The following was my December Map Challenge entry at cartographersguild.com - the challenge requirements were to create a map with a cavern near the sea with evidence of past pirate activity, and create the entire map start to finish in a four hour period. After creating my required map, I created followup maps, and an almost publication with cover art, illustrations and more.
It is not a campaign world, rather a plug-and-play adventure for D&D set in an Age of Pirates. The problem is its not complete and what its missing is the "crunch" - NPCs, the Bad Guy stats, linkage to some kind of voodoo/voodoun religion or shamanistic cult that works with the magicks and legend in the adventure. I also need magic items, possessed items and anything else you might suggest to improve this for publication.
My intent is to offer it as a freely distributed publication on RPGNow.com, as well as my own. I'm really selling my map printing services on the last page of the publication.
I will certainly include and adhere to the Common License, include a link to CBG, as well as list all contributors to the project.
I created all the content in about 3 weeks in December, all using Xara Xtreme, including the PDF file itself, all illustrations, word processing, as well as all compositing and coloring of the maps. Note however, these maps are hand-drawn.
The PDF file is much too big to post directly (7.6 MB), but I'd appreciate it if you'd download it, review and offer suggestions for formal contributions. I'd like to complete it and make it available to the public as my first RPG module publication! There's about 15 pages, 3 maps, and several additional illustrations.
http://www.gamer-printshop.com/cbg/witchs-rock-project.pdf (//hyperlinkurl)
below is the cover illustration/design and the main map for the challenge entry.
(//../../e107_files/public/1206929106_453_FT0_witchrockcover_.jpg) (//../../e107_files/public/1206929106_453_FT0_witchrockcover.jpg)
(//../../e107_files/public/1206929106_453_FT0_cavernesdeduflorfinal_.jpg) (//../../e107_files/public/1206929106_453_FT0_cavernesdeduflorfinal.jpg)
Does anyone wish to contribute?
I'll look over it.
We should also update it to 4th edition - I think a lot of people are waiting to buy new adventures until 4th edition is out.
Here's the premise: Witch's Rock is set in an Age of Exploration or Golden Age of Piracy, though could be easily adapted to any campaign setting with a region of pirates and islands.
Paulette DuFlor
Prelude: 20 years ago, a escaped slave girl with a French-Creole background steals aboard a merchant ship in the guise of a boy. That ship is taken by pirates and in boy disguise joins the crew, until in early teen years, truth is discovered. She is marooned on Witch's Rock, at the time an unnamed islet in a Caribbean like setting. Later rescued she uses this island as her hideout and residence.
Finding other escaped slaves she reveals her other background as a voodoo priestess in training prior to her escape. Together they practice their old cult. Over time she acquires her own 2 masted top-sail schooner, "the Sea Witch" and becomes an infamous pirate captain. Infamous also because she killed enemies and controlled people using her voodoo magick.
She was said to have stolen an enchanted piece of jewelry from a colonial governor on her last raid, though it was not recovered. There stands a significant reward, title and grant of land to the finder of this treasure.
Eventually captured, she was the first woman hung for piracy in the island colonial region. However her last words were in her old world tongue, inciting a curse and activating a contingency to hide her soul within a wooden poppet hidden on her island hideout.
Adventure: PCs discover a map of Witch's Rock, and learn the legend of Paulette DuFlor and the missing gemstone. With clue given in port tavern they learn the possible whereabouts of the island. They charter a ship in search of treasure.
Krunch that's missing: appropriate magic item (gemstone), NPC inhabitants of the island, Voodoo-esque cult with shamans - charms, hexes, zombies, possession by spirits, snake dances, drums, rum, chicken slaying (in D&D 4.0 format) The spirit of Paulette DuFlor is in a wooden poppet on the altar in the final chamber of the hidden caverns by the sea - need the game mechanics to provide this with excitement without to high of CR level.
As an adventure, there are 4 maps, complete room descriptions (missing crunch though), and a basic storyline. Top illustration is my cover design.
The PDF contains all content - could someone check it out and give me their 2 coppers worth.
PS: this is meant to be a portable adventure into existing pirate campaign, I did not plan to create the world - its just a standalone adventure.
Quote from: NeubertI'll look over it.
We should also update it to 4th edition - I think a lot of people are waiting to buy new adventures until 4th edition is out.
You willing to fork over the five grand WotC is asking for third party 4e material?
I guess I don't have the full understanding of the WotC license - as of Gencon last year, there was no defined cost for license. In that case, I may have to alter the game system info for this adventure. Again there is no intention of selling this adventure for money - its purely giveaway. Its basically free content and a brochure for gamer-printshop. I never intend to charge money for adventure modules or gaming aids. I do charge for map design and map printing.
Although the deal fell through, I was contacted by WotC, head of the Star Wars division, to possibly becoming an exclusive printer/distributor of Star Wars game maps, however in the end, Lucas License prevented them from sourcing this out. But I am currently in the loop for possible map printing work for D&D division. I doubt if this connection will give me any kind of price break on the license. Again I was unaware they were charging so much money.
Though unrelated I am an official map printer for E.N. Publishing, War of the Burning Sky maps. Permission given by Russ Morrisey in person, without any license fees paid to E.N. Publishing.
Quote from: Gamer PrintshopI guess I don't have the full understanding of the WotC license - as of Gencon last year, there was no defined cost for license. In that case, I may have to alter the game system info for this adventure. Again there is no intention of selling this adventure for money - its purely giveaway. Its basically free content and a brochure for gamer-printshop.
Although the deal fell through, I was contacted by WotC, head of the Star Wars division, to possibly becoming an exclusive printer/distributor of Star Wars game maps, however the in the end, Lucas License prevented them from sourcing this out. But I am currently the loop for possible map printing work for D&D division. I doubt if this connection will give me any kind of price break on the license. Again I was unaware they were charging so much money.
Please, don't take my word on it. All I know is that there's supposedly some sort of "developer's kit", costing five grand, for publishers interested in 4e., and a six month (I think?) grace period. I'm not sure if either are necessary to make 4e material, though.
The Gem has just GOTTA be weather control! Activate it via voodoo ceremony and the PCs have to not only loot the dungeon but convince the locals that they deserve to be taught the ritual.