Base towns are a staple of old school play: Hommlet, the eponymous Keep on the Borderlands, or Helix from Barrowmaze. They provide necessary elements in the old school gameplay loop, serving as a place to sell treasure, level up and heal up, gather rumors, and obtain goods and services.
However, despite having clear procedures for the other core game modes (combat, dungeon adventuring, and wilderness adventuring), the OSE (and therefore B/X) rules curiously omit procedures for spending time in a base town despite specifically calling out designing a base town in the Referee's Tome:
When do you use the base town that you designed? (screenshot from the OSE SRD) |
Last week, my players finished up their first adventure and returned to town. While running their time in town went fairly well, I felt the absence of the game structures that I had enjoyed during my previous sessions. I wanted a procedure for returning to town. So, I made one!
But, before I get to that, a quick recap of my last session:
Dramatis Personae
Flynn Four-Fingers, Level 2 Thief
Russell, Level 2 Fighter
Ancin, Level 1 Magic-User
Chadwick, Level 2 Cleric
Notable Events
- Back in the mortal world, the party returned to Chyde's tomb to pilfer a few more things now that his ghost was in the Fairy Realm. However, still suffering from the floating effects of the green slime, Russell decided to go ask the dancing skeletons if they knew how to end them.
- Amaranda and Brigforwith had no idea how to end the effects, but they did implore Russell to help them find whoever had violated their son's tomb! Russell promptly excused himself to go "find the perpetrators," and the party quickly made their escape back out through the wormhole.
- As the only party member not floating, Chadwick tied a rope around the others and pulled them back to town like balloons, clearly enjoying his time in control of their movement.
- Upon returning to the town of Fourtower Bridge, the party divided up their treasure and paid the local sorceress (Mistress Hecuba) to dispel the floating effects. After resting, they introduced themselves to a few more townsfolk, including the thief Silar and Moira the Holy.
- Moira told them of a rumored relic lost in the "crystal caves" to the west - the gold teeth of St. Orlo - that she would love to have as a part of the shrine she's building. They decided that it sounded like a good lead on more treasure and that they would set off in search of these caves next week!
Between Adventures (PDF) |
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