project-image

Splinters of Faith: An Adventure for 5e and OSR games

Created by Frog God Games

It starts with missing chickens. It ends in a showdown with an undead death-priest. Eleven linked adventures to test your characters.

Latest Updates from Our Project:

Splinters Update
over 3 years ago – Thu, Jul 21, 2022 at 07:30:07 AM

Back with an Update

Hi again. I wanted to update you all on Splinters and how things are going. And maybe share a few pages. OK, maybe a lot of pages. These all come from the 5e version of Splinters of Faith, but other than different rules and some layout shuffling, this should be close to what you'll see in the OSR version. Right now, it's all being proofed (again) before we ship it to the printer. 


But before you start perusing all these pages, I wanted to also let you know about Necromancer Games' latest offering of Whisper & Venom. It's a fantastic adventure setting, and there's even a mention of it in Splinters (because it can't be a coincidence that the dwarven temples share some similarity, can it?).  The Kickstarter just went live, so take a look when you get the chance:   

Whisper & Venom: Dark Fantasy Adventure for 5e and OSE by Necromancer Games — Kickstarter


Now, on to the Splinters of Faith pages! I grabbed a bunch of pages from different sections, so don't expect it to flow nicely. I just wanted to let you peek into the book so far to see what you'll find in the finished product. And yes, I know that the postcard is upside down; It's that way on purpose so you can cut it out and fold it over and hand it out. 

Jeff H. 



Ways to Use Splinters of Faith
almost 4 years ago – Mon, Jul 04, 2022 at 06:19:48 PM

We didn't know what to expect when this Kickstarter launched, but a very special thanks to all of you who have pledged so far. You've helped us get this book back into print in a bigger and better version of itself. 

If you've not pledged yet, you still have a couple of days to get in on the Splinters of Faith campaign to receive the Kickstarter-only postcards that help extend the game.

Ways to Use Splinters of Faith

I've focused a lot on what is inside the Splinters of Faith book, but I wanted to look at things a little differently as we close in on the finish for this Kickstarter. Namely, I wanted to look at the ways you can use this book, either in the Lost Lands or in your home world:

1. It's a Campaign

I think I've covered this one pretty extensively. Splinters of Faith includes 11 linked adventures set in different environments. There's the frozen tundra, the burning desert, the mountains, the island, etc. The characters start out as low-level adventurers and progress to much higher levels as they race around the continent to recreate the scepter of faiths to stop the death-priest Akruel Rathamon. It all wraps up with a bonus 12th adventure called Acid Swamp of the Demon Prince that lets characters discover one more secret tied to the main campaign. It also includes an extensive Wandering Monster chapter and appendices of monsters and magic, as well as new abilities for ghosts and hauntings. 

2. It's a Sourcebook of Temples

Did the characters get beat up during their last adventure and need a place to stop and heal their wounds? We've got you covered. Simply drop in any of the temples found in Splinters of Faith and you've got a unique location for them to visit. You don't have to use the adventure tied to that temple. We've provided enough details about the good (and the bad) temples for you to use them as separate locations wherever you need them. They are also set in unique environments, but you don't need to use those details unless you want to do so. When we wrote it, the first thought was to create a temple sourcebook (sort of like the original Book of Taverns), but then the adventures just sort of snuck in.    

3. It's a Book of Adventures

The adventures in the book can be adapted quite easily into standalone adventures by ignoring the scepter of faiths that ties them all together. You then get a dozen different adventures that you can incorporate into your home game. The first adventure is a low-level exploration of a village and a tomb. The gnoll temple in the middle can be the home of any of the bad guys in your world that the characters must invade. The Mines of Honn where the insect worshippers of Rachiss live could become the home of any your own big bad guys. The Seething Jungle and the Nether Sepulcher are perfect for a high-level endgame.  

4. It's a Doorstop with a Dragon on the Cover

We're not sure of the eventual page count of the book yet, but it's likely going to be a good-sized volume. You could definitely drop it in front of a door to keep it shut. And it has that nifty dragon on the cover. You can't beat that.  


And there you have it, a few different ways you can use Splinters of Faith. Thanks again to everyone who had a hand in this one and thanks to all of the Frog God Games fans out there. You made another adventure possible. 


Jeff Harkness

Co-author of Splinters of Faith 

Getting Near the End
almost 4 years ago – Mon, Apr 11, 2022 at 03:02:46 PM

We're in the closing hours of the Splinters of Faith Kickstarter and we just cleared another stretch goal! That means we are going to add more to the Player's Guide. This information isn't vital to the GM running the Splinters of Faith campaign, but it could be helpful for players looking for the rundown on the areas they will be visiting. These additional details include information on the temples, the environment, and especially some of the menus found throughout the region. And there are even a few secrets hidden here if they pay attention. 

But why don't we let the author of a lot of that new material have his say? Dunkirt Ashenchisel has explored a lot of the region, and he's got some very colorful words on the food and other things to do. Here's one of his description of a city the characters will visit during the Splinters of Faith campaign:

Say Hello to Dunkirt

Blah, blah, blah, that one is always blathering on about this or that.  Get this, buy that, look over here. Constant talker. Not like me, of course, I just like to write down my experiences and observations. I'm not a rambler. I said as much in Volume 8 of my series on the Lost Lands. But you want the nitty-gritty, don't you? Let's start with the grittiest of them all, the city of Bargarsport. You won't find a more treacherous den of villainy on Libynos; I feel like I need to jump into a stream to get clean just from remembering my visit there. 

Bargarsport

I’ve never been in a seedier city than Bargarsport. It’s a vile place, to be sure, filled with gambling dens, illicit trade, and back alley cutthroats. It is not a place for the faint of heart, or those with any kind of morals. I sailed along the coast of the Reaping Sea, and the crew of the Sunken Moon warned me to keep my head down and my coins close when I disembarked.

Ostensibly a trade city, it is now a down-and-out stopover where no one stops for long.

I wonder what the city was like before the tsunami washed ashore from the Reaping Sea to bury the place in sludge. The city has been rebuilt on the muddy ground, but I still am at a loss over what happened to the original structures. I also wonder at the force necessary to wipe an entire city from the map. The Reaping Sea definitely earns its name.

I’ll again recommend you visit Ashenchisel Imports if you must visit the city. Olik runs a metal, mineral, and gem-importing business. He’s a gruff sort until you get to know him, but he can also be your best contact in the city. That’s not something to take lightly in a city that seems to be watching your every move. You can trust Olik, however.

I can’t say the same for the other families of the city. The Alantyrs were some of the worst of the worst, and they seemed to run everything. Scheming and plotting were their natural pastimes. Everywhere I turned, I felt as if someone was watching me from the shadows, always waiting for me to turn the wrong corner so they could snatch me away. I'm a pretty tough customer, and I felt unease in the narrow alleys. Bargarsport is not a place where you should walk the streets alone at night. Or at all, if I'm truthful. 

The city was supposedly once the center of worship of Ayianna, the fickle goddess of luck, but I can’t say I found any true temple to her outside of small shrines in the numerous gambling dens. I heard more people curse the goddess for their luck than praise her. They say she took issue with the original city and sent the tsunami that engulfed the coast. I don't want that kind of anger turned my way, I can tell you.

And I have to say, for a city that is trying to prosper, I was taken quite aback by the number of vagrants  and sneak-thieves wandering the streets. They seemed to be underfoot no matter where you went. I can tell you this: They know more than they let on. Every time I turned quickly, their faces would shift away from me, but I can tell you that they watch everything that goes on in that place.

One (almost?) worthy tavern to dine in is Sahuagin’s Shank, though it definitely doesn’t compare to some of the more respectable businesses I’ve visited in similarly sized cities. The Alantyrs run the Shank much like they do the rest of the city, with a heavy hand and by squeezing every last coin out of their patrons. I’m wasn’t impressed by the Shank’s menu, but it served in a pinch. I just warn you to eat and move on; I felt eyes sizing me up every second I spent there. I'm sure someone would have tried to test my mettle sooner or later. I got out of there before they got up the nerve.

Below are some of the food items I (might) recommend, with my usual diamond and coal grading system. Sadly, few things at the Shank rise to a diamond-level dinner.

The Shank's Menu

Sea Shank           2 gp           2 coals

Blubber and Beet Stew           1 gp           1 coal

Mystery Meat           6 sp           Probably safer to just avoid

Sahuagin Stew meat           2 gp           1 coal

Shank Whiskey           4 gp           1 diamond

Dockside Delight (Spiced Rum)           3 gp           1 diamond


— From Temples of Faith: An Expeditioner’s Guidebook, Volume 10 in Dunkirt Ashenchisel's 10-book series on the Lost Lands


And there you have it, straight from the dwarf's mouth. Dunkirt has plenty more to say, and you can read all you want from him in the Splinters of Faith Player's Guide. In addition, you'll get other useful information for players such as character sheets, background information, and some fun things to do (I'm really pushing for some puzzles or things to color!). You can get the Player's Guide at our different pledge levels, or you can buy it separately as an add-on (or you can even get a six pack of them to hand out to all your players!). 


Thanks again to everyone and good gaming,


Jeff Harkness

Co-author of Splinters of Faith 

Let's Talk About Bruno
almost 4 years ago – Tue, Apr 05, 2022 at 02:01:52 PM

On my mind right now ...

I'm going to cover a few random things today, so bear with me. 

Postcards and the Acid Swamp of the Demon Prince

We're closing in on the $50,000 stretch goal as I write this*, so I wanted to focus a bit on that final wrap-up adventure and the postcards that come with the physical book (and that international backers can get with a physical book if you select the $10 shipping add-on).  

At first, these were going to be unique souvenirs for anyone who bought a copy of Splinters of Faith. But when we realized there was one more adventure to tell, we decided there might be a way to tie Acid Swamp of the Demon Prince to these unique items. Now that we're closing in on the stretch goal, here's what's going to happen:

  • First off, the postcards are now going to become an active part of the Splinters of Faith campaign. How? Well, when the characters reach a temple, they'll receive one of the postcards. Each postcard will have a temple on the front, with some fun or cheesy or both saying, as if you'd stopped at the temple's gift shop on vacation. On the back will be a message from a pair of adventurers looking for a lost relic.
  • Second, the players can pass each postcard around as they please, and enjoy the art and humor, and maybe read the story. If they pay attention over the course of the campaign, however, each of these messages might come to mean something more. In fact, they'll be a roadmap right to the start of Acid Swamp of the Demon Prince. But they might also lead them astray if they get overconfident. Think of the postcards as a bonus game for the players outside the main Splinters of Faith campaign.   

* EDITOR'S NOTE: We JUST crossed the $50k stretch goal, so consider the new adventure funded! 


Who Gets the New Adventure?

There was some confusion as to who gets what with the stretch goals, so I wanted to clear up some of that.

If we add the Acid Swamp of the Demon Prince adventure, it goes in the campaign book for all backers. So yes, if you buy the PDF, you get the new adventure in that PDF. If you are an international backer, you, too, will get the new adventure in your version (PDF or hardcover). The new adventure will be a final wrap-up to the main adventure, so I don't want anyone left out.  

On the same topic, we have a couple of upcoming stretch goals that boost some of our add-ons. If you support a pledge level that includes these add-ons (such as the player's guides or GM's guide), you will get any bonus content that is added to those books. So yes, the add-on bonuses at the $55k (background material for players) and $60k (monster tracker and location wizard) stretch goals will be included for all U.S. and international backers who receive those items. 

NOTE FOR INTERNATIONAL BACKERS: The only requirement for international backers who want physical copies of the postcards is to purchase the $10 Postcards of Faith shipping add-on. If you don't purchase the shipping add-on, you will still receive images of the postcards in the main book or PDF that you can copy and use on your own. 

You don't need to purchase this shipping option to receive the bonus adventure or the additional material for the player's guides or GM's guide.  


I'm now told we DON'T talk about Bruno ... 

Sorry for the confusion. But I'll bet the song is now rattling around in your heads. It is in mine. 

Also, do you get the feeling that a rumor table for someone like Bruno would need a d100? Because it seems everyone does indeed have something to say about him.


Before you go … check out more gaming goodness 

As creators, we love to support other creative ideas and projects in any way we can. Please check out these awesome campaigns below:


The Heart of Chentoufi: Adventure in Luke Gygax's Okkorim

Luke Gygax and Matt Everhart bring you the City of Chentoufi, a 5th Edition adventure series from Luke's World of Okkorim campaign setting. The Heart of Chentoufi expands upon the information published in Luke Gygax’s Gary Con tournament scenarios, bringing to life the  last surviving remnant of the once glorious Ydrissid Empire - the city of Chentoufi. Click HERE and learn more...


An Unexpected Wedding Invitation (5e)

A Jane Austen-inspired Romance and Mystery Roleplaying Adventure for Fifth Edition (DnD/RPG)

Do you like romance, intrigue, and mysteries?

– So do we!

Therefore, we have written a romantic mystery adventure inspired by Jane Austen.

You are hereby cordially invited to an elvish wedding and an extraordinary evening filled with possibilities for both romance and friendship...or social disaster and dangerous duels! Read on HERE for more information...

What's New in Splinters of Faith?
almost 4 years ago – Tue, Apr 05, 2022 at 12:58:30 PM

We received a question online about Splinters of Faith, and I thought it worth sharing it and the response. I've edited my initial response slightly to clarify a few things. 

Here's What's New

I'm going to look at some of the changes we made in this new volume for Splinters of Faith below, but I wanted to let you know first that we did work on the transitions as well. The original adventures were split into 10 volumes , and that created issues with linking that we never liked.

With the new volume, we've built in directions to the next temple in the first few adventures (we want the characters to know where they are going, as those are low-level adventures and possibly being played by new players). At about the midway point, there's a new adventure (more on that below), that provides a map to the final adventures, and by the end, the forces of good are starting to take notice of the heroes' quest, and travel between temples is dramatically cut down as teleports become available to get them from one place to another.

In addition, we've provided a lot of connecting material in the form of random encounters. You can roll randomly, but some are tailored specifically to the campaign at various levels. These include other groups looking for the scepter to take it from the characters as they travel, or monsters tasked by Orcus to find and stop the heroes. I also pointed out in one of the other Kickstarter updates that the Splinters of Faith campaign can be split up by other adventures, so if you have a low-level adventure (I suggested the Scents & Sensibilities adventure from Frog God Games), you could drop it into the mix as well. Really, the first few adventures can take place at any time in your game, with a few different adventures in between. It's only near the midpoint that the forces of evil take notice and the race should be on for the characters to complete the scepter and face Akruel Rathamon.

As to the updates themselves, here's a list of things (I'm going off memory here, so I might miss some):

  • Adventure 1: Updated Lessef with more villagers and their motivations, added/revised some encounters in the final tomb.
     
  • Adventure 2: Added an entire force laying siege to Anvil Plunge that the characters must get through. Added new details inside the dwarven temple.
     
  • Adventure 3: Added a lot of new NPCs in Bargarsport, with an entire new manor house for the ruling family. Changed reason why the city was buried (it was a volcano, now it is a tsunami).
     
  • Adventure 4: Changed how the adventure starts, with an attack during the ceremony to bless the scepter. Changed a few details down in the lower gardens.
     
  • Adventure 5: This is an all-new haunted house adventure that doesn't involve any temples. Instead, it was the home of a researcher who was studying the scepter and its history. He collected various artifacts and details (including making a map of where the original scepter was created and blessed). Unfortunately, this entire manor house is now home to tragedy and multiple spirits who don't want to be disturbed. I detailed more about this adventure in the last update I posted. It helps provide the characters with a new home base if they can clear it out.
     
  • Adventure 6: This gets back to the Splinters of Faith campaign, with the assault on the desert temple. This one really got a bit of an overhaul. In the previous books, the temple was presented in two forms, the current version, and one from thousands of years in the past. The temples were separated so you could use a "good" version of the temple, or the "bad" version in the game. This time, the characters must deal with the current version, but elements from the past begin reappearing and changing the present as the heroes are blessing the scepter in the lower sanctum. This means that things (and creatures) from the past start to reappear (some ghostly, some real) in the new temple. Characters who explore the temple while the scepter is being blessed can discover how the temple fell and must face these new threats intent on stopping the ceremony.
     
  • Adventure 7: New encounters were added outside the Wailing Glacier, and some updates were added in the main adventure within the glacier.
     
  • Adventure 8: An all-new assault by the forces from the Pinnacle of Pazuzu begins this adventure, and new details are added in Shieldfane and the adventure.
     
  • Adventure 9: Some new details were added in the town and in the mines, but it is not that different from the original adventure to face the followers of Rachiss.
     
  • Adventure 10: The temple of Thasizier sends for the characters by this point, and they arrive just in time for an assault on Jah Sezar by a couple of members of the coven of Hecate. This new opening leads directly to a brand new village and a volcano entrance for the adventure. We never liked the one-way in assault on the temple of Hecate in the original adventure, and added another way to sneak into the temple. Characters can still try to make their way in through the front doors, but we've given them another possibility that may allow them to save a village in need at the same time.
     
  • Adventure 11: This final adventure has changed very little from the early books, mainly because it was so downright nasty the first time around. We made a few minor fixes and updates, but nothing that changes too much overall.
     
  • Adventure 12: This one isn't confirmed yet, as it's a stretch goal at $50,000, but we're getting close so I think I can safely talk about it. This final adventure -- called Acid Swamp of the Demon Prince -- begins in the aftermath of the main campaign. It sends the characters looking for the lost armor of the ancient hero Shah Rasalt, who first stopped Akruel Rathamon. It is a high-level adventure and can follow right off the final adventure in the campaign. It's all new to the book as well (if it gets added, but I'm hoping it will).
     

A little bit more on the postcards

And here's one other thing I'll mention if that last adventure gets added: I'm going to update the postcards that come with the book to put hints in about the main adventure. 

So here's the plan, you could now hand out these postcards during the game as the characters reach each temple. They'll get a strange souvenir with a snippet of a story told by other adventurers looking for the armor mentioned in that last adventure (which shows you why I can't update the postcards until that final adventure is definitely included). 

These snippets of their adventure may relate to the current characters' adventure in some fashion, and may or may not include traps to catch players off guard if they can't wait for the end of the postcard's delayed story. The final postcard should lead them directly to the start of the final adventure. I'll probably post a bigger thing about the postcards and the final adventure when we reach that upcoming stretch goal. It will be a bit of a game outside the main game for the players to solve around the table.


And there you have it, a lot of what we've done and updated with the new Splinters of Faith. I think we've definitely improved the book's adventure (and it also includes color art and maps this time around). It's good just to see it all together in one big volume. Hope to see you on board with it.


Jeff Harkness

Co-author of Splinters of Faith