An Invocation


DM: “I am the Dungeon Master; the final authority of this universe I have created. Only I know the perilous course which you are about to take. Danger lies behind every corner, and death can come at any time. But great treasures await those who are cunning, powerful, or lucky enough to reach it. Do you accept these risks and take up the quest?”

PLAYER: “I am Character Name, Class level or title, and/of Deed Name/Patronym etc. I will take up the quest.”

DM: “Then close your eyes, open your mind, and I’ll transport you to another realm.”

Possible Adventure Paths

I've been thinking about the Basic Game a lot lately, and I've decided to offer my players a chance to vote on the next episode. Normally, these things should be much more fluid, developing naturally in-game. However, when you have a game that meets only four times each year, its nice to be able to cut straight to the parts we all enjoy. It also helps to have ample time to design scenarios that can be completed in just a single session. So with that in mind, I've developed the following three hooks, which will be voted on next session. Each is inspired by a particular module or set of modules.

The Castle - Darius Magnus of Magnus & Sons is organizing an exhibition to Old Castle Crymere, seven miles east of Parousia. The Dwarves recently acquired the deed, but found the castle infested with monsters. The word in local taverns is that they are paying large sums for “Qualified Eviction Personnel.” Other, darker, rumors suggest that the castle is haunted by the ghost of Garcon “the Lion” Crymere. (Castle Caldwell / Ghost of Lion Castle Mashup)

The Wedding - Iwai the Elf needs someone to transport an expensive gift to the wedding of the Elf-King’s daughter. According to Iwai, the maiden is preparing to marry “the Spirit of the Mountain,” an event of supreme importance to the elves. For his gift to reach the celebration in time, someone must travel up the Chlorothon River, then travel overland through the dangerous Neverwood forest.
(Rahasia with a touch of No Dignity in Death: the Three Brides)

The Investigation - Late one night you are approached by a hooded figure. He identifies himself as Sir Glenbarren, royal spy-master and advisor to the Queen! Glenbarren needs capable and tight-lipped agents to investigate rumors that the Sanctum of Sorcery (the kingdom’s highest magical academy) has fallen to unknown forces. The mission requires the upmost discretion, but the potential reward is a favor from the Queen herself. The Sanctum of Sorcery lies many days travel to the west, in the Steppes of Nyros. (This one is using Elwyn's Sanctuary as a base, but will be quite different.)

I've talked to just one player who seemed to lean strongly toward the first option. If they go that route, I may follow that up with a Night's Dark Terror adaptation for the campaign's finale!!!

Chaz

Cinematic Duels

Dueling
A cinematic clash between two master swordsmen deserves... well more than standard D&D combat can provide. In literature and the movies, victory depends on guts, tactics, and luck - not aggregate character level. The following “dueling rules” are designed to make single combats more interactive, balanced, and satisfyingly dramatic. They be reserved for moments of appropriate dramatic tension, and then only for Fighters who are within four levels of each other. This work was largely informed by the Iajutsu rules from Oriental Adventures and is predictably deadly. Alternatively, these rules could be used for non-lethal contests, like boxing.

Cinematic Duels
Phase 1: Size em Up
Phase 2: Spar
Phase 3: Strike

Phase 1: Size em Up
A.) Each character may make an Intelligence or Wisdom Check to reveal a single fact about their opponent (Hit Die, Hit Points, Class, Strength, etc.)
B.) If the duel continues, each character chooses an Ability score against which to make their checks, and then rolls initiative.

Phase 2: Spar
A.) The character with initiative must choose one of three actions - Spar, Pass, or Strike.
B.) Sparing characters roll 1d6 each round and total the result. A cumulative d6 is added for every round after the first (2d6, 3d6, 4d6, 5d6 etc.) When a character’s total score exceeds their chosen ability, they are “bust” and the duel proceeds to Phase 3.
C.) Characters may choose to “pass” giving the active turn to the other character. When both characters “pass,” proceed to Phase 3.
D.) Characters who call for a Strike immediately suffer their opponent’s “blow.” If they survive, they may deal their opponent a “blow.”

Phase 3: Strike!
A.) When a duel enters phase 3, each character delivers a “blow” to the other for 1 damage die per total score accumulated during the Spar phase. Bust players must suffer their opponent’s blow before they deal their damage. Players who call for a strike, suffer their opponent’s blow first as well. If both players chose to pass, the blows are simultaneous. If both characters survive, they may continue the duel, resolve combat as normal, or yield.

Setting Spotlight: Neverwood Forest

Neverwood Forest (Naneth’tur)
Forming Corvinium's eastern border is the vast and primordial Neverwood. Stretching for hundreds of unmapped miles, the great forest is home to all manner of rare flora and fauna - especially demihumans and monsters. Due to the great danger, humans prefer the outskirts but when necessary to traverse the wood itself, they take the "River Road;" the winding Chlorothon River.

The river naturally divides the woods into three domains - west, south, and east. The western wood is thick with Goblins warrens, Bugbears dens, and Monstrous Spiders. The south is home to perpetually feuding Centaurs and Satyrs, and the far eastern mountains are home to tribes of fierce Elves and their allies. The trading camp of Forks lies in the middle of all three, and is frequented by all manner of strange creatures.


Places of Interest:

The Enclave (Hidden City)

When their empire collapsed in the north, scattered bands of elves came to dwell in the forest. Chief among these were the followers of Imblin, a mystic and prophet. Under Imblin, three tribes traveled to the mountains of the eastern wood and made their home in a deep secluded valley. The city in that valley is known simply as the Enclave, and it is ruled by Imblin's son, Feadral Elf-King. Feadral may well be the oldest living elf in the forest, and to the tribes, his hall Moonglow is sacred ground. Enclave elves spend time honing thier skills, especially warfare and survival skills. Every adult belongs to one of three competing sects - the magically minded Bone Dancers, the stealthy Ghost Faces, and the martial Glade Wardens. 
Feadral Elf-King's Coat of Arms
Eadropol (Temple Complex)
After the Enclave was founded, Imblin and his fellow priests went into the mountains. In an alpine boulder field, they built a temple to the forgotten gods of the elves. Though it is removed from the Enclave, the priests here are highly regarded and their counsel sought on important or spiritual matters. The high priest, called the Oracle, is said to possess the power to summon the spirit of Imblin himself. Rumors persist that great treasures from the lost elven empire lie within Eadropol's secret vaults.


Forks
A creaking river town, Forks is the center of trade within the Neverwood. It is maintained by the bandit lord, Prince Skreed.
  
Sancre-Tor
Sacred mountain of the elves, and tallest peak of the Three Sisters. The temple Eadropol lies high on its western face.

The Three Sisters
A trio of jagged peaks in the far eastern expanse of the forest. They can be used for navigation if one can get above the trees.

Setting Spotlight: Parousia

Parousia and the Rivenmark
Parousia (City) Human
Second greatest city in the Kingdom of Corvinium, Parousia is a large, walled city perched atop a hill overlooking the Rïme River. The city houses some 8,000 year round residents, and swells to nearly 12,000 at the height of the summer market season. The city is ruled by Duke Gaspar Cavinato, a skillful politician and favored cousin of Queen Matilda. The Duke’s court is home to many figures of note, including the wealthy Baron Bernard Laklundy, Matron Mother Lucinda de’Martelli, merchant prince Albrecht Magnus, and the dragon-slayer Sir Vincent Argo. Life at court is complicated and treacherous, and the great families of Parousia are constantly falling in and out of favor.

Most of Parousia’s population is employed in the lumber or textile industry, with a smaller but significant number involved in mercantile and trade. This combination of manufacturing and industry creates a large, well educated middle class not seen anywhere else in the kingdom. The city is of great strategic importance, guarding the eastern border and bolstering both the northern and southern fronts. With a fortnight’s notice, the Lords of Parousia can muster 1,500 Knights and three times as many conscripts.

Law and order is maintained by three hundred professional watchmen, a contingent of Immaculates, and the duke’s own retainers and household. The King’s Law is the standard, though special attention is paid to crossbows and magic-use, both of which are patently illegal. Notable landmarks include Pavillon’s Theater, the Legendarium, the War College, the Dragon’s Eye Tavern, and the Supremus Solium. Lesser known but quite popular locally, are the Lusty Wench Tavern, the Whisper Room, and the Calvert Club. It is a widely known “secret” that a black market and smuggling ring operates from within the city’s river front.


Parousia and Environs

Places of Interest:

The Ducal Palace (Cavinato Keep)
Duke Cavinato’s personal castle is a sprawling, baroque affair, containing an armory, dungeon, and a mint. The keep is not open to the public, though the Duke holds frequent parties and soirees. It is rumored that the keep’s dungeons hold important political prisoners.

Cavinato Coat of Arms

Timber
About seven miles east of the city, Timber is a semi-permanent settlement on the outskirts of the Elfheart Forest. Timber houses nearly 1,000 people, most of whom are loggers. The camp has a rough and tumble reputation.

The River Front (Dirt Town)
About 250 people live amongst the shipyards and warehouses on the river front. Called Dirt Town by the locals, it is known for criminal activity and squalor. The stinking pub Fish Belly seems to be the center of the community.

The Rookery
A older and undesirable slum on the cities north side, the Rookery houses poorer travelers, foreigners, and demihumans. The Rookery is infamous for its itinerant population of Elves, called  Ragmen. The Ragmen adopt a childlike demeanor and attitude, and live largely at state expense.    They are frequently the target of racism and persecution.

Pavillon’s Theater (the Pavillon)
A point of pride for the city’s residents, the Pavillon hosts a variety of entertaining spectacles, including operas, comedies, and circuses. The theater-master is Raphael Scuvasso, a flamboyant man and favorite of the Duchess.

Office of the Marshal (Lion’s Head)
The office of the Marshal houses the city watch, as well as confiscated weapons and dangerous prisoners. Don Pascal, the Lord Marshal, is a grizzled veteran of the Troll Wars, and trusted agent of the Duke.

Legendarium
The Legendarium is a true marvel of technology. Here lies the kingdom’s only printing press and book bindery. It is owned and operated by the secretive Falco family.

War Collage
The War College of Parousia is the kingdom’s primary university. Young nobility typically spend a year or more here, studying with the college’s Maesters - all of whom are Sajustine Monks. The students here can be quite mischievous, and pranks and petty crime are common.

Dragon’s Eye Tavern
One of the oldest and most storied businesses in the city, the Dragon Eye is popular with tourists and pilgrims. The proprietors claim a variety of famous clients, and historical significance. The hero Sir Vincent Argo makes frequent appearances (for a price.) It is rumored that Argo is in financial ruin.        
Supremus Solium
A great cathedral and center for the worship of Melodia. The Supremus Solium is the most sacred temple in all of Corvinium and the site of royal weddings and coronations. The Matron Mother is a powerful figure at court, and a frequent critic of the Queen.

The Lusty Wench Tavern
Located in the Rookery, the Lusty Wench Tavern is a melting pot for the city’s stratified society. Here adventurous nobles rub elbows with fishermen, farmers, and foreigners. Almost everyone has a story or two about the Lusty Wench.

The Whisper Room
Operated by the Verite Society, the Whisper Room is one part shrine and two parts brothel. The Mistress is One Eyed Belle, rumored mistress of the Duke himself. Access to the Whisper Room requires the nomination of a current patron and a substantial donation to the society.

The Calvert Club
The Calvert Club is a prestigious and staid gentlemen’s club, where the wealthy and highborn congregate. It is frequented by some of the most powerful men in the city, and much business is conducted in its private salons. In some circles, it is rumored that the Club houses a Black Lodge of the Brotherhood.

The Hall of the Immaculates
This monastery is the home to the local order of Immaculates. The Immaculates here support the town watch as special investigators into matters spiritual and supernatural. The Archon of the order is Mathias Russ, or Mathias the Red. Though integrated into the justiciary, the order is currently out of favor with the Duke.

Magnus and Sons
A large and immensely profitable merchant company, Magnus and Sons’ headquarters is in the merchant quarter of Parousia. The company is noteworthy as one of the few successful demihuman enterprises. The elderly dwarf Albrecht Magnus is an indispensable ally of Corvinium, and regularly loans money to the royal treasury. There is some backlash directed at the successful dwarf, but Magnus has been careful to ensure his position.

Setting Spotlight: The Kraag!


The Shield-Break & the Kraag
The bleak lands of the north have harbored outcastes and monsters since the time of the elves. Little will grow in the sulphurous soil, save twisted trees and poison brambles. Only the hardiest of creatures can survive here, and  most of those lair underground. Scattered clans of humanoid monsters and evil humans form a loose khanate, ruled over by six powerful warlords. The Dark Six or Nadnarga, each claim their own domain or Helotry, with the region’s only true city considered neutral ground. Helgazad is a massive iron and stone citadel, rising ominously over the Orcgate pass. It is a natural staging point for southern raids, and is notorious for its gladiatorial arenas and slave markets. Though it has been many years since a true invasion, the shadow of the Kraag looms large over Corvinium.
  
Capital: Helgazad
Climate: Cold, dry, and windy - highly unsuited to growing crops
Inhabitants: Evil Humanoids, Dwarves, Humans, and Orcs,
Resources: Iron Ore, Rare Minerals, Slave Labor, and Stone
Ruler(s): The Dark Six

Nazzarin of the Dark Six

Places of Interest:    

Fire Mountain (Kaz’Ritzag)
A great peak and dormant volcano, Kaz’Ritzag was once sacred to dwarves and giants. It is rumored that the fire drake Shog’gaash dwells in or around the mountain.

Helgazad (Fort Doom)
Built high on the slopes of Fire Mountain, the ascent to the city is riddled with volcanic chasms and bristling barbicans. It is said that the building of the citadel claimed the lives of a million elf slaves. Beneath the city’s iron streets and towers, are countless dungeons reaching all the way to the mountain’s molten heart. It is here in the pits that Helgazad’s vast army of slaves toils to extract iron and gold from hard granite. The lord of the city is Nazzarin one of the Nadnarga and an undead sorcerer of great power. It is Nazzarin’s duty to keep Helgazad a neutral city open to all creatures of the Kraag. Nazzarin’s will is enforced by legions of evil men, orcs, worgs, and demon-blooded Malpheggi.

Nazzarin's Coat of Arms
  
The Orcgate (Okrog)
The principle pass through the Ramparts of Heaven, the Orcgate is occupied by the forces of Helgazad and is nearly as fortified as the city itself.

The Ramparts of Heaven
A great northern mountain range that separates the Southlands from the Kraag. It is impossible to cross, save for a few passes, and is teeming with giants, ogres, and orcs.
      
The Shield-break
The Shield-break is an area of rocky badlands and shaley hills. It forms the approach to the Orcgate Pass and is contested by the knights of Margaron and the slavers of Helgazad. The land is wild, lawless, and dangerous.

“Okja nart’Taag” (Obey or Die)  

Simple Encumbrance

In my mind, resource management and careful tracking of encumbrance are important features of Oldschool D&D. However, Basic's coin weight system is a poor way to track encumbrance for all but the most mathematical of players. To keep encumbrance in the game, but simplify it enough for people who have been drinking, I adapted (ported almost exactly) James Raggi's LOTFP encumbrance point system. It reminds me of "Diablo" style encumbrance, where inventory is a matter of slots. What I think works the best about this system is that players can simply add found items to their list as you go along, simultaneously tracking encumbrance. Well done, James. I have included the document version I made for players. Enjoy!

The Fall of House Patrof

The Fall of House Patrof: When last we discussed house Patrof, we explored the early promise and later decline of the Patrof heirs. The Dowager Queen was determined that none of her evil offspring succeed her on the throne, though she could not bring herself to arrange their deaths. Instead she turned to the Sanctum of Sorcery, and the great wizard Dædolon the Magnificent. Taking pity on the queen’s predicament, Dædolon crafted a magical prison of outside of space and time.

In this dream-scape, Dædolon and the Queen believed that her children might reflect on their evil, and mend their ways. If just one could be redeemed, then the line of Patrof could continue. With the Queen’s blessing, Dædolon set his plan in motion.

Each of the nine was lured to the family’s ancestral estate, under the pretense that an heir would be named. When all nine had gathered, Dædolon’s spell triggered, and the nine, their retainers, and the estate itself was transported to the hidden dimension.

The Queen assured the court that her children were well - in seclusion at foreign courts or universities. In time they were forgotten. 10 years passed with no word nor sign of the imprisoned princes.

*Spoiler*
The dreamlike solace of Dædolon’s prison has become a twisted nightmare. Rather than reflect on their evil, each of the nine has only become more decadent, insane, and depraved. Some no longer remember the world they left behind, while others chaff at their captivity and long to return to the world to spread misery and terror.

Character Portrait #3: Schmidty

Schmidty

Cleric (Level 2)
17 Strength (+2 bonus on Hit rolls, damage rolls, and opening doors)
15 Intelligence
15 Wisdom (Bonus Spell)
15 Dexterity (+ 1 bonus to missile fire Hit rolls, - 1 Armor Class bonus, +1 Initiative)
15 Constitution (+ 1 bonus to hit point rolls)
14 Charisma (+1 Reaction Adjustment)


Armor Class: -1 (includes Dexterity, Greathelm, Plate Mail, and Shield)
Hit Points: 7 (includes Constitution adjustment)
Money: 140 Gold Pieces
XP: 2,704

Equipment:
Backpack
Flail
Holy Symbol (Lightning Bolt)
Iron Rations (2)
Iron Spikes (4)
Lantern
Large Sack
Mirror
Oil Flask
Rope (50')
Sword
Tinder Box
Torch (6)
Wineskin

Background: Due to his experience and charisma, Schmidty is a natural leader. The Elf, Salvine is his old comrade, and Lumberjack is his nephew. No one knows how Schmidty lost his eye, or what other disfigurements his ninja hood conceals.

Character Portrait #2: Salvine

Salvine

Elf (Level 1)
16 Strength (+2 bonus on Hit rolls, damage rolls, and opening doors)
15 Intelligence (Bonus Spell)
12 Wisdom
18 Dexterity (+ 3 bonus to missile fire Hit rolls, - 3 Armor Class bonus, +2 Initiative)
16 Constitution (+ 2 bonus to hit point rolls)
11 Charisma


Armor Class: 0 (includes Dexterity, Chain Mail, and Shield)
Hit Points: 8 (includes Constitution adjustment)
Money: 130 Gold Pieces
XP: 2,804

Equipment:
Arrows (14)
Backpack
Crowbar
Grappling Hook
Iron Rations (7)
Iron Spikes (4)
Longbow
Riding Horse
Rope (50')
Spear
Sword
Tinder Box
Torch (4)
Wineskin

Background: The Elf Salvine was worked as a caravan guard with the Cleric, Schmidty. Perhaps that is why he agreed to remove the curse placed upon Schmidty's nephew Lumberjack. Salvine is famous for his golden locks.

Character Portrait #1: Lumberjack

Lumberjack 

Fighter (Level 2)
16 Strength (+2 bonus on Hit rolls, damage rolls, and opening doors)
11 Intelligence
12 Wisdom
16 Dexterity (+ 2 bonus to missile fire Hit rolls, - 2 Armor Class bonus, +1 Initiative)
17 Constitution (+ 1 bonus to hit point rolls)
13 Charisma (+1 Reaction Adjustment)


Armor Class: -2 (includes Dexterity, Greathelm, Plate Mail, and Shield)
Hit Points: 10 (includes Constitution adjustment)
Money: 110 Gold Pieces
XP: 2,833

Equipment:
Arrows (18)
Backpack
Dagger
Iron Rations (4)
Iron Spikes (4)
Lance
Rope (50')
Tinder Box
Torch (4)
Shortbow
Small Sack
Sword
Wineskin

Background: All that is currently known of the warrior called Lumberjack, is that he is the nephew of the Cleric, Schmidty, and that he was once cured of a terrible curse by the Elf, Salvine.

Unconquered Terminax!!!

Terminax, God of Storms, Victory, and Strength

Basic Game House Rules Revisited

After much thought and a few discussions with players, the following changes will be implemented as permanent House Rule changes (with a 2/3rds majority vote of course!)

Initiative - Will remain 1d10 + Dexterity Modifier + Weapon Speed, with highest going first. (I know, I'm surprised, I thought this was the clunkiest of systems yet the players refused to simplify it.)

Cleave - Will be an exclusive class ability of Fighters.

Detect/Read Magic - This was not made clear in the first draft of the House Rules, but both Detect Magic and Read Magic are class abilities of MU's and Elves, rather than spells. Read Magic functions all the time, and Detect Magic is 10' per CL in a single direction, requiring a turn of concentration. Clerics are still required to cast Detect Magic as a spell.

*Edit* After some more thought and taking the lower than expected armor class values into account, I will be instituting the following additional house rule - Gang Up

Gang Up - Characters targeted by multiple melee attacks in a single round, suffer a cumulitive +1 penalty to AC for each attack beyond the third (4 = +1, 5 = +2, 6 = +3 etc.)

So that's all for now folks. - Chaz

The Storm-handed One

One of the players in my basic game rolled a cleric, which he claimed was a priest of "Swordy McSwordyson." While this fit the mood at the time, I plan on urging him to choose a deity out of the 21 or so I have detailed. I think this will ground that character into the setting, and remove some of the OVERT comedy. Terminax, the god of victory and storms whose sacred weapon is the longsword, is likely the best equivalent for old Swordy. To further bait him into a switch, I plan to grant him the following spells (at appropriate level of course.) Terminax is aggressive and self centered, so I decided his unique spells would be personal buffs and offensive spells. NOTE: All three of these spells are adapted from the excellent Pars Fortuna, over on the Land of Nod blog.

“Honor me through the glory of your  victories.”

Lightning Weapon (1st Level Divine Spell)
Range: Self
Duration: 1 round per level   
Effect: For duration, caster’s weapon deals additional 1d6 points of electrical damage on a successful hit. Living targets only.


Invulnerability (3rd Level Divine Spell)
Range: Self
Duration: 1 round per level
Effect: For duration, caster ignores 1d6 points of damage from physical (non-magical) blows.


Fist of Destiny (5th Level Divine Spell)
Range: Touch
Duration: Instant
Effect: On touch, target suffers 1d6 electrical damage per your level (max 10d6) and is stunned for one round. Save v. Spell for half damage and no stun.

Against the Beastgod's Cult: New Monster

Here are the two new monsters which feature in the upcoming module. I admit that these critters are completely untested, and I hope that I can adjust them on the fly if the situation demands it. Included is some amateur art by yours truly. Please excuse its dubious quality - Chaz.

Beastman

Armor Class: 6 (Ring Mail)
Hit Dice: 2+2
Hit Points: 10
Attacks: 1 (Stone Battleaxe)
Damage: 1d8 + 1(Strength)
Move: 90(30)
Save As: Fighter 2    Morale: 9
XP: 45
Note: +1 to hit, +2 damage when wounded
No. Appearing: 3 - 12   
Treasure Type: (P) D
Alignment: Chaotic (Evil)

A terrible mixture of goat, boar, and hawk, Beastmen are shambling abominations. Loathing the touch of worked metal, Beastman strike with stone axes and wear armor of leather and bone. The largest and most aggressive (3 HD) goad the rest into battle with their terrible, barking cries. Beastmen instinctively recognize other servants of their master, and will follow their commands implicitly.

Odontomachus

Armor Class: 5
Hit Dice: 6+1  
Hit Points: 25
Attacks: 2 Claws and 1 Bite
Damage: 1d4/1d4 and 2d6
Move: 120(40)
Save As: Fighter 4    Morale: 10
XP: 225
Note: Bitten take auto-damage and no move
No. Appearing: 2 - 6
Treasure Type: Nil
Alignment: Neutral (Evil)

The primordial stock from which all lesser wolves descend, the Odontomachus or the “iron-bite wolf” is a ferocious predator of a lost age. Low to the ground and stocky, the creature is nearly the size of a mule. Its massive head and jaws are longer than a man’s arm, and capable of grinding bone. An ancient creature, the few that remain are prized pets summoned or resurrected by magic.

CT2: Against the Beastgod's Cult (Cover Image)

This started as a simple digital image I made one day while bored. My friend, and coincidentally a player in my basic game, is quite the digital artist and I asked him to clean this image up and give it some effects. The result is pretty nifty, and makes me wish I had sent him a better picture to work with. Regardless, I plan on using this as the "cover" image for our next session's module. 

Minor Cults of Terra Incognita

Okay, so before I move on to other material, I thought that I'd wrap up the deities of the Terra Incognita Setting. These final five gods represent small or isolated faiths, which worship their respective deity exclusively. Enjoy!

The Adversary (the Demongod)
The Adversary is an unnamed spirit from ancient times. He is a force of entropy and corruption, and to know him is to teeter on the brink of damnation. The Adversary’s cult is composed of disparate individuals, each having their own reasons for turning to the dark father. The Adversary is served by devils and demons, though he is not one himself. The exact nature of the Adversary’s relationship with the other gods is unknown, even among his followers.

The Jagged Spiral

Buayeg the Devourer
Buayeg is a bestial deity worshiped by evil monsters, including Orcs, Ogres, Trolls, Gnolls, and Lycanthropes (who are sacred to him). Buayeg hates and fears civilization, and his faithful defends wild and lawless areas from settlement. Once powerful, Buayeg’s cult has been in slow decline for a century, and his influence is limited to frontiers and forgotten backwoods. Buayeg’s cult is sometimes allied with the Adversary’s cult.

Fangs of the Devourer
 
Draco the Wanderer

Draco Ularis was once a mortal adventurer, and by his own deeds he gained a place in the celestial hierarchy as the Adventurer’s God. Draco is widely recognized as a symbol of courage, destiny, and hope. Draco, like Murgha Calergi his ally, is a patron of the aspiring underdog. Draco’s cult members wander the roads and paths of Terra Incognita, and they never stay in one place for long. Draco’s cult is often allied with Triad or the Circle.

The Wanderer's Crook
Eihart the Just
Eihart is a lesser deity who encompasses justice, honor, and knightly virtues. Eihart fights lawlessness in all its forms, but he especially despises those who escape justice for their crimes.  Eihart’s cult is popular in human lands, and many who worship Eihart also pay homage to the Triad. Eiharts most faithful are usually involved in law enforcement, including jailors, guardsmen, and judges. Eihart’s cult is commonly allied with the Sajustines.

The Scales of Final Judgement


Fulnocht the Illuminator
Fulnocht is a self-important god of light, who’s chief interests are humankind and religious observance. Fulnocht requires the exclusive (and constant) worship of his followers, and no other faith has quite so many restrictions, recitations, and  ritual observances. Though he is stern and demanding, there is no better ally against the Undead. Fulnocht’s church is an ally of the Immaculates of Melodia.

Star of Radiance

Lesser Cults of Terra Incognita

And... the three lesser cults of Terra Incognita. As promised.


The Insurrectum
Alignment: Chaos
Colors: Sea-Blue, Gold, Green, and Burgundy  
Deity(s): Mirk, Terminax, and Vera
Dogma: Chance, Passion, and Strength
Symbol: Skull-faced Coin
Worshipers: Artists, Athletes, Merchants, and Rogues
A lesser but influential cult, the Insurrectum is a chaotic triumvirate of deities. This cult is only for the bold, the outcast, the independent - those who flaunt society’s laws and traditions. Individual freedom is the highest aim, though chance and fortune, and to a lesser extent chaos itself, are the cult’s foundation.
    The goddess Vera is the oldest and most primal of the three, and she is worshiped at the head of the pantheon. Called the Maiden, Vera is beautiful, passionate, and destructively jealous. Terminax is her anointed son, and he embodies individual strength, victory, and courage. He is the patron of athletes and heroes. The androgynous Mirk favors cleverness, skill, and luck, and its faithful are thespians, merchants, and thieves.
    The Insurrectum is decentralized and volatile, rife with competing factions and demagogues. Worship is regional and varied, but often includes wild parties and the sacrifice of sacred animals. The only overarching authority is the Chosen, the three champions of the deities. Even the Chosen’s power is limited however, and they serve at the pleasure of their patron.
    Membership in the cult confers no special benefit or treatment, though many consider it a high honor. Members are expected to honor the gods with their success, and to give proper reverence to the lords of chance and fortune. Those who are unfit are shunned until they prove themselves worthy once more.
    A large number of local or regional sects exist within the greater cult. Some of the most famous include the pleasure-seeking Verite Sisterhood, the weather calling Storm-handed Ones, and the infamous Blackcloak Society. Membership within a sect requires special dedication to one of the three deities.
    The Insurrectum is frowned upon in civilized lands, where there actions and beliefs scandalize their neighbors. The lawful followers of Sajus and Eihart particularly despise them. Other enemies of the cult include Gorgos of the Brotherhood, and the witch-hunting Immaculates.


The Mysterium
Alignment: Neutral
Colors: Black, Orange, Silver, and White
Deity(s): Hirstices and Okradon
Dogma: Knowledge, Magic, and Prophecy
Symbol: Moon and Stars
Worshipers: Magicians, Scholars, and Teachers
An ancient but flagging cult, the Mysterium honors just two deities. Members of the Mysterium value knowledge and the mind, and many practice Magic.
    The cosmic being Okradon enjoys a majority of worship, as he is the ultimate embodiment of time, truth, and magic. The lesser Hirstices, is chiefly venerated by female magicians, and holds dominion over prophecy and prophetic dreams.
    The cult is small and spread thin, with only a handful in every kingdom. Mystical communication links members, and so they remain well organized over great distances. The cult is lead by its greatest magicians of each gender, called the Star Father and the Moon Mother.
    Joining the Mysterium takes many years of careful thought and reflection, and its deities care little for mortal toil. Due to the difficulty of attaining full membership, the cult is largely composed of networks of associated laymen, who preserve and protect magical knowledge, objects, and places.
    The cult is neutral toward worldly affairs, and has few outright enemies. If any could be said to oppose the Mysterium, it is the Immaculates of the superstitious Triad.


The Circle
Alignment: Neutral
Colors: Green, Grey, Yellow, and Brown
Deity(s): Ædenar, Dror, Evandar, and Murgha Calergi
Dogma: Balance, Freedom, and Nature
Symbol: Emerald Ring
Worshipers: Dwarves, Elves, Halflings, and Woodsmen
Long ago, the world was ruled by mountain and forest, and populated with Dwarf and Elf. The Circle harkens back to the times of old, with its loose collection of deities. 
    Ædenar the Longwatcher, is the god of elves, forests, and seasons. Dror is the great dwarven god of mountains, air, and magic. The Huntmaster, Evandar, is the god of hunting, woodcraft, and beasts. Murgha Calergi is the halflings’ lord of riddles, bravery, and good humor.
    In settled lands, the Circle is all but vanished, though it flourishes in the lands beyond. Temples are not built but grown, and exist in places of untouched natural splendor. Usually only a single shaman (and eventually his apprentice) guard large swaths of territory.
    To join the Circle, prospective members must seek a mentor to guide their initiation. Rites are long and arduous, and sometimes include privation or vision quests. When an initiate completes their training, they are often symbolically linked to a plant or animal which will spiritually guide their development.
    To advance to the highest levels of enlightenment, one must show an unflinching dedication to natural balance, and gain the special patronage of one of the four deities.
    The Circle does not shy from conflict when it is needed, and their enemies include life-stealing Xafax, and Buayeg god of Fear. They are often at odds with Sajus, whose artifice upsets the balance.

Cults of Terra Incognita

Back in October I talked about how Deific personalities are memorable parts of a setting. In Terra Incognita, we have so far left the specifics of the deities largely unexplored, though I plan to gradually rectify that as the players become more invested in the setting. So, I present the following "cults" or pantheons of deities in Terra Incoginta. This post will only include the two most powerful, the self-serving Brotherhood and the benevolent Triad.

The Triad (or The Great Church)
Alignment: Good / Lawful
Colors: Pink, Crimson, White, Royal Blue, and Silver
Deity(s): Haphast, Melodia, and Sajus
Dogma: Charity, Nobility, and Order
Church Symbol: Inverted Triangle
Worshipers: Nobles, Knights, and Peasants 
The largest and most open cult, the Triad represents an alliance of three benevolent deities. Concentrated in human lands, worship of the Triad is often the state or official religion. The faithful are from all walks of life, from peasantry to nobility. The Triad promotes peaceful and lawful society, with charity and protection for the poor or weak.
    The chief deity of the Triad is Melodia, or simply “the Goddess.” She is seen as a motherly queen, who fiercely protects the faithful from evil. Haphast is the god of selflessness and sacrifice, and he cares most strongly for the destitute or infirm. Sajus is a masculine god of Wisdom, and he is the special patron of rulers, judges, and engineers.
    The cult is rigidly organized, with an ascending hierarchy of Priests, Bishops, and Archbishops - all the way to the Hierarch herself. Priests are assigned to Churches in hamlets and villages. Bishops are found in Cathedrals serving large townships and cities. Archbishops reside exclusively in the courts of nobles or royalty.
    Joining the Triad is accomplished through several weeks of study and a special induction service. Once a member, initiates are expected to support the Church’s ministry through donations or service. Typically, this amounts to 10% of yearly income or 1 day of services monthly. The benefits of membership include education, healing, and daily or weekly services.
    As it is a large and diverse organization, the Triad supports several sub-factions and sects. These include the Knights of the Rose (defenders of pilgrims and roads), the Monks of the Chalice (healers and scholars), and the Sajustines (engineers and aristocracy).
    Above all the Triad opposes the demon-god of corruption, which they call the Adversary. Wizardly or Elvish Magic is also frowned upon, as it is seen as a wild and corrupting force. A special arm of the Church known as the Immaculates investigates Magic Users for signs of demonology or heresy.

The Brotherhood
Alignment: Evil
Colors: Black, Rust, Grey, Teal, and Violet
Deity(s): Gorgos, Pa-Kur, Szass’mal, and Xafax
Dogma: Deception, Greed, and Might
Symbol: Flaming Eyes
Worshipers: Corrupt Rulers, Criminals, and Soldiers
The Brotherhood is a secretive and political cult, organized more like a spy-network than a religious organization. The Brotherhood swells its ranks through clandestine recruitment and the lure of power and wealth. The aims of the cult are to further the agendas of its members, and to profit from illegal activity wherever possible.
    The Brotherhood venerates four competing deities, appealing to and appeasing each as necessary. Gorgos is the god of tyranny and slavery, and his faithful seek worldly power. The grim Pa-Kur is the god of war and warfare - soldiers pray to him on the eve of battle. Szass’mal is the god of deception, schemes, and murder, and many invoke his name during black acts. Xafax is the ravenous hunger of death, and his servants trade their souls for knowledge of death and undeath.
    The foundation of the cult is the Cell, which might be composed of only a few individuals. On moonless nights, multiple cells gather in hidden temples called Black Lodges. Each lodge is guided by an anonymous member of the Cabal, the secret ruling council of the cult. The Cabal is rumored to be comprised of very powerful individuals; rulers, nobles, and corrupted church officials.
    Joining the Brotherhood is a dangerous and difficult undertaking. To preserve the sanctity of their organization, potential members must first be nominated by existing members, and then survive the “Ordeal.” Each Ordeal is different, but it commonly involves sacrifice, pain, and tests of loyalty. Initiates who survive, are expected to provide one year of service before gaining full membership. Benefits of membership include the cult’s sizable information network, money, protection, and magical services.
    Each deity within the cult maintains its own elite organization: The Gorgani serve Gorgos as spies, infiltrating courts and merchant organizations. Pa-Kur’s Slayers are fearsome mercenaries, who assist other cult members for a price. The Serpent’s Fangs are skilled assassins and fallen priests, dedicated to Szass’mal. The Necromancers of Xafax are known simply as the Wicked, and are scholars and sages. Membership in such an elite organization requires years of dedicated service to the Brotherhood.
    The Brotherhood has many enemies, but none more so than the small but dedicated cults of Eihart, god of justice, and Fulnocht, lord of light. Another constant threat is internal in-fighting, which has devastated the cult in the past. Despite setbacks, the Brotherhood continues to cater to mankind's darkest impulses.

Basic House Rules 2

Here is part two of my Basic house rules as promised. 

Spells & Magic:

    a.    Bonus Spells: Casters with 15 or more in Prime Requisite gain a bonus spell at each spell level.
    b.    Ray of Energy: Elves and Magic-Users may cast the following spell a number of times per day equal to CL+INT:

        i.    Ray of Energy (0 Level)
            Range: 25' + 5' per Character Level
            Duration: Instant
            Effect: The caster fires a ray of eldritch energy at a single target. Caster must succeed on a ranged touch attack. Damage is 1d3.

    c.    Spell Books: Spell Books weigh 200 cn, and must be consulted for one hour each day (Elves and Magic-Users only).
    d.    Spontaneous Casting: Casters may cast any spell available to them by level, without memorization etc.




Allowing bonus spells for high stats is there for the single purpose of granting the cleric a spell at first level. I have heard that Labyrinth Lord simply changes the spell table, but I think this works. Spell casters will be better than before, but not unfairly so (I hope.) Ray of Energy was designed to combat spell caster fatigue. Clerics continue to be useful even after their spells are exhausted but the MU is pretty much one and done. To prevent constant and annoying retreats/rests, I devised Ray of Energy to keep them in the game longer. This seemed to work beautifully. Spells remained limited and the cautious elf player kept his rays in reserve for the most part. I like that the ray is not a guaranteed hit, but I wonder if making it verse touch AC (9 most of the time?) isn't making it too powerful. Especially as it might disrupt spell casting. That might be a future alteration but for now it stays as written. The spell book rule addresses something not covered well in the books, but it seems to be implied. Finally, spontaneous casting is the way most people play clerics, and I see no reason not to allow the same for elves/Mu's. Otherwise you are just adding additional periods of un-fun retreat and rest.


5.    Arms and Armor:

    a.    Flail: Flails ignore AC from Shields.
    b.    Great Helm: Clerics and Fighters may wear Great Helms for -1 AC. Cost: 10 gp Weight: 4 lbs.
    c.    Heavy: Axes, Maces, and Hammers are heavy weapons and are +1 to Hit medium or heavy armor.
    d.    Lance: When mounted, lances deal double damage on a Charge.
    e.    Long: Lances, Pole Arms, Quarter Staffs, and Spears are long and have 10' reach. These weapons may also be Set v. Charge.
    f.    Quarterstaff: Quarterstaffs grant -1 AC.
    g.    Quick Draw: Daggers, Swords, and Short Swords may be drawn as a free action.
    h.    Shield: Shields improve AC by 2 points, rather than 1.
    i.    Spear: When wielded in two hands, spears deal 1d8 damage (rather than 1d6).
    j.    Torch: The first strike with a torch deals fire damage, rather than blunt damage.



Now Arms and Armour changes. The goal with weapons was to clarify or add certain benefits to each weapon. This helps differentiate why some characters might not always use the longsword (unfortunately, the incentives must not have been that good as all three characters took longsword as their weapon.) Flails have always been one of my favorite weapons, and I was surprised that they are not present in basic. Heavy weapons is an attempt to add the historical supremacy of blunts verse armored opponents. The thought while nice, didn't play out well at all. The players were already managing too many bonuses and penalties and the heavy weapon rule was consistently forgotten. Because so many of the other weapon rules worked, I'm going to leave it in for now, though this is obviously not the solution I thought it was. Lance and Long are rules clarifications, and need no explanation. Quarterstaff is a big change, and is mostly there to up the AC of MU's by a point. Quick draw surprisingly did play a part in combats, but then again all three characters are armed with swords. Spears were carried all around as the backup weapon of choice, probably due to the price point and the ability to hurl them. I did not see one used two-handed but I like the damage tweak and it will be sticking around. Overall, weapon tweaks seem to have been a hit with the exception of heavy weapons.

Armour was unchanged save for the addition of two AC boosting changes. These changes were designed to up survivability, and boy did they ever. More than one of the three characters was able to begin play at 0 or negative AC. So in retrospect these items/changes are unnecessary and I'd probably drop em.

6.    Caller: The character with the highest Charisma will be the party “caller” or leader.



My ad&d group thought that this rule was extremely archaic and unnecessary, but I like it. It gives charisma a certain appeal and it gave my a player who could keep things moving if needed. Nuff said.

7.    Combat Sequence:

    a.    Initiative (1d10 + Dex + WS, highest wins)
        i.    Actions are simultaneous
        ii.    Players win ties
    b.    Morale (2d6, if needed)
        i.    Only 2 checks needed
    c.    Movement Phase
        i.    Combat movement is 1/3 Rate
        ii.    Diagonal movement cost 1.5
        iii.    May move full-rate and attack
        iv.    Switching or using equipment is equal to a move action
    d.    Missile Phase
        i.    Touch AC = 9 + Dex
    e.    Magic Phase
        i.    No movement (beyond 5' step)
        ii.    Includes:
            (1)    Spells
            (2)    Scrolls
            (3)    Magic Items
            (4)    Spell-like Abilities
        iii.    If damaged prior, spell is disrupted
    f.    Melee Phase
        i.    Flanked character are +1 to Hit
        ii.    Rear attacks are +2 to Hit


The description of combat is mostly by the book, though a few things are probably different (flanking, rear bonuses). I actively forgot morale on several occasions, and keeping precise track of movement and range will need to be improved. These are my failings, and not the rules however. Again the overly complex individual initiative is at play - I plan on ditching this unless my players cry foul.

So that's it. I was pleasantly surprised by the result of most of the tweaks, but more than a few fell short as well. I will update this post and my house rules as play continues. Chao!

Basic Game House Rules

Since I just finished work on the second installment of the Basic game, I thought I'd share the house rules used last session. I'll include the rule in italics, then my justification of the rule, and finally I'll evaluate the effect of the rule last session and whether it will continue to see use. This is probably a two-poster.

1. Creating Characters

    a.    Roll Abilities (4d6, drop lowest, six times)

    b.    Choose Class/Race
    c.    Assign Abilities
    d.    Record Hit Points (Max + Con)
    e.    Select / Assign Class Abilities
    f.    Determine Bonus Languages

        i.    Abyssal
        ii.    Celestial
        iii.    Draconic
        iv.    Dwarvish
        v.    Elvish
        vi.    Giant
        vii.    Goblin-Speech
        viii.    Old Elvish

    g.    Determine Starting Wealth (3d6 x 10)
    h.    Purchase Equipment
    i.    Determine Armor Class, Encumbrance, and Movement Rate
    j.    Determine Attack Bonus and Saving Throws
    k.    Determine Signature Headgear (1d8)
    l.    Determine Teammate Relationships (1d100)


Okay first of all, since these rules deal specifically with character creation they obviously can't be changed going forward. That said, I would change a few.

Generating abilities with 4d6 drop lowest seemed to create more powerful characters then necessary, especially with the additional tweaks made in other areas (more later.) Max hits at first level is fine and would not be changed. I went back and forth on whether to even bother including languages in this game, but when I did decide to use them, I wanted to have a compact and complete(ish) list. It is largely based on third edition with certain tweaks. There is now only one "evil alignment" tongue, and I created Old Elvish to serve as the campaign's dead language. Easily the most memorable addition was the two tables lifted from JB/Blackrazor (thanks!). These humorous tables immediately gave each character additional personality, and set a light tone. One thing I did notice, none of the players initially enjoyed their results, but each enjoyed watching the other characters get saddled with strange and whimsical backgrounds and hats. My favorite was the "three-tiered ziggurat," but that proved too much for the player and was exchanged for a "ninja hood." Good times.

2. Class Changes

    a.    Clerics may wield only blunt weapons and their deity’s favored weapon.
    b.    Elves may wear up to Chain Mail Armor, and find secret doors on 3 in 6.
    c.    Magic-Users may wield any 1-handed weapon and the quarterstaff.


Classes in my game remain as written for the most part. The changes to the Elf class are nerfs pure and simple (though the armor restriction is somewhat based on my own taste.) I may rule that certain plate may be worn by elves if and when we reach an appropriate power level. The weapons changes made to MU and Cleric are subtle and profound. MU is the least noteworthy as it still restricts their ability to use ranged weapons, and MU's even armed with a longsword should stay far away from combat. The quarterstaff becomes the "best choice" but only after other tweaks later. Clerics using any single weapon in addition to all blunts is a game changer if the right weapon is chosen. My player selected the longsword which is one of the better choices, though I personally feel the longbow would have been more impactful. So far, I'd keep these changes in a future campaign, but we shall see.

Combat

    a.    Combat Maneuvers

        i.    5' Step: Make free 5' step at the beginning or end of each round if no other movement.
        ii.    Aimed Attack: -4 to Hit, special effect.
        iii.    Charge: Move 10' in straight line and attack - +2 to Hit, -2 AC for rest of round.
        iv.    Cleave: Whenever your melee attack drops a foe, gain an immediate bonus attack.
        v.    Parry: +4 AC, but no other action in round.
        vi.    Set v. Charge: Delayed - when charged, make immediate attack for double damage.
        vii.    Stunt: Win an opposed To Hit roll verse Target, special effect.

    b.    Critical Hits: Rolls of natural twenty result in maximum damage.
    c.    Death: Death occurs at -10 HP.
    d.    Dying: Below 0, must Save v. Death every round or fall unconscious.
    e.    Fighting with 2 Weapons: Elves, Fighters, and Thieves may fight with two weapons if one is light (d6). Such characters make only one attack, but roll damage for each weapon and use the best result.
    f.    Healing: Characters heal 1 HP per Character Level, per day. Binding wounds after combat restores 1d4 HP.
    g.    Initiative: Rolled every turn, d10 + Dex + Weapon Speed.
    h.    Weapon Speed = d4/+1, d6/+0, d8/-1, d10


Now to combat, and I warn you, there is a lot here to cover. Combat maneuvers simply lists or clarifies things that are already in the rules - for the most part. Cleave is new, and is something that I might restrict to pure fighters depending on how it impacts the game. It did not see use in the last game for whatever reason. The stunting system didn't either, though I'm inclined to leave it in as its more of a DM ruling guide than anything else. The others all seem good to me right now.
 
The next up is critical hits. I like em, and they are iconic to the game and therefore, they stay. Death at -10 hp. My groups almost always used a rule like this, and though it GREATLY reduces the risk of pc fatality, I'd feel uncomfortable removing it. I do however acknowledge how great an advantage this gives clever parties. If not every member is wiped, then death is practically impossible. Dying rules allow for cinematic "fight til the last breath" type scenarios - keep it in (as long as I keep -10 hp in anyway.) Two weapon fighting is a solid rule and I doubt that I ever remove that particular house rule. It allows that option (for flavor) without making it clearly better or clearly worse. So far, its been avoided. Healing. I'm not sure that the "bind wounds" was used as we were all drinking at the time, but for now I like faster healing and so it stays. The initiative system here is a vast departure from basic as written, and I think that it is going away. Individual initiative modified by weapon speed does not a better experience make. Its going to go, and initiative will likely go back to 1d6 or 1d10 unmodified, players win ties. This does undercut dexterity and weapon choice, but again, it doesn't add enough to be worth the effort. Finally, weapon speed. Again, this was part of my attempt to fix weapons (which may only need fixing if variable damage is used, but that is surely another post.) Again, it does not hold up to the fun test and it goes.
 
NEXT: House Rules Part 2 

Preview: Against the Beastgod's Cult

Howdy folks! This is a quick peek at the upcoming sequel to the last B/X game. This adventure is a reworking of N1, Against the Cult of the Reptile God. Welcome to Orlane:



Orlane (Human Village, ~600)
Orlane is a small but important village built on the banks of the Rïme River. About 600 people live here in crudely whitewashed wooden dwellings. Most of the villagers are farmers, trappers, or fishermen. The village Reeve is Flaccus Boyle, but most decisions are referred to either the Elder (Jay Scarlet) or the Priestess (Ashmi Dev.) A large, gothic cathedral lies on the riverbank opposite the village. It is dedicated to the hero St. Simone, who’s remains are said to lie within.

1. This is the home and office of Reeve Boyle (F2) and his two sons (F4/F3, Sturm and Drang). A run-down barracks is attached, and it houses the militia in times of crisis. The Reeve is wary of visitors, and advises them to conclude their business and move on. *Secret* The Reeve is allied with the cult, though he and his sons are not members themselves. The Reeve’s “cut” includes the magic arms and armor used by his sons, and a hidden lockbox containing 345 gp, 890 sp, and 1,250 cp.  
2. This is the home and shop of Faruq, the Moneychanger. The home is built of cut-stone, and is windowless with two heavily-reinforced doors. Faruq operates the establishment on behalf of the powerful Magnus & Sons, and he guarded at all times by four men (F2). Faruq provides the following services: currency exchange (5% charge),  banking (including letters of credit), and appraising and purchasing jewelry and gems (up to 75% value). An armored caravan collects profits once a season. *Secret* One of Faruq’s guardsmen is in league with the cult, and is conspiring to rob him!  
3. This is the village’s only inn, the Happy Harvest Inn. The proprietor is the rat-like Crosby Mather, and he greets visitors with great ado. Services are good quality and of standard price, unless Mather’s suspicions are aroused. From then on, all prices are doubled. *Secret* Mather is a low ranking cult member, and his duty is to intercept and deal with outsiders. If Mather determines the party is a threat, he will attempt to drug them for a later ambush. Two cult assassins (T4/T3, Dreg and Lars) are always on hand, disguised as guests.     
4. This large weathered barn is the Blackmane Stables. Dag Niles the stable master is a decent man, providing stabling services for the standard rate, as well as cheap lodging for the desperate. Dag and his family live in a nearby cottage. *Secret* Dag is a shrewd business man, and he keeps a small fortune in a locked chest in his cottage. The chest contains 550 gp, and 1 gem (200 gp). 
5. This is the workshop and home of Wurwood, the smith. Wurwood and his sons are unfriendly, but will deal with paying customers. All standard items are 75% likely to be stocked, though weapons and armor are only 25% likely. *Secret* Wurwood is a cult member in the final stages of transforming into a beastman. He can barely control himself and if even slightly provoked, he savagely attacks (18 strength).
6. This is the Half Moon Pub, a small but popular eatery and pub. The vivacious Bella and Luc Osgood are kind and fair, offering superior services for standard prices. Travelers here are rare, and they will be regarded with cool suspicion until their intentions are proven. *Secret* The Half Moon has become the gathering place for villagers who have noticed the recent strangeness. Speculation takes place in hushed voices in private backrooms.
7. This small hut is sheltered by a ring of stately elms. It is the home of the Ramu, an eccentric and possibly senile hermit. Ramu is generally considered a nuisance, but he is known to tell a good tale from time to time. *Secret* Ramu is actually a wizard of moderate power who has chosen a life in disguise for unknown reasons. Ramu will not reveal his true identity to anyone he does not trust. If he is discovered, Ramu will sell the following potions: Antidote x 2 (7 HD) - 500 gp each, Healing x 4, 1d6+1 hp, 250 gp each, Potion of Speed x 1 - 750 gp. 
8. This towering, domed structure is the famed Cathedral of Orlane. It is surrounded by a 20' tall stone wall, and its brass gates are closed and chained. Knocking on the gate will summon a robed acolyte who explains the Cathedral is closed for repairs. Persistent characters have a chance of seeing the Priestess herself, though she is evasive and tight lipped. *Secret* The Cathedral is the center of cult activity in Orlane, and causing a scene here results in a cult ambush during the next night. Under no circumstances are characters freely admitted.

Seal of Orlane

Map of Chthon

Shifting gears to my other setting, the Black Land, here is a map of the settings only metropolis, Chthon:

Nine Princes in Amber

As I mentioned previously, one of my favorite Expert Modules is Castle Amber. I LOVE the Edgar Allen Poe / Lovecraft vibe of the cursed De'Amberville family. I plan to incorporate a similarly twisted family of royals in Terra Incognita. I won't be stealing whole cloth, but the themes will be very similar. If all goes as planned, I'd like to see the royal family playing the characters against one another in pursuit of the crown. In this post I'll give some background on the family as a whole, and talk about members who are no longer living. Later I'll go into detail on the current members of the family and their whereabouts. REMEMBER, this is just a draft.

The Accursed House of Patrof
Since ancient times, a scion of House of Patrof has ruled Corvinium from the lion-throne of Crespeculum. Their pedigree was legendary - Patrof the Conqueror, Lear the Pious, Elkay the , and many others of note. But as their fortunes and reputation grew, the Patrofs also grew in vanity, cruelty, and greed. In the last generation, their house has met with disaster.

King Steven Patrof was already a very old man when he married the beautiful Matilda de'Courvey. The King had no heir, and many feared that his storied line would end. But to the surprise of all, the de'Courvey bore Steven five sons and four daughters. Some suspected dark magic, but for the love of their monarch, these rumors soon subsided. 

Whatever the cause for the old King's fertility, with each new child Steven seemed to grow weaker and more feeble. On the night Matilda gave birth to their final son, Victor, Steven lay on his own deathbed.  Steven held his child just once, before the fever took him. The kingdom was heartbroken at the loss of the beloved king, yet they took heart that his line would continue and looked forward to the days ahead.  

As the young royals grew, it soon became apparent that something was terribly wrong. Damian was the eldest, and he was hardy and strong. Unfortunately he was also bloodthirsty and a bully. He terrorized the weak and urged his countrymen to war.

His brother Oliver was sickly and frail, but well-spoken and clever. He was no less a bully than his brother, and he cared only for himself and his experiments.

Vivian and Cassandra were twin girls, matched in beauty. At first Vivian was as kind as she was beautiful, but an accident disfigured her face, and forever after she was known for her bitterness and jealousy. Cassandra grew even lovelier than her sister, but she was cold and venomous, and delighted in the misery of others. Many young men died foolishly pursuing her favor.

Andrew was solemn and stern, and obsessed with religion and the church. As he aged, he became sanctimonious and fanatical, and eventually he joined the ranks of the dreaded Immaculates.  

Next were the twins, Baffin and Beatrice, two rude tricksters, strange and unnerving. The two kept their own company, and took twisted pleasure in unwelcome jests and ruses.

Deidre was born blind and crippled, and the constant torment of her siblings filled her with hatred and gloom. Eventually she retreated so far into herself that she would not speak for months.

Victor, the youngest, was a handsome and charming, but he proved himself an incompetent dreamer, wasting time in brothels and playhouses.

20 years after the death of the King, the greatness of House Patrof seemed a dim memory.  The Dowager Queen was not blind to the many faults of her children, and she feared for her kingdom should they ever reach the throne.

NEXT: The Fall of House Patrof

Boldly Borrowing for Terra Incognita

Since Terra Incognita is a b/x game, I plan to liberally "sample" from various sources designed for use with basic, especially Mystara material. During my introduction to the hobby, Mystara was almost completely absent. I believe that I encountered it tangentially more than a few times, but it always gave the impression of "abandonware." Mystara simply did not have the same influence on me as more pervausive settings, like the Forgotten Realms, Planescape, and even Greyhawk. Discovering Mystara (and to a lesser degree, Greyhawk) has been one of the most rewarding aspects of my return to the hobby.

To me, Mystara has a more pronounced sword and sorcery vibe than other settings. Karameikos and Thyatis feel Mediterranean, and old world, rather than anglicized and Tolkienish. Definitely non-standard fro D&D fare. Modules set in Mystara cover of wide variety of themes and genres, including pulp, horror, and sword & sandal. So far, my favorites include Keep on the Borderlands, Castle Amber, and Isle of Dread. I am actively collecting where I can and hope to extract bits and pieces for Terra Incognita in homage to the wonderful b/x system. I am still planning to run a converted N1 (thanks to JB of B/X Blackrazor for that idea) but I plan to incorporate all of the b-series and much of the X into the final campaign.

I have a digital copy of "In Search of Adventure" and I've been ruminating on potential ways to incorporate it into what I've got so far. In future posts I'll share where I'm headed.

Chaz 

B/X game Recap (11/6/10)

“They were an unlikely band - an elf, a warrior, and a holy man. The elf, known as Selvine of the Amazing Golden Locks had once saved the warrior Lumberjack from a terrible enchantment. The young man’s uncle, Schmidty, high priest of Swordy McSwordyson and old war-buddy of Selvine, also journeyed with them. Hoping for a chance at adventure and riches, the three traveled through the Craghorn Heights, far above the Valley of Elves. Their journey was a long one, and the road had taken its toll. Luckily, they soon spotted a village near a rushing mountain stream.

Upon entry, the party was approached by a gnarled old fart named Morvin. Morvin offered to buy a round, and the party soon found themselves in the Elk’s Head Tavern, listening to the coot rant. Like most villages, Greydirt was beset by black sorcery, and four lads had recently disappeared while camping near a warlocks ruined tower. Recognizing their battle-hardened look, Morvin attempted to recruit the three for a dangerous rescue mission. Morvin offered all of the profits from the past seasons market, and to sweaten the pot, he told them of a magical gem that could be found in the tower ruins. A deal was struck, and Morvin’s young son, Larm joined the party as a guide.

Wisely deciding to set out the following morning, the party explored the town before spending the night carousing with the locals. The only area of interest in the village was a small shrine to Huntmaster, where they met the priest, Sessor. Sessor asked that the party seek possible OTE’s (objects of True Evil) so he could cleanse them and secure the region from maleficent influence. The party agreed to do so in exchange for a sacred object.

During the night’s revel, the party met the canny innkeep Rarl. Rarl was a business man, and offered to relieve the party of elven gems for a considerable sum of money. Skilled negotiators, the party quickly extricated a fee upfront. Fueled by the possibility of profit and glory, three locals signed onto the expedition - Mort the village idiot, Swaine the shady, and Wersus cleric of the Victor’s god Terminax. Awaking hung over but eager, the party departed the village on a winding mountain trail.

Their journey was arduous, but uneventful, and at twilight they reached the ruins. While setting up a camp, they were surprised by Grizzlebain and Elfsnapper, two hideous orcs. The orcs loosed a barbed crossbow bolt and a trained wolf, and battle was joined. The party easily overcame the orcs though Mort was nearly slain. Exploring the tower grounds, the party found a trap door which lead into a darkened chamber.

The dungeon was filled with orcs and lethal traps. Poor Swaine and Mort met their end when they unwisely poured boiling oil on their heads. The party was shocked, but extracted revenge on a pair of assassin gnolls and a cowering orc priestess. Selvine was struck with poison, and for a time he was feared a goner. In the priestess’ chamber, they discovered grizzly evidence of the four villagers. A heathen idol was carefully seized, and stowed for later destruction.

Reaching a deeper level, the party was forced into a furious battle with an oversized Orc and his wicked cohorts. Once again the party’s clever tactics won the day, though Wersus was mortally wounded. Dying with sword in hand, he was immediately spirited to the feast hall of his god. The big orc’s armor was taken as a prize, and all captive orcs were summarily executed for crimes against god and nature.

Cautiously exploring further into the complex, the party avoided deadly traps and pitfalls until at last they reached the chamber of the elven gem. Malebeck had engineered potent defenses and riddles to keep his prize safe, but the party deciphered their meaning and claimed the gem. On their exit, the party was ambushed by Encaset the Unholy and all looked lost until the arrival of a mysterious stranger. The tide turned, and Encaset and his minions were put to the sword. Clearing the last few rooms for stranglers and hidden loot, the party packed up and departed for the village.”

NEXT UP: Against the Beast God’s Cult

Wyrms of Wrath

In my last post I mentioned the "Wyrms of Wrath" - which I'm sure you guessed, are the titular dragons of Dungeons & Dragons.

Reigning as King of All Monsters in the D&D universe, Dragons should be more than the sum of their stats. In every edition of the game, they have received special attention - devastating attacks, multiple unique rules, and loot that far exceeds their HD. In Moldvay/Cook or Basic D&D (more on that later), Dragons are not the behemoths of 2nd Edition and beyond. If used incorrectly, Dragons are quite fragile and anti-climatic. DM's should take care to employ tactics which preserve the mystique of these iconic creatures.

Terra Incognita preserves many of the assumptions underlying Basic D&D's implied setting. Orcs are Orcs, Elves are Elves etc. In that vein, I plan to employ Dragons as they are presented for the most part. That does not preclude me from making them memorable within the campaign context.

From the previous post, we can conclude that Dragons are a creature apart - they are the offspring of the Titaness' Galia's suffering at the hands of her traitorous children. They are not beholden to the Gods in the manner of other creatures, and in fact are pre-disposed to oppose them. They are specifically noted for their proclivity to "bedevil" mortal men. I think this sets them up nicely as uncontrollable and ancient enemies of mortal kind. Cool.

Basic D&D presents the standard five varieties of Dragon plus the Gold Dragon (another post.) They possess all of the abilities you'd expect. Deadly breath weapon 3 times daily. Powerful bite attack. Wings which allow flight (possibly their most important ability.) Interestingly, the rules state that a certain percentage of dragons will be encountered sleeping - perhaps Dragons are similar to Tolkien's Balrog - slumbering demons from another age who are best left in forgotten places. I think I like that. Keeps them truly monstrous and mysterious.

Keeping all that in mind, I decided to throw some paint on these beasts of legend and see what sticks. Here's what I've come up with:

Fire Drakes: The largest of dragon kind and the most intelligent and aggressive. Fire Drakes are solitary creatures (big ego), and prefer to roost in isolated places - high on mountain peaks, in caverns deep underground, or among the ruins of fallen civilizations. Fire Drakes value gold above all else, and amass enormous hordes. They spend their time cataloging or admiring their wealth, and are rarely roused. Confident in their power, Fire Drakes are mostly amused with intruders - unless they believe their horde is threatened. Theft will not be tolerated, and the rage of an offended Fire Drake can topple whole kingdoms.

Storm Dragons: Storm Dragons are the most active of dragon kind, and love to hunt. Storm Dragons dwell mostly in deserts or wastes, though more than a few live beneath the waves. Like their larger cousins, Storm Dragons are too competitive to keep company. Storm Dragons hunt - the bigger and tougher the better, though shiny and exotic prey are likewise valued. The sportsmen of Dragons, Storm Dragons will toy with prey; harrying them for days before striking. It is possible to bargain with these Dragons, but only if you can point them toward a more tantalizing hunt. Storm Dragons do keep hordes, but only as trophies of past hunts.


Venomous Dragons: The cruelest and most manipulative of Dragons, Venomous Dragons dwell deep in primeval forests or jungles. Venomous Dragons often dwell with others of their ilk, or amass legions of dull-witted followers. They have three chief loves - sowing discord, increasing their reputation, and eating the flesh of elves. Kingdoms or settlements near their lairs, will be required to pay tribute and provide sacrifices or face invasion by the Dragon's humanoid servants. When truly threatened, these Dragons will flee rather than fight, but they never forget a slight and will exact vengeance on entire lineages.  


Swamp Dragons: Unrelentingly evil, Swamp Dragons delight in entropy and corruption. They dwell in swamps, lakes, and caves - places that are malignant and rotten. Swamp Dragons forsake gold in favor of magic or secrets, and use these things to tempt the desperate or unscrupulous, taking great delight in the others descent into hell. Swamp Dragons are calculating creatures who take only measured risks, and never act on fits of emotion. If necessary, they will patiently maintain their schemes for decades or even centuries.


Cold Drakes: The ultimate personification of dull and brutish evil, Cold Drakes dwell in the far north in glacial rifts, icebergs, or frozen mountains. The weakest of Dragons, Cold Drakes hunt in packs. They are jealous and spiteful creatures, despising the warmth of civilization. Many outposts and settlements have seemingly disappeared overnight after drawing the ire of these Dragons. Luckily, the lands they inhabit are filled with other dangerous monsters such as Frost Giants, who hunt and enslave Cold Drakes. If a Cold Drake possesses any treasure, it once belonged to something they ate and is regarded as rubbish.