
Sagawork Studios |

Hey Everyone,
I just wanted to let you all know that I have released a FREE 69-page adventure entitled Horror at Dagger Rock. HaDR is the debut adventure from Sagawork Studios. I am working out a few kinks here and there and once that is done; my intention is to have it made ready for download upon the Paizo website (under Sagawork Studios 3rd party page).
The blurb reads:
At the edge of the Daggerstone Hills is Dagger Rock; a pinnacle of granite that thrusts more than one thousand feet into sky. At its base sits Relford; one of the oldest and most popular mining settlements in the region. Since a recent earthquake, Relford has been dying; the mines have closed and the mighty Rel River has all but dried up. People keep their doors locked and are wary of strangers. Terrified locals flee their homes, abandoning their meagre livelihood with no explanation. Others have simply disappeared…
It is said that between the dark and dead trees of the hills, inhuman tribes lurk, preying on the unwary. Who knows what horrors have crawled from out the shadow of Dagger Rock?
An adventure designed for 4-6 characters of levels 1-3.
I am also working on Horror at Dagger Rock's sequel, Temple of the Kraken; this adventure will carry an --albeit small-- price tag; but I can assure you that if you believe that Horror at Dagger Rock show promise, you will not be disappointed!
So please take the time and download it, or otherwise have a look. I am interested in what you have to say about it. Constructive criticism is always welcome.
Andrew C. Gale
SAGAWORK STUDIOS

Sagawork Studios |

Thats a lot of adventure for a free module. Thank you very much. I'll try to give it a full look through this evening.
A pleasure. Horror at Dagger Rock got away from me; it is four times as big as I intended for a free module, but a promise is a promise. When I started this project, I had briefly considered if it ran over 32 pages: 'Eh,' I said. 'Its my company; I can do what I like.' When I finished, I realized that the adventure was about the same size as an actual adventure one would find inside a Pathfinder Adventure Path, so I have sure learnt my lesson about that. I want my modules to be one of those 'magic' numbers from now on: 32 pages on average, maybe a 48 page-er now and then. I shall be looking at Temple of the Kraken with a much harsher eye.
The iconics you've written backstories for sound pretty amazing. Very creative, and I like how you've gone outside the box on several of them (savage bard, native american monk, 1/2 aquatic elf paladin).
Heh, I am gald you like them. I try and challenge stereotypes. The monk guy was nearly a hard-drinking scottish woodchopper who carried around a caber as a large quarterstaff. He may come out as a 'B Side Iconic'. I still have to finish off last three. When they are done, I am considering getting them illustrated.
I am still tidying HaDR up (some grammatical and spelling issues). But please keep the comments coming.

Shadowborn |

After a skim of the download, I have to say I'm looking forward to giving it a thorough read. It's neatly formatted, has good maps, and I like the adventure concept itself. Add in the new monster in the back guaranteed to make my players crap their pants and it looks like a win. =)
Once I've had a chance to actually sit and read through it in its entirety, I'll be back to nitpick. ;)

Sagawork Studios |

After a skim of the download, I have to say I'm looking forward to giving it a thorough read. It's neatly formatted, has good maps, and I like the adventure concept itself. Add in the new monster in the back guaranteed to make my players crap their pants and it looks like a win. =)
Once I've had a chance to actually sit and read through it in its entirety, I'll be back to nitpick. ;)
No problems, please nitpick away. It is how I improve. To my shame, I have already noticed a swathe of small spelling mistakes and grammatical errors that would need to be fixed were I to offer a similar product for sale

Iczer |

I found the module easy to read (spelling errors notwithstanding) and the layout to be easy on the eye. The individual map locations seem a bit small but otherwise look very good and sufficiently detailed. The mines map seems a bit artificial (though, as that is how most of the old school maps appeared, it's not so much a bad thing) and as mentioned, the cover is very evocotive and gorgeous.
The content backstory was nicely done, engaging to read and easy to keep in mind during playtest. Non optimised characters do poorly in the adventure (we have run it twice. The random character generators are not known for making ideal combinations though). I am happy to see you have self edited some of the creatures.
As a fan of the cthulhu mythos, I do like to see some of the classics come out to play and dagon is a favourite, though i would have like to have seen some variation on the innsmouth syndrome. The Dagon spawned zombie are a delight though and overall the creature spread was very entertaining. (as a side note do you intent to continue along the same vein?) As a Horror style game it seemed more monster heavy than horror heavy though, which in and of itself is not a bad thing, but the implications (Dagon as an indirect adversary and the use of 'horror' in the title) are that it would be more scares than hack and slash.
If I had any negative critiscism, it would be to enlarge the map areas, and fix the spelling errors. Otherwise a fine product, and I look forward to temple of the Kraken.
Batts

Sagawork Studios |

Thank you all.
I found the module easy to read (spelling errors notwithstanding) and the layout to be easy on the eye. The individual map locations seem a bit small but otherwise look very good and sufficiently detailed. The mines map seems a bit artificial (though, as that is how most of the old school maps appeared, it's not so much a bad thing) and as mentioned, the cover is very evocotive and gorgeous.The content backstory was nicely done, engaging to read and easy to keep in mind during playtest. Non optimised characters do poorly in the adventure (we have run it twice. The random character generators are not known for making ideal combinations though). I am happy to see you have self edited some of the creatures.
As a fan of the cthulhu mythos, I do like to see some of the classics come out to play and dagon is a favourite, though i would have like to have seen some variation on the innsmouth syndrome. The Dagon spawned zombie are a delight though and overall the creature spread was very entertaining. (as a side note do you intent to continue along the same vein?) As a Horror style game it seemed more monster heavy than horror heavy though, which in and of itself is not a bad thing, but the implications (Dagon as an indirect adversary and the use of 'horror' in the title) are that it would be more scares than hack and slash.
If I had any negative critiscism, it would be to enlarge the map areas, and fix the spelling errors. Otherwise a fine product, and I look forward to temple of the Kraken.
Batts
And thank you Iczer/Batts. I have read through your criticism and I believe that is something that I can work on:
1. Bigger incidental maps
2. More genre reflective of the title.
3. As for the spelling mistakes; I completely own that --it was a rookie mistake I believed I had not made. I generally read everything aloud but I had 'Tired Eyes' which caused me to miss those crucial things.
Incidentally, everyone may find the edited, spelling-correct version here.
I am glad that you and the others have liked what you have seen so far --that is encouraging for me as a writer!
Continuing in the same vein? I can only assume you mean 'is HaDR the start of a small adventure path or is Temple of the Kraken a sequel?' TotK is designed to be a sequel of sorts (Rather, Temple of the Kraken is supposed to be the original, HaDR is a pequel, but written first). I am wary about continuing into a third part because I don't want my readers to get sick of having to deal with the same cult/demon-lord/ type and subtype monsters all the time to get to the story's finale. That said, a lot of the modules were released in 3s and 4s (U1-3, T1-4, GDQ1-8, etc, etc) so provided I steer the plot in the right direction, it is do-able. I have an idea for the third part, but I will see how Temple of the Kraken turns out first.

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Love the nostalgic cover feel. Nice play on the AD&D title!
I had a completely different impression: It can be fun to have an old-school feel, but this module looks like a complete graphic design rip-off of an AD&D module. Sorry to be so blunt, but you have a creative module - I would like to see you make it your own by using your own layout, map style, fonts, and overall design.

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I had a completely different impression: It can be fun to have an old-school feel, but this module looks like a complete graphic design rip-off of an AD&D module. Sorry to be so blunt, but you have a creative module - I would like to see you make it your own by using your own layout, map style, fonts, and overall design.
I considered this after my initial nostalgic delight. But I thought that for a new designer, it might be a good idea. Most people (just my opinion) seem to browse bookstores and FLGS. A recognizable cover theme would likely do well to draw attention to the product and get us to pick it up. Then it's up to the content to keep us coming back. So far the formula seems to have worked. Can't wait to see Kraken.
Still, once you're a proven writer, it might be a good idea to drop the "gimickry" and do somthing completely original. The company and writer name will carry you (hopefully) at that point. Remember, Goodman has made huge $$$ ripping off old school graphic design, not to mention adventure themes.
Good luck and keep up the efforts Sagaworks!

Sagawork Studios |

I had a completely different impression: It can be fun to have an old-school feel, but this module looks like a complete graphic design rip-off of an AD&D module. Sorry to be so blunt, but you have a creative module - I would like to see you make it your own by using your own layout, map style, fonts, and overall design.
I am pleased you thought it creative and you are certainly entitled your your opinions of it being a graphic design rip-off of AD&D. Color me egocentric; I wanted to show everyone what appealed to me when I was younger. That said though --as a first module-- it does have quite a traditional look about it, but I want to make sure that when people pick it up they know what they are in for: I am trying to capture some of my inner teenage gaming days and pay that forward.
I considered this after my initial nostalgic delight. But I thought that for a new designer, it might be a good idea. Most people (just my opinion) seem to browse bookstores and FLGS. A recognizable cover theme would likely do well to draw attention to the product and get us to pick it up. Then it's up to the content to keep us coming back. So far the formula seems to have worked. Can't wait to see Kraken. Still, once you're a proven writer, it might be a good idea to drop the "gimickry" and do somthing completely original. The company and writer name will carry you (hopefully) at that point. Remember, Goodman has made huge $$$ ripping off old school graphic design, not to mention adventure themes.
Good luck and keep up the efforts Sagaworks!
Thank you both for the comments. In any case, I ask you both to look at The special edition of Temple of the Kraken that are floating around (versus the more traditional look). I am trying to get a good amalgam of what Pathfinder is and the vision I have for the modules I want to produce.

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I have Ravenloft I6, see link,
sitting next to my computer, so I could not help but comment on the "adaptive re-use" of the front and back cover.
To me it still comes closer to plagiarizing the original more than it is "inspired by" the original.
Just my opinion - and it seems to be the minority here - so carry on.

Sagawork Studios |

I have Ravenloft I6, see link,
sitting next to my computer, so I could not help but comment on the "adaptive re-use" of the front and back cover.To me it still comes closer to plagiarizing the original more than it is "inspired by" the original.
Just my opinion - and it seems to be the minority here - so carry on.
Plagiarizing? Ouch. You don't need to roll to confirm a crit: That one hurt. But thank you for your permission to carry on :)

LMPjr007 |

My Inner Geek wrote:Plagarizing? Ouch. You don't need to roll to confirm a crit: That one hurt. But thank you for your permission to carry on :)I have Ravenloft I6, see link,
sitting next to my computer, so I could not help but comment on the "adaptive re-use" of the front and back cover.To me it still comes closer to plagiarizing the original more than it is "inspired by" the original.
Just my opinion - and it seems to be the minority here - so carry on.
In art it isn't plagiarizing is called "paying homage". :)

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I just downloaded it and did a quick read. I am impressed with it and making it my next module to run with my players. I surprised that it is a free module given the amount of content. I love the old edition feel with the cover and maps. The pregenerated characters is nice and will offer them to my players. The main enemy is a nice adversary and love the new monster with it. Over all, I love this module and the price is too good for the amount of hours you will get from it.

Sagawork Studios |

Page 52 Cleric Cultist is listed as having Cure Minor Wounds as a lvl 0 spell. Cure Minor has been replaced by Stabilize.
On page 45/46, there is a contradiction in the text about the number of monks present. One line says there are two, but another says the Quasit is considering possessing one and killing the other three, implying there are four.
Thank you for pointing those out and I shall fix them both. To clarify, the encounter on 45/46 is EL4 (the 'Plus' takes into account if a hero gets possessed by the quasit). The quasit is CR2, meaning that there should be three CR 1/2 cultists in the room. That was one I adjusted twice after playtesting. It seems I did not make consistent changes to the final draft. Thanks again.

Blood stained Sunday's best |

My Inner Geek wrote:Plagiarizing? Ouch. You don't need to roll to confirm a crit: That one hurt. But thank you for your permission to carry on :)I have Ravenloft I6, see link,
sitting next to my computer, so I could not help but comment on the "adaptive re-use" of the front and back cover.To me it still comes closer to plagiarizing the original more than it is "inspired by" the original.
Just my opinion - and it seems to be the minority here - so carry on.
Just wanna say that I find the layout appealing.....Nothing wrong with a little old school nostalgia

silverhair2008 |

I am running this adventure for some new to Pathfinder players. We are in Daggerstone mine and they have just agreed to remove Thraughol The Charnel King. However, I have a question, it seems that Paizo hasn't placed Grimlocks in any of their Bestiaries. I am considering replacing them with Morlocks. I had already replaced the Displacer Beast with a Kamaden from Bestiary 3. Are there any more monsters that I should find replacements for?

davidernst11 |
This reads more like a campaign setting than an adventure module. It's clear that you've put a lot of thought into the environment and the back story, so much so that you go into minute detail on everything, which bogs down the action and decreases the ease in which a GM would have in running it. I especially disliked the journal that served as the crux to the story; again, way, way too much detail. Instead of teasing the PCs with a little bit of mystery and a compelling reason to keep moving forward, it all but spells out the entire mission, and not in a way that makes the PCs necessarily want to get involved.
It's clear you're a good writer, have a solid imagination, and have thought up some good encounters. You just have to edit some of everything out. Come up with an adventure that hooks you off the bat, and don't get bogged down in too much detail...a lot of this a good GM can improvise if needed. Also, cutting out some of the less memorable encounters might be a good idea to keep the ball rolling. If you look back and edit out everything you're not 100% proud of, you'll wind up with a tighter, more fun adventure that will be easier for everyone to play. I personally think a module this light in actual plot or events shouldn't be more than a couple dozen pages long, even if there is so much work put into the setting.
Keep doing what you're doing...environment is your strong suit, so come up with another good one, and then just edit it down a little bit to make it easier for a GM to use on the fly. Try thinking of a stronger initial hook that will make the characters more excited to get involved, then try to unleash the mystery a lot more slowly. That's it. I think you've got a lot of talent, and the effort here is commendable, but this particular module has a few flaws that would personally keep me from wanting to run it.