[This is the sixth post in a series of session summaries (i.e., a play reports) for the first campaign I have run in the Curabel setting. Each summary was written by one of the players, but I am adding my own ‘DM Annotations’ on these write-ups before uploading them here. These annotations will mostly call attention to bits of the summaries that will be significant later in the campaign (with links to relevant summaries to follow as they are posted) or else explain my rational for my game-mastering choices.
Please note that the summary will be displayed as regular text and my annotations as block quotes throughout.]
Session Six: April 23, 2014
This summary was written by Brian, who played the human cleric in service to the dwarven deity named Xen’Teler (who figures prominently in later sessions). Brian participated in the campaign for the first twenty or so sessions. This particular session wraps up the adventure in the ancient dwarven bathhouse, with the party defeating the Bullywugs and their Devil Fish master in order to appease the goblins guarding the tunnel to the tomb the group seeks.
Frog feet patter on stone in the distance and the party seizes the moment to organize themselves for the battle to come. It is a gruesome engagement, for both the Frog-Men and adventurers. Axel receives a grave wound, but, at the end of the skirmish, there are six dead frogs. The party loots the bodies for a longsword and the small amount of gold that they have.
This was a fun little battle. The bulk of the Bullywugs charged the group from the east, cornering them in the stairwell chamber – the stairs leading up having been blocked by the goblins and those down flooded. During the fighting, a couple of the Bullywugs flanked the party by swimming through the flooded lower level and coming up the stairs. Fortunately, Ir’Alle was able to drop these attackers.
Fearing for their injured allies, the party decides to head back to a safe place to rest. On the way back to the Goblin leader’s room, the party regroups with the remainder of their allies in the large hall and the women they saved. Fires are built to protect us from any assault and Ir’Alle manages to call on the favor of his God, Xen’Teler, and heal Axel. However, soon after the party begins resting, a crossbow bolt is fired. One of our frog enemies pokes his head through the door leading eastwards, but quickly runs in fear. Guards are on red-alert for the rest of the night, but fortunately, no attack comes.
At this point, the Bullywugs have suffered serious casualties and the Devil Fish leading them is growing uneasy. They decide not to abandon the bathhouse just yet, though, preparing an ambush to the east. Not mentioned here is the fact that the party knew one more prisoner, a young woman recently married, is still in the hands of the Bullywugs. Their decision to rest before pushing forward leads to her death, which has unforeseen consequences that reverberate through many sessions and leads to political turmoil in the city above.
On the following day, the decision is finally made to go through the double doors through which the Frog-Man had poked his head. Upon entering, the party sees a large chamber complete with frescos (much more risqué than the previous ones encountered), deactivated Automatons, and the mutilated body of the prisoner who was missing from the cells. Due to of heat vision, the party is alerted to the presence of two enemies hidden behind the Automatons, who are quickly dealt with. Upon closer inspection of the Automatons, it is found that they are pretty much the same as the warrior contraptions that were encountered earlier, albeit much more fancy.
The mutilated body of the prisoner was arranged to catch the attention of the party as they entered – there was even a message scrawled on the floor in her blood about the group being too late. This was meant to distract the party’s attention and give the hidden enemies time to strike. The group was not distracted by this ploy.
With only one way to go, the group moved forward. Passing through the doors before them, they encounter the leader of the Bullywugs and three of his minions. However, there is also something in the water. This strange creature cast magical spells on the party freezing the paladin in place, and the party begins to fall like wheat before a scythe to the Bullywugs. The battle is long and gruesome, but ultimately the party of brave adventurers stands victorious over the ruin of their enemies. On the leader, the party finds a scroll, a flask, and five gems of stunning beauty. However, the victory was to be short lived. The creature in the water, a Devil Fish, that previously cast its vile magic upon the adventurers, returns — this time looking for the party’s help. There is a statue that it wanted, a strange stone carving standing beside the small pool of water. The creature claims that it houses the spirit of one of its ancestors, kept alive to guide his people through challenging times. If we help to move it, we can keep the gem in the statue. After much deliberation, Sthorm bravely drinks an elixir found on the body of the Bullywug leader (allowing underwater breathing) and dives into the depths.
[An early Hold Person spell from the Devil Fish (Ixitxachitl) almost turns this battle into a TPK, taking the party’s paladin and one of the dwarven warriors out of the fight. However, the Bullywug commander is distracted trying to push the strange statue into the water – which it fails to do – thereby giving the party time to pick off all the enemies without being overwhelmed. Ultimately, it turns out to be fortunate the paladin is incapacitated since the party is able to make a deal with the devil fish without dealing with his objections. This cooperation with the Devil Fish also has implications later in the campaign, opening up possible approaches to a future problem that would have not been available if they simply killed the creature.]
Sthorm brings the statue to where the Devil Fish requires it and gains a fist-sized gem in return. With our riches in hand and in the company of the freed prisoners, we leave the bathhouse battered and bruised. We returned to the goblin warren and leave with a small sack of supplies, the enchanted Morningstar named “Midnight Star”, and directions to the ancient dwarven tomb.
This was quite the treasure haul, easily providing enough funds via the gem to cover training costs for everyone who gained a level. In fact, the party never really found itself hurting for funds after this point, except for the occasional scramble to pool funds as training costs increased with level. The party soon finds out the gem is more than it seems to be, a fact that brings them quite a bit of attention from the city authorities (both good and bad).They also have the goblins’ blessing to pass through their warren and enter the tunnel leading to the ancient dwarven tomb – where they hope to find the mysterious key the dwarf Desric has hired them to recover.
Upon returning to the surface, the group manages to make a city guard suspicious, but they also manage to deliver the two women from the prison to their homes. Everyone agrees that the women will meet with the party on the following day to tell the tale of their kidnapping so that the adventurers can learn more of the Bullywugs’ plans. With that, the party retires to their townhouse for some much-needed rest.
Nothing else ever came of the Bullywugs – the remaining creatures fled with their Devil Fish master after the last battle and returned to the waters beyond the city via the sewer system. In fact, the Devil Fish has the party’s water-breathing thief maneuver the statue through a hole in the large chamber (hidden among the machines once used to heat the bath water) leading to the sewers. The meeting with the former prisoners and their families, though, does turn out to be important – especially the introduction of the dead prisoner’s bereaved husband.
Earlier this week, Richard LeBlanc shared his OSR time tracking tool on G+. It was an excellent resource, but not quite what I needed for my current campaign. Using his sheet as a model, though, I decided to create my own version optimized for dungeon exploration in the ongoing AD&D 1E campaign detailed elsewhere on this blog (I will likely create another specialized sheet the next time the group embarks on wilderness adventures). Creating the tracker specifically for my campaign allowed me to highlight those exploration activities I find myself most often needing to record as well as add sections for tracking rounds.
Link to PDF: CurabelTimeTracker
Link to Adobe Illustrator File: Google Drive
Here is a quick explanation of the document’s contents:
- The header allows the DM to record the date (both real and according to the in-game calendar), adventure location, and campaign session number. My own inclination is to use a new sheet each session. I make a quick G+ community post with various bookkeeping information the day after a session, and this tracker has already proven easier to use then tally marks on notebook paper (not to mention the greater granularity of information).
- Below the header is the first major section of the sheet (each section being indicated by double horizontal lines). This first area is for recording the time spent on activities typically measured in turn increments. As with Richard’s sheet, I use six-piece pies (each representing one hour of in-game time divvied up into ten minute turns). However, instead of generic recording forms that could used for any activity, I went ahead and created dedicated subsections for the specific activities I tend to track: Exploration (i.e., movement), in-depth area searches, casual examination of areas, resting, treasure collecting, destroying doors, memorizing spells, ten round combats, and spells. A few of the activities I am less likely to mark as distinct activities are grouped based on the typical time they take to complete.
- Next, the middle section of the sheet has areas to record activities that most often take place in increments of one round (i.e., minute) divvied up into blocks of ten — which would be equivalent to a pie slice in the upper area. I wanted somewhere to record this information in the tracker document because these one minute activities tend to add up but often happen in fractions of one turn. A great example of this are listening checks — if you have six rounds of combat and four listen checks spread across a four-hour gaming session, that’s equivalent to a turn and there should be an easy way to track that alongside those activities that are normally a full turn in length.
- Finally, the bottom section of the document has places for recording the use of limited resources such as light, rations, water, and spells. Light and spells are setup to allow turn-based recording, while the rations and water are simple check-boxes since they are normally exhausted at a rate of one per day for each adventurer.
Fully aware that this document is derivative of Richard LeBlanc’s original and specialized to reflect the peculiarities of my campaign, I still hope there are some who find it useful.
[This is the fifth post in a series of session summaries (i.e., a play reports) for the first campaign I have run in the Curabel setting. Each summary was written by one of the players, but I am adding my own ‘DM Annotations’ on these write-ups before uploading them here. These annotations will mostly call attention to bits of the summaries that will be significant later in the campaign (with links to relevant summaries to follow as they are posted) or else explain my rational for my game-mastering choices.
Please note that the summary will be displayed as regular text and my annotations as block quotes throughout. Also, my original intention was to post my next random generator this week, but it needs a bit more polish. Sorry for the delay on that.]
Session 5: Wednesday, April 16, 2014
After healing up several of our intrepid adventurers purchased lock boxes and hid them about the rented townhouse, each to store his loot. (It was determined that a 12″ x 6″ x 6″ lock box can hold 3024 coins at 7/cubic inch.). We then re-stocked oil and other supplies.
It may be worth noting that my campaign uses a house-ruled version of an encumbrance system that apparently has its origins in Lamentations of the Flame Princess (although I stole the idea from some intermediary blog). Items generally occupy one slot and a character’s allotment of slots are determined by both strength (1 backpack slot per point) and dexterity (1/2 quick inventory slot per point). 100 coins fill an inventory slot, so this chest has a capacity of 30 items. Incidentally, it’s funny that this particular session summary came up this week – one of the players asked after last week’s session (#93) to buy some large chests for his wagon and wanted to know how much they could hold. Somewhat miraculously, I came to the same basic conclusion.
Sthorm stopped an old woman on the street and asked about crime, and learned of the Mad Dogs, the local crime syndicate. They sell drugs and the son of one of the lords of the city recently died of a drug overdose. She pointed out that a lot of seedy types, who might be Mad Dogs, hung around the general store nearby.
As is often the case in AD&D, the party’s thief was the first one in need of finding a trainer for second level. This was the immediate impetus behind the group’s investigation of the local criminal element. Of course, I also used this opportunity to lay out another adventure hook – the young noble’s overdose – although the party never investigated that particular event any further.
Sthorm made contact with a member of the thieves’ guild, a woman named Adwissa who along with her husband runs the general store near our town house. The store is called Wright’s Mercantile. Sthorm learned that it was a good thing that we spared the lives of those who attempted to rob us on our first day in the city since they have some connection to the Mad Dog gang (which controls the thieves guild).
The opportunity to reward the party for their unorthodox decision to spare the lives of their would-be bandits was satisfying – although I would have been equally happy to complicate their search for trainers if they had done the natural thing and left their enemies to bleed out. In the end, the party discovered that Efam and Gartric were the illegitimate sons of some high-ranking member of the Mad Dogs but not who that person was in particular.
The entire party then went looking for Efam’s brother, Gartric. He was still convalescing at the small Ark Shrine. Galron preached the way of righteousness to him and seemed to make him think. Galron then healed him. Galron did cure disease on an old man, so if he had a disease, he does not now.
Contrary to appearances, Gartric was not swayed by the paladin’s preaching. He just thought it would be unwise to insult the warriors that kicked his behind, chose not to turn him over to the authorities, and even arranged for his healing.
We then went to the townhouse to rest for the return to adventure the next day.
We met up with Kottar and Sturloc the crossbowmen at the Flotsam and Jetsam, and located Kilmar the lantern bearer. Kilmar was all set to use his new trident to slay bullywugs, but Galron dissuaded him since he had no armor. Kottar and Sturloc wanted 5 gp for this day in the sewer instead of the normal 1gp. We made a deal of 1 gp now and 2 more gp each if we found treasure.
These three NPCs turned out to be very long-lived. Kottar and Sturloc are still with the party serving as hirelings while Kilmar left to become Galron the paladin’s squire when that character’s player decided to switch to a magic-user. For a while the party believed Kilmar died fighting an undead infestation in a small village (another adventure hook they ignored), but recently news arrived that he may be alive and a prisoner of dark elves – providing yet another hook, this time baited with the group’s feeling of obligation to their former lantern bearer.
We then went to the street in front of the university. The street was more deserted than normal due to rain. It is a cool 80 degrees.
When we got into the sewer, we noticed that the first chalk mark we found now had a big X over it and every chalk mark until we got to the wet slope where we tied off a rope to go down safely.
As a DM, I find that making slight changes to a dungeon/adventuring environment implying the interference of outside forces when the party returns after an absence can be very rewarding. Players often get into a mindset where they believe these locations, even if they are obviously dynamic, are self-contained and that each victory they achieve fills up a progress bar towards completion. The reality – or even just the possibility – that new challenges and opponents could wander into their playground makes it clear that these secret places are still part of a bigger world.
When we got to the big room with pillars where we met the goblins before, we say a pile of 6 dead bullywugs, and a dead half elf, gnome, and halfling. The goblins informed us that these new adventurers attacked them when the goblins asked if they were there to help fight bullywugs. The goblins thought they were us. The goblins killed three adventurers and captured two more. Then the bullywugs came, and the goblins did a number on them this time.
Here the group sees examples of dynamism in the dungeon environment itself (i.e., the war between the goblins and bullywugs doesn’t pause when they leave) and in how the dungeon environment interacts with the outside world (i.e., rival adventurers). Now, without imposing an arbitrary deadline for completing the adventure, the party naturally starts treating time as a limited resource – after all, if they waste too much of it, who knows what other new complications will arise?
There is a shaman type with the tattoos that looked like the ones that glowed on the one goblin and we learned can cause a big explosion when the goblin nears death.
A handy bit of information about the goblin shamans that the party was lucky to discover second-hand; of course, this also meant that their original mediator with the goblins was dead now, but the group still managed to convince the new shaman that they should be allowed to continue their mission.
We inquired after the two prisoners and learned that they were a half orc named Ermengarda and a gnome named Walteris, both fighters. These other adventurers were there at the behest of Talessin and were looking for stone blocks. They were reluctant to tell us what they were sent to find, but we told them we could not help them without information.
Again, the party is forced to deal with the consequences of their actions. In this case, that action was selling the gorilla corpse to Talessin and carelessly mentioning their discovery of an ancient dwarven bathhouse underneath the city. As a rival or their new employer (Desric the dwarf), Talessin immediately hired his own adventurers to swoop in and get the rewards – although that didn’t quite work out.
We convinced the two prisoners to help us kill bullywugs and the goblins reluctantly agreed, but they will not let any of us leave until the bullywug boss and the devil fish are dead.
The goody two-shoes paladin detected evil and learned that the half orc is evil but the gnome is not.
We got their weapons and armor from the goblins and headed back to the balcony.
The group is now a traditional first edition party with the hirelings and NPC associates equal in number to the actual player characters.
We went through the double doors into the big room and ran into two bullywugs that attacked, but we easily defeated them. During the fight, Sthorm attempted to hide in shadows and sneak behind them, but one of the bullywugs impaled him with a spear. Galron saved him before he expired and Ir’Alle healed him so that he is now under his own power.
There was a bullywug on the lower level between the stairs that the archers were shooting at, and one managed to hit it. Axel ran around to the north and came down the stairs and killed it. Axel lit a torch so that the crossbowmen can see to keep an eye on the double doors.
This time the party was ready to deal with the layout of this two-story chamber, rushing to secure its entirety and prevent the kind of flanking that hurt them during their last foray.
We searched the remaining rooms to the south on the upper level and learned that they are saunas.
We came down the southern stairs and worked our way around the south wall and found a door in the middle of the east wall and it opened to a room with some blocked stairs to the north, and a door to the south. There was a bullywug guard in the middle of the room. It was surprised and bolted to the door on the south and pounded on it. We swarmed it and Axel took it down.
We opened the door and met a bullywug. We slew him and discovered a key around his neck. There were four locked doors in this hallway. We opened them. One held a dead man, we later learned was David. Two were empty. The last room held an older woman and a girl, Jocassa and Em. One of the empty cells held another woman, Kaitlyn, but she must be with the bullywugs being tortured. Jocassa said that they were taken from the canals and had been there several days, but not weeks.
This introduced another group of important NPCs, although only Em still figures into the game these days. The party was clearly delighted at being able to rescue innocents, which was good information for me to have as DM in terms of anticipating what kinds of adventures hooks the group was likely to pursue.
Jocassa told us of an opening in the NW corner of the lower level of the big room hidden behind some junk. She also told us of an idol that the big bullywug keeps with him. It is evil and spoke to her mind. It told her that all land dwellers must suffer the wrath of Lysander, the sea deity that embodies the fickle and violent nature of the sea. This deity is usually worshiped by pirates, etc. She also said that the devil fish spoke to her mind in the same way.
This new information about the devil fish and their goals continues to build on information from the very first scene of the first session of play when the party’s boat encountered a ship sunk by devil fish on its way into Midmark harbor. What was previously a general threat to the city now seems a much more real and personal now that the group has rescued NPCs who suffered because of these creatures.
We sent the women upstairs to one of the sauna rooms on the south with Walteris the gnome to guard them since the goblins won’t let us leave.
We then went to the opening behind the junk. Sthorm found a set of chimes set as an alarm, but easily removed them. We moved the junk, which was placed for ease of moving to cover or uncover a 5′ opening.
Thorfus lead the way and we found that it became a standard ten foot passageway, leading to a four-way intersection. To the east and west were doors. To the north is what could be a room.
We elected to go to the door to the west and found a lone bullywug with a glaive guarding a junk-filled stairway going up and a flooded stairway going down. Axel and Thorfus charged in but failed to hit it. Ir’Alle stepped into block the water filled stairway. After much thrashing about, the bullywug wounded Thorfus, but Thorfus cleaved it’s skull in twain.
Naturally, next session will include some Bullywugs flanking the party using a flooded lower-level of the bathhouse (where the heating mechanism for the pools were located) and climbing up the submerged stairs. The party was not completely surprised by that development, though, showing that they are beginning to consider the strategic opportunities and threats built into a dungeon’s layout.
We then heard the sound of approaching bullywugs from the norther passage of the junction.
Will our adventurers prevail? Will the bullywugs bully their way to supremacy? Tune in next week for more of the exciting adventures of our heroes.
It’s nice when you can end on a cliffhanger like this.
So far, we have killed six bullywugs, rescued two adventurers and two female commoners, and only two party members have been wounded. One of the wounded was knocked down, but has been healed enough to be mobile.
[This is the fourth post in a series of session summaries (i.e., a play reports) for the first campaign I have run in the Curabel setting. Each summary was written by one of the players, but I am adding my own ‘DM Annotations’ on these write-ups before uploading them here. These annotations will mostly call attention to bits of the summaries that will be significant later in the campaign (with links to relevant summaries to follow as they are posted) or else explain my rational for my game-mastering choices.
Please note that the summary will be displayed as regular text and my annotations as block quotes throughout.]
This game summary was written by Riese, who played the paladin Galron at this point in the campaign. Ninety-four sessions on, he’s still involved with the campaign, having just moved on to his third character (his second having fused itself with a giant mechanical worm that makes it difficult for him to continue traveling with the party).
The party was a bit smaller today at least in terms of minds.
Although I cannot recall the exact circumstances, I believe he is referring to one of the players missing the session and the impacted character being present but largely inactive.
We started off by going further into Kermit the Killer Frog’s lair, our light source dimly lighting a large open space (Kilmar the young hireling holds the lantern). The party notices they are on a balcony that has a river of sewage falling from it to a pool below and more croaking can be heard coming from the darkness.
Having the main entrance to the bullywug lair be on a balcony overlooking a large room with a central pool, two staircases to the lower level, and multiple exits was a conscious decision. As with the layout of Talessin’s tower in the earlier session, the idea was to provide interesting tactical choices to the group that wouldn’t be possible in the average 10’ wide corridor.
Soon, a weird shadow is spotted against one of the balcony’s walls – and reveals itself to be another vicious frog-creature. Galron charges and attacks it. He is joined swiftly by Thorfus who lands a hit. Galron, however, consistently fails to injure the creature. Axel also valiantly attacks with his axe. The battle creates a commotion, and soon more frogs are coming towards the party. Ir’alle, guarding the party’s flank, puts down one of the new frogs but it is clear we will be outnumbered soon …
The grim and desperate nature of low-level combat in early (A)D&D is illustrated nicely here. The Bullywugs, with their enhanced hiding ability and leap attacks, are the perfect enemy to exploit the layout of this chamber. Of course, part of the reason I like this kind of desperate combat is the sudden turnarounds in fortune that become possible when players are smart and lucky …
… HOWEVER GALRON’S FIRST KILL HAPPENS MOMENTS LATER! Thorfus murders a frog man, as well, followed soon after by Axel. Finally, Ir’alle scares off the remaining two by loudly proclaiming his faith! Unfortunately, Sthorm suffered a permanent injury … sorry about that …
Characters reduced to -6 or lower hit points are required to roll on a “permanent” injury table. The results indicate what part of the body is injured and are tied to ability score decreases and/or loss of limb use. I believe in having consequences when bad things happen and this house rule allows for that However, the penalty doesn’t necessary need to last forever, so players are allowed to make a system shock roll a random number of weeks after the injury to recover completely.
A short while later, Thorfus kicks in a door and scares some goblins guarding the back entrance to their area of the bathhouse. After that, he locates the goblin chief’s old room and the party goes in search of loot. The party finds a large amount of it thanks to Thorfus and his dwarven stone-cunning ability. There is a wonderful amount of silver and one beautiful blue gem…
The treasure was hidden underneath one of the floor stones, a fact suggested by the odd arrangement of furniture in the chief’s abandoned room. Discovering the loot involved a nice mix of player skill (recognizing that the furniture arrangement was significant) and character skill (using the dwarven ability to recognize new stonework).
The party decides to retreat back to the surface after that haul. On the way, Thorfus beats the stuffing out of a carnivorous ape … but, THEN GALRON DEALS THE KILLING BLOW!! HIS 2ND KILL!!!!! Thorfus, however, was knocked down and needed to be carried out of the sewer (forcing the party to leave some treasure for retrieval later). We did get a bit lost in the tunnels but eventually found the ladder. Galron and Axel went to retrieve the loot, discovering that some guys in rags were messing with our coin, The two easily scare them off and take the ape’s corpse as well as the loot back to the ladder.
Another example of how dynamic a game can be when the DM trusts the dice. Even one carnivorous ape represents a potential TPK for a first-level party with injuries, but the random encounter roll indicated that one had found the party. A combination of low random hit points and lucky attacks, though, turned what could have been a disaster into another moment of heroism. The effects of enforcing my house-ruled encumbrance system are seen here, too, and almost result in the loss of the party’s loot to some sewer-dwelling beggars (almost indicated by a random encounter roll).
Back on the surface, the party sells the ape’s corpse for 300gp to Talessin. Later, at the Cock and Bull Inn, Ir’alle confronts an old man rambling on about the secret police and its excesses … Ir’Alle asks the man about the so-called Greycloaks and then pays him 2 silver to keep his mouth shut. The party retires to rest after splitting a total of 580 in both experience and gold.
After a successful delve, the party can now enjoy their rest and rewards. Of course, the throwaway bit about Midmark’s secret police (Greycloaks) will wind up having implications in future sessions …
When running city-based adventures, players will often ask NPCs for directions to random establishments that probably do not warrant a keyed location on your map prior to the question being asked (e.g., a random blacksmith, general store, inn, or bookseller). At that point, it is helpful to have some pre-canned directions to provide based on how rare the type of establishment they are trying to find is. I have uploaded a script to this site (available via the link or the menu below the site banner) that allows the user to pick the number of direction sets to generate and how many districts the city contains (although these can be quarters, neighborhoods, etc.). I should note one important debt: the descriptive content of the script is based on a blog post at Blog of Holding.
Here is how to use the direction sets generated by this script:
- It is assumed you already have: A city map indicating districts (or equivalent), each having at least one marked/named street
- When the players ask a NPC for directions, use the next set on the list you pre-generated.
- Determine (based on your campaign type, city size, etc.) whether the location sought is a common, rare, or unique location. Check the results to see if the location is in the current district or another as described in the entry. Technically, you could use the script for a single district city (just choose two districts from the drop-down and ignore district indications).
- The first direction entry in the result tells you how many blocks down the relevant district’s main street before the first turn in the directions. If you have more than one main street, role to determine which is being referenced; also either make a judgment call or roll to determine direction along street for block-counting purposes).
- Next, there is an indication of which direction the turn is off of that main street.
- There are then separate indications of how many blocks on the side streets and the number of turns (these details should be improvised and noted for later reference; ignore these if they don’t make sense given the nature of your city).
- Finally, there are a couple of short phrases to add some unique descriptive flourishes to the final location.
I hope some other DMs/GMs find this useful; let me know about any problems with the script and I will make corrections.
Final Note: The version of the script on this site is designed for pseudo-medieval/medieval settings (although it may work in other time periods). I will be releasing the source code to all my generators sometime this year, though, and it should be trivial for those familiar with coding to swap out the descriptions to better match their setting at that point.
Despite appearances, this blog is not dead and I will be posting regularly again shortly. This week there will be a new random generator for city directions (i.e., the party wants some mundane shop and you need to tell them how to get there) and then I will post the next entry in the session reports — we’re now up to 90 four-hour sessions (!) and beginning the campaign’s third calendar year (soon to be second year of play). Sorry for the long absence — if there’s anyone who cares — but I will always prioritize my DM responsibilities and sometimes that means this blog will suffer.