Tag Archives: adventure

Scattered Wealth

I’m a little (or a lot) late to the BlogBattle party, but I wanted to continue with what I started last month in The Precious Maiden. Here’s another episode of Grant & Teagan, a series about treasure-hunting adventurers aiming for the over-the-top feeling of a radio serial set in the ’30s,  with October’s theme of “scattered.”

There are many quality writers who participate regularly (and turn in their work on time). Check out their stories too!

From the Adventures of Grant McSwain — Herculean Hero, Finder of the Fantastic, and Accomplished Acquirer of Astounding Artifacts!
Accompanied as always by his hapless assistant, Teagan O’Daire, the Ginger of Galway.

 

Taken by treacherous treasure-seekers, and possibly pursued by putrid pirates of the past, Grant and Teagan will learn that not every long-sought prize has monetary value, and not every apparent enemy is a truly a threat. But is this lesson too late in coming? Find out, in this week’s episode: “The Scattered Wealth of the Sunken Wights”

Once again, Grant strained against his bonds and shouted curses at their captors, but all his rage went unheeded. One of the Kaiser’s men laughed and spat in the grass, then shooed away the persistent black goat who seemed to think the ruins were his territory. The German soldier went back to scouring the moss-covered stones for any hidden secrets or remnants of the promised treasure.

The goat hopped into the trees but quickly reappeared, meandering around the site chewing on thick leaves and watching Grant from a distance.

Teagan ignored Grant’s thrashing and closed her eyes to concentrate. How had this happened?

No Krauts had been among the treasure seekers and grave robbers who pursued the pair to Saint Kitts days ago. A little mischief at the docks had prevented the competition from setting sail, even if any would have followed Grant’s admittedly ill-advised venture into the wrath of a hurricane.

So how did the Germans arrive just hours after Grant and Teagan found this site? Hauptmann Graebel, one of the Germany’s most effective — and brutal — collectors of antiquities and curiosities, had followed the clues to Saint Croix and the ruins of Vallarte’s final resting place.

The realization hit like a slap across the face. “They have a U-boat,” Teagan whispered. “You don’t have to worry about a storm when you’re deep under the waves.”

Grant paused his futile attempt and considered the declaration. “Hmm. Should’ve guessed that not having them on our trail was too good to be true.” He took a deep breath, gritted his teeth, and pulled against the ropes with his whole body’s weight and strength.

Judging by the changing colors in the patches of sky visible between the thick branches of the trees, the sun had almost set.

It didn’t slow the work; Graebel had torches enough to light the whole site.

“You’re wasting effort, Grant,” Teagan muttered, sitting slumped against the tree to which she was tied, her long red hair draping her face in shadows.

Her partner turned, the shame and anger plain on both his face and tongue. “Oh? And what are you doing to help us escape? Other than figuring things out after the fact.”

“I’m not doing anything,” she replied, “because I can’t do anything. We’re going to have to trust what Vallarte’s daughter promised.”

Grant scoffed – a weak, defeated laugh of a man with no options except for the word of a long-dead spirit. “She said they’re coming…” Grant stated. “That they’ll know someone is digging up whatever’s left of Vallarte’s gold, and that they’ll spare no one they find here.”

“Burning greed,” Teagan said, recalling the ghost’s words. “She said it like it held special meaning.” The verse echoed in Teagan’s mind with the spirit’s haunting tone.

Burning with greed and vile misdeeds, your death guaranteed, your judgment decreed: no rest or relief for the bloodthirsty thief.

Even with Allhallowtide and All Soul’s Day fast approaching, Teagan shuddered at the thought. It was one thing to sit in a Mass and pray for the souls of those who had passed on. Quite another to encounter a soul in person.

The spirit of Guadalupe Maria Eledora Vallarte had lingered in this place for nearly three hundred years, since the death of her father and family at the hands of his mutinous crew. She had appeared to Grant and Teagan as well, ready to pronounce the same curse she had supposedly placed upon all those who dared claim her father’s gold.

And when the Kaiser’s thugs barged in, machine guns at the ready, she spent several minutes following Graebel, uttering similar words of doom and destruction… until he produced holy water and burned her repeatedly with mere droplets sprinkled her way.

The ethereal screams seemed to linger in the air, like an invisible finger of ice stroking Teagan’s spine. If the Germans felt fear at the sights and sounds, they hid it well. Or perhaps they feared Graebel more than anything the spirit could do.

Grant sighed, dripping sweat, and sagged against the tree. He met Teagan’s gaze, and she saw the weary acceptance in his eyes. “She said a great many things, Teag. How many of them have helped us get free so far?”

Teagan tried to come up with a witty response, but no words worth saying came to mind. All they’d sought here had come to nothing. No treasure, and more questions than answers. The ghost claimed sailors from many ships had plundered the treasure over the years, and all of them had fallen prey to her curse. Charred vessels lay submerged around Saint Croix, supposedly crewed by the unliving sailors who had fallen victim to their own greed.

But how would that help her and Grant?

She turned her attention to the goat who, for the fifth time since their capture, nosed about in their scattered supplies. The Germans didn’t seem to care that the creature had made a mess of Teagan’s belongings, though at one point Teagan heard some discussion about fresh roasted meat.

Why only my gear?

The goat suddenly looked her in the eyes, and Teagan thought she saw a flash of something red in the animal’s teeth before it disappeared into the lengthening shadows among the trees.

Teagan peered into the growing darkness, but the goat was gone on whatever errand had occupied its mind.

Some soldiers celebrated as they emerged from the largest building, showing off coins that glinted gold in the torch light. Graebel gave them an encouraging nod with a hint of a smile, but his eyes held no mirth behind his spectacles. It seemed he sought more than Spanish doubloons.

Teagan grimaced as the man turned toward her and Grant. Now he grinned under his hawkish nose, his bared teeth predatory. The men wore no uniforms, but Graebel made his khaki shorts and thick shirt look like full ceremonial attire, nonetheless. He approached with a crisp gait despite the uneven ground. “You know more of this place than you have let on,” he said, his English almost devoid of any accent. “What have you learned in your brief time here?”

“Learned to remember you lot have submarines,” Teagan muttered.

“Hmph. Yes. I applaud your… ‘creativity’ in Saint Kitts, delaying your peers. Setting out into the gale was foolish, but fortune favors the bold. Had you not, we would have uncovered every secret of this wretched island before you set one foot on the sand.”

Teagan held back her surprise at what Graebel revealed. The Germans had a contact at Saint Kitts who passed on information, just like so many previous times and places on their travels where their paths had crossed. How widespread were the Kaiser’s efforts? They seemed to span the globe.

Grant looked over at the soldiers celebrating their find. “Gee,” he said, “I guess we missed a spot.” He wouldn’t reveal anything intentionally, but his bluster and bravado had landed them in plenty of trouble before.

Graebel sneered at his soldiers. “The men are easily entertained by thoughts of treasure troves. I seek something greater… something far more useful for the rise of the Third Reich than mere precious metal. Something that can free our armies from such frivolities and weakness.”

He eyed Grant, then sized up Teagan.

She raised her chin in defiance, holding his gaze despite the nauseating feeling stirring in her stomach. This one truly believed in his cause.

Graebel smiled and leaned in close. “What do you know,” he asked in a slow, too-calm tone, “of the curse of Guadalupe Vallarte?”

Teagan felt her eyes widen before she could force a nonchalant expression. “It seems like she was murdered here as a prisoner of pirates. That seems like a pretty terrible way to go.”

“Not that,” Graebel hissed. “Not her death.”

He drew closer, and she felt the heat of his breath on her cheek as he whispered, “What do you know of the strange undeath which she afflicts upon others? I have read a most interesting account of her victims—skeletal sailors now locked into single-minded purpose.”

The holy water, Teagan realized. He came prepared for a spirit. He came to find her, not gold.

Teagan cocked her head at the sight of the goat, standing in the shadows, staring at them. It wasn’t chewing, just watching with otherworldly concentration. Watching her, specifically.

Graebel stared at her with the same unsettling intensity. “You’ve seen many things over the years, have you not, Miss O’Daire? Much that might prove useful to the cause of Germany.”

One of the soldiers burst into the ruins from his post guarding the entrance, panting from sprinting and shouting a warning. “Ein fackelzug!” he cried, pointing toward the sea. Graebel hastened toward the man, who continued calling out, “Ein fackelzug im Meer!”

Teagan replayed the words in her mind. A torchlight procession in the ocean? Corpse-lights, perhaps?

She smiled and shot a glare at Graebel’s back. “Something tells me you’ll be learning more than you wanted to know about that curse.”

Gunfire erupted in the night. Grant turned toward the sound. “That’s coming from the north ridge. Do you see the strange glow in the trees?”

A second burst of machinegun fire resounded to the south, followed by screams and shouting in German. The guns in that direction went silent as suddenly as they had pierced the quiet. Between the trees at the edge of the ruins to the north, a flaming skeleton lumbered toward one of the soldiers, unfazed by the bullets shattering its bones. When it finally crumbled, another stepped over its smoldering remains and clamped an unyielding and searing hand around the throat of the German.

“They’re coming,” Teagan repeated. “Literally burning with greed.”

If Grant doubted before, he showed only resolve now. “And we don’t want to be here when they do.” He shifted around, searching for any means of escape.

The ropes holding Teagan vibrated unexpectedly, and she twisted around to see the black goat, still staring at her with its horizontal pupils as it gnawed on her bonds. “You needed a body,” Teagan realized. “Something physical to protect your incorporeal form from holy water and whatever other resources Graebel brought.”

The Germans ran toward the sounds of firefights, this time from the east, near the coastline.

Grant noted their distraction and started working the ropes back and forth on the bark of the tree. “Maybe if I can build up some friction, I can—”

He froze mid-sentence as Teagan stepped away from her tree, frayed rope dangling from her wrists. “How did you – the goat!”

The animal chewed and tugged at Grant’s restraints, quickly freeing him. Grant stared at it for a moment, then shook his head. “I’ll take what I can get, I guess.”

He dashed over to what remained of their gear, rummaging in Teagan’s pack. “I have a plan,” he declared. “We can leave some nasty surprises for Graebel and make sure there’s nothing left for him to find here. How much dynamite did you have hidden away in your pack?” After a few more seconds of fruitless searching, he added, “And where did you put it?”

Teagan almost answered, then remembered what she had seen in the goat’s mouth. She looked down at the creature in confusion. “Did you take all my dynamite? The red sticks?”

The goat lifted its head in response. “Well, yes,” the wavering voice of Guadalupe Vallarte said, sounding both present and distant at once. “I placed it around the camp and among the buildings where these wicked men are taking shelter. When the burning skeletons come to fight the interlopers, their flames will light the wicks.”

An explosion rocked the site to the south, belching fire and dirt into the night sky. The goat watched, its odd eyes reflecting the glow of the flames. “I like the red sticks.”

German soldiers ran to and fro, mowing down slow-moving skeletons at first, until they depleted their ammunition. Teagan surveyed the chaos and spotted Graebel. He put down a skeleton with two shots from his Luger pistol, shattering the undead creature’s femurs. Then he too scanned the mad spectacle in frustration, until his eyes found Teagan’s.

Head cocked, he stared with obvious confusion at the sight of his captives, now freed, in the company of a goat.

Another blast tore through the camp between them, seemingly engulfing the German officer.

“Lupe,” Teagan said, addressing the goat. The ghost. The ghost goat? Focus. “Do you know a safe way out of here?”

Vallarte’s voice filled the air around the goat. “I can lead you through the conflagration to your vessel. I know now that you are not like these, or the ones who came before.”

Grant stood laughing at the devastation as another stick of dynamite tore a building apart. “I know it’s a little early, but Happy Hallowe’en, Krauts!”

He patted Teagan on the back. “You definitely brought the treats,” he said with a chuckle. “And you—” Grant said, eyeing the goat. “What other tricks do you have up your sleeve?”

The Precious Maiden

It has been too long since I participated in BlogBattle, initiated by the wonderful Rachael Ritchey. When I used to write entries regularly, I loved the idea of writing something like an old radio serial, with intrepid 1930s adventurers and their feats of derring-do as they explored old ruins and sought answers to strange mysteries. It has been a minute — many minutes, really — since the last entry, so I wanted to get back to it.
It always gets me going down historical rabbit trails I find exciting. (Did they have denim shirts in the 30s? What storms happened in the Caribbean that year? Who ruled Spain at the time? What was that island called back then? And so on).


With that in mind, “Precious” as the inspiration, and apologies for going slightly over the word count, here is the latest episode of Grant and Teagan:


From the Adventures of Grant McSwain – Sailor of the Seven Seas, Finder of Forgotten Fortunes, and Savior of Salacious Sweethearts … accompanied as always by his hapless companion, Teagan O’Daire, the Ginger of Galway.

Last week, we left our intrepid heroes stranded on the high seas as they turned their vessel toward the full strength of a tropical storm off the coast of Saint Kitts. Will they find the lost treasure of Vallarte’s final voyage? Or will they join his ship in the murky ocean depths? Find out, in “Grant McSwain and the Perilous Prize of La Doncella Preciosa!”


Rain smacked the creaking wooden ship with the stinging fury of a hailstorm and swept a yellowed sheet of canvas across the slick deck. “Don’t lose that,” Grant cried, arm outstretched toward the tattered map flapping across the wave-washed planks. “It’s priceless!”

Holding the sloop’s wheel firm, Grant’s muscles strained underneath his wet linen shirt – once white, but stained to beige by the dirt and grime of multiple adventures around the globe. The gusts whipped his clothes, loose but rain-soaked, and he clenched his square jaw as he fought the strength of the storm.

Teagan dove through the rain as the vessel lurched again, tossed in the gale. She hit with a huff and slid across the polished wood, a sopping mess of red hair and limbs, fingers grasping for the centuries-old canvas. Her drenched khaki shorts and denim over-shirt seemed like weights on her body, and her waterlogged hiking boots felt filled with cement.

The winds shifted, buffeting the sails, and the mast groaned in protest. One of the lines securing the foresail snapped with the strain and flew like a snake on the wind, cracking like a whip. Most of the sails held, pushing the ship toward the shoreline at the horizon. As if ye could see the bloody island through all this gale.

Teagan’s fingertips felt rough fabric and pressed down against the deck, pinning the map in place. Priceless, no, but precious—in more ways than one. Vallarte’s ship, La Doncella Preciosa, the Precious Maiden, was presumed lost to the ocean’s depths. What would the last known location of the vessel’s treasure trove be worth on the antiquities market?

Someone could certainly estimate the map’s value. Many had, judging by the resistance and pursuit they faced thus far.

Before Vallarte set out on his final voyage in 1577, the famed conquistador and so-called explorer had infiltrated the royal treasury and stolen Las Esmeraldas de las Princesas –the massive twin emeralds he’d brought a few years earlier as tribute for King Phillip II to honor Princess Isabella and Princess Catherine. That was the real treasure Grant hoped to find.

No wonder so many had hounded them across the Americas and into the path of this hurricane. No Krauts this time, thankfully… but something worse, the finest treasure hunters hired by the fiercest and wealthiest collectors. The race was on—fame and fortune, as always, the reward for those willing to blaze the trail.

Grant scrabbled across the deck as the small ship shuddered, his black hair soaked and disheveled in the storm. He reached out, and Teagan lifted her free hand for assistance … but instead, he snatched up the map. “That was close,” he said, heading back to the stern.

Teagan grunted and rose to her feet, gripping the rail and glaring at Grant through a mop of red. She ran her fingers through her hair to throw it back over her shoulders, but the wind immediately whipped it in all directions at once.

“The storm is getting us there!” Grant shouted, grinning as he squinted into the distance. “This will work, as long as we stay ahead of them.”

Teagan grabbed thick rope to lash the foresail to the rigging. “This won’t work,” she shot back, “if we end up sharing the fate of the Doncella.” Whether at the bottom of the ocean, or smashed along the coast of Saint Croix, the vessel of the wealthy Vallarte did not survive its final voyage.

“We won’t,” Grant called out over the storm’s fury, his grimace belying his confidence. Then he brightened, and he grabbed the line to assist her. “Think of it this way: we’re doing both our countries a favor! Supporting the Monroe Doctrine by keeping European powers from meddling in the Americas and claiming the prize, and supporting Britain by …”

Grant shrugged. “It’ll come to me.”

Teagan scoffed at the assumption of her allegiance to the crown, then caught Grant’s reference and stared dumbfounded at him. Was he making a lucky connection trying to sound intelligent, or was he actually aware of American foreign policy?

Grant must have noticed her gaze. “I do read sometimes,” he protested.

“Spicy pulps and penny dreadfuls don’t count,” she said with a smirk as she checked the other lashings. The vessel had to reach Saint Croix intact for them to have a chance at finding the treasure, and it would be nice to have a means of escape before their competitors arrived.

Most of their pursuers were stranded on Saint Kitts waiting for the storm to pass, or for new ships to arrive. While treasure hunters might maintain a certain level of decorum in a civilized community, some of their rivals would be all too pleased to find Grant and Teagan out on the high seas or stranded on Saint Croix.

Grant clamped his hands on the wheel, steering the sloop through the storm and waves. “The way I see it,” he declared in a self-assured tone, “it’s only been twenty years or so since America paid good gold for these islands. They’ll want to ensure the European powers stay out of their affairs. Maybe we’ll finally get J. Edgar and his goons on our side for a change.”

“Better to avoid them completely,” Teagan answered, but Grant said nothing in reply, his eyes fixed on the turbulent horizon.

Another hour of constant struggle to stay afloat brought them through the worst of the storm’s wrath, and after two more hours of dreary downpour, they spotted a dark shadow of land in the distance, barely noticeable in the limited moonlight. Teagan checked the compass once again — right on course for the northeast coast of Saint Croix. Thankfully, Grant proved reliable in many ways other than the intellectual pursuits.

Once near the shallows, they raised the sails and Teagan grabbed a sounding pole to guide Grant in as close to the shore as they dared. With the sloop at anchor, a short swim brought them to land under a cloudy night sky.

The skies turned soft tones of purple, followed by vibrant patches of gold, while the pair searched up and down the coast of Saint Croix. Shivering and aching, Teagan slogged on through the sand, taking only small comfort in the misery on Grant’s face as they trekked into the morning.

Then, with the first direct sunlight on the coast, they spotted a telltale ridge behind the foliage. A single black goat stood on the slope, chewing on the plants and staring at these new visitors. “That could be the southern embankment,” Teagan offered, picturing the map’s details in her mind rather than fishing it out of her pack yet again. She studied the landscape and pointed her finger. “There’s the northern ridge that forms the enclosure, running parallel to the water.”

Grant surveyed the area with a tired sag in his shoulders. “Everything’s overgrown.”

“True,” Teagan admitted as she stepped forward, toward the treeline. “Then again, assuming some of Vallarte’s crew survived the shipwreck, how much of a three-hundred year-old makeshift shelter could we really expect to find?”

Grant took another look at the sloop, a small white speck to the south. He took a deep breath, stretched, and shrugged. “If anyone does catch up to us, maybe it’ll throw them off, make them think we’re searching down that way—ait for me!”

He crashed through the thick brush Teagan had slipped through, startling a few birds into flight and interrupting their morning songs.

Teagan followed what seemed like an overgrown path, ducking under tree limbs or holding leafy branches aside, working her way into the enclosed area the map had promised. She reached out her hands to sweep some foliage out of her way and froze. “Worked stone?”

Peeking out from vines and centuries of growth, some smoothed rocks caught the morning light. Relatively sharp lines formed unnatural ridges and walls ahead, hidden within a hollow by the thick branches of the surrounding trees. Teagan studied the stones, running her fingers along them, moving from one ridge to another.

“There are proper buildings here, Grant, with mortar and masonry.” She spun about, trying to grasp the size of the site. “Several of them—far more than any castaways could manage in secret.”

The feeling of being watched tightened on her heart like an icy grip, but she knew it was just the shock of finding an ancient community where there should only be the ruins of one or two makeshift structures. She still found herself tensing at every sound, peering into every shadow.

Grant looked over the area, his face grim. “You think someone else found this place years ago, took the treasure, built themselves something substantial?”

Teagan examined another overgrown building, its rock walls covered in moss and lengths of vine. “Possibly… or perhaps this site was never what we were led to believe.”

A chill struck Teagan’s bones even as she wandered in the warm sunlight, but she shrugged it off as the lingering effects of the night in soaked clothes coupled with the unexpected mystery before her.

Grant stepped into the nearest building, ducking his head to enter the small door. He moved with surprising grace for his size, and waved a long thin reed in front of him to look for traps.

Teagan took a ginger step into a half-collapsed structure, looking for clues while searching her mind for an explanation. Could my source have betrayed us? Or could he have been deceived? He wouldn’t have sold us a map to a site already explored by a previous client, for fear of damage to his reputation.

Nothing stood out in the first three buildings Teagan checked, and if Grant found anything noteworthy, he didn’t call for her.

The fourth structure Teagan approached looked squat and sturdy compared to the others, with rusted metal bars in the two narrow windows. The door had rotted away, but the thick walls and slight elevation on which the building stood seemed to protect the interior from centuries of storms.

More than the others, at least, but not entirely. Teagan noted the rust stains and pitted metal bars that fashioned holding cells. A few skeletons lay slumped against the walls, their wrists still held by leather cuffs affixed to what was left of their chains. Two of the remains included tattered and faded fabric in the style and shape of fifteenth century women’s clothing. The others seemed like young boys of varied heights.

“Grant?” Teagan called, then turned and yelled out for him.

Stones rattled and scraped inside the structure… or were those bones?

Father … have you finally come with the ransom?

A shadowy haze coalesced inside one of the cells, like a storm cloud taking shape, with green forks of lightning crackling through the smoky form. Teagan shook at the feminine voice echoing in her mind as well as the strange sight, and backed toward the open doorway. Her left hand shot to the medallion of Saint Nicholas around her neck.

The growing apparition seemed to regard Teagan with eyes alight like emeralds held in the depths of its darkness. Or … it hissed, does another interloper seek the prize?

Teagan bumped into Grant and gasped. He stood in the doorway, hunched down to peer into the ancient prison ruins. The goat from the slope stood beside him now, still chewing. “I was going to tell you I found something interesting,” he muttered, “but of course you’d have the more exciting discovery.”

“I’d be happy to trade places,” Teagan whispered.

The ghostly image turned its glowing verdant eyes upon the pair, and waves of judgment and wrath coursed through Teagan’s mind. A haunting voice rang out, sonorous like a bell, and the figure raised a finger to point at Grant. “I am la doncella preciosa that Vallarte sought… his daughter. Take what remains of his treasure, scoundrels … and join his mutinous crew in eternal unrest.”


Tune in next time for the epic continuation: “Grant McSwain versus the Cantankerous Crew of Corpse-light Corsairs!”

Also, you can read the other BlogBattler entries here.

Midnight Chase

This is a flash-fiction entry based on the word, “Flower,” for Rachael Ritchey’s BlogBattle. Every month, she picks a word as the theme for which a number of us write some kind of short story. For many months now, my entries have been the serialized mishaps of a bumbling macho man explorer in the 1930s and the knowledgeable “sidekick” who actually gets things done. 

The Adventures of Grant McSwain

Daring Explorer of Dangerous Environs and Fearless Discoverer of Fang-Filled Dungeons

…accompanied as always by his hapless assistant, Teagan O’Daire, the Ginger of Galway

(992 words)

Grant threw his massive form from the cliffside and ran across the mossy bricks of the ziggurat with no loss of momentum. “I’m telling you, Teag,” he called over his shoulder, “the treasure is within reach.”

Crouched under the leafy branches near the ledge, Teagan hissed at her companion and listened to the nocturnal song of the Peruvian jungle. Were those voices in the distance? Could the Kaiser’s thugs be closer than before? Or had she imagined those lantern lights among the trees after sundown?

Grant paused, peering in the darkness. At least the oaf whispered this time. “Are you coming?”

Even though Grant made the leap without injury, Teagan still checked the distance before springing across the gap. Her boots clung to the stone well, despite the overgrowth, and she jogged along the structure’s heights toward Grant. “I’m coming, but I think I’m not the only one.”

Grant surveyed the jungle, though he had no chance of spotting anything through the thick foliage. “Those Germans after us again?”

“Not us so much as the treasure.”

“Coming through the river valley, unless I miss my guess.” He chuckled and gave a dismissive shrug. “They might find the entrance to the ziggurat, but they won’t be able to move all the rubble we left.”

Teagan’s eyes narrowed despite the dim moonlight. “About that… was dynamiting the entry hall really necessary?”

“I wasn’t sure a trap would stop them, so I figured an obstacle might.”

Teagan laid a hand on Grant’s shoulder. “Laugh all you want. But if they learn to exploit Ixthacan relics or, God forbid, unlock the secret of these portal chambers, their militaristic ambitions in Europe could stretch across the globe in an instant.”

He flashed a devilish grin. “Let ‘em come. Maybe FDR will finally get our boys in the mix.” He hustled to the other side of the Ixthacan temple, where some previous explorer or tribesman had stretched a flimsy rope ladder like a bridge to the opposite cliff. Grant tested the thick ropes with his weight, shaking the cords to see how much they might withstand before trusting it fully.

Teagan eyed the ropes with suspicion and mounting fear. “Are you certain no one has found this ritual site before? Maybe someone already claimed whatever this ruin has to offer.”

“I doubt it,” Grant said as he took a step. The rope bridge swayed and dipped under his bulk but held him aloft. “This feels flimsy, Teag,” he added, his knuckles white as he gripped the cords. “We should go one at a time.”

Teagan crossed her arms and shuffled her feet as Grant inched his way across the gap. “What next,” she wondered, recalling the winding path that led them to the temple. A rickety flight skimming the treetops from Caracas, then a showdown in a seedy cantina with guerrilla rebels, followed by rafting through crocodile-infested waters, and finally trudging through treacherous jungles full of pythons, all with enemies nipping at their heels.

“Some anniversary,” she muttered. They had set out three years to the day since their first excursion, and only a month since Grant had professed his love. Seeing him suspended over the chasm between the cliff and the ziggurat, Teagan felt an all-too familiar mix of adoration and frustration.

Grant strained as he worked his way across. “Talk to me, Teag,” he said through gritted teeth. “Tell me something useless about the Ixthacans and the ceremonies.”

Teagan bristled, then recognized the touch of panic in Grant’s voice. He wasn’t mocking her studious nature or detailed note-taking. He needed a distraction.

The thought of pythons sparked a memory, a legend surrounding the ritual site. “Locals claimed spirits would come from the heavens at night to bless the Ixthacan chieftains. Beings of snake-like appearance, much like the Naga of Buddhist and Hindu mythology.”

Grant grunted an acknowledgment.

“Prior to our discoveries with the portals,” Teagan added, “I found the similarities fascinating, given that the Ixthacans and Buddhists lived on opposite sides of the world. Scholars assume Chinese seafarers spread the stories across the Pacific. After all, certain rare flora from the Orient also flourish here, and—”

“Made it,” Grant said, tossing her a rope. He acted unfazed by the brush with danger. “Tie this around your waist, and I’ll hang onto it just in case you slip.”

In short order, Teagan joined Grant on the far side. Had it seemed easier for her because of her comparatively light weight? Was Grant hiding some injury, as he often did?

“Which way?” he asked, checking the stars. Unexpected urgency filled his voice. Had he suddenly believed her concerns?

“It’s supposed to be northwest. We’re very close.”

He crouched and tromped through the brush in the direction she indicated. Teagan watched in confusion, then followed, inspecting plants as she passed. Someone had been this way recently.

Before she could warn Grant, they burst into a wide clearing, surrounded by thick trees with forked limbs reaching into the sky. Large reddish bulbs grew in the joints where branches of tree trunk met. A weathered stone with faded runes marked the Ixthacan site, though much of the jungle’s growth had been cleared away.

“You’ve already been here,” Teagan gasped.

Grant nodded and hushed her. “Last night. Just watch.”

As one, the bulbs spread with lazy movements under the stars, thin red leaves stretching into a sunburst around two rings of ivory petals circling the pistils clustered in the center. While Teagan stood in awe, a dozen blooms of silver-white opened in the moonlight.

Grant slipped his arms around her. “Your treasure, my dear. One of the rarest flowers in the world. Queens of the night for my queen.” He gave her a peck and whispered, “Happy anniversary.”

“What about the Germans following us?”

“Oh, them?” He laughed. “Just some guys I paid off in the market. I knew you wouldn’t have half as much fun if you weren’t being chased.”

Night-blooming cereus.jpg by Aswin KP from Wikimedia Commons. Used under Creative Commons license.

Fangs and Fury

Here’s this month’s BlogBattle post, based on the term, “Blaze,” and once again centered around the misadventures of Grant and Teagan, my 1930s “Indiana Jones-meets-Supernatural” duo of explorers.

I took a stab at a sketch of them on a lengthy return flight from a recent mission. I’m not satisfied with this–it’s unfinished and not what I envisioned–but it was a fun effort nonetheless.

Last “episode,” after dealing with a werewolf, Grant fell unconscious from blood loss. Teagan succumbed to lycanthropy and used that unnatural strength to fight back against a double-agent who betrayed her. This time, we join Grant and Teagan two days later, after Grant has sought a cure for Teagan’s condition.

From The Adventures of Grant McSwain, Hunter of Horrors, Destroyer of the Defiled, and Terror of the Treacherous.

Accompanied as always by his hapless assistant, Teagan O’Daire, the Ginger of Galway.

Firelight danced around the ruined Army camp nestled in the mountains, and wisps of fragrant smoke twisted through the chilly air as Grant hunkered over Teagan’s quivering form. He turned away from the sweat-soaked bristling hair matted on her arms and torso. Grant almost laid a hand on the furry patch of her forehead–between the pointed canine ears that now sprouted from her misshapen body–then reconsidered the danger. He averted his eyes from her bloodied claws and that makeshift muzzle he’d tied around that maw full of jagged teeth. Teeth that could tear his throat open in an instant, or turn him into a monster like–

It’s still Teagan, he reassured himself. She drank Dah-rey’s vial of silver. She’s going to pull through… once the fever breaks. 

His feeble hopes withered at the sound of her ragged breathing, and he turned toward the aged man kneeling beside the fire. “How long will it take for those herbs to purge her body of…”

Striding Bison crushed more of the dried brown leaves with a mortar and pestle, then sprinkled them into the flames. Another aromatic plume rose on the breeze, far more smoke than a pinch of herbs should produce. Curling tendrils stretched toward Teagan’s afflicted body like the fingers of a mournful spirit. “A while,” he said with a shrug, cryptic as ever, his shaky hands moving with reverence and care. The shaman had helped them when past adventures had gone awry, but those had all been of the mundane snake-bite, gunshot-wound, dehydration in the desert variety.

Howls tore through the night, and Grant peered into the murky blackness on all sides. A wasted gesture–the firelight destroyed his night vision. Even so, instead of the call of another werewolf pack, he recognized the war-whoops of hunting parties from local tribes.

“The Chickasaw know what hunts under the full moon,” Striding Bison intoned. “They hate those the wolf spirits possess. Their braves will come with cleansing fire… not the kind for burning herbs, but bodies.”

Grant put his palm on Teagan’s head and grimaced at the heat radiating through her coat of fur.

“They will kill us too,” the shaman added. “They will consider us tainted by her presence. None of the tribes take lycanthropy lightly.”

If the thought bothered Striding Bison at all, he showed no sign. He poured steaming water from a kettle into a stone bowl, dipped a cloth, and laid it across Teagan’s head.

Helpless, Grant left Teagan to shiver under her blankets. He surveyed the wreckage, noting the makeshift defenses the soldiers had erected. The werewolves left no survivors but also had no interest in equipment or supplies. A broken crate of rifles caught Grant’s eye, their dark metal glinting in the firelight. He pulled one from the container and found another box filled with circular drum magazines. “Do what you can, where you are, with what you’ve got,” Grant mumbled, quoting the President he idolized. Teddy wouldn’t back down from the fight. 

Striding Bison smirked and ground more leaves into powder. “The Chickasaw won’t be impressed by Army guns. They’ll have gangster rifles too–and they can shoot from horseback.”

“I know,” Grant said, his shoulders sagging. “But I have to do something.”

The war-cries echoed louder, closer. Even though the mountains blocked some lines of sight, the light of the fire would be seen for miles from the right viewpoint.

“You are one man, McSwain. They are many. They are trained for war, whereas you…”

Fury flared within Grant’s chest, an explosion of rage at the futility of his situation. All his strength cried for action, something to throw, someone to punch, some means to resist the obvious fate looming over him. His fingers tightened on the grips of the Tommy guns in his hands and he glanced at his companion. A realization washed through him like a lit trail of blasting powder. If I have to die to protect Teagan from butchery, so be it. And if I’m going to die anyway… 

Grant dashed to Teagan’s side and set the Tommy guns in the dirt, then drew out his knife. “Bison, you have more of that coyotesbane?”

“Of course.”

“I’m loosening the bonds on her feet and doubling the ropes around her wrists. In a moment, I want you to lead her to safety while I distract the Chickasaw. She’ll be able to move, but she won’t be able to hurt you. Think you can manage?”

Striding Bison’s eyes narrowed as he scrutinized Grant’s actions. He said nothing, but his eyes moved to the knife.

“I just need to buy you both enough time for her to fight off the disease,” Grant said. He drew the knife along his forearm with a wince, and a line of crimson formed. “The Chickasaw don’t know who was afflicted.”

Grant untied the muzzle and held his arm above her elongated face. Though unconscious, Teagan shifted and jerked, emitting sharp sniffs and a low, hungry growl. In a flash, her teeth latched onto his arm, gnawing and lapping at the wound. He screamed but held still, muscles straining in anguish. When he could bear it no more, he tore his arm free then wrestled the muzzle back over Teagan’s maw.

Pain shot up his arm, throbbing and thrumming with his heartbeat. The moon grew brighter and his senses opened to the world around him with such clarity that he felt as if he’d been deaf and blind all his life. His thoughts wavered between lucid concern for Teagan and a sudden thrilling bond with all of nature.

Striding Bison looked on in horror, then came alongside Teagan and helped her to her feet, her bony arm stretched too far over his hunched shoulders.

Even as he watched the thick black hair sprout from every inch of exposed skin, Grant racked the slides on the submachine guns and turned toward the approaching war-cries. “Come face me,” he howled, his voice deep and guttural. “But be warned! This wolf has fangs!”

One More Round

BlogBattle is back, and so are Grant and Teagan, the fearless duo whose fortunes and foibles in the 1930s comprise most of my entries to the competition. 

There’s plenty of time left in August’s contest, with the theme word of “Moon.” Check the link above and pen your own tale of luna-cy. 

Note: I write these as if they’re disjointed episodes of some ’50s radio show because it’s silly and amuses me to do so. 

—-

After a long hiatus, we proudly return to The Adventures of Grant McSwain, Hunter of the Horrific, Vanquisher of the Vile, and Doer of Daring Deeds! (Accompanied as always by his hapless assistant, Teagan O’Daire, the Ginger of Galway)

In this episode, howl with delight as–armed with only one silver bullet–Grant faces down betrayal in… “The Werewolves of Wyoming.”

Mountain Moonset, by Jessie Eastland. From Wikimedia Commons, used under Creative Commons license.

Grant leaned against the broken stump of a felled tree, his arm propped on his knee, the dented flask in his hand reflecting the dancing firelight. His eyes glinted like gunmetal as he stared at the corpse on the other side of the fire. His other hand rested on the ground, bloodied but clutching his Magnum revolver. The normally spry man now looked like the mountains surrounding the camp—ancient, weathered, too weary to move.

Brushing back her locks of Irish red with a crimson hand, Teagan dug through the contents of her rucksack. He’s losing blood. So am I. There had to be something they could use…

She tried to ignore the fur-covered limbs and the torn waistcoat stretched across the creature’s frame. Blood soaked through the bleached shirt beneath its vest, the result of a single shot to the heart from Grant’s gun.

Unfortunately, it had taken five attempts to hit the mark. The bullets work. At least we know that. We just need more of them. 

The fire in Teagan’s calf blazed and waned with her heartbeat. A jagged hole in her trousers revealed several puncture wounds in a line. She focused on Grant and pushed her pain aside.

Grant shook the flask and the contents sloshed. “Enough for one more round, if you ladies want some Tennessee warmth.”

Teagan glared across the campfire’s radiance as Grant handed the flask to Da-Re, the meddlesome and far too fetching agent of the Empire of Japan. She brushed a hand through her raven hair and smiled. He handed it to her because she’s the closest, Teagan told herself, trying to quench the jealousy flaring in her chest. Why is she sitting so close? 

The wind picked up again, a mournful wail that tore through the pass. The next gust carried what sounded like answering voices in the dark. Thick clouds rolled low in the sky, as if the moon played peekaboo with the creatures of the night.

Da-Re took a swig and gave a hissing grimace at the alcohol’s burn. “Sorry you had to kill your friend, Mister McSwain.” She handed the flask back to Grant and pointedly avoided acknowledging Teagan’s existence.

Grant shook his head. “Roquefort was always more of a patron, wanting this or that recovered, some mystery answered.” His voice slurred, more from fatigue than the whiskey. “The wire demanding an urgent meeting to ‘renegotiate the contract’ should’ve tipped me off.”

The world lurched and Teagan’s vision spun, but she shook off the sensation and rifled through her supplies. Bandages were easy enough… she could make a number of fabric strips out of Grant’s tattered shirt from their first encounter with the beasts. If I can get my head to clear, at least… but we need something to fight off infection…

More howls reverberated through the mountains, each distinct. The pack sorting out their numbers, searching for their missing member, closing in on where they’d last heard his call.

Each voice stirred the depths of Teagan’s being, some primeval yearning for the open plains, the freedom of the wilderness, the thrill of the hunt. The ache of the wound on her calf throbbed with the resounding echoes.

Eyes closed and body drained of strength, Teagan felt her head loll forward as she fell to her hands and knees.

“They’ll be here soon,” Da-Re muttered, drawing Teagan’s attention. The slender Asian rose to her feet—with Grant’s Magnum in hand—then stooped over the furry corpse. She reached into her vest and drew forth a long metal syringe from between two vials filled with a glimmering metallic solution. Colloidal silver… a possible defense or antidote to lycanthropy?

Teagan looked at Grant, eyes blurry as if underwater. He lay on his side, unconscious but breathing. She could almost hear his heartbeat. “What did you do to him,” she asked, her voice a harsh growl.

Da-Re chuckled. “I waited. Nothing more.” She plunged the syringe into Roquefort’s corpse and pulled the slider. A line of dark red shone through the slot in the metal as the empty glass within filled with blood.

“What are you doing?”

“So many questions, Miss O’Daire.” Da-Re checked the vial, wrapped the syringe in fabric, and slid it back into her vest pocket. “The Emperor wants an army that is ready to withstand all opposition… and you’ve seen these creatures’ ferocity. If we can discover a way to harness that power without the unpleasant side effects…”

“Too dangerous,” Teagan rumbled. Talking felt so difficult. Staying lucid seemed impossible. Why was the moon so bright? “You’ve seen what it does to the victims… surely you won’t do that to your own people.”

Da-Re smirked. “We have plenty of test subjects in the lands we’ve conquered.” She tossed her pack over her shoulder. “Sayonara, Miss O’Daire. I trust I will not see you again.”

Teagan ignored the treacherous woman and crawled toward Grant. His shallow breaths sounded like rushing winds to her over-sensitive ears. He still lived. She could smell the tang of iron in his blood—far more bearable than the stink of those metallic vials Da-Re carried in her vest pouch.

“You should leave him be,” Da-Re said. “More peaceful this way. When the werewolves come, they’ll come for prey.”

Teagan’s muscles tensed, and sudden rage coursed through her. Her back arched, bones popped, and fabric tore as she turned her gaze to Da-Re. The woman looked like a silhouette with the moon—so blazingly bright and full—behind her in the sky.

Bhitseach,” Teagan growled, “they’re already here.”

She lunged across the fire, claws extended for the kill.

 

Tune in next time for Da-Re Versus O’Daire, and the Beast Within!

 

Day Fourteen: Supporting Actors

Day Fourteen in the “30 Days of D&D” challenge is Favorite NPC.

Players are the heroes, the stars of the epic adventure, upon whom the spotlight shines and about whom the story is meant to be told.

Non-Player Characters are supporting actors filling up the world, the “everybody else,” almost always played by the DM. Whether it’s the innkeeper or the salty guard captain or the evil necromancer raising an undead army, the NPCs are there to spice up the game and create interaction, but they’re not meant to steal the show.

When played well, some NPCs can still garner significant attention and affection from the group–either as a trusted ally or a hated foe.

I know I’ve done something right when the party keeps bringing up the name of someone they’ve encountered, and several have achieved that status.

Faelynn, the washed-up, binge-drinking former leader of a band of rival heroes, is one my players reference for laughs.

The leader of a small quest-hub town is a guy whose Pathfinder miniature figurine is like fantasy Nick Fury holding two axes over his shoulders. My daughter threatened to disown me for not calling him “Samuel El-Axen” from the moment he entered the scene… and that is now his name.

I wrote about Fleuris the good necromancer and Asslya the mentally scarred spirit-talker, both of which I love to add to the mix.

Right now, my favorite NPC is a little male goblin no wait male halfling no wait female elf sorcerer who has a knack for getting reincarnations off that Wild Magic surge table.

Early on in the game, the low-level heroes found out that some goblins were sneaking into the town and filching supplies. The PCs followed the tunnel to the goblins’ lair and had a good fight with some ranged magic users and archers. I took advantage of the description of “booyahg” as the goblins’ limited understanding of magic in Volo’s Guide to Monsters, and so I really wanted to bring that out in the game.

One of the goblin casters got a fumble. Yes, I’ve been using fumbles on nat 1s and crits on nat 20s, combined with a crit hit deck and fumble deck which are unfortunately designed around 3.5 rules. The fumble card I drew said “Wild Magic surge,” and had some minor bad effect… but that seemed like perfect justification to roll on the surge table for the goblin.

Come to think of it, unless I misread it, Volo’s says that you roll every time the goblins cast, because they suck at magic. Or maybe that’s how I wanted to read it. 

I rolled the effect that grants an immediate cast of reincarnation if the creature dies within one minute. Needless to say, the PCs knew that caster = bad, and my poor goblin wasn’t long for this world.

They flipped out when suddenly a cloud of light enveloped the dead goblin and it got up as a halfling, then ran to hide in a secluded room of the cavern. The bloodthirsty players charged toward the hiding goblin halfling, ready to strike… until a pathetic attempt I made at distracting them actually made them feel pity for this little guy.

Cue role-playing, lengthy discussions of “Are you REALLY going to try to change and not be evil?” and warnings that they would be watching his every move. Based on the cloud of light, we named the halfling “Brightborn,” and he guided the PCs through the rest of the cave.

Well… he also accidentally dropped a fireball on top of himself and the party, then played it off as a sign of power from the chaotic evil gods, shouting, “I AM THE EMISSARY OF KURNN!”

He popped up a few more times over the course of many sessions, most recently via a handwritten note to come to the Laughing Mountain Inn and “look for the elf.”

They enter and find a blonde female who waves them over. “Hey guys, it’s me,” she whispers with a nervous grin. “I’m the emissary of Kurnn and all that. So… um… you won’t believe what happened…”

Day Twelve: I’ve Got Options

With the word “dungeons” as a part of literally the name of the game, it’s surprising how easily these can be forgotten. I know that, for me, if my players are going to have to explore one, it needs to matter.

It’s day twelve of 30 Days of D&D, and the topic is Favorite Dungeon Type or Location.

Video games like Skyrim are awesome for the quality of the sandbox the player is placed in. I remember hearing that as soon as you finished the tutorial / intro, you faced an unstated choice:  Follow the road to the next storyline quest location, or wander in whatever direction you liked, exploring the region and its assorted scenic points.

D&D can be like that. Some DMs prepare that way, sprinkling the setting with a whole lot of everything else that’s going on in the world. I think that’s a good component of a game, especially if you’re trying to maintain a sandbox style or at least feel.

At my best, I keep a few of those parts of the world at the ready in a computer file or hard copy folder, just in case the players decide their current plan isn’t as interesting as some bit of news or rumor they hear, or some random clue they find in the wild.

On the one hand, I don’t want them to feel like they’re on rails in any way–“You can only go east because, um… reasons.” Namely, because that’s where the thing I prepared is on the map. (I did have to admit that to a group of players once. Didn’t like it.)

That said, I also don’t mind if they end up mysteriously coming across the orc cave I’ve prepared, regardless of whether they turned north toward the mountains or east into the forest. It feels natural and unexpected, because I haven’t tied myself down to “this dungeon exists at this partiuclar spot, period dot, end of story.”

Even more than location, what matters to me about dungeons is purpose. Every dungeon or mini-dungeon I build is meant to have some kind of meaningful end result.

I don’t remember what, but something powerful and BAD happened at that altar, carving a deep ditch through the stone.

Maybe it’s finding out more information about a bigger threat to the region or discovering an item necessary for the Big Bad’s ultimate evil plan.

Maybe it’s a plot twist or even a low-scale moral conundrum. Those goblins you thought were a threat? They’re actually in trouble, oppressed by the kobolds who moved in with the young dragon they serve, or deceived by their newfound friend, the hag. This sort of thing has led to some great role-playing and even a few recurring NPCs of an unusual variety.

Ancient Ghost
A picture card I made for an ancient ghostly NPC the players had to deal with in order to enter a key structure within a ruined city…

Maybe it’s just some object of great power, the knowledge and details of which have been lost to time. I don’t know why, but I always love the “ruins of the ancient, more advanced civilization” background to a dungeon, with objects that exude strange powers, interact with the players in various ways (usually bad), or reveal secrets about the world on a much larger scale.

I care far less about the location or type than about why it matters for these heroes to stomp through this particular network of tunnels and caverns.

Day Eleven: Adventure Time

Today’s topic in the 30 Days of D&D (or yesterday’s… don’t judge me!) is:

Favorite adventure you ran

I’m thinking the creators of the post might mean published adventure content. D&D puts out a bunch of rule books or setting content, stuff that gives you and your players great big worlds to play in and great big heroes to portray, and that’s most of what I purchase.

They also put out scripted adventures – story arcs designed for characters at certain levels with enough details provided to run games, in case you’re not looking to try to design your own. While these might have enough details to provide a setting or add onto a campaign already in progress, they’re also designed around providing some villain or villains, who are enacting some evil plot and must be thwarted.

I’ve never run one of these.

A lot of people get excited about the new stuff, like when Tomb of Annihilation came out (late last year? I think? Wasn’t paying attention). More power to them; I certainly don’t have anything against people playing the scripted books. Sooner or later, I hope to run a game of Curse of Strahd, which is like D&D in a horror/vampire setting.

There are advantages to the adventure books – they usually have a lot more thoughtful details put into the encounters and immediate locations. Someone has mapped out the dungeon, or they’ve laid out the blueprints of the castle, along with all the traps, monsters, plot twists, and treasures. They’ve probably been more inventive and varied in their approach than the stuff I come up with on my own. Maybe they’ve put a lot of backstory in, or they’ve set out some additional plot hooks so that the group can continue playing and building upon the story after the published part is over.

The heroes try to rescue a (supposedly) good necromancer from drow captors and their elemental minions, in order to get to the bottom of a surge of undead swarming the mountainous region…

For better or worse, I have only run homebrew settings. Usually, I’m trying to explore a corner of the world in my fantasy works, building upon the little bit I’ve already established in my head or in my books and drafts. This is invaluable to me, as sometimes what the players do can spark a creative idea for a scene using my established fictional characters.

In a way, running a game based on the world in my head makes the improv part of my in-game storytelling job easier. I know what has transpired in this or that part of the world, and what someone in one town might know about what’s going on in the region. Even though there aren’t a lot of details written down, I feel more comfortable describing the world to my players than I would if I had to remember a bunch of details in a published book.

This might feel like a cop-out answer, but my favorite “adventure” that I’ve run is the ongoing story of the world I’ve made, and the players’ contributions to the events that shape its future.

Day Seven: Story Trumps Powers

Today is Day Seven of 30 Days of Dungeons & Dragons, and the topic is:

Favorite Edition

ok. It’s actually day eight for me… I failed my saving throw against sleep after getting home from work around 10:30 PM, so my post is late!

I feel like we’ll all get over that.

Full disclosure: I really only have two options to choose from, 4E and 5E, even though five editions exist. I suppose it might be fair to say that since I’ve tried Pathfinder, I’ve played something much like D&D 3.5, but I absolutely hated the mechanics of that system, so I won’t address it further.

I liked 4E. I love 5E.

I first started playing D&D when 4th Edition came out. Unbeknownst to me, having no previous experience with which to compare the new books, 4th Edition focused heavily on all the cool powers your characters possessed.

Every class had a variety of options. Some could be used all the time, at-will. Some were complex or taxing enough that you could only use them once per encounter or combat. Some were the best abilities in your whole bag of tricks, and could be used only once a day.

Fighters didn’t just get better at swinging a sword or ax as they leveled up… they learned amazing techniques and maneuvers that they could employ much like how a wizard might cast a spell.

I honestly enjoyed 4th. It felt like a big deal when one of my players declared, “I draw back my bow, glare at the enemy, and unleash a Thunder-tusk Boar Strike.” Then he rolled a nat 20, and everyone cheered at the ridiculous damage inflicted on this rando bad guy.

It also felt a lot like learning your button rotations in World of Warcraft or some other MMO. Use these abilities when fighting trash mobs, and then use all these “cooldown” super abilities when fighting a boss.

4E got a lot of grief for putting the spotlight on tactics and combat, powers and spells, while leaving the story in the dark corner at the edge of the stage. I think that’s an unfair perspective–if story mattered at your tables (as it always did to my players), you could make sure the collaborative storytelling aspect shone through.

It’s an unfair assessment in my opinion, but it’s one I hear often.

Not surprisingly, from the playtest materials of 5th Edition, the D&D team made sure to sprinkle hints and ideas throughout their works, like plot seeds ready to sprout into epic campaigns.

The character sheet dedicates prime real estate to jotting down reminders for role-playing, covering what matters to the character:

  • Personality Traits, like “I have a quip for every situation, the more inappropriate, the better” and “People, like feral beasts, are not to be trusted unless broken.”
  • Ideals, such as “I’ll always lend a helping hand” or “I’m not afraid to use my strength to get my way.”
  • Bonds, such as “I would do anything for a member of my old traveling troupe” or “One day I will find my missing sister and make those who took her pay.”
  • Flaws, such as “At best, I immediately forget the plan. Most days, I directly disrupt it” or “I can never resist a pretty face.”

When you make a character, you establish these aspects and have them readily available to answer “What would Grobthar do in this situation?”

One bit that caught my eye was the character backgrounds, particularly the starting equipment that you get for being a sage instead of a charlatan, for example. The sage starts with, among other things, a letter from an old friend with a question you haven’t yet been able to answer. What question? Who is this old friend? Where might the answer be found? Why does this information matter? 

The charlatan starts with a particular scheme they use to dupe their marks – do they forge documents, run con games on street corners, or make some easy gold by selling worthless trinkets to the naive? How would you role-play this in town? Who have you fleeced in the past? Who might be looking for a refund for the fake holy relic you pawned off on them?

The trinket tables in the DMG and Curse of Strahd are full of interesting and/or creepy options that can tie into a campaign or provide additional fluff for the setting.

Also, there are rules for laser guns, jetpacks, and bombs–if your campaign needs those. Haha… “needs,” as if there is any other option.

Newer 5E books like Volo’s Guide to Monsters and Mordenkainen’s Tome of Foes break down the story and background elements for a variety of monsters, allowing a DM to create enemies that feel like real personalities operating inside a vivid world, with unique motivations and intentions along with distinctive features or quirks.

With Volo’s, for example, common enemies like a hag, an orc chieftain, or a gnoll pack alpha become much more than bags of hit points and loot, pursuing some obscure, vaguely evil threat while waiting for a party of heroes to come slay them for XP.

To me, 4E felt like a great game, well worth the time spent playing.

With every section of every book, the 5E materials feel like pieces of a living world that welcomes you into a story which is already being told, already ongoing, just waiting for the answer to the age-old question:

What do you do next?

In Defense of Railroading

The players sit, holding their lucky dice. The lights are dim, and eerie music plays from a YouTube video to set the mood. The Dungeon Master looks over his screen and describes the setting…

DM: You see a well-worn path that winds between the trees, leading deeper into the gloomy forest.

Player 1: Well, forget that noise. I’d rather stay on the road and finish my journey into town.

DM: An overwhelming mist has descended, obscuring everything from view… everything except the path.

Player 2: Uh… I really wanted to get to town to purchase some new weapons and talk to the Mage’s Guild about new spells. Can we maybe set up camp and wait out this weather?

DM: You could… but now arcs of electricity tear through the clouds of mist, and the hairs on your skin rise. Anyone close to the mist is likely to take damage. But the path remains clear.

Early on in my development as a DM, I learned about “railroading” the players toward your intended destination. If a Dungeon Master / Storyteller forces players toward a particular path in obvious, heavy-handed ways, the game feels like the characters are passengers on a tour bus, being shown the sights but unable to direct the vehicle’s course. When a game about choices feels like you have none, you’re probably being railroaded.

That’s a bit of an excessive example, but this sort of thing can be pretty common if the DM has prepared an adventure and expects or demands that the players go along.

Railroading always ruins the fun… except for when it doesn’t.

The beauty of a tabletop RPG over video games is that anything’s possible. Any genre, any style, any action, any decision is available as an option to the player.

While that can lead to sensible decisions, increased immersion, and even awesome RP-ing, in certain groups it can also go awry. When problem players are willing to affect the entire group in order to get their personal jollies, the abundance of options creates opportunity for their hijinks. And when several players are new to the game, infinite choices can lead to no choice being made in a timely manner.

For example, upon entering a new setting and receiving a map of a mining village, some parties will see opportunities to go off on their own instead of staying with the group.

The same scattered attention can happen when players are provided a few different choices outside of civilization. When they come upon a wrecked wagon with signs of goblin prints but no indications of an attack, one person will suggest following that trail while another might try to chase down the other wagons in the caravan. And yet another is convinced there’s something in the ransacked wagon worth investigating or discovering.

Players can debate at length about what to do, where to go, who to talk to, how to accomplish a task… and every new bit of information starts the whole process over again.

This is where a little railroading may be better than none. I typically see three ways the game gets derailed: individual player actions, lack of personal motivation, and lack of flexibility on the DM’s part.

Moments in the Spotlight

It’s great for each player to have their time to shine, their moment when their character’s set of skills or connections can make the difference between victory or defeat. “Moment” is the key word, however.

When an individual turns the session into their private quest, it may make sense for the character’s story and motivations, but it also makes for a slow game. The other players are left “watching the show” as the DM has to interact in character(s) with this party member who has gone off on their own.

If multiple players do this at the same time, it turns into a nightmare of interwoven conversations and distractions. And while they all sort out their personal interests, players focused on the primary party goal are left staring at the walls or fiddling with their dice.

DM: You follow the leads for the missing caravan driver and arrive in the village of Choraulis after nightfall. The so-called guardsmen posted at the gate — miners, really — give you a close eye but let you pass. There’s a good bit of laughter, music, and noise at the finely-decorated inn to your left. The miners also have a raucous dive of a cantina set up near their shanties.

PC 1: I want to search around the inn, just to get a feel for the place, see what sort of people are in there.

PC 2: That orchard over there… is that, like, a nature shrine? I want to go over there and check it out.

PC 3: Is there something like a Mage’s Guild here? I’d like to find out what kind of magic spells and items they have.

PC 2: So am I at the Shrine?

DM: Yes, it’s a shrine of Nature, and the two ladies who run it are surprised and excited at the idea of a Dragonborn Druid – (chipper voice) “What an oddity! How pleasant to make your acquaintance!”

PC 1: If those guards are still there, I’d like to see how approachable they are, if they seem friendly, that sort of thing. Perception, I assume?

DM: No, that’d be Insight. Give me a roll. Ok, you spot one with a small insignia, and it seems like the other guys defer to him. He looks friendly and inviting, although a little on edge.

PC 4: Would I have contacts among the merchants in this town?

DM: Yeah, certainly. Um… this store over here – the gem cutter? They work with your guild on the regular.

PC 1: (to the guard) My good man, I am seeking a traveler who may  have come this way with a merchant caravan. Have any wagons reached the village in the last day or two?

DM: (Gruff voice) Why, yes, three came in a couple days ago, from Delfindor.

PC 2: While in this shrine, can I commune with nature and see if there really is some corruption or negative influence affecting the area?

DM: Yes, a Nature check, please. (Chipper voice) It’s been hard these last six months since everything started turning strange. Wild growth in the mountains–like a whole summer passed in a tenday’s time. And then there’s the undead–

PC 5: Guys. Can we go find the dude we came here for? Maybe someone in the noisy inn knows something.

PC 3: I’d also like to find an alchemist or maybe an herbalist?

PC 1: We’re looking for a man who came in with those wagons. Any chance you’ve seen him or know where they’re staying?

Solution:  A place like a city or friendly settlement might feel like a lot of available options. For groups where this becomes a problem, consider if there’s an in-game reason to restrict those options until the primary story or quest is sorted out.  A town under siege because of some rogue “heroes” or a teeming horde of undead isn’t going to have shops open for business, nor are the town leaders going to take time to chat about the latest rumors of interest to the party.

As a positive spin, find a way to interact with the players in the downtime between sessions. While it may seem awkward to go back over “here’s what I wanted to do in town during the middle part of our group game session,” it’s infinitely better than destroying the ‘group’ part of game play.

I’ve had tons of fun working over instant messages or in later conversations sorting out with players what their character would do. These sidebar conversations, handled outside of game time, have created new plot hooks to weave into the main game, developed the characters’ motivations, advanced their stories, and provided opportunities for players to role-play who might not be as comfortable with it at the table in front of peers.

“My character does/doesn’t care about that.”

Some players are happy to let you know they’re not about whatever’s on the menu. On the one hand, if they’re really trying to role-play their character’s ideals and interests, this is good feedback. A party of chaotic neutral characters might not be interested in saving the princess from the evil demon for the Greater Good of the Kingdom and all that is Just and Right.

Conversely, a snippet of setting or information might look like a really interesting side quest to one of the players, if that’s a lead their character would pursue.

“There’s a shelf full of old tomes and parchments detailing magic rituals? Uh, guys, I know the orc warlock is going to sacrifice the villagers to open a portal to the Abyss, but… can we just hang out here for like a day while I thumb through all of this?”

“Look, near the wrecked wagon–a cry for help in the language of druids. And judging by the tracks, it was left by one of the goblins. Why does one of those creatures know Druidic? How strange. I’d like to find this goblin…”

Likewise, these reactions are great feedback for what to include when you do want to hook that player… and what to avoid if distractions are a problem.

Solution: First, be sure to take these things into account when devising how your PCs get quests. Not everyone is a do-gooder out to save the world… similarly not all characters need a bag of gold jangled before their eyes to gain their assistance.

Place the individualized hooks where a distraction won’t matter. Sure, it might make sense that all the books full of magic are in the library the players find early on as they explore the castle…

But why not have large empty spaces among the books where it’s clear that a significant number of tomes have been carried off? Perhaps even a note from the big bad evil guy’s magic-user sidekick, explaining, “I borrowed these and brought them downstairs to my study. I think these are the key to opening a rift between our world and the realm of our masters…”

Now the distraction points the interested player and the party toward the confrontation you’ve already planned.

Perhaps the sight of a crude message in Druidic would be better placed at the opening of a goblin lair, to create questions and unique twists where the players already are instead of offering a detour from where you’re hoping they’ll go.

All Aboard? or All a-bored?

The DM has a huge role to play in keeping things moving smoothly, and illusion of choice is a great tool in the toolbox.

It’s awesome to create that “sandbox” feel of a living world where something could be happening anywhere the players go. However, in creating such a setting, a DM can get overly focused on the geography and current state of the parts the players will see.

I prepared an encounter with a band of orcs… but they decided to take the road south instead of east to where the orcs actually are…

The players wanted to get information about what the zealots are planning, but the leaders of that sect aren’t located in this part of town…

In a recent session, I made the mistake of focusing heavily on the map I’d created of a settlement. As one of the players sought out contacts and information, he ended up getting sent back-and-forth across town because that’s where those people and places are. (After all, it’s on the map.)

It’s great to know what exists where in the setting, but a rigid approach can lead to the DM getting frustrated because the players turned down the wrong tunnel or traveled to “the wrong spot” when literally anywhere can be the right spot.

Solution: The hated part about railroading is when it looks like there is no other option or choice but forward in an undesirable direction. “The tunnel is a one-way path, and oh you want to go back up and out? Well you can’t because the tunnel collapsed behind you.”

Having options such as branching tunnels or different locations of interest in the region gives the players a sense of agency. “I want to turn left instead of heading deeper into the Underdark” is a choice.

But as the DM, you control the outcome of the choice. Whether they turn left, turn right, or go straight, they can still find their way to the encounter you have planned or receive the clues that they need to advance the story. Whether they go east to the forest or west to the mountains, they can still encounter the band of bad guys who happen to have items of value or plot hooks to move things along.

This isn’t so much “railroading” as it is teleporting a destination to the end of whatever tracks the players are on. (Okay, yeah, that’s railroading, but it can serve a purpose of keeping the game moving.)

One method I used in the past was to have short episodes or level-appropriate encounter settings prepared in advance — an orc camp, a bandit fort, a small drake’s underground lair. If it became obvious that the players weren’t heading the direction I’d assumed, or going after whatever “main” storyline I had prepped, these plug-and-play encounters could easily drop into the session without any significant disconnect or lengthy explanation.

I think of games like Skyrim. The beauty of it is that after the initial tutorial quest, you reach a road you can follow to the next main quest… or you can turn left and wander into the wilds. All throughout the world, you find sites and encounters, people up to no good or monsters in search of prey. It seems like a living world where other creatures are doing their thing whenever you’re not there. But each of these settings has its own segment of story or plot that triggers once you enter.

Fourth Edition had a book called Dungeon Delve which basically served this purpose – several pre-made sites and dungeons that could easily slide into an ongoing campaign when the DM doesn’t have a ton of time to prep something or when the PCs decide to go an unexpected direction.

Next Stop: Fun

For experienced gamers, it’s probably clear that the “collaborative” part of collaborative storytelling means the PCs should be somewhat willing to go along with the adventure provided. Most groups have no problems seeing some of the possible options and choosing which to pursue. For those, railroading is unnecessary and probably detrimental.

But if players seem confused about where to go or what to do, maybe a few tracks concealed beneath the mechanics of the game would help guide the players along toward the fun everyone seeks.