Blog 2009-2010 Ebook
Blog 2009-2010 Ebook
Imredave
Imredave
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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
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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
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***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
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.
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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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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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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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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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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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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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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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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P.P.S. Any suggestions for sucking a reluctant nephew into the blogosphere?
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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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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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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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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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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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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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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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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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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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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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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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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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