Lest anyone be concerned: all three of the ongoing campaigns I'm currently refereeing continue, but I simply haven't had the time to write any posts providing updates of what's happening in each of them until now. In fact, so many sessions have occurred since my last update that this post is going to gloss over some of the finer details in the interests of brevity. I suspect few readers will mind. However, if there's something that's unclear or about which you wish to know more, leave a comment and I'll do my best to answer your query.
Thursday, August 28, 2025
Campaign Updates: Catching Up
Saturday, July 19, 2025
Campaign Updates: Ghosts of the Past
Barrett's Raiders
Dolmenwood
House of Worms
Friday, July 4, 2025
CleriCon 2025
Thursday, July 3, 2025
Campaign Updates: Into the Woods
Barrett's Raiders
Dolmenwood
House of Worms
Monday, June 2, 2025
Campaign Updates: Closing In
Barrett's Raiders
Dolmenwood
House of Worms
Tuesday, May 27, 2025
Campaign Updates: Reckonings
Barrett's Raiders
Dolmenwood
House of Worms
Friday, March 28, 2025
Campaign Updates: Black Box
Barrett's Raiders
This week saw the characters finally cross the Atlantic (with a brief stop at Lajes in the Azores for refueling), arriving at "Naval Station Norfolk" on 3 December 2000. I used scare quotes, because their destination was located not at Norfolk proper – which took a 1 MT nuke in November 1997 – but rather at Newport News on the other side of the James River. Though the US Military Emergency Administration (USMEA, the acronym used by the military government) had made efforts to rebuild portions of the original station, it was still too irradiated for long-term human habitation, hence the relocation. Plus, both Langley AFB and Fort Eustis were nearby, as well as the National Defense Reserve Fleet ("Ghost Fleet") of inactive naval vessels.
Dolmenwood
Having reached the Shadholme Lodge and the camp that grew up around it in anticipation of the Hlerribuck festival, the characters spent much time settling in. They soon discovered that the Hlerribuck had attracted people from across Dolmenwood, including people whom they knew. Sir Clement encountered Sidley Fraggleton, a childhood friend, who was engaged to another friend, Celenia Candleswick. Celenia's father, Sir Jappser, didn't think much of Sidley (or Clement for that matter), which is why Sidley was glad to hide from him in the company of Clement and his comrades. For their part, the rest of the characters mostly ignored Sidley as they went about their own business.
House of Worms
The day of Kirktá's presentation to the city of Béy Sü and, by extension, the entire Empire of Tsolyánu, as a declared heir of the now-deceased Emperor Hirkáne was finally upon the characters. The festivities began early, with food and entertainment in the courtyards of the Golden Bough clanhouse. This was intended for members of the lower clans, while the high clans would partake of refreshments inside. It was inside that Kirktá, attired in the garb of an imperial prince, would receive his visitors, well-wishers, and rivals. The characters had made an effort to advertise the party widely and had specifically invited other known heirs to come and meet their newly revealed (half-)brother.
Prince Eselné sent his regrets, saying that he was "needed elsewhere." Prince Dhich'uné said the same, but promised to send someone in his place, with "a suitable gift." The gift was a large black box, borne by four slaves, and presented by Jayárgo hiKhánmu, a priest of Sárku of long association with Dhich'uné. Jayárgo was polite and respectful and explained that the box contained "something most precious" and would aid Kirktá in achieving his destiny. Naturally, this frightened Kirktá, who felt that, whatever it contained, it might serve as a catalyst for breaking down the mind-bar placed on his memories years ago. Rather than risk that, he had the box sent away to a safe place and planned to view its contents later.
Friday, March 21, 2025
Rules, Rules, and More Rules
I'm currently refereeing three different campaigns at the moment: House of Worms, using Empire of the Petal Throne; Barrett's Raiders, using the Free League edition of Twilight: 2000; and Dolmenwood, using the rules of the same name. Of the three, only two – EPT and Dolmenwood – can be called "old school" in the usual sense of the term, though T2K has a lot in common with many old school games, specifically its focus on hexcrawling and resource management. That said, I wouldn't really call Twilight: 2000 "old school" without some big caveats. That's no knock against it, since my players and I have been enjoying ourselves with it for more than three years now, but I think it's important to note these things, particularly in light of the topic of this post.
Empire of the Petal Throne is a very early RPG. Released in 1975, it's a close cousin to OD&D in terms of rules, meaning that it's not very mechanically complex. Dolmenwood is a little bit heftier, being largely derived from Moldvay/Cook Dungeons & Dragons (1981), itself a clarification and expansion of OD&D. Twilight: 2000 (2021) uses a variation of Free League's "Year Zero" rules, versions of which can be found in most of the company's games, like Forbidden Lands or Vaesen. The T2K variant is a bit more complex than the others, owing to its inclusion of modern firearms and vehicles.
In each campaign, I rarely use the game's rules as written. I don't mean that I've introduced lots of house rules (though I have in a few cases). I mean that I often ignore the rules. When playing, I often don't want to slow down the flow of the session by having to refer to a rulebook or a chart. Instead, I prefer to rely on my memory and that of the players, which means that we're more likely to strictly apply those that we remember than those we don't. I call these kinds of rules "sticky" rules, because they stick in your memory.
One of the reasons I prefer old school RPGs like D&D is that I find their rules much stickier than those of newer games. To some extent, that's simply a function of familiarity. I've been playing D&D and Traveller for more than four decades; I know them almost like the back of my hand. I lack this familiarity with games I learned more recently. On the other hand, there's no question that most older roleplaying games are much more mechanically simple than those that came later. Again, this is a generalization and there are plenty of counterexamples. My point is that, as both a referee and a player, I'm much more comfortable with fewer and simpler rules, since I'm much more likely to remember and, therefore, use them.
But, as I already noted, even in games like EPT or Dolmenwood, I regularly handwave or outright ignore rules in the heat of play. For example, Empire of the Petal Throne includes spell failure rules. Depending on a character's level, psychic ability, and the type of spell, there's a chance a spell might not function. At mid to higher levels, this chance is minute, but there's still a chance of failure. Despite this, I don't always make the players roll, since there are many occasions when I feel it unnecessary or disruptive to the flow of the action. I defer to my own judgment here rather than the rules and the players have never complained. Were they to do so, I wouldn't hesitate to use the rules as written, but I like to think that, after a decade of play, we've built up enough trust that that no players worries much about how I'd adjudicate in-game situations.
I think about this question a lot, because many aspects of the new Twilight: 2000 rules, chiefly the combat system, are more complex than I like. There's nothing wrong with them and, by many measures, they're much simpler than the original GDW T2K combat rules. However, I'm not fond of them and I frequently dispense with many persnickety aspects of them in the interests of speed and simplicity. Again, the players rare complain about this and accept my judgments. Had I the ability to start this campaign over again, I might have opted for simpler, more straightforward rules, but, after more than three years, it's too late for that, so we muddle through.
That's more or less where I am with rules these days: when give the option, I prefer simple, even simplistic, rules over more elaborate and complex ones. I'm not opposed to trying to model complicated situations and activities mechanically and, under the right circumstances, could even find that enjoyable. However, as a referee running a weekly game over the course of many years, I have come to find that rules I can't keep in my head without recourse to a book or a chart or a table don't hold a lot of appeal for me anymore. Consequently, my latest drafts of the rules for Secrets of sha-Arthan are decidedly much simpler than earlier ones. It's yet another way that my experiences as a referee have colored my own design work – and for the better, I hope.
Friday, March 14, 2025
Campaign Updates: Change of Course
This was a week when all three campaigns shifted gears to varying degrees – in significant ways for both the Barrett's Raiders Twilight: 2000 campaign and the House of Worms Empire of the Petal Throne campaign.
Barrett's Raiders
This week, there wasn't much actual play. Instead, we devoted ourselves to tying up any loose ends in Europe, as the characters were about to head home aboard the assembled vessels of Task Force 34 (its flagship, USS John Hancock, depicted above). Chief among these loose ends was Private Ronnie Baxter of the British Army, who'd joined the characters in Kraków several weeks before. The British wouldn't be evacuating until the new year, so he bid the Americans farewell and rejoined his countrymen in Braunschweig, which served as the winter headquarters of the First British Corps. Several other player characters would also be departing upon arrival in Norfolk: Private Lou "Oddball" Guida (honorable discharge and returning home to Brooklyn); Seaman Jimmy "Aquaman" Jones (transfer to an actual naval unit), and Sergeant Jess "Cowpoke" Gartmann (other duties – the character of a player who dropped out of the campaign and stayed on as an NPC up till this point).
Much of the session was devoted to developing replacement characters for those departing, as well as the expenditure of experience points accumulated but not spent in previous sessions. I wanted to be sure that, when we resumed next week, everything was in place to pick up and play on the other side of the Atlantic. Lt. Col. Orlowski, the characters' commander, made a request to his superiors that his men be kept together for detached duties as needed in America. He argued that, having survived several months behind enemy lines in Poland, they'd formed a bond that would serve them and the Army well. This will form the new frame for the Barrett's Raiders campaign: the characters will be initially operating in Virginia and the surrounding areas during the period (December 2000–March 2001) when Naval Station Norfolk is still operational. After that, only time will tell.
Dolmenwood
Marid Aventi having joined the party, the characters spent the day in Shagsend, conferring with Windore Hoblewort, a breggle magician who acts as Lord Malbleat's representative in the town. It was soon apparent that Hoblewort didn't think much of his master, but he was a great source of information about him and his activities nonetheless. For instance, Malbleat was presently preparing to host an annua festival called the Hlerribuck, said festival being a commemoration of the life and deeds of his illustrious ancestor, Wrygott Gnarlgruff. Since the characters were already interested in Gnarlgruff and his supposed involvement with the recent intrusion into Fairy, this news caught their attention. Surely this could not be a coincidence.
The group then said their farewells and made their way southward toward Redwraith Manor, the estate of Malbleat. They weren't head there: the Hlerribuck would be held at Shadholme Lodge, which sits atop the mausoleum where Gnarlgruff is interred. Still, they were fascinated to see that the way to the Manor was barred by a wrought-iron gate and further secured by heavy chains. Malbleat clearly didn't want unexpected guests to show up on his doorstep. They then continued on toward the festival grounds set up around the Shadholme, directed to the right place by a grumpy groundskeeper, who, like almost everyone in the High Wold, deferred to Falin, since she's a breggle (the High Wold being "breggle country"). Though this continues to make her uncomfortable – she's used to being ignored in human lands – her companions urge her to make the best of it as they prepare to mingle with the aristocracy and well-to-do of the region.
House of Worms
Toneshkéthu is a student at the Colllege at the End of Time, a institution that literally exists at the end of Tékumel's timeline – and not just one Tékumel but every possible version of Tékumel, of which there are many. She's been an ally of the characters for many years, though, because of the nature of her "location," they often encounter her out of temporal order. This makes dealing with her complicated, as she sometimes remembers things that, from the characters' perspective, haven't happened yet (and vice versa). She gave Keléno a device to communicate with her when necessary, but he's loath to use it. The other characters are not quite so reticent, which is why he contacted her at the end of the last session.
Keléno queried her first about the mind-bars placed on Nebússa and Kirktá. She brushed off the one placed on Nebússa, "It's just ordinary sorcery; you can deal with that yourselves." The one placed on Kirktá, she admitted was unusual and powerful. However, she cautioned against trying to remove it. "The mind-bar will come down on its own in time. Parts of it are probably already breaking down – or soon will be. It's there to protect him from things it can't yet handle. Removing it ahead of time would like shatter his mind." Keléno then asked about Prince Dhich'uné and his plans, specifically whether or not they should try to avoid involving themselves in them further. Toneshkéthu replied, "Oh, so you've reconciled yourselves to the fall of Tsolyánu, then? Interesting."
Needless to say, this horrified the characters. Were they supposed to aid Dhich'une, as Ki'éna suggested they would, or were they supposed to oppose him, as they preferred? They had no way of knowing, as Keléno declined to ask further questions of Toneshkéthu. He worried it might unduly influence their decisions one way or the other. He thanked her and bid her farewell. Before she severed communication, she told him to remember these words: The Inevitable of the Ineffable. The words meant nothing to him, but Kirktá immediately remembered reading a book of that title when he was younger. It was a polemic from Bednallján times, written by Artúkko Ala'á, a foe of the priest Pavár (whose divine revelation established the pantheons of Change and Stability). Ala'á argued that Pavár's religious reformation wold spell the end of the Bednallján imperium, as people abandoned the daily sacrifices to the One Other that sustained the empire.
What, if anything, this had to do with their present circumstances, the characters didn't yet know. They soon decided that the time had come to make Kirktá's existence known to the wider world. They would publicly announce his presence in Béy Sü and his status as an heir of the deceased emperor. By doing so, they hoped to draw out any who might be alarmed by his presence, including other heirs and factions vying for control during the interregnum. It was a dangerous gambit, of course, but they no longer wished to skulk around the edges of imperial politics. Now was the time to play their hand and see more clearly who their friends and enemies might be.
Monday, February 24, 2025
Campaign Updates: Tous les Trois
Since these weekly (or semi-weekly) updates have been surprisingly well-received, I've decided to keep writing and posting them. In addition to simply giving readers insights into the games I'm playing and how I'm playing them, the updates also often serve as useful springboards for other discussions on this blog. It's long been my contention that, while theorizing about RPGs has its place, the most important thing – the very heart of the hobby – lies in actually playing these games. rather than simply talking about them. It's my hope that these updates will thus provide just as much food for thought as more "abstract" discussions.
Barrett's Raiders
The characters continued to make preparations to leave Goleniów and head west toward Bremerhaven, where US forces were marshalling in preparation for evacuating Europe on 15 November 2000. Col. Kettering provided them with a reasonably up-to-date map ("It was accurate a week ago – or so my superiors assure me.") of northern Poland and Germany, including the current disposition of NATO and Warsaw Pact forces. While this made planning for their coming journey easier, it did nothing to resolve the question of the medium atomic demolition munition (MADM) and whether to reveal their possession of it to Kettering. In the end, the characters opted not to do so, feeling it better to turn it over to the appropriate authorities in Bremerhaven.
Before leaving Goleniów, Vadim (Soviet doctor POW), Michael (CIA deep cover operative), and Radosław (Polish People's Army deserter) all needed to obtain Polish identity papers – Vadim and Michael because they needed to hide their true identities from American forces, and Radosław because he had none. To do this, they had to work out a deal with Sergeant Dariusz Kowalski, a logistics officer attached to the forces of the Polish government-in-exile. Nicknamed "Miś" – "teddy bear" – Kowalski was a big, burly man who had black market connections. He could give the characters what they needed but it would cost them in weapons, ammo, or medical supplies. Fortunately, they had plenty of captured AKM rifles and 7.62mm bullets to trade. A deal was struck and they got their papers.
Now ready to go, the characters bid farewell to the Canadians who'd been traveling with them and departed. Their journey across northern Germany was relatively uneventful. They took longer than needed, because their commander, Lt. Col. Orlowski, wanted to be sure they were well rested when they reached Bremerhaven. In addition, he was still somewhat concerned about what would meet them there. The situation back in America was obviously fraught and he had no desire to see his men impressed by the Joint Chiefs into a civil war against their fellow Americans. On the other hand, the evacuation fleet in Bremerhaven was their only ticket home, so they had little choice. That's why, on Saturday, September 23, 2000, the men of Barrett's Raiders elected to head down the road that would lead them to an uncertain future.
Dolmenwood
Now that Clement of Middleditch was Sir Clement of Middleditch, sworn knight of Princess Snowfall-at-Dusk, the youngest daughter of the fairy Cold Prince, he had a quest. His liege lady had asked him to investigate the activities of Lord Malbleat, a dubious breggle noble, who seemed to be behind schemes that threatened both the mortal world and Fairy. He and his comrades had chartered a boat to traverse Lake Longmere, in order to reach the High Wold, the ancestral lands of the breggle. This they did without much trouble – a first in their journeys across the Dolmenwood.
On the other side, they encountered breggle fishermen who greeted Falin with great reverence. This discomfited her greatly. As a breggle cleric – and a somewhat heterodox one at that – she was used to being treated with condescension and suspicion among humans. To now be treated with respect was an odd thing. She learned from the fishermen that just to the south lay the hamlet of Shagsend, whose lord, Windore Hoblewort, was a vassal of Malbleat. If they wanted to know more about Malbleat and what might await him in his lands, Hoblewort was the breggle to talk to.
As they made their way to Shagsend, the characters encountered a grimalkin mounted on a seelie dog. Sophisticated and elegant, he introduced himself as Marid Adventi, an enchanter traveling to Shagsend in the company of the Demoiselle Madrigal de Chanterelle, a fairy fungus cat. Marid is a new player character, so this was an opportunity to introduce him into the campaign, bringing the total characters to four. I was especially happy in this case, as his player is an old friend with whom we hadn't gamed for many years. His return to the fold was thus a moment for rejoicing.
House of Worms
The character continued their interrogation of the moneylender Kautélu huGurudrá. It soon became clear that he had acted simply as a go-between and that he knew comparatively little about the people with whom he interacted – including their schemes. He was, however, willing to aid the characters, provided he did not have to betray any confidences to do so. After some thought, they made use of a series of code words they'd plucked him mind via ESP, in order to present themselves as members of his own Copper Door clan sent to test his loyalty. This proved sufficient and he directed them toward an entrance to the underworld beneath Béy Sü. That's where their quarry, Makésh hiVriyón, had fled.
Crossing a series of basements, sub-basements, and hidden chambers, the characters soon found themselves in a subterranean labyrinth. Making use of Nebússa and Grujúng's tracking skills, they eventually made it to a room guarded by a number of copper-armored undead guardians – Shédra! They defeated them handily, though Kirktá wondered whether doing so was some kind of violation of the precepts of Sárku. Since no one else seemed concerned, they proceeded ahead, eventually finding a chamber that showed evidence of someone's recently passing through. A smoldering torch in a sconce more or less confirmed this.
Inside, they discovered Makésh attempting to make an escape through a trapdoor. With him was an unnerving beautiful woman. Everything about her was perfect by Tsolyáni beauty standards – so perfect, in fact, that it triggered a sense that she couldn't possibly be real, a fact more or less confirmed by the inability of Keléno to use his ESP on her. This was clearly Ki'éna, for whom Makésh worked. She was friendly and non-threatening. She explained she wished no ill upon the characters, especially Kirktá, who, she stated, had a "glorious role to play" in the coming ascension of Prince Dhich'uné to the Petal Throne. She told them that Kirktá would be unwise to seek the Throne himself, but, if they had to know the location of the golden disc identifying him as an heir to the deceased emperor, they should seek it at the Temple of Belkhánu.
Friday, February 14, 2025
Campaign Updates: All Three
Barrett's Raiders
Advancing northward, the characters saw evidence of both the remnants of the last Warsaw Pact push westward and the entrenchment of NATO forces along the Baltic coast. Just east of Goleniów, they made contact with a reconnaissance team attached to something they identified as "Task Force Saber," an amalgamation of surviving elements of several US Army forces in the area. Headquartered Goleniów, the task force consisted of about 600 men and vehicles. Its mission was twofold: aid the partisan forces of the Polish government-in-exile and cover the retreat of the NATO units heading for Germany.
Lt. Col. Orlowski decided the characters should make their way to Goleniów for rest, resupply, and a sharing of intelligence. He worried somewhat that they'd be dragooned into joining Saber, but he hoped he could argue that he and those under his command were answering call to pull out of Poland and, therefore, could not remain there. What he found in Goleniów were friendly and helpful US soldiers, keen to render them whatever support they required. After months behind enemy lines, warm food, soft bed, and hot showers were welcome.
Michael, the CIA field agent who'd been traveling with the characters, wanted to make contact with the task force's own intelligence apparatus. He was soon in a meeting with Major Rachel Sturgess. After an exchange of code words to demonstrate authenticity, Sturgess told Michael that he's fortunate he spoke to her first. She explained that the situation back home was very fraught and that members of his service were no longer trusted, owing to their support for "President" Broward. Though she herself was loyal to the Joint Chiefs, she cared more about the fate of their country than political disputes. She urged Michael to hide his CIA connections and to pose as a Pole to avoid being arrested upon reaching Germany.
Orlowski also had a meeting, with Col. James Kettering, commander of the task force. They shared information and it soon became clear that Kettering had no interest in keeping the characters in Goleniów. He wished them well in their journey, explaining he and his men would be bugging out toward the end of October. For now, they had to remain here, especially in light of recent reports that a Soviet general, former commander of the Baltic Front, had reportedly got hold of a MADM (medium atomic demolition munition) and may have been planning to make use of it. Orlowski, of course, knew a little of this, but he hesitated in revealing more – at least for now.
Dolmenwood
Clement of Middleditch had wanted to become a knight since he was a small boy. He'd set off in search of adventure to achieve that goal, in the process acquiring several traveling companions – Waldra the woodswoman; Falin the breggle cleric; and Alvie the young thief. Over the course of their time together, the one thing Clement most desired was a lord worthy of his service, someone to whom he could pledge his loyalty and who, in turn, would make a true knight. He eventually concluded that the lord he most wished to serve was, in fact, a lady, specifically the Princess Snowfall-at-Dusk, the youngest daughter of the cruel Cold Prince.
Clement had briefly met the Princess at the very start of the campaign, when he and his companions had reunited her with the ghost of her lover, Sir Chyde. She resided in the realm of Frigia within Fairy and getting back to her was nigh-impossible, thanks to the innumerable wards placed on that otherworldly realm centuries ago by an alliance of mortals. Nevertheless, Clement and his friends found a way to bridge the gap, albeit briefly, during which time he hoped to convince Snowfall-at-Dusk to become his lady.
What they found was that the Princess's tower was besieged by elves under the command of the nobleman, Uncounted Sighs, who believed she (and Sir Chyde) were somehow responsible for the appearance of crookhorn raiders within Fairy – a rare example of intrusion into the elves' domain from the mortal side of the barrier. Snowfall-at-Dusk asked Clement and the others to prove this was not so and help to lift the siege. If he did this, she would consent to take him as her vassal.
Investigating the matter, the characters learned that the crookhorn had entered Fairy through a previously unknown means: a magic portal that connected Frigia to the domain of Lord Malbleat, a breggle lord of decidedly unpleasant reputation. Closing the portal, the characters then took evidence of what they'd discovered to Uncounted Sighs, who asked them to swear to its truth. Having done so, he and his army departed and Princess Snowfall-at-Dusk took Clement on as her "eyes and ears in the mortal world." She then tasked him to travel to Lord Malbleat's domain and discover just how and why he'd created this portal and, if possible, put an end to his meddling in Fairy once and for all.
House of Worms
With the Kólumejàlim less than a month away, the characters are scrambling to locate the inscribed golden disc that can identify Kirktá as a child of the decease emperor. Without it, Kirktá is just a minor priest of Durritlámish from a minor clan in eastern Tsolyánu. With it, he is a candidate for the Petal Throne – or at least a publicly recognized scion of the mighty Tlakotáni clan, with all the rights and privileges associated with that exalted rank. It's really for this reason that the characters want to locate the disc: it's a golden ticket to a better life for them and their clan mates through Kirktá.
Thursday, January 30, 2025
Thoughts on Dolmenwood
I put "new" in quotation marks, because, rules-wise, Dolmenwood's not really new. It's a very close descendant of Old School Essentials, which is itself a very close restatement of the 1981 Moldvay/Cook version of Dungeons & Dragons (or B/X, as many people call it). How does it differ from B/X, I'm sure some of you will ask? Most obviously, it has its own classes and races, some of them unique to the setting. Likewise, it uses the dreaded ascending armor class and has its own saving throw categories. There are few other small differences, mostly in terms of presentation, but, for the most part, the rules of Dolmenwood are so close to B/X (or OSE) that I don't think anyone already familiar with those – or, for that matter, almost any version of old school D&D – will have much trouble picking it up.
Where Dolmenwood shines, though, is its setting, the titular Dolmenwood, a large, tangled forest at the edge of civilization that's filled with intrigued, secrets, magic, and lots of fungi. If I were to sum up the setting in a simple phrase, it would be "fairytale fantasy," even if that doesn't quite do Dolmenwood justice. It's like a weird cross between Jack Vance's Lyonesse, Machen's The White People, and Dunsany's The King of Elfland's Daughter, with touches from Twin Peaks and The Wicker Man, among many other influences. As a place, Dolmenwood is weird and eccentric, filled equally with whimsy and terror.
A big part of what makes Dolmenwood such a dichotomous place is the lurking presence of Fairy, which is to say, the otherworldly realm of the elves and other supernatural beings, the most powerful of which were long ago cut off from the mortal world by a coalition consisting of the Duchy of Brackenwold (who rules the wood), the Pluritine Church (who serves the One True God), and the secretive people known as the Drune (who have their own agenda). Elves and fairies are no longer as common as they were in the past, but their machinations can still be felt. In particular, the Cold Prince, the lord of winter eternal, seeks ways to regain his dominion over Dolmenwood.
Of course, there are lots of contending factions within Dolmenwood – the Duchy, the Church, the fairies and their nobles, witches, the Drune, and the wicked Nag-Lord, a trickster figure who serves as a literal agent of Chaos, corrupting the land and its peoples. These factions all play roles, large and small, in ensuring that Dolmenwood is never a dull place. One of the things I've found in refereeing this campaign is that I'm never at a loss for adventure ideas, because there's so much going on in the setting. Once the characters started doing what characters do, they soon found themselves enmeshed in all sorts of plots and schemes, gaining allies and enemies in equal measure.
Speaking of characters, there are presently four in the campaign:
- Squire (soon to be Sir) Clement of Middleditch: The big-hearted but small-brained of a minor noble sent out into the world to make something of himself (or die trying). He's presently attempting to be knighted by a fairy princess, an idea that appeals to his romantic soul, even if doing so brings with it more than a little risk.
- Alvie Sapping: A teenaged thief with a quick mind and quicker tongue. He's attached himself to Clement's retinue as a way to travel and, he hopes, make money. Alvie has an intense dislike of bards and other musicians, on account of his no-good father's having been one, which has occasionally been a source of trouble for him (and amusement for everyone else).
- Waldra Dogoode: A hunter and woodswoman, who's more comfortable in the wild spaces of Dolmenwood than in its more settled ones. She's an expert tracker and an amateur student of the many mushrooms and other fungi in the region. Her ambition is to one day produce a complete and accurate map of the entire Wood.
- Falin Cronkshaw: A breggle (goat-man) cleric, who was exiled to a small parish because of her insistence that there were in fact breggle saints whom the Church has suppressed. She now travels with her companions hoping to find evidence vindicating her theories.