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Post by GRWelsh on Mar 4, 2022 15:08:15 GMT -5
My players will be going on an overland journey soon. They're planning to go from their home town of Hochoch to Gorna, the capital of Geoff. They want to go to Gorna because their magic-user Tory got hit by a sepia snake sigil after trying to read a stolen spell book. Tory is now in temporal stasis -- frozen in amber --indefinitely. No one in Hochoch was able to dispel the magic. The players asked what is the largest city nearby with higher level clerics or magic-users who might be able to dispel the magic. I told them that would be Gorna. I've decided the main road between these towns goes west around the Oytwood, out of respect for the sylvan elves who live there and fear for the monsters that live therein. The overland road is ten Darlene hexes or 300 miles. Since they're travelling with a wagon and horses on a main road, they can go up to 30 miles per day which means if their travel is not interrupted they can get to Gorna in ten days. I typically have my players roll percentile dice to determine the weather, so bad weather may slow them down. I've decided there is a fortified toll bridge over the Javan River which is friendly to Hochoch. Other than that, the journey is main road through inhabited/patrolled plains. I pre-rolled for encounters using the DMG and Glossography and came up with two separate merchant encounters on Day 9 and Day 10 of travel.
Do you guys have any suggestions on how to spice up overland travel, or to make standard merchant encounters more interesting?
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Post by Scott on Mar 4, 2022 18:27:16 GMT -5
It depends on how much hex crawling you want. With those rolls I might just boil the whole thing down to a sentence or two, "The trip to Gorna takes 10 days. You pass a merchant caravan or two on the roads, but otherwise the journey passes without encounter." If you wanted to up the dangers of wilderness travel, I would add a not-random random encounter based on the random rolls. In this case the party might come across a humanoid or bandit group stalking the merchants, or the merchants may come under attack while the party is passing. Or the party may encounter the merchants shortly after an attack and the merchants may ofer a reward for hunting them down, or retrieving a special item that was stolen, or somebody that was kidnapped. You could spin it as big as you want, depending on how much of a diversion you are looking for..
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Post by GRWelsh on Mar 5, 2022 16:00:27 GMT -5
Those are all good ideas. Thanks Scott. Since I'm trying to stay true to Gygaxian Greyhawk AD&D I should probably abide by the random rolls. There's nothing wrong about a long journey being uneventful. But like you said, that doesn't mean I can't expand on what was rolled, for creative purposes. It's not so much a diversion I'm looking for as to create a sense of setting as most of them move to regions they haven't been to yet. Their goal tonight is to try to find a spell caster high enough level to dispel magic on Tory (Cindy's magic-user) which is noble enough. It was a bit of karma that that happened to her after stealing a spell book from a chaotic neutral (non-evil) NPC who wasn't trying to hurt them (but did intend to trick them out of a magic spear). They would be happiest if I hand-waved the journey and just said they show up at Gorna with little ado. But I'm trying to adhere to EGG's conception of the World of Greyhawk as much as I can. Even though the Flanaess is that portion of the eastern Oerik Continent that is known and "civilized"(per T1), overland journey between realms and cities is still often treacherous, thus the need for merchant caravans to be 80% guards (MM p. 69). So, to quote EGG from the Guide to the World of Greyhawk (1983):
"POPULATION DISTRIBUTION: In most states the majority of the population of centered around the capital city and other large urban areas of the state. Similarly, most population density occurs in the midlands of an area, with decreasing density as the border is neared" (Guide p. 12).
This implies most of the human population of Geoff is near Gorna and the lower central plains.
"SMALL TOWNS, VILLAGES, et al: Communities are nearly always located on a water-way, road, or coast... Some small settlements occur in wilderness areas where some produce, resource, or the like, gives a reason for habitation. These communities are most thickly scattered in agricultural areas" (Guide p. 12).
I drew a map of Geoff showing streams and lesser rivers coming down out of the surrounding mountains and hills and flowing into the Javan River. There are a few small lakes as well. This helps to determine where most settlements should logically be along with roads, bridges, fords, etc. The regional products of Geoff are copper, silver, electrum gems and cloth (Guide p. 45) and gold (Guide p. 22), so that implies mining and/or trade with local mountain dwarves. We know there are mountain dwarves in the Barrier Peaks per the Guide: "These mountains are infamous for their strange inhabitants. Of course, there are some dwarves dwelling in hidden places with the Barrier range ,for they have many precious minerals and gems" (p. 53). This is where I placed the homeland of Balul, the mountain dwarf thief (Ray's character).
"FORTIFICATIONS: Forts and castles are generally found as the seat of aristocratic power or as protection against hostile incursion. Therefore, there will be several types of fortification with a state -- those of a ruler, those of his or her liegemen, and military forts built to protect coasts or borders. There are also the fortified places built by independent nobles, petty lords, bandits, and so forth. These occur in borderlands, unclaimed areas and other out-of-the-way locales. It is safe to assume that one will encounter some form of habitation or stronghold in any given area of 100 square leagues, provided the place is relatively fertile and flat. The harsher the terrain, the less the likelihood of discovering habitation, although robber forts and the castles of petty aristocrats might well be found in such areas" (Guide p. 12).
Considering that "they are continually threatened by incursions of formidable ogres and giants coming down the Crystalmists" (Guide p. 22), it would make sense that there are fortifications around Gorna and up in the mountains as well as some on the plains. "The Geoffites dwell in harmony with the olvenfolk in the realm, and these two peoples often combine to combat the invading monsters" (Guide p. 22). We know from S3 that at least some of the Grand Duke's liegemen have the title of baron: "BACKGROUND INFORMATION: The Grand Duchy of Geoff has recently been plagued by a rash of unusually weird and terrible monsters of unknown sort. This western area, particularly the mountain fastness which separates the Grand Duchy from the Dry Steppes, has long been renowned for the generation of the most fearsome beasts, and it has been shunned accordingly -- save for a handful of hardy souls with exceptional abilities and sufficient wealth to build stout strongholds to ward off the attacks of the predatory creatures infesting the rugged lands thereabout. Within the last few months, however, a walled town not far distant from the area, and four small fortresses as well, were destroyed by mysterious attacks! The remaining barons and lords have preserved in brine several partially decomposed corpses found on or near the sites of the ravaging. While these strange bodies are assumed to have belonged to the forces which were responsible for the destruction, the remains were too far gone to learn anything other than they were of creatures heretofore unknown to even the wisest sages of Geoff. The urgent plea for aid which accompanied these gruesome corpses could not be ignored, and the Grand Duke acted immediately. Choosing several of his doughtiest henchmen to lead the expedition, he called upon the other powers of the state to likewise furnish their minions for the expedition as well. Thus, the Society of the Magivestre, the Fellowship of the Blinding Light, the Magsmen's Brotherhood, and the High Lord of Elvendom (at Hocholve) also selected the bravest of adventurers and equipped them accordingly to accompany the expedition as their representatives. A total of 15 have assembled beneath the pennoned turrets of the Grand Duke's mighty castle near Gorna" (S3, p. 2). The predominant alignments of Geoff are chaotic good, neutral good, and neutral (Guide p. 44).
"LAND COMMUNICATIONS: There are roads between major cities in each state. The general condition of these highways depends upon the particular state, but most are fairly broad and well-kept. These roads continue through border areas where trade routes exist. A secondary system of poor roads and cart tracks connects the small towns and border forts to the main traffic arteries. Roads of this nature are usually the only links between most states. There are notable exceptions, such as in the Ulek States, the two Urnst States, Furyondy and Veluna, and Keoghland and Gran March. Maintenance of thoroughfares is by political subdivisions and communities. In certain areas travelers pay a toll for road usage, and a portion of this fee is used to maintain the road" (Guide p. 12).
There is a toll bridge on the Javan to help pay for the upkeep of the main road from Hochoch to Gorna. Hochoch is implied to be within the Grand Duchy of Geoff as "Rushmoor forms the nominal eastern boundary of the realm" (Guide p. 22). I've decided Hochoch is a semi-independent town under the rule of the Margrave, who is a liegeman of the Grand Duke. The Grand Duke Owen III (per S3 rather than Owen I as listed in the Guide) rules Geoff as a palatine noble or sovereign lord. The Grand Duchy of Geoff is not part of the Kingdom of Keoland but is "on friendly terms with the Earl of Sterich and King of Keoland alike" (Guide p. 22). There is a road that goes through the shortest part of the Stark Mounds to connect Gorna to the lower lands of Sterich eventually going to Istivin.
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Post by Scott on Mar 5, 2022 18:42:24 GMT -5
I've gotten more flexible over the years. The level of random rolling I do depends on the players. Going old school random wilderness encounters can be very gamey, and there's no flow. If you're not used to that it can be a drag. When I used to DM for my cousin and nephew, they used to like an occasional foray into the wilderness going completely random. You never know what to expect. Usually the treasure haul is not worth it. Usually. I think I mentioned before in one random encounter I rolled by the book the treasure included a holy avenger and a sword of sharpness. Usually what I do is roll by the book, but it's for inspiration only. I'll use/modify/discard based on mood and the players.
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Post by GRWelsh on Mar 7, 2022 11:28:54 GMT -5
Yes, everything you said makes sense. Going completely random is too much. I agree the randomness should be a tool, not something the DM needs to feel bound by. THE ROAD TO GORNA In Saturday's game, the party still encountered both merchant groups that I rolled up, who were neutral/friendly, but I also added in a bandit encounter to give the journey some action. It also established that the northern fieldlands of Geoff are more sparsely populated and dangerous. About halfway on their journey while the party was camped and just before dawn, a dozen bandits tried to sneak up and steal some of horses. The characters on watch raised the alarm and the party engaged with the bandits just as they were cutting horses loose and trying to mount them. Most of the bandits were killed as they tried to cut the horses free. Only two bandits got away with horses. Eric's character, Dain, chased down one bandit on a horse and caught him, knocking him out with subdual damage. Dain kept the bandit as a captive and questioned him. The bandits didn't want to kill the party -- just steal some horses. The bandit told him he was from a large group of bandits ("hundreds") at a ruins in the northern fields of Geoff, so that could be a hook for a future adventure. Currently the party was going the other direction, to the south. The game ended with the party arriving at Gorna, a large town with walls higher than Hochoch, atop which could be seen many archers, ballistae and catapults. On a rocky hill nearby was the Grand Duke's castle, with its towers flying pennons showing the heraldry of the black and white griffon. There were poles with giant skulls mounted on them along the road. The town guards welcomed them and open the gates to allow the party into Gorna. From the inside they could see that the great town gates were barred with an immense sword taken from a defeated frost giant jarl.
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Post by GRWelsh on Mar 10, 2022 18:39:13 GMT -5
When I told my players their characters could see the Barrier Peaks in the distance during their overland travel to Gorna, they started making comments about seeing spaceships crashing into the mountains. That's what my gaming group is like.
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Post by geneweigel on Mar 10, 2022 20:58:17 GMT -5
Preplanning or dumping wandering monsters is by the book
page 103 of PLAYERS HANDBOOK:
From page 9 of the DUNGEON MASTERS GUIDE:
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Post by GRWelsh on Mar 11, 2022 7:29:39 GMT -5
Great advice from the Master. Scott did a good job paraphrasing the gist of it. Sometimes I get caught up in the "dramatic narrative" versus "keep it a random" dynamic, but the solution isn't to lean too far one way or the other but to have a balance based on experience.
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Post by GRWelsh on Apr 19, 2022 11:19:09 GMT -5
I've fallen behind in my campaign updates but we're still playing. We missed a game due to me getting a bad cold after GARY CON. In the last game, the party arrived at Gorna and had the goal to find a spell caster high enough level to cast dispel magic on their magic-user, Tory, who was "frozen in amber" after setting off a sepia snake sigil trap. After asking around, they found out there were two spell casters high enough level: the Patriarch of Pholtus at the Shining Cathedral, and the Green Wizard. They found out the Green Wizard was up on the hill at the Grand Duke's castle, so they decided to pay a visit to the Shining Cathedral of the Fellowship of the Blinding Light. I played up the rivalry between the followers of Pholtus and St Cuthbert (worshipped by Randy's paladin and cleric) and with Pelor, another sun god (worshipped by Eric's cleric). Of course, the Patriarch Mithravus was not going to make it easy on them! But Balul (Ray's dwarf thief) came up with an interesting angle and told Mithravus that he could show up the priests of Pelor since they had failed to dispel the magic! I rolled a reaction roll and it was good, so the patriarch liked this idea. He agreed to attempt the spell for 2,000 gp and willingness to undertake a holy quest! The party agreed, and his dispel magic worked. Tory was released from the stasis she was in, and from her point of view it was as if no time had passed since they were in Hochoch. Once they brought her up to speed, they gathered outside of Gorna with the wagon train of retainers Krak the dwarf had hired and set off on their holy quest. The charge was to help a small steading in the hills northeast of town. They travelled up into the hills, and on the first night a starving ogre tried to steal one of their horses, but they killed it. Some rainfall slowed them down, but after two days they arrived at the ridge overlooking Bronstead. In a valley up in the Stark Mounds, Bronstead looked to be five buildings and surrounded by figures. As the party got closer, they could see forty skeletons roaming around the farm houses which had been barricaded and defended. The party turned about half of the skeletons and destroyed the others. There were about two dozen steading folk who had been holding out for the past three or four days after sending a messenger to Gorna asking for help.
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Post by Scott on Apr 19, 2022 18:04:42 GMT -5
That sounds like a great session and intro to the next adventure.
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