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For our first Tales of Lothmar module, Burials of Teganshire, we used a new printing tier. The printed book is 8.5” x 11”, and the printer uses a digital offset laser press on premium 70# paper. This was taken with my crappy cell-phone camera:

That’s just the technical, physical side. We use a graphics designer and layout artist to layout the book. Guthrie is also a fellow RPG player, so he knows what is what. He has expert stat blocks, and the Tales of Lothmar layout he designed pops the text on the PDF, but especially in the premium printing. Our physical Tales of Lothmar books are some of the best in the industry.

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We love books at Griffon Lore Games. Placing great content in a premium book is our thing. Now is the time to back or change your pledge to physical goods if you haven’t already!

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Fire On Claymore Woods

Crossbow Man looks Premium in premium print.

I’m a big fan of magical items. At their core, they are more worthy and defining than (optional) feats and class powers. You can find magic items, kill for them, steal them, create them, trade them, and sell them.

Magical items can even be cursed, intelligent, malignant, or helpful.

For D&D (the Pathfinder variant, not so much), a DM can design a campaign that does not allow magical feats but has magical items that empower the PC with the feat’s power. If the player wants his character to have that power, they go on an adventure to obtain it. Especially in a sandbox campaign, these player-directed plot points add just that right roleplaying flair.

There can never be enough magic items in a DMs story-telling arsenal as long as the DM is not twinking out the players in some “I wish I were a player” wish fulfillment. Here are three that you can add to Fire on Claymore Woods or any other module.

True North

This +1 dagger is of dwarven manufacture (stamped with a small dwarven rune from its maker) but made for either an elf maiden or a human noblewoman. It is elegant and feminine in design and very sharp.

True North has an odd property for such a beautiful weapon. If spun on a flat surface, its blade will always point north when the dagger stops moving.

The Golden Pocket Stopwatch

A pocket watch.The Golden Pocket Stopwatch is a fantastic bit of engineering and practicality. It has two hinged openings:

  • On one side is a watch that tells time in hours, minutes, and seconds. The adjustable dials on the sides of the watch can manipulate and change the hours and minutes.
  • If the other side is open, it reveals a stopwatch. Pressing one of the small dials will reset it, while another will start and stop it. It has an hour, minute, and second hands.

The magic imbued in the watch does two things. It makes it impervious to the elements (the watch even works underwater) and serves as the tiny power source. It needs no winding.

On the interior of one of the watch’s doors is a handsome, mustached man’s face engraving. The other door has an odd phrase in draconic: “Everything lost in time except my memories.”

The Weirding Mirror

The Weirding Mirror has a bad reputation, but not of its own making. It’s a pocket silver mirror and has the passive benefit of raising a PC’s Charisma attribute by 1.

If someone looks into the mirror, it activates and goes well beyond showing the wielder a reflection of themselves. It takes a week of carrying around the mirror to attune and activate its properties.

After a week, the reflection moves and speaks to the wielder (in the owner’s voice) of its own volition. It is a sophisticated psychic construct of sorts, able to hold an intelligent conversation, remember details of what someone told it, and an understanding of the current world.

The talking reflection has one goal: to dispense relationship advice. It will listen to the PC and offer advice, usually practical. It has a keen understanding of human nature and will try its very best to have the PC meet their relationship goals, gently guiding a PC into a long-term relationship.

And that’s all the mirror does. However, things frequently go wrong with the use of the mirror:

  • The reflection for other people is only a reflection. The independent speaking and movement happen in the wielder’s mind. Observers of someone using the mirror usually think the owner is talking to themselves. Thinking to the mirror doesn’t work; to communicate with it, the owner needs to speak aloud.
  • The mirror design facilitates human relationships in a feudal society. Outside of that context, it is unhelpful and will admit as much. All it can do is offer pithy advice (get a haircut, clean your robes, etc.).
  • The mirror will get angry if the PC uses the advice to “love and leave” a paramour. If the PC does this on several occasions, it causes the construct to malfunction. It will turn into a sociopath, and the only way to get back to normal is to give the mirror to someone else, which resets its magic. However, if the PC keeps following the sociopathic advice, their alignment will shift to Chaotic Evil.
  • While the mirror does improve the owner’s Charisma, it dispenses advice and nothing more. However, over the years, people have accused it of manipulating the object of the owner’s affections. Many people react negatively to being magically charmed, even if they technically were not. The mirror warns the owner of this but unfortunately hasn’t figured out that telling the owner to hide its properties makes it more suspicious, not less.

If broken, the mirror will not function, but a spell caster can quickly repair it with a simple cantrip or other low-level magic. The magical properties are associated with the mirror’s silver frame. An owner can replace the mirror glass at any time.


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Fire On Claymore Woods

Crossbow Man would love the watch. He already has a magical dagger, henceforth named “Stab-Yer-Face.”

A Beacon of Warmth and Danger (dun, dun, dun, dun!)

Ah, the campfire, in modern times, it is a beacon of light for warmth or merriment in the dark, the promise of wholesome food, and the world’s original gathering place for conversation.

In D&D, a campfire is usually a giant “here’s a big snack!” for monsters or “come kill me or take my stuff ” for brigands.

In a role-playing fantasy game, the titular campfire is an Encounter, especially if the PCs did not make it.

Here are three campfire-encounters, heavy on the role-play, for a DM to use. These encounters are not skill challenges. The PCs are traveling from Point A to Point B on a trail less traveled. In the dark, they spot the flickering light of a campfire.

Campfire 1: Beware the Old Man in a Profession Where Many Die Young

Javier Lance is eighty-years-old, wrinkled, and still muscular. A survivor of many skirmishes and a few battles, Javier is a tired man. His joints hurt in the cold more than usual, he’s slowed down considerably, and worse, to him, he’s beginning to forget things.

Thus, even living with his extended family (having buried his wife several years ago), Javier kissed everyone goodbye and left for “an extended hunting trip.” Javier is not a man to die in his sleep happy. His goal is to part the mortal realm with a blade in his hand in a final kill-or-be-killed fight. Everyone knows why he left.

Campfire Description

At the campfire is a man, turning a spit with a fat, skinned rabbit roasting over the coals. He’s tall, athletically built, and old. A well-used heavy crossbow sits against a tree along with a boar spear. 

The man is armed to the teeth with a sword, warhammer, and numerous dagger sheaves on his dull-silver split armor under camouflage cloth. A battered shield with the King’s livery sits on a stump.

Javier’s Motivation

Javier came to the woods to die, knowing there are several Dire Cave Bears and Dire Boars about the woods. If approached, he will gladly share his campfire, the rabbit, and swigs of whisky from his flask.

Javier didn’t spend decades as a decorated soldier without learning a thing or two about people. He has a keen insight about people, and if he thinks the PCs are evil or wish him ill, he’ll smile at being favored by the gods in his old age and attack.

Disposition

Friendly

Javier, if treated with kindness and respect, offers to trade the PCs, either his crossbow, shield, sword, or warhammer, for one like item. Whatever the PCs have, Javier’s will be better. For example, if the cleric has a +1 shield, Javier’s will be +2.

The exchange is only for one item. If any (or all) PCs have a heroic reputation, he will ask them if they can meet him back at the camp location in three days.

If the PCs do so, they will find him dead of multiple wounds from some beast, with a smile on his face.

The PCs should bury him with his weapons or burn his body on a pyre with same. If they take his stuff, the local deity of war curses the PCs en masse, and the PCs will always fight under the curse spell’s adverse effects until they atone.

Does Javier Lance tell the PCs why he is here? Only if he senses that they would respect his choice.

Neutral

Javier tries to make friendly conversation, but if the PCs are not pleasant or say the wrong thing, it doesn’t bother him. He’s mostly immune to people’s bad manners. 

Javier will offer to share a meal, and then he desires time to be alone with his thoughts and prepare his communion with the gods of the land.

If the PCs refuse his request, his disposition changes to Hostile.

Hostile

If the PCs are evil or turn hostile, Javier will matter-of-factly don his shield, grab his crossbow, and attack the weakest PC in terms of melee ability.

No need to roll up stats of Javier: take the best melee PC’s character sheet and clone it. Javier fights with a shield, longsword, and warhammer, switching weapons when appropriate. However, the gods have blessed this old man to have a glorious battle to the end. They give him:

  • The ability to strike as many times as there are PCs
  • All his hits do maximum damage
  • He always makes a saving throw or ability check
  • He can move about the battlefield without provoking opportunity attacks
  • He will fight until he is at -10 hit points, or until only the melee PC is the last one standing, in which he will die when the melee PC lands a good blow

He uses these tactics:

  • Javier will always deliver a death-blow. He is fully aware that healers can heal fallen people with magic. He will always strike at a fallen PC until assured that the PC is dead
  • He attacks in order from the lowest hitpoint PC, controllers, healers, damage dealers, and finally knights or heavily armored fighters
  • Javier is smart enough to put himself between a tree and a ranged weapon
  • At this point, any pain Javier feels is transitory. He smiles through the entire experience, thoroughly enjoying himself

This fight is not fair, but the PCs should be wary of Old Men in a profession where men die young, especially if they are communing with the gods before a battle.

Campfire 2: The Folly of Youth

Before a nice tent, this campfire has a young, heavily armored knight staring at the flames of the campfire. He wears a holy symbol and religious livery. He has pale skin but a stern demeanor.

The knight is Sir Davian Kadlem, a young but proficient cavalier and paladin. He’s here on monkey business, here to meet a lover. Tragically, his lover is a vampire. She already bit him twice.

Despite his stern demeanor, Sir Kadlem will easily converse with PCs and eventually cut off any conversation by saying he is here to meet a person privately and needs the PCs to be on their way.

Sir Kadlem will lie through his teeth about his shame, but it’s all lies by omission. If pressed, he tells the PCs his meeting is of intense personal nature and not for public consumption but a family matter–all true.

Kendra the Vampire

Thoroughly evil and entirely malignant, Kendra is a user and abuser. She uses handsome young men, feeds off their essence, and kills them before moving on to a new lover.

Somewhere in her dark heart, she grew fond of Sir Kadlem, and she perversely takes pleasure in the thought of bringing a paladin to wicked ends and becoming her companion and servitor for all eternity.

If the PCs confront Kendra at any time, she turns into a bat and flies away, or, if in dire straits, her misty form.

Possible Outcomes

This campfire is not a skill encounter where the PCs roll a dice, and the DM says this, that, and the other thing. Let the players organically come to their conclusions.

The level of the vampire and Sir Kadlem is variable, as a rule of thumb, an Average Party Level +4 encounter.

Liaison Observation

If the PCs are busybodies, leave, and spy on the paladin, a woman rides up to the campfire on a horse, jumps into his arms, and the two disappear into his tent.

Somewhere in the darkest hour, she bites him, but it’s doubtful the PCs will observe that. At dawn, she will ride away, leaving behind Sir Kadlem’s corpse to rise as a vampire fledgling at night. If the PCs go into the tent, they can tell something terrible happened, and even an examination by a non-healer will find the bite marks–this time on his neck.

The Pale Man

What do people look like after a vampire feeds off them two nights in a row?

Answer: Not healthy. 

Sir Kadlem hides his malaise well, being so athletic. However, the most telling way he hides his condition is that he doesn’t know Kendra is a vampire. He thinks incorrectly, but honestly, he has a bout of food poisoning. He’ll even ask a PC if they look like an herbalist if they have some herbs to settle his stomach.

Davian’s neck is free of bite marks. They are in other places on his body, only found on a physical examination without his clothes. If a medically-inclined PC gets him out of his clothes and shows him the bite marks with a mirror, he’ll break his charm and ask the PCs for help.

Kendra won’t give up. She’ll fight the PCs for Davian but flee if the PCs do severe damage. Unless the PCs break his charm, Davian will fight for Kendra. She’ll think it’s hilarious if he falls, especially if the PCs are good.

I Read Your Thoughts

If a PC has a way to read memories and does so, those memories are disturbing. The knight has a paramour, but his memories never reveal her image. It is as if he is talking and having a liaison with an imaginary person.

Such is the power of a vampire that her image, even in memories, is not visible. If someone wants to gaze upon this vampire, they need to do it in person.

Where Is Your Horse?

Sir Kadlem came here on a horse, but his horse is not here, nor can he summon it magically. If the PCs ask about his camp contents, besides the tent is a lance and a horseman’s mace.

An inquiry about his horse is one of the few ways PCs can tell something is amiss–his horse ran off in disgust, and Sir Kadlem isn’t particularly worried about it. He’ll claim his horse was “moody” today, and before he could take off the saddle, he galloped off. “He’ll be back,” he says.

Sir Kadlem is not just a paladin; he’s a cavalier. His horse is the way he engages in battle and his honor. PCs can press him, and if they take a logical, systematic approach to their questioning, it becomes apparent that someone has muddled Davian’s thoughts. He alternates in bragging about his horse and his cavalier skills to an indifferent attitude on his horse’s fate.

It is now up to the PCs to figure out what comes next. In any event, the only way the paladin’s horse comes back is if he atones for his weakness. Once he has done so, his god sends him back his mighty paladin steed.

Victory (?) Conditions

The only way for the PCs to achieve some measure of victory is to get Sir Kadlem to his temple. Unless they break his charm (by dispelling it or by a protection from evil spell), he will fight them all the way. Regardless, sometime during the night, Kendra will attack the PCs on the way to the temple.

Once at his temple, the priests break his charm and heal him. However, Sir Kadlem will have to atone for his weakness–he will have to confront his nemesis and former lover and drive a stake through her evil heart. No small task, as he will not have access to any of his paladin powers until he has completed it.

He’ll need help in this quest. He won’t be able to complete it on his own.

Campfire 3: Death Head Ranger

Just what kind of people are the PCs? This encounter can put them to the test if they think they are all that and a bag of chips. This location should be at the edge of a remote, primal forest, far from civilization. The PCs may or may not be heading to a destination in the woods.

This campfire is at a permanent campsite. The fire has a windbreak that pushes heat back to a well-built lean-to. Well-placed rocks ring the flames, and a metal stewpot hanging on a metal tripod fills the campsite with the smell of savory stew.

At the camp is a middle-aged man in leather armor, a uniform of some sort–on his shoulder is a death head patch. This man is the Ranger Tamshire Roe, and he is a demi-god of sorts.

Tamshire Roe’s Motivation

The ranger forms a symbiotic relationship with an ancient green dragon, Sirlaenth, that lies deep in the forest’s center. At one time, the dragon tried to charm him, but Roe, a master ranger retiring from a harsh life of adventuring, pretended to be charmed. There was something odd about this gargantuan dragon, and Roe decided to get to the bottom of it.

Through observation and many conversations, Roe learned this particular dragon was immortal, as she set up her lair in a forest that, for reasons unknown, kept her from eventually dying of old age. Over the centuries and still thoroughly wicked, she has grown contemplative and stoic.

When Roe revealed he wasn’t charmed, the dragon laughed, thinking that was amusing and stupid on his part. Still, they quickly formed a relationship–the ranger would protect her forest from intrusion during retirement and ask nothing in return. He would even give her the considerable treasure he amassed over the years. As a ranger, he does not need material wealth.

In return, the dragon promised to “not fly off and do stupid shit to attract dragonslayers.”

Roe’s motivation is simple:

  • Protect the forest’s inner core from intrusion
  • Hold conversations with travelers to learn about the world-at-large
  • Deliver any treasure and information accumulated to Sirlaenth

What did Roe receive in return? He received peace and quiet with the occasional “turn back now there be monsters” speech. But now, he too is immortal. The same mystical properties that keep the dragon alive are keeping him from aging, also. Roe is over five-hundred-years-old.

Tamshire Roe’s Past

Before he embarked on a life of adventure, Roe was a feared hunter of men and elven criminals for a kingdom now long defunct. Lore or history savvy PCs will recognize the death head’s patch from an infamous group “widely known for tracking down men and elves for a tyrannical king,” although the real history is less dramatic. Criminals and enemies of the state would flee into the primal forest on the Kingdom’s border. Roe was a member of a company that would track them down.

If confronted about this past, Tamshire Roe will shrug his shoulders and proclaim, “I ain’t like that no more.”

Using Roe

Roe is a way for the DM to insert esoteric lore and odd help from strange places. Roe intentionally lights a campfire (see below) where the PCs can see it at night. The moment the PCs approach the fire, the ranger started judging their worth.

Low-Level PCs

Roe will heal any wounded Low-level PCs, ask for gossip, and, if prompted, he is a vast treasure trove of lore around nature and history. If asked about his patch, he will state it is a warning to the forest’s enemies that only death awaits them for defiling it.

If the PCs need to get somewhere in the forest, Roe will happily guide them and protect them from harm as long as their destination is not its core.

Mid-Level PCs

As with low-level PCs, Roe is helpful, if a bit odd, extending the PCs the same courtesies as if they were low-level. However, he will ask the PCs for a boon in return–if he helps them, the ranger would like the PCs to obtain supplies for him: Roe has a fondness for booze, wine, cheeses, and anything else he can’t make in the forest during his perpetual campout. He can pay twice the going rate for such items.

He pays in coin, usually taken from people that try to penetrate the forest interior.

High-Level PCs

Tamshire Roe is highly wary of high-level adventuring heroes, viewing them as arrogant and dangerous. However, he always judges people based on their actions, so it’s not so much what the PCs say than what they do.

Powerful PCs could know that the forest center contains an epic dragon. Roe will admit as much but warns the PCs that what they are talking about is not a dragon but a “primal force of distilled nature.”

A high-level party could be after esoteric lore or an item. Roe will exchange items for like items and folklore for a minor magical item or gems and coins but warns the PCs that it will take several days for him to fetch what they need.

Under no circumstances will Roe lead the PCs to the dragon, but the dragon, in human form, could decide to meet the PCs at the edge of the forest.

Getting Frosty

Attacking Tamshire Roe has severe consequences. Not only is he capable of running a hit-and-run battle through the forest, but also tracking PCs who manage to escape his wrath. If the PCs decide to get it on, conclude the session (letting the players think about their folly for a bit), and pick back up with a max-level ranger with the following properties:

  • Tamshire Roe is a 20th level ranger with appropriate magical items.
  • Roe can teleport at will to any of his campfire sites in the forest. There are twelve of them that dot the edges. He can do this as a reaction to being hit, stunned, grappled, or incapacitated
  • However, in the woods, PCs are unable to teleport or plane shift or go ethereal. This restriction also includes low-level spells such as misty step
  • PCs cannot scry him, and divination reveals he is “a forest creature of death” and nothing more
  • The ranger cannot have his thoughts read and is immune to psychic damage of any sort
  • He has all the powers, immunities, and resistances of a legendary ancient green dragon, including the breath weapon
  • Finally, if killed, Roe and his gear disappear for 1d4 days and reform at one of his 12 campfires. The only way to permanently kill Roe is to destroy all his campfires and kill the dragon within

Both Sirlaenth and Roe instantly know if someone attacks the other, and the dragon will come to his aid should he be pressed. Now PCs are dealing with both a quasi-deity of the forest and the oldest dragon. Neither Roe nor Sirlaenth are evil; they have transitioned well-past moral and ethical boundaries.

Companionship

Someone could offer Tamshire companionship, and while he is flattered, the shape-shifting Sirlaenth is all but his wife in name only, and not only that, jealous and protective of anything she owns, which in her mind includes Roe.


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Fire On Claymore Woods

Crossbow Man Returns, and he ain’t happy.

Fire On Claymore Woods

Built With BoldGrid

 

“A vain celestial, drunken fairies, and plotting druids. Meet the second chapter of the Circle of the Blood Moon campaign!”

Primary Link |  Back now on Kickstarter!

 

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Choices and Consequences: which way will the PCs go, who will they support, and how far will they go to achieve victory?

Choices

In  Fire on Claymore Woods, we present the PC with many choices, including making no choice at all. For example, do they help the villagers protect the village core and its chapel with the mysterious obelisk, or do they help the surrounding farmers protect their farms?

But that choice is only available if the PCs solicit a knight in defense of the village. The knight is concerned with his farms and tells the PCs the villagers can rebuild it. But the Burgermeister counters that the farms rely on the village, and without it, everything from obtaining supplies to surviving the winter will be difficult and potentially catastrophic.

PCs might not even know the farms need protection! The local knight is the only NPC with the strategic training and forethought to realize their enemy will try to draw them away from the village by setting fire to structures far enough to draw them away from the chapel.

If the PCs don’t talk to him, they might never know.

Where do they go now?

That’s a sample of the decisions the PCs must make. Once they defend the village (or not), they need to find the druids to talk to them or exact revenge. But the Claymore Woods are wild and dangerous, filled with threats, supernatural shenanigans, and wonders. There is no map of the woods, the PCs are on their own, and they will need to explore.

The direction they choose sets the stage, but the deeper they go into the woods, the more dangerous it gets. They’ll need to do more than make a few tracking rolls. They’ll have to start thinking like their adversaries. They’ll need to decide how sneaky to be, or if a good-old-fashioned “kill everything that moves” play is in order.

Consequences

We hope that gives you as a Game Master a sample of the adventure flavor in  Fire on Claymore Woods. Like most Griffon Lore Game products, there are no easy answers, and those answers are usually not right or wrong. Indecisiveness is the best way to “lose” our modules, and the players always have the ultimate choice:

Are their PCs Zeros or Heroes?

Back Fire on Claymore Woods today and find out!


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Burials of Teganshire Post 24 of 30

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Additional NPCs for Burials of Teganshire – The Knight, the Dame, and the Squire

Here are some NPCs you can add to the Burials of Teganshire. They’re not in the adventure, but Burials of Teganshire may mention them in passing. In blog post 20 in our series, we talked about roleplaying additions to the area. This post is specific to NPCs for the Dungeon Master (DM/GM) to use if the PCs engage the setting outside of the module.

Of course, the DM may have their own setting with their own NPCs. The below are lore-generic and can fit right in with some modification or used as-is. Sir Johansson, his wife, and his squire do not make an appearance in Burials of Teganshire. They are included here for the DM to use. Keep track of their dispositions towards the PCs, as that will impact the next adventure.

Sir Johansson

Sir Johansson is a knight that owns nearby farms and ranches north of Teganshire and west of the trade road. He has authority given to him by his Lord, Lord Teragan, and inherited his lands from his father. Sir Kyle Johansson has no political control in Teganshire, but he has considerable influence. He is the employer of the four well-paid guards in the guard tower along the road to Tegan’s bridge.

  • Johansson is rich, owning a multitude of farms and having significant inherited funds
  • Lord Teragan has Johansson oversee several of his own farms
  • The knight is well-liked by the local populous for being fair and hardworking
  • He has considerable knowledge on agriculture and animal husbandry
  • He’s trained in combat and a thoroughly dangerous individual
  • His wife is a minor cleric, known to heal the sick and wounded

Sir Johansson’s Motivations

While a fierce combatant both on horse and on foot, Johansson is less of a knight in charge of farms and more of a farmer with knightly training in logistics. His martial prowess has less to do with innate capability; instead, Johansson is athletic and healthy with good morale and leadership abilities. He has no fewer than a dozen men-at-arms, well-paid individuals with superior arms and armor ready to do violence on his behalf.

As a logistical-ordered individual, Johansson’s primary concern is food production. He does not hold the fascination with horses that his Lord and fellow knights do, believing equestrian dominance is an enormous money sink. His focus on wise spending and agrarian-based wealth has put him at odds with the other knights in the barony.

His motivations:

  • Provide for food production of the land, lest during bad times we’re forced to eat the horses we love so much
  • Protect the farmers who concern themselves with feeding us
  • Increase the Johansson wealth through careful spending and protecting existing assets
  • Apply the King’s law fairly
  • Protect my family and legacy from a hostile world
  • Be the man my wife wants me to be

Roleplaying Sir Johansson

Appearances can be deceiving, and the knight fits the bill of a noble warrior with expensive equipment. However, he has a firm understanding of local life and has a lot of empathy for his farmers and ranchers. He is not impressed with shallowness, bravado, or smarminess. Anyone willing to defend the lives of the common folk has his support.

Kyle has a deep understanding of the logistics of the region and the hazards of warfare without adequate means to feed the troops.

Dame Johansson

A cleric of a good deity and of modest divine power, Serina Johansson is wed to Kyle Johansson through an arranged marriage. Selected by her husband due to her healing abilities, medical knowledge, and education, the Dame and the Knight enjoy a marriage of mutual admiration. They have four children, the oldest now in his early teens.

  • The Dame is an educated daughter of a wealthy horse rancher. Her father was surprised when Kyle Johansson’s father approached him to arrange a marriage, but the Dame was the youngest daughter and was set to enter into a life of serving the church. The resultant dowry has paid for itself thrice over
  • The Dame holds respect but is seen as a bit naive—she is aware of this and works against it, but she was raised to serve in the church, not lead a life of minor nobility. It doesn’t help that she was the youngest of her siblings, and was a bit spoiled and sheltered
  • Serina works to make sure her children have a good education and are pious, respectful children
  • Her divine power is academically based. While she understands prayers of battle, she has never used them
  • She deeply admires her husband’s firm, but caring leadership abilities
  • She has a full understanding of the family’s finances and the Johanssons make joint decisions

Dame Johansson’s Motivations

  • Support the Johansson legacy through planning, hard work, and the application of proper business acumen
  • Make sure her family and Kyle’s sphere of influence have proper respect for the divine and meet religious obligations
  • Heal the wounded and take care of the sick through divine healing and medical know-how
  • Raise the children to respect the King’s Law and the Church
  • Find Squire Artane a proper wife
  • Be the woman my husband wants me to be

Roleplaying Dame Johansson

Serina appears youthful in her mid-30s, and while not the most attractive woman, she carries herself with grace and confidence. She also likes to talk and gossip, feeling it is her duty to know everything about everyone. She is a highly religious person and cares deeply about her immediate family, her extended family, and her husband’s wards.

While she wears a holy symbol, she does not wear cleric vestments, nor carries clerical weapons. She can speak of religious issues and has a passing familiarity with history and arcane knowledge.

Squire Artane

Squire Gil Artane was selected by Sir Johansson as his squire for a combination of two reasons:

  • He is extremely accurate with a bow
  • He killed a grizzly bear with a pitchfork

Usually, a knight is supposed to squire sons of his peers and other nobility to teach them the ways of the knightly world outside of the influence of the squire’s family. Johansson was set to do that until one of his farmer’s sons killed a goddamn brown bear with a pitchfork. This impressed Sir Johansson so much he made the lad his squire, and the two have operated as a team ever since. It helps that Gil, as a farmer’s son, knows the agricultural trade and is not afraid to roll-up his sleeves during harvest and gets to work.

Gil is not a local yocal. Or, rather, he might have been at one time. Now Artane is a warrior, skilled with a blade, horseback combat, and all things archery. He has killed men in defense of his knight and has grown confident and shrewd. He has formulated a philosophy of “why kill bad guys up close and get stabbed when you can do it far away?”

Squire Artane’s Motivations

  • Protect his knight. We have to watch each other’s back
  • Become the best archer in the realm
  • Avoid getting married and losing my edge
  • Stay out of trouble and avoid bringing shame to his employer
  • Hard work and loyalty is the hallmark of good men everywhere
  • Make sure the men-at-arms have an excellent grasp of bow and crossbow usage

Roleplaying Squire Artane

Gil is well-aware of that his athletic build, youthful appearance, the scar on his face from the bear, and deadly reputation make him attractive to the fair maidens of the region. He has a natural way with people and flirts with the lovely opposite sex as easy as breathing.

Underneath the surface, Squire Artane is a warrior with a firm understanding of the use of violence. Like Sir Johansson, he doesn’t have any aspirations to go to actual war, having seen first hand what an arrow can do to someone’s face. His arrow. He has no regrets, but he also has no wish to prove himself “glorious” in battle, especially if the harvest is coming due.

In Gil’s understanding of the universe and his place in it, he leads a perfect life.


It’s real, folks. Behold! The printed proofs. We haven’t made the print order yet, so it’s not too late to order your own copy through the Indiegogo InDemand service! Once we shut it off, the discount goes *poof*. Click here to get your copy at a discount: https://igg.me/at/teganshire

Crossbow Man in print!


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Crossbow Man in print!
These are taken with my crappy cell-phone camera.
Noice!
Stat blocks!
Bouncing Mutt tavern lady.
Mohr statblocks!

What a great layout!


You can still get your copy from Indiegogo InDemand by clicking here: https://igg.me/at/teganshire


 

Burials of Teganshire Post 23 of 30

The successful funding campaign is over, but Burials of Teganshire is still available on Indiegogo’s InDemand service. Click here to get your copy! https://igg.me/at/teganshire 

Session 0 doesn’t necessarily mean a separate session but is a meeting of minds between the DM/GM and the players. It is where the DM sets the tone, logistics, and expectations.

Personally, I find it helpful to put Session 0 information in a handout, and then both email and then physically hand it to the players. Session 0 is also an excellent time to roll up a new PC, so the information should be sent before the DM expects the players to have their new PC ready to go.

Here’s an example Session 0 handout for Burials of Teganshire and the Circle of the Blood Moon Adventure Path. As always, simple information that a player would find helpful is better than a “lore dump” that just gives the DM a captive audience.

No need for a lore dump. Let the PCs make their own story, discovering the world as they go.

Session 0: Circle of the Blood Moon Adventure Path

Circle of the Blood Moon is a 5E D&D game using standard D&D rules.

When

Every Friday at Rob’s House

Player Books

D&D 5.0 Player’s Handbook or SRD (required)

Xanathar’s Guide to Everything (optional)

Stronghold and Followers (optional)

Campaign Setting

Homebrew, European-style feudal system

Races

All except Dragonborn and Tiefling

Classes

Any

Character Creation Rules

Any class out of the PHB

Standard Point Buy

Standard Starting Funds

Milestone experience

Roll for HP when leveling

PCs can have feats if they meet advancement requirements

PCs can multiclass

The campaign uses Encumbrance

Campaign Tone

This is a challenging and complex campaign where players will need to earn their PC progression through heroic actions and deeds. Players are in the driver’s seat to the extent that the DM has material to cover what the PCs are going to do that evening, and if they wander too far off the adventure path, then the game pauses for the material to catch up. It is possible to fail objectives and have the campaign continue—win or lose; there’s going to be action. Your decisions have consequences; this is not a railroad, but there isn’t a multiverse shattering puzzle, either. You’ll know soon enough what needs to be done.

PCs will be making trips outdoors. Outside of villages, it is widely known that the less-civilized wilderness contains monsters and fey. The local authorities are feudal-based and, for the most part, well-respected by the local populous.

Difficulty

PC causalities will happen if players bumble about or if merely unlucky.

Players are expected to use team-centric, combined-arms tactics/strategy. There are random encounters that could turn deadly, and PCs can wander into places beyond their ability to survive if the party does not retreat and reassess.

PC Death

PC death could result in a new 1st Level PC until the campaign advances to where it makes more sense to have a new PC at a higher level.

Magic

This is a heroic-magic campaign setting—there are NPCs with magic, but they usually do not wander about killing monsters. The frequency of magic items is straight out of the DMG.

There is no open market for magic items, except potions, and even then, the alchemist making potions usually has a customer list she’s working towards. However, most alchemists rely on external sources for their concoctions and are predisposed to people selling rare materials.

Coin

Circle of the Blood Moon uses the same coin system that is in the PHB. The nobility also uses letters of credit, which they can exchange for coin with other nobility and the crown. There’s no fractional banking system, but there are wealthy merchants that will exchange coins for these letters of credit.


Still time to get Burials of Teganshire on Indiegogo’s InDemand service! Click here: https://igg.me/at/teganshire 

Burials of Teganshire on Indiegogo

Crossbow Man’s first thoughts were that the bridge workers will be avenged.
Via a BOLT TO THE FACE!


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Burials of Teganshire on Indiegogo

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

Here we are across the finish line!

Thanks, everyone! We appreciate your business–Tales of Lothmar is going to be a great line of products.

Those on the fence can still back, as the campaign has moved into InDemand mode.

Fulfillment Timeline

We are going to move quickly to fulfillment. As soon as Indiegogo sends us the cash and emails, we’ll send out the PDFs’ coupon. We do digital fulfillment through our store website at https://griffonloregames.com/.

Print copies are moving along, too. Theoretically (it’s always a bit unsure in the COVID-19 shipping world), we should get the printed proofs today and approve them. We’re still optimistic the printed versions will go out in September, too. 

Our support alias is support@griffonloregames.com.

Best Regards,
Anthony, Christophe, Anna, and Etta

 

Burials of Teganshire post 20 of 30

The Indiegogo Campaign is down to hours before ending! Back today to get your copy in September!

Burials of Teganshire is a self-contained, modular adventure that emphasizes localization, so the DM can plug the module into their own environment. It’s also so the players can develop their own story without the plot forcing them to travel hundreds of miles somewhere else. Going back 20 days, we talked about Localized Campaigns:

These posts are a mix of DM Practical and DM Design. Practical is necessary for the DM to save time. The Design is essential for the DM to add bespoke flavor—no commercial product can anticipate all the needs of your game table.

This post gives you some practical options to liven up Burials of Teganshire. Page count, modularity, and such prevented the information from showing up in the module. Perhaps one day, when we complete the adventure path, we can expand the text to include all that flavor that makes a setting come alive.

Of particular note, the next adventure in the series in the Circle of the Blood Moon adventure path (#CBM2) will have more information on Teganshire Village, so the options here are generic.

Before the PCs Head Out

Before the PCs head out to take care of the “bridge problem,” here are some generic flavor additions.

Carols the Halfling Merchant

Carols is a female halfling brewmaster with a wagon of high-quality beer heading up the road to the bridge. However, Carols only has two guards with her, and they are accompanying her mostly to handle the four horses pulling the wagon.

She is now held up and will approach the PCs—she’ll add to their reward. Carols doesn’t have much spare money (only 10 gold pieces), but will pony up a keg of beer if the PCs take care of “whatever killed that poor man!”

Carols and Laura of the Bouncing Mutt don’t get along, as Carols never has any beer to sell her, selling it up the road where she gets a better price.

Randy the Rider

Randy is a message courier with a swift horse, wearing leather armor and a light crossbow, but obviously, he’s not a fighter, but a mailman.

He’s contemplating a bypass, but his horse is a jumper. He’ll ask the PCs if he can follow them, in hopes of saving time crossing the river.

Randy is not allowed to engage in combat, and won’t do so. As soon as the PCs kill the monster, he’ll rush the bridge at full gallop and jump over the damage, continuing on his route.

Randy is a young man and only carries a small amount of coin, as the stops on his route feed both him and his horse. Interfering with Randy has severe consequences, as the local authorities also use his route to deliver military correspondence.

If Randy watches the PCs kill the monster, he’ll inform his employer who will arrange for the PCs:

  • Discounts on fast riding horses
  • Free mail delivery throughout the region
  • Discount at the inns along Randy’s route for a month

No Empty Stomach Left Behind

Before the PCs head out, the matrons of the village pack the PCs lunch, including two freshly baked pies. Farmer Paul, a man of modest means, also gives the PCs two small bundles of high-quality, smoked sausages, one for the PCs, and one for the “nice fellows in the watchtower up yonder.”

While PCs are Traveling

Beyond the random encounters in the module, here are some things to add for additional flavor.

Three Men

Three men were riding war horses along the river coming from the west, hoping to cross the bridge. However, they could see the bridge had significant damage and turned away. They are now riding to Teganshire, to warn the Burgermeister of the issue.

They did not investigate the bridge, but their horses were very nervous, and since they are the ones who trained said horses, they left.

These men are horse trainers. Their mounts are high-quality, and they were set to deliver the horses. They will continue to Teganshire and then leave after a meal, avoiding the road, traveling west.

The Guard Tower

As mentioned in the module, the purpose of this guard tower is less of a way stop and more of a patrol waystation to prevent errant forest critters from molesting the farms and ranches to the west.

As such, they are highly knowledgeable about the region. If helped, the well-paid guards are a treasure trove of information about:

  • Local nobility
  • Which farmers or ranchers have eligible, marriage-age bachelors and bachelorettes (ranked according to appearance)
  • All have respect for Harold and tell the PCs his young wife died long ago before they had children. If the PCs seem like honest, good folk, one of the guards says to the PCs that Harold needs help getting over his grief, and it would be a shame if he continued to be unmarried, as he is a respectable man
  • One of the guards was shot down, spectacularly, by the owner of the Bouncing Mutt in the village. If the PCs haven’t heard her story yet, he tells it here. He feels terrible because he didn’t know she was in mourning

If the PCs help the guards, they can also supply the PCs with some fresh goods from the local farms. If given the sausage bundle, the guards share a recipe of fried sausage and eggs.

One of the guards knows how to skin and process animal fur. If the PCs killed the dire wolves, he offers to the skin and process the hides, so the PCs can turn them into clothing sometime later.

Machan’s Tower

This would be a great place to put in a cursed book that ties to the next module in the Circle of the Blood Moon adventure path. Just put it there with Machan’s journal, no need to be fancy about it:

Book of Celestial Whispers

This book does not detect as magical but is a highly magical tome and a dangerous one as that. If read, the book, will without fail, impart the ability to speak celestial to the reader. It will also turn the reader’s alignment permanently lawful, so if the reader was neutral good, they would then be lawful good. If the reader was chaotic evil, then the book would change their alignment to lawful evil.

Book Contents

The book, written in Common, is an engaging and well-written story about a paladin named Sir Hashmon Keirman coming to the aid of a celestial forced into mortal form and now besieged by enemies in the mundane world. The story ends with Keirman finding out his paramour is an angel, and in a bittersweet decision, convinces her to go back to Arcadia, and resume her position.

This story is true and contains a large amount of action, romance, and philosophical questions between the nature of duty and desire. It’s approximately 70,000 words.

Curse

However long it takes for the reader to read the book (some can read it in a week, some in a day), when completed the curse takes hold and is irreversible—the Law, Neutral, Chaos portion of their alignment shifts to Lawful. The reader is made aware of this, but they may not know why.

One of the “benefits” of the curse is the reader understands celestial but has no knowledge of the fact. Celestial spoken to the reader sounds likes the reader’s own native language. When they talk to someone else that understands celestial, that’s the language they unknowingly speak.

If the reader already knows the celestial language, the alignment shift still occurs. If the reader is already also lawful, they feel a supernatural sense of understanding Sir Keirman, and their Wisdom score is increased by 1 (to a maximum of 20).

Recharge

Once the book curses a reader, it takes 4d6 weeks for it to “recharge” before it can curse someone else (reading the book twice has no effect the second or subsequent times). If destroyed, it reforms 4d6 months later in a random location, next to another book on a bookshelf.


Now’s the time to back! Click the graphic below to head on over to Indiegogo!


Burials of Teganshire on Indiegogo

Crossbow Man is now wondering if he shouldn’t have eaten that extra slice of pie from the village.

 


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Burials of Teganshire Post 12 of 30

We passed the 100% funding mark last night–thanks a ton for those who backed!

Let’s keep this train of awesomeness going! Head on over to Indiegogo and back if you haven’t already. The Indiegogo price is a significant discount off our retail offers, and funds collected now help us by paying for the production costs of the next project.

Friends, the printed book will be spectacular in quality. It’s thick, premium paper with a color interior coming off a digital offset press with one of the best covers in the industry. Back today, if you haven’t already, and if you already have, our heartfelt thanks!

This is the start of a product line of first-class adventures for 5E and Pathfinder 1E. How exciting!

Best Regards,

Anthony, Christophe, Anna, and Etta

 

Burials of TeganshireCrossbow Man appreciates your patronage

 

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