Showing posts with label gnarley forest. Show all posts
Showing posts with label gnarley forest. Show all posts

01 December 2023

Campaign Journal Update - From Hardby to Dyvers and a Few Points In-Between

Kron Hills, Gnarley Forest, and Dyvers environs - map by grodog
Kron Hills, Gnarley Forest, and Dyvers environs -
map by grodog


Since my last Haruspications in Hardby campaign update in July, the PCs have wrapped up their business in Dyvers (selling some poison-smeared gems liberated from a hidden temple to Nerull in Castle Greyhawk to the Executor of the temple of Nerull in Dyvers---and this turned out far better than I expected!), and are working their way back toward Greyhawk.  The characters left Dyvers in the midst of Brewfest, on Waterday, the 5th day of that festival, in the year 576 CY.  


Night Arrant by Gary Gygax


On the Road

On their way to Dyvers from Hardby, they passed through the bucolic Gnarlvergia region, detailed by Gary Gygax in "The House in the Tree" in his Night Arrant collection.   (For those interested, you can listen to Jason Zavoda's readings of much of Night Arrant over on Canonfire! at http://www.canonfire.com/cf/ghnovels.php but unfortunately he did not make it through to record "The House in the Tree" prior to his untimely death in December 2021.  This reminds me that someone in one of the Greyhawk-related discord channels suggested that I might carry on with those recordings, perhaps; I will chase that idea down again!).  There's not an entry for Gnarlvergia in the Greyhawk Wiki, but that's probably less of an oversight since the region is only mentioned three times by name in Night Arrant. But I digress....

On their way to Dyvers from Hardby, the PCs encountered two groups that turned into useful informational meetings.  The first was with the Urûl-Kotár, a group of Flan tribal woodsfolk led by the druidess Cíaran-ap-Tulvea.  After some initial tensions, the two groups broke bread together under the auspices of hospitality, and the PCs warned the Flan of two groups of marauding dragons (one brass, and four blue) rumored to be attacking merchant caravans in and around the Hardby region, and the woodsfolk were very grateful:  Reaction Roll of 100, before adding 40 for the bard's 18 Charisma to make it a 140% total reaction!  This is not nearly as uncommon in this campaign as you might think....

The second encounter of note was with a group of olvenfolk patrolling/hunting for brigands, and they surprised the PCs.  They also noticed that one of the PCs (Henry's character Nohr, a half-olven fighter/magic-user from a future alternate timeline of Oerth) was wielding a drowic tentacle rod as a weapon:  this was "sloat gaacor" (sloat like moat, gaacor like gay soar)--an elvish taboo cognate meaning "forbidden darkness."  The PCs discussed how they acquired the weapon (in their Astral adventure in Zjelwyin Fall), and learned little about the strange nature of the ojbect, save that it gravely concerned the olven captain Sillirifran, of the Moonsilver Pool clan (Ilmkelisil in olven).  Still in  pursuit of the brigands, the elves departed relatively quickly, but urged the PCs to rejoin them later at their home, Silverwell (Celebthiltin Eithimbar:  the "silver shining sparkles homewell"), the source and spring for the Silvern Stream that runs from within the Gnarley to the Nyr Dyv.  

The PCs encountered various other animals---wild horses (some of which they captured and sold/traded to the Silvern-Selintan Ranch, with the well-recognized brand $$) and giant weasels (which they killed and skinned)---and NPCs (a merchant caravan on the eastern side of Selintan, including the Womtham magic-user Eriena Nabestiana, who sold some acid and potions to Nersiv), some en route to and within the city, but the woodsfolk and olves may prove to be the most interesting from the lot.  Time will tell!


In the City

Negotiations with the Temple of Nerull took awhile, but were successfully concluded after the services on Godsday during Brewfest.  The result includes a proposal of alliance with the Greyhawk Assassin's Guild.  While Haj worked the Reaper's clergy, some of the other PCs worked opportunity jobs that arose during the festivities:  

  • Cyn performed with two other bards---Zyfor the Black, hailing from Blackmoor, and Cyndalia Tureine from Rel Astra) at the Inn of the Golden Locks; all three performed well, and earned about 100 gp each over the course of Cyn's stay
  • Nohr and Cyn also acted as translators at Shadows in the Drink (another inn in the western portion of Dyvers) in urgent need of Hobbit and Olven speaking assistance; Cyn made the acquaintance of Lord Gwyndariol from the Vale of Highfolk, as a result of the translations work
  • Nersiv departed from the rest of the party and from Dyvers on the first day of Brewfest in order to speculate on some wares/commodities offered in the markets:  he purchased some essence of will-o-wisp and violet fungi spores at low prices and then chartered an olven hippogriff messenger service carrier to return him to Hardby where he plans to sell them at a substantial profit, in order to then return to Dyvers and purchase an elixir of life available from one of the other merchants before the close of Brewfest
Once the Nerullite business concluded, the PCs left on the 5th day of Brewfest to return to Greyhawk, planning to stop at Silverwell on the way and to take the olves up on their invitation.

Movin' Right Along (the Road, into an Ambush?)

Kermit and Fozzy, on the road again....
Kermit and Fozzy, on the road again....


At midnight that evening, a large group of goblins passed by the PCs' camp (neither group was surprised), and the goblins split into multiple groups, one of which moved toward the camp.  Through a lengthy battle (11 rounds!), the PCs slew approximately 30 goblins in battle.

The session ended with various questions still unanswered:
  • Where were the goblins heading to, and where were they coming from?
  • Will the goblins regroup on the other side of the Silvern Stream and reengage, or flee?
  • Are the PCs in range of the goblins' slingers?  (That answer is almost certainly Yes!).
  • Will the PCs stop to loot fallen goblins, or carry the fight to the remainder of the force, or pursue some other course of action?
As usual, I am looking forward to tomorrow night's game! :D

Allan.

16 February 2020

Renovating the Monastery - Recasting the Classic DMG Dungeon in Greyhawk - Part 1



Wichita Greyhawk Campaigning
Wichita Greyhawk Campaigning

I ran the unnamed sample monastery dungeon from the Dungeon Masters Guide for my eldest son's after-school AD&D group a few years ago, and I've repurposed it as one of the starting points for the new Wichita Greyhawk campaign that kicked off last month.  


I've compiled the bits and pieces about it that I've discussed over at the Knights & Knaves Alehouse forum and Scott Gregg's Doomsday Games forum:
  1. Background
  2. Maps - Wilderness Environs 
  3. Maps - Dungeon Levels
  4. Keys
I'm detailing #1 and #2 in this post, with more info to follow on the updated, revised, and expanded dungeon maps and keys later. 

Below I dig into plenty of spoilers for the sample dungeon, so if you are currently playing through it, you should stop reading now. 


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Background

 

I've decided to leverage my continued interest in the sects and cults of Wee Jas for my background to the DMG Monastery dungeon in the Wicihta campaign.  This necessitates some changes to the original sketchy background from the DMG:


  • The slain abbot becomes an abbess
  • The fire opal becomes a holy relic of Wee Jas, perhaps in part reflecting her vanity
  • The lower level needs a new rationale from how I'd originally conceived it, and I'm thinking it may be tied to the Plane of Shadow now, but am still noodling on that:  perhaps the shadow influences are what, in part, lead to the near-total destruction of the monastery, and if so, it seems likely that the destruction was meted out by other, more-orthodox sects within her faith (this aligns well with my depiction of the relationship between the primary and heretical sects in my Castle Greyhawk level)

Some other changes are related to the broader picture of the historical record of Greyhawk, too:

  • The fen that surrounds the monastery was caused by the subsistence of the ground due to the deleterious effects of the cult of Elemental Evil a decade ago
  • The EE cult's origins will tie back more closely to Dyvers and Wild Coast (as hinted in T1), but the DMG Monastery will not be a significant part of that network as I've previously used it (it will however still have some ties to there, via the brigands)
  • I think I'm going to insert an octych piece in the dungeon somewhere as well....


Wilderness Environs Maps

 

I've been sketching out the larger campaign environment on and off for awhile now, and spent some time over the past few weeks building it out further.

I began with the larger regional level for mapping out roads, smaller-sized settlements that don't appear on the Darlene Greyhawk map, etc.:



Kron Hills, Gnarley Forest, and Welkwood environs
Kron Hills, Gnarley Forest, and Welkwood environs -
map by grodog

On the above map, each large hex is a single Darlene Greyhawk hex, so 30 miles each. The smaller hexes within each are 5 miles each. 

The hex with the DMG monastery dungeon is one hex north of Narwell, in hex # I4-93 on the Darlene map grid location system.  Then I use our single-hex sheets to drill down into each campaign hex; the single hex sheets have three layers of hexes, which break out like this in scale:
  • Layer 1 = large campaign hex = 30 miles
  • Layer 2 (6 medium hexes per large hex) = 5 miles
  • Layer 3 (6 small hexes per medium hex) = 5/6 miles = 1466 2/3 yards/4400 feet



Greyhawk hex I4-93 - detail map by grodog
Greyhawk hex I4-93 -
detail map by grodog

I haven't started to color the above map yet, so it's probably a bit faint....  

Then I drill down to a detail view using the 5 mile hex as the large scale on the same hex sheet template:
  • Layer 1 = 1 large campaign hex = 5 miles = 1 medium campaign hex (layer 2 above)
  • Layer 2 (6 medium hexes per large hex) = 5/6 mile
  • Layer 3 (6 small hexes per medium hex) = 244.4 yards = 733 1/3 feet



Detail within Greyhawk hex I4-93 -
map by grodog



The small hex that the monastery ruins are part of is now 244 yards across, and sited on a hilltop that measures about two full hexes in area (the smallest hexes), which feels about right for the complex size as I envision it.  


The small-scale (colored) hex map shows the subsided fen round the monastery hill (which I've not decided whether to color in part with forest or to leave "cleared"), and some other forested areas on higher-ground in its immediate vicinity.

Next up:  the ruins of the monastery site, as well as the dungeon levels and keys.

Allan.