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The Lantern Coast
an Advanced Dungeons & Dragons campaign · Friday nights since January 1998

The Party  ◊  The Session Log  ◊  The Maps  ◊  House Rules

Hail, Adventurers

This is the home of the Friday night game at my apartment. Six of us, one card table, a Rubbermaid tub full of dice, and a world I've been drawing on graph paper since college. We play Second Edition, mostly by the book, with a few house rules below.

I made this page because we kept forgetting what happened. Somebody would say "wait, who was the guy with the boat?" and we'd lose twenty minutes. So now there's a session log, written up by me the Saturday morning after each game, and maps of everywhere the party has been. Players: if you think I got something wrong in the log, tell me. If you think I got something wrong in the rules, tell me on Friday, in person, with the book open.

The story so far, short version: The Lantern Coast is a long, foggy shoreline of fishing towns, each one with a lighthouse. For as long as anyone remembers, the lights have kept the ships off the rocks and kept something else, out in the fog, from coming ashore. This spring the lights started going out, one town at a time. The party was hired by the harbormaster of Harrowmere to find out why. Forty-two sessions later, they know it's not an accident, they know it has something to do with the old abbey that sank into the bay two hundred years ago, and they are about to find out what's in the basement.


The Party  (levels as of Session 42)

Sir Garrick Vale
Human Paladin, 6th level · played by Paul
Honest to a fault, and the fault is usually ours. Wears full plate he paid for himself, which is why the rust monster in Session 38 was so personal. Still owes the Temple of the Lamp a tithe from the dragon's hoard and will not let anyone forget it.
Brother Aldous
Human Cleric, 6th level · played by Dana
Priest of the Lamp-Bearer, the god of lighthouses and lost sailors, which was a lucky choice for this campaign and Dana will tell you it was on purpose. Carries a mace, a holy symbol shaped like a lantern, and most of the party's hit points in his spell list.
Thessaly of the Nine Reeds
Elf Mage, 6th level · played by Marcus
Finally has fireball and has been looking for an excuse ever since. Keeps a spellbook, a backup spellbook, and a backup to the backup after what happened in Session 19. Immune to ghoul paralysis, which he mentions more than necessary.
Wren Underbough
Halfling Thief, 7th level · played by Keisha
Party scout, lockpick and treasurer. Highest level in the party because thieves need fewer experience points, a fact the others have looked up and do not appreciate. Nobody has checked her math on the treasure split in a long time.
Isolde Marrow
Half-Elf Ranger, 5th level · played by Ellen
Fights with a longsword and a short sword at once, tracks anything, and keeps a tame gray fox named Ash, who has saved the party twice and bitten Garrick once. A level behind the others because Ellen missed most of July for her sister's wedding, and house rule 6 is house rule 6.
Tobin Grell
Dwarf Fighter, 6th level · played by Rob
Joined in Session 12 after Rob moved back to town. Hates boats, hates fog, hates the sea, lives on the coast. Has a battle axe named Invoice.

Fallen: Mirelle the Bard (Session 7, carrion crawler; Dana's first character, now Brother Aldous). She is remembered at every tavern with one song, badly sung.


House Rules

  1. Maximum hit points at first level. After that, roll like everyone else.
  2. Initiative is a d10 per side, every round, low goes first. No weapon speed factors. Life is too short.
  3. A natural 20 to hit does double damage dice. A natural 1 means something embarrassing happens, and I get to decide what.
  4. Encumbrance doesn't count unless you're being ridiculous. Tobin carrying a rowboat was ridiculous.
  5. No evil characters. We tried it once in college. Never again.
  6. If you're going to miss a Friday, call me by Wednesday so I can write your character out of the room gracefully instead of having them "stay at the inn" again.
  7. Snacks rotate. If it's your week, bring enough for six.
  8. The DM is always right, unless you can find the page. Then we talk.

Owen Calloway, Dungeon Master · [email protected]
Sorry, the table is full. But I like hearing from other DMs, so write anytime.

023647
travelers have passed through Harrowmere since March 1998

Last updated Saturday, September 25, 1999
AD&D and Advanced Dungeons & Dragons belong to TSR. The Lantern Coast belongs to us.