Crows: A dungeon crawling game
Welcome to Cornath
Cornath wasn’t always this way. Marigolds bloomed in the fall, snow fell gently in the winter, the songbirds twittered through the spring, and summers passed hot and pleasant. The Archmages ruled together, using magic to ensure their people would prosper. These same leaders tore Cornath asunder.
For all their research and books, the Archmages didn’t know that magic, their tool and the stuff of chaos, was sentient. Tired of being bent by the will of the Archmages, magic retaliated, causing deep tragedy for each leader. In trying to reverse these catastrophes, the Archmages reached too far, using magic to correct errors until chaos poisoned their souls and made them wicked.
As greed and suspicion grew in their shrinking hearts, the Archmages raised armies of the dead, summoned monsters from other worlds, and twisted animals amd plants to create horrifying, hungry amalgamations. Their forces warred, uncaring for the innocent people the Archmages once protected caught in a tide of blood. The powerful spells of the Archmages suffused the land with a toxic fog called the Miasma that turns good folk cruel. The people gave their once-great leaders a new name—Necromancers.
The survivors of the War of Necromancers dug into the ruins of their once-great kingdoms and huddled together to keep the monsters at bay. Fifty years ago the war began. Ten years go, the Necromancers disappeared, but their beasts remain, living in the bones of Cornath. The small villages of survivors started to venture out into the Miasma to find each other. In this harsh, cruel world, humanity began to reconnect, and with it came renewed trade. The roads were overgrown and perilous, but the chance to make coin had merchants travelling and gave rise to the crows—scavengers brave or foolish enough to pick over the bones of the dead in monster infested holes. The crows hope that each new ruin they enter holds wealth waiting to be unveiled by torchlight. Many find only death.
What to Expect
•Death is on the table. The odds are against you, so don’t get too attached to your PC, and if they die, that’s just part of the fun of the game. You’ll have a good story to tell. That’s what RPGs are all about. If you want to minimize risk of death, approach obstacles with caution. Don’t run full tilt with your sword drawn at every monster you encounter.
•Enter the dungeon. Caution is a crow’s friend. Inaction is the enemy. Standing still or checking every inch of a dungeon for traps wastes time and resources. Go slow and you will face a wandering monster as your torch burns out.
•Think outside your character sheet. If you approach problems logically and creatively, you might overcome them without needing to make a test at all. Any time you roll the dice, you’re taking a risk
•Embrace failure. This is a risky game where your PC could die. Embrace the fun of that danger. Drive your crow like you stole it, and if you end of as monster food, congratulations. You get a new PC and have a funny story to tell.
•New characters will be replaced quickly to make sure players aren't sitting around waiting to get into the action.
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