<![CDATA[Mithgarthr Entertainment - Mithgarthian Musings]]>Sun, 12 May 2024 10:34:58 -0700Weebly<![CDATA[MECC6 released; mecc1 updated!!]]>Sun, 12 May 2024 02:32:20 GMThttp://mithgarthrentertainment.com/mithgarthian-musings/mecc6-released-mecc1-updatedI've been busy...

MECC4 introduced the wider realm of Imlar for PCs to explore after "graduating" from the relatively safe valley of Karaccia, and gave rules for how to hex-crawl the kingdom. MECC6 takes that idea and runs with it, providing an adventure which leads the PCs out of Karaccia for the first time which was created using the charts and tables in MECC4. Sort of a "this is how they're used" kinda thing. 

There is a LOT of adventure packed into its 44 pages!

ALSO!

MECC1: The Valley of Karaccia has been updated, not only bringing its art style and layout in line with MECC3+, but also adding more information about the valley, fixing a few typos, and tweaking a few CLs. If you haven't downloaded the new files, check 'em out (and if you haven't bought that module, now is a great time to get it)!
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<![CDATA[MECC3, MECC4, and MECC5 released!]]>Mon, 06 May 2024 12:21:06 GMThttp://mithgarthrentertainment.com/mithgarthian-musings/mecc3-mecc4-and-mecc5-releasedWhew.

After a long, unexpected hiatus the final module of the Karaccia trilogy, "The Knaves of Nefford," finally got released last month. You can get it on Giant Slayer Games and DriveThruRPG in PDF. Print will be available on Lulu soon. The first print proof wasn't good, and I'm just waiting on the tweaked proof to show up (which should actually be today) before making it available. 

After getting that finished, I turned my sights on "The Realm of Imlar." This gazetteer details the kingdom of Imlar, in which the valley of Karaccia lies. I'd been working on this piecemeal since Karaccia was first conceived for the RC versions of the modules, throwing in a sentence or two anytime something about the setting would come up either while I was working on a module, or during play. Since a goodly amount had been done this way, it didn't take too much to get it finished as well, and it released two weeks after MECC3. Also available in PDF from Giant Slayer and DriveThru, the print version for this one's still probably a couple of weeks off. I've had two updates to the PDF (one for a typo, and the second with all new maps of Imlar), which is a simple matter compared to the infinitely more difficult prospect of updating a printed book. I'm 99.99% sure it's in a form that's good for print now, though, so a proof of that book will be created and ordered this week and we'll go from there.

MECC5 is a great resource for Castle Keepers to keep track of their campaigns, and works especially well as a companion for the "Hexploration" of Imlar per the tables in MECC4. These record sheets are something I literally personally use, and find invaluable. This book is available exclusively in print from Lulu.

And finally, while in this whirlwind of productivity, over the last two weeks I've been banging away at MECC6, "The Salt Shipment." Perfect as a follow up to the Karaccia trilogy, this module not only takes the PCs on a wilderness adventure into the larger realm of Imlar, but was created almost exclusively using the Hexploration tables in MECC4, showing Castle Keepers how those can be used to weave grand adventures for their players as they forge their own path throughout the land. It is already almost complete. As in, there's about one or two more pages to write and then a proof-read the thing kind of almost complete. It will likely come out at the end of this week.

Good times, good times.
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<![CDATA[MECC3 on the horizon!]]>Wed, 25 Oct 2023 13:01:24 GMThttp://mithgarthrentertainment.com/mithgarthian-musings/mecc3-on-the-horizonIt's taken me much longer than anticipated, but MECC3 is almost complete!!  Here's the first page, to give you an idea of what it entails... 

HEAVY SPOILERS FOR PLAYERS HERE; YOU'VE BEEN WARNED.
Though relatively short compared to MECC1&2 (less than 20 pages), it's taken my players about half a dozen sessions (~3 hours each) to reach the conclusion; it's definitely calorie dense (especially if your players get into a lot of role-playing in the first act). 

The PDF should be out by the the end of this month, with a print option following soon thereafter. 
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<![CDATA[What's a Killer Tree?]]>Sat, 04 Feb 2023 14:29:23 GMThttp://mithgarthrentertainment.com/mithgarthian-musings/whats-a-killer-treeIn the outdoor wandering monster tables in MECC1, you'll find listed a Killer Tree. "What the heck is that," you may be asking (especially if you're not familiar with old BECMI monsters). And, even if you are familiar with them, there's no C&C stats listed in the module. I've added a small PDF with information on this creature to the order on both Big Geek Emporium and DriveThruRPG, but figured I'd put it here for reference as well.

Killer Tree
AC:
15 HD: 6 (d10) Size: L MV: 0’
Att: 4 limbs/1 mouth Dmg: 0/0/0/0/3d6
Special: grab, digest
Save: P Int: Nil AL: N XP: 180+6

​These creatures look identical to large trees, and indeed are almost impossible to tell apart from any normal trees around it. They come in many varieties; killer trees can be found which match almost every large tree species. Elves and druids have a slight chance to notice them from a distance (CL 15 wisdom check), all others have no chance until it’s too late.

Four of the trees’ limbs act as tentacles, and can reach out to 20’ to attack. On a successful hit, the limb wraps around the victim, and on the next round will pull the victim to the tree’s mouth. Attacks against the limb which cause 10 or more points of damage will sever it. One attack can only sever one limb, regardless of damage done (a hit for 50 points of damage would still only sever one limb, not all of them). 

Once dragged into the tree’s mouth, victims take an automatic 3d6 points of damage per round from the gnashing, crushing action of the tree’s mouth and the digestive sap therein. 

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