Welcome back, dear reader, to the Woes of Sorrowfield, my homebrew adventure for OD&D. You check out the rest of my posts on this game here. We are playing this as part of the challenge I made up in February, the Editioning, which involves playing every major edition of D&D from OD&D right up to D&D 5.5E as I understand we’re calling it now. This was supposed to take place all in the space of twelve months, but at this pace, we’ll maybe get half way through the nine editions by February next year.
Revelations
So, returning Woes of Sorrowfield readers will be aware that I am creating this adventure myself. I started by taking advice from Gary and Dave. They have a lot of good, if basic advice for the beginning referee in terms of dungeon design, populating your dungeon with monsters, traps and treasure, running wilderness adventures etc. Essentially, I followed that advice until I didn’t. There was a point at which, the stuff they presented in the original white books fell short of my own decades of experience.
One thing that I’ve been quietly proud of is providing revelation and information through simple and, hopefully, not overly expository means throughout the game.
For example, the PCs discovered that a lake and river flowing through the Barrenwood had been polluted with some sort of magically glowing crystal that was turning the whole forest to crystal. Later, once they entered the dungeon, they found living beings, trapped in there, also being turned to crystal in a lab setting. Further down, they found a Flight Practice chamber which allowed them to literally fly around in the air. And finally, on a crashed space ship at the bottom of the dungeon, far beneath the earth and sea they discovered an illusory representation of another world that where flying crystalline aliens could be seen spreading the crystal pollution from high above in the atmosphere “crystal-forming” the surface for their own comfort. There’s more to the plot, but already, without any exposition or need for long diary entries or anything like that, I slowly revealed the nature of the threat they faced.
One thing that I am sure helped me do this was not over preparing before starting the adventure. I had a vague outline of the plot, the threat and the enemy before we started playing, but I never wrote down any specifics. I was creating new dungeon levels almost week-to-week. Doing it this way allowed me lots of room to improvise and also to play off things the players had said or directions they were planning to take.
As things all came together in the last session, and the entirety of the plot was revealed, I felt it was finally ok to include a small snippet of exposition, a captains log they discovered on the bridge of the alien vessel, which revealed that even the aliens on the ship had not wanted to necessarily crystal-form the PCs’ world. Instead, they were hoping for a rescue after their crash. In the recording, the captain indicated in a few short sentences, that the crew had gone into stasis and left the main computer in charge. It was the computer that decided to start the crystal-forming process, in the interests of maintaining the lives of its makers while they waited for rescue.
Back up
I skipped to the end a bit there, so here’s a recapitulation of the events of the two sessions that led us there since my last OD&D post.
The adventurers continued their experiments in the Flight Practice chamber. Abbiss tried again to fly but continued to prove completely inept. Still, she and the others made it up onto the shelf 10 feet above the main floor after defeating another two crystallised gargoyles. They managed to hit all three buttons on that level simultaneously and received a reward: a rain of gems! But not without the loss of two of their dwarven hirelings. During the fight, Abbiss had her left hand crystallised by one of the gargoyles. Also Siward suffered a crystallised pinkie from an attack.
Next, Ilaina decided to give this flight business a try, and, sure enough, she proved to be a natural at it. She was able to fly up to the hanging platforms in area 3. The first one spiked her and she had a toe crystallised. The other platform simply dropped to the floor far below when she threw a knife onto it.
Abbiss took a close look at the water fifty feet below in the southern section of the level. She realised she could see a gap down there that must provide access to the next level down. They all began to make plans for the descent. While Siward abseiled down and onto the fallen platform which he had thrown onto the surface of the violet coloured waves, Ilaina was able to fly down under her own power. Tadhg, Bryn and the Dwarves all followed Abbiss down the rope and Siward kept the floating platform steady as they ferried themselves across the narrow span of water one after another. Eventually, they all made it.
On the other side of the glass wall holding in the water on the next level, it looked like an aquarium. As they were searching the hall they found themselves in, another Information Assistant appeared and addressed the party members dressed in bio-hazard suits and holding credentials crystals. It informed them that this was the Teleportation Chamber Level and that it could guide them around it and in the use of the teleportation facilities if they wanted. It led them through a door and into and armoury where Abbis picked up a +1 Crystal Dagger and Siward and the dwarves also acquired some shiny new weapons. Little did they know that using the weapons would provoke a Save vs Stone or have a random body part turn to crystal. From the armoury, the Information Assistant passed through another door into a room with an elevator door with and up arrow on it and a number of crystal golems with sword-like arms phasing out of the floor. They moved to intercept the party members with no bio-hazard suits.
The fight started off badly enough for both sides. The golems won initiative but failed to hit anything. Siward hid behind the cover of the control console in the room, along with the hirelings and they generally also failed to hit. Using the advantage of the bio-hazard suit making her essentially invulnerable to the golems, however, Abbiss got a back stab in on another of them. Meanwhile, Ilaina, using her noggin, attempted to deactivate the golems through the use of the console. She succeeded only in turning out the lights, but at least she cast infravision on Siward. Moving into round two, Tadhg, with the same impulse, asked the Information Assistant for help in calling off the golems, which it promptly did.
They followed the IA into the Teleportation chamber. It was able to reveal there the three platforms. One could transport them anywhere on the surface but could only be used once, the second one could transport them to the ship below and the third one was being used by the computer to transport the fuel by-product from the ship’s engines high into the atmosphere from where it rained down like a crystalline bombardment on the surrounding countryside. Ilaina sent the IA into a buffering loop by having it refer to the makers who, it revealed, were all in stasis on the ship. The paradox that it was talking to what it thought were “makers” gave it a bad headache.
They also explored an adjoining room that was filled with crystalline barrels full of the fuel by-product, the crystal corruption that was transforming their lands.

It took hem very little time to decide to teleport down to the ship to deal with the computer. From the teleportation room on the ship, they first went and explored the holo-deck room where they saw the vision of the alien world I described above. And then, after a random encounter with some star shaped crystal drones, they checked out the bridge where they found the holo-log of the captain.
Conclusion
Not just yet. Actually, the compulsion of the Woes of Sorrowfield is definitely coming next week. Looking forward to it! I have a big finale encounter planned. I hope all these PCs survive it. I’ve gotten really rather attached to them.

In other Editioning news, our AD&D 2nd Edition journey starts this evening! We’re going to be playing the Eternal Boundary, a starting adventure for the original Palnescape setting. I’ve already warned the players that making AD&D PCs is not like Basic or OD&D. I expect us to take the whole session just to roll them up, choose races, classes, kits, proficiencies, spells, equipment, factions (Planescape specific but very important) etc. Its been so long since I’ve played this game… Can’t wait!
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