Burials of Teganshire on Indiegogo

Burials of Teganshire Post 2 of 30

Yesterday we talked about Player Character investment in the game world, adding extra sauce to the Player Characters’ adventuring shenanigans. Detail about the immediate world adds verisimilitude. By keeping things local, PC actions have a significant impact on the game world until, after a while, it is their shaped gameworld.

Tomorrow, we’ll talk about Localized Campaigning, the Map Post, but let’s dive into products that take Non-Player Character descriptions to the next level–Griffon Lore Game’s very own Curse of the Lost Memories and Lenard Lakofka’s The Secret of Bone Hill. In the trifecta of Plot, Setting, and Characters, it’s the NPCs that can make or break your adventure backdrop.

Welcome to Restenford, home of the crunchy NPCs

Lenard Lakofka’s The Secret of Bone Hill is an excellent example of cramming a metric RPG-ton of roleplaying goodness into a sandbox. Indeed, there is an entire blog dedicated to ruminations about the location.

There are town and surrounding area maps, but it’s the NPCs (along with a good DM) that makes adventuring there come alive. Lakofka went out of his way to present NPCs with motivations, flaws, and secrets. He also had a list of rumors, both false and true. And the factions presented therein could generate conflict and drama with the PCs merely visiting one before the other. Restenford is The Village of Hommlet on steroids.

As I recall:

  • The Baron was a good man but had his flaws, such as greed.
  • A wizard rents one of the castle’s towers, so he lives there but isn’t necessarily the Baron’s man
  • The Baron’s wife is a priestess with her own life outside of her marriage
  • His daughter wants his position
  • Retired vets that watch over the town their way complete with vigilante justice
  • The spies
  • Some crazy dude with a split personality, one good, the other thoroughly evil
  • Etc.

Crunchy. The NPCs of Restenford are crunchy. They seem to generate conflict just by existing, and conflict makes drama and drama makes for great D&D. Stuffing such into the small environment makes Bone Hill a perfect module to model a sandbox location for low-level PCs base of operations.

10/10, will Restenford again.

The Tiny Crossroads Village of NPC Motivations

Griffon Lore Game’s Curse of the Lost Memories has a small village at the crossroads of two Roman-like paved roads:

The Crossroads Village

At the Crossroads (isn’t this a great map? Click here to purchase the hi-res and VTT version) we have three farms that supply the village inn, the lord’s manor, and the stable. There are stats for all of the village inhabitants and any noteworthy callouts. But more important to the DM are three key factors where each important PC has a:

  1. List of Motivations 
  2. “What they know” description
  3. PC disposition list (what they do if they are Friendly, Neutral, Indifferent, Hostile, etc.)

Again: Conflict causes action. Action causes drama. Drama is a thing that turns the backdrop of your adventures from a two-dimensional picture to an engaging experience using dice.

When NPCs have their own motivations, they will cause conflict with other NPCs, the PCs, and even–on occasion–themselves. Motives don’t necessarily need to be listed in a neat paragraph, but certainly used throughout an adventure or setting.

Let’s use an example, the Viscount Marris Argona from the Viscounty of Kandra Gazetteer.

Viscount Marris Argona

Marris Argona is the current Viscount in Kandra. He was appointed by the King about eight years ago after the previous Viscount died. He is married to Lady Felren, a low-level, but valued priestess.

 Argona is a diplomatic man in his late forties and has a quiet intensity to him. He is friends with the King and has a reputation of careful thought in times of peace and decisive, strategic thinking in times of strife. It was a surprise that the King appointed Argona, whose family ruled the small town of Semelen, over more prominent and experienced horse-lords when the Viscounty title was in play. Argona still faces political tension and must continuously prove to his horse-lords that the King has made the right choice.

Motivations

      • Keep Kandra safe. Maintain investment in the military to defend the northern borders from humanoids.
      • Control the witches, so they continue serving Kandra. Give them some of the lands they ask for while preventing them from branching off into a separate nation.
      • Maintain the proud and independent horse-lords’s loyalty to the crown.
      • Manage the influence of the neighboring, over-religious Duchy of Hardred. Hardred is frustrated at the low importance of the clergy in Kandra.

Perspectives:

      • The witch Kavita is both my best advisor and my worst enemy. I am scared of her.
      • The dwarves are a potent and robust power in the Viscounty. I need to reinforce their role in Kandra’s politics and use them to balance the power of the witches.
      • I am worried that the druids do not have a counter-power in Kandra. They are currently friends and allies to the Viscounty. However, should that change for any reason, I’d be in a weak position to push against them.

You can find the description of the Viscount and more in the Viscounty of Kandra Gazetteer, free to backers of the Burials of Teganshire adventure on Indiegogo.

Another example is Sir Walshan, the Knight of the Crossroads:

Sir Walshan's Motivations

Walshan has base and clichéd motivations, but they are legitimate, given the circumstances. However, the last paragraph in his motivational list is most telling–he gives PCs practical advice that, if followed, gives them an advantage in the Curse of the Lost Memories mega-module: establishing a base of operations is almost a necessity. PCs that do not do so usually wind up dead from attrition in the Lost Barony of Wailmoor.

Tying it all together

NPCs that have motivations, perspectives on their present circumstance, and listed dispositions seem to breathe independently. The DM can portray them as people that live their lives as the PC leave an area and come back.

It is a daunting task to outline an NPC (and in a module, bloat your page count). For Burials of Teganshire, we don’t list NPCs dispositions due to the fast and furious nature of the task at hand (save the bridge!). But in the follow-up module, we sure will, as if the PCS were mean to the bar owner of the Bouncing Mutt, she isn’t going to give them free beer for a job well done, or that the man in the corner keeps looking at them as if he was thinking about which PC to backstab first.

And that’s another reason to start small when starting a campaign. Fleshing out a ton of NPCs this way is an excellent way to fall asleep at your desk. A localized campaign will keep your players coming back for more, without a ton of prep work that may or may not become useful as the PCs engage the adventure.

Burials of Teganshire Adventure Module

The village of Teganshire is small, and we present a few NPCs of worth (with more to come in the next installment!). These NPCs present an aura of living there, rather than serving as a quest giver with an exclamation point over their heads. Right now, they are breathing. Soon they will be crunchy.

Purchase Burials of Teganshire by backing our Indiegogo campaign, both in PDF, softcover, or both.

Burials of Teganshire

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Give your PCs an excuse not to care, and they’ll take it every time.

Burials of Teganshire Post 1 of 30

The number one campaign killer, in my realm of experience, is apathy for the game world. Burials of Teganshire puts in the work to help a DM avoid the Shiv of Don’t Care. Go to the crowdfunding campaign on Indiegogo to get your copy.

Once apathy sets in, the campaign putters out. Goes splat. Deflates. Poofs in a puff of sadness (and sadness poofs are the saddest poofs of them all). Over the next several days, we’ll be discussing the player association to a campaign and ways a DM can jump on the verisimilitude bandwagon.

Start Local, Expand Slowly only As-Needed

Locality is the number one tool in the DMs toolbox to engage the PCs with the game world. Let’s talk about two products that start small and stay within local boundaries, The Village of Hommlet today and the Crossroads Village in our product, Curse of the Lost Memories, for tomorrow’s Locality Post.

The Village of Hommlet

Gygax’s The Village of Hommlet is, even after all these years (or perhaps more so), an excellent product containing maps, some of them quite detailed, and descriptions of all the movers and shakers of Homlet. Off the top of my head, we have:

  • Brune and Rufus, mostly their own faction but within the power-circle of the Viscount of Verbobonic
  • The villagers, led by the Mayor, including the Inn of the Welcome Wench
  • The Church of St. Cuthbert, which includes their generous temple
  • A Druid oversees the worship of the “old faith” and reports to a more extensive druid network
  • Evil spies for two factions that oppose each other and the powers in the village!
  • A spy for the Viscount, my favorite fake man-at-arms and actual ranger, Elmo

This cast of charters, along with the maps, descriptions of each building, and detailed descriptions where Gygax was expounding on role-playing opportunities, makes it seem that this is a real village. Hommlet has people that lead their little fake RPG lives, even when the characters are not there. Coupled with the Ruins of the Moathouse chapter, the product, (best found in the mega-module Temple of Elemental Evil), has a ton of campaign play without a lot of fluff.

Now-imagine PCs, interacting with all these people, heading next door to Nulb, and then the Temple itself.

Now take those PCs, who probably have a house in Hommlet they built, or rooming with Brune and Rufus, and for the next adventure, shift them 800 miles east. The welcoming wenches were never seen again.

Please Don’t Go!

I get it. You got a great adventure, a great map, and the village of Hommlet is a hamlet. The campaign runs well, and the adventurers are wealthy from their deceptions and shenanigans in the yon Evil Temple.

And they may not come to you and say, “Yo, DM! This little village is terrific! We should never leave!” Maybe they are thinking of that time they tricked the Earth Temple into Going at it with the Air Temple below–but all that skulduggery happened in a game world, a detailed game world.

And the PCs, by interacting with the world, have molded it, and their actions impacted everyone around them. It’s now their world, and more so than Gyax or the DMs.

 Burials of Teganshire Local MapNote the map scale. You can cram an entering campaign worth of adventures here and still have plenty of room for the PCs to make their mark.

Don’t throw away that goodness for the new shiny. Good players will care about that village (even if they want to burn Nulb to the ground and build a castle), but if the DM does not, they will soon lose interest. Apathy creeps in, and while there is nothing wrong with rolling dice and killing monsters, rolling dice and killing monsters in a fictional home makes it all the more satisfying.

Burials of Teganshire

We designed Burials of Teganshire for the DM to place just about anywhere. The module and most of the campaign (adventure path) takes place within a day’s travel of the village of Teganshire. If that intrigues you, head on over to Indiegogo and back it. You’ll get an old-school Locality introduction module.

Back us on Indiegogo for some classic, RPG good times!

Burials of Teganshire on Indiegogo Likelihood of rescuing that villager that was working on the bridge–low.

 

 

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Back now for some excellent adventuring!


Gruesome deaths, arcane wards, ancient rituals, and an old bridge: a 5E & Pathfinder 1E adventure.

Head on over to Indiegogo and back Burials of Teganshire!

Burials of Teganshire is a module for level 1-3 characters that can be used in any campaign setting (commercial or homebrew). It is the first module of the Circle of the Blood Moon adventure path that will take characters to level 10, through a long campaign filled with complex encounters and ancient mysteries. 

A few things that are important to us in the design of this adventure:

Adventure Campaign Setting Agnostic

We wanted to propose a module that can be inserted in any campaign world. The Kingdom of Lothmar is our own setting, and in the appendix of the module, we provide guidance on how to play this adventure in this setting. However, we designed it so that if you want to play the module in your own setting, you totally can.

How do we achieve that?

First off the action of the module is local, it spans an area of about 15 miles wide, that you can easily plug into your preferred setting. Also, we made sure to strip any lore or NPC behavior that would not be applicable to most settings, offering the possibility to play it as it is, or DMs to add their custom lore-specific content to their liking.

Heroic Story Centric

We want players to feel like heroes. Our modules are tough and complex because players do not like to feel their progression is undeserved. Nothing beats a party of players cheering at each other after a tough battle.

We also believe that actions should have consequences and our modules include many different possible endings based on how the players behaved. Compelling stories are supported by motivated and plausible NPCs. We have designed this module so that every NPC’s motivations and perspectives are described, giving DMs the tools to bring the environment to life.

What You Get with Burials of Teganshire

Burials of Teganshire comes with:

  • Complete monster statblocks as part of an original bestiary
  • DM guidance on how to play the main encounters
  • Detailed motivations and perspectives for all NPCs
  • Immersive detailed maps, also available in digital format for VTT or prints

Burials of Teganshire