Dread Unicorn on the Move

Here’s what we’re working on now.

The Gods Have Spoken

Gods Have Spoken; Dread Unicorn GamesThe Gods Have Spoken is our focus right now. Alison has edited over half the manuscript, and I am inputting her changes. Once that’s done, we’ll move to layout. We’ll add all the art, then do another round of edits. Then we’ll ship PDFs, black and white softcover, and color hard cover. Once all the Kickstarter backers have their orders shipped, we’ll make these available.

The Gray World

After early playtest feedback, we’re trimming the adventure a bit, and giving advice on pacing. It’s our intention that you can run this in one session, including as a convention game. We also have advice for those who want to expand it a bit and don’t mind letting the fun continue past a single session.

The Gods and Icons Upgrade Pack

For those who don’t know, this will be a PDF full of new art of the gods, new monsters tied to the gods, and other bits from The Gods Have Spoken that work in Gods and Icons.

I’ve been taking Matt Evert’s 5E monsters from The Gods Have Spoken and creating 13th Age monsters out of them. I’m not trying to replicate each facet and wrinkle of the 5E versions, my goal is to hit the high points and make them fun 13th Age creatures. I’m not using an mechanical algorithm, I just pick a level and try to capture Matt’s flavor.

Gods and Icons Fiction

Our last bit for the Gods and Icons kickstarter got bumped a bit. One writer had to bow out, but it’s all written now. Two short stories by me (one of a wizard with a new, and unusual new servant, and one where two icons negotiate over the fate of a town tainted by hell) and an epic pirate poem by Connor Marvin. (Connor worked on Unholy Places and playable races in Gods and Icons and is nationally known in slam poetry.) We just need time to pass it through editorial and layout.

Gods and Icons PDFs on Indie Press Revolution

Indie Press Revolution; Dread Unicorn Games

We are working with our friends at Indie Press Revolution to put our Gods and Icons PDFs for sale on their store. They should be up soon.

More Card Decks

Icons & Conditions Tuck Box.inddIcons and Conditions is doing well, so we’re looking at other card decks to help your game run smoother. We’re looking at more 13th Age decks, at 5E decks, and Cypher System decks. Stay tuned!

The Sun Below: That’s How the Light Gets In

At long last, we’ll be returning to the land of The Sun Below, for the last in our trilogy of Numenera adventures. You’ve seen The City on the Edge, and the Sleeping Lady. Now see what happens to the lands below when the actual sun of the Sun Below starts to die?

Light Gets In is still in brainstorming mode, but one idea we like is not to have one big capstone ending, but three endings. With one ending, a published adventure can have lots of player options, but at some point, you have to get the players to that ending. This creates a funnel where all roads lead to the climax. At the climax, they win or lose, which gives you two possible endings.

We’re going with three epic capstone endings. Depending on what your players are doing, what they want, and what seems fun to the GM, near the end of the adventure the party will head to one of the endings. And again, they can win or lose, but they’ll be able to steer their path right up to what kind of climax they are going for.

Another idea is to use all original creatures, cyphers, artifacts, nothing from the Numenera core book. That way you can use the adventure as a source book for your own adventures.

Nothing is in stone yet.

Coming Attractions

What’s Next from Dread Unicorn Games?   Dread Unicorn Logo

You should always be able to see what’s for sale here: https://dreadunicorngames.com/shop-for-games/

  • Right now we are working on The Gods Have Spoken, a 5E supplement full of gods, creatures, factions, magic, and more. If you missed the Kickstarter it should be available for sale soon. https://dreadunicorngames.com/games/the-gods-have-spoken/
  • Our 5E intro adventure that shows off The Gods Have Spoken is The Gray World. This one-shot is the perfect tool to introduce players and GMs to our new content. https://dreadunicorngames.com/games/the-gray-world/
  • Part of The Gods Have Spoken Kickstarter is the Gods and Icons Upgrade Pack for the 13th Age Roleplaying Game. More divine art and creatures that tie in with the gods. As writers roll off of The Gods Have Spoken, some will roll onto the Upgrade Pack.
  • Then we have That’s How the Light Gets in, a Numenera adventure for all tiers. The Sun Below is failing, and it’s up to the players to get it back on line. Which involves visiting more than a few dimensions. https://dreadunicorngames.com/games/thats-how-the-light-gets-in/
  • After that will be an adventure (name TBD) in two versions. One for 5E, and one for 13th This will be the start of a number of linked adventures. One link between these adventures is intrigue. If you can’t win a straight up fight with everyone, you’ll need to win some allies and maybe run a few con games. This will be Kickstarted, so watch for it!


Almost every roleplaying game that supports combat scenes has a rule for surprise. The surprised side gets some disadvantage, usually for the first round. Today I’m talking about when the player characters get surprised by the GM’s characters (NPCs or GMCs depending on your system), not the other way around.

SurpriseWhy bother with surprise? How does it translate into fun at your table?

  • The default kind of fun is a more challenging combat. This is a great way to stress the PCs, and is particularly fun if the players are getting just a little too cocky. How long has it been since the players sweated the outcome of a combat? Standing there with targets on their faces while the opposition gets free shots is sure to get their attention.
  • Surprise can help in world building. Maybe here in drow territory, drow have ambush points set up all over the place. You can tilt the odds of whatever surprise mechanics your system has to make it favor the drow in these encounters. As the players venture deep underground, drow ambushes become part of their world. “We go north, we need to be extra careful for drow surprises.”
  • Surprise can help in shared world building. If the dice dictate the PCs are surprised, you can ask the players “Why are you surprised?” They can come up with all sorts of explanations you would never think of: “I’m so tired. Henrik’s ghost stories didn’t let me sleep last night.”
  • Surprise can help build story. An antagonist might run ahead of the PCs, helping potential adversaries set up ambushes. Maybe it’s because they feel the PCs have cheated them. The GM can leave clues such as “this is the third ambush in a row that has the hallmarks of a Dr. Wild setup. The doctor sure seems to have it in for you.”
  • Avoiding surprise by roleplaying can be rewarding. The players may meet someone who knows about the ambush ahead. If the players make friends, they find out about it. If the players are all murder-hobos, they’ll never learn that information.
  • Avoiding surprise can be a good use of resources. Maybe use of a magic spell can reveal the ambush ahead. In a game like 13th Age, spending an icon boon could have icon send a message about the ambush. In a 5E type of game, a PC that is part of a faction may get the info as a faction favore. In a GUMSHOE game, players can spend their Sense Trouble points. The players can feel very good that they avoided walking into that trap, by spending a resource wisely to avoid it.
  • In some systems, surprising the PCs can end up giving them resources. In Numenera and other Cypher System games, the GM can just declare the party is surprised as part of a group-wide GM Intrusion. Each PC then gets an experience point.

How have you used combat surprises to make your game more fun?