Welcome to my D&D blog, a place of discovery and adventure. Here, there be monsters.
Showing posts with label world building. Show all posts
Showing posts with label world building. Show all posts

Wednesday, October 3, 2012

DnD Next Playtest - Enter Vultura

Harken ye to the tale of Olaf the Implacable, scion of the twin deities Helion of the Sun and Bellarion of War, and his trusty guardian "Captian" Garl Stillwaters, former sea dog & sword-swinger extraordinaire. The two hapless would-be crusaders are stationed in Outpost, the northernmost bastion of the Solaran Empire. Regular shipments of tithe and foodstuffs from the town of Grenville have trickled to nothing, and no one from the town has been seen or heard from in over a week. Traffic on the road from the southern empire is at a minimum, with only the largest caravans and military supply groups making it through. Most curiously, these caravans report dead silence on the road; even the regular Kobold raids have stopped.

The irritable Bishop Alaric, patriarch in Outpost, has ordered Olaf to investigate Grenville and report to Chaplain Godfrey in the temple there. He and his paranoid yet resolute companion leave in the morning through the Verdant Hills toward the town, encountering little on the way except a few emaciated Kobolds attempting to steal their food. Righteousness prevails, and all is eerily quite until they reached the outskirts of the town where they encounter an unconscious man who has been thrown from his cart. He had been fleeing Grenville as fast as possible when his cart wheel was smashed, killing his horse. His guard, Orik, stands nearby, confused as to what made his boss flee the town without him.

Olaf revives Saul who, after first reacting in utter terror to the sight of the cleric, eventually explains that he is under contract to run supplies to the town. He reported to the temple to collect the tithe as his man went to the inn to grab a quick flagon of ale. As he opened the door to the temple, though, he saw what he described as horrible human-like monsters tearing people to pieces, and tossing them into a black cauldron where the altar once stood. At the back of the room a man in black wearing what looked like the symbol of Bellarion, a soaring hawk over a golden sun, but corrupted somehow. He fled as fast as he could, leaving his guard behind. Orik caught up to him and found him and the broken cart, not knowing the terror his master had experienced.

The two novice adventurers approach the town with great caution after sending Saul on his way back to Outpost. As they enter the town, they notice that all buildings have been stripped of any consumable material, particularly wood and foodstuffs, though they find a few valuables scattered left behind unprotected. As they near the square, they pass by the stone walls of the Inn, the only stone building in town other than the temple. On the granite walls they find large raven's head drawn in blood, its eye piercing their very souls as they pass through the desolate streets. The symbol belongs to the Cult of Vultura, mistress of decay, disease and carrion.

Just as they enter the square, they spot about a dozen figures behind them, dazed expressions on their faces as they shamble ever closer. The two get the sense that they are being herded towards the temple, but are able to take advantage of the zombies' slow speed and dispatch them with ease.


Clear of the rather slow and obvious ambush, they proceed through the square and notice it's filled with what must be the charred remains of the entire region's harvest. Human and a few Kobold corpses are scattered about, many missing limbs or other body parts. Steeling themselves, they bravely enter the temple to find out what plague has befallen this town.

Inside they see that the temple is in ruins, the pews scattered about, the altar broken and in its place a bubbling cauldron as Saul described. Inside, four more of the undead villagers await them, along with a man in dark priest's garb whom they recognize as Godfrey. A black symbol of the Carrion Lady hangs about his neck. Godfrey laughs triumphantly as he sees Olaf enter, and he proclaims that Olaf will be his first acolyte. His zombies come after them, focusing on Garl by Godfrey's command. Godfrey himself nearly smites Garl to death, but the Olaf is able to use the blessings of light to repel the evil spawn and slay the dark priest.

Wizened by their experience, they head back to Outpost, neither of them looking forward to telling Alaric of the food shortage that will soon plague the town....

--

This was adventure was the first I have planned in a very long time, though I was able to put it together over a few lunch breaks at work. We played maplessly over Google Hangouts, and all things considered it well rather well. The zombie ambush was partly a skill-challenge, and they would have been hard-pressed to defeat Godfrey at the temple with a dozen zombies behind them. However, I knew going in that this part of it was too hastily thrown together. As well, the zombies turned out to be a minimal threat with a too low attack bonus, but a rather high experience reward. Garl and Olaf were able to gain two levels from 4 encounters. Godfrey in contrast was probably too overpowered, (a 3rd level Dark Priest), and I will try experimenting with custom villains next time around.

The next adventure will be within Outpost, and I'm going to keep striving towards a balance of minimal preparation time but well-conceived encounters to take full advantage of mapless combat.

Feel free to send me any comments about your experiences with the Next playtest, or this adventure specifically.

Sunday, August 5, 2012

FTDM - Super Smash Bros.

As you may already know, I've been playing a lot of Fourthcore Team Deathmatch since the beginning of the year, and I've taken the plunge and created a map of my own (with a fair amount of help from Crypt Thing's RWaluchow, and DMG 42's C. Steven Ross).

Feel free to check it out and post any feedback you may have.






Also, if you're unfamiliar with the glorious arena that is FTDM, and want to test your D&D 4e combat prowess, there is no finer way than going to a live event. There are a few matches happening at Gencon this year, and hopefully we'll have another in Toronto for the fall.

Wednesday, June 6, 2012

You Never Forget Your First...

I've recently decided to revisit the campaign world I created in back in second edition. Many (if not all) of the maps and other materials I drafted in high school have vanished in the dozen or so moves I've made since then, but I would have had to update them anyways.

I hope use this blog to rebuild the feel and atmosphere of that environment and (hopefully) use the D&D Next mechanics to give it life again.


Two Nations at War

The first world map I drew, apart from the (terrible) fantasy novel I tried to write at 13 years old, was of a land book-ended by mountains in the East and West. A funnel-shaped sea lay in the centre of the map, tapering down toward the south. Surrounding the sea on the East and West were two countries, each at war with the other. A narrow land bridge ran across the bottom of the map, connecting the two duchies. I believe their names were Markdale and Lekeland, though I remember little else of the names.

The adventure opened with the players arriving in the newly-built capital of Lekeland, the Eastern nation. The duke had put out a call for loyal adventurers, hoping to find a group foolhardy enough to sneak into enemy territory and gather any intelligence they could. The former capital city of Lekeland had been razed by the enemy not long before this, and they had rebuilt a city geared for defense behind an ancient forest in the south-eastern part of the vale. The duke, as such, was a paranoid man constantly in fear of attack from the Westerners. Perhaps rightly so...

Shortly after arriving in the city, a pickpocket attempted to steal the coin purse of the party's wizard. He harshly dispatched the thief with his Shocking Grasp, and they were then able to get the attention of the captain of the watch and secure an audience with the Duke. The rogue, a dapper hand-crossbow-carrying rake, sweettalked the party into a banquet held that evening, and seduced a number of the court ladies (though spent the next day dealing with the harsh rules for alcohol we had recently downloaded).

With their mission in place they set out through the mystical forest, but the campaign didn't last too long thereafter. My intention was to have them get through the forest and explore the ruins of the former capital. The ruins were close to the disputed land bridge between the two nations, and they would move from there into the enemy encampment on the isthmus.

Unfortunately my laziness and lack of experience led me to borrow heavily from Lord of the Rings, The Riftwar Saga, and even Final Fantasy II (snes). I lost steam pretty quickly and the campaign fizzled into nothing but fond memories.

Newer experiences with pbp, and over a decade with two other iterations of D&D, have given me renewed confidence and a drive to see this world realized again. Hopefully I'll be able to find some of the old materials to update and post, but I'll enjoy creating them from scratch if need be.