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  • wizarddog's Avatar
    Today, 12:12 PM
    Fighting the Enemy: Part of the fun in the horror based game is trying to understand your enemy. In the course of the adventure, the PC are at a disadvantage when they don't know what they are up against. In this setting, attempting to face the enemy without the right knowledge and materials is...
    2 replies
  • wizarddog's Avatar
    07-19-2015, 06:41 PM
    Questions you may ask: Can I play a spell caster? Yes. Just plan your caster to adhered to the atmosphere of the story. Be prepare to explain why things happen around you that cannot be explained and not be surprised every draws suspicion on you when you cast a spell. Other players know of your...
    2 replies
  • wizarddog's Avatar
    07-12-2015, 06:30 PM
    To enhance the atmosphere of the horror genre, certain rules have been generated to give the feel of the dark and dangerous world and the intimate connection PC will have with the folk of the region. Focus is placed on roleplaying and character development. The game only works if all the players...
    2 replies
  • wizarddog's Avatar
    07-12-2015, 06:25 PM
    All players characters have some connection to the land of Ffrenargh; meaning they have a stake in its fate and are knowledgeable of its history. Creating a character in the Myrk Players follow the Players Handbook in generating characters by generating scores, choosing a race, class,...
    1 replies
  • wizarddog's Avatar
    07-12-2015, 06:20 PM
    Alternate Hit point Mechanics: The following is adjusted rules for the game regarding hitpoint lost and recovery. Natural healing: Being wounded is dangerous and healing natural is a slow process; a result of the grim reality of mortality. To emphasize the feeling of dread and fear of death...
    2 replies
  • wizarddog's Avatar
    07-12-2015, 06:17 PM
    wizarddog started a discussion Taint and Madness in group The Myrk 5e Horror Game
    Fighting the forces of darkness not only takes a toll on one’s body but on one’s soul. The great evil that lurks in the world has the capacity of scaring one both spiritually and emotionally. To show this mechanically, taint is the dreaded force that causes the player to fall into despair and give...
    1 replies
  • wizarddog's Avatar
    07-12-2015, 06:16 PM
    wizarddog started a discussion Undertakings in group The Myrk 5e Horror Game
    In between adventures (usually a month) players take on undertakings to establish themselves in the region. These undertakings allow the player to do downtime activities to improve their PC, their wealth or family ties. Players may take only one undertaking between adventures. Undertakings...
    1 replies
  • wizarddog's Avatar
    07-12-2015, 06:11 PM
    wizarddog replied to a discussion The Ffenrach in group The Myrk 5e Horror Game
    The Main Land (Map Key): This area is claimed by the Lord Spirituals its isolation from the seat of power and the main trade routes make it a more cosmopolitan and tolerate community. However, it location and wealth has made it very susceptible to bandits from the west forcing the Shimmering City...
    2 replies
  • wizarddog's Avatar
    07-12-2015, 06:08 PM
    Vipen-Isle Vipen-Isle is, perhaps, the most dismal part of the Ffenargh. Once it was the site of a small manor and its estates, but the noble family which ruled here has died out and the Lords of Eylea have lost any control over the area. Now, the major power on the island is Vyedma, an annis who...
    1 replies
  • wizarddog's Avatar
    07-12-2015, 06:07 PM
    Other sites: F18 Ash Fork: A town mostly known for the Laughing Badger inn. The Laughing Badger is considered one the most popular Inns in all of the Ffengarh due to its cheerful atmosphere and the proprietor, Maddock. However, several months ago a nasty barroom brawl had injured the man and...
    1 replies
  • wizarddog's Avatar
    07-12-2015, 06:04 PM
    Lorge Island & Corpsemire Corpsemire and the island of Lorge (see Map F) together made up the manor of Lorge where Rughlor once ruled and where he brought his new bride Nuala. Since the couple died, it has become a foul, evil place where civilized men rarely, if ever, go and which the Lords of...
    1 replies
  • wizarddog's Avatar
    07-12-2015, 06:03 PM
    Myrk Island and Sphagbog Myrkfast Hall Myrk Island and the Sphagbog (see Map F) make up the manor ruled over by the D'Arcy family from their fortified home, Myrkfast Hall. Villages (Map Key) F12 Stumps: Buildings - 12 houses surrounded by a briar stockade Lady Baliff May Inhabitants - 51...
    1 replies
  • wizarddog's Avatar
    07-12-2015, 05:59 PM
    The Shimmering City of Eylea By the general standards of the Ffenargh, Eylea is a lively, vibrant place, but to any outsider, its grey, damp walls, and lethargic air will be depressing indeed. Much of the atmosphere of Eylea is imparted by its inhabitants, most of whom are servants of one kind or...
    1 replies
  • wizarddog's Avatar
    07-12-2015, 05:58 PM
    Island of Holm The "island" of Holm is connected to the outside world by a causeway (F1) and (with the exception of Eylea) is the part of the Lords' Spiritual domain least affected by the gloom and malaise of the fen. Near the edges of this realm, the land is much more stable but under threat by...
    1 replies
  • wizarddog's Avatar
    07-12-2015, 05:55 PM
    wizarddog started a discussion The Ffenrach in group The Myrk 5e Horror Game
    The Ffenargh is a region of chill, gloomy fen. Those few beings who eke out a meagre living here, live in squalid villages on small "islands" of dry land surrounded by marsh. The region is ruled by the Lords Spiritual from their decrepit temple/palace of Eylea To keep order, they have an army...
    2 replies
  • wizarddog's Avatar
    07-11-2015, 02:10 AM
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About wizarddog

Basic Information

Badges and Icons
My Icon:
GM
Profile Badges:
I Voted! - ENnies 2010
Location
City:
Sylmar
State:
California
Zipcode:
91342
Country:
USA
Willing to Travel:
20 miles
Availability
LFG/LFP:
LFP
Availability (Days):
Friday
Availability (Times):
Evenings
Desired Gaming Frequency:
Monthly - 2 games per month.
Gaming Preferences
Player/GM:
GM
Preferred Genres:
Dark Future, Fantasy, Science Fiction / Futuristic, Space Opera
Favorite RPGs:
Pathfinder, Dungeons and Dragons, The One Ring RPG
Gaming Worlds:
GM created
Preferred Playing Style:
75% Roleplaying / 25% Combat
Ideal Group Size:
Medium Groups (Between 4 and 6 players)
Online RPGs?:
No
What are you looking for?:
I run a every other week Pathfinder Game. Looking to start a One Ring game.
About Me
Biography:
Though I have played many games back in the hey days of pre-AD&D 2nd Edition I am now back in the groove for 3.5.
DM two D&D 4e campaigns. Finishing a pathfinder campaign and will be started a horror based 5e game soon.

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01-21-2007
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Recent Entries

First Session of The One Ring : Scales of the Lost Children

by wizarddog on 07-16-2014 at 01:09 AM
I ahd three players who designed characters for our first session. Jose created a Barding who he named Dreft (what he names all of his characters) who specialized in Great Bow and was a Slayer. Kuni created a woodaman named odo who was a treasure Hunter, his character had a very high wits score. James created a wild hobbit of valley and boosted all of his talents to stealth.

So it begins as Dreft of Dale had befriended the wild hafling of Anduin Vale as the hobbit save his life some

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Campaign Logs

Beginning a One Ring RPG Campaign: Laketown Adventure/Esgaroth

by wizarddog on 06-22-2014 at 08:00 PM
So following TOR's suggestion of having Esgaroth as a sanctuary to start, I decided to place an adventure in Lake Town itself. Lacking a introduction to the prominent merchants and noted individuals of Laketown, the fellowship is at its wits end trying to find decent work. An encounter with a street urchin pickpocket starts the adventure where the players are drawn into trying to save a group of orphaned children Called scale children. Very much based on "Dust Children" of vietnam, these

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Beginning a One Ring RPG Campaign

by wizarddog on 06-21-2014 at 02:06 PM
My next project (even as my Pathfinder game has just hit a major Arc) is to run a Cubicle 7: The One Ring (TOR) Campaign in the possible future. I have yet to play or Loremaster the game so I have been trying to get familiar with the rules and design adventures to meet my needs. One of the major undertakings is for me to adapt the Against the Slave Lords Hardback into a TOR campaign. I liked the series though I never wanted to play 1st or 2nd AD&D ever again as I found the systems too limiting

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Using 1e Modules for 4e: Treasure

by wizarddog on 08-02-2012 at 05:55 PM
Back in the 1e days, treasure was important. The amount of treasure you hauled off gave you XP. And you needed it. A magic user needed 2500 Xp just to get to level 2 so he could get one more spell . You were not going to earn that XP by killing kobolds all day with a stick. In addition, there were training cost and you were really allowed only to advance one level per adventure, having any XP left over putting you 1 away from the next level!

Not that every group followed these instructions,

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Using 1e Modules for 4e: On the Fly Powers

by wizarddog on 08-02-2012 at 04:44 PM
Making Power on the Fly
I talked about the 1e to 4e conversion in the previous post and noted the lack of power in the monsters besides their basic attacks. One of the aspects of 4e is the ability of DM's to create with monsters abilities they think would be a great challenges or story elements. I personally follow a more story aspect in DMing, as I am not a great strategist. So here are some on-the fly abilities I can apply to my monsters that require no real extra designing *i.e I am not

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