Design Blog: Firefight – Close Quarters Battle

December 6th, 2011

Over the past week I have been writing the rules for Firefight, and they are steadily coming together. I’ve got basic movement, ranged and melee combat, detection and terrain. The goal is to have a rough draft done by my birthday on December 9th. My hope is to play test it this week end and work out a bunch of kinks. I haven’t touched the unit construction rules or point system. That is going to be the really rough part of the game. I expect I will need quite a few people to beat against it. Crossing my fingers and hoping it is fun to play.

Firefight – Close Quarters Battle

December 2nd, 2011

It’s been a while since I posted on my blog. Things have been rather complicated for me as of late. I let a funk setting in and stopped my projects. I’ve been throwing around ideas for a squad level miniatures game for a while. I even wrote up a pretty large design document to go with it. It all came out of my work with Dream Pod 9 on Heavy Gear Blitz. I wanted to do Heavy Gear infantry battles. When that wasn’t added to the game I started work on my own. I wanted a game that wasn’t about giant collections of miniatures fighting it out. I wanted a game where players actually cared about their individual figures. Where they mattered, and they were more than just “Space Marine #4″. Instead, they were Sgt. Dwayne “Gatling” Johnson who specialized in using is compact mini-gun.

With that idea in mind, I started thinking about my design goals:

  1. Limited Numbers of Figures: no army would  have more than 13 miniatures total, three, four-man fireteams and a commanding officer. This would be a very focused game on a specific part of a larger battle.
  2. Scenario Focused: The game would not be about kill the other sides soldiers. In fact, rarely would any mission provide victory points simply for killing other figures.
  3. No Vehicles: vehicles would not be a part of this game. There might be larger power armor units, but nothing larger than something with anti-infantry weapons.
  4. Advancement: the core to this game would be playing campaigns in the style of Mordheim or Necromunda. Figures would advance and get better over time. Also, the system would be designed to allow losses that don’t cripple your army.
  5. Skill-based: Figures would be driven by skills, much like an RPG

Having play tested the game a bit more, I’m now ready to actually write down some rules. So stay tuned for the next week or two as I update this blog with the latest details.

Adventurer Chronicles: The Keep on the Shadowfell

March 24th, 2011

As stated in the previous Adventurer Chronicles post, I have started a D&D campaign designed around the goal of switching out characters regularly. I also decided I didn’t want to do a lot of work for the campaign. The game company I work at has a D&D library, and I have been using the pre-published adventures in our library.

The Players: A Ragtag Group

I have four regular players and periodic guest stars (i.e. random people who want to play). The four regular players are John, Drew, Lindsey, and Casey. For character creation I set down the rule that players could only be something from the three Player’s Handbooks. Needless to say, Drew and Lindsey didn’t notice that rule and made something else. I didn’t realize it until the night of the game, and wasn’t really worried about it. The first adventure is a rather a large one and has taken four sessions to complete.

Characters by Session
Session 1:

  • Lindsey – Jenit – Shadar-Kai Rogue
  • Casey – Korr – Shardmind Ardent
  • Drew – Kren – Changeling Psion
  • John – Cirrus Thunderhead – Dwarf Thunder Wizard
  • Special Guest Star: Tom – Gore – Tempest Fighter with fighting chains

Session 2:

  • Lindsey – Jenit – Shadar-Kai Rogue
  • Drew – Kren – Changeling Psion
  • John – Bodulf – Human Tempest Fighter (modeled after Conan)

Session 3:

  • Casey – Korr – Shardmind Ardent
  • Drew – Kren – Changeling Psion
  • John – Bodulf – Human Tempest Fighter (modeled after Conan)

Session 4:

  • Casey – Korr – Shardmind Ardent
  • Drew – Kren – Changeling Psion
  • John – Bodulf – Human Tempest Fighter (modeled after Conan)
  • Lindsey – Jenit – Shadar-Kai Rogue

The Adventure: Keep on the Shadowfell

“H1: Keep on the Shadowfell” is the first adventure for the campaign. It is a very robust adventure with two double-sided, fold out maps, and a ton of encounters. The adventure is designed around the idea that players will advance from 1st to 3rd level during the course of play. Personally, I think this idea is one of the downfalls of the Keep on the Shadowfell. The story isn’t bad, but there are so many encounters in this adventure that they basically make the actual story fade into the background. I’ll get into all of this a bit later.

The setup is players are heading to Winterhaven, a small town located in the Nentir Vale west of Fallcrest. Fallcrest is the town from Dungeon Master’s Guide 1. The possible Major Quests which draw the players to Winterhaven aren’t especially motivating, but you have three options: A priest in another city asks the players to look into rumors of an Orcus cult at the keep, a wife or student of a wizard is looking for their husband/mentor who went down to Winterhaven to investigate a dragon burial site, or a scholar offers the players money to map out the ruins of the keep. I actually ended up using two of the options, but I will go into how I handled it later (see Rumor Cards below).

Before the players arrive at Winterfell they are ambushed by kobolds. It seems these bandits are being used by a priest of Orcus named Kalarel. The adventure claims he uses them to keep people from going to the keep. Considering the locals don’t go to the keep, I don’t see why he needed them. Also, I can’t really understand why raiding travelers protects the keep. It wasn’t really clear what the logic was to be honest. Just accept it… evil priests use kobolds.

The town of Winterhaven is rather absurdly laid out. There is supposedly a population of 1000 people in the town, but it couldn’t house more than a few hundred at best. There is a description of farmland in the town, but that would also be impossible. There is also a temple run by a priest of Pelor who has little impact on an adventure whose villain is a priest of Orcus. She’s really just there to raise any players killed during the adventure.

It appears the Kalarel has discovered a portal into the Shadowfell under an ancient keep near the town called, surprisingly enough, The Keep on the Shadowfell. He is performing a ritual, which will break the barrier keeping the Shadowfell at bay. Kalarel has been using local goblins and kobolds to raid merchants.

I’m just going to get down to it… this adventure is pretty horrible in regards to the role-playing and story. Kalarel is barely mentioned until you get to the encounter where you fight him. He has an Elven agent in town that doesn’t want to talk with new people, even though his job is specifically to gather intelligence on the town and new people. The town knows nothing about the keep, except for one local wizard. Basically, the only thing this adventure has is a series of loosely connected encounters. Most of them feel like filler to get you to the next level. The adventure is so badly designed that players literally fight their way half way through the first level of the keep (of which there are three levels), only to go back to town to rest. Which makes perfect sense, because ya know… there isn’t a priest trying to let the Shadowfell into the world or anything.

Redesigning “The Keep on the Shadowfell”

After reading the adventure I set myself upon redesigning it. There are three levels to this adventure, with two of them containing about ten encounters each, of which maybe three of them actually matter to the story. There are also six encounters outside the keep, two kobold ambushes, two fights with kobolds at their lair, one at a graveyard with the Elven agent and some undead, and another at a dragon burial sight. I cut most of the encounters.

Wanting to actually have some drama in the game, the first thing I did was examine the villain, Kalarel. The players never even encounter Kalarel until the moment they are trying to kill him. He is vaguely aware of the players because his agent, who refuses to interact with you, informs him of their presence. With that information Kalarel sets his mind on setting them up to be killed, rather than simply laying low and waiting for those pesky adventurer’s to leave town.

I decided to make Kalarel the priest of Pelor at the temple in Winterhaven. Three years ago, Winterhaven was raided by orcs and a bunch of people were slain. One of those people was Lily, Kalarel’s wife. After the town fought off the bandits, Kalarel tried to raise Lily from the dead, but for some reason Pelor didn’t permit her to return. Struck with grief, Kalarel distanced himself from his priestly duties. He spent time trying to find himself, and stumbled upon references to Orcus and the Shadowfell in documents and other artifacts he found in the area. Tempted by a chance to have his wife back, he turned to Orcus. He put on the façade of the dedicated priest of Pelor, while forming an Orcus cult with about two dozen townspeople.

The players arrive the day before he is going to break the seals holding the Shadowfell at bay and he needs to make sure they are eliminated. He can’t wait because the day of the attack is an essential part of the ritual. If he doesn’t do it now, he has to wait another year and all of his preparations are wasted.

The players are introduced to a number of the NPCs that matter. Everything is going really well, outside of the kobolds, as far as the residents know. When the players arrive, Kalarel greets them and tries to find out information about them. When they start asking around about adventure, he sets a plan to eliminate them in motion. He encourages the guard captain, Rond Kelfem, to send the players off to fight the kobolds in the hills hoping they will be killed. The players will also see Kalarel give Ninaran a non-descript bag, and Ninaran will head out of town. Rond Kelfem is one of Kalarel’s cultists and pops up later in the final battle.

The kobold camp is about three hours outside of town. Kalarel has been using the Kobolds and a few goblins to raid merchant caravans for captives to use as sacrifices for his rituals. Traveling to the kobold camp, slaying them and coming back should take a good chunk of time, hopefully about a day.

When they return to town or wake up the next day, they see Kalarel and the town gathered in front of the temple performing a ceremony to remember those fallen in the bandit raid. This gives the players the chance to get more of the back story, namely Kararel’s. The guards are quite talkative and will tell the players about Kalarel and his wife’s death. When Kalarel sees the players have survived, he instructs Rond Kelfem to ask the players to check on Ninaran in the graveyard. He claims Kalarel sent Ninaran there to consecrate the graveyard and he hasn’t returned. He’s worried something happened to him.

Ninaran is waiting in ambush at the graveyard with a collection of undead. Ninaran has a note with instructions and a ritual to raise the dead. The note is signed by Kalarel, and the players start to put two and two together with this bit of evidence. At this point the players are drawn to the keep and begin exploring the keep.

Another subtle change to all of this, I stopped calling the keep the “Keep on the Shadowfell”, and called it An Rath Keep. The Nerath Empire built An’Rath Keep a long time ago, and the townspeople know nothing of its history. “An Rath” combination of the names of two Irish castles, and Nerathi (also know as Imperial) is based off Gaelic.

As to the encounters I decided to keep, I kept the initial stuff with the kobold bandits because they are a good red herring, the fight with Ninaran, and a few of the flavorful undead encounters. I basically eliminated almost two levels of the dungeon filled with hobgoblins and goblins. They just weren’t that interesting with the redesigned story.

The final encounter was rather dull, so I redesigned it with a bunch of cultist minions, Kalarel, and I changed out the Battlewight with a toned down vampire. I also added Rond Kelfem, the guard captain, as a brute to add some non-minion, melee combat flair to the encounter. The vampire is Kalarel’s recently resurrected wife, Lily, and has the ability to push characters into the blood filled squares on the map. Since there are streams of blood all over the foldout map, I changed those into difficult terrain. After a round of combat, Kalarel’s spells cause Death Motes to rise up from the pools of blood. After the Death Motes rise up, the blood goes from being difficult terrain, to immobilizing a player if they fail a saving throw when entered. If a cultist is killed in a square filled with blood, they rise as a Death Mote.

List of Encounters

  • On the Road: Kobold Brigands (pg. 16)
  • A2: Kobold Lair, Outside (pg. 26)
  • A3: Kobold Lair, Inside (pg. 28)
  • A4: Burial Site (pg. 32)
  • Goblin Keep Guards (custom, added to the exterior of the keep rather than a ton of goblins inside.)
    • Goblin Skullcleaver x 1
    • Goblin Hexer x 1
    • Goblin Archer (Minion) x 2
    • Goblin Lookout x 1
    • Goblin Grunts (Minion) x 6
  • Area 5: Crypt of Shadows (pg. 46)
  • Area 7: Skeletal Legion (pg. 50)
  • Interlude Three: The Dead Walk (pg. 60)
  • Area 19: The Shadow Rift (pg. 78)

Rumor Cards

I wanted the game to feel very open and I decided to create a collection of rumor cards. These were very simple 2 x 3 inch cards with a paragraph long story, and a total XP value for resolving it. Basically, the rumors are things the players had heard in taverns and other places, which drew them to this Nentir Vale. Each player was given a few and expected to share them with the party. Basically, it got the players talking and role-playing a bit.

Two Major Quests in the adventure inspired some of the rumors cards: Ominous Signs and the Mission Mentor. I also looked through the DMG at the blurbs about Nentir Vale, and wrote some of those up. There were a total of ten rumors, but only six initially. I also had some extra ones prepared for players when they poked around and talked to people.

One was specifically related to the Burial Site. When the players completed the minor quest of finding the missing mentor, they got a new rumor to return his wedding ring to his wife. Incidentally, I had the missing mentor murdered by Kalarel’s cultists, rather than lying there tied up. I just couldn’t see why the cultists would keep the guy alive once they got what they wanted out of him.

The key aspect of the design to presented players with rumors that lead to areas they could explore. It was totally their choice where to go next, and I would just grab a pre-published adventure that fit with it. Some were far beyond their ability, and some that wouldn’t be that tough. It was supposed to feel like a living world that didn’t care about the players. The players could bite off more than they can chew, and have to retreat. They can always return to it after they have leveled up. The world is a dangerous place, and you have to be smart if you are going to survive. Sometimes retreat is an option.

I’ve got a link to the cards below to get a better idea of what I did. Feel free to use them and let me know how they work for you. They worked wonders for me.

Download Rumor Cards

Conclusion

Overall, the players are having a good time, and the character change outs and the guest stars are exactly what I was going for. I’m please with the redesign and very glad I didn’t run it straight. The rumor cards were also a big hit. At the end of the last session, I made the players pick the rumor they wanted to explore next.

I have started to look through the other adventures that Wizards of the Coast put out and most of them feel very similar. All seem very encounter heavy, and not exceptionally fun. There are a few that stand out though, and they are some of the smaller ones. I’m currently reading “Orcs of Stonefang Pass” and, it has a more open design with a variety of options. It is certainly designed with someone who knows how to run a game in mind.

For an adventure that was supposed to be the first adventure for Dungeons and Dragons 4th Edition, “Keep on the Shadowfell” is really quite a let down. I would have expected something a bit more interesting and involved for the first adventure that Wizards of the Coast published.

The Adventurer Chronicles

February 14th, 2011

I’ve been getting the urge to play D&D again. After putting out feelers at work for about two weeks, I managed to scrape together a group. Not wanting to have to plan tons of stuff, and wanting to take advantage of the fact that my employer has every 4th edition D&D adventure published, I decided to simply run the pre-published adventures with my own stuff mixed in.

With this in mind, I set down some ground rules with my group. First, no player is required to play a character more than once. I want players playing lots of character types. I think D&D really lends itself to swapping out characters whenever the player wants. Second, since characters come and go, I am going to have no qualms about putting their characters in the ground. Not that I am going to try to kill them, but adventuring is going to be brutal and deadly.

We have made the setting conceit that adventurers are very fluid groups. They are basically aimless wanderers who travel from place to place exploring locations that people with better sense avoid. Trouble follows them wherever they go. They are willful people, who don’t form tight bonds with the person who might go their separate ways or die tomorrow. Adventuring parties form and dissolve regularly. The are basically hobos with swords and magic.

Rather than create some long, drawn out campaign that falls apart if a single player can’t make it, I have decided to throw that out the window. I will run my game as long as there are players at the table. What they play doesn’t matter, all that matters is the game and a fun story. This Friday, I start the “Keep on the Shadowfell”. I know nothing about the adventure itself, and you will see my reviews and thoughts on it as I run it.

I think it is going to be great.

Sanctuarie: The Last Living City

February 14th, 2011

Introduction

This is the first installment of my attempt to do some sort of project per week. Some weeks I expect it will just be an interesting mechanic, others it may be a full world write up like this. Please provide any feedback you might have, I always appreciate input. The world is slightly incomplete, and some of the presentation may be weak. That’s part of the point though, to just get it done. Now foot dragging here, just pump out material. It might not be perfect, but it is better than nothing. Though this one was a bit late because of unforeseen circumstances, but it was important that I finish it.

What I have put together is a zombie apocalypse in a D&D setting. The setting is intended to be dark and deadly. The standard things which motivate players just don’t matter here. After all, what use is gold when you don’t have food to fill your belly, or you haven’t slept in two days because the zombies are hounding you. This certainly isn’t your standard D&D setting. I wanted the world to be horrible with little hope and few heroes. I tried to design it with adventurers in mind, allowing players to explore the setting and try to survive.

Something I didn’t get a chance to design was the infectious bite of the zombies from the zombie apocalypse genre. I just didn’t have the time for mechanical stuff. I imagined it being pretty terrifying. The mechanics I had planned would require a grab attack, and once a zombie successfully grabs a player it can try to bite. Once the player has been bitten, they will have to save verse disease. If the fail enough times, they die and become one of the walking dead themselves.

Well, let’s get into it. I hope you enjoy this little project of mine. By the way, I am taking this week off because I am a bit under the weather and this was actually a lot of hard work. I am certainly not wussing out, but the next project holds a special place in my heart. Next week I start my new project is called “Nephilim”. The basic concept is a fantasy settings with the trappings of mecha anime where the pilots control the bodies of slain angels in a war against demons.

Myrinaras’s Fall

Before the Funebrial Lords, Myrinaras was a beautiful and vibrant land. Golden plains and lush forests spread from Anjou’s western shores to the peaks of Cloudspine Mountains. Diverse cultures grew in Myrinaras’s many kingdoms, and those kingdoms fought petty wars over territory, honor, and wealth. People lived rich lives and were laid to rest in the earth. That was until the day when the dead rose, driven by an insatiable hunger for the living.

It started as isolated incidents across the land: reports of the dead rising and attacking the living. While disconcerting, the priests’ rituals seemed to strike them down rather easily. While uneasy, people didn’t want to consider the coming horrors and went back to their lives of simple pleasures.

Isolated incidents turned into consumed towns, then cities, and soon it would be Kingdoms. Before the kings and queens knew what was happening, refugees were pouring into their borders with stories of the hungry dead on their lips. Ironically, the kindness for the refugees was also the other nations’ undoing as those bitten by the dead soon took on a fever and became the walking dead themselves.

Just as the Funebrial Lords planned, their scourge tore through the nations of Svesnia, Harfoot, Urdmut, and Irithain in the north. As the refugees fled, the hungry dead followed after them, and those bitten helped shatter stalwart cities defenses. All hope seemed lost as heroes stood against the Funebrial Lords and fell, only to join the oncoming hordes as Funebrial Lords swept south through Eichhorn, Vacia, Allumut, and Balgoria.

The last of the living took refuge in the fortress at Sanctuarie on the Alabaster Wall of Anjou, as the last heroes of Myrinaras hatched a plan to save the world. Sister Lise Corday uncovered an ancient ritual that would create a flame to destroy the Funebrial Lords once and for all; all she needed was time. Time they did not have.

In grim determination, the seven heroes made a pact to give Sister Lise the time she desperately needed. Old enemies, Thaenir the Hunter and Domgrir Frosthelm, sacrificed themselves together at the battle of Thelzim Pass. The tales of bravery and sacrifice ended the feud between the dwarves and the elves. During the Siege of Pelinir Hold, Halfling, Dragonborn, and Eladrin gave their lives to delay the hordes just long enough. Marius Harmoot and Gemeti Anu lead their warriors into the undead vanguard, while Illithain danced his sword magic among the Funebrial flanks, slaying two Funebrial Lords single handedly before being struck down by Abigor himself.

Sadly, the Last Heroes’ bravery would not stop the advance of the hungry legions, and they marched upon Sanctuarie. At the base of the Alabaster Wall, Agonnes de Phillip stood before Abigor and his minions with only his greatsword and faith to protect him. Agonnes and his men fought valiantly as Sister Lise struggled to complete the ritual, and in a moment of hope, Agonnes drove his blade deep into Abigor’s chest. As Abigor fell, the Funebrial Lords turned on one another. Agonnes stood victorious and cheers rang from the walls of Sanctuarie, but hope is an ephemeral thing; easily dashed and cast to the winds. With his last ounce of strength, Abigor struck Agonnes down and at the sight of her lover struck down, Sister Lise faltered in her ritual. The flame sparked to life Lise and was pulled into it; her soul and the flame became intertwined. The power of the ritual drove back the remaining Funebrial Lords.

For a short time, the survivors thought the flame would save them and steadily cleanse the world of the undead. Instead of growing, the flame began to fade and its radiance slowly withdrew allowing the undead to draw closer and closer to Sanctuarie. The priests postulate many reasons for this, but the reasons do not matter. The flame will fade within the coming year, and there is no way to prevent it.

When the flame snuffs out, the remaining Funebrial Lords will sense its absence and descend on Sanctuarie to consume the last of the living. The light is fading. Life is fading. Even Death is not even certain. All that remains is suffering. There is no hope.

Myrinaras

What once remained of Myrinaras is a fleeting memory. All that remains is a scarred and diseased land, consumed by the Funebrial Lords and their hordes. The ruins of once grand cities smolder and rot like the people who once occupied them. Pockets of survivors dot the land, but those people are often little better than the hordes they fear.

Sanctuarie, The Last Living City

Overview

Sanctuarie is a near impenetrable fortress, that even the Funebrial Lords struggled to siege. It kept watch with its siege engines over the Aldean Sea, forcing Ithian pirates to give it wide berth. Many kingdoms had tried to take it from the King of Anjou. All failed; their bodies dashed upon the rocks at the base of the Alabaster Wall.

Once a city of 30,000 living souls, all that remains of this once great city are but five thousand of the starving and wretched. What was supposed to be the salvation of Myrinaras has become an empty husk. The city is falling into ruins while the factions within it fight one another for domination.

Much of the city is abandoned, with slums and filth filling the areas where people live. The once great aqueducts, which provided clean water to the populace, have fallen into ruin, those with the knowledge to maintain them are long dead in the service of the Funebrial Lords. Once adventurers came from distant lands with ancient treasures and piles of gold, but now all that anyone craves is food. The people who control the food are the ones who hold power.

The architecture of Sanctuarie is designed for the purpose of defense, and that is one of the reasons why the city had never fallen to any invader. The city climbs the Alabaster Wall in three-tiered motte with a keep surrounded by a bailey resting at its peak. A switchback road leads up towards the keep, and invaders must pass through three brutally defended gatehouses to reach the keep. At the base of the first tier a massive curtain wall forms the primary defense. The walls are able to withstand even the most powerful siege engines and magic bombardment. The Burning Keep rises high above the city giving a clear view of the land that lies below. At the pinnacle of the Burning Keep shines the Dying Flame, the fading magical flame that keeps Funebrial Lords at bay.

Points of Interest

The Wall

The massive curtain wall that protects the outskirts of Sanctuarie is falling into disrepair and crumbling. As the Undying Flame has steadily faded, the Wall no longer falls within its radiance, and is vulnerable to attacks from the undead. While the Funebrial Lords pay little heed to Sanctuarie while the Flame still burns, aimless hordes of undead will assault the wall from time to time, and sometimes manage to break through into the first tier. The Wall’s primary gatehouse begins the Approach, the main road that leads all the way Burning Keep, which houses the Dying Flame.

While most people have fled the first tier in favor of the second tier, there are those who refuse to move or lack the means to permanently reside in the second tier. The Wall itself is currently occupied by the Order of Agonnes, a small group of survivors dedicated to defending the first tier.

Gallowdowns

The area in the shadow of the Wall is a filth-ridden slum. Once grand stone buildings and beautiful structures stood, but years of incursions and scavenging have destroyed much of that. The husks of stone structures have been disassembled and shacks and

shanties have been constructed in their place. For mutual defense, the residents built elevated walkways that allow them to escape undead which find their way into the city.

The Gallowdowns falls outside the radiance of the Dying Flame, making the area rather dangerous and feared. The slums act as a tension point for much of the city, and the various factions in the city often use the people who reside in Gallowdowns as scapegoats. The area is full of flea-ridden flophouses and brothels, and it is often where the few new refugees end up. Disease runs rampant in the Gallowdowns, and life is miserable for all who call it home. The Order of Agonnes technically controls the Gallowdowns, but Abigor cultists, Cabalists, and Scavengers also control vast swaths of the area.

If anyone were considered a local leader, it would be the Selig Eichhorn, The Gallows King. Selig claims he is the rightful heir to the throne of Eichhorn, but it is assumed he is just a bit crazy from loosing his arm to the Infection a few years back. Regardless, he is a just and educated man, and skilled with a blade. He is without fear, and works diligently to organize the people of Gallowdowns. Selig has become the arbiter for many disputes and has driven out Brotherhood Inquisitors on more than one occasion.

The Glimmer

The Glimmer is the primary market of Sanctuarie and rests just beyond gatehouse into the second tier. The Glimmer lines both sides of the approach and is a crowded and disorienting collection of buildings. In the days before the Funebrial Lords, the Glimmer was a place where anything could be bought and gold literally lined the streets. That time has passed and now the Glimmer is a shadow of what it once was; often called the Tarnished Market, or Marché Terni in Anjoun.

Unlike the Gallowdowns, many of the original structures are standing from before the fall of Myrinaras. The side streets and back alleys had always been hard to navigate, but it has become even more so as of late. During the day, the second gate is opened, and those from the Gallowdowns are permitted to wander the district under the watchful eye of district’s guards who are paid handsomely by the Scavenger’s Guild.

Gold has little use in the markets of the Glimmer, but goods essential for survival are highly sought for barter. Almost anything can be purchased here, but sale of necromantic items is strictly forbidden. The Cabalists and Brotherhood both diligently hunt anyone who might be trafficking in such items. Food and daily essentials are most sought after, and fetch the highest price in the market, but alcohol and illicit drugs are also in high demand. The clean, safe taverns and brothels of the Glimmer are always busy with people trying to find some way to forget the fading flame at the top of the Burning Keep.

The Glimmer also houses those who might be considered the rich in Sanctuarie. The wealthy in Sanctuarie are a mixed bunch, ranging from old nobles to resourceful peasants. This section of the Glimmer hugs the wall next to the third gate, and goes by a variety names both positive and derogatory depending on whom you speak. The homes of this area are heavily fortified and fiercely defended by their residents, who are always afraid of uprisings and riots. Most guards will kill first, and ask questions later.

The Abbey

The first thing you see when passing through the third gate is the Abbey of Lise. The abbey and its surrounding city blocks are controlled by the Brotherhood of the Flame, and anyone passing through the area into the Burning Keep faces inspection and questioning from the fanatics that make up the Brotherhood. Most try to circumvent the area by going through the smaller gates or passing through the Alchemists Quarter. The Abbey is an immaculately maintained area, which the Brotherhood maintains as a symbol of their purity and dedication to the Dying Flame.

The Alchemist’s Quarter

Pressed against the wall of the third tier lies the Alchemist’s Quarter. The Alchemist’s Quarter is a collection of laboratories and workshops, which where the Alchemist’s Guild produces a wide variety of items ranging from healing potions to poisons. Most of the buildings in this area are stonework, which serves the wizards of this quarter well, allowing them to contain any potential accidents from their experiments.

The Burning Keep

At the top of the third tied lies the Burning Keep. Controlled by the Keepers of the Flame, they maintain the structure to the best of their ability and enforce it as neutral ground. The Burning Keep is a large complex where various factions will come to mediate problems and residents pray at the Chantry of the Flame or attend services in the Cathedral. Deep within the Burning Keep lies the Reliquary, which contains the last repository of religious relics, tomes, and texts from before the Fall. The access to the Reliquary is permitted by the Keepers, but strictly monitored to protect against theft and vandalism.

At the top of the keep is the Chamber of Flame. Within this chamber burns the Dying Flame that keeps the undead at bay. The ritual should have created a flame fueled by the faith of those in the city, but when Lise faltered something went wrong. Sister Lise writhes in the flame, her ghostly form barely visible through the eerie blue flames. There are times when she speaks to those in front of the flame, but her words are always laced with riddles and rarely coherent. As the flame steadily consumes her soul, it grows dimmer and its protective radiance recedes steadily each day. By all estimates, the flame should snuff out in less than a year.

The Bones

Sanctuarie was once a city of 30,000 people, but now only five thousand people remain. Most died of starvation or during the siege. After the slaying of Abigor, many simply took their own lives, unable to bear the thought of the world they were left with. This has left large sections of the city abandoned. It has become the home of ruffians, thieves, cultists, hermits, revolutionaries and outcasts. Very few of the Sanctuarie’s residents venture out into the Bones, but sometimes Brotherhood inquisitions and Cabalist hunting parties can be scene scouring the area. Most of the structures have collapsed from exposure, but many are burned from fires that tear through the area. Broken aqueducts also dump water into areas, submerging sections of the Bones. In general, it is very easy to get lost within the area, and traveling among the ruins requires a knowledgeable guide or a recent map. The Bones is incredibly unsafe for outsiders, and only the suicidal and dangerous venture out into the area.

Factions of Sanctuarie

The five thousand souls that make up Sanctuarie at any given time have no ruler. Various factions control sections of Sanctuarie, and control the lives of their residents in any way they see fit. Some factions control no territory, moving among the city trying to implement their agendas. There are hundreds of factions in the city, but most are small and have little influence, but there are larger factions which effect the everyday life of residents much more directly.

Seven major factions vie for power in Sanctuarie, while each claims different reasons for their actions; all are driving by the need to survive. Some are generous, others driven by self-interest. Regardless, they effect the everyday lives of the few living people who occupy the rotting husk of Sanctuarie.

The Brotherhood

The Brotherhood of the Flame is a collection of fanatical paladins, soldiers, clerics and religious fanatics who elevated Sister Lise Corday to the status of a goddess, and the Brotherhood worships her along side the Light. The Brotherhood is lead by a Svesnian Paladin named Abbot Martili Zutter. Abbot Zutter is a religious fanatic obsessed with the words of the Dying Flame. He preaches they are prophecy and he and his followers have gained great influence with Sanctuarie. They believe the sin within the city is causing the flame to dim, and Lise has commanded him to root out that sin. They use this influence to pursue and punish the sinful, sending out inquisitorial patrols to cleanse the city. Few are considered free from sin and they have been known to perform everything from public lashings for thieves to sealing a brothel shut and setting it aflame with the occupants still inside. Most residents give them wide berth, but they have attracted a rather broad following among the needy, frightened, and devout. Those that do not live in the Abbey proper act as informants, providing inquisitorial patrols information on their fellow residents’ improprieties.

They face opposition from the Scavengers, Cabalists and Order of Agonnes, who see them as dangerous fanatics. The Brotherhood in turn hates these groups, preaching against them as sinful and corrupted by Abigor. The Keepers of the Flame hold a neutral stance towards the Brotherhood, hoping to temper their fervor, while the Brotherhood sees them as weak minded and spineless.

Keepers of the Flame

The Keepers of the Flame, often called the Keepers, hold the Burning Keep and tend the Chamber of Fire. They administer the area and make sure that all have access to the cathedral that lies within the keep. In addition to being religious men and women, they are also scholars trying to devise a way to strengthen the Flame so it can fulfill its intended purpose. They have collected a large repository of ancient tomes and artifacts, which they study in hopes of finding the solution. The Keepers provide access to their library for a nominal fee, which they use to maintain the keep and collect new materials for the library.

The Keepers are always looking for new texts and will pay handsomely for any unique tomes or artifacts. This constant interest means they have a good relationship with the Scavenger’s Guild, adventurers, and new refugees who wander the outside world.

The Keepers play the neutral party in the city, acting as an arbiter to keep the peace between various factions. The Burning Keep is considered is considered neutral ground, and no weapons are permitted within its walls. Access to the library is open to everyone, but as of late the Keepers have become more cautious since a Brotherhood devotee tried to burn a section of the library that Abbott Zutter claimed held “sinful texts”.

Order of Agonnes

Standing stalwart on the wall without the benefit of the Dying Flame’s radiance is the Order of Agonnes. The Order is dedicated to hunting down the undead that penetrate the walls and fending off mass attacks. Everyone but the Brotherhood and the Cult of Abigor universally respect them. The Order is lead by an aging Dragonborn named Sin-Nassir. Sin-Nassir served along side Argonnes, and took command of his legions after he fell in battle. Disgusted with the cowardice of the other factions, he vowed to hold the Wall regardless of the status of the Dying Flame.

While they hold the wall, they also patrol the Gallowdowns and the exterior of the wall. They make an effort to drive off the undead attracted to Abigor’s Grave at the base of the Alabaster Wall. Sin-Nassir is concerned they may have the means of resurrecting Abigor, and he is determined to see that doesn’t happen.

The Order has a strong relationship with the Alchemist’s Guild which provides the much needed expertise for siege engine maintenance, as well as the Cabal whom they work with to hunt down the undead in the city and the Cult of Abigor. They have a tenuous relationship with the Scavenger’s Guild. There is no love lost between Sin-Nassir and Abbot Zutter, who Sin-Nassir suspects is responsible for the numerous attempts on his life.

Scavenger’s Guild

The Scavenger’s Guild is rather diverse group of people who travel to the outside world, recovering food, supplies, and manufactured goods from the ruins. Their members are merchants, adventurers, thieves, and soldiers. While duty, faith, or community motivates some of the factions, the Scavengers are only interested in wealth. They control the movement of all goods in and out of the city. Anyone bringing goods into the city is expected to pay ten percent of their goods to the Guild in order to do business in the city. This tax has created a number of black markets in the Bones, which the Scavengers hunt down relentlessly.

Scavengers are generally tolerated by all factions, except the Brotherhood, because they provide and essential service. The Brotherhood only tolerates them as long as they have something they need, and it is not unheard of for an inquisitorial patrol to raid a Scavenger guild house for supplies for the Brotherhood’s “war against sin.”

The Cabal

The Cabal is an amorphous group dedicated to hunting down necromancers and undead in the city and the surrounding area. They are a secretive group that tries to move among the shadows. Made of people from a wide variety of professions, most come from some sort of magical training, either divine or arcane.

The Cabal has members within every faction of the city, acting as spies and agents who provide information that furthers their goals. They have little interest in the politics of the city, and instead see every group as a resource to be used in their war against the undead. Their actions are not always direct, and they will sometimes manipulate groups into striking at undead nests or cults that pop up around the city.

Cult of Abigor

The Cult of Abigor is a collection of individuals dedicated to the worship of Abigor and his resurrection. The origins of the Cult can be directly attributed to the death of Argonnes, and the collective trauma that created. Rather than being driven to slay the undead, they instead decided they should become one with them. The Cult of Abigor is a fanatical death cult that is universally reviled across the city. No faction considers them an ally. Every faction, both great and small, has a bounty on the heads of Abigor Cultist. It is rumored they have contact with Haagenti, who supplies them with resources and magical materials.

Alchemists’ Guild

The Alchemists’ Guild is a small faction within the city, controlling fewer than four city blocks, but they provide an essential service to the city. They are the creators of everything from potions to poisons, which every group needs for their operations within the city. They Scavengers rely on them heavily for unique goods, while the Order relies on them for essential supplies to continue the defense of the city.

The Alchemists are driven not by greed or power, but by knowledge. They are a loose association of wizards, artificers, and other learned people who are interested only in expanding their knowledge. Each Alchemist has a very different outlook; some side more with the Order of Agonnes, while others have no qualms about supplying the Cult of Abigor with necromantic supplies.

Other Factions

There are a multitude of smaller factions within the city. Some hold power out in the Bones, while others hold power only in small sections of the city. Generally, factions do not fight amongst themselves, but if a faction gets in the way of another faction’s goals, violence has been known to erupt. It truly varies from faction to faction. Some are simply neighborhood communities, while others are brutal thieves guilds. Factions may even occupy the same physical locale.

Outside Sanctuarie

Ironhelm

Resting along the western slopes of the Cloudspine Mountains is the free Dwarven hold of Ironhelm. Isolated in the high peaks, the small community of about 200 Dwarves and 100 other people has sealed themselves deep within the mountain. They rely on the relative robust resources of the caverns, and rarely let refugees inside their stronghold.

Ironhelm is one of the few communities that still actively trade, and their caravans travel the region trading for goods they cannot produce themselves. Ironhelm weapons and armor are highly sought after by the survivors of the Fall, and they are able to demand high prices for their equipment. They also have access to one of the few untainted sources of water, and they trade water, wine, and beer with the local communities.

Wormwood

Nestled in a valley between the Cloudspine and Dragontooth mountain ranges lies the Wormwood. The Wormwood is the domain of the elves, and they fiercely defend it from all intruders. The Wormwood elves are known for their savagery, and they have little interest in dealing with outsiders who they suspect are agents of the Funebrial Lords.

The elves live high in the trees and hunt whatever undead wander into the forest. They are currently loosing ground to a collection of tomb spiders that have infested the forest. The elves will often take mercy upon those they see slaying the tomb spiders, and having proof of hunting them may gain an explorer sanctuary within an Elven community.

Dread Plains

Stretching from the Cloudspine Mountains to the western shores of the Cenurian Ocean lies the Dread Plains. A mix of rolling hills and open expanse, one can see for miles in all directions from a high hill. This is both a boon and a curse, for undead hordes wander this land seeking the flesh of the living.

Near the center of the plains lie the ruins of Pelinir Hold and the domain of Lady Meridiana. From this ancient city she steadily expands her domain, attacking isolated communities of survivors foolish enough to make their presence known.

The Funebrial Lords

During the Fall, the Funebrial Lords numbered thirteen and were lead by Abigor. When Abigor was slain by Agonnes, the remaining Funebrial Lords turned on each other. Over the past ten years, they have warred and politicked against one another, and only seven remain.

Much to the surprise of the people of Myrinaras, the Funebrial Lords actually have a society, though twisted and evil. The Funebrial Lords rely heavily on the living. They treat the living as cattle, trading them as food, entertainment, and troops. Survivors are often surprised by the willingness of sentient undead to trade with the living for other people, and some humans actually trade with the Funebrial Lords as a means of survival. Some communities actually survive by paying a “tax” to the local Funebrial Lords in the form of their children and adults.

Bathin

Bathin is the lord of consumption. His massive, bloated form lumbers with his hordes when he is on the warpath, or sloshes about when rests on his bone throne when holds court. His magic focuses on manipulating people and undead through hunger. Those infected by Bathin’s zombies are known for consuming massive amounts of food until the moment they die and become a zombie themselves. Zombie hulks are common within his forces, but almost all his forces are non-sentient undead. Bathin has an outright hatred of Lady Meridiana for her rejection of his advances, and Bathin’s kingdom is deeply in debt to Haageniti. He is currently in the middle of a brutal conflict with Gader’el and Melchorm.

Lady Meridiana

While most Funebrial Lords are horrific to look upon, Lady Meridiana is stunningly beautiful and the Funebrial Lords all pine for her attention and favor. Lady Meridiana is a master of manipulation and passion. She takes great pleasure in manipulating the living into choosing to serve her in undeath, rather than simply taking them by force. Unlike many of her brothers, her undead legions are made up largely of sentient undead, with non-sentient undead making up the fodder of her forces.

She controls the lands surrounding Pelinir Hold and large swaths of the Plains of Dread. Having the weakest military of the Funebrial Lords, she maintains her hold on her lands through manipulating the other Funebrial Lords to fight amongst themselves.

Gader’el

Towering above the northern remains of Urdmut, is Frostmane Hold, the domain of Gader’el. Gader’el was Domgrir Frosthelm in life, but he was raised after the loss of two Funebrial Lords at the hands of the Last Heroes. After taking his new name, he turned his eyes to his old home Frostmane Hold. His forces took control of the fortress easily and claimed the Dwarves as his new subjects.

Gader’el is currently in a pitched conflict with Bathin, who is determined to take his kingdom for himself. He is also dealing with dwarf rebels who hide deep in the tunnels of Frostmane. The rebels have found unexpected allies in the Duegar and Goblins who had once been the Dwarves enemies.

Chemosh

Controlling what was once Ithia, Chemosh holds the lands south of Sanctuarie where his undead fleets intercept the few remaining Ithian pirates smuggling goods to Sanctuarie. Chemosh was once the spymaster for Lord Abigor, and his legions were never very large. They are even smaller now, and Chemosh traffics in information that allows him to maintain status among the Funebrial Lords. It is said that he has damning information on every one of the Funebrial Lords, which stops them from simply crushing his forces. His navy is second to none, and all the Funebrial Lords rely heavily on his fleets to move both troops and chattel

Valefor

In the northern frozen wastes there rests a massive structure of ice and stone. Within that towering structure sits the wrathful Valefor. Valefor was once Abigor’s second in command, but his pride and arrogance caused him to be manipulated and tricked by the other Funebrial Lords. There are few as skilled in battle as Valefor, and few as naïve and idealistic.

Having lost his territory and soldiers to the manipulations of the other Funebrial Lords, Valefor has begun to raise an army of gnolls, orcs, and goblins rather than traditional undead. Valefor fully believes the other the other Funebrial Lords will rally around him when they see his armies march upon Sanctuarie. His idealism may be a greater threat to Sanctuarie than any of the Funebrial Lords undead legions.

Melchorm

Melchorm is the most pathetic of the Funebrial Lords. His lands have fallen into disrepair, and his treasury is in a shambles. He has steadily given more and more of his power over to Haagenti, and he has practically ceded control of his lands to other Funebrial Lords. Ironically, Melchorm is the most powerful of the Funebrial Lords, and he could easily crush them into grave dust if he saw fit. Regardless, he has little interest in power, and spends much of his time pouring over tomes and scrolls searching for some ancient ritual. What the ritual will accomplish isn’t known, but scandalous rumors among the Funebrial Lords claim he has turned against the Funebrial Lords and is trying to restore the life of Myrinaras.

Haagenti

The living beings are the currency of Funebrial culture, and it is Haagenti who controls that currency. Unlike the other Funebrial Lords, Haagenti makes great effort to make measured use of his living chattel. Rather than imm¬ediately converting them into the undead, he instead maintains complex breeding programs enhanced by magic and alchemy. Haagenti then manipulates his fellow lords with the temptation of easy flesh and souls, driving them into debt and ruin.

Writing Challenge: Project Per Week

February 5th, 2011

I have finally finished my move to California, and I am trying to get back into the writing groove. In an effort to be more productive, I have decided to start a new writing project. I am going to do a project per week. What will these projects be? They may be quick and dirty adventures, a simple setting write up, or an interesting game system. The goal is to start writing again. I am going to try to make an effort weekly posts driving towards a post per day. The big posts should be up every Sunday by the end of the day.

Check back tomorrow, because you should see a new setting: Sanctuary: Zombie Apocalypse in Dungeons and Dragons.

Gen-Con 2011

January 24th, 2011

Just registered for Gen-Con 2011. Looking for forward to it. Now all I have to do is get my playtest version of my game ready to go by then.

Monster Manual 3 = teh Awesome

October 29th, 2010

I recently did a big purchase of D&D 4th edition books. One of the books I purchased was “Monster Manual 3″. Normally, I expect a certain dryness from a monster manual, because most D&D books feel like reading stereo instructions to me. Every time I flip through Monster Manual 3 I am continually impressed. Most monster manuals generally provide very little detail on the narrative aspects of the monsters, but this monster manual is very different and really makes me want to pour through it.

Here is a great example from the entry for the Ghast:

“The rogue thought herself clever when she opened the leaden doors to the lost tomb, saw a dozen slavering ghouls in the antechamber, and quickly sealed the sepulcher. Ten years later – long enough for the ghouls to starve to death, according to her research – she returned to the place. True, the ghouls had met their end. However, their transformation into ghasts was something she hadn’t accounted for.”
- Monster Manual 3, pg. 95

For me, this takes a normally dry and boring manual of monsters and makes it something very fun to read. It provides ideas for how you can use the nature of this monster in your campaign and little tidbits you could throw at your players.

Imagine the passage above not as something for flavor, but for the story an old rogue tells the players. The players are trying to find information about the sepulcher, and they track down an old rogue who had been there before. The rogue tells them, “Ten years ago it was filled with ghouls, but I locked it down. I am too old now to go their myself, but my research shows they would be dead.”

Players go there confident the ghouls are dead and not an threat, and instead they find a collection of Ghasts. It creates a situation where the monster is introduce in a way that makes sense rather than “just because the DM wanted to use it.”

The passages like the one above really have a great feel, and it makes the book more practical for a Dungeon Master who is looking for ideas about how to use the monster. It provides the Dungeon Master with ideas of how to give the monster context within their adventure. It gives the monster a certain dramatic flair, rather than just a thing to provide experience and treasure.

I send my compliments to the author and designers of Monster Manual 3, and I really recommend buying it if you are on the fence. I find it to be a very interesting and fun book to flip through, and the monsters in it are unique enough to provide Dungeon Masters some fun and dramatic characters for their adventures. It’s great to see the designers doing something really fun and cool.

Big List of RPG Plots

October 26th, 2010

Found a nice resource for simple plots and ideas for games.

Big List of RPG Plots

Star Maps

October 22nd, 2010

I found a great resource for star maps thanks to io9.com today. It would be useful for building your own star maps for a sci-fi game.

3-D Starmaps