Posts Tagged With: Danarbi

Ludewood Random Encounter Charts

Here are some random encounter charts I made up for the area represented by “An Earlier Ludewood Map.” I never finished making enough charts for every area detailed in “Ludewood Area Map Key.” This dates from 1985 or 1986.

(Had to convert to PDF then image to preserve formatting and post.)

Ludewood Encounter Tables p1Ludewood Encounter Tables p2

The table for “Ludewood” is the town; apparently I didn’t make a table for Ludewood Forest at that time. I also am not sure if I ever made 2nd Edition AD&D versions or not. (This is from a typed copy I made in 2000.)

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Ludewood Area Map Key

Here is the version of the area key for the Ludewood map posted yesterday. As mentioned before, a few of these features have been pushed off the edge of that map to the west. Except for a couple edits to compass directions to match the current orientation of the continent maps, this is just as was written up in 1985.

Ludewood and Surrounding Territory
by Spencer E. Hart
April 8, 2000

(NOTE: This is a copy of an earlier paper document. Later sources may expand upon or even contradict what is contained herein. NOTES relate to how the differences between D&D and AD&D should be handled.)

General: This is an area northeast of the large colonies established by the northern Holothonians. The river system flows from north to south, with the western portion flowing into the main river. The climate is subtropical, with dry and rainy seasons.

Jumor: This area of rocky hills is home to about 1000 gnomes, who originally came here three centuries ago. The gnomes like to mine gems and make crossbows for trade with the nearby Tivalean Nomads or the nearby dwarves.

Tivalean Nomads: These human nomads travel in main bands of 200-400 members, ranging across the grassland steppe to the north. There is a great gathering of the bands at Kublos once per year. Small groups of these nomads often come to Jumor or Ludewood to trade spices they obtain in the north.

Kublos: This area of low, grassy hills is the site of the annual gathering of the Tivalean bands, when up to 2500 nomads come here. Under the hills are the tombs of past nomad leaders and great clerics of the tribe.

Bleakand: This area of wasteland and craggy hills is home to kobolds, trolls, and hill giants. Most humans and demihumans avoid this area. There are infrequent raids by the hill giants against the Tivalean Nomads or Ludewood.

Araki River: This main branch comes swiftly from the north, joins with the Elor-ho, and passes southwest to the Flantil Swamp. Boats traveling upstream must subtract 10 miles/day from their movement rates; those going downstream add 10 miles.

Ludewood: This settlement on the southern bank of the Elor-ho River is a town of some 2500 humans and demihumans. Ludewood is a great center of commerce for the entire territory, and is ruled by a council of wealthy merchants. From the docks, boats and barges travel from Jumor and the Inkon Mountains as far south as Shunoff.

Elor-ho River: This western branch flows downstream from the Inkon Mountains and meanders till it joins up with the Araki River. Boats traveling upstream must subtract 7 miles/day from their movement rate; those going downstream add 7 miles.

Inkon Mountains: This small range to the west is home to some 3000 dwarves. They mine gold and make fine armor and weapons to trade with the gnomes of Jumor and the merchants of Ludewood.

Garach: This area of hills in the Nadash Forest is home to the goblins driven from the Inkon Mountains by the dwarves about 200 years ago. The goblins and hobgoblins are organized into an alliance, and are friendly towards the bugbears of Ludewood Forest. They occasionally harass the elves that live around Borantin.

Ludewood Forest: This dark and tangled wooded area is home to orcs, gnolls, bugbears, and lycanthropes. The bugbears have a loose alliance with the goblins of Garach. Ludewood Forest is an extremely dangerous and largely unexplored area.

Elar: This village along the Araki has about 300 human inhabitants, mostly descendants of a group of Ujola Nomads who settled here about a century ago. The people fish or make various goods, sometimes used for trade with Ludewood or Shunoff. The river pilots of Elar are very skilled and have great knowledge of the rivers.

Ujola Nomads: These people are the main tribe from which the Tivalean and Wayglath Nomads are descended. They rarely deal with outsiders, and have a blood feud with the Wayglath.

Borantin: At this location in the Nadash Forest, an elven town of some 1500 members is up in the trees. The elves of Borantin are almost isolationist, having been driven paranoid by the humanoids of Garach, Ludewood Forest, and the Flantil Swamp.

Nadash Forest: This is the large forest that contains Borantin and Garach. Sylvan creatures such as centaurs, pixies, treants, and dryads live here. There are a few elven settlements here, whose members trade with Shunoff from time to time.

Shunoff: This area of low hills is home to a number of halfling settlements. The halflings farm and trade with Elar and the elves of the Nadash Forest. The largest settlement is Smalun.

Smalun: This large village of 500 halflings is on the southern edge of Shunoff. They are friendly enough to humans, but consider Holothonian halflings as queer foreigners. Their ancestors came here during the exodus three centuries ago.

Wayglath Nomads: These southern nomads are rough and warlike, motivated by a bloody feud with the Ujola Nomads. They are xenophobic and suspicious of all demihumans, and Holothonians in particular.

Flantil Swamp: This swamp spreads out from a branch of the Araki River and extends south of the Nadash Forest. Several tribes of troglodytes and lizard men live here, and occasionally harass the elves of Borantin. The swamp is dark and gloomy.

Categories: campaign world, D&D, Danarbi, Gaming | Tags: , , ,

An Earlier Ludewood Map

This is sort of a bonus post as I have managed to get a Saturday off!
(It was originally to meet the cable internet installer, but due to the phone co. being jerks about not wanting to release our phone number, it will have to be rescheduled.)

Here is a map of “Ludewood & Surrounding Territory” at 3 miles per hex. This does not gel well with the scales of the later maps I have made. It is based upon one of my original paper maps from the 1980’s, but converted to hexes instead of squares.

A few features that were on the original map have been kind of pushed off the map on the western side, due both to the distortions from using hexes, and a desire to space things out a bit more to increase travel times.

Ludewood Region 4 per inch

I have yet to figure out how to reconcile this with the scales of the later maps. Somehow, I am thinking if I can zoom in to a 1 mile per hex scale on this map (making each hex into 3 smaller hexes), I could then use that as the 1 mile per hex zoom level of the regional maps (making each hex into 5 smaller hexes)?

Categories: campaign world, D&D, Danarbi, map | Tags: , , ,

New Page: My Maps

Since I’ve discovered the map posts are getting a bunch of hits, I decided to make a page with links to the 6 posts with maps I’ve done so far.

My Maps

I’ll try to update it every so often as I add more maps.

Categories: blogging, campaign world, D&D, Danarbi, Gaming, map | Tags: , , , , ,

Day 7: Favorite Edition [30-day challenge]

This is the last day for which I know I have a clear answer. The rest may require more thinking…

Favorite Edition of D&D?

I guess it would be the one I started with.

Moldvay Basic / Cook Expert

BX Rulebooks

It was written in just the right way to make it easy for somebody to learn to play D&D on their own, without having to have a more experienced gamer to teach them.

It covers character levels 1 to 14, which takes you from ex-farmboy to land-ruling baron or wizard-lord. Honestly, what % of D&D players ever get beyond that range? I never grew a starting 1st level PC past 6th level or so; just never had a campaign last longer than that.

It gives you enough tools and advice to make your own world of adventures.

All in a pair of 64-page books. (Although having the modules B2 and X1 as examples of a dungeon and a wilderness were a great help also.)

I guess I’d have to toss in Labyrinth Lord as a sort of accessory to B/X, as it is a retroclone of that version. Until WotC wised up and put up PDFs of the rulebooks on RPGNow, that was as close as you could come without having the books from way back.

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