Tuesday, October 25, 2022

The Badlands Hexcrawl

When I set out to re-frame B2 Keep on the Borderlands as a pseudo-Western setting, I knew that I would keep all the original encounter areas in some form, but needed to replace the Wilderness map with something that would not only provide more adventure opportunities for my experienced players, but also put a little distance (and secrecy) between the Caves of Chaos and the Keep. 

The discovery of the existence of the caves (and the evil cult) is a big part of the early campaign, but the site is a fair trek from the Keep and the environment will limit the party's endurance on a particular foray. I also intend to bump up the difficulty level of the Caves of Chaos a bit and expand it into a mega-dungeon. The "breathing room" to explore an expanded sandbox should give the characters opportunities to earn a few experience levels and magic items by the time they find the site.

Monday, October 24, 2022

Adapting the Borderlands

After purchasing arms and equipment with their shares from the escort job, the party heads out the Keep gate under the watchful eye of the guards on the wall. Though it was only mid-morning, the heat was already unbearable. Returning to the spot along the north road where the other caravan was ambushed, the party discovers that Keep soldiers have already recovered the bodies of the slain merchant and his laborers. The charred skeleton of the wagon still sits off to the side of the path as vultures pick over the carcasses of the dead draft horses. 

No sign of the bodies of the goblin bandits is found, but after locating the gangs' tracks, the party follows their trail westward, off the caravan path and into the rugged wilderness. The ground becomes loose and uneven. Ledges, gullies, and cul-de-sacs make moving in a straight line all but impossible. Fortunately, the ranger's guidance helps the party make decent progress despite the treacherous terrain, and soon they enter a wide pass between a cluster of jagged hillocks to the north and an imposing ridgeline to the south. 

The southern ridges rise like the walls of an impenetrable fortress. Their serrated cliffs conceal numerous shadowy clefts and dark folds, and as the party moves through the pass, they sense eyes watching them. A tense hour later, they emerge from the pass into a stretch of broken ground that slopes gently west and then disappears into the golden savanna of the Horse Plains stretching out before them.

The tracks turn south along this fractured border, skirting the edge of the Badlands and leading the party farther away from the Keep. They have already consumed much of their water, and still have to get back to the Keep before nightfall or be forced to sleep outside without proper camping gear. Just as the party decides to turn back, however, the air fills suddenly with the angry buzz of goblin arrows... 
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I love wilderness areas. 

The characters in my campaigns must travel in-game to wherever they want to go, with all that such journeys entail. I always design an exterior component to my adventures, and the party typically has to find the dungeon before they can start exploring it. My players don't often like or appreciate this aspect of my campaigns, but I don't care; I do it for me. I owe this minor obsession to B2 ( and T1 and X1 to lesser extents).

The B2 wilderness area isn't even all that conducive for exploration and adventure. Any of the encounters can easily trash a group of 1st-levels. Most of the encounters are gated by an imposing river, whereas an easy-to-follow trail takes characters right up to the dungeon (the main event). The dungeon itself is so close to the Keep, it defies logic that the Castellan wouldn't immediately send his troops to wipe out the evil camp forming right on his doorstep.

But even with these gentle flaws, B2's concept of a dungeon existing within a wilderness teeming with encounters is ur-D&D for me. I don't consider a dungeon "complete" until I know something about the territory around it (and what lives there). 

When I set out to adapt B2, I knew I wanted to greatly expand the wilderness area but still use as much of the source material as I could. To prepare, I read through the original text carefully to pull out all the fun little details that Gary hides in his module-writing—details that are easy to miss if you just skim the write-up. As expected, I found quite a few things I did not remember.

Sunday, October 16, 2022

No-Artpunk Contest: Bergummo's Tower

Happy to report that I received a positive review for my adventure, Bergummo's Tower, in Prince of Nothing's "No-Artpunk 2" contest. The competition looks pretty stiff, so I'm not sure of my chances for being selected, but I'm grateful to have received a passing grade and moved on to the final round.

Here's Prince's review, as well as a list of the other entries.

Here are my playtest reports from the first time I ran it (sessions which led to a few changes in order to make things work that weren't). I wrote the adventure as an intro to 5e but in an OSR-style. The contest rules stipulated, however, that the adventure must be written in an old-school system, so I converted it to OSRIC.

Here is the OSRIC version if anyone would like to download it for themselves. I don't have the 5e version ready yet, but I'll format it and post it here soon.

Thursday, October 13, 2022

Notable Personalities and Characters (NPCs)

The following morning, the party assembles outside the Tavern, taking note of a group of peasant lackeys milling about a large wooden sign, tacked up with numerous notices. The lackeys press the party for work, offering to tote gear or hold torches. Most of the party members ignore the lackeys to examine the notices.

Eager to sculpt a reputation for himself, Ban pulls a half-dozen lackeys aside and gives each of them a silver bit, which they eagerly accept. He then instructs each one to begin spreading a carefully-crafted rumor about a visiting raconteur named Ban Barlowe—famous across the land for his access to King Manfred's court, his reputation as a rakish rascal, and for his romantic (and sometimes adulterous) affairs.

Once inside the Tavern, the party discusses a plan and arrive at a consensus to return to the site of the caravan ambush and try to find and follow the bandits' tracks back to their hideout. There might be more loot there to recover, and now that they know they can take ears for money, maybe they can find some more gobbos to kill.

First, they need to purchase equipment and decide to head to the Provisioner's shop to gear up. Smitty wants better armor, so he heads straightaway to the Smithy. He enters the smoky interior through a pair of wooden doors that stand wide open. The forge sits in the center of the open room, with the heat and smoke venting through a hole in the ceiling. The walls are hung with various tools and weapons, and there, in one corner, hangs a suit of chain mail on a stand.

The blacksmith, a burly, black-bearded man, looks up from the spear he sharpens and says, "Howdy! Can I help ya?" Smitty introduces himself and expresses interest in the chain mail. The smith grins broadly and offers a grimy handshake, "Come on in...they call me 'Iron Dan'!"

 __________

In the original B2 Keep on the Borderlands, Gary Gygax didn't name the non-player characters (NPCs) who inhabit the Keep so as to help a DM adapt the module to their own campaign. He wrote each NPC in fairly broad strokes, but injected a ton of flavor and personality into each brief description.

For my Badlands campaign, I wanted to hew as closely to the original as possible, with an understanding that it's possible some of my players will figure out that this campaign is B2 in disguise, which might render some of the conflict and treachery in the module less effective. As a result, some of the NPC details from B2 are modified from the original text.

It's also possible my players may become, or are already aware of this blog, in which case I am revealing many important campaign details they are not meant to know. If this is any of my Monday night Roll20 guys, please stop reading now...

Wednesday, October 5, 2022

Hooks and Threads

When the party arrives at Irongate Keep, they are first questioned outside the walls by a sentry, who asks each character their name and business in the keep. Here, the merchants who hired the party as escorts sign the documents confirming their service and explain that the party members can receive the balance of their payment at the Guildhouse in the keep's village.

Passing through the curtain wall, the four party members—Smitty, a human fighter; Ban, a human bard; Thero, a wood elf ranger; and Thoin, a dwarf cleric—enter the courtyard under the gaze of several soldiers up on the parapets. They form a short queue as other keep visitors ahead of them speak with the Master-of-Stores. While they wait, a stern-eyed Sergeant-of-the-Gate strolls over with a pair of guards and converses briefly with the party. He makes some small talk and then stresses, in no uncertain terms, that the Castellan brooks no mischief or law-breaking. The Sergeant doesn't seem to give the same attention to the other peasants and merchants in line.

Soon enough, the Master-of-Stores comes over and asks each character if they have any valuables to declare for sale within the keep. Most answer "no," but Ban explains that the party recovered some trade goods from an ambushed caravan that they would like to turn in for a reward. As several lackeys take the goods into the warehouse, the Master-of-Stores speaks briefly with the party's previous employers who confirm the story. He then gives Ban a receipt for the bundle of goods and instructs him to take it to the Guildhouse. 

Ban shows him the bronze sigil taken off the hobgoblin bandit's body. The Master takes the pendant and pockets it, telling Ban that he will take care of it and "not to trouble himself over the matter." He barks at one of the young lackeys, ordering the lad to escort the party to the Guildhouse at once, and then he shuffles off to attend to other keep visitors.

They head up the ramp into the village proper, observing groups of commoners—mostly women and children—gathered outside a row of apartments, performing daily tasks: cooking, scrubbing laundry, gossiping, etc. Ban flirts with several of the maidens as he passes by, causing the girls to giggle and laugh, and the older ladies to cluck disapprovingly. The few male villagers present pause their labors to glare at the fancypants bard.

Smitty glances inside a nearby blacksmith's shop and sees the smith hard at work at his anvil, assisted by two able apprentices. He is reminded of his youth as a smith's apprentice and makes a note to come back later. At the top of the ramp, the party's escort rounds a corner by the Provisioner's shop and brings them to a prominent building—the Guildhouse. Next to the door, a wooden placard displays the merchant guild's sigil: three golden coins forming a triangle.

Inside, the Guildmaster takes possession of the recovered goods and listens intently to the party's report. He thanks them for the information and their good deed, and offers the party a reward of 150 guilders, which they gladly accept. After turning in the loaner gear from the caravan masters and their pay receipts, the Guildmaster also gives the party members their remaining wages for guarding the caravan: 150 guilders each. 

As journeyman artisans, Smitty and Thoin opt for the free accommodations at the Guildhouse. Ban and Thero decide to head for the Inn. They agree to convene at the Tavern in the morning to figure out their next steps...

____________________

At this point, the players are let loose to do what they want in the area. They each have the clothes on their back, a few personal items, and not-quite 250 guilders each to gear up and begin adventuring. In addition, Smitty gleaned some leather armor and a longsword from the hobgoblin, Ban has his dagger and a scimitar he grabbed from one of the goblins, Thero has a goblin scimitar along with his longbow and a few arrows, and Thoin has his hammer.

I'm running the campaign as a hexcrawl/sandbox with a loose background plot involving an evil cult of chaos gathering an army of humanoids to smash the keep and clear the way for an infiltration of southern Remedios. It will take some time for the cult's plan to achieve fruition, but the clock is ticking.

Owlbear Hill — Adventure Site Contest 2 Post-Mortem

My reviews of submissions for the Adventure Site Contest 2 are complete, my scores are turned in, and I've spent some time reflecting o...