Showing posts with label GMing. Show all posts
Showing posts with label GMing. Show all posts

Tuesday, February 21, 2023

Designing an Epic Campaign for TARPG - Part 4: Adventure (part B)!


 

The Thaumaturgical Workshop has decanted the essential and ultimate nature of a Talisman Adventures RPG campaign. Yr welcome.

 

We've found that we need 15 Chapters for the campaign - each one itself a three act, six hour adventure that will take place across the Realm of Talisman.

 

Let's now use locations on the Talisman board to throw out ideas for what those adventures will be.  The locations will be the focus of a given Chapter - within the adventure itself there could be travel to any number of other places, and we don't care that we go from one side of the board to another.

 

Act I: The Legend of the Bramble Curse

 

Chapter 1: The Tavern (A mini quest, goblin or bandit foes. Stranger arrives from the Middle Region with tales of the Castle in Thorns. Epic bar-room brawl finale against Farmers)

Chapter 2: The City (A wizardy quest, shops and factions & intrigue)

Chapter 3: The Woods (A quest involving the Fae, all kind of woodland encounters. Maybe to learn from Titania how to lift the Bramble Curse)

Chapter 4: The Ruins/The Dungeon (Dungeon crawl!)

Chapter 5: Storm River (Defeating/evading the Sentinel?)

 

Act II: The Quest for the Talisman of Flame

 

Chapter 1: The Temple (Quest for Priests, Spirit Foes)

Chapter 2: The Oasis (Retrieving all their loot as stolen by wicked bandits, obvs)

Chapter 3: The Hidden Valley (Adventures & dinosaurs)

Chapter 4: The Warlock's Cave (perilous Quest - defeating a Dragon? Acquiring a Talisman!)

Chapter 5: The Castle (freeing Castle from the Bramble Curse. Returning the Prince/Princess. The Old King begs their aid to retrieve the Crown?)

 

Act III: The Quest for the Crown of Command

 

Chapter 1: The Portal of Power (overcoming some Test to enter the Inner Region - final meeting/face-off with opposing factions seeking the crown)

Chapter 2: The Crypt/The Mines (Dungeon Crawl! Spirit foes in Crypt, yer orc & balrogs in the Mines, natch)

Chapter 3: Death (big face off with Boney. Heroes have had previous encounters, this is the Big Un)

Chapter 4: The Pit Fiends & the Valley of Fire (epic Demon Foes)

Chapter 5: The Crown of Command (The Final Challenges, the PvP? - Return the Crown to the King or take it for themselves?)

 

Here's a bunch of themes to run through the adventures:

 

The Castle is under a Bramble Curse, probably by Queen Mab. King and Queen sleep, the Prince and Princess wander the land. They do not know who they are. Could become Followers of the heroes, or may just be encountered/rescued/kidnapped.

 

Meetings with Death. At least once per act the heroes encounter Boney, and certainly if ever a hero karks it.

 

A wizard or bunch of wizards who seek the power of The Wizard, and who seek the Crown. They can send the heroes on quests, or be enemies or Strangers along the way.

 

Rune Gates and Teleportation - The heroes might stumble across and slowly learn how to make use of a network of Rune Gates. Wizards can be paid to zap from one place to another.

 

Bandits/Goblins keep nicking the heroes' stuff. In Act II, they can get it back from a stash at The Oasis - perhaps a tent & turban Mos Eisley. 

 

Coming soon in the mythical Part 5, The Thaumaturgical Workshop will zoom in to look at one of the proposed Chapters, and Hell's Bells, why not make it Chapter 1: The Tavern. The Thaumaturgerer is not promising a coherent adventure that even approaches making much sense - but it might prove a starting point for your own games. 

 

Next Week however: Something else! Maybe! Possibly AireCon Hype.


***Speaking of AireCon... if there are any tickets left to play Talisman Adventures, you will find them HERE. If there aren't, don't say I didn't warn you!***


Image: zombies dragon orcs skeleton troll dungeons treasure and crown in style of english landscape painting (OpenAI)

Tuesday, February 14, 2023

Designing an Epic Campaign for TARPG - Part 3: Adventures!

 

Over the last few weeks, the Thaumaturgical Workshop has distilled the mathematical essence of Talisman Adventures to begin building the fundamental structure of a Campaign for the Crown of Command.

 

We have a campaign of Three Acts, each Act taking place across one of the three iconic regions of the Talisman game board. The Acts take players from 1st to 10th level, in a 100 hour campaign.

 

We'll now get down to the adventures themselves - the Chapters of each Act of the Campaign. 

 

I would like each of these chapters to be about 6 hours of play. This allows the Three Acts of the adventure to be neatly broken down to three 2 hour sessions.

 

At approximately 30 hours for each Act of the campaign, we're looking at each Campaign Act consisting of Five Chapters. Hammering my sums to fit neatly to this, requires about 10-12 XP-worthy  encounters for each chapter. This seems a bit high, and probably undermines a whole bunch of my earliest assumptions - but might mean players expecting to earn 3 or 4 XP from a single session of play, which I figure is reasonable. Going back to my "average of 1.5XP per encounter", this now suggests 6 to 8 encounters to make up a Chapter (ie, an Adventure). Keeping things neat to all my previous made-up assumptions and guesses, I'm going with six encounters per chapter. I.e. one encounter per hour of play, which seems about right.

 

Here is what we have so far:

 

The Campaign for the Crown of Command will comprise three Acts. Each Act will comprise Five Chapters. Each Chapter will comprise Six Encounters. 

 

Entirely destroying the Three Act structure, the mind-bending, gods-enraging Chapter 4 will dare to speculate about what those Adventures might be... Be sure to return to the Thaumaturgical Workshop Next Week!

 

Image: a prince a lute player a maiden a glowing orb treasure and a dragon in the style of a Tenniel illustration (OpenAI)

 

***HOT OFF THE PRESSES***

 

The pdf of Talisman Adventures is  FREE TO DOWNLOAD until the end of March! That's about 300 pages of top-notch RPG - for nuttin'!

 

What, you still haven't booked a ticket to play Talisman Adventures at AireCon? Three weeks to go and you're sitting on your hands? Crimminy, you is laid back! I shouldn't be telling you this, but if there are any tickets left, you can get them HERE

 

Tuesday, February 7, 2023

Designing an Epic Campaign for TARPG - Part 2: Acts



Last week, we used the power of Maths to determine that an epic 1st-10th level campaign for the Crown of Command should include 65 encounters, and about 100 hours of play.

This week, the Thaumaturgical Workshop will drill deeper into those numbers. We're scientific beings, we Thaumaturgerers, let no-one tell you otherwise.

The Talisman Adventures Core Rulebook has some helpful advice for GMs on Writing Adventures (p.147). It recommends a classic Three Act structure for adventures - something largely followed and demonstrated in the printed scenarios for the game.

Let's consider an over-arching Three Act to apply to the whole campaign. We're going to be drawing a lot of quick inspiration from the boardgame throughout this design process - so we'll have each of the Three Acts of the campaign focused on the Three Regions of the Realm. Act One will take place in the Outer, Act Two in the Middle, and Act Three in the Inner Region.

Levelling-up slows down as a hero gets more powerful. From last week's sums, we saw 28 hours of play bringing a character to 6th Level, 55 to 8th, and 94 to 10th.
 

Thus, Act One covers level 1 to 6, Act Two covers 6 to 8, Act Three covers 8 to 10. Players are going to want to actually get a chance to play their 10th level heroes - 6 hours-worth of Finale will bring us to a neat 100 hypothetical hours of play.

The structure of the Campaign for the Crown is beginning to suggest itself:

Act I: The heroes learn of the loss/theft of the Crown, and the possibility that if they can acquire a Talisman and dare face all manner of perils, they might retrieve it (for themselves or for the old King?). They will travel the Outer Realm having a bunch of varied adventures - meeting up with possible patrons (a representative of the old King - perhaps the Prince or Princess; a Mystic visionary; a High Priest; one of the Fae Lords), follow a couple wild goose chases, end up getting a lead on the certain location of a Talisman (in the Middle Region).

Act II: The heroes quest for a Talisman in the Middle Region. They are now directly involved in the conflict between different factions that want to take control of the Crown. They may visit the old King's castle, which is likely under some kind of bramble-entwined enchantment. They may acquire a Talisman by completing a quest at the Warlock's Cave.

Act III: The heroes, now themselves mighty and legendary, venture into the Inner Region itself. They have to face the perils of the Mines or the Crypt; they meet Death, and face other epic Strangers and Foes. Arriving at the Crown itself will lead to an epic finale - (possibly Player vs Player?), which varies depending on the Patrons/Factions/Paths the heroes have taken (or on the entirely random roll of a die).

Next week here at the Thaumaturgical Workshop, we will break down each Act of the Campaign, and look for Adventure in the resulting smoke and shards. Bring a hammer.

Image: cartography clockwork map steam powered robots cogs and pulleys electic sparks renaissance (Open AI)

 ***LATE NEWS!***

Seats are selling out fast to play Talisman Adventures at AireCon this March! Hesitate not, lest ye be Toadified! Use special promotion code "Hail to the Thaumaturgurer!" at the table to earn 1 Light Fate from your GM and Guaranteed Bemused Looks from your fellow players!

https://www.tickettailor.com/events/airecon/831440

Tuesday, January 31, 2023

Designing an Epic Campaign for TARPG


 

High on last week's wishlist for future publications for Talisman Adventures is an epic Crown of Command campaign.

Such would surely be the (*groanworthy pun alert*) crowning achievement of this game. For anyone steeped in the boardgame, and comfortable with throwing a session together with minimal preparation (see here for thoughts on Taking A Slapdash Approach to the game), waiting for someone to write and print the book isn't a good reason to prevent your players from experiencing the joy of one final victor raising the Crown to their fevered brow, or screaming to their never-arriving-doom in the Horrible Black Void...

I have thoughts (entirely unoriginal and derived from the boardgame) about the Enemies, Strangers, Locations and Events that might feature in such a campaign, but this week I want to think about it in the merely structural sense of  how many such encounters there might be, and how long it would take to play.

Following guidelines in the rules, an encounter in TARPG can give a hero from 0 to 4 Experience Points. Call this an average of 1.5 XP. XP needed to level up start at 7 for 2nd Level, then 8 for 3rd and so on until 15 are needed to pass from 9th to 10th Level. 

In 2 hours of uninterrupted play, I think there will tend to be an average of three such encounters. There'll be times of course when one combat takes an hour or more, or when an entire session is taken up with banter and folly - but averaging three XP-worthy encounters in 2 hours seems feasible.

This results in the following approximate (and liberally fudged) calculations for a 1st - 10th Campaign:

Level

Cumulative XP

Cumulative

Encounters


Hours

Cumulative hours

1





2

7

5

2

2

3

15

10

3

5

4

24

16

5

10

5

34

23

8

18

6

45

30

10

28

7

56

37

12

40

8

69

46

15

55

9

83

55

18

73

10

98

65

21

94

Based on the above, it would take about a year of weekly play* to complete our Epic Quest, assuming each session includes a solid two hours of play. Allowing for interruptions this might be a 3 hour meetup - if you have dedicated players who put in a full 4 hours of concentrated gaming per week you will crush these expectations - but based on my own groups, two hours is the average amount of concentrated gameplay per RPG session.

Of course, no one is obligated to follow Rules-As-Written to award XP and level up. You might want to consider having a flat progression, and letting heroes gain a level for every two sessions. You might then plan a campaign based on it having ten chapters - which would surely be a fun and epic experience for everyone concerned. Huzzah!

Nonetheless, the above calculations give an idea of what an epic TARPG campaign should involve, as baked-in to the game design. The now proven to be entirely scientific and non-arbitrary figures of 65 encounters gives us a starting point for thinking about what the Quest for the Crown might actually involve. This leads to my next thought - what should the general composition of the 65 encounters be?

Illustration: knights quest Holy grail dragons flying battling zombies warriors in the style of Frank Fazetta (OpenAI) Maybe mis-spelling Frazetta is responsible?

* The assumption of  one-session-per-week is entirely aspirational. For my own RPG campaign group (currently committed alas to The Other Game), one-session-per-month is closer to the mark - so we'd be looking at four years to manage this. Unfortunately the same calculations put us at about 20 years to get to the end of The Other Game, so the Quest for the Crown remains strictly in the thought experiment realm.

Saturday, December 31, 2022

Low-prep Play: the rewards of taking a Slapdash Attitude to Talisman Adventures

 


Crikey, it has been the better part of a year since I last posted. I have two excuses - starting a new job in March that I have wanted to do well at, and running a face-to-face campaign of The Other Game. Both excuses alas leaving little time for Talisman Adventures RPG. With the Tales of the City and Myths and Monsters sourcebooks both now released, I am long overdue to pay this gem of an RPG some much-deserved attention. 

The Other Game has drawn me in, thanks to its near universal spread, and the Red Box being my first RPG. I like the Other Game. Nonetheless, it is clear that its main appeal is market dominance and nostalgia. There are so many reasons to play Something Else, and in the case of Talisman Adventures RPG, to play this particular Something Else. 

Late to the party, I read Sly Flourish's "The Lazy Dungeon Master" over Christmas. It's the manifesto for low or no preparation RPGing, full of advice and tips to encourage GMs to let go of the compulsion to over-prepare, and enjoy the fruits of improvisation and invention by hurling themselves into a game with barely a thought. I exaggerate; a little. The central thesis is somewhat undermined by Appendix C, advice and thoughts from a host of professional GMs, very few of whom seem to advocate winging it, and most describing some degree of preparation as essential. Regardless, it's a fun and thought-provoking read.

"The Lazy Dungeon Master" is written with the fourth edition of the Other Game in mind. Am I correct in thinking that 4e was a more fiddly version of the game, with particular fore-planning needed in relation to encounter challenge levels? I never played it, and may be entirely wrong. Regardless, when it comes to the Sly Flourish School of Slapdash, I can't think of a better-suited system than Talisman Adventures. I mean that as a solid positive. 

Eight things that particularly suit Talisman Adventures to Low-prep play:

1. You don't need to create a world, or read up on a ton of lore. There *is* lore a-plenty in the sourcebooks if you want it, but you can rely on your own memories and impressions of the boardgame (if you are familiar with it), or of fairy tales and fantasy in general. 

2. You don't need to study and memorise a ton of rules. The central Test mechanism covers almost everything, and is intuitive once understood. (Ignore the rules for Stranger Reactions, unless you want to go wild and have two mechanisms to resolve play).

3. Character creation is straightforward, and the choices available once an Ancestry and Class are combined are mostly taking one archetypal ability or another. Special abilities do vary, and it's helpful to have a note of these on the character sheet, or by an individual handout for each player. Time spent preparing such for the pre-gens in the rulebook is probably one of the main thing a player or GM can do to get ready for a first session of the game. 

The big thing is this though: the system is extremely well-suited to scenarios comprising the barest of outlines. Let me elaborate.

4. Travel is usually abstracted through the allocation of roles and making certain tests, that result in random outcomes. The GM does not need a map, or needs only the simplest of maps - even for a dungeoncrawl. Having a note of four or five locations will be plenty to over a session or two of play. These might be a tavern, a witch's hut, a swollen river, a giant hollow tree, a chasm of flame. The heroes might start at the tavern, and be looking for the Chasm of Flame (to hurl in the Cursed Gold Object, entrusted to them by an Avuncular Wizard, obvs). The witch's hut, hollow tree or swollen river might be encountered along the way depending on the outcome of travel Tests. Or added in at the GM's whim.

5. The GM doesn't have to make up any locations. There are random mini encounters in the sourcebooks, based on Adventure Cards from the boardgame. These fit the role of Obstacles or Special Locations as suggested by the outcome of travel Tests. These can be resolved quickly by a test or dice roll, or might be roleplayed into a much deeper and entertaining episode. Creating new Obstacles and Special Locations could be as simple as pulling a random Adventure Card from the boardgame, or throwing a random spooky adjective together with a random location. Thusly:

1

Haunted

Tower

2

Flaming

Crypt

3

Infested

Keep

4

Purple

Oak

5

Sinking

Ship

6

Flying

Chasm

6. Each monster type has a special ability that makes it a little different to encounter. If the GM familiarises themselves with three such, they are ready to run an adventure. Goblins attack en masse, and can steal an item, then run away. Fomorians can throw boulders, terrify Followers, and though powerful are easily fooled and susceptible to iron. Skeletons have a Jason-and-the-Argonauts resistance to damage.

7. The Test system suits itself really well for the climactic scene of a scenario. The heroes have to take some kind of action, and it will be resolved by a Test (or a couple of Tests - a Key Test and a Secondary Test work well). The players' actions and choices so far will determine exactly what Test is called for. There's an Indomitable Fiery Demon at the Chasm of Flame, and the heroes need to protect their Very Flammable Tree Man ally, and distract or fool the Demon while getting close enough to hurl in the Cursed Gold Object. 

8. The players can be encouraged to describe their hoped-for outcome before the GM determines what Tests will be made. This generally applies whenever Tests are rolled, but especially when a Test is used for a particularly scene of the adventure. Great Successes will allow for splendid success, but the drawbacks that arise from Standard Successes or Failures can be even more fun. The players might have their own suggestions for how things go wrong that the GM will be happy to run with. Recognising and encouraging this from players shares the load of improvising and invention.


Wednesday, September 29, 2021

Baked TATORS - The Test Part II - Combat Outcomes

I've previously written about the innovative test system at the heart of Talisman Adventures, but in doing so have barely scratched the surface of the subject. Motivated by a question on RPGGeek, I recently put together a 2-page reference sheet showing all the suggested outcomes for tests found in the Talisman Adventures rulebook - the Talisman Adventures Test Outcome Reference Sheet (TATORS).

Writing up the tables made me appreciate the sometimes subtle differences between different types of tests - clearly illustrated by the results for different type of combat action. A Standard Success (rolling sufficient to pass the test but not rolling doubles or triples) should usually be a somewhat mixed outcome - the character achieves what they are trying to do, but there is also a negative effect. For a Melee Attack, this means that the hero hits and inflicts damage on their Enemy, but the Enemy also inflicts half normal damage on the attacking hero. Pretty straight forward. With a Ranged Attack, the hero hits, but a range of possible negative side effects includes that an Enemy inflicts half their ranged damage against the attacking hero OR that an Enemy inflicts full melee damage OR  that an ally must make a Defence Test against an Enemy ranged attack. OR that the attacking hero loses an additional 1d3 ammo. 

Why all these different outcomes for ranged attacks? In melee, we can picture a pretty straightforward situation - the hero is out there, in the fray, swinging their sword and facing direct confrontation from the foe - so a straightforward roll for half damage makes sense as the usual outcome. Ranged attacks could really vary. One assumes that for a ranged attack the hero would often be standing in some kind of sheltered position - but if they are standing in the fray themselves, it makes sense that they have to take full damage from a melee attack owing to their increased exposure. If enemies have ranged weapons, and the hero is standing back or behind cover, it makes more sense for them to take only half damage. But maybe the GM feels that it would make more sense for the enemy to target another hero - in this case, that character does get to make a Defence roll - hopefully giving allies less reason to curse their shot-slinging companion. And if the attack was made in such a way that the GM does not feel that the enemy would actually get a responding attack (firing from up on a city wall at an unarmed enemy) then expending more ammo to get their shot.

For Spell-casting outcomes, Failure and Standard Success do not result in any automatic ENemy action - but rather loss of additional spell points or (combined with rolling a [1] on the Kismet die) forgetting the cast spell. Depending on the spell type and situation, you might sometimes want to apply a similar result to a failed or standard Ranged Attack (for example, if casting a direct attacking spell), but the outcomes allow consideration that the spellcaster may well have put themselves out of harm's way, or that the spell is being cast to buff another character (and having the Enemy inflict damage as a result lessen its usefulness).

Psychic Assault outcomes lie somewhere between a Ranged Attack and Spellcasting in terms of the type of result. The result of becoming "strained" (and having a cumulative penalty to further attacks of this type) features strongly, which is an important balancing element on what might otherwise become an unlimited source of devastating brain-bolts. It gives a very different, and thematically appropriate, flavour to this type of attack.

I referred earlier to suggested outcomes, and I think its important that the GM not feel bound to only give the listed results - the rules themselves frequently refer to given outcomes as suggested. It's good to follow them closely just to be consistent for players, but varying the outcome might often be more appropriate depending on circumstances. Perhaps a hero launches a melee attack on Enemy who has just attacked their friend - maybe the outcome of a standard success should be that the friend makes a Defence Test against a further melee attack, rather than the attacking hero taking half damage. Or maybe for a change you might want the axe-swinger to pull a muscle and experience a similar "strain" as a Psychic Assault, or to blunt their weapon (reduced damage until repaired). 

The options are endless, and GMs will find many suggest themselves during play. Best of all, you can sometimes find that players might come up with outcome suggestions themselves, and if these make sense, fit the situation, and/or add to the fun it's a good idea to go with them - but important to avoid a set-piece becoming exploited to the detriment of the game. When that happens you might want to get a little more punitive on the Standard Successes or when a [1] is rolled on the Kismet die to 'encourage' players to rethink their approach...

You can get your TATORS at the Talisman Island resource page here, or download from RPGGeek. I hope its a useful reference - but also that it encourages GMs to come up with novel outcomes that fit their game and entertain the players. 

Tuesday, August 3, 2021

UK Games Expo 2021: The Dread Wyrm Egg Hunt!

That UKGE21 happened at all was a delight - like many, I had doubts and trepidation about whether the event would take place and what it would be like, but I did find the organisation and communication from UKGE to be reassuring, and in the end am very happy to report that managed to pull off an enjoyable and safe event. The highlights were John Robertson's Dark Room -which gets better every year, and is definitely a prime high-energy comedy act as antidote to the last 18 months - the general good vibes, the vast, well-spaced open gaming area, talking to a lot of very enthusiastic designers promoting their games, and best of all my first opportunity to GM two actual in-person games of Talisman Adventures RPG. This has left me with a more-or-less finished version of the scenario that I first saw play at Beer & Pretzels Online last year, and various other conventions since.

Thus, while the now long-overdue and over-promised third instalment of Nor Gloom of Night is still forthcoming (soon! soon!), here instead is a complete GM scenario for Talisman Adventures RPG "The Dread Wyrm Egg Hunt". Many thanks to the many players of previous iterations of the adventure, particularly for forcing me to rethink and revise following your various ruses and general shenanigans.

[EDIT - You can get a revised and spiffy pdf of The Dread Wyrm Egg Hunt by visiting Talisman Island's Resource page, or from RPGGeek. Text below remains for the curious - but you will be much better served by the PDF]

THE DREAD WYRM EGG HUNT 

An introductory adventure for Talisman Adventures RPG by James Fallows 

(with special thanks to the many players who have endured versions of this Quest, continually challenging me with new and unexpected approaches to egg theft) 

OUTLINE OF THE ADVENTURE: 

This scenario has been designed to throw a new group of players playing first level heroes straight into a quest, that should be playable in a single 3-4 hour session, though there is scope to make it a much longer experience if desired. The heroes are hunting for a Wyvern's Egg. Initially, they only know that it is “The Dread Wyrm's Egg” that they seek, and should not be discouraged from imagining that the Wyrm in question is the most terrible of dragons, or indeed a lowly earth worm... 

They start out approaching Perlew Crag, where a Wyvern has a nest at the peak, and a large band of Goblins have a den at the base. En route, the players will have an opportunity to learn that the Goblins have been in the habit of stealing the Wyrm's eggs, and will likely face the decision to risk stealing from the Wyrm themselves, or the perhaps safer option of stealing from the Goblins. 

There will be plenty of opportunities for the heroes to show off their combat skills, but the final challenges (whether stealing from the Wyrm itself or the Goblins) are such that some kind of scheme, trickery or mad-cap dash will be required. As an Epilogue, the heroes may face off (or simply claim their reward) from the Sorcerer who employed/ensorcelled them. 

1. INTRODUCTION 

Never trust a Sorcerer. Everyone knows that. They are devious and crafty, and usually quite Evil. But Melkor, well, an exception must be made for dear old Melkor. Yes, he has mastered magics and incantations which inspire wonder and dread. And yes, the dark hooded cloak and glowing red eyes can be off-putting. But Melkor has a certain... charm you suppose. Ever since you first wandered into his Emporium, idly browsing his wares, wondering at the many strange artifacts, drowsily listening to the tinkle of silvery bells and breathing the gentle waft of a peculiar fragrance... And then, hm, something you can't quite remember. But everyone likes Melkor. 

“I want you to do me a favour,” he said, and how could you possibly refuse? Nothing is too much trouble if its for your good friend Melkor. 

“Bring me the Egg of the Dread Wyrm,” Melkor said. “You will find it at Perlew Crag.” 

Good old Melkor: if he wants an Egg, you’ll bring him an Egg. As for the Dread Wyrm – pfft! You fear it not. 

The next thing you know, you find yourself tramping across a blasted heath, miles from the City, in the company of quite the oddest collection of misfits to ever make your acquaintance. Find this Egg, and bring it back to Melkor. After that you'll doubtless share an ale together at the Six Fates Inn - which is where you were headed before you stepped into Melkor's Emporium, actually. 

Hm, strange. You banish all thoughts of the comforts of the Six Fates, and questions about exactly how you ended up on this quest: these aren’t important now, as you tramp across the desolate moorland. The sun hangs low in the sky, turning the ragged clouds a cold, golden red. Ahead is a dark, jagged peak: Perlew Crag. If you press on, you should reach it by nightfall. 

The adventurers have each been placed under an enchantment by Melkor, the Sorcerer who runs the Emporium in The City. The effect of the enchantment is to compel them to do Melkor's bidding, and to cause them to view this as a request that they want to fulfil. Given what adventurers are like, you may or may not need to explain this to players, though in all likelihood they will be cheerful to proceed on their quest. 

GMs who have more time to play, or who want to work the quest into an existing campaign, might want to adapt the introduction to the adventure. Maybe your heroes will be prepared to undertake the quest without being charmed and compelled, or maybe some other series of events draws them in – you might want to play through the encounter with Melkor, or have some other personage put the heroes to the task. The design intends 1 st level heroes, so that some of the challenges will not be overwhelming, and others not too easy. It's always possible to adjust difficulty for groups (upgrade the Wyvern to a Dragon for example...) 

2. APPROACHING PERLEW CRAG 

The adventure starts with the heroes having come somewhat to their senses from Melkor's enchantment - still compelled to seek the Egg, but perhaps now asking themselves exactly what they are looking for, and who each other are. Different players are likely to take a different approach, but as GM you might want to encourage the players to ask each other these questions, have a bit of fun with the situation, before concluding that whatever has led them here, they now need to head to the crag and Find The Egg. 

The players are likely now to decide whether they wish to press on and reach the Crag by nightfall, or if they instead prefer to make camp. Either option should be open to them, though you may wish to encourage a nagging sense of urgency. (If they are at an immediate loss, you may wish to begin with an encounter with wolves to chivvy them along, or the Goblin ambush). 

In practical terms, the encounters they will face will mostly be no different whether during daylight or in the night – though you may wish to penalise some checks for characters not suitably equipped with light or night-vision appropriate to their activities (a -2 penalty on checks) in accordance with rules for Dimly Lit lighting (p. 27). By the same token, sneaking may be easier to achieve at night, or less likely to succeed in daylight. Both camping for the night and travelling to the crag can be resolved using the Exploration and Camping rules (p 212 & 213), for which a standard Difficulty of 14 should apply. 

This can be a good opportunity to introduce a group of new players to explain how tests work, and mechanisms such as Assist or various character skills and special abilities. The outcomes of the Guide, Watcher or Camping tests will therefore result in one or other of the following encounters: Successes may result in speedier travel, safety, or an encounter with a friendly Stranger, possibly giving the opportunity for acquiring a Follower - but you can also choose which encounters and outcomes to apply based on how the narrative of what the players chose to do unfolds. 

It's recommended to play the encounter with the Goblin Bandits (2e below) regardless of the outcome of any test from the heroes – though if they made a successful Watcher test, the heroes should be forwarned of the ambush. This would be particularly helpful in moving the adventure along if you are short on time for the session. 

If your players absolutely insist on not following out Melkor's instructions, you can always have them teleported right back to the Sorcerer and face his wrath there (see 7. Epilogue below for details...) 

2a The Prospector: (Suggested for daytime, perhaps following a great success on Guide test) 

Travelling towards you is an old woman leading a mule. The woman wears stout leather boots, a much patched coat, and a broken down hat. The mule is burdened with bundles and blankets, ropes, picks and axes. The woman stops, removes a briar pipe from her mouth, and eyes you appraisingly, before turning her head to one side and spitting. 

The old woman is a Prospector (p. 158), heading for the City to trade some uncut gemstones, and if she takes to the heroes can give them some helpful information about the lie of the land and the caves and mining prospects here about. This will give them a benefit at your discretion of +2 or +4 on Lore, Notice and similar tests where the knowledge might be deemed to apply. She keeps clear of Perlew Crag itself – knows there are many goblin folk thereabouts, and a terrible wyrm that nests on the peak. She hasn't heard about The Egg – “but wyrms lay eggs now, don't they? Hehe – that'd make a fine scramble, yessir!” 

2b The Tormented Soul: (Night time, possibly following a successful Watcher or Guide test) 

The Moon lights the land almost as bright as day. Your watch is disturbed by an unearthly howling, and you witness a peculiar scene: the spectral figure of a headless man staggers from one side to another, arms waving in the air, as two laughing Hobgoblin's throw the tormented soul's head from one to the other. 

If the heroes intervene and defeat or chase off the Hobgoblins (p. 186), the ghost will be extremely grateful and gladly become a Spirit follower (p. 172). If the party significantly outnumber them, you might want to bolster the Hobgoblins with a couple of wolves. This would be a good encounter to throw in for a small group of heroes who don't already have a Follower who possesses a Scouting ability. 

2c Wolf Pack: (Night time, after failed Camping or indeed Watcher or Guide test) 

There is a distant howl which you cannot mistake – wolves, without a doubt. You shiver and pull your cloak tight, glad that the howling is distant... And then it is answered, by a most blood-curdling cry that splits the air, scant metres from where you stand! As though freshly lit, a half dozen yellow, unblinking eyes appear in the darkness, fixed on you. With a snarl, the creatures leap at you! 

The party (camped or marching) are attacked by 3 Wolves (p. 183). Remember they can summon 1d6 more Wolves if you have a Dark Fate to spend. The Wolves are fierce, but will not fight to the death if things are going against them and reinforcements are not enough, but instead will flee back in the darkness, perhaps to attack again. 

2d Glympse of the Wyrm: (Day or night, great success on a Watcher test) 

You hear a terrible cry from the direction of Perlew Crag, a sound which chills your blood. Can it be the Dread Wyrm? 

An extraordinary success or an appropriate Lore or Survival check (suggested Difficulty at least 14) might identify this as a Wyvern's call. You could let the heroes know (if you deem their character might have learned this and that the information is pertinent to the players' style of play) that although a Wyvern might be the least of the Wyrms, it is still a fearsome creature – though you may prefer to keep the players in suspense about exactly what kind of enemy the Wyrm is for the time being. If the cry is heard during the day, a hero might catch a glimpse of the Wyrm flying around the peak of Perlew Crag (or if at night, see something flit in front of the moon). 

2e Goblin Ambush (Day time, following failed test (as an Ambush) – can be following a successful test as an opportunity for the heroes to bushwhack the bushwhackers) 

Your way passes through a narrow point between a rock-strewn shoulder of land. Suddenly, a black arrow whistles through the air, and you hear the high, triumphant crowing of Goblins, who come swarming over the rocks. 

The party are ambushed by two more Goblins (p. 186) than the number of players. At least one will stay up behind the rocks firing arrows. The Goblins will not wish to fight to the death, but rather to inflict some harm, and if possible to filch some small items (using their Dark Fate-triggered Small and Sneaky special ability), and escape with their lives. They are from the Perlew Crag Clan, and therefore know about the Ogres' fondness from Scrambled Wyrm Eggs – one has even previously been involved in a daring Egg Theft (they are the sole survivor of that expedition...). If taken prisoner, or otherwise somehow befuddled, befirended or beguiled, this information might be forthcoming. They will not voluntarily give information about their home, but you should reward deviousness from the players by giving some information. Of course, if the heroes pursue any fleeing Goblins, they are going to be able to follow them all the way back to Perlew Crag. 

3. A GOBLIN IN PERIL 

Once the heroes get closer to the crag, they will find a rough but clear track to follow, leading straight to the dark, towering rock. As when crossing the moors, you may wish to determine which encounters occur by resolving Guide and Watcher tests, taking into account failure and success. However, regardless of any tests, the heroes should first encounter Grurt the goblin at the rock bridge. 

The land rises, and is strewn with large boulders, which the path weaves between, climbing towards the peak. After half an hour of strenuous climbing, your way is crossed by a deep, rocky ravine. The path crosses the chasm on a narrow, arched bridge that appears to perhaps be a natural formation, if two long shafts of stone could have fallen into that position by chance. Beyond the chasm, a track leads up the Mountain to the left, and down into the chasm to the right. 

Suddenly, the air is broken by a cry of alarm! You see a goblin is dangling above the chasm from the middle of the bridge, just barely holding on with the fingers of one hand, arm stretched to a socketpopping extreme. 

“Help!” it cries. Under the other arm it clutches some kind of bundle tightly, apparently unwilling to drop whatever it contains, even though death is now but a slipped-grasp away. 

The unfortunate goblin is Grurt, a peacable chap as goblins go, who was pushed off the bridge by the much nastier goblins of the Perlew Crag Clan. It's expected that the players will probably suspect that the precious bundle might be an egg, and will be inclined to either rescue the goblin, or possible capture or otherwise torment or aid it. 

Pulling the goblin up from the bridge shouldn't be a difficult task – you can make it a task that requires a Test roll (particularly if the players describe an elaborate scheme to effect the rescue) – or you can simply agree that yes, the Troll can confidently grab the goblin and haul him up. If the players have already been ambushed by goblins, they should note that this goblin wasn't one of the ones that attacked them. 

The bundle in fact contains a giant, rubber-leaved Jabbersnatch Cabbage which the goblin Grurt hopes to feed his family with (Tiny Yuggo is very sick and the cabbage broth will surely revive him). Grurt is amiable, and will be grateful for being rescued if the players are anything less than openly hostile to him, though would be distressed if his parcel is taken – indeed, he will protect it with his life if necessary. If the players want to know what it is, he will say it is a great treasure – but clarify that he needs it to save Tiny Yuggo's life. 

Grurt and Tiny Yuggo live in a humble little hut a short distance away from Perlew Crag. Grurt knows of the Wyrm – and knows about the wicked goblins who steal its eggs making the Wyrm so angry. Grurt has nothing to do with those bad goblins, but does know that they live in a nearby cave down in the chasm, and that there are very many of them (though how many Grurt does not know). 

The outcome of this encounter is expected to be that the heroes will now be considering whether to climb the crag and face the peril of the Wyrm (see 4 below), or descend into the chasm (see 6) and seek out a ready-stolen-egg from the goblins. Fear not GMs: this adventure allows for either outcome! As either route could lead to success for the heroes (or a gruesome death...), the best thing to do at this stage is encourage the players in the development of any scheme or plan that might be beginning to take hold. 

Crossing the narrow stone bridge should not generally require a Test – unless the players are attempting some risky action at the time (such as fleeing from an angry Wyvern while clutching an Egg, for example). If there is any kind of risky activity on the bridge, a good outcome for a failed test or even a standard success is to have some unfortunate Follower plummet to their death - we don't want to finish off the heroes in this manner, but there has to be some kind of consequence to their folly. 

4. CLIMBING PERLEW CRAG 

From a distance, Perlew Crag is impressive and sheer. On its flanks, it is no less forboding – indeed, it towers over you blackly, making you feel quite dizzy as you lift your head to spy out some route. There seems to be a route – winding, precipitous, sometimes with the rock cut almost in steps, other times smooth and steeply angled. Already, from where you are standing, you risk breaking bones if you slip. Further up, a stumble could result in plummeting to your death. 

If the players are determined to proceed, you should ask them how they intend, as a group, to manage the ascent. Naturally, the climb holds not even the slightest risk for a Sprite – except perhaps being blown away on a fierce gust of wind – and a Troll ought to be confident here in their natural environment that brute strength will allow them to claw their way up. 

The players should be encouraged to describe how they envisage proceeding, using whatever equipment, skills, followers and sheer ingenuity they can muster. As a default, you can simply allow for a Guide and Watcher check as would normally occur in Exploration, but substituting a skill that relates to mountaineering for the checks. However, give the opportunity for the players to make a suggestion – they may well come up with something ingenious given the chance. 

For example, the players might describe how they will rope themselves together, the Ghoul Assassin leading the way slithering up the rock, the Sorcerer's Raven flying ahead to scout out a path, the Troll at the back carrying the Dwarf on her back, who will give directions from his mountain lore. You may then decide (or the players propose) that the Dwarf will be making the principle check, using Lore (and Wits for the modify), and that the Troll will check against Brawn and the Ghoul against agility to Assist (whichever getting the best roll applies their bonus, if any). You set 15 for the Difficulty. A Failure or a standard Success should result in a hazard. You may decide that this involves a character slipping, resulting in a further check to avoid harm. A great Fail or mixed Success outcome is to have a beloved Follower plummet to their death. Or better, that something goes wrong resulting in one of the hazards below. 

Of course, players might just decide to head up the mountain regardless of any peril wit no particular outcome in mind. In this case, you should require each of them to make a Difficulty 14 test (utilising Athletics or Survival if they have those skills) to pass a challenging part of the way. Failures or standard successes could result in a hero falling but luckily landing on a ledge not too far below (1d6 or 2d6 damage), or more entertainingly narrowly avoiding a fall while a hapless Follower plummets to their demise. 

Regardless of success or failure in any test, you should include at least one encounter on the climb (Harpies are fun). Seeing the silhouette of The Wyrm could happen as the result of a test success, but also can eventually be thrown in for flavour. 

Encounters on the climb: 

4a Mountain Goat: 

The way is steep and perilous. Sometimes you are only able to proceed by clinging to the rock, and your stomach lurches when you catch a glimpse of a dislodged stone tumbling down, down, down… With untold relief, you reach a point where the way widens slightly, and you are able to release the rock and stand, though your knees still shake and you avoid taking in the view. You hear a crunch, and see that ahead, barring your path, a splendidly-horned mountain goat is calmly munching from a tuft of hardy grass, regarding you with a firm, inscrutable gaze. 

The bad-tempered Mountain Goat (p.180) will attempt to buffet a hero (or Follower...) off the mountainside. You could resolve this situation as a combat, but it may well be more entertaining if the players try to befriend or otherwise distract or shoo the goat. The goat might make a useful Follower, helping the heroes to climb (or descend) more safely. 

4b Glympse of the Wyrm: 

Some instinct causes you to look up – and you freeze in alarm! A winged silhouette circles above, then is hidden as it wheels and passes to the other side of the peak. You can't be certain, but it surely was much larger than any eagle or bird. 

As with the earlier glimpse of the Wyrm, this could be an opportunity for a hero to identify that the beast in question is a Wyvern. 

4c Remains of Thief: 

You notice something tangled in the branches of a tough little tree, just below the path and above the precipitous fall of the mountainside. Getting a bit closer, you can see it is the rusted remains of a suit of armour, containing the bleached bones of some hapless adventurer long-since deceased. 

The heroes should be able to recover the body without tumbling to their own demise, though a fail will result in the armour and bones tumbling to inaccessible depths, while they are left with nothing boot a bony foot. If they pull the armour up, they will find rust and scraps of leather, and an amethyst set in a fine gold pendant. 

This is an amulet of bird speech. It should require a 15 on a Lore test to identify (Standard success merely identifying that it is a magical amulet which does not appear to be baneful - Great success needed to identify as an amulet of bird speech, extraordinary success will also value at 100 gold) - you may wish to allow a character who wears it to gradually figure out its use (hearing a vulture commenting to another on how fat he looks, for example). Birds, for the most part, are foolish and singularly fixated on eating, avoiding being eaten, reproduction, and how fine their feathers are. Certainly, if a player tries to find out about The Egg from any birds, they will assume the heroes are after their egg. But you may wish to impart some useful information. 

4d Rockslide! 

Notice check at Difficulty 12 for all characters. Fail – struck by a rock, Success – able to dodge (Difficulty 14 Agility or Melee check), Great Success – able to step beneath the safety as an overhang (no further check), Extraordinary Success – able to pull another character to safety with them. GM can spend a Dark Fate to have a Follower carried away on a fail. A rock strike will do 2d6 crushing damage, with armour having no effect (although a helm or shield can be used for a save – will destroy if not magical). 

4e Mountain Lion Attack! 

A ferocious Mountain Lion (p. 181) leaps out at a character. As with the goat, this doesn't have to be resolved as a combat encounter – it can instead be a hazard requiring a Test, following which the lion nimbly sprints off on its way. It might also send a Follower plummeting to its doom, but you already figured that out by now. 

4f Chill Winds That Blow No Good: 

As you get higher, it gets colder, and as the path turns around the peak, you find yourself exposed to a bitter, howling wind. 

Howling wind: Difficulty 14 Fortitude/survival check to avoid suffering a -2 penalty on checks until have a chance to warm up. 

4g Harpies: 

You hear a sudden call of distress above, the desperate cry of some unfortunate climber? 
“Mercy! Don’t drop me!” 
“Help, no, please! I can’t stand heights - don’t let me fall!” 
“Gah! The claws, the claws!” 
“Stop mocking me! No, foul beasts, no!” 
“The Egg! I must retrieve the egg!” 

Gradually, the players may notice that the voices are coming from above and around them. Then see the foul, flitting shapes of three hideous Harpies (p. 190)! They are mimicking the voices of previous victims, and once seen, the evil, mindless creatures will attack. They will repeat in mocking voices fresh phrases spoken by their latest victims too. Combat should involve some increased peril from the fact that the heroes are on a narrow trail up the side of a mountain. The Harpies won't fight to the death (not theirs, anway...) and will fly away if they are losing the battle (This might result in them returning while the heroes are making their way down the crag with an egg - and possibly hijacked by an enterprising adventurer?)

 5. THE WYVERN'S NEST 

At the summit of Perlew Crag is the Wyvern’s nest. If the heroes are trying to proceed stealthily, you ought to allow them an opportunity to approach the nest without being attacked by the Wyvern (as always, encourage creativity!) - but if they got here too easily, or proceed without caution, or merely get a standard success on any attempt to proceed with a skill test, they will be attacked by the beast. If the players are successful in a stealthy approach, have them experience a close shave, and ensure that they are aware that at any moment blade-taloned death might descend on them from above! 

The view from the summit is eerie and awe-inspiring. You are above the clouds, which are lit silvery-grey by the bright full moon and shimmering stars, and are spread across the land like a torn, swirling blanket – here and there beneath the gaps is a small cluster of pinprick lights – some settlement or village – the rest submerged in blackness. The peak is broken, with large boulders that provide some shelter from the wind. Between these boulders is a huge jumble of intertwined tree branches, from which a strong, foul odour carries: the Wyrm's nest, you are certain. 

(If the heroes are attacked:)

The wind howls – and another howling shriek rises above it: Wings outstretched, a great flying lizard descends to attack! Clawing at you with two taloned feet, swinging its long spiked tail, and shrieking from its sharp-toothed maw. 

Somebody may be able to identify (or already have identified) that this is a Wyvern (p. 202). It is a fierce creature, but the degree of challenge will depend on the number of characters – a larger party ought to stand a strong chance of defeating it in combat – though even if strong in numbers it would be very likely that one or more heroes be slain. 

You should allow the players an opportunity to escape if they are out-matched – or possibly, the Wyvern will snatch one character and carry it to its nest. This would give an opportunity (depending on how the players react) for a daring escape or rescue – encourage the players to describe their plan, and agree appropriate check or checks to be made to resolve. For example, a captured player might decide to try to sneak off after playing dead (resolved by a Stealth or Survival check), or a more elaborate scheme might involve somehow trying to win the Wyvern over (maybe deceiving it into treating the captured hero as a baby Wyvern?). 

Encourage creativity! But if the players are stuck on ideas, a basic rescue or escape should provide sufficient adventure. 

There are three eggs in the nest, immediately visible to any hero who climbs in. The eggs are large (about 1/2 metre high), yellow mottled with red. One might hatch a baby wyvern, either now or at a suitable moment. There are also the half eaten remains of various cattle, sheep, horses, goblins, and at least one hapless adventurer – it is a foul mess and searching it will require a strong stomach (no problem for a Ghoul, others must make a Difficulty 12 Fortitude check or be sick. Notice checks at 12 to each find 2d6 Gold worth in coinage and small jewels, Great Success finding an enchanted Rapier (will not break like a regular, and +2 to hit, +1 to damage), Extraordinary Success a Ring of Protection (p.235). 

The Wyvern's eggs have a very particular magical quality – the eggs have an evolutionary resistance to magic, and nullify (4 times in 6) or even reflect (1 time in 6) spells cast against anyone holding it (or within 2m). 

If they have reached the nest without being spotted by the Wyvern, ensure that the players have the sense that they might face death-from-above at any moment. If the Wyvern is slain, you might want to hint that perhaps it has a larger mate... 

Having acquired an egg (or three), now what? If you're playing the adventure as a one-off, the adventure may end here (depending on how short you are on time), but especially if the Wyrm is still about somewhere, the heroes will now need to effect a dramatic escape. This may simply involve descending as quickly as they can, fending off or hiding from Wyvern attacks, or one of the perils from the climb not yet encountered - though if the heroes have a clever or outrageous descent planned (riding Mountain Goats or captured Harpies...) this should be strongly encouraged. For the fast ending, especially if anything risks being anti-climactic for the players, you can have them magically teleported by Melkor as soon as an egg is retrieved (or, for meanspirited tournament play, even just any egg-seizing hero, leaving the rest to face peril on the peak of Perlew Crag). See the Epilogue below. 

6. BENEATH PERLEW CRAG 

For heroes who decide to descend into the cavern, towards the Goblin Lair you may wish to have an encounter with either a mountain lion (see 4e above) or goblin scouts on the way down into the Chasm, depending on how easily the heroes have had things so far. Or you may proceed directly. 

The path descends into the chasm, curls round beneath an overhang, which opens out into a large cavern. There are bones and refuse scattered around this entrance, which heroes may wish to search. a ‘success’ in searching the refuse will identify that goblins live hereabouts, great success identifying the spoor of ogres and cave trolls, extraordinary success finding a blue gemstone worth 20 gold (best not to say where it was found). There is a sign outside the cave “Keep Owt. Danger ov Deff. G’wan, git!” There is no guard. 

6a Entrance Cave: 

Inside, the Cavern can be seen to be large, and largely empty. There is a fire burning low in the centre, some belongings scattered around it. Opposite the entrance to the cave is a large opening which leads into a wide, natural tunnel, which descends on a moderate slope and curves slightly to the left so that the end cannot be seen. Attention paid to this tunnel will note flickering light reflecting from the walls some 30 metres down, and any attentive listeners will hear a echoing hubbub readily identified as the sound of many goblins. 

To the left of the opening, a large wooden door with a brass ring in its centre is set into the cave wall.

The furnishings of this cave are two low stools, a pack of dog-eared, grease marked playing cards, two loaded dice, chicken bones, three tin mugs and an empty jug. The playing cards show suits with pictures of goblin Kings and Queens; there are four suits (Clubs, Spiked Clubs, Brains and Rats) but notably 5 Aces and a number of other cards missing - the aces are quite clearly marked on the back. 

Careful observation should reveal that these belongings have been left here casually, rather than abandoned at some emergency. There are no obvious signs of any kind of struggle taking place here. The goblin guards have either been out on patrol and run into the heroes, or are just goofing off in the Main Cave. If an earlier encounter resulted in goblins fleeing from the heroes, there should still be no one on guard: these goblins are slackers. This ought to allow even only half-cautious heroes a final opportunity for a stealthy approach. 

There are three exits from the cave. The main tunnel leads to 6c Goblin Central. The door (locked, see below) leads through to the ogres’ quarters (6b). The third exit is low down and not immediately visible (should only be found if the heroes carefully search). It leads through to a low tunnel which climbs over above Goblin Central, and also carries on over into the cave troll’s lair. 

6b Ogres' Lair: 

The door from the entrance cave is locked, the lock can be picked using the Tinker skill (Difficulty 12), there are no traps. It is difficult to break down though as it is pretty sturdy - Difficulty 16, failure or normal success will result in injury (or damage to any weapon used). Beyond is a rough hewn corridor. There are some mouldy heads mounted to the wall of the corridor - either warnings or gruesome trophies. They represent an eclectic mix of kindred - human, elf, dwarf, goblin. 

Half way along the corridor, there is a Deadfall Pit Trap. The trap is disabled by pulling down on the head of a dwarf set in the wall just before the trap (and the head of an elf coming from the other direction), which will prevent the trap from springing. If this is not done, the paving stone covering the trap swings away once a hero steps onto it. 

Deadfall Pit Trap: (see p 218-220 of the GM’s Guide regarding Traps) Concealment: 0, Threat 14, Damage: 2d6 Avoidance: Moderate (pressing levers to disable or spotting and leaping over the covering swingstone) Notes: The trap is 1.5m square at the top, and 5m deep. 

At the bottom of the pit are some bones, a broken lyre (containing a gemstone worth 10 gold), and a surprisingly well-preserved old journal titled My Adventures by Lem the Minstrel: Largely an account of wooing various maidens, the journal does include some notes which will give a +2 to Guide checks in the locale of The Tavern at Innsview, and there are 3 Nature Spells in the form of Ballads: ”The Winds of Lameroon” - Gust of Wind, “They Call Me Lusty Legs Lem” (Speed) and “Stop! In the Name of Love” (Immobility). These can be learned by a Nature Spellcaster or cast as scrolls, but the learning or scrollcasting process will involve singing the singularly annoying melodies. (For the curious: the bones are the bones of a goblin, who stole Lem’s journal and lute; Lem met his end elsewhere.) 

At the far end of the corridor is a similar door, unlocked this time. There is some noise from beyond. Listening will hear two loud, uncouth creatures bickering, apparently about poor quality of staff: “

Them bloody gerblins, they better get a move on scrambling that egg,” and “They is such lazy swine. Anyone would fink they woz trying to get et by that Wyvern. Next time they better bring us more than one.” 

After opening the door: 

The chamber beyond has a kind of rough luxury - the walls are hung with various furs, there’s an iron stove in one corner, and a pile of furs in one corner presumably makes for a bed. A second door stands open, and dominating the room are two powerful, gruesome ogres, wielding hefty spiked clubs. A He and a She, to judge by their build. The she-ogre strikes her mate with a thundering punch on the side of his head. 

“Ow! Wot wos that for?” 

“Look, you fool! Stinkin’ Adventurers. Where woz them gerblin guards, I doesn’t wonder.” 

If the heroes attack Gantosh and Chunn, (and if the GM has a Dark Fate to spend) Chunn (the she-ogre) will raise the alarm: She places two meaty fingers between her lips, and lets out a loud, piercing whistle. 1d6 goblins will arrive in 1d3 rounds, though the open door which leads to Goblin Central (this of course assuming that the heroes haven’t somehow already eliminated or otherwise neutralized the goblins). 

If the players fast talk the ogres, or fight them, beat them and spare their lives, they may well learn that they have one of the Wyrm's Eggs, which the goblins have stolen for them and are due to be scrambling. The goblins are an unruly lot, but the ogres do hold them in thrall, so the heroes may be able to use them as hostages to effect an egg exchange. 

 Beneath the fur bed rugs (searching may require a check against throwing up) are various ogrish treasures - 24 gold worth of coins, gemstones and trinkets. 

6c Goblin Central: 

You find a large cavern, part natural it seems, with stalactites and stalagmites, and part hewn from the rock. Several torches burn in brackets around the chamber, causing shadows to move across its walls, and the whole place echoes with the hubbub of dozens of unruly goblins. In the centre of the cavern, surrounded by the throng, one particularly fat goblin in a dirty white cotton apron and hat clouts a smaller goblin in the back of the head with a spatula, while the unfortunate wretch holds an oversized iron pan over a cooking fire. Next to both, prominent on a wooden rack, is a huge yellow and red mottled egg. 

There could be as many as 30 - 50 goblins – less as many as reinforced the ogres. The actual number is not particularly important – it should be enough to clearly discourage the players from simply charging in and attacking. In a side chamber, not immediately noticeable, a cave troll is sleeping. 

If the goblins are desperate they (or a surviving ogre) may wake the troll who will lazily join them. The goblins will only be disturbed from their various squabbles if the players mount an open assault on them, or if the alarm has otherwise been fully raised (even if the ogres have summoned some, you should allow some time for the whole lot of the goblins to be made aware that anything is going on).

This means that the heroes should have an opportunity to come up with an ingenious (or indeed hare-brained) plan to snatch the egg. Here you should definitely allow players time to propose and execute such a plan, giving scope to inventive use of skills, abilities, and general inspiration. Even a full-on assault might be allowed, though you should definitely make this an opportunity to fight only as many goblins as necessary to reach the egg, after which the heroes would need to flee before being overwhelmed (not all the goblins will be able to reach and attack the heroes immediately, but there are clearly enough for reinforcements regardless of how many get killed). 

The Wyvern's eggs have a very particular magical quality – the eggs have an evolutionary resistance to magic, and nullify (4 times in 6) or even reflect (1 time in 6) spells cast against anyone holding it (or within 2m). This may well interfere with any plan involving spellcasting! If you are feeling generous, rather than nullifying the spell, the effect may be an unanticipated outcome from the spell casting (for excample, finding themself transported to the peak of the Crag after casting Blink...) 

Particularly if they arrive in The Chamber directly from the entrance cave or without any particular plan, as GM you should probably call a time-out, and ask the players how they think they should proceed. If necessary, directly encourage them to outline a plan to get the egg, explaining that you will use the basis of their plan as a test (or likely series of a couple of tests) to determine success. You can ask them what they think is likely to happen if they fail, or merely succeed (without Great Success).

You as the GM have the absolute final word on how the outcome is resolved, but your players may well surprise you with what they suggest. They may have options depending on if they have defeated (or captured) the Ogres, or if they have found the secret way into the top of the cavern (the entrance is directly above the Egg). 

It is possible some players may be absolutely stuck, or choose a plan which you think is not really feasible. You can make suggestions too. The simplest form of plan here might be: “We'll fast-talk the Goblins, and con them into letting us take the Egg.” (You can suggest this if necessary). You should ask further prompts – which character will be doing the fast-talking? (The Elf Bard, naturally) Can they think of anything that'll be the subject of the ruse? (We're here to sell cabbages) Will any character Assist them? (The Troll will glower menacingly) Is there a Plan B? (If it all goes wrong the Troll will grab the Goblin Shaman and use him as a bat to sweep the other Goblins aside, grab The Egg, and make a run for it) 

Once the heroes have the egg, they will need to escape. As outlined in part 5, if you are pressed for time, you may want to have the heroes teleported back to Melkor once they have the egg – but it will likely be more fun to see exactly how they escape from a horde of goblins before dreawing matters to a close. If there is time for a final chapter, or if there may be future adventures for this band of heroes, you may wish to proceed and resolve the Epilogue below. 

7. EPILOGUE 

Whether the heroes return to the City after a trek back across the land, or are summoned there by a teleportation spell, they should eventually reach Melkor, hopefully with an intact Wyrm's Egg. A return to Melkor's Emporium will have them sent through to the sorcerer's inner sanctum:

You stand in a large chamber, dimly lit by light filtering from a source on high. In the dim darkness surrounding you are shelves filled with books and all kinds of difficult to recognise items - but your attention is immediately drawn to a tall and imposing figure who steps from the shadows, throws back the hood of his cloak, and glowers at you with eyes lit with glowing red flame. Dressed in a long robe brocaded with arcane shapes and symbols, he looks down his sharp nose at you, one eyebrow raised, his expression otherwise hidden by a long and flowing white beard. “Well,” he intones, “where is it? Give Me The Egg.” 

If the heroes (voluntary or otherwise) present anything other than a Wyvern's egg (whether plucked from the nest or seized from the goblin caves), Melkor will react with outrage: 

“Gah, you imbecilic fools! Have you any idea what it cost me to send you on this errand - and you return to me without my Egg?” His eyes spark, and a red light begins to glow fiercely between his hands… 

The heroes might run: there is a door, unseen owing to the poor lighting, but not hidden. A flight of steps leads down - there are other doors on the way, though it’d be inadvisable to explore, as they have been summoned to the top of a tower adjoining Melkor’s Sorcerous Goods store in the City. 

Melkor has numerous magical traps, apprentices, guards and charmed monsters, and is himself a very powerful enchanter. So the chances for escape ought to be slim, but surely the heroes deserve a break after all they have been through? They may wish to stand and bluff it out, and you could roleplay this (Melkor is stern, powerful, but not good on detail - hence his significant errors in how he sent the players on this mission in the first place…) 

An alternative resolution to the dilemma any egg-deficient heroes face will be to ask the heroes what they are intending to do and how they expect to achieve it. E.g. do they have anything in mind that might aid them in their escape, to cause a distraction or obstruction; or a particular approach to convincing the Sorcerer to spare or even reward them. Allow a generous test to resolve this, with failure resulting in the players’ capture at worst (perhaps being banished to the far ends of the Realm by a vengeful spell). Great or even Extraordinary success could result in them snatching an item of value on their escape, or convincing the Sorcerer and being inordinately rewarded. If they wish to fight the Sorcerer, you should let them know that he is considerably beyond their abilities (they would have to assume 10th level) - with magical charms and so forth his Threat must be at least 24 (you can let them know this). Failures or standard successes will result in the unleashing of any of your choice of Advanced spell - Destruction, Drain Life, Fiery Retribution, Spell Vortex and of course Toadify! would all make likely choices. 

Snivelling, abject surrender ought to be accepted. 

If they have The Egg, then things will be different. Melkor wants it, and will likely resort to Wizard of Oz level theatrics if it isn’t immediately surrendered. The players may well realise that for some reason he is reluctant to unleash any magics owing to their possession of the Egg - and may already have learned that it will nullify (4 times in 6) or even reflect (1 time in 6) spells cast against anyone holding it (or within 2m). Therefore, they might have the scope to negotiate. 

Again, you may wish to let players roll for the outcome of negotiation. Failure means he will give a flat 30 gold per hero, success means 25 gold and a choice of basic magic item (potion or scroll each), Great Success 25 gold and a minor magical item such as magic sword, ring of protection. 

Melkor nods approvingly, and clutches the Egg close to his chest, stroking the top tenderly. He seems quite distracted, and then notices you all standing there. “Oh, well done, well done. You have no idea how many fools have failed me before this, and I am very grateful, very grateful indeed. Speak to my assistants on the way out, they will give you your reward. Now begone!” 

text (c) James Fallows 2021

Tuesday, May 4, 2021

Cartomania




The Talisman Adventures RPG comes with a nice fold-out map of The Realm of Talisman - neatly derived from the layout of the board itself, putting the familiar locations from the board game into a more geographical relationship with each other. There is some good guidance for the GM about using this map - being flexible about distances and encouraging the GM to feel free to  add more locations as they please.

In my campaign I've run with this, and have at length provided players with the above zoom of the South Western  portion of the map. The heroes started out playing through "The Corpse Watchers" - an adventure which starts at the village of Haven on the edge of the Whispering Wood. Whispering Wood is shown on the official map, but not Haven, so I've thrown it in. For an idea of scale, it takes the heroes about 3 day to penetrate the depths of the forest to a barrow mound.

I then had my merry band make their way to Gladmeadow Fayre, and the locations thereabouts feature from the events they stumbled into. 

Jabbersnatch Gulley is the home of relatively benign Goblin Cabbage Farmers - it also happens to exist in an alternate Tunnels & Trolls universe  where I set the mini solo adventure Dark Deeds and Cabbages. If you visit, be sure to name-drop Grand Cabbage-Wallah Hurvle Tranglewhang.

Gladden Hall is the ancestral home of Lord Gladden of Gladmeadow - a stout, fortified manse, known to hold "The Luck of the Gladdens" - a crystal bowl, gift of the Fae, which guarantees the fortunes of the family and their lands. (Inspiration drawn from a legendary piece of glassware, The Luck of Edenhall, one of a number of such found in this part of England, and deeply connected to local faery lore).

The Fae Witch's Grave is an addition to the campaign map resulting from a combination of the hasty head-lopping of Gark the Troll Warrior, the pragmatic piety of Jewel the Ghoul Assassin, and the post-mortem ministrations of Perron the Dwarf Priest.

Thripsey Dingle is a Faery Glade, whose name may be hauntingly familiar to readers of Jack Vance's Lyonesse. Events in the campaign have revolved around mysterious machinations of Dark Fae. The heroes have started to get some answers by visiting, though it appears that the fairies have stolen a year from them (whether as a fee, a caprice, or entirely without regard is not yet known).

The Hark to Bounder is a country inn (by coincidence greatly resembling The Hark to Bounty in the Forest of Bowland). Magistrate Cannock settles dispenses justice and (somewhat arbitrarily) settles disputes there, holding court over cold fowl and a jug of dark ale.

Greyhaunt Cemetery might be the grave yard from the opening of a modified version of "Death's Messenger" which I have dropped plenty of plot hooks into, in anticipation of the heroes someday finishing with the current faery shenanigans. If so, one might imagine that the Enchantress makes her home somewhere on the south-eastern edge of Fallen Giant Wood... But campaigns have a habit of moving in new and unanticipated directions, so whether this is where things end up remains yet to be seen.

Monday, April 19, 2021

Do not trust the Wee Faeries

At the GAMA trade show, Tim Huckelbery teased the news that there are a number of sourcebooks in the works for Talisman RPG, and expected to follow the publication of the game some time this year. "Tales of the City" and "Tales of the Dungeon" were mentioned. The sourcebooks will have more material about running adventures in those settings, more character classes and kindreds, and a GM adventure in the setting. It seems reasonable to speculate that these sourcebooks are following the structure of the game's "corner board" expansions - leading me to also be keen to some material from the "small box" expansions get into print (Harbinger campaign book plz?)

There are a lot of reasons why it makes sense for the RPG to follow the pattern set out by the board game - doing service to the popular elements of the board game setting, using a ready-made structure for releases that will make sense to (hungry hungry) consumers, and making use of the work that has gone before on the setting.

My connection to the Talisman  board game has largely been a nostalgic one to the early days of the game, but exploring the RPG has also made me pay a bit more attention to the material that was developed by Fantasy Flight for the 4th Edition.

The campaign I am currently running for the RPG has been using a lot of the Faery elements of the setting, gradually emerging in the story as part of the conflict between Titania and Oberon, Queen and King of the Faeries. They are probably most familiar to the general public as characters in Shakespeare's Midsummer Night's Dream, but were introduced (as far as I am aware) into the world of Talisman in FFG's Woodland's expansion to the game. Woodlands included a whole slew of elements from the lore and legends of faeries, including a lot of the darker elements and creatures in Irish and British mythology. These have been carried over and worked into the background of Talisman RPG.

For the GM of Talisman RPG, this is particularly useful. It means that you can go to the boardgame to look for further ideas (concerning which more in upcoming posts!), and also gives a pointer to elements of mythology to look into for inspiration. In my own game I was particularly drawn to including Fomorians, Sluaghs, and dark and mysterious Sidhe, from avid childhood reading of the Slaine the Barbarian in 2000ad, and also playful but sinister pixies and fairies drawn stolen wholesale from Jack Vance's Lyonesse - both of which works were based on roots in Irish mythology. 

I cannot pretend to know enough about the source material to point in the best direction to go on this, but a quick search on Gutenberg throws up Irish Fairy Tales by James Stephens, which needs no better recommendation than the illustrations by the incomparable Arthur Rackham., and the delightful Fairy and Folk Tales of the Irish Peasantry by William Butler Yeats - if you only read the opening of "The Trooping Fairies" you will be richer for it:

"Do not think the fairies are always little. Everything is capricious about them, even their size. They seem to take what size or shape pleases them. Their chief occupations are feasting, fighting, and making love, and playing the most beautiful music. They have only one industrious person amongst them, the lepra-caun—the shoemaker. Perhaps they wear their shoes out with dancing. Near the village of Ballisodare is a little woman who lived amongst them seven years. When she came home she had no toes—she had danced them off."

I can add one fragment of faery lore from my own experience - well, second hand experience. I recall hearing an elderly gentleman on a radio phone-in in Ireland. Asked by the host "And do you believe in the Good Folk yourself?" he replied: "No, but I wouldn't trust the wee feckers either."

Airecon 2023 Session Report Compendium

Session 1: The Marauders of Wheppersnade Cove (1st iteration) This was my opening session at Airecon, and the only game that hadn't sol...