Tuesday, May 24, 2022

Wyrdwood Adventures, ep11

 

The following is a solo adventure I am running using White Box FMAG, the Perilous Wilds, Freebooters on the Frontier and Into the Wyrd and Wild. I use my own oracle and a handful of tables from PW and FotF to generate almost everything on the fly. I have written this out in a sort of journal style mostly because I enjoy writing. Behind the scenes notes are in italics.

Start here: Episode One

Octobri 22nd
Inside the Tomb of Thorfinn!

Now rested, the band is ready to press on! Toltin, flush from his previous success at sneaking declares he will try it again and immediately trips as he enters the next room, sprawling on the floor in front of an angelic statue. I rolled he failed his thievery check.

This statue holds a beautiful trident in its right hand while extending a large bowl in the other. Grindella recognizes this as an ancient hero known as Thorfinn, likely she learned this in her studies. She tries to recall more of the story but can only recall his name and he bore a powerful trident. I checked to see if anyone could recall any knowledge of Thorfinn, giving Grindella a +1 to the roll because of her studying. While she made the initial check, she failed at recalling anything additional. She was successful at translating the writing on the bowl.

38gp lies in the bowl and Toltin is about to grab it when Grin translates the writing. Grindella tosses in a gold piece and immediately feels refreshed, as if she had a good night's sleep in a soft bed, a full belly, and was not in a dead-filled tomb. Thinking better of stealing the gold, Toltin instead tosses a gold piece into the bowl. Instead he suddenly feels weary and tired. Toltin complains about the fickleness of the gods. Fin watches her companions and declares she wants nothing to do with this relgious nonsense. 

Enamored with the ancient creation before her, Grindella continues to examine the statue and notices a small hinge hidden along the shaft. Grin tests the hinge and is able to move the the trident downward. Elsewhere, they hear a loud rumbling. A portcullis is moving somewhere deeper in the tomb.

The band searches the room, the corners are fills with debris and various pieces of long destroyed equipment. Toltin guards the open passage while they do this. Findara uncovers a spear, shiny as if it were made yesterday. The torch light gleams off the shaft and she is sure this is a special weapon!

This tomb was oddly barren of any treasure and I decided I wanted to roll on the magic tables in the WB book...which are noticeably skewed towards just giving gold pieces. I figured the group might walk away with a few dozen gp. However, I rolled fantastically and instead gained a magic spear +1!  

Cautiously, the group enters the next room, discovering it is a passage with burial niches built along its length. They are saddened to learn the niches have already been plundered and nothing of value is discovered.

Sunday, May 22, 2022

Wyrdwood Adventures, ep10

 

The following is a solo adventure I am running using White Box FMAG, the Perilous Wilds, Freebooters on the Frontier and Into the Wyrd and Wild. I use my own oracle and a handful of tables from PW and FotF to generate almost everything on the fly. I have written this out in a sort of journal style mostly because I enjoy writing. Behind the scenes notes are in italics.

Start here: Episode One

Octobri 22nd
Inside the Tomb of Thorfinn!

The band continues onward with Findara searching the room. She discovers a passage behind a cluster of rocks against the northern wall of the chamber. Passage is tight but Toltin volunteers to squeeze through and see if he can discover what lies beyond.

Fun little sidebar: Here I discovered that the published module was missing any information on what lies in room 4a, despite it being labeled on the map. No biggie, we can figure this out! I turn to the d30 books, but they offer no help.

Toltin enters a shadowy chamber with an altar at the far end, with a figure kneeling before it, as if in prayer. He makes his thievery check (here I use the thievery skill check, adding Toltin's DEX modifier) and sneaks around to the side enough to see the rotting face of an undead creature, it's mouth slowly moving in prayer. Horrified at being alone in the room with this creature, he quickly - albeit quietly - exits to inform his friends.


Grindella is unphased and declares 'I can take this creature!' before uttering a prayer to her god.

Toltin again attempts to sneak into the room, but fails miserably, and alerts the ghoul who turns to face the intruders. Initiative ties! Toltin lets a sling loose and whacks the beast in the head for 6hp! The ghoul closes and reaches for Toltin who deftly steps out of its reach.

Band wins init. Toltin hits again for 1hp, followed by an equally weak hit for 1hp from Findara. Furious at another unnaturally dead creature Grindella screams in holy anger and charges the creature, knocking it down with a strike to the head, and quickly crushes the brainpan with her feet. The ghoul is silent!

A quick search of the room turns up a few trinkets of jewelry worth around 20gp. Tired from their ordeal, Grindella suggests they rest for a while and recharge. They rest for six hours, nibbling on rations, drinking from their waterskins, and catching a few Zzzzs. 

I check for random encounters, even though the module does not mention any random encounters. Luckily for our little group of adventurers, nothing came along while they rested.

Thursday, May 19, 2022

Wyrdwood Adventures, ep9

 

The following is a solo adventure I am running using White Box FMAG, the Perilous Wilds, Freebooters on the Frontier and Into the Wyrd and Wild. I use my own oracle and a handful of tables from PW and FotF to generate almost everything on the fly. I have written this out in a sort of journal style mostly because I enjoy writing. Behind the scenes notes are in italics.

Start here: Episode One

Just want to take a moment and say something. I have been very busy with two members of my family graduating from college, traveling to two different states to see them, then watching the lovely little cat in the photo above slowly waste away from a failed kidney.  The most vibrant, wild, and craziest personality I have ever encountered in a cat. She was my constant companion after my fall last year and I was stuck recovering in the house. We had our moments but we soon became fast friends and whenever I looked, there she was, my little shadow. Her time with us was amazing and she filled it with more life than most in her brief time in our home, we are very sad to see her leave us. I know you are chasing birds and rabbits in heaven, Penelope. We will miss you, little P!

Me, Mick, and P chillin' three years ago

Octobri 22nd
Inside the Tomb of Thorfinn!

The sides tie initiative. The ghoul lunges at the partially buried Basil, gripping the dwarf around the throat, Basil is shocked and terrified, but somehow managed to regain his composure. [Basil made his save] He pushes the ghoul away with his foot and in terror pulls himself from the piled up bones. The ghoul flops down on to the bones and Grin swings but strikes only bones. Fin launches another arrow, lodging it solidly in the creature's skull. Tol manages to locate his sling.

The band wins initiative! Basil slips again and flops into the bones, today just isnt his lucky day. Followed by Findara missing with her bow. Tol lets a stone loose but it goes wide as well. Grindella, having enough of this undead creature, steps up, yells a prayer and lets loos with her hammer and lands a critical! The creature's head smashes into pieces.

Behind the band another ghoul appears just in time to realize its companion is gone. It howls and leaps at the party! [laughably it fumbles] In a blind rage, it misjudges the leap and lands, face first, in the pile of bones. In a moment, the band is on it, hacking mercilessly and within seconds the creature has been shredded.

Catching their breath, the band decided to move on. Turning a corner the see a pool has formed in the sunken room ahead. Across the pool is a room, about 20 feet across and deep within are two pedestals with mean-looking statues atop. THe pool is rank, with somethings floating in the oily, gross water. A thin ledge skirts the edges of the pool and the group decides to continue forward, hugging the wall on the left side of the pool. The adventure states this is an easy test, so I decide a DEX check against a target of 10 makes it acrossToltin makes it easily across, but Basil's wide girth causes him to lose his balance and he suddenly finds himself splashing about in the stinky muck. He is followed by Findara. Grind easily clears the pool. Basil comes out of the pool, angry, wet, and smelly and comes face to face with the gargoyle statues guarding the chamber beyond. Angry and annoyed he pushes onward, attempting to get past them....and is immediately roasted by a blast of oily flames shooting out of the fanged mouths!

A burnt, smoking and very dead Basil tumbles backwards into the pool....


Findara, Toltin, and Grindella fish their friend out of the pool and realize he is beyond help, having marched off to the dark, hallowed halls of the dwarven heavens. 

After a moment of digesting this turn of events, Fin realizes the pool is full of victims of the flames and decides to begin pulling their bodies from the pool. I decided to add this to the adventure because it felt like we had survived a bit and gained literally nothing. As a DM, I would have given some reward here if I were to run this with a group. I roll a d10 and get a 9! Nine bodies are recovered and I use an oracle to determine if anything is recoverable from the bodies. The band manages to pull a dwarf, human thief, human MU, and another dwarf from the pool that have the following items they can recover: a sword, a Rope of Climbing (!), a potion (of Gaseous form, the group does not understand the runic symbol on it bottle), a throwing ax, grappling hook, crowbar, large sack, and a wooden holy symbol.

After spending the rest of the afternoon collecting the items they can recover, Fin does a quick search of the rest of the room but finds nothing but a solid door leading, it is assumed, farther into this tomb.  Grindella performs last rights on the bodies, including that of their friend Basil, then Findara puts them to flame, ensuring they cannot rise again.

Thursday, May 12, 2022

White Box Character Generator!

Danger is Real has taken my character sheet and made an awesome White Box random character generator. Very cool! Check out out here:

https://dangerisreal.blogspot.com/

Monday, May 9, 2022

White Box character sheet PDF

 

Click here for the character sheet PDF.

I also made one for NPCs, to easily track important bits of information as well as a largely blank backside to allow for note taking.

Sunday, May 8, 2022

Wyrdwood Adventures, ep8

The following is a solo adventure I am running using White Box FMAG, the Perilous Wilds, Freebooters on the Frontier and Into the Wyrd and Wild. I use my own oracle and a handful of tables from PW and FotF to generate almost everything on the fly. I have written this out in a sort of journal style mostly because I enjoy writing. Behind the scenes notes are in italics.
Start here: Episode One

Octobri 22nd
Weather - partly cloudy and slightly warmer, in the low 50s

Early morning - Rem heads out of the fort. Reason unknown.

Thinking they might be able to get hired by Brother Iben to scout out this grove, they go to see him but he is not available. The band discusses their next move over an early cup of ale and decide they will explore the nearby tomb- its close, pays decently and with four (possibly five) of them, they believe they will have enough power to muscle their way through any problem they confront. 

Time to learn more about this tomb. How far away? About 6 miles , rolled a d6/2 then added 3 miles. I knew previously where it was roughly but not exactly. I wanted it close to the fort, but not too close. It is a barrow? No. Ruins? Yes. A temple? No. Is a building present? No, so it must be accessible from the ruins but not enough remain of the ruins to be properly a building. A monastery? No. Are their statues? Yes. More than one statue? No. Is it larger? Yes, then I threw together a quick table (to the right) to figure out how large the statue was. I roll for encounters but get a 4, nothing happens along the way.

Perceptive readers might notice that according to my write up here on the blog, the statues already existed. When I played, I did not know there were statues and added that later when I was writing this up for you. I had seen a short tomb dungeon previously and I scoured my google drive to relocate it for this adventure. I wanted something short, not too deep and I settled on this adventure:
Pamphlet Dungeon : Thorfinn's Tomb from Crooked Staff Publishing.

The band approaches the tomb, since Toltin was in the band when they first encountered this, he has no problem guiding his friends there. As they approach they see a 20' tall, broken statue of Thorfinn stands in a slight clearing surrounded by thick brush. Toltin and Findara check around and quickly identify a way into a hidden tomb, a pitch black open maw.

Findara and Basil light torches, Basil mutters "Many days have past since I entered the darkness..."

They enter a dark, dry tunnel, the walls carved roughly from the rock. The tunnel turns slightly, and ahead the wall turns into a wall of morbid skulls. Unknown to the group is that a ghoul awaits them there, ready to pounce!

Do the band members notice the ghoul? WB provides no clear mechanic for this so I opted to use a Save with a modifier for a high Wisdom to determine if the group notices the creature waiting to spring his trap. 

Toltin fails, focusing his attention more down the dark tunnel but Basil spots the thing waiting and whispers a warning to his friends. Grindella, has heard of these creatures previously and schools the band quickly. These are not powerful creatures, but they can be deadly. The group discusses a tactic and having the missile launchers stay back so they might rain down missiles on the ghoul when it makes its move.

The ghouls plan is to push the wall of skulls over onto the band, trap them and then attack while they are struggling to get back on their feet and out from under the skulls. I decide the band will need to make a Dexterity check against a 10 to avoid the tumbling skulls, I give them a +1 since they are aware of the trap.

Basil is the first through the pinch point and the ghoul, as expected, pushes the wall on him. Basil tries to jump ahead of the pile but his bulk slows him and he stumbles on a skull, slipping and coming to rest as skulls pile over him. Only the top of his head can be seen. The ghouls leaps down and moves towards Basil.

Toltin whips a stone at him, but his sling clips the wall and goes wild, as he ducks the sling slips from his hands and smashes into a side wall (he rolled a fumble). He will spend next round gathering his sling and digging out a new stone to toss.  Findara raises her bow to take a shot but the ghoul is something she has never seen before. The gore dripping from its fangs frightens her and she simple stares in shock at the creature crawling towards her friend!



Thursday, May 5, 2022

Wyrdwood Adventures, ep7

 

The following is a solo adventure I am running using White Box FMAG, the Perilous Wilds, Freebooters on the Frontier and Into the Wyrd and Wild. I use my own oracle and a handful of tables from PW and FotF to generate almost everything on the fly. I have written this out in a sort of journal style mostly because I enjoy writing. Behind the scenes notes are in italics.

Start here: Episode One

Still Octobri 21th

The band returns to Fort Rot Tooth just as night begins to fall.

Slight retcon here, in my notes you may see that I decided at this point that the fort would become a central focal point in this game and I wanted a map. It occurred to me that I had drawn a fort last year after visiting Fort Boonesborough and I decided to use my own map, retconning the keep to a fort.

They join Captain Loilol as he is sitting down for dinner. He requests they join him, wanting to learn of news of his (half) brothers killer. Rem however opts out, stating that he needs to clean up and refresh after being out in the forest for so long.

The meal goes well and the band relates their story, the captain rewards them with the gold he offered. He then excuses himself in order to pray for his brother's soul.

I have made a decision on the deities in this world and decided to do something I have never done but thought about in the past. Instead of having a large pantheon of gods I want to instead have a single god. Not Christianity per se, but something probably similar. I have always avoided this topic in the past, worried that it could cause problems with the players, but since it is just me playing this does not matter. So....the One God.

As the band finishes up dinner, they now have a decision to make: do they want to continue working together. Using the traits I rolled (noted in the top right corner of their character cards) I weigh each roll or the oracle and get the following results:

Findara - yes
Grindella - yes
Toltin - whatevs (inconclusive)
Basil - yes

The group decides to stick together for further adventures!

I opted here to restate the loose ends (leads/hooks) I still had floating around. I did this mainly because I did not know where the band would head next. 

Loose Ends

  • Captain Loilol wants the tomb explored as it is too close to the fort for his comfort
  • Brother Iben wants Ring Root (an herb) collected from a grove he knows is nearby
  • The captain, on orders from the Bishop of Elswyth, needs to have the Cave of Time explored and reported back to the Bishop

Monday, May 2, 2022

Wyrdwood Adventures, ep6


The following is a solo adventure I am running using White Box FMAG, the Perilous Wilds, Freebooters on the Frontier and Into the Wyrd and Wild. I use my own oracle and a handful of tables from PW and FotF to generate almost everything on the fly. I have written this out in a sort of journal style mostly because I enjoy writing. Behind the scenes notes are in italics.
Start here: Episode One

Octobri 21th
Weather still sucks. I forgot to roll weather, assume it is overcast and cold.

The band approaches the river and knowing what lies ahead they stop to formulate a plan. I suddenly have the idea of packing moss into our ears, as a means of reducing or stopping the siren's magical effect. As the GM I know this will have zero effect because the Lure effect is by smell, but hey, PCs have crazy ideas. I decide to use the oracle to see if this has any effect, I give this an unlikely success (meaning the white and red die roll for negative). The dice roll a 6 on blue, meaning this will help. Against I ask (with more likely negative result) and get a 5 on blue. I roll a d6 to see how helpful this will be and it is a +4 on their saves. Sometimes you just have to roll with the momentum and screw the rules.....

The group spots the rive and move into position, with Findara moving to a position on a bluff overlooking the river, thinking she will have an overwatch position and be able to snipe with her bow.  Basil moves down to the river's edge, without a ranged weapon he will need to cross quickly to strike the siren. As luck would have it, they have found a sandy area of the river where the crossing will be easy. Toltin and Grindella set up on a rise over the river, close enough to support with missile weapons but also close in case they need to cross the river.

However, Si-lireth spots Findara almost immediately and deduces that they are hunting her and setting a trap. She waits, bathing in the waters.


Toltin whispers down to Basil. Basil pretends to set up camp, letting out his bedroll, collecting firewood, etc. He hopes that the siren will grow weary of waiting and will come closer, enabling him to attack (and letting his friends have closer targets). Basil figures it this way, "Who could resist a sexy dwarf like him?"

Three hours later....Basil is napping lightly next to the river on his bedroll.

Suddenly a man appears farther upstream. He crashes out of the brush just upstream from Basil and plops into the stream, limping and seemingly wounded. Surprisingly, he makes his save and is unaware of the dangerous situation he has wandered into. He washes off the wound in his leg and then steps back onto the shore, begins setting up camp. The siren has taken notice of him and has warily moved closer. Minutes later, a second man stumbles out of the forest. He moved towards this second camp and just before dropping down to rest with his friends, he suddenly looks to the east, across the river.

Moments later he quickly sets off across the river and towards the hidden siren, enchanted with her wonderful, but deadly, scent.

I determined this by rolling the oracle and asking if anything happens while we wait. The answer came back strongly yes. Further questions drilled down to the fact that the siren did not attack, or run, but that something else wandered in. The table in PW determined it was a pair of humans, brigands or criminals actually, and that one was wounded. I used the smolderingwizard random character generator to quickly roll up the two characters and gave them names from FotF. Raten made his save, but then Rem failed when he got in range of the siren's powers.

The siren rises up out of the water and Raten realizes what is about to happen, I mean there is a naked woman running around a deadly forest, you would know something was up... Raten runs after his friend, tackling him to try to snap him out of it.Rem finds himself face to face with the beautiful siren standing over both of the men...both men are surprised.

Si attacks, Raten makes his save and is not swallowed whole, however he does take damage from the attack, dying from the attack with 10 damage (max roll). Rem is in shock and merely stands there, waiting for death!

I used my tablet along with some wooden furniture plugs I had as minis.

Si wins initiative, but the band beats her and launches into attack mode! Findara fires her bow, striking for 4 damage. Toltin spins his sling and nails the vile creature for 3 damage. Si misses Rem as he steps to the side but then he slips on the wet sand and misses her as well.

Next round initiative is tied! I use the Tale of the Manticore rule that ties go simultaneously. This gives each side the opportunity to win at combat while also suffering with a last ditch strike. Si goes first, narrowly missing Rem. Rem steps up and hacks at the siren, cutting her deeply. Findara strikes true with her bow and the evil siren falls into the water, her body slowly dissolving into an oily liquid and fades into the moving river water. 

Brother Aldred and Garmon are avenged! 

As a last step, I wondered if Rem was wanted in Rot Tooth, the oracle tells me is not! I perform a quick check to see if the band will welcome him, they do, and he agrees to return to Fort Rot Tooth with them.

Thursday, April 28, 2022

Wyrdwood Adventures, ep5

 

Wilds, Freebooters on the Frontier and Into the Wyrd and Wild. I use my own oracle and a handful of tables from PW and FotF to generate almost everything on the fly. I have written this out in a sort of journal style mostly because I enjoy writing. Behind the scenes notes are in italics.
Start here: Episode One

Octobri 20th
Weather still sucks. I am rolling terrible on the weather.

Toltin wakes up from a restless night of sleep, haunted by the visions of beautiful maidens swallowing his companions whole, one of which was a close friend. Hungry, Toltin heads to the hall and grabs a plate of eggs, slab of ham, and mead. He strikes up conversation with a few men and learns that previously a soldier was lost at the river to the very same beast! An idea pops into his head...

Gaining an audience with Loilor, who has now had to time ponder over this new development, Toltin tells the captain how he wants revenge and asks if he can spare any men to avenge his brother's death. The captain ponders a moment, a grim look crosses his face, and he informs Toltin that he cannot. However, he can offer a reward of 100gp to every man who would help Toltin with his task. He bids the man farewell, saying he will be successful!

Remembering he saw a few other travelers in the hall, he heads there, hoping that some are adventurers looking for fame and glory! 

I randomly determined there were three adventuring sorts in the hall, looking for an adventure. Using the random generator at https://osr.smolderingwizard.com/ I quickly put together three adventurers. 

<--- WB ability score bonus/penalty
One note here. At this point I opted to begin using the Ability Score bonuses out of B/X rather than BW. The main reason is that I do a lot of things by ability checks. I use a method devised by Tim from Gothridge Manor.  Using the ability score bonus/penalty from B/X allows a wider variance in the characters' abilities when attempting things not defined directly by the rules.

<---- B/X ability score bonus/penalty & Ability Check Method
In many situations I will ask for an ability check and assign a difficulty target, usually a 10 (easy),  14 (moderate), 18 (hard), etc. I typically will use 12, 14, or 16 for most checks, based on common sense and the situation. Still, these are just general guides. The Gothridge Manor ACM goes like this:
o DM determines a target based on the situation
o Player rolls d20, aiming to roll equal to or higher
o Player adds the character's level + any bonus/penalty from an appropriate ability

Toltin recruits a dwarven warrior named Basil the Stoutbellied, an elven woman named Findara Greensong who carries a bow, and a holy woman named Sister Grindella. Basil is shoving lambchops into his wide belly, Findara stabs a chicken breast a little too roughly, and Sister Grindella claims that she will certainly be of use in the task at hand because she "will not be so easily swayed into the creatures maw like a simple man." After discussions, they agree to finish their meal, then head out of the fort and towards the river, hoping to reach it before nightfall.


As I have already checked for weather I skip this, but as we are entering the wilderness and crossing a hex, I need to do an Encounter Check, and sure enough, I roll a 1.

Barely an hour outside of the fort, the band is suddenly engulfed in an atrocious smell, rotting flesh, urine, and poo...picture this heap in a hot Alabama summer and you have a good idea. Basil is familiar with this and informs the group they have been discovered by a pack of Skunk Apes! He grins wildly as he informs his friends that the pelt of a Skunk Ape is not only rare, but very valuable! Findara tests the wind to determine from whence the smell cometh. She silently points to a nearby ridge overlooking their position. Two hulking shapes can be seen among the foliage, the apes are upon them!

The band immediately reach for missile weapons, Fin launches an arrow and Tol lets a rock fly from his sling, both hitting and causing damage. Enraged, the beast charge forward spreading their smell. The entire band save Basil fail their save and become nauseous, gaining a -4 penalty to all actions.

Another round passes but the party fail to strike except (again) for Basil who manages a single point of damage on the beasts. Luckily the beasts are also terrible in melee and miss their attacks. The next round Toltin strikes and slays one ape with his sling. Now without a companion, the other ape rethinks the plan and turns, bolting into the forest. Missiles are launched at his disappearing rear but fail to connect.

Basil, despite the disgusting smell, is eager to cash in on this pelt and convinces the elf to aid him. Findara uses her skill at cleaning the kill and manages to score the genitals, an unscathed skull, and pelt while the rest of the party keeps watch. Basil is besides himself with the idea of how much this is worth back in the fort. He assumes Brother Iben will be eager to purchase these from the group for studying.

I used the cleaning a kill rules in the Into the Wyrd & Wild book to determine these rules. I have never had players clean a kill but I thought idea was fantastic. After all, how else would magic-users create all those cool potions and magic items without awesome monster parts! I originally wrote that they recovered 100lbs of meat, but then thought it better to leave that. Who would eat that garbage infested flesh? Barf!

After cleaning the kill, the band continues onward towards the river along the barely-there trail. They continue another three hours until night begins to fall. Searching for a good campsite off the trail, they discover a twenty foot tall statue nestled among the trees and bushes. Part of the statue has fallen and the thing is clearly very old. Near the statues base, Basil and Toltin uncover the entrance to an old cavern hidden among the bushes with markings clearly making this a tomb of some sort. Basil is eager to explore but the rest of the group convince him to wait for another day, that the siren is their task.

They set up camp nearby - but not too nearby - the statue. The night passes uneventfully except for Findara waking them at 5am to an odd owl that landed on the statue's shoulder and stared at them. Unnerved, they begrudgingly got up, packed up, and began their trek to the river and the blasted damn siren.

Tuesday, April 26, 2022

Wyrdwood Adventures, ep4

The following is a solo adventure I am running using White Box FMAG, the Perilous Wilds, Freebooters on the Frontier and Into the Wyrd and Wild. I use my own oracle and a handful of tables from PW and FotF to generate almost everything on the fly. I have written this out in a sort of journal style mostly because I enjoy writing. Behind the scenes notes are in italics.
Start here: 
Episode One

Well, last episode was a bit of a shocker...

Octobri 19th
Weather still sucks.

Toltin wakes up, still in shock, alone in the woods, hidden in a holler of a tree. He studies the forest a moment and gets his bearings before he makes his break. Then he continues straight to the fort, not stopping once to rest.

I roll for encounters, but again luck is with little Toltin and he makes it back unmolested.

Loilor grants him and audience immediately and Tol breaks the sad news to the captain, who oddly takes it quite well. The little man asks Loilor if he would but grant him some men, he would lead them back and take revenge on the beast for the death of his brother. 

"Half.....half-brother," replies the captain, deep in thought. "I will think upon this."

Toltin then returns to the fort lodgings and beds down, exhausted from his ordeal. He does not sleep well knowing the creature sleeps tonight with his two friends in its belly. He wakes in the morning, determined to avenge his friends, even if the captain will not help him.



Sunday, April 24, 2022

Wyrdwood Adventures, ep3

The following is a solo adventure I am running using White Box FMAG, the Perilous Wilds, Freebooters on the Frontier and Into the Wyrd and Wild. I use my own oracle and a handful of tables from PW and FotF to generate almost everything on the fly. I have written this out in a sort of journal style mostly because I enjoy writing. Behind the scenes notes are in italics.
Start here: Episode OneStart here: 
Episode One

Octobri 18th
Weather is terrible. A cold rain falls with temps in the mid-40°s.

The band walks to a chilly and wet (read miserable) morning, luckily they were inside the fort lodging and are now well rested. Aldred is overjoyed to learn they have been granted an audience with his brother Cpt Loilor. They are even more pleased to learn they are invited to not only meet him, but to break their fast with him.

They join the captain and the meal goes well, bellies are full. The conversation is mostly about the brother's past, family questions, etc. Garmon is bored out of his mind and ready to go out exploring around the fort. He finds himself repeatedly interrupting with questions about nearby ruins that need exploring, what types of beasts haunt the surrounding woods, etc. Toltin is saddened the toothless bastard dwarf fails to join the meal. Aldred hands over the message to Loilor and we learn the contents:

Guess we need to figure that out, eh?  Using the Perilous Wilds book, I discover the message from the Bishop of Elswyth speaks of the discovery of a cave that was once a temple to a forgotten human god of time. He asks the captain to send men to explore the cave and return any important discoveries to the church in Elswyth. I suddenly realize a perfect confluence of events has come to pass. This fort is short men, as determined earlier. I failed to mention it in the last post, but I had already determined the reason behind Cpt Loilor's worrisome attitude was because his fort is undermanned. Using the table to to the left, again made on the spot, I rolled a d6 and determined that the fort should have 48 men but only has 33 (rolled a d6 and d10 getting a 3 and a 3).

Captain Loilor is short of men, and frankly a little "meh" about sending men to do this bishop's bidding. Garmon, notices the indecisiveness in Loilor and blurts out that he and his friends could handle this for the captain. Loilor eyes Aldred, thinking this might be just what Aldred needs to prove his worth and help set him on an honorable - and less drunk - path. Loilor agrees to pay each man 40gp to check out the temple, allowing them to keep anything they can bring back, so long as it is not determined to be of value to the church (as determined by Brother Iben).

The band decides to head out immediately following breakfast, Garmon's impatience proving too much for the others to battle despite the rain and cold. Checking with the fates quickly we have discovered something! Nearing evening they discover a river blocks our band's path and they are determined to cross before daylight ends. Unfortunately no easy way of crossing is found and Garmon, ever impatient, decides the best way to cross to chop a tree down and scamper across. The noise caused by this forces an encounter check and as luck would have it, I roll a 1. I use the PW's tables to determine the encounter is some sort of elemental fey creature. I grab my ItWaW and remember some sort of water fey beast.... A Weald Siren named Si-liren slides out of the water towards Garmon, smelling of honey and wine, he is immediately captured in her beauty, unable to help himself.  I mean really, can you blame him? Look at those!

Toltin and Aldred make their  saves but Garmon falls under her spell and begins dreamily wading through the water to her. The water sparkles across her naked body and the poor lout is hooked.  Aldred and Toltin know something is up and begin shouting to their friend, but to no avail as the man simply ignores them and steps into the water. She hums a sweet tune to him, drawing him to her. He struggles across the river, his gear coming loose and disappearing in the rushing waters. 

Aldred, terrified, yet oddly aroused,  runs to aid his companion, knowing this beauty cannot simply be a wonderous beauty chilling in the woods. Toltin uses the downed tree to scamper across the river, readies his sling, and takes a shot but misses. Aldred rushes ahead of the wobbling Garmen and attempts to wake him, standing between the dazed man and the naked beauty. 

Behind him, a rip appears down the chest of the beauty , and a gaping maw suddenly opens wide and  moves towards Aldred. 

In a moment, Aldred is gone.

Toltin is aghast but manages to clear his mind enough to attempt again to wake Garmon. I give Garmon another attempt as a save here but he fails. Standing there shocked, Tol can do nothing but watch as the creature splits down the middle and swallows Garmon whole. Holy fuck....

Toltin now stands alone before this beautiful horror.

Luckily he has the fortitude to force himself to act. 

He turns and runs for his life. 

He does not know how long he runs but he eventually finds himself alone in the woods, out of breath, and a little in shock. He finds a hollow tree, buries inside, covers himself with detritus, and falls fast asleep.  Luck is again on Tol's side as we find he has no encounters for the remainder of the day and the next evening.

Honestly, I was not expecting it to go sideways so damn fast, but hey, this is old school. The whole encounter with the siren caught me a little off guard, damn those things are nasty and she did somewhat surprise the group and have them at a disadvantage. I thought I would share the doomed character cards.


Saturday, April 23, 2022

Wyrdwood Adventures, ep2

 The following is a solo adventure I am running using White Box FMAG, the Perilous Wilds, Freebooters on the Frontier and Into the Wyrd and Wild. I use my own oracle and a handful of tables from PW and FotF to generate almost everything on the fly. I have written this out in a sort of journal style mostly because I enjoy writing. Behind the scenes notes are in italics.

Start here: Episode One

Octobri 17th
Weather is mild but sunny and clear,  45°.

Brother Aldred rises early, ever the devote servant. He scrounges amongst the foliage and gets lucky! Among the weeds and bushes he spots a rare plant, aware of the local market's value, he collects a few, hoping to be able to exchange these for some extra gold at the Fort. He collects 10-15gp worth of Coriander, a plant often used to treat fever and illness. I threw together a quick table on the spot to determine the value of the Coriander. I rolled a 4, noting this was in "10s" value, then rolled a d10, getting just a "1", meaning this would be between 10-20, but likely closer to 10s, in town. 

After this, the remainder of the group begrudgingly wake, Aldred noting that Garmon likes his drink late in the evening. Aldred, a noted drunkard, has been taking steps to prove himself a better man and last night stood his ground, resisting the bottle. After a cold breakfast of trail rations, the group mounts the trail again. They keep a wary eye on the thickening forest around them. Rolling a d8 for encounters, noting that this sub-hex had just a 1 in 8 chance, I get a 7. I also rolled for the group to comes across a discovery, though as they are pushing to reach their destination and not searching, they have only a 1 in 6, rolling a 6. They come across nothing.

Pushing through the morning and only stopping for a light lunch and rest, the group manages to reach the fort just as nightfall comes. The fort's hex is a little more away from the civilization of Elswyth, and thus the encounter chance drops to a 1 in 6, here I rolled a 3. The group continues to travel unimpeded by an encounter. Rolling for a discovery, I get a 2, again they discover nothing. Some might claim the journey was less than exciting, but the little band of adventurers are happy to make it to the comfort of the fort without incident. The guards welcome them inside its walls with only a minor questioning. Aldred inquires about seeing his brother.

I opted to repurpose one of my maps from last year, made after a visit to Kentucky's Fort Boonesborough State Park (very cool place to visit if you are a history buff). More importantly, we have some things to determine at this juncture. 

Aldred's brother, randomly determined to be named Captain Loilor, has the follow details determined- he is an anxious man, worried about those in his care at the fort, he also has a bit of an air of a snob about him, and has a tendency to be a little rude. He also wears a medium length goatee on his face and has large hands (random tables can be weird some times).

I assumed that the fort would have a healer so I thought it prudent to determine who this person was. Also, I thought this might become important with Aldred's discovery of Coriander nearby. I asked the oracle some questions which provided some interesting answers:

Is he a man of the cloth? Ambiguous (weird answer, that later worked out...)
Is this person a poor example of piety? Yes (interesting)
Is this person here as a punishment? No

Quick notes on this person: Brother Iben: wears a headband and robe, head is shaved but he is selflish and coveting. Does he know Aldred? No. Does he know Toltin? Yes. Is he the person Toltin is looking to get revenge upon? No.

At this point I decided to find out who exactly Toltin wants revenge against. I came up with a list of people who might be here in the fort and I thought it might be interesting to keep the person to one of the staff or employees of the fort, thinking the conflict of Toltin harming this person might put Aldred in a tight spot with his brother (conflict spurs interesting outcomes). Randomly I determined that the Quartermaster was the Toltin's target, a dwarf named Ramli (missing teeth and a selfish SOB) swindled Tol in a game. Toltin knows this jerk cheated at a game.

The band is a little unhappy, and Aldred a tad ashamed, when his brother denies them an audience in the evening. Unhappy, they wander over to the dining hall. Toltin looks for his target but does not see him and Aldred is likewise disappointed when he discover the fort healer, Brother Iben, has already turned in for the evening.

The group settles down in the lodging building (open to travelers for free here in the fort so long as there is room and the patrons are in good standing), and turn in for the night.

Thursday, April 21, 2022

Wyrdwood Adventures, ep1

The following is a solo adventure I am running using White Box FMAG, the Perilous Wilds, Freebooters on the Frontier and Into the Wyrd and Wild. I use my own oracle and a handful of tables from PW and FotF to generate almost everything on the fly. I have written this out in a sort of journal style mostly because I enjoy writing. Behind the scenes notes are in italics.

Octobri 16th
Weather is low today, about 45°, cold and overcast.

Brother Aldred, a middle-aged, pale-skinned, cautious man and servant of the one God is being sent on a task by the Bishop of Elswyth to Fort Rot Tooth. He was chosen for this task because he is the brother of the current commander of the fort, Captain Loilor. Aldred is a member of the clergy in Elswyth but not currently in good standing due to having been caught spreading falsehoods.

Accompanying him on this task is his good friend, Toltin Barebelly, a halfling, or hobbin as his people prefer to be called. Toltin is a roguish young man with mismatched eyes and a vengeful spirit, but he is loyal to the end and he refuses to let his friend traverse the dangerous roads to the fort alone. Toltin knows many people at the fort but is unaware that Toltin’s anger burns hot for one particular person at the Fort, and he is eager for revenge.

The bishop has recruited another traveler to accompany the pair, a warrior named Garmon. The man with a pockmarked face is a servant of the church, but one working through demons of his own past deeds caused by his impulsive and impatient personality.


I rolled all three characters according to the rules in WB:FMAG and then used the tables in Freebooters on the Frontier to determine random virtues and vices. I also used my oracle to determine the relationships between the three characters, the bishop and the brother at the fort.

The trio gear up and set out on the somewhat commonly used trail to the fort, roughly a two day walk away from Elswyth. Setting off mid-morning, they are hoping to make it about halfway and set up camp in a mostly safe location. The forest is notorious for being dangerous and few would recommend stepping from the path.

I am using the Forest as a Dungeon section in the Into the Wyrd and Wild book to determine locations of  various places within the hex, the size of each of those locations, the paths between them. I also determined that the farther away from Elswyth one traveled the more likely the chance for a random encounter. You can see this reflected in the image below by the number in the right upper corner of each sub-hex (a 1 in 6 chance, a 1 in 4 chance, etc). The entire area is heavily forested but I threw together a quick table on the spot to determine the underlying terrain beneath the blanketing forest, you can see this in the top left of some hexes below as "flat", "hills', or "rocky". An observant person might notice the fort actually began as a keep, which I later changed to a fort so I could reuse one of my own maps.

As evening approaches the group has come across a small clearing surrounded by a ring of gnarly looking trees, full of wrinkles and folds, nary a leaf droops from their twisted and black limbs. Toltin notices one odd looking tree, covered in wrinkled bark. Suddenly a fold opens, exposing a large eyeball staring back at him and the group.

These encounters were randomly generated using the tables in The Perilous Wilds. The tables are wonderfully varied and somewhat vague enough that they inspire creativity instead of simply giving you the answer. In my opinion, these tables are highly effective and creating unique and unexpected encounters covering a wide range of possibilities. Each roll provides a certain level of detail with additional rolls providing even more detail and depth. I use them until something piques my interest and/or creativity springs forth and the ideas begin to flow.

Unsettled by this, they continue a short way and then find another area - a ring of standing stones. Investigating,  Toltin and Garmon are overcome with a calming feeling while within the stone ring. A more cautious man, Aldred is not comfortable and worried about personal exposure to the unnatural and heathen powers of the forest.

The group settles in for the night, Toltin forages for berries and using his sling actually scores two squirrels that Garmon is able to cook up a decent meal without using one of their rations. A nearby stream allows them to refresh their wineskins and head into their bedrolls with full bellies. A watch is set up and the fire doused so as to not attract attention.

I used the Wyrd and Wild rules for supply usage and quickly hacked up a way to use these with the existing WB:FMAG rules to cover the food and water (I plan on tracking rations, water, and torches because I want survival to be important but also the possibility of failure to always be there). I split the night into segments of three hours (6-9, 9-12, 12-3, 3-6), rolling for each a d6. Luckily for our group, they never rolled a one and made it through the entire night rested and without bother.

For those so inclined, I have included shots of my notebook I used to run this. The above took about two hours as I was fumbling a little at the beginning on how to get started, which tools to use and determining the details of the hex, why the group was together, and exactly how to get started. Once I had all these pieces ironed out, the actual playing did not take muc more than 30-45 minutes. The truth is, it really is quite hard to get going.