Good article and I agree.
Likely be levels 1-6. Instead of using netnir vale and the dawn of war gods I decided to go all in on creating my own spot.
I'm going to use these gods
A few of these locations have cropped up in other games I've ran or prepped.
Long tooth I drew up and stated a while ago for the nightwell barony, however I'm stealing my buddy Vance's version of the townsfolk here.
Cape night and the barony could still technically be a thing the way they were originally placed on the night well barony map, however it's now a dead ruin.
Actually maybe not because I stole some names And moved them around the map.
I'm still planning on doing a wayfarers league and short adventures. I'm going to use Jeff's campaign questions and the my campaign document from Matt coleville to flesh it out a bit.
This still seems like a fun idea. Maybe one day.
My Dad is finally getting taken care of by professionals. It was a very long ten months. Now that I have a bit of time to breath, think, sort of relax I've been slowly coming up with some gaming ideas.
I jumped in on my buddy Jeff capes becmi game last Friday, and it was fantastic. My friend Jeremy from work is playing as well. He did a great British isles accent thru the game. I decided to be a extremely talkitive thief, to the point where I barely breathe when speaking. I'm looking forward to our bi weekly games.
I spent a lot of time trying to figure out how to run ghosts of saltmarsh for my cousin's. I've decided to fuck it. We will likely only be playing once a month. Trying to incorporate a fairly convoluted plot into four hours a month just doesn't seem do able for me.
What I have figured out is something a little bit more "drop in friendly". The characters are part of a newly formed adventurers guild called the "falkcrest wayfarers league". The patron is a curmudgeonly elf named Hazzar. He will send them on random 2 to 3 hour missions in the netnir vale.
I may also run this same campaign online for random people on Thursday afternoons, roll20.
This is a bit easier to manage.
I have found a pile of great free 5e adventures that I'm going to incorporate into this points of light campaign (is points of light trademarked?).
We are going to use the basic 5e rules only or this, and the dawn of war deities.
Should be fun.
I will put up some play reports as time goes on. It is interesting not having a big bad.
Further after Jeff's campaign I intend to run a couple of games of gamma world 1e for the group. I've got a few silly ideas which should be fun.
It's nice to be back after a terrible year.
I can't quite believe the year is over. It was very difficult year to be honest. I'm thankful.
I didn't have much of a chance to play games this year. It started out with a bang playing with Steve and the rest of the Canadian crew.
My schedule changed and my Dad moved in with us which basically stopped most gaming.
I spent most of the rest of the year helping my dad and dealing with all the things. I basically put off working on anything, playing games and guitar.
I'm currently prepping to play 5e again with my cousins. We are going to have a session 0 and get going soon. I intend to just use the essential rules. The phb is just too much for new players.
As I mentioned in the previous post I wrote a supplement for basic fantasy.
I am hoping to spend more time working on the basic fantasy project.
Happy new year everyone.
I created some playable races for bfrpg. You can check them out on the showcase page.
These are all races like skunks, bears, voles etc.
Check it out and let me know what you think.
Also download the new fourth edition of bfrpg while you are there!
I'm currently enjoying the black apple brugh module. Likely going to incorporate it soon. Got a cool vibe.
This adventure is for 1st - 3rd level characters for Blueholme. It may end up being part of an expanded set of adventures. Your comments are welcome.
Strange noises have been coming from the old well. The local townsfolk have been worried about the water supply. A rash of farm animals have gone missing, which may be connected. Hugo the local magistrate wants someone to explore the well and report back with their findings.
All the underground area below the well is natural caverns, with rocky outcroppings and stlagtites. A slow moving river runs through most of the dungeon. Some of the rooms have been carved out by a seasoned miners hand, squaring up walls and flooring. The map is 10 foot squares. The ceilings are jagged and the heights vary.
A.) WELL ENTRANCE
The well is 60 feet deep. A rickety basket holds an old corded rope for bringing up the water bucket. The air from the well smells distinctly noxious, breathing it in makes you cough.
• Using the provided rope: There is a 3-6 chance that the rope will break per PC using it. Roll 1d6 to see how many feet they fall. 1d6 dmg per 10 feet.
• Using torches: Any torch light in the well or at the bottom will cause a minor explosion of gas. Anyone in the area of the well shaft, or bottom will receive 1d6 damage on a failed save vs breath.
• Bottom of well: The bottom of the well is about 4 feet deep with water, which flows to the east.
B.) MAGICAL MINE
The room is being excavated by large whirring machines that run by themselves. There are belts, pulleys, levers all over the place. The north wall has a large hole in it. In the centre of the room is a pile of rubble that shines in any torchlight. There are exits to the east and south. The water flows thru this room, and is six feet deep in the middle.
• The excavating machines are magical, they can be stopped by dispel magic or by manually dismantling them.
• There are a series of 6 tripwires spread out the room, above the water line. While searching the room there is a 3-6 chance per round of setting one off, unless the PCs are being extremely careful. Adjust to 1-6. If any of the tripwires are set off a group of goblins will come to investigate.
• 4 Goblins, AC 6, HD 1d6, Att: Dagger, DMG 1d6, DEX 11, MV 15. The goblins carry 10 SPs between them. They won’t spill who is in charge of the machines, even if they face certain death.
C.) CARCASS CAVE
This natural cave is filled with rotting carcasses of woodland animals. A web hangs from the ceiling. The floor is bone dry. You can hear nature sounds coming from the west passage.
• The west passage leads to the outside, on the outskirts of town.
• Giant Spider: There is a giant spider resting down the west passage. The passage is filled with webs. If the PCs spend more than 2 rounds investigating the room, the spider will enter to check on its prized food.
• Giant Spider: AC 6, HD 2+2, Att: Bite*, DMG 1d6, DEX 13, MV 25. *On a successful bite the spider will secret a vast acting paralyzing venom. Save vs paralysis.
• Treasure: Amongst the remains is the carcass of a human wizard, he carries 3 first level scrolls, 30 GPs in a pouch and a magical staff.
D.) BARRACKS & CELL
A ramshackle room containing a cell made of rusting iron bars, a few small cots and an oaken barrel being used as a table. A few suits of leather armour hang from hooks in the ceiling.
• The room contains 6 Goblins, a tied up Gnome prisoner.
• The gnome is named “Xveev” claims to have been press ganged into helping the Goblins and a surly dwarf into opening an underground tomb. He was the one who invented the machines, and keeps them running. He says that his family is being held hostage deepr in the caves. (He is lying, he is the mastermind of this operation. The reason he stays in the cell is because he prefers to have a guard near him at all times.)
• The goblins will be cautious, but attack if they feel threatened. They have been told not to give anything away about the Gnome.
• 6 Goblins, AC 6, HD 1d6, Att: Dagger, DMG 1d6, DEX 11, MV 15.
• Xveev The Gnome, AC 9, HD 1d6, Att: Dagger, DMG 1d6, DEX 14, MV 25. The gnome has the following scrolls stashed in his pants. Magic Missile, Charm person. He has a key for room G. It is brass and has a small rune etched into the side of it.
E.) UNEARTHED TOMB
Rubble and dust fill this room. The sounds of pick axes striking stone emanate from within.
• There are two Gnomes tied up on a poll in the middle of the room. They appear to be malnourished. (Save VS Spell. This is an illusion).
• There are two goblins and a dwarf working on clearing an area to the south. This maybe the door to a long forgotten tomb.
• The dwarf wears a metallic collar. This is a magical device that acts as a permanent charm person spell. He is exhausted and moving slowly. It looks as if he’s been working without sleep for days on end. The collar can be pulled off with a feat of strength, this will cause the dwarf to take 1d3 of damage automatically. Dispel magic will render the collar inert. The dwarf has no recollection of how he got here and what he was doing.
• 2 Goblins, AC 6, HD 1d6, Att: Dagger, DMG 1d6, DEX 11, MV 15.
• 1 Dwarf AC 9, HD 1d6-1, Att: Pickaxe, DMG 1d6, DEX 4, MV 10.
G.) LOCKED ROOM
The door to this room is locked, and the door is quite sturdy.
• The gnome has the key to this room. It can be broken down by at least 3 characters. On a roll of 1 – 8 on a d10 they will be successful. This will make enough noise to arouse a few more goblins to investigate.
• If the door is broken down rather than being unlocked, the pressure plate trap on the other side of the door will be operational. Anyone stepping 10 feet into the room will cause the trap to go off. Save vs paralysis for half damage. A large wooden beam will come flying down from the ceiling doing 1d6+2 damage.
• Inside the room are 3 dwarves that are related to the dwarf in room E. They are emaciated.
• The dwarves will happily hand over a treasure map that they found in return for safe passage to the surface.
Xveev the gnome was trying to find a buried stone that could command elementals. He was intending on bringing this back to his underground village. His chieftan had commanded that it would help with their war against the dwarves. In a previous skirmish the dwarves had killed the gnomish high priestess and this was to be used for revenge.
I got a bit of flack for my capn of the guard post. Basically that there is an inherent setting in the tables. Of course there is. A guard could be wearing armour from a bandit, maybe the village is poor. Or he could be wearing mithril he acquired when he was previously a hero.
Anyway this got me thinking about my inherent setting. It tends to be swords and sorcery with elements of whimsy and humour.
Which also got me thinking, the judge's guild ready reference sheets are awesome. What would be cool is to have this sorta crazy world, province, continent, state that's half baked with some general ideas and then a whole bunch of weird whimsical tables to go along with it. I dunno might be cool.
Those ready refs are hard to beat when you are running a game. That and the 1e DMG and your flavour of rules and you are basically good to go.
I noticed the other day someone had posted on Reddit this great pdf.https://initiativeone.blogspot.com/2013/05/od-setting-posts-in-pdf.html?m=1
Totally forgot about that. It's fantastic.
I started reading beyond the witchlight again and I found a bunch of cool freebies on dtrpg which I'll post in the next few days.