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Blog 2009-2010 Ebook

Imredave's forgotten runes blog 2009-2012 Contents Dragon Army Campaign Welcome to the Jungle Dragon Army Part 2 Dragon Army part 3 Dragon Army 4 Interlude Dragon Army 5 Candololian Dragon Army 6 Mysteries of Old Dragon Army 7 Candololian Dragon Army 6 Cadwallon Dragon Army 7 into the Dark halls Dragon Armies 12 the Sandbox and the Railroad Quick Filler Post Things to Come Dragon Armies 17 Rats in the walls Dragon Armies 18 Meet the Dwarves

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50% found this document useful (2 votes)
545 views

Blog 2009-2010 Ebook

Imredave's forgotten runes blog 2009-2012 Contents Dragon Army Campaign Welcome to the Jungle Dragon Army Part 2 Dragon Army part 3 Dragon Army 4 Interlude Dragon Army 5 Candololian Dragon Army 6 Mysteries of Old Dragon Army 7 Candololian Dragon Army 6 Cadwallon Dragon Army 7 into the Dark halls Dragon Armies 12 the Sandbox and the Railroad Quick Filler Post Things to Come Dragon Armies 17 Rats in the walls Dragon Armies 18 Meet the Dwarves

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imredave
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We take content rights seriously. If you suspect this is your content, claim it here.
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Forgotten Runes Volume 1

Imredave

Forgotten Runes Volume 1


until Aug 31, 2010

Imredave

This file was generated by an automated blog to book conversion system. Its use is governed by the licensing terms of the original content hosted at forgottenrunes.blogspot.com.

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For my 81 loyal followerers

Preface Imredave's Forgotten Runes Blog 2009-2012

Contents
Dragon Army Campaign Welcome to the Jungle Dragon Army Part 2 Dragon Army Part 3 Dragon Army 4 Interlude Dragon Army 5 Candololian Dragon Army 6 Cadololian Part 2 Mysteries of Old Dragon Army 7 Candololian Part 3 Older blog posts updated Dragon Army 8 Rough Night in Candololian Empire of the Petal Throne Arduin, Bloody Arduin Dragon Army 9 Tomb of the Dragon Lords In too deep on Cadwallon 1 4 5 10 15 17 18 22 24 25 27 28 31 33 40 42

Dragon Armies 10 Tomb of the Dragon Lords part 2 Dave and Gary Happy Boxing Day Dragon Army 11 A Time of Dwarves Dragon Armies 12 The Sandbox and the Railroad Quick Filler Post Things to Come Dragon Armies 13 Into the Dark halls Dragon Armies 14 Sneak Peak Reme Old School Hungarian Style DriveThruRPG Haiti Relief Bundle Ancient River Palace of Mellorin Dragon Armies 15 Meet the Dwarves Dragon Armies 16 The Wandering Blogger Chaos et Barberie Massive Battle

43 47 48 50 52 54 55 56 58 60 61 62 64 66 69 70 71

Dragon Armies 17 Rats in the Walls Comments in English only please Comments now moderated Palace of the Vampire Queen Review Old school Dungeons Level 1 Old School Dungeon Level 2 Old School Dungeon Level 3 the river Old School Dungeon the Maze Back from Gencon Old Dungeon level 5 Red Box

73 75 76 77 78 80 81 83 85 88 90

Dragon Army Campaign


November 21, 2009

***WARNING MILD SPOILERS FOR NECROMANCER GAMES MODULES AND PAZIO SCHACKLED CITY*** Way back in 2005 I dragged my players kicking and screaming into the modern area by starting this 3rd edition campaign. In honor of DM lack-0f-time and unfamilarity with the rules I started with some modules. Necromancer games 3e rules 1e feel sounded good and the Wizards amulet is free so I ran that one first. I followed it up with the Crucible of Freya and then the Tomb of Abysthor. Orginal party constisted of 3 players each two playing pregenerated characters from the wizards amulet. I placed it all on a homebrew wilderness map which included most of the key features of the Grand Duchy of bards gate but with some tweeks. It also contains the infamous

Rappan Attuk, but the players have not stumbled on it yet (I am not pushing it either cause the traps and the entrance are just brutal). The Tomb of Abysthor is a sprawling multi level dungeon just shy of megadugeon status. So several trips were neccesary just to penetrate to second level. In between they paid several vists to the wilderness encounters included as a download supplement for Crucible of Freya. They also battled priests of orcus and gnolls rumored to be scouts for the massive evil army which had driven the Dwarves out of their moutain strongholds years ago (DM riff on a player backstory for the dwarven fighter). They assisted a band dwarves bring supplies into the last remaining Dwarven stronghold. The Surface route is blocked and swarming with gnolls and worse. The dwarves used a secret passage through the underdark which they refuse to show to the players. However they asked the players to lay a false trail through the underdark to through the hobgoblin trackers off the scent. The players did explore the underdark for a little while but decided after seening the trail lead to a rickey rope bridge with lots of stalagmites for cover on the other side to turn back. They did however solve the gnoll tracking problem by slaughtering hobgoblin rangers and their hynea tracking hounds on the way back out. They also found an abandoned gnomish workshop at the base of the mountain with the underdark which was actually a secret entrance to the lost gnomish city of Jzadirune (from the Pazio Shackled City book). Here they freed three elves from the underdark slave pits beneath Jzadirune (two more players joining in, one with sense enough to run only one character). The illustrious city of Bards gate had finally been published so a trip there was in order. There they hooked up with the temple of Thyr whose ruined temple they had run across previously in the valley in front of the

Tomb of Abysthor. The high priest of Thyr hooked them up with a palidin of Muir to return to the tomb and recover some sacred relics which had been lost there. At the end of the mission I decided I had run enough "canned stuff" that I could start writing my own stuff again. More next time. Lessons learned:

My players play very slow. Mostly because we all work for a living and have many other social obligations. On game nights we usually don't get started until 8 and have to quit at 11 Tailoring modules to your homebrew world is a lot of fun Necromancer Games is "Old school" the modules actually feel like C. Petersons and B. Webbs campaign. If you look for the downloads you can actually find some of their campaign notes Most canned modules are not geared for short term play Players like it better when the game is tailored to their hopes and wants canned modules have a rough time with this If you listen to your players the world writes itself

Welcome to the Jungle


November 21, 2009 Well here goes! After reading reading numerous blogs and forums I have decided to start my own blog. This blog is dedicated to role playing games, their mechanics, ideas for DMs, and whatever else I decide to post. Current role playing games I am playing include Dungeons and Dragons (both 3.5 and 4e) as well torchlight, Ultima Underworld and Ultima Online on the computer. I have been playing Dungeons and Dragons since my Senior year in high school. I have been DMing Dungeons and Dragons since the little white box in the plain brown wrapper came in the mail from Lake Geneva. Strangely enough I was first introduced to Dungeons and Dragons by a computer game (not the one you think, it was called pedit5 [google that for a blast from the past]). Over the coming weeks I'll try and post some of my wisdom from my years of DMing; Notes and Strategies from the games I am running currently (An ongoing intermittent campaign with folk I have been DMing since 1985, and a monthly rotation running Living Forgotten Realms at the local game store) and games I am playing (Living Forgotten Realms and two different post apocalyptic 4e edition games of grim futures [what is it with kids these days? I don't remember being that gloomy]), I'll also be reviewing games and modules from my extensive collection (Including both Palace of the Vampire Queen and a first edition pre TSR Pharaoh). I'd continue to ramble further but she-who-must-be-obeyed reminds me it is time to do the imbuing (Ultima Online skill leveling work is never done). I'll be back soon

Dragon Army Part 2


November 22, 2009 Well now it was decision time. Rather than write a dungeon and railroad the party down it. I generated a list of rumors and presented it to the players. We could have role played collecting them from Bards gate, but for my players is usually speedier to hand them a list. I make the rumors sufficiently obscure so no direct information is given away. Here is the list:

Rumors of lost cities: The Elves speak of the City of Ferns believed to be somewhere in the Northern forests. This City is said to be the home of several giant creatures including badgers, frogs, turtles wasps and beetles. The local is said to be a deep valley set within towering crags. In some versions of the story the streams of the valley ran into a lake with a whirlpool, which was its only outlet. In other versions a river ran into the valley and disappeared into a mountain. The last travelers known to have come from the valley died about nine centuries ago. A copy of the diary of these travelers is known to have existed in two of the Elven strongholds that were overrun by the northern army, the fleeing Elves did not bring either copy with them so they now are passing the tale on in oral story. Another book now lost to the Elves because they had to flee

spoke of a city of Mind Flayers in the Underdark. Many centuries past a horde of Dark Elves succeeded in so damaging parts of the city that the Mind Flayers withdrew to another plane. At that time the Drow came into possession of several artifacts which even they did not fully comprehend. One of those called a Plane Cube is said to be capable of moving a large number of creatures from one plane to another all at the same time. The Golden Plateau was once home of the ancient religious shrine to Corellon Larethian. Only a century ago it was over run by red dragons. The dragons are still using the area for nesting. It is located far away, beyond the route the Gypsies take. It is rumored in the Human taverns of Bards Gate that a few of the Elves now living in the city visited the plateau before it was overrun. Brigadoon a city located somewhere in the hills South of Bards Gate. Rumored to appear only when celestial objects are in the correct alignment. It is said to be the home of powerful sorcerers who posses lost artifacts. There is a book belonging to a wizard in Bards Gate which is reputed to have come from there. Rumors about known Cities and the routes to reach them: The trade route over the pass: The gypsies are quoted as saying: We are willing to take you the one way but you must

make your own way back. There are things up in the pass, which have power over us, we do as they say or we will not be allowed to travel there. We can travel the pass only as long as we can keep the passengers blindfolded through certain parts. If the secrets of the pass are ever revealed to those outside our blood we will not be allowed to go that way again. Humans in Bards gate agree that those who have gone without the Gypsies have never returned to Bards Gate. A few who have gone with the gypsies have come back by way of Port Saskatoon. The merchant Rupert is the best known of these few. Port Saskatoon lies to the south of Bards Gate. It is commonly reached by caravan through hills that harbor bandits. Caravans go both ways and they are usually looking for guards but do not pay very well. It is rumored that if you must take a ship out of the port you should make arrangements to pay off the organization of pirates known as the Skull Society also known in more polite company as the Secret Society or simply as SS. The rumor continues that this group can be reached by consulting with the thieves guild. Speculation from the Guards about the Northern Army: The kings griffins have made over flights of the northern army that is besieging the Dwarves. They say they have sited a few large probably ancient red dragons in proximity to the army, They speculate that one of them maybe in control of that army.

One of the items carried by the Kings man detected the aura of an artifact in the midst of the northern army. The guards think it was in the possession of one of the Gnoll leaders. The guards speculate this maybe the artifact known as the Crown of Command or the Scepter of Ruling either artifact could allow its owner to command a very large following. The artifact that made this determination is rumored to be the Sword of the Rites of St. Cuthbert. A massive avalanche was witnessed by the over flight. The avalanche buried many of the army. The Army was spotted digging in the avalanche, a greater number of undead are now believed to be in that army. There is speculation that avalanche was the work of the Dwarven high priest Thorwin the Grumbler. Dwarves who have witnessed guards raising a toast to the Grumbler have welcomed the action. One dwarf went so far as to buy a round for the table of guards who drank to the high priest. News or rumors from the alchemist who works at the Abby: The Gnome enclave in Reme is working on a clockwork dog to substitute for a riding dog. They are hoping to make one capable of caring a load as large as a Dwarf. Reakle one of the gnomes who live in Bards Gate was given

a large pendulum operated clock by his father, Samess before that gnome left with the Gypsies. The use of the clock is that as long as the father is healthy the clock will keep perfect time, if it falters it means he is unwell, if it stops abruptly it indicates he has died. The clock is still keeping perfect time and it has been six months now since the father left. The son is making preparations to follow. Many Gnomes are worried that the King will not be able to protect the human towns once the northern army turns its attention to them. A number of the Gnomes in Bards Gate are considering traveling across the pass to found a new community. Some want to wait for word back trough Port Saskatoon that the trip was a success before going. The gnome Reakle Samesson has promised to send them a message. The party caucused and decided to head for the port town of Reme book a boat for the Northern Wilderness and gather more information on the City of Ferns. Not the obvious pick to my way of thinking, but that's why I let the players decide. I think the fact that the party had three elves and only one gnome may help explain.

Dragon Army Part 3


November 23, 2009 Tonight more rumors. These are from the port town of Reme. The players boarded a ship and headed North for Winterhaven to search for Candololion.

From Town guards: I got this nice plus two weapon at the price the town asks for a plus one from a man in a wizard hat who came to the town gate from the Tradeway alone at night. The reason for the truce with the pirates is so they will not need to fight a battle on two fronts when the northern Army arrives. Folks at The sorcerers guild: I know of a wizard in Cantoon skilled at counter magic. He makes charms to counter various types of magic. One of his that has been seen at the guild was against illusory terrain. Brave ship captains have acquired some of those charms. We have an outpost on Long Island where Lord Bruce is now. The Sorcerers at outpost were offered a book written in ancient Elven by some pirates. They report it appeared to be someones diary and contained no usable spells so they refused it. I am is considering buying the information that Gheed is

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selling about the next appearance of Brigadoon Lord Bruce of the Sorcerers guild was directed by the king to go to Cantoon last month. Lord Bruce is negotiating a truce with the pirates of Long Island. He has not yet returned. When you ask about Candolion and the Elves that live near there the St. Cuthbert Cleric introduces you to a smith who is a parishioner: A former apprentice of mine works now in Wahoon and has these last five years. When I was up there last year he told me some well respected Elves live in Wahoon, the merchants there would never side with the snow barbarians against the Elves, it is the Winter Haven folks that like the snow Barbarians. From one or more Elves in Reme: When the Elves of Candolion were over run by the snow Barbarians they fled on foot to Winter Haven. When they had all reached the port they hired three ships to take them to Reme. Most of the court, including the lore keeper went on one ship. Only two of the three ships reached Reme. The one missing had the king on it. For the past three years we have been seeking information about the missing ship. We have not seen it since the storm that hit shortly before we reached Reme. When we lived in Candolion the lore keeper had many books written in ancient Elvish. He was only able to take a few books with him. There is lore of an old Elven city named Rivendel.

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There is a city named Rivendel south of Wahoon but that city is human. There is lore of a pass through the coastal mountains protected by magical wards and guards somewhere south of the one we used to get to Winter Haven. Candolion used to trade with Winter Haven for supplies and weapons. The pass between Candolion and Winter Haven is wide and low and easy to find. It can be traveled even in winter as long as you do not get caught in a storm. Now that we are not up there I expect the next winter the snow barbarians need food they will attack Winter Haven. From talking to sailors in taverns or on the docks: Cantoon on Long Island is a known stronghold of the sea Pirates. Fierce sea creatures guard Cantoon and the chaotic winds thereabout make the shoals near that town tricky to navigate. Captain Hedric has a charm against running aground that he got off a pirate captain. He had it identified by the sorcerers guild. The lessening in pirate activity is due to the negotiations Lord Bruce is having with them. Heard in Taverns in Reme: Some of the merchants of Wahoon sold weapons to the snow barbarians to use against the Elves. Some of the merchants of Winter Haven sold weapons to the snow barbarians to use against the Elves. Candolion was the city of the Elves that got sacked by snow barbarians three

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years ago. A ship must carry a secret charm to enable it to make port in Cantoon. The Sorcerers guild has a secret proving ground somewhere on Long Island. Gheed , a man in a pointed hat has been seen traveling the Tradeway at night with a single wagon. Wahoon is a small port north of Reme and south of Winter Haven. There is a cleft in the mountains near the city that would seem to be a useful pass but when one goes up the cleft you find it is blocked by a fast ,deep and turbulent river. The river comes out of the northern mountain itself and flows south across the valley before turning east down to Wahoon. Up in the mountains near Rivendale a friend of a friend uncovered an old spell shaped rock with something he thought was written in Elven on it. Here is a map they bought off an old sailor (courtesty of She-Who-Must-be-Obayed)

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Dragon Army 4
November 24, 2009 The players board a boat and head North for Winterhaven. After chasing off a Sea monster and fighting Orc pirates of the coast of Long Island near Cantoon, the party arrives at Winterhaven (I'll post a map sometime soon). Again they collect a page of rumors [Which I seem to to have mislaid for the moment]. The important rumor is about an endless battle which wanders the North woods being demarcated by a blue mist. After carefully avoiding the dwarven mining camp (the sound of blasting was apparently too scary), They encounter Snow Barbarians. They resolve the diplomatic impasse and lack of common language skills by slaughtering all of the barbarians. They then encounter the barbarian encampment and decide, rather than listen to the rangers suggestion of slaughtering the women and child to spare them the agonizing death of starving to death because the are not enough menfolk to provide for them (see prior encounter for what happened to the menfolk), to just sneak past. They then encounter an area of the forest filled with blue mist (see I told that rumor was important). After circling south around the zone of mist (unfortunately the zone seems to be located precisely where they think the ruins of Candololian are) they decide what the heck they'll head in. At which point a stately elf maiden backed by a dozen elven longbow men emerges from the trees and tells them "I wouldn't do that if I were you". She informs them that she is the elf princess left to watch Candololian after the elves fled the coming of the blue mist. She also informs them that the blue mist which normally wanders the forest at random, has remained fixed over the location of Candololian for the last three years. She

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also informs them that these is a secret underground tunnel, who's entrance is outside the blue mist, that leads to the center of Candololian. Although the ranger elves she has sent to explore this passage have never returned she is certain a party of brave and powerful adventures could succeed in getting into Candololian and breaking the spell which holds the blue mist in place without getting sucked into the eternal battle which occurs in the blue mist above ground.

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Interlude
November 26, 2009 Still searching for the notes to Candololian, but I promised myself to try and write something as often as possible. Unfortunately the way I ref is not conducive to good note taking. Years ago my wife the artist in the family drew up some miniature scale nice flagstone motif 8x11 sheets with crosses every 5/6" to mark the 5' squares. Frequently while the group is gathering, eating pizza, and discussing world affairs, I am drawing up the dungeon on these sheets with colored pencil. It makes for a nice vicarious experience but sometimes means the dungeon is not well documented for posterity. I am of course able to find the random monster pit I drew when I was 17 and the 3+ worlds whose wilderness maps I drew but never ran. I also ran across the much reviled wizards library (one step on the evolutionary scale from the random monster pit). It was the first dungeon I DMed my wife through and one of my few total party kills. The players were too cheap to stay in the Inn (wife claims they were broke due to rotten rolls on my inheritance starting gold chart, but hey that pig was worth big money she just never tried to sell it), so they camped out in the ruined tower atop the dungeon. Unfortunately they were unable to handle the mountain lion I rolled up as the random encounter for the night. I'll post some scans of these marvels later.

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Dragon Army 5 Candololian


November 27, 2009 ***WARNING RUINS OF CANDOLOLIAN SPOILER***(Aw, Who am I kidding? If you don't read this you won't know anything about Candololian anyhow. Maybe the warning is for later) So gentle read bear with us as our tale continues. Having avoided certain doom in the Battle of the blue mist (there is a way to escape but its not going to be easy), the party rests in the secret elven watch post. The next day an elven ranger takes them to the graveyard of Candololian which is still outside the mist and shows them the right button to push on the right crypt to reveal a hidden stairway which leads to an underground passageway. After travelling north along the passageway about a mile ( a distance which they reckon puts them well within the mists) the passage turns 45 degrees to the east. Lying on the left side of the passage is an elven skeleton carrying a longbow. Nimbly avoiding the poison spike trap marked by the skeleton they fail to notice the portcullis until it comes slamming down behind them. They continue around a few turns and arrive at a set of double doors. On opening the set of double doors they enter a 30'x30' chamber with a large throne and no obvious exits other than the double doors. Seated on the throne is a skeletal form in black robes with glowing red eyes (old school DMs should recognize this monster immediately). The skeletal form informs them that he can take them further, but once he does there is no turning back, they must conquer all or be doomed to fight for ever. The party, bold adventurers that they are, inform him no thank you and immediately begin to comb the corridor they came down for

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secret passages. The do find a secret door which leads to a chamber with the windlass to raise the portcullis. They raise the portcullis and "high tail it" back to the watch post. There they consult with the elven princess. She thanks them for returning the skeleton of one her rangers, but informs them she can provide little more assistance than she already has. She has already lost too many rangers trying to reach the center of Candololian, and will not jeopardize the mission to watch Candololian while her liege the elf king still lives. How does she know he still lives, she has an amulet which glows as long as he is alive (this will prove of interest to the party later). She hands them some healing potions, tells them chin up and try again tomorrow. They head back the next day and after hearing the crypt thing's speech again inform them "Yes, yes they are are ready to hazard all". Some get cold feet after the first few disappear in a puff of black smoke, but decide that keeping party together is more important than chickening out, so eventually everyone accepts the crypt thing's offer. They are teleported to several 10' wide 70' corridors each party member to his own individual 10' separated from the next nearest party member by 10'. They establish by shouting that all the corridors are connected. However when they attempt to move back together they discover the true sinister nature of their location the empty 10' squares are all pit traps each with its own spear wielding skeleton warrior (No big shakes for the elven ranger, but it was touch and go for the sorcerer). After dealing with the pits they are able to establish there are four corridors which form a closed loop. In middle of the north most corridor there is a set of double doors which lead to 30'x30' chamber just like the crypt things except here the throne is empty. After various machinations and some grumblings about how long it

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might take to starve to death, they finally decide to search for secret doors in the pits themselves. Yes there are secret doors in the pits. Where do these secret doors lead? Why 10'x10' chambers with no visible exits. Ignoring one of my newer players stentorian pronouncements "Dave would never put a secret door behind another secret door" the more experienced players ignore him and proceed to navigate the secret door maze (which requires finding FOUR secret doors behind secret doors to get through, sometimes it is very hard to DM with a straight face but such is the cross DMs must bear) and arrive at a landing with a staircase leading down. As usual they cleverly avoid finding the secret chamber filled with treasure so they can continue complaining about what a stingy DM I am. They do however find a magic longbow as well as an additional elven skeleton to return for burial. They descent to a 30' wide by 40' deep chamber with alcoves along the walls. There is a double door on the north, but it is locked. As the party thief fiddles with lock, white spawn ambushers emerge from the alcoves and attack (first indications that perhaps the dragon army is involved with the fall of Candololian). After defeating the ambushers (surprise was not as effective as I had hoped), the party opens the doors to reveal an octagonal chamber containing two glowing portals and a strange device. The device resembles one of those Japanese bamboo fountains where a tube on a pivot gradually fills with water. At a certain point when there is enough water the tube pivots downwards spilling its contents into a pool below (usually with a loud clonking sound as well). Relieved of its load of water the tube swings upwards again to refill and repeat the cycle. The tube in the dungeon is made of iron 6' long and 1' diameter and has a small steel spike in the back from which blue mist drifts upwards through

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a hole in the ceiling. Water trickles into the tube from a glowing portal 5' above the floor and runs out through another portal behind the device at floor level. Every time the tube dumps its water a big puff of blue mist is generated. The party opens a set of double doors on the far side to reveal a staircase leading up into the blue mist. After some thought the party flips the tube over causing it to be enveloped in its own blue mist at which point it promptly vanishes (not quite the solution I had planned but quite acceptable). They then wait for the mist to clear. Once the mist clears they head up the staircase and find themselves not in a city, but instead a grove of giant trees with tree trunks 30-50' in diameter. More next time.

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Dragon Army 6 Cadololian Part 2


November 30, 2009 After starting blankly at the giant trees and mumbling about "where's the city?" The lightbulb starts to come on. Elven City? Giant Trees? Hey! Maybe the trees ARE the city? A quick thump on the trunk of a 30' diameter tree reveals it to be hollow. A quick search for secret doors finds one in the trunk. Opening the secret door reveals a 15' x20' chamber whoose walls are lined with a wooden stair case leading upwards. After about three complete turns around the staircase (taking them 90' above the floor) they arrive at a chamber with a roll-top desk sitting in the corner. A short 10' flight of stairs takes them to a 20'x25' with three sides lined with bookshelves and a doorway on the fourth. A quick check for secret doors (after all it's my dungeon right?) reveals a pivoting bookcase behind which lie another set of stairs. Up these stairs another 10' is a bedchamber with a chest at the foot of a bed and another bookcase. Jimmying open the desk reveals three small journals. Persuing the book cases of the library reveal many books on practical arts in many languges. The bookcase in the bedroom holds a set of wizards spellbooks with spells up to 5th level. Openning the chest reveals wizards robes of finest silk. Reading the the jorunals (written in elven of course) reveal that this is indeed the redisence of the loremaster of Candololian as well as the history of the long struggle against the green and white dragon armies as well as the fall of two other elven cities. There is also indirect references to a fourth secret journal which may contain the location of the Valley of Ferns. A search for secret panels reveal one on the back of the scroll top desk and a false bottom in the chest. A detect magic reveals

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something rod shaped in the false bottom and a couple slips of paper with magic writing gluing both the false bottom and compartment shut. At this point the party's ranger launches into a long soliquiy about whether or not this is really the parties stuff to take in the first place and convinces the party not to open either panel. As a consequence both the fourth journal and a nifty magic item go undiscovered. 500 miles of wanton smash and grab but time to grow consience when a 1/4" of oak separates you from your goal it's enough to make a DM cry or tear his hair out (perhaps it is because small slips of magical paper tend to say " By the time you have finished reading this I will already have expl...."). More of Candololian next time

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Mysteries of Old
December 01, 2009 A little break from Candololian. She-Who-Must-be-Obayed has been surveying the blog with her stern eye and correcting my shortcommings. We have added a map of the coast from Reme to Winterhaven to the Dragon Armies 3 post. We'll be posting more soon. Pursuing reviews of Stonehell dungeon(the new "old school" megadungeon from three headed monster), led me to older reviews of the dissappointment that was Castle Zagzyg. It also remined me of one of my favorite supplements of a all time Judge Guild's First Fantasy Campaign by Dave Arneson(rest in peace). Dave had the sense not to try and rework an item from the times of myths and legends into something for modern tastes, but just presented it warts and all the way he wrote and used it. For a look under-the-hood kind of guy like me it suited me just fine. No I can't run it the way he wrote it, but I never run modules the way they are written anyhow. Another thing, the heart and sole he put into it were not edited away in to bland soleless pap with fancy artwork (see Expedition to Undermountain for that kind of trainwreck, although they did finally publish at least a bit of map for all the levels [20 good pages out of 220 total]). I am afraid given the high rate of mortality amongst the old stalwards First Fantasy Campaign may be one of the few glimpess of how the game was played when D&D first began ever to see print. Just get the stuff out there and it will live forever, sit back trying to catch the evermoving target of perfection and take it with you to the grave.

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Dragon Army 7 Candololian Part 3


December 02, 2009 After pangs of conscience successfully dampen the lusts of greed, players decide to explore the visible door in the library. They open it and discover it leads to a tree limb, not very interesting until the keen eyed ranger spots a well worn train of elven leading out on to the limb. Traveling down the limb they discover the limb of an adjacent tree butting up against the current limb. Traveling up that limb to the trunk they find a secret door to the interior of the new tree. The door leads to an octagonal chamber with a table on one side and a mirror draped with a black cloth on the other side, One side of the octagon is an arch which leads to a circular balcony with two more arches. One arch leads to a bed room. The final arch leads to an alchemists lab. There is also a door on the balcony which leads to a 5' square chamber. Lowering a rope down the central shaft (players of the Elder Scrolls; Morrowwind will be quite familiar with the central shaft style of elven tree architecture) the party thief descends to a 30' by 30' chamber with a large throne carved out of the living wood sitting on a raised dais and two stair cases leading down. Following one of the staircases down the thief discovers that both staircases lead to a 30' x40' muster hall, A quick for secret doors reveals one that leads to the exterior of one of the 50' diameter trees at ground level. Once the thief returns the magic user uses a quick fly spell on the ranger and sends him up the shaft. 20' up is another balcony with three doors. One door leads to a bedchamber, another to a second library, and the third door to a small armoury with a gleaming set of golden chainmail, a golden shield and several masterwork weapons. 40' up the shaft ends in a

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30' flat to flat octagonal chamber with a large double bed, two chests and another bookcase. Round portals of stained glass are set in the corners of the room. After the ranger returns he ferries the rest of the party down to inspect the throne. Sitting on the throne the sorcerer discovers something interesting: By focusing his thoughts he can use the throne to scrye areas within a 1/4 mile radius of the throne room. At point the party realizes that they have discovered enough bedchambers that the whole party can get some shut-eye. They promptly assign sentry duty to those nimble enough to use the rope to get up and down to the throne room, show the sentries how to use the throne to keep an eye out, and go to sleep. However, their rest does not go undisturbed. More next time.

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Older blog posts updated


December 05, 2009 Being new to blogging I am not sure about the proper morays and protocols for updating older posts. However, since this blog also documents my campaign I feel the need to keep the campaign posts accurate and have figured how to post the campaign maps to the blog (also blogger makes re-editing pages easy). Therefore, I have revised Dragon Army 1 and Dragon Army 3 with new campaign maps, and fixed up the rumor list in Dragon Army 2 to be more flashy and easier to read. I have made several other tweaks throughout the posts to satisfy the whims and dictates of She-Who-Must-be-Obeyed, but if you understood what I said the first time (never mind the spelling and grammar) I wouldn't bother going back to read it again.

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Dragon Army 8 Rough Night in Candololian


December 05, 2009 Most of the party is asleep while the Monk keeps watch by using the throne of Candololian to scrye. Observing the room with the two portals the Monk sees a strange grey four foot long dragon (its a portal drake from the forgotten realms underdark setting) emerge from the lower portal. It sniffs the air as if looking for something winks an eye and disappears. The Monk searches frantically for where it went. A blood curling scream from the bedchamber soon reveals its location. After a desperate melee which wakes the entire party up to rush to the aid of a frantic Magic User, the fell beast is put down. But how did it get in? The sole clue is that the cover has come off the mirror in the antechamber. Whats this wedged in the frame of the mirror? Four cards from a Harrow desk (pazio 2nd adventure path prop) The Big Sky, The Tangled Briar, The Mountain Man, and the Devils Lantern. Touching the mirror reveals the surface to soft and liquid. After sticking the hand and pulling it out a few times one brave soul sticks his head through and notices he is in a pitch black cavern. He hears the sound of dripping water far off, and picks the dang musty smell of wet rock. He looks around his head and notices it is sticking out of a glowing portal similar to the two down in the dungeon. Perhaps the portals are worth investigating further. The party descents to the portal chamber and are promptly jumped by White Spawn who spring from the upper portal, The 12 hordlings go down quickly, the 6 hunters last only a little bit longer, but the chain wielding berserker gives then a decent fight. After the "funny looking lizardmen" are defeated one of the adventures pokes his head through the lower portal and sees rolling

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hills of reddish clay (Illustrated with a picture from Mysteries of the Himalayas which I had picked up for 5 bucks at Half Price Books) he looks around and sees his head sticking out of the side of a small cliff of obsidian glass. Another adventurer sticks his head through the upper portal and sees a gravel streambed at his feet and above his head Aquamarine light filtering through a ceiling of ice. He notices his head is sticking out from a floor mirror similar to the one in the elven tree house. After the magic user complains about not having enough sleep to get spells back yet. The party returns to the tree house for some more shuteye. Morning finally comes after another tense moment while the ranger uses the throne to scrye another White Swarm patrol which searches the forest in vain (not noticing the secret doors in the trees) and returns back through the portal to their glacial layer. Being severely warned he more sense than to wake the spellcasters yet again. OK time to see what the cards do. Perhaps something to do with the mirror? Holding the Tangled Briar to the mirror switches its destination to a steaming tangled jungle swamp. Holding the Mountain Man to the mirror returns in to the dark cavern it was at originally, risking a light reveals this to be a 30' wide tunnel of natural stone, a rangers practiced eye on the floor reveals a trail worn smooth by the passage of many generations of feet. Holding the Big Sky to the mirror reveals the same red clay hills as the lower portal in the dungeon, in fact there is a small obsidian cliff with a stream of water flowing out from it ab out 100' away. No one feels like using The Demons Lantern. Feeling bold with the mirror tuned to the Big Sky the ranger steps through. He is just about to push back through a liquidy feeling portion of the obsidian cliff when he hears a shrill whistle and a shout of "Hey you". Looking behind he sees a small

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wizened old man in a sheepskin cloak clutching a gnarled staff. The man beckons the ranger to come towards him and says "Come, Come your already terribly late". DM Tips If your DM imagination ranges from sweltering jungles to glacial tundras its good to have magical transport available Props are cool even if you don't use for what they were originally designed for Bargain books of photos of strange and exotic locale are a good for inspiring the imagination Little old men wandering the wilderness are seldom as vulnerable as the they appear

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Empire of the Petal Throne


December 15, 2009 Rather than writing a new blog I am afraid I got sucked down the rabbit hole of a thread on the Dragonsfoot forum. However I'll republish my post on Empire of The Petal Throne here: Empire of the Petal Throne is one of my favorite "Old School" games. Couldn't swing the $25 for the boxed set in 1975 so I bought $10 rules alone. It's very close to Original D&D but the skills are a definite difference. I liked that the rules are more clearly written than Original D&D with fewer holes. Unfortunately the successor incarnations of the rules have been less successful (or well written). Swords and Glory volume 2 is worth picking up. Unfortunately the most recent incarnation Tekumal was a pale shadow of the original. Tita's House of Games has most of the rules sets and supplements available still. In addition to throwing both the Hlyss and Ssu into my D&D games, I have run several short term campaigns in Tekumal. For a culture as strange and complex as Tekumal the barbarian fresh of the boat start seems to be the best way to go. As always I run the world as my own and don't worry about the canonical setting as given in the supplements. Due to an interesting quirk in the encounter tables most parties started the game wandering the wilderness and only entered the dungeons when they where higher level (the exact opposite of the way we played Original D&D). Little play hint: Don't tell the priests of Thumis you worship no gods, they will know you for the Ksarul worshiping bastard you are. P.S. I liked the Man of Gold[Novel by M.A.R. Barker EPT author]

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once I got through the linguistic fluff in the first chapter

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Arduin, Bloody Arduin


December 15, 2009 Overall I really wanted to like Arduin having invested 80 bucks and firmly believing that people learn from their mistakes. However Arduin is a baroque, complex, half complete edifice. Its sits like some ruined catherdral to an unknown saint. If you have a fondness for the orginal Arduin Grimoire rules, it is better organized than the orginal nine volume set. However be warned it contains no monsters, no magic items and little campaign setting (buy the World of Khaas for campaign setting). Buy this book if you want to be inspired by strange spells of wonder. Buy this book to raid for unique and novel concepts you would have not come up with on your own. Do not buy this book for clear consice game mechanics, or simple games that are easy to understand And now to the contents Introduction Its not bad explanation of the book contents. I like the little inset legends (but then you can tell from all the parenthesis in my blog I am just an aside kind of guy [She-Who-Must-be-Obeyed says when I reach the second tier I am over the limit]). I skipped the long winded history of the World of Arduin, its a good read but Ive seen it before. The character creation section is clear and makes it look easy Chapter 1 Character stats Arduin has eleven rolled stats:

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Adroitness Reflexes Strength Size Mass Constitution Wits Reason Essence Ego Charisma What to roll is different for each race which is given in chapter three Arduin has eight calculated stats Coordination Count Factor Mental Acuity Body Aptitude Leadership Perception Hit points There is also Dodge, Movement, Saves, Defenses, Resists, a Recovery rate and a Healing rate. Whew thats a lot of math! Considering the stats are randomly rolled I think that averaging them to calculate the values youll be using in play is a good idea, but eleven stats is kind of a lot. Chapter 2 Races

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More races than you can shake a stick at including my favorites Deodanth, Praint and Throon (just perfect for wielding my infamous three handed swords). I have yet to determine the difference between Hobbits and Kobbits but I am sure a sharp blow to the knee cap in some dark alleyway will begin my instruction in the finer points. Every race gets to select from a Chinese menu of optional bonuses. If thats not enough theres a hundred (just right for rolling a d100 to decide) general bonuses in the back. Chapter 3 Cultures Various regions of the world of Khass with various options Ill try to pursue this in depth later but its a lot like other campaign guides Chapter 4 Professions & Paths Character classes new ones include Courtesan, Medicine Man, Rune Weaver, Sage, Techno, Trader, Rune Singer, and Star Powered Mage Chapter 5 Skills Skills are checked on a d100 and range from 0 to 150. Races learn skills at an average rate of about 7 skill points per experience point 1. However some races are as low as 1 skill point per experience point, so if you want to be a skill monkey choose your race wisely. Most skills are the same old same old, although many have special tricks available as you advance. Skills a little less ordinary include Beast ken, Business, Ceremony, Channel, Entreaty, Gnosis, Lorica, Noetics, and Underworld. One bit of interest are the several martial and caster skills which although similar are based on different stats.

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Chapter 6 is missing. Perhaps it contains some deep secrets only revealed in full moonlight. Perhaps it is bad editing. Chapter 7 Equipment Stuff to buy. Except for some weird race weapons and armor nothing much to see. Chapter 8 Faith and Religion Faith points are apparently accumulated like experience and expended to cast spells. Dogma is a big stick to make you roll on the transgressing table as well as the crisis of faith table. A list of Gods of the Arduin World each with their own dogmas and spell lists. Nobody is spectacularly different from the standard fare. Chapter 9 Combat Wow nine chapters in and finally a combat system. Initiave is determined by CF. Those with high CF get extra actions up to 6 for the highest. Note to players pump your CF up or youll be dead before you can do anything. If your CF drops to zero all you can do is try and boost it back up. Every one gets one quick action (Im not sure when because that is not explained. Hopefully it interrupts the attack youre trying to dodge, block, or parry). Combat is resolved by a d100 roll. Roll the dice add your bonuses, check it against the opponents defense; if its higher you hit. Roll your damage dice (usually based on weapon type with stat adds). Subtract your opponents damage resist (usually from armor) and voila he loses that many hit points. Grappling is a d100 athletics against defense and can pin, restrain, or slam. Many other combat maneuvers mostly the same old same old, but wield creature as a weapon is

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kind of cute. Chapter 10 Adventuring This chapter is a giant hodgepodge of stuff; including wealth checks, experience, lifting and throwing, overland travel and lighting. This is followed by a collection of martial arts feats which is the longest part of the chapter (perhaps this is the lost chapter 6 it sure as heck didnt belong here and one had more than enough martial arts in both the professions and skills chapters). Chapter 12 Social Dimensions Ah hah the weird martial arts stuff is actually chapter 11 (its just not labeled that). Here we get lifestyle, social motifs, contacts and connections. The contacts and connections actually look interesting sort of like a long term diplomacy check Chapter 13 design and manufacture Making stuff. Way too short and badly explained Chapter 14 Schematics The stuff to make. Laid out like some giant spell book, but probably too techno to make into my fantasy campaign setting Chapter 15 herbs Magical herbs! what else!? Chapter 16 Alchemy recipes For those who prefer brewing manufacturing them

their

gizmos

rather

than

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Chapter 17 Spirits and Animate powers For calling on the forces of nature. Short and confusing Chapter 18 fetishes For those who prefer spirit powering their gizmos rather than brewing them Chapter 19 magik and pychic Well the fighters got their bonus background chapter in 11 so heres a pile of extra magic feats and backgrounds for mages. Chapter 20 Runes Perhaps it isnt really just for magicing gizmos instead of spirit powering them. The things runes do seem slight different. Ill have to pursue this chapter more to know for sure Chapter 21 Rituals For those who like their magic slow. Chapter 22 Spells The list up to level 20. Each with its own little paragraph of obtuse text arranged neither by level or alphabetically for maximum game slowness and rules lawyering (brings back memories of the old days especially the house rule banning rules discussions after midnight). Chapter 23 Mental Powers Like the spells only its mental

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Chapter 24 Prayers Spells for Clerics Chapter 25 GM Assistance Heres the place for the stuff they forgot to mention earlier like moving, climbing, swimming, starting age, language, knowledge, handling time between adventures, generating NPC (perhaps the one thing that belonged in this chapter rather than something earlier) and critical hit tables. Not content with critical hits for combat they have added them for skill checks, power checks, as well as fumble tables as well Bottom Line: Some great ideas However: Too many stats. Information too dispersed around the book. Too many different ways of doing about the same thing Imagination 5 stars Organization 2 stars Art work 3 stars (4 if you are an affectionato of black and white ink work) Playability 3 stars (some sections seem quite useable) Overall 3 stars

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Dragon Army 9 Tomb of the Dragon Lords


December 16, 2009 OK so back to our story. The party having rescued Candololian from the Mists and picking up a new toy to teleport them across the world, are accosted by a strange old man. After assembling the entire party in the brown hills (and several checks to make yes the portals do work both ways), they inquire what the old man has in mind. He explains that not far from here is the ancient tomb of the Dragon Lords which contains an ancient dragon tooth which he is need of. Unfortunately the magic wards surrounding the tomb prevent him from retrieving it himself, but it should not affect a party of unknown adventurers. He will grant them whatever else they can find in the tomb as long as they return the tooth to him. Smelling an obvious plot hook (I try to make them obvious so the players don't miss them). He also warns them in an oh by way fashion that much of whats in the tomb is not as it appears. Arriving at large tumulus in the center of a shallow lake (illustrated once again with a picture from Mysteries of the Himalayas) they spot a path lined with columns leading to the side of the tumulus. The old man whispers a secret word (open turmeric perhaps) and an archway appears in the side of the tumulus. At this point the old man informs them he can go no further, wishes them well, and reminds them of their promise to bring him the tooth. They enter through the archway into a set of stairs leading down. The stairs end in a landing with a hall leading to the right down the hall in the alcove is a giant statue with the palms of its hands upraised (I used Cartophile #7 from Skeleton Key for this level). Continuing down the passage they enter a large chamber near an oval pool. Half oval risers lead up from the pool to a giant

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statue identical to the first but with a large stone sword laying on the upraised palms. Quickly figuring things out they transfer the stone sword to the statue in the alcove (they may have had to fight some undead as well my notes don't show it though). A loud click is heard and the bottom of the oval pool falls away to reveal a shaft leading down. Dropping down on a rope they descend into a subterranean cavern of flow stone. This portion of the dungeon was drawn by She-Who-Must-be-Obeyed after staring lovingly at the underground caverns in the Rackham Reversible Gaming Tiles (another out-of-print item for you to lust after). Here is the battle mat. More next time!

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In too deep on Cadwallon


December 17, 2009 OK short post tonight, because I am just back from DMing the shop gamers through Waterdeep 1-5 Lost in the Fog (one of the better living forgotten realms). I was thinking about last night which I stayed up way too late searching the french language blogs for an English translation of Secrets of Cadwallon Two, when I didn't even like Cadwallon and Secrets of Cadwallon that much to begin with (As usual for Rackham the artwork in is glorious, however the rules are obtuse, pretentous and overly artifical; I mean who wants to have to pick what kind of mood the are in just to figure out if you hit the monster or not). There is an english Rackham board with a Cadwallon section here and a link to the artist who drew the Rackham City Tiles here (Warning this site is in French). If you look at the pictures labelled "plateux de jeu" you can see some of the tiles, but not the cavern ones I was talking about in yesterdays post. Well it's past my bedtime again, so see you next time.

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Dragon Armies 10 Tomb of the Dragon Lords part 2


December 20, 2009

Well after two diversionary posts I am back to the main story. When last we left our intrepid adventurers they were standing on a rock bridge in a subterranean cavern. I originally had some ideas about an encounter involving giant bats and people getting knocked off, but we were running late so it got deleted. On either side the cavern drops a 100' to a shallow subterranean pool with no apparent exits. However the hole in the center of the bridge leads to a hidden ledge with a passage leading back under the stone bridge. A 100' along this passage ended in a double iron door of dwarven smithwork covered in runes with a Celtic knotwork dragon on each leaf of the door. The door leaves swing open easily to a light touch. They enter a round chamber with a single door leading off to the side (Battle mat for both this cave and the next shown above, artwork by She-Who-Must-be-Obeyed [unfortunately it was a rush job and not as nice as the previous battle mat]). Again the door is iron with a knotwork dragon, but this dragon wears a crown. This door leads to

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a large cavern with two stone pillars and a raised stone platform on the far side. On the floor lining the walls of the chamber are six black cauldrons worked with knotwork motifs and handles in the shape of dragon heads. A the iron door is opened a shower of sparks shoot out from the dragons crown lighting a fire in each of the cauldrons. On the stone platform is a two step wooden platform. On the wooden platform sits a wooden throne decorated in (you guessed it) Celtic knotwork dragons. On the throne sits a skeletal form of a robed figure with a golden crown on its head, a golden scepter in his right hand, a golden orb in his left hand, and two gold rings on his fingers. To the left of the throne sits another skeleton on a wooden camp stool dressed in brown wool robes with a dagger made of a 24" long tooth thrust in his belt. A small pouch hangs off his belt as well. To right of the throne sitting on the steps is a skeleton dressed in motley (jester's clothes) with a fools cap on his head, in his right hand is a jester's stick, in his left hand a rubber ball, on his fingers are tied two pieces of string. Further to the right is a large free standing floor mirror covered in black cloth. The party uncovers the mirror at which point the iron double doors in the first chamber slam shut. The party finds the Harrow card The Beating tucked in the mirrors frame. The they hold the card to the mirror and it begins to glow a sickly greenish blue. A bolt of greenish blue energy shoots of the mirror zigzags off every single party member and flies through the single door with the crowned dragon into the antechamber, at which point the single door slams shut. The monk runs over, reopens the door and is confronted by nine adventurers looking identical to the party except for the green glowing eyes, and the gnome who has been replaced by a lizardman. It's roll for initiative time! After soundly trashing their unfriendly counterparts

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(The party's elven wizard managed to roll high on initiative and get the opening fireball off first), the party investigates the three skeletal figures further and discovers in addition to the merchants belt pouch filled with gold coins, the crowned skeleton has a belt pouch full of gems, and the jester a belt pouch full of rocks and pine cones. Being uncertain what to take they take everything off the three skeletons (Of course nobody bothers to check the cauldrons. If they had wiped the tarnish off of the cauldrons they would have discovered they were pure silver). They retrace their steps to the entrance to the tomb. When they exit the tomb through the rows of pillars in the lake a bolt lighting flashes from the pillars striking the monk who is carrying loot from the jester and the hobbit who is carrying loot from the crowned skeleton. The loot from the king is transformed into a black sword, a black crown, a black orb, a pouch of rocks and pine cones and two pieces of string. The loot from the jester transforms into a golden sword, a golden crown. a golden orb, a pouch of gems, and two golden rings. The old man waits on the far shore to greet them. When they step out from the lake, he asks them for the dagger make from the tooth and they give to him. He then tells them the tale of the six dragon lords, one for each color dragon. He explains when the other five decided to seize control of the world from the elder races (dwarves and elves) how he argued against that course of action. However, the other dragon lords knocked his tooth out and used a magic spell they linked to it to prevent him from interfering with their plans. He points out that now he has the tooth he will be able to unravel this spell. When asked about the other items from the tomb, he explains they will help the party with its struggle against the other dragon lords. When asked about the black sword and crown he suggest caution since they are

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aligned with evil (they are now stone shaped into the rock in an undisclosed location in the cliffs south of Candololian). He suggests if they have need of him again to contact him to visit him in his city using the Harrow card they just acquired, when the look at the card they notice it has changed into The Keep. He then changes back into his yellow dragon (i. e. gold dragon) form and flies away, mentioning in an oh by the way fashion that the other dragon lords surely have wards around this place and will be on their way to investigate. A brief sound of leathery wings flapping in the distance is more than enough to send the party scrambling back to the obsidian cliffs and through the portal back to Candololian.

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Dave and Gary


December 20, 2009 ***RANT WARNING*** I have been reading the debate on Dragons Foot about who wrote which parts of the Original D&D Blackmoor supplement. Although I find the debate mostly trivial and still consider Blackmoor one of the worst supplements written, in my discussion with She-Who-Must-be-Obeyed she highlighted an interesting statement which I made. She suggested posting it on my blog for posterity before I forgot. I of course said "your wish is my command" hence this post. I dearly love Dave Arnesons work (As I have stated First Fantasy Campaign is one of my favorite supplements). However, on reviewing his work over the years (Blackmoor, First Fantasy Campaign, Adventures in High Fantasy that strange and unplayable role playing game written for lawsuit purposes) I think it took the organizational skills of a Gary Gygax to make the game a success. Not Gygax's writing style (thesaurus shotgun, as I like to call it), but his ability to put things in charts and tables and organize those charts and tables into a coherent flow so that one has a game instead of just random noise. Personally I think the current editions could do with a lot less purple prose and lot more charts and tables (unfortunately as long as game companies pay writers by the word there will be lots of purple prose). There, I have said my piece, please respond and comment.

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Happy Boxing Day


December 26, 2009 Well I didn't get the merry Christmas or Happy Festivus messages up so will have to go with Happy Boxing day. Spent the holidays in J.Rientscountry. Unfortunately the only decent Internet connection is back at the Hotel, so didn't spend much time surfing the blogs. Bought the game stores out of modules I should of put on my Christmas list but didn't. Most of my relatives couldn't find a game store with GPS. However I am still working on corrupting my nephew. Went to see Avatar with my nephew, and one of his other uncles (My Brother-in-laws brother, no clue what the official designation for such a relative is). Sappy plot but "Last Shadow" is definitely showing up in my campaign. "Unobtainium" is real my colleagues use all the time in their conceptual designs, it is very useful for solar sails, space elevators, hydrogen storage and perpetual motion machines. I, myself, prefer the much stronger "phoneybaloneyium". Did get a copy of "Dinotopia: Journey to Chandara" (my relatives are pretty good at bookstores). Maps, Cities, and Dinosaurs; what else could anyone ask for? Yes I am a Dinoholic. Many new beasts will be showing up in the Valley of Ferns. Picked up "Imaginary Realism" by the Dinoptopia author. Unfortunately he very old school which resulted in a lot of that's the way we did it art class from She-Who-Must-be-Obeyed. I don't have time for art which involves practice and hard work. Well back to my quest for "The Lazy Artist's Guide to Creating Masterpieces Without Effort or Hand-to-Eye Coordination." Later Alligator! P.S. A more campaign oriented post next time.

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P.P.S. Any suggestions for sucking a reluctant nephew into the blogosphere?

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Dragon Army 11 A Time of Dwarves


December 28, 2009 After their hasty retreat to Candololian the party decided to explore the cards and mirrors more. Using the card from the dragon they land in the back alley of a strange and mysterious City travelling out of the alley they arrive at a street selling various strange arcane items. Asking about the dragon they are pointed towards a palace at the center. Asking about where they can sell magical wares they are pointed towards several shops. A bit further conversation leads to a dwarf capable of reforging the dwarf's heirloom axe into a +2 weapon (remind me never to pass out heirloom weapons again). It was a masterwork weapon which was pretty good for first level.Unfortunately by 6th it was significantly underpowered, but there was no way my dwarf was giving it up. After all as the dwarf said "It's an heirloom, all I have left of the Hold I was born in before the evil army burned it to the ground. The evil army army will pay dearly for that!!! Wrooo!!! Wroo!! Booyaah!!" It takes about 10 minutes to get him to stop frothing at the mouth after that (perhaps I will pass an heirloom weapon again, so much role playing for so little). They then decided that they would explore the underground passage reachable from "The Mountain Man". The dwarf voted for underground passages and no one was going to argue with him. P.S. They spent alot less time shopping in the City (It's Brigadoon but don't tell the players that the'll run away screaming) than I thought they would perhaps running the campaign cash poor has its advantages P.P.S No map for Brigadoon yet. She-Who-Must-be-Obeyed

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suggested a maze of streets that rearrange themselves every time they visit. I just may go with that.

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Dragon Armies 12 The Sandbox and the Railroad


January 02, 2010 ***Spoiler Expedition to Undermountain (not that it's not already spoiled)*** In effort to pick up some extra DM points from the Role Playing Gamers Association (RPGA), I decided to try and incorporate some RPGA adventures into my campaign setting. I duly registered my game, downloaded Crypt of Yeldoon from the Undermountain mini campaign. To connect I added added a cave-in to the underdark highway that the Mountain Man card gates to. On game night I issued RPGA cards to the players and had them set out. Well, one look at the arcane magic arcing off the Helmed Horrors in the first room of the Crypt of Yeldoon and the ranger decides well maybe the ice caverns weren't such a bad idea. The party retreats to Candololain for a two hour discussion of what to do next. Then its oh my look at the time it's 11:00 already (did I mention my party plays sloooooow?) we'll pick it up here next time. O.K. so the Crypt of Yeldoon which was supposed to be run in a single four setting on a specific night is now complete (100 ep to the party for peaking their heads into the first room). To add insult to injury the RPGA cards I passed out were too old for the online event reporter to take so I had get every one new cards. Well at least I got a week to rethink this fiasco and come up with a more enticing approach. P.S. It takes the experienced professionals of the Editions that must not be named to take a sprawling sandbox dungeon like Ruins Undermountain and linearize it into a single track plot hammer railroad. As one my old gamer friends puts it "It should Expedition to

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a tiny little scrappy piece of Undermountain". In the Crypt of Yeldoon the linearization is handled by the crude expediency of collapsing all the passages which don't lead down the linear track. I can hear my players breaking out the picks and shovels even as I describe it to them. Well at least they finally published maps of all the levels, giving a good 25 pages of useful stuff in 221 pages of text, a better return than many books in the Editions that must not be named . P.P.S Doppelganger merchants will be borrowed from the Crypts of Yeldoon for the follow-on adventure as well.

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Quick Filler Post Things to Come


January 11, 2010 Well I promised myself I'd post tonight. However I ended up writing a long comment to cheer up and get his you-know-what in gear to get his supplement out. Unfortunately I forgot to sign-in and after I did it wiped the comment box. I hate when that happens! But now it is past my bedtime and I have no time write here. Well in the immortal words of Ms. Scarlet tomorrow is another day :( P.S. The party is about to strike a blow for dwarven freedom soon P.P.S. She-Who-Must-be-Obeyed is tidying up the City map of Reme working towards the day it will be "finished". I'll try and get a sneak peak edition up long before that. She also gave me a fist full of hand written notes on how Cities "ought to be run". I always try and moderate such things with "Have you actually run it that way?" and "How did that work for you?". However I will begin refining the textual ore for the gold nuggets buried within. I also suggested that I could set her up with her own blog if she wishes to present the unedited "TRUTH" to the world. She said she would like to have three to four posts "finished" before setting up a blog, so don't expect it too soon... P.P.P.S. Hopefully my diplomacy skills have been sufficient I won't be spending too many nights on the couch (At least on the couch I can type on the laptop without waking people up).

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Dragon Armies 13 Into the Dark halls


January 12, 2010 Well after the Crypt of Yeldoon fiasco a little damage control is required. So on returning to Candololian the elf princess informs the party they have found a interesting notebook hidden in the desk of the lorekeeper and perhaps the party would like to take a look at it (long term readers will remember the party missing this a few installments back). The notebook says that lorekeeper has found a way to open a gate to an ancient dwarven stronghold and this stronghold may be the one with pillar of history which chronicles the history back to the time of legends and may contain clues to the location of the Valley of Ferns. One brief reminder that the automatons looked like dwarven work and the party sets off once more into the breach.

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Dragon Armies 14
January 13, 2010 So the party returns to the rubble filled breakdown. It turns out the broken automation are easily outrun and don't have much interest in chasing anyone who leaves the magic circle they guard alone. After a trip through a room of magically suspended pillars and another with a continual darkness at the entrance inhabited by shadows (both in the orginal crypt of Yedloon, new stuff after this point). They arrive at a room with four dark skinned gentlemen in chainmail with pointy ears. "Oh? you must be hear to see the merchants. Well take that passage to the south. No we don't care if you go that way we're not guarding that. " After travelling the corridor south for 50' they arrive at a 30'x 50' chamber with a tent pitched at the southern end were they meet three humans who claim to be merchants. The "merchants" are more than willing to show their wares but insist the party enter the tent one at a time. Once the sorcerer entered the tent its true purpose became apparent as the so called "merchant" transformed into the sorcerer's twin and attacked. Unfortunately the sorcerer was better with a dagger than expected and had the sense to scream "Doppelgangers" loudly. The party made short work of the two doppelgangers and the third decided discresion was required and high tailed it out the northern passage. Rummaging the tent revealed it was blocking a passage heading south. Following the southern passage the party arrived at a large chamber with a central pillar surrounded by 12' tall dwarven statues very similar to the automations in the entry chamber. As the ranger crosses the threshold a voice booms out in Dwarven "State your name and purpose". The ranger says "I'm Shawn, and I'm hear to

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take a look around". This is followed by "You are unworthy, return from whence you came". Of the ranger wasn't going to let a mere voice boss him around but when he took the next step forward and saw the blue flash from the statues he decided turning around was not such a bad idea. When he consulted with the dwarf, the dwarf told him well that's not a proper name and purpose. The dwarf then crossed threshold and on recieving the challenge again spends five minutes reciting his name and linage back to the begining and explains the party quest for the pillar of history and greeted with "You may approach the throne". On rounding the pillar he sees on a raised platform in alcove on the southern wall a throne carved out of a single block of black stone. Resting in the seat of the throne is an iron circlet set with a blue saphire. As he ponders whether to climb the steps to the throne and grab the circlet, a small panel opens in the western wall and a dwarven voice whispers "Hey budy over here!"

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Sneak Peak Reme


January 15, 2010

As promised a look a the map I use for Reme. It is in a lot better shape than when the Party blew through it like a warm Summer breeze. However after finishing the map She-Who-Must-be-Obeyed posed the following questions. Where do you buy riding tack, saddle horses, mules, wagons, medicines, potions, fabric, meat or fish for dinner, a new chamber pot, fuel for your fireplace, dishes for your table, glassware to drink from, perfumes and smelly oils for the bath.

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Can you buy a warhorse? How would find one? A reference from the armor shop or a listed stable? Where does an adventurer stable a horse? If you live here do you subscribe to a fuel delivery service? How do you get a hold of them? The fine items for the dinner table are they just at the import market or is it a shop that specializes? Do they weave cloth in this town? Can I buy it from a weaver or the guild hall? Are all luxury items like perfume only at the import market or is there a shop or wandering merchant? Can we buy Jewelry? Gems? Is there a bank in town? Is the adventure supply the only place to buy a healing potion? What about refilling your healing kit? Someplace for a housewife to buy cough syrup? So many questions! I must admit leaving a stable out might be a mistake. However most of MY ADVENTURERS seldom feel the need to purchase fine china, perfume, fuel, cloth or cough syrup. Given the seven markets in the town one thinks one could find a stall with any of these thing. There are also many houses in the town unmarked which could be shops for whatever. However one ignores She-Who-Must-be-Obeyed questions at ones peril, so I must get busy.

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Old School Hungarian Style


January 19, 2010 Well another trip to the internet deep end. Wandering the blogosphere I came across this Role Playing Game site which is completely in Hungarian. Google translator helped me out enough that I could find the part that was labeled Download. So I am now in the possession of 8 .pdfs and two .zip files completely in Hungarian. Although my Hungarian is limited to "Egan"(yes), "Nem"(no), and "Nem besamy magaryoz"(I do not speak Hungarian), my Dad is much better at it. He also responsible for my love of games having introduced me to chess at age 4. I did finally beat him at chess about 10 years ago, I had to wait for age to dull his wit a bit. However, his interest in Role Playing Games is limited (He says any game with more rules than chess isn't worth learning) so convincing him to translate may be tricky. Anyone know a good method for feeding .pdfs into Google translator?

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DriveThruRPG Haiti Relief Bundle


January 25, 2010 Well I appologize for being a me-too-er, but I found the Haiti Relief Bundle offerirresitable to an obtuse game junkiee like me. Once I hit the third $20 item already on my wishlist I was sold. Unfortunately last Wednesday everyone else came to same conclusion (afterall $1,400 worth of stuff for $20 is a no brains no brainer!) so my first attempted purchase hung half way through as the DriveThruRPG ground to a halt. However, DriveThruRPG handled the crisis with style and humility, and after a couple exchances between them and me, I able to complete my purchase Friday and had my free .pdfs added to my account today. So I am now happly downloading .pdfs (hope my harddrive doesn't run out of space). You too can help Haiti and get a fistful of .pdfs if you hurry (I think the promotion is over at the end of the month).

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Ancient River Palace of Mellorin


January 26, 2010

Well I had meant to post another installment of the Dragon Army, having spent the last week by Hungarian RPGs, Haitian pdfs, and other shiny objects. However in my search for my missing notes on the dwarven hold the players have just discovered, I ran across this blast from the past. Above is the first level of one of my early dungeons from the summer of 1976. I have merged the two notebook pages together and tried to sharpen the faded pencil lines a bit. Although the rooms are numbered I have no encounter key, as I did not actually try and run this dungeon. Not sure how interesting the encounter key would be anyways, as what I did at the time usually was to roll up random monsters as the party explored and use the key to note their location for future reference if the party closed the door rather than fight. Enjoy!

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By the way I was able to use google translator toolkit to get the gist of the Hungarian RPG. Google produces a text which seems to reflect a decent translation of the words, but considerable effort on style and grammar will be required for it to read smooth in English. Unfortunately it seems to be very close to Swords and Wizardry, so I did not bother going too much further. I can share the translation with someone else who actually speaks Hungarian if they are interested. P.S. Finally found the dwarven hold notes, but its past my bedtime. More on the Tunnel Twins, Legless Bob, Yellow Bill and the Blue next time.

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Dragon Armies 15 Meet the Dwarves


January 27, 2010

So after diving through the trap door our Dwarven adventurer winds up in a tunnel network face to face with Yellow Bill. Yellow Bill explains that he and 11 other dwarves are all that remain of the dwavern City of Blackstone Mine. Blackstone mine used to be famous for its adamantium mine, the shrine of the Golden Hammer, as well as the adamantium constructs it made. Several months ago Blackstone mine was overrun by a drow army. After King Hrothgar and his shield thanes fell in battle what few dwarves that remained retreated to the secret tunnels to eke out a meager existence staging hit-and-run raids and foraging the fungus caverns below. One of the raids did successfully recover King Hrothgar's crown and return it to the throne room, but none of the survivors felt they had a good enough blood line to claim the throne themselves. For some reason the drow don't seem to bother the adamantium constructs in either the throne room or the Shrine of the Hammer. However they

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are hard at work forcing their slaves to build a dark altar of adamantium in the central hall of Blackstone mine. A quick review of dwarven genealogies (only 10 minutes) reveals that the parties dwarf is closer to the Royal bloodline (after all he is second cousin once removed to Kings), but having hung out with "Yellow"(wink wink nudge nudge) Bill too long he decides to decline the offer of Kingship of this glorious city. Yellow Bill has yet one more piece of disturbing news. Although the golden hammer of the Shrine of the Golden Hammer rested within in the shrine until last week, a loud explosion then collapsed part of the roof damaging the guardian constructs. Shortly after this the golden hammer disappeared. Strangely enough, Leather Larry disappeared about the same time. Once the conversations have concluded Yellow Bill and the party's dwarf return to the rest of the party via a secret tunnel which bypasses the throne room. After the party's dwarf vouches for the rest of the party, they are invited back to hidden living quarters off the secret passage for some mushroom soup and some needed sleep. P.S. I used the above sketch to flesh out character ideas for the few remaining soles of this once proud City. Drawing can be very useful for designing NPCs even if I am not Frank Frazetta or Michangelo. I find drawing figures allows ones brain to process character ideas subconsciously while drawing. Note also although there is a label for Leather Larry there is no picture because he's gone (he likes it that way too!)

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Dragon Armies 16
February 07, 2010 When we last left our intrepid adventurers they were enjoying a bowl of mushroom soup in the secret hidey-hole of the last remaining dwarves of Blackstone mine. The dwarves explain that since the drow invasion the Tunnel Brothers have been honeycombing the mines with secret tunnels to spy on the drow, and developed their "Drowstopper special": a secret door, a 16 ton block dead fall trap, and another secret door behind it at an elevation other than floor level. There is usually a secret switch on the dwarven which deactivates the trap, which you can set if you need to go out, but usual the dwarves just use strategically placed spy holes to watch and listen. Having been at this a few months, the dwarves have of course picked up a few rumors.

The dark elves are building an altar to their dark gods There are over 150 drow warriors in the mines One female elven priestess seems to be in charge, although she is assisted by two others and accompanied by a male elf in robes. The dark elves need royal elven blood to consecrate their altar When the altar is complete it will be usable as a gateway bring dark forces in from other parts of the world

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The dark elves have struck a deal with the Black Dragon pirates to use an elven royal the pirates hold captive to consecrate the altar The altar is nearing completion, the captive will brought soon Although the lesser treasuries of Blackstone mine have been looted, the great treasury has not been found When the mines were overrun the master artificer set off an explosion in the workshops which buried the tools and equipment needed for the manufacture of constructs under tons of rubble Buried in the rubble is a book which explains the manufacture of amanitium constructs and how to control them

They also provided the players with the map below ***Warning not for the faint of heart, my players have rated this map worst player handout ever***

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After reviewing the map, and inspecting the amount of rubble in the workshop (a lot!!). The party formulates a cunning plan (unlike the rangers "lets drop down from the secret door in the ceiling of the main hall and kick their ass"). They will tunnel into the sleeping quarters of the high priestess and slay her by surprise. Unfortunately two days into the seven days required for the secret tunnel a band of black dragon spawn shows up to reinforce the drow, and the ranger comes up with an alternative plan "Lets attack the guard post we past on the way here". More next time.

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The Wandering Blogger


February 07, 2010 Ah yes, where were we gentle reader. I am afraid I have been reading other blogs and neglecting my own for a week or so. I could blog about time wasted on french roleplaying sites (gorgeous maps pascal). Or the hunt for a definitive answer on thebanning of the sale of children's booksprinted before 1985 (its amazing what congress passes when they can't pass Health care reform, Banking regulations, or even appropriate money for government agencies on time. It appears the used bookstores are now marking the pre-1985 books as "collectibles"). Or even that I am glad to see my collage buddy Bruce is still running the blind snipertournament, even though when I was there I was aways too busy prepping the Dungeons and Dragons Tourney to play. Besides wandering aimlessly for four hours only to be wiped out by someone you didn't even see is not my idea of fun (however, a quick peek at the Judge's master map was always hilarious). But no, you want to hear about Dungeons and Dragons so I'll get to work on that right away...

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Chaos et Barberie
February 24, 2010 Been plunking away at my translation of Chaos et Barberie from pascal. I have gotten enough into it to see that it is mostly OGL with a few twists. Google translate does a good job on French and my high school can handle the rest (it went a lot better once I figured out "telecharger" means "download" not "insert credit card here"). However some work remains to rework into something that flows smooth in English. Perhaps I'll try focusing on the parts that a little different than stock OGL. Not quite sure about the intellectual property issues either, but I suppose since he is giving the original away for free I should be able to do the same with the translation.

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Massive Battle
April 08, 2010 In addition to being a roleplayer, I also own a number of miniture armies. One of my great joys in DMing is being able to go to the miniture table and put a hundred orcs on the table (I can do too, just you watch me!). It happened again last night as my party using their usual tactics decided that rather than sneak through the pirate capital to free the elvish slaves from the slave pens(yes my adventure log is a little behind this point in the campaign), they would carve their way through the 500 strong pirate band. But somehow after cutting their way from the very secret sumarine base to the central keep of the pirate stronghold (ignoring the secret tunnels and watereways leading towards the pirate town down below). They are supprised to find the outer perimeter manned by 50 Orcish crossbow men. I go to the miniture closet. And heres one of the other great features of using actual minitures, rather than saying you see 48 heavily armed orcs, one guy in leather and two guys in robes, when the party asks if there are any usual people mixed in with the orcs I can say look at the minitures and decide for yourself. The look on the parties face when their opening volley of fireballs is returned in kind, is definately woth it. Of course orcish crossbowmen melt like snow in a rainstorm once the fireballs begin to fly. So after the inital exchange of fire one of the robed men opens a box and the entire tower is enshrouded in mists. When the wind wall clears a portion of the mist the next round the battlements are completely clear, with nary an orc to flick the (had to use that) at the party. Once the chest beating stops the party finds this was just the cover the blackspawn ninja needed to get up close and

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personal. P.S. Read this post on Odysseus versus Achilles for the aplication of the lessons of Greek myth to old school roleplaying. Unfortunately my players are following the Achilles route right. Oh well Glorious Death awiats them.

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Dragon Armies 17 Rats in the Walls


April 18, 2010 So our illustrious ranger puts his clever plan into action. Five drow guards prove no match for our party. After the raid the party returns to the hidey hole to celebrate. Two hours later the drow outpost is manned by 10 guards. The party returns to attack again. However this time as the guards are being overwhelmed, one of them puts a horn to his lips and sounds the alarm. As they retreat towards the hidey hole they are peppered by crossbow bolts from the permanent darkness area that covers their escape route. They charge into the darkness only to be bushwhacked by a black dragon exterminator. A desperate melee ensues. However eventually the party gains the upper hand and retreats to the hidey hole to celebrate again. The next day the dwarves spying on the main chamber report the arrival of a small blue goblin with a flute accompanied by a eight foot tall insectiod creature with powerful forearms and a weird set of four eyes (umber hulk). Once again the party sallies forth, at which point a force of 30 drow led by a priestess of Loth attacks immediately from the darkness. As they battle this set of foes they are charged from behind by drow spider knights. The party eventually turns the tide against the drow at which point the spider knights grab the fallen body of the priestess of Loth and race off to the south. The party decides not to pursue, but retreat to their hidey hole. As they retreat they hear a loud thump as the drow reinforcements trigger the block trap in the drowstopper secret door. However, whats this? To their horror they hear the sound of claws scrapping on stone as the umber hulk begins breaking through the stone block. The party rushes back to defend the secret entrance. As they begin their

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battle with the umber hulk, the little blue goblin blows a shrill note on his flute and disappears. Eventually the umber hulk is slain, and the drow warriors are dispersed, but what happened to the little blue goblin? As the party starts back the hobbit in the lead has to nimbly dodge a backup block trap which comes thundering down to block their retreat. Slowly the awful truth of where the little blue goblin is dawns on them. More next time (hopefully a lot sooner than last times 6 week gap).

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Comments in English only please


April 18, 2010 Finally got the Google translate to find out what all those Chinese comments said. I am probably limiting free speach in China by cutting down on their porn site links, but those posts had to go. From now on I will be deleting posts in languages other than english. P.S. Posts with hidden links in long strings of ...... will also be deleted

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Comments now moderated


May 01, 2010 Due to excessive spambot traffic comments on this blog are now moderated. I know this will make my sleepy little blog even sleepier. However what be must be.

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Palace of the Vampire Queen Review


June 04, 2010 Here are the comments I posted on the Palace of the Vampire Queen on the Dragons foot forum: Well, I bought Palace of the Vampire Queen mail order back in the day and thought it was pretty ho-hum then. Seriously guys for something to play you could do better in an afternoon with a piece of graph paper and the dungeon random monster tables in the little brown book (although the illustrations in the margins are kind of cool). I think the Dungeon which came with the City State of the Invicible overloard was more interesting (although it is not populated). I keep mine just to prove my Grognard credentials and because I hate trying to sell stuff. If you would like to see it republshed you need to track down the copyright owners. The authors are listed as Pete & Judy Kerestan. Since Wee Warriors published last the copyright would probably reside with either Wee Warriors, or whatever printer they owed money to if they folded. Note: Further, Further investigation reveals that the copyright was never held by Lou Zocchi [I asked him at Origins, he said no] (A man I hold in high regard for replacing my misprinted volume of Swords and Glory Volume 1 on the spot 10 years after I bought the first one, merely on my verbal description of the misprint)

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Old school Dungeons Level 1


July 10, 2010 Here's level 1 of the Monster Pit I ran my first campaign in. Unfortunately faded pencil is not the best mediun for scannning so the lines are a little light in spots. I have used Paint Shop Pro to fix it up a bit. My favorite features (marked by numbers in circles) of this level include 1) the stairway which apears to go up but actually goes down 2) The double doors leading to the main dungeon with a bar on the entrance side 7) the Balcony overlooking second level 8) the hidden secret double doors to the staricase to second level and the rat tunnels under the floor (denoted by matching pairs of numbers).

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Old School Dungeon Level 2


July 17, 2010 Here it is level two. My Plan is to release a level a week. The sloping passage to the south due to its proximaty to the stairway which appears to go up but actually goes down was notorious for getting adventurers in over their head. D is the Temple of Crystal Cats. Six foot tall statues of clear adamantium crystal, stomachs filled with jewels, Only access a narrow passage from the throat. They are designed to work like the gourd and rice ball monkey trap. Monkey reaches in; grabs the rice; discovers his hand is now too big to pull out; but refused to let go...

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Old School Dungeon Level 3 the river


July 24, 2010 Level 3 the River. I refer to it as the river because the big river is the largest feature on the map. Notice how ever that there are very few places on the map where adventures can actually see the map. Key features of this map are (1) the staircase which appears to go up but actually goes down (2) The bridge with an inivisable section (3) The rotating dungeon section with a staircase: positioned in one of four positions when the party enters it is rotated to another position randomly and (8) a secret chamber only enterable by an under water passage.

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This level highlight one of the interesting features of old school dungeoneering. Since the play pogressed by drawing maps on graph paper, DMs would often through things in to make mapping hard, hence the rotating dungeons sections and slanted rooms. Being a fledging rocket sciencist not only did I solve my friends rotating dungeon section but took mine up a notch by putting a staircase in it.Note that because the slanted rooms where done with glue this map is a bit yellower than the others.

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Old School Dungeon the Maze


July 31, 2010 Most notable feature is the teleport maze in the south east corner. Also the full complement of sloping passages, spinning rooms, and rooms on an angled grid. Of course there is the infamous staircase that appears to go up but actually goes down. This staircase was very useful for lining up the levels. Those who have been following along may notice it does not appear in the same place on the map. The theory is that it is always in the same place and the dungeon levels themselves rather than being one atop another are offset. I laid out a top down overveiew of how the levels line up. If I can figure out how to scan the two 11x17 sheets I used for it, I may post that diagram some time.

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Another note this level is only partially keyed. I am afraid I graduated from college before this level was much explored and the group I hooked up with after starting my new job in a different state were into these new fangled scenarios that Judges Guild and TSR were begining to produce. Another issue the way we played once the party hit about fifth or sixth level the adventures started moving out into the wilderness, so dungeon levels below third more often lurked as dark dreams rather than being explored. Except in the case of my character "Boris the not too bright" who decided that Wizard Mountain would be the perfect place for his castle if he could just get that nasty basement cleaned out. The Dungeon Master folded the campaign rather than face drawing another level for me to bash through. The demise of the dragon guarding the back door to fourth is a legend in its own right, but that is a story for another day.

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Back from Gencon


August 14, 2010 Well no post last week as I traveled to Gencon instead. A bit bummed this week as the blog-a-sphere is full of people I could have met if I had been paying attention. Was there didn't see a lot of old school stuff but was too busy shepherding my steam punk magic card head nephew to spend much time looking. She-who-must-be-obeyed only bought off on this road trip as an Uncle-Nephew bonding trip. Still cant' work that darn cellphone to surf the blogs and wander the real world at the same time. Actually brought the cellphone, but forgot the charger so it very quickly converted to its normal brick mode. Gave both the Wizards of the Coast and Pathfinder stuff a pass since my local game store gets these items regularly and lets my crew game for free as long as we buy stuff from him. Tried to buy a copy of Deathwatch but it was sold out. Walked away from the booth with "Fantasy Hero" after the guy explained that their 200+ page book didn't contain any actual rules for magic, just suggestions for how to write your own from the 500 page Hero system core book sold separately. Here's the stuff I did buy: Fantasy Terrain pack from Fat Dragon Games (A good swath of their E-Z dungeon and Dragonshire sets on CD for a discount price [Note: to other .pdf vendors if you are going to spring for a booth at Gencon having something tangible to sell is a good idea]) City of Thieves (A board game set in Cadwallon). I'll probably use the board as dungeon tiles, paint up the plastic miniatures and

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ignore the game Arcana (a card game set in Cadwallon). Hey it was next to City of Thieves and not too expensive. Ink bloom (a how-to-draw art book). By the same artist who helped with "Wreaking Havoc" and "Hell beasts". Unfortunately the previous two titles were more to my liking but at least it's signed Shattered Empires: Quick launch from the Living Arcanis guys. The guy at the booth had one of the best reasons for writing his own game. He explained he was tired of having to keep up with all the rules updates certain other game companies keep cranking out (those of you who read the comic "Knights of the Dinner table" this month will encounter some biting satire on this very topic) . I also liked the fact that they were scrapping the character class system (I feel innumerable character classes were the downfall of third edition, and are hard at work pushing fourth edition over into the abyss as well). The Worlds Greatest Screen by Hammerdog Games. Quad fold black with clear plastic pockets like them expensive three ring binders. An idea I wish I had though of. She-who-must-be-obeyed wants one too. Had to retire the Old Master I bought in 1980 last year when the tear along the center line reached the halfway point (I do miss the the intimidation factor of being able to pull out a dungeon masters screen which is older than most of the players at the table).

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Burning Wheel Monster Burner and Magic Burner. OK I actually don't like the burning wheel core mechanics or the folksy way rules information is scattered throughout the purple prose, but so many intriguing ideas are scattered through out these books I couldn't pass them up. Probably would have bought the Adventure Burner as well if it hadn't been sold out. A few Aimee missing from my collection A few art buttons. I am not up for spending 200+ dollars for a original to hang on my wall (besides the few walls not behind bookcases in my house are already full). I can however afford two dollars for a button, free business cards are also cool. That;s it for now. Next time another dungeon level

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Old Dungeon level 5


August 21, 2010 Lake Level. Last level I drew in college. I am afraid it is somewhat unfinished, doors have not been placed in all rooms and what lies beyond the Lake in the upper right is still a mystery. Includes: (unlabeled but in the bottom right corner) the stairway that appears to go up but actually goes down (2) elevator room to even lower levels (3) the waterfall (4) the room on the sloping passage which is actually flat. In the bottom center a complex sloping passage from level 4 with three exits. In the bottom right a large sloping passage down (I believe this one was supposed to bypass level 6 and head straight for seventh. In the In the top left corner is a large spinning section with a smaller spinning section inside.

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Afraid barring my acquiring a specially customized Deloren or a really weird hot tub, this is the last of my mega-dungeon levels from back in the day. Did not much more than mark the entrances for level 6. After leaving college the gaming style had shifted to them newfangled modules and the desire for mega-dungeons wained. Having to get up and go to work really cramped the all night dungeons crawls as well. However, I do have some graph paper with a nice patina....

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Red Box
August 27, 2010 As the well paid Civil Servant, as opposed to the Gamestop clerks and laid off factory workers I play with, it falls to me to buy the stuff that convinces the Game store owner it's worth having the extra space for games in the shop. As such and because the collector in me must possess one of everything fantasy role playing I am now the proud owner of a fancy red box 4 edition starter box. After all as I explained to she-who-must-be-obeyed it wouldn't be fair to review it on my blog without actually owning it. It's got some nice black plastic dice and a well drawn large double sided battle mat with a road, some caves, and a dungeon. It got some cards in text too small for me even with my reading glasses which might be power cards, even a few which might be new. The fighter at will seem intriguing the rest is nothing to see here. I am sure the min-maxers down at the store will scrutinize them closely for brokenness and transform the most broken in to exploits to post on the WoTC forum like they aways do. I am going to take she-who-must-be-obeyed advice and slap them on the scanner before doing anything else with them. And then there are the two stapled pamphlets in between. I could go with my mothers suggestion "if you can't say anything nice don't say anything" but where's the fun in that? Now pick-a-path adventures can be fun but they usually start with a page labeled how to play. I have been very much against pick-a-path adventures as a way to start characters since Garyisaal (Empire of the Petal Throne) tried it in the '90s. Sure its fun the first time but after awhile it gets old. I searched the second book cover-to-cover for what are character classes, levels, or what are those funny

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power cards for but never did find them. I find rule sets that bury the rules in purple prose annoying, again may be fun for the first time (although if its bad prose not even then) but just try going back to look up some point the DM and player disagree on. These books didn't need to written, and if they are capable of confusing an experienced gamer like me I doubt they'll be much help to a starting gamer. Even 4e D&D is a simple enough game that most people want to play the full blown version after a single evening of introductory play (This is what doesn't work about the D&D encounters program either). They should just give away a quick start guide for free (like those free computer game demos with the first few levels of the larger game) rather than charging people twenty bucks (Oh wait! They already did that). Well at least I got that cool box and more dice. P.S. Lamentations of the Flame Princess which I picked up last month has an even cooler box, micro dice, and a little stubby pencil like they hand out in libraries. Perhaps I'll talk about that some time

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