Tuesday, December 27, 2016

One Shot: Rise of the Beastmen: Battle for the North

My kids, ages 7 and 9, have been begging me to play an RPG with them; having a few free days around Christmas, I finished fleshing out a bit of lore, and built a one-shot campaign for them. It, too, is set in this world, a few short years before the age of the beastmen truly begins. It's a bit long, as it was actually three sessions, stuck in between shopping, presents, and general holiday spirit.

The Emissaries

It is the year 3781, 7 years before the Wall of Mareten is completed, and 19 years before the Age of the Beastmen. The Council of Five - that is, the top diplomats of the Humans, Elves, Dwarves, Halflings, and Gnomes - called two of its last heroes to begin what may be the most important mission of the century. Beastmen activity was increasing; incursions were digging further into civilized territory than ever before. The Elves (that is, the True Elves) in the West were pressed to the breaking point; already, the southern city had closed its gates. Roads were not safe. Worse, rumors began to filter in of a danger to the North. If the Northern Tribes were conquered, their precious knowledge would be lost.

Thus, the Council summoned Gimli Thorson, Dwarvish Craftpriest, and Evindal Elaric, Elven Enchanter, to begin a perilous journey to warn the people of the north.

Tuesday, December 20, 2016

One-Shot: Ancient History: The Dwarves

The first in what may well be a series of glimpses into the past; a reliving of the origin of Dwarves.

Prologue: A Book Is Found

In the hidden city of the gnomes, while the others were off digging up a great scale, Llarm decided to take a look in the library. The gnomish library is, in fact, one of the greatest libraries in Mor-Thir, provided you have a Stack Guide. Llarm poked about, and with his innate Librarian skills, discovered a small secret area. Inside, he found an ancient book - not even a book, but a carefully carved slab of stone, covered in runes. Bound to it with a strap of leather was a scroll, written in Mountain Dwarf. With the help of Groin, Llarm deciphered the scroll. On it was written the following tale:

Monday, December 5, 2016

There and Back Again

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Zarc, Thrassian Gladiator
  • Llarm Paphyra, Elvish Polydoctorate
    • The Metal Man, construct
  • Airsen Birdmaster, Airwalker
    • Erik Stein, Dwarven Vaultguard
  • ???, Elven Ranger

In Roundrock, while the ranger found a trainer for her ferret, Gróin went looking for henchmen. He found a priestess, whose name I forgot to write down (typical). She does, however, speak both Common and Mejastan, which should prove useful if the party were to journey further south.

The ranger attempted to hire a sage to determine just what, exactly, the strange magical globe actually was. She forked over 250 gold, but when she handed over the globe, the sage quickly handed both back. "I don't work on items that far outside my power level," she explained; the globe is immensely powerful, but beyond that, the sage had no further information. That left only hiding it away forever, or actually staring into it; with a deep breath, the ranger held the globe aloft, peered into its depths...

How does Wish work?

On Wishes

By Lucious1

Property of Wrapport Library, Wrapport College, Wrapport, Mareten, Mor-Thir.

Wishes and miracles are strange, powerful spells, capable of manipulating reality itself.

Miracles, of course, are infrequent blessings handed out to faithful followers, and are often accompanied by divine quests, as difficult as they are mandatory. The more powerful the miracle, the more stringent the quest. The most powerful miracles, granting immortality, powerful enchanted weapons, and so on, are simply refused, or even punished, at the whim of the miracle-granting deity. Wishes, on the other hand, seem to have no oversight; at face value, it seems even the most exploitative wish could be made reality.