King Arthur Pendragon

Showing posts with label campaign. Show all posts
Showing posts with label campaign. Show all posts

Sunday, November 3, 2013

Legacy of the Ancients - The Towers

Warning: This post contains spoilers for my upcoming Numenera campaign. If you are a player, stay away..

Every campaign should have a name and this one is no exception: Legacy of the Ancients. The name just popped into my mind and I really don't care if it's already used somewhere else. I like it. It conveys what the campaign is about. Besides, it's a cool sounding name for a campaign.

Below, you can see a diagram of the existing towers. Eons ago, the network covered the whole planet. Are there other towers still standing? Most likely. However, they are not longer part of the network because the portals inside are no longer active.



The diagram is a handy reference. It doesn't represent the towers' geographical position nor the spacial position between them. I will place each tower on the map of the Ninth World as it suits my campaign. For instance, tower 8 is not necessary in the center of the existing network as the diagram shows. The lines indicate how the towers are connected as follows:

  • Dotted lines indicate non-functioning portals.
  • Solid lines show working portals.
  • Arrows indicate one-way or two-way portals and direction of travel. For instance, tower 3 connects to tower 5 via a one-way portal. The PCs will travel to tower 5 but cannot return to tower 3. Tower 3 also connects to tower 4 via a two-way portal. PCs can arrive at tower 3 from tower 8 but cannot go return the same way.

Each portal or transport bubble is similar. It's a large bubble - approximately 3 meter radius - floating in the center of a large chamber. Its transparent surface ripples much like water on a pond disturbed by the wind. Inside, there is no gravity. Many unidentified symbols glow on interior surface. Some appear and disappear. Occasional, smaller diagrams are visible but these are meaningless. The symbols can be manipulated by touch (like a touch screen). With an Intellect roll the PCs can "dial" other towers. Transportation is instantaneous and seamless. The PCs feel no transition other than that the chamber in which the bubble is standing changes slightly according to the destination ("The room changes slightly. You see a pile of dead bodies that wasn't there before").


I still don't want to go into much detail about the towers' location, precise operation or even layout as these will adapt to suit the story of the campaign. Many eons passed since the towers were built. The geography changed, some were looted, others are occupied by creatures - natural or otherwise.


THE FIRST TOWER


Here's what I sketched about the first tower: it is now in a marshy area of the Orrimare forest - a fungal forest of giant mushrooms. Nearby is a small village. The tower itself is two structures: A cube made of an unidentified black metal that barely reflects the light. Each face is about 30 meters long and there are no doors or windows or any other openings. It floats on the air, slowly spinning on its axis, with one vertex pointing down to the top of a stone-like, tapering, rectangular pillar, 9 meters high. Inside the pillar, the PCs will find a control room. From there, they can teleport into the cube and explore further. There are many rooms inside the cube and these will be detailed for my first session. One of these is, obviously, the bubble chamber.

Wednesday, October 30, 2013

Numenera - Genesis of a Campaign (Part 3)


WARNING: This post contains spoilers for my upcoming Numenera campaign. If you are a player, keep away.

Now that we have a basic premise for the campaign and a potential powerful technological artifact - The Eye of Azhura - as the McGuffin (aka Ronin's suitcase), it's time to write down some of the potential oposition the player-characters will face either willingly or unwillingly. Not every one of these non-player characters are out to get the Eye of Azhura. Some want to loot the towers, others are secretely spying the player-characters and still others are doing their own thing but fate puts them in the player-characters' path.

Some of the following non-player characters were created by me, others were suggested during character creation. These are only the initial ideas. The campaign is always in flux and much can be changed depending on the players' ideas and characters' actions.

There are three characters in play so far: a nano, a glaive and a jack.
  • A Tough Glaive Who Controls Beasts.
  • A Mechanical Nano Who Exists Partly Out of Phase.
  • A Graceful Jack Who Entertains.
I asked the players to roll/choose from the connection table on each type.

NPCs suggested during character creation:
  • Kreel, the glaive's pet. This NPC has lots of potential for GM intrusions. According to this focus, the kreel hates another player-character. I sketched the beast as it exists in nature.
  • The teachers of the nano and the powers that be who are keeping an eye on him rolled on the Nano Connection table. I'll leave these "powers that be" open for now. The players will provide me some ideas later. Perhaps they are the teachers of the nano, perhaps a different faction within the same school or a different group altogether.
  • The jack's troupe of travelling minstrels and performers rolled on the Jack Connection table. These can make an appearance anywhere as they are a travelling group. They can help or hinder the player-characters.
NPCs suggested by the campaign premise:
  • Tregor and Helion, a warrior and a nano. They lead a force of ragtag misfits and cutthroats. Initially, they will be pursuing the jack as she came into possession of information regarding the location of a source of potentially valuable numenera. Tregor is a violent man who leads by fear and force. Helion is no less violent but resorts to manipulation to achieve his own ends. He keeps Tregor in check. In fact, Tregor fears him. At first, it will seem Tregor is the leader of the two, but, in fact, Helion gives the orders.
  • Volarus, the wanderer. I don't know who this NPC is... yet! He will be introduced early in the campaign and perhaps play a major part. My idea is that once he was a normal man who came into contact with ancient technology. Something blended with him and rewrote his DNA. Now he is something else, more transhuman than human. He will seem to be a mere observer with an unknown agenda. He can heal the most serious wounds by touch and he has little recollection of his past.
  • The Outsiders. They crashed on Earth a long time ago. Longer than any living human. They seek a power source for their starship so they can return home. The only power source in existence powerful enough is the Eye of Azhura. They wear dark hooded cloaks and metal gloves and hide their faces with metal masks in the likeness of the human physiognomy  In truth, these are suits that allow them to survive on Earth's atmosphere. They are not human, although I haven't decided their true nature yet.
At this point I don't think I need to over-complicate things. Two or three opponents with conflicting agendas is all that's needed to propel the plot. Other NPCs appear on a scenario to scenario basis like the local innkeeper or aeon priest.

Monday, October 28, 2013

Numenera Creatures: Kreel

WARNING: This post contains spoilers for a creature in upcoming Numenera campaign. My players are advised to stay away.

One of the players in my upcoming Numenera campaign is a Tough Glaive Who Controls Beasts. Instead of forcing the player to take of the creatures from the bestiary of the Numenera corebook, I allowed him to flex his creative muscles and give me a description of a creature he envisioned for his character. The Ninth World being a weird place filled with many creatures created by past civilizations, this was only fitting. According to the corebook, the creature starts as at level 2 and progresses from there, and since it exists in the world, there are more like it. So, level 2 is a good baseline for this creature. Below I present this new beast in Numenera format.

KREEL (LEVEL 2)
A kreel is a writhing mass, the size of a human head, of yellow-orange tentacles with purple tips. This mass envelops a minuscule body with a toothed orifice that serves as mouth. They slight shift coloration from deep red to bright yellow, perhaps a form of communication with other kreel. They move silently, gliding through the air in short bursts.
Kreel are rarely seen in nature. Scholars debate their exact nature but it is commonly agreed they are an animal / plant hybrid with a diet of small animals, complemented by some sort of photosynthetic process.
Motive: Breed and protection.
Environment: Found only in deep underground caves or the giant mushroom forests of Drej and Orrimare.
Health: 6
Damage Inflicted: 2 points
Movement: Short
Modifications: Moves silently as level 5.
Combat: Mostly found in colonies, kreel flee if alone unless cornered. They attack the exposed skin of the opponent, trying to wrap their tentacles around an arm, leg or even head. Then, the creatures releases a small, stinging poison, while biting with its mouth.
Interaction: With an animal level of intelligence and no means of communication, a kreel is very difficult to interact with. They are aggressive and territorial. More often than not, they attack whomever comes into contact with them. Even someone capable of handling animals will find it next to impossible to interact with one.
Use: The PCs wander into a colony of kreel while exploring. Someone hires the PCs to capture a kreel alive to breed as a pet or curiosity for some bored noble. The acid in their tentacles can be extracted and processed into a poison with alchemy (inflicts 1 additional point of damage).
Loot: None, although kreel flesh is a delicacy in The Steadfast and can earn the PCs good shin.
GM intrusion: The acid of a kreel is stronger than normal. The PC suffers wracking pain and muscle spasms loosing an action. A kreel is larger than normal. It has 8 points of health and inflicts 3 points of damage.

Final Note: In my campaign world, no one can tame kreel except the PC (who helped me create it) using an tattoo-like implant on his forehead that glows when he sends impulses to his kreel in a higher frequency range than the normal human ear can pick.

Tuesday, October 22, 2013

Numenera - Genesis of a Campaign (Part 2)

WARNING: This post contains spoilers for my upcoming Numenera campaign. Players: stay away!

In my campaign's first post I described the basic premise of the campaign. From the get-go, even before I considered using a network of transdimensional gates as a clothesline where to hang the player characters' stories, I decided I wanted to include a powerful artifact. And where there is a powerful artifact, you can bet there are all sorts of factions trying to get their hands on it.

This being Numenera, the artifact is called the Eye of Azhura. The players will find a mystifying veil of stories and old wives-tales surrounding the Eye of Azhura. Most of the people of the Ninth World is superstitious and understands little of the technology left by the super-advanced civilizations of old. They know what trickles from the distant past in musty old tomes and oral tradition. It's a powerful gem or perhaps the eye of a god that unleashed divine wrath and brought the dead back to life. At this moment, I'm still playing with the form these legends will take, but it won't be a gem except in the minds of the people who tell these tales.

Taking inspiration from one of my favorite settings of 80s, Shadow World, published by Iron Crown Enterprises, the Eye of Azhura is an energy source placed inside a shrine to power a force field around the Earth that protects it against energy forces inimical to all life. In fact, there are two Eyes of Azhura: one on the north pole and the other on the south pole. How does this tie with the network of gates? As the player characters explore the tower structures, they learn about the Eyes (perhaps both the artifacts and the gate structures were created by the same civilization) and that others also seek to control the towers for their own ends including a group of voyagers from the stars stranded on Earth long ago who seek a functioning power source to restart their ship and leave the planet. This, of course, poses a problem since the removal of either Eye will deactivate the Earth shield, thereby exposing the planet to deadly energies.

Since I like to complicate things, not all of these opposing groups want or seek the Eyes. Some just want to reach far away places through the gates for their own purposes. Some are just in it for the numenera. I don't want to turn this into an epic affair with whole armies battling for a powerful artifact. I want to keep low-key approach with a small cast of player and non-player characters. Numenera runs quite well by introducing little by little the sci-fi elements. When the players look around, they will be knee-deep in transdimensional gates, powerful structures filled with ancient machines, an artifact that is a power source of a planetary force shield, visitors from the stars and ancient space ships. I like where this is going so far.

Next...

Monday, October 21, 2013

Numenera - Genesis of a Campaign (Part 1)

WARNING: This post contains spoilers for my upcoming Numenera campaign. Players: stay away! This is the first in a series of posts where I describe the genesis of my campaign and what sort of events I'm planning.

In about three weeks, I'm running my first Numenera adventure. Hopefully, it will be the beginning of a campaign. As experienced GMs know, a campaign doesn't require complex plots or even any long-term planning. You just need the player characters, an introductory adventure and things will develop from there. The players will immediately begin to develop their own plans either from scratch or from previous events, and I just have to develop things from there. I could make an episodic campaign, where each adventure is unconnected from previous ones, a picaresque story of sorts, with the PCs wandering the setting, getting into all sorts of mischief. However, I decided to create a connecting thread, something that provides a rationale for all that is going on.

Inspiration can come from unlikely places, and this one jumped right out of the Dungeon magazine pages, namely issue #10, volume II, March/April 1988. It's called Secrets of the Towers. I would hesitate to call this an adventure. Rather, it's a series of short descriptions of the eponymous towers, twelve in all. The premise is that there are twelve magical towers scattered across the world. They are ancient structures (at least 2000 years old) that once formed a quick transport network via magic portals. Now, you are beginning to see how this could easily be transplanted to the Ninth World. The towers become structures impossibly old. The 2000 years become millions of years and the structures true purposes are all but lost in time. They don't even need to look like towers.

Each tower vignette in the article includes a short description of the place (easily expanded) and some antagonist that is also interested in the place. For instance, in tower one, it's an orc shaman leading a band of orcs. Again, this can easily be changed into humans or margr or other abhuman interested in the tower (or, in Numenera, structure).

I'm still collecting my thoughts about this, but already ideas are flowing. The structures are nothing but a mcguffin that propels the campaign forward. What happens in each location or in-between is what's important. Since the towers can be placed anywhere in the world (after all, they are connected by transdimensional gates), I can lead the player characters to wherever I want and drop any adventure in their path. For instance, let's say they activate the portal in tower one and travel to tower two but a malfunction deactivates the gate in this tower leaving them stranded away from home. They can search for a power source for the tower, leading to all sorts of interesting side-plots or return home, which can also lead to all sorts of adventure or any other thing I can think of. I can even place a tower outside Earth or in another dimension. There could also be a number of opposing factions vying for control of the structures.

Does it matter what the towers do or that the player characters are able to find them all or even control them all? Not in the least. As I said, it's only a plot device to keep the campaign going. It's also a source of numenera and even these can be potential story hooks. In the end, what matters is the journey and not the destination.

Next...

Tuesday, January 1, 2013

New Year Resolution

It's true that as 2012 came to an end I began to really consider GURPS as a viable alternative to my previous gaming choices. It's also true that 2012 was not a good year in terms of gaming, not because I had any lack of player (if anything, I had too many players), but because, for one reason or another, every game fizzled. I won't go back to that subject. You can read all about it here.

I read GURPS 4th edition cover to cover. I enjoyed it but as I began preparing my space opera campaign, I realized I was wasting an ungodly amount of time wrestling with the mechanics. I could just sketch the beginning of a campaign and let the players loose with the rules to create anything they wanted within the premise of the game: a ragtag band of misfits wandering the galaxy, treading the fine line between law and crime. Not unlike Firefly or Traveller. However, I knew that none of my players had read the Player's Guide, so it would take God knows how much time to finish their characters by having them pick and choose from the hideously enormous list of advantages, disadvantages and skills. For the neophyte, it can be a daunting task. I set out to prepare templates of occupations instead, so I could pare down the list of available choices to only those I deemed appropriate to the genre. And the more I did this, the more I felt the need to do something else.

GURPS is a very fine system that does what it sets out to do. It just isn't for me. When I waste more time thinking about the mechanics and how to translate into numbers what my imagination creates, it isn't for me. Almost all roleplaying games have this element of conversion from imagination to mechanics in one way or the other, but I'd rather  spend more time conjuring  people, places and plots than defining what are the appropriate skills for a space academic. I even tried to switch to swords & sorcery with GURPS Conan as it's a genre close to my hear, but I felt that trying to pare down the list of skills to maintain the fast-paced tone of the stories was inglorious. I ended up cutting out almost half the list (do people really need business acumen in S&S?) and the more I cut, the more I wanted to cut. Savage Worlds does it so much better with only half a dozen skills.

Looking back to what I most enjoyed playing in 2012, AD&D 1st was at the top of the list. I only played about half a dozen sessions using the venerable Keep on the Borderlands, but they were immensely enjoyable. I never held the players hand or led them by the nose, they showed lots of creativity in dealing with the NPCs at the fort and the obstacles outside, the thief with 3 hp was having lots of fun just surviving combat, the ranger wanted to kick the bad cleric's ass and take the magic plate mail for himself and overall the level of excitement was high. We ended up cutting it short because of a rules lawyer and a whiner. I had to let these two go and, in retrospect, the whiner was whining because his expectations of what an AD&D 1e game ought to be were different from the group's. By the end of it all, much time had been wasted dealing with internal conflicts leeching most of the fun from the game.

We fumbled the rest of the year but nothing was as fun as those first months when the group adventured in and around the lonely keep on the borderlands. I kept the core group so I decided to make my New Year resolution: to play a campaign of AD&D 1e for as long as it was fun. Will I be able to do it? I am not averse to accepting new players but I have to be more picky. There's a huge disconnect between old school gaming and player's expectations nowadays so I have to be totally open when explaining the gaming style I want for my campaign. I will blog about my experiences as the campaign develops. What's your New Year resolution? Tell me what do you intend to accomplish this year in your hobby?

Monday, May 7, 2012

Megadungeon - First Maps

Detailing an entire megadungeon isn't an easy task, but it's a very enjoyable one. This weekend I was able to complete two maps: level 1 of both the crypts and the dungeons. I used A4 graph sheets for each level, much like the original modules. My reference is the Caverns of Thracia by Paul Jacquays which, in my opinion, has some beautifully drawn maps. I don't like cluttered maps, so I divided the upper levels in three distinct areas: the crypts, the dungeons and the magic sanctum (which I have yet to draw). Bear in mind that these maps are still drafts.
I haven't decided on how to connect them all, but for the time being they are three separate level 1 maps. The Crypts may be connected to the Dungeons by some side passage or sewers but I'll have to decide on that latter. The Magic Sanctum is most definitely sealed off and the only way in is by using a magic key (scattered about the other levels). We'll see how this plays out.

Friday, April 27, 2012

The Greyhawk Campaign - Session 3

This time, two of the players couldn't make it. The party was reduced to Sidimatus (the human figher), Areth (the human ranger) and Lyrial (the elf thief). After last session, Sidimatus and Lyriel had to recover for a full week, having been viciously beaten by a band of kobolds. While at Windark Keep, they enlisted the aid of Tivor, a cleric of St. Cuthbert, and his two acolytes. They also recruited some hirelings -  a band of mercenaries. Since this is the players' first time playing AD&D, the concept of hirelings and henchmen is still a strange one, being as they are used to the more traditional model of PC group alone in the adventure.

Returning to their place where they last confronted the kobolds, east of the keep, Areth tried to follow the creatures' trail. He was successful. It was a long trail that wound through the forest, until they reached a dark wooded ravine where they could see many caves on the rock walls. Lyriel and Areth approached one of the tunnels to peer inside. The mercenaries and clerics and Sidimatus kept hidden in the surrounding forest. When Areth and Lyriel returned, they discussed what to do. After some minutes of deliberation, they decided to enter the first cave on the left.

Lighting a lantern, they proceeded inside, with Lyriel and Areth leading the group, and Sidimatus among the hirelings claiming his armor wasn't any good so he wasn't going to die this time (a bit of a trauma, after last session). Tivor and his two acolytes closed the rear. It was an unfortunate decision as you shall see.

The cave was dug into the rock, cold walls of irregular stone, but the ground was smooth by the passage of many feet. They explored a few corridors until they entered a large chamber. Inside, a group of goblins awaited spears in hand. No surprise rolls were made for the creatures but the group rolled. Alas they were successful thanks to the ranger. Winning the initiative, they decided to attack. Combat was confusing with Lyriel trying to use her sling against one of the goblins and hitting one of the mercenaries instead, Sidimatus surrounded on all sides and Areth trying to protect the rest of the group. The mercenaries fought well, but then Tivor initiated a spell. No one was expecting treason but that's what happened. One of the mercenaries, started contorting, nasty gashes opening all over his body. He dropped dead.

Confused, Sidimatus tried to speak to Tivor, while fending a goblin's attack, shouting above the clang of sword and spear against shield. The cleric just cried out something about Snarga and that the adventurers' bones would be filling these caves soon. Tivor's acolytes attacked from behind against the mercenaries. In the confusion, the group tried to outmaneuver them, but the goblins still harassed them. They were lucky. They killed some of the creatures and the rest fled in fear.  One of the acolytes was felled by a powerful blow but Tivor and his other follower were more than a match for them. Two of the mercenaries were already dead, when the group decided that a hasty retreat was wise.

Lyriel bolted for the exit while Areth covered her escape by blocking Tivor's way. This was unexpectedly heroic of him. It allowed for the rest of the group to leave the caverns. But the mercenaries were none too happy to see their leader (Lyriel) escape in haste, leaving them behind. Both mercenaries decided what they were being paid wasn't worth dying here, especially with such spineless leaders. They both ran, but one of them was struck by the surviving acolyte and died. Still blocking the way, Areth waited for his companions to leave and then ran out. They weren't pursued.

In the next session, they must cope with the consequences of their decisions. The surviving mercenary is not too happy and their reputation may be stained. There's a lesson to be learned: never accept the offer of a cleric if he readily agrees to help you without some sort of compensation. There is always a catch. On the bright side, Areth decided he wanted the plate mail the cleric was wearing. According to him, there was something fishy about the almost supernatural way the cleric evaded his blows (he rolled a 18 against Platemail + Shield and failed).

Tuesday, April 24, 2012

My Own Megadungeon

As I continue to run the Keep on the Borderlands, and I'm having a great deal of fun with it considering none of my players ever played AD&D 1st edition old-school style, I am missing something: a creation of my own. Enter the MEGADUNGEON. This is a term that was new to me, although, in retrospect, I had already read a few large dungeons even before considering playing AD&D. I own the super-module T1-4 The Temple of Elemental Evil and I have heard of others like Greyhawk Ruins, Ruins of Undermountain or the mythical original Castle Greyhawk. I read Joseph Bloch's definition of a Megadungeon on his blog and although I don't know if this is the universally accepted definition, it appeals to me.

I want a place that the group or several groups can return to time and again to explore, a place of such profound depths and complexity that it will take many adventures just to skim its surface, a place that will never be depleted of monsters, traps and puzzles to tantalize the players for months to come. To this end, I have decided to start my own megadungeon. I will start posting regularly about the creation of this new dungeon which I have yet to decide if it's set in Greyhawk or a world of my own creation. I have no title yet, only a vague notion that it should be a castle set on an island in the middle of a river (taking a cue from Gygax and his own Castle Greyhawk superimposed on a map of the U.S.A. I have decided to use a specific part of Portugal, inspired by a real castle).

Some notions about it:
  • It will not have an overall plot. The plot will evolve naturally as the characters explore the dungeon and interact with its denizens. It will be whatever happens during the adventures. In other words, no preconceived results or storylines.
  • It will have an overarching theme, and several parts of it will have their own thematic elements to make them distinct.
  • It will have several factions living inside that will be enemies or foes depending on how the characters react to them.
  • It must evolve with time. The characters' actions will impact on it and it will be a very different thing after many months of play than it was at first. However, it will never be depleted.
  • It will have many levels and, using my Less Is More approach and my notions on how a dungeon should be, I will expand it little by little, with many new levels, new subareas, etc.
I think these will give me a solid basis to start this new project. I find it very exciting as it tickles my creative bone, a thing I sorely missed for a long time.

Friday, April 20, 2012

The Greyhawk Campaign - Sessions 1 & 2

Tomorrow I run the third session of our group's campaign set in Greyhawk. I had little time before to write about our first two sessions so I collect my thoughts on this post. We are playing the Keep on the Borderlands, set in Greyhawk, most specifically on the border of Ulek and Pomarj. The group was Edralas (half-elf fighter/magic-user), Areth (human ranger), Lyriel (elf thief), Eric (human cleric) and Shivar Vir (a human monk). I say was, because they players changed from the first to the second session, but I'm getting ahead of myself.

The group approached the gates of the Windark fort, a lonely keep, on the mountains that border Pomarj. The guards observed the group as they approached, crossbows at the ready. Someone demanded their identification and purpose. I always ask the players to introduce their characters by saying their names and describing what the others see. After introductions were made, the portcullis was slowly raised and the gate slowly lowered to bridge the gap between the road and the keep. Inside they were greeted by a rather gruff dwarf with a eye-patch and plate mail, called Gwyron, and a slim and tall human with a tunic and hood and white beard, the scribe Master Edwyn, who registered each of the character's names in a book. After handing over their weapons that are strictly forbidden inside, Gwyron warned the characters to keep on their toes as the guard wouldn't tolerate violence or crimes of any sort.

The group was directed to the local inn, The Black Rooster, owned by a cheerful fellow called Rolo. The characters were forced to accept lodgings in the common room as they were low on coins After that they explored the keep and the tavern, The Royal Retreat. Although it was a rather uncomfortable place with a low ceiling, the guards on leave were happily drinking away their hard earned pay. There were other costumers, among them a rather unsavory fellow who didn't like elves and tried to sell his sword to the group by trying to persuade them that they were better off without the Lyriel, and a merchant - Redoc - who had been attacked outside the keep by goblins. He had lost all his goods and hands, including his brother, and he was looking for people to rescue his brother. This seemed like work and the players decided to purchase equipment and explore the wilderness. Since this is a sandbox of sorts, I never once guided the players. They were free to roam however they wanted and do whatever they wanted within the confines of the area.

They picked up a few rumors on the keep, mainly about some caves of chaos where, some said, lived all manner of beasts (orcs, goblins, hobgoblins and kobolds). No one knew where the caves where as the region was too wild and the keep so undermanned that they didn't have enough men to do a thorough search. There was also a rumor of a beautiful maiden imprisoned in the caves.

The group started their exploration from the point where the caravan had been attacked, some distance away. Eventually, they entered the surrounding forests. The ranger player wanted to follow the goblin trail but no tracks were seen so the thief player had the idea of climbing a tree and checking their surroundings. They noticed a thin column of smoke rising from the northwest. They followed it and entered a clearing with a tall oak in the center. Someone was moving inside the oak and a mountain lion was lazily sleeping on a branch. An old, haggard man confronted them, rambling about lost crops and Mielikki (whom the characters recognized as goddess of the forest). Eventually he became violent, believing the group wanted to steal his treasure and food. We had our first taste of combat but the thief played it cagey (she has only 3 hp) and decided to search the inside of the tree. Perhaps she could barter with his treasure. She eventually stole his coins but decided to return them when the group finally subdued the old hermit and released him when he was calmer. He was so incoherent that they could not find anything about their surroundings or the goblins. They decided to walk to the east in the direction of some rock outcroppings.

At this point, the monk player left for personal reason so I ruled he had been killed during the combat by the hermit, but a human fighter - Sidimatus - joined them. He literally ran into them on his way to the fort. After some brief negotiations, they decided to join forces.

The group eventually left the woods and made camp in the rock outcroppings. Night was quickly falling. They took turns on watch. A wise decision as they were attacked by a group of wandering kobolds. I previously agreed with the players that whenever they would say something would happen, it would happen. For instance, when entering a dungeon, if no one says he's drawing his weapons, then when combat occurs, he still has to drawn them. In this case, the kobolds noticed the light campfire and weren't surprise. There was a quick combat that showed the players how deadly and gritty combat can be on the lower levels. Lyriel and Sidimatus fell to the creatures' blows. Fortunately, in AD&D one doesn't die when they reach 0 hit points, so the group's cleric stabilized them until he could study his Cure Light Wounds spells and cast them (he had previously spent them during the combat with the hermit).

The group returned to the keep where they were forced to rest for a full week. So, they spent this time interacting with the locals. Sidimatus, in particular, showed a great deal of interest in the local chapel dedicated to Obhalan, god of warriors, soldiers, explorers. The player is playing his character like a sort of barbarian-like fighter with an intense curiosity in other cultures. Redoc, the merchant, was none too happy that the group had to spend so much time recovering, so he decided to seek help elsewhere. The group also met Rogobar, a scholar, who was seeking artifacts from an ancient culture that supposedly occupied the entire Pomarj peninsula and parts of the wild coast. He had a small book of notes with ancient maps of the area that the group was interested in (perhaps they could pinpoint the location of the caves of chaos using old references). Lyriel pilfered the book but then Rogobard decided to show them his notes. When he found the book missing, hilarity ensued. The group denied having stolen the book, the guards were brough in. It all ended when Lyriel disposed of the book in a corner of the room and Rogobar found it. He was confused so he suspected the characters but he had no proof. On the other hand, he was rightly confused so he he wasn't sure if the book had been stolen or lost.

Finally, the group decided to enlist the help of some locals. They learned of a like-minded cleric who was staying at the inn with his acolytes. His name his Tivor and he showed a great deal of interest in the caves of chaos. He immediately asked to join the group with his two acolytes in fighting the creatures. Thus the session ended with the players happy with their new found ally.

Friday, April 13, 2012

Less Is More

After many years of GMings adventures, scenarios and campaigns I have come to the following conclusion: less is more. It doesn't help that I am lazy and I don't want to sit down before a campaign and start sketching the entire world, or even a small area in detail only to find out that most of those details won't even impact the campaign. Who cares if Rigby the farmer has a crush on Lily, the tavern wench, if the players don't care about that? That sort of detail can, and should, be improvised during the campaign according to the players' tastes and goals. I'm also a big proponent of making up the world as we play, which I'm sure was the process used by Gygax during his first Greyhawk Castle campaign and has been a staple of many DMs since then. We don't need to know the internal politics of Thule and its constant war against neighboring, Yar, unless that impacts play in any way, shape or form.

Therefore, I have decided to use this method for my current campaign. I will start with a very small area, currently the Keep on the Borderlands, or the Forlorn Keep as I called it, and placed it on the border of Pomarj and Ulek. I only have the World of Greyhawk folio and that's all I need for now. As you know, the folio is a mere 32-page book with only a most cursory description of each kingdom in Oerik. It doesn't include many details. It doesn't even have the deities of the setting. I will assume at this point that Gygax intended us to make Greyhawk our own by adding our own pantheon of gods, lesser gods and demi-gods, which is exactly what I aim to do. For instance, in the keep, the chapel is the church of Obalahn, goddess of war, hunt and explorers. Her symbol is a crow, the animal that guides those who fall in battle to the Other World or realm of the dead. I don't need any more details for now.

Since I'm using a less is more approach, I'll only use the following books (for now): Player's Handbook, Dungeon Master Guide and Monsters Manual (all first edition), the World of Greyhawk folio, and whatever adventures strike my fancy, interspersed with my own dungeons. Since the focus is on the dungeon and exploration, I'll have great control over the environment. The rest I'll make up as I go with the players' help. In my mind, this method has several distinct advantages:

1) It allows me to customize the setting according to my group's tastes. Sure, most of the times my own setting will conflict with the "official" setting, but then again my setting IS the official setting as far as my group is concerned. I'm not a cannon fanatic so this doesn't bother me.
2) I don't have to read a lot of books. I'd rather spend my time designing good adventures and dungeons than worrying myself with every minutia. I'm a lazy DM at heart so I don't want to have to read a lot just to get the campaign going. Eventually, I may or may not read additional books and incorporate those in my campaign.
3) I don't have a lot of time to prepare. I am not in high school anymore and sometimes life and family intrude, so I have to adopt the less is more approach.
4) I give what the players want and not the other way around. This, in my mind, is one of the elements that make a good campaign great. The players will be more motivated if they see in game the things they want to see, instead of trying to make them like preexisting elements of the setting (i.e. if no one wants to see the Greyhawk City, do I really need to detail it?).

From a small area (the keep and environs) I will slowly expand the world. I don't know what exists outside this sphere of influence, but it will grow according to the group's whims to encompass more and more details. I don't know why the caves of chaos are what they are or its relation with the caves of the unknown, if at all. They only met the hermit in the forest. Is he mad? Is he a druid? Why is he living there? Is he wanted criminal who sought refuge in the woods? As the players unravel these threads, I'll pay close attention to their interaction with these elements to see what they think and try to insert that in the campaign.

I'm not claiming the less is more or approach is better than detailing the world in advance, but it's not the method I favor. As the small details are inserted in the adventures, the setting is built brick by brick. Eventually, as we look back, we'll see how all our details and ideas coalesced into a greater whole. They will be more invested in the campaign as they will see the world as their own, a place they helped build even through deed and decisions made in the game. This allows for a more gradual world-building which feels more organic to me.

Thursday, April 5, 2012

The Ruins of Castle Gygax - Part 3

Real life has been very demanding these past few day, hence my lack of activity on this blog. But here I am to relate the latest adventures of my group and the wrapping up of our "tutorial" adventure using the Moldvay basic set and the sample dungeon therein. As related in my last post, the group was barricaded inside a room with something outside. The door was forced open and a greenish, bulky hand was seen. Edralas, the elf, cried out a threat in hobgoblin (a lucky guess) and whatever was outside walked away. At this point, the group decided to return to town, low on health and spells, to recover. They returned the next day to continue their explorations, this time in the company of Ottuman, a fighter henchman they recruited.

I had previously told the players that I would be using the wandering monster rules. As they crossed the room with the sunken statue, they ran into a group of strongly built, greenish creatures, with black hair and powerful, slightly pointed, dirty teeth: orcs. They were well armed, but they did not attack. One again, Edralas spoke in orcish. The orcs were obviously surprised to find the group here and they were not too keen on attacking right away. They ran away from whence they came, but mounted an ambush down the corridor.  When the group went after them, they were attacked from both sides. Orcs maybe more primitive than humans and demi-humans in some ways, but they are not stupid. Some attacked from behind and others from the front. After a quick battle, two of the orcs lost their morale and fled. The rest lay dead.

As they returned to the goblin room they had explored before, they saw something slithering on the wall, in the darkness before them. It was a giant centipede, moving out of a crack on the wall. This was really a wandering monster and I decided to use the reaction rules by the book to test the system. A first roll indicated the centipede was confused and hesitant. I described the creature stopping and raising the front of its body, slowly moving its antennae back and forth as if pausing to check things. Valerius, the fighter, carefully picked a stone and threw it to the opposite direction to try and distract it. I gave him a +1 bonus, in fact lowering the chances of the creature attacking. Another roll and the creature went slithering to another crack on the wall. It was an exciting and tense scene with the group ready to defend themselves at the least sign of trouble. Finally, they approached the second door on the corridor and peered inside.

At this point I wanted to show the dungeon not as a static environment, but as a dynamic place where things could be happening outside the players' actions. I also picked up the two orcs who had fled and decided to use them. The group saw a band of four hobgoblins with weapons drawn approaching the two orcs threateningly. Words were changed which Edralas understood as the hobgoblins threatening the orcs to leave or die. On the wall opposite from this door, there were two humans, a man and a woman, bound and gagged. As the orcs moved cautiously towards the door, the group fled into the goblin room and let the orcs pass. Then they returned to the hobgoblin room and decided to charge in. When Valerius kicked the door open, Edralas cast a sleep spell. Since the rules do not account for the area of effect of this spell, I quickly ruled that it would encompass everyone within the room and the corridor outside. And that meant that the group was also inside its area of effect.

With this information, Edrala's player decided to proceed, as wisdom was not his strong suit (a low attribute). Everyone thought this was amusing. Two of the hobgoblins, Valerius and his henchman failed their saving throws, leaving Edralas to face two of the creatures alone. It was a heroic moment with everyone joining on the fun with comments and much laughing. The elf beheaded one hobgoblin and the other surrendered, having failed its morale roll. When the group finally woke up, they released the humans, a brother and sister who had been taken prisoners when their caravan was raided. Even though the sister wanted the creature dead, the group decided to leave it unharmed and returned to town with much treasure.

All in all it was a fun introduction to the game, and the to the rules. We, then, decided to switch to AD&D 1st edition, rolling new characters and starting a real campaign using Keep on the Borderlands.

Friday, March 30, 2012

Impressions: B2 - Keep on the Borderlands

As I walk the old school path, I have to decide where to begin. I have made myself promise that I would only run modules I have access to. Since I visit Ebay often and I am a collector of sorts, I have a great deal of AD&D modules, even if I hadn't decided to play them at the time. After we wrapped up our last session, which I still have to write a report about, I decided to use an old classic: B2 - Keep on the Borderlands. I have read a lot of opinions and reviews about this module so I won't repeat them here. You can easily check them with a Google search. This article is merely my impressions about the module and how I intend to use it with nary a spoiler since my players may also lurk here.

The Keep on the Borderlands was written by Gary Gygax as an introductory adventure for the Holmes edition of D&D, I think. The setting is a keep on a distant frontier against the forces of chaos and the immediate area around it. The first thing that I immediately noticed was that there is no plot whatsoever. None. Gygax merely describes the adventure's eponymous keep in glorious detail. Every building and NPC is accounted for although he does not details names or physical and personality traits. People are merely described as the Castellan, the Captain of the Watch, the Innkeeper, etc. Buildings are provided with a little more detail, just enough so the DM knows where everything is and what the characters may expect to find inside. Then, Gygax describes the surrounding area and especially The Caves of Chaos.

The area around the keep is described in broad strokes, visually supported by the accompanying map, which highlights special encounter areas. This means the characters can wander as much as they like within the geographical boundaries of the module (i.e. until they reach the borders of the map). Gygax suggests rather conservative movement rates, but those can be altered, since I am using D&D movement rates. I don't want to spoil this part to my players so I won't tell how much it takes to reach the Caverns of Chaos. Each wilderness encounter is also detailed in the book with just enough detail so the DM can customize them.

The last section details the Caves of Chaos. Every room, nook and cranny, inhabitant and trap is account for. There are suggestions on why all these strange creatures are living together and how they react to incursions from outsiders. Again, these are all suggestions and no overall plot whatsoever is overlaid on the module. I can see why others may find this a weakness since it effectively forces the DM to be creative and come up with reasons for this and that. To me, this is a strong point. I can do whatever I want with this module: shape the story, have the players shape the story and create a plot during the game, not before to the game. Sometimes the best ideas are provided by the players and all too often I have discarded plots I have created when the players come up with something better during the game. I will sketch a few ideas but that's about it.

As a module, this is quite good, in my opinion anyway. It's not as "realistic" as T1 - The Village of Hommlet, another Gygax introductory module, where everything fits naturally into the surrounding area and the village has a logic organization. It's a mini-sandbox where the characters can wander at leisure, both outside and inside the Caves of Chaos. I can even create additional encounters in the area and additional quests for the group to further customize the plot. There is even a hint of another dungeon - Caves of the Unknown - although I won't use that. I'm already planning a tie-in with another great module: The Caverns of Thracia. I'll cross that bridge when I get there.

Since the module was first published in 1979, it is not tied to any specific setting. The descriptions tell only of the Realm of Man and the areas of chaos around it. There are no names. So I decided to set this module in Greyhawk, more specifically on the border between the Principality of Ulek and Pomarj, which is riddled with humanoid creatures that constantly raid the neighoring areas. I am already preparing to tie all my adventures to Greyhawk and make the final leap to AD&D. I can't stress enough how excited I am to tread a path so often tread by others and, hopefully, create memorable adventures for my players.

Saturday, March 17, 2012

The Ruins of Castle Gygar - Part 2

This is part two because we already played part one and I did not wrote an entry about it. Anywa, we had a great time last night. Argentea, the thief; Valerius, the fighter; Titus, the magic-user; and Edralas, the elf, braved the ruins of Castle Gygar a few miles north of a town (not yet named for the purposes of this adventure, but set in the Known World). I am running this campaign on Skype, using Map Tool, for all our mapping needs, and Viewing Dale Dice, which allows everyone to see everyone's roll online. Some minor problems aside, everything ran as smooth as possible.

The group decided who would be the mapper, the person responsible for mapping the dungeon according to the DM's descriptions, and the caller, the person who organizes all interactions between the players and the DM. I began the adventure using the small intro adventure from the Mentzer basic set, but it is not very good, in my opinion, so I just tossed it and picked the small dungeon from the Moldvay rulebook and ran with it.

The group entered the ruined tower and explored the first few rooms. Mapping and moving the "miniatures" really helped everyone visualize their positions. This is what the map looked like at the end of the adventure (session).


After exploring the first few rooms, one of which contained a strange statue of a beautiful woman submerged in a pool formed when the floor collapsed, they were attacked by a green slime. Fortunately, they had been very careful in exploring the room, so the creature did not surprise them. It also moved very slowly. When they realized normal weapons were useless, they tried flames, which worked. Alas, the thing managed to attack poor Titus and stick itself around his arm. Torches were needed to kill it, but the magic-user also suffered some damage. After washing his arm in the pool of water (mechanically irrelevant but a small bit of nice roleplaying, I think), they proceeded, until the Argentea heard some low, gutural voices, and much snoring, coming from a closed door. As the door was not locked, the group designed a plan: Valerius proposed that they charged into the room and attacked everything in sight. Everyone agreed.

Valerius kicked the door and charged inside, followed by his companions. They were confronted by 2 goblins that were standing on guard and 10 goblins that were sleeping, but promptly woke up and grabbed their weapons. This was one of those "ooops" moments that got everyone laughing. One of the advantages of using the system is that combat is very fast. A fight between 4 PCs and 12 NPCs took less than 10 minutes. Players described their attacks and reactions, leading to a very visually rich encounter. In the end, they were forced to retreat the room, which was a barracks of sorts. Outside, Edralas cast his Sleep spell, affecting 7 of the 11 goblins (one had been killed by Titus wielding a dagger). The rest of the creatures panicked and fled.

Ironically, the dice were not kind to the players. There were a lot of misses and when they struck home, the damage was very low. Only Titus, the puny magic-user, whose only spell is Read Magic, killed one goblin and was doing significant damage. Everyone joked that they should return to town and demand that the weapons master returned their money. As the last goblins fled, another dungeon door opened behind. As the group was low on hit points, they jumped inside the goblin room and barricaded themselves inside, thus ending our session with a cliff-hanger.

It was a very entertaining session. I keep reminding everyone that I'm still not using all the rules (wandering monsters, for instance) to ease those who never played D&D into the game. I also don't name the creatures. I just describe them and let the players draw their own conclusions. Minor Skype problems aside, everyone had a great time. I also had a great time and most of all, it's amazing how logistically easy is to run combat, since stat blocks are a line at most. Even though this is just a tutorial of sorts, with little of Karameikos thrown in, we'll turn into high gear after we end this adventure, which should be next session. After that, I plan on running a classic: B2 - Keep on the Borderlands.

Wednesday, March 14, 2012

The Known World as Setting

Currently, my players are exploring the ruins of Castle Gygar which, as you may know, is the small introductory dungeon from the red box basic edition. I'm not planning on dwelling a long time in that dungeon as I used it mainly to (re)introduce my players to the rules. Frankly, it's not a very good dungeon but it serves its purpose. When the players eventually move on to bigger and better dungeons, I will eventually choose the Known World as the setting. For those who don't know, the Know World is Mystara though, for some reason, I don't like the name Mystara. I'll stick to the Known World. It hints of a more mysterious and primeval place, akin to my own swords & sorcery tastes as opposed to epic high fantasy.

The reason I use it as a setting, perhaps breaking my own rule of only using material from 1976-1985, is two-fold: first, it's a very well done setting, first hinted at in the Cook/Marsh Expert Set, with a great line of gazetteers, although not all are up to the great standards set by The Grand Duchy of Karameikos (1987); second, I like consistency. I'm a big proponent of the "make the world as you play" theory, however, I'm not very good at designing things from the ground up. I enjoy picking up stuff, no matter how generic, and adapting it to my tastes. And the Known World provides a loot of inspiration. Even if you don't like everything it has to offer, you'll find something you like.

The characters will eventually interact with NPCs and institutions that need to be more clearly defined as to provide flavour. Our party cleric needs to know which church he belongs to or his favoured deity. I may not use the Known World as is, but I will surely use it as a foundation upon which to build my own take of the setting.