Showing posts with label DnD. Show all posts
Showing posts with label DnD. Show all posts

Wednesday, March 11, 2026

(Kickstarter) Idols of the Neon Dark: A D&D 5e K-Pop Adventure and Setting

There's not much that's been tickling my fancy on Kickstarter recently.  This doesn't hit many of my buttons either, but Idols of the Neon Dark: A D&D 5e K-Pop Adventure and Setting does that the tropes of something recently popular and puts them in an easily digestible form of Dungeons and Dragons.

...and let's be honest, the music you can play in the background is pretty addictive. 



Sunday, March 8, 2026

Dungeons & Defense?

I know I saved this two months ago, but I finally got the chance to watch Dungeons and Defense posted on the Kansas City Chiefs Youtube page.   

Nerds... jocks... nerd/jocks, it doesn't matter, it's all too familiar.  Fabulously familiar. 



Sunday, December 28, 2025

(Georic Gazetteer) The Giants of Cos Mora

(Author's Notes: I began writing my gazetteer service to help dispel rumors and legends of the nations on the continent of Talaishia.  My greatest correspondence hasn't been in regard to any nation on (or below) the continent. The greatest intrigue are the kingdoms and lands far from our shores.  

My appendix entry of Hy Braseal has been my favorite entry of all folks, and more requests within that part of the world have been requested.  

So, despite my better judgement, I've accumulated fact and myth for the lands far south of Hy Braseal, below the impenetrable jungle, the high plains and hills perfect for high races:  The Giants of Cos Mora. 

One final and important disclaimer: Almost all of the information accumulated has ben derived from the same limited Hibernian explorers who visited Hy Braseal and Amazonia.  The Hibernians are famous for their drinking, their short stature (that could easily influence any claims), and the fact that their "explorers" were foolhardy raiders, rather than scholarly explorers.  The most outrageous and fantastical claims are listed as such.

Cos Mora

Pantheon:  Orddu’r Craidd 
Ruled By:  The Assembly of Six Colossi, various regional chieftains 
Capital: Q’ari P’illay ("City of Light")
Other Cities: Muru Lluk,  T’raqwayn,  Sari Runku.  Aserthera, Sekhimnos
Language:  Various Giant-Kin languages.  Even the smaller races speak the language right-heighted.
Flag/Emblem:  A silver spiral-mountain pierced by a thunderbolt, on a field of twilight blue is a decoration in a number of cultures
Coinage:   Mostly barter, Ore-weighted stone marks (never used by lesser races; mostly ceremonial)
Important Personas: Deep-Mother (Elder of Stone), Hail-wrath Tempest-Seer, Marn, General of the Canyon Hosts, Qwarfan the Molten Herald, Mayu Warmi Ayllin of Llinquwasi
Alliances:  None, sometimes with each other
Hostilities:  None
Open Warfare/Skirmishing:  Seasonal border clashes between Stone-Ice tribes and the Emberblood Forges.
Intrigues:  Titan politics run on prophecy, grudges, and geological omens.
Demi-Humans:  • Coka Wyrd Ogres (6%)
• Frost-Chisel Dwarves (5%)
• Frog-folk (3%)
Magickal Devices:  The Thunder-Seared Tablets, Ember-Forge Braziers, Stone-Memory Looms, Canyon Javelins of Lightning, Reed-Bound Chalices of the River Sibills, The Obsidian Heart of Pelondar

Thumbnail Sketch
The Titanland of Cos Mora dominates an entire southern continent below Vargaard. Far below Hy Braseal and Amazonia are vast plains, adamantine mountains, glacial fjords, and jungled river basins ruled not by men, but by at least sixfold civilizations of giants whose cultures vary as widely as their terrain.

Where lesser realms speak of kings or councils, the Cos Mora speak cyclical skyfire the elves haven't even notated, and the slow bargaining of beings who live long enough to watch mountains rise.

For thousands of years the giant tribes have shaped the continent’s geography through war, artistry, and divine pact-making. The storms of the mountains to the west and the ocean to the east are their loyal neighbors.   The rivers of Urqa run according to ancient treaties between stone and water.

Explorers from distant Senzar, Chi’in, and the Fortunate Isles agree on only a few facts:

• The land is impossibly fertile, shaped by ancient magic.
• The giants maintain loose boundaries; trespassers rarely return unobserved.
• Their temples predate known history.
• Each region houses a different giant-kind, each evolved to mastery of their domain.
• Lesser races survive only through shrewd alliances, mobility, or by living where giants find little interest.
• The Orddu’r Craidd pantheon blends sky-mothers, mountain-spirits, and storm-sisters—no two tribes interpret the myths the same way.

The giants of Cos Mora rarely attack outsiders unless provoked.
But when they do, they move with the inevitability of avalanches and rockslides.


Pampa Qhuri
Dominant Giantkind: Prairie Titans
Landscape: Endless rolling plains, windscoured steppes, monumental herds
Government: A triad of Shepherd-Matriarchs
Lesser Races: Halfling wind-riders, gnome grass-witches
Notable Sites:
• The Whispering Prairie-Stones
• The Aurochs-Spiral, a giant livestock city
• The Wind-Root Sanctuaries
Notes:
The Pampagor control weather patterns with slow ritual dances. Their strict fire-laws are enforced brutally.

Cos Mora South - Stone Giants 
Dominant Giantkind: Stone-Ice Giants
Landscape: Glacial shores, basalt cliffs, cobalt fjords
Government: The Neverending Council 
Lesser Races: Sealfolk, frost dwarves, wandering elven whalers
Notable Sites:
• The Frozen Reliquary
• Mount Ceirios, the Singing Glacier
• The Tidelocked Monoliths
Notes: Believed to be the oldest giant race; their burial grounds double as geomantic fortresses.



Kuyu Qhapaq: The Vinfael Emberbloods
Dominant Giantkind: Fire Giants
Landscape: Calderas, obsidian ridges, fumarole fields
Government: The Furnace Senate
Lesser Races: Fire-resistant dwarves,
Notable Sites:
• The Shatterforge Arches
• The Ember Crucible beneath Aconcagua
• The March of Broken Glass
Notes:
They are master smiths; their weapons are traded only under oath-binding rituals.

Qulla Suyu): The Airaith Tempestborn
Dominant Giantkind: Mountain, Frost, and  Storm Giants
Landscape: Thunder-split canyons, high desert mesas, salt flats
Government: The Lightning Oracle of Three Voices
Lesser Races: Aarakocra cliff-monks
Notable Sites:
• The Valle del Ryswrath (Valley of Red Thunder)
• Sky-Cairns of the Wayfarers
• The Salt Crystal Mirror
Notes:
They interpret lightning the way other cultures interpret scripture.

Urqa: The  Mire-Shapers
Dominant Giantkind: River Giants
Landscape: Wetlands, river forests, rune-woven waterways
Government: The Confluence Throne
Lesser Races: Amphibian folk
Notable Sites:
• The Temple of the Triple Current
• The Reed-Lantern Delta
• The Tide-Changer Beacons
Notes:
The most peaceful giants, but their flooding magic can swallow entire villages. 

Chaku Mayu: The Thornshroud Wardens
Dominant Giantkind: Hill Giants
Landscape: Dense forests, thorn labyrinths, humid twilight canopies
Government: The Verdant Matrons
Lesser Races: Jaguar-folk, sentient insects, vine "kobolds"
Notable Sites:
• The Green Labyrinth of Arahura
• The Root-Nexus where vines whisper
• The Canopy Thrones
Notes:
They wage a secret war against a hive of aberrant mind-eating plants.

GEOGRAPHY OF NOTE

The Rift of the Stone Mothers - A canyon said to be the wound left when the first giants crawled from the earth. Ongoing earthquakes are considered “the Mothers turning in their sleep.”

The Aurochs-Spiral of the Pampa - A city-sized spiral of earthworks used to herd the titan-cattle referred to as Aurochs.

The Temples of Urqa - Temples anchored alongside the river.  Priests offer water-prophecy.


The March of Broken Glass - A nearly impossible region to cross, volcanic activity, sulfur deposits, constantly changing landscape. 

The Salt-Sky Cairns - Skyward stone stacks perched on canyon rims.  Each Cairn marks a lightning prophecy

The Mirror-Delta - Water surfaces that reflect not the current moment but potential futures.  An unnerving experience, but one of the top draws for philosophers and bards.

Aroglith the Walking Mountain - A slow-moving colossus rumored to be a forgotten titan.Watching it move is like seeing a mountain breathe.  

Mentions of the Country in the Blog: None

GM Notes: The author of the Gazetteer wasn't being facetious, the "Appendix" entry on Hy Braseal and Amazonia netted the best debut for the Gazetteer, and thanks, and thanks to Episode #677 of Ken and Robin Talk About Stuff, and the Cos Mora was conceived.    Just enough bad Hibernian and pseudo-Incan to be wrong but interesting...

Thursday, December 18, 2025

🧙‍♂️(Georic Gazetteer) The Fallen Kingdom of Agenmoor

The Fallen Kingdom of Agenmoor

Pantheon:  Drow 
Ruled By: The Drow
Capital: Riafelton
Other Cities:  High tree (now devastated)
Language: Elvish (wood, high, Drow)
Flag/Emblem:  A blackened, gnarled tree, with blood-red roots, on a field of dark purple
Coinage: Ancient Agemoor currency, no longer overvalued outside of the forest.
Important Personas: Bhionn the Sorceress, Keleron, Slavelord of the Minions
Alliances:  Netherdeep
Hostilities:  Netherdeep, Grunge Elves, Markovia, Mercadia
Open Warfare/Skirmishing:  Netherdeep, Grunge Elves, 
Intrigues: Shadow Elf High Priestesses from below still investigating why the land has not fully corrupted. 
Demi-Humans:  Shadow Elf/Drow (65%), Humanoid (10%), Corrupted Fairy (10%), Elf (15%) 
Magickal Devices:  The Eclipsing Heart, the Web of Ten Thousand Lies, The Wailing Crown of Riafellton

Thumbnail Sketch:  
The once-great elven kingdom of Agenmoor is no longer the land they remember. Corruption and shadows have twisted the trees, and a war rages between the Drow overlords andthe desperate elven resistance.

The once glorious forests now form a twisted canopy, darkening the land below.  Strange mists and unnatural silence cloak the depths of the woods. The Drow/Shadow Elves rule unchallenged, but corruption is not absolute. 

In 1133, the Drow Army of the NetherDeep invaded and corrupted Agenmoor, overthrowing the once-great Elven Kingdom and driving thousands of elves into exile. The once-majestic emerald canopy was reshaped into a twisted labyrinth of blackened vines, gnarled roots, and shadow-choked undergrowth. The Drow have since turned the land into an extension of their subterranean empire, poisoning the heart of the forest with dark magic.

The Great High Tree of Riafellton, once the towering heart of elven magic and governance, now stands half-dead, its bark blackened, oozing with dark ichor. Legends whisper that the last surviving essence of the old forest still lingers deep within, waiting for the right soul to rekindle it.

The Drow, however, have not achieved complete victory. By 1136, their expansion faltered, and the edges of the corrupted forest began to recede as much as a mile back. Though the Drow maintain control, their influence is no longer absolute, as the land itself seems to be resisting their dominion.

The Elven Kingdom of Agenmoor in Exile

Ruled by: The Twilight Cabal

Capital: Most of the Cabal bases operations in Draloite in Crosedes

Language: High Elvish

Flag/Emblem: A leafless tree of silver, on a field of blue.

Coinage: Ancient Agemoor currency, no longer overvalued outside of the forest.

Important Personas: Ashe and Binklen Winnebago

Allied with: Mercadia

Hostilities: uneasiness w/ Skyforge

Intrigues: The Winnebagos trying to ally with the Grunge Elves

Magic Items Recovered: Everflame of Aelindor, Skybough Shard, Moonveil Tapestry, Blades of Dawn and Dusk

Thumbnail Sketch:

The Twilight Cabal are a secret society of exiled elven scholars and priests working in the shadows, trying to restore the land’s balance. They are scattered and disorganized, but they know that if the High Tree’s last essence can be reignited, Agenmoor can be reclaimed.

The Twilight Cabal

But beyond that, the cabal's efforts often come in conflict with the Grunge elves, gleefully fighting a guerrilla war against the Drow.


Even beyond that is the growing resistance organized by brothers, Ashe and Binklen Winnebago. Famed adventurers, with ties to the discovery and ascension of Emperor Rurik of Feraso, the siblings are organization a multi-prong attack on the Drow, to challenge not only the Sorceress Bhionn, but the Cabal as well.

Binklen Winnebago

But time is running out. If the balance is not restored, Agenmoor may soon be lost forever to the NetherDeep.

Ashe Winnebago

Mentions in the Blog

Lost Dispatches of Feraso #7  - Infamous adventurer Talanth Blackash could be of Agenmoor, rather than Wyrmnalian elven birth
Lost Dispatches of Feraso #16  - The Ras-Prythax Principality of Fürstentum had a number of elven visitors well befor the invasion, should have some refugees or some resistance. 
Lost Dispatches of Feraso #17  - Reference that the Enstead Bandit Kingdoms in Ras-Prytax were once a rival Elven Kingdom like Agenmoor
Lost Dispatches of Feraso #30 -  Comparing the treacherousness of the "Snow Elves" Ilvablight to Agenmoor
Lost Dispatches of Feraso #72  - A biased description of Ashe Winnebago
Lost Dispatches of Feraso #83  - An early reference to Keleron, before the destruction of Agenmoor.
Ballad of the Pigeon God #0 - Mention of the Agenmoor betrayal.
Ballad of the Pigeon God #39 - An aside regarding Ashe and Binklen Winnebago of the Elvish Winnebago Clan.
Ballad of the Pigeon God #40 - A map referencing the southern tip of Agenmoor
Ballad of the Pigeon God #62 -  Elves in Agenmoor pour across the border, to witness the alleged return of the God-King.
Ballad of the Pigeon God #73 - Ashe and Binklen Winnebago return to Agenmoor.  
Ballad of the Pigeon God #75 - Emporer Rurik gives Agenmoor equal footing in the Feraso Imperial Court, at least until his death.   Ashe and Binklen Winnebago remain in Agenmoor at least until the original Shadow Incursion in 1130.  Rumored to have moved to Ilvablight.
Journey of Mutumbo #12 - Mention of the (possibly lost) Darkspruce Manor in Agenmoor
Burning Trogs Rule! #5 - Cecelia Darkspruce travels through the Drow-tainted lands that no longer resemble the forest kingdom
Burning Trogs Rule! #8 - The final Drow invasion coincides with the Great Comet of 1132, which destroyed parts of Emron.
Burning Trogs Rule! #12 - Any sense of the original elven kingdom is gone by 1133.  Elvish refugees flee to Marakeikos.
Burning Trogs Rule! #15 - Mention of elvish refugees not surviving the journey to Marakeikos, or disappearing once they do arrive.
Burning Trogs Rule! #45 - Agenmoor refugees in Radlebb first report on the Marakeikan Civil War.  Give the Burning Trogs safe passage.

Friday, October 17, 2025

(Kickstarter) Gone Scarin' for 5e from Betta Games

 I will say this, I'd rather pay a dollar every other week for another small installment from Betta Games than some full sized product.  

Betta Games is at it again with another Kickstarter, this time for Gone Scarin'  for 5e

From the Kickstarter:

Our cozy one-shots are designed to help adventurers find low/no-combat ways to enjoy Dungeons and Dragons with an emphasis on interesting mechanics and immersive roleplay!

Various Festive Activities: Rules and charts for Apple Bobbing, Cornhole, Pumpkin Chuckin', Pumpkin Roll, & Pumpkin Carving.

Tricks & Treats: Choose from a variety of food and drink from food stalls at the festival. But, keep an eye out for the local youths, they're out for treats and have methods of enacting revenge upon those who refuse to indulge them.

Maps: Detailed maps of the festival area as well as the House of Horrors.

Awesome Art!

Game Time 2-4hrs: Play time will vary from table to table and will be naturally extended by your number of players.

Thursday, October 16, 2025

Reviewing the Lost Dispatches of Feraso

In some reflective time this week, I crunched some numbers, and about 9% are Actual Plays of TTRPGs.  Most are fantasy, but I'd like to think, between my players journals, and session recordings, most of the episodes are accurate and enjoyable.

With last weekend's rain deluge, I was stuck inside the apartment, and while I got a number of things done, I did want to start tackling the backlog of posts I have to finish.   One of those items was the Georic Gazetteer entry for the Kingdom of Ras-Prythax, and I accomplished the exact opposite of what I set out to do. 

Even before I transplanted my campaign into an Earth-centric model, nearly 20 years ago, Ras-Prythax was my Holy Roman Empire with more clout: The large remnant of an ancient empire, power collapsing as its domains get a foothold towards independence.   It is a massive and vast land (furthest points is about 1,000 miles... not in a straight line).  and despite it being the country I started building in the 8th grade, when I finally was cobbling together a map and the gazetteer entry, I realized how many empty spaces were still there. 

It was decided early that I would need to break out the Kingdom into a general entry, as well as three regional entries, covering Eastern, Western, and Central Ras-Prythax.  

So much for clearing another backlog post off my list... now I have three more, and the overview post isn't complete yet.  

There's a bunch I need to develop, so I reviewed everything I had, so I could see where the obvious hole I could fill quickly were.  

Since most of the campaign was set in Ras-Prythax, I focused on re-reading the Lost Dispatches of Feraso, starting with Epiosde 1.   

I spent a good portion of the morning reading all 100 entries.  I wrote these between 2018 and 2020, and after going over them again, I have to say that they are the best writing, storytelling, and logistical storytelling I've ever done.  

I essentially tied the first decade of my fantasy role-playing, into a coherent storytelling device, much of which was never written down, and in many cases largely forgotten.  

For purposes of the gazetteer, I added a few towns, some local color, and most importantly, realized the far eastern Gran Duchy of Vrianios is essentially the Hungary to a real-world Austria-Hungary.  

I don't want to toot my own horn too much, but the way I tied many things together, even if it's just providing a different perspective of events from other Actual Play campaigns.  I am biased, but I do recommended starting with episode 1 linked above and working through the story, plus the recommended side treks. 


Sunday, October 12, 2025

How Many Hit Dice Does the Gilmore Girls Gazebo Have?

The air is getting colder, the leaves are falling, and most of the Halloween candy is starting to go on discount finally.

I certainly wouldn't disparage anyone announcing Christmas products this time of year, but I surprise myself promoting an item that has the words Hallmark and Gilmore Girls in it.  

The Hallmark 2025 Keepsake Ornament for the Gilmore Girls is a... gazebo? 

I don't know the show reference for the Gilmore Girls Star Hallow Gazebo Musical Ornament, and it is $30.99, but it's also 3.5"x 3.5"x 4.5" which is a pretty decent sized gazebo for your fantasy game.  

Of course, for the uninitiated, the gazebo is a formidable monster of unofficial D&D lore, credited largely to the story "Eric and the Gazebo" by Richard Aronson.  My personal favorite version of that is "Lair of the Gazebo" from Knights of the Dinner Table

Three more little tidbits, to make the post worth reading:
1) When Hackmaster 4th Edition was created, they included a house-sized doppleganger/mimic which I immediately turned into a Gazebo a few weeks into our first Hackmaster campaign.  (AKA "Purple Cephalopod)


3) Weird Pete Ashton in the comics is set five years younger than I am today.  Need to find me a monkey and a game store! 

Saturday, September 27, 2025

(Kickstarter) Gone Foragin' - $1 One-Shot by Betta Games

 I have a lot of gripes about Kickstarters recently, but I will never say no to a $1 pdf that piques my interest.   It's cheaper than a candy bar and with a good group, it might be more memorable than some campaigns.  

Betta Games has a whole series of inexpensive adventures in their "Gone..." series (Gone Fishing, Gone Campin', Gone Bee Keepin', etc..)

Gone Foragin' is a simple adventure, combined with foraging rules, toxic results, and pilfering pests!  



Friday, September 26, 2025

(Painting) D&D Birch Blights (WotC 3e)

The one positive or drawback of summer yardwork is that, unless you want triple the work, it's a weekly endeavor.  And if I'm down at my mom's, taking care of the lawn, I'm swinging by Cloud City Games to pick up those other two packs of Twig Blights from the D&D 3rd Edition line of minis.  


I've noticed a few folks with videos trying to paint Ents and the sort in a birch theme, but in all the years I've lived around the trees, which proliferate well in the wetlands and forest fire damaged areas around my house, I have never seen birches that looked like their final products.  The twig blights aren't the best at recreating them either, especially with the vertical instead of horizontal recesses, but one flick of white highlights and they looked better.

With a dozen twig blights, I guess I need a game with them in it, either D&D or some skirmish level.  A perfect low level threat to the mouslings, perhaps.

In the Queue: Gnomes and Rebel Commandos

Project 350: 454 (281/173) from  455 (281/174).  

Thursday, September 18, 2025

(Painting) D&D Twig Blights (WotC)

Sometimes retail therapy and painting therapy converge, and I have zero complaints. 

Summer has been weekend visits to my mother to check in on her and take care of the yard.    I've included a few side quests from time to time, but my usual itinerary is a visit to Wawa on the way home for dinner, and at least a quick stop at Cloud City Games in the Palmer Park Mall. 

Most of my time I'm surveying the fantastic collection of 'zines they have, but in a recent once over of their miniatures, I found a rack of 3rd Edition D&D metal minis hiding amongst the modern plastics.  Twig blights, the easiest (and cheapest) minis on the rack.    

Twig Blights (WOTC 40049)
I did switch them from the bigger d20 adherent slotta bases to some nice round ones for more varied used.

Last I checked, there were still two packs of them. If you already have six, why not twelve?

In the Queue:   Gotta be honest, some "necessary" Star Wars figures have pushed themselves to the front.  Goblins and Hawaiian Gnomes are probably part of the my gaming new year glut for October (yes, October).

Project 350: A nice steady decline to 455 (281/174) from 458 (282 drafts/176 scheduled).  My gaming year ends September 30th, so I have a bunch of smaller clean-up to do, but I do anticipate some New Years' "bulk up" to my back catalogue. 

Saturday, September 6, 2025

Greyhawk Gnome God

Just a happy note, that I found an link on a Patreon covering Clerics of Baervan Wildewander for Greyhawk.  It appears to be publicly accessible information.  I personally love the artwork.







Thursday, September 4, 2025

Adventures in Gulluvia Supplemental #1 King Norm I of Mercadia

King Norm Dingleberry of Mercadia  (circa 1143)
"The Mad Dwarf"  "The Unshaven"
12th Level Dwarf 
Homeland: Skyforge
Birth Date: 1006

Sex: M   Age 144   Height 4’3”
Hair: Black Eyes: Brown Weight 172 lbs.

Quirks/Flaws: Anosmia, Excessive Drooling, Tone Deaf, Socially Awkward

STR: 15
DEX: 13
CON: 17 
INT:   11 
WIS: 11 
CHA: 13


Hit Points: 95

"Overslayer"    +14/+6      3 attacks/round 2d6/2d6/2d6
Can be thrown 150’ 3x daily, illuminate on command, communicate with owner, makes wielder agoraphobic. Additional +2 to hit and damage vs. goblins, giants, trolls, and orcs   (Despair, Delay, Stun Opponents)

Grand Master: Battle Axe
Warhammer
Dagger
Shortsword
Short Spear

SKILLS:
LANG DWARF 
LANG GNOME 
LANG GOBLIN
LANG KOBOLD
LANG TRADE PRYTHAX
Profession: Agriculture
Endurance
Acting
Persuasion

Titles
King of Mercadia

Imperial Duke of Mercadia Premiere
Blue Knight of Crosedes
Former General of the Eastern Army of Crosedes
Emperor of the Known World
Disputed Count of Rowand
Failed Mushroom Farmer

Father to Berynna and Grumli to Queen Elanisse Veyrond 
Father to Tovanna, Drogath, Elgrun to Queen Mirelda Chavanne
Father to Carya, Supagol, and Halagstr  to Queen Sorienne Lafontaine

Equipment
2 Short Spears
Dwarven Warhammer
Overslayer
Broom of the Mountain Lord
500 gp
4000 sp
pearl (100)
rose quartz (50)
1 silver chalice (105)
short sword +1
Maul +1
Scroll with magic missile
gilded hourglass (80)
music box (250)
hand axe
2x potions of healing.
Norm, circa 1064
GM Notes:  Norm's first appearance as a player is now officially session #14 of Ballad of the Pigeon God.   For a nose-picking failed mushroom farmer, he's gone toe-to-toe with unkillable beasts, defeated gods, stared down arch-mages during diplomatic negotiations, travelled dimensions, formed his own kingdom and spent 70 years with expansionist policies against human, dwarf, and gnome.   Converting him to BECMI D&D means he maxes out at 12th level. 

Norm always had a penchant for a large human women, and his choice of queens do not vary.  His eldest daughter to his third (and current) marriage, Carya, was a sleeper agent in Adventures in Gulluvia.  

Mercadia is due an entry into the Georic Gazetteer, once I complete the notes his player, Nate, put together for all the dominions, as well as his expansionist policies into the Dwarves of Skyforge, Gnomes of Masgoth, the Mage-Princes of Emron, and technically, Gulluvia.

Thursday, August 28, 2025

(BECMI D&D) Adventures in Gulluvia #28 - The Epilogue of Failure

OUR HEROES HAVE GIVEN UP HOPE!

The group's disintegration within the Mines of Illefarn have forced the survivors to return to Illefarn in defeat. 

Hugo Swam'Pas - The popular local hedge mage (and frightenly, voice of reason with in the party), is dead at the hands of gargoyles, and a nasty fall.   His body is being brought back to Mere for burial.

Beulah Cragmuffin - Normally the adversary of Hugo's actions, Beulah was the first to suggest returning home.  

Galastia Axenmeld: Disgruntled acolyte of The Church and alleged conspirator with necormancers agreed with Beulah's assessment.  She's taking Gwendalyn back to The Church for both of them to face judgement, punishment, despite Galastria's affirmation that she had done nothing wrong.  

Gwendalyn the Bright - Another disgruntled acolyte of the Church, now tied up and gagged for the majority of the hike back to Mere. 

Dim Cragmuffin -  Beulah's dim-witted relative is pulling the makeshift sled with Hugo's body, and Gwendalyn's armor.

Jonerir Drake - Younger brother of Belaquan Drake, who disappeared about a year ago.  Upon discovering Hugo's family was estranged, at best, he is hoping his new mentor, Clifford Loprete will allow him to use Hugo's spellbook. 

Carya Illinoisis - The former merchant / current Baronial Guard, this mountain of a woman disappeared within Illefarn.

31  Mai 535 - The Return to Mere

Bringing back a corpse over a four day trek wasn't too wise.  Hugo was buried on Clifford Loprete's property.   Clifford took possession of his spellbook and his Skullcap of Comprehension.  Clifford bequeathed Hugo's family ring, a Ring of Fire Resistance to Jonerir.  His funeral was lightly attended.  Jonerir stays in town to be Clifford's student.

Galastia brought a combative Gwendalyn in front of Sister Bronte, the head of The Church in Mere.    Bronte found no fault with either, but forbid all forms of contact with either of them.  Upon the arrival of the next Baronial Guard patrol, Galastria was escorted to Gulluvia City, the capital, to work with the High Priest, while Gwendalyn was reassigned to the village of Dead Mule.   Acolyte Han Gabelung was recalled to assist Village Priestess Bronte and her assistant, 15-year old Susie.

Priestess Bronte
Beulah returned to her quiet life in town, actively avoiding her relative Dim most of the time.  

The river continued to flow green, killing flora and fauna along its banks.  Thankfully, it did not seem to affect any wells dug away from the river.   All kobolds tribes have either left the area entirely, a few stragglers returning to the caves in the southern hills.  

7 Jun 535 - The Village of Mere
And just like that, the river flowed clean again.  A militia patrol of Ascink Eukeaverk, Conan DiPietro, Cosimo Guthingas, and Jenkins reported the miraculous occurrence.  No one in town volunteered to travel upstream for any update.  

17 Jun 535 - The Village of Mere
With no scouting, the village was surprised with 200 heavily armored Dwarves crossing the river and ending up in the center of town.   Soldiers from a place beyond Illefarn,  Clifford's skullcap called it "Blue Anvil",  had arrived. 

18 Jun 535 - The Village of Mere
There was no resistance.    Clifford taught Jonerir that cooperation was the better side of valor.  The Clifford provided all the information about Gulluvia that he had.  Even Priestess Bronte decided to not use The Church to create resistance.    The Dwarves encamped outside of town, they had not pillage anything, paid for what they needed, and even rolled a keg or two of stronger Dwarven brew into the taverns.  

28 June 535 - The Village of Mere

The initial 200 Dwarves were the scouting party. 

Over 2,000 Dwarves arrived, captured a Baronial Guard unit with ease, and most headed to the other towns and villages, and ultimately, the capital.  

Travelling with the army was one "King" Devin Ironaxe.... and one Carya Illinoisis.

At this point only Beulah, Jonerir, and Clifford Loprete would care, but Devin was an advance agent for a foreign power, not a descendant of the Dwarven clans that operated Illefarn.  After the group evacuated Illefarn, the reinforcements finally arrived.  They were able to scare away the necromancer bandits, and removed the goblins before the scouts headed to a place called Mere...

Carya, besides being a mountain of a woman, was also a minor agent of this "Blue Anvil" force.  

Carya could at least speak in better Common, "Hugo's device is on the fritz, Clifford, it's not Blue Anvil, it's the Kingdom of Mercadia.  Once more reinforcements arrive, I'm assuming their going to take over this little rogue barony.  Why?  I have not clue."

With Norms'  appearance and Carya's reveal, Mere becomes part of Mercadia.  a country no one knew existed.

34 June 535 - The Village of Mere
The village never encountered any nobility of import.  Lady D'hmiss never set foot in the place, so it was quite awkward when the King of Mercadia arrived.

King Norm I  (His men referred to him at "The Beardless" like an honorific, despite a short to medium length beard) was a middle aged Dwarf without the gravitas like Devin had projected.  

He walked into the tavern, ordered a human ale and leaned up against the bar, looking at the remaining heroes. 

He stared at Carya.

Carya:  "Hi Dad!" 

Carya was the eldest daughter of Norm's, her mother was the current human wife and Queen.  A half-Dwarf.   Norm had a penchant for large human women in all dimensions, so her great height was not a fluke.  

She had heard tales of, not her father's, but his friends he had made a century before.    Before they met Norma, they had found some mystical land known as Gulluvia, complete with a princess, a prince, a dragon, and massive red ruby.   He knew the ruby was long gone, but the alleged barony and everything else was somewhere in the remote foothills of Crosedes, and the expanding Mercadia, but not listed on any maps. 

Carya originally ventured through all the protective elements surrounding the barony, keeping it remote.  She found the remains of the land from the tales backwards and foolish, but she also wanted to surprise her father.  She joined the Baronial Guard, travelled the land, only taking enough time to return reconnaissance to a Mercadian outpost, then Illefarn.  

When the 200 scouts arrived, the ore engineering oriented Dwarves found an issue with a green slime poisoning the water supply.  The water system was cleaned, the slime destroyed, and they advanced on Mere.

It took less than a month for Mercadia to conquer the Gulluvia in full.  Lady D'hmiss was found guilty of everything and put to death.  The entire administration of the Church  (including a very unlucky Galastia ) was also put to the sword,   The Dwarves sent for clerics of a different church, one called Akana to assist with conversion of the masses.  It appeared that once, long ago, The Church was a part of Akana, before the barony was hidden from the world.

Roads were built, "King" Devin became Baron Devin, and the simple folks of Gulluvia were reconnected to the outside world.  

Norm had found the ruins in of the ancient palace, north of Gulluvia City.    It confirmed his friends' stories, but opened up the concept that they had travelled to another place.... in another time. 

GM Notes:  The Barony of Gulluvia is directly pulled from the background information provided in the original version of B3 - Palace of the Silver Princess, the naughty version if you will.  

I ran my college group through portions of B1-9 In Search of Adventure, and the anthology had a neat way of transporting the PCs from Elwyn's Sanctuary (B9 Castle Caldwell and Beyond) to the Palace portion of the updated (green cover) B3, and finally a vague but direct route to the monastery portion of B5 - Horror on the Hill.  Check out the write-ups in my Ballad of the Pigeon God (starting with episode #5).  

Norm hadn't joined the group yet, but he probably read the journals of either Talis Makolin,  Echellon, or maybe Rolf Wolfsblood.   

I don't believe I placed Gulluvia within the proper Ferasean calendar, but my notes and timeline state that Gulluvia officially become part of Mercadia in the proper years 1143. This runs concurrent with the early episodes of the Buring Trogs Redux.  

Tuesday, August 26, 2025

(BECMI D&D) Adventures in Gulluvia #27 - The Death of the Mountain Lord

 Our heroes are now deep within the ancient mines known to the dwarves as Illefarn solving an issue with poisoned water, two clerics of the same church, Galastria and Gwendalyn are fighting in the midst of the complex over theological issues.  The baronial guardsman, Carya, has slipped away, Beulah in tow.

Galastia Axenmeld: Disgruntled acolyte of The Church, target of Gwendalyn's uber-piety.

Gwendalyn the Bright - Another disgruntled acolyte of the Church, sent to solve issues within this podunk village, but overlooked for the parish priest role.   

Carya Illinoisis - The former merchant has joined the Baronial Guard, with a focus around Mere.  She's still a mountain of a woman that's even stronger than she lets on. 

Dim Cragmuffin -  It's unsure what relation he was to Beulah, but the halfling was ugly as a dog bashed in the face with a mace, but also old enough to have been bequeathed an old set of armor from the Cragmuffin family ancestors.  The rest aren't sure if he's volunteered for hero duty, or he's following a firefly in the same general direction as the 

Jonerir Drake - Younger brother of Belaquan Drake, who disappeared about a year ago. Fallen in with the likes of Clifford Loprete 

Hugo Swam'Pas - The popular local hedge mage from Mere known for more successes than failures in helping the village out.  

Beulah Cragmuffin - A halfling that hates adventuring, but hates seeing Hugo get any credit, whether he deserves it or not.  

21 Mai 535 - Somewhere Under Illefarn

The grudge match between Gwendalyn, magically engulfed in flames, and Galastria.  Both were better armored than their martial ability.   Galastria finally landed a non-leathal blow, knocking her fellow cleric back, but she remained relentless.  

Meanwhile, Beulah, peeked around the corner of of the lair of King Devin's Dwarves.  Carya was speaking with a Dwarf guard, and suddenly, he had further down the hallway.  

Moments later, King Devin and a contingent of his troops, arrived in front of Carya.  She presented the King with some of device.  She turned away from the ramp... and her compatriots, and King Devin and the Dwarves advanced towards the ramp.  Beulah ran back to the fight... still ongoing,   "We're in trouble!!!"

Despite Beulah's warning, everyone was shocked to see the Dwarf king... again.

"All of you, just get out!  You are not welcome here anymore."  Beulah, pushed an agitated Dim towards the door, the others following.  Even Galastria began to follow suit, especially with the four aggressive dwarves surrounding them, axes in hand.  

Everyone may have started moving towards the doors, but Gwendalyn continued to try to pummel her heretical cleric.  The others made some attempts to separate them... or in Beulah's case, attempted to waylay the over-fervent cleric. aiming for her knees.  

It was finally enough to distract Gwendalyn, allowing Galastria to hit her upside the head with her mace, dropping her to the ground.  

No one questioned Galastria as she tied up the unconscious acolyte.  She tied a cloth around Gwendalyn's neck, just in case they needed to gag her when she regained consciousness. 

Back into the large chamber with the pillars, Hugo decided to to investigate the balcony one last time before delving further in the mine complex.  With Galastria behind him on the Broom of the Mountain Lord, Hugo flew up into the balcony area, confirming the limestone railing, the two statues, and a door located in the far back of the balcony.

Once they landed near that door, the two large grotesque statues along the railing came to life!

Neither Hugo nor Galastria had dismounted, so the magic-user quickly turned around and tried to fly out of the area.   Both of the statues struck Hugo, and he and Galastria tumbled down into the shallow water at the base of the pillars.

Galastria landed hard, her armor felt bent.   She looked over towards Hugo.  He wasn't worried about his injuries.

Because he was dead. 

Dim splashed in the water to recover the Broom of the Mountain Lord before it slowly floated away. 

The death of Hugo affected the group as a whole.  He may have been her fiercest adversary, but Beulah knew the slim chance of the mission's success had vanished with his demise.  Couple that with Gwendalyn's ranting and ravings, Carya's disappearance, and the general incompetence of Dim and Jonerir, it was time to admit defeat and return to Mere... 

RIP Hugo Swam'Pas

Monday, August 25, 2025

#FreeRPGDay, Take Three

Back in June, I lamented the lack of proper same-day participating of #FreeRPGDay in my general area, due to conflicting events at stores.  I eventually found a cool store that was participating and added it to my future travels.  

As a follow-up, my one local store, Sword in the Stone Games had rescheduled their #FreeRPGDay events for a week late, only to have the entire shopping mall they're located in shut down for more than a week due to electrical infrastructure issues.  

Yesterday, the store finally had their day, and I must laugh, I swung in to check out the swag, and was grateful I store two sets of dice in the console of the car.

First, a huge shout-out to the store for ordering two kits of materials.  I did not get to see the variety of items at the store I visited in June, because it was already mid-day by the time I found them.  I showed up three hours into the event, and there was an immense and diverse selection of everything, with no limits.  

In something that I appreciated even more, their large open gaming space was dominated by multiple 2-hour free RPG sessions for a variety of systems... beyond the two long-term games hidden in designated RPG space. 

Friend of the blog, friend of Mepacon, and employee of Sword in the Stone, James Burns was running events, so I fell into his table, and after 16 years, finally played a game of Pathfinder. 

My winged kobold rogue... who had more bite than the image's inspiration lent to the pre-gen.

To dive into a high-level pathfinder adventure was a little intimidating, and although the bonuses had already been collected for reference, I was referencing three pages of special abilities, and four spots to confirm how many dice I rolled for damage (note to self, it maxed out a 6d6+5).   We did manage to defeat the dragon, even if, for a moment, I decided to essentially leap into the dragon's mouth and stay there for a few rounds.
The thing under the dragon's jaw is me! 
I was already there, so I transitioned into the next event, a Delta Green game.    I played the original, I helped playtest the current game rules, and I do own the book, so it was fun to revisit it with a clean-up operation when an agent from the 60s finally passed away.  There was a lot of gasoline, my FBI medical examiner bruised his sternum with a drill, and it was amusing that all the players assumed they were driving sedans, with almost catastrophic consequences.  

Huge shout-out to Sword in the Stone, for the extra kit of material.  By the time I left at dinner, I had ten freebies (two duplicates from June) and received two packs of Reaper minis as a participation award.  

I'm hoping scheduling and mall infrastructure doesn't interfere with next year's events, because it was really well run. 


Thursday, August 21, 2025

(BECMI D&D) Adventures in Gulluvia #26 - Faith and Foolishness

Our heroes are now deep within the ancient mines known to the dwarves as Illefarn.  They're lead cleric, Galastria, has just been reunited with the group, after disappearing under mysterious circumstances. 

Galastia Axenmeld: Disgruntled acolyte of The Church

Gwendalyn the Bright - Another disgruntled acolyte of the Church, sent to solve issues within this podunk village, but overlooked for the parish priest role.   

Carya Illinoisis - The former merchant has joined the Baronial Guard, with a focus around Mere.  She's still a mountain of a woman that's even stronger than she lets on. 

Dim Cragmuffin -  It's unsure what relation he was to Beulah, but the halfling was ugly as a dog bashed in the face with a mace, but also old enough to have been bequeathed an old set of armor from the Cragmuffin family ancestors.  The rest aren't sure if he's volunteered for hero duty, or he's following a firefly in the same general direction as the 

Jonerir Drake - Younger brother of Belaquan Drake, who disappeared about a year ago. Fallen in with the likes of Clifford Loprete 

Hugo Swam'Pas - The popular local hedge mage from Mere known for more successes than failures in helping the village out.  

Beulah Cragmuffin - A halfling that hates adventuring, but hates seeing Hugo get any credit, whether he deserves it or not.  

21 Mai 535 - Somewhere Under Illefarn

The group was relieved to find Galastria behind, even if they had just spent hours looking for her.

Jonerir: Where the blazes did you come from??

Gwendalyn:  How do we know if she's her!  She could be some strange being disguised as her! 

Dwarf #1 - Could you guys please take the torture of your friend to determine if they're not some weird doppelganger out of our room please. Important shaft watching! 

Galastria: No need, because (pointing at Gwen), you're a moron, but we share the same religion, you crazy bitch, so I'll allow it right now.

Gwendalyn picks up her mace:  No, you're the crazy bitch.

Dwarf #1 -  I said everybody out of the room!  There's no fighting here!!!

Galastria: See, this is what I'm talking about, you're completing unhinged! I'm not a mimic!

Gwendalyn: You're a dumb fool that's not worthy of our faith....

Galastria:  That's fair, so let's fix the issue we came to solve and go back to Mother Bronte to hash things out. 

Gwendalyn:  Our faith is everywhere... and you're not worthy everywhere!

The four dwarves guarding the goblin shaft, push the group out the door, into an empty chamber, with the sounds of marching coming up a ramp.

It's King Devin, with four dwarf guards and he is not amused.

"What the blazes is wrong with you people?"   Looking at Galastria "I don't know why you came back, your friends are going to get yourselves killed."

Galastria:  They're not my friends. 

King Devin: That's a smart idea, the rest of you should get out, maybe make friends with the bandits.

Galastria: Bandits! Down here?   Where are they?

King Devin and his contingent travel back downstairs. 

Tempers calmed, Galastria recapped where she had been for the last few hours, the kidnapping by necromantic bandits, with skeleton servants.  "I told them our mission, they hadn't experienced any water problems, and I've brokered a hold to hostilities, we might be able to traverse their territory on the far side of the mines if we present peacefully.

Gwendalyn:  I don't get this... we fight those guys, they kidnap you, and yet you give them all that information.  Practitioners of the dead, and then they release you free.... and you claim you maintain the vows of the Church?  What else did you tell them? 

Galastria:  I told them where to find your mother, for a good time. 

Gwendalyn:  When we get back to town, you'll have to account for your actions.

Galastria:  I got kidnapped and got out alive, I'll take my punishment.

Gwendalyn: Yeah, but you're not part of the order anymore.

Galastria: That's not your decision to make.

Gwendalyn:  It's obvious you went against all our oaths of our church.

Galastria: This is why you got passed over for promotion.

Gwendalyn:  So you say, at least I have my honor...  You are a demon spawn posing as piety.  

Galastria: Honey, if was a demon spawn, I would have eaten you and spat your out already, because you're a bitter, delusional trollop! 

Gwendalyn raised her mace higher, ready to attack.

Gwendalyn the Bright, before she lost her damn mind....
Gwendalyn: Cavorting with undead!  Making pacts with necromancers!  Shaming yourself!  Ratting us out!  All are heresies!!! 

Galastria:  Says you.

Gwendalyn: I'm going to drag you back to the Church to face your punishments.

She downed her second and final dose of Potion of Fire Elemental Form, burst into flames and charged Galastria.

Despite the flames, neither of the women were able to hurt each other.  Galastria could feel Gwen's heat, but never took any additional damage.   Galastria still felt some sympathy for Gwen's derangement and used non-lethal blows.  

No one noticed Carya, the Baronial Guardsman attached to the party, leave the room.  No one, except Beulah, who followed the large women down the ramp, back to the dwarves....

Tuesday, August 19, 2025

(BECMI D&D) Adventures in Gulluvia #25 - A Guest of Jorkul the Scavenger

Our heroes are now deep within the ancient dwarven mines known only as Heek-Hallak, and they've encountered undead and rogue elements, and now going deeper into an abandoned dwarven mine, but now their cleric, Galastia, is missing, probably kidnapped!   (Active characters with *.)

*Galastia Axenmeld: Disgruntled acolyte of The Church

Gwendalyn the Bright - Another disgruntled acolyte of the Church, sent to solve issues within this podunk village, but overlooked for the parish priest role.   

Carya Illinoisis - The former merchant has joined the Baronial Guard, with a focus around Mere.  She's still a mountain of a woman that's even stronger than she lets on. 

Dim Cragmuffin -  It's unsure what relation he was to Beulah, but the halfling was ugly as a dog bashed in the face with a mace, but also old enough to have been bequeathed an old set of armor from the Cragmuffin family ancestors.  The rest aren't sure if he's volunteered for hero duty, or he's following a firefly in the same general direction as the 

Jonerir Drake - Younger brother of Belaquan Drake, who disappeared about a year ago. Fallen in with the likes of Clifford Loprete 

Hugo Swam'Pas - The popular local hedge mage from Mere known for more successes than failures in helping the village out.  

Beulah Cragmuffin - A halfling that hates adventuring, but hates seeing Hugo get any credit, whether he deserves it or not.  

21 Mai 535 - Somewhere within Heek-Hallak

Galastia awoke with terrible headache.  It looked to be the same dungeon, same stonework, same airflow.  There were a number of humans in a chamber lit by only a few weak torches, the halfling was missing, but the ugly human was one of them.  She was also shocked to see skeletons two doors or passageways.  She wasn't quite sure at her angle.  

Galastria

"She's up. Want us to grab Kelthas?"

"Do you want to bother him.  Don't you think Jorkul can do the same job?

Galastria:  Do mind telling me what's going on?

Original Ugly #1:  We were going to ask you the same thing in a moment. Just waiting for the someone to get those questions out of you.

Ugly #2:  Answers... it's supposed to be answers.

After awhile another man appeared in the chamber, another ugly looking one, wearing clerical vestments that were certainly NOT of the church.

Ugly Priest:  Well, well, it's not often we get visitors.
Jorkul the Cleric

Galastria:  If it makes you feel any better, it's not by choice.

Galastia chatted with the man, Jorkul.  She was intrigued by the man, who obviously knew more about necromancy, but Jorkul seemed to use the undead to protect their gang of scavengers.  They didn't seem to be with the dwarfs, and they were very happy the kobolds had left.  Jorkul's ears perked up when Galastria mention Mere and Gulluvia and the polluted water supply.  He also suggested speaking with the goblins infesting certain levels.  "We haven't done anything to the water, and the dwarves seem foolish if they wanted to do so.  You may wish to check with the petty goblin tribes."

Kelthas was the leader of the scavengers, and acting on his behalf, Jorkul promised Galastria's safe return... blindfolded.  The both sides pledged a steady peace, passage when possible, and a flow of information if danger was found.  

Galastria didn't want any further contact with them, if they could avoid it, but there was no reason they couldn't solve the issue without making the potential evil-doers immediately pay for their transgressions.  

Galastria was blindfolded and returned to the fountain.  After twenty minutes of searching, she could hear the party down a corridor, arguing with... dwarven voices?