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		<title><![CDATA[The Comeback Inn - Campaign Journals & Story Hour]]></title>
		<link>https://blackmoor.mystara.us/forums/</link>
		<description><![CDATA[The Comeback Inn - https://blackmoor.mystara.us/forums]]></description>
		<pubDate>Sun, 25 Oct 2026 15:21:41 +0000</pubDate>
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			<title><![CDATA[Expedition of the Red Lantern - Tonisborg dungeon]]></title>
			<link>https://blackmoor.mystara.us/forums/showthread.php?tid=3275</link>
			<pubDate>Sun, 10 May 2026 07:30:41 -0600</pubDate>
			<dc:creator><![CDATA[<a href="https://blackmoor.mystara.us/forums/member.php?action=profile&uid=1665">Christian Madsen</a>]]></dc:creator>
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			<description><![CDATA[Hi everybody!<br />
<br />
Yzatromo suggested to upload my campaign notes on running Tonisborg dungeon here. I came to the hobby around Mentzers red box, and 2nd edition AD&amp;D, so take everything with a grain of salt  <img src="https://blackmoor.mystara.us/forums/images/smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_4" /> <br />
<br />
Any comments, feedback, suggestions or whatnot are most welcome.<br />
<br />
<div style="text-align: justify;" class="mycode_align">--<br />
 </div>
<div style="text-align: justify;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Session 0_</span><br />
 </div>
<div style="text-align: justify;" class="mycode_align">So, I got really excited when Tonisborg was released and thought to myself; this would be great for getting the group into more traditional gaming.</div>
<br />
<div style="text-align: justify;" class="mycode_align">I decided to rewrite Tonisborg, add more flavour text, some possibilities for faction play, mini settings, themed levels etc. But obviously keeping the maps (available from: <a href="https://www.tfott.com/resources" target="_blank" rel="noopener" class="mycode_url">https://www.tfott.com/resources</a>), and focusing on exploration and old-school playstyle. I also wanted to really explore the underground as a conceptual otherworldly reality that seem to have a life of its own, and which becomes weirder and weirder as one went down in the rabbit hole (Alice in wonderland).</div>
<br />
<div style="text-align: justify;" class="mycode_align">Since we are spread out geographically in Denmark and United Kingdom, we employed Discord as communication device, theatre of the mind, and then use physical rulebooks and real dice to emulate the real thing as best as possible. As rule system I settled on S&amp;W complete to be close to the original OD&amp;D rules. </div>
<br />
<div style="text-align: justify;" class="mycode_align">I decided to have a mission orientated adventure to keep things fairly simple, and the goal around level 5 so not to complicate things too much. At initiation I had written content to level 8 of the dungeon, and envisioned the game itself would dictate or at least inspire future content. </div>
<br />
<div style="text-align: justify;" class="mycode_align">I emailed the players a PDF looking like a stamped parchment containing the mission:</div>
<br />
<div style="text-align: justify;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">“As archdeacon to his holiness the Bishop of Tonisborg, I offer my greetings. </span></div>
<br />
<div style="text-align: justify;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">I received a writ of the Lord Bishop that I should amass experienced adventurers and dungeon explorers in his district, so that each of them, according to customs, could consider his employment. Adventurers will receive lodging and comfort upon accepting this summons.</span></div>
<br />
<div style="text-align: justify;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">For a great evil has befallen the Lord Bishop. His young and naive nephew has joined an ill-conceived and ill-equipped foray to the dungeons below and none alive has returned to the surface. </span></div>
<br />
<div style="text-align: justify;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">A strange creature – an abomination of God – emerged and was captured by the bishop’s guards below the crypts. An amalgam with hyena hind parts and a human voice but stricken with insanity. Trough its ramblings it became known that the expedition was enthralled by unnatural arcane magic and subjugated to unspeakable rituals. The creature expired but not before mentioning that Arthur - the nephew - was still alive.</span></div>
<br />
<div style="text-align: justify;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">The bishop has therefore decided to mount an officially sanctioned expedition to Tonisborg dungeons, to rescue Arthur and any others still alive, and to put an end to the evil below creating these unholy creatures of the dark.</span></div>
<br />
<div style="text-align: justify;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">If accepted the bishop has proposed these terms for ‘The expedition of the Red Lantern’</span></div><ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">They shall at all time carry this stamped parchment as proof of this officially sanctioned expedition and upon request present this parchment as proof thereof.</span><br />
 <br />
</li>
<li><span style="font-style: italic;" class="mycode_i">They shall carry the red lantern of God and shed light unto the dark. Adequate blessed oil will be provided to spread the light of God to the unholy darkness of below. The Lantern must survive.</span><br />
 <br />
</li>
<li><span style="font-style: italic;" class="mycode_i">They shall be equipped as requested with rope, waterskin and any other dungeon delving equipment they shall desire. Weapons and armor of choice will be provided by request.</span><br />
 <br />
</li>
<li><span style="font-style: italic;" class="mycode_i">A host of ten (10) hirelings will be provided fully equipped and loyal to this expedition. These shall be under the command of this expedition.</span><br />
 <br />
</li>
<li><span style="font-style: italic;" class="mycode_i">‘Red Lantern’ members will be allowed to keep any treasure, trinket, artifacts of Yorn without being taxed afterwards. Maps made of the below is considered expedition property, but would be copied by payment if they so decide.  </span><br />
 <br />
</li>
<li><span style="font-style: italic;" class="mycode_i">By decree of the bishop the following positions must be filled by the onset of the expedition:</span><br />
 <br />
</li>
</ul>
<div style="text-align: justify;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font">o<span style="font-size: 1pt;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">   </span></span></span><span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">Expedition leader</span></span><span style="font-style: italic;" class="mycode_i">. A tactical decider of formations and caller of action. </span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font">o<span style="font-size: 1pt;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">   </span></span></span><span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">Expedition mapper</span></span><span style="font-style: italic;" class="mycode_i">. Procurement of navigation and copying of maps. Quill, parchment and ink will be provided. </span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font">o<span style="font-size: 1pt;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">   </span></span></span><span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">Expedition Quartermaster</span></span><span style="font-style: italic;" class="mycode_i">. Logistics responsible, hireling resource and equipment capacity.</span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font">o<span style="font-size: 1pt;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">   </span></span></span><span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">Expedition Lantern bearer</span></span><span style="font-style: italic;" class="mycode_i">. Responsible for carrying the Red Lantern and its survival.   </span></div>
<br />
<div style="text-align: justify;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">By decree of the bishop the expedition will meet with captain of the guards in the Tonisborg dungeon. As so accepted the ‘The expedition of the Red Lantern’ will be blessed.</span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">Archdeacon Ralph de Ellington. On behald of the Bishop”<br />
</span></div>
<div style="text-align: justify;" class="mycode_align">--<br />
 </div>
<div style="text-align: justify;" class="mycode_align">A bit of explanation related to the Red Lantern. I am still considering in-game ramifications if the PCs would lose this magical device, and why the bishop insist this should be brought along. The Lantern is fairly useful itself – providing a +1 to AC, +1 to hit within 15’, and penetrating magical darkness out to 60’ – and would function as sort of rally point if things looked bleak. It is also fairly brittle and to be carried by the expedition as a mixed burden / benefit. Perhaps the lantern function as a location beacon, or mapping device unbeknownst to the PCs?  <br />
 </div>
<div style="text-align: justify;" class="mycode_align">PCs started on level 3, fully equipped with standard gear in any way they see fit. The hirelings had standard pack, leather armor, spears and a short sword as backup. To individualize the hirelings a bit, I discussed with the quartermaster to give them some more personalities and the player agreed to play them a bit more individualistic than mere meat-shields. I rolled up some personalities from my IW2 adventure and then plugged that in. <br />
</div>
<div style="text-align: justify;" class="mycode_align"><img src="https://i.ibb.co/VpN4pGd0/hirelings.png" loading="lazy"  alt="[Image: hirelings.png]" class="mycode_img" /></div>
<div style="text-align: justify;" class="mycode_align">So, Erlulf the flatulent – as example – had a full plate mail instead of the standard leather armor. And Haggard was missing an arm etc. On the other hand, they had a few trinkets in the backpack that could come into use. The Quartermaster played by Kim quickly latched on to the personality aspects of the hirelings, as will be evident later. </div>
<div style="text-align: justify;" class="mycode_align">
 PCs could choose between an additional +1 hp or Tonisborg rumours. The Cleric chose rumours all others the additional hit point. Rumours for the cleric included:<br />
</div>
<div style="text-align: justify;" class="mycode_align"><ul class="mycode_list"><li>The nephew Arthur did not join an ill-conceived expedition unbeknownst to the bishop. It was in fact endorsed by the bishop and the expedition was led by the nephew. However, it appears to be true that the expedition indeed met with ill luck and that the nephew is still alive somewhere below.<br />
 <br />
</li>
<li>The bishop and the church are searching for something in Tonisborg dungeon called Ylth’yl which according to church achieves is a mythical entity. It’s even been suggested the cathedral was deliberately build on top of the dungeon complex to maintain control and access to the underworld. The bishop has tasked a special secret branch in the church hierarchy – the acolytes – to seek out this Ylth’yl for unknown reasons. They in turn has employed a mercenary guild (order of Draconae) to assist on controlling dungeon access.  <br />
 <br />
</li>
<li>A few additional points related to mapping, some waypoints in Tonisborg, and some inklings of history and factions.<br />
 <br />
</li>
</ul>
--<br />
 </div>
Red Lantern members_Player : Character<ul class="mycode_list"><li>Anders: Rufus the Magic-User + [expedition leader] + 1 hp<br />
 <br />
</li>
<li>Neil: Carl the wise, the Cleric + [expedition mapper] + [Lantern bearer] + Rumour<br />
 <br />
</li>
<li>Kim: Osvald the Halfling Thief + [Quartermaster] + 1 hp<br />
 <br />
</li>
<li>Rask: Cantor the Fighting-man + 1 hp<br />
 <br />
</li>
</ul>
 <br />
With all that in place, it was time to delve into Tonisborg in session 1.<br />
<br />
<img src="https://i.ibb.co/tMDVC0Mx/Red-Lantern-0.jpg" loading="lazy"  width="450" height="450" alt="[Image: Red-Lantern-0.jpg]" class="mycode_img" /><br />
<hr class="mycode_hr" />
Session 1_ <br />
<br />
<br />
<div style="text-align: left;" class="mycode_align">[level:chamber nomenclature for navigation]<br />
 <br />
 <br />
 </div>
<div style="text-align: left;" class="mycode_align">The expedition greets Archdeacon Ralph de Ellington at the steps to the cathedral. He directs them through the lower crypts down to the master stairs leading to main chamber of level 2.</div>
<div style="text-align: left;" class="mycode_align">Here they met Ankhar – captain of the mercenary Draconae order. His soldiers guard the entrance-point in Tonisborg with vicious dogs. Their job is to control entry / exit from Tonisborg, tax any survivors, and keep the creatures below at bay.<br />
 <br />
 <br />
 <img src="https://i.ibb.co/60bw1BwG/Entry-Tonisborg-1.png" loading="lazy"  width="450" height="450" alt="[Image: Entry-Tonisborg-1.png]" class="mycode_img" /></div>
<div style="text-align: left;" class="mycode_align"><span style="color: #44b8ff;" class="mycode_color"><br />
 [REF note: Played Ankhar as a rough individual with a coarse voice, using quotes such as “the whip keeps both men and hounds in place” to build distrust already. Additionally, a side corridor to 2:8 was closed immediately by the soldiers so that the PCs could not get a glimpse of the skimming operation the Draconae got going on the side. The PCs do not know which level they start out in, but suspects there are chambers above them].</span><br />
 <br />
 </div>
<div style="text-align: left;" class="mycode_align">Along the periphery of the circular chamber are eight wooden doors leading away from this central hub. After inspecting the parchment of the archdeacon prober stamped with the bishop’s seal, Ankhar bestows the expedition with additional information. He shows them the strange signpost placed in 2:9 as old as Tonisborg itself with strange markings and directions. <br />
 <br />
 </div>
<div style="text-align: left;" class="mycode_align"><span style="color: #44b8ff;" class="mycode_color">[REF note: Here Osvald the halfling thief directed Haggard the hireling to test the pendulum in his pocket for how it would react to the signpost. I immediately played along and the pendulum was shown to react violently in chaotic motions around the signpost. This was pure spur of the moment, but I made a note that the pendulum would react to metal in Tonisborg, and that the signpost contained ancient metal. For the future any movement of the pendulum can be used as a tool for metallic ‘strangeness’].  </span><br />
 <br />
 <br />
 Ankhar tells the expedition that hounds are released into the dungeon, and it was the hounds which captured the amalgam hybrid creature – half hyena / half human – its remains still in display in 2:10. The expedition plea for Ankhar not to release more hounds for the next couple of days, as they do not wish to be attacked by these ravenous canines.    <br />
 <br />
 </div>
<div style="text-align: left;" class="mycode_align"><span style="color: #44b8ff;" class="mycode_color">[REF note: They made sort of a handshake deal with Ankhar on restraining the hounds, so of course I am going to set the dogs of war upon them later]. </span><br />
 </div>
<div style="text-align: left;" class="mycode_align">The expedition also wishes to see the cadaver of the hybrid creature so Ankhar and two additional guard takes them to 2:10, where the dead creature (lower part is hyana, upper man) is suspended in chains. On the walls is a strange theatre mask and a cat o’ nine tails whip. Besides bite marks from the dogs, the creature has clearly been subjected to torture. Ankhar also explains the hounds almost caught another one, this one with a goat head and lower parts of human, but the creature escaped to the lower levels.<br />
 </div>
<div style="text-align: left;" class="mycode_align"><span style="color: #44b8ff;" class="mycode_color">[REF note: the goat-head monster was another quick idea during play, as I wanted more options which the players could pursue and also start linking the rescue of the bishop’s nephew to the creation of these creatures in the players’ head. So, by inventing the goat-creature the players could also latch onto that upon sighting. The torture elements were intended to fortify the belief that the Draconae’s are bad dudes and the link to the bishop therefore suspicious].     </span><br />
  </div>
<div style="text-align: left;" class="mycode_align">Lastly, captain Ankhar verbally details the approximate route the nephew and his troop took to the lower levels, and the Red Lantern expedition follows in their footsteps towards stairs Q and R on level 2. <br />
 </div>
<div style="text-align: left;" class="mycode_align"><span style="color: #44b8ff;" class="mycode_color">[REF note: I didn’t really have any master plan about how the nephew and his men actually went down in the dungeon, and just envisioned they somehow ended up at level 5 got captured by the mad wizard there and subjected to his species-fusion experiments. Guess the players need a little bit more tracking clues than just – somewhere below – better prep this].</span><br />
 </div>
<div style="text-align: left;" class="mycode_align">The expedition arrives at stairs Q and R both leading down. Along the walls of stairs Q are small bronze heads which open their mouth when poked, as tested by one of the hirelings, and along stair R are wax candles.<br />
</div>
<div style="text-align: left;" class="mycode_align"><span style="color: #44b8ff;" class="mycode_color">[REF note: The players deliberated and took the wax candles as a clear sign the Arthur’s expedition came this way and down. Thats it! I will use wax candles strategically placed in the dungeon as additional clues. Initially it was just background description I had put into each stairway in the dungeon, as I wanted each of them individualized to aid navigation. But this is brilliant, I will use that idea from the players].</span><br />
</div>
<div style="text-align: left;" class="mycode_align">The expedition decided marching order when descending stair R. The plate mail people up front; Cantor the fighting-man and Erlulf the hireling, followed by a row of spear-wielding hirelings, followed by the lantern bearer (Carl the cleric), Rufus the magic-user and Osvald the thief, and then lastly additional rows of hirelings in the back. <br />
</div>
<div style="text-align: left;" class="mycode_align">As they came to 3:12 – the central hub of level 3 – the saw a large octagonal well in the middle and armor-clad skeletal remains spread out around the well. Numerous passageways in all directions leads away from this chamber. From the well comes a howling cold wind and there are clear handholds, chains, iron spikes in the inside of the well. <br />
</div>
<div style="text-align: left;" class="mycode_align">Kim playing Osvald the thief and expedition quartermaster decided that Godwin the silly (hireling) would step out among the skeletons and look for a metal helmet. At that point I decided to awaken the skeletons and the first battle of the expedition was a reality. <br />
</div>
<div style="text-align: left;" class="mycode_align"><span style="color: #44b8ff;" class="mycode_color">[REF note: This is great. Kim looked through the hireling list and noticed that Godwin is stupid, and decided that he would walk out among them, despite the verbal description from me clearly indicating that these could likely animate. I like that he is taking on this added function in the game, and try to individualize the hirelings a bit. The well is the necromantic artifact ‘Well of the Damned’ which would spawn undeads and linked to a pocket dimension. The idea was to make this a difficult area to bypass without a fight, and let the players figure out how to deal with that].  </span><br />
 </div>
<div style="text-align: left;" class="mycode_align">Godwin the hireling is quickly surrounded by undeads which stabs and drags him towards the well. Carl the Cleric turns away 5 of the skeletons but an endless supply seems to come alive. The front row takes a bashing but nothing is able to penetrate the plate mail protected people. The expedition is slowly retracting up the stairs R again while keeping battle formation.</div>
<div style="text-align: left;" class="mycode_align"> </div>
<div style="text-align: left;" class="mycode_align">--And here we had to stop session 1--<br />
</div>
<span style="color: #44b8ff;" class="mycode_color">[REF note: Ok to stop at a cliffhanger position, my plan is to let the PCs see how the well can spawn undeads in the beginning of next combat round to reinforce the strongpoint mentality of this chamber, and let them react to that]. </span><br />
<hr class="mycode_hr" />
Session 2_ <br />
<br />
[level:chamber nomenclature for navigation]<br />
<br />
<img src="https://cdn.phototourl.com/free/2026-05-10-bf79d4e8-3ef5-4d7b-8cd9-dd64a5b3c375.png" loading="lazy"  alt="[Image: 2026-05-10-bf79d4e8-3ef5-4d7b-8cd9-dd64a5b3c375.png]" class="mycode_img" /><br />
<br />
The expedition is fighting skeletons around ‘Well of the damned’, and the expedition halfway retracted up the stairs R again. In front of them – around 10’ from the well - Godwin the silly is completely surrounded by the bony hoard who drags him towards the well. All Godwin wanted was a shinny new helmet, but there is no such thing as a free lunch in Tonisborg. <br />
<br />
After a quick tactical discussion, the expedition members reach down and find their balls again. Someone shouts ‘leave no man behind – even if it’s a hireling’, another yell ‘what is going on? they are hauling Godwin to the well. Are they not of animal intelligence?’ <br />
<br />
Godwin’s expression is of sheer terror as he is being dragged along as a red-haired step-child.<br />
<br />
The expedition of the Red Lantern decides to rescue Godwin and move back in force into the area around the well. At the bottom of the stairs, they spread out into a wedge formation with Erlulf (hireling) and Cantor the fighting man in front, and then with four people in the second row consisting of Carl the cleric, Osvald the thief on the flanks and then two hirelings with spears just behind the metal plated front. ‘It is working’ shouts Cantor the fighting-man, we now have overlapping kill zones. Next rows consist of Rufus the magic-user, and the remaining hirelings shakingly clutching their spears.<br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: This was a bit unexpected as I assumed they would move back up to level 2 and find another way around the strongpoint of ‘well of the damned’. I suspect they were driven by more than the potential lose of Godwin the hireling, but also the necessity to follow the wax candles. From 3:12 they did observe a corridor containing another wax candle, and I believe navigational concerns was the primary factor. Already next combat round I would increase the pressure].</span><br />
</span><br />
As the brawl continues the expedition see in terror how additional skeletons starts to climb out of the well and sluggishly shrug off the cold stiffness of the netherworld. Cantor the fighter uses his two-handed sword as a scythe and skeletal bones start to fall to the dungeon floor like autumn rain. <br />
<br />
Rufus the magic use throws a rope over the front line and across the many undead to land in the overall vicinity of Godwin, and he struggles to get a hold of this lifeline. At this point Carl the wise raises his holly symbol again and this time turns away another 10 skeletons.<br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: We house rule that turn-undead has indefinitely use pr. undead type, or until the check fails, but similar to declare spells and spell-use requires full round effort, and can be broken if hit].</span></span><br />
<br />
The skeletons around the well breaks away from Carl’s clerical power and drops Godwin on the floor who for a brief moment feels relief. Godwin the silly looks around and finally manage to get hold of an old polished steel helmet. However, several skeletons still remain and more crawls out of the well. Two skeletons move forward and drive their rusty swords into the belly of Godwin the silly - killing him instantly. With his dying breath he cries; ‘give the helmet to Erlulf’. <br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: Some valuable lessons in this encounter. Do not make hasty decisions without checking for danger, and second ‘well of the damned’ is a regenerative strongpoint, that will be hard to pass without loss. Learned at the expense of one hireling – Godwin the silly]. </span><br />
</span><br />
Now the expedition leader Rufus decides to pivot the whole hireling formation behind the frontline to position them in standard 2-by-2 rows and move down the SE corridor from 3:12 – essentially reversing the original formation as they make a tactical retreat down this corridor suspected to contain a wax candle from the previous expedition. <br />
<br />
A few more skeletons are seen emerging from the well, but they do not follow the party for too long and the expedition continues to move down this corridor away from 3:12 and ‘Well of the damned’.  <br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: This is kind of interesting with the formation now in reverse and the more fragile hirelings going first, and the heavy-hitting PCs in the back. Particular interesting because I knew a pressure plate sits right in front of 3:8 opening up to a chamber containing ghouls. So, before they hit that spot I already started to roll for each row if they would step on it. And it came up a 1 for the third row, smack in the middle of the party. I also decided to pre-roll for surprise and they would also be surprised. Ohh the joy of anticipation! </span><br />
 <br />
 Although, I don’t think it has fully dawned on the players yet, the safety of this route back is now somewhat uncertain, but of course they can figure out another way between levels. The turned undeads will slowly return to the well again, and additional will spawn to fill up the ranks].<br />
</span><br />
As the expedition move down this corridor a click sound is heard and a section of the wall opens up to 8 ghouls. The hirelings right in front of the opening scream and drop their weapons. <br />
The expedition leader decides to push forward with the whole group, and as fast as possible get Erlulf and Cantor to block the entrance. The shuffling around succeeds and a larger battle ensues. Carl the wise turns two of the ghouls away which disappear into a side corridor in the back, Rufus throws darts and Cantor use his two-handed sword. Osvald directs the hireling to throw oil into the chamber and subsequently lit torches – and on the third attempt some of yellow-eyes creatures are set aflame. A few of them pushes out into the corridor and scratch away at Cantor, Osvald and anyone else nearby. Finally, they all succumb to the expeditions weapons but not without 3 members being paralysed; Shane McGovan (hireling), Erlulf (plate mail, hireling) and Osvald the halfling thief.<br />
<br />
--And here we had to stop session 2--<br />
<br />
<span style="color: #44b8ff;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">[REF note: okaaay, 3 members completely paralyzed for 5 turns, 11 turns, and 16 turns respectively. They expedition will need to find a place to recover, take stock and be able to hold off undeads. Because they need to carry these dudes now. Perhaps the hounds might finally catch up with them? They got 330 xp in total for the 22 skeletons they defeated, and 240 xp for the 8 ghouls which will become available at a safe spot.<br />
</span></span><br />
<span style="color: #44b8ff;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Before this session I also placed wax candles in the dungeon to have an approximate route the nephew took. However, I also added in multiple routes to follow representing dead-ends and route reversal for that expedition. This would create tracks to follow but still maintain some degree of uncertainty combined with locating secret doors. At 4th or 5th dungeon level I imagine these wax candles would have been moved around more, or disappear entirely.  <br />
</span></span><br />
<span style="color: #44b8ff;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">I really enjoy how the procedural elements of the dungeon (such as 2-in-6 chance for hitting the pressure plate) drives the action. I have not been super consistent on wandering monsters check, although my time keeping and distance moved holds up pretty good. I imagine next session will be less combat heavy and more into the exploration again.  Keeping an open mind and letting the game flow right now]. </span></span><br />
<hr class="mycode_hr" />
Session 3_ <br />
<br />
[level:chamber nomenclature for navigation]<br />
<br />
The expedition is catching their breath after two encounters with the undeads in Tonisborg. They have retreated down a corridor to get some distance to ‘Well of the damned’, when they were taken by surprise by long-nailed scrawny creatures emerging from a chamber to the side. <br />
<br />
Now as three party members are paralysed – two hirelings and Osvald the thief – they decide to split the party to find a resting place. The skeletons from ‘Well of the damned’ can be heard to the NW, but does not appear to follow the expedition into the corridor. <br />
<br />
Five hirelings are tasked with guarding the paralysed individuals while the remaining Red Lantern members move a bit back to investigate the chamber and corridor they passed.<br />
Beyond the secret chamber 3:8 is a corridor leading into the darkness. The air is very stale here and cobwebs crisscross the cold dusty corridor. The webs cling to the party’s cloaks as silvery strands, but at least indicate that this area has not be frequented by others in a very long time.  <br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: at this point I knew there was a portcullis trap at the point where the corridor turns sharply and a pressure plate in the floor. I therefore noted the party’s formation as I knew only the ones on the left side could trigger it and commenced to roll some dice. Miraculous nobody activated it, and its existence will likely be known at a later stage]. </span><br />
</span><br />
The party notice after the sharp bent to the right that the corridor apparently ends after about another 40-50’. They proceeds vary cautiously and starts to check for traps and secret doors.<br />
 <br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: This is exactly the kind of behaviour I encourage and hope to instil in them. They noticed an apparent dead-end corridor and based on the layout around 3:9 started to probe their surroundings. Since they already had move past the portcullis trap – there was no chance of them locating this (unless moving backwards), but there was definitely a chance to locate the secret door to the left leading into 3:9, and the secret door at the end of the corridor. They found the one to 3:9 but not the secret door at the dead-end position. <br />
<br />
I kinda houseruled the searching parameters right here, if they took a full turn prober searching then more than one check could be done, one for each investigating PC, but if just moving cautiously forward, I would make a combined check for the whole party. In retrospect after session 3 and 4, I think this balanced out nicely; it allows them a low base chance to locate the multitude of secret doors in Tonisborg, while still missing quite a few that would require a full turn progression, affect resources (water consumption and torch light) and wandering monster checks]. </span><br />
</span><br />
Cantor the fighter moves cautiously forward when he notice a slight chance in temperature and an almost imperceptible change in air flow to his left along the wall. A crack in the wall becomes apparent upon closer examination and is revealed to be a revolving door cleverly disguised. <br />
<br />
With a grinding stony noise, the door opens up into a small chamber (3:9) with frescos with fearsome dragon motifs. There are two columns affixed with torch scones which hold up the vaulted ceiling. The far end of the room contains an ornamented sarcophagus raised on a dais. To the right of the entrance is a bulky turning wheel set in the wall.<br />
<br />
The expedition carefully examines the chamber and sarcophagus but finds no new trickery. And expecting the worst they carefully remove the heavy stone lid. Inside is a buried knightly creature with scaly skin and draconic features. On his chest is a pristine steel shield and his legs are completely covered beneath silver and gold coins. Upon contact with the air, the creature’s disintegration is rapidly accelerated and his skin seem to crumble to dust.  <br />
<br />
Sensing this place is a secure location, the expedition decides to fetch the remaining troop guarding the paralysed members. <br />
<br />
<span style="color: #44b8ff;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">[REF note: Due to time constraint and a short session we had to stop playing here. But I made a note that I need to reroll for the portcullis trap if they move back to get the rest of the expedition. However, they also have not yet investigated the turning wheel that controls the portcullis. They might use this to increase safety in this base-like position].  <br />
<br />
<img src="https://cdn.phototourl.com/free/2026-05-10-75dd4d3a-1f4e-4396-93dc-7dc91e61174b.jpg" loading="lazy"  alt="[Image: 2026-05-10-75dd4d3a-1f4e-4396-93dc-7dc91e61174b.jpg]" class="mycode_img" /></span></span><br />
<hr class="mycode_hr" />
Session 4_ <br />
<br />
[level:chamber nomenclature for navigation]<br />
<br />
With the attempt to reunite the two sub-portions of the expedition and move everybody into the safe location at 3:9, the move backwards through the corridors. They have almost all navigated the sharp bend, when the 3rd row consisting of the hirelings Haggard and Fric activates a portcullis trap. With a clicking sound followed by a rumbling sound a heavy iron portcullis comes crashing down from the ceiling hurting them both and trapping Fric as the sharp end pierces his lower leg. He starts to scream but is quickly silenced by other members preventing him to alert the entire level to their location.<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: Several observations here. I really enjoyed they passed the trap the first time without discovering it or triggering it. But when backtracking are caught by surprise. This plays well into the perception that even bypassed areas are not to be considered safe. <br />
<br />
To add to the tension and in the moment, I also changed the traps working. Initially it was only intended to be a separation device splitting some members on either side, and then they would have to figure out how to bypass it. Instead, the triggering line rolled a saving throw and if failing would be hit by the sharp end of the portcullis. They both failed their save and I gave damage as pr. Spear 1d6. Fric the hireling was then fixed in place and starting to scream which then in turn triggered a wandering monster check. They quickly realized this danger and shut him up]. </span><br />
</span><br />
With a huge effort the expedition members – and especially from Cantor the fighting man – they manage to lift the portcullis up and then place a shield beneath it to prevent it locking in place again. Carl the wise use his magic and heals Fric. Cantor and one of the hirelings crawls beneath the portcullis now raised a few feet, and returns to the secret chamber to manipulate the turning wheel there. With a grinding noise the portcullis in the corridor is slowly retracted into the ceiling. An additional thorough search of the area locates the triggering flagstone and the expedition mark it with chalk. <br />
<br />
They fetch the remaining party members in the main corridor and the fused combined expedition withdraws to area 3:9 for some well-deserved recuperation. They reverse the direction of the turning wheel and lowers the portcullis for an added protection layer. After some debate around the strategy, they decide to wait for the paralysed members to regain bodily control and bolster their ranks before moving forward again. The time spent waiting for that could be used for healing and counting the coins they found.  <br />
<br />
<span style="color: #44b8ff;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">[REF note: I considered this a good spot for stopping up and taking stock. Chamber 3:9 is a very secluded and protected area, and this would be a good spot for xp. Since I imagine the expedition would not go much back and forth topside, I would need to provide them a spot in the dungeon where they would benefit from their exploits. <br />
</span></span><br />
<span style="color: #44b8ff;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">I calculated xp for the defeated skeletons around ‘Well of the Damned’ 3:12 and the Ghouls from 3:8 to be 330 xp and 240 xp respectively. The coins and gemstones in 3:9 is calculated to be 4849 gp in total, which then in total amounts to 1355 xp for each member. The shield they found is a magical +1 shield, and albeit suspecting it has not been confirmed. Carl the wise is carrying the shield. <br />
</span></span><br />
<span style="color: #44b8ff;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">I house ruled that by the charter of the expedition; the hirelings would not take part of the xp award nor can they be levelled up unless promoted to PC status. However, the quartermaster Osvald suggested supplying them with silver from the treasure to boost their morale. I did make a mental note here, that they have used Cure Light Wounds on the hirelings, tried to rescue Godwin the Silly around ‘Well of the Damned’, and now also providing them with some silver coins. This would be a bonus at a later stage if a morale check would be required. <br />
</span></span><br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">Waiting for the paralysed members to regain mobility took another 12 turns at this junction. I did not roll for wandering monsters whilst they were positioned in this very secluded area. They also decided to use the hirelings healing potion to heal wounds among their ranks. I judged they could half the potion for 1d4 hp allowing the healing juice to be distributed among them].</span><br />
</span><br />
After a few hours break the Expedition of the Red Lantern move forward again. They decide to leave the majority of the remaining silver and gold coins in the 3:9 chamber due to weight concerns, and only keep the platinum and gemstones. They arrive safely at the intersection just south of 3:7 and notice melted wax candles in the periphery of their light both at the dead-end of the NE corridor but also around the intersection in the corridor going straight north. Faced with this dilemma the expedition moves first to the dead-end corridor to look more closely here. <br />
<br />
By careful investigation Osvald the thief locates another secret door that leads to a narrow spiral staircase going down. After some deliberation the expedition with Cantor in front moves down to look for candles’ downstairs.<br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: This is actually the route (staircase AC) Arthur the nephew and his expedition took, so they are on the right track. The wax candles have been a way for me to guide them a bit, but as mentioned before I likely need to remove that band rails a bit when coming to lower levels, or find some other indications, other tracks or perhaps introduce the goat creature].</span><br />
</span><br />
The expedition navigates the narrow spiral staircase downward and it opens op to an L-shaped corridor apparently ending in another dead-end whereas the other arm has a wooden door. <br />
They move to the dead end where a thorough search by Osvald the thief locates a secret door. Carefully they open the concealed door and Carl the wise is using his newly acquired shield as an additional protection. A hazy mist emerges from the chamber bellowing out into the corridor, it clings clammy to the front rows and condense into water drops immediately. A strange taste and smell are present and can be felt by everyone near the secret door. The haze blocks vision beyond a few feet in the chamber beyond. The expedition decides not to enter this chamber but rather investigate the wooden door.<br />
<br />
They open the oaken door and notice a strange sight. Spread out over thousands of small rounded stones are humanoid snake creates in a state of relaxation. Warmth and an orange glow seem to emanate from the stones that cover the entirety of the floor. The scaly humanoids have more or less human anatomy except for their cobra heads and their crooked swords are within arms reach. The creatures appear to be in a state of trance or tranquil relaxation, and have not noticed the PCs peering inside. Slowly they close this door again and retract their steps up the spiral staircase to move up and away from this area. Instead, they decide to investigate the level above a bit more and explore where the candles lead from up there.  <br />
<br />
<img src="https://cdn.phototourl.com/free/2026-05-10-38ab48ba-fcb7-41bf-9d20-d4424261b2b8.jpg" loading="lazy"  alt="[Image: 2026-05-10-38ab48ba-fcb7-41bf-9d20-d4424261b2b8.jpg]" class="mycode_img" /> <br />
<br />
<span style="color: #44b8ff;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">[REF note: This is more or less where we ended the session. They did locate some unusual features near the frescoes near 3:7, but as I knew the content there, I would rather pause at this spot. <br />
</span></span><br />
<span style="color: #44b8ff;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">It was also great to observe the cautious approach and after observing the hazy room and the snake creatures at level 4 decide to back up at bit. I like the way they have navigated and assessed risk / reward all the time. Signalling the potential dangers of the haze (there is a nasty trap in there) was picked up by the players]. </span></span><br />
<br />
<hr class="mycode_hr" />
<br />
<br />
Session 5_ <br />
<br />
[level:chamber nomenclature for navigation]<br />
<br />
As the expedition moved up again one level, they started to probe a northern corridor stretching into the darkness. At a branching corridor going in NE direction was another wax candle left by the bishop’s nephew and his expedition. They passed faded strange murals on the wall depicting a calm pastoral setting with farmers being harassed by mischievous little dragons. <br />
A thorough investigation of the murals on the wall did not reveal anything unusual except that banging the walls with a sword hilt produced a different sound both before and after the mural. There is a foul smell around the mural. Something is amiss here.<br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: The mural indeed contains a secret door leading into a 3:7 with numerous flesh eating undeads. I rolled repeatedly for locating the secret mechanisms but no investigating PC found the mechanism. They knew they missed something here, marked their map and moved on.]</span><br />
</span><br />
The northern corridor becomes colder and colder as progression is made to the point where one sees one owns breathing, and ends abruptly with a strange architectural arrangement. Framing the backwall are round smooth black columns extending above into an archway, as if a portal has been placed at the very end of the corridor. The archway is made from some strange metallic substance. <br />
<br />
The expedition makes another long effort to understand the purpose of this archway; among other things the pendulum is shown to swing in violent motions around the architectural strangeness. Another question mark is added to the map, as the expedition moves into the branching corridor instead.<br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: This was another spur of the moment thing to add some more flavour to otherwise bland corridors and interject some more possibilities down the road. I have not yet figured out if this is a real portal allowing travelling to somewhere else. Perhaps in can be used in conjunction with the teleportation portals used by the snake-people on lvl4.]  </span></span><br />
<br />
Moving along the branching corridor a cumbersome wooden oak door is seen to the right, and further up the corridor another niche into the north facing side. A keyhole is present in the oak door and an iron ring as pull-handle. The hinges appear well-oiled and maintained and the mere presence of something this mundane makes the expedition quite nervous. Karl the wise comments that encountering a real door could have great dangers associated with it. <br />
<br />
Inside is a storeroom with shelves filled with oddities. All and everything seem to be here; a collection of skulls, bent spoons, a bronze key, chessboard with monster figurines, brass incense burner, large glass bottles labelled A and B, a strange mirror, leather purse with pearls, a soiled handkerchief, a fish skeleton wrapped in paper, alongside additional strange glass bottles. And the list goes on.<br />
<br />
Oddly enough Oswald the thief decides Rufus the magic-user could use the pearls, whereas all the other things are neatly packed inside his own backpack.<br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: The brittle glass bottles labelled A and B are the two liquid components in a gas trap as will be evident later, and the fact these are stored in Oswald backpack is a point of note. Furthermore, the storeroom appears to be maintained, the hinges are well-oiled etc suggest someone is still using it. Could this be an outpost by the mad wizard Elias de Rupescissa? Also considering the laboratory in 3:1. Might as well couple level 3 and level 5 better together with this thought.]</span><br />
</span><br />
Another niche presents itself in the wall further along the NE corridor containing another wax candle alongside several burial chambers embedded in the walls, and after a kink the corridor goes further along in same direction. Alongside the corridor walls are tapestries held up by bronze rods extending all the way from ceiling to floor; all of them depicting monstrous creatures of yore. Lo and behold, wouldn’t you know it, behind the first tapestry with the green dragon motif is a door. <br />
<br />
The door is locked but Oswald the thief cracks his knuckles and with a grin takes out his tools. He manoeuvres around several clumsy fighter-types around the front to get to the door. No trickery is located in the keyhole and his tools easily circumvent this lock. <br />
<br />
Beyond a peculiar chamber. The floor is dominated by a square pool filled almost to the rim with an oily substance. A pipe with a small turning wheel ends about 3’ above the semitranslucent surface, and inside the pool at the bottom sits a metal chair with a humanoid skeletal affixed in chains. A lever is present in the floor and it appears the oily substance can be drained through a grill at the pools bottom through its operation, and that is what the expedition decides to do. <br />
<br />
A ledge around the pool leads to a door giving access to an even stranger chamber. The chamber in the back contains a black altar that sparkles - as stars in the night - when light is shone upon it. Blue gemstones adorn its sides, and on top is a wooden stand holding a pristine longsword with accompanying dagger both with dragon-themed hilts. In a brittle chain suspended from the ceiling is an incense burner giving off an aromatic smell. Rat carcasses adorn the floor. Along the periphery of the chamber are small dragon statues with open maws facing inwards. <br />
Much talk and deliberations follow. The whole place is giving off a bad vibe but the sword and dagger look valuable.<br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: The stand holding the magical weapons is linked mechanically to the ceiling chain and the incense burner. Within the burner is a two-component liquid system held in perfect balance. Any interruption in the chain or weight difference on the weapon stand cause the two liquids to mix and release a deadly cloud in adjacent rooms 3:4 &amp; 3:5. This is essentially a save vs. Die trap and was super anxious to see how the players would approach it. By turning one of the gemstones on the altar the balance can be locked in place, or if noticing the balance itself one could derive conclusions as to how to approach the scenario. The PCs investigated the dragon statues and found openings inside the maws, and suspected the danger would be coming from there, and not the incense burner itself.]</span><br />
</span><br />
A plan is devised consisting of a grappling hook with rope trying to pry the weapons free with a well-aimed throw. The party only allows Oswald the thief (the rope thrower) and Karl the wise using the Red Lantern to shed light into the chamber – and everybody else are moved outside to the corridor. The grappling hook flies through the air and hits somewhere behind the alter, and with a rapid tug the weapons are caught in the grappling hook. <br />
<br />
Instantly a green smoke is bellowing forward from the incense burner to fill the room completely. Both Oswald and Karl try to close the respective doors and getting out of Dodge before one can say; ‘red scarlet pimpernel’. Karl manages to move fast enough to the corridor slamming the door behind him, but Oswald did not manage to be so lucky.<br />
<br />
Oswald inhaled the green toxic smoke, and stumbles backwards grasping his throat. Foam starts to form in his mouth and spastic movements and convulsions are already starting before he falls backwards into the now empty pit. The last coherent thought going through his mind is; Did Rofus the magic-user let one go again?<br />
<br />
As his dead carcass hits the bottom of the pool in a spastic show of convulsions a sound can be heard by everyone outside just as the door is closed rapidly by Karl. The breaking of the large glass bottles labelled A and B in Oswald’s backpack.<br />
<br />
Outside in the corridor Rofus looks up from his old tome of archaic rituals and asks; ‘Did you manage to get the sword?’ and with a shrug direct his attention back to his leatherbound book with all those pretty arcane symbols.  <br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: This is the first PC casualty and very narrowly Neil (playing Karl the Wise) just manage to make his save. Kim took it pretty good, and he can roll up another PC from the hireling pool soon. I did try to make a lot of warning signs, and they clearly comprehended the danger. I was surprised they didn’t examine the chain, incense burner, the weight upon which the weapon stand was placed, or the gemstones on the alter. All of which could have given more clues to how to circumvent the trap. I think its ok. Also, the breaking of bottle A and B and resulting mixture would also contaminate the 3:5 chamber for a substantial time if they wish to get all the loot on Oswalds body. Onwards to the next session hopefully introducing a new player.]  </span></span><br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color"><img src="https://cdn.phototourl.com/free/2026-09-20-4ab669fb-911c-4324-bf85-b7fe7c7ddfe3.jpg" loading="lazy"  alt="[Image: 2026-09-20-4ab669fb-911c-4324-bf85-b7fe7c7ddfe3.jpg]" class="mycode_img" /></span></span><br />
<br />
<hr class="mycode_hr" />
<br />
<br />
Session 6_ <br />
<br />
[level:chamber nomenclature for navigation] <br />
<br />
<span style="color: #44b8ff;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">[REF note: Rask playing Cantor the fighting-man was absent in the previous session and also this one. Life intervenes – no biggie. The idea with this campaign was to make it a low commitment bar for players (stay a while...stay for ever..strategy <span style="font-weight: bold;" class="mycode_b">[evil grin]</span>), emphasizing that players can jump in and out. An absent PC would transition into a hireling slot and be ‘controlled’ for that session, and than promotion back up to PC status when the player returns. Meanwhile an old friend Jens - living in Brazil - wanted to try out some OSR style gaming. Spanning time zones across the pond is a bitch, but we made it work. With me and Jens going back to the Red Box I was excited to get him back playing. <br />
</span></span><br />
<span style="color: #44b8ff;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">I needed to figure out how to introduce Jens’ PC to the party currently submerged at 3rd lvl in Tonisborg, and make him a valuable asset and obvious ally. The basic idea was to make him part of the nephews failed expedition – the very same expedition the party was hired to locate. To facilitate this - Jens’ character, a fighting-man named Krenak – was captured by the species-fusion wizard (Elias de Rupescissa) at 5th level. Krenak was subjected to an arcane mind-fog forgetting his immediate past such as locations and routes taken in the dungeon. Krenak escaped by the help of an albino crow (another crew member morphed into a new form). The crow shares memories with Krenak, so his recollection would be a mixture of two people. Could be fun to play with this down the road also (Memento movie style). Lastly, Krenak was responsible for setting the wax-candles throughout Tonisborg which the current Party is following. All of this – including what he can tell of his imprisonment – would be valuable for the Red Lantern expedition. <br />
</span></span><br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">I thoroughly mapped both the original expedition route led by Arthur (the bishops nephew), and Krenaks escape path to the point where it intersected with The Red Lantern Party. Then Jens’ PC could recollect things as we went along this (now) detailed path.]</span><br />
</span><br />
On hands and feet Krenak has been crawling through the depths of Tonisborg since his miraculous escape. Hours became days and darkness crept in from all sides. Krenak is completely lost in this vast underground complex. It sounded great enough with promises of riches and legendary trinkets, but now the great haze in his mind prevents Krenak from remembering most things in between. Only figment of memories left. They were approached by a slender creature wrapped in dark loose garments. In hoarse brutish tongues the thin man raised a crooked staff and the man beside Krenak turned grey in his skin, his teeth started to fall out, and mere seconds later turned to dust. Later Krenak found himself in a dungeon cell only accompanied by Albert and Noddick ‘Knapsack’. Strange creatures were nearby similar imprisoned. An albino crow came at one point carrying a key which it dropped in Krenaks lap. Krenak escaped together with the crow ‘Corvus’ which sticks close by. <br />
<br />
Ahead in the corridors he suddenly hears voices and see light. A larger congregation of people...real people. However, can they be trusted? Krenak sneaks closer and hides in a small store room chamber to his right. Scavenging for food and water is fruitless here, the chambers shelves have been cleaned recently leaving only dust marks where things stood. <br />
Rufus the magic-user overhears subtle shuffling from the corridor whence they came. Although his mental state barely registered the loss of Oswald the thief, he is keenly aware of his surroundings. He gathers a few hirelings around him for self-preservation and scouts down the corridor. However, nothing unusual is seen. <br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: At this point I sensed they wanted to play out the interaction slowly, and to be submerged in the story. No meta-gaming here, and that’s cool. To up the ante I thought this would be a great timepoint to let loose the Dogs of War – the vicious hounds Ankhar the mercenary captain use to ferret out creatures in Tonisborg. Nothing beats accelerating integration through a common foe.]   </span><br />
</span><br />
Krenak is neatly tucked away in store room contemplating if he should approach the strangers, when suddenly he hears patter of paws coming somewhere south to his position. The sound stops for a moment before accelerating and coming closer fast. A pack of growling creatures are fast approaching. With out-stretched arms he steps out on the corridor and let his presence be known to the Red Lantern group. From around the corner a hoard of hounds with drooling maws are closing in fast.   <br />
<br />
The Red Lanterns gets their suspicions confirmed about a loiter but he appears to be of little danger in his current state, but the hounds chasing him could pose a problem. They reconfigure their formation and Erlulf ‘the flatulent’ and Cantor the Fighting-man both equipped with plate mail take the front row, followed by the spear wielding hirelings Haggard and Louis. As Krenak is storming towards the phalanx formation of The Red Lantern, the plate mails up front manoeuvres to yield a small gap between them. Through this gap Krenak rush to safety just as the Dogs of War are upon them.  <br />
<br />
Cantor the Fighting-man lands a big swooshing hit on the first hound, but both hirelings and Erlulf misses their attacks. One of the ravenous creatures jumps of the side wall and sinks his teeth into the succulent flesh of Erlulf who screams in pain. The dogs are now jumping over each other to ripe apart this meal before them. Rufus the magic-user starts an incantation and otherworldly words are muttered. With a casual wave of his hands all the hounds are immediately incapacitated and falls into a deep slumber.  <br />
 <br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: This is great. I was keen to see Anders playing Rufus the magic-user get some spotlight. Anders first experience with more traditional gaming was not a big success but he is getting more and more into this now. Great to see the magic-user gets his moment in the sun.]</span><br />
</span><br />
As the dust settles Rufus calmly goes from hound to hound to slit their throat. He decides to keep one of the canine heads as proof to Ankhar. Clearly Ankhar and the mercenary Draconae order is not overly efficient in keeping their word. <br />
<br />
A larger conversation follows after Krenak the newcomer is offered food and water. Krenak tells of his expedition with the bishop’s nephew, and how he came to know that the goal was not riches and glory but locating a mythical creature called Ylth’yl in Tonisborg. He cannot recollect anything about the fate of his expedition – nor Arthur he nephew himself – except two of his team members are still imprisoned somewhere. From the description of Krenaks imprisonment it becomes apparent that his captor is fusing creatures together, and likely the power behind the goat-creature, and the hyana-creature.    <br />
<br />
The Red Lantern members discuss if they should go back and confront Ankhar about letting loose the dogs of war, but decides against it as they would have to pass ‘Well of the Damned’.<br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: YES! This is exactly the kind of impact I was hoping for. Locations in Tonisborg that cause great concern and that influence their decisions and navigation.]</span><br />
</span><br />
They equip Krenak with rudimentary surplus and next decides to risk entering the chambers where Oswald met his demise. The green toxic gas has accumulated near the floor and sunk into the pit where Oswalds body (and equipment) is located. The valuable sword and dagger from the altar room is beyond this point. The expedition decides to leave it for now, and return when all the gas is gone to retrieve more equipment and objects located here. <br />
<br />
Instead, they decide to attempt to backtrack Krenaks route as best as he remembers. As they enter the spiral stair case behind secret door, Krenak shows them another secret door on the other side leading somewhere the Red Lantern has not been. <br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: Need to award xp for hounds 10x30 xp next time at a quiet place. Consider when Goat creature should be introduced]</span></span><br />
<br />
<span style="font-style: italic;" class="mycode_i"><img src="https://cdn.phototourl.com/free/2026-09-20-8376263b-4ae4-49b2-9820-755a81dc8bcb.jpg" loading="lazy"  alt="[Image: 2026-09-20-8376263b-4ae4-49b2-9820-755a81dc8bcb.jpg]" class="mycode_img" /></span><br />
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<hr class="mycode_hr" />
<br />
<br />
Session 7_ <br />
<br />
[level:chamber nomenclature for navigation] <br />
<br />
The Red Lantern expedition is trying to backtrack Krenak’s path through Tonisborg. The hope is their new ally eventually remember parts of his journey, and thereby lead the expedition to their final goal. <br />
<br />
Before setting out they took stock of their belongings and made a quick inventory of available equipment. <br />
<br />
Rufus is carrying a bronze key and some pearls pilfered by Oswald in the store-room, and additionally decides to pack the blood-dripping head of the hound at the bottom of his backpack. <br />
Krenak is given a shield and a surplus spear but is without armor. He carries some wax-candles, and the key Corvus the albino crow handed him to aid his escape but is otherwise dressed only in rags. <br />
<br />
The plated warriors Cantor, Erluf ‘the flatulent’ in addition to Carl the wise – the cleric – are cumbersome, noisy and carries a lot of weight. Their speed will be the limiting factor for exploration. <br />
<br />
Inside the dark spiral staircase, a cleverly disguised rotating part of the wall was highlighted by Krenak, and beyond a dusty chamber is seen. A passageway continues to the NE, as well as a narrow dark corridor going south. Niches are seen in the wall resembling a burial ossuary. Carl the Wise is judiciously drawing their progress in Tonisborg on a tattered parchment and remarks the NE passage leads in the general direction where they felt an evil presence without pinpointing exactly where this is. The map suggest this passage would stretch south from the poison trap room where Oswald died. <br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: I am surprised how well their map holds up. Neil playing Carl the wise is very good at drawing the map, which has been surprisingly accurate. At the point when the expedition was north to chamber 3:2 filled with undeads, I decided Carl the wise in particular could feel some evil presence. And now through their map skills they are beginning to triangulate the location. It’s pretty damn impressive to watch.]  </span></span><br />
<br />
Instead, the expedition turns south into the narrow corridor. Here they observe a track through the thick layer of dust and the bone fragments that litter the floor have been brushed aside. Krenak has no recollection of this part, but they suspect this to be tracks made by him. Coughing through the dust and in single-file they make their way to a dead-end. Suspecting a hidden passage here, Fric-the-rat-bitten makes his way to the front and starts probing around. Strange gnarly roots are attached to the backwall but appears to be ripped apart all around 4’ high. Fric locates a flagstone that dislodge a lock mechanism opening a portion of the wall and the team can proceed.<br />
<br />
Once past the stooped secret panel the expedition finds themselves in a broader corridor twisting and turning as it goes in a southerly direction. The air is much more breathable here and no dust is present. A strange stingy sulfuric smell can be detected and Fric detects faint bobbling sounds. Around a bend is a partially collapsed stair going up and two corridors. One leads into a collapsed corridor where dust and pebbles still fall from the ceiling just before the cave-in. The expedition avoids this corridor all together. The stairs in front of them are made of some darker stones but are partially collapsed as water has teared away at the mortar. <br />
<br />
A smaller scouting party consisting of Fric, Carl and Cantor investigates the stairs leading up while the remaining part of the expedition stays put. The stairs end in a short corridor where a set of stairs goes down again on the other side, and a heavy-set oaken door to the right. The expedition probe around a bit listening for clues, but ultimately decides not to investigate what’s behind the door nor going down the second set of stairs.  <br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: This is kinda interesting going up one level around 2:2 and stair W. Neil the map-maker also comments that according to his maps the stairs leading down would lead them somewhere unknown. Again, impressive map making. There is a fairly lethal creature behind the oaken door held in temporary stasis, and that would have been very difficult for only 3 PCs to tackle. Also, on 2nd level they could get in contact with the mercenary guild and captain Ankhar again. So overall happy they decided for a cautious approach and return to level 3.]</span><br />
</span><br />
A combined Red Lantern expedition instead moves down the southern corridor that sharply turns right after about 50’ but also contains a large square mirror on the wall about midway. The mirror causes some alarm and the expedition has a nagging feeling danger is ahead. Krenak instructs the albino crow Corvus to make a fly-by in front of the mirror and when it subsequently returns unharmed the expedition approaches. In the reflection of the mirror, they can see a lantern hanging on the wall behind them, whereas nothing is to be seen when looking there directly. Carl the wise discovers that by trial and error that this ‘invisible’ (but hot) lantern and sconce upon which it hangs can be pulled down, and with a clicking sound the mirror in front of them dissipates to only leave the frame as entrance to a strange chamber.    <br />
<br />
Inside the chamber are workbenches filled with chemical flasks with swirling liquids, glass apparatus and a collection of many chemical components. The chamber seems to come alive as the mirror faded and when entering all activity is accelerated. Reluctantly Rufus and Fric probe around the strange laboratory which reacts to their presence. Among hundreds of different flasks Rufus finds an elixir that appears to be completed and which produce small fiery sparkles when swirled around. While present the floor starts to be illuminated in fluorescent light that coalesce into arcane symbols and scriptures. Rufus casts an incarnation that determines this to be a spell recipe which he copies into his magical tome. Soon afterwards a fog seems to creep up from the floor filling the chamber, and the scouting group decides to retract and close the mirror-portal behind them.   <br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: By circumstance the party came this way to find this place, but I am glad they did because I would like to showcase each player that there is something to locate for each PC class. So, Anders playing Rufus the magic-user was the obvious benefactor of this part of the dungeon. The spell was ‘Locate Object’ rolled randomly from the 2nd lvl spell list, and the potion was ‘Potion of Fire Resistance’. On a side note, I think Kim is struggling a bit with getting into the skin of his new PC Fric the rat-bitten (thief) after loosing Oswald. Gaming on a workday can be a bit taxing and we were a bit tired all of us this session, so perhaps that also explains it. I better find a way to get him excited and engaged again.]</span><br />
</span><br />
Leaving the laboratory behind they approach the L-shaped bend in the corridor where a trapdoor is located. A large keyhole fits with the bronze-key Rufus is carrying but which originally came from the store-room. Under the trapdoor are stairs leading down, which momentarily are left unexplored. Instead, the Red Lantern members explore the corridor to its logical conclusion in Tonisborg – a dead-end. Around another bend and in essence completing the ‘encirclement’ of the laboratory chamber the corridor ends, but fresh blood drops are seen around this area and a chewed of finger with a gold ring is found near a set of stairs going up. Fric puts on the ring!<br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: A lot of debate about the ring and if it could be cursed, but eventually they put it on (it has 75 gp value-but otherwise ordinary). At the time when we played, I didn’t connect the dots completely in my head and I was just following the things I already had written down around this area. But the chewed of finger fits quite nicely with stairs X going to 2nd level, as upstairs at 2:15 are more of the vicious dogs the mercenary guild are controlling. So, for consistency and logic, this chewed of finger is likely the results of the dogs attacking someone. When re-reading my description of 2:15 I already wrote the dogs are devouring a cadaver there, so the ring-and finger is from that dude. Glad some thoughts already went into this.] </span><br />
</span><br />
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			<content:encoded><![CDATA[Hi everybody!<br />
<br />
Yzatromo suggested to upload my campaign notes on running Tonisborg dungeon here. I came to the hobby around Mentzers red box, and 2nd edition AD&amp;D, so take everything with a grain of salt  <img src="https://blackmoor.mystara.us/forums/images/smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_4" /> <br />
<br />
Any comments, feedback, suggestions or whatnot are most welcome.<br />
<br />
<div style="text-align: justify;" class="mycode_align">--<br />
 </div>
<div style="text-align: justify;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Session 0_</span><br />
 </div>
<div style="text-align: justify;" class="mycode_align">So, I got really excited when Tonisborg was released and thought to myself; this would be great for getting the group into more traditional gaming.</div>
<br />
<div style="text-align: justify;" class="mycode_align">I decided to rewrite Tonisborg, add more flavour text, some possibilities for faction play, mini settings, themed levels etc. But obviously keeping the maps (available from: <a href="https://www.tfott.com/resources" target="_blank" rel="noopener" class="mycode_url">https://www.tfott.com/resources</a>), and focusing on exploration and old-school playstyle. I also wanted to really explore the underground as a conceptual otherworldly reality that seem to have a life of its own, and which becomes weirder and weirder as one went down in the rabbit hole (Alice in wonderland).</div>
<br />
<div style="text-align: justify;" class="mycode_align">Since we are spread out geographically in Denmark and United Kingdom, we employed Discord as communication device, theatre of the mind, and then use physical rulebooks and real dice to emulate the real thing as best as possible. As rule system I settled on S&amp;W complete to be close to the original OD&amp;D rules. </div>
<br />
<div style="text-align: justify;" class="mycode_align">I decided to have a mission orientated adventure to keep things fairly simple, and the goal around level 5 so not to complicate things too much. At initiation I had written content to level 8 of the dungeon, and envisioned the game itself would dictate or at least inspire future content. </div>
<br />
<div style="text-align: justify;" class="mycode_align">I emailed the players a PDF looking like a stamped parchment containing the mission:</div>
<br />
<div style="text-align: justify;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">“As archdeacon to his holiness the Bishop of Tonisborg, I offer my greetings. </span></div>
<br />
<div style="text-align: justify;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">I received a writ of the Lord Bishop that I should amass experienced adventurers and dungeon explorers in his district, so that each of them, according to customs, could consider his employment. Adventurers will receive lodging and comfort upon accepting this summons.</span></div>
<br />
<div style="text-align: justify;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">For a great evil has befallen the Lord Bishop. His young and naive nephew has joined an ill-conceived and ill-equipped foray to the dungeons below and none alive has returned to the surface. </span></div>
<br />
<div style="text-align: justify;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">A strange creature – an abomination of God – emerged and was captured by the bishop’s guards below the crypts. An amalgam with hyena hind parts and a human voice but stricken with insanity. Trough its ramblings it became known that the expedition was enthralled by unnatural arcane magic and subjugated to unspeakable rituals. The creature expired but not before mentioning that Arthur - the nephew - was still alive.</span></div>
<br />
<div style="text-align: justify;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">The bishop has therefore decided to mount an officially sanctioned expedition to Tonisborg dungeons, to rescue Arthur and any others still alive, and to put an end to the evil below creating these unholy creatures of the dark.</span></div>
<br />
<div style="text-align: justify;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">If accepted the bishop has proposed these terms for ‘The expedition of the Red Lantern’</span></div><ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">They shall at all time carry this stamped parchment as proof of this officially sanctioned expedition and upon request present this parchment as proof thereof.</span><br />
 <br />
</li>
<li><span style="font-style: italic;" class="mycode_i">They shall carry the red lantern of God and shed light unto the dark. Adequate blessed oil will be provided to spread the light of God to the unholy darkness of below. The Lantern must survive.</span><br />
 <br />
</li>
<li><span style="font-style: italic;" class="mycode_i">They shall be equipped as requested with rope, waterskin and any other dungeon delving equipment they shall desire. Weapons and armor of choice will be provided by request.</span><br />
 <br />
</li>
<li><span style="font-style: italic;" class="mycode_i">A host of ten (10) hirelings will be provided fully equipped and loyal to this expedition. These shall be under the command of this expedition.</span><br />
 <br />
</li>
<li><span style="font-style: italic;" class="mycode_i">‘Red Lantern’ members will be allowed to keep any treasure, trinket, artifacts of Yorn without being taxed afterwards. Maps made of the below is considered expedition property, but would be copied by payment if they so decide.  </span><br />
 <br />
</li>
<li><span style="font-style: italic;" class="mycode_i">By decree of the bishop the following positions must be filled by the onset of the expedition:</span><br />
 <br />
</li>
</ul>
<div style="text-align: justify;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font">o<span style="font-size: 1pt;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">   </span></span></span><span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">Expedition leader</span></span><span style="font-style: italic;" class="mycode_i">. A tactical decider of formations and caller of action. </span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font">o<span style="font-size: 1pt;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">   </span></span></span><span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">Expedition mapper</span></span><span style="font-style: italic;" class="mycode_i">. Procurement of navigation and copying of maps. Quill, parchment and ink will be provided. </span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font">o<span style="font-size: 1pt;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">   </span></span></span><span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">Expedition Quartermaster</span></span><span style="font-style: italic;" class="mycode_i">. Logistics responsible, hireling resource and equipment capacity.</span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font">o<span style="font-size: 1pt;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">   </span></span></span><span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">Expedition Lantern bearer</span></span><span style="font-style: italic;" class="mycode_i">. Responsible for carrying the Red Lantern and its survival.   </span></div>
<br />
<div style="text-align: justify;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">By decree of the bishop the expedition will meet with captain of the guards in the Tonisborg dungeon. As so accepted the ‘The expedition of the Red Lantern’ will be blessed.</span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">Archdeacon Ralph de Ellington. On behald of the Bishop”<br />
</span></div>
<div style="text-align: justify;" class="mycode_align">--<br />
 </div>
<div style="text-align: justify;" class="mycode_align">A bit of explanation related to the Red Lantern. I am still considering in-game ramifications if the PCs would lose this magical device, and why the bishop insist this should be brought along. The Lantern is fairly useful itself – providing a +1 to AC, +1 to hit within 15’, and penetrating magical darkness out to 60’ – and would function as sort of rally point if things looked bleak. It is also fairly brittle and to be carried by the expedition as a mixed burden / benefit. Perhaps the lantern function as a location beacon, or mapping device unbeknownst to the PCs?  <br />
 </div>
<div style="text-align: justify;" class="mycode_align">PCs started on level 3, fully equipped with standard gear in any way they see fit. The hirelings had standard pack, leather armor, spears and a short sword as backup. To individualize the hirelings a bit, I discussed with the quartermaster to give them some more personalities and the player agreed to play them a bit more individualistic than mere meat-shields. I rolled up some personalities from my IW2 adventure and then plugged that in. <br />
</div>
<div style="text-align: justify;" class="mycode_align"><img src="https://i.ibb.co/VpN4pGd0/hirelings.png" loading="lazy"  alt="[Image: hirelings.png]" class="mycode_img" /></div>
<div style="text-align: justify;" class="mycode_align">So, Erlulf the flatulent – as example – had a full plate mail instead of the standard leather armor. And Haggard was missing an arm etc. On the other hand, they had a few trinkets in the backpack that could come into use. The Quartermaster played by Kim quickly latched on to the personality aspects of the hirelings, as will be evident later. </div>
<div style="text-align: justify;" class="mycode_align">
 PCs could choose between an additional +1 hp or Tonisborg rumours. The Cleric chose rumours all others the additional hit point. Rumours for the cleric included:<br />
</div>
<div style="text-align: justify;" class="mycode_align"><ul class="mycode_list"><li>The nephew Arthur did not join an ill-conceived expedition unbeknownst to the bishop. It was in fact endorsed by the bishop and the expedition was led by the nephew. However, it appears to be true that the expedition indeed met with ill luck and that the nephew is still alive somewhere below.<br />
 <br />
</li>
<li>The bishop and the church are searching for something in Tonisborg dungeon called Ylth’yl which according to church achieves is a mythical entity. It’s even been suggested the cathedral was deliberately build on top of the dungeon complex to maintain control and access to the underworld. The bishop has tasked a special secret branch in the church hierarchy – the acolytes – to seek out this Ylth’yl for unknown reasons. They in turn has employed a mercenary guild (order of Draconae) to assist on controlling dungeon access.  <br />
 <br />
</li>
<li>A few additional points related to mapping, some waypoints in Tonisborg, and some inklings of history and factions.<br />
 <br />
</li>
</ul>
--<br />
 </div>
Red Lantern members_Player : Character<ul class="mycode_list"><li>Anders: Rufus the Magic-User + [expedition leader] + 1 hp<br />
 <br />
</li>
<li>Neil: Carl the wise, the Cleric + [expedition mapper] + [Lantern bearer] + Rumour<br />
 <br />
</li>
<li>Kim: Osvald the Halfling Thief + [Quartermaster] + 1 hp<br />
 <br />
</li>
<li>Rask: Cantor the Fighting-man + 1 hp<br />
 <br />
</li>
</ul>
 <br />
With all that in place, it was time to delve into Tonisborg in session 1.<br />
<br />
<img src="https://i.ibb.co/tMDVC0Mx/Red-Lantern-0.jpg" loading="lazy"  width="450" height="450" alt="[Image: Red-Lantern-0.jpg]" class="mycode_img" /><br />
<hr class="mycode_hr" />
Session 1_ <br />
<br />
<br />
<div style="text-align: left;" class="mycode_align">[level:chamber nomenclature for navigation]<br />
 <br />
 <br />
 </div>
<div style="text-align: left;" class="mycode_align">The expedition greets Archdeacon Ralph de Ellington at the steps to the cathedral. He directs them through the lower crypts down to the master stairs leading to main chamber of level 2.</div>
<div style="text-align: left;" class="mycode_align">Here they met Ankhar – captain of the mercenary Draconae order. His soldiers guard the entrance-point in Tonisborg with vicious dogs. Their job is to control entry / exit from Tonisborg, tax any survivors, and keep the creatures below at bay.<br />
 <br />
 <br />
 <img src="https://i.ibb.co/60bw1BwG/Entry-Tonisborg-1.png" loading="lazy"  width="450" height="450" alt="[Image: Entry-Tonisborg-1.png]" class="mycode_img" /></div>
<div style="text-align: left;" class="mycode_align"><span style="color: #44b8ff;" class="mycode_color"><br />
 [REF note: Played Ankhar as a rough individual with a coarse voice, using quotes such as “the whip keeps both men and hounds in place” to build distrust already. Additionally, a side corridor to 2:8 was closed immediately by the soldiers so that the PCs could not get a glimpse of the skimming operation the Draconae got going on the side. The PCs do not know which level they start out in, but suspects there are chambers above them].</span><br />
 <br />
 </div>
<div style="text-align: left;" class="mycode_align">Along the periphery of the circular chamber are eight wooden doors leading away from this central hub. After inspecting the parchment of the archdeacon prober stamped with the bishop’s seal, Ankhar bestows the expedition with additional information. He shows them the strange signpost placed in 2:9 as old as Tonisborg itself with strange markings and directions. <br />
 <br />
 </div>
<div style="text-align: left;" class="mycode_align"><span style="color: #44b8ff;" class="mycode_color">[REF note: Here Osvald the halfling thief directed Haggard the hireling to test the pendulum in his pocket for how it would react to the signpost. I immediately played along and the pendulum was shown to react violently in chaotic motions around the signpost. This was pure spur of the moment, but I made a note that the pendulum would react to metal in Tonisborg, and that the signpost contained ancient metal. For the future any movement of the pendulum can be used as a tool for metallic ‘strangeness’].  </span><br />
 <br />
 <br />
 Ankhar tells the expedition that hounds are released into the dungeon, and it was the hounds which captured the amalgam hybrid creature – half hyena / half human – its remains still in display in 2:10. The expedition plea for Ankhar not to release more hounds for the next couple of days, as they do not wish to be attacked by these ravenous canines.    <br />
 <br />
 </div>
<div style="text-align: left;" class="mycode_align"><span style="color: #44b8ff;" class="mycode_color">[REF note: They made sort of a handshake deal with Ankhar on restraining the hounds, so of course I am going to set the dogs of war upon them later]. </span><br />
 </div>
<div style="text-align: left;" class="mycode_align">The expedition also wishes to see the cadaver of the hybrid creature so Ankhar and two additional guard takes them to 2:10, where the dead creature (lower part is hyana, upper man) is suspended in chains. On the walls is a strange theatre mask and a cat o’ nine tails whip. Besides bite marks from the dogs, the creature has clearly been subjected to torture. Ankhar also explains the hounds almost caught another one, this one with a goat head and lower parts of human, but the creature escaped to the lower levels.<br />
 </div>
<div style="text-align: left;" class="mycode_align"><span style="color: #44b8ff;" class="mycode_color">[REF note: the goat-head monster was another quick idea during play, as I wanted more options which the players could pursue and also start linking the rescue of the bishop’s nephew to the creation of these creatures in the players’ head. So, by inventing the goat-creature the players could also latch onto that upon sighting. The torture elements were intended to fortify the belief that the Draconae’s are bad dudes and the link to the bishop therefore suspicious].     </span><br />
  </div>
<div style="text-align: left;" class="mycode_align">Lastly, captain Ankhar verbally details the approximate route the nephew and his troop took to the lower levels, and the Red Lantern expedition follows in their footsteps towards stairs Q and R on level 2. <br />
 </div>
<div style="text-align: left;" class="mycode_align"><span style="color: #44b8ff;" class="mycode_color">[REF note: I didn’t really have any master plan about how the nephew and his men actually went down in the dungeon, and just envisioned they somehow ended up at level 5 got captured by the mad wizard there and subjected to his species-fusion experiments. Guess the players need a little bit more tracking clues than just – somewhere below – better prep this].</span><br />
 </div>
<div style="text-align: left;" class="mycode_align">The expedition arrives at stairs Q and R both leading down. Along the walls of stairs Q are small bronze heads which open their mouth when poked, as tested by one of the hirelings, and along stair R are wax candles.<br />
</div>
<div style="text-align: left;" class="mycode_align"><span style="color: #44b8ff;" class="mycode_color">[REF note: The players deliberated and took the wax candles as a clear sign the Arthur’s expedition came this way and down. Thats it! I will use wax candles strategically placed in the dungeon as additional clues. Initially it was just background description I had put into each stairway in the dungeon, as I wanted each of them individualized to aid navigation. But this is brilliant, I will use that idea from the players].</span><br />
</div>
<div style="text-align: left;" class="mycode_align">The expedition decided marching order when descending stair R. The plate mail people up front; Cantor the fighting-man and Erlulf the hireling, followed by a row of spear-wielding hirelings, followed by the lantern bearer (Carl the cleric), Rufus the magic-user and Osvald the thief, and then lastly additional rows of hirelings in the back. <br />
</div>
<div style="text-align: left;" class="mycode_align">As they came to 3:12 – the central hub of level 3 – the saw a large octagonal well in the middle and armor-clad skeletal remains spread out around the well. Numerous passageways in all directions leads away from this chamber. From the well comes a howling cold wind and there are clear handholds, chains, iron spikes in the inside of the well. <br />
</div>
<div style="text-align: left;" class="mycode_align">Kim playing Osvald the thief and expedition quartermaster decided that Godwin the silly (hireling) would step out among the skeletons and look for a metal helmet. At that point I decided to awaken the skeletons and the first battle of the expedition was a reality. <br />
</div>
<div style="text-align: left;" class="mycode_align"><span style="color: #44b8ff;" class="mycode_color">[REF note: This is great. Kim looked through the hireling list and noticed that Godwin is stupid, and decided that he would walk out among them, despite the verbal description from me clearly indicating that these could likely animate. I like that he is taking on this added function in the game, and try to individualize the hirelings a bit. The well is the necromantic artifact ‘Well of the Damned’ which would spawn undeads and linked to a pocket dimension. The idea was to make this a difficult area to bypass without a fight, and let the players figure out how to deal with that].  </span><br />
 </div>
<div style="text-align: left;" class="mycode_align">Godwin the hireling is quickly surrounded by undeads which stabs and drags him towards the well. Carl the Cleric turns away 5 of the skeletons but an endless supply seems to come alive. The front row takes a bashing but nothing is able to penetrate the plate mail protected people. The expedition is slowly retracting up the stairs R again while keeping battle formation.</div>
<div style="text-align: left;" class="mycode_align"> </div>
<div style="text-align: left;" class="mycode_align">--And here we had to stop session 1--<br />
</div>
<span style="color: #44b8ff;" class="mycode_color">[REF note: Ok to stop at a cliffhanger position, my plan is to let the PCs see how the well can spawn undeads in the beginning of next combat round to reinforce the strongpoint mentality of this chamber, and let them react to that]. </span><br />
<hr class="mycode_hr" />
Session 2_ <br />
<br />
[level:chamber nomenclature for navigation]<br />
<br />
<img src="https://cdn.phototourl.com/free/2026-05-10-bf79d4e8-3ef5-4d7b-8cd9-dd64a5b3c375.png" loading="lazy"  alt="[Image: 2026-05-10-bf79d4e8-3ef5-4d7b-8cd9-dd64a5b3c375.png]" class="mycode_img" /><br />
<br />
The expedition is fighting skeletons around ‘Well of the damned’, and the expedition halfway retracted up the stairs R again. In front of them – around 10’ from the well - Godwin the silly is completely surrounded by the bony hoard who drags him towards the well. All Godwin wanted was a shinny new helmet, but there is no such thing as a free lunch in Tonisborg. <br />
<br />
After a quick tactical discussion, the expedition members reach down and find their balls again. Someone shouts ‘leave no man behind – even if it’s a hireling’, another yell ‘what is going on? they are hauling Godwin to the well. Are they not of animal intelligence?’ <br />
<br />
Godwin’s expression is of sheer terror as he is being dragged along as a red-haired step-child.<br />
<br />
The expedition of the Red Lantern decides to rescue Godwin and move back in force into the area around the well. At the bottom of the stairs, they spread out into a wedge formation with Erlulf (hireling) and Cantor the fighting man in front, and then with four people in the second row consisting of Carl the cleric, Osvald the thief on the flanks and then two hirelings with spears just behind the metal plated front. ‘It is working’ shouts Cantor the fighting-man, we now have overlapping kill zones. Next rows consist of Rufus the magic-user, and the remaining hirelings shakingly clutching their spears.<br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: This was a bit unexpected as I assumed they would move back up to level 2 and find another way around the strongpoint of ‘well of the damned’. I suspect they were driven by more than the potential lose of Godwin the hireling, but also the necessity to follow the wax candles. From 3:12 they did observe a corridor containing another wax candle, and I believe navigational concerns was the primary factor. Already next combat round I would increase the pressure].</span><br />
</span><br />
As the brawl continues the expedition see in terror how additional skeletons starts to climb out of the well and sluggishly shrug off the cold stiffness of the netherworld. Cantor the fighter uses his two-handed sword as a scythe and skeletal bones start to fall to the dungeon floor like autumn rain. <br />
<br />
Rufus the magic use throws a rope over the front line and across the many undead to land in the overall vicinity of Godwin, and he struggles to get a hold of this lifeline. At this point Carl the wise raises his holly symbol again and this time turns away another 10 skeletons.<br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: We house rule that turn-undead has indefinitely use pr. undead type, or until the check fails, but similar to declare spells and spell-use requires full round effort, and can be broken if hit].</span></span><br />
<br />
The skeletons around the well breaks away from Carl’s clerical power and drops Godwin on the floor who for a brief moment feels relief. Godwin the silly looks around and finally manage to get hold of an old polished steel helmet. However, several skeletons still remain and more crawls out of the well. Two skeletons move forward and drive their rusty swords into the belly of Godwin the silly - killing him instantly. With his dying breath he cries; ‘give the helmet to Erlulf’. <br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: Some valuable lessons in this encounter. Do not make hasty decisions without checking for danger, and second ‘well of the damned’ is a regenerative strongpoint, that will be hard to pass without loss. Learned at the expense of one hireling – Godwin the silly]. </span><br />
</span><br />
Now the expedition leader Rufus decides to pivot the whole hireling formation behind the frontline to position them in standard 2-by-2 rows and move down the SE corridor from 3:12 – essentially reversing the original formation as they make a tactical retreat down this corridor suspected to contain a wax candle from the previous expedition. <br />
<br />
A few more skeletons are seen emerging from the well, but they do not follow the party for too long and the expedition continues to move down this corridor away from 3:12 and ‘Well of the damned’.  <br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: This is kind of interesting with the formation now in reverse and the more fragile hirelings going first, and the heavy-hitting PCs in the back. Particular interesting because I knew a pressure plate sits right in front of 3:8 opening up to a chamber containing ghouls. So, before they hit that spot I already started to roll for each row if they would step on it. And it came up a 1 for the third row, smack in the middle of the party. I also decided to pre-roll for surprise and they would also be surprised. Ohh the joy of anticipation! </span><br />
 <br />
 Although, I don’t think it has fully dawned on the players yet, the safety of this route back is now somewhat uncertain, but of course they can figure out another way between levels. The turned undeads will slowly return to the well again, and additional will spawn to fill up the ranks].<br />
</span><br />
As the expedition move down this corridor a click sound is heard and a section of the wall opens up to 8 ghouls. The hirelings right in front of the opening scream and drop their weapons. <br />
The expedition leader decides to push forward with the whole group, and as fast as possible get Erlulf and Cantor to block the entrance. The shuffling around succeeds and a larger battle ensues. Carl the wise turns two of the ghouls away which disappear into a side corridor in the back, Rufus throws darts and Cantor use his two-handed sword. Osvald directs the hireling to throw oil into the chamber and subsequently lit torches – and on the third attempt some of yellow-eyes creatures are set aflame. A few of them pushes out into the corridor and scratch away at Cantor, Osvald and anyone else nearby. Finally, they all succumb to the expeditions weapons but not without 3 members being paralysed; Shane McGovan (hireling), Erlulf (plate mail, hireling) and Osvald the halfling thief.<br />
<br />
--And here we had to stop session 2--<br />
<br />
<span style="color: #44b8ff;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">[REF note: okaaay, 3 members completely paralyzed for 5 turns, 11 turns, and 16 turns respectively. They expedition will need to find a place to recover, take stock and be able to hold off undeads. Because they need to carry these dudes now. Perhaps the hounds might finally catch up with them? They got 330 xp in total for the 22 skeletons they defeated, and 240 xp for the 8 ghouls which will become available at a safe spot.<br />
</span></span><br />
<span style="color: #44b8ff;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Before this session I also placed wax candles in the dungeon to have an approximate route the nephew took. However, I also added in multiple routes to follow representing dead-ends and route reversal for that expedition. This would create tracks to follow but still maintain some degree of uncertainty combined with locating secret doors. At 4th or 5th dungeon level I imagine these wax candles would have been moved around more, or disappear entirely.  <br />
</span></span><br />
<span style="color: #44b8ff;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">I really enjoy how the procedural elements of the dungeon (such as 2-in-6 chance for hitting the pressure plate) drives the action. I have not been super consistent on wandering monsters check, although my time keeping and distance moved holds up pretty good. I imagine next session will be less combat heavy and more into the exploration again.  Keeping an open mind and letting the game flow right now]. </span></span><br />
<hr class="mycode_hr" />
Session 3_ <br />
<br />
[level:chamber nomenclature for navigation]<br />
<br />
The expedition is catching their breath after two encounters with the undeads in Tonisborg. They have retreated down a corridor to get some distance to ‘Well of the damned’, when they were taken by surprise by long-nailed scrawny creatures emerging from a chamber to the side. <br />
<br />
Now as three party members are paralysed – two hirelings and Osvald the thief – they decide to split the party to find a resting place. The skeletons from ‘Well of the damned’ can be heard to the NW, but does not appear to follow the expedition into the corridor. <br />
<br />
Five hirelings are tasked with guarding the paralysed individuals while the remaining Red Lantern members move a bit back to investigate the chamber and corridor they passed.<br />
Beyond the secret chamber 3:8 is a corridor leading into the darkness. The air is very stale here and cobwebs crisscross the cold dusty corridor. The webs cling to the party’s cloaks as silvery strands, but at least indicate that this area has not be frequented by others in a very long time.  <br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: at this point I knew there was a portcullis trap at the point where the corridor turns sharply and a pressure plate in the floor. I therefore noted the party’s formation as I knew only the ones on the left side could trigger it and commenced to roll some dice. Miraculous nobody activated it, and its existence will likely be known at a later stage]. </span><br />
</span><br />
The party notice after the sharp bent to the right that the corridor apparently ends after about another 40-50’. They proceeds vary cautiously and starts to check for traps and secret doors.<br />
 <br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: This is exactly the kind of behaviour I encourage and hope to instil in them. They noticed an apparent dead-end corridor and based on the layout around 3:9 started to probe their surroundings. Since they already had move past the portcullis trap – there was no chance of them locating this (unless moving backwards), but there was definitely a chance to locate the secret door to the left leading into 3:9, and the secret door at the end of the corridor. They found the one to 3:9 but not the secret door at the dead-end position. <br />
<br />
I kinda houseruled the searching parameters right here, if they took a full turn prober searching then more than one check could be done, one for each investigating PC, but if just moving cautiously forward, I would make a combined check for the whole party. In retrospect after session 3 and 4, I think this balanced out nicely; it allows them a low base chance to locate the multitude of secret doors in Tonisborg, while still missing quite a few that would require a full turn progression, affect resources (water consumption and torch light) and wandering monster checks]. </span><br />
</span><br />
Cantor the fighter moves cautiously forward when he notice a slight chance in temperature and an almost imperceptible change in air flow to his left along the wall. A crack in the wall becomes apparent upon closer examination and is revealed to be a revolving door cleverly disguised. <br />
<br />
With a grinding stony noise, the door opens up into a small chamber (3:9) with frescos with fearsome dragon motifs. There are two columns affixed with torch scones which hold up the vaulted ceiling. The far end of the room contains an ornamented sarcophagus raised on a dais. To the right of the entrance is a bulky turning wheel set in the wall.<br />
<br />
The expedition carefully examines the chamber and sarcophagus but finds no new trickery. And expecting the worst they carefully remove the heavy stone lid. Inside is a buried knightly creature with scaly skin and draconic features. On his chest is a pristine steel shield and his legs are completely covered beneath silver and gold coins. Upon contact with the air, the creature’s disintegration is rapidly accelerated and his skin seem to crumble to dust.  <br />
<br />
Sensing this place is a secure location, the expedition decides to fetch the remaining troop guarding the paralysed members. <br />
<br />
<span style="color: #44b8ff;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">[REF note: Due to time constraint and a short session we had to stop playing here. But I made a note that I need to reroll for the portcullis trap if they move back to get the rest of the expedition. However, they also have not yet investigated the turning wheel that controls the portcullis. They might use this to increase safety in this base-like position].  <br />
<br />
<img src="https://cdn.phototourl.com/free/2026-05-10-75dd4d3a-1f4e-4396-93dc-7dc91e61174b.jpg" loading="lazy"  alt="[Image: 2026-05-10-75dd4d3a-1f4e-4396-93dc-7dc91e61174b.jpg]" class="mycode_img" /></span></span><br />
<hr class="mycode_hr" />
Session 4_ <br />
<br />
[level:chamber nomenclature for navigation]<br />
<br />
With the attempt to reunite the two sub-portions of the expedition and move everybody into the safe location at 3:9, the move backwards through the corridors. They have almost all navigated the sharp bend, when the 3rd row consisting of the hirelings Haggard and Fric activates a portcullis trap. With a clicking sound followed by a rumbling sound a heavy iron portcullis comes crashing down from the ceiling hurting them both and trapping Fric as the sharp end pierces his lower leg. He starts to scream but is quickly silenced by other members preventing him to alert the entire level to their location.<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: Several observations here. I really enjoyed they passed the trap the first time without discovering it or triggering it. But when backtracking are caught by surprise. This plays well into the perception that even bypassed areas are not to be considered safe. <br />
<br />
To add to the tension and in the moment, I also changed the traps working. Initially it was only intended to be a separation device splitting some members on either side, and then they would have to figure out how to bypass it. Instead, the triggering line rolled a saving throw and if failing would be hit by the sharp end of the portcullis. They both failed their save and I gave damage as pr. Spear 1d6. Fric the hireling was then fixed in place and starting to scream which then in turn triggered a wandering monster check. They quickly realized this danger and shut him up]. </span><br />
</span><br />
With a huge effort the expedition members – and especially from Cantor the fighting man – they manage to lift the portcullis up and then place a shield beneath it to prevent it locking in place again. Carl the wise use his magic and heals Fric. Cantor and one of the hirelings crawls beneath the portcullis now raised a few feet, and returns to the secret chamber to manipulate the turning wheel there. With a grinding noise the portcullis in the corridor is slowly retracted into the ceiling. An additional thorough search of the area locates the triggering flagstone and the expedition mark it with chalk. <br />
<br />
They fetch the remaining party members in the main corridor and the fused combined expedition withdraws to area 3:9 for some well-deserved recuperation. They reverse the direction of the turning wheel and lowers the portcullis for an added protection layer. After some debate around the strategy, they decide to wait for the paralysed members to regain bodily control and bolster their ranks before moving forward again. The time spent waiting for that could be used for healing and counting the coins they found.  <br />
<br />
<span style="color: #44b8ff;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">[REF note: I considered this a good spot for stopping up and taking stock. Chamber 3:9 is a very secluded and protected area, and this would be a good spot for xp. Since I imagine the expedition would not go much back and forth topside, I would need to provide them a spot in the dungeon where they would benefit from their exploits. <br />
</span></span><br />
<span style="color: #44b8ff;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">I calculated xp for the defeated skeletons around ‘Well of the Damned’ 3:12 and the Ghouls from 3:8 to be 330 xp and 240 xp respectively. The coins and gemstones in 3:9 is calculated to be 4849 gp in total, which then in total amounts to 1355 xp for each member. The shield they found is a magical +1 shield, and albeit suspecting it has not been confirmed. Carl the wise is carrying the shield. <br />
</span></span><br />
<span style="color: #44b8ff;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">I house ruled that by the charter of the expedition; the hirelings would not take part of the xp award nor can they be levelled up unless promoted to PC status. However, the quartermaster Osvald suggested supplying them with silver from the treasure to boost their morale. I did make a mental note here, that they have used Cure Light Wounds on the hirelings, tried to rescue Godwin the Silly around ‘Well of the Damned’, and now also providing them with some silver coins. This would be a bonus at a later stage if a morale check would be required. <br />
</span></span><br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">Waiting for the paralysed members to regain mobility took another 12 turns at this junction. I did not roll for wandering monsters whilst they were positioned in this very secluded area. They also decided to use the hirelings healing potion to heal wounds among their ranks. I judged they could half the potion for 1d4 hp allowing the healing juice to be distributed among them].</span><br />
</span><br />
After a few hours break the Expedition of the Red Lantern move forward again. They decide to leave the majority of the remaining silver and gold coins in the 3:9 chamber due to weight concerns, and only keep the platinum and gemstones. They arrive safely at the intersection just south of 3:7 and notice melted wax candles in the periphery of their light both at the dead-end of the NE corridor but also around the intersection in the corridor going straight north. Faced with this dilemma the expedition moves first to the dead-end corridor to look more closely here. <br />
<br />
By careful investigation Osvald the thief locates another secret door that leads to a narrow spiral staircase going down. After some deliberation the expedition with Cantor in front moves down to look for candles’ downstairs.<br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: This is actually the route (staircase AC) Arthur the nephew and his expedition took, so they are on the right track. The wax candles have been a way for me to guide them a bit, but as mentioned before I likely need to remove that band rails a bit when coming to lower levels, or find some other indications, other tracks or perhaps introduce the goat creature].</span><br />
</span><br />
The expedition navigates the narrow spiral staircase downward and it opens op to an L-shaped corridor apparently ending in another dead-end whereas the other arm has a wooden door. <br />
They move to the dead end where a thorough search by Osvald the thief locates a secret door. Carefully they open the concealed door and Carl the wise is using his newly acquired shield as an additional protection. A hazy mist emerges from the chamber bellowing out into the corridor, it clings clammy to the front rows and condense into water drops immediately. A strange taste and smell are present and can be felt by everyone near the secret door. The haze blocks vision beyond a few feet in the chamber beyond. The expedition decides not to enter this chamber but rather investigate the wooden door.<br />
<br />
They open the oaken door and notice a strange sight. Spread out over thousands of small rounded stones are humanoid snake creates in a state of relaxation. Warmth and an orange glow seem to emanate from the stones that cover the entirety of the floor. The scaly humanoids have more or less human anatomy except for their cobra heads and their crooked swords are within arms reach. The creatures appear to be in a state of trance or tranquil relaxation, and have not noticed the PCs peering inside. Slowly they close this door again and retract their steps up the spiral staircase to move up and away from this area. Instead, they decide to investigate the level above a bit more and explore where the candles lead from up there.  <br />
<br />
<img src="https://cdn.phototourl.com/free/2026-05-10-38ab48ba-fcb7-41bf-9d20-d4424261b2b8.jpg" loading="lazy"  alt="[Image: 2026-05-10-38ab48ba-fcb7-41bf-9d20-d4424261b2b8.jpg]" class="mycode_img" /> <br />
<br />
<span style="color: #44b8ff;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">[REF note: This is more or less where we ended the session. They did locate some unusual features near the frescoes near 3:7, but as I knew the content there, I would rather pause at this spot. <br />
</span></span><br />
<span style="color: #44b8ff;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">It was also great to observe the cautious approach and after observing the hazy room and the snake creatures at level 4 decide to back up at bit. I like the way they have navigated and assessed risk / reward all the time. Signalling the potential dangers of the haze (there is a nasty trap in there) was picked up by the players]. </span></span><br />
<br />
<hr class="mycode_hr" />
<br />
<br />
Session 5_ <br />
<br />
[level:chamber nomenclature for navigation]<br />
<br />
As the expedition moved up again one level, they started to probe a northern corridor stretching into the darkness. At a branching corridor going in NE direction was another wax candle left by the bishop’s nephew and his expedition. They passed faded strange murals on the wall depicting a calm pastoral setting with farmers being harassed by mischievous little dragons. <br />
A thorough investigation of the murals on the wall did not reveal anything unusual except that banging the walls with a sword hilt produced a different sound both before and after the mural. There is a foul smell around the mural. Something is amiss here.<br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: The mural indeed contains a secret door leading into a 3:7 with numerous flesh eating undeads. I rolled repeatedly for locating the secret mechanisms but no investigating PC found the mechanism. They knew they missed something here, marked their map and moved on.]</span><br />
</span><br />
The northern corridor becomes colder and colder as progression is made to the point where one sees one owns breathing, and ends abruptly with a strange architectural arrangement. Framing the backwall are round smooth black columns extending above into an archway, as if a portal has been placed at the very end of the corridor. The archway is made from some strange metallic substance. <br />
<br />
The expedition makes another long effort to understand the purpose of this archway; among other things the pendulum is shown to swing in violent motions around the architectural strangeness. Another question mark is added to the map, as the expedition moves into the branching corridor instead.<br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: This was another spur of the moment thing to add some more flavour to otherwise bland corridors and interject some more possibilities down the road. I have not yet figured out if this is a real portal allowing travelling to somewhere else. Perhaps in can be used in conjunction with the teleportation portals used by the snake-people on lvl4.]  </span></span><br />
<br />
Moving along the branching corridor a cumbersome wooden oak door is seen to the right, and further up the corridor another niche into the north facing side. A keyhole is present in the oak door and an iron ring as pull-handle. The hinges appear well-oiled and maintained and the mere presence of something this mundane makes the expedition quite nervous. Karl the wise comments that encountering a real door could have great dangers associated with it. <br />
<br />
Inside is a storeroom with shelves filled with oddities. All and everything seem to be here; a collection of skulls, bent spoons, a bronze key, chessboard with monster figurines, brass incense burner, large glass bottles labelled A and B, a strange mirror, leather purse with pearls, a soiled handkerchief, a fish skeleton wrapped in paper, alongside additional strange glass bottles. And the list goes on.<br />
<br />
Oddly enough Oswald the thief decides Rufus the magic-user could use the pearls, whereas all the other things are neatly packed inside his own backpack.<br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: The brittle glass bottles labelled A and B are the two liquid components in a gas trap as will be evident later, and the fact these are stored in Oswald backpack is a point of note. Furthermore, the storeroom appears to be maintained, the hinges are well-oiled etc suggest someone is still using it. Could this be an outpost by the mad wizard Elias de Rupescissa? Also considering the laboratory in 3:1. Might as well couple level 3 and level 5 better together with this thought.]</span><br />
</span><br />
Another niche presents itself in the wall further along the NE corridor containing another wax candle alongside several burial chambers embedded in the walls, and after a kink the corridor goes further along in same direction. Alongside the corridor walls are tapestries held up by bronze rods extending all the way from ceiling to floor; all of them depicting monstrous creatures of yore. Lo and behold, wouldn’t you know it, behind the first tapestry with the green dragon motif is a door. <br />
<br />
The door is locked but Oswald the thief cracks his knuckles and with a grin takes out his tools. He manoeuvres around several clumsy fighter-types around the front to get to the door. No trickery is located in the keyhole and his tools easily circumvent this lock. <br />
<br />
Beyond a peculiar chamber. The floor is dominated by a square pool filled almost to the rim with an oily substance. A pipe with a small turning wheel ends about 3’ above the semitranslucent surface, and inside the pool at the bottom sits a metal chair with a humanoid skeletal affixed in chains. A lever is present in the floor and it appears the oily substance can be drained through a grill at the pools bottom through its operation, and that is what the expedition decides to do. <br />
<br />
A ledge around the pool leads to a door giving access to an even stranger chamber. The chamber in the back contains a black altar that sparkles - as stars in the night - when light is shone upon it. Blue gemstones adorn its sides, and on top is a wooden stand holding a pristine longsword with accompanying dagger both with dragon-themed hilts. In a brittle chain suspended from the ceiling is an incense burner giving off an aromatic smell. Rat carcasses adorn the floor. Along the periphery of the chamber are small dragon statues with open maws facing inwards. <br />
Much talk and deliberations follow. The whole place is giving off a bad vibe but the sword and dagger look valuable.<br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: The stand holding the magical weapons is linked mechanically to the ceiling chain and the incense burner. Within the burner is a two-component liquid system held in perfect balance. Any interruption in the chain or weight difference on the weapon stand cause the two liquids to mix and release a deadly cloud in adjacent rooms 3:4 &amp; 3:5. This is essentially a save vs. Die trap and was super anxious to see how the players would approach it. By turning one of the gemstones on the altar the balance can be locked in place, or if noticing the balance itself one could derive conclusions as to how to approach the scenario. The PCs investigated the dragon statues and found openings inside the maws, and suspected the danger would be coming from there, and not the incense burner itself.]</span><br />
</span><br />
A plan is devised consisting of a grappling hook with rope trying to pry the weapons free with a well-aimed throw. The party only allows Oswald the thief (the rope thrower) and Karl the wise using the Red Lantern to shed light into the chamber – and everybody else are moved outside to the corridor. The grappling hook flies through the air and hits somewhere behind the alter, and with a rapid tug the weapons are caught in the grappling hook. <br />
<br />
Instantly a green smoke is bellowing forward from the incense burner to fill the room completely. Both Oswald and Karl try to close the respective doors and getting out of Dodge before one can say; ‘red scarlet pimpernel’. Karl manages to move fast enough to the corridor slamming the door behind him, but Oswald did not manage to be so lucky.<br />
<br />
Oswald inhaled the green toxic smoke, and stumbles backwards grasping his throat. Foam starts to form in his mouth and spastic movements and convulsions are already starting before he falls backwards into the now empty pit. The last coherent thought going through his mind is; Did Rofus the magic-user let one go again?<br />
<br />
As his dead carcass hits the bottom of the pool in a spastic show of convulsions a sound can be heard by everyone outside just as the door is closed rapidly by Karl. The breaking of the large glass bottles labelled A and B in Oswald’s backpack.<br />
<br />
Outside in the corridor Rofus looks up from his old tome of archaic rituals and asks; ‘Did you manage to get the sword?’ and with a shrug direct his attention back to his leatherbound book with all those pretty arcane symbols.  <br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: This is the first PC casualty and very narrowly Neil (playing Karl the Wise) just manage to make his save. Kim took it pretty good, and he can roll up another PC from the hireling pool soon. I did try to make a lot of warning signs, and they clearly comprehended the danger. I was surprised they didn’t examine the chain, incense burner, the weight upon which the weapon stand was placed, or the gemstones on the alter. All of which could have given more clues to how to circumvent the trap. I think its ok. Also, the breaking of bottle A and B and resulting mixture would also contaminate the 3:5 chamber for a substantial time if they wish to get all the loot on Oswalds body. Onwards to the next session hopefully introducing a new player.]  </span></span><br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color"><img src="https://cdn.phototourl.com/free/2026-09-20-4ab669fb-911c-4324-bf85-b7fe7c7ddfe3.jpg" loading="lazy"  alt="[Image: 2026-09-20-4ab669fb-911c-4324-bf85-b7fe7c7ddfe3.jpg]" class="mycode_img" /></span></span><br />
<br />
<hr class="mycode_hr" />
<br />
<br />
Session 6_ <br />
<br />
[level:chamber nomenclature for navigation] <br />
<br />
<span style="color: #44b8ff;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">[REF note: Rask playing Cantor the fighting-man was absent in the previous session and also this one. Life intervenes – no biggie. The idea with this campaign was to make it a low commitment bar for players (stay a while...stay for ever..strategy <span style="font-weight: bold;" class="mycode_b">[evil grin]</span>), emphasizing that players can jump in and out. An absent PC would transition into a hireling slot and be ‘controlled’ for that session, and than promotion back up to PC status when the player returns. Meanwhile an old friend Jens - living in Brazil - wanted to try out some OSR style gaming. Spanning time zones across the pond is a bitch, but we made it work. With me and Jens going back to the Red Box I was excited to get him back playing. <br />
</span></span><br />
<span style="color: #44b8ff;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">I needed to figure out how to introduce Jens’ PC to the party currently submerged at 3rd lvl in Tonisborg, and make him a valuable asset and obvious ally. The basic idea was to make him part of the nephews failed expedition – the very same expedition the party was hired to locate. To facilitate this - Jens’ character, a fighting-man named Krenak – was captured by the species-fusion wizard (Elias de Rupescissa) at 5th level. Krenak was subjected to an arcane mind-fog forgetting his immediate past such as locations and routes taken in the dungeon. Krenak escaped by the help of an albino crow (another crew member morphed into a new form). The crow shares memories with Krenak, so his recollection would be a mixture of two people. Could be fun to play with this down the road also (Memento movie style). Lastly, Krenak was responsible for setting the wax-candles throughout Tonisborg which the current Party is following. All of this – including what he can tell of his imprisonment – would be valuable for the Red Lantern expedition. <br />
</span></span><br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">I thoroughly mapped both the original expedition route led by Arthur (the bishops nephew), and Krenaks escape path to the point where it intersected with The Red Lantern Party. Then Jens’ PC could recollect things as we went along this (now) detailed path.]</span><br />
</span><br />
On hands and feet Krenak has been crawling through the depths of Tonisborg since his miraculous escape. Hours became days and darkness crept in from all sides. Krenak is completely lost in this vast underground complex. It sounded great enough with promises of riches and legendary trinkets, but now the great haze in his mind prevents Krenak from remembering most things in between. Only figment of memories left. They were approached by a slender creature wrapped in dark loose garments. In hoarse brutish tongues the thin man raised a crooked staff and the man beside Krenak turned grey in his skin, his teeth started to fall out, and mere seconds later turned to dust. Later Krenak found himself in a dungeon cell only accompanied by Albert and Noddick ‘Knapsack’. Strange creatures were nearby similar imprisoned. An albino crow came at one point carrying a key which it dropped in Krenaks lap. Krenak escaped together with the crow ‘Corvus’ which sticks close by. <br />
<br />
Ahead in the corridors he suddenly hears voices and see light. A larger congregation of people...real people. However, can they be trusted? Krenak sneaks closer and hides in a small store room chamber to his right. Scavenging for food and water is fruitless here, the chambers shelves have been cleaned recently leaving only dust marks where things stood. <br />
Rufus the magic-user overhears subtle shuffling from the corridor whence they came. Although his mental state barely registered the loss of Oswald the thief, he is keenly aware of his surroundings. He gathers a few hirelings around him for self-preservation and scouts down the corridor. However, nothing unusual is seen. <br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: At this point I sensed they wanted to play out the interaction slowly, and to be submerged in the story. No meta-gaming here, and that’s cool. To up the ante I thought this would be a great timepoint to let loose the Dogs of War – the vicious hounds Ankhar the mercenary captain use to ferret out creatures in Tonisborg. Nothing beats accelerating integration through a common foe.]   </span><br />
</span><br />
Krenak is neatly tucked away in store room contemplating if he should approach the strangers, when suddenly he hears patter of paws coming somewhere south to his position. The sound stops for a moment before accelerating and coming closer fast. A pack of growling creatures are fast approaching. With out-stretched arms he steps out on the corridor and let his presence be known to the Red Lantern group. From around the corner a hoard of hounds with drooling maws are closing in fast.   <br />
<br />
The Red Lanterns gets their suspicions confirmed about a loiter but he appears to be of little danger in his current state, but the hounds chasing him could pose a problem. They reconfigure their formation and Erlulf ‘the flatulent’ and Cantor the Fighting-man both equipped with plate mail take the front row, followed by the spear wielding hirelings Haggard and Louis. As Krenak is storming towards the phalanx formation of The Red Lantern, the plate mails up front manoeuvres to yield a small gap between them. Through this gap Krenak rush to safety just as the Dogs of War are upon them.  <br />
<br />
Cantor the Fighting-man lands a big swooshing hit on the first hound, but both hirelings and Erlulf misses their attacks. One of the ravenous creatures jumps of the side wall and sinks his teeth into the succulent flesh of Erlulf who screams in pain. The dogs are now jumping over each other to ripe apart this meal before them. Rufus the magic-user starts an incantation and otherworldly words are muttered. With a casual wave of his hands all the hounds are immediately incapacitated and falls into a deep slumber.  <br />
 <br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: This is great. I was keen to see Anders playing Rufus the magic-user get some spotlight. Anders first experience with more traditional gaming was not a big success but he is getting more and more into this now. Great to see the magic-user gets his moment in the sun.]</span><br />
</span><br />
As the dust settles Rufus calmly goes from hound to hound to slit their throat. He decides to keep one of the canine heads as proof to Ankhar. Clearly Ankhar and the mercenary Draconae order is not overly efficient in keeping their word. <br />
<br />
A larger conversation follows after Krenak the newcomer is offered food and water. Krenak tells of his expedition with the bishop’s nephew, and how he came to know that the goal was not riches and glory but locating a mythical creature called Ylth’yl in Tonisborg. He cannot recollect anything about the fate of his expedition – nor Arthur he nephew himself – except two of his team members are still imprisoned somewhere. From the description of Krenaks imprisonment it becomes apparent that his captor is fusing creatures together, and likely the power behind the goat-creature, and the hyana-creature.    <br />
<br />
The Red Lantern members discuss if they should go back and confront Ankhar about letting loose the dogs of war, but decides against it as they would have to pass ‘Well of the Damned’.<br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: YES! This is exactly the kind of impact I was hoping for. Locations in Tonisborg that cause great concern and that influence their decisions and navigation.]</span><br />
</span><br />
They equip Krenak with rudimentary surplus and next decides to risk entering the chambers where Oswald met his demise. The green toxic gas has accumulated near the floor and sunk into the pit where Oswalds body (and equipment) is located. The valuable sword and dagger from the altar room is beyond this point. The expedition decides to leave it for now, and return when all the gas is gone to retrieve more equipment and objects located here. <br />
<br />
Instead, they decide to attempt to backtrack Krenaks route as best as he remembers. As they enter the spiral stair case behind secret door, Krenak shows them another secret door on the other side leading somewhere the Red Lantern has not been. <br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: Need to award xp for hounds 10x30 xp next time at a quiet place. Consider when Goat creature should be introduced]</span></span><br />
<br />
<span style="font-style: italic;" class="mycode_i"><img src="https://cdn.phototourl.com/free/2026-09-20-8376263b-4ae4-49b2-9820-755a81dc8bcb.jpg" loading="lazy"  alt="[Image: 2026-09-20-8376263b-4ae4-49b2-9820-755a81dc8bcb.jpg]" class="mycode_img" /></span><br />
<br />
<hr class="mycode_hr" />
<br />
<br />
Session 7_ <br />
<br />
[level:chamber nomenclature for navigation] <br />
<br />
The Red Lantern expedition is trying to backtrack Krenak’s path through Tonisborg. The hope is their new ally eventually remember parts of his journey, and thereby lead the expedition to their final goal. <br />
<br />
Before setting out they took stock of their belongings and made a quick inventory of available equipment. <br />
<br />
Rufus is carrying a bronze key and some pearls pilfered by Oswald in the store-room, and additionally decides to pack the blood-dripping head of the hound at the bottom of his backpack. <br />
Krenak is given a shield and a surplus spear but is without armor. He carries some wax-candles, and the key Corvus the albino crow handed him to aid his escape but is otherwise dressed only in rags. <br />
<br />
The plated warriors Cantor, Erluf ‘the flatulent’ in addition to Carl the wise – the cleric – are cumbersome, noisy and carries a lot of weight. Their speed will be the limiting factor for exploration. <br />
<br />
Inside the dark spiral staircase, a cleverly disguised rotating part of the wall was highlighted by Krenak, and beyond a dusty chamber is seen. A passageway continues to the NE, as well as a narrow dark corridor going south. Niches are seen in the wall resembling a burial ossuary. Carl the Wise is judiciously drawing their progress in Tonisborg on a tattered parchment and remarks the NE passage leads in the general direction where they felt an evil presence without pinpointing exactly where this is. The map suggest this passage would stretch south from the poison trap room where Oswald died. <br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: I am surprised how well their map holds up. Neil playing Carl the wise is very good at drawing the map, which has been surprisingly accurate. At the point when the expedition was north to chamber 3:2 filled with undeads, I decided Carl the wise in particular could feel some evil presence. And now through their map skills they are beginning to triangulate the location. It’s pretty damn impressive to watch.]  </span></span><br />
<br />
Instead, the expedition turns south into the narrow corridor. Here they observe a track through the thick layer of dust and the bone fragments that litter the floor have been brushed aside. Krenak has no recollection of this part, but they suspect this to be tracks made by him. Coughing through the dust and in single-file they make their way to a dead-end. Suspecting a hidden passage here, Fric-the-rat-bitten makes his way to the front and starts probing around. Strange gnarly roots are attached to the backwall but appears to be ripped apart all around 4’ high. Fric locates a flagstone that dislodge a lock mechanism opening a portion of the wall and the team can proceed.<br />
<br />
Once past the stooped secret panel the expedition finds themselves in a broader corridor twisting and turning as it goes in a southerly direction. The air is much more breathable here and no dust is present. A strange stingy sulfuric smell can be detected and Fric detects faint bobbling sounds. Around a bend is a partially collapsed stair going up and two corridors. One leads into a collapsed corridor where dust and pebbles still fall from the ceiling just before the cave-in. The expedition avoids this corridor all together. The stairs in front of them are made of some darker stones but are partially collapsed as water has teared away at the mortar. <br />
<br />
A smaller scouting party consisting of Fric, Carl and Cantor investigates the stairs leading up while the remaining part of the expedition stays put. The stairs end in a short corridor where a set of stairs goes down again on the other side, and a heavy-set oaken door to the right. The expedition probe around a bit listening for clues, but ultimately decides not to investigate what’s behind the door nor going down the second set of stairs.  <br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: This is kinda interesting going up one level around 2:2 and stair W. Neil the map-maker also comments that according to his maps the stairs leading down would lead them somewhere unknown. Again, impressive map making. There is a fairly lethal creature behind the oaken door held in temporary stasis, and that would have been very difficult for only 3 PCs to tackle. Also, on 2nd level they could get in contact with the mercenary guild and captain Ankhar again. So overall happy they decided for a cautious approach and return to level 3.]</span><br />
</span><br />
A combined Red Lantern expedition instead moves down the southern corridor that sharply turns right after about 50’ but also contains a large square mirror on the wall about midway. The mirror causes some alarm and the expedition has a nagging feeling danger is ahead. Krenak instructs the albino crow Corvus to make a fly-by in front of the mirror and when it subsequently returns unharmed the expedition approaches. In the reflection of the mirror, they can see a lantern hanging on the wall behind them, whereas nothing is to be seen when looking there directly. Carl the wise discovers that by trial and error that this ‘invisible’ (but hot) lantern and sconce upon which it hangs can be pulled down, and with a clicking sound the mirror in front of them dissipates to only leave the frame as entrance to a strange chamber.    <br />
<br />
Inside the chamber are workbenches filled with chemical flasks with swirling liquids, glass apparatus and a collection of many chemical components. The chamber seems to come alive as the mirror faded and when entering all activity is accelerated. Reluctantly Rufus and Fric probe around the strange laboratory which reacts to their presence. Among hundreds of different flasks Rufus finds an elixir that appears to be completed and which produce small fiery sparkles when swirled around. While present the floor starts to be illuminated in fluorescent light that coalesce into arcane symbols and scriptures. Rufus casts an incarnation that determines this to be a spell recipe which he copies into his magical tome. Soon afterwards a fog seems to creep up from the floor filling the chamber, and the scouting group decides to retract and close the mirror-portal behind them.   <br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: By circumstance the party came this way to find this place, but I am glad they did because I would like to showcase each player that there is something to locate for each PC class. So, Anders playing Rufus the magic-user was the obvious benefactor of this part of the dungeon. The spell was ‘Locate Object’ rolled randomly from the 2nd lvl spell list, and the potion was ‘Potion of Fire Resistance’. On a side note, I think Kim is struggling a bit with getting into the skin of his new PC Fric the rat-bitten (thief) after loosing Oswald. Gaming on a workday can be a bit taxing and we were a bit tired all of us this session, so perhaps that also explains it. I better find a way to get him excited and engaged again.]</span><br />
</span><br />
Leaving the laboratory behind they approach the L-shaped bend in the corridor where a trapdoor is located. A large keyhole fits with the bronze-key Rufus is carrying but which originally came from the store-room. Under the trapdoor are stairs leading down, which momentarily are left unexplored. Instead, the Red Lantern members explore the corridor to its logical conclusion in Tonisborg – a dead-end. Around another bend and in essence completing the ‘encirclement’ of the laboratory chamber the corridor ends, but fresh blood drops are seen around this area and a chewed of finger with a gold ring is found near a set of stairs going up. Fric puts on the ring!<br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #44b8ff;" class="mycode_color">[REF note: A lot of debate about the ring and if it could be cursed, but eventually they put it on (it has 75 gp value-but otherwise ordinary). At the time when we played, I didn’t connect the dots completely in my head and I was just following the things I already had written down around this area. But the chewed of finger fits quite nicely with stairs X going to 2nd level, as upstairs at 2:15 are more of the vicious dogs the mercenary guild are controlling. So, for consistency and logic, this chewed of finger is likely the results of the dogs attacking someone. When re-reading my description of 2:15 I already wrote the dogs are devouring a cadaver there, so the ring-and finger is from that dude. Glad some thoughts already went into this.] </span><br />
</span><br />
<span style="font-style: italic;" class="mycode_i"><img src="https://cdn.phototourl.com/free/2026-09-20-494a7f84-efe7-4877-adba-4898584d4252.jpg" loading="lazy"  alt="[Image: 2026-09-20-494a7f84-efe7-4877-adba-4898584d4252.jpg]" class="mycode_img" /></span><br />
<br />
<hr class="mycode_hr" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Cawme's Blackmoor Campaign.]]></title>
			<link>https://blackmoor.mystara.us/forums/showthread.php?tid=3211</link>
			<pubDate>Wed, 31 Jul 2024 20:38:12 -0600</pubDate>
			<dc:creator><![CDATA[<a href="https://blackmoor.mystara.us/forums/member.php?action=profile&uid=2323">CawmeKrazee</a>]]></dc:creator>
			<guid isPermaLink="false">https://blackmoor.mystara.us/forums/showthread.php?tid=3211</guid>
			<description><![CDATA[I've recently begun a 5e campaign taking place in the Blackmoor setting but before we get into that I need to get into the changes I've done to my world. <br />
<br />
The world my players are playing on have had a majority of DnD settings made into continents or in Eberron's case. The moon. (The Radiant Citadel a floating crystal with it's own atmosphere in the planet's orbit). <br />
<br />
The next thing of note is I put Dave Arneson's Blackmoor where the Greyhawk Blackmoor is at. <br />
Since there was no official world map of Blackmoor I took the map from the Dave Arneson's Blackmoor Campaign book and made it a bit different. (I have no finished map of this look yet but in future updates I'll post it. <br />
<br />
I've had my players start in Northern Blackmoor. North of Bartertown because there was no lore I could find on that region so it was the easiest for me to homebrew. To see the finished map of my Northern Blackmoor. Click here <a href="https://www.reddit.com/r/inkarnate/comments/1eh5jzk/northern_blackmoor_im_open_to_advice_on_how_to/" target="_blank" rel="noopener" class="mycode_url">Cawme's Northern Blackmoor Map</a>. <br />
<br />
As you can see there are a multitude of new areas here. The keen eyes will see that the Village of Hommlet, Nulb and most definitely The Temple of Elemental Evil is here. <br />
<br />
I decided to start my players off with that module along with a few generic adventures before we tackled the larger Blackmoor campaign as I figured this would be the best way to get my players acclimated to the area. I have no doubt they will want to go to Barttown to try and get better gear and loot eventually but for now they are there.<br />
<br />
Feel free to ask me about other towns that I've placed there. Like the port town Jozan or the Dwarven City of Baylor against the edge of Mount Baylor. I'm sure some of you are curious about Faren's Rest too. <br />
<br />
Some of these cities and locations appear in official modules while some are only mentioned. The only true homebrew town is the port town of Jozan as that was mostly a starting point for my players. <br />
<br />
I plan to have the Egg of Coot's watchful eyes and servants keeping an eye on them eventually. <br />
<br />
I've started my players in the year of 1028. 2 years before the start  of the Ties that Bind adventure. <br />
I plan to run them through every single Blackmoor adventure module I've found on here. Which I have a majority of the official stuff. From the DA1-4 books to the MMRPG to all the ZTG modules. I plan to be able to exhaust this setting for all I can. <br />
<br />
eventually I plan take the party further south to Greyhawk itself and get them started on that. However, I know that is years out as I have so much planned for my group and I can't wait to take them on this historical journey where we all learn so much. <br />
<br />
I cant wait to plant the seeds for the Egg of Coot. Vecna. Pale Night and so much more not to mention hope one of them plays a sorcerer and they realize how different things were back then in this era of time compared to our current modern era. Cause sorcerers here are shunned and hunted by the Wizard's Cabal.]]></description>
			<content:encoded><![CDATA[I've recently begun a 5e campaign taking place in the Blackmoor setting but before we get into that I need to get into the changes I've done to my world. <br />
<br />
The world my players are playing on have had a majority of DnD settings made into continents or in Eberron's case. The moon. (The Radiant Citadel a floating crystal with it's own atmosphere in the planet's orbit). <br />
<br />
The next thing of note is I put Dave Arneson's Blackmoor where the Greyhawk Blackmoor is at. <br />
Since there was no official world map of Blackmoor I took the map from the Dave Arneson's Blackmoor Campaign book and made it a bit different. (I have no finished map of this look yet but in future updates I'll post it. <br />
<br />
I've had my players start in Northern Blackmoor. North of Bartertown because there was no lore I could find on that region so it was the easiest for me to homebrew. To see the finished map of my Northern Blackmoor. Click here <a href="https://www.reddit.com/r/inkarnate/comments/1eh5jzk/northern_blackmoor_im_open_to_advice_on_how_to/" target="_blank" rel="noopener" class="mycode_url">Cawme's Northern Blackmoor Map</a>. <br />
<br />
As you can see there are a multitude of new areas here. The keen eyes will see that the Village of Hommlet, Nulb and most definitely The Temple of Elemental Evil is here. <br />
<br />
I decided to start my players off with that module along with a few generic adventures before we tackled the larger Blackmoor campaign as I figured this would be the best way to get my players acclimated to the area. I have no doubt they will want to go to Barttown to try and get better gear and loot eventually but for now they are there.<br />
<br />
Feel free to ask me about other towns that I've placed there. Like the port town Jozan or the Dwarven City of Baylor against the edge of Mount Baylor. I'm sure some of you are curious about Faren's Rest too. <br />
<br />
Some of these cities and locations appear in official modules while some are only mentioned. The only true homebrew town is the port town of Jozan as that was mostly a starting point for my players. <br />
<br />
I plan to have the Egg of Coot's watchful eyes and servants keeping an eye on them eventually. <br />
<br />
I've started my players in the year of 1028. 2 years before the start  of the Ties that Bind adventure. <br />
I plan to run them through every single Blackmoor adventure module I've found on here. Which I have a majority of the official stuff. From the DA1-4 books to the MMRPG to all the ZTG modules. I plan to be able to exhaust this setting for all I can. <br />
<br />
eventually I plan take the party further south to Greyhawk itself and get them started on that. However, I know that is years out as I have so much planned for my group and I can't wait to take them on this historical journey where we all learn so much. <br />
<br />
I cant wait to plant the seeds for the Egg of Coot. Vecna. Pale Night and so much more not to mention hope one of them plays a sorcerer and they realize how different things were back then in this era of time compared to our current modern era. Cause sorcerers here are shunned and hunted by the Wizard's Cabal.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Blackmoor: End Times (SWADE)]]></title>
			<link>https://blackmoor.mystara.us/forums/showthread.php?tid=3146</link>
			<pubDate>Sat, 02 Sep 2023 16:31:43 -0600</pubDate>
			<dc:creator><![CDATA[<a href="https://blackmoor.mystara.us/forums/member.php?action=profile&uid=376">Yaztromo</a>]]></dc:creator>
			<guid isPermaLink="false">https://blackmoor.mystara.us/forums/showthread.php?tid=3146</guid>
			<description><![CDATA[I was impressed by this recently published campaign for SWADE <a href="https://www.thepiazza.org.uk/bb/viewtopic.php?t=32063" target="_blank" rel="noopener" class="mycode_url">https://www.thepiazza.org.uk/bb/viewtopic.php?t=32063</a> and as a consequence, I'm starting a new campaign on RPoL.<br />
The name of the new campaign is Blackmoor: End Times <a href="https://www.rpol.net/game.cgi?gi=78337&amp;date=1693693439" target="_blank" rel="noopener" class="mycode_url">https://www.rpol.net/game.cgi?gi=78337&amp;date=1693693439</a> and it will be set in a suitably adapted version of Blackmoor.<br />
<br />
If you want to know more, follow the link and see how this idea develops (or not...)  <img src="https://blackmoor.mystara.us/forums/images/smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_4" /><br />
<br />
Considering how close we are to the Dave Arneson's Day, I think that it makes sense starting the actual play then! <img src="https://blackmoor.mystara.us/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" />]]></description>
			<content:encoded><![CDATA[I was impressed by this recently published campaign for SWADE <a href="https://www.thepiazza.org.uk/bb/viewtopic.php?t=32063" target="_blank" rel="noopener" class="mycode_url">https://www.thepiazza.org.uk/bb/viewtopic.php?t=32063</a> and as a consequence, I'm starting a new campaign on RPoL.<br />
The name of the new campaign is Blackmoor: End Times <a href="https://www.rpol.net/game.cgi?gi=78337&amp;date=1693693439" target="_blank" rel="noopener" class="mycode_url">https://www.rpol.net/game.cgi?gi=78337&amp;date=1693693439</a> and it will be set in a suitably adapted version of Blackmoor.<br />
<br />
If you want to know more, follow the link and see how this idea develops (or not...)  <img src="https://blackmoor.mystara.us/forums/images/smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_4" /><br />
<br />
Considering how close we are to the Dave Arneson's Day, I think that it makes sense starting the actual play then! <img src="https://blackmoor.mystara.us/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" />]]></content:encoded>
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			<title><![CDATA[Peldor Blackmoor game stories]]></title>
			<link>https://blackmoor.mystara.us/forums/showthread.php?tid=2954</link>
			<pubDate>Wed, 12 May 2021 08:34:56 -0600</pubDate>
			<dc:creator><![CDATA[<a href="https://blackmoor.mystara.us/forums/member.php?action=profile&uid=1631">Aldarron</a>]]></dc:creator>
			<guid isPermaLink="false">https://blackmoor.mystara.us/forums/showthread.php?tid=2954</guid>
			<description><![CDATA[I stumbled on this accidentally and thought I should share:<br />
<br />
Peldor is an old Greyhawk oriented campaign website and the fellow who runs it writes up fictional accounts of the adventure sessions.<br />
<br />
Glancing through the materials I happened to notice that he had a whole string of adventure stories set in Blackmoor, starting with this one:<br />
<a href="http://www.peldor.com/chapters.php?091" target="_blank" rel="noopener" class="mycode_url">http://www.peldor.com/chapters.php?091</a><br />
<br />
The Blackmoor stories run from episode 91 to 100, involve a seedy baron named Albert, a lone tower and fields of undead, a town called Ren in the southwest, and a castle with an unnamed vampire lord.  Baron Albert features again in a few episodes starting with number 622.  There may be others I haven't come across yet.]]></description>
			<content:encoded><![CDATA[I stumbled on this accidentally and thought I should share:<br />
<br />
Peldor is an old Greyhawk oriented campaign website and the fellow who runs it writes up fictional accounts of the adventure sessions.<br />
<br />
Glancing through the materials I happened to notice that he had a whole string of adventure stories set in Blackmoor, starting with this one:<br />
<a href="http://www.peldor.com/chapters.php?091" target="_blank" rel="noopener" class="mycode_url">http://www.peldor.com/chapters.php?091</a><br />
<br />
The Blackmoor stories run from episode 91 to 100, involve a seedy baron named Albert, a lone tower and fields of undead, a town called Ren in the southwest, and a castle with an unnamed vampire lord.  Baron Albert features again in a few episodes starting with number 622.  There may be others I haven't come across yet.]]></content:encoded>
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			<title><![CDATA[Solo campaign ad&D 1st]]></title>
			<link>https://blackmoor.mystara.us/forums/showthread.php?tid=2938</link>
			<pubDate>Sun, 07 Feb 2021 20:34:13 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://blackmoor.mystara.us/forums/member.php?action=profile&uid=1543">Sebcze</a>]]></dc:creator>
			<guid isPermaLink="false">https://blackmoor.mystara.us/forums/showthread.php?tid=2938</guid>
			<description><![CDATA[Well is a solo campaign because i cant find anybody who wants to play Ad&amp;d 1st.<br />
I rolled an UA paladin with psionics powers, because is low class started as squire, But thanks to mind blast thwarted a cabal wizard plot. Later in the trial he had problems to demostrate his cause, that made him angry and almost lost his way if not by her mentor. Because the nature of the campaign is very personal, with a very few combats ATM.]]></description>
			<content:encoded><![CDATA[Well is a solo campaign because i cant find anybody who wants to play Ad&amp;d 1st.<br />
I rolled an UA paladin with psionics powers, because is low class started as squire, But thanks to mind blast thwarted a cabal wizard plot. Later in the trial he had problems to demostrate his cause, that made him angry and almost lost his way if not by her mentor. Because the nature of the campaign is very personal, with a very few combats ATM.]]></content:encoded>
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			<title><![CDATA[Tales from the Old Land transcript]]></title>
			<link>https://blackmoor.mystara.us/forums/showthread.php?tid=2867</link>
			<pubDate>Mon, 31 Aug 2020 12:27:12 -0600</pubDate>
			<dc:creator><![CDATA[<a href="https://blackmoor.mystara.us/forums/member.php?action=profile&uid=376">Yaztromo</a>]]></dc:creator>
			<guid isPermaLink="false">https://blackmoor.mystara.us/forums/showthread.php?tid=2867</guid>
			<description><![CDATA[As promised, I'll post here (slowly, bit by bit) the transcript of the adventure as it played in my campaign.<br />
<br />
First of all, the characters:<br />
<span style="font-weight: bold;" class="mycode_b">Feanor</span>: Feanor is a Cumasti elf, standing 5'2" tall and of lean build. He has a pale bronze-coloured complexion, wavy blonde-white hair and blue eyes. He wears no armour, and has only a quarterstaff as potentially a weapon, but around his neck hangs a holy symbol of a white kite shield with two crossed blue longswords topped with a golden crown.<br />
On his chest he wears a Whirligig Brooch, a brass and pewter pinwheel mounted on a pin.<br />
<img src="http://rpolportraits.shannara-rose.com/mfd226.jpg" loading="lazy"  alt="[Image: mfd226.jpg]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Jan Tarran</span>: Jan is a lithe human of with pale skin, dark blonde hair and deep blue eyes, his features revealing his Skandaharan heritage. Of average height, he is dressed in leathers and clothing made of animal fur and hide, suggesting he is an accomplished hunter.<br />
<img src="http://rpolportraits.shannara-rose.com/mfr471.jpg" loading="lazy"  alt="[Image: mfr471.jpg]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Stormrider</span>: Storm is an accomplished human warrior, wearing a leather hauberk and carrying two swords. Besides him is a young dog, but already threatening.<br />
<img src="http://rpolportraits.shannara-rose.com/mfw011.jpg" loading="lazy"  alt="[Image: mfw011.jpg]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[As promised, I'll post here (slowly, bit by bit) the transcript of the adventure as it played in my campaign.<br />
<br />
First of all, the characters:<br />
<span style="font-weight: bold;" class="mycode_b">Feanor</span>: Feanor is a Cumasti elf, standing 5'2" tall and of lean build. He has a pale bronze-coloured complexion, wavy blonde-white hair and blue eyes. He wears no armour, and has only a quarterstaff as potentially a weapon, but around his neck hangs a holy symbol of a white kite shield with two crossed blue longswords topped with a golden crown.<br />
On his chest he wears a Whirligig Brooch, a brass and pewter pinwheel mounted on a pin.<br />
<img src="http://rpolportraits.shannara-rose.com/mfd226.jpg" loading="lazy"  alt="[Image: mfd226.jpg]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Jan Tarran</span>: Jan is a lithe human of with pale skin, dark blonde hair and deep blue eyes, his features revealing his Skandaharan heritage. Of average height, he is dressed in leathers and clothing made of animal fur and hide, suggesting he is an accomplished hunter.<br />
<img src="http://rpolportraits.shannara-rose.com/mfr471.jpg" loading="lazy"  alt="[Image: mfr471.jpg]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Stormrider</span>: Storm is an accomplished human warrior, wearing a leather hauberk and carrying two swords. Besides him is a young dog, but already threatening.<br />
<img src="http://rpolportraits.shannara-rose.com/mfw011.jpg" loading="lazy"  alt="[Image: mfw011.jpg]" class="mycode_img" />]]></content:encoded>
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			<title><![CDATA[Do you manage to keep playing during this pandemic?]]></title>
			<link>https://blackmoor.mystara.us/forums/showthread.php?tid=2860</link>
			<pubDate>Thu, 02 Jul 2020 02:20:47 -0600</pubDate>
			<dc:creator><![CDATA[<a href="https://blackmoor.mystara.us/forums/member.php?action=profile&uid=376">Yaztromo</a>]]></dc:creator>
			<guid isPermaLink="false">https://blackmoor.mystara.us/forums/showthread.php?tid=2860</guid>
			<description><![CDATA[How do you adapt to the situation? Did you have to stop something or you found a way to carry on?]]></description>
			<content:encoded><![CDATA[How do you adapt to the situation? Did you have to stop something or you found a way to carry on?]]></content:encoded>
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			<title><![CDATA[HackMaster 2020/03/10 Hobgoblin Chief and Gelatinous Cube]]></title>
			<link>https://blackmoor.mystara.us/forums/showthread.php?tid=2809</link>
			<pubDate>Tue, 17 Mar 2020 19:25:27 -0600</pubDate>
			<dc:creator><![CDATA[<a href="https://blackmoor.mystara.us/forums/member.php?action=profile&uid=404">tmjva</a>]]></dc:creator>
			<guid isPermaLink="false">https://blackmoor.mystara.us/forums/showthread.php?tid=2809</guid>
			<description><![CDATA[My weekly game is cancelled until further notice.<br />
<br />
On Wednesday major local corporations recommended avoidance of all non-essential gatherings.  Later during the week came a spate of municipal and statewide lock downs and the declaration of a national emergency.  <br />
<br />
This time we had double cheeseburgers and fries individually bagged for each player from a national fast food chain.<br />
<br />
I put the room numbers in the summary, so they coincide with narrative.  Old timers may recognize this place.  Corrective note to earlier narrative, [Room 18] did not have the curtain block the door to the south.  I was reading from a paper copy and I should have used a magnifying glass.  Now that I've seen it blown up on a screen the party should have been able to go that way.<br />
<br />
++++ SUMMARY ++++<br />
<br />
[Room 11]<br />
<br />
From fighting the skeletons the party picked up any maces the skeletons had dropped (to improve their weapons) and proceed to the next room.  Which was essentially the back side of another secret door.  Peeking, the party noticed 5 Hobgoblins, one guarding another door, two flanking what appeared to be a throne, one standing in front of the throne reporting to whom was seated there the party's attack on the Hobgoblin barracks [Room 10] minutes before, and lastly the biggest baddest (4th level) Hobgoblin chief you ever saw.  (Even his body double was wearing a Screen Actor's Guild "muscle suit" to play this role. <br />
<br />
So the party decided to rush the guard, close the door and overwhelm the rest with Kobolds and Teenagers.<br />
<br />
This eventually worked, losing only six Kobolds in the process.  (They had lost the first nine fighting the skeletons.  Sorry I forgot to mention that.)<br />
<br />
Next item on the agenda was to survey and search the room they were now in, which was a 25 by 45 foot room an empty throne on the East end, a door in the South, 4 dead Hobgoblins each with 10 gold pieces, one big Hobgoblin with no treasure, and a secret door in the Southwest corner.<br />
<br />
[Room 8]<br />
<br />
Finding no traps on the secret door, Needles took the lead into a 15 by 15 foot room, only to be surprised by a Gelatinous Cube and got paralyzed.  The Teenagers came in and destroyed it well in advance of Needles getting digested.  Amid the remaining globs of viscous goo they found a magical warhammer, which the party prevented Grog from destroying, and a a box of 7 scrolls which DeBoDe identified and quickly pocketed. <br />
<br />
[Room 7]<br />
<br />
Lastly they were on the backside of another secret door on the other side of this room.  (Since it was the backside, I decided to not make it a secret.)  With another peek, the party espied two Ogres sitting at a table playing cards.<br />
<br />
Given the time spent fighting the last two rooms I decided to call the game.  Even though I "could" have, the next fight may have pushed it late into the night.<br />
<br />
I decided to attach the party's map, if this forum can't take attachments, sorry.  (It is posted on other forums.)<br />
<br />
++++ CHARACTER SUMMARY ++++<br />
<br />
- A Barbarian named Grog.<br />
- A Magic User Sole Practitioner (Detective Class) named De-Bo-De<br />
- "Fred" the talking indestructible wooden fish amulet found in session one and taken possession by De-Bo-De.<br />
- A Thief named Needles (who has a fear of needles)<br />
- A Cleric named Torquemada, a Cleric who bought the Inquisitor package with his build points.<br />
- Eleven "teenagers", who are apparently some sort of Sprite kin encountered two episodes back who want in on the "action".<br />
- Rescued wimmenfolk from the village.  One per each defeated member of the Hobgoblin tribe.]]></description>
			<content:encoded><![CDATA[My weekly game is cancelled until further notice.<br />
<br />
On Wednesday major local corporations recommended avoidance of all non-essential gatherings.  Later during the week came a spate of municipal and statewide lock downs and the declaration of a national emergency.  <br />
<br />
This time we had double cheeseburgers and fries individually bagged for each player from a national fast food chain.<br />
<br />
I put the room numbers in the summary, so they coincide with narrative.  Old timers may recognize this place.  Corrective note to earlier narrative, [Room 18] did not have the curtain block the door to the south.  I was reading from a paper copy and I should have used a magnifying glass.  Now that I've seen it blown up on a screen the party should have been able to go that way.<br />
<br />
++++ SUMMARY ++++<br />
<br />
[Room 11]<br />
<br />
From fighting the skeletons the party picked up any maces the skeletons had dropped (to improve their weapons) and proceed to the next room.  Which was essentially the back side of another secret door.  Peeking, the party noticed 5 Hobgoblins, one guarding another door, two flanking what appeared to be a throne, one standing in front of the throne reporting to whom was seated there the party's attack on the Hobgoblin barracks [Room 10] minutes before, and lastly the biggest baddest (4th level) Hobgoblin chief you ever saw.  (Even his body double was wearing a Screen Actor's Guild "muscle suit" to play this role. <br />
<br />
So the party decided to rush the guard, close the door and overwhelm the rest with Kobolds and Teenagers.<br />
<br />
This eventually worked, losing only six Kobolds in the process.  (They had lost the first nine fighting the skeletons.  Sorry I forgot to mention that.)<br />
<br />
Next item on the agenda was to survey and search the room they were now in, which was a 25 by 45 foot room an empty throne on the East end, a door in the South, 4 dead Hobgoblins each with 10 gold pieces, one big Hobgoblin with no treasure, and a secret door in the Southwest corner.<br />
<br />
[Room 8]<br />
<br />
Finding no traps on the secret door, Needles took the lead into a 15 by 15 foot room, only to be surprised by a Gelatinous Cube and got paralyzed.  The Teenagers came in and destroyed it well in advance of Needles getting digested.  Amid the remaining globs of viscous goo they found a magical warhammer, which the party prevented Grog from destroying, and a a box of 7 scrolls which DeBoDe identified and quickly pocketed. <br />
<br />
[Room 7]<br />
<br />
Lastly they were on the backside of another secret door on the other side of this room.  (Since it was the backside, I decided to not make it a secret.)  With another peek, the party espied two Ogres sitting at a table playing cards.<br />
<br />
Given the time spent fighting the last two rooms I decided to call the game.  Even though I "could" have, the next fight may have pushed it late into the night.<br />
<br />
I decided to attach the party's map, if this forum can't take attachments, sorry.  (It is posted on other forums.)<br />
<br />
++++ CHARACTER SUMMARY ++++<br />
<br />
- A Barbarian named Grog.<br />
- A Magic User Sole Practitioner (Detective Class) named De-Bo-De<br />
- "Fred" the talking indestructible wooden fish amulet found in session one and taken possession by De-Bo-De.<br />
- A Thief named Needles (who has a fear of needles)<br />
- A Cleric named Torquemada, a Cleric who bought the Inquisitor package with his build points.<br />
- Eleven "teenagers", who are apparently some sort of Sprite kin encountered two episodes back who want in on the "action".<br />
- Rescued wimmenfolk from the village.  One per each defeated member of the Hobgoblin tribe.]]></content:encoded>
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			<title><![CDATA[HackMaster 2020/03/04 Sphinx, Statues, Hobgoblins, Skeletons]]></title>
			<link>https://blackmoor.mystara.us/forums/showthread.php?tid=2808</link>
			<pubDate>Tue, 10 Mar 2020 12:21:52 -0600</pubDate>
			<dc:creator><![CDATA[<a href="https://blackmoor.mystara.us/forums/member.php?action=profile&uid=404">tmjva</a>]]></dc:creator>
			<guid isPermaLink="false">https://blackmoor.mystara.us/forums/showthread.php?tid=2808</guid>
			<description><![CDATA[Games on Wednesday nights sometime after 6:30PM at World's Best Comics, 9714 Warwick Blvd Newport News, Virginia 23601.   (We skipped the previous week due to fog.)<br />
<br />
This time we had a salami pizza.<br />
<br />
Disclaimer, I have decided to keep this a low information campaign.  The party has no idea where they are or what world they are in. <br />
<br />
++++ SUMMARY ++++<br />
<br />
Today's game was a little bit more simple.  They did basically four rooms (or 3 rooms and a hallway) with most of the time taken for debate on what to do next.  My player's inability to make decisions or read clues is amazing.<br />
<br />
Situation #1<br />
<br />
Starting where they left off, the party sent off half the "teenagers" to guard the rescued Wimmenfolk and start walking back to the village.  The were still in the room with the surrendered Goblins and the Sphinx statue with two broken glass eyes.<br />
<br />
Getting the party to investigate the statue was a challenge.  First of all, my gamers have gotten used to the idea that I'll simply tell them things just because they happen to be in the vicinity.  After getting him to look up from his cell-phone, our "Detective" sub-class of Magic User DeBoDe, detected no traps and not magic.  So I had to bring up to the plate the party's Thief,  "Hey Needles, that's what you're here for.  You have in front of you a statue of a Sphinx with two broken glass eyes.  What are you going to do?"  He decides to check it out with a cursory look, nothing.  So finally saying again, "You have a statue of a Sphinx with two broken glass eyes (at this point I stomp my boot twice under the table), what are you going to do?" <br />
<br />
He decides to check out the broken glass eyes. <br />
<br />
So I tell him, they are big enough to insert a finger or a stick.  (Fortunately, my player chooses a stick.)   In one eye he finds a small poisonous scorpion which is easily disposed of.  The other eye, turns a switch.  (He turns the switch.)<br />
<br />
The Sphinx rolls away and there is a stash of treasure behind it.  (Whew!)  A bunch of silver jewelry, nothing magical our Detective could detect.  They decided to put it on the Barbarian's Pack Goat.<br />
<br />
Situation #2<br />
<br />
Next item on the agenda was to go down the stairs and check out the four other statues at the bottom.  The statues were:  #1  A skull, #2 A demon figure, #3 A screaming figure, #4 A frog creature.<br />
<br />
They decided to check out statue #4 and without bothering to check for magic, when touched it turned into a Berserk half-frog, half man.  After defeating it (and yes it took a few rounds), the decided to check for magic and found only the #2 demon figure had magical on it.   Avoiding that, they turned their attention to statue #3 of the screaming figure and found a switch inside its mouth.<br />
<br />
Turning the switch, the stairs they had just come down lifted up, and they were faced with a squad of 10 Demons armed with maces and shields.<br />
<br />
There was a long pause and my Players could not decide what to do.  If it were any other D&amp;D Party they would have been rushed by the Demons.  I finally dropped a hint, "Try turning the switch the other way."  "Thud!" the stairs were lowered, thus blocking the demons.<br />
<br />
Actually the dungeon did not allow for a two-way switch on this, I had to give them an easy way out to rethink it.<br />
<br />
Situation #3<br />
<br />
The party decides to ask their "guide" (the captured Hobgoblin "leader"), what was the quickest way to the rest of his tribe? <br />
<br />
His response was to take the secret door in former Kobold's barracks (which the party discovered last session after getting the Kobolds to surrender), and it will take you to the Hobgoblin barracks.  They found it was a narrow corridor 80 feet long so they had to go single file.<br />
<br />
Arriving at the far end they found 10 fully armed Hobgoblins with more captive village Wimmenfolk.  Using the tactic with the Kobolds, the party asked for their surrender or "your leader gets it".  Demanding proof, they have the captured leader "speak" and the party only got peals of laughter in return, including a shout.  "Hey Schlomo, we get dibs on your stuff!"<br />
<br />
Unfortunately, the party could only fight them one person at a time with open door frontage.  Grog our Barbarian took damage so they pulled him back and one of our intrepid of "teenagers" with wings healed him from behind when he wasn't looking.  (Our Cleric had run out of healing spells after the battles with the Goblins and the Frog Statue.)<br />
<br />
Noticing this ability, our party utilized the "teenagers" like rotating troops putting them up front.  As soon as a "teenager" got seriously wounded, another "teenager" behind him healed him.<br />
<br />
During the battle, one of the 10 Hobgoblins casually left the barracks out the back way.  Ostensibly to report the party's incursion.<br />
<br />
Also during the battle, Torquemada confronted at swordpoint in the narrow passageway why the captive "leader" (now called "Schlomo") as to why he got no respect from his underlings?  "I'm the Chief's body-double, he said, it always works on the Kobolds."<br />
<br />
At this point the party closed the door on the battle and made a careful retreat. It was an about face in the narrow hallway they were in, not a coordinated event at all.  The Hobgoblins did not follow, but they heard laughter.<br />
<br />
Situation #4<br />
<br />
Back in the old Kobold's barracks the party discussed it.  Questioning Schlomo about how to go about attacking his tribe.  He tells them they could either, #1 take the long way around to the other side where he was captured, #2 try again down the narrow corridor, or #3 fight the "demons" under the stairs.  He explained the the "Demons" are just Skeletons made out to look like Demons with a Phantasmal Force spell.  His tribe knew about the Skeletons, but did not know about the switch in the statue as they thought the room was a dead end under the stairs closet.  It is normally accessed from another room via another secret door.<br />
<br />
There was another long pause getting the party to make a decision.  So I finally dropped a hint saying:  Going the back way is probably blocked by now since the tribe has been alerted.  Going down single file again is a non-starter.   But you can probably get more frontage fighting the skeletons, and get past them quicker and gain access from an area the tribe thinks is a dead end.<br />
<br />
The party had another idea to go back topside and recruit the surrendered Kobolds (who had kept their agreement and left for other digs).  So the Kobolds negotiated for a share of any treasure.<br />
<br />
So getting in line for battle, the party fought the Skeletons, since the Kobolds were smaller they could fight two per every Skeleton.   Our player for DeBoDe rolled the attack dice for the Kobolds periodically interrupting his cell-phone video game to roll the dice.  (Not less than three times I had to mention, "Get off the phone and roll.")  Eventually after defeating them the party found a red square in the center underneath the stairs.  After some some more investigation they discovered by standing on it, the stairs would pivot up.  Apparently this had never been discovered by the Hobgoblin tribe who had just let the Skeletons (disguised as Demons) stay in their room.<br />
<br />
++++ CHARACTER SUMMARY ++++<br />
<br />
- A Barbarian named Grog.<br />
- A Magic User Sole Practitioner (Detective Class) named De-Bo-De<br />
- "Fred" the talking indestructible wooden fish amulet found in session one and taken possession by De-Bo-De.<br />
- A Thief named Needles (who has a fear of needles)<br />
- A Cleric named Torquemada, a Cleric who bought the Inquisitor package with his build points.<br />
- Eleven "teenagers", who are apparently some sort of Sprite kin encountered two episodes back who want in on the "action".<br />
- Rescued wimmenfolk from the village.  One per each defeated member of the Hobgoblin tribe.<br />
<br />
++++ OUT OF CHEESE ERROR ++++]]></description>
			<content:encoded><![CDATA[Games on Wednesday nights sometime after 6:30PM at World's Best Comics, 9714 Warwick Blvd Newport News, Virginia 23601.   (We skipped the previous week due to fog.)<br />
<br />
This time we had a salami pizza.<br />
<br />
Disclaimer, I have decided to keep this a low information campaign.  The party has no idea where they are or what world they are in. <br />
<br />
++++ SUMMARY ++++<br />
<br />
Today's game was a little bit more simple.  They did basically four rooms (or 3 rooms and a hallway) with most of the time taken for debate on what to do next.  My player's inability to make decisions or read clues is amazing.<br />
<br />
Situation #1<br />
<br />
Starting where they left off, the party sent off half the "teenagers" to guard the rescued Wimmenfolk and start walking back to the village.  The were still in the room with the surrendered Goblins and the Sphinx statue with two broken glass eyes.<br />
<br />
Getting the party to investigate the statue was a challenge.  First of all, my gamers have gotten used to the idea that I'll simply tell them things just because they happen to be in the vicinity.  After getting him to look up from his cell-phone, our "Detective" sub-class of Magic User DeBoDe, detected no traps and not magic.  So I had to bring up to the plate the party's Thief,  "Hey Needles, that's what you're here for.  You have in front of you a statue of a Sphinx with two broken glass eyes.  What are you going to do?"  He decides to check it out with a cursory look, nothing.  So finally saying again, "You have a statue of a Sphinx with two broken glass eyes (at this point I stomp my boot twice under the table), what are you going to do?" <br />
<br />
He decides to check out the broken glass eyes. <br />
<br />
So I tell him, they are big enough to insert a finger or a stick.  (Fortunately, my player chooses a stick.)   In one eye he finds a small poisonous scorpion which is easily disposed of.  The other eye, turns a switch.  (He turns the switch.)<br />
<br />
The Sphinx rolls away and there is a stash of treasure behind it.  (Whew!)  A bunch of silver jewelry, nothing magical our Detective could detect.  They decided to put it on the Barbarian's Pack Goat.<br />
<br />
Situation #2<br />
<br />
Next item on the agenda was to go down the stairs and check out the four other statues at the bottom.  The statues were:  #1  A skull, #2 A demon figure, #3 A screaming figure, #4 A frog creature.<br />
<br />
They decided to check out statue #4 and without bothering to check for magic, when touched it turned into a Berserk half-frog, half man.  After defeating it (and yes it took a few rounds), the decided to check for magic and found only the #2 demon figure had magical on it.   Avoiding that, they turned their attention to statue #3 of the screaming figure and found a switch inside its mouth.<br />
<br />
Turning the switch, the stairs they had just come down lifted up, and they were faced with a squad of 10 Demons armed with maces and shields.<br />
<br />
There was a long pause and my Players could not decide what to do.  If it were any other D&amp;D Party they would have been rushed by the Demons.  I finally dropped a hint, "Try turning the switch the other way."  "Thud!" the stairs were lowered, thus blocking the demons.<br />
<br />
Actually the dungeon did not allow for a two-way switch on this, I had to give them an easy way out to rethink it.<br />
<br />
Situation #3<br />
<br />
The party decides to ask their "guide" (the captured Hobgoblin "leader"), what was the quickest way to the rest of his tribe? <br />
<br />
His response was to take the secret door in former Kobold's barracks (which the party discovered last session after getting the Kobolds to surrender), and it will take you to the Hobgoblin barracks.  They found it was a narrow corridor 80 feet long so they had to go single file.<br />
<br />
Arriving at the far end they found 10 fully armed Hobgoblins with more captive village Wimmenfolk.  Using the tactic with the Kobolds, the party asked for their surrender or "your leader gets it".  Demanding proof, they have the captured leader "speak" and the party only got peals of laughter in return, including a shout.  "Hey Schlomo, we get dibs on your stuff!"<br />
<br />
Unfortunately, the party could only fight them one person at a time with open door frontage.  Grog our Barbarian took damage so they pulled him back and one of our intrepid of "teenagers" with wings healed him from behind when he wasn't looking.  (Our Cleric had run out of healing spells after the battles with the Goblins and the Frog Statue.)<br />
<br />
Noticing this ability, our party utilized the "teenagers" like rotating troops putting them up front.  As soon as a "teenager" got seriously wounded, another "teenager" behind him healed him.<br />
<br />
During the battle, one of the 10 Hobgoblins casually left the barracks out the back way.  Ostensibly to report the party's incursion.<br />
<br />
Also during the battle, Torquemada confronted at swordpoint in the narrow passageway why the captive "leader" (now called "Schlomo") as to why he got no respect from his underlings?  "I'm the Chief's body-double, he said, it always works on the Kobolds."<br />
<br />
At this point the party closed the door on the battle and made a careful retreat. It was an about face in the narrow hallway they were in, not a coordinated event at all.  The Hobgoblins did not follow, but they heard laughter.<br />
<br />
Situation #4<br />
<br />
Back in the old Kobold's barracks the party discussed it.  Questioning Schlomo about how to go about attacking his tribe.  He tells them they could either, #1 take the long way around to the other side where he was captured, #2 try again down the narrow corridor, or #3 fight the "demons" under the stairs.  He explained the the "Demons" are just Skeletons made out to look like Demons with a Phantasmal Force spell.  His tribe knew about the Skeletons, but did not know about the switch in the statue as they thought the room was a dead end under the stairs closet.  It is normally accessed from another room via another secret door.<br />
<br />
There was another long pause getting the party to make a decision.  So I finally dropped a hint saying:  Going the back way is probably blocked by now since the tribe has been alerted.  Going down single file again is a non-starter.   But you can probably get more frontage fighting the skeletons, and get past them quicker and gain access from an area the tribe thinks is a dead end.<br />
<br />
The party had another idea to go back topside and recruit the surrendered Kobolds (who had kept their agreement and left for other digs).  So the Kobolds negotiated for a share of any treasure.<br />
<br />
So getting in line for battle, the party fought the Skeletons, since the Kobolds were smaller they could fight two per every Skeleton.   Our player for DeBoDe rolled the attack dice for the Kobolds periodically interrupting his cell-phone video game to roll the dice.  (Not less than three times I had to mention, "Get off the phone and roll.")  Eventually after defeating them the party found a red square in the center underneath the stairs.  After some some more investigation they discovered by standing on it, the stairs would pivot up.  Apparently this had never been discovered by the Hobgoblin tribe who had just let the Skeletons (disguised as Demons) stay in their room.<br />
<br />
++++ CHARACTER SUMMARY ++++<br />
<br />
- A Barbarian named Grog.<br />
- A Magic User Sole Practitioner (Detective Class) named De-Bo-De<br />
- "Fred" the talking indestructible wooden fish amulet found in session one and taken possession by De-Bo-De.<br />
- A Thief named Needles (who has a fear of needles)<br />
- A Cleric named Torquemada, a Cleric who bought the Inquisitor package with his build points.<br />
- Eleven "teenagers", who are apparently some sort of Sprite kin encountered two episodes back who want in on the "action".<br />
- Rescued wimmenfolk from the village.  One per each defeated member of the Hobgoblin tribe.<br />
<br />
++++ OUT OF CHEESE ERROR ++++]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[HackMaster 2020/02/19, Confronting the Goblins]]></title>
			<link>https://blackmoor.mystara.us/forums/showthread.php?tid=2804</link>
			<pubDate>Sat, 22 Feb 2020 18:48:52 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://blackmoor.mystara.us/forums/member.php?action=profile&uid=404">tmjva</a>]]></dc:creator>
			<guid isPermaLink="false">https://blackmoor.mystara.us/forums/showthread.php?tid=2804</guid>
			<description><![CDATA[Games are now on Wednesday nights sometime after 6:30PM at World's Best Comics, 9714 Warwick Blvd Newport News, Virginia 23601.<br />
<br />
We had an extra large philly-steak, fresh mozzarella and tomato pizza.<br />
<br />
Disclaimer, I have decided to keep this a low information campaign.  The party has no idea where they are or what world they are in. <br />
<br />
++++ SUMMARY ++++<br />
<br />
We left off our characters in a 60 square foot throne room with one discovered secret door, a 20 foot wide open pit and De-Bo-De just having avoided a poison pin-cushion on the throne.<br />
<br />
Our party decided to take the secret door and found themselves going 30 feet up where they found another door.  Upon opening it up, they were presented with the backside of an apparently indestructible gray curtain that stretched from floor to ceiling that allowed a 3 foot wide gap between itself and a wall.  Grog tried stabbing it, Torquemada tried peeking under it, both to no avail.  (I told them it was attached the floor and ceiling like upholstery to a sofa.)<br />
<br />
Grog make his detect magic check and avoided touching the curtain henceforth.<br />
<br />
So the party sent the teenagers down the sides of the curtain only to report back that the paths were dead ends.  The curtain apparently enclosed some internal room.  De-Bo-De tried his luck and found a secret door.<br />
<br />
Taking standard the precaution of having Needles check for traps and finding none, they sent Grog the Barbarian through first with the rest of the party as back up, only to find:<br />
<br />
A hobgoblin entertaining himself with one of the kidnapped wimmenfolk.  There was also a hobgoblin guard looking down an open staircase.  (Since they came through a secret door "known" only to the occupants, they were not expecting anyone from that direction.)  Having achieved an element of surprise, Grog attacked from the Guard's rear flank and Torquemada put his sword edge on the other Hobgoblin's backside and demanded surrender.  Which was translated into perfect Hobgoblin by "Fred" the amulet who was nearby around De-Bo-De's neck and happened to overhear  ("Fred" is only trying to help.)<br />
<br />
This was the party's lucky day, for judging by the Hobgoblin's gear lying about they had captured the leader of the Goblin tribe. <br />
<br />
That accomplished, the party hastily had the Hobgoblin leader and his former hostage get dressed and took the two Hobgoblins hostage themselves and forced them with their hands tied to be their new guides to this dungeon.  So without further ado, the party was led down a staircase, to a room with 2 more Hobgoblin guards (who also surrendered), then through another secret door and found themselves back in the throne room they had left, albeit another secret door they had not found (nor had bothered to look for since it was behind a curtain next to one of those braziers). <br />
<br />
Reorganizing with the teenagers left behind to guard their rear.  The party was led cattywumpus across the throne room (avoiding the 20 foot wide pit) and took yet another secret door they had not found and up some more stairs to a 30 by 100 foot long room with 3 doors to the right, four statues at the other end, then it turned right to a 30 foot wide staircase going up.<br />
<br />
Their new "guides" led them to the first of the 3 doors telling the party that his allied Kobold tribe lives behind doors 1 and 3, but the 2nd door is just a closet.  Going through door number 1, the party found 20 sullen Kobolds being forced to clean and scrub their clothes, pick up their things and make their beds, overseen the stern looks of the party's wimmenfolk "hostages". <br />
<br />
The party abrubtly announced itself that that had taken their Chieftain prisoner and bade the 20 Kobolds surrender their hostages.  (The party really didn't say that, it was really announced by "Fred" translated into perfect Koboldic.)<br />
<br />
"Ding dong the Chief is had, the mean old Chief is had!"  Sang the Kobolds, once again in seemingly orchestrated dancing and song which in the next chorus said:  "Can you please save us from this selfmade hell!?"<br />
<br />
Torquemada, slightly out of character said via "Fred":  "Just release the hostages leave these parts, and you can go."   Since the Kobold's belongings were somehow set in order beforehand, and well packed including their toothbrushes, (even their underwear was folded), the Kobolds started to march in single file out the dungeon. <br />
<br />
Somewhat disappointed, the "rescued" wimmenfolk watched them go. <br />
<br />
Meanwhile the party decided to open the closet door (door #2) back in the hallway.  The party Thief dutifully checked for traps, found none, decided it was unlocked, then had the original Hobgoblin guard of the Chieftan open the door.<br />
<br />
Plop!  An Ochre Jelly that had been waiting on the other side of the door dropped on the hapless guard.  The party had to kill it with oil and flame but not before it had consumed the Hobgoblin.<br />
<br />
A few giggles erupted from the last of the departing Kobolds.  They had apparently kept the Ochre Jelly in the closet as a joke and didn't tell anyone.<br />
<br />
That left the next step in this night's gaming agenda.  There were three other things they could do:<br />
<br />
#1  Investigate the four statues at the end of the room just before the stairs going up.  (They were a skull statue, a demon statue, a screaming figure statue, and a frog creature statue.)<br />
<br />
#2  Up the 30 foot wide staircase going up.  To which the ex-Chieftain said were the barracks for 10 Goblins.<br />
<br />
#3  Yet another secret door from the ex-Kobold's quarters going underneath staircase #1 which leads to the barracks of 10 Hobgoblins.<br />
<br />
They decided to ignore the statutes and go up the wide staircase.  At the top of which, were 10 Goblins with (you guessed it) 10 wimmenfolk hostages.  However these wimmenfolk didn't have it as easy as the ones with the Kobolds and were in dire need of rescue. <br />
<br />
Additionally the surrender call by from the party did not work as intended so we ended up gaming a battle.   Three Goblins guarded the wimmenfolk, which left seven Goblins versus the party.  This included the Grog, Torquemada, Eleven Teenagers, and the party even recruited the two Hobgoblin prisoners to fight on their side.  (But not the ex-Chieftain.)  Only Needles and De-bo-De remained behind to guard the ex-Chieftain. <br />
<br />
About six rounds later the morale of the Goblins finally broke and they surrendered.<br />
<br />
Being out of time we called it a night.  The party having rescued 31 wimmenfolk.  The next step would be to go though the secret door in the Kobold's barracks and confront the Hobgoblins, and as you may guess, an equal number of hostages.<br />
<br />
Oh and by the way, I didn't mention it to my gamers, in the just defeated Goblin quarters there is a large statue of a sphinx with broken glass eyes.<br />
<br />
++++ CHARACTER SUMMARY ++++<br />
<br />
- A Barbarian named Grog.<br />
- A Magic User Sole Practitioner (Detective Class) named De-Bo-De<br />
- "Fred" the talking indestructible wooden fish amulet found in session one and taken possession by De-Bo-De.<br />
- A Thief named Needles (who has a fear of needles)<br />
- A Cleric named Torquemada, a Cleric who bought the Inquisitor package with his build points.<br />
- Eleven "teenagers", who are apparently some sort of Sprite kin encountered last episode who want in on the "action".<br />
<br />
++++ OUT OF CHEESE ERROR ++++]]></description>
			<content:encoded><![CDATA[Games are now on Wednesday nights sometime after 6:30PM at World's Best Comics, 9714 Warwick Blvd Newport News, Virginia 23601.<br />
<br />
We had an extra large philly-steak, fresh mozzarella and tomato pizza.<br />
<br />
Disclaimer, I have decided to keep this a low information campaign.  The party has no idea where they are or what world they are in. <br />
<br />
++++ SUMMARY ++++<br />
<br />
We left off our characters in a 60 square foot throne room with one discovered secret door, a 20 foot wide open pit and De-Bo-De just having avoided a poison pin-cushion on the throne.<br />
<br />
Our party decided to take the secret door and found themselves going 30 feet up where they found another door.  Upon opening it up, they were presented with the backside of an apparently indestructible gray curtain that stretched from floor to ceiling that allowed a 3 foot wide gap between itself and a wall.  Grog tried stabbing it, Torquemada tried peeking under it, both to no avail.  (I told them it was attached the floor and ceiling like upholstery to a sofa.)<br />
<br />
Grog make his detect magic check and avoided touching the curtain henceforth.<br />
<br />
So the party sent the teenagers down the sides of the curtain only to report back that the paths were dead ends.  The curtain apparently enclosed some internal room.  De-Bo-De tried his luck and found a secret door.<br />
<br />
Taking standard the precaution of having Needles check for traps and finding none, they sent Grog the Barbarian through first with the rest of the party as back up, only to find:<br />
<br />
A hobgoblin entertaining himself with one of the kidnapped wimmenfolk.  There was also a hobgoblin guard looking down an open staircase.  (Since they came through a secret door "known" only to the occupants, they were not expecting anyone from that direction.)  Having achieved an element of surprise, Grog attacked from the Guard's rear flank and Torquemada put his sword edge on the other Hobgoblin's backside and demanded surrender.  Which was translated into perfect Hobgoblin by "Fred" the amulet who was nearby around De-Bo-De's neck and happened to overhear  ("Fred" is only trying to help.)<br />
<br />
This was the party's lucky day, for judging by the Hobgoblin's gear lying about they had captured the leader of the Goblin tribe. <br />
<br />
That accomplished, the party hastily had the Hobgoblin leader and his former hostage get dressed and took the two Hobgoblins hostage themselves and forced them with their hands tied to be their new guides to this dungeon.  So without further ado, the party was led down a staircase, to a room with 2 more Hobgoblin guards (who also surrendered), then through another secret door and found themselves back in the throne room they had left, albeit another secret door they had not found (nor had bothered to look for since it was behind a curtain next to one of those braziers). <br />
<br />
Reorganizing with the teenagers left behind to guard their rear.  The party was led cattywumpus across the throne room (avoiding the 20 foot wide pit) and took yet another secret door they had not found and up some more stairs to a 30 by 100 foot long room with 3 doors to the right, four statues at the other end, then it turned right to a 30 foot wide staircase going up.<br />
<br />
Their new "guides" led them to the first of the 3 doors telling the party that his allied Kobold tribe lives behind doors 1 and 3, but the 2nd door is just a closet.  Going through door number 1, the party found 20 sullen Kobolds being forced to clean and scrub their clothes, pick up their things and make their beds, overseen the stern looks of the party's wimmenfolk "hostages". <br />
<br />
The party abrubtly announced itself that that had taken their Chieftain prisoner and bade the 20 Kobolds surrender their hostages.  (The party really didn't say that, it was really announced by "Fred" translated into perfect Koboldic.)<br />
<br />
"Ding dong the Chief is had, the mean old Chief is had!"  Sang the Kobolds, once again in seemingly orchestrated dancing and song which in the next chorus said:  "Can you please save us from this selfmade hell!?"<br />
<br />
Torquemada, slightly out of character said via "Fred":  "Just release the hostages leave these parts, and you can go."   Since the Kobold's belongings were somehow set in order beforehand, and well packed including their toothbrushes, (even their underwear was folded), the Kobolds started to march in single file out the dungeon. <br />
<br />
Somewhat disappointed, the "rescued" wimmenfolk watched them go. <br />
<br />
Meanwhile the party decided to open the closet door (door #2) back in the hallway.  The party Thief dutifully checked for traps, found none, decided it was unlocked, then had the original Hobgoblin guard of the Chieftan open the door.<br />
<br />
Plop!  An Ochre Jelly that had been waiting on the other side of the door dropped on the hapless guard.  The party had to kill it with oil and flame but not before it had consumed the Hobgoblin.<br />
<br />
A few giggles erupted from the last of the departing Kobolds.  They had apparently kept the Ochre Jelly in the closet as a joke and didn't tell anyone.<br />
<br />
That left the next step in this night's gaming agenda.  There were three other things they could do:<br />
<br />
#1  Investigate the four statues at the end of the room just before the stairs going up.  (They were a skull statue, a demon statue, a screaming figure statue, and a frog creature statue.)<br />
<br />
#2  Up the 30 foot wide staircase going up.  To which the ex-Chieftain said were the barracks for 10 Goblins.<br />
<br />
#3  Yet another secret door from the ex-Kobold's quarters going underneath staircase #1 which leads to the barracks of 10 Hobgoblins.<br />
<br />
They decided to ignore the statutes and go up the wide staircase.  At the top of which, were 10 Goblins with (you guessed it) 10 wimmenfolk hostages.  However these wimmenfolk didn't have it as easy as the ones with the Kobolds and were in dire need of rescue. <br />
<br />
Additionally the surrender call by from the party did not work as intended so we ended up gaming a battle.   Three Goblins guarded the wimmenfolk, which left seven Goblins versus the party.  This included the Grog, Torquemada, Eleven Teenagers, and the party even recruited the two Hobgoblin prisoners to fight on their side.  (But not the ex-Chieftain.)  Only Needles and De-bo-De remained behind to guard the ex-Chieftain. <br />
<br />
About six rounds later the morale of the Goblins finally broke and they surrendered.<br />
<br />
Being out of time we called it a night.  The party having rescued 31 wimmenfolk.  The next step would be to go though the secret door in the Kobold's barracks and confront the Hobgoblins, and as you may guess, an equal number of hostages.<br />
<br />
Oh and by the way, I didn't mention it to my gamers, in the just defeated Goblin quarters there is a large statue of a sphinx with broken glass eyes.<br />
<br />
++++ CHARACTER SUMMARY ++++<br />
<br />
- A Barbarian named Grog.<br />
- A Magic User Sole Practitioner (Detective Class) named De-Bo-De<br />
- "Fred" the talking indestructible wooden fish amulet found in session one and taken possession by De-Bo-De.<br />
- A Thief named Needles (who has a fear of needles)<br />
- A Cleric named Torquemada, a Cleric who bought the Inquisitor package with his build points.<br />
- Eleven "teenagers", who are apparently some sort of Sprite kin encountered last episode who want in on the "action".<br />
<br />
++++ OUT OF CHEESE ERROR ++++]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Tracy's AAR 2020/02/12, HackMaster is Back]]></title>
			<link>https://blackmoor.mystara.us/forums/showthread.php?tid=2802</link>
			<pubDate>Thu, 20 Feb 2020 07:12:44 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://blackmoor.mystara.us/forums/member.php?action=profile&uid=404">tmjva</a>]]></dc:creator>
			<guid isPermaLink="false">https://blackmoor.mystara.us/forums/showthread.php?tid=2802</guid>
			<description><![CDATA[Games are now on Wednesday nights sometime after 6:30PM at World's Best Comics, 9714 Warwick Blvd Newport News, Virginia 23601.<br />
<br />
We had an extra large ground beef and mushroom pizza.<br />
<br />
++++ SUMMARY ++++<br />
<br />
Disclaimer, I have decided to keep this a low information campaign.  The party has no idea where they are or what world they are in.  Except for Grog the Barbarian who had just moved in as a lone survivor after his raiding party was defeated during after their most recent campaign, otherwise the party grew up in this awful village of scum.  Even though the party rolled up middle class characters, class distinctions for this village are rather, well, relative.<br />
<br />
While still transcribing character statistics, I thought the group was developed enough to start adventuring.  So we have:<br />
<br />
- A Barbarian named Grog.<br />
- A Magic User Sole Practitioner (Detective Class) named De-Bo-De<br />
- A Thief named Needles (who has a fear of needles)<br />
- A Cleric (absent this session)<br />
<br />
Funny thing about HackMaster Barbarians, they cannot "knowingly" associate with Magic Users at First level.  (So Mum's the word on De Bo De.  Sssshhhh!)<br />
<br />
I "woke" the party up at a small village of lowlife "Scum" on the edge of an unnamed river.  Their "Village" being the closest thing to an organizational size one can think of.  A collection of "Huts" is more like it.  Otherwise known throughout these parts as "Huts of the Scum".   In any case the village was raided by itinerant Goblins and all the wimmen folk were kidnapped.  All the pretty ones at least, "pretty" for a Goblin is something better looking than the average donkey.  Suffice it to say, any female who could disguise themselves as a muckraking boy or were past menopause were left behind.<br />
<br />
Afterward, the "village" council drafted our young adventurers.  First the Barbarian, only because he was the only one with any fighting experience.  Secondly the Thief, so he could bail himself out of the stocks.  The Magic User (Detective) De-Bo-De, because a village elder's wife had hired him to find out who her husband was having an affair with.  (That Elder is hoping he doesn't come back to file a report.)  And the Cleric, because in retaliation, that same wife decided to have an affair of her own with the Cleric and the Elder found out.  (The Elder doesn't want the Cleric to come back either.)<br />
<br />
After some minor adjustments it was discovered most of the party was so weak they couldn't carry their own equipment.  So they transferred the weight to the of a week's worth of Iron Rations to Grog's trained pack goat.  Since Goblins were litterbugs and there were no trail-side sanitation ordinances, the party followed the obvious trail to the Goblin's lair, where they had their first encounter.<br />
<br />
They heard loud giggling and musical instruments.<br />
<br />
Since De-Bo-De's profession was "Detective" they sent him, which was probably better than sending the Thief.  De-Bo-De was able to "detect" the source of the noise, and using his specialist ability to use the 2nd level "Detect Invisible" spell at 1st level, he found some nearly a dozen invisible "teenagers", with butterfly wings.  Making contact, he convinced these "winged teenagers" with their penchant for petty mayhem, to join them on a raid into the Goblin's lair, (as long as they hid their wings from the sight of Grog and stayed "visible".  So they flew over to a nearby copse of trees where they made themselves look nearly human as I said, like teenagers.<br />
<br />
After formal introductions with the "teenagers" the party finally made it to the Goblin's lair.  Where they found a cave entrance with steps going down, De-Bo-De noisily went first and alone.  Of course this alerted the sleeping guard who promptly retreated further inside enough so that De-Bo-De could hear a door slam.  Reporting back, the party all went downstairs to a 55 foot square room surrounded by drapes and a double wide closed door to the left, with a rather well done mural of an Goblin face on the doors.  The teenagers checked behind the drapes to find a 5 foot wide space behind so the room was really 60 feet square.  Thankfully there weren't any Goblins in ambush behind the curtains.<br />
<br />
They was however, a pile of garbage in one corner behind the curtains.  Searching the pile they were greeted by a voice saying "Hi, how ya doin'?"  Digging deeper in the trash they found a talking wooden fish amulet named "Fred", and having got the hint not to inform Grog about any magic, they showed it to De-Bo-De, who promptly confiscated it amid more giggles from the teenagers.  "Fred" promptly told De-Bo-De that he can speak any language of his current or former owners, perform a "Change Self" spell for his owner once per day for 6 hours,  as well as improving his owner's armor class by one.  Fred also said he was fire proof, freeze proof, acid proof, and basically indestructible.<br />
<br />
Makes one wonder why "Fred" was discovered in the trash?<br />
<br />
The double-wide door with the Goblin mural was the next obstacle.  It was easily pushed open however, but as soon as the party passed through it a "Magic Mouth" spell LOUDLY exclaimed "Ho Master, be wary.  Enemies are at your door!".  The party went through it, and Grog hastily did so avoiding looking at the thing because it was magical.  Lastly as De-Bo-De passed by another Magic Mouth spell cast a Detect Magic spell causing a third Magic Mouth to declare (loudly) "Master, they have magic on them."  (Grog cringed when he heard that.)  <br />
<br />
The next chamber was another 60 foot square room built out of white marble and with a lengthwise inlaid black marble steps going up to a landing with six columns of gold inlaid marble in front of parted parted black curtains going up to another room.  The walls were covered with bas-relief carvings of soldiers fighting.  (Oddly enough, they haven't found any Goblins.)  To one side De-Bo-De found a secret door on a catch of one of the bas-relief statues, but the party decided to ignore that for the moment and continue on past the curtains.<br />
<br />
This place was obviously built by better engineers and spell casters than these Goblins.<br />
<br />
The next chamber was another 60 foot square room surrounded by a circle of draperies so that each corner was hidden by a curtain.  In each corner was a brazier with burning incense which to one "teenager's" dismay caused him to fail his saving throw an sent him to a snoring sleep.  Thus alerted the party held their breath and put them out. <br />
<br />
But more importantly was the huge 20 foot wide circular pit in the center of the room and a throne on a raised dais at one end.<br />
<br />
Looking into the pit, our Thief Needles could not see the pit walls any further than 20 feet down, so he dropped a lit torch.  It promptly disappeared after 20 feet.  (They all made a mental note of that, for later.)<br />
<br />
De-Bo-De decided to check out the throne and without further ado, decided it was a good time to relax.  So he placed his hind end squarely in the middle of it and made his saving throw versus poison as the trap sprang on his behind.  If it had been Needles, he would also had to make a saving throw versus Fear.<br />
<br />
All Fred could do at this point was laugh.<br />
<br />
++++ OUT OF CHEESE ERROR ++++]]></description>
			<content:encoded><![CDATA[Games are now on Wednesday nights sometime after 6:30PM at World's Best Comics, 9714 Warwick Blvd Newport News, Virginia 23601.<br />
<br />
We had an extra large ground beef and mushroom pizza.<br />
<br />
++++ SUMMARY ++++<br />
<br />
Disclaimer, I have decided to keep this a low information campaign.  The party has no idea where they are or what world they are in.  Except for Grog the Barbarian who had just moved in as a lone survivor after his raiding party was defeated during after their most recent campaign, otherwise the party grew up in this awful village of scum.  Even though the party rolled up middle class characters, class distinctions for this village are rather, well, relative.<br />
<br />
While still transcribing character statistics, I thought the group was developed enough to start adventuring.  So we have:<br />
<br />
- A Barbarian named Grog.<br />
- A Magic User Sole Practitioner (Detective Class) named De-Bo-De<br />
- A Thief named Needles (who has a fear of needles)<br />
- A Cleric (absent this session)<br />
<br />
Funny thing about HackMaster Barbarians, they cannot "knowingly" associate with Magic Users at First level.  (So Mum's the word on De Bo De.  Sssshhhh!)<br />
<br />
I "woke" the party up at a small village of lowlife "Scum" on the edge of an unnamed river.  Their "Village" being the closest thing to an organizational size one can think of.  A collection of "Huts" is more like it.  Otherwise known throughout these parts as "Huts of the Scum".   In any case the village was raided by itinerant Goblins and all the wimmen folk were kidnapped.  All the pretty ones at least, "pretty" for a Goblin is something better looking than the average donkey.  Suffice it to say, any female who could disguise themselves as a muckraking boy or were past menopause were left behind.<br />
<br />
Afterward, the "village" council drafted our young adventurers.  First the Barbarian, only because he was the only one with any fighting experience.  Secondly the Thief, so he could bail himself out of the stocks.  The Magic User (Detective) De-Bo-De, because a village elder's wife had hired him to find out who her husband was having an affair with.  (That Elder is hoping he doesn't come back to file a report.)  And the Cleric, because in retaliation, that same wife decided to have an affair of her own with the Cleric and the Elder found out.  (The Elder doesn't want the Cleric to come back either.)<br />
<br />
After some minor adjustments it was discovered most of the party was so weak they couldn't carry their own equipment.  So they transferred the weight to the of a week's worth of Iron Rations to Grog's trained pack goat.  Since Goblins were litterbugs and there were no trail-side sanitation ordinances, the party followed the obvious trail to the Goblin's lair, where they had their first encounter.<br />
<br />
They heard loud giggling and musical instruments.<br />
<br />
Since De-Bo-De's profession was "Detective" they sent him, which was probably better than sending the Thief.  De-Bo-De was able to "detect" the source of the noise, and using his specialist ability to use the 2nd level "Detect Invisible" spell at 1st level, he found some nearly a dozen invisible "teenagers", with butterfly wings.  Making contact, he convinced these "winged teenagers" with their penchant for petty mayhem, to join them on a raid into the Goblin's lair, (as long as they hid their wings from the sight of Grog and stayed "visible".  So they flew over to a nearby copse of trees where they made themselves look nearly human as I said, like teenagers.<br />
<br />
After formal introductions with the "teenagers" the party finally made it to the Goblin's lair.  Where they found a cave entrance with steps going down, De-Bo-De noisily went first and alone.  Of course this alerted the sleeping guard who promptly retreated further inside enough so that De-Bo-De could hear a door slam.  Reporting back, the party all went downstairs to a 55 foot square room surrounded by drapes and a double wide closed door to the left, with a rather well done mural of an Goblin face on the doors.  The teenagers checked behind the drapes to find a 5 foot wide space behind so the room was really 60 feet square.  Thankfully there weren't any Goblins in ambush behind the curtains.<br />
<br />
They was however, a pile of garbage in one corner behind the curtains.  Searching the pile they were greeted by a voice saying "Hi, how ya doin'?"  Digging deeper in the trash they found a talking wooden fish amulet named "Fred", and having got the hint not to inform Grog about any magic, they showed it to De-Bo-De, who promptly confiscated it amid more giggles from the teenagers.  "Fred" promptly told De-Bo-De that he can speak any language of his current or former owners, perform a "Change Self" spell for his owner once per day for 6 hours,  as well as improving his owner's armor class by one.  Fred also said he was fire proof, freeze proof, acid proof, and basically indestructible.<br />
<br />
Makes one wonder why "Fred" was discovered in the trash?<br />
<br />
The double-wide door with the Goblin mural was the next obstacle.  It was easily pushed open however, but as soon as the party passed through it a "Magic Mouth" spell LOUDLY exclaimed "Ho Master, be wary.  Enemies are at your door!".  The party went through it, and Grog hastily did so avoiding looking at the thing because it was magical.  Lastly as De-Bo-De passed by another Magic Mouth spell cast a Detect Magic spell causing a third Magic Mouth to declare (loudly) "Master, they have magic on them."  (Grog cringed when he heard that.)  <br />
<br />
The next chamber was another 60 foot square room built out of white marble and with a lengthwise inlaid black marble steps going up to a landing with six columns of gold inlaid marble in front of parted parted black curtains going up to another room.  The walls were covered with bas-relief carvings of soldiers fighting.  (Oddly enough, they haven't found any Goblins.)  To one side De-Bo-De found a secret door on a catch of one of the bas-relief statues, but the party decided to ignore that for the moment and continue on past the curtains.<br />
<br />
This place was obviously built by better engineers and spell casters than these Goblins.<br />
<br />
The next chamber was another 60 foot square room surrounded by a circle of draperies so that each corner was hidden by a curtain.  In each corner was a brazier with burning incense which to one "teenager's" dismay caused him to fail his saving throw an sent him to a snoring sleep.  Thus alerted the party held their breath and put them out. <br />
<br />
But more importantly was the huge 20 foot wide circular pit in the center of the room and a throne on a raised dais at one end.<br />
<br />
Looking into the pit, our Thief Needles could not see the pit walls any further than 20 feet down, so he dropped a lit torch.  It promptly disappeared after 20 feet.  (They all made a mental note of that, for later.)<br />
<br />
De-Bo-De decided to check out the throne and without further ado, decided it was a good time to relax.  So he placed his hind end squarely in the middle of it and made his saving throw versus poison as the trap sprang on his behind.  If it had been Needles, he would also had to make a saving throw versus Fear.<br />
<br />
All Fred could do at this point was laugh.<br />
<br />
++++ OUT OF CHEESE ERROR ++++]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Tracy's AAR for 2019/11/14, 2019/11/21 & Late Game Tomorrow]]></title>
			<link>https://blackmoor.mystara.us/forums/showthread.php?tid=2776</link>
			<pubDate>Wed, 04 Dec 2019 09:49:33 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://blackmoor.mystara.us/forums/member.php?action=profile&uid=404">tmjva</a>]]></dc:creator>
			<guid isPermaLink="false">https://blackmoor.mystara.us/forums/showthread.php?tid=2776</guid>
			<description><![CDATA[Games are "normally" on Thursday nights sometime after 6:30PM at World's Best Comics, 9714 Warwick Blvd Newport News, Virginia 23601.<br />
<br />
Tomorrow we are back on schedule with a late start.  No sooner than 7:30PM, so the game will have to be quick and easy.<br />
<br />
We had our usual Philly Cheese Steak Pizza with fresh Mozzarella. Lately we have added diced tomatoes.<br />
<br />
After Action Report (AAR) for two gaming sessions prior.  (Due to U.S. Thanksgiving Day on 28 Nov, we skipped it.)<br />
<br />
++++ SUMMARY ++++<br />
<br />
On November 14th, we played Avalon Hill's "Civlization" and the Western expansion board with 5 Players.  It was another game with a learning curve but our new partipant got the hang of it.  I deprecated myself by picking Crete so the other players would have a chance.  By the time we had to quit, we finally got to the point of being able to "trade" a catastrophe because we had gone through the trade decks.<br />
<br />
On November 21st, we Played Samurai Swords with 5 players, due to the learning curve we didn't get very far.   One player consistently bid on the Ninja and took out a couple of Daimyo to prevent battle before it started.  Everyone was still fairly even with territories by Turn 6 when we quit.  Although a couple of Players lost an Army and would have been hard pressed to maintain the status quo.<br />
<br />
<br />
++++ OUT OF CHEESE ERROR ++++]]></description>
			<content:encoded><![CDATA[Games are "normally" on Thursday nights sometime after 6:30PM at World's Best Comics, 9714 Warwick Blvd Newport News, Virginia 23601.<br />
<br />
Tomorrow we are back on schedule with a late start.  No sooner than 7:30PM, so the game will have to be quick and easy.<br />
<br />
We had our usual Philly Cheese Steak Pizza with fresh Mozzarella. Lately we have added diced tomatoes.<br />
<br />
After Action Report (AAR) for two gaming sessions prior.  (Due to U.S. Thanksgiving Day on 28 Nov, we skipped it.)<br />
<br />
++++ SUMMARY ++++<br />
<br />
On November 14th, we played Avalon Hill's "Civlization" and the Western expansion board with 5 Players.  It was another game with a learning curve but our new partipant got the hang of it.  I deprecated myself by picking Crete so the other players would have a chance.  By the time we had to quit, we finally got to the point of being able to "trade" a catastrophe because we had gone through the trade decks.<br />
<br />
On November 21st, we Played Samurai Swords with 5 players, due to the learning curve we didn't get very far.   One player consistently bid on the Ninja and took out a couple of Daimyo to prevent battle before it started.  Everyone was still fairly even with territories by Turn 6 when we quit.  Although a couple of Players lost an Army and would have been hard pressed to maintain the status quo.<br />
<br />
<br />
++++ OUT OF CHEESE ERROR ++++]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Gaming AAR for 2019/10/17, 2019/10/24 and No Game Tomorrow]]></title>
			<link>https://blackmoor.mystara.us/forums/showthread.php?tid=2773</link>
			<pubDate>Wed, 30 Oct 2019 08:28:11 -0600</pubDate>
			<dc:creator><![CDATA[<a href="https://blackmoor.mystara.us/forums/member.php?action=profile&uid=404">tmjva</a>]]></dc:creator>
			<guid isPermaLink="false">https://blackmoor.mystara.us/forums/showthread.php?tid=2773</guid>
			<description><![CDATA[No game tomorrow because I'm staying home to answer to door for Trick or Treaters.<br />
<br />
Next game will be on November 14th.  I have my local American Legion meeting on the 7th.<br />
<br />
(Note the new domain for SOCDAISY in the "To" address, we have migrated off of yahoogroups due to group deprecation.)<br />
<br />
Games are normally on Thursday nights sometime after 6:30PM at World's Best Comics, 9714 Warwick Blvd Newport News, Virginia 23601.<br />
<br />
We had our usual Philly Cheese Steak Pizza with fresh Mozzarella. Lately we have added diced tomatoes.<br />
<br />
Summary for two weeks prior:<br />
<br />
++++ SUMMARY ++++<br />
<br />
On October 17, we Played another round of TSR's "Dungeon!" we had five players this time.  A visiting Player won as a Wizard by pretending to go back to the staircase to replenish his spells, but he really had his 30K in gold.<br />
<br />
After taking the game back home I put it in dry dock for refurbishment.  There are no manufacturers for sleeves on those little 28mm by 38mm cards.  So I ended up buying 43mm by 65mm sleeves and snipping them short in a paper cutter 3 or 4 at a time.<br />
<br />
On October 24, we Played Rail Baron with 5 players using the B&amp;O extends to New York option.  Again our guest Player came out on top with only 4 railroads, but a good network.  (Although I think he eventually would have lost money but we called it due to time constraints.)<br />
<br />
++++ OUT OF CHEESE ERROR ++++<br />
<br />
Tracy Johnson<br />
BT<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
NNNN]]></description>
			<content:encoded><![CDATA[No game tomorrow because I'm staying home to answer to door for Trick or Treaters.<br />
<br />
Next game will be on November 14th.  I have my local American Legion meeting on the 7th.<br />
<br />
(Note the new domain for SOCDAISY in the "To" address, we have migrated off of yahoogroups due to group deprecation.)<br />
<br />
Games are normally on Thursday nights sometime after 6:30PM at World's Best Comics, 9714 Warwick Blvd Newport News, Virginia 23601.<br />
<br />
We had our usual Philly Cheese Steak Pizza with fresh Mozzarella. Lately we have added diced tomatoes.<br />
<br />
Summary for two weeks prior:<br />
<br />
++++ SUMMARY ++++<br />
<br />
On October 17, we Played another round of TSR's "Dungeon!" we had five players this time.  A visiting Player won as a Wizard by pretending to go back to the staircase to replenish his spells, but he really had his 30K in gold.<br />
<br />
After taking the game back home I put it in dry dock for refurbishment.  There are no manufacturers for sleeves on those little 28mm by 38mm cards.  So I ended up buying 43mm by 65mm sleeves and snipping them short in a paper cutter 3 or 4 at a time.<br />
<br />
On October 24, we Played Rail Baron with 5 players using the B&amp;O extends to New York option.  Again our guest Player came out on top with only 4 railroads, but a good network.  (Although I think he eventually would have lost money but we called it due to time constraints.)<br />
<br />
++++ OUT OF CHEESE ERROR ++++<br />
<br />
Tracy Johnson<br />
BT<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
NNNN]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Gaming 2019/10/10 Dungeon!]]></title>
			<link>https://blackmoor.mystara.us/forums/showthread.php?tid=2768</link>
			<pubDate>Wed, 16 Oct 2019 14:53:43 -0600</pubDate>
			<dc:creator><![CDATA[<a href="https://blackmoor.mystara.us/forums/member.php?action=profile&uid=404">tmjva</a>]]></dc:creator>
			<guid isPermaLink="false">https://blackmoor.mystara.us/forums/showthread.php?tid=2768</guid>
			<description><![CDATA[Games are normally on Thursday nights sometime after 6:00PM at World's Best Comics, 9714 Warwick Blvd Newport News, Virginia 23601.  (Yes I moved back to Thursday.)<br />
<br />
We had our usual Philly Cheese Steak Pizza with fresh Mozzarella.   Lately we have added diced tomatoes.<br />
<br />
++++ SUMMARY ++++<br />
<br />
On October 10, we Played two games of TSR's original "Dungeon!" the children's version of D&amp;D played out on a singular map.<br />
<br />
The game is full of small cards, 28mm by 38mm.<br />
<br />
You start out as one of four types of characters, represented by a simple colored pawn.  A green pawn to be an Elf, a blue pawn to be a Hero, a red pawn to be a uperhero, or a white pawn to be a Wizard.  The objective to return to the start space with prizes as follows:<br />
<br />
Elf:  Prizes worth 10,000 gold pieces.<br />
Hero:  Prizes worth 10,000 gold pieces.<br />
Superhero:  Prizes worth 20,000 gold pieces.<br />
Wizard:  Prizes worth 30,000 gold pieces.<br />
<br />
Each Monster has a number to roll on two dice to defeat it.  The Elf in this regard has the more difficult die rolls and the Superhero generally has the easier die rolls.  The Wizard also has a much difficulty as the Elf, but he has two spells, Lightning Bolt or Fireball to defeat the Monster.  To mitigate the difficulty of the Elf, the Elf gets to go through secret doors easier.<br />
<br />
The layout of Dungeon! very simple, there are a series of rooms color coded for levels one to six.  Each room has a Prize card in it.  On top of each prize card, a Monster card is placed on it.  Players move tokens five spaces down hallways from room to room.  If you open a new room you fight the Monster, if you defeat it, you win the Prize card.  If you lose, you roll on a LOSER table and odds are you may drop a Prize card and retreat.  If you roll snake eyes, boxcars or a three, you drop everything and go to back to the Starting spot.  (On snake eyes your character is dead but you get to start as a new character anyway.)<br />
<br />
In any case back to the objectives, the Prizes on levels one, two, and three are smaller and the Monsters are easier to defeat.  Hence the Elf and Hero should stick to those levels.  The Prizes on levels four through six are progressively harder, so the Superhero and Wizard should concentrate there.<br />
<br />
Here is the funny part.  Should you drop all your prizes and be sent back to Start, another Player could enter the space where you dropped the prizes, defeat the same Monster and get all your prizes.  Or you can ambush another player and take their prizes.  The game plays with 2 to 12 Players, so in a game with a lot of Players, they have a tendency to follow each other around hoping the other Player has a major defeat to collect the loser's prizes.<br />
<br />
There are other small mechanics too numerous to mention them all.<br />
<br />
++++ OUT OF CHEESE ERROR ++++<br />
<br />
Next game is Thursday, we had a new Player show up, so we may get back to HackMaster again.  I have a fallback game in mind if this pans out.<br />
<br />
Tracy Johnson<br />
<br />
BT<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
NNNN]]></description>
			<content:encoded><![CDATA[Games are normally on Thursday nights sometime after 6:00PM at World's Best Comics, 9714 Warwick Blvd Newport News, Virginia 23601.  (Yes I moved back to Thursday.)<br />
<br />
We had our usual Philly Cheese Steak Pizza with fresh Mozzarella.   Lately we have added diced tomatoes.<br />
<br />
++++ SUMMARY ++++<br />
<br />
On October 10, we Played two games of TSR's original "Dungeon!" the children's version of D&amp;D played out on a singular map.<br />
<br />
The game is full of small cards, 28mm by 38mm.<br />
<br />
You start out as one of four types of characters, represented by a simple colored pawn.  A green pawn to be an Elf, a blue pawn to be a Hero, a red pawn to be a uperhero, or a white pawn to be a Wizard.  The objective to return to the start space with prizes as follows:<br />
<br />
Elf:  Prizes worth 10,000 gold pieces.<br />
Hero:  Prizes worth 10,000 gold pieces.<br />
Superhero:  Prizes worth 20,000 gold pieces.<br />
Wizard:  Prizes worth 30,000 gold pieces.<br />
<br />
Each Monster has a number to roll on two dice to defeat it.  The Elf in this regard has the more difficult die rolls and the Superhero generally has the easier die rolls.  The Wizard also has a much difficulty as the Elf, but he has two spells, Lightning Bolt or Fireball to defeat the Monster.  To mitigate the difficulty of the Elf, the Elf gets to go through secret doors easier.<br />
<br />
The layout of Dungeon! very simple, there are a series of rooms color coded for levels one to six.  Each room has a Prize card in it.  On top of each prize card, a Monster card is placed on it.  Players move tokens five spaces down hallways from room to room.  If you open a new room you fight the Monster, if you defeat it, you win the Prize card.  If you lose, you roll on a LOSER table and odds are you may drop a Prize card and retreat.  If you roll snake eyes, boxcars or a three, you drop everything and go to back to the Starting spot.  (On snake eyes your character is dead but you get to start as a new character anyway.)<br />
<br />
In any case back to the objectives, the Prizes on levels one, two, and three are smaller and the Monsters are easier to defeat.  Hence the Elf and Hero should stick to those levels.  The Prizes on levels four through six are progressively harder, so the Superhero and Wizard should concentrate there.<br />
<br />
Here is the funny part.  Should you drop all your prizes and be sent back to Start, another Player could enter the space where you dropped the prizes, defeat the same Monster and get all your prizes.  Or you can ambush another player and take their prizes.  The game plays with 2 to 12 Players, so in a game with a lot of Players, they have a tendency to follow each other around hoping the other Player has a major defeat to collect the loser's prizes.<br />
<br />
There are other small mechanics too numerous to mention them all.<br />
<br />
++++ OUT OF CHEESE ERROR ++++<br />
<br />
Next game is Thursday, we had a new Player show up, so we may get back to HackMaster again.  I have a fallback game in mind if this pans out.<br />
<br />
Tracy Johnson<br />
<br />
BT<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
NNNN]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Gaming 2019/09/26 Summit]]></title>
			<link>https://blackmoor.mystara.us/forums/showthread.php?tid=2767</link>
			<pubDate>Wed, 16 Oct 2019 14:43:52 -0600</pubDate>
			<dc:creator><![CDATA[<a href="https://blackmoor.mystara.us/forums/member.php?action=profile&uid=404">tmjva</a>]]></dc:creator>
			<guid isPermaLink="false">https://blackmoor.mystara.us/forums/showthread.php?tid=2767</guid>
			<description><![CDATA[The HackMaster moniker has been removed from the Subject line. I'm retiring that campaign and going strictly to ad hoc games for the time being.<br />
<br />
Games are normally on Thursday nights sometime after 6:00PM at World's Best Comics, 9714 Warwick Blvd Newport News, Virginia 23601.  (Yes I moved back to Thursday.)<br />
<br />
++++ SUMMARY ++++<br />
<br />
Last game on September 26, we Played two games of Milton Bradley's "Summit" from 1961.  This was a blast from the past from the Cold War that has relevance to Today.  Three to six Players play over a polar projection of a world map and represent major world powers, U.S., Russia, China, Western Europe, India and South American as a whole.  (Given the relevance to the 1960s I think the last two countries were thrown in because they needed to make space for 6 Players.)<br />
<br />
The game design offered a "training game" where the random events deck are pre-programmed so the Players learn what to do by doing for the first two turns.  This was our first game so we opted to continue as it was after the pre-programmed turns.  The second game we played naturally.  I won't say what the results were or who won, (mainly because I forgot).<br />
<br />
It is actually more fun to describe the game.  The players are supposed to build their economies by spending resources (represented by "I" beams) to build tokens representing steel mills, factories, and military bases on minor countries at a cost of two "I" beams each.  Countries can share the same steel mills and factories, but if you but a military base on a minor country, the mills and factories are removed and the owner gets a token representing scrap to rebuild elsewhere.<br />
<br />
Steel mills in your own country produce an "I" beam, and with a hat tip to the colonial exploitation of the time a steel mill in a minor country produces two "I" beams.<br />
<br />
The event cards also seem like today's news, for example a trade dispute can make you lose production or that your country develops a new missile so you get a military power token.  One player commented, "These cards can be updated by prefixing it with "Your President's tweet causes ...".<br />
<br />
Victory is determined by adding up tokens across the board by event card that calls for a census which may occur several times throughout the game.  You get extra points by having a military base on each country on the final census.<br />
<br />
++++ OUT OF CHEESE ERROR ++++<br />
<br />
Next game is Tomorrow, I plan on bringing out an old TSR classic "Dungeon!" which was a board-like reenactment of a Dungeons &amp; Dragons game back in the day.<br />
<br />
Tracy Johnson<br />
<br />
BT<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
NNNN]]></description>
			<content:encoded><![CDATA[The HackMaster moniker has been removed from the Subject line. I'm retiring that campaign and going strictly to ad hoc games for the time being.<br />
<br />
Games are normally on Thursday nights sometime after 6:00PM at World's Best Comics, 9714 Warwick Blvd Newport News, Virginia 23601.  (Yes I moved back to Thursday.)<br />
<br />
++++ SUMMARY ++++<br />
<br />
Last game on September 26, we Played two games of Milton Bradley's "Summit" from 1961.  This was a blast from the past from the Cold War that has relevance to Today.  Three to six Players play over a polar projection of a world map and represent major world powers, U.S., Russia, China, Western Europe, India and South American as a whole.  (Given the relevance to the 1960s I think the last two countries were thrown in because they needed to make space for 6 Players.)<br />
<br />
The game design offered a "training game" where the random events deck are pre-programmed so the Players learn what to do by doing for the first two turns.  This was our first game so we opted to continue as it was after the pre-programmed turns.  The second game we played naturally.  I won't say what the results were or who won, (mainly because I forgot).<br />
<br />
It is actually more fun to describe the game.  The players are supposed to build their economies by spending resources (represented by "I" beams) to build tokens representing steel mills, factories, and military bases on minor countries at a cost of two "I" beams each.  Countries can share the same steel mills and factories, but if you but a military base on a minor country, the mills and factories are removed and the owner gets a token representing scrap to rebuild elsewhere.<br />
<br />
Steel mills in your own country produce an "I" beam, and with a hat tip to the colonial exploitation of the time a steel mill in a minor country produces two "I" beams.<br />
<br />
The event cards also seem like today's news, for example a trade dispute can make you lose production or that your country develops a new missile so you get a military power token.  One player commented, "These cards can be updated by prefixing it with "Your President's tweet causes ...".<br />
<br />
Victory is determined by adding up tokens across the board by event card that calls for a census which may occur several times throughout the game.  You get extra points by having a military base on each country on the final census.<br />
<br />
++++ OUT OF CHEESE ERROR ++++<br />
<br />
Next game is Tomorrow, I plan on bringing out an old TSR classic "Dungeon!" which was a board-like reenactment of a Dungeons &amp; Dragons game back in the day.<br />
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Tracy Johnson<br />
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BT<br />
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