For our final (at least for now) #WestMarchesWednesday post, I'd like to talk about something I was reading about today: Session Omega. Similarly to Session Zero, this is something you should 'plan in' and factor into your game, to give your players a sense of 'closure' and success.
Keep track of what's gone on in each game, for your NPCs and towns (I can recommend our Session Record Sheet for that!), and have an 'end goal'- the defeat of Magister Acardolo, the turning back of the invading army, or the exploration of the entire map, for example. When that point is reached, you can make it a big knock-down drop-out fight or not, as you choose- and then it's time to turn over your ending slides. Let people know what happened to that cute couple back in the first town, and how things went with the crooked mayor gone. Tell them where that dragon that got away went and what it got up to, and how the invading army turns back with their tail between their legs, and then (this bit is important)- let your players tell you what their characters get up to. Give them a chance to tell the story for once, and help them along when they need it. If they go too big and declare themselves King of all Thedas, that might need reining in a little, but let them tell you where they go, and what they do. You can use all of this to set up their old characters as NPCs for your next campaign! This can take a little while, and if you can, you may want all your players in attendance (even if you're playing online) - this is your big finale, after all! Also posted on Game Masters Stash on 29 April 2020. Today's #WestMarchesWednesday is about player concepts. For a West Marches campaign, your players aren't being "main characters", they're just regular (heroic) folks. If one dies, they can be substituted, rather than having ongoing plot relevance.
If your players are coming fom a game where their plot relevance is very high, this can take some adjustment, and needs to be something you discuss with them in your Session Zero. They need to understand, and base their character concepts on that. Often people write their character backgrounds like main characters, rather than ones who might be supporting characters. So rather than writing a character concept about someone who's the last descendant of the slain King, they might be last descendant of a slain noble. Rather than an assassin hunted by their whole guild, they might be an assassin hunted by their old partner. Get them to think of characters who have occasional plot relevance, and can share the limelight with other players who will also have their own subplots. Now, while today's post is specifically relevant to a West Marches game, it's valuable to all roleplaying games- getting your players to play nicely with others is quite rewarding, and means less friction at the table. Also posted on Game Masters Stash on 22 April 2020. Today's #WestMarchesWednesday post is about NPCs- the people who fill out your setting. Apart from the nameless masses that populate every town- bartenders, blacksmiths, merchants and peasant farmers, you ideally want 2 or 3 named NPCs per location- memorable people who can initiate quests, start trouble, or be allies. You don't even need to have a lot of information prepared on each, just a sentenc or two, enough to work with and spur you on if they come into contact with your PCs.
Here are some of the NPCs I've worked up quickly, which might have been previous blog posts, might get used for later blog posts, or might be enough to give you some fun ideas to work with. - The Witch Hunter (pictured), a rogue Templar who roams the world, never showing his hideously scarred face. He hates all mages, but will put up with them just long enough to betray and destroy them. - Magister Acardolo, an evil archmage who perfectly fits the "evil schemer" trope. He has hordes of slaves that he misuses terribly. - Burly Jaykin, a giant of a man who runs the Burly Giant tavern with his daughters. He just wants some peace and quiet in the area, and has put together a collection to hire people to get rid of trouble. - Lady Sophia, curator of a museum holding many ancient relics. She pays adventurers to return the relics to their resting-places, warning them of the traps and guardians. - Baron Fearghas Catach, a forlorn noble who neglects his duties due to being haunted by his lover's death. - Teddyn the Cat-Minstrel, a bard who's not great at his job- but loved by all animals. - Alfonso de la Cavalliero, a master duelist and arrogant drunk. He hires himself out as a sometimes-bodyguard, but gets himself into trouble and needs help a lot. - Lady Olahna, a dangerous and bold noble who can be a patron for adventurers. She has no problem defying other nobles, but might get people in over their heads. - Thaoron, a loyal advisor who is at his wits' end and desperate for people to aid his ailing King. He is willing to go behind his liege's back to help. - Garzim, a mercenary mage with a flashy attitude and appearance, and a legendary resume. It's all a lie and he's terribly out of his depth. - Lumpen, an Earth spirit trapped in the Material plane and trying to get back home. The superstitious local villagers are trying to hunt him down. - Tarrence Hargrave, a mercenary mage who is an erudite man-about-town. He loves fine things, and might cross paths with PCs as a friend or acquaintance before he's hired by the bad guys. - Gruugor of the Blades, a hobgoblin out of his element, who buys and sells exotic swords. PCs might be directed to him to sell a rare blade, and might be given a mission to find another. - Pliedunk, a goblin junk trader with a penchant for turning up in wierd places and buying all sorts of random crap. Now, some astute readers may accuse me of just looting my last years' worth of posts, and they might be right. But there's no point in being a prolific writer if you can't use your own work now and then, right? Also posted on Game Masters Stash on 8 April 2020. Today's #WestMarchesWednesday post is about legendary treasures of your world.
You want to populate your map with some interesting treasures, more than just basic magic items, something with a story or importance. They might be lurking in a treasure chest, in the hoard of a dragon, or held by an important merchant or other NPC as a reward or relic. It's important to make each of these interesting, so they're not just tossed in the junk pile for cash. Even if they're just stock-standard magic items, give them each a couple of sentences of history, something that can be discovered or handed out when someone does the research. Some of the legendary treasures I plan to populate my West Marches game with are as follows: - The Blade of the Black City, a +2 longsword which inflicts +1d6 necrotic damage on each hit. This blade is fabled to have been forged in the Black City of the Fade itself, and has a rough, horrifying appearance. When held in the hand, dark whispers can be heard, encouraging wrathful response to any disappointment. It is currently held by the Hurlock Apostate in the lost Thaig of Gundaar. - The Saint's Panoply, a set of golden-inlaid plate armour and matching gear which belonged to Saint Ushada in life. Her gear was buried in parts with her various companions, and when reunited, can be used to restore her to life. Her helm, in Bold Jayk's tomb, grants advantage on one Charisma-based check per day. Her belt, buried with Grim Tailam, grants Hill Giant Strength (21) for one round, once per day. Her cuirass, buried with her friend Fanra, is an ornate set of +1 full plate. Her shield is in Geretht's tomb, and is a +1 shield which allows the wearer to use Protection from Evil and Good once per day. When united, the bonus of the armour increases to +2, and the wearer gains one additional use of each ability per day. - Archmage Valencian's Staff, a weapon forged to fight the Mageking, and which shattered under its own power. If the parts are reunited, it acts as a Staff of Power, but if used, has a 10% chance each day that it will shatter again, as a retributive strike. - The Battlemage's Wand, a +2 Wand of the Warmage. It is held by the Arcane Horror which used to be the Tevinter archmage Tiberius Praetextus, in the Daemonicum. I hope these give you some ideas to work with! Also posted on Game Masters Stash on 1 April 2020. As part of their training, Templars ingest large quantities of Lyrium, a special material present in both the material world and the Fade simultaneously, used in crafting magical items and in spellcasting. Those who have consumed too much find that the material literally suffuses their bones, preventing their spirit from moving on and preserving them as grim undead, hungry for the spark of life and magic that can bring them a moment of peace.
Lyrium Wight Medium undead, neutral evil Armour Class: 18 (plate) Hit Points: 90 (12d8 + 36) Speed: 30 ft. Str 16 (+3); Dex 14 (+2); Con 16 (+3); Int 10 (+0); Wis 13 (+1); Cha 15 (+2) Skills: Perception +6, Religion +3 Damage Resistances necrotic; bludgeoning, piercing and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhausted, poisoned Senses darkvision 60ft., passive Perception 16 Languages the languages it knew in life Challenge 5 (1,800 xp) Dual Nature. A Lyrium Wight's weapon attacks are magical. Incorporeal creatures cannot travel through a Lyrium Wight. Actions Multiattack. The Lyrium wight makes two longsword attacks. It can use its Life Drain in place of one longsword attack. Life Drain. Melee Weapon Attack: +6 to hit, reach 5ft., one creature. Hit: 8 (1d8+3) necrotic damage and 8 (1d8+3) spell points, if the target possesses any. The target must succeed on a DC 13 Constitution saving throw or its hit point and spell point maximums are reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If a Lyrium Wight drain spell points, these are added to its current and maximum hit points. A humanoid slain by this attack rises 24 hours later as a Wight under the Lyrium Wight's control, unless the humanoid is restored ot life or its body is destroyed. The Lyrium Wight can have no more than 6 Wights under its control at one time. If the humanoid is a spellcaster, they become a Specter, and are not under the Lyrium Wight's control, although they will still order them around. (If you are not using the Spell Point optional rule from the DMG, then 1d3 levels of spell slots per hit) Longsword. Melee Weapon Attack: +6 to hit, reach 5ft., one creature. Hit: 8 (1d8+3) slashing damage. Dispel Magic. Recharge 5-6. A Lyrium Wight can cast dispel magic as a 3rd-level spell slot. How you can use Lyrium Wights in your game: - If you want them to fit a standard D&D game, these might be Paladins or some other kind of anti-mage specialists who have become corrupted into undeath. - An ancient fortress, once held by proud and valiant warriors, fell to treachery many centuries ago. Now its halls are walked by their undead remnants, hungry for vengeance and desperate to feel alive again. - Your Player Characters are sent to find a mage who has gone missing. Little do they know that she has fallen victim to a Lyrium Wight and has now risen as a Specter. Also posted on Game Masters Stash on 27 March 2020. Today's #WestMarchesWednesday post is about that most popular of all monsters ever- DRAGONS!
So, I may be in the minority here, but I feel like D&D has traditionally done dragons really poorly. Making dragons chromatic or metallic (with colour-coded alignments, no less) and also size-coded and also very fighty but also very magic-y but also very treasure-y has made them kinda of overhyped and complex to run. What I'd like to see them do, for my West Marches game, is be like raid bosses- huge and terrifying optional battles that mean you really have to gear up, and have the right combination of people to beat, otherwise you'll have your butts handed to you. But if you do manage to beat it, there's treasure aplenty, and always, always, choice loot. So you want lots of warning and opportunities to turn back- flaming wagons, gigantic clawed footprints in the mud, incinerated bands of soldiers, devastated townships, whatever it takes to make it suuuuper clear to players that "here be dragons" and they had really better have their act together or they're going to die. For a West Marches game, a big dragon's hoard and challenge might even get a few groups working together for shares, until someone calls "Leeeeeeeroy Jenkins!" and makes a tactically unwise move. The dragons of Thedas aren't always traditional D&D dragons- many would be classed as drakes (four legs no wings) or wyverns (two legs, two wings), although the High Dragons are usually four limbs plus two wings. They don't tend to have spellcasting powers either, making them more of a physical threat, with special attacks and lair actions which can affect large numbers of targets. You'll also want to stock their lair appropriately with treasure, not just piles of coinage (but definitely massive piles of coinage, in some cases, literally too much to carry), but also unique magic items. Dragon lairs are the graveyards of heroes, so they should have some legendary gear, things that have stories behind them, and have been lost for centuries. That might just be a plain +2 longsword, but people will generally have a better connection and a reason to hang the weapon up on a wall rather than just liquidate it for coin if they know this is "Champion of the Fallen, the blade of the Elvhen hero who freed hundreds of his fellow slaves from the Tevinters in the Exalted Age", rather than just the mechanical effects. Some staples of D&D, like harvesting dragon scales to make armour from, and the reputational benefits of being known as a dragonslayer, should definitely be indulged too. Also posted on Game Masters Stash on 25 March 2020. This spell allows a Sorcerer to tap into their own internal anger and blast it forth into an opponent, often melting them from the inside.
Ragefire 4th-level Conjuration (Sorcerer/Warlock spell) Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Blazing heat surges into an opponent you can touch, melting through armour and flesh alike. The target must make a Constitution saving throw. The target takes 8d8 fire damage on a failed save, or half as much on a successful one. If the target is wearing metal armour, it makes the saving throw with disadvantage. If you are actually angry with or hate the target personally, it takes an additional 2d8 necrotic damage on a failed save, or no additional damage on a successful save. If you target a nonmagical object that isn't a creature, it doesn't make a saving throw, it simply melts or scorches and approximately 5 cubic feet are destroyed. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Also posted on Game Masters Stash on 21 March 2020. Magister Acardolo is a ruthless and cunning villain, one who properly deserves the title. His schemes have brought trouble to the entire West Marches region, and his might is nothing short of astounding. He has fought for every ounce of power he possesses, and is not willing to fail now, making him very dangerous.
As a foe, Magister Acardolo is cautious and cruel, and will usually have prepared situations for any foe who he is likely to encounter. If he knows his challengers have a lot of magic at their disposal, he will surround himself with his household slaves. If they are likely to bring charges before him and have him arrested, he will let them, and simply have his servants ransom him by bribing individual guards to create weaknesses. He is also not above have his private school of mages assault a foe en masse, hurling a dozen fireballs at a time at a fortress or summoning demons to overwhelm defences. His fingers can be found in many pies, some merely causing trouble to overwhelm his opponents' ability to copy, some actually delving into his aims. In person, Magister Acardolo dresses in the customary spiky robes of his nation and rank, with a mesg mask covering his face. He is proud of his rank, and rises easily to being baited, but wil not endanger himself without having aid nearby. He prefers to flee combat if threatened, and might even Teleport away if he has to, abandoning whatever he has left in any given location. Statistics: Use the Archmage statistics from the Monster Manual for Magister Acardolo, with the following additions: Lawful Evil, Deception +9, and instead of attacking with a dagger, Acardolo uses his unique +2 spellblade Forsaker, which counts as an arcane focus for his spellcasting. Forsaker. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 7 (1d8+2) slashing damage + 7 (2d6) necrotic damage. How you can use Archmage Acardolo in your game: - Acardolo is a Magister of a powerful magocracy, with quite a lot of political clout as well as personal power. He possesses over a hundred personal slaves, as well as scores of mages loyal to him. He makes an ideal "big bad guy" of a campaign leading up to mid- levels. - Don't be afraid to have Magister Acardolo just Time Stop, deliver a monologue, and Teleport away. He is meant to be a frustrating opponent, and anyone trying to bring him down will have to catch him truly by surprise, or while his attention is consumed with something else. - A Player Character's background might be tied to Magister Acardolo, giving them a personal reason to hate him. This might help to draw them into the campaign, and going on subplot adventures with that PC might help bring the PCs together... in hatred of this NPC. Also posted on Game Masters Stash on 20 March 2020. Today's edition of #WestMarchesWednesday is about the social rivalry that exists in a setting. This can help separate your game from being "just another generic fantasy game" (although they're still fun!). Social expectations and consequences can make friendships and rivalries between your player characters, and between the PCs and NPCs, all the more memorable, whether that's because they're insufferable jerks to someone, or because they're unexpectedly tolerant or kind.
In the Dragon Age universe, the default state of the world is that Mages who use arcane magic have the potential to be uncontrollably dangerous, accidentally summoning demons and worse. The Chantry, which is the semi-monolithic human state religion, has Templars, who regulate mages and stop them getting out of hand. This being the Dragon Age universe, that's usually oppressive and cruel domination, tending to corruption. The Mages, however, chafe at being near-slaves and consequently often turn to blood magic to make their escape. Playing into, and playing up, these connections and relationships really helps to 'cement' that your PCs are playing in this world, not just copying some design elements. For using these NPCs in your games, it can be handy to have pre-built versions, for random encounters or everyday interaction use. The Monster Manual already has some NPCs you can use (in Appendix B), but here are some additional ones which can be useful for my game, and which you can use as NPCs for your game with not too much change required. Apostate Medium humanoid (any race) any alignment Armour Class 11 (14 with mage armour) Hit Points 28 (5d8 + 5) Speed 30ft. Str 9 (-1); Dex 12 (+1); Con 13 (+1); Int 12 (+1); Wis 12 (+1); Cha 15 (+2) Saving Throws Con +4, Cha +5 Skills Arcana +4, Deception +5, Intimidation +5 Senses passive Perception 11 Languages any two languages Challenge 3 (700 xp) Spellcasting: The Apostate is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +5 to hit with spell attacks). The apostate has the following sorcerer spells: Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): burning hands, disguise self, mage armour, thunderwave 2nd level (3 slots): misty step, scorching ray 3rd level (2 slots): inflict wounds, fear Actions Dagger. Melee or Ranged weapon Attack: +4 to hit, reach 5ft. or range 20/60ft., one target. Hit: 4 (1d4+2) piercing damage. Sorcery (recharges after a short or long rest). An Apostate can empower one of their spells, re-rolling up to two of the damage dice, but must take the new rolls. Apostates spend their lives on the run from the Chantry and its Templars. They are crafty, wily, and often resentful of the lifestyle forced upon them for something they cannot change. Good-aligned apostates often offer assistance quietly, posing as mundane healers, while evil apostates often turn to blood magic or other forbidden lore, or offer service as mercenaries. Templar Medium humanoid (any race), any alignment Armour Class 20 (plate and shield) Hit Points 65 (10d8 + 20) Speed 30ft. Str 16 (+3); Dex 11 (+0); Con 14 (+2); Int 11 (+0); Wis 11 (+0); Cha 15 (+2) Saving Throws Con +6, Wis +4 Senses passive Perception 10 Languages any one language (usually Common) Challenge 5 (1, 800 xp) Brave. The Templar has advantage on saving throws against being frightened. Lyrium-laced. The Templar has advantage on saving throws against spells and other magical effects. Righteous Strikes. The Templar inflicts +7 (1d8+2) radiant damage on any melee attacks against creatures which can cast spells and other magical effects. Cleanse Aura (recharges after a short or long rest). As an action, the Templar can cleanse magical energy from an area within a 10ft. radius of them. The Templar makes an Intelligence saving throw against a DC of 10 + the spell's level, and ends the spell if successful. Action Surge (recharges after a short or long rest). The Templar can take an additional action in addition to its normal actions. Actions Multiattack. The Templar makes two melee attacks. Longsword or Mace. Melee weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8 (1d8+3) slashing damage. Heavy Crossbow. Ranged weapon Attack: +4 to hit, range 100/400ft., one target. Hit: 5 (1d10) piercing damage. Reactions Parry. The Templar adds 2 to its AC against one melee attack that would hit it. To do so, the templar must see the attacker and be wielding a melee weapon. Templars are elite warriors in service to the Chantry, and dosed with Lyrium to make them resistant to magic, and indeed hostile to its very presence. They are heavily-armoured and skilled soldiers, making them ideal protectors for and from magic-users. Good-aligned Templars tend to be guardians of their wards, shielding them against harm from outside or inside, while evil-hearted Templars tend to abuse and cruelty to the mages they guard. How you can use Rivalry in your games: - Fantasy racism can be a little more fun than real-world racism. Perhaps like in Warhammer Fantasy's Old World, it's your Dwarves and Elves that despise on another. An adventuring party containing both races will likely have fractious in-fighting, competition for kills, and reluctant shared tolerance for the younger races. This might even extend to rivalry between different nations rather than races- Cormyrians and Sembians have never been fond of one another, and Rashemi and Thayvians can barely stand the sight of one another. - Pre-building NPC stat blocks takes some time up front, but makes building flavourful encounters much easier. Running into "two Templars and three Knights" on the road is a simple encounter to put together if you've already got all the statistics you need. Also posted on Game Masters Stash on 18 March 2020. The Broodmothers of Gundaar Thaig are not the greatest threat within. A fell intelligence has welded the bickering Darkspawn together into a powerful force, and holds them with a will of iron, almost comparable to an Archdemon. This intelligence is the Hurlock Paragon, an ancient and mighty-hewed example of its race, with eldritch powers and a strength that all other Darkspawn feel and recognize.
The Paragon is an asymmetrical hulk, but possesses the capacity for intelligence, planning, and (most shocking of all) human speech. Its skin is matted with scar tissue, and almost the hardness of iron. It has no compunctions about enforcing its will with sheer violence, however, and delights in the suffering of "soft surfacers". In battle, it moves with an uncommon speed, and startling brutality. Hurlock Paragon Medium humanoid (Darkspawn), Neutral Evil Armour Class 20 (natural armour) Hit Points 170 (20d8+80) Speed 30ft. Str 20 (+5); Dex 15 (+2); Con 20 (+4); Int 14 (+2); Wis 14 (+2); Cha 17 (+3) Saving Throws Int +11, Wis +8, Cha +9 Senses darkvision 60ft., passive Perception 12 Languages Deepspawn, Common Challenge 10 (5,900 xp) Startling brutality. Once per turn, the Hurlock Paragon can deal an extra 17 (5d6) damage to a creature it hits with a weapon attack if that creature is not within 5 feet of one its allies. Actions Multiattack. The Hurlock Paragon makes four melee attacks. Alternatively, it can make two arcane bolt ranged attacks. Greatsword. Melee weapon Attack: +11 to hit, reach 5ft., one target. Hit: 12 (2d6+7) slashing damage. Arcane Bolt. Ranged spell Attack: +8 to hit, range 60ft., one target. Hit: 16 (4d6 +2) necrotic damage, and the target gains vulnerability to necrotic damage until the start of the Hurlock Paragon's next turn. Inspire Depravity (Recharge 6). All Darkspawn within 30 feet gain advantage on attack rolls against targets with less than one-half their maximum hit points. If an opponent is dropped to 0 hit points, the Hurlock Paragon regains 15 hit points. Reactions Master of the Horde. If an attack reduces the Hurlock Paragon to one-half or less of its maximum hit points, it summons 6 Hurlocks at least 30 feet away, disengages by 10 feet, and regains 15 hit points. How you can use the Hurlock Paragon in your game: - If you substitute Orc or Hobgoblin for Hurlock, this makes for an ideal great warlord to muster a horde to invade your civilized region. It poses a powerful physical threat as well as some 'boss' actions, making it ideal as a high-level challenge. - While the Hurlock Paragon is intended to be a 'boss-level' threat inside Gundaar Thaig, if all of its Broodmothers are slain, it is not hesitant to mount an assault on surface cities, wreaking its vengeance for their deaths. (See The Thirteenth Warrior for a kinda-human example) Today's edition of #WestMarchesWednesday deals with that most dreaded of locations and situations- a Water Level!
The Reliquary of Saint Ushada, known as the Temple of Sacred Waters, is a location visited by many pilgrims each year, and guarded by members of the Chantry and a garrison of Templars. It is located in the side of a cliff facing a lagoon, with a bridge at water level which becomes submerged when the tide rises. Framing the entrance are several waterfalls, pouring down the sandstone cliffside. It is decorated with lush green growth, and a large field of water lilies, the sacred flower of Saint Ushada. Within the Temple is a Chantry which sells little bronze or gold-plated replicas of the Saint's dagger Sunblaze, some even life-size. Certain services can be purchased here, and some rich pilgrims have even visited for their health, as the fresh sea air is said to help people to recover fom maladies. The Chantry does not allow accommodation for free, however. Those templars garrisoned here have a prestigious position, and they are often arrogant and dismissive of other warriors or even Templars who visit, seeing themselves as an elite unit. Journeying through the Temple to reach the Reliquary chamber involves walking through several pools of sanctified water, and reaching the inner sanctum requires a journey through a submerged passage. Ordinarily, its inhabitant is sated with an offering by the Chantry priests, but if things are more difficult, then things could be much more complicated. How you can use the Temple of Sacred Waters in your game: - At early stages of the game, stopping off at the Temple can be a source of respite in the wilderness, a place to gain missions and healing if needed. For PCs who are linked to the Chantry, this can offer them a place of comfort and to gain contacts and assistance. - The Reliquary contains copies of the volumes of the Chant of Saint Ushada, which points the way to the tombs of her followers after her death at Hastline Summit. It is a tenet of the priesthood here that when all of Saint Ushada's panoply be brought back together, she will return to battle the Darkspawn once again. - Although the temple is well-defended against mundane attack, it has no particular defences against attacks from beneath the earth. An attack by Darkspawn from the Deep Roads below might penetrate its walls, leading to an unholy slaughter and a horrible surprise for any PCs returning with relics. Also posted on Game Masters Stash on 11 March 2020. Today's edition of #WestMarchesWednesday is about Global Effects! For a large, multi-player and multi-party game, a big way to feel part of a larger world is to use global effects- things that affect everyone when they happen, and can prompt conversation between people or groups.
These might be linked to phases of the moon, seasons, or wide-scale enchantments, or similar effects. You can use these as rewards, as a way of driving interest in and research towards particular quests, or curses for failing at particular missions. For example, tying this into the rest of my West Marches posts:
You can add in benefits and problems like this without too much difficulty, and as long as you can keep track of what's in effect across all parties concerned, and players have an idea what's effects are in place (even if they don't know the reason for the effects), it gives them incentive to deal with things. I hope this gives you some inspiration! Also posted on Game Masters Stash on 4 March 2020. Today's episode of #WestMarchesWednesday is about subplots for your characters! Now, this is something equally useful for players and GMs, because unlike a video game, everyone gets to be the main character, a bit, but unless all the players are in on one person being the main character, we all like to feel involved.
A way to break this up and "gamify" this is to give everyone some options, based on their character background. Sure, a GM can do this, but breaking it into chapters can stop one player's background becoming bigger than everyone else's. Ideally, you want a player's "focus episode" subplot taking about one session, not a lot. It can be useful if you have a few players out for a session, or you're between planned sessions of a game. I would also break these into "minor", "moderate", or "major" subplots, depending on their impact on the plot and the character, and the challenge posed. A character meeting a sister they didn't know about, resolving a gambling debt, or gathering some relics of one character's knightly order might be a "minor" subplot to resolve, maybe just one or two encounters. Going on a short mission for a group, dealing with a romance or other deep relationship, or stopping a murder might be a "moderate" subplot, two to three encounters and some large effect on the character. A "major" subplot might be more than one session to fully resolve, but could potentially be broken up into a few different encounters or areas, like storming a keep to rescue someone, fighting a series of battles in an arena, or entering the Fade to save a lost soul. As well as the in-character benefits (meeting your sister, stopping a murder, or rescuing someone who was kidnapped), some mechanical benefits are appropriate. For example, granting proficiency in a skill, or a minor magical item, as a benefit for resolving a minor subplot; proficiency in a saving throw or a moderate magical item for a moderate subplot; and a feat or a major magical item as a benefit for resolving a major subplot. While these seem like they could be extremely powerful, they don't stack- a character who has gained a major benefit can't gain any further subplot benefits, except the in-character benefits. Also posted on Game Masters Stash on 26 February 2020. Today's #WestMarchesWednesday is about saving yourself some time!
Time is something we're all short on, and anything you can do to save some time is fantastic. So I'm going to let someone else have done all the work for me, and look at Inkwell Ideas' page, which came up as a sponsored link when I was browsing Facebook. Now, for a West Marches game, you could go out and map umpteen dozen dungeons which may never be explored, or you can use the route that a lot of video game designers use- procedural generation! With a set of these dice (and the corresponding 10" mats, which look like a fantastic idea), you can have random encounters, towns, and even dungeons using pre-generated maps, pieced together. Using the dice can randomize them enough to make each dungeon different enough, even if your players recognize a specific feature from a similar dungeon. If anyone mentions it, you can even explicitly call out the video game reference- make it a feature, not a bug! If you want to go all-out, you can even make it a lore thing- "ah, yes, Elvhen design influenced Tevinter architecture for centuries, that's why all these dungeons look similar!" So, check out DungeonMorphs Dic- they could save you some time, and also, who doesn't love cool and interesting dice? Disclaimer: This isn't an advertisement. I haven't bought/been given/borrowed the product. I just saw it and it looked interesting. If you have some, drop them a review, and let me know how they go! Also posted on Game Masters Stash on 19 February 2020. Today's edition of #WestMarchesWednesday is about establishing the lore and legends for your sandbox.
It's important that your world feel lived-in, and have established lore explaining 'rules' of magic and how your world works, in order to help your players feel like they understand their characters' perceptions. In order to do this, you can scatter scrolls and books through the world, as well as using your Lore Cards to give "common" knowledge. You can use these to give out some little hints for some of your hidden secrets. As an example, some lore volumes about Saint Ushada can be found below: The Chant of Saint Ushada, vol i When the Fourth Blight came, many hearts failed And those who would guard Armagh's gates quailed For Darkspawn did despoil and ravage And their attacks were fierce and savage. Only Ushada would stand and fight And alone she fought, all through the night When dawn did come, the city still stood And this act sealed Ushada's sainthood. The Chant of Saint Ushada, vol ii She gathered the hearty and the brave For their redemption did they much crave Four more souls set out to seek vengeance And soon they each had become legends. Tailam, bold Jayk, Fanra, and Geretht Each became trusted, and their comp'ny cherish'd But little she knew, one'd be her doom And perished they all in the Blight's gloom. The Chant of Saint Ushada, vol iii On Hastline Summit they made their stand Their army slaughtered on blood-soaked land The Mageking's terrors would spell their end And 'gainst such evil none could defend. Bold Jayk died first, was split asunder Then Fanra, tricked into a blunder. Tailam, Geretht, and last Ushada With backs to back and sundered armour. The Chant of Saint Ushada, vol iv The last three stood 'gainst the countless horde Then by an Ogre, Geretht was gored Curs'd Tailem fled, left blessed Saint And though she fought hard, ignored her feint. On Griffons' wings the Wardens arrived And 'twas thought Ushada could survive The Mageking though, he sought out her death And last the Saint breathed her final breath. The Chant of Saint Ushada, vol v The Saint's dear sword, like blazing bright light, Carved through his armour, wounded with spite. The Mageking did flee, harmed and aggrieved The Wardens through his army they cleaved. They found her body, unmarred by wound They built a great pyre, and she was consumed The Saint's legacy speaks to bravery And battle against Darkspawn unsav'ry. The Chant of Saint Ushada, vol vi For each o' the comrades was built a tomb And her Chant was sung so none could assume. Her relics buried wi' those she did trust So her bequests could not be unjust. Her helm with Jayk, to Tailem her belt To Fanra her cuirass, a gift heartfelt. Geretht's tomb encompass'd her shield And for the Saint all bells they pealed. The Chant of Saint Ushada, vol vii The Saint's blade Sunblaze, never was found And hearsay tells that there in the ground It waits for one who can bring it back For evil forces have noticed its lack. The Mageking's armour knows well its bite And at its touch he will know true fright Those who would seek when darkest wind blows Should be pilgrims and search out the Rose. It's lengthy to write this much stuff, but can give your players history to read through and search for clues. With the above seven volumes (pro tip, don't make them rhyme if you want to make it easier to write. Why did I do this to myself?), we establish that Saint Ushada had four companions, and each is buried with a piece of her gear, which can be claimed by adventurers looking to grab some high-level stuff, as well as laying clues for the dagger Sunblaze. This also establishes where her final battle occurred, at Hastline Summit, which is a location which probably doesn't "pop up on the map" until your adventurers know that it's important. Hope this gives some ideas! Also posted on Game Masters Stash on 12 February 2020. Today's edition of #WestMarchesWednesday is about turning the world's flavour into game effects!
D&D magic is pretty generic, with different kinds of magic not particularly having any specific "in-world flavour", but setting up a world of your own (or borrowing someone else's) means you can build that flavour into the world and make some specializations which incorporate that flavour into the rules. I'm also writing this using 5th edition D&D rules, so creating an archetype for someone to choose makes sense. For my West Marches game, seeing as I'm basing it on the Dragon Age world of Thedas, blood magic is probably the most recognizable and flavourful kind. In Thedas, blood magic uses the power inherent in blood to fuel spellcasting energy, and dominate others or cause violence. Although it is not inherently evil, most of its practitioners are evil, and the cultural expectation is that any blood mage is a dangerous apostate. The Chantry (Thedas' main cultural church to the faith of the Maker) has outlawed blood magic altogether. Thoughts: I've seen some versions that people have already written up for this that involve the caster taking damage to power up their spells, but I decided not to go with this as it 's likely to just overtax any healer-types and tie up resources for an adventuring party. I want to emphasise that Blood Mages are powerful, that they can control people whose blood they're able to get hold of, and that they're very dangerous. So I want to give them some benefits against foes who have been wounded (using 4th edition's Bloodied status, which was pretty handy), or anyone whose blood they already have (in a vial, or that they've collected earlier). This is likely to lead to them being creepy people who collect other people's blood, which is generally frowned upon in polite society, but not an evil activity in itself. Seeing as the Dragon Age world also relies on mages being trained (Circle mages) or untrained (apostates), I think this suits Sorcerers better, who reflect being apostates well. What I'd do is give them a separate, selectable ability at 1st level, with them choosing their archetype at 3rd level, rather than 1st. This way, being a Blood Mage is a little more like a specialization, rather than something you are from the start. Archetype: Maleficarum (Sorcerer archetype) Blood mages, or Maleficarum, employ dark rites originally taught to mortal by demons, in order to access powerful magic. They must be willing to sacrifice their own life force, or that of others, to access this power. Sorcerer Level - Spells Gained 3rd - Hold Person, Inflict Wounds 5th - Fear, Vampiric Touch 7th - Blight, Death Ward 9th - Dominate Person, Geas Ritual Casting 3rd-level Maleficarum feature A Maleficarum gains the Ritual Caster feat, if they did not already have it. Blood Magic 3rd-level Maleficarum feature When a Maleficarum targets a living creature with a spell they cast (they must be a specific target- merely being in the spell's area does not count), they gain 1 free Sorcery Point which must be used on casting the spell, and the target has disadvantage on saving throws against the spell. This only applies if the Maleficarum can touch some of the target's blood (or has a sample within a vial within reach). Malefic Harvest 6th-level Maleficarum feature Within 1 round of a living creature dying, a Maleficarum may take an action if they are within touch range to regain 1 used Sorcery Point. Blood Control 14th-level Maleficarum feature When a Maleficarum of this level tries to control a living target's blood using the Blood Magic feature, they can access any blood within a 20-foot radius of them, not just within touch range. A Maleficarum using a damage-dealing spell and the Blood Magic feature inflicts +1d8 necrotic damage in addition to the spell's damage. Blood Corruption 18th-level Maleficarum feature A Maleficarum's control of their targets corrupts their blood. Any living target who has failed a saving throw against a Maleficarum's spell has disadvantage against any spells the Maleficarum casts. This effect is permanent, and cannot be dispelled (but could be removed with high level spells). See what you think of this, and whether it would a) be fun to play or play alongside, and b) reflects the world and gives some crunchy effects to go along with the creepy fluff. If you have any cool stuff reflecting your world's features, let me know about what it is, and what it does! Also posted on Game Masters Stash on 5 February 2020. Today's edition of #WestMarchesWednesday is about plots and subplots!
Some people say that a West Marches game should have no plot and be a true sandbox only. However, it's my belief that games like this work best if there are several mild subplots - no "chosen one who can defeat the forces of darkness", but "if we don't do something about those invaders, they're going to win the war and then they'll be in charge of this area." If some players choose to focus on one specifically, that might become the major plot for them, While working on my own West Marches campaign (as detailed in previous posts), I've been operating with a few mild subplots. The idea with these is that these are just little ticking clocks sitting in the background for the Game Master to track, and get advanced as the plot develops. They don't have to micro-manage everything, just remember how progress on "Subplot A" affects other aspects of the game. For example, the subplots I've been working on are as follows: - Discovery of the lost Dwarven Thaig of Gundaar and the horde of monsters within it: -- If the Great Gate to the Thaig is opened, the Darkspawn inside can escape. -- If the Broodmothers are slain, the Darkspawn stop being able to restock their numbers. -- If the Hurlock Apostate is slain, the other Emissaries lose some of their mage powers. - Awakening of the Mageking from his imprisonment in the Carnage Grove: -- If the seven Arcane Horrors across the Slaughtergrounds are destroyed, the Carnage Grove opens. -- If the shattered staff of Archmage Valencian is reforged, it makes a powerful weapon which can harm the Mageking. - The Relics of Saint Ushada becoming reunited: -- The reliquary of Saint Ushada points the way to the other three relics. -- Reuniting the relics will miraculously restore Saint Ushada to life. - An invading army from across the border: -- Scouts begin crossing the border and skirmishes begin. -- Companies of soldiers follow and begin to set up camps as they prepare to assault important towns and sites. -- The full army of thousands arrives, and the entire map is filled with occupying armies and skirmishing troops. -- The war is successful and the invaders take ownership of the land. - Tracking the gigantic Blightwolf Fen'Harillion's depredations across the land: -- Fen'Harillion attacks a village and slaughters several inhabitants. -- Fen'Harillion attacks a village and eats everyone. -- Fen'Harillion expands his territory and starts marshalling a large force of Blightwolves. Other subplots might arise as the game develops- if an adventuring part riles up a dragon and then flees, that dragon is going to be much more likely to attack nearby towns. That can turn into another subplot rather than just an encounter. These are just a few ideas to drive some writing. Also posted on Game Masters Stash on 29 January 2019. Apart from just populating your world, you'll want to "drill down" and expand on some of those areas, to make some more detailed explorations and explore some of your ideas. Today's #WestMarchesWednesday is all about these kind of ideas!
I'll start with my original list, and add some sub-locations as parts of them. And because I've done all this work publishing RPG content for the last couple of years, I'll steal some of my own ideas to use, or use some of these summary ideas for later! Lost Dwarven Thaig of Gundaar: - The Great Gate (sealed at the moment) - The High Stair (leading down the side of a masive cavern, hundreds of feet above the city) - Postern gate (hidden and needs secret knowledge to open up) - The Diamond Quarter (infested by monsters) - Commons (infested by horrifying numbers of monsters) - Hall of Heroes (which has now become a profane temple) - Entry to the Deep Roads Sinkhole: - Above and around the sinkhole - Sinkhole caverns (some kind of Worm monster lair, leading to the Deep Roads) - Deep Roads Battlefield of Lost Brothers (history leaving to a powerful Blood Mage): - Outskirts of the battlefield - Slaughtergrounds (where the more powerful undead can be found) - The Carnage Grove (ancient Blood Mage imprisoned in an arcane prison) Distant Monastery: - Icy mountainside - Inside the monastery (friendly monks) - The High Spire Darkrift Canyon: - Canyon approach, leading into the area (some bandit camps) - Deep rift (isolated caves, some draconic inhabitants, and leading to the Deep Roads) - Canyon Temple (temple to an ancient snake demon) Arcane Academy Ruins: - Slave quarters (tormented undead who were abandoned when the academy fell) - The Sanctum Arcane (quarters for ancient wizards, lots of treasure to loot) - Daemonicum (summoning area, several imprisoned daemons, and an Eluvian leading to the Fade) - The Fade (limited area, the same as the academy but kind of jarred into another reality) Island: - Lakeside village of Dunsport - Calaen Lake (large deep lake, some caves, opportunities for swimming or boating) - Island with ancient Elvhen tomb Konyfer Forest: - Pine woods (large area, some wildlife, maybe some bandits or freedom fighters or something) - Ancient Forest (deep woods, some fade-infused creatures like animated trees and stuff) Arno'Telvir Camp: - The Vir plains (wide open area, with some wildlife and other threats) - Arno'Telvir Camp (friendly nomadic Elven tribe, but not always there) Fen'Harilion's Lair: - Outer lair (large cave, inhabited by Blightwolves) - Din'an Alasan (the Place of Death, where the gigantic Blightwolf Fen'Harilion can be found) City of Aermagh: - Outer gates (tent city outside, refugees or people who can't afford the entry fee) - Market district (lots of opportunities for trade or plot) - Alienage and the Beggars' Hole (terrible slum area where undesirables are sent) - Hightown (including the Chantry and the Blackhall) - Teyrn's Keep (up on a hill) - Raven's Roost (Circle of Magi tower, out on an ancient bridge) Town of Kenshaven: - Lighthouse - Market district (including Chantry) - Bann's Manor - Docks district Desiccated Forest: - Salt flats (nasty area with diseased and desiccated forest) - Witch's Lair (one of the escaped Witches of the Wild makes her lair here, and could be useful) Apostate Circle: - The Commune of Reason (pretty friendly bunch of Apostate mages) - The Inner Sanctum (secret area that outsiders aren't allowed into) Avvar Highland Tribal grounds: - Avvar highlands (outsiders are unwelcome but might be able to reach the village) - Hunting territory (lots of animals, but outsiders are forbidden unless accompanied) - Avvar village (tribal chief makes his home here, and might welcome the presence of outsiders or hate them) Chasind Bogs: - Alkara Wilds (dangerous bog, various animals and threats as well as two fueding Chasind tribes) - Shaelu village (friendlier village, but actually a bit nasty as they've kidnapped a member of the other tribe) - Inkara village (more hostile village, but in the right in this conflict) Elvhen Ruin: - Ilumitari Ruins (ancient Elvhen ruins with lots of old traps, Indiana Jones-style) - The Fane of June (old and dead Elvhen god, but some traces of magic remain and can be 'claimed') High Cliffs: - Knife Pass (terrifying rickety paths on the mountainside, attacks by some flying creatures) - Dragon Lair (large bowl area atop the mountain) Hopefully this gives an idea of how you can "zoom in" on some of the areas you're working on, and can help you to expand on your own ideas. Also posted on Game Masters Stash on 22 January 2020. Today's edition of #WestMarchesWednesday is about Discovering Ancient Secrets!
One of the "three pillars of D&D" is exploration. And one of the most interesting bits of exploration is getting to discover stuff- secrets that have been hidden away, lore lost for centuries, particular rituals or secrets that give an edge. If you're building a world (or a sandbox), having things to discover scattered through world is a great way to build investment by players. Finding a broken piece of a staff that can act like a wand is kinda interesting, but forgettable. It can come off just like it's interesting flavour for a magic item. But when you find a second piece that joins the first, and enhances both of their powers, people start getting excited for the third section! Similarly, finding pieces of a secret journal or spellbook, fragments of a forbidden spell, or pieces of meteoric metal to forge weapons from make people see possibilities, not just everyday treasure. You can even build in actual puzzles or physical props to these hidden secrets, to give people with good physical/mechanical intuition a thing to fiddle with. You just need to be careful not to overload them, make them too simple (or too hard!), or have ways of having the puzzles be repeatable. Think of Skyrim's puzzle doors- something that triggers the "I know how to use these, we just need to find the mural that gives it away over here somewhere". Ideas I have that I'm planning on using in my sandbox are:
If you can think of anything else to add, or some fun ways these could be developed, feel free to let me know in the comments! Also posted on Game Masters Stash on 15 January 2019. Today's edition of #WestMarchesWednesday is about Populating a Map!
Part of what I'm working on at the moment is a semi-sandbox based on the West Marches model, which I've talked about before briefly. It front-loads a lot of effort into building the world beforehand, and detailing down at the next level when you know what vicinity your players are heading to, and what they're interested in investigating. I've also been playing Gloomhaven a bit recently, which has helped with understanding the idea of exploring a pre-written world. This means you need to have an idea of how to populate your world, and the kinds of things to add to it. Some locations might be "solved" in only one adventure, while others might be larger locations with several "sub-adventures" within it. You can add some secrets that need to be discovered before certain areas can be explored, or social-based areas which require particular relationships to be established, allowing access to areas, or cutting off others. The map I've used above from Dungeon Magazine was a surprise including in the final printed issue of Dungeon magazine, uniting more than 30 maps by Christopher West which had been supplied over many years (and 65 issues!). This gave locations for all of the various sub-locations, and populated them into the world. I had used some of the individual maps to base entire campaigns around, and having a whole world map to use gave me an enormous amount of ideas to work with, which I'm still mining for inspiration, years later. So, I started with loose ideas of what I wanted to have in my "world" (a small area, not even a whole continent". My list is below, and I've started to 'fill out' some of these with ideas of what I want to include later.
I'll detail some of these a little more in posts to come, but if you have any other cool ideas, or inspiration you get from some of these short ideas, let me know! Also posted on Game Masters Stash on 8 January 2020. |
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