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#5: An Abandoned Wagon or Cart. Whether #3: Follow the Road. The roadside tavern or small
underground or overland, having the party stumble village that played host to your campaign is probably
upon an abandoned wagon or cart will almost always going to be connected to some type of trade network.
make them stop and investigate. They'll look for Down the road should be a town. This is the source of
treasure or anything of value. They'll also look for clues the barley, salt and sugar, the rope, harnesses, tools
as to why it was abandoned. You can create a back story and implements and all the myriad things a settlement
for it, or not as you desire, put treasure there or not as needs to prosper. Down the road should be a town and
you desire, that is up to the GM. But the wagon itself some type of connection made with it. Perhaps
will serve enough of a curiosity to make everywhere caravans come once a week or once a month bringing
come back to the table. goods to trade and sell. Perhaps a few of the locals
gather together and travel to the town to purchase
A FEW FLESHOUT AREA/TOWN
their needs. Consider developing this in a few
#1: Legends. You’ve already begun envisioning what lies directions. Not just on the road. Maybe there is a band
beyond the horizon, now people it with a few legends. of halflings that live south beyond the valley who
Something that the NPCs in the settlement know. These regularly bring in pelts and foodstuffs. Perhaps a druid
should border on the mythic and hopefully integrate a dwells in the forest, a secretive individual that comes to
few local gods. Keep them simple, something the locals the settlement once in a awhile to bring herbs and
GM’s Tricks of the Trade
other treasures of the wild. Whatever it is, create a local people. They are generally leery of strangers, but they are
welcoming and friendly to those whom they know or whom they
trade network, something that brings life to the
believe bring them no harm or foul play. They are religious folk, all
settlement in one or multiple guises. adhering to the worship of the Og Aust, th Great Tree, and they hold
their forest to be one with the Eastern Wood, the Eldwood. They
have concourse with the rangers of the Ranger’s Knot and the druids
in the Order of the Oak.
#4: Going to Town. Create a town as part of the trade The village is walled with a simple palisade 12 feet high, with gates
network. It shouldn't be anything huge, but it should be on either end at the road. It is largely designed to keep out animals
a place that the characters can get big ticket items, like and other simpler monsters. Most people live within the walls, but
heavy armor, horses, uncommon weapons. There some live without in small, stout buildings. Greenbriar consists of
several dozen close knit houses, the Long House inn, and a large
should be skilled blacksmiths and other trades to
communal barn. They have cleared the forest for several acres
develop some depth to the town. You'll also want to around their town and cultivate potatoes, carrots and other small
create some type of governing body, this can be a yield crops. They free range small herds of hogs and a few cattle.
simple mayor, appointed or chosen, to an oligarchy of There are plenty of dogs about the town that give warning should
the need arise. Their houses are stout affairs of thick wood,
merchants. Whatever it is, keep it simple and give it a
plastered with waddle. They lock their doors at night and rarely
somewhat friendly face. Characters coming and going open them for anyone. They all have cellars in which they hide in
should be welcome... they bring in money and treasure times of danger, or if the threat is overwhelming, they flee into the
that makes everyone's life a little richer. Also remember Thicket to the north of town, hoping that the Og Aust will look after
to people it with different demi-humans. This does not them.
Total Population: 250-300
have to be a massive hand written affair, a few notes
Human: 250-280
will suffice. Refer to the template below, that is taken Gnome: 10 +/-
from one of our Aihrde Expansions: The Darkenfold. Halfling: 4-8 +/-
Dwarf: 0 +/-
Elf: 4-8 +/-
Government: The town is governed by the heads of the 11 families
#5: The Polity. Once the town is imagined, you're going who either originally settled the town or have a vested interest.
to want to take a step back and take a look at the bigger These determine the town's small tax for upkeep of the wall and
help maintain peace and the upkeep of the roads within. No one is
picture. You don’t have to flesh anything out, just get an
particularly forced to adhere to edicts of the council, however,
idea of what the surrounding area's polity is. You have banishment is a punishment meted out to some.
many choices: monarchies, anarchy, feudal realms, Military: They have no militia to speak of, generally relying on their
republics, city states, and so on. All you need this for is forestry skills to keep them safe, however if pressed they can put
background noise, something to feed the players as together a small fighting force of about 75 men and women,
decently armed with bows, spears and similar weapons.
they wander farther from the settlement. And
Economy: Small trade exists with Petersboro and Ends Meet, largely
remember no government is just as good as any in foodstuffs, wooden items carved in town and furs and the like.
government. I almost always begin adventures in the They also do a decent trade with travelers and the tinkers who
Darkenfold, a wilderness in Aihrde with no real wander the roads of the Darkenfold.
Religion: People adhere to the Og Aust, the Great Tree, and the
governing bodies but the sword. All this does is gives
forest itself. Many pay homage to the Naiads of Lake Altop.
you fodder to feed the players. Language: The Vulgate
Major Guilds: There are none.
Next Week: Involving the players and their characters in
the setting's development.
SAMPLE TOWN
GreenBriar [3]
Greenbriar sits astride the Old Post Road, upon the banks of the
Westerling River. Populated predominately by humans, it is a
community that survives through farming, a little animal husbandry
and living off the bounty of the forest. Her folk are a hardy, stout
GM’s Tricks of the Trade
CHANGING UP COMBAT orcs doing it they’ll follow suit, so that if you have an
arm pinned by the press of orcs, they can use their
#1: Use Mechanics. The gist of this is: Use bonuses and shield to smash a foe or even grab another orc and hurl
minuses every round. Change them up every round as them into the press. Remember the fight in the first
the situation dictates. But make sure you give MORE Bourne movie where he uses a pencil to kill the bad
than you take. For example, if a fallen orc causes the guy? Same principle here. Anything is a weapon, well
ground to be slick, Davis might suffer a -1 to his attack almost anything. There is nothing like a fight that
but he gains a +2 to damage as the orcs are practically devolves into a blood match of people just hammering
impaling themselves on his blade. See more examples each other with whatever comes to hand. Keep in mind
below. But change 'em up every round as the situation there are going to be tons of weapons lying about with
demands. This will help fuel the chaos. the dead orcs.
#2: Chaos Reigns. In a mad fracas where bodies are #4: Destroy or Scatter Equipment/Redirect Damage. I
tumbled up against one another in a desperate bid for bring this up a lot, but for mass, chaotic combat it is
victory, it is utter chaos. Weapons and shields become especially important. Instead of doing 8 points of
tangled, dropped, thrown, seized, pinned and whatever damage to the second level character, break the straps
else happens in the fray. Make it so. This can be tough on the shield, cut the backpack strap, notch the mace
GMing but describe the mad press of bodies and gear as handle, knock off the helmet. Whatever it is, whether
those orcs are rushing forward, pushing their comrades you deflect damage or not, chew up the equipment.
into the party members, grinding gear up against gear This will help play into #2 and encourage them to scoop
and making the whole a tangled mess. The ruin of battle up anything and use it as a weapon. Gear, weapons and
makes it worse, as bodies pile up and the ground armor scattered about is just fun.
becomes slick with blood. "The orcs surge forward, the
press of them crushes armor and flesh against you, #5: Crowd the Characters. This one is fun and easy. Push
pulling and clawing at you every moment; all this the characters up against each other. Have the orcs
mingles with the stink of their unwashed bodies and the swarming around and just the weight of them forces
wretched filth of their ruined flesh that makes the the characters to fight back to back or to get tangled up
ground slick with blood and ichor." Try to throw chaos with each other. Make it real. "Davis, the sheer weight
in everywhere. Do it with your monsters MOST. Have of orcs pushes you up against Tim and your shield grinds
them drop weapons, fall down, get tangled, up, claw into his arm. Tim, you suffer a -1 to your attack this
over one another to get to the party members. Make it round, but gain a +2 on your AC because Davis is
madness. It's hard, but very doable. Just keep up the blocking attacks on you." The tangle just adds to the
tempo. To bring that home, use mechanics. Don’t chaos.
incapacitate your player’s characters. You are better
served throwing around minuses on swings and #6: Factor Spells In. This one is an addendum to all the
above. Make sure you have enough monsters to survive
damage. Change it up every round. "Davis you suffer a
-1 from your swing as this orc trips forward into your the fire ball and lightning bolt that the spell caster is
going to land on your horde. Don’t worry about the
knees. You can swing at him or another." If he's smart,
he’ll swing at the one laying at his feet and gain a +10 losses, just have enough to spare so it doesn’t end the
battle before it begins! This makes it crazy fun for the
for prone attack. Whatever you do, keep it rolling.
spell caster without detracting from the madness of the
#3: Anything is a Weapon. To build on the above. Make battle.
sure you show the players that anything is a weapon.
You can do this with your orcs easily enough. Have one
drop a blade, but pick up a fallen helmet and smash the
player in the face for a point of damage. Once they see