Showing posts with label Wilderness. Show all posts
Showing posts with label Wilderness. Show all posts

Wednesday, January 17, 2024

Lessons from the OSR – Part II: The Classic Modes of Old School Play

 In my first installment, I provided the reader with two keys to better understanding old school rules.  In the second key, I named what I consider to be the three, classic modes of play for these games: the Dungeon, the Wilderness, and the Domain.

While roleplaying games (RPGs) like (A)D&D are considered to be freeform in general, they do have some structure, and not just in the form of rules, but also these modes of play.

All of the old school (A)D&D rulesets describe the three modes in some fashion, but in my opinion, Moldvay/Cook’s Basic and Expert sets, as well as Frank Mentzer’s revisions and expansions of these, which adds Companion, Master, and Immortals sets (colloquially known as BECMI and later compiled in the Rules Cyclopedia,) probably did the best job at distilling them for the inexperienced newcomer.  I am aware the Original and Advanced games also do this, but they tend to not be as clear, in my opinion (but still worth reading.)

Even if the Basic/Expert+  rulesets are not your favorites, they make great reference points for not just the classic modes of play, but also for their general play procedures, which are outlined (also in simulacra like Old School Essentials.)  

I’ll cover each of the three game modes in depth in future installments, but for now I want to give them give them a basic overview for the reader.

 

The Dungeon

Thanks to modern media and video games, the concept of a fantasy dungeon is so well-known that I would be wasting words (and the reader’s time) describing it.

Therefore, it is better to describe what an old school dungeon is not.  A video game “dungeon,” with a semi-linear, haunted house-like structure and convenient exit right after a main boss battle (I’m looking at you, Skyrim,) is not really a proper dungeon in the old school sense.   Similarly, modern RPG adventures with relatively linear “dungeons” of a few rooms are not a good examples of these, either.  Lastly, a small location with few rooms and not much variety in monsters and situations is not an old school dungeon, (but it could be a lair.  See below.)

Old school dungeons (described in the Original game as the Underworld) are what are known today as megadungeons.  There is typically only one (at least at the beginning of a campaign,) and it is the main location where most adventures in the campaign are likely to take place.

The original dungeons, Blackmoor and Greyhawk, had that color-plus-noun nomenclature because they were considered variants on the freeform wargame campaign, Braunstein, which co-creator Dave Arneson was a player in.  Blackmoor’s dungeon existed under an active castle that dominates the player's home town, while Greyhawk existed under the ruins of a mad wizard’s castle some miles away from a city by the same name.  Of course, your old school dungeon could take any form and evocative name.  I named my Dungeon23 entry last year Temple of the Snake Cult, inspired by the Mountain of Power from the 1982 film Conan the Barbarian.

Castle Grayskull was already taken, unfortunately.

Given these details, and according to descriptions in the classic rulesets, an old school dungeon is typically (but not necessarily) an underground complex of sprawling rooms and passages.  These are mapped over one (or more!) pages of graph paper, which essentially forms a flow chart, as imagined by a mad genius (or mad wizard.)  It has a beginning entrance (and likely some hidden ones,) but not necessarily an end.  Each room or chamber may contain treasures (hidden or guarded,) monsters (with or without treasure,) traps, and basically anything the GM’s devious mind can imagine, but most will contain nothing more than some litter and the remains of unlucky adventurers.  Empty rooms are important too, as they provide pacing and spatial options for player (and monster) tactics.

In turn, each of these maps form individual, but connected levels of increasing difficulty that track roughly to the character’s level in sequential order.  Old school games tend to follow an organic, rather than absolute idea of balance; the deeper one goes, the tougher things tend to get.  To track the connections between each level, most of the classic rulesets recommend drawing a cross-section of the complex.

These maps are kept hidden from the players, and the GM has notes, or a “key” which detail the contents of each dungeon room.  The players make their own maps and notes as they explore the place with the aid of the GM’s verbal descriptions.


A rare peek at Gary Gygax running what is likely one of the OG dungeons (Greyhawk.)  Note how the map covers the whole of one page, while the key on the opposite page is made up of short, easy-to-reference notes.

It is worth noting that the dungeon is not a static location to be used once and thrown away (although you could do that, I guess.)  It is meant to be used multiple times and possibly with multiple play groups.  One group of players who "clear out" rooms may come back later (in game time) to find new, monstrous squatters, or evidence that other players have also been there.

Once characters have a) survived and b) become more powerful (generally at least 4th level) they can explore more difficult dungeon levels below, or decide to challenge the dangerous Wilderness.


The Wilderness

Today, this is typically known as a “hexcrawl” or “sandbox.”  Personally, I prefer the first term over the second, as I feel the term “sandbox” conflates both wilderness adventures and the campaign as a whole (a topic for a later time.)  It also evokes video game features that don’t necessarily apply to old school campaigns.  Specifically, a constrained world map with a narrative “main quest” and “side quests.”  This may confuse the newcomer, and could lead to frustration, disappointment, and even bitter, salty tears when campaign expectation doesn't meet reality at the table.  However, I grudgingly use the term because I acknowledge it is both recognizable and widely-used.   You win this time, internet!

So what is the wilderness?  Like a dungeon, it is a map on a page of hexed (or squared, or triangled, or whatever) paper with geographic terrain features and marked locations, including the main dungeon and home base settlement.  

A closeup of my Dungeon23 wilderness, the Northern Marklands.  The home base of Alkastra is on the middle right and the  main dungeon is to the west in hex 1614.  A location of interest (hex 1815) lies between them.

 

Like dungeons, each hex represents a distance (in miles; anywhere from about one to twelve, with five being the Original standard.)  The map is also kept hidden from players as they explore (and possibly become lost) making their own map along the way.  Unlike a dungeon, there are no passages or rooms, and the players can pretty much go anywhere.  There are also no levels per se, so the players can encounter practically anything on their adventures via random encounters.  This is why they should have some levels of power and a small, military force behind them, funded with that gold they found in the dungeon, of course.  Wilderness adventures are for leveled and wealthy Chads and Chaddettes; not the faint of heart or dungeon poors.


 

The wilderness adventure is in my opinion, among the least understood (and therefore the most mysterious and enticing) of the classic game modes.  The authors of Original game recommended using the board from the obscure game, Outdoor Survival.  While they describe using this map for “off-hand” wilderness adventures, they indicate that “Exploratory journeys, such as expeditions to find land suitable for a castle or in search of some legendary treasure are handled in an entirely different manner.” Unfortunately, they don’t really go into detail as to how they are different.  So it goes.  Various recreations of this map are available online.  Here's one by Rob Conley from the Bat in the Attic blog - a master of the wilderness sandbox concept.

According to anecdote, and perhaps gaming legend, the wilderness adventure came about when Dave Arneson’s players, distracted by dungeoneering (which was understandably the “new hotness,”) failed to participate in a scenario to defend the castle and town of Blackmoor from invaders.  As a result, the town was taken by the “baddies,” and the players were subsequently exiled into the wilds south of the main map, which was represented by the Outdoor Survival map.   It is my understanding that the players also built their own domains (see below) on this map.  Perhaps Gygax’s campaign did things differently, but lacking information, I’ve decided to err on the idea that wilderness adventures and the “exploratory journeys” indicated above are so similar as to be nearly indistinguishable in the practical sense.

The Cook/Marsh Expert set sheds some light on how to create one’s own wilderness map, with the additional example of the adventure module, X1 Isle of Dread (included in the Expert set.)  While the island bears little similarity to the example of the Outdoor Survival map, it covers the general ideas behind wilderness adventures, and it’s a great adventure module; because dinosaurs.

It is worth noting that one of (if not the first) company that made supporting products for D&D early on, Judges Guild led the way on the wilderness adventure concept early on with their Wilderlands series of products (sadly unavailable at the moment due to controversy.)  Among other things, the Wilderlands products included maps with numbered hexes for easier reference, and a key that included the features described in the Original game’s wilderness example.  It also had randomized system for creating ruins that the players could discover, which could range from some burnt embers, to an ancient (and possibly functional) space ship!

Going off of the Original wilderness example, combined with the examples of the Wilderlands, and the Expert set/Isle of Dread, we can conclude that wilderness hexcrawls tend to include the following:

 Settlements 

These can be safe havens or “home bases” of various sizes for the characters to rest and resupply (as they do before and after dungeon adventures.)  Alas, the Original game’s authors mention, but give little guidance on urban adventures, save for encounter tables, which to be fair, could become adventures unto themselves.  Therefore, I feel it is safe to say that urban adventures are a component of the wilderness game mode.

Judges Guild took a successful crack at the concept with their first product, the City State of the Invincible Overlord, which is a city within their first Wilderlands map, mapped and keyed in a dungeon-like manner.  

Mentzer’s Expert set fleshes out a home base (the town of Threshold) and includes some adventure ideas “in town,” but not much additional guidance on running these.

For my Dungeon23 home base, the City of Alkastra, I took a combined approach with some keyed entries and adventure ideas sprinkled within, along with an encounter table.

Monster Lairs

These are essentially mini-dungeons or set-piece battles (remember, wargamers) featuring one kind of monster’s home plus any associated pets or allies, along with treasure, the details of which tend to be under each monster’s entry.  The authors of the Expert set recommend creating some of these lairs in advance to have on hand (and I concur.)  It is easy to find free maps online these days to use for lairs.  

It is also worth noting that the Original and Advanced games feature a percentage chance for each monster to be found “in lair” but this is for random encounters and not lairs the GM has deliberately placed on their wilderness map.

Castles

These are the strongholds of high-level adventurers, their hirelings, henchmen, and/or pets.  They function as both examples of what the players could accomplish themselves, or individual little “Blackmoors” players could invade.  Why pay to build a castle when you could just capture one and refurbish it?  Easier said than done, though.  The players are in somebody else’s turf now, and they don't have the home field advantage!

In the Original rules, these castles can become the source of adventures themselves.  Fighters may duel players for their stuff, and both wizards and clerics may send the players quests to find stuff (typically via magical coercion.)

Ruins

These could be the “upper works” above dungeons, or remnants of places and even objects, if you go by the Judges Guild Wilderlands tables.  They may also end up being monster lairs onto themselves.

 

These features are really only a starting point.  Like dungeons, the contents of a wilderness hexcrawl are only limited by the GM’s imagination. Another tip:  those treasure maps you rolled in the dungeon treasure?  The wilderness map is where you can place them, providing an incentive for players to explore.

So what’s the point of wilderness adventures?  Like dungeons, the brutal (but lucrative) environment can prepare the characters for the next classic game mode: the Domain.


The Domain

So you’ve survived the dungeon, fielded a military force, battled your way through the wilds, and built (or captured) your very own castle.  What’s next?  Rulership!  Game of Thrones time, baby!

Dun, dun…Duh-duh-dun, dun…(c’mon, you know it!)

This is pretty much the end stage of the classic game, but it is worth noting that the original campaigns, being considered wargame variants, had features of this game mode from the beginning (see Blackmoor's wilderness anecdote above.)

At this point (about levels 9+, but really as early as they can afford to build strongholds,) characters enter a state of semi-retirement as play can slow down (in game time) to months and years, and the campaign takes on the character of a strategic wargame.  These settled adventurers may even become the patrons of new player characters, because clearing out a goblin lair is for Basic bitches.

In a nutshell, the character(s) clear an area (about 24-30 miles) of any monster lairs and other threats and build a castle or some other stronghold, like a wizard’s tower, fortified temple, craft beer hall, or whatever.  This causes settlers to flock to its safety (that wilderness is harsh, man!)  The happy or oppressed villagers (depending on the character’s alignment) then work the local resources and pay taxes to the character as their lord and liege.  The character in turn, needs to protect their new charges and domain from any new, encroaching monsters or other invading forces (which could include other players!)  Over time, and with many victories, a character could carve a vast kingdom of their own.

It’s almost as if the Original game's authors were fans of a certain literary character

The classic rulesets tend to cover a little more details, with costs for building the stronghold and hiring mercenary soldiers and professional staff, but little else.  I suspect that again, the authors of the Original game assumed the reader knew (and perhaps had rules for) handling such a wargame campaign.  Dave Arneson’s The First Fantasy Campaign (also by Judges Guild and also sadly unavailable,) does elucidate further on this game mode, including things only hinted at in the Original game, such as players having investments in the game world: trade, businesses, public works, and even tourism!

“…and here in this spot is where the Sir Deuces vanquished the Hobgoblin King Snarg and is said to have tea-bagged his corpse.” (AI image courtesy of Bing Image Creator)

In Mentzer’s Companion and Master sets (also the Rules Cyclopedia,) the author includes systems for this mode of play, including a mass combat and sieges, and expands the endgame further into potential apotheosis (“immortality”,) which goes beyond the scope of the Original game (and that Immortals set is more than a little whacky.) 

Another key feature of Domain play is events (random or otherwise) that occur during the course of the campaign year, which players may have to react to.   These typically involve anything from incursions, to full-blown invasions, but could also include natural disasters, rebellious peasants, plotting nobles, and other burdens of rulership.

Conclusion

These modes are not absolutes and you’ll find that there are nearly unlimited, creative avenues one can take for each, but it is worth learning their basic structures, just like one learns to walk before they can run (or crawl before that.)

Are the three game modes the only ways to play?  Far from it, but I've come to feel old school (A)D&D games work best when structured in this manner, even considering the games’ amazing level of flexibility.  Other RPGs have their own implied modes of play.  Traveller is about misfits-on-a-spaceship free-tradin’ and trouble-makin’ across a hexcrawl universe like the show Firefly, while Call of Cthulhu’s main game mode is investigation-based, with the player characters slowly discovering Lovecraftian things (often tentacled) that humankind was never meant to know (and go insane while doing it!)

Pretty much

There is nothing saying one can’t invent new ways to play these games.  You could argue that the entire, now 50-year history of D&D and RPGs has been experimental, and different editions of the game have taken it in various directions (some better than others.)  The casualty of this has been the old school play style, which like in a game of Telephone, its message has been distorted through the years.

If the reader will allow a self-indulgent rant, I feel newer versions of D&D, or at least as popular culture would depict them, favor amateurish acting, power fantasy fulfillment, and pre-ordained narratives over actual, emergent game play.  This is not necessarily a new thing.  Even in my youth, there were arguments about ROLE-playing versus ROLL-playing, with the "ROLE” part being considered superior to “ROLL” in the way wine snobs like to poo-poo on boxed wine, (which is obviously the frugal, practical, and just-as-delicious choice.)

In this economy, I’m not paying more than $3-5 per bottle of Jesus juice!  (Adapted from AI images courtesy of Bing Image creator.)

 In my opinion, it takes both of these in balance, like Yin and Yang, to have a good game.  “Role” without “roll” is just playing simple make-believe and “roll” without “role” is a board game.  (Not that there is anything wrong with board games.  Mrs. Weregrognard and I love board games!)  But you know, Golden Rule and all that.  Playing soap opera with miniatures is just not for me anymore.  Been there, done that.

 

This is not to say that epic stories don’t happen in old school (A)D&D, but the difference is that these stories emerge organically through play, and are not pre-determined or imposed by either the GM, players, or a published adventure.  Understanding the basic modes of old school play can get you there, but you’ll also need to understand the difference between the terms adventure, session, module, and campaign in the old school sense, which is coincidentally my next post in this series.

See you next week!

Sunday, May 21, 2023

Dungeon23 (Wilderness23): Northern Marklands Map

This map and legend include adapted icons by artists Delapouite, Lorc, Cathelineau, Pepijn Poolman, and Caro Asercion available at game-icons.net, and used here under the terms of the CC BY 3.0 license.

 Key

·         Hexes 0101-1013

·         Hexes 1014-1538

·         Hexes 1539-3135

·         Hexes 3136-4147

 

Geography

Plains:  The plains and grasslands of the Northern Marklands vary from farmland and meadows up to 24 miles around small settlements, or 48 miles near large settlements, to lightly-wooded fields in the borderlands and wilderness.

Forest: All forested hexes in the Marklands are of the heavily-wooded variety (see Plains.)  These range from old growth forests of oak, beech, and the like, to a variety of conifers.

·      The Alderwood:  This ancient forest once covered the entirety of the fields around Oakhamshire and connected with the Wildwood across the river.  Its dense foliage serves a natural border for the Kingdom of Erda.  The deep wood is littered with the remnants of the ancient, Fey civilization that made this forest its home, and scattered elf clans still live here.  They used to come to Oakhamshire often to trade, but have faded back into the protection of the wood since the Baron of Oakhamshire came to power.  This forest is also the rumored home of a band of outlaws led by the Fox of the Alderwood, who has recently become a thorn in the tyrannical Baron’s side.

·         Feywood Forest: Despite being on the borderland of Alkastra, this forest is largely a wild, and untouched mix of oak and conifers.  Creatures of legend exist deep in this forest, and beings descended from the Fey are attracted to its borders, such as the halfling village of Mayklethorpe, and gnome clans in both the forest and nearby Mantle Hills.

·         The Westweald: The eastern portion of this forest is a source of hunting and timber for borderers that are nominally part of Alkastra’s domain.  These hardy folk have the old faith of their pagan ancestors deep in their blood, and still honor Haerne the Hunter, and Daenica the Forest Maiden.  The western portion is the domain of a clan of elves as well as druids that serve the twin deities of the wood and protect it from encroachers.

·         The Wild Timberland: This unsullied woodland far from the borders of civilization is known for its tall, red conifers, and preponderance of wild predators such as a variety of hunting cats and magical beasts.  Deep in this forest is the home of the Lord-of-all-Cats, with his feline, and werefolk followers.

·         The Wildwood: The Wildwood was once part of a larger forest that included the Alderwood.  It is surrounded by both the Dragon’s Tongue and swampland such as the Dread Mire.  The northern portion on this map is only a small part of the forest, and it partly the domain of Amazons who prefer their privacy and enforce it with great skill of arms.  The southern portion (not pictured on the map) is the northern border of the Counties of Varaka: a dark and forsaken land.  This part of the wildwood is infested with werewolves (who sometimes wander north,) and the forces (both living and undead) of the Counts.

Swamp: the wetlands of the Northern Marklands tend to be connected to the Dragon’s Tongue river.  These range from marshy wetlands on the river shore, to deep swamps, and bogs.

·         The Black Moors: This fetid bog on Alkastra's borderland is often a hideout for bandits and river pirates.  Strange, large amphibians live deep within, and some pirates swear they have seen robed individuals moving about and talking with the creatures, but that could just be drunken sailor’s talk.

·         The Dread Mire: The Mire is home to large insects, reptiles, and dangerous fish along the river.  Tribes of lizardmen consider the Mire their domain, and woe be to any foolish enough to enter.

·         Trasken Quag: This swamp forms a natural defense for the Northman trade town of Soderstrand.  Its people fish along the periphery, but avoid going deep into the quagmire where malicious wisps, lost spirits, and risen bog dead dwell among the bubbling pitch.

Hills: Hills hexes in the Northern Marklands include everything from rolling highlands, to rough crags like The Teeth.

·         The Desolate Hills: The northeastern borderland of the Kingdom of Erda is a vast highland bisected by cliffs where the ancient Empire built a road to Sargos and with it, access to the wealth beyond the Endless Waste.  All that remains of that road is mere vestiges, but the trail is well worn.  However, only well-armed caravans make it through, as the hills are infested with bandits, hostile clansmen, and other threats, some who have started to capture victims for later sale in Sargos’ markets.

·         The Mantle Hills: The eastern end of these rolling hills is the domain of the Verisey family of Alkastra and their many productive mines.  The western end towards the Crown Mountains, become rougher crags that hold the infamous Temple of the Snake Cult within.

·         The North Highlands: These hills on the northeastern borderland of Alkastra are the home to many natural beasts and hardy folk of the old blood that struggle to wrest crops from the rocky ground, but live freely.

·         The Resting Hills: There are two theories regarding why these hills that divide the Kingdom of Erda from their northern borderlands are so named.  One, that it describes the peacefulness of the region due to its proximity of Erda’s Castle (not shown on map,) or two, because of the many ancient barrows that dot the hillsides.  Even the locals aren’t sure.

·         Riverwatch Hills: Like the North Highlands, these hills are home to independent borderers guarded by a keep on the riverine borderland that flies Alkastra’s banner.

·         The Teeth: Impossible cliffs and sharp badlands will grind the foolhardy entering these hills beyond the borders of the Kingdom of Erda.  Only the toughest beasts and monsters live here, subsisting off what they can wrest from unfortunate borderfolk and each other.  Even the mighty King of Erda, who sought to end the threat from these lands, has not returned.

Mountains: The Northern Marklands sports several ranges which include both very tall hills and snow-capped peaks.  Mountain hexes without surrounding hill hexes include both foothills and mountains.

·         The Crown Mountains: These craggy peaks form a crown around the remains of a dormant volcano, hence the name.  At least one dwarf clan is known to live here and they have to constantly defend themselves against humanoids that may have originated from the Temple of the Snake Cult.  The deeper parts of the central mountains are the homes of creatures that love fiery environments, such as salamanders, fire elementals, and the odd fire giant.

·         The Grayhawk Peaks: So named for the gray, peregrine falcons that live here, and are prized by falconers.  These mountains form an impassable barrier between the eastern and western ends of the Marklands, and are the home of ogres, giants, and perhaps other unknown beasts.  More than one mad wizard has built his tower or castle in these mountains, away from the disturbances of civilization to delve deeply in their arcane practices.

·         The Norwall: This mountain range protects the north-central part of the Kingdom of Erda and houses its ancient Castle (not shown on map,) which has been the ancestral seat of Erda's Kings and an impregnable redoubt in times of strife.

Desert: The only true desert in the Marklands is the western portion of the Endless Waste.  This vast desert begins with dry scrub and rocky badlands on its hilly edges then turns to stony barrens and dunes of red sand.  Many ruins dot its landscape, and the T’jun raiders – masked, lizard-riding nomads that control the only oases, extort caravans for their use, or raid them and any outsiders freely.

Rivers: Although the Dragon’s Tongue is the main, navigable waterway that dominates the Marklands, there are many tributaries, streams, and creeks that flow from the mountains of the wilds and are too numerous to display on the map.

Ruins: Ruins hexes shown are significant landmarks that can potentially be vast lairs or dungeons onto themselves.  However, this does not preclude smaller ruins not noted on the map and key.  Indeed, the Marklands are littered with the remnants of several civilizations of the past, like the ancient Empire, or the lost holds of would-be warlords, which are only the most recent examples.

 

Commentary

 

The Board Game Tradition

The Original Game recommended the use of an obscure boardgame, Outdoor Survival, to track wilderness adventures.  Over a decade ago, the OSR blogosphere and fora I frequented pointed out other examples from boardgames that could be used, such as the highly artistic, and evocative map of Minaria from the game Divine Right, or several available free online from Dwarfstar Games.  For this project, I chose the north-central portion of the map from Barbarian Prince, a fun (but difficult) little solo hexcrawl boardgame, as the terrain layout for my wilderness, and zoomed in to a 6 mile-per-hex scale (assuming each original hex is about 24 miles.)

I have been obsessed with this map for the better part of ten years.  Obsessed!  I’ve used portions of it for a few campaigns now.  I’ve also done the whole Medieval Demographics analysis on it for fun.  You hear me?!  FOR FUN (this may or may not be a cry for help.)

For those that are curious, these lands are about 31% arable, supporting a population of 57 beings per square mile (4,074,250 in total.)  However, I consider 20% of these to be demihumans and humanoids, so it’s probably more like 45-46 humans per square mile; similar to the British Isles.  Judging from the proximity of farmland, plains, roads, and rivers, the largest city is likely Aeravir Castle (Hex 1923) with the second largest city being a toss-up between Cumry (Hex 1004) and Erwyn (Hex 0916.)  My money’s on Cumry (unfortunate, but familiar-sounding name,) which has become none other than my City State of Alkastra.  The rest are likely towns of various sizes, depending on the surrounding geography.

See?  I told you I was obsessed.

I realize that the map does not really pass the realistic geography test, but I have two answers (read: cop-outs) for that.  The first is that you’re assuming this is a planet like our own world.  It’s not, but you’ll have to wait until the conclusion of Dungeon23 to find out how and why.  The second…well, I’ll let good ol’ DM say it:


The Curse of the 28 Entries

Again, the constraints of my Dungeon23 timeline preclude me from truly developing this sandbox to the level I’d like.  I think there’s enough there to occupy players from expert levels to their domains beyond, but I’m sad that it’s time to put the map aside and get “back to the dungeon.”

 

What?  No Encounter Tables?

Having learned from my Hometown23 delay with the Alkastra encounter tables, I’ve decided to put that idea aside in favor of staying on task for the rest of Dungeon23.  General encounter tables from your favorite game should suffice for these, but don’t forget to replace some humanoids with the likes of gobb, and oor-men that the Temple of the Snake Cult keeps spitting out!

 

More to Come?

I really enjoyed this portion of the project, and I have ideas for what the rest of the world might look like, from the Barbarian North, to the elemental-worshiping lands of the Far West, the Torraskan Isles with their Corsair Lords, and the constantly-warring remnants of the ancient Empire to the south.  Perhaps these will become future posts or even whole wilderness map projects; Wilderness24, 25, and 26, anyone?

Dungeon23 (Wilderness23): Week 20

Hexes 3136-4147

 

3212 Predator’s Orchard (Special Resource)

This lightly-wooded plain has an abundant variety of wild food, herb, and medicinal plants, and/or fruit trees that surround the vestiges of old Imperial villas.  This light forest is actually the result of overgrown gardens and orchards that once belonged to the villas.

A small band of weretigers (see Hex 3011) enjoys hunting in this area for animals, or better, humans foolish enough to gather from the plants and trees here.

A domain lord that controls this hex will gain a plant-based resource that is 10-100% better (GM’s discretion) than other resources of the same type.

 

3244 Noxious Cavern of the Verdant Serpent (Lair)

A waterfall high on a forested cliff in the foothills of the Norwall Mountains conceals a vast cavern that is the current lair of the green dragon Verdigrix (HP 56).

Verdigrix was driven here after the treacherous elves chased and hunted her away from her forests long ago.   She rested in the limestone cavern, healing the wounds from their enchanted weapons and arrows, while plotting her revenge.  When she awakened, however, she found that the elves were gone and her vast forest shrunk to a mere vestige of their greatness.  A multitude of strange apes now lived in the barrens of her former forest.  Some brightly-colored ones (perhaps playing at elves) would come to hunt the animals in her forest from time to time.  The experience with the elves taught her to skulk and sneak, and only take one of these apes when they are alone or defenseless.  She is still pondering what to do about them.  In the meantime, she stays to the northern edge of the forest, hunting the fecund game by a stream near her home (Hex 3345.)

The caverns are labyrinthine with many dead-end pockets.  Verdigrix has used these to trap her breath and create noxious kill zones should the elves (or those apes) invade her home.  Verdigrix still has a small hoard (by her standards) of remaining treasure plus trinkets she has managed to take over the years:

  • Piles of ancient coins stamped with the Fey Kings and Queens of Ambiryiulin (30,000 electrum, 40,000 gold)
  • An oxidized silver necklace with small carnelians and garnets  (600gp)
  • Matching rose gold pendant and earrings set with topaz and sapphires (700gp)
  • A personalized (in Elvish: “To Myriani, my one treasure”) silver charm bracelet with tanzanite and pearls (800gp)
  • A golden lariat with pieces of pink coral and blue topaz (900gp)
  • Set of gold diamond and purple ametrine earrings and necklace (1000gp)
  • Twin gold bracelets studded with small diamonds around larger peridots (1100gp)
  • Blue topaz and pearl earrings (1200gp)
  • Gold chandelier earrings with pearls and emeralds  (1300gp)
  • Small model of the Palace at Tanathil with real opals (1400gp)
  • Gold bracers inlaid with lapis lazuli and mother-of-pearl in the shape of intertwining dragons (1500gp)
  • A silver and gold scepter with alexandrite and spinels in spiral patterns (1600gp)
  • A silver and gold crown with dumortierite “pearls” set around around emeralds (1700gp)

But Verdgirx’s most important treasures are her two, young wyrms (HP 29, 27) that hatched from eggs she managed to save in her escape from the elves.  They will soon seek out their own lairs with their mother’s blessing.

 

3345 Wyrmhunt Glade (Special Resource)

The hunting in this remote part of the woods is very good, due to a crystalline stream that flows from a waterfall in the nearby mountains.  However, Verdigrix the green and her two young wyrms (Hex 3244) feed on the animals (and any foolish hunters) that stray into this area.

A domain that controls this hex (and defeats or drives off Verdigrix and her get) will gain an animal-based resource of meat and hides that is worth 10-100% more (GM’s discretion) than typical resources of their type.

 

The peacefulness of the glade belies its danger (AI image courtesy of NightCafe.)

3537 Akkha (Village, Pop. 200)

Akkha is a walled village of wooden houses on stilts in the vicinity of the first oasis from Sargos on the caravan trail through the Endless Waste.  The original settlers of Akkha were outcasts from Sargos and T’jun tribes, including elderly too old to ride their desert lizards, which found their way to the nourishing waters of the oasis and stayed.  The village serves travelers with a caravanserai and has had to pay tribute to whatever T’jun tribe dominates the area for generations.  Currently, it is a fierce tribe loyal to Axam, the High Priest of Sargos.  Any who don’t keep their head down and pay any dues to Sargos, my find themselves taken prisoner and sold off.

Akkha is also the home of the aging sage Ephemetrios (8th-level Cleric, AL L,) a former monk of the Lords of Law who has made it his life’s work to study the region.  Like the oasis, he is a veritable fountain of knowledge about the Endless Waste, its ruins, and the T’jun tribes.

Recently, people who have drunk from the waters of the oasis have started to show signs of sickness.  The village’s T’jun authority has tasked Ephemetrios with finding an answer, but so far he has come up with nothing.  It may be a rival tribe that has poisoned the well, so to speak, or something more insidious, perhaps underground.

 

3631 The Tower of Lahrja (Ruin)

An immense, spiral tower emerges from the red sands here by the shadow of the mountains.  Easily dismissed as a mirage, the tower is a real and ancient place; believed to be a piece of the City of Humankind.

The Tower of Lharja may hold secrets from the City of Humankind (AI image courtesy of NightCafe.)

 

Those who approach the tower (within a 24-mile area) will soon encounter the M’djai, a subtribe of the T’jun and holy order (treat as dervishes) that considers the tower part of their territory, as well as their sacred charge.  They believe that it is their duty to protect the ancient secrets and treasures within from those who would foolishly try to rebuild the City of Humankind (or any large city in the desert,) and thereby incur the Dragon Father’s wrath.

It may be difficult, if not impossible to convince the M’djai to allow anyone in the tower.  However, the holy order is the sworn enemy of the chaotic High Priest Axam, and an alliance against the tyrant of Sargos may earn their trust and friendship.

The inside of the tower is essentially a museum to the wonder of a time before recorded memory.  The tower also holds many dangers, such as ancient automata (golems, animated statues,) squatting monsters, and even structural hazards.  Treasures and artifacts of ancient origin also abound.

Many of the statues, bas reliefs, and other artworks related to early worship of the Dragon Father are invaluable to the Church and could easily be worth a king’s ransom.  Alternatively, any lord or holy patriarch possessing these in their castle or temple would gain a positive reputation as a devout ruler, and enjoy a bonus (10% or GM’s discretion) to diplomatic interactions with other rulers in the Marklands, as well as the clergy of Law.  Visitors and pilgrims may arrive from far off to see the wonders.

A tapestry in Level 2, Room 12 of the Temple of the Snake Cult holds a clue to this location, the M’djai, and the existence of the dragon Furnathax (Hex 3939.)

 

3902: Soderstrand (Town, Pop. 5,200)

Soderstrand is a prosperous trade town on the banks of the Dragon’s Tongue North.  It is blessed with good surrounding land, plentiful fishing, and considered the cosmopolitan gateway to the Barbarian North under the wise rule of Jarl Freyda Arnesdottir (9th-level fighter, AL L.)

The Widow Jarl is a known heroine and just ruler surrounded by enemies (AI image courtesy of NightCafe.)

 

Despite the current civil conflict, Jarl Freyda has managed to remain neutral, shrewdly pointing out that all the Jarls need the flow of trade and gold through her territory to fund their wars for Altking.

Freyda was the wife of the town’s previous Jarl Wulfhere.  The two had met in their youth as adventurers, where they achieved great fame by slaying the white dragon menace, Fafnjard.  She ceded the privilege of challenging the previous Jarl to her husband, content to retire, raise babies, and advise her beloved.  Alas, like Dorna and Woaden, their union had not been blessed with children yet when tragedy struck.

One day, a mysterious challenger came to face Jarl Wulfhere.  Freyda warned her husband not to accept the challenge, for the stranger came unbidden, unknown, and with no deeds or followers to his name.  Her husband ignored her insightful advice, but only because he knew things were becoming tense between the Jarls in the kingdom and he could not afford any loss of face.

The stranger fought with extraordinary speed and skill, but Jarl Wulfhere was stronger.  Still, to Freyda’s horror, the Jarl suddenly stopped fighting, bleeding profusely from multiple wounds, then fell dead.

Many a former Jarl’s spouse leaves for the safety of their clan and family, marries the new Jarl, or challenges him or her for the position, for such is the way of the Northmen, after the new Jarl has had an honorable amount of time to recuperate.

Freyda stayed after her husband’s funeral and watched the usurper during the crowning and celebration feast.  Something was wrong with this one, and her husband’s death was suspicious.  Later that night, she tracked the usurper as he was trying to discretely leave town.  She confronted him and it hissed, revealing its true form as a doppelganger.

They fought under the waning moonlight.  She took care to avoid the creature’s blades, which she was sure were poisoned.  Seeing an opportunity, Freyda feinted and then swung around, slicing the creature’s head off.  There was no way to identify who the creature was, but it had a token engraved with a skeletal woman.  Freyda had heard of this symbol before, which meant the creature was a dishonorable assassin, but who sent him?

Freyda had no time to ponder the question, as she fended off multiple challengers for Jarldom of Soderstrad.  She bested them all and became Jarl.  Barely a year or so into her new position, the Altking dies and civil war erupts.  She knows her husband’s death had something to do with this, but has no evidence other than the token.  It was clear someone was trying to plant a favorable Jarl in Soderstrand.

The town is filling with refugees fleeing south and it has become a hotbed of intrigue with agents of the Jarls around every corner.  There are many rumors floating about Jarl Freyda.  One, that she is biding her time and waiting for the other Jarls to weaken, then use her town’s wealth to fund her own bid for Altqueen.  Another, that she remains loyal to the dead Altking and helped an heir of his escape south (it is an heir’s right to challenge one day, which is why many ruthless Jarls make sure they never get that chance.)  And the worst one, that she has forsaken her native gods and converted to worship the Lords of Law.  Some or all of these may be true, or merely lies meant to undermine her rule.  Regardless, Jarl Freyda does not know how long she can keep Soderstrand neutral especially when one of the Jarls begins to emerge as a clear victor in the war.

 

3939 Rocks of the Red (Lair)

Among a set of impossibly tall rock formations that emerge from the red sands is the lair of Furnathax, an ancient red dragon (HP 175).

Furnathax’s original home was the Tower of Lahrja (Hex 3631.)  It drove away (or incinerated) any M’djai tribesmen that dared to defend the ancient structure.  Once settled there, it amassed a substantial hoard from the treasures within, tribute from the T’jun tribesmen, as well as any unfortunate caravans lost in the waste after one of the massive red sandstorms of the area.

It was not until a holy order of Templars of Law, questing for pieces of the City of Humankind, arrived in the vicinity of the Tower that things changed.  The Templars first came into conflict with the M’djai, who still guarded the Tower from afar.  A young Templar acolyte, and squire named Ephemetrios (see the village of Akkha in hex 3527,) held off a score of M’djai after his mentor fell; the banner of the Holy Triad still held aloft in his left hand.  The M’djai were so impressed that they spared the young acolyte and took him hostage.

Ephemetrios had a sharp mind and wisdom beyond his years.  He was able to quickly pick up the T’jun language, which was a dialect of the High Dragon tongue used in holy scripture; this further earned their respect.  He was then able to negotiate between the T’jun and his Templar order.  The two groups formed an alliance to drive away Furnathax from the Tower of Lahrja.

The alliance was success.  Despite many losses, the courage of both M’djai and Templars (and their ballistae) overwhelmed Furnathax, and forced the dragon to abandon the Tower.  In recompense, the M’djai allowed the Templars (now down to less than a score) inside the Tower, with sacred vows to leave the structure untouched and never return.  After that wondrous visit, the Templars departed, forever changed by the religious experience.  However, Ephemetrios decided to stay and live among the M’djai to learn their ways.

In the intervening years, Furnathax sheltered in the rock formations of the southern Waste, and slept to heal his hurts.  The red wyrm has slowly amassed a hoard once again by extorting tribute and meals from caravans either directly, or through subjugation of the local T’jun.  Recently, emissaries of the High Priest in Sargos (Hex 3135) have made overtures to the mighty dragon, and he is seriously considering their offer.

Furnathax’s lair high above in a rock formation is reachable only by the most expert climbers (or flight).  The formation is riddled with several, maze-like tunnels (some inhabited by other creatures friendly to the dragon, such as wyverns,) which may, or may not lead to the dragon’s central chamber.  This natural sanctum is where the red wyrm sleeps among his unimaginable wealth:

·         85,000 pieces of silver

·         10,000 platinum coins

·         16 azurites and tiger eye agates worth 10 gold each

·         20 sardonyx, zircons, and pieces of chrysoprase worth 50 gold each

·         30 garnets and chrysoberyls worth 100 gold each

·         20 larger garnets and spinels worth 500 gold each

·         Two (2) fire opals, two (2) ordinary opals, and a star sapphire worth 1,000 gold each

·         A patinaed, copper choker with set howlite and pearls worth 900 gold

·         A string of rainbow moonstones with three purple labradorites worth 1,000 gold

·         Two (2) oxidized silver bracers:  one with pyrite around an onyx, and another with an amethysts and topazes (worth 1,000 gold each)

·         Combination silver nose and earring set with alexandrite and joined by a string of small pearls worth 1,000 gold

·         Two (2) silver rings: one with an onyx surrounded by purple ametrines, and another with a spinel, and small turquoises (worth 1,200 gold each)

·         Dragon-shaped silver ear crawlers with angelite “scales” and topaz eyes worth 1,400 gold

·         A golden brooch with a set alexandrite turquoises worth 1,500 gold

·         An ancient gold pendant with a large garnet surrounded by milky blue calcite worth 1,500 gold

 

Beware the rock formations in the southern Waste (adapted from AI images courtesy of NightCafe.)

4015 House of the Lord-of-All-Cats (Special Lair)

The forests in this hex are temperate year-round, despite the season.  As one travels toward the mountains, the climate warms until it becomes almost tropical.  Within this section of the forest is a vine-covered, crumbling temple of unknown origin.  Many types of cats – from ordinary house cats to a few large predators, lounge, play, or wander about in peace among themselves, along with a few (1d4) human caretakers (actually weretigers.)  Both the cats and caretakers tend to reflect the mood of their liege, the Lord-of-All-Cats, and may not be immediately hostile.

Inside the temple, the Lord-of-All-Cats holds court from a dais and carved throne of black meteorite.  The powerful nature spirit and legendary were creature has existed here for longer than human or (even demihuman) memory. 

Mind your manners in the House of the Lord-of-All-Cats (AI images courtesy of NightCafe.)
 

 In human form, he is a dark-skinned man with a scar across a missing, right eye.  Despite his formidable appearance, he is usually jovial - even playful, and mischievous; always a little enigmatic.  He can adopt the shape of any cat at will, but prefers the form of a black, saber-toothed tiger with luminous silver stripes when hunting, or in combat.  His coat in this form has a supernatural, light-absorbing, and camouflage effect (5-in-6 surprise chance.)  His strength, speed, and agility is preternatural in any form.

Unlike other were creatures, the Lord-of-All Cats is unaffected by wolfsbane, or silver weapons, but magic weapons, and spells can still harm him.  In addition, he can summon cats, weretigers, and cast spells as a 9th-level cleric.

 Lord-of-All-Cats

AL: Neutral

AC: 0 [20,] (6 [14] in human form)

ATK: 2 claws/bite (DMG 1d8/1d8/2d8)

Hit Dice: 10 (HP 80)

MV: 15

SAVE: 5 (or as elf)

SPECIAL: Surprise, summon, immunities, spells

Should any adventurers posses, and return his Eye (see Level 2, Room 18 of the Temple of the Snake Cult,) the Lord-of-all-Cats may bestow upon them one, or more of these boons (at the GM’s discretion):

·         A reward from his treasury (within reason.)

·         The arguable blessing of weretiger lycanthropy, should they desire it.

·         A weretiger henchman (possibly Nathaniel, Asher, or Sariya from Hex 3011, if they are present.)

In addition, each will receive a charm with his symbol, which grants safe passage through the Wild Timberland as well as shelter in his temple.

The feline Lord’s rich treasury includes:

·         Coinage: 12000 copper, 4000 silver, and 4000 electrum

·         Gems: two (2) pieces of smoothed obsidian worth 10 gold each, two (2)  milky-green, carved pieces of jade worth 100 gold each

·         A gold bracelet with emeralds and a black opal worth 1000 gold

·         Gold ear crawlers with the initials “I.E.” in mother-of-pearl and blue zircons worth 1200 gold

·         A silver cat medallion with dumortierite face and set onyx eyes worth 1000 gold

·         A gold gorget with opals and pieces of hued coral worth 1200 gold

·         A breastplate of magical leather armor, with a draped leopard hide (+1 bonus to AC; allows a character to camouflage and hide in the wilderness as an elvish cloak)

·         A magical hide shield (+1 bonus to AC, 50% chance to deflect non-magical missiles; 25% magical ones)

·         A magic scroll of protection against were-creatures (its foolish owner never had a chance to use it)

If the adventurers refuse to return his Eye, then they have earned a powerful enemy; one that can easily send hunting cats and weretigers to track them through the wilds and beyond.  The feline Lord himself cannot venture further than the 24 mile area around his temple.   

Should a character kill him, and replace one of their eyes with his, they will become the new Lord-of-All Cats, with a progressive alignment change to Neutral as the spirit subsumes their mind and personality.  Alas, they are forever bound to the temple’s area.

 

 4143: Domain of the Hillmen (Lair)

A valley nestled in the mountain foothills conceals the home territory of pagan hill tribes that call the harsh territory of the Teeth their domain and have resisted encroachment for centuries.  However, the Kings of Erda, in their growing prosperity, have slowly but surely pushed them from their ancestral hills to the inhospitable badlands north.

Their current overchief, Cernn (8th-level fighter, HP 46, AL N) has managed to whip their disparate clans into a united front to make war on the people of Erda: first against unsuspecting hillsteaders, then on the farmers of the valley south.  This bloody campaign of savagery and slaughter prompted the King himself to go on a crusade against them, but Cernn is wise and does confront the King’s host directly, instead choosing to nip at his army's flanks with guerrilla raids to bleed it slowly.  During one of these raids, Cernn's forces managed to ambush and capture the King himself.

Cernn had long ago been approached by agents of the King’s brother, who gifted the hill chieftain with gold and promises of returned territory, as well as information on the King’s forces.  In exchange, Cernn was to capture the King and hold him indefinitely, as the monarch's death would set in motion matters of succession that could complicate things.  The son of the Lord of Oakhamshire, a skillful yeoman who guided the King’s forces through the treacherous hills, was close to discovering the spy, but was slain in the ambush for his trouble as he sought to warn the King.

 Cernn’s hold is an ancient, crumbling redoubt of indeterminate origin that guards a fortified camp of 180 able-bodied hillmen and 720 noncombatants.  His men are adept at navigating the rough territory of the Teeth and nearby hills, surprising enemies on a 3-in-6 chance with short bows, hand axes and short swords (as nomads, with 20% of a force being berserkers.)  Cernn’s second-in-command, Mannach (5th level fighter, HP 27, AL N) often leads these scout and patrol bands.  He coats his weapons in deadly. purple mandrake poison, which he carries on his person.  It has 1d6 uses remaining if taken from him.

Cernn himself possesses an ancient, runed +1 hand axe made of bronze and a short sword.  He wears no armor on his heavily-tattooed frame, because it is said that he made a pact with the Crone of the Hills, and cannot be killed by ”any blade forged of man.”  What exactly this means, and what Cernn gave up or promised the Crone for this gift, is left for the GM to determine.

The King of Erda currently languishes in a cavernous cell under Cernn’s hold.  Well-guarded and kept alive, but not necessarily comfortable.

 

 

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.


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