Author: Dave L. Arneson and David J. Ritchie Published: Format: page book, tri-fold cover, fold-out map Blackmoor is beset! To the west, the implacable Afridhi are on the move. To the north, the evil Egg of Coot prepares to cross the thundering sea and once again bring fire and sword into the heart of the small kingdom.
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Introduction[ edit ] This is a campaign setting combined with a series of episodes which serve as DM notes as the game unfolded. Obviously, kudos to Dave Arnseson and Gary Gygax for the game and the city name - any further similarities with their Blackmoor campaign setting are coincidental. Design Philosophy[ edit ] Much of what I intend to put here has been added on the fly, the starting point has always been theme and flavour, then setting and finally story.
In general I try and make notes on what I need and as it is introduced it enters into the canon and I will refer back to it at that point. Clearly that might mean that there are inconsistencies which we try to patch up or we blithely ignore. Theme[ edit ] The campaign is set in a world where arcane magic is waning and divine magic has never really established a foothold. One consequence of this is that arcane spell casters are discouraged though they are permitted.
At the start of the campaign we are clear that arcane magic is never subtle when cast, is feared and outlawed and that access to new spells, scrolls and such will be very difficult. On top of this, magic items are limited to those that still remain, crafted in times long past, so mostly metal items. Lots of the sessions focussed on pretty low level crime and work for unsavoury patrons. Setting[ edit ] We created a large city, Blackmoor is the setting for the early adventures, it sits in the kingdom of Caister which is itself set on a peninsular much like the Iberian Peninsular.
So lots of coastline and neighbours separated by a mountain range in the far north. Discovered early on, beneath the city is a huge underground labyrinth known colloquially as Wunderland and gateway to the underworld. Story[ edit ] The story is still developing, what I have here are my DM notes from the chapters of the first Act. Act 1.
Average Rating 2 ratings On every side the storm clouds gather. To the west, the implacable Afridhi are on the move. To the north, the evil Egg of Coot prepares to cross the thundering sea and once again bring fire and sword into the heart of the small kingdom. Into this time of black despair, there steps a band of adventurers who clutch strange swords and wear the most curious armor? An adventure for character levels Ritchie, is the first of the four Blackmoor adventure.
Blackmoor (5e Campaign Setting)
Within months, the leadership of the Society had decided to form a fictional "Great Kingdom," with parcels of land awarded to and contested by members of the organization. Arneson assumed responsibility for the far northern reaches of the Great Kingdom, and it was there that he began to stage medieval games that led up to the Blackmoor setting. The Barony of Blackmoor formed the centerpiece of the game, and the various players attached to it the "Blackmoor Bunch" represented the forces of good. Early descriptions of the activities of the Blackmoor campaign circulated in a news sheet called the Blackmoor Gazette and Rumormonger. As demand for Blackmoor increased, Arneson fielded out refereeing duties to other players in his local circle. As rule development proceeded, the Blackmoor campaign continued, and began coordinating with a parallel campaign known as Greyhawk run out of Lake Geneva by Gygax and his circle. The booklet was named for the original role-playing campaign world by Dave Arneson, who also wrote this booklet.
Blackmoor (campaign setting)
Tsr 09172 DA 1 Adventures In Blackmoor