As we announced earlier this month, our upcoming book has been renamed to 101 Tales of Magic and Mystery! The cover illustration is ready; our senior artist Teresa Guido has really captured the mood of our adventure frame, “Not Saying He’s a Gold Digger, But …”
A Stone Soup Project
You may be familiar with the folk tale “Stone Soup.” Three hungry soldiers stop their travels at a village and the villagers don’t offer them a meal. So they decide to start making “soup” by boiling stones. Curious villagers gather around. They ask for a bit of salt, and someone fetches it. Then they ask for a small onion, and someone offers it to be helpful. One by one, villagers bring more ingredients until there’s a kettle of delicious soup big enough to share among the whole village.
As the Creative Director for this book, I’ve been like the soldiers from “Stone Soup.” As we develop and revise and edit and playtest this book, I keep thinking of ways to improve it and asking the very patient writers to change this or add that (paying them as I go). This has delayed getting the book to market, but it’s made it really excellent and something we can all be proud of.
I want to take every opportunity to make Shewstone’s products the best they can be. My creative team has been outstandingly supportive throughout the extra revisions.
On Track for October 2025 Launch
We’re finally ready to launch the Kickstarter next month! Follow our preview page to get a notification when we launch so you can pledge on Day 1 and help us hit our goal early!
Not Saying He’s a Gold Digger, But …
by Brian Johnson
This is an example of an adventure frame from 101 Tales of Magic and Mystery. It’s the inspiration for the cover illustration of the book.
Plot summary: Make a speculator’s investment pay off.
Content warnings: —
Genre: Intrigue
Place: The London suburbs
Time Period: Any
Length: Medium (3-4 hours)
Keywords: Business Negotiations, Faeries, Politics
The Hook: Woodford Gordon, member of Parliament for East Grinstead (who may be a casual acquaintance of politically connected player characters, the Parliament representative for any residents of the Sussex area, or otherwise drawn to the PCs by reputation), needs some capable individuals to travel to a remote suburb of London and check on his business partner. Gordon, chronically short of funds, has lately struck upon a get-rich-quick scheme that he is certain will finally lift him out of the aristocratic poverty in which he has suffered for so long. He has formed a joint venture to hunt for buried Danish gold with a London cunning woman, Matilda Thorpe, whose skills in dowsing and necromancy promise to make all parties involved fabulously rich. Unfortunately, Thorp left London two weeks ago to investigate a rumored site for the buried gold just outside of Hounslow—and took the partnership’s seed money with her. Now, Gordon needs someone to make sure she’s all right or, at the very least, retrieve his money. He promises the wizards a share of the venture’s proceeds—and a friend in Parliament!—in return.
The Line: At Hounslow, locals confirm that Thorp passed through town asking directions, and that she scoffed at their warnings to avoid the old barrow north of town—territory belonging to “our Good Neighbors.” The barrow is a low hillock just off the road a mile or so outside Hounslow, devoid of any signs of recent human activity. Cursory divinations, however, give a powerful indication that something of great significance or value lies beneath the crest of the hill. Observational skills will catch faint snatches of conversation, seemingly from thin air—just a word or two here and there, speaking English, though several of the discernable voices have an oddly archaic accent—while successful use of the Lore skill will recall a rhyming charm and widdershins dance said to lead folk into unseen spaces; PCs who follow the steps will find themselves dancing into the midst of a faerie court. Alternatively, anyone who puts spade to soil will be unceremoniously yanked into the court by faerie men-at-arms. Either way, Matilda Thorp is there, in heated negotiations with the local faerie lord, who styles himself Lord Houndsbarrow. They’ve been at it for days, but time passes differently in the faerie court, hence Matilda’s prolonged absence.
The Sinker: In exchange for permission to dig up his gold, Lord Houndsbarrow requires something of comparable value, but all of his suggestions—seven rays of sunshine, a firstborn child—have been beyond Matilda’s ability or willingness to procure. If the wizards parley with him, they will infer that the lord is actually quite delighted with the sudden influx of visitors to his realm, as human passers-by provide a good deal of the court’s entertainment in this remote locale. In fact, he would be willing to part with his barrow gold if the player characters could arrange for humans to pass through the territory of his court more frequently. Improving the area's neglected dirt track or implementing economic incentives favorable to the nearby market town would have the desired result, and the PCs do have a friend in Parliament who owes them a favor . . . provided they can get Master Gordon on board with this scheme.
Preparation notes
Decide on the general nature and personality of the faerie lord, Matilda Thorpe, and Woodford Gordon, and assign them Aspects and skills as appropriate.
You may need statistics for faerie guards, in case the player characters want to fight back if they are seized by the guards of the court.