Categories: Notes

DM Notes – C01.S01.06

[A Note on Notes]

Purpose of this scene

Mostly a tour of the Treyvigg Monastery. Meet Aide Camarie who will show the party around – the guest quarters, the Aide quarters, and from a distance, the Elder quarters. Also the training grounds and the temple.

 

The Temple is for the worship of Dunea.

Dunea is an elemental deity of the earth and ground.

Dunea always keeps an upbeat attitude even if a little drinking helps her do this, and because of this she is seen as the beacon of hope during darker times.

Dunea is a Strong willed goddess who gives it her all in fights not in offence but defense. In a fight when she does attack she does so boldly using a giant hammer to knock away those she faces. Although usually kind people who act rashly annoy her to no end. She has a close connection to her priests and warriors and will often come to help them if they are in trouble.

Dunea is seen as a dark skinned woman with curly brown hair and almost always smiles.

 

Her symbol is two giant hammers crossed in defense.

 

The Treyvigg Monastic traditions are known for prioritizing defense postures and tactics. The great cliff wall and the inner wall are symbolic of this defensive positioning

 

Feats taught at Treyvigg

 

Also… read up on Wine in the realms. Treyvigg Monastery is a winery and maintains great pride in that fact.

 

Notable Vintners

Arlho’s Fine Flasks: Brewer and vintner located in Ashabenford.[33]

House Foxmantle: A family of Sembian nobles.[34]

Monastery of the Yellow Rose: Known for their blueberry wine.[35]

Ondal: A wizard who lived in the Heartlands prior to the spellplague.[15]

Oraundas Haeltower: Tethyrian winemaker noted for his table wines sold throughout the Sword Coast.[7]

 

Find opportunity to take jabs at Oraundas.

A “budget” vintner from Tethyr.

He who was best known for producing drinkable but rather unexceptional table wines sold throughout the Sword Coast. His wines kept well and were a favorite among innkeepers and shopkeepers. His vast vineyards lay northeast of Vineshade in the Purple Hills region of Tethyr. Although Haeltower’s wines were transported in wooden casks, many buyers bottled the wine in glass bottles for resale.

 

For some fun and flavor, bring in Thaola – Now Elder Thaola.

 

From Elves of Evermeet: Thaola’s Wineshop. This soft-spoken elven woman sells fine elven vintages here. She has a single bottle of wine from ancient Myth Drannor, generally considered to be beyond price. Thaola has been saving it for a special occasion, but nothing in her life has struck her as special enough yet.

 

A hundred and thirty years later, the bottle remains sealed. She is a grand master in the monastery and also a grand master vinter now. Summertide Red is actually her creation. She is LG and remains soft-spoken and meek, yet is a tier 4 monk. She is also the posesser of an Elfrune – given to her by Queen Amlaruil before she disappeared. Whether the ring is still capable of contacting Amlaruil, Thaola has not said. Can it transport her back to Evermeet? Now that Evermeet is in the Feywild? Maybe…

 

Maybe Arrodon is also from Evermeet?

 

Both Arrodon and Thaola are Moon Elves. Why not…

Maybe… perhaps… Elder Arrodon is actually Prince Lamruil Moonflower? Son of Queen Amlaruil? Bold addon… but sounds like fun to play with… rich history – tons to work with.

 

Perhaps his quest to find his human bride, Princess Maura, ended in frustration after many years and he returned to Evermeet, in shame, under a different name – Arrodon. Perhaps he turned to the bottle for comfort and that is how he meet Thaola – in her wineshop. The two decided on a new life. Treyvigg Monastery was soon founded. I like it 🙂

 


Categories: Notes

DM Notes – C01.S01.05

[A Note on Notes]

 

Almost there… to the destination of the first adventure. Only took me 5 scenes to do it… but I had to introduce the characters, bring Joloobo into the party, give the PCs some magic stuff, set up some things… etc

 

In this scene, Joloobo catches up with Yisi and Valea and rewards them with superior healing potions made from the blood of the trolls they had fought the day prior. Joloobo makes some excuse about wanted the blood of the green dragon he had told them about previously, but then admits that his Sprite girlfriend Rayni (well, at least he likes to think she will one day be his girlfriend) told him to go make friends. I would have preferred to wait out her return in his forest of solitude, but the wishes of Rayni are the only law his heart knows.

 

Introduce a roadside shrine. There are probably many of these in the area, but as a minor encounter and possible boon, drop one here, a few hours west of Treyvigg Monastery. The shrine is teeming with gold and gems. Gifts made over the years just sit here – evidence that the shrine is legit perhaps. Otherwise the wealth would surely be stolen.

 

I wonder… if Cyrics Cudgel kidnapped someone to steal the wealth… obviously the victim would suffer the negative boon… but would the hand that forced the theft also pay a price? Dice say no.

 

Well, our party may want a blessing. For now, let that be the extent of the shrine. Later, perhaps, they find a body, or rather maybe, a suffering someone, who was kidnapped by Cyrics Cudgel to rob the shrine and suffer the curse.

 

Then on to Treyvigg’s.

One question I have is about combat encounters… Do I really need combat in each and every scene? Won’t it begin to feel stale and forced if I always have some combat in every scene? I think as long as I have 2 out of the 3 pillars, it qualifies. So far, we have Joloobo joining as a social encounter and the shrine as a discovery/exploration encounter (are these two really the same?)

 

Fast forward from the shrine a few hours to where they start to see fields of grape vines lining the foothills of the Umar Hills. There is a small sign with an arrow pointing North and marking the Treyvigg Monastery Trail. The monastery is still an hour away – further up into the mountain, though they will see several storehouses and press buildings along the way. The operation is fairly grand with nearly a hundred acres of grapes spread out across many hundreds more acres of land. There are large swaths of red grass, much like Ghallar Knoll to the west but small, and not quite so spectacular a red.

 

Ghallar Knoll:

 

An interesting spot in the western Small Teeth, Ghallar Knoll is a low, perfectly round hillock covered by grass of a brilliant scarlet hue. Legends say that eating two blades of the grass makes one 10 years younger and removes all poisons in one’s body. Legends also hint that the hill is the home of its protector, the Ghallar, about which no one knows anything at all since no one has returned to describe it in many years

 

What is not commonly known is that the red grass is a sign that somewhere underneath is a pocket of Red Tear gemstones. If this were known… the area would be crawling overnight with miners trying to strike it rich. The Red Tear is a precious gem, typical specimens have a base value of 1,000 gp. Even the dust has values however.

 

These gem stones served as a substitute for all material components used in any healing spell that didn’t require specific construction. Powdered red tear was an ingredient for making the magic ink for creating scrolls of spells that mended broken objects.

 

Anyway…

As party is traveling the winding trail through the lands of Treyvigg Monastery, they see workers in the vineyards, tending the vines, carting things around, tilling soil etc. They see somewhere around a 100 workers, and might safely assume there are a hundred more. Before entering the actual monastery, they see a small village made 6 longhouses. The longhouses are stone with thatched roofs. Each are large enough to sleep ~40 workers. [This needs a name?]

 

But before they see the village… perhaps they need another opportunity to be heroes? Why not enter the monastery right on the heels of a brave encounter? So what will the danger be? Something flying makes sense… not yet the green dragon though.

 

The Peryton.. Seems a perfect monster to be giving the vineyards trouble. There is actually a pair of them nearby in the mountains. The female is nearing reproductive cycle and the male is hunting for fresh humanoid hearts to feed her.

 

As the party passes by one of the sections of grape vines, there are several workers packing crates of grapes onto a wagon. A peryton strikes from above, lands on top of one of the workers, pins him down and starts tearing at his chest with his antlers.

 

NPCs for the Treyvigg intro

 

Elder Arrodonn – the friend of Teacher Solomvar – who Yisi and Valea were sent to see. We don’t know much of Arrodonn yet. Only that Solomvar called him a “young friend”. That would seem to say Arrodonn is long lived, an elf perhaps.

 

Aide Camarie – a female human and assistant to Elder Arrodonn

 

Dawndra Norlandr – not an NPC exactly, well, not eventually.. But for this cycle, she is essentially an NPC. Valea will be inspired by her forms practice and just may “find her art” here. But maybe Dawndra need not enter until next scene… perhaps just mentioned here.

 

Song Moon Temple has Teachers and Stewards and students, Treyvigg has students and Elders and Aides. A Steward and an Aide are very similar, but anyone of any age can can apply for residence at Treyvigg. If they do not become a martial student, they become an Aide. Aides work in the winery and sometimes in the vineyard. Most of the vineyard workers are hired labor however. Aides and Elders recv a portion of the winerys profits but generally speaking they do not keep much of the profit for themselves.

 

 

 


Categories: Notes

Credit Notes – Cycle One – Shield of the Iron Aegis

Credit Notes

I am playing and writing in a world not of my creation. I owe credit to those creative minds which inspire my own creativity and enjoyment. May their effort and imagination be rewarded in full.

 

Adventure Design

The adventure I am using for Cycle One: Shield of the Iron Aegis the published adventure, Lost Mine of Phandelver from Wizards of the Coast

 

Ed Greenwood is owed credit for the Sword Coast of Faerun and much of what an adventurer such as myself might encounter there.

 

Wizards of the Coast is owed credit for Dungeons and Dragons  – Fifth Edition. I firmly believe they deserve both creative and legal credit for the game structure and mechanics and even the containers such as Stat Blocks which make the game a joy. Many of the characters, settings and storylines I play within are their creative property. I officially recognize this and express gratitude for it.

 

Fandom Wiki is a tremendous source of lore for playing within the Forgotten Realms. I link out to it extensively and I hope readers will benefit as much as I have from the resource.

 

 

OGL & SRD

To the best of my ability, this site conforms to the the Open Game License (OGL) and 5E Systems Reference Document (SRD). Exceptions are “homebrew” and “house rule” customizations. Nothing posted on this site is intended for commercial publishing. It is a mere blend of Solo Gameplay and Fan Fiction

 

Fan Fiction Disclaimer

The Wardens of Heroes Gates is essentially fan fiction. By no means am I attempting to tread upon any copyright or property rights. As far as I can tell, the content I use in this blog is covered under Fair-use.

 

 


Categories: Notes

DM Notes – Cycle01 Scene 01 Iron Aegis

Typically, a D&D campaign starts with the characters meeting in some place. The tavern is iconic within RPG adventures for this reason. They could also meet nearly anywhere else but it helps if they are somewhere they can hear a call to adventure. Sometimes there are multiple calls and they will decide as a party which to respond to.

 

Do the players already know each other when they meet? Sometimes they surely do. I feel, however, if the player has just invented this character that even they are meeting them for the first time. It makes sense, therefore, to start with introductions.

 

The opening scene(s) should, I think, create connections between the players in the party and also create connections to the campaign. They probably won’t be strong connections, for such things take time. A thread or two thick should be enough to get things going in a good direction I expect.

 

For the Shield of the Everwelde  I wanted to try something a little different, something that might not work well at in Table Play.  I wanted characters to share some things in common beyond the fact that they just met in a bar and each hunger after adventure. The opening scenes might, I thought, create connections between the PCs and the primary NPCs which will be calling them to adventure and then  go about creating connection points between the PCs. When they actually meet, they may recognize they already share the primary objectives of the quest.

 

Connection Points

 

For Deynn K’Vyll, I thought he reminded me of Sildar Hallwinter in some ways. Both are big on honor and integrity. Both serve a larger cause (Sildar the Lords Alliance and Deynn – The Abbey Ironwall) and both likely take into account the objectives of the larger causes before their own personal objectives. I kind of thought Deynn and Sildar might become fast friends over a pint in a tavern. This would allow me to tie Deynn to Sildars quest in Lost Mine of Phandelver – not because of the promise of an extra 10 gold (which Deynn would not care much about anyway) and not because of some grand threat to the realms (which always exist but in context of LMoP, the NPCs are unaware of and so cannot add this level of motivation to the call to adventure.) Instead, Deynn will answer the call because of friendship.

 

For Roonoo, I choose a similar strategy. Roonoo and Gundren may not become fast friends in the way that Deynn and Sildar do – but they are both Dwarves – and that often is enough for Dwarves. Additionally, Gundren buys a horse from Roonoo – because Gundren sees the same qualities in the horse that Roonoo does – both have developed an instant affection for Queen A’Mine, and Roonoo just might allow that shared affection to create a bond between him and Gundren. [I probably should revisit the current draft and make more of this point than I did]. Roonoo knows nothing of Phandelver or Wave Echo Cave, or even Gundrens trade of mining… but he knows Gundren sees this beautiful creature of a horse the same way he does.

 

For Leely and Ileel, I thought to connect them to the campaign via the objectives of the Harpers. The sisters are overpowered, this I know… they have spent 30 years training in their monastery. Really they should be a much higher level than tier 1 player characters. But… they are completely new to the world outside of their forest. In this way, they are children, naïve and in danger of putting themselves in danger constantly. I imagined their teacher / guide in the monastery would want to expose them to the greater world of danger with a certain element of safety and protection – maybe someone with strong ties to the Harpers – like a High Priestess. Introducing the NPC Abbiree…. High Preistess of Selune. Indirectly, I am using the NPC Sister Garealle as a connection point between Leely and Ileel and the overall campaign. Their primary objective remains what it has been for 30 years – to become members and leaders within the Vandor Aegis. It is merely the next step of that goal to assist the Harpers. They may not have reason to care about the goal the Harpers goals (although I gave them one… their strong hatred of necromancy) but their own goal of completing their training and following the guidance of their teacher is plenty to drive them through the entire campaign. Maybe… Once they have the encounter with the Banshee, it is possible they will have no further connection to Phandelver and Wave Echo Cave. For this reason, I may have to change the results of that encounter with Agatha. In the published adventure, it is a mere side-quest and does not really even result in combat or anything which has impact on the larger story. Sister Garaele basically just offers a fetch quest. So either I tie Agatha to Wave Echo Case, or the Spider in some way, or I will have to give the Roven’ris sisters, or Abbiree, reason to continue with Daynn and Roonoo. Perhaps the encounter at Calling Horns may do just that?


Categories: Notes

Session Zero

Welcome to Session Zero!

With D&D Table Play, the first session is typically vital to all of the sessions which follow. For D&D Adventure TxtPlay, it may be less important but still worth doing. This section will introduce the structure, present a vision for the campaign, set some house rules and homebrews, and plan out the characters.

Introduction

The Wardens Guild of Heroes Gate is the premier protectors guild in Amn, and across much of the Sword Coast – at least, that is, according to the founder and foreman of the guild – Marlonmir Emberjaw. The guild is made up of a dozen or so different groups (referred to as “Shields”) of protector wardens. When a fine citizen needs to hire protection (and lets face it… with all the gold floating around in Athkatla, everyone needs a guard or two at hand) The Wardens Guild of Heros Gate is the prime choice.

Setting

The setting for Heroes Gate shall be what I am calling Forgotten Realms NC (Non Canon) in the year DR 1491 – Year of the Scarlet Witch. By referencing the DR Canon just now, I intend to say that much of what has happened in the realms conforms to the histories as detailed in the official WotC modules and books and video games (for example, Minsc and Boo are probably running around the realms somewhere in my story. Who knows, we may run into them…). At the same time, not every major event happened in the same way in NC… for example, I’m thinking Neverwinter is quite different. Mount Hotenow did in fact erupt but rather than destroying a portion of the city, it actually fortified the city. A giant chasm opened up from the Neverwinter Wood all the way to the Sea of Swords creating a massive natural barrier between Neverwinter and the North. Rather than still recovering from the destruction, it has prospered these last many years because there have been far fewer attacks from the North. These kinds of rewrites to canon may come back and bite me… but as I understand fair play within D&D, the Dungeon Master has the perogative. This means that the make-believe world in which I play is a possible Faerun – as is every Faerun. Maybe multiple dimensions would give an explanation, or multiple timelines… maybe that doesn’t matter. If I change things too much, I may have trouble trying to account for it later, but maybe the trouble will be fun too.

Structure

The basic structure of the campaign will be cyclical. We will adventure with three different “Shields” in a rotation. Each rotation, or Cycle, will see each Shield group focus on a single primary quest or adventure. If there is a paying client prompting the quest, we will refer to it as a “Contract”. Not all cycles will involve contracts however, in fact we will run our first couple of cycles telling the stories of how our heros came to be members of the Wardens Guild.

Characters

Speaking of characters… Most of them will be variations on the Monk class. Why? Well… I happen to like playing a Monk. Also, because it is solo play, using mostly the same class simplifies things. Each character is unique however, with unique homebrewed subclasses, unique objectives and personalities. (At least that is the goal). Each Shield will be balanced with a ranged specialist and a healer specialist. It feels overly ambitious, and maybe it is.. but I have 15 main characters (or “PCs”) I am developing for Heroes Gate. It is perhaps strange to call them Player Characters since there is only one “player” and I am playing DM and all the characters, but I wanted to distingiush between a PC and an NPC. I want, at least to some degree, to emulate what you might hear around a table during a roleplaying session, only do it in writing.

Adventure TxtPlay

I have some notes over here on the structure of Adventure TxtPlay. (Honestly I cannot make up my mind on what to call it… Textplay, TxtPlay, Play Text… I don’t know…) It started with an idea to play test some sessions I was getting ready to DM and to do it in writing. I found I quite enjoyed the process and started playing solo just for fun with different characters and different adventures. I decided, somewhere along the way, to try to do the thing in a much larger project and put it online and share the idea and outcomes. I know it seems a bit weird, and I don’t know if anyone is going to enjoy reading it as much as I’ve enjoyed writing it… The process is improving my skills in writing, roleplaying, and Dungeon Mastering… I am keeping notes on that all improvement which I will also share online – you know… in case someone finds it helpful.

The Contracts / Quests

I plan on using published adventures to form the basis for most of the contracts. The plan is to use both published adventures from WoTC and from third parties via DMsGuild. I will take liberties with the content, modifying things as a DM will… but I intend to always give credit to the creators who inspired the adventure. Check the opening Scene and Setting block for Credit Notes as well as DM Notes and other things.

Notes

As a part of my process, I write a lot of notes. I even wrote A Note on Notes just so it might be clear exactly what these note-things actually are. I never have a problem with “Writers Block” because of the way I keep notes. They are often just ramblings… maybe this, perhaps that, what if this happened? What is going to happen next? I do not use every idea I spill out into notes. It seems silly to publish them really.. But for the sake of showing my work, I thought it worth doing.


Categories: Notes

What is Textplay?

This site, this “D&D Adventure Wikithing” is entirely Solo play. I call it Textplay because the goal it write out the adventures in an interesting way (hopefully). I play the DM, the PCs and the NPCs, but I write from their perspectives as much as possible.

What’s a Wikithing?
I tried various options for publishing Txtplay. I am primarily writing in OneNote but I link out to many wiki pages in the Forgotten Realms wiki and others. I thought the best tool for publishing my own writing might also be a wiki except without the community editing features. I tried several “wiki” tools and they all had way too many features to work around so I decided to use a simple wordpress blog and structure it like a wiki. It takes a bit of work to organize things this way… but far less than trying to work out of “wiki software”. So this is not exactly a wiki… it is wiki-lite, or wiki-ish… it is a wikithing.

There is the basic structure to the Textplay. It goes something like this:

] This is the DM speaking – talking “to the table”.
Imagine being at a table playing D&D and the Dungeon Master (or Game Master, or whatever) describes what is happening around you and giving you opportunity to engage in the theater. The DM may speak “out of character” at times… but my goal is to keep that in Scene Notes sections, not the Adventure Textplay sections.

] NPCname “is saying this”
Since I am maintaining a difference between NPCs and PCs, this syntax identifies that the DM is speaking on behalf of NPCname. NPCs will never speak OOC, and will never talk “to the table”.

PCname] This is a PC talking to the table and “this is the PC talking in character”
Because I want to replicate what happens at a D&D table, at least to some degree, the PC will speak in character with quotes and will describe their actions without quotes as if talking to the DM and other players.

When the DM rolls dice, it will happen “behind a screen” and will represented with this symbol
[()]
When you see this, the dice are making decisions and determining outcomes, but I do not want to bog down the reading with all of these dice rolls.

When a PC rolls dice, it will be visible as such
PCname] I attempt to climb the scaffolding
1d20 Athletics 4 +5 = 9 [Fail]

PCname] I attack the goblin with a stick
2d20a Attack 13 +3 = 16 [Hit]

You can see the DM provides a result after the roll. If the player rolls with Advantage, it is marked as 2d20a and the better of the two is displayed.

That is pretty much it for syntax. I may or may not include a table with initiate rolls. Sometimes it is just easier to track on a notepad. But maybe later I will prefer to see the initiative order in the Textplay… who knows.


Categories: Notes

Credit Notes – Cycle One – Shield of the Northern Towers

Credit Notes

I am playing and writing in a world not of my creation. I owe credit to those creative minds which inspire my own creativity and enjoyment. May their effort and imagination be rewarded in full.

 

Adventure Design

The basic idea of the quest I am using for Cycle One: Shield of the Northern Towers came from the published adventure, Rime of the Frostmaiden. Honesty I’m not using any of the adventure content except for some of the lore of Ten Towns and surrounding locations.(Perhaps an NPC or two as well…) I am bringing the Frozenfar Fray Games into the Ten Towns, and also the abode of Shavisala, the mother of Dawndra.

 

For Scene 09 – Frostfall Pass – I have used the excellent adventure “The Snow Stalkers” by Kelsey D and her Arcane Library. (BTW… Nim Bragos as an NPC character has his origins in this published adventure… I embellished him a bit with a sister and bodyguard)

 

For the Tavern Brawl in Scene 06, I am using the system from

Tavern Brawl Builder by Jean Lorber

 

 

Ed Greenwood is owed credit for the Sword Coast of Faerun and much of what an adventurer such as myself might encounter there.

 

Wizards of the Coast is owed credit for Dungeons and Dragons  – Fifth Edition. I firmly believe they deserve both creative and legal credit for the game structure and mechanics and even the containers such as Stat Blocks which make the game a joy. Many of the characters, settings and storylines I play within are their creative property. I officially recognize this and express gratitude for it.

 

Fandom Wiki is a tremendous source of lore for playing within the Forgotten Realms. I link out to it extensively and I hope readers will benefit as much as I have from the resource.

 

OGL & SRD

To the best of my ability, this site conforms to the the Open Game License (OGL) and 5E Systems Reference Document (SRD). Exceptions are “homebrew” and “house rule” customizations. Nothing posted on this site is intended for commercial publishing. It is a mere blend of Solo Gameplay and Fan Fiction

 

Fan Fiction Disclaimer

The Wardens of Heroes Gates is essentially fan fiction. By no means am I attempting to tread upon any copyright or property rights. As far as I can tell, the content I use in this blog is covered under Fair-use.


Categories: Notes

DM Scene Notes – Scene 01 (Cycle One Northern Towers)

Dawndra Norlandr, a side NPC character I made up some time ago, is becoming one of my favorites. She is unusual looking even in Faerun… 7 and half foot tall, built like giant (likey because she has some giant blood) and white. Her hair is long and white and covering her entire face body, a fine white coat of fur. If you had to guess, you might suspect she was part giant and part polar bear, and you would be right. Except that if you asked her to confirm your suspicion she would be unable.

Dawndra is an “Arktikos” – a word I made up to give the feeling of arctic zone origins. She spent most of her life in the Moonshae Islands living among the Firbolg there. She was not exactly like them, but she felt more at home among the Firbolg than the Ffolk.

In this opening scene, Dawndra is making her way North – far North… beyond the Spine. Her martial skill is in need of challenging if she is to gain mastery and the Frozenfar Fray Games promises to do just that. I had lots of choices on where to begin this adventure… should I start in Treyvigg Monastery? Elder Riandyl needs to encourage her to join the games and I need to draw a line of connection between Riandyl and Tey Emberjaw, sister of Marlowe Emberjaw, head dwarf at the Wardens Guild of Heroes Gate. But that can be done in a recap. I thought about opening mid-way through the games but then the recap would becoming unwieldy and I would miss opportunity for some character development.

So I would start somewhere along the way between Tey Emberjaw and Icewind Dale. I want the Emberjaw’s to remain mostly in shadow until Cycle Three so there is that pleasure of connection when it happens. Without Tey Emberjaw, the journey from Small Teeth to the Spine would take months so magic is an answer. This leads me to consider how portals actually work in world I am “mastering”.

Portals in Toril
Portals are a high level arcane spell so they require a high level wizard. I believe the official version of the spell just requires some visualization. This is weak – imo. So for portal spells to be cast, the caster needs to have been to the portal destination and have marked it magically in order to use it. There is some sort of magical longitude and latitude that gets recorded.
There are also semi-permanent portals, similar to worm holes, that remain in place but closed. These require an even higher level magic user to create initially, but then can be operated by anyone with the knowledge of how to open the portal. This kind of portal is like a door with a key. Someone has to create the door and the locking mechanism but then can give the key to whomever they like.
So then the basic rule.. Teleportation only works to location the caster can see or has previously seen and intentionally marked as a destination.

Tey Emberjaw specializes in portal magic (though she has several specialities) and she knows a lot of people around Faerun. She is rarely at home in Athkatla it would seem – always off to some party or gathering. She has a dear friend in Ravens Bluff with whom she has tea with several times a tenday. For her, traveling between Amn and Luskan is like walking through a door. Though the particular example is poor… Tey Emberjaw has not been to Luskan for some time now.

In any given scene, I expect I should be developing either the plot or the characters (or both because really they are connected). A way of developing characters without directly developing plot is to challenge them with random encounters. I suppose the random encounter can be overdone, and that some might say don’t do it at all… but I think there is value in them if done well. A random encounter should provide some sort of challenge to the character – and I don’t mean they need to be slugfests where only 2 hp remain afterwards. By challenge, I mean finding some aspect of the characters personality, bonds or flaws, and challenging it.

Dawndra does not see herself as a hero – far from it… While she is Nuetral Good, she has also spent her life isolated from common folk. What exactly does “Good” mean? What are some ways to challenge it? The “Good” Samaritan story provides a help… some poor guy gets the ugly end of the ugly stick. Two people who would call themselves “good” walk around the poor guy and then walk away. Another walks by and helps him, dresses the wounds and gives him a place to rest and restore. The moral is simple – only one of the three walkers was truly good, although they all had a G on their character sheet. The poor guy in the ditch is the challenge. What will a character with a G actually do when that goodness is called upon?

Challenging Dawndra’s “G” does not need to advance the plot. The poor guy in a ditch does not need to be a recurring character (although if she helps him, that is always in the pocket for later). And this is why I decided to start with a scene in Luskan rather than Fireshear or along the Ten Trail.

Maybe this is a good time to give Dawndra not only a challenge, but a temptation… hmm….


Categories: Notes

DM Notes – C01.S01.04

[A Note on Notes]

 

Our party hits the road north from Mosstone with three new guards added to their caravan. Along with Nim and Norli (and Tronk) and their two guards, our party is quite large at the moment – a full tenperson – if that were a thing. One of the fun things about DMing, and writing, is that I can just say… a “tenperson” is a thing. It means a group with a nice even number of ten people. I recall Roman military units had similar names. A “Centurian” was called so because they commanded a certain number of soldiers – a “Centuria” or a nice even 100 soldiers.

 

But all that matters not.

I want to use this scene for several purposes… some social interaction to start. The new guards have traveled the Trade Way North from Mosstone many times (or at least … several) and they have some stories to tell about it. The youngest, Tolvathir, has heard the stories but this is his first time out.

 

My first draft of this social interaction feels a bit empty. Draft 02 should beef it up, expand it a bit. Display more of the characters of the Wwaldyr Syblings. Maybe Tolvithir is a little too ambitious or gets carried away. Maybe Ariola thinks he is still too young to take on the task but Argathen, the elder brother, is pushing to get him experienced and strong. Perhaps Ariola made a promise to their parents (who still reside somewhere in Tethyr? Probably in the capital Darromar? I imagine they are wealthy with some influence. Perhaps they have a nice estate on the River Ith? )

Perhaps (and I know I say maybe and perhaps a lot in my DM notes… it is my way of brainstorming without commitment… all this stuff is fluid. ) they are nobles of their culture and as such place high expectations on their children. But then why would their children become hired guards? Not sure any of this really matters… they are fodder NPCs most likely. But maybe it does matter, even if I never bring these details to the surface in game.

 

Maybe… the father was a military commander in the Tethyr Army. He poured a great deal of expectations into the eldest, Argathen. Something happened which brought shame to the commander and he lost is rank and standing. Maybe they still have wealth and a nice little place on the river but their social standing is toast. Argathen had a future in his fathers footsteps, but all that was lost when his father fell (or was pushed… who knows). At any rate, Argathen is compelled to leadership and strength and valiant behavior. Joining the Titans Fist Protection Company might have been seen as small first steps, but many months later they are still here.

 

Ariola was never interested in a military lifestyle, but she was always scrappy and loved to mimic her brothers fighting techniques while he practiced. She is loyal to their mother and shares a mothers concern over their youngest brother.

 

So there be the social pillar. The stories told will add to the discovery/exporation pillar because they are about the Wealdth.

 

And then we have trolls… Forest Trolls

These things stink to deep-planes. They are stealthy hunters. But their stink and their stealth will conflict… so they learned the art of distraction. As prey gets close enough to the hidden trolls to smell them,  they are often alerted to their presence. The trolls came up with a surprisingly smart tactic… diversion. As a party approaches, two trolls lie in wait to ambush while a third mimics the sound of an Owlbear somewhere nearby. This puts the prey on alert, but not for the forest to come to life on either side and eat them. Unless there is high passive perception, the trolls get the first round.

 

Before the trolls are dead (and because they have regen, it is unlikely they will die) we will bring in Joloobo the Gnome Soulknife. He has been hunting these three particular trolls for a tenday. He knows their tactics. He even had an early combat encounter with them but was overpowered and ran. He lost them for a while but is just catching up as the party is fighting the trolls on the dark roadway.

 

Their blood is mine

Joloobo is hunting trolls to harvest their blood.

He hates their presence in “his” forest… but aside from that… he makes a good amount of gold selling their blood to a sprite he knows (and secretly loves). She is an alchemist and makes potions with the troll blood (among other things) and some pretty dangerous poisons as well.

 

Who is this Sprite?

Rayni Honeywing.

 

Assuming the combat goes in their favor, Joloobo harvests the trolls. From a small satchel drapped over his small frame, he pulls out a large device of some kind – a little taller than he is even. He plunges it into the corpse of the trolls and the party will see the blood fill up bottle after bottle. Each of which he places carefully back into the satchel of holding.

 

Joloobo has spent a lot of time alone in the forest. His only social contact is with Rayni, and even it is often awkward. Joloobo is fearless in combat and survival, but timid and shrinking socially.

 

He asks the party where they are going. If they answer with anything about the Small Teeth or the Tehir Road, he warns them about a young green dragon which has been trying to make a name for itself along the southern side of the Small Teeth. This is important to the next scene… Joloobo finishes off his extraction with some comment about how much gold it will bring. Then he wishes the party well and vanishes into the forest

 

Next Scene… Joloobo returns when party is somewhere early along the Tethir Way. It occurred to him that the blood of a Green Dragon – especially a young one – would be worth thousands to him. He would like to tag along.. If they get attacked by the green dragon, they all stand better chances fighting together. Maybe some weird comment about their fighting skills be impressive – something awkward though.


Categories: Notes

DM Notes – C01.S01.03

[A Note on Notes]

I intend to write a RECAP with each scene, if only because I want to improve my skill with the recap… When reading things it may be unneccessary… I’ve never seen a writer add a recap to the beginning of each chapter… but then this is not a book. TV Shows have a recap at the beginning of each episode. Sometimes it is simply that… a summary of what has happened… but I’ve noticed that shows will often use the recap to hint that some shadow of a plotline is becoming relevant. The review of that brief dialog 4 episodes ago is a strong clue to the fact that it is coming back around in this current episode somehow. While I’m still at the beginning… I figure making a habit of the RECAP is a good thing to continue. I just have to keep it short and pointed… not tiresome.

 

In this scene, our party reaches Mosstone – a fairly large town on the south side of the Wealdth Forest. A caravan-stop, so it makes sense to add in a field on one side of the town where caravans can park overnight. I invented “Drovers Field” and imagine a large grassy area on the North side of Mosstone that used to be used for sheep and other livestock.

 

I feel like I really like Mosstone. Maybe is has something to do with the presence of the Druids, or maybe because it overlooks Firedrake Bay. Actually it is hard to tell on the map if you can actually see the bay from anywhere in town… The Forgotten Realms Campaign Guide gives me the impression that the thick forest of the Wealdath is on one side of Mosstone, and a gentle grassy slope descends from the town for a mile or so down to the bay. Much of the trade centers around caravans of merchants and travels heading either North or South along the Trade Way.

 

It would make sense that you could easily hired a few extra sellswords in town. I’m sure there would be an organized effort to provide trustworthy mercenaries… as least, as much as one might. If you think about it… the typical D&D scenario is… merc walks into a bar, meets with a few other mercs or maybe know each other, but probably not… and then someone comes in saying “I need to hire help, someone good with a blade.” Now let me ask the question… how many such customers end up with the mercs blade in their own gut? Hmm? Yeah – you cannot trust a bastard sellsword in a divey bar now can you… That is why organizations like Titans Fist Protection Company have had success. They certify their mercs to reasonably trustworthy… and customers pay for the assurance. I would…

 

The Wardens Guild of Heroes Gate (and we are still a distance from Athkatla yet) is founded on this same premise, except in the City of Coin, appearance is gold. You are just not important if you do not have an impressive armed guard on your either side. Trust is paramount because the clientele are, for the most part, insanely wealthy. Marlow Emberjaw has built a solid reputation for being able to provide capable and trustworthy protection services.

 

There are some in the city, including at least one of the Council of Six, which balk at the idea of a “guild” of mercenary types. Guilds are for artisans, craftsman and the like… the idea of a guild of sellswords is ridiculous in the minds of some. However… Emberjaw has created great success because he treats his protector shields like elite artists. He vets them thoroughly before giving them any important contracts. He also trains them in the art of protection. He himself was a bodyguard of a king for years… the king and himself still live so it stands to reason he knows a thing or two about the business of protecting very important people. (Nevermind that the kind in question would probably have Marlow killed if he thought it was still alive… but that is another set of notes.)

 

Anyway… in this scene… the party has opportunity to do a little business and have a little rest in divey bar before Cyrics Cudgel returns to gather up the vengeance they promised themselves.