The Ruined Tower

Location #3 on the map of the Village of Cross Tree is the ruined tower.

The Ruined Tower. Created with Campaign Cartographer Dungeons of Schley symbol set.

A trail in the northeast corner of the village winds through the woods. Atop a short climb, the remnants of a tower can be seen. Having once stood 50 or 60 feet in height, the upper levels have collapsed over time. The second floor of the structure appears to be somewhat intact, though a large gap can be seen in the wall.

Rubble is strewn about the base of the tower and more can be seen littered out into the forest. Ahead, a wisp of smoke escapes from between two double doors that rest slightly ajar.

The Village of Cross Tree.

The tower itself predates the town of Cross Tree by over 100 years and none of the locals, aside from possible Nicodemus (see below), have any recollection of who built it. Characters with any type of architectural knowledge will easily be able to identify that this structure is from another time.

In my own game, the tower represents one of the last standing traces of a previous civilization. Deep within the outlying forest, there are cave entrances that lead into still accessible areas of this ancient settlement. Swallowed up by the earth itself, a lost city waits to be rediscovered. I will explore some of these locations once the rest of Cross Tree has been covered.

If this doesn’t work for your game, the tower could have an entirely different background. The idea here is to simply give you some interesting locations for your players to visit, without you having to do a lot of work.

PCs exploring the area around the tower will find all manner of debris. Some of this is from the collapse of the upper floors of the tower. The rest consists of odds and ends brought here by the tower’s sole inhabitant.

Unless the party is purposely attempting to be stealthy, the double doors to the tower will swing open enough for a frail figure to emerge.

Nicodemus

With a soft creak, the tower’s doors swing open and a frail old man appears. Fairly tall, though stooped a bit, he walks with the help of an oak staff. His tawny skin appears leathery and wrinkled, as if from years of exposure. Pulling back the hood of his stained maroon robe, his long white hair and beard make for quite a sight. 

Nicodemus. Publisher’s Choice Quality Stock Art @ Rick Hershey / Fat Goblin Games. http://www.fatgoblingames.com.

“Oh heavens! I have visitors it seems” the old fellow mutters, as his eyes dart around and size up the party. “I’ve not seen you people before. Are you lost?”

Nicodemus has lived in the ruined towed for nearly 5 years now. Prior to that he had been a frequent visitor to the area but none of the locals knew too much about him.

The general thinking of the townsfolk is that the tower is not safe for habitation and they are likely right. However, Nicodemus doesn’t interact a great deal with anyone from town. Every so often, Killian from the Cross Tree Inn (location #1) will try to persuade Nicodemus to take up residence at the inn but up to this point these attempts have failed.

Play Nicodemus as a bit mad and a bit mysterious. He exists here as a device for you to feed information or plot hooks to your players. Outside of possibly Leagis (from area #2, the Church) Nicodemus is the only resident who you could really call “worldly”.

He knows a great deal about a great many things but should always be a bit cagey about what he reveals and how he reveals it. Whether Nicodemus actually has any magical abilities is largely up to the GM. Here are some possible angles for Nicodemus, to allow him to fit seamlessly into different styles of games.

  • Perhaps you make him a great mage, having him be the wise mentor who knew the party was fated to show up on his doorstep.
  • He could be a part-crazed soothsayer who constantly mutters to himself, while reading tea-leaves and tossing chicken bones to foretell the future. Whether charlatan or gifted fortune teller will be up to the party to decide.
  • Nicodemus could be an arcane dealer of sorts, prepared to sell different potions, charms, or wards to the party.
  • Possibly he plumbed the depths of a lost city in his prime, only to be left behind by his comrades. Having spent years as the prisoner of some unnamed horror, he is now quite mad.

Regardless of which route you take Nicodemus is a good-natured sort. He will size up the party and if he believes they have good intentions, he will try to help them. That’s not to say that he will necessarily be forthcoming with his help or information. It’s certainly possible that he may speak in riddles or test the PCs in order to ascertain their intentions.

1st Floor

If the party is friendly from the offset, it is likely that Nicodemus will invite the party inside. The double doors open to a chaotic scene and the heavy scent of smoke and incense.

All manner of junk is piled up within the 1st floor of the tower and the old man has a campfire burning away, near a breach in the wall. Any characters with reasonably high skills of perception are likely to notice a mouse (or other small mammal) skittering for cover as the party enters the room.

Despite the clutter and debris, Nicodemus seems to know his way around the mess and is always able to deftly find what he is looking for amongst the rubble, crates, and boxes.

There are drawings and what appear to be maps scrawled with charcoal on the walls. What they depict and whether Nicodemus will discuss them is largely up to the GM. Two desks are arranged on either side of the room. While they are cluttered, it does appear that they have been painstakingly laid out, allowing Nicodemus to focus on his studies. A spiral staircase leads up to the 2nd floor.

2nd Floor

Every bit as cluttered as the first floor, the walls of this section of the tower has been breached to the northeast and southwest. This allows the weather in, along with the occasional bird or bat.

Arriving from the first floor, it will be immediately evident that the stairway going up to the higher reaches of the tower is completely blocked with rubble. Rubble is strewn about on the creaky wooden floor and PCs who are invited up to this level of the tower should be made to feel that the floor could cave in at any time.

Plot Hooks & Encounters

A lot of what Nicodemus has to offer is going to depend on your game, the level of magic in your world, and what role you need him to play within your campaign.

  • Other townsfolk might direct the party to Nicodemus in order to identify some item they have found or to seek answers about some quest that they are on.
  • As with Karia from the Cross Tree Inn, Nicodemus may charge a young party with venturing out into the woods to secure certain components for him.
  • Perhaps he knows of some impending trouble threatening the area and identifies the party as being just the right group to tackle it.
  • Seeing a yearning for adventure in the party, Nicodemus might share with the party what he know about a lost city, deep within the forest.

Closing Notes

That will do it for this week’s entry from the town of Cross Tree. I appreciate you taking the time to stop by. If there is anything you would like to see added to the village or you require any tweaks to the maps, let me know in the comments. Until my next post, I hope you have great adventures and a great week!

For more on the Village of Cross Tree, go here.

For maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

The Church of Cross Tree

Location #2 on the map of the Village of Cross Tree is the church.

The Church of Cross Tree. Created with Campaign Cartographer Dungeons of Schley symbol set.

This 2-story oak structure is clearly a church. Modest in size and design, this building appears to have been built more recently than most of the other dwellings in town.

To the left of the building, a waist-high hedge neatly frames a small graveyard. The plots and grave markers seem to be well tended. There is a general feeling of peace about the place and the pleasant scent of incense is in the air.

The church of Cross Tree burned to the ground under mysterious circumstances roughly 15 years ago. At the time, it was a largely unused structure, as it had been quite some time since the settlement had been home to any members of the clergy. The site sat vacant for nearly 5 years, until its current inhabitant came to town.

The Village of Cross Tree. Created with Campaign cartographer Cities of Schley symbol set.

Leagis Kormou

Leagis Kormou is a 42-year-old human woman. She has olive skin and long, white hair that trails down nearly to her waist. While she has a stern brow and piercing green eyes, there is a sense of peace about the woman that is disarming to guests.

Leagis Kormou. Art by: Daniel Comerci – danielcomerci.com.

It will immediately be clear to PCs that Leagis is not originally from this area. In my game she hails from a chain of islands far to the south, though select her place of origin based on what works for your campaign setting. Leagis is a priestess of a nature deity. If your world lacks a divine being who happens to be focused on nature, any good-aligned god or goddess should suffice.

The cleric spent her youth traveling the world, possibly even clocking in some time as an adventurer. As the years passed, she found herself more focused on her religion and wanting to settle down. Cross Tree provided a logical place to put down roots. Nestled deep withing the forest, Leagis can commune with nature while also sharing her faith with her modest flock.

Arriving in town roughly 10 years ago, Leagis began restoring the old burned church structure on her own. As the days passed, other townsfolk would come to lend a hand. Often they would work together by day and then take part in her fellowship and break bread together in the evening. Some of the materials for the new church were brought from the ruined tower to the northeast of town.

Whether Leagis possesses any magical abilities from her deity will be left to the GM’s discretion. It is certainly possible that she may have the ability to casts lower level spells. However, I would suggest drawing the line at allowing her to have the power to raise the dead or even heal very serious afflictions.

The priestess is very welcoming to outsiders and will certainly be curious about their travels. Having travelled extensively herself, Leagis may be able to share information with the party about areas far from Cross Tree.

1st Floor

The nave and sanctuary take up most of the 1st floor of the church. Both are decorated simply, in woodland colors. Both the pews and altar are fashioned from downed oaks found in the forest.

Close to the entrance are two storage closets. Tools are kept here for tending the graveyard, as well as decorations for different festivals throughout the year. Leagis also keeps a small office on the first floor.

2nd Floor

The 2nd floor of the church consists of Leagis’s residence. While not generally accessible to the public, she may invite the PCs up here for counsel or to discuss future plans.

Plot Hooks & Encounters

As previously mentioned, Leagis has travelled extensively. She should provide you a good tool for disseminating information to your PCs. It is also possible that she may have use for their help herself.

  • Parties stopping in Cross Tree along the way to somewhere else, may be provided information about their destination.
  • As a priestess of a nature deity, Leagis may enlist the help of the party to investigate some strange goings-on within the forest. Perhaps some strange malady is affecting local wildlife or a queer blight is killing off vegetation.
  • Leagis recently buried a traveler who died while staying at the Cross Tree Inn. The man’s only personal effects were a strange metallic device and a map to a location that would take two days to travel to from here. The cleric may enlist the party’s help in learning more about the map and the device.
  • From her traveling days, Leagis may be aware that there is rumored to be an ancient lost city hidden away within the depths of the forest.

Conclusion

That will conclude another post about the town of Cross Tree. Until I write again, I thank you for reading and hope that you may find yourself enjoying a game soon. Cheers

For more on the Village of Cross Tree, go here.

For maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

The Cross Tree Inn

Location #1 in the Village of Cross Tree is the Cross Tree Inn.

The smell of roasted meat emanates from this inviting two-story wooden building. Facing the structure, a pair of worn double-doors welcome weary travelers on the right. To the left, a low wall partitions off a courtyard, where barrels of ale are stored, and a couple chickens run about aimlessly.

A sign bearing the name “Cross Tree Inn” hangs above the entrance. The sign itself depicts a curious scene of ghostly figures circled around a large oak tree. The inn is both the geographical and social center of the village. Especially during the evening, it is likely some of the other residents will be found in the common room, enjoying a meal or tankard of ale.

The Cross Tree Inn. Created using Campaign Cartographer “Dungeons of Schley” symbol set.

Killian Merric

Killian Merric. Publisher’s Choice Quality Stock Art @ Rick Hershey / Fat Goblin Games. http://www.fatgoblingames.com.

The proprietor is a stout man named Killian Merric. At 50 years of age, Killian was raised in a large city but relocated to Cross Tree and inherited the Inn from his uncle Tobyn. That was 20 years ago and Killian has been running the place ever since.

Killian stands 6’2” tall and weighs roughly 280lbs. His dark hair, beard, and bushy eyebrows. are starting to give way to a good deal of gray. The large man dresses simply, wearing cotton breeches and a plain tunic, On most days he’ll also be wearing an apron, adorned with splashes and dashes of whatever happens to be on the menu that day.

Nearly always sporting a grin, the innkeeper is nothing if not hospitable. Killian will greet guests warmly and take an interest in their adventures. He knows a fair bit about the local area and is generally willing to share information with travelers, if he feels that they have good intentions. For information he may lack, Killian is certainly well acquainted with the citizens of Cross Tree and able to suggest someone else who may be able to help.

The innkeeper loves a good tune. Any customer who happens to break out in song or play an instrument while visiting the inn is likely to be rewarded with a complimentary meal. If it’s particularly good, it wouldn’t be unheard of for Killian to take off his apron and dance a little jig in the middle of the dining room.

Despite being a fairly large fellow, Killian has no practical combat experience.

Killian keeps a simple room for himself at the inn. While he has had various employees over the years, his niece Karia is currently his only employee.

Karia Merric

Karia Merric.
Publisher’s Choice Quality Stock Art @ Rick Hershey / Fat Goblin Games. http://www.fatgoblingames.com

Karia Merric is a young woman of 25. After the passing of her mother, two years ago, she relocated to Cross Tree and has been helping her uncle Killian manage the inn. A no-nonsense woman, Karia usually keeps her blonde hair pulled back and wears simple, woolen dresses.

While she adores her uncle, Karia was also interested in relocated to Cross Tree due to it being nestled in the wilderness. She has been studying herbalism for a number of years and her move has allowed her to pursue this passion. When not serving drinks or helping out at the inn, Karia spends her time collecting specimens in the forest and furthering her studies.

Like her uncle, Karia is quite friendly. However, her mind is often occupied, thinking about different tinctures and ointments. She may not be outwardly chatty, though if any travelers come by with obvious wounds or ailments, she will immediately offer to help. Depending on the rules system you are using, I would allow Karia to at least provide some basic healing to injured party members.

If any travelers happen to come through town and mention having a background in herbalism or another similar skill, Karia will be fascinated and try to gain as much knowledge from them as possible.

Cross Tree Inn 2nd level.

Food, Drink, & Lodging

You can assume that pricing for food, drink, and lodging will run on the lower end of what is typical in your game system. Killian is a wonderful cook and accommodating host but this is a modest operation. Highlights of the inn’s menu include flapjacks with locally made maple syrup, a fabulous “restoring” stew, and roasted potato wedges.

Killian has 4 modest rooms for rent. Three of these have a single bed, while one has two. However, a simple sleeping cot can be added to any of the single rooms if it becomes necessary to house more guests. While he wouldn’t rent out his own 2nd floor room, on occasion Killian will allow cots in the common areas upstairs, to accommodate extra guests. Obviously, this would be offered at a reduced rate.

Location of the Cross Tree Inn within the Village of Cross Tree.

Legend of the Cross Tree

As the Cross Tree Inn is the first stop for weary travelers, Killian will often be asked about the name of the town. On such occasions, he will be more than happy to pull up a chair and share the tale.

“Perhaps you saw the old Cross Tree as you made your way into town. Just west of here, across from the church stands an ancient oak tree, with a cross burned into the side of its trunk.”

“Many, many years ago, long before this wee village was founded, another settlement existed here. There are still traces that can easily be seen. Just northeast, tucked back in the woods, stands a ruined tower. Old Nicodemus dwells there now, though the gods know that Karia and I try to get him to come stay with us. There are bits of some other structures still standing out in the woods if you explore a bit, then there is the Cross Tree itself.”

“The legend tells that those who lived here before were a superstitious lot. For reasons lost to time, they believed that some of their number were practitioners of dark magics. They deemed these poor folk to be witches and doomed them to a horrible fate. The accused were tied to the great oak, with arms outstretched and burned alive. The cross you see burned into the tree is said to be the result of many such executions.”

“Now, I don’t want to be putting a scare in you good folks. However, many around here claim that the poor souls who lost their lives like this still roam these parts at night. Oh, I know that ghost tales like these are often the fare of simple country folk. Just don’t let it be said that I didn’t warn you, if you hear something go bump in the night.”

Whether there is anything to this legend or whether it is a simple folktale is up to you. Go with what works for your game. However, it certainly wouldn’t hurt to drop in little bits to keep your players on edge. The inn is an old building, so there will certainly be strange creaks from the floorboards or the occasional cold draft.

Plot Hooks & Encounters

If you already have plans for future adventures, it should be easy enough to drop in any plot hooks while the PCs are visiting the Cross Tree Inn. There is a message board in the common room and Killian, Karia, or any of the other townsfolk could be used to reach out to the party and ask for their assistance.

Left to their own, both Killian & Karia have a few tasks that they might approach a party of travelers for help with.

  • Killian might offer the party a fair price to go on a hunt for a day and try to bring back a stag or wild boar.
  • Karia might hire the party to help her locate certain herbs or mushrooms, only available in the deepest part of the forest.
  • It’s rare that the innkeeper has the ability to make the trip to a city. If Killian gets to know the party well or they stop at the inn frequently, he may hire them to bring back certain spices or ingredients.

Conclusion

That concludes my first entry for the Village of Cross Tree. Coming up next week we’ll pay a visit to the church. Due to the number of maps, I’ve opted to include the color versions with all labels and grids. As always, if you find something that would be useful for your own game but you’d like the labels removed (or changed) or might prefer a black and white version for more of an old-school feel, just leave me a message in the comments and I’ll hook you up.

That’s all for now. Thanks for stopping by and have a great week!

For more on the Village of Cross Tree, go here.

For maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

The Village of Cross Tree

The village of Cross Tree lies deep within the Carrowmar forest, not far from the Khared Draz mountains. Settled along the banks of Pine Creek, this hamlet is a blend of the old and new, where ancient ruins still hold secrets of a bygone era.

The Village of Cross Tree. Created using Campaign Cartographer SS5 Cities of Schley Style.

On their approach to the village, keen-eyed travelers may notice the remnants of a once-greater settlement, long since reclaimed by nature. Even within the settlement itself, a ruined tower stands as a reminder of the past.

Cross Tree was once a bustling destination for travelers. However, modern routes through the mountain passes have caused the number of visitors to dwindle. Few pass through the village these days, save for the occasional hunter, trapper, or eccentric adventurer.

Reduced at one point to nothing more than a roadside stop for weary travelers, the village has come into its own over the past 30 years. It’s now a quiet, self-sufficient community inhabited with an assortment of colorful characters. Nestled in this wild landscape, Cross Tree makes a perfect locale for striking out in search of adventure

Village with no labels or grid.

Setting the Stage

For the first time in the past few years, I don’t have a regular gaming group. I’ve decided to take the time that I would have spent prepping for weekly sessions and instead pour it into creating something to share.

The Village of Cross Tree is going to be the first step in this process. Every adventure needs a place to start and I’ve created the village with that in mind. Cross Tree is more than just a spot on a map—it’s a living, breathing place where a community has taken root and grown. My intention is for this to be somewhere for stories to unfold and characters to develop for their first few adventures.

Over the coming weeks, I’ll delve into the heart of Cross Tree, sharing details about the key locations and the unique inhabitants that give this village its charm. I will aim to provide just enough detail to allow GMs to easily paint a picture of the village, while also leaving plenty of room for customization. Moving on from that, I’ll expand to some encounters and possibly even full adventures that each have their start from the Village of Cross Tree.

I’ll be basing things loosely on the old Dungeons & Dragons Rules Cyclopedia from 1991. This single hardcover book consolidated rules from the Basic, Expert, Companion, and Master boxed sets. I will note that despite utilizing the Rules Cyclopedia, I’m not an OSR purist by any means. I will deviate from RAW liberally, both in creating new creatures and in mechanics for encounters. That said, everything should be easy enough to convert to pretty much any system of your choice. If you’re the type of person who is reading TTRPG blogs, I don’t think you’ll have any trouble.

While Cross Tree is a location in my own campaign world, I’ve tried to create it generically enough that GMs could fit it into just about any published or homegrown setting. For instance, if you happened to be running a game in Mystara, the village should fit nicely within the Grand Duchy of Karameikos (probably somewhere north of Kelvin). The main features for the location that will be required would be a wooded region, relatively close to mountains, and more than a single day’s travel from any settlements to the east or west.

That’s all I’ve got for now. Thanks for taking the time to visit and I hope you have a great weekend!

I’ve already started adding to the Village of Cross Tree. If you’d like to see more, go here.

For maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

Tossed in a B&W version for a bit of the old school vibe.

Idea Chest: The X-Files

The X-Files was a groundbreaking American TV series that premiered in 1993 and continued until 2002 (later seasons were released in 2016 and 2018.) Created by Chris Carter, the show explores the world of unsolved paranormal cases and government conspiracies. The story follows two FBI agents, Fox Mulder and Dana Scully, played by David Duchovny and Gillian Anderson. Mulder believes in the paranormal, while Scully is a skeptic and a scientist. Their contrasting beliefs form the backbone of the series, as they work together on “X-Files”, mysterious cases ranging from the truth behind alien existence to government cover-ups.

This is my most modern (and probably most mainstream) Idea Chest franchise to date. However, with the main series ending its run in 2002, I suspect a number of readers may have never experienced it. I was in my early 20s when the series started and connected with it right away. While this was very much a modern show, I always felt that there was a lot of good stuff to be mined here. The following are just some of the examples of ideas that I believe could be lifted and dropped into the fantasy TTRPG of your choosing.

Fox Mulder and Dana Scully: The iconic duo that introduced us to a world of conspiracies and the paranormal.

Serving the Dubious Crown: Mulder and Scully work for the US government. However, it’s not long into the series before they start to question the motives of their superiors or perhaps the government itself. Emulating this and creating a campaign where the party serves a kingdom or empire with a murky agenda could be interesting. PCs might be dispatched to investigate arcane anomalies, politically charged missions, or even interdimensional threats.

Over time, the party will likely become aware of the shady side of the government. However, they may need to wait to confront those in power until they have gained enough evidence and influence in the realm to make a difference.

Balancing Myth Arc with Side Quests: The X-Files offered viewers “mythology episodes” mixed in with “monster of the week episodes”. The former touched on the overarching story of alien conspiracy, while the latter tended to be standalone episodes that might explore a cryptid or some other paranormal phenomenon.

Consider having a central myth arc in your campaign that slowly unravels, punctuated by self-contained quests. This structure allows players to enjoy immediate adventures while building towards a larger, more complex narrative.

William B. Davis portrays C.G.B. Spender, a.k.a. The Cigarette Smoking Man, orchestrating things from the shadows.

The Untouchable Puppeteer: The “Cigarette Smoking Man” was the epitome of a shadowy puppet master, weaving plots and plans into the narrative without ever dirtying his hands. A villain like this might be seen in the courts of power, whispering in the ears of kings or leading councils, yet they are never where the blame can be laid. This villain’s machinations are intricate, and their presence is a constant reminder to the players that there are bigger games at play. As your party encounters this figure, let them grapple with the infuriating reality that direct confrontation is impossible, at least for now. Instead, they must unravel the web of deceit, cut the strings of the puppet master, and expose the true nature of the adversary, all while dealing with personal connections that make the quest not just a matter of justice, but of personal closure and revenge.

Mr. X. The enigmatic informant, shrouded in secrecy.

The Dynamic Duo: While most of these ideas would work in a standard game, sometimes a full table just isn’t in the cards. Taking inspiration from Mulder and Scully’s relationship, a campaign with just two players can explore deep character development. One character could be driven by faith or belief in the mystical, while the other relies on logic and evidence. Their differing views would create plenty of role-playing opportunities, especially when their beliefs are challenged by the adventures they undertake.

The Mysterious Benefactor: Both “Deep Throat” and “Mr. X” helped Mulder and Scully with their investigations. However, neither were totally reliable and neither could be fully trusted. Consider introducing NPCs who provide information with their own agendas. These characters can offer crucial insights but leave the party questioning the validity and motives behind the help they receive.

Assistant Director Skinner. The duo’s reluctant ally within the FBI.

The Reluctant Ally: Modeling after Assistant Director Skinner, create an authority figure who navigates the treacherous waters of the government with the party. They can act as a buffer between the players and higher powers, providing support while remaining distant and bound by their duties.

The Eccentric Helpers: The Lone Gunmen are perfect templates for quirky allies who offer assistance with a side of humor. Create a group of street urchins, oddball mages, or eccentric artificers who can aid the party with intelligence, unconventional wisdom, and gadgetry, all while providing comic relief.

The Lone Gunmen. A trio of quirky conspiracy theorists who often provide aid to the protagonists.

Secret Societies and Hidden Agendas: Inspired by the show’s shadowy organizations, introduce secret societies that manipulate events for their own ends. The players could find themselves caught in a web of intrigue, where discerning friend from foe is as challenging as the quests themselves. The NPC who provided invaluable aid to the party two sessions ago may merely be using the PCs as pawns.

Conclusion

Mulder’s iconic motto.

That’ll do it for this week. Are you familiar with the X-Files? Can you think of any good source material that I have missed?  Leave a comment if you can and let me know. Thanks for stopping by and don’t forget—The Truth is Out There.

For maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

Vintage Ads From White Dwarf Magazine #64

This week I’m back with some more vintage ads. I’m turning to the pages of White Dwarf magazine. Issue #64 features cover art by Peter Andrew Jones and comes from April of 1985.

Launched in 1977 by Games Workshop, the company behind the Warhammer franchises, White Dwarf began as a general-purpose gaming magazine. Its early issues covered role-playing games, board games, and wargames. By the time this issue hit the stands in April 1985, White Dwarf had transitioned more towards supporting Games Workshop’s own products, though it still provided a wealth of content for the broader gaming community.

Growing up in the US during the 1980s, issues of White Dwarf were nowhere near as accessible as Dragon magazine (at least in Rochester, NY). However, I always tried to pick up a copy when I was able. A number of the monsters from the AD&D Fiend Folio had appeared previously in the pages of White Dwarf and somehow it just felt like a rare treat to get hold of one. At any rate, on with the ads:

Warhammer Fantasy Battle Rules

I don’t suppose I could showcase ads from an issue of White Dwarf with including at least on ad for a Warhammer product. Here we have an ad for the 2nd edition of Warhammer Fantasy Battles.

The boxed set includes three rule books—covering Combat, Battle Magic, and Battle Bestiary—along with character cards, a play sheet, and an introductory scenario titled “The Magnificent Sven.”

Outside of the occasional convention game I was never lucky enough to be exposed to Warhammer. The interest was there but my meager teenage funds wouldn’t have been sufficient to tackling buying and painting armies.

Talisman of Death

Next up is an ad for Talisman of Death, which was part of the Fighting Fantasy gamebook series by Steve Jackson and Ian Livingstone. This particular entry to the series invites readers to take on the latest challenge set in the once-peaceful world of Orb, where dark forces are working to unleash the evil power of the Dark Lord.

These made their way to the US, though to what degree I cannot say. In Rochester, NY I vividly recall finding a copy of The Warlock of Firetop Mountain (I believe the first of the series). Unlike the “Endless Quest” series produced by TSR Hobbies and other “choose your own path” books, the Fighting Fantasy titles added actual die rolls to the experience. This further simulated playing and actual role-playing game and I found it to be much more engaging.

Star Trek III Starship Combat Game

I have no recollection of this product. As I’ve mentioned previously, while I was fascinated with various wargames, most of my experience in the 1980s was limited to tabletop role-playing games. While I do vividly remember Star Fleet Battles by Task Force Games, this one escapes me.

The ad promises a thrilling experience where you can outmaneuver enemies to achieve victory, hide in asteroid fields, lay traps with gravity mines, and engage in battles for the control of planets. It emphasizes allowing players to command the legendary USS Enterprise, Klingon battle cruisers, Romulan warships, or various other starships available in the game.

The most interesting part of the ad to me lies in the fine yellow print at the bottom. Apparently Games Workshop licensed this one from FASA to sell in the UK. They has previously held the official distribution rights to Dungeons & Dragons and other TSR products in the UK.

Earth Wood

Earth Wood was another play-by-mail (PBM) game. These are still a bit fascinating to me. This appears to have been a PBM wargame. In a game like this, players would submit a series of orders, then the gamemaster would make any appropriate rolls or checks to determine the outcome and send out results to the player(s) involved.

Reading through the description, I can really see how it would be easy to get drawn in to a game like this. I would love to hear from someone who actually played one of these back in the day, as the concept has always been very interesting to me.

The thing that really gets me with these is the per turn charge, in this case £1.50/turn. I can’t swear to it but I believe that would have been roughly $1.95/turn back in 1985. It certainly would have been too rich for my blood back then.

The Chaos of Doom

This advertisement is for The Chasm of Doom which was apparently a book in the “Lone Wolf” solo role-playing adventure series. I’ve never encountered these so please chime in if you have some experience with them. The product is described as a “unique and action-packed solo adventure”, so it appears that these would be something also the same lines as the popular Fighting Fantasy series I mentioned up above.

Apparently, players would take on the role of the “Lone Wolf” and proceed to tackle continuing adventures. The game boasts over 50 line drawings plus a full-color game map and action chart. Unlike the Fighting Fantasy series, these seem to emphasize that no dice are needed due to their “unique combat system”. Again, I’d be interested in hearing what the mechanic was.  

De Luxe Fantasy Puzzles

This ad caught my eye, not because it was a game or game-related product but rather because it struck me as odd to see a product like this being licensed by Games Workshop. Never having been a fan of puzzles, I initially though it odd that there was a product like this. However, a bit of investigation showed me that TSR was producing Dungeons & Dragons puzzles during this same time period. As a matter of fact (and even more odd to me), even Wizards of the Coast has produced jigsaw puzzles. I honestly never knew puzzles were so popular. Are you a puzzle person?

Conclusion

That’ll do it for this week. Have you had any encounters with any of these products? Did reading through these bring back memories of any others? Leave me a note and let me know. In the meantime, stay warm and good gaming!

For maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

What Was Your Gateway to Adventure

This was an old TSR Hobbies catalog. I can’t recall whether this came packaged in my Holmes Basic set or in the later Moldvay set.

1977 had been a big year already, with the release of Star Wars during the past spring. The summer had been spent running around the neighborhood, shooting imaginary Storm Troopers, and debating the fate of Darth Vader.

It was around Thanksgiving when I became aware of a new animated TV Special. The Hobbit was coming to television. Now, for those of you much younger than I, you must understand that the late 70s were a much different time. We had cartoons every Saturday morning, without fail. However, aside from the annual Charlie Brown specials and perhaps Rudolph the Red-Nosed Reindeer, animated specials were almost unheard of. If you are too young to have lived through this, it’s hard to describe just how odd this was to see on network tv.

Rumors had spread through my school like wildfire. The Hobbit was something totally different. Not only was this a new animated special, but it was a story of wizards, dwarves, elves, and even a dragon! Truly, this was something not to be missed.

I don’t recall what I did wrong. Perhaps I had knocked the gravy over and into my Aunt’s lap during Thanksgiving dinner. At any rate, as luck would have it, I found myself quite grounded for the world television premier of The Hobbit.  It was devastating. I was certain that quite possibly; nothing good could come of my life from that day forward. You see, in 1977, there was no streaming, no DVRs (or VCRs for that matter). As a matter of fact, there was a great likelihood that if you missed a show on TV or even a movie in the theater, that you may never have an opportunity to see it again.

During the following week, I was forced to listen to my young friends tells stories about The Hobbit.  They would go on and on about the goblins, the spiders, and even some strange thing that they referred to as “Gollum”.  I was devastated. Within the span of one year, I had been told that I was too young to have a poster of Farrah Fawcett and now I had missed The Hobbit.

This was the cover to my first version of The Hobbit in the late 1970s.

During the fall of 1978. I came home from school one day to find a paperback book lying on my bed. It was The Hobbit; my parents had purchased me a copy of the novel. While it was certainly quite a bit larger than any book I had read thus far, I was intrigued by the maps and “strange writing” which I found just inside the front cover. I set about reading it right away.

I was hooked immediately. Shortly after finishing The Hobbit, I moved on to the Lord of the Rings trilogy. By the time that these were all finished I was a fantasy junkie, devouring any new novels that I could land my hands on. As I recall, the next up were the Lancer/Ace Conan series with the striking Frank Frazetta covers.

It was some time after that when I heard a couple of my friends talking about some new game. They had been playing this game, with the older kids who lived on the next road over. The details were sketchy but apparently there were hobbits and goblins in it and it was different from any of type of game.

The Holmes Basic D&D boxed set.

The whole thing was terribly confusing and made no sense to me at all. When I asked them about the board, they said there was no board. When I asked if there were cards, they said there were no cards. I was a skeptic, to say the least. Certainly, if a game like this existed, it would have to be listed within the pages of the J.C. Penney Christmas catalog (everything worth having as a child was.) It was not.

Then, one day, my friend and I happened to accompany my mother on a trip to Scrantom’s (a local card & stationary store in Rochester, NY). As we were checking out, I saw a curious looking box, sitting behind the counter. The box was adorned with a picture of a large dragon, sitting on a huge pile of treasure. The words “Dungeons & Dragons” were printed across the top of the box. A look to my buddy confirmed that this was the game he’d been trying to tell me about.

I received that very box for my birthday (this was the Holmes edition Dungeons & Dragons Basic set.) Like a blind man who has never seen, I immediately understood about games without boards. Suddenly, I had the ability to do more than just read fantasy stories; I could create them and watch them unfold before my eyes. The years to follow were filled with all kinds of great gaming memories.

Conclusion

That was how I was introduced to the hobby. However, sticking true to the title of this post, I’m curious about you. What was your gateway to adventure? When were you first exposed to the hobby and what was your first game? I’ve always loved hearing these type of origin stories and I find it fascinating to read about. Drop a comment below and let me know.

That’s all for now. Have a great week and thank you for stopping by. Good gaming!

For maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

Idea Chest: Lonesome Dove

I may be going out on a limb with this week’s addition to the Idea Chest but I will ask that you bear with me on this one. When I hatched the idea for this regular feature, it was out of the desire to inspire other gamemasters with franchises that had inspired me. I can honestly say that this property has influenced me both as a gamemaster and a player for over 30 years.

Lonesome Dove is a 1985 western novel by Larry McMurtry, as well as a 1989 TV miniseries starring Tommy Lee Jones and Robert Duvall. The story tells the tale of two former Texas Rangers as they lead a cattle drive from Texas to Montana.

I was 15 years old when I found the novel laying around my house. My mother had finished reading it the week prior. Much like I suspect many of you are feeling at the moment, I had almost zero interest in westerns whatsoever. However, I was three weeks into my summer break from high school and I had nothing else to read. Thinking back, I did have Boot Hill from TSR Hobbies sitting on my game shelf. I suspect I was thinking that I might stumble onto a good idea for an adventure, if I just gave it half a chance.

I realize that a western is probably even less appealing to folks today than it was in 1985. That said, I can’t stop myself from suggesting it. Even for a fantasy campaign, I think it would be worth checking out either the novel or the miniseries. Both were excellent and I feel that at the very least you’d get some solid entertainment out of the experience. Without rattling on further, here’s what I find the most useful out of exploring the franchise.

The Epic Journey

The trope of the party getting hired to guard a caravan is probably as old as “the party meets in the tavern”. However, what if the journey was the point of the whole campaign? The central cattle drive in Lonesome Dove is an excellent framework for a campaign. Much like a religious pilgrimage, a crusade, or a grand expedition, a journey of that magnitude could provide everything you need to keep your players entertained.

As a GM, this type of campaign style would give you the ability to have a somewhat linear campaign, without really railroading your party. I mean, if the whole point of the campaign is to travel from point A to point B, it does really narrow the field in terms of what you need to prep for. For instance, the party may need to choose between Caradhras or Moria but at least they wouldn’t been choosing from anything under the sun.

Environmental Challenges

Still focusing on the journey, some of the most gripping parts of the story come from environmental challenges like dust storms or dangerous river crossings. It’s a good reminder that not all challenges need to be combats or monsters. Environmental obstacles can be just as compelling, testing the party’s skills and resourcefulness.

A Well-Crafted Party

While my previous Idea Chest posts have focused solely on GM inspiration, Lonesome Dove is great for players as well. The story is a virtual master class in interesting characters. The Hat Creek Cattle Company is essentially a party of adventurers, each member with their own backstory and role. Joshua Deets, Pea Eye Parker, Bolivar, Newt—they’re all vividly realized characters that could inspire PCs or NPCs in your campaign. If you encourage players to create characters with rich pasts and motivations, you’d be hard pressed to find a more dynamic group.

Twilight Heroes

The story’s protagonists, Woodrow Call and Augustus McCrae, are former Texas Rangers in the twilight of their lives. This aspect alone is a gold mine for your games. Instead of starting as green adventurers, imagine characters who have already lived a life full of stories, coming together for one last grand quest. Even if you’re starting a new campaign with level 1 characters, there’s no reason that you couldn’t opt for the narrative the some of the characters are grizzled old veterans who are a bit rusty but gradually getting their skills back.

Blue Duck: A Versatile Villain

Blue Duck is a memorable villain who exemplifies how to craft a villain’s ominous presence. He could be a notorious bandit, a cunning warlord, or even a mystical threat, depending on your campaign’s needs. McMurtry skillfully weaves whispers about Blue Duck into the narrative, long before the protagonists come face to face with him. The fear and anticipation build through the stories told by others, and this sets a done of dread that could be useful in your game.

In addition, Blue Duck’s terror stems not from supernatural abilities but from his malevolence and the psychological impact of his actions. This is a great lesion that a compelling antagonist needs no extraordinary powers to be formidable. Instead, the villain’s reputation and the fear they instill can serve as powerful tools, engaging your players on a psychological level.

The Tragic Tale of Jake Spoon

No spoilers but Jake Spoon’s storyline is ripe for adaptation as a PC or NPC. He’s a charming character that can serve as a cautionary tale or a complex backstory, offering moral dilemmas and character development opportunities. Bottom line, memorable characters make for a great campaign as much as a great story.

Conclusion

That’ll do it for this week. Have you ever crossed paths with Lonesome Dove? Leave a comment if you have and let me know. While it’s a western, I believe there’s a lot to be mined from it, even for a fantasy campaign. I know it would be a stretch for a lot of you but I recommend giving it a read or watching the miniseries if you’ve never seen it. Thanks for stopping by. Good gaming!

For maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

Cold as Ice

Nestled in the foothills to the west of the Khared Draz mountains, the village of Hemlock is known for its harsh winters. This year, however, the weather has been particularly unforgiving. Recently, a brutal storm dumped an unusually heavy load of snow on the area. A thick white blanket covers the landscape, adding to the rustic charm of the village. Naples Creek, now frozen over, splits the village in half.

Made with Campaign Cartographer (Winter Village style).

What the Party Knows

The party arrived in Hemlock on the heels of the last storm, seeking respite from their recent endeavors. Hemlock, though small, offered a warm welcome amidst its snow-covered surroundings.

During their stay, the party quickly has learned that Hemlock is facing a pressing predicament. The villagers have been anxiously awaiting a crucial delivery of supplies from Summersville to the east. However, it has not arrived. With winter’s grip tightening, the absence of these supplies spells serious trouble for the village.

Herr Vogelmann, the village’s appointed steward, has approached the party with a proposition.  A man with a grave demeanor, the official realizes that the party may be the village’s only hope. Offering up a modest reward, he has tasked the party with an urgent mission: to head east and locate the missing shipment.

What the Party Doesn’t Know

Flurry the ice mephit. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

The situation in Hemlock is even more perilous than the villagers, or the party, realize. The much-needed shipment did indeed set out from Summersville days ago. The dependable and hardy driver, Gunther Baumann, loaded his wagon and headed out on schedule. But fate, it seems, had a cruel twist in store.

Two days ago, as the most recent storm reached its peak, a trio of mischievous ice mephits named Flurry, Sleet, and Squall chanced upon the struggling wagon. Always on the lookout for opportunities to create chaos, these elemental tricksters saw the wagon as a perfect target for their malevolent games.

Utilizing their fog cloud ability, Flurry, Sleet, and Squall shrouded the path in a dense, disorienting mist. Confused and blinded by the sudden fog, Herr Baumann lost control of the wagon. It veered off the road, crashing down a slight incline, and onto the fragile surface of a frozen pond. The impact was severe, and while the horses escaped unharmed, Herr Baumann was grievously injured in the accident.

The mephits, in their twisted sense of amusement, chose not to deal a fatal blow to the driver. Instead, they left him wounded and barely clinging to life, a bait of sorts in their cruel game. They hoped that his plight would soon attract rescuers, bringing more unsuspecting victims into their icy playground. Now, Herr Baumann lies helpless, the vital supplies scattered and at risk, as Flurry, Sleet, and Squall wait with bated breath for more ‘players’ to arrive.

Frozen pond battlemap. Made with Campaign Cartographer (Winter Village style).

The Encounter

As the party nears the site where Herr Baumann went off the road, their presence does not go unnoticed. The trio of ice mephits, Flurry, Sleet, and Squall spot the adventurers from afar. Anticipating new targets for their mischief, they prepare their icy trap with malicious intent.

Employing their fog cloud ability, the mephits cloak the edges of the frozen pond in a dense, chilling fog. This strategic move is designed to disorient and confuse any newcomers, masking the dangerous transition from the solid ground to the ice.

Upon the party’s arrival at the scene, the aftermath of the wagon’s crash is visibly evident. The deep ruts left by the wagon’s wheels veer sharply off the road, leading down a gentle hill. The tracks disappear into the fog-laden area, where the sound of Herr Baumann’s groans and calls for help can be faintly heard.

Approaching the site of the wreck, each party member should make a DC 12 Wisdom (Perception) check in order to discern the shift in landscape from solid ground to snow covered ice. Characters failing this check will become aware of the ice once they reach the wagon. However, by then they will be some 40’ out onto the ice.

As the party approaches, their every move is silently observed by Flurry, Sleet, and Squall. The mephits use their false appearance ability to disguise themselves as innocuous shards of ice on the pond’s surface. When a party member finally reaches Herr Baumann, the mephits seize their opportunity to strike. They spring to life and launch a surprise attack on the unsuspecting party.

At the start of each character’s turn, the Dungeon Master rolls a d20. On a roll of 1-2, the ice beneath that character begins to crack. The player must succeed on a DC 12 Dexterity saving throw to quickly move to a more stable area or fall through the ice. If a character falls into the icy waters, they must immediately make a DC 15 Constitution saving throw to withstand the shock of the cold. Failure results in the character taking 1d6 cold damage, being unable to climb out of the water and suffering disadvantage on attack rolls and ability checks due to the numbing cold. Allies can attempt a rescue, but each round the character remains in the water, they must repeat the saving throw, with failure resulting in additional cold damage.

The mephits focus their attacks while on the ice and will not pursue the party onto land. If two of the mephits are defeated, the remaining one, realizing the tide of battle has turned, flees across the ice to safety.

Set a timer for 6 rounds after the encounter begins. If the party fails to defeat the mephits or move the wagon by then, the weakened ice gives way, causing the wagon and its supplies to sink into the pond. If the party manages to defeat the mephits before the timer expires, the immediate threat to the wagon is neutralized, and it does not sink.

Frozen pond battlemap w/fog cloud.

Aftermath

If the party has horses and sufficient rope, they can attempt to pull the wagon to shore. However, taking horses onto the fragile ice is risky. If a party member possesses appropriate skills, such as proficiency in carpenter’s tools, they can make repairs to the wagon on the spot. If not, or if the party lacks horses, they will need to return to Hemlock and seek Herr Vogelmann’s assistance to recover the wagon and its contents.

Conclusion

I’m still not settled on the mechanics for this one. I kicked around the idea of having certain squares be more susceptible to having the ice crack than others but settled on this. I’ve also been back and forth on the total number of mephits. Ultimately, since these posts are merely a method for me to give ideas to GMs, I figured I’d leave it as it was. If you happen to incorporate this encounter or some version of it into your game, please let me know how it goes.

That’s all I’ve got for this week. I hope you’re staying warm wherever you happen to be and thank you for stopping by. Good gaming!

For more maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

Vintage Ads From Dragon Magazine #83

This week I’m back with some more vintage ads from the pages of Dragon magazine. This week I’m looking at issue #83, from March of 1984 and featuring cover art by Denis Beauvais.

As I’ve previously mentioned, unless you happened to live in close proximity to a local gaming store, it was likely that you would have never been exposed to many of these products. However, by 1984 Dragon Magazine could readily be found on the shelves of Waldenbooks or B. Dalton locations in almost any suburban mall. This helped to spread the word of diverse offerings in the TTRPG market to more casual fans.

Atlantean War Mastodon

Kicking things off is this striking mini from Ral Partha Enterprises. Ral Partha was a prominent manufacturer of miniatures for TTRPGS and wargames at the time.  This ad showcases the company’s new additions to their range of fantasy miniatures.

It’s not really clear whether the Atlantean War Mastodon was intended for TTRPGs or fantasy wargaming, though I suppose it may have found a home with either. I’ve always been fascinated with the whole wargaming scene but I’ve never had the time (or money) to take a deep dive into the hobby. I will say that back during this time period, it was common to see all manner of miniature wargames represented even at local gaming conventions.

The miniatures of the time were typically made of metal (often lead or a lead alloy) and were sculpted at a scale compatible with most RPGs (often 25mm, as specified in the ad).

Witch Hunt

Next up we have an ad for an RPG titled Witch Hunt, which supposedly allowed players to take on the role of either magistrates or witches (presumably with access to real magic) during the Salem Witch Trials.

I have no recollection of this game or the publisher StatCom Simulations Inc. However, I found some interesting information about it over at Wayne’s Books. If you’re not familiar with his site, it’s worth a look, especially if you like peeking back at some of these old titles.

The main reason I chose to include this ad in particular was to point out what a diverse selection of games were being churned out in the 1980s. There’s just something magical to me when I think about all of these people (at a time when very few people even owned a home computer) creating these games and throwing their hats into the ring.

Villains & Vigilantes  

Of the ads I’ve selected for this post, Villains & Vigilantes probably saw the most mainstream success. It was also the only one of these products that I happened to own at the time. Designed by Jack Herman and Jeff Dee and published by Fantasy Games Unlimited, V&V was one of the earliest TTRPGS to tap into the superhero genre.

As you might expect, the game prompted characters to create their own heroes to adventure with, using easily recognizable powers. The game was available as a boxed set, which included an introductory adventure, a reference screen, and dice. The game stuck around for quite a while and was supported with a number of adventure modules and at least a couple “rogues gallery”-type publications featuring colorful NPCs for use with the game.

As a teen, I was immediately drawn to the Jeff Dee art in all of the products. Jeff also provided art for a number of D&D and AD&D products during this time period.

DM’s Records

Again, just adding this one because I love the entrepreneurial spirit of it all. Here we have an ad for various “DM’s Records” for monster, spell, and party stats, as well as a time record sheet. These were almost certainly created for D&D or AD&D and churned out there, in hopes of them catching on. I love looking back and seeing stuff like this. I hope they sold a bunch.

Game Master

This period of the 1980s saw one of the first big influxes of home computing. While still not commonplace in every household, owning a computer was certainly something that was becoming popular. As you might expect, the crossover between home computer users and TTRPG hobbyists was considerable. Even a couple years prior to this I can recall sitting in a Radio Shack with my buddies and gleefully generating random d20 rolls on a TRS-80. Game Master, the product featured in this ad, was an early application for managing your D&D game.

Conclusion

That’ll do it for this week. Covid knocked me out last week, so I needed to get myself back into the saddle. Have you had any encounters with any of these products? Did reading through these bring back memories of any others? Leave me a note and let me know. Thanks for taking the time to visit. In the meantime, stay warm and good gaming!

For maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.