Friday, 21 November 2025

The Archipelago: Episode the Second

 


Volcanic activity on the island began to increase dramatically, with earth tremors almost continual, and a plume of smoke issuing from the throat of the volcano. The pace of repairs became somewhat frantic, and when the volcano actually started to belch fire and lava, it was decided that it would be wisest to get the hell outta there and finish up, as far as possible, at sea.

At first all seemed well. The weather was clement enough and the seas calm. But a couple of days out, with the smoke plume still visible on the horizon, it was discovered that the ship was taking on water alarmingly fast. Apparently the repairs were not as effective as the should have been.

All hands to the pumps!

Ioannes and his mate spent all their time down in the hold, trying to come at the leak, but to no avail.

Olaf (Andrew), being a suspicious type, took to sleeping his sleep of exhaustion next to the jolly-boat, and was thus alerted when Ioannes and the rest of the crew attempted to get it launched in the middle of the night for a furtive getaway.

Olaf's paranoia having spoiled their attempt to flee, and the rest of Our Heroes being unwilling to be left on a sinking ship, a fight ensued in which Tirana (Annette) went down with a crossbow bolt through her gizzards, and a couple of the others also wounded more or less seriously.

Ioannes declared that he had no wish to kill them, but that he would if they left him no other choice. "Look on the bright side," he said, "I'm giving you the whole ship and all that she contains".

Rather than be murdered, the team grudgingly let the crew go in the jolly-boat. Being of a vengeful disposition, Cajetan (Carl) threw a lit lantern after them, but it turned out to be an unreasonably sturdy lantern and it just bounced off the gunwale into the sea instead of smashing and filling the dinghy with the Burning Flames of Retribution. Hey-ho. 

Barrels and other supplies were in plentiful supply, so under the instruction of the only actual seaman left, Olaf, the Good Guys set to work making a raft in the three days or so remaining before the ship foundered completely. Fortunately the weather remained fine and clear, and the fully-stocked raft was launched without incident, the ship just sinking away beneath it. Aliyah (Clare) immediately set to fishing, even though they had rations for several weeks stowed on board.

About a week of semi-directed drifting ensued, generally trending north-east. Apart from occasional rain showers, the weather remained fairly kindly, until a small storm blew up in the night — Tirana, on watch, observed with her elfy eyes the white of surf on rocks, and heard with her elfy ears the sound of surf on rocks, and made the wise decision to wake Olaf, who exerted all his powers of seamanship and managed to guide the raft, in the light of a bright full moon, to beach in a small cove with only an acceptable minimum of battering.

The raft was secured on the beach at the full of the tide, and was thus able to be unloaded safely. Ti used her amazing survival skills to find the best possible camping spot, and considering the massive mosquitoes that swarmed throughout the night and plagued them incessantly, the less perfect spots would have been dire indeed. Good thing they had her finely-honed skills to rely on.

The dawn revealed their surroundings: a sandy beach in a small cove between two rocky headlands, with steep hills and cliffs all round. Forest covered the slopes of the hills right down to the beach.


The dawn also revealed in interesting sight: a tiny man riding a huge dragon-fly down the beach towards them. 

He paused his steed to look them over, before observing "You are all very wet."

They agreed that they were, indeed, very wet. They asked who he was, and he said "I am a Twk-Man."

He went on to say "You must be very heroic and brave, to trespass in the territory of Dunderbas. I myself am flying on just as soon as I may. Do you have honey?"

Alas, they did not have honey, so the Twk-man flew off and disappeared up through the trees.

Investigation revealed a fairly well-used and maintained path winding up through the trees, over the hills. Olaf noted that the branches overhanging the path had all been neatly trimmed back, up as high as 15 or 18 feet.

The reason was soon revealed, when coming around a rocky outcrop, they came face to face with a huge man, easily twelve feet tall, almost naked except for a leather loincloth, and carrying a massive club. Both he and they were utterly astonished, but Our Heroes recovered first and asked if he was Dunderbas, and if he would like some food. His face immediately brightened, and he said "You have children? Delicious, succulent, tender children?"

Whereupon they attacked and murdered him, though not before a massive blow of his massive club had sent Cajetan cartwheeling off through the trees, to land broken and insensible in a heap.

Searching Dunderbas' huge corpse revealed nothing interesting, except that he went commando beneath his leather loincloth, and they continued up the path until it emerged from the trees, dragging the insensible form of Cajetan on a hastily-made travois. Looking out across grassy hills, they observed a partially ruinous tower, roofed with a conical thatch and with a small stream of smoke issuing from it. 


 Somebody, I forget who, crept nearer to reconnoitre, and observed a wicker cage outside the tower, in which sat three dirty and disconsolate children.

The conscious members of the team questioned the kids: Was there anybody inside? Just Harvey, was the reply. Who is Harvey? He's Dunderbas' servant.

Olaf decided that Harvey must die, so he set himself in ambush beside the door, while Ti and Ali set about noisily cutting through the withes to free the children, Ali having failed to pick the rather old and crude padlock holding it closed.

The sound of a dragging chain came from inside, the door opened, and a very aged, bent, balding old man stepped out, dragging a long, light chain attached to a fetter on one ankle.

Olaf smashed his skull in without a second thought.

They took the kids inside and thoroughly explored what there was to explore of the tower, and set about feeding the infants, who expressed a very strong desire to have none of the stew, thank you very much.

The children remain very nervous, and are convinced that Dunderbas is coming back. Dunderbas always comes back. 

Saving Throws -- house rule


I'll be using the regular Saving Throws as per their category names — i.e. Paralyzation, Poison & Death Magic vs. paralyzation, Breath vs. breath weapon or other area-effect attacks, etc.

However, for more general-purpose saving throws, such as clinging to a tiny crack in a cliff face to avoid plummeting to a horrible splatty doom, I will generally just use characteristic saves — STR, DEX, CON etc. — because I can't be bothered remembering which of the BtB saves are supposed to be used for each of those. I will graciously allow the PCs to add +1 to their CHAR saving roll for every band of 3 levels* they have, because I'm a big old softy.

They also get another +1 for saves based on their primary stat of their character class — i.e. on STR rolls for fighters, INT rolls for wizards, DEX rolls for thieves, etc.

  • * i.e. +1 for levels 1-3, +2 for levels 4-6, +3 for levels 7-9, and so forth.

Tuesday, 4 November 2025

The Size of Money

 

 


In one of our ancient D&D sessions, it actually became relevant exactly what size were the coins the characters were carrying. Thanks to the internet, and especially to the miraculous Wolfram Alpha, I can now give a categorical answer to that age-old question.

The assumed weight of coin in AD&D2e is 50 to the pound, which means that any coin, regardless of its metal, weighs 9.07 grams. With that information, and knowing the density of the three primary metals for coinage (gold, silver, and copper), Wolfram Alpha gives us the respective diameters for cylinders 2mm high (or thick, if you prefer) of 17.3279mm, 23.421mm, and 25.419mm respectively.

So, there you are. That's how big your coins are.

Thursday, 30 October 2025

The Archipelago: Episode the First

The party are passengers/supercargo on a small trading vessel, working their passage towards Comana City, land of opportunity. The ship's cargo at present consists mostly of bolts of silk and other textiles, and ingots of copper and bronze currently being used as ballast.


A black squall and storm lasting several days has blown out all the sails, broken away the mainmast and foremast, and eventually driven the ship before it before driving it across a reef to beach in a sheltered cove on a small uncharted island.

The island, once the storm passes and the sun reappears, proves to be volcanic. The volcano is active: there is smoke issuing from its caldera, and tremors of varying intensity occur several times a day.

The cove in which the ship is beached is fairly sheltered, with a coral sand beach and bushy trees coming down almost to the water's edge. Further inland is taller standing forest and bamboo, and vegetation extends right up almost to the mouth of the volcano.

The island is inhabited: drums are heard from time to time, though how far away is impossible to say with any certainty. The natives have not allowed themselves to be seen.

The ship is too damaged to be safely seaworthy, needing masts and yards, a new rudder, and a great gash in the timbers below from scraping across the reef will need to be mended before they can get under way again.

Sea water gushing in through the rent in the ship's bottom has spoiled much of the silk. How much of the cargo can be saved is a question for later.

The captain and mate disappeared during the squall, overboard presumably. The most senior crew member remaining is the carpenter, IOANNES.

One of the crew, CABASILAS, says that she saw a great black tentacle reach out of the sea and pluck them off the deck, but she is a notorious drunkard and her stories are generally taken with a grain of salt.

Since the landing, four members of the crew have died or disappeared. One was so badly injured during the storm that he died shortly after landing. Two went into the jungle, hunting for fresh meat, and were never seen again. Their trail disappears a little inside the tree-line. And one, spear-fishing in the cove, stumbled into a nest of falorials and died before she could be rescued.

The island is clearly not without its perils.

Apart from the carpenter and the party, there are only eight other crewmen remaining:

♂ ALKRITAS
STR 13, DEX 14, CON 16, INT 12, WIS 11, CHA 10;
Male ; Sailor, 5 HP; 6′2″, 181#, 25 years old
Ultra-civilized, Friendly

♀ BALSAMON
STR 13, DEX 11, CON 14, INT 9, WIS 8, CHA 14;
Female ; Sailor, 5 HP; 5′2″, 106#, 32 years old
Pessimistic, Grudge-holding

♀ CABASILAS
STR 16, DEX 13, CON 12, INT 16, WIS 10, CHA 11;
Female ; Sailor, 5 HP; 5′7″, 107#, 37 years old
Drunkard, Fabulist

♂ DIOGENES
STR 14, DEX 13, CON 12, INT 15, WIS 16, CHA 17;
Male ; Sailor, 5 HP; 5′9″, 180#, 20 years old
Capricious, Careless

♂ EROTICUS
STR 11, DEX 12, CON 14, INT 7, WIS 8, CHA 15;
Male ; Sailor, 5 HP; 6′3″, 168#, 23 years old
Pessimistic, Naive

♂ FERRO
STR 15, DEX 11, CON 13, INT 8, WIS 17, CHA 11;
Male ; Sailor, 5 HP; 6′1″, 172#, 16 years old
Suspicious, Sober

♀ GORGO
STR 12, DEX 12, CON 11, INT 15, WIS 15, CHA 9;
Female ; Sailor, 5 HP; 5′11″, 138#, 30 years old
Friendly, Sober

♀ HEGEL
STR 15, DEX 14, CON 13, INT 12, WIS 14, CHA 12;
Female ; Sailor, 5 HP; 6′4″, 125#, 19 years old
Curious, Sober

They are all reasonably skilled seafarers, but none of them have more than rudimentary navigational abilities. They do not know where they are. IOANNES has a little more navigation skill than they do, and he can probably make something of the captain's charts, given time and good guesswork.

Being basically useless for any of the skilled tasks of ship repair, the party are given the task of fetching timber.

The reef has been explored in the ship's jolly-boat, and a gap wide enough for the ship to pass through has been found and buoyed with old barrels. Once the ship is seaworthy again, they can get out to sea.

Kidnapped!

The crew have been stranded for a full week, with repairs having proceeded reasonably smoothly and now are almost complete, when the carpenter IOANNES disappears in the night. He suffers from night terrors, so when he called out in fright nobody much took any notice.

There is little sign of any struggle, but a GOOD perception roll reveals a small tufted blowgun dart lodged in the carpenter's sea-chest, and another ground into the sand near his bedding.

A successful tracking attempt reveals small humanoid footprints, only five or six inches long, like those of children. There would appear to have been perhaps six or eight individuals, and the trail leading off into the bush indicates that several of them were carrying a reasonably heavy load.


The trail leads through the jungle and up into the foothills of the volcano, to an ancient overgrown structure built into the hillside. There is a small clearing in front. Many of the surrounding trees are swathed in cobwebs, some of which are as thick and strong as fishing line.

The kidnappers are there, crouched in a semicircle in front of the entrance. They are tiny naked dark-skinned humanoids, only about 3' tall, but squat. They are swaying and chanting. When the party arrived, they scattered into the forest and disappeared.

IOANNES has been taken inside by the creature that lairs there. He has been bound in a silk cocoon, but has not yet been hoisted up into the web larder that comprises all of the first chamber. It is thoroughly choked with webs, in which are hanging the remains of many corpses of animals and humans. Almost all of the humans or of the same race as the kidnappers, but not all. They have all been drained of their innards.


The creature is a huge maggot-like centipede thing, 25' long, which can rear up to about 15' high and still move on its last few sets of legs. It can shoot webs from spinnerets along its belly, and it has a paralytic bite. An ovipositor at its rear can inject eggs into a victim; they will take about a week to hatch, whereupon the babies will suck all the remaining juices from their host. The babies partake of the nature of both the maggotipede and their host, and none are exactly identical.

If the party enter in force, the creature will retreat initially, in order to assess the situation. It can move through the webs unimpeded, but they will create a significant impediment to movement for anything else.

If set alight, the webs will burn sluggishly, and give off a choking, foul-smelling smoke. They are not particularly flammable.

Resolution:

The team, with the aid of the remaining crew, managed to kill the maggotipede and rescue Ioannes.


Three more of the crew died: one (Diogenes) was bitten and poisoned by a spider-like web dweller, one of the offspring of the maggotipede. There are hundreds of these little bastards scurrying about in the webs that choke the dungeon's rooms and passages.

Two more were eaten whole by the maggotipede in the final battle. 

Ioannes, when examined out in the daylight, proved to have a suspicious abdominal wound, which was assumed to have been created by the creature's ovipositor. Which it was. A frankly stupendous piece of surgery by [Qarl's character], assisted by [Andrew's character] rid him of the egg-sac and saved his life.

Note: I will, hopefully, eventually learn the actual names of the PCs. 


Potential Interesting Things

The whole complex was not examined, but the party did note a couple of things on their way in and out:


 1) A crystal ball on a sculpted pearlescent metal stand, the whole standing on a low (8") dais in the middle of a moderate-sized chamber. One of the sailors, Alkritas, was entranced by it, but they snapped him out of it.



 2) A group of three obviously magical pictures or portals or something, in the room in which they fought the Boss Monster. 

Standing next to them, it was noted that the air was perceptibly colder. 

 

 

The team have decided, at this time, not to mess about with any of the potential loot, owing to the presence of the viciously poisonous little web-critters, of which there are hundreds, and also the natives of the island, whose god they had just killed.

The current plan is to get the ship seaworthy just as soon as possible,  and to get afloat.

Saturday, 4 October 2025

Dragonslayers Not Aloft For The Moment

 

Made it back to Fnordonia with our Sack Of Itchiness.

Certain members of the party, who shall remain nameless, fastened on to Orson and Fnord like ravenous bloodsucking stirges, sucking out of them as much as they possibly could in the way of resources, justifying themselves by saying "they should be pleased we're undertaking this task, so it's the very least they could do".

Jaipoor, the flying carpet, has definitively transferred her loyalties to Remy. Sir Douglas gave them a nice set of silver-backed carpet brushing and grooming tools as an engagement present.

They have, with the aid of Orson and Trûk (Fnord's adoptive copper dragon baby, now thoroughly grown up), located the site of the dastardly red dragon's lair. Now all that remains is to scout out its layout, get in there with the magical Sneezing and Choking powder, and chop it to bits. Easy-peasy.

Postscript:

The plan worked. The dragon was ensneezled and slain. Hoorah for the good guys! 

Friday, 5 September 2025

Dragonslayers Aloft

 

After a relaxing and quiet night at a respectable boarding establishment in Westport (except for Remy, who naturally sought out the lowest of low dives to befoul himself) our heroes began the trek up the road to Fnordonia. A full day's hard walking, uphill all the way and in the company of a variety of merchants and tinkers, took them to the gates.

Sir Douglas' sturdily upright demeanour and obvious honesty and sincerity saw them into an audience with the man himself, Sir Fnord the Pretty Neat. 

They put forward their quest, and asked for advice on how one goes about assassinating a very large, very old, very bad tempered, very dangerous dragon. Fnord's memory being not of the best, he called on his friend Orson, a wizard of great power (and paranoia), to use his magic for a Sending to Fnord's old friend Anya, who actually commanded the quest to kill their own dragon some hundreds of years ago. 

She passed on the recipe and method for creating a Super-Duper Dust of Sneezing and Choking, which is what she had used back in the day. 

Orson had, or could easily source, all the ingredients but one: a type of fungus or lichen that grows only on the rocks of the Swefelmunt, down in the CursĂ©d Land.  So, it's a simple matter of getting down there and collecting some.

Fortunately, Daffyd's Boy's Big Book of Magical Plants and Stuff has useful illustrations and descriptions, so hoorah! 

Since it's quite a long way, and time is a factor in this quest, Sir Fnord the Ridiculously Generous went into his lumber room and presented the team with the loan of a talking flying carpet, by the name of Jaipoor. She was not in the best of tempers, having been rolled up under the bed for some considerable time, but the smooth-talking Remy soon chatted her up, and the very next dawn, off they all flew, considerably faster than they'd managed to travel either on horseback or by boat.

Jaipoor seems to have developed an unnaturally, one might almost say inappropriately close relationship with Remy. Poor thing. 

Five hours saw them all the way from Fnordonia to the trade town of Rowan, where they overnighted. The next day, another five hours (about Jaipoor's limit before needing to rest), with a brief interruption by a roc who was convinced to seek elsewhere for a meal, took them to the banks of a river, just 40 or 50 miles from their destination.  

The next day should see them there.

Oh, did I mention that the Swefelmunt hosts one of the openings on this plane to the Pits of Hell?  Or that large swathes of the CursĂ©d Land glows with poisonous radiation?

I'm sure it will be fine. 

Next session:

 The team flew south to the Swefelmunt — easily distinguished by virtue of being much taller than any of the other mountains in the range. There they made use of Roisin's Arrow of Location (that she'd previously thought was a lame and useless item) to determine a course to the nearest patch of the lichen they wanted.

They followed the course, flying low, until they spied the luminescence of the lichen in a jumble of rocks at the end of a small, vaguely rectangular pool of water. Considering the rarity of standing water in the CursĂ©d Land, Sir Douglas thought it highly likely that it would be a preferred ambush spot for the local predators. So rather than landing nearby and walking around the pool, they hovered the carpet over the rocks and just stepped off on to them.

Which turned out to be a good choice, since it meant the numerous attacking reptilioids had to travel further to get at them, and the burrowing ones were hampered somewhat by the rocks. 

Added to the perils of hungry monsters, it turned out that handling the lichen, even with thick gloves on, led to terrific itching all over, swollen, watery eyes, and massive drooling of the sinuses. Great misery ensued.

They flew the carpet back north to the riverbank they'd camped on before, and attempted (with only limited success) to wash away the irritating spores. Daffyd, by virtue of his Boy's Big Book of Magical Plants and Stuff, discovered that aloe would be a partial antidote, and made himself agreeable to the rest of the party by finding some to relieve their sufferings.

The lichen was wrapped up as hermetically as possible and stored away in Daffyd's Bag of Holding,  and the team flew off, backtracking along their old route back north towards Fnordonia and Orson.

They've made it as far as Rowan so far. 

Monday, 1 September 2025

Religion in the City and Empire of Comana (and thereabouts)

 Religion in Comana is both monotheistic and exclusive, worshipping a publicly nameless god, referred to by a variety of nomme de culte, such as the One God, the Many in One, the Supreme, the Divine Greatest, the Greatest and Best, and many more.

Though perceived as a singular being, the god is worshipped in many aspects, depending on the needs of its many worshippers. Prayers may be addressed to the god's universal being, or to one of its aspect — as a god of storms for example, or a god of the sea, or the god of the harvest. Also, a hierarchy of celestial creatures are deemed to be deputized by The One to attend to minor matters on its behalf. Small local shrines to, say, a river or pond, will be dedicated to the Great God, but it is fully understood by the local congregation that there is some divine intermediary handling the small stuff, and passing on any major issues to the All-in-One upstairs.

The Emperor is supreme in both the secular and religious realms, and the Cult of the One is the only official religion of the Empire.

Orthodoxy is strictly maintained, and the official church maintains an inquisitorial arm responsible for making sure that the populace toe the official line. Punishments for persistent heterodoxy can be both severe and gruesome, though initial infractions will normally be dealt with with an escalating scale of fines, through a range of corporal punishments, ultimately resulting in death by a variety of inventive and nasty methods.

Other gods are not actually denied, nor is their worship within the empire actually forbidden, but there are substantial and onerous legal burdens placed on those who wish to worship their foreign gods openly. Most immigrant or indigenous people will eventually convert their religion simply because of the heavy legal and financial obligations placed on them by remaining with their own gods.

The church is rigidly hierarchical, and even the lowest ordained priest has absolute authority over the laity in spiritual matters, and great authority even in secular affairs. Technically, even the greatest secular lords cannot punish even the most minor priest for any infraction. However, the intermiscibility of the secular and religious aristocracy means that if a priest offends a lord, that lord almost certainly has family in the church that can make that priest's life an absolute misery. And even if family connections aren't brought into play, a complaint to the church authorities against a priest by a secular lord will, if nothing else, spark a tedious and inconvenient, and potentially dangerous, church investigation. And of course it can work the other way too: a priest who makes an unfavourable report to the inquisition can cause real trouble for a lord. There is, therefore, an uneasy detente.

Sunday, 31 August 2025

The Comanate Empire - Political Geography

 



Here we have the political situation as regards the Comanate Empire and its immediate vicinity.

The bright pink is the area that is directly controlled by Comana, the light pink areas are tributary to it.

Comana's greatest rival is the kingdom of Attarisyas, shown in green. The light green areas are tributary to Attarisyas.

To the north, the blue islands of Shutarna, Shinukhtu, and Shaushka pose no particular threat to either of their larger neighbours, though they are each powerful enough to maintain their independence.

To the east, the mottled island chain of Urukhtu is an unstable mish-mash of tribes, both human and not, in a more or less constant state of conflict and constantly shifting alliances. It has, in the past, been the object of military expeditions from both Attarisyas and Comana, but with little to show for them. 

The dark brown areas are politically unimportant, being for the most part tiny tribal territories and petty kingdoms. 

To north and south of the map above are

    ....the lands of the ice and snow
    From the midnight sun where the hot springs flow
    The hammer of the gods
    Will drive our ships to new lands
    To fight the horde, sing and cry
    Valhalla, I am coming 
Ahem. Quick Led Zeppelin discursion there.

Anyway, both north and south (off the map as shown) are the homes of fierce, warlike barbarians, sea-raiders who fight among themselves and prey on the sea-lanes and coastlines of the civilised lands. They also frequently appear as mercenaries in the armies of all the major powers in the area. They are more of a nuisance than a threat to the empire and its neighbours, mainly because of their disunity.... however, if they could ever combine under a suitably charismatic leader, they could become a real problem. 

Friday, 29 August 2025

The Archipelago — First Glimmerings

 

The Great Archipelago, dominated by the Comanate Empire, lies pretty much directly opposite our customary stomping grounds.

Each of those hexes is about 1,000 miles wide.


This is a very old map I drew of the Archipelago many, many years ago. It is sadly faded and foxed, but it still serves to show the main islands of the various island chains.  There are also thousands of tiny uncharted islands, not shown at this scale.

 

 

 

 


The city of Comana lies directly in the tropical zone; the climate is similar to that of the Greek islands in the Aegean. Here are a few "flavour" images — the cultural vibe is basically pre-Ottoman Byzantine. 



















 

Thursday, 21 August 2025

Dragon Slayers: Sailing South

 

Sailing south to Fnordonia for some dragon-slaying advice. Dinosaurs spotted in the air and on the shore. Slight trouble with pirates on the way: they came off much, much the worst and we marooned the survivors on the Elvish Shore. I'm sure they'll be fine.

Saturday, 19 April 2025

Dragon Slayers



The Progress of the Dragon Slayers of Thursday Night
 
One hex = 25 miles side to side
(About a day's travel on foot in easy terrain)

Updated 2025-05-29