Tag: role-playing

Treasure Division: A Case Study From Northumbria

This scene takes place between part 2 and part 3 of “Terror in the Tower.”


Background

The session began with the PCs back in the village of Lakesend, in between forays to the ruined temple of Pholtus. At some point, the PCs had an interesting discussion on treasure division, and I, as DM, played the various NPCs in the party. It was an interesting rebirth of an age-old dilemma, namely ‘How should treasure be divided?’ I submit that by letting players grab whatever they want without forcing them to think, you miss some good role-playing opportunities.

Cast of Characters

Most party members are part of one large extended family—the noble Beckett family. A few are retainers.

Granny Beckett: Witch, eccentric matriarch of the family
Jade Cormallen: Half-elf ranger, distant relative to most
Lord Roger Beckett: Ranger, new family head
Acolyte Denston Beckett: Cleric of Pholtus, grumpy and dour
Daniel Beckett: Assassin, passionate and protective
Sir Callum Beckett: Cavalier, burly and jovial
Sir William Beckett: Cavalier, sarcastic and brave
Brother Lewie: Cleric of St. Cuthbert, erratic but insightful
Sven Ragnarsson: Barbarian, bastard of Granny, Bjorn’s twin
Bjorn Ragnarsson: Barbarian, bastard of Granny, Sven’s twin
Brother Liam: Cleric of St. Cuthbert, comrade of Brother Lewie
Sir Raynard: Cavalier, handsome and witty
Raymond: NPC (Fighter 1), stoic and responsible
Owen: NPC (Ranger 1), introverted and self-sufficient
Kieran: NPC (Magic User 1), gentle and intelligent
Sergeant Blaine: NPC Fighter, porter to the Beckett family
Dagis: NPC (Fighter 0), new squire to Sir Callum

Narrative

Day 25, Eighth Moon

That evening after supper, the family casually discussed treasure division. Here are some bits of the conversation:

KIERAN BECKETT: “We are a family, and we have always worked as a team. Some of us perform very basic and very boring duties so that others are free to perform tasks for Lord Balin or to further the family’s interests. Owen has led a few of our kin on hunting expeditions almost every single day. Elwood and I have been gathering food, fishing, and caring for the shepherd’s sheep every single day—part of our agreement with Lord Balin. Since we share duties—exciting or otherwise—perhaps we should share spoils to some degree. Personally, I am less concerned with spending money than I am with restoring our family’s wealth by discovering the secret to those Cimbrian blades that we captured. Perhaps, each time we come into some wealth, we can put a very small percentage aside for those efforts? There is so much that I need to purchase or to acquire for proper research.”

SERGEANT BLAINE FORESTER (from his sick bed): “The Becketts will always have my loyalty and my halberd. I need no fancy trinkets, but some coin to buy a beer each day would be welcome. That is all. I used to serve for pay when you had your estate. Of course, when we were displaced, I did not expect you to pay me a wage. Now that we are coming into some coin though, perhaps a few coins each month would be possible. It is a small matter at the end of the day though.”

OWEN BECKETT: “Granny has kept us all on our feet more times than we can count. All those herbs and strange concoctions must cost something. Something tells me that we shall need her services many times in the future. It might be wise to take a small percentage of whatever we gain and put it towards restocking her stash of elixirs and such. Elwood and I could probably find all of her herbs for free, but feeding the family every day has consumed all of our time and energy. I am exhausted, by the way.”

RAYMOND BECKETT: “Along similar lines, it would not hurt to make small regular donations to both the Temple of St. Cuthbert, here in the village, and the shrine in the Keep. Sooner or later, we may need more than Granny’s healing, and the clerics will have to ask themselves why they should help us. Sure, Brother Lewie has connections with the curate and Brother Liam has ties to the vicar, but do not forget that we are newcomers here. They barely know us, and they are preparing for a major siege. Healing us with anything beyond minor salves and poultices may not be very high on their priority list.”

ACOLYTE DENSTON BECKETT: “From experience, I do not expect you heathens to worship the one true God (Pholtus), but it is only fitting that you allot me the same amount of coin that you dedicate to your temple or shrine. I must have something to donate on our behalf.”

DAGIS: “I require no coins. Sir Callum… and you all… have provided me with meals; a warm, dry place to sleep; and protection; as well as some armor and a weapon. I need little else.”

SIR RAYNARD BECKETT (throwing a handful of walnuts at Dagis): “That’s because you are a squire! We are supposed to provide for you, and you are supposed to be poor until you make something of yourself some day… maybe… if you live. The rest of us are not squires. I’m not greedy, but I like gold as much as the next man. I shall happily accompany or lead the next expedition. I need a break from hunting anyway. As a sport, it is good fun. As an occupation, it is drudgery.”

KENRICK THE KENNELMAN: “I have felt rather useless as a kennelman since we lost our pack of hounds back home. On your advice, I found employment with Lord Balin, assisting his kennelman and caring for his hounds. I need little else, but I agree with Blaine that a few silver moons to buy a drink would be nice. As much as my employer treats me well, I am still your man as long as you would have me. Say the word and I shall return to your active service.”

FINN THE FARRIER: “I too am working each day for Lord Balin, on your orders. Though I sought employment with the armorer, seeking to learn some of his trade, they had need of my skills with horses so I work each day in the baronial stables. There is no pay, but I have shelter, food, and drink. They even offered me permanent employment, but I told them that I remain in the service of the Becketts. A wage of some sort would be nice though. I leave the details to you.”

MARIN THE PILOT: “I will take whatever you give me. I am grateful that you tried to save my pa. For that, you have my service. As long as I have food, drink, a place to sleep, and some protection, I am yours. I never had no armor or more than a staff or sling, but I get by just fine. I can ferry your anywhere on the lake, run errands, and find out many things from the locals. I am a decent cook too.”

ELWOOD BECKETT: “I have been talking with some of the locals, and I heard of a few people that live together in the forest, sharing all of their food, clothing, and equipment. Each person contributes what he can, depending on his skills, and takes whatever he really needs. When they get donations or gifts from new members, they divide it equally among them all. When they need coin for something, they all decide what to do.”

RAYNARD BECKETT (throwing walnuts at Elwood this time): “Like that would ever work. Be quiet.”

KIERAN BECKETT: “My good cousin is correct in that we cannot go leaderless. The idea of equality is silly, but we might learn something useful from even these strange forest denizens.”

RAYNARD BECKETT (picking up more walnuts): “Forest what?”

KIERAN BECKETT (his hands raised to shield his face): “People that live in the forest, cousin. We could learn even from them. We might take a small percentage of each windfall and divide that equally so that all have at least a few coppers to spend in the village. In this village, we may need to make it a few silvers, as everything is so overpriced. With a small percentage going to spending money and a small percentage going to research, Lord Roger could divide the rest as he sees fit, paying for training, buying supplies, or awarding more coin to those that deserve it most. ”

Sir Raynard put down his handful of walnuts, but discussion continued for some time…

GRANNY: “While we have just come into considerable coin it has been spent on debt and training. We are barely out of the red. Though once the family is once again profiting, the whole family will profit as well as those who have served us and become as family in our darkest hour. No one’s loyalty will go unrewarded. As for tithing to the churches, the gods are always generous, but their clergy still needs to eat. We will remember them as well once the income we are receiving exceeds the debts we are incurring. The family will prosper again, our reputation will shine once more, we will be restored.”

JADE (playing with her arrows): “As much as I like gold in my pocket, I agree to share the wealth. Our debt is still there, but we have paid off a large portion of it already. Training should be a focus. Plus, I am quite curious to see how the rest of you handle a battlefield.”

BJORN: “I share the coin, but never the glory! The glory and accolades belong to me! Okay, maybe me and Sven. Yeah, the glory all belong to me and Sven! Well… and some of the good weapons and armor. Okay… All the glory belongs to me and Sven and some good weapons and armor! Oh… and some coin for new boat. Okay…  All the glory belongs to me and Sven and some good weapons and armor and some coin for new boat. Oh… and the good booze! Okay…  All the glory belong to me and Sven and some good weapons and armor and some coin for new boat and the booze. Oh… never mind! Bjorn share some of the loot. Let us go smash something interesting!”

SVEN: “And pie! I like pie… And maybe some private time with the bear cub that we saved… once she gets older that is. I’m not some sort of a freak you know! We make strong kids!”

Sir Raynard threw a handful of walnuts at the grinning Varangian.

Compendium of the Land Surrounding Blackwater Lake — Table of Contents

 

An Introduction, and Of the Barony of Blackwater

Of Blackwater Keep, and the Inhabitants Therein

Of Lakesend Village, and its Commerce

The Blackwater, its Denizens, and the Lands Surrounding

Various Peoples of Northumbria, and the Cultures

Of Elves

Of Frangians

Of Zeelanders

Of Varangians

The States and Rulers in the Western Lands


In addition to the materials in the above Gazetteer, here are some further notes and systems useful for adventuring in Northumbria:

Languages of Northumbria

The Moons of Northumbria

Rules for an Exorcism Ritual

 


Dungeon Master Michael Garcia runs two games in Northumbria. These are a few adventures featuring the Winchester family:

Screams in Store

Battle on the Beach

Brigands Rock

 

Here are some tales of the Beckett family:

Ants in the Darkness

Treasure Identification

Terror in the Tower, Part 1

Treasure Division (Still to come!)

Terror in the Tower, Part 2

The Investigation Falters

Terror in the Tower, Part 3

Trial by Combat

The Battle of Heinrich’s Horn


The Editor would like to extend his warmest thanks to Michael for sharing his setting and these play reports. We hope that many more are forthcoming! If you’re enjoying the adventures, please let us know in the comments sections!

States and Rulers of the Western Lands

One final entry in the Compendium on Lands Around Blackwater Lake.


Northumbria, Frangian Province of

His Grace, Jonathan Prestwick, Duke of Northumbria

Capital: Yarrvik (pop 6,000)
Population: 70,200
Population Density: 12-13 people per square mile
Area (in square miles): 50,000 (only ~5,460 controlled)
Hexes: 7+ (population controlled)

Hex with Yarrvik (780 x 40 = 31200)
Hex with Albanton (780 x 10 = 7800)
Hex north of Yarrvik (780 x 8 = 6,240)
Hex with Kingstown (780 x 2 = 1,560)
Hex with East Hampton (780 x 10 = 7800)
Hex with Middleton (780 x 10 = 7800)
Hex southwest of Yarrvik (780 x 5 = 3900)
Hex south of Yarrvik (780 x 5 = 3900)

Other Notable Settlements:

Albanton (3000)
Kingstown (2250)
East Hampton (1680)
Middleton (1260)

Fortifications: Yarrvik’s citadel
Resources: Lumber, furs and skins, fish, horses, rye, oats, fruit, superior building stone (basalt), syrup, and manufactured goods (ships)

This vast province, only recently claimed by the Crown, has great potential for wealth and power, but it also holds great danger. King Richard personally appointed his long-time friend, Jonathan Prestwick, to rule this sprawling frontier province. In actuality, the Duke only controls the regions around the major settlements. Read more

Faith in Play #17: Narrativism

This is Faith in Play #17:  Narrativism, for April 2019.


Two months back we started seeking what might be a Christian approach to what is called Creative Agenda, by discussing gamism. Our conclusion was that gamism was not inimical to Christian faith, insofar as it encourages us to be our best and meet the challenges we face.

We did not conclude that it was “The Christian Way” to play; we did not touch on the other two identified agenda, narrativism and simulationism, at all. This month we’ll continue in the order in which they are commonly listed and look at narrativism.

Lady Macbeth Seizing the Daggers. 1812 Henry Fuseli

People mistakenly equate narrativist play with storytelling, but the gamist group will tell of the time they rode into the mountains, trapped the dragon in its cave, and after a hard-fought battle killed it, and how is that not a story? What distinguishes narrativism is more the focus of the story. Narrativists thrive on moral and ethical issues, emotional responses, and human relationships and interactions. Did you risk your life because you were in love with the princess? Did the sorceress accompany you because she hoped to tap some of the dragon’s power for herself? Was the dragon a proven danger to the community, or was this done simply because we wanted to be famous as dragonslayers? Stories of love and betrayal, of ambition and greed, of nobility and flaws, plots which could be ripped from the pages of Shakespeare, are the heart of narrativist play. It isn’t that you risked your life but why you risked your life that forms the story.

In that sense, narrativism is about posing life questions and exploring possible answers—and in that sense we discussed this long ago in Faith and Gaming:  Answers, that role playing of this sort allows us to practice making moral, ethical, and personal decisions, in a petri dish environment that allows us to consider the consequences without suffering them. It permits us to communicate about our beliefs and explore alternatives in ways that are non-confrontational.

Anything that facilitates communication about beliefs is a worthwhile pursuit for Christians, both among ourselves and in groups with unbelievers. Narrativism thus has much to commend it as a Christian approach to play.

There are hazards, however. Just as the context of play enables us to express beliefs, it enables others to challenge those beliefs, to explore the weaknesses in what we claim. C. S. Lewis once said that at any given moment the weakest doctrine in Christianity always seemed to be the one he had just successfully defended, because at that moment it seemed that the truth of that doctrine depended entirely upon his own meager abilities to defend it, and not on God. Any time we put our beliefs in front of others, we can expect that they will be attacked, and the weaknesses uncovered. It might well seem that what you believe is not unassailable, as others bring their beliefs against it within the context of play. This, too, though, can be beneficial, as our beliefs are strengthened by our recognition that God, and not we, is the foundation for truth, and our understanding is imperfect but improving. Narrativism gives us this opportunity, if we can grasp it.

So again it appears that narrativism is also an approach to play that is not unchristian.

We’ll look at simulationism in a couple months.


Previous article:  Mourning.
Next article:  Order.

The Battle of Heinrich’s Horn

Another tale in the saga of the Beckett Family’s adventures in Northumbria! These events follow Trial by Combat


Background

The session began with the PCs at the foot of Heinrich’s Horn, a steep and rocky hill about two leagues east of Blackwater Lake. Lord Balin Blackwater had just awarded the Beckett family the whole of Hickory Mountain, a rugged wilderness area of roughly a hundred square miles! Heinrich’s Horn sits at the southeast corner of that mountain. Lord Balin’s first command to his Beckett vassals was to clear the Horn of a band of wicked robber knights, who had recently established a camp there. They were to bring the brigands, especially the two leaders, Sir Raynald of Setmoor and Sir Aglovale of Kolkirk, back to Blackwater Keep, dead or alive. Two days ago, Lord Roger Beckett led a force of fifteen kinsmen and friends, bolstered by eight mercenaries, to the foot of the Horn. The winding path up the side of the hill—the only approach available to most—was treacherous, but they had a plan. Read more

Blackwater Lake

This document is another piece of the Compendium of Lands Surrounding Blackwater Lake, compiled for Lord Beckett by Talvion Tulossa of Clan Cormallen. The Compendium is thus far incomplete, for the Becketts arrived at Blackwater before a full survey could be performed.


BLACKWATER LAKE

Nestled between several ranges of hills, Blackwater Lake is a narrow body of water that stretches for about 30 miles from north to south. The cold, deep waters of the lake, though only a few miles wide, allow for easy transportation of valuable goods. The lake drains northward and forms the source of the Blackrun River, which flows northward about 100 miles to the ruined capital of the old Northern Realm of the Varangians. Just south of Blackwater Lake are the headwaters to the Blackwater River, which flows southward for roughly 250 miles and leads to the chief Frangian city in Northumbria, the port of Yarrvik.

Lying directly between these two great waterways is the tiny hamlet of Lakesend. Realizing long ago that the site was perfectly suited to control the waterways, royal agents established a keep at the southern tip of the lake, not far from the hamlet.

Blackwater Gobalds

Legends say that a clan of gnomes left the forests around Blackwater Lake centuries ago, and its members have survived as waterborne scavengers ever since. Known to lake region residents as gobalds, they supposedly organize themselves into egalitarian communes in the form of armored warships. Each such “turtle ship” is a large, sail-powered, slow-moving vehicle with multiple decks, auxiliary oars, and armor plating. The ship is large by human standards, making it downright spacious for the three-foot-tall gobalds. This ship provides them with shelter, transportation, and defense—all in one.

Based on all accounts, gobalds are essentially pirates, but their small stature places limits on their ventures. They do not attack large or well-manned ships, choosing instead to prey on small craft or lone travelers. They ply the waters of the lake almost exclusively at night, for their night vision allows them to travel undetected, to avoid confrontations, and to ambush small craft. Gobalds do not limit themselves to the water, but they are never far from their turtle ship. Often, they will dock their ship and venture a mile or so inland, organized into small raiding parties, looking to ambush lone hunters, trappers, miners, pilgrims, and other travelers. Though they will not exclusively do so, they prefer to ambush at night, as their night vision makes their night attacks just as effective as those in the daylight, while enemies suffer significant disadvantages in battle.

In their depredations, they seldom aim to kill, for their main interest is plunder. Whether they get their loot on land or sea, they aim to sell it at bargain prices to the scattered residents around the lake. They are competent leatherworkers and blacksmiths, able to repair tools, basic armor, and basic weapons—at least enough for sale. According to guards that have patrolled the lake for years, the gobalds have also developed a symbiotic relationship with the many human pirates that operate in these waters, purchasing excess weapons, armor, and equipment that the pirates do not want for half its standard value. In return, they are often exempt from pirate hostility, the pirates seeing them as useful ‘fences’. Gobalds usually sell their wares for standard rates, and since rates for most goods in the lake region are inflated to three times the standard rates, many communities deal with the gobalds despite an inherent disapproval of their methods.

A band of travelling gnomes shared with me that gobalds live almost entirely on various forms of mushrooms that grow all about the lake. In some places, they have hidden mushroom patches in the forest, which they harvest every few weeks. They drink mainly water, and even stagnant water does not seem to bother them or make them sick. Gobalds are reportedly highly resistant to magic and poison.

Gobalds dress in rough-spun, gray-green monastic-style robes, over which they have leather bandoliers. Though all work for the enrichment of the commune, they effectively embrace personal poverty, which explains their meager dress. Quite often, their clothing is dirty and musty-smelling. Though they bathe often enough, their preference for the interiors of their dark and gloomy ships, as well as their habit of nighttime travel, means that their clothing is often fouled by mold. Yet, they seem to have developed immunity to both its smell and its effects. In fact, gobalds are known for their hardy health, despite their foul food and dank living conditions. When in a natural setting, such as woods or hills, gobalds move very quietly and blend into vegetation so well that they are nearly invisible.

Gobalds try to avoid open battle, but their ambushes do carry a degree of risk so they sometimes wear light leather armor beneath their robes. As for weapons, they favor light crossbows, javelins, and half-spears, but their primary weapon is a paralytic substance that they obtain from a rare mushroom and then concentrate. They put this substance on all of their weapons, and they presumably carry an ample supply of antidotes. It takes only one minute to take effect and then renders a human victim helpless for several minutes. This is usually long enough for the gobalds to rob or to capture the victim.

Gobalds can largely speak the language of the forest gnomes, though their own language has significant variations. They also speak Frangian, albeit with a choppy dialect that makes it almost incomprehensible. Hand signals greatly aid communication. Their speech is fast and choppy.

Gobalds seem to have lost their ancestors’ inherent mining skills, but instead they have developed inherent navigation and mariner skills. They never seem to become lost, and they seem undeterred by fog or darkness. As for seafaring skills, they can sense coming storms. Ironically, at such times they rarely dock, but rather take to the open waters of the lake, perhaps because the turtle ships are incredibly well built and buoyant. Though one may pitch and roll, it will seldom take damage at while on the lake, whereas pounding waves may smash to bit any ship near the shore.

Little is known about gobald society. Rumors indicate that most females and children dwell in underground lairs near the lake. Upon reaching adulthood, male gobalds take up service in the turtle ship. There is a legend that female shamans oversee gobald society, and that males hold all other positions of importance.

Rumors Related to the Lake

  1. Blackwater Lake is bottomless. Its waters run down deep into the earth, far below the sight of mortal man.
  2. A giant sea monster dwells in the depths of the lake. Over two-dozen witnesses have seen it at one time or another. Most describe it as a pale serpent, longer than a carrack. There the agreement between their descriptions ends. Some mention worm-like tentacles, dripping with slime, and others mention six or more heads with black beady eyes.
  3. A giant dragon—pale as a grave worm—dwells in a burrow near the lake’s edge.
  4. Barbarian legends say that a meteor strike formed this lake centuries ago. Its impact left a giant scar on the land that later filled with water. Over time, the meteor’s energies somehow changed the waters, giving them their distinctive black hue.
  5. The lake’s waters bring strange powers when enough are imbibed.
  6. The lake’s waters are poisonous.
  7. The vile goblyns that swarm the mountainsides of Northumbria have their origins in black underground waters. They are not natural creatures. They do not breed or eat or sleep. Instead, they spawn from black subterranean waters at the will of their dark god, Maglubiyet. Blackwater Lake is a rare spot where those dark subterranean waters touch the surface.
  8. Blackwater Lake contains a strange blackish metal that is worth many times its weight in gold. It is so hard that no normal fire can smelt it. It must be cold-wrought, requiring weeks to craft a single blade. Smiths must use special techniques to give such a blade an edge, but it will punch through normal iron with relative ease.
  9. The strange blackish metal found in Blackwater Lake is somehow deadly against unnatural creatures such as demons, restless spirits, and werewolves.

Points of Interest

Smaller Bodies of Water

Long Pond

Streams descending from Settlers Mountain gather in this narrow basin about a league in length. From there the water runs past Lakesend on its way to form the headwaters of the mighty Blackwater River. During heavy rains and the spring thaw, the water rises high enough to overspill its banks just upstream of the village. The overflow cascades down to the Narrows below the Keep. Occasionally the river threatens to divert entirely to this secondary channel, but the Baron pays to have the main bed dredged in order to preserve the income from tolls on the East Bridge.

Martin’s Cove

The Narrows

This narrow body of water is the extreme southern tip of Blackwater Lake, extending in a crescent from the site of Blackwater Keep southward to the Blackmoor. The waters of the Narrows are shallow, so merchants do not send large ships to dock at the Keep, instead sending smaller boats to unload cargo.

Rockteeth Cove

Silvercrest Cove

Steffan’s Spring

Stillwater Pond

Whitehart Lake

Caves and Caverns

Drucker’s Den

The Pens

Hills, Peaks and Passes

Baldface Peak

Baldwin’s Bluff

Belford’s Ridge

Black Bear Mountain

Boulder Hill

In 604 FR, Duke Leopold of Ostmark arrived in the lake region with 1000 well-armed men and countless mercenaries to drive out the goblyns. They crushed an army at Boulder Hill, though the noble Duke died of his wounds. This defeat set the goblyns back, but it was the last effort made by men. Just a few years after the battle, goblyn numbers began swelling once again.

Brigands Rock

Burke’s Hill

Craig’s Peak

Falcons Eyrie

Foster’s Ridge

Hammond’s Hill

Hanover’s Hill

Hickory Mountain

The Horns

Lonewolf Mountain

Rumor has it that a werewolf haunts this rugged mountain. At the very least, a large black wolf is often sighted prowling by itself in the forests here or baying at the moon on the mountaintop. A few dozen settlers live independently in small wooden huts on the sides of this mountain. Baronial tax collectors have had little luck getting taxes or fealty from these settlers. Most are woodsmen and hunters.

Luthor’s Leap

Mount Melias

Mount Smestad

Parisi Point

Legend says, long before the naming of the lands, a star fell from the skies and sheared off the north face of the mount now known as Parisi Point. The event created a crater at the base of the hill that filled with water and since has been known as Moon Lake. The lake’s waters are rumored to be poisonous, and periodically its heated waters bubble to super-heated levels and release noxious gases that keep the area entrenched in a sickening fog. The lowland areas between the lake and mount have become wetlands, and the small swamp is always filled with mist and fog that tends to disorient travelers through the area. People often become lost when passing through, and many have disappeared entirely, with growing rumors of a magic fog, creature, or mystical forces blamed for the disappearances.

Another feature of lore is a suspected vein of an unknown metal that was exposed, or introduced, to the landscape in the sheared face of the hill. The substance, again according to legend, has been used in the magical conjuring and religious rites of the ancient peoples of the area. It is unknown what methods were used to explore the area, or locate and collect the material. Many have searched for the ore only to end in failure and folly.

An Aquilonian lord, a ranger by the name of Gregorius Parisius, took up residence in the area and became intrigued by the rumors. Despite decades of searching, growing a consuming obsession, and witnessing strange happenings, Gregor didn’t locate a vein, but he was able to find a small amount of some strange ore. He used the metal to forge a small axe that is reportedly indestructible and holds magical properties that helped the ranger defeat and drive back the goblyns in the realm.

The method and means used to forge the axe blade, along with Gregor and the axe itself, have been long-lost in history. It is rumored that Gregor disappeared on or around Parisi Point, in search of more ore, possibly overrun by the goblyns he fought hard to drive away. Others claim the axe possessed the ranger and granted him an extended life, and that it is he that ambushes passers-by, hoping to keep them from his find. Several bits of terrain surrounding the hill have taken the name of this mostly unknown figure, including Parisi Point for the hill, Gregor’s Grotto to the poisoned lake and its surrounds, and Gregor’s Swamp for the surrounding wetlands.

The swamp is also known as the Walking Wood, as it propensity to disorient travelers has led some to say the trees move to change and obscure trails. Some have even said there are dangerous plants and flora that poison or attack infiltrators. Other claim to have witnessed—or been attacked by—goblyns when passing through the region.

Pilgrims’ Mountain

Over three decades ago, clerics of St. Cuthbert erected a small shrine on the top of this rocky peak, but a small earthquake caused it to collapse, and it has never been rebuilt.

Runestone Peak

An ancient black monolith, made from some unknown stone and carved with indecipherable runes, sits atop this lofty peak, one of the highest in the region. Travelers weave many strange tales about the monolith and the peak on which it sits. Some tales tell of diabolic gatherings, human sacrifices, and witches’ covens.

Russel’s Pass

Saint’s Peak

Settlers Mountain

Traders Pass

William’s Pass

Wyverns Peak

Islands

Berel’s Island

Carlon’s Prize

This small island received its name in 506 FR, after a Frangian expedition crushed the Cruthni Picts. The leader of the expedition, Count Carlon, had many enemies in the provincial court at Yarrvik, and rather than receiving a large swath of territory as a reward, he received only this tiny island.

Eric’s Island

Hunters’ Island

This small island features a safe haven of the Huntsmen. They maintain a sizable lodge there.

Sanctuary Rock

About this large rocky island near the center of the lake swirl strange currents that defy all explanation. Swimming in these strong and unpredictable currents has proven deadly on several occasions. A very rich merchant named Jehan of St.-Martin donated a large sum of coin to build several structures on the island, including a large hospital, for he had a young sister that required special care. A small but dedicated staff attends to the unfortunates here.

The island’s geography makes access extremely difficult. Aside from the strange currents, only one area is suitable for mooring, and only during a specific part of the day, when the weather is fair. The inmates never leave so there is seldom a problem. These factors led the Baron to construct a special prison there for a few noble prisoners that he spared from the axe but dared not release. The island also features a lighthouse to warn off passing ships.

A small, select Baronial garrison patrols the island constantly to keep out the curious and to keep in the condemned. All guardsmen answer to the caretaker of the Island, who attends to prisoners and lunatics alike. The guardsmen, almost all of who have committed some serious crime and received a life sentence, live well on Sanctuary Rock and have no desire to leave.

Rushes Island

Wycliffe Island

DRY DOCK FACILITY

The Guild maintains a small dry-dock facility on a sandy shore of the island. This facility is adjacent to a rather placid, deepwater bay. The facility consists of a stone wall surrounding a stone building or two, as well as a number of wooden outbuildings.
Something, believed to be a force of goblyns, recently overran this facility and slew almost all of the staff. We found their charred remains in a pit.

BATTLE RIDGE

CEMETERY RIDGE

CHAPEL HILL

This grassy hill sits on the southern edge of the island, overlooking the lake. At its crest is Wycliffe Chapel.

GALLOWS HILL

TOWER OF MANATHANMOCH

As it has for untold centuries, a towering column of giant basalt seems to protrude from the sides of the limestone cliffs on Wycliffe Island. Measured from its base, it rises over 1100 feet, though its rises only about 800’ above the surface of the lake. Called Manathanmoch’s Tower, the eerie structure obtained its current name from a bloodthirsty Pictish king, who ruled this island and terrorized the denizens of the lake region some three hundred years ago. It is largely believed that he lived in this strange and formidable tower, its size and grandeur reflecting his power, and its dark and foreboding architecture reflecting the fear he engendered. After his unexplained disappearance, his fierce Cruthni clansmen dominated the region for decades more, using their primitive longships to raid and plunder surrounding settlements. The only known scroll that mentions Cruthni civilization, the incomplete Chronicle of Painted Kings, written by an anonymous Varangian sage, recalls that the Cruthni fell from power because of some mysterious disaster that suddenly befell them. It is clear that not all perished, for years later, when Frangian knights first explored the lake region, they clashed repeatedly with Cruthni warriors. Yet those Picts, easily swept aside, were but shadows of their former kinsmen.

WYCLIFFE CHAPEL

This multi-denominational chapel, built in a neo-Frangian style, features buttresses, flying buttresses, and large stained-glass windows with pointed arches. Inside are four separate chapels, dedicated respectively to Pholtus of the Blinding Light, Celestian the Far Wanderer, Saint Cuthbert, and Boccob the Uncaring. There are also two separate crypts for notable servants of the Blackwater family, while a third crypt is reserved for members of the family. A force of goblyns recently overran this facility, desecrating some of the chapels.

Landings and Moorings

Belcastro’s Landing

Trappers Landing

Man-Made Structures

Ash Hollow Camp

Fort Angus

Horik’s Tower

The Moat House

Pine Ridge Camp

Shrine to Celestian

Shrine to Fhalanghan

Temple of Pholtus

Zeelander Trading Post

Peninsulas

Beacon Point

Watchtower Point

White Birch Point

Widow’s Point

Swamps

The Blackmoor

Stillwater Swamp

 

The Investigation Falters

Another Beckett Family adventure in the Northumbrian frontier. These events occur during the down-time between the family’s investigations into the ruined Temple of Pholtus.  


Background

Lord Balin had tasked the Becketts with learning the whereabouts of his missing provost. They interviewed various people in the village of Lakesend while some of their number were healing and training.

Cast of Characters

Most of the party members are part of one large extended family—the noble Beckett family. A few are retainers

Granny Beckett: Witch. Eccentric matriarch of the family.
Lord Roger Beckett: Ranger. New family head.
Sir Raynard Beckett: Cavalier. Handsome and witty.
Daniel Beckett: Assassin. Passionate and protective.
Brother Lewie: Cleric of St. Cuthbert. Erratic but insightful.
Raymond Beckett: Fighter. Stoic and responsible. (NPC)
Rayner Beckett: Thief. Bastard half-brother to Raymond.
Marin: Young scout and skiff pilot. Recently taken in by Granny.

Narrative

Lord Roger pressed upon his kin the need to complete the task that Lord Balin had given them: To find his missing provost, Master Kevan.  With the Keep preparing for siege, the man was sorely missed. Over dinner, the family reviewed what they had found thus far.

Master Kevan is not the only villager that has gone missing. Jehan the shepherd had disappeared first, and Hammond the shepherd later disappeared (the family was currently occupying their cottages and watching their flocks on the hillside).  There was no trace of these two men.

Gunnar the smith had his two apprentices, Tormad and Arn, go missing, and while some villagers whispered that he murdered them or that the teens had drunk too much and drowned, the smith swore that the two were doing late night chores out back when they vanished.

Though it may not have been related, a week or so earlier, several villagers reported seeing a large man-sized creature with bat wings flying over the village. No one could give a good description, saying that they caught a quick glimpse through the trees as it flew in front of the moon. Conclusions varied wildly, but most suspected that a vampire was kidnapping and feeding on the villagers.

One man, named Egil, who once lived on the cliffs overlooking the swamp, claimed that some mysterious group had seized his son, Erland.  In a panic, he fled to the village, where he sought passage on a ship heading south to Yarrvick.  He claimed that this secretive group had infiltrated the village, and, fearing to be seen, he did not feel safe in booking passage.  Instead he hid, with the aid of the baronial falconer, Frederick.  The falconer had allowed him to stay in an unused shack of his in the poorest part of the village.  Unfortunately, that shack burned to the ground in the middle of the night a few weeks ago.  Roger had sifted through the ashes the following morning and found a hastily scrawled letter that the man presumably buried.  In it, he claimed that the secretive group had found him and was coming for him.  He mentioned markings on their faces.  Apparently his attempt to use fire to keep them away caused his own immolation.  Either that or he was insane.

I write this only to calm my nerves. It has been seven days since I left home. When they dragged away Erland, all light went out of my soul. I wanted to die, but panic took hold of me. Unfortunately, panic drives away reason, and I fled without significant coin. I must book passage southwards, away from this nightmare-infested land, but I have little coin or even shelter.

Frederick took pity on me, kindly soul. He remembered visiting my homestead on the cliffs, years earlier, where he used to train his birds. He arranged to let me stay in this tiny cottage for the next few days, rent-free. That should be long enough to book passage. They won’t think to look for me in this tiny, dusty hovel.

Terrors in the night! I am not safe, even here. I do not think they saw me, for if they had I would certainly share my son’s fate. There are more than I suspected though, even here in the village. They move about by night.

I made a try for the docks today, hoping to sell my services to a guildsman, but I know now that I am trapped! Twice along the way did I see villagers with those telltale marks. They know I am here! I see it in their eyes! I fled back to this dark hovel. The docks are being watched. I know it now. How to book ship with no coin and also avoid detection? Without Erland to provide for me, I shall perish alone in this dirty hut. I fear to go about by day lest I be discovered, but the night brings its own horrors. Damnable misery!

I awoke with a start. They are creeping about outside…

I can hear them whispering in the dark… Lighting the lamp was probably a mistake, but fear has taken the reins. Perhaps fire will drive them off! Need more than an oil lamp though. An old bulls-eye lantern may do! Celestian’s mercy—the previous occupant left one, along with plenty of oil. If they come for me, I shall show them such a blaze that they will slink back to the shadows!

Adela Farmer, the village gossip, mentioned that several villagers had changed their ways recently and without explanation, though the expected siege may well explain everything.  She mentioned that several villagers no longer went out by day, staying in their homes with shutters and doors locked.  She mentioned Felden the tailor, Hurlen the farmer, Ulfias the farmer, and Torstein the old pilot as examples.  She was also leery of two men that seemed to be squatting in the newly constructed village hall.  Another village gossip, Emma Mason, confirmed what Adela said and added that William Wainwright and his family never come outdoors anymore. She also mentioned that William Wainwright and Felden Tailor had come down with some sort of disfiguring skin malady.

Rayner had spied on the two men in the village hall one evening, a few weeks ago, but his attempt to follow them failed.  In a conversation with Lord Melias, he seemed to dismiss them as potential problems.  He did share, however, that he feared that a secret group existed within the village.  He was worried that such a group might serve as a fifth column during a siege, and he wished to root it out.  He suspected Felden the tailor, the two merchants at the village trading post (Dagonet and Arnauld), two newcomers staying at the Welcome Wench, a wandering ‘peddler’ at the Welcome Wench, and the entire band of Pholtan pilgrims that had recently arrived in the village.  He shared that the pilgrims had been seen poring over a map in the Welcome Wench, making secret plans, often in the reserved room in the back, presumably to keep away from prying eyes.

As for Torstein the pilot, Brother Lewie learned that this old man, who had ferried people up and down the length of the lake for decades, had stopped working just months prior.  His young daughter, Marin, was trying to keep the business alive.  Brother Lewie found her near the docks, and she shared that her father was very ill.  She mentioned that he had come down with some ailment in recent months and could no longer work.  Granny paid him a visit, going to his small cabin on a small island in the lake.  She found him rather delirious, short of breath, and sweating profusely.  His face was marked with grayish patches and blisters.  At first she feared plague, but she eventually ruled this out.  Granny questioned Marin at length, and eventually she noted that her father became ill soon after he stopped attending the gatherings on the hillside.  Apparently, he had been one of a small group of devotees to Celestian.  His small group of astrologers, mystics, navigators, and pilots had met occasionally over the years, especially on days of the new moon or during lunar eclipses.  However, Marin shared that her father grew disenchanted with the group when eastern astrologers began to join the group in growing numbers, changing the group’s traditions and exerting control over its members.  He eventually left the group after having words with such men.  Granny spoke with the old man briefly, giving him herbs to restore him a bit.  He seemed to have trouble answering any questions about that group or the eastern astrologers that came to dominate it.  On two later occasions, Granny tried other herbs, but nothing seemed to restore his vitality.  He died during her last visit, and Marin—destitute and in danger of starving—had taken service with the Becketts soon after.

Wymund the weaver reported that he heard and saw things scurrying around in the darkness around his house at night—things larger than animals and perhaps men, though he could not be sure.  He asked Reince the woodcutter to clear the trees from around his home, but the woodcutter never showed up to do the work so he eventually did it himself.  This seemed to do the trick, for he thereafter had a clear view of anything that approached his home, and the sightings and sounds ceased.  In the course of conversation, he mentioned that other folk in the village seemed strange of late, and Felden the tailor’s name came up again, as did Hurlen the farmer and Ulfius the farmer.  He also noted that Galiena the spinster had grown ill with some strange ailment.

Sir Raynard, Granny and Brother Lewie visited Galiena and found her in a terrible state, sweating profusely and writhing in pain.  Sir Raynard pointed out that her skin was marred with small pustules, blisters, and gray patches.  Her face and neck were a patchwork of scars and bleeding cuts.  Brother Lewie did his best to revive her and ease her pain, and for few minutes she seemed more lucid.  In response to their questions, she mentioned that ‘terrible things had arrived in the village about a year ago’ to control them through pain.  She screamed that things were alive and crawling about inside her head, and she clawed at her skin repeatedly.  They noticed her bloody knitting needles by the bed.  As she spoke, she seemed to convulse in pain whenever she tried to give answers that related the recent events.  After several agonizing minutes, despite the efforts of Brother Lewie, the spinster died before their eyes.  Before she left, Granny noticed that the wooden shutters on one window had been knocked off their hinges.

Father Godfrey sent an acolyte to Lord Roger to report on his investigation of the body of the unknown wounded man that had died on the hillside, perhaps coming from the ruined temple of Pholtus.  He and his assistants had discovered thousands of tiny worms in the corpse. They found these almost imperceptible worms in almost every piece of tissue that they cut from his body, whether it was near a wound or not.  They saved a few tissue samples and then burned the corpse for fear of some new plague.

There was much discussion on how all this might connect, but there was no sign of the provost.  Like the two shepherds and the smiths’ two apprentices, he was gone without a trace.  The fat, jovial and ever-sweating merchant, Master Arnauld, advised Sir Raynard that he should stay indoors at night, as everything nefarious or mysterious seemed to transpire after dark.

Unsure of how to continue, the family eventually decided to speak with the woodcutter, whom the weaver described as acting strangely.  Reyner, Roger, and Sir Raynard walked through the muddy streets of the village, crossing the algae covered wooden span of the west bridge.  Two Baronial guardsman and a tax collector talked quietly under a large willow tree nearby.  Not far beyond the bridge, they spied the woodcutter’s home.  It sat far back off the road, partially obscured by several large trees and many lush green bushes.  They knocked on the door to no avail, and Reyner noted that he heard noises inside.  Eventually, they heard a moan, as if someone were in agony.  Questioning the legality of what they were about to do, they nonetheless pushed to open the door.  It was locked, and Reyner went around back, only to find that door locked too.  Eventually Raynard put his shoulder to the front door and knocked it off its hinges.  Inside they found several children lying on the floor, semi-conscious and writhing in pain.  In a bedroom, they found a disheveled woman writhing and groaning on the stuffed mattress.  They sought to aid her, but she was delirious.  Realizing that they needed help, they sent Reyner running back to fetch Brother Lewie or any of the clerics.

The young man sprinted out of the house and down the path.  Only seconds later, without quite knowing why, he slid to a halt.  Just then, a burly woodsman lunged at him from behind a broad oak tree, wielding a long axe.  The bearded woodsman rushed him, but Reyner had the wherewithal to slip away, running back to the house screaming for help.  Twenty yards away, Sir Raynald drew his sword and rushed out to meet the oncoming woodsman.  When the woodcutter ignored all shouts and pleas, the knight struck him with the pommel of his sword, stunning him for a second, but the crazed man suddenly struck back and hit Sir Raynard in the ribs with the axe.  Furious, the Frangian knight grabbed the muscular woodcutter and threw him to the ground, wrenching his arm behind his back and driving it into the ground.  Reyner heard an audible snap, and the man wailed.  The young Beckett jumped in and wrapped himself around the man’s ankles so that he could not rise.  Roger, with bow drawn and arrow nocked, shouted for the Baronial guardsmen about a hundred yards away, near the wooden bridge that leads into the village.

One guardsman came running and helped to secure the scene, allowing Reyner to go to the Shrine to get Father Godfrey.  Though the vicar seemed busy, he and a few of his novices came immediately.  It took more than half of an hour to fetch them and to return, but the vicar wasted no time once he arrived.  He and his men checked on the woman and children.  The guardsman followed Father Godfrey’s lead, and the PCs and the acolytes of Cuthbert took the family to the Keep by means of a wagon.

As they left the Keep, Roger muttered under his breath to Raynard, “You did not have to break the man’s arm”.

“Easy for you to say”, the knight snapped.  “Your every breath does not feel like a dagger in your side, ” he continued, holding his ribs.

Roger grinned widely, continuing to chide, “I just point out that he was already restrained…”

“Well what if he broke loose?” replied Raynard flatly, glaring at his brother as they walked.

Roger laughed again and smacked his brother on the back.

“Bloody bastard!  That hurts!” yelled Raynard.  “Get away from me!,” he muttered, still wincing.

Laughing, Roger then dispatched Rayner to the temple of Saint Cuthbert, situated up on the hillside above the village.  “Cousin, fetch me Brother Lewie.  We need to heal my delicate younger brother,” laughed the ranger.  Rayner nodded and ran off.  In the temple, he found Lewie and asked him to return, noting that Raynard was still in great pain.

Brother Lewie eventually found his older brother, kneeling by the shepherd’s cottage.  Raynard gritted his teeth and Lewie inspected the wound.  “I think that lunatic cracked a rib,” wheezed the knight.

The young cleric was sympathetic as he dressed the wound, saying, “I would wager that you were not expecting to be attacked, especially after you knocked him senseless with the pommel of your sword.  We should all learn a lesson from this.  As for your wound, my friend, there is no cut.  The damage is internal.  I shall ask the Saint to heal you, lest you be laid up for a week or more.  Pray with me, cousin.”  Raynard joined the young priest in ritual prayer, and moments later, a flood of warmth flooded through the muscles along his rib cage.  The sharp pain subsided much.

“I owe you one, cousin”, quipped the knight.

“Nonsense”, the cleric replied.  “You owe the Old Man in the Crumpled Hat.  Make a donation at the temple,” he continued, looking up toward the limestone structure that dominated the hillside.

Back at the cottages, Roger mused aloud to Daniel, “Well, Raynard is not dead. We can be thankful for that. Yet, did we gain anything from that bizarre encounter?”

Daniel mindlessly flipped his dagger by the handle, catching it and throwing it again repeatedly. His eyes were not on his blade though, for he was starting blankly at the ground, pondering his older brother’s question. He finally offered, “Today we learned that whatever is afflicting this place has spread further than we thought… and we still have no clue as to its cause. Small comfort.”

Terror in the Tower, part 3

This Beckett Family Adventure follows Terror in the Tower, part 2. 


Background

The session began with the PCs at the ruined Temple of Pholtus, a few hours from small village of Lakesend. This was their third foray to the temple. The first time, they spotted harpies flying about the tallest tower in the complex. They entered the tower, but a battle with animated guardians inside caused them to return to the village. During their second visit, they fought a swarm of goblyns in the temple’s cellars. This time, they left the horses and a few of their party a half-mile away. The main group then made a thorough search of the ruins, finding evidence of recent inhabitation. The group now stood in the cloister, deciding what to do next. Read more

Tales From the Loop

Last weekend I was invited to participate as a guest star in a session of Tales from the Loop (TFL), Simon Stålenhag’s RPG set in a science-fictionalized small town from the 1980’s. The Player Characters are a band of kids (12 – 15 years of age) who are caught up in mysterious events surrounding a secret maybe-government project called the Loop. Released on the heels of Netflix’s Stranger Things, TFL borrows from all of the adolescent fantasies of the ’80’s such as E.T., The Goonies, and Explorers with a healthy dose of Eureka mixed in. As a guest, I got only a small taste of the system and world, but what I saw definitely left me wanting more!

The Review

Mechanically, the system is fairly simple: Characters have four Attributes: Body, Mind, Tech, and Heart; and a number of Skills, each of which is associated with one of the Attributes. When the GM calls for a roll, a dice pool is filled with d6’s equal to the character’s Attribute + Skill, and any 6’s are counted as successes. A typical task is accomplished by rolling just one success, and “Nearly Impossible” tasks are accomplished with three successes. There is no failure or critical success mechanic—a 6 is the only result that matters, but in a game filled with young teenagers, everything is critical. Children don’t have professions, so the role of character classes is played by middle-school stereotypes: The Jock, the Rocker, the Popular Kid, the Geek. Each class allows the kid to specialize their Skills—the Jock, for instance, can take up to three points in Force (applications of physical prowess, such as fighting or opening stuck doors), Move, and Connections (the ability to get help from allies other than the PCs), but they can’t take more than one point in any other skill. Younger kids get fewer Attribute point, reflecting that they’re still developing, but they make up for it with Luck points, which can be used to reroll failed dice. Read more

Terror in the Tower, part 2

The Beckett family ventures into the Temple of Pholtus described in part 1 of this adventure narrative.


Background

The session began with the PCs at a ruined temple of Pholtus, not far from the western shores of Blackwater Lake. They had already explored one outbuilding, where they found some hidden valuables in a buried stone vault. One such bauble was a silver decanter that slowly filled with fresh water. Daniel discovered this the hard way when it leaked through his backpack and breeches, giving the group a laugh.

Cast of Characters

Most party members are part of one large extended family—the noble Beckett family. A few are retainers. Characters in gray text were not present during this encounter.

Granny Beckett: Witch, eccentric matriarch of the family
Jade Cormallen: Half-elf ranger, distant relative to most
Lord Roger Beckett: Ranger, new family head
Acolyte Denston Beckett: Cleric of Pholtus, grumpy and dour
Daniel Beckett: Assassin, passionate and protective
Sir Callum Beckett: Cavalier, burly and jovial
Sir William Beckett: Cavalier, sarcastic and brave
Brother Lewie: Cleric of St. Cuthbert, erratic but insightful
Sven Ragnarsson: Barbarian, bastard of Granny, Bjorn’s twin
Bjorn Ragnarsson: Barbarian, bastard of Granny, Sven’s twin
Brother Liam: Cleric of St. Cuthbert, comrade of Brother Lewie
Sir Raynard: Cavalier, handsome and witty
Raymond: NPC (Fighter 1), stoic and responsible
Owen: NPC (Ranger 1), introverted and self-sufficient
Kieran: NPC (Magic User 1), gentle and intelligent
Sergeant Blaine: NPC Fighter, porter to the Beckett family
Dagis: NPC (Fighter 0), new squire to Sir Callum

Read more