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Are you looking for a one-of-a-kind dungeon for your fantasy roleplaying campaign? What about a sentient, customizable, walking, talking dungeon that your player characters could potentially move into? DM’s can use Cavers as unique, sentient dungeons to be explored, and if fortune favors the PCs, they may defeat the inhabitants and seize one for their own base of operations.


DM Mica Fetz - MJ’s Gaming Solutions - Goodman Games’ Demo Judge - 2021 Recipient Goodman Games Goodie Award.

---- from the book ----

STONE OVER SKY

Adventure / Caver Book Zero

This is a system-neutral adventure, meaning, you should be able to use just about any fantasy tabletop RPG system to run it. If you have any questions, default to your system for answers to weapon damage, armor strength, creature hit points, etc. If your system does not have an answer, let your imagination solve the problem within reason as not to break the narrative. I’m also easy to get a hold of if you have any questions.

Low to mid level parties will get the most out of this adventure. You can scale up the NPCs as necessary. This adventure is meant to be completed in two or three sessions. This book can also function as a zero session to Cavers. You can decide if the party can adopt the Caver in this book (making it both their familiar and mobile home) or have it wander away, never to be seen again. Please note this is not the same Caver as in Caver and Cube Book One—that’s a different Caver that lives miles from Falkirk. This adventure takes place about 10 years before the events of Caver and Cube Book One.

There are psychotropic mushrooms in this module. They are medicinal as well as natural, conscious expanding tools. You can use this as you wish, but I encourage you to highlight the emotional, empathetic, and cultural benefits of these substances. And of course you can have fun with it.

Justin Sirois 

Introduction for the Game Master

This short adventure is about two feuding mages: Mishka the Fang Smith and Lyall the Mycelia Mystic. Depending on who the party sides with will determine the outcome of the adventure. Ridding the land of a dreaded Doom Drake is the party’s initial goal, but this task will pull them in either direction—side with Mishka or side with Lyall. Neither one is “right,” but they do have their distinct positives and negatives. As the Game Master, you can decide which way you may want to steer the party, if at all. 

Your party could easily assume the Caver (living, walking cave creature) is one of the bosses that they will battle and not a familiar they can actually befriend and live inside if they side with Lyall. As a storyteller, this flipping of expectations may work to your benefit. More on that later.

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