The Cypher System Creature Deck 2, the last reward from this campaign, is here, ready and fulfilling now!
Cypher System Creature Deck 2 cards showing a Alchemoth creature and its stats and Cyborg stats
If this deck is among your rewards, please check the email account associated with your Backerkit pledge over the next week to make sure you’ve got a notification about your coupons.
Adventures in the Cypher System photos of books from the campaign
With the fulfilment of this item, it marks the completion of all rewards of the campaign. Along with this last deck, we have now fulfilled the following items:
Standard edition Cypher System Rulebook and previously published supplements
(Claim the Sky, Godforsaken, Stay Alive!, The Stars Are Fire, We Are All Mad Here)
Rust & Redemption Supplement (in print & PDF)
It’s Only Magic (in print & PDF)
Cypher System Bestiary (in print & PDF)
Adventures in the Cypher System (in print & PDF)
Deluxe Cypher System Rulebook (in print only)
Cypher System Starter Set
Promotional XP Deck
So What's Next from MCG?
New statements. New horrors. New lore. New resources for the GM. New options for the players. New adventures by The Magnus Archives creator Jonathan Sims.
The Web weaves. Will you find yourself within its tangles?
Terrific news: after a pretty sweaty day of unloading and organization, we have the Adventures in the Cypher System books, and the Cypher System Starter Sets at our warehouses!
The MCG Kansas warehouse with a huge stack of Cypher System Starter Sets and smiling warehouse labor force
The last reward from this campaign, the Creature Deck went to press this week. We’ll let you know as soon as it’s available.
A man and woman share wistful eye contact at Ruth's apothecary stall
If you’re feeling melancholy that this campaign is winding down, then the Old Gods of Appalachia: Deeper Still campaign launches next week! Sign up to be notified now.
Homesteaders are surprised as weird green light erupts from the ground at their feet
The MCG crew is in full swing as we run games and demos at Gen Con in Indianapolis, but we also have great news about Adventures in the Cypher System. These fabulous, and amazing journeys into our worlds should be landing in our warehouse soon.
More good news: we’ve now sent the Creature Deck to the printer! Check out some of the cards that will be in the deck!
The crowdfunding campaign for The Anywhere Door is still open, any fund you contribute now will go to supporting streamers in our realm. Step through The Anywhere Door now!
Cypher System Deck of cards showing the Alchemoth image and its stats
We hope your summer is going well. We have some news on your remaining rewards for Adventures in the Cypher System.
It's Only Magic
By now many of you will have redeemed and received your copies of It's Only Magic. We’re so pleased with all the amazing feedback about this beautiful and useful book. If you’ve not grabbed your reward copy yet, please make sure to redeem it—and all of your rewards.
Rital Over Zoom Art by Jacopo Schiavo
Creature Deck Check
We're busy doing final proofing of the cards for the Creature Deck. There’s a lot of detail on these little cards, so shepherding them carefully through design, development, and now editing is a painstaking and important part of the process. Once this is complete, we'll be sending them to the printer for fulfillment later in the summer.
Strange Creatures Art by Matt Stawicki
Can’t Wait for Adventures in the Cypher System?
Our next book, Adventures in the Cypher System, is at the printers! We can’t wait to get copies of this, but if you can’t wait to play it and you're going to be at Gen Con, then you’re in luck. We’re going to be running Bruce Cordell’s adventure Ghosts of Ironsaddle (Cypher System), Sean K. Reynolds’ adventure Bake Me Another Body (Numenera), and Shanna Germain's adventure Tomorrow’s Messenger (Predation) at Gen Con this year.
So why not sign up for a game? Our sold-out events occasionally have no-shows, so come see us and we'll see if we can fit you in! Even if we can't, you can still get a demo of any of our games at MCG's home base, which is room 132 on the Hoosier Concourse.
We’ll also have the MCG Store there! If you want to redeem any of your rewards (or buy anything from our store) for pickup at Gen Con, we now have a “Pick Up At Gen Con” shipping option! Process your reward fulfillment or place your store order on the MCG web store now, and select “Pick Up At Gen Con” as your shipping option. We'll pack your reward/order and bring it with us to Indy, just for you. [Please note that the "Pick Up at Gen Con" shipping option ends at noon Central Time on July 24th, so make sure to process your reward fulfillment or place your order before then if you want to choose that shipping option.]
In our last update we showed off some page spreads from It’s Only Magic. We’re excited to let you know that title is now off to press. We expect to receive it in June and to begin fulfillment shortly thereafter!
But that’s not all. The next book, Adventures in the Cypher System, isn’t far behind. It’s through editing and is now well into the layout phase. To give you a taste of what’s inside, we have excerpt from one of the adventures, “Ghosts of Ironsaddle,” by Bruce R. Cordell.
Bounty Hunting
The adventure begins with the PCs about three days’ ride into sparsely inhabited regions, on the lookout for cursed beasts, hoping to collect on cursed beast bounties. (If you’d prefer an alternate reason for the PCs’ to be out and about and their subsequent encounter with the ghost town of Ironsaddle, update the situation according to your game’s circumstances.)
Cursed Beasts: Cursed beasts are a fusion of two or more different beasts stitched together with dire sorcery, or creatures that time would’ve been better off forgetting. Sometimes called “cryptids” by alchemists, cursed beasts include chupacabras, jackalopes, grizzly bulls, deathtumblers, quetzalsaurs, and nightcrawlers, among others.
Bounties Offered: Most western towns offer a bounty on cursed beasts, sometimes because their parts are useful to alchemists, but more often because cursed beasts are scourges and the fewer of them, the better.
However, the PCs have a deal with an alchemist named Huyen Reeves, who promised she’ll pay the characters five times the standard bounty for chupacabra quills, nightcrawler egg sacs, grizzly bull pelts, and quetzalsaur wings.
Standard Bounties and Rewards
Nightcrawler egg sac $10 (moderate)
Chupacabra quills (10) $50 (moderate x5)
Grizzly bull pelt $150 (expensive)
Quetzalsaur wing $300 (expensive)
What PCs Know About Cursed Beasts
If PCs ask what they know about any specific cursed beast, refer to the following.
Chupacabra: Part huge dog, part crocodile, and quilled like a porcupine. PCs found one as a mummified corpse and harvested what quills they could (see Tally So Far).
Grizzly Bulls: Rumored to be a bison magically crossed with a grizzly bear. Filled with demonic rage. No PC has seen one.
Nightcrawlers: These huge worms are a dozen or more feet (3.6 m) in length. They prey upon those sleeping rough or under scant shelter, pulling them down beneath the ground. No PC has seen one.
Quetzalsaur: Pulled out of time by cursed magic, this giraffe-sized flying monstrosity has an elongated, spike-shaped face and a 40-foot (12 m) wingspan. No PC has seen one, and they probably hope not to.
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Tally So Far: The characters have successfully gathered the 10 chupacabra quills (from an air-mummified chupacabra corpse), which are carefully stored in a game bag.
Thanks to their deal with the alchemist who’s agreed to pay extra, that’s about $300 (one expensive item’s worth of bounties). To pay off their various debts and/or satisfy their specific needs, they’ll have to do much better.
Harsh Landscape: The dry creek bed beneath PCs’ mounts is uneven, with sandy soil broken up by rocks and boulders. Scents of pine and warmed stone fill the air. To the north, rocky outcrops lead into a series of jagged, bleached badlands. A wide plain of scrub brush and rocky outcrops borders the PCs’ route to the south. Ahead, the storm-wreathed heads of low mountains brood, but the weather in the arroyo is clear and dry.
Choice of Cryptids
The PCs see a couple of potentially lucrative signs; this excerpt focuses on evidence of nightcrawlers in the area.
Nightcrawler Castings: Choose a PC; they notice something resembling a termite mound. Ask that character to make a difficulty 4 Intellect-based roll for cryptid lore. A success means they realize the lumpy spire of tubular, compacted soil is probably a nightcrawler casting, given its large size—3 feet (1 m) tall—and it’s sulfuric odor. If PCs investigate directly, the find the texture is crumbly and airy, collapsing with a light touch. This reveals some partly digested animal bones mixed in with the rest.
Following up, PCs discover that additional castings are visible to the north, popping up with more frequency in the canyons between the jagged, bleached badlands. Given the number of castings visible farther into the canyon, PCs suspect a whole clew of nightcrawlers (4–6 individuals) must have moved through the area recently.
Tracking the Nightcrawlers
PCs could choose to hunt the nightcrawlers for their egg sacs.
Tracking The Crawlers to their Burrow: It’s a routine task to track the crawlers into a canyon. The canyon sides rise about 50 feet (15 m) high on average, though sometimes much higher, and are topped by scraggly pines. The trail of castings peters out about a mile into the canyon, though the canyon continues. If PCs take a moment to look around, they notice a 3 1/2-foot (106 cm) diameter tunnel on one canyon wall concealed by a thick growth of thistle.
Tunnel in the Canyon Wall
If PCs attempt to determine how recent the castings outside the tunnel are, a successful difficulty 4 Intellect-based roll for cryptid lore reveals the freshest ones are probably from about a half-hour before sunrise.
If PCs decide to wait outside the tunnel in hopes of ambushing a nightcrawler, a couple emerge when twilight arrives, but they attempt to retreat back into their warren if attacked.
Nightcrawlers resemble 20-foot (6 m) long earthworms. Their skin is a stitchwork of hide stripped off past prey, all somehow still animate, but voiceless.
GM intrusion: The bitten character is caught in the nightcrawler’s mouth until they succeed on a Might roll as their action to escape. Caught targets take damage automatically each round and their physical tasks are hindered (including their escape task).
Nightcrawler Warren
The narrow tunnel in the canyon wall descends steeply, curving downward some 40 feet (12 m) into pitch darkness. Human-sized creatures could crawl through single-file, but the narrow confines hinder all their physical tasks. If PCs have light or can see in the dark, they see the tunnel opens into a natural cave some 60 feet (18 m) in diameter. The floor is covered in loose soil redolent of sulfuric acid (it’s made of collapsed castings). Besides the entrance tunnel leading from the canyon the PCs used, four other tunnels lead off toward other subterranean locations.
Warren Defense: At any one time, about four adult nightcrawlers rest in the warren, and (as a GM intrusion) two more adults arrive to reinforce those already in conflict within a couple of rounds. Six voracious nightcrawler young (level 2) are also present in the warren.
The nightcrawlers vigorously defend their warren, chasing after retreating PCs, or if the PCs prove the stronger, defending it to the death (though the last couple attempt to escape through side tunnels).
GM intrusion (group): Two more adult nightcrawlers arrive to reinforce those already in conflict.
Exploring Nightcrawler Tunnels: If the PCs want to explore the warren’s side tunnels (or they feel overwhelmed and need to flee in that direction, and/or you decide the time is right), the characters encounter the wandering ghost town of Ironsaddle in a subterranean vault about half a mile (800 m) deeper; see Discovered by a Ghost Town (found in Adventures in The Cyphers System). Otherwise, they don’t find much and eventually find other exits to the surface.
See you at Gen Con?
"Ghosts of Ironsaddle" is one of our Gen Con adventures—so if you’re headed to Indianapolis for the Best Four Days in Gaming, sign up for a session. Or just drop by the MCG room (#132 on Hoosier Concourse—close to the main entrance to the exhibit hall) and say Howdy!