Regarding rules: Duh, of course it is. But beyond the use of the mechanical framework of OD&D, B/X, and AD&D, does the common reference frame of the D&D fantasy family still play any meaningful role within the OSR sphere? When was the last time you’ve seen someone talk about beholders, mind flayers, or displacer beast? It still happens, but when I see it, it tends to be regarding campaigns specifically set in Grayhawk or Forgotten Realms. What I don’t see is people describing their own creations which feel recognizably as D&D. Oldschool D&D seems to have very much become a style of playing, but has mostly disappeared as a style of fantasy.
Wilderness travel is one of the things I always wanted to include as a major element of my campaigns but the rules as written in either B/X or LotFP require too much on the spot calculation and conversion of movement speeds in different terrains that I just can’t handle at the table with my ADD when the players are talking about what they are going to do next at the same time. Adding the attack bonus to a d20 roll and subtracting hit points I can manage, but doing divisions and fractions while paying attention to conversations just ends up with me getting brain locked. All my homebrew systems and my choice of LotFP as the system I am using have been done as means to compensate for my impairment in this regard. Making game mechanics more accessible for people with neural impairments is something I’ve never seen anything written about and might be worth dedicating a post or two to in the future.
Last year I already tried my hand at coming up with a simpler and faster solution, but it’s still based on the underlying assumptions of a hexcrawl with way more precision and granularity than I need for Sword & Sorcery adventures. But a great idea for something much better comes once again from Angry-sensei, who just has some kind of gift for making methods that are practical to use instead of being best suited to programm a computer with. There are two big things of beauty in his proposal. The first one is that it doesn’t require a map with precise measurements or any degree of accuracy. In addition to being quite a lot of work for GMs, the current design standard for maps is basically satelite photography which is something that wouldn’t be available to people within most fantasy world but in my own experience also create a sense of the world being fully explored and tamed. Which is the complete opposite you’d want in a mythic bronze age Sword & Sorcery world. Tolkien’s hand drawn map for The Lord of the Rings is what I consider the ideal form of fantasy map. It’s a tool for navigation that provides an idea of the general layout of the lands but also has a level of abstraction that inspires the viewer to wonder what marvelous places might be hidden in all those blank spots that noboy alive has ever set foot in. The second great thing about it is that it works without any calculations and requires only looking up a single number in a simple table. This post is an adaptation of this concept to the rules of LotFP with some tables for actual use in play.
Travel Times and Distances
When a party makes an overland journey, the first step is deciding on the path they want to foollow from their starting point to their destination. The GM then makes a quick rough measurement on the map (which can be as sketchy as you want) or makes a judgement call how long this path is in miles. At the start of each day, the GM decides which type of terrain the party will mostly be travelling through on that day. Knowing the encumbrance rating of the slowest character or pack animal in the party, the GM simply looks up on the following table how many miles the party covers on that day.
|Terrain||Unencumbered||Lightly Encumbered||Heavily Encumbered|
|Road||24 miles||18 miles||12 miles|
|Heath/Moor/Plains||16 miles||12 miles||8 miles|
|Desert/Forest/Hills||12 miles||9 miles||6 miles|
|Jungle/Mountains/Swamp||8 miles||6 miles||4 miles|
Soldiers throughout history have been marching at about 3 miles per hour on good roads, so with 8 hours of marching you get 24 miles per day. While those soldiers would have been encumbered by gear, they also wouldn’t be travelling through untamed wilderness, so I think this table makes a decent enough approximation of plausible travel speeds.
Contrary to movies and books, horses do not cover greater distances in a day than a human can. While they can run much faster at short distances, humans (and dogs) are the world’s best endurance runners and can keep on walking with much less need for rest than other animals. The distances covered by humans and horses are about the same. The big important difference is that horses can carry a lot more weight than humans and are much less slowed down by the same loads. Riding and pack animals should have the same movement rates as humanoids but with double or tripple the carrying capacity of an average person for calculating encumbrance,
17 different types of ship with different sailing and rowing speeds, 5 classes of quality, and 9 degrees of weather conditions is a bit more than needed when dealing with travel at this level of abstraction. I reduced it all down to this simple table.
|Type||Favorable Conditions||Average Conditions||Unfavorable Conditions|
|Canoe||24 miles||18 miles||12 miles|
|River Boat||80 miles||60 miles||40 miles|
|Sailing Ship, Slow||120 miles||90 miles||60 miles|
|Sailing Ship, Fast||160 miles||120 miles||80 miles|
I’ve done some researching of my own about the speeds of (admitedly modern) sailing ships and the numbers in the Expert rules and LotFP seem to be way off. These numbers for distance travelled in a day are much closer to what you could actually expect from real ships. For canoes the distance is given fr 8 hours, as for marching, but for the others the distance is for a span of 24 hours since they are powered by wind and people can take turns with steering while the others rest. For canoes and river boats favorable and unfavorable conditions means going downstream or upstream. Average conditions would be on lakes. For sailing ships these apply to the weather and the wind in particular. Whether they are favorable or unfavorable can be determined with a simple roll of a d6, with a roll of a 1 or a 6 indicating that less or more distance has been covered that day. On the seas travel distances can vary greatly, but this is a good enough approximation for a game.
Another suggestion by Angry that I also take pretty much as is is rolling for wilderness encounters by rolling a number of d6 bases on how how much monster traffic is present in an area the party is travelling through on a given day. For every die that rolls a 1 there will be an encounter sometime during the day. At what time during the day and in what terrains these encounters will take place is up to the GM to decide. I got curious and calculated the odds for wilderness encounters with this method:
|#d6||Threat Level||No Encounters||1 Encounter||2 Encounters||3 Encounters|
|1||Settled or desolate||83%||17%||–||–|
They are not actually as high as I expected. Not having any encounters at all still remains the most likely outcome by a good margin and even at higher threat levels the chance to have multiple encountes in a single day is very low. As Angry explains it in a much more elaborate way, this is actually a pretty nice addition to the regular wilderness encounter rules. It raises the number of factors players have to consider when picking a route to three: “How long would we be at risk at encuntering monsters in that area?”, “How dangerous are the monsters we might encounter in that area?”, and now also “How many monsters are in that area?” Go through the swamp that is choking with giant spiders or risk the shortcut over the mountains where almost all creatures have been killed by a dragon?
I very much encourage using the rules for foraging and starvation. Carrying a large amount of rations means the party wil be slowed down but make consistent progress each day. Not packing enough rations for the whole journey (to make room for treasure for example) means that the party is travelling lighter and at a faster speed. While finding enough food in the wilderness is relatively easy with a trained specialist or a scout, the time it takes is highly unpredictable and can cause the party to actually make even less progress in a day. It’s a nice layer of added uncertainty that the players can consider in their planning for wilderness journeys.
Since more than a single encounter per day is very unlikely even in the more crowded regions, the encounter tables should be stocked in a way that there is real danger for the party. If the players have no reason to expect the possibility of a character dying or the party getting captured then they also have no incentive to hurry up, making the whole exercise of wilderness encounters moot.
If an encounter happens, use this table to determine the distance as which surprise rolls are being made by both sides.
|Forest/Jungle||2d6 x 10 yards|
|Desert/Hills/Swamp||3d6 x 10 yards|
|Heath/Moor/Mountains/Plains||4d6 x 10 yards|
|Lake/Sea||4d6 x 10 yards|
When travelling on rivers, use the row for the surrounding terrain. The distance for encounters on sea or lakes are for encounters with monsters. Ships can be seen from much larger distances.
I love wraiths. I also love wights. I love how their attacks can permanently cripple their victims who can get away with their lives. While this is all cool when dealing with one such creature in a campaign once or twice, this does cause a major problem if you want to use them frequently in large numbers. Thematically, energy drain is a nice threat, but it’s not actualy that interesting or fun if there isn’t really anything the players can do about it other than “don’t get hit”. Always running away and using only arrows and spells isn’t tactical fun. It’s just annoying.
Given how the XP requirements for gaining levels work in B/X, I consider level loss to not be terribly bad as a mechanic. Since the required XP for each new level are doubled, you will very quickly catch up to your companions who didn’t get drained while at the same time always lagging behind just a little bit. I just wish it could be more interesting instead of something that just happens to you more or less at random.
The Companion Set introduced the spell restore, that can heal the lost levels but requires a 17th level cleric. Which don’t exist in the Ancient Lands. It also does not add anything tactically and makes energy drain less of a threat and even more of an annoyance. There is also a new magic item called the ring of life protection, which is a ring of protection +1 that can negate a total of 1-6 level losses. That’s a start, but throughout a longer campaign with many PCs, you’d be needing a lot of these things and end up with a sack full of rings of protection.
Way back in my first Ancient Lands campaign I was trying out the Taint mechanic, which I think was from the 3rd edition Unearthed Arcana. It drained a character’s Constitution and Wisdom instead of levels (which I now think was needless redundancy) and had more complex rules, but was a very similar concept that filled the same role from a narrative and worldbuilding perspective. Now I just use energy drains with a saving throw for going into demonically corrupted places for long periods of time. The cool thing about Taint was that it came with a more mundane counter than magic items. If you’re carrying pieces of jade on your body they will absorb the corruption and keep you safe until they reach their limit and crumble. But carrying more Jade didn’t mean that you were better protected, since at some point it just acted like a magnet for corruption and burned out even faster. I think that last detail made things actually too fiddly (this being 3rd edition after all), but it holds the general idea that I think can make energy drain a much more fun game effect.
Amulet of Life Protection
This simple amulet is made from special minerals, branches, herbs horns, feathers, or vials of magical water, often tied to a cord to hang around the neck. It is relatively simple to make with the right ingredients and does not require and actual enchantments.
The amulet can absorb and negate the corruption of demons and sorcery. When a character is hit by an energy drain attack or other level draining effect it automatically negates the level loss. The player has to roll 1d6 (or 1d4 or 1d8, based on the quality of the amulet) and on the roll of a 1 the amulet crumbles and loses its power. If a saving throw is allowed a roll still has to be made, regardless of whether the saving throw might have succeeded or failed. When a character is wearing or carrying multiple amulets at the same time, a roll has to be made for each one individually. Amulets left unattended in areas where a creature would be exposed to regular energy drain effects also have to make a roll against disintegration at each interval.
I think this should make fights against wights and wraith much more interesting. You still want to avoid getting hit, but even if you do get hit multiple times you still might make it through unharmed (other than hit point damage). But you can never know in advance how long your protection will last. As the amulets are easy and inexpensive to make you can always stock up on them before going into haunted places and demonic lairs. But carrying multiple ones doesn’t mean that you can be sure to not run out either.
I love this series!
There’s only eight episodes so far and they have way fewer views than they deserve, and I was rather sad when they ended. Not only are these videos hilarious, they actually really make me want to use these incredibly goofy monster in a completely serious way. Glad to see he started to make new ones.
One often lamented thing about D&D is that many potential adventure situations can’t really be done because there’s a simple single spell that can solve the whole problem. And with 3rd Edition this is definitely the case. Continual Flame? Detect lies? Zone of truth? Teleport without error? What the hell were they thinking?! Any time you have an idea for a spell because “wouldn’t it be neat if you could do that?”, you really have to stop and think how this would affect the obstacle it deals with in the long term. Teleport without errormeans the party will never have to prepare for the return trip out of the dungeon or back to civilization. Any time they face real difficulties they can instantly go to a city or castle of their choice with a single spell. Are you looking for a traitor? Get all the suspects together and have them say “I am not a traitor” after the cleric rested and prepared detect lies. This is such a problem that seemingly every second high level dungeon has magical interference that blocks teleportation and every villain wears an amulet of mind shielding. It’s a ridiculous situation and probably contributed a good deal to 3rd Edition and Pathfinder adventures being overwhelmingly linear combat. And to make matters worse, these games let you very easily make scrolls of all spells you know and even wands with 50 charages. One knock spell isn’t a disaster. A wand that holds 50 knock spells is an entirely different story, though.
So this week I went through the spells in the Basic and Expert sets again to see at which character levels certain kinds of obstacles become easily negated with spells. And to my surprise, B/X is actually doing really well in this regard. There are a few spells that are really extremely useful but they are few in number and even those are not making obstacles completely redundant.
With this spell a 1st level wizard can read any unknown script and language. While it says “any code”, I assume this to mean that it can decode any cipher but still will give you only a literal decryption but not tell you the meaning of secret code words and phrases. While you can read any written texts it doesn’t give you the ability to write in languages unknow to you so you can’t use it to communicate across language barriers. Two wizards who both have the spell prepared could do it if they can make their intention to do so clear, but even then it lasts only for 20 minutes.
This spell lets a 1st level cleric sense “evil intentions, or evilly enchanted objects”. Since there is no evil alignment in Basic it can not detect that. The spell only provides a feeling of evil but no specific thoughts and it’s explicitly stated that GM has to interprete what evil intentions means in the specific campaign. This spell is not “find the guilty one”.
This spell allows you to make a torch that lasts until dispelled. Or lost or stolen. I’m not really happy with parties not really having to bother with lamps or torches (or only keeping some as emergency backups) from 3rd level on if a wizard gets this spell but it’s not a real disruption of actual major obstacles.
Because technical reasons are probably going to delay the start of my (now long) planned Ancient Lands sandbox campaign until early summer, I still spend a lot o time on refining ideas and getting better prepared to running such a thing myself.
One special consideration when running a game online with changing players is to keep everyone updated on what’s been happening so far. I could write a summary of each session myself, but that wouldn’t be very fun and it’s always difficult to get players to read anything between games. Having the players write the reports makes it easier for me and should be more fun to read for the other players.
How do you motivate players to write such reports when they are notoriously lazy about doing homework for the game? In this particular case I have the situation where the PCs are going to be explorers who are searching for knowledge about the supernatural. Collecting information and sharing them with other explorers of the (hopefully) constantly changing party is at the center of the campaign. And as such it feels not just justified but also really appropriate to give additional experience points to players when they write reports about their adventures and make their discoveries accessible to others. Fighters don’t get XP for fighting and witches don’t get XP for casting spells. Through the system of XP for treasure, everyone gets XP for being successful finders and retrievers of treasure. And compiling and organizing their discoveries on paper is certainly an activity that should increase characters ability to find and secure treasures.
I think I will go with giving a bonus of +10% of the last session’s XP to every player who posts a report of that game. Doesn’t matter if there’s multiple accounts or how good those reports are. I believe once you get players to write about their exciting adventures to tell other players who weren’t there, they are not going to half-arse it just for a few XP. The only difficulty is to get them motivated to start, and if there’s one thing that motivates players it’s XP. Not free XP, but earned XP! And the way XP and level advancement works in Basic, 10% extra is not actually going to make much of a difference. Every now and then a player who always writes reports will reach the next level one session before the other players but the next two or three times it might very well again be at the same time. But still, +10% is +10% percent and players are greedy.
I have long been looking for a forum dedicated to the B/X, BECMI, and Rules Cyclopedia editions of Dungeons & Dragons and the retroclones based on them, but apprently such a thing didn’t exist.
So I made one: Old School Basic
I guess the chance of this one really taking off are pretty slim, but I already have the webspace and database support and know how these things work, so it is costing me nothing.
But if a forum for OD&D can make it, then the potential for a Basic community is certainly there as well. There are some D&D forums that have small Basic sections tucked into back corners and of course the forums of the various retroclones. But it’s all very scattered around and with few visitors there’s little activity that makes it worthwhile to just browse around to see if there are any interesting current discussions. Yet most questions and ideas are not really specific to any single version of the rules and of potential relevance to all players and GMs of any Basic based game. So maybe this might actually work out.
We’ll have to wait and see, but in the meantime I am inviting anyone interested in Basic D&D and its descendants to visit and contributing a little to make it a place worth visiting for a broad audience.
There’s a forum for AD&D 1st edition, a forum for OD&D, and kind of a forum for 3rd edition, but even though Basic has become pretty much the standard for OSR games these days, there doesn’t seem to be any forum specifically dedicated to that. Sometimes I look at the forums of specific retroclones or the Basic sections at Dragonsfoot or Giant in the Playground, but all of these have pretty much negligible activity.
I could set up one myself. I’ve been forum admin before and was able to set up this site and mediawiki, so from the technical side it shouldn’t be a problem. But would anyone care?
While I am usually rather against mechanics that are obviously made for gameplay reasons and not for getting reasonably realistic results, encumbrance is one element where I make a big exception. I am a huge fan of inventory slots in pen and paper games. Not because they are in any way realistic but simply because any attempts to measure items by weight or volume end up as such bothersome bookkeeping that people usually end up ignoring encumbrance entirely.
Which in a game of exploration expeditions and treasure hunting is a real shame. You lose so much of the experience of dungeon crawling and wilderness travel when you don’t have to worry about being slowed down by carrying too many supplies. And even worse, when the PCs can carry as much supplies (which are dirt cheap) as they want, then it also becomes redundant to track how many more torches and rations they currently have with them. And really: What’s left then? A Pathfinder adventure! I mean combat! Bookkeeping is not fun, but having to worry about running out of light or throwing away all your food to be able to outrun a monster while still hanging on to all your gold is something I never would want to miss again. And in AD&D 1st Edition and the Basic/Expert gold is not primarily money. Most importantly gold is experience. Your XP take up inventory space and can slow you down on your way to safety.
It always amazes me how deeply interconnected the various elements. Encumbrance, XP for treasure, and random encounters only look like completely different things but they are all a single unit of resource management that really is at the heart of the oldschool experience. If you drop one, the other two no longer work either and there’s nothing to keep the party from having 15 minutes adventuring days and rest after every fight, which is the huge glaring flaw of 3rd Edition and Pathfinder.
As such,I am really a big fan of the Encumbrance system in Lamentations of the Flame Princess which gives each character a number of inventory slots and every item takes up one slot. It doesn’t adjust the item limits based on character Strength but otherwise it’s clearly the right approach. The typical character sheet has a section for items with one line available for each item. Just mark after how many lines the encumbrance limits are reached and you never need to even count how many items your character carries. As long as you leave no lines empty you just have to check whether your item list passes the marked lines. That’s an encumbrance system you can actually use at the table without annoyance.
But now finally to XP: In my Ancient Lands campaigns there is very little use for money. It’s really only needed for big bribes, tributes, ransoms, or for buying really big things. And most people rarely use coins in daily life. So I don’t even bother with individual coins anymore. Instead I simply go with treasure items. In LotFP,a bag with 100 coins takes up one inventory slot. Like LotFP, I think silver is a much more sensible standard coin for normal business and it makes finding gold much more exciting when it’s not something people see every day. So the standard treasure item is worth 100 XP, with a bag of silver coins being the benchmark for how valuable such items commonly are on average. In addition to that I am also using great treasure items that are worth 1000 XP, or as much as a bag of gold coins. This reduces bookkeeping again by a lot. (I really hate bookkeeping.)
XP for treasure is a great system because it rewards players for behavior that you want to see as the GM. It rewards them not for slaying a monster but for getting the treasure guarded by the monster. It seems a bit silly that characters would get better at fighting by collecting coins, but then it’s no more realistic to learn more spells by shoting people with a crossbow. XP for gold encourages players to explore and sneak. XP for combat encourages combat. It actually discourages sneaking and negotiating except as means to get an advantage for a coming fight. I like XP for treasure much better, but the concept behind the Ancient Lands is not just one of treasure hunters but a game of knowledge seekers. Gold and jewels are not meant to be actually that thrilling for the PCs who are striving for a higher goal. Something else is needed to which the players are encouraged by the lure of XP.
By default characters get no XP for magic items. Magic items are useful to the party and give them advantages while in an oldschool game money usually doesn’t. Unless you eventually get into building castles,there’s not really much to do with all the massive piles of gold characters gain on their progression to higher levels. But in my campaigns the search for and fighting over rare magic items takes center stage and so I want to reward it with XP as well. Since magic items are meant to be rare, the players won’t getting their hands on a lot of them. At the same time gold and silver are meant to be less lustrous so I can simply hand out less of mundane treasure to even out the total gain of XP. The main difference is that magic items are worth much more XP but still take up only one inventory slot. But again,this can be countered by giving more silver treasues (100 XP) and fewer gold treasures (1000 XP).
Now assigning specific values to magic items is difficult as they don’t have a value that could be measured in coins. But in the end the XP are awarded for the challenge of getting them and so I consider it a good solution to simply set the XP for retrieving a magic item to 1000 times the dungeon level on which it was found. By which I don’t mean the actual physical story of the dungeon but the difficulty of the Wandering Monsters table that is used for the dungeon level. Often that will be just three or five times the value of a regular gold treasure,but then the players can also actually use the item’s power to their advantage, making it worth more to them than just the XP. I think it’s also a nice rule of thumb for special treasure items like huge gems.
The Forgotten Realms were my first campaign setting back when I first got into RPGs and while I eventually got put off by its kitchen sink approach I still have some fondness for The North. The North is maybe 5% of the area of Faerûn but can stand as a complete setting on its own. The Sword Coast has become the default region for Forgotten Realms material and I believe the de facto officially supported region in 5th Edition for good reasons. While I don’t have a strong yearning to revisit this setting, I am still very fond of the High Forest in particular. I really got into RPGs when I played on a Neverwinter Nights server set on the eastern edge of the High Forest and eventually became one of the GMs and senior level designers. And my first steps into worldbuilding began with an attempt to take the hinted at past of this region and expand it into a proper playable setting. Eventually I dropped the connection to the Forgotten Realms entirely and now over a decade later it led to the Ancient Lands in its current state. But I always was a bit disappointed that I never got to run a campaign that goes really deep inside the forest and has the players explore its ancient mysteries.
I had planned to start a new Ancient Lands campaign next winter, but by now “next winter” has become “this winter” and its going to be delayed until next spring. And with still a good amount of time ahead, I still have not entirely commited to what I am going to run. Earlier this week I read a great recent post by the Angry GM about making wilderness travel more fun. And though I had last planned to do something simple and episodic, it put the sandbox bug back into my ear. I had written about a workable travel system for pointcrawling in the wilderness a while back which is quite similar, but as usual Angry made a great improvement over it by making it work without prepared precise maps. A pointmap was to be a compromise over a hexmap, but being able to track travel times and random encounters without a highly detailed map is even better. And unlike with a pointmap it’s really easy to handle a party getting lost.
In previous attempts to make a sandbox I found it very efficient to simply grab a bunch of old modules that fit the theme and put them all together on a map. One that came to mind was Hellgate Keep, which is set on the edge of the High Forest. And that got me the idea to use the whole High Forest chapter from The Savage Frontier as the base for my sandbox. It’s the original inspiration for my Ancient Lands setting and as such pretty much everything from it fits perfectly into it. While the North in later publications is a nice place, I think the original version from The Savage Frontier is by far the coolest. It’s classic 80s Jaquays goodness that still has a nice lingering Judges Guild smell. I am not exactly sure why, but the next time the region was described all the best places where destroyed and the most interesting characters dead. And a lot of it is great sandbox material:
- Hellgate Keep: An old elven fortress city overrun by demons and their half-demon and undead minions. It’s not just a dungeon but a city, and one way too powerful to assault head on. Not really suited for a dungeon crawl but in a sandbox it can get a lot more interesting to visit.
- Nameless Dungeon: This ruin of an underground stronghold has been closed off and put under heavy guard by elves after adventurers found some magic weapons and armor there. Later books provided an explanation for this odd behavior by making it the long forgotten prison of elven sorcerers who had consorted with demons to usurp the throne of an ancient realm. And now they are waking up and some have already escaped into the forest. I really quite like this one.
- Blue Bear Tribe: This barbarian tribe has fallen under the control of their evil shaman who is a disguised hag in league with the demons of Hellgate Keep. They were banished from their ancestral shrine by its spirits for their evil ways and are unable to find it again.
- Tree Ghost Tribe and Grandfather Tree: Some of the Blue Bear tribesmen have split of from their kin and renounced their evil ways. They hope to become worthy again in the eyes of the spirits and rediscover the location of the giant magical tree that they worship.
- Star Mounts, Endless Caverns, and Stronghold of the Nine: The Star Mounts are a mountain range of incredible hight and somewhere below them are the Endless Caverns that lead into the Underdark and hold the bones of a huge dragon whose treasures have never been found. Not far away is the Stronghold of the Nine, the base of a group of famous heroe who have been turned mad by an evil artifact they discovered and begun to turn the castle into a battlefield fighting each other.
- Citadel of the Mist: A magic castle that is home to a powerful sorcerer who is one of the main opponents of Hellgate Keep and ally of the treants that live in the nearby forests.
- Lost Peaks: Mountains that are said to hold the Fountains of Memory that show visions of the past.
- Dire Woods: A strange part of the forest that is much larger on the inside than the outside and somewhere near its center lies the ancient city Karse, which holds the giant undead heart of a demigod sorcerer.
- Ruins of Decanter: An old mine that is crawling with monsters created by sorcerers of old and left to their own devices, but recently an illithid known as the Beast Lord is bringing them under his control.
There are also some other places in the Savage Frontier that can easily be transported into the High Forest and fit very well into it.
- Cave of the Great Worm: This huge cave is home to a tribe of barbarians who are led by an ancient benevolent giant reptile. Would fit well into the Star Mounts.
- Gauntlgrym: An ancient dwarven city that was famous for its wealth but was lost for unknown reasons. It supposedly can be reached from the Cave of the Great Worm and would be well placed under the Star Mounts so it can be reached through the Endless Caverns as well. I say its mysterious fate is something inspired by the Dead Trenches from Dragon Age and Dead Space!
- Lonely Tower: A tall tower with no visible doors and windows standing in a huge circular clearing in which no plants grow. It’s the home of a alchemist sorcerer from another world.
That’s a lot of great sandbox material, but to make my work easier I also want to add some classic modules that make for great additions.
- Against the Cult of the Reptile God: I’ll make it Against the Cult of the Succubus Princess and it should provide a great introduction for the demonic forces of Hellgate Keep.
- Hellgate Keep: This module describes the keep after its destruction but provides a lot of information on how it looked and what was going on when it was still there. It includes the half-demons Kaanyr Vhok, Aliisza, and Sarya Dlardrageth, who all could be interesting NPCs.
- The Forgotten Temple of Tharizdun: I love this thing. I’ve wanted to run this for a long time and always felt that it would work best if the players have no idea what kind of crazy awaits them beyond the empty gate of this black ziggurat. It’s perfect as a random location that is spotted in the distance as the party is travelling through the wilderness on their way to somewhere.
- Rahasia: This one lends itself very well to be adapted to tie in with the Nameless Dungeon. Instead of a chaotic priest randomly finding the spirits of three elven witches in a temple, it can be one escaped half-demon from the Nameless Dungeon trying to resurrect his daughters who were killed in the uprising and whose spirits he stored in the basement of his mansion before he was captured and imprisoned. Or he’s a loyal minion who is resurrecting his mistresses who had a somewhat flawed plan to avoid falling into the hands of the attacking elves.
- Escape from Meenlock Prison: I had so much fun the first time I ran it and meenlocks make for great creepy fey monsters.
- Sons of Gruumsh: A straightforward but interestingly build dungeon that is occupied by three warlords believed to be blessed by their god. Would make great opponents for the tanarruk of Hellgate Keep.
Additional ideas include making Gauntlgrym inhabited by derro who are descendants of the original inhabitants and making the local orc tribes enemies of Hellgate Keep who want to take revenge for their people being taken to create the demonic tanarruk. Good factions are the key to a great sandbox and there are already a good dozen of them with none of them necessarily attacking the party on sight but all of them having lots of enemies and potential allies.
So much material and I’ve not really lifted a finger yet. This is about four hours of thinking what existing material I can use to make my own sandbox. I am still going to make this an Ancient Lands campaign, but I think most changes will be primarily cosmetic. There are different gods and races aren’t exactly the same, but overall I think it will be still very recognizably the High Forest.