I’m heroically battling on this week, and hopefully I’ll put to bed most of July’s releases, except GM’s Monthly Miscellany: July 2014 – I’ll get to that next week. This week, we are forecast have some excellent weather and Global HQ is located dangerously close to Anstey’s Cove (one of the cleanest beaches in the UK). Rather marvellously the beach also has a handy cafe and I’m planning to take some work down there and bravely work in the sun.
This week, in no particular order, I’ll be getting on with the following jobs:
- Urban Dressing: Borderland Town: Ill’ be completing my second edit of Josh Vogt’s manuscript and preparing the supplement for release. I foresee no problems with this as Josh’s turnovers are pretty clean and this supplement includes no mechanical information to speak of.
- GM’s Miscellany: Dungeon Dressing: I’ve previously completed my final edits for this mammoth tome – which now clocks in at around 330 pages – but I want to go through it one final time to make sure the formatting and page flow are right and that the text flows around the numerous images therein. I also decided last week to add the treasure hoards from All That Glimmers as what’s a dungeon without treasure. I’m cogent that for some customers this could be the third time they’ve purchased this material so I’m not increasing the price in anyway – I’m viewing it as a free sample of All That Glimmers.
- Random Encounters Wilderness II: The hard work on this project is behind me – first edits are always the toughest part of a project. Hopefully, my final run through of the eight final encounters will be mostly trouble-free. I also have to decide on the two winning entries, whose authors will each get to design a new Village Backdrop. Sadly, at the moment I’m down to the top three so a tough decision awaits me!
And that’s pretty much it for the week. In particular, I expect the GM’s Miscellany: Dungeon Dressing work to take up a ton of hours. In light of that, I’m not attempting too much else this week as I think the third pass will be worth it.
This Week’s Exciting Release!
Where the waves of the Endless Sea lazily roll into a rocky inlet lies the small svirfneblin fishing village of Deephearth. Hidden in a seldom used tunnel network, the svirfneblins of Deephearth lead quiet lives unnoticed by the many lurking dangers of the Ebon Realm. Recently an earthquake blocked the mouth of the inlet where Deephearth is sitting, but the village itself escaped the event damaged. However, lately svirfneblins have gone missing. At first fishing boats disappeared without a trace, but now even villagers have disappeared from their own beds! The villagers look to their leaders for guidance, but the council is unable to act, as one of their own is among the missing.
Subterranean Enclaves are short, richly detailed supplements that each present a single subterranean settlement ready to insert into almost any home campaign. Perfect for use as a waystop on the road to adventure or as an adventure site themselves, Subterranean Enclaves present the details so the busy GM can focus on crafting exciting, compelling adventures.