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Back in Black Lonelylands, Part 1
by Kenton Kilgore
“Right This Way: Your Table is Ready”
After slaying most of the kobolds and driving the rest away, the party reconnoitered the area to find out where they were and what was going on. They learned that the good news was that their mounts and possessions had also been transported with them. The bad news was that where the party had arrived was a bleak, cold wasteland of gravel and sand and ash, strewn with bits of broken glass, tangled snarls of rusted wire, and all sorts of other trash.
The worst news was that said wasteland seemed, from their vantage point, to go on for many, many miles and they had no idea where exactly they were, why they had come here, or how they could leave. Examining the table, the party found that it was covered with letters in an alphabet they didn’t know. It also radiated magic. Using a Comprehend Languages spell, the party was able to read the writing and found that it was a list of names and numbers, some of which I list below: Lankhmar 035.897.3526.158Just as the players did, you, Well-Read Visitor, will recognize some of those names from literature and gaming sources. Others (City of Exiles, Thond, and Northarbor) are from previous campaign worlds I’ve developed and used. The players surmised that the numbers following each name were coordinates, and thus, the table was a teleportation device, but they found no way to make it work and send them back where they had come from. With no other options, the party mounted up and set off to explore.
“Here There Be
When one thinks dinosaurs, one thinks lush jungles and tropical swamps and such, which was why I was so keen on using them in this austere, cold wasteland. Soon enough, the party had their first of many encounters with dinos, when they were attacked by a pack of coelurosaurs, nasty, little, feathered carnivores. Subsequent adventures had them encountering dimetrodons, carnosaurs, a stegosaurus, brontosaurs,* velociraptors (too cool to resist), a triceratops, and even a flying version of a pliosaur (!). *Technically, these are rightfully “apatosaurs,” but “brontosaurs” is soooo much cooler to say If one of my players had ever asked, I would have told them that the dinos survive in such a cold climate because they are warm-blooded (as, science tells us, they most likely were). Herbivores eat the thorny shrubs and the occasional, spindly tree that can be found, and carnivores eat them—as well as, of course, player-characters. Though it seldom rains, pools of oily, foul-smelling water can be found: not very palatable to humans (at least, not without a Purify Food and Water spell), but good enough for tough critters like dinosaurs. At first, the dinosaurs were the stars of the campaign, a new type appearing during every gaming session, but lately, to avoid overuse and player fatigue, I’ve cut back on them in favor of other monsters, notably goblins and hobgoblins, and—most recently— cannibalistic human brigands. “Let There Be Weird”
During their first adventure in this new setting, they came to a cliff, at the bottom of which was a tangle of human bones. As the party approached, the bones assembled themselves into skeletons and attacked; when the party retreated, the bones fell back apart and lay still, all for no apparent reason. By the way, scrawled onto the face of the cliff, was, in Orcish script, a message they would see several more times on their journey: “Nazdreg wuz heer.” Yes, THAT Nazdreg.
Towards the end of the same gaming session, the party came across a large stone menhir (“The Marker”), most of it covered by scribbling in various languages. It was here that the party began to fully realize that they were caught in something very big and very mysterious. With the help of Raina’s Comprehend Languages spell, the party read these messages: “I had not thought death had undone so many”;Many of the scribblings on “The Marker” are lines from my favorite poem, T.S. Eliot’s “The Waste Land,” which I included for atmosphere. All of the others I wrote myself, as clues for the players and their characters. Clues to what, you ask? Well first, to this world, which takes its name, “Lonelylands,” from another poem (“He clasps the crag with crooked hands/Close to the sun in lonely lands”) by Alfred, Lord Tennyson. Clues, also, to dangers to avoid and possibly a way to leave this world. And clues to why they are here anyway.
The Shape of the Campaign
This campaign is totally different. The setting is definitely “unreal” and the player characters don’t have any connection to it: they’ve been thrown into a hostile environment where they have no idea what’s going to come next and nothing can be taken for granted. In the first few gaming sessions in Lonelylands, just securing enough food and water for the PC’s and their mounts was an issue. Their goals are not to go out and kill monsters, but to avoid being killed by them; not to loot treasure, but to find answers; not to save the world, but to escape it. Which is not to say that the players haven’t enjoyed it: I think they have, though it’s a different sort of experience than they’re used to. We’ve been playing for several months, and the PC’s have already had some memorable encounters, met some interesting non-player characters, even picked up some choice treasures (although they have nowhere to spend their hard-won cash). The campaign is, I hope, something fresh and challenging for the veteran players, and intriguing to the new players. I have a lot of fun coming up with adventures, unexpected opponents, and mysterious “stuff” for them to puzzle over. Next time, I’ll tell you more about that.
More Black in Black Posted January 2011
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