





A Night in Seyvoth Manor
So thanks to some really useful feedback from my editors, I have decided to release A Night in Seyvoth Manor for Dungeons and Dragons 4th Edition!
And, like I promised, I'm releasing it ABSOLUTELY FREE!
Here's the intro...
Few people in the village of Ravenshire spoke of the manor atop the hill to the north, and even fewer dared approach it. After the horrific events that happened there so many years ago many believe the mansion and the estate grounds to be cursed, haunted by the restless dead, and some of the village residents could swear they have seen movement and lights coming from the seemingly abandoned mansion.
Throughout the years the village has had its share of disappearances; most of them had been blamed on the harsh environment of the surrounding forest and the natural dangers of the world we live in, but recent evidence leads to the doorstep of the Seyvoth estate. And when two young women – Jessi and Lyssa Hawthorne, daughters of a village elder – go missing, the village immediately sent out search parties in to the surrounding area. Two separate groups of scouts passed through the iron gate at the entrance to the estate… and have never returned.
Now a local mystic warns of the danger looming in Seyvoth manor, how the daughters will soon be led towards the darkness and turn against the village they once called home. Are you brave enough to step through the gates and seek out the missing scouts and rescue the two women in distress? Are you willing to unravel the mysteries of the Seyvoth estate, even if it means risking your own life?
A Night in Seyvoth Manor is a Dungeons and Dragons 4th Edition adventure for a party of 6th level characters. It is intended to be played in a single session, and it is very much inspired by "fourthcore" but with kind of a different tone.
I still need to piece together the tactical maps in to a usable format; for now I'm just including an archive that contains the raw map JPEGs in 100 DPI format. Eventually, time permitting, I'll slice them up nicely in to a PDF.
I never got around to playtesting this the way I would have liked, so if you have any feedback regarding it I'd love to hear about it. Beyond that, I hope you enjoy this.
If this is well received, I will start working on a Pathfinder version almost immediately.
Anyway, here are the links. I really do hope you enjoy this.
A Night in Seyvoth Manor (4E) at Drive Thru RPG
-=O=-
Addendum: For those of you that may have issues with Drive Thru RPG, here is the "complete" download which includes the module itself, supplemental materials and tactical maps. Although I do have to say this: I would much rather you use the link above and get it through Drive Thru RPG because it's easier to track the numbers on it, it'll get you added to my mailing list for future products (if you are so inclined) and it places less of a burden on my poor server.
Thank you for your support.
The Needs of the Many
Sometimes I think I make a really bad business owner.
I admit that I don't do all this adventure design for the money. Heck, I can't imagine anyone doing this sort of thing for the money. Unless you somehow manage to have a multi-million dollar Kickstarter campaign, it's a hard industry to make a profit in.
And sometimes that makes little sense to those outside the industry. Take my wife for instance... "why haven't you created a game and made millions yet?" It just doesn't work that way, dear. I can't just whip up a multi-million dollar game - especially a video game, which both my wife and son seem to think can be whipped up in a weekend by a 25-year programmer such as myself - and expect it to make me stinking rich.
But I think I realize the problem with this industry: we, us happy few that create, enjoy it too much. We aren't motivated by financial gain or a windfall as our products sell millions. We are motivated by the simple fact of enjoying what we do, sharing our creations with the public. I've said this many a times before: I could spend months, maybe years (I spent two years on The Opera, so I've been there) creating something... If I manage to get *one* person to enjoy it, it's all been worthwhile in my mind. With that mentality, no wonder we can't retire as soon as we'd like.
Another problem is self worth, trying to put a price on something we create. Look at my DriveThruRPG page... Comparatively speaking, my stuff is dirt cheap. Why? Because I haven't a clue how much it would actually be worth. And I have a hard time upping the price because (1) it would deny the product from getting in the hands of people, and (2) it feels like I'm price gouging. Since I don't have an accountant breathing down my neck trying to figure out how to make the next payroll, I can accept selling stuff so cheap.
So here I am, staring at the products on my DriveThryRPG page, troubled but not decimated at the fact that I haven't sold one in a month, wondering what to do with them. I want everyone on the planet to see what I've done, but it makes zero business sense to just give it away, right? Some of this stuff might not sell ever again, only to have it disappear in to obscurity. That to me is more unsettling than anything else... I don't care if I don't make a profit, but it's personally important to me that people know who I am and what I do.
At the end of last year one of the most well known sites in the RPG industry, ENWorld, was hacked and pretty much decimated. It's taken a painstaking amount of effort for those to run the site to get it back to what it once was, and they have decided to turn to the wonder of Kickstarter to fund the re-establishing of the system and creation of new tech to empower the site.
So I figured... If my products serve no purpose sitting idle on DriveThruRPG, maybe they can help someone.
So I'm happy to announce that I am now a stretch goal for the ENWorld Kickstarter. If the listing manages to reach 11K in the next 25 days, everyone who contributed $25 or more will get every single product Darklight Interactive has published so far FOR FREE.
If anyone in the community needs help, it's these guys. They have an awesome site and provide an invaluable service to the community.
In the meantime, I'll keep doing what I do. It might not be a cash cow of a hobby, but I could live with that.
Through the Years
Starting off the new year on the right foot, this blog has been surprisingly selected as Stuffer Shack's "Favorite Site of the Month" for January! I'm not kidding about being surprised... I mean, as of late I've only been posting once or twice a month, and the posts that I have written aren't up for a Pulitzer (or whatever the RPG blog equvalent is... an ENnie, I guess?) any time soon.
But I was selected, so I thought it was time to post something.
This past year has been interesting to say the least. I didn't accomplish everything I intended to do, but it worked out overall. "The Heart of Fire" was released to what has become a dry market, so much so that I'm sure the six people that bought it really enjoy it. Other products went out here and there, but while D&D is in design limbo there has been somewhat of a market shift.
As a result, I'm looking at 2013 a little differently. Here's what's in store for you all:
- "Revenge of the Kobolds" (D&D 4E) is being edited and reviewed by third parties. It will be released for free, without art (except for the map, anyway) on this site as soon as I feel comfortable. It might not be perfect, and it might not work very well mechanically, but it'll be released nonetheless. I predict that will be released by month's end, but don't hold me to that.
- "A Night in Seyvoth Manor" (D&D 4E) is undergoing similar editing and review, and will probably be releadsed on or about the same time as RotK. Because of the nature of this adventure it's much easier to port to other game systems, so I'm looking to port it at least to Pathfinder and, if all goes well, other systems (AGE, 13th Age, Hackmaster, DCC, etc.). I may even use Kickstarter to fund the development for the other systems; don't know yet. The initial D&D 4th Edition version will be released for free asd well.
- I'm imagining that my epic adventure "The Crystal Scion" will not have much public interest, so I have decided to convert what I have and finish development of it for the Pathfinder Roleplaying Game. It's a fairly high level adventure - I'm predicting between 12th and 15tyh level - so I'm somewht worried since I've never done anything like that before. It'll be an interesting experience to say the least. I don't know if there's a market or demand for such a thing, but I imagine the market to be better than what 4th Edition is now...
- My mega-campsign "The Coming Dark" has been going through some serious rework in my head; looking back on what is my first creation for 4th Edition I see a lot of things I did terribly, terribly wrong. So I'm reworking 99% of it and intend to release this for D&D Next as soon as it is possible (assuming it is possible... Licensing for Next is unknown at this time).
- I have a lot of other small projects in the works. Not sure what I'm going to do with them right now, but until D&D Next is released it might be a toss up between 4th Edition and Pathfinder.
- I have a couple of programs in the works, such as character and monster builders for D&D Next I've started on We'll see if they ever get to see the light of day.
Beyond that, stay tuned everybody... Lot more to come from us!
Moving Forward
For the past two months, at least from a workload standpoint, I've been living through hell. So much so that I haven't had much a chance to get my two completed products - Revenge of the Kobolds and A Night in Seyvoth Manor - the needed attention to get them ready for publication. I haven't even been able to get my playtest going for Seyvoth.
But during that time I have released one tiny product, The Absent-Minded Alchemist... and even at its low price of $0.99 I've sold no more than six copies. The 4th Edition market is effectively dry, in no small part due to Wizards of the Coast's choice to seemingly pretend it doesn't exist. Heck, there isn't a single 4th Edition product in WotC's own gift guide.
So I have a bit of a dilemma... My intention was to use Kickstarter to fund the art for at least one of these products, but I can't help but think that creating a Kickstarter for a market that no longer exists seems like a waste. I can't in good conscience create a Kickstarter listing that I personally feel will inevitably fail. It makes no business sense.
Furthermore, I can't bring myself to publish and charge for a product that I personally feel is inferior or not the best that it can be. Sure, I might like the mechanics of the two modules, but to charge players any amount of money for a module with zero art in it just doesn't sit right. Yes, I've done that before... but it's always felt somewhat awkward.
So I've made some executive decisions:
- The D&D 4th Edition versions of Revenge of the Kobolds and A Night in Seyvoth Manor will be released FOR FREE on this site and on Drive Thru RPG once I feel comfortable about the mechanics and have given it at least one editing run through by someone other than myself.
- I am looking to convert Seyvoth Manor in to other game systems, most notably Pathfinder and a few others (13th Age, Hackmaster, earlier editions of D&D, etc...), and if I do these will probably have a small price to them (I'm not in it for the money, as you might be able to tell). Many have told me to create a "system neutral" product... the issue with that is that my thing is mechanics and "crunch", if you will, which goes contrary to making a neutral product.
- I will not be creating any more large scale 4th Edition products. I will probably create small side-treks like The Absent-Minded Alchemist or an occasional snippet of content here and there, but don't expect any 100+ page 4th Edition modules any time soon.
- Until "D&D Next" is closer to release and we have a better idea of what the licensing is going to be for it, I am going to keep myself busy somehow. Odds are that I may find myself doing some more Pathfinder work than I'm use to.
Revenge of the Kobolds will probably be released first because it's the smallest. It may not be perfect and I haven't playtested it as much as I would like, but I think releasing it is better than just having it sit on the virtual shelf without any exposure. I will also see if I can get the Seyvoth playtest off the ground one of these days.
I'm hoping that, with the release of "D&D Next", we'll have another D&D Renaissance and things will be much better. One can only hope...
Continuing Education
Yesterday I posted about an apparent issue I had with Wizards of the Coast regarding their organized play program.
As it turns out the reason I can no longer access my events is because the FLGS changed owners; I haven't been there for a month (been busy moving in to a new home), but although I was aware it was going to happen I didn't think it happened so soon. Apparently I need to get authorization from the new owners to run any events there. Since I am currently without a car, that will have to wait.
That explanation is acceptable, but I have to admit the manner in which they handled it really needs a lot of work. The reason wasn't vocalized to me until I was locked out, submitted a customer service ticket and had it "escalated". Furthermore, sending an email to me saying in effect "we think you're a fraud" and that I need to be "educated", and then simply locking out my account without any warning, is definitely inappropriate and just not cool.
WPN, conceptually anyway, is a great concept. It works really well for WotC's bread and butter product - Magic: The Gathering - but I don't think it works as intended for D&D. The purpose of the program is to get people in the store to spend money on the product; sure it's conceivable for someone to be buying a new M:TG booster pack every week, but it's really hard to imagine someone buying a new D&D product just as often. Maybe I'm mistaken on this, but how often do the players participating in a D&D Encounters game change from week to week? Do you really get that amount of new blood in the middle of the campaign? Do they buy product from the store or do nothing more than take up space (at least from the store's point of view in terms of business revenue)? How often do the participants buy something in or out of the store?
In my opinion, I agree that WotC should promote in store play as much as possible in order to help the local business but they should not lock out anyone who is trying to run a game outside of the store. Right now, unless you're a WPN event coordinator bound to a store, you have no access to the Encounters and Lair Assault packages and are simply not allowed to run it at an alternate venue (anything from the library to your own home). I'm not saying it should be that way right out of the gate - having a new product only available in stores encourages would-be players to go there - but eventually that product should be available for anyone to run it. In a few months I should be able to buy War of Everlasting Darkness for the regular ticket price of an adventure, not for $200 or more on eBay.
Anyway, until I can sort out my transportation issue, go to the store and visit the new owners, I will remain blocked from doing anything WPN related. Life goes on, I guess...