Friday, April 9, 2010

B2 Caves of Chaos Twelve Hour Marathon Part 2

B2 Caves of Chaos Twelve Hour Marathon Recap Part 1, other B2 Caves of Chaos Posts.

[I'm forgetting order of things and some details. I'm sure I'll get things wrong.  This player report is probably more accurate.  These recaps are more after-action analysis of my DMing, rules, scenario, props used than campaign dairy.]


In Attendance:

  • Piss Pants the fighter, cousin of shit pants
  • Mundy Meatshield, a fighter.
  • Alex, token dwarve.
  • Starhawk! an elf, what else?
  • Blod thief of good spirit and bad luck, Soon replaced with Magnus a priestess of Marcuniess(sp?) Goddess of Metal and Healing.
  • Onedias the most marvelous magic-user, aka NPC caster.
  • Two wardogs "Gwar II" and "Sir Bitesalot", which were deadly but short lived.  Basically 100gp bazookas.
  • Various men-at-arms who's names and exploits will not be remembered

Good Plan Lets Do It Again

Again party heads to Caves of Chaos.  Again DM rolls a 1 on d6 indicating wilderness encounter.  This time I roll [one roll looked up on two encounter tables] vampire (inhabited) and orcs (mtns).  I go with orcs, cause fuck this marathon is called B2 The Caves of Chaos I don't want to spend 12 hours slaying the party with a vampire.  Looking up orcs on my very freaking handy LL monster cards (Thanks Jonathan Chappell!) which I put into my DM binder instead of cutting up into cards (crappy photo at right). I see that #Encountered is 2d4, I roll 6.  Then I roll Reaction (2d6) got neutral response.  Figuring these orcs came from the "Blue Line", one of two tribes in the Caves of Chaos, and were out here on the road looking for a caravan to raid not a 8-12 member strong band of good guys.  Knowing they'll likely be spotted they send out the red heart on white flag universal "Let us parley" sign.

The party sends up two orc speakers. Pisspants and Starhawk an elf.  Who the orc "negociator" points at and says "Is that suppose to be an insult." Quickly thinking Pisspants looks angrily at elf and says "Stand back 10 feet." "Ah," orc says, "It is your slave, very nice.  We eat ours."  Short negotiations later, both parties agree to let the pass peaceably along with suggestion by Warich, the orc raiders leader, to seek out the "Blue Lines" chieftain, Muback if the party was sincere in their offer to aid the orcs in destroying their enemies. [Not even at the Caves and party is already trying to get the monsters fighting themselves.  BTW if they do this I award XP for monsters killed. Even if characters did not do the actual killing.  To my mind, getting "them" and "them" to fight each other doing your work for you is at least as deserving of reward/XP as risking your own neck.]

The party wanders around Kobolds "Hedge Maze" for awhile mostly remembering to use 10' pole and avoiding the many pit traps.  They find the entrance and a small fight erupts.  But the group shows zero interest in screwing with Kobolds.  Choosing higher risk and more rewards and less flippin pit traps.  And also bringing a tear of joy to the DM's eye for picking up on that "old school" characteristic so quickly.  More wandering and the emerge into the caves proper. I read them Gygax's "boxed" text;
The thick, twisted tree trunks, unnaturally misshapen limbs, writhing roots, clutching and grasping thorns and briars all seem to warn and ward you off, but you have hacked your way through regardless.  Now you have stepped out into a ravine like area.  The dark, streaked rock walls rise rather steeply to either side to a height of about 100' or so.  Clumps of trees grow here and there.  At varying heights on all sides of the ravine, you can see the black mouths of cave like openings.  The sunlight is dim, the air dank, there is an oppressive feeling here.  A flock of ravens rise croaking from the ground, the beat of their wings and their cries magnified by the terrain to sound loud and horrible.

You know that you have certainly discovered the Caves of Chaos.

Party makes straight for what they've been told is the "Blue Lines" cave.  Some failed negotiation, crossbow bolt to the chest of Hylas Amazonian men-at-arms, and a wandering monster roll (again!) later group decides, after much deliberation, to "take out" the Owlbear.  [Since negotiations were taking some time and party was hanging out of caves I rolled d6 a '1' indicating some activity related to one of the denizens of the CoC's. I rolled another die and counted cave entrances clockwise landing on the Great Horned Owlbear's cave.  And that is how we got to what happened next.]

Party makes a fairly reasonable plan to kill the Owlbear with dogs and ranged weapons.  Being the single most feared creature I figured it was "smart" enough to have not fallen for standard tactics like that. Rather than become a pin-cushion it used forest and other covering terrain to approach as close as possible to it's dinner.  Emerging from the tree-line 1 round worth of charging away.  Onedias yells, "Wait! Hold fire for one round." and casts charm.  I felt bad having NPC take the "lead" pull out the ace.  But, that is what he'd do and I added him specifically to the party so they would have that ace.  Well one failed save and DM misinterpertation(lack of bothering to look up spell actually) later party has a third "dog".  Just this one has 5hd and 3 attacks.  Onedias yells his second line of the evening, "Now, now my friends we visit our friends the orcs!"

Best marching order for entering orc cave;
charmed Owlbear in front.
Everyone else anywhere that is out of it's way.

Orcs amazingly succeded the several moral checks I subjected them to as the party and Bear Owl slaughtered them.  Owlbear was killing about 1.5 per round but orcs using corridors to their advantage were able to get 4 attacks per round on it.  It got down to 1 orc (who yet again made is moral check, a 3 I think) and owlbear with 3 hitpoints.  That guy was gonna be a famous orc hero. It's porcine bust carved in marble or cast in bronze, sitting on the mantles of upper caste orcs from the Grimlok Sea to the Mushy Marshes.  Instead bear owl rolled it's to hit first and started munching on tasty orc.  That is when Magnus Priest of healing and metal (not good kind of metal) decided she had better finish owlbear off rather than risk charm breaking.  Since target was unawares and distracted I let her roll damage (automatic hit). She luckily rolled more than 3.  Would have been great time to roll on Death and Dismemberment table for owlbear.  But, alas, I had already decided that was not for monsters.

Some playing hide and seek with a Otyugh (which I couldn't find in LL, not there? called something else?) and several forays to city to sell orc loot and owlbear eggs/loot and leveling. They decide to take on the baddest, scariest cave there is.
"You find a hidden set of steps carved into the steep ravine.  Starting about 100 yards from the large cave entrance to either side of the path are skulls resting on tall polls.  As you get closer you can tell this is no cave but an entrance lined and faced with large granite blocks. Into which skulls and necromantic features have been carved. On the whole it appears very tomb or crypt like.  Standing before the entrance you smell the stench of death's decay.  Emanating from the black hole is an oppressive malevolence, weighing you down and testing your resolve."
After that description and near universal men-at-arms moral check failures party decides to try the next cave over.  Minotaur yeah! Onedias (under player control this time) charms the Minotauress and if you read the Hackmaster B2 version of the minotaur lair you you know what a mistake that was.  Much handwaving of details later party rescues Onedias and slays the Minotaur.  After some DM prodding they even locate the secret stash of major loot; Staff of Curing, +2 platemail, potions, and lots of gold.


Some Observations
That I didn't work in elsewhere or need repeating.
  • Labyrinth Lord is fun!  I can see some peeps wanting more detailed, nailed down system for a long campaign (not me). But, for a pickup D&D game.  Nothing beats it.
  • Example of ruling not rule. Alex dives into pool in attempt to remove Grey Oooze, but ooze acid eats him to 0 hitpoints.  Alex rolls "knocked out" on Death and Dismemberment table.  So, I rule that getting into water did dislodge ooze, but unfortunately Alex is now face down in the water. Mundy wades through pool and hoists Alex onto his shoulders. Sadly (or comically depending on your sense of humor) another ooze had been moving that way and decides to drop.  So, I rule that 1-5 it drops on Alex (who is on Mundy's shoulders) and on a 6 it will drop on Mundy.  It falls on Alex and for pure comedic value (the players didn't see the funny in it though) I further rule that Mundy is unawares and wades back across the pool to safety. Cheering that he has saved Alex, setting him down only to see a Grey ooze where Alex's torso use to be.
  • Example of winging it. Magnus finds secret tunnel, leading to secret door, leading to bottom of 30' pit trap.  No one but he wants to open it. Rest of party go way back down the tunnel. I knew it wasn't trapped. But I didn't know what was down there beyond the traditional "skeleton of past adventurer".  Since player had shown initiative and taken risk I thought they deserved chance at reward.  Ask them to roll d4-1 and that was how many magic items they found.  Magnus rolled 4.  More really lucky random rolls later; A mace +1 +3 vs undead, scroll of protection from undead, boots of springing and leaping.
  • Example of winging it/rulings not rule: Frandor's keep has got to have black market.  For one shot I didn't figure out NPCs, what was available, etc. Instead when player looks for something I ask them for a d6-X roll, where X larger number for rarer items and that is how many they find. Most common item is potions, d6-2. Then roll randomly on potion table. If they ask for something specific, there's a 1 in 6 or 1 in 12 or 1 in (you get idea) chance that it is available.  Reaction isn't a factor in market, they want to sell, you want to buy, it's business. But buying from the church requires a Reaction roll and if it turns out poorly they will not sell to you (nor the rest of the party if they know you are associates)
  • I made the players booze and wench it up when ever they returned to Keep loaded with treasure. Every character rolls d6x10 (or larger die if they choose).  The sum of all dice rolls / number of characters is how much gold each must spend. One side benefit is this provides a +1 when rolling for hirelings.
  • A men-at-arms pulled her unconscious master from certain death by Grey Ooze.  I gave a 1 in 6 chance that such bravery elevated her to 1st level and henchman status.  She failed that roll and both her and master got dissolved by ooze shortly there after.
  • Here is a picture of a 3x5 card of things I always forget and want to be reminded of.  I never remember to look at card and still always forget these things.
  • I'm ok with the hands body (means use my hands and whole body when doing NPCs, monsters, etc) and enthusiasm. But can never have enough of that.
  • Mid-encounter description means part way through battle, take a pause and redescribe the scene.  Updated with blood and drama and tension.  "Blood glistens from Mubak's axe as he raises it to deal Mundy a final death blow."
  • 30 sec visualization pause, means before describing scene. Take 30sec to build up scene in my mind using all 5 senses before opening my mouth.  I'm way to frantic during play to ever do this, but I do it before play and sometimes remember it. Such as describing entrance to Temple of Chaos.
  • Slow, slow pacing description. Means I need to quit being such a frantic spaz, allow some slow parts, allow players to digest and plan. Remember to describe fully instead of rushing to next thing.

Next B2 post will be on the maps I made.

Thursday, April 8, 2010

Deadlier Death and Dismemberment

After using Trollsmth's Death and Dismemberment a couple of times in my B2 Caves of Chaos games.  I still like it but I've found it nearly removes permanent death as a risk, at least the way I was using it.  As I look at actual table I notice several details that make it deadlier which I'd glossed over when quickly scribling down table off iPhone cause I'd forgotten to print it out.  So, it's probably alright and the original by Robert Fisher looks nasty too.  I decided to modify it anyways.  At the least it will be closer to how I think so I won't gloss over the details.

Player characters can't have less than 0 hit points.  Each time a player character takes damage that would take them to or below 0 hit points their hit points are set to 0 and they must roll on the More Death and Dismemberment table.  Men-at-arms, cooks, pet donkeys, etc are dead at 0 and do not roll. As are mundane monsters.  Named, epic monsters like Dragons and EHPs should roll, perhaps on a custom table(hmmmmm).  Henchmen with levels might roll, or might die at 0.  Same with major foes, such orc chieftan and dreaded owlbear.


More Death and Dismemberment

2d6 RESULTS
2 or lower Instant Death (decapitated or similar death from CtB).
3 Fatal Wound (gutted, stabbed through lung, broken back, and the like) die in 1d20 x 10 minutes. A Wish or similar effect would heal wound.
Knocked Out until death unless Save vs Death is made.
4-5 Severed Limb use hit location die, if head rolled and no helmet then as '2', if body rolled and no armor then as '3', otherwise will bleed out and die in 1d6 rounds. Magical healing (magic used for this will not restore lost hp), a tourniquet, or cauterization with fire will allow a Save vs Death with bonus equal to lvl of spell cast, if any. Success means character requires 3d4 weeks of healing.
Knocked Out until death unless Save vs Death is made.
6-7 Broken Bone use hit location die. 3d4 weeks to heal.
Knocked Out 1d20 rounds unless Save vs Death is made.  If head bone was broke and no helmet and failed save then knocked out, "in coma", until healed instead.
8-9 Knocked Out for 1d12 rounds if wearing a helm. If no helmet then as Broken Head Bone.
10-11 Stunned for 1d4 rounds and lose helm if wearing helm. Knocked Out for 1d12 rounds if not wearing helm.
12+ "Now I'm Mad" a surge of adrenaline returns 1d4 hit points per hit die. At the end of the combat, the adrenaline drains away, hit points are reduced to zero, and the PC faints for 2d6 rounds. If you roll this more than once in a single combat consider yourself a Bezerker under the effects of a potion of super-heroism.


Kickin'm When They're Down

If you have time, a defenseless (unconscious, bound, etc.) victim lives at your pleasure and you may coup de grâce them at will.  During combat or an otherwise hectic situation you must instead roll d6 and consult the More Death and Dismemberment table for each "attack".


Magical Healing of Long Term Wounds

Character's hit points can't be restored magically or otherwise until they are conscious and healed of any wounds.
 
In place of healing hit points each "point" healed reduces wound healing time by 1 week. Only one such healing is allowed per day and it requires the more or less constant attention (12 hours) of the healer(s).  Limited activity by the patient (puttering around camp/town, being transported by litter) and double rest 16 hours is required.


Notes on Missing Limbs and Broken Bones

Strong magic might regrow a missing limb. A right hander can learn to fight left handed and vice versa.  Might give them a -1 or -2 to hit and roll d6 each session on a 5-6 they reduce penalty by, might hand wave it.  Peg legs should run slower but normal movement I'd not penalize. Might give penalty or permanently reduce dexterity for missing limbs, might hand wave it.

Would give small chance (1 in 6) that bones don't heal right. Would increase chance by 1 for each time magic or otherwise accelerated healing was used.  Effects of "not right" best determined on the spot.


Things Changed / Emphasized

Tried to make it so if you hit 0 hit points you are most likely out of the battle.
  • More reasons to wear helm.  Which means I gotta now have reasons not to wear helm...
  • There is only one (12) "not bad" result. There's only three (10-12) or five if wearing helm (8-12) "could get back into fight" results. 
  • Majority of results (7 and below) are pretty darn bad. Ending that character's adventure for the day if not forever!
  • Severed limb is save vs death or die. So, four results (2-5) are pretty much "you are dead".
  • All results worse than knocked out also knock you out unless save is made.  I might change save to Con check (d20+Con score >= 20) with number you failed by, the number of d6's you roll to see how many rounds you are out.
  • The "bad parts" (rounds until death, rounds knocked out) are now liner rather than bell curved. They are also kept secret.  So, group doesn't know they probably have a couple rounds to save Sir Gimpy before he bleeds out.
  • Knocked down wasn't different enough from stunned and it's gone.
  • Added magical fast heal of wounds and reduced length of healing.

May your deaths be many and bloody.

Wednesday, April 7, 2010

Talislanta Released under Creative Commons License

Remember those Dragon ads? No Elves...



Those ads really attracted me. Cause even back when I was Tweleve I was rebelling against the Tolkeinesque fantasy sameness that seemed to be everywhere.  Also elves always brought to mind images of Mimes, Bards and Orlando Bloom.  Annoying wankers. 

I eventually bought that massive blue Talislanta Book a few years back.  It had some cool stuff. But, like many others have found it's damn hard to get a group interested in non Tolkeinesque fantasy sameness.  And unless you're building on the cultural fantasy milieu built up by popular art (books, movies, etc) comprehending a world with myrid of races and cultures is too much for new players to tackle.

I encourage people to download and look over Talislanta Blue Book and see what a world without elves is like.

B2 Caves of Chaos Twelve Hour Marathon Part 1


On Sat, April 3rd, at Dragon's Lair Austin (FLGS), I ran a twelve hour marathon of B2 Caves of Chaos, a mixture of Basic D&D's B2 Keep on the Borderlands and Hackmaster's B2 Little Keep on the Borderlands, using Labyrinth Lord (a BD&D retro-clone) from Goblinoid Games.  I originally planned to run this for TARGA's International Traditional Game Week.  But that was not meant to be. Instead for ITGW I ran a shorter B2 Caves of Chaos for the Austin's D&D Meetup Group. Which turned out to be good marathon prep. As it was my first time using LL and my first non-solo run of B2.

Now that I got every possible plug out of the way...


The short

Both times running this I had a blast. Players seemed to have a blast. B2 is just plain damn fun.  And with LL's fast combats you get to experience more of it in same amount of time.  Combined, approx 18hours of game time, the players wiped out (or allied with) every major group except the Warrangutans (aka Hobgobs), The Black Temple (aka Chaos, aka undead central), and the tiny Bugbear lair.  Our results might be skewed as both groups rocked.  Good tactics, avoidance of high risk, low rewards (kobolds and their "Hey what's that? Bet we could trap it!" attitude), and the like.

Charm, esp when misinterpreted by DM to work on Owlbears and Minotaurs is really an effective spell.

In both sessions I've used various things (rules, char sheets, monster cards, etc) created by the OSR and others.  First, thanks! You Rock! Second, I've now used OSR creations in actual game play that made those games better.  For me, from this point forward, anyone who says OSR hasn't produced anything worthwhile or the like can shove it. "It" being a 10' pole.

Oh and even despite my almost total lack of advertisement and us playing in the back room (and thus bereft of most foot traffic) a half dozen people showed interest and we were able to hook them up with info on D&D meetup and other D&D groups in Austin. If you have any inclination to spread our hobby and an opportunity to play in public I encourage you to do so.  Playing in public really, truly attracts new (and returning) players and grows the hobby.


House Rules in Effect

XP is not divided by number of players.  Find a 1200gp goblet, everyone gets 1200xp.  Compressing many sessions of raiding B2 into one marathon.  It worked well. For example, elves slow progression was an actual penalty, something not normally seen in a one-shot. 

MU starts at 3rd, CL starts at 2nd.

Damage by class with more damage if you forgo shield and use a 2h and +1 to hit if you dual wield.  No one ever picked dual wield +1 to hit.  Is it not worth it? Or did I just speed past the description that no one picked up on it.

Death and dismemberment with d12 "hit location" die. For PC's only, wardogs, cooks and men-at-arms bite it at zero hitpoints.  I ruled that magic healing fixed broken bones and reconnected severed limbs.  In retrospect mending broken bones seems ok, it's magic! But, the severed limb thing was a bad ruling on my part.  After using this table in two sessions, I'm still a fan.  But it's not deadly enough, every roll but 2,3,4 on 2d6 is no big deal (if group wins battle).  When using again I will do one or more of the following:

1) reduce access to magical healing.

2) modify table, make every roll 7 and under be almost certain death described variously, 8-10 bad, keep 11 as no effect, and 12 as "now I'm angry" adrenaline surge.

Sleep with campfire, hot food, and good rest each character regains their hitdice in hit points e.g. 3rd lvl fg regains 3d8.  If your hiding out from patrolling orcs, with iron rations, no fire or light, sleeping in armor etc. you get only one hitdie.

Group dice rolls for searching, listing, etc.  I'll write a post about this later.

Attribute checks didn't come up often but they are d20+attribute >= 20 (or 25, 30 for very hard checks)

No critical hits, but when a player rolled a natural 20 I generally described something hopefully awesome sounding e.g. slicing through two kobolds, climbing up the back of the ogre and jamming sword downwards through its neck/shoulder.


In Attendance:
 
  • Piss Pants the fighter, cousin of shit pants
  • Mundy Meatshield, a fighter.
  • Alex, token dwarve.
  • Starhawk! an elf, what else?
  • Blod, a thief of good spirit and bad luck, Soon replaced with Magnus a priestess of Marcuniess(sp?) Goddess of Metal (sadly not this kind) and Healing.
  • Onedias the most marvelous magic-user, aka NPC caster.
  • Two wardogs "Gwar II" and "Sir Bitesalot", which were deadly but short lived.  Basically 100gp bazookas.
  • Various men-at-arms who's names and exploits will not be remembered.


The Plan

Starting in Frandor's Keep players had opportunity to search for hirelings. 5gp got them a roll on Dungeons n Digressions' LL Hirelings Recruitment Table and Record Sheet.  I also kicked in a magic-user NPC, Onedias. Onedias proffered the following plan "Let's go up river to the Caves of Chaos and loot the place." Having no better idea the party agrees.

I didn't want to do any of the wilderness, side, or in town, encounters from B2.  This one shot was about the caves. Even so, I couldn't just let the players wander willy nilly through the wilds!  1 on d6 means wilderness encounter.  Rolled once on way to caves, once on return trip, and also once anytime players waste time mulling about outside caves or for things such as to see if anything came by and ate their donkeys. [Towards end of evening I quit rolling cause the random encounters had done their job, providing a bit of danger and variety. The players were now really "into" the caves and it was more fun focusing our time there. An example of how I "fudge" things as DM.]

Having forgotten there is a wilderness encounter table in B2 I rolled on the LL one.  Which is pretty freaking dangerous!  I use one roll and look it up on two or more tables (this time mtns, and inhabited).  This gives me flexibility in choosing encounters.  The roll turned up Chimera or Gargoyle.  Both TPK's and not even fun TPK's. Now an encounter doesn't necessarily mean creature has appeared 100 yards in front of party and combat starts.  It can mean hearing creature (players now have option to flee or investigate, thus any TPK is now their choice rather than random FU roll), encountering tracks or other signs (piles of dragon poop are my favorite).  LL has the best mechanic for determining nature of an encounter, The Reaction Roll.  2d6 with results from "hostile, attacks immediately" to "friendly", but weighted towards "neutral, wait and see".  Despite it's utter awesomeness, I didn't use it this time.  I had another "no-good fudging DM" trick I occasionally use.  Here is what happened.


The Result

"You hear the bleating of a goat, up the mtn side to your left.  Followed by a lion's roar and a gout of flame shooting out over a ledge." I was impressed that every player at the table instantly knew what creature this was, and more impressed that when I gave them a moment to react most of them fled for cover :) "You hear the lion cry out in pain and see a three-headed beast take flight, trailing blood from a vicious claw on it's flank." More player hiding and waiting.  "Quickly chased by a grey, stoneskinned, batwinged demon."  Waiting until the pair are out of site, most of the party wants to beat it but of course the thief, Blod, needs to see what's what and climbs up to the ledge.  One failed search later Blod decides to  tear apart the nest.  That is when the hidden, terrified, 3HD baby Chimera burns his ass.  One challenging battle later party finds the Chimera's treasure.  I have them roll for it on the spot.  Blod's character rolling for the magic items in a last ditch hope of getting a potion of healing.  He rolled naught.  Thief dead, party returns to town to sell ring with largest diamond they ever saw (Mundy rolled up 1300gp jewelry as treasure).  [btw every minute or so I rolled d6, on a 1 the survivor of Gargoyle / Chimera battle would return.]

For gems and jewels players got full XP but only 80% of value when selling to jeweler.  Arms and equipment are sold for 50% or less if they are of shitty humanoid make, players get XP for sale value.  Art and weird stuff like Owlbear eggs they must find buyer (an adventure in itself and not possible in one-shot) or sell at auction, players get XP for sale value. [Was making this stuff up on the fly, proly shouldn't give full XP value for the gems and jewels. I did cause I awarded XP for those at time of acquisition and I hadn't thought about the 80% sale price yet.  In future I'd not award XP for anything until it was sold for gold.]

Norm's Simple Auction Rule: DM determines potential value of auctioned objects dX+X (although it should not be bellcurved, i.e. a single die).  Each player rolls that.  Highest roll is the highest bid and what the player's receive (minus taxes, tariffs, auction fees etc).  E.g. 3 owlbear eggs were auctioned as a lot.  I decided value was  d12x100gp, players rolled 2, 5 and 11.  Eggs sold for 1100gp!


Friendly Local Game Store


I try to follow the rule "If I play a game at a FLGS, I buy something from that store."  This time I picked up BRP Rome. Cause Rome is always cool, I've been hearing bits about BRP and want to check it out, and I've read a few favorable reviews of Rome supplements lately (although, darn bad memory can't remember if BRP was one of them.  Bunch of peoples seem to have released a Rome recently.)

Ugh, too much for one post, Part 2 to appear later. Also, more posts on B2 Caves of Chaos & maps.

Tuesday, April 6, 2010

One Page Dungeon Contest Nominations

I've been helping judge this years One Page Dungeon Contest.

Part of the process was for each judge to nominate 20 entries and a "category" for each one.  Below are my twenty.

Just to be clear. These aren't the final winners.  These are just the twenty entries I picked during the first round of judging.  Other judges picked there own set of twenty.  And it was hard to narrow down to only twenty. There were 35 in my "these are awesome" pile after my first read through of the ~60 entries.

BTW Here are all the 2010 One Page Dungeon Contest Entries.


Fit Into the Most Categories:
Simon Bull -- The Ruination Of Tenamen

Place I Most Want to Visit ;)

Rich Lee -- Maddam Lila’s Speakeasy, Bath, and Brothel

Most Accomplished In Under 100k File Size:
Philippe Tromeur -- The Laughing Mausoleum

Wildest Wilderness: 
Lord Kilgore  -- Heart of Darkness

Coolest Cityness:
Paul Siegel -- Four Corners

Sexiest Sci-fi: (also best/only good? use of Flumph)
Stuart Robertson -- Dungeon From A Distant Star

Best Non-Fantasy:
Clarabelle Chong -- Time for Tea

Best Non-Dungeon:
Tim Shorts -- Where is Margesh Blackblood

Tastiest Treasure "bottle of soup" from a child:
Rob Antonishen -- Mine! NotYours

Best Back Story:
Maximilian Thieme -- The Bride of Visbek

Most Makes me Want to Listen to Very Loud Heavy Metal:
Michael K. Tumey -- Necromancer’s Crypt

Best Cartography/Art:
Tom Holmes -- The Bone Harvest Horror

Best Map:
Paul Fini -- Tomb of the Warrior King

Pulpiest:
Antti Hulkkonen -- Den of Villainy

Flavorfullest:
Craig Brasco -- The Vault of Zerduzan

Cthuluest:
Brenton Haerr -- The House of Lost and Found

Left me Wanting More:
Sven Vogler -- Under the Mountain

Most Ready/Inspiring for Expansion:
Heron Prior -- Trolls will be Trolls

One I Most Want to Run:
Jimm Johnson and Jeff Lynk -- The Contemptible Cube of Quazar

Most likely to be Really Cool if I Understood it Better:
David Bedell -- Under-desert of Qualorm

Monday, April 5, 2010

Star Frontiersman Issue #14 Released

The very excellent Star Frontiers retro-clone (they call it remastered) fans have delivered the next release of their game magazine. Star Frontiersman Issue #14, "Yazirian Power".

The actual download.


Cover (at right) by C. J. Williams


The Free RPG Blog review Remastered Alpha Dawn book.



Table of Contents
  • Technical Journal - Chemical Drives, by Richard “Shadow Shack” Rose
  • Optional Rules

    • Knight Hawks Expanded by Larry Moore & Brian Conway
    • Character Generation Tables by Larry Moore
    • Adventure Bots! Part 2: What You Really Need to Know About Role-playing
    • Robots by C. J. Williams
    • Cyberbionics by Bill Logan
    • Dralasite & Vrusk Ablative Sheets by Chris Harper
  • Game Report - The Dominion by Richard “Shadow Shack” Rose 
  • Adventure! - Star Rover artwork and NPC’s stats
  • Equipment

    • Flamethrower Gauntlets by Ryan Baker
    • WarTech LWS by S.E. Roberts
    • Variable Sword by Chris Harper
    • PDG Robotics by Gary Cliff – Georgie – BD Cerridwen
    • Power Armor by Brian Cliff
  • Frontier Fiction

    • Interview with an old space by pariah (Jess Carver)
    • Memory by Tom Verreault/jedion357
  • Adversaries

    • General Yan-Soon and the Sovereign Dominion Authority
    • Time Line by Richard “Shadow Shack” Rose
  • Yachts and Privateers Return - Remastered Dragon #88 by Douglas Niles
  • Encounter Writing Competition - Get your pencils ready for a contest!
  • Encounter Tiles - Map tiles to get your Game On!
  • Adventure Layouts - Standard module layouts by Larry Moore
  • World Works Mars Station Review - Table top terrain review by Tom Verreault/jedion357
  • Classifieds - Everything you don’t need but want

You got some Star Frontiers goodness? Contribute it for inclusion in the next Star Frontiersman.

Sunday, April 4, 2010

Roleplaying Tips Weekly E-Zine Issue #482 Instilling Common Sense Into Players, Part 1

Instilling Common Sense Into Players, Part 1

Roleplaying Tips Weekly E-Zine Issue #482 is out! This issue's main topic is one close to my heart and something every DM running an old school style game in which encounters aren't balanced and/or characters aren't invincible super heroes with players accustomed to a game style were one or both of those are true.


Contents:

Sunday Links

[Every week I pre-schedule a "Sunday Links" post.  Throughout the week when I find something that piques my particular interests but I don't have time to say much, or don't have much to say I'll add link to it here.  Little bit in the spirit of robotwisdom.com and a little bit cause I'm always forgetting were I saw cool idea 'X' and little bit cause most weeks I read so much that deserves a wider audience.  So, there may be a lot of content or may not be much each week.]



It's funny cause it's true, or it's funny for how pissed off people will be over it not being true.  Either way it's funny -- http://savevspoison.blogspot.com/2010/03/hahahahahahahaha.html

Vampire Babies! esp like how creature has been outfitted from Baby Gap -- http://towerofthearchmage.blogspot.com/2010/03/baby-bloodsucker.html

Excellent Sage NPCs -- http://sorcerersskull.blogspot.com/2010/03/page-of-sages.html


The latest goings on of interest to classic style gamers are reported by Jame's in his weekly OSR News from The Underdark Gazette.

Friday, April 2, 2010

Red Box Bryan College Station

We're a bunch of gamers in Bryan and College Station, Texas. Once a month or so, we get together on a casual basis to play Dungeons & Dragons, the greatest game of all time. We hang out, have a good time, and don't take ourselves too seriously.
Next door me home in Austin!

The wiki http://redboxbcs.wikidot.com/

The meetup http://www.meetup.com/RedboxBCS/

Thursday, April 1, 2010

CAPTCHA Names

So, who else is collecting captcha words to use for naming dragons, demons, elder horrors, forgotten grimoires, and the like?  To me they illicit a strange wrongness that other name generators fail to produce.

Please share your collection and/or other means for name generation in the comments.

[Ah, Rusty probably is the one I got this idea from. And check out how far Have Dice Will Travel has taken it.]


My list:

Ammagu
Ashalc
Avizkalsha
Bacurn
Byispli
Chlyza
Coppi
Cringi
Curnlar
Dablept
Dinsur
Dionur
Dormirt
Dzoola
Feltlic
Gatet
Glessa
Gosmert
Gralming
Hecto
Iagdhir
Iajuxxa
Ingics
Irednes
Kiathut
Kyaxyl
Kzxjus
Liumm
Oopsnau
Opilsith
Otifyis
Pastr
Phava
Phum
Prilitr
Puphyp
Reotaga
Scutranc
Shali
Shlosum
Skrous
Sluadit
Sotromis
Subwoo
Sugnu
Tulanci
Unato
Vurxabt

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