Aug 22, 2020

Prologue in the Gardens of Ynn (part 2 of 2)

(Continued from part 1)

Haunted House, by Ulla Thynell
Hothouses beneath Bird Nests

Amidst a copse of trees sagging under the weight of hundreds of empty bird nests, our troupe came upon three multi-storied glass houses. They were all overgrown with vines and lichen beds, and filled with thriving flora of many different kinds. Two were boarded over, but one two-story house was accessible - after Eddie had pried the door off its hinges with his claymore. Through the rusted door-frame the troupe discovered a warm room full of ornamental golden bird cages, each the size of a full-grown person’s torso. The cages hung from the ceiling like glittering prizes, absorbing the attention of the troupe - right up until they noticed the skeletons on the floor. Human skeletons, this time, wrapped in vines and root systems that bound every joint and vertebra.


At the back of the hothouse was an iron stairway spiraling up to the second floor; Eddie trekked through the bones and climbed it, finding a room full of old tables. An open window looked out from the second floor over the front doorway. Downstairs, Lisabeth and John began detaching the golden cages from their hooks. If they could get enough of these back to the relative civility of Prigwort, they’d be rich overnight. Lisabeth could finally afford a proper bath. Eddie could ditch his job as a fletcher. It was worth any risk.


Glimmering kept watch of the room from just outside the door, and consequently was the first to notice the skeletons move.


The bones did not animate on their own. They were puppeteered by the vines and roots that covered them, making a mockery of human locomotion. Lisabeth and John dove through the door to join Glimmering outside, and the three of them backed up to let the plant-skeletons spill out of the hothouse. Eddie took up a position at the window above with his arbalest. Everyone set their weapons at the ready. The plant-skeletons charged out of the hothouse in silence.


Everyone quickly noticed that the cores of these ambulatory plants were kept within the rib cages, and focused their attacks there. John’s pike found its way through one, but he was mauled in the process. Glimmering was clawed too, and their bronze sword didn’t fare well against the coiled vines and bones. Lisabeth rolled around her attackers and turned her hatchet backwards to hammer the plant-skeletons with the blunt end, crushing their foundational bones and leaving them vulnerable to her sickle. And the two bolts that Eddie was able to fire each found their mark, obliterating the foes they struck. Eddie had always been better at shooting than fletching; these bolts had been made by his master, and they flew true. After a brutal scrap, the bones were broken and the creepvines were cleaved. Healing herbs gathered previously saved both John and Glimmering from bleeding to death. The garden was quiet once more.


Which meant that looting could be resumed. Eddie kept his post at the window, Glimmering kept watch outside, and John and Lisabeth resumed carrying out cage after glorious golden cage, stacking them in the fallen leaves outside the hothouse. It was estimated that the troupe could drag along up to ten of these things, with difficulty. John wove a rope through the upper bars of all ten to prepare them for transport. It was time to head back to Dolmenwood.


While the others worked, Eddie guarded the second-story window, which gave him a vantage point to spot some movement. A shadow, faint and distorted, was drifting across the leaves and vacant nests  of the nearby trees. He traced it upwards, and gazed upon yet another malformed product of the garden. A giant, floating, glistening, iridescent, slimy jellyfish. It drifted through the air weightlessly, its tendrils slick with mucous. Eddie didn’t need to deliberate or call out a warning; one arbalest bolt was all the response that was required.


The bolt zipped through the jellyfish’s center, spewing translucent guts out the back. As if woken up from a dream, the jellyfish ceased floating instantly and tumbled down, landing directly on Glimmering. The elf was covered head to toe in stinging tendrils and gelatinous viscera, all of which burned like fire.


Everyone helped Glimmering remove as much of the stinging mess as possible (without getting any on themselves, of course) and made quick work of the rest of their golden cage-wrangling. Eddie descended, apologized to a remarkably composed (if welt-covered) Glimmering, and the troupe made ready to return home, each shouldering the rope in single file. The cages clanged and bashed against one another as they were dragged through the grass, but the rope held.


As they backtracked into the rose bushes, though, the noise attracted unwanted attention. The troupe halted as soon as they spotted the two creatures, and sap-coated weapons were readied once again. These creatures were birds of fabulous plumage, bursting over with lavish color and elegance. Their claws were larger than Glimmering’s, proper talons meant to maim and crush. And their beaks, hooked and blood-stained, were wicked beyond compare. If the common peafowl had taken a page from the cassowary's playbook and then started hunting antelope, they still would have been outclassed in every way by the Ynnian peahawk.


Facing what amounted to dinosaurs with fashion sense, John Rhys-Davies did the only sensible thing: he struck up a friendly conversation with them. He’d always had a knack for bird-speech, after all. The two peahawks were startled at first, but proved amenable enough to negotiate with. John promised them that a fine kill was up ahead, just waiting for something to come by and eat it. Humans and elves were far too stringy for their palates, after all - and moss dwarfs were practically salad! The peahawks agreed with his reasoning, and got a hungry glint in their eye. They began following the troupe to this supposed kill, giving the clanging bird cages a wide berth.


Back to the Fountain Court with Those Idiots’ Corpses

Emerging from the rose-bush rows, Eddie (currently at the front end of the rope) nearly stepped on a turtle. Everyone halted. This turtle looked poorly, as if its shell had been partially crushed. And from the large split near the shell’s peak, a gnarled little bonsai tree sprouted, nearly taller than the turtle that bore it.


(GM’s note: I misremembered the bonsai turtle’s details mid-game. According to the bestiary description, the shell was supposed to be intact and bowl-shaped, and the turtle was supposed to be as big as a cart! These things happen when you skim text during a long session.)


The bonsai turtle looked up with weeping little eyes, and croaked loudly at Eddie. At least, that’s how he experienced it; he was a burg-soul through and through, and talking animals never made sense to him. But the others heard the turtle perfectly well, as it chided their careless manner. “Have you no respect for those around you?” it wheezed, continuing to trundle past. “Honestly, you meet the worst sorts of people these days ... ” The troupe gave a few apologies and condolences, which didn’t seem to register. A piercing shriek from a peahawk, however, did.


With trembling horror, the little reptile spotted what was following the troupe. The peahawks clawed at the grass in anticipation. “Oh, mercy, please, nooooooo!” screamed the turtle. Every fiber of its broken body propelled it towards the hedges as fast as it could manage, and it flopped over the pathway's edge and into the bushes. The peahawks dove after it, ramming their long necks under the hedge and shredding branches with their claws. Everyone continued hauling their cages as fast as possible, leaving behind the fountain and its corpses before the peahawks could realize that bonsai turtles and rotting adventurers made for a poor supper.


(If only the turtle had been properly giant, it could have survived!)


Back to the Burned Shadow Theater

Their hands were chafing against the rope, and the clattering of the cages was distressingly obvious. But these cages were going to give our troupe the good life. They couldn’t abandon that.


As they passed the shadow amphitheater, the hole left in the hedges by those white apes allowed a familiar horror to wander in; seven more plant-skeletons, stepping shakily across the charred wreckage. There was nowhere to hide. A fight broke out.


Luck was fully on the troupe’s side this time, and they knew what weapons would damage these fiends best. Most of the plant-skeletons went down swiftly. But as Eddie reloaded his arbalest to eliminate the final one, his shadow finally found the perfect moment to betray him. It tore its feet from his, and broke free across the stone pavement of the amphitheater, wheeling and prancing in wicked delight. Eddie grew pale, having just lost a valuable chunk of his soul. The shadow vanished, outpacing the troupe on its way back to the door, to Dolmenwood, to its new un-life as a free-roaming specter of doom. This particular troupe would never see that particular Shadow again.


The last vine monstrosity was dispatched by the others, and they all took a short breather to ensure everyone was ready to go on. While his mind was marred and his spirit splintered, Eddie’s arms were still able to haul the troupe’s golden prizes. They carried on clanging towards home. This time, the hidden basket with the pheasant was left undisturbed.


Back to the Burned Herb Garden

There were no more unburnt herbs left to gather, and even if there had been, the troupe had bigger, angrier things to worry about. A swarm of large bumblebees, colored reddish-brown like rust, had been rousted from their hidden hive by the clanging of the cages. But safety was close at hand, and our troupe put every speck of might they had into hauling across the burned garden, with their ten roped treasures getting battered and bashed with each bump in the path. The bumblebees were far behind, but the meandering hedge paths did little to slow them down.


Back to the Vine Trellises

The source of the delicious blue fruits was no longer vacant. A marble statue of a sidhe stood beneath the trellises, gazing solemnly at the fruit while singing a piercing operatic melody. The living stone turned to face our noisy and thoroughly exhausted troupe, and its song grew even more ear-splitting than before. It seemed displeased with the intrusion. Whether or not it was hostile was unclear.


John produced the ornate music box that he had found before, and began cranking it to life. The discordant and atonal notes of the box broke the statue’s composure, and its face contorted into a snarl of chiseled contempt. It was certainly hostile now. John kept playing the box; if this was a fight, might as well annoy the enemy. Lisabeth turned her trusty hatchet backwards once more to bash apart the stone. Glimmering was still covered in welts from the giant jellyfish, and stayed back. And Eddie, having lost his shadow, his lunch, and his fear of death, turned his claymore around to hold it by the blade like a club. Backed up by John’s music box, Eddie and Lisabeth dodged past swinging marble fists and brought their weapons down on the statue’s leg, which fractured and broke in two. The statue tumbled to the ground.


Now it couldn’t pursue them. Weapons and music boxes were stowed, the rope was taken up again, and our troupe of four unlikely explorers started on the final leg of their returned journey, leaving the shattered statue to wail amidst the trellises.


And then the bees caught up to them.


Back to the Fountain Court and the Doorway Home

The troupe sprinted, badly denting their cages in the process, but the piglet-sized rust bees were swarming at their rear. While the cages seemed to be immune to the rust bees’ influence, the same could not be said for the our troupe’s metal gear. The insects corroded the blade and chainmail of Eddie, and the heater shield of John Rhys-Davies.


Rather than bother trying to fight back, everyone just put their all into hauling on the rope. The door in the wall was still wide open, the dark rainstorm still raging on the other side. With bees rusting their gear and stinging their hides, our troupe charged through the doorway, and the golden cages crashed along behind them, tumbling into the thick mud of the forest roadway.


Lisabeth scrambled back to the door in the tree and slammed it shut. The rust bumblebees that made it through didn’t like the rain one bit, and quickly scattered through the dripping treetops in confusion at their new environment. The troupe caught their breath, lungs burning, legs shaking, skin swelling from toxic bee-stings. They were barely alive. That was enough.


It would take many long hours of marching and shivering for our worn-out adventurers to drag those dented golden cages through the mud all the way back to Prigwort. But even as damaged as they were, the reclaimed gilding of the cages would be enough to set these four up for a good while. Lisabeth Sunderman would finally get to visit a proper bath house and move up in society. John Rhys-Davies would be able to give up his thieving ways, at least for a bit. Eddie would be able to strike out into the world on his own terms, though his lack of a shadow would always haunt him.


As for Glimmering-of-Sun’s-Turning-Tide, well ... elves don’t age, you see. For you and I, time flows like an ever-quickening stream. But for an elf time rushes past like a waterfall, each droplet a day or year or century. The thrill of Glimmering’s short time in Ynn would never be forgotten entirely, but it would fade. They had developed a taste for the ephemeral moments of adventure, those fleeting bursts of wonderment and peril. The eternal land of Hypnagogia was stagnant; this mortal world, and all the worlds it led to, were full of possibilities.


Maybe it would be a few years, maybe fifty. But some time later, the avian elf called Glimmering would once again find themselves trudging down a muddy road in Brackenwold, in the company of a troupe of mortals, seeking out foolhardy adventure and new discoveries.


(Continued in Dolmendays #1)




The Gardens of Ynn was written by Emmy Allen.


The Ynn Generator I used was made by David Schirduan.


During the session, we listened to a bunch of music from the soundtrack for Hollow Knight composed by Christopher Larkin, which can be listened to in long unbroken videos here.

Prologue in the Gardens of Ynn (part 1 of 2)

Back in October of 2019, a long one-shot playtesting session for Dolmendays introduced some of the players to the mechanics and whimsical tone of the game. An incredibly handy online generator sped up play as we sampled the haunting Gardens of Ynn. This recounts the findings of four novice adventurers in one session.


(Since this was written long after the fact, details have been warped by a very fickle memory. Things definitely didn’t happen exactly like this.)


The Gardens of Ynn was written by Emmy Allen.


The Ynn Generator I used was made by David Schirduan.


(During the session, we listened to a bunch of music from the soundtrack for Hollow Knight composed by Christopher Larkin, which can be listened to in long unbroken videos here. I'd recommend Greenpath, Fungal Wastes, City of Tears, and Queen's Gardens, without ambience.)




Our troupe today features ...

  • Eddie, a human fletcher. Wields an arbalest and a claymore, and throws a mean right hook. Can’t understand talking animals.

  • Lisabeth Sunderman, a human ex-sailor. Quick on her feet, and always just a bit unclean. Raised by fairies until age six.

  • John Rhys-Davies, a moss dwarf thief. Grows a large mushroom in place of his left ear, and has a knack for talking to birds.

  • Glimmering-of-Sun’s-Turning-Tide, an elf wanderer from moonlit Hypnagogia. Has feathered hair and bird-like taloned feet.


On the forest road south of Prigwort, these penniless and thoroughly rain-soaked adventuring troupe stood pondering a tree. Its trunk had a door, quite a large one, and from that open door streamed soft sunlight. Above the door was a sentence etched into the bark: “Ynn, by way of Dolmenwood.”


The troupe didn’t know that this was a troll’s garden, or how even to pronounce the name “Ynn” aloud. The long-lived moss dwarf and ageless elf were skeptical. Their human companions had no such prudence - at least not while they were cold and hungry and poor. Lisabeth dove through the tree-door, Eddie barreled in after her, and John and Glimmering dutifully followed their companions. Loyalty matters doubly when you have little else.


A Fountain Court

On the other side, in Ynn, the sound of rain was replaced with the babble of a fountain and soft birdsong. Sunlight fell on the manicured lawns and terraces of an ornate garden. Flower beds spilled over with unruly vines, hedge growths and iron fences walled in the spaces, and something smelled of wilted roses. Unnaturally large and colorful insects bumbled through the breeze. The troupe drank it all in as they began to dry off.


John the moss dwarf could always understand bird-speech, and these ones seemed to be rather confused. Their twittering carried no joy, only caution and longing. Some of them referenced a tower; others thought it best not to sing of such ghastly things as the horizon. And wherever our troupe looked, there wasn’t a single bird to be found.


Graffiti marked the wall near the door they entered from. In frantic scrawl, it read, “Beware the thorns.” With the warning duly noted, the troupe decided to go deeper into the Gardens.


Vine Trellises

Iron trellises loaded with fruit-bearing vines caught our troupe’s attention. The fruits were grand and blue, unmarred by bug or bird. They tested if the fruits were poisonous or not by scarfing down several each; since nobody keeled over, they bundled away some extras for the road.


Glimmering’s elf-eyes spotted a peculiarity in a vine-covered wall, and some prodding revealed it to be a secret door. The tiny garden shed behind it contained trowels, rakes, clippers, and broken pots, all old and unremarkable. But it also held a skeleton.

 

Fairy Fossil, by Pui-mun

The bones were winter-white, smooth, slender, and perfectly symmetrical, as if sculpted by a master of yore. They were light, too, possibly hollow. They rested beneath vines and upturned soil. Rummaging through their pack, Glimmering produced a flask of holy water and carefully poured half its contents on the skeleton. The bones sizzled and melted at the liquid’s touch. Glimmering retreated from the disturbingly familiar remains, and the troupe pressed on.


A Burned Herb Garden

Part of the gardens had fallen victim to a fire, leaving the hedges and lawns blackened. A few raised beds of herbs remained untouched, and the troupe elected to sample some of them. Lisabeth tasted one, and an old scar vanished from her hand; Eddie tried another, and immediately threw up all the fruit he had eaten. John Rhys-Davies harvested both herbs for future use - medicinally, of course.


A rustle in the charred hedge-growths behind them ended their tasting party and sent hands darting to weapon hafts. They turned to see long, slender legs of serrated green armor extend from the hedge, and razor-sharp pincers above them. The creature’s face-full of faceted eyes and mandibles were unmistakable; a praying mantis, as big as a pony but thankfully far slower. For its own insectoid reasons, this band of interlopers was deemed a tasty snack.


Lisabeth tumbled into action with sickle and hatchet in hand, swiping at its legs and dodging its pincers. Glimmering and John flanked it to block its escape. And Eddie took aim with his arbalest and put a bolt straight through the mantis’ head, leaving it dead. They were all unscathed, but braced for fouler things to find them soon. Stocked up on both healing and hurling herbs, the troupe continued deeper into the maze-like hedges beyond the burned part of the garden.


On their way through, they noticed a large picnic basket tucked away under the hedges. Inside was an entire roasted pheasant, still warm and perfectly seasoned. It was as if it had been cooked thirty minutes ago, yet vines had grown to ensnare the basket’s wicker bottom. Nothing truly terrible had happened as a result of eating strange things thus far, so Glimmering and Lisabeth each tried out a mouth-watering drumstick. Both stopped eating as soon as they noticed peculiar effects manifesting; Lisabeth had certainly not had pointed ears a moment ago, and Glimmering was positive that their tongue had never been forked. This meat was clearly not complimentary to theirs. The troupe abandoned the basket’s temptations, and pressed on.


A Burned Shadow Theater

The hedges looped back into the burned expanses, once again blotting out the garden’s many scents with that of soot. A large semi-circular amphitheater was built into the earth, its stonework stained by ash and smoke. Down on the stage was the charred remnant of a brass and clockwork apparatus, with silhouette puppets of elfin lords and courtiers mounted atop bent and broken arms; a machine for making shadow-plays, were light to ever cast them onto the wall.


Eddie was the only one to get an up-close look at the device. As he tinkered with its melted mechanisms, his shadow began to tug. It resisted the movements of his feet, and began to move of its own accord, twitching rebelliously against Eddie’s gestures. The troupe began to discuss the idea of fleeing before things got out of hand - but before they could act, things got out of hand.


A pair of vibrant blue foxes burst from the blackened hedges, bounding together past the amphitheater. They didn’t even notice the four adventurers, as their attention was still on what pursued them. The ground rumbled, and with a crash of snapping branches and charcoal the scorched hedge growths behind the foxes erupted in a savage cloud of pale fur and slick fangs. Giant white apes, quad-armed and enraged, carved a path of carnage through the garden as they pursued their puny quarry. Eddie’s shadow clapped gleefully at the show. Luckily, shadows are perfectly silent, and the beasts were so engrossed in the hunt that they too failed to notice our troupe. A hasty escape was made. The sounds of the white apes receded, the fate of the foxes unknown. Eddie’s shadow started behaving again, biding its time ...


As they fled through rows of iron fences towards a less-burned part of the garden, John Rhys-Davies made an observation. “We’re definitely not heroes,” he mused. “We’re going into the unknown without any good reason, alone and unprepared, just like those idiots whose corpses would get found by the real heroes.”


After some other comments and jokes, I clicked the button on the generator to roll up the next location for them to find. Turns out John was a prophet - sort of.


A Fountain Court with Those Idiots’ Corpses

A large, unburnt expanse of cracked paving stones and aromatic grass surrounded a grand marble fountain. Four corpses also surrounded the fountain, flat on their backs with their arms and legs spread wide, their hands and feet pinned down by metal stakes. The troupe approached cautiously. The bodies still had equipment on them, and their human flesh was intact; they had been dead for perhaps a week. From each of their open mouths a single white orchid sprouted, delicate and dismal. One of the bodies was clad in knightly chainmail, another in the silk robes of a magician. The other two were rougher mercenary types in quilted gambeson.


While morbid, our troupe recognized that all that valuable gear going to waste would only elevate the tragedy, and relieved those that came before of all their equipment. The orchids were left tastefully undisturbed, for they were already disturbing enough. Lisabeth got an intricate disguise kit from one of the mercenaries, and John got a set of lockpicks from the other. Eddie relieved the knight of his chainmail, which had yet to rust, and passed a pike and heater shield off to John. The pike was over twice the moss dwarf’s height; good thing stumplings are so stable.


Glimmering took the spell tome from the magician and flipped through its illuminated pages. The book held all the necessary glyphs and foci for casting two spells: Hear Whispers and Raise Spirits. (This game uses Knave-style spellcasting, so every adventurer can pick up and use spell tomes/scrolls/tablets from the word go.) Whether that second spell was for bolstering morale or calling up the dead remained to be seen. The fountain was burbling away nearby.


Lisabeth washed the dirt from her hands and face in the fountain’s scintillatingly refreshing water, spotting numerous coins glinting at her from the bottom. Everyone tried drinking from the fountain, and felt immediately invigorated by it. Then Lisabeth and John turned to looting the coins from the depths, and subsequently lost the vitality the water had granted them; after taking the coins, the water now appeared murky and uninviting. Still, money was money. Glimmering and Eddie may have been newly empowered by the fountain, but they were also stone broke.


John explored the perimeter of the circular fountain. A stray tile near its base turned out to be a secret cubbyhole, and lovingly stowed inside was an ornate music box wrapped in felt. John tried giving its golden handle a few turns, and was rewarded with an atonal yet strangely soothing melody. The treasure was placed, carefully, near the top of his travel pack.


Before venturing any further, Glimmering decided to give this new spellbook a go by raising some spirits - specifically, the spirit of the book’s original owner, the dead magician. The whole troop gathered around the unnaturally positioned corpse, prepared for trouble. Glimmering wove the words and gestures from the book into something reminiscent of proper magic, and the work was done.


The shivering spirit of the magician was conjured above his corpse, still wrapped up in the throws of his terrifying demise. After taking some time to observe the bodies of his companions and, critically, himself, the magician finally understood his position. The troupe confirmed his fate with some degree of compassion, and asked for his story.


He spoke of his own party’s mission. They were sent into this garden by the Duke of Brackenwold. The Duke’s son was sickly, and it was divined through private means that the only cure for the boy’s malady was the heart of a mythical creature called the Questing Beast. Part leopard, part snake, and thoroughly unique across all of time. So the magician and his team were tasked with finding it. But something far more terrible found them first; the sidhe. (Pronounced sort of like “shee,” because it’s an old Irish word.)


Glimmering knew that name, and had been called by it once before; an ancient term for the strangest of the elves. The magician spoke of the entity that slew his fellows, a floating elf-lord with a coiling grin full of needle-like teeth, and countless jostling pupils in each eye. An impossible beauty and ugliness saturated it. “He kept saying that our minds were wrong,” the spirit said. “That we had to be ‘fixed’. We weren’t ready to die like this, not for the damned Duke ... ”


Eddie questioned the spirit about the afterlife, or whatever else lay beyond the veil, but it didn’t have any answers. As far as it could tell, no time had passed since its death and this conversation. And just as the magician began to question our troupe on their purpose in this garden, the luminous ghost suddenly popped like a soap bubble, gone in an instant. The spell was broken by time alone. Armed with new tools and more knowledge of this ruined world’s inhabitants, the troupe continued deeper into the gardens.


While trekking through rows of rose bushes, everyone noticed a strange iridescent slime clinging to some of the highest branches, as if it had been brushed off there. The skies were empty save for gentle clouds and weak sunlight. Surely the slime meant nothing ... 


(Concluded in part 2)

Aug 16, 2020

Dolmendays - Preparing for an Uncertain Future

Actually managing to play tabletop roleplaying games is tough. A lot of factors put people off of trying it for the first time or continuing it week to week. So last summer I started prepping a campaign for my group of friends to enjoy in our distant and uncertain futures. And as un-luck would have it, a global pandemic and quarantine warped that distant future into a sudden present.


Dolmendays is built out of many OSR adventure resources stitched together, founded on the Dolmenwood campaign setting described in the weird and whimsical Wormskin zines. Since the full campaign book for Dolmenwood has a fair chunk of time left in Gavin Norman's brain-oven, I pulled in loads of tonally consistent adventures to fill out the empty swathes of the map. And when the campaign book eventually does descend from the Kickstarter heavens to our bookshelves and PDF readers, my plan is to overlap its material with what has already been prepared, replacing and ret-conning old stand-in material as little as possible. (Six-mile chunks of terrain can each hold plenty of locales, after all.)


Here’s our current modified map. Most human settlements have fewer that 60 people.


Made with the free version of Inkarnate


As for how to organize the game with the intent of actually playing it, here’s what I prioritized: 

  1. Online compatibility. People move, get sick, go to college, have back pains - sometimes all at once. Getting everyone together physically is wonderful, but would be unrealistic long-term. So everything has to be prepared with the Internet in mind. 

  2. Simple access. No paid services or virtual tabletops; just Discord voice chat, and the occasional Google Drawing for exploring complicated architecture. Rely on theater of the mind as much as possible. Miniatures and tactical grid-based combat systems are abandoned. Video calling is iffy for slow/unreliable internet connections (like mine), so relying on voice alone is a must; this also lets people connect to the game through their phones. (One player has even walked their dog during a session. Neat!) 

  3. Minimal physical media. A pencil, a character sheet, and some 6-sided dice are all that a player needs to have on hand physically, and all of these can be digitized. Making the system rely solely on the d6 makes things easier even when using virtual dice. I couldn’t find a dice-rolling site or plugin that allowed people to share dice results without it being incredibly fiddly to use, so instead the game relies on the good ol’ honor system. Players roll their own dice, announce the results, and everyone trusts each other. Speedy. 

  4. Short session length. We usually keep the weekly sessions to 2-½ hours or less. 5 hours of DM-ing fries my brain, especially in a sandbox campaign based entirely on content written by other people. Restricting sessions to the length of a feature film makes it much more reasonable, and much less daunting, for people to keep the game in their regular schedule. It does leave me chomping at the bit to see what happens next, but it’s worth it for the session quality vs session quantity trade. 

  5. Open table with an ever-changing cast. Even with all these considerations, you can’t expect everyone to show up to every session. And with short session times, it’s also not possible to pursue the ideal of resolving an adventure or expedition at the end of each session. So characters are going to be coming and going in the middle of adventures. Luckily, Dolmenwood is a bit of a fairy-tale madhouse, and strange events can be creatively leveraged to explain away the lack of party cohesion. No one should feel obligated to show up, and everyone should feel welcome to drop in.


These are the principles behind the campaign’s structure. Not strictly a West Marches deal, but similar in spirit. So far it seems to be working well; as of writing, we’ve had 18 proper sessions of the main campaign, one per week. This blog, Capers by Candlewick, exists partly to host the write-ups of what I remember happening in each session, so that we can look back on these rambling adventures in future days. I’ll do my best to make it enjoyable for anybody to read!


The rule system being used is custom, and mostly unimportant in the context of this blog. It’s been specifically written for Dolmenwood, with all the content that players need to generate their moss dwarfs and grimalkin and various other characters of Brackenwold and beyond. Most aspects of character creation can be randomly generated, and many players enjoy doing so. I’ll share any game resources that can be used alongside other rule systems, and leave mechanics vague unless it becomes relevant. Just imagine that we’re playing an odd mash-up of Maze Rats, Knave, and various hacks of both. It’s not D&D, but it produces similar results.


So that’s Dolmendays; an ongoing series of adventures in and around Dolmenwood, utilizing several gigabytes of PDFs from the indie RPG community. It'll be a wild ride.



(P.S. Here’s a non-comprehensive list of stuff that inspired and enabled this campaign:


Wormskin and the Dolmenwood setting by Gavin Norman and Greg Gorgonmilk

Knave, Maze Rats, and the Questing Beast reviews by Ben Milton

The Gardens of Ynn and The Stygian Library by Emmy Allen

Wonder and Wickedness by Brendan Strejcek, and Marvels and Malisons by Paolo Greco

The Goatman's Goblet blog and Rakehell blog/zine by Brian Richmond

Coins and Scrolls blog by Skerples

d4 Caltrops blog by ktrey

The Renaissance Woodsman blog by Dylan Shields

The Nine and Forty Kingdoms blog by John Laviolette

The Forest Hymn & Picnic by Cecil Howe

Into the Wyrd and Wild and They Cried Monster by Charles B.F. Avery

The Midderlands by Edwin Nagy, Mark Nolan, and Glynn Seal

Ryuutama by Atsuhiro Okada, translated by Matt Sanchez and Andy Kitkowski

Veins of the Earth by Patrick Stuart and Scrap Princess

Beyond the Wall and Other Adventures by Peter Williams

The Hobbit by John R.R. Tolkien

 

I heartily recommend them all.)