Friday, April 12, 2013

Design Diary: Unveiling the Handmaidens


Names. If they don’t simply spring into my head, characters can go for weeks, or months before they gain a proper name.
In converting Thorn’s account of the dungeons beneath Mistamere into a proper adventure, I needed names. Lots of names.
Thank goodness for Google, Wikipedia, and a host of “name your baby” sites on the interwebs.

Wednesday, April 10, 2013

Handmaidens of Petra: Lake Windrush, II


Justin closed a hand over his sword hilt, but the shrike’s hand closed over his wrist. The blue stone entwined in the bracer flickered, briefly, and she shook her head.
“Nieah,” she said, adding something else in a stern tone.

Sunday, April 7, 2013

Design Diary: Every Army Needs Officers...

I grew up playing the Wing Commander series, and one of the things I hated most were escort missions. Babysit the corvette, fend off two or three attempts on it before finally getting to the final way point. I lost count how many times I replayed certain missions in WC I and II, until I finally managed to get ol’ Blue Hair back on the winning path.
I hated those missions mainly because they were so hard — just me and my wingman, no reinforcements. There was no going back to the carrier to rearm.
Hey, wait a minute — limited resources against seemingly overwhelming odds… where have I encountered that formula before…?
“Rescue the damsel” missions usually mean slaying the dragon and walking away with the fair maiden and living happily ever after, right?
 But what if the heroes go in looking for the dragon’s gold, and should stumble across the maiden by accident? Or they find the maiden, but no dragon… only to encounter the dragon waiting as heroes-- maiden in tow-- are about to reach the cave’s mouth?
It’s enough of a challenge keeping one’s own hide intact in the dungeon, but now the heroes also have the well-being of the no-armor-low-hp NPC to worry about.
Escort mission. Babysitting.
Silva’s Army began as sort of a collective NPC. At the time of their initial writing, I hadn’t really cemented fixed faces, or even names. It was a lot like my senior year of high school, when I spent time as a teacher’s aide: before there were students, there was “the class.”
Gradually, several distinct voices and personalities emerged. Katarin was the first, and became the daughter of Eltan’s Spring’s Wisdom.
Brynne was next, and her bond with Katarin probably began in the ogre attack scene.
Jasna was the last, but oh, what an entrance she made. 
Thorn and company certainly had their hands full keeping the pack of girls in line and safe from the kobolds, spiders and ogres of Bargle’s dungeons beneath Mistamere. 

Those who’ve played through TC1, what have your groups’ experiences been?

Saturday, April 6, 2013

Design Diary: On Building an Army, part 1


Scoundrel. Thief. Murderer. Infamous.

If you are like me, and have read through Frank Mentzer’s Basic Set Player’s Booklet, there should only be one name that springs to mind on reading those four words:

Thursday, April 4, 2013

The Falling Throne


Last image of the Third Throne, as seen from the Seventh, in the year before the Twilight Rebellion.

Wednesday, April 3, 2013

Nuwmont 6, 998 AC: The Farstride


It seemed that the world passed beneath our feet too quickly, even faster than a blink of an eye. All too soon, the troop of brass-clad soldiers came into view, around a corner that should have taken us a good twenty minutes of hiking to reach.

Friday, March 15, 2013

Nuwmont 6, 998 AC: The Trolltop Gambit


“Thorn, take another step to your left,” Aurora said. She walked behind us, treading a circular path, her fingers moving as she counted paces.
I did as she instructed, moving closer to Gilliam. We stood as a group in the widest part of the mountain trail outside the cave. Aurora was arranging us in some sort of pattern, behind our one remaining mule, the bridle of which Silva held, rubbing the beast’s nose.