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[REVIEW] The Mines of Wexcham

Beyond Fomalhaut - Tue, 04/21/2020 - 17:56
How Do You Intend to Proceed?
The Mines of Wexcham (2012)by Gerald D. Seypura, PhDPublished by Southerwood PublishingLow- to mid-level characters
Published for the OD&D-inspired Champions of ZED system, this module (also referred to as The Mines of Wexham) is a fairly odd combination of a short wilderness trek, a dungeon crawl at an abandoned mine site, and questionable attempts at writing fantasy fiction. It has a certain charm, if you care to look deeper into it. In the functional sense, it is a modular “orcs in a mine” scenario that makes more sense on its own than as a tournament exercise. This is a lot, so let us unpack the details.
It is generally a bad sign if an adventure module (a play aid meant for use in an interactive game) begins with an introduction written in the form of a piece of fiction. It is even less promising if a 19-page adventure module goes into a full-page treatment of the history of a fallen empire who can be summed up as “they were Romans”. (They are called… the Reman Empire.) It becomes positively ominous if it then starts to lovingly detail a home base which will, actually, have no role whatsoever in the actual adventure, then presents a list of pregen characters with backstories and all. The Mines of Wexcham does all of this and then some, lovingly detailing pieces of political and personal intrigue of barely any relevance; pseudo-historical trivia without a bearing on what goes on, and PCs/NPCs (more on this below) of no interest. Hitting all the wrong notes in story-centric adventure design and taking up a good 1/3 of the adventure while doing so is certainly an accomplishment of sorts. If I had not already printed my PDF, this is where I would stop – but it does get better.
There is something slightly off about the adventure that has a non-standard touch, similar to the occasional 1970s tournament weirdness Judges Guild would sometimes publish – pre-standardisation D&D, and a pre-standardisation way of presenting a packaged scenario. “How do you intend to proceed?” This enigmatic question is repeated dozens of times in the text. What is this cue for? It is hard to determine if it is a reminder for the GM to tell that much to the player, or something else that only made sense to the writer.
In The Mines of Wexcham, the characters are after the rumours of a lost mine with rich ore deposits. The ore is of strategic and political importance, and multiple interested parties have taken note. One of these parties are the player characters – as an innovative touch, if the PCs do not play them, the GM is instructed to make them the rivals, and the pregens as a party they must beat to the score. The rivalry is handed in a fairly ad hoc way, without turning it into a mini-game or player-vs-GM contest. There is, however, a wilderness trek with three main options, played as a mixture of random encounters, until at last the charactrs reach their target. There is not much to it, but it has a decent sense of discovery – finding an old, abandoned road in what now counts as untamed wilderness is a classic touch.
The main adventure site is the heart of the publication, taking 8.5 pages with three full-page maps: a ruined mining village, a small set of troll tunnels, and the mines proper. Unlike the introduction, it is simple, to the point, and iconic. There is nothing especially strange here (most keyed locations are flavour or monster encounters), but the mining village captures the feeling of an eerie, abandoned Roman-style mine site quite well, and this continues down in the mines. Here, we have a conflict between two sides, either of which pose mortal danger to a low-level party (including a 70-orc lair), but which can be evaded or leveraged against each other. There are signs of former habitation, and a few fantastic encounters that spice things up. There is also a sense of discovery that’s classic. It feels a bit like the first orc mine you cleared.
Altogether, this is a weird one – burdened by poor design decisions, and ultimately fairly lightweight, but offering an interesting location you could drop in a corner of your word and use without a second thought. It is also a sort of look into early OD&D, and how it might have felt back then, when it was all new. How do you intend to proceed?
No playtesters are credited in this publication.
Rating: ** / *****
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The Torchbearer Second Edition Kickstarter Is Live!

Torchbearer RPG - Tue, 04/21/2020 - 15:00
Cave Serpent by Arik Roper

Hello friends!

Just posting to let you know that the Torchbearer 2nd Edition Kickstarter is now live!

We’re splashing out on this like never before. The new edition is based on 7 years of playtesting and feedback on the first edition. We started off with the intention of making a few tweaks like fixing the bow and wound up revising the entire game.

Don’t worry! It hasn’t changed so much that your existing supplements will be useless, but we’ve clarified, revised, refined and expanded the rules. If you back at a tier that includes the Lore Master’s Manual, you’ll get tons of new material, some of which I know many of you have been clamoring for. It includes:

  • New class: the thief, go from a knife-wielding cutthroat to the shadowy power that rules this town
  • New class:  the shaman, fueled by the Immortals of Beasts, channeling their wild power
  • New stock: the Troll Changeling; they’re part troll, part human and all trouble
  • New conflicts: Banish, Abjure, Bind and Battle
  • New settlements like Borderland Fortress, Shire and Walled Town
  • Lots and lots of gear in a comprehensive list
  • Rules for making base camps—good for tackling those megadungeons. 
  • Economic rules so you can crash the economy of your town
  • Travel rules
  • Simple guidance on town adventures
  • More spells and invocations
  • More monsters!
  • Wild new rules for spiritual quests 
  • And more!   

Join us in this adventure and you’ll score some fabulous loot!

Categories: Tabletop Gaming Blogs

A few meditations

The Splintered Realm - Tue, 04/21/2020 - 13:28
I had time to sleep on some concepts in play testing, and here are some things I've mulled over:

Money and XP
I have to take money out of the XP progression. The XP chart is lean - it has to be. There are only 6 levels in the game. The default progression has to be slow. The difference between level 2 and level 3 is huge - it's comparable to two levels in B/X. It's comparable from moving from level 3 to level 5. The treasure charts are, by design (and necessity) relatively random. You can find a lot of gold in one lair, and nothing in the next three. That's by design. The problem is the opposite; if you get lucky for two or three lairs in a row, suddenly you are ramping up XP like crazy, and you can pick up a level very fast. Now, you've moved from level 3 (B/X numbers) to level 7 in a handful of encounters. It's a potential campaign killer. If you can kill three dragons, you deserve that XP. But if you just happen to get really lucky when rolling their treasures, it shouldn't automatically end the game because you top out your character.

CON checks vs. Feats for Poison
I toyed with making poison saves a CON check vs. a Feat. I really like this, because it makes CON a little more important, and it feels more reasonable. But, then I realized why I made it Feats in the first place:
- All creatures have a Feat rating, but only player characters have attributes. What about when a goblin gets poisoned? You have to hand wave it. Hate that.
- This opens Pandora's box. Then, shouldn't avoiding a trap be a DEX check? And shouldn't some spells be WIS checks? Shouldn't some manipulation require an INT check? Ugh. Breaks the simplicity of the engine.
- The source material says no. Feats are a synthesis of the entire saving throw system from B/X. Poison was resolved as a saving throw, not as a CON check. Old school, yo.

Attributes Revisited (Again)
Thought a little bit more about attribute scores and modifiers. My original system has the progression at +1 modifier for every 2 attribute points, and the system I was tinkering with moved it to every 4 - what if we meet in the middle at every 3? It looks like this:

Rating (Modifier) - Descriptor

2-4 (-1) Poor
5-7 (-) Average
8-10 (+1) Above Average
11-13 (+2) Exceptional
14-16 (+3) Heroic
17-19 (+4) Epic
20-22 (+5) Titanic
23-25 (+6) Godly

There is a a lot to like here. It still keeps the numbers in check, but gives a little more gradation. It also moves 'average' down slightly, which I like. A 'typical' PC has 7s across the board - he or she is nearly above average in all things. You are likely to get a handful of +1 modifiers, and getting an 11 once in a while is not unlikely. Min/Max rules have to go, however. That's old school. You get what you get.

I like the crossover for monsters. An ogre has STR 16. Giants are 17 (hill), 18 (fire and frost), or 19 (storm). A titan starts at 20.

It keeps an important break point at 14 (that's the threshold for being able to attempt epic checks). You feel almost as good about your 8 as you would 13, so a fighter with STR 8 is not feeling like a total loser next to that Fighter with STR 13. He's still capable, and viable as a character. I also like that magical devices can have a +3 attribute modifier as their default - that guarantees you will bump to the same location in the next tier up. I like that it breaks the tiers into 3 parts (low epic, medium epic, high epic). And, this ultimately ports over to the supers game a little better. I like that the Hulk gets +6 to attack and damage, and not 'just' +4. The raw scores don't change in that game, just the modifiers. Captain America (STR 13) is getting +2 to hit and damage, Spider Man (STR 15) is getting +3, Iron Man (STR 18) is getting +4, the Thing (STR 20) is getting +5, and Hulk is at his +6. This keeps a progression in place that distinguishes the characters mechanically enough to feel different, but keeps it relatively old school as well.

The Obvious Innovation in Fifth-edition Dungeons & Dragons That No Designer Saw Before

DM David - Tue, 04/21/2020 - 12:47

Stirrups. Zero. Shipping containers. Luggage with wheels. All these innovations seem obvious in hindsight. But they went undiscovered for millennia, until someone’s bright idea changed the world—or at least put airport porters out of work. Even those hotel shower rods that curve made someone rich.

Fifth edition Dungeons & Dragons includes one obvious-in-hindsight innovation that the game’s past designers failed to spot. Alas, it won’t make anyone rich.

Up until fourth edition, D&D fighters gained extra attacks, but fourth edition avoided them. The designers shunned extra attacks partly to speed play by reducing the number of attack and damage rolls. Sure, spells attacked lots of targets, but at least spells only required one damage roll.

Also fourth edition, like all earlier editions of D&D, aimed to parcel out benefits smoothly as characters leveled up. In theory, this made the difference in power between, a 4th- and 5th-level character about the same as the difference between levels 5 and 6. Characters at similar levels could adventure together without someone routinely dealing twice as much damage. But a second attack on every turn brings a fighter a big jump in power.

The designers of past editions worked to smooth these jumps in power by granting fighters something less than a full extra attack. AD&D gave fighters extra half attacks, and a need to remember half attacks. Third edition traded half attacks and the memory issue for weaker attacks and fiddly attack penalties. These solutions complicated the game with awkward memory demands and calculations.

So playtest versions of fifth edition did not grant fighters and other martial characters an Extra Attack feature. Rather than gaining more attacks, these classes earned features that enabled attacks to deal more damage. But this approach put fighters at a disadvantage against weaker foes easily dropped by a single blow.

When a fighter confronts a goblin horde and only makes one attack per turn, no amount of extra damage matters because one strike can only fell one goblin per turn. To help martial types against weak foes, the playtest included cleaving-attack powers that swept through groups. But such features failed to remedy another trouble: To-hit bonuses in fifth-edition increase at a slower rate and never grow as big as in earlier editions. The designers call this bounded accuracy, because they do not come from marketing. Bounded accuracy means that fighters hit weaker foes less easily than in past editions.

Fighter types should hew through the rabble like grass until, bloodied and battle worn, they stand triumphant. But in the playtest, even the mightiest spent turns muffing their one attack against some mook. With an extra attack, misses matter less because there’s more where that came from.

During the playtest, I wrote, “If D&D Next’s designers can find a good way to allow fighters to gain multiple attacks against weaker opponents, then a key piece of the Next design puzzle falls into place.”

Late in fifth edition’s creation, the designers compared the benefits each class gained as they leveled and noticed that wizards leap in power at 5th and at 11th levels. These jumps come from quirks of a spell list that date to the beginning of the game. At 5th level, wizards gain potent attack spells like Fireball, plus unbalancing buffs like Haste. At 11th level, wizards gain 6th-level spells, which bring save-or-die effects like Disintegrate. At the 9th spell level, Gary Gygax felt comfortable stashing world-altering spells like Wish and Time Stop, because his players never reached 17th level and never gained easy access to them.

Earlier editions of D&D aimed to parcel out benefits smoothly as characters leveled up. Those editions’ designers ignored the leaps in power certain spells brought; the fifth-edition designers embraced the leaps.

This brought the obvious-in-hindsight innovation: Rather than offering fighters half attacks or fiddly attack penalties, fifth edition matches the leaps in power brought by additional attacks to the leaps brought by 3rd, 6th, and 9th-level spells. Fighters gain extra attacks as wizards gain these spells. At the same levels, other classes gain potent powers and spells of their own. For instance, the bard’s Hypnotic Pattern spell got a fifth-edition redesign that moves it to 3rd level and dramatically increases the spell’s power. 

Third and fourth editions arbitrarily aligned the game’s tiers with 10th and 20th levels, because of round numbers. The fifth-edition tiers match to the levels where characters gain the best new powers and spells. These leaps in ability mean 4th- and 5th-level characters cannot adventure together without displaying big power differences, but characters in the same tier can join a party and contribute.

It all seems obvious now. Designer Mike Mearls says that a lot of innovations in game design work that way.

Categories: Tabletop Gaming Blogs

Play Test Reporting

The Splintered Realm - Tue, 04/21/2020 - 02:34
I've spent the evening exploring part of the starter dungeon for the core rules with a fighter I rolled up and have been playing with my revised rules, including the mods to character attributes. Oh my goodness does this feel old school. He's running from monsters, hiding behind doors, getting jumped by random encounters, climbing into little alcoves, making INT checks to map correctly... he just needs a 10' pole and he'd be the most old school dungeon crawler ever.

I LOVE the changes to attributes. Now, I am playing a viable fighter who doesn't have over the top attributes. It doesn't really matter that much. He failed a STR check to force a door (by 1 point), so that higher STR would have helped there, but that's been it. I LOVE the rules for fighting with sword and shield. Fights feel messy and dirty, as he's swinging (and repeatedly dropping) his sword and trying to shield bash skeletons to dust. I got very lucky (literally rolled 15 twice on a D30 potion chart) to get 2 greater potions of healing, which he had to drink both of just to survive. The XP are coming slow, and the treasure is small (but appropriate). Treasure no longer gives XP, so I have to keep killing monsters if I want to get XP. And I do. I really do.

The temptation to pick up a level of thief once I hit 2 is going to overwhelming (it will be SO helpful for solo dungeon crawling), and I might need lore at some point just to keep up with all the magic items I'm finding, but this has been fun.

If I was to tie XP to treasure (1 gold = 1 XP), I'd have picked up another 12 XP in addition to the 14 XP from monsters. That seems reasonable. I house rule that back in, which means that it is literally back in the rules - so it goes from house rule to official rule instantly.

The next thing is going to be to pick up a retainer of some kind. It would be cool to have a goblin or kobold who follows him around... hmm...

Attribute Scores

The Splintered Realm - Mon, 04/20/2020 - 21:13
Rut Roh.

I keep going back and tinkering with foundation concepts that underpin everything. I figure, this is my chance to do that, so I may as well at least investigate options as they come to mind.

One of the things that occurred to me last night while rolling up a fighter was attribute scores - if you are a fighter at level 1 who doesn't have STR 12, you are at a disadvantage. You are losing +1 to hit and damage every round just by dropping to 11, and +2 to hit and damage every round if you let STR slip to 9. And a fighter with STR 7? Fugeddaboutit. You are looking at a loss of +3 to both hit and damage every single time you attack.

The other issue arises at the top end. One of the intentional things in magical item design is trying to keep attribute creep under control. If you pick up an item that gives you giant strength, you have both STR 18, and +6 to attack and damage rolls in combat, which is HUGE. You are dealing tremendous damage with every swing.

What if we cut the scale down considerably, and put our break points every 4, rather than every 2, attribute points. Here's an example of how that might look:

Rating 2-5 (-1 modifier). Below average range.
Rating 6-9 (no modifier). Average range.
Rating 10-13 (+1 modifier). Exceptional range.
Rating 14-17 (+2 modifier). Heroic range.
Rating 18-21 (+3 modifier). Epic range.
Rating 22+ (+4 modifier). Beyond mortal ability.

Now, your level 1 fighter can have STR 10, 11, 12, or 13 and get +1 to attacks and damage. Or, he can have a 'lowly' STR of 6, and only be +1 back from a much stronger fighter.

It's not that your high STR doesn't matter. The game relies on a large number of checks, so your high strength score still makes a difference. Just not in combat.

Now, you can pick up a gauntlet of storm giant strength (STR 18) and rock the checks - you can rip doors off their hinges and lift huge weights. But, you are still only getting +3 to attack and damage, so it's not breaking the game in terms of bonuses. Your level still matters a lot, and your magical weapon is just as important. This keeps attributes in line with other, comparable scales.

Let's look at other implications:

For INT, this means that the formula for arcane spells would be different; your number of spells would be your tier + your INT modifier. As a tier 3 caster with INT 10, you get 4 spells of tier 1, 3 spells of tier 2, and 2 spells of tier 3 each day. If you can get that INT to 14, you get 1 more spell of each tier. It's not a game breaker, but it's a nice perk for having that exceptional intelligence. You can still be a magic user with INT 6... it's just going to be a little bit harder for you. The difference between 6 and 14 matters, but it's not an impossible difference. However, those lore checks are going to be far, far easier for the smarter magic user.

WIS and CON work the same way with their spells.

DEX modifiers to armor class would be mitigated, which keeps AC scaled a bit lower - which aligns with how AC scales for monsters a little better. I am ALMOST tempted to allow you to add your level to AC (as happens with my other games), and to make the armor you wear less important. Now we're DEEP into tinkering with the rules. However, your ability to get out of the way of damage should in large measure be a facet of experience. A magic user 1 and magic user 6 with the exact same gear should not be just as easy to hit; that second magic user has been in hundreds of battles, and has learned how to avoid being hit.

Since the game only goes to 6 levels, this is easy to mitigate. At the top end:

That magic user 6 has a ring of protection +3, and has DEX 14 (+2) from magical items. He has AC 21. In the current system, he has AC 15.
A fighter 6 has a suit of plate mail (+3) with a +3 enchantment, carries a shield (+2) with a +3 enchantment, but gets no DEX bonus because of the heavy armor. He has AC 27. In the current system, he would have AC 23.

Don't love how this is scaling. It works to add level for the supers and army ants games, because there are so few add-ons in game that contribute to AC, but here (where there is a lot of magic), that's not so much.

We could always scale back magic, too, so that there are only 2 levels of enchantment - enchanted and mystical. This would cut our magic user down to a 20 AC at level 6, and our fighter down to 25... and if we pull the AC bonus from a shield back to +1 (which makes more sense here), he's now down to AC 24. Again, your level matters more than your gear.

I'm going to let this simmer for a day or two...

Free Appendix N Sword & Sorcery Classic Downloads - Robert Howard's King Kull Stories

Swords & Stitchery - Mon, 04/20/2020 - 17:03
You can download em right over here.  Conan always seems to get more attention then Kull in my humble opinion but Kull has a charm all his own in the annals of Sword and Sorcery. There is lots to use including the best depictions of the serpent men outside of their mention in Lovecraft. Then there is the entire depiction of Kull's Atlantis and all of its environs. According to wiki :  Needles
Categories: Tabletop Gaming Blogs

Quest: The Underworld of Tekumel boardgame

Zenopus Archives - Mon, 04/20/2020 - 15:17
Image Source: Paul Stormberg and Bill Hoyt via The OSR Grimoire blog
For a time in the 1970s, TSR considered publishing a boardgame that was a sequel their popular DUNGEON! boardgame but based on the setting (Tekumel) of Empire of the Petal Throne, their second RPG. Publicly this went as far as a mention in the fifth Strategic Review (the magazine that later became The Dragon) in late 1975, where Tim Kask wrote:
"Also a little in the future is an EPT-based game on the order of DUNGEON!. However, the similarity is merely superficial. It is a really promising game in its own right, played on a beautiful board" (h/t to the OSR Grimoire).
Kask doesn't name the game or its designer, but Jon Peterson reported in 2015 that it was created by Bill Hoyt, a member of both Dave Arneson's and M.A.R. Barker's game groups and a publisher of game products under the "WAW Productions" imprint. Hoyt played in Tekumel and facilitated the publication of the Empire of the Petal Throne by TSR, who gave him a finder's fee and a "Presented in Association" credit for WAW. TSR also reprinted several WAW titles (see Jon's post for details), and then considered publishing the Tekumel boardgame, which Hoyt proposed calling "Quest", whereas Gygax favored "Catacombs". More recently Jon wrote on ODD74 that:
"TSR held on to Quest for like three years, from 1975 to 1978, and then opted not to publish it. Doing board games was expensive, and in 1978 anyway, Dungeon! sales weren't growing anything like core D&D sales, so from a strategic investment perspective, TSR wanted to put their money elsewhere. Gygax did offer to try to radically simplify the game, to make it something even less complicated than Dungeon!, but Hoyt didn't seem amenable to that. Gygax assumed Hoyt would take it to the Tekumel people after they rejected it; I don't know what if anything came of that. I just think it's neat that Bill was able to get it published in the form shown at the top of this [post]..."
Chirine Ba Kal, another member of Barker's group, provides more context in a Q&A thread:
"[That is] Bill Hoyt's wonderful game, "Quest", that he created with [creator of Dungeon] Dave Megarry's help; it's a Tekumel version of "Dungeon", and it's a lot of fun to play. Bill made six prototype copies of the game, and was kind enough to give me one for my archives. Bill goes way back; he's the "William Hoyt of W.A.W." mentioned in the TSR editions of EPT, and was one of the people - along with Gronan [Mike Mornard] - who persuaded Phil [aka MAR Barker] to publish in the first place."
While the game has never been published for general release, for the past few years Bill Hoyt has been running the game using his prototypes at Gary Con as part of Paul Stormberg's Legends of Wargaming series; here is the description from the Gary Con XII listing:
"Legends of Wargaming event! This is your chance to play Quest! the unpublished Empire of the Petal Throne board game designed by original Blackmoor player, Bill Hoyt! A variant of the Dungeon! board game, players will instead face the mysteries, magic, and monsters of Tekumel! After a brief introduction on the history of the game’s design, Bill will lead up to 12 players into the Tekumel Underworld! Empire of the Petal Throne by Professor MAR Barker is one of the most lavishly conceived fantasy worlds of all time! When TSR published Empire of the Petal Throne in 1975 and it was a natural success. TSR followed this up with a line of miniatures and a set of wargame rules, Legions of the Petal Throne by Dave Sutherland III. At the same time, Dave Megarry's Dungeon! was TSR's most popular board game. Indeed it was one of Gary's favorites. Bill Hoyt sought to capitalize on these popular products by creating a game that tapped into both: Quest! Designed in the mid-1970s, this game was one of the many games considered for publication by TSR. Fortunately for us Bill still has a few demo copies on which participants can play."
At these games, Hoyt shows off the fantastic cover of the game, which is the image that appears at the top of this post, and can also be seen in this Facebook post. The same OSR Grimoire post linked above also has a photo of Hoyt running the game for several players, and others can be spotted on Facebook

The cover depicts a battle in the Underworld between two groups. The warriors to the right presumably represent the players of the game, including two humans - one an archer - and (I think) a "slender, stick-like" six-limbed Pe Choi, "often found in human armies". On the ground is a fallen Shen, "dragon-like" and with "gleaming black scales", presumably a member of the same group based on the color of its armor. The opponents to the left include two reptilian Sro, having "long, dragon-like heads" with "jagged-toothed beaks and six-limbs including "a pair of small arms" that "can wield a broadsword in each hand". They are led by a sinister figure that is likely a "Skull-Priest of Sarku", a deity known also as "the Five-Headed Lord of Worms, Master of the Undead, the Demon of Decay", and whose "minions paint their faces to resemble skulls". (All quotes in this paragraph are from TSR's Empire of the Petal Throne, 1975).

I'm not sure who the cover artist is; there appears to a signature in the lower left corner but is not readable at the current resolution. I will update this post if I learn more.
Categories: Tabletop Gaming Blogs

A house rule for OD&D or Swords & Wizardry

Bat in the Attic - Mon, 04/20/2020 - 12:34
In ODnD or Swords and Wizardry, a fighter gets 1 attack per level when facing a group of opponents with 1 HD or less. Note in ADnD this was changed to 1-1 HD or less.

The origin of this rule is found in The Strategic Review, Volume 1, No 2, Page 3.

It is Gygax's adaptation of the Chainmail rule where one hero type worth four figures and a superhero is worth eight figures.
What if we extended this rule
Multiple Attacks for original edition fighters
Every combat around the fighting man can attack a number of hit dice equal to their level with a minimum of 1 attack allowed. If the creature has a modifier to their hit dice round up to the nearest whole number. For example a hobgoblin has HD 1+1/2 for this rule treat this the same as a HD 2 creature.
This means a 4th level fighter while facing a Goblin Chief HD 1+1/2 and five of his minions (HD 1-1) can opt to attack up to four of the goblin minions. Or opt to attack the Chief two times as HD 1+1/2 is treated as HD 2. Or the chief once, and two of his minions provided they are within reach of the fighter's weapon.
Categories: Tabletop Gaming Blogs

The Lighthouse of Anan Marath

Ten Foot Pole - Mon, 04/20/2020 - 11:11
Jim Stanton Frog God games S&W Levels 5-7

From the shoreline of the village of Saemish, waves can be seen tossing their salt and spray upon four small islands, the largest of which is Anan Marath. A great bridge, aged and deteriorated, spans from the mainland connecting these islands and ending at colossal lighthouse of Anan Marath. Each might y structure is created from the deep-green bedrock found only in the bedrocks of the watery abyss. For Decades, the Lighthouse of Anan Marath has remained dark. Slowly devolving into a state of shappy disrepair. But no longer! The village council has decided-narrowly and after angry debate-to restore the lighthouse and clear it of its dark and bloody past.

This thirty page adventure details fifty or so rooms of a lighthouse complex off the short of a small village. It has an interesting approach with the map environment and the writing can be quite evocative, if a bit unfocused in places.  Some additional “context” work could have/should have been done, but otherwise it’s a solid effort.

Off the short of a small village is a chain of three islands, connected with a stone bridge, Florida Keys style At the far island is a lighthouse. Trade is returning to the region and the locals need someone to sort out the lighthouse so they can relight it, after many MANY years of disuse, allowing them to bring trade back to the town. It’s not  abad set up and gets to that “points of light” theming of reclaiming the world. It also has a nice little non-standard reward: in addition to what you find they are willing to give you a percentage of all the trade goods/trade that come by. An investment in your future! I like that, and I like the way it cements the village in to the characters lives as a someplace other than a “one and done” adventure. There’s a bit of a disconnect in place: the lighthouse complex is either 250’ off shore (according to the text) or 50’ offshore (according to the map) and it’s stuffed FULL of evil baddies, from monsters to cultists to pirates. Why any one of them haven’t laid waste to the town is anyone’s guess. It’s pushing believability/pretext in that regard, but, at worst, it’s the town sewers problem all over again. And if I can deal with that I can deal with the baddies only being 50’ offshore of the village.

The writing here is not bad at all, from an evocative standpoint. Rotting trapdoors, mix with scrub and surf, wait-high crenels, bridges glistening with salt & spray and dark green seastone with the waves lapping up against it. It hits more than misses in this regard, with the locales really coming to life in the DM’s head through the word choice of designer. It doesn’t feel forced, it feels natural. I love this. The ability of the designer to put an image in to the DM’s head is one of the pillars of a good adventure. If the DM can really GROK the location then the chances they will communicate a great environment to the players is all the better. It really feels like the designer visualized the environment and then brought the power of the language to bear to describe it without going and on and on with the descriptions.

The map here  is interesting, or, perhaps, the locale it is describing. Because it’s a causeway, it lands on the top of towers. Thus in many cases you are exploring DOWN, to the towers proper, or even to the rocky islands that support the towers the causeway lands on the top of. Likewise, the lighthouse is entered, in one possible method, midway through the top, where the causeway lands, giving opportunities to go down and up, with additional underwater tunnels. It’s a good effort of breaking the mold of just exploring down or up. Although, not always the clearest in it’s descriptions. There’s some puzzling to do to figure this out.

It does tend to lack focus in its descriptions. It mixes background and history and “this is why X is Y …” in to the descriptions. Regular readers will know that I eschew this. It detracts from the ability to scan the room at the table and relate the information to the players in a quick manner. The usual mistakes are made, from explaining why. Blah blah shaped this by magic, who were actually cultists of god blah blah blah. This is trivia and just gets in the way, and its done over and over again. Again, this is more like the writing I would expect in a style guide for the world rather tan in a technical resource for the DM at the table. In other places the writing isless direct, like with “This place has recently become the lair of an X.” Good that we’re being told X lives here, but it can be done in a more direct manner. These two things make the actual locations quite a bit weaker for use than if they were not present/used. 

Of secondary interest is the lack of a polish edit. Certain things are confusing, or could be more direct. It mentions an arrow slit in one case, and only by extended thought does it turn out to be an alternative entrance to the lighthouse. The initial description, therefore, is not really effective in what it’s trying to relate: this is an entrance to the lighthouse that the party can use. It implied, rather than stated, and not implied very heavily. There are multiple examples of this in the adventure, things that require some puzzling out to figure out what is meant/intended. In other places there are opportunities missed. That one that sticks out, but its not the only example, is of the old town drunk, dead in a cellar from a beastie. He even gets a name ‘Cooter.’ That’s great, but the emphasis on this, up front, n the village, or an mentioning it up front in such a way that the party can learn it, is missing. There are passing references to clutists emerging from sea and ships in the night, but the emphasis and follow up isn’t there, up front in the overview and village, and this the opportunity is lost unless you read the entire thing and take notes. Not the strongest support and substantial missed opportunities for support play in the village before the adventure proper starts. There’s also a bit of lost opportunity to give overviews of the situations, since you’re outside and can see the entire thing. Thus if you want to do this you have to read the entire thing, figure out which parts are “visible” and try to come up with something on your own. Again, these sorts of “vista overview” descriptions are worth their weight in gold when trying to relate the overall situation to the party. If you can SEE cobwebs on the island, from the bridge, then that needs to be up front, not in the room key that describes that location.

Some of this, I think, is due to the Frogs lack of good editing. Simple mistakes crop up, like the HD3 fighter who is level 7. And, of course, the level range is missing from the cover or the product description on DriveThru instead hiding on the title page of the adventure … I wish the Frogs would make a fucking checklist and continously improve on it for these little mistakes ther continually make. At least they’ve stopped slapping the wrong cover on things. 

Order of battles for the pirate and cultists are missing, but there are other strange comments like “If the party strikes up a conversation with this group of pirates ….” the ones guarding something, that you just killed a bunch of other pirates to get to? Are they in a talking mood? The adventure strikes me as a hack with little opportunity to talk to people implied in the text, so this comes out of nowhere. 

But, still, a decent effort. Good environment, nicely evocative. Strains believability in places and the DM text is muddled, but, such is life in the age of cholera. 

This is $11 at DriveThru. The preview is six pages and the last page shows you the first encounter description. It’s relatively good for determining what the writing is like for the rest of the locations, but I’d like to see more of them in a preview.

Categories: Tabletop Gaming Blogs

Strange Days and Nights in Shkizz

Sorcerer's Skull - Mon, 04/20/2020 - 11:00
Our 5e Azurth game continued last night with the party still on the road to the Sapphire City at the center of the Land of Azurth. After several days on the road, they were now near the northern border of Yanth Country. Tired of sleeping by the roadside, they decided to spend the night in the sound of Shkizz. Kully has heard through on the bard circuit that Shkizz is a really boring town, but a safe one.

Emblazoned on Shkizz's walls are the motto: "Blandness is Next to Godliness." The party finds out the town tries their hardest to live that by that creed. All the food is bland, the clothes unisex and colorless, and there is no alcohol to be had.

The party gets rooms at the Tranquil Glenn Inn, where they are in bed by curfew. Several hours after they are in bed (but not sleeping, suspicious of this town), they are awakened by sounds of merrymaking, and wild abandon. The people of Shkizz have traded their drab clothes for colorful carnival attire (when they are wearing clothes at all), consuming massive amounts of alcohol, and generally engaging in wanton hedonism and even criminality.

The party doesn't understand what's going on, but they do a little drinking and play some music to blend in. After a few hours, the revelers were either passed out, concussed, or secluded for amorous activities. The party took up strategic hiding places to see what happened next. As dawn begin to break, hungover workers arrive in their daytime attire to clean up the the detritus of the night's debauchery.

When the party tried to question the townsfolk they were met by icy stares--and then they were approached by guardsmen who arrested them for not disturbing the peace the night before! They were swiftly taken before a judge and found guilty of not committing any number of crimes. They're sentenced to two days in jail.

The party plans to break out at night time, thus committing a crime and obeying Shkizz's rules, but before they do, they see robed figures descending down a hidden stair in the back of the court building.

Their curiosity piqued, once they escape, they follow the mysterious figures below.

Stalingrad: Heroes All now on Sale

Two Hour Wargames - Sun, 04/19/2020 - 20:49

Originally released in 2011, this is the latest version updated to work with our current version of NUTS! If you have the original, I wouldn't buy it as it will still work. 
But if you don't...

Order Here
Categories: Tabletop Gaming Blogs

A report from the Attic, a Bat in the Attic Update

Bat in the Attic - Sun, 04/19/2020 - 19:32
I hope everybody keeping safe and well.

A small bit of good news, Onebookshelf announced that they will be resuming card and poster printing. In this post I stated that I will be sending complimentary print coupon to anybody who buys the map PDFs. This will be an at-cost plus $1 so the use of the coupon will register as a sale. The post has the costs. Any PDF made today or Monday up until they open up print sales for cards/posters will still get the complimentary print coupon. I expect to have them emailed no later than the end of the week so check your inbox on DriveThruRPG.

In other developments work still continues on the Wild North although I slowed down to work other project I have in the hopper. Namely an adventure that I will be calling Night Bride's Coven. An adventure deep within the Forest of Remorse a forested region inhabited by a variety of evil denizens including some evil magic users who banded together as the Night Bride's Coven. I was not sure how long the shutdown of OBS' card/printing facility will be and figured I need to work on something that just a book. A portion of the map is below. The digital version won't be just a PDF but have versions suitable for Virtual Tabletop Software like Roll20 or Fantasy Grounds.

Last I submitted my first quarter royalty report to Robert Bledsaw II of Judges Guild. As part of that we came to an agreement on what I was owed for doing the remaining nine maps. Which also determines how long the royalty waiver I was granted will last. See Concerning Bat in the Attic Games.

Currently I am 45% of the way to reaching the agreed upon amount. This is an increase from 37% from January 1st. Because of the Covid-19 situation I estimate I will hit the amount I am owed by the end of the year. I will have a better feel for this after the 2nd quarter report.

After this point per my license agreement I will turn over any files I have not given yet and remove the items from sales from my storefronts.

Again everybody keep safe and healthy.

Categories: Tabletop Gaming Blogs

Weird Revisited: Over There

Sorcerer's Skull - Sun, 04/19/2020 - 14:00

Take the fairyland across the border of Lud-in-the-Mist or A Fall of Stardust. In between it and the "real world" there is a wall or barrier-- let's say an "Anti-Alien Protection Rampart" in official terminology. Instead of England on the real world side there's East Berlin and the GDR or some sutble Eastern Bloc stand-in. Drüben indeed.

While "Workers of the World, Unite Against the Faerie!" would be interesting enough, recasting the fairy presence with some Zone phenomena-like details out of Roadside Picnic and a bit of the seductiveness of the Festival from Singularity Sky: "Entertain us and we will give you want you want." Faerie should be weird and horrifying but also weird and wondrous--in a horrific way, naturally. Miracles, wonders, and abominations.

Of course, the authorities don't want anybody having interaction with the faerie, much less smuggling in their reality-warping, magical tech--and maybe they have a point. But if PCs did the smart thing they wouldn't be adventurers, would they?


The Splintered Realm - Sun, 04/19/2020 - 03:21
A few years ago, I directed a production of the Tempest at my school, and I made the poster. I really liked the design at the time, and I found a copy of the image online, and decided to redraw it for the TSR ruleset. It turned out AWESOME. I'm going to put this on the index page. I wanted to put it with Nature Magic (an example of weather control), but don't really have the room to do it justice, and wanted to give it like a third of a page. I thought I would share...

Coming Very Soon…

Torchbearer RPG - Sat, 04/18/2020 - 21:46
Cave Serpent by Arik Roper

Pssst. This is just between you and me. Check it out! #Torchbearer #Torchbearer2nd

Categories: Tabletop Gaming Blogs

1d10 Cursed & Magical Chalices for Your Old School Sword & Sorcery Campaigns

Swords & Stitchery - Sat, 04/18/2020 - 19:51
There are treasures of ancient workmanship and strange aspect which are the focus of adoration for dread rites and forbidden magics. They are the source of extraordinary power and the focus for dangerous cults, many have been left behind after the power of their gods fades and yet legends and myths grow around them creating the central focus for adventures. Heroes, rogues, and adventurers Needles
Categories: Tabletop Gaming Blogs

Blast em with Hellfire! Settling into an OSR Hell - Cha'alt & My Version of the OSR Hells!

Swords & Stitchery - Sat, 04/18/2020 - 17:46
There are so many lovely little Frog God Games Swords & Wizardry Monsters that  I'd love to use in my games. I decided to get my infernal campaign  notes out for some business in my version of Hells. This goes back to my 3.5 Dungeons & Dragons D20 days so a little OSR patience. Recently we reviewed Troll Lord Games Castles & Crusades Tome of the Unclean  & that review generated a ton of Needles
Categories: Tabletop Gaming Blogs

(5e) Fell Deeds in Felfair Grove

Ten Foot Pole - Sat, 04/18/2020 - 11:16
By Simon Goudreault WanderingDM 5e Level 2

… you will search the Witchwoods for missing people, overthrow a tyrant, and bring peace and justice to a small frontier town by the name of Bromwich. 

This 54 page adventure uses about 25 pages to describe a hunt in the woods, avillage, and an small fight with the mayor as the climax of the adventure. Weird mechanic choices abound in this, as well as the usual “I don’t know how to write an encounter description” issues that plague nearly every adventure. 

There’s a convoluted backstory to this which I’ll complain about in a bit, but, first, the basic adventure outline. You’re hired to find some missing lumberjacks. Each day, when you are searching the woods for the lumberjacks, you roll survival. If you roll over X then you could encounter any of the encounters, on the chart, with a survival DC<=X. So, a chart full of fourteen encounters of various DC’s, once of which has the lumberjacks. After finding the lumberjacks the party is betrayed by the person who hired them. They are then rescued by the sheriff and given the “real” mission, to find someone to replace the corrupt mayor of the town. You go talk to some people, and then tell the sheriff who you want to be the new mayor. You then ambush the corrupt mayor, who offers to reward you if you take his side. And then the adventure ends, one way or another, with the party choosing a side and finishing up the combat.

The adventure is trying to have some complexity to it and be a little sandboxy. There are other quests to perform in the lumberjack camp, little fetch things, etc, and the “mayor candidates” that you talk to, pre-revolution, MIGHT have some things to do. The NPC’s are laid out up front, for the town, as well as descriptions for ten or so town locations. There’s also a pretty open-ended “get your stuff back” section, that is not supported by the text AT ALL, but feels like an infiltration from the few words there are about it. Further, there’s at least a bit of complexity to the otherwise stock characters, in places. The corrupt mayor COULD actually surrender, and he COULD keep his word, if the party throws in with him at the end. Further, his (nice) son is probably the best equipped to be the next mayor but, of course, no one trusts him. There are a decent number of opportunities to roleplay and gain allies as well. So, Simon tried.

Tried and failed.

The mechanics of this are terrible, and you know I seldom talk about mechanics, so they must be egregious. Fourteen locations on the forest chart, you can find one a day and only one has the lumberjacks. Further, the other locations do NOTHING to make your search more productive. At most, you might get rid of wandering monster checks. (which are fucking lame in an adventure like this, especially in the throw-away form they are presented here. Wanderers do different things in 5e than in OSR. Just make some decent encounters to scatter in instead of a traditional chart, if you’re going to use them.) So, just roll a check every day, have an encounter, and hope that, randomly, you get the one you are looking for. No chance to influence. The worst kind of random. Just suffer through without ANY ability to influence your fate. The journey IS in fact the destination, but no ability to influence your fate is a shitty shitty journey.

Likewise, when you talk to people, mayoral candidates, you need to convince them to take the job. They each have a different chart. If you do X things from their chart then they will take the job. BUT YOU DONT KNOW WhaT THE THINGS ARE, as players. It’s just fucking random. Did you do all of the bulltin board tasks? Do you know Bobs spouse was kidnapped? He won’t tell you that. This is all BS. You can’t engage in meaningful decision making unless you know the decisions you are making. “HAhA! Gotcha! You should have carved your initials in to random tree #2353 in the forest! You didn’t, now you loose!”  Of course the DM is gonna cheat and fudge to make things happen and keep the action going. Is that the point of a DM? Maybe, but it’s more the job of the designer to keep that shit from happening in the first place.

So, you find the lumberjacks. And are then backstabbed by Mayor McDickCheese. He’s taken all the money he would have paid you and instead bought sleep poison. He poisons you and throws you in the river, tied up, to drown. Why not just kill you? Why not use killing poison? Why not just PAY YOU? Because, gentle readers, Wandering DM thinks they are STORYTELLER. FUCK YOU AND FUCK YOUR STORY! IT”S THE PLAYERS STORY, NOT YOURS! This sort of forced shit really pisses me off. If you make your save DC then bandits burst in and shoot you with sleep poison crossbows. The room has no doors or windows ,locked, everything set up against the party. Fuck you. Adversarial, railroad designer. Fuck. You. All so you can tie them up and throw them in the river so they can make a DC10 check or drown. That’s fun. Or, they missed? Don’t worry, the sheriff will rescue them. Because fucking plot. Shitty, shitty, shitty design. The players are viewers in their own adventure instead of participants. 

Read-aloud is weird. There’s not much, but it’s long and in italic (bad!) when it does poop up. You have to read the fucking backstory to udnerstand the hooks and what exactly is going on. Again, terrible design. Encounters and NPC descriptions are full of meaningless trivia and backstory instead of tools and ideas to help the DM bring the adventure to life. “Karl moved here 25 years ago after a life of adventure” is meaningless trivia backstory. “Karl runs an underground booze ring and is looking to X with Y if he can” gives Karl a reason to be in the adventure and the ability of the party to interact with him in a meaningful, adventure driven, way.

Blah blah blah, says the generic ad copy, “discover a dark secret.” Zzzzz…….

This is $5 at DriveThru.The preview is fifteen pages. You get to see the setup, the NPC’s and town locations and their lack of adventure-driven focus in their writing styles. That’s about it though. A fifteen page preview should also show some encounters (and yet, the NPC’s COULD be encounters, so, ok, it does show some, but, still, real encounters also, please, so we can make an informed decision.) Two five star reviews as of my blog post. Geee, that’s surprising.

Categories: Tabletop Gaming Blogs

AD&D Session 4: The Drums of the Dog People

Jeffro's Space Gaming Blog - Sat, 04/18/2020 - 02:10

The past week saw me feverishly working up one page dungeons for the game, agonizing over them, and then wishing I had dozens of them on hand. I am convinced that seriously preparing an actual mega-dungeon will substantially impact to quality of the game. On the other hand, I conjecture that a certain amount of actual play will also prove invaluable to that creation process. We’ll see how it goes until then.

Every session has been crazy different so far. Total party kill the first session. Something very close to a total party kill the second session. Maybe an overly generous treasure haul during the third. Some of it was very inspired gaming. Good times! Good enough that my campaign seems to live in its own shadow.

So what shook out of the game this time?

The game opens up with the ranger asking about how much a horse cost. I’d put him off last time and then never looked it up! I put him off again and then digressed into an explanation of Gygaxian timekeeping. Everyone knows Gygax told us plainly that “YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT.” Long time B/X DM’s like myself failed to grasp that he elaborated on this principle so far as to insist that a game day passes for each real day that elapses between sessions. If you want to know why people were so keen on playing D&D back in the day several nights a week, this is the rule that helped make it happen!

There are more digressions and I keep trying to bring the subject back around to all the great rumors and adventure hooks I’ve got prepped back at the cavern. Time and again I am derailed from this with some question of esoterica related to how I run the came or what exactly a particular player character’s abilities. Or how XP is divided up. Or just what each character’s take was last time and why.

Finally I get to the part that I’m so excited about. I describe who is in the tavern and who isn’t. I can’t wait to see what sort of character interactions emerge from this just like in the bad old days of session one and two which I now fondly recall. I establish the scene in about thirty seconds, but it seems like an eternity. The players then ask if they can get ten men-at-arms to come with them. We then consult the rule books because we remember something somewhere about the paladin not being able to have henchmen or something and before we can figure that out, I just say that Gilbert and Sullivan are really jealous about the big treasure haul they got last time and so now they want to come back. The paladin offered them 80 gp each and the deal was done.

The players were completely uninterested in the tavern and the wider world. Why would they be? The already know where the dungeon is. They want to go back and get more treasure. I am super excited about my box text and I try to read it several times, but there is more planning to deal with. Finally I get to say it, it’s totally my favorite part, but it’s obvious a simple “okay you’re at the dungeon” would have sufficed.

The players go in and splash through the sewers. But they don’t have the mapper with them from the first few sessions. (Maubert has met a trollop who wants to move to the country and use his money to start a business selling high end organic herbal beauty products.) They have no idea where anything was or where they had been before or where they actually wanted to go or anything. This one detail somehow got lost in all the planning.

The party went through one intersection in the sewers and then another. They argue about which way they might have gone before and end up deciding to keep going north past the second intersection. They then go a fairly long ways, expecting maybe a third intersection. But it is a long time coming, which is rather confusing. Then they hear the sound of a drum and they are not quite sure which direction it is in.

They elect to keep going. They come to some webs, which they burn up. They come to some more which has the shrunken body of strumpet webbed up into the ceiling. They take her down and search her finding ten copper pieces. They hear some more drum sounds which seem to be further away now. Still they elect to keep going.

(At this point I was very tempted to relocate one of the one page dungeon levels I had worked up and placed elsewhere somewhere in this vicinity. I thought about this for a moment and then decided that whatever was about to happen was going to make way more sense and be more fun than my arbitrarily warping reality in order to route around an unforced error on the part of the players.)

They finally come to another intersection and I call for a surprise roll. The ranger rolls a one and I pause the game to check the rules for that which are relatively elaborate. Attempting to process them in the heat of the game, I rule that the players are surprised. The ranger questions the ruling and I insist I have it right even though I know it’s not what we expected. A few rounds of combat ensue and the ranger and the paladin both have to make saving throws against poison again. They both make them and the spiders are defeated.

Now the players are 100% sure they have gone the wrong way. They really don’t want to continue into the unknown while their way of escape is blocked by monsters. They form up into their marching order and make their way back.

Coming to the intersection they see dog men in every direction. The ranger wants to shoot his bow from the second or third rank and I rule that the ceiling is too low. The party holds their position and prepares for melee, but the dog men just throw spears at them. The ranger asks if the ceiling is too low for that and I say no it isn’t.

The party then picks up the spears and falls back a little, and then equips their second rank with the spears. There’s some melee and some healing. Two dog men fall and the last ends up running around the corner. The players want their free attacks and I end up ruling that they don’t get them because the dog men don’t get them when the party falls back a little. The party then moves back up to the intersection with the aim of blocking the let and right passages with flaming oil before clearing out the other monsters blocking their way out. Turn after turn, the oil is tossed. We look up the actual rules for flaming oil and are shocked at how detailed they are. Just like with the poison rules for the assassins, this stuff is way better then the sort of thing I have improvised for my B/X games.

When the fifth dog man drops, I check for morale and they fail badly. They scatter in three directions. The party pauses to loot the bodies and then heads for the exist.

Really tense game. Everyone was sure a player character was going to die or that maybe there would be another total party kill. But somehow they all made it. The reward this time was… to make it out alive. Which didn’t seem all that bad in the end. One player suggested maybe trying a different manhole next time as they had gotten very predictable. This never occurred to me, so I go back to my mega-dungeon prep with this very obvious idea ready to work into my conception of the game.

With this close shave with death for next to no treasure and the warning that the dog men have finally observed the players utilize flaming oil tactics and then lived to tell about it, I can only imagine the players are that much more interested in investigating alternative entrances into the sewers.

I do have to say, if this was a B/X game the body count would have been much higher. The players have mass quantities of healing  far beyond what low level B/X parties are ever going to see. Further, the players can be brought back from up to -10 hit points. Stuff that looks like certain death from a Basic D&D perspective is just not near as big of a deal here! This more than makes up for the lack of an automatic sleep spell for the magic-users.

Characters in this game:

Arthur the Gallant (7 hits) [Delves 2, 3a, and 3b] XP: 122 + 753 + 351 + 54 = 1280

Hans Franzen the Swoleceror (2 hits, Burning hands, Jump, Message, Read Magic) [Delves 3a and 3b] XP: 753 + 351 + 54 = 1158

Torin the Runner (7 hits) [Delves 3a and 3b] XP: 753 + 351 + 54 = 1158

Aulis Martel the Acolyte (8 hits) [Delves 3a and 3b] XP: 753 + 351 + 54 = 1158

Brother Pain the Acolyte [Delve 3b only] XP: 351 + 54 = 405

Gregg the Acolyte (10 hits) [Delve 4 only] XP: 54

Henchmen Gilbert and Sullivan, the men-at-arms [Delve 2 only] XP: 61 each

Note: These XP totals do not include any bonuses due to high prime requisites.

Experience and treasure:

This delve the players the players gained 392 XP for killing monsters in addition to 10 copper pieces, 26 electrum, and 31 gold for a total of 436 XP this time. Divided eight ways, that comes out to 54 XP each.

Note: 17 total dog men have been killed so far in this campaign!


Day 1: The Hole in the Sky

Day 2: The Thing in the Sewer

Day 7: The Big Score part I

Day 8: The Big Score part II

(Day 9-14 — player characters all carousing¹; Keebler Khan fully recovered) <—- I day of real world time = one day of game time!)

Day 15: The Drums of the Dog People

¹Note to party: Keebler Khan’s mother is OFF LIMITS when it comes to finding trollops!

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