Showing posts with label adventures. Show all posts
Showing posts with label adventures. Show all posts

Friday, 4 September 2026

Liquidation

 

Liquidation is a creature-capture corpo-crawl for Mothership, published by Spicy Tuna RPG, edited by Chris Airiau, and written by me. Players explore a ruined stimpak production lab that's been flooded in its own juices and try to catch the alien asset on the loose within. It's got expired medicine, capitalist hubris, surprisingly functional transit and a big ol' bug. Classic MoSh, I'm very happy with this one. Looks flippin gorgeous too

Perfect for a chunky one-shot or short campaign, with connections to other Spicy Tuna modules if you want to keep things going. Plus it'd make a great bounty if you picked up the new Wages of Sin book

You can check out more and support the project on Kickstarter right over here

Thursday, 25 June 2026

Gog's Head

 An adventure I wrote is part of the Bree-YARC core rules project currently funding on Kickstarter!


Gog's Head is a layered dungeon crawl focused on exploration and uncovering secrets. Players come across a hobgoblin hideout on a giant stone head in the sea, and may find opportunities to delve deeper beneath... The game comes with five of these adventure sites that all fit the proper classic fantasy investigation/dungeon genre, from five different creators with their own vibes and approaches. (I've actually had the chance to read them all and they're all great!)

And as well as running them as one-shots they're also all situated on a great big hexmap with towns and terrain in a full sandbox campaign. If you like doing old-school exploration-focused games with a robust set of rules and material to run from, head over to support Todd's project and get yourself a copy

Monday, 8 June 2026

Norimaki Tunnel

for Journeylands

art for Journeylands by Jon Bliss
Six whole ticks long and wide enough to fit just about any rig, folks say Norimaki tunnel was once infrastructure for a megacity, a pipe for sewage or oil or something. Nowadays, it's home to all kinds of weirdos, skulking in the shadows. But at the other end is right where you need to be.

Roll a d6 for each tick through the tunnel. If you roll over the current tick, your only Encounter is an eerie yet peaceful drive through the huge, echoing dark. If you roll equal to or under the current tick, consult the table.

1. Tunnelling eels. First time you roll this encounter they're just harmlessly circling overhead. Second time they gather in greater numbers and attack, #eel

2. Biker gangs. Impressed by fast rigs, they will leave you alone if you beat them in a race (Speed check), otherwise will knock you about a bit to keep you off their turf, #hit. If you beat them more than once they won't challenge you on future trips, and offer advice: stay out of any webs at the far end of the tunnel.

3. Retired bikers. Learned how to chill out a bit, now they just ride for fun. Will warn you about the active gangs (and to watch out for circling eels!) and can recharge your rig with their psolar storage battery if if you need it. Will trade fishing equipment that they don't use anymore in exchange for any rig part, working or not.

4. Billy Hoover, Pest Remover. Scoots back and forth on a trundling little three-wheeled rig selling various pest repellents. Each can cancel one Encounter for one somewhat-animal-related haztag, but you have to specify which tag when you buy. The price is a live eel.

5. Father Cobweb, the legendary giant spider. Fail a Speed check to avoid him and your rig's gear is reduced to 0 as you are entangled, #web

6. Abandoned double-barrelled blast processor, a rig part which increases your gear by 2 immediately when used, then takes a full two days to recharge.

Monday, 18 May 2026

Oroboro Dossier, File 01

 The first adventure collection for Midnight of the Century is available now over on itch!


Midnight of the Century is an investigation-based rpg about potentially supernatural serial killers in the vein of Twin Peaks. It uses an OSR-esque structure where the adventure is the meat of the game and the rules are the ideal cutlery. Beyond that it captures its vibe exceedingly well, if I'm running a detective game I'm 100% using this

I've contributed two adventures for this anthology, and between them I think I've done some of my best work. I got to have a look over the other adventures and they're all great too!

I know this is different to stuff I usually put out, no wizards or robots, but if you're at all interested in the premise I recommend checking it out.

Wednesday, 4 March 2026

Hardlight Station Anthology

 In case you haven't seen, the new big book of Mothership adventures from Magnum Galaxy just launched over on Kickstarter. Already doing amazingly well, doesn't need my help, but go and check it out anyway. 

My original prequel pamphlet to Hardlight Station, The Horror on Tau Sigma 7 is reprinted and updated in the anthology, as well as a brand new adventure by me.

Lacuna is a classic "wizard's tower" style dungeon for the Mothership setting, as well as a paean to classic sci-fi fiction bigshots like Philip K Dick. Deadly traps and puzzles, alien weirdness, the unfettered hubris of man, and an ending that our lovely editor said, quote, "broke my heart in half".

Plus nine other adventures by great Mothership writers! Book good! I'll pop a preview spread below, take a proper peek at the page for more. 



Monday, 9 February 2026

The Smuggler's Guide to 1365

 


New Mothership adventure! Shoot the Messenger is a social stalemate set up for a Coen-Bros-esque clusterfuck with a cosmic horror centre, written by me as part of The Smuggler's Guide to 1365, a toolbox module from Magnum Galaxy. If you want to run MoSh games in, around or about the space smuggling underworld, you want this.

It's right over here on DriveThru, or there's a physical version as part of the Awaiting the Burning Gods deluxe box over this way

Friday, 31 October 2025

Communion

 (a mini Mothership adventure)

This and the last post are repurposed bits from MNKRM, a MoSh newsletter I briefly did a while back. This one comes with a warning for a whole lot of body horror and death, including an instance of implied child death.

Also I wrote this before that Together movie came out (or the movie it allegedly copied) so if this is accidentally a ripoff of a ripoff I apologise. I don't watch scary movies anyway I'm a big wuss lol

Happy Hallowe'en!


Providence-09 was a peaceful colony world on the edge of the galactic core, now under level 1 quarantine and full media blackout. Rumours abound, none as terrible as the truth.

The planet is cursed, its atmosphere a miasma that causes any two people who touch to melt together, birthing a demon. These monsters rule Providence-09.

A cure was being developed in a hospital on the planet’s surface before it too fell to the curse. Parent company PacyGen Soft Drinks and Pharmaceuticals are hiring a covert freelance crew to extract it.


THE CURSE
Here’s what we know. Skin-on-skin contact while within Providence-09’s atmosphere results in death for both in 1d5 rounds, no save. The resulting demon, or “combie”, depends on the body parts that made contact.

Combies do not create further connections if touched. They are hungry for meat.

1D5 COMBIES
1 TWINS. 
The shape of two people holding hands. Faces torn in anguish, totters on mismatched legs. The outside arms extend, the weeping mouths are hungry. [C:50 Bite 2d5; I:20; W:3(18)]
2 PRIESTESS. Its torso is bulbous, a mass in place of arms where they held a baby. Propels itself on powerful legs, the head free to loll and bite and scream. [C:65 Bite 1d5; I:55; W:2(12)]
3 BEAST. One supported the other as the curse took hold, or else they fucked. Most of its many limbs reach the floor, scuttling and dragging, mouths at either end. [C:55 Bite 2d5; I:50; W:3(14)]
4 WORM. All that’s left of a final embrace. Faces merged into a pair of jaws, writhing bodies combined into one thick serpent, trailing gore. [C:75 Bite 3d5; I:55; W:4(18)]
5 AMALGAM. Above all else, this should not be. Strongest at its source, the curse took as many lives as it could and made their bodies one. [C:70 Consume 3d10; I:10; W:5(20)]

NEW MR GOODNIGHT™ HOSPITAL
1 ROOF. 
Rain-lashed helipad beneath a hellfire sky. Streets three stories below are strewn with car crashes, dismembered bodies and wandering demons. A fire exit door, not made to be opened from the outside, leads to a stairwell running down to the lobby with a door on each floor. A Worm hides at the bottom, rising slowly if it hears noise.
2 THEATRE. Quiet and empty. This floor is one room, with doors to the fire escape stairwell and a nonfunctional elevator shaft. Concentric tiers of seating surround a desk and presentational hologram machine. Loaded slides describe the health benefits of PacyGen brand coffee and soda. In a storage unit are 1d5 each sets of packaged scrubs with protective gloves, canisters of anaesthetic gas and individually packaged scalpels as well as a sturdy, fold-out operating table on wheels.
3 WARD. Corridor running the length of the building, 10 doors each side. At the far ends are the doors to the fire escape stairwell, and a set of elevator doors closed on a Twins which whimpers in pain. The elevator is broken down at the bottom of the shaft. ROOMS: Empty bed, stimpak drip, bioscanner, fire extinguisher / A Beast finishing a meal. Discarded revolver, 1 bullet / Curtain drawn around empty bed / Priestess waiting behind curtain / Cleared out, stains on walls.
4 LOBBY. Entrance through gift shop, long since looted. Reception area and waiting room are trashed, bloodstains splattered across the tiles. A discarded arm behind the desk holds a surgeon’s saw. Roll for which combie still lurks here, rerolling a 5. There are doors to the bottom of the fire escape where a Worm lies waiting, and the elevator cab, unmoving at the base of the shaft. Inside is a Beast, trapped and angry. A third door, marked STAFF ONLY, leads downstairs.
5 BASEMENT. Emergency lighting, dull red glow. The smell of rot and electricity. A corridor lined with lockers, two ammo boxes and a hazard suit. Down the path, the smell gets worse. The path opens up into an underground lab, computer terminals strewn about, files shredded and soaked. A sigil has been carved into the floor with laser fire, and in its centre sits the Amalgam. Acolytes in hazard suits surround it, chanting. They are PacyGen researchers who opened this demonic rift deliberately, seeking power. There is no cure – the lead acolyte hands you the key, so the corporation can try again on another world.

Friday, 12 September 2025

BREATHE EASY

"oh D G you keep saying cool stuff is coming where is it then" well BLAM

For Mothership Month 2025, presenting the biggest module I've written yet. Say hello to 

tropical cyberpunk vaporwave arcade esports stan pirate cult conspiracy sandbox, anyone?

A sandbox module that plugs into TKG's A Pound Of Flesh. Players investigate/infiltrate/join/[run?] a cult of esports fanatics smuggling bootleg oxygen onto Prospero's Dream.

Shit's wild.

The project's being run by Marco Serrano over at Spicy Tuna, who's also doing layout and art for the zine. It's written by me and edited by Chris Airiau.

Click through to follow the page on backerkit and get notified when it and a WHOLE LOAD of other MoSh modules launch for MoShMo very soon aaaaaa


also

I didn't realise that The Dose Makes the Poison is out already! I edited this module after it funded during last year's Mothership Month. If you want a classic spooky Mothership investigation - monsters, mysteries, all the good stuff - but with a more art deco, Bioshock-esque aesthetic, this is for you. Check it out right here. (Also And Tomorrow Games have another module for this year, I didn't work on this one but it looks cool)


lastly

Writing and editing stuff for these kind folks has been paying my rent this year, but as I've been whinging about on bsky, work has run dry and that rent is about to go up. I'm still looking for work, but in the meantime if anyone is able to help out I have a paypal donation link set up right here.

Sucks being in this mess and I know a lot of other folks are struggling too, but I appreciate any amount of support. If half the people who read this blog gave 2 bucks each I'd be fine. (Or, hire me! I'm very good.)

Fingers crossed I'll be back on my feet come Mothership Month! Speak soon x

Monday, 16 June 2025

UP SHIT CREEK

 new adventure module by ME for BLOOD BORG, that's the vampire punk Mork Borg hack by the inimitable World Champ Game Co.

Nasty stinky sewer river cruise, vampire brawls and mutant rats, dark magic and secret agents, plusssss... new curses! new spells! Sewer shortcut generator! and a whole lot more...

It's called UP SHIT CREEK and you can get it here! in print and here! in pdf RIGHT NOW

This was super fun to write, blood borg has such a dense and rich rulebook that's got all kinds of stuff to make your games work - so I could really get stuck into its dark, crusty world and make something super fun. WCGco makes a huge variety of stuff, it's all great and this is no exception. Get on it!!

Tuesday, 6 May 2025

The Iron Coffin

I did some dev editing on this great new Mothership pamphlet by Sam Seer, available now over on the TKG store and digitally on itch! Extra goodies with the digital version too

It's a tight little adventure of classic space horror on board a sinking ship - a perfect introduction to the game or a worthy addition to any Warden's arsenal. I can be nice about it because I didn't come up with it lmao. Also there's art by fellow MoSh mainstays Zach Hazard Vaupen and Victor J Merino?! You gotta check this one out

Monday, 13 January 2025

King of the Mountain

 an adventure for GoGoGolf!


Mount Teemeeoff is one of the smallest in the Driving Range, covered top to bottom in soft green grass. Recently, a boss monster called Big King Pachinko has moved in to the mountaintop, knocked over the pointy bit, and started causing trouble.

Calling himself king of the mountain, he spends his days hitting enormous wrecking balls with his magic golf club. These fly everywhere, causing rockslides and careening down the slopes of the mountain itself.

The locals have had to hide or flee, and live in fear of the new king. They've sent word for brave heroes willing to climb the mountain and knock him down to size.

- Every time the players move between a location, roll a die. If the number rolled matches that location's number, a small round shadow appears above the players, which slowly gets bigger. If they don't move, they are squished by a person-sized wrecking ball and each take 1 Heart in damage.

1. Fairway Field. Rolling green grass at the base of Mount Teemeeoff. There is a huge rocky cliff ahead that would take days to climb. On either side, two gentle slopes circle up the left and right of the mountain. A couple of Slimes approach anyone who tries to climb either slope, attacking on the orders of Big King Pachinko.

 The slope to the left looks gentle and leads to longer, unkempt grass and a few tall trees (area 2). Sounds of bleating can be heard on the wind from this direction.

The slope to the right is steeper and it is more difficult to see where it leads (area 3). Walking all the way around the base of the mountain to the other side leads to the very bottom of area 4.

There are a few trees here in the field, and one has a large bird's nest at the top. Disturbing the nest wakes a sleeping owl, who is sick of the King making such a racket and will help any way he can. He can carry one person at a time, and cannot fly higher than the bottom of the stairs at the top of area 4. If a wrecking ball comes anywhere near him, he will get scared and fly away.

2. Mountainside Meadow. A sloping stretch of long grass on the mountain's left side. There is a sheep grazing the grass, but it is spooked easily and will run if it notices anyone approach.

Another sheep has found its way to the top of a tall tree, where it sits in a bird's nest, afraid to come down. At the bottom of the tree, a Spike Goose is honking loudly at the sheep, harassing it. The nest belongs to the Spike Goose, and its large egg is in there with the sheep.

Beyond the meadow, the slop continues round to the back of the mountain (area 4).

3. Abandoned Canyon. Up the slope to the right of the mountain, the terrain is steep and quickly gets rocky and difficult. After a while, the path is split by a wide canyon, with only one stone spire standing up in the very centre of it that comes up to the level of the path.

It's too far to jump to the spire, and twice as far to the other side, but someone has left a long plank to use as a bridge. There is a sheep standing in the very centre of the plank atop the spire, unaware of how it got there.

The plank is balanced precariously on the point of the spire, and will unbalance if unequal weight is put on either side. The plank reaches almost the whole way across the gap, but not quite - it's still a short jump to either side from the ends.

On the far side of the gap, the path continues round the back of the mountain to area 4.

4. Stone Stairway. Both paths, 2 and 3, lead round to the back of the mountain, and the base of a stone staircase that leads up to area 6. The King is watching this area, and will send down an extra wrecking ball at anyone who tries to climb the stairs.

Below the stone steps is a sheer drop over perilous, rocky cliffs. At the very bottom of the cliffs, at the mountain's base, is the entrance a small cave (area 5), but it can't be seen from the top except for the faint, multicoloured light it emits.

5. Glittering Caves. Strange colours emit from the mouth of this secret cave, round the back of the mountain's base. Inside, the walls are covered in thousands of softly glowing crystals in all the colours of the rainbow. They are beautiful, but ultimately worthless, made of natural rock candy.

The local people who used to live on this mountain are hiding in here. They offer food and a place to rest, as well as one health potion per player (each restores 2 Hearts). They want the King gone, but are all too scared of the wrecking balls to leave.

One of the locals, a shepherd, asks the players to return his three sheep to him, after they all got lost wandering the mountain. He will reward the players with a magic club from his bag for each sheep returned.

6. Teemeeoff Peak. The pointed summit of the mountain has been levelled off to create a lawn for Big King Pachinko. The boss monster is a huge round ball, nearly as tall as a person, with hands and feet and an enormous moustache. He is able to create wrecking balls to attack with, which he hits with his golf club.

He wears a little gold crown, which he is very vain about and references constantly, believing that its shine makes him the most important person on the mountain.

Big King Pachinko. Level 10, 6 Hearts, 1dmg. Can create wrecking balls which deal 1 Heart damage when sent flying. Wields the Big Big Club, which has the power to hit anything round and send it flying as easily as if it were a little golf ball, up to the size of the person using it.


GoGoGolf! is available in print ($5USD) and pdf ($3USD) from Possible Worlds Games, itch, DriveThruRPG and Indie Press Revolution.

Tuesday, 5 December 2023

The White Tower


(I)              Readily available and observable information

(II)            Requires closer observance or aid (eg: light)

(III)           Can only be observed with the Third Eye

 

-        Acts of Sedition

1.     Rob the tower.

2.     Rescue a prisoner.

3.     Calm the tower’s ghost.

4.     Send a message by raven.

5.     Extinguish the light.

6.     Take over the tower.

 

(I) Also called Smocklehythe Tower, The Lord’s Prick, Serpent’s Tooth. A lighthouse and gaol for those awaiting execution by the House, its foundations are an island in the middle of the river.

Separated from the rest of Smocklehythe by a short boat ride, the pale edifice looms over South Lanton, twenty-one yards tall from the point of its spired roof to the cold waters below.

 

(II) Stone steps emerge from the water and alight at the only entrance, a door of black iron bars in the tower’s south face where a guard keeps watch.

 

The top of the tower is open on all sides, its spired roof held up by pillars. A guard keeps watch and, by night, a great fire is kept burning.

 

There are four windows in the east wall, one on each floor, about four yards apart. A third guard can sometimes be seen passing the upper of the middle two windows by night and the lower by day.

All three guard wear gaoler’s uniforms. Shifts change at sunrise and sunset, with reinforcements arriving by boat.

 

-        Roof
(I) The top of the tower is a flat platform from which four pillars hold aloft a canopy spire. It is a sixteen-yard drop to the water below.

In the centre is a huge brazier of black iron laden with firewood, lit and tended by a guard from sunset to sunrise. The day shift replacement merely watches the surrounding river.

Guard. Official truncheon (?), hot pork pasty (2d), vial of oil (6d), tinderbox (10d).

A spiral staircase alights here. The cawing and flapping of several large birds can be heard below.

-        Rookery
(I) The floor is lined with feathers and guano, the air thick with smell and noise. Seven messenger ravens are kept here, tethered to their perches by silver chains (£1 each).


On the floor is a pouch of bird seed (2d) and a sturdy black cage (£1).

From upstairs comes the sound of wind, and by night a roaring fire’s red glow. The staircase leads both up and down.

(II) The ravens’ chains and the window in the east wall are locked. The guard in the guardhouse has the keys.

-        Gaol

o   Stairwell
(I) Enclosed by stone walls. A heavy wood door leads to the guardhouse.

The noise of the rookery echoes faintly from above. By day the sounds of a busy kitchen can be heard downstairs, by night silence.

(II) At night the guard can be heard snoring by anyone eavesdropping at the guardhouse door, lantern light barely visible through the cracks.

o   Guardhouse
(I) Empty by day, the night shift guard catches forty winks in an old wooden rocking-chair (£1&1d).

Guard. Official truncheon (?), ring of keys (?), hooded lantern (£1), deck of cards (10d).

Black iron bars divide this room from the cell, the gate locked. A wooden door adjoins the stairwell. There is a window in the east wall.

(II) After dusk the guard arrives and lights a hooded lantern, and can be seen through the window.

The four keys on the ring open the cell on this floor, the shackles within and the chains and window in the rookery. Each resembles the lock it opens.

(III) Soft wailing drifts from the cell on an otherworldly breeze.

o   Cell
(I) The gaol proper, separated from the guardhouse by a locked gate.

Prisoners are kept in shackles chained to a heavy iron ball (£2). The guard in the guardhouse has the key.


There is a spectral presence here, felt first as a chill, unnatural wind and then in terrifying visions of death.

(II) A thorough search unearths a metal file (6d) hidden away behind a loose stone along with a rat skull.

(III) The ghost of a woman killed here long ago moans inconsolably, searching for her lost head. If reunited with the skull in the whalesbourne, she passes on.

-        Kitchen

o   Stairwell
(I) Enclosed by stone walls. By day, sounds of the cookhouse through a wooden door. By night, only the wind and water from the gatehouse downstairs.

o   Cookhouse
(I) A large pot (3d) atop a simple wood-burning stove, set into the wall below the window.

The day shift guard makes gruel here, steam filling the room. After sunset, the fire is put out and the room goes silent.

Guard. Official truncheon (?), wooden spoon (2d), vial of oil (6d), pouch of black pepper (6d).

Two doors connect to the stairwell and pantry.

o   Pantry
(I) A large barrel of clean water, a stack of dirty wooden bowls (1d each), two heavy sacks of oats (2d each), a chamberpot (2d), several rotting turnips and an unopened vial of black treacle (6d). Roll a die to see how many rats are about.

There is a door to the cookhouse.

-        Gatehouse

o   Doorstep
(I) Entry to the stairwell is barred by a sturdy gate of black iron. A guard stands watch outside atop a short flight of stone steps that descend into the water, where a post is used to moor boats.

Guard. Official truncheon (?), hooded lantern (£1).

o   Stairwell
(I) A spiralling stone staircase begins here and continues up to the roof, alighting at every floor in-between.

To the side is a wooden door labelled records.

o   Records
(I) A desk with paper (1d/sheaf), quill pen (10d) and two vials of black and red ink (6d apiece).

There is a window overlooking the water outside, as well as a door to the stairwell, and another labelled store.

(II) Searching the desk uncovers ledgers detailing the names and crimes of prisoners kept at the tower through its history, beginning after the occupation of the House.

o   Store
(I) Several empty barrels, six yards of rope (2d/yard), a hooded lantern (£1), a vial of glue (6d), and a small pouch of gunpowder (£6).

(II) Beneath some of the goods is a trap door leading down to the whalesbourne.

-        Whalesbourne
(I) A cell beneath the store for troublesome prisoners. Pitch dark and heavy with mould. A metal grate in the middle of the floor is all but rusted away.

Laying discarded on the floor are a human skull and a blunt and corroded sword. Roll a die to see how many rats are about.

(II) Light reveals scratches in the wall reading WATCHED FROM BELOW and the glint of something large and pale from the crypt beneath the grate.

-        Crypt
(II) Built into the foundations of the tower. Strangely peaceful, utterly dark. There is a rusty grate in the ceiling adjoining the whalesbourne above.

A giant skull sits in the centre of a square symbol carved into the stone floor. There is a solid gold coin within the hollow of its eye, worth £3.

(III) The spirit of this skull is ancient. It is not seen so much as sensed, a being long faded from this world.

It offers those marked with the Third Eye a gift of one of its teeth. Brannwn’s Blessing, a fist-sized lump of dull ivory, allows its bearer to temporarily expel their spirit from their own body and into that of a raven.