During the last two months I have been thinking about starting a second Advanced Dungeons and Dragons campaign. This campaign would be played in person, around a real table, which is quite a rare way of playing for me these days. The main reason for this is that I’d like to spread my enthusiasm for the game, and maybe generate a bit of interest for the old game in my local hobby scene.
This blog post is the collected notes of a brainstorming session I had whilst attempting to invent a purely Gygaxian Milieu for this new campaign. It is Gygaxan because it takes into account the assumptions generated by the three core books of AD&D, and is taking liberal inspiration from the Appendix N fiction of the Dungeon Masters Guide.
I eventually decided not to use this milieu, for reasons I will state in the conclusion of this post, but I thought it might make for interesting reading for new Dungeon Masters looking to create a world of their own.
Beginnings
To facilitate speedy development of this campaign world, so I can begin playing as soon as possible, I have opted to use an existing game board, bypassing much of the labour required to create a campaign map. Using a previously made map is also a tradition in itself.
The map should, at least in part, do some of the developmental work for me. If regions are named, and there are cultural clues in settlement names, all the better. This will all be valuable information in generating ideas.
Owing to the previous point, I have deemed the outdoor survival map an inferior choice. It contains only terrain hexes. No geographic information. No settlement names. No Gygaxian fluff. Also, the outdoor survival map does not have hex numbers which would aid my writing.
So, after searching through a bunch of old hex and chit wargame maps, I found the board from the 1978 SPI game Swords & Sorcery. The pdf for the map and rules can be found for free at the company’s website: https://www.spigames.net/rules_downloads.htm
The excellent thing about the Sword & Sorcery game board is that its features fit very neatly into the assumptions of AD&D. In fact, whilst flipping through the game’s rulebook and design notes, I found that the game world was originally created for an AD&D campaign. Many of the adventurer cards within this game are converted player characters apparently. This fact made me excited.
A glance across the map will reveal a litany of obvious tropes pulled directly from Appendix N. Sinkholes, altars of evil, old gods, orc towns. The map also uses hex numbers. I became very excited.
I printed and laminated a large version of this map and prepared myself for play, reading the section of the Dungeon Masters Guide entitled ‘The Campaign,’ and began brainstorming.
Rules for Creation of this Milieu
- An emphasis on using the three core rulebooks of first edition AD&D.
- Playability takes precedence. Do what is necessary and move on.
- The campaign will use 1:1 time and an open table.
- Inspiration is to come chiefly from Gary’s Appendix N, with a leaning towards the usually avoided sources (Leigh Brackett, Jack Vance, Gardner Fox, Edgar Rice Burroughs, Michael Moorcock, H.P. Lovecraft, myths, etc.) The less of Tolkien, the better.
Map Scale
The first thing to deal with is the map itself. It is beautiful, even if there are many jokey references – Evalyn Woods I’m looking at you. The issue that becomes immediately apparent is the scale of the thing. What scale should its hexes be?
The geography of the river and capital suggest a scale far too small than is appropriate for a long term campaign. In fact, the game Sword and Sorcery is scaled to a valley, with each hex being enough space to contain a cohort of men. At this scale the map could be traversed in a single day. This hardly lends itself to a good campaign map. The map must have depicted a local area akin to the maps from T1, albeit more detailed.
Given that a campaign map should ideally cover large swathes of land, I will try my best to see if I can scale up this map to be usable in a longer campaign, given the topography available.
I have therefore decided that each hex will represent three game inches. This equates to a league, or three miles. This also pairs up well with the sub hex searching mechanics found in the Dungeon Masters Guide for when PCs decide to ‘clear’ a hex.
Whilst the scale of one league means that the map is not massive, I can design a scale of increasing deadliness as one travels north on the map. Hopefully this lends it some longevity as a region of adventure, even without the usual massive world map.
The 3 mile scale gives us a fairly substantial sized region, but makes some of the features appear strange. The river depicted is suddenly very wide, an estuary perhaps, and the bridges crossing it are colossal, six miles wide in some instances. I fight the urge to give up on this project and power through regardless. We are playing a fantasy game so we can hand wave away this scale issue with a simple piece of world building: the giant bridges are structures of an elder race of Titans. Job done.
The other features with preposterous proportions are the two cities in the north and south. Rather than having the walls illustrated represent literal city walls, in our version of the map they are ancient battlements akin to Hadrian’s wall, built to keep out the nasty chaotic barbarians and such. The city hexes are settled lands.
Movement
Whilst traversing roads, movement will be at 24 miles per day whether mounted or walking. That’s eight hexes a day. Horses may move at double pace but will have increased surprise odds.
When moving off the roads, we will use the basic inch movement in miles as per the Players Handbook. In clear terrain the speed can be used twice a day. In the other terrain types the movement speed can be used once. In the mountains it is halved.
E.g. a party with a movement speed of 6” can traverse four Clear hexes a day. The same party can move two hexes of Forest a day. It takes them one day to move through a single mountain hex, if possible.
Note: as I was writing this, Settembrini posted a very interesting essay on movement speeds which was very serendipitous. Find it here: https://hofrat.rsp-blogs.de/2023/12/01/inch-by-inch-its-all-a-cinch-by-the-yard-its-hard/
Regions
The map has several regional delineations (the red dashes) that we can use to aid in our brainstorming. We will make them political areas of control and assign them some cultural attributes, making sure to keep in mind the needs of the campaign.
What are the needs of the campaign? AD&D is human centric, with demihumans being isolated and strange. There is a general mediaeval flavour to the system that has to be attended to, but its influences range from Nordic, Hyperborean, Sword and Sandal, and of course Planetary Romance. There must also be locations that attend the various races and classes. There need to be places for druids, monks, Paladins, assassins and magic-users to train.
Luckily the designers of the board game we are using have similar influences, so next I assign some brief lore to the regional areas in a way that can be player facing, so as to inspire exploration and make later placement of adventure locations easily themed.
The World
The world is a large planet with a red dying sun and two moons. Civilisation is small and weak, humanity is the most numerous intelligent species on the surface, but still small in number. The old technological empires fell long ago, their technologies lost or hidden and rediscovered as magic. The Lords of Chaos influence the world through the beastmen, and much of the planet is wasteland.
The mapped area is the northernmost tip of the world, close to the swell of chaos, where the underworld burrows up most frequently.
The Empire
This is the northern tip of a feudal society. To the South, for many hundreds of leagues, the green pastures are governed feudally under an immortal Emperor, whose vassal kings rule over the largest swathe of cultivated land on the planet. The city of Urf Durfal is the northernmost city under his banner, but has become corrupt and decadent, influenced by the treasures and magic dredged from the chaotic barbarism beyond the Northern Gate.
Urf Durfal
Population: 10,000
Alignment: Lawful Neutral
Leader: King Asmond the Grey, LG Fighter 10
Region encounters: 1:12 per check
– 1:4 a patrol
– Otherwise an inhabited area random encounter in plains.
Aardvark Wallow
These broken steppes are the hunting ground of several nomadic tribes of horse folk. They winter at their mountain capital in yurts. Their seasonal raids against the empire continue throughout the summer seasons, and they are often paid as mercenaries against the Empire’s southern enemies.
Strakhenville
Pop: 1-3,000 in winter
Alignment: Chaotic Good
Leader: Altan Khan, Fighter 10, CN
Region encounters: 1:12 per check
-1:4 a patrol of steppe Nomads MM pg 68.
-Otherwise an inhabited area random encounter in hills
Capella
A sea of rough scrub and tundra. Small villages litter the old road. The area is ruled by a petty bandit king named Sirius who wanders the waste from his gilded caravan. His ragtag soldiers harass the road, extorting tolls and protection money from travellers, or taking to outright thievery.
Region encounters: 1:12 per check
-1:4 a patrol of bandits MM pg 66.
-1:4 a merchant caravan MM pg 69.
-2:4 inhabited area random encounter in plains.
N’Dardia
This wasteland is said to be ruled from a secret Keep hidden upon the great flat karoo. The leader of this keep reigns not with armies, but with hidden assassins. Some call him the old man, some call him the Second Emperor, others call him myth.
Region encounters: 1:12 per check
On a road
-1:4 a patrol
– 1:4 bandits.
– Otherwise, uninhabited area random encounter in suitable terrain.
Ka-Chunk
Shielded by the perilous broken steppes lay an isolated religious society of great antiquity, best known for their Amazonian warrior women. This region is ruled by the religious city-state Corflu, whose ancient oaths bind them to guard the haunted tomb of the damned. In the north is the hill of Avalon, where the tomb of Arthurius is said to lay hidden, and from whence he will rise again when the planet is in dire need.
Corflu
Pop:4,000
Alignment: Lawful Good
Leader: Archpriest Simeon, LG Cleric 15.
Region encounters:
1:20 in per check in cultivated area
– 1:4 a patrol.
– 3:4 inhabited area random encounter in plains.
Otherwise 1:8 per check
-uninhabited area random check in hills or mountain
The Swamp
A vile area said to be ruled by a vicious troll king. No right minded man travels there.
Region encounters: 1:8 per check
-Uninhabited area random check in marsh
Minotaurus
Home to barbarian tribes, raiders, berserkers, and beastmen, this wasteland region is shunned by the lawful, for venturing into it’s barren flats is sure death.
Region encounters: 1:8 per check
– Uninhabited area random check in scrub or broken
Endore
The King of Endore rules from castle Grund, aided by a council of nine arch-magi. The warrior caste of Endore, mailed knights on chargers, see themselves as the last bastion of law, and lord over a society of serfs. The Endorians are isolationist and paranoid, many of their guilds and societies are said to be infiltrated by agents of chaos. Their wars with Krasnia and Zirkast are legendary.
Castle Grund
Pop: 2,000
Alignment: Lawful Good
Leader: King William, LG Paladin 6
Region encounters: 1:12 per check
– 1:4 a patrol
-Otherwise inhabited area random check in plains
Rhiannon
This forest is said to be inhabited by a confederacy of half-elves and half-orcs, outcasts led by a mysterious figure called Dylan.
The mountains in the west are famed in Folklore as the site of the downfall of the Lord of Law, Rhiannon, who is said to have betrayed the elder gods by handing their technologies to the snakemen of old.
Region encounters: 1:8 per check
– inhabited area random check in suitable terrain
Evalyn Woods
A great expanse of woodland and dense forest. They say an elven citadel rules here, working in alliance with a circle of druids who keep the mysterious Fountain of Health. The rangers of the circle keep back the forces of chaos and strive to maintain balance. The bards of this region sing of a legend, that the once and future King of the North will be crowned by the lady of the pool.
Region encounters: 1:8 per check
– Inhabited area random check in forest
Neitherworld
Woe unto he who doesn’t pay tithe to the self proclaimed Black Baron who rules here. A vampire of ancient lineage who rules from a ruined tower in the blackened hills.
Region encounters: 1:8 per check
-1:4 on the road of a patrol of vampire thralls (men)
-Otherwise uninhabited area random check in mountain
Nattily Woods
A dark and gloomy woodland, known to be haunted by all manner of beasts. They say there is a city of wild men presided over by a werewolf king.
Random encounter: 1:8 per check
– uninhabited area random check in forest.
Vynar
In the high North forest there is said to be a ruined city ruled over by a terrible ancient dragon.
Random encounter: 1:8 uninhabited area random check in forest.
Krasnia
Some of the knights of old fell to the seduction of chaos. The kingdom of Krasnia was where they drew the dividing line, segregating themselves from their brothers in Endore. There are two leaders here, the Dark King Andros leads his knights from Battleaxe Stronghold, and a city of barbarians and beastmen is ruled over by the sorcerer Zardoz.
Balkathos
Pop: 1,200
AL: LE
Leader: Zardoz, LE Illusionist 10
Random encounter: 1:12 inhabited area random check in suitable terrain.
Outer Krasnia
They say the true power behind Krasnia comes from the mountains, where sunken cities, whose stones were hewn before antiquity, harbour the secrets of demons.
Random encounter: 1:8 uninhabited area random check in mountain.
Dwarfhaven
Hidden deep are the old halls of the Dwarf Lords, who were long ago destroyed by the forces of chaos. Their ancestors roam here still – haunted, bleak – mining metals from the hills and seeking their legacy.
Random encounter: 1:8 uninhabited area random check in hills.
Kanathar
A bleak region of barren scrub and dust. The old tribes found here war against their distant cousins east in Zirkast. The Kanatharians are recognised by their tall bronze helms, which they capture from tombs found in their region. They share the deadened waste with lingering ghouls and terrible bat faced goblins.
Random encounter: 1:8 per check
-1:4 berserkers
-1:4 goblins
– 1:4 undead table
-Otherwise uninhabited area random check in scrub.
Zirkast
Old blooded reavers and slavers dwell along the river, jealously guarding their lush capital, which is shielded from the bleak northern winds by a marble gorge. Jarl Ulfr rules the region from his iron fortress and sends his river raiders south.
Nuara
Pop: 700
AL: CN
Leader: Jarl Ulfr, CE Fighter 10
Random encounter: 1:12
-1:4 buccaneers
– Otherwise inhabited check for suitable terrain
Ithilgil
Known as the passage to hell, this area is currently under the dominion of Uldrak the Chosen, a terrible foe. He has united four orc clans into a force bent on destruction.
New Orc City
Pop: 900 Orcs
AL: LE
Leader: Uldrak the Chosen, CE half-orc Assassin/Cleric 5/5
Sorcerak
The gloomiest forest, where light hardly penetrates. Little is known of the area, but many beastmen and giants roam the darkness, where they say a terrible altar to evil lay forgotten.
Convivia
The evil altars and temples of Rykalla poison the world with their followers. The terrible giants of the mountain descend, trading secrets from the depths of the earth. Slaves are sold here in their droves, and the sages say that there is a citadel of brass in the mountains.
Graumthog
A bleak tundra of ragged rocks where degenerate yetis roam. There is said to be a citadel of ice where the ancient frost giants dream hazily of their forgotten empire.
Intas
The gateway of evil is said to be a black tower under the dominion of a lich. This lich was once a magus who sought to control the powers of the citadel of blood, but was consumed.
Citadel of Blood
When the Titans ruled the planet, bowing before their elder gods, it is said they built a fortress from the bones of their vanquished enemies, and filled a moat with blood. This relic still stands today. What treasures the Citadel contains no man can say, as none have returned from that Isle of doom.
Bridges
The massive bridges of the Titans are mysterious. Some stand nearly one hundred feet tall at their apex. It is well known that trolls lair in their hollow piers, and often extort tolls from those passing through, hiding away their coins within the deep shafts inside the bridges foundations.
Random Encounter: 1:4 whilst crossing.
-1:2 trolls
– 1:2 gargoyles
Starting Area for Play
Now that is out of the way we must choose a starting area. Somewhere that low level PCs can dungeon delve and return to civilisation quickly.
There are a few notable locations that jump out straight away:
- Hex 1752: The Bottomless Plungehole. This area sounds like it could be a perfect caves of chaos megadungeon. It’s placement on the map however, in the broken steppes, is probably a bit too dangerous.
- Hex 1931: over one of the giant bridges, at the far edge of Endore’s controlled lands, a town on the edge of evil. This could work, there are lots of areas to probe into from here.
- Hex 3443: on the crossroads next to the hill of Avalon, a day’s walk to the tombs of the damned, which again sounds like a great place for adventure. Perhaps a village with a shrine to Saint Arthurius. The city of Corflu nearby, and a road to help movement speed. This could be the perfect area.
I think that Hex 3443 is the preferable location. It has the Tombs of the Damned within a days journey and that would be our starting megadungeon, with perhaps ten levels. The perilous mountain roads leave a good opportunity for bandit encounters. The city is in a good distance for getting to training and buying supplies.
What’s Next?
- development of a starting village, rumours and random tables.
- the first two dungeon levels of the Tombs of the Damned.
- 5-10 local lairs and ruins in the immediate play region.
- Then play can begin.
Conclusion
This was one of several brainstorming sessions I undertook during October and December. Finally I decided against using this map and material because I just couldn’t get over the strange topography. The rivers being massive yet called streams was frustrating to me. The map is very nice though, and perhaps this map can later be used as a smaller regional map in my campaign. I now have the thing printed out so I might try playing the wargame Swords & Sorcery.
I eventually decided on using the game board from Lords & Wizards for my campaign map, another chit wargame from the seventies. That brainstorming project has progressed much further than this one, with a town fully stated out and four dungeon levels spread across three locations. I won’t be sharing that work here though as players may well read it.
Whilst writing this I was reading several inspiring works. Rob Conley’s How to Build a Fantasy Sandbox completed on kickstarter so I ordered his Blackmarsh setting. Echoes from Formalhaut #11 by Gabor Lux also came through the letterbox. Both have been very interesting reading and have inspired me to no end.
I hope this rather rambling blog post inspires someone, somehow. I’d love to hear how others have made their own milieu. If you know of any good resources, or blog posts of your own, please post them as a comment below. Here are some I have found useful:
- The Gygax 75 challenge: https://rayotus.itch.io/gygax75
- How to make a fantasy sandbox, by bat in the attic games: https://batintheattic.blogspot.com/2009/08/how-to-make-fantasy-sandbox.html
- Hex Crawls: A Simple Guide, by Gabor Lux: http://beyondfomalhaut.blogspot.com/2021/11/blog-hex-crawls-simple-guide.html
- Inch by inch it’s all a cinch, by the yard it’s hard, by Settembrini: https://hofrat.rsp-blogs.de/2023/12/01/inch-by-inch-its-all-a-cinch-by-the-yard-its-hard/