[AD&D] The Making of a Milieu

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 

Swords & Sorcery map by SPI games

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: 

DL Campaign Session 4

Characters 

  • Malik – Fighter 1 – a Thalazian blade master, with a spiffing helmet decoration. 
  • Jassan Al` Nadir – Cleric 1 – A Dervish gentleman posing as a trader, known for dark whispers. 
  • Cleitus – Magic-user 1 – a thin young man with a fascination for the moribund.
  • Aetos – Magic-user 1 – An Urr experimenter in the arcane. 

Retainers. 

  • Antifus – Ranger 1 – wise walker of the wild.
  • Niarchos – Paladin 1 – his oath, “To aid as much as he can those who protect the weak and fight against the arrogant who try to rule the world by violence and cunning”
  • Sharif – normal human – cunning dervish man.  
  • Brutus the wardog.

The party had a week of downtime where they gathered rumours and did some magical crafting. I shall try to keep this campaign journal concise, because quite a lot happened. 

Rumours & hooks: 

  • Offered a quest by Hel of the Temple of Arien. To see if rumours were true about a dragon to the south. If evidence was returned, such as dragon dung or scales, a good chest of gold was offered as reward. 
  • The Crimson beastmen of the jungle have been attacking from their grotto of crucifixion. The party were asked to investigate this place, and a reward of 25gp per beastman head was offered. 
  • Eos was approached by a MU named Urian Faqu who wants his rival assassinated. The rival is currently in Grand Alum to the south. He will pay 360gp to have him killed and his ear brought as proof. Double if his spell book is collected. 
  • A peasant came looking for help. Three witches have been harassing him. He was told his land would be blighted unless he paid them. 
  • A glass cutter approached the party, his daughter had recently joined a cult of strange men in white robes who offered her ‘pleasures unbridled.’ He desperately wants her returned. 

The team decided they would explore the Harrow Hills to the south. They recently spent all their gold on riding horses, so they figured they could explore the region a little, mapping its geography along the way. Entering new hexes awards xp. 

They made good headway, riding east, cautiously avoiding the vineyard of Pralan, the cyclops. Riding south they noticed a gorge with wooden shacks, props, and scaffolding built around a large cave. The place looked abandoned. They noted it on their map and rode east. Soon they came into contact with the Red Jungle yet again. In the tree line they saw many figures lurking, hands gripping the trunks of trees, glistening eyes watching them. The party avoided this place and rode south, where they soon came upon a small town of around fifty houses beside a river. There were two notable buildings here, one a large stone building atop a hill plastered with military banners, and the second an ancient bathhouse. 

Many goat herders grazed the lands around this town. The party approached one of them and milked him for information. He was terrified of a dragon he believed attacked his goats during the night. He also told the large building in town was a fencing academy, owned by an old warrior family who’d lived in the area for generations. 

The party rode into this town, which they soon found was named Grand Alum, visiting the local wine-house; Horns A’merry. The party got fleeced by the local drunk, ol’ Ezekiel, who told them all the information they could ever desire to hear; just so long as they filled his cup with wine. He told how he’d seen the dragon eat at least twelve goats in a single bite, with his own two eyes no less. The proprietor of the inn, Silas, gave the party more nuanced information; three months ago several herders went missing in the hills, one returned saying a great beast swooped down and ate his goats. Silas wasn’t sure how true this was. The party then bought a goat to act as bait for the dragon. 

The party went to the river to cross the ford, finding a warrior named Obelix, who was dressed in a shimmering bronze cuirass and plumed helm. He collected a toll of 2 silver pieces per person to cross the ford. He was impressive in stature, but gave bodacious claims about his virility, claiming to have fathered a thousand bastards around these parts. The party paid with haste and made away, giggling about Obelix’s claims that his member was as long and strong as his spear. 

It was time to ascend the Harrow Hills; a tuft of ever rising scrubland. By the early afternoon the party decided they would make camp. Antifus, the party ranger began searching for a good covered to camp. For a few hours they searched for such a place, eventually finding a cave. The cave was around six foot wide and twelve high. Bones were littered around the mouth; some humanoid, some reptilian. The party searched for tracks and found at least five sets of webbed, bipedal tracks coming and going from the cave. Aetos bravely approached the cave mouth to see if it might be safe, but was stung by a shockingly malignant stench emanating from within. He’d never caught whiff of something so wretched before. The party decided to make away. 

The hills were getting steeper as they proceeded, and soon they were no longer able to ride their horses as the grassy hills gave way to more rocky and unstable terrain. 

For a few hours they tread up the ever blackening stones. Until, during an argument on how they might proceed, the party heard a great roar to the north. In a plume of dust a huge dragon took to the air from atop a massive black hill. Some of the party scrambled to hide, others stood in shock, the horses began to panic. Luckily the dragon did not spot them. It circled once, then rose to the clouds, heading north. 

The party decided this was their moment to rush up and gather the evidence they needed to complete their quest. Sharif remained at the foot of the mound with the horses and goat, the rest of the party ascended the hill as quickly and quietly as they could. 

When they reached the summit they saw a huge pit, almost a shoot, descending into the earth. Next to the pit was a wretched hut made of animal skins. The party searched around the hut, and as they did a voice called out from within. 

“So you’ve come to pay homage to the great lord of chaos.” 

A man emerged, a massive Nord man wearing a horned helmet and jaguar hide. He held aloft a massive battleaxe. The party were shocked, but some quick thinking from Jassan saved them from a fight. He lied, saying they were local herders bringing tribute to the dragon. More quick thinking from Jassan convinced the chaotic brute that they needed some dragon faeces to enact a ritual of dedication to this dragon, which they’d learned was named Xoki. This Nord was named Gunnar the Merciless, dedicated worshipper of the dragon, whose plan was to build a temple here and force the region into chains. 

Gunnar returned from the pit after a long while, during which time the party roasted the goat for him. They ate, and drank, and Gunnar watched as they caked themselves in dragon faeces, booming with laughter. Soon a roar came echoing over the bleak hills as night descended. 

“The lord returns, soon you shall witness his great leathery wings, and his awesome plumes of poison.” 

Cleitus, panicked, cast charm person on Gunnar. The spell worked, and he convinced Gunnar to not tell the dragon he’d ever seen them. The party ran off as quick as they could, but in the dark they only made it a mile or so before stopping, forced to make camp by the poor light. 

In the night a strange man approached the camp and warned Aetos to leave this place. They didn’t take this advice however and camped throughout the night. In the morning they rode downhill towards the jungle and began traversing it on their horses, where they could. 

They had several encounters in the jungle, most of which they managed to avoid. The first was the ruin of an ancient city. The second was a huge tower. The third was a wall of massive clinging lily plants. Finally they came across a massive circle cut out the jungle. The space was around 600 yards wide, and in the centre there was a great rune. Jassan recognised the script to be close to djinn, it might spell trap or prison. He warned the party to keep well away, but then a shimmering light in the circle began entrancing all the characters except Niarchos, the paladin. The mesmerised characters began walking towards the circle, as Niarchos desperately tried to slap his friends free of the spell. He managed to grab and pull a few of his comrades, but it was too little too late. Many of them had already entered the circle. 

A great pillar of flame erupted in the centre of the circle as the entranced walked inside of it. They snapped out of their magical zombification, just in time to witness a massive Efreeti congeal in the flames. It told them its name was Dazmondi, and it had been trapped here by the wizard Callista. It offered a deal, free him by smashing a gem within the wizard’s tower, and he would become their servant for three moon cycles. Jassan, after just giving a lengthy speech on keeping clear from this place, jumped at the opportunity. The deal was struck with a flame upon his chest, which cooled into a sigil-like birthmark. 

The crew then rode to Rubble Diamond to collect their reward. 


Judges note: The party made way through a large number of hexes using their horses. I have marked their route with a red line. The mapping is theirs. Sharif the retainer has levelled to become a thief. The party will now have a little downtime and play by post. 

Also posted at Dragonsfoot

DL Campaign Session 2

Characters 

  • Malik – Fighter 1 – a Thalazian blade master, with a spiffing helmet decoration. 
  • Jassan Al` Nadir – Cleric 1 – A Dervish gentleman posing as a trader, known for dark whispers. 

Introduced later: 

  • Cleitus – Magic-user 1 – a thin young man with a fascination for the moribund.

Retainers 

Antiphus – Niarchos – Melanthios – Oeagnus – Brutus the Wardog 


When we last left off, the PCs had just routed the strange crimson-skinned beastmen of the jungle. At the beginning of the session our hero discovered they hadn’t packed enough rations. A serious discussion took place about whether a journey back to town should be made. They agreed that they would continue onwards and try to gather some food. They only found a few measly berries on their march however, much to their chagrin.  

By the late afternoon they had walked many miles. Several acres of vineyard became visible in the distance. A  wooden trellis was ripe with thick vines, and several figures in togas walked amongst the fields, carrying baskets at the hip. A child ran around, which surely indicated the safety of this farm. In the center of the acreage was a domed marble building, twenty or so feet tall, columned and open to the air. The party approached one of the workers, hailing them and asking if they sold rations. 

This figure was a woman named Versuvia, a woman with severe features who told them she was enslaved to the master of this field; the cruel Pralan. She had nothing to sell because she owned nothing. She wore manacles and many scars, her face, tired and withdrawn. She threw them her bushel of grapes, saying she did not care if they stole from her master. The party took these and enquired about this Pralan the cruel. The reply sent shivers down the players’ spines, for Pralan is a Cyclops of giant stature. He sells his wine to the villas of the land. Be wary of his games, Vesuvia told them, for Pralan is as cunning as he is cruel.

The party desired to vacate this area immediately. 

As they walked away, the child they had spied earlier ran over to them and asked if they were going to save her from this awful place. Vesuvia placed a hand upon the child’s shoulder, and told her that these were no heroes. The party marched east so long as there was light. As they set up their camp they saw a tall gorge to the south-east, and high atop its cliffs, something shimmered in the fading light. Perhaps this was the tomb they sought.

The party made their tents and set up a series of watches. Rain lashed heavily on their heads. The fires of Pralan’s camp in the distance glistened like cat eyes. In the morning, they gathered their camp and marched towards the gorge. 

As they grew within five hundred yards of the cliffs, they could see that the glistening light on the cliff wall was coming from a ledge holding a large nest. In the distance they saw a bedraggled man running toward them, he wore leather armour and carried a sack, he was running as fast as his legs could carry him, and kept peering back over his shoulder. Apparently he hadn’t seen the party, so they lay in wait for him behind some trees. When he came into distance the party leap upon him, holding him down as he writhed like a gator in a net. 

“Please, please, let me go.” He begged. His sack contained sixty electrum pieces, which were quickly pilfered. The party intimidated this man, whose name was Octavius. He told them that there was a great treasure in a saddlebag up in the nest, with much of its coinage having scattered down among the many horse carcasses. He begged to be let go, for the sake of his children, but his request was declined. Malik took Octavius’ family sword, drove it into the ground with his hammer, then hog tied Octavius to it. The poor man was to be ‘bait’ for whatever creature nested upon the cliff. Then the PCs proceeded towards the gorge. 

They moved very carefully, very slowly. Once they were close they saw a horse carcass dangling from the edge of the nest, its saddlebags filled with treasure which shimmered in the morning light. The nest was full of man sized figures, chirping furiously. At the base of the cliff there were horse skeletons, and many, many coins. Being quick-footed, the party scrambled for coins, stuffing them into sacks, whilst Malik kept watch. In all, they gathered up three hundred and twenty electrum pieces in twenty minutes. Then Malik heard the booming blows of wings echoing through the chasm. 

“Run!” 

As they did, a huge griffon came swooping over the gorge, its deathly screech close at the party’s nape. 

“There, a crevasse! Into the hole, lads!” The party charged towards the crag, but poor Melanthios was sundered by the claws of that powerful, winged beast. His shrill screams were all that the party heard as they dashed into the crack in the cliff face. There, they waited, hour upon hour, in quaking fear, while the griffon devoured poor Octavius. Finally, the velvet quilt of nightfall shrouded with cover. With two waxing moons high overhead, and a tent worn as a hood, the party crawled away. 

A few miles from the gorge the party ran into an unlikely fellow; Cleitus and his hound Brutus. A Wizard from the west. Introductions were made and they decided they would journey together, towards the tomb of Gunther Wyrmslayer. Tally ho!

After a little march, the party could see a wood, and at the center of this woodland was the dreary crest of a tumulus. Jackpot! So off they went to find a camping spot. 

During the night however, Malik was surprised by a figure who approached the camp. He was tall and dark, with long hair and beard, dressed in a fine white robe. This strange man talked of a temple being established to the east. The temple worships Traz’gozan; a god of flesh and blood, who walks amongst mortals. A place where there would be no need for armour, weapon, or coin, for there would be only pleasure. A place where one could bask amongst beautiful women and make love to the daughters of kings. In the periphery of the camp, Malik saw at least six figures in white robes, wearing black masks. He nodded and agreed that this place sounded marvelous. He woke his companions who also nodded along to the proselytising madman. They gave him some alms and he left in search of would-be believers. Jassan the cleric had never heard of this god Traz’gozan, but noted the pronunciation sounded Infernal. 

“Let us never go east.” 

In the morning, the party marched towards the tumulus, avoiding a large area covered with thick web. The tumulus had no life growing on it at all. In its center was an open doorway. 

They found the tomb’s stone door cracked open. On the ground, a beastman lay face-down in the mud, dead.

The party formed a marching order of (F-B):  Malik + Antifus | Niarchos with lantern | Cleitus + Jassan + Brutus | Oeagnus. 

Down thirty feet of steep steps, there was a square chamber with four pillars in the center. Each pillar had a carving of Gunther Wyrmslayer, his eyes containing lush rubies. There were doorways north, east, and west. Cleitus tested the gemstones with his mirror, finding that they frosted over the glass. The party wouldn’t be touching any of those. Dirty footprints diverged east and west. 

The gang moved east first. To their surprise, they saw a stone chamber with five mummified maidens dancing and swirling in a circle. Although they danced heartily, neither their bodies nor their flowing dresses made even a faint sound. The mummified maidens paid them no heed, and the party quickly moved backwards. 

Next, they went west, found a locked door, and then a chamber with a large marble statue of a sage-like figure. The statue was facing a sarcophagus. Malik and a retainer opened it, and saw within a pale, sunken figure with a radiant gold necklace atop its rotting toga. Jassan moved to the lip of the casket and poured oil all over this corpse. The monster opened its glowing eyes and almost rendedt out his heart with two lightning fast slashes from its razor sharp claws. Malik tried to slam the shaft of his shovel into the creature’s breast, but it caught the blow and laughed mockingly. Niarchos threw a burning torch onto the beast, and it went up in a pillar of flame. Cleitus wrapped Jassan’s wound with a bandage, but he was severely hurt. It would take him days to recover. Malik placed the gold chain around the cleric’s neck as a form of encouragement. 

The party then went into another eastern corridor, and saw a large statue of Gunther. As they proceeded, a plate in the floor was activated, and the statue lunged forward, slashing at Oeagnus with a giant copper blade. It missed by an inch. 

Next, the party moved north. Following the boot tracks they entered a set of double doors. An axe-trap swung down, almost slicing into Malik. Inside, there were two filthy men, napping in their bedrolls. Cleitus talked to them with his beastly dog tight on its chain. He stole their coin, then informed them that they now had the privilege of working for him. 

South it was then, through another set of double-doors where a barren chamber had only a skeleton upon the floor. It pointed ominously towards the doorway. 

Then the party went north, and saw a large pillared tomb, with another statue of Gunther before the entrance. This statue looked different, and after a little inspection it was noted that it had a mechanical mouth. The two dirty thieves used this moment to dash away into the darkness. 

The party remained, pondering whether to chase the two ruffians or enter the pillared archway; for beyond the pillars, high atop a dias, wreathed in a cowl, lay the corpse of Gunter Wyrmslayer, a shining sword upon his breast. 

What will they do next time?

Player’s maps below, including Malik’s dungeon map: 

Malik’s Dungeon Map

Hexmap Location – Windrum Ruin

I’ve been rolling up some points of interest for my next campaign using a bunch of different resources. I usually start out with the fantastic Wilderness Hexsplore to get a general idea going, then pad out the details. I may post more of these in the future as I create more. Hopefully someone will find it useful for their OSR game, so feel free to grab it and plop it onto your own hexmap.

If you are one of my players please read no further! You may well encounter this!


The Ruin of Windrum Keep

Background

Thirty years ago a powerful warrior had a keep built atop a local hill named Windy Bluff. The warrior was said to enjoy drinking, and so the Keep became known as Windrum Keep. Unfortunately, whilst deepening his dungeon, workers excavated a hive of driver ants. It didn’t take long for the ants to burrow upwards and slight one of the keep’s towers making the castle indefensible. So, not long after, it was abandoned, after a failed attempt at eradicating the colony. 

Windrum ruin has been used as a lair many times over the years by bandits, rovers, and goblins, but never for any extended period because of the dangers in it’s lower level. Recently a dark lady has taken up residence in the ruin. She is said to demand tribute from all who pass by her ‘castle.’ 

Description

The keep is a fairly simple one. It would have once had four towers but the northern one has collapsed leaving a large opening in the wall. A mound of gritty earth is piled up against the northern wall, and this can be climbed to gain entry to the second floor. There is also a large stairway leading to a gatehouse (A). At the base of the mound of earth theres a deep spiralling tunnel (I), this drifts clockwise at a 15 degree pitch terminating in the dungeon (2). 

Hex encounters

Whilst in this hex there is a 1:12 chance per watch of a random encounter. Roll 1d4. 

  1. 1d4 wolves: hunting. Will flee after one kill and drag corpses to the ruin. Easy to track. 
  2. 1d8+1 merchants. Battered after being robbed by Dimitri. 1:3 chance some of their family members were captured and are now held as prisoners (H). They will give reward if helped (Treasure Type C). 
  3. Dimitri and Emil in human form: they wear dirty rags and will demand tribute to the lady of the castle. Gold, weapons, or jewels will satisfy them. 
  4. Dimitri in Were-form. Will attack horses or beasts of burden for food. Otherwise make a reaction roll. 
Windrum Ruin

Ruin L1-L3

Whilst in Levels L1-L3 check for wandering monsters every 2 turns, 1:6 chance of an encounter. Roll 1d4. 

  1. Dimitri in human form carrying a sack of 600sp (see entry G.)
  2. Emil in human form, a twelve-year-old boy looking to play (see G.)
  3. 2d4 giant rats.  
  4. 1d4 wolves. 

A) Entrance hall. 

The door is tied from the inside with a linen sheet painted with sigils. This was long ago installed as a trap. If the linen is cut or broken the sigils explode and all items, characters, and walls within thirty feet act as though they have the light spell cast upon them, including each character’s eyes. Save vs spells or blind. If the sheet is carefully untied and unwrapped the sheet is the same as a MU scroll with the light spell written on it 3d6 times. 

B) Old Garrison room

Iron sconces line the walls, a soiled banner hangs from the wall. A large table is in the centre. Underneath the table is a giant Gecko, the pet of the Emil, a werewolf. The Gecko has a collar around its neck and a name-tag reading ‘Simon’. The collar is connected to a twenty-foot chain that is bolted to the floor. There is a copper bowl containing several human bones. There is a 1:6 chance that Emil is here playing with the poor creature in his were-form. 

Giant Gecko: HD 3+1: AC 5: AL N: ML 7: Att 1 x bite (1d8) : XP 50.
Special: can climb on walls.
HP 10. 

Emil: HD 4: AC 5 (10 in human): AL C: ML 8: Att 1 x bite (2d4) : XP 300
Special: normal damage immunity x silver. 2:6 Summon wolves. Infection.
HP 12

C) Slighted Entrance

This part of the wall has fallen down and around it is a huge mound of grit and dirt, at the bottom of the mound is a tunnel going down (I). Inside this room are three wolves, summoned by the werewolf Dimitrie Nica. They wait here on guard. 

Wolf: HD 2+2: AC 7: AL N: ML 6: Att 1 x bite (1d6) :  XP 25
HP 6. 17. 8. 

D) Sunken Room

This room’s floor is severely bowed, the floorboards are caving in and swollen. The bowing is being caused by four sacks of copper coins leaning against the Western wall. Each sack contains 600 copper pieces. There is a 1:6 chance every turn that the floor will cave in down to room 4 for 2d6 points of falling damage; for every PC that steps into the room there is a cumulative +1 on the odds. 

E) Corridor

The north of this chamber is filled with the same gritty sand that is heaped up against the north of the keep. Partially buried in the sand a dead gnome, he is rotting and his wee red hat is tangled with worms. Clenched in his fist is a fine gold necklace (50gp).  If the necklace is removed there is a 1:2 chance that the sand will shift and tumble in, save vs death or take 1d6 damage and be buried alive, suffocating in no. rounds equal to CON, unless they can wriggle free.

F) Overlook

The north wall is slighted and overlooks the mound below. This gap is not easily accessible by the mound, only by climbing the extra fifteen foot up the wall. There is a tripwire across the gap that rings a loop of bells attached to the Eastern wall, this alerts the dark lady in room G. 

G) Throne Room

This room is decorated with stolen finery. Large quilts and silks are coiled around a wooden throne but now soiled and worthless, being coved in thick black hair and the stench of animal.  A gold framed mirror (100gp) leans against the western wall. Crates of mercantile goods line the southern wall; horn (100gp), skins (20gp), and pepper (40gp). 

Lady Nica, a werewolf, swans around this chamber in delusions of grandeur. She wears a swooshing white frock, amethyst gold necklace (250gp), and a beautiful platinum band with green garnet gemstone (850gp). When she contracted lycanthropy she became convinced that she could become a Queen, just as she’d always dreamed of. Her husband Dimitrie has been trying to fulfil this dream, which is why he brought her to live in this ‘castle.’ Lady Nica rarely takes her were-form unless provoked, she instead believes that all intruders have come to bask in her glory. She is prone to staring in the mirror and making pronouncements, “All would be lucky to bask in your radiance.” 

The lady is susceptible to flattery, particularly if her delusions of ladyship are encouraged. If this is the case then award +2 to any reaction rolls, she may well dish out quests to kill her old enemies, or find her gowns befitting of her radiance. If interactions with the lady go well then award -2 to all reactions with her husband Dimitrie.

There is a 1:3 chance that Demitri and little Emil are here if not previously encountered, otherwise they are out in were-form hunting to bring the Lady supper and riches. 

Lady Nica: HD 5: AC 5 (10 in human): AL C: ML 8: Att 1 x bite (2d4) : XP 300
Special: normal damage immunity x silver. 2:6 Summon wolves. Infection.
HP 22

Dimitri: HD 4: AC 5 (10 in human): AL C: ML 8: Att 1 x bite (2d4) : XP 300
Special: normal damage immunity x silver. 2:6 Summon wolves. Infection.
Key to Treasure room (H).
HP 16

Emil: HD 4: AC 5 (10 in human): AL C: ML 8: Att 1 x bite (2d4) : XP 300
Special: normal damage immunity x silver. 2:6 Summon wolves. Infection.
HP 12

H) Treasure Room

This room contains a pile of 4,000 silver pieces. The Nica’s have been hoarding it here, paranoid that silver could get into the hands of their enemies. The second door is locked, the key is around Dimitri’s neck. 

I) Tunnel

There is a tunnel here in the mound of gritty earth that leads down into the cells (2). 

D1 – Dungeon Level

There are no wandering monster checks for this level unless in the Ant Colony, East of room 3. In the colony there is a 1:6 chance every turn of encountering 1-3 Driver ants. Whilst in the ant colony there is a 1: 12 chance every turn that the current tunnel partially collapses for 1d6 damage, save vs breath for half damage.

  1. Well.

    This old chamber has a 10 foot wide well at its centre. It has no railing so it appears more like a pit. It descends for thirty feet. In the bottom, partially submerged, is the skeleton of a wizard. His spell book is rotten through, but his satchel has a potion of healing. A scroll case containing the scrolls of knock, clairvoyance, and telekinesis. 

  2. Cells.

    This was once the keeps dungeon, but the ants dug up and out and slighted the keep. Ragga has installed a ten foot deep spiked pit trap at the bottom of the tunnel. 

  3. Ragga’s Chamber.

    This shambolic room is the den of Claus Ragga. He has been secretly living down here for a while, trying to figure out how to sneak into the ant colony and recover gold nuggets. He has a little tent propped up in the SW corner. He has barricaded the door to the East with a bar. He will try to use PCs to recover the gold nuggets he knows are within the ant colony, but will be quick to betray them. 

    Claus Ragga: Fighter 2: Chain AC 5: AL C: ML 5: Att 1 x sword (1d8) : XP 20.
    HP 6. 

  4. Torture Chamber.

    Old broken torture devices rot here. There are some chains, manacles and a knife that are usable. There is a secret door in the north clearly visible from this side. 

  5. Pool.

    A shallow pool of water shimmers with oily residue. Skimming off the oily surface gives a liquid that can be used as lantern oil. 

  6. Waste Pile.

    A huge pile of manure, dead driver ants and human corpses rot here into mulch; growing all over the pile is a fuzzy green mould and large mushrooms. Standing in this room for more than one turn requires a save vs poison or be paralysed for 1d6 turns. 

  7. Driver Ant Lair.

    Four Driver Ants nest here guarding five translucent eggs and a hoard of gold nuggets (9,000 gp.) 

    Driver Ant: HD 4: AC 3: AL N: ML 7 (12 in melee): Att 1 x bite (2d6) : 125 XP.
    Special: Consume everything in their path when hungry.
    HP 10. 21. 19. 12.

Judges notes.
Here are the details of what I rolled in making this location, it was made over a couple of lunch breaks.

Wilderness Hexsplore.

– A ruin > partially sunken > covered by sand > in a partially operational state > Guarded by Lycanthropes > Three werewolves rolled > ruin type – A keep and four towers.

Name for Castle > Wintingham Keep. Altered.

Other rolling.

Random culture rolled > Gothic Rural Romania 

Dungeon encounters (1d3+1d20) > Driver Ants > Giant Geko

Magic Trap idea from rolling in the ToAD

Treasure > 7,000cp > 4,000sp > 2 pieces of jewellery > Driver ant special 9,000 gold nuggets. Modified.

Castle Map loosely based on Trim Castle > found on the Wikipedia entry for ‘Keep.’