William Dampier, A Voyage to New Holland and X1 The Isle of Dread

I recently read William Dampier’s ‘A Voyage to New Holland’. It describes his attempt to visit the east coast of Australia. He fails in the attempt but sees the west coast, explores Papua New Guinea and discovers New Britain. Of course I thought back to The Isle of Dread and realised that they don’t really match. They don’t have to match of course, but if you want a bit more realism in your X1, try these changes below.

P5 – Under ‘Finding the scrolls’, delete the entire first paragraph and just have them find the non-magical scrolls.

P5 – Replace the handout text with
“When the gale finally ended, we had been blown for seven days due south of Specularum as best as we could tell, to a group of islands we had never seen before. We took on some food and water and found that the islands were inhabited by very poor, dark skinned people. We attempted to trade with them with limited success. They have few belongings of value. Some villagers were friendly, but others were hostile, and the natives attacked on sight. I suspect the hostile villages are filled with cannibals.
We skirted the coastlines of several islands, sailing south by west until we reached a large fire island with a vulcano in the centre. On the south it had a small peninsula cut off from the main island by a massive stone wall. We were indifferently received by the natives of Tanaroa, the small village that guards this wall. The villagers call their island Naoero but the sailors have taken to calling it the Isle of Dread, due to the many sailors lives lost here by the natives and also the strange and unsettling noises that originate from beyond the wall.
We saw many smokes from the south of the island, so there must be other villages besides Tanaroa. Only the area south of the wall is settled by the natives, none live beyond. Although while we were sailing around the island we did perceive other smokes from high up on the slopes of the central fire mountain, so there may be another village in the centre of the island.
The natives live in large log cabins. They don’t seem to have the ability to construct stone houses. I believe that the natives once possessed a much more advanced culture and that the descendants of the builders have returned to a more primitive state.
Beyond the wall the island seems to be home to creatures of enormous size that, at times, we could hear beyond the wall. The sound of which terrified the men. The villagers showed us various bones, teeth and claws of such a size as to be beyond belief. The island waters abound with excellent pearl beds and there are various unknown spices as well.
I would have liked to explore the islands further, but too many crewmen died in the storm or by cannibal spears. Only five of us are left. I am the only professional adventurer; the others are only sailors. We can sail the small ship well enough, but on land, in hostile territory, we would be helpless. Once back in Specularum, I should be able to recruit a new crew and a party of professional adventurers. Then I will return to claim the riches of the islands.
One thing I managed to do before leaving: we sailed around the island and made the best map we could. We were not able to land, since the coasts were rocky and without beaches. The sounds of the monsters could be clearly heard across the water at night as well. The map is the best we could do.”

P6 – Replace “Not only does the story …” with “No-one you talk to knows anything about the islands.”

P6 – Replace “The characters must…” with “The characters must acquire one or more ships to reach the Isle of Dread.”

P6 – Replace “Have a merchant…” with “Have a merchant or other benefactor finance the party to investigate the island. The characters will be responsible for the success of the expedition, but must split any treasure 50-50 with their benefactor. You might alter this scenario by allowing the characters to convince a merchant to desire them to investigate the isles for tradeable goods, including pearls, precious metals, spices or rare and exotic animals.”

Village scene, Moapa, Aroma district.; J. W. Lindt [1885]; State Library Victoria.

For the village, consider replacing Elk clan with a more appropriate animal, maybe pig (important food source), dolphin, shark or dinosaur!

P9 – “The pits filled with… and thrown spears.” Delete the references to tar pits in the village. This way there is motivation for the villagers to undertake the dangerous trips to the tar pits north of the wall. The wall does the job of keeping dinosaurs, etc, away. There are no secondary defences.

Native village, near Port Moresby, New Guinea; David Syme and Co. 1885; State Library Victoria

P9 – Replace “Trading with the villagers:…” with
“Trading with the villagers: The villagers have little to trade and no coinage. All trade is done through barter. They can fill water barrels and provide pigs, fish, coconuts and various fruits. Pigs will be hard to get. They have spears, short bows, clubs and shields for weapons but won’t trade these. They will make new ones to trade. They can get pearls and exotic birds. Consider adding a spice or two to be native to the islands. They have various dinosaur bones but won’t trade them. The villagers value metal goods the most, daggers and axes especially. Other goods like mirrors and glass beads can be traded. The villagers still need to feed themselves and their families and will only collect goods for 2-3 days.
When the ship/s first near a village the male villagers will come out in their boats with their weapons. They won’t approach the ship/s unless properly enticed, and even then warily. The villagers will treat the party as potentially hostile in initially and may try to ambush and take over the ship/s by luring the party near the shore and throwing stones. If they are scared off by a sufficiently powerful show of force, or if the party lands ashore and starts taking belongings, the entire village of people will take their belongings and move to another part of the peninsula.
If any of the party give a villager trade goods with the expectation that the villager will later give something in return, the villager will just go into the jungle, never to be found again. Similarly, if an arrangement is thought to have been made with an entire village, then the entire village’s population may disappear, as above.
If any party from the ship is ashore for any length of time, and are not sufficiently armed, alert and protected, the natives may attempt an ambush. They will kill the entire party, strip them of anything useful and disappear. If this happens north of the wall the parties bodies will not be found, having been devoured by the wildlife.
If the characters are … experience points. (keep as is)
The only equipment available to trade are nets, sacks, poles, waterskins, fishing spears, ropes, spears, clubs, shields, short-bows and arrows. If a party member trades for a pole it will incur a negative penalty to the next reaction check as the villagers lose respect for people who can’t get a pole for themselves in a jungle. No transport animals or related objects are available. The only types of water transport available to the party are canoes of various sizes, small sailing boats, and rafts.”

Exploration in New Guinea – The Age Expedition attacked by natives on the Mai Kasa River, – from a sketch by one of the members of the Expedition; David Syme and Co. 1884; State Library Victoria.

P9 – Villages won’t work for coins, only the equivalent in trade goods. e.g. “A guide costs the equivalent of 5gp in trade goods per trip to the tar pits.”

Bush track between Kamali and Babaga (Hula).; J. W. Lindt [1885]; State Library Victoria.

P10 – Pirate lair. Replace with “Cannibal lair”. The cannibals are natives and otherwise the same as the natives in the other villages. They are armed the same. i.e. with spears, clubs, rocks, short-bows and shields. They are aggressive and cunning and will attack when it suits them best. They will leave their village and retreat into the jungle quite easily. They are happy raiding camps by stealth and taking small numbers at a time. 1d3 captives will be eaten per week. If they have 20 or more captives they will stop raiding and only take people opportunistically. Once they are down to 6 or fewer captives the cannibals will start raiding aggressively.

Village of Kerepuna [New Guinea]; David Syme and Co. 1883; State Library Victoria.

Map 2 – Delete the tar pits.

On the players’ map, also mark the volcano and the smoke from the central plateau village.

Banda island volcanoes – likely Wurlali and Banda Api. ‘No 6. A burning island to the East of Timor shows thus. Distance 4 leagues.’ ‘No 7 Thus shows 2 of the Bandy islands. Distance 12 leagues.’ 1 league is 3 nautical miles. Bodleian ms. 8 S 43 Jur

THE MAINLAND OF NEW GUINEA. ITS INHABITANTS. SLINGERS BAY.

The mainland at this place is high and mountainous, adorned with tall flourishing trees; the sides of the hills had many large plantations and patches of cleared land; which, together with the smokes we saw, were certain signs of its being well inhabited; and I was desirous to have some commerce with the inhabitants. Being nigh the shore we saw first one proa; a little after, 2 or 3 more; and at last a great many boats came from all the adjacent bays. When they were 46 in number they approached so near us that we could see each other’s signs, and hear each other speak; though we could not understand them, nor they us. They made signs for us to go in towards the shore, pointing that way; it was squally weather, which at first made me cautious of going too near; but, the weather beginning to look pretty well, I endeavoured to get into a bay ahead of us, which we could have got into well enough at first; but while we lay by we were driven so far to leeward that now it was more difficult to get in. The natives lay in their proas round us; to whom I showed beads, knives, glasses, to allure them to come nearer; but they would come so nigh as to receive anything from us. Therefore I threw out some things to them, namely a knife fastened to a piece of board, and a glass bottle corked up with some beads in it, which they took up and seemed well pleased. They often struck their left breast with their right hand, and as often held up a black truncheon over their heads, which we thought was a token of friendship; wherefore we did the like. And when we stood in towards their shore they seemed to rejoice; but when we stood off they frowned, yet kept us company in their proas, still pointing to the shore. About 5 o’clock we got within the mouth of the bay and sounded several times, but had no ground though within a mile of the shore. The basin of this bay was above 2 miles within us, into which we might have gone; but, as I was not assured of anchorage there, so I thought it not prudence to run in at this time; it being near night and seeing a black tornado rising in the west, which I most feared: besides we had near 200 men in proas close by us. And the bays on the shore were lined with men from one end to the other, where there could not be less than 3 or 400 more. What weapons they had we know not, nor yet their design. Therefore I had, at their first coming near us, got up all our small arms, and made several put on cartouch boxes to prevent treachery. At last I resolved to go out again: which, when the natives in their proas perceived, they began to fling stones at us as fast as they could, being provided with engines for that purpose (wherefore I named this place Slingers Bay). But at the firing of one gun they were all amazed, drew off and flung no more stones. They got together as if consulting what to do; for they did not make in towards the shore, but lay still, though some of them were killed or wounded; and many of them had paid for their boldness, but that it was unwilling to cut off any of them; which, if I had done, I could not hope afterwards to bring them to treat with me.

https://en.wikisource.org/wiki/A_Continuation_of_a_Voyage_to_New_Holland/Chapter_4

The dungeon entrance

How do you get into the megadungeon?

I have read so much about megadungeon design, levels, stocking and treasure but I don’t remember reading much about the entrances. However, a few posts recently inspired me to write this.

Blackmoor

A great dissection of the first room of Blackmoor dungeon – https://thealexandrian.net/wordpress/49541/roleplaying-games/re-running-the-megadungeon-part-3-the-players-take-charge

Castle Greyhawk

Gary doesn’t mess around with a bunch of “You all meet in a tavern” crap. We walk right up to the ruin of the castle and there are dungeon entrances at each corner and one in the middle. There is a guy outside selling “Dungeon Carts”. “For what?” we ask. “To put your loot in.” “I’ll take one!” says I (being optimistic). Piratecat declines a Dungeon Cart. He has a mule. We roll randomly and enter from the northwest corner.

So we enter the dungeon and the hilarity begins IMMEDIATELY. Henry (God bless im’!) has taken the liberty of buying a pad of graph paper and is going to map for us. He draws a little staircase in the center of the page. Gary leans over and says, “You’re entering in the Northwest corner. You might want to start mapping in the northwest corner of the page. Henry erases his little staircase and redraws it in the northwest corner of the sheet of paper.

“You descend the stairs and come to a corridor. It leads 30 feet west.” So right away we go off the first sheet of graph paper and Henry pulls off another one and keeps mapping.

“The passageway hits a T intersection and you can see north and south about 30 feet.” We peer off the top edge of the second sheet of graph paper and Henry maps us onto our third sheet in the first minute and a half of the adventure. Hilarious.

http://www.enworld.org/forum/general-rpg-discussion/204729-gaming-gygax.html

How easy is it to get into the dungeon? Gygax has people out the front selling things. Alexis over at https://tao-dnd.blogspot.com/ has asked the question – why hasn’t the dungeon been cleaned out? He think, in a naturalistic world, if there is treasure down there then people would have been in and emptied it. There has to be a good reason for them not to have done that. Typically this would be because the dungeon is hidden somehow.

Patrick at http://henchmanabuse.blogspot.com/ protects Anomalous Subsurface Environment behind massive doors that can’t be opened. The first adventure provided players with a lump of uranium that they need to put into the fuel intake. The dungeon then powers up and opens to the world.

Should the players pull the lever to the “up” position, there will be a brief pause, and then the words on the glowing square will be replaced with “Subsurface Research Facility Main Power Facility Re-Activating”. After another few moments, the sound of klaxons from both deep within the dungeon, and from this room itself, will sound. Horrible crashing noises will be heard from far underground, and vibrations will shake the room. The protonium bars will slide up out of view, allowing the players entrance to the dungeon. Finally, the noise will subside, the klaxons will cease, and the glowing square will now read “All entrances open. Ready.”

Outside, automated machinery has begun excavating entrances to the deeper levels of the dungeon, and giant searchlights are rising from the overturned soil to illuminate the sky.

ASE1 – Anomalous Subsurface Environment: p51

The inspiration for this post came from this line over on Elf Maids and Octopi:

Possibly why my current Chagrinspire was created to be an ultra edgy ridiculous 16km tall dungeon. Players spent 6 months around the outskirts and finally got inside by Lv5.

http://elfmaidsandoctopi.blogspot.com/2025/01/mega-dungeon-recap-one-mega-dungeon-to.html

Well worth putting some thought into.

Three mile sword

A unique, magical +3 sword – once per day you can make an attack against any opponent that can be seen distinctly with the naked eye. The opponent is aware of the attack and initiative is rolled normally.

Conan random encounters

I was wondering how to make game sessions feel like a Conan adventure. I have covered some of the basic themes before but how does a session work with random encounters? Do you have to structure the adventure to the nth degree or do random encounters have a place? I don’t remember Conan wandering into 1d6 Orcs.

So I checked out the Conan stories and came up with this:

StoryTypeTypeSummary
The Phoenix on the SwordAntagonistsPeople target Conan as King.
The Scarlet CitadelAntagonistsDestinationTargeted as king, trapped and escapes.
The Tower of the ElephantDestinationRob a wizards tower!
Black ColossusRandom encounter – personAntagonistsOffered lead of army by princess. Then has to defeat attackers.
The Slithering ShadowRandom encounter – placeDestinationTravelling lost through desert, find city of past civilisation.
The Pool of the Black OneRandom encounter – peopleDestinationEscapes onto ship. Ship goes looking for lost city. Not sure if place they find is the destination.
Rogues in the HouseScenarioDestinationJailed. Offered freedom in return for assassination.
Iron Shadows in the MoonRandom encounter – personRandom encounter – placeEscaping slaughter of army, meets princess. Heads north in boat and finds island. Temple on island. Pirate ship arrives.
Queen of the Black CoastRandom encounter – peopleDestinationEscapes onto ship. Taken over by pirates. Joins them. After pirating, goes to find ruin.
The Devil in IronAntagonistsDestinationConan is raiding border. Lure him to island to rescue princess. Ruins on island have become real as ancient sorcerer revived.
The People of the Black CircleAntagonistsDestinationConan is raiding border. Sneaks into leader’s room and kidnaps princess. Meets people.
A Witch Shall Be BornAntagonistsDestinationConan as captain of guard is turned on and crucified by witch. Seeks vengeance.
Jewels of GwahlurDestinationAntagonistsGoes to jungle searching for lost city to steal jewels.
Beyond the Black RiverAntagonistsDestinationKilling Picts, meets settler; go to village of Gwawela to kill sorcerer, try to stop major attack.
Shadows in ZamboulaDestinationRandom encounter – personRents trapped room in cheap inn, attacked by cannibals, meets mistress of prince, go to get antidote to prince’s potion together.
The Hour of the DragonAntagonistsDestinationConan is king, gets struck down by sorcerer, gets captured, escapes, meets witch, rescues countess, goes to find magic jewel, gets shanghaied, goes to Khemi, gets jewel, takes back kingdom.
Red NailsRandom encounter – placeConan follows Valeria into unknown forests, attacked by giant reptile, go to nearby unknown city,
Gods of the NorthRandom encounter – monsterSole survivor of battle, meets god’s daughter who tries to lure him to his death.
The God in the BowlScenarioRandom encounter – monsterConan caught in act of robbing temple, artifact has been sent with deadly monster in it.
The Black StrangerRandom encounter – placeRandom encounter – peopleAfter being captured, traded and escaping he goes to strange cave; finds noble on shore, gets involved.
The Vale of Lost WomenRandom encounter – personRandom encounter – placeMeets princess while on diplomatic negotiation between African tribes, says will rescue her, follows her into magical vale where she is being sacrificed to flying monster, wounds it and rescues her.

So what is that? I have tried to look at each story and describe what kind of adventure it is, along with a basic summary of the plot.

The adventure types by number are:

  • Destination – 13
  • Antagonists – 9
  • Random encounter – place 5
  • Random encounter – person – 4
  • Random encounter – people 3
  • Random encounter – monster 2
  • Scenario 2

Definitions

Destination: Conan specifically tries to go somewhere. Sometimes the story starts off with Conan trying to go somewhere, but quite often something happens at the start that gives Conan a destination.

Antagonists: Someone or some group is specifically pitted against Conan.

Random encounter – place: Conan stumbles onto some strange place far from known lands.

Random encounter – person: Conan meets someone interesting and shenannigans ensue. Three times it’s a human princess, once a giantess princess (monster?) and once the mistress of a prince. He is constantly bumping into royalty.

Random encounter – people: A group of people enter into Conan’s life. Twice this is pirates and once it is people starting a new life in a new land (who then get attacked by pirates).

Random encounter – monster: He encounters a weird creature. It’s interesting that this doesn’t seem to happen to him very often. Mostly he interacts with other humans. This makes the monsters stranger when they appear.

Scenario: The final one: someone makes Conan an offer. This one is most like a published scenario. It could go into the Antogonist group potentially.

So how could we run our game to be more like this?

Destination

There are a couple of things we can do here. The first is having specific adventure locations created with hints dropped to them throughout the game. It could be the classic rumour tables or they could take other forms like strange treasure that a historian can evaluate or even maps or diaries.

The other is to know where your antagonists live. Have their home mapped out and ready to run.

Antagonists

For antagonists you can have factions in your campaign, and crucially, know how they interact with other factions in an antagonistic way. e.g. Picts raid, man-eaters kidnap and eat people.

Next, if your players get power, work out if any factions want to try and take it away from them.

Random encounter – person

Have encounter tables that have specific people on them. Not just any old person, but powerful people who need help, or will otherwise make things happen.

Random encounter – place

Have some places on your encounter tables. The rules Cyclopedia has an entry for castles where you randomly roll up a castle and its occupants if encountered. What interesting places are in your lands?

It could also be keyed places on your hex map. It seems that there would be more empty space on a Conan hex map than a normal D&D one.

Your players also have to be venturing into the unknown.

Random encounter – people

These are the classic groups of people appearing on monster tables – pirates, bandits, etc. They could be part of a faction as well.

Random encounter – monster

When these happen, make them strange. James Raggi talks about having monsters be unique. It doesn’t have to be like that necessarily, Conan is familiar with white apes when others don’t know about them, but they can be from far away.

Scenario

If your PCs find themselves in a situation, don’t be afraid to think of something cool to happen to them. Maybe related to the factions who are around. Also, it’s great if your PCs are captured by their opponents sometimes. Give people reasons for not wanting to kill them right away.

So we have:

  1. Rumour tables of strange places and treasure.
  2. Factions who actively interact with other factions.
  3. Faction bases.
  4. Factions who want something the PCs have.
  5. Powerful, or influential, people on the encounter tables who are out and about and have agendas.
  6. Strange locations on your hex map.
  7. Location encounters where you can roll up a location.
  8. Monsters are rare and mostly unique.

Christmas cracker monster

Here is a monster for you, courtesy my niece’s Christmas cracker:

Q: What do you get when you cross an octopus with a cow?

A: A farm animal that can milk itself.

I thought briefly about including some stats but the mind boggles. A black and white dappled octopus the size of a cow that squirts a cloud of milk at you as it escapes? A cow with tentacles for legs that climbs up the side of the barn and turns the same colour as the wood? Either way, roll initiative!

Gygax ’75 – week 2

Boy-o-boy, did I find this hard.

The challenge for this week is to draw a map.

That’s it. Too easy right? For extra credit you can make an encounter table.

So I bought Worldographer. It is not a smoothly running program. It is poorly documented and the user experience is a bit clunky. Rather than just creating the local area map I thought I needed to know where it was placed in the world, allowing me to build out later on and give clues about surrounding cultures. So instead of just creating a simple map I created the world first.

Basic D&D uses three scales; 72 miles per hex, 24 miles and 8 miles. How big is the Earth? The first place I looked gave me the distance from north to south pole as 8595 miles. I created this map, then tried to add the equator and the northern tropic. I just couldn’t get it to look right though, there wasn’t enough space above the northern tropic.

I then looked up the circumference which is 24900 miles, giving 346 hexes from left to right across the map. 173 from top to bottom. For the icosahedral projection this means using 68 as the number of triangles. Finally I created a world…that I didn’t like. I then generated world after world after world until I had one I liked.

Next came the equator, the two tropics and the two polar circles. These lie at:

  • North polar circle – hex row 21.5
  • North tropic – hex row 59.5
  • Equator – hex row 80.5
  • South tropic – hex row 101.5
  • South polar circle – hex row 139.5

Then to work out where to place my kingdom I looked up some cities:

  • London (51 degrees north) – row 39
  • Rome (41 degrees north) – row 49
  • Jerusalem (31 degrees north) – row 59

This gave me an idea of the kind of climate an area would have.

Now to create my actual map it needed to be about 1 mile per hex, much smaller than the 8 miles per hex I used as the smallest Worldographer map. So I fired up Worldographer again and created a basic hex map of a reasonable size (31 columns, 39 rows). I then translated the terrain from the chosen area of my map into that one. Voila!

Maybe not inspiring, but it’s done.

There is a great post on Ode to Black Dougal about stocking wilderness hexes. He suggests using the dungeon stocking table. So I busted out an Open Document Calc spreadsheet and randomly stocked the hexes (=RANDBETWEEN(1;6)). I then did a find and replace. I then moved a bunch of trap results to match the river, which I think is a big barrier to movement, and now I can stock it if I like.

Then I created the encounter tables.

In the rules cyclopedia the tables are nested. i.e. Role on terrain to get encounter type, then go to the encounter type table (maybe for that terrain again) and role again to get the encounter. I tried to do that initially but it was taking way too long. I ended up just cherry picking encounters I liked and making one long list. I have ‘NPC’ at one end. I think I will have all NPCs on one spreadsheet, each to one line, then I can randomly choose between them. I like the chance that they will bump into someone they know. The last item is ‘Next nearest terrain’ to simulate creatures travelling outside their usual area.

To choose randomly from a list in Open Office Calc you can use =INDEX(Encounters.H3:H34;RANDBETWEEN(1;ROWS(H3:H34))). To refresh the cell press CTRL+SHIFT+F9.

And that is it. It took me ages and I over-complicated it for myself. Let’s see if I can stay more focused next week.

Gygax ’75 – week 1

Task #1 – get/create a notebook

Digital folder created. I will be using Open Office Calc, Writer, Gimp and other software.

Task #2 – develop your pitch

  1. Conan inspired, swords and sorcery roleplaying.
  2. Sorcerors practicing dark and otherwordly magics.
  3. Far off realms of mysticism and strangeness.
  4. Remnants of races and empires, gone and now forgotten.
  5. Raids and battles between kingdoms fighting for power.

Task #3 – gather your sources of inspiration

He suggests keeping this to yourself.

Task #4 – assemble a mood board

A few more traits of Conan stories

Mass battles

Battles are a staple of Conan stories. Sometimes they are in the background and sometime they form a focal point of the story. He also spends a lot of time as a mercenary.

To do this I will have to:

  • have mass combat rules easily available,
  • know what military forces places can field,
  • have mercenary companies detailed,
  • work out adventures players can have as mercenaries and
  • have warring states, border wars and ambitious people bent on conquest.

Entire evil countries

Countries in Conan stories can be described at a stroke. Some countries are mysterious and strange. Stygia is known as a dangerous, evil land with strange customs, where you do not want to go.

There will have to be a country that everyone knows about and has an awful reputation. All sorts of strange things will go on there. The nation will be heard about through its agents or through items which have made their way to more civilised lands.

Getting knocked out

Bam! You are knocked out. You come to and…

I will have rules so that players can be knocked out (1hp maybe?) Enemies will use clubs. Lots of enemies will have reasons for keeping a character alive such as:

  1. To eat later.
  2. For ransom.
  3. As slaves.
  4. To use as gladiators.
  5. To feed to pet monster.
  6. To sacrifice to their god.
  7. To sacrifice to whatever strong monster lords it over them. e.g. King Kong.
  8. For information.
  9. To lead them to the player’s home.
  10. To trade for prisoners.
  11. Give as tribute to a higher power.
  12. To teach them something (magic, tactics, swordplay, etc).

Big architecture

Conan’s adventures quote often take place in forgotten cities or large temple, cave or dungeon complexes. I will provide large ruined complexes and find a way to direct the players to the interesting bits.