Showing posts with label BECMI. Show all posts
Showing posts with label BECMI. Show all posts

Saturday, April 24, 2021

The Vale of the Twelve Towers a D&D BECMI sandbox setting.

 




The Vale of the Twelve Towers Introduction

Around thirty years ago a dozen evil wizards escaped from Hirshberg Castle in the Kingdom of Bierwald where they were being imprisoned by the order of the Hexenjager.

After escaping they fled to a wooded valley that lay between the Kingdom of Bierwald to the East and the Kingdom of Fleur De Lys to the West.

The wizards made a pact to use their combined powers to destroy the Hexenjager of Hirshberg. To that end they went about enslaving the orc and goblinoid tribes of the valley to build their fortress towers and elaborate dungeon complexes. For the next decade they armed and trained their hordes for war while constantly perfecting their own arts.

The armies of the twelve wizards gathered and began their siege of Castle Hirshberg. The siege was short, lasting only three weeks. With their magics and their armies the Hexenjager were nearly wiped out and Hirshberg Castle reduced to a smoking ruin.

After destroying the Hexenjager the twelve wizards turned their attention to the Grand Duchy of Kriegswald and in particular the nobility all of whom supported the Hexenjager. Every castle and estate in the duchy was sacked including the Grand Duke’s fortress. Most of the nobles and their servants were either killed or enslaved and their fortunes were plundered. Although this devastated the economy of the duchy and plunged the region into a state of anarchy the people of Kriesgwald view the twelve wizards as liberating folk heroes. They have since violently resisted any attempts at outside rule.

Once the wizards were through with their vengeance fueled rampage they returned to their valley. Most of the wizards were getting old by this time and their interests had turned towards extending their lives through one manner or the other. Some wished to attain litchdom, others immortality, and a few just wanted to find a way to live longer in their human forms. They formalized a non aggression pact then set about their individual goals.

For another decade the wizards were content to follow their own paths and desires largely staying out of each other's way and rarely venturing from their towers. When they needed something from the outside world they simply sent their minions to take care of it. Then without warning at the stroke of midnight on the night of the Winter Solstice all twelve of the wizards died.

It took months for the news of their mysterious deaths to reach the outside world. Typically this news would come from one of the wizard’s slaves who had escaped their haunted keeps or from their agents or enemies. Alway when the rumors spread they came with tales of fabulous treasures guarded by horrible monsters and enchantments.

Many expeditions are under way to take advantage of the perceived power vacuum. Many fortunes may be made not only from the treasure but from the riches of the land itself. What will become of this mystery is yet to be discovered.

This is my work in progress sandbox setting for a future Dungeons and Dragons basic campaign. I'm currently running an Advanced Dungeons and Dragons 2E campaign. Hopefully I will get a change to work on this setting as I run that campaign.


Tuesday, March 30, 2021

In Search of Adventure: Session 0, The Road to Threshold


 Dara the Lawbringer, Rosco, Benzy, and the halfling Putzstaff set out from the small logging town of Riverside in the Black Peak Mountains bound for the town of Threshold.  The Lawbringer outpost in Riverside had seen better days and the village was in decline so the group had decided to seek better opportunities.  

It was early in Spring and storms had ravaged the area leaving the roads muddy and difficult to traverse.  though they were less than 16 miles from Threshold the journey would be difficult.  On their first day out they came across a creek that was flooded out of it's banks with a fast current.  They managed to get across but Dara and Benzy were nearly swept away when the log they were using to ford the river snapped under their weight.  Fortunately they had tied off a rope between two trees to aide their crossing.  Soaked through from their crossing they managed to find shelter in a rocky overhang where they could build a fire.

They set out the next day in a heavy rain.  Rosco was getting sick from the weather and Dara wasn't looking too well either.  Fortunately they found an abandoned camp at the junction in the road near some old ruins.  No one was in camp but there were two empty tents and a smoldering fire.  The road to the ruin seemed to have been cleared and the abandoned camp seemed suspicious but they didn't have much choice.  Benzy and Putzstaff decided to split the watch while their companions slept.

About an hour before dawn Putzstaff was keeping watch the hairs on the back of his neck stood up.  He knew he was being watched.  Scanning the area he saw a pair of glowing red eyes watching the camp from a wood across the road.  He started waking his companions but the eyes had vanished.  

At the crack of dawn the goblin made their attack.  First a large force came down the road to the ruins and attacked the party then another charged up the road from the direction of Threshold.  Dara caved in one of the goblins skulls with a shot from her sling but within moments they were surrounded and fighting for their lives.  


Roso and Benzy killed several of the creatures who were having a hard time finding openings in their heavy armor.  Dara brought down another two with her sling but several of the archers shot her and she passed out.  Eventually two of the goblin archer got behind Rosco and stabbed him in the back with their crude knives.  Roso fell as the goblins continued to work their blades between the gaps in his plate.




Benzy and Putzstaff managed to drive off the goblins.  They revived Dara but Rosco was done for.  After performing the funeral rights of the Lawbringers Rosco was buried and the three remaining travelers pushed on to Threshold.

After getting settled in at the Rowdy Rottweiler Inn and discussing their options travelers met a mercenary named Dieter who was also looking for work.  During the evening meal the Baron and Patriarch Sherlane Halaran arrived at the tavern with a contingent of town guards.  He invited them to be healed and provisioned the next morning to discuss an expedition to investigate reports of a renegade cleric named Elwyn who was gathering a raiding party of Orcs to the East.  With no better prospects the companions agreed.  


My gaming group has been exploring older editions of Dungeons and Dragons lately.  Having played several 2nd Edition AD&D games I have decided to run our group through the "In Search of Adventure collection" B1-9 for the Basic Dungeons and Dragons rules.  I will be running these on again off again when my group has a chance to play them.