MortalPlague
Adventurer
My group and I have been fairly active with the 5th Edition playtest. We have run a number of one-shot games, and I ran a short campaign with the December packet. We spent a few weeks playing board games (Eclipse and Middle Earth Quest, for those curious), but now we're ready to get back into some D&D.
The previous game had been heavily dungeon-focused, with a boom town built next to a dungeon and a 'gold rush' dungeon plundering theme. This time around, I wanted to run something with a lot of atmosphere. I settled on gothic horror, and I drafted up a quick pitch. My group loved it, and they came up with some delightful character concepts. With said characters in mind, I set about detailing the setting.
I should mention that the advice from ENWorld was also instrumental in bringing the setting to life! Special thanks to all the people who contributed in this thread:
http://www.enworld.org/forum/showthread.php?336944-Gothic-Horror-In-The-Rain
Setting Information
For the playtest report to make sense narratively, a little has to be known about the setting. There's a lot of it, so I apologize in advance for the wall of text.
Ten years ago, it started raining. It hasn't stopped.
The people of this town have learned to adapt. They grow giant mushrooms now, and raise goats and chickens. They wear long coats and leather boots, and wide-brimmed hats. Wooden covers have been built over the major walkways. But the rain persists. Some days, only a light trickle falls from the ever-present clouds. Other days it's a torrential downpour. Ditches line every street, many of them five or six feet deep. The river drinks enough water to prevent an actual flood, but it's rare to find a patch of earth not turned to mud.
Why don't people leave? Some have. But creatures move in the woods these days, and many carriages and wagons have been found shattered, ripped open, and bloody on the side of the road. Many more have simply vanished without a trace. There are precious few who brave the roads between the local towns, which are only a day's ride apart. But reaching beyond the rain? That's a week's travel, and few dare attempt the journey.
Even before the rains, this was a land the gods had forsaken. While wizards often ply their arcane craft, divine magic is nigh unheard of, the stuff of myth and fable. Wizards are a part of life, helping to build and maintain structures in this place. They are valued members of the community. It is not uncommon for academics to arrive, seeking to unravel the mystery of the eternal downpour. Most leave disappointed. Some remain, hoping their perseverance will be rewarded.
Divine magic can be disguised as arcane, so long as components are used. But everybody knows that mending the body through magic is witchcraft. And witches are dangerous.
Campaign Locations
Croft is the largest town, with a population of two hundred. The buildings are made of stone, and many are two-level structures with sturdy tile roofs. The town used to be home to nearly five hundred, but that was before the rain. Over the years, many tried the road. Some succeeded. Some did not. But the woods have grown ever more sinister, and those miserable souls who call Croft home won't brave the woods any longer.
Beacon sits a day's travel north, atop a tall hill. The town is home to a hundred souls, and it takes its name from its tower. The flame at the top is well-fed by the coal dug from the earth. Over the years, it has become the sun for the people of the Vale, visible except in thick fog. Beacon is the site of an old quarry, where miners dig stone from the earth. Once a month, a caravan brings the stone to Croft for storage.
Ivy Manor is the home of Count Edward Von Stout. The Count keeps to himself, ever since his son was one of the first to leave after the rains began. The manor is stone and walled, more a keep than a house. The Count is rarely seen these days, and he keeps only a token staff; a butler, a couple of maids, and a handful of guards.
The Characters
Ursula Woodcutter - Female Human Barbarian 3 - Guide Background -
Taciturn and stoic, Ursula is a woodcutter. She took up the dangerous task after the death of her father in the woods, and she's been the one supporting herself and her half-sister, Tea. She is a lady of few words, and while she might once have been pretty, an encounter in the woods with a half-seen adversary she barely fought off has left her with some nasty scars.
Tealanalessa - Female Half-Elf Rogue 3 - Commoner Background - Read Lips and Stealth Focus
Before he married, Ursula's father saved the life of an elf woman, and in that moment of passion, Tea was conceived. Ursula's father never saw the elf again, but one morning, a young half-elf was brought to his door by an elf who told the man of the mother's death. Despite being the elder, Tea feels like the younger sister. She has been working at the tavern, and is a gentle, caring soul. Before the Downpour, she worked at Ivy Manor in the service of the Count, and she was in a serious relationship with Prince Anduin. But when he disappeared, she was heartbroken.
Jorick Von Rinehart - Male Human Druid 3 - Noble Background - Vault and Track
The Von Rinehart family is a clan of werewolves, naturally born and fully in control of their gift. They have been the silent, secret protectors of Croft since its founding, though only recently have they been truly tested. Jorick is the most promising young member of the family, along with his younger twin siblings, Callan and Clara.
Sybilla Van Witte - Female Human Cleric of the Lifegiver 3 - Sage Background -
With the death of her grandmother, Sybilla is the last living member of the Van Witte family. Once one of the prominent founding families, the Van Wittes were often mayors of the town. But Sybilla's brothers and father perished on an ill-fated expedition to go to the outside for help, and with her sickly grandmother's passing, Sybilla is the last. She is a historian, and a notary; she writes wills for the people of Croft, and records the events. She keeps her divine gifts a closely-guarded secret.
Archibald - Male Human Evoker Wizard 3 - Sage Background -
An outsider who travelled into Croft with the merchant one week ago, Archibald is an eccentric evoker. He wields a long rifle, and he uses it to channel his magic. It is a wondrous device, and it has made him a curiosity in the wizarding world. Some of his rivals see it as a crutch or gimmick, while others see it as progress. Either way, Archibald has been keeping a low profile in Croft, anxious not to upset the locals.
The previous game had been heavily dungeon-focused, with a boom town built next to a dungeon and a 'gold rush' dungeon plundering theme. This time around, I wanted to run something with a lot of atmosphere. I settled on gothic horror, and I drafted up a quick pitch. My group loved it, and they came up with some delightful character concepts. With said characters in mind, I set about detailing the setting.
I should mention that the advice from ENWorld was also instrumental in bringing the setting to life! Special thanks to all the people who contributed in this thread:
http://www.enworld.org/forum/showthread.php?336944-Gothic-Horror-In-The-Rain
Setting Information
For the playtest report to make sense narratively, a little has to be known about the setting. There's a lot of it, so I apologize in advance for the wall of text.
Ten years ago, it started raining. It hasn't stopped.
The people of this town have learned to adapt. They grow giant mushrooms now, and raise goats and chickens. They wear long coats and leather boots, and wide-brimmed hats. Wooden covers have been built over the major walkways. But the rain persists. Some days, only a light trickle falls from the ever-present clouds. Other days it's a torrential downpour. Ditches line every street, many of them five or six feet deep. The river drinks enough water to prevent an actual flood, but it's rare to find a patch of earth not turned to mud.
Why don't people leave? Some have. But creatures move in the woods these days, and many carriages and wagons have been found shattered, ripped open, and bloody on the side of the road. Many more have simply vanished without a trace. There are precious few who brave the roads between the local towns, which are only a day's ride apart. But reaching beyond the rain? That's a week's travel, and few dare attempt the journey.
Even before the rains, this was a land the gods had forsaken. While wizards often ply their arcane craft, divine magic is nigh unheard of, the stuff of myth and fable. Wizards are a part of life, helping to build and maintain structures in this place. They are valued members of the community. It is not uncommon for academics to arrive, seeking to unravel the mystery of the eternal downpour. Most leave disappointed. Some remain, hoping their perseverance will be rewarded.
Divine magic can be disguised as arcane, so long as components are used. But everybody knows that mending the body through magic is witchcraft. And witches are dangerous.
Campaign Locations
Croft is the largest town, with a population of two hundred. The buildings are made of stone, and many are two-level structures with sturdy tile roofs. The town used to be home to nearly five hundred, but that was before the rain. Over the years, many tried the road. Some succeeded. Some did not. But the woods have grown ever more sinister, and those miserable souls who call Croft home won't brave the woods any longer.
Beacon sits a day's travel north, atop a tall hill. The town is home to a hundred souls, and it takes its name from its tower. The flame at the top is well-fed by the coal dug from the earth. Over the years, it has become the sun for the people of the Vale, visible except in thick fog. Beacon is the site of an old quarry, where miners dig stone from the earth. Once a month, a caravan brings the stone to Croft for storage.
Ivy Manor is the home of Count Edward Von Stout. The Count keeps to himself, ever since his son was one of the first to leave after the rains began. The manor is stone and walled, more a keep than a house. The Count is rarely seen these days, and he keeps only a token staff; a butler, a couple of maids, and a handful of guards.
The Characters
Ursula Woodcutter - Female Human Barbarian 3 - Guide Background -
Taciturn and stoic, Ursula is a woodcutter. She took up the dangerous task after the death of her father in the woods, and she's been the one supporting herself and her half-sister, Tea. She is a lady of few words, and while she might once have been pretty, an encounter in the woods with a half-seen adversary she barely fought off has left her with some nasty scars.
Tealanalessa - Female Half-Elf Rogue 3 - Commoner Background - Read Lips and Stealth Focus
Before he married, Ursula's father saved the life of an elf woman, and in that moment of passion, Tea was conceived. Ursula's father never saw the elf again, but one morning, a young half-elf was brought to his door by an elf who told the man of the mother's death. Despite being the elder, Tea feels like the younger sister. She has been working at the tavern, and is a gentle, caring soul. Before the Downpour, she worked at Ivy Manor in the service of the Count, and she was in a serious relationship with Prince Anduin. But when he disappeared, she was heartbroken.
Jorick Von Rinehart - Male Human Druid 3 - Noble Background - Vault and Track
The Von Rinehart family is a clan of werewolves, naturally born and fully in control of their gift. They have been the silent, secret protectors of Croft since its founding, though only recently have they been truly tested. Jorick is the most promising young member of the family, along with his younger twin siblings, Callan and Clara.
Sybilla Van Witte - Female Human Cleric of the Lifegiver 3 - Sage Background -
With the death of her grandmother, Sybilla is the last living member of the Van Witte family. Once one of the prominent founding families, the Van Wittes were often mayors of the town. But Sybilla's brothers and father perished on an ill-fated expedition to go to the outside for help, and with her sickly grandmother's passing, Sybilla is the last. She is a historian, and a notary; she writes wills for the people of Croft, and records the events. She keeps her divine gifts a closely-guarded secret.
Archibald - Male Human Evoker Wizard 3 - Sage Background -
An outsider who travelled into Croft with the merchant one week ago, Archibald is an eccentric evoker. He wields a long rifle, and he uses it to channel his magic. It is a wondrous device, and it has made him a curiosity in the wizarding world. Some of his rivals see it as a crutch or gimmick, while others see it as progress. Either way, Archibald has been keeping a low profile in Croft, anxious not to upset the locals.
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