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Today’s Tabbloid
PERSONAL NEWS FOR riorio2@rogue-games.net
ROGUE FEED Within a generation, the Thulian empire came to depend heavily on both
magic and Termaxians, as it spread farther across the continent and
Apotheosis tightened its grip over its subjects. Over time, the empire started to treat
OCT 08, 2009 02:11P.M. other religions as it had once treated the followers of Turms. Only those
faiths who acknowledged their gods as aspects of Turms Termax were
allowed to operate unrestricted. Those who resisted were ruthlessly
quashed.
Unsurprisingly, the Thulians didn’t take kindly too this and persecuted
the followers of Turms, eventually capturing and torturing him until,
according to legend, he ascended into godhood before their very eyes.
True or not, there’s no question that the Thulian official attitude toward
the cult changed. Termaxians (as his followers became known) were able
to practice their faith openly and the restrictions on magic were lifted.
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Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 9 October 2009
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Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 9 October 2009
killed. The entire town itself would probably have suffered the same fate fun reworking bits of it to suit what I’ve already established about my
as the elves if it hadn’t been for a few brave souls who set out to deal with setting. One of the real joys of the way I referee is that it’s very easy to
the mess they had made and succeeded in killing and driving off the add new elements, since so little is nailed down. I’m very fond of
wizards. One of these men was Ragnar’s grandfather, which might throwing out unexplained references, hints, and other clues that I can
explain where the young man got the idea of adventuring in the first pick up later or not, as the needs of the campaign require. It demands a
place. certain amount of mental nimbleness on my part, but I have a lot of
practice doing it. I’ll admit upfront that it doesn’t always go as smoothly
Unsurprisingly, Dordagdonar was intrigued by this story and, once the as I’d like, but, when it does, the result is far more satisfying to me than
wedding party was over, asked his comrades to investigate the site of this simply using game materials as written. As a referee, I like to feel as if
former elven settlement. They readily agreed, since they intended to go I’m as much a player as those with PCs and, to do that, I need to surprise
in that direction anyway and they couldn’t help feel that these events even myself. Over the years, I’ve found the best way to do this is to let the
might have some connection to what was happening in Dwimmermount. dice fall where they may and to avoid too much preparation and
Some of you might already have guessed that I was using this as an planning. It’s all too easy for me to nudge things in the “right” direction if
opportunity to sneak in a modified version of Jim Raggi’s Death Frost I spend a lot of time preparing for sessions and so I purposefully avoid
Doom into the campaign. I’m not a huge user of prepackaged modules, doing so when possible.
but Death Frost Doom is good enough that I really wanted to import at
least some of its ideas into the Dwimmermount campaign. As I said, I’ve
changed a number of elements to better suit my own style and that of the
campaign, but the general outline remains the same.
Close to the former elven village, the PCs encountered crazy old Zeke, a
trapper formerly from Smerdlap’s Crossing, who’s taken up a solitary life
close to the site of the atrocities of decades previous. He was able to
confirm some of the information they’d learned back at the wedding and
added a few of his own, particularly that the aforementioned dark
wizards had engineered the calamities that had befallen his home town
and were using the townsfolk for their own ends. This didn’t really come
as a surprise to any of the characters, who started to ponder rationales
for everything that had happened. This led them to the conclusion they
needed to investigate the ruins of the elven settlement, something Zeke
urged them not to do.
Ignoring Zeke’s warnings, the party set out for the ruins to discover a
large collection of graves all over the area surrounding the former village.
They also found a rift in the ground that gave off a foul odor. They briefly
toyed with descending down into it but thought better of it once they
noticed a still-standing building amidst the graves and ruins. The
building appeared to be a shabby-looking cabin but there were odd
details to it — unbroken glass windows, for example — that unnerved
them. It didn’t look like anything they’d ever seen and the strange
mismatch of materials used to construct it only added to their sense that
something “wasn’t right.” They entered the cabin anyway and inside
found more oddities, such as a mechanical clock and evidence that
someone else had been inside in fairly recent times. They also found a
huge tome bound in the skin of something that was written in ancient
Thulian and was entitled “Offerings to Thule” (thank you read
languages). This confused and worried Brother Candor, since he’d
always assumed that “Thule” was merely the name of the northern island
from which the Thulians had originally come. Now he started to think
that perhaps Thule was the name of something else entirely, after which
the island may have been named.
After a bit more investigation of the odd cabin, the session ended. I was a
bit disappointed we didn’t get further into Death Frost Doom, since I’m
very interested in how my players will react to it. I’m also having a lot of