I just ran my first role-playing game as a DM in 25 years
last Saturday night. The four players came to the table with a mix of gaming
experience, most of which involved modern systems like Pathfinder and newer editions of D&D (3.5 to 5). I ran Basic
Fantasy’s Western Lands campaign from the Morgansfort module. It was a decent-length session, about five hours.
Since these players were new to old school gaming I
started the session off by going over the rules and setting some expectations.
I explained character generation, the combat sequence, and how to expect
non-combat actions and checks to work in the absence of skills and feats. One
of the biggest hurdles for them was getting used to not having a central, core
mechanic of rolling-over a target number on a d20. OSR gaming’s mixture of
roll-over and roll-under mechanics across different dice makes a lot of sense
to me because it’s how I learned, but it admittedly isn’t intuitive for
newcomers.
I had everyone roll up four new first-level characters,
3d6 straight down for ability scores with one swap allowed as long as one of
the scores was the intended prime requisite. It was an adjustment for them to
accept a few low scores along with their high ones. I did my best to tell them
not to worry about it too much. Everyone’s characters met a minimum viability
of a net modifier of zero or higher. I gave everyone max hit points for their
race and class without Constitution modifiers. It took longer for them to draw
up the characters than I would have liked, but it was a new experience for them
and likely was much quicker than what they were used to.
*** If any of my players are reading this, stop now or
you will spoil the fun. ***
For anyone unfamiliar with Morgansfort (most
people, I imagine), it’s one of the multi-adventure modules published by Basic Fantasy. It follows a familiar
military outpost on the edge of civilization setting like Keep on the Borderlands, but the Olde Island Fortress is pretty
different than the Caves of Chaos (BF
does an homage to that in their Chaotic
Caves). The Olde Island Fortress is
the dungeon to the first adventure and is the setting for the Introduction
Story featured at the beginning of different sections of the core rulebook.
I made several changes to the adventure, both at the fort
and in the island dungeon. I used the NPCs in the fort itself, but just fleshed
out their stories, their relationships to each other, and what they want. I did
add one NPC, Grelda, a witch currently living at a boathouse I placed on the
bank of the river across from the island. For the dungeon, I created an entire
ground level floor plan leading down into the dungeon. I also placed an
invented monster in the first room, Ghazold, a one-of-a-kind creation of a
magic user as mix of a hairy ape with the head of a balding crow. The carnivorous apes in the second level are leftovers from the magician's experiments. Ghazold is
hanging upside down chained to the ceiling and may answer PC questions if they
ask the right ones. On the whole I stripped out a ton of the monsters from the
dungeon including all of the random monster encounters. The dungeon is ultra-deadly
with the amount of monsters in there; and I personally feel it’s a bit
overpacked for what I wanted to do storywise. I always need to feel like I can
justify why the creatures are there and how they coexist with each other. I
think the module is intended to be tough and not cleared out all in one shot.
The first line of the Introduction Story (and the first line in the core book,
period) mentions it was the group’s third trip to the dungeon. I also took out a
lot of the treasure and magic items out too. I’m not a big proponent of bags
and chests of jewels and gold coins just sitting in basements all over the
realm. I want to make magic items a little more rare and special as well.
The biggest change was the background storyline I added.
The backstory is that the fortress was a former temple of ancient evil powered
through child sacrifice. Years later, after the original Urdish empire
conquered the land and then fell, a barbarian clan scoured it and built a huge
60’ wall around the temple to keep out the great plague ravaging the land. Cooped
up in their new haunted fortress, the barbarians lost their minds and began
sacrificing their children and eating them. The children’s spirits haunt the
entire region. People who sleep at the fort (including the PCs) have
apocalyptic nightmares about the children unless they go to daily service at
the Chapel of St. Basil’s where the head cleric, Father Thelbain, casts a spell
over the congregation to shield them from the effects of the haunted spirits. Grelda has been
freeing the spirits from the material plane through an arcane ritual which separates
them from and collects the essence chaining them to the real world. She uses
this essence to charge her garden plow with the power of flight. She does this
instead of using the blood of living children. She is sister to Maien Brai, the
herbalist at Morgansfort, and aunt to Jyni, Maien’s beautiful 13-year-old
daughter who seems to be preternaturally gifted in magic, even at her young
age. Jyni is lusted after by Lorynn, the sleazy innkeeper. I also included the
beginnings of a plot of a secret cult called the Green Mark, who seek to
re-ignite the ancient pre-imperial evil in the region.
I never ran modules as written back in the day. I first
approached this one as maybe just a one-shot, but once I started planning for
it I got invested in it. Eventually I’ll create my own campaign world, but this
is a nice way back into the game. It felt good to GM again. There wasn’t as
much rust as I expected. The night ended up great. The PCs didn’t make it far
in the dungeon before having to return to the fort to heal, but there was tons
of role-playing and everyone began to invest in their characters with brief
sketches of backstories. Folks were tired by the end so we decided to start a
little earlier next time. One player who has only played 5e D&D really
liked the simplicity of the game. He had even bought the Basic Fantasy rule book that week. Hopefully I’ll keep the momentum
going. We’ve got a game in another week. I’m keeping my fingers crossed.
Adventure Recap/Synopsis:
Our four characters are Renic the Dwarven Fighter, Pater
the Halfling Thief, Melinthil the Elven Cleric, and Nyphus the Human Paladin.
Renic is a Dwarven noble who has squandered most of his family’s fortune. Pater
is a mischievous trickster. Melinthil has left her elven homeland to go out
into the world as her deities Demeter & Persephone would approve. Nymphus
is a middle-aged former slave who has risen to rank of a paladin of Poseidon.
They know each other through Jochim Kellborn, an escaped-slave smuggler in
Slateholm. The party of four left Slateholm heads south for Morgansfort, a
military outpost on the borders of the wilderness, on the recommendation of
Joachim. Honest work has been hard to come by with a recent influx of escaped
slaves working for lower wages, so the characters must turn to adventuring to
make their way.
After a few days the group reaches Morgansfort in the
late afternoon, at the beginning of autumn. They announce themselves to the
clerk at the gate, and pay the monthly tax of 1 sp each (courtesy of Renic).
Melinthil acquires accommodations (two rooms) at the Iron Helm Inn for two
nights to get settled and pray. The innkeeper, Lorynn, is an older, desperate
letch who gives Mel a deal on the rooms despite her mentioning her three
“bodyguards.”
The remaining party members enter the Toothless Dragon
Tavern next door for a drink and try to start up a game of chance with the
locals. The crowd is quiet and reserved (farmers, merchants, soldiers). The
barkeep, Garnoth, tells the party that gambling is forbidden in Morgansfort. A
round for the house is bought on Renic’s dime to smooth things over and Halden
Rathwynn, the Baronet of Morgansfort, introduces himself. When asked for a
recommendation for adventuring in the area, he mentions the Olde Island
Fortress a mile away towards the river’s opening to the sea. However, he warns
them it’s a bit dangerous. He leaves as Mel joins her comrades. They observe
the staff of the tavern, Garnoth, his wife Lianna (Lorynn’s sister), and the
two serving maids who appear to be their daughters.
That night both Mel and Nyphus have horrible nightmares
of children in agonizing pain screaming for their mothers and fathers. Upon
waking they consult their deities who indicate that the island fortress they
heard about the previous night is the origin of these visions and that the
threat there has ancient origins. After telling Pater and Renic about their
dreams, they decide to embark for the fortress.
They stop and question Garnoth who is a little less surly
with them than the previous night and warns them to stay away from that place
(“Are you guys really going down there?”). Renic packs and prepares their supplies;
Mel and Nyphus visit the Chapel of St. Queril to speak with Father Thelbain
about the visions; and Pater poses as a beggar outside the church. Father
Thelbain is patient and helpful to a point, telling the party that others had
experienced visions like theirs, but it was rare. Generally these dreams occur
to adventurers like themselves, although the old Baron’s (Morgan) wife,
Halden’s mother, suffered from such dreams a number of years ago and driving
her mad, resulting in her death.
Pater is unlucky in collecting cash as mostly soldiers
pass by, as the church sits just outside the fort’s barracks and training
grounds. On their way, they observe other fort inhabitants including a pretty
girl of about 13 outside an herbalist shop, a smith whose hammer can be heard
throughout the horseshoe-shaped square, the stableman and his helpers,
storehouse labors, and a mix of local farmers and merchants setting up shop for
the day. A different clerk, older, sits in the gatehouse.
Leaving the fort, the party encounters and greets two men
in black robes with their cowls raised. The response is curt and perfunctory,
bordering on rude. Mel intuits that one of them may be taking a vow of silence.
The short 45 minutes journey to the river through the grasslands is uneventful.
At the river they find a small house with three docks and three boats in the
side yard. A woman exiting the house to work in the garden introduces herself
as Grelda. Grelda is perhaps 50, slightly gray, with intelligent eyes. She
explains she’s been living in the house for the past several months, but she
doesn’t own it. It was just abandoned. The boats aren’t hers either, but she
warns the party that if they take a boat to the other shore she will retrieve
it at dusk if they haven’t returned. She’s slightly cagey as to why, but she
indicates that there are some nasty types who might use the stray boat to cross
to her side, and she can’t have that. Not that she couldn’t handle herself, she
mentions.
The party crosses the river by boat and portages the
small craft up the 45-degree hill and hides it in the underbrush to keep Grelda
from finding it, so they don’t get trapped. The group makes a perimeter check.
The imposing structure has 60-ft high walls made of huge timbers and petrified
clay with one aperture at the front (a 20-ft high and wide arch) facing south. They
can see natural light on the other end of the portal 20-ft deep, indicating an
open space. As they enter Pater check for traps and find none. Renic makes an architecture
check and determines the construction is old and solid throughout, no hollow
walls. Nyphus checks to sense if evil is present and finds the entire place
radiating evil.
Stepping into the fortress the group is presented with a
long and wide colonnade terminating in a ziggurat topped with a stone altar.
Classically sculpted columns, fountains, and marble benches filled the central
arcade. This area down the middle of the fortress stands in stark contrast to
the areas on the right and left which are burned-out, broken-down ruins of
wooden structures, mostly cabins and lodges. All of it is old, but the two
different styles are obviously of two different eras, the latter being newer.
A small trench runs around the extended, finger-shaped
center area, the bottom of which is stained with dark, ancient blood. The basin
of the fountain and the ridges of the ziggurat are marked with similar stains.
Nyphus inspects the top of the altar, some 45 or 50 feet up. No signs of
restraints remain if any ever existed. Searching around the base of the
ziggurat, Pater finds an open stairway at the back leading down into the earth.
At the top of the stairs a green smudge marks the right-hand stone wall.
The party enters. The stairs go down 10’ to a corridor
moving south for about 100’ before turning into a clockwise stairway going down
40’ with landings every 10’. The end of the last staircase opens into a large,
diamond-shaped chamber with 30’ ceilings and open passageways to the east,
south, and west. Signs of traffic lead to the western passage.
|
Ghazold |
Chains rattle from the ceiling above and a creature comes
into view. He is a man-sized hairy ape with the head of a balding crow and
cruel, hungry eyes. He is hanging upside down, shackled to the ceiling by his
ankles and wrists. He questions the party about who they are. They question him
and ask if knows about children who might need help. The creature says that his
name is Ghazold and he’s been here for who knows how long (could be years) –
ever since that magician left him there. He asks the party, “Which children?
There have always been children coming in and out of here.” He then asks if
they have any children with them that he could eat. The party moves on westward
towards the tracks as Ghazold whines for them to keep their eyes out for the
magician’s key to set him free. “He said there was a key to let me out. What’s
a key?”
Ten feet down the corridor Pater finds a possible trap on
the floor of a new 10’ x 10’ intersection that continues west, as well as open
passages to the north and south. The party skirt the middle area and move
south. In 10’ the passage opens up into a new 20’ x 20’ chamber. The room is
filled with rubble, scraps of cloth and fur, and two dead human bodies which
look like they have been desiccated of all blood and fluid. Upon close
inspection, a large gaping hole is found on each victim’s neck. The bodies have
no treasure.
The party leaves to inspect the passage north. Again,
after 10’ the passage opens up into another 20’ x 20’ room. Mewling and dry
flapping sounds are heard as they approach. Within the room the party discovers
large nests built against the far wall at eye-level. Five bird-like creatures
with long, pointed proboscises sleepily crawl out of the nests. Mel kills one. Two
of the creatures latch on to the necks of Mel and Nyphus and begin to drain
blood. Renic sprays oil in an arc across the floor of the room using Pater’s
dropped torch on the floor to ignite it. Two creatures drop from fire damage.
Mel and Nyphus kill their attackers before they suck any more blood. Pater hits
the last one and it flies off. The fire spreads to the far wall where
hatchlings fall out of the nest and die sizzling in the flames.
The party puts out the fire and search the room. They
find two identical silver necklaces in amongst the mess. They pick up some of
the dead carcasses to give to Ghazold on the way out. They find him bug-eyed
with his mouthful of the last creature as it tried to escape. The party leaves
the dungeon to heal up and decide what to do next.
UPDATE: For anyone interested, here is a map of my ground level of the Old Island Fortress and a document of keyed text.
Ground Level Map
Ground Level Text