Monday, January 30, 2012

The DM Has a Big Mouth

Let me ask you if you have this problem, too.  The party just got pasted by a monster, they run out of there dragging their dead companions and cursing the unfairness of gaming, the session wraps for the night, and you mouth off about all the things they forgot.  "You didn't even have to fight the Elemental.  What's-his -name has the Protection from Evil 10' radius spell and you guys could have hedged it out and moon-walked across that room…"

If I have a fatal flaw as a DM, it's giving the players the DM's perspective after their failures and not letting them figure this stuff out for themselves through head banging, frustration, and trial and error.  It's one thing doing an after action review with some newbies, but I'm always blabbing my mouth off about play refinements, even with the seasoned vets.

Case in point from the other night, and this one came back to get me.  The party was making camp in a stand of evergreens (they're way up in the mountains) and their ranger scouts noticed a small group of grizzly bears come down out of the opposite trees and start splashing in the river that split the valley.  Then one of the bears rises on it's haunches, sniffing the air.  Did it smell their horses, or the cooking meat?

The druid goes out there with a sack of food, cautiously uses Speak with Animals, ends up convincing the bears to be on their way, after giving them a few weeks worth of rations to drag off.

So they're camping later that night, and I snicker, "Good thing you didn't remember you took Animal Friendship…"  That's the spell that lets druids turn an animal into a permanent companion.   The gears started turning in the minds of the players… could they afford to miss a day of travel, and have the rangers and druid double back and track the bears, so the druid could attempt Animal Friendship?  Dang it!  By the next night, the druid was working on teaching his new bear companion some tricks, after burning a few Speak with Animals and Charm Mammal spells out in the wilds.

In all truth, this was a fine turn of events for the players, the druid guy loves his new animal companion - "I have a bear!" - the players laugh during Speak with Animals when the bear talks like the Yogi Bear cartoon character, and seeing a grizzly bear maul hobgoblins later in the session was entertaining all around.

But seriously, I need to learn to shut the hell up!


Saturday, January 28, 2012

Desperately Seeking Tsojcanth - Gothic Greyhawk Game 51


In which the quest to find fabled Tsojcanth is begun...

Cast of Characters
Mordecai, a Cleric-7: Adam
Forlorn, an Elf-5: Bo
Mister Moore, Magic User-6: Mike
Shy, a Fighter-6:  JR
Leonidas the Paladin-5:  Nogal
Digit, the Elf Thief-7:  Z
Konstantine, Magic User-5: Smitty

Henchmen:
Phat Kobra, a Dwarf-5
Grumble the Smug, Halfling-5
Donavich, Cleric-4
Boris, Druid-4
Meatshield 1, Sean, Ranger-1
Meatshield 2, Declan, Ranger-1
Ireena, a Fighter - 5
Vlad the Inhaler, Magic User-1
Meatshield 3, Mason, Cleric-1


*Italicized characters are back in Barovia

Yes!  Last week, we officially started AD&D Module S4, The Lost Caverns of Tsojcanth.  (I say it "Zoy-Kanth", although as a kid I pronounced it "Zodge-Kanth").  The groundwork has been laid for a while in the campaign background; the players have crossed paths with many powerful, supernatural entities in their short career:  an ancient vampire lord from antiquity, a Satanic witch, a vile master wizard, a lady of the Fairy Otherworld.  Now that word has leaked out regarding the lost location of the Demonomicon, these factions (and other, yet unrevealed, players) have plunged into the Crystalmist mountains seeking to find the Lost Caverns and be the first to claim the Demonomicom.  Last week, the players launched their own expedition to find the book

The players are following a gypsy map that shows many of the valleys and passes in and around Barovia, and they've headed into the mountains with weeks of rations, animal feed, horses and mules, wending their way through the high passes.  Their first objective is to find something they're calling the Gnome Vale; from Strahd's journal and library notes, it should be within about 50 miles from Barovia, and one written account indicated it wasn't far from the Horn of Iggwilv, an important landmark for finding the Lost Caverns.

Work is kicking me in the head right now, otherwise I'd have made some e-versions of the new maps we're using, and post them on the blog; it's also making it impossible to work on the Black City.  It's good stuff though - in the midst of a job change, initiating a few large projects, completing some carryover projects.  I'll get some Tsojcanth related maps up in a few weeks - I've adjusted them slightly for local geography.

In fact - I should be getting back to some work-related reading this afternoon, so I'm only going to briefly narrate what happened.  Boris had used Druid mojo to gain an animal companion, a hawk, and he's trained it to return.  Each day in the mountains, he's using Speak with Animals to send it out searching, and then using a second Speak with Animals later in the day when it returns to learn if it's seen anything important.  In this way, the players quickly found the location of the Gnome Valley, but they don't yet know how to reach it - the hawk was able to fly over impassable ridges.  The initial goal has shifted from finding the hidden vale, to finding a pass that will lend egress to it.

The party fought an entire army of goblins (if you count nearly a hundred goblins as "an army") and demonstrated how awesome a party of 6th level guys can be when they unleash a ton of magic; they Slowed a large section of goblin infantry, Hasted their front-line fighters, blasted the back ranks with Fireballs, sniped sergeants and leaders with barrages of Magic Missiles.  It was over before the goblins knew what hit them.  We all know there are monsters out there that will beat the snot out of adventurers, but as the players remarked amongst themselves, they felt like Legolas, Gimli, and Aragorn single-handedly taking out a horde of orcs.  Even I was impressed.

Some other points that may come up in future games:  familiars, the dream of Leonidas, and the charter.  Familiars:  both Mister Moore and Forlorn used their downtime in Barovia to summon familiars; Forlorn now has a weasel companion, and Mister Moore, the very picture of Lawfulness and Goodness, attracted a Brownie.  I've never seen a player roll that 5% chance to get a special familiar, so that was quite remarkable.  His name is "Packer", and I suppose I'll need to learn a wee Irish accent when I need to take on the role of Packer the Brownie.

Leonidas had a visionary dream which he claims came straight from Zeus, his patron deity, in which he saw a golden eagle circle an amazing glowing sword (he thinks it's a holy sword) stuck in a rock, Excalibur-style, at a stone tomb edifice in the gnome vale.

Finally, the group amended the BK Charter, their corporate adventuring papers, to include that they have the right to call all 1st level henchman "Meatshield" until such time as the henchman earns level 2, and will be given a proper adventuring nickname.  Except for Vlad the Inhaler, whose party-given name is too good to lose.  I think Bo is taking a stab at formally writing the BK Inc Charter as a mock legal document.  The charter was first introduced way back here:  The Player Charter, and has been a mainstay of the group's treasure strategy ever since.

Does your group have a Charter?  They should.  Charters are fun, and fun is good.


*Image is by the incomparable Erol Otus, from the Lost Caverns of Tsojcanth cover.

Friday, January 27, 2012

Mentzer Madness


You may note how from time to time I climb to the top of the soapbox and proclaim great things about classic D&D, the BX sets, the Known World of Mystara.  But I tend to be curiously silent about the Mentzer editions that dominated the classic D&D line after 1983.  No longer!  You shall know the truth.

It goes like this:  Mentzer D&D,  BECMI, is the greatest series of D&D sets... that I shall never play again.  BECMI, incidentally, comes from Basic, Expert, Companion, Master, Immortal - BECMI.

The reasoning is pretty simple.  36 levels is just way too much room to advance.  There is absolutely no way I'll stick with a campaign long enough for a group to get a fraction of the way, and when I stand at the base of the Mentzer Mountain, gazing longingly at the cloud-wreathed peak where the "Paths to Immortality" lead folks beyond the sky to the Immortal Playset, I turn around and say, keep your mountain, you bearded sadist.  I'm off to play a game we can actually "finish" in a few years.

So there you have it.  You've learned that I have a low attention span, but possess enough self-objectivity to recognize this monstrous flaw.  See, a few decades ago it was the opposite;  "Who wants to stop playing at level 14, like that unfinished Cook Expert set, when Mentzer lets you go all the way to level 36?  The sheer genius!"  Oh how we change.

Here's the problem - playing 3-4 times per month, our old school characters are leveling once every 3 or 4 months.  After a year and a half, our current set of guys is level 6 or so.  I've resisted the urge to nuke the campaign so far, but how long can I hold out?  My brain is exploding with ideas.  I'm always on the edge.

The thought of trying to spend 144 months (that's 12 whole years, brother) trying to get to the top of Mentzer Mountain, just to find out there's a whole series of Immortal levels to start climbing, is just too much for my comprehension.  I had to turn my back on BECMI.  When we dabbled with the 4E, with its mad-fast power-leveling, guys would level once per month, meaning that an end-to-end campaign would be about 3 years.

These days, I much prefer the achievable level curve in Moldvay-Cook's BX edition (level 1-14, even though they hinted at 36 levels).  Even with AD&D, I don't recall folks playing it after levels 10-14 - about the time they got knee-capped by The Tomb of Horrors.  Even if I didn't nuke the whole setting, I'd be ready by then to retire those characters in the campaign and start over.

That all being said, there's no greater model for what should be in WOTC's new D&D than the contents of those BECMI books.  They want modular, Frank Mentzer gave us modular.  Everyone starts out kicking doors and stabbing monsters in the face with the Basic Set; when the dungeon shtick gets old, you're ready for towns, hex crawls, and nautical jaunts in the Expert Set.  Player options, mass combat, and domain ruler ship are in the Companion Set; Artifacts, Paths to Immortality, and Planar Travel are the Master Set, and finally you have the Immortal end game.  Is that modular, evolutionary game play or what?  Oh well, what do I know?

It seems about time for a new poll.  So tell me, o wise and knowledgeable readers, what kind of level range do you like to see in your D&D games?

Wednesday, January 25, 2012

On The Trail of Cthulhu - a Review


I'll just come out and say it; Trail of Cthulhu is controversial.  It's a new school game and uses mechanics that feel very different from the simulation approach of 1970's games.  It shares a common setting with Call of Cthulhu, and it's fairly easy to convert back and forth between the two systems.  Furthermore, Pelgrane Press is challenging the status quo with a lot of interesting supplements, many of which I'll review as the year goes on, so Trail of Cthulhu is worth a close look.

The physical book is amazing - much of the art is photo realistic, brooding, and ominous.  There are many full page prints of intrepid investigators or explorers dwarfed by alien ruins, strange monuments, or haunted locales, and it captures the spirit of the game perfectly.  It’s written by Kenneth Hite, and there's a ton of Mythos scholarship and useful ideas for Cthulhu games.

The book is published by Pelgrane Press and uses their Gumshoe system; Gumshoe shows up in most of their games: Esoterrorists, Fear Itself, Mutant City Blues, Ashen Stars, and the upcoming Night's Black Agents.  Before we get too far talking about all the things Trail of Cthulhu does right, let's take a side track and talk about how the Gumshoe system works.  (I'll refer to Trail of Cthulhu as TOC here on out).

Gumshoe Abilities
Gumshoe characters don't have Call of Cthulhu (COC) style attributes like strength, intelligence, size, education, etc., instead they have abilities like Athletics, or Forensics.  The player can surmise an athletic character is probably strong, and a guy with good technical skills is probably smart.

A character with skill in an ability (for instance, forensics) is an expert in that area.  TOC is an investigative game, and a guy with skill in forensics will automatically find the appropriate clues just by searching a scene and bringing forensics.  The other thing about having a rating in a skill is that it also gives you a pool of points you can spend during the investigation to excel.  Let's say you have skill with Latin; you could normally translate that loose page of De Vermis Mysteriis in a few hours back in your study.  But if you spend a point out of your pool, maybe you can read it directly, on the fly, or translate it in a fraction of the normal time - as long as the player can come up with a snappy reason for their moment of excellence.  The GM can also assign bonus clues for point spends, but I prefer treating point spends as rewards for quick thinking and player improvisation.

Besides the investigative abilities, all of the conflict skills are abilities, too - "general abilities". Conflict skills require dice rolls, and points can be spent to improve the chance of success.  A typical guy can be hit in combat on a 3 or higher on a d6, so even a single point spent on the d6 roll improves the odds dramatically.

What the two sets of pools means is that TOC puts a lot of emphasis on resource choices.  Players need to gauge how much they're going to need those points later and spend wisely.  Investigation skills only refresh in between completed adventures, whereas general ability pools refresh daily, or partially after periods of short rest.

It can be a little hard to visualize how this plays out differently from a Call of Cthulhu situation, so let's look at how a few situations might be handled in the two rules sets.  Building gun-oriented characters in a Cthulhu game isn't generally a good idea, but let's assume you're a Morose Veteran of the Great War with 80% in rifle (COC style).  Early in the game, late in the game, doesn't matter, whenever your guy drops prone with his rifle and takes a shot, he'll be shooting at 80%.  Whether he makes an awesome shot is out of the player's control; he needs to roll the dice and see what happens, explaining the results after seeing the roll.  You don't get to choose when you're awesome (but when you do roll that 16% and make a critical/impale, everyone cheers).

In the TOC system, the same character would have a lot of points in firearms (let's say he has Firearms 12).  Many monsters have higher hit thresholds (4 or 5 on a d6) so the player might need to spend 2-3 points per shot to ensure he's always hitting his target.  Unlike the COC player, the TOC player can choose to pump a lot of points and ensure he hits.  He may even get an extraordinary result with a good roll, exceeding the monster's hit threshold by enough to do extra damage.  But later in the session, when all of those firearms pool points are spent, he's down to straight rolls.  "I'm spent".

In TOC, you lose some of the suspense that comes when all of your success is contingent on a dice roll.  The tension is different; you're constantly wondering, will you need those points later, did you choose to spend wisely?  It has echoes of resource management from the survival horror genre, as points dwindle and choices get tough.  It's a different qualitative feeling than hoping for lucky rolls.

Another difference is that Trail of Cthulhu resolves narrative investigation differently than dramatic conflict.  Let's take the example of a locked door.  During an investigation, a character with the locksmith skill can automatically get through the door to the clue on the other side.  However, when the group is being chased by a hideous monster, and they need to open the same kind of lock to escape, a dice roll is required and the player would need to spend some points to ensure success.  The mechanics change depending on whether it's exploration or combat.

Before you cry foul, keep in mind that versions of D&D have had things like take 10 or take 20 on skill checks, implying that skills during exploration are different than execution under a pressure situation.  The ability to refresh pool points at arbitrary intervals is not much different than 4E's use of replenishing Encounter or Daily powers, or even spell memorization.

I tend to think older gamers, ingrained in 70's and 80's RPG styles, are more comfortable with success based on dice rather than the resource spends.

Gumshoe Clues
I've seen questions regarding the Gumshoe clue system; what fun is it if characters always find the right clues?  Here's the thing:  you built your guy to be a professor of dead languages; you find the cultist's journal, and it has notes in archaic Greek; since you can read ancient Greek, you can read the notes.  The fun isn't whether you make or fail a roll, it's what the group does puzzling over this new bit of information you've discovered, and how this changes their plans moving forward.

In games where skill rolls are required to get basic clues, you can end up doing a fair amount of "pixelbitching" once the main guy fails his check.  "Crap, I missed my Greek roll on the journal.  Now what do we do?"  Invariably, it involves using a fall back skill (like Luck or an Idea Roll) to see if a Deux Ex Machina is around to help with that translation; or worse, the barely trained other characters in the group make off-the-wall rolls hoping for a critical success.  "Yeah, I only have 5% in Ancient Greek, but I rolled a 04% - take that, Professor!  Looks like your 90% in Ancient Greek were points well spent, har har!"

It's no fun when groups miss necessary clues through bad rolls.  If they ask the right questions and have the right skills, they should get the clues.  Most Call of Cthulhu Keepers familiar with the problem either fudge dice or ignore the skill check rolls for necessary skills; TOC makes it an explicit design element.

New School Roleplaying
Another way that TOC is a modern design vs an old school design are the mechanics that shift narrative control to the players.  I already alluded to the investigative abilities, and how a player can choose to spend points, do a little improv, and generate their own spotlight moments.  For instance, having the right Flattery skill might get you into the hotel conference; spending some Flattery points and making up a little story for the hotel clerk might get the players a room on the same floor as their target, or a back stage pass.  Cha ching.

TOC characters have a new mechanic called a "Drive" - a drive is the personality quirk that makes them open to investigating eldritch horrors in the first place.  It could be something like Curiosity, a sense of Adventure, or boredom (Ennui).  When characters fulfill their drives, they replenish mental Stability points.  Drives can also be a stick that penalizes them when they're ignored.  Let's look at an example.

In COC, the group of characters follow the bloody footprints out of the front door to the street, where the man-hole cover lies ajar.  "Dude, I am not going into that dark sewer following a rotted corpse.  Let's go back to the mansion and come back in the morning.  With shotguns".  That's how gamers think - like gamers, not like the neurotic protagonists in a horror story.  TOC's Drives ensure the characters have a good reason to throw caution to the wind like their literary forebears in the horror genre.  In this situation, at least one of the players would want to slide the manhole cover aside and look down the hole, for the chance to score some quick Stability points by demonstrating their insatiable Curiosity, or sense of Adventure.

TOC kept the same kind of Sanity death spiral you see in COC, so there are plenty of options for investigator madness; keeping with its tone of encouraging more player control, many of the insanities involve the entire table "reinforcing" the insane investigator's new, warped world view.

Trail of Cthulhu's Improvements
The book has a lot of elements that are useful in regular Call of Cthulhu campaigns, even if you skip out on the Gumshoe system.  TOC introduced the idea of Pulp vs Purist styles of play - more gun-wielding, weird adventure versus the bleak nihilism of Lovecraft's grim stories (think of The Dunwich Horror as a pulp story, and The Colour Out of Space as a Purist story).  There is great practical advice on structuring investigations and building out mystery scenarios, and examples of "campaign frames" - narrative structures for investigation games.  The original COC rules don't provide any of that campaign support, and I look at the TOC ideas fairly often.  I owe the readership here an article on narrative structures for Cthulhu gaming, so I'll defer a discussion on campaign frames for now, and return to it real soon.

The Mythos monsters and entities are very well done, and each major entity is given numerous rationales or explanations that surrounds the beastie with a sense of mystery and horror.  The COC book, with it's dry statistics and monster-manual-style of presentation, has had the unfortunate effect of making those Mythos horrors a bit banal after 30+ years.

Finally, Pelgrane Press has created a praiseworthy body of work, stretching the limits of Cthulhu gaming with titles like Bookhounds of London, Shadows over Filmland, Cthulhu Apocalypse, and The Armitage Files.  I'll be reviewing many of the Pelgrane titles as the year goes on, as they hold interest for both TOC or COC Keepers.  Because both games are light on rules, I find it's really easy to convert back and forth, running TOC materials using the COC rules - after a while, you stop seeing green code fragments, just blonde, brunette, red head….

We've played a fair number of Trail of Cthulhu one-shots the past few years; the greater emphasis on pregenerated characters with back stories, Drives, improvisational role playing, and bleak, Purist destruction, makes it ideal for one-shots and change of pace games - everybody dies or goes bonkers.  I expect we'll be doing some classic Call of Cthulhu games this spring and summer, while importing some of the TOC enhancements to the art.  Although I like it quite a bit, we've never given Trail a run as a campaign game.  Hopefully I've given folks that aren't sure which style they'd prefer, Call of Cthulhu or Trail of Cthulhu, some qualitative information to illuminate the differences and help any decisions on system.  I'm glad to discuss the two games more in the comments.

Tuesday, January 24, 2012

Blogthulhu

Does anyone know of some good blogs on Cthulhu and Lovecraft gaming?  I regularly read Ken Hite's and Dan Harm's blog (when they post), and Pookie's Reviews from R'hlyeh.  AD&D Grognard started a blog for Cthulhu board games.  There are lots of places that discuss Lovecraft fiction, but other than the campaign journals on yog-sothoth.com, not a lot of blogging.  (Flames Rising sometimes has COC or Trail stuff, but mostly World of Darkness).  Let me know what I'm missing!  thanks-





Monday, January 23, 2012

Converting to AD&D


1E is back on top!

Ever since the announcement that 1E is being reprinted, my group has been asking the question whether we should switch completely to AD&D.  We're using Labyrinth Lord and the Advanced Edition Companion, so we're pretty much playing AD&D with classic D&D stats and race-classes already - we have a Paladin, for instance.  But we're not actually using the old 1E books at the table, despite one of the players (Mike) bringing up the idea of converting at every available opportunity… for months.  With the 1E announcement, he's been able to sway the table - the group voted to switch whole cloth to AD&D.  The Trampier cover is back in the house.

There are some obvious things to change - the Dwarf becomes a fighter, the Elf becomes a fighter/magic user.  The more interesting question is what to do with the stats?

On 3d6, the average roll is 10.5; on 4d6 drop the lowest, the average roll is 12.24  AD&D characters have an average of 10+ more points spread across their ability scores.  And it shows.  A fighter in classic D&D gets +1 to hit at strength 13; that same fighter needs a strength 17 to get the same bonus in AD&D.  Stat inflation, baby.

What have you done for converting existing "classic: characters to AD&D's higher stat requirements?  The two options we discussed were re-rolling using 4d6 drop the lowest, but arranging the scores in the same relative order - so if Character A was highest in Intelligence, he would put his highest new stat back into Intelligence.  The simple approach is this - since AD&D characters have much higher stats, 10 more ability points, on average, just give everyone 10 more points to spend.  That fighter with a 13 strength can pump 4 points into strength, giving himself a 17 and staying on course.

I'm enthused by the 1E reprinting.  We don't know how limited will be the print run, and whether it will stay exclusive to hobby stores; I'd be delighted if it was successful and they chose to roll the reprints out to retail.  I don't need to go looking for cynical reasons to justify the reprint;  WOTC is helping the cause of getting new folks to pay attention to older games again, and that's just dandy.

Saturday, January 21, 2012

Gothic Greyhawk - Game 50 - Pounds, Rations and Mules


Cast of Characters


Player Characters:
Mordecai, a Cleric-7: Adam
Forlorn, an Elf-5: Bo
Mister Moore, Magic User-6: Mike
Shy, a Fighter-6:  JR
Leonidas the Paladin-5:  Nogal
Digit, the Elf Thief-7:  Z
Konstantine, Magic User-5: Smitty

Henchmen:
Ireena, a Fighter - 5
Phat Kobra, a Dwarf-5
Grumble the Smug, Halfling-5
Donavich, Cleric-4
Boris, Druid-4
Vlad the Inhaler, Magic User-1
Sean, Ranger-1
Declan, Ranger-1

In which the party learns about the ancient sorceress Iggwilv, and makes plans to find her lost trove of treasure…  and a request for Wiki software recommendations near the bottom.  Hold tight folks, here comes an exciting yarn of logistics, diplomacy, planning, and library research - the very Meat and Drink of High Adventure.  The kids were banging their heads on the table by the end of this one.  "Pounds, rations, and mules, oh my", grumbled Nogal.

While opening trade negotiations with the Flannish highlanders down in the river valley, the party learned their old enemy, the witch known as Grizelda (Auntie G), was heading into the Crystalmist Mountains with her troop of orcs, trolls, and gargoyles, seeking the lair of the legendary sorceress Iggwilv.  They didn't know anything about Iggwilv, other than she once owned a book of Evil Chaos, so they headed home for the distant valley of Barovia to research in Strahd's old, but voluminous, library.

But first, Mordecai reach out to Cadman, the chieftain of the hill folk, to see if they could hire a few sturdy mountaineers (level 1 Rangers) to accompany them back to Barovia and act as guides.  Boris the Druid did his best to infiltrate the druids of the hill folk to see if there would be a backlash against Mordecai's healing of the chieftain and the boss's subsequent adoption of the new faith and decision to build a church.  There was a high druid that counseled the chieftain, and each of the 10 clan leaders had their own druidic advisors.  As a group, they conspired to take no immediate action against the new chapel, but to influence the various clan chiefs to ignore the new church for now and watch it disappear through neglect, especially with Mordecai returning to Barovia.

Days later, back in Barovia, the party got a sizeable info-dump as they consulted Forlorn, their 200+ year old Elf, and also surveyed Strahd's library.  The elves remembered well the tyranny of Iggwilv, when cartloads of tribute were sent into the high mountains and the powerful sorceress cast a shadow over Geoff, Sterich and Keoland.  She was the most powerful wizard of her age, binding demons to her will and documenting her methods of demon summoning in a notorious tome, The Demonomicon.  The player conveyed to the others it would be bad if it fell into the hands of Cyris Maximus, an avowed servant of the demon prince Orcus; the book would give his apparent new ally, Calcidius, the ability to open a demon gate for the prince.

Further research indicated Strahd himself had been seeking Iggwilv's lair, a place called Tsojcanth, a hundred years ago.  He was ultimately driven out of the mountains by a powerful holy man, and compelled through divine power never to set foot out of Barovia again, consigning the land to Strahd's powerful curse.  But the players discovered that there should be a gnome valley within 50 aerial miles of Barovia, and this would be a landmark towards finding the ancient mountain called the Horn of Iggwilv, the location of Tsojcanth.

There were details about the treasures, something about a magic lantern, stuff like that.  Surveying the map, the party theorized they had a fair shot at finding Tsojcanth ahead of some of the other questing, supernatural villains - Cyris Maximus, Calcidius, the Witch, the Red Duke, and the Prince of Lost Dreams. Plans were quickly made to secure the barony while they were gone, and they loaded rations, feed, horses, mules and gear, and prepared to set out (it took about a week for preparations).

Boris used the time to go find an animal companion (level 1 Druid spell), a hawk, with the hopes that he could use Speak with Animals and training to get the animal to do some long distance scouting out in the wilds.

Forlorn had been reading a book liberated from Death Mountain and the Orcus cult, The Book of Unspeakable Shame, and after months of reading it, it was complete.  (The Book of Unspeakable Shame traces all the way back to LOTFP's Death Frost Doom).  He would either be permanently feebleminded by the blasphemous knowledge, or ascend to godlike wisdom; Forlorn now has a 25 wisdom.  But he possesses wisdom that know mortal should own, and a cloud has passed over his heart.  Forlorn drew twice from the Deck of Many Things a few months ago, and both times he selected The Flames, indicating the presence of a powerful enemy in the world.

Perhaps the demon prince Orcus doesn't want his book in the hands of a mortal Elf?  Muhaha.

We've had a couple of sessions now with heavy book keeping and planning, as we transition into mid-level play and domain ruler ship; we're considering setting up a campaign wiki so the players can work out their domain details and equipment lists and whatnot during the week, maximizing time at the table.  Does anyone have experience with Obsidian Portal, or have recommendations for simple (cheap or free)Wiki software?  Thanks!