Tag Archives: The Broken Lands

Flying Carpets & Powerful Spellcasters

In my Broken Lands online AD&D campaign that has been on hiatus over a year, I planned to talk about it in today’s podcast. I thought I had written an article about the mountaintop Temple of The Necromancer along with the isometric map I drew. Turns out, it’s a false memory. I did write about it… on G+. No wonderI couldn’t find the article I was looking for. I didn’t go into great detail on G+, just showed off what I managed to do with isometric graph paper.

Via Roll20 this map made it a lot easier to convey the layout. Both the players and I appreciated that.

The players had found The Tomb of The Necromancer and sealed him in and faced the minions who were trying to free him. The party used a portal that had been opened via powerful magics to open from the mountaintop temple to the far off underground tomb. The party dealt with a hoard of undead that filled the tomb and used some things they found in another underground area to seal him in. Up to this point is a scenario that I ran at Marmalade Dog a last year ago, after the players had done it.

They then went through the portal and faced more undead and some living guards. The party managed to defeat the undead. A successful turn undead had the undead fleeing at top speed away from the good cleric. This was hilarious as the skeletons, zombies, and ghouls ran over the edge of the mountaintop temple, climbing over the winch for the elevator that provided access and resupply to the human guards. The undead were killed in the 500 foot fall and caused death and destruction to the people and equipment they landed on. NOTE: It took more than one turn to get them all, and some they still had to fight.

Just as they had defeated the last of the foes on the mountaintop, a figure in plate mail and flowing robes with four crossbowmen attacked from a flying carpet. The party managed to kill a couple of the archers, and wound the robed figure. They were amazed that he seemed to cast both clerical and magic user spells. One comment was along the lines of, “Wait a minute that’s a magic user spell and he’s wearing plate mail.” “Yup!” was my answer.

The party did all they could to try and take out this spell caster, but couldn’t do it. I forget what spell they used that sent him away from them, but the carpet was too fast and out of their reach. One of the players said, “That flying carpet is mine!”

They were nearly out of spells and all of them hurt, so they decided to flee through the portal and seal it so that the bad guys could not access The Necromancer without waiting for the right conditions to open a new portal, or traveling the unknown distance from the mountaintop temple.

Last we played, the party was making plans to find the individual with the flying carpet who they believe carries the title, Son of The Necromancer. I gave them a foe with his own neat magic items and abilities they were not prepared for. Interesting times lie ahead. I’m hoping to pick up where we left off in the coming weeks.

You can find the companion podcast episode here.

My AD&D Campaign on Roll20 – Session 1

I won’t do a full session recap here. One instance from the first session of my AD&D campaign on Roll20 stands out to me. I touched on it in my last post.

I have written about some of my ideas for building this new area of my game world, as I pointed to in my last article. So far we have 3 players, two from my Wednesday night game, and one who has played with one of the other two. In the first session, the “new guy” had a last minute emergency, so he had to miss. We decided to play on.

The setting is a low magic setting, where the past ages were of high magic. The players elected to have “evil” characters, which I agreed to. The setup is that they came to this village afflicted by a huge earthquake, and hordes of undead that appeared a day after the quake.  It is now several weeks later and the undead are mostly taken care of with patrols scouring the countryside for any that were missed. Merchants bring food and helpful items, and other wealth seekers show up. One of the merchants pays the party for their guard duty and offers to pay for quality information about the current state of things in town.

The party manages to find multiple people who each will pay for the same information, so they end up getting paid multiple times for each useful tidbit. They learn that this strange black tower that seems to grow periodically overnight, occupied by a wizard, Hanagan the Red, who showed up after the quake and is rarely seen. There is an obvious “buffer zone” where the inhabitants keep clear of this tower.

The merchant perks up at this news. and only gives them a small payment, as that is all they know. Gladly will he pay more if they can learn his name, what books are in his library, and what types of things he is looking to buy.

This is easy! The group agrees to take up this challenge. Before I proceed, I need to describe the characters: Gaul, a half-elf cleric/ranger whose human parent is from the nomad tribes. Dingkus, a gnome illusionist/thief, and Wenrick a halfling fighter.  They go to the tower and step up to the door. Dingkus the gnome points out that neither he nor the halfling can reach the knocker. Gaul asks what he should do with it, and in his interpretation of the gnome’s instructions, vigorously beats the door with the knocker.

An exasperated woman quickly opens the door, and asks what impertinent fools dare raise such a racket? She is a colleague/assistant of the wizard and he cannot be disturbed. they ask who she is, and she gives her name and Gaul detects that she is of the nomad tribes. This intrigues Gaul.

Rather than explain that they merely seek information, the gnome illusionist casts hypnotism. The gnome wins initiative and the female wizard failed her save. She invites them in, gives them her name, and the duration of the spell fades. This time she wins initiative, and the half-elf’s elven blood is not enough to resist the sleep she cast upon them.

The next thing they know they awake in a poorly lit room with bare walls, ceiling, and floor tied to chairs, with the half-elf and gnome gagged, as they both appear to be spell casting types. The player of the halfling is the one who had to miss, so the player who had played with him, ran the character. Standing before them is the woman and an older man with red hair and streaks of white/gray. He is fuming.

The wizard complains that his experiment was ruined. He wants to know which of his enemies sent them. When he learns that they are there for information for a merchant who wishes to do business with him, he demands the name of the merchant, promising to never do business with him. The halfling plays dumb about which merchant it was who sent them, reasoning that they might not get paid.

Once Hanagan is certain they are just bumbling greenhorns, he charges them to go west and find the source of the undead. If they find any magic, it is his. When they all nod agreement, they are again slept, even the half-elf.

Waking a short time later, they are sitting across the street with the gnome and halfling laying across each side of Gaul’s lap. They quickly look to see that they have all their stuff. I said, “You find that all of your money, gear, and other possessions are just as they should be. However, each of you finds a folded parchment on their person in the process of the search.”

They see everyone in town crowded about the now larger “zone of exclusion” around the tower. I let them know later that the wizard made an uncharacteristic display of power, and floated them out of his tower and across the street. This one was seen, whereas the tower only seems to grow at night when no one is looking. They also notice that the tower door no longer seems to be there.

Having been totally surprised that they would go inquire of a wizard and cast magic on his associate, I’m scrambling to make something interesting of this incident. Here is my recollection of what I said was on their parchments in the wizard’s flowery script.

Hanagan’s Writ

From: Hanagan The Red

To all who are friendly with me, know that the bearer of this parchment is bound to me and is on an errand at my behest.

Please aid them, if you are able.

To all who are not friendly with me, I expect you will deal with them as you would deal with me.

Hanigan The Red

Ray, who plays Gaul wonders if they are geased or now indentured servants.

The players also asked if he was evil. I said, “Well, he didn’t kill you and he is known to help the baron, from what you learned later. Maybe he decided to use you to gather information, and punish you with a terrible death in the wilds….”

I really like how this session played out and how the players did something that cried out for a railroad. I dropped clues before this that the chance for riches was said to be to the west. However, I have other locations and things seeded in the area, if they hadn’t chosen to go west. Had they not ticked off a wizard, they would have had free reign to go wherever they wanted. Well, free to attempt to go wherever they wanted. There is always some person of creature or obstacle to any path.

My world is an open world and what the players do changes the course of things I envisioned in my mind’s eye. I like how letting a group of players loose in a setting forces me to think of possibilities I hadn’t yet considered. They pushed and pulled on things in ways only this group of players with those specific characters could do. It has unleashed lots of mulling the possibilities.

We now have two sessions under our belts, and the third and fourth are scheduled. Lots of fun thought experiments for me to tweak how things pan out.

A NOTE ON THE TERM WIZARD

In this low magic setting, any magic user of any level is called a wizard.  So they don’t know if Hanagan would have the level title of wizard or not.

Campaign Idea – The Broken Lands

The Broken Lands – This name comes from the topography that is marked by the effects of earthquakes. Earthquakes were once common in the area, but are now beyond living memory. This will make valleys, bluffs, plateaus, swamps, and any other feature fit. Volcanism or other processes, including magic or gigantic creatures, could be the source of the quakes. The variation in the terrain will allow for creatures of any type. Mountains high enough for cold based creatures in summer, Wet & swampy regions, areas of mountains high enough to block the rains and have arid/desert regions.

Living memory suddenly changes with the earthquake that uncovered a buried structure. (Vault of the Broken Lands? Secret of the Broken Lands? Mystery/Mysteries of the Broken Lands?) This leads to the possible questions: Why an earthquake now,? Can the cause be determined? What is in the buried structure? This area will be the best available farmland in the area, but it is remote and off the beaten path/main trade routes. While officially part of the kingdom and claimed by one or more neighboring kingdoms, it is a march/borderland and is wild. Only the occasional bandit or ravaging monster has come around in recent years, lulling all into a sense of peace and security.

This abruptly changes the focus for the locals, the region, kingdom, and neighboring kingdoms. This is the hook that brings fresh adventurers to the area. This refreshes the minds of elders about stories of the creatures and adventurers of old.

As a new campaign, the initial setting will be centered in a human kingdom, and the first PC’s will be human. It takes time for word to spread and non-human treasure seekers (of 1st level) to show up. Non-human NPC’s of more power, whether in levels, politics, wealth, or other connections/measures will be possible.

This lets the initial players and their first characters in the campaign have a hand in shaping the way it develops.

New player characters will be average character level – 1, but no higher than the lowest level character. So if the average is 4th level, but the lowest level is 3, start at 3rd level.

Leveling up – simplified – Once have enough XP to level must return to civilization/secure and well supplied base/name level stronghold and rest up and re-supply for a week. For treasure to count for XP it has to be returned to civilization with the players.

Smoke Mountain, Smoking Mountain, Fuming Mountain, Fire Mountain, Dragon Spire, Dragon’s Spire, Dragon’s Maw

COOL! – I was thinking of a volcanism and earthquake defined region, and wanted something like Death Valley (140 miles long), and found the terms graben and horst, and then the jackpot, the Basin and Range Province. It is 170,000 square miles (for example: 500 x 340). It covers a huge area in the US southwest and northeast Mexico. It is all terrain I have never seen, except in TV and movies. But I have seen similar, smaller examples in Colorado. There are numerous features affected by volcanoes and various faults. There are plenty of barriers that would make large “uninhabited”/”uncivilized” regions, and multiple kingdoms. Having border areas on the perimeter that are the more stable heartlands of the greater kingdoms/nations, makes for the far off influence of the kings/rulers/government less immediate.

This area in the real world is home to copper, gold, and silver mining. Mountains would be a good place for dwarves, and areas of isolated forests would be good places for elves. Lost valleys of the Pleistocene, or isolated plateaus full of dinosaurs. Aliens, inter-dimensional rifts, and so forth are all fair game.

Having a bit of real world analog to help inform my imagination is helpful, but it is a game and in no way requires me to stick to the way things are in the real world.

I had another idea in the pipeline, but the idea hit me, so I put it down. I plan to take bits and pieces of my current campaign and other unrealized ideas, and make the current center of action somewhat far off from this new area. I have ideas that I didn’t leave a good place for in my original campaign concept that was more top down than bottom up design. I need a different map for my original campaign anyway, it didn’t fit for how I was trying to use it. It didn’t impact the players, but it didn’t really fit for what was developing in my mind’s eye. It’s a great map my brother did for me, but it didn’t afford all the cool terrain that I wanted available for all the things I want to do. I want just enough map detail for a starting area, and a general concept of what is around it, so that there is flexibility to make a place for the specifics that grab the player’s interest.

Having the geologically active region known from the start makes it easy to have some sort of geological activity happen to alter the landscape or reveal something new. This makes the world living in a sense that there is more rapid and long-lasting change to its appearance than in other locations.

Just writing out notes in my preferred text editor, NoteTab*, the ideas just don’t want to stop. I keep jotting down notes of cool ideas that I don’t want to forget. Just when I think I’m done, another idea pops into my mind. It’s great to have the creative juices on overdrive, but not when it is time to go to bed. Even though I have what is now today off, I still need to get sleep and deal with the requirements of adulting.

*See these past articles where I discuss NoteTab. Software, Notes, 30 posts in 60 days [I forgot about this one.], Tools, Written vs. Typed, and NaNoWriMo. I even have my name in the acknowledgements of the help file for my contributions to testing over the years. I don’t want to take the time to learn how to do all the things in another editor that I can do with NoteTab, as I have better things to do.

Campaign Setting Idea

While mowing the lawn yesterday, I  heard sirens and had one of my off the wall thoughts. What if you died and didn’t know it, and could only do the thing that you were doing for eternity?
That’s potentially a terrible curse. But I went with the idea and let the ideas bubble up as i continued to mow.
I have an idea for a new AD&D campaign and want to have fun with it, so I put together some quick notes on my phone in Evernote, when I took a break from mowing. I then cleaned them up and added more ideas below.
  • When I was still on the same thing for eternity idea, I thought about this making people think about their eternal future and learn things that would make them have as much variety as possible in how they do things. For example, learn 100 or 1,000 ways to cut the grass, or maintain the lawn. This will prevent boredom/monotony.
    • I further imagined literate cultures having lots of books on 100 ways to do 100 things, or long lists of ways people have died and ways to deal with that. Pre-literate cultures would have intricate oral traditions taught by the elders on such matters.
      • The idea of dying in childbirth was very unpalatable, and how to deal with that? Perhaps a belief that the mother and child are united together in eternity exploring and learning from the cosmos.
      • This and other horrible ways of dying lead to the idea of nuance, and not being literally the only thing one does for eternity. I am sure one burned to death could be seen as involved with fire in the afterlife, as a shooting star, lava flow, etc. Or they become a fire elemental or other creature on the plane of fire!

This lead to the idea of birth and death augurs, and the points that follow:

  • All humans – Characters are all humans, with rare exceptions. Demi humans arrive via random gates from other worlds. For some reason, the idea of an all-human party is appealing. Maybe the first character for each player has to be human, and future characters can be something else.
  • Birth augur determines class and other affects, etc. Use DCC until generate own lists. Players write a paragraph or two to weave together class, secondary skill (if AD&D), and birth augur.
  • Birth order to get 7th of 7th son/daughter, etc. If roll 7th of 7th son/daughter, get plus 1 to Intelligence and Wisdom, or other cool bonus. Social class, rank, parent’s occupations, season, month, etc, all play a part.
  • Parents would want children to carry on the family business, but if the birth augur says differently, then parents are reluctant to challenge the way things are.
    • Making a character with a class that goes counter to the stats. A high strength for a mage, for example, might indicate one bucking the trend of their birth augur. This should call for interesting role play situations.
  • Death augur, roll on table,  determined at birth. Thus the characters have it at the start of the campaign. Age, season, circumstance, activity, such as battle. Search real world augurs of birth and death. This should encourage players to be heroic and if they are slain, to go out in style.
  • All groups, human and monster believe that what one is doing when they die will determine what they do in the afterlife for eternity. Those slain in battle might be involved in eternal war. The nuances of the death could point to something else related to that circumstance. For example, slain by ogres could mean you awake in a new world where ogres are friendly and you have to work past your issues with ogres to move on. Or you could be re-born as an ogre….
  • Note, raise dead forces a re-roll of birth and death auguries. If identical, signals a blessing from the powers. If vastly different it signals a mark, curse, burden, or quest is demanded to lift or rectify it. If one is the same and the other is different, it presents a fun roleplay opportunity.
  • Those who desire a long life avoid the things that signal the possibility of their death.
  • Certain death – there is a saying, “While death comes to all that is, the only certain death is one that is foretold.”
  • No fear of death.  Fate, luck, etc. all play a part. If character knocked down, but ruled by the DM as not part of his death augur, “flip the body” like in DCC, and just badly injured. Possible permanent injury table.
  • I like the idea of no set alignment, but those on the side of civilization and law, and those on the side of monsters and wildness. More of the law & chaos of original D&D. I had the idea for the name of a rule set, “Heroes & Anti-Heroes.” Those on the side of law are heroic and those on the side of chaos are the opposite. Not necessarily cowards, but their great deeds are infamous rather than heroic.
  • Undead and those who seek to cheat death would be chaos and hidden cults. A lich would be the ultimate in an attempt to cheat death.
    • Demons would be those powers out to trick the susceptible into resisting death at all costs. The “blessings” from the demons would be life as undead.
  • Call Turn Undead “Banish Magical Abomination”, and druids would “Banish Unnatural Abominations”. Let druids turn undead at 2 or 3 levels lower.
  • No set deities. “The powers”, “great ones”, generic name for all the deities. Few groups would worship a specific deity.
  • Any tribes/groups/nations/cultures that don’t follow the birth/death augur tradition will be viewed as “wrong”. This should be rare and not encountered in the core of the campaign region.
This whole idea helped me to see undead and law vs. chaos differently. It is not as confining as one imagines.
This also feels like the idea for a book.  Hmmmm…. Not until I get the first draft of the final chapters of the novel I have yet to finish.