DORAGONS DOMAIN (Episode 9) Creating A Story For Your Campaign

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Voyage Of The Druid Blue – Mercenaries

merc

Voyage Of The Druid Blue

by Doragon Kishu

The Druid Blue (Backstory)

Tch’ahm Ba’er (Land Races & Characters)

Chapter I – To Tch’ahm Ba’er

Chapter II – Welcome To Hammen

CHAPTER III – Mercenaries

Aden, Blue and Rune sat in the well lit, and festive Hammen Inn.

It looked to be a very clean, and friendly place…

…and it was packed.

Never had Blue seen so many Gnomes…

They were everywhere.

But beyond that, there were 6 private boothes, black curtains drawn, as 5 of them were in use.

Other than that, there were two humans, one looked to be a fanciful Fighter, but wore a mask and hood…

…and another was hooded, and sat at the bar.

There was one more who had the look of a human, but not the scent nor feel, Blue’s senses told her so.

Whether it was her Elvish, or Druid senses, or both.

Rune leaned over to Blue, as Aden ordered the three of them drinks.

“The Warrior looks to be a Dervish…” he spoke.

Blue in turn looked to be perplexed.

“A prestigious Fighter… Someone who demands, and receives respect,” he explained.

Blue nodded in understanding.

“The hooded fellow at the bar I’m sure is a Ranger, judging by the long ash bow leaned against the counter next to him,” he continued.

“But I can’t get a reading on the third one.”

“Lycanthrope I think…” suddenly inserted Blue…

…and with this the dark eyed stranger peered their way.

Blue merely nodded in knowing, and the stranger responded the same.

The drinks are served.

“So, tell me… How did my brother die…” speaks Aden grimly.

“I can’t be sure… But it looked like he may have been ambushed by a party of four bandits or such,” she replies.

“Hmm,” Aden replies.

“Did your brother have any enemies?” Interjected Rune as he swallows down his goblet of wine in one gulp.

“Like I say… The life of an adventurer… Anything’s possible.”

“He said… He was trying to come and stop you from going to Tch’ahm Ba’er,” she finished.

Aden merely looked at Blue at this.

“Why are you here Aden?” asked Blue.

Aden took a deep breath, and a swig of his ale.

“Originally me, and my two comrades Madrean, a Dragonborn Cleric, and a Warder Paladin of the Green Light Order named Sabre, were heading here together,” he began.

“The three of you are adventuring here? Seeking treasure?” asked Blue.

“Basically…” Responds Aden.

“No disrespect, but I find it a bit odd a Paladin hunting for treasure…” interjects Rune.

“He’s not… He’s here for the Red Dragon Droah… He’s pretty intense about Evil beings…” Aden explains.

“I see,” replies Rune with a troubled brow.

“And he’s protective of me and Madrean, who do hunt for treasure…” he continues.

“Madrean is a good being… But… He’s a bit… Restless, I’ll leave it at that…” he finishes.

“And on that note…” Aden stands.

“It’s time I found them… In truth, they should have been registered here, in this Inn, but the Inn Keeper insures me they’re not,” he explains.

“Foul play?” questions Rune?

“I’m not sure… But I doubt it… I thank you Blue for my brother’s sword… I am in your debt…” with this Aden bows, and leaves the tavern.

“What do you think?” asks Blue.

“My better judgment says we don’t let a solo Archer head blindly into the hills of Hammen, which are very poorly protected by the way…” Rune replies.

“I tend to agree…” responds Blue.

She stands, “Do me a favor… Attempt to hire that Dervish and the Ranger…” She plops down a sack of 50 gold on the table.

“I’m going to speak to Aden.”

Rune nods.

Blue steps outside and approaches her gear which is in a locked holding box outside the Inn.

She takes out a key and unlocks it.

From inside she pulls out a covered cage, and lifts the cover…

…within if is her grey falcon, NOR.

She quickly writes a note, takes Nor out of his cage, and puts it in one of his claws.

She makes a few screeching sounds, and Nor flies off.

Minutes later Rune steps outside with the Dervish behind him.

The Dervish takes off their mask and hood, and reveals that they are in fact a woman with short dark hair and violet eyes like a gypsy.

She gives Blue a broad smile.

“It went well,” Blue says to Rune.

Rune smiles a third time in one day just as the Ranger steps outside his hood still drawn.

“It did…” responds Rune.

Tch’ahm Ba’er

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Several Days Back, I Decided I Needed To Make A Land

I Generally DM, And Have Made Many Lands Before, But It’s Been A While

The Writing Within Is Based On The Original Dungeons & Dragons, And Advanced Dungeons & Dragons Rules (But You’re Welcome To Adapt The Material)

This Is Designed As A Land Concept With Info. To Get Me And/Or Anyone Who Uses It Started

More Info. Will Be Needed By The Dungeon Master To Make It A Finished Piece

I Leave It To You

Enjoy

James Mahoney aka Doragon Kinshu, Dragon_Ryder7

*Originally written as Cham Bae Island, changed to Tch’ahm Ba’er

Tch’ahm Ba’er

by James Mahoney

(Tch’ahm Ba’er Name by Michael Chan)

STR = STRENGTH INT = INTELLIGENCE DEX = DEXTERITY WIS = WISDOM CON = CONSTITUTION CHAR = CHARISMA HP = HIT POINTS AC = ARMOUR CLASS HD = HIT DICE* *

*Art below this point owned by Artists 

STO DRID PLANES

Nomads (Human)

nomad

The Sto Drid Nomads are protective of their land. (NEUTRAL ALIGNMENT)

LEADER; Carda

STR 17+2 INT 16+2 WIS 16+2 DEX 14+1 CON 16+2 CHAR 18+3 Level 8 8HD HP 64 AC 2 (+2 Leather Armour)

3 Captains; Tren, Brab and Tiyen

CAPTAIN TREN;

STR 14+1 INT 12 WIS 13+1 DEX 16+2 CON 13+1 CHAR 13+1 5HD HP 37 AC 4 (+1 Leather Armour)

CAPTAIN BRAB;

STR 16+2 INT 10 WIS 8 -1 DEX 13+1 CON 17+2 CHAR 8-1 5HD HP 42 AC 5 (+1 Leather Armour)

CAPTAIN TIYEN;

STR 15+1 INT 16+2 WIS 12 DEX 17+2 CON 13+1 CHAR 16+2 5HD HP 37 AC 4 (+1 Leather Armour)

600 Spearmen 100 Hunters

SPEARMEN;

STR 13+1 INT 11 WIS 9 DEX 14+1 CON 12 CHAR 9 1HD HP 8 AC 6 (Leather Armour)

HUNTERS;

STR 15+1 INT 13+1 WIS 13+1 DEX 17+2 CON 14+1 CHAR 12 3HD HP 23 AC 5 (Leather Armour)

SHERIDAN FALLS

Mermen & Sea Serpent

merman

120 Mermen, 1 Serpent (Alignment up to you)

MERMEN;

STR 16+2 INT 14+1 WIS 13+1 DEX 16+2 CON 13+1 CHAR 12 4HD HP 28 AC 3 (Equivalent To Chainmail Armour)

SERPENT;

12HD HP 90 AC 5 (Attacks Need To Be Determined)

MT. (MOUNT) HHAD (Hhad)

Orcs

kor

The Green Orcs are standard D & D Orcs. The Red, Black and White Orcs I created in my Homebrew Land several years back. There are 1,200 Green Orcs, 240 Red Orcs, 20 Black Orcs and 50 White Orcs in Mt. Hhand.

In addition to the large number of Orcs in Mt. Hhad, they are also allied with 16 Frost Giants and 60 Ogres 

The Black Orcs of Mt. Hhand await someone to Lead them to further conquering of Tch’ahm Ba’er territories. Until then, they are ready.

 red_orc_by_trollfeetwalker-d8wroe8

RED ORCS; Basically, Red Orcs are the Engineers… Their Alignment is Neutral, all they care about is their work. Kind of like Dwarves. They run and build the Catapults, Bridges Etc. They are however smarter, stronger and wiser than Green Orcs.

Model

BLACK ORCS; Black Orcs are the Generals… And sometimes Champions. They are highly Intelligent, extremely strong, and just plain tough to kill. They are Lawful Evil. Very Noble beings. However, they generally don’t Rule. They often function under the orders of some Great Sorcerous/Sorcerer/Necromancer or some other sort of Dark Leader, Human or other.

white-orc

WHITE ORCS; White Orcs exist primarily in cold terrain. They are stronger and smarter than Red Orcs, but not as strong or smart as Black Orcs. They are however the most Dexterous of Orcs. They are Hunters. They are very hard to kill. They follow orders, but they do not blend in.

GREEN ORCS;

STR 13+1 INT 8-1 WIS 6-2 DEX 13+1 CON 12 CHAR 8-1 1HD HP 7 AC 7 (Leather Armour) – Chaotic Evil

RED ORCS;

STR 15+1 INT 14+1 WIS 12 DEX 10 CHAR 8-1 3HD HP 20 AC 5 (Chainmail) – Neutral

BLACK ORCS;

STR 17+2 INT 17+2 WIS 14+1 DEX 13+1 CON 16+2 CHAR 16+2 6HD HP 42 AC 2 (Platemail) – Lawful Evil

WHITE ORCS;

STR 16+2 INT 14+1 WIS 13+1 DEX 16+2 CON 17+2 CHAR 13+1 5HD HP 34 AC 3 (Thick Leather Armour) -Neutral

TUM HILLS

Dwarves

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The Tum Hills Dwarves a mining people (300), it’s what they do, with 200 Axemen to protect them. Their Leader is Ratha. I had originally planned on having Cleric Dwarves (maybe 50) as well, if you’d like, I can generate some for you and send the stats. Ratha can also be a Cleric.

RATHA;

STR 16+2 INT 14+1 WIS 15+1 DEX 12 CON 14+1 CHAR 16+2 6HD HP 45 AC 1 (Plate Armour, Helmet & Shield) – Neutral Alignment (Unless we make him a Cleric, then Good or Lawful Good)

AXEMEN;

STR  15+1 INT 12 WIS 10 DEX 9 CON 15+1 CHAR 10 2HD HP 15 AC 3 (Platemail) Neutral Alignment

MINERS;

STR 13+1 INT 11 WIS 12 DEX 10 CON 13+1 CHAR 9 1HD HP 9 AC 9 (Regular clothing)

GLANE BORO SANDS

Dark Tribe (Human)

darktribe

The Glane Boro Sands is a large area of land inhabited and controlled by The Dark Tribe. They very much resemble an Arab people. Their Leader is A Prince (I have not named him, feel free to), and at his side his sister and Princess. (Also, not named yet). The Prince also has a very strong, intelligent and wise Captain of the Guard (Also not named). The Dark Tribe are quite ambivalent towards other Races, and thus are not very open to having others within their borders. (Neutral Alignment)

ARCHERS (250) SWORDSMEN (550/Baring Scimitars)

PRINCE;

STR 16+2 INT 18+3 WIS 16+2 DEX 16+2 CHAR 16+2 CON 15+1 10HD HP 70 AC 1 (+2 Thick Armour)

PRINCESS;

STR 13+1 INT 17+2 WIS 16+2 DEX 15+1 CHAR 15+1 CON 12 7HD HP 45 AC 9 or 6 (Robe if she’s a Mage/Leather Armour if she isn’t)

CAPTAIN OF THE GUARD;

STR 17+2 INT 15+1 WIS 14+1 DEX 17+2 CHAR 14+1 CON 15+1 8HD HP 56 AC 2 (+1 Thick Armour)

ARCHERS;

STR 14+1 INT 14+1 WIS 12 DEX 16+2 CON 12 CHAR 10 3HD HP 20 AC 5 (Leather Armour)

SCIMITAR MEN;

STR 16+2 INT 12 WIS 11 DEX 14+1 CON 13+1 CHAR 9 3HD HP 23 AC  6 (Leather Armour)

TILL WOOD

Wood Elves

warhammer_wood_elf

The Till Wood, Wood Elves are a good natured/benevolent, family oriented, yet secretive people. (Good Alignment)

LEADER, GRAYEN; (Possible Magic User, if you decide)

STR 12 INT 18+3 WIS 16+2 DEX 17+2 CHAR 17+2 CON 13+1 10HD 65 HP AC 3 (+2 Leather Armour)

TWIN CHILDREN, A BOY AND A GIRL (I have not named them, you can)

BOY; (Possible Magic User, if you decide)

STR 13+1 INT 17+2 WIS 14+1 DEX 15+1 CON 12 CHAR 16+2 5HD 30 HP AC 6 (Leather Armour)

GIRL; (Possible Magic User, if you decide)

STR 15+1 INT 16+2 WIS 13+1 DEX 17+2 CON 13+1 CHAR 14+1 5HD 35 HP AC 5 (Leather Armour

ELITE GUARD (There are 12)

STR 15+1 INT 14+1 WIS 12 DEX 16+2 CON 14+1 CHAR 12 4HD 27 HP AC 5 (Leather Armour)

ARCHERS; (There are 250)

STR 12 INT 13+1 WIS 12 DEX 15+1 CON 12 CHAR 12 2HD HP 12 AC 6 (Leather Armour)

MT.(MOUNT) MARSHAL

Warriors (Human)

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Lead by their strong, intelligent and proud Leader….

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Xaczon… They defend their lands and people to the death. (Brown clothing, Gunmetal Grey Plate & Chainmail, Neutral Alignment)

XCZON

STR 18+3 INT 16+2 WIS 13+1 DEX 16+2 CON 18+3 CHAR 18+3 9HD 102 HP AC -3 (+2 Platemail, +1 Helmet, +1 Shield)

ELITE WARRIORS; (There are 40, Neutral Alignment)

STR 18+3 INT 10 WIS 11 DEX 17+2 CON 13+1 CHAR 16+2 6HD 49 HP AC 0 (+1 Platemail)

SWORDSMEN; (There are 400, Neutral Chaotic Alignment)

STR 16+2 INT 8-1 WIS 6-2 DEX 15+1 CON 10 CHAR 9 3HD HP 22 AC 1 (Platemail & Helmet, these are a rowdy lot)

ARCHERS; (There are 300 Neutral Alignment)

STR 16+2 INT 12 WIS 10 DEX 16+2 CON 16+2 CHAR 6-2 2HD HP 18 AC 3 (Chainmail, smarter and wiser then the Swordsmen, the Swordsmen and the Archers also have a fairly hostile rivalry, each of them thinking they are the primary protectors of the land)

You could perhaps throw an Advisor and/or Sorcerer at Xaczon’s side…

SUN HILLS

Gnomes

gimble_gnome_bard

The Sun Hills Gnomes have no protection… They look to build Towers on the borders, and hire either Mages or Mercenaries to protect them. Perhaps they are Monks? Up to you (Neutral or Good Alignment)

LEADER HONO;

STR 10 INT 16+2 WIS 14+1 DX 10 CON 10 CHAR 14+1 6HD HP 31 AC 9 (Perhaps he’s a Mage, up to you)

HONO’S WIFE BARA;

STR 8-1 INT 15+1 WIS 16+2 DEX 12 CON 9 CHAR 13+1 5HD HP 26 AC 9 (Robe)

THEIR CHILDREN SIMM & TERACE

SIMM;

STR 6-2 INT 12 WIS 11 DEX 12 CON 8-1 CHAR 9 2HD HP 12 AC 9 (Clothing)

TERACE;

STR 7-2 INT 14+1 WIS 12 DEX 11 CON 7-2 CHAR 12 2HD 14 HP AC 9 (Robe or Clothing, perhaps she’s a Mage in training?/Apprentice, up to you)

CIVILIANS; 180

CLOCK WOOD WOODS

Centaurs

centaur

LEADER (Haven’t Named); Neutral or Evil Alignment, up to you

STR 16+2 INT 14+1 WIS 12 DEX 17+2 CON 16+2 CHAR 16+2 6HD 54 HP AC 1 (Platemail Armour)

LEADER’S SON (Haven’t Named); Neutral or Evil Alignment, up to you

STR 15+1 INT 13+1 WIS 10+1 DEX 16+2 CON 15+1 CHAR 14+1 4HD HP 36 AC 2 (Platemail Armour)

ARCHERS; (There are 200, Neutral or Evil Alignment, up to you)

STR 14+1 INT 13+1 WIS 9 DEX 17+2 CON 9 CHAR 10 2HD HP 18 AC 5 (Leather Armour)

BLACKWELL FOREST

Dark Elves

dark_elf_dungeon_ygg_chall

A very Malevolent, and Powerful people, led by their Leader…

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…Prince Eradyn and his sister, Lady Mora. While her brother is busy Leading their people, with Captain Prayda The Strong, and Lieutenants Seer The Agile & Whisp The Wise at his side, Lady Mora is also an Assassin who always has her 8 Assassin Protégés (All female) nearby.

PRINCE ERADYN; (Prince Eradyn can pretty much be any Class you would like… Perhaps a Dark Cleric? Evil Alignment)

STR 16+2 INT 16+2 WIS 18+3 DEX 18+3 CON 15+1 CHAR 17+2 12HD 88 HP AC -4 (Mithril Armour, +2 Shield, and his Ancestor’s Sword, The Blade of Eradyn (You can determine its powers)

LADY MORA; (Evil Alignment)

STR 13+1 INT 15+1 WIS 13+1 DEX 18+3 CON 17+2 CHAR 11 10HD 74 HP AC 2 (+2 Leather, The Bow Of Enreal (You can determine the powers and/or stats for this very special Bow)

CAPTAIN PRAYDA; (He has unparalleled strength amongst his people, Evil Alignment)

STR 18+3 INT 14+1 WIS 13+1 DEX 16+2 CON 16+2 CHAR 15+1 8HD HP 64 AC -1 (+2 Chainmail, +1 Shield)

 LIEUTENANT SEER; (The best Bowman of his people, Seer can shoot just as well with his eyes shut. Evil Alignment)

STR 14+1 INT 14+1 WIS 16+2 DEX 18+3 CON 12 CHAR 13+1 7HD HP 44 AC 0 (+1 Chainmail, Shield)

LIEUTENTANT WHISP; (Whisp is the Wisest of the Captains, and smartest of them all, including the Prince and Lady Mora… but he is also last to speak. Whisp is Neutral, but puts on the appearance of Evil for his own survival)

STR 15+1 INT 17+2 WIS 17+2 DEX 13+1 CON 11 CHAR 14+1 7HD 44 HP AC 2 (+1 Chainmail, Shield)

SWORDSMEN; (There are 800)

STR 14+1 INT 13+1 WIS 14+1 DEX 13+1 CON 13+1 CHAR 15+1 3HD 23 HP AC3 (Chainmail & Shield)

ARCHERS; (There are 1,200)

STR 11 INT 12 WIS 13+1 DEX 15+1 CON 9 CHAR 9 2HD 14 HP AC 4 (Chainmail)

MT. (Mount) RIDGE (Mountains)

Red Dragon

reddragon

In The Northern Crags of Mt. Ridge, lies the Lair (Perhaps you can design) of the Red Dragon ‘Droah’…

Droah is a Dark, Malicious Beast (Chaotic Evil Alignment) of Great Power, Intelligence (19+4) and Wisdom (17+2).

She waits in her Lair for those foolish enough to try to take her Treasure.

She is also a Magic Wielding menace. (Her Spells need to be determined, perhaps including Detect Invisible, I’ll leave that to you)

She is a 15 year old Dragon (10HD 110 HP AC -1/ATTACKS CLAWS 1D8 1D8 MOUTH 3D10 AND FIERY BREATH = DAMAGE = TO HER CURRENT HIT POINTS)

Her Treasure Consists of 10,000 Gold Pieces, 5 Potions (Of your choosing), the Philtner of Persuasiveness, 15 Gems (I’ll leave that to you), a Spell Turning Ring, a Scroll of Protection vs Petrification and a +1 Sword/+3 vs Regenerating enemies

mm_gnome

THE HAMMEN HILLS

Gnomes

The Hammen Hills Gnomes by the sea, have many in their lands (2,000 Civilians), and are protected by 200 Swordsmen, 50 Rogues and 3 Great Mages. They have recently build three Towers, where each of the 3 Mages lives, along with 20 Swordsmen, and 5 Rogues a piece. Though their protection is not strong, they are constantly training their people to become Swordsmen, and each of the Mages is looking for an Apprentice so that they might build more Magic into their defenses.

They currently don’t have a leader, one is up for election, and so are guided by the 3 Mages in the interim.

3 MAGES; (I Have not named them, feel free to. Also, I have not determined their Spells, I thought you might like to. But if you prefer it, I will and can. Good Alignment)

MAGE 1;

STR 11 INT 14+1 WIS 15+1 DEX 9 CON 8-1 CHAR 17+2 8HD HP 36 AC 7 (+2 Ring of Protection)

MAGE 2;

STR 9 INT 18+3 WIS 16+2 DEX 7-2 CON 9 CHAR 16+2 8HD HP 36 AC 8 (+1 Ring of Protection)

MAGE 3;

STR 14+1 INT 16+2 WIS 14+1 DEX 9 CON 11 CHAR 17+2 8HD HP 36 AC 8 (+1 Ring of Protection)

SWORDSMEN;

STR 13+1 INT 13+1 WIS 10 DEX 9 CON 9 CHAR 12 2HD HP 10 AC 3 (Platemail Armour)

ROGUES;

STR 13+1 INT 14+1 WIS 12 DEX 16+2 CON 10 CHAR 12 3HD HP 15 AC 5 (Leather Armour)

THE HEIGHT

Storm Giant

storm

In The Northern Crags of Tch’ahm Ba’er, there is known to be an extremely large, and extremely mean Storm Giant. There is much info. about them in the AD & D Monster Manual, and likely New Edition Monster Manuals.

I shall give you some info., but not all.

STORM GIANT;

15HD + 2-7 (1D6+) PER HD I’D GIVE HIM ABOUT 175 HP/DAMAGE ATTACK 7-42 (7D6) BY WEAPON, HURL A LIGHTNING BOLT ONCE A DAY 8-64 (8D8) (MUST SUMMON STORM FIRST, WHICH HE CAN WITH A SPELL ONCE PER DAY) OTHER SPELLS HE CAN CAST ONCE PER DAY INCLUDE PREDICT WEATHER AND CALL LIGHTNING (3 BOLTS OF 10-15 D6 LIGHTNING) AND CONTROL WINDS. 70% THEY HAVE 1-2 ROCS, WHICH THEY CAN RIDE 30% THEY HAVE 1-4 GRIFFONS. THEY ARE EXCEPTIONALLNY INTELIGENT CHAOTIC GOOD ALIGNMENT (Though I am bending this, mine is either Evil, or Chaotic Evil) 21 FEET TALL

Any other info. you’re on your own, lol

I have not named this Giant (Name as you like)

TORN HILLS

Goblins

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At the Northern tip of Tch’ahm Ba’er are the Torn Goblins. You might consider Rolling up a Goblin King, if you do you might make him 6HD HP 36 AC 5 (Chainmail Armour) I’m sure you have more info. about Goblins in one of your Gaming Books!

200 ARCHERS/400 SPIKED CLUB BEARERS

GOBLINS;

STR 13+1 INT 8-1 WIS 6-2 DEX 11 CON 8-1 CHAR 4-3 2HD HP 7 AC 7 (Leather Armour)

The Druid Blue

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Blue was a quiet child…

Often keeping to herself

She spent much of her time hanging by her people’s river Centai, in the forest of Kay na rue.

Blue’s father was a Fighter of the Kay na rue Legion, protecting their people from the many dark elements of the world…

Most stemming from the Humankind.

Thus her people forbid interaction with the humans, other than in battle.

Blue did not listen.

Though she has yet to actually interact with one, she did find herself drawn to the Druid ceremonies that took place only 5 miles away from her home.

Within the forest of Fern.

She felt that she truly belonged amongst them.

But beyond the fact that her people forbid interaction within Humankind, it was also known that no Elves were allowed to be Druids.

Many of the Elves of the lands felt Druids were Humans who longed to connect to the Forests the way the Elves naturally did…

The Elves in turn felt that Humans were not worthy.

Blue did not agree…

She felt that the great Mother called to those that belonged…

And that the Humans who answered this calling were merely doing the Mother’s work.

None the less, Blue studied the ways of the Druid from afar…

Her quiet, and stealthy ways, coupled with her heightened Elven senses, made it possible without her ever being seen.

Blue is an Initiate of the First Circle and has decided it best to leave her home, and share her ways in a pain stricken world.

Accompanied by her grey Falcon Nor, she would do her best.

PICTURE CREDIT – Druid

A Dungeon Master

dungeon-master

An Article I Just Submitted To DiceGeeks

A Dungeon Master

by James Mahoney

 

When I was a kid in the 70’s, and a teenager in the 80’s, I often heard about people playing Dungeons & Dragons, and longed to play.

Having it show up in the movie “E.T.” (1982), and the cartoon “Dungeons & Dragons” (1983-85) only fueled the fire.

Sadly, I was a very shy kid, who missed a lot of school, and so I didn’t have many friends. And to be frank, the kids I heard that were playing it spent maybe 80% of their time arguing about rules, and at most 20% of their time actually gaming.

When I was 17 I came to the realization that the only way I was going to ever play this game, was if I ran a campaign myself.

So I purchased first Basic Dungeons & Dragons, followed quickly by Expert Dungeons & Dragons.

I admit, I wasn’t a big reader (Creative writing and math were my thing), so that’s what lead me to the Basic Game, as opposed to Advanced Dungeons & Dragons.

However, the longer I played, the more I would slowly blend in rules from Advanced Dungeons & Dragons. I found it made the game more intricate, in a non bogged down kind of way.

Initially I played with my brother and his girlfriend, but quickly added my brother’s best friend at the time.

For me story was important, but the NPC’s (Non Player Characters) were what truly drove the campaign.

Also, I made sure that we used just enough rules to make it realistic, and focused less on rules that frustrated the players.

I found that I loved creating worlds (As opposed to using the campaigns they sold), and I loved playing, and creating voices of characters (But I am a writer, and love doing voices. Premade campaigns are perfectly fine).

My players were happy, and so was I.

MUTATED HUMANOIDS;

Along the way, I decided it might be cool to ‘mutate’ some of the existing humanoids. Since Orcs were my favorite kind of characters to have them battle, I decided to create Red Orcs, White Orcs (Or Snow Orcs), Black Orcs, Fire Orcs and Blue Orcs.

Here are some basic descriptions of two of them;

BLACK ORCS – Black Orcs are stronger, wiser, more intelligent versions of the standard orc. They are primarily used, and/or renowned, for being Generals of orc battalions.

Prerequisites; (I generally write these guys out like Characters)

STR – 16 (Minimum)

INT – 15 (Minimum)

WIS – 13 (Minimum)

DEX – 9 (Minimum)

CON – 14 (Minimum)

CHAR – 13 (Minimum) They are leaders of armies

ALIGNMENT – Lawful Evil (They are honorable, before they are evil)

Black Orcs are noble creatures. Creatures of war. 95% of them serve as leaders of armies, under the control of some other humanoid such as a Warlock or other. They do not aspire to rule, only to lead in the name of rulers. The other 5% may be Player Characters, questing alongside other evil, chaotic evil, and/or chaotic party members.

RED ORC – Red Orcs are what I consider the Engineers of orc armies. Somewhat like Dwarves in that respect. They’re smarter, and stronger than the average orc. But their intelligence is solely focused on things like building, and operating catapults and ballista’s.

Prerequisites; (Also written up like Characters)

STR – 13 (Minimum)

INT – 13 (Minimum)

WIS – 9 (Minimum)

DEX – 8 (Minimum)

CON – 13 (Minimum)

CHAR – No Minimum

ALIGNMENT – Neutral or Evil (All they care about are machines, they care not for politics)

Red Orcs serve leaders of armies. They are not ambitious beyond Engineering. They generally are not used as Player Characters.

GAME MASTER TIPS;

  • I often try to customize the Campaigns a bit towards the Players in the group. I’d say my Campaigns are 80% me, and 20% customization. Remember, the point of playing is for people to have fun, not just for the Dungeon Master to defeat the Party, and/or create something that is only interesting to themselves.
  • Let them defeat your Enemies. I’ve played with Dungeon Masters who, if their campaigns are figured out early, didn’t let the party defeat the main enemy. Instead the DM blew off the roof of the place, and the bad guy flew away. It was horrible. If the Party outsmarts you, they outsmart you. This is a good day, and should be celebrated for them. Back to the chalk board for the DM, such is the life of the Dungeon Master.
  • Pay attention to the Players conversations, and reactions to things. There have been times that characters have come up with better concepts than I had planned. This often occurs during ‘brainstorming’ sessions between the players. Sometimes it’s worth altering what you had planned, if what they thought might be happening sounds owe so much better.
  • Keep it realistic. I’m not into overpowered characters. When someone brings in a character they already have, I mute it down so that they are more or less within the same zone power wise as the group they’re playing with. I know that there are certain DM’s and Players that love to be like superheroes, undefeatable. And that’s fine. But for me, as a norm, I like to keep things realistic enough that the characters are truly afraid of the possibility that they may die. This creates much more intense, and well thought out strategies in the game.
  • Don’t use life draining abilities in monsters. This is just me… But characters work their A$$es off building their characters. To rip away a level of experience from them can truly depress them. Don’t get me wrong, you want creatures such as Vampires to be ominous, and scary… But you can do this in other way. Embellish things like his strength, and his dramatic nature. This is just my choice, but it’s worked out much better for my groups. (Amendment: Unless you’re familiar with Advanced Dungeons & Dragons Restoration Rules; http://www.dandwiki.com/wiki/SRD:Restorationhttp://pandaria.rpgworlds.info/cant/rules/adnd_spells.htm#Restoration )
  • Eat together out of character. One of the most fun things that one of my later groups used to do, is get together a half an hour or so early, and eat together. We’d talk about our lives, and sometimes the adventure. This really created a great comradery, but it also got real life out of our system… As for the most part, it was a general rule that we didn’t talk about real life during the games. I have yet to run a game since cell phones became so huge, but you might consider having them on mute, and have breaks during the game that people can text, or call someone.
  • Make sure everyone is having fun… And if someone isn’t, or doesn’t appear to be, take them aside at some point during, or after the session, and ask them what’s up.
  • Don’t let any one player ruin the session for everyone else. This is very important. Be selective about who you let in your groups world. But, also, do allow people chances to change their ways. Sometimes, especially in new groups, people may come on too strong… Simply pull them aside, and talk to them.
  • Maintain balance. Easy for me to say, I’m a Libra, lol. But seriously, strive for balance within your worlds, and within the group.

CLOSING THOUGHTS;

For/To me, Dungeons & Dragons is a world of endless imagination. An opportunity to swings swords, cast spells, be/play characters in a wondrous fantasy. Make sure everyone is having fun. In some cases, some people aren’t truly into it, and you may have to ask them to leave the group. But for the ones that are into it, have fun… Be lively… Pay attention. With these things in mind, the fun possible is infinite.

PICTURE CREDIT – Dungeon Master

Maliad The Traitor – Enter The Mage

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Maliad The Traitor

by James Mahoney

Part 1

Part 2

CHAPTER THREE – ENTER THE MAGE

The young Mage Garry, his companions Spirin the High Elf, Oller The Thief & Jolur the young Warrior, a Merchant’s son… Find they too have been stopped in their quest to free one of eight Paladins, protectors to the land, because of the great snow storm before them…

“This storm will last for days…” speaks Garry… Young, yet wise.

“I fear you are right,” replies Spirin.

As the snow blasts upon them, Jon begins to build a fire with great difficulty…

“Jolur… Oller… I want you to return to the Barbarian Leader and tell him that our mission has, and will be, delayed for perhaps a week or so… Spirin and I will remain here.”

With this Spirin looks not exactly pleased, because of the weather… But quickly aligns himself with the notion.

Jolur, not yet getting the fire to start, stands.

“As you wish…” he nods at Oller, and the Thief and Warrior begin their journey back from whence they came.

That evening, as Spirin on watch sits by the fire, which is positioned partly behind a great snow wall that the two of them had made, in order to not be blown out… As Garry sleeps… A soft orange glow appears from the east of camp.

Spirin, not knowing much about magic, quickly wakens the Mage, and shows it to him.

“What do you make of it?” Spirin questions Garry who wipes the slumber from his eyes.

“I care not,” Garry replies to Spirin’s surprise, and returns to bed.

Suddenly the fire rises up in this same light orange color, but this time in the form of a female Cleric…

“Gary the Conjurer… I needs speak with you,” speaks the form…

“I do believe that is the Cleric God Mithra?” proclaims Spirin.

With this Garry, annoyed now, grabs a stick and starts poking at it…

Just as quick as it arose, it dissipates, and Garry goes back to sleep.

This time the Cleric Figure, glowing in this same light colored orange, appears to Garry in his sleep… And thus, he has no other course but to listen.

“I am Mithra… God of Sun, Fire and Courage… I request your aid in a certain matter…” speaks the God.

“What needs you of a lowly Mage?” he replies, hoping his self deprivation will waylay the God, and send him on his way…

No such luck.

“Two Rangers have been slain… Another… Gone missing… My young Cleric Disciple Avia has undertaken the Quest to find the murderer, and if still alive, the missing Ranger… She does this to prove her Devotion to me…” speaks the God with Pride and Resolve.

“Good for her… Gods Speed to her,” replies Gary.

Mithra is not ammused…

“Assigned to aid her is the White Orc, Maliad… From the White Orc People… He, and he alone, will aid, and accompany her… This is not my wish… There is more to all of this than meets the eye… I wish for you to join Avia in this mission,” the God finishes.

Garry, realizing there is no obvious way for him to get out of this situation, looks to agree.

“Very well… May my friend, and companion Spirin accompany me?” Garry requests.

“I had assumed as much…” speaks the Gods as its’ image fades away, and Garry is awake.

Standing before a great light orange glowing portal is Spirin… Garry stands, grabs his gear, and walks straight through it…

“Come…” he speaks as he passes poor confused Spirin.

******************************

SPECIAL THANKS TO ANDREAS SCHUTT CREATOR OF MITHRA

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Maliad The Traitor – Not So Free

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Maliad The Traitor

by James Mahoney

CHAPTER ONE

Chapter Two – Not So Free

Maliad had survived the fall from the cliffs… Landing directly in the rough ocean below.

But so had one of the other fallen White Orcs, and thus a quarrel quickly ensued.

It did not last long, however, as Maliad overpowered him quickly

Several hours later Maliad entered the Mountain Town of Onkin, carrying the severed head of the White Orc he had slain.

Meanwhile a great snow storm had ensnared the small Town, and thus when Maliad suddenly appeared from the blinding snow, the town guards knees trembled, and they quickly sought out the town Marshal, who was a Drarven Paladin by the name of Hornic.

Without a fight, Maliad allowed himself to be captured, and placed into the small town jail.

That is where word came of the missing Rangers to the North in the Kind Yor Forrest.

It was also indicated by the tired messenger who had delivered the news, that one of the Rangers, a local young man by the name of Lyll, may yet be alive.

Quickly the town Cleric Avia declared that she would go and find this young Ranger, and do her best to aid, and or heal him, whichever the situation required.

Hornic was most uneasy at the idea of the Cleric heading out alone to face whatever unknown villains had slain the other two Rangers.

That is when he noted Maliads dark Orc eyes glaring from the darkness directly at him.

Hornic stepped towards the cage and engaged with the Orc in Dwarven tongue.

After explaining the situation, Maliad quickly said he could help the Cleric find the Ranger… Perhaps this would not only prove more so than the severed White Orc head that he indeed meant no harm to the Humans, Dwarves, Elves and Halflings of this land.

Hornic was apprehensive, but after much persuation from Avia, a deal was agreed upon.

Instead of facing an early town hearing, in what would likely end in an unlawful hanging of Maliad, primarily because he was indeed an Orc… Hornic and Avia, both of Lawful Good inclination, gave Maliad a chance to earn his freedom, and their trust.