Recaps

Episode 3: Goblin Philosophy

Adventures in Aberland
Episode 3: ‘Goblin Philosophy’ (Recap)
Date played: May 19, 2018
In-Game Time: Day Three
The adventure continues with… Aevar Dragontide (Valksvard Tempest Cleric), Ana Goldleaf-Hatfield (Half-Elf Bard), Fingers Ol Susage (Wood Elf Rogue), Dyvan Gonff (Gnome Wizard), and the DM.

EPISODE THREE: GOBLIN PHILOSOPHY

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Goblins from The Lost Mine of Phandelver

Inside the offering room of the Temple to Heironeous, Ana confronted the wounded Dyvan about how he had refused her offer of healing and he had a death wish. As they were discussing what sort of gnome might (never) substitute for his beloved Gnomemaiden, Kelbi Eyrwin, Aevar walked to up Dyvan, pulled the arrow from him and laid on healing hands (the Cure Wounds spell).

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Recaps

Episode 2: A Scream in the Woods

Adventures in Aberland
Episode 2: ‘A Scream in the Woods’ (Recap)
Date played: May 6, 2018
In-Game Time: Day Two into Day Three
The adventure continues with… Aevar Dragontide (Valksvard Tempest Cleric), Ana Goldleaf-Hatfield (Half-Elf Bard), Fingers Ol Susage (Wood Elf Rogue), Dyvan Gonff (Gnome Wizard), and the Dungeon Master.

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Errata from Episode 1:
• Two oxen, not one ox, pull the cart;
• the group purchased a few gallons of ale from the tavern;
• Mingo is an animal companion, not a familiar;
• Dyvan drove the cart except for the 70 minutes he spent casting “find familiar” and going blank-eyed as he looked through his familiar’s eyes;
• During that time, Aevar drove the cart;
• Fingers rode beside Dyvan and Ana walked (but put her stuff in the cart so she didn’t have to carry it).

EPISODE TWO: A SCREAM IN THE WOODS

Having spent their second day traveling together up the Highland Road, Our Adventurers decided to spend the night camping off the road on the outskirts of the Bysshe Woods. Continue reading “Episode 2: A Scream in the Woods”

Recaps

Episode 1: A Night in Gardenarea

Adventures in Aberland
Episode 1: ‘A Night in Gardenarea’ (Recap)
Date played: April 22, 2018
In-Game Time: Day One, dusk till dawn, Day Two
The adventure begins with… Aevar Dragontide (Valksvard Tempest Cleric), Ana Goldleaf-Hatfield (Half-Elf Bard), Fingers Ol Susage (Wood Elf Rogue), Dyvan Gonff (Gnome Wizard), and the Dungeon Master.

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Ox-Cart Miniature. Image from https://paulsbods.blogspot.com/2015/03/medieval-camp-followers-pt-1.html

Dyvan Gonff, Fingers Ol Susage, Aevar Dragontide, and Ana Goldleaf-Hatfield meet in the Gardenarea Ale House. Roderick Winterhallow invites Aevar, Fingers, and Dyvan to drink with him and his dwarven companion, Duncan Balmoral. Ana performs a true and authentic Valksvard raiding song on the lute, accompanied by Dyvan on drums. They bring the house down. Roderick asks Ana to join them. The group drinks and chats.

Continue reading “Episode 1: A Night in Gardenarea”

Cartography

Map of the Known World (in progress)

One of many reasons why D&D is amazing: How often do you have a chance to create your own world? I’d begun thinking that we’d run a module (Lost Mine of Phandelver), but quickly realized that I had too many of my own ideas. The map began as a doodle, a loose recombination of England, Ireland, and New England in “Kingdom scale,” where a single square represents six miles.

I should upload a smaller version, shouldn't I?
Worldbuilding, one square at a time. The island nation called Aberland. Graph paper, graphite, color pencil, ink, and Photoshop layers. (April 2018)

The map centers the fictional island kingdom of Aberland where the adventure is set. Much of it is left blank, as the adventurers have yet to discover the area (and, in some cases, I have yet to populate it). I wanted to use a simple name for the main setting. The prefix “aber” is a place name that means “a confluence of rivers.” As it so happened, I’d already placed a large river bisecting the island and that was all the justification I needed.

I also wanted to include a lot of different features in the world: coastal ports, mountains, rivers, lakes, bogs, dense forests, islands and frozen reaches. The ‘realism’ of having so many options built into one place might stretch credulity, but each offers different challenges to the player and creatures to encounter. When one player decided to build a ‘viking’ cleric, I added the island chain to the north and made an allusion his character’s deity, Valkur, into the name “Ynysvalks.”

I’ll post new versions as I update them. The challenge I’m having now is generating smaller maps of settlements and roads within the country. In future posts, I’ll talk a bit about that process and some tools available for map making.