A Word about IGRE Publishing going into 2023

Hello there! As you are probably very aware, I run the very small imprint IGRE Publishing. I’m always working on a number of projects for IGRE, ranging from tabletop role playing game content to entertainment projects – so I wanted to take a moment and personally confirm the status of what I have in the works. I would like to preface the following that I have made a number of very incorrect estimations of when I would have certain projects finished in the past, so I do not want to set a solid timeframe of when to expect this content in the future. However, do know that when I feel things are finally ready to go, I will be officially announcing them as we go along.

The biggest thing I have to mention: I do not want to announce this on our official channels until the project is much farther along in the production pipeline, but we are continuing the Songs of Ahrea novelization project. You may remember in 2018 I was pushing ahead with the novelization, but as I went along I came to the conclusion that we needed more time to provide the best possible look into the world of Iellos. To that end I was working on improving the novelization project during the Pandemic, and now can divulge some more details.

“Songs of Ahrea” is the series of tabletop roleplaying campaigns that inspired the creation of IGRE Publishing’s Iellos setting, predominately set in the titular continents of North and South Ahrea. All of the various characters you’ve seen in the promotional material for IGRE over the years (Fiva, K’Rena, ect.) all come from the setting of Iellos, and are actually characters played at the game table. I have been running the SOA campaigns for a select group of players since 2008, so nearly 14 years at this point – and we are carrying on into the future of the setting with plenty of planned plots I have in mind until I can consider the storyline fully concluded. Canonically, the scope of the Songs of Ahrea campaigns begin in the year 1258AC (“After Creation”) to the current year now being 1268AC over the course of 8 separate tabletop campaigns, 2 side campaigns to flesh out the original storyline, and a multitude of stories taken from many other unrelated campaigns ran in the same setting – and with planned plots to carry on years longer in their world, it would be suffice to say that the SOA storyline eventually will cover nearly two decades of the history of Iellos before it comes to its’ inevitable conclusion. You literally are watching these characters I and others created years ago in real life grow and mature over the progression of the various campaigns – and as such I always ran the SOA campaigns with an intent to produce a fantastic story.

To that end, the novelization project is continuing and is one of my main focuses at IGRE at the current moment. As Songs of Ahrea is a massive saga with years of content for me to address and cover in novel format, to make it easier on readers I am continuing with my earlier decision to take inspiration from Japanese “Light Novels” – a main inspiration behind the creation of the Iellos setting to begin with. Rather than several large novels covering the entire saga thus far, I am breaking the various original tabletop campaigns down into two to three novellas each – with each volume featuring fantastic art to truly depict the world of Iellos and the characters that dwell within it. With this approach, it should be much easier for audiences unfamiliar with Iellos to begin reading – and the vision of the artwork behind these novellas is reflective of the way I envision the world as I ran it. Additionally, it can be taken for granted that these novellas are the official record of the tabletop campaigns – with hundreds of hours of recorded audio, notes, and transcripts of the original sessions to adapt from, the intent of the SOA novelization is to provide the story of Ahrea as it happened at the game table in real life.

As an example of what is to come ahead, I would like to take a moment and show some art by our Lead Novelization Artist Panako, for the first novella we are working on – Songs of Ahrea: Soul of the Blazing Mountain Volume 1:

Fiva Ni Ole Os Mair and the Lady Selea Gardsol watching Aras of Rothsal lose their horse Brie in the middle of a storm.
Aras of Rothsal having an unfortunate trip in the middle of dancing with Selea at the Iranel Ball.
Aras moments away from meeting Aya of Odess for the first time, which she wasn’t happy about.

Panako is an artist I’ve been working with since 2017 on various elements of the Songs of Ahrea saga, and I am beyond pleased that she is now working with me to fully illustrate the saga in full. There are a number of key moments in the storylines that will receive full color illustrations along the likes of these in the novels, in addition to a number of black and white illustrations to depict the canonical events of the Songs of Ahrea. There are additionally other artists I am in the process of contacting to provide cover and endpaper art, who will be announced as I confirm their addition to the team.

In particular, Songs of Ahrea: Soul of the Blazing Mountain is adapted from a side campaign I ran solo in late 2012 to early 2013 – bridging the events of three campaigns ran as a prequel to the original SoA campaign and fully connecting the overall storyline together. In our previous attempt in 2018 I was attempting to adapt the first canonical campaign (“Dawn of the Monster Hunter”) and the original campaign story arcs at the same time, which proved to be challenging. In choosing “Soul of the Blazing Mountain” to be our first official release for the novelizations, I think I have solved a multitude of problems. It covers a nice and self-contained story of the main characters going out to retrieve an ancient relic to keep safe from the Legion of Vas (the primary antagonists of the early SoA storyline) – but yet features the main dramaturgical triad immediately: Aras of Rothsal, Fiva Ni Ole Os Mair, and Lady Selea Gardsol, and additionally introduces Aya of Odess in her first main role in the saga. All four characters are prevalent throughout the rest of the saga (as they have been in much of the promotional material of IGRE), and this story in particular features them in a way to showcase them immediately. Once this arc has concluded, we will return to the first canonical story and progress from there in the future.

As such, I’m very glad to be working on this project in particular – these characters have been around a very long time, and I’m anxious to get us to a point where you can read about their lives.

Now, to address a couple other elephants in the room:

Sword Land RPG, the primary project of IGRE Publishing the last decade, has been long overdue. I’m well past the point where apologies can make up the lack of it actually being available – but expect some significant playtest content to be revealed in the near future. When I’ve spent so long working on it and my name is attached to it, I want to make sure it is as polished and perfect as it can be before release.

Additionally, the Iellos Campaign Setting Book is also in the works – I will be showing off a fair bit of content from the project in the near future to show off the scope of IGRE’s flagship setting, so keep an eye around these parts. As they are very much related, the world of SoA is the world you will be able to explore in the completed setting book once finished.


In the meantime, hoping all is well and that you’ll continue to follow along with our progress! Of course, any official updates will be announced on our main facebook page (https://www.facebook.com/igrepublishing), and I will be sharing content unofficially here as frequently as I can.

Many thanks again,

– Erik Evjen
IGRE Publishing Founder

Locales of Iellos: Tower of Nelas, South Ahrea

The Tower of Nelas of South Ahrea, as depicted by Midjourney AI.

Like the “Locales of Korrs” series of articles, the “Locales of Iellos” tag shall feature detailed writeups of a number of locations of note in the world of Iellos. Of course, Iellos is the first setting I created for tabletop RPGs back in 2008, and is the official setting for IGRE Publishing, my personal imprint. While I have an ongoing project of completing the campaign setting for publication, there is still a vast amount of the world that has not been shown through the official IGRE Publishing art. As such, these articles will serve as a sneak peek at that world. To start off with, I’ve picked one of my favorite locations in the entirety of Iellos.

The Tower of Nelas is located deep within the Gradnel Forest of South Ahrea, and is named after Nelas, the Iellosian Goddess of Winds. To say it is simply named after her is an understatement – as Ahrea as a whole is known as the “Homeland of the Gods”, the tower marks the spot where Nelas first stepped foot upon the world of Iellos. Indeed, the Goddess actually resides in the tower when she makes visits to the material plane, making the site one of the most sacred locations in the entire world.

The Tower of Nelas within the eastern reach of the Gradnel Forest, a harrowing four-day journey from the major city of Durden. Taken from the IGRE Publishing Master Map of the Continent of South Ahrea.

As could be expected, the Tower is the most desired destination of followers of Nelas on pilgrimage, but travel to the Tower has become extremely hazardous over the last fifty years – as Dakans, small humanoid draconians, have taken refuge in the surrounding Gradnel forest en masse after the 1st War of the Reign and have been extremely hostile to travelers in the region. As such the Tower goes rarely visited – but unlike the other holy landfall sites of other gods, Nelas spends a good majority of her time within her tower and tending to its’ upkeep herself. Being more interested in having an active involvement in the world’s events in comparison to her peers, Nelas prefers remaining on the material plane in order to directly influence major events in way as to prevent the world’s destruction as best as she can.

The Tower stands as a monolith within the forest, being the size of a skyscraper – far taller than any other building yet constructed by mortals in After Creation 1268. A spiraling staircase lines the outside of the tower and is the only access to the top floor and rooftop after its’ fourth floor – being a prime cause of death for the unlucky and unaware adventurer. There is a shrine on the third floor which tends to be the stopping point for most visitors, but those truly wishing to meet with the goddess must make the ascent hundreds of feet to her chambers in order to prove their dedication. The Temple has eternal security – in the form of statues of Nelas’ angels, who activate and defend the Goddess from any threat they perceive.

Nelas has one more defender who often takes residence in her tower: Brenaver, the firstborn white dragon of Iellos, who in a very untypical fashion has a deep relationship with the Goddess of Winds. While the majority of dragons seek the elimination of the Iellosian Pantheon and the means to destroy them, Brenaver has taken it upon himself to defend Nelas from his kin – having done so for hundreds of years. While the true extent of their relationship or if it is romantic in nature is unknown, it is clear that Brenaver has dedicated his life to her cause, often finding allies abroad and allowing them access to see her. Additionally, while fully capable of traversing the world at great speed herself, Nelas has been frequently seen travelling upon Brenaver for leisure or to head into battle.

The Temple of Nelas was first encountered by players during the original “Songs of Ahrea” campaign in 2011, being the 2nd major dungeon of that campaign.

The Tower of Nelas depicted on my personal map of South Ahrea during the original SoA campaign. At the time (2011), she was referred to as “Celes”. As can be seen from the previously shown map, the region expanded greatly over the years.

During the events of the 2nd War of the Reign in South Ahrea (AC1262), Nelas was imprisoned within her Tower by the Legion of Vas – led by the titular dragon, who was attempting to forcibly siphon the essences of the various gods and goddess in order to revive Dasanar, the God of Death. Unfortunately for Vas, the Company of the Lighted Way (a group assembled by the Kingdom Ahrea to find the legendary sword Ravinal, the only weapon capable of killing the dragon) took a detour on their mission in order to free Nelas from his captivity. While the Tower was heavily guarded by Legion forces, the Company was aided by Brenaver himself, who was unable to breach the tower due to their overwhelming weaponry but was able to cover them long enough to enter on foot. While Aras of Rothsal was badly wounded by the statue guardians and Ryhar nearly fell to his death and was only spared by using one of the statues to break his fall, the group managed to reach the top of the tower. There, they battled a massive warhawk that was utilized to defend the goddess and were successfully able to rescue Nelas from her imprisonment. As such she was eternally grateful to the individuals involved. While lacking the power to directly aid them further in their journey due to a lack of faith empowering her, the Goddess often sent Brenaver to aid them as he could.

During the subsequent War of the Red Dragon (AC1265-1267), Nelas remained on the material plane long after her counterparts departed back to their “Havens”, being witness to the rise of the Whitehelm, a man who traveled with the Company of the Lighted Way during the 2nd Reign War and who had decided to ally with Fia’Pas, the firstborn red dragon of Iellos. Able to eventually determine that Whitehelm was being partly controlled by the spirit of Vas himself, Nelas took it upon herself to get directly involved in the conflict against him – riding upon Brenaver from her Tower to battle him directly at Ti’Sielen, the new capital of his Empire of the Red Dragon. The two were unable to confront Whitehelm, however, as Fia’Pas flew out to meet them. Brenaver and Nelas fought against Fia’Pas over Mount Fressa and the Fressen Woods were Ti’Sielen is located, but Fia’Pas severely wounded Brenaver during the engagement and the two were forced to retreat so she could tend to Brenaver’s wounds. During the climatic final battle of Songs of Ahrea Campaign 7, the “Battle of Fressen Woods”, the two did return back to Ti’Sielen to provide support to the Kingdom Ahrea and its’ allies fighting their way into the Empire’s stronghold, engaging the multiple dragons Whitehelm had allied with.

During the downtime between the Songs of Ahrea Campaigns 7 and 8 (AC1267), a party of individuals led by Queen K’Rena of Ahrea came to visit the Goddess during their trip northbound into the Revnal Wastes in search of a bandit syndicate that had nearly bankrupted the capital city in a successful heist. Despite the Goddess’ defenses nearly killing Lady Annika and others accidentally, she gave the group a few blessings and trinkets as a reward for their troubles.

Finally, at the current point in time in Songs of Ahrea Campaign 8 (AC1268), Nelas and Brenaver have become aware that the firstborn blue dragon, Osmon Agir, had finally emerged from the depths of the Tar’Saes Ocean to make his power play. As Fia’Pas (firstborn red dragon), Sepna Austir (firstborn green dragon), and Vas (the self-proclaimed “firstborn” black dragon) were now all deceased, Osmon Agir deemed it time to make his presence known and went to sack the capital city of Ahrea. Upon Nelas’s command Brenaver went to intercept Osmon Again, and the two engaged at the western shores of the continent. Unfortunately, despite his best efforts Brenaver was easily bested by his brother and returned to the Tower after his defeat for Nelas to again tend to his wounds.

At present times, Nelas is attempting to actively monitor the current situation from her Tower – knowing that the Kingdom of Ria’Nar had betrayed the Kingdom Ahrea and is now landing invading forces in the country, and that elements of the former Empire of the Red Dragon and Legion of Vas are yet again attempting to regroup and enact measures to resurrect Dasanar, the Iellosian God of Death. While she has yet to make another move, it is a certainty she will act if she sees it is in the best interests of preserving the world of Iellos at large.

Hopefully this is entertaining – if you enjoy this lore, suffice to say there is a lot more to come officially from IGRE Publishing in various projects, and this article series will continue with more locations I think you’ll like!

Attending Great Falls Gaming Rendezvous 2022!

This is confirmation I will be attending Great Falls Gaming Rendezvous 2022, October 7th through the 9th.

I will be on the following panels:

Saturday, 2PM: “Tips for the 1st Time GM”, with Erik Evjen and Greg Schneider. Putting together a gaming group, setting up a campaign, hammering out that first adventure… you have questions, come and get some answers.

Saturday, 3PM: “Relax and Learn to Love the Edition Wars”, when Robert Thomson, Erik Evjen, and Don Walsh discuss the pros, cons, and possibilities of new opportunities in a new age of gaming.

I will be running the following games:

Friday, 12PM – 4PM: Iellosian Megadungeon Convention Game – Feel free to drop in or out anytime and venture in the Iellosian Megadungeon!

Saturday, 6PM – 10PM: Iellosian Megadungeon Convention Game – Feel free to drop in or out anytime and venture in the Iellosian Megadungeon!

Sunday, 1PM – 5PM: Iellosian Megadungeon Convention Game – Feel free to drop in or out anytime and venture in the Iellosian Megadungeon!

Further Information can be found here:

https://www.facebook.com/greatfallsgamingrendezvous

https://tabletop.events/conventions/great-falls-gaming-rendezvous-2020

Glad to be back in action, and I will see you there!

Characters of Korrs: Omliea, Valkyrie of Omhaus

Omliea wearing the chainmail and clothing typical of when she was a serving Valkyrie of Omhaus. While preferring a battleaxe, occasionally she goes into battle wielding a mace.

This is the start of a new series of articles concerning various NPCs (Non-Player Characters) present in the various campaigns set in the Korrs campaign setting.

Omliea is a Sheltian shieldmaiden of Omhaus, the Korrsian God of War, and has been for over 800 years – as she just so happens to be a Valkyrie of his. Omliea served Omhaus faithfully since her creation, often going to the mortal world of Korrs to personal engage in battle in his name – as is commonplace amongst his particular flock of angels. Feeling a connection to the lands of the country of Shelt, Omliea stayed there for her existence, often finding herself allied with the royalty of the country and serving as a symbol of their causes. As such, she saw the Kingdom of Shelt rise and fall repeatedly, due to their propensity for war and three separate calamities that befell the world at large.

Eventually, she was seduced by King Omvarsk II of Shelt, a King who prided and advertised himself on the basis of his deep spiritual connection with the God of War to the point he renamed himself with the honorific reserved for divine beings associated with Omhaus. Despite being fully aware of the brutal and cold nature of warfare, romance was something Omliea was not used to, and was easily wooed by the King of Shelt – completely unaware she was simply a mistress to the King, who already had a Queen.

Omliea was magically put asleep and hidden within an encasement of ice in a secret chamber of his castle once his impropriety was discovered. As such, the King hid her from society and after his passing she was completely forgotten – seemingly doomed to lay frozen for the rest of time. As time passed, her god Omhaus assumed her to have been lost, and her angelic connection to him faded.

Two hundred years later, an elven rogue named Atala (herself an individual attempting to become a Goddess of Gambling) found the chamber Omliea was frozen within the ruins of Castle Cerla, the former royal castle of Shelt. Thanks to the combined efforts of her party, Atala was able to free Omliea from her slumber. The angel was very surprised to hear that all of those who had been involved in her imprisonment had passed hundreds of years prior, and that the Shelt she had known no longer existed. More surprisingly to her, upon trying to commune with Omhaus, she found she no longer had a connection with the god that had created her.

Now desperately seeking to reclaim her angelhood in the only way she knows how, she engages in acts of combat that will impress the god that created her. This has caused her party to have some concern – where they hope such things would be “just” in their eyes, they’ve come to find Omhaus and his Valkyries are representative of war in all forms.

Here she’s depicted wearing the +2 Platemail of Emhel, a warrior who lived some time ago, and wielding a sentinel shield in the Kingdom of Shelt’s colors and her +1 Sword of Omhaus – which was given to an earth elemental for political favors by fellow party member Flavian – that she’s looking to reclaim it at some point.

STATS –
Level 4 Cleric of Omhaus
Strength: 14 (+2)
Dexterity: 8 (-1)
Constitution: 10 ( – )
Intelligence: 14 (+2)
Wisdom: 15 (+2)
Charisma: 16 (+3)
HP: 19
AC: 20, 22 with Shield (+2 Platemail of Emhel, Sentinel Shield)/19, 21 with Shield (+1 Platemail, Sentinel Shield)/16, 18 with Shield (Chainmail, Sentinel Shield)

EQUIPMENT –
+2 Platemail of Emhel
+1 Platemail
Sentinel Shield
+2 Greatsword of Emhel (Vengence)
+1 Longsword of Emhel (Vengence)
Round Shield (Colors of Shelt)
Chainmail
Mace
Dagger

Locales of Korrs: Fortress Arlene

Fortress Arlene, as depicted by Midjourney AI.
Fortress Arlene, as depicted by Midjourney AI.

This is the start of a series of blog posts concerning various locations in the “Known Lands” and “Unknown Lands” of Korrs, a setting I devised in 2019 for my personal use for tabletop roleplaying games. In particular, I use the Korrs setting for my take on “Western Marches” campaigns, wherein my player groups are exploring, mapping, and naming the world and its locations as they come across them. As I run these four current campaigns mostly over discord and one in-person group, Korrs has slowly but surely expanded over the last three years. As such, these blog articles will focus on varying locations in that world – places the parties have discovered through their adventures. To begin with, a location that was discovered early on in the “Mordhenn” Campaign I run over discord.

The Fortress Arlene is located in the “Spellshine Mountains” (as named by a player) between the northern border of Mordhenn and Shelt.

The Fortress Arlene, located right on the border of Mordhenn and Shelt.

The fort was just recently renamed – originally a Mordhennian stronghold, it served to stopgap the only sensible mountain pass in the region, ensuring that the Kingdom of Mordhenn would not come under attack by its’ hostile northern neighbor. However, security lasts only as long as the food supply does – and with Mordhenn currently suffering an unprecedented famine, the garrison abandoned the fortress with the threat of starvation looming.

This came as an advantageous suprise to “Prince” Donvarsk of Shelt – with no clear heir to the recently vacated throne of Shelt, all of those with a claim are making their power plays to secure it. Donvarsk is making the biggest of them all – not only securing his holdings in Shelt, but also invading the countries of Mordhenn and Lyina, Shelt’s bitter enemies. By conquering at least portions of enemy territory in addition to unifying the varying factions of Shelt by force, Donvarsk is hoping that this will ensure he is seen as the undisputed next in line for the throne – as his title of Prince is self-proclaimed, due to him not being blood related to the old King.

The leader of the Sheltian army now invading Mordhenn is Lady Arlene, a priestess of Omhaus (the Korrsian God of War) and the niece of Prince Donvarsk. The Lady commands an army of 10,000 troops prepared for an extended campaign against the Mordhennians, and was rather pleased to see the sole obstacle to their invasion having been completely abandoned upon their arrival. Now holding the vacated fort and only pass through the Spellshine separating the Shelts from Mordhenn, Lady Arlene is poised to take a significant amount of land for her uncle.

That was, at least until the party of the Mordhenn campaign came across her and her forces at the newly christened “Fortress Arlene”. The party, mostly a multi-national group of individuals searching for new food sources for the Kingdom of Mordhenn to solve its’ critical food shortage, came across the fort while figuring out the northern borders of Mordhenn for themselves. Upon seeing the entire Sheltian invasion army camped out around the fort, the party was expecting to be captured or wiped out – but the Lady Arlene parlayed with them in order to determine their reasoning for venturing to the fort before making a decision in regards to their fate. In doing so she met a certain former Lyinian knight by the name of Narr, who was able to woo her into securing his party’s safety, and to new terms. Secretly and unknown to the forces she leads or to her uncle who she serves under, she now intends to gift the land she conquers in Mordhenn to Narr, who is intending to build his own Kingdom west in the Unknown Lands – in exchange for becoming the Queen of this new Kingdom.

Who knows how successful any of these ventures will be – but they are currently ongoing! I will be doing a series of Session Recaps for the Mordhenn Campaign at some point in the future. Additionally, these events are affecting the larger narrative of Korrs – as a shared metaplot between the four separate campaigns focuses specifically on the involvement of varying countries in response to the actions of the Kingdom of Shelt.

Hoping that these articles are interesting, and there will be more to come!

Blog revival, the 2nd!

After another extremely long hiatus from this blog, I have returned!

A while ago I was intending to write a comprehensive series of posts to help new Game Masters get into the hobby and run their campaigns effectively – I intend to finish what I started, so expect a new series of articles on the subject soon as I restart “GM Tips”.

Additionally, I have continually ignored the fact that I have a blog to keep a ongoing log of my personal tabletop game sessions – so expect to see a lot of content to come. Session recaps, lore for the Iellos and Korrs settings, characters, magic items, and more.

Of course, I’m always interested to answer any questions about anything I’m working on or my opinions on anything tabletop related – so if you have any, feel free to send them my way!

Once again glad to be back!

– Erik

GM Tips #02 – The Social Contract, or the “Golden Rule” Of RPGS

As far as the scope of “GM Tips” goes, I want to make sure I cover things in a chronological fashion in the same way I go about starting my own campaigns. Obviously, you need to pick a game system to run (GM Tips #01 is a primer of some great d20 games to try out), but once that’s settled you’ll need to figure out how you want to run your campaign.

This is where the “Social Contract”, or the “Golden Rule” as I like to call it comes into play: I find it extremely important to sit down with my potential players and discuss what they’re looking for when they come to play in one of my games. Likewise, I also like to let them know what I’m looking forward to running or how I’m doing it.

What is the “Golden Rule”? Essentially, an agreement between the GM and the players as to what the expectations and house rules of the new campaign are going to be. It’s that simple.

However, that agreement goes a long way in making sure that not only my players are happy with the game I’m running for them, but also that I am as well.

As far as what goes into making this agreement with your players, here’s my basic guidelines of what I go over with them. While the following is by no means an extensive all-encompassing list, I find these points below to be extremely important to go over with my players:

1. The Style of the Campaign –
The very first thing that I’ll go over with my players is the style of campaign I’m running.

Am I running a exploration-styled sandbox game, where the players are free to roam around and make their mark on the setting in whatever way they see fit? Or am I running a very thematic story-driven game, one that may only last several sessions due to the pace and intensity of the story I’m attempting to tell at the game table? Or am I simply running a “beer and pretzels” game where anything goes and I’m just looking to goof off as much as the players are? Could it even be a mix of all of the above?

These are all wildly different styles of running an RPG game, and players have their definite preferences for how they would like to play – so letting the players know exactly how you intend to run the campaign is critical for their enjoyment.

This is important very for a specific reason – players who are expecting a narrative-heavy game being driven by the GM will not prefer a open-world sandbox campaign driven by exploration, nor will players who just want to explore dungeons and slay monsters playing in a game with very set story-driven goals. While most players don’t mind games drifting in either side of that spectrum, you want them to know ahead of time to plan for how they want to interact with the game setting.

With time, you’ll eventually get reoccurring players that you’ll know the specific tastes of, and with that knowledge you can tailor campaigns specifically for them. However, I always make sure to go over my intents of how I’m going to GM for the players, so they know what they’re getting into even before the first game session.

2. How much detail should be put into Player Characters –
This one is another major point that will directly affect how much effort your players need to do ahead of time to prepare for your game.

Are you just planning to have them roll up new characters at the game table at the first session, or do you want them to have fully fleshed out backstories and stats for their characters before they even get to the table?

While my personal long-standing preference is that I have new PCs rolled up in front of me (often without backstory, as I like to give the players breathing room to figure that those details over the course of the campaign), for others this will not be the case. For a narrative-driven RPG campaign, it may be critical to have an established backstory for PCs before it begins so the GM can properly prepare plothooks and storylines for those characters.

For players, this is one of the most important details to go over – nobody wants to write out a 4-5 page background story for a PC if the GM is going to ignore it, so make sure to let them know if you are needing them to do so.

3. High Magic, Low Magic, or Somewhere In-between?
This is more important for Fantasy RPGs, but may come up in other game systems depending on what you’re running.

However, for Fantasy roleplaying, this is a huge concern for players – and may sour them on your campaigns if you don’t let them know about the expected level of magic in the game.

Are you planning a traditional High Fantasy campaign, where spell-casting classes are common and magic items readily available to be found in dungeons or purchased in stores? Or are you going for Low Fantasy, where a single +1 Longsword could be the cause of a world war and where spellcasters are almost nonexistent? You can even go further – is there no magic at all in the setting you’re running, or is everything magical? Or is it all somewhere in the middle?

This is a real sticking point for players, so you’ll want to keep an eye out for their happiness by going over this – if your players are expecting to obtain magic items/spells/scrolls on a regular basis but are not aware that such things are extremely rare in your setting , they will feel like they are being punished by you withholding those items when really that is the norm for the game world. However, if you do inform them that’s the case ahead of time – such a find will be memorable in the way you want it to be.

Personally I ride the middle road in all of this in my campaigns – while spellcasters and magic items are common, truly powerful examples of such (the artifacts and other treasures of the setting) need to be found by exploring the world around the PCs.

However, making sure your intentions are known here will go a long way in ensuring your players feel like they are being rewarded for their efforts in your campaign.

4. How much Gold is floating around?
Tying in with #3, another crucial detail is the economy of the setting – will players be able to expect getting significant amounts of treasure, or will you be running the game in a fashion that will keep the amount of wealth the PCs have relatively meager?

Outside of narrative rewards, gold is more or less the expected reward for the actions of PCs throughout their adventures in a campaign – if you do not communicate how much they are to expect, they may become unhappy when they have little money over extended periods of time if they are not expecting that to be the case.

5. Is this a Homebrew Setting, or an Officially Published Setting?
Players will definitely have preset notions and expectations if you are running a published setting for your campaign – while unless you have veteran players they will not know what to expect if you are running your own campaign setting.

Outside of a few sessions here and there, I’ve always ran the Iellos setting that I’ve written over the years – in that fashion all campaigns have made their mark on the setting as time has gone on, and of course allows me the freedom to chose what major events have occurred in that world over time.

This is not the case when you’re running a published setting – and there will be an extensive history of canon events in those settings to be aware of when running them. This in itself is a benefit, however – this allows the GM to focus more on the immediate game without needing to worry about filling in the minor and major details of the world, as that’s already been done before.

While published settings are a very good starter for beginning GMs to get a established world to run their campaigns in, it’s important for the GM to be aware of the history of the setting so that players will be readily able to jump in without catching the GM off guard if their view of the established setting is different from that of the players.

On the flip side, I’ve found nothing more rewarding then building a whole new setting based off of the events that my players have caused over the years – but again you’ll have to be the expert of the world you’ve written, as you’re the one establishing the lore for it.

6. What Classes/Races are available, if any?
For game systems that have classes and PC races, which ones are you allowing? Which ones are not?

Let players know these details immediately before they build characters that will not be usable in the game you’re running.

7. How important are Player Character deaths?
This one is critical to cover – in the event a player character dies, are they readily revived or will they have to start anew?

In my campaigns, I make Player Character death a permanent event – even in systems that have spells such as “Raise Dead”, I typically disallow them to be learned by PCs so in the event a PC dies it carries that much more weight and impact to the campaign’s storyline. (Of course, I have always allowed the highest level “Wish” or “Miracle” spells and divine intervention to bring back beloved PCs and NPCs who have died, as this gives something for the PCs to work towards and builds a quest on it’s own for them in the event they wish to bring back characters. In my way of doing things, I always leave the players an option if they wish to go for it.)

Of course this will matter more in some game systems more than others depending on the overall lethality of the game system you’re using. However, regardless of what game you are running, you will want to make sure your players know what will happen in the event their character dies during the course of a campaign – and how readily available that character will be for them to use again, if at all.

8. What House Rules have you made to the Game System?
A house rule is any change that the GM has made in the rules versus the rules as written (RAW) for the game system they are running a campaign in.

This actually has a tie-in to what was just discussed in the last point – an example of house rule in my campaigns is that I disallow the use of the “Raise Dead” spell by Player Characters.

Other typical ones I often use include ability score increases for Player Races in OSR game systems reflecting modern game design, or disallowing “scrying” spells reflecting how I envision magic working in the setting I wrote.

Of course there are many more things that a GM can change about the rules of the game system they are using – however, you want to clearly inform your players of what changes you have made to the game system you are running, as the expectation will be that the game will be ran using the rules as written otherwise.

9. Anything else worth discussing with your players
Again, this is by no means an end-all, be-all list of things to go over with your players before you start a RPG campaign – but these are many of the things I go over with mine before we start playing.

If there is anything else you can think of that would be important to go over with your players – go ahead and do it!

This is the most important part of planning a campaign in my experience – your players want a good idea of what they’re signing up to play in, and what they’ll be experiencing for potentially weeks/months/years on end. If you don’t effectively communicate what will be the norms of your campaign, you run the risk of disappointing your players who might be expecting otherwise – and with that mentioned dedication of their time to play in your campaign, you want to make sure they get the most out of it.

Of course, make sure to have fun! Sometimes you might only need to discuss these points for a few moments when your player group is comprised of your personal friends, or veteran players who have played with you in the past – other times you might need to make this a small session of it’s own. Make sure you do put the time in to do this, however, as it will increase the amount of enjoyment the players get out of your campaigns.

In the next article, we’ll go over some world design in the event you’re creating your own setting to run an RPG campaign in, and how to expand it during the course of a campaign.

Until next time!

– Erik

GM Tips #01 – Great D20 Fantasy RPGs for Beginners

For the first installment of GM Tips, I’d like to take a good look at what possibly is one of the most important decisions you’ll have to make as a Game Master: What game are you planning on running?

What I have prepared here is a selection of D20 Fantasy RPGs that are my personal favorites, balanced to provide a glimpse of what’s widely available in the market and to provide options that are great choices for beginning Game Masters to run at the game table.
As a note, while there are a number of other game systems out there that are great and beginner friendly (games such as Dungeon World and FATE come to mind), I’ve chosen to focus on what is usually the first experience many beginning GMs have running – D20 games based off of traditional D&D, where the 20 sided die is the most commonly used dice mechanic. I will cover such other games at a later date in a different article.

That said, here is my list of go-to games when I am running RPG campaigns for first-time players.

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Basic Fantasy RPG
BFRPG is my all-time favorite game of choice when playing with not only beginning players, but veteran role players as well – as the game is simplistic enough for beginners to understand quickly, but is versatile enough to handle just about any scenario or situation that could occur in roleplay with the GM’s imagination and creativity.

Basic Fantasy RPG is one of many OSR (short for “Old-School Renaissance”) games that are widely available, which all seek to emulate the rules of earlier editions of the world’s greatest fantasy role-playing game while “cleaning up” those rulesets in order to make them more easily utilized at the game table. In particular, BFRPG  is written in the vein of the 1981 Basic D&D boxset, but has a number of changes in the rules that I find make it very easy to run the game for all sorts of players.

In comparison to the before-mentioned earlier editions of D&D and similar games on the market (such as Labyrinth Lord, which also has a place on this list), the main change in BFRPG is that the game uses Ascending AC (Armor Class), instead of the Descending AC of those earlier games and retro-clones.

This change alone makes it much easier for beginning players to grasp, especially those who may have already played games such as Pathfinder or D&D 4e and 5e which all use the same mechanic for how Armor Class is handled. This allows for players to quickly convert over to playing BFRPG after having played other games without having to relearn how to handle combat. Another important change is that unlike the box set BFRPG is based on, races and classes are independent of one another – so a player could chose to play as an Elf Cleric for example, something that may not be possible under other OSR rulesets.

Outside of those changes, my main love for BFRPG is due to the fact of it’s simplicity – rules language is very concise and to the point, and is very open for Game Masters to house-rule and edit as they please in order to better serve the needs of their players. During play, the nature of these rules (to be fair, this is true of most OSR games) tends for them to fade into the background so that the GM is able to focus more on the narrative and plot of the game, only being really needed to be consulted when checking for specific mechanics such as Thief Skills or Saving Throws. This opens much time for the GM to really immerse players into the world of their setting and actual play, verses spending crucial game time consulting the rulebook for a multitude of situational rules that may hinder other systems.

While there are some things that beginning GMs and Players alike may find “wonky” at first (such as previously mentioned Thief Skills or Saving Throws), these concerns are quickly overcome and become second nature with even a few sessions of experience playing the game, or can be quickly house-ruled to your liking. (One such house rule of mine is to do away with “Prime Requisites” completely, so even if a player did not roll high enough ability scores to play a Paladin or another class they wish to play under the rules as written, they could choose to do so anyways in my campaigns.)

Another strong benefit that BFRPG has is it’s extremely strong community presence – there is a multitude of additional rules, classes, monsters, treasure, adventure modules, and other such supplemental material that can be downloaded or printed off from the main website, and a forum which many fans have provided even more additional material that can be used with the core game as the Game Master sees fit.

Maybe the best benefit of all is that the game is completely free – all of this material is available for download or print on the BFRPG website, though there are POD rulebooks if you desire.

I’d also like to give a shoutout to Chris Gonnerman for being such an excellent sport when it comes to the game he wrote – if you have a question, he’s usually more that likely going to give you his rulings and insight on how he wrote particular rules as he did, and frequently replies on the forum and elsewhere.

With that, please do check out Basic Fantasy RPG, as it’s one of the best games out there in my opinion.

http://www.basicfantasy.org

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Labyrinth Lord
While Basic Fantasy RPG has mechanical changes that are very friendly to first time modern players checking out traditional gameplay, Labyrinth Lord is a similar game but sticks to it’s traditional influences.

In comparison to BFRPG, Labyrinth Lord uses traditional Descending AC which may throw off modern players – but in reality it is easy to figure out and most character sheets will have a nice “To Hit Target AC” chart that will allow you to quickly determine how a character fares in the middle of a combat encounter.

Also, Labyrinth Lord’s core game (Classic Edition) sticks to the tradition of demihuman races (Elf, Dwarf, Halfing) as being their own separate class altogether in comparison to humans, which could choose to be Fighters, Thieves, Clerics, or Magic Users. As such, you wouldn’t see a Elf Cleric character – you would just see an Elf.

However, Labyrinth Lord has additional rulebooks such as the “Advanced Companion” which models after 1e D&D rules, or it’s “Original Edition Characters” which models after the very first original D&D ruleset – so you can mix and match to get the rules you want – you could have a  Elf character built with the Classic Edition rules fighting alongside an Elf Fighter built with the Advanced Companion rules, for example.

Lately I’ve been running a LL campaign using the Classic Edition and the Advanced Companion book, and it’s been my poison of choice – quite like BFRPG it is frankly a well done rendition of the various rulesets of the past, and pars down quite a bit of the rules language so it is easy to comprehend for most players and easy to run at the game table. Even while doing so, it keeps enough of these rules that it plays very much like it’s source material – and it’s great fun.

One thing I should note when it comes to OSR games such as BFRPG and LL, however, is that you will notice that mechanically most characters are pretty lean in comparison to modern RPGs. Outside of a few key abilities or achievements gained at certain levels, most classes will have “dead levels” where the only thing gained for the character is additional HP. While some players or GMs may not like this, I personally love the mechanical freedom of such games – as it allows you to focus on the story of what characters accomplish in the narrative of the campaign.

Another note is that OSR games tend to be rather deadly to characters as well – there is a higher focus on surviving encounters in any way possible other than fighting, with lesser XP awards granted after defeating monsters in combat, so there are many times when it is preferable to avoid combat than engage in a fight that could end up in the death of a character.

Of course, much could be said about the differences between those original game rulesets and their retro-clones in comparison to modern RPGs, but that’s another discussion for another time.

Regardless, Labyrinth Lord is fantastic for those looking for a game that faithfully emulates the play of older D20 Fantasy RPGs, and I highly recommend it as well.

You can find downloadable art-free copies of the Classic Edition and Advanced Edition Companion rules at the Goblinoid Games website, which is another major plus. Feel free to try it out – I’m pretty sure you’ll enjoy it.

http://www.goblinoidgames.com

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Dungeons & Dragons 5th Edition
As you can tell, I do very much love the original rulesets of this game in particular, and I tend to run OSR retroclones of those rulesets when I get the chance.

That said, far and away I think that of the published D&D editions since Wizards of the Coast took over from TSR (3e, 3.5e, 4e, 5e), 5th Edition D&D is the greatest rendition of the game currently available.

Overall, it feels like a continuation of 2eAD&D, having taken design decisions from the earlier 3e and 4e games and blending them together to make a really streamlined yet mechanically robust game that is an absolute pleasure to run at the game table.

For the beginning GM, 5e is a great choice to begin learning how to run RPGs with – as the mechanics are simple enough for people to grasp (with some incredible mechanics such as Ability Scores being tied to Saving Throws, or the Advantage/Disadvantage rules, which really clear up alot of the clutter in previous D&D editions), but versatile enough that a GM can houserule specific rules as needed without severely hindering other parts of the game ruleset.

Characters and their options are really robust as well – with multiple options for how a character could gain new abilities depending on their class, the optional background rules which really help new players figure out the kind of character they want to play, and all sorts of other additional content such as the feats. However, the great thing about all of these options is that they’re mechanically very simple – and very effective at changing the mechanics of the core characters, so it is easy for players to build characters they want to play in your campaigns.

It’s really easy to create dungeons and encounters with 5e, and there is a number of options in 5e to make combat either more dangerous or survivable for player characters – so it’s readily editable enough for the Game Master to really make a campaign run in the way he or she wants to.

Finally, 5e benefits from an already enormous wealth of additional content available, so it is very easy to add additional classes, races, spells, and all other sorts of content into your games. It seems that 5e will receive support for a good long time so I’m sure that this trend with continue – and in the event you find material from earlier games you want to play, it’s easy to convert that material over in order to play it with 5e rules.

The Basic Rules for 5e are readily available here:
http://dnd.wizards.com/articles/features/basicrules

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Pathfinder
Pathfinder is an evolution of the 3.0 and 3.5 D&D rules, but benefits from the fact that as Paizo continues to develop content for it’s game that it will be supported for a very long time to come. It’s an industry standard, and for very good reason.

One thing you will notice in Pathfinder (and the earlier D&D 3.0 and 3.5 by association) that there is an almost unlimited amount of character creation options available to players. A common saying is that “If there’s any kind of character you want to make, you can make it in Pathfinder”, and that’s definitely true. There’s so much additional content available for Pathfinder out already and planned in the future that you can build a campaign setting just the way you’d want to run it, which is a huge benefit to the game.

I would recommend that first time GMs try running something along the lines of 5e or an OSR retroclone for their first campaigns, however – as there is a large amount of rules in Pathfinder that may be confusing at a first glance without prior experience.

However, regardless of that, GMs and players who want a very comprehensive and expansive set of rules that assist in the running of their campaigns and characters will benefit greatly by choosing to run Pathfinder – as the content out there can readily assist them in running exactly the type of campaign they want to.

Paizo maintains the PRD (Pathfinder Reference Document), which gives you a good portion of the rules and content they’ve released thus far.

http://paizo.com/pathfinderRPG/prd/

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Dungeons & Dragons 4e (And Dungeons & Dragons 4e Essentials)
This is probably going to be a very contentious choice on this list for most veteran Game Masters and players I know, but for the sake of my personal tastes I will include 4e on this list.

To be frank, 4th Edition D&D is still the most divisive edition of the game that was ever released – and plays like it’s own game to be completely honest. Many changes were made in how 4e is played in comparison to 3e and prior editions of D&D, and the later 5th Edition (as mentioned above) used only portions of 4e in it’s blending of all prior rulesets in how it is ran.

However – I can say for a fact that 4e was a great system to learn the basics of roleplaying on, as 8 years ago 4e was the game that I first learned how to run RPGs with. While I much prefer OSR clones and the other two choices on this list these days, 4e is still a decent game for beginning players.

One of those reasons is due to what some consider an overwhelming focus on combat tactics – as a video gamer that absolutely loves tactics VRPGS such as Fire Emblem, Shining Force, or the original X-Com games, 4e helped me transition really quickly to running RPG sessions at the tabletop, as the combat is very familiar to those who enjoy such video games.

Along that thought, 4e did streamline a number of rules in comparison to 3e and the ruleset is presented pretty well – it’s easy enough to make a character or to build a campaign setting under the 4e rules, and quite like 3e there is a widely available amount of additional content for players and GMs alike in the system, covering all sorts of additional classes and other options.

I will say that personally I did have to do quite a bit of houseruling 4e in order to get it to run the way I wanted it to. One of the chief complaints of how 4e runs is how long combat can get under the rules as written – which after editing things like monster HP math and other such details of the system, I found that this was easily enough addressed and enjoyed the ruleset for what it was. In regards to building characters, it’s a very robust system in the vein of 3e so it’s easy to build the kind of character you’d like to play.

A good thing now that the game is no longer supported is that the various rulebooks are now available for rather cheap – so it’s a good starting point as well, and for enterprising Game Masters this is a good system to learn the basics of houseruling and learning when houserules are appropriate.

A quickstart PDF can be found here:

Click to access quickstartrules.pdf

Now, by no means was this an exhaustive and end-all list of D20 based Fantasy RPGs – this is just a list of games I tend to run to help others get into the hobby.

There’s a number of other games out there (and of course, there are the classics such as 1e and 2e Advanced Dungeons & Dragons, but I do find that retroclones are usually preferable to run for beginning players) – so if you find something you like, go ahead and run it!

There’s no such thing as a “bad” ruleset for running games, as for the most part you can readily houserule these games to run them the way you would like to. In future articles I plan to look at some of these games in further detail, showing you how to do just that.

For further reading, if you are seriously interested in becoming a Game Master I recommend you definitely read the PHB (Player’s Handbook) and DMG (Dungeon Master’s Guide) for 1st Edition Advanced Dungeons & Dragons, as those two books are a treasure trove of information for the hobby in general, and many things that Gygax wrote in those two books is applicable across the whole spectrum of tabletop role-playing games.

In the meantime, if I missed a game you consider a great entry point into the hobby, let me know! I’d be glad to look it over and definitely recommend them as well.

Blog revival!

After a long hiatus on this blog, I’ve returned in order to start up a more frequent dialogue with you!

Over the past year I’ve been receiving quite a fair bit of questions in regards to how I personally run Role-Playing Games, so I’m intending to start a session of articles on how to do just that – not only from the Game Master’s side which I’m most familiar with, but as from the perspective of being a player as well.

A number of topics to be covered shortly:

  • Organizing, maintaining campaign notes
  • Mapping campaigns (regional and world)
  • Effectively starting and maintaining campaigns
  • Establishing and building lore for an RPG setting
  • Building memorable Non-Player Characters
  • Weaving in-setting lore for PC and NPC backstories and motivations
  • Determining when to specifically plan game sessions and when to improvise
  • Discussing merits of “sandbox” campaigns and “mega-dungeon” campaigns
  • Working with Party composition
  • Setting theme and tone for campaigns

Of course, there are a good number of other topics I will address as I go along – but the majority of questions I receive tend to fall along the lines of needing to know how to start ongoing campaigns and how to maintain them, so those topics are my priority.

That said, if there is anything you would like to have me discuss in detail in regards to being a Game Master or player, let me know! I’ll be glad to answer questions, and possibly cover questions I find interesting or worth addressing in future articles.

Glad to be back, and will be posting again soon!

Odess Wastes: Session 2 Recap

Current Party –
Soo’a – 1st Level Wood Elf Wizard
Dar’f – 1st Level Dwarf Fighter
Rosaline – 1st Level Half-Elf Fighter
Dar’Rai – 1st Level Wood Elf Rogue

The session began with the party still in the northern village of Norren on South Ahrea, attempting to buy supplies for their future expeditions. They came to discover that the immediate area around them was known as the Odess Wastes, an expanse of land that had been destroyed during the 1st War of the Reign some 40 years ago. With the Divide of the Lands to their immediate north (and where they found out they had arrived from during the events of the 1st session), the party realized they were in very unforgiving country in comparison to what they were used to in their former lives.

With that in mind, they returned to the one general store in Norren, intent on picking up a few more rations and essential items such as backpacks and bedrolls. Dar’f paid for his allies in the party, though the shopkeep continued with his rude demeanor from the last time they had visited him. Soo’a tried to entertain the shopkeep by dazzling him with her amazing dancing green and red lights (read: little balls of light uncontrollably shaking in front of her while she was utilizing jazz hands), though this did little to change the shopkeep’s attitude. She did not put up with this, and began to use ghost sounds in order to belittle and harass the shopkeep as he conducted business with Dar’f. The party encountered Dar’Rai at this time, who was also browsing wears – Rosaline recruited him with a simple “hey, we’re going somewhere but we’re not sure where, want to come along?”.

The shopkeep soon realized (within a couple of insults) that the mysterious voices he was hearing were being originated from Soo’a (who stood staring at him angrily while she was flailing her hands around), and soon booted the entire group out of his shop after he had finished his business dealings with Dar’f.

Rosaline confronted Soo’a once the group made their way outside, stating that it was very noticeable what she was doing. Soo’a replied by shouting that she was a master of subtlety, which was noticed and overheard by around 17 individuals wandering about the streets. They were confused by this outburst.

Regardless, the Dar’f led the party back to the town inn in order to buy the map of the area the innkeeper had shown him earlier. Upon reviewing the map, the party decided to go to the town of Moryo in the eastern part of the Odess Wastes – Dar’f leading the way by heading westwards towards the river that they had used to arrive to Norren. Rosaline and Soo’a questioned Dar’f’s sense of directions, to which he silenced them by stating they were going “the long way about”, to which the others eventually gave up the argument and followed.

The party followed the river for three days to the south through the Odess Wastes, finding the terrain to be overly barren and gravel-ridded. They continued on until they reached what they realized was Dar’f’s intended destination – he had noticed a unnamed fortress marked on the map, and had led the party here in order to investigate. His group was soon accosted by a band of four men wandering around the outside of the fortress, who all were visibly angry about the party’s arrival. The group requested that Dar’f and his party leave their “claim” alone, and Dar’f refused a couple of these requests with the backing of his party. The bandit party’s longbowman decided to reply to the refusal by attempting to shoot Dar’f at point blank range – though he missed from a distance of about five feet, and combat began in earnest.

Though Dar’Rai was badly wounded by a bandit wielding a longsword (having dealt some 15 damage to him), the party managed to wipe out the bandit group with relative ease. Most of the gear the bandits carried was overlooked (Rosaline stealing arrows of the longbowman), until Soo’a realized they could make a quick gold piece or two off of the lot, and recruited Dar’f into carrying it all for her. (The Wood Elf, as much as she wanted to, was unable to carry the goods and still remain standing, much less moving.)

After allowing Dar’Rai to rest for a long while, the party opted to follow Dar’f into the fortress. They found that it was in very much disrepair – the stone foundation was giving way in multiple chambers, and even the main entrance appeared to be crumbling down upon itself. Regardless, they decided to press forward – and finding that there were two passageways from the entrance, they decided to follow the north passage.

They soon found a room that was overly large, as if at one point it had been dining quarters – but also found that it was populated by a single giant scorpion that had apparently made a burrow within the northern wall. They saw that two separate passageways were in the eastern side of this room, and after some debate Rosaline attempted to sneak past the giant scorpion in order to reach the southern passage. After she had successfully made it without drawing the attention of the scorpion, the others followed suit.

What they did not expect, however, was there to be a second giant scorpion to be waiting for them in the next room – who had also made a borrow into the northern wall. Rosaline promptly retreated upon this discovery.

Rosaline retreats after her friends find a Giant Scorpion Nest 11/11/2014, Session 2

Rosaline retreats after her friends find a Giant Scorpion Nest
11/11/2014, Session 2

Undaunted by the problem that this posed, Dar’f decided to take the scorpion within the second room on his own – to which Dar’Rai and Soo’A were much surprised by.

Dar'f challenges the first Giant Scorpion he meets. Dar'Rai and Soo'a remain uneasy.

Dar’f challenges the first Giant Scorpion he meets. Dar’Rai and Soo’a remain uneasy.

With the assistance of Dar’Rai firing arrows and Soo’a casting Energy Orbs, Darf was successful in defeating the first scorpion – who promptly cut it down the middle with his battleaxe. However, a second scorpion soon followed after it popped out of the borrow behind Dar’f.

Dar'f finds himself in a bit of a bad spot while being up against a Giant Scorpion.

Dar’f finds himself in a bit of a bad spot while being up against a Giant Scorpion.

While the second Scorpion found itself under attack by the trio in the eastern room, Rosaline soon found that the one they had initially encountered had become aware of the battle in the next room and was moving towards it. Though she fired an arrow at it, she missed and it continued on unhindered. Dar’f and the others were successful in downing the second scorpion they had encountered, but the arrival of the one they initially encountered proved to be nearly fatal. Dar’f was downed after he had been stung by the previous scorpion, and Soo’a found herself being overwhelmed after it came after her. It nearly killed her outright with 17 points worth of damage after catching her with it’s pincers, and let her fall unconscious as it decided to go after Dar’Rai.

Dar'Rai is on the defense after watching Dar'f and Soo'a being taken down by a Giant Scorpion. Rosaline comes back to assist.

Dar’Rai is on the defense after watching Dar’f and Soo’a being taken down by a Giant Scorpion. Rosaline comes back to assist.

Rosaline overcame her fears of being killed by the creatures, however, and assisted Dar’Rai by shooting the scorpion attacking him with her longbow. Faced with the scorpion after it had downed Soo’a, Dar’Rai drew his longsword and attacked – finally downing this one after it’s rampage.

Fortunately, Soo’a and Dar’f were not beyond saving, and Rosaline was successfully able to stabilize the two and get them back to consciousness. The party was in shock after nearly being killed by the creatures, and so decided to rest for a long while before continuing to explore. Dar’Rai kept watch while the others slept, and kept hearing footsteps and sounds of fighting emanating from further inside the fortress.

When the others were rested from their previous encounter, they decided to press on into the fortress – returning to the main entrance in order to follow the eastern passage. They found it was an extremely long corridor, and a single room at the end led to a locked door on it’s northern side. Dar’f and Rosaline were naturally curious about what was behind it, and so decided to take a peek under an inch-wide gap under the door. As they peeked, they were able to see that there were six bodies laying dead on the floor.

Curious as to what things those bodies possessed (being primarily concerned about the contents of coin pouches and not the health of others they came across), Dar’Rai went about unlocking the wooden door – only to open it as Dar’f became impatient and busted it down by running into it.

The party found that they had come across some sort of armory as they entered the locked room – finding racks of armor and weapons on the north and western sides of this room. As Dar’Rai began pickpocketing what he could off the corpses, Rosaline and Soo’a became more concerned upon realizing there was another locked door on the eastern side of the room – and that there were very agitated voices coming from behind it.

The party retreated into the corridor, and soon found themselves face to face with an entire band of raiders as they gave chase – the bandits being upset that their “home” had been broken into. Dar’f attempted to negotiate with this band, who he came to find out were refugees from North Ahrea – but it became apparent that they were unwilling to negotiate with the party as they prepared to slaughter the four wholescale.

The party had prepared for this, however – they had retreated to the corridor in order to force any assailants to come after them into the tight passageway, and Rosaline and Dar’Rai were positioned to cut them down with their longbows. While Soo’a stood behind them and threatened the bandits about how she would incinerate them (holding a little tiny burning flame on her fingertip that she had casted via Prestidigitation), Dar’f ran into the fray and directly challenged the band.

Dar'f charges the North Ahrea bandits while Rosaline and Dar'Rai cut them down with arrowfire. Soo'a attempts her best at helping them by casting harmless fire cantrips.

Dar’f charges the North Ahrea bandits while Rosaline and Dar’Rai cut them down with arrowfire. Soo’a attempts her best at helping them by casting a harmless fire effect Prestidigitation cantrip.

Though the band proved to be very aggressive, the combined arrowfire of Rosaline and Dar’Rai proved to be much more effective at killing – letting Dar’f get his choice cut of the remaining fighters (including a dwarf who so happened to have a shield that was a nice fit for him). Not too long after the skirmish started had it ended – and the party’s choice of tactics proved to be overwhelming competent in defeating the aggressors. Not a single bandit was left alive afterwards as they had chosen to defend their captured fortress instead of surrendering – and Soo’a managed to put out the little flame on her fingertip before she burned herself. Dar’Rai found her antics to be a little over the top during the battle and made his opinion known as he berated her – the wood elf wizard becoming a little offended but immediately brushed off as she stated that she’d show him what she was capable of.

The spoils proved to be somewhat useful after the party ransacked the former home of the bandits – finding more armor and weapons then they could possibly carry (though Soo’a managed to convince Dar’f to drag as much of it as he could for her). Soo’a found a glass orb that immediately amused her and she took immediately, and Dar’f found a Flaming Longsword that he was rather pleased to obtain off one of the chief leaders of the band. The others were more impressed with the amount of daggers they were able to find off the bodies – and Rosaline and Dar’Rai were content to have nearly ten daggers apiece hanging off of them after the struggle.

After having completely succeeded in surviving the ordeal, the party realized they had a nearly full haul already. Already exhausted, they decided to get a good night’s sleep at the entrance of the fortress – one that was relatively well deserved after their excursion.

As for me and the players, we were relatively tired as well, though it was a good time. Looking forward to next week – this was a good little old fashioned dungeon crawl.

A GM's view of the proceedings - complete with my Magic Elixir in the most metal chalice you could ever find.

The GM’s view of the proceedings – complete with Magic Elixir in his favorite chalice.