Showing posts with label zine. Show all posts
Showing posts with label zine. Show all posts
The Undercroft #10 is basically out
Say whaaaat? It's out already? But it's only been 3 or 4 or 5 or something months. Oh how time flies.
But don't mind that, mind that the latest issue of the worlds premiere, hyper functional, deluxe RPG zine is out and you don't own it yet. Exchange your boring, uninteresting money for pictures and written things by the industry's most talented humans in the world's most prestigious periodical.
Get it on RPGNow now! Now.
Order a print & PDF copy on my hot hot HOT shop shop SHOP (shipping end of the week)
Subscribe for future issues at something like a discount
WARNING: Don't buy the zine again if you already have this on your Patreon, you already paid me and I'm already sending it!
Issue 4 Reprint In Stock
New covers for the second printing of issue 4 of The Undercroft, recoloured by Matthew Adams. Insides are largely the same, so you're not missing anything by having the first printing.
What people have said:
Undercroft #4 is a beautiful gem of a zine that genuinely captures the best freewheeling spirit of the original wave of zines but brings modern art production values and sensibility. Its quirkiness and whimsy marks it as something quite different from its peers and its well worth forking out for the paper version for the genuine old school experience.
-Thee Rapture
BUY IT HERE
If you worked on this issue, please email me your address so I can send you a copy! If you have a subscription check Patreon before buying this.
The Undercroft #9
The Undercroft #9 is done.
We'll call this the birthday issue, since it was conceived just as that date flew by and is recklessly extravagant. Nothing short of a birthday could justify such excess. 66 pages of pure gold, illustrated by the finest image fabricators in the business.
How to get it
Print & PDF combos are available from our shop
Just the PDFs can be obtained from Payhip, RPGNow or Table Top Library when it comes back up.
And, as ever, subscriptions are available via Patreon for people who want to save a bit of money.
We'll call this the birthday issue, since it was conceived just as that date flew by and is recklessly extravagant. Nothing short of a birthday could justify such excess. 66 pages of pure gold, illustrated by the finest image fabricators in the business.
The issue is notable for having an almost full cast of Undercroft regulars, brought together in one gigantic issue alongside the new but equally majestic works of +Benjamin Baugh and +Patrick Stuart
What's inside
Skinned Moon Daughter
A new class for games in the Great North
101 Uses of a Hanged Man
Systems and advice for preparing alchemical concoctions from the criminal dead
The Doctor
A new class separating the divine from the healer
Everyone is an Adventurer
A deconstruction of multi-classes down to its base integers
The Sickness
A sex beast
Dead Inside
Replacement classes for a world of sadness and pain
Cockdicktastrophe
A sexy beast
Nine Summits and the Matter of Birth
Cosmic disasters and antinatal cults among the island people
With artwork by +Cédric Plante (creator of that fine cover and several internal images), +Sean Poppe, +Matthew Adams, +Anxious P. and +Jeremy Duncan (responsible for the picture below)
Print & PDF combos are available from our shop
Just the PDFs can be obtained from Payhip, RPGNow or Table Top Library when it comes back up.
And, as ever, subscriptions are available via Patreon for people who want to save a bit of money.
The Undercroft #7
And on and on it goes.
This issue sees the return of +Matthew Adams +Jeremy Duncan +Luke Gearing Ezra Claverie & +Sean Poppe , and the début efforts of James Holloway, +Nicolò Maioli (cover artist), and Louise Perfect. And me!
Go and buy it. For a limited time there will be a special cover and other tamperings attached to this issue, see the selling page for more details, but assume the first hundred or so will be special and of limited supply.
This issue sees the return of +Matthew Adams +Jeremy Duncan +Luke Gearing Ezra Claverie & +Sean Poppe , and the début efforts of James Holloway, +Nicolò Maioli (cover artist), and Louise Perfect. And me!
Undercroft Print Sale
The Undercroft stock cupboard is looking full and the coffers looking empty. I could do with generating some liquid money for printing and tarting up issue 7 so there's a 33% sale on print issues until that's achieved.
The Undercroft #6
Releasing things is hard. Some days I just sit here and look at the stacks of books and wonder why they're still here. Shouldn't the guy with the thing have come and taken them all to wherever it is they go by now?
Apparently not.
Apparently I have to tell people that they exist. And how to buy them. And how much they are. I honestly don't know how people do it.
Right, so here's the deal: I tell you where to go to buy them (here) and you go buy them. Or not. That's an option you have as well though I try not to encourage it. If it helps convince you I can assure you that everyone involved is very clever and handsome and can think of things newly and greatly.
If you buy enough of them I can give someone money to remind me to sell things correctly. Wouldn't that be cool? Yes. Yes it would.
Patreon Subscription Report
Oh yea, that Patreon thing.
I would have written about it sooner but it was almost disappointingly smooth. It worked exactly as I had hoped it would, so it faded into the list of things I don't have to worry about.
For those not aware, I started a Patreon page to enable me to make some kind of subscription system. It's something I wish every zine had, considering they traditionally have pretty arbitrary release times. I don't always remember to shower my favourites with money, and some people are very shy when it comes to promotion.
For anyone looking to do similar with their own work (I recommend you do, there's really nothing to lose) I have put all my thoughts in bullet form:
I would have written about it sooner but it was almost disappointingly smooth. It worked exactly as I had hoped it would, so it faded into the list of things I don't have to worry about.
For those not aware, I started a Patreon page to enable me to make some kind of subscription system. It's something I wish every zine had, considering they traditionally have pretty arbitrary release times. I don't always remember to shower my favourites with money, and some people are very shy when it comes to promotion.
For anyone looking to do similar with their own work (I recommend you do, there's really nothing to lose) I have put all my thoughts in bullet form:
- It's all in dollars. This is a big pain in the arse. Exchange rates mean I can't be 100% sure what this funnymoney is actually worth until it hits my bank account.
- Do not make plans based on the assumption that everything pledged will actually clear. Credit cards and things can get in the way. It's an estimate.
- Trigger the payment a few days before the end of the month or else you'll be sitting around for another month to get paid, and sending physical objects out before you have their cold hard cash is just risky.
- Patreon and PayPal take a cut! Account for this. Assume something in the region of 10%, but take the time to work it out properly or else you'll come up short.
- Patreon's website is awful. Extracting information from it is obtuse and irritating. I'm looking at you, address entry that always closes when clicked on. Not like I want to cut & paste it or anything. Hnnngh!
- I have no idea how I'm ever going to change prices. I assume I have to pretty much just delete an entry and shake the patrons off like sleeping cats. This will be a problem one day, but that's something for Future Dan to deal with, screw that guy.
That's about it. I can't think of any actual issues with it. It's simply a convenient way to arrange an exchange of cash for goods on an unpredictable schedule.
If anyone wants to know more just ask and I'll sort you out.
As an aside, this is yet another barrier taken down for those considering publishing their work. Unless you're a complete cock-nozzle there are bunches of people who would be more than happy to help, the materials needed are either cheap or free, and there is a small but enthusiastic market ready to jump on you.
Really, if you've ever considered it just dive in and get to it. You are all that's standing in your way.
I Ate'nt Dead
I can assure you that the relative quiet is a good thing. It means work is getting done.
Firstly and most tangibly: The Undercroft #5 is finished. This issue was hijacked by a flood of what people have questionably named "Raggi's Rejects", a term you will find is entirely unjustified in all but the most literal sense. 100% grade A items, cover to cover, accompanied by the prettiest of pictures. They were so good and so many that I had to add more pages to the issue. It'll likely be available on RPGNow at some point, but that's in their hands now. EDIT: Here it is
Secondly, the City of the Dead has just passed the half way mark on first draft completion. After a month of frustration — and with some help from the relentless Matthew Adams — the way forwards was found and the kind-of-mega-dungeon bounds along happily once again. All that's left is for me to do is to get over my fear of gimmicks and people shouting at me for not including trigger warnings. After that it's a clear run to the finish line and palming it off on another play-test group.
Thirdly, the Patreon subscription experiment has gone smoothly. It works as a functional subscription system and takes a lot of the paperwork out of my hands. I'll do a proper report on this for those considering doing similar once everything is sent out and settled.
Firstly and most tangibly: The Undercroft #5 is finished. This issue was hijacked by a flood of what people have questionably named "Raggi's Rejects", a term you will find is entirely unjustified in all but the most literal sense. 100% grade A items, cover to cover, accompanied by the prettiest of pictures. They were so good and so many that I had to add more pages to the issue. It'll likely be available on RPGNow at some point, but that's in their hands now. EDIT: Here it is
Secondly, the City of the Dead has just passed the half way mark on first draft completion. After a month of frustration — and with some help from the relentless Matthew Adams — the way forwards was found and the kind-of-mega-dungeon bounds along happily once again. All that's left is for me to do is to get over my fear of gimmicks and people shouting at me for not including trigger warnings. After that it's a clear run to the finish line and palming it off on another play-test group.
Thirdly, the Patreon subscription experiment has gone smoothly. It works as a functional subscription system and takes a lot of the paperwork out of my hands. I'll do a proper report on this for those considering doing similar once everything is sent out and settled.
Undercroft Subscriptions
Ok, you've had a post with content, now back to being a dirty attention whore. Short and sweet though.Look to the right, there is a big red button. That button links to a Patreon that I made in order to create some semblance of an ordered and useful subscription system for The Undercroft while furthering my sinister goal of paying better rates for my precious contributors.
The first issue to benefit from this will be issue #5. The whole thing may or may not work, but I encourage any interested parties to dive in with me and help test the waters. I'm reasonably sure it can't go that wrong.
The Undercroft #4

Watch it slither down mother's leg. Admire the glistening splendour sat squirming on the floor. Look! Barry's here, he couldn't stay away and continues to confuse history with his gentle hand. See here! We employ rules to impart a paradoxical formlessness, thankyou Lord Inar, or Mr. Gacy to you. Lawks! It's Master Gearing come back from the wars with another monstrosity. Lo! It's the prettiest Princess, come with another troll he claims to be dreamy but I see it for what it is. Each a precious facet of the creature you hold in your arms, a moribund remnant of an effort spent. It only wants to be loved.
But of this, where am I? Nothing in this slick bairn's countenance speaks of the father. A cuckold and a chimera. But I love her and her fathers anyway, and hope you do to.
The Undercroft issue 4, available to purchase now in print and PDF.RPGNow will follow soon.
Hasty half-baked half-priced sale
It occurs to me that I should probably place this information somewhere it can actually be found rather than floating on the rough waves of Google+, gone by morning. Here it is:
You can get them over here. Share the knowledge about if you're feeling particularly benevolent today.Issue 4 of The Undercroft is slithering out in the very near future. The suspense is almost too much for me, I can't begin to imagine how excited everyone else must be. (The answer is, of course, very)So, to help alleviate your suffering, I'm putting the PDFs on sale. Half price until the end of the month, only through my little shop front.Coupons are "undercroftX" where X is the issue number. Let's hope the new PDF shop works!
Lost Pages and Cunning Men
I recently received the latest offerings hot off the press over at Lost Pages, and they are as marvellous as ever. I've been carrying Wonder & Wickedness (by one Mr. Strejcek) around like a toddler with a blanket ever since it arrived. Now, I could review it, OR I could rip it off in an act of the most sincere flattery. Yea, I think I'll do that.
(as seen in longer form in The Undercroft #3)
THE CUNNING MEN OF THE FERN COURT
Folk tales are the leavings of an irrational mind, a black pearl formed around an ill-sitting grain of truth. It is passed around the fire, each hand polishing it more so they can better see the fear on their own faces. But the grain remains and some are not so distracted by the black mirror, intent on staring deeper.
Their arrival wasn't planned. First one, then another, drawn by dreams of a dark sun rising above the primordial canopy of the Fern Court. They didn't know what it was or what would happen when it rose, but they were compelled to find answers. The forest speaks to those with an ear for it, but it talks in omen and subtle metaphor, a growing knot that the cunning can unravel. And they were cunning. They, the kindly ones, the painted folk, the cunning men.
The Fern Court is old, the woods are deep, thick and storied. The villages found there hide behind palisades choked with rose vines, closing their ears to the scratching at the door. The homesteads and charcoal burners are far and wary, the pathways to their homes littered with charms and fetishes against the night. The people on its borders share stories of children being taken from their beds to dance under its boughs.
Indeed, those who call the forest home are isolated, paranoid and prone to eccentricity, but it is not the realm of death one is lead to believe. Merchants cross it, lords claim it, and the very story tellers decrying it lived to learn and continue their tellings.
The forest men have long memories, and the cunning men loom large in them. A monolith of stability, as permanent and old as the forest, a coming and going as regular and inevitable as the seasons, roaming where their calloused feet take them. The woodsmen might not question the attention of so many magical practitioners but the cunning men do. Each of them was drawn to this place, haunted by dreams and omens until they found themselves beneath its rancorous branches. Now they spend their energies trying to understand why, what brought them here and what the black sun means.
Within the small and quiet world of the woodsmen the tattooed face of the cunning man is a good omen. They rove from settlement to settlement swapping news in exchange for food and shelter, sitting by hearths and hearing what news they have in turn, seeing their sick and blessing their children, and as the nights go on his questions will come. He will ask about the owls and the milk, about the patterns in the frost. Have they seen Baldanders? Did the sparrowhawk fly east at dawn? Did it return by night?
They will answer and he will leave, satisfied but burdened.
Their covenant is both newer and more organised than it would at first seem. Though they travel widely they always return to the seasonal moot to unload their weighted minds. Unusual amongst practitioners of the cunning arts, they share knowledge freely. Every scrap and clue is kept in the hopes of leading to answers, every detail tattooed on their flesh. Volumes are inscribed in their private script, in streaks and swirls the letters abound. In there is everything that they must know, both magical and mundane, it will be preserved and never stolen like other tradition's books of spells so easily lost or destroyed. They stand before their peers, sky clad, and allow an inspection of the season's happenings.
When one of their number dies they take great pains to retrieve and prepare them for one final moot. Their skin is dried and stretched, displayed on a rack for all to come and learn from before it is destroyed utterly.
Spells
1.
Babble
The caster whispers unintelligibly while staring intently at his target. While the muttering continues the fellow will be unable to get their words out, spluttering and becoming confused. Additionally the caster may force the target to say one thing, one single sentence.
This trick can be performed with subtlety, where onlookers would only see the caster muttering like one whose mind had withered roots.
2.
Spleenful led
The caster must have in their possession a fragment of the target: a strand of hair, seminal fluid, toenail, blood and such. With this, they must bind it in mud or clay and throw it as far as they can, out of sight. The target must save vs. magic or from then until the next morning be unable to find their way.
For that period they cannot reliably find their way anywhere without someone leading them forcefully. They will take wrong turns, leave the trail and generally wander aimlessly.
3.
Protection from rain
The caster is immune to the effects of turbulent weather. No rain nor hail will touch him, lightning will dance around him, the wind will die at his tread. But only him, mind. The elements have no strong feelings for his companions.
4.
Read entrails
The creature being used for this spell must be slaughtered especially for this purpose. Creatures stumbled upon or killed for utilitarian purposes are not suitable. For each HD of sacrifice the cunning man may find a vague detail of the answer to one question in the entrails. Hair colour, mannerisms, times, smells, directions, all delivered in as obscure a manner as possible.
5.
Pick up sticks
Some signs are not so subtle as to require a mind awash with magic; the woodsmen mistrust the owls and know to shutter their windows on the new moon. With the knowledge of how the forest connects meanings the caster throws a pocket full of twigs, bones, furs and feathers in the air. Those viewing must save vs. magic or fall to the ground obsessively picking up the assorted debris. Can effect 2HD of sentient targets per caster level.
6.
Zoanthropy
The cunning man must take off his clothes and arrange them neatly and deliberately in a hidden place. Naked, they must walk into the wilderness and with each step lose their mind and body until eventually taking the form of an animal. They may choose what animal to be, but it must be appropriate for the environment and they must try their hardest to imitate the creature or else the trees will notice and the spell will end.
While in animal form they cannot be found through magical means. They may maintain this form for as long as they like, but must save vs. magic every new moon or else lose their minds to the beast and stay that way forever. To return to their old ways they must find their clothes, whereupon they will be reformed.
Many cunning folk have lost their mind through the divine sublimation of the zoanthrope. They still search the forests for Old Father Aldous, whose skin was almost black with writing, who they say glimpsed the horizon of the black sun before he retreated into quietude. At every hamlet and homestead they always ask after sightings of the black hare.
7.
Brittle Twigs & Bird Song
The caster takes a dry twig and snaps it across his knee in full view of his foe. They must save vs. magic or take 1d8 damage and suffer the effects of a broken appendage (caster’s choice).
8.
Path of Guilt
The caster makes a poultice of thorns, rags and soil, with this they scrub the soles of the feet until they bleed freely (1d4 damage). While the blood flows they count as having 6 in 6 stealth and the evidence of their passing is invisible to the mundane eye. Once the bleeding stops the spell wears off and the bloody footprints appear for all to see.
Catastrophes
(as seen in longer form in The Undercroft #3)
THE CUNNING MEN OF THE FERN COURT
Folk tales are the leavings of an irrational mind, a black pearl formed around an ill-sitting grain of truth. It is passed around the fire, each hand polishing it more so they can better see the fear on their own faces. But the grain remains and some are not so distracted by the black mirror, intent on staring deeper.
Their arrival wasn't planned. First one, then another, drawn by dreams of a dark sun rising above the primordial canopy of the Fern Court. They didn't know what it was or what would happen when it rose, but they were compelled to find answers. The forest speaks to those with an ear for it, but it talks in omen and subtle metaphor, a growing knot that the cunning can unravel. And they were cunning. They, the kindly ones, the painted folk, the cunning men.
The Fern Court is old, the woods are deep, thick and storied. The villages found there hide behind palisades choked with rose vines, closing their ears to the scratching at the door. The homesteads and charcoal burners are far and wary, the pathways to their homes littered with charms and fetishes against the night. The people on its borders share stories of children being taken from their beds to dance under its boughs.
Indeed, those who call the forest home are isolated, paranoid and prone to eccentricity, but it is not the realm of death one is lead to believe. Merchants cross it, lords claim it, and the very story tellers decrying it lived to learn and continue their tellings.
The forest men have long memories, and the cunning men loom large in them. A monolith of stability, as permanent and old as the forest, a coming and going as regular and inevitable as the seasons, roaming where their calloused feet take them. The woodsmen might not question the attention of so many magical practitioners but the cunning men do. Each of them was drawn to this place, haunted by dreams and omens until they found themselves beneath its rancorous branches. Now they spend their energies trying to understand why, what brought them here and what the black sun means.
They will answer and he will leave, satisfied but burdened.
Their covenant is both newer and more organised than it would at first seem. Though they travel widely they always return to the seasonal moot to unload their weighted minds. Unusual amongst practitioners of the cunning arts, they share knowledge freely. Every scrap and clue is kept in the hopes of leading to answers, every detail tattooed on their flesh. Volumes are inscribed in their private script, in streaks and swirls the letters abound. In there is everything that they must know, both magical and mundane, it will be preserved and never stolen like other tradition's books of spells so easily lost or destroyed. They stand before their peers, sky clad, and allow an inspection of the season's happenings.
When one of their number dies they take great pains to retrieve and prepare them for one final moot. Their skin is dried and stretched, displayed on a rack for all to come and learn from before it is destroyed utterly.
![]() |
| Cunning Man illustration in issue #3 by Matthew Adams |
1.
Babble
The caster whispers unintelligibly while staring intently at his target. While the muttering continues the fellow will be unable to get their words out, spluttering and becoming confused. Additionally the caster may force the target to say one thing, one single sentence.
This trick can be performed with subtlety, where onlookers would only see the caster muttering like one whose mind had withered roots.
2.
Spleenful led
The caster must have in their possession a fragment of the target: a strand of hair, seminal fluid, toenail, blood and such. With this, they must bind it in mud or clay and throw it as far as they can, out of sight. The target must save vs. magic or from then until the next morning be unable to find their way.
For that period they cannot reliably find their way anywhere without someone leading them forcefully. They will take wrong turns, leave the trail and generally wander aimlessly.
3.
Protection from rain
The caster is immune to the effects of turbulent weather. No rain nor hail will touch him, lightning will dance around him, the wind will die at his tread. But only him, mind. The elements have no strong feelings for his companions.
4.
Read entrails
The creature being used for this spell must be slaughtered especially for this purpose. Creatures stumbled upon or killed for utilitarian purposes are not suitable. For each HD of sacrifice the cunning man may find a vague detail of the answer to one question in the entrails. Hair colour, mannerisms, times, smells, directions, all delivered in as obscure a manner as possible.
5.
Pick up sticks
Some signs are not so subtle as to require a mind awash with magic; the woodsmen mistrust the owls and know to shutter their windows on the new moon. With the knowledge of how the forest connects meanings the caster throws a pocket full of twigs, bones, furs and feathers in the air. Those viewing must save vs. magic or fall to the ground obsessively picking up the assorted debris. Can effect 2HD of sentient targets per caster level.
6.
Zoanthropy
The cunning man must take off his clothes and arrange them neatly and deliberately in a hidden place. Naked, they must walk into the wilderness and with each step lose their mind and body until eventually taking the form of an animal. They may choose what animal to be, but it must be appropriate for the environment and they must try their hardest to imitate the creature or else the trees will notice and the spell will end.
While in animal form they cannot be found through magical means. They may maintain this form for as long as they like, but must save vs. magic every new moon or else lose their minds to the beast and stay that way forever. To return to their old ways they must find their clothes, whereupon they will be reformed.
Many cunning folk have lost their mind through the divine sublimation of the zoanthrope. They still search the forests for Old Father Aldous, whose skin was almost black with writing, who they say glimpsed the horizon of the black sun before he retreated into quietude. At every hamlet and homestead they always ask after sightings of the black hare.
7.
Brittle Twigs & Bird Song
The caster takes a dry twig and snaps it across his knee in full view of his foe. They must save vs. magic or take 1d8 damage and suffer the effects of a broken appendage (caster’s choice).
8.
Path of Guilt
The caster makes a poultice of thorns, rags and soil, with this they scrub the soles of the feet until they bleed freely (1d4 damage). While the blood flows they count as having 6 in 6 stealth and the evidence of their passing is invisible to the mundane eye. Once the bleeding stops the spell wears off and the bloody footprints appear for all to see.
Catastrophes
- The sorcerer is always covered in moss and small insects. They scutter in and out of his clothes and beard. If he was to sit still for long enough he would eventually look like a rotten tree trunk.
1 in 6 chance a rare and highly toxic hallucinatory mushroom grows in his armpit. He eats them constantly. - A flash of insight into the meaning of things! The sorcerer must immediately go to a certain place and do a certain thing. This thing will be seemingly mundane and meaningless, such as placing a sandal half way up a certain mountain, or standing under a certain waterfall while reciting the Strictures of Merrywell. If the party do not join him at the next free moment he will disappear on his own for 2d6 weeks and do it himself. 1 in 6 chance he never comes back.
- The sorcerer is overwhelmed by implied meaning and endless connections. Before him is a vast conspiracy between the squirrels and the daffodils, they hide their nuts in the pattern of the constellation of the Bull and only remove his eye on Wednesdays, the oak leaves fall but spin only counter clockwise... They are paralysed with the truth and can only be forcibly lead around for 1d4 days. They may memorise twice the normal spells during this period, since the sideways logic comes more naturally.
- For one random fellow close to this catastrophe the veil of lies is ripped and the black sun replaces our own. It will bleed, thick puss dripping down the sky. The trees will buckle, the walls will fester and boil and they will fall to their knees as their sanity leaves them in a boiling puddle of filth.
Save vs. magic or die. If it dies, then the caster must save vs. magic or die as he sees the light in the burst flesh bag that got caught up in this mess. If he dies then everyone within sight of him must save or die. Closing your eyes won’t help, you won’t need eyes when the dark sun rises. - The cunning man learns that his life is linked to another in the vast web. This can be an object or place. His health and theirs is linked from this day on. Think like a Dryad and their tree, but potentially with a weasel, blueberry bush or toothbrush.
- Caster loses their mind. Believe themselves to be an animal or tree. This lasts for 1d6 days, reroll 6's and add it to the total. Players may control the PC as long as they play along convincingly. Spellcasting ability is lost.
- Rose vines burst out of the cunning man in a huge plasmic sneeze. Everyone within 20 metres of him must save vs. device or be impaled by the foliage for 1d6 damage. The plants are ferocious weeds and will continue to grow. Very pretty, but in a few weeks everything will be covered in spikey rose vines. The cunning man is unharmed, but must disentangle himself from the vines now growing out of him.
- The cunning eye sees the purest empyreal fire, suffusing the darkness with a light so far from the prosaic rays that struggle through the canopy as to be an insult to name it as such. That beauty is seen by few but holds an indescribable fascination for those that have. A feeling beyond words or any other tawdry attempts at communication. It can only be shown.
The caster will emanate light with no fixed point of origin while babbling incoherently. Anyone viewing the light must save vs. magic or grow uncontrollably as the light fills them. They will spontaneously sprout new limbs, their flesh will flow like a flood and they will grow exponentially until the light fades. Their flesh will remain forever malleable and readily absorb more. From here on they are considered horrifying monsters by all, and are very likely blind, deaf, and insane (2 in 3 chance of each).
If you know to do so and are prepared, looking away will avoid this unpleasant fate. However, anyone caught in the area of an individual glutting on emyreal light will be absorbed into the target, dealing 1d10 damage per turn as they are melted into their loving embrace. If they are cut free they will suffer d6 permanent damage from missing flesh and skin. - The caster mutters constantly, with occasional outbursts. It resembles Tourettes, but instead of obscenities he blurts out cutting truths.
- The recipient of this curse is dragged under the earth by thick roots, whereupon he is stored in a small encystment. He will not starve and cannot escape through normal means, though he can be dug up. Those recovering his encystment will find a sack of flesh, inside of which the poor fellow will be held.
After a time a tree grows on the spot, the fruit of which will fall and split into animals of some local variety. They will speak of the trapped individual, but only to the young and the lonely. After 2d6 years the tree will split like a lily to reveal the sorcerous sufferer, naked and new. - The sorcerer casts off his clothes and equipment. His takes a sharp stick and ash and inscribes his magical knowledge into his flesh. This takes 1 day per level, during which he will refuse to be disturbed. He will never again wear clothes or bags of anything else that separates him from an intimate connection with the world. Can memorise 2 extra spells.
- The cunning man can talk with animals and plants. However, they all talk like the Cheshire cat and bad lsd dreams. Constantly.
End of Year Accounts
The more-or-less end of the year is an appropriate time to do an assessment of how well this reckless endeavour has gone. Records go from 3/6/14 to 30/12/14.
Sales have remained somewhat flat since the beginning. This is neither spectacular nor terrible. I'm playing for the long game, eventually the back catalogue will be so large and knowledge of it be so common that it will quietly start to turn a profit. At least that's the plan. Being excellent is easy, being consistent is hard.
I must stress here that there is no inherent nobility in running at a loss. I take no pride in it, it is not a good thing and I will put a stop to it as soon as I'm able. If you make something good and worthy you should be compensated and sustained by it.
Commissions are where the money goes. From the beginning I aimed to get to a point where I could pay professional rates and have consistently pushed them up there. Still, from this point I would need to triple them to match something like Weird Tales. Not happening any time soon. At some point I'd like to be able to pay myself similarly. Long game.
Net income: Around -£100 and 60something copies from breaking even. Pretty damn good considering the costs of replacing a printer are included there.
So other than numbers, what did we learn?
- I'd like to think I'm easy to work with but who knows. Either way, when working closely with another I feel the work is definitely stronger.
- I have absolutely no idea how good/bad The Undercroft is. I'm not used to this distance from the audience and am endlessly frustrated with it. Unless you hear the sincerity in their words, praise or criticism is hard to take too seriously.
- As I said the last time I did this, reviews are hard. I don't think a zine is a very reviewable thing, I know I've tried and failed. Do you talk about the work itself? What if it's an anthology work? Is the writing or collecting more important?
- I still dislike talking to people over the internet. You either sound hysterical or like an arsehole when tippety-typing.
What next?
- I want to get weirder. Everything so far has been quite tame and in the bounds of what you'd expect from a supplement. Some people have been funny about demon boobs on the cover of #3, I'd like to explore that discomfort some more. Not just through nudity and shock value (although sure, why not), but other ways.
- Bigger projects. There are 2 books in different stages of development that have taken ideas that were originally going to be blog posts or zine articles. There is a definite A, B, and C class system going on (you're currently looking at the C game).
- More issues. Short of me dying, I won't stop.
Hopefully someone finds this stuff interesting or useful. I certainly appreciated others doing similar when I was starting.
The Undercroft #3 is out and proud
Oh me oh my, it's happened again.
We have golems seeking treasure while England is upturn'd; wise men and cunning folk, lead by a Dark Star to the Fern Court; and the story of a young man, an old man, & a bridge.
Cover by +Jeremy Duncan, illustrations by +Matthew Adams and +Jim Magnusson.
Writing by +Alex Clements, +Barry Blatt and my fine self.
Now on sale. Treat yourself, buy one for the kids, stick them under the Christmas tree and surprise your mum.
Godrickson's Corruption
[As seen in slightly modified form in The Undercroft issue 1, by Alex Clements]
Vector:
Touching
or eating spores
Infection
Save: Poison
-5
Created
by the alchemist-mage Franz Godrickson in order to blackmail city officials,
the corruption is a horrific and incredibly deadly disease,
however it is entirely asymptomatic until the body of the infected is
exposed to a very specific sonic frequency. Vials of the spores are
normally sold (for extremely
high sums) with a tuning fork that vibrates just so. The infected
character must make an Infection Save every hour, but will show no
sign of ill health until they are exposed to the frequency, at which
point they suffer the consequences, listed in the table below, in
full. If they survive, the disease continues to progress, but the Infection Save is made without the -5
modifier.
Number
of
failed
saves
|
Body
parts liquefied
|
1
|
Finger
prints, eye-lashes, most hair is left permanently patchy.
|
2
|
All
hair and the tips of fingers and toes. Survivors suffer a
permanent -1 to attack
rolls and any other physical tasks. They always count as being 1 encumbrance
level higher.
|
3
|
Fingers,
toes, the tip of the nose and tongue. They can no longer speak
well enough
to cast spells and cannot hold any items. They always count as being
3 encumbrance levels higher.
|
4
|
Hands,
feet, nose, lips, tongue, eyelids and male genitalia. They can no longer
speak at all and count as being immobilized.
|
5
|
Limbs
up to forearms/calves. Ears are sealed and eyes are useless. The character
is considered blind and helpless.
|
6
|
Arms
and legs entirely. Lower jaw entirely. No organs function except
the heart,
lungs and brain. The character will die within a few hours. If in
a clean
room with someone to give them water, they will survive one to two days.
|
7
|
Sploosh!
All that is left of the character is their brain and nervous
system, which
is left utterly unaffected by the corruption, lying in a pool of stinking goo.
|
The Undercroft Number Dump as of 30/9/14
Inspired by Tim Shorts' excellent and frank post on zine sales and expectations I thought I'd do similar in the hopes of maybe helping someone out, or at least providing another point of comparison to the original article. This is from limited experience but take what you will from it.
I got into publishing out of nowhere. I had a blog that no one read, knew next to nothing about the G+ scene, came out of the gate with no one at my back (except a few notable exceptions, thank you Tim) and no reputation to lean on. I was prepared to sell 10 copies and call it a success, a fun vanity project and excuse to mess about with a new medium. Fortunately I was way off. Seeing that there was interest and numbers I decided it would be fun to push it to be profitable and self-sustaining, turn the whole thing into a game.
Obviously, to play a game properly you can't cheat, so I decided that everyone had to be paid for any work (except my excel monkey, he can put "Consultancy Fee" on the excel sheets all he likes), even me. So far this has been more successful than I'd expected, with the zine being 6 sales from profitability right up until the printer broke. So it goes. Similarly, games need objectives. Other people's posts like this have offered me realistic targets in sales to aim for. I'd definitely recommend getting yourself some people you aim to beat (please feel free to aim for me), it's all part of the fun of it.
Things I have learned:
I have the great luck of having a chum who thinks managing spreadsheets is a legitimate pastime so I have extensive and more-or-less accurate records of every penny this venture makes and loses.
Total sales:
Average profit per sale: £1.42
I got into publishing out of nowhere. I had a blog that no one read, knew next to nothing about the G+ scene, came out of the gate with no one at my back (except a few notable exceptions, thank you Tim) and no reputation to lean on. I was prepared to sell 10 copies and call it a success, a fun vanity project and excuse to mess about with a new medium. Fortunately I was way off. Seeing that there was interest and numbers I decided it would be fun to push it to be profitable and self-sustaining, turn the whole thing into a game.
Obviously, to play a game properly you can't cheat, so I decided that everyone had to be paid for any work (except my excel monkey, he can put "Consultancy Fee" on the excel sheets all he likes), even me. So far this has been more successful than I'd expected, with the zine being 6 sales from profitability right up until the printer broke. So it goes. Similarly, games need objectives. Other people's posts like this have offered me realistic targets in sales to aim for. I'd definitely recommend getting yourself some people you aim to beat (please feel free to aim for me), it's all part of the fun of it.
Things I have learned:
- Reviews matter but are hard to get. Prepare to be politely ignored.
- Don't sweat the price, charge what you need to turn a profit. This is a community of whales who will put their money into stuff that interests them.
- You are not a proper business so don't stress about acting like one. Be comfortable with being unprofessional and honest.
- Have fun and do what you want to do, ignore the shrill and the barbed. If you fail, at least fail on your own terms.
- Don't be afraid to approach people that know what they're doing. The worst that will happen is you get ignored.
- Charge for PDFs! Make the same profit margin on a PDF as on a print copy, they're the same thing.
- Don't feel you need to "earn the right" to do anything. Just go nuts, act like you know what you're doing and it'll follow.
I have the great luck of having a chum who thinks managing spreadsheets is a legitimate pastime so I have extensive and more-or-less accurate records of every penny this venture makes and loses.
Warning: Spreadsheets incoming.
Total sales:
| Issue | Published | UK Print | UK + PDF | Orcs Nest | Int Print | INT + PDF | UK PDF | INT PDF | RPG Now | Total Sold | Issue | ||||
| 1 | 30/6/14 | 3 | 5 | 8 | 17 | 20 | 1 | 10 | 19 | 83 | 1 | £121.37 | |||
| 2 | 18/9/14 | 2 | 1 | 8 | 12 | 6 | 1 | 2 | 10 | 42 | 2 | £55.32 |
RPGNow accounts for an unfortunate amount of my sales. Unfortunate because they take a cut, twice, once at sale and once when you take your money out. On a small margin thing like this it's a bit of a killer so I decided to just up the price to account for it. I reasoned that RPGNow is just a convenience outlet, the buyer pays for the convenience while I still get as much as I would from other sources.
Orcs Nest is London's FLGS, getting them to take copies was just the best confidence boost. Hearing they were warning customers that it was weird and gross just sweetened it. Orcs Nest sales are the only place I don't make the same profit as everywhere else since I reasoned it's a vanity/prestige thing to be in there. Shops don't want to be undercut by the publisher, so I have to eat their cut essentially. I recommend you email local FLGS's and ask if they'd like some of your stuff. No harm trying and it's very exciting to see something you wrote AND published sitting on a shelf in shrink wrap.
As you can see, August sucked. On a small product like a zine you only exist as long as people are talking about you, which in Internet Land is based on how popular and prolific you are. In my case: not very.
Orcs Nest is London's FLGS, getting them to take copies was just the best confidence boost. Hearing they were warning customers that it was weird and gross just sweetened it. Orcs Nest sales are the only place I don't make the same profit as everywhere else since I reasoned it's a vanity/prestige thing to be in there. Shops don't want to be undercut by the publisher, so I have to eat their cut essentially. I recommend you email local FLGS's and ask if they'd like some of your stuff. No harm trying and it's very exciting to see something you wrote AND published sitting on a shelf in shrink wrap.
Sales by month:
| Issue | Type | Jul 2014 | Aug 2014 | Sep 2014 | |||
| 1 | UK Print | 3 | 0 | 0 | |||
| 1 | UK + PDF | 3 | 0 | 2 | |||
| 1 | Orcs Nest | 4 | 0 | 4 | |||
| 1 | INT Print | 9 | 0 | 8 | |||
| 1 | INT + PDF | 12 | 2 | 6 | |||
| 1 | UK PDF | 1 | 0 | 0 | |||
| 1 | INT PDF | 8 | 0 | 2 | |||
| 1 | RPG Now | 8 | 5 | 6 | |||
| 2 | UK Print | 0 | 0 | 2 | |||
| 2 | UK + PDF | 0 | 0 | 1 | |||
| 2 | Orcs Nest | 0 | 0 | 8 | |||
| 2 | INT Print | 0 | 0 | 12 | |||
| 2 | INT + PDF | 0 | 0 | 6 | |||
| 2 | UK PDF | 0 | 0 | 1 | |||
| 2 | INT PDF | 0 | 0 | 2 | |||
| 2 | RPG Now | 0 | 0 | 10 | |||
| 3 | UK Print | 0 | 0 | 2 | |||
| 3 | UK + PDF | 0 | 0 | 0 | |||
| 3 | Orcs Nest | 0 | 0 | 0 | |||
| 3 | INT Print | 0 | 0 | 7 | |||
| 3 | INT + PDF | 0 | 0 | 0 | |||
| 3 | UK PDF | 0 | 0 | 0 | |||
| 3 | INT PDF | 0 | 0 | 0 | |||
| 3 | RPG Now | 0 | 0 | 0 | |||
| 4 | UK Print | 0 | 0 | 2 | |||
| 4 | UK + PDF | 0 | 0 | 0 | |||
| 4 | Orcs Nest | 0 | 0 | 0 | |||
| 4 | INT Print | 0 | 0 | 7 | |||
| 4 | INT + PDF | 0 | 0 | 0 | |||
| 4 | UK PDF | 0 | 0 | 0 | |||
| 4 | INT PDF | 0 | 0 | 0 | |||
| 4 | RPG Now | 0 | 0 | 0 | |||
It's interesting how small my UK footprint is. I'm not sure why but I assumed it would be much more brisk in the home market considering I'm pretty much it when it comes to native OSR zines.
Me and my excel monkey were discussing projected sales on issue #2. He thought that #2 would sell less than #1, #1 acting as a "cap" on possible sales. I thought it would blow it to hell. Luckily I was right and #2 has kicked the crap out of #1's first month in under 2 weeks. I blame three things: Contributors that people like more than me, it's just plain better than #1, and reviews. It probably also helps that there are a few people watching me now, compared to the 0 that followed me when #1 came out.
You'll also notice that subscriptions have done quite well. On the upside I have more operating cash to funnel into my "Dan broke his printer again" fund, but I worry that it'll eat into future earnings. We'll see in a couple of months though.
It's obvious now, but selling another issue revitalises sales on everything. Make more stuff!
Income:
| Expenses | £309.08 | £1.42 | 217.25 | Breaking Even Point | Profits | -£120.63 | ||
| Commissions Total (articles and images) | £58.62 | 84.79 | Sales Remaining to reach BEP | Misc Alterations | ||||
| Additional Postage Charges | £5.00 | Messing with spreadsheet adjustment | -£11.81 | |||||
| OSRToday Advertising | £17.00 | Sale adjustment | -£1.50 | |||||
| New Printer | £129.97 | |||||||
| Supplies | ||||||||
| Tools | £75.00 | |||||||
| Obligatory Copies | Sales | |||||||
| Undercroft 1 Obligatory Copies | £3.80 | Undercroft 1 | £121.37 | |||||
| Undercroft 2 Obligatory Copies | £19.69 | Undercroft 2 | £55.32 | |||||
| Undercroft 3 | £12.54 | |||||||
| Undercroft 4 | £12.54 | |||||||
I've made a point of listing every tiny expense on here (you've gotta play the game right!). As you can see, setting up is a bit costly but very realistically recoverable. Even the printer will likely be paid for by the time #4 comes out.
As for paying folks, I'd say I got my money's worth. The first thing that'll happen as soon as this is profitable enough to pay me is a pay hike for commissions, they're worth it. I do suspect that paying for work intimidates some people into not getting involved though, but this is yet to be confirmed.
So there you have it, a spreadsheet dump. I hope this has helped some of you in some way and do feel free to pester me for assistance if you think it will somehow help.
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