The Shadowood
When penning the Shadowood, NPC developmnent was important to me. It wasn't good enough for someone to be merely good, evil or somewhere in between. I wanted to give insight as to why they became what they are and thus give reasoning for their influence on their place in the book. Thus each has their own needs, desires and motivation which gives GMs more tools to work with. It also allows players more options to roleplay with.
There are also quite a few adventures scattered across the woodland realm. Some can be found by exploration, others by detective work and a few happen by being in the wrong place at the wrong time. All have been designed to be run by themselves or part of a larger story arc.
One can also become embroiled in the affairs of the two settlements that lie in the safer parts of the forest. The barony to the east is ruled from the shadows by the baron's ounger son who has resorted to matricide and dishonoring his older brother in his quest to rule. The viper now is the sole aid to his weakened, dying father who trusts his every word. Once the slow poisoning of his father is complete. The young ruler will have solidified his power and accelerate the wishes of the foul god he worships in secret.
The settlement to the west is a toxin of a different nature. This city is run by organized crime elements who, for the betterment of business, keep the 'dirty' side of their trade slightly hidden. Travellers who stop here can find themselves between feuding factions or in some cases, getting a piece of the action for themselves. One should be careful about who they ally with or offend as more than one drifter has been found face down in the Shallowrock River.
Yet even in the midst of the corruption of both cities there lies hope because all who dwell within them are not evil. Some have waited for a champion to step forward and pray for salvation from the misery they endure daily. Although it is not an easy task, one could win the heart of the masses and force change by unearthing evidence of the baron-in-waiting's actions or rallying the commonfolk against the mob.
The Shadowood Forest holds both secrets and many adventrues both above and below ground. Each of its encounters are written for a wide variety of levels to allow greater adaptability. As with the city adventures, the intelligent monsters also have motivation and goals. One does not tread carelessly through the woodland realm!
This book also gives GM's environmental and city building tools. These have been designed to add depth without bogging down the GM.
For those who don't know me, I have the following products in print...
From Kenzer & Co
Loona, Port of Intrigue (Kindoms of Kalamar)
Lost Caverns (Hackmaster)
From Troll Lord Games
City Sourcebook Vol 1: NPCs (d20 sourcebook)
Have a good day,
Phil Thompson
When penning the Shadowood, NPC developmnent was important to me. It wasn't good enough for someone to be merely good, evil or somewhere in between. I wanted to give insight as to why they became what they are and thus give reasoning for their influence on their place in the book. Thus each has their own needs, desires and motivation which gives GMs more tools to work with. It also allows players more options to roleplay with.
There are also quite a few adventures scattered across the woodland realm. Some can be found by exploration, others by detective work and a few happen by being in the wrong place at the wrong time. All have been designed to be run by themselves or part of a larger story arc.
One can also become embroiled in the affairs of the two settlements that lie in the safer parts of the forest. The barony to the east is ruled from the shadows by the baron's ounger son who has resorted to matricide and dishonoring his older brother in his quest to rule. The viper now is the sole aid to his weakened, dying father who trusts his every word. Once the slow poisoning of his father is complete. The young ruler will have solidified his power and accelerate the wishes of the foul god he worships in secret.
The settlement to the west is a toxin of a different nature. This city is run by organized crime elements who, for the betterment of business, keep the 'dirty' side of their trade slightly hidden. Travellers who stop here can find themselves between feuding factions or in some cases, getting a piece of the action for themselves. One should be careful about who they ally with or offend as more than one drifter has been found face down in the Shallowrock River.
Yet even in the midst of the corruption of both cities there lies hope because all who dwell within them are not evil. Some have waited for a champion to step forward and pray for salvation from the misery they endure daily. Although it is not an easy task, one could win the heart of the masses and force change by unearthing evidence of the baron-in-waiting's actions or rallying the commonfolk against the mob.
The Shadowood Forest holds both secrets and many adventrues both above and below ground. Each of its encounters are written for a wide variety of levels to allow greater adaptability. As with the city adventures, the intelligent monsters also have motivation and goals. One does not tread carelessly through the woodland realm!
This book also gives GM's environmental and city building tools. These have been designed to add depth without bogging down the GM.
For those who don't know me, I have the following products in print...
From Kenzer & Co
Loona, Port of Intrigue (Kindoms of Kalamar)
Lost Caverns (Hackmaster)
From Troll Lord Games
City Sourcebook Vol 1: NPCs (d20 sourcebook)
Have a good day,
Phil Thompson