The year is 1775. The mountains are high, the woods deep, and the King’s men are coming. Take up your musket and join the Green Mountain Boys in this DCC compatible adventure setting. Fight for freedom. Explore the wilderness. Gain glory.
Try not to die.
Crawling to Liberty is a setting guide that provides judges and players a sandbox for adventures in North America during the American War of Independence. The focus is on the area known as the New Hampshire Grants soon to be the Republic of Vermont and eventually the 14th state of these United States. Magic is something one keeps beneath their wig, but one can find it if one knows where to look. Additional mechanics are provided for disease, travel, weather, firearms, and more. The core rule book is over 160 pages include all this and historical information about the people, places, and events surrounding the Revolution. Includes an introductory level-0 funnel.
The funnel in the core rule book has the party working with Pastor Lemuel Haynes of the Green Mountain Boys to discover and destroy baleful magical influences in the area of Fort Ticonderoga. Designed for 16-20 level zero patriots the adventure involves: travel, combat, traps, exploration, and magical mysteries.
What’s Next
Modules! We have a list of five modules in the works. Two centered in Boston leading up to and during Bunker Hill are level 1 adventures and will be released as Boston: Books, Boats, and Battles. Writing is underway on these with a target PDF production before Christmas. The three remaining modules under the working title The Frozen Loop are for level 2 patriots and involve Benedict Arnold’s march to Quebec, Some magical mischief in Montreal, and a mission to aid Henry Knox’s noble ox train. An outline exists for a higher level module involving the Turtle in New York harbor, because we have to include Mr. Bushnell’s invention at some point.