PCs & # Times Killed, Retainers
Thumli the Dwarf (Steve) - 1
Krago the Dwarf Lord (James) - 0 Retainer: Glendor IV - 0
Thief (Edward) - 0
Deceased PCs & Retainers
Branford the Magic-User - goblin arrow
Bullbeard the Dwarf - raiders
Mithsmith the Dwarf - wight
Presto the Cat Girl Elf (NPC) - giant gecko
Inactive
Vanya the Elf (Athena) - 1 Retainer: Sho-Rembo the Halfling - 0
Marcus the Thief (Francis) - 0
Squire Berric the Fighter (Damian) - 1 Retainer: Pardue the Cleric - 1
Sharn the Elf (Craig) - 0
Maximum number Raises = Starting CON
Tuesday, 24 July 2012
Saturday, 21 July 2012
Timeline
Timeline
Second Age of Man
999 SA/0 TA: The Final Battle; the Last Alliance of Dwarves, Elves and Men faces the Dark Lord Sauroth on the slopes of Mount Thunder. The Dwarf King Dolm and Elf-King Galatar (father of Queen Celeriel) fall in the battle, the human hero Val Trionos and the Elf-Lord Eldavar are victorious and defeat Sauroth, destroying his physical form.
Third Age of Man
1 TA: Human survivors of the Final Battle under Val Trionos found a city on the banks of the White River; Val Trionos names it Dolmvay after his fallen friend and ally, the Dwarven King Dolm.
Dolmvay will become capital of the Kingdom of Valnwall.
800 TA: Valnese Settlers moving up the Tressen River drive the barbarian Trosk clans north. Founding of Nahm. The area is claimed by the Kings of Valnwall. The first renewed stirrings of Sauroth date from this time.
850 TA: Fall of Alvaren: the rulers of the Kingdom of Alvaren, north beyond the Shield Mountains, are corrupted by Sauroth. Their capital, the White Tower of Alvaren, becomes known as Ghoul Keep; Alvaren's Queen Zhenyis, is reborn as Queen of the Ghouls.
897 TA: Fall of Mor: The traitor-usurper Valmodar leads an army of Sauroth's orcs and evil men in his conquest of the Kingdom of Mor. Valmodar becomes the Witch-King of Fallen Mor.
940 TA: The Chaos Shrine of Kollchap flourishes east of Nahm. The people appeal to the King of Valnwall for aid. He sends his Champion, Amaul, bearing the Sword of the Sorceror. The forces of Chaos are defeated, but Amaul is killed in the battle and his sword is lost.
960 TA: The mage-priests of the Kale Orcs harvest slaves and craft foul abominations from their lair near Nahm. They are routed by a band of heroes led by Stefan Alturek, a Knight of the Silver Dragon, and his companions Lash, Oldath and Elgo Whiteraven. Sir Stefan is granted rulership of Nahm and the lands around, forming the Hold of Alturek.
970 TA: Sir Stefan and co ambush and kill an unwary hill giant crossing the river north of Nahm.
973 TA: The adventurers Rogahn and Zelligar establish a hidden base east of Nahm.
982 TA: Rogahn and Zelligar aid Sir Stefan Alturek in defeating the Vanhost, a tribe of Chaotic barbarians advancing on Nahm from the north-east, then head into the Northlands after their foes.
989 TA: Rumoured fall of Rogahn and Zelligar in battle with the forces of Chaos.
992 TA - Campaign Begins
M7
16th: s1 - Kale Slave Pits in Goblin Gully nw of Nahm are cleared of goblins.
23rd: s2 - Adventurers enter the Shrine of Kollchap, battle humanoids. Squire Berrac & Vanya 'raised'.
M8:
6th: s3 - Tomb of Durahn Oakenshield - Krago defeats Durahn-wight to claim the title Lord of the Hill Dwarves. Pardue & Presto are 'raised' by Oldath.
20th: s4 - In Search of the Unknown - Krago defeats Glendor IV in a wrestling match and gains him as a retainer. Krago, Glendor & co head east over the river, encounter orcs near Kollchap, then begin exploring the Caverns of Quasqueton, former residence of the adventurers Rogahn and Zelligar.
28th s5: Bergdorf is attacked by Chaos Raiders from Kollchap, who kill 7 halflings and carry off the fair maid Rosa Dobitt. The survivors recruit brave and heroic adventurers from Nahm who penetrate the Shrine and meet the Archdeaconess of Tranfax, a Chaotic priestess guarded by two Rockmen of Khan. She is searching for the Statue of Tranfax, stolen by Prior Odric to set up his own rival Chaos cult. Directed by her to the Great Hall they finally face and drive off Prior Odric, though losing two of their number they rescue Rosa. Odric flees, the Archdeaconess recovers her Statue, and the Chaos cult at Kollchap again collapses, ending the threat for now.
Second Age of Man
999 SA/0 TA: The Final Battle; the Last Alliance of Dwarves, Elves and Men faces the Dark Lord Sauroth on the slopes of Mount Thunder. The Dwarf King Dolm and Elf-King Galatar (father of Queen Celeriel) fall in the battle, the human hero Val Trionos and the Elf-Lord Eldavar are victorious and defeat Sauroth, destroying his physical form.
Third Age of Man
1 TA: Human survivors of the Final Battle under Val Trionos found a city on the banks of the White River; Val Trionos names it Dolmvay after his fallen friend and ally, the Dwarven King Dolm.
Dolmvay will become capital of the Kingdom of Valnwall.
800 TA: Valnese Settlers moving up the Tressen River drive the barbarian Trosk clans north. Founding of Nahm. The area is claimed by the Kings of Valnwall. The first renewed stirrings of Sauroth date from this time.
850 TA: Fall of Alvaren: the rulers of the Kingdom of Alvaren, north beyond the Shield Mountains, are corrupted by Sauroth. Their capital, the White Tower of Alvaren, becomes known as Ghoul Keep; Alvaren's Queen Zhenyis, is reborn as Queen of the Ghouls.
897 TA: Fall of Mor: The traitor-usurper Valmodar leads an army of Sauroth's orcs and evil men in his conquest of the Kingdom of Mor. Valmodar becomes the Witch-King of Fallen Mor.
940 TA: The Chaos Shrine of Kollchap flourishes east of Nahm. The people appeal to the King of Valnwall for aid. He sends his Champion, Amaul, bearing the Sword of the Sorceror. The forces of Chaos are defeated, but Amaul is killed in the battle and his sword is lost.
960 TA: The mage-priests of the Kale Orcs harvest slaves and craft foul abominations from their lair near Nahm. They are routed by a band of heroes led by Stefan Alturek, a Knight of the Silver Dragon, and his companions Lash, Oldath and Elgo Whiteraven. Sir Stefan is granted rulership of Nahm and the lands around, forming the Hold of Alturek.
970 TA: Sir Stefan and co ambush and kill an unwary hill giant crossing the river north of Nahm.
973 TA: The adventurers Rogahn and Zelligar establish a hidden base east of Nahm.
982 TA: Rogahn and Zelligar aid Sir Stefan Alturek in defeating the Vanhost, a tribe of Chaotic barbarians advancing on Nahm from the north-east, then head into the Northlands after their foes.
989 TA: Rumoured fall of Rogahn and Zelligar in battle with the forces of Chaos.
992 TA - Campaign Begins
M7
16th: s1 - Kale Slave Pits in Goblin Gully nw of Nahm are cleared of goblins.
23rd: s2 - Adventurers enter the Shrine of Kollchap, battle humanoids. Squire Berrac & Vanya 'raised'.
M8:
6th: s3 - Tomb of Durahn Oakenshield - Krago defeats Durahn-wight to claim the title Lord of the Hill Dwarves. Pardue & Presto are 'raised' by Oldath.
20th: s4 - In Search of the Unknown - Krago defeats Glendor IV in a wrestling match and gains him as a retainer. Krago, Glendor & co head east over the river, encounter orcs near Kollchap, then begin exploring the Caverns of Quasqueton, former residence of the adventurers Rogahn and Zelligar.
28th s5: Bergdorf is attacked by Chaos Raiders from Kollchap, who kill 7 halflings and carry off the fair maid Rosa Dobitt. The survivors recruit brave and heroic adventurers from Nahm who penetrate the Shrine and meet the Archdeaconess of Tranfax, a Chaotic priestess guarded by two Rockmen of Khan. She is searching for the Statue of Tranfax, stolen by Prior Odric to set up his own rival Chaos cult. Directed by her to the Great Hall they finally face and drive off Prior Odric, though losing two of their number they rescue Rosa. Odric flees, the Archdeaconess recovers her Statue, and the Chaos cult at Kollchap again collapses, ending the threat for now.
Thursday, 19 July 2012
Potential Retainers in Nahm, M7-8 992 TA
NPCs in town over the next 2 weeks & potentially able to be hired as retainers - all are 1st level.
Cleric (1)
1. Pardue the Holy - Novitiate of the Church of Law. Pardue chats with Thumli the Dwarf while he is recovering in the chapel hospital, he seems interested in taking up the crusade against Chaos. Joined Squire Berric.
Dwarf (1)
2. Krago of the Mountains - recently awoke from an immense drinking binge. From the mountain kingdom of Dwarfheim. Not sure how he got to be in Nahm, but thinks he might have been a caravan guard who got left behind. Now PC.
Elf (1)
3.Presto the Elf Cat Girl- an Elf of the Ostaren, out to see the world, or be an Elven Ranger, defending against Chaos. Not sure which. Seems to have lost her money pouch. RIP 28/8/992.
Halfling (1)
4. Sho-Rembo Dulles (f) - a Halfling maid from Burgdorf. Recently an away from an arranged marriage, wants to be an adventurer like her unknown father. Joined Vanya the Elf.
Fighter (3)
5. Glendor the 4th - a sturdy yeoman of Nahm, knows Marcus and might be hirable by him at a reduced rate. His ancestors Glendor I, II and III were all retainers to heroes, said to have perished heroically in various dungeons. His grandfather Glendor II fell at the Battle of Kollchap. Joined Krago the Dwarf.
6. Webberan of the Great North &
7. Norrin the Barbarian - set up rival adventurer party to explore Quasqueton.
Webberan and Norrin are warriors of the Trosken Hill Tribes. They recently came south to Nahm seeking the Tomb of Esur the Red, but have not had much luck finding it, and have now spent nearly all their money. They've also heard rumours that the heroes Rogahn & Zelligar have fallen in battle in the Northlands fighting against their enemies the Vanhost, a tribe of Chaotic Trosk barbarians allied with the Witch-King Valmodar. Rogahn and Zelligar are rumoured to have had a hidden lair known as Quasqueton somewhere east of the Tressen river, not far from the ruins of Kollchap.
Cleric (1)
1. Pardue the Holy - Novitiate of the Church of Law. Pardue chats with Thumli the Dwarf while he is recovering in the chapel hospital, he seems interested in taking up the crusade against Chaos. Joined Squire Berric.
Dwarf (1)
2. Krago of the Mountains - recently awoke from an immense drinking binge. From the mountain kingdom of Dwarfheim. Not sure how he got to be in Nahm, but thinks he might have been a caravan guard who got left behind. Now PC.
Elf (1)
3.
Halfling (1)
4. Sho-Rembo Dulles (f) - a Halfling maid from Burgdorf. Recently an away from an arranged marriage, wants to be an adventurer like her unknown father. Joined Vanya the Elf.
Fighter (3)
5. Glendor the 4th - a sturdy yeoman of Nahm, knows Marcus and might be hirable by him at a reduced rate. His ancestors Glendor I, II and III were all retainers to heroes, said to have perished heroically in various dungeons. His grandfather Glendor II fell at the Battle of Kollchap. Joined Krago the Dwarf.
6. Webberan of the Great North &
7. Norrin the Barbarian - set up rival adventurer party to explore Quasqueton.
Webberan and Norrin are warriors of the Trosken Hill Tribes. They recently came south to Nahm seeking the Tomb of Esur the Red, but have not had much luck finding it, and have now spent nearly all their money. They've also heard rumours that the heroes Rogahn & Zelligar have fallen in battle in the Northlands fighting against their enemies the Vanhost, a tribe of Chaotic Trosk barbarians allied with the Witch-King Valmodar. Rogahn and Zelligar are rumoured to have had a hidden lair known as Quasqueton somewhere east of the Tressen river, not far from the ruins of Kollchap.
Sunday, 15 July 2012
The 1e AD&D Monster Manual
I have long known that the 1977 1e AD&D Monster Manual was actually written for OD&D rules, not AD&D, which did not exist at the time! Strangely, this means that the MM stats are often underpowered for AD&D, but are perfect for eg 1981 B/X D&D - or Labyrinth Lord...
Saturday, 7 July 2012
Wednesday, 4 July 2012
THE VALNWALL CAMPAIGN SETTING
It is the Year 992 of the Third Age of Man...
Valnwall: Last of the Great Kingdoms of Man. For a thousand years the Kings of Valnwall have ruled from the city of Dolmvay at the mouth of the White River, shielded from the Darklands of Chaos by the high wall of the Shield Mountains to the north. A century ago Valnwall’s sister-kingdom of Mor to the east fell to the forces of Sauroth, the Dark Lord of Chaos, under the traitor Valmodar. Now Valmodar rules the ruins of Mor as an immortal Witch-King, commanding hordes of orcs, beasts, and evil men. The last relic of Mor is the coastal Barony of Cheltar on Valnwall’s eastern border, ruled by the Lady Ileosa Myress, the Queen-in-Exile, last descendant of the True Kings of Mor.
Valnwall: Last of the Great Kingdoms of Man. For a thousand years the Kings of Valnwall have ruled from the city of Dolmvay at the mouth of the White River, shielded from the Darklands of Chaos by the high wall of the Shield Mountains to the north. A century ago Valnwall’s sister-kingdom of Mor to the east fell to the forces of Sauroth, the Dark Lord of Chaos, under the traitor Valmodar. Now Valmodar rules the ruins of Mor as an immortal Witch-King, commanding hordes of orcs, beasts, and evil men. The last relic of Mor is the coastal Barony of Cheltar on Valnwall’s eastern border, ruled by the Lady Ileosa Myress, the Queen-in-Exile, last descendant of the True Kings of Mor.
Valnwall’s own
King Moldar, the Silver Dragon, is himself now old and sickly. His son Prince
Rodrigo is still young, and the ambitious Barons of Valnwall test their
strength, seeking to expand their domains. There are rumours of barons’ plots
to eliminate Rodrigo and marry his sister the Princess Shyela, thus seizing the
Crown of Valnwall.
Other
notables of Dolmvay include the Matron-Mother Alkira Grundis, Abbess of the
Holy Light, and the Patriarch Fizdal, head of the Church of Law.
On Valnwall’s
western border lies the powerful Western March under Baron Vasilek, while Baron
Casimir of Larm defends Valnwall’s northern frontier and the trade route north-east
to the dwarves of King Obni Hammerhand in the Shield Mountains.
West of
Valnwall lies the powerful Elven realm of Vyalia, her forests ruled by the
Elf-Queen Celeriel Galatar.
North-west
of Valnwall, beyond the Shield Mountains, dwell the Riders of the Plains of
Irlen, ruled from Irlendom by the wise king Theodath.
South-west
of Dolmvay lies Reavers’ Isle, known for its pirates who raid the merchant
shipping passing between Dolmvay and the fertile Ostaloth Isle to the
south-east.
North of the
Shield Mountains lies the Darklands of the Realm of Chaos, subject to the will
of Sauroth, the Dark Lord. A thousand years ago the Last Alliance defeated
Sauroth and greatly weakened him, but since then he has recovered much of his
strength. Working through minions such as the Witch-King Valmodar of Mor, and the
diabolical Zhenyis, Queen of Ghoul Keep, Sauroth works to bring all the Known
Lands under his terrible rule.
NAHM
On Valnwall’s
eastern frontier lies the small river-town of Nahm, granted to the Silver
Dragon Knight Sir Stefan Alturek, wielder of the enchanted blade ‘Brightfire’,
for his long service to the Crown. Sir Stefan is loyal to the King and his
heir, but is troubled by the ambitions of the Baron Gultar, ruler of the
coastal Barony of Osirath south of Nahm. Gultar seeks to expand his own realm
north, incorporating Nahm. Still, Sir Stefan is assisted by his former
adventuring companions: Lash the Spymaster, the priest Oldath the Wise, and
Elgo Whiteraven, the Wizard of Nahm. Together they form a powerful obstacle to
Baron Gultar’s ambitions. Other notables of Nahm include the master smith Zongall
Blackbeard, and Myria Alturek, Sir Stefan’s adventurous daughter.
North of
Nahm lies the wild Sarwood, littered with the ruins of fallen kingdoms, and
beyond the Trosken Hills, held by the Thanes of the fierce Trosken barbarian
clans and scattered dwarf mining-holds. Due south of Nahm along the Tresen
River are the doughty Halflings of Tresenshire, led by their Sheriff, Oldo
Goodfellow. East of Nahm lies the woodlands of the Ostaren
Elves under Eldavar the Elf-Lord, whose powerful magics shield Cheltar from the
doom of Sauroth.
VALNWALL PCs
This campaign uses standard Labyrinth Lord rules.
Attributes: 3d6 in order, can reroll character if net modifiers add to less than 0.
Hit Points: PCs begin with at least 'high average' hit points at 1st level, as follows:
Magic-User, Thief: 3
Cleric, Elf: 4
Dwarf, Fighter: 5
Extra Attacks: At 8th level Dwarf, Elf, Halfling and Fighter PCs can attack 3/2 (2-1-2-1-2) with any weapon. At 15th level Fighters attack 2/round as normal.
Thief Backstab: At 8th level it does x3 damage. At 15th level it does x4 damage.
Incapacitation: A character reduced to 0 hp or less may sometimes be disabled rather than killed/mortally wounded, depending on the nature of the attack/damage (eg blade attacks are normally lethal, whereas a wooden club can incapacitate). Disabled characters are typically unconscious for 1 hour, then incapacitated, able only to move at half speed, no fighting or casting, until they have healed to at least 1 hp. Characters reduced to negative hp = CON or greater are always killed.
VALNWALL PCs
This campaign uses standard Labyrinth Lord rules.
Attributes: 3d6 in order, can reroll character if net modifiers add to less than 0.
Hit Points: PCs begin with at least 'high average' hit points at 1st level, as follows:
Magic-User, Thief: 3
Cleric, Elf: 4
Dwarf, Fighter: 5
Extra Attacks: At 8th level Dwarf, Elf, Halfling and Fighter PCs can attack 3/2 (2-1-2-1-2) with any weapon. At 15th level Fighters attack 2/round as normal.
Thief Backstab: At 8th level it does x3 damage. At 15th level it does x4 damage.
Incapacitation: A character reduced to 0 hp or less may sometimes be disabled rather than killed/mortally wounded, depending on the nature of the attack/damage (eg blade attacks are normally lethal, whereas a wooden club can incapacitate). Disabled characters are typically unconscious for 1 hour, then incapacitated, able only to move at half speed, no fighting or casting, until they have healed to at least 1 hp. Characters reduced to negative hp = CON or greater are always killed.
VALNWALL CHARACTER BACKGROUNDS - NAHM
Cleric: Most
Clerics are younger sons of middle-class families. A Cleric could be a junior
priest in Father Oldath’s church, either local-born or a recent arrival sent by
the Patriarch in Dolmvay.
Dwarf: Dwarf
adventurers and treasure-hunters from the mining holds in the Trosk hills north
of the Sarwood are a fairly common sight in Nahm.
Elf: Most
Elves seen in Nahm hail from the Ostaren Woods to the south-east. They are
often agents of the Elf Lord Eldavar, sent forth to fight encroachments by the
forces of Sauroth.
Halfling:
Most halflings are a bucolic folk, but the occasional Halfling afflicted with
wanderlust ventures forth from Tresenshire to seek his fortune. Halflings in
Nahm most commonly hail from Burgdorf, the northernmost Halfling settlement in
Tresenshire.
Fighter:
Fighters in Nahm may be barbarian wanderers from the Trosken Hills, loyal retainers
in service to Sir Stefan Alturek, mercenaries from Dolmvay or Cheltar, or even
brigands from the Fallen Kingdom of Mor.
Magic-User:
Always curious for knowledge, a Magic-User may have travelled from Dolmvay or
elsewhere to apprentice him or herself to Elgo Whiteraven, the famous Wizard of
Nahm.
Thief: A
Thief may be an agent for Lash, the mysterious Spymaster of Sir Stefan Alturek,
or for Baron Gultar of Osirath, reporting on the goings-on in Nahm. They may
also simply a be local ne’er-do-well or rogue. A rare few may actually be spies
for Valmodar, the Witch-King of Mor.
Valnwall and the Known Lands |
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