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Penumbra Styleguide Updated 2 October, 2001

This document serves as a set of guidelines you should abide by when writing Penumbra D20 game material for Atlas Games. This Styleguide is broken into three sections. First, the “Your Submission” section outlines the format in which you should submit your work. Second, the “Grammar and Usage” section concerns itself with the intricacies of spelling, punctuation, and grammar that are specific to Penumbra and the . Finally, the “D20 Issues” section outlines writing concerns stemming from the D20 license. If a specific point of style is not covered in this Styleguide, refer to the most recent Penumbra release, the Dungeons & DragonsTM Third Edition core rulebooks, or the current edition of the MLA Handbook for Writers of Research Papers. PLEASE use the System Reference Document (SRD) rather than copying sections of the D&D books into your manuscript. The SRD can be found at www.opengamingfoundation.org/srd.html Your Submission

Manuscript Submission If you have an idea for an adventure or other Penumbra project, please send us a printed copy of your proposal and we will ask you for a full manuscript if we’re interested in your idea. If the completed manuscript is accepted for publication, then we will send you a contract. All proposals should be one page or less in length, include a cover letter, and list your name, address, phone number, and e-mail address at the top of the proposal sheet. You must also include a copy of our release form located at the bottom of Penumbra submissions page on the www.atlas-games.com web site. The envelope you send your proposal in should have the words “RELEASE FORM ENCLOSED” prominently written on the front. We can not open proposals that do not have this written on the front. Also, proposals that include an e-mail address will be notified when they reach our office; if you don’t have an e-mail address, send a stamped, self-addressed postcard with your proposal for us to mail back to you as confirmation of receipt, if you wish. Direct proposals to the attention of “Penumbra Proposal” at the following address:

Atlas Games Attn: Penumbra Proposal PO Box 131233 Roseville, MN 55113 USA

All completed Penumbra manuscript submissions must include an electronic submission. Your electronic manuscript should be on 3.5 inch PC- or Macintosh-formatted floppy disk, CD-ROM/CD-Rewritable, 100 MB Zip disk, or 128 MB magneto-optical disk (Macintosh only). Alternatively, we may allow you to transmit your submission via the Internet, in which case you should contact us directly about the best transfer method (i.e. e-mail, FTP, etc.). In every case, we must eventually receive an electronic copy of your submission. We will not re-type or OCR hard copy submissions.

We prefer Microsoft Word for Macintosh formatting in your electronic submission. If you know how to use style sheets, please use our Word template located on the www.atlas-games.com web site instead of using the headers listed below. If you are not using Word, our second preference is Rich Text Format (.rtf), and writers should always include a backup of their submission as a .rtf file. If you cannot manage either of these, ASCII text should be sent.

A complete manuscript submission has the following components: • The manuscript file in both Word and .rtf file formats, if possible. Be sure that the first page of your manuscript lists the title of your submission, your name, address, phone number, e-mail address, and word count. • A release form must be mailed to us if not previously sent with your proposal

—1— • Playtester list. Manuscripts should be playtested before they are sent to us, and submissions should include the names of the playtesters, spelled as they should be on the credits page of your book. • You can send in a page of descriptive sell text (50 to 100 words) for the back cover of the book and in promotional materials, if you’d like. • You can also send in a description of your preferred cover art. • Selections for interior cover art. You are allowed one illustration or map for every five pages of the finished book (that’s approximately every 2500 words). Be sure to include action in your descriptions, rather than making them stiff character portraits. If you don’t specify your choices for art, we’ll do it for you. • A dedication and author biography. The dedication should be a sentence or two long. The bio can be up to 100 words long, and will be put in an “About the Author” box on the credits page of your book. • Finally, include sketches of any maps or diagrams you’d like us to create for the adventure. (See section on Art & Maps for more on this.)

Organization The RPGA Network offers a fairly comprehensive outline for a standard adventure at www.wizards.com/rpga/tournaments_apf.asp . If you’re having trouble organizing your ideas, following their structure may be a good idea. Books on writing screenplays may also offer valuable guidance. If you’re writing an adventure, remember that the introduction is your most important chapter. Adventure introductions should have the following things:

Flavor Text: 1/2 to one page of in-character narrative prose; make it action-oriented so it grabs the attention of GMs browsing through the book. It should set the atmosphere and draw in the casual reader.

Synopsis: a quick description of what’s going to happen in the adventure

Adventure Overview: • setting for the adventure; where does it take place? • number of players and range of levels the adventure is intended for • alignments and classes it’s geared for, if relevant • discuss the emphasis of the adventure: combat? exploration? diplomacy & negotiation? thought puzzles? magic-use? interaction with NPCs? infiltration? Is the module more free-form (lots of work for the GM) or extremely plot-driven? Are there any other peculiarities of the module? • give the length of time it’ll take to play the module, and in how many sessions; mention where a good breaking point is between sessions, if applicable • list things the GM should do before running the game: check player character sheets for certain things, familiarize oneself with the NPCs, copy maps onto dry-erase mats, use minis in combat, make photocopies, etc.

Customizing: suggest ways to adjust the challenge rating of the adventure higher or lower for different character levels, and how to work different elements of the adventure (setting, NPCs, background history, etc.) into an existing campaign

Enter the Characters: give at least three bulleted hooks for getting the PCs into the scenario, between 50 and 100 words each; PLEASE make them more interesting than “You’re in a tavern …”

OGC Intro Text: we’ll insert the standard boxed text in editing

The resolution of an adventure is almost as important as the introduction. Don’t just stop writing! Make sure your resolution includes the following things:

Wrap-Up: tell the end of the story

Loose Ends: what things still need to be resolved by the characters? Are there NPCs who are holding a grudge? Have the characters unleashed some greater evil on the world? Will their actions have repercussions in a larger context?

—2— Rewards: how much gold and other tangible rewards do the PCs get? Also, in addition to XP for monsters and traps, are there any other XP bonuses? The most comprehensive way to present XP is to make a chart giving the obstacle or monster, the CR (or EL if there are multiple monsters in one encounter, for example), and the XP awarded for each character level in the range specified for the adventure. Also think about ways PCs can earn XP for OVERCOMING an obstacle, other than just by killing it. (See page 46 of The Tide of Years for an example of a chart like this.) Finally, what untraditional or intangible rewards are there? land? titles? good or bad reputation?

Further Adventures: give some ideas for ways to extend the module, or involve elements from it (monsters, NPCs, setting, etc.) later on in other adventures.

Headers If you’re using our Word template, ignore this section; go look at the Penumbra Word template instead. Those submitting .rtf files, use four levels of section headings in your submission, labeling them [[Chapter Head:]], [[A:]], [[B:]], and [[C:]], from most-emphasized to least-emphasized. Do not use [[D:]] or smaller headers. Headers should be initial capped (save minor words). For example:

[[B:]] of Goblins

A fifth section heading, [[I:]], is reserved for D20 inserts ONLY. See example in the Creature Inserts section below.

After you use a header, be sure to put text underneath it, rather than having a subheader follow it immediately. This goes double for Chapter Headers. Our layout makes having two headers right next to each other very awkward; you can see an example of the correct way to start a chapter in the sample below:

—3— Writers not using the Word template should set paragraph spacing to zero and place two hard returns between paragraphs (this should leave exactly one blank line between paragraphs). Do not place a tab at the beginning of each paragraph — align them flush left with the margin. Do not format your text any more than is absolutely necessary. If you feel that special formatting will be required when your submission is laid out, include a printed example, but do not format your electronic submission.

Inserts Every Penumbra submission has two essential parts: closed content and open content. Closed content is material that is not rules-specific; for example, closed content would include a description of the location of the encounter or the actual plot development. Open content, on the other hand, is the rules information; open content includes statistics blocks for NPCs and creatures, or thing like new magic items, as well as other game mechanics-related information like skills and DCs, or the names of magic items and spells, that might come up in the description of the adventure.

Because of the , this distinction between open and closed is important. Open material will be freely reproduced, used, spread around the web, and what have you. This could be seen as a threat to our book's sales; we'd prefer to think of it as a gigantic free advertising opportunity, and we would love for people to use the material (and reference our book). Thus we want to make it easy, clear, and convenient for them to do so without worrying about violating our copyrights, while providing all the information they need.

In the Penumbra line, we use insert boxes to distinguish between open and closed content; insert boxes are NOT to be used for player handouts or sidebar notes. When using D20 material, be sure to put the notation [[BEGIN INSERT]]

—4— before that section, and [[END INSERT]] after it. Even if it’s only one sentence in the middle of a description that mentions the name of a spell, you still need to set that sentence off with the notations. Please don’t use insert boxes for any other purposes. Here’s an example:

[[A:]] The Goblins’ Secret The goblins are all secret admirers of cheesy 70s music. In the depths of night, they circle around their mystical campfire dressed as policemen and utility workers, and sing YMCA until the breaking of the dawn. Should anyone discover this secret, they will be horribly mortified and will tear the person to itty bitty bits. [[BEGIN INSERT]] Characters get a Fortitude save (DC 12) to keep from throwing up should they witness this display. [[END INSERT]]

A typical interior layout has insert boxes like this placed in line with body text, which looks like this:

Creature/NPC/New Item D20 Inserts Creature and NPC D20 inserts should have the statistics formatted in an abbreviated stat block beginning with a Pen Insert Header (if you’re using the Word template) or [I:] header (if you’re using the .rtf format). There’s an example of this below. When creating things like new magical items, new spells, new feats, etc., put them in a D20 insert with the same header, formatted according to the Player’s Handbook standard for magical items, spells, feats, or whatever it is

—5— you’re doing. This kind of insert isn’t in-line like a standard insert box; instead, it’s a larger box more like a sidebar that’s placed near the text it relates to in layout.

[[BEGIN INSERT]] [[I:]] Kravek the Herdsman

6th-Level Human Commoner/9th-Level Fighter (Undead)

CR 12; SZ M (humanoid); HD 6d4+18 + 8d10+24; hp 110; Init +4 (Improved Initiative); Spd 30 ft.; AC 10; Atk melee +15/+10/+5 (1d8/1d8/crit x3, double axe), or ranged +11/+6/+1 (1d10/crit 19–20/x2, heavy crossbow); Face 5 ft. X 5 ft.; Reach 5 ft.; SA Paralysis, Spells; SQ Undead; AL NE; SV Fort +11, Ref +4, Will +7; Str 19, Dex 11, Con 17, Int 12, Wis 13, Cha 16

Skills: Climb +14, Handle Animal +13, Hide +1, Jump +10, Knowledge (arcana) +4

Feats: Blind-fight, Exotic Weapon Proficiency (orc double axe), Skill Focus (Swim)

Languages: Orcish, Elven, Common

This is where you put background notes for the creature or character, in “Pen Insert Text.” It might include more on terrain, like the fact that ghouls like to hang out in graveyards, battlefields, and other places where blood has been spilled. Information about the “culture” of a particular type of creature is a nice touch. It might also include the personal history and motivations of a character, or information about his or her contacts, family, or friends. Basically, use this space to flesh out the creature or character.

You can have more than one paragraph of background notes if you’d like. Then you should go on to list the creature’s special weapons, spells, defenses, immunities, special abilities, and other combat capabilities. Be sure to both list special abilities in the stat block, AND put a short overview of them below; whether spell-like (Sp), supernatural (Su), or extraordinary (Ex), put in the abbreviation for special abilities, as in “Paralysis (Ex):”. PLEASE use the information in the System Reference Document (SRD) for summarizing special ability summaries, rather than copying it wholesale from the D&D books. The SRD can be found at www.opengamingfoundation.org/srd.html

Paralysis (Ex): Those hit by this attack must succeed at a Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Spells: (4/3/3/2) The creature knows and casts arcane spells as a 9th-level sorcerer, and can also cast cleric spells and those from the Chaos, Evil, and Fire domains as arcane spells. The save DC, where applicable, is 14 + spell level. (Be SURE to put the spells per day after the Spells: heading. You should also include here a list of spells the spellcaster normally has prepared:) 0 Level — detect magic, detect poison, inflict minor wounds, light 1st Level — bane, deathwatch, doom 2nd Level — augury, desecrate, enthrall 3rd Level — bestow curse, meld into stone

Possessions: Adventuring gear, 100 gp in a pouch, weapons, magic items.

[[END INSERT]] Notice the bolding of certain lines and headers. Also, spells and the names of magical items should always be italicized, but not capitalized when used in a sentence. Feats, skills, and special abilities are all capitalized.

—6— Pay attention to the ordering of the statistics, and be sure to use en-dashes (option-minus on a Mac) rather than minus signs when listing ranges of numbers (for example: 5–10 rather than 5-10). Use commas (,) to separate multiple entries for the same statistic. Don’t use periods at the end of statistic lines. Use only one space after colons, semicolons, periods (in the notes section after the statistic block), and the like. The first letter of the phrase or sentence following a colon or semicolon is always lowercase, with very rare exceptions.

Include all relevant modifiers; BE SURE TO WORK IN BONUSES FROM FEATS, SPECIAL WEAPONS, HIGH ABILITIES (CON, STR, WIS, ETC.), AND THE LIKE. Leave inappropriate statistics out. The only exception is abilities; if a creature does not have an ability, list that ability with an em-dash (shift-option-minus) after it (Con — ,). Background and personality information should be put in the insert after the statistics, feats, and skills, but before special abilities listings. If you need help creating characters or monsters with the correct stats, please use a generator, but be sure to modify the layout to fit our standard. (An excellent generator can be found at www.rpgplanet.com/dnd3e/generator .) Bibliography Include a bibliography if you have done any research in writing your submission. Refer to the MLA Handbook for Writers of Research Papers for bibliographic guidelines. Remember to document Internet or other online sources, and to give a bibliographic citation for any Open Game Content you’ve drawn from other D20 publishers.

Art & Maps At some point in the writing process, we’ll ask for your suggestion for cover art. This needs to be a single figure on a white background, due to our line dress design (see the example below). You’ll need to submit descriptive text for this; remember that the more involved this description is, the more the artist has to go on, and the closer it will be to what you’re envisioning.

If you’d like to suggest your own interior artwork assignments, you need to submit a set of descriptive text separately from the main manuscript (don’t just highlight art selections in the manuscript text). We allow one 1/2 page piece of art or map for every 5 pages of the book, or 2500 words; this means about 6 art pieces or maps for a 32-page adventure. If you decide not to chose them, or if your interior art text is missing or unclear, the editor will select the interior art assignments for you. We reserve the right to override author selections if we deem them inappropriate. Interior art assignments are due when your manuscript is accepted.

—7— We ask that at the same time that you submit your manuscript, you also submit sketches of any terrain, regions, countries, cities, building plans, dungeons, caves, etc. for which you would like maps. Be sure to label important features such as rooms or their contents; including descriptive text is a good idea, and PLEASE include measurements. Ideally, full-sized dungeon maps will be based on a 1 inch = 5 ft. scale, where a human-sized creature occupies an area of 1 inch (5 feet across). A 30mm figure would thus be a human-size creature. Corridors would usually be 10 ft./2 inches across. Rooms should be numbered with a key provided explaining their use and contents. For larger-scale maps, such as regional maps, give mile measurements between towns and to show the length and breadth of forests, lakes, mountain ranges, etc. We don’t expect anything more that a very rough sketch, but it must be legible. We will ask you for approval of the finished map if time allows.

Grammar and Usage

Abbreviations Abbreviations of traits, such as “Int,” should not have a period after them. Note, though, that traits should not be abbreviated in document text, but only as part of an equation, in a set of statistics, or within a table. For example, it is not appropriate to write: “The character with the highest Int should roll first.” The word “Intelligence” should have been spelled out, because it is not part of an equation, set of statistics, or within a table.

Do not use “i.e.,” “e.g.,” or “q.v.”; use “that is,” “for example,” and “see also,” respectively. Do not abbreviate “page” or “pages” to p. or pp., respectively.

You may abbreviate player character to PC, and nonplayer character to NPC. Game Moderator can be abbreviated to GM (DO NOT use or DM, which are copyrighted by , or refer to specific pages in any D&D sourcebooks). Be sure not to confuse the player with his or her character. The player is the one munching snacks while hunched over a sheet of paper rolling dice; the character is an imaginary figure adventuring in a fantasy world.

Capitalization Try to keep capitalization to a minimum. As a general rule, capitalize game terms only if confusion is likely to result with similar words in popular use. Capitalize the following words and phrases as shown here every time they appear. Pay attention to the second word of two-word phrases, which may or may not be capitalized (for example: Dexterity bonus). If in doubt, try looking in the index or glossary of the Player’s Handbook, but watch out for entries like “Bbn: Barbarian.” (In the text of the book, barbarian is lowercase, but the format of the glossary forces capitalization sometimes.) Also note that pretty much everything on the list below counts as D20 system material, and thus MUST be put in open game content insert boxes; exceptions are class names, races, languages, distances and weights, and monetary values (gp, sp, etc.). In tables, the first word of any phrase is in caps (Except in things like this list, where capitalization is at issue.) capitalize names of tables (Table 3–2: Experience and Level-Dependent Benefits) abilities: Strength (Str), Dexterity (Dex), Constitution (Con), Intelligence (Int), Wisdom (Wis), Charisma (Cha) ability score, Strength modifier, Dexterity bonus, Weapon Focus bonus classes: barbarian (Bbn), bard (Brd), cleric (Clr), druid (Drd), fighter (Ftr), monk (Mnk), paladin (Pal), ranger (Rgr), rogue (Rog), sorcerer (Sor), wizard (Wiz) race: human, dwarf, , gnome, half-elf, half-orc, feat: Exotic Weapon Proficiency, Cleave, Lightning Reflexes, etc. Exotic Weapon Proficiency (bastard sword), Weapon Proficiency (exotic, simple, or martial), Armor Proficiency (light, medium, or heavy armor), Shield, Perform (epic) weapons: longbow, shortbow, sword encumbrance: light load, medium load, heavy load range: personal, touch, close, medium, long, unlimited skills: Balance, Escape Artists, Hide, Move Silently, etc. Listen checks, Search checks, Spot checks

—8— skill, skill points, rank, , hit points (hp), initiative modifier, base speed, melee or ranged attack bonus, skill bonus, saving throw bonus, circumstance bonus, damage, experience points (XP), touch attack, ranged attack, sneak attack, critical hit (crit), faces, delay, refocus, subdual damage, bull rush, grapple, disarm, cross-class skill (cc), attacks of opportunity, starting packages, gear, equipment Armor Class (AC), Challenge Rating (CR), Hit Die or Dice (HD), Difficulty Class (DC) language: Common, Druidic, Draconic, Dwarven, Elven, etc. size is capitalized: Fine, Diminutive, Tiny, Small creatures, Medium-size characters (do not use Medium without the -size), a Large fire elemental, Huge, Gargantuan, Colossal alignments: lawful good (LG), neutral good (NG), chaotic good (CG), lawful neutral (LN), neutral (N), chaotic neutral (CN), lawful evil (LE), neutral evil (NE), chaotic evil (CE) deity names (“god” is lowercase): Erytnul, Pelor, , etc. (HOWEVER, you MAY NOT use D&D god names; refer to them as the “primary sun deity” or in some other non-specific way.) domains: Good, Law, Plant, Protection, etc. Example: a cleric devoted to Good and Law may be on friendly terms with the clerics of lawful and good deities. (As shown here, alignment is lowercase and domains are in caps.) spells: fireball, charm person, inflict, cure (remember to italicize the comma after the italicized phrase, and don’t capitalize spell names except in the case of proper names.) More examples: a fascinated creature, a bard can’t do other things while countersinging, she tries to make a suggestion magic items are also italicized but not capitalized, just as are spells: rod of water detection, bag of holding, potion of protection from elements, magic circle against evil. Only capitalize proper names used in the titles of spells or magical items, and try not to use spells with proper names in them if possible: Otiluke’s freezing sphere turn and rebuke are NOT italicized special abilities: supernatural ability (Su), spell-like ability (Sp), extraordinary ability (Ex), natural ability (NA), , Low-light Vision, Spell Resistance, Damage Reduction, Fire Resistance summoning, illusion, divine spell, arcane spell, familiar (as in a sorcerer or wizard’s companion), specialization, special item, superior item, synergy bonus, healing, spell slot, dismissal at will (D), ethereal, , spell resistance (SR) effect: ray, spread, etc. area: burst, cone, creatures, cylinder, emanation, objects, spread, etc. schools of arcane magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transformation. Example: A specialist in the arcane school of Abjuration is called an abjurer, and she casts abjuration spells. spell components: verbal (V), somatic (S), material (M), focus (F), divine focus (DF) planes: Inner Plane, , Material Plane, Astral Plane, Energy Plane, Negative Energy Plane, Positive Energy Plane, Elemental Plane, Ethereal Plane ft., lb., mile (make sure you’ve got the periods on ft. in your stat blocks) gp, sp, cp, pp saving throws: Reflex save, Fortitude save, Will save

Capitalization of titles and honorifics should be handled as follows: if the title is part of a person’s name or part of an unusually special epithet it is capped. Otherwise, it is not. For example: “the king,” “the king of Tibolea,” “William, the king of Tibolea,” “King William,” “William, King of Tibolea,” “he was proclaimed King of Tibolea.”

Gender of Pronouns Try to rewrite sentences to avoid the need for a gender-specific singular pronoun. If that’s not possible, try to alternate male and female characters or players as specific hypothetical examples. If you have no other choice, use “he.” Please watch your pronoun agreement; DO NOT use the plural “they” as a singular pronoun of indefinite gender. (For example, do not say, “If a player (singular indefinite gender) wants to, they (plural) may eat chips during the game.”) This is a big editor pet peeve, and will cause lots of enmity to be directed at you should it happen consistently.

Organizations & Groups Organizations and groups of people or creatures are not sentient beings, even though they may be made up of them. They should be referred to as “it.” For example, “The Black Hand is an group of ogres intent on wreaking havoc across the countryside. It is (rather than “They are”) very effective in achieving this goal.”

Italics, Boldface, and Underlines

—9— Italicize spell titles and the names of magical items, but do not capitalized them. Paragraphs beginning with “For Example:” should be italicized, as should shorter examples. Bolded or italicized phrases followed by colons or semicolons should have the punctuation following them bolded or italicized, too. Don’t underline for emphasis, italicize instead.

Italicize the titles of books, but boldface the titles of games; thus, “The Player’s Handbook is a Dungeons & Dragons Third Edition core rulebook published by Wizards of the Coast.” Be sure to spell out edition numbers, and capitalize them.

Page References To refer to a different section or chapter of the same work, capitalize its header but don’t put it in quotes. For example: See Chapter Three: Combat, especially Attacks of Opportunity, page @@, and Use Special Ability, page @@. Whenever possible, point the reader to a specific page. Never abbreviate the word page to “p.” or the word pages to “pp.” in references. As in the example, use @@ to designate a page reference in your text.

DO NOT refer to any D&D books in your manuscript, and especially don’t refer to page numbers in D&D books. If you need a rule, look in the SRD ( www.opengamingfoundation.org/srd.html ) and copy that info into your own manuscript.

Pronunciation Guides When a word that is not a part of the standard English vocabulary appears for the first time in a manuscript, provide a pronunciation guide in parenthesis. Be sure to include guides for unusual or foreign-sounding names. The accented phonetic syllable should be all caps. The phonetic word should be all caps if it is a one-syllable word. Check a dictionary for the correct syllabification of words.

In general, use the following as guidelines to write the pronunciation guide. Strict adherence to these soundings is not as important as having a useful guide to pronunciation. Consonant sounds: g is hard; soft g is j do not use “c” for the “k” sound. q should be rendered “kw” “sh” remains “sh” “th”: soft is in lowercase; hard is in uppercase (pith: PIHth; those: THOHZ) w: “w” or “hw,” as in “HWAYL” (whale)

Vowel sounds: a: ay (or are), ah, and uh (brave: BRAYV; jihad: JEE-hahd; lava: LAHV-uh) e: ee, eh (meat: MEET; help: HEHLP) i: eye, y (or ye), ih, uh (hide: HEYED; dim: DIHM) o: oe (or oh), ah (Bonisagus: BOH-nuh-SAH-goos; those: THOHZ; bomb: BAHM) u: uh, oo (dummy: DUHM-mee; flume: FLOOM)

Punctuation In all cases, refer to The MLA Handbook for Writers of Research Papers when making punctuation decisions. Use a serial comma in lists separated by commas. For example, write “an apple, peach, and orange” rather than “an apple, peach and orange.”

Use straight quotes rather than curly “smart” quotes, and straight apostrophes rather than curled single end quotes. Also, PLEASE don’t use your word processor’s bullets formatting button … use “option 8” to put in bullets instead. This facilitates electronic transmission between computer platforms, and our layout software automatically translates them when we do layout. Punctuation goes inside of quotes, “like this.”

Leave only one space after periods, colons, and semicolons. The first letter of a phrase or sentence after a colon or semicolon is always lowercase. (The plot is founded on a deception: the three main characters have secret identities.) The

—10— one exception is when the segment after a colon is a rule. (Many books would be briefer if their authors followed the logical principle known as Occam’s razor: Explanations should not be multiplied unnecessarily.) Use a semicolon between independent clauses not linked by a conjunction (and, but, or) or between items in a series when the items contain commas (see the next sentence in this paragraph). Use a colon between two parts of a sentence when the first part creates a sense of anticipation about what follows in the second; to introduce a list, an elaboration of what was just said, or the formal expression of a rule or principle; or to introduce a quotation that is independent from the structure of the main sentence. See the MLA Handbook for Writers of Research Papers for examples of these uses.

Hyphenation When in doubt, close up a word instead of hyphenating. Do not hyphenate “nonplayer,” as in “nonplayer character,” and do not hyphenate “player character.” The following terms are single words: roleplaying, longsword, greatsword, greatclub, waraxe, longbow, longspear, shortspear, halfspear, warhammer, shortbow, breastplate, chainmail, spellbook, spellcaster, spellcasting, shapeshifting, and trapdoor.

Use a minus sign (-) to hyphenate (a 13th-level character, spell-like). Use an en-dash (option-minus) for ranges of numbers and tables (2–6 players, Table 3–5), and for negative numbers (a –2 penalty). Use em-dashes (shift-option-minus) for separating two parts of a sentence — like this. Use em-dashes rather than two minus signs (--), and be sure to put a space on either side of the em-dash. If you are writing on a PC rather than a Mac and fear that em-dashes, en-dashes, and minus signs will not translate well, you may substitute [em], [en], and [ms] respectively (include the brackets).

Always hyphenate class and spell levels that come before a noun. Examples: it was a 3rd-level spell; if a spellcaster has just gone up to the 3rd level, this makes her a 3rd-level spellcaster; a character can cast 0-level spells at the 1st level.

Numbers All statistics should be left as numerals: do not spell them out, especially if they are part of a formula. Examples: the roll is 2_+_Int_modifier; the base attack bonus is +6; add 1 to the score; roll 1d8; the maximum rank in a class skill is the character’s level +_3, DC_=_damage dealt. Use an en-dash rather than a minus sign for negative numbers. Example: a –4 penalty. (In these examples, _ is used to mark a space place-holder. Do not use the _ in your manuscript.)

If not used in a statistic, single digit numbers (zero to nine) are spelled out and larger numbers are written as numerals. If in doubt, use the numeral rather than spelling it out. Examples: 30 days, 2,000 lbs., three hours, five inches, 40 miles, eight feet, 7,000 gp, etc. “She picked out the fourth one.” “Make two Search rolls (DC 12).” “There were 22 goblins of CR 1.” Never start a sentence with a numeral, and try to list monetary amounts in descending value of the individual piece (100 pp, 4 gp, 30 sp, 200 cp). This also goes for gems (300 gp, 200 gp, 100 gp)

Spelling Please use a spell checker before turning in your manuscript. If you have questions about the spelling of word peculiar to the D20 system, refer to the Dungeons & Dragons Player’s Handbook Third Edition. Don’t use British spellings like “practise,” “centre,” “travelling,” or “cancelled.”

Verb Tense Your text should be written in the present tense; avoid using the words “will” or “shall” to describe NPC or monster actions. For example, instead of saying, “If the PCs go down the right corridor, the monster will attack,” say, “If the PCs go down the right corridor, the monster attacks.”

D20 Issues

—11— All writers for Penumbra must respect the limitations required by the D20 System and Wizards of the Coast’s Open Game License. This means you must read and follow the specifications in the D20 System Reference Document, which we will provide for you if needed. It is also available at www.opengamingfoundation.org/srd.html . THE ONLY D&D GAME ELEMENTS THAT YOU CAN USE IN YOUR WRITING ARE THOSE LISTED IN THE D20 SYSTEM REFERENCE DOCUMENT. Any deviation from the Open Game License — including using D&D material not included in the D20 System Reference Document — may result in legal action on the part of Wizards of the Coast, who may even have the right to prevent sale and distribution of already-printed books, so be especially aware of things like registered trademarks that we are not allowed to use. These include, but are not limited to: Dungeon Master (DM); use Game Moderator (GM) instead Trademarks of Wizards of the Coast Dungeons & Dragons (D&D), except in direct reference to the Player’s Handbook Third Edition, or other sourcebooks Creature, place, character, and item names identifiable as specific to Dungeons & Dragons; people, places, and things common to the fantasy genre in general – such as , elves, and dwarves – are fine to use.

Other no-nos: NO information on creating characters NO information explaining the effects on characters of earning experience or advancing in level NO using any term listed in the D20 System Reference Document “Restricted Terms and Definitions” section in any way other than as described in that section

IF YOU USE OPEN GAME CONTENT FROM MATERIALS PUT OUT BY OTHER D20 PUBLISHERS, BE SURE TO INCLUDE A BIBLIOGRAPHIC REFERENCE TO IT.

Also be aware that writing material for the D20 system also obligates you to release your material under the Open Game License. If you have any concerns about this, please inform us ASAP. A copy of the Open Game License will also appear in your adventure module.

Changes to the Game System There have been several dramatic changes to the D20 system since the last edition of (Advanced) Dungeons & Dragons. For example, there is no THAC0 any more! When writing for Penumbra, you should be aware of these changes. A brief discussion of them can be found at www. wizards.com/3e/faq.asp , and the complete conversion book is available for download at www.wizards.com/dnd/files/Conversion Book.pdf (that’s a real space between Conversion and Book, not an underline).

Atmosphere, Tone, Setting, Villains & the Like The Penumbra line was designed to allow for a wide variety of settings and plots. Feel free to try something a little off- beat – we’re looking for originality, but internal consistency is also important to good writing, so be on the lookout for drastic tonal changes, contradictory plot developments, and the like. We’d also like to see a lot more female and minority characters taking part in fantasy adventures. Is this Affirmative Action for roleplaying? Well, it’s not a requirement, but it does let the artists draw something other than brawny barbarians and anemic wizards.

Player Goals One of the nice things about the License is that writers aren’t necessarily restricted by things like the old rule that PCs must all be of good alignment; the heroes don’t necessarily need to be heroic any more. Gritty and dark is fun, too, and moral dilemma can make for a thrilling gaming session. However, be aware that most of the people playing your adventure will still hold true to the traditional “heroic” standard in their , so weigh the creative benefits of trying a plot twist that forces characters to deviate from their alignment, against the possibility of alienating or annoying players with a scenario they can’t react to “in character.” Just try not to be gratuitous about it.

PC Levels

—12— Try to write with a specific character level in mind. If you decide you’d rather not follow this constraint, then think about including strategies for beefing up or toning down the encounters, as the GM sees fit. Low Level 1st - 3rd Mid-Level 4th - 6th High Level 7th – 10th

Experience Awards Standard experience awards are as follows: Low 500 - 2,000 Mid 3,000 - 7,000 High 10,000 - 20,000

As Dungeons & Dragons guidelines specify, “Give the party no more than 12 to 15 different experience awards, and keep all of them in units of 50. Thus, if you have an encounter in which the heroes must defeat a creature which is normally worth only 35 experience points, make the experience award 50 points. Limit individual XP awards (for example, an award for the first hero to decipher a puzzle) to only three or four in an adventure. No single experience award should consist of more than 25% of the total experience available for the adventure. Furthermore, a good adventure is structured so that an average party will earn somewhere between 50% and 75% of the total experience available. Only very good adventuring groups should earn all possible experience awards.” If this is helpful to you, use it. Remember that in addition to experience awards, you can also give out treasure, reputation, followers, land, titles and honors. The Treasure Table and tables for randomly determining Gems and Art Objects are on pages 10 and 11 of the Player’s Handbook 2000 Survival Kit and in the Dungeon Master’s Guide. Table 7–2: Coins and Table 7–3: Trade Goods, on page 96 of the Player’s Handbook, gives exchange values for coins and various items.

Portions of this document are copyrighted by Wizards of the Coast, Inc. They are acknowledged internally in the text.

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