We've got two new Dolmenwood publications appearing soon on RPGNow that I'm pretty excited about. On one hand, there's the first official Dolmenwood module, The Weird That Befell Drigbolton. It will be available in PDF and both soft- and hardcover deadtree versions. Gavin Norman -- the Wood's co-creator -- took our initial creative jam session notes for this bizarre adventure and ran with them here. Andrew Walter's quixotic visions are poured on generously whilst Kelvin Green provides detailed floor plans and cartography. I could not be more pleased. Those readers keen on obtaining more Dolmenwood esoterica will definitely find it in Drigbolton.
NEXT, there's a PDF-only gloss called Welcome to Dolmenwood that succinctly covers all the entry-level D-wood concerns, such as player character races, major power groups, important locales, etc.
A God Game
Three Lords of Law with access to demiurgic powers of creation bring into being three different worlds, each occupying its own plane of existence. A great clock is constructed and the contest begins. Each god must choose a bit of clay to infuse with will, desire and self-awareness, then three aeons are allowed to transpire without divine supervision. The systems present on each plane -- typically identical to those in the competing worlds, but not necessarily -- are allowed the freedom to evolve as their designs and environments dictate. At the end of this term the results of each design are compared and contrasted. Did civilization develop? How much of the environment was mastered by this society? How much in that one? Finally an assessment is made, and the two worlds that were judged inferior are utterly erased and all their records destroyed.
Sigil of Inevitability
A divine mark bestowed under special circumstances from a godling unto a mortal recipient. A creature bearing this Sigil is predestined to slay a particular man or woman.
Reality itself has seemingly succumbed to the mark's weird, and will actively bend toward the mark-bearer's object, throwing obstacles aside with improbable chains of coincidences. Mark-bearers are ultimately cursed, for once their dark purpose has been fulfilled their luck will soon abandon them altogether, and their deaths are always ugly affairs.
Mortals who learn of the Sigil's appearance and wish to protect the person it targets have only one recourse: They must sway the deity who bestowed the mark to undo the deed and revoke its power. Not a simple task, but it has been done. The price of this bargain will be terrible, if not cosmically grotesque.
The Sigil appears to be a flickering rose of red light that hovers an inch or two above its bearer's head, like a hazy IOUN stone. A closer look within its dancing petals reveals a tiny indigo rune, shifting and evolving with minute thrusts and intricate manipulations.
Dead Fairy in a Lamp
A necromantic item of no small value to the searcher. It appears to be a bit of bones and broken insect wings rattling inside a rosy glass tube capped with two iron seals. Each is crusted with magical scripts of exceptional intricacy. When the lamp is rattled and a word is spoken, it bathes a 20' radius with intense, red-gold flecked luminosity. All invisible objects and creatures are instantly revealed in this glow. Objects of stone -- including masonry and monuments and raw cave walls -- become transparent -- allowing a clear view through them to the very edge of the lamp's 20' radius zone of efficacy. This transparency works equally well from both perspectives (inside and outside of the lamp's field).
The luminosity will last 1 turn for every (temporary) hit point invested by its bearer. Knocking on dead or living wood in the lamp's vicinity (earshot) will snuff it's light for 2d12 turns.
A minuscule, stationary golem peculiar to certain cultures and time periods. It resembles a small bronze statuette approximately three feet tall. The form is that of a classical anthropomorphic godlet of hermaphroditic quality. The deity's face is covered with sumptuously lipped mouths that flow around its head like leisurely ducks on the surface of a pond. They sometimes whisper incoherently, or come forth with names of people and places in a non-sequitur flow of babble. Each mouth is independent of the others -- expressing and spouting nonsense of its own -- until an untruth is spoken before it, at which time all mouths will chorus the words "It is a lie."
Tetrograts are typically royal heirlooms with origins in the distant past. No specific details can be readily ascertained about their fabrication -- all prescient facts having been worn away by the passage of time. There is mention of a distant empire, an underground temple -- little more.