Showing posts with label Old school. Show all posts
Showing posts with label Old school. Show all posts

Saturday, December 17, 2016

El Raja Key Archive review

Rob Kuntz has finally published his collection of maps and notes from the early days of D&D. It is available from Three Line Studios as the El Raja Key Archive. From the blurb on the website:

The El Raja Key Archive is an interactive, searchable, fully indexed, virtual museum of roleplaying game artifacts from the dawn of the Dungeons & Dragons game! Contained within the Archive are over 1,000 high resolution scans of adventures, maps and keys, campaign notes, character sheets, and manuscripts from the Original GreyhawkKalibruhn, and Blackmoor Campaigns. That's right, from the very creation of Dungeons & Dragons! Includes all maps & some keys for Rob's Castle El Raja Key, the dungeons where Gary Gygax cut his teeth as Mordenkainen; Rob's manuscript for his lost Dungeons & Dragons Supplement V: Kalibruhn; maps, keys, and notes for over 40 adventures from the Original Greyhawk and Kalibruhn Campaigns including, maps & some keys for 16 of Rob's Original Greyhawk Castle levels, the map for the first ever D&D demo, the Machine Level, at GenCon VII in 1974, and the map for the first ever D&D tournament, Sunken City, and notes, NPC cards, and adventure maps and keys for the Original City of Greyhawk!
Given my love of old maps from the seventies, this was a purchase I wasn't going to pass up. I ordered the DVD standard edition, which showed up promptly in my mail box a few days after my order. I chose the standard because it contained all the old maps which were my primary interest, although i am missing out on the new adventure included in the Deluxe and Collectors editions. I have posted a sample copy of  a typical map at the top of the page (so as not to reveal too many secrets I have used the same map Rob posted to his webpage). True to its billing it provides large quantities of maps and notes from Rob's early days. I liked finally seeing at least some of the actual Castle Greyhawk (Rob only includes the levels he drew), including the infamous Black Reservoir (subject of a Gary Gygax play report). I am not that enthused with the woodgrain/notebook paper .html interface, but much of the material is directly accessible as .jpg files as wel. I wish more of the levels had the key as well as the map. After looking at Castle Greyhawk I was a little disappointed  to discover that El Raja Key is most of the same levels just arranged in a different order. It will require some intense study of  Robs scratchy handwriting to decipher the contents of the El Raja Key supplement. It seems to be in the floating charts and tables style of the original books, as well as the Greyhawk and Blackmoor supplements. I am grateful to Rob for getting this stuff out in his lifetime, rather than taking his secrets to his grave like Gary did. I much more interested in seeing stuff as it was in the day, than waiting for a modern polish to suck the life out of it (TEKUMEL SOCIETY LISTEN UP!!). For me this purchase was money well spent.

P.S. The job of cross indexing these scans with clandestine photos of Gary's notebook, and the other pieces of Castle Greyhawk in published  modules is left to others for now. I can tell you the levels presented do not match the maps of Greyhawk Ruins at all, and although the style is somewhat similar to Grodog's Greyhawk the levels are different.

Friday, February 22, 2013

Reactions on Original Dungeons and Dragons Republication


Personally, I am glad they are rereleasing them. It will give a chance for this generation to see how sparse and badly organized a roleplaying game can be. I think $150 is a bit steep, I would have rather seen them released as $5 .pdfs. If you are trying to play OD&D I would ignore the Blackmoor and Eldritch Wizardry supplements, they contain a lot of wild half baked ideas that bog the game down. I think it is a shame they are not re-releasing them with original covers, the purple beholder on Greyhawk was one of my favorites, and Eldritch Wizardry’s full color printing to show a naked woman strapped to an altar, so outré.   I am afraid I don't think of OD&D as one system as every DM I played under had a different method for plugging the holes in the rules. I think they are interesting from a historical perspective, but if you want an actual playable game I would look for Empire of the Petal Throne instead. Similar mechanics (except for EPTs percentile attributes)  , but written in English rather than "chart"ese $11 .pdf at Drivethru rpg.  EPT’s skill system was a great innovation at the time not found in OD&D. I was not enamored of EPT's random spell acquisition system, but OD&D Greyhawk’s percentage change to learn a spell is not better. I think EPT unlike OD&D is a game you can learn from reading the rule book and play. Perhaps I will buy the $150 set,  just to replace the copies of Eldritch Wizardry and Gods, Demi-Gods and Heroes which disappeared long ago (and because if I don’t meet quota at the game store the LFR game gets tossed out on the street [We already get bumped to provide more tables for Magic]). However, I am probably replacing the copies in the box with the little brown books I bought for $10 in 1976. I know I am not very constistant in this post. I afraid the teen fan boy love of the little brown books overwelms the rational thought that there are far better values in roleplaying for $150 than this offering (perhaps if the box is maple or oak, rather the dyed red pine I am anticipating it would tip the balance...)

Tuesday, November 20, 2012

Old School Computer DnD Pedit 5

Just finished reading Playing at the World by Was a little miffed that he missed crediting the pedit5 PLATO program which my buddy Rusty Rutheford at University of Illinois wrote, and only mentions the PLATO DnD program (which sounds very much like pedit5) being observed by an anonymous source at Cornell instead. However that is price one pays for not writing stuff down. When I voiced my complaint on the blog of holding, I was surprised when the author of the book responded in person. He suggested an alternate book "Dungeons and Desktops" which might have more details, unfortunately in it pedit5 is dismissed as ephemeral and not well documented. However, after the publication of that book "Rusty" sent an email to author which is reproduced here

I actually played pedit5 a lot in fall of 1975 before being subverted to the face to face version of DnD. It played a lot like the much more modern Dungeon Hack with a single player wandering the dungeon facing a series of random monsters with random treasures.  PLATO has has a long  but ambiguous history with gaming. Being one of the first interactive terminal computers and having networking capability across the many University campuses, it foreshadowed many multiplayer online games we are familiar with today. It also had the  ability to allow one to generate ones own fonts, which Rusty used in pedit5 by creating line art enclosing parts of a square to generate a top down view, as well as the sprites for the monsters. Those who are looking for more graphical representation have only to look at the thin wall 20x20, 30x30, and 20x20 with a 10x10' extension rooms in my old school dungeon which was influenced by the style of pedit5. However, the academics at the University who had created PLATO as an Educational tool highly frowned on its use for games (I had to use it for freshman physics homework, dull as dishwater).   Being 17 and on PLATO at the time I am well aware of the furtive nature of playing games on “Play-Toy”. About the time they gave me the boot for hijacking my fathers account I decided to quit wasting time on computer games and become an engineer instead.

Was in the same Boy Scout troop with Rusty’s sons and played DnD, Runequest, and Empire of the petal throne with him many times. Unfortunately the University of Illinois Conflict Simulation Society was not big on writing news letters (Some of members are still running Winter War an annual convention dating back from that time, although the club has been disbanded, most likely due the lack of a student to act as president, a role I fulfilled while attending graduate school at the University of Illinois in the mid 1980's), so the only documents I have from those times are a few issues of the Wurm Walder, the news letter of the local SCA chapter. I do remember playing many interesting variants of DnD (It seemed every DM I played with had his own rules). I suspect most of those are lost in the depths of time. And no I don't know "Rusty" actual first name, everyone just called him "Rusty" or in my case dependant on the situation Mr. Rutheford.

P.S. Here a link showing actual game play of pedit5 which is still playable on the cyber1 PLATO emulator here Someone with access could try cryo2 and see if my buddies magic fountain game (I loaned him the file space) is still there too!

Thursday, October 11, 2012

Old School Dungeon Crawling is like Baseball *rant*

OK given the current controversy about why a certain semi-famous internet blogger's dungeon is suck, I figured I would not be a blogger worth my salt if I did not climb up on my almighty soapbox and throw my hat into the ring. I will not name names or provide links as I think innuendo and indirection are more appropriate to the rant format. The first comment is to note the disclaimer firmly placed on the blog that lit the fuse ""[name omitted] is a known shit-stirrer. He stirred the shit. He got banned. Asking what he did to stir the shit introduces unnecessary complication to the scenario, therefore he was banned for stirring the shit." The second comment which the basis of this rants title, is as I read the review and listened to what they complained about, it brought found memories of the way game of DnD was played back in my college days. Much like baseballs duel between the pitcher and batter, DnD was a duel between the DM and caller, with the other players waiting to spring into action once the magic words "Roll for Surprise (note: not initiative, that came later)" were uttered. Much like baseball players don't have much do until the ball is hit and have to amuse themselves in other ways, DnD players did much the same engaging in idle gossip and conversation. The empty rooms in the early editions heighten the tension, much like baseball's waiting for the ball to be hit, by introducing a random factor into when springing into action will be required. One factor I though might have contributed to the bad time had by all are that rather than sticking with the old, old, school approach of saying "its an empty room" and moving on, the author in his new improved version felt the urge to provide detailed descriptions for all rooms, thus slowing the pace of play down. Another factor I thought was the DM decision to run the dungeon "as written". To successfully DM one must draw upon the players at the tables motivations and desires to lure them into the shared fantasy, this requires adaptation of whatever you are running to the players at the table. Having been around long enough to run the same adventure for many different players, I know that different groups experience the same adventure differently. I am both bemused and dismayed, by the large quantity of Monday morning coaching going on on the internet (even as I contribute to it now).  If the reviewer was bored by playing the adventure, he was bored, no amount of commentary will change that. As my father was fond of saying "there is no accounting for taste". The current flame war reminds me of a certain other flame war of a year or two passed, when a certain Finnish bloggers abrasive clockwork dungeon was labeled as suck, because the players turned left when they should have turned right. Its not the first flame war in the OSR and it won't be the last. Don't take any one's word for what's good or bad, make up you own mind. And remember "if your not having fun, your doing it wrong".




Monday, October 8, 2012

Elminsters Forgotten Realms




"Ed Greenwood presents Elminster's Forgotten Realms" the newest Wizard's of Coast splat books. One of the splatiest offerings to come down the pike in a long time, I mean even the title pretentious, as if we had been playing in someone else's Forgotten Realms" all this time. Filled with information such as forgotten realms slang, popular literature of the realms, and Tethyrian cuisine, you find no actionable gaming material within (unless you are making  "Trival Pursuit, the Forgotten Realms edition"). And yet I cannot write it off completely, for scattered within are copies of Ed Greenwoods typewritten notes from the original manuscript (although on far too pages). As one always fond of peeking behind the curtain, I find old notes intriguing in a manner no "gussied up" splat book can match. Would that they had published a book of Ed's notes instead of the rest of this clap-trap (I am still waiting for a full description of level 4 of Undermountain as well). I am also totally using the troll cart on the cover for a wilderness encounter as well. Not as disappointing as the new 40K Chaos Space Marines Codex, but that is a story for another blog.



Friday, August 10, 2012

The Rulenomicon

So I finally broke down and bought an e-book reader (a nook). This has finally given me chance to download my internet .pdf collection an start reading through. Once I realized I have over 90 different files in my "other roleplaying games"  directory and that the they overwhelmed the 1 GB of storage for things not purchased at Barnes&Nobles ($30 and a 32 GB expansion card fixed the storage problem) I thought I needed to try and organize and and least list them. I'll  try add links and capsule review of the more interesting ones later,

A Song of Ice and Fire 
Adventurer, Conqueror, King
Adventures Dark and Deep
Adventures Fantastiques
Adventures in the New Kingdoms
Age of Shadows
Adventuring Party
The Adventurers Tale
Adventures Under the Laughing Moon
Altus Adventum
Arduin (revised)
Ars Magika
Artesia
Azamar
Bandits and Basilisks
Burning Wheel
Barbarians of Leumria 
Barbarians of the Aftermath
Basic Fantasy
Brickmasters
Challenger
Chaos and Barberie
Circe
The Cog Wars
Crimson Blades of Ara
Crypts and Things 
Dark Dungeons
Dark Fantasy of Sundrah

Dragon Warriors
Dungeon Slayer
Engines and Empire
Elegia
Errant
Fate
Fabled Lands
52 page Rulebook

Fire and Sword
FUBAR
Geasa
Gods and Monsters
The Grey Book
Grom Harnmaster
Heros and Other Worlds
HeroQuest (the G Stafford one)
Humanspace Empires
Impresa Express
Ingenium
Jorune
Judges Guild Universal
Labyrinth Lord
Lady Blackbird
Lamentations of  the Flame Princess
Legends
Lost Roads of Lociam
Maelstrom
Mazes and Minotaurs
Maze of Torment
Microlite
Mini six
Myth and Magic
Novus
Northern Crown
Old School Hack
Orignal Edition Delta
OSRIC
Pars Fortuna
Peril
Pirates and Privateers
Pitch
Platemail
Raven Crowking' Fantasy Game
Redbox Fantasy
Redbox Hack
Renegade The Riddle of Steel
Runequest
Saga
Savage Swords of Antor
Shakhan
Siege Perilous
Spellcraft and Swordplay
Sword and Shield
Swords and Wizardry
The  System
Tibet
Torch and Sword
Tranchons et Traquons
Under the Moons of Zoon
Untold
Vikings and Valkyries
Wizards and Warriors
World of Urtusk
Zenobia



Saturday, July 21, 2012

Classes, Skills,Feats and Powers an analysis

Classes, Skills, Feats and Powers, Fourth edition Dungeons and Dragons has included all of these, and its beginning to look like fifth edition will also. Therefore, I thought it might be a good time for for discussion of their origins and purposes.

Class is of course the oldest showing up in 0e D&D. It for the most part a simple and straight forward way of distinguishing roles within the party. Chose a class and you have chosen your role. I feel many people turn to OSR rules to retrieve this simplicity. However, to me it has always felt arbitrary (of course I was always notorious for my 2nd edition Fighter/Magic-user/Thief characters). 3rd edition byzantine labyrinth of classes, prestige classes and subclasses I did not enjoy.

Skills are the next to show up, first as an augment to class in Empire of the Petal Throne, then as the only distinguisher in Runequest. I have always admired Runequest's skills only approach to character building, although starting skills and skill advancement proved challenging for me in actual play. The min-max'ers I played with made a total farce of Runequest, by trying to spot and dodge everything, and switching through a Swiss army array of weapons during combat to maximize their chances of advancement. Many online roleplaying games seem skill based as well (although tracking actual skill usage in computer games is much easier than than a table top game). I do like the Elder Scrolls Morrowwinds combing of class and skill by giving each particular grouping of skills a cool class name. Skills begin to creep into D&D with the late edition Advanced Dungeon and Dragons supplements Dungeoneers Survival Guide and Wilderness Survival Guide non-weapon proficiencies (people always have a bad reaction to these supplements, I always thought they plugged some holes which needed filling and were much better than the gamebreaking classes {*cough* cavalier} introduced in the prior Unearthed Arcana). 3rd edition of course has baroque plethora of skills with weird and arbitrary restrictions on which classes can take which skills (Pathfinder does not seem to fix this). 4th edition does a brilliant job of skill simplification reducing down to 17 skills, although they retain the arbitrary class restrictions. However in 4th edition I miss both the craft and profession skills for making stuff, and think the four social skills (bluff, diplomacy. intimidate, and streetwise) a bit redundant (especially since they are all charisma based).

Feats, although foreshadowed in point buy systems such as the Fantasy Trip and Fantasy Hero, come into full bloom in 3rd edition. At first glance they just seem like a extra something that is reasonably harmless. However with hundreds of them, some are so poorly written that they are just the loophole required to turn a cleverly min-maxed character into to a total game wrecker, things like a sixth level bard with +30 diplomacy, or a druid capable of turning into a Stoper and ripping the arms off of Bluespawn Godslayers (O.K. it was an 18 level druid). 4th edition the feats are a little more controlled, but still remain the pry bar for total game wreckage. I also see everyone taking the exact same feats, so as something to act as a distinguisher between characters (I believe that was their original purpose) they are a total failure. If I was writing 5th edition they would go away.

Power are new with 4th edition, although they were certainly foreshadowed in computer games, and bear a strong kinship with spells which have been around since the beginning. It is perfect solution to the inequality power between the exponentially increasing power of 0e spellcasters, and the linear power increase of the 0e fighters. Now rather than waiting around while the spellcasters mow down the ravening hordes, the melee specialists have some explosive fireworks of their own. I do have some problems with 4th edition turning down the room clearing powers of prior edition spellcasters (this is usually downplayed by making the monsters come at the players in evenly paired groups, but does make the hundred orc rushes of 0e to 3e {usually manned by my warhammer fantasy army} a thing of the past). All in all powers (I like to think of them as fighter spells) were a decent addition to the game (I mean why should magic users have all the fun?).

In summary: Classes good for their time but obsolete, Skills good in small quantities with strict controls, Feats no thank you!, Powers good but need to be balanced. So my ideal game is a game of skills and powers (with perhaps cool class names for different mixes). Since 5th edition seems unlikely to head in this direction I guess I'll have to write my own.

Saturday, June 9, 2012

Dungeon Crawl Classics the good, the bad, the funky

Just picked up my copy of Dungeon Crawl Classics. Although I did not find it at a booth at Origins, as I had hoped for (Origins was pretty much OSR deprived, I only found one booth with much OSR stuff), my local game store got it in the next week. My reaction is a bit bittersweet. I think it is a perfectly playable game, many people will have a great hoot with one-offs using this system. However it incorporates a large dose of random lethality that will inhibit long term character development, and leave many characters, not retired but so gimped up as to be no fun to play. The good is that it is a large book at a reasonable price, it is published under the open gaming license (yay!!! that's a big plus in my book) and play could be a hoot. The bad limited character classes and few options to make them unique (although this is typical OSR), your character could explode,  randomness instead of game balance (more on this below). The funky, using different size dice instead of changing target numbers, arcane check charts for casting spells. Both these ideas are definitely out-of-box thinking, but look like they'll work.

Thing that worries me the most is the randomness. Randomness in itself is not bad. However random tables with small but finite catastrophic occurrences tend to tilt out of balance quickly (subject to both the long tail and black swan events for you economic statistic junkies). Those players who always role well will prosper under this system, folk like with often sub-average luck are screwed.

Sunday, July 10, 2011

The Grid, the Grid

The nice map posted at the City of Iron got me thinking. You see Gavin, the artist, decided to draw his map free hand without a grid, and that got me thinking. If your going to show to the players when I don't see a problem of no grid. If you need to sketch in on a battle map, or describe it verbally for me at least a grid is quite useful. Of course these days drawing the map and adding a grid later is pretty simple (It could be done in the old days but required gridded chartpak and some skill with an x-acto). I usually tried to grid the room floors and leave the walls blank, the opposite of the artists at the White Dwarf and Judges Guild who tended to grid the walls and leave the floors blank. I'll not comment on his choice of red lines with purple shading,as that is a matter of personal preference. Although, if you are running "Old School" and not showing the map to anyone else, I would not spend a lot of time trying to make the map look "pretty". I would however grid it for the reasons already mentioned.

Friday, April 1, 2011

Dungeon in the Raw

Here's a dungeon I call "Palace of the Dragon Prince". I sketched it out a couple of weeks ago in hopes of cleaning it up and entering it into the one page dungeon contest. Unfortunately business travel and a nasty computer virus on the computer with the scanner intervened. Everything is back under control, but I ran out of time to improve my entry. I thought about sending it in "as is". However, without clean-up it is unlikely to win, and in order to enter since they want real names I would have to reveal my "secret identity" for all the world to see. She-Who-Must-be-Obeyed says she thinks its "cute" the way it is, so I am posting it on the blog. Be aware that even the way it is, it more than sufficient for me to DM it, because that's the way we do it OLD SCHOOL.

Saturday, March 5, 2011

World of Bad Neighbor Mountain

Here are several maps of the campaign I ran from 1982-1985. My Regulars have already seen the detail map of Bad Neighbor Mountain from this campaign. I started this map by tracing coastlines out of my Altas and combining them. The bottom of this map is a backwards outline of Finland combined with the tip of India (Note: I ignored scale for the most part). I then placed the outline on a hex grid which I filled in with mountains, lakes, rivers, and settlements. The hexes are 25 miles across. Note the concept behind this map was to place it in the southern hemisphere, so the climate gets warmer as one moves towards the top of the map. The southern tip I envisioned as glaciated lake country similar to Minnesota or Finland.

Once I had the large map done, I took it to the copy store and made several copies to start laying different aspects of the campaign out. Below is an inset of the political divisions. Orange is the Anvan empire, a once great power slipping into decline. Light green is the Free city of Lirpan. Dark green are the Dwarven Holds in the mountains. Light blue is the southern elven forests. Dark purple are the towns of the sea raiders. Finally magenta is the Valley an area of small feudal states, where most of the adventures took place.

After laying out the political map on the southern tip. I noticed some issue with the map as I had drawn it. First the entire continent was completely mountainous. Second the terrain north of the lake country was completely the same repeat of mountains, rivers and towns BORING!!! So being the creator, I took the part I liked ,used a pair of scissors to cut that part away from the rest of the map, and taped it back down on a blank piece of hex paper which I then redrew as below. Now north of the valley is the Sea of sand.


Finally, I copied the map again using the enlarge function on the copier to give me a bigger map of the region I was most interested, used a light box to trace the map onto a blank piece of white paper, and worked it over with colored pencils to produce the map below, which I used as my map to show the players.

Of course almost all these steps can be done much easier with a computer graphics program these days (although I am still fond of the look and feel of my colored pencil work).


Tuesday, February 8, 2011

Bad Neighbor Mountain

Here is a map from my graduate school days in 1982. Since the new Advanced Dungeons and Dragons Dungeon Master Guide suggested using 25-50 mile hexes that's what I mapped the world in. However I found the hexes at this size lacking in gamable detail. As a solution to this I hit on the solution of drawing a detail map of a single hex on one piece of paper. Here is my detail map of one of the Mountain Hex near the city of Anva


Of course I couldn't draw such a beautiful map and not show it to the players. However I wanted key for where the monsters lair that players couldn't. The solution an overlay of tracing paper with the DM's key on it. Here's the map with the overlay in place on top of it. Note trying to get a piece of tracing paper to line up in the scanner is not an easy task, the key is slightly off, you can spot if you look closely at the crosses that mark the mountain peaks next to the numbers giving the mountain heights.
:Here's the key for the numbers

1) The village of Telgrin; Major attraction "Ye Olde Magic Shop" Fireworks and novelties; 10th level Illusionist
2) The Earls Hunting lodge; 3rd level fighter acts as grounds keeper
3) Hermits hut, burned and ruined
4) Goblin camp: 14 goblins 4 wargs, Hermit 16th level cleric held prisoner will not harm anyone not even goblins
5) Ruined castle
6) Ruined castle
7) Trail to the lost city
8) Wachtower, lost city can be seen from here
9) The dragons roost

and here's a little adventure I wrote (the point of drawing the map to begin with). A brief aside this adventure follows the infamous plague dungeon She-Who-Must-be-Obeyed wrote and DMed in my world after reading A Distant Mirror, If I can cajole my way into the secret notebooks I may post more on that dungeon.

Going after Carsolar

Trin is in plague trouble again. Anva has volunteered Carsolar the mighty cleric to help. But where is Carsolar? Rumor has it he is up in the hills looking for the Snic-ker-snee the famous blade of legend.

Carsolar is of course the 16th level cleric being held at 4
Throw in a few wolves on the road into to town to start things off
a brief inquiry in town leads to directions to the hermit hut 3
battles with wandering warg riders leave trail back to the goblin camp
a battle in the goblin camp frees Carsolar
leading to a triumphant return to Anva to collect the ample reward

Remember this is Old School, none of that purple prose to clutter up the adventure, just some notes to myself  to remind me of the theme them improvise the rest, springle liberally with random encouters to liven up the slow spots and throw some curves to delinerize the plot  and I'm good to go.

Monday, January 24, 2011

Hungarian RPG now in English!

Good news! Gabor has published a rules light translation of his Hungarian role playing game Kard és Mágia which I blogged about here. Now I can take that long standing backburner project off the stove entirely. You can get Gabor's translation from here. I am sure Gabor did a much better job than I could, after all he actually speaks Hungarian ;)

Saturday, January 8, 2011

Henrich's Fortress

My posting of my River kingdoms maps brought some memories back from She-Who-Must-be-Obeyed. She has the following to say about Castles and wilderness campaigns:

The first campaign I was in was under the original D& D rules. Wilderness was new then and our ref had bought nine pieces of heavy weight hex paper, each measuring two feet by three feet.


When we met to play he would lay them out on the carpet and we would sit on the floor to play. It was an impressive graphic which added a lot to the atmosphere of the game. But we liked the map so much we did not go into any dungeon. “We found another treasure map? I sell it to the npc.” Our ref despaired. So once one of my characters made fifth level he persuaded me to found a barony. The thinking here was that it would make me poor and force me to go adventuring in the dungeons to keep solvent. He also had some untried roll-up charts about finding mines in your barony. Long story short the mines made me wealthy and I never did set foot in a dungeon while in his campaign.

I remember asking about trade. I had to include an existing road and buy a company. My notes include comments about making and selling carts at 100 gold each and buying cart horses for 30 gold each from another player. I had seven villages, five of humans, one of elves, but the one village on the road was composed of dwarfs. After that every cart driver we encountered was a dwarf.

This campaign is the only one I have played in where I created a stronghold. I had to not only draw up the fortress but also compose a coat of arms for my character and keep the monthly books. My mage decided to work a deal with my fighter so he could put up a tower within the patrolled land and not need to go through the agony of clearing land, keeping troops or making me keep more books. I also had a cleric and he settled next to my friend who played the dwarf king up on Frog Island. The king (and his army) graciously accompanied my cleric while land clearing. When the ref rolled up the races in my villages his bemused look attracted our attention. “They are ALL dwarfs.” He told us.
And here's a picture of  the fortress her fighter Henrich build with the money from the mines:


Saturday, December 11, 2010

On combat systems

My surfing of the blogosphere led me to discuss critical hits. This got me to discussions of combat systems in general and brought back some thoughts about contrasts in style that I had during the early days of role-playing. When Runequest first came out I though it was cool due to it's hit locations, damage reducing armor and blocked shots. It seemed way more realistic than the d20 to hit d8 damage of AD&D. However, as I actually played the Runequest combat system, I realized most fights consisted of large quantities of misses, followed by a combat ending critical where some vital component of the unluckiest combatant went flying. I also noticed that even the smallest trollkin has the potential of slicing off your Runelords head. I quickly realised it is a combat system completely incompatible with the Conanequese hero versus the 30 pirate scum style combats I like to run. Even if you discount the critical problem, no one enjoys waiting for me to roll the five rolls per attack needed to find out that all 30 pirate scum have missed. Don't even get me started on the hours required by Runequest to roll individual stats for each of the pirate scum. I reverted back to good ol' AD&D and have stuck with it's various incarnations ever since (although 4e is pretty close to failing the Conanequese test as well). Every time I feel the itch to tamper with the combat system (being mathematically inclined I am capable of devising five new combat systems before breakfast) I remind myself of my Runequest experience and conclude the AD&D system is pretty solid and not really in need of replacement. Besides, it gives me time to daydream up new magic systems instead.

Friday, October 29, 2010

Ruins of Thetra Mage College Lower Levels

Just enough dungeon to connect all the stairs slopes and trap doors from level 1 and outdoors. Numbered but not populated. C' connects the sloping passage from B14 with the trapdoor from B2, and the hidden staircase from B15.
D' connects the long staircase near B16 with the staircase from A4, and the open area off of B9. E is reached by a secret door in the trunk of the Tree in D3. Had intended to expand these levels as play on level B progressed. However the TPK on level A, followed by a lifetime ban on this dungeon from She-who-must-be-obeyed, rendered that effort moot.
P.S. for an interesting corollary of the problems this dungeon encountered read this review of Death Frost Doom .
Unfortunately, sometimes even the best sounding dungeons on paper do not click with the players in the field. This dungeon did teach me a lot about player-DM interaction. Most of my modern dungeons are a lot less scripted and adapted on-the-fly to suit the players motivations. Good for playing, bad for producing a module for publication and universal appeal.

Friday, October 22, 2010

Ruins of Thetra Mage College level 1

As promised, key below the map.

Level 1

1. The walls of this room are covered in soot. There is a large pile of burned timbers in the southeast corner of the room under the stairs Mixed with the timbers is a 3’ metal rod. The rod is a wand of secret door and trap detection. It has only 9 chares left. If it is picked up it will glow indicating the secret door to the south.

2. Trapdoor drops any who stand on it 20’ to the second level

3. On the North wall are five plaques. On each plaque is a name, two dates, followed by many mystic runes and symbols. The first is labeled Gnithil 101-228. Opening it will fire five magic missiles into the party. There is nothing inside. Next is Dloc 228-354. Opening this tomb will release a blast of cold air. The inside is lined with frost. A vaguely human form can be seen in the bottom. Anyone reaching into the tomb will feel intense cold. Anyone persisting in holding their hand in will take 1-6 points of damage per round. Underneath the frost is the body of an ancient man. On the body are a jeweled ring and a pouch of 5 gems. The third is Kesom 354-463 after opening dense black smoke will pour out. The smoke will drive all from the room. The fourth is labeled Powane 463-561. A pair of animated swords will attack the openers of this tomb. The swords attack as fifth level fighters and are not harmed by normal weapons blows, although anything capable of destroying a normal sword will destroy them also. The magic of the swords be disabled by grasping one sword and striking the other with it (roll under half your dex to grab the sword: sword is AC 4 for purposes of hitting). After the swords strike each other both will crumble in flakes of rust. Inside the tomb is a skeleton in rotted robes. Along side the skeleton is a red hide scroll case filled with rotted parchment and a box holding four dry bottles with crystals on the sides. The scroll case is of salamander hide and impervious to fire. The bottles contain the remnants of potions; filling the bottles water will restore the potions to operating condition. The last is labeled Rothi. Inside are a copper crown set with a topaz and a long sword. A voice will warn of dire fates to befall any who touch the items except the “rightful” owner. In this case possession is 10/10ths of the law. All tombs will be found resealed after the party leaves the area though any item removed will not be found there again.

4. 10 beds line the walls of this room: 6 on the west, 4 on the east. The remains of two more are piled in the south-east corner of the room. In front of the of the second and fifth beds on the west and second on the east, there is a large trunk. In the bottom of the trunk in front of the fifth bed is sack with two gems. In the ticking of the third bed on the east are 185 gold pieces. The whole room is infested with giant rats. The rats will not be readily apparent but anyone looking under a bed will be attacked by 1-6 rats. There are 24 rats in this room, but they will only attack all together if all party members are wounded.

5. On the south wall is a painted mural of blue sky with clouds and sea gulls. In the northeast corner are 5 silk, feather filled pillows mostly rotted. The mural on the south is enchanted. Anyone staring at the mural for long periods of time must save versus magic or fall asleep. Underneath the pillows are two sleeping giant centipedes.

6. In the center of the room is a round oak table. On the table sits a large silver bowl studded with gems. Seated by the table is a human skeleton with both elbows on the table staring at the bowl. The skeleton wears ragged robes and a peaked hat. Anyone touching the skeleton will cause the skeleton to collapse into a heap of bones. Inside the cap is a scroll case strapped in with leather thongs. Inside the scroll case is a magic scroll. Back to the bowl. Anyone looking into the bowl will see a dancing blue flame and must save versus magic or be entranced by the flame. Entranced persons will do nothing but stare into the flame until the flame is extinguished or blocked from their sight. The flame may be put out by any normal means, but spread to any burnable item touches.

7. This room is filled with broken furniture. In the back of the room is a large chest. In front of the chest are a scattering of silver pieces (47). The chest is filled with 2000 silver pieces. While the party is investigating the room two large spiders will drop from the ceiling over the entrance arch and attack the party. Hidden in the le of a broken chair is a scroll

8. In this room 12 rats are chewing on a body in the northwest corner. Strewn round the room are the bones of various creatures. Closer inspection of the body will reveal that it is a human adventurer. Its backpack has been emptied and its belt pouch slit. Hidden in the body’s boot is a magic dagger +1, +2 versus smaller than man size. Note: the door to room 9 is locked and has a spy hole.

9. This is the lair of two wererats. Furnishing the room are two beds and a table with two chairs. Normally one wererat will stand guard while the other sleeps. If there is a fight in room 8 both will be up and ready to fight. If the wererats are alerted and the party continues on to room 10 they will set up an ambush in room 8. Their treasure is in a small box under one of the beds. The small box is trapped with a poison dart which will fire at the opener. Inside are 20 platinum, 5 gems, a gold broach and 2 potions

10. Nothing

11. Trying to open this door will cause three spears to drop from the ceiling. One is +1.

12. In the center of this room is a large pillar. On the pillar sits a pillow with a large gem sitting on it. A curtain covers the northeast corner of the room. Behind the curtain is a mural of a man dressed in black whose face is totally devoid of features. Anyone removing the gem will disappear. Following this what appears to be that person will step from behind the curtain. This is actually a doppelganger. The party member will be found with the gem in room 13 Underneath the pillow is a small scroll with the following inscription.

“Canst thou face the faceless man? Seeke ye the light of day while thou still can. See the once proud tower almost gone. Sit ye there and wait for dawn. Underneath the Sun the key does rest. Bring it hence and place it in the place that’s best.”

A small keyhole will be found in the face on the mural

13. In this room is a pile of 3000 gp, a magic sword and a scroll. A small stream of water trickles down from the southwest corner. On the wall is the inscription “Canst thou eat gold?”

14. This room holds 8 skeletons. Two of these stand guard at each exit. Although the guards can be clearly seen from the entering corridors, none will attack until the party members attack or try to pass the guards

15. This room is the same as 14 except there are 11 skeletons

16. The ceiling of this room has collapsed. It is filled with broken rafters and sand. A minimal amount of digging from the west door will uncover a suit of +1 chaimail.

Saturday, October 9, 2010

Ruins of Thetra Mage College: Above Ground Key

As promised here is the key to the map posted earlier this week. I am afraid the mountain lion encounter is what gave this dungeon it's killer reputation. He's a bit more than a first level fighter can handle.

The Ruins Above Ground
General: The ruins of Thetra lie half a mile east of the village of the same name. The whole area is covered by drifting sand. Taking the road which lead west from the village, the party will round a large sand dune and come upon a ruined wall with a 20’ wide opening in it. The road leads through the opening.

1. 10’ high walls crenelated though many of the merlons are missing with a walkway on top. Generally in a bad state of disrepair

2. Large courtyard paved with flagstones

3. 30’x30’ one story stone building with a pyramidal shaped roof of slates. In each wall there are 3’ 6” tall 6” wide arrow slits.

4. Staircase leading 15’ down to a set of oaken doors studded with iron spikes. The doors are shut and appear to be barred from the inside

5. Ruins of a large tower wall ranges from 10’ to 15’. In the SE corner 10’ up is a 3’ wide 5’ high arched window. The top of the arch is broken off. Next to the window is a staircase going down. The sill of the window contains a secret compartment with a large iron key and a small gem

6. The trapdoor will drop a person stepping on it 20’ into a corridor heading N and E

7. Bones of some large reptile, probably a dragon, buried in the sand. Underneath the dragon are the skeleton of a man, some pieces of chainmail and a broken corroded sword carved with strange runes thrust into one of the vertebrae.

8. A great gnarled tree. Around the base of the tree will be found the bones of wild animals. Occasionally a freshly killed animal will be seen hanging in the branches. There is a secret door in the trunk which leads to a ladder going down.

9. In this depression are the burrows of a band of 18 desert foxes. One of the burrows leads to first level. All of the burrows are large enough for a small man to crawl through, and can be enlarged fairly easily. There is a 1 in 10 chance of finding the right tunnel without the foxes help and the 8 adult foxes will attack anyone who tries.

Encounters (roll a six sided die)

1. Old man with a sieve sifting sand. Old man is a 9th level MU. He searches for the ring of the netherworld. If the party helps him there is a 1 in 100 chance a party member will find it.

2. A party of 7 men, 2 dwarves, a mule and a camel collecting dragon bones. Men are a 4th level mage, a 3rd level Cleric and five second level fighters. Dwarves are 3rd and 6th level fighters.

3. 1-4 foxes. These will run off towards the west (see 9)

4. Mountain lion lurking in the oak (8). He will attack anyone who investigates the oak too closely

5. Large beetle crawling across the flagstones of the courtyard. The beetle is metallic blue with a faint outline of a face on its back. The beetle is a polymorphed 8th level magic user.

6. Nothing

Tuesday, October 5, 2010

Ruins of Thetra Mage College

The infamous killer mini dungeon. Outside in the sands. Key Fridayish. Level one next week


Saturday, August 21, 2010

Old Dungeon level 5

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.

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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