Monday, January 21, 2013

Complete Advanced Adventures Submission Guidelines

I was asked to sum up the submission guidelines for the Advanced Adventures line. Below is information/guidelines for the modules. These are just guidelines. I'll happily take a good adventure in a different format, but that means I have to do a lot more work to get it into shape for the line's publishing pattern. I'd prefer to avoid that if possible.

1. We pay $0.01 a word for all rights.

2. We pay upon acceptance of the manuscript (preferably in Word format) via USD check or PayPal.

3. It can take 6 months to a year for something to be published. Please be patient, but feel free to send me an e-mail inquirying about the publishing schedule at any time. Hell, send me any e-mail you think important - I forget things just like the next guy and always appreciate a well-timed nudge.

4. Manuscripts should be no longer than 16k words and (preferably) no shorter than 10k. I'm more of a stickler on the high end here than the low end here.

5. Manuscripts should include all needed maps or illustrative devices (to show how a complex trap works or some such).

6. If you don't have a manuscript written, please send a short summary to me at josephbrowning@gmail.com of your idea. We may have already published something similar and there's no need to waste your time.

7. Please look at one of our published Advanced Adventures to get an idea of what the line is. We don't use boxed text and rarely do we have "canned text" that is designed for the GM to read to the players. If we do, it's usually a brief introductory paragraph or two to set the stage.

8. If you don't own one of our adventures, the early modules such as the Giants series or the Drow series are good examples of what we prefer.

9. Magic items are bolded, spells are bolded.

10. Please don't worry about mimicking the tabs that we use. A simple document is easier for me to rip and re-format than one that has been designed to be pleasing to the eye in Word.

11. For formatting of monsters we prefer the following:


Critters & NPCs: From the fairly simple to the more complex - these examples should cover most of the various options.

Ghouls (4) (SZ: M; AC 6; MV 90 ft.; HD 2; HP 8, 9, 12, 13; #AT 3; Dmg 1-3, 1-3, 1-6; SA Paralyzation; AL CE).

Stirges (5) (SZ: S; AC 8; MV 30 ft., flying 180 ft.; HD 1+1; HP 2, 4, 6, 7, 8; #AT 1; Dmg 1-2; SA Blood drain; AL CE).

Galblag, goblin leader: (SZ: S; AC 6; MV 60 ft.; HD 1; HP 8; #AT 1; Dmg 2-7 (pick) or 1-4 (sling); AL LE). Possessions: Footman’s pick, sling, 20 sling stones, two day’s goblin rations, waterskin, 6 gp, 12 sp.

Guardian Statue, hasted stone golem: (SZ: L; AC 5; MV 120 ft.; HD 60 hp; HP 60; #AT 2; Dmg 3-24, 3-24; SA slow; SD damaged only by +2 or better weapons, immune to most spells; AL NG)

Planatars (2): (SZ: L; AC -7; MV 150 ft., flying 480 ft., swimming 240 ft.; HD 144 hp; HP 144 each; #AT 3; Dmg by weapon +7; SA see monster description; SD see monster description; AL CG)

Chryseothrax, ancient red dragon: (SZ L, AC -1; MV 90 ft., 240 ft. flying, HD 11, HP 88, #AT: 3 Dmg 1-8, 1-8, 3-30; SA: Breath weapon and spell use, AL CE)

First: detect invisibility, phantasmal force
Second: blur, mirror image
Third: non-detection, spectral force
Fourth: improved invisibility, phantasmal killer

Drimmal Stonefist, 3rd-level dwarf Fighter: (SZ: S; AC 1; MV 60 ft.; HD 3, HP 26; #AT 1; Dmg 1-8 +1; AL LG). He has a +1 to hit and +1 to damage due his strength. Possessions: battle axe +1, plate mail armor +1, potion of healing, shield, light crossbow, 20 quarrels, and 95 gp.

Momoko Yosida, female ogre 3rd-level Shaman (SZ L; AC 6; MV 120 ft.; HD 6; HP 30; #AT 2/1; Dmg ; 1-6; SA spells, ki speed (+3 to initiative for one round), ki maximization (1 spell at maximum effect), kung-fu; S 9, I 17, W 13, D 14, C 12, Ch 14; AL CE). Possessions: greatclub, harp of the white whale (see new magic items), ice cleats, ice ring, keys to area 12, area 15, and area 16, 112 gp. She has been granted the following spells:

First: cure light wounds, protection from good
Second: resist fire

Chief Flemin Ironfoot, 4th-level dwarf Fighter/ 3rd-level Cleric : (SZ: S; AC -2; MV 60 ft.; HD 6/3, HP 31; #AT 1; Dmg 1-8 +1; AL LG). He has a +1 to hit to damage due his strength. Possessions: battle axe +1, plate mail armor +3, shield +1, potion of heroism, light crossbow, 20 quarrels, a golden chief necklace worth 450 gp and 65 gp. He has prayed for the following spells:

First: bless, command, cure light wounds, protection from evil
Second: hold person, slow poison, silence 15 ft. radius



New Monsters: This is the format I use - it is the same as that found in Malevolent & Benign.

MONSTER NAME

SIZE: Small (3 ft. wide)
MOVE: 60 ft., flying 240 ft. (AA: level II), climbing 120 ft.
ARMOR CLASS: 7
HIT DICE: 2+2
ATTACKS: 1
DAMAGE: 1
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: None
MAGIC RESISTANCE: None
RARITY: Rare
NO. ENCOUNTERED: 2-20
LAIR PROBABILITY: 35%
TREASURE: In Lair: 1-12k cp (20%), 1-6k sp (30%), 1-4k ep (10%), 1-6 gems (25%), 1-3 jewelry (20%), any 2 magic items (10%)
INTELLIGENCE: Animal
ALIGNMENT: Neutral
LEVEL/X.P.: 4 / 230 + 2/hp

General information:

Languages:

Physical description:

Variants:



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