Showing posts with label B2 The Keep on the Borderlands. Show all posts
Showing posts with label B2 The Keep on the Borderlands. Show all posts

Thursday, June 11, 2020

The Gygax 75 Challenge Part 5

Week 4 of the Gygax 75 Challenge is dedicated to creating a Town. We finally come to a part of the process in creating a campaign that I personally rarely bother to do. For one, both T1: The Village of Hommlet and B2: The Keep on the Borderlands provide everything you need for a starting town for a sandbox campaign. Sure, I need to re-skin a few things to fit them into my world, but that pales in comparison to the amount of work I normally think necessary to make my own. Personally, the Village of Hommlet has been the foundation of my most successful campaigns.

In addition, even when I don't start with either the Keep or Hommlet, I rarely bother with creating shops or NPCs until the players specifically need or ask for them. This keeps my prep time down and allows me to play up elements of the campaign that are important to the players in the moment.

Those times I do go to the trouble is generally in context of an urban campaign, where part of the fun is exploring the city itself and the various factions and personalities that make that city into a character of its own.

That being said, I am looking forward to going through this part of the Challenge specifically because I normally don't. I am eager to see what fruits Otus' suggestions bear.

Step One is to find or sketch a map of the town. I really appreciate Otus' advice here. There are plenty of old maps and generators online that will produce a map that far outstrips what I can produce in a significantly less amount of time (and I have a graphic design background). So I found this online generator and popped out a map I liked the general look of. I took into my old copy of Illustrator and finagled a few things and produced this:

So, now that I have an inspiring map, I'll continue with creating the town in my next post.

Saturday, December 8, 2018

Gamer ADD: Map for B1B2T1

So, my brain won't let go of the idea to place those great introductory TSR modules B1, B2 and T1 all on the same map. Despite the fact that Gygax gives a very detailed description for the location of the Village of Hommlet, placing it in Greyhawk, I have no real desire to use TSR's first flagship campaign world. For one, while the location works great for T1, there really is no place to put the locations of B1 and B2 to my satisfaction. Secondly, I am far more of a Judges Guild kinda guy, and the freedom I have to mess with the Wilderlands is exactly the sorta thing one needs for a project like this.

Thus, I ended up using about 20 or so hexes from Campaign Map Two, aka Barbarian Altanis. BTW if you haven't picked up Rob Conley's colored maps of the Wilderlands, do yourself a favor and get them.

There are several reasons I chose this location:

  • Rogahn and Zelligar (see B1) fought off a barbarian horde, which can now be understood to be Altanians.
  • There is an unnamed castle up the coast (and off the map below) that is led by a 7th level Lawful Good Cleric. Since we need a place from whence the followers of St. Cuthbert led a crusade against the ToEE, this castle makes a nice stand-in for Verbobonc. 
  • There is a Dwarven village (Kolda) at the foot of the Ered Perack Mountains that can nicely serve as the warning sign that humanoid activity in the Cave of Chaos has come to a head. The town has been overrun and Dwarven refugees will be a source of information both in the Village of Hommlet and the Keep.
  • There is both a keep and a village in close proximity on the map that lend themselves very nicely to be the location of Hommlet and the Keep.
  • There is a swampy patch of land with lends itself to the Mound of the Lizard Men from B2 as well as a place to locate the Moathouse from T1.
  • South of the map below, there is a lair of Owlbears, justifying the inclusion of the Owlbear in Cave G.
  • The name Fogbound Forest just seems a great place to put Quasqueton.
  • Finally, there are a bunch of hills at the foot of the Ered Perack Mountains which allow for the Caves of Chaos to be spread out in a more realistic manner.

Here is the map:

Key:
1 = The Mound of the Lizardmen (B2)
2 = The Spider's Lair (B2)
3 = The Bandit Camp (B2): These would be a rival gang that was not willing to work for the evil cleric Lareth from the Moathouse in T1
4 = The Mad Hermit (B2)
5 = The Cave of the Unknown (B2): Meant to be utilized by a newbie DM to create their own dungeon, this Cave is intended to serve the same purpose with one twist — the Dwarves of Kolda knew of and began to explore this place before abandoning the project due to what was down there.
A = Cave A: Kobolds
B = Cave B: Orcs
C = Cave C: Orcs
D = Cave D: Goblins
E = Cave E: Ogre
F = Cave F: Hobgoblins
G = Cave G: Shunned Cavern
H = Cave H: Bugbears
I = Cave I: Minotaur
J = Cave J: Knolls
K = Cave K: Shrine of Evil Chaos
Q = Quasqueton (B1)

Tuesday, November 22, 2016

Re-Imagining the Megadungeon (Monster Manual II Part 10)

One of the interesting things that happens when I go about any kind of thought experiment, is that it has a tendency of bleeding out into other facets of the game that I wasn’t necessarily interested in or intent on fiddling with. So, as my thoughts drifted towards what a B2 adventure module might look like if MMII dominated the monster section of a Moldvay Basic Edition of D&D, my brain took a stroll right past the traditional TSR adventure module and started thinking about a megadungeon.

Normally, the themes found in the MMII lend themselves quite nicely to the idea of a megadungeon, or least a multi-level dungeon. This set-up allows for each section of the dungeon to have its own feel, its own monsters and its own environment. Thus, play isn’t bogged down by a bunch of X by X rooms that all look the same and have monsters scattered about with no apparent rhyme or reason. On the contrary, it adds an element of discovery and excitement as players try to figure out what makes each section of the dungeon tick.

Unfortunately, my brain would not allow itself to be contained by a mere dungeon. Or a megadungeon, for that matter. Take a look at the three themes that can be gleaned from the monsters of the MMII that might show up in a Basic Edition: Fey, Lost World, Elemental.

  • The fey normally hang out in the forest, as in outside.
  • Creatures from a Lost World, like walking plants and dinosaurs, don’t do a lot of dungeon delving. They, too, mainly hang outside.
  • Elementals can be found in a dungeon, but have always struck me as something that is better suited to an environment where all the elements can excel, not just the earthy ones. That means, they kinda want to hang outside.

This got me thinking about one of my favorite ideas from a module I have never played nor ever really plan on playing: D1 Descent into the Depths of the Earth. Contained therein is a hex map with various tunnels that a party can travel and explore. On that hex map are fixed encounter areas. Thus, while it is a dungeon crawl, it also feels kinda like an outdoor hex crawl. Given that the monsters I have available with an MMII monster section of a Basic Edition, why couldn’t I then have a hex crawl that felt like a dungeon crawl?

The end result was something I’m calling the Valley of Chaos:
The white circle in the southeast corner labeled ‘1’ is the party’s home base. All the white squares are encounter areas with a small structure/dungeon/tower/cave network with 5-25 rooms. There are three distinct areas in and around the valley. The floor of the valley itself is the stomping ground of the fey. The forested areas above the valley have a Lost World atmosphere. The desert, volcano and lake of fire all are home to elemental creatures. The further away from home base the party wanders, the more challenging the going gets.

Note that like any good dungeon, there are multiple access points for parties to enter into the “dungeon.” There are established paths and river ways for the party to follow. Each branch ultimately leads to an encounter area. There are also things to be found off the beaten track. There is even a river way that encourages Referees/GMs/DMs to expand on so that a party can go off on higher level adventures.

All-in-all there are four 6-mile hexes with 23 encounter areas with approximately 200-300 rooms to explore. All of this is dressed up in several distinct environments, each with its own character and set of wandering monsters. All that is needed now is a back story to explain why all the monsters live there and why the valley looks and behaves like it does.

For me, one of the most exciting aspects of this set-up is that it realistically allows for dungeon factions to play a huge role in the adventure. As much as I love the feel and the play of dungeon factions, I have to suspend my disbelief every time I employ them because if such factions were in such close proximity to each other, why isn’t the dungeon a complete war zone with everybody dead? There are ways around this, I am aware, but it does take that extra step to make it work. In this case, the factions have enough space between them that raiding parties actually make sense.

Thus, here I have what feels like a tent-pole megadungeon that looks like a hex crawl and I think could be the beginning of something magical.

Saturday, March 21, 2015

Saintly Saturday: St. James the Confessor

Today is the Feast of St. James the Confessor. He entered the monastic life at a young age, living at the Studite monastery in Constantinople. He was then made bishop of Catania in Sicily. His bishopric took place during the first wave of Iconoclasm in the middle of the 8th century. While emperor Constantine V Copronymos (A.D. 741-775) was on the thrown, St. James was imprisoned for venerating the icons. Thus, he received the title Confessor. Eventually, his tormentors gave up trying to get St. James to abandon his defense of the icons and sent him into exile where he died.



Whereas I have reflected quite a lot on heresies, iconoclasm and confessors I don’t think I’ve ever talked about exile. One of the interesting practices of the Roman Empire (by which I mean the one with Constantinople as its capital) was the use of exile. Both heterodox and orthodox emperors would send their religious opponents into exile either on the fringes of empire or out into barbarian lands. This seems to suggest a really interesting twist on the classic Keep on the Borderland trope.

Part of the makeup of the Keep is this concept of exile, which can take any number of forms:

  • The PCs belong to an exiled group (whether political, racial or religious). The powers that control the Keep represent those who exiled the PCs. They are free to venture into the wilderness, but not go back to civilization. This would put some serious dampers on help at a party’s home base. It would also begin to get dangerous once they started accumulating wealth and magic items.
  • The entire Keep is controlled by an exiled group of which the PCs may or may not be. This variation would play close to the typical trope, except that higher-priced items would be more rare and their would be even more emphasis on clearing new land. The big change would be the end-game, where the powers that exiled those at the Keep would be more likely to meddle in the affairs of players once they started building strongholds.
  • One of the patrons of the PCs is in exile. This could either be open knowledge, done in secret or kept secret from the players. The patron is trying to accumulate enough power in order to return home. This could get complicated in the same way the first two options do. This option offers another hitch if the players do not realize that the guy they have been helping is actually a secret go-between and they are now accomplices in helping a traitor/heretic/poltical troublemaker start up another civil war, etc.
  • The PCs are part of a group whose mission is to inform on a group of exiles. Thus, they are set-up as adventurers for hire in an area dominated by an exiled power. They are then to get info from their employers and report back to the powers that be. My favorite twist on this set-up is when the PCs realize that those they have been sent to spy on are really the good guys.

One of my favorite treasures of all-time that a character of mine ever came across was a history book that detailed the royal lineage of an empire within the campaign world. My character’s desire to use that information to start a civil war never materialized (my character was a former slave in that empire, but my GM and fellow players weren’t ready to go there), but this is the kind of treasure that could be the centerpiece of a Keep-on the-Borderland-in-Exile. The information contained therein could inspire all kinds of mischief by players, whatever variation the “exiled” part of the trope is extant in the campaign.

Tuesday, January 29, 2013

Gamer ADD: Fiend Folio + The Caves of Chaos

I am suffering a rather severe case of Gamer ADD and am struggling to keep my focus on any one project; however, one of this plethora has sort of emerged as something that I may very well have an opportunity to finish sometime in the nearish future. As I have noted, since WotC started to re-release its D&D library as .pdfs, Moldvay’s Basic Edition and B2 The Keep on the Borderland have hogged the 1 and 2 spots of top selling items over at RPGNow.

One of my most popular series of posts was an intellectual exercise to see how Moldvay’s Basic Edition would look like if the monster section only had creatures from the Fiend Folio. Although I did end up making Wandering Monster Tables and I did stock a dungeon using them, I never took the whole exercise to the next level: producing a version of the Caves of Chaos that would have come with that Fiend Folio’d version of Moldvay’s Basic Edition.

Given the popularity of both B2 and Moldvay’s wonderful little red book, I decided to take on the task. I can’t speak for other folks who write adventures, but there are those that fight you every inch of the way (my continuing struggles with my version of The Chateau des Faussesflammes immediately comes to mind) and those that seem to write themselves. When I started thinking about re-imaging the Caves of Chaos infested with Fiends from my favorite Folio, the adventure definitely fell into the latter category.

I have a similar variety of monsters in store, with a similar spread of HD, a similar amount of available treasure, a far more naturalistic make-up for why those monsters are there and a little over 40 more rooms to explore. Here is a little background to whet the appetite (and put a fire to my feet to get this thing done):

The Caves of Cormakir the Conjurer

Also called The Caves of Cormakir the Chaotic or The Caves of Chaos

Almost two decades ago, a group of adventurers happened upon a collection of caves on the edge of the Wilderness. They explored them, rid them of all the horrors that dwelt within and returned laden with the riches that adventure sometimes brings. One of their number, Cormakir the Conjurer, decided to make the caves his own with the intention of having them be a new vanguard against the forces of Chaos that lurked in the Wilderness.

Unbeknownst to all, there was something yet undiscovered within the caves that corrupted Cormakir to his core. Rather than making the caves a vanguard, he turned them into a laboratory for creating vile creatures intent on wrecking havoc upon Civilization. Fortunately, his experiments got out of hand before he was able to mass an army of Chaos and several of his menagerie escaped. Thus warned, his former companions and a small force of soldiers descended upon the caves and put an end to Cormakir and his depraved research.

Though the survivors went thoroughly through the Conjurer’s demesne, they could not find what it was that had corrupted him. Thus, they abandoned the caves for fear of being corrupted themselves.

That battle took place ten years ago. There is now growing evidence that there is a new master of the caves, who is sending out raiding parties of humanoids intent on not only wrecking havoc, but taking prisoners. A call has gone out throughout the area for a new generation of adventurers to return to the Caves of Cormakir the Conjurer and rid it of its evil once and for all.