Tuesday, December 31, 2024

Shrine of Chauntea
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

The Shrine of Chauntea stands on the outskirts of Westbridge, removed from the bustle of the market and the warmth of the village's gathering places. Constructed from dark stone rather than the timber commonly used throughout the settlement, the small shrine possesses an austere beauty that many find both fascinating and unsettling. Its architecture is elegant and orderly, with carefully carved pillars, polished marble accents, and stained-glass windows depicting arcane symbols and stylized roses.

The building is meticulously maintained, and not a single weed grows within its grounds. Despite its beauty, however, most villagers rarely visit unless they have a specific reason to do so. The shrine is dedicated to Chauntea, goddess of magic, death, vanity, and law—a combination of domains that inspires both respect and caution among the people of Westbridge.

Few residents actively dislike the goddess, and none openly oppose her worship. Instead, most simply find her portfolio difficult to understand or somewhat intimidating. Farmers, laborers, hunters, and merchants often prefer the comfort of more familiar deities whose concerns more directly affect their daily lives. As a result, the shrine remains quiet for much of the year, attended by only a handful of local devotees and the occasional curious visitor. Father Abercrombie takes care of the grounds of the shrine. Those who do worship at the shrine tend to be scholars, scribes, magistrates, spellcasters, and individuals dealing with matters of inheritance, law, or death.

Travelers passing through Westbridge are often surprised to discover such a well-kept shrine in a settlement of its size. Visiting wizards, learned clerics, and wandering sages occasionally stop to offer prayers, consult ancient texts, or pay their respects before continuing on their journeys. The shrine maintains a small library containing legal records, magical treatises, and funerary texts, making it one of the more unusual repositories of knowledge in the region.

The atmosphere within the shrine is peaceful but solemn. Soft candlelight reflects from polished stone floors while the scent of incense and dried roses hangs in the air. Visitors are expected to conduct themselves with dignity and respect, though they are welcomed regardless of their station. Even villagers who avoid the shrine often admit that it serves an important purpose within the community. When disputes require impartial judgment, when the dead must be honored properly, or when travelers devoted to Chauntea seek sanctuary, the shrine stands ready to fulfill its role. Though rarely crowded, it remains a quiet reminder that order, knowledge, beauty, and mortality all have their place in the world.

Sunday, December 29, 2024

Tuesday, December 24, 2024

Our Forgotten Realms Campaign
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

The Dessarin Valley is a landscape of deceptive stillness, a vast basin of rolling grasslands that hides the rot of a thousand fallen civilizations beneath its peat and silt. The air here feels heavy, as if the very atmosphere is weighted by the ghosts of the dwarven kingdom of Besilmer and the ancient Empire of Netheril.

When the sun dips behind the jagged peaks, the valley transforms into a sea of lengthening shadows where the wind doesn't just blow—it wheezes through the ruins of "Haunted Keeps" that dot the ridges like broken teeth. To the west, the Sword Mountains rise like a wall of black iron, their granite heights perpetually shrouded in storm clouds that never seem to break. These peaks are not merely stone; they are a vertical labyrinth of orc-infested tunnels and the ancestral lairs of ancient dragons who watch the valley below with hungry, reptilian patience.

The mountain passes are littered with the bleached remains of caravans that thought they could outrun the night, their wagons now serving as grim waypoints for those foolish enough to follow in their tracks. Nestled at the feet of these mountains lies the Kryptgarden Forest, a place where the sun's light dies before it ever touches the moss-choked ground.

This is no ordinary woodland; it is a primal, suffocating sprawl of gnarled oaks and "weeping" willows that seem to shift position when no one is looking. Deep within its light-drinking depths, the legendary green dragon Claugiyliamatar, also known as Old Gnawbone, weaves her web of influence, her presence felt in the unnatural silence of the woods and the emerald glow that flickers in the eyes of the forest's predators. The Dessarin River itself, while the lifeblood of the region, carries a cold, metallic tang—the taste of deep-earth minerals and old blood.

In the spring thaw, it frequently unearths artifacts from the riverbed that should have remained submerged: rusted morningstars, cracked ivory masks, and the coins of dead kings. The river's mist often rises to swallow the river-side settlements like Womford, turning the village into a ghost town where the only sound is the rhythmic, wet thud of the water against the rotting docks.

In the center of the valley, the Sumber Hills rise like the knuckles of a buried titan. These windswept mounds are a desolate wasteland of scrub-brush and hidden sinkholes that lead directly into the Underdark. It is here that the elemental cults begin to stir, their presence marked by localized tremors and the scent of ozone and sulfur that lingers in the air. Shepherds speak of "hollow winds" that scream from the earth, whispering secrets that drive men to madness and turn neighbor against neighbor.

The many small hamlets and steadings scattered across the valley are islands of flickering candlelight in a vast, predatory ocean. Towns like Red Larch and Westbridge may boast of their commerce, but they are always on guard and their cellar doors are double-bolted for a reason. The locals keep their heads down and their eyes on the road, well aware that the "strangers" they pass might be Zhentarim agents, doppelgangers, or something even more ancient and malevolent wearing the skin of a man.

By midnight, the Dessarin Valley is a place of absolute, predatory silence, broken only by the distant, rhythmic drumming heard from deep in the Dessarin Peaks. It is a region where the history is a burden and the future is a threat, where every ruin is a doorway and every shadow has a name. To walk these lands is to realize that the world is much older and much crueler than any map can convey, and that some things in the North are better left forgotten.

Tuesday, September 10, 2024

House Rules
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

Alignment: We use the nine alignments from AD&D 1st edition located here.

Level One Hit Points: We give all level 1 characters max hitpoints. This is done "only" for level One. This gives the characters a fighting chance, especially the Wizard who could easily have 1-2 hit points. Yea I know, it is babying them at level 1. We try to make sure our players have a good time and not worry about tripping and taking lethal damage from a pebble. From level Two and higher, hit points are rolled normal.

Clerics & Level One Spells: In Old-School Essentials, Clerics do not normally start out with an opening spell at level One which I find a bit harsh so we have house ruled in that Clerics will gain one level One spell at level One. Level two and beyond the Cleric follows the spell chart as it is written. Basically we are following the rule from AD&D on Divine spellcasting for the Cleric class.

Playable Classes: A complete list of classes that we use are found here.

Death & Unconsciousness: We use the official rule in AD&D 1st edition "with a slight twist" that says—a character becomes unconscious at 0 hit points (HP) and begins to die, losing 1 HP per round if left unassisted "in our game instead of losing 1hp per round until death, we do 1d4hp per round until death at -10". Death occurs when hit points reach -10. If a character takes enough damage that takes him to -10 hit points or below, he/she is just dead. Our house rule we've added for recovery is, if a character is brought back to consciousness using non magical healing, that character requires one week of bedrest for recovery but if that character is brought back to consciousness using magical healing, that character needs to rest for eight uninterrupted hours before returning to full strength.

Wizard Starting Spellbook: The way we handle a Wizard's starting spellbook is, the player chooses one spell (any spell) from the 1st level list of Magic-User spells in the 1st edition Players Handbook as the starting spell for that character. The DM "gifts" the following spells to add to the starting spellbook—Write, Detect Magic & Identify which gives a new starting Wizard four spells to start with.

Elves Resistances: In our race/class system that we use, the AD&D rule is not included, so this will simply be a house rule for us. Elves, Drow and Moon Drow have a 90% resistance to spells/abilities that charm or unnaturally cause sleep. Half-Elves & Sylvan Elves have a 30% resistance to spells/abilities that charm or unnaturally cause sleep.

Elves & Resting: Elves, Drow, Moon Drow & Sylvan Elves do not need to sleep in the traditional sense. Instead, they engage in a meditative state called a "trance" for four hours, which provides them with the same benefits as eight hours of sleep for other races. While they can technically sleep if they choose, they rarely do, and it wouldn't provide them with the same restorative effects as their trance. Half-Elves however do require sleep.

Detect Magic Skill: The "Wizard & Sorcerer class" can detect magic on an item by concentrating for 1 full turn. This procedure is repeatable.

Identify Skill: The "Wizard & Sorcerer class" can identify a magical object by studying it for 3 full hours. They then have a 3-in-6 chance of successfully determining its effects. This procedure is repeatable.

Fighter Class Combat: Gain one extra attack on a critical hit (nat20) & Gain permanent +1 to hit & +1 to damage with weapon of choice.