Pages

Showing posts with label Isle Of Dread. Show all posts
Showing posts with label Isle Of Dread. Show all posts

Friday, July 16, 2021

Actual Play Podcast

The other night we recorded our game.  We are on session 11 of Isle Of Dread using basic fantasy.  Both PCs are level 5 currently, one is a human thief, the other a dwarven cleric.  They have 2 hireling NPCs with them, Zarot a Chimpanzee MU and Royan a human fighter.  This session is the 2nd part of the PCs wandering around the Lakeside Temple from Monkey Isle  (Basic fantasy adventure module).  



You can listen here: 

https://anchor.fm/gilligans-isle-of-add/episodes/Actual-Play-Episode-e14h8an


Wednesday, June 9, 2021

The story so far (Isle Of Dread Play Report Session 1 - 7)

What follows is my best effort at remembering what happened during the course of the adventures to and on the Isle of dread.  

I'm currently running the game with 2 of my coworkers, using the Basic Fantasy rules

Most of our sessions run about 2 hours, sometimes less.  It's typically weekly but it really depends on the week.  

Session 1: Leaving town 

  • The players are escorting a large merchant caravan from Northern karameikos to the city of Specularm.  During the night a rather large thunder storm rolls in, making travel difficult.  A wagon becomes up turned on a dangerous downhill section, slips in the mud and dumps its cargo upon the ground. 
  • Helping the merchant dry off his wares, the PCs stumble upon the map and letter detailing the isle of dread.
  • The caravan makes camp for the night, instead of pushing on to the city (which is very close by).  The next morning they are beset by Bandits on the road, but quickly deal with them. 
  • Into the city we go! The carvan (which is huge, there's lots of guards other than the players) makes its way to the merchant quarter near the docks.  They get paid by Reginald Blackwater (one of the higher ups in the merchants guild.....) and decide to go out and find a boat. 
  • They ask around a bit, and find a local tavern call the starboard seagull.  A few patrons are in the bar, an older man catches there eye and they chat him up.  His name is ramses and he's a former sailor (looking for adventure), he knows where they can purchase a boat.  
    • It is unlikely that they have enough funds....
  • The PCs ramble down the dock to a acquaintance of Ramses who owns a boat (can't remember his name, not important pc I guess.)  
  • The Cleric pleads with the boat seller in the name of his god Havlav to give them a deal on the boat.  He uses his powers of persuasion and religion (basically scares the crap out of him).  They wind up getting the boat for next to nothing, in return the seller has the praise and mark of Havlav (he was blessed sorta.) 
  • They decide to set off with Rameses as soon as possible, gathering no supplies whatsoever for the long journey to the isle. 
  • I should note that this boat is a little bigger than a dingy.  Any real storm would blow it to bits.
Session 2:  The open water 
  • I believe that the PCs had about 12 days worth of rations when they left Port.  I decided to push the journey so that they would be on the brink of starvation by the time they got there.  Unfortunately there is only so many encounters you can have on the open seas before it gets boring.  A day passes nothing, you eat.  Day five oh pirates! Anyways
  • A few days pass with not a lot happening.  On day 5 the ship is attacked by bull headed sharks, that start inflicting a LOT of damage on the hull. 
    • I made one of the players roll for the HP of the boat on a set of d100s.  48 HP. 
  • The players managed to kill the sharks, the boat takes pretty bad damage.  The thief sneak attacks the shark.  Which lead to this silliness.  Ramses stuffs the holes with shark guts.  
  • Less than 2 days to the island, rameses spots a ship on the horizon.  They decide to get closer.  They realize very quickly its flying a Jolly Roger.  They turn tail.  A chase ensues.
  • The wind is with them, and they outrun the bigger ship.  
  • They safely make it within the vicinity of the Island.  I give them the opportunity to navigate around the island.  They decide to head for the village. 
Session 3:  The Village 
  • The PCs finally arrive on the island and are met with stand off ish Natives (not exactly Indiana Jones).  After some fast talking they managed to get a cool welcome into the village.  
  • They are showed around, and meet Meeka a small girl guide who speaks well.  She gives them the basic tour.
  • ALL HELL BREAKS LOOSE.  A Large Elephant/Mammoth is attacking the wall.  The PCs help out the Natives and managed to kill the beast.  A feast is prepared and the PCs are welcome guests. 
  • During the feast 2 interesting things happen.  The PCs notice the zombie workers, and are told mysterious stories about them and the Gods.  They learn of the ancients who built the wall as well.  They also see off in the distance a bunch of bandaged beaten up warriors being ushered into a tent. 
  • The next morning the inquire about the warriors and are met by the tribal leader Kuna.  They find out that the warriors were attacked on their way back from another village (they were delivering trade goods). The PCs decide to set off to find the Lizardmen and bring them a quick death. 
  • Ramses stays behind to fix the boat. 
Session 4 Lizardmen PT 1 First we gotta find the place 
  • So random encounters are fun.  Must write table with other interesting things to see and do in hexes.  
  • Run into a weird tree plant that attacks them and tries to strangle them.  They manage to burn the crap out of it and run away.  
  • They find one lizardmen and start following him, he is quickly scared off by a giant rumbling coming from nearby.  One of the PCs is up a tree looking down at the surrondings.  He spies a GIANT WALKING LIVING STATUE made of Crytal.  They noped out of that. 
  • After a few hours of searching they find a cave that they believe must be the lizardmen.  Turns out its a dancing spider (from BX).  One of them ends up getting bit and starts dancing (thankfully they had a cure poison potion).  Cue Magic Dance

Session 5 Lizard Men PT 2 They find the lair and destroy it 
  • Scrounging around and searching they finally with a bunch of dumb luck find the lair. 
  • Typical dungeon crawl I guess:  They find some prisoners and they become hirelings.  They find a statue of a Hawk that looks like it was made by someone else (the ancients?), they kill a bunch of lizardmen.  There's an altar they find with what appears to be the lizardmens god (I stole this idea from a game I ran of KOTB read here).   Which was COMEDY GOLD! 
  • They also find a head dress and a map.  It points to the east a peninsula with the caption "stone creatures carry lots of gold"
  • They bring the prisoners and loot back to the Village after a few days on the road.  The thief levels up.  Rameses is working on building a small hut near the village. 

Session 6 On the hunt for gargoyles found skeletons 
  • The PCS decide to take the boat and head off towards the peninsula in search of the stone creatures and the their gold.  On the way they skirt the coast line.  It quickly becomes nightfall so they decide to make camp on the west shore of the isle. 
  • IN the middle of the night they are attacked by a bunch of skeletons.  2 of the 3 hirelings fall.  Rameses is with them and he stands tall.  
  • They find a encampment nearby, with a few interesting objects including the following journal. 

It has been a month since we set foot on this god forsaken island.  The food is slowly starting to run out, the crew is starting to get ansy.  We set sail months ago for the Thaneegioth Archipelago, and were blown off course during a big storm.  We hit a reef and swam to the nearest island.  We sought shelter along the shore, but had a run in with some spear wielding apeman!  We managed to fight them off and get into some small canoes.  We made land fall that night to the west of the small island.  Our food supplies are dwindling…..  Of late my dreams have been dark, with a squid like face staring at me from out of the abyss.  I fear we will die here. 


Session 7 Beached ship and a pearl. 
  • They wake up and journey to the penisula, and discover a boat on a sand bar.  After a bit of back and forth, the thief swims up to investigate.  He finds trade goods in the boat that are worth a LOT of money if they can bring it back to the village.  They find a letter of intent from the merchants guild in Specularm (basically the terms of the profits from the expedition).  The one remaining hireling notices a pearl under the water.  The thief dives for it, and recovers it.  And not a moment too soon! A giant sea snake is following them.  It does however decide to leave the PCs be.   

If you read thru all this, Havlav Bless You! 

Tuesday, August 4, 2020

Adding a few basic adventures to the Isle Of Dread

As we all know, Isle Of Dread is an awesome sandbox filled with a lot of adventure options.  If you need a few more options for the campaign, or even a U-turn, here's a few extra ideas using some basic era adventures.  Alternatively you may have a whole new crop of Characters (after the demise of the last bunch) and you might want to keep them on the island, but with a different scenario.  

I know that a few people have replaced the major city on the isle with the dwellers of the forbidden city.  Which is a perfectly logical and evil thing to do.  I do like the idea of placing the city down south between some of the villages.  In the intro to dwellers, a Chieftain finds the PCs and tells them that trade has been hijacked by the denizens of the mysterious city.  I like this because you can play off all of the villages.  The PCs start in the main village of Tanora, they find out about some of the other villages and the trade issues.  Maybe they've been expecting a shipment and the PCs catch wind of it and investigate.  

The Lost City.  It easy for the PCs to get lost and run out of food on the isle.  The Pyramid doesn't have to be the typical Egyptian styled one, in the middle of the dessert.  It could be a Mayan styled one, deep in the jungle.  A fun intro could be that the PCs have wound up on shore after their boat sank, they have plodded along thru the jungle and finally stumbled upon the pyramid.  Eventually maybe they will leave the pyramid and explore the Isle.  

In Search Of The Unknown is a great dungeon that you can pretty much pop into any campaign.  Having it reasonably close to the village of Tanora means that the PCs can investigate and make their way back to town often. 

Keep On The Borderlands is another great adventure that you can pop into any campaign.  My twist is a bit different however.  One version is that the keep was built long ago and its location was lost in time.  The keep is now overrun with Orcs, Goblins etc.  Hiding in the caves nearby are Cavemen who have no memory of the keep.  Alternatively the keep can be a forgotten outpost from the mainland, it manages to keep its head above water (jeez that was all kinds of puns there....) by trading with local pirates and some of the villagers.  Cue usual kotb activities and the caves of chaos.  

Horror on the hill is meant to be a self contained location north of a river, it could easily be popped onto the small island north of the isle of dread.  To the east is a smaller island where you can put the town from the original adventure.   Once again, this is a good spot for the PCs to wash up on shore, or possibly float by in a raft as they discover the rest of the isle of dread.

Another one that comes to mind is "rage of the rakasta"., which changes the way the Rakasta are in Isle of dread, but could setup some interesting stuff.  A lot of the adventures from Thunderrift could be ported over to the isle. 

In September I'll be running the Isle weekly.  I'll be using Swords & Wizardry FMAG for rules.  Should be lots of fun!  

*This will be the second time that I've ran the Isle.  I'm looking forward to it.  Some of the above ideas may make their way into the adventure.  Or may not.  

Tuesday, October 8, 2019

Isle of dread session 4

It's amazing how the isle just moves along organically.  What I mean by that is with a few random dice rolls and some player enthusiasm the world becomes it's own thing.

We started off right where we left off, right by the gates to the Isle beyond the village.  Meeka was in the middle of telling the PCs about their ancestors and the large black pearl worth way too much gold.  All of a sudden there was a shout from the wall, one of the soldiers spotted something coming. Loud noises, thumps, wacks and brush being disturbed, out of nowhere came a charging Titanothere. It charged into the gate, slamming it with so much force.


The PCs quickly started to help, they jumped up on the wall and started firing arrows and spears with the villagers.  One PC was thrown over the wall and landed on the back of the charging beast.  He threw a fireball at its back, severely wounding it.  After a few rounds it ran off, carrying the Wizard on its back.  Thankfully he managed to fall off, taking some minor damage.  It tromped off into the bush. 

The PCs asked a few more questions of Meeka and then moved on to getting a few supplies, including rations.  They found out that it had been years since the Villagers had seen a titanothere.  They have heard rumours of pirates raiding the southern villages, and that they have had some trouble with neandrathals and Aranea (smart giant spiders) attempting to attack the village.  

Note:  Most of the players are deathly afraid of spiders.  Cue more spiders. 

The next morning they set off with meeka to the tar pits.  As they walked the jungles and swamp started to feel a bit close, as if the growth was closing in on them.  Creepy sounds, insects buzzing, and the heat bore down on them.  As they walked they noticed off the road a bit was a shiny metal object.  Upon closer inspection, it was a very out of place bronze crowbar.  There was nothing around it, no bones, footprints etc.  Cautiously they checked if it was magical.  It was not.  They decided to keep it. 

Almost a day and half out, they were met by some lizardmen in the road.  "PAY TOLL OR DIE!"  they shouted.  The PCs chose death. 

Well not really, they fought valiantly.  The lizardmen fell one after the other, until only one was standing.  It decided to stand its ground and fight attempting to exact revenge for its fallen comrades.  It met the same fate as the others. 

Close by, was the lizardmen camp.  In a chest the PCs found a huge pile of gold!  2000 GPs! and a few gems worth quite a lot of money. 

Hopefully they realize, that they do owe the Scarlett brotherhood half of whatever they find.  

Maybe someone may come and check on them.  Hmmm

We ended the evening at the Tar Pits.  The PCs will level up next time. 

I've decided rather than worry about XP, I'm just going to level them up every few sessions.  Although it will stretch a bit further every time.  The first few sessions have been mostly role playing and this time it was all combat.  Which was great.  So techincally 4 sessions to level up.  Next time I may push it to 6 or so. I'll see how it goes. 

Great session anyways! 


Thursday, September 19, 2019

Isle Of dread session three

Last night was super fun! I do however need to get my gm chops up to snuff. The PC's were about two days away from the island, when I massive storm hit. It slowly pulled them off course and beat up the boat a lot. They were smart enough to tie themselves off, except one rope broke and a pc fell overboard. Thankfully the God's were on their side and the pc was rescued.

(note it was about a two hour session with no actual combat).

Finally they made it to the bay where the village of tanora was located.

The PC's got off the boat, throwing their weapons down to ease the vibe the villagers were giving off.

The nervous warriors spread apart, revealing a young girl. She introduced herself as meeka. When she spoke she would always repeat her first
few words.

"it has been a long time since we had visitors, it has"

She proceeded to give them a tour of the village. Stopping at the wall, which showed signs of having been battered by something inhuman.

She talked of her ancestors and the great city, the large black pearl that had a connection to their gods. And that it had been lost in time.

The PC's noticed the zombies ancestors, and asked about them.

And that's where we canned it for the night.

Thursday, August 8, 2019

Key NPCs in my isle of dread campaign

In this video Professor Dungeonmanster talks about 3 key NPCs.  After watching this, I decided to look at my Isle Of Dread Campaign.


For the most part I intend to centre all of the major NPCs around the village of Tanora.

Sage:  Ramses's is the ex privateer that has gone with the PCs to the Isle.  He is well versed in numerous areas of expertise (multi class dude, thief and wizard).  The intention is the Ramses will stick around the Village, make friends with the locals, repair the ship, look for merchant marketing opportunities, etc.  He will be the guy they can talk to about the goings on in the village.  As he is a outsider, he may have a better perspective in some cases.  Eventually he may ingratiate himself with the locals and stay long term. 

Contact:  There are going to be a few contacts.
Meeka is a young girl, and the welcoming party when the PCs arrive.  She will know the going's on, and any possible leads for the PCs (as well as Ramses's).  She will remain neutral, however if the PCS threaten the village in someway she will not hesitate to let the authorities know.  Namely Gar.  Meeka is also a guide, and knows a great deal about the area.

Kuna:  Tribal Leader, is against open war and is fighting with “Gar”, wants to create trade with the mainland. She will attempt to keep the peace, but will also try to get the PCs to thwart any of Gar's activities (at least on the down low).


Villain 

War Leader:  Gar, he wants to fight the other villages, he believes that if the Tanorrans can take over other villages they will be a stronger tribe.

Zombie Master: Hazeem. I haven't quite figured out his purpose and what he will do.

Pirate Captain: A slaver, who raids all of the villages. I'm hoping to have him be an old enemy of Ramses (perhaps Ramses was marroned by him at some point). At some point the Pirate Capn will send in pirates dressed as merchants to scope out the village.



Monday, May 27, 2019

Play report isle of dread session two

We had left off with the players looking for enough funds to purchase a ship. They had a shady deal with the radu clan on the table.
1500 gp plus 10% of the proceeds or
2000 gp and 5%

They had also talked to ramses (old scallywag), who offered them a boat for 1850.

Unfortunately they didn't have enough gold to purchase it, but had heard a rumour about a werewolf on the loose in the poor district.

The next morning (the day they were supposed to meet ramses) they headed off to the poor district.

Realized they needed to silver some weapons, tried to find a blacksmith.

Rounded a corner and got into a fight with some thugs.

Finally met up with the blacksmith, charmed him and got some silvered weapons.

They talked with the blacksmith, who offered them food and drinks. He told them that a man at a brothel had a lady of the night die, who he was quite fond of. The PC's headed off to the brothel. Which was coincidentally close to the market.

They didn't get much useful info from the John named John.

Staked out the alleys near the market and brothel using one character as bait.

The werewolf snuck up on one pc, and attacked. He became inflicted with the disease.

The player managed to kill the werewolf, and they collected the bounty from the guards in the better part of town.

The cleric decided to take everyone for healing at the local cult temple of havlav.

There the diseased player was cured using up a lot of there money and choices.

The next day they managed to broker a deal with ramses for the boat for
1750 and 2% (which will probably go to pirates).

Of course there was a lot of discussion about what to do money wise etc.

They finally sailed off in an old rickety, barely sea worthy boat.

Got attacked by sharks four days into a seven day journey.  I kept banging the table.

And so ended the evening.

Note : I way overprepped.

Wednesday, May 22, 2019

Isle Of Dread Dino Minis!

My wife saw these at the dollarstore yesterday.  I'm going to get her to grab them.  She figured they were a bit bigger than regular minis, which should work out perfectly!  I doubt that they will stand up, so I may cut up a cereal box and see if I can glue them somehow.  I mean for $3 why not right!

Over the years I've found some pretty cool stuff.  I picked up about 20 D6s one time.  I grabbed a bunch of coloured blocks that I've used as "spell slots" when I played 5e.  Basically "green" was first level, red second, etc.  As I spent spells I'd just put them back in my bag.

Obviously loose leaf, pens, yadda are all handy to pick up when you are there.  If I was running a long campaign I'd even consider grabbing a notebook for everyone.

Oh I almost forgot, duotangs are infinitely handy! I've printed off a bunch of charts, tables, adventures, and rules that all get stuck in some random duotang.

If you get a chance go to your local dollarstore and see what you can see.  Think outside the box, you never know what you will find.  My wife said to me "they had star wars characters, but they were bigger than minis".  Me:  "That's fine,  I'll run some WEG Star Wars D6 at some point.  Size wise it doesn't really matter".  Turns out they were fairly cheap!  So I think I gotta do a run to the dollarstore soon and go on a spending spree! hahaha.

Wednesday, May 15, 2019

Wednesday RPG update thingamabob blog postie

I apologize if I've been a bit quiet lately.  I keep thinking "I should do a blog, or do another podcast".  But by the time I sit down to do it, everything pops out of my head.  I suppose that happens.  In all honesty I think that it comes down to the season.  It's finally getting nice out in the land of Winter!  So there's other things to do.

I'm hoping to get the old school group together soon, to run session 2 of the Isle of Dread.  There will be a play report after that.  I'm also slowly working on a blog detailing the machinations of the Isle NPCs.

Example: 
meet Ramses, old sailor npc that the PCs met while in Specularm. He was quite happy to accompany them, as it had been a very long time since he had went on adventure. He's really a jack of all trades, he knows a few spells, is quick with a sword and can pick a lock. He has a score to settle with the pirates near the isle and the merchant clans in kamareikos.
Image via :Old-Pirate by Grafik.deviantart.com


HEXCRAWL

The other thing I'm working on is a small hexcrawl.  I had posted on mewe asking for help filling out a hexmap that I built using:

https://campaignwiki.org/text-mapper/smale

Thus far there is twenty two entries, out of one hundred.  I figure fifty entries is probably sufficient.  Currently I'm code naming it Weird Wayfaring.  Whenever it's done I'll post a link to a google drive document.

10 MONSTER SETTING

Another fun thing, there's a new entry in the 10 Monster setting:  https://savemycampaign.wordpress.com/2019/05/13/10-monster-setting/

I'm enjoying how this idea has picked up some steam.  For the complete list you can go here, and for the information about the idea here.

WRITING RAMBLE

Other than that, I've had a few random writing ideas that I've been working on, but I'm at the point of scraping some of them (as they are exciting me less than they were).  At some point I'd like to write down my small campaign world that I used for our old school group.  It may end up being a small hex crawl.  It was very traditional fantasy (almost high?).  You can read the play reports here.  "Shanes silly fantasy campaign".  This was the thought that ran thru my head last night when I couldn't sleep.  I always find when I'm having difficulty writing something to stop the big project, and work on a smaller project.  The problem becomes that I never finish the big project.  (honestly the list is endless! Remember when I was writing a mega dungeon LMFAO!).

BLUEHOLME 

There was a discussion on the Blueholme Mewe group regarding the following:


I know B/X is the bad boy on the block and S&W seems to be the OSR mainstay having long dethroned OSRIC.... I believe many of these recent Kickstarters are missing out by not using BlueHolme as the basis for their OSR product.
What is the roadblock? What can we do?

My personal thoughts on this are:

1.  Michael is an awesome cat and if you are looking for a license for Blueholme, look no further:  https://dreamscapedesign.net/compatibility-licences/

2.  There is always a "Flavour of the month" when it comes to the retro clone scene, there's not much to be done about it honestly.  Authors can take a more system neutral stance if they like (include ascending and descending AC for example).   I think part of the reason that S&W is so popular to write for is that you can pretty much use any module with it, without too much farting around.  (I'm currently running Isle of Dread with S&W Whitebox).

3.  I've done my best to try and bring attention to Blueholme, with the Baron series and Dusty Door.    I am unsure if my efforts have been met with resistance, or have fallen on deaf ears.  The possibility exists that some of the stuff I've written/worked on might be a little bit outside of the box.  That said I'll continue to write for Blueholme as I really enjoy it.  Specifically I really like writing for the Prentice Rules, because I find writing for 1st to 3rd level is very much in my wheel house.

Drama (or lack therof)

Last night, I fell down a rabbit hole of awful.  I went to a popular OSR blog site, read a post, then followed the rest of the conversation on fb and twitter (well one side of it).  It's human nature sometimes to read thru the drama.  In the end (after about a half hour of fucking around) I realized that I'm very happy that I'm seeing less drama nowadays from the circles that I spend time in. 

Partially the reason that I'm seeing less drama is that I've curated my mewe list better than my G+ list, and the fact that the OSR really did split completely when G+ died.  The only real issue I'm having nowadays is that I follow people on Twitter, FB, Mewe, Instagram and now discord! ACHK! I once again need to sit down and decide what the reason for my participation in social sites.  An example of this is I really need to trim down people on IG (because I see the same post on fb).  In all honesty I should delete IG.

Yup that got really rambly....

I hope you have a good day!







Monday, April 29, 2019

Deadly vegetation for the Isle of Dread!

I was thinking this morning that the Island needs some deadly vegetation, while browsing my blog roll this came up:  http://www.trollishdelver.com/2019/04/venom-vegetation-for-s-and-t.html

Which is perfect! 

I was originally thinking that I might go ahead and write up some monsters, but it appears it's already been done! WOOO!

An excellent place to find some monsters is the Swords & Wizardry SRD
http://www.d20swsrd.com/

Here are a few select monsters to add to the campaign from the S&W SRD

The Flytrap Shambler
The Assassin Vine
Cobra Flower

Here's my take on a few monsters:
Giant Venus Fly Trap: 
HD 4; AC 7 [12]Atk 1 Mouth/bite (swallows) Damage: 1d6, Save 13; Move 0; AL N; XP 120; Special: Swallow whole*

*A Giant Venus Fly trap will try and bite its prey, on a successful attack it will do 1d6 damage, players are allowed a save, on a fail they are swallowed 2d6 damage.  If they are not rescued from the plant in 1d6 rounds they will perish. 








Creepers
HD 1; AC 9 [10]Atk 1 vines Damage: 1d6, Save 17; Move 0; AL N; XP 15; Special: constriction*

Creepers will flail out with their vines causing 1d6 damage.  On a failed save a PC will be constricted by the vine, slowly squeezing them of their breath, they will receive 1d6 damage while constricted. 


The other thing I realized that I'm going to need are tropical birds, and apes, which will all probably be low HD type monsters.  My sorta standard is 1hd, AC 10, dmg 1d3 kinda thing.  Mostly just nuisances to the players. 

Oh and Insects! 
Hornet, Giant

Horsefly, Giant
Helix Moth
Mantis, Giant Praying
Mosquito, Giant









Saturday, April 27, 2019

Enjoying the sites of Specularum - Play report Isle Of Dread 1

Last night was a blast!  It's been a good 3 years or so since I ran a game.  Obviously I was a bit anxious and out of practice.  I think it went quite well however.  The nice thing about using a game like b/x or whitebox is that the rules don't really get in the way.  There was a few times when the characters were interacting with NPCs that if we were playing fifth ed, it would have just been a roll.  In the case of last night, it was a role!

The story starts out simple enough.  The PCs don't really know each other that well, but are comrades at arms guarding a caravan.  The caravan is making its way from the small village of Luln, to the big city of Specularum.  The PCs have been hired by a contact in Luln to perform the job.  He claims he is a member of the merchants guild (it turns out slightly differently, the PCs were hired by the Radu Clan).  A day passes, and then in the evening a HUGE thunderstorm rolls in.  The PCs decide to press on thru the night.  (YES!).

A wagon gets stuck in the mud and overturns, spilling out most of its contents.  Curiously one of the PCs finds a map, and a tale of a lost island with treasure.  The rest of the papers don't seem to contain any other information, and for that matter the letter and map are out of place. 

The caravan is quite long, including some stragglers that followed along (farmers selling their crops, immigrants,etc).  The 5 main wagons make it into the city without much excitement.  The PCs drop off the goods at the Radu Clan headquarters/warehouse and get set to get paid.  They meet up with Reginald Blackwater (I know I stole that name from somewhere, but not sure where?).  He's a portly man, with overly expensive rings on his fingers.  The radu clan headquarters is right out of jabba's palace, with trophies on the walls and art that shows off their immense wealth.  There is a long winded discussion about getting paid, and a question on boat pricing.  The merchant isn't completely told about the Island, but he now has his suspicions.  He offers to help the players out, but wants 25% of any treasure they might find on their mission.

Two of the players head off to the "starboard seagull tavern" on the docks, to see if they can scrounge up some information.  The barbarian stays behind and plays cards with Reginald, and tries to pump him for more info.  Reginald tells the barbarian about some deaths that have been happening in one of the poorer districts in town.  It almost seems like a werewolf is on the loose (judging by the phases of the moon, it may strike soon!).  Obviously there's a bounty on the monster, and the guards basically don't give a shit about the poorer districts of the city. 

*Note:  The PCs didn't take the bait on the werewolf idea (I figured if they needed some extra cash to buy a boat, this was the perfect way.  I realized after the session that I need to remember about the werewolf.  If they ever come back to the city, maybe the werewolf has infested the poorer district with more, become a MUCH larger problem. 

CUE The Tavern.  The Barbarian realizes he won't get much more out of reginald so he heads off to the tavern.  Where he pretends to drink.  There are a few souls in the tavern, A pretentious elf, a old sailor named Ramses, and a tough looking fighter.

One of the players attempts to seduce the elf by giving him a lap dance.  He gets upset quickly, claiming that "You people stink! Have you ever heard of bathing, you smell like horse and bad choices!".  A bar fight ensues.  With one roll the Elf is laid out, however he manages to stick a broken wine glass into the eye of the bartender.

As the dust settles the old man Ramses does a slow clap, and then thanks the PCs for getting rid of that nuisance. 

The players learn that the old man is a sailor, and possibly a former pirate.  He knows where they can get a boat, and for not too bad of a price.  The decision is made to meet up in the morning to take care of the details.  Ramses asks to come along. 

*Ramses may or may not become a turncoat, time will tell. 

And that was the end of the evening.  My nephew and his girlfriend brought there little one over, and she was getting a wee bit pooped out, so we called it.  (well she did haha).  What was really nice about the session was, it was 90% role playing.  There wasn't a lot of starring at a character sheet.  A nice change from the 5e games I had played in the last few years.

This is really the kind of game I want to run.  Obviously there will be fights, etc, however the more roleplaying the better.   Using whitebox really trimmed down how much I was worrying about mechanically wise.  I must admit, the players really got into their characters, including our buddy who is quite the introvert.  He played up the barbarian as if he'd actually been Conan!  Super fun.

Can't wait for the next one.  I prepped quite a lot of the game, and was originally a bit worried that I might run out of stuff.  Turns out I was wrong, players tend to throw a monkey wrench into anything.  So it's good to think on your feet.   Next session will be the voyage and probably meeting the Tanorans.  I do intend to have them get to the island at the north west side, and the point out the village.   At that point it will be up to them as to whether they want to land at the village, cruise around the island, or land somewhere on the island.  Whatever the case, they will be quite short on rations by the time they get there. 








Wednesday, April 3, 2019

Created a few hirelings for the Isle

I have 6 or so pre generated characters for Isle of dread campaign.  All of which are at 5th level.  I originally though I'll go ahead and create a wack of 3rd level characters with backstories etc.  The intention was if one of the main PCs die, they get their peon to use, and it would be the same class as the PC.  So a thief pc gets a thief hireling.  Which kinda makes sense right? I mean they are sorta learning from the PCs. 

I managed to get about 2 done, and then realized these guys are MEAT SHIELDS! They are just going to basically be rolling attacks and damage dice for them.  So rather than get into the whole background thing etc I literally just created 4 basic hirelings. 

Hopefully you catch the funny Canadian joke in there.






































As a side note, I'm really enjoying the prep for this.  A lot of the times I'd be thinking all day "When I get home I'm going to work on writing!"  And then I'd get home and be so tired from work I'd have a nap.  For whatever reason this is giving me some get up and go! and that's wonderful.


Tuesday, April 2, 2019

Isle Of Dread House Rules, and Great intro video

I found this great video introduction to the Isle Of Dread (and a pile of other awesome content on Mystara) 



I'm almost done my checklist, here's the last few things.
1.  Re-read the module and make some notes 
2.  Finish up the hirelings. 
3.  Obviously print a bunch of stuff. 
4.  Download the GM screen for Whitebox and pop it into google drive. 
5.  Re-create the tables in Isle Of Dread and stat all the monsters out for Whitbox (this will just make things easier). 
6.  Buy beer and invite people over. 
7.  Probably kill their characters. 

Here are my house rules for our upcoming Swords & Wizardry Whitebox game set within the Isle Of Dread. 


House Rules
  • You will earn experience points for overcoming challenges, and for gold acquired.  Note that you don’t necessarily have to kill the monster to overcome the situation.  
  • We are playing in an open world, which means that you can pretty much do anything.  Think outside the box and have fun! Obviously there could be consequences.
  • At 0 hit points you are unconscious, at negative your level you must make a saving throw or die.  On a success you are returned to 0 hit points.
  • Each character starts out with 2 luck points, these work the same way as inspiration and can be used to re-roll any dice.  
  • After a fight, a player can bandage their wounds for 1d6 hit points.
  • Consumables are important!  Don’t run out of food, torches, arrows!
  • Each character will get one hireling (of the same class).  You will be responsible for this character, and in the case of things going sideways you will be asked to “check the morale” of the hireling.  They may flee. The hireling can be used as a backup character in the event of death.
  • Every encounter (monster or otherwise) will have a reaction check, this means that not everything will attempt to kill you right away.
  • Prior to rolling Initiative the players will state what their intentions are.  Initiative is handled by rolling 1d6 for each side (players and DM). No bonuses are added to the roll, and the players will take turns rolling initiative for the group.  In the case of a tie combat is resolved simultaneously.
  • Ability checks are based on your ability check stat.  Ex a 5th level thief must roll over 10 on a d20. Ability modifiers can be added to the roll.
  • Your attack bonus is added to your d20 roll, and your strength or dexterity modifier.  Only fighters add their modifier to damage. Ex d20+Attack Bonus+Dex Mod = To hit. 

    

Monday, June 11, 2018

Crowd source weirdness table for Isle Of Dread

I put this up this morning:  Hey everybody I need your help with a random table for isle of dread. After reading the adventure and doing some research online, I found a few ideas however a bit more fuel would be helpful.

So basically "locations, things on the ground, possible dangers" etc:

Thanks to everyone whose contributed so far, this has given me enough to keep the fires stoked!
Goblins Henchmen, Mark Grehan, Johua De Santo, Glenn Robinson, FM Geist


1) large wooden head
2) net trap
3) stake with a emancipated human tied to it
4) rolling boulders
5) large rock with strange writing on it
6) treasure map in an old shoe
7) Small cave, empty but with a fire pit and a lingering smell of recently cooked meat.
8) A leather pouch containing only a bent iron nail.
9) Crushed lantern containing one pint of oil.
10) Belt buckle with image of local deity of healing.
11) Pages from a diary rolled up inside wooden tube the diary is of a mans last day on the island may have useful information or just be the mad ramblings of a man dying of thirst.
12) A cache of obsidian spear heads
13) A leather bottle containing what appears to be wine.
14) A small empty bottle marked with a skull.
15) A human skull which has had a hole drilled into the side of it. The inside has been etched with intricate writing in an unknown language.
16) A scrap of cloth torn from a cloak just visible is a devotional prayer to the gods.
17) Paw prints in the rock which if followed disappear after fifty metres or so.
18) A small and narrow pile of earth roughly Five feet in length. A white stone has been placed at one end.
19) A collection of soot blackened skulls hanging from a tree which clatter together in the breeze.
20) A silver ring marked with waves and set with a pale blue stone which has one use of create water left in it.
21) A rough draft copy of chapter four of Volos guide to monsters written on cheap parchment and with many sections crossed out.
22) A pile of good outdoorsman clothing on the beach just above the high water mark.
23) A structure built into a tree if checked it contains a wooden chest, a crude sleeping mat and a wooden face crudely carved in blood soaked wood, the masks teeth are real and have been hammered into it from whatever creature/monster fits.
24) A small nest of friendly Kobolds who worship someone called Krasnack Navy The bringer of items. They believe the more gifts given by someone the more powerful that person is.
25) An intricate music box carved out of wood the music played acts as a sleep spell.
26) A large pit rimmed with wooden stakes the bottom of the pit is covered by dark foul smelling water but occasionally glimpses of something shiny can be seen in the waters depths.
27) The Dungeon master sunning himself in a hammock a drink in one hand and a half completed list in the other.
28) A dead tree with shrunken heads dangling from every branch. When approached all the heads will look toward those who approach. If any of the heads are taken the taker will begin to have nightmares of being hung by a noose every night, giving them a -2 to all rolls. The dreams continue until the head is returned to the tree.
29) Stewpot, grime crusts the inside of the pitted cast iron.
30) Cyclopean hands of basalt, they beckon motionlessly
31) Entrails strung through a thorn tree; birds peck and squabble over it. Feathers litter the ground
32) A flat stone surface, gouged with the marks of tools, blackened with ash
33) A toothless muleskinner grins and waves
34) The delicate crunch of paper-thin rusted gears underfoot
35) An obsidian bowl filled with teeth, some with viscera still on

Monday, July 17, 2017

Rage of the rakasta idea

I've posted about the Rakasta before.  They appeal to me.  I don't understand why they've been dropped from the monster manual over the years? Maybe because people get them confused with the Rakshasa?

Whatever the case, while reading Isle of dread I stumbled upon the fact that there's a camp of Rakasta on the island?

What the heck are they doing there? 

My first thought was maybe they are in direct competition with the pirates near the island?

Perhaps they recently moved from the main land of Mystara? And have sought out a new life.

Or maybe they are on an expedition similar to the player characters?

Whatever the case maybe, I have a hard copy of "Rage Of The Rakasta" at home that I TOTALLY forgot about!

With a bit of tweaking I'm sure it could work wonderfully on the island.

Here is the blurb from drivethrurpg.com:

Beware the cat-men's fury! 

This entry-level module pits a single player character of 2nd to 4th level against samurai cat-men. Rage of the Rakasta is specially designed as a one-on-one for a single DUNGEON MASTER and one player. It can also be played by a DM and a group of players or by a single player without a DM. 
Rage of the Rakasta takes place in the Thunder Rift game setting. It can be played by itself or as part of a campaign with other modules sharing the same setting: Quest for the Siver Sword, Assault on Raven's Ruins, Sword and Shield, Knight of Newts, and the forthcoming In the Phantom's Wake. 
The DUNGEONS & DRAGONS Game Box is needed to play this adventure 
Recommended for a single character, levels 2-4 Can be played with or without a DUNGEON MASTER Includes a large map sheet and twenty stand-up figures Introduces new monsters, new magic items, and a new character class Can be played as a sequel to Quest for the Silver Sword or as a stand-alone adventure.


Honestly the Isle of dread is the perfect campaign system.  You could consider it "mini", but there's so much you can throw in there.  I intend to run Dwellers of the forbidden city, the lost city and a few other modules hopefully. 

Another super cool thing about the adventure (rage of the rakasta) is that there are rules for using Rakastas as player characters (which begs me to play b/x!)  

+Eric Fabiaschi has written a ton of great posts about Isle Of Dread, if your curious jump on over here


Monday, June 5, 2017

Isle Of Dread Musings & Beyond

We just finished up a really fun session of "Curse Of Strahd" on the weekend.  I plan to write about that in the next day or so (my notes are at home, including a funny title for the post).

Last night I sat and really digested Isle Of Dread, its a great module. It's open ended.  Of course everyone already knows this.  I'm thinking that we should be wrapping up Strahd soon.  Well possibly (I'll get into that in the session report).

I'd like to run Isle of Dread, with Dwellers of the forbidden city on one of the other islands close to Tanora (or however you spell it).  As well on the northern side of the island I am going to pop B4 in there somewhere (the lost city). Another module I've been kicking around is N1 Against the reptile god, as it works well with the theme.

Since our old school group is just starting to get into mutant future, and the 5e group might be wrapping up, I think I'm going to start working on ideas for a 5e version of all of the above.  A few things are coming to mind however.

Isle of dread is for levels 3 & up, so I might have to figure out a way to run B4 or N1 first.  That might prove interesting.  Alternatively I think that Isle of dread & Dwellers has more than enough things to do to keep us busy for a bit.

Our 5e players are interested in storylines, both of these modules while awesome are more hex crawl open ended type adventures.  (which I like).  So I'm going to have to add some story into the whole thing.  Reading thru some of the entries in Isle of Dread, I started thinking about the certain factions on the island.  Example, the Rakastas.  Isn't doesn't really say a helluva a lot in the book about them. They are camped in the hex, they raid people.  I plan to turn to the 5e DMG npc/bad guy tables and start whipping up personalities and backgrounds for the leader of the rakasta's and maybe his/her second in command.

Of course I'll also have to figure out stats for some of the monsters that never made it to 5e (plantons come to mind... I figure halfing stats would work out). The Aracnea I'm guessing could be a combo of giant spiders and drow, maybe driders that can cast spells perhaps?

I intend to use Mystara as the world, and the races of Mystara.  Which will strip down useable races from 5e.  (no dragonborn, tieflings, yadda).  I'm unsure on the classes thing.  And there is no real gods in Mystara, rather there are the Immortals.  So I might port gods from Greyhawk, or Dragonlance (I kinda like that idea actually).

Anyways, as usual, I'm just riffing on ideas here.




Tuesday, April 4, 2017

Comic Con Score!

I couldn't contain myself and posted up pictures of my awesome deal that I got on the weekend.  My wife and I went and checked out "Manitoba Comic Con", which is a smaller event, than the Central Canada Comic Con that happens in October (both con's are ran by the same company).  I was on the look out for some D&D stuff, and I knew that one of the vendors was going to be there and they had previously advertised D&D stuff half off on their facebook page.  I stumbled on to their table and immediately found:

Dwellers Of The Forbidden City and Isle Of Dread, the combined total with 50% off came to $12.63 woo!

They had a pile of other cool stuff, including early 90's late 80's D&D, 3e, 4e stuff, hackmaster, star wars RPG, and they had against the giants which looked to be in good shape (for $50, so $25).  I happily walked away with Forbidden City & Isle of dread.

I've come to the conclusion that I really want to collect hard copies of all those cool modules.  Basically all the B/X stuff.  (vault of the drow, the lost city, saltmarsh, etc).  I'm slowly making a list of the modules that I would like to add to the collection.

Weird thing, I've always wanted to collect something, but I've never figured out exactly what I'd like to collect.  I mean I'm a MOTU, GI JOE, and Star Wars fanboy, but the idea of collecting figurines is just blah to me.

Thus far in the B/X collection I have the following:

81 Basic Rules
Keep On The Borderlands (in terrible condition)
Dwellers Of The Forbidden City
Isle Of Dread

Reprint of Basic/Expert Rules
Reprint of karameikos gazetteer

The thing about collecting this stuff is that it fulfills a need, but it's also extremely practical, because I will actually use them.  When was the last time you had a big GI JOE/COBRA fight in your basement?

After briefly reading thru Dwellers of the forbidden city, I think I can probably place it somewhere within the isle of dread with a little tweaking.  Possibly on one of the other smaller islands.