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Interview with Joshua Gullion of Adventureaweek.com

Larry Elmore and Joshua Gullion talk about the good ole days

Every week you get an amazing adventure filled with incredible illustrations and jaw-dropping cartography, as well as access to an entire website filled with everything one could ever want or need.  Ever wonder who works here and how they do this week in and week out?  Well now you’ll finally be getting some answers.  Each week we’ll be interviewing a member of the Adventureaweek.com crew to see how every week they pull off what others have called “impossible”.

Joshua Gullion is a member of the Adventureaweek crew as well as an avid RPG reviewer as Ktfish7 on numerous sites including Paizo, NERD TREK, and DriveThruRPG.

Hello Joshua, how are you this fine evening?

Hello Jonathan, I’m doing good.  How about yourself?

 

Excellent, although my ogre miniature was a bit out of control on Google Hangouts today… enough about me… 

Please tell us a little about yourself and what you do at Adventureaweek.com.

Well, I’m your atypical gamer, I got hooked on funny shaped dice as a kid and never really shook the habit, lol.  I believe my technical title around the AdventureaWeek.com camp is “That crazy insomniac who builds the PDFs”…but don’t quote me on that…

 

What creative project are you working on right now?

Hmmm….right now…currently, in between PDF builds and the occasional review I am working on….I have two adventures both in a raw stage at this point that silently scream at me from time to time demanding my attention.  I also sparked a thought for a third adventure to add to the mix last night, but that is still very much a raw idea, with the introduction of a new golem creation amongst other things.

 

The Adventureaweek Campaign Setting is growing!  Tell us what part of the world you’re working on and what treats are in store for our members.  We’ve been hearing rumors about Were-Jaguars…  😉  Droooool…

NaeraCull combines many influences of Aztec inspired fantasy with the classic feel of the jungles and rain forests of old.  Dark dangerous truly ALIVE places…the type of lands where even the plants will eat you.  Where the drums of various tribes will haunt the winds while things moving just outside of sight will hunt you until you can run no further.  Populated with a people who never walked away from the older Gods, and the worship of the spirits of the land, the indigenous people of NaeraCull share a special relationship with both animal and fey in many areas of their jungle.

Living just outside of the treeline, for the most part, are a completely opposite people.  The Wandering Nation settled here in an accordance with an agreement between their leaders, and those of the indigenous tribesmen.  Creating a perfect buffer between the secrets of the jungle and the outside world, the Wandering Nation were granted a home in return for functioning as the first line of defense for the jungle itself, and the way of life that still exists under the dark of the canopy.

There’s so much more to be said, but it is early yet, and I don’t want to give away too much…lol   I will however answer in regards to the were-jaguar.  Deeply rooted into NaeraCull mythology and belief is that Jaqua, Mother of the Hunt, blesses her faithful with the glory and power of a true predator.  Lycanthropy is not seen as a disease to the tribes of NaeraCull, but rather a gift of faith.  Not all who contract the disease survive its incubation, but those who do are revered as blessed, and typically rise to the status of legend amongst their people.  Oddly, within these lands, few who undergo and survive the change lose their mental attachments to those they know, nor does their intellect diminish.  In short, unless the change goes bad, rarely does a were-jaguar turn on their tribesmen.

The were-jaguar play heavily in the first adventure for the lands of NaeraCull, planned to be finished soon and released soon after…with plans to make the race available as a PC option as well.

 

What would you tell folks who are sitting on the fence, wondering if they should subscribe to Adventureaweek.com or not?

One of the coolest features of the subscription service is in fact the value in my opinion.  Subscribing for a year gets you a solid 52 adventures, for under a hundred.  With a site packed with lots of crazy extras – a soundboard for effects, map tiles, NPCs, spells, Hero Lab files, player maps, VTT maps…etc.

Folks, the bottom line is, we started this idea with an insane notion.  Releasing an adventure every week defies all logic, and yet we do it.  With high quality maps, fresh innovative ideas, and solid writing.  Our reviews tend to speak very highly of us, and we are only getting started.  As a company we are looking six months down the road, 12 months down the road, 5 years…we’re not going anywhere.  We like what we do, and coming to work when you work with a group of amazing fellow passionate gamers is one of the best feelings you can ask for.  I appreciate each and every one of the guys I have come to know as my fellow RPG Bootcampers. You all RAWK!  I appreciate each and every person who has ever taken the time to even look at one of our PDFs, whether you subscribed to it, bought it, got it as a freebie or freaking stole it…I appreciate you all.  By taking the time to look at what we are doing, you gave us the chance to convince you to come back for the next PDF, and the next.  Without you all believing enough in the worth of the product, we wouldn’t be on this roller coaster ride, and I wouldn’t have met a great deal of the folks I have gotten to know.  So to all of you, those who make it possible for us to do what we do…Thank You!!!!

 

Thanks for talking with us tonight Joshua!

Always a pleasure Jonathan!

 

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Rise of The Drow I: Descent into the Underworld

Hej everybody!

How better than to delve into a series of reviews than with an epic trilogy? The Adventureaweek.com-crew has recently launched their first multiple module spanning epic, the Rise of the Drow and today, I’m going to take a look at Part 1!

 Rise of The Drow I: Descent into the Underworld

This pdf is 121 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page back cover, leaving a whopping 116 pages of content, so let’s check this out!

This being an adventure-review, the following contains SPOILERS. Potential players might wish to jump to the conclusion.

All right, still here? The underdark is boiling from the flames of war – Maelora of House Gullion (nice tribute to fellow reviewer KTFish7, I assume?) has taken control over the drow trade-hub of Holoth via an interesting coup d’état – allying herself with the alien Vidre and siphoning power from an artifact granted by these enigmatic, crystalline schemers, she indeed triumphed and funneled the souls of her captives through the artifact to gain immense power. Unbeknown to her, half of the souls have been funneled to the greedy clutches of the alien Vidre and sacrifices have started to become harder and harder to come by. Not one to be dictated what to do, the matron managed to sever the binding ties and arcane entwinements of the pact between her and the Vidre via the Spider-Goddess’ help (we’re looking at old-school drow here, obviously) for the promise of a conquest of the worlds above – the goddess has spoken and so it shall be done. The Vidre, meanwhile, prepare for war – their thirst for souls must be slaked.

Enter the PCs via a relative of Rybalka’s blacksmith Quorron, a female named Miah, ambassador of Embla, a dwarven city that seeks to unite the denizens of the underdark to address the drow-problem. Time is of the essence, though, and the PCs will have to take a dangerous road into the underdark via the ruins of Krelgar keep (5 level-mini-dungeon, lavishly cartographed in a stunning full-color map) – and something is definitely amiss, indicated by the dimensionally shackled bralani the PCs encounter there. After encountering the first troupes of drow (thankfully only zombies), the PCs may be in for a surprise – if they can decipher a missive, they’ll realize that the dark elves have planned a raid on the surface world. Even cooler: Drow Paper, Quills and Ink are described and they are anything but common – what about e.g. quills made from giant spider fangs? Neat! Nevertheless, the PCs should think about warning Rybalka – whether they do or not, the repercussions will be felt. However, the immediate threat, the boss of this dungeon, will prove to be a challenge – the disturbing drow mhorg Yul will prove to be a worthy challenge, no small thanks to his items and the new “Third eyes of fear” that lets the users blink.

The journey through the underdark, accompanied by a cool map as well as information on various types of gases and multiple encounters will also see the PCs encounter their first driders, a wizard of house Gullion and then culminate in a chance for them to disrupt a drow raid on a dwarven caravan and then finally arrive at the gates of Embla, where the second module of the trilogy will start.

The pdf also includes the Titanic Beastmaster PrC. The class gets d8, 2+Int skills per level, full BAB, good fort- and ref-saves and focuses on taming and training the larger monsters – no spell progression or the like and the requirements for the PrC are rather steep, making it an accomplishment to actually qualify for it while granting massive enhancements to the special companion granted by it.

On page 41, the statblock-index starts with an encounter table and takes up all space till page 117 to deliver all the stats for both D&D 3.5 and PFRPG. Unfortunately, the index is not bookmarked, which makes this vast section of the pdf harder to navigate than it should by any means.

The pdf closes with two player-friendly versions of the stellar maps.

 

Conclusion:

Editing and formatting are very good, though not perfect – I encountered some minor glitches, but none that severely impeded my enjoyment of the module. Layout adheres to AaW’s full-color two-column standard and the cartography is simply awesome. I was also blown away by some of the artworks – the drow depicted mostly can stand up to the Paizo-level regarding the quality of the art. However, there are also some jarring full-color illustrations that feel somewhat shoehorned into the adventure, are of a lesser quality and detract from a unified look. I frankly would have preferred them to be left out. The pdf comes with a printer-friendly version and nested bookmarks. At the time of the writing of this review, Herolab-files have not yet been provided, but are planned.

“Rise of the Drow I” is an interesting module in that it builds up a sense of threat and consequences for the region of Rybalka and its surroundings and works well to set up not only the drow as a credible threat, but also to evoke a sense of grand changes afoot. The environmental effects and cultural details like the paper/ink etc. they use lends an added sense of credibility to the dark elves. It should be noted, though, that the drow of AaW seem to worship a certain spider-goddess and thus are different from the demon-worshipping drow of Golarion – I’m already curious how this worship interacts with a fabled origin that hearkens back to Norse mythology. All in all, this is a good module with already rather significant decisions to make, but judging the repercussions and consequences etc., for now, remains hard – I look forward to seeing how the sequels can implement these diverging paths. Content-wise, thus, there’s not much to complain about.  Add to that the jarring difference in quality between beautiful and rather hideous artworks and  we have some factors that conspire to keep this module from the full 5 stars. Thus, my final verdict will be a solid 4 stars with your humble reviewer looking forward to seeing how the saga continues.

All right, as always: Thank you for reading my ramblings – and see you soon in part 2!

Endzeitgeist out.