Dungeoncraft: Building-Block Adventure Design
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Tuesday, August 25, 2009
Thursday, August 13, 2009
Are There Any Common Non-PC Races we run into?
Mike is proving to be a grand co-DM of this campaign. He is inspiring my creativity with his questions about the Eisunstein. He asked this most recent of questions. The answer follows:
PC Races Commonality in Covenant Duresca
Dragonborn 5%
Dwarf 10%
Eladrin 10%
Elf 5%
Half-Elf 10%
Human 51%
Tiefling 6%
Other Races 3%
Drow are known to Covenant-folk -- they arrived in Duresca through The Deep Ways (similar to the Underdark from Forgotten Realms [FR]). They are known and accepted as Unaligned Fey. Stalwart as allies and vicious as enemies.
The Githyanki, Githzerai and Illithid are known from ancient stories preceeding the Time of Ice, none have been actually seen in thousands of years. All are remembered as enemies of the Covenant-folk.
Shifters are rare among the Covenant-folk. No more than a dozen reside in Duresca.
Warforged are less common than Shifters, only one or two dwell in Duresca.
Shadar-Kai are the Sawn-tan: the Outsiders, the barbarians who frequently raid the Covenants. They live in make-shift tunnel systems burrowing through the ice and stone between the Covenants. They always live in open places, never in mountainous regions.
Goblins, Hobgoblins, Kobolds and Orcs are familiar enemies from ancient stories. Their vast hordes frequently threatened civilization. Many of the heroes of the Ancient Tales were able to vanquish many hundreds of these enemies in battles that lasted for days. None of these "greenskins" have been seen in the last 3,000 to 4,000 years.
Hope that helps! Let me know.
PC Races Commonality in Covenant Duresca
Dragonborn 5%
Dwarf 10%
Eladrin 10%
Elf 5%
Half-Elf 10%
Human 51%
Tiefling 6%
Other Races 3%
Drow are known to Covenant-folk -- they arrived in Duresca through The Deep Ways (similar to the Underdark from Forgotten Realms [FR]). They are known and accepted as Unaligned Fey. Stalwart as allies and vicious as enemies.
The Githyanki, Githzerai and Illithid are known from ancient stories preceeding the Time of Ice, none have been actually seen in thousands of years. All are remembered as enemies of the Covenant-folk.
Shifters are rare among the Covenant-folk. No more than a dozen reside in Duresca.
Warforged are less common than Shifters, only one or two dwell in Duresca.
Shadar-Kai are the Sawn-tan: the Outsiders, the barbarians who frequently raid the Covenants. They live in make-shift tunnel systems burrowing through the ice and stone between the Covenants. They always live in open places, never in mountainous regions.
Goblins, Hobgoblins, Kobolds and Orcs are familiar enemies from ancient stories. Their vast hordes frequently threatened civilization. Many of the heroes of the Ancient Tales were able to vanquish many hundreds of these enemies in battles that lasted for days. None of these "greenskins" have been seen in the last 3,000 to 4,000 years.
Hope that helps! Let me know.
Monday, August 10, 2009
Daily Life in Covenant Duresca
Mike asked me to post additional information about daily life within the Covenant.
Prior to the Age of Ice (the last 10,000 years), the Magi were the "power-behind-the-throne" across the world. They served as ambasadors, led expeditions to strange lands and even led armies in battle. The Magi realized that the world was in peril due to the growing "thinness" of the world. The Magi fought one last great war, then the victors entered the Soporhagi and began their milleniae long slumber.
Following are Mike's questions about the game world then my answers to each question.
Enjoy!
How many of us are there?
Covenant Duresca houses roughly 1,000 sentient beings. In addition, another 1,000 wanderers, hunters and traders rely on consistent contact and access to the Covenant. There are another six Covenants that Duresca is in contact with, though the weather keeps communication sporadic at best. Then at least thirty subterranean complexes (called "holes" by the Covenant dwellers) dot the hills and valleys between the Covenants. These underground villages are controlled by the Sawn-tan; the barbarian raiders of the Ice Age.
How big is an enclave?
The various enclaves on the ice vary in size, composition and location. The Covenants generally house about 200 to 400 families (averaging 4-5 members per family). The Sawn-tan villages and raiding parties vary in size based upon resources and need. When they have the resources, they dig their "holes" bigger to accomodate the larger raiding parties.
Do we have contact with other Covenants?
Duresca has been in sporadic contact with Bar-Selon, Madree and Gazcan Covenants. A loose alliance exists between the Covenants but the distance and extreme cold make visiting very difficult and dangerous. But a desire exists among the populous of the Covenants to contact the others and share tales and ideas as well as supplies and ancient magic.
Have we ever been outside?
Yes, the heroes have been outside the Covenant. Weapon-Master Altari's students are the hunters of the Covenant. They provide the meat and fur for the rest of the grogs (common folk trained in most daily tasks from cleaning and cooking to mending clothes and leading soldiers) and custos (the Companions of the Magi, better trained in more specialized areas). In addition some Hunters have ventured the 5th and 6th Soobs (sub-levels below the primary living level of Duresca Covenant). Rumors tell of vast roadways through the earth -- roads that lead to other Covenants, and more mysterious places.
What kind of living conditions do we live in?
Within the Covenant, each resident is expected to serve the Elders (not always the oldest, but generally the wisest and best trained in various skill sets -- Weapon-master Altari is an Elder for his knowledge of hunting and weaponcraft; Master Madra is an Elder for her piety and her skill in healing). There is always sufficient food, shelter and clothing. Most residents wear the fur of hunted animals. Covenant shelter is usually a 400 square-foot room used as living space by a family of five. Meals are prepared in communal kitchens, bathing is done weekly in communal baths fed by hot and cold springs. The PCs will share a "family room." Libraries, studies, armories and conference rooms are available for the use of residents.
How many generations have gone by since the ice came?
500 Generations have lived in Duresca since the Age of Ice began 10,000 years ago. During that time The Elders became the representatives for the residents. The Speaker of Duresca holds court with the Elders hearing the needs of the Covenant, then it gives directions to Drones and Elders to fill those needs.
Let me know what other questions you have and whether this was helpful.
See ya'll Sunday!
Prior to the Age of Ice (the last 10,000 years), the Magi were the "power-behind-the-throne" across the world. They served as ambasadors, led expeditions to strange lands and even led armies in battle. The Magi realized that the world was in peril due to the growing "thinness" of the world. The Magi fought one last great war, then the victors entered the Soporhagi and began their milleniae long slumber.
Following are Mike's questions about the game world then my answers to each question.
Enjoy!
How many of us are there?
Covenant Duresca houses roughly 1,000 sentient beings. In addition, another 1,000 wanderers, hunters and traders rely on consistent contact and access to the Covenant. There are another six Covenants that Duresca is in contact with, though the weather keeps communication sporadic at best. Then at least thirty subterranean complexes (called "holes" by the Covenant dwellers) dot the hills and valleys between the Covenants. These underground villages are controlled by the Sawn-tan; the barbarian raiders of the Ice Age.
How big is an enclave?
The various enclaves on the ice vary in size, composition and location. The Covenants generally house about 200 to 400 families (averaging 4-5 members per family). The Sawn-tan villages and raiding parties vary in size based upon resources and need. When they have the resources, they dig their "holes" bigger to accomodate the larger raiding parties.
Do we have contact with other Covenants?
Duresca has been in sporadic contact with Bar-Selon, Madree and Gazcan Covenants. A loose alliance exists between the Covenants but the distance and extreme cold make visiting very difficult and dangerous. But a desire exists among the populous of the Covenants to contact the others and share tales and ideas as well as supplies and ancient magic.
Have we ever been outside?
Yes, the heroes have been outside the Covenant. Weapon-Master Altari's students are the hunters of the Covenant. They provide the meat and fur for the rest of the grogs (common folk trained in most daily tasks from cleaning and cooking to mending clothes and leading soldiers) and custos (the Companions of the Magi, better trained in more specialized areas). In addition some Hunters have ventured the 5th and 6th Soobs (sub-levels below the primary living level of Duresca Covenant). Rumors tell of vast roadways through the earth -- roads that lead to other Covenants, and more mysterious places.
What kind of living conditions do we live in?
Within the Covenant, each resident is expected to serve the Elders (not always the oldest, but generally the wisest and best trained in various skill sets -- Weapon-master Altari is an Elder for his knowledge of hunting and weaponcraft; Master Madra is an Elder for her piety and her skill in healing). There is always sufficient food, shelter and clothing. Most residents wear the fur of hunted animals. Covenant shelter is usually a 400 square-foot room used as living space by a family of five. Meals are prepared in communal kitchens, bathing is done weekly in communal baths fed by hot and cold springs. The PCs will share a "family room." Libraries, studies, armories and conference rooms are available for the use of residents.
How many generations have gone by since the ice came?
500 Generations have lived in Duresca since the Age of Ice began 10,000 years ago. During that time The Elders became the representatives for the residents. The Speaker of Duresca holds court with the Elders hearing the needs of the Covenant, then it gives directions to Drones and Elders to fill those needs.
Let me know what other questions you have and whether this was helpful.
See ya'll Sunday!
Tuesday, August 4, 2009
Eisunstein Campaign Resource Library --
As this libraryof idea resources grows, I'll update the list here.
Movies: The Day After Tomorrow; Star Wars; Twister; Blade Runner; Kingdom of Heaven; Kill Bill 1&2; Wanted; Dungeons and Dragons; Connan; Starship Troopers; Aliens;
Books: Aliens One -- Earth Hive; 20,000 Leagues Under The Sea; Neuromancer; Complete Idiot's Guide to: The Middle Ages; Strong's New Exhaustive Concordance; The Portrait of Dorian Gray;
RPG Books: 4th Edition D&D -- PHB, DMG, MM; Ars Magica 3rd Edition from White Wolf; Spelljammer from TSR; d20 Toolbox; Gary Gygax World Builder; Darwin's World by Dominic Covey; Starship Troopers from Mongoose Publishing; Dungeon Delve; Dragonlance 15th Anniversary Edition -- TSR; PHB 2; Adventurer's Vault; Dragonlance Campaign Setting d20; Maelstrom from Hubris Games;
D&DI Programs: -- Character Builder and Monster Builder; Compendium;
Movies: The Day After Tomorrow; Star Wars; Twister; Blade Runner; Kingdom of Heaven; Kill Bill 1&2; Wanted; Dungeons and Dragons; Connan; Starship Troopers; Aliens;
Books: Aliens One -- Earth Hive; 20,000 Leagues Under The Sea; Neuromancer; Complete Idiot's Guide to: The Middle Ages; Strong's New Exhaustive Concordance; The Portrait of Dorian Gray;
RPG Books: 4th Edition D&D -- PHB, DMG, MM; Ars Magica 3rd Edition from White Wolf; Spelljammer from TSR; d20 Toolbox; Gary Gygax World Builder; Darwin's World by Dominic Covey; Starship Troopers from Mongoose Publishing; Dungeon Delve; Dragonlance 15th Anniversary Edition -- TSR; PHB 2; Adventurer's Vault; Dragonlance Campaign Setting d20; Maelstrom from Hubris Games;
D&DI Programs: -- Character Builder and Monster Builder; Compendium;
D&D Fourth Edition -- A new Campaign World-- Eisunstein
History of Eisunstein –
(The world is made of Ice and Stone – Eis und Stein is German for ice and stone.)
10,000 Years ago, the Magi, powerful magic-users, ruled the world. Magical pollution was eroding the fabric of reality. This erosion, the Magi thought, could be corrected and repaired if they simply stopped casting spells. However, Magi are born with the innate ability to manipulate the energies of “magic." They spend decades mastering the basics. The fortunate few then spend several mortal lifetimes mastering the many sciences of the Arts of Magic. After an average of fifty years training just to do the most basic of magical tasks, asking anyone of them to just stop manipulating magic is like asking anyone else to stop breathing.
Realizing they would never simply stop, the most far-sighted among them – The Order, called for a general retreat from inter-dimensional politics and exploration as well as a complete abstinence of magical energy. Items imbued with magic were secured and the Soporphagi were crafted to carry the Magi into the future.
Half of the Magi abandoned their cities, universities and even their far-reaching embassies on other planes. They retreated to their secured school-laboratories which they called Covenants.
The Covenants' War began. Centuries long feudds errupted into magical violence and military confrontations as some Magi seized the opportunity to raze opposing Covenants and plunder their magic. Eisunstein slipped loose of reality just a little more. An ice age began, the storms were mighty and horrific, the world was blanketed in ice and snow over the course of a single week.
The Magi of The Order crafted powerful artifacts that they named Soporphagi (Sopor is a Greek root meaning sleep). The Soporphagi are able to maintain the resident Magus (one per artifact) for thousands of years in relative stasis. No need to breathe, eat or drink. The Magi does not age, and some even learned to train in new skills while “sleeping.”
Before entering stasis, the Masters of The Order summoned an aberrant race – the near demon Xenons, to guard the Soporphagi and to protect their loyal servants, the consors who also lived in the Covenants with the Magi.
Today rumors abound that Eisunstein is re-awakening, fully connected to reality again, the ice is receding and the Magi should be waking up, the Soporphagi were designed to awaken the Magi once the danger had passed. However, they are not waking up. Some speculate that the Protectors – The Xenons, are killing the slumbering Magi and remaking Eisunstein to their own liking.
Weapon Master Altari of Covenant Duresca is pulling together bands of heroic investigators to ascertain the truth behind the rumors. If need be he will send them to locate Duresca's master – Master-Magus Lucien, and awaken him to dispel the erring Protectors.
(The world is made of Ice and Stone – Eis und Stein is German for ice and stone.)
10,000 Years ago, the Magi, powerful magic-users, ruled the world. Magical pollution was eroding the fabric of reality. This erosion, the Magi thought, could be corrected and repaired if they simply stopped casting spells. However, Magi are born with the innate ability to manipulate the energies of “magic." They spend decades mastering the basics. The fortunate few then spend several mortal lifetimes mastering the many sciences of the Arts of Magic. After an average of fifty years training just to do the most basic of magical tasks, asking anyone of them to just stop manipulating magic is like asking anyone else to stop breathing.
Realizing they would never simply stop, the most far-sighted among them – The Order, called for a general retreat from inter-dimensional politics and exploration as well as a complete abstinence of magical energy. Items imbued with magic were secured and the Soporphagi were crafted to carry the Magi into the future.
Half of the Magi abandoned their cities, universities and even their far-reaching embassies on other planes. They retreated to their secured school-laboratories which they called Covenants.
The Covenants' War began. Centuries long feudds errupted into magical violence and military confrontations as some Magi seized the opportunity to raze opposing Covenants and plunder their magic. Eisunstein slipped loose of reality just a little more. An ice age began, the storms were mighty and horrific, the world was blanketed in ice and snow over the course of a single week.
The Magi of The Order crafted powerful artifacts that they named Soporphagi (Sopor is a Greek root meaning sleep). The Soporphagi are able to maintain the resident Magus (one per artifact) for thousands of years in relative stasis. No need to breathe, eat or drink. The Magi does not age, and some even learned to train in new skills while “sleeping.”
Before entering stasis, the Masters of The Order summoned an aberrant race – the near demon Xenons, to guard the Soporphagi and to protect their loyal servants, the consors who also lived in the Covenants with the Magi.
Today rumors abound that Eisunstein is re-awakening, fully connected to reality again, the ice is receding and the Magi should be waking up, the Soporphagi were designed to awaken the Magi once the danger had passed. However, they are not waking up. Some speculate that the Protectors – The Xenons, are killing the slumbering Magi and remaking Eisunstein to their own liking.
Weapon Master Altari of Covenant Duresca is pulling together bands of heroic investigators to ascertain the truth behind the rumors. If need be he will send them to locate Duresca's master – Master-Magus Lucien, and awaken him to dispel the erring Protectors.
Monday, August 3, 2009
Dungeon Mastering as an art form: Campaign Genesis
I've been role-play gaming since 1982. I've been designing my own adventures and campaign settings for most of that time. For the non-gamers in the audience: an adventure is a story in which those playing the game take on the role of the protagonists; a campaign setting is the overall universe or "world" wherein the adventures take place. For Example Star Wars IV: A New Hope was an adventure; while the campaign setting is "the Star Wars universe."
As gamers we develop preferences toward the types of stories we like to tell or take part in, just like we prefer certain types of movies and books. Eventually anyone that aspires to running his or her own game will begin to develop certain story traits that will serve as the foundation of a campaign setting.
Generally I prefer High Fantasy settings, but I aslo enjoy quirky psuedo-science technology, pulp story elements and cinematic action. So from time to time I go looking for something new. Often times the Roleplaying Gaming Industry doesn't keep up with my personal taste in games, movies or literature.
Three years ago, I was lamenting a general dearth of available campaign settings to my liking. I shared my sadness and displeasure with my wife, who in here pragmatic fashion, stated simply "Then, make your own." I spent an hour in the local bookstore and came away with three highly enjoyable, yet disparate paperback novels: Earth Hive (Aliens Book One), by Steve Perry; Neuromancer, by William Gibson and Neverwhere by Neil Gaiman.
Last night I started a new D&D 4th Edition campaign. The campaign setting was crafted from these three novels. Over the next several months, I'll post here about the process, path and decisions I made. I will show how these very diferent books came together to create a fun fantasy setting, very diferent from everything else available on the market.
I could not have bought this setting, but, I was able to buy the books that inspired the setting.
As gamers we develop preferences toward the types of stories we like to tell or take part in, just like we prefer certain types of movies and books. Eventually anyone that aspires to running his or her own game will begin to develop certain story traits that will serve as the foundation of a campaign setting.
Generally I prefer High Fantasy settings, but I aslo enjoy quirky psuedo-science technology, pulp story elements and cinematic action. So from time to time I go looking for something new. Often times the Roleplaying Gaming Industry doesn't keep up with my personal taste in games, movies or literature.
Three years ago, I was lamenting a general dearth of available campaign settings to my liking. I shared my sadness and displeasure with my wife, who in here pragmatic fashion, stated simply "Then, make your own." I spent an hour in the local bookstore and came away with three highly enjoyable, yet disparate paperback novels: Earth Hive (Aliens Book One), by Steve Perry; Neuromancer, by William Gibson and Neverwhere by Neil Gaiman.
Last night I started a new D&D 4th Edition campaign. The campaign setting was crafted from these three novels. Over the next several months, I'll post here about the process, path and decisions I made. I will show how these very diferent books came together to create a fun fantasy setting, very diferent from everything else available on the market.
I could not have bought this setting, but, I was able to buy the books that inspired the setting.
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