I spoke with a number of players, both those currently active and those from the past(!) about adventures they felt were epic, the sorts of adventures yu still talk about years later. They all pretty much agreed on a list of the most epic adventures, which follows.
A blog for Rick Stump, gamer since 1977. Rants from my fevered brain about Old School Gaming, the state of the industry, my ongoing campaign (it began in 1979) and the supplements created by Harbinger Games
Thursday, December 9, 2021
Monday, December 6, 2021
New Blogging Arc - Epic Adventures!
By special request I am doing an arc on epic adventures. To prepare for this I have spent a few days talking to current and former players about the adventures they felt were the biggest, baddest, and most epic. From them I have picked a few examples and will use them to describe how you can run the sorts of sessions that players talk about 30 years later!
To pass this along I will start with a few posts and podcasts about examples of epic adventures. Then I will discuss the elements I think are required to make an epic adventure. Then some discussion of the options that can take the epic to the unforgettable. Finally I will wrap up with a live Q&A about adventure design.
Stay tuned for more details!
Saturday, November 27, 2021
Play report: Blackstone
On Black Friday we had a long, involved session set in Blackstone, my AD&D 2e Players Option campaign, which is 14 years old ('the new campaign').
The party:
Disco (6th level fighter, master of the battle axe) [Alex]
Joan (6th level cleric, front line fighter) [Jen]
Albrecht (6th level mage, creator of the School of Healing) [Jack]
Alazne (7th level thief, assistant guildmaster of East Port) [Sam]
Lawrence (6th level mage, master of Song magic) [Nick]
Atlantaverse: Massive Update
Hello, all! Over the last 60 days we've done about 12 Champions sessions from San Mateo to Atlanta to Teens. Some of these had play reports on the Discord, others for Patrons only, and a few will be in upcoming podcasts. Here are some of the highlights.
Operation SKYBROOM: Off screen many NPC heroes and 2 PC heroes are involved in a United Earth Space Defense project to clear out low-orbit debris to make the launch of new orbital gear safer and to make more frequent trips to and from Bifrost Station (the low orbit UESD station) possible.
The San Francisco Bay Supervillains: The heroes of San Mateo are contending with a new team of supervillains, many with mental powers. A series of fights in Sacramento recently occurred and seemed to be draws each time.
Major Battle in Seattle: A new team of supervillains appeared in Seattle in November and stunned the area by defeating Amazing Lass II! The Amazing Family has not issued a statement.
Teen Champions: The teen heroes fo Atlanta finally defeated MasterMind and his minions, rescued the supervillain Cricket from blackmail (she is now in rehabilitation training with ICICLE). While taking out MasterMind they learned he was using gear from the vault of a long-abandoned WASP nest. Inside they found a stasis tube and opened it, freeing Amazing Man, Jr, a sidekick who vanished in 1971! Amazing Man, Jr is now at the Atlanta Temporal Displacement Counseling Center and, like Cricket, will be with the Teen Champions for a while.
Meanwhile TechnoShaman has access to a WASP computer node and will attempt to transport the team into cyberspace in a bid to be the first people to ever hack a WASP computer system!
The Champions of Atlanta: Their War Against WASP might be entering the final phase! WASP sent an elite strike team consisting of 20 flight troops, 30 heavy troops, and the supervillains Iron Wasp, Steel beetle, Tarantula, and Killer Bee after the team. No avail as the Champions defeated the WASP team (after a long slug fest of epic proportions, Truly a Jack Kirby Two Page Spread worthy fight!). In an amazing blow to WASP the Champions were able to figure out that WASP computer nodes are based on alien technology. Working with a team of trustworthy superheroes they have sent what they know to ICICLE. ICICLE is now working on a program in their lab on Asgard Station (the geosynchronous UESD station over the Greenwich Mean Line) and believe they will be able to access the WASP Net within weeks! Animus is standing by for a major data breach attack on WASP ASAP.
Operation: SKYBROOM is a cover mission allowing as many space-capable heroes to be in position to defend Asgard as possible.
Next Session: The Teen Champions enter Cyberspace!
Wednesday, October 27, 2021
Friday, October 8, 2021
Psychotronic Gaming: Multiple Characters per Player
One of the things I have been writing about for some time is the positive impact of every players having multiple characters available for play. They can be if widely varying levels, but in my experience by the time you are on your 5th or6th session as a group of players everyone should have at least 2 characters each.
But how do you manage this?
Wednesday, October 6, 2021
Play Report: Atlantaverse Cleveland
As a change of pace the crew decided to play villains for a while! We started off with the following:
Sam is playing Singularity, a cyborg with an special senses and built-in weapons and a huge chip on his shoulder about how he is 'the future of humanity'. Not always in touch with reality.
Nick is playing Electron Davis, frustrated candidate for the city council who has sworn to use his new electrical powers to make the citizens too dim to elect him pay the price for their foolishness. Underwent tricky procedures to get powers and he isn't quite right anymore.
Jack is playing Captain Claw, whose father, grand-father, and great-grand-father were all professional henchmen to supervillains. Between his own 2 years henching and the gear, trophies, and loot of his family he's been able to cobbled together a decent costume and weapon, the Claw. He hopes to become the first generation of his family to have henchmen rather than being one.
Thursday, September 16, 2021
Saturday, September 11, 2021
Monday, August 23, 2021
DM Play Report, Champions 6e: Atlantaverse - Pulp
The adventurers:
Jack: Francis Xavier 'Frank' O'Brien, called 'Philosopher' by cops and criminals alike. An International Courier and P.I. based in Chicago, he specializes in cases involving ghosts and magic. Can see auras and his gun can fie 'ghost bullets'.
Sam: Edward Oliver Wilson Arthur John 'Hammy' Hamm-Smythe, called 'The Mask'. Amateur archaeologist and professional polo player. Wields numerous magical artifacts.
Edmund. Hammy's valet is Edmund, a gorilla of Gorillaville in Africa. Human-level intelligence and speaks French. Other seem to never notice he is a gorilla until it is pointed out to them.
Nick: Grigore Zugravescu, Carpathian nobleman called 'The Baron'. Master of mystical 'sunshine boxing' techniques and a vampire hunter.
Wednesday, August 18, 2021
Tuesday, August 17, 2021
Saturday, August 14, 2021
Play Report for Vampire: the Masquerade
Son #4, Nick, offered to run a few V:tM sessions and we said 'yes'. Last night was the first session.
Players and Characters-
Me: Juan, an 8th generation Brujah. Dressed like a high-end lawyer he is very political but remains a Brujah killing machine.
Jack: Miles, 10th generation Malkavian. Focused on mystical knowledge and his manic-depression, dressed like a business manager, excellent marksman.
Alex: Stanton, 10th generation Tremere focused on magical powers. Dressed as an Anglican priest from the 800's.
Sam: Ratboy, 10th generation Nosferatu. Dressed like a 1930's stage magician in a velvet tuxedo. Rich from money-laundering and information brokering.
Saturday, July 31, 2021
DM Report: Expedition to Eagle Valley
The crew finally decided to head to Eagle Valley to see what they could learn about the Duke of Bandits and his incursions on the Seaward frontier. The players and PCs:
Jennifer: Brigid, 8th level barbarian, wielder of Mor Altach, the berserker's blade.
henchman: Byron, 7th level cleric.
Jack: Athanasius, 7th level cleric.
henchman: Carlton, 5th level paladin
henchman: Chiun, 6th level monl
Alex: Starkiller, 5th/5th/5th fighter/mage/cleric
Sam: Greystar, 7th level mage
henchman: Alton, 6th level cleric
henchman: Benton, 6th level fighter
Nick: Thorin, 6th/6th fighter/thief
Monday, July 19, 2021
DM Report of Play: Into the Northwest!
A quick session on Sunday was a ton of fun. The players and characters were:
Jack - Lenard, 4th level nobleman
Sam - Ludwig, 4th level nobleman
Nick - Akira, 7th level monk
Theo - Sir Dredd, 5th level fighter
Daniel - Sanguinius, 5th level cleric
Henchmen - a religious brother, a hedge mage, a bushi, an wu-jen/ninja, and a man-at-arms, all 3rd level
Saturday, July 17, 2021
Patron-only Blog Post Up
Just an FYI, I lost my day job to layoffs (based on supply chain issues) so I am gently reminding people of my Patreon.
And adding more value to it, of course. Podcasts will come back to the Patreon page, too.
Sunday, July 11, 2021
One Heck of a Side Mission
Last night three players set out to check on side effects of the destruction of the Deep Altar as well as scout the top levels of Skull Mountain. It was pitched as a 'short little scout in force'.
Jack played Seeker and Seeker's henchmen
Sam played Conrad and his many henchmen
Nick played Anarawn, who can't have henchmen yet
Both Anarawn and Conrad had never been to the mountain before.
Sunday, July 4, 2021
Midsummer at Skull Mountain
It's that time again! The players prepared for Midsummer and sent in a pretty serious team of PCs.
Jack played Seeker, a 7/7 Mage/Thief. He brought two henchmen
Alex played Starfalcon, a 6th level elf ranger
Jennifer played Ingrid, a 7th level fighter. She brought two henchmen.
Nick played Talner, a 7th level cleric. he brought two henchmen.
Sam played Clint, a 6th level paladin. He brought 5 henchmen.
Sam also began play with Clarence, a 6th/6th fighter/ninja. he brought one henchman.
Seeker had his 4 heavy crossbowmen and 4 heavy footmen from his level. The other players combined added 8 more heavy brossbowmen and 8 more heavy footmen as well as a cook, a healer, and a valet.
Tuesday, June 29, 2021
Review: 'The Paths of Cormanor' by Jim Breyfogle
I was very lucky and was able to get a review copy of Jim Breyfogle's book Paths of Cormanor last week. I read it as an ebook formatted for iBooks.
The Technical and Such: The ebook layout was far superior to the majority with good, crisp fonts and text, a nice layout, proper use of various textual cues, and top-notch editing. If there was a spelling or grammar error, I missed it. The team of writer-copyeditor-editor-layout did a fine job and I was actually impressed with an ebook's composition!
The Plot and Such: Breyfogle did a fine job by keeping the plot very simple and straightforward. This does not mean the characters don't face mysteries or quandaries, it does not mean it is predictable, and it does not mean it is not entertaining. he just understands that a simple plot combined with good pacing and good writing makes a great story.
The characters were well-drawn and engaging and had a verisimilitude that I find lacking in a lot of contemporary fiction. There were even understandable motivations driving the errors made by the various characters, another thing that seems rare these days. Even minor characters were well-defined.
The setting was well-crafted and built by hints and implications rather than a data dump. The magic within the book was very, very far from World of Warcraft and retained a sense of wonder rather than a sense of level grinding.
The worldbuilding was subtle rather than ham-handed and very engaging. I liked the strong sense of a German/Polish/Russian culture that was not intrusive.
The Review: The book is quite good and I heartily recommend it. Although Breyfogle's writing style is different the setting and story reminded me of Vance and Lyonesse while the action was akin to Burroughs in A Fighting Man of Mars. It has been some time since I enjoyed a fantasy novel as much as I did this one, and that book was over 50 years old!
I can't wait to read his next book.
Monday, June 21, 2021
Dragons!
We started this session in May and finished it over Father's day weekend, which just passed.
The Players:
Jack- Athanasius, 6th level Cleric
Jennifer- Ingrid, 6th level fighter
Alex- Seeker, 8th level thief
Sam- Graystar, 6th level wizard
Nick- Akira, the Man with the Eldritch Fists, 6th level monk
Theo- Sir Dread, 5th level Fighter (hologram of his first character)
Henchmen- only 6, but includes a paladin, a monk, and a 6th level Religious Brother
The Setup:
The Company of the Dark Moon has been tasked with occupying Whitehill's Castle to prevent it from falling into enemy hands and to begin patrolling the wild, lawless areas south of the capitol city. There had been scattered settlements in the past, but in the time since the death of Whitehill and the Scouring of the Treacher's Way more people have moved into thearea.
The Company only patrols along the road that stretches from the Fords of the White River to the ruins of Pirateport and within about 8-10 miles of the fortress proper. Scouts and rumors reported that there was a witch in the areas south of the road and west of the patrols and that, worse, livestock and people were starting to vanish in the same area. A group of Company members saddles up and set out
Adventure!:
The growth of small 2-3 family thorps with rough palisades in the area startled the PCs a little bit. There were many reasons: the open areas near the Briars were, well - near the Briars; the lands around Wyvern Keep were first in line if the orcs ever went to war again; the places near Eastport were also subject to raids and war. With the Company and Whitehill's Castle the area was seen as a great place for 2nd and 3rd sons to get a plot of land large enough to live well.
The party spent the night in the barn of a young family (the religious brother baptized their newborn daughter) and learned that the farmer had seen the threats - dragons! Not very big and obviously not very old, a pair of red dragons were starting to prey on the new locals.
The big shock was finding the witch. She was a skilled hedge mage! She and her husband, a retired city guard, had settled here in hopes of a living as the local wise woman. The shock was they had moved into one of the lairs of the Red Maiden! It was a stone house with the outside carved and painted to look like a gingerbread house. With the Red Maiden's illusions it must have been a deadly place for wanderers.
While speaking with the pair Athanasius checked for magic and the party soon realized that the husband of the hedge mage was charmed! With a Dispel and some questioning he'd been surprised in the forest and one of the dragons had charmed him. When he had gone for water he had warned the dragons of adventurers via a lantern. The party and the couple fled for their lives.
They were able to evade the pair of dragons, but the stone hut of the Red Maiden was destroyed. The couple left for Adrian to rethink and the party went on.
Soon they found the lair, another old bolt-hole of the Red Maiden., in the Graywal Mountains. The entrance was a 60' diameter tunnel stretching 300'+ into the granite then opening into an enormous cavern divided into two sections - the front section was level with the tunnel, the rear half was essentially a massive ledge 180' up a steep slope. In the ceiling's highest point was a natural gas vent that was alight, fulling the entire space with an eerie, dim, flickering, bluish light.
Graystar's Clairvoyance spell confirmed that both dragons were asleep! The party carefully and quietly crept into the cavern. Akira clambered up the sloped and pulled the rest up with ropes. The two dragons, each with a separate sleeping hoard, were about 200' from each other, the largest in the back. The plan was to attempt to kill the small one in its sleep and then deal with the larger, hoping the loss of the smaller would make it easier to parley or subdue.
The party attacked and through planning and the luck killed the first one in it's sleep. Carefully following all the AD&D 1e rules, the other remained snoozing. They quietly shuffled over to the bigger one and - also killed it in one round before it awoke, a stunning feat. Theo got a round of applause because his first two combat rolls were both 19's and his first two damage rolls were 1 off max and then max damage.
The party really worked hard and the encounter was much more intense than this summary can convey including the monk rolling a 02 for danger sense, barely avoiding setting off an Alarm spell that would have awoken the big dragon when the party was too far away to charge and too close to flee.
The Loot:
The gold and such was good, but a bit below what was expected. The magic items were a bit better and included a Cube of Force! The treasure had a surprising number of traps and tricks and the party decided to carefully examine the cavern, eventually finding a large (10' x 12') secret door that opened to a tunnel heading south-southwest along the mountains. The door had the entrance to Skull Mountain on the inner face.
There was also a huge scroll, the size of a king mattress, to the dragons from their sire, the dragon of Caerfadch Daw, giving them the rules he expected them to follow. The points that stuck out to the PCs were that he got all gnomes and that the two dragons were to 'obey the treaty with the men from Skull Tunnel'.
When Sam had Graystar read the letter he specifically folded up the bottom of the scroll and said,
"I will not read the signature, at all."
He then gave it to Athanasius who said,
"You know what? I cast Dispel Magic on it."
My notes on the scroll? 'Anyone reading the signature must save vs Spell or be Charmed by Tyraxus unless the scroll is Dispelled.'
That's right, they dodged it. They also learned that Tyraxus, the dragon from Caerfadch Daw, is a powerful mage, too.
Exploration:
Then, in a bit I did not expect, Athanasius and Ingrid used spells and potions to fly up to and through the jet of fire in the ceiling - and found a tunnel. A tunnel I hid in 1983 and no one else has ever found. Following it they eventually entered a room high on the cliffs of the mountain they were in. The room was a semaphore station with one set aimed to and from the closest island in the Demon's Tears, aother aimed at a mountain further west, and the third aimed at the ferry crossing where the Adrian and Freshet Rivers meet.
Aftermath:
Every character and henchman leveled up, many to the edge of domain play. This led to a wonderful 3 hours talk over dinner about the domain game, the frontier of Seaward, Seaward's history, and PC plans that I wish I had recorded as a podcast.
The summary, though, is that the players expect 2-5 characters to enter the domain game within the year and are starting to prepare for that level of play
Saturday, June 5, 2021
Does Anybody Really Know What Time It Is?
One of the things Gary emphasized most strongly in the DMG was time records have to be kept. And they must be accurate.
He was correct, of course.
But why? and what does this mean?
Friday, June 4, 2021
Terror in the Baneblade
Just as an update: A few weeks ago my father-in-law was suddenly hospitalized and remains in the ICU since, well over a month of being on the edge. In the middle of that *I* ended up in the ER with a serious health issue that I am still recovering from. Gaming, blogging, and writing have been pretty disrupted and I apologize.
On Memorial Day we switched from another session of Seaward and, instead, made new characters for Only War and I GMed the PCs as crew of a BAAAAAAAANEEBLAAAAAAAADE!
The PC's Baneblade is the 79th Super-Heavy Company of the 27th Benrei Super-Heavy Regiment. The Regiment is set up with Only War rules as a standard armored regiment but with combat drugs: recaf. The background is the planet Benrei is a major recaf hub, growing and exporting some of the finest recaf in the Imperium of Man. Flush with cash they purchase super-heavy tanks and train crews so that they can meet their conscription targets while minimizes population loss - after all, a regiment of super-heavies takes 40 men from the recaf fields while an infantry regiment takes thousands away!
The players made an officer type (the Honored Lieutenant, commander of the Baneblade), an enginseer, and a commissar. The rest of the crew were comrades.
The mission is part of the Night of 1,000 Rebellions arc and their task force is focused on subduing the planet Lamanarr where the troops in the middle of a levy rebelled, meaning the rebels have 3 PDF armies and a fully-equipped (if inexperienced) Imperial Guard army as part of their forces. The Commodore is dedicated to preventing this force from joing the Chaod fleets in the area. The task force's primary goal is the destruction of the rebel troops - all else is secondary.
79th Company is detached to the 6th, 7th, and 8th Regiments of the Zamaran Mechanized Infantry and the 1515th Combined Mechanized Infantry Regiment for a total of 60 chimera, each with a squad of infantry. They have been dispatched to engage and destroy a force intelligence believes to be 2 regiments of infantry, a regiment of mechanized infantry, and a regiment of Leman Russ armor. The commanding colonel was very accomodating tot he Honored Lieutenant with a Baneblade and allowed the PC to set up the formation.
The terrain was massive fields surrounded by centuries-old hedgeros that even a chimera would struggle with criss-crossed by roads wide enough to easily fit 4 chimera wide formations, but 2-4 meters below the level of the surrounding fields. The PCs had a screen of 4 chimera in front, then the baneblade, then a column of the rest of the chimera behind. Then they started the 600 kilometer road march.
Shortly after Noon a pair of hellhounds (that had somehow evaded the auspex systems) attacked the rear of the column as 3 Leman Russ tanks (also suspiciously unseen beforehand) opened fire from the front in a classic attempt to fin the column. The PCs (asting as force commander NPC, as well) ordered 10 chimera per flank to climb the embankment and establish a perimeter while the teriary gunner engaged the hellhous and the primary gunner engaged the Leman Russ still 1.5 klick ahead.
The sponson lascannon both hit the closest hellhoud (which was blocking fire on the other) and caused it to explode, which set off the other hellhound. And the combined explosion caused the closest chimera to explode. And those explosions caused ANOTHER Chimera to explode. Then that stopped, wheew.
The leman russ company was closing at their usual stately battlefield speed but their battle cannon shots were bouncing off the baneblade's glacis.The baneblade cannon took 4 shots to destroy two of the leman russ (unlucky rolls) but the third was taken out in 1. The baneblade took a few points of damage, but it was the eequivalent of scratching the paint.
The chimera that went to flank engage 5 enemy chimera per flank and a merry brawl of chimera and dismounted infantry was going on in the surrounding fields as the baneblade annihilated the enemy armor. In the end the Imperial task force lost 6 chimera (10% of forces!) in the ambush.
The PCs put out a scout screen for the remainder of the day's movement. As sunset approached the colonel sent a recon patrol then the task force laagered for the night with the baneblade the center of a circle of chimeras. Watches were set and the taskforce bedded down.
About 2 am local the XO woke the commander about an echo on auspex. Soon the commissar, enginseer, and commander were in the command deck looking at what looked like a patrol approaching. The enginseer burned some incense, splashed oils, and uttered a chant causing the auspex to show - cattle in a field. Just as the players were relaxing 20 krak missile hurtled toward the baneblade as 10 more ripped into the encircling chimeras. The surviving chimeras facing opened up quickly and the baneblade soon joined in, ending the fight rather quickly.
As the battle ended the auspex picked up a single space marine speeding offf via jump pack. The laager opened and the baneblade drove to the area of the fight to inspect and looed for clues. After discussion the dismounted baneblade officers realized both ambushes must have been "pre-set" to engage and slow any attack along the only real access to the defenders. They were probably in total radio blackout to avoid detection by the fleet and ground-based auspex, and just followed orders, baneblade or no. The two ambushes had alreadt inflicted 20% losses to the mechanized infantry on the *first day of travel*. Without the baneblade the task force might have been mauled enough to be forced to await reinforcements.
In a bit of roleplaying the baneblade officers invited the infantry officers to join them on the outer hull of the super-heavy tank on a set of camp chairs to enjoy recaf and lho sticks and watch the sunrise. The players were talking among themselves (we were also enjoying a bit of whisky and cigars in Real Life) when the discussion went something like this:
Jack/Tank
Commander: "Odd. The enemy is a bunch of green Imperial levies
but they keep camoflaging themselves enough to ambush a
baneblade."
Nick?Commissar:
"And their discipline is very high. The night ambush was foot
infantry with missile launchers but they kept firing against APCs and
tanks."
Sam/Enginseer:"
And a lone space marine? It must have been a chaos space marine, but
why did he risk using a jump pack at night in the open? It guaranteed
we'd see him and we almost took the shot. Not even a chaos space
marine wants to get hit by a lucky shot from a baneblade cannon.
Really weird."
Jack:
"Chaos space marines that are good at stealth? Chaos space
marines that are good at stealth! COLONEL< I NEED YOUR MEN!"
soon an entire squad of infantry, two with meltaguns, are scouring the inside of the baneblade with the crew's help. In the bunk area they find - an Alfa Legion Chaos Space Marine! Initiative was rolled; attack rolls were made; and in a case of astounding luck the two NPC guardsmen with meltaguns both hit and, combined, killed the CSM.
A thorough search revealed that the lascannons had been rigged to explode the next time they were fired, the commander's chair had a grenade rigged to go off the next time he *stood up* after sitting in the chair, and the air scrubber had been turned off. The players talked about how it would have looked the next day - all day every hour or two another crewman would just - vanish until only the driver or someone was left, then the traitors would have an intact baneblade!
That's right, they thwarted my attempts to stage the movie Alien inside abaneblade.
We all had a ton of fun and will continue this side arc over discord during the weeks ahead.
Sunday, March 28, 2021
DM's Report: Solo Adventure - Sir William
Most of the players in Seaward are content with the PCs they have, but Jack wants a new one. So now we're doing Discord-based solos 1-2 times a month. Last week was the first session.
The Character:
Sir William, 2nd level Paladin. LG. Mail & Plate with shield (A.C. 3); lance, long sword, crossbow.
Henchman: Karl the Unlucky, 1st level Scoundrel. LG. Leather armor (A.C. 8); club, dagger
Saturday, March 20, 2021
Seaward, GM's Report: The Spring Tourneys
Once again, it is Spring in Seaward! The players got out the ir PCs and prepared for the even of the year1
Henchmen were Murdain (magic-user, 2nd), Maura (religious brother, 3rd), and Emerson (man-at-arms, 3rd)
Saturday, February 27, 2021
Atlantaverse: Full of Dread
We sat down for some old-school superhero action and ran the new Discord server for it.
The Heroes:
Jack- Sirius the Winderdog. Exposed to a meteorite the faithful hound was imbued with incredible powers, keen intelligence, and a thirst for justice.
Sam- Emerald Guardian. Billionaire. Aristocrat. Inventor. Man of Action. Leader of the Emerald Guardsmen he uses his base on Emerald Island as a crime-fighting headquarters as he fights evil across the globe.
Nick- Phoenix. A powerful magician that can assume the fiery form of the phoenix he opposes all dastardly deeds.
Saturday, January 9, 2021
Why I Don't Mind Aerith and Bob
Although I have gone into details on names in my campaigns before let's talk about it again. Why? Because it is on my mind, no more than that.
In the Blackstone campaign the highest level character and leader of leaders is Doomsman the Destroyer, from the Northern Tribelands, a barbarian who rose to be the greatest living swordsman in the world and a powerful baron. I once had someone say he thought the name Doomsman the Destroyer was ridiculous and he would NEVER let a player have such a ridiculous, unrealistic name.
I jokingly told him I made him change the name to Ruine Zerstorer.
"Much better!" they wrote.
Yes, I did indeed laugh out loud.
In game Doomsman is from the Destroyer tribe - everyone from the tribe is called 'the Destroyer'. I could make them all be called 'der Zerstorung', I suppose, but why? I mean, exactly WHY would I use the exact same name in a non-English language to sound 'more realistic'?
Look at my mine - taking the meaning and translating it my name means 'Powerful Ruler Shortguy'.My oldest son? 'God Has Given Shortguy'.
This leads Jack to talk about being an ancient Hebrew and calling for your kids,
"Gooood! God has Given! Get in here and wash your hands, it is dinner time!", or,
"God Has Given, get your brother Who Is Like Unto God, and your sister Wished For Child and start cleaning your rooms! Ugh!"
I also really like my wife's maiden name translated: 'Fair Skinned Maiden with Black Hair' which is literally true.
How about some Puritan names, eh? Like the Barebones family.
Yes, these names and people are real or my name isn't Dick Stump.
There were the brothers Praise God barebones and Fear-God Barebones. Praise God became a member of Cromwell's Appointed Aseembly (whichw as nicknamed 'Barebone's Parliament'). One of Praise God's sonw was named If Christ Had Not Died For Thee Thou Hads't Been Damned Barebones, nicknamed Damned Barebones. He went on to found the first fire insurance company in London.
My own kids are a little jealous of our Hispanic friends. As Jack says,
"If I were to name my son John of the Cross people would look at me funny. But if you meet a Juan de la Cruz no one blinks."
So let the names fly, fast and free.
DM Log: Into the Four Counties
North of Seaward and West of Tirgalen are the Four Counties, an alliance of demi-human nations:
Riverhearth: An nation of about 20,000 Halflings (mainly Southern Halflings). Ruled by Count Perrinor and the primate is Bishop Jerriador.
Greenbough: A nation of about 15,000 Elves (mainly Forest Elves). Led by Count Finan Laclaer and with primate Bishop Erencu.
Gladdenstone: Home to about 12,000 Gnomes (legends claim some Glade Gnomes live there, but almost exclusively Dell Gnomes). Count Artenn rules with the help of his cousin, the primate Bishop Waldo.
Karag: A nation of about 11,000 Dwarves, mainly Granite Dwarves. Their ruler is Count Theorn and their primate is the legendary Archbishop Karl, called Hammer of the Orcs.
The Company of the Dark Moon sent a scouting team consisting of:
Starfalcon: (Alex) A ranger from Timberlake and one of the top fighters in the entire company. 6th level ranger.
Ursula: (Jen) A halfling thief from Riverhearth and known for being in the wrong place at the wrong time. 4th level thief.
Anwyn: (Nick) A bard and known for being in the right place at the right time. 5th level bard.
Seamus: (Jack) A druid and raconteur. 5th level druid.
Bornthein: (henchman to Seamus) a warrior from Karag. 3rd level fighter.
Godfrey: Master of Scouts for the Company. 6th level scout.
Alfred: Religious Brother, henchman to Godfrey. 3rd level religious brother.
Nigel: Scout and henchman to Godfrey. 3rd level scout.
The Company had learned from various sources (read: the castle of Lord Whitehill and interrogating mercenaries and bandits) that-
A) The evil para-elemental cults had been subverted and were in service to a demon cult.
B) The demon cult was Baron Samedhi's primary tool used to subvert nations from within.
So they sent the info team to get info.