Welcome

Shadow Over Sojenka - An Old-School Campaign

 Welcome to Shadow Over Sojenka, an old-school D&D campaign designed to explore the second oldest dungeon of all, Tonisborg! We will be ...

Tuesday, June 27, 2023

Welcome to the Lost Dungeon of Tonisborg

The very first adventure in a new campaign is always exciting. Especially when you haven't played much, or at all, with the gamers involved. The setting is new for everyone, and despite three weeks of steady toil, there are always questions about lore that the DM has to make up on the spot.

Three fellows that I know from Twitter and knocking around in Brovenloft joined the campaign and created new characters. All were fighters. I'm not sure if they did this on purpose, but it was definitely a first for me!

The Campaign is running on the Blueholme rules, but I modified them a bit to match up with the Zero Edition Dungeoneering aesthetic. 

3d6 in order.

No thief class.

Very limited spell list.

Strict 1:1 time. Get in, get the loot, and get out!



We spent a few minutes going over last minute housekeeping, some rules they needed clarification on and some interesting requests. Like, can we keep their discord comms private to the Tuesday group?
Can we not publish the Session reports for a couple of months, so the rival Thursday group didn't get the advantage of any intel paid for by Tuesday's blood?

We started the campaign without any Patrons lined up for the Downtime Braunstein. But I had a good sized list of NPCs that might fill that role later.

The Campaign Background

My personal goal for this campaign is to put all of the Old School, "BroSR" type approaches to the test. As mentioned in the introductory post:

Philosophy of Old-School Play

As Dungeon Master I will be utilizing all of the classic play methods to establish and reinforce these underlying concepts:

  • Alignment as Worldbuilding and Game Mechanic
  • Encumbrance
  • Morale
  • Reaction Rolls
  • Time in the Campaign – 1:1 Time
  • Level Training
  • Spell Research
  • Factions
  • NPCs ruling Domains
  • NPCs in charge of Guilds or Trading Houses
  • Tribes of Bandits, Nomads or Humanoids
  • Various Religious Cults
  • Adventuring Companies
  • Powerful Individuals without Domains and 
  • Henchmen/Hirelings

Each of these tenets will be addressed in more detail in the coming days and weeks. I will also attempt to insert "Designer's Notes" into the upcoming Session Reports, in order to explain exactly what we are doing here, how it works, and how it makes the game better.

For now, we have a brief description, built from the player notes and my own recollections. This report is in no way a "narrative style" story-report. I will endeavor to improve the quality and "narrative" styling of these reports as time goes on.

NOTE: These reports are being published approximately three months after the events in question, so as to maintain the secrecy and surprise factors. They will be published in chronological order.

28 March 1023, Imperial Calendar

The party, consisting of Jack, Bharat, and Erikos, took some time at the beginning to recruit some Light Infantry, 10 men with spears to assist in battling the terrors of the dungeon. They also hired two urchins to be laborers and light-bearers. Finally, they purchased a donkey and loaded its saddlebags with rations, oil and water.

HENCHMEN/HIRELINGS

Accomplishing your PC’s goals will require the assistance of others, whether the other members of your party, hirelings that you pay to accompany or labor for you, or henchmen that seek you out to learn from you or follow in your ways.

Henchmen are leveled, or level-capable, individuals who sometimes seek out, or can be convinced to join, a character in order to Adventure alongside them. These NPCs become loyal companions and followers of the PC.

Hirelings are typically 0-level NPCs that your character can hire to drive wagons, guard camps, make handicrafts, forage for plants or animals, do library research, identify items or materials, etc. These NPCs are generally thought of as employees, and as such may develop a sense of loyalty.

The party traveled to the Isle of Rizeka to plumb the Lost Dungeon of Tonisborg. They took a ride on the supply ferry that goes to the island every few days, for 2 CP per head and one for the donkey.

Before going down, they met the Guardians of the enigmatic structure, the Verratcho Zemaya (or Red Dragons) who protect the world from the evil terrors below.

Isle of Rizeka

A small island in the mouth of the Gablun River, Rizeka is the location of the ruins of Castle Tonisborg and the extensive dungeon-like structure below. It is unknown how far down the structure extends, or precisely what is down there. From time to time adventurous citizens of the Empire come to Sojenka to delve into its mysteries.

The island is ruled by the Verratcho Zemaya, a cult-like company of soldiers who traditionally serve the Imperial Grand Vizier, an archaic post once occupied by the emperor's chief counselor and wizard. Since magic has been outlawed in the empire for generations, these soldiers have become a hereditary militant order. The guardians charge a toll for those entering and exiting the ruins.

The Verratcho Zemaya are independent of the Sojenkan regime.

Tonisburg dungeon taxed by islanders.

Pre-existing people, independent from the empire.

There is a mighty structure beyond the ruins of Castle Tonisborg, 1000 feet tall, the aptly named Egg of the earth dragon. It towers over the landscape. It is forbidden to go there, a mighty Taboo!

West side of the castle, toll taker, ruined section of the castle, rebuilt gatehouse Rizeka, 3 guards on portcullis, 20 or 30 milling about within earshot. The Commander-General of the Verratcho Zemaya is found at a campaign table under a red awning, near the entrance to the ruined castle. He explains the mission of the Verratcho Zemaya (Red Dragons) and why they must insist upon an entry fee of 5gp per head. Because the party is low on cash, they appeal to the commander-General and he agrees to take 5gp now with 5gp per head for survivors, on top of the 10% tariff on any loot gathered. 

The Commander opens a large codex, filled with page after page of names in a plethora of writing styles. This is the Domesday book, a record of all who enter Tonisborg. There are about 30 names on the page, seven names are dated six weeks ago. Prior to that entry is another from about 4 months ago.

Capt Daragan Balazur of the All-Seeing Eye (From 6 weeks ago)

Shajenna of the Keys Sister Ella Fortuna (from 4 months ago)

Upon entering, the description of the dungeon layout was quite difficult. the Primary chamber is a pentagon, two columns as support, a few exits. Some equipment and torture devices are along the wall.



Secret door found, brown pincers. Giant ants, 3 defeated. Find the remains of a dead warrior, rent and torn chain armor, broken sword. Chain is shot, found a money pouch 1 gem, solid sized, diamond, 2 costume stones, 6 pieces of jewelry, 2 golden necklaces, 3 gold armbands, ornate silver tiara Retreat from 5 or 6 more giant ants, close secret door, stake entry door, drew skull and xbones on door Spike and skull and xbones drawn 

Meet some Kobolds, Bharat talks them up. (The Party) Agree to lead them (the Kobolds) back to stairs home for trade of 3 warriors to guide us. Got a feather from Chief Kobold, a token to use as a guide later. Found birds nest triangle room, search, rat bones, no skulls.

Skulls of rats found in separate alcove, with weird charcoal drawing.

Another alcove has a pit, can’t see the bottom. Dropped a torch down…it fell a long way. A real long way!

FACTIONS

The Dungeon of Tonisborg contains a multitude of creatures, some humanoid and capable of parlay, some simply monstrous. The Verratcho Zemaya are, of course, one of the most important Factions in the upper levels of the dungeon. It is their mission to safeguard the surface world from the horrors below.

The Kobolds are another Faction found in the dungeon. Their lair is "below", at the bottom of "a long stair". The party (Going by the group name Sons of Mithra) has successfully parleyed with these Kobolds and exchanged a token with them. This feather can (allegedly) be used later to remind the Kobolds of the bargain, and provide three guides for the sons of Mithra in further explorations.

Guard commander has ring on his finger he twirls Diamond 5000gp 2 costume gems 100gp per 2 Necklaces around 5000gp each 3 Armbands 1100 each Silver tiara 500 Guard gave us bank note, had to pay 30% to the city of Sojenka when we went to the bank to cash it in ( on top of the 10% to the guards.)

Ending the Session


After returning to Sojenka and visiting the bank to get their cash, the Sons of Mithra discovered another unpleasant fact, the empire wants its cut!
After a bit of grumbling and vows to discover ways to thwart this tax, the session ended on the evening of 29 March 1093.

Downtime play on the player discord channels would start the very next day.

Downtime

As part of the 1:1 Timekeeping rule, the characters would have five days of downtime to use for whatever objectives the characters chose to pursue.
Bharat wrote letters of introduction to the Lords of the nearby settlements, offering his services and those of the Sons of Mithra, for any tasks the Lords deemed worthy.
Bharat provided a detailed breakdown of his downtime activities prior to the next session:

Mar 30:
    Hire Secretary (4sp/day to handle correspondence & purchasing)
    Cash Bank-note for XXXXgp
    Pay XXXXgp to the Hydaspes Dojo for Mounted Warriors for [level] training
Mar 31:
    Travel to Kastav (w/ Secretary & troops)
    Arrange purchase of property for XXXXSP for Barracks
Apr 1:
    Finalize Purchase
Apr 2:
    Travel back to Sojenko (W/ Troops)
Apr 3:
    Begin Training Apr 3-23, available to play on Apr 24
    Troops to Return to Kastav
    Secretary to begin correspondence

The letter to the local Lords:

The Noyan, Bharat to the Esteemed [N]
    Greetings,
    Moved as I am by the danger & hardship of this province, far from the heart of the Empire, I am preparing for the Lords Minister of Sojenka & for the Illustrious Governor Asharem, a report on brigandage in the province.
    To better allow me to ensure justice and order are delivered to you, please forward to my secretary information on the following:
    When and where recent bandits have attacked you, your livestock, or those travelling to/from your village.
    The numbers & species of said bandits and any damage they have wrought, especially monetary losses to you and yours.
    Any other information you may think meet.
    I remain,
        Your Servant,
            Bharat Noyan

Apr 10:
    4d6 Retainers to be interviewed & certain candidates hired.

During the week between sessions, the players decided to roll up three new characters and run them, as the original trio were all training for second level. They also informed me they would like to do some exploring north of the city, in the Borderlands. 

Stay tuned!

I look forward to any questions or comments you may have about any aspect of the campaign.

Tuesday, June 13, 2023

How to Create a Patron NPC

 

NPC Creation for Braunstein Play


To create an NPC Patron you may follow the standard Character Creation guide, or use the simplified NPC generator. You may choose your characteristics or roll a d6 for each of the first five rows
  1. General Disposition
  2. Morals
  3. Generosity
  4. Loyalty
  5. Appearance
Popularity is an average of 1-5 (counting a Loyalty of 1 as 6, due to the NPC being deceitful)




In the second section, choose or roll d6 for Intelligence, Activity and Martial Aptitude.

Martial Experience and Political Aptitude start at 1.

All characters start with Grade 1 military experience and political aptitude. They advance one grade after the following experience: 
a) Political Aptitude- 
As independent Ruler (Governor) 1 year 
As subordinate Provincial Ruler (Baron) 2 years 
Subordinate Position (Senator, Mayor) 3 years 

b) Martial Experience- 
As Corps or Army Commander 1 year 
As Divisional Commander 2 years
As Regimental or Fort Commander 3 years 
As Regimental Officer 4 years