(Of course, as anyone who has read the AD&D Dungeon Master’s Guide can attest, a table perhaps would’ve been more appropriate than a bench [see Appendices]…)
More information at ENworld.
(Of course, as anyone who has read the AD&D Dungeon Master’s Guide can attest, a table perhaps would’ve been more appropriate than a bench [see Appendices]…)
More information at ENworld.
PART 9: THE TOMB OF SERTEN AND THE HELM OF LAGA VULIN
9.1 Back in Hommlet (Wealsun 21st – 23rd)
Our intrepid adventurers — Erik (the mountain dwarf fighter from the Lortmils), Althaea (the high elf wizard from the city of Tringlee), and the brothers Godric (the human rogue from the Barony of Shiboleth) and Cedric (the human cleric of St. Cuthbert) – have returned to Hommlet after spending several weeks in the gnomish town of Gneissvale. The party is accompanied by the gnome Zeno Zacklington and his assistant Berta. Zeno had acquired the village’s trading post from the party and plans to establish a branch of the great Zacklington trading empire in Hommlet.
While in the village, the party updates the Council on the party’s recent activities, as well as the threats posed by brigands and gnolls to the trade route between Hommlet and Gneissvale. The adventurers explain that the “flaming eye” symbol used by the dark denizens of the Moathouse, including the now deceased Lareth, is one employed by the followers of Iuz. However, Iuz could not have been involved with the original rise of the Temple of Elemental Evil a decade ago, as he was not active on Oerth during that time. Nonetheless, the Iuzians are implicated somehow in the re-emergence of the Temple as a threat to the region. The party also introduces Zeno and Berta to the Council. Godric speaks with Jaroo Ashstaff afterwards; the druid assures Godric that the Wood Elves are likely to remain at their camp for a couple more months.
While relaxing at the Inn of the Welcome Wench, the party is approached again by Furnok the half-elven “treasure finder.” After chatting a bit, Cedric begins lecturing about St. Cuthbert and presses a pamphlet of Sayings of the Wise Foole into Furnok’s hand. Suddenly the half-elf is overcome with weariness and excuses himself for the evening. Althaea approaches the hulking warrior Kobort and the enigmatic Baklunish wanderer Turuko; she purchases a round of Umberdeep Ale for them all. Erik challenges the brutish human to an arm wrestle and is victorious. Kobort reveals that the two now have a “big job” but stops talking after a pointed glare from Turuko.
Over the next couple of days Erik orders some new shoes from Americ the leather-worker, while Cedric spends time at the Church of St. Cuthbert. Godric flirts with some local wenches and plays cards with Furnok. He notices that the half-elf scoundrel is using marked cards, but still plays three games in order to not let on that he aware of the other’s perfidy. Furnok and Althaea play a game of chess. Althaea loses the game – and a platinum coin that she wagered. Despite his charm and wit, the party declines the half-elf’s renewed offer to accompany them.
It looks like Cubicle 7 is coming out with a second edition of their (now out-of-print) The Laundry Files RPG. (Flashback: here’s my post on the first edition from March 2010, including a brief note about the time I met author Charles Stross.)
Unlike the first edition, the new edition will not use the “d100” Basic Role-playing system (familiar from The Call of Cthulhu RPG). Instead, it will use something called “C7D6” – obviously a “d6” system of some sort. (Cubicle 7’s “clone” system for 5th edition Dungeons and Dragons currently goes by the codename “C7D20.”)
Over the years I’ve read the first six novels of Stross’s “The Laundry Files” series (as well as the stories, “The Concrete Jungle,” “Equoid,” and Overtime”). I last read one about five years ago (The Annihilation Score). Apparently, there are now thirteen novels in the series! Since I enjoyed (to varying degrees) the ones that I’ve read so far, so I hope eventually to read the others.
The novels’ setting is a good one for a Mythos-themed RPG, I think, as the characters are agents working for the secret British government organization “Q-Division” (“The Laundry”), and hence charged with protecting the UK (and the world) from occult and Mythos threats. However, the novels contain a fair amount of dry humour, which I suspect may be difficult to translate into the game (probably best just to let any humour emerge organically in play).
I ran a fair amount of Call of Cthulhu back during “the teens,” including two short campaigns and a few one-shots (see here and here). My focus and interest have drifted away from Lovecraftian stuff in recent years, but perhaps they’ll drift back again in the future. In any case, I’ll definitely check out the new edition of The Laundry Files once it’s available.
These beautiful "action figures" recently arrived in my mail:
I really shouldn't spend money on things like this, as they have no real "game utility" and will just sit on my bookshelf.
But, as the title of the blog indicates, I'm pretty akratic at times.
PART 8: FROM HOMMLET TO GNEISSVALE – AND BACK AGAIN
8.1 Back in the Inn of the Welcome Wench (Flocktime 13th)
The stalwart adventurers — Erik (the mountain dwarf fighter from the Lortmils), Althaea (the high elf wizard from the city of Tringlee), and the brothers Godric (the human rogue from the Barony of Shiboleth) and Cedric (the human cleric of St. Cuthbert) – have returned to Hommlet after clearing the Moathouse of Lareth (the golden-haired follower of Iuz) and his vile followers. The party is accompanied by Spugnoir, a squeaky dagger-wielding wizard of Suel descent, and Knarf, a gnome of Gneissvale, who had been captured by the Moathouse brigands days ago. After reaching the inn of The Welcome Wench, Knarf is granted a room and collapses into a deep slumber.
Upon learning of Zert’s treachery, the innkeeper Ostler Gundigoot tells the party that they may take possession of any goods remaining in Zert’s rented room. In addition to some saddle bags and other sundries, the party finds a small chest, which they unlock with Zert’s key. The box clicks open – and out spurts a cloud of vile green mist! Everyone but Cedric flees the room before breathing in any of the dangerous gas. Cedric coughs badly but somehow avoids major harm. Erik then checks out the chest and finds within some platinum and gold pieces, as well as an shiny black pearl. The party moves the chest to their chamber, relocks it, and returns to the inn’s common room for some further drinking.
8.2 The Council of Hommlet rewards the party (Flocktime 14th)
The next day, a village council meeting is held. In attendance are: Jaroo Ashstaff, the Druid of Hommlet’s Old Faith Grove; Canon Terjon, head of Hommlet’s Church of St. Cuthbert; Hroth, Captain of the village militia and father of the now-deceased Elmo; Ostler Gundigoot; Mytch the Miller; Burne the wizard; Rufus the warrior (and leader of “Burne’s Badgers”); and the town elder Kenter Nevets.
Cedric recounts the party’s convoluted cleansing of the Moathouse and the subsequent nefarious sneak attack by Ranos Davos and Greemag. Upon learning of the traders’ allegiance to the Lareth and the followers of Iuz, the council grants the party the village trading post and everything within it.
The party also receives the following rewards from the council:
· Althaea asks to study with Burne to learn a few more spells (including “Suggestion,” “Misty Step,” and “Levitation”). Burne agrees, though she will have to pay for the special inks herself.
· Erik asks for the location of the Tomb of Serten, as part of his ongoing quest for the Helm of Laga Vulin. Recognizing that the party is furthering the goals of St. Cuthbert – in particular, opposing the followers of Iuz – Burne tells him. The wizard notes that the symbol of St. Cuthbert will be needed to enter the tomb, but this should not be an issue with Cedric in the party.
· Cedric asks to be permitted to continue to serve St. Cuthbert. (Godric rolls his eyes.) Canon Terjon gives the stoical cleric three potions of healing to help with his efforts.
· Godric asks for any information pertaining to the manor of the renowned mage Quesse the Quick. Burne has heard legends of her manor in the Gnarley Forest. Jaroo knows of some sylvan elves who range throughout the woods and likely know its location – he tells them where to find the elves and agrees to write a letter of introduction for them.
· Spugnoir asks if he can apprentice to Burne. Burne agrees, albeit with a manifest lack of enthusiasm.
8.3 Taking Care of Business in Hommlet (Flocktime 14th – 17th)
After the council meeting the party goes to their new trading post. It looks to have been cleaned out by the malevolent Rannos Davl and Greemag. However, hidden away, the party finds a small black scarab, engraved with the letters “TZGY”. Cedric cannot discern its meaning, but believes that it has something to do with the Temple of Elemental Evil.
Knarf finally awakens from his slumber. He tells the party that his friend in Gneissvale, Zeno Zacklington, might be interested in purchasing the trading establishment from them. (Zeno belongs to the gnomish Zacklington trading house – with which the party previously interacted back in Hookhill, when they were travelling through the Gran March.) Given his tragic experiences, Knarf is keen to return to his family in Gneissvale and offers the party 100 gold pieces to escort him home.
To the gnome’s frustration, the party insists on spending a few more days in Hommlet in order to take care of the following matters:
· Erik commissions Smyth the smith to rework the plate armour that they had looted from a dead cultist to dwarf-size. The party pays the smith with Lareth’s magical armour, which none wish to use because of its dark nature and evil symbol.
· Althaea copies some spells from Burne. She lets Spugnoir copy “Shield” from her spellbook into his. She also practices her Draconic with Cedric.
· Cedric spends time at the Church of St. Cuthbert. There he is reminded by Canon Terjon that the body of Serten no longer resides within his original tomb, as it was moved to the City of Greyhawk a few years after the Battle of Emridy Meadows. However, Terjon believes that there are some important items of power left in the tomb to be used by those who follow St. Cuthbert.
· Godric gambles a bit and gets to know the village better.
· The party commissions the village tailor to repair the rip in their Cloak of Elvenkind.
· When not trying to “help” Smyth work on his plate mail, Erik drinks vast quantities of Umberdeep Ale.
· The party stocks up on rations and treat Vick the mule to many carrots and apples.
8.4 From Hommlet to Gneissvale (Flocktime 18th – 22nd)
The party follows the caravan road through the Kron Hills to Gneissvale. The journey is seventeen leagues. After a couple of days, the party encounters a caravan travelling to Verbobonc. The adventurers exchange pleasantries with merchants, Toby, Alphonse, and Lady Violet.
Halfway through their journey (Flocktime 20th) Godric notices a flying creature high above. The party discerns that it is a griffon! Knarf panics over Vick the mule, as griffons are known to snatch beasts of burden away for consumption in their nests. Althaea casts “Invisibility” on Vick and eventually the griffon loses interest in the party and flies away to the north.
Later that evening Cedric finds a lovely campsite. During the night, though, the party is attacked by a band of scruffy gnolls. After a heated battle, six hyena-headed ne’er-do-wells lie dead. Knarf congratulates the adventurers on dispatching the humanoids with such ease.
During the remainder of their trip the party encounters only some mildly belligerent goats.
8.5 Spending quality time in nice Gneissvale (Flocktime 22nd – Wealsun 16th)
Finally, in the early afternoon of Flocktime 22nd, the party enters the valley of Gneissvale. As they approach the town, the travellers see the following carved upon a stone sign: “Earth & Stone, Man & Gnome, Together Forever!” There are caves up the sides of the valley, while the village lies below.
Knarf tells the adventurers about the village: it is a mix of peoples, most of whom live in peace; however, there is a split between those who want to join with Verbobonc, while others wish to remain neutral. The town (like many others from the Kron Hills) was allied with the forces that overthrew the Temple of Elemental Evil at the Battle of Emridy Meadows almost a decade ago, at much cost to itself. Knarf also tells the party about the various pubs in town and recommends the Belching Brownie as a place favoured by adventurers and travellers.
The band goes with Knarf to meet his wife and wee gnomelings. The grateful gnome merchant rewards the party with ten platinum pieces. He also gives Althaea an enchanted waterskin – it refills with fresh water every morning. Knarf reminds the adventurers to meet with Zeno Zacklington about the trading post in Hommlet. He also tells them that they are welcome in his household anytime.
The party secures lodgings at The Four Winds Inn, and then sets out on a pub crawl. They drink at the Murky Mead Pub(favoured by gnomes), the Green Tea Tree Inn (favoured by elves), the Sleepy Forge (favoured by dwarves), and finally the Belching Brownie (favoured by all people who enjoy high quality alcoholic beverages). The bartenders at the Belching Brownie are all halflings. The party is seated at a table by the window, overlooking the valley. Althaea orders a glass of the inn’s best wine. Erik orders a glass of wine and two pints of ale. Godric orders a Rocky Hills lager. Cedric orders a glass of milk.
Althaea notices a striking high elf with silver hair sitting with a flamboyantly dressed gnome. She introduces herself and offers to buy them a round. They accept a glass of the finest wine and a mead. The haughty elf tells the waitress to bring a bottle. He then introduces himself as Eleric, of the Faerie Kingdom of Celene; the gnome is Hilfo. Eleric explains that he has come to Gneissvale because Hilfo told him that the Kron Hills is where gryphon eggs are to be found. Eleric seeks to establish a force of gryphon riders in Courwood, but gryphons can only be trained if they are taken straight from hatching. Eleric offers to pay 50 pp per egg. He has a magical “Bag of Incubation” for egg hunters but does not know where the eggs are to be found. Eleric suggests that if the party is willing to help him in his endeavour that they inquire with gnomish scouts in town.
The next day (23rd Flocktime) the party meets with Knarf and Zeno Zacklington. They ask about Hilfo, Eleric, and the gryphon egg quest. Knarf tells them that Hilfo is a complete fop, though he does wander through faraway lands and claims to be an elf-friend. Gryphons are a problem for the gnomes, and the explanation for any that go missing.
Zeno is keen to establish an outpost of the Zacklington trading house in Hommlet. After some hard bargaining, the party agrees to sell him their trading post for 290 gold coins plus a potion of healing. Zeno agrees to accompany the party when they return to Hommlet in order to get the shop up and running.
Althaea decides to create a ring of darkvision for Cedric while in Gneissvale, using the ring possessed by Godric (which the party gained from Yorvick the riddle-master back in Veluna City) to guide her efforts. By creating this item, all of the adventurers will be able to see in the dark (Althaea and Erik because of their innate abilities, Cedric and Godric by means of the rings).
Althaea’s project will take some twenty days. The cost of the materials to create the ring is considerable. In order to gain sufficient funds, the party sells some of the jewellery they have accumulated over their adventures at the Zacklington goods emporium. Cedric purchases a simple electrum ring to serve as the target for the enchantment.
While Althaea creates the ring in a workshop that she has rented in town, the other adventurers decide to spend the next 20 days pursuing their own interests.
· Erik carouses his way through the three weeks, mostly at the Sleepy Forge Inn – some nights spent passed out on the floor. During that time, he makes some good drinking buddies and becomes friendly with Ulgor the Gruff, the owner of the establishment.
· Cedric seizes the opportunity to spread the word of St. Cuthbert, ministering to the town. He is met with nods and faint smiles. He converts no-one but equally alienates no-one – his enthusiasm is widely regarded as charmingly naïve.
· Godric swans about town, gleaning information and rumours and generally being a social butterfly. He becomes known in Gneissvale as an entertaining and charming fellow.
During the three weeks, the party learns the following tidbits of information:
Finally, on the 16th day of Wealsun. Althaea emerges from her laboratory with an electrum ring emanating eldritch power. She gives it to Cedric. He enters a closet to test the ring – and finds that he now can see in the dark!
8.6 From Gneissvale back to Hommlet (Wealsun 17th – 20th)
Zeno Zacklington, his assistant Berta, and two gnomish guards named Fritho and Frothi, accompany the party as they leave Gneissvale. During the party’s journey back to Hommlet they are waylaid by some bandits. Most of the scoundrels are slain with ease by the party; however, the leader and two others flee into the hills. Aside from this unpleasant incident, the party encounters only a gnomish caravan heading to Gneissvale from Verbobonc.
Late in the evening of the 20th day of Wealsun the party returns to the village of Hommlet.
[Links to other instalments in this campaign can be found here.]
Credits
This log drew heavily from notes taken during the game by one of the players (Marcus K).
The colour regional map is from the original World of Greyhawk sets (1980 and 1983) by Darlene. The version used here was fixed up for online use by R Conley. I added Hommlet and the road to Verbobonc (using Preview).
The black and white regional map is from Goodman Games’ revised version of The Temple of Elemental Evil. I added the caravan road to Gneissvale (the thin brown line), and a few other things (the dark green oval is a small forest by Gneissvale; the red hexagon is the sight of the ambush that occurred during the party’s journey from Verbobonc to Hommlet; the blue dot is the Tomb of Serten; the green circle is the wood elf camp; and the purple square is the Moathouse).
The map of Gneissvale is from ICE’s old module, The Cloudlords of Tanara (by Terry Amthor). All the names that have been added to the buildings are my own. I also added the “Emridy Meadows” statue. I created the description of Gneissvale and its inhabitants for my campaign (expanding upon the brief notes in the Goodman Games’ book).
The photo of gneiss rock was taken in Lake Country, British Columbia.
It's amazing to me how much content Matt Finch has managed to pack into such a slim package (144 pages) in a clear and accessible way. Roughly speaking, Swords & Wizardry Complete, gives you pretty much everything in the original D&D 1974 box set, and a lot (but not all) from the subsequent supplements (Greyhawk, Blackmoor, and Eldritch Wizardry). What you end up with is something very close to Advanced Dungeons & Dragons (as realized in 1979), but somewhat simpler and lower-powered. The main (or at least most noticeable) differences: in S&W there are no half-orcs, gnomes, illusionists, or bards; alignment is three-fold (Lawful, Neutral, Chaotic); hit dice are lower (e.g., fighters have d8 in S&W instead of d10 as in AD&D); and slightly lower level-limits for demi-human characters. Aside from these changes – which, of course, are easy to modify if one wishes – S&W provides a “simplified” version of AD&D, and is readily compatible with most material produced for D&D and AD&D prior to 3rd edition.
There are some minor but helpful innovations in S&W that distinguish it from "0 edition" D&D. Among them: the ‘ascending’ scale for AC is used (which I appreciate and find preferable to the older system, although the old ‘descending’ system is provided as an option as well); a single unified ‘saving throw’ is provided for each class (but with the option to use the older system, broken down into categories like “death rays and poison”); four different options for determining initiative are outlined; rules for morale are provided; and rules for two-weapon fighting are included. These are all helpful additions to the game in my view.
Since it is a “clone” of early (0e) D&D, S&W includes elements from that system that personally I am not that keen on. For instance, the special abilities of thieves (as well as assassins and monks) are quite miserable, with very low chances for success at anything until characters achieve higher (7+) levels. If I were to run S&W again, I’d probably just use my version of the class instead. Likewise, I’ve never been a fan of the way earlier editions of D&D and AD&D implemented “level limits” on non-human characters. I think that there are better ways to “balance” non-human characters against human ones. (S&W does include an optional rule to permit non-human characters to advance beyond their level limits, but with a 50% penalty to experience points earned by those characters. I’d likely either use that option, or simply grant some additional bonus to human characters instead.) Of course, one cannot really fault a retro-clone like S&W for “cloning” such rules from earlier editions, and in any case such things are easy to house-rule.
In short, this revised, updated version of Swords & Wizardry is excellent, the best version yet. It was the “retro-clone” that helped inspire this blog in 2009 – and for which I wrote a number of house-rules – and it remains my favourite. I highly recommend it to anyone who enjoys the spirit of old school Dungeons and Dragons!
(For a more comprehensive review, check out this one at the blog “It’s Okay; Gary Sent Us.”)
One of the things that I dislike the most about the standard 5th edition Dungeons & Dragons rules is its system of “rests.” Even if adventurers have been in the savage wildlands for several weeks, so long as they can manage to camp for eight hours, i.e., take a “long rest,” all of them will be (almost) as good as new. After a long rest, characters recover all their hit points, spells, abilities, and so forth. The only minimal kind of attrition that they experience is that they can recover only half of their hit dice (but another long rest a day later can get them back to full).
The potency of long rests greatly reduces the roles of attrition and resource management in adventuring, things that were very important in earlier (TSR era) versions of the game. Attrition and resource management make the game more interesting and challenging, in my view. And while D&D has never been very good with respect to “simulation” (to say the least), completely “recharging” after a nap in a sleeping bag is “video-gamey” at its worst.
Now there are options that DMs can use alter the unfortunate nature of rests and recovery in 5e D&D. The Dungeon Master’s Guide mentions a few decent ones in Chapter 9. One is “Healer’s Kit Dependency,” which requires the use of a healing kit in order for a character to spend any hit dice (healer’s kits come with 10 ‘uses’ each). Another is “Slow Natural Healing,” which eliminates the automatic recovery of hit points after a long rest (characters have to spend hit dice in order to recover any hit points, whether after long rests or short rests). And then there is the “Gritty Realism” rest variant, according to which a short rest is eight hours, and a long rest one week. A version of the latter option is used in Adventures in Middle-earth (now Lord of the Rings Role-playing), with “long rests” possible only in ‘safe’ locations (e.g., Rivendell or Lake-town), which perhaps explains why I was so thrown off by the standard 5e rules after having run an AiME campaign in the past.
The Into the Unknown rules make rest and recovery somewhat less easy than do the standard 5e rules, although they don’t go as far as AiME or the “Gritty Realism” variant. Below I’ve summarized them. I also added “safe rest,” although I think that it just makes explicit what is already implicit in the rules. Obviously, these rules could be used in any 5e D&D game (given the compatibility of ItU with 5e).
Short rests: One segment (10 minutes) with no strenuous activity (e.g., combat).
· No more than one short rest can be completed in any given hour. (Characters can “rest” for longer than one segment if they choose, of course, but they will gain the benefits for only one short rest in doing so.)
· Characters must consume rations (one-third of one day’s worth) in order to gain any benefits from a short rest.
· During a short rest, a PC can:
o Spend one hit die to recover hit points (only once/PC).
o Use a healing kit to spend one additional hit die to recover hit points (only once/PC).
o Regain “Second Wind” (fighters).
o Regain “Mighty Deeds” (fighting style – fighters).
o Regain “Action Surge” (fighters).
o Regain “Indomitable” (fighters).
o Regain “Channel Divinity” (priests).
o Use “Arcane Recovery” (magic-users).
o Regain “Arcane Study” (magic-users).
o Regain “Spellcraft” (magic-users).
Long rests: Two watches (8 hours) with no significant disruptions (e.g., combat, strenuous actions, chases, etc.).
· No more than one long rest can be completed every 24 hours. (Characters can “rest” for up to 24 hours if they choose, but they will gain the benefits for only one long rest in doing so.)
· After a long rest, a PC:
o Recovers one used hit die.
o Can spend multiple hit dice to recover hit points (these rolls are made with advantage, unlike rolls after short rests).
o Recover one level of exhaustion.
o Prepare spells.
o Regain spell slots.
o Regain “Arcane Recovery” (magic-users).
o Regain any abilities that would be regained after a short rest (see above).
Safe rests: At least one full day (24 hours) of rest in a safe, civilized location (e.g., a well-protected keep, an inn within a friendly town, an elf-lord’s haven, etc.).
· After a safe rest, PCs recover all lost hit points, hit dice, spells, class abilities, etc.
o Certain unusual conditions (e.g., specific diseases) may require multiple safe rests or special treatments (e.g., potions, spells, rituals, divine intervention, etc.) to remove.