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  • The Pumpkin Fiend

    For my 2nd October post I am featuring a sinister squash. As I previously mentioned, sometimes our Halloween sessions are a bit too busy to focus on the meat of the campaign. When this happens, I will try to line up a one-off encounter for the evening.

    This week’s entry should not take long at all. When I have used this in the past it has been with a low-level party, usually immediately following their first adventure.

    What the Party Knows

    The party has just arrived in the sleepy little village of Wiltenshire. The air is crisp and farmers are nearing the end of the harvest season. Despite being what would normally be a festive time of the year, the locals seem subdued.

    Having rented rooms at the local inn, the Grinning Gourd, the party is settling in to a well-deserved meal, when a sudden commotion breaks out.

    The door to the inn is flung open and a terrified farmer steps inside yelling “Gods save us! He’s back!” At that, he runs back outside and a number of the other patrons immediately stand up from their meals to join him. The individuals remaining behind appear paralyzed with terror, as they seem unable to choose between running for the door or hiding under their tables.

    Should the party inquire about the nature of the disturbance. One of the patrons will turn and respond with a wild look in his eyes. “It’s the damned Pumpkin Fiend! He’s come back to kill us all.”

    At this point you should tell the party that they smell something burning and can hear maniacal laughter coming from outside.

    Wiltenshire. Created in Campaign Cartographer.

    What Is Really Going On

    Years ago, a young farmer name John Crane fell in love with the daughter of a prominent local official. The two planned to elope but the official did not approve of the pairing. Conspiring with other local farmers, a plan was hatched to dispatch Crane and bury his body in his own pumpkin patch. Each of the individuals taking part in the plot would then divvy up the Crane farmstead for themselves.

    Prior to his death at the hands of the conspirators, John Crane vowed his revenge and swore that he would return to burn the village to the ground. The spirit of the wronged farmer clearly intends to make good on his threat and has returned every year during harvest time as the grotesque figure who the locals have dubbed the Pumpkin Fiend.

    The Pumpkin Fiend

    The Pumpkin Fiend. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

    This creature has a body and limbs composed of twisted, gnarled vines, giving him an eerie and unnatural appearance. His head, the most unsettling feature, is a grotesque jack-o’-lantern with a menacing, malevolent grin. Sinister, flickering flames burn within the hollow confines of the pumpkin, casting eerie shadows.

    The Pumpkin Fiend stands tall, his form exuding an aura of twisted vengeance. Vines writhe and twist around his limbs, forming claw-like appendages with thorny protrusions. He moves with an unsettling ease, as if he’s part of the very darkness that cloaks him.

    Maniacal laughter escapes from the jagged mouth of his pumpkin head, echoing through the night and striking terror into the hearts of those unfortunate enough to encounter him. This once-wronged farmer has been transformed into a supernatural entity, driven by a sinister desire to exact retribution upon the village that wronged him years ago.

    Abilities

    • Spring-Heeled Leap: As a bonus action, the Pumpkin Fiend can leap up to 30 feet to an unoccupied space that it can see.
    • Pumpkin Bombs: As a standard action, flaming pumpkins appear in the Pumpkin Fiend’s hands. He hurls these explosive pumpkin bombs at opponents or structures up to 15’ away. Use 10′ area-of-effect (AoE) templates to represent where the bombs land. Players must dodge or take cover to avoid damage.
    • Burning Debuff: If a player is hit by a pumpkin bomb, they will catch fire, taking damage over time until they use an action to put out the flames.
    • Fear Aura: The Pumpkin Fiend’s unnatural presence emits a 20’ aura of fear, causing players to make Wisdom saving throws or become frightened. Frightened characters have disadvantage on attacks and ability checks while the aura is active.
    • Entangle: As a standard action the Pumpkin Fiend can cast Entangle as the spell of the same name.
    Wiltenshire. No labels.

    The Encounter

    There are 8 locations within the main center of the village:

    1. Farmer’s Market
    2. Blacksmith Shop
    3. Grinning Gourd Inn
    4. Stables
    5. Cottage
    6. Mercantile
    7. Cottage
    8. Cottage

    Roll a 2d8 once the party decides to take a look outside. The result from the first d8 will indicate a structure that is already on fire by the time the party steps outdoors. The result from the second with indicate the structure that the Pumpkin Fiend is standing on top of, laughing maniacally.

    Describe the scene to the party. The villagers themselves do not appear to be cut out for a fight. Some are fleeing, some paralyzed in fear, and the rest are actively trying to put out the fire at the burning structure.

    If the party does not engage the Pumpkin Fiend, he will use his actions to continue leaping from building to building and light them ablaze with his pumpkin bombs. If he manages to light all 8 structures, he will caper off into the night, never to be heard from again.

    However, If the party attempts to intervene, they will immediately draw the ire of the Pumpkin Fiend. He will attempt to use his Entangle ability to root the party and then burn them with his pumpkin bombs.

    If the party defeats the Pumpkin Fiend, all that will remain of him will be his carved pumpkin head. Lifting this lid off this pumpkin will reveal the following items:

    • Ever-Burning Candle: This seemingly mundane candle will radiate magic. It functions as an ordinary candle and may be blown out. However, it does not melt and never needs to be replaced.
    • 3 Packets of Pumpkin Spice: All non-magical food and drink sprinkled with one of these spice packets will be rendered free of poison and disease.
    • Mysterious Potion: A potion with an orange hue, labeled “Drink me” When consumed, it grants temporary visions that show the person who consumed it the fate of John Crane. Over the course of a few moments, the whole story of betrayal and murder will play out before their eyes. What the party chooses to do with that information is up to them.

    Wrap Up

    A selection of our pumpkins from a couple years back.

    Thank you for joining me for another week. I’ll be keeping with the Halloween theme for the rest of the month. How about you? Do you decorate at all for Halloween? Do you carve pumpkins of your own? Let me know in the comments below. I appreciate you stopping by.

    For 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.

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

  • Do You Incorporate Halloween Into Your Game Night?

    Do You Incorporate Halloween Into Your Game Night?
    Pizza Skulls

    Halloween has always held a special place in my heart. As a child, it was a time of magic, when dressing up in costumes transformed me into anything I could imagine. Growing up in the 1970s, I can recall donning the guise of a pirate, a gorilla from The Plant of the Apes, and a Sleestak, all before the age of 7.

    Those early years of pretend play laid the foundation for a lifelong love of storytelling. As I started reading books, my imagination grew, and when I was introduced to tabletop role-playing games everything truly blossomed.

    With the leaves starting to change, my thoughts are turning to Halloween. I love to incorporate the spooky season into my game night, so I thought I share some things I have done in the past. I am going to share some links but only to provide examples. I am in no way affiliated with any of these sites.

    Squaring off with the Invisible Man at the Midwest Haunter’s Convention 2012.

    Set the Stage

    It doesn’t take much to make your gaming space take on a spooky appearance. Simply dimming the lights, lightning a few candles, and playing some ambient Halloween music can go a long way. To take things a step further, some basic decorations can usually be found without making too great of an investment. For overachievers, consider asking each of your players to bring a carved jack-o-lantern to the session.  

    Perhaps Add Some Food

    I have mentioned before that our game nights tend to be accompanied by a meal. Well, for our Halloween session we try to really turn things up a notch. Last year we paired these pizza skulls  with hot dog mummies and both were a big hit around the table.

    We provided these cocktails, which we dubbed “Spooky Sunsets” for the occasion. For our friends who don’t drink, we whipped up a batch of this copycat Hi-C Ecto Cooler.

    Too much bother? Simply buying a bag of Halloween candy and sprinkling it on your gaming table is sure to be a hit with your players.

    Run A Spooky Game

    Despite definitely getting together for a Halloween session, we often avoid our regular campaign for this night. Sometimes we’ll opt for a one-shot, while on other occasions we may roll with something other than an RPG. Here are a few examples that have fit the bill over the years.

    • I must have run the classic I6 Ravenloft at least a dozen times for Halloween related sessions since the 1980s. Here’s a link to a great video about turning this old standby into something fit for a single evening’s play.
    This is a steal at $4 and if you’ve never tried Call of Cthulhu, you won’t find a better point of entry.
    • You’d be hard pressed to get much creepier than Call of Cthulhu. Even if you’ve never dipped a toe into this legendary game of Lovecraftian horror, you have plenty of time to prepare (and the price is right). Chaosium is offering the Call of Cthulhu 7th Edition Quick-Start Rules for whopping price of $.04 over on DriveThruRPG. Not only does this include everything needed to get up and running but it also includes the classic adventure The Haunting.

    I ran The Haunting a couple years ago for a group that had never touched CoC and everyone was on the edge of their seat. If you do decide to go this route, I strongly suggest watching a couple videos ahead of time, to get a feel for how to best run the adventure. Here is a great example.

    • While not a traditional RPG, Alice is Missing might be a good fit. Alice Briarwood, a high school junior, has gone missing and it’s up to the players to get to the bottom of it. Alice Is Missing is a unique kind of roleplaying game in which players only communicate using their phones, sending text messages to each other as they unearth clues about what happened to Alice.

    While I’m told this can be played online, we played in person and that seemed to really ratchet up the tension. This one can get a little heavy, so it may be best to play with folks you know well. We had a good time with it and it lead to a lot of good conversation after the session.

    • Occasionally we’ll forego playing a RPG altogether and opt for enjoying a board game for the evening. There are a number that fit the bill but we’ve found that Betrayal at House on the Hill and Mysterium both work nicely.

    Add Some Spooky Elements to Your Ongoing Campaign

    It’s certainly possible that you want to roll right along with your ongoing game while still giving things a little touch of Halloween. If that’s the case, I’ll try to lend a hand. For the rest of the month, I will focus my posts on maps and little plot hooks that should be easy to fit into an existing campaign. I’ll do my best to help spread a little Halloween cheer that you can share with your players.

    Closing

    So, do You Incorporate Halloween Into Your Game Night? If so, please take a moment and leave a comment to let me know what you do with your group. I’m always curious to pick up some new suggestions.

    While I’ve got you, do you recall any favorite Halloween costumes from your youth (or more recently)? I’m a stilt-walker in my spare time and have spent the past 35 years as a 9’ tall version of Frankenstein’s monster.

    That’s all for now. Thanks for taking the time to stop by and have a great week.

    For information about 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.

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

  • The Goblin Warren

    Over the course of the past month, I have been including some iconic monsters in my map posts. While giant spiders and green slimes certainly hold a special place in my heart, I suppose you could make a case that the lowly goblin is the quintessential low-level fantasy TTRPG foe.

    Considered by many to be no more than cannon fodder, I wanted to put together a mini-adventure that would play out more like an infiltration from an action movie. Sure, the party could likely wipe the floor with any of these encounters. However, if they are not careful, they could bring the whole enclave down on their heads.

    If you’ve been following for any time you already know that I try to keep things system agnostic. I would probably suggest this for a party with some experience under their belt (levels 3-4?) but do what works for your game. As previously mentioned, the rooms on their own should be relatively simple but if you play the goblins wisely, there are good chances for things to go sideways.

    What the Player’s Know

    The party has been hired by the residents of a small village and asked to secure the release of their blacksmith. It seems the poor fellow was carried off by a band of marauding goblins! The goblins are said to live in a simple cave complex outside of town.

    Inquiring in town may lead to some rumors about the goblins. Roll a d10 and consult below:

    The goblin saman. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.
    1. Elven Captives: It’s said that the goblins have captured a group of elves and are using them as forced labor. (False)
    2. Shaman’s Dark Magic: The goblin shaman wields powerful dark magic, capable of curses and hexes. (True)
    3. Hidden Entrance: There’s a hidden entrance to the goblin warren, concealed cleverly to catch intruders off guard. (True)
    4. Cursed Shaman: The shaman is rumored to be cursed and can be easily defeated by a simple chant of “Bree Yark, Bree Yark!”. (False…this is a little call out to B2)
    5. Dragon Alliance: Rumor has it that the bugbear has formed an alliance with a young dragon lurking in the nearby mountains. (False)
    6. Traps: The goblins have set up traps throughout their warren to protect against invaders. (True)
    7. Friendly Goblins: Some goblins are friendly and can be persuaded to help intruders if offered bribes. (False)
    8. Bugbear’s Brutal Leadership: The bugbear leader is a ruthless brute, known for his immense strength and cunning tactics. (True)
    9. Stolen Treasures: The goblins have amassed a hoard of stolen treasures from their raids. (True)
    10. Wargs as Mounts: The goblins ride ferocious wargs into battle, using them to terrorize their foes. (True)

    The Goblin Warren

    1. Guard Post: Two goblins sit outside the main entrance to the warren at all times. They will flee at any sign of trouble. Unless the party can dispatch them quickly, things could get sticky. These fellows are cowards so they will not engage with the party. If they become aware of an assault they will immediately flee to area #3.
    2. Guard Room: This is the post for the goblin guards during periods of inclement weather. It is littered with trash and debris.
    3. Pit Trap Ambush: This is a trap area. Surviving guards will run along the right wall to avoid the pit trap. Arriving at area #3 they will arm themselves with short bows and wait for the party. Party members will notice the pit trap covered with brush on a roll of 1-3 on a d6 (thieves on a 1-5). Characters falling into the 10’ pit will suffer 1d6 of falling damage and 1d6 of impaling damage. The goblins will rain down arrows on the attackers and scream for help from other areas of the compound.
    4. Common Area:  This stinking room is covered in piles of trash and animal pelts. In the evening hours 6 goblins will be slumbering here. If the guards from area #1 have been making noise for more than 2 rounds, they will groggily be arming themselves. By day, there will be 2 goblins here, 2 in area #5, 1 in area #7, and 1 in area #8.
    5. Kitchen: This is the kitchen area for the warren. During the day, 2 goblins work here preparing mutton for the denizens of the warren.
    6. Larder: This is where the questionable food supplies for the warren are kept.
    7. Bathing Area:  During the day, one goblin may be found here, bathing in the spring waters that bubble up.
    8. Warg Kennel:  During the day one goblin is stationed here, tending the 5 wargs who are present. The wargs are in cages but will be released in the alarm is sounded and reaches the tender.
    9. Shaman Quarters: The goblin shaman dwells here. This cave smells of incense and spices. Unless warned of intruders, there is a 40% chance that the shaman will be taken by surprise.
    10. Chieftain’s Lair: A bugbear chieftain presides over the goblins. 3 bodyguards attend him. The blacksmith is caged in this room. At any sign of trouble, the chieftain will flee through the secret door to the north. The captive blacksmith is caged in this room.
    11. Rear Guard: A lone goblin guard is stationed here. He is usually dunk or asleep. He “guards” the escape route out of the complex but is unaware of location #12.
    12. Treasure Room: This room is only known to the bugbear chieftain and his 3 bodyguards. This is where all the treasure of the goblin warren is stored. 

    Wrap Up

    That’s all for now. As a little peek behind the curtain, I usually write this part on Sunday evening, fully dreading going back to work on Monday. If you are reading this, you are legitimately helping me to get through the week, so thank you for taking the time to stop by. I hope you have a great week and manage to roll some dice as part of the process.

    For more maps & plot hooks, go here.

    For some random tables, go here.

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

  • Mulling Over a New Campaign

    For the past couple of weeks, I have been preparing for a new game. In recent years, I have found that running a campaign from the months of October through March or April generally yields good results. I only play in person and we live in a college-town, so there are usually a good number of folks available, looking for something fun to do during the months when the weather is less than pleasant.

    My girlfriend and I like to make game nights a real social event. Our sessions tend to be more like a dinner party followed by some gaming. We both love to cook, so when we’re really on our game, we will go as far as to try to make themed dishes based on what happens to be going on with the game. If any of you play in person, do you have any special game night traditions? Do you have better luck finding players for winter games?

    The current front-runner for my cold-weather sessions would be a fantasy game, as it would appeal to the broadest spectrum of my potential players. That said, I’m feeling a bit of a draw to go with Call of Cthulhu or Paranoia. Assuming fantasy wins, I’ll likely go with Old School Essentials.

    Lately, I’ve been following David @ Streets & Spores, who has been sharing recaps of his group’s adventures through Castle Xyntillan. It sounds like they’re having a really good time. While I’ve never run a megadungeon, I’m starting to warm up to the thought of taking an almost West Marches approach to the affair. We would aim to have the party safely back in town at the end of each session. From there, any available players would continue to explore the dungeon each week.

    My Campaign Cartographer doodles this week consist of a potential first level for a homebrewed megadungeon adventure tentatively titled “The Halls of Khared Ordus.” That said, I’m thinking I’ll let this simmer for a while. If I do go with the megadungeon route, I’m thinking I might just buy a published adventure and just have fun with it.

    Closing

    How about you? Do you lean towards writing your own adventures or prefer published modules or adventure paths? If you’ve experienced megadungeons before, do you have a favorite?

    That’s all for now. No plot hooks this week, as my real-life job is using me as a chew toy. Thank you very much for stopping by. Have a great week and if you’re looking for more, here are some links:

    For more maps & plot hooks, go here.

    For some random tables, go here.

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

  • RPGA Network Member Directory

    RPGA Network Member Directory

    Today I want to share something from my collection that goes back 40 years. This simple booklet is the 1983 RPGA Network Member Directory.

    To my recollection, this was the only version of the directory ever printed.

    The TSR RPGA (Role-Playing Gamers Association) was an organization for tabletop role-playing enthusiasts, established by TSR, Inc., the company who made the Dungeons & Dragons (D&D) game. Founded in 1980, it aimed to bring together gamers from around the world, providing them with a shared platform to connect. One of the RPGA’s primary functions was organizing and sanctioning gaming events, including conventions and tournaments, allowing members to enjoy structured, competitive play (this was a thing back then) while also fostering a sense of community within the RPG world.

    Members of the RPGA received a subscription to the Polyhedron Newszine. This periodical publication offered content for role-playing enthusiasts. It featured articles on various gaming topics, including adventures, rules discussions, and interviews with prominent figures in the RPG community. Additionally, the Polyhedron Newszine often included exclusive game content, such as new adventures, magic items, and character options (not unlike a smaller version of Dragon Magazine).

    Members could select the games that they were familiar with as both a player or referee (GM).

    In later years, the RPGA rolled out the idea of a living campaign, where the actions of the players would have an impact on the overall campaign story arc. Their first campaign of this type was Living City, a series of adventures set in the city of Raven’s Bluff. I may be mistaken, as this was never my cup of tea, but I believe that this was the start of the concept of organized play. If you know otherwise, please leave me a note below.

    With the history stuff out of the way, let me share a bit about this directory itself. A company could never do this kind of thing today but you have to remember that back in 1983 we were pre-internet and most folks didn’t even own a personal computer. The RPGA Member Directory was a comprehensive listing of RPGA members worldwide. This directory served as a tool for members seeking fellow gamers for local campaigns, conventions, or simply to connect with like-minded individuals who shared an interest in role-playing games. Members could use the directory to find fellow gamers in their region and organize gaming events. I used it myself to reach out to meet some local gamers in Rochester, as well as to start a play-by-mail game with some folks in NJ.

    The bulk of the publication consisted of page after page of actual addresses.

    That’s all for now. Just thought some of you might enjoy seeing this blast from the past.

    Yesterday marked the end of my first year of blogging. I have found the endeavor to be quite rewarding, as I had been longing to interact with more people who enjoy this hobby of ours. If you have stopped by to say hello over the past year, I thank you for visiting.

    For more maps & plot hooks, go here.

    For some random tables, go here.

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

  • Consider Polling Your Players Before Creating Your Campaign

    When I started this blog, I knew that I wanted to interact with people and that I wanted to create the type of content that I enjoy reading myself. Over the course of the past year, I’ve written a couple posts about how I go about running my games and each of these has performed quite well.

    As with those, I’m not entirely sure that what I’m about to share will land with any of you. However, it’s something that I enjoy, so here we are. I believe I’ve been clear about this in the past but I’m not here to preach to you. I’m simply sharing things that I enjoy, in hopes that you will find something that is useful.

    I reach out to my players before the dice ever start rolling. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.
    Dean Spencer

    As a GM, sometimes you just know what you want to run. You just purchased a published adventure path or maybe you have a homemade campaign that you have been dying to share. However, on some occasions I find that the process of starting a new game is more about hooking the players.

    I find myself in that boat fairly often. I am older guy (53 at the time of writing this) and solely play in-person games. My groups tend to consist of people who are already friends, or at least friends of friends. While these individuals are people I know, they are rarely gamers, or diehard gamers at any rate.

    Some of my players join my game because we have played before, some briefly dabbled with TTRPGS back in college, and others have always been curious but have never been exposed to the hobby. Ok, probably a few of them also get dragged along by a spouse or significant other.

    While I don’t want to sound desperate, I often feel a great deal of pressure to give the folks a good time. Nobody wants their players to feel like game night is a drag. However, there is also the fact that if I don’t have a group of players, I’m not going to be able to play myself.  

    When I am ready to start a new game I get excited. I don’t know about you but I find that I start daydreaming about it while I’m at work, when I’m going to bed at night, and all through the day. At this point I will start “fishing” for players. I might start with an email to former players or this could take the form of floating out that fact I’m interested in getting a game together while at a dinner with friends. I’m actually going through this now, as I find that running from October – March or April (with a couple weeks of over the holidays) seems to yield reliable players.

    Having discussed the impending game ahead of time, I like to reach out to my players via email and get a feel for them as I am putting a campaign together. This accomplishes two things; it helps me to get a sense of the type of game these people would enjoy but it also allows me the fun of seeing what kind of feedback I receive. I’ve found over the years that I really enjoy this step.

    Usually, I will start by polling players on different fantasy franchises and how they feel about them. For instance, it might look something like this:

    Following this I will often go back and hit them with another poll about types of plots. This just gives me a general sense of where the interests of my players lie. The second poll might look something like this:

    I use the information that I receive from each of these to decide both what type of campaign I think would best suit them but also what kind of adventures I want to start with. I’m not claiming that it’s a magic formula but I have always found it useful. Again, the key fact here is that I ENJOY this. I find it very interesting to see the choices people make. When Bob from accounting is playing and you suspect he’s only playing because his wife dragged him into it, it’s pretty fun to see his responses come in during the middle of the work day and to also see that he added two pages of explanation. This is the stuff that GMs live for.

    I may be odd but I don’t give a damn whether my players know the rules, buy a bunch of game books, or anything like that. That will all come with time. In my opinion, a role-playing game requires no more knowledge or skill than simply being able to convey how you would react, if you were an imaginary person, faced with an imaginary situation.

    What I want is players who have fun and keep coming back. When I hear that on of my players who never played a TTRPG before drew up plans for assaulting the enemy stronghold during her staff meeting, I know I’ve won.

    Wrap Up

    That’s all for now. What about you? Do you usually play with people that you know or is it usually total strangers? Do you have any little rituals or traditions that you do before you start a new game? Please let me know in the comments and thank you for stopping by.

    If you’d like to see my other posts about how I run my games, here are the links:

    Consider a Who’s Who for Your Campaign

    Consider Creating a Player’s Guide for Your Campaign World

    For more maps & plot hooks, go here.

    For some random tables, go here.

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

  • The Galeton Lumber Camp

    Hello. Real life work continues to be a challenge. However, I am stubbornly doing my best to keep my posting schedule regular. This week I am once again going back to the well of classic monsters for inspiration.

    My introduction to this hobby was due in no small part to the 1977 animated version of The Hobbit by Rankin/Bass. While many would point to goblins/orcs as being the classic villain of fantasy tabletop role-playing game, I would make a case for giant spiders.

    I don’t happen to be an arachnophobe myself but there’s no denying the fact that real world spiders are creepy on their own. The thought of giant versions is particularly terrifying.

    Galeton Lumber Camp. Made with Campaign Cartographer SS4 Symbols of Schley.

    What the Party Knows

    The party has been hired to deliver a bag of mail and sundries to a lumber camp, about a day’s ride outside of the small town of Galeton.

    Arriving at the lumber camp the party will be surprised to find that it appears to have been abandoned. While the party expected to see a bustling scene of people chopping wood and going about their daily chores, there is not a soul in sight. Beyond that, apparently even the beasts of burden are missing. Where did everyone go?

    What the Party Doesn’t Know

    The workers of the logging camp delved a bit too deep into the ancient forest. While going about their work they uncovered a nest of ancient giant spiders.

    The queen of this cluster of spiders is possessed an unnatural intelligence. One by one, they picked off the lumberjacks, learning along the way. The spiders would pull one hapless soul deep into the forest. Realizing that his cries would soon draw others, they adopted the practice of always leaving one of their victims alive.

    This process continued until nearly all of the lumbermen and their animals were devoured. By the time the party arrives on the scene, only the foreman clings to life. The spiders are holding him at location #5. However, it has been the better part of the day and no one has arrived to help. The spiders are hungry and ready to feed but then they see the party arrive in the camp.

    Lumber Camp at Galeton. Artwork © Christian
    Hollnbuchner, used with permission.

    1. The Camp

    The lumber camp is clearly deserted but it doesn’t make sense. While there are no great treasures present, there are enough personal belongings to make it clear that the lumbermen would have never simply left without taking their gear with them.

    A careful search will turn up the quartermaster’s tent, which holds the payroll for the whole camp. Surely brigands or even orcs would have ransacked this and taken everything of value.

    2. The Work Site

    While there are no traces of horses or mules, it’s clear that they had once been at the camp because the tack and saddlery are evident. Downed trees have been readied for transport but lay abandoned where they were left.

    3. Pine Creek

    A worn path leading up to Pine Creek indicates that members of the camp regularly used this area to bathe and do laundry. Characters approaching this area will hear moans and screams of agony coming from the northeast. If the party crosses the creek when they hear the screams, consider it to be difficult terrain. The stream is fairly shallow here, though the rocks are slippery. The hill on the opposite bank is manageable but fairly steep.

    4. The Hill

    Arriving at location #4, the party will be able to see the foreman on the ground at location #5. It is at this point that the spiders will attack. Two will attack from the rear on either side. Two are perpendicular to the party in the trees. Once some of the party members are ensnared in webs, the queen will charge from across the clearing.

    5. The Foreman

    Should the party be victorious they will find the foreman webbed to the ground here. He’ll be in bad shape but will pull through if he receives healing right away.

    Wrap Up

    If I were to run this one again, I think I’d focus on some custom mechanics for the spiders. How about you? Any thoughts come to mind?

    Thanks for taking the time to stop by. The little interactions I have with all of you really do help to get me through the week at work. Have a great week!

    For more maps & plot hooks, go here.

    For some random tables, go here.

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

  • Vintage Ads From Dragon Magazine # 74

    Art by James Holloway as I recall.

    Last year, when I was just getting settled with this blogging stuff, I wrote a post containing some ads from an old issue of Dragon magazine. For whatever reason, that post has been steadily one of the most popular I have written. At any rate, this week has been super busy at work so I have decided to share some more. This time around we’re going to try issue #74 from June 1983.

    For those of you who happen to be younger than myself, the thing to remember here is that this was before the Internet. Unless you happened to be lucky enough to live in close proximity to a gaming store, the pages of Dragon magazine were probably your only source of information regarding other game systems that might exist out there. These ads inspired wonder and opened the door to new possibilities.

    The Court of Ardor  

    A supplement for Middle-earth Role Playing (MERP), a role-playing game set in J.R.R. Tolkien’s Middle-earth. This source book introduced players to a new region of Middle-earth, Ardor, and provided additional adventures, characters, and details for the MERP gaming experience.

    I did not own this supplement but I did own the Mirkwood supplement and the MERP boxed set. The game itself was sort of a streamlined version of Rolemaster (which I believe is still available today). Back then it was criticized for the fact that the system didn’t really feel like it captured the feeling of Tolkien’s works. This was not an issue for our neighborhood group of junior high school students.

    Produced by Iron Crown Enterprises (I.C.E.), MERP seemed to have a solid budget, as they often graced Dragon with full page ads.

    Star Trek the Correspondence Game

    Here’s one that may be a bit of a time capsule, as I’m not certain whether younger folks will remember play-by-mail (PBM) games.

    Play-by-mail games were a form of gaming before the widespread use of the internet. In these games, players would interact with each other and the game master through written letters sent via postal mail. The game master would update the game world based on the players’ actions and decisions. There were quite a few of these out there, with Silverdawn and Hyborian War being the two that immediately com to mind.  

    I digress. This ad was for Star Trek: The Correspondence Game. It was a play-by-mail game that allowed participants to immerse themselves in the Star Trek universe. Players would take on the roles of starship captains, crew members, and other key personnel. The game was played through written correspondence, where players would send orders, reports, and other interactions to the game master via postal mail. Get a load of those $4/move rates. That seems high, even by today’s standard.

    Being a poor high-school student, I never played in one of these games. However, I did run my own PBM game for members of the TSR RPGA for a year or so. I met folks through the RPGA directory and ran a campaign for them through the mail. I didn’t charge anyone but rather simply asked for a S.A.S.E. (that’s a self-addressed stamped envelope for the young folks) to be included with each turn.

    James Bond 007 Role-Playing In Her Majesty’s Secret Service

    By Victory Games. This tabletop RPG transported players into the thrilling and glamorous world of the iconic British secret agent, James Bond. I had this one, along with the Octopussy module. However, the best supplement for the game in my opinion was the Q Manual

    The Q Manual expanded the gameplay experience by providing players with the full array of gadgets, vehicles, and equipment straight from the movies. I recall it having great attention to detail and spent more hours flipping through the pages and daydreaming than I ever did actually playing the game.

    Bushido

    From Fantasy Games Unlimited, “Bushido” transported players to a land where samurai warriors, mystics, and ninja assassins roamed. Drawing inspiration from Japanese history, mythology, and folklore, the game allowed players to immerse themselves in bushido – the way of the warrior.

    Note the “Coming Soon: Ninja: Shadows over Nippon”. In 1983, it wasn’t a certainty that even TTRPG gamers knew what a ninja was.

    The was another that certainly caught my eye. However, my 13-year-old budget never allowed me to get there. My Fantasy Games Unlimited experience was limited to Villains & Vigilantes, which I still own to this day.

    Hârn

    Created by N. Robin Crossby Hârn was one of the first 3rd party campaign settings that I was aware of at the time. With a vivid tapestry of interconnected cultures, kingdoms, and landscapes, Hârn offered players an immersive and highly authentic experience.

    The setting was known for its attention to historical accuracy and deep world-building. The system-neutral nature of Hârn allowed it to integrate with various role-playing game mechanics. While I never dabbled with it myself, I believe it eventually spun out into its own RPG HârnWorld.

    It appears that some of the HârnWorld may still be picked up on DriveThruRPG.

    Closing

    That’s all for this week. I could use some good vibes if you have any to send. Hoping things at work settle down soon. In the meantime, thanks for stopping by. I appreciate that you took the time to visit. If you have any memories of any of these ads, please share them below. Have a great week!

    Have some time to kill? For maps & plot hooks, go here.

    For some random tables, go here.

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

  • Fineous Fizzlecrank’s Fabulous Alchemy Lab

    I have always had a soft spot for green slime. After receiving the Holmes Basic Edition of Dungeons & Dragons for my birthday in 1979, I would spend hours reading through the monster descriptions. I was already familiar with many of these, from different myths or old movies. However, the green slime always stood out and sparked my imagination.

    The green slime has gone through a bit of an evolution over the various versions D&D. While this green substance features heavily in this week’s post, I will leave it to you to tune things in such a way that would best fit your game. As always, I have tried to tried to keep this as system agnostic as possible.

    Alchemy Lab w/ Grid & Labels. Created with Campaign Cartographer SS4

    What the Party Knows

    To kick things off, arrange for your party to get hired to recover an exotic object. In my game, I went with something called the Burundi Apparatus, a device created by a Gowandian scholar. What you use for your game is entirely up to you.

    The individual hiring the party recently loaned the apparatus to a gnome alchemist named Fineous Fizzlecrank. The gnome was supposed to have returned the item weeks ago. However, as Fizzlecrank is known to be a bit eccentric and get caught up in his work, the party has been sent out to fetch the overdue device directly. The gnome lives on the outskirts of a small village, about 2 days’ travel from the party’s current location.

    Should the party happen to ask around, they may learn the following bits of information about Fizzlecrank:

    • The gnome is filthy rich, having made his money selling potions and elixirs to the wealthy.
    • He lives in a large estate on the outskirts of the village.
    • He has a staff of human servants who wait on him hand and foot.
    • People call him eccentric but he is really quite mad.
    • Some say that he can turn lead into gold.
    • He is absolutely obsessed with green slime.
    • He has not been seen for weeks.

    What the Party Doesn’t Know

    Fineous Fizzlecrank, the eccentric gnome alchemist, was always known for his unconventional methods and insatiable curiosity. His reputation for pushing boundaries made him both revered and ridiculed among his peers.

    Fizzlecrank’s fascination with green slime began innocently enough. He had read ancient texts that hinted at the slime’s potential applications in alchemical concoctions. His early experiments involved extracting and distilling the slime’s essence to create powerful acids for his potions. But as time went on, Fizzlecrank’s obsession grew, and he delved deeper into the mysteries of the substance.

    He spent countless nights pouring over his notes, scribbling equations, and muttering to himself. His once-pristine laboratory was soon a mess of vials, flasks, and slime samples. The more he experimented, the wilder his ideas became. He believed that the slime held the key to unlocking extraordinary abilities—immunity to disease, increased longevity, and even the power to transmute materials.

    When his staff became fearful for his health, the alchemist dismissed them all, assuring them that he was fine. However, Fizzlecrank’s experiments became increasingly reckless. He began exposing himself to small doses of the slime, believing it would grant him the insights he sought. His skin developed strange patterns and a sickly green hue, while his mind started to unravel. Yet, he pressed on, his obsession blinding him to the dangers he was courting.

    One fateful day, driven to a fevered state of delirium, Fizzlecrank ingested a substantial amount of the slime. His transformation was swift and horrifying. His body convulsed, his bones shifted, and his limbs contorted into a gelatinous form. As his consciousness melded with the slime, he gained a rudimentary form of sentience, albeit one warped by his madness.

    The Manor House

    Fizzlecrank’s alchemy lab is located in the basement under his opulent manor house. Should you desire, you could certainly map out the full structure and create other encounters. For the purposes of this post, I will limit myself to the alchemy lab itself.

    Whether you decide to spend time detailing the manor house or not, you will want to leave some clues to make sure the party suspects something is amiss. My party waited politely at the door. Once they were fairly certain no one would answer, the rogue took care of the lock and the let themselves in.

    It was clear from the state of disarray that something was not right. However, seeing a number of valuable objects lying around left the party feeling fairly certain that the manor had not been robbed. Ultimately, the party discovered a diary Fizzlecrank had left in the study. This document clearly documented the alchemist’s descent into madness and made numerous mentions of green slime.

    Concerned for the well-being of the gnome and not yet having found the Burundi Apparatus, the party made their way downstairs.

    The Alchemist Lab

    Entering this massive room, the party will immediately know that they have found the alchemist lab. 11 pillars support the ceiling and the room is lit with a sickly green phosphorescent light that emanates from the top of each.

    The room is in a great deal of disarray and the air is filled with a strange, pungent odor. There are 4 cluttered tables on each side of the room, with crates, barrels, bookshelves, and all manner of odd storage beyond.

    1-4 Loose Slimes

    Areas marked 1-4 show loose minor green slimes that have been roaming the lab since Fizzlecrank’s transformation. When the party first opens the door, slime #1 will begin moving toward area #5, at a pace of 5’ per round. On the second round after the party opens the door, slime #2 will similarly start moving, and so on.

    These minor slimes will pay no attention to the party unless attacked or blocked. If so, they will hold their ground and fight back. You will need to adjust accordingly for your game but in my Rules Compendium game I gave these minor slimes a pseudopod melee attack with a reach of 5’, dealing 1-2 hit points of damage. They were unharmed by all attacks, except cold or fire (again adjust as necessary) but only had 1 hp each.

    Upon dispatching one of these minor slimes, the pile of ooze starts to quiver in an unstable fashion. At the top of the following round, the minor slime corpse will burst like a bubble, dealing 1 hit point of damage to all adjacent targets. If the bursting slime happens to be adjacent to any of the 8 tables in the room, roll a d4 and the result will be the number of beakers containing other minor slimes that are shattered, releasing more minor slimes into the room.

    These extra slimes will only be released once per table and any new slimes will start heading toward area #5 unless hindered by the party.

    5 Greater Slime / Fineous Fizzlecrank

    A wooden basin 12’ in diameter is inset within the floor here. Inside lies the slumbering form of what remains of Fineous Fizzlecrank. Now a giant amorphous green slime with a vaguely humanoid face, the creature is resting when the party initially enters the room.

    If any of the minor slimes reach it or if the party disturbs the basin in any way, it will wake and attack. In addition, any subsequent minor slimes that reach it will have a healing effect on the abomination.

    6 Burundi Apparatus

    The Burundi Apparatus may be found inside a small crate here.

    Wrap-Up

    This week was a touch more silly than my usual fare but my group had a lot of fun with this fight. You’ll have a bit of tinkering to do, in deciding on what stats you want to use for the minor and greater slimes. That said, I suspect that most folks reading gaming blogs know the drill and wouldn’t have much trouble putting something together. I’m just trying to toss stuff out there to inspire people.

    Do you have any favorite old-standby monsters that you’d enjoy seeing in an encounter? Drop me a line and let me know. Thanks for taking the time to stop by and have a great week!

    For more maps & plot hooks, go here.

    For some random tables, go here.

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

  • The Lost Spellbook of Elthane Darkstalker

    This week’s entry picks up where I left off with The Mine at Mt. Morris. As a refresher, at the end of that tale, the party had recovered the diary of a long-dead necromancer named Elthane Vanator (known as the Darkstalker). In interrogating Foreman Fugue from that adventure, they also learned that a shadowy consortium had been feverishly seeking out the diary.

    Being generally averse to shadowy consortiums as a whole, my players decided to not only guard the diary themselves but also go about collecting any other artifacts the necromancer left behind. The object in question for this week happens to be one of the Darkstalker’s spellbooks.

    As always, change the MacGuffin as necessary for your game. This is merely presented as something to help spark ideas you your game.

    Island map w/grid. Created with Campaign Cartographer SS4 Dungeons of Schley.

    The Circle of Cairns

    The party has traveled for days, to the northernmost reaches of Archia, to a place where the notorious necromancer Elthane Darkstalker is said to have left one of his spellbooks. Over 100 years ago, this border region was hotly contested with the neighboring country of Caledos. The locals believe this forest to be haunted to this day.

    Bushwhacking nearly 8 hours from the nearest settlement, the party has arrived at a small lake. A rickety old wooden bridge leads to a small island. While the bridge will be able to safely support the party across, you should play up the fact that it is old and not in great shape.

    Crossing the bridge, the party will discover a ring of nine stone cairns circling a roughly hewn altar. Each of the cairns stands roughly 10’ tall, though the one to the southwest appears to have been toppled long ago. The altar itself stands 5’ high and is roughly 5’ in diameter. Atop the altar sits the spell book of Elthane Darkstalker. While it has clearly been exposed to the elements for all these years, it shows no signs of wear.

    As soon as the first party members sets foot within the circle defined by the cairns, a pulse of purple light will flash from the spell book, as a wave of energy shoots out. This will immediately be followed by a low humming sound that will begin to emanate from the cairns. Depending on the game system you are using, you may wish to allow your players to make a saving throw, to avoid experiencing a mild wave of nausea. There will be no mechanical effects to a failed save. This is merely to drive home the fact that they are interacting with something that is very evil. Obviously, any character with any latent abilities to detect evil will be aware that this is a vile location.

    Island zoom.

    Unbeknownst to the party, the pulse of energy serves another purpose. Fanning out past the small lake, it reaches the woods beyond. In this haunted forest, lie the skeletal remains of ancient combatants. As the pulse washes over them, these old warriors animate and are drawn to protect the spell book.

    There are a total of 48 skeletons affected by the pulse. Wearing antique armor from both Archia & Caledos, they are each armed with either a short sword or a spear. These ancient skeletons are brittle and will be considered to only have 1 HP each, in addition they only move at a rate of 15’ per round. Obviously, you may decide to adjust this as you see fit, to ratchet things up for your game.

    Ancient Archian soldier awaiting reanimation. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

    Unless the party happened to leave a sentry to watch the bridge, the humming sound from the cairns will be enough to mask the sound of the skeletons moving about in the forest. Arriving at the bridge, the skeletons will be forced to proceed 2 by 2. At this point the sounds of the creaking bridge will be enough to allow the party a chance to perceive the approach of the undead band.

    How this encounter plays out will largely depend on when the party becomes aware of the skeletons. If a number of skeletons make it to the island undetected, while more follow behind them, this could become a tricky encounter. If the party is able to engage the undead while they are bottlenecked on the bridge, the party has a good chance of holding their own, at least long enough for them to figure out another plan.

    When I ran this for my group, it was never my intention for the party to fight all 48 skeletons. However, you must take into consideration that your players won’t know everything that you know. Seeing a seemingly endless stream of undead marching toward them may be very intimidating. I always enjoy seeing how things like this will play out.

    Aside from engaging with all of the skeletons, there are a number of other ways to wrap up this encounter. Toppling over another of the cairns will instantly cause any remaining skeletons to fall over in a pile of bones.

    The bridge itself is old and fragile. A concentrated effort from the party will succeed in destroying the bridge. In the event of a bridge collapse. Any remaining skeletons will not enter the water. Instead, they will stand motionless at the shore. After 12 hours they will fall and become unanimated.

    Finally, the party may opt to flee across the water themselves. The water is on average only 6’ deep and 10’ in the deeper blue sections. With the skeletons only focused on getting to the altar, this would be an easy, if ignoble, way to exit. Skeletons on the shore will completely ignore feeling adventurers.

    Wrap Up

    Assuming the party makes it out with the pollbook, they are now in the possession of two of the notorious necromancer’s most important belongings. What are they goals of this shadowy consortium that are seeking them out. What do you do with such items?

    That’s all for this week. Real life work has been a bear lately, so I’ll take any good vibes you can send me. I hope you all have a great week and appreciate you stopping by.

    For more maps & plot hooks, go here.

    For some random tables, go here.

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

    Island map without grid.
    Zoom map without grid.