Showing posts with label 1e. Show all posts
Showing posts with label 1e. Show all posts

Monday, July 19, 2021

DM Report of Play: Into the Northwest!

 A quick session on Sunday was a ton of fun. The players and characters were:

Jack - Lenard, 4th level nobleman

Sam - Ludwig, 4th level nobleman

Nick - Akira, 7th level monk

Theo - Sir Dredd, 5th level fighter

Daniel - Sanguinius, 5th level cleric

Henchmen - a religious brother, a hedge mage, a bushi, an wu-jen/ninja, and a man-at-arms, all 3rd level

Sunday, July 4, 2021

Midsummer at Skull Mountain

   It's that time again! The players prepared for Midsummer and sent in a pretty serious team of PCs.

Jack played Seeker, a 7/7 Mage/Thief. He brought two henchmen

Alex played Starfalcon, a 6th level elf ranger

Jennifer played Ingrid, a 7th level fighter. She brought two henchmen.

Nick played Talner, a 7th level cleric. he brought two henchmen.

Sam played Clint, a 6th level paladin. He brought 5 henchmen.

Sam also began play with Clarence, a 6th/6th fighter/ninja. he brought one henchman.

Seeker had his 4 heavy crossbowmen and 4 heavy footmen from his level. The other players combined added 8 more heavy brossbowmen and 8 more heavy footmen as well as a cook, a healer, and a valet.

Saturday, March 20, 2021

Seaward, GM's Report: The Spring Tourneys

   Once again, it is Spring in Seaward! The players got out the ir PCs and prepared for the even of the year1

The Characters
Jen played Trixie Finespark, gnomish cleric/thief, 3rd/3rd
Jack played Lenard, nobleman, 4th
Alex played Gari Byuzi, mage, 4th
Sam played Ludwig, nobleman, 4th
Nick played Anarawn, bard, 4th
Henchmen were Murdain (magic-user, 2nd), Maura (religious brother, 3rd), and Emerson (man-at-arms, 3rd)

Details on tourneys are found here.

Saturday, January 9, 2021

DM Log: Into the Four Counties

 North of Seaward and West of Tirgalen are the Four Counties, an alliance of demi-human nations:

Riverhearth: An nation of about 20,000 Halflings (mainly Southern Halflings). Ruled by Count Perrinor and the primate is Bishop Jerriador.

Greenbough: A nation of about 15,000 Elves (mainly Forest Elves). Led by Count Finan Laclaer and with primate Bishop Erencu.

Gladdenstone: Home to about 12,000 Gnomes (legends claim some Glade Gnomes live there, but almost exclusively Dell Gnomes). Count Artenn rules with the help of his cousin, the primate Bishop Waldo.

Karag: A nation of about 11,000 Dwarves, mainly Granite Dwarves. Their ruler is Count Theorn and their primate is the legendary Archbishop Karl, called Hammer of the Orcs.

The Company of the Dark Moon sent a scouting team consisting of:

Starfalcon: (Alex) A ranger from Timberlake and one of the top fighters in the entire company. 6th level ranger.

Ursula: (Jen) A halfling thief from Riverhearth and known for being in the wrong place at the wrong time. 4th level thief.

Anwyn: (Nick) A bard and known for being in the right place at the right time. 5th level bard.

Seamus: (Jack) A druid and raconteur. 5th level druid.

        Bornthein: (henchman to Seamus) a warrior from Karag. 3rd level fighter.

Godfrey: Master of Scouts for the Company. 6th level scout.

        Alfred: Religious Brother, henchman to Godfrey. 3rd level religious brother.

        Nigel: Scout and henchman to Godfrey. 3rd level scout.


The Company had learned from various sources (read: the castle of Lord Whitehill and interrogating mercenaries and bandits) that-

  A) The evil para-elemental cults had been subverted and were in service to a demon cult.

  B) The demon cult was Baron Samedhi's primary tool used to subvert nations from within.

So they sent the info team to get info.

Sunday, August 2, 2020

Dungeons and Dragons is the Best at What it Does

   The Fun Lads Four and I are prepping for what we call "The Season" - in late Summer and early Autumn we tend to play a lot of RPGs. We're also talking about the various systems we're using: AD&D 1e and 2e; HERO; 5e; Pathfinder; the various D% system books from FFG's Warhammer 40K line; and we are all knee deep in WEG's D6 Star Wars.
The second weekend of August in 1990 a friend from a gaming group introduced me to a brilliant, beautiful woman. On our first "real" date we played WEG's Star Wars. Next weekend our sons are hosting a WEG Star Wars game to celebrate 30 years of being in love.
We started discussing how D6 is an excellent universal system and it has a cinematic feel, making it perfect for recreating movie worlds (which makes sense as the D6 system grew out of making the Ghostbusters and Star Wars RPGs) and that HERO, another cinematic universal system, is likewise really good at "imitating" a setting from fiction.
But discussed the limitations of GURPS, HERO, and D6 to do "generic" fantasy smoothly. As Nick said,
  "Sure, you can make a HERO Fantasy setting, but it can't be 'Europeland in general'; it has to be distinct and frankly a little gonzo to really feel right. I think D6 is like that but more."
  And from Jack,
  "And none of them dungeon crawl well. In the end the best system for a good dungeon crawl is still AD&D with a scant handful like Rolemaster, T&T, and, yes, even Palladium right on its heels."

  Which is why I am writing this - it was my turn to opine. Later I will discuss Rolemaster as an under appreciated universal system.

  HERO is one of my favorite systems of all time because with just a bit of thought you can do anything. Want to be Green Lantern? I know 3 approaches in HERO. Want to duplicate Traveller? HERO can easily do that, too. Want to make a Kojak/Beretta/Starsky & Hutch crossover? Sure! It is amazingly flexible.
GURPS is likewise supremely flexible (and let's face it, we all know GURPS is a HERO clone). D6 is likewise capable of doing about anything and has a few great ways of adapting dice pools to reflect scale (HERO 6e Damage Reduction rules are probably derived from D6's scaling rules).
  But these games share a problem that you also encounter in D&D 3/3.5/5e, Pathfinder, and some others and to a lesser degree in some others - "breaking the system".
What I mean by this take a little lead in, so bear with me. In these you have to make sure that people have reasonable limits on their dice pools/point allocations/feats that are essentially the GM not just laying down guidelines but also vetting every character and adjusting the villains and even campaign to match specific character builds. Here's an example from HERO -  a character I made called Basement Dweller/Shadowman. Without getting into the mechanics his powers allowed him to stay in bed at home while beating up someone on the other side of the world. All strictly RAW, all properly configured, not even a high points guy. But Shadowman forces the GM to specifically make villains, scenarios, etc. just to counter him.
In a oversimplified shorthand, IMO in a system where you need to seriously discuss, limit, inspect, and react to "character builds" a large amount of (for lack of a better term) gameplay occurs away from the table. And I am when I say 'gameplay' I don't mean getting supplies, talking to an innkeeper, etc., I mean 'deciding the outcome of traps and fights and such or forcing the GM to build them for you'.

And there is nothing wrong with this. After all, if I thought this was "bad" why the heck have I been playing HERO for 35 years, right?

  But I think AD&D is best at dungeon crawls because that isn't the case in that system. Here's the contrast:
  1) I have an underground adventure I made for HERO back in 1986 that I have used maybe 12 times. Every time I run it I must adjust it for the specific characters that have been built and brought.
  2) I have a similar thing in my AD&D 1e campaign that I also made in 1986 (same weekend, in fact). I have run it about 10 times and I never need change anything.

  Yes, personal anecdote, but I hope it conveys a bit more of what I mean. To sort of boil it down a bit, here is my core conceit:
To a very real extent AD&D is much more dependent upon what you do during play at the table vs what you do in character design and out-of-play metagaming. This leads to more emotional buy-in and tension during a dungeon crawl. Consequently, AD&D is "better" at dungeoncrawling than other systems.
This is one of the reasons I prefer to not abstract things like ammo, lighting, encumbrance,  and such any more than they already are - those 'precision counts' elements, IMO, add to the emotional buy-in at the table.
  Another illustration. When the Fun Lads Four did their very first dungeoncrawl as a team in years gone by (man kids grow up fast) they got lost underground. They had to keep careful track of every bit of food and water. They limited their use of light sources and carefully tracked every turn of light left. They were getting negatives for hunger and were worried the puddle they drank from got them sick and had only 20 minutes of candle left when they ambushed kobolds and got - a ham! Tension and anxiety followed by rejoicing!
To my mind that immersed them into the game much more than,
  "Roll to see if you have more illumination"
  "A 4; we do."
  "OK, roll to check for supplies"
  "A 13, but Betty has allocated an extra encumbrance zone, so with her +2 we make it."
  etc. ever could.

  In the end this is one of the main reasons I like AD&D so much and still play it.

Saturday, July 18, 2020

The Feel of Different Games; an emotional post

  If you aren't aware, I run and play a variety of game systems. The list of current game systems I alone run is:
  AD&D 1e (with house rules)
  AD&D 2e Skills & Powers
  Champions 6e
  Rolemaster FRP
  (this week) Warhammer: Only War, etc.

The systems I play in currently are:
  D&D 5e
  CoC
  Warhammer: Only War, etc.

We also have a casual 'Traveller, anyone?' game, a Starfleet Battles tournament, and an addiction to Dominion, Scythe, and Seven Wonders. I'd mention Catan, but my wife has an unbroken 21 game winning streak, so....

  Recently someone asked me,
  "Why so many different systems?"
  At the time I gave my usual reply,
  "Different systems excel at different things."

  I think I was wrong. Here's why.
  I played D&D 5e and had an epiphany.

  My oldest son is running a tight 5e game and we had a raucous session full of ambushes, raids, surprise, and fighting with a side of politics. Afterwards I said,
  "Reminds me of Jim Henson's game."
Note: Jim 'The Muppet Master' Henson was an army comrade of mine at Ft. Bragg in the 80's. No relation to the puppeteer.
  Thing is, Jimbo only ever ran one system. Palladium Fantasy.
Note: once when I was very sick I spent 3 months converting my AD&D 1e campaign (started in 1979) to Palladium FRP out of the boredom of being cooped up.
  That's when it hit me.
  5e is a lot like Palladium FRP: Odd, silly races; goofy, unbalanced spells; oddball classes; math that doesn't quite work; still a ton of fun.
  Mind you, I think this is a compliment!

  But many of us talk about the 'feel' of a particular system. I love HERO system for superheroes; I can make any hero I can imagine, the action feels superheroic, and the flexibility is unmatched. But no matter how many times I try I don't like HERO for fantasy.
Note: I also converted my AD&D 1e campaign to HERO once with the idea of only playing one system. Nah.
  I love Traveller, but have no interest in using it for anything else. D6? Amazingly flexible system and I love Star Wars, Ghostbusters, etc. But....

  So I talked about it with the lads and we compared it to books. Writing is writing; English is English. But a crime novel is different from a caper book. James Bond is worlds apart from The Destroyer.
  It was when we compared it to movies, too, that is gelled.
  Want to emulate the old pulp fantasies or ERB?
  AD&D.
  Want to emulate JRRT?
  Rolemaster.
  CJ Cherryh?
  Traveller.
  HPL?
  CoC.
  you get the idea.

  But then we talked about how much 5e emotionally "feels like" Palladium FRP and I got it.
  Beastmaster.
  Palladium FRP and 5e are Beastmaster. Kinda' goofy, kinda' nonsense, but a rip-roaring good time.

  So pop some popcorn, get ready for monstervision, and play some Beastmaster.

Sunday, April 12, 2020

If Your Torches Burn for only One Hour your NPCs will be More Important

  In the Seaward campaign the PCs formed an adventuring company, got a charter from the King, bought an old inn as a home base and, most recently, built their own level in my superdungeon.
  None of them are above 7th level and most of this activity began when they were 3rd/4th level.
  The Company is about 10 PCs but they have about 45 henchmen, as well as about 100 hirelings, mercenaries, etc.

  When discussing my campaigns in blogs, forums (very rare), on my Discord, etc. a frequent question I get is 'how do you get your players so invested in the world? NPCs seem important, they use a lot of henchmen that develop their own personalities, and they start doing things we associate with being name-level very, very early. What's the secret?'.

  The really, really short answer is that in my campaigns torches burn for an hour and weigh 2 1/2 lbs.

Tuesday, April 7, 2020

The Sting of Death

A recent social media post triggered a cascade of ideas for me, all because of the partial description of one of the most horrifyingly dangerous monsters in AD&D 1e - the Intellect Devourer.



  These things are as hard as they come, a ferocious opponent that makes an anrgy dragon seem like a vacation.
  For those of you who don't know, the Death Spell is one of the most terrifying spells in AD&D.

That is one Hell of an opening description

  If you are within the HD/Level limit no save and you're dead and only a full Wish can bring you back!
  But an Intellect Devourer shrugs off a Death Spell 75% of the time.

  What doesn't this beastie ignore?
  Power Word Kill. It just slays it.

  The first implication is that Power Word Kill includes psionic power. But that isn't enough. You see, PWK is a Ninth Level Spell, on par with Wish. The real implication is that PWK is whatever it takes to kill you.
  Only vulnerable to acid? PWK is like that. Only harmed by silver? PWK is like that. Only killed by a blessed weapon wielded by a virgin brunette that got A's in Biology at Smith? PWK is like that. Enough like all those thing to kill whatever needs killing, at least.

  Spell descriptions - read them!

Saturday, April 4, 2020

Seaward - the Company of the Dark Moon

In the Seaward Campaign the majority of the PCs are in the Company of the Dark Moon with a royal charter from the king himself. They are up to things!

Seeker
  Seeker, the fighter/thief head of sneak for the Company is busy.

In the Air- Using his broom he flew the hippogriff eggs they found to the grove of the Great Druid in the Briars and parkeyed with them, getting advice on how to destroy the evil elemental altars in Skull Mountain. The Druids warned him that if he did too much good in the Mountain the Guardian of the Monster Pit would awaken and unleash an army of foul monsters to destroy him 'as befell every other adventurer who attempted to purge the Mountain.' He thanked them rested the night, and flew on.
  At the mountaintop fortress of Heruhoth. Heruhoth agreed to raise and train one of the hippogriffs for the company with the second as payment. Heruhoth told him the location of the tower of the Mad Mage and the limits of the range of the Dragons of the Greywalls.
  Seeker rested, then flew on.
  After days of flight he arrived in the dwarven fortress- city of Khuzdhun. After a few days of negotiating a band of dwarven craftsmen set off for Skull Mountain!
  Seeker rested, then flew on.
  Arriving back at Skull Mountain he used several charges from a Stone of Earth Elementals to have an earth elemental carve out a rough level of his own in the Mountain. As it finished the dwarves arrived (escorted by the Company, using the Egress and the Secret Trail). The dwarves finished the level and returned home.

Not shown - the secret tunnels to the Cavern of Herds and the Egress

 Perched on a shoulder of the Mountain he has a secret ground-level entrance, access to the Deep (juuuust below the range of the turrets), a long tunnel to a secret entrance to the Pilgrim's Hall, and another that leads to both the Cavern of Herds and the Egress. 

Clint
  Leader of the Company, Clint was busy staffing the fortress the King tasked them with running for him. After hiring a number of troops, repairing and rebuilding parts of the fortress, repairing the motte and bailey at the ford, establishing patrol schedules, he decided to make a real mark.
  He hired craftsmen from Seaward to come in a full  inn and tavern complex halfway between the fortress and the ford and brought in an innkeeper as half-owner. He then sent people through the kingdom and the surrounding lands letting them know that any man that came to the area would get 30 acres and if the by then od of two years the land had a home and crops he would get 5 silvers.

Owen
  The senior mage of the party (7th level) has set off on his flying carpet for the University, that fables hall of arcane knowledge outside of Robias, the City of One Hundred Towers. He is seeking a sage that can tell him of the Mad Mage, the Wizard of the Tower, the Witch of the Fens, and the other powerful evil mages that bedevil the area.

The Dungeon Master
  I am spending Sunday updating maps and re-writing encounter charts!

Friday, March 27, 2020

Seaward: Massive Update

  The players decided to do a focused scout inside Skull Mountain so set off through the Briars with a party heavy on thieves and light on fighters (although the ranger Starfalcon was there).
  After a long slog up the Old Road slowed down by massive Spring rains and high winds the party reached the Plateau just in time to see a group of human-shaped figures go down what they call the Hunter's Trail on the south slope. Some very careful scouting by familiars revealed a camp about 1 mile down filled with a hobgoblin warband of about 60.

Monday, November 4, 2019

DM Report: Expedition to the Barrier Peaks

  As I have mentioned before, over the years I have very rarely used a published module and, when I do, I heavily modify it. The exception has been that over the last few years at Halloween the players all make one-shot characters and I run a classic module.
  Then there is Expedition to the Barrier Peaks.
  For a variety of reasons that could fill a novella in the Winter of 1980 through the Summer of 1985 I DMed Expedition to the Barrier Peaks about 8 times, never for my own "main group" and never canonical in my own setting. Just one of those things.
  So this year the Halloween adventure was Expedition!
  The players all took last Friday off of work and we started Thursday night and played 4 hours. Then 6 on Friday, 6 on Saturday, and 4 on Sunday, wrapping up the module in a grand total of 20 hours that included breaks for meals (I got a new smoker and we blew through a LOT of meat).

Monday, September 30, 2019

DM Report: the trip to Robias

  Over the weekend we had a bookkeeping session/mini-adventure/investigation mission.
  The Party:
  Jennifer = Fiona, half-elven Fighter/Magic-user
  Jack = Athanasius, human Cleric
  Alex = the Sparrow, half-elven Fighter/Thief
  Sam = Clarence, Human Fighter/Ninja (books, wishes, and such involved)
  Nick = Thoren, half-orc Fighter/Thief

Sunday, September 22, 2019

DM Report: Return to the haunted Tower - with guest player

  The players have not been back to the village of Richacre and the Haunted Tower in 5 years (real time). First level characters on their first adventure played.

Jack - a half-elven thief
Sam - an elven fighter
Nick - a human cleric
David - a dwarven fighter


Saturday, September 14, 2019

DM Notes: Seaward, the Celestial Bureaucracy, Genies, and Cambions

  As I have written about extensively, clerics, religious brothers, and all 'good guy human/semi-human/demi-human/etc.' NPCs/PCs in the Seward area are essentially Medieval Catholics. I vaguely mention that druids, Oriental Adventures PCs/NPCs, my guys from Arabialand, cultists, and humanoids aren't.
  But what are they?

Monday, September 2, 2019

In Universe: Seeker's Proposal

This is for Seaward:

"The Case for Establishing a Permanent Company Presence at Skull Mountain
An in- and out-of-universe whitepaper


Summary
The contiguous region consisting of the Briars, Skull Mountain, the Greywall Mountains, and their associated outliers and landmarks (hereafter, "The Greywall Hazard Sphere.") represents one of the single greatest barriers to the expansion of civilization in the Seaward region. Besides the innately inhospitable terrain and territory of the Sphere, it has served as an attractor for evil forces for millennia. However, the establishment of a permanent defensive and scholarly presence in and around the heart of this area, Skull Mountain, could serve as a powerful deterrent to hostile forces, a unique opportunity to pacify the terrain, and a chance to exploit the rich resources, both mundane and extraordinary, of the entire area.

Benefits
A permanent presence in Skull Mountain overseen by the Company of the Dark Moon would return a multitude of benefits.
     Chief among these would be the early warning and first strike capabilities against any additional evil actors that are drawn to the Hazard Sphere. The introduction of our own traps and defenses, including the introduction of good-aligned magic, as well as our own intelligence gathering positions, would give us a potent edge against any new evils arriving in the area.
     Similarly, use of the Briars and the Greywalls as a security buffer against hostile invaders from the south or the west would sharply improve the Kingdom of Seaward's defensive posture. Going above and beyond the existing ability to stage military forces through the Briars into use of the Sphere as a manned border would result in superior national security against everything from the Duke of Freetown to Baron Samedi himself.
     A simple manned position and personal headquarters would not be able to support deeper incursion into Skull Mountain alone. However, continuous access to fully cleared areas, as well as a finger on the pulse of the Sphere's internal politics, would have the potential to seriously increase our knowledge of what lies within the Mountain.
     To expand the above point, the Hazard Sphere does indeed have its own internal politics. With no less than five active, contemporary wizards, an archbishopric, continuous monitoring by extraterrestrial actors, and the enigmatic Harruhoth, the potential for political fallout that could extend even to Seaward directly is clear and present.
     Finally, on a less critical note, the exploitable resources contained within the Sphere are clearly extensive. The supernatural aside, the Company has already surveyed a garnet mine and a silver mine, in addition to a variety of valuable plants and animals, and has already developed a proposal to create what would be the shortest direct trade route between Seaward and the Southern Kingdoms. Harvesting even a fraction of the region's wealth would be of great value to us and to Seaward as a whole.

Obstacles
Despite the obvious drivers for this project, a number of critical obstacles exist that must be addressed before it can be seriously contemplated.
     Chief among these is our lack of information. Skull Mountain alone can be described, in a scholarly sense, as a mystery wrapped in a riddle and tied with enigmas. Even with our recently gained information, we know so little that we don't even know what we don't know. This must be rectified, at least partially, before we risk committing serious resources to the project.
     Similarly, the aforementioned political situation remains unknown to us, and may present an obstacle. Blundering into a complex geopolitical stratum could be enough to doom the entire effort, necessitating significant information gathering before we begin.
     Another critical issue is that we cannot allow small groups of Company officers, or non-Company assets, to explore the Hazard Sphere unaccompanied. Skull Mountain alone is clearly littered with the remains of previous intruders who were bold enough to enter unaccompanied. Areas already explored can be traveled through with only men-at-arms for escort, but, no matter how safe an unfamiliar zone may appear, we cannot permit anything short of a full incursion party to explore it.
     Counterintuitive as it may seem, logistics, construction cost, and security are not issues to the expedition. However, travel time to and from is a concern. Committing significant Company assets to a location that is five to nine days from civilization by foot travel could become a frightening act of self-sabotage if we're not cautious. 

The Proposal
Establishing a permanent presence within Skull Mountain, in order to begin a permanent use of the entire Greywall Hazard Sphere, must be done in discrete stages. To wit:
     Phase I: When the Spelljammer mission to gather sage information on Baron Samedi is complete, Lieutenant Seeker will take a secondary party to gather sage information on Skull Mountain, and to seek information in the Four Counties about various factors.
     Phase II: This is a simple stage of logistical planning and an additional survey of the area around Skull Mountain.
     Phase III: A low-level field expedition to map the ventilation and service shafts of the upper levels, as well as any additional minor areas that we have so far passed by.
     Phase IV: Next, we must gain political stability. This will entail meeting with Francmir, the Bishop, some of the hermits and monks in the Briars, the Snyads, and Harruhoth, as well as gathering intelligence on Kyodai and the Grandfather. Some we will seek alliance with, others we will bargain with, and still others we need to learn how to avoid.
     Phase V: The main proposal. Using the elemental gem taken from Lady Jacinth, Lieutenant Seeker will construct a new, small sublevel outside of Skull Mountain, opening up at separate points into Level I, the Cavern of Herds, and the High Briars. All openings will be disguised using help purchased from the Four Counties. The sublevel will be sufficiently sized to serve as personal quarters for Seeker, a field armory for the Company, a bunk for expedition parties and hired help, and a vault to reserve treasure or magic. Installation of traps and alarms will complete this phase.
     Phase VI: In this phase, we will base a small band of hired outside help inside the Mountain. These will be men at arms, farmers, and surveyors that will observe Skull Mountain and the surrounding area using long-range reconnaissance, and cultivate the Cavern of Herds and the Garden to be self-sustaining. A case can be made to base them in the Company sublevel, or in the Mountain itself. This is subject to change. In any case, one way or another, we must permanently man the Mountain with both Seeker and his retainers and an additional presence beyond them.
     Phase VII: To extend our intelligence network through the Briars, Seeker will re-engineer the eyes of the Mountain to serve as an ideal raven nest, charm a large number of ravens to take residence there, and carefully gather the most ideal large, intelligent, good-aligned, and trainable ravens to create an ideal breeding stock in the eyes, that will also serve as spies through the entire Briars. Combined with the overwhelming victory of the War in the Walls, this will give us first warning against threats from all directions except the Empty Level.
     At this point, barring any unforeseen exigencies, the main part of the project will be accomplished. The subsequent phases can be delayed, and taken in any order. Our immediate, primary objects will be accomplished here, and we will have a major information network established over the heart of the Greywall Hazard Sphere.
     Phase VIII: We must overthrow the evil Wizard in the Briars. His continued presence is intolerable, as we know he draws power from and evil to the entire Briars.
     Phase IX: If there is a way to induce Baba Yaga to leave the Briars, we must take it here, if we can. However, I doubt that this can be accomplished.
     Phase X: Another important step is to destroy the Spider Wood discovered in the Briars. A hazard on its own, it also acts as a breeding point that can spread dangerous and wicked creatures to the entire Sphere.
     Phase XI: At this point, the Low Briars should be fairly secure. We should encourage the people of the surrounding areas to exploit their resources even further, and enter in larger numbers, in order to stabilize the region. Assuming, of course, that we've established it as at least somewhat secure.
     Phase XII: This is the most difficult to plan of all phases. We will seek out sage information and the assistance of various, obscure parties in order to rebuild the overthrown paraelemental altars as bastions of good. Hopefully, this should secure the upper levels of Skull Mountain for us, and spread good creatures through the High Briars. Possibilities for lightning and nature focus points also exist.
     Phase XIII: We have already moved several families of Brownies into the Briars, and should have established a locus of good inside Skull Mountain by this point. Therefore, any additional steps we can take to make the High Brairs a sylvan locale of natural magic will be executed here. The terrain is likely too rough for unicorns or dryads, but grigs, nymphs, snyads, fauns, and blink dogs are all good candidates. 
     Phase XIV: To take a side path to previous points, we should here survey the Greywall Mountains. We must locate secrets and threats laying between Skull Mountain and the Coast. This phase may be undertaken at basically any time during the preceding exercises. Additional steps necessary to clear the Mountains may be added after this is completed.
     Phase XV: Slaying the wizard who lairs at the far end of the Hobgoblin Highway is a low priority for us due to his limited influence outside of Morath and High Banath. However, we must eventually do it, even if this may put us further into Baron Samedi's schemes.
     Phase XVI: Full resource exploitation. There will certainly be other challenges to face first, but establishing the appropriate mines and potential trade routes represents the end game of our plan. Beyond the wealth this would give us, if we can provide a source of wealth to civilization, it will inevitably be drawn back.

This exercise will be difficult, will take up a long span of time, and may be interrupted by our other obligations. However, if accomplished, it would pay dividends to us and to Seaward, possibly for centuries. With Baron Whitehill and Lady Jacinth slain, the Orcs in disarray, and Baron Samedi currently not displaying a hand in our affairs, I think that the time is now ripe for us to accomplish this. With a methodical approach and the strength of the Company, I am certain that this is an achievable goal.

If the Company accepts, I propose that we begin in a matter of weeks. With the spelljammer returning any day now, an immediate commencement would enable us to synchronize the beginning of the plan with Midsummer's Day at the Mountain. In any case, however, I submit the proposal to the wisdom of my fellow officers.

-Seeker, Lieutenant of the Company of the Dark Moon
[printed in both Common and Elvish, and distributed to all Company members]"

Friday, August 30, 2019

More Fortieth Anniversary Adventure

  The crew returned to Skull Mountain, re-established base camp in the Garden, and went through the Trap Maze (finding that every single trap was reset except for the one on the secret entrance to the wizard's study) and were soon in the teleporter room in the hidden niche on Level One. With some careful experimentation the following happened.

Saturday, August 24, 2019

Fortieth Anniversary Adventure

  Which continues this weekend, naturally.

  The main party headed through the Briars to Skull Mountain. On the way they met stragglers from Whitehill's army and killed them all. A dozen or so large spiders had taken up residence in the Entrance Cavern; the party shooed them back with fire and entered the North Door, checking the areas for disturbances.
  All was in order so they entered the Pilgrims' Hall and travelled the long way to the Pilgrims' Stairs. In the Chapel they found the body of a female verbeeg, dead no more than 2 weeks. She had been cut down by a hobgoblin's poisoned dart.In her pouch was a message asking the company to assist them as they were besieged by hobgoblins.
  The party immediately struck out to the Garden Level and set all the hirelings and supplies with the 'camp guards' henchman team and struck out through the Cavern of Herds (finding another dead verbeeg messenger) and the Trog Tunnels. After the almost 4 mile trek they spotted a hobgoblin camp at the junction with Hobgoblin Highway. A force of 80 hobgoblin warriors with onagers and ballistae were behind a barrier and firing on the verbeeg wall and about 120 hobgoblin females, slaves (mainly goblins with a handful of kobolds), and such were in the main camp.
  The party hit the main camp like a thunderbolt, cutting their way through them rapidly and engaging the warriors with a strong frontline and spells. The verbeeg sortied out and the hobgoblin warriors, surrounded, were cut down to the last.

Saturday, August 17, 2019

My Campaign Turns 40 Years Old

    There is a bit of an argument; I thought I started Seaward on August 18, 1979 but my old friend George (who played a ranger) insists it was the 11th.
  Either way, we're celebrating today!

  The party is trying to get to (what they call) Level Four in Skull Mountain. I think they'll clear it easily. Then (what they will probably call) Level Five - which might kill them all. If so they will join about 17 other PCs that have died there.

  We are also, naturally, having adult beverages and a cake as well as a LOT of beef.

  My keen insight on running a long campaign? Try here.

Sunday, July 28, 2019

Long-term Campaigns and Growth

  In a very short period of time my AD&D campaign will be 40 years old. I want to take the time to discuss how a campaign can last that long.

Monday, July 15, 2019

DM Report: Seaward - The South Ford of the White River and Pirate Port

  In anticipation of the 40th anniversary of my 1e campaign next month we started a cycle again.

  The South Ford of the White River: The evil Lord Whitehill, formerly a noble warrior of the grand Duchy of High Morath, has completed his fortress in the Bandit Lands south of the capitol city. Only the foul magics of his consort, Lady Jacinth, allowed him to do so over the winter.
  The king has hastily erected a line of towers and rushed reinforcements to Longnor Fell, the walled town that protects the norther ford over the White River. he also sent out the word - all noblemen and knights of the realm must prepare for war. The nobles of Ekull must guard the Briars, Eagle Valley, and the Stone Hills;  Timberlake the North and the border with Eastford; and this frees royal forces to muster against Whitehill.
  The paladins of the Shining Keep also are mustering to the king and, for the first time, the monks of the Order of the Way are sending members to war under the banner of Seaward.
  Also summoned? The Company of the Dark Moon.