open for comments: Campaign Journal for Dwarf Home

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open for comments: Campaign Journal for Dwarf Home

Post by D.J. »

I have found some of my adventure notes from the 1980s.

This particular set of adventures was mostly new, with some regular, players. This Journal is open for comments frm anyone.


Starting the adventure. Note: I am reaching back 37 years... so I'm just sort of typing stuff in with no actual detail or detail that may not have happened. This adventure has no combat details, just what they fought and what treasure they found. I looked at the maps, and see how they got to where the particular monsters where, and I then determined their path. My other adventure tabluation pages have more details.

Player characters were in Dwarfbas, Trillolara, a dwarf city in Trillolara. They had to rent horses to get to the dungeon as its several days ride away from Dwarfbas. The hill dwarves that live nearby take care of the horses, but provide no other support except maybe basic first aid like bandages.

Since some of my players may read this, no mentions of magic item details.

---> overall area map

Dwarf Home area map

Image


Dwarfbas map

Image
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Re: Campaign Journal for Dwarf Home

Post by D.J. »

The players never know what I number the rooms and corridors. Thats for me to keep track of their movements. Mapping is up to them.

---> Dwarfbas map, area map showing Dwarfbas and Dwarf Home.

Dwarf Home area 2 map

Image


Dwarfbas, home of the latest Dwarf King. A city and a seaport. Close to the national border... someties its a bit lawless here. Sometimes the laws are stringently enforced.

A sea breeze onto the land brings smells of fishing ships and their catches. A land breeze brings smells of a plains, sometimes dry, sometimes horse which means the NOmads are nearby, and sometimes of distant storms.

It is a bit over 100 miles to Dwarf Home. Horse rented are not allowed this far away. Adventurers coming here must purchase horses and their tack. The party can leave their horses, which will be well cared for, with the Hill Dwarves who live about 20 miles from the entrance to Dwarf Home.

--> sketch map goes here.

Dwarf Home cliffs sketch. Unless the sun is near noon time, its dark in there.

Image



The partial castle that is over the entrance is kept up by someone. The dwarves claim they have no information of whom.

--> entrance/castle map.

Dwarf Home entrance map

Image
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Re: Campaign Journal for Dwarf Home

Post by D.J. »

Player characters for part 01.

Candandra Cleric/Magic-User ( no character sheet); Clomar Fighter (low level); Har Cleric /Ranger (low level); Jasmine M-U (low level); Kilro Fighter (low level); Odessa Paladin (low level); Ora Bard (low level); Slleps Cleric /Fighter (low level).

Candandra and Colmar left early, so gained no xp nor treasure for the first part of this trip. This adventure is in three parts. Level 01, level 02, and a quick sojourn down to level 03.

I don't detail NPC level nor their magic items.
NPCs: Jonas Fighter/Magic-User; Jondara Cleric/Fighter; Sella Fighter/Magic-User/Thief

Note that numbers of rooms are not necessarily next to each other. So room 5 could be on a different part of Level 01 than rooms 4 and 6.

Level 01:

I have added Red numbers to these maps to make it easier to see where they were when.

---> 1A 0 map

Image


Stairs lead down into the ground. Number 1 on the map.

They could see the intersection with corridor A, intersection with D/E, and that the corridor to the right turned after 30 feet.

After reaching the intersection, they decided to turn left into corridor B. They shine a bulls-eye lantern down the other passageways, after listening for noises.

X-3 at the intersection of A, D, and E is a metallic smell ( like vaporized metal)

They continue on down B until they reach location 2 in red. They did use a mirror on a stick to look around the corner, and the previous players explained a cornering procedure they came up with so all 3 corridors can be defended against.

After noticing the pile of rotted rags at x-8, they decided to not go that way. They turned left and listened at the door to room 15.

Using caution, they get the door open, and see what looks like an empty room.

They look around, using the metal mirror on a stick, and enter. The room is empty. They check for secret and hidden doors.

After a few minutes, they exit, quietly closing the door. No need to let noise be loud, it might attract unwanted attention.

( Ireally wanted to say Boo ! right about then but my siblings had already told me that wouldn't be tolerqted.)

They go back out to Red 2 location, and turn left.
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Re: Campaign Journal for Dwarf Home

Post by D.J. »

Too dull ? I'll see about making more details in the posts. Re-creation of events from decades ago.
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Re: Campaign Journal for Dwarf Home

Post by D.J. »

Two of the players, characters Candandra and Colmar, kept asking questions. Lots of them. Forgot to say 'off the board'. The other players and I tried to get them to stop.

Once the characters were rolled up in Dwarfbas, they set off.

"How do we know our characters have eaten and drunk water ?"

Me, "don't drink the water, drink wine from your wine flask. Drinking water has lots of diseases. Presume your characters takes breaks, feed the horses, etc. as you travel".

"Will our armour make noise as we walk through the dungeon ?"

Me, "Yes."

"Why doesn't the expression on his face change ? Is Jim mad at us for talking ?"

Anorther player, "No. He does that to not give away traps, approaching monsters, etc."

"Okay".
You can call me... Jim. "Why isn't there any butter in my grits ?"
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Re: Campaign Journal for Dwarf Home

Post by D.J. »

---> map 1A 1

Image


They don't think to check for secret doors... they walk right past it. Red 4

Using caution, they get the door open, a look in and they see the table, and two chests. No in the open monsters.

Red 5 Its Room 25: 70' x 90' x 15' ( 94,500 cubic feet Volumes done for possible Fireball use.)

empty except for 2 chests. both are 6' x 6' x 4' high and a table


Red 7: They open the chest in the lower left corner, not locked. A gray Ooze attacks. They manage to deal with it. Cure light wounds for those needing them.

Red 8: Next chest: When they go to open the next chest, weapons are ready. Well, more ready than the previous chest.

The lock with poison on on it looks slightly greenish. The thief, Sella, decides to wash it off with water. It only slightly works. Since Ora has the highest resistance to poison, she tries to pick the lock. Makes her SR vs. poison.

When the lid was opened, a character or two attacked, damaging the jewlery. The jewelry didn't attack back.

In the chest they find: south west corner. Locked on north side. contact poison on lock. 500 copper pieces, 100 silver pieces, one 1,450 gold piece jewelry. The jewlery takes 200 gp in damage. At this early stage I didn't say what the gems and jewelry are, just that they are gems or jewlery.

So far: coinage/treasure: 600 sp, 500 cp. a 1450 gp jewlery less 200 gp value due to damage.

One monster, down.

Red 6: Moving the table searching for secret compartments causes the secret door in west wall to open outward into this room. This leads to corridor H.

They decide to search for secret rooms, while the rest keep watch.

Red 9: Found: the door into room 26

A small room, the door to Room 27 ( Red 10) wont open until the door to room 25 is closed.

This leads to Room 26) 10' x 10' x 10' empty

north secret door: pushes open from south side, on left side

south secret door: will open if north door is closed after being opened.

Some of the players didn't like small spaces. They found and got the door open to enter room 27.

"I'm claustraphobic ! Do all of us have to be in there !"

And then, the Trap Room.

Red 10: Room 27) 20' x 90' x 15' ( 27,000 cubic feet )

trap: illusional pile of gold 'covers' 2 giant toads. Wont attack unless disturbed.

trap: chest is empty. If opened will trigger the 2 spear traps in the west and east walls.

The spears attack as a 3rd level fighter.

I said, 'Twang ! Twang !" when the spears fired. Some of the players ducked.

The spears missed. Darn it. They decided to take the spears with them. Two of them broke.

They poked the pile of gold, the illusion disappeared and the two giant toads attacked. Injuries and the characters won.

Went back into room 25 and left via corridor H. They realized that maybe corridor F goes back to corridor B. So a few characters go check into it, and find that to be true.

"We need to check for secret doors more often !"

"Don't elves just do that as they walk ?"

Me, "Yes".

two more monsters down.

They go back to room 25, after searching room 27 for secret doors, and head down corridor H.

Forgetting to check for secret doors again, they miss room 30. They send a group down F up to Red 4, and discover the door is hidden from corridor B. They add that to their map.

Corridor G extends beyong the 80' of the bullseye lantern can reach. They decide to continue Northward in Corridor H, at Red 14.
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Re: Campaign Journal for Dwarf Home

Post by D.J. »

I didn't write down the conversations long ago. I guess we thought we would remember them, but my siblings mistake some adventures to be part of other adventures. I did check, and while I had moxed up one or two, I have notes I can read to get unmixed.

This particular set, two people decided they didn't want to game. They did continue for a couple more game sessions then quit.

Most of my home players continued from 1980 to fall, 1985.
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Re: open for comments: Campaign Journal for Dwarf Home

Post by D.J. »

I am about ready to post this groups second adventure into Dwarf Home. This will be their journey around second level.

Some reconstruction is necessary as I don't have the room sequence notes. I have to work on my storage shed, hopefully I'll find more of these notes.

I was getting search results in my web site notes that showed this group was on maps: 2A1, 2A2, then 2E3.

Hmmm... I looked at the overall map, and then remembered there is one corridor that conects the south end with the north end of this level. There are some twists and turns, but it does conect them without much in the way of room interruptions.

I have some things to get done today, I'll likely post before Monday Oct 8.

If you have any questions please ask.
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Re: open for comments: Campaign Journal for Dwarf Home

Post by D.J. »

I found a more close in map of Dwarfbas. I'll post that soon[tm] with info on the different locations.
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Re: open for comments: Campaign Journal for Dwarf Home

Post by D.J. »

Here is a close in map of most of Dwarfbas. The locations that are off map are noted. The text 'Dwarf Home' is the direction of that megadungeon. The road going the opposite direction, South, goes to Dtillan Orsti.

Before I redid the area map, a sea voyage was required to get to Dwarfbas.

1) barracks, city guard
2) gatehouse, road to Dwarf Home
3) Lori's Adventurers' Shop
4) Lori's residence
5) Speckled Trout Inn
6) Speckled Trout Stables 2 buildings

7) shoe and leather armor repair
8 ) The Questor's Temple
9) Questor's quarters
10) Questor's barracks
11) Open air market
12) guard-for-hire

13) magic supplies; lounge area reserved for spell casters
14) bank
15)) money changer
16) tax collector
17) scribes' hall
18) Amazon Hall

19) Tavern of the Blue Fish
20) warehouse
21) barracks, city guard
22) Bitt's and Sandy's laundry service<
23) Green Guild messengers
24) Library ( 7 floors )

25) horse market
26) bowyer
26a) arrow targets
27) fletcher
28) Snow Goose Inn ( open seasonaly )
28a) Snow Goose Stables ( open seasonaly )

29) fighters' school and practice yard
30) Paladins' school
31) Illusionists' school
32) Magic-user school
33) Forgno's gem cutting
34) lens grinder/telescope maker

35) interpreters
36) weaponeer
37) swordsmith
38) piers, 200 feet long ( off map to the right)
39) ship storage buildings ( off map to the right)
40) wagon drivers ( off map to the right)

41) retired adventurers ( off map to south of Roses Street. )

Roses Street are the homes of hand crafters.
Mystery Road are the homes of spell casters who help adventurers.
Great Land Road is used by adventurers who have just arrived in the harbor.

Dwarfbas: Image
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Re: open for comments: Campaign Journal for Dwarf Home

Post by D.J. »

I did a bit of handwavium as the new players wanted to get to grips with some bad guys and engage in melee.

But a bit of setup. Once characters cross the border on Trillolara and head to Dwarf Home, there is little chance of meeting anyone who wants them to be out there. There be Dragons, Bandits, roving bands of various humanoids, etc.

There are dwarves in Dwarfbas, and the hill dwarves near the entrance of Dwarf Home. Both want any heirloom items found, adventurers can have anything else. Neither group of dwarves wants the other to have the heirloom items.

Noticed some map errors for the Dwarf Home maps I was going to post, so I wont post them. I'll be back later.

They took the spiral staircase on1B0 room 105 down to level 2. The small room lets onto corridor AH. They head out.

---> 2B1 map

Image

corridor AH leads to map 2a 1.

--- > 2A 1 map corridor AH

Image

open room 18 door, empty, close door. No search for secret doors, one on opposite side from the hallway they are in.

continue down AH to T-intersection with corridor F.

they notice claw marks on wall at x-5 and turn west heading towards map 2A 2
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Re: open for comments: Campaign Journal for Dwarf Home

Post by D.J. »

As I said earlier, some of the players were new, and sometimes tended to jump in their chairs if a monster was present in the room when a door was opened, or seeing one when turning a corner, or when one of my regular players would say something about a previous adventure.

Candandra Cl/M-U; Clomar F, Kilro F; Mist Cl/F/M-U; Nairb F; Odessa Paladin; Ora Bard; Panzader F; Slleps Cl/F; Vardis F; Winter gnome F/I.

NPCs: Branu F; Jonas F/M-U; Jondara C/F; Sella F/M-u/T; Tol C/R.

--- > 2A 2 map

They may have gone to Room 22, treasure and trapped doors, as they have 2 cursed long swords from this adventure. Treasure ones typically disappear after receiving treasure once. Trapped ones keep on traping.

Common saying amongst the players who keep pulling open a spear or magic missle tossing door, "Maybe it will give treasure or something good eventualy". Most didn't.

Image

They spot corridor AI and ramp at room 265.

Spot broken helmet at x-8, but I apparently didn't notice the orcs in room 23.

They decide room 265, at a slope of 45 degrees, is too steep and they refuse to go that way. Gelatinous cube trap in the ceiling not triggered. My siblings glowered at me and said, "Its a trap isn't it !" I refused to answer.

They go back to corridor AI and go North.

cornering procedure to get around the corner safely.

They see corridor BA in the lantern's light.

Search for secret doors: they find it, and an encounter

Room 19) 10' x 10' x 10'

2 lost berserkers, will attack out of frustration at being lost
leather armor and two-handed swords

After they kill the berserkers, they search for secret doors. They find both. One leads to room 20, the other to room 21.

Open to Room 20) 30' x 10' x 15' first.

carrion crawler wandered up from the depths in search of food

broken sack on floor can be seen from door: 100 gp, one 1,210 gp gem ( about 5 coins and the gem have fallen out of sack onto floor )

One character is paralyzed, the rest finish it off. The paryy waited until the paralyzation wore off, and moved the character back from the first 3 ranks in the marching order.

More ready ? Better ready ?

Next is Room 21) 30' x 10' x 10'

7 large spiders

sack on floor and loose coins: 120 cp, 72 sp, 42 ep, 42 gp, 6 pp

Lots of running around in circles to get away from the spiders. Some characters stood their ground. Apparently beig told a spider is running up the character's sword freaked out a player or two.
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Re: open for comments: Campaign Journal for Dwarf Home

Post by D.J. »

place holder for their sojourn down to level 3. I have to interpret my notes, and update the maps first.

edit:

Several maps to redo. I have their route figured out based on what they found. They aparently wandered around and missed several monsters and treasures due to the wandering.

The route they took is part of 9 maps on level 03.

The characters are:

Mist C/F/M-U; Nairb F; Ora Bard; Panzader F; Slleps C/F; Winter F/I.

Candandra and Clomar's players decided they didn't like gaming.

NPCs: Branu F; Jonas F/M-U; Jondara C/F; Sella F/M-U/T; Tol C/R.

About a half page of notes to make notes for here to post. And fix up 9 maps so they are easier to follow.
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Re: open for comments: Campaign Journal for Dwarf Home

Post by D.J. »

Dwarf Home level 03

The party gets up before dawn, buys some cheese and bread from the Inn and eats a few sandwiches made from that. Those party memebers not going see to the horses and packing the gear. Gear and supplies checks are made. The city gate opens and they head out.

Early Spring, so there are birds, a few blooming flowers, and trees are starting to get their foliage back.

On the way the decide to take the direct route down to third level via room 105.

Random monster roll, a group of adventurers looking for the way out, refuse to join, etc.

The party gives them info to find exit, the two groups depart.

The party goes down the spiral, Ora stays behind using thief skills to see,
if the lost group follows them, they don't.

Ora rejoins them, they arrive in room 51 and level 3.

They circle around looking for secret doors, they want treasure.

They find the one secret door, many d6 rolls later, to corridor G. They found it because a player remembered elves can sense secret doors 1 in 6. ( They do still make silly mistakes. )

This group is made up of all seasoned players. They cover each other and the doors, when the doors are being opened. Look around corners with their mirror on a stick, they continue on.

3A0

Image

3A -1

Make the squared off loop around room 47, nothing there. This map section is empty of monsters and treasure... but they don't know that.

Maybe the group they helped leave cleaned it out.

Door to corridor CC is opened and they proceed.

They stop at hopefully random intervals to listen for anything coming up behind them or in front of them.

Image
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Re: open for comments: Campaign Journal for Dwarf Home

Post by D.J. »

3B -1

Nothing in room 123 nor 122. They press on.They check the South end of the CL corridor for secret doors, find none.

Decide to turn left into corridor CK, searching for secret doors. Find one that leads into room 124.

They push the door open into room 125, and check the east part for secret doors, finding none they turn towards the room.

Ora goes in to look for monsters, etc. Winter goes with her.

Just as they enter the room they hear a 'gurgle lurgle' and notice the gelatinous cubes, one on each side of the entry.

The party gets in and takes them out. They are type 2 and not effected by cold.

The party wins out over them. The 3 chests are checked for traps. Injuries are healed.

125) 110' x 40' x 30' ( 132,000) - 10' x 40' x 15' ( 6,000)

2 Gelatinous Cubes, Type 2 will attack
unless a now lost password is shouted ahead.

Chest 1: -10 percent to unlock 6' x 4' x 2'
7,000 Dwarf Home [Y] gp coins, worth 1.5 Trillolaran gp coins

Chest 2: -20 percent to unlock 4' x 4' x 2'
700 pp three 70 gp gems

Chest 3: -30 percent to unlock 4' x 6' x 2'
3 War Hammers + 2,
3 dwarf Chain + 2 ( with silver inlay 'R' rune on chest)
seventy-five 100 gp gems.

No traps are found, but goodies are. After they gather everything out, they exit via ooms 126 and then room 127.

And then this happens:

If party exits in this direction ( Corridor CI )
and they have the armor from room 125 with them,
these will gate in front and rear of the party

4 gelatinous cubes 2 type II and 2 Type I

To their rear they hear 'plop' and 'plop'. The front raank sees two 'cubes arrive in front of them. A warning is shouted from the rear rank, " 'Cubes !".

After lots of shouting and taking damage the party wins out, but decide this level is too rough at their current abilities. So they head back to the surface.

Image

Continue on Corridor CI, to corridor G, back to the spiral ramp, up to second level, then back to the hill dwarves. The horses are well cared for.

Monsters: 6 gelatinous cubes, Type I is 2, Type II is 4.

coinage: seventy-five 100 gp gems, three 70 gp gems, 41750 gp in Trillolaran coins. ( converted from Dwarf Home coins )

gem evaluation: 375 gp ( 31 gp, 5 sp per character )

sold the dwarf chain and war hammers to the hill dwarves due to the Royal Crest on the armor, and the 'cubes popping in. The dwarves tell them that next time wave a flag or lantern when they come out and they will bring the horses to them.

All due to the return of what turns out to be Royal Sub-Guard Armor and weapons.

This ends the two pages of typed up information for this particular adventure.

After that, Odessa went up a Paladin level, Ora went up a Bard level, and Winter went up an Illusionist level.

That ends these three game sessions. Two players left, one player added.
You can call me... Jim. "Why isn't there any butter in my grits ?"
I make maps. See sites below. Hover mouse over Welcome on navigation menus will show a list of other sites.
Some urls on new sites might point to old sites. All urls on Crestar are fixed.
Good luck !
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