Archive for the ‘ Man-Day Adventures ’ Category

Roughing It in the Four Communities Region

During our first “We’re Not In Arkansas Anymore!” session, Man-Day Adventurers received some basic information not only about the various power groups in the Four Communities region, but also about the major geographical features. Here they are:

The Ancient Bridge
This is the site of the bus crash. The Ancient Bridge once connected the two banks of the Witch Hex River to the King’s Road. The Ancient Bridge now stands in ruins, and the King’s Road has long been in need of maintenance. The latter no longer winds its way south. Years of neglect and the Witch Hex Swamp have taken their toll on the road. (Get it?)

Bloodscale Lake
The deep, dark waters of this spring-fed lake may contain rich fishing, but the lizard folk of the Bloodscale Clans dominate the region.

The Cataracts
The Witch Hex River descends violently over two cataracts before it continues on its way through the Verminous Valley.

Green River
The Green River originates in the Shield Tors southwest of the Four Communities. It runs a course roughly parallel to that of the Witch Hex River. Fishing remains good in the Green River, leading some to believe that the Plague Lands may not be quite so dangerous anymore. Others point out that just because fish living underwater don’t carry the plague is no sign that the contagion has passed.

Highland Pass
The Highland Pass through the Shield Tors to the banks of the Witch Hex River is that part of the King’s Road that once led to the near side of the Ancient Bridge. Shield Watch detachments regularly patrol the Highland Pass.

Shield Tors
These rugged, rocky highlands separate the Four Communities from the southern wilderness dominated by the Bloodscale Clans. The Shield Tors are not, however, without their hazards. Gangs of evil humanoids and even ogres live here. Caves riddle these highlands.

Verminous Valley
The full extent of this valley isn’t known. It is deep and rugged, cut by the Witch Hex River. Unsurprisingly, monstrous vermin teem in the valley. Rumor has it that a race of intelligent monstrous spiders live here.

Whispering Woods
These old woods border the Four Communities to the north, west, and east, and extend for days in all three directions. The remnants of the King’s Road cut through the Whispering Wood east-by-northeast, following the Green River into the Plague Lands.

Witch Hex River
This deep, fast river originates in the Bloodscale Lake and Witch Hex Swamp. It plunges over the Cataracts into the Verminous Valley.

Witch Hex Swamp
The full extent of this marshland is not known. It bubbles south and southwest of the Bloodscale Lake. It is rumored that all manner of horrible monsters live in the Witch Hex Swamp. Many of these rumors include talk of the Black Tongue Society.

May 29th, 2010  in Man-Day Adventures, RPG No Comments »

Power Groups in the Four Communities

During their first few months in the Four Communities, the displaced 21st-century PCs have learned quite a bit about their new home. For example, they’ve become familiar with some of the region’s movers-and-shakers. As part of the group PC creation session, Man-Day Adventurers were encouraged to dream up associations, connections, and conflicts between their PCs and these various power groups.

The Black Tongue Society
This secretive cabal of enchanters, necromancers, and intelligent undead monsters seem to exist largely for the sole purpose of violating the Eldritch Protocols and keeping the ranks of the Night Stalkers from growing too large.

The Black Tongue Society is not to be trifled with.

The Fey Courts
The Fey Courts are a cantankerous lot roughly divided into three unequally sized groups: the Seelie, the Unseelie, and the Sidhe. The first two are the largest, approximately equal to each other in size and power (or so the stories go). The Seelie are usually characterized as good while their rival Unseelie are said to be evil, but with fey such moral labels can be problematic.

The Sidhe are the smallest but most powerful Fey Court. The iron fist of the Sidhe Queen moderates the conflicts between the other two courts, but does little to protect mortals.

The Fey Courts hold sway in wilder places. The Seelie are most powerful in the Whispering Wood while the Unseelie dominate in the Witch Hex Swamp.

Locating various fey houses is difficult since the fey realm can only be accessed via magical means (an act which the Recondite Order frowns heavily upon; see Protocol Six below).

The Library of the Silver Key
The Library of the Silver Key in Shieldmark is home to several scholars who seek greater knowledge in all fields of study, but most especially in those related to magic. Membership is open to just about everyone, but most members are limited to the rank of Iron Keyholder. Higher ranks include Copper Keyholder and (at the top) Silver Keyholder.

Iron Keyholders may enter the library and enjoy usage of general texts. They may also consult with higher ranking members (for a fee, of course). Copper Keyholders work in and for the library, maintaining the general and special collections (the latter being off limits to Iron Keyholders).

It is widely rumored that the few Silver Keyholders have access to exceptionally rare texts, including magical tomes that hold many secrets, including a few that would peak the interests of the Recondite Order and the Black Tongue Society (albeit for different reasons).

The Night Stalkers
The Night Stalkers are a loose-knit association of adventurers who investigate activities allegedly performed by evil, supernatural creatures. When necessary, the Night Stalkers hunt and destroy said creatures.

The Night Stalkers reportedly have secret meeting houses in Alfheim and Shieldmark as well as hidden bases in the Whispering Wood and Shield Tors.

While it must be admitted that the Night Stalkers are good at what they do, their methods are often criticized by those who consider themselves law-abiding. Destroying evil, supernatural creatures is job one for the Night Stalkers. All other considerations are secondary.

The Recondite Order
The Recondite Order consists of 5 men and 5 women rumored to be the most powerful spellcasters around. They live in the Recondite Towers, five fortified structures that cannot be found unless the seeker is invited.

The Order’s self-appointed duty is to police magical arts and spellcasters. They ruthlessly enforce the Eldritch Protocols, seven “laws” governing the use of magic.

The Eldritch Protocols
(1) Thou shalt not slay humanoids via magic.
(2) Thou shalt not balefully polymorph humanoids via magic.
(3) Thou shalt not violate the privacy of a humanoid’s thoughts via magic.
(4) Thou shalt not violate the primacy of a humanoid’s will via magic.
(5) Thou shalt not create or consort with the undead.
(6) Thou shalt not pierce dimensional or temporal barriers.
(7) Thou shalt not consort with outsiders.

Shield Watch
The Shield Watch is a quasi-military group dedicated to protecting and serving Alfheim, Harvest, the Quarry, and Shieldmark. Aside from obvious tasks like fending off evil humanoids, especially the Bloodscale Clan lizard folk, members of the Shield Watch act as escorts, pathfinders, scouts, and body guards. They even deliver the mail.

All four communities have Shield Watch barracks in which members of the watch enjoy free room and board. Watchers enjoy a generally good reputation. The Shield Watch have no defined, official police powers, but are often given charters by local authorities to assist in the completion of some specific task.

Sparrow’s Nest
The Sparrow’s Nest in Harvest offers sanctuary to anyone (or anything) that enters Sparrow’s Nest grounds. Clerics and knights of the Tangled Lady guard the Nest.

A sanctuary seeker is granted 30 days of protection in exchange for the promise to behave himself (herself? itself?). Few have ever dared to violate the Sparrow Nest’s sanctuary rules, due in no small part that it is never wise to risk the Tangled Lady’s ire.

The Tangled Lady
The Tangled Lady is arguably the most powerful entity in the region. In fact, she is worshiped by some and showed a healthy degree of respect by most. Whether or not she is truly divine is a matter of debate.

The Tangled Lady is seldom seen, but her effects are widely felt. For example, Harvest enjoys such fertile lands and abundant crops because the Tangled Lady wills it to be so. The Fey Courts seldom make their presence felt within the Four Communities proper owing the Tangled Lady’s influence.

May 27th, 2010  in Man-Day Adventures, RPG No Comments »

The Four Communities

Here’s a rough map of the starting area for Man-Day’s “We’re Not In Arkansas Anymore!” campaign.

May 26th, 2010  in Man-Day Adventures, RPG No Comments »

Strangers in a Strange Land

The first session of We’re Not In Arkansas Anymore! is under the Man-Day belt. The PCs were Rob (former professional baseball player), Chuck (unemployed high school drop out), Ebenezer (semi-retired woodworker), and Lindsey (Democratic Party campaign consultant). The adventure opened with boxed text:

You and 19 other people relax aboard a deluxe tour bus heading for the Grand Casino in Louisiana. You won a three-day, two-night, all-expenses-paid gambling trip as part of a promotional contest sponsored by the casino and Arkansas’s number one morning show Good Morning Arkansas. You left Little Rock about two hours ago. The rising morning sun struggles to pierce the unseasonable fog.

“Folks,” says Mitch Michaels, Good Morning Arkansas host, “we’re about to head over the Ouachita River across one of the first bridges built in Arkansas by the Public Works Administration during World War Two.”

The drone of the tires on the road changes pitch as the bus rolls onto the bridge. Suddenly, the big vehicle lurches hard to the left. A woman screams. A flash of light whites out the windshield at the same time a high-pitched whine pierces your ears.

Just as quickly, the light and noise vanishes. The bus tilts at a strange angle, its front end higher than its rear.

“Holy crap!” someone yells. “We’re in the river!”

Rob acted quickly, forcing open an emergency exit. Ebenezer noticed the driver was unconscious. Lindsey took the lead in trying to organize the bus community. This included prompting Chuck to get the first aid kit. Thanks to Rob and Lindsey, everyone made it off the bus okay, including Rob’s dog Texas and Ebenezer’s wife Maisy. Ebenezer hauled the unconscious bus driver out of the bus and into the river, but not before he tossed Rob the keys. Lindsey exited the bus, swam around to the submerged end and climbed atop it, where he tried but failed to get a signal for his cell phone.

Chuck unfortunately got caught in the river’s current and started to flounder. Lindsey dived in and pulled him above water, saving the dropout from drowning. While everyone made their way to the closer river bank, Rob fought the current and gravity to open the baggage storage area in the bus’s undercarriage. Against all odds, he located his two gun cases that he’d brought along to do some hunting down in Louisiana. Rob swam away as the bus sunk out of view, carried slowly along by the river’s current.

Miraculously, everyone made it ashore. The driver remained unconscious, probably in shock and definitely with a concussion from where his forehead had smacked a window. The pregnant lady, Charlie, was also safe and unhurt, albeit rather winded. A quick visual inspection of the surroundings revealed something wasn’t quite right.

To the north rose rugged, wooded hills. Downstream — not upstream — was a bridge, but not the PWA bridge. Instead, it was a stone and mortar causeway, apparently of great age and in a major state of disrepair. The river’s far bank was barely visible through the light fog, and it was certainly far wider than the Ouachita. No one’s cell phones could get a signal. Rob’s fancy GPS watch also had no signal. After seeing to the bus driver, Rob and Ebenezer started walking upstream. Lindsey and Chuck, following Maisy’s advice, helped move everyone else more inland, and then started getting folks organized.

After walking for 20 minutes upstream, Rob and Ebenezer — armed with Rob’s hunting rifle and shotgun — found neither the PWA bridge nor any sign of the road. In fact, they found no signs of civilization at all. No power lines. No litter washed up on the river bank. Neither of the men could identify the local trees, and they saw several samples of wildlife that were also alien to their experiences. Befuddled, the pair returned to the main group to report their findings.

It was then decided to head downstream toward the ruined bridge. Rob, Ebenezer, Lindsey, and Chuck made it to the bridge after about a five minute walk. An ancient, cobblestone road built atop of berm led from the bridge toward the rugged hills to the north. Ebenezer found a single print in the soft earth close to the river bank. The print was about a foot long, with five toes, apparently webbed.

After a short discussion, it was decided that everyone should follow the road toward the hills. By this time, the bus driver Ralph had regained consciousness. Moving along the road was slow-going, especially with Charlie and Ralph along. By two in the afternoon, the group had left the river behind and was in the rugged hills proper. Old growth forest spread in all directions. Lindsey, a student of geography, was convinced that nothing that they were seeing belonged in Arkansas, but he was at a loss to explain what had happened.

The sun set. Camp was set up. It seemed like it would be a peaceful albeit strange evening, but then the attack happened. Monstrous creatures, part man and part lizard, rushed in from several directions. They tossed nets, snaring people. Others bludgeoned people with cudgels. Rob and Ebenezer opened fire. Lindsey urged folks to remain calm and rally to this position. Chuck leapt upon an net-ensnared man, engaging the lizard-man in a life-and-death game of tug-of-war. More of the monsters could be seen rushing from the darkness.

Then the volley of arrows hit. A few of the monsters fell, both from arrows and bullets. The others retreated. A group of six men, dressed in strange leather armor, carrying bows and arrows and swords, introduced themselves.

“I’m Belskel,” the leader said. “We’re members of the Shield Watch, and it’s not safe here. The Bloodscale Clan raiders are likely to return with reinforcements.”

Close curtain. Fade to black.

At this point, the group PC creation began and roughly three months passed. Rob, Lindsey, Ebenezer, and Chuck have more or less adapted to the strange world they’ve fallen into. I gave the players the house rule document and the basic setting background for the Four Communities. I also gave them the faction cards with information about the Recondite Order, the Shield Watch, the Tangled Lady, the Sparrow’s Nest, the Black Tongue Society, the Library of the Silver Key, the Fey Courts, and the Night Stalkers. I’ll post more information about the Four Communities and these factions at a later date.

As of right now, all the PCs are second level. One level is in the basic d20 Modern-style class that represented their capabilities prior to landing in a new world. Each PC also has one level in a Pathfinder class. Specifically, Rob is a ranger, Ebenezer is a druid, Chuck is a rogue, and Lindsey is a wizard.

Next Man-Day is in two weeks. Between now and then, I’ll flesh out the Four Communities more and come up with some plot hooks. The players are charged with coming up with their own ideas for plot hooks, relations with factions, et cetera. All of this’ll get tossed into the sandbox for our next session.

May 22nd, 2010  in Man-Day Adventures, RPG 2 Comments »

“We’re Not In Arkansas Anymore!”

That’s the title of the new Man-Day Adventures campaign that kicks off tomorrow with yours truly taking over as DM after Man-Day Adventurer Wes oversaw our failure to save Oerth from the fell forces of Tharizdun while returning to the Temple of Elemental Evil.

This new campaign will strive to be the opposite of Monte Cook’s Return to the Temple of Elemental Evil. In other words, WNIAA won’t be a grueling, blood-soaked trek through sprawling complexes guarded by a bewildering assortment of baddies while searching for MacGuffins galore in order to thwart a diabolical plot so Byzantine that it would baffle an alternate universe amalgam of Umberto Eco and J. R. R. Tolkien.

The initial premise of WNIAA is that each Man-Day Adventurer plays the role of a normal, 21st century person who’s won a two-night, three-day, all-expenses-paid bus trip to gamble in Louisiana. Along the way, Something Goes Very Wrong, plunging the bus and its passengers into a strange world that largely conforms to Pathfinder rules. To start with, each Man-Day Adventurer submitted a short PC bio and ability scores. I then used d20 Modern to cobble together a basic stat block.

Our first session tomorrow will include a short, introductory adventure followed by a group PC crafting session. Collaborative conflict mapping will happen during the group PC crafting session. I’ve got eight factions printed on 3-by-5 cards, a 10-page house rule document, and a 5-page overview of the Four Communities. No Man-Day Adventurer has seen any of this material yet.

Keep an eye on this site for future updates about this experiment in sandbox-style campaigning. If nothing else, you can shake your head in mute wonder at our antics.

May 21st, 2010  in Man-Day Adventures, RPG No Comments »