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.

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.

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.

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.

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.