The Narratives of Aufstrag (A0), Entry 4

[These are the stories told by the undead Remnant Stanleigh Claiborne, observing a party of adventurers exploring the frontier lands between the collapsed evil empire of Aufstrag (in the north) and the crusader kingdoms of New Aenoch (in the south). It describes what my players did in each campaign session. Aufstrag is a product of Troll Lord Games for the Castles & Crusades RPG, but it can be used for D&D since the systems overlap. I have heavily home-brewed Aufstrag with other products and placed it in my own world and alter the lore as I need to.]

Dear Reader,

The adventurers, after hiding their paralyzed paladin friend under some rubble to hide him from a wandering patrol, continued through Baleon Nakt to the Meeting Hall where they had to fight goblins and their pet wolves. The Molfar (Shaman) Barbarian calmed and charmed some of the wolves, armored them up from the available nearby supplies, and they made their way to the Scriptorium where they encountered a kobold.*[GM Note: I do not use D&D kobolds, but kobolds from folklore, see below for further explanation]

The kobold – named Sassils – was a domestic house spirit who had lost his previous home and had been recruited by the goblins to look after Baleon Nakt. However, since Baleon Nakt has a sentience that dwells within the very structure itself, there was a constant tension between the kobold and the evil sentience. The kobold wanted out. The adventurers agreed, but only if the kobold could provide information on Gritznak, the layout of the remainder of the temple complex, and what is occurring within it. Sassils agreed, showed them some maps, and described how the gnoll Gritzank was trying to bring back the former high priest Unguaith Kine.

A Germanic Kobold from the Codex Germania and the Castles & Crusades Monsters & Treasure from Troll Lord Games

The adventurers were now ready. They retrieved their paladin friend (who had recovered from the paralysis) and they descended further down into a new level of Baleon Nakt and came upon a spirit chamber where a ghoul rose to attack them, and then after they “killed” it, it sunk into the ground only to rise again minutes later. They also found a secret chamber with magic scrolls, a mace, some magic tablets, and a trap that nearly cut down the wizard.

Their power was increasing, but they felt they were in need of rest. The problem was that they didn’t want to rest in Baleon Nakt, for the last time they checked, the sentient evil mind within the temple had moved walls around and cut them off from an escape from the complex, and so began discussing whether to just push through and take on Gritznak and Unguaith.

But I will let you all know what happened in that encounter in my next entry.

[* Nota bene from the GM: in this campaign, monsters such as goblins, hobgoblins, and kobolds are drawn from folklore and thus may depart from the generic D&D versions. I like the D&D framework, but have gone back to folklore origins and from there frequently move in a different direction from what D&D has settled into. The GM Diary background and discussion for this particular story can be found here.]

Aufstrag GM Diary: (A0) Rising Knight, Pt. 4

Topics:
– Undead and Healing. I look at why not all “healing” may harm an undead. I examine clerical healing, bandages, and illusionist healing and why illusionists could make powerful necromancers due to their healing techniques.
– Using Folklore Kobolds in RPGs

Undead and Healing
I make use of an undead playable race called a Remnant. In the most recent session, the player with a Remnant fell in combat and needed healing, however, all the characters in the group are currently not aware that the character is an undead.

This posed an interesting challenge for my players, for they knew that if a PC applied healing magic (such as from a cleric), that the “healing” would have the opposite effect and actually kill the PC.

But what about applying bandages? In Castles & Crusades, bandages are an important part of low level adventuring. They can heal 1d2 points of damage, and the dressing on the bandage can act as a healing elixir capable of healing another 1 hit point. After discussing this, we agreed that the Remnant can benefit from a bandage to reduce more bleeding, but that the dressing would have the opposite effect, since it has healing chemicals that would partially offset the benefits of the bandage. In this case, a PC applied a bandage, provided enough support to the wound to help the Remnant, but the dressing reduced the healing benefit. Several members in the group saw that the bandage was not doing what it should’ve done, and the players in the group interpreted this in different ways: (i) the person applying the bandage didn’t do it correctly, (ii) the bandage was faulty, (iii) the wound was worse than they thought. As a result, the Remnant’s secret of being an undead is still safe as the PCs are rationalizing why the healing worked differently than they thought it should.

What of illusionist healing?
In Castles & Crusades, illusionists can heal. How? “They heal damage in the same manner in which they cause damage – not by tricking their targets but rather by projecting their own magical power into the target and changing the nature of time and substance. They do not trick the target’s mind into physically healing itself…An illusionist channels or controls the natural magic of the world around him” (C&C PHB, 7th printing, p.72; I examine the C&C illusionist class in more detail here).

Illusionists do not use healing magic to accomplish healing under this interpretation, but something closer to accelerating time around the wound, effectively allowing the days of natural healing to take place over the course of just a few seconds. Thus, a Remnant – and some other undead in general – could be healed by illusionists if they are the type of undead that can heal naturally over time.

This has some pretty interesting implications. In C&C (under this interpretation), I can see illusionists being a unique type of necromancer if healing undead is an important consideration. As I said, this would only work on undead that heal naturally over time, if the undead needs to feed on others to heal, then this approach may not work.

What do you think?

Kobolds from Folklore in RPGs
In my previous blog entry, I spoke of bringing in folklore-oriented goblins and kobolds into my game. I have laid out how I might do so with kobolds in the past. In my most recent adventure, I finally managed to bring in a Germanic-style kobold. The adventure (A0: Rising Knight) has several kobolds of the reptile variety in an evil temple with goblins and gnolls. I swapped the reptile kobolds with a Germanic Domestic Household Spirit. This kobold was not an evil being, but had been tasked with managing the interior of the evil temple of Baleon Nakt, however, due to the evil sentience that dwells within it, the kobold was in a constant battle of wills with it and the kobold now wanted out. This opened up some great discussions with the PCs as they attempted to find the location of the main foe (Gritznak the Bold) and the evil knight and former high priest (Unguaith Kine) Gritznak is trying to bring back from the beyond. I really loved this new take on the adventure. The PCs in turn have promised to help get the kobold out and give it a new, safer, home to manage in return for its assistance in finding and defeating Gritznak and Unguaith. As the PCs now make their way through Baleon Nakt they now have a kobold that has the traditional folklore abilities of turning invisible, shape changing into objects, animals, and people, and using illusionary magic. This is a great deal of fun!

Germanic Kobold from Castles & Crusades Monsters & Treasure (5th printing)
Kobolds from Brian Froud’s Faeries

Aufstrag GM Diary: (A0) Rising Knight, Pt. 3

Summary:
– More on D&D vs. Folklore Bugbears
– Kobolds as Faery creatures
– Goblins as Dark Fey

Last time, I shared a look at a new take on Bugbears that was more folklore related. After making that post, I was looking ahead to future adventures in the Aufstrag box set I am running and saw more Bugbears would be making an appearance. Although the folklore Bugbears I used were fun and interesting, there is a need to have something like the D&D-type Bugbear. I own the Nord Games, Revenge of the Horde monster book, and the Pathfinder 1E Monster Codex. Both books offer unique takes on D&D Bugbears. The challenge I face is, do I allow for multiple types of Bugbears – both folklore Bugbears and also D&D-type Bugbears – or do I simply bring in a different monster altogether to replace the D&D Bugbear?

I face a similar problem when it comes to Kobolds. In the case of Kobolds, I am leaving behind the D&D versions; I have no interest in them. What D&D has called Kobolds really should be called something different, since the Kobolds of folklore have such an interesting history and that is largely thrown away and replaced with something else unrelated to them in D&D. I am using Kobolds from folklore (there are several varieties that I discuss in a previous blog post). I will be using the Kobold Domestic House Spirits as well as the Subterranean Kobolds. However, when large groups of reptile kobolds are specifically referred to or used in the Aufstrag box set, I am switching them out for a different creature. Thus, when isolated Kobolds are encountered in the next game session, I am bringing in a variant on the Kobold as Domestic House Spirit (which I am connecting to the faery realm and will possess faery abilities and illusionary powers), and in a later Aufstrag adventure where an entire group of reptile Kobolds are supposed to be used, I will be swapping them out for a different creature (more on that when it happens).

Now, on to Goblins. Unsurprisingly, I want to use Goblins that are more tied to their fey-like folklore ancestry. I really love the Pathfinder depiction of Goblins, since I think they appear very fey-like in appearance (even though Pathfinder as kept them as humanoids). In my Aufstrag campaign, I will be drawing from the numerous amount of Pathfinder art, but they will be getting faery abilities from the Codex Celtarum. Examples of what some of the Goblins can do as fey can be found in my most recent game session summary. My use of Dark Fey-based Goblins has already made me quite happy with the new approach to them and their background.

So, I think what I have in store for Goblins and Kobolds will work out nicely, but I am still unsure what to do about Bugbears. I own a few dozen D&D-based bestiaries, I think I just need to look around some more and find a more bestial humanoid and perhaps that could serve as a replacement for the D&D Bugbear, then again, just as the Kobolds have several varieties, perhaps there can be a humanoid Bugbear and a fear absorbing spirit-based Bugbear.

a Pathfinder Goblin

The Narratives of Aufstrag (A0), Entry 3

[These are the stories told by the undead Remnant Stanleigh Claiborne, observing a party of adventurers exploring the frontier lands between the collapsed evil empire of Aufstrag (in the north) and the crusader kingdoms of New Aenoch (in the south). It describes what my players did in each campaign session. Aufstrag is a product of Troll Lord Games for the Castles & Crusades RPG, but it can be used for D&D since the systems overlap. I have heavily home-brewed Aufstrag with other products and placed it in my own world and alter the lore as I need to.]

Dear Reader,

The new adventurers I am following made their entrance into the Temple of Baleon Nakt. Long ago it was a small but active temple to the Horned One, Unklar, during his thousand-year reign over this region during the Winter Dark. The high priest who ran it was a Knight of the Dark named Unguaith Kine. However, with the demise of the Horned One, the temple also eventually faded and Kine was assumed to have died and the temple emptied.

At least that is what your local loremaster might know. But there is more. The thousand-year legacy of Unklar’s rule had embedded itself in the lands and the structures that can be found in them. The presence of the Horned One lingers in Baleon Nakt, and the walls and floors of this structure that descends into the earth are filled with a living, thinking, and acting sentience.

The adventurers discovered this right away when the fragmented remains of another adventuring party encountered them. A Molfar (shaman) barbarian and cleric companion introduced themselves, and they shared a meal and stories together. Later, the Molfar lit incense and entered a trance. He gathered glimpses of the voices and mind within the structure and warned his new companions. The paladin in the group also attempted to detect the presence of evil and was struck by the all-encompassing presence that could be found everywhere.

Upon descending stairs into the earth, they saw sporadic lit torches along the wall leading to a chamber with dark fey goblins.* The paladin made too much noise with his armor, so the Molfar and a Hobbit rogue-fighter snuck up ahead into the room. Two goblins were sleeping, and the Hobbit snuck up and made quick work of them. Two other goblins were playing dice games and drinking stale ale. They also didn’t live long.

art by Klaher Baklaher, PAIZO Publishing, 2019 (https://www.artstation.com/artwork/L2W16r)

With the goblins out of the way, the group took inventory of the room, which included a large statue of the Horned One with a gold bowl crusted with blood. It was clear that the goblins had been offering blood. One person did offer blood (from a Goblin), but the others didn’t and as they left the room the statue let out a low moan that could be heard nearby, and even felt through the stone due to its low rumble. More goblins approached!

The adventurers went briefly down a corridor outside the room and hid in an abandoned storage room as four goblins came rushing by. The adventurers then emerged and attacked them from behind. The Wizard fired a magical missile and others closed in for combat. But when they looked into the room they only saw one remaining Goblin and the other two were nowhere to be seen.

The Changeling Minstrel possesses keen senses and tried to detect illusion and noticed two shadows along the wall – but there were no figures creating the shadows! Unbeknownst to them, these Goblins possess the ability to meld into shadows (related to their faery ancestry). The Changeling warned the group, for he could see that they were sneaking up towards the wizard that had cast magic missile. They got their attack in, but the other members of the group closed in to take care of them.

Meanwhile, the other Goblin began using its faery ability of gnashing its teeth, which creates sparks and an obscuring mist that also ignites flammable items. Several adventurers had to back off, but the three Goblins couldn’t last long against the six adventurers.

The group proceeded to explore more than a half a dozen rooms that served as prison cells, storage, and priest’s chambers.

They finally made their way to the part of the complex where more Goblins – and others beings – were to be found.

As they were about to enter this new area they heard the sound of stone grinding on stone and the wizard saw the corridor from which they came (and where the entrance is) seal shut behind them as the walls came together to create a new wall. Their exit was now sealed. The group now saw the power and actions that the sentience within Baleon Nakt was capable of.

Continuing on, it was while taking a peek in a well chamber where the temple’s water supply was kept that the group had a harrowing encounter with a spider that rendered one poor soul paralyzed from the venom (he might be paralyzed for a couple of days due to the strength of the poison). The group decided to try and keep him safe by hiding him under some rubble in another abandoned store room. They could hear ahead the sound of wolves playing and Goblins (and some other being) behind a door ahead.

But I must stop this narrative here for the moment, for the actions taken by the Temple of Baleon Nakt’s consciousness has been the catalyst for me to dig deeper into what this living mind is that lurks within the walls, floor, and ceiling.

[* Nota bene from the GM: in this campaign, monsters such as goblins, hobgoblins, and kobolds are drawn from folklore and thus will sometimes depart quite a bit from the generic D&D versions that have emerged over the last half century; I like the D&D framework, but have gone back to folklore origins and from there frequently move in a different direction from what D&D has settled into.]

The Narratives of Aufstrag (A0), Entry 2

Dear Reader,

I return to continue the narrative of the aspiring heroes attempting to find and remove the threat of the powerful Gnoll Gritznak “the Bold.” I left off with two members hunting for food as those injured from crossing a dangerous river recover from exhaustion and their wounds.

The Centaur was struck unconscious from a charging boar, but his Heisen-Fodt (Elder Dwarf) killed them and then bandaged up his companion just as three wolves approached. The two knew they would be in real danger from the wolves and retreated, leaving the three freshly killed boars for the wolves, and returned to camp injured and without a major meal (although the Centaur did manage to catch some rabbits in snares).

The group then received a visit from a Nymph water spirit (Ewi’ ah’ hnana), and as she emerged from the water she took immediate notice of the handsome Changeling Minstrel and after hearing they were seeking to end the tyranny of Gritznak and his Goblin associates, she healed him from the wounds he had acquired from crossing the river (he had been rendered unconscious from the crossing and was exhausted) and gave him some rather pleasant tasting berries that removed the exhaustion and fully fed him. She then asked that the group to continue working to remove the presence of the dark fey goblins* in this area as well as growth further north following the contours of the Blacktooth Ridge.

The next morning, the Centaur continued to follow the trail of Goblins and the tribute they had collected from the village of Malforten. However, they came upon an unfortunate Remnant. We Remnants are those that died but never passed on. We don’t know why, but we tend to live isolated lives in the abandoned ruins of towns and villages left forgotten in the aftermath of the 1,000-year Winter’s Dark when the Horned God Unklar rule and waged war on the surrounding lands, or, we attempt to pass among the living, but in the latter case, we need to make changes to ourselves to try and pass unnoticed.

This Remnant had – based on the equipment the adventurers found on him – been an accomplished alchemist and had created “human oil” (aka “concentrated human extract”). Applying this oil – taken from living humans and then chemically enhanced – provides you with living human scent, and you can pass through towns and cities and no animals take notice of your unnatural state. Indeed, if you have a scent that came from a human that has a pet dog, and you are near that dog, they will sometimes view you as their master (altering your appearance is usually needed as well). This alchemy has quite the demand in the Remnant underground trade (I have used concentrated human extract on occasions myself when needed), and if the person is an accomplished phantasmal spell caster, rogue, or assassin, it can work wonders in helping you navigate the world of the living.

The adventurers discovered this Remnant Alchemist had been previously injured by short sword attacks and later killed by wolves. His possessions included professional Alchemy and Poison kits, and a dozen darts. Some of the group were kind enough to bury the Remnant (I won’t forget they did that).

He had finally found peace.

Or had he?

If all it takes to avoid the misery of eternal existence alone is simply to die again, so many of us would have swiftly solved that problem early on in our unlife. But whatever it is that brings us back isn’t always solved by just dying again. Indeed, dying again can lead to things so very much worse…

But I don’t want to think about that. It brings back horrors I don’t want to revisit…

After leaving the Alchemist, they discovered dead goblins, their wolves, and drugged human prisoners that were being taken to Gritznak’s lair. They learned the wolves had died from eating poisoned meat, and the goblins had died from poisoned dart wounds. The humans had been marked up by the goblins for a dark ritual (if only this group of adventurers knew what is in store for them if they make it to Gritznak’s location!), but had been rendered unconscious and covered with a chemical that discouraged natural predators from approaching while asleep (the Alchemist was conscientious of the humans who he extracted human oil from). The group properly surmised that the Alchemist had done this work of killing the wolves through tainted meat, killing the goblins, and then applying the chemical to the human prisoners. They revived the humans (who were kidnapped farmers from farmsteads near Malforten) and chose to take them safely back to Malforten before returning to the case at hand of taking care of the threat of Gritznak.

Fortune favored them and the dangers of these frontier lands bypassed them for their several day journey back. During one night of camping, the group was near the remains of an ancient Elven Tower, which some of the dark fey have called Kuthrad Ondal. The Changeling Minstrel felt the mystical pull, and he showed interest in visiting this place, but the group reminded him that they needed to take care of Gritznak first before they could explore the mystical energy he felt.

Upon delivering the farmers back to Malforten the heroes-to-be set out to retrace their steps back to where they had left the goblin trail to Gritznak’s lair. Their multi-day journey was again without incident until the grassland and forest gave way to hills. Dark hills. As the sun faded to the west on this particular evening, the Centaur’s vision picked up the shadowy contours of a statue of a horned being with arms outstretched. The Centaur Ranger set up camp for everyone and built a strong fire to keep his companions warm during the chilly March night as a light rain began to come down. But they were not going to experience peace this night.

Bugbears emerged from the darkness. Silently. It is said that Bugbears take many forms in different lands. Some apparently have humanoid features in the Borderlands, but in this shattered land struggling in the aftermath of the Winter’s Dark, they appear as decomposed bears with a frightening smoky aura (so many stories are told about them to frighten children). The Hobbit was struck by their frightening aura and fled as the three Bugbears mauled the Paladin and Centaur Hunter, bringing them both to the brink of death before they were killed from the remaining five members of the group. But the harm was done. Even reviving and bandaging the injured members meant that they all were left worn out and exhausted. As the sun began to rise the next morning, the unease that lingered with them from the unsettling night meant overnight healing failed, and the spell casters couldn’t focus enough to regain their spells. The Centaur Hunter knew they would need to settle down for a day and recuperate their health through food and rest. But could they do so in this new dark territory they found themselves in?

art from Twilight Fables

Well, that is it for me at the moment. The “dead” Remnant Alchemist lies in his respectfully laid grave, but I must investigate the findings my minions have brought back to me regarding him. There is work I must do…


* Nota bene from the GM: in this campaign, monsters such as bugbears, goblins, hobgoblins, and kobolds are drawn from folklore and thus will sometimes depart quite a bit from the generic D&D versions that have emerged over the last half century; I like the D&D framework, but really want to go back to folklore origins and then move in a different direction.

Aufstrag GM Diary: (A0) Rising Knight, Pt. 2

Summary:
– New Exhaustion condition rules.
– Shifting to folklore inspired monsters (e.g. Bugbears), rather than generic D&D monsters.

Exhaustion Condition
My players got their first full session in this new campaign, with a full session of camping and overland travel to reach their destination. Castles & Crusades uses the rule of healing 1 hp per night, and I allow those classes with Constitution as a prime attribute to gain 2 hp/night. In this new campaign, I also wanted to introduce Exhaustion rules. D&D 5E has some nice ideas, but like so much in 5E, every condition is always the same (e.g. the Poison condition has the same effect, whereas in C&C, every creature that has a poison attack may have a slightly different effect because let’s be honest, why would snake venom be the same as spider venom or a frog with poisonous skin, etc. There should be a variety of effects!).

So, in the case of Exhaustion, I am using a rule from Into the Wyrd and Wild. This work offers a table with eight options (see the effects below). I like the options, although I tailor the result to each situation.

What can cause Exhaustion? (Into the Wyrd and Wild, p.13):
1. Failure to get a night’s sleep.
2. Going a day without food or water.
3. Suffering illness or disease.
4. Receiving a debilitating injury.
5. Revival after going unconscious.

In the current adventure the characters were passing through rivers, forests, and hills to find a Gnoll bandit lord (Gritznak), and we had a couple of characters that were rendered unconscious from falling into a rapid flowing river, getting attacked by boars, and getting feared by bugbears. In the case of the river crossing, by getting smashed into boulders and tree trunks, I gave them condition (1) and halved their speed from the bruising and soreness they acquired. If they were to go without food for a day, they might get condition (2) and become ornery and struggle through social interactions. If they end up getting interrupted by an encounter while trying to sleep through the night, they might get (7) and be bleary-eyed the next day. The variety is great!

As a result of using this system, the players make sure they hide their encampment, make constant use of their Ranger’s hunting skills to stay fed, and use bandages liberally to keep wounds under control. This could take some bookkeeping, and yet after just one full session of using this system, they are getting a quick system in place to maintain the realism, but not bog down the game.

Folklore inspired Monsters – Bugbears
This Aufstrag campaign will also see my shift away from 49 years of what I now frequently think of as generic, tired D&D monsters. I want to go back to folklore roots and then move in a new direction. D&D has become too repetitive for me, I’ve run games from AD&D 1E through 5E, and I want to explore new territory even though I still prefer the basic D&D framework (altered by the Troll Lord Games Siege Engine used by Castles & Crusades).

One book that made its first appearance in this campaign is Twilight Fables by Izegrim Creations. I really like what Rod Waibel does (see my review of his work for a refreshingly modernized take on OSR gaming with Chromatic Dungeons). With Twilight Fables he revisits themes from folklore and I chose to use his interpretation of Bugbears (the link above provides stats for the Bugbear). I like the fresh new take on these creatures (e.g. they are not necessarily evil, and they absorb fear).

Next session, the players will be encountering Goblins and Kobolds, but just like they got a glimpse of folk-lore inspired Bugbears this session, in the next they are going to experience folk-lore altered versions. Spoiler: They are both fey-based creatures and that means Kobolds. Are. Not. Reptile-beings! But I will go off on that little rant next time.

[The story narrative connected with this entry can be found here.]

art from Twilight Fables
Twilight Fables. The D&D 5E version is on the left, and an OSR version is on the right.