Castle of the Mad Archmage Session #6 recap:
Current Party:
Hask (1/2 Orc FTR 3/ PAL 1) - played by me
Ankar (1/2 Orc SRC 4) - played by Ian
Einar (Dwarf CLR 4) - played by Dave
Santiago (Halfling ROG 4) - played by Dustin
Go'ram(??? ALC 4) - played by Richard
New Guy (Dwarf DRD 3/MNK 1) - played by Rob
Skarsnik (1/2 Orc FTR 4) - played by Jake - new player
This week we didn't actually head into the CotMA. Instead we were approached by the town's cleric, Scarlett. She asked us to send a representative to a secret meeting. We elected to send our Dwarven Cleric, as it was a religious invitation. Through the next couple of days, he and the DM texted the meeting, which included the Pints 'o Pain (the adventure group we attacked in our last outing of the dungeon) and the wizard (sorcerer?) who almost killed us in our first incursion.
Through negotiation, our Cleric did an awesome job of getting us paid: 3500 gp to investigate a "temple," 250 gp per cultist, and 2k dead or 3k alive for a cleric we were familiar with, Abigail. She had traveled with us from Hommlet to Greyhawk as a guard of the caravan that we hired on to.
We headed out after dark, based on directions from Scarlett. Finding the temple was no problem, and a storm even rolled in to cover our noise! Luck seemed to be with us. We spotted a light patrolling the area, and engaged 4 followers of Demogorgon! I have to say, Channel Energy (Negative) really hurts. We survived, and took minor injuries.
Moving around to the back of the temple, we found two entrances. We sent in Santiago, invisible to scout the area. He returned telling us of a long hallway with 10 (?) doors and another corridor leading to a temple with a Demogorgon statue. The group quietly entered the outer door, and began systematically checking the doors. All of them were empty save for a desk, and perfectly made bunk beds. We checked the second corridor and found that a couple of those rooms were used, but unoccupied. Then we heard a scream.
The Paladin ran towards the woman's scream, ignoring a pair of double doors, which Santiago glued with a tanglefoot bag. Approaching the screams Hask saw 2 ogre sized "bleeding" skeletons, which he ignored when he saw the clerics dragging a maiden.
Three more clerics of Demogorgon engaged with the skeletons on the party. Skarsnik, Go'ram, and the Druid, dealt with the skeletons, while Hask, Santiago (with a Pro Evil from Einar), and Ankar moved to deal with the clerics.
In the middle of this hard combat, 3 more clerics broke out of the tanglefooted door. We did eventually take them out. But we were bloodied when done. However, we did save the maiden!
Between the 2 Ogre-Blood-Zombies were another set of doors. We healed some and headed in, to find 4 more OBZs and Abigail. She gave a fairly typical bad guy speech and the fight was joined. Hask got dropped by a zombie, and Abigail fled through a "door." Skarsnik played cleanup on the zombies while Ankar, Einar and Santiago chased her through the illusion.
She tried to escape through an outer door. Santiago blocked the escape. Meanwhile, Hask came to, stood up, and was dropped by the same zombie taking an AOO. Another fight ensues with Abigail, while Hask is brought to consciousness again. Abigail is close to defeated, when Menkel (the Inquisitor) shows up and kills Santiago. They dimdoor to escape, and the session ends.
A blog about the creation of my newest campaign world. . . a mega-dungeon, built by dwarves and overrun by the deep creatures.
Thursday, December 11, 2014
A problem
I wanted to do my bi-weekly write up of Castle of the Mad Archmage, but instead I need to talk about party strife. We had a player quit in the campaign over the weekend. Because initiative got screwed up for 1 round. Well, that was his excuse anyway.
Now, he is a friend, and a longtime gamer in many of our campaigns. But, this is not the first time this has happened. I'm tempted to tell the DM he cannot come back to the campaign (it is run at my house.) This could break a friendship. I don't know that it will, as he is currently in the XCrawl game that runs on the alternate Saturdays.
Currently the policy is he is welcome back as long as we don't fill his slot. Which we are not actively trying to do.
Has anyone experienced this, and how did you handle it? Anyone have any blogs you have read on the subject that could help?
Now, he is a friend, and a longtime gamer in many of our campaigns. But, this is not the first time this has happened. I'm tempted to tell the DM he cannot come back to the campaign (it is run at my house.) This could break a friendship. I don't know that it will, as he is currently in the XCrawl game that runs on the alternate Saturdays.
Currently the policy is he is welcome back as long as we don't fill his slot. Which we are not actively trying to do.
Has anyone experienced this, and how did you handle it? Anyone have any blogs you have read on the subject that could help?
Thursday, December 4, 2014
I finally figured out Raise Dead in Mord Mar
I have been thinking for a while about the ability to Raise Dead characters. It has always seemed too simple of a task. I have decided that only a cleric of a god the dead character follows can Raise or Res the dead character.
It seems like a good solution. It doesn't tax any resources over the normal amount. It expands role playing possibilities. Anybody try this before?
It seems like a good solution. It doesn't tax any resources over the normal amount. It expands role playing possibilities. Anybody try this before?
Sunday, November 23, 2014
Castle of the Mad Archmage Session 5
While in my 'downtime' for Mord Mar, we have two DMs filling in the game sessions. Blondie is running XCrawl for the group, and Adam is running CotMA. I plan on doing session updates for at least that game, as it is a pretty popular setting.
Long and short of previous sessions: we started in a caravan heading to Greyhawk. Fought some kobolds, and established a party. We've established ourselves in the town, Chenth. We killed the bandits, got our asses kicked by Gorkhar the Magnificent, met the dwarves and elves. We made a deal with the kobolds (in the Castle), and found or fought several other random battles. We met and made deals with Hannegar.
Our current party makeup:
Hask (1/2 Orc FTR 3/ PAL 1) - played by me
Ankar (1/2 Orc SRC 4) - played by Ian
Einar (Dwarf CLR 4) - played by Dave
Santiago (Halfling ROG 4) - played by Dustin
Crazy-Ass (??? ALC 4) - played by Richard
New Guy (Dwarf DRD 3/MNK 1) - played by Rob
Jade (Human CLR 3) - NPC (pd 200 gp +10% over 2k from each Hask and Ankar)
A bit more back story:At the end of our previous session, Rob's old character (an Inquisitor of Grumish) attacked Ankar, and was left naked at negative HPs in the Xvents rooms. He had interrogated the bandit leader about their treasure that was left in Greyhawk.
So, we began Saturday's session heading to Greyhawk ahead of the Inquisitor. We decided to do some research while there too. No issues recovering the treasure, and spent several days researching the following topics:
Chenth (a legendary blue dragon who died twice, apparently) - and his bloodline
Chenth's mate - the kobolds believe they are descendants of hers. Part of the treaty.
Lyndys (the LN dragon god, Bahamut's dad) Jade's god
Elder Elemental Eye - our caravan at the start of the campaign went through Homlet, and this came up
Tristan, Scarlett, and Blaze (mayor, head cleric, and guard captain of Chenth)
Returning to Chenth from our trip, we found that the Inquisitor had indeed survived, and lodged a complaint to Tristan. They apparently think their law extends into the dungeon. Hask told them he would willingly submit to a Zone of Truth on the matter. That was set up for 2 days later.
The group headed into the dungeon, heading down toward level 3. As we entered, a rival group was in the great hall, using our kobold "allies" as puppets. Talking was an option until the other group pointed at 3 elf corpses and said "don't mind the axe marks."
The problem is, those elves saved our lives after we were knocked out by Gorkhar. So, Hask walked up and attacked the puppeteer. A lively fight ensued, with 2 Black Tentacles spells making sure we could not have an advantage. The other group fled, and we followed. This time, the crazy alchemist talked to them, and paid them to not talk in town about us attacking them.
We then proceeded down to level 3. We found a rhino trap, and a room with giant scorpions, who knocked Hask out, but the party was victorious. Everybody got <500 gp and leveled up.
Long and short of previous sessions: we started in a caravan heading to Greyhawk. Fought some kobolds, and established a party. We've established ourselves in the town, Chenth. We killed the bandits, got our asses kicked by Gorkhar the Magnificent, met the dwarves and elves. We made a deal with the kobolds (in the Castle), and found or fought several other random battles. We met and made deals with Hannegar.
Our current party makeup:
Hask (1/2 Orc FTR 3/ PAL 1) - played by me
Ankar (1/2 Orc SRC 4) - played by Ian
Einar (Dwarf CLR 4) - played by Dave
Santiago (Halfling ROG 4) - played by Dustin
Crazy-Ass (??? ALC 4) - played by Richard
New Guy (Dwarf DRD 3/MNK 1) - played by Rob
Jade (Human CLR 3) - NPC (pd 200 gp +10% over 2k from each Hask and Ankar)
A bit more back story:At the end of our previous session, Rob's old character (an Inquisitor of Grumish) attacked Ankar, and was left naked at negative HPs in the Xvents rooms. He had interrogated the bandit leader about their treasure that was left in Greyhawk.
So, we began Saturday's session heading to Greyhawk ahead of the Inquisitor. We decided to do some research while there too. No issues recovering the treasure, and spent several days researching the following topics:
Chenth (a legendary blue dragon who died twice, apparently) - and his bloodline
Chenth's mate - the kobolds believe they are descendants of hers. Part of the treaty.
Lyndys (the LN dragon god, Bahamut's dad) Jade's god
Elder Elemental Eye - our caravan at the start of the campaign went through Homlet, and this came up
Tristan, Scarlett, and Blaze (mayor, head cleric, and guard captain of Chenth)
Returning to Chenth from our trip, we found that the Inquisitor had indeed survived, and lodged a complaint to Tristan. They apparently think their law extends into the dungeon. Hask told them he would willingly submit to a Zone of Truth on the matter. That was set up for 2 days later.
The group headed into the dungeon, heading down toward level 3. As we entered, a rival group was in the great hall, using our kobold "allies" as puppets. Talking was an option until the other group pointed at 3 elf corpses and said "don't mind the axe marks."
The problem is, those elves saved our lives after we were knocked out by Gorkhar. So, Hask walked up and attacked the puppeteer. A lively fight ensued, with 2 Black Tentacles spells making sure we could not have an advantage. The other group fled, and we followed. This time, the crazy alchemist talked to them, and paid them to not talk in town about us attacking them.
We then proceeded down to level 3. We found a rhino trap, and a room with giant scorpions, who knocked Hask out, but the party was victorious. Everybody got <500 gp and leveled up.
Tuesday, October 21, 2014
So I missed 2 Mondays. Again
So, I missed 2 Mondays again. But, I had a good reason. Like hours at the dentist. I have a lot of work to do, and Monday is the day, apparently. So, as much as I would like to give steady updates, it may not be in the cards for a while.
Tuesday, October 7, 2014
I missed Monday
So, I am trying to get into the habit of posting on the Facebook page (Mord Mar) on Mondays. I've been calling it "Mord Mar Mondays" (aren't alliterations great?) Well, due to some strange occurrences (namely sleeping all day) I didn't get it done yesterday. I made up for it on the Facebook page, introducing a new villainous weapon. That's a bit too pedestrian for the blog. So, I give you the playtest version of Mord Mar's first Prestige Class:
Death’s Emissary: At 5th level, a Dead One is able to call upon Death. Once per day, if the Dead One is below zero HPs, he may activate this as a swift action before rolling to hit. If the hit is successful, the target must make a Fort Save with a DC equal to damage dealt. If the target fails this save, it dies.
DEAD ONE
Dead Ones were a sect of great warriors that once defended Mord Mar. They traded their individuality for anonymity. Until recently, these warriors were believed to be lost to time. Together, Dead Ones in society were called the Legion of the Dead
Hit Die
d10
Requirements
To qualify for Dead One, a character must fulfill the following criteria:
Alignment: all Dead Ones are Lawful
Base Attack Bonus: +3
Feats: Endurance
Role-Play: contact with the Legion of the Dead
Class Skills
A Dead One’s class skills (and key ability) are Climb (STR), Intimidate (CHA), Knowledge: Dungeoneering (INT), Perception (WIS), Sense Motive (CHA), Swim (STR)
Skill Ranks: 2 + INT modifier
Level
|
BAB
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
1
|
+1
|
+0
|
+0
|
+1
|
Die Hard Feat, Iron Mask, Will to Die
|
2
|
+2
|
+0
|
+0
|
+2
|
Death’s Embrace
|
3
|
+3
|
+1
|
+1
|
+2
|
Clarity of Death
|
4
|
+4
|
+1
|
+1
|
+2
| |
5
|
+5
|
+2
|
+1
|
+2
|
Death’s Emissary
|
Class Features
Die Hard Feat: Per the Pathfinder CRB. Dead Ones at 0 HP or below are not considered disabled or staggered.
Iron Mask: All Dead Ones have an iron mask grafted to their faces. This gives them a -2 to CHA and a +1 AC (Circumstance Bonus). The CHA penalty can only be removed with a Wish or Miracle spell (which removes the mask).
Will to Die: All Dead Ones forsake any type of Resurrection Magic (including Raise Dead, Reincarnation, Breath of LIfe, etc). If a Dead One ever loses their Lawful alignment, they will attack every living thing near them until slain.
Death’s Embrace: At 2nd level, when a Dead One’s HP is below 50%, they do an additional 2 points of damage with every melee attack. When below 75%, they deal an additional 3 points of damage with every melee attack, and when below 0 HPs, all melee damage is at +5, and any crit has an additional +1 to its damage multiplier (a x2 critical weapon would do x3).
Clarity of Death: Whenever a Dead One is under the influence of any spell with the following descriptors: Charm, Compulsion, or Pattern, the Dead One may re-roll his saving throw against that spell.
Death’s Emissary: At 5th level, a Dead One is able to call upon Death. Once per day, if the Dead One is below zero HPs, he may activate this as a swift action before rolling to hit. If the hit is successful, the target must make a Fort Save with a DC equal to damage dealt. If the target fails this save, it dies.
Friday, October 3, 2014
Blogging at work
After reading the 1d12 blog I mentioned, I immediately found something to work into Mord Mar. On December 26, 2011 he wrote a Strange and Terrible Curses table. One of these curses was a "beard of worms." As Mord Mar is a dwarven city overrun, there are a lot of dwarves. And this curse sounded particularly heinous. So, in it had to go:
Meet the newest NPC:
Captain Trask Stoneblood Trask is an ex-adventurer who contracted a strange curse. His beard has been turned to worms. It wriggles constantly. The beard serves as a warning to other would be adventurers. No cleric has been able to break the curse.
Captain Trask is a long time member of the Var Nae Guards, who has worked his way up the ranks in spite of his 'handicap.' He generally can be found guarding the entrance to the Lost City, usually berating young adventurers. This is the only time he brings notice to his wormbeard.
When not on duty, Captain Trask can be found in one of the taverns of Var Nae, drinking away his sorrows. Here, he is quite a different man. He is standoffish, ready to fight anyone he imagines is laughing at his beard.
Captain Trask Stoneblood Trask is an ex-adventurer who contracted a strange curse. His beard has been turned to worms. It wriggles constantly. The beard serves as a warning to other would be adventurers. No cleric has been able to break the curse.
Captain Trask is a long time member of the Var Nae Guards, who has worked his way up the ranks in spite of his 'handicap.' He generally can be found guarding the entrance to the Lost City, usually berating young adventurers. This is the only time he brings notice to his wormbeard.
When not on duty, Captain Trask can be found in one of the taverns of Var Nae, drinking away his sorrows. Here, he is quite a different man. He is standoffish, ready to fight anyone he imagines is laughing at his beard.
Thursday, October 2, 2014
D&D 5E Monster Manual
I just had a chance to thumb through the 5E Monster Manual. Other than not having recommended Encounter Levels, I absolutely loved it. The art is amazing, and the organization of material is top notch.
And our team mascot:
So I found this blog: http://roll1d12.blogspot.com/. I found it pretty interesting. In honor of finding it, here is a Dwarvish Surname Generator I made for Mord Mar:
Surname Generator
d20 + d12
1. Iron 1. Axe
2. Steel 2. Hammer
3. Earth 3. Helm
4. Fire 4. Beard
5. Gem 5. Shale
6. Rock 6. Smith
7. Mithril 7. Pick
8. Stone 8. Shaper
9. Ruby 9. Grinder
10. Onyx 10. Drum
11. Copper 11. Blade
12. Silver 12. Plate
13. Gold
14. Strong
15. Heat
16. Brick
17. Jewel
18. Rake
19. Break
20. Spark
Tuesday, September 30, 2014
It has been a while
Well, it has been a long busy summer. Work was crazy as it always is in the summer, and it stole a lot of my game time. We at Mord Mar successfully ran games at both Gen Con and Grand-Con. And that's actually what this blog is about today.
First up, Gen Con. We planned on 4 events, all running Goblins of Mord Mar. We planned Wednesday, Thursday, Friday, and Sunday. Three of these were actually played. For whatever reason, Friday was a no show. And Sunday had to wrangle passers bye, but it did play.
Goblins seemed well received. Everyone I talked to enjoyed it. I'm even willing to send anyone who contacts me on the Facebook page a PDF copy of Goblins.Oh yeah, we started a Mord Mar Facebook Page. Just go message us there, and you can play the first Mord Mar adventure with your gaming group.
The times seemed to run well for all groups at Gen Con with nobody running over. The encounters were balanced well enough, and everyone had fun.
The trickier game we ran was in my back yard, at Grand-Con. We ran a simultaneous 4 team delve with a singular goal, the Tome of Silver Inkweaver. Again, it seemed to go quite well. We had 17 players out of a possible 24. I wrote a complete write up on the Facebook page. The long and the short of it is: We should have capped at 16. We should have done simultaneous initiative for the multiple party combat. We learned a lot. It will be a lot better at Who's Yer Con.
Now, I'm back to working on the main source book. I'm taking a break from DMing, and playing in Castle of the Mad Arch-Mage and an X-Crawl game.
These will probably start showing up more regular now. I hope to get onto at least a weekly schedule.
First up, Gen Con. We planned on 4 events, all running Goblins of Mord Mar. We planned Wednesday, Thursday, Friday, and Sunday. Three of these were actually played. For whatever reason, Friday was a no show. And Sunday had to wrangle passers bye, but it did play.
Goblins seemed well received. Everyone I talked to enjoyed it. I'm even willing to send anyone who contacts me on the Facebook page a PDF copy of Goblins.Oh yeah, we started a Mord Mar Facebook Page. Just go message us there, and you can play the first Mord Mar adventure with your gaming group.
The times seemed to run well for all groups at Gen Con with nobody running over. The encounters were balanced well enough, and everyone had fun.
The trickier game we ran was in my back yard, at Grand-Con. We ran a simultaneous 4 team delve with a singular goal, the Tome of Silver Inkweaver. Again, it seemed to go quite well. We had 17 players out of a possible 24. I wrote a complete write up on the Facebook page. The long and the short of it is: We should have capped at 16. We should have done simultaneous initiative for the multiple party combat. We learned a lot. It will be a lot better at Who's Yer Con.
Now, I'm back to working on the main source book. I'm taking a break from DMing, and playing in Castle of the Mad Arch-Mage and an X-Crawl game.
These will probably start showing up more regular now. I hope to get onto at least a weekly schedule.
Thursday, July 10, 2014
That paragraph
For those of you who don't know what "that paragraph" is:
"You don't need to be confined to binary notions of sex and gender. The elf god Correllon Larethian is often seen as androgynous or hermaphroditic, for example...You could also play a female character who presents herself as a man, or a man who feels trapped in a female body, or a bearded female dwarf who hates being mistaken for a male. Likewise, your character's sexual orientation is for you to decide."
That's from the D&D Next rules. Its all the talk right now in RPG circles. I don't understand why. We are talking about a fantasy game, right?
Although I have never (knowingly) played with a gaymer before, its not from exclusion. All of my friends (and I have a lot of gay friends, at least for small-town-middle-America) are welcome at my home table, and all are welcome at my convention table. Period. D&D to me as a child was an escape from the bullying I faced as a poor kid in a rich, private, Catholic school. It is supposed to be a refuge from the senseless anger around us in our real world lives. Its a place where we, the outsiders, get to do the attacking, and feel comfortable about it. We get to be the heroes.
We play for different reasons. But, why we play doesn't matter. What we learn about ourselves as humans does. Maybe, that one paragraph will change one person's anger to tolerance. That would be worth the ink.
RPGs have since the beginning allowed us to explore who we may want to become. I am not sure it needed to be spelled out in black and white.Kudos, to WotC for doing it anyway. I hope that paragraph brings attention to the RPG world. And congrats on the whole lot of free publicity.
(written at 530 in the morning, so take any grammar, punctuation, flow or other mistakes with a grain of salt)
"You don't need to be confined to binary notions of sex and gender. The elf god Correllon Larethian is often seen as androgynous or hermaphroditic, for example...You could also play a female character who presents herself as a man, or a man who feels trapped in a female body, or a bearded female dwarf who hates being mistaken for a male. Likewise, your character's sexual orientation is for you to decide."
That's from the D&D Next rules. Its all the talk right now in RPG circles. I don't understand why. We are talking about a fantasy game, right?
Although I have never (knowingly) played with a gaymer before, its not from exclusion. All of my friends (and I have a lot of gay friends, at least for small-town-middle-America) are welcome at my home table, and all are welcome at my convention table. Period. D&D to me as a child was an escape from the bullying I faced as a poor kid in a rich, private, Catholic school. It is supposed to be a refuge from the senseless anger around us in our real world lives. Its a place where we, the outsiders, get to do the attacking, and feel comfortable about it. We get to be the heroes.
We play for different reasons. But, why we play doesn't matter. What we learn about ourselves as humans does. Maybe, that one paragraph will change one person's anger to tolerance. That would be worth the ink.
RPGs have since the beginning allowed us to explore who we may want to become. I am not sure it needed to be spelled out in black and white.Kudos, to WotC for doing it anyway. I hope that paragraph brings attention to the RPG world. And congrats on the whole lot of free publicity.
(written at 530 in the morning, so take any grammar, punctuation, flow or other mistakes with a grain of salt)
Mord Mar has an official Facebook page
https://www.facebook.com/MordMar
That seems too small of a blog. So, here's a quest from the bounty board for added pleasure:
Seeking stalwart adventurers to recover the Sphere of Pajan. Last known to be in the hands of the brown dragon, Caxior Parruth. 10,000 gold pieces will be paid upon delivery to the Mord Mar Adventurers' Guild.
Sponsored by Tinoth, high priest of Blain Oreweaver
Obviously a higher level quest.
That seems too small of a blog. So, here's a quest from the bounty board for added pleasure:
Seeking stalwart adventurers to recover the Sphere of Pajan. Last known to be in the hands of the brown dragon, Caxior Parruth. 10,000 gold pieces will be paid upon delivery to the Mord Mar Adventurers' Guild.
Sponsored by Tinoth, high priest of Blain Oreweaver
Obviously a higher level quest.
Wednesday, July 9, 2014
Recent Inspirations
The word "recent" in the title may be a bit of a misnomer. I'm thinking of the influences that led me to make Mord Mar. All of them are from the past two years, and all of them have contributed something. In no particular order:
Undermountain: This was my first mega dungeon experience, and still colors my view of Dungeons and Dragons (and other FRPGs) to this day. My cousin still occasionally runs Undermountain when I need a break, and my Dwarf Druid is stupid powerful. (Powerful meaning able to run away succesfully).
300: I really think this movie is why Mord Mar was overrun by a terrible army. The visuals and fight scenes amaze me still.
Gary Gygax: When there is an unresolved rules dispute at my table, we go to the 1st edition books and read what Gary had to say. That's generally the final word. He created the genre, and even the megadungeon itself. I hope 5E gets closer to his vision than the last few versions were. And I hope they have the OGL back.
Castle of the Mad Archmage: I now have 2 copies of this masterpiece, the OSRIC and the Pathfinder versions. It is great. I look to it for layout of the dungeon in particular. I hope to have a chance to play in it someday.
Frank Mentzer's Lich Dungeon: He has some great ideas, that I'm not going to give away. Check out his work. I hope to borrow some concepts from him.
Conan the Barbarian: Probably the quintessential sword and sorcery movie. I love it, and it colors how I see combat in Mord Mar.
The Wheel of Time: I know a lot of people that say R.J. is a hack,but his interpersonal relationships are top notch. His attention to detail can get a little long winded, and that's something I keep in mind when writing descriptions of my own.
True Dungeon: This event allows me the perspective of seeing inside the dungeon. I get to see what it looks like from a character's and a player's point of view. Plus, Jeff comes up with some fantastic puzzles and creatures.
Undermountain: This was my first mega dungeon experience, and still colors my view of Dungeons and Dragons (and other FRPGs) to this day. My cousin still occasionally runs Undermountain when I need a break, and my Dwarf Druid is stupid powerful. (Powerful meaning able to run away succesfully).
300: I really think this movie is why Mord Mar was overrun by a terrible army. The visuals and fight scenes amaze me still.
Gary Gygax: When there is an unresolved rules dispute at my table, we go to the 1st edition books and read what Gary had to say. That's generally the final word. He created the genre, and even the megadungeon itself. I hope 5E gets closer to his vision than the last few versions were. And I hope they have the OGL back.
Castle of the Mad Archmage: I now have 2 copies of this masterpiece, the OSRIC and the Pathfinder versions. It is great. I look to it for layout of the dungeon in particular. I hope to have a chance to play in it someday.
Frank Mentzer's Lich Dungeon: He has some great ideas, that I'm not going to give away. Check out his work. I hope to borrow some concepts from him.
Conan the Barbarian: Probably the quintessential sword and sorcery movie. I love it, and it colors how I see combat in Mord Mar.
The Wheel of Time: I know a lot of people that say R.J. is a hack,but his interpersonal relationships are top notch. His attention to detail can get a little long winded, and that's something I keep in mind when writing descriptions of my own.
True Dungeon: This event allows me the perspective of seeing inside the dungeon. I get to see what it looks like from a character's and a player's point of view. Plus, Jeff comes up with some fantastic puzzles and creatures.
Wednesday, June 18, 2014
Random Ideas
Here's a few random ideas that have been floating around in my head for Mord Mar. They are not fleshed out yet. Summer time is busy time and all of that. Some will be turned into sub-levels (I hope)
The Lost Forest of (Random Name): a forest, with everything that entails, only miniature and in a bottle (like a ship-in-a-bottle).
The Palace of Molten Rock and Ash: a palace of lava and ash, magically held in place. Owned by a Pit Fiend or some other devil/demon.
The Hidden Library of Tarina Wakelain: Tarina was a planes-traveler that is rumored to have secreted a library somewhere in the mountain while she was questing for immortality.
The Daggers: a system of caves filled with stalagmites and stalactites. Piercers, ropers, lurkers above, executioner's hoods, cloakers, trappers, and a basilisk or two,
Secret Pools of (something watery): A series of pools in an underground river. 7 in all, each holds a great challenge and great treasure.
1. Kelpies' Domain: 4 kelpie have been luring adventurers to their death for over 2 years. A large portion of gold and silver coins remain.
2. Freshwater Merrow Cavern: 3 Merrow inhabit a cavern which connects to the sewers through a well. Hidden in their cavern is a Ring of Water Breathing, among other things.
3. Crab Pool: A colony of giant crabs hold an area. Their treasure is crab meat, which sells for a small fortune in Var Nae, and is a great change-of-pace for many denizens of the mountain.
4 - 7. still getting flexed out.
That's it for now.
The Lost Forest of (Random Name): a forest, with everything that entails, only miniature and in a bottle (like a ship-in-a-bottle).
The Palace of Molten Rock and Ash: a palace of lava and ash, magically held in place. Owned by a Pit Fiend or some other devil/demon.
The Hidden Library of Tarina Wakelain: Tarina was a planes-traveler that is rumored to have secreted a library somewhere in the mountain while she was questing for immortality.
The Daggers: a system of caves filled with stalagmites and stalactites. Piercers, ropers, lurkers above, executioner's hoods, cloakers, trappers, and a basilisk or two,
Secret Pools of (something watery): A series of pools in an underground river. 7 in all, each holds a great challenge and great treasure.
1. Kelpies' Domain: 4 kelpie have been luring adventurers to their death for over 2 years. A large portion of gold and silver coins remain.
2. Freshwater Merrow Cavern: 3 Merrow inhabit a cavern which connects to the sewers through a well. Hidden in their cavern is a Ring of Water Breathing, among other things.
3. Crab Pool: A colony of giant crabs hold an area. Their treasure is crab meat, which sells for a small fortune in Var Nae, and is a great change-of-pace for many denizens of the mountain.
4 - 7. still getting flexed out.
That's it for now.
Thursday, May 22, 2014
The Publishing Plan
The group has been discussing how to best format publishing the Mord Mar campaign setting for a while now. I stumbled across this Kickstarter:
https://www.kickstarter.com/projects/1409961192/dungeon-crawl-classics-the-chained-coffin
Which got me to thinking more about how I want to format for publishing. Currently, we expect the Kickstarter to look something like this:
PDF version of Mord Mar Source Book $10
PDF version of Mord Mar Source Book + PDF of all Stretch Goals $20
Physical version of Mord Mar - Soft Cover $?? (similar to Dragonspear Castle)
Physical version of Mord Mar - Hard Cover $?? (similar in size to Castle of the Mad Archmage)
Stretch Goals:
XXXX$ Mord Mar Poster
XXXX$ Mord Mar Glossy Maps (Side View, and Attraction Map)
XXXX$ The Goblins of Mord Mar: To the Citadel (Module MM1A)
XXXX$ The Goblins of Mord Mar: Ironfire's Keep (Module MM1B)
XXXX$ The Goblins of Mord Mar: The Corrupted Church (Module MM1C)
XXXX$ Mord Mar Monster Addendum #1 (A booklet with 20ish new monsters for levels 1-3)
XXXX$ Turn all the Stretch Goals into a Boxed Set
Long term, I expect somewhere between 10-15 total Kickstarters. I would like to find a way to reward perennial backers, like alternate cover colors or art. Maybe an additional Monster Addendum or even an exclusive module.
https://www.kickstarter.com/projects/1409961192/dungeon-crawl-classics-the-chained-coffin
Which got me to thinking more about how I want to format for publishing. Currently, we expect the Kickstarter to look something like this:
PDF version of Mord Mar Source Book $10
PDF version of Mord Mar Source Book + PDF of all Stretch Goals $20
Physical version of Mord Mar - Soft Cover $?? (similar to Dragonspear Castle)
Physical version of Mord Mar - Hard Cover $?? (similar in size to Castle of the Mad Archmage)
Stretch Goals:
XXXX$ Mord Mar Poster
XXXX$ Mord Mar Glossy Maps (Side View, and Attraction Map)
XXXX$ The Goblins of Mord Mar: To the Citadel (Module MM1A)
XXXX$ The Goblins of Mord Mar: Ironfire's Keep (Module MM1B)
XXXX$ The Goblins of Mord Mar: The Corrupted Church (Module MM1C)
XXXX$ Mord Mar Monster Addendum #1 (A booklet with 20ish new monsters for levels 1-3)
XXXX$ Turn all the Stretch Goals into a Boxed Set
Long term, I expect somewhere between 10-15 total Kickstarters. I would like to find a way to reward perennial backers, like alternate cover colors or art. Maybe an additional Monster Addendum or even an exclusive module.
Friday, May 16, 2014
Gen Con Registration
Gen Con registration is on Sunday. I've been spending a lot of time setting up my wishlist. That's why nothing is going on here. Check out the Mord Mar events at Gen Con:
RPG1460521 Thursday 11am
RPG1460530 Friday 9pm
RPG1460534 Sunday Noon
There may be a Wednesday event too. That hasn't been processed yet. . . If you get a ticket, let me know here!
UPDATE
The Wednesday event went live Sunday morning. Then all 4 events sold out during the initial rush for tickets!
Couldn't get one for Gen Con? Plan a trip to Grand Con. That event is going to be crazy! (Here's a hint: 5 GMs)
RPG1460521 Thursday 11am
RPG1460530 Friday 9pm
RPG1460534 Sunday Noon
There may be a Wednesday event too. That hasn't been processed yet. . . If you get a ticket, let me know here!
UPDATE
The Wednesday event went live Sunday morning. Then all 4 events sold out during the initial rush for tickets!
Couldn't get one for Gen Con? Plan a trip to Grand Con. That event is going to be crazy! (Here's a hint: 5 GMs)
Monday, May 5, 2014
Approved!
Mord Mar: To the Citadel was approved by Gen Con as an official event yesterday. Currently, there are 3 run-throughs scheduled: Thursday 11 am #RPG1460521, Friday 9 pm #RPG1460530, and Sunday at Noon #RPG1460534. Each are planned to run 4-6 players. Wanna play? Get to Gen Con in August.
Friday, May 2, 2014
Some Inspiration
Some inspiration:
http://thefearmythos.wikia.com/wiki/Tab_view/Slender_Man_Gallery?file=Slenderman_Coloured_Cropped.png
http://mysteryhistory.tv/tag/sea-monster/
http://galleryhip.com/creepy-real-creatures.html
I don't own any of these images. Links given to all pages where found.
http://thefearmythos.wikia.com/wiki/Tab_view/Slender_Man_Gallery?file=Slenderman_Coloured_Cropped.png
http://mysteryhistory.tv/tag/sea-monster/
http://galleryhip.com/creepy-real-creatures.html
I don't own any of these images. Links given to all pages where found.
Wednesday, April 30, 2014
Rumors
Rumors are the single most important tool in a DM's arsenal in a sandbox game. They allow the DM to nudge in one direction or another, without a train pushing the PCs along. They allow the DM to flesh out the world without making the PCs have 'eyes on.' A DM can make a power player known well before the first encounter. The possibilities that rumors give is literally endless.
There is a downside to rumors as well. They can overwhelm players, if there are too many given. They can distract from where the game needs to go. They can make the players over confident. And worst of all, they can become a crutch for both players and DMs.
How do you avoid the pitfalls of rumors while running a game? You need to use them carefully:
1. Make sure not all rumors are true. This helps curb player over confidence. Also, it helps keep rumors from becoming a crutch (at least on the player side). Try to make sure one of the early rumors is false. The earlier the players learn this lesson, the better.
2. Keep rumors vague. A good rumor is something like "I heard the throne is important to explorers of the Citadel." A bad rumor is "The throne in the Citadel has a teleportation rune that brings people back to Var Nae."
The first brings the party's attention to something they might otherwise miss.
The second tells them exactly what to look for, and where to find it. It robs the players of their sense of discovery and accomplishment.
3. Have rumors advance plot, and show the world. Has an army attacked a major city? Chances are there are rumors everywhere about it. Especially in a world with scrye, teleport, speak with animals . . . etc. Just don't give away too much (See #2). Maybe the city was overrun, but the initial reports say its holding out, for example.
4. Rumors should come from odd sources. Speak With Animals is great for this. That chipmunk knows "Green pig faced 2-legs walked this way a sunrise ago." Writing on dungeon walls is good too (especially in other languages): "This passage is forbidden by Orcish Law." (written in goblin). Or a Magic Mouth reciting a cryptic verse: "When the last stone falls, Loamgrash will stand tall."
Rumors are a great tool for any DM to use. They are especially important in sandbox games:
1. They give choices to the players. Or at least the illusion of choice:
"The Citadel is overrun by goblins, again."
"In the Manors District, there is a powerful artifact."
"The Temples District was walled off, because of soul-sucking undead."
Chances are, a low level party will head to the Citadel, a mid-level party will head to the Temples, and a high level party will head to the Manors.
2. They allow for preparation against threats expected.
A low level party could handle the Temples with Lesser Restoration scrolls, and other protective magic. This would allow them to explore the area, and while more dangerous than goblins, they would still have a (slightly less than) reasonable chance of survival.
3. They allow the players to find what they want:
"Oh, you're searching for the Sword of Ultimate McGuffin, huh? I don't know where that is, but, I did hear about a flaming sword in a hydra's lair. I was told the adventurers that saw it got there through the sewers. Which way in the sewers? I didn't ask."
Someone wants a particular magic item? Send them in a direction. You wanted them to head toward that red dragon next session? Guess who was rumored to have it . . .
4. They create motivation.
"The Adamantine Thrusters of Justice are also looking for the Sword of Ultimate McGuffin. They said they were heading back into the dungeon tomorrow morning."
Rival adventuring parties, impending doom of a town, armies marching to war. Any of these things (and many others) will get your PCs off their butts and moving.
I could go on all day about why rumors are good, and how to keep them from being bad. Just use them. And use them well.
There is a downside to rumors as well. They can overwhelm players, if there are too many given. They can distract from where the game needs to go. They can make the players over confident. And worst of all, they can become a crutch for both players and DMs.
How do you avoid the pitfalls of rumors while running a game? You need to use them carefully:
1. Make sure not all rumors are true. This helps curb player over confidence. Also, it helps keep rumors from becoming a crutch (at least on the player side). Try to make sure one of the early rumors is false. The earlier the players learn this lesson, the better.
2. Keep rumors vague. A good rumor is something like "I heard the throne is important to explorers of the Citadel." A bad rumor is "The throne in the Citadel has a teleportation rune that brings people back to Var Nae."
The first brings the party's attention to something they might otherwise miss.
The second tells them exactly what to look for, and where to find it. It robs the players of their sense of discovery and accomplishment.
3. Have rumors advance plot, and show the world. Has an army attacked a major city? Chances are there are rumors everywhere about it. Especially in a world with scrye, teleport, speak with animals . . . etc. Just don't give away too much (See #2). Maybe the city was overrun, but the initial reports say its holding out, for example.
4. Rumors should come from odd sources. Speak With Animals is great for this. That chipmunk knows "Green pig faced 2-legs walked this way a sunrise ago." Writing on dungeon walls is good too (especially in other languages): "This passage is forbidden by Orcish Law." (written in goblin). Or a Magic Mouth reciting a cryptic verse: "When the last stone falls, Loamgrash will stand tall."
Rumors are a great tool for any DM to use. They are especially important in sandbox games:
1. They give choices to the players. Or at least the illusion of choice:
"The Citadel is overrun by goblins, again."
"In the Manors District, there is a powerful artifact."
"The Temples District was walled off, because of soul-sucking undead."
Chances are, a low level party will head to the Citadel, a mid-level party will head to the Temples, and a high level party will head to the Manors.
2. They allow for preparation against threats expected.
A low level party could handle the Temples with Lesser Restoration scrolls, and other protective magic. This would allow them to explore the area, and while more dangerous than goblins, they would still have a (slightly less than) reasonable chance of survival.
3. They allow the players to find what they want:
"Oh, you're searching for the Sword of Ultimate McGuffin, huh? I don't know where that is, but, I did hear about a flaming sword in a hydra's lair. I was told the adventurers that saw it got there through the sewers. Which way in the sewers? I didn't ask."
Someone wants a particular magic item? Send them in a direction. You wanted them to head toward that red dragon next session? Guess who was rumored to have it . . .
4. They create motivation.
"The Adamantine Thrusters of Justice are also looking for the Sword of Ultimate McGuffin. They said they were heading back into the dungeon tomorrow morning."
Rival adventuring parties, impending doom of a town, armies marching to war. Any of these things (and many others) will get your PCs off their butts and moving.
I could go on all day about why rumors are good, and how to keep them from being bad. Just use them. And use them well.
Monday, April 28, 2014
The Gods of Mord Mar
Here are the gods of Mord Mar, as of now. The creeds are RP notes to help the players understand the motivations. All is subject to change, of course. I also expect to add a few more gods at some point. EDIT: As Mord Mar is being designed to be dropped into any campaign world, it is expected that other pre-published gods be used as well.
Blain Oreweaver: God of Metals domains Artifice, Strength, Earth, War (Neutral)
Uncaring about undead.
Blain was a god who helped create the god-machine (I really need a better name for this).
Holy Symbol: any unworked chunk of metal
Favored weapon: bastard sword
Cleric of Blain Oreweaver's Creed:
Seek all metals, for each is precious in some way.
Wood is forbidden for all uses where metal can be used instead.
Feats of strength are more impressive than feats of intellect.
War proves the strength of metal.
Be kind to artisans and blacksmiths, for they shape the metal into the sword and into the shield.
Mathern Grovelbeard: Exiled God of Evil domains Evil, Liberation, Rune, Trickery (Neutral Evil)
Friendly towards undead. Mathren sees undeath as a freedom from death's grasp.
Mathern was another god who helped create the god-machine.
Holy Symbol: The dwarf rune for evil
Favored weapon: rapier
Cleric of Mathern Grovelbeard's Creed:
Mathern Grovelbeard should be returned to his place. Always advance this goal.
Runes pass Mathern's story to the next generation.
Evil is the only true freedom. With it, all other treasures can be yours.
Freedom is a treasure above all others.
Freedom can only be accomplished through deceit.
Quarran Battlereaver: God of Battles domains Glory, Luck, Strength, War (Chaotic Neutral)
Undead are a tool to be used in battle. Intelligent undead are dangerous, as they often wage war.
Quarren Battlereaver was the first god to be ascendant through the god-machine. He had been a dwarven cleric of (campaign's main dwarven deity) before ascension.
Holy Symbol: 2 axes crossed over a shield
Favored weapon: battle axe
Cleric of Quarran Battlreaver's Creed:
Strength and Luck are the same.
War is a victory unto itself
Glory through war is the only true glory.
Battles are chaotic. Sow that chaos on every battlefield.
Charna Weepwisp: Goddess of Death domains Death, Law, Repose, War (Lawful Neutral)
Despises undead.
Charna Weepwisp was a halfling assassin who successfully used the god-machine.
Holy Symbol: A black hood
Favored Weapon: great axe
Cleric of Charna Weepwisp's Creed:
Death is a law above all others.
War brings law to everyone equally.
Undeath is the most egregious of transgressions to the Dark Woman. Show them law.
Death is the Final Rest. Do not suffer one who resists it.
Inute Tebro: God of Goodness domains Community, Good, Knowledge, Nobility (Lawful Good)
Undead is the antithesis of community and must be destroyed.
Inute Tebro was a human, and the most recent to use the god-machine.
Holy Symbol: A stylized griffon
Favored Weapon: longsword
Cleric of Inute Tebro's Creed:
Community must follow nobility.
Protect the community, and the weak, for this is the epitome of good.
Knowledge is best when shared amongst the community.
Goodness must come from community, knowledge, and nobility.
Inelia: Goddess of Law, and Equality domains Charm, Good, Law, Liberation (Lawful Good)
Undeath breaks the Law of Death, and all who become undead must be destroyed.
Inelia was an elf maiden able to survive the rigors of the god-machine.
Holy Symbol: balanced scales
Favored Weapon: war hammer
Cleric of Inelia's Creed:
Law and Good are the same.
Freedom only comes from law and from goodness.
Charms are a tool of peace. Use them accordingly.
All people deserve to be free.
Marshield Ironbeard: God of the Forge domains Community, Fire, Protection, War (Chaotic Good)
Undead are only a concern if they threaten the community or the forge.
Holy Symbol: an anvil
Favored Weapon: war hammer
Cleric of Marshield Ironbeard's Creed:
The forge creates your armor and weapons.
The forge creates your beds and plates and benches.
Keep fire in your forge always.
Protect your forge and your community.
Lady Luck: Goddess of Luck domains Chaos, Luck, Travel, Weather (Chaotic Neutral)
It is some people's fortune (or unfortune) to become undead. Lady Luck cares not.
Many believe Lady Luck to be an aspect of other gods of the realm.
Holy Symbol: a coin, heads up
Favored Weapon: star knife
Cleric of Lady Luck's Creed:
Lady Luck is a fickle goddess.
Luck runs out for everyone.
Do not take credit or blame for your luck.
Luck is most interesting far from home.
Dollin Silvervein: God of the Lost domains Artifice, Darkness, Liberation, Nobility (Lawful Neutral)
Undead are an enigma to be studied. Probably from afar.
Dollin Silvervein was the god who hid the god-machine.
Holy Symbol: a shadowed silhoutte
Favored Weapon:heavy pick
Cleric of Dollin Silvervein's Creed:
All of us are lost sometimes.
Machines can help us find home.
Freedom is the ability to find home.
In the deep places, many never find home.
Bashiel Ashmouth: God of Evil domains Evil, Glory, Lust, Murder (Chaotic Evil)
Undead are useful, and make strong allies. When their use is done, take their power.
Originally a demon. Bashiel devised the god-machine to ascend to godhood himself. He took the essences of the failed attempts, and gained their power.
Holy Symbol: a machine cog, with a demon face inside it.
Favored Weapon: battle axe
Cleric of Bashiel Ashmouth's Creed:
unknown. This cult is secretive about its tenants.
Ghanael: God of Nature domains Animal, Earth, Plant, Weather (Neutral)
Undead is an affront. Destroy them at an opportunity.
Ghanael was an animal companion to a druid. This druid died near the god-machine. The bear found the god-machine, and he ascended to godhood.
Holy Symbol: A bear's tooth
Favored Weapon: punch dagger
Clerics of Ghanael's Creed:
The land is our home. Protect it.
Animals are food, protection, friends and enemies.
Weather is a needed part of life.
Xyler Shameweaver: God of Darkness domains Law, Darkness, Destruction, Magic (Lawful Evil)
Undead are respected.
Xyler Shameweaver was a Drow fighter who was able to overcome the rigors of the god-machine.
Holy Symbol: an onyx
Favored Weapon: long sword
Clerics of Xyler Shameweaver's Creed:
There is only one law: Xyler's.
Magic is an extension of this law.
Xyler's law is best seen in the darkness.
Blain Oreweaver: God of Metals domains Artifice, Strength, Earth, War (Neutral)
Uncaring about undead.
Blain was a god who helped create the god-machine (I really need a better name for this).
Holy Symbol: any unworked chunk of metal
Favored weapon: bastard sword
Cleric of Blain Oreweaver's Creed:
Seek all metals, for each is precious in some way.
Wood is forbidden for all uses where metal can be used instead.
Feats of strength are more impressive than feats of intellect.
War proves the strength of metal.
Be kind to artisans and blacksmiths, for they shape the metal into the sword and into the shield.
Mathern Grovelbeard: Exiled God of Evil domains Evil, Liberation, Rune, Trickery (Neutral Evil)
Friendly towards undead. Mathren sees undeath as a freedom from death's grasp.
Mathern was another god who helped create the god-machine.
Holy Symbol: The dwarf rune for evil
Favored weapon: rapier
Cleric of Mathern Grovelbeard's Creed:
Mathern Grovelbeard should be returned to his place. Always advance this goal.
Runes pass Mathern's story to the next generation.
Evil is the only true freedom. With it, all other treasures can be yours.
Freedom is a treasure above all others.
Freedom can only be accomplished through deceit.
Quarran Battlereaver: God of Battles domains Glory, Luck, Strength, War (Chaotic Neutral)
Undead are a tool to be used in battle. Intelligent undead are dangerous, as they often wage war.
Quarren Battlereaver was the first god to be ascendant through the god-machine. He had been a dwarven cleric of (campaign's main dwarven deity) before ascension.
Holy Symbol: 2 axes crossed over a shield
Favored weapon: battle axe
Cleric of Quarran Battlreaver's Creed:
Strength and Luck are the same.
War is a victory unto itself
Glory through war is the only true glory.
Battles are chaotic. Sow that chaos on every battlefield.
Charna Weepwisp: Goddess of Death domains Death, Law, Repose, War (Lawful Neutral)
Despises undead.
Charna Weepwisp was a halfling assassin who successfully used the god-machine.
Holy Symbol: A black hood
Favored Weapon: great axe
Cleric of Charna Weepwisp's Creed:
Death is a law above all others.
War brings law to everyone equally.
Undeath is the most egregious of transgressions to the Dark Woman. Show them law.
Death is the Final Rest. Do not suffer one who resists it.
Inute Tebro: God of Goodness domains Community, Good, Knowledge, Nobility (Lawful Good)
Undead is the antithesis of community and must be destroyed.
Inute Tebro was a human, and the most recent to use the god-machine.
Holy Symbol: A stylized griffon
Favored Weapon: longsword
Cleric of Inute Tebro's Creed:
Community must follow nobility.
Protect the community, and the weak, for this is the epitome of good.
Knowledge is best when shared amongst the community.
Goodness must come from community, knowledge, and nobility.
Inelia: Goddess of Law, and Equality domains Charm, Good, Law, Liberation (Lawful Good)
Undeath breaks the Law of Death, and all who become undead must be destroyed.
Inelia was an elf maiden able to survive the rigors of the god-machine.
Holy Symbol: balanced scales
Favored Weapon: war hammer
Cleric of Inelia's Creed:
Law and Good are the same.
Freedom only comes from law and from goodness.
Charms are a tool of peace. Use them accordingly.
All people deserve to be free.
Marshield Ironbeard: God of the Forge domains Community, Fire, Protection, War (Chaotic Good)
Undead are only a concern if they threaten the community or the forge.
Holy Symbol: an anvil
Favored Weapon: war hammer
Cleric of Marshield Ironbeard's Creed:
The forge creates your armor and weapons.
The forge creates your beds and plates and benches.
Keep fire in your forge always.
Protect your forge and your community.
Lady Luck: Goddess of Luck domains Chaos, Luck, Travel, Weather (Chaotic Neutral)
It is some people's fortune (or unfortune) to become undead. Lady Luck cares not.
Many believe Lady Luck to be an aspect of other gods of the realm.
Holy Symbol: a coin, heads up
Favored Weapon: star knife
Cleric of Lady Luck's Creed:
Lady Luck is a fickle goddess.
Luck runs out for everyone.
Do not take credit or blame for your luck.
Luck is most interesting far from home.
Dollin Silvervein: God of the Lost domains Artifice, Darkness, Liberation, Nobility (Lawful Neutral)
Undead are an enigma to be studied. Probably from afar.
Dollin Silvervein was the god who hid the god-machine.
Holy Symbol: a shadowed silhoutte
Favored Weapon:heavy pick
Cleric of Dollin Silvervein's Creed:
All of us are lost sometimes.
Machines can help us find home.
Freedom is the ability to find home.
In the deep places, many never find home.
Bashiel Ashmouth: God of Evil domains Evil, Glory, Lust, Murder (Chaotic Evil)
Undead are useful, and make strong allies. When their use is done, take their power.
Originally a demon. Bashiel devised the god-machine to ascend to godhood himself. He took the essences of the failed attempts, and gained their power.
Holy Symbol: a machine cog, with a demon face inside it.
Favored Weapon: battle axe
Cleric of Bashiel Ashmouth's Creed:
unknown. This cult is secretive about its tenants.
Ghanael: God of Nature domains Animal, Earth, Plant, Weather (Neutral)
Undead is an affront. Destroy them at an opportunity.
Ghanael was an animal companion to a druid. This druid died near the god-machine. The bear found the god-machine, and he ascended to godhood.
Holy Symbol: A bear's tooth
Favored Weapon: punch dagger
Clerics of Ghanael's Creed:
The land is our home. Protect it.
Animals are food, protection, friends and enemies.
Weather is a needed part of life.
Xyler Shameweaver: God of Darkness domains Law, Darkness, Destruction, Magic (Lawful Evil)
Undead are respected.
Xyler Shameweaver was a Drow fighter who was able to overcome the rigors of the god-machine.
Holy Symbol: an onyx
Favored Weapon: long sword
Clerics of Xyler Shameweaver's Creed:
There is only one law: Xyler's.
Magic is an extension of this law.
Xyler's law is best seen in the darkness.
Friday, April 25, 2014
A Little History of Mord Mar
Before I begin, I would like to state this is all in flux still. A lot of things may need tweaking or removing all together. Also, the time frames are rough. They will be less well rounded later. That said, here is my current history.
Pre-history: The god-machine is put in the deep earth. This causes a mountain to grow above it to gigantic proportions. Both Giant Eagles and Griffins make the mountain home. The Labyrinth (Above and Below) is created by unknown forces. The Forgotten Armory is created, presumably by the same unknown forces as the Labyrinths.
2500 years ago: Mord Mar founded by dwarves, led by Bradel Greybeard. The endeavor is funded by mithral, gold, silver and platinum mined while excavating.
2400 years ago: Var Nae opens for outside races to trade with dwarves.
2250 years ago: Mord Mar's main city and crypts are completed.
2225 years ago: The Feeding Caves are completed. (after the fall became known as Feeding Pits).
2200 years ago: The goblins of Mord Mar stage a revolt and gain freedom from dwarves.
2199 years ago: Goblins find the Humanoid Holds. The goblins that survive here grow to become hobgoblins and bugbears.
2195 years ago: Bradel dies, succeeded to the throne by his daughter Cense Greybeard.
2175 years ago: Cense orders work begun on the "Great Bazaar Below."
2170 years ago: Cense dies in her sleep. Her son Tyran Greybeard ascends to the throne.
2150 years ago: The "Great Bazaar Below" opens for any race from below the surface to trade. Tyran orders the building of sewers, waterworks and tunnels to maintain them.
2145 years ago: Drow declare war on Mord Mar.
2100 years ago: The Drow Wars end in a treaty. This treaty calls for the building of an arena to decide disputes between the races. The sewers are completed. Tyran retires from the throne. His son Ranid takes the throne.
2070 years ago: The Arena is completed. This marks the end of the Mord Mar dwarves delving deeper into the earth.
2000 years ago: The gods of Mord Mar reveal themselves, and replace the gods of the realm in the city. King Ranid dies in the arena to a Drow woman named Sh'al Nightstone. His son, Miter, takes the throne.
1950 years ago: a faction of secret "old god worshipers" begin digging the Cultworks. Many races take part in this, including the Drow, dwarves, deep gnomes, and others.
1945 years ago: Miter discovers a sect of heretics. Orders the jails built to house heretics and other unwanted. Miter (and Mord Mar) do not know about the Cultworks.
1940 years ago: Miter found assassinated in the sewers. His daughter, Jessa Greybeard becomes queen.
1925 years ago: Jessa's champion, Tanc Gembeard, defeats the Drow's Witch-Sorceress, Tan'eth Darkeye. Tanc and Jessa show mercy and spare Tan'eth's life.
1900 years ago: the Cultworks is completed.
1875 years ago: Queen Jessa is found dead. Tan'eth's body is also found in the queen's chambers. Trebor Greybeard ascends to the throne.
1870 years ago: The Grottoes and Caverns are discovered. Declared to be a natural area by King Trebor. The secret vaults of Grizzlegrim excavation begins.
1845 years ago: The Hellevator is first spotted in a grotto.
1830 years ago: Cella the Seer foretells the fall of Mord Mar.
1750 years ago: Trebor is killed in an ambush outside of the Great Bazaar Below. Trebor's son Fier Greybeard ascends to the throne. Orcs overrun the Bazaar. Work on the Teleportation System begins.
1745 years ago: Orcs pushed out of the Bazaar, and surrender to Mord Mar. The Goblin Mirror is taken as tribute from the surrendering orcs. It is put into a magical storage.
1700 years ago: A group of dwarves finds their way to the Lost Forge. All perish there.
1600 years ago: Fier Greybeard dies, his son, Boldin takes the throne.
1550 years ago: Boldin dies in the Arena. The victor Drow claims to be Sh'al Nightstone. Boldin's daughter, Necsa Greybeard takes the throne.
1450 years ago: The Great Wizard, Egg, builds his tower in Mord Mar.
1400 years ago: Necsa vacates the throne to lead a group of dwarves in founding a new city. Necsa's son, Gygan takes Mord Mar's throne.
1375 years ago: A huge red dragon, Crymsyn, attacks Mord Mar. Gygan kills Crymsyn with help from Egg's magics.
1300 years ago: Gygan retires. His son Eja, takes the throne.
1150 years ago: Eja dies. His son, Pence, takes the throne.
1145 years ago: Pence dies. His brother, Hone, takes the throne.
1000 years ago: Hone retires. Pressa Greybeard, Hone's daughter, takes the throne.
650 years ago: Pressa dies. Her son, Mikel, takes the throne.
500 years ago: Bear Yarl settles in peak of mountain. Teleportation System completed.
475 years ago: Mikel dies in the arena to Tel'ma Lightstopper, a male Drow. Tel'ma died to his wounds less than a minute after Mikel. King Ritham Greybeard ascends to the throne.
425 years ago: Bear Silva settles with Yarl.
400 years ago: Mord Mar struck with a 'ghastly plague.' King Roni ascends to the throne when King Ritham succumbs to the plague.
375 years ago: King Roni discovered to be a doppleganger. Two other houses attempted to wrest the throne from the Greybeard line, but Vor Greybeard was able to retain his birthright.
350 years ago: Mord Mar overrun by a 'demonic army, led by the Horsemen of the Apocalypse themselves.' Confirmed in the army are: Drow, deep dwarves, demons, orcs, goblins, bugbears, gnolls, hobgoblins, undead, and 3 dragons (red, black and blue). King Vor is killed in this attack. King Johan ascends to Var Nae's throne-in-exile.
325 years ago: Var Nae sends an army back into Mord Mar. This army is completely eradicated.
300 years ago: Mord Mar's Adventurer's Guild is formed.
Pre-history: The god-machine is put in the deep earth. This causes a mountain to grow above it to gigantic proportions. Both Giant Eagles and Griffins make the mountain home. The Labyrinth (Above and Below) is created by unknown forces. The Forgotten Armory is created, presumably by the same unknown forces as the Labyrinths.
2500 years ago: Mord Mar founded by dwarves, led by Bradel Greybeard. The endeavor is funded by mithral, gold, silver and platinum mined while excavating.
2400 years ago: Var Nae opens for outside races to trade with dwarves.
2250 years ago: Mord Mar's main city and crypts are completed.
2225 years ago: The Feeding Caves are completed. (after the fall became known as Feeding Pits).
2200 years ago: The goblins of Mord Mar stage a revolt and gain freedom from dwarves.
2199 years ago: Goblins find the Humanoid Holds. The goblins that survive here grow to become hobgoblins and bugbears.
2195 years ago: Bradel dies, succeeded to the throne by his daughter Cense Greybeard.
2175 years ago: Cense orders work begun on the "Great Bazaar Below."
2170 years ago: Cense dies in her sleep. Her son Tyran Greybeard ascends to the throne.
2150 years ago: The "Great Bazaar Below" opens for any race from below the surface to trade. Tyran orders the building of sewers, waterworks and tunnels to maintain them.
2145 years ago: Drow declare war on Mord Mar.
2100 years ago: The Drow Wars end in a treaty. This treaty calls for the building of an arena to decide disputes between the races. The sewers are completed. Tyran retires from the throne. His son Ranid takes the throne.
2070 years ago: The Arena is completed. This marks the end of the Mord Mar dwarves delving deeper into the earth.
2000 years ago: The gods of Mord Mar reveal themselves, and replace the gods of the realm in the city. King Ranid dies in the arena to a Drow woman named Sh'al Nightstone. His son, Miter, takes the throne.
1950 years ago: a faction of secret "old god worshipers" begin digging the Cultworks. Many races take part in this, including the Drow, dwarves, deep gnomes, and others.
1945 years ago: Miter discovers a sect of heretics. Orders the jails built to house heretics and other unwanted. Miter (and Mord Mar) do not know about the Cultworks.
1940 years ago: Miter found assassinated in the sewers. His daughter, Jessa Greybeard becomes queen.
1925 years ago: Jessa's champion, Tanc Gembeard, defeats the Drow's Witch-Sorceress, Tan'eth Darkeye. Tanc and Jessa show mercy and spare Tan'eth's life.
1900 years ago: the Cultworks is completed.
1875 years ago: Queen Jessa is found dead. Tan'eth's body is also found in the queen's chambers. Trebor Greybeard ascends to the throne.
1870 years ago: The Grottoes and Caverns are discovered. Declared to be a natural area by King Trebor. The secret vaults of Grizzlegrim excavation begins.
1845 years ago: The Hellevator is first spotted in a grotto.
1830 years ago: Cella the Seer foretells the fall of Mord Mar.
1750 years ago: Trebor is killed in an ambush outside of the Great Bazaar Below. Trebor's son Fier Greybeard ascends to the throne. Orcs overrun the Bazaar. Work on the Teleportation System begins.
1745 years ago: Orcs pushed out of the Bazaar, and surrender to Mord Mar. The Goblin Mirror is taken as tribute from the surrendering orcs. It is put into a magical storage.
1700 years ago: A group of dwarves finds their way to the Lost Forge. All perish there.
1600 years ago: Fier Greybeard dies, his son, Boldin takes the throne.
1550 years ago: Boldin dies in the Arena. The victor Drow claims to be Sh'al Nightstone. Boldin's daughter, Necsa Greybeard takes the throne.
1450 years ago: The Great Wizard, Egg, builds his tower in Mord Mar.
1400 years ago: Necsa vacates the throne to lead a group of dwarves in founding a new city. Necsa's son, Gygan takes Mord Mar's throne.
1375 years ago: A huge red dragon, Crymsyn, attacks Mord Mar. Gygan kills Crymsyn with help from Egg's magics.
1300 years ago: Gygan retires. His son Eja, takes the throne.
1150 years ago: Eja dies. His son, Pence, takes the throne.
1145 years ago: Pence dies. His brother, Hone, takes the throne.
1000 years ago: Hone retires. Pressa Greybeard, Hone's daughter, takes the throne.
650 years ago: Pressa dies. Her son, Mikel, takes the throne.
500 years ago: Bear Yarl settles in peak of mountain. Teleportation System completed.
475 years ago: Mikel dies in the arena to Tel'ma Lightstopper, a male Drow. Tel'ma died to his wounds less than a minute after Mikel. King Ritham Greybeard ascends to the throne.
425 years ago: Bear Silva settles with Yarl.
400 years ago: Mord Mar struck with a 'ghastly plague.' King Roni ascends to the throne when King Ritham succumbs to the plague.
375 years ago: King Roni discovered to be a doppleganger. Two other houses attempted to wrest the throne from the Greybeard line, but Vor Greybeard was able to retain his birthright.
350 years ago: Mord Mar overrun by a 'demonic army, led by the Horsemen of the Apocalypse themselves.' Confirmed in the army are: Drow, deep dwarves, demons, orcs, goblins, bugbears, gnolls, hobgoblins, undead, and 3 dragons (red, black and blue). King Vor is killed in this attack. King Johan ascends to Var Nae's throne-in-exile.
325 years ago: Var Nae sends an army back into Mord Mar. This army is completely eradicated.
300 years ago: Mord Mar's Adventurer's Guild is formed.
Wednesday, April 23, 2014
Tying the Old City together
I recently posted a blog with a flowchart to the Old City. In this blog, I basically listed the factions in each are of the Old City, but not how they interact. In this older blog I talked about how a few of the denizens interact. I think it is time to talk extensively about these getting tied together.
The main factions in Mord Mar are:
Goblins
Orcs
Hobgoblins
Bugbears
Gnolls
Crazed Humanoids
Goblins/Hobgoblins/Bugbears are all loosely allied. They are all goblin-kin and can use a goblin mirror if nearby.
Orcs have 4 tribes that infight, but still man posts enough to control their own section of the city.
Gnolls control their own section of the city, but are looking for something. The control of their section of the city is just a means to that end.
Crazed Humanoids are exactly that. They have held this place for generations, sending warriors into the city to fight the evil races. Extremely chaotic, they don't know that Var Nae has survived. They believe any adventurers to be 'tomb raiders' and attack on sight.
There are also several minor factions in the Old City:
Red Ants
Black Ants
Drow
Undead
Dire Apes
Baen's Circle (hags)
It is also expected that individual DMs add more to their Mord Mar as they see fit. (There are also some very powerful creatures that are individuals inside Mord Mar. They are not listed here, and will be put into a future blog.)
But, as a whole, how do all of these fit together? The groups' general disposition toward each other is here:
Crazed Humanoids hate everything, and attack relentlessly until one side is dead. All of the goblins, orcs and gnolls fear this faction.
Goblins/Bugbears/Hobgoblins are loosely allied with Hobgoblin leadership. Hate Orcs and Gnolls and will attack on sight (as long as a leader is present).
Orcs hate goblinoids and gnolls, and will attack on sight, even stopping infighting to do so.
Red Ants and Black Ants are colonies fighting for the same territories. The red ants are overwhelming the black ants. Neither group engages directly with any humanoids.
Drow send adventurers in similar to Var Nae's Adventurers' Guild. They engage in typical adventurer tactics, and generally avoid large scale battles. They have been known to take bribes to help one side or another.
Undead are relegated to the Temples District. This district is (nearly) completely sealed off, and they take little or no part in the greater Mord Mar landscape.
Baen's Circle of hags are self serving. They have an agenda outside of Mord Mar (that has been covered in an earlier playtest and will be revealed later). They too can be bribed to change the fortunes of war.
Var Nae: sends adventurers in to reclaim territory, artifacts, historical documents and other noteworthy McGuffins. Var Nae interacts as an outside force making incursions inside a hostile territory. The city does not have cohesive goals, instead goals are generally specified by adventurers going into the Old City.
Residential District: Controlled completely by orc clans. There are several clans that are fighting amongst each other. The short list as of right now:
Black Heart Tribe: a badly equipped clan, weakened by the best warriors taking the best mates and leaving due to bad leadership.
Black Eye Tribe: the splinter group from the Black Hearts. Growing in power quickly, by convincing warriors from the other tribes to join them.
Crushed Dwarf Tribe: The most populous of the orc tribes. Their best warriors are defecting in large numbers to the Black Eyes.
Fire Eye Tribe: A matriarchal tribe. Few of their warriors are defecting, and the Fire Eyes have been amassing gold for something. They have also captured 8 Giant Red Ants and trained them to guard their treasure.
Barracks District: Controlled by hobgoblins. Originally from the goblin mirror, the hobgoblins moved further into Mord Mar and took control of the barracks. This district seemed perfect: training grounds, places to repair weapons and armor, and an ample food source (that's for another blog though). The hobgoblins watch over their allies the goblins.
Guilds District: Controlled by gnolls. The gnolls are holding the territory and searching for something. (Will be revealed after the playtest moves through this area.) The Dire Apes have their home in this area as well. The gnolls have learned to leave the apes alone, and have even traded information and supplies.
Shops District: A veritable war zone. Currently the hobgoblins are winning here, with help from the goblins and limited support from the bugbears. The Black Eye Tribe have the potential to turn the tide in favor of the orcs. The gnolls are also ready for a full assault. This is the next zone they intend to search. The crazed humanoids frequently come to hunt here as well. Giant Rats, both types of ants, and several other vermin are frequently found here, scavenging meat from the corpses.
Embassies District: Controlled by bugbears. It is unknown at this time if these bugbears are a single large group, or smaller factions. They are known to be particularly cruel, even for bugbears. No prisoners have ever been reported.
Manors District: The major factions generally avoid this area. The main route is partially blocked by a gelatinous cube that sits in a permanent fog, waiting for the hapless to literally walk into it. The gnolls have discovered this, and move it with torches when they want to enter the area. Baen's Circle holds their lair here, as well. Although they avoid conflict, they are always happy to have new slaves (and in fact have at least a few from every major race in Mord Mar>)
Warehouses District: Controlled by crazed humanoids. Once primarily dwarven stock, they are now mixtures of dwarf, halfling, human and elf. I probably will use the "dark" creatures for these, seen here. These creatures attack any other humanoids on sight. They believe AG members are either 'grave robbers,' or 'foul figments of the past.' And they still hate the other races.
Finally, while on the subject of the Old City, I'm thinking about an amusement style map for this level. Here's one from Six Flags. It allows flexibility and not making a map the size of Detroit. I think its a better solution than the flow chart I mentioned in an earlier post.
The main factions in Mord Mar are:
Goblins
Orcs
Hobgoblins
Bugbears
Gnolls
Crazed Humanoids
Goblins/Hobgoblins/Bugbears are all loosely allied. They are all goblin-kin and can use a goblin mirror if nearby.
Orcs have 4 tribes that infight, but still man posts enough to control their own section of the city.
Gnolls control their own section of the city, but are looking for something. The control of their section of the city is just a means to that end.
Crazed Humanoids are exactly that. They have held this place for generations, sending warriors into the city to fight the evil races. Extremely chaotic, they don't know that Var Nae has survived. They believe any adventurers to be 'tomb raiders' and attack on sight.
There are also several minor factions in the Old City:
Red Ants
Black Ants
Drow
Undead
Dire Apes
Baen's Circle (hags)
It is also expected that individual DMs add more to their Mord Mar as they see fit. (There are also some very powerful creatures that are individuals inside Mord Mar. They are not listed here, and will be put into a future blog.)
But, as a whole, how do all of these fit together? The groups' general disposition toward each other is here:
Crazed Humanoids hate everything, and attack relentlessly until one side is dead. All of the goblins, orcs and gnolls fear this faction.
Goblins/Bugbears/Hobgoblins are loosely allied with Hobgoblin leadership. Hate Orcs and Gnolls and will attack on sight (as long as a leader is present).
Orcs hate goblinoids and gnolls, and will attack on sight, even stopping infighting to do so.
Red Ants and Black Ants are colonies fighting for the same territories. The red ants are overwhelming the black ants. Neither group engages directly with any humanoids.
Drow send adventurers in similar to Var Nae's Adventurers' Guild. They engage in typical adventurer tactics, and generally avoid large scale battles. They have been known to take bribes to help one side or another.
Undead are relegated to the Temples District. This district is (nearly) completely sealed off, and they take little or no part in the greater Mord Mar landscape.
Baen's Circle of hags are self serving. They have an agenda outside of Mord Mar (that has been covered in an earlier playtest and will be revealed later). They too can be bribed to change the fortunes of war.
Var Nae: sends adventurers in to reclaim territory, artifacts, historical documents and other noteworthy McGuffins. Var Nae interacts as an outside force making incursions inside a hostile territory. The city does not have cohesive goals, instead goals are generally specified by adventurers going into the Old City.
Residential District: Controlled completely by orc clans. There are several clans that are fighting amongst each other. The short list as of right now:
Black Heart Tribe: a badly equipped clan, weakened by the best warriors taking the best mates and leaving due to bad leadership.
Black Eye Tribe: the splinter group from the Black Hearts. Growing in power quickly, by convincing warriors from the other tribes to join them.
Crushed Dwarf Tribe: The most populous of the orc tribes. Their best warriors are defecting in large numbers to the Black Eyes.
Fire Eye Tribe: A matriarchal tribe. Few of their warriors are defecting, and the Fire Eyes have been amassing gold for something. They have also captured 8 Giant Red Ants and trained them to guard their treasure.
Barracks District: Controlled by hobgoblins. Originally from the goblin mirror, the hobgoblins moved further into Mord Mar and took control of the barracks. This district seemed perfect: training grounds, places to repair weapons and armor, and an ample food source (that's for another blog though). The hobgoblins watch over their allies the goblins.
Guilds District: Controlled by gnolls. The gnolls are holding the territory and searching for something. (Will be revealed after the playtest moves through this area.) The Dire Apes have their home in this area as well. The gnolls have learned to leave the apes alone, and have even traded information and supplies.
Shops District: A veritable war zone. Currently the hobgoblins are winning here, with help from the goblins and limited support from the bugbears. The Black Eye Tribe have the potential to turn the tide in favor of the orcs. The gnolls are also ready for a full assault. This is the next zone they intend to search. The crazed humanoids frequently come to hunt here as well. Giant Rats, both types of ants, and several other vermin are frequently found here, scavenging meat from the corpses.
Embassies District: Controlled by bugbears. It is unknown at this time if these bugbears are a single large group, or smaller factions. They are known to be particularly cruel, even for bugbears. No prisoners have ever been reported.
Manors District: The major factions generally avoid this area. The main route is partially blocked by a gelatinous cube that sits in a permanent fog, waiting for the hapless to literally walk into it. The gnolls have discovered this, and move it with torches when they want to enter the area. Baen's Circle holds their lair here, as well. Although they avoid conflict, they are always happy to have new slaves (and in fact have at least a few from every major race in Mord Mar>)
Warehouses District: Controlled by crazed humanoids. Once primarily dwarven stock, they are now mixtures of dwarf, halfling, human and elf. I probably will use the "dark" creatures for these, seen here. These creatures attack any other humanoids on sight. They believe AG members are either 'grave robbers,' or 'foul figments of the past.' And they still hate the other races.
Finally, while on the subject of the Old City, I'm thinking about an amusement style map for this level. Here's one from Six Flags. It allows flexibility and not making a map the size of Detroit. I think its a better solution than the flow chart I mentioned in an earlier post.
Monday, April 21, 2014
I have submitted my One Page Dungeon
Here it is, my One Page Dungeon, for all to see.
Main Level
1. Common Room: A ghostly barmaid, named Thora Ironweaver, tends bar. She will deliver real food and drink at normal prices. Her goal is to achieve 10 sp in tips. She won’t vocalize her goal, but she will stop serving when it is met. Lurking near one of the stairwells (DMs choice) is a Giant Constrictor Snake.
2. Kitchens: 10 giant rats reside here. The ghost of Bran Warmstone is here. His goal is to have the 10 giant rats driven from his kitchen.
3. Private Room: The Stone Spears, an adventuring party, is here. Steel (CLR) and Stone Fireshell (FTR), Orrin Blaxstone (ROG), and Rex Steelblade (FTR/CLR). Their goal is to “see battle.”
Cellar
4. The ghost of a boy, Torrin Redgem, who is upset with his father.
Upper Floor
5. Guest Room (Poor Quality): A crude bed, and a peg on the door for a cloak is all that’s in these.
6. Guest Room (Average Quality): An average bed and a small table are in these rooms. If searched they reveal 2d6 silver each.
7. Guest Room (Average Quality): A ghostly father, Thom Redgem, missing his son.
8. Guest Room (Average Quality): 4 Giant Black Ants are foraging this room for food.
9. Guest Room (Fine Quality): Holdar ‘Eggon’ Simar is here, wishing to see a ghost. The furnishings are quite nice, including drawers under the bed for storage. All furniture has nice scrollwork.
10. Master Suite: A huge goose-feather bed dominates this room. Cupboards built into the walls provide ample storage. On the single table is a ball of crystal that pulses with a sinister purple light. This crystal is the source of the curse. The inn can be freed when the crystal is destroyed. It is invulnerable until at least 3 groups (or individuals) are satisfied. Once this happens, their bodies will be returned, and they will need help to safety. But that is another adventure.
NPC PERSONALITIES
None of the NPCs realize they are stuck ‘outside of time.’
Thora Ironweaver is a sweet lass. She had not been at the inn long when it was frozen in time, and therefore is a bit nieve. Quick to complement and slow to anger.
Bran Warmstone is a prima donna. He thinks he’s better than everyone else he meets. With the rats in the kitchen, he is worried he may have to eat some humble pie, therefore he is currently quite high strung.
Steel Fireshell is a gruff follower of (your campaign’s dwarven diety). Play him as a typical follower of that faith.
Stone Fireshell is a drunk, rowdy, typical dwarf. Boisterous and outgoing, he is the leader of the group.
Orrin Blaxstone is quiet, and reserved. He is always nervous, and untrusting of people he does not know.
Rex Steelblade is a happy-go-lucky man-at-arms. Recently hired by the group, he is trying to fit in.
Torrin Redgem is a typical young boy. His dad wouldn’t let him have chocolate for dinner, so he dashed off to the basement. Child logic is the best way to get through to him.
Thom Redgem is beside himself with worry. He doesn’t know where his son is, and mutters to himself frequently. Finding Torrin is all he talks about.
‘Eggon’ is the only non-dwarf at the inn. He is currently waiting for his friend ‘Ray-Ray’ so they can go ‘ghost rustling.’ He doesn’t believe in anything he doesn’t see, and is willing to follow someone who says they can show him a ghost.
Subscribe to:
Posts (Atom)