In rural Dalaston, a quiet wedding festival is ruined when a rampaging dragon descends from its mountain aerie to rain fire and destruction on the peaceful celebration. In desperation, the town's leader turns to a mysterious stranger who promises protection from the dragon—in exchange for a few sacrifices. Now the children of Dalaston rise from the dead as ghastly abominations to enforce martial law and kidnap people for their mysterious master... including the blushing bride herself. With time quickly slipping away, can the PCs break the undead curse on the town and stop the dragon from destroying what remains?
Blood of Dragonscar is a dragon-slaying city adventure for 15th-level characters, compatible with the 3.5 edition of the world's most popular roleplaying game. Within you'll find information on the mining and brewing town of Dalaston, new monsters, a draconic lair deep inside an active volcano, and the fire-breathing dragon itself.
I've been interested in games since I first fell under the sinister influence of the Dungeons & Dragons boxed set, back in sixth grade. Over the last few decades I have managed to turn gaming from a hobby into a career. Here is a list of the highlights of my life as a game designer. If you have any questions, let me know!
From 1994-2002, I fell into the computer games industry. My first job was with Magnet Interactive Studios, in Washington DC. Sadly, Magnet never managed to hit the big time as a game developer. I worked on a number of projects during my stay at Magnet; for a time I was lead designer on a game called BLUESTAR, a position that was held at other times by such roleplaying luminaries as Ken Rolston and Zeb Cook. However, the only work that ever saw the light of day was some level design on the abstract arcade game Icebreaker.
Magnet began a slow implosion in 1996, and along with a number of other people I went to work for a Colorado company called VR1. I started as lead designer on VR-1 Crossroads, a text-based MUD centered on warring conspiracies – The X-Files meets Illuminati, with a world of dreams thrown in for good measure. When VR1 decided to move away from text games, I started work on a graphical MMORPG based on the pulp serials. After a few twists and turns, the project ended up being known as Lost Continents. But early in 2002 I decided that I'd had enough of the computer games industry and left VR1 to focus on writing. Then in June of 2002, Wizards of the Coast announced their Fantasy Setting Search, and I thought: What about pulp fantasy? And the rest is history. . .