Projects

Ptolus: The Runeblood Blessing

A mysterious ritual offers magical ability to all who want it. . .

For the low, low price of one gold—in fact, today only, just a single silver shield!—you too can cast magic. As much as you like, as often as you like. It’s easy! And the blood-red rune on your face? It’s a symbol of the power you’ve gained. A symbol that’s becoming more and more popular among nobles, elites, adventurers, and the everyday folk of Ptolus.

The Runeblood Blessing is a hefty standalone adventure set in Ptolus, the city by the Spire. It’s suitable for 5e characters of roughly 6th level, or Cypher System characters of roughly third tier, and can be easily adjusted upward or downward in difficulty.

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Numenera: The Truth of Names

What is it to be human? What is the nature of a name?

Drew, a young explorer, journeys through the hostile wastelands. Accompanied by a techno-sorcerer who calls herself The Revelation and Imtu, a varjellan whose ancestors descended from the stars, they cross paths with an extraordinary woman who offers the group shelter, food, and safety in their moment of need.

She asks for nothing in return—but of course she has her secrets. And safety, in the Ninth World’s wastes, is never guaranteed.

The Truth of Names is a novella set against the evocative world of Monte Cook’s Numenera roleplaying game. The Ninth World, shaped by a billion years of civilizations grand and fallen, is filled with stories. Come explore it.

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Kobold Guide to Worldbuilding, Volume 2

Learn to Build Worlds with Titans of Fantasy and Tabletop!

Middle-Earth, Faerûn, Westeros, Eberron, The World of the Wheel, Exandria … these richly-detailed fantasy worlds have captured the imaginations of legions of fans worldwide. These settings offer worldbuilding that launched a thousand—or a thousand thousand—dreams.

Whether you’re worldbuilding because you want to write the next Game of Thrones, intend to build a rich, vibrant world to enthrall the players of an upcoming tabletop RPG campaign, or you’re just curious to find out how all these creators did it, the Kobold Guide to Worldbuilding, Volume 2, puts a team of master world-architects at your side.

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The Undertakers

Murder & Magic #2

Nothing bothers Hetty and Benjy Rhodes more than a case where the answers, motives, and the murder itself feel a bit too neat. Raimond Duval, a victim of one of the many fires that have erupted recently in Philadelphia, is officially declared dead after the accident, but Hetty and Benjy’s investigation points to a powerful Fire Company known to let homes in the Black community burn to the ground. Before long, another death breathes new life into the Duval investigation: Raimond’s son, Valentine, is also found dead. Finding themselves with the dubious honor of taking on Valentine Duval as their first major funeral, it becomes clear that his passing was intentional. Valentine and his father’s deaths are connected, and the recent fires plaguing the city might be more linked to recent community events than Hetty and Benji originally thought. The Undertakers continues the adventures of murder and magic, where even the most powerful enchantments can’t always protect you from the ghosts of the past . . .  

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Best American Science Fiction and Fantasy 2021

BASFF #7

This year’s selection of science fiction and fantasy stories, chosen by series editor John Joseph Adams and bestselling author of the Divergent series Veronica Roth, showcases a crop of authors that are willing to experiment and tantalize readers with new takes on classic themes and exchanges the ordinary for the avant-garde. Folktales and lore come alive, the dead rise, the depths of space are traversed, and magic threads itself through singular moments of love, loss, and the circulatory nature of life, death, the in-between, and the after. The Best American Science Fiction and Fantasy 2021 captures the all-too-real cataclysm of human nature, as it claims its place in the series with compelling prose, lyrical composition, and curiosity’s never-ending pursuit of discovering the unknown.

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Questland

Literature professor Dr. Addie Cox is living a happy, if sheltered, life in her ivory tower when Harris Lang, the famously eccentric billionaire tech genius, offers her an unusual job. He wants her to guide a mercenary strike team sent to infiltrate his island retreat off the northwest coast of the United States. Addie is puzzled by her role on the mission until she understands what Lang has built: Insula Mirabilis, an isolated resort where tourists will one day pay big bucks for a convincing, high-tech-powered fantasy-world experience, complete with dragons, unicorns, and, yes, magic. Unfortunately, one of the island’s employees has gone rogue and activated an invisible force shield that has cut off all outside communication. A Coast Guard cutter attempting to pass through the shield has been destroyed. Suspicion rests on Dominic Brand, the project’s head designer— and Addie Cox’s ex-boyfriend. Lang has tasked Addie and the mercenary team with taking back control of the island at any cost. But Addie is wrestling demons of her own—and not the fantastical kind. Now, she must navigate the deadly traps of Insula Mirabilis as well as her own past trauma. And no d20, however lucky, can help Addie make this saving throw.

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Chosen Ones

THE VILLAIN: The Dark One—probably not fun at parties, definitely cool with murder—was running around North America engulfing whole cities in supernatural chaos and destruction. THE HEROES: Five Chosen Ones—ordinary strangers with nothing in common—were recruited by the government because they fit the narrow criteria of a prophecy made by [redacted]. You know the rest…heroes fought villain, heroes defeated villain, and everything went back to normal. Only…not so much. Now, it’s ten years later, and Sloane Andrews, recovering Chosen One, has discovered that all the fame, gratitude, and parade floats in the world can’t erase what she endured—what she had to do—to take down the Dark One. All she wants now is to be left alone, but that doesn’t seem to be in the cards. As it turns out, that plan for annihilation set in motion by the Dark One? It’s not finished yet. Last time, Sloane saved the day with a magical needle and a can-do attitude. This time, she’s fresh out of both.

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The Apocalypse Seven

The whateverpocalypse. That’s what Touré, a twenty-something Cambridge coder, calls it after waking up one morning to find himself seemingly the only person left in the city. Once he finds Robbie and Carol, two equally disoriented Harvard freshmen, he realizes he isn’t alone, but the name sticks: Whateverpocalypse. But it doesn’t explain where everyone went. It doesn’t explain how the city became overgrown with vegetation in the space of a night. Or how wild animals with no fear of humans came to roam the streets. Add freakish weather to the mix, swings of temperature that spawn tornadoes one minute and snowstorms the next, and it seems things can’t get much weirder. Yet even as a handful of new survivors appear—Paul, a preacher as quick with a gun as a Bible verse; Win, a young professional with a horse; Bethany, a thirteen-year-old juvenile delinquent; and Ananda, an MIT astrophysics adjunct—life in Cambridge, Massachusetts gets stranger and stranger. The self-styled Apocalypse Seven are tired of questions with no answers. Tired of being hunted by things seen and unseen. Now, armed with curiosity, desperation, a shotgun, and a bow, they become the hunters. And that’s when things truly get weird.

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A Dark Queen Rises

The Burnt Empire Saga #2

Queen Aqreen of Aquila leaves her husband Jarsun and flees across the Red Desert. She is determined to keep her daughter from being used by Jarsun to stake his claim to the Burning Throne of Hastinaga, seat of the all-powerful Burnt Empire. But Jarsun is vengeful and can summon legions of demoniac forces at will. The Red Desert is vast, and the journey dangerous. Aqreen and Krushita’s caravan of ten thousand wagons will take several years to reach the only safe harbor, the queendom of Reygar. Jarsun’s pursuit is relentless and his vengeance terrible, but hope shines from the growing powers of little Krushita herself, along with the four-armed, twin-bodied Vanjhani wagon train leader and their band of valiant desert militia. Fierce battles are in store. There are other players in this great game of demigods and mortals, each pursuing their own agendas. The powerful seer-mage Vessa seeks to join Krushita’s talents with that of Drishya, an avatar destined to confront and kill Tyrak, Jarsun’s diabolical son-in-law. Ladislew the assassin aligns with Tyrak for her own reasons. All paths culminate in a feverish finale on the hot sands of Reygar, as father, mother, and daughter confront each other in one ultimate showdown.

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The Conductors

Murder & Magic #1

Hetty Rhodes and her husband, Benjy, were Conductors on the Underground Railroad, ferrying dozens of slaves to freedom with daring, cunning, and magic that draws its power from the constellations. With the war over, those skills find new purpose as Hetty and Benjy solve mysteries and murders in their community that white authorities would otherwise ignore. In the heart of Philadelphia’s Seventh Ward, everyone knows that when there’s a strange death or magical curses causing trouble, Hetty and Benjy are the only ones that can solve the case. But when an old friend is murdered, their investigation stirs up a wasp’s nest of intrigue, lies, and long-buried secrets—and a mystery unlike anything they’ve handled before. With a clever, cold-blooded killer on the prowl, Hetty and Benjy—testing their magic and placing their lives at risk—will discover how little they really know about their neighbors . . . and themselves.

 

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