```metadata title: 'ADVENTURE: Rumble on Rime Spear' description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` ![Map](https://cdn.discordapp.com/attachments/826264445461856256/1185712409961312306/COVER_Rumble_on_Rime_Spear.jpg?ex=65909bbc&is=657e26bc&hm=9813b96c4738497677f2b1d381f6825e5c5986f0c76661e380f891c075ccddab&){position:absolute;top:0px;right:0px;width:816px;height:1057px} \page {{wide # Rumble on Rime Spear
### An AOG Holiday Adventure Very few tales and legends pass through all lands, but one that persists is the eternal struggles between the forces of Naughty and Nice during the season of the Winter Solstice. Once again the vile forces of Naughty led by Jakob Rimecaster and The Voice of Winter plan to destroy Juliensen and Yessika Stonecutter and their Holiday Niceties. Should this come to pass the world will be forever cast down into a frozen nightmare of heartless naughty dark things! Rise to the occasion and save the Holidays! }} {{toc, - ## TABLE OF CONTENTS - #### [{{ SETUP INFORMATION}}{{ 2}}](#p3) - #### [{{ ACT 1: Twas the Night Before}}{{ 3}}](#p4) - #### [{{ ACT 2: The Stonecutters}}{{ 4}}](#p5) - #### [{{ ACT 3: Up on the Mountain Top}}{{ 5}}](#p6) - #### [{{ ACT 4: Rime Spear Rumble}}{{ 6}}](#p7) - #### [{{ CLOSING}}{{ 7}}](#p8) - #### [{{ OTHER LINKS}}{{ 8}}](#p9) - #### [{{ LORE AND MORE}}{{ 9}}](#p10) - #### [{{ MAPS}}{{ 10}}](#p11) }} ### ADVENTURE MECHANICS - Target Party: 4 Level 5 Adventures - Difficulty: Standard - Expected Playtime: 3 Hours - Tone: Holiday Heroics ### STYLE "Quick Shot" A Quick Shot is designed to give the GM an outline of what is going on inside of the adventure. It is mostly just ideas. The Story is fleshed out, and likely includes basic Location and NPC descriptions, but is far more conceptual regarding things like encounters, rewards, and hazards. The Quick Shot gives all the basics most GMs require to lead a fantastic game. : ### PLAYING A.O.G. ADVENTURES AOG adventures are written and designed to be system neutral to avoid Copyright and IP conflicts or issues. They will lean toward a d20 system, particularly D&D, but language referencing specific creature types, treasures, and environments may be more generic or cast in my Homebrew World. All of which should be easily imported into any system of your choosing. I also write and do a lot of things in my own style. There is a simple breakdown of these things at the end, and this link leads to an [Appendices](https://homebrewery.naturalcrit.com/share/mycj8rDJGKXG) of notes and my thoughts on mechanics to help GMs and Players understand what I may mean by certain phrases and ideas, as well as helpful links to our own source materials. \column ## What is The AOG? It started 40ish years ago. I still remember the day my cousin brought out this thin blue book with a white sketched dragon on its cover and a pile of strange dice. He told eight year old me that we were going to play a game where I could be anything I wanted (as long as it was an elf, dwarf, human, or halfling). I immediately developed that love of bringing people along on journey after journey, and through all the moments and four decades of playing, the trip has never lost its wonder.
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[FACEBOOK](https://www.facebook.com/Amplusordogames) Yeah we know... Facebook... {{pageNumber,auto}} {{footnote Rumble on Rime Spear, December 2023}} \page ## SETUP INFORMATION The Adventure was designed as a “Christmas” Holiday Adventure and therefore has strong Western Cultural notes. It also is pretty on the nose with references and analogues to pop culture and more traditional themes. As far as things you actually need to set up the game? Well, other than knowing who Santa is, not really a whole lot. There is no need for any specific location information as it could be literally any temperate climate location with a nearby mountain. So it drags and drops easily into just about any campaign world. I am going to include a little information about how my cast of Holiday NPCs work. ### Story Flow Our adventure opens, as so many do this time of year, in a small town beleaguered by an unnaturally ferocious snowstorm. The local inn is packed with villagers seeking shelter and reassurance from their fears. Rumors have spread that Jakob Rimecaster has once again returned and begun to turn the world to ice. Every year it’s the same. Snow comes and people whisper of Rimecaster and the Voice.
Only this time it is true. This time Rimecaster has come and captured one of the Stonecutters, taking them up the mountain to the ice covered peak. There they intend to offer their captive in a ritual sacrifice that will bring about the end of warmth and encase the world in an eternal icy tomb.
The Party will be approached by the captured Stonecutter's Spouse and asked to lend their aid. The plan is to scale the mountain and conduct a counter ritual. If they are successful they will be able to weaken the magic holding Stonecutter enough for them to break free, but there is now precious little time to save The Season. It will take a day or so for Rimecaster and The Voice to drain Stonecutter of their power and ultimately sacrifice them. That gives our adventurers a narrow window. Hopefully that is all they will need. ### Game Opening and Hooks As this is a holiday One Shot the players wont need much of a hook to get them involved.
- **As Intended:** After the Goblin attack, the Adventurers are dirrectly asked for help from the Stonecutters. - **Alternative One:** The Townsfolk know what has happened and need someone to go and free Stonecutter before it is too late! While planning to go the Goblins attack the town! - **Alternative Two:** The party is out in the wild looking for shelter when they stumble into the Goblin Raiding party. \column ### LOCATIONS
#### Rigochald
This is the country in my world that the adventure will be set in. As I mentioned before, Location isn't really all that important. Any temperate climate village with a nearby mountain will do. Rigochald is where my Scottish/Viking-esq folks live. They're a land of Warriors and Druids who, foor good and ill, are deeply connected to the Fey Wild. #### Rime Spear Peak
A mountain in the range surrounding Loch Forbund. It stands out in many ways. It rises much higher than others nearby and is unusually steep in comparison. Its oddest feature is the ice that covers it year round, while the taller mountains in the North are not! This feature has giver rise to a number of legends. From rumors of a White Dragon, to Gateways to the Elemental Plane of Cold, to paths leading to the Winter Courts of the Feywild. None are ignored, but most are treated as Lore and Legend. However, one of tale persists with strength. It is said that the Rime Spear is the birthplace of the Frost Giant Jakob Rimecaster. ### NPCs
#### Juliensen and Yessika Stonecutte
The Stonecutters are fairly obvious analogues for Mr and Mrs Clause, Santa being a title not a name. They are a Dwarf / Elf couple and their magic works in tandem with one another. Each one is powerful on their own, to be sure, but together they are a near unstoppable force of goodness and cheer. The Stonecutters also keep a team of lycanthropic gnomish reindeer that pull their sleigh and craft the presents given to good girls and boys. #### Jakob Rimecaster & the Voice of Winter
The Voice of Winter is a Dragonborn Bard of near unparalleled talent and Rimecaster is a Frost Giant of legendary power, paired together long ago by a wish gone wrong. Along with their minions the Winter Tide Goblins, and the foul Green Yeti “The Grank”, they have since sought to usurp the power of the Stonecutters and upend the balance of the Winter Season forever.
## PRE-GAME
### Story Arcs
There are no necessary Story Arcs on our end that need to be connected to this adventure. Though it may be fun for you and your players to tell tales of the Stonecutters and their Enemies beforehand.
### Final Notes
I always recommend a Session 0 before a game. Though with One Shots that becomes a bit of an odd thing. If you have experienced players there isn't much of a need. However, if you have newcomers to the game, you should plan to spend some time with them. {{pageNumber,auto}} {{footnote Rumble on Rime Spear, December 2023}} \page ## OPENING CUT-SCENE {{monster,frame ### Cold Plans ##### The icy white scaled hand plucks at a frozen lute. The sound is discordant and beautiful. The Dragonborn sits un the shoulder of a large Frost Giant Shaman. "Is everything ready?" The Dragonborn asks his companion. "It is old friend." The Frost Giant answers. "This time... This time the Stonecutters will not prevail. The world will be ours, encased in a tomb of ice and snow for all eternity. }} ## ACT 1
### Twas the Night Before Our Adventure opens with a packed tavern a day or so before the yearly Holiday Celebration. (Nativitas in my world). It has been snowing for days and in the past few hours the blizzard has increased to “Storm of the Century” level strength. Many locals are taking refuge together in common places to avoid being stranded alone. We find our players in one of the places, likely the local Tavern or Inn. This is an opportunity for Character introductions and some NPC interactions. We’re going to task them with gathering some wood from just outside the inn to help with the fire.
{{note ### Wintertide Goblin Attack When they get to the wood pile there will be no wood… only dozens of tracks in the snow. The Blizzard is quickly filling in the tracks. We want them staying at the Inn so that’s when the attack comes. The Winter Tide Goblins are here to raid the town and steal the locals’ supplies. Our Heroes will have to help defend it.
##### Description *The storm is ferocious. The wind is howling and the snow is so heavy that you can barely see out ahead of you. Nearly a foot of snow has fallen in the past half hour.* #### Likely Player Actions
- **Examine the Tracks:** A Very Hard Skill Check can be made to identify the tracks as Goblin. - **Head in or Look Around:** They’ll likely look around but use the storm to encourage them to head back in.
#### Hazard - **The Snowstorm:** It is bitter cold. They could take damage if they stay out too long. The area is heavily obscured past 15' and is difficult terrain.
#### Combat Encounter The Goblins will surround the Inn, attacking anyone outside and breaking inside within a round. They should not be overly dangerous to the players, but a serious threat to commoners inside. }} ## ACT 2
### The Stonecutters As the town is on the verge of being overwhelmed, one of the Stonecutters show up. Pick either or, whatever works for your storytelling. I’m going to go with Mrs Stonecutter but they’re completely interchangeable. She will show up with a Polar Bear-Folk Artic Circle Druid, Osia Snow-Claw and will use their powerful magic to put out fires and thwart the Goblin attacks. This will drain much of Stonecutter’s power leaving her weakened. Together they will convey the direness of the situation.
Juliensen has been captured by Jakob Rimecaster and the Voice of Winter. They are planning on draining his power and covering the world in a permanent winter. The storm is evidence that the process has already begun. He is being held high up on the Rime Spear, a nearby mountain. Osia will travel with them to help traverse the hostile environment. Yessika, is in too vulnerable a state to battle Rimecaster and the Voice. She will however aid them with some “Christmas Gifts”. These can be anything you think your players will need. I recommend Potions of Cold Resistance and Healing. Maybe a Magic Item or two that will play well with their classes or the encounters ahead. She and Osia will also use their magic to weaken the storm some. {{note ### Preparing to Head Out The players will likely do a few other things to prepare before heading out. With the storm weakend some of the towns folk will be more willing to help them.
#### Hazard - Difficult Terrain: The storm is gone but the ground is still frozen and snow covered. Unless they do something to counteract it, like cleets on their boots, the Difficult Terrain hazard will be constant during the adventure. #### Likely Player Actions - **Supplies:** They may want to shop for heavier clothes and cold weather gear. - **Secure the Town:** The locals did just get attacked, there is a good chance they will fear another may come while they are gone. Have a few locals available to act as Militia and let them take other precautions if they worry about this. - **Press Stonecutter and Osia for Info**: A lot of players have a need to *Know* everything. Information is a powerful weapon, and they like swinging it. Be prepared to answer some questions about the Stonecutters and their enemies. #### Optional Idea: Build an Ice Skiff - The Inn Map I provided sits on a massive frozen lake. They could cobble together an "Ice Skiff" to skim across the ice. Appropriate checks should be made to build and sail one. I would also consider moving the later Ice Mephit attack to the lake if you do. }} {{pageNumber,auto}} {{footnote Rumble on Rime Spear, December 2023}} \page ## ACT 3
### Up the Mountain Once they’re ready to leave town they’ll have to travel to the mountain and make the dangerous climb up. Along the way they'll face Traveling Skill Challenges. Depending on the time you have for the evening you can throw in a random encounter. However you carry on here, be sure to make travel feel difficult.
{{note ### EVENT: To the Mountain The Mountain should be several hours away, resulting in at least one Travel Based Skill Challenge.
#### Description
*Rime Spear looms in the distance. Clouds unnaturally swirl around its frozen cliffs. Even from this distance it feel ominous.*
#### Skill Challenge: Get to the Moutain
The players must use their skills and resources to have 3 Successful Checks before 3 Failure.
- **Through the Forest:** They will likely travel through the forest and requires the appropriate checks. Failures should result in Easy Con Saving Throws against Exhaustion. - **Across the Lake:** Crossing the Lake is faster but colder and less forgiving. Failing checks here will result in Hard Con Saving Throws against Exhaustion, or perhaps something dangerous like the ice breaking underneath them.
#### Hazards
- **The Cold:** This should be a problem if they are unprepared.
#### Possible Combat Encounter
Depending on how things progress you may want ot have them face a random threat. Wolves or Bears in the woods, some sort of creature bursting through the ice, or maybe more agents of Rimecaster. }}
{{note ### EVENT: Climb the Mountain Once they reach the base of the mountin there is nowhere else to go but up! It shoudn't be too hard... yet.
#### Description
*The mountain rises up before you. The Rime Spear. THis peak has a nasty reputation and there are many tales of tragic endings here. Let us hope you are not one of them.*
#### Skill Challenge: Up The Mountain
The players must use their skills and resources to have 3 Successful Checks before 3 Failure.
- **Following the Trails:** There are trails up the first half of the mountain. However finding them will be a trick. If they fail to do so they'll have to start climbing.
#### Hazards
- **The Cold:** This should be a problem if they are unprepared. - **Slippery Stone:** The lower mountain is covered in snow and ice. It is slippery and faild challenges can and should result in falls and possible rock slides.
#### Possible Combat Encounter
A Goblin ambush might be interesting or perhaps some large bird of prey. }} : {{note ### EVENT: To the Summit The end of Act 3 will be the second half of their climb. It's already been a hard trip, but things are about to get harder.
#### Description
*There is only another two hundered feet to the summit, but the trails and ledges you've used thus far have all but disappeared. Ice covers every handhold and the wind threatens to rip you from the cliffside. You can hear a discordant voice on the wind singing an cold tune. There isn't much time left.* #### Skill Challenge: The Final Climb
The players must use their skills and resources to have 5 Successful Checks before 3 Failure. Here are some ideas for narating this part of the climb.
- Avoid Slipping - Resist the Wind - Finding Proper Handholds - Locating a Ledge - Remaining Undetected - Finding the frozen bodies of previous climbers #### Hazard - **The Cold:** The Cold is getting far worse. This should be at least a minor problem even if they are prepared. - **Slippery Stone:** The lower mountain is covered in snow and ice. It is slippery and faild challenges can and should result in falls and possible rock slides. - **The Wind:** The wind will threaten to blow them off the side of the mountain. - **The Climb:** The Climb itself should be hazardous. Even doing well can have consequences.
#### Possible Combat Encounter I wouldn't put an encounter here. Who am I kidding I probably would if they're doing awful on their Skill Challenge. Now we wouldn't want anything too tough, but definately something to trouble them. Some of Rimecaster's Scouts spotting them from a nearby ledge or hollow in the ice would provide a challenge and some respite. Maybe a couple of Frozen Skeletons left behind from former climbers. Perhaps an Ice Spider nestled under a rock outcropping. Something they can kill quickly, but also could cause major problems. }} {{pageNumber,auto}} {{footnote Rumble on Rime Spear, December 2023}} \page ## ACT 4
### Rime Spear Rumble Once they’re at the top of the mountain they’ll see Stonecutter trapped in a Magic Circle surrounded by Druidic Standing Stones. The Voice will be nearby conducting the ritual and protected by a magical barrier. He will note the arrival of the players but continue singing. Osia will challenge the Voice’s Ritual. This will spark the final confrontation. The players will have to protect Osia through waves of enemies. Eventually Rimecaster will appear and have to be dealt with. {{note ### EVENT: Stop the Ritual
As they move to stop The Voice, the Wintertide Goblins will approach them from behind and attack. This will be the first in a series of enemy waves that will ultimately end with Jakob Rimecaster showing up to stop the players himself. #### Description
*Cold music fills the air as you arrive at the Rime Spear Summit. Just ahead you see a circle of standig stone, obviously druidic in nature, and there trapped in a Magic Circle is Stonecutter. They look weakened and diminshed. The Voice floats just beyond the stones. surrounded by a crystaline sphere. He glares as you approach, but does not stop singing the words of his icy ritual. Osia begins a chant of her own causing the snow around her to billow and swirl. Suddenly the sound of a Warhorn breaks through the two songs. The WIntertide have arrived in force. Osia calls for your protection while she completes the counter chant. The Voice simply smiles.* #### Hazards - **The Cold:** The Cold is now extreme. - **Ice Covered Ground:** The Area is Difficult Terrain
#### Combat Encounter - **Wave 1:** Wintertide Goblins, use a mix of Melee and Archers here put them around the back edges of the map. Maybe throw in a Booyha or Shaman to round it out. - **Wave 2:** Goblins and the Grank, Reinforcements arrive and bring with them the Ferocious Green Yeti! - **Wave 3:** Mephits and a White Dragon, Flying down from the sky are a flock of Mephits and a White Dragon, probably young. This should be a real "Uh Oh" moment. - **Wave 4:** Thankfully a Wave in theri favor! Osia will free Stonecutter and will then lend her full strength to keeping the players up and fighting. - **Wave 5:** Rimecaster, The Voice, and Goblins #### Note: Osia is the Target Rremember, Osia is the target of these attacks, they players need draw the enemy's attention from her to them. That means you can do a little hand waiving and give her some extra plot armor. Not too much, mind you, or the players will see it for what it is. Still, if things become too much for them have Osia aid them in other ways during the fight. Grasping Vines to slow down enemies. Ice Wall to redirect them. That sort of thing. Adjust the waves if needs be. Again, I highly recommend using “minions” for many of the combatants to speed things along and decrease some of the danger. }} ## CLOSING They have defeated Rimecaster and the Voice’s plan, but the danger is not over yet. Their defeat has torn open an Icy Portal that is pulling everything nearby into it. Once they escape the Portal they will fly off with the Stonecutters and will have saved the Holiday Season! {{note ### EVENT: The Icey Portal Once Rimecaster and the Voice are defeated a portal into the Elemental Plane of Ice opens and pulls the villains inside. It also begins to radiate extreme cold and pull the players in as well. Osia will do her best to keep anyone from being pulled in. She will sacrifice herself to keep them out if needs be.
#### Description
*Rimecaster take a final blow and stumbles backward into the standing stones breaking the Magic Circle, just as Osia finishes her Ritual. He attempts to stand again, but as he does a vortex like tear opens in the spaces between the Planes. Through it you can see a land of Ice and darkness. The air shifts as everything nearby begins being pulled into the tear. Rimecaster bellows a echoing and booming “NO” as he begins sliding toward it. The Voice collapses, his protective barrier gone. He attempts to cast another spell but it is too late. He and his Frost Giant companion are pulled screaming into the rift. Osia too collapses, exhausted from channeling the counter ritual. She looks at you sadly as she begins sliding across the ice toward the portal.* #### Skill Challenge: Attempt to Escape They can do their best to escape but the checks should be very hard. It is intended for them to fail, but not immediately. These checks should be designed to cause narrative tension.
#### Stonecutter to the Rescue
The minute one of them fails a check solidly enough to be pulled into the portal Mr Stonecutter will reach out and save them, but himself begin being drawn in. Once things look truly hopeless Mrs Stonecutter will arrive with the Sleigh and Reindeer and rescue them all. After that they will travel together back to the town and celebrate the defeat of Rimecaster and The Voice before heading off to fulfill their Holiday Business! And maybe plan on how to save Osia! }}
And then our tale comes to a close. At least for this year, for the foes of Joy and Cheer are ever restless, and will return again. However you ended this escapade. I hope it is something you and your players love.
## Ending Cut-scene
{{monster,frame ##### That same white scaled hand plucks the strings of its icy instrument. "Once again we were thwarted. Once again the Stonecutters were rescued by a rabble of do-gooders." More plucking. "Perhaps next year the Do-Gooders are the target. Perhaps next year there should be no people left to spread joy to. Muhahaha! }}
## THE END...
{{pageNumber,auto}} {{footnote Rumble on Rime Spear, December 2023}} \page :::::::::::::::::::::::::::::::::::: {{wide
# THANKS FOR PLAYING : **I do want to take one last moment to sincerely thank you for playing an AOG Adventure. It means a lot to me as a creator. If you enjoyed it please leave me some comments on wherever you found this adventure. You can support more content like this by subscribing to our Patreon. [AMPLUS ORDO GAMES](https://www.patreon.com/amplusordogames)** ::::: ### ACKNOWLEDGEMENTS To the Long History of Open Gaming that allows our adventures to be written system neutral.
The folks at WotC, Paizo, Kobold Press, and others publishing with Creative Commons and Open Licenses.
Original story written by Amplus Ordo Games
All Maps and Handouts were done by Designers at AOG using Inkarnate
PDF Formatting done using The Homebrewery
}} {{pageNumber,auto}} {{footnote Rumble on Rime Spear, December 2023}} \page {{wide
: # MAPS,LORE, AND MORE ## Notes, Lore, Stories, Handouts, Maps, & Statblocks : D&D is a complicated dance of information and imagination. I've often found a lot of trouble seeing someone else's vision in what they have written. Having put out dozens of adventures now, we at the AOG have figured out that what we see isn't always what you see. And while that is absolutely wonderful when it spawns creativity... it is absolutely tragic when it breeds confusion. We understand that we have a specific and sometimes unique way of presenting infgormation, and so we've included the following items to help clear up some of that confusion. You probably won't find sections like these in our "Year One" or "Quick Shot" Adventures, as those are designed to flow without a lot of extra information. But when it comes to our Bigger Releases we'll typically include quite a bit of extra information to bring some clarity to our thinking, to further expand on our vision, and hopefully add fuel to your own. I think that's about all you need to know about this section. And as always Thank You for playing with us! }}
![Background Map](https://cdn.discordapp.com/attachments/826264445461856256/934115071037177866/Background_Map.jpg) {position:absolute;top:-200px;right:-603px;width:2350px;height:1800px} {{pageNumber,auto}} {{footnote Rumble on Rime Spear, December 2023}} \page {{wide ## PLAYING AN AOG ADVENTURE: THE BASICS
#### Homebrewed World
First off, almost all my adventures are set in my Homebrew World of Taalist, particularly the Continent of Krenshad. Which the majority of has a very Gothic Art and Renaissance Period cultural feel to it. With some Greek and Middle Eastern Cultre from various time periods thrown in there for flavor. That said… Almost all of my Adventures can be easily ported into your location of choice. If you would like to play in Taalist my Campaign Guide (All 150+ Pages of it) can be accessed on our Discord.
#### The Lay Out
I divide my adventures into “Acts”. An Act doesn’t necessarily reflect an amount of time, but more of an important series of events or locations. Some Acts may take 5 minutes, some 5 hours. Why? I dunno, ask the players who over complicate simple matters and simplify the overly complex.
#### Skill Check DCs
I don’t spend a lot of time defining DCs as I play with a bit wider scale of success and failures. What does that mean? For reference the DC scale in 5E looks like this.... Very Easy DC 5, Easy DC 10, Medium DC 15, Hard DC 20, Very Hard DC 25, Nearly Impossible DC 30. When I list a DC, I will tell you it is Hard. But Hard for one party may be easy for another so I leave the actual number value up to you. I also play with a “Success but with Consequences” mentality. That means if they get close they still accomplish their goal, but there is a “but” to that success. An Example? Hard Stealth DC is 20, they roll an 18, I tell them “You sneak past the guard you see, but the guard you didn’t see heard something and is headed your way.” I think it adds more to the story that way.
#### Search Checks
I often reference Search Checks. What is a Search Check? When the players want to “search” something or for something I let them use either Investigation or Perception. I know that isn’t RAW but it just makes things so much easier. I got real tired of explaining to players who have been playing with me for years the difference between the two… just let them look for stuff!
#### Treasure Sizes
Every game is different. So I do not *usually* list out treasures. Instead I use the follwing terms to assign value not size to the treasure Petty, Small, Medium, Large, Huge. Often I will use a combination of them. You can decide how best to fulfill that for your party.
#### Identify Rules
I use a different style of Identify. Items in my world have a Knowledge DC on them (Arcana, Religion, History, and Nature). I allow the player to use an appropriate Check on an item to identify it. The Identify Spell adds a +10 to this. It can be upcast for additional +5 bonuses. Depending on the score of the Check I give them different information. Some information is extremely hard to obtain, for example Curses are well hidden behind DCs that are at least DC 30, often much higher.
#### Opening Cutscene
I like to start my games with an Opening Cutscene which is read before anything else happens. These are usually really vague bits of information that give a glimpse into something that will maybe happen later, happened before the adventure, or is story adjacent to it. I have found these to be great tools to set the mood and create a little mystery.
#### Setting, Background Info, and Hooks
These portions can be used as you see fit. Each one is a little different, so it is hard for me to say how best to use them. Some will play better if you can get them into the hands of the players before the game. Others may have better influence when read just after the Cutscene. Some are really only relevant to moments in the story. But as in all things you do what is best for your game! That is always the way to go.
#### Skill Challenges
I use the idea of Skill Challenges a lot. What is that? It is an event in the game that isn’t quite an encounter and it isn’t a simple skill check. It is a problem they solve with their whole skill set. Typically they must get three successes before three failures in order to succeed in a skill check. The thing about a Skill challenge is they’re are vague on purpose to allow players to be creative in solving a problem. An example may help here.
> - DM says “Your Boat is taking on water. What would you like to do?” > - Player 1 responds with “I use my carpentry tools to fix the hole” and they make a Tool Check. But they roll a 2 so they fail. Too much water. > - Player 2 says “ wants to row harder with the crew to get us toward shore faster” They make an Athletics Check and roll an 18. So that is a success. > - Player 3 “I use Destroy Water to get water out” OK, well it only destroys 10 gallons so it isn’t super helpful, but the momentary reprieve allows a little drywork to happen and allow player 1 to reroll. }} {{pageNumber,auto}} {{footnote Rumble on Rime Spear, December 2023}} \page # Riogchald ### Summary The land of Riogchald is fiercely independent yet culturally linked clans of mortals that deeply revere the Fey. After the Pentad War survivors formed nomadic tribes meagerly living off of the land. Most of these tribes found a home south of the Riogchald river where the lands are thick with Fey and Otherworldly influences.
- **Cultural Motif:** A clan based warrior nation that culturally is a combination Viking and Scottish lore. - **Terrain Type:** Fairly diverse, ranging from Fey touched swamps, to old growth forests, to rocky pastures and foothills. - **Racial Breakdown:** 40% Human, 25% Elves, 25% Dwarves, 10% Other - **Racial Tensions:** They are accepting of others but typically still settle in communities by race. - **Government:** They rule over themselves with a Clan Based Feudalism, and there aren't really written laws, only a general sense of right and wrong. If you piss someone off or wrong them in some way, it is usually just worked out over punches and ale. - **Religion:** The Chaldites would tell you that they believe in the Divine, however, they are deeply connected to the Fey. So much so that from Common Business to Household Blessings to Funeral Rites, everything they do revolves around Fey Spirits and has their complete devotion. - **Economy:** Their economy is self contained, stable, and diverse. The land is rich in natural resources and they take a very naturalistic approach to governing it. They have recently begun raiding ships and other lands to increase their wealth. - **Alignment:** Chaotic Neutral, religion and battle are their uniting threads, as all of them are deeply reverent of the Fey and tied to Natural Mysticism. They also love a good fight, and really are only divided until they spill blood together, often one another's as a common way to get to know other clan members in Riogchald is to start a fist fight. - **Philosophy:** If you're too weak to fight for what you have then you don't deserve it - **Current Leader:** Laird (lord) Malcom Ruthven of Clan Drummond
### History After the Northern Half of Balinovia was devastated in the cataclysmic events following the death of The Storm Lord the surviving people fled to the rocky highlands in the shadow of the Dhagdha's Mountains range. The land they left behind was thick with ancient, Forests and Otherworldly influences, particularly Fey. Settling south of the Rioghcald river they scraped back together a strong but simple civilization. They spent much of the next few decades cut off from the rest of the world and turned with open arms to the Fey patrons of the nearby wilds for support. Which was readily given.
They developed a culture that most would consider “barbaric” but there is a hearty joy in it that only they seem to understand. A welcomed friend that has been gone for years could easily be greeted with a punch to the face or a hug. A good night in Riogchald involves a large fire, a hearty meal, an unhealthy amount of ale, and at least one fistfight. They are a people in touch with natural and supernatural places, and have a deep respect for nature. They also learned over time to fear and reverence the spirits that their forefathers called upon, knowing that while they will indeed answer the pleas of mortals that they do not do so without a price. As they thrived they culturally awoke to the idea of exploring the world around them. It had been long since the clans had anything to speak of other than the stealing of sheep and the capturing of other Clan’s maidens. It was almost as if something collectively came to life among them. They began building ships and set off to raid and plunder their neighbors. Which they did with frightening recklessness and substantial ability. A Riogchald warship on the horizon gives even the most battle hardened buccaneer reason to sail the other direction.
The Plague of Worms pushed them to the brink. They believed that the plague only killed the weak, and so lived as though they could just eat and drink it away. They died by the thousands. Were it not for the intervention of the Fey Spirits they worshiped, Riogchald may have disappeared. By the time the Weave Drought hit, a growing nation of tens of thousands of proud warriors had been stricken down to a few villages of starving survivors. They had respected magic, but their people never relied heavily on it, so in a strange way the Drought gave them a chance to recover. What botherrd them was the withdrawal of the Fey. Chaldeans believed they had deeply offended their protective spirits by shedding of too much innocent blood. For a brief time they believed that the Plague and the Drought were caused by their sins. So they returned to the ways of their forefathers. But they are a wild people and their hearts have grown restless again. \page {{pageNumber,auto}} {{footnote Blood and Blame}} ### Currently
Laird (lord) Malcom Ruthven of Clan Drummond has called a war council. He arrived with a powerful old crone in his company and wrestled control of Riogchald away from the other Lairds. Some by politics, some by competition, and some by blood. What he will do with this power is still unclear, but he has taken the Crown of Lairds from Castle Forbund and those who have spoken out against him have been taken into custody and brutally beaten. They have later been released once an oath eternal fealty has been pledged. ### Notable Locations - **The Glowbog:** It takes only one visit to understand why this vast swamp carries the name Glowbog. The veil between the Prime Material and the Feywild is thin here, and large communities of pixies, whisps, and sprites make their home here. Furthermore, a good number floura and fauna that live here have bioluminescent properties. It is a commonly visited place by the Chaldites, but that doesn't make it safe. The difference between a dangerous Fey and a helpful one is simply their mood. - **Dhagdha's Mountains:** Named after one of the Chaldites favorite Giant legends, and home to a fair number of actual Giant Kin. Thankfully these creatures stay mostly up in the cliffs and hills. - **Direfang Forest & The Howling Isle:** The Chaldites aren't known for their creativity with words. The Dire Fang is named after all the wolves that live here, many of them Dire. The Howling Isle is said to be inhabited by an ancient Fey and Patron of Lycanthropes. There is a colony of wild-folk living there, and most Chaldites stay clear, but from time to time a young warrior goes looking for a blessing. - **Corpse Water Straight:** As the Cataclysm waters receded a new straight was formed where the Balinovial Lowlands once were. Thousands of bodies washed into this straight warning it the name Corpse Water. The Undead still haunt these waters and those that travel them are considered cursed by other sailors. - **Paths of Arsaidh & The Circle of Ancients:** The valley belongs to the Raven Circle of Druids. A group dating back since before the Skyfire and Shadow Years if the tales are true. The forest here is primal and untamed filled with geothermic activity and thick fir trees that grow well over three hundred feet tall. - **Weave Guardian Fortress & The Round:** Shortly before the Pentad War a magical mishap yanked a huge portion of the forest into the Astral Sea where it still floats along today. When the waters washed away Balinovia this crater became a sea that is referred to as The Round. The area is still a hotbed of odd magical phenonmon and attraced the Weave Guardians an Order of Adventurers who study the Weave in order to prevent its misuse. :::::::::::::::::::::::::::: ![Map](https://cdn.discordapp.com/attachments/826467488069976124/968983214301515846/AOG_WORLD_MAP_-_Rioghachd.jpg?ex=658c9371&is=657a1e71&hm=ab5d2c96ec4f3674fe9ebc0e715fb80f2208a5d04858f2da395234f450236896&) {position:absolute;top:20px;right:18px;width:100;height:37%} - **Skauldis' Island:** This island has been claimed by the Legenday Black Dragon Skauldis. The Dragon has formed a partnership of sorts with Riogchald. They pay him tribute and he doesn't melt their villages to the ground. He does also offer protection from outsiders as well, but only sort of. He demands tribute from any vessels that enter the area, and that keeps intruders away. - **The Red Beacon & The Crimson Creater:** When the Storm Lord's plan to return the world to a Primal Paridise literally blew up in his face it created is crater. The Adventuring group The Crimson Brands were mostly responsible for stopping him, thus the name. The Red Beacon, an impressive arcane lighthouse built from the local red granite, was constructed shortly afterward by the Gnome Mage Kelwrin Gloginxpizixl. Kelwrin traveled to the Astral Sea years ago in search missing friends and has yet to return. The tower is managed by fellow gnomes. ### Adventures in Riogchald ##### [Murder at the Drowning Lass](https://www.patreon.com/posts/adventure-murder-49862530) {{pageNumber,auto}} {{footnote Rumble on Rime Spear, December 2023}} \page ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ![Map](https://cdn.discordapp.com/attachments/826264445461856256/1184827493295865926/AOG_BUILDING_The_Drowning_Lass_Winter.jpg?ex=658d6397&is=657aee97&hm=90875f9ff4d6470822e4e115c19b3166e443bea73b06a93dc8878d63194f4b2b&) {position:absolute;top:20px;right:30px;width:750px} {{wide # The Drowning Lass
### }}
#### The Lass This Long House Style inn and tavern is named after a fable of young love cut short. It is positioned on the cliffs at the east end of the docks and the favorite haunt of local fisherman. The Lass has a dark history itself. Ages ago it was the Greathall of the Settlement. The Clan Chieftain of the time was indebted to a Hag Patron who yearly had him throwing maidens into the Loch from the cliffs. A lot of folks do remember this story, but they have disconnected it from the actual Tavern. #### Lover's Tale The Drowning Lass is the tale of two doomed lovers Luthais and Yaighread. They were kept apart by an angry and murderous father who attempted to drown the Lass of the tale. After making a bargain with a Dark Fey she comes back for revenge. Only to later find out her love committed suicide when he thought her dead. In despair she takes a boat out into the Loch and disappears forever. Or did she… {{pageNumber,auto}} {{footnote Rumble on Rime Spear, December 2023}} \page ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ![Map](https://cdn.discordapp.com/attachments/826264445461856256/1184827492276646060/AOG_RMAP_Snowy_Cliffs.jpg?ex=658d6397&is=657aee97&hm=d5c4864b7e79e839c760df01bcbe91d701c11d91170f2e672a3652271f1c5b16&) {position:absolute;top:20px;right:30px;width:750px} {{wide # Snowy Cliffs
### }}
#### Description
*The Rime Spear rises up before you. This peak has a nasty reputation and there are many tales of tragic endings here. Let us hope you are not one of them.*
#### Skill Challenge: Up The Mountain
The players must use their skills and resources to have 3 Successful Checks before 3 Failure.
- **Following the Trails:** There are trails up the lower mountain. However finding them will be a trick. If they fail to do so they'll have to start climbing.
#### Hazards
- **The Cold:** This should be a problem if they are unprepared. - **Slippery Stone:** The lower mountain is covered in snow and ice. It is slippery and faild challenges can and should result in falls and possible rock slides.
#### Possible Combat Encounter
- A Goblin ambush might be interesting or perhaps some large bird of prey. {{pageNumber,auto}} {{footnote Rumble on Rime Spear, December 2023}} \page :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ![Map](https://cdn.discordapp.com/attachments/826264445461856256/1184827491341303898/AOG_LOCATION_Rime_Spire.jpg?ex=658d6396&is=657aee96&hm=529d44308347e1e4b3ed753f6265c8631a47dd0d1ed7f0a4f0c9bea605fd671c&) {position:absolute;top:20px;right:30px;width:750px} {{wide # Rime Spear
### }}
##### The Druidic Stones
This circle of stones is sacred to the druids of the area. It also happens to be the place that Rimecaster was born. There is an enormous amount of Natural Energy flowing from this location. ##### The Magic Circle
Stonecutter is being held captive inside of this Magic Circle. The Players may try to free him, but until The Voice's ritual has been broken there is unfortunately little that they can do. ##### The Rime Spear
Jutting out from the edge of the mountian is the Rime Spear. A pointy outcropping said to be the forgotten weapon of an ancient giant. Maybe it is...
But for now it is simply the place that the Voice is casting his ritual from. They may attempt to interrupt him while he does this, and deal with the waves of enemies coming at them from the South and East. I would allow them to hamper him some, but if they turn away for too long Osia will be overtaken!