Burials of Teganshire Post 3 of 30

Moving right along to our locality-based adventure settings, i.e., campaign play, we’ve talked about starting small and staying small. Especially with NPCs, staying local is not just some lazy DM technique, it’s the cornerstone to having the PCs shape the world around them while at the same time, instilling a sense of verisimilitude that said world has a life of its own. That’s a neat trick, yes?

The more often PCs move beyond a local setting, the more they leave behind NPCs with their own motivations and dispositions. They arrive at a new location and start over.

And I cannot stress this enough—it’s that start over that lets apathy set into your game table. Suddenly your PCs went from drama-inducing machines to (wait for it)—murderhobos.

Do you want murderhobos? Well, that’s how you get murderhobos.

Beyond crunchy NPCs with their own drama (character), the DM has a crucial tool in their toolbox, the local map (setting). Handdrawn maps on hex paper to the hyper-detailed Anna Meyer map, your local map only needs three things:

  1. A map scale to reinforce the local boundary
  2. Terrian that identifies the varied flora (farmland, forests, water, etc.)
  3. And most importantly, sites on the map for the PCs to wander into when they go off the beaten path

The Trope of Moving Beyond the Village

Before we go map-happy, let’s talk about a medieval trope—most villagers did not wander away from their village.

In D&D, we dial this trope to 11. Not only can you run into hostile people who don’t like you if you wander away from the village, but you can get eaten by a monster! PCs should be romanticized by the locals—like men-at-arms, traveling bards, couriers, and traders—PCs for good or bad are the people with the gumption to wander beyond the beaten path in search of fame, fortune, and honor. Villagers will think they are either unique and heroic, or unique and foolish. Either way, the PCs are starting to leave a stamp. What they do starts to impact NPC motivations.

The Local Area Map

All those things can occur in a barony-sized chunk of land. Make it a large barony, 144-square miles, and that is a fantastic amount of land, from a medieval perspective, even on horseback. Or, a DM can go old school and use a single 30-mile hex, a whopping 779-square mile chunk of land. Personally, I like the hex grid method. It’s Greyhawk-like, and I love me some Greyhawk.

Adventure Sites on your Map

How many adventure sites do you need? I suggest a different approach—how many random encounters do you have, and how much conflict do you want to articulate ahead of time? In a localized campaign, PCs are generating conflict and solving conflict. A DM needs room for expansion, so putting down twelve areas with a paragraph description, with the idea of creating twelve more as the campaign progresses, is a viable campaign (linked adventure) plan. As a DM, you need both the flexibility for the players to wander a bit, but also the ability to add a location, based on players generating encounter locations for you.

Picture this scene around the table—an innocent conversation between players.

Player 1: “That eff’n mimic was annoying. I hate those things.”

Player 2: “I wonder where it came from?”

Player 3: “Somewhere needs to receive all the fire.”

DM: (secretly writing notes)

And thus, the Great Mimic Breading Ground (heh, heh, heh) in the abandoned wizard tower basement (of course it was a wizard) was born. Player 1 secretly loved everything about the adventure. Player 2 regretted opening his big mouth. Player 3 enjoyed having her PC buy a wagon full of oil barrels. Player 4, the Druid, was sure annoyed with the resultant forest fire. Player 5 was eaten by a mimic and later picked a place on the map of where his new PC’s ranger uncle had a hunting cabin.

Random Encounters on your Map

Just as crucial of generating encounter sites (and an encounter does not always mean combat), the DM should have Random Encounter Tables ready to go, the number dependant on the landscape and people therein:

  • Village Random Encounter (rats, ruffians, drunkards, lost dog, belligerent guard, etc.)
  • Road Random Encounter
  • Woods Random Encounter
  • The Other Woods Random Encounter
  • Lake Random Encounter
  • Repeat the above, except at night

Etc. Random Encounters are an essential tool in the DM Toolbox. It’s the mechanism in which the randomness of dice gives the game world a chance to interject itself as an entity, rather than careful plots, narratives, and plans. When they are location-based, they are just as important, if not more, than the static encounter placed there.

In a game world, “stuff happens.” There is a trifecta for localized campaigning, each as important as the other:

  1. DM created encounters
  2. Player generated encounters
  3. Random encounters

Consider random encounters the Game World having a say, and your gameworld needs to make itself known in a localized campaign.

Map-Based Random Encounters — Frequency

There are several methods for encounters, here are the rules we frequently use, rolling for an encounter when:

  1. The players are moving from point A to point B
  2. Players arrive at point B
  3. Every four hours
  4. Players do something that generates attention

Encounters happen on a d12 if the dice shows an 11 or 12. On a 12, the DM makes the encounter more difficult—adding a monster, making the NPC more belligerent, adding environmental effects such as rain or fog, maximizing monster hitpoints, etc.

Map-Based Random Encounters — the Table

Spending time on the encounter table is worthwhile, and there are several different ways to do it. My favorite method is a list from 2 to 20. Roll 2d10, and run the encounter indicated on the dice.

What to put on the table? It should be specific to the day/night cycle and location. Coming up with the 2 to 20 encounters, in 2020, is easy. If you’re having trouble, take encounter tables from anywhere–the web, old modules, your notes–and mix and match while putting in your own flair.

In addition to monsters, I always have:

  • Mystery encounters (“you come across a campfire still smoldering, but no one is around”)
  • Odd encounters (“riding a large centipede is a tiny sprite, complete with reigns and a tiny saddle”)
  • Helpful encounters (“an apple tree with fruit ready for picking”)
  • Fauna encounters (“several deer are nearby, oblivious of your presence”)
  • Weather encounters (“an odd shift in the wind carries with it the hint of rain”)

The Local Map: Beyond the Village

So we’ve talked about the map, tropes, and placing encounter locations and leaving enough room for expansion, so now let’s talk about the map itself. We’re going to use an Anna Meyer map from Curse of the Lost Memories.

The Lost Barony of Wailmoor Map

Click on the Map to Embiggen

This map has some locations therein outlined in the module. Even if you didn’t want to use the module, a DM could purchase the map separately. There are some exotic locations, a castle, a temple, tors, obelisks, a bog, etc. There is plenty of room on this map for the DM to place to expand.

And this is where Griffon Lore Game location maps are a cut above. With the amount of terrain detail on the map, the map itself generates encounter ideas due to its gorgeous precision. A flying monster can rost on top of one of the tors, or a rebel wizard can have a secret lair underneath it. Just by looking at our maps, the DM has a greater understanding of what the localized campaign physically looks like and can add his or her own flair accordingly.

And we’ve stripped this map of detail from 300 DPI to 96 DPI so it can display on the web. You can get the 300 DPI version at our web store.

Switching maps, here’s a web version of the local map in Burials of Teganshire.

Burials of Teganshire Local Map

Click on the Map to Embiggen

If I was adding an encounter to this map, you know what I would do? I would place an location on these three little river islands:

  • Haunted camp-site, where the ghost of Marylou died in a flash flood waiting for her lover—who was with another woman
  • Beligenant giant freshwater pistol shrimp
  • Sunken treasure—a chest containing a magical folding boat
  • The secret place where the horse-lord of Harasdra likes to fish with his buddies

And that was just a tiny portion of the map. This is a localized campaign map for sure, and it’s spectacular. Back Burials of Teganshire on Indiegogo to add it to your collection!

Burials of Teganshire on Indiegogo

Go on, Crossbow Man. Step on the bridge.

 

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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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Burials of Teaganshire is the first module of the Tales of Lothmar, a new collection of adventure paths for 5E and Pathfinder 1E–playable in any campaign setting, commercial or homebrew.

The Viscounty of Kandra Gazetteer supplement allows DMs the choice to add lore to their games.

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Burials of Teganshire

 

Staying alive…

…is the least of your troubles.

The small village of Teganhsire is in disarray as the workers sent to repair a critical bridge never came back to town, and rumors spread that a monster has killed them all. Hired PCs investigate the situation, but find themselves thrown into a maelstrom of druidic intrigue and repercussions of an old feud between the village and forest spirits.

Burials of Teganshire is an adventure module for level 1-3 characters that can be used in any campaign setting (commercial or homebrew) and includes guidance in its appendix on how to be played in the Viscounty of Kandra. 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. 

Go to our pre-launch page on IndieGoGo to get a free outstanding Viscounty of Kandra Gazetteer!

Burials of Teganshire

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