Saturday, November 7, 2009

A SNEAK PEEK AT REL-DRAXA

ON WRITING
After writing something, especially something big --I tend to 'shut up' for a bit and listen to what others have to say. I do this for a number of reasons:

1. I am actuallly interested in what others have to say!
2. I like to use this time to distance myself from my previous project.
3. It helps me focus on the next project

For me, it is important to be able to listen what others have to say. This can take many forms: Comments, constructive critiques, personal opinions, reviews, and suggestions to name a few. It is the constructive critiques that I cherish the most, as it helps me refine and improve my skills. For those of you out there who are interested in writing, but dread things like criticism, let me offer you some advice:

You can choose to take on board what has been said (be it good or ill) or you can choose not to.

So, this is part of my writing process; a brief hiatus where I watch and listen to what is going on.


THE ICONIC CHARACTERS
You may have noticed that I still have three Iconic Characters to finish. There is a reason for this: I have employed an artist to illustrate each of them, starting with Rongo, Joreune, Llander and Balthazeus. As we go through the design process of their ‘look’, I have come to the realisation that key aspects about them may change. Once I am happy with these, I shall post the remaining Iconic Characters for you to see.


RELCOATING
Sagawork Studios is moving! 18 November 2009 is my last day living in Sydney after sixteen and a half years. My partner and I are relocating to the far south coast of New South Wales, for her to pursue a career as a Laboratory Manager. Whilst we relocate, I will be sans internet for a little while, meaning I will just be away from my email address. I believe the hotel where we are staying has the internets, so it won’t be for too long. Sagawork Studios storefront will still be up and running, so it is business as usual.


TEMPLE OF THE KRAKEN
I currently have two artists employed working on key illustrations within Temple of the Kraken. I have seen some of the proofs and some near complete pictures, as well as the iconic characters that feature therein. I must say that I am extremely impressed with their work; it captures the look and feel that I want. Currently, I am working on the Map of Rel-Draxa. Cities can be tricky things and capturing the right feel for an overcrowded, bustling port with twisting and shadowy streets can sometimes be a hard thing to do. To do so, I am using a technique similar to the map of Port Blacksand found in Titan: The Fighting Fantasy World, by using ‘blocks’ of oddly-shaped houses close together forms the streets in between.


FUTURE RELEASES:
A number of people have asked me if I am going to follow through with a third instalment; given that WG0: Horror at Dagger Rock is a lead-in to Temple of the Kraken. I think this is because Horror at Dagger Rock ended up being as big as what it was. At this stage, Sagawork Studios’ plan is to plan a third instalment at a later stage, not necessarily being the next one. The ending of Temple of the Kraken will be enough of a conclusion to satisfy players and GMs alike. In the meantime, anybody is free to tackle a third instalment of their own devising.

So, to keep Adventure, Dungeons and Danger truly ‘stand-alone’ I have narrowed the choice down to three adventure ideas. These ideas have been tempered with the things I have learnt whilst writing Horror at Dagger Rock. I shall make an announcement with which one I am going with on Sunday, 15 November 2009; three days before we move. I can’t wait to tell you!

More soon!

Andrew

Monday, October 19, 2009

SAGAWORK STUDIOS @ PAIZO.COM

You may now get the revised version of Horror at Dagger Rock here, or by clicking on the Horror at Dagger Rock link over by the right hand side of this site. The download is still free.

867 READS!

Having come back to check Horror at Dagger Rock's audience response, I find that 867 people have taken the time to at least look over my work. That is very encouraging for me and I want to take the time to thank each and every one of you for following this!

Those that would have read it will have no doubt cringed (as I did) at some of the minor errors that plagued the released PDF. I have spent the last week correcting those mistakes; adding in minor letters, missed words, doctoring the layout and generally making sure that it is error free. Again, this has been an invaluable lesson for me in listening to constructive criticism and working effectively to release dates. I now feel very confident enough to release it on Paizo and RPGnow as a free download. Once it is up there, the scribd version will be removed.

Putting Horror at Dagger Rock to bed has allowed me to pursue Temple of the Kraken unfettered. Armed with the valuable knowledge and lessons I have gained from HaDR, I have now started work putting this adventure together. Currently, I am in discussion with two artists; Joseph Crocono and David Fisher--long time RPG players and accomplished artists-- to illustrate it and the later modules from Sagawork Studios. You may view their prior work by clicking on their names.

I am still considering which module I will follow Temple of the Kraken with. I have a few very good ideas that I wish to explore and I am eager to announce it once I decide.


More soon.

Monday, October 12, 2009

HORROR AT DAGGER ROCK!

Sagawork Studios is proud to present Horror at Dagger Rock!
You may download by clicking on the link above, by clicking on the picture in this post or on link to the right of the page. Currently these links point to a temporary site, which will be taken down after it is hosted over at Paizo. I shall update the links when that happens.

HERE'S WHAT YOU NEED TO DO:
1. Read it. Tell me what you think. I am anxious to know. It helps me improve what I love doing.
2. Consider making a donation. I promised you that this was going to be a free module, but you will notice that there is not a lot of art inside (other than the maps). If you like what you see and you want to see more of it, the paypal button is just over there. In any case, Temple of the Kraken will be the first module that carries a price tag.
3. Start a new campaign using the Pathfinder Roleplaying Game! Print out a copy of Horror at Dagger Rock, grab a few friends and roll some dice. You will have some fun!

There are a number of other things which I need ot mention but I have done enough talking for the moment. Go grab the download!

EDIT:
The older version has been removed and the links updated to point to the Paizo website for download. Enjoy!

Sunday, October 11, 2009

HORROR AT DAGGER ROCK PRESS RELEASE

Sagawork Studios.
FOR IMMEDIATE RELEASE

Adventure, Dungeons & Danger debuts with Horror at Dagger Rock!

October 12, 2009 (SYDNEY, AU) Sagawork Studios is proud to announce the release of their first Adventure, Dungeons & Danger product, WG0: Horror at Dagger Rock.

“I don’t think I could be more thrilled at seeing a positive result in this endeavor,” said the elated Andrew C. Gale, author and founder of Sagawork Studios. “Adventure, Dungeons and Danger is Sagawork Studios’ first professional product and is the culmination of nearly six months of writing, planning and testing.”

Sagawork Studios is committed to bringing ‘Old School’ style of adventures in the vein of the game modules that were released in the 1980’s. Horror at Dagger Rock was touted for a September 30, 2009 release, totalling 16 pages, but Sagawork Studios held it back two weeks and released an adventure over four times as big, rivalling a Pathfinder Adventure Path periodical. When we asked about it, Andrew C. Gale had this to say:

Horror at Dagger Rock has been a huge learning experience for me as a writer and developer. It has allowed me to experience what is possible, what works well and what does not. Horror at Dagger Rock is certainly a unique product and one I am very proud of. Its qualities have helped me refine future releases from Sagawork Studios."

Horror at Dagger Rock will be available in PDF at 12:01am, 12 October 2009 Pacific Standard Time. This module will be followed with a sequel called Temple of the Kraken.

Tuesday, September 29, 2009

GOOD THINGS (DO EVENTUALLY) COME TO THOSE WHO WAIT

My readers; I am terribly sorry --I am not going to make the deadline that I set. To further explain why: A job opportunity has come up for my partner in a place we'd like to call home; buy a house, get a dog, raise children, that type of thing. This is more or less a once in a lifetime offer that will pave the way for tho$$$e things. Family comes first and I am sure that you all understand that. I shall also hold off on announcing some other bits and pieces until after I am back. Regardless of what happens with the job my partner is interviewing for, it is still 'Business as Usual' at Sagawork Studios.

As a small conceit; I am going to edit the original posts that claimed Horror at Dagger Rock was going to be ready on the 30th September 2009. The updated due date is: 12th October 2009 (PST)

Oh, while I have your attention, here is an excerpt from Horror at Dagger Rock --one of the monsters you are likely to encounter:

The Forgewight CR 2

Advanced Burning Skeleton Smoke Creature

(Pathfinder Bestiary, Advanced Bestiary)

NE Medium undead (fire)

Init +6; Senses darkvision 60ft, cloudsight; Perception +0

DEFENSE

AC 20, touch 16, flat-footed 14

(+6 Dex, +4 natural)

hp 11 (1d8+3)

Fort +2, Ref +6, Will +4

DR 5/bludgeoning; immune fire, cold vulnerability, undead traits

OFFENSE

Spd 30 ft; fly 30ft (perfect), smoke travel

Melee 2 Claws +4 (1d4+4 plus 1d6 fire damage)

Special Attacks Fiery Aura, Breath Weapon

TACTICS

Before Combat: Despite not having any skill in stealth, the Forgewight will stalk through the shadows in an attempt to surprise its victims

During Combat: If it is able, it will attempt grapple an adversary. Regardless if it is successful, it then breathes its breath weapon, catching its intended victim and as many others as possible in the 20-ft cube. It is unafraid of wading into melee, concentrating on any burning targets first to bring them down quickly.

Morale: The Forgewight remains in the house until it is destroyed

STATISTICS

Str 19, Dex 22, Con -, Int -, Wis 14, Cha 16

Base Atk +0 CMB +4; CMD 20

Feats Improved Initiative

Skills None

SQ Air Mastery, Breath Weapon, Cloud Sight, Fiery Aura, Fiery Death, Smoke Travel

SPECIAL ABILITIES

Air Mastery (Ex) Any airborne creature take a -1 penalty on attack and damage rolls against this creature

Breath Weapon (Su) Every 1d4 rounds, this creature can breathe a cloud of superheated smoke and cinders. This cloud fills a 20-ft cube adjacent to, or surrounding this creature. Any creature caught within the cloud must make a DC15 Reflex save or catch on fire. The cloud cools quickly but any living creature entering or within the cloud is treated as if they are dazzled as the smoke and cinders stings eyes. The supernatural smoke remains in place for 5 rounds despite prevailing winds, thereafter the cloud becomes normal smoke and disperses normally.

Cloud Sight (Ex) This creature may ignore concealment in any generated clouds, gasses, fogs or mists

Fiery Aura (Ex) Creatures adjacent to this creature takes 1d6 points of fire damage at the start of their turn. Anyone striking this creature with an unarmed strike or a natural attack takes 1d6 points of fire damage.

Fiery Death (Su) A burning skeleton explodes into a burst of flame when it is destroyed. Anyone adjacent to the skeleton when it is destroyed take 1d6 points of damage (DC14 Reflex Save for half).

Smoke Travel (Su) At will, as a move action, this creature can use dimension door (CL7th) to move from any area filled with smoke to any other smoke-filled area within range

ADVANCED BESTIARY

A number of the encounters within Horror at Dagger Rock contain templates found in the Advanced Bestiary, published by Green Ronin. The Forgewight for example, carries the Smoke Creature template found within the Advanced Bestiary (after I added the fire subtype to the Burning Skeleton, first). In designing the encounter with the Forgewight, I wanted an something that was all about the horror and the destruction it could cause, but be relatively quick to deal with (I blame Supernatural for that method of thinking). However, I was concerned about the resulting creature, namely some of the more powerful abilities given the relatively low CR. A Burning Skeleton is CR ½, the Advanced Creature template adds +1, (making it CR1) and the Smoke Creature increased it by a further +1, for a total of CR2. These fears proved valid when the creature TPKed a 2nd level party (standing toe to toe with the Forgewight, the fighter took 1d6 points of fire damage, then another 2d6 points from the breath weapon…and then failed his Fortitude save --dropping him out of the combat straight away. The other party members could not land a decent hit on the creature given its miss chance and its high AC. In the end, the house burned down around their ears, killing the dying Fighter and a 0hp Paladin. The Bard and the Wizard fled to the Miner’s Rest, but the creature followed them with its Smoke Travel ability, as the prevailing winds blew smoke over Relford….) As such, there have been a number of abilities that I have dropped or modified in favor of game balance. However as GM feel free to add them back in if you want. You will need a copy of the Advanced Bestiary to do so.



Just so you can get the full effect of the post go an grab yourself Fontin from Jos Buivenga. The Fontin font family is free, but make sure you comply with Jos' instructions if you want to use it commercially.

Friday, September 11, 2009

HORROR AT DAGGER ROCK! 12th OCTOBER 2009!

Having now reached the second week in September I feel obliged to inform you of the status of Horror at Dagger Rock.

I am pleased to announce that Horror at Dagger Rock's release date is the 12th October, 2009 (PST).

That date will also carry with it an announcement regarding future titles from Sagawork Studios.

I am *that* close, ladies and gentlemen. In playtesting and revising, a few continuity issues have cropped up that need to be eradicated. These issues have meant some areas needed to be expanded. Some of the encounters resulted in TPKs and they also need to be adjusted. I’ll tell anyone who will listen that writing an adventure carries with it a sizable amount of logistics. I have not seen anything on the developer’s preview edition of the Pathfinder Bestiary which is a little disappointing, so I have also been busy converting monsters that appear in the module.

Another thing I also said was 16 pages was to be the run length. Horror at Dagger Rock is bigger than that. At the moment, the manuscript is topping 74 pages. That is about 18-19 ‘real’ pages in Quark. At completion, I expect that Horror at Dagger Rock will exceed 24 pages in length. Not bad for a free adventure, eh?

As an aside, I have managed to get in contact with some more artists whose work will make an appearance in Temple of the Kraken and a number of upcoming modules. I will give you a little more about the both of them very soon.

So; 30th September! If you are as impatient as I am; you may get lucky.

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