Tuesday, April 30, 2019



Sometimes you just need to sit down and draw something.  Take the whole idea through from start to finish no matter what the end result is going to be or how dark the scanner turns your picture.

Just another part of the journey.

I like to listen to YES when I am drawing, among other bands.

Do you have favorite bands that you like to draw to?

Do you sometimes dare to make art whether your especially trained at it, or as is in my case, not trained?

Just go for it.

Monday, April 29, 2019

Fantasy Fiction

(Something to write during moments when I am awake and dealing with my insomnia, this will come in snippets of a few paragraphs at a time.  In the end I hope to have a fully written short story to share.)

From the yellow stone fortress of Khalka on the Eastern frontiers of the Steppes of Assuranan, to the wicked alleys of Holy Shefrim, with bronze towers winking amidst the sandstorms of the Outlands of Dust; it is mighty Pi-Atum, which rises up as the decaying capital of the Necrogarchy of Leng.

The crowded market of the Black Madonna sprawls like a caravan girl, splayed out on her back at the feet of the Razor Tower of Upshan'kaphor, beating heart of this city of the dead.  I am a straight edge ghoul of the Necromasters and if I need or even deserve a name it must be Sorrow, for that is what I am most often called.

I was once told that I've been dead almost two hundred years, which is a long time for a ghoul to survive in the service of her Dread Lord.  I've come to credit this to a combination of luck, avoidance of the swifter changes of fleshly rot brought on by indulging in my ghoulish taste for human flesh and the will of Chemnagor, Dread Lord of House Azan who has so far forsworn charging me with an impossible task, no ghoul of service could hope to return from.

Sunday, April 28, 2019

Book of the North - Adventure Scale Map "B"


I finished most of this second map, map "B" in the series a week early.  I just need to tweak a few bits and add in about twenty or so more set encounter locations.  This map joins up with the first map, map "A" along map A's western border.  Maybe I will finish map "C" which joins up on the eastern border of map A by the end of this week.  That would be pretty awesome.

Saturday, April 27, 2019

Book of the North - Map A: Encounter Key #1 - #12

Here are the static encounter location notes for my first of 9 overland maps in a set.  This set is for my Book of the North project, parts of which have appeared on this blog.  Map is at the end of this blog entry.  I recommend you save it and open it as an image so you can zoom in for use.

I only had time to add two of these encounters today (Saturday 04/27/19) but I will come back and add to this list as time permits.

For stats and such for these encounters I will be referencing the Advanced Labyrinth Lord rules but certainly they can be translated without many tweaks into Swords and Wizardry or OSRIC or the good old 1st Edition AD&D rules.

Static encounters are lairs and locations which are home base for monsters and NPC's which make an appearance in the rumors, legends and stories of this map.  I like to work on a smaller, more intimate scale in my adventure writing where the big world saving stories don't often come into the picture.  Instead most of these creatures and legends have to do with saving or helping the local villagers or investigating a local legend which probably wouldn't matter to someone from outside of this part of the world.

To make finding each numbered encounter area easier on my maps I have them set out in a grid with numbers running across the top and letters running down the side.  Because of this I can give you a grid coordinate after each encounter number to save you from having to hunt all over the map to find them.

1 (P2): Devil's Howe

Devil is the name given to a black alpha male wolf who leads the largest and most dangerous pack of wolves in this part of the countryside.  Devil and his pack take down cattle and sheep from farms and villages all throughout the territory of map A as far to the East as the Ogresmarch Hills and as far North as Grolbeak swamp.  Devil and his pack also raid into the Western areas of Map B which will be presented on this blog with details and notes in a week or two.

The Huscarl's or village leaders of Thorby, Weedle, Gallowsthorn, and Hotoft have all posted wanted posters offering 3 silver pieces for the pelt of any wolf and 1 gold for the pelt of any wolf with a solid black coat in the hopes that these bounties will encourage hunters and trappers to eliminate the problem.  Devil and his pack of wolves have survived to continue their raids and hunting for the last four years.  The attacks become especially bad during the winter months when the wolves will even try to take down lone or paired riders traveling along the Sodden Ride.

Devil's Howe is a tumbled pile of large granite boulders spilling along the top of a low ridge.  The Howe is just low enough to remain hidden by the surrounding light forest of pine, oak and birch.  It is important that the DM understand that nobody has traced the wolves back to the Howe at the present time.  The wolves are prone to taking long wandering routes over the countryside, taking days to hunt and spiral their way across the countryside before returning to the Howe.

Devil is a Worgrim Wolf.  This means that he is a mix breed, half mountain worg and half forest wolf of the breed that dwells in the shadows of the Whistling Death Forest.  Worgs are intelligent enough to be capable of the dark speech of the goblin folk.  Devil cannot speak but he is quite intelligent and extremely crafty in a wicked and wily manner.

Worgrim Wolf (Devil)
No. Enc.: 1
Alignment: Neutral (evil)
Movement: 180' (60')
Armor Class: 6
Hit Dice: 3+1 (19 hp)
Attacks: 1 (bite)
Damage: 1d6+1 (Tackling)
Save: F1
Morale: 9
Hoard Class: None
XP: 100

Wolves, Worgs and Tackling.

Wolves and Worgs in my campaign all have a special attack called tackling.  Any time you have three or more wolves in melee combat with a target, any bite attack they land generates a tackle, where the wolf and its fellows work together to drag the target off their feet and onto the ground where they will be more vulnerable prey.  I treat this as a special ability which only activates when three or more wolves are engaged in melee attack against a single target.  Tackling forces a saving throw versus Breathe Weapon any time the target is struck with a bite attack.  If the target fails they are pulled off of their feet and are now prone.  Additional attacks by the wolves gain the benefit of attacking a prone target until the target manages to get back up on their feet.  I add +25 experience points to the wolves and worgs and worgrim (mixed half wolf / half worgs) in my campaign because of this ability.

Devil leads a large pack of wolves, it numbers 30 wolves strong plus Devil as alpha.  Devil's pack is so large that splinter patrols of the larger pack sometimes hunt in groups of six to nine members or scout an area for possible targets or threats.  This season there are 8 cubs being raised back at the Howe which are not counted in that number.

Pack Wolves
No. Enc.: 6 to 30
Alignment: Neutral
Movement: 180' (60')
Armor Class: 7
Hit Dice: 2+2
Attacks: 1 (bite)
Damage: 1d6 (Tackling)
Save: F1
Morale: 8
Hoard Class: None
XP: 60*
*Raised by 25 xp above the normal because of the added tackling special attack I have added to the wolves and worgs in my campaign.

2 (S19): Willy Boy and Rodger the Ogre's lair.

Willy Boy and Rodger are a smarter than average pair of brutes who dwell up in the Ogresmarch Hills to the East of the large village of Bolgrad.  Even the average Ogres who usually range as isolated bachelors up and down the Ogresmarch give this pair a wide birth.  They are bigger than most, crueler than most and more ruthless.

Willy Boy and Rodger fashion themselves to be brigands.  They have grown fond of gold and silver, casks of ale, mead and beer when they can get them and the flesh of horses.  They will eat men but prefer dwarves and small folk who they consider to be more suitable for pies.

Willy Boy and Rodger range from their lair Westward, especially around the tumbled down tower of the old Asmorgar ruins just Southeast of Bolgrad.  Sometimes, after dark, they will haunt the country within view of the road leading North from Bolgrad towards the Sodden Ride and sometimes they will haunt the trails near Lantha's Steading and the Giant's Crown Inn.  They never venture so close to the trails and roads during the day and always well after the darker hours of night have fallen, sniffing about for someone still on the trail or encamped away where they can be attacked and robbed.

The Ogres can be bribed if one has with them a cask of wine or good drink and they and their party look a little stronger than the easy sort of pickings the Ogres feel comfortable taking down without concern.  In those cases the Ogres may accept the drink as payment and let the travelers go on their way or if they are polite and good talkers they may trade back and forth with them what things they have observed in exchange for news from the surrounding lands.

Treat Willy Boy and Rodger as individual NPC characters built using the Ogre monster stats as a guide, somewhat modified.

Willy Boy

No. Enc: 1 of 2
Alignment: Chaotic (evil)
Movement: 90' (30')
Armor Class: 4
Hit Dice: 4+1 (30 hp)
Attacks: 1 (Great Sword)
Damage: 1d10
Save: F4
Morale: 9
Hoard Class: XX + 1,000 gp
XP: 150

Willy Boy is sufficiently intelligent to have armed himself and learned to wield a great sword, taken from one of his victims.  He uses this weapon one handed.  He has improved the Ogres usual armor coverings of hides and rags with a patchwork breastplate made from different human pieces of plate armor hammered flat and cobbled together with rope and crude welding.  He wears a large floppy hat made of hide with a broad brim.  Willy Boy keeps a long wicked curved knife made from a hammered and bent sword strapped to his thigh.   In the field he carries 200 gold in a sack on his hip and another sack for food.  Both ogres carry large sacks of canvas rolled on their belts which they can fill with an impressive amount of loot and gear, bodies and dead beasts to haul back to their lair.  Willy Boy is somewhat more cautious than other Ogres, dropping his morale score to a 9.

Rodger

No. Enc: 1 of 2
Alignment: Chaotic (evil)
Movement: 90' (30')
Armor Class: 5
Hit Dice: 4+1 (32 hp)
Attacks: 1 (Club)
Damage: 1d10+2
Save: F4
Morale: 10
Hoard Class: XX + 1,000 gp
XP: 175

Rodger is somewhat larger and more muscular than even most Ogres and he stands a foot taller than Willy Boy, and considerably more ponderous in the stomach.  Rodger is frequently hungry and is more likely of the pair to want to ambush and come to blows with a party of characters because he is hungry and wants to eat someone or something.  He savors horse flesh over most other foods and he can sometimes be bribed off by offering him one of the character's mounts for dinner.  Rodger wears a long pointed red cap and has filed some of his Ogre teeth to points.  He is stupider than Willy Boy but strangely is more interested in riddles and stories and tales of what is happening in the world outside of their usual territory.  In the field he carries 250 gold in a sack on his hip, which he may drop during a retreat to use as a bribe to convince party members in pursuit to give up the chase and leave him for another day.

Willy Boy and Rodger lair together in a broad but fairly shallow cave concealed within a thick stand of trees in an area of Light Woods just to the East of the Silent Pool, a lake found within the Northern Ogresmarch.

Within this lair they have 3 chests, a dozen empty casks and barrels along with three other casks which still hold varying quantities of wine and mead, several piles of useless pieces of armor and weapons, bent and crushed in Willy Boy's attempts to fashion them into various things.  An old anvil.  A large two handed sledge hammer.  126 gold, 43 silver and 970 copper pieces which are just loose and kicked around all throughout the dirty interior floor of the cave.  There is a large fire pit with a spit for roasting and a nearby cage fashioned cleverly from hammered pieces of metal armor and weapons into solid bars and a roof for the thing.

The contents of the 3 chests I leave to you, the referee of your own campaign to stock with whatever loot seems most appropriate for your party and adventuring style.  At least one of the chests is trapped with a simple length of rope set up as a place to trip a person and bring down a pile of precariously stacked nearby boulders onto their person.  The boulder trap would inflict 3d6 damage on whoever is caught by it but it is a crude trap and easier than most to spot (+15% to find the trap if one of the characters has the skill and searches for traps.)

3 (P13): The Asmorgar Ruins

The Kingdom of Asmorgar once ruled over most of the combined lands of what are now the Kingdoms of Ostvick and Hraedir.  Asmorgar was ruled by a foreign sorcerer, a Necromaster from the distant Eastern lands of the Necrogarchy of Leng.  The evil kingdom of Asmorgar crumbled centuries ago but ruins of the place can still be found scattered across the landscape of Hraedir Warhold and Ostvick.

This ruin is centered around the partially collapsed remains of a square tower which rises out of the surrounding trees like a dark warning on the Eastern shore of Bodkin Lake.  Little is left of the original fort which once stood here apart from some piles of cracked stone and the remaining four stories of the tower.  The whole place is open to the weather and overgrown with weeds and creeping vines.

Immediately to the East of the ruins is a tree topped barrow where the remains of the evil Captain which once commanded this fort in its last days are interred.

Note:  My April 22, 2019 blog entry entitled, "The Asmorgar Barrow" provides the contents of the barrow as a mini-dungeon adventure complete with map.

4 (O12): The Cave of "The Mother"

The nearby town of Bolgrad is constructed on top of a tall mesa which rises a hundred feet above the surrounding plain.  The mesa provides the guard towers of Bolgrad with a commanding view of the entire area.  Bolgrad was said to have grown up around a shrine to the Northern god of heroes, Balder.  It is said that the shrine was put there by the nearly mythical hero Frordrin, who confronted and defeated the evil goddess Aglaeca, binding her in magical mithril chains provided to him and his men by the dwarves of old.

The shrine of Balder has always been tended by a dedicated Cleric, responsible for its protection and upkeep.  Assignment to this particular shrine is a high honor and usually the Clerics assigned here are proven defenders of the common people and heroes in their own right, perhaps between levels five and nine who are nearing the end of their active adventuring careers.

The Cleric of Balder has long been responsible for the shrine, the low hill atop the mesa where the statue of Balder stands and a small warren of natural caves which begin up in the hill, right in the heart of the town proper and which extend down through the mesa itself and even deeper still.  The highest levels of the caves starting up at the shrine have been used by the Clerics as a burial place for every Cleric who has served at the shrine over the centuries and later for the townsfolk who died and needed burial in the growing town of Bolgrad.

The Cave of the Mother is a large and ominous entrance into that same complex of caverns which fills the Mesa and extends further underground.  It is believed that long, long ago when the Warholds of the Northmen were new in this country that a Northern hero entered this very cave along with a dozen of his sworn men.  Down into the darkness they went in search of treasure and adventure and they stumbled upon the dark hole into which the weeping, betrayed goddess of the Elves, Aglaeca had fled after she had been cursed and betrayed into turning her own Father, the Elven God of Magic to stone.

Up until that time Aglaeca had evolved from a more or less minor Elven goddess who was the shy and perhaps to innocent daughter of the Elven God of Magic; into a brooding, wounded, angry being who plotted revenge against the consort of the Elven Sun God whose curse had brought her to this low state.  Aglaeca might have been content hiding herself below ground in these very caves for all eternity, using her power to create little creations, things of slime and jelly which stuck to the shadows, if it had not been for the party of men who intruded into her lair.  The Northmen killed her small creations and set upon the goddess with fire and flashing axes and swords.

Up, up, up, grew the goddess whose curse had turned her into a terrible gorgon and with each great snap of her jaws she cracked breastplate and bone, biting men in half and growing ever more gigantic as she killed every last one of them.

Out of the cave issued forth Aglaeca.  Naked.  Deformed.  Cursed.  Horrible.  For ages she had brooded over the betrayals of the Elves and how she might best visit revenge upon them, but now these new beings assailed her, daring to slaughter her innocent children and violate her comfortable lair with the flicker red flame of the Elven God of the Sun.  She was determined to visit her wrath upon this race of men.  Out into the surrounding countryside she strode and within the stroke of a year and a winter she emptied all of the eastern Kingdoms of the Northmen of living people, all the way from the Warfang River Eastward to where the snow blind white wastelands of the Wintersmark began.

It is said that Aglaeca strode across the land as a gigantic horrifying hag with black talons sharp as spears and teeth as strong as swords.  She heaped the dead, men, women, children in piles as tall as houses in all of the villages and strongholds of the East until all were dead or fled and the entire landscape was as silent as an empty grave.

For nearly a century Aglaeca was in command of the entire Eastern landscape of the Warholds of the North.  In those days she began to use her powers to make the Trolls and Ogres and other terrible monsters of war which all were born with her deep hate of men and even deeper hatred for the elves.

It was the Northman hero Frordrin and his host of heroes which rose up and went forth to challenge Aglaeca and who finally defeated her, binding her in chains of mithril and hauling her over the ice and snow to the summit of a great obsidian volcano.  There Frordrin and his men toppled the goddess in, still chained to the gigantic sled upon which they had been forced to drag her gigantic body.  There, far off many miles from this place she is believed to remain to this day.  Aglaeca, the Mother of Monsters.

The Goddess Aglaeca and her story can be read on my old google site whose link is featured below.
World of Chimera - Gods, Goddesses and Powers

This section of the Caves of the Mother deserve their own map(s) and dungeon descriptions and encounters.  I have already detailed out the shrine, village of Bolgrad and the caves used for burials up on the mesa.  The most upper sections of the caves have been protected and used for burials for so long that they represent a different flavor from the more arcane and dangerous areas of the caves which begin here.  I will detail out another entire entry to the blog that focuses just on the Caves of the Mother, which if given their full name from the lore of the Northmen would be something like, The Caves where Aglaeca, the Mother of all Monsters was found.

5 (T14): Bonesplitter Warren (Pig Faced Orcs)







This location is the lair of the Bonesplitter Orcs.  They dwell here in an underground warren built within the shafts and caverns of an abandoned dwarven gold mine.  The gold mine played out a hundred and twenty years ago and the outpost of dwarves who quietly settled here in the hills, explored the cave, discovered gold and constructed their mine shafts and quarters here has long ago moved on to other adventures.

(Art by JE Shields)

The Bonesplitter Orcs discovered the abandoned mine forty years ago and they have inhabited it ever since.  They are of the common Hill Orc variety, not to be confused with the larger and more dangerous Mountain Orcs of the Goblinspite Mountains, farther off to the South.

Hill Orcs (Pig Faced)
No. Enc.:                  Hunting Party 2d12
                                 Raiding Party 4d12
                                 War Band 10d10
                                 Warren 15d10
Armor Class: 6
Move: 120' (40') Ground
Hit Dice: Typically 1 HD
Bonesplitter Orcs: 4 Hit Points + 1d6= Total HP
Treasure: Individuals carry a small amount of treasure.  1d6 Gold, 1d10 Silver and 1d12 Copper.  Warrens sometimes contain significant treasures, usually well-guarded somewhere near the quarters of the clan’s chieftain.
No. of Attacks: 1
Damage of Attacks: 1d6 (Weapon)
Save: F1
Morale: 8
Hoard Class: XIX
XP: 25 Each

Hill Orcs are the most common variety of these creatures encountered throughout Chimera and this is true in the lands of the North as well.  They should not be confused with the considerably more dangerous Mountain Orcs with their shorter snouts and larger and more muscular frames.

Hill Orcs were brought through the capture plane traveling teleportation gates of the High Elves when they were taken over by the Ancient Gods of Chaos.  Hill Orcs and Men were the humanoid thralls of the Gods of Chaos and they boiled through the gates of the Elves in vast numbers.  Huge swaths of these creatures were slaughtered in the war which followed and the Hill Orcs and Men living in the world today are the long distant descendants of those that escaped. 

It is possible, but it has never been proven, that Mountain Orcs are some experimental merging of the Hill Orc and Humans into a third race of warrior creation.  This merging must have occurred thousands upon thousands of years ago when the great war between the Elves and Chaos was in full sway.

The Hill Orcs of the North organize their communities in Warrens.  Orc warrens are tunnels and caverns either naturally formed or dug out of the ground in permanent mines.  Once a warren is established it will slowly expand and grow over the lifetime of the clan settled there.  The warren will remain until the Orcs dwelling within it suffer significant enough casualties to force them to move elsewhere, usually this means a loss of at least 80 to 100 members.

Individual tribes of Orcs are independent and suspicious of other tribes.  Despite being organized into a militaristic society where the strongest rule the weak, Orcs do not cooperate well together and Orc troops from two different tribes are just as likely to fall into fighting among themselves than to attack a common enemy.

Hill Orcs are most often encountered within 30 to 40 miles of their warren.  Human magic-users of an evil nature have been known to manipulate the chieftain of a particular tribe in order to gain the service of its clan as mercenary fodder.  Fortunately the Orcs inability to cooperate with other tribes limits the practical application of this to a single group at any given time.

An Orc chief is always a warrior in his or her prime with the maximum possible hit points for the creature (10 hp).  Orcs regularly squabble over who is strongest and changes in leadership are shockingly frequent to outsiders.  At any give point the clan has a 40% chance of having a new Chief, making control of a tribe through its leader even more complex.  If the clan is in possession of any magical weapons, armor or shields the clan Chieftain will -always- be wearing and using as many of these as possible.

Orcs can learn priestly magic but never beyond the first level.  First level Orc priests worship a shrine to whatever Chaos god the tribe traditionally follows.  In a large warren of 100 or more Orcs there may be up to a dozen such priests.  With only a single clerical spell each these will focus more on spells meant to hinder an enemy than healing spells, which can be gained later after the fighting is over to heal any important Orc survivors.  Any Orc cleric will have on hand one of the following spells (roll 1d4 to determine) 1. Command 2. Protection from Good 3. Fear, Cause Light Wounds.  Orc priests usually stay behind in the Warren and are used to protect the Warren, the Throne Room and the Treasury.

Both male and female Hill orcs fight as warriors and telling the two apart can be difficult, except for another Hill Orc.  Hill Orc females who have recently given birth to an infant, called a runt, will stay in the Warren and take care of the young for up to six months before returning to their usual duties.  Six month old runts are called pups.  Pups are responsible for simple work inside of the Warren until they reach the age of 18 months, when they are considered a young adult, ready to fight with the rest of the tribe.  The short period required from birth to fighting as an adult is largely responsible for Hill Orc tribes being able to replenish their numbers after only a few years, even after great disasters befall the clan.

The Bonesplitter Orcs are currently led by their Chieftain Nozkar Ironhand.  Nozkar wears scale mail armor and carries a Northman round shield, reducing his AC to a 5.  On his right hand he wears an impressive plate mail gauntlet, which he found partially buried and forgotten within the mine.  This item was made by the dwarves and it is slightly magical in that it provides a +1 bonus to attack rolls and damage rolls against orcs and goblins and such creatures.  This bonus has served Nozkar well since it has given him a decided edge in maintaining his hold over the orcs in his own tribe.  Hanging from his belt is a Light Pick, another relic from the mine which is not magical but which he can swing for a +1 bonus to melee attack and damage rolls because of his Strength score, which is 15.

There are 125 orc warriors within the Bonesplitter warren.  This does not count pups, mothers raising their pups or any injured or elderly Orcs (which are rare) dwelling in the mine.  

The Bonesplitter Orcs are served by ten priests of the Rag Man, a strange Chaos God who seems more like a monstrous beast than an intelligent immortal.  The Rag Man occasionally stalks the cities of mortal men, hunting beggars and others who dwell in the back alleys and fringe of mortal society.  As usual the shrine set up to the Rag Man within the throne room of Nozkar Ironhand grants only a single first level clerical spell to each of the clan's ten priests.  The priests use their magic to protect the throne room and the attached treasure chamber and act as a sort of bodyguard for Nozkar.  Nozkar keeps on his belt the two magical potions which are part of the tribe's treasure horde.  These are a potion of fire resistance and a potion of human control.

The Orc's treasure chamber contains 1,240 copper, 1,450 silver, 2,940 gold all piled in a loose heap upon which Nozkar Ironhand sometimes enjoys taking a "treasure bath" which he feels enhances his good fortunes in difficult challenges or combats.

Nozkar does not trust his orcs to behave themselves and remain loyal should he leave the mine for more than a few hours.  He feels he must stay close to the treasure horde or one of his minions will make off with it, which is probably true.  Because of this large organized attacks by the tribe are unlikely because Nozkar will want to keep the bulk of his warriors close to the mine so that they can defend it from wandering Ogres or monsters or even attacks by humans.  Nozkar does sometimes dispatch a raiding party of his Orcs into the lands of the humans but their goals are mostly to capture cattle or sheep to bring back to the lair for feasting.  Nozkar is smart enough not to stir up the wrath of the human King, who he knows to be dangerous and well supplied with superior warriors compared to his own.  

6 (P19): Bachelor Griffon (Old Crooked Beak)

Up atop a tall outcrop of granite boulders is the nest of the bachelor griffin known as Old Crooked Beak.  Crooked Beak is something of a fixture along the Eastern border of the Kingdom of Ostvick.  He is old, having been known to nest in these parts for at least the last sixty years.  He griffon ranges back and forth and up and down along the length of the Warfang River, hunting deer and other native animals.  Like all griffons he has a fondness for horse flesh and will sometimes attack a wagon or lone rider along some trail or road.  In those instances he is more interested in flying off with a big chunk of the horse for a special treat than killing the rider although he won't hesitate to kill men when he gets close to them.

Old Crooked Beak
No. Enc.: 1
Alignment: Neutral
Movement 120' (40')
Fly 360' (120')
Armor Class: 5
Hit Dice: 7 (43 hp)
Attacks: 3 (2 claws, 1 bite)
Damage: 1d4/1d4/2d8
Save: F4
Morale: 8
Hoard Class: Limited
XP: 440

Griffons are merely beasts in my campaign world.  Crooked Beak has no treasure to speak of because men, dwarves and elves are not his usual food and if he did kill and eat one he would never carry it back to his nest because he would find the scent of one of his natural enemies offensive to have right where he sleeps.  Old Crooked Beak's nest is surrounded by heaps of animal bones and skulls at least a quarter of which are the bones and skulls of horses and cattle.

King Gudbrand is known to have a standing reward for anyone who brings the head of the griffon to the Huscarl in charge of the village of Bolgrad or any other large village, or to the main Warhold.  This reward stands at 300 gold, which is a handsome sum here in the North.  Despite this nobody has gone hunting for the griffon for ages and ages, mainly because of the size and horrible danger presented by such a creature.  That and the fact that it is known to lair somewhere up in the Ogresmarch which is one of the most dangerous wild places in the entire Kingdom.

7 (S2): The Willow Woman

This area of light woods is the lair of the Willow Woman.  This entity is a more or less benevolent or at least neutral being, sometimes sought after by the people of the village of Weedle, the village of Algridt or even folk from in and around Ostvick Warhold.  It is known that small offerings left at the foot of the trees in this area and prayed aloud over can sometimes gain an appearance of the Willow Woman who may offer up wise advice or recommend an herbal remedy for some ailment.

The Willow Woman is Hatheir the Dryad.  She has dwelt within this area of light woods for more than three hundred years and the simple villagers have come to regard her as something akin to a lesser immortal although she will deny this claim if asked.  In more recent times Hatheir has become less willing to appear to the villagers.  The region has become more dangerous and violent and so Hatheir has responded accordingly.  She never charms men or children who wander into her part of the woods but has, on rare occasions, charmed beautiful women to be her consorts, leading them into her tree never to be heard from again.

Hatheir the Dryad
No. Enc: 1
Alignment: Neutral
Movement: 120' (40')
Armor Class: 5
Hit Dice: 2 (14 hp)
Attacks: Charm
Damage: Spell Effect
Save: F4
Morale: 6
Hoard Class: XIX
XP: 29

Buried beneath the roots of her tree is the following treasure.  320 copper, 210 silver, 240 gold, 14 gems worth x2 = 50 gp, x6 = 40 gp, x3 = 20 gp, x2 = 10 gp and 1 = 100 gp.  Javelin of Lightning, Flask of Curses, Potion of Longevity.

8 (K1): Owl bear Lair

Therus Thord, the fifty year old farmer who lives alone at Thord Steading, spotted the beasts prowling around the Western border of his fields a few weeks ago.  Fortunately they have not yet decided to press their efforts to get past the old palisade wall surrounding the steading to come after Therus and his dogs and his flock of wool laden Northern sheep.  Therus has been to cautious to go investigating the true nature of the beasts.  All he knows is that they keep to where the stands of tree are thicker and shamble about like bears, but they are not bears.

Owl Bear (2)
No. Enc.: 2
Alignment: Neutral
Movement: 120' (40')
Armor Class: 5
Hit Dice: 5 (28 hp and 32 hp)
Attacks: 3 (2 claw and 1 bite)
Damage: 1d8/1d8/1d8
Save: F3
Morale: 9
Hoard Class: XX
XP: 350 xp each

The owl bears have but recently wandered up into this area.  They have loitered here because they are interested in Therus Thord's sheep (for eating).  Because they have not dwelt in this area for long they have not established a place where the treasures of their victims have gathered.  Owl Bears are barely intelligent beings and are not attracted to gold, gems or magic items on their own.  When they lair in a location for a long time, sometimes the belongings of those which have died in those area accumulate, scattered about the forest floor or cave where they dwell.

9 (J4) Ulf's Farm

This is the home of Ulf Frostblade, a farmer whose skills as a Fighter are somewhat renown among his neighbors.

Any heroes passing through the villages of Thorby, Hotoft or Bolgrad may hear rumors about Ulf Frostblade.  For years, Ulf was just one of the farmers who chose to live on his own isolated land, North of the Soddenride.  He was tall, powerful in build and handy in a fight.  Nobody really knows what inspired him to go searching around Grolbeak swamp but one afternoon, about three years past he walks right into the Yawning Giant Inn in the village of Hotoft and declares that he’s found himself a fortune.  He shows off a collection of valuable glowing gems, the sort which the elves used  as coins long, long ago and a magical elven blade, the likes of which had never been seen before around these parts.

“There’s more in there, I’m sure…much more.”

After that, not much was seen of Ulf although his neighbors reported him coming and going from the nearby swamp, that horrible stinking and dangerous place.  Back and forth he’d go and becoming more dark and secretive in his mannerisms all the time.

Finally, about six months after he’d announced his big find he vanished altogether.  Left his farm and all of his animals just like that.  Neighbors went through his place but only found a few of those elven gems and no sign of any greater treasure, no sign of Ulf or his elven sword.  People in these parts figure he stuck his big Northern nose into something he shouldn’t have and that was the end of him.

Nobody goes to the Grolbeak swamp if they can avoid it and most folk don’t have any reason to go there.  There’s no game, no fish, nothing worth anything in that stinking muddy pit of filth.
Sometimes sheep or cattle will get out and wind up there in the muck and farmers that track their beasts and find them trapped in the swamp just leave them there, cause it’s not worth going in after them.

It’s possible that a neighbor of Ulf’s, like old Therus Thord, might offer to hire the characters to go into the swamp to see if they could find out what happened to him.  It’s not all that big of a place after all.  Certainly someone should at least make an effort to go in and find the man.  The neighbor will offer to pay the characters 25 gold pieces per day for their efforts, up to a total of 100 gold.  This is a tidy sum to be offering and the neighbor will explain that the gold they are offering is part of what they received in trade for the elven gems, which are known to be fairly valuable, even magical.  You might have the neighbor go along and maintain a base camp for the party at the edge of the swamp, up on one of the surrounding cliffs where they can watch their progress, and make sure that they aren’t being ripped off.

Description:  Ulf's farm is a single humble cottage with a roof of thatch and a single chimney.  The walls are of daub and attached to one end of the cottage is an animal shed of a size which might fit a few pigs, sheep and perhaps a cow or horse.  The fields surrounding the farm are modest and becoming overrun with weeds.  The remaining interior of Ulf's house is spartan, unusually spartan, for after his disappearance his neighbors came over to haul away what furniture, tools and goods seemed valuable.  Ulf's farm animals too have been collected by his neighbors.  Mounted on a rack fixed into the stones of the fireplace is an old Northman style broadsword.  This weapon is well made but is not magical.  It belonged to Ulf's Father and the neighbors felt it might anger Ulf's ghost or the ghost of his ancestors if they removed it.  It has been left here, awaiting a time when Ulf's remains can be found so that it might be buried with him.

10 (L10): Huge Bald Faced Hornet Nest

Half concealed inside of a large fallen and rotted tree is a huge bald faced hornet nest.  The nest won't disturb you unless you wander close.  Characters randomly traveling through this mile of mostly tall grass and wild flowers have a 40% chance of walking near enough to the fallen giant tree to spot it.

Hunters and a few villages have been badly stung over the last couple of years and just two months ago a child died from being stung so badly.  The Huscarl in charge of the village of Gallowsthorn has posted a notice and is offering 25 gold pieces to anyone willing to go out into the field to destroy the nest.  Pieces of the destroyed nest (without hornets) are required to be turned in to collect the bounty.

Insect Swarm (Bald Hornets)
No. Enc: 1 swarm
Alignment: Neutral
Movement: Fly 60'  (20')
Armor Class: 7
Hit Dice: 4 (23 HP)
Attacks: 1
Damage: 2 Hit Points (Stinging)
Save: 0 level Human
Morale: 11
Hoard Class: None
XP: 135 xp.

11. (H19) Keetha the Ranger

Keetha has her semi-permanent camp in this location, hidden away with some trees near the Warfang River.  Keetha is an introvert.  She enjoys her time alone, hunting or fishing up and down along shore of the river and the woods nearby.  Occasionally farmers from the nearby villages will seek her out for aid in tracking down dangerous beasts.  She tries to aid the villages when she can but she will not agree to a mission which seems foolhardy.

Keetha the Ranger (6th Level)
Half - Elf

Strength  14  +1
Dexterity 16 -2 AC +2 Missile +1 Initiative
Constitution 13 +1 HP
Intelligence 10
Wisdom 15 +1 Saves
Charisma 11

HPs 34
AC 5 Studded Leather Armor with -2 AC adjustment for Dex

Sword, Bastard 1d8/2d4
Longbow with 20 arrows in quiver 1d8
Daggers x2 1d4

60' Infravision, Detect Secret Doors 1-2 on 1d6, +4 save vs. ghouls

Languages: Neutral, Common, Elvish, Gnoll, Hobgoblin and Orc

+1 damage vs. goblinoids and giants
Surprised 1 on 1d6
Tracking

12 (H15) Lantha's Steading

A steading is a small fortified collection of cottages, perhaps a barn and a few animal pens contained within a protective wall.  The wall can be anything from a low stone wall, just four feet tall to rail and picket style protective fencing where the pickets are crossed poles set into turf with sharpened ends to discourage charges by mounted creatures to full scale wooden palisades.

Lantha's Steading is like most of the other farm steadings in the Kingdom of Ostvick accept that this is a community of the Halfling folk.

Halfling folk are more rare to the North of the Goblinspite mountains but their kind are not completely unknown.  When they are encountered in these colder and often less kind landscapes they are usually found together where they can watch after and protect their kin.

Because it is a steading of the Halfling folk, white it maintains roughly the same physical size and perimeter as any other such community it has a greater concentration of buildings, each small two or even three story house piled very nearly one on top of the other.  All of the structures are built around a central square which doubles as a little market during the warmer months. 

Where perhaps twenty to thirty men might live in a steading the Halflings have nearly a hundred souls dwelling here.  The extra labor has allowed them to construct a very strong wooden palisade, reinforced in some spots with stone walls and perimeter watch towers.  At least a dozen Halflings well armed with slings or bows stand watch around the wall and towers, day or night, making it one of the most well protected and indeed one of the safest steadings in Ostvick.

Like the other steadings the Halflings venture out into verdant and abundant surrounding farm fields and pastures during the daylight hours, returning for the most part behind the safety of their walls at twilight.  As a rule, an hour after sunset the gates into the steading are barred and no one is allowed in from the outside until the morning.

Men can pass the gate provided they secure their weapons at a small stone block house next to it.  The block house serves as a lock up for any drunken rowdy types or trouble makers.  Patrols of the King's Sworn Men are allowed into the steading fully armed as the community considers itself to be loyal subjects of the King of Ostvick and not prone to stirring up trouble.

Halflings, Gnomes, Dwarves, Elves and Half-Elves can all receive an easier welcome in Lantha's Steading than they might receive in some of the other communities.  Ostvick is primarily and largely a human Kingdom and the members of the other races tend to be uncommon within its borders.

Because it is more of a small Halfling village, Lantha's Steading has its own Halfling Pub - The Rook and Archer, where good drinks, better food and friendly company can almost always be found.  The owner of the Rook and Archer, Tubsin Burrowfoot keeps a room built for man sized folk as the second story of his own small house right up against the back side of the pub.  The room is reached up its own stair and has its own narrow but comfortable and sheltered porch for sitting and smoking a pipe of an evening.



Friday, April 26, 2019

Module Writing

Over the last month or so I've invested more time in trying to design your classic style module and encounter adventures than I think I've ever done before.

The process has been fun.  A little grueling at times.  When you are working on describing the contents of the second chest out of four chests and six barrels in the fourteenth room in a thirty some room module there are moments when you just have to take a break.  There are other moments where you've already taken as many breaks as you care to take for that day and you have to push on through.

At some point in the process though the vision you had for the thing finally begins to fall into place and you begin to find ways to add additional layers or twists and turns to the story contained within the module that you hadn't thought of before.

Finally there comes a point where most of the thing is written, at least in a first pass, rough draft version and you push yourself back from your desk and think...hey, that might turn out to be a really cool adventure when its all edited and polished and finished up.

So the work hasn't come to an end yet.  Not by a long shot but the couple of projects have moved through the general outline, vision in my head to something real stage and I have to say that is where things start to get more fun for me.

When I can finally print out a couple of maps, the forty some pages of text I've written for the module and put it all into a three ring binder and think...ok.  The adventure now exists.  There is a physical copy of it existing in the real world and not just in my notes or in my brain.

That is a really good feeling.

I pushed hard to get all that accomplished by today, finishing mostly what I wanted to accomplish a day early.  I am giving myself the night off from serious cartography or drawing or writing to just drink some tea and chill. 

This weekend, depending on what comes up in the land of clients wanting maps done and working on my own projects I hope to break from writing to work on my next 20x20 map and fill out more of the encounters to post up from the latest one.

All in all it has been a pretty good day.

Ed

Thursday, April 25, 2019

Warholds Map A - Upper Details


I've been wanting to share some of the details off of these maps for a long time.  This is one section of my Warholds regional map - Map A.  Map A is one map in a nine map set which put together forms a three by three map grid. 

Ostvick Warhold

Ostvick Warhold, sometimes referred to as the Kingdom of Ostvick stands precariously and perhaps defiantly at the center of the nine Warholds of the Northmen.  Presently it is ruled by Gudbrand the Cruel, a seasoned chieftain who has successfully held the reins of power over Ostvick for the last thirty one years.  Gudbrand's wife, Queen Fiora, died when she drank a goblet of poisoned mead, most likely intended for Gudbrand.  During her life Fiora gave Gudbrand three children, one son and two daughters.  His son was killed at the Battle of Gudbrand fields where the King and his small army of Sworn Men turned the tables on the young and brash Chieftain Sigurd who rules over Hraedir Warhold which crouches on the Western border.  Gudbrand vanquished Sigurd, who managed to escape with his bodyguard but lost his only male heir.  Gudbrand's eldest daughter still lives.  She is now in her middle twenties and is married to the son of the Grand Duke of the Duchy of Rorgin, one of the so-called civilized Kingdoms of the South.  She left six years ago to join your husband and secure the trade and military alliance between the Warholds, especially Ostvick and the Duchy.  Gudbrand sometimes communicates back and forth with her in letters but has not seen her in all that time.  Gudbrand's youngest daughter Elisa is only sixteen.  She lives under the care and protection of her Father and a personal bodyguard at the main Warhold.

The Neighboring Warholds

The Warfang River acts as the Eastern border between the Kingdom of Ostvick and Morgwen Warhold to the East.  Further to the South the most remote corner of the wilderness included in King Gudbrand's claimed territory just reaches the most Northwest corner of Skyerga Warhold.

The Kingdom of Morgwen (Morgwen Warhold) is ruled by King Halfdan the Old.  Halfdan is the son of a Northern hero of questionable alignment, having built a reputation as a slaver and coastal raider, independent of the rule of any of the Warholds.  Halfdan's Father's name was Ringerik.  Ringerik married Shalash'nashum, who was the daughter of Vorger Iceheart, a Trollborn who is the scion of one of the great heroes of the legends of the North, cursed to mutate and become ever more monstrous with age.  Vorger Iceheart is a dark legend in the lands of the North.  He and his followers captured and conquered the strange Black City at the most remote edges of the howling snowfields of The Wintersmark.  There, beneath the obsidian buildings and streets of the Black City, the ancient goddess Aglaeca, the Mother of All Monsters, is said to be imprisoned deep within the bowls of the ancient volcano upon whose upper crater wall the city is constructed.

Halfdan the Old captured Morgwen Warhold almost forty years ago, wresting it out of the hands of the Angantyr the Berserker.  Angantyr was one of the last surviving Chieftains in the North who could trace his lineage back directly to The Necromaster of the now fallen Kingdom of Asmorgar, which once covered all of the lands currently claimed by Ostvick Warhold and Hraedir Warhold.  Like all of his family, Angantyr the Berserker was utterly ruthless and rumored to possess some small fraction of the necromantic power of his great, great, grand-sire.

When Halfdan, in those days sometimes called Halfdan the Lesser, attacked and surprisingly, almost shockingly secured the Warhold and killed the giant warrior and chieftain Angantyr in personal combat, his neighbors were pleased with the change in government.

This was forty years ago and in all that time Halfdan the Old has managed to secure and slowly expand the territory of his Warhold further into the wilderness country on the Eastern border of his kingdom, opposite his border along the Warfang River with Ostvick.

Gudbrand the Cruel and Halfdan the Old are uneasy but peaceful neighbors at present.  The bridge crossing the Warfang between the two Kingdoms is always under careful guard by both Kings.  Gudbrand eyes Halfdan with care and there are rumors that Halfdan the Old has been behind a string of evil intrigues hatched within Ostvick Warhold over the years.  Halfdan the Old and Queen Gerrid, who rules over Skyerga Warhold on Halfdan's Southern border have been at odds and actively engaging in raids and on and off war against one another for twenty years. 

  Queen Gerrid is rules over Skyerga Warhold, a smaller but fiercely independent land which shares a border with Morgwen Warhold and whose Kingdom's lands just meet with the most South Western lands of Ostvick Warhold.

Queen Gerrid is currently the only female chieftain of all the nine Warholds.  Not only is she a talented warrior in her own right, and a brilliant strategist, she is also the high priestess of the Cult of the Ragged Cloak Druids.  The Ragged Cloak Druids claim to be the oldest order of Druids in the world and say that their ancient rites and traditions were the original old religion of men when they first ventured into these lands a thousand years ago, or more.

Gerrid is also gifted with The Sight, an ability to glimpse future events before they unfold.  Gerrid has long been a close and dependable ally of King Gudbrand.  Her council has protected the Kingdom of Ostvick on at least a half dozen occasions where vile intrigues and plots were thwarted which might have toppled Gudbrand from his throne.  Gerrid believes that Halfdan the Old is actually a puppet ruler working as an agent of Vorger Iceheart, the fearful, tremendously evil ruler of The Black City.  She has warned Gudbrand and others not to trust Halfdan because of what she has seen in her visions.  Halfdan the Old has made several attempts to invade Gerrid's lands but Gerrid has always managed to thwart his efforts, in large part because of the strength of the Ragged Cloaked Druids, who are known to be shape-shifters.

Queen Gerrid looks to be a middle-aged woman of perhaps fifty.  She has a noble bearing and is calm and wise.  In reality she is older even than Halfdan the Old, who is now sixty two winters old.  Gerrid has ruled over Skyerga Warhold for approximately eighty years, give or take a few years.  There are whispers that her unusually slow aging has to do with her magic, and also that perhaps she has some faerie or elvish blood flowing in her veins.  If this last rumor were true, she would be the very last ruler of elvish blood enthroned over any kingdom, anywhere in the entire world.

The Sodden Ride

The Sodden Ride is the major arterial road which crosses the Kingdom of Ostvick starting in the West just within the Widow's Hills and near the site of the battle of Gudbrand Fields and all the way across Ostvick, and across the Warfang river to the Morgwen Warhold town of Soddenford.

It is a lonely, partially sunken road of dirt and gravel (and often mud) which makes for a passable road in the Summer months but which is either a soggy, muddy, frustrating route during the short months of Spring and Fall or a snow covered, frozen and barely visible rut during the long Northern Winters.

Here and there along the road, especially large trees of Oak are sometimes used as semi-permanent gibbets where the bodies of bandits are hung on display.  After the Battle of Gudbrand Fields, King Gudbrand made it a point to pile all fifty four slain Sworn Warriors of his defeated enemy, King Sigurd Snake In Eye onto wagons and haul them along the entire length of The Sodden Ride, stopping at regular intervals to hang up on gibbets the bodies of the slain so that they could be picked at by carrion birds.  Refusing to provide traditional cremations and burials for the slain warriors of his enemy was a bold move which caused a sink in the King's popularity.  Given that Sigurd was attempting to sneak into the Kingdom through a back route rather than arranging for a formal battle and that King Gudbrand's only son and heir had been killed in the fighting probably saved the King's reputation from being completely soiled but still, four years later there is still secretive grumbling about the affair.  It has not helped matters that Gudbrand has refused to take down the now skeletal remains, some of which still hang, partially intact from where they were strung up.

Banditry is rare in the Kingdom of Ostvick, partially due to the severity of punishments within the Kingdom.

Beneath many of these gallows trees a native herb called Gallow's Thorn grows.  Gallow's Thorn seems oddly attracted to battlefields and execution yards and its uses within Alchemy and Herbalism have a dark and sinister reputation about them.

The Old Wood

The Old Wood is not one of the great and ancient forests of the Northern region.  It covers an area of perhaps only fifty miles if every square mile of this deep woodland were marked and added together.

Yet...and yet, there is something eldritch and wizened about the dark trees which make up most of this woods.  If it ever had another name, that title has vanished from the memories of the men living within Ostvick.  It is possible that the elves had a name for the place once, oh ever so long and a long ago.  Today it is only called the old wood, necessarily THE old wood. 

Three human steadings exist within the woods, stretched out along a thin whisper of a trail which departs the Sodden Ride a few miles before it reaches East Bridge and crosses The Warfang River into Morgwen.  These farm communities dwell together within wooden palisade walls and only venture forth beyond the walls of their steadings to work their fields and take their cattle to pasture during the warm safety which daylight affords.

The folk of the farm steadings within the woods are described as backwards and queer, suspicious of outsiders, even dangerous at times.  For the most part they keep to themselves, only venturing down their trail a few times a year to take goods or cattle for sale and trade to places like the village of Hotoft or the largest human village in this part of the Kingdom, the Village of Bolgrad.

Some say that the farmers dwelling within the shadows cast by the old woods are wick.  The term wick in this case implies that while they make offerings to the immortals which every proper Northman revers that they also make secret offerings and prayers to the Hags.  The Hags are an ancient power in the lands of the North.  They are an older power than the Druids of the Henge and are at least equally as old and possibly older still than the order of the Ragged Cloak Druids.  The Hags have a human female aspect to them but they are tremendous in size and cannot possibly be descended of purely human stock.  The Hags are considered by most to be malevolent and cruel.  While worship of the Hags is not strictly illegal it is a practice heavily frowned upon by most of the Northmen dwelling in this part of the world.

It is said that along with making offerings to the Hags that the wick open their homes to the Corby, the wandering, strange hermits with magical powers who act almost like priests for the Hags.  The Corby are few in number but feared.  They do not travel within the borders of Queen Gerrid's land for the shape shifting werewolves, wereboar and werebears of the Ragged Cloak Druids will hunt and kill them, if possible, whenever and wherever they find them.  The Corby stick to the wilderness or occasionally wander into a small steading or village on some errand for the Hags.  They sometimes travel within the lands of the Kingdom of Ostvick and the Kingdom of Hraedir but they are also seen in the lands of Morgwen Warhold and perhaps in these times are more numerous in that Kingdom than in other places.

A hundred years ago there used to be an active grove of the Druids of the Henge, a splinter faction of the old religion of the Druids located somewhere in the Old Woods.  This grove was once the primary grove of Druids within the Kingdom of Ostvick and once every few years the old Kings of Ostvick would bring the Druids a human to be sacrificed on the solstice to insure good crops in the coming years.  The old grove was attacked and destroyed quite suddenly and viciously by one faction or another, some say it was the King's Father behind the attack others say it was the Ragged Cloak Druids.  Most of the thirteen members of that grove were killed but three survived.  One, a woman, wanders the mist shrouded hill country of the Ravenfeud which begins just a few miles to the Northwest of the Old Forest.  The old master of the grove is said to sometimes appear within Ostvick, Hraedir and Morgwen and his appearance is always a foreshadowing of some dark matter.  The third and last Druid who survived from the old grove is said to still dwell somewhere beneath the dark trees of the Old Woods. 

Very few outsiders step onto the trail which leads up into the Old Woods.  No one has gone looking for the Druids of the Henge or their secret grove for at least the last seventy years. 

For the most part King Gudbrand keeps his Sworn Men out of the Old Woods and allows the small human communities there to take care of their own affairs.  Lately however, there have been rumors that some new and creeping and a horrible evil has been rising within the Old Woods.  It may be that the King sends forth a group of heroes to investigate what has been happening there, since the Old Woods sits well within the boundary of his lands.

Wrap Up:  Well that's it for this blog entry.  Later in the week I may expand further on this map section and the different encounters and sites contained therein.

Happy gaming, your friend in adventuring,
Ed

Monday, April 22, 2019

Asmorgar Barrow

Asmorgar was an ancient Kingdom within the lands of the North.  Two hundred years ago most of the land which is now Ostvick and Hraedir Warholds were united under the evil Necromaster of the Kingdom of Asmorgar.

The Necromaster was a foreign sorcerer who migrated into the lands of the North from the distant Empire, the Necrogarchy of Leng.  Likely he was displaced during the Nightshade War which wrought wholesale death and destruction throughout the Kingdoms of the South.

The Necromaster had dozens of powerful servants, some embraced by the evil of his vile sorcery, some not.  Most of these were buried in scattered barrows constructed by servants or slaves at locations close to where they fell, slain by the loyal warriors of the true Kings of the North.

The Kingdom of Asmorgar is no more but its crumbled ruins and isolated barrows still exist within the central Warholds of the North.  More often than not these barrows still contain artifacts belonging to their occupants, be they deceased or otherwise.  Many of the native folk dwelling in the North will avoid these places when they find them.  Any treasures awaiting inside are widely thought to be cursed.

1.  The narrow entrance into this barrow is filled with cobwebs and remains partially obstructed by wild brush and tumbled debris.  Slabs of gray stone have been placed to create six steep steps which descend at an abrupt angle down into the barrow.  During the day, sunlight only penetrates into the barrow to the top of the fourth step.  All of the rest of the interior of the barrow is utterly dark.  Torches and natural sources of light only provide half of the usual illumination inside of the barrow and candles will sputter and gutter out completely shortly after being lit.  The magic of the barrow makes striking light to a torch difficult within its structure.  Generally, normal torches must be lit outside of the barrow and carried inside.  Magical light is actively suppressed by the evil nature and age of the barrow.  Characters who cast a light spell will suffer 1 point of non-lethal exhaustion damage every ten minute turn they remain within the barrow.

Important Referee Note:  It should be pointed out that area 4 has been mostly blocked off from view by the wight which dwells in this barrow.  At 4a a heavy stone slab weighing seventy pounds has been slid over to mostly block the very narrow, two foot wide entrance into room 4.  Room 4 is where the Wight keeps watch on its barrow and treasures and it is where it has dragged and fed upon the few unfortunate individuals who have wandered into the place over the years.  Consider room 4 a secret room and the slab covering its entrance a secret door.  It should be pointed out ONLY if the player characters search area 3 for secret doors or are lucky enough to roll an automatic detection if they have a dwarf or elf in their party.  The wight will remain hidden in area 4 and will wait until the party explores as far as area 6, 7 or 8 before it rolls aside the slab and moves to attack the party from the rear. 

2.  This is the entry tunnel into the barrow.  It is roughly eight to ten feet wide and thirty feet long.  The tunnel continues to slope down from the base of the stairs to where it enters area 3.  At that point the slope flattens out and the remainder of the interior of the barrow is at the same depth, roughly fifteen feet below the surface of the slight mound above.  The floor of the barrow is hard and flat, mostly crushed gravel and small pieces of debris.  If a character declares that they are searching the floor and they are not specifically searching an urn, pot, bag or other object they have a one in ten chance of finding a loose piece of gold.  Up to forty three loose and scattered pieces of gold can be recovered from the floor of the barrow if the characters decide to carefully search but it may take them hours and hours to uncover every piece.  The air within the barrow is very cool, immediately ten degrees colder than whatever the temperature is outside.

3.  The barrow opens slightly into a chamber to the left at this location and widens into a twenty foot wide tunnel curving to the South and extending forty feet before arriving at a crossing of passages.  The roof of the barrow here is uneven and cracked by thick brown green roots belonging to the large tree which has grown into the top of the mound above.  Harmless pill bugs about the size of a man's thumb, creeping earth worms and centipedes about the size of a little finger crawl and scuttle around within the roots and cracks of the stone overhead and throughout the barrow.

This location contains a dirt and dust coated large sack which is utterly rotted into nothing but a bare rag of its former self.  A half dozen human skulls contained within the sack spill out onto the floor of the barrow.  Next to the sack are three large clay pots about two feet tall and roughly ten inches in diameter.  The tops of the pots are covered with a clay lid.  Each pot is painted with semi abstract patterns of mounted warriors riding into battle, a common theme in objects coming from the age of the Kingdom of Asmorgar.  One pot contains a tangled horde of old and mostly rusted out weapons, swords mostly and none of any real value.  One pot contains ancient grains of barley but only down about half of its volume.  The lower half of the pot is filled with gold coins, 240 gold pieces can be found if the pot is carefully searched.  The last pot contains a trap.  Within this pot is an alchemical substance which when exposed to oxygen abruptly will burst into fire, this fire will cause another substance in the jar to explode violently sending shards of fired clay and fragments of lead pellets contained in the jar throughout the chamber.  The explosion of the pot has a 20% chance of causing debris from the ceiling to rain down.  Even if this occurs the roof and walls of the barrow will remain solidly in place.  The exploding pot trap will inflict 2d4 damage to anyone standing in area 2 or 3.  A successful saving throw will half the damage taken.

4.  This is the hiding place of the Wight.  This chamber's floor is covered with scattered bones from men, a few dwarves and a variety of different animals which the Wight has managed to catch after dark straying to close to is tomb.  If the player characters are foolish enough to enter the barrow after dark, the Wight will be able to pursuit them up to one hundred yards away from its barrow without suffering an penalties or negative effects.  If the Wight manages to slay or drain a party member it will drag the corpse back to this location where it will consume it.  Characters drained of all levels by this form of wight will raise up as Shadows under the control of the Wight within five days of their death.  The Shadows within the barrow are not able to exit the barrow at any time being trapped within and forced to guard the treasures in area 9.  No Shadows hide in area 4.  There are two hiding in area 6 and three more hiding in area 9.  When either of the groups of Shadows in the barrow are discovered and engaged in combat the other group will emerge and attack the party from behind.  The Wight prefers to attack intruders into its barrow after the Shadows have been used to weaken them, it cares little whether or not the Shadows are destroyed, knowing it can always make more.

Asmorgar Barrow Wight
Frequency: Uncommon
No. Appearing: Usually 1, Sometimes 1d6+1
Armor Class: 5 (15)
Affected only by silver or magical weapons and spells.
Move: 12"
Hit Dice: 4+3 (28 Hp)
No. Attacks: 1
Damage Attack: 1d4 plus saving throw or lose 1 level and all associated hit points and abilities.
Intelligence: Average (Cunning)
Alignment: Chaotic Evil
Size: M
Psionics: Nil
Experience Value: 450 xp

5.  There is a single sconce for holding a torch just to the left of where area 2 enters area 3.  A torch placed into that sconce can just illuminate to this location within the barrow.  Here there is a narrow, two foot wide opening to the West into area 6 which contains more clay urns and an impressive helmet for a great chieftain or warlord which has the skull of an elk fashioned in blue steel into the top of the helm and which has a rack of great spreading antlers protruding from their side.  To the East a longer two foot wide tunnel curves to the South East before entering area 9.  Past the juncture of the West and East openings there is a twenty foot deep by fifteen foot wide alcove at the end of the tunnel.  The floor of this alcove is covered with a scattering of silver and gold coins, as if someone holding them had stumbled and spilled them across the floor of the barrow in this area.  Note:  In total there are 58 silver coins and 43 gold coins and it would take roughly a full turn or 10 minutes to search the floor of area 7 to find them all.

The air here is even cooler and the darkness seems even more intense and oppressive.  Even wearing winter clothing and holding a torch it is impossible to feel warm from this location forward into the barrow.

6.  Two shadows conceal themselves within the oppressive darkness of this chamber.  They will emerge and attack anyone who enters the chamber or who lingers for any time in area 7.

Asmorgar Shadow Servant
Frequency: Uncommon
Armor Class: 7 (13)
Asmorgar Shadow Servants take 1/2 damage from normal weapons and require silver or magical weapons or spells to affect normally.
No. Appearing: 1d10
Move: 12"
Hit Dice: 3+3 (18 hp each)
No. of Attacks: 1
Damage: 1d4+1 and drains 1 Strength
Intelligence: Low (Animal)
Alignment: Chaotic Evil
Size: M
Psionics: Nil
Experience Value: 300 xp each

Targets completely drained of strength fall limp and unable to move onto the floor of the barrow.  A target drained to a strength of 5 or lower can only move at 1/2 of their normal movement rate.  Drained targets which are still alive and left immobile within the barrow by fleeing companions will be dragged by the Wight into location 4 where they will be eaten alive.  Eaten characters rise as a Shadow under the control of the Wight within five days.  A character slain by this type of Shadow is dead and does not returns as a Shadow but there is a 25% penalty on all attempts to resurrect such a character.

This area contains one small clay urn, two medium sized clay urns and one large clay urn, along with the antlered helm.

The antlered helm is a cursed object from the evil Kingdom of Asmorgar.  While this impressive helm belonging to some ancient chieftain or captain of Asmorgar grants a magical +1 bonus to armor class and saving throws it causes any character wearing it to fall into a bloodthirsty rage any time they are dropped below half of their total hit points.  The character in this state of rage gains no advantages but will continue combat offering no surrender and no quarter to any opponents who surrender or ask for mercy.  When combat is over the character must make a saving throw or turn and attack the nearest ally.  They may retry their saving throw at the end of each new combat round in order to shake off of the blood lust.  The helmet will not remove once it is put on because of its cursed nature.  The wide horns of the helm make it difficult to fight in close quarter locations more narrow than five feet wide.  The helm has a value of 1,000 gold pieces despite its cursed nature and an experience value of 1,000 xp.

The small clay urn contains silver coins.  It contains a total of 430 silver.

The large clay urn contains oil.  If the trapped medium sized clay urn next to it is opened and explodes the explosion will also break open and set alight all of the oil in this large container.  This combined effect will engulf the entire area 6 and area 7 in a fireball of exploding materials.

The medium urn next to the large urn is trapped.  It contains a similar substance to the trapped clay pot in area 3.  If exposed to the air of the barrow the contents will explode inflicting 2d4 damage to anyone who fails a saving throw in area 6.  If the large container of oil is still next to this pot when it explodes change the effect to a 4d4 explosion of burning oil and flying shards of clay pot, coins and other debris which fills the entirety of area 6 and 7.  Note that the Shadows in area 6, if they are still alive must make their own saving throws in order to take half damage from this large explosion.

Characters who failed their saving throw will have their hearing impaired because of the confined explosion for 3d6 combat rounds or from 3 to 18 minutes.  During this time they can hear nothing but a loud and high pitched ringing noise in their ears.

Despite the large fireball explosion the stone structure of the roof and walls of the barrow remain solid and intact.

The last medium urn in this area contains more silver coins.  The pot contains 1,200 silver pieces.  All of the silver coins in this chamber turn into projectiles and are hurled throughout area 6 and 7 if the combined exploding pot and large pot of oil trap is triggered.

7.  This is a space similar to an alcove at the end of the main tunnel.  The floor here is covered with scattered silver and gold coins.  There are 58 silver and 43 gold coins here.  It will take an entire turn or 10 minutes to gather them all.  If characters loiter in area 7 searching for and picking up coins the Shadows in area 6 will emerge and attack first.  Once the party is engaged in combat, the third combat round after combat begins the three Shadows in area 9 will emerge and attempt to attack the party from the rear.

8.  This narrow tunnel leads to the large and main chamber of the barrow further in at location 9.  It curves slightly to the South as it continues.  Any characters standing here during the explosion from area 6 will be safe from any flame or flying debris, although they will be immediately attacked by the three Shadows hiding in area 9 the moment after the explosion occurs.

9.  This is a large over sized sarcophagus carved from black stone.  Handles of gold have been fixed to the ends and the sides.  Each handle is worth 20 gold pieces and there are six in total.  The sarcophagus was carved so that four braziers for lit coals rise up from the corners.  The sides of the sarcophagus are carved with grim faced mounted warriors in battle.  The top of the sarcophagus is carved with a skeletal figure of a warrior in mail armor and a helm with elk horns.  Leaning against the wall next to the sarcophagus is a round shield and a doubled edged battle axe.  Both appear to be in fine condition although coated in grime and dust.  A tattered banner hangs from a flag pole secured into the stone in one corner.  The banner is in tatters.  It depicts a stag horned helm in black on a field of faded crimson.

The axe is a +1 Battle Axe of Slaughter.  Any time this axe slays a living humanoid foe it feeds on the dying life force and shares one hit point of healing to whoever is wielding it.  It has a value of 1,000 gold pieces and is worth 750 xp.

The shield is a +1 Shield.  It is worth 2,500 gold pieces and has an experience value of 250 xp.

The sarcophagus is empty of any body, the lid can be removed merely by lifting it off.  It contains a gold arm ring typical of a Northern warrior of high ranking.  It is fashioned in the likeness of a snake and has gem decorations.  The arm ring has a value of 400 gold pieces.  Also within the sarcophagus is 230 gold pieces in loose coins.


Saturday, April 20, 2019

Quick Post - Being a good player at the game table.

In this post I'm not talking about being the person at the table that has memorized all the rules or maximized the powers of their character.

No, in this post I'm touching briefly on how to be a good guest.

Rule One - The character you are roleplaying is not a convenient excuse for you to say mean things or set up the character of a player you don't happen to like.  Sure, you should roleplay your character but remember that telling another player, even in character, that their ideas are stupid or that their character is worthless is just a very thinly, and poorly veiled verbal attack against another person who is a guest of the DM.

If you dislike the other players that much and you think you are such hot shit, do everyone a favor and find another group.  All you are doing is making an ass out of yourself and proving to everyone what a complete dick you are.

Rule Two - RSVP.  If you receive an invite for a game, even if its an invite back for the next installment of a current campaign take the ten seconds out of your day to email or text the DM back and confirm that you are going to make it.   Hand in hand with this rule is giving the DM as much notice as possible that you can't make it.  Avoid waiting until the day of the game or a few hours before game time to tell your DM that you are not going to be there.  The DM has poured hours of their life into organizing a fun social function.  They think enough of you as a friend to include you on the short list of people they are inviting to this event.  Probably they plan to drop some personal money on books, props or food and drinks.  Sure, life happens, but let the poor DM know if you have to bail on a game so they can plan for your absence.

If you decide the game isn't really for you, just tell the DM.  Be up front.  Don't drag everything out, agreeing to show up for the next game and then cancelling at the last minute over and over.  That sort of thing is just a dick move.  The game will survive without you but you'll make the DM's life a lot easier if he or she knows to start looking for a player who actually wants to be there.

Rule Three - Leave politics and other sensitive topics at the door.  The people gathered at the game are there to relax and laugh and have a fun time.  They don't need a player playing quiz master about their personal religious or political beliefs and then scoffing at their beliefs. 

Rule Four - Game night is not the night for you to hit on another player you happen to find attractive.  Probably the other player is already in a relationship and even if they are not they didn't come to game night to get your phone number.  The other players came to game night to relax.  They want to be themselves and not have to be on guard against some other person making suggestive comments or flirting with them.  Give people their space.  Respect them.

Rule Five - Help the DM out.  Offer to contribute to the snacks or drinks on game night. Don't just blast out the door ten minutes after the game is over.  Stick around for fifteen minutes and thank the DM and everyone else for hanging out.  Help clean the place up. 

Rule Six - Don't cheat.  If your a player you should trust that your DM is going to try to help you have a good time.  If you roll a seven then just say you rolled a seven.  Don't try to bullshit your roll and claim it was a seventeen.  You would be surprised how quickly DM's and other players will spot your cheating behavior and all it will do is make them think about what an insecure, poor sport you are.  If you are cheating on rolls and your DM is anything like me, you will probably find yourself no longer invited back to games.

Friday, April 19, 2019

Sandbox Campaigning and Here Be Dragons...


So you want to run this open world, sandbox campaign for your players.  You sit down and draw up your own map, flesh out the villages, create the NPC's, write thirty pages of notes and plot hooks that you want to run and maybe you even drop in a dungeon.

What happens when the player characters, or that ONE GUY in the player character group looks over your map and almost immediately starts taking the entire party in the direction of the border of the map.  Maybe its because he'd rather be doing pirate and island adventures and there is a coastal port in that direction.  Maybe its because he'd rather be tomb raiding in the desert empire of an ancient Stygia.  Maybe he's just that guy that can't be happy enjoying what you've bent over backwards creating for this thing we called "shared storytelling" which is core to the RPG hobby.

So what do you do?  How do you deal with this as the DM?

I read threads posing this question, especially from newer Dungeon Masters at least a half dozen times every year.  The usual answer is, "Hey, just make it up."

O.K.  That's fair, but if the Dungeon Master is the kind of guy that loves world building and he's sunk forty hours of work into starting up his new campaign I don't think he should have to put up with that kind of off the rails behavior.  Your DM probably sat down to create this sandbox because he or she DOESN'T want to make everything up willy nilly on the fly.  He wants a world to explore.  He wants there to be places which are not necessarily within the level grasp of the players to safely take on.  He wants some time to make something cool.

The bottom line here is that the DM wants to have fun too and for many of us, part of that fun is the whole campaign building exercise.

For every open sandbox campaign however there are going to be areas, probably vast areas, where all the DM has is a few very general ideas in their head about what is going to be there.  More like they have a county or a Kingdom or part of a Kingdom fairly fleshed out and would much more enjoy having the adventure happen in that area.

I would offer up two simple ways to solve this problem.

First.  Just talk to your players.  Have an open discussion with them about where you would like play to be limited to.  It can be, let's just limit play to within this area which is about the size of a modern county.  Its about 60 miles across West to East and 50 miles across North to South.  That is a 3,000 square mile area you can run around in to your heart's content.  Get some agreement from the players that this is plenty of area for adventuring for say, the next six months to a year of campaign time.

If you want to run this campaign as part of a larger world you can offer, hey in three or four months I can start breaking ground on the next area we want to explore.  How about when we reach game session six or eight we all sit down and decide what you'd rather be doing.  Want to go play pirates?  We can do that.  Want to explore desert tombs?  We can do that.  Want to recapture the lost Dwarven Kingdom?  Sure, we can do that.  Choose one of the new themes, maybe share where this might play out in the future campaign and then table it.

This will give you six months to crib up notes and draw some new maps and work out the ground work of the next part of your sandbox campaign.

Second.  Sometimes having an up front talk with your players is only going to go so far.  If you are the DM that has that friend, who you love having in your group, but they are problematic in that they always run the campaign off the rails, you are going to need a second solution.

For this second solution I offer up the ages old cartography concept of "Here Be Dragons."

"Here Be Dragons" means that if your players, after laying down the ground rules, decide to run their happy shenanigan loving asses right off the edge of your sandbox, that there will be consequences.

In my campaign I try to build in some large areas of wilderness between the disparate Kingdoms or settled areas.  Sure, there may be a border drawn on a map where the Kingdom ends at the Lazy River but the real Kingdom, the settled area of the Kingdom or at least the area of the sandbox comes to an end a good twenty miles short of the Lazy River.  If the characters head all the way to the Lazy River they are entering "the deep wilderness" where "Here Be Dragons" applies.

"Here Be Dragons" means that some of the big bads, like Dragons, hunt and dwell in the deep wilderness, way past the edge of where people typically travel.  Now its true that in the campaign world that well guarded caravans might make it down the road into the next kingdom in one piece but that is only reasonable to make the lore of the campaign world work.

When the DM has labored to produce a nice sandbox environment, "Here Be Dragons" means that if you take the party off the rails, the DM reserves the option of having you run smack into an adult or even an ancient dragon that is off hunting in the deep wilderness between inhabited areas.  The dragon can be a metaphor for anything you want.  They can get themselves attacked by an entire tribe of Orcs or run smack into whatever horrible monster you like out of the Monster Manual.

"Here Be Dragons" doesn't necessarily mean you are all going to automatically die if you take the party off the rails in your DM's carefully built sandbox area but it makes it a significant possibility, and I think this is fair.  There should be some real penalties for taking the party into a part of the world the DM hasn't had time to properly build.  Marching into the deep wilderness is like taking your party into the ruined tower where you know that Lich lives, you know, the one which is easily five levels out of your league.

So, talk to your players.  Try to set down some ground rules.  You don't have to pretend to have the whole world finished if you don't want to.  Be honest with your players.  You've got that one Kingdom or part of that Kingdom written up with adventures and a dungeon or two and some encounters and that should be good enough.  As the DM you've done your part.  You've fulfilled your end of the bargain.  Its up to the players to uphold their end of the bargain and at least cooperate with you.  After all, the DM gets to have fun too.

Run the party into the deep wilderness towards the edge of the known sandbox and as long as you've been up front about it, I think you are totally justified to start rolling on some of the more dangerous wilderness or dungeon wandering monster charts and just see what the party gets.  After all, they are the one's that wanted to go marching off into the deep wilderness at level four.

Happy Gaming!
Ed