The Editioning: Weeks One and Two, Basic D&D

The Keep on the Borderlands

Friend of the blog, Isaac has generously offered his time and effort to take on the Editioning with me. He’s DMing Basic D&D for us right now. He decided on the Keep on the Borderlands as the adventure for this edition, and I couldn’t be happier. It’s the iconic first scenario for many, many adventurers in the 80s. I actually think I might have played at least part of it as a novice, although I have no real memory of it.

For those who don’t know it, here’s the set up. The PCs arrive at the Keep on the Borderlands, a remote and embattled outpost, that has been recently assaulted by a group of creatures that have come from the nearby Caves of Chaos. They use the keep as a base of operations to set out and explore the caves and other locations in the area.

It’s got a few interesting NPCs with their own specific motivations and desires and a couple of different factions to keep things interesting, including the Ospreys, a rebellious bandit clan, the current ruler in the keep, the Castellan, and the Thyrenian Guild.

A lot of these older modules are designed for unusually large numbers of PCs. I think this one is designed for 6 to 9 players. As we started off with just two players (now expanded to three) it was essential to hire a whole bunch of hirelings. We started off with four but quickly decided we should max out that number and hired three more. By the time we set out to the Caves of Chaos, in our third session, we had a small army, including a slightly suspicious priest by the name of Jabeck and his acolytes. This should make combat interesting.

The cover of B2, The Keep on the Borderlands. A purple cover with the name of the module and a colour illustraiton in the middle: a piched battle on the road between adventurers and monsters.
By Scanned by DM2ortiz, Fair use, https://en.wikipedia.org/w/index.php?curid=505624

How its going

I say we set out for the caves in session 3, but actually, that was just our most recent and successful foray. Here’s the story of the first one.

So, in the first session, Tom and I made characters. As per the rules, we rolled up our ability scores first and determined the character class best suited to those scores afterwards. Tom rolled pretty well and decided on an Elf character, Eandril Summerstream, which made a lot of sense as elves had the benefit of spells and proficiency with melee and ranged weapons too. Given our smaller party size, that flexibility could be useful. I rolled execrably:

Str: 6
Int: 6
Wis: 12
Dex: 5
Con: 9
Cha: 10

There was only one option with those scores, so I created Edmund of the Sun, a Cleric of the Sun. He’s a lovely fellow, but thick as pig shit. I played into the idea that he was barely literate and couldn’t remember an NPC name if his life depended on it. I outfitted him in plate armour because his dexterity was so bad and he only had 2 hit points. Between the two of us, we represented the only two survivors of our mercenary band called the Company of the Summer Sun (a clever play on the names of the two characters) who arrived at the keep with the hope of rebuilding.

I genuinely had a great time roleplaying Edmund in the keep and getting pissed in the tavern with the party’s new hirelings. We awoke in the street the next day, suffering from alcohol poisoning and set off with Jabeck and his mates to explore the Caves of Chaos. Now, we had been warned about Jabeck by the keep’s chaplain, Father Burgoyne, who asked us to watch him and find out what we could about him. He suspected that he was a spy for the Great Serpent Cult, which operated out of the caves. But Father Burgoyne was incredibly racist against elves and Jabeck seemed reasonable when we went to talk to him. He also plied us with ale, which endeared him to us. So, I guess we took his side. That’s how he ended up accompanying us to the caves. I really hope he doesn’t betray us…

Anyway, on the way, Isaac had us roll for a random encounter, which resulted in an ambush by the aforementioned Ospreys. Now, we had been given a token by one of the guards in the keep to take to the Ospreys to maybe do some work for them. However, there was also a bounty on them, which was worth 10GP per right ear returned to the keep. Being rather lawful types, we decided to go anti-Osprey in our outlook. Edmund tried to throw them off by deliberately mistaking the voice of the unseen Osprey in the roadside bushes for a lad he knew in seminary. He trusted in his armour to protect him from any potential attacks. Turned out this was a mistake. They got tired of Edmund’s sass and rolled initiative. We lost, they won, one of them fired an arrow. It lodged in Edmund’s eye-socket, killing him immediately and outright, with 2 points of damage. The first combat roll of the game killed my boy. It was a bit of a shock, even though I had predicted Edmund’s early and brutal demise from the outset, given his atrocious stats.

From there, Eandril led the charge and killed the three bandits. I picked up one of the hirelings to control for that battle but wanted to make my own character again. So as the rest of the party turned around and returned to the keep to regroup, I started rolling. Oddly, by the time Eandril and the hirelings got back from chasing down the Ospreys, to the road where Edmund’s corpse lay, it was gone, taken, they assumed, by Jabeck to dispose of as per the rites of their shared religion.

A thief in a black and white illustration from the Basic Rule Book
Yoink

Despite the loss of Edmund, the encounter proved quite profitable, between the 30gp for the Osprey ears and the horses they left behind, Eandril did well. By the time they returned to Father Burgoyne to tell of Edmund’s demise, I had my next PC ready. Thaddeus Nightbane is a thief, obviously. I rolled significantly better for this character so hopefully he will last a little longer. This would be unlike every family member, friend and acquaintance he had ever had, however, as they have all perished tragically somewhere in his backstory. Despite this slight worry, Eandril decided to take him on as a full party member.

To the Caves

Finally, with session 3 on Wednesday, we actually made it to the Caves of Chaos. We were joined by another player, who rolled up a Halfling. We also created some backup characters for everyone, given the obvious lethality of the system and the adventure. There is no doubt that the lack of hit points, the lack of healing, or spells of any kind for the cleric, the swinginess of the combat and the potential for unbalanced encounters is pretty rough on these little adventurers, so its best to go in prepared. Unfortunately, my backup character is just as bad as Edmund, and is, possibly, one of his peers, as I had to go Cleric again. With all this character creation, we didn’t get too much time to play. But we did make it down the road without a random encounter this time.

When we got to the caves we discovered a group of goblins moving something around down there in sacks (the sneakier PCs went in to hide in shadows and spy on the inhabitants.) Our plan is to draw them out of the caves as much as possible and ambush them in a pincer. We have executed the first part, gaining their attention with some elven lullabies, so out of place in the darkened caverns. And last we left off, we were getting ready to roll initiative! Exciting! Hopefully Thaddeus lasts a little longer than Edmund.

The Basics

Dungeons and Dragons Game Rule Book cover. A red dragon menaces a warrior wielding an axe.
Big Red

There are too many possible versions of Basic D&D to definitively say that we’re playing the version. I mean, we’re not even really using one version at the table. We have the Rules Cyclopedia, which contains all the rules from the entire BECMI line, the Dungeons and Dragons Rule Book also printed in 1991, which only contains he Basic rules for levels 1 to 3. Isaac also has been referring to the Moldvay rules, a kind of 2nd edition of the Basic set, and we have even been using resources and specific rules from OSE, which is essentially the same ruleset.

In general, this hasn’t been an issue. We have come across some conflicting rules. Encumbrance was the first one. Isaac simply made a ruling to go with the encumbrance from OSE rather than the Cyclopedia. We have discovered a could have differences in spell descriptions, but they were functionally unimportant so we could safely ignore them or Isaac would make a ruling as to which version to use.

I have to say, stuff like the class sheets from OSE, printed out and handed to the players, have actually been very useful and don’t have any deleterious impact on the “playing Basic D&D experience.”

As for interaction with the rules, Some have found THAC0 and descending AC to be a bit of a leap to understand, but, luckily, the character sheets Isaac has selected have the full range of “to hit” numbers laid out so all we have to do is roll the dice and refer to the table.

Things like the rolls for thief skills are weird and anomalous but not difficult to understand. Once again, as long as you have them laid out for you, its easy to know what you’re rolling and what you need to get below to succeed, whether its on a D6 or a d100.

Conclusion

It’s too early for a conclusion, but, despite the death of my first PC on the first combat roll of the game, I am enjoying the game and the adventure. The old school style has been particularly refreshing. It’s interesting that we need to rely on a cadre of mercenaries to even attempt the adventure and I like the randomness that’s inherent in it.

I’ll be back with more reports once we have a couple more sessions, dear reader, so stick around!

The Editioning: Week One: OD&D

Highs and Lows

Oh boy, what a D&D week we had. The Editioning has well and truly begun! OK, technically, it began last week with OD&D character creation as I mentioned in the last post. As a note, you can find all the Editioning related posts here. Depending on when you read this post, there might be three others or, like, a dozen. I have no idea how long this experiment is going to go on for, tbh.

Anyway, We’ve had three sessions already! Isaac guided Tom and I through character creation and the first steps on our adventure in B/X D&D on Tuesday and Wednesday. And then I kicked off our OD&D adventure online with four members of Tables & Tales, which included the aforementioned Tom and Isaac.

Across the two games and the three sessions we have had victories and losses, death, and new life, fun and horror.

First up is my OD&D game, so let’s get into what it was like.

OD&D: The Woes of Sorrowfield

The first session of play for this came happened on Friday the 13th. In general, it was anything but unlucky for the PCs, who consist of Ilaina, the Elven Magic User, Abbis, the Halfling Thief, and the two humans, Tadhg, the Cleric of Brigantia and Siward, the lawful Fighting Man.

As I mentioned in a previous post, I’m not running a published adventure for OD&D. I had expected to run a classic adventure of the era for each edition, but the options were few and underwhelming. So, I decided to take the advice of the game and draw some maps. I started with a basic map of the dungeon and went from there. Although, I haven’t finished the dungeon yet. I realised I needed to be old school about the design: Town, Wilderness, Dungeon, in that order. You need a town for the PCs to resupply, hire hirelings, gather quests and hear rumours. The Wilderness is there to build them up before the dungeon and to add a little to the world, flavour, backstory, connections. And then the culmination should be the dungeon.

So, I went back and drew a map of the town, which the players had decided would be called East Barrens. You can see the map below.

The Town of East Barrens sits atop a defensible hill and is curcular from above. Roads spread out in a star pattern from a grand oak in the centre. The Temple to Brigantia towers above the town in the north

We started the session with them arriving at the lower gate, in the south there, the only way through the town’s palisade. It was pissing rain and the guards were asking them for proof of a special invitation from the Bishop.

I told them, luckily, they had just such an invite from Bishop Cerys Williams of the town’s Temple to Brigantia. She had send messengers far and wide across the land of Sorrowfield to garner aid from adventuring types. And they had answered the call.

I instituted a flashback here. I asked the players how they thought their characters knew each other, making it a little easier on them by giving them the nearby city of Bailey as the venue for their meeting. Tadhg, a member of the same sect as Bishop Williams, suggested that the message was sent to him personally, since he had spent time in the town as a young priest, years before. But, knowing he would need more help, he went to the nearest tavern where adventurers gathered, and announced his intention to lend his aid to the town and that he was recruiting. Thus, did the other members of the party gather to him. Of course, they met in a tavern…

Flash forward again to East Barrens. In the town they made immediately for the Temple and the Bishop’s palace. Bishop Williams greeted them and asked them to investigate a series of terrifying bursts of magic that have come from the west, beyond the Barrenwood. Three of these bursts have been launched as though from some enormous catapult over the last three weeks. Two landed in the forest, but the third struck the town’s sturdy stone wall, reducing a section of it to melted, crystaline debris. At the promise of gold, the party agreed to help and then went to expose the town, including the damage to the wall.

Cleverly, Ilaina, the Magic User, decided to use her one spell, Detect Magic, on the wall and its rubble.

This is the text for the spell from the book, Men & Magic:

Detect Magic: A spell to determine if there has been some enchantment laid on a person, place or thing. It has a limited range and short duration. It is useful, for example, to discover if some item is magical, a door has been “held” or “wizard locked,” etc.

I found this, in D&D terms, almost refreshingly vague. This allowed me to describe what she discovered in broad but useful terms, ie, it was powerful, transformative magic that she hadn’t seen before. And it’s dangerous. I was gratified that the PCs were invested in investigation of the phenomena involved from the off! So much so, that, when the opportunity to cast Detect Magic arose again later that same session, and in the same day, I allowed her to do it, with the understanding that, if it were in a dungeon or wilderness setting, I wouldn’t allow it. It’s rough being a 1st level Magic User in these older D&Ds. What is obvious, also, is that far more of the available 1st level spells in OD&D are utility spells, rather than offensive of defensive, compared to later editions. This makes the Magic User much less useful in combat encounters in the early days. This, we discovered later in the session.

Ilaina warned the stone masons working to repair the wall that the debris could be dangerous to handle and they began to take precautions, with thanks.

As they made their rounds in the town, they discovered a couple of things. Another team of adventurers had set out a week ago to find the source of the magical blasts, but had not yet returned. This was of particular concern as that group was made up of locals, and the townsfolk were eager to get them home.

Before they could settle into the inn for the night the Bishop approached them again on the rain-soaked streets, with a request to investigate the cemetery by the temple. Reports had come to her of strange noises emanating from there and she was worried about grave-robbers. They readily agreed to check it out. When they got there, the opened the large gate and utilised an iron spike to wedge it open, leaving their vector of egress open, just in case. I admired the use of the iron spike by the players. It was old school as all get out. Then they entered to investigate. They heard the scraping and clacking of the skeletons before they saw them. But it was too late to do anything except roll initiative once they did…

Initiative in OD&D was nicked from Chainmail Miniature Wargaming rules. In fact, the whole combat system was, but thankfully Gary and Dave were kind enough to present an “alternative combat system” for those who didn’t have the patience for all that, in the Men & Magic book. I present it below:

The Alternative Combat System from Men & Magic:
Armor
Class Description
20-Sided Die Score to Hit by Level*
Level 1–3 4–6 7–9 10–12 13–15 16&+
2 Plate Armor & Shield 17 15 12 10 8 5
3 Plate Armor 16 14 11 9 7 4
4 Chain Mail & Shield 15 13 10 8 6 3
5 Chain Mail 14 12 9 7 5 2
6 Leather & Shield 13 11 8 6 4 1
7 Leather Armor 12 10 7 5 3 1
8 Shield Only 11 9 6 4 2 1
9 No Armor or Shield 10 8 5 3 1 1
*Fighting-Men: Magic-Users advance in steps based
on five levels/group (1–5, 6–10, etc.), and Clerics in steps
based on four levels/group (1–4, 5–8, etc.). Normal men
equal 1st-level fighters.
All attacks which score hits do 1–6 points damage unless otherwise noted.
Ronan McNamee (Order #51119631)
20
ATTACK MATRIX II.: MONSTERS ATTACKING
TARGET:
Armor
Class Description
20-Sided Die Score to Hit by Monster’s Dice #
Dice Up
to 1 1 + 1 2–3 3–4 4–6 6–8 9–10 11&+
2 All as in Table 17 16 15 13 12 11 9 7
3 1. above... 16 15 14 12 11 10 8 6
4 15 14 13 11 10 9 7 5
5 14 13 12 10 9 8 6 4
6 13 12 11 9 8 7 5 3
7 12 11 10 8 7 6 4 2
8 11 10 9 7 6 5 3 1
9 10 9 8 6 5 4 2 0
All base scores to hit will be modified by magic armor and weaponry. Missile
hits will be scored by using the above tables at long range and decreasing Armor
Class by 1 at medium and 2 at short range.
The Alternative Combat System from Men & Magic

That’s it. If you have any questions about it, ask your referee (they weren’t using the term Dungeon Master at this stage of the hobby.) If they don’t know, shrug. Make something up.

So, back to initiative. Each side rolls a D6 and compares results. If the rolls are equal, everything happens at once. Otherwise, the side with the higher roll gets to go first. If that’s the players, they can make some decisions about who acts before whom and what actions they’re going to take.

Technically, this is how a combat round should progress:

Chainmail Turn Sequence 1: TURN SEQUENCE THE MOVE/COUNTER MOVE SYSTEM 1. Both opponent's roll a die; the side with the higher score has the choice of electing to move first (Move) or last (Counter-move). 2. The side that has first move moves its figures and makes any split-moves and missile fire, taking any pass-through fire possible at the same time. 3. The side that has last move now moves its figures and makes any split-moves and missile fire, taking any pass-through fire possible at the same time. 4. Artillery fire is taken. 5. Missile fire is taken. 6. Melees are resolved. 7. Steps 1 through 6 are repeated throughout the remainder of the game. Note:Missile fire from split-moving troops is considered to take effect immediately during the movement portion of the turn, and the same is true of passthrough fire. All other fire, both artillery and missile, is considered to simultaneously take effect just prior to melee resolution.
The Move/Counter Move System from Chainmail

Or, alternatively, like this:

Chainmail Turn Sequence 2: THE SIMULTANEOUS MOVEMENT SYSTEM 1 . Both sides write orders for each of their units (groups of figures of like type), including direction of movement and facing. 2. Both sides move their units according to their written orders, making onehalf of the move, checking for unordered melee contact due to opponent movement, and conducting split-moves and missile fire and taking any pass-through fire; then the balance of movement is completed as ordered. 3. Artillery fire is taken. 4. Missile fire is taken. 5. Melees are resolved. Note: Exact orders for each unit (group of figures of like type) must be given. Cavalry may be given the order to "Charge if Charged" (CIC), either in their own behalf or in support of any nearby friendly unit. Such CIC movement begins at the one-half move and is only half of a normal charge, i.e., a unit of medium horse CIC to support a unit of archers would move up to 12" during the second half of the turn.
The Simultaneous Movement System from Chainmail

As you might have guessed, dear reader, these are screenshots from the Chainmail rules I mentioned earlier. That’s what OD&D rules were based on, after all.

In practice, there was really no need for all that. The combat was short. These were half hit-die skeletons (I’m using the optional rules for monster hit dice from the Greyhawk supplement for OD&D, which allows you to use d8s for hit dice. Previously, they were d6s with various bonuses.) Besides, there was a cleric who could turn them on the roll of a 7 on 2d6, which he did. Here’s the rules for turning undead:

The Turn Undead Table from Men & Magic: Clerics versus Undead Monsters: Monster Type Acolyte Adept Village Priest Vicar Curate Bishop Lama Patriarch Skeleton 7 T T D D D D D Zombie 9 7 T T D D D D Ghoul 11 9 7 T T D D D Wight N 11 9 7 T T D D Wraith N N 11 9 7 T T D Mummy N N N 11 9 7 T T Spectre N N N N 11 9 7 T Vampire N N N N N 11 9 7 Numbers are the score to match or exceed in order to turn away, rolled with two six-sided dice. T = Monster turned away, up to two dice in number. D = Dispelled/dissolved, up to two dice in number. N = No Effect.
The Turn Undead Table for Clerics. this is all the rules for that ability.

Yep, it’s just a table again. You’ll notice there is nothing about distance or duration of the turning so we kept that vague. Basically they were turned for as long as it took the PCs to do another action each and make for the gates.

Before that, though, the thief succeeded in a Hide in Shadows roll to go for a backstab. In Od&D, low level thieves’ chances to do anything with their skills are practically non-existent, so the success felt immense, as did the 8(!) damage from the backstab, utterly destroying one skelly! In OD&D, backstabbing gives the thief a +1 to hit and doubles the damage. Huge for a first level character. I would imagine it is much less satisfying at higher levels, as I don’t believe there is any way to increase those bonuses as they level up.

From Greyhawk. The tables for thief abilites and how they improve across levels. Also included is that table showing how demihumans benefit: Thief Open Locks*/ Remove Traps* Pickpocket* or Move Silently*/ Hide in Shadows* Hear Noise Apprentice 15%/10% 20%/10% 1–2 Footpad 20%/15% 25%/15% 1–2 Robber** 25%/20% 30%/20% 1–3 Burglar 35%/30% 35%/25% 1–3 Cutpurse 40%/35% 45%/35% 1–3 Sharper 45%/40% 55%/45% 1–3 Pilferer 55%/50% 60%/50% 1–4 Master Pilferer 65%/60% 65%/55% 1–4 Thief*** 75%/70% 75%/65% 1–4 Master Thief 85%/80% 85%/75% 1–4 Master Thief, 11th Level 95%/90% 95%/85% 1–5 Master Thief, 12th Level 100%/95% 100%/90% 1–5 Master Thief, 13th Level 100%/100% 100%/95% 1–6 Master Thief, 14th Level 100%/100% 100%/100% 1–6 Bonuses to Dwarves, Elves, and Halflings as Thieves: Type Open Locks Remove Traps Pick- Pocket Move Silently Hide in Shadows Hear Noise Dwarf 5% 15% - 5% 5% - Elf - - 5% 10% 15% - Halfling 10% 5% 5% 10% 10% + 1
The thief abilities.

Our Magic User helped by providing light, in the form of a lantern they borrowed from the front gates. I gave the PCs a +1 to hit for this.

Meanwhile the Fighting Man guarded the Magic User. But once the skeletons had been turned, the fight was effectively over. This is when I gave them the opportunity to use Detect Magic again. This time it was on the fountain, which was overflowing into the disturbed graves. The water was filled with the same magical crystal shards as they had seen at the damaged wall, leading them to believe the magic was what raised these Skeltons. So they asked me if they could destroy the fountain, make it stop working. The thief failed a Detect Traps roll, which I allowed as a way to understand the workings of the fountain. The Fighting Man, however, was able to destroy it. Now, if this was a later edition, that would have been a Bend Bars/Lift Gates roll for the fighter, but since no such ability existed in OD&D, I was forced to go with the next best thing… Open Doors. As this is a feat of strength described under the Strength stat in the Greyhawk supplement, it seemed like the best thing to use, honestly. It’s a D6 roll, and Siward needed a 1 or a 2 to succeed. He rolled a 2! He used a rope to bring down he fountain and bent the pipe inside until it stopped flowing.

The Strength table from Greyhawk: Strength Hit Probability Damage Weight Allowed* Open Doors 3–4 –2 –1 –100 1 5–6 –1 NORMAL –50 1 7–9 NORMAL NORMAL NORMAL 1–2 10–12 NORMAL NORMAL +50 1–2 13–15 +1 NORMAL +100 1–2 16 +1 +1 +150 1–3 17 +2 +2 +300 1–4 18** +2 +3 +500 1–5 *this is an addition or subtraction to/from the normal carried without encumbrance **fighters with a strength score of 18 are entitled to make an additional roll with percentile dice in order to determine if their exceptional strength is highly extraordinary, consulting the table below: Dice Score Hit Probability Damage Weight Allowed Open Door*** 01–50 +2 +3 +500 1–5 51–75 +3 +3 +600 1–5 76–90 +3 +4 +700 1–6 (1) 91–99 +3 +5 +900 1–6 (1–2) 00 +4 +6 +1,200 1–6 (1–3) ***the numbers in parentheses represent the chance of a fighter with that particular score of opening wizard locked or magically held portals.
The Strength Table from Greyhawk. You’ll notice this table includes the percentile addition for fighters with 18 strength. They abandoned this for B/X D&D and then brought it back for AD&D.

Then they looted the opened graves and went back to the cemetery gate. They used some more iron spikes to keep it shut and called on the Bishop to go and destroy the undead with her far more powerful turn undead abilities. She rewarded them and then they went for a few well deserved pints in the inn where they informed a grateful populace that the water from the fountain and probably the wells in the town, which all came from the same underground river, was probably polluted. They immediately started gathering the plentiful rainwater and filled our heroes with drinks and rumours.

Now, I provided the PCs with plentiful loot from those opened graves. Thousands of silver and gold pieces, gems and magical items. It might seem like a lot, considering it was their first encounter, but gold = XP in this game. At one XP per gold piece, two of their number were able to level up at the end of the session. The thief and the cleric have to attain much lower numbers of XP to level up than the fighting man and the magic user. Since I knew I wanted this game to only last about six sessions and it would be a single adventure, I wanted to make sure they got the chance to level up. So I suspended the usual rule that they can’t gain levels until the end of an adventure, instead allowing it at the end of sessions. I may even allow it whenever they rest to account for the disparity in levelling rates.

Conclusion

I’ll have to come back for another post on the B/X D&D game, dear reader. I didn’t expect this one to go so long! But, please come back for it. We’re playing the absolute classic, The Keep on the Borderlands!

The cover of B2, The Keep on the Borderlands. A purple cover with the name of the module and a colour illustraiton in the middle: a piched battle on the road between adventurers and monsters.
By Scanned by DM2ortiz, Fair use, https://en.wikipedia.org/w/index.php?curid=505624

As for the first session of OD&D; we had a brilliant time. As a note, we were playing online using Zoom and Roll20. Unsurprisingly, Roll20 does not have an OD&D character sheet option, so the player’s just used their own hard copies. We really just used the VTT for the maps. And, although I had a map of the cemetery drawn, we didn’t even place tokens on it. It ended up all theatre of the mind, which was just fine by me. There is no doubt that it presents some challenges and relies on the referee to make a lot of rulings or to use the rules in unexpected ways, but that was actually part of its charm, I found.

Looking forward to the next session in two weeks.

Time-loop

Spell Jammin’

The Editioning has started. We made some characters for OD&D the other night. We have one Fighting Man, one Magic User, one Cleric and one Thief, just as Gygax (or maybe Arneson) intended. But today, I want to write about a mini 5E campaign we just ended.

I have been running a Spelljammer campaign on and off for the last three years or so. The main campaign is, I guess, nearing a conclusion. I had always envisioned a particular timeline for it, factored in major plot beats, character moments, significant locations and events, but underestimated exactly how long a lot of that would take and, of course, where the PCs would take the game in some cases. So, last year, I decided to take a break from it. But, some months before the break, one of our number was launched into the IRL adventure of welcoming his second child into the world. When he and the rest of us came back to Spelljammer, I wanted to play something that would explain where his character had been in the interim.

The Wild-spacer Giff, Azimuth, is our resident Charisma Fighter. Or, he was. Now, he’s a Fighter/Paladin. He used his charm to get the group out of a couple of tight spots and himself into a couple of hot dates. He had a troubled back-story. The rest of the crew picked him up after he had been left stranded in Wildspace when some disaster befell his own ship, captained by his father, Parallax, also known as “the Admiral.” He didn’t know what had happened and he was driven to find out. When their adventures took them to the Rock of Bral, he did some investigation and discovered that something was happening to ships in a region of space known as the Amos Expanse. This struck a chord with Azimuth. So he put a crew of his own together while his erstwhile companions pursued their own goals, and he set off into the Expanse to find his dad. We called it, “The Search for the Admiral,” or “Dad-quest” for short.

Side Quest

This is how I handled it. We took another extended break from the main campaign and I got the other players to create new characters to act as the crew for Azimuth’s own ship. They all had a connection of some sort to the Admiral so it made sense that they would want to help find him. The players really got into this! They loved the opportunity to play new PCs in the same world, and even, in a way, the same campaign as their older characters had been in for a couple of years. They came up with some incredibly different characters compared to their original ones. My wife was playing a gnomish artificer in the main campaign and decided to create an Astral Elf Circle of Stars Druid who talked like Jennifer Coolidge (like many of the people I play with, my wife is a fully paid up member of the funny voice club.) I wrote, last summer, about the idea of allowing the players to use their two characters interchangeably from now on.

Giff! He's a hippo in a victorian military uniform holding a blunderbuss
Giff! He’s a hippo in a victorian military uniform holding a blunderbuss

The bulk of the seven session campaign was spent searching and investigating the Amos Expanse. I handled this as described in this post. TL;DR they rolled on a few encounter tables and they marked progress points when they rolled a 6. In the end, they rolled on those encounter tables quite a few times. What I enjoyed most about this part was that they found a through-line of a plot in the random encounters that I had never intended. There were a number of different hazards, problems and encounters that involved Kindori, the whale analogues in Spelljammer. There was an encounter with some space-vikings who were hunting them. Another involved the corpse of a Kindori that was being mined for space-ambergris and another was an encounter with a Kindori ghost. I had come up with these by using the spark-tabes in Between the Skies but never saw them as connected. And they wouldn’t have been if it hadn’t been for the order they were rolled up by the players during their journey. Anyway, on 5 progress points, they found what they were looking for.

Loop

It just so happened that the last encounter they rolled up before the finale was a big one. They encountered a Void-frost Elemental that was holding open an anomalous portal from the Elemental Place of Frost into Wildspace and it was spreading out from there. The PCs’ ship got caught in the ice (along with another Kindori who ended up helping them) They were forced to trudge across the space-ice-floe and defeat the elemental to close the portal and release their ship. It was a tough fight and they took a lot of damage to achieve their goals, but they won out in the end. When they did, of course, the enormous portal popped out of existence. This event drew the Crimson Cloud they had been hearing about to that spot, to fill the “void” it had left. It also trapped the PCs inside the cloud!

It turns out this was a fortuitous happenstance since this is also where Azimuth’s Da had been all this time. He, along with all his crew and a whole other ship had been trapped in a time loop inside the cloud ever since the disaster that had left Azimuth stranded at the start of the campaign!

Here’s what happened. Azimuth’s Dad, Captain Parallax, had been commanding his ship through the expanse when it encountered the Crimson Cloud. The Cloud was a temporal anomaly that allowed beings and objects to travel in time. Inside the anomaly, they got hit by another ship that had also been caught in it. This other ship also bore Azimuth’s Dad, just a much younger version of him. And it was a mercenary ship from decades earlier. The mercs rammed into the Admiral’s innocent merchant ship, assuming they were their target. And that’s when they got stuck in the time-loop. A device aboard the Admiral’s ship, a sort of Portable Dungeon, meant to trap whole armies in a prison demi-plane, interacted with the temporal anomaly and trapped them in the time-loop.

The way I planned it, the loop would last only about 15 minutes. As such, the two crews and the two versions of Azimuth’s Dad had done this over and over again, hundreds or thousands of times. But none of them were aware until the PCs also got sucked in, half way through a loop.

This is what I did to handle the loop. I established the events that would happen without the intervention of any outside influence such as the PCs. Here is the basic set of events:

  1. The ships enter the cloud/loop after colliding – The Mastodon’s Breath (Parallax Senior’s ship) is damaged but not completely wrecked. It has a great hole near the prow. The Jackpot (Parallax Junior’s ship) has only taken minor damage, but, unknown to them, it is enough to cause a massive blowback effect when they fire the cannon into the Mastodon’s Breath. It will be enough to destroy both ships in a cataclysmic explosion.
  2. Xenotermination giff marines get together to make an assault on the Mastodon’s Breath. Lieutenant Parallax is cheering them on from the spelljamming helm. The assault is met with surprising opposition from the elves in Lord Faewynd’s retinue (these guys were being transported by Parallax along with their cargo) and the crew of the Mastodon’s Breath, not to mention the distraught Captain Parallax himself. The fighting is bloody and results in the marines retreating, badly hurt.
  3. Fearing the worst, Lord Faewynd and a bodyguard escape the MB on a small tender with the spelljammer helm from the ship and the Astral Dungeon on board. Meanwhile, both crews take the time to rest and heal.
  4. Just as the Jackpot’s captain, Captain Lagrange orders the firing of the main cannon, Lieutenant Parallax and Captain Parallax finally see each other from opposite decks. That’s when both ships explode in a fiery blaze.
  5. Not long afterwards, the Astral Dungeon will reset, taking everything back to the starting point, just after the two ships collided.

Live. Die. Repeat.

I got the idea to do this, partly because my wife is a big fan of time-loop movies like Groundhog Day and Edge of Tomorrow and I wanted to give her that experience. But also, I had read a clever adventure in the Dragonbane boxed set that showed me it was possible to create an adventure like this. In fact, it made it seem relatively easy. It hinged on the series of events, of course, but “The Village of the Day Before” was far more complicated, in many ways than what I had planned. It had a lot of NPCs you had to locate and keep track of, for one thing. I didn’t need to do that so much since everyone was restricted to one of two ships. In fact, it was surprisingly easy to run, is what I found, as long as I kept the timeline in mind.

The PCs experienced three iterations of the time-loop. On the first two times, they got blown to smithereens along with everything else trapped in the anomaly when the merc ship fired their enormous cannon and blew up the Astral Dungeon. They reappeared on the edge of the map each time. On the second go, they noticed the interaction between the explosion from the cannon and the Astral Dungeon in the middle of a pitched battle with the giff marines. By the third one, they had figured out they had to prevent the cannon from blowing that thing up and they had to get to it and find out some way to shut it off to free themselves. And that’s what they did. They had to kill the mercenary captain and fight the marines to a standstill while they figured it out, but they managed it.

Conclusion

In the end, there was no “big bad” to fight to end the adventure. There was just a puzzle to solve and some chances to take. The players did that and they escaped the time trap. It was exactly what I wanted and the players seemed to enjoy it too.

If you’re thinking about running a time-loop adventure, DMs out there, do it! But let me warn you, it’s hard to keep it to yourself when you’re planning it!

Japanese FLGS Visit

Sayonara Nihon

I’m still coming to terms with the fact that I’m home. I’m not fully on board with the situation, to be honest. I guess I can continue to dream that I’m back in Japan again, walking though the riverside yattai food stalls of Fukuoka, sampling the okonomiyaki of Hiroshima, slurping ramen at the counter in Oita. But it’s no substitute for the real thing. I used to live there a long time ago, dear reader, and my feeling about the second-hand experience can be summed up thusly. I have been consuming below-par sushi from a little place near my office in Ireland for years, fooling myself into thinking it was quite good, actually. But our generous friends and hosts took us out for the most affordable conveyor-belt sushi in Oita City last weekend and when I popped that first maguro nigiri into my gob, I realised I had forgotten how good it could be. I almost cried. I’ll never be able to return to that little lunchtime sushi place without the sure knowledge that they have been hoodwinking me for years.

Yellow Submarine

Anyway, I visited a branch of the Japan-wide chain of table-top and card game store, Yellow Submarine, while I was in Fukuoka for a couple of days. It was not easy to find! It occupied the third floor of a narrow building sandwiched in between a dentist and a beauty salon and it only opened at 12 pm, which seemed like a good idea, in fact. In addition to being, what appeared to be the only specialist store in the city, it also runs TCG games and tournaments in its decently sized play space. It was very quiet when I got there just after opening, which made it a bit easier for me to get some photos. The majority of the display areas were dedicated to glass cases filled with row after row of Pokemon, Digimon and Magic cards as well as several I had never heard of. It did have a small, but perfectly formed TRPG コーナー, or TTRPG Corner, though. Since it was so quiet, I got to spend quite a bit of time exploring it.

What I discovered, might, I think, surprise some Western TTRPGers. Call of Cthulhu is massive, it occupied pride of place, at eye-level (the buy-level, as anyone who has worked retail will be aware.) There were easily twice as many CoC books as there were for any other game and they looked so good. I wished I could have picked up the core book in Japanese but my suitcases were already creaking under the wait of the stuff I was taking home as it was. I did get a nice picture of the cover though. Look at that metal af artwork!

I think its a relatively well known fact, at this point, that Call of Cthulhu outsells most other RPGs in Japan quite substantially, in fact, but I wasn’t prepared for the amount of Jubensha on sale here. They were stocked in magazine racks and there was an impressive variety of them. They were not noticeably referred to by that term as far as I could tell, but I am not surprised by that. While we were in Japan, yet another spat broke out between the Japanese and Chinese governments over something relatively innocuous. Chinese people started cancelling holidays in Japan and the Japanese said they didn’t want them coming over anyway… This sort of thing goes on a lot and it’s no secret that there is generally no love lost between the two peoples who have had a troubled and violent history since the 19th century. So that’s why I was surprised to see the popularity of this Chinese LARP game format in Japan.

I think it’s also fairly well known that D&D and other such games has never done particularly well in Japan, despite numerous attempts by both TSR and Wizards of the Coast to push it. They had a massive publicity campaign for the most recent edition of the which involved this pretty incredible ad:

Maybe it’s doing better in other parts of the country, but in Fukuoka, 5E is relegated to the bottom-most shelf along with most of the other foreign games like the One Ring and Cyberpunk Red. Not only that, they didn’t have a single copy of any of the 2024 rulebooks. So, I’m guessing the ad campaign didn’t really work too well.

Meanwhile, the big Japanese fantasy adventure game, Sword World had a pretty generous degree of real estate on the shelves (I somehow managed not to take any photos of it, sorry!) It had a couple of editions there, the most recent of which has all the rules contained in a single tome (it usually comes in three books.) Once again, I really wanted to purchase it, but my bags objected. Luckily, it looks like there’s an English-language version in the works so I will be looking at backing that when it gets going.

A very pleasant surprise was that there were just so many Japanese TRPGs here that I had never heard of. They have never been translated to English to my knowledge and they represent a bewildering variety of themes, genres, styles and rulesets. Please enjoy the small selection of covers in the gallery below that I was able to take photos of. I wish I had the time and the bag-space to buy more of these.

TRPG + Accessory Getto!

Here’s what I picked up for myself.

  • Tokyo Nightmare 001 Basic Rulebook – this is the rulebook for the Urban Action TRPG, Tokyo Nightmare, from now on referred to as TNM. It only cost about 1700 Yen (around £8.50 or $10.50.) There were a number of other books in this series but this one seems to have everything you might need to run a game of it. Contained in it are the basic rules, which are based, not on dice rolls but on playing cards. You also have a “Replay” section, which presents a comprehensive example of play. Interestingly, this is the first section of the book. After that you have the Rules Section, a World Section, a “Ruler” (that’s what they GM is called in this game) Section, a Scenario and several sheets including Character, Act and Battle. As a whole, TNM’s really interesting especially with its card-based rules and I’m looking forward to testing my Japanese language skills while exploring it. In fact, I was determined to get at least one RPG book from the start to help me improve my Japanese, which has been getting worse and worse for years.
  • Dungeon Origami Tiles – I loved these things as soon as I saw them. I don’t use a lot of battle maps these days but these little collections of paper tiles that you can use to create maybe a randomly generated terrain or dungeon seemed so ingenious and cost-effective that I couldn’t resist. Each pack contains 45 sheets of top-down dungeon or terrain tiles. There are three or more copies of each tile in a pack, along with a thicker one with items (what they call markers) like logs and doors that you can cut out and place where you like. These are so versatile and useful I couldn’t believe they were so cheap! Only about 660 Yen per set! (that’s about £3.30 or $4.20!)
  • Cheap-ass red dice – These come from a German company call Oakey-Doakey Dice. They come in a plastic drawer that can be used as a case/dice tray in a pinch. Very handy and very cheap. Only 880 Yen (£4.40 or $5.60!) The d20, upon testing, however, is only good in roll-under games.
  • An incredibly clever d100 – There is a little d10 inside the bigger, transparent d10. Much less unwieldy than using one of those baseball sized d100s that actually has 100 sides, if you want to make a roll with a single die.

Conclusion

I’m going to be moping around dreaming of Miyajima, Katsu Curry and Sumo for the next couple of weeks, but at least I’ll have these few meagre Japanese TRPG items to cheer me up and keep me busy for a while.

I hope you enjoyed my report on a trip to a Japanese FLGS, dear reader! What’s your experience with Japanese role playing games, if any? And what do you think of them?

Answering the Call of Cthulhu

Seasonal Event

Our local RPG community, Tables and Tales, has just kicked off a month-long event to help introduce some of our newer members to the joys of halloween/spooky/goblin themed games through the timeless medium of the one-shot horror in which you play some dreadful miscreant and revel in their inevitable and total annihilation.

So far so good! We kicked things off last night with Another Bug Hunt, Mothership’s introductory scenario, immediately breaking with the format for the event by not finishing it in a single session. Following rules is for squares, says our Warden, Isaac. I’m playing an absolutely jacked exobioligist who should not have been trusted with the submachine gun he was issued for the mission. None of the PCs have died yet, although, the NPCs haven’t been so lucky.

We have a few more sessions lined up in the coming weeks, Shannen is acting as the chaperone for Goblin Prom which is a Honey Heist hack that’s pretty much exactly what it sounds like. Tom is planning a Thirsty Sword Lesbians one-shot with a creepy flavour too! I have a couple of games lined up for the event. Later in the month, I’ll be facilitating the move of the family Balfour to the Scottish Borders in the late 19th century for Scott Dorward’s excellent Cthulhu Dark scenario, Fairyland (check out the actual play run by Dorward himself on the Ain’t Slayed Nobody podcast here. It’s one of my favourites.) But before that, I’ll be acting as Keeper for the first time in a Call of Cthulhu game.

The Game

Push the Roll with Ross Bryant
Push the Roll with Ross Bryant

Call of Cthulhu is a phenomenon. A horror game made by Chaosium and based on the works of HP Lovecraft, its been around almost as long as RPGs have and has had an enduring legacy and impact on not just the TTRPG space but the wider culture in general (although I understand that it is difficult to truly assess its cultural effects separately from its literary inspirations.) It’s the single most popular TTRPG in Japan and it has a dedicated following and niche actual play market that seems to have been thriving in recent years. You should check out the brand spanking new and fully improvised Push the Roll with Ross Bryant as soon as possible. Isaac and Tom have run several scenarios for us, which have gone down as some of the founding lore of our RPG group. And yet, I have never run a session of it.

I’m going to change that next Friday. Honestly, I think my interest in doing this is largely down to Mr Bryant’s new podcast, which I’ve been eagerly devouring. As a pretty traditional game, it’s a little crunchy but when you listen to the podcast, you get the impression that the mechanics can be left behind if and when they get in the way, especially with an enthusiastic and role-play-focused party. I remember getting frustrated with the truly execrable skill scores of my PCs in past CoC games until I realised that was by design. As ordinary civilians facing up against the terrifying reality of cosmic horror, you are supposed to fail and there are supposed to be serious consequences for those failures. That is what makes it horror. Well, that and the Sanity rolls. So, the mechanics can also be used to reinforce the themes of the game, when they need to. If you want fantasy heroes, you’re in the wrong place. If you want the thrill of terror when confronted by your inevitable and immediate doom, Call of Cthulhu is the game for you. Listening to Push the Roll has given me the taste of that again so I thought it was about time I put myself on the obverse of the Keeper’s screen to see what that felt like.

The Scenario

The cover of Petersen's Abominations showing a mouthy and betentacled horror alongside several tv screens showing the faces of people.
Petersen’s Abominations

My Call of Cthulhu library isn’t huge so I went out to my local game shop, Replay and picked up the anthology of short scenarios, Petersen’s Abominations written by Sandy Petersen, the creator of the Call of Cthulhu roleplaying game. It’s a nicely presented book with five “tales of modern horror.” This is one of the reasons I chose this anthology. I have been craving a game set in the modern world recently, and this scratches that itch. It also contains a set of pregenerated investigators for each scenario. This is a pre-requisite since I have so little time to work with. Finally, there is a nice selection of player facing maps and handouts in the back of the book for every adventure.

I chose the Derelict, for my one-shot. I decided on this one for a few reasons. First, it seems like the one I could most reliably start and finish in a single session of three hours or so. Second, I love the pregens presented for it because I think the players will easily get into them. Finally, the setting, a luxury yacht sailing the North Atlantic, is unique and I know its enticing for a couple of the players so it’s good for sign-ups!

The premise is a simple one: the yacht’s owner, a stock-broker (see my opening paragraph!) who lost his fortune in the 2008 financial crisis (its set in that time-period) is taking his rich and famous friends on one final voyage on the Delilah. He’s taking it to Liverpool to sell it. But on the way, they encounter the Derelict… I don’t want to give too much away at this stage in case my players decide to read this, but I’ll be back afterwards for a full report!