Showing posts with label Gameplay. Show all posts
Showing posts with label Gameplay. Show all posts

Friday, April 17, 2015

Shaintar-Accursed Crossover!

Melior Via is proud to announce the release of a crossover adventure, enabling characters to travel between the worlds of Shaintar and Morden. With permission and support from Evil Beagle Games, we've released Darkest Tides, an adventure and sourcebook about both settings.

Wednesday, July 2, 2014

Run out the Guns!

The Guns of Dagerov by Sean Patrick Fannon is now for sale on DriveThruRPG. The adventure came out to 24 pages, and we're very excited to have worked with Sean on this, creating a fun chance for PCs to confront the banes of Baba Yaga.

Marching through Steppengrad in the winter is the kind of thing only fools and Accursed would even dare. Nonetheless, the battle for the soul of the world continues, and to fight the endless monsters of the Grand Coven, man-made monsters capable of belching destruction and death are just what the Order of the Penitent requires if the tide is ever to turn. The town of Dagerov is in possession of a batch of cannons that could be just the resource the order needs. Unfortunately, the town also needs those cannons—the Accursed must try to recover them, without dooming Dagerov. !--more-->

The Guns of Dagerov is a full length adventure for a band of Witchmarked heroes in the Accursed game setting. The adventure may be played as a standalone, or it may be used with the Plot Point Campaign included in Accursed. The adventure follows a three act structure, while also providing details on Dagerov and its peoples in Steppengrad. It includes necessary game mechanics and opportunity for tasks that can be resolved in a variety of ways.

Here's a quick look at some of the artwork:

The Guns of Dagerov is just $6.00 in PDF from DriveThruRPG.

Thursday, June 19, 2014

Sand and Stone Released!

We've just put Sand and Stone by Chris Avellone and George Ziets up for sale on DriveThruRPG. The book came out to 30 pages, and we're excited to have this opportunity to expand the information available about the game setting.

Since the colonization of Morden, Hebron and Hyphrates shared an enmity. In part, this was because of their nearness and competition for many resources. Their cultural differences, however, served to intensify the division as well. Hebronites are generally far more devoted to family, while Hyphratians tend to embrace personal goals. These differences often triggered misunderstandings and hostilities between the two cultures, leading to an endless series of conflicts. Much of this was swept aside in the face of the Grand Coven, when all the nations of Morden cooperated under the banner of the Armies of Light.

Thursday, April 10, 2014

Half-Light Now Available

Colin McComb's 1-sheet adventure, Half-Light, is now available on DriveThruRPG. With 2 pages of content, this one is a more traditional length 1-sheet adventure than our last one. Here's the brief description:

A bloody assault on a mountainside church in the Highlands near the border of Blackroot Wode has horrified the valley! Distant clan-cousins paid a visit on the small sept who made their home in Whitetarn Village on the shores of the Cloven Loch in western Cairn Kainen, and discovered instead a scene of horror. The village has been sacked and the villagers slaughtered.

Preview artwork after the break.

Wednesday, October 9, 2013

On a Line

We're into the last few days of the Accursed Kickstarter. If you're enjoying our series of adventure hooks, the only way to keep them going is to help us garner more likes for the AccursedRPG page on facebook. We still need more than 100 before 1 PM EDT on Sunday. Can you help us get there?

Monday, October 7, 2013

Casting More Hooks

Since Friday's blog post, we've already picked up quite a few "likes" on facebook, but time is limited. There's less than a week left until the Kickstarter closes. If we're going to commit to a full year's worth of adventure hooks on the Accursed blog, we need to gather quite a few more likes. Please give us a like and spread the word about the challenge.

Friday, October 4, 2013

Finding the Hook

Every veteran Game Master has seen it before. You find a new RPG setting, which looks brilliant, and you decide that this is the new one that you absolutely have to run for your group. You devour the materials and then work hard to convince your players that they need to participate in this one. Character generation goes great, everyone comes up with fantastic ideas for new characters that explore completely different parts of the setting. As the Gamemaster, you're pumped up about finding places for these characters to go and worlds for them to explore.

Wednesday, October 2, 2013

Creating Banes – Inventing New Horrors

When we began working to create the Accursed setting, the creative team quickly came to the decision that we needed to have a lot of horrific elements. Part of that was because we knew that the Witches were going to be extraordinarily powerful beings that wouldn't be a good fit for routine opponents. Another justification was simply due to the fact that we needed things that would give a prototypical monster pause. After all, a Dhampir, a Mummy, or a Revenant is unlikely to find even a force of mundane humans threatening. Our solution was to expand the scope of what the Witches had done.

Monday, September 9, 2013

Accursed Savages

With few exceptions, the posts to this blog have focused entirely upon the world setting for Accursed. Ross, Jason, and I have been thrilled to watch the setting develop, and we're very excited to share it with anyone willing to listen or read the details. Today, we wanted to take a moment to step back and discuss the things from a different perspective. Instead of talking about the setting, we wanted to make sure we remembered to talk about the game.

Monday, June 10, 2013

The Order of the Penitent

After the majority of the witches' forces retreated beyond the mountains, they abandoned many of their tools. The armies that they used to conquer Morden were not needed to secure it. Their banes were adequate to keep the people and nations firmly under their control. The witches released the humans that they had inducted into their service, so that these soldiers could once more care for the land, providing their taxes and homage to their conquerors.