This week, I’m going planar with Robert Brookes and visiting the border with Josh Vogt! I might also get some design time if things go according to my sinister plan…
It’s all go here at Raging Swan Press’s Global HQ. Hopefully, this week I’ll be polishing off a number of July’s releases. This is good as I like to work at least a month ahead to minimise the impact of minor disasters on my workflow. I normally like to finalise at least one product a week, but this week it looks like I might knock three down!
This week, in no particular order, I’m going to be getting on with the following jobs:
- Edit Urban Dressing: Borderland Town: This week, I’m diving into first edit and layout of this supplement by Josh Vogt. Josh’s turnovers are usually pretty clean, so I’m not expecting any major problems.
- Edit GM’s Miscellany: Dungeon Dressing: The work on this mammoth tome continues! This week, I’ve got three fiendish traps to edit, some extra images to layout and the page flow of the riddle chapter to sort. None of these things should take too long to complete. I’m also still wrestling with whether to include a treasure chapter or not. The material would likely comprise the hoard listings from All That Glimmers. It would be a significant reprint but what’s a dungeon without treasure?
- Edit Random Encounters: Wilderness II: Last week, I completed first edits and comments on the four of the eight featured encounters. This week, I plan to complete my first edits of the remaining four encounters.
- Edit Demiplanes: The Twilight Demesne: I completed my first edit of this supplement last week. This week, I’m hoping to finalise the changes and prepare the manuscript for print. Designer Robert Brookes is slaving away over a small piece of additional text and when he turns that over, I’ll pounce!
- Design Town Backdrop: Deksport: I’ve been quietly slaving away over the next Town Backdrop, and this week I hope to complete another couple of thousand words or so. As it stands, “Dekspoint” is a placeholder name, which may change in the future. That’s something I’ll no doubt have to ponder this week.
This Week’s Exciting Release!
Not all dungeons feature the traditional setup of a monster-filled subterranean network of rooms and passages. Woodland groves, haunted houses, druid groves and more can all serve as an exciting backdrop to the PCs’ adventures. Such locations present their own set of unique design challenges, though, for the time-crunched GM plotting the next adventure.
This instalment of Alternate Dungeons presents loads of great details, hints and tips for a GM designing an adventure set in a druid’s grove or fey-infested forest. Designed to save a GM’s time while adding flavoursome details to bring the locale alive in the player’s minds, Alternate Dungeons: Mystic Groves is an essential tool in any GM’s arsenal.
Alternate Dungeons: Mystic Groves presents sections on:
- Mystic Groves: An Alternate Dungeon
- Mystic Groves: Dressing
- Mystic Groves: Denizens
- Mystic Groves: Traps & Hazards
- Mystic Groves: Adventure Hooks