scenario for Eclipse Phase. These prep notes expand the adventure, streamline its presentation for easy running, and also revamps the final encounter at Air Processing Unit 13 with shiny, all-new maps.
Ego Hunter: Prep Notes
REMIXING KEEP ON THE SHADOWFELL
Keep on the Shadowfell was the inaugural product for 4th Edition. I was fairly disappointed with the quality and the content of the module, but I wanted to playtest the new edition. So I decided to do a fairly expansive remix to give the adventure a stronger backbone and a richer mythology; adding depth and breadth where necessary.
TOMB OF HORRORS
No module has left more characters cowering in terror, unable to open the next door out of sheer fear of the doom that surely awaits them. This re-design of the Tomb of Horrors re-focuses the module on its strengths and cleans up the presentation to make it easy-to-run. You’ll need to grab the original module or Return to the Tomb of Horrors for the handouts.
Rappan Athuk, the Dungeon of Graves, was designed by Bill Webb and Clark Peterson and published by Necromancer Games. It’s about as close to the Platonic Ideal of the dungeon crawl given Form as you’re likely to find. It’s 37 levels (37!) of hacking and slashing, sorcerous experimentation, monstrous horrors, and daring exploration. The following material was developed to expand and supplement the dungeon.
NUMENERA: INTO THE VIOLET VALE – PREP NOTES
I ran this scenario at Gen Con 2014. All told, I’ve run it four times and found it to be delightful and mind-bending every time. As part of my prep work for running the adventure, I put together a bunch of resources and an expansive cheat sheet that you might find useful.
THE STRANGE: ESCHATOLOGY CODE – PREP NOTES
This is the other scenario I ran at Gen Con 2014. Like Into the Violet Vale, I’ve run it a total of four times and the opening scene has immediately grabbed hold of the players, yanked them off their feet, and plunged them into the deep end of excitement every single time. In my prep notes you’ll find a Mission Briefing handout, a cheat sheet, and a bunch of other resources.
THE STRANGE: MASTODON – PREP NOTES
I ran Mastodon at Gen Con 2015. No cheat sheet this time, but copious handouts and a clever mystery revolving around deliberately induced amnesia.