Thursday, January 1, 2026

The AD&D Series, 2026 Collector's Edition

The 2026 Bloggies are upon us, and I plan on submitting a handful of mine - and, of course, others'. If you've enjoyed reading this blog in 2025, I would greatly appreciate you submitting and voting for your favorite of my posts. Blogging has been a big part of my year, and it would mean a lot to me to at least make it into one or more brackets. Maybe one of my posts will go on a little run or hey, even win something. That would be neat.

First and foremost, I'd like to submit to the Best Series category my posts analyzing the AD&D DMG. The thing is, those posts were never intended to be a series, and weren't labeled as such. The series evolved naturally over time as interesting things to talk about continued to pop out at me. This makes it difficult to figure out what post exactly to submit.

So, here is one post with the whole series collected in one place:

And yes, I did include this same list in my year-in-review post, which went up...yesterday. But submitting a year-in-review post didn't really make sense.

If you've enjoyed this series and what to submit it for consideration, please use this post. That is all the campaigning I'll be doing on the blog. Thank you!

Wednesday, December 31, 2025

2025 Year-in-Review

If the theme of my 2024 Year-in-Review was despondence, lack of direction, loneliness, and uncertainty, then the theme this year is one of hope, renewed purpose, community...and a bit of uncertainty still!

In 2024, I was discouraged because my blogging had slowed down, I wasn't sure how much I really had to say, if anyone cared, or if I was a "real" blogger, whatever that means. I wasn't getting the dopamine rush I wanted from posting. I wasn't sure how to promote my work. I felt embarrassed even trying to promote it. What was I doing?

In 2025, I bit the bullet and got on Bluesky, where the TTRPG scene seems much more robust and supportive than over on Twitter. I joined the Prismatic Wasteland Discord to stay in the loop on upcoming Blog Bandwagons. I put myself out there and shared my stuff, and people didn't just repost it and like it - they talked about it too. My thoughts were generating discussion. That's new!

I found my community. I got to engage with bloggers whose work I admire and respect. They shared my stuff. They talked about it. At PAX Unplugged, I got to actually meet some of these people, and play in their games. They asked me what was my blog and when I told them they knew what it was. I can say that this or that TTRPG on my bookshelf was made by so and so who I know and have played with. That's pretty neat!

My posts ended up all over the place this year, from Prismatic Wasteland's roundups to Carouse, Carouse!the Explorateur, Shiny TTRPG Links, and even the Glatisant. I was so excited about the latter that I had to explain to multiple people who Ben Milton/Questing Beast was. According to Elmcat's ongoing Mapping the Blogosphere project, this blog is tied for 9th place on the list of "rising stars" in 2025, with 21 other blogs linking to mine this year. Maybe that sounds like small potatoes, but it's a big deal to me.

I authored 48 posts this year (49, counting this one), which is almost one per week, and 10 more than last year (many of which were play reports - not to suggest they are of lesser quality, but it does feel different).

The AD&D DMG has been a bolt from the heavens for this blog. It started with Stocking a Sandbox with the AD&D DMG, back in February. I love making little sandboxes in my downtime and coming up with new ways to populate them. I thought the AD&D DMG's Inhabitation table was pretty interesting, so I decided to give it a spin and write about my process. Little did I know that it would lead me down the rabbit hole wherein I'd be dissecting, analyzing, and often rationalizing One Weird Guy's specific, often controversial - but no less interesting - vision of this game.

For convenience, here is a great big collection of all of my AD&D posts from this year:

Of those posts, six are among my top 10 most-viewed posts of this year, and 14 are in the top 20. The other entries in the top 10 are The 100-Hex Sandbox (which uses the AD&D DMG, but which I don't quite consider part of the same series), The Village of Hommlet is Too Much: Minimalist Location Sketches for Sandbox Prep (more sandbox posting), Clerics Need Spellbooks Too, which was my entry in Prismatic Wasteland's Blog Bandwagon on clerics and religion in D&D (motivated by the pope's passing), and On Settlements (a post from the end of 2024 which benefited from renewed discussion about cities).

Other entries in this year's top 20 include On Initiative (a post from 2024 which has endured, likely because of its inclusion in Dwiz's master post) as well as Using Reaction Rolls to Determine Faction Relationships in the Sandbox (even more sandbox posting).

Six of my top 10 posts from this year are now also among the top 10 posts of all time on this blog, and one has even claimed the #1 spot.

I'm not quite sure why the AD&D stuff has resonated with people so much. Is it because AD&D is inherently of interest to people who read D&D blogs? Is it because people are interested in Gygax's odd design idiosyncrasies? Is it because AD&D is something of an impenetrable text and I do a good job distilling it? 

I'm not quite sure, but I've enjoyed the hell out of my time with it. I'm sure there will be more to write about AD&D in 2026, but I'm not sure how much more there is. I have a feeling that my time with it is coming to an end, but I'm not sure when, which brings me to the uncertainty.

What is the future of this blog? Lately, I've taken to Bluesky to share my thoughts while reading TSR-era modules. These are modules I've always wanted to experience myself, and discussing them in detail with others has been a lot of fun. They've also inspired some of my more recent posts (one of which even made it into the most recent issue of the Glatisant). These are not "reviews" so much as they are just my reactions to reading this stuff for the first time. I'm enjoying it and will probably continue making my way through classic modules.

I also started the year by reviewing modules I planned to play - Mörk Borg and Mothership stuff. These reviews didn't get much traction and were a fair amount of work, so I haven't done them since. 

One of my resolutions for this year was to play different games with different people, and to do less work when preparing for them - that means fewer wholly original D&D sandboxes with my regular group and more short prewritten modules with people I haven't played with before. I didn't really succeed at this goal. I played a lot of Mörk Borg (which was very fun!), but not much else. I played with more people than in 2025, but I wasn't gaming with everyone all the time like I had hoped to do.

I'm excited to take another crack at it this year. I can definitely get my Mörk Borg group to try some other games, and we've nearly exhausted what Mörk Borg content I have. I am also toying with the idea of running my B1 sandbox, whether it be in AD&D, OSE, or some other system entirely. I imagine I might want to do something similar with B2 and whatever other classic modules I read.

Overall, while I'm left with uncertainty about the future of the blog once again, that uncertainty is not an anxious one but an excited one. This has been my best year of blogging yet, and I'm eager to see where it goes from here.

One thing I've continuously learned this year is that the more you put into something (usually), the more you get out of it. I started playing rec league softball back in 2023. I had never played baseball in my life, so I was terrible. In the second half of 2024 we really clicked as a team, started practicing in the field, going to the batting cages, scrimmaging other teams, and the like. 

I put the time in and showed up. I got better. I started captaining my own team. I volunteered at youth clinics. The other regulars in the league started to get to know me. I made the All-Star team twice. I won an award for congeniality - not for being good at softball, but I'll take it! We won more games than ever this season and made it to the championship game before falling just short. Those people are my real-life friends now. I'm a lot better at softball now and I'm part of a community.

I share that story because blogging is much the same. If you show up, put yourself out there, engage with others, and generally make a consistent effort, people will notice. Before you know it, you'll go from feeling like you might give up on something to wondering what your life would be without it.

It's been a tough year for me personally, but I've gotten through it, and this blog and the greater community of bloggers has honestly been a big part of the reason why, along with my other hobbies and communities. I'm excited to see what 2026 has in store.

Wednesday, December 24, 2025

'Tis the Season (for a Sandbox): Into the Jinglebell Barrens

This post is a part of Prismatic Wasteland's Hexmas Blog Bandwagon. The intention was for participants to make a single holiday-themed hex with connections to other participants' holiday-themed hexes, but I'm a sandbox sicko, and I really wanted to make a whole miniature sandbox of my own. In keeping with the format, let's say the whole sandbox is contained within one hex (0601). 

Here is state of the sandbox on the date of this post's publishing:

Connections:

Presenting the Jinglebell Barrens:

Key:

  • 01.01: Yuletide's End
  • 02.03: Frostyford
  • 02.04: Rednose Rest
  • 03.01: Silver Sleigh Caravan Camp
  • 03.04: Tower of Noel
  • 05.03: Solstice Doomhall
  • 05.05: Carolcrag Cave

The Jinglebell Barrens are a vast expanse of icy sand desert which gleams bright in the sun and glitters under the light of the moon. When the wind blows across the flats, the grains of sand tinkle like tiny bells. On stormy nights, great gusts from the cliffs to the east and southeast whip the sand into a frenzy, rattling the land with a deafening metallic clatter. Unless traveling on a road, it takes 2 hours on foot to enter a barrens hex, and it takes 4 hours to cross one.

The Barrens are bordered to the east and southeast by the Carolcliffs, a towering escarpment of jagged blue-white ice which encase the bleak gray mountain peaks known as the Carolcrags. Wind howls through the ice like organ pipes, creating eerie music known to locals as Cliff-Carols. Hidden paths and passes snake through the cliffs, leading to ancient ruins captured in ice, and into the mountains where monsters dwell. Unless traveling on a road, it takes 3 hours on foot to enter a cliffs hex, and it takes 6 hours to cross one. It takes 4 hours to enter a mountain hex, and it takes 8 hours to cross one.

To the southwest lies the Tinselgrass Steppe, a land of long, thin grasses that glitter gold and red at sunrise and sunset. Silvery elk graze and winter wolves hide among the tallest, wildest grasses. It takes 1 hour on foot to enter a steppe hex, and it takes 2 hours to cross one.

01.01 Yuletide's End: Once a thriving city of artisans and traders, Yuletide is remembered as the Merriest City that Ever Was. It was a festival city, and learned scholars of the region say that every day was a "Holly Day". The city was full of looming towers which housed great silver bells, rung at dawn and dusk each day.

But Yuletide was not as merry as it seemed. It was ruled by the Bellwrights, a theocracy which worshipped the mysterious Saint Nikodemus - a merry god of festivals to the faithful and a capricious demon of revelry to others. The Bellwrights worked enchantments upon the city's bells, closely monitored Yuletide's citizens, and spoke to Nikodemus directly. 

Through the Bellwrights, Nikodemus passed down a pair of lists - one Naughty and one Nice. Those on the Nice list were invited to live on Hearth Hill among the belltowers, enriched with gifts from the city's greatest artisans and kept warm by the glow of roaring fires, while those on the Naughty list were consigned to the Coal Warrens, where fire was forbidden, forced to mine and haul the fuel-stones which powered Yuletide's industry.

Yuletide is said to have met its end when the Bellwrights conspired to assign to the Naughty list - and thus confiscate the material wealth of - Magister Skruj, master of the city's most powerful mercantile enterprise. Skruj was alerted to the plot by Thoralf, High Priest of Revels and Skruj's agent within the clergy. On the eve of Demus Mass, Yuletide's most sacred Holly Day, Skruj consorted with the Defrocked - former Bellwrights themselves condemned to the Naughty list and the Coal Warrens - to slaughter the high priests in their White Chapel on Hearth Hill.

The chapel was stained red with the blood of Nikodemus's favored. Yuletide was cursed to never know joy again. The following dawn, the Great Bell rang out from the White Chapel - and shattered. The hearths died, no matter how much fuel they were fed. The city froze. The bells did not ring out at dusk on Demus Mass, and never did again. 

Until recently. The bells have mysteriously begun to ring out again across the Barrens. The usual treasure hunters - a superstitious lot - have begun to avoid the place, but a different breed of adventurers has replaced them, venturing to the region to investigate the strange phenomenon.

Yuletide's End contains five neighborhoods, each with its own dungeon:

  • Peddler's Village: The road into Yuletide's End leads here. It was once a middle class neighborhood where artisans and traders gathered to sell their wares. Many of the city's inns for travelers were found here. Now the markets stalls are empty and the inns cold. Some snomes have come here to explore and cause trouble.
    • Skruj's Manor: A dungeon for 5th-level characters. Magister Skruj lives here. For his greed, he was turned into a humbug - an insectoid creature cursed to hoard all the wealth it can acquire while deriving no joy from it (use xorn). He has accumulated all the wealth of Peddler's Village and jealously guards it here. He is always hungry for more, and craves treasure from the other districts - graves goods from festival square, religious artifacts from Hearth Hill, diamonds from the Coal Warrens, and silver from the Foundry. He is friendly towards those who bring him gifts.
    • Connections: Festival Square (N), Hearth Hill (NW)
  • Festival Square: Once a middle class neighborhood where residents and visitors gathered to celebrate Yuletide's Holly Days. It is now filled with frozen fountains, crumbling statues, empty halls, stinking breweries, and other remnants of revels past.
    • Revel's End: A dungeon for 3rd-level characters. It is a tomb for the Bellwrights. Many revels were held within the tomb itself so that the spirits of the dead could join in the festivities. Thoralf, being the Master of Revels, was charged with maintaining the place. For the crime of betraying his fellow Bellwrights, he was turned into a garland snake - a giant serpent covered in braids of leaves and flowers - and charged with guarding the tomb against predations. The serpent has a bite which injects the victim with powerful alcohol, causing severe intoxication and even death (use giant poisonous snake). Thoralf wants to atone for his sins and believes that the wealth of Skruj, if delivered to the White Chapel in Hearth Hill, will restore the city to its former glory. He is friendly towards those who offer to help.
    • Connections: Peddler's Village (S), Hearth Hill (SW)
  • Hearth Hill: Once an upper class neighborhood, home to Yuletide's belltowers, Nice-listers, and the Bellwrights themselves. The bells ring out from their towers at dawn and dusk each day, though the tops of the towers remain encased in ice. It is especially cold due to its elevation and winds blowing between the ancient towers and tightly-packed buildings.
    • The White Chapel: A dungeon for 6th-level characters. Once the seat of power for the Bellwrights, the temple was shuttered for good when the clergy was murdered on Demus Mass Eve. It is now haunted by corporeal and incorporeal undead alike. Chief among them is a trio of spirits calling themselves the Ghosts of Yuletide Past, Present, and Future (three will-o-wisps). They have been awakened by a vision of Yuletide's future in which its streets are filled with revelry again. They have begun the ringing of the bells to summon revelers to Festival Square. They are friendly to those who bring gifts of treasure, food, or alcohol.
    • Connections: Festival Square (NE), Peddler's Village (SE), The Foundry (SW), Coal Warrens (NW)
  • Coal Warrens: Once a lower class neighborhood designated for Naughty-listers. It is filled with crumbling tenement buildings, dark alleys covered in soot, and disease-carrying filth and vermin.
    • The Coal Mines: A dungeon for 1st-level characters. This is where Naughty-listers were put to work as slaves, mining coal to fuel Hearth Hill and the Foundry's great fires. The mines are now controlled by a gang of five coal rats - the cursed Defrocked who once employed their swords in the killing of the Bellwrights (use wererats). They are led by the Rat King. They are harmed only by silver, and slain instantly by silver weapons forged in Yuletide's Foundry and blessed by the Bellwrights (only the Ghosts of Yuletide Past, Present, and Future, or Thoralf, can bless such weapons now, unless a cleric learns the appropriate 1st level spell in the White Chapel). They are driven mad by the ringing of the bells and are friendly to those who offer to help.
    • Connections: Hearth Hill (SE), the Foundry (S)
  • The Foundry: Once a middle class neighborhood where Yuletide's best artisans crafted its silver bells and weapons with the aid of the Bellwrights' enchantments. The forges have all gone cold and quiet.
    • The Forge: A dungeon for 2nd-level characters. It is a mazelike collection of storerooms, workshops, and smelting chambers, connected by a labyrinth of access tunnels and catwalks. The Krampus, a monstrous silvered automaton of fearsome demonic aspect, has perfect knowledge of the structure and prowls its passages for intruders (use minotaur). It captures those it deems naughty (Chaotic or Evil creatures, or those who have earned the enmity of the Ghosts of Yuletide Past, Present, and Future), stuffs them in its sack, and delivers them to the White Chapel. It ignores those bearing the holy symbol of Nikodemus (a sprig of mistletoe worn around the wrist).
    • Connections: Coal Warrens (N), Hearth Hill (NE)

The ringing of the bells is an illusion fabricated by the Ghosts of Yuletide Past, Present, and Future. Lifting the curse on Yuletide's End is difficult:

  • The Forge must be reignited. This can be done via a spell cast by the Ghosts or by a cleric capable of casting 3rd level spells who learns the proper spell in the White Chapel. The spell consumes a 5,000 g.p. diamond from the Coal Mines, which must be obtained by convincing the Rat King to surrender it willingly. Once the diamond is gifted, the curse on the Defrocked can be lifted by a remove curse spell if they are willing.
  • The Forge must be used to craft a new Great Bell. This must be brought to the White Chapel to be enchanted by the Ghosts, then hung in the Great Belltower to replace the old one. 
  • The curse on Thoralf must be lifted. This can be done by a remove curse spell only after a new Great Bell is hung, and only if Thoralf is willing.
  • Skruj must learn the true meaning of Demus Mass. He must be brought a truly thoughtful gift (something with little to no monetary value). He will only listen if Thoralf is present. If he is willing, the curse on him can then be lifted by a remove curse.
  • Skruj himself must use a flame from the Forge to reignite the Great Hearth in the White Chapel. This will magically light the other hearths throughout the city, which melts the ice encasing the city's many belltowers.
  • A party must be held in Festival Square. The party must convince enough people to attend such that the Ghosts are satisfied that Holly Day cheer has returned to the city. They, Skruj, Thoralf, and the Defrocked are able to pass peacefully on to the next life. The hearths go cold again, the bells stop ringing, and Yuletide's End is still once again, ready to be repurposed or to fade into memory according to the wishes of those in the region.

Of course, there is no requirement that the players lift the curse on Yuletide's End. They might simply slay all the monsters and take their treasure, or align with one faction or another and establish them as the de facto "rulers" of the ruin, but it seemed worthwhile to define exactly how the "good" ending might be achieved.

If the curse is lifted over Yuletide's End, the Krampus will wander the city streets, eventually heading to the Rankin/Bass Pro Shop. It longs to become real and punish the naughty creatures of the world.

02.03 Frostyford: A thorp of about 30 people within the domain of the Tower of Noel (03.04). The thorp gets its name from its river crossing, a bridge of solid ice created by the ice witch named Rimehilda

Noel's agent in the thorp is his henchman Ridley, a human fighter. Ridley has been tasked with overseeing the construction of a stronghold here to control the crossing into the Barrens. Ridley commands a retinue of eight men-at-arms. Usually, four guard Ridley and await his commands while four others man the toll booth at the southern end of the river crossing. They charge 5 gold pieces per head, hoof, or wheel to those traveling north or entering the thorp from that direction.

Since the bells began ringing in Yuletide's End (01.01), the workers have become superstitious, and progress on Ridley's hold has crawled to almost a halt. Ridley recruits adventurers to travel to Yuletide's End to silence the bells.

Rimehilda traveled to Solstice Doomhall (05.03) to learn the magic of the frost giants, but never returned. Ridley will recruit adventurers to go in search of her, believing that her return could bolster his own position.

  • Ridley: LE human fighter 8. A forceful, imposing, serious man of middle age. His taciturn nature has earned him few friends. He knows that he is not Noel's favored henchman and that he will likely be replaced once the stronghold is finished. He enjoys ice fishing and can sometimes be found at the river's edge with only two men-at-arms as guards.

02.04 Rednose Rest: A hamlet of about 300 people within the domain of the Tower of Noel (03.04). The hamlet gets its name from Noel's slaying of the Red-nosed Beast, a particularly ornery and intelligent reindeer which once rallied its kind against the hamlet's people. The Beast's nose is housed in a beacon tower in the hamlet's square. It still glows with unearthly red light, which guides travelers towards the hamlet when snowstorms kick up.  

The cleric Lothar is Noel's agent here, but he has gone rogue and is collecting tithes to send to Yuletide's End (01.01) - instead of the Tower - to appease the spirits there. He will attempt to recruit adventurers to travel to the ancient city to deliver the hamlet's tribute (2,100 silver pieces) to the White Chapel.

  • Idina: CG human fighter 1. A strong young woman dressed in a dirty tabard. She is looking for work as a henchman and will join non-Lawful non-Evil characters, but they must pay for her food, lodging, and equipment, and offer her a proportionate share of treasure.
  • Karlotta: LG human magic-user 1. A highly intelligent and agile young woman dressed foppishly. She is gullible and frail, her analytical nature is often off putting, and her unyielding curiosity sometimes gives the impression of mental instability. She is compelled by her curiosity to investigate the tower of the snomes.
  • Elphira: CN half-elf fighter 2/magic-user 2. An intelligent young half-elf woman with a rustic, unkempt unkempt appearance. She is trusting and diplomatic, but due to her elvish blood she can sometimes come across as haughty and insensitive, which rubs some people the wrong way. She has learned from refugees of the plight of Sadtown and wishes to liberate the people there.
  • Lothar: LE human cleric 2. A discerning, somewhat intelligent young man dressed in immaculate priestly vestments. His religious fervor, neurotic doomsaying, and contrarian nature is unpleasant to some. While he does not identify as a Bellwright or follow their religious practices (he worships some non-descript unforgiving God of Winter - perhaps some vestige of Saint Nikodemus passed down through the generations), he recognizes their influence on the region, and believes strongly that the ghosts of Yuletide's End must be appeased with gifts, and does not fear that he might be punished by Noel for usurping his authority.

03.01 Silver Sleigh Caravan Camp: A large encampment atop a tall plateau of packed snow and gravel. The camp houses 15 merchants - led by Miloslav - 15 drovers, and the Painted Battalion - 120 mercenaries in brightly colored military dress (think nutcracker dolls). A magic-user, Blazenka, also camps here.

The caravan has stopped here to provision adventurers heading to Yuletide's End (01.01) - and to buy any treasure they might pull out. Here they are conveniently out of reach of the Tower of Noel (03.04) and Noel's underlings in Frostyford (02.03) and Rednose Rest (02.04).

The total value of merchandise in the camp is 10,000 gold pieces. The merchants have 20 oxen and two sled wagons, their runners shod with bright silvery steel.

  • Blazenka: NG human magic-user 6. A very intelligent middle aged woman. She lives in a richly appointed tent, wears fine jewelry, is well spoken and cheerful, and genuinely well-liked by the entire camp. She will lend her aid in spellcasting services to adventurers (for a price), but won't accompany them in their travels. She is interested in information about the ice witch Rimehilda, whom she hopes to stop, should she ever resurface.
  • Miloslav: NG human merchant. He is a loquacious young man and a scrupulous trader. He sharply questions all adventurers who come to his camp, suspicious that Noel might send agents to infiltrate and rob them.
    • Pay chest: Hidden in Miloslav's tent. It contains 3,000 gold pieces, 300 platinum pieces, and ten 100 gold piece gems.
  • The Painted Battalion: Brightly-dressed mercenary soldiers in tall hats. They are led by Yosefine and her lieutenant, Freya. Yosefine and Freya share a retinue of 12 2nd level guards (all in addition to the 120 regular soldiers). They employ a mix of arms and have 60 war elk: 12 light, 36 medium, and 12 heavy. Each heavy war elk belongs to a 1st level fighter who rides it into battle.
    • Yosefine: N human fighter 10. An imposing, strong young woman. She is arrogant but honorable. A few of the Battalion chafe under her command.
    • Freya: LG human fighter 8. A somewhat gullible middle aged woman. She is very righteous and does not drink. While she can be a bit overbearing, she is better regarded than Yosefine, and some in the Battalion wouldn't mind her taking charge.
The camp houses 15 swift riding elk for use by the merchants. If the caravan is attacked or robbed, the merchants will mount up and ride swiftly to the north to acquire more mercenaries, then return to hunt down the thieves or murderers.

03.04 The Tower of Noel: A six-story tower ruled by Noel, a cruel human fighter who controls Frostyford (02.03) and Rednose Rest (02.04). Noel is cautious of new adventurers arriving in his realm. If adventurers encounter a patrol from the tower, it will be led by Clotilde (see below). She is unfriendly, and will attempt to round up any trespassers to bring to Noel for judgement.

The tower is garrisoned by 10 heavy elk cavalry, 9 light elk cavalry, and 24 men-at-arms, led by two 3rd level fighters and two 4th level fighters.

Noel cares little for Yuletide's End (01.01) though he is interested in its treasures and religious artifacts, and in obtaining one of the city's famous silver swords. He covets the wealth of the Silver Sleigh Caravan Camp (03.01), but doesn't possess the means to take it himself. He would be willing to deal with enterprising individuals who might help him obtain it. His scouts have encountered the Silent Knights of Carolcrag Cave (05.05) in the cliffs to the southeast, much to their dismay.

  • Noel: NE human fighter 12. A well spoken, haughty young man with an immaculate appearance. His mood swings, paranoia, unforgiving nature, dishonesty, and penny-pinching have earned him no favor from his subjects, or even his followers. He has a keen interested in the ancient religion of the region, and it is for this reason only that he entertains Lothar's insubordination. His chambers are decorated with a robust collection of swords. He favors Clotilde, tolerates Mistique, and is suspicious of Nasjenka's loyalties. He trusts Ridley (see 02.03), but only to the extent that he might use him to further his own ends.
    • Clotilde: CN human fighter 8. A very strong, intelligent, hardy young woman dressed in ragged furs and leather. She is violent, antagonistic, and harsh. She is Noel's lover, and is a zealot for whatever his current religious fixation or curiosity is. She enjoys hunting, and often leads the patrols out of the tower. Her patrols have encountered the Silent Knights, and she is particularly invested in rooting them out of their cave. She does not get along well with Mistique or Nasjenka.
    • Mistique: LN human cleric 8. A highly observant but feeble young woman in modest religious garb. She is saintly in her collection of holy books and scrolls, and always driven to acquire more, which she maintains in the tower's chapel. She is pessimistic, cold, and craven, which has caused Noel to distance himself somewhat. She is jealous of Clotilde's relationship with Noel. She is helpful towards adventurers, and will attempt to recruit them to travel to Yuletide's End to retrieve religious artifacts, which she hopes to gift to Noel in exchange for his favor.
    • Nasjenka: LN human fighter 8. A strong, intelligent, hardy middle aged woman in ragged armor. In battle she is brave and energetic, but also hot-tempered, which occasionally leads to careless mistakes. She has charge of the tower's garrison due to her greater battle experience, but is otherwise solitary and secretive, interacting with the tower's inhabitants rarely, and lying to them about her activities when questioned. She is greedy and easily bribed, and has a large collection of daggers secreted away in her chambers. She does her best to steer clear of visitors to the tower.

05.03 Solstice Doomhall: An ancient, crumbling, enormous castle, frozen by icy winds. It was once the forward outpost for an empire of giants who embodied winter itself, before festival and ritual took hold in the minds of men. Long ago, the Bellwrights of Yuletide's End (01.01) would travel here at the solstice and again at the equinox, bearing gifts for the giants. A feast was held and, if the gifts pleased the giants, they would permit a mild winter and an early arrival of spring. To the Bellwrights, the giants were known as the Arbiters of Winter.

Before they were slain, the Bellwrights met with the Arbiters at the solstice to ensure a mild winter. They never met again - spring never came, the winter became harsher with each passing solstice, and Solstice Doomhall was abandoned and fell into ruin. The road from Yuletide to the Doomhall was buried in icy sand. With the ringing of the bells, the giants have returned and prepared a solstice feast for the Bellrights, who never arrived. 

Instead, they hosted Rimehilda of Frostyford (02.03). Rather than a mild winter, Rimehilda negotiated for something else - a child, to be fathered not by the giants but by the spirits of winter itself. The giants agreed, and the child was immaculately conceived in a profane ritual in the fortress's temple. Now, Rimehilda feasts with the giants until the solstice passes and the child is born (21 days).

The "child" Rimehilda carries is in fact Cryonax, Prince of Evil Cold Creatures. If born, he will summon white dragons, frost giants, and yetis to plague the region, laying waste to strongholds and settlements before eventually taking his seat as Lord of Winter in the White Chapel in Yuletide's End, with Rimehilda as his regent mother and true power behind the throne. 

If the curse is lifted over Yuletide before then, the city will be warded against Cryonax's intrusion, and he will wander off into the northern wastes to claim some other seat. Winters will continue to be harsh in the region unless the Arbiters are appeased each year, bought off with a considerable one-time sum of treasure, or slain.

  • The Arbiters of Winter: A clan of frost giants consisting of four males, two females (use stone giant), and a young child (4 hit points, 1-2 damage/attack).
    • Hrothvar: The Arbiters' chieftain. He is a young giant, dressed in fine furs and hides. He is of average intellect, and Rimehilda has his ear so that he will be suspicious of adventurers, though he is even tempered when assessing threats. He is not one to back down from a challenge to his authority, and he is extremely vengeful should anyone harm Rimehilda or his clan. He is smitten with Rimehilda and chafes under his mother's chastisement.
    • Hailveig: Hrothvar's mother. She is old, but imposing, well-spoken, and intelligent. She wears a cloak of white dragon skin from a dragon she claims to have slain herself. She is harsh on her own son for his boyish infatuation with Rimehilda. She is a devotee of Cryonax and puts up with Rimehilda's cruelty out of mutual purpose. Like Hrothvar and Rimehilda, she is suspicious of adventurers' intentions.
    • Kolvi: Hrothvar's only son. He is the frost giant equivalent of a toddler - as large as an ogre, but doughy and badly proportioned. He is always accompanied and protected by his pet winter wolf, Hoarfang. He is lazy and cowardly, has a child's temper and petulance, and wants nothing more than to see adventurers slain, roasted, and served up at a feast. He hates both his father and grandmother, but adores Rimehilda. He will run to her and make up any lie about adventurers which might get them into trouble. One adventurer, before being killed and eaten, spoke of a talking wishing well. Kolvi begs Rimehilda to take him there so that he might wish for all adventurers to be killed and eaten by him.
  • Rimehilda: CE human magic-user 10. A highly intelligent, maniacal, and malevolent old woman dressed in silver-stitched robes lined with winter wolf fur. She is cold, hard, and utterly without moral scruples. She eats ravenously - all to feed the "child" gestating within her. She is obsequious towards Hrothvar but cruel to Hailveig. She is unfriendly towards adventurers, suspecting that they have come to murder her and her child.

If a fight breaks out here, the giants will defend Rimehilda with their lives (or until their morale breaks). Hrothvar and Hailveig will both fight to the death for her. If all of her protectors are slain, flee, or surrender, Rimehilda will teleport herself to the Doomhall Dragonpit's treasure vault (with which she is very familiar due to her insistence that Hrothvar show her it multiple times). The vault is well-provisioned with ample food and drink so that Rimehilda can bring her child to term there if needed.

  • Doomhall Dragonpit: A dungeon for 7th level characters. The dungeons of Solstice Doomhall were excavated long ago by the giants to expand the interior area of the castle above, hold prisoners, and guard treasure accumulated from the Bellwrights' biannual gifts. The dungeons are also home to a subdued ancient white dragonHrímkaldr, charged with guarding the entrance to the dungeons' vault. The dungeon has a secret entrance from the Peppermint Wood. The dragon has managed to survive and grow to incredible size by venturing out into the wood to feed on licorice eels, reindeer, elves, and syrup. It is currently in a state of deep sleep and is dimwitted if awakened, so it is possible to sneak past it if intruders are silent or clever.

05.05: Carolcrag Cave: This icy mountain cavern is home to the Silent Knights - or what's left of them. Originally an order of 25 knights charged with protecting the Bellwrights of Yuletide's End (01.01), they were cursed when they failed to do so on that fateful Demus Mass Eve. Their commander, Lady Walburga, broke her vow of silence to express concerns about the Bellwrights' plans to Thoralf, who then warned Magister Skruj. The Knights accepted gifts from Skruj and agreed to partake in the evening's festivities, rather than protect their charges.

For breaking the vow of silence, the Knights were cursed to never utter a sound again. For allowing their masters to be slain, and for the hearths of Yuletide to go forever cold, they were cursed to experience only pain from the warmth of fire. After the slayings, they exiled themselves to the Carolcrags, dwelling forever in this cave. 

With time, they became beastly monsters - 300 pounds, covered in white fur, with pale blue eyes and ivory white claws and teeth (use yeti). Only two of them remain - Lady Walburga herself and Sir Inglebert, her second-in-command. They have outgrown their armor and have entirely forgotten their knightly ways - namely chivalry and swordsmanship. Only snarling beasts remain. They don't call themselves anything, but locals refer to them as Mr. and Mrs. Claws.

Carolcrag Cave is deathly silent - not even the sound of Cliff-Carols can penetrate its icy depths. Any noise inside will alert the beasts to the presence of intruders. The beasts are hostile towards intrusion and use their ability to blend into their surroundings to lie in wait for the moment to strike. 

While unable to speak, they can be reasoned with, but only briefly, and they only half remember the common tongue. If they can be convinced to return to the White Chapel in Yuletide's End, the Ghosts of Yuletide Past, Present, and Future will release them from their oaths, allowing the curse to be lifted via remove curse.

And that is the Jinglebell Barrens! This was a lot more work than I thought I'd be doing on this, and its much more detailed than sandboxes I've drawn up for this blog in the past, but once I got started I just couldn't stop. It was too fun tying things together and giving everything a kind of grimdark Christmas vibe. 

I think you could have a pretty wild seasonal adventure here. We've got a couple of very manageable settlements with some political intrigue (all contained within one faction), a stronghold that exerts control over a large chunk of the region, a ruined city with five (!) dungeons and almost as many factions, a friendly merchant camp to trade with (or plunder for its riches), a frost giant lair in a ruined castle with an ice witch brewing up an Elemental Prince of Evil, another dungeon beneath complete with a dragon, and the lair of a pair of fearsome yetis. Curses abound, and they all have thematic means of being lifted.

Hopefully, this is a welcome gift to you, dear reader. If you're feeling generous yourself, you can give me the gift of sharing this post wherever you want, or commenting down below with your favorite parts, constructive criticisms, or whatever. 

As you celebrate the season in whichever way you're inclined to do, remember that there are always d100 creatures encysted beneath the surface of the earth, wishing you glad tidings this year and next!

Wednesday, December 17, 2025

Who Can Rule a Stronghold in AD&D?

This is something interesting that came up when I was messing around with the AD&D DMG's Appendix B to create a sandbox (okay, many sandboxes - I have a problem).

As I've described many times on this blog, when using Appendix B to stock a sandbox, I roll on the Inhabitation table to determine the placement of settlements, castles (which I will call strongholds), and ruins:

Generally, three out of 100 "spaces" (6-mile hexes, in my case) will contain a stronghold. To determine the type of stronghold and who rules it, we are directed to the Castle Tables in Appendix C:

Strongholds can be ruled by bandits, brigands, berserkers, dervishes, or characters/"character-type NPCs". Deserted strongholds (which I generally rule to be ruins, not proper strongholds of good construction) can also be inhabited by monsters (or totally deserted).

Bandits, brigands, berserkers, and dervishes are all "men" - that is, humans. Character-types, I figure, can be of any race which is available to the players. So if I determine that a stronghold is ruled by such a character, before I determine that character's class, I roll on this table (found earlier in Appendix C) to determine the character's race:

80% of characters will be human, 5% will be dwarves, 5% will be elves, 2% will be gnomes, 5% will be half-elves, 2% will be halflings, and 1% will be half-orcs. You can actually simplify this by making it one roll, like so:

    d100      Race of Individual
    01-80     Human
    81-85     Dwarf
    86-90     Elf
    91-95     Half-elf
    96-97     Gnome
    98-99     Halfling
    100        Half-orc

I'll then determine the class of the character by rolling on Castle Sub-Table II.B., limiting myself to those classes which are available to that race.

But there's a problem - characters can only build strongholds beginning at a certain level, and demihuman races have level limits, as outlined in the PHB:

So the question is - which demihuman characters can actually rule strongholds in AD&D? Let's find out.

The Cleric can establish a "place of worship" and attract followers at 8th level, and at 9th level can construct a religious stronghold (presumably, they would build out the existing place of worship into a stronghold, not start an entirely new construction, but this isn't made explicitly clear):

While Castle Sub-Table II.B. states that clerics who rule wilderness strongholds will be from 9th to 12th level, I would allow them to be 8th level as well, with the caveat that these are not proper religious strongholds but the lesser "places of worship".

Aside from humans, player character half-elves and half-orcs can be clerics, but they are limited to 5th and 4th level, respectively, so they can build neither places of worship nor religious strongholds. Dwarf, elf, and gnome NPCs can also be clerics, but player characters cannot - I would personally ignore this as I don't really see the logic. Dwarves are limited to 8th level and elves and gnomes are both limited to 7th level. Dwarf clerics can build places of worship but not religious strongholds. Elf and gnome clerics can build neither. Only human clerics can build religious strongholds.

The Druid does not dwell permanently in castles, but at 11th level they can "inhabit building complexes set in woodlands and similar natural surroundings":

This is not a castle per se, but I would still count it as a stronghold. I imagine it being like the druid grove in Baldur's Gate 3, which is very much a stronghold.

Castle Sub-Table II.B. states that druids who rule strongholds will be 12th to 13th level, but I would allow them to be 11th level as well.

Only human and half-elf player characters can be druids, and half-elf druids have no level limit, so they can construct and live in such building complexes just as human druids can. Halfling NPCs can be druids, but are limited to 6th level, so they cannot.

The Fighter can establish a freehold ("some type of castle") at 9th level:

A player character of any race can become a fighter, but gnomes and halflings are limited to 6th level, elves to 7th level, and half-elves to 8th level - none of them can build a stronghold as a fighter. Dwarf fighters are limited to 9th level (but they must have Strength higher than 17), and half-orc fighters are limited to 10th - they can both build strongholds.

The Paladin can only be human. It isn't clear when exactly they can build a stronghold, but they can at some point. However, it can only be of the small type (a small shell keep, tower, moat house, or friary):

I assume that, as a sub-class of fighter, they construct their strongholds at 9th level (this is consistent with Castle Sub-Table II.B., which lists the lowest-level paladin with a stronghold as being 9th level, though as I've already demonstrated - and will continue to demonstrate - that table is not entirely reliable).

The Ranger can construct strongholds much the same as fighters:

That is, rangers can build strongholds at 9th level. This makes me more confident in my assumptions about the paladin, since both are fighter sub-classes. Again, Castle Sub-Table II.B. omits 9th level rangers (it includes only rangers of 10th to 13th level).

Aside from humans, only half-elves can be rangers, and they are limited to 8th level, so they cannot build strongholds.

The Magic-User can construct a stronghold at 12th level:

Castle Sub-Table II.B. incorrectly lists 11th level magic-users as potential stronghold rulers (it includes levels 11 to 14, but should probably be levels 12 to 15).

Aside from humans, only elves and half-elves can be magic-users, and they are limited to 11th and 8th level, respectively, so they cannot build strongholds.

It is not clear from the PHB whether the Illusionist can build a stronghold, but since they are a sub-class of the magic-user and are included on Castle Sub-Table II.B., I assume that they can, and that they follow the same rule as the magic-user (that is, they can build a stronghold at 12th level).

Castle Sub-Table II.B. includes illusionists of 10th to 13th level, but like the magic-user, it should probably be 12th to 15th level instead. It's also worth noting that illusionists' strongholds "will often be covered by an illusion to appear as a mound of rock, a ruined place, or a huge castle". Neat!

Only humans and gnomes can be illusionists. Gnome illusionists are limited to 7th level, so they cannot build strongholds.

The Thief can build a stronghold, but it must be "a tower or fortified building of the small castle type" and "within, or not more than a mile distant from, a town or city":

This means that you will never encounter a thief's stronghold in the wilderness.

It sounds like the thief can build the stronghold at any level, but can only establish a gang (i.e., attract followers) at 10th level, so for the purposes of this exercise I'll say they can build the stronghold at that level as well. 

This is consistent with Castle Sub-Table II.B., which lists the lowest-level stronghold-ruling thief as 10th level (although it is worth pointing out that since I use 6-mile hexes and a thief's stronghold can only be 1 mile distant from a town or city, I will never have a hex containing a thief's stronghold - if you instead use Gygax's scale of 1-mile hexes, the table works just fine, but the thief's stronghold must be in a hex adjacent to a town or city).

Anyone can be a thief, but half-orc thieves are limited to 8th level, so they cannot construct strongholds. Dwarf, elf, gnome, half-elf, and halfling thieves have no level limit and so can construct strongholds.

The Assassin is tricky, but essentially, they have two types of "stronghold" - a guild headquarters in a large town or big city, "typically a warehouse or other nondescript structure", and a second headquarters "of any form - cavern, castle, monastery, palace, temple" which (presumably) may also be in a large town or big city, but "if it is a large and obvious place...must be located well away from all communities":

The assassin must be 14th level to rule the former and 15th level to rule the latter (15th is the level cap for assassins). 

Castle Sub-Table II.B. lists the assassin stronghold ruler's level as 14th (and only 14th) level. As with the thief, this works with Gygax's scale of 1-mile hexes, but the assassin's stronghold must be in a hex adjacent to a town or city. 

Since I again use 6-mile hexes, 14th level assassins can only rule guildhalls which are "always within a large town or big city", and only 15th level assassins can rule wilderness strongholds, my version of the table should include only 15th level assassins.

Dwarves, elves, gnomes, half-elves, half-orcs, and humans can be assassins. Dwarves, elves, gnomes, and half-elves are limited to 9th, 10th, 8th, and 11th level respectively, and cannot rule strongholds. Half-orcs and humans have no level limit and can rule strongholds.

The Monk can build a stronghold at 8th level, but it must be a monastery or monastery-like headquarters:

Castle Sub-Table II.B. states that "Monks' strongholds will usually be monasteries, resembling a type of enlarged moat house, having fewer of the defensive constructions of a typical castle - but being nonetheless formidable." I take this to mean that monks can only build castles of the small variety, specifically moat houses or friaries.

Castle Sub-Table II.B. includes monks of 9th to 12th level, omitting 8th level monks just as it omits 11th level druids and 9th level paladins.

Only humans can be monks.

The Bard is of course a special case. The description of the class does not explicitly state that they can build strongholds, but they are included in Castle Sub-Table II.B., so we must assume that they can.

Bards begin as fighters, then become thieves between 5th and 7th level - they must make the switch before attaining 8th level as a fighter, so they cannot build a stronghold as a fighter does at 9th level. They can attain 5th to 9th level as thieves, then must become druids - again, they cannot build a stronghold as a thief does at 10th level. Once they become a druid, they begin progression as a bard. They have their own experience table but are treated as druids of the same level (kind of - after 12th level they remain a 12th level druid until 23rd level when they finally become a 13th level druid).

Thus, I would assume that bards abide by the same rule as druids when it comes to building strongholds - that is, they can do so at 11th level, but it must be a building complex in a wilderness or natural setting.

Castle Sub-Table II.B. includes only bards of 23rd level (i.e., 13th level druids), but I would treat them the same as druids - that is, a bard who rules a stronghold can be 11th to 13th level.

Only humans and half-elves can be bards. Half-elves have no level limit as druids, so both can rule a stronghold as a druid would.

Here is a summary of my findings - Who Can Rule a Stronghold in AD&D:

  • Clerics: Dwarf clerics of 8th level only and human clerics of 8th level and above can rule places of worship, and human clerics of 9th level and above can rule religious strongholds.
  • Druids: Half-elf and human druids of 11th level and above can rule building complexes set in woodlands and similar natural surroundings.
  • Fighters: Dwarf fighters of 9th level only, half-orc fighters of 9th or 10th level, and human fighters of 9th level and above can rule strongholds of any type.
  • Paladins: Human paladins of 9th level and above can rule small strongholds only.
  • Rangers: Human rangers of 9th level and above can rule strongholds of any type.
  • Magic-Users: Human magic-users of 12th level and above can rule strongholds of any type.
  • Illusionists: Human illusionists of 12th level and above can rule strongholds of any type. They are usually covered by an illusion which makes them appear to be something else.
  • Thieves: Dwarf, elf, gnome, half-elf, halfling, and human thieves of 10th level and above can rule small strongholds only, and they must be within or no more than a mile distant from a town or city.
  • Assassins: Half-orc and human assassins of 14th level can rule a guild headquarters (a nondescript location, not a castle of any type) which must be within a large town or big city, and half-orc and human assassins of 15th level can rule a headquarters of any type (cavern, castle, monastery, palace, temple, etc.). It can be in a town or city but must be located away from all communities if it is a large and obvious place.
  • Monks: Human monks of 8th level and above can rule a moat house or friary.
  • Bards: Half-elf and human bards of 11th level and above can rule building complexes set in woodlands and similar natural surroundings.

Here is a different summary sorted instead by race:

  • Dwarves: Can rule as clerics (places of worship only), fighters, and thieves.
  • Elves: Can rule as thieves only.
  • Gnomes: Can rule as thieves only.
  • Half-elves: Can rule as druids, thieves, and bards.
  • Halflings: Can rule as thieves only.
  • Half-orcs: Can rule as fighters, thieves, and assassins.
  • Humans: Can rules as any class.

You could determine who rules a stronghold at least two ways: Do you roll to determine the ruler's race or class first? If I roll first for race and determine that the ruler of a wilderness stronghold is a human, for example, they could be of any class. If I instead determine they're a half-orc, they can only be a fighter or Grandfather/Grandmother assassin. If I roll first for class and determine that the ruler is a paladin or monk, for example, they can only be a human. If they're instead a cleric, they could be a human or a dwarf.

I'm not sure which is better, but I'm leaning towards determining class first. Just remember that thieves and most assassins don't live in the wilderness and druids and assassin Grandfathers/Grandmothers don't usually live in cities.

It is worth noting that deserted strongholds (which I treat as stronghold ruins) can be inhabited (like a monster lair) by dwarves, elves, gnomes, and halflings, even if these types can't rule strongholds as most classes. The wilderness encounter tables in Appendix C include these demihumans under "rough" terrain, which I believe is where you're meant to roll when populating a "castle" of the "deserted (monster therein)" type (the footnote to the tables describes "rough" as including "ruins within up to five miles of the party").

What this suggests is that individual elves, gnomes, and halflings, for whatever reason, don't build wilderness strongholds, but enclaves of them may move into such places once they're abandoned.

Interestingly, all four of these demihuman types can lair in such castles in uninhabited/wilderness areas, but only dwarves and gnomes lair in them in inhabited/patrolled area. In other words, if there's a road to the dungeon, elves and halflings won't hang out there - not on the surface, anyway. I wonder why that is.

Wednesday, December 10, 2025

Creating a Sandbox for B1: In Search of the Unknown

B1: In Search of the Unknown is a very self-contained dungeon module. That is, the dungeon is the module. There is a hint of civilization nearby, but it isn't made explicit how far the dungeon is, how long it takes to get there, what the surrounding terrain is like, or if there are monster lairs or other noteworthy locations in the area.

Since I've been spending a lot of time with B1 and would like to run it myself sometime, I thought it might be fun to come up with a small region to place the dungeon in a larger context. 

It's perfectly fine to just plop the party down in front of the dungeon entrance and run the module as is, but I also take a lot of joy from the journey to and from a place. Quasqueton is supposed to be remote, so I don't want the journey there and back to be trivial or handwaved.

I also think it would be neat to see if B1 could be a starting point for a larger game - the low-level dungeon which launches the player characters into a larger sandbox with which to engage.

The only clue B1 gives as to Quasqueton's surroundings is this:

Quasqueton is built upon a heavily forested hill. We also know that the region borders some barbarian lands to the north:

So let's say that Quasqueton is situated atop a hill in a heavily forested sub-arctic-ish region bordering barbarian lands to the north.

I use a version of the Welsh Piper's Hex-Based Campaign Design to generate terrain and the AD&D DMG's wilderness stocking procedure to add settlements, strongholds, ruins, and monster lairs. Here is what I got (scale: 1 hex = 6 miles):

The text makes it a bit crowded, so here's the version with grid numbers along with a key:

  • 01.05: Adventurer Camp
  • 02.02: Town
  • 02.05: Giant Eagle Nest
  • 03.01: Brigand Castle
  • 03.02: Thorp
  • 03.04: Ogre Den
  • 03.05: Quasqueton
  • 04.03: Owlbear Den
  • 04.04: Leprechaun Burrow

Many of these locations are too far in the wilderness to be known to the players at the start of play, so here's the player-facing version of the map with just the locations they would know of:

The players will of course know about the town and the thorp, as well as the castle ruled by brigands (who likely prey upon the people of the thorp below). The ogre den is close enough that the ogres might emerge from the forest and cross the river to prey upon the farms south of the town, and a wandering homesteader may have ventured into the wilderness and stumbled upon the cave's location. Quasqueton's location is not generally known, but B1 tells us that the player characters have acquired a map to its location, so it should be known to them:

It might make sense for the players to know about the adventurers' camp as well, but let's say the adventurers have only recently moved into the area, so their exact location is not yet common knowledge.

Based on the map, the fastest way to Quasqueton is to head south from town, then through the forest hex to the south or southeast (but likely through the former, since the latter is the lair of at least one ogre) and then up into the hills. 

Based on the overland movement rates I use (from AD&D 2e), it takes 1 hour on foot to enter a plains or farmland hex (2 hours to cross from edge to edge), 2 hours to enter a forest hex (4 hours to cross), and 3 hours to enter a hills hex (6 hours to cross). It also takes 1 hour to cross a river unless traveling on a road (where there would presumably be a bridge or other crossing). It isn't relevant for traveling to Quasqueton, but it takes 4 hours to enter a heavily forested hex (8 hours to cross).

Normally I would advocate for there being a road to the dungeon, which would negate the movement modifier imposed by difficult terrain, but because Quasqueton is intended to be remote and unknown, I will omit one in this case.

So if the party departs from town, it will take 11 hours to reach Quasqueton: 3 hours to cross the farmlands (assuming there is a river crossing immediately south of town, since that is all inhabited land), an hour to cross the river a bit further south, 4 hours to cross the forest, and 3 hours to climb into the hills. 

Since the party can only travel 8 hours per day before forcing a march and risking exhaustion, they will likely have to rest at some point during the journey. Because the farmland is safer than the forest, I would recommend having a short first day and camping on the north side of the river, then crossing and venturing into the forest the following day (this however, would necessitate resting at or near Quasqueton at the end of the day, which can also be dangerous).

Here is a more detailed description of each location on the map:

01.05 Zerelda's Company: This adventuring company is led by Zerelda, a human magic-user. The members of the party and their henchmen are as follows (although B1 is written for B/X, I would want to run it in AD&D, so these NPCs are generated using that edition's guidelines and rules):

  • Triphina Springwaddle, LG gnome fighter 6/illusionist 7
    • Windemuth, N human fighter 3
    • Omarion, LN human illusionist 4
  • Tharmus Trollreach, LN dwarf cleric 8
    • Farmund Burrowhorn, LG dwarf cleric 4
  • Thurmond, N human cleric 9
    • Carsten, N human cleric 5
    • Alvaro, N human thief 5
  • Zerelda, NG human magic-user 10
Zerelda's company has recently moved into the area in search of a site on which to establish a religious stronghold for Thurmond. They have settled on this forested hilltop and seek laborers to aid in clearing the trees around the site. Lambrecht, the ruler of Timbershore (02.02) has been cooperative to a point, but will only lend the aid of tree cutters for a significant tithe of magic items or the delivery of eggs from the Giant Eagle Nest (02.05), both of which Zerelda's company has balked at, leading to tension between the groups.

02.02 Timbershore: A walled town of 5,500 people. They are mostly human, with small enclaves of dwarves, elves, half-elves, gnomes, halflings, and half-orcs.

Using the demographics outlined in my post on henchmen, I determine there are 9 henchmen in town and 58 non-henchmen character-type NPCs. The players will only be able to recruit 1st-level henchmen at the start, of which there are only two, so those are the only ones that need detailing. 

B1 already provides ready-made henchmen to use, but - while I am sad to part with the likes of Grampal of the Secret Church, Glendor the Fourth, and Trebbelos, boy Magician - since I am doing this with an eye towards AD&D, I'll make my own henchmen. 

The 1st-level henchmen here are Othmar, a LN human fighter, and Zelmae, a NG half-elf thief. B1 recommends that the party might need as many as four henchmen (if there are only two player characters), but in that case they could simply hire men-at-arms to round out their numbers.

I'm not going to detail all 58 non-henchmen in town, but I've determined there are four high-level and two very high-level character-types among them, so those should be fleshed out:

  • Manolito, LN human fighter 7
  • Sigismund, N human magic-user 7
  • Pia-Marie, LG human ranger 8
  • Albertyna, LN human magic-user 11
  • Blanchefleur, CE human cleric 13. Rules a large shell keep.
  • Lambrecht, NE human illusionist 16. Rules a large walled castle with a keep.

It's a bit troubling that the two highest-level NPCs in the town are evil, but it's probably fine. I'm sure they won't complicate things at all. Surprisingly, there is no conflict between Lambrecht and Blanchefleur. They are not working together, but have an uneasy truce.

You may be wondering why there should be such high-level NPCs in a settlement tied to such a low-level adventure. Why don't they simply solve all the problems themselves? Well, for one, these ones are evil. But also remember that high-level NPCs must live somewhere, and they are assumed to have little interest in engaging in adventuring activities themselves and make a habit of using player characters to do their dirty work.

Lambrecht has four henchmen of up to 10th-level, whereas Blanchefleur has 3 henchmen of up to 8th-level. If I really wanted to get into the nitty gritty, I could detail all of the character-type NPCs in the town and assign them as henchmen to the higher-level NPCs (if their alignments aren't in opposition). This is certainly too much work to do up front, so I won't. But, for example, Manolito and Sigismund are likely henchmen of Lambrecht. Albertyna is too high-level to be a henchman of either, and Pia-Marie's alignment does not agree with either, so they are independent.

Lambrecht is in a standoff with Zerelda's Company (01.05) over the construction of a religious stronghold, a magic item tax, and the acquisition of eggs from the Giant Eagle Nest (02.05). While no one knows where the giant eagle nest is, the eagles have enough range to fly over the entire area, so everyone knows of their presence in the region. Lambrecht is an evil wizard, so of course he wants to kill them and take their babies for evil magic reasons.

Lambrecht is in conflict with the brigands of Fayette's Hold (03.01) and is courting the ogres in Okorg's Den (03.04) to do his bidding.

02.05 Giant Eagle Nest: This is the lair of four giant eagles which routinely fly over the entire region. There are actually no young or eggs present in the nest at this time, so Lambrecht's predations (02.02) are for naught. They generally shun the other creatures in the region, but have taken an interest in the dwarf cleric Tharmus Trollreach and are monitoring the activities of Zerelda's Company (01.05).

03.01 Fayette's Hold: This castle was ruled by Fayette, a LN human fighter who had established an uneasy truce with Lambrecht (02.02). Lambrecht schemed to infiltrate Fayette's Hold by sending a band of brigands led by Ulrika (8th-level fighter) to enlist as men-at-arms. With aid from Lambrecht, the brigands slew those loyal to Fayette and imprisoned the fighter in the castle dungeons. Ulrika's brigands have since had a falling out with Lambrecht over missed payments and have seized control of Ebongrove (03.02).

There are 40 brigands, including six 2nd-level fighters, two 3rd-level fighters, a 4th-level fighter, a 5th-level fighter, and Krimhild, Ulrika's 7th-level fighter lieutenant.

03.02 Ebongrove: A thorp of 30 people, caught between the tyranny of Lambrecht (02.02) and the predations of Ulrika's gang (03.01). With a small militia and no character-types to protect them, they're at the mercy of both. When she still ruled the castle, Fayette would protect them. The people of Ebongrove have little to offer, but would be eternally grateful to any who could overthrow the brigands and free Fayette from her cell.

03.04 Okorg's Den: A clan of 16 ogres lairs in this forested cavern, making forays out of the forest and across the river to plunder homesteads south of Timbershore (02.02). The ogres believe that the people of Timbershore have been sneaking into their lair and stealing their treasure.

The ogres are led by Okorg, a 37 hp chieftain, and two 31 hp leaders. There are six female ogres and four young ogres who remain in the lair (in addition to the aforementioned 16). They have captured and keep six humans and one dwarf as prisoners and slaves.

Lambrecht has made overtures towards the ogres, attempting to bribe them with trade goods, coins, and gems to turn their ire from Timbershore's farmers and towards Zerelda's Company (01.05), with the promise of plundering Fayette's Hold (03.01) if they prove themselves useful. Lambrecht's gestures have proved insufficient, as the ogres have captured, killed, or eaten all messengers and their escorts.

Blubazar, one of Okorg's lieutenants, is lobbying Okorg to take a band of ogres into the deep forest to hunt down the Owlbear Den (04.03). The ogres have not located the den, but have had the misfortune of encountering the owlbears when venturing into the wood's depths.

03.05 Quasqueton: See Dungeon Module B1: In Search of the Unknown.

04.03 Owlbear Den: This deep forest cave is the lair of three adult owlbears. They are fiercely territorial and ravenous, running off or devouring any who venture into their domain. They bear injuries from past encounters with the ogres of Okorg's Den (03.04), and have only become more irritable as a result.

04.04 Jinglepuff's Burrow: This idyllic forest glade is home to Jinglepuff, a mischievous leprechaun who wanders the woods stealing things, especially from Okorg's Den (03.04). 

He knows the location of Quasqueton (03.05) and visits on occasion, and may invisibly watch adventurers going to and from the place, using ventriloquism to frighten and trick them into surrendering any treasure acquired inside (pretending to be the ghost of Zelligar).

He knows of the owlbears in the deep forest but has not located the Owlbear Den (04.03). He is sure that there's great treasure to steal there, but avoids going in search of it because he knows the owlbears will smell him.

Here's a quick summary of the elements I've added:

  • A company of medium-to-high-level adventurers in conflict with the local ruler over constructing a stronghold
  • A town ruled by an evil illusionist with multiple nefarious schemes in motion
  • Giant eagles who watch over the region and closely monitor the activities of good-aligned adventurers
  • A band of brigands who have usurped a castle and imprisoned its ruler, and who are in conflict with the local ruler over a scheme gone awry
  • A humble thorp caught between two unrelenting masters, who have little to offer but gratitude for the liberation of their former protector
  • A clan of ogres who plague the locals due to a misunderstanding and resist attempts to be reasoned with
  • A den of belligerent owlbears who prey upon everyone without discrimination
  • A mischievous leprechaun with lots of information who loves to steal

One problem I'm noticing is that I've simply plopped Quasqueton down in a sandbox environment which is otherwise totally unrelated to B1. Quasqueton is inhabited by orcs, troglodytes, kobolds, gnolls, hobgoblins, goblins, and gnomes, among other things - yet none of those are represented here. There's still nothing here to suggest where those creatures are coming from. Would it be better to replace the ogres with orcs? The leprechaun with kobolds, goblins, or gnomes? Or is it enough to simply say that those creatures make their home only in the dungeon?

I could instead try to tie these new elements in. Perhaps Lambrecht was Zelligar's apprentice - he's a wizard after all, and he's certainly evil enough. Perhaps the brigands were once used by Rogahn and Zelligar as mercenaries in their campaign against the barbarians to the north - when the war was lost, they headed back south and flooded this region, which allowed Lambrecht to use them for his own purposes. Perhaps the ogres were once among the slaves used in Quasqueton's construction. Perhaps the owlbears are escaped creations of the mad Zelligar. That all sounds fun.

B1 already includes a legend/rumor table, but many of the entries are misleading or outright false. The party might waste tons of time searching fruitlessly for the powerful magic of Zelligar or Rogahn's 100,000 gold piece gem (neither of which exist) or avoid Quasqueton altogether because of the curse upon those entering it or stealing its treasure (which isn't real), the guards that still patrol its halls, or the rumor than Rogahn and Zelligar have in fact returned (neither of which is true). False rumors are fun to an extent, but not so much when they end in frustration or disappointment or when they discourage players from undertaking the adventure entirely.

Instead, we could replace the problematic rumors about Quasqueton with information about the surrounding region:

  1. A band of adventurers has made camp on a hill to the southwest. Perhaps they seek Rogahn and Zelligar's treasure. Maybe they're here to rid us of these brigands, or of Lambrecht himself?
  2. The truce between Lambrecht and Blanchefleur is shaky, but Blanchefleur would be an even crueler mistress than Lambrecht. It is said she consorts with demons!
  3. Lambrecht has offered a reward of 700 gold pieces for any giant eagle eggs delivered to him. If only we could find the nest!
  4. The brigands of Fayette's Hold claim to hold the Lady for ransom, but they're utterly ruthless - former soldiers of fortune under the banner of Rogahn and Zelligar. She's surely dead, right?
  5. The people of Ebonshire seek to liberate the Lady Fayette from the dungeons of Fayette's Hold. They have little to offer, but are kindly.
  6. The ogres plaguing the lands south of Timbershore accused the homesteaders of stealing their treasure. Could it be true?
  7. A horrible beast lurks deep in the forest where the three rivers meet. It's said to be one of mad Zelligar's escaped experiments.
  8. A fearsome spirit haunts the ruin of Rogahn and Zelligar's hold, wherever it is. It is the ghost of Zelligar, demanding intruders surrender his stolen treasure!

Another potential issue is that, aside from Quasqueton itself, I'm not sure there's enough here for low-level characters to actually do. Completing B1's content alone is probably not enough to graduate new player characters to a level at which they can begin exploring the wilderness and knocking off monster lairs in earnest.

Let's figure out roughly what level each of the monsters and powerful NPCs in our sandbox are, calculating average XP values using Appendix E of the DMG for monsters and the rough calculations on page 85 of the DMG for our character-types:

I cross-reference the rough XP values with this section from Appendix C:

Here's what I ended up with:

  • Level III: Jinglepuff (85 xp)
  • Level IV: Giant eagles (average 168 xp)
  • Level V: Owlbears (average 421 xp)
  • Level VI: Okorg (521 xp) and Ulrika (~815 xp)
  • Level VII: Zerelda (~2,300 xp)
  • Level IX: Lambrecht (~5,870 xp)

Now we can use the DUNGEON RANDOM MONSTER LEVEL DETERMINATION MATRIX to get a feel for at what level the player characters might be able to take on each of these factions:

For example, Lambrecht is a level IX "monster", but the party could maybe challenge him as early as 7th-level. They could maybe take Okorg or Ulrika at 4th-level, and the owlbears at 2nd- or 3rd-level, though it might be a tall order in any case.

This is, of course, just a rough estimation of what level the party should be if they intend to fight these creatures. There's nothing but (potentially deadly) random encounters preventing the party from venturing into the forest to track down the giant eagle nest or investigate the nature of the monster in the deep woods, and they could always sneak into these creatures' lairs to steal their treasure for XP while avoiding a direct confrontation.

Similarly, there's nothing but their reputation, social acumen, and reaction rolls preventing them from treating with Okorg (and from there, perhaps finding a way to track down Jinglepuff), Ulrika, Zerelda, or Lambrecht.

The player characters will be small fish in a big pond, but if they're savvy, they can definitely make some moves. The point of this is not to create a "balanced" play environment where the party is herded from one level-appropriate challenge to the next in the "adventure path" style, but rather to simply get an idea as to whether there's enough that the party can reasonably accomplish to feel like they're making progress in the game. 

The most important thing is that the environment feels lifelike, is engaging, and provides the players with choices. What they choose to do with it is entirely up to them.