|In a deep valley, isolated from the touch of man for
centuries, the Secret City lies in crumbling ruin. Serpents slither on
fallen frescoes; spiders scuttle on twisted vines. Shadows slide and voices
murmur, and the stink of death mingles with the rushing breeze. Here, in
the depths of the ancient metropolis, there is gold, elder magic . . .
and a growing evil. From the corners of the world, would-be heroes and
opportunistic robbers alike have found their way there. Not a very well-kept
Secret, is it? Well, somebody let the word slip because, after all, a growing
evil's gotta eat . . .
Those who adventure there - and those with whom they do
battle - are now available as paper miniatures for your fantasy gaming
pleasure! If your idea of a good game involves swords and sorcery, dragons
and daring, you'll want to join the The Dungeoneers!
Illustrated by the able hand of Dan
Smith (artist for White Wolf's World of Darkness, SJ
Games' GURPS and In Nomine, FASA's Shadowrun
and more!), The Dungeoneers is a complete set
of Sparks: paper miniatures in font form!
Want to see what it's like? We've included a party of
Dungeoneers heroes (and an orc they can beat on) as part
of the freeware Sparks: Free For All. Give it
a test drive, and you'll like what you see!
What kind of miniatures do you get? There are 26 in all, one for each
letter of the alphabet!
- Alana (A/a): A young thief and
treasure-hunter, Alana spent a year with a troupe of criminal acrobats
and minstrels before setting out to find some "serious" adventurers.
That quest brought her to the towering ruins of the Secret City, where
her fighting-staff might not be enough for the horrors she may face. Fortunately,
she's got a few extra blades whenever she needs them, and a sense of humor
as wicked as any demon.
- Archer Narrowleaf (B/b): The toymaking
career bombed; the half-hearted attempts at baking cookies burned the tree
down, and the less said about the short stint as a fashion designer, the
better. Still dressed in a piece from the infamous Fall Collection, Narrowleaf
finally just snapped and grabbed a longbow, eager to kill things, steal
their treasure, and banter with with Dwarf.
- Daisy Blackthorne (C/c): She's
been a second-story expert, a river pirate, and a manicurist, and every
new talent revealed resulted in more gold and wanton slaughter than the
last. Like her cousins across the multiverse, this daisy is good
with both hands, which is great if she's your friend, and very, very bad
if she's not.
- Canis (D/d): He was a soldier in
the armies of the king, but his travels to the Secret City in search of
wealth revealed something other within him, when the full moon's
light mingled with the enchantment of that old amulet he found. He's not
sure if he can change back yet, but in the meantime he's enjoying the stylish
new coat and super-keen senses.
- Eleanor (E/e): Her holy order of
warriors forbids edged weapons, since they don't splatter the contents
of a human head nearly far enough. A skilled horsewoman and warrior, she
is surrounded by a holy aura of nobility that masks her secret fear that
the evils of the ruins may be too much for her.
Morgan (F/f): Her pale, classic beauty is eye-catching, as is
the steady pulse of sorcerous light suspended in the crook of her staff.
Say what you will about her hokey pseudo-Celtic dialect and attachment
to overdone embroidery; when she wants something to fry, fry it does.
- Dark Acolyte (G/g): Living in the
Secret City and serving as one of the Master Evil One's minions is the
best thing that ever happened to him. Now that his speech therapist has
helped him with his "little problem" and he's perfected his Big
Evil Laugh, soon he'll strike out and be his own master villain,
just you watch! And then the Rather Smelly Dark God himself will
bow and tremble! Bwahahah!
- Father Marley (H/h): In his left
hand he holds the Holy Codex of Rothar, with his right hand he makes the
Secret Symbol of universal sincerity. He is a pious man, or at least as
pious as he needs to be to get the job done. Let's just say that a robe
that loose can hold a lot of jewelry, spare change, and sharpened daggers.
- Geoffrey (I/i): He came into the
city with two friends. One was killed by a . . . thing, and poor Canis
was turned into an animal and ran off! This calls for the BIG warhammer,
buddy. Now it's just a matter of finding a way out of this labyrinth before
those clouds blot out the moon entirely.
- Gladiator (J/j): He strides across
the rubble, tirelessly, his gigantic blade at the ready, his clawed braces
gleaming. He strides and climbs and does not rest, because all of the stones
of the Secret City are very, very cold, and the one time he tried to sit
down he let out a yelp like a kicked puppy. Next time, he mutters
to himself, next time I wear pants.
- Gus Redlock (K/k): As strong as
a human twice his size, Gus is a compact bundle of fighting prowess, architectural
know-how, and a thirst for mead that would put six lusty Vikings to shame.
- Angry Hatchling (L/l): His tail
can break your legs at the knees, and his breath, despite his young age,
is still hot enough to fuse your armor into a half-molten deathtrap. Tread
carefully, eager warrior; this one's just playful. His mother may
be around the corner . . .
Touslefoot (M/m): He speaks fondly of the comforts of his warm
home in the kindly west, where the smell of baking seed-cakes blend with
the comfortable warmth of a teakettle and familiar old blankets. As you
doze off in boredom, he cuts your purse and ties your shoelaces together.
- Jinx Greengarland (N/n): Sometimes-companion
to Narrowleaf, Jinx is a master the secret languages of the plants, the
elder runes of Vorba, and the hypnotic strip-tease arts of the Lavender
Elves of Vaneisha. Her composite bow was a gift from a human warrior whom
she loved, fifty long years ago. She'll never again love a mortal, but
she'll be happy to shoot a few.
- Royal Lamia (O/o):
The serpent-kings dwelt in the Secret City in the elder ages before it
was such a big Secret . . . The last of them are fighting to win it back,
and to keep what is left of their once-proud nobility. This princess is
clearly ready for a fight, if need be, and just as ready to toss her mane
in haughty contempt for those with smaller headgear.
- Mr. Golem (P/p): He weighs only
slightly less than a loaded pickup truck, and his fists can flatten an
armored gnome into something resembling an economy-sized can of tuna. He's
"statuesque," in a very literal sense . . . Until he starts to
- Alaric Stilton (Q/q): A courageous
young paladin from the emerald green dales of mouse country, Alaric has
been exploring the ruins of the Secret City for a month, slaying undead
rats and insects that his taller brethren weren't even aware were threatening
them. His acorn-top shield can also be used as a flotation device in the
event of heavy rainfall.
Ogre-Mage (R/r): A dangerous wildcard in the ruins, Groktai
the Thunderous dances in the moonlight in a corona of orange fire, to appease
the Ogre Gods and summon down his mighty sorceries. He's a sprightly, playful
old codger with a bellowing laugh and a violent temper. The followers of
the Rather Smelly Dark God once made the mistake of trying to turn them
to his cause, so he flattened seven of them with a spell and four with
a small tree. But he's seldom much nicer to heroes, unless he's treated
with respect. His motives for being here are unknown.
- Orc (S/s): Recruited by the Master
Evil One for street-clearing and kitchen duties, the Orcs were quickly
removed from the latter position when their prediliction for cannibalism
(and almost pathological need to put eggplant in every dish) was
revealed in their cuisine. Now, they settle in the darker tunnels beneath
the Secret City, emerging into the shattered streets only at night.
- Ranger Dominic (T/t): In battle,
he's a flow of flashing steel and earth-tone capes. In camp, he's grim
and contemplative, perhaps wrestling with inner demons, perhaps stricken
with gas but embarassed to let anyone know. He can track anything across
the forest floor, but the cracked cobblestones and rubble of the ruins
are proving to be something of a greater challenge.
- Magus Nor-Rin (U/u): He hooked
up with Alana after they were both attacked by the same brigands, and the
unlikely duo formed a partnership. They've become separated in the ruins,
and Nor-Rin wonders if Alana hasn't just abandoned him as she did her troupe
a few years ago. In the meantime, he has enough to worry about, as the
shadows lengthen and the sounds of scuttling grow louder nearby.
- The Shaman (V/v): On a desperate
quest for his people's lost totem spirit (who ran into the deeper ruins
during a field trip earlier this year), the Shaman is heralded by a sky
of black clouds, the symbol of the anger of his ancestors. If he ever wants
to see the sunlight again, he'll succeed, regardless of the cost.
- Sigurd (W/w): Whether he's using
a flail or a sword, Sigurd is the most violent of all the Red Iron Barbarians.
He's known for continuing to pummel his opponents for several minutes after
they've stopped breathing, just to make sure. That, combined with his love
of ale, wenches, and practical jokes, leaves a wake of dead bodies, empty
kegs, exhausted barmaids, cross-tied shoelaces, and sabotaged bowling balls
in his wake.
- Skeletal Minion (X/x): Animated
by the wicked sorceries of the Evil One, the skeletons scuttle and crawl
in the shadows of the Secret City in packs and squads, every eyesocket
a magical window for his scrying pool, every rusty blade an instrument
of his sinister will. When he isn't looking, they congregate to shoot craps
and pitch pennies over near the Wall of Unspeakable Miseries.
- Thrum (Y/y): Raven-haired, mighty-thewed
and royally-pissed, Thrum is determined to find out who shoved a big stick
into the thumb-socket of his favorite bowling ball. His trusty sword is
slung along his back in case he needs to remove the offender's limbs when
he finds him. Thrum can't spell his own name, but he's the Black Iron League's
#1 high-score master, and can pull a 7-10 split on pins, goblins, or unsuspecting
mercenaries, as the occasion demands it.
- War Wizard (Z/z): That nice Elvish
archer assured him that this hat was all the rage in the fabled ports of
the east, where sorcery rules and mortal men live in awe of those with
magical might. A few dozen gold pieces poorer, but much more in
step with the "in crowd," the WarWizard strides into the smoking
chaos of the Secret City, confident that whatever his spells can't bring
down, the blade at the base of his staff can.
In addition to the Sparks themselves, this set includes
fourteen bonus "flats" to play with!
- Fallen Weapons (!,@,#):
A mace, a sword, and an arrow. Use these to mark where weapons are dropped
- Treasure Chest ($):
With some coins scattered about.
- Shafts/Pits (&,1):
One with a ladder descending, the other one an icy hole into darkness.
- Hatchways/Trapdoors (2,3,4,5):
An assortment, with grates, magical sigils, big iron strappy things, and
- Critters (6,7):
A slithery little serpent and an itsy bitsy spider. Or is that a giant
serpent and a giant spider? Depends on what scale you print them at!
The Dungeoneers is a Windows TrueType font. It works on
any modern Windows system, and on up-to-date versions of the Macintosh
OS (Mac began supporting Windows fonts in OS X). If you have any doubts
whether Sparks will work on your system (especially if you're
a Mac user), please download the Sparks: Free-for-All
sample font and test it on your computer. If the Free-for-All
works, this set will too.
Oops. Sparks will be unavailable for a week or
two as I move the entire library over to RPGNow
and DriveThruRPG. Keep an eye there,
or here, for this to change. But it won't take long, I promise! Sparks
will return (and there'll be new discount bundles and stuff, it'll