...and I just finished the cover! Thought I'd share it...
STATUS:
Writing, done.
Art, done.
Lay-out, done!
Approval, currently waiting.
Shipping, tbd.
Saturday, October 27, 2012
Tuesday, October 23, 2012
#5 is in Layout
Ok, an update. Not the epic one I promised, but an update none-the-less.
This is where we're at with Crawl! number 5:
Writing, done.
Art, done (this was actually the biggest hold-up.)
Lay-out, in progress.
Approval, tba.
Shipping, tbd.
So it's coming. The thing I've knew the most, as a newfangled mini-publisher, is that looks are everything, and it's not going to look good if you don't have good art... but what I've learned is that art is the biggest and stressful hurdles in this steeple chase. But I'd cleared it, so the zine is coming sooner than later!
This is where we're at with Crawl! number 5:
Writing, done.
Art, done (this was actually the biggest hold-up.)
Lay-out, in progress.
Approval, tba.
Shipping, tbd.
So it's coming. The thing I've knew the most, as a newfangled mini-publisher, is that looks are everything, and it's not going to look good if you don't have good art... but what I've learned is that art is the biggest and stressful hurdles in this steeple chase. But I'd cleared it, so the zine is coming sooner than later!
Saturday, October 13, 2012
I suck at this
I got sick a day or two after I got back from my trip. Haven't had time to work on the zine, much less an update. But it'll come and I'll do a better job, I promise. I just need to shake off this cold...
Monday, October 8, 2012
Delays! Short update.
Sorry, but I just got back last night from a long trip and no orders went out while I was gone. I was able to check my email and answer a few, but not all... there were a lot.
Here's a quick update and report (because I have a busy week ahead:)
Crawl! #5 is written, and has been for a while. It's been mostly proofed, but final edits and art need to be done. So it's being delayed. It's a Monster themed issue for October. That's all I have time for right now. Jet lag is going to kick in soon, but these are my plans (in order):
Here's a quick update and report (because I have a busy week ahead:)
Crawl! #5 is written, and has been for a while. It's been mostly proofed, but final edits and art need to be done. So it's being delayed. It's a Monster themed issue for October. That's all I have time for right now. Jet lag is going to kick in soon, but these are my plans (in order):
- American Breakfast!
- Outstanding Crawl! orders!
- Clean up & unpack a bit!
- And then a full update!
So bear with me, I have a lot to share! (With pictures!) Here's a teaser:
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| What the... |
Friday, September 7, 2012
CRAWL! No.4. On Sale Now!
The 4th issue of Crawl! is an adventure module by Yves Larochelle and art by Scott Ackerman. It features:
This adventure can be played in its entirety, or bits and pieces can be used on their own, including a random forest encounter table.
Buy it now!
- A complete adventure for 4 to 8 5th-level characters!
- A detailed village full of interesting locals but with a hidden secret!
- A nearby forest full of unique beasts including a dragon!
- A deadly dungeon with a sinister evil!
- Plus new magic items and more!
This adventure can be played in its entirety, or bits and pieces can be used on their own, including a random forest encounter table.
Buy it now!
Better late than never!
A box full for Crawl! issue number 4...
...subscriptions will ship today (if I get them put together in time), and individual copies will go on sale tonight!...
Wednesday, August 29, 2012
Oooh, bad news.
For reasons beyond my control, Crawl! fanzine number 4 won't be available this week. I failed my check on this one. I hoped to have it on sale, and subscriptions shipped by today. That's not going to happen. I'll be out of town for the rest of week. I'm going to my annual camping trip to The Thing In The Desert...
To hold you off until I get back next week, here's a teaser for #4:
Hargn The River Dragon
The shimmering river near Thorum is named after its equally shimmering inhabitant, the dragon Hargn. Hargn tends to keep tohimself. He would rather enjoy the fish of the river than be bothered by land loving mortals. When in water, Hargn is virtually invisible and is never seen. If encountered out of the water, he appears as long tailed fishlike creature with scales of a silvery green pearlescent sheen. He walks on four legs, with each ending in large emerald like claws.
This dragon typically keeps to himself. He considers humanoids as any other fauna, they're either food or play things. There is a 1 in 20 chance that Hargn will be hungry and a 1 in 10 chance that Hargn will want to play. And by play, he likes to grab his play thing and bat it into the air with his tail. This tail slap can send a man sized creature flying 10 feet for every 5 points of damage taken. If attacked, Hargn will be highly aggressive and will fight to the death. Otherwise he will ignore the interlopers and disappear into his river.
Hargn, the river dragon: Init +8; Atk +11, 2 claws (dmg 1d8), bite (dmg 1d12), tail slap (dmg 1d20); AC 23; HD 8d12; hp 48; MV 50’ or swim 100'; Atk 4d20; SP Breath weapon, Spells, Amphibious, Fast Reflexes, Water passage, Wall of mist; SV Fort +8, Ref +12, Will +8; AL C.
Breath, Sleep Gas: Twice per day, Hargn can breath a cloud of sleep gas with a radius of 1d4 x 10' up to 60' away. All caught in the cloud must make a DC 18 Fort save or fall asleep for 1d6 hours.
Spell, Cause Fear: Spell Check d20+4; 11 or less, failure and lost. 12 or more, target flees for 1d3 rounds. (Fumble, caster flees for 1d4 rounds. Critical, target flees for 1d3 turns.) Will save vs Spell Check.
Spell, Magic Shield: Spell Check d20+4; 11 or less, failure and loss. 12 or more, caster gains +4 AC for 2d6 rounds. (Fumble, caster is blown back 10’ and knocked prone, taking 1d4 damage. Critical, caster gains +4 AC for 1d4 turns, automatically blocks Magic Missiles & mundane attacks.)
Spell, Magic Net: Spell Check d20+4; 11 or less, failure and lost. 12 or 13, failure, 14 or more, a shimmering net fills a 10 cu. ft. area for 1d6 hours. Movement within the area is halved if using magic weapons, or strength check (DC 18) to break through the netting. (Fumble, caster becomes wound up in a net, strength check (DC 15) to break free. Critical, up to 20 cu. ft. area.)
Water Passage: At any time, Hargn can move into or pass through water without leaving a wake or splash. Effectively becoming invisible in water.
Wall of Mist: Once an hour, Hargn can summon a wall of mist. The wall is up to 100’ x 20’ x 100’. Within the mist, targets suffer -4 to all attacks and move at half speed.
To hold you off until I get back next week, here's a teaser for #4:
Hargn The River Dragon
The shimmering river near Thorum is named after its equally shimmering inhabitant, the dragon Hargn. Hargn tends to keep tohimself. He would rather enjoy the fish of the river than be bothered by land loving mortals. When in water, Hargn is virtually invisible and is never seen. If encountered out of the water, he appears as long tailed fishlike creature with scales of a silvery green pearlescent sheen. He walks on four legs, with each ending in large emerald like claws.
This dragon typically keeps to himself. He considers humanoids as any other fauna, they're either food or play things. There is a 1 in 20 chance that Hargn will be hungry and a 1 in 10 chance that Hargn will want to play. And by play, he likes to grab his play thing and bat it into the air with his tail. This tail slap can send a man sized creature flying 10 feet for every 5 points of damage taken. If attacked, Hargn will be highly aggressive and will fight to the death. Otherwise he will ignore the interlopers and disappear into his river.
Hargn, the river dragon: Init +8; Atk +11, 2 claws (dmg 1d8), bite (dmg 1d12), tail slap (dmg 1d20); AC 23; HD 8d12; hp 48; MV 50’ or swim 100'; Atk 4d20; SP Breath weapon, Spells, Amphibious, Fast Reflexes, Water passage, Wall of mist; SV Fort +8, Ref +12, Will +8; AL C.
Breath, Sleep Gas: Twice per day, Hargn can breath a cloud of sleep gas with a radius of 1d4 x 10' up to 60' away. All caught in the cloud must make a DC 18 Fort save or fall asleep for 1d6 hours.
Spell, Cause Fear: Spell Check d20+4; 11 or less, failure and lost. 12 or more, target flees for 1d3 rounds. (Fumble, caster flees for 1d4 rounds. Critical, target flees for 1d3 turns.) Will save vs Spell Check.
Spell, Magic Shield: Spell Check d20+4; 11 or less, failure and loss. 12 or more, caster gains +4 AC for 2d6 rounds. (Fumble, caster is blown back 10’ and knocked prone, taking 1d4 damage. Critical, caster gains +4 AC for 1d4 turns, automatically blocks Magic Missiles & mundane attacks.)
Spell, Magic Net: Spell Check d20+4; 11 or less, failure and lost. 12 or 13, failure, 14 or more, a shimmering net fills a 10 cu. ft. area for 1d6 hours. Movement within the area is halved if using magic weapons, or strength check (DC 18) to break through the netting. (Fumble, caster becomes wound up in a net, strength check (DC 15) to break free. Critical, up to 20 cu. ft. area.)
Water Passage: At any time, Hargn can move into or pass through water without leaving a wake or splash. Effectively becoming invisible in water.
Wall of Mist: Once an hour, Hargn can summon a wall of mist. The wall is up to 100’ x 20’ x 100’. Within the mist, targets suffer -4 to all attacks and move at half speed.
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