Print Proof

I got the print proof this week. I note for future reference: that’s two weeks from ship date, plus four days from proof submission.

The thing in hand, I think a print edition is worth the paper and the effort necessary to get it into shape. A few corrections to be made:

The background blue is supposed to match the website header. Printed, it looks washed-out.

Spine text creeps off the spine

At 0.13 inches, the spine is just wide enough to allow text. I put the title, author, and publisher (not shown) in different sizes to see how they look. In printing, the cover suffered a slight rotation, which shows in the tight space—the text creeps off the spine. Including text on a narrow spine is like casting a spell through a steel sword on Tékumel: just because you can doesn’t mean you should. Spine text to be removed.

Graphic elements don't breathe on the cover

The graphic elements, which fill the allowed (printable) space, don’t breathe on the front or back covers.

At current margins, font size, and 5″ × 8″ trim, the interior text breaks at all the right places. The font size is just right, but the margins look a little tight, and the gutter (interior margin) is far too narrow. Instead of reducing the font size, I’ll add a half-inch to the trim to widen the margins. At 5½″ × 8½″, the front and back covers also breathe.

Interior margins too narrow

I hope those who opt for print will agree that color on the few interior images are worth an extra buck.

Another proof is necessary. That will push release date into the holiday season, a period of increased competition for reader attention and spending money. A nice-looking product is worth it.

A Craft Store Discovery

The story continues. This is the next episode following my early experiences playing Holmes Basic D&D, recounted in Blue Flame, Tiny Stars.

Memory fades like a ship on a foggy horizon when there is nothing to anchor it. So, the remainder of the summer passed into obscurity. I started high school in the fall, made new friends, and got a paper route. Of these, the last would stir the fog and give me another glimpse of D&D on the horizon.

After school, I would walk to the downtown law office where my mother worked as a legal secretary. The half-hour commute took me along the town’s main street and by the county library.

I dropped my books at the office and went to the corner convenient store, where the newspaperman left the papers, bailed in a plastic strip. I tore the strip, folded the papers, and loaded a shoulder bag made of heavy cloth, bleached white, “Citizen Tribune” printed on a side.

This wasn’t a bike-riding, paper-throwing, “’Afternoon, Mr. Wilson!” route, like we used to see on the television. It was a walking, newspaper-box route, and I never talked to or even met any of the folks who presumably read the papers I delivered.

I walked the route every day, except Mondays and Saturdays when there was no edition. My older brother drove me to the neighborhood on Sunday mornings. Every other Tuesday, I wrote the amount each subscriber owed for the period on an envelope and put it in the box with the paper. The following Friday, I collected the envelopes filled with coins and dollar bills. The route took just less than an hour. Biweekly earnings came to ten dollars and change.

One day on the after-school commute, as I turned the corner onto Main Street, something in a shop window caught my eye. A sign that stuck out over the sidewalk identified the shop as Witty’s Craft Store. The afternoon sun reflected off the glass. Shielding my eyes with a hand, I squinted through the glare.

The window was divided into two shelves. Balsa wood boxes and knitting books were arranged on the bottom shelf. On the top, above eye level, I made out a box cover and, on it, a bright green dragon. Large capital letters declared the title “DUNGEONS & DRAGONS.”

I whispered aloud, “Isn’t that the game I played with Garth…?”

The box was red violet, not the blue of the book I remembered. But it had a dragon. Facing it from the other side of the shelf, a matching box, this one blue, had a wizard. All that didn’t jive with memory, but tiny stars were flashing in my mind.

A bell dinged overhead as I pushed through the door. The store smelled like cedar and Elmer’s glue. A woman at the counter talked into a telephone.

I turned toward the window. The two boxes, each on a triangular stand, showed me their backs. I would have to reach to get them down.

The counter woman penciled notes into a ledger with one hand, while holding the receiver to her ear with the other. Glancing from the corner of an eye, she smiled and raised the pencil and an index finger at me.

I waited. A glance around the shop told me there were no other boxes with dragons or wizards on them. The shelves were filled with wooden dowels, kraft paper, and paint-by-number kits.

A moment later, the woman hung up the phone and laid the pencil on the ledger. “Hi, can I help you?”

I pointed to the blue box. “Can I look at this?”

My voice was sheepish. Shopping for me was a rare activity. Shopping on my own more so. The etiquette was unfamiliar. Here I was, asking to examine an item from the display case, as if I had money to buy it.

“Sure,” she said and went back to the ledger.

Reaching up, I took the box from its triangular stand. I was careful not to upset the stand or the other box. The contents shifted as I drew it down. Shrink-wrap crackled under my fingers.

The box in both hands, my eyes searched for a dragon atop a mound of treasure, adventurers, a magic wand. They found a wizard wearing a green robe. He gripped a staff at the end of an outstretched arm. The staff’s ornament shed a blue light. The other arm upraised, the hand empty, fingers spread, tensed, as if exerting some unseen force.

The wizard’s angular features gave him an exotic and menacing aspect. He had bony joints and a triangle nose. The robe bent at angles rather than flowing in smooth curves. I found a wand hanging from his belt, secured by two loops. The loops were rigid and angular, as if made from metal. The wooden staff crooked at right angles.

From beneath a pointed cap flowed stark white hair. Also white, a beard framed a small mouth, open in a gasp, and bushy brows raised over wide eyes. The pupils focused on a scene in a cloud of smoke that billowed from a flaming brazier. The scene contained two adventurers confronting a dragon. Still no treasure.

“That’s the second one,” said the woman. “You have to start with the other one.”

A black number “2” in a white circle was printed in the upper left corner above a yellow banner that read “EXPERT SET for use with D&D Basic Set.” In the left corner, a sticker put the price at $10.00.

“Okay.” I nodded, looking up from the box. “Do you know anything about this game?”

Her thick, blond hair was tied back. It had a gray tinge that matched her complexion. “No, I’m sorry. Not really.”

I ran my fingers along the box edge, feeling the shrink-wrap’s seams. “Can I see what’s inside?”

“There’s a picture on the back.”

I turned the box over. A black-and-white photograph showed the box in miniature beside two books. One book shared the image from the box top. Neither looked like the pale blue book Garth had. Also in the photo, I made out a crayon and multi-sided dice.

Garth’s voice sounded in my head: “They’re polyhedrons.”

Above the photo, a block of text in a red rectangle warned that I could not play this game by itself. I needed the basic rulebook.

I replaced the blue box in its stand and took the violet. Other than the crackling shrink-wrap and shifting box contents, the store was quiet. Every sound I made was amplified in my ears. I felt the woman’s gaze.

I looked first at the back. No warning on this one. Below a similar photograph showing the contents, I scanned small text that described a scene: a sword, a fight with a dragon, treasure. I stopped on a line:

“‘What do you want to do now?’ asks the Dungeon Master.”

Garth was always asking Jarrod and I what we wanted to do. And didn’t he call himself the dungeon master?

I turned to the front. The dragon’s green skin stood out against violet cavern walls. Two figures, with the same angled features as the wizard, attacked it. One, an armored man with a spear, the other, a woman with a green flaming ball. The man defended himself with a wooden shield and wore armor and a winged helm. The woman held a torch. She wore a sleeveless robe, one leg exposed from thigh to calf boot. A dagger hung from a waist belt. At her feet, an open chest spilled coins and sparkling gems— treasure!

The number in the upper left was a “1.” The banner text read, “BASIC SET with Introductory Module.” Like the other set, the price was $10.00. In the lower right corner, I read: “The Original Fantasy Role Playing Game For 3 or More Adults, Ages 10 and Up.”

This must be the game. It was Tuesday. Envelopes would go in paper boxes today. I returned the box to its stand and thanked the woman for her time. The bell dinged as I went through the door. I could not bare to look again at the boxes in the shop window as I strode by, head bent, full of anticipation.

DUNGEONS & DRAGONS Basic and Expert Sets, Cover Art by Erol Otus.
Edited by Tom Moldvay and David Cook with Steve Marsh (Lake Geneva, WI: TSR Hobbies, 1981), this edition, known as B/X D&D, and its retro-clones today enjoy a large and growing fan base.

Where is Blue Flame, Tiny Stars?

I should have a print proof any day now. For more info, please see “Considering a Print Edition.”

To get the latest news, follow me on Twitter or Facebook or subscribe to new articles on DONJON LANDS (sidebar).

Considering a Print Edition

The release of Blue Flame, Tiny Stars is back on. The bad news is a publishing deal for a print edition didn’t work out. The good news is I am thinking to do it myself.

The book is short—about 30 reading pages, hence my reluctance. With front and back matter, it comes to 45 total. The printer requires a book of that size to have a page count divisible by six. That makes a thin volume, but I can think of another book that has only 48 pages.

Formatting the manuscript for print requires some labor, the cover quite some more, and receiving print proofs requires time. The labor is done. A proof copy is on the way, scheduled to arrive mid-October. I’ll have a look at it and decide if it’s worth the pulp.

Expect an update in about two weeks. Thank you for your patience and your support.

Book cover, Blue Flame, Tiny Stars
Read more about the article Beyond the Pale
Troglodytes Carved Their Dwellings from Sedimentary Rock.
Photo: Tombs of the Kings, Cyprus.

Beyond the Pale

This is the last in a series of nine articles, which outlines a D&D campaign. This is a broad overview. Many details are left for the DM to fill in according to his or her own inspiration.

Here we cover the campaign background, generally known throughout the Hex Lands, in addition to local rumors that might be collected by adventurers. I’m working on a more elaborate campaign area map.

Beyond the Pale is a B/X D&D campaign inspired by an old map.

Background

Troglodytes once thrived in this lowland peninsula. Their former cave homes riddle any sedimentary rock that protrudes from the spongy bogs and shallow meres of what has been known throughout living memory as the Forsaken Peninsula.

Troglodyte legends tell of demons that sometimes ravage the land and devils that pursue devious plots. Fireside tales recount meetings with such infernal beings. These legends and rumors bring witches and warlocks to the region, seeking to practice their black arts under the tutelage of a damnable mentor.

When the Chaos Armies invaded the Throrgrmir Valley, they built a fortress on a promontory rock in the interior. The keep served as staging area and supply point for the armies that marched from Darkmeer in the west to take the dwarven citadel in the southeast. Supplies came by land from the west and from the east by sea through Port-of-Sands, which was also held by the Chaos Armies.

As the war progressed, the Forces of Law took the port and stormed the keep, cutting the enemy supply line. When Port-of-Sands was taken, a warlock who accompanied the garrison withdrew to the keep. When the keep fell, the warlock fled to the peninsula’s interior.

The Chaos Armies, denied reinforcements, were weakened but still held the citadel. Weeks of hard fighting brought the Forces of Law to the citadel’s gate and victory at the Battle of Throrgrmir.

After the war, the Throrgrmir dwarves desired to set up a buffer state between their prosperous valley and the evil denizens in Darkmeer. To draw settlers, they offered a favorable trade agreement with any who would settle the peninsula. Settlers came, and thirteen counties, called graves, were established.

In the interior, meanwhile, the warlock discovered the remains of an ancient city. Though in crumbling ruins, it contained much wealth and magic. When word spread, many adventurers came to claim the wealth, but the warlock repelled them with black magic.

The warlock enclosed the ruins inside a thick wall and built a great tower as a stronghold and base of explorations. The adventurers raised bands of mercenaries to rout out the warlock. They were defeated by an undead army. The vanquished—adventurers and mercenaries, slain and captured—all were impaled. Tall stakes bearing corpses were posted around the interior’s perimeter. Soon after, a curse was laid upon the Pale Moor: any who die within the interior rise again in undeath.

The incursions ceased. Though the curse denuded the stakes, the gruesome palisade yet remained. The perimeter came to be called the Pale, and the interior the Pale Moor.

Some four centuries have passed since the Battle of Throrgrmir. The dwarven civilization, now confronted with a primordial wyrm and its wyrmling spawn, is in decline. As their eastern ally weakens, the Thirteen Graves are threatened by the petty fiefs of Darkmeer.

The strongest of the graves is Emder. Recently, the landgravine united eleven of the Thirteen Graves in an alliance against their common enemy to the west. The remaining two graves, Broeckemeer and Valhallan, abstained from the alliance.

The point of contention is the Pale Moor. Under the terms of the alliance, the interior and its resources are to remain unclaimed. Broeckemeer claims the Pale Moor as part of its domain. Valhallan is known to sponsor forays into the interior.

The alliance further strengthened its position by forming a duchy and promoting Emder’s landgravine to herzogin. Two of the eleven graves, though they still participate in the alliance, refused to swear fealty to the herzogin, preferring to remain independent.

On the Pale Moor, the baleful curse prevents incursion. A few dwindling troglodyte tribes, pushed out of the coastal regions, eek out an existence within the perimeter. Goblinoids sometimes cross the Pale to raid towns and villages. The disused keep long ago fell into ruin. Its location is now lost.

The Pale

pale noun
(Entry 3 of 5)

2 b : a territory or district within certain bounds or under a particular jurisdiction

3 a : one of the stakes of a palisade

Webster’s

impale verb

1 a : to pierce with or as if with something pointed
especially : to torture or kill by fixing on a sharp stake

Webster’s

Rumors

I love a rumor table. These are general entries drawn from information provided in the series. A DM should add rumors as he or she further fills out the setting. Most should apply to the opening adventure. A table of 12 is good enough to start, 20 is best. Taking a cue from Dungeon Module B2: The Keep on the Borderlands, about one-third should be false.

In addition to the background above, a player character may have heard one of the following rumors. Those marked with an f are false.

  1. The warlock retrieved a powerful artifact from the ruins of the ancient city.
  2. f The ancient city was built by demons and razed by an infernal army.
  3. Broeckemeer’s ruling family consorts with demons.
  4. The warlock’s tower is built on the foundation of a donjon of the Greater Ones.
  5. f The Keep on the Pale Moor was consumed in a great conflagration that burned for thirteen days and nights.
  6. f The Allfather released a great flood three centuries ago upon the Reidermark, whose populace worshiped devils.
  7. The herzogin sponsors worthy adventurers to make expeditions beyond the Pale.

Release Suspended

The release of Blue Flame, Tiny Stars is temporarily suspended. It’s too early to say why I’ve done so, but—potentially—it is good news for the book. I will give more details here as soon as I am able. Thank you for your patience.

Book cover, Blue Flame, Tiny Stars

Imminent Release

My latest book is due for release anytime now. This one, though short, is close to my heart. If inspiration for everything I have written—and everything I will write—comes from a source, this book is about the source.

Could be a day, could be a week. I have done the necessary on the vendor website. As DONJON LANDS is a new publisher with the vendor, the product page is subject to human review. In any event, Blue Flame, Tiny Stars will be available soon on DriveThruRPG.

Coming in September: Blue Flame, Tiny Stars

Book cover, Blue Flame, Tiny Stars

“Stephen’s delightful memoir makes you want to travel upstream to your own formative D&D headwaters, dig out your old graph-paper maps and worn dice, and rediscover the gateway to what the author calls ‘the fantastic path.’”
—Ethan Gilsdorf, author of Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms

“A celebration of dice, maps, friendship, and, above all, imagination—the very stuff from which the hobby of role-playing is made.”
—James Maliszewski, author of Grognardia: Musings and Memories from a Lifetime of Roleplaying

See more praise for Blue Flame, Tiny Stars

Encounters in the Hex Lands

Reading Map

This is the eighth article of a series outlining a B/X D&D campaign inspired by an old map.

H. CREATE SPECIAL ENCOUNTER TABLES AND GENERAL LAIRS.

“There will probably be special areas of the wilderness map for which the standard encounter tables will not seem correct. The DM is encouraged to create his or her own tables for these places.”—D&D Expert Rulebook, Cook and Marsh, 1981, X54

Cook and Marsh give no guidance on how to create these tables. Should we make a simple dn table of monsters? Or should we create special tables using the Wilderness Encounters section (X57-8) as a guide—that is, an array of tables and subtables for each creature type: men, humanoid, flyer, etc., encountered in each biome: woods, river, swamp, etc.?

The latter is mighty complex, but I like the chance to encounter so many different monsters. If creating tables for large areas and the tables would get a lot of use, then I might go for that option. Before making tables from scratch, though, I would modify the existing tables, striking out undesired monsters and adding entries for those more common.

The former option is easier, although, on a simple table, each monster has an equal chance of appearing. I prefer a weighted table using two or more dice.1

We get such a weighted table in the AD&D Monster Manual II. Under the heading Creating Your Own Random Encounter Tables, we read:

“The following method of creating charts is based on the sum of 1 8-sided and 1 12-sided die, producing a range from 2-20 with a large flat spot of equal probability in the 9-13 range” (138).

Examining the odds of any given result of d12+d8, we see that the chance for each result in the “large flat spot of equal probability” is 8.33%. From there, the chance increases or decreases by 1.04% as the result goes up or down the table.

The MMII labels the flat spot as common and every two steps up and down as uncommon, rare, and very rare. Using this method, we have only to identify monsters based on the chance we’d like to encounter them.

Special Encounter Tables: Hekselannen

Roll normally on the major terrain types table (the first table of the Wilderness Encounters section, D&D Expert Rulebook, X57) to determine whether an encounter takes place. In city, inhabited, and water hexes, continue rolling on the section’s tables as normal. Re-roll any nonsensical result. (So many millennia from now, perhaps crocodiles will infest Europe’s north coast… or not.) When an encounter is indicated on the Pale Moor or its borderlands, roll on the appropriate column in the table below. See map in “Hekselannen.”

City: A hex containing a city (treat Emden as such) and within three hexes of it are considered city for purposes of determining wilderness encounters. Roll for an encounter once per week.

Inhabited: Hexes within the Thirteen Graves are patrolled, therefore, considered inhabited, except borderlands (see below). Roll for an encounter once per day.

Waterborne: Swimming or aboard a vessel on the sea or a river, roll on the ocean or river tables as normal. Roll for an encounter once per day.

Borderlands: Monsters make frequent forays into civilized lands from the Pale Moor. Borderlands are any hex within three miles of the perimeter.

Patrolled Areas and Wilderness Encounters

“The cleared area will remain free of monsters as long as it is patrolled. Patrols usually range up to 18 miles from a castle or stronghold, though jungles, swamps, and mountains will require a garrison every 6 miles to keep the area clear” (X52).

To reconcile the 1-in-6 chance for encounters in city and inhabited hexes with the above definition of a cleared area, that is, “free of monsters,” I count patrolled areas as inhabited. Much of the Thirteen Graves is swamp (fen and marsh) and clear with some woodland. Even without extra garrisons, most hexes outside the Pale Moor are within six miles of a town or stronghold. So, while “free of monsters” is optimistic, encounters are less frequent in patrolled areas.

Keep and Dungeon: In the south half of the Pale Moor, roll on the Keep table. In the north half, Dungeon.

In the table, a column for each area, before giving encounters, notes the chance for an encounter and, in parentheses, the number of times per day to roll the chance.

  1. Superscript letters E, N, S, and W designate halves of the region. For example, Borderlands entry 5, “OrcS/TrollN,” indicates an Orc encounter in the south, Troll in the north. The dividing line is left to the DM’s discretion.
  2. Where two monsters or types are given (divided by a slash “/”) without superscript designators, either choose or roll for it.
  3. Italic entries refer to subtables in the Expert Rulebook (X57-8).
  4. Bold entries refer to notes given below.
Wilderness Encounters in Hekselannen
d12+d8 Borderlands Keep Dungeon
Chance for Encounter (per day) 5-6 (1) 4-6 (2) 4-6 (2)
2 Demon Troll Demon
3 Bugbear Orc Insect
4 Standard Encounter TablesStandard Encounter TablesStandard Encounter Tables
5 OrcS/TrollN Demon Bugbear
6 Merchant Animal/Insect Flyer
7 Troglodyte Hill Giant Troll
8 Hobgoblin Bugbear Hobgoblin
9 Patrol TroglodyteTroglodyte
10 Bandit GoblinGoblin
11 Adventurers/NPC PartyKobold Unusual
12 Animal Hobgoblin Humanoid
13 Brigand Moor WraithMoor Wraith
14 Goblin/Kobold Undead Dragon
15 Flyer/Dragon AdventurersAdventurers
16 Moor Wraith Flyer Undead
17 GnollS/OgreN NPC Party Devil
18 Nomad Dragon NPC Party
19 Lizard ManE/Hill GiantW Lizard ManE/LycanthropeWLizard ManE/LycanthropeW
20 Devil DevilAnimal

Animal: Replace crocodile and elephant with wolf, tiger with dire wolf, and giant piranha with giant sturgeon.

Humanoid: Replace cyclops with kobold.

Flyer: Re-roll pegasus.

Lycanthrope: d8, 1: werebear, 2: boar, 3-5: rat, or 6-8: werewolf.

Merchant and Nomad: These are Sadhakarani, a magical race of nomad traders. See “Monstrous Denizens of the Pale Moor.”

Unusual: Replace weretiger with werewolf.

Demon and Devil: DM’s choice from lesser demons and devils. Single entities are encountered unless campaign events dictate a horde is on the march.

Moor Wraith: To determine the base creature, roll again on the same table. Ignore demon, devil, and undead. A second moor wraith result indicates a double encounter with two wraith types.

Patrol: From nearest town or stronghold. Otherwise, treat as Castle Encounter (X59). Patrols may have different characteristics. A Valhallan patrol, for example, is made up of hobgoblins. A patrol displays a banner emblazoned with the grave’s heraldic device. Each grave may be further distinguished by a distinct color (for banner, tunic, pantaloons, and other accoutrements). Patrols do not go beyond the Pale.

False Patrol: There is a small chance, say 1-in-12 or 1-in-20, that a patrol is actually a band of brigands masquerading as a local patrol, outfitted in appropriate arms and armor and accoutrements of a local patrol. The brigands are on a scouting (70%) or raiding mission (30%). If raiding, the false patrol is accompanied by an equal number of brigands, undisguised and hidden until the attack.

Embellish Patrols

I take the idea for false patrols from the World of Greyhawk Glossography, compiled by Pluffet Smedger (Relmord: Royal University, CY 998). For more ideas to add flair to your borderland patrols, see that enigmatic volume (Encounter Tables, 4-5).

General Lairs: Troglodyte Caves

Appearing wherever sedimentary rock exposes itself between the spongy bogs and shallow meres on the Forsaken Peninsula, these caves were used for centuries by the reptilian humanoids who excavated them. Where possible, the troglodytes started with natural caves or fissures, expanding tunnels and caverns according to their needs. The caves tend to be shallow, with six- to eight-feet high ceilings. Mouths of troglodyte caves often open toward the south.

The troglodyte population now much reduced, many of these caves are inhabited by goblins, some by more fearsome creatures. Few remain empty for long, if not filled with brackish water, seeping in from the rising tides that ever menace the lowland peninsula.

Cave maps
Troglodyte Caves #1 and #2.
Add scale and compass rose to suit.

Five-Room Dungeons

Five encounter areas is about right for a general sort of lair. To make these two, I referenced Mathew J. Neagley’s article on Gnome Stew, “The Nine Forms of the Five-Room Dungeon,” which I learned about recently from Dyson Logos. Lately, the map god is on a five-room dungeon binge: #5RD.

1 If you’re unfamiliar with the statistics of weighted tables, look at the odds of rolling a given number on a 2d6 table (as in Monster Reactions, B24, X23) or on a 3d6 table (as in Bonuses and Penalties Due to Abilities, B7, X2). Gygax gives a dice statistics primer in the AD&D Dungeon Masters Guide (9-10). See also Wandering DMs: Basic Dice Math | Season 1 Episode 22.

Hekselannen

Here I sketch a few details in broad strokes. I’m saving a rumor table for the final article, which pulls previous articles together into a campaign background.

Reading Map

This is the seventh article of a series outlining a B/X D&D campaign inspired by an old map.

G. FILL IN IMPORTANT DETAILS AND POINTS OF INTEREST.

Names

In the May 1999 Dungeoncraft installment (Dragon #259), Ray Winninger addresses the naming of people and places in our imagined settings. He suggests several pointers for coming up with appropriate appellations, one of which is to borrow from existing languages. “Remember this number: 400,” Winninger writes:

“That’s the Dewey Decimal Classification number for language. If you go to your local public library and browse around the 430s through about the 490s, you’ll find plenty of foreign-language dictionaries, each of which can be mined for good names.”

Being of the old school, we remember the number as well as the Dewey Decimal System and public libraries, still proud bastions of knowledge and learning. Today, though, no foray to base town is required. Online dictionaries and interactive translators put entire lexicons at our disposal.

We already covered noble titles in “Thirteen Graves.” In “Monstrous Denizens of the Pale Moor,” I made reference to a few names, which I noted on the map (reproduced above). These are examples of the system’s loose application. As source languages for this region, I lean on Frisian, Dutch, German, and Old High German, though other languages are not excluded.

Emden: Many historical names on the map are serviceable for our purpose. Seems to me that Emden (city) and Emder (county) must be related to the Ems (river). Porting all three saves us some trouble. I don’t find any etymology for the root, which leaves us carte blanche to invent a fantastic meaning for “em.”

Broeckemeer: Embellished from Emmius’s map. Suitably suspicious.

Reidermark: The name for the territory now submerged beneath the bay is also lifted from the historical map. I change it from “land” to “mark” as it was, before the flood, a boundary province. At the time of the campaign, it is most often referred to as Lost Reidermark.

Dragons Watch Mountains: Here I resort to English. We came to know them in Wyrm Dawn as the Western Mountains. Throrgrmir dwarves refer to this range as Fjallaheim (mountain home, Old Norse). Since dragons heard rumors of wyrmlings creeping in the dwarven dungeon, these low peaks make convenient roosts within easy flight of the place the Age of Dragons is prophesied to begin.

Elding Wood and Ellriendi Forest: Both names are from the Valormr Campaign. Last summer’s game flew by in a fog of war, but I believe I pulled them somehow out of Old Norse.

Valhallan (misspelled on map): Settled by a warlike clan of religious zealots, the grave takes its name from the chief god’s great hall.

Hekselannen, “The Hex Lands”: “Hekse lannen” is Frisian for “witch lands.” I concatenate to arrive at the proper appellation of the Forsaken Peninsula. From there, simple word play gets the vulgar name.

Grave Subjects

Most human PCs hail from one of the thirteen graves and, as such, are subject to the landgrave and, if the landgrave swears fealty, to the herzog. We established earlier that the graves compete with each other for the Pale Moor’s resources. Persons of the adventuring class, then, are valued subjects, provided they agree to undertake the occasional quest for the hierarchy. A subject who is known to undertake quests for other landgraves is admonished or punished according to the quest’s importance and impact. Penalties range from a small fine to public execution.

A DM might introduce the idea of adventuring licenses—something akin to letters of marque—issued by the landgraves or the herzog, which grant a limited authority to act in the name of the issuer, usually to claim land and other resources.

Total Protonic Reversal

This might qualify as crossing the streams, but there’s definitely a very slim chance we’ll survive.

I think it fairly obvious that, when naming the Keep on the Pale Moor in the Valormr Campaign last year, I had in mind the most famous keep in D&D. Then, in “About the Reedition of Phenster’s,” I mentioned the resemblance of the fictional society’s “Great Halls of Pandemonium” to the Caves of Chaos.

I want to put the two ideas together. I don’t mean that we drop in the Keep and the Caves and be done with it. I mean that we reuse parts of Dungeon Module B2 that fit the scenario. I’m thinking specifically of the Keep map and the concept of the Caves.

The Keep on the Pale Moor

We reuse the map of the borderlands Keep (B2, 16), but the once great fortress, constructed as a staging area and supply point for the Chaos Armies, is now in ruins. Recently, its walls and gates have been crudely reconstructed by its current hobgoblin inhabitants.

Maybe the hobgoblins are aware of the “secret entrance to a long forgotten dungeon” from the cellar beneath area #16 (B2, 25). Or maybe they have reason to believe it exists but haven’t found it yet.

Either way, the key to lifting the Pale Moor curse lies at the bottom of the dungeon. Therefore, the Keep on the Pale Moor becomes the campaign’s initial focal point. The PCs must, first, defeat the hobgoblins and reclaim the keep before the Wraithwright can raise an undead army. Then, using the surface ruins as a base, they must defend the keep, while they descend into the dungeon to lift the curse before the Wraithwright, with his now-raised army, destroys the keep.

The Dungeon: The Great Halls of Pandemonium

After events play out at the keep, the campaign’s focal point shifts to a ruined city of the Greater Ones, taken over by demons, rebuilt in their chaotic fashion, and named by them Pandemonium, after the capital city on their home plane. The cyclopean ruins are now sunk beneath the mires of the Pale Moor.

Because events at the keep will have an impact, it’s too early to tell what the scenario might be when PCs arrive at the Great Halls. The vision, in general terms, is to apply some of the concepts of the Caves of Chaos:

  • Each “hall” is a small dungeon, most of them connected to adjacent halls.
  • A temple is dedicated to the demons who once lived there. Within the temple complex, evil priests work to call the demons back to the Great Halls.
  • The halls are densely populated with creatures of chaos, as the evil priests gather the chaotic horde to fill the ranks of the demonic legion.

To complicate matters, the Warlock abides in a nearby tower. To further his goals, the Warlock uses devils—or devils use the Warlock to further their own.

Evil Factions

There are two major villains in the campaign. Each leads a faction. The Wraithwright, aligned with demons and chaotic evil creatures, may sometimes work with—and sometimes work against—the Warlock, aligned with devils and lawful evil creatures. Departing from B/X rules as written, the remainder of this series assumes a five-point alignment system as in Holmes Basic. (See Demons and Devils and Alignments in “Monstrous Denizens of the Pale Moor.”)

Secret #10: It was not long after the Rending and events of Song of the World Dragon that demons came to the ruined city of the Greater Ones. They sought a powerful object constructed by the now extinct beings. They found it. I don’t know yet exactly what this object is, but its misuse provoked the destruction of the rebuilt demon city of Pandemonium and sent the demons back to their home plane. It’s possible that devils, jealous of the prize, were involved. It’s probable that recovering this artifact is a primary objective of either or both of our villains. There is no doubt, though, that it may eventually be found deep in the sediment beneath the shallow bay where lies Lost Reidermark.

Base Town Emden

I thought to cover the last three steps of the D&D Expert Rulebook’s Designing a Wilderness (X54) in a single article. I try to keep the word count between 400 and 1,000. This one, covering the next step, approaches the limit. So, I cut the remainder again into parts, one article per step, and the “short” series becomes less so.

Reading Map

This is the sixth article of a short-ish series outlining a B/X D&D campaign.

F. OUTLINE THE BASE TOWN.

Description and Population

Emden is a fortified town. A river borders the south side, and defensive walls enclose the remaining perimeter. Four gatehouses at drawbridges allow entry. Canals divide the town into large quarters and give access to one small port, maybe two. The population is 10,000.

A large town gives PCs access to all the usual resources, while allowing room for growth through their actions. As the campaign progresses, PCs might reduce the monstrous threat from Darkmeer, remove the Pale Moor curse, and extract great wealth from the interior. Population increase follows.

Emden.
Inset from Tabula Frisiae Orientalis, Ubbo Emmius, 1730.

Government and Defense

The herzog maintains the seat of government in Emden. He resides in a palace (which may well be under construction or recently constructed at campaign start) and keeps a palace guard. In addition, the sovereign may raise an army. While the herzog manages affairs of the duchy,1 an appointed burgrave is charged with the administration of the grave itself, including the town. A town guard maintains order within its precincts. In case of outside threat, the burgrave may call upon the local militia.

Supporting Services

Church

The church holds great sway in the Thirteen Graves. The landgraves need the church’s support to combat the undead and the infernal menace from the Pale Moor. The church takes advantage of the situation to gain secular support to give its edicts the weight of law. A bishop (7th-level cleric) runs the church in Emden and leverages the herzog’s power to establish the church hierarchy throughout the duchy.

Secret #8: The bishop believes the church is much more capable of defending the realm and defeating the infernal hordes. He schemes to take over the duchy and make it a theocracy.

Religious Factions

Here we have an opportunity to come up with some factions within the church that promote a particular doctrine. Here follow three examples:

Crusaders: A knightly order of warriors who battle demons and devils wherever they encroach upon civilized lands. When an infernal horde gathers, the knights petition the bishop to proclaim a crusade, and they lead expeditions into the Pale Moor. Members are clerics, paladins, and fighters, knighted by the herzog.

Inquisitors: A sect that believes witchery is the root of all evil. Their inquisitors search out any practitioners of the black art. Witchery is the practice of witchcraft. In the context of our setting, witchcraft, strictly defined, is any dealing with a devil or demon. Therefore, warlocks and witches are the primary target. But sometimes the sect’s definition of witchcraft may become overly broad.2

Undead Slayers: A band of clerics that recruits warriors to destroy the abomination that is the walking dead. The band is known to make daring raids into the Pale Moor.

The Ghouling Gauntlet

Given the opportunity to reuse—or in this case pre-use—an already created element, we take it. The Ghouling Gauntlet is an ancient order of undead slayers that appears at the end of Wyrm Dawn and the beginning of Wyrmwyrd, thousands of years in our current setting’s future. Perhaps the order is recently formed in response to the moor wraiths. (See the heading The Ghoul of Tower Mill in Wyrm Dawn’s “Empire of the Undersun.”)

Guilds

Magic-Users: While it accepts members regardless of alignment, the Magic-Users Guild is dominated by lawful members, many with ties to the noble family. It maintains strong relationships with the magic-users guilds of the other lawful graves, often working together to further the herzog’s goals, which its lawful members believe coincide with their own. Chaotic members may join together temporarily to foil the efforts of the lawful group when they interfere with their own objectives.

Thieves: The Guild Master of Emden’s Thieves Guild is a member of Broeckemeer’s ruling clan. Her major ongoing operations include spying on the ducal hierarchy, harassing trade routes in and out of the capital, and political assassinations.

Lodging

Travelers and locals may find accommodation, restoration, and entertainment in a few inns, several boardinghouses, and numerous taverns. Following are examples, lightly sketched.

Gasthaus Herzogs: Situated just outside the palace gates, the herzog’s inn provides luxury quarters and gourmet meals to its wealthy clientele. It is patronized by diplomats, aristocracy, the richest merchants, and the spies who note their comings and goings and pretend not to be listening to their conversations.

Gasthof der Langenruhe or Inn of Long Repose: All sorts of travelers, including merchants, adventurers, and the occasional aristocrat, stay at this inn on the main square. Locals sometimes dine in its private dining hall. Mercenaries and men-at-arms frequent the inn’s public taproom.

Geitenhoef Taverne or the Goat’s Hoof Tavern: The southeast quarter has declined in recent years. Geitenhoef Taverne once catered to more affluent patrons. Now, its regulars are laborers, low-ranking soldiers, and adventurers down on their luck. The Geitenhoef is reputedly a hangout of members of the local Thieves Guild.

Widow Walpurga’s Pension: After her husband died 30 years ago, childless Frau Walpurga—known to everyone as Widow Walpurga or “the Widow”—began renting rooms of her large house. Her reputation is that of a kindly old woman, hard of hearing. One or two lodgers may be permanent residents. The Widow keeps one small room for herself at the top of a spiral staircase in the widow’s watch.

Witch Hunting

The landlady is named after Walpurga Hausmannin of German legend. The historic Frau Hausmannin was a tragic victim of a witch hunt. Our Walpurga may be more malefic.

Secret #9: I leave this candy to the DM. For inspiration, I refer you to the transcript of Hausmannin’s trial: “Judgement on the Witch Walpurga Hausmannin.”

To give context to the trial as well as to the general setting, I recommend Chapter 7 of Carl Sagan’s Demon-Haunted World.3 The chapter gives its title to the book.


1 I find it awkward in speech, but a DM might replace duchy with the German herzogtum.

2 An inquisition scenario might be fun. I’d be careful about letting it dominate the campaign.

3 I recommend Sagan’s book, as a whole, for it gives context to the present real-world situation. Carl Sagan, The Demon-Haunted World: Science as a Candle in the Dark, New York: Ballantine, 1996.