If you’re wondering why my reviews and some of my lists have disappeared from this blog, it’s because I’ve moved them to a new blog specifically devoted to that kind of stuff. Looking at stats and comments, I’ve realized that I’m pulling in two different audiences, neither of which will necessarily have much of an interest in the other. After a little deliberation, I decided it might be for the best if I separate my RPG-related posts from the essentially off-topic reviews and lists that show up on here from time to time. This blog will remain devoted to the role-playing games, while my ramblings on books, films, and video games will bugger off to a new home…

…a new home, with ads! Hahaha! Yes, I sold out at the first given opportunity. I might even make a whole DOLLAR by the end of the year! Woo-hoo!

So if you actually like what I have to say in my reviews (all one and a half of you), pop over to A Fistful of Cult and take a look. It is, save one or two new posts, essentially the same shit you’ve seen over here (for now), mildly edited to iron out any lingering grammatical mistakes. Unfortunately, I couldn’t port any of your comments over to the new blog. Mostly they were just naysayers telling me how much I suck, so I’m not sweating it too much.

I have to be honest, I’ll probably spend most of my blogging time over there, at least in the immediate future, mostly because that’s the sort of stuff I’m interested in writing rambling about at the moment (that, and this whole surge of ‘what exactly do you old-school RPG’ers want out of a game anyway?’ tripe has made me want to just bury my head in the sand, play the old games that I still love playing, and never worry about RPG blogs or forums again). My review catalogue is fairly scarce and scatter-shot at the moment, but I hope to build it up over time. Perhaps one day in the future my opinions on dorky media might actually be ‘highly respected’ by geeks on the Net (*snicker* Fat chance…).

I’ve never seen this little meme before, so apologies in advance if I’m the 10,000th person to post it. You’ll probably get a better giggle out of it if you’ve played Magic: the Gathering before…

Chuck-Norris

Mr. Rients always comes up with the best links. He’s dependable like that. Through his blog I’ve found a very cool post on Bat in the Attic entitled ‘How to make a Fantasy Sandbox‘, which gives would-be world makers a simple checklist to follow in order to create a playpen for their pals to trek around in.

I’ve been thinking about creating a new homebrew setting for some time now, and the sandbox idea is the most appealing to me. I can envision a world somewhat like an Elder Scrolls PC game – a large land mass with lots of small caves, ruins, mine shafts, etc for players to discover and explore, with the occasional large dungeon scattered about the map. I probably wouldn’t use any modules, except perhaps if I needed a few bits and pieces of inspiration (or if I got tired of the world and wanted it to come to an apocalyptic end: Death Frost Doom). No predesigned story arcs, the game progresses the way the players decide it should (for better or worse).

hmmm

The best part about the big sandbox worlds is that they’re infinitely recyclable. Your players never went to the haunted prison in the low country? Throw it into the next campaign. The group all died or fled before making it down to level two of the last dungeon? MacGyver the layout into your next dungeon design (of course, you’ll need a new second tier should some other group of players come along and want to explore it, but that’s part of the fun, eh?). If you end up liking your world enough, take it from game to game, have statues erected in the villages for the players who made it to heroic levels and lonely grave markers out in the wilderness for those who didn’t make it quite so far. When you get bored, advance the timeline forward a few hundred years and use AD&D’s A Mighty Fortress handbook to make it into an Elizabethan setting. If that’s not extreme enough, move the timeline up a million years into the future and use your same map for a Mutant Future game. Whatever you want!

I suppose deep down I’m always jealous of those guys who talk about using the same setting of their own design since the 1980’s (or late 70’s in some cases). To have that kind of longevity with a world (even if it spans multiple campaigns and gaming groups, maybe even different systems) would be pretty swell, to say the least.

This review has moved to a new location! Please click here to read it.

I see the red-headed stepchild of D&D has been getting a bit of a kicking here in the blogsphere once again. It’s easy to beat on poor ol’ 2E, isn’t it? It’s the edition that we only loved for its assortment of kewl campaign settings and supplemental material in Dragon and Dungeon magazines anyway, right?

2edmg

I admit the game certainly had its share of problems. I played a fair amount of 2nd edition AD&D back in the 90’s (and hell, I’m still running a play-by-post game of it today), but I think it only just now occured to me how much of the written rules in both the 2nd edition Player’s Handbook and Dungeon Master’s Guide I’ve completely ignored over the years. Here’s a shortlist of the most notorious offenders…

Half the combat rules: Included in this is weapon vs. armor adjustments for ‘To-Hit’ rolls, different damage dice for small/medium and large creatures, speed factors, the punching and wrestling table, called shots, polearms and weapon frontage, all the crazy modifiers to initiative (“Well, if you want your mage to use his magic wand this round, George, it’s an extra +3 penalty to your init roll…“), and so much more. All of this stuff always seemed like a bunch of nonsense to me. You need a flow chart to keep track of it all, and my goodness, can you imagine how long one round of combat would take if you were juggling all of this crap? I believe this was one of the key reasons I lost interest in my previous 2nd edition play-by-post game (“A Hot Day in L’Trel“), because I figured I’d just run the game ’straight out of the book’. What a terrible idea that was. It felt like I was judge to a complicated wargame rather than the DM overseeing what should be a fairly simple, cut-and-dried battle between the PC’s and a group of bandits or a pack of giant, rabid rats.

I suppose I’m biased from having been exposed to the combat system in Basic D&D first (or ‘classic’ D&D, or B/X D&D, or BECMI D&D, or whatever you people want to call it this week). It was simple. Group initiative, roll to hit, roll for damage, spells are cast, roll for morale (if applicable), move on to the next round. The supplemental rules were easy to remember: your opponents get an attack bonus if you turn and run away, etc. Individual initiative was optional.

I admit I did use individual initiative in my 2nd edition games back in the day, but I ignored all the modifiers and rolled a straight d10 (unless you had a monster like a zombie, which is supposed to take its turn last because of how slow they move). I also used the optional ‘hovering on death’s door’ rules, because… I don’t know, really. I reckon the first DM I played 2nd edition with used them in his game and I just took it from there. I’ve certainly had a reversal of opinion on this rule in recent years (nowadays I much prefer something like Robert Fisher’s injury table, which I seem to use in every game I’ve run recently).

Spell components: Nope. No way. Your 1st level mage is already weak enough as is, I’m not going to further hinder you by making you go around collecting bits of fleece or powdered iron or rose petals and then tell you that you can’t cast your one lousy spell anymore if you run out of them.

Yes, I know they were part of 1st edition too.

I also ignored them there.

Priests of a specific mythoi: They were just clerics in my games, thank you very much. Even in campaigns of my own creation, with my own pantheon inserted into the game world, I still didn’t want specialist priests thrown in there. There never seemed to be anything wrong with the 2nd edition cleric as-is, why do I need to give them specific powers and allow them to use battle axes because the god of such-and-such deems it appropriate?

It might be fair to say that I’m something of a hypocrite here, given that I did use specialist mages. Ah well.

Training: Like spell components, this is another carry-over from 1st edition. It doesn’t seem as strict as 1E’s rules regarding leveling up, but it’s implied that the DM may not allow a PC to increase in level after gaining enough XP until they seek out some form of training. I’ve always hated this idea.

Let’s say I’m a 3rd level fighter and I whip up on a band of hobgoblins all by my lonesome, earning enough experience to move into the 4th level. I’ve improved my skills in the field, why am I not automatically considered better at what I do (fighting)? Instead, I have to go home and spar with Duke, the stereotypical grizzled, eyepatch-wearing vet for five sweaty hours until I become a better swordsman.

It’s like if you had a rookie baseball player, and he hits ten home runs over the course of a three game series and yet the sports media won’t even think about considering him a better player until he goes through batting practice the next day. What the hell?!

Now, if I was using the proficiency system and the player wanted to learn a new weapon or a new skill, fair enough, seek out a trainer… but all that stuff happens in downtime anyway, so it never became an issue.

Dual class humans: Not that I outlawed or scrapped the rules for this, but nobody I played with EVER bothered with this. It just wasn’t on our radar at all. I guess if you wanted multiple class skills you went with a multi-class gnome or dwarf or half-elf.

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As a flip-side to this, I can think of one rule I always enforced that every other 2nd edition player I knew seemed to ignore when they ran their games, and that was the racial ability requirements table.

Everyone used the class ability requirements (you need to have a DEX score of at least 9 to be a thief, for instance), but many DM’s seemed to care not if you needed a minimum STR of 8 and CON of 11 to qualify to be a dwarf. Well, I surely did care. I was somewhat of a Nazi about those rules. I remember a player looking crestfallen, almost coming to tears because they didn’t have good enough stats to be a halfling (who the hell wants to be a halfling by choice, anyway?). Okay, it wasn’t that bad… but I do recall a little argument and a slight hissy fit from the player in question over that one. (who went on to play a half-elf instead and rose to become one of the most powerful characters in the game, by the way).

I enforced this rule to keep the demihuman quotient in check. Unless you’re on a world where elves or gnomes are the predominant race, I always figured humans should be the most common type of PC race selection. I didn’t do this to be a bastard, I just wanted it to be something special when you saw a dwarf PC roaming about.

You ever do something so dastardly as the GM that you have to duck your head behind your screen to cover up hysterical fits of giggling? Yeah. That was me last night.

I played a game of Labyrinth Lord with Jennifer and her sister Carey, who was in town paying us a visit. I’d like to point out beforehand that it was entirely Jennifer’s idea to get her poor, unassuming sibling in on this particular brand of dorkiness (just in case there are any lingering emotional scars discovered in the days to come). I guess Carey had seen some nerdy kids playing D&D back in high school and thought it looked interesting, so she was down for rolling some bones and creating a character to loot and pillage.

I’m pretty terrible at explaining the concepts, mechanics, nuances, et al – of RPG’s to relative newcomers (I’ve gotten a little better at it over the years, but not by much), but thankfully Carey was clever enough to pick up on many things without me having to go into great detail. It also helped having Jen there, who has played a number of times now and was able to assist with certain explainations.

Two characters were generated (3d6 in order). I’m pretty sure this was the best character Jen has ever rolled:

STR: 12
DEX: 15
CON: 8
INT: 14
WIS: 14
CHA: 12

This set of ability scores turned into Camilla Whitestone, a female elf of neutral alignment with a long sword and long bow. She had Charm Person, Detect Magic, and Magic Missile in her spellbook, and a suit of scale mail armor for protection. Camilla ended up with 4 hit points.

elf

Carey’s rolls were not as lucky (though she would soon discover the dice often have a mind of their own, anyway).

STR: 7
DEX: 10
CON: 12
INT: 10
WIS: 7
CHA: 4

I think Carey found the Charisma score of 4 especially amusing. Maybe her character had chronic B.O. or a really gross looking glass eye or something? At any rate, these scores eventually morphed into Esme (is that a Twilight reference on my blog? Noooo!!!), a lady thief of chaotic alignment armed with a dagger and short sword. Esme had a whopping 2 hit points, so she would have to be extra careful if she didn’t want to become the main ingredient in an orcish stew.

thief

The adventure I used was actually The Tomb of Sigyfel, the quick-play Labyrinth Lord adventure originally handed out at Gamicon Rho in Iowa City. I wanted a fast and easy one-shot that we could finish in one night, and Tomb of Sigyfel was perfect. However, I decided to make a considerable amount of changes to the module to better suit just two players. I even ended up changing the name of the villain from Sigyfel to… Iggar the Mad. Ha, ha, ha! Anyone else get my cunning Gygaxian gag there? I considered throwing a Green Devil Face easter egg into the adventure too, but I’m afraid the reference would be lost on my players, who pay absolutely no attention to the internet scene.

Iggar the Mad was an evil trickster who terrorized the local countryside with his dabblings in sorcery and weird Lovecraftian rituals many centuries ago. Even today, the evil eminating from his tomb still perverts the area, the dark energies from within attracting monsters and evil demihumans to the region. The superstitious villagers of Dagger Point have finally decided to do something about this evil, hiring out the duo of Camilla and Esme to purge the nearby tomb with an offer of three hundred gold pieces. Camilla and Esme accept (though the chaotic thief did consider trying to haggle for higher payment) and make the journey from Dagger Point out into the hills where the tomb was supposedly located.

The hill with the tomb built under it was easy enough to spot – dead grass, gnarled trees, and stormy clouds hanging low over it. The dynamic duo climbed the hillside and eventually found a small hole built into the earth with a damp, musty smell and a cool breeze blowing up from below (we had just gone on a silver mine tour in Tombstone the day before, so there were some jokes about this actually being a mine in disguise). The pair could see a narrow staircase leading down at a steep angle, which Camilla eventually had to descend alone at the request of Esme, who wouldn’t go down in there until it was declared safe.

Camilla discovered a circular antechamber at the bottom with soot-stained walls and a number of partially burned candles strewn about the place. The elf quickly returned to inform her cohort that the room was safe, and the two made their way down again, Esme lighting a torch to help them find their way. They discovered a locked door to the west with a riddle carved above the door:

It cannot be seen, cannot be felt
Cannot be heard, cannot be smelt
It lies behind stars and under hills
And empty holes it fills
It comes first and follows after,
Ends life, kills laughter

I figured adding a riddle to the adventure, especially at such an early point, would help get the players’ brains going. You have to be mentally sharp to survive a trap-filled tomb, you know. At first the popular guess was ‘fire’, so the characters went around lighting candles to no effect. Carey eventually figured out the answer was ‘darkness’, so the characters extinguished all the flames and heard the door unlock itself, allowing them access to the tomb.

Once inside, Camilla led the way down a short hallway that turned to the south. At the end of this hall was an inscription that read: “THE TOMB OF IGGAR“. Knowing they had the right address, the party turned the corner, only for Camilla to immediately step on a pressure plate and activate a swinging scythe trap that only ended up scraping her shoulder for a couple points of damage. From that point on both Jen and Carey declared they were checking for traps and secret doors pretty much every time they came into a new area (of course, they didn’t always successfully find the traps, as you will shortly discover).

The southern hallway turned east, running for at least fifty feet or so, and there was also a turn to the south about ten feet down the hall. The duo ignored the southern passage for now and proceeded east, where Camilla once again activated a trap, as the floor gave way and she feel down 1o’ feet into a pool of dark, freezing water. Esme lowered a rope and the soaked elf clambered her way out, a little flustered, but no damage done.

A door to the south was discovered just after the water pit trap, but the door was locked. Esme failed a pick locks attempt, so the party continued on east-bound in the hopes of finding a key. The hallway ended after another twenty feet or so, turning southward much like the first intersection they passed up. Also at the end of the east hall was a strange, multicolored door with a number of buttons also of different colors running down the side. The button colors were: blue, orange, brown, white, black, red, aqua, pink, and silver. Both players spent a considerable amount of time in front of this door, trying to figure out how to open it. Camilla pressed a few buttons at random; the orange button made her hear the sound of hollow laughter inside her head, the pink button made the area smell of freshly cut roses for a few seconds before dissipating, the aqua button did nothing in particular at all.

Esme also pressed a few buttons. She pressed the red button and ended up with a smear of red ink on the tip of her finger, and pressing the silver button sent a jolt of electricity through her system for one point of damage (half her heath!).

At least twenty-plus minutes went by before it was finally agreed that parts of the tomb remained unexplored and that a clue regarding the rainbow door could be found elsewhere. Camilla and Esme returned to the first southern hall they passed up and ventured down it, going through a door to the south that opened up into what might have been someone’s living quarters once upon a time. Amid the wooden debris in the room, the party also spotted a glowing golden coin lying in front of another door to the south, which Esme immediately made a move for. I think I showed my hand and made a reach for the dice too soon, because Carey quickly rescinded that and waited until the find traps/secret door checks were done. Nothing was found, though Camilla noted that the wall in the southwest corner of the room looked as if it had been singed before.

Esme eventually did pick up the coin, which… yeah, you guessed it. Exploding coin trap. Two small fireballs shot out of a previously unseen alcove in the southeast side of the room, scorching Esme and reducing her well below zero hit points. I rolled on the injury table to figure out Esme’s fate, and luckily the thief survived, albeit with a nasty sunburn and some sizzling leather armor, neither of which would help her already abysmal Charisma score. Camilla dragged the thief away towards a safe spot and decided they had better get some rest to recover lost hit points. Though the night was uneventful, both characters slept uneasy (one was probably having nightmares about falling into freezing pools of water whilst the other was probably having nightmares about fire).

After some rest, the party searched the alcove where the fireballs came from, discovering a wooden table with an iron-cast box atop it. Inside the box was a stash of hundreds of silver pieces and a considerable amount of gold too. The party split the gold (Esme begrudgingly) before continuing on through the door to the south. They found themselves in a cold, dark room full of battered stone sarcophagi, in which rested the skeletal remains of many former knights who had fallen into disgrace and lost their titles by choosing to follow the lead of the evil Iggar (going to Napalm Death concerts with him, I suppose). Jen was adamant that neither character touch any of the sarcophagus lids or the actual skeletons themselves, lest they come to life (What?! When would I EVER make skeletons come to life on her?), so the duo quickly retreated from the room and decided to try the central door down the west to east hallway again.

Since it was a new day, I allowed Esme another chance at picking the lock, which was a success this time. The party entered a small hallway running south with two purple velvet curtains on either side of the room, each concealing a small alcove behind them. Camilla used her sword to part the curtains from afar, the only things of interest the party noted were some wooden debris in the southeast alcove and that the ceiling appeared to be set up to cave in on them should they enter the northwest alcove (thanks to the thief’s find traps skill). Esme seemed to think that there could be something useful contained within the rocks of the sagging ceiling, but Camilla strongly advised against it, so the party moved on to another door due south.

This door was also locked, and Esme once again failed her pick locks attempt. Both characters tried forcing the door with muscle, but failed their Strength checks. Figuring they could find some means to unlocking it elsewhere (or that they could just try again later), the party left the locked door behind and went to investigate the final southern passage on the west to east hall.

BUT FIRST – a little more time was spent on the multicolored door. More random buttons were pressed. The black button made a gust of wind blow down the hall and extinguish the party’s torch. The blue button made the sound of distant thunder rumble through the hall. The aqua button still did nothing. And the brown button… well, the brown button also appeared to do nothing.

CAREY:Appears to do nothing?”

JENNIFER: “Is that what he said?”

CAREY: “Yeah. So it has to be important, right?”

JENNIFER: “Wind, thunder, electricity… maybe it’s a storm or something. That could be a clue.”

CAREY: “The brown button has to be important.”

So anyway, after some more fiddling with the mystery rainbow door, the party eventually moved on down the south hall and found another locked door. Esme successfully picked this lock, and the two characters walked in on a disciple of Iggar the Mad, a magic-user dressed in the garb of a jester, the only difference being the color of his outfit was all black. The dark jester immediately promised death to the intruders and began casting a spell at them. He won the initiative and appeared to summon two nasty, muck-covered mongrelmen (I think I described them as looking a lot like the Uruk-hai climbing out of the breeding pits when Saruman the White is creating his orc army in the Lord of the Rings films). Camilla attacked one with her long sword whilst Esme went after the other with her short sword. Esme whiffed badly on her attack roll, but Camilla scored a hit for a few points of damage. Strangely, the blow felt a lot more airy than one would usually expect when wielding a sword. Hmm…

Carey had the idea to try and disbelieve the summoned creatures, which… I don’t know how a newbie player figures it might be a Phantasmal Force spell being used against them, but that was pretty savvy (technically you’re supposed to get a save anyway, but I’ve always made this save behind the GM’s screen). Of course, Esme ended up failing her save versus spell, so it didn’t entirely work out for her, but Camilla managed to pass the saving throw, realizing that the jester had simply fooled them with an illusion. The two characters bypassed the illusionary mongrelmen and advanced on the jester. However, in the next round the jester won the initiative and cast Mirror Image, duplicating himself and confusing the elf and the thief. They decided to try and take one each with their attacks, but both rolls were misses, thus the fake dark jester remained undiscovered.

In the next round, the jester attempted to use a Charm Person spell on Esme, but the thief successfully made her saving throw. Once again, the party whiffed on their attacks, so another round was needed to resolve the conflict. The dark jester burned his last spell, a Magic Missile, which he launched at Camilla, only inflicting a small amount of damage. Camilla missed her attack, but Esme finally scored a hit, running the dark jester through with her short sword and killing him with one blow (well, that’s the shitty thing about being a magic-user, even at 4th level you still have no hit points).

The party looked around the room, discovering an altar with a number of black candles and a small statue of an ancient demonic deity (you know, goat horns, Cthulhu tentacles, etc). The statue was crafted of platinum, and would be worth a fair amount of gold if it were melted down. In addition, the black candles were worth a handful of gold, so the loot-hungry thief quickly scooped them up and put them in her pack. Esme also rifled through the dark jester’s corpse, pocketing a pouch full of coins, a dagger, and a scrollcase containing several parchments written in an ancient tongue, apparently describing some sort of ritual that the jester might have been performing.

Camilla and Esme continued through a door to the south and entered a small chamber that must have been a laboratory of some sort many thousands of years ago. Broken beakers and vials scattered the floor, cobwebs and dust covered everything… except for a table in the center of the room. The table contained two large potions, one purple in color, the other green. The purple potion had a card underneath it which read “DRINK ME“. Searching the room for hidden doors and traps yielded nothing, the only thing found was a tiny mouse hole in one corner of the room by Camilla.

Carey immediately thinks the purple potion is too obvious and wants Esme to drink the green one. I was slightly taken aback by this, but I suppose your cautious nature starts to slip a little after being blasted by an exploding coin and surviving a fight with an insane jester in black. So Esme drinks what is discovered to be a potion of water breathing and instantly remembers the pool of water Camilla fell into earlier. She decides it best to go back there and check it out while the potion is still working…

CAREY: “Can we split up?”

JENNIFER: “Yeah, I want to drink the purple potion.”

ME (trying to hide the vicious smirk that comes over the DM’s face when he knows the party is dead, dead, dead): “Sure, you’re allowed to split up if you want.”

While Camilla is drinking the purple potion then, Esme returns to the water pit and dives in, discovering that it leads to a looong underground tunnel. She swims out for awhile before coming across the biggest, scariest, most venomous giant sea snake known to man. The thief bravely pulls out her short sword and tries to fight the thing, actually scoring a hit for a couple of points of damage before being bitten. She fails her save versus poison though, and immediately starts sinking to the bottom of the water, her nervous system rapidly seizing up. Esme lies there twitching for a while before being devoured whole by the sea snake.

Elsewhere in the tomb, Camilla was drinking the purple potion. She quaffed about half of it, immediately shrinking down to the size of a mouse. Jennifer gleefully realizes she can go through the mouse hole now, discovering that it leads outside to the far side of the hill they’re on. Unfortunately, a giant rat has made his home in this area, and to the mouse-sized Camilla is about as big as a T-Rex would be to a normal sized person. Camilla instantly bolts back inside the tomb and clambers up the table (which takes more than an hour because of her diminutive size now). The elf knocks the purple potion over and tries drinking some more, hoping it might reverse the effect, but no such luck. She then knocks over the green potion and drinks some of that, so that she is now a bite-sized elf with the ability to breathe underwater for a time. Jen briefly has the thought that she is meant to mix or drink both potions at the same time, but dismisses it…

Alone in the tomb now, Camilla rests until the effects of the potions wear off. She spends a little more time screwing around with the rainbow door (“Where does this #@&^$ door lead to?!?!“) before heading back to the center-most doorway and trying once again to force it open. This time the elf succeeds, walking into a massive room with three large statues of more demonic deities in various horrifying poses and an exquisite  jewel covered sarcophagus in the center of the room. Camilla boldly walks up and pulls the lid aside, which causes a terrible black creature to jump out at her, a fearsome ghoul that was once Iggar the Mad (who was slowly being resurrected by his disciple, the barmy jester that the party killed earlier).

Camilla immediately casts a Magic Missile at the ghoul, inflicting the minimum 2 points of damage. The ghoul fights back with its three attacks per round, only landing one of them, a claw attack also worth 2 points of damage. Fortunately, elves are immune to ghoul paralysis, so the fight continues! Camilla won the initiative, drew out her long bow for the first time in the adventure, backed up as far as she could and fired… a natural 20, maximum damage. Camilla does a Robin Hood bullseye-type shot and takes the ghoul’s head off, killing the big bad of this dungeon in only two rounds. Jennifer was well pleased with this turn of events (and really, wouldn’t you be chuffed to have your character be so badass?).

The evil now defeated, Camilla pries the jewels from the sarcophagus and also discovers a nifty dagger +1 hidden inside the thing. She then heads back to the rainbow door to try once more to open the darn thing. This time the elf presses multiple buttons at the same time, which causes certain buttons on the panel to light up, and certain buttons to somehow switch positions with other buttons in the sequence. She presses the silver button again, which causes a silver coin to drop down from out of the ether onto her head. The only button to do nothing is still the aqua button.

Intensely frustrated, Camilla decides to simply leave the dungeon the way she came in. Unfortunately, she discovers that the hallway leading out into the antechamber has suffered a cave-in, making it completely impassable. The elf trudges back to the lab and, out of ideas, drinks the rest of the purple potion, shrinking back down to mouse-size again. She bolts out through the hole, hoping to outrun the massive rat. There’s no point for combat rolls here, so I just gave Jen a 25% chance to avoid becoming rat food… she rolled a 97. Camilla, the savior of Dagger Point, was pounced on and chewed up by the hungry rat, a death equally as horrific as her comrade Esme’s was… Game over.

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So yeah, if you’ve read or played through The Tomb of Sigyfel, you might find some of this adventure account completely foreign to you. All of the traps, save the swinging scythe trap, were inserted into the adventure by me. I figured lots of traps would fit in well with Iggar’s ‘trickster’ reputation. The riddle and the laboratory at the end were also my own modifications, the latter being my own little reference to Alice in Wonderland. Jennifer actually had the correct idea in either mixing or drinking the two potions at the same time – as a bite-sized water breathing character, you would be no bigger than a minnow and could safely swim past the giant sea snake. The water eventually led to a river that could be followed back to the village where the characters started.

Of course, she could have also tried to investigate the illusionary cave-in that manifested after the two characters walked into the place… but I think Jen was pretty convinced that she was getting screwed over at that point, and thus paid it no mind.

The dark jester was originally an evil cleric with two orc servants in the module, but I figured a jester flinging illusion spells at the players would fit in with the funhouse theme a bit more. Jen thought it was a cool touch, and Carey… well, she seemed to enjoy looting the poor guy’s dead body more than she probably should have… Ahem.

And finally, you might be wondering where the multicolored door led to. The answer… nowhere. It was a false door. I simply sat back and made random shit up as the two characters frantically pushed buttons trying to figure out some kind of secret code or combination. I don’t know how I managed a straight face during all this, because I was dying inside, especially because the girls seemed to get the impression that this door was actually the key to the whole dungeon, or that some great amount of treasure or magic items would be laying beyond the threshold. Unfortunately, this was just a false door installed by that evil, tricksy Iggar in his quest to be as much like Loki as possible.

sigyfel

I should say that the fact that I could easily make these changes is a testament to the module. The Tomb of Sigyfel is an immensely playable little adventure as it is, and if you find yourself with some newcomers to the game and want to ease them in with something you can finish in one play session, go download it right now (it’s free, so you really should…).

I believe both Jen and Carey had some fun with this. Jen did her own mapping for the first time, which looked really good and very closely resembled the actual map in the module. And Carey did not seem overly bothered that her character bit it. I mean, it’s a one-shot. If you live through it either you or the GM is doing something wrong (if you have a big group I suppose a few survivors, ala The Magnificent Seven, are acceptable). Now the poor girl will never be able to live down the fact that she played D&D (or a D&D clone, as it were).

Ah, well. Like I said, it wasn’t my idea.

Right. Memes are a good way to ease back into blogging again. So here goes.

This has made the rounds lately. I found it on Superhero Necromancer for what it’s worth, so that’s who is getting the credit here.

The object is to simply pick your ten desert island role-playing games. I trust that in my exile on this desert island I have a decent group of players to participate in these games with me, otherwise it wouldn’t be much fun just reading the books over and over again. I suppose I could play them on my own, but then I’d end up talking to myself all day long, and it’d become a bit like Castaway then, wouldn’t it?

In no particular order, my desert island RPG’s are…

- Rules Cyclopedia Dungeons & Dragons by TSR
This is the best iteration of the ‘basic’ rules to take, I reckon. There’s so much stuff crammed into this single volume, it’s ridiculous. Easily one of my all-time favorite RPG books.

- Warhammer Fantasy Roleplay by Games Workshop
For a bit of grim fantasy, lethal combat, and for the fantastic job system (which doesn’t always work so well in actual play, but that’s what house rules are for… and come on, dwarven trollslayers!).

- Middle Earth Role Play by Iron Crown Enterprises
For even more lethal combat, but this time in Tolkien’s world. Would also be a handy reference guide if I got really bored and wanted to start writing Middle Earth fanfiction. The book is that detailed. Not that I really care for fanfiction at all (or have ever written any), but I’m stuck on a fucking desert island, you know?

- Ghostbusters by West End Games
This would fulfill my need for a comedy/lighthearted game every once in a while. The D6 system is brilliant, and it also helps that I’m a closet Ghostbusters fanboy (though I doubt I would dress up as one for Halloween like some people I know… ahem).

- Mutant Future by Goblinoid Games
Yeah, I’d actually give Mutant Future the nod over any edition of Gamma World. I guess I just love the Labyrinth Lord rules that much (which are the BD&D rules, more or less), and MF does a great job of taking those rules and applying them to a completely different setting. You need some magma plants and spider goats on your desert island, trust me.

- Call of Cthulhu by Chaosium
I’d be a total dick if I was the Keeper, too. I’d run a scenario that featured a tropical desert island, the Bermuda Triangle, a killer Cthulhu-mutated shark (ala Jaws), and a bunch of savage kids running around the island butchering everyone (ala Lord of the Flies).

- Star Frontiers by TSR
For a bit of straight space opera sci-fi. Never played Star Frontiers enough, so I suppose being stranded on this island would give me plenty of time to catch up on it.

- Paranoia (2nd edition) by West End Games
More lightheartedness, I suppose. This is for when we’ve been stuck on the island for a few years and are all starting to go a bit mad…

- Shadowrun (1st or 2nd edition) by FASA
A bit of cyberpunk mixed with fantasy for those days when I feel like I can understand what the hell William Gibson is talking about in his novels. I’d probably take Earthdawn with me too, but I already have enough straight fantasy on this list as it is…

- Advanced Dungeons & Dragons (2nd edition) by TSR
Yeah, I already have a version of D&D on here, but this one surely has enough differences to be considered its own game. Why 2nd edition? Because with all its campaign settings and source books, it became quite a versatile little game, and I’d totally cheat by sneaking Ravenloft and Planescape books onto the island with me. Ha!

Whoa. It’s been awhile. There’s cobwebs all over the place.

I haven’t abandoned this blog, I’ve just been busy focusing on other things recently (road trip, module writing, playing Eternal Sonata with my girlfriend). I suppose this period of relative inactivity here qualifies as my ’summer vacation’ away from the blogging scene, although I’m still strangely pulling in just as many visitors to the site each and every day. The kiddies love the Top Ten Episodes of MST3k post I did some time ago, and of course, one of the most infamous posts of mine that seems to get dozens and dozens of views every day, that damn Labyrinth Lord vs. Basic Fantasy ‘review’. Seriously, it’s one of the worst posts I’ve ever written. I wish I could just delete it, but it’s been linked to on BF’s Wikipedia entry and I don’t want to screw up the reference links.

Truth is, I had been considering cutting back on my blogging before I took this little break. I went through a period where I thought ‘Yeah! Wouldn’t it be cool to update this site EVERY DAY with my bullshit rantings on the geek life?’. Thing is, I never really cared for doing that, and it made me feel as if I was being a little untrue to myself. I’m not a professional, and I’m not getting paid for this nonsense. Some of the everyday bloggers in this part of the blogsphere, I’m not going to name names, but seriously, you can tell when the creative well is starting to dry up for them, especially if it’s a quiet stretch without any Wizards of the Coast boneheaded business decisions of the month for them to rail against. I don’t want to become one of those guys. I prefer the quality over quantity bloggers anyway.

So, that said, I’m not going to give up, but I am going to slow down to an acceptable speed limit and pick and choose my words a bit more carefully, at least in the immediate future.

According to Zeke anyway…

It's the Zekester

Buy Death Frost Doom now from Noble Knight Games… if you’ve got the intestinal fortitude, that is.

Work has continued on my module, Echoes of the Past (still not entirely happy with that title, but I guess that’s why you refer to them as working titles). I sent a plot synopsis to a publisher who shall remain nameless and was, to my astonishment, given the all-clear to write a manuscript and present it to them for further analysis. This doesn’t mean it’s going to be published (although I suppose it still could be), but it’s at least a step in the right direction.

I had Charlotte (my iPod) beside me for the majority of my brainstorming sessions, and thought it might be amusing to share my ‘dungeon designing’ playlist with everyone. The soundtrack to my adventure, if you will. Although that said, don’t look too hard for any kind of ‘theme’ here. I mostly felt this was just a good selection of random tunes to get my creative juices going.

“In the Heat of the Night” – Diamond Head
“Perfect Strangers” – Deep Purple
“The Black River” – The Sword
“Curse of the Pharaohs” – Mercyful Fate
“Ghost Light” – Pyramaze
“The Holy Cross” – Stormwarrior
“Silver Machine” – Hawkwind
“The Four Horsemen” – Aphrodite’s Child
“The Gunslinger” – Demons & Wizards
“Warrior” – Wishbone Ash
“Exiles” – King Crimson
“Light in the Black” – Rainbow
“Future World” – Helloween
“Dreamer Deceiver” – Judas Priest
“Knights of Cydonia” – Muse
“An American Trilogy” – Elvis Presley

Conclusion: mixing metal, prog, and Elvis together will make your adventures really weird. Use with extreme caution.

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