Session four at Castle Xyntillan was a good time 
for all. The finalization and implementation of my much anticipated 
dungeon master screen provided a major boon for the ease of play that 
was experienced throughout most of the nearly four
 hour first edition Advanced Dungeons & Dragons game. Before laying 
out the recap of that very satisfying adventure I’d like to brag about 
the positive features of my newly crafted screen. If you don’t know what
 a dungeon master screen is used for let me elaborate
 a bit. 
The purpose of the dungeon master's screen is twofold. 
First, it serves to add a bit of mystery by blocking what the referee is actually
 doing to keep track of all of the moving parts of the game the game is actually taking place in person.
 Since this current campaign I'm running is actually taking place online, the wall 
between the players and myself isn’t really necessary, which makes the second purpose the number one reason why I need one. This
second purpose is that vertical barrier always has quickly accessible
 charts and graphs on the game masters side. Most will also have some 
original artwork on the obverse side to display to the players. The 
absence of reliable reference materials on the inside surface and 
actually, the complete void of any traditional DM screen
 at all has been a major headache for me since day one. I've been grumbling about it to my players Vincent, Mike, Bryce, Stefan, and Jacob for nearly two weeks now.
Without further ado, here are the five pictures of what I have created using a combination of screenshots from relevant rule books and a vector graphics program called Inkscape. 
This last page is page one from another custom DM screen that I found called "DM_Screen_by Peyre".
Last night was the trial run for this new gaming 
aid. Initially I was very pleased with it’s usefulness. After a good 
amount of game time had passed, I did eventually realize that there were
 at least two much needed reference materials
 missing from my concoction. In the future, the tables for Thieves 
Skills and Turning Undead will need to be added somewhere. Otherwise, 
I’m very happy with my evolving comfort for running the game coupled 
with this valuable new resource I’ve created. Feel
 free to share your thoughts or any feedback about my new toy in the 
comments below.
Now on to the recap. When we rejoin the band of 
adventurers who are fast becoming brothers, they have just started a 
daily rest in the previously explored stables. The sole benefit of 90% 
of the rests that have been taken for the entire
 campaign to this point seem to be just to memorize spells again, whether 
that be through intense arcane study or by extensive prayer to whatever 
deities the holy men have decided to follow.
Sunset quickly arrives and the group divides up into night watch shifts previously decided upon that are based upon grouping of strengths with weaknesses. The actively resting characters bed down in the loft above the stables while those standing guard remain in the stable area below. The first watch passed with nothing substantial to report.
However, during the second watch overseen by the flawlessly good human Naill Ravenwing and Gunner Tarneson the dwarf fighter, the howls of a potentially large pack of wolves could be heard at increasingly closer distances to the watch location. Even Ray the war dog was uneasy about the mysterious unrest of the creatures. Reardon Gray, the half-elf ranger/cleric/thief had fortuitously used iron spikes to brace the doors closed before the night watch had even begun. It was because of this that the door remained unopened when a mysterious visitor “gently” tried to push the one of the doors inward as the wolf-song increased in proximity and intensity over the remaining hours of the nighttime vigilance. This inward pushing was described as giving the door a rubbery appearance as the strength of it was carefully put to the test. Eventually the howling subsided, day broke, and the crew was able to resume their expedition into the unknowns of Xyntillan.
Sunset quickly arrives and the group divides up into night watch shifts previously decided upon that are based upon grouping of strengths with weaknesses. The actively resting characters bed down in the loft above the stables while those standing guard remain in the stable area below. The first watch passed with nothing substantial to report.
However, during the second watch overseen by the flawlessly good human Naill Ravenwing and Gunner Tarneson the dwarf fighter, the howls of a potentially large pack of wolves could be heard at increasingly closer distances to the watch location. Even Ray the war dog was uneasy about the mysterious unrest of the creatures. Reardon Gray, the half-elf ranger/cleric/thief had fortuitously used iron spikes to brace the doors closed before the night watch had even begun. It was because of this that the door remained unopened when a mysterious visitor “gently” tried to push the one of the doors inward as the wolf-song increased in proximity and intensity over the remaining hours of the nighttime vigilance. This inward pushing was described as giving the door a rubbery appearance as the strength of it was carefully put to the test. Eventually the howling subsided, day broke, and the crew was able to resume their expedition into the unknowns of Xyntillan.
Returning to the hallway that had been filled with cobwebs
the previous evening, the adventurers opened the door at the end of it. Inside they saw a 
soldiers barracks covered in still more cobwebs.
 Naill took a step into the neglected room only to have a swarm of 
around 1500 spiders descend from a cluster of webs near the ceiling. After winning the ability to act before the spiders could reach him, Naill 
quickly dropped the torch he was carrying and slammed
 the door shut. Soon smoke billowed from under the door as the many webs were quickly consumed by fire and the 
explorers decided to search two other rooms before returning to see if 
the fire had died down.
The first of the two rooms was a nearly identical 
barracks to the one now on fire excepting that it was not covered in 
spider silk. A thorough toss of the place unfortunately yielded no loot.
 The second room that got checked was a slightly
 larger troop barracks with mostly the same furnishings save one: housed
 in this place was an ornate footlocker adorned with a placard that read
 “Contains type IV treasure”. The box was not secured by a trap or a 
lock, so the thief opened the lid to the strange
 storage case only to find it empty. Furthermore, there did not seem to 
be a false bottom or any other type of hidden compartment. Several party
 members ventured guesses as to what the meaning of this situation could
 be with the most interesting theory being
 that elsewhere in the castle there could be a magic lock that would 
work to reveal potentially hidden contents once affixed.
Returning to the room that had been lit afire, the 
door was reopened and Reardon crawled upon his belly to reach a 
previously spotted footlocker. On his way, he felt some discomfort as he
 moved over a couple of hard round marble sized objects.
 Collecting them, the half elf pushed himself back out of the room. 
Victory was realized when the thief discovered the lumps to be 
beautiful pearls worth approximately 80 gold pieces each. A total of 
eight pearls were discovered after another search was made
 of the floor below the smoke.Nothing but worn out boots were found in the foot locker Reardon had been attempting to reach.
Pressing further onward with apparent dreams of 
wealth and conquest, another room was opened where rotten sacks of 
potatoes and two, thirty gallon wooden drums of flour were found. Two 
additional doors led out of this room, one to the east
 and the other to the northeast. As the adventurers listened at the door
 to the east, they were dumbfounded by the sound of a large group of men
 singing a drunken tavern song. I would record a lyric or two from the 
jingle that I was urged to recreate in real
 time but I don’t wish to distract too much from the excitement of the 
retelling of this story with my magnificent and awe inspiring musical 
talents.
The door was opened with little trouble and the 
front ranks of our heroes were amazed to see that there were 25 
skeletons seated at a long refectory table united in undead merriment. 
Reardon the ranger was the only one to win the element of surprise and
 chose to use his advantage to unleash an arrow attack he had readied 
prior to opening the door. Six arrows were loosed into the group of 
unaware revelers which unquestionably precipitated the ensuing 
hostilities. What followed was fifteen amazing rounds of
 bone crunching melee.
Almost immediately after taking to their feet, the 
skeleton horde split into two groups, one half crowded the doorway that 
the waylayers had recently opened and the other half cut north to an 
area as yet unexplored during the these expeditions
 to Xyntillan. Over the course of battle, several times, portions of the
 two groups were made to turn and run away by the two living clerics and
 the one paladin when each brandished the holy symbols of their 
respective deities. In the end, even as three skeletons
 armed with short swords tried to go north around the front line through
 unmapped hallways and rooms to mount an unsuccessful attack from 
behind, the forces of the living won out against the entire undead troop with an 
overly superior victory.
Sifting through the destruction, eleven of the 
short swords the skeletons bore were found to be serviceable and were stashed in the previous room next to the 
barrels of flour which at one point in the skirmish had been 
used to barricade a door. It was agreed upon by
 all of the party members that at some point they would return with a 
horse and cart to haul the valuables back to the town Savoy where they 
could be sold.
Only about an hour had passed since the castle had been entered but the spell casters had used a good portion of their spells and the decision was made to return to the relative safety of the stables to rest, study, and pray.
It was still only mid-morning on this 22st day of Tarsakh, 1367 DR or Dale-Reckoning.This is the seventh day in game time since the beginning of the campaign.
Only about an hour had passed since the castle had been entered but the spell casters had used a good portion of their spells and the decision was made to return to the relative safety of the stables to rest, study, and pray.
It was still only mid-morning on this 22st day of Tarsakh, 1367 DR or Dale-Reckoning.This is the seventh day in game time since the beginning of the campaign.
Loot gotten – 8 pearls @ an estimated 80 gold a piece.
Monsters slain – 1 spider swarm and 25 skeletons 
One final innovation that we put into use during 
this game was the use of the mapping program at mipui.net At the conclusion
 of the game, everyone agreed that it was a vast improvement from the 
mapping styles attempted previously and lent
 a tactical variable to game play that was lots of fun. 
Thanks for reading & play more games 
-Brian
-Brian







The mapping software really brought out the tactics of our party. It's wonderfu . Fantastic session.
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