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Axes and Anvils

Axes and Anvils

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Editing done!

14 Thursday May 2015

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The redoubtable Brent Newhall has finished the edit of Book I of Axes and Anvils! He has lots of great suggestions, so I’ll take the time to go through and smooth the game down to be even more polished and accessible and ready for easy play.

This is great news. Now I will make the most of it.

Templar of the Falls Adventure 3: Damnation

09 Saturday May 2015

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Further Clanbuilding

The clan was founded in 1173, that’s when they broke off from Thunderforge in negotiating the Clearwater Compact. (The current year is 2129.)

The Keenblade family has traditionally defended shrine sites.

Beardfall has three notable tributaries we discovered this time.

  • Arkaig. They focus on digging coal. They have one of the first dam constructions of the clan, a reservoir to smooth the depth of the river for easier water travel. They sluice mines. They have a big dam.
  • Ettricks. They focus on farming and logging, famed for rangers and topsiders.
  • Crosswaters. They manage the river traffic between the other two tributaries and Beardfall. They have a river lock system, and they manage a garrison that keeps the river traffic safe.

We also learned of a haunted forest near Crosswaters known as Mirar Modena, the Watchwood. Trees can get restless if the renewable lumber harvesting gets too aggressive. The woods currently occupy the attention of Crosswaters’ militia.

The cast:

  • Slyn Keenblade. Skirmisher, Gunsmith, Delver. Name weapon: trench knife.
  • Landon Crackstone. Berzerker, Chosen, Brewer. Name weapon: maul.
  • Blane Keenblade. Support, Adept, Mechanician. Name weapon: pistol.

A decade after the last adventure, we rejoin our heroes. In the interim they had built up 5 ledger, and also been given mithril-laced armor or a mithril-laced weapon in gratitude for their service. (The clan’s 50 finest warriors are outfitted with mithril-laced gear.)

The clan experts talked to Sobelthek, learning how to work mithril in record time. He wants to be put down, and the council is likely to allow it. Meanwhile Sobelthek’s forge is still corrupted, though enchanters are working on it.

The clan recently welcomed the Onyx Arm family after a period of years petitioning. They bring about 50 more adults, and a couple accomplished enchanters.

The Journey

Archon Keenblade summoned the fellowship to have a private conversation. His friend Overseer Torfal managed Arkaig, a tributary to the north, and he wanted some help with a mysterious problem. Keenblade sent the fellowship to help if they could.

They traveled to Arkaig on a steam barge piloted by Dorn Kassarock with a crew of 12, armed with a number of cannon. They were on the water for 4 days, with a stop in Crosswaters. During the trip, they were interrupted by giants hurling boulders at them (they shot some giants, and even shot one boulder out of the air.) Also ogres with torches rushed the barge, but were summarily gunned down with grapeshot.

The Rune

They reached Arkaig and met with Arias, the Overseer’s daughter. She took them to Torfal, who told them that the engineers noticed part of the dam was beginning to deteriorate; that should not be possible, as there are powerful runes put in place by enchanters of past generations that should be impervious. Torfal had to go into the sealed records to see if there were any clues about what could have done this. He did find a map to the site of the foundation rune, one of six in the dam, that could be the problem. This was strictly need-to-know! So the dwarves solemnly swore secrecy, and headed out with Arias as a guide.

The rune location was buried in stone, supposedly. But the stone had an open gaping wound, like acid had melted it. Guarding the way was a mud-beast with a glowing stone at its core, powering it! The fellowship tackled the creature, pulling at the stone and generally laying waste to it, but the monster was tough. It hardened to stone, but was knocked to pieces and its power source shattered.

The fellowship went on to discover a questing path had been melted, wandering but insistent, and the rune was uncovered. It was inverted; what had been a rune of protection was now a rune of destruction, and it was slowly damaging the dam!

The fellowship traveled all night to get this sobering news back to the overseer. He lifted their obligation to the vow of silence, and they agreed to go talk to their archon and see if they could get some of their finest engineers back here to figure out what could have gone wrong.

First they checked to see if they could figure out who did it. Who was the tributary’s last enchanter? They checked his work for similarity to the damage at the dam, and checked his grave to make sure it was all peaceful. All seemed well.

So they traveled back with their grave news, seeking the clan’s help with the puzzle.

The Legend of One-Eye Galdra

09 Saturday May 2015

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This legend was generated for the Templar of the Falls by players using the lore-building deck.  (5.8.15)

Once upon a time, Galdra was a dwarven lass. She learned that the Stonecutter family, nobles in a clan near the Templar of the Falls, were plotting to overthrow the archon. They were lying, accusing the Templar of the Falls of raiding across the border, and they were provoking the Templar of the Falls into a border skirmish. They planned to use that conflict as an excuse to make a bid for the throne!

She ran toward the Templar of the Falls with her terrible secret, and hunters of the Stonecutter family pursued her to silence her. Before they caught her, she fled into Welderia Marsh. There she met a powerful and wise hag named Griptwist, who sheltered her in the mists.

Galdra learned from Griptwist that the evil of the Stonecutter family was deeper than mere politics. They worshiped demons, that was why they were so powerful. Determined not to let them get away with it, Galdra disguised herself as a bandit, raiding their family holdings with great daring and cunning and the magical help of the hag witch.

She became famous as One-Eye the Bandit. As she raided the Stonecutter family holdings, she discovered it was almost time or them to pay a tribute of sacrifices to their demon patron. She focused her energy on finding the sacrifices the Stonecutter family collected to give the demon, and liberating them. When the time came, the Stonecutter family had no tribute to offer.

The demon burned off the flesh of their heads, leaving only a skull above the neck. So great was the demon’s rage that the holding was pulled down and haunted.

In the end, no one knows what became of Griptwist, or whether Galdra the One-Eyed Bandit followed in her footsteps and became a witch in turn. What is known is that the Stonecutter family seat is still a tumbled and haunted ruin to this very day. And that is how the sky fell upon the Stonecutter family.

Templar of the Falls Adventure 2: Reclaiming the Mine

02 Saturday May 2015

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Building the Archon

We built the archon as a mini-game before we got started with the adventure. 

Boscar Keenblade (affectionately known as “Boscar the Grouch”) is an elderly dwarf elected by the Council to rule. He has ended up somewhat bitter and depressed, neglecting his ruling duty so (or maybe because) the Council can make all important decisions.

He is also a famous brewer, he has his own business: “Boscar’s Taphouse.” There you can get many delightful drinks–17 varieties of ales, 12 liquer, and 4 kinds of mead. (The mead relies on fungi pollination–don’t ask.) Famous drinks include Boscar’s Thoughtbomb, a cinnamon liqueur. Also Hopfall, Baldface Bandit, and Boilerroom Stout.

Boscar is kind of a wacky uncle of the Keenblade clan, including several of the characters.

Further Clanhome Details

The Grand University of Engineering is built around the Clanheart, the vast steam engine in the center of the clanhome. The dean is Kiernan Scarspire. He is into logistics and administration. HIs daughter Nicoto is next in line, and where Kiernan is grouch, ruthless, and stubborn, she is more laid back.

The Steamholders are an organization tasked with maintaining the steam pipes. They are notorious for having attitude, working when and how they want to, and getting into alcohol-soaked brawls.

The “Trim & Tale” is a respectable destination owned by Francis Clearwater, head loremaster and respected barber. He is Chosen of the Gods of Ur, and his strange business combines lore and beard trimming–beard trimming is no laughing matter, for there is lore for 140 words for harm that can befall a beard.

Into the Mine

The cast:

  • Slyn Keenblade. Skirmisher, Gunsmith, Delver. Name weapon: trench knife.
  • Landon Crackstone. Berzerker, Chosen, Brewer. Name weapon: maul.
  • Blane Keenblade. Support, Adept, Mechanician. Name weapon: pistol.
  • Ravelle Keenblade. Mauler, athlete, armorer. Name weapon, kukri.

A year after the last adventure, we rejoin our heroes. The clanhome is celebrating, because a long reclamation project is culminating in opening the way to a lost collapsed silver mine far beneath the clanhome, today. It can take centuries to clear the way to lost areas, since they are not top priority, and the current site was likely lost between 500 and 600 years ago. History is not terribly clear on what happened here.

Sidri Stonewhisper, Captain of the Delvers, led the ceremony to send off the adventurers. The adventerurs borrowed some Delver treasures to help them in their mission.

  • Delver’s Medallion. Made of quartz. Once a round, it can grant full armor instead of rolling for armor (assume maximum roll) to an ally within a hurl.
  • Talking Fork. A tuning fork that arcanists can use to send one of a dozen pre-set codes through rock for long distances.

Archon Keenblade was there to see them off, along with a small crowd of delvers. The adventurers descended down the long, rough passageway.

What Happened Here? 

As they entered the mine, they found murals carved into the wall. This was more than a mine; a family of dwarves was trying to found a new sub-clan down in the darkness. Sobelthek was the leader, assisted by Drekthar, a Chosen.

The adventurers pieced the story together from a series of murals spread through the complex. There were murals carved before the collapse, then defacement and later murals that painted a very different picture. The entry orginally had a chiseled greeting, “Welcome to Spireheart Mine” that was hacked out and replaced with “The Escape is Underway.”

There were up to 30 dwarves in the mine when it collapsed. They had almost finished a master-craft forge that could serve as the foundation of a new clan. Shortly after the collapse, they discovered a massive chamber with gromthier, the base stone from which mithril can be taken! A quantity so vast it could yield up to 100 pounds of mithril!

Furthermore, the dwarves discovered the secret of how to work it–an achievement that would catapult the new-forged clan to assured status. But the collapsed tunnel trapped them, rendering them desperate. They had a siege garden, so the food would last for at least a while, but they had to find a way to get out.

Drekthar reached out into the supernatural world, and found the Devourer of Caverns, Gilthirakanom. This powerful supernatural demon of the deeps was like a vast worm, and perhaps it could tunnel them out.

There was serious conflict between Drekthar and Sobelthek about whether or not to summon it, and it is unclear who favored which approach. In the end, they summoned the demon wyrm, but it radiated insanity and they had a change of heart, perhaps at the last moment. They sealed the wyrm behind wards, trapped in gromthier, the only kind of stone that could imprison it. The demon wyrm was able to spread influence through tiny brain worms.

Now the sole leader, Sobelthek was desperate that the secret of working mithril that they discovered not be lost to the greater clan. The last of the dwarves conducted a mighty ritual on the forge, and used the life force of six of their most stalwart to sustain Sobelthek as he was encased in a mechanical body, which was then installed on a throne to await the return of the dwarven people to these haunted halls.

The Delve

The adventurers followed the murals, and found the overgrown siege garden (that still had living things rustling around inside.) They found the undying corpse of Drekthar, and released him from his painful failure; a brain-worm of the Devourer of Caverns crawled from his corpse and was smashed. They also found the summoning scroll for the Devourer, with some commentary; a worm came out of that too. The worm was destroyed, as were the records of how to summon the demon of the deeps.

They found a staff, mostly finished, that they surmised was to control or at least repel the golem. They did not disturb it, or test their luck; when they found the golem, it was almost inaudibly weeping on its throne before the mummified remains of six dwarves. They left it alone.

They did retrieve Drekthar’s name weapon, a hammer, as well as Sobelthek’s signet ring (laced with mithril.) They found the master forge, and left it alone. They did take some armor pieces that were ready to use to make more golems.

The corpses in the delve were oddly preserved, but prayer to release them allowed the remains to crumble to dust.

The presence of the Devourer could be felt as pervasive self-doubt and worry; it most likely drove the surviving dwarves mad with prolonged contact, and was likely more intense before centuries of imprisonment rendered the monster sleepy. The door to its chamber was connected to the massive cavern with the gromthier (where the adventurers broke off some mithril to take as a trophy and proof.) They did not disturb the warded door.

Aftermath

The cautious delvers returned to their clanmates, then to the clanhome. They told the tale, showing the mithril and the map, the name weapon and the corrupted forging hammer of Sobelthek. (And they got 5 ledger.)

Rivelle went on to study the secrets that the clan’s master craftsmen extracted from the now-mechanical Sobelthek, and she now has mastered the secret of how to extract and shape mithril.

Templar of the Falls Adventure 1: Globe of Darkness

25 Saturday Apr 2015

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The cast:

  • Slyn Keenblade. Skirmisher, Gunsmith, Delver. Name weapon: trench knife.
  • Landon Crackstone. Berzerker, Chosen, Brewer. Name weapon: maul.
  • Blane Keenblade. Support, Adept, Mechanician. Name weapon: pistol.
  • Garl. Vanguard, healer, chef. Name weapon, tower shield. (He only says “Garl.”)
  • Ravelle Keenblade. Mauler, athlete, armorer. Name weapon, kukri.

After wintering with Clan Dimhollow, some friendly neighbors who needed the extra muscle, the dwarves were returning to Beardfalls. They did not get far into the Rosy Valley before they ran across Burn Wintersbane, of the Holy Order of Roadminders.

Wintersbane and his people were prepared to clear the snow from an avalanche off the road, but their work was prevented by a new danger. The avalanche had cleared off a former watch tower station, and gargoyles were flying out from the tower to harass his people, making their job impossible. The Fellowship quickly agreed to help out.

They climbed the icy rock towards the newly uncovered tower, with Wintersbane’s warriors covering them with crossbows and guns.

A short, sharp battle erupted. The gargoyles dove at them on the uncertain footing of the hillside, where their teamwork was hampered and the risk of falling loomed. Still, the dwarves knocked the gargoyle attacks aside and responded with blades or bolts and blasts, driving the surviving gargoyles back.

The intrepid dwarves continued to climb. Breaching the tower itself, they found a combination of magical and mechanical traps, but fortunately the traps were somewhat the worse for wear after the centuries of laying dormant and unattended. Following the adept’s keen sense for magical energy, they reached a room full of bones, with a dark orb on a stand in a shaft of sunlight. A skeletal golem formed, clattering after dwarven blood, and the fight was on.

While most of the group battled the golem and its stirring bony reinforcements, the adept and gunner focused on the orb. It was difficult to break, releasing magical charges when hit. The adept covered it in a cloak, cutting off its sunlight, which slowed the reanimating creatures (including the gargoyles, who were closing on the fight fast.) Then the adept peered into the orb, saw the glyphs powering it, and unmade them. The orb dissolved, and the animating force was lost. Victory!

Wintersbane was impressed and promised to put in a good word for them. They traveled home and told the story to the archon during a feast, pleased to be home.

New Clan: Templar of the Falls

25 Saturday Apr 2015

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The Templar of the Falls operate out of the clanhome Beardfall, under the shield of Clan Thunderforge. They have a decent reputation and enough wealth to get by comfortably, but their strength is worryingly low. They have 900 years of history, but their numbers are not a multitude; only 600 able-bodied dwarves work to maintain the clanhome.

The clan got its start as a pilgrimage site for one of the Gods of Ur, the Lord of Waterfalls. It was a beautiful connected series of caverns laced with many waterfalls, where according to legend the Lord of Waterfalls battled a powerful Ur Dragon and broke the inside of the mountain. The dwarves came to believe “beauty builds a home.”

The pilgrim site was governed by a council that selected new leaders periodically, leading to less stability than the usual dynastic method. This led to a  schism between two groups. One wanted to focus on the clan’s potential strength and wealth and craftsmanship, the other wanted to focus on the clan’s responsibility to maintain the pilgrimage site for others.  As they say, “more voices create chaos.”

The situation escalated. Worshipers of the Gods of Ur passed an edict that those who were not faithful enough would have their beards shorn. After a number of just or unjust shearings, the secularists retaliated by defacing some of the pilgrim shrines. This escalated to an internal war, and the Urites ejected the secularists, and furthermore, cursed them so their beards will no longer grow. This is a shame they passed on to their children, as the Beardless withdrew from the clan in horror. A hard-learned lesson, the dwarves now intone it is best to “put beards before creeds.” Still, the Beardless Ones turned their back on traditional dwarven ways. Maybe they are turning into goblins. Therefore it is said, “do not trust the beardless ones.”

Enjoying their new-found stability, the Templar of the Falls welcomed a steady stream of pilgrims to the holy site. Many of the pilgrims were engineers that settled long enough to help with building a complex and intricate series of water-works and locks and resevoirs, so the dwarves came to control the beautiful falls that were once flowing at the whim of nature. The clanhome also came to enjoy hydro-power, providing energy for many of their projects and easing daily life. “Draw from a deeper well” to find success.

This time of innovation climaxed with the construction of the Clanheart, a multi-story steam engine connected to the clanworks. This power heats the forges, mechanizes the battlements and defenses, and also heats dwarven homes as needed. It is a marvel unlike any other in the world. “Strength and unity in purpose!” They could not have built it without working together and sharing the benefits.

To this very day, the pilgrim site has significant traffic streaming through as those who serve or respect the Gods of Ur come to see the famous ancient battle site. Still, there are many dangers waiting in the shadows, and the clan needs heroes to prosper.

More Great News: Including Words!

16 Thursday Apr 2015

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I reached out to Tim Ballew, and he granted permission to include the DungeonWords and WilderWords in Book II! I’ll include the Strange Mission solo play rules (the link is to the first draft, not the finished version), and I’ll also be able to include the inspirational word generators in the book (as well as linking to the pocket mods on his site.)

This is very cool news.

Adding Art Back In

15 Wednesday Apr 2015

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I have heard from David Okum, and he has agreed to let me use the art he made for Axes and Anvils! This includes the stand-up card miniatures, and also the clan symbols.

That’s 14 pictures of dwarves, 10 pictures of foes like orcs and goblins, and 6 clan emblems (because the High King has one too.)

Book I is 165 pages at this point. It will add some to the page count to sprinkle this art through, but there is enough to act as real leaven for the book.

I will make a draft cover using the clan symbols and see if that turns out as great as it looks in my head!

okum lineup

Plans are progressing.

30 Monday Mar 2015

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I’ve been in touch with the high level world-building backers, and I have gotten good response. We have a new rough draft of the setting, and a top-secret forum where some of the backers are really fleshing out their territories with gameable stuff.

The next playtest at my home table will be the last two weeks of April and the first two weeks of May. (That’s when my guest game master is available.) So, that gives me a more stringent time frame to get some things wrapped up to be ready for playtesting. I anticipate sometime in that time frame I’ll put out a pack for others who want to do playtesting and report their experience back to have a chance to participate. Or, just for backers in general to get a sneak peek at the state of the project.

March update.

21 Saturday Mar 2015

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Axes and Anvils draft nameplate

Completing a logo remains elusive, but here is my draft nameplate. I like it.

Happy birthday to Mike Nystul, the one who started this dwarven project! Now for an update.

Well, 2015 has been quite a year so far. My kids both started preschool in early January, and since the end of February they’ve been a conveyer belt between the school (hereafter ‘disease distribution center’) and my home (hereafter ‘plague house.’) For weeks I have struggled with illness with varying degrees of fortitude and grace while dealing with my adult responsibilities.

Still, I’ve got some news on how Axes and Anvils is progressing. I’ve had at least six backers contact me with their willingness to comb through the playtest document and point up to me points that seem to need clarification or fixing. I  have also implemented most of the changes that flow from the December playtest. For the main rules, the area that I’m taking my time with currently is the upgrades.

I have also been mulling over the response to the last update, and thinking through what’s realistic for the future.

One thing that is clear is that I am not “taking over” Axes and Anvils as a project, only as a game. I’ve never been a solution to the problem of not having miniatures, rune stones, calendars, cook books, song books, living campaigns, a convention, and so on. (Maybe the fiction anthology. Maybe.) So, while it seemed like there was a respite in backer frustration, it seeps back in as the truth stands; my best case scenario offering still only addresses the game, which was a fraction of the project that calcified around it.

This in no way dampens my enthusiasm for working on this fantastic game. It does, however, temper some of my expectations.

For one, I am giving up on the art for the time being. I want to focus on the game, and as nice as the extras (like art) are for establishing mood and style and firing the imagination, I just don’t have it in me to run that down at this point. I’m going to make a version that focuses on the game itself. The main piece of art that I do need is a logo, and I’m still working on that.

The other troublesome element is working with high-level backers. They will not get the “living world campaign” from me, and it won’t be Mike himself handing them the game they pledged for. Put another way, my game is an interpretation of what Mike was doing with Axes and Anvils; does influence in my world-building even approximate what they thought they were pledging for? And if it does not, does it make more sense not to pester them as I launch into the world building?

It seems to me the best course is to send each one an email and lay out the situation, offering them a chance to opt in or opt out with some influence as I engage the world building aspect more deeply. The world building will be, as everything else I’m doing on this project, in direct service of game play at the table. Otherwise I would have let that piece go along with the carved runes and the dice bags.

My hope is to greatly accelerate the timeline and get a version of the game out much sooner than my projected dates indicate. Wish me luck! I hope to get the backers a great little dwarf game, then expand its audience to the public shortly afterwards.

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