Find out what makes Deirdre the Priestess tick in the next character history!
Bells rang out, signalling the end of morning meals. The acolytes throughout the courtyard began to line up and ascend the steps into the temple under the watchful eyes of the elder priests and priestesses. One acolyte was absent. “Where under the sun and moon is that child?” breathed the head priestess with exasperation. She looked out to the courtyard, “Always late for her lessons. Always a mess when she does show up. I suppose we will find her watering flowers out on the hills before sup- Goodness child!” The priestess hiked up the hem of her robe and rushed down the steps to the courtyard gate.
A young, lithe elf was walking up the pathway, leading a great ox. Her blue dress was covered up to knees in fresh mud. It wasn’t the beast or child tracking mud into the immaculate courtyard that had the priestess in a panic though. It was the little acolyte’s blood soaked sleeves. “Deirdre what happened?”
“This poor ox had broken his leg and was stuck in the mud and I had to pull him out or he would have sunk in but I was not strong enough and with his leg broken he could not help me and so I tried the spell from last week and he got up but I do not know who he belongs to or if the spell will last…” She seemed to rattle on breathlessly, nearly in tears, as she thought about her spell failing and the ox’s leg breaking again.
The priestess took her student by the shoulders. “Deirdre. Deirdre! It is okay.” She led her into the temple while holding her tight to reassure her. “Child, healing magic takes months to master. You did very well. The Goddess does not take back her gifts and you are truly gifted. We will find this poor beast’s master. Come, let’s clean you up.”
The few occasions that Deirdre was on time to her lessons, her instructors could not wish for a better pupil. But the young elf often found herself with far more pressing problems to attend to than her lessons. A songbird’s injured wing, a cow giving birth to a calf, a farmer suffering a cold, or a steer’s twisted ankle. There seemed to be an endless number of problems surrounding the monastery that needed the young priestess’ attention and she made it a point to visit each and every one of them before the sun set. It was all of these selfless acts of kindness that earned her the attention of the Goddess.
It became apparent to all of her sisters and brothers amongst the temple that Deirdre was one of the few true Gifts of the Goddess. A chosen vessel blessed with healing talents and unending kindness. The alacrity with which she came to master the spells and rituals for easing pain, regenerating limbs, or even breathing life back into the dead was stunning. The fact that she could do these things miraculously, through force of will alone, was enough to convince the temple that Deirdre was something more, and everything was in motion for her ascension to high priesthood.
Unfortunately for Deirdre’s superiors in the order, she had other things in mind. Deirdre had no desire to be a theocrat, to spend her days in her cloister passing out notes and well wishes or attending to religious ceremonies. Deirdre found her faith in engaging individuals, seeing to it that she could share her gifts with the people who needed them most. She had no special reverence for one patient over another, equally satisfied with mending a horse’s split hoof as she was regenerating a king’s lost leg. The most important thing to Deirdre was the safety and well being of the others around her. As a result, she found herself spending ever increasing amounts of time tending to adventurers.
Adventurers were a rare breed of folk who were always capable of surprising Deirdre with new ways to maim themselves. But they were almost always people who did good, even if their motivations may have been more self-centered than her own. While they sought glory and riches, they also did great services to communities around the world. Slain dragons and routed goblin warbands meant safe villages and better lives for the farmers and folk who lived in them. She spent decades working with them, tending to their wounds, hearing their stories, and even allowing herself to be recruited on the odd quest.
Deirdre traveled far and wide, visiting temples throughout the land. As the decades of pilgrimage grew into centuries, stories of her kindness and talent began to precede her. She was welcomed by generations of the faithful, and respected even among those who held patronage to other deities. None were more happy to receive her than the marvelous Temple of Greyport. She made it a point to visit every year. There was a second reason that she loved to visit Greyport: the Mage’s Collegium. She would always try to arrive in time for the Collegium’s annual expedition, when the young mages at the Collegium would experience adventure, and often injury, for the first time. Deirdre attended as many of the expeditions as she could, talking with the students, inquiring about their hopes and dreams, and doing what she could to point them on a good path. She was sure to remember each and every one of them, since she knew many of them were likely to become adventurers.
Deirdre was present on the Day of Wyrm Fire that wrought Greyport’s downfall. The temple was the beast’s target when it descended from the mountains. A roaring inferno followed the beast’s line of attack as it crashed into the Temple, crushing the steepled roof and dropping its towers. The priests were sent into disarray, and it was all Deirdre could do to ensure her brothers and sisters escaped the inferno while the clerics and paladins fought back. She was witness when the shield surrounded the Collegium and beast’s advance was halted. And she was witness also as the dragon’s fury and rage was taken out upon the rest of Greyport. It took the concerted effort of the remaining members of the Temple, Collegium, and resident adventurers to finally drive the foul beast off.
When the dragon’s attack ended, more than half of the city was still ablaze. Deirdre worked tirelessly, assisting the refugees who had lost their homes. The day had left a lasting impression on Deirdre and, in the years that followed, she continued to visit Greyport and offer what assistance she could. But the Temple had been destroyed, and her brothers and sisters had forsaken the city, leaving her alone to do what she could. Even Deirdre could not prevent the people of Greyport from falling into despair.
Zot the Wizard and his familiar Pooky are the brains of The Party. Find out how the two met!
Zot was a very clever boy who was fortunate to be born into a family with means. His parents provided him with the opportunity to pursue intellectual pursuits while at the same time discouraged other silly things like sword fighting or menial work. This suited Zot just fine as he had a mind for the arcane and was performing minor cantrips before he was even enrolled into the illustrious Mage’s Collegium of Greyport.
While his raw talent was impressive, it was his dedication to his studies which set him apart from his peers. Zot threw himself into the academic study and implementation of magic, delving deep into the science of the arcane. He swiftly rose to the top of his class, perfectly melding natural talent with dedicated practice and insightful spellcraft.
The Collegium of Greyport housed a marvelous library of artifacts. And students in their last year of study were expected to take part in an expedition to locate new treasures and earn themselves some real world experience. That was how Zot was first acquainted with the ever-kind priestess Deirdre. The wizards who organized these excursions were no fools, and always employed a handful of warriors and divine healers to keep the inexperienced mages safe. Deirdre was always happy to lend a hand on these trips, ensuring that everyone came back, quite literally, in one piece.
Zot despised the trip. He always preferred his books and research – not to mention warm food and a bed! Getting muddy, sweaty, and improvising his spellcraft just felt so barbaric. However, even through these “hardships” Zot rose to the occasion. The experience thrust him to leadership positions and showed that he could think and cast on his feet. Zot, though he hated to admit it, proved to be very capable on an adventure.
Traditionally, last years at the Collegium would perform a Binding Ritual to focus their power. Many students chose to enchant a staff or wand, entrusting their power to a simple Ritual with predictable results. Summoning familiars could provide a wizard with greater power, but it meant bonding to a living, breathing thing. If the creature summoned was not agreeable it could be disposed of… but doing so carried a hefty toll that would drain a wizard of their power for months, if not permanently.
Zot had always fancied the idea of a familiar. He longed for something like a wise owl, a noble horse, or perhaps even an elusive pseudo-dragon – a permanent companion worthy of his power and stature. Zot spent over a year preparing the spell and collecting the best components he could acquire for the Finding Ritual.
Zot performed the Finding Ritual in the Collegium summoning room. The materials he had earned were impressive, especially so for an untitled wizard. He was certain that he had done everything possible to maximize the range and effectiveness of the magic to ensure that he would find a familiar he would be proud of. As the materials shimmered and melded, evaporating into the Æther, the elder wizards who watched all agreed that Zot performed the ritual flawlessly. Now all he needed to do was wait. The wait was not long, as is typical for these sorts of things, and through the cracked door to the chamber hopped a small white bunny rabbit.
Zot was flabbergasted.
“Something must have gone wrong,” thought Zot. “I suppose, I’ll need to kill the poor thing and try again.” But he couldn’t, the loss of power would interrupt his studies and that would not do! “I’ll just need to wait till I finish the year. Then I can start working on a new familiar,” Zot sighed in defeat. There was nothing for it. He was simply stuck with the bunny until at least the end of the term. He went back to his studies doing his best to avoid the jeers of his colleagues who loved to remind him how cute, fluffy, and adorable Pooky was.
Pooky’s behavior exacerbated matters. As the weeks went on Zot discovered that Pooky had a natural talent for getting into mischief and raising a ruckus. While Pooky did not appear to resent being bossed around by Zot, he certainly didn’t follow directions very closely. The bunny seemed to delight in getting into worse and worse trouble. Then things started to get strange, when Pooky clawed his way through Zot’s dormitory door and gnawed his way through the parapet gate. That evening a number of the messenger ravens went missing with nothing but feathers and bones to show that they had ever been there.
As Zot continued his studies with Pooky, it became increasingly more obvious that Pooky was more than he seemed to be. Up to that point Zot had avoided telepathically linking with Pooky – there had seemed to be no point since he planned on “trading” the bunny for something better – but he decided he better investigate. Everything was different after Zot took his first peek into Pooky’s mind. It was a whirling maelstrom, vast and chaotic, whipping this way and that and it was all Zot could do to hold on. As Zot pulled broke the connection, his mind was buzzing with wonder and worry, “This thing is most certainly not a rabbit! And I’m bound to it!”
Whenever Pooky was near or and at least somewhat on task, Zot’s power grew exponentially. He was mastering spells far beyond his experience level and his reserves of arcane energy seemed to be limitless. Zot resolved to spend a considerable amount of time figuring out just exactly what Pooky was after his finals were over, “Maybe this little troublemaker is worth keeping around.”
To Zot’s surprise, finals week came and went in a rush of immense pleasure. Pooky seemed to revel in the challenges, genuinely enjoying each and every trial better than the last. The wizard and his familiar were finally a team, and the pair mastered every situation into which they were thrown. Together, they even invented solutions to problems nobody had thought of before. By the end of the tests, Zot and Pooky had earned perfect marks.
Disaster struck just before the titling ceremony. A great beast attacked from the west, its massive wings beating up a hurricane and its glowing maw belching forth hellfire. An ancient dragon had swept down from the mountains, lighting buildings ablaze and ripping through roofs with his claws.
Wizards, untitled and grand, fought to delay the dragon’s assault while the Archmage set to work. The Collegium library contained a vast collection of lore and artifacts and, as the rampage continued, it became obvious that there would be no time to move them from the city before the great wyrm would break through the Collegium’s defenses. So, instead of rescuing the arcane treasures, the Archmage ordered all of the wizards to evacuate while she set to work locking the Collegium out of time. The stasis ritual had already begun when Zot was chasing Pooky throughout the Collegium.
Zot and Pooky had been summoning forth magical protections from the high towers of the Collegium when the call to evacuate went out. Pooky would have none of it and instead the little white rabbit bounded towards the middle of the Collegium. Zot was furious. It was bad enough that Pooky had run off in the middle of the fight, but if he got trapped in the Archmage’s ritual then Zot’s power was going to be bound to this one location for as long as the stasis lasted!
Zot took a deep breath and did some quick magical calculations in his head. “To the hells with it!” he thought as he teleported to safety outside of the Archmage’s ritual. “If he’s stuck in stasis I should be able to break the binding with temporal magic. Good riddance!”
But he couldn’t bring himself to turn away from the Collegium, “Have I actually come to care about that little troublemaker?” Teetering on his heels for too long, he realized the truth and rushed back into the Collegium. Using his connection to Pooky, he was able to locate his familiar in short order. “If you don’t stop right now, we’re both going to be trapped in here!” Zot yelled as he chased after the rabbit, deeper and deeper into the vaults of the Collegium.
Pooky stopped suddenly mid-hop. Not your typical sort of mid-hop stop, but your frozen in mid-air mid-hop stop. That’s when Zot realized he had stopped moving as well. He wanted to blink, but couldn’t. His eyes were fixed forward, on his outstretched fingers nearly catching Pooky by his fluffy white tail. “I’m in stasis,” Zot thought to himself. “If I am in stasis, then why am I still thinking?”
“Because you are conscious,” came an unfamiliar voice into Zot’s head, “You are bound to me. And that gives you some advantages.” Pooky started to wiggle, as if he was caught in a tight jacket and was wriggling his way out of it. Before too long, Pooky fell to the floor, stood up on his hind legs, and dusted himself off.
“How did… you… But…” Zot’s mind was racing. What was Pooky?!
“You don’t think I’d have pulled you into a stasis spell that would have frozen me stiff? That would be silly!” The creature looked up and snubbed his nose at Zot. “Now then, I’ve a lot of interesting things to catch up on, and I had to make sure you were safe. Plus we have a lot to talk about, and we should finally have time to do that now.”
“Pooky,” thought Zot in an aggravated tone.
“You planned this?”
The bunny nodded. “I planned this.”
“I’m going to kill you.”
Pooky flashed his big pointy teeth, “I don’t think so.”
As we begin revealing the histories behind the Red Dragon Inn characters, we found it fun to just do a bit of fiction to help work out how they interact with one another out in the dungeon.
Thanks to Cliff Bohm, Joseph Blomquist, Dave Kalis, and Sam Waller for smashing heads together and breathing life into Fiona, Dimli, and the rest!
“Fick,” the red-haired warrior maiden professed. Fiona normally stood nearly 18 hands, which, combined with her well-worn plate and bristling assortment of weapons could look surprisingly intimidating. At this time though, she was leaning down awkwardly, trying to sharpen the blade of her enormous two-handed sword. Her efforts were further hampered by only having dim light of four sputtering torches to work with. They flickered in sconces arrayed around the cavernous chamber.
“There’s an ‘L’ sound in there, lass… and a kh at the end,” her dwarven companion corrected in a fatherly tone. Dimli had assumed a casually guarded stance with his battleaxe, near the two massive wooden doors, the only feature besides the massive pillars that reached up into the inky darkness beyond the torch light. “It’s more like ‘Fillkh’.”
“Fillkh,” the girl repeated as she shrugged at her sword blade. It’s edge was the best she could hope for in the flickering light. With the quiet sound of plate armor shifting, she stood and echoed her companion’s stance – hands crossed over the pommel of her weapon. “So Fillkh is the dwarven name for the Dark God?”
“Nay. We call him the Devourer in the Earth, but it’s pretty much the same guy,” the dwarf gave a knowing smile. “It also means rutting.”
The warrior woman’s face flushed to nearly the same crimson as her hair. Before she could comment though, a loud crash came from the other side of the door they guarded, and a pale blue aura seemed to creep from the room beyond. “I still don’t know why Zot wouldn’t let us stay in there,” she said looking longingly at the light emanating from under the door.
The dwarf remained unfazed and said with a sigh, “Because last time, Fiona, you wouldn’t stop touching things and asking questions. That and someone had to keep guard.”
“He let Gog stay.”
“Gog just sits in a corner and keeps to himself when Zot’s doing his thing. He’s rightfully scared of sorcery.”
“None of us should be left alone,” he shrugged. Fiona knew better, though. While he respected Zot, it was no secret that Dimli disliked magic – almost as much as orcs.
Fiona pouted, but then remembered where she was. She was a professional warrior, and pouting was not fitting of such a woman. She resumed her stance beside Dimli.
After a moment of silence, boredom got the better of her, “Teach me another.”
“Sharrds,” Dimli said matter-of-factly.
“What does that mean?”
“In your common tongue… it’s sort of like ‘son of a whore.’ Sort of.”
“Like a bastard?”
“Aye,” Dimli admitted, “but it’s more of an exclamation than an insult.”
“Shar-,“ the redheaded warrior began but Dimli cut her off with a sharp wave of his hand.
“Hooves,” he hissed. “And big.”
The chamber only had one other exit, a long hallway wide enough for two carriages to pass side by side. The tunnel was pitch black beyond their four torches near the door. The party had intended to go unnoticed in the passages.
But the hulking shape that came into view – nearly twice Fiona’s height – had found them anyway. The minotaur was the color of burnt firewood with muscles that would put Gog to shame. He wore only a sword belt and a loincloth and held a broadsword that looked far too sharp and menacing to be in an enemy’s grip.
He breathed out hard and steam shot from his nostrils as they flared in anger. “A dwarf?! You DARE come here!?” the minotaur bellowed. The beast charged headlong, his wicked black horns thrust at the fighters, the rest his body trailing behind. It was clear that Dimli was his target.
Dimli barked a warcry in response as Fiona weighed her options. But just before engaging the dwarf, the minotaur shifted towards the girl. Fiona was prepared, rolling safely away from the charge with instinctive grace. The giant beast plowed into the towering column next to her. The force of the blow sent the column tumbling across the cavern and caught the dwarf unaware.
“Dim!” Fiona shouted as she saw the stone column land on top of the dwarf. With a growl, she gritted her teeth brandishing her greatsword and barked out her challenge, “Alright, fuzzball, it’s just you and me. I can do that!”
“GOOD!” the beast roared, brandishing his broadsword.
With a wailing warcry, Fiona slashed at the minotaur with a wild over head swing. The minotaur laughed and easily dodged her reckless attack and Fiona’s sword came down hard on the stone floor. Seizing the opportunity, the minotaur stomped his giant hoof down, his bulk snapping its blade off at the hilt.
“For Fillkh’s sake!” she spat as she drew the bladeless hilt back with disbelief. “That was my favorite sword!” Fiona backed away from the minotaur. Her pack, and arsenal of weapons she kept with it, was on the floor behind her adversary. It would be tricky to get around the beast and get to them.
She glance behind the minotaur to her companion. Dimli’s armor had held against the fallen pillar but he was trapped under the stone blocks – all his attention focused on attempting to heave them off his chest. But the glance cost her as her footing slipped, sending her onto her rear on the chamber floor.
“Just you and me, eh little one?” the minotaur snorted as it raised its broadsword slowly in what would certainly be a killing blow.
“Fi! Axe!” came Dimli’s bellow from behind the minotaur as the dwarf’s throwing hatchet – a smaller, one-handed axe he liked to use for more personal kills – slid under the minotaur and into the empty spot on the floor between Fiona’s legs.
Fiona grabbed the haft in both hands and drove it’s head skyward, her eyes squeezing shut just before blood splattered across her face.
The minotaur gave a horrible shriek, screaming in pain and rage. Fiona opened her eyes as blood soaked through the beast’s loincloth. The handle slipped from her fingers, the axe head still lodged in the beast’s groin. Without it she was in trouble, and the weaponless warrior had only one option left. Retreat!
A shadow fell from the inky darkness above and landed squarely onto the monster’s back. Without a sound, the green-clad halfling reached around the minotaur’s head with two daggers, and in a clearly practiced movement, plunged them both into the beast’s eyes. Fiona hooted with triumph as she watched her friend Gerki drive the blades into the beast again and again.
The minotaur – blind, bloody, and raging – yanked the halfling from his back, tossing him head over heels. With a heavy thud, Gerki struck a wall and fell in a pile.
Fiona tried to make a dash to her pack and a weapon she could use to put the beast out of it’s misery. The monster’s blind thrashing blocked her advance, but at least she was keeping its attention.
With a guttural cry, Dimli’s battleaxe came down on the minotaur’s neck. The massive head fell from the beast’s shoulders. Fiona barely scrambled away in time to avoid the monster’s body crushing her as it fell.
All fell silent except for the last haggard moan of the minotaur and the sounds of heroes breathing.
One of the doors creaked open as Fiona stood to dust herself off and the party illusionist, Eve, poked her platinum blonde head out into the hall. Without a moment’s pause she chastised, “Would you keep it down out here? This is a very difficult spell!”
“But,” stammered Fiona, covered in the monster’s blood.
Eve took a split second to take in the scene and muttered, “Oh, I see… carry on… I guess.” The door slammed closed before Fiona could even process a response. Dimli chuckled under his breath – it was rare to catch Eve admitting to a mistake.
“Oh, thank you for the new blade, Mr. Horns,” Fiona said, suddenly cheerful. With a smile, she picked up the minotaur’s fallen weapon and gave it a couple practice swings. It had barely been more than a short sword to the minotaur, but in Fiona’s hands it was only a little bit smaller than her greatsword. To be honest, this bastard sword was of far greater craftsmanship than her shattered blade – to which she simply said: “Pretty.”
“Aye,” Dimli said as he dusted off his helmet and put it back on his head. “Dwarven craftsmanship, that is.”
Fiona rolled her eyes. Everything that was even remotely nice, Dimli claimed was dwarven made. With a shake of her head, she belted the minotaur’s scabbard to her waist.
Suddenly she remembered something and looked over to where Gerki had been thrown. “What happened to Gerki?” she exclaimed.
“Shh! There are more coming,” came a tiny whisper from the darkness above, “And I’m fine.”
“Kol?” came a rough voice from the long, dark hallway and the sounds of two pairs of hooves. “Kol, we think there are humies down here in the maze. We found the orcs in da south all dead and-” The voice stopped just short of the light. “Kol?” There were two of them, Minotaurs. One armed with a massive battle-axe and the other with an orkish long spear.
Fiona brandished her new sword and Dimli knelt to pick up the hatchet. “Sharrds,” she breathed as they readied for round two.
Greetings, SlugFans! This year’s Red Dragon Inn Doppelganger Tournament drew a record-breaking 63 players!
For those of you unfamiliar with this event, it’s simple: each player is randomly assigned an RDI character. In the first round, each player plays against 2 or 3 other players, all playing the same character! So, first we must determine who is the “real” Fiona, Gog, Cormac, etc. The winners from each table get randomly assigned to games in round 2, and the winners of those tables advance to the final table!
And yes, we used the new characters, as well! (Well, except for Natyli–we decided that her debuff mechanic doesn’t work very well in a Doppelganger setting.)
So, without further ado, here are the first round winners!
- Fiona: Diletta Dang
- Deirdre: Chad Elann
- Zot: Gary McLaughlin
- Gerki: Bill Hegg
- Gog: Kassidy Brechbill
- Fleck: Jim Sutherin
- Eve: Gordon Cunningham
- Dimli: Chris Calvert
- Wizgille: Aimee Coleman
- Serena: Stephen Foster
- Kaylin: Hans Peterman
- Phrenk: David Nicklaw
- Captain Whitehawk: Byron Olson
- Remy: Max Raabe
- Tara: Isaac Payne
- Bryn: Bobbie Almy (who also made last year’s final table!)
- Cormac: Michael Bryant
- Erin: Cecily Cunningham
- Pooky: Mark Morrison
The final table consisted of Gerki, Zot, Dimli and Erin, and it was a very interesting match! Everyone was jockeying for position, then, all of a sudden, everything was over! On Gerki’s turn, he was getting rather close to passing out, while Zot and Erin were both hurting on gold. Gerki started a Round of Gambling, forcing Erin to ante her last gold. Later in the round, Zot forced Erin out of the Round and therefore out of the game. By the end of gambling, however, Zot had also been forced to commit his last gold to the pot! Gerki won the round, then proceeded to have no way to avoid his drink for the turn, so he passed out, leaving Dimli looking around wondering what happened to all of his friends!
The Final Table: Bill Hegg (Gerki, 2nd place), Gary McLaughlin (Zot, 3rd place), Chris Calvert (Dimli, 1st place), and Cecily Cunningham (Erin, 4th place)
Congrats to all the winners, and many thanks to all the participants! Come back and play again next year!
Well that was fast!
It is a great pleasure to meet newcomers, and welcome back old SlugFans! Thank you so much for rocketing the campaign through our funding goal in less than 24 hours. That is a HUGE accomplishment and makes us very proud of our game and overwhelmed by the support of our fans.
Now, with our sails at full mast we’re going to be dead set on getting to our first Stretch Goal: The Sea Event Deck.
The Sea Event Deck
The Sea Event Deck provides you with a new way to play The Red Dragon Inn. Instead of carousing in the relative safety of The Red Dragon Inn, you are partying in the Captain’s Cabin aboard The Crimson Drake. Because you are out on adventure, the party runs the risk of being interrupted by random encounters. Some of the encounters are relatively safe, while others are very dangerous!
The following graphics and text are subject to change. The mechanics and contents of the Sea Event Deck as you see them here are going through playtesting with our SlugCrew all across the country, so this preview will give you a great look at some of the card effects and basic mechanics. We were actually planning on doing this update next week, but you guys are so darn eager, we just had to put this out, final art and text or not.
How to Play with the Sea Event Deck
At the start of the game, you shuffle the Sea Event Deck and place it in the middle of the table with two Progress Counters on it. You then play RDI like normal. However, at the end of each player’s turn, that player removes a Progress Counter from the Sea Event Deck. When you remove the last Progress Counter, reveal the top card and an Event takes place!
A Sea Event is a lot like a Drink Event. When you reveal the Sea Event, follow the instructions in the text box (4). After an Event has resolved, place a number of Progress Counters (3) equal to the Encounter Level (2) onto the Sea Event Deck, then play proceeds as normal. The next time a player removes the last Progress Counter at the end of their turn, they reveal the next Sea Event!
There are a wide range of different Sea Events in the deck, and while many of them are detrimental, others can be beneficial to one or more players. You’ll have to stay on your toes each time the Progress Counters start to dwindle!
How does this change the game?
The Sea Event Deck adds a new level of complexity to the base game. Not only will you need to protect yourself from the other players, as well as the Drink Deck, but you may find yourself forced to defend against a Sea Event! You could even end up working alongside other players to get a bonus from the various Events you’ll see throughout a game. There are 12 unique Sea Events in the 20-card deck, and most 4-player games will see about a third of the Sea Event Deck over the course of the game.
It will also be big! The cards will be portrait-style 3.5”x5” cards with full color art!
How do we get it?
We are very excited about the Sea Event Deck and want to include it in every copy of The Red Dragon Inn: 4. That means we need to raise at least $20,000. You can help us out by spreading the word. Like the campaign, tweet about it, and post and comment on your favorite blogs, subreddits, and forums.
The Red Dragon Inn 4 is a new base set with four nautically-themed characters. These characters are the crew of the Crimson Drake, a sturdy sailing vessel that our heroes use when their adventures take them to sea. Of course, it can be combined with any previous Red Dragon Inn sets to allow for larger games and new match-ups!
The four new characters are:
And if we meet our stretch goals, more stuff gets printed! The first stretch goal is for the Sea Events Deck. With this deck, instead of partying in the relative safety of The Red Dragon Inn, you are in the captain’s cabin aboard the Crimson Drake. But watch out! While visits from merfolk can be good fun and games, encounters with sea monsters are anything but!
The second and third stretch goals are new characters for the RDI: Allies series! These will be offered as low-priced add-ons for anyone who gets a copy of RDI4 via Kickstarter.
So, what are you waiting for? Head over to the Kickstarter, where you can find a whole lot more information about the game. If you like what you see, support us!
Congratulations to Erik Wintz of Southern California, our first SlugCrew member to earn 150 points by demoing our games! Erik will soon be receiving Ozrik the Adept, our SlugCrew-exclusive RDI character!
In addition, Erik will receive a copy of The Red Dragon Inn 4.
[ZOMG! Did he just say RDI4??!!??]
Yup. Stay tuned for a big announcement tomorrow!
Anyway, Erik: from all of us here at SlugFest Games, thank you! We really appreciate the work you’re doing for us.
Hey, everyone. Guess what went out in today’s mail?
That’s right! The SlugCrew promo drink cards went out!
Congratulations to the first five SlugCrew members to get to 30 points: Erik Wintz, Larry Capasso, Logan Knight, Mike Smith, and Shannon Khosravi. Thanks very much for supporting us, guys! If you don’t receive your cards in the next week or so, please let us know.
In fact, Mr. Wintz is getting within striking range of 150 points, which would make him the first SlugCrew member to earn Ozrik the Adept, our SlugCrew-exclusive Red Dragon Inn character. Want to read about how you can earn these rewards yourself? Head to this previous blog post!
Speaking of Ozrik: we have an artist (Royce Southerland, aka FooRay) lined up for him, and things are underway. Here’s a preliminary sketch!
Hey there, SlugFans! It’s been a while since our last blog post. Sorry for that, but we’ve been working like crazy on our Kickstarter-backed RPG project, The Red Dragon Inn Guide to Inns and Taverns. That project is taking a bit longer than we had hoped, but we’re really coming down the home stretch now.
In our last post, I introduced the SlugCrew Rewards Program, whereby you can earn points by doing demos of our games at stores and conventions. To recap: a two-hour store demo is worth about 10 points. At 30 points, you will earn the current year’s Minor Reward, and at 150 points, you will earn the Major Reward.
For 2013, the Major Reward will be Ozrik the Adept, a SlugCrew-exclusive RDI character. We’re working on him now, and he’s turning out to be really fun to play (and his power level isn’t quite as crazy high as it was the last time I wrote about him).
Also in our last post, I described the 2013 Minor Reward, but I described it only as “an exclusive RDI drink card that’s much zanier than anything we’d normally print.” Well, we decided to up the ante a bit. We’re not doing one new drink card–we’re doing three, and I’m writing to show you two of them. Want to see the third? (It’s the zaniest.) You’ll just have to earn 30 SlugCrew points! So, without further ado:
We expect to ship these out sometime in March. Any SlugCrew member who has earned 30 or more points will receive all three of the new drinks!
So, to all of you out there running events: thank you! And to those of you still on the fence, hopefully these SlugCrew-exclusives will
bribe persuade you into action!