Archive for the ‘Adventure’ category

New Setting Guide!

January 6, 2011

Its been a while since I last wrote anything here, and I think its about time that I did! I mean… its not like Mor Aldenn is dead or anything, in fact, the setting may be more alive now than ever before!

And what do I mean by that?

Well, just this;

At the moment, a bunch of awesome designers are currently working on fleshing out and expanding the setting further, and adding a bunch of very cool rules for the Pathfinder RPG. You will see new monsters, lots of NPCs, feats, spells and yes, even a new base class!

Also, you’ll see a couple of minor adventures in the near future, staged in and around Mor Aldenn, of course!

To kickstart the new year, I have decided to open the bag a bit (just a bit!). Every thursday, from now and the next few months, I will try to reveal a little something from the City of Mages. Since this is a city setting, why not start by showing you a location?

Green Elixirs

This small shop is nestled between larger buildings in the southern part of Mor Aldenn. A small sign above the door display a couple of potions in varying greens.

Type shop (average), residence; Size small (1 floor, cellar)

Owner Vastian Breth (male human wizard 5, CG); Staff none

Typical Visitors adventurers, mages, wizards; Famous Visitors Lord Balsadarus

 

This small shop is owned and run by a guild mage named Vastian Breth, who (deep within his heart) is more alchemist than wizard. Vastian is well-known and liked around the mage guild, yet choose to live here, away from his friends. He does this, mostly because of his many experiments. Lots of amazing potions grace the windows of Green Elixirs, but none of them are real potions. Vastian makes potions on request, but only to other guild mages and his closest friends.

Looking for alchemical items? Well, Vastian has lots of strange concoctions and weird items on display in his shop. If you are ready to take a chance, you might even buy one of his more experimental items, but remember, all of these come with a severe warning!

Items bought at half price have a 75% chance of working, while items that are even cheaper have a 10% chance of exploding, causing 1d8 points of damage to the user.

This is a pretty typical site within the City of Mages. The location is supposed to be useful, to the GMs and to the PCs, and bring tiny rules that are unique to each site.

What kind of locations would you like to see in a City of Mages?

Also, because I want everyone to experience Mor Aldenn, I’ve decided to create a big bundle of goodies, available for almost… nothing.

You can find it here, at RPGNow.com

And what do you get? Well, both the Player’s and GM’s guide, the Mor Aldenn cartography, an adventure, a very cool map pack of the Barrowdelve, an inn named the Ugly Harpy and lastly, insight into one of three gods that exist in the City of Mages!

I truly hope that you’ll enjoy these, and dont worry, we are not altering much of the information here, we are basically adding new material in the upcoming Expanded Setting Guide, so all this wonderful material will be useful even then!

Welcome to the City of Mages, hopefully you’ll enjoy your stay!

First adventure… finally done!

February 28, 2010

Ah, I just finished (and uploaded) the very first Mor Aldenn adventure! It’s a nice feeling to finally be able to say that 🙂 It could have been published two months back, if my computer hadn’t crashed .

Oh well, it’s out there now!

As always, comments are welcome! Perhaps you have an idea of how I can make this adventure even better!

Oh yeah, and I plan on making a free pdf with all the creatures from the adventure, but until that happens, you are just gonna have to use the Bestiary.

You can find the adventure here; http://www.rpgnow.com/product_info.php?products_id=79157

More Adventure Hooks!

October 18, 2009

Looking through my notes, I found a few that was cut from the Ugly Harpy pdf. Instead of just tossing them away, I’ve decided to post them here. Maybe there’s something you like.

Gossip

A merchant has arrived in Mor Aldenn with one of the western caravans. No one has ever heard his name, and he is certainly willing to change that! Afterall, a good reputation is important to any merchant! He is willing to pay the PCs to spread a few rumors around town. However, maybe the merchant isn’t who he says he is??

The Rivaling Inns

Yargus Tem is involved in a small feud with Otho Theobold of the Gloating Giant. So far this feud is merely one of words, but then one of Otho’s horses is slain… who did it? Otho seems to believe that it was Yargus, or at the very least, one of his henchmen!

With this hook, you could also involve the other inns! Imagine asking the moraldenns to choose sides based on their favorite inn! This could turn out to be something a lot like “Gangs of New York”, only call it “Gangs of Mor Aldenn”! 🙂

The Poisoner

Jordrick Runsen, the local herbalist and poisoner is looking to acquire an assassin vine. Can the PCs help him?

Poison, anyone?

A strange tradition has come to the Ugly Harpy. The young and foolish challenge eachother to drink various poisons, all supplied (of course) by the local poisoner, Jordrick Runsen. This seems like a really stupid game, but maybe it could also be a lot of fun…

 

Does anyone have other adventure hooks that they’d like to share? If so, I’d love to hear them!

Adventure Hook

August 25, 2009

This small adventure hook was sadly cut from the Gods of Mor Aldenn; Ehlora pdf, not because it didn’t fit in, but because there just wasn’t room for it.

 

The Gilded Bones

With the recent undead attacks from the Barrowdelve, bones from the necropolis have been scattered all over the city. While most of them have been collected, there are still 5 gilded bones missing. These bones are very important to the Temple, as they hold the memories of past high priests and high priestesses of the three faiths.

These gilded bones can be anywhere in Mor Aldenn; at the bottom of the river, in the surrounding forest, in the hands of a thief or perhaps at the Shadow Tower.

There might be a fight waiting for the PCs if the bones were taken by a creature of the river or forest, or they might have to use diplomacy to get the bones back from the thief or the necromancers.

Designer’s Notes

This hook was tied to the two spells called bone servant and greater bone servant, the latter which needs a large gilded bone as arcane focus. I like the fact that the PCs have to explore the city and perhaps use diplomacy (and not weapons) to retrieve these bones. It’s not a big adventure that will change the PCs, but it will show them the consequences of the undead attacks from the Barrowdelve.

Holes!

May 1, 2009

Designing adventures have gotten me thinking about… adventures!

1) Some adventures seem to take everything into account.

2) Some adventures seem to describe everything in detail.

I have no intention of writing adventures that take a month for the GM to read through. This means that you’ll find certain holes in a Mor Aldenn adventure. These holes are all deliberate. I want the GM to participate in the creation of the adventure, not just someone who runs everything as written. I guess thats the adventures I like, and sadly, I haven’t come across a lot of these.

Also, reading through a few old adventures, I found descriptions up to a page long. We are talking about text that the GM should read aloud. I’m not the type of GM who likes to read descriptions from books, especially whole conversations. I mean, if you read them aloud, then how can the players actually participate in them? They can’t, but they should.

I will keep descriptions in the adventures, of course, but I will try to keep them short and precise. They will mostly be for the GM, for inspiration, but its important to note that he shouldn’t be bound by them.

How do you like your adventures?

A Trail of Poison – Part II

April 27, 2009

Continuing the write-up of the adventures of Mor Aldenn, I’ve come to writing the background story. I consider this training and much will definitely change before the final adventure is “published”.

 

A Trail of Poison (a Mor Aldenn adventure)

Adventure Background

For 300 years, the city of Mor Aldenn have been at war with the night hag of the Spindlewood Marsh. She is a strong archenemy and with each defeat, the vicious night mistress has grown ever more hateful of the mages and their city. How the night hag has survived these countless wars, remains a mystery even to this day, but she seem to finally understand that to destroy the mages of Mor Aldenn, she must first weaken them.

After months of peace, the night hag finally shows her face. A hag in her coven has discovered a long lost tower deep within the treacherous Spindlewood. At the heart of the forgotten tower, she has also found a powerful artifact that has the power to attract the animals of the forest. With this artifact, the night hag hopes to strike at the mages.

That the mages use the magic of the surrounding lands, is a well-known fact. They find magic, not only in the trees, plants, lakes, rivers and the earth, but also in the animals that make Ossindrillon their home. To strike at these animals would indeed pose a severe threat to the mages.

The forgotten tower lies by a shadowy lake; a lake of poisoned water. This poison eats away at the very soul of those who drink it. Now the night hag uses the artifact to call out to the magical beasts. She forces them to come to the shadow lake and drink its poison, and while most of the beasts die by the lake, some are strong enough to escape into the Spindlewood. But their fate is sealed, no one survives the poison, not even the fabled unicorn.

#2 Adventure: Thieves in the Barrowdelve

April 26, 2009

Illus. William McAuslandHere is another synopsis based on another of my original ideas, the heirloom in the Barrowdelve. It has been retitled, to focus more on the actual theft and those behind it, than on the heirloom itself. The secret of the heirloom is only revealed later on in the adventure and may indeed lead to an even greater adventure.

 

Thieves in the Barrowdelve (a Mor Aldenn adventure)

Thieves are looting the Barrowdelve! A young thief is found dead outside his home, wearing an old magical pendant from the Delve, but who killed the thief? And like that wasn’t bad enough, the pendant seems to hide a secret far worse, a secret hidden deep within the Barrowdelve, a secret that has now been revealed.

Thieves in the Barrowdelve is a Pathfinder RPG adventure designed for four 1st-level characters. The adventure takes place in Mor Aldenn, the City of Mages. This small city could in reality be located in any setting where two rivers converge inside an ancient forest.

Adventure Synopsis

This adventure starts as an heirloom turns up on the body of a dead thief. The heirloom, a seemingly magical pendant, was buried deep within the Barrowdelve and now the people of Mor Aldenn is wondering; is someone looting the ancient necropolis?

The mayor asks the PCs to investigate the matter, both the looting of the Delve and the strange murder. He is willing, of course, to pay them for their services to the city. They are given access to the Barrowdelve, where they discover that other graves have been robbed, but by whom? Was it the young thief wearing the pendant, or was it perhaps someone else?

The PCs also discover that the pendant hides a secret, a cursed ring hidden within the pendant. This ring is what killed the thief, and it may in fact kill others if the PCs don’t find a way to stop it.

The trail also leads the PCs to the Tower of All-Magic, where they find the thief’s brother, a young ambitious mage. He is the true mastermind behind the plan to loot the Barrowdelve and will not give up without a fight, also, it seems that he has hidden the loot, but where?

 

Designer’s Notes

When I started thinking about writing this synopsis, this adventure truly opened up for me. I didn’t want the thieves to be involved with Yargus Tem and the Thieves Guild, no, those guys are way too likable and shouldn’t become direct antagonists of the PCs, so I wanted thieves a little different. I started thinking…who would have access to the Barrowdelve and how? One of the mages, of course, a really ambitious one, but he wouldn’t be working alone, no…he had a brother, of course! A young and foolish thief.

I imagined how they had done it, how research had led to all these secrets hidden inside the necropolis, but what about the pendant and the cursed ring? You see, the mage knew about its nature (or guessed, at least) and so asked his brother NOT to take it… but that was indeed a mistake, after a few planned raids into the Barrowdelve, the young thief decided to make a little raid of his own, stealing the pendant for himself, but that was a mistake! A mistake he would pay dearly for and that would start this adventure…