Continuing their journey across the southern regions of Elarsa and into the forest kingdom of Koranthos, home of the Shae-Du. The heroes soon find the ruins of Kelos. As Danae is about to place the RavenClaw wand into the Moon-lit pool Sylvarius spots a dark shape lurking nearby in the bushes, within the ruins.
They soon discover an old Stygian (Bird-folk) called Polydectes, who tells his tale. He was waiting for Glyke to bring him his daughter Demitira, who had been transformed into a wand by the Sorcerer Nemnon.
After informing Poldectes that they possess the wand and of Glykes demise, Danae steps forward and places the wand into the pool.
The ghost-like image of the Stygian Oracle, Demitria manifests before them. She tells her tale that Nemnon was using her to locate the Atesor Stones, which are located on the Isle of Pandora. Where or how to locate the Isle she kept as a guarded secret. She then agreed to assist the party if they rescue her and free her from the wand. She instructed them to take the Wand to the tallest peak of the Brontes Mountains and seek Aukalas.
Then bursting into the ruins from the first armed men dressed in dark garb raced towards the group, shouting ‘Retrieve the wand! Kill the Shae-du!’ Accompanying the darkly clad men were Elarsan Troops from Asteros! A battle ensued…
Varos fell, but Adendocles one o fthe Elarsans was an ally of Sylvarius and came to their aid, running they raced through the forest. The Elarsans hot on their tails…
The party soon managed to lose their pursuers and head towards Avalae. But they had ventured into the huntnig grounds of the Koranthasaurs…
On the hills outside Asteros, the party bury the dead Glyke. As they watch patrols marching up the roads that are lined with crucified Shae-Du, it was decided to head to the ruins of Kelos across the country. Amara recalls her father would often talk of the magical moon pools there which allow you to commune with the ancient spirits of the Shae-Du. Evander states that he too has heard of these moon pools and that their powers only work during a full moon.
As they travelled across the hills of Asteros heading South towards Laphaenia they find themselves ambushed by bandits. Spotting Danae the BAndits enraged by their hatred for the Shae-Du, begin to target her, one manages to fight through the parties defence and slice’s her throat!…
Gurgling and choking on her own blood, Danae gasps as Mortis, Keeper of Souls waits for her to enter the underworld…But Amara, sprints across the battlefield, evoking the powers of IO Amara managed to drag poor Danae back from the Underworld.
Dispatching the bandits the party continued their journey to Kelos. They made good ground and enjoyed the solitude of the countryside as they travelled. Several days later they came across the River Davos. Mythras attempted to fly the party across, but his wings were not strong enough and they plummetted into the fast-moving waters of the Davos. Battling their way across the great river before drowning, they found themselves exhausted on its banks…
Returning home to find their village burning, they discover the Eldar Kiron being attacked by Elarsan Soldiers.
Defeating the soldiers they are sent by Kiron to return their people the Elarsans have taken as prisoners.
Following the tracks, they arrive at the Kallidian Canyon a large force of soldiers escorting their village folk through the narrow canyon.
Setting to work the Centaurs caused an avalanche on top of the main Elarsan force and then charged down to free the prisoners.
Defeating the Elarsan Guards the Centaurs return to the village with a prisoner. Kiron takes the prisoner to a nearby cave for ‘Interrogating’ to learn why the Elarsans have ventured so deep into the Koranthos and attacked their village.
Arriving in Asteros in Southern Eastern Elarsa, the party visit the market to spend their hard-earned Cash. Looking over the exotic wares of the traders, Mithras purchases some Notos fruit, just as the bells toll…
Panicked everyone looks to the sea for raiders, but a wave of relief washes across the market when nothing is to be seen.
Listening to the idle gossip he party learn that the bel most likely signifies the Hoplites will be searching from someone. Sylvarius fears that the Shae-Du Darians in the group will be discovered and crucified with the rest of their kind along the Elasrsan roads and ushers everyone to leave the market. Just as Hoplites start to appear forcing hoods to be removed and searching people.
Racing from, the market and into the side alleys, hoping to avoid attention, the party bump into a woman who collapses with an arrow in her back. A parcel rolls from her grasp at Mithras’s feet, the woman mutters save her… save her… Kelos… and dies.
Amara recognises the word Kelos as a Shae-Du ruins in the Kornanthos Forest near Bagka. Evander recognises the girl as Gyke, a past lover of his.
Mithras unwraps the parcel and finds a wand with a raven claw handle inside.
Then, Hoplites appear at the entrance to the alley, demanding they remove their hoods and looking for a wand.
The party engage in a battle with the hoplites, killing them and agree to leave Asteros immediately.
Clambering over the walls they race out into the hills of Asteros, where they decide what to do…
Characters: Fantasy Characters from the LoR CORE World
Overview: Set in the far reaches of Elarsa, a Xenophobic nation, led by a Xenophobic, Meglomnanic of a King, who believes he is the descendant of the king of the gods ‘Manius’!
Dangers lurk everywhere, especially for the non-Laōs. The Koranthos Forest stretches the full length of the Eastern Coast, where the Shae-du reside. The Broken Isles scatter across the Eastern seas where Spartoi pirates thrive…
Our heroes start their journey in the Southern portions of Elarsa under the watchful gaze of the Polis (City) of Asteros.
Over the past week GMD has been working long hours to update the rules in time for the first Campaign Play Test, using the Character Generation System.
Action Point shave been removed and the game has reverted back to it’s original design of standard actions.
Careful consideration has been given to the types of actions that can be performed to accommodate the new Perk system and still give it a tactical feel that the Action Points gave. It also allows for a faster play during battle. As in a lot of systems game scan become bogged down in long winded rounds. The battle scenes are now exciting and fast paced, just like the original LoR.
Health has been reduced to accommodate the original LoR Rules. Although the old rules was a attrition based system, LoR has been changed so that the amount of Wounds are considerably lower then the original game, This make combat a little more deadly. Standard wounds that be taken in a standard strike is 1. But on lucky rolls this could be increased, but rarely.
Side Kicks are designed to go down quickly leaving Heroes and Villains a threat that requires team work. Villains are more likely to last for several round of battle against a party of Heroes preventing anti-climatic one shot kills. But some heroes are considerably weaker than others so it’s all about the character build!
The New Stun rules have been changed so that it is no longer a statistic. Now Stun effects Initiative and can prevent a Hero from having a go on a poor initiative roll, due to being stunned!
An attempt to change initiative to a more dynamic tactical phase seemed like a good idea, but the decision to return to the original Initiative system has been made. It is fast, exciting and heroes have a chance to have multiple goes within the round.
Some changes have been made to the character creation rules to reflect the changes in the core rules. Starting Health and Skills especially are the major changes.
LoR Originally was a single dice roll with modifiers. I decided to change this to a dice pool, but this seemed to confuse new players to how the mechanics worked. The idea of LoR is to have a simple system that does not bog down the game in rules, but concentrates in story. So skills are now a modifier. During the play test, it was amazing just how fast it was.
Some changes have been made to the Perks, mainly changes from dice pools to modifiers. In some cases a few Perks have been completely reworded and updated.
Spells have been added to the online rule book. This is just a base set of spells and is in need of play testing.
These power are the core of all types of magic. Spells, Magic Items and even Powers gifted by the bloodline of Demi-Gods.
An attempt has been made to make these spells as versatile as possible. Allowing for manipulating their effects during the game, not only on purchase.
More Spells will follow as will Perks, & Role Templates.
Take a look over the rules now and do your own play testing.
Back in November 2018 I started to put online the LoR Campaign Setting & Core RPG rules.
With the support of my Patrons at https://www.patreon.com/gmdonline, I have dedicated my tim eto bring to life my vision of an RPG I have been developing for years but never really gave it the TLC it truley deserved.
What is LoR?
LoR is a Fantasy Campaign Setting set in a ‘Bronzed Aged’ World. The descendants of the gods themselves roam the lands and mankind now dominates the Lands of LoR. LoR is rich in history and adventure. It has suffered a great cataclysm and many wars between the gods themselves. All which have shaped the world to what it is today. But the gods have not been seen in Aeons. But their children, the Hērōs, Those who have the bloodline of the gods flowing through their veins do walk amonst the races of LoR. Some reveare and worship these, Hērōs, whilst other hunt them and kill them, believing they are an abomination and blasphemous.
LoR is a Fantasy Campaign Setting set in a ‘Bronzed Aged’ World. The descendants of the gods themselves roam the lands and mankind now dominates the Lands of LoR. LoR is rich in history and adventure. It has suffered a great cataclysm and many wars between the gods themselves. All which have shaped the world to what it is today. But the gods have not been seen in Aeons. But their children, the Hērōs, Those who have the bloodline of the gods flowing through their veins do walk amongst the races of LoR. Some revere and worship these, Hērōs, whilst other hunt them and kill them, believing they are an abomination and blasphemous.
The world is troubled and is not at peace, war rages across many territories, but something far more sinister stirs in the dark depths of the world. Even the gods have started to fail to answer the prayers of their worshippers. Unrest hangs everywhere!
It is a time for Heroes and Champions to come to the aid of the world.
Since November 2018 I have been developing the RPG Setting & Rules PDF, various VTT interfaces for Play testing and made a start on the 3D Setting Environment.
For the setting I have completed the first Region Map and will soon be adding it to the Setting Page for Patrons to see and provide feedback.
LoR Core RPG Rules
The Rules have been in development for years. But I have made a lot of major changes that are being play tested to see if these changes will stay. Some of the changes have had a drastic effect on the speed and play of the game. some for the better and some are currently in debate if they will stay.
The front cover layout has been created and is waiting for the final artwork to be completed to replace the current preview currently being used.
The RPG book layout has been formatted and the rules being added.
The rules are being slowly added to the website and altered as changes are being made. Currently the Rules format online is rather messy. This will be tidied up as rules become more finalised and available.
Play testing happens weekly and it has been decided to start with character generation play test and run a mini campaign to play test the rules further.
GM rules play testing will commence hopefully in the next few months.
Virtual Table Tops have been set up for play testing the rules.
Tabletop Simulator & Fantasy Grounds 2 are currently our choice of VTT’s. The environments will be made available to our Play Testing GMs for FREE once GM play testing rolls out and the table tops are completed.
All Play Aids will become available once the artwork for them has been replaced with LoR artwork. This will take some times as it is very costly to get the artwork done.
I plan to make the play aids for all VTT’s and will arrange Mods & extensions for these.
3D World Environment
My latest addition to the project is the 3D interactive world. I decided to utilise my knowledge of Persistent World Building with NWN2 and build my own software for players to play through stories and venture across the actual world of LoR. With a real time environment and audio that tells the avatar history and details about the regions they explore.
LoR Living world
I am currently in the process of setting up the Living World Pages for my Patreon supporters. The concept behind this is to have the supporters to becomes adventurers, rulers etc and make decisions that shape and change the setting monthly, based upon their choices they make. To begin with it will be very basic as I will be doing this manually. But eventually I will design something to automate the process, but this will need some developing and designing.
I want to take this opportunity to thank my Patreon Supporters for their support and belief in this mammoth project. None of which would have been possible without your help.
Also I want to thank all my play testers for helping and their valued input.
What’s to come?
After some brainstorming with Patreon supporters Thrin & Eusi, I have a lot of bonuses for my patrons.
Here are some that will be in the pipeline:
I will open my Project Plan for all to see what is being currently developed and what is planned for the future.
Patrons can show interest and request certain projects to be brought forward.
I will be adding Perks to my games for payers to choose when signing up to the game. Their will only be a limited amount of Perks available during each sign up.
I will be setting up game signs up in unison with the Perk scheme. The higher tiers will be able to sign up up to 2 months before the actual game and each Tier will gain access 1 week after a higher Tier until the game then gets advertised to the general public. This will allow Patrons to have first choice of the available, descending down the Tiers. But all players will gain a Perk/Character choice.
Regular LoR adventures will be run allowing players to play the same character through different Adventures and groups and develop that character over time.
I will be developing Videos that teach the rules and showcase various adventures. These will be available to Patrons first then slowly available to others.
I will further developing the 3D Environment so that Patrons can start to have a look around and experience the world of LoR.
I will get the basic LoR Rules available for GMs to start running their own adventures.
I will complete the first Region in Elarsa, with full details both for players and GMs. Providing GM packs for VTTs and PDFs for their Live Tabletop games.
So in session 2 of play testing I started to run the game a little more like a RPG, instead of just a demo and how to guide.
The session started with a quick intro to how the interface works for new players.
Followed by a explanation of the character cards.
Then we dived straight in, I started the session with a quick prelude and an NPC giving the quest. The objective was to get the players into their characters mindset.
The heroes then ventured fourth into the Dungeons of the Dead to stop the Necromancer and destroy the soul stone.
This is where the game slowed down. It was expected since new rules system and new players who had only played once before. Also changes to rules.
The purpose of the session was to test the use of Action Points and it’s impact on the game.
A players turn was significantly slower than other games, whilst using Action Points. This was because of a few factors:
New players learning the system
Players tactically thinking and carefully deciding what they are going to do.
The recovery element of the game during their turn.
Some players experienced technical difficulties / poor internet connection, making the interface hard / cumbersome to use.
Point 1 was to be expected, it was noticed that players soon got the hang of AP’s and how to use them. It was observed that AP’s force a different way of thinking during the game, a more tactical approach is required. Sometimes it is more beneficial to force the enemy to come to you.
Once play found a smoother flow with the APs, I notice that they were moving slightly quicker with the use of their AP’s. Players pointed out that if this was round a live table the game would be smoother, and agreed it was an interface issue.
Players suggested that we moved the recovery from the beginning of the individual players turn to the start of the Initiative Round. This was tested and indeed quickened up a players turn.
Due to the Tabletop Simulator being more powerful than Fantasy Ground 2, it certainly used more bandwidth to play. Nothing I could do about the technological issues, but I can certainly move the play test session into the Fantasy Grounds environment for future games. I have started to set up a table top ready for next session .
We attempted to continue the game without AP’s and just allow a move and a action. Then we tested using two actions a turn be it two move, two attacks etc…
This was a lot faster, but it was mentioned that the players did like the APs.
We will continue to test APs in Fantasy Grounds 2 in the next play test session.
Dice Pools were not really an objective. I know the mechanism works well, as a full campaign was run successfully over twenty years ago using the system.
Some players were a little confused which dice to use.
I had added a dice pool onto the character cards but it became evident that it was difficult to make out certain dice. It was suggested that instead of dice picture, I used dice codes, eg: d6
A nice comment was made about the time it took to make the character cards look nice and the change would undermine the effort, but the cards are just cosmetic and on a proper character sheet there would be no dice images, the player would be writing dice codes, so the change is easy enough to make and a valid and good cosmetic change suggestion.
However, if we use Fantasy Grounds 2, for future play tests, the dice are automated and finding the dice etc is irrelevant as all you need to do is click a button.
It was suggested that I could automate the dice on the character sheet. A fantastic idea, but the time to implement would delay future play tests.
I have decided that it is more important to get the rules correct rather than the interface, so a quick swap of interfaces will allow for continued play testing.
I will eventually create the rule set for both Fantasy Grounds 2 & Tabletop Simulator later in 2019 for campaign play.
The following rules changes will be made for the next play test:
Recovery will be performed at the refresh of the initiative phase.
Today with the help of the community The Tabletop Simulator interface set up was adjusted to make Play Testing go quicker and smoother.
RULE FOCUS Action Points & Turn Sequence
After making adjustments to the character sheets so that the dice was shown rather than the levels. I decided to make alterations to the Health, Stun, Power and Action Points.
Health, Stun & Power all seem at a glance to transfer over without any issues. I will test this Thursday!
Our focus was on the Action Points and if the Turn Tracker worked.
Turn Tracker Worked a treat and will get a full play test on Thursday.
Action Points: Worked out ok for the Warrior but was a concern for the wizard that would have far too many! It had became unbalanced. So a decision was made to keep the AP level and cost for now the same this will also be play tested on Thursday!
Thursdays Play Test FOCUS Action Points, Health, Power, Stun
Character Cards are looking mighty fine!
It has been agreed they are far easier to use than the character sheets. I will design the character Sheets based on these cards in the PDF / Printed book formats. I will also create an online character generator too.